diff --git a/CMakeLists.txt b/CMakeLists.txt index 9af86e2891..14692ef3f4 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -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) \ No newline at end of file +add_subdirectory(voxel-edit) +add_subdirectory(voxel-server) \ No newline at end of file diff --git a/domain-server/src/main.cpp b/domain-server/src/main.cpp index 8c862fa934..705bc317b2 100644 --- a/domain-server/src/main.cpp +++ b/domain-server/src/main.cpp @@ -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 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::iterator agentIterator = newestSoloAgents.begin(); - agentIterator != newestSoloAgents.end(); - agentIterator++) { + for (std::map::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); } diff --git a/interface/src/Avatar.cpp b/interface/src/Avatar.cpp index db57cfb108..a1a93fbfe3 100644 --- a/interface/src/Avatar.cpp +++ b/interface/src/Avatar.cpp @@ -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::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::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_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 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); } } + diff --git a/interface/src/Avatar.h b/interface/src/Avatar.h index d2570d1976..6fb8ee01ee 100644 --- a/interface/src/Avatar.h +++ b/interface/src/Avatar.h @@ -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(); diff --git a/interface/src/AvatarRenderer.cpp b/interface/src/AvatarRenderer.cpp index b533b69e22..b1ed54d083 100644 --- a/interface/src/AvatarRenderer.cpp +++ b/interface/src/AvatarRenderer.cpp @@ -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(); */ -} - - \ No newline at end of file +} \ No newline at end of file diff --git a/interface/src/SerialInterface.cpp b/interface/src/SerialInterface.cpp index 87e79d8f5a..c7d539935f 100644 --- a/interface/src/SerialInterface.cpp +++ b/interface/src/SerialInterface.cpp @@ -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 diff --git a/interface/src/SerialInterface.h b/interface/src/SerialInterface.h index 05148c1420..4aafb46994 100644 --- a/interface/src/SerialInterface.h +++ b/interface/src/SerialInterface.h @@ -36,11 +36,10 @@ extern const bool USING_INVENSENSE_MPU9150; class SerialInterface { public: - SerialInterface() : active(false), _failedOpenAttempts(0) {} ~SerialInterface(); - + void pair(); void readData(); diff --git a/interface/src/Util.cpp b/interface/src/Util.cpp index aeba937e0a..94e0e826d1 100644 --- a/interface/src/Util.cpp +++ b/interface/src/Util.cpp @@ -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 #include @@ -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)) { diff --git a/libraries/shared/src/Agent.cpp b/libraries/shared/src/Agent.cpp index cd694ccf78..125063e9ec 100644 --- a/libraries/shared/src/Agent.cpp +++ b/libraries/shared/src/Agent.cpp @@ -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; } diff --git a/libraries/shared/src/Agent.h b/libraries/shared/src/Agent.h index 1b8fadfdd8..b611770593 100644 --- a/libraries/shared/src/Agent.h +++ b/libraries/shared/src/Agent.h @@ -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; diff --git a/libraries/shared/src/AgentList.cpp b/libraries/shared/src/AgentList.cpp index ce312d5eb2..51a14d8cb1 100644 --- a/libraries/shared/src/AgentList.cpp +++ b/libraries/shared/src/AgentList.cpp @@ -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 { diff --git a/libraries/shared/src/PacketHeaders.h b/libraries/shared/src/PacketHeaders.h index ed2e5d5638..1ceb3fcc5a 100644 --- a/libraries/shared/src/PacketHeaders.h +++ b/libraries/shared/src/PacketHeaders.h @@ -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 diff --git a/libraries/voxels/src/AABox.cpp b/libraries/voxels/src/AABox.cpp index 0187bae853..3c28401c66 100755 --- a/libraries/voxels/src/AABox.cpp +++ b/libraries/voxels/src/AABox.cpp @@ -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; +} diff --git a/libraries/voxels/src/AABox.h b/libraries/voxels/src/AABox.h index 0a69b8608d..0184355de2 100755 --- a/libraries/voxels/src/AABox.h +++ b/libraries/voxels/src/AABox.h @@ -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 \ No newline at end of file +#endif diff --git a/libraries/voxels/src/ViewFrustum.cpp b/libraries/voxels/src/ViewFrustum.cpp index 8bdb2d97cb..999c1c3efd 100644 --- a/libraries/voxels/src/ViewFrustum.cpp +++ b/libraries/voxels/src/ViewFrustum.cpp @@ -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); +} diff --git a/libraries/voxels/src/ViewFrustum.h b/libraries/voxels/src/ViewFrustum.h index d05bb9e1cf..291697f2b9 100644 --- a/libraries/voxels/src/ViewFrustum.h +++ b/libraries/voxels/src/ViewFrustum.h @@ -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; }; diff --git a/libraries/voxels/src/VoxelTree.cpp b/libraries/voxels/src/VoxelTree.cpp index fee0c698bb..7352991839 100644 --- a/libraries/voxels/src/VoxelTree.cpp +++ b/libraries/voxels/src/VoxelTree.cpp @@ -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(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) { diff --git a/libraries/voxels/src/VoxelTree.h b/libraries/voxels/src/VoxelTree.h index 7bd7ed5125..1f2ec44e48 100644 --- a/libraries/voxels/src/VoxelTree.h +++ b/libraries/voxels/src/VoxelTree.h @@ -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);