mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 18:44:01 +02:00
resolve conflicts on merge with upstream master
This commit is contained in:
commit
250df35bc1
20 changed files with 361 additions and 228 deletions
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@ -10,5 +10,5 @@ add_subdirectory(interface)
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add_subdirectory(injector)
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add_subdirectory(pairing-server)
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add_subdirectory(space-server)
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add_subdirectory(voxel-server)
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add_subdirectory(voxel-edit)
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add_subdirectory(voxel-edit)
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add_subdirectory(voxel-server)
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@ -45,8 +45,6 @@ unsigned char packetData[MAX_PACKET_SIZE];
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const int LOGOFF_CHECK_INTERVAL = 5000;
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#define DEBUG_TO_SELF 0
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int lastActiveCount = 0;
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unsigned char* addAgentToBroadcastPacket(unsigned char* currentPosition, Agent* agentToAdd) {
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@ -81,13 +79,13 @@ int main(int argc, const char * argv[])
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setvbuf(stdout, NULL, _IOLBF, 0);
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ssize_t receivedBytes = 0;
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char agentType;
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char agentType = '\0';
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unsigned char *broadcastPacket = new unsigned char[MAX_PACKET_SIZE];
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*broadcastPacket = PACKET_HEADER_DOMAIN;
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unsigned char broadcastPacket[MAX_PACKET_SIZE];
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broadcastPacket[0] = PACKET_HEADER_DOMAIN;
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unsigned char *currentBufferPos;
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unsigned char *startPointer;
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unsigned char* currentBufferPos;
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unsigned char* startPointer;
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int packetBytesWithoutLeadingChar;
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sockaddr_in agentPublicAddress, agentLocalAddress;
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@ -101,8 +99,8 @@ int main(int argc, const char * argv[])
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if (agentList->getAgentSocket().receive((sockaddr *)&agentPublicAddress, packetData, &receivedBytes)) {
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std::map<char, Agent *> newestSoloAgents;
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agentType = packetData[0];
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unpackSocket(&packetData[1], (sockaddr *)&agentLocalAddress);
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agentType = packetData[1];
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unpackSocket(&packetData[2], (sockaddr*) &agentLocalAddress);
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// check the agent public address
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// if it matches our local address we're on the same box
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@ -115,21 +113,23 @@ int main(int argc, const char * argv[])
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}
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}
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if (agentList->addOrUpdateAgent((sockaddr *)&agentPublicAddress,
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(sockaddr *)&agentLocalAddress,
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if (agentList->addOrUpdateAgent((sockaddr*) &agentPublicAddress,
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(sockaddr*) &agentLocalAddress,
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agentType,
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agentList->getLastAgentId())) {
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agentList->increaseAgentId();
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} else if (packetData[0] == PACKET_HEADER_DOMAIN_RFD) {
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// if this is a previous agent, and they are re-reporting for duty
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// then we need to update the first receive time
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Agent* refreshedAgent = agentList->agentWithAddress((sockaddr*) &agentLocalAddress);
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refreshedAgent->setWakeMicrostamp(usecTimestampNow());
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}
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currentBufferPos = broadcastPacket + 1;
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currentBufferPos = broadcastPacket + 2;
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startPointer = currentBufferPos;
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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if (DEBUG_TO_SELF ||
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!agent->matches((sockaddr *)&agentPublicAddress, (sockaddr *)&agentLocalAddress, agentType)) {
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if (!agent->matches((sockaddr*) &agentPublicAddress, (sockaddr*) &agentLocalAddress, agentType)) {
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if (memchr(SOLO_AGENT_TYPES, agent->getType(), sizeof(SOLO_AGENT_TYPES)) == NULL) {
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// this is an agent of which there can be multiple, just add them to the packet
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// don't send avatar agents to other avatars, that will come from avatar mixer
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@ -140,26 +140,26 @@ int main(int argc, const char * argv[])
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} else {
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// solo agent, we need to only send newest
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if (newestSoloAgents[agent->getType()] == NULL ||
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newestSoloAgents[agent->getType()]->getFirstRecvTimeUsecs() < agent->getFirstRecvTimeUsecs()) {
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newestSoloAgents[agent->getType()]->getWakeMicrostamp() < agent->getWakeMicrostamp()) {
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// we have to set the newer solo agent to add it to the broadcast later
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newestSoloAgents[agent->getType()] = &(*agent);
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}
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}
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} else {
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// this is the agent, just update last receive to now
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agent->setLastRecvTimeUsecs(usecTimestampNow());
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agent->setLastHeardMicrostamp(usecTimestampNow());
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}
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}
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for (std::map<char, Agent *>::iterator agentIterator = newestSoloAgents.begin();
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agentIterator != newestSoloAgents.end();
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agentIterator++) {
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for (std::map<char, Agent *>::iterator soloAgent = newestSoloAgents.begin();
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soloAgent != newestSoloAgents.end();
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soloAgent++) {
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// this is the newest alive solo agent, add them to the packet
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currentBufferPos = addAgentToBroadcastPacket(currentBufferPos, agentIterator->second);
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currentBufferPos = addAgentToBroadcastPacket(currentBufferPos, soloAgent->second);
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}
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if ((packetBytesWithoutLeadingChar = (currentBufferPos - startPointer))) {
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agentList->getAgentSocket().send((sockaddr *)&agentPublicAddress,
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agentList->getAgentSocket().send((sockaddr*) &agentPublicAddress,
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broadcastPacket,
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packetBytesWithoutLeadingChar + 1);
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}
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@ -21,7 +21,9 @@
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using namespace std;
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const bool BALLS_ON = false;
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const bool AVATAR_GRAVITY = true;
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const bool USING_AVATAR_GRAVITY = true;
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const float GRAVITY_SCALE = 6.0f;
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const float BOUNCE = 0.3f;
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const float DECAY = 0.1;
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const float THRUST_MAG = 1200.0;
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const float YAW_MAG = 500.0;
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@ -32,23 +34,28 @@ const float BODY_ROLL_WHILE_TURNING = 0.1;
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const float LIN_VEL_DECAY = 5.0;
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const float MY_HAND_HOLDING_PULL = 0.2;
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const float YOUR_HAND_HOLDING_PULL = 1.0;
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const float BODY_SPRING_FORCE = 6.0f;
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//const float BODY_SPRING_DEFAULT_TIGHTNESS = 20.0f;
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//const float BODY_SPRING_FORCE = 6.0f;
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const float BODY_SPRING_DEFAULT_TIGHTNESS = 1500.0f;
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const float BODY_SPRING_FORCE = 300.0f;
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const float BODY_SPRING_DECAY = 16.0f;
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const float BODY_SPRING_DEFAULT_TIGHTNESS = 10.0f;
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const float COLLISION_RADIUS_SCALAR = 1.8;
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const float COLLISION_BALL_FORCE = 1.0;
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const float COLLISION_BODY_FORCE = 6.0;
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const float COLLISION_BALL_FRICTION = 60.0;
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const float COLLISION_BODY_FRICTION = 0.5;
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float skinColor[] = {1.0, 0.84, 0.66};
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float lightBlue[] = { 0.7, 0.8, 1.0 };
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float browColor[] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
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float skinColor [] = {1.0, 0.84, 0.66};
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float lightBlue [] = {0.7, 0.8, 1.0};
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float browColor [] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
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float mouthColor[] = {1, 0, 0};
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float BrowRollAngle[5] = {0, 15, 30, -30, -15};
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float BrowRollAngle [5] = {0, 15, 30, -30, -15};
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float BrowPitchAngle[3] = {-70, -60, -50};
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float eyeColor[3] = {1,1,1};
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float eyeColor [3] = {1,1,1};
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float MouthWidthChoices[3] = {0.5, 0.77, 0.3};
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@ -70,9 +77,9 @@ Avatar::Avatar(bool isMine) {
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_orientation.setToIdentity();
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_velocity = glm::vec3( 0.0, 0.0, 0.0 );
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_thrust = glm::vec3( 0.0, 0.0, 0.0 );
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_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
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_velocity = glm::vec3(0.0f, 0.0f, 0.0f);
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_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
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_rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
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_bodyYaw = -90.0;
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_bodyPitch = 0.0;
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_bodyRoll = 0.0;
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@ -86,12 +93,12 @@ Avatar::Avatar(bool isMine) {
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_transmitterHz = 0.0;
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_transmitterPackets = 0;
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_transmitterIsFirstData = true;
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_transmitterInitialReading = glm::vec3( 0.f, 0.f, 0.f );
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_transmitterInitialReading = glm::vec3(0.f, 0.f, 0.f);
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_speed = 0.0;
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_pelvisStandingHeight = 0.0f;
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_displayingHead = true;
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_TEST_bigSphereRadius = 0.4f;
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_TEST_bigSpherePosition = glm::vec3( 0.0f, _TEST_bigSphereRadius, 2.0f );
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_TEST_bigSpherePosition = glm::vec3(5.0f, _TEST_bigSphereRadius, 5.0f);
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = false;
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@ -132,14 +139,15 @@ Avatar::Avatar(bool isMine) {
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_head.browAudioLift = 0.0;
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_head.noise = 0;
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_head.returnSpringScale = 1.0;
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_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
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_movedHandOffset = glm::vec3(0.0f, 0.0f, 0.0f);
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_usingBodySprings = true;
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_renderYaw = 0.0;
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_renderPitch = 0.0;
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_sphere = NULL;
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_interactingOther = NULL;
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_handHoldingPosition = glm::vec3( 0.0, 0.0, 0.0 );
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_handHoldingPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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_gravity = glm::vec3(0.0f, -1.0f, 0.0f); // default
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initializeSkeleton();
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@ -183,7 +191,7 @@ Avatar::Avatar(const Avatar &otherAvatar) {
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_movedHandOffset = otherAvatar._movedHandOffset;
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_usingBodySprings = otherAvatar._usingBodySprings;
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_orientation.set( otherAvatar._orientation );
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_orientation.set(otherAvatar._orientation);
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_sphere = NULL;
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@ -308,7 +316,7 @@ void Avatar::setLeanSideways(float dist){
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_head.leanSideways = dist;
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}
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void Avatar::setMousePressed( bool d ) {
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void Avatar::setMousePressed(bool d) {
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_mousePressed = d;
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}
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@ -330,28 +338,29 @@ void Avatar::simulate(float deltaTime) {
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//update the movement of the hand and process handshaking with other avatars...
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updateHandMovementAndTouching(deltaTime);
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// test for avatar collision response with the big sphere
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if (usingBigSphereCollisionTest) {
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updateCollisionWithSphere( _TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime );
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}
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// apply gravity and collision wiht the ground/floor
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if ( AVATAR_GRAVITY ) {
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if ( _position.y > _pelvisStandingHeight + 0.01 ) {
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_velocity += glm::dvec3(getGravity(getPosition())) * ( 6.0 * deltaTime );
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} else if ( _position.y < _pelvisStandingHeight ) {
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// apply gravity and collision with the ground/floor
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if (USING_AVATAR_GRAVITY) {
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if (_position.y > _pelvisStandingHeight + 0.01f) {
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_velocity += _gravity * (GRAVITY_SCALE * deltaTime);
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} else if (_position.y < _pelvisStandingHeight) {
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_position.y = _pelvisStandingHeight;
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_velocity.y = 0.0;
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_velocity.y = -_velocity.y * BOUNCE;
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}
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}
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// update body springs
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updateBodySprings( deltaTime );
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updateBodySprings(deltaTime);
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// test for avatar collision response with the big sphere
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if (usingBigSphereCollisionTest) {
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updateCollisionWithSphere(_TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime);
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}
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// driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
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if ( _isMine ) {
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if (_isMine) {
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_thrust = glm::vec3( 0.0, 0.0, 0.0 );
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_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
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if (_driveKeys[FWD ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getFront();}
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if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getFront();}
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@ -381,16 +390,16 @@ void Avatar::simulate(float deltaTime) {
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_velocity += _thrust * deltaTime;
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// calculate speed
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_speed = glm::length( _velocity );
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_speed = glm::length(_velocity);
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//pitch and roll the body as a function of forward speed and turning delta
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float forwardComponentOfVelocity = glm::dot( _orientation.getFront(), _velocity );
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float forwardComponentOfVelocity = glm::dot(_orientation.getFront(), _velocity);
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_bodyPitch += BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity;
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_bodyRoll += BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta;
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// these forces keep the body upright...
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float tiltDecay = 1.0 - BODY_UPRIGHT_FORCE * deltaTime;
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if ( tiltDecay < 0.0f ) { tiltDecay = 0.0f; }
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if (tiltDecay < 0.0f) {tiltDecay = 0.0f;}
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_bodyPitch *= tiltDecay;
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_bodyRoll *= tiltDecay;
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@ -398,7 +407,7 @@ void Avatar::simulate(float deltaTime) {
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_position += _velocity * deltaTime;
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// decay velocity
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_velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
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_velocity *= (1.0 - LIN_VEL_DECAY * deltaTime);
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// If someone is near, damp velocity as a function of closeness
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const float AVATAR_BRAKING_RANGE = 1.2f;
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@ -413,7 +422,7 @@ void Avatar::simulate(float deltaTime) {
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updateHead(deltaTime);
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// use speed and angular velocity to determine walking vs. standing
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if ( _speed + fabs( _bodyYawDelta ) > 0.2 ) {
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if (_speed + fabs(_bodyYawDelta) > 0.2) {
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_mode = AVATAR_MODE_WALKING;
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} else {
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_mode = AVATAR_MODE_INTERACTING;
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@ -443,7 +452,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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// if the avatar being simulated is mine, then loop through
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// all the other avatars for potential interactions...
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if ( _isMine )
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if (_isMine)
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{
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// Reset detector for nearest avatar
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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@ -457,24 +466,24 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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updateCollisionWithOtherAvatar(otherAvatar, deltaTime );
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// test other avatar hand position for proximity
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glm::vec3 v( _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position );
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v -= otherAvatar->getJointPosition( AVATAR_JOINT_RIGHT_SHOULDER );
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glm::vec3 v(_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position);
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v -= otherAvatar->getJointPosition(AVATAR_JOINT_RIGHT_SHOULDER);
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float distance = glm::length( v );
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if (distance < _distanceToNearestAvatar) { _distanceToNearestAvatar = distance; }
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float distance = glm::length(v);
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if (distance < _distanceToNearestAvatar) {_distanceToNearestAvatar = distance;}
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if (distance < _maxArmLength + _maxArmLength) {
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_interactingOther = otherAvatar;
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if ( ! _avatarTouch.getAbleToReachOtherAvatar() ) {
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if (! _avatarTouch.getAbleToReachOtherAvatar()) {
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//initialize _handHolding
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_handHoldingPosition = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
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_avatarTouch.setAbleToReachOtherAvatar(true);
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}
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glm::vec3 vectorBetweenHands( _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position );
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vectorBetweenHands -= otherAvatar->getJointPosition( AVATAR_JOINT_RIGHT_FINGERTIPS );
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glm::vec3 vectorBetweenHands(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
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vectorBetweenHands -= otherAvatar->getJointPosition(AVATAR_JOINT_RIGHT_FINGERTIPS);
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float distanceBetweenHands = glm::length(vectorBetweenHands);
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||||
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if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP) {
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|
@ -482,7 +491,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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}
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// if I am holding hands with another avatar, a force is applied
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if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) {
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if ((_handState == 1) || (_interactingOther->_handState == 1)) {
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// if the hands are close enough to grasp...
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if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP)
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|
@ -496,7 +505,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handHoldingPosition;
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// apply a force to the avatar body
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if ( glm::length(vectorToOtherHand) > _maxArmLength * 0.9 ) {
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if (glm::length(vectorToOtherHand) > _maxArmLength * 0.9) {
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_velocity += vectorToOtherHand;
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}
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||||
}
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|
@ -508,18 +517,18 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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// Set the vector we send for hand position to other people to be our right hand
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setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
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||||
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||||
}//if ( _isMine )
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}//if (_isMine)
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||||
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||||
//constrain right arm length and re-adjust elbow position as it bends
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updateArmIKAndConstraints( deltaTime );
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updateArmIKAndConstraints(deltaTime);
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||||
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// set hand positions for _avatarTouch.setMyHandPosition AFTER calling updateArmIKAndConstraints
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if ( _interactingOther ) {
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if (_interactingOther) {
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if (_isMine) {
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_avatarTouch.setMyHandPosition ( _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position );
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||||
_avatarTouch.setYourHandPosition( _interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position );
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_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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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();
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -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(®ex, "tty\\.usb", REG_EXTENDED|REG_NOSUB);
|
||||
matchStatus = regexec(®ex, 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(®ex, "tty\\.usb", REG_EXTENDED|REG_NOSUB);
|
||||
matchStatus = regexec(®ex, 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(®ex);
|
||||
}
|
||||
regfree(®ex);
|
||||
closedir(devDir);
|
||||
}
|
||||
closedir(devDir);
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
// connect to the serial port
|
||||
|
|
|
@ -36,11 +36,10 @@ extern const bool USING_INVENSENSE_MPU9150;
|
|||
|
||||
class SerialInterface {
|
||||
public:
|
||||
|
||||
SerialInterface() : active(false),
|
||||
_failedOpenAttempts(0) {}
|
||||
~SerialInterface();
|
||||
|
||||
|
||||
void pair();
|
||||
void readData();
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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 );
|
||||
|
||||
|
||||
|
|
|
@ -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)) {
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
Loading…
Reference in a new issue