Merge branch 'master' of https://github.com/worklist/hifi into render_voxels_optimization

This commit is contained in:
ZappoMan 2013-05-02 22:33:41 -07:00
commit 2b11cad1ab
8 changed files with 215 additions and 174 deletions

View file

@ -122,7 +122,7 @@ int main(int argc, const char* argv[]) {
// put her hand out so somebody can shake it
eve.setHandPosition(glm::vec3(eve.getPosition()[0] - 0.2,
0.2,
0.25,
eve.getPosition()[2] + 0.1));
// read eve's audio data
AudioInjector eveAudioInjector("/etc/highfidelity/eve/resources/eve.raw");

View file

@ -4,7 +4,7 @@
//
// Created by Philip Rosedale on 9/11/12.
// adapted by Jeffrey Ventrella
// Copyright (c) 2012 Physical, Inc.. All rights reserved.
// Copyright (c) 2013 Physical, Inc.. All rights reserved.
//
#include <glm/glm.hpp>
@ -20,11 +20,15 @@
using namespace std;
/*
const bool BALLS_ON = false;
const bool AVATAR_GRAVITY = true;
const float DECAY = 0.1;
const float THRUST_MAG = 1200.0;
//const float THRUST_MAG = 1200.0;
const float THRUST_MAG = 0.0;
const float YAW_MAG = 500.0; //JJV - changed from 300.0;
const float TEST_YAW_DECAY = 5.0;
const float LIN_VEL_DECAY = 5.0;
@ -32,17 +36,13 @@ 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_DECAY = 16.0f;
//const float COLLISION_FRICTION = 0.5;
//const float COLLISION_RADIUS_SCALAR = 1.8;
//const float COLLISION_BALL_FORCE = 0.1;
//const float COLLISION_BODY_FORCE = 3.0;
const float COLLISION_RADIUS_SCALAR = 1.8;
const float COLLISION_BALL_FORCE = 0.6;
const float COLLISION_BODY_FORCE = 6.0;
const float COLLISION_BALL_FRICTION = 200.0;
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};
@ -140,7 +140,7 @@ Avatar::Avatar(bool isMine) {
_renderPitch = 0.0;
_sphere = NULL;
_interactingOther = NULL;
_closeEnoughToHoldHands = false;
//_canReachToOtherAvatar = false;
_handHoldingPosition = glm::vec3( 0.0, 0.0, 0.0 );
initializeSkeleton();
@ -162,7 +162,7 @@ Avatar::Avatar(const Avatar &otherAvatar) {
_velocity = otherAvatar._velocity;
_thrust = otherAvatar._thrust;
_rotation = otherAvatar._rotation;
_closeEnoughToHoldHands = otherAvatar._closeEnoughToHoldHands;
//_canReachToOtherAvatar = otherAvatar._canReachToOtherAvatar;
_bodyYaw = otherAvatar._bodyYaw;
_bodyPitch = otherAvatar._bodyPitch;
_bodyRoll = otherAvatar._bodyRoll;
@ -231,7 +231,6 @@ Avatar::Avatar(const Avatar &otherAvatar) {
_head.browAudioLift = otherAvatar._head.browAudioLift;
_head.noise = otherAvatar._head.noise;
initializeSkeleton();
if (iris_texture.size() == 0) {
@ -322,7 +321,14 @@ void Avatar::setMousePressed( bool d ) {
}
bool Avatar::getIsNearInteractingOther() {
return _avatarTouch.getAbleToReachOtherAvatar();
}
void Avatar::simulate(float deltaTime) {
float nearestAvatarDistance = std::numeric_limits<float>::max();
//keep this - I'm still using it to test things....
/*
@ -342,18 +348,19 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
// reset hand and arm positions according to hand movement
updateHandMovement( deltaTime );
if ( !_closeEnoughToHoldHands ) {
if ( !_avatarTouch.getAbleToReachOtherAvatar() ) {
//initialize _handHolding
_handHoldingPosition = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
}
_closeEnoughToHoldHands = false; // reset for the next go-round
//reset these for the next go-round
_avatarTouch.setAbleToReachOtherAvatar (false);
_avatarTouch.setHandsCloseEnoughToGrasp(false);
// if the avatar being simulated is mine, then loop through
// all the other avatars for potential interactions...
if ( _isMine )
{
//float closestDistance = 10000.0f;
AgentList* agentList = AgentList::getInstance();
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
@ -365,21 +372,31 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
// test other avatar hand position for proximity
glm::vec3 v( _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
v -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND );
v -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_SHOULDER );
float distance = glm::length( v );
if ( distance < _maxArmLength + _maxArmLength ) {
if (distance < nearestAvatarDistance) { nearestAvatarDistance = distance; }
if (distance < _maxArmLength + _maxArmLength) {
//closestDistance = distance;
_interactingOther = otherAvatar;
_closeEnoughToHoldHands = true;
_avatarTouch.setAbleToReachOtherAvatar(true);
glm::vec3 vectorBetweenHands( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
vectorBetweenHands -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND );
float distanceBetweenHands = glm::length(vectorBetweenHands);
if (distanceBetweenHands < _avatarTouch.HANDS_CLOSE_ENOUGH_TO_GRASP) {
_avatarTouch.setHandsCloseEnoughToGrasp(true);
}
// if I am holding hands with another avatar, a force is applied
if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) {
// if the hands are close enough to grasp...
//if (distance < 0.1)
if (distanceBetweenHands < _avatarTouch.HANDS_CLOSE_ENOUGH_TO_GRASP)
{
// apply the forces...
glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHoldingPosition;
glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHoldingPosition;
@ -387,6 +404,7 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
_handHoldingPosition += vectorToMyHand * MY_HAND_HOLDING_PULL;
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHoldingPosition;
// apply a force to the avatar body
if ( glm::length(vectorToOtherHand) > _maxArmLength * 0.9 ) {
_velocity += vectorToOtherHand;
}
@ -399,25 +417,23 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
// Set the vector we send for hand position to other people to be our right hand
setHandPosition(_bone[ AVATAR_BONE_RIGHT_HAND ].position);
//update the effects of touching another avatar
}//if ( _isMine )
//constrain right arm length and re-adjust elbow position as it bends
updateArmIKAndConstraints( deltaTime );
// set hand positions for _avatarTouch.setMyHandPosition AFTER calling updateArmIKAndConstraints
//if ( _interactingOther != NULL ) {
if ( _interactingOther ) { // Brad recommended I use this method pof checking that a pointer is valid
if ( _interactingOther ) {
if (_isMine) {
_avatarTouch.setMyHandPosition ( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
_avatarTouch.setYourHandPosition( _interactingOther->_handPosition );
_avatarTouch.setYourHandPosition( _interactingOther->_bone[ AVATAR_BONE_RIGHT_HAND ].position );
_avatarTouch.setMyHandState ( _handState );
_avatarTouch.setYourHandState ( _interactingOther->_handState );
_avatarTouch.simulate(deltaTime);
}
}
if (!_closeEnoughToHoldHands) {
if (!_avatarTouch.getAbleToReachOtherAvatar() ) {
_interactingOther = NULL;
}
@ -471,6 +487,15 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
// decay velocity
_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;
const float AVATAR_BRAKING_STRENGTH = 25.f;
if (_isMine && (nearestAvatarDistance < AVATAR_BRAKING_RANGE)) {
_velocity *=
(1.f - deltaTime * AVATAR_BRAKING_STRENGTH *
(AVATAR_BRAKING_RANGE - nearestAvatarDistance));
}
// update head information
updateHead(deltaTime);
@ -488,7 +513,7 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
void Avatar::updateHead(float deltaTime) {
//apply the head lean values to the springy positions in the upper-spine...
//apply the head lean values to the springy position...
if ( fabs( _head.leanSideways + _head.leanForward ) > 0.0f ) {
glm::vec3 headLean =
_orientation.getRight() * _head.leanSideways +
@ -722,7 +747,6 @@ void Avatar::render(bool lookingInMirror) {
*/
if ( usingBigSphereCollisionTest ) {
// show TEST big sphere
glColor4f( 0.5f, 0.6f, 0.8f, 0.7 );
glPushMatrix();
@ -732,7 +756,7 @@ void Avatar::render(bool lookingInMirror) {
glPopMatrix();
}
// render body
//render body
renderBody();
// render head
@ -741,12 +765,11 @@ void Avatar::render(bool lookingInMirror) {
}
// if this is my avatar, then render my interactions with the other avatar
if (( _isMine ) && ( _closeEnoughToHoldHands )) {
if ( _isMine ) {
_avatarTouch.render();
}
// Render the balls
if (_balls) {
glPushMatrix();
glTranslatef(_position.x, _position.y, _position.z);
@ -1147,7 +1170,7 @@ void Avatar::updateSkeleton() {
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handPosition;
}
// the following will be replaced by a proper rotation...
// the following will be replaced by a proper rotation...close
float xx = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getRight() );
float yy = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getUp () );
float zz = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getFront() );
@ -1353,7 +1376,9 @@ void Avatar::SetNewHeadTarget(float pitch, float yaw) {
_head.yawTarget = yaw;
}
//
// Process UDP interface data from Android transmitter or Google Glass
//
void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) {
// Read a packet from a transmitter app, process the data
float
@ -1364,30 +1389,43 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) {
rot1, rot2, rot3, rot4; // Rotation of device:
// rot1 = roll, ranges from -1 to 1, 0 = flat on table
// rot2 = pitch, ranges from -1 to 1, 0 = flat on table
// rot3 = yaw, ranges from -1 to 1
// rot3 = yaw, ranges from -1 to 1
char device[100]; // Device ID
const bool IS_GLASS = false; // Whether to assume this is a Google glass transmitting
enum deviceTypes { DEVICE_GLASS, DEVICE_ANDROID, DEVICE_IPHONE, DEVICE_UNKNOWN };
sscanf((char *)packetData, "tacc %f %f %f gra %f %f %f gyr %f %f %f lin %f %f %f rot %f %f %f %f",
sscanf((char *)packetData,
"tacc %f %f %f gra %f %f %f gyr %f %f %f lin %f %f %f rot %f %f %f %f dna \"%s",
&accX, &accY, &accZ,
&graX, &graY, &graZ,
&gyrX, &gyrY, &gyrZ,
&linX, &linY, &linZ,
&rot1, &rot2, &rot3, &rot4);
&rot1, &rot2, &rot3, &rot4, (char *)&device);
// decode transmitter device type
deviceTypes deviceType = DEVICE_UNKNOWN;
if (strcmp(device, "ADR")) {
deviceType = DEVICE_ANDROID;
} else {
deviceType = DEVICE_GLASS;
}
if (_transmitterPackets++ == 0) {
// If first packet received, note time, turn head spring return OFF, get start rotation
gettimeofday(&_transmitterTimer, NULL);
if (IS_GLASS) {
if (deviceType == DEVICE_GLASS) {
setHeadReturnToCenter(true);
setHeadSpringScale(10.f);
printLog("Using Google Glass to drive head, springs ON.\n");
} else {
setHeadReturnToCenter(false);
printLog("Using Transmitter to drive head, springs OFF.\n");
printLog("Using Transmitter %s to drive head, springs OFF.\n", device);
}
//printLog("Packet: [%s]\n", packetData);
//printLog("Version: %s\n", device);
_transmitterInitialReading = glm::vec3( rot3,
rot2,
rot1 );
@ -1413,7 +1451,7 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) {
if (eulerAngles.x < -180.f) { eulerAngles.x += 360.f; }
glm::vec3 angularVelocity;
if (!IS_GLASS) {
if (deviceType != DEVICE_GLASS) {
angularVelocity = glm::vec3(glm::degrees(gyrZ), glm::degrees(-gyrX), glm::degrees(gyrY));
setHeadFromGyros( &eulerAngles, &angularVelocity,
(_transmitterHz == 0.f) ? 0.f : 1.f / _transmitterHz, 1.0);
@ -1424,7 +1462,6 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) {
(_transmitterHz == 0.f) ? 0.f : 1.f / _transmitterHz, 1000.0);
}
}
void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity, float deltaTime, float smoothingTime) {
@ -1471,8 +1508,13 @@ 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 (glm::length(pos) < 5.f) {
// If near the origin sphere, turn gravity ON
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

View file

@ -92,8 +92,8 @@ public:
float getBodyYaw() {return _bodyYaw;};
void addBodyYaw(float y) {_bodyYaw += y;};
bool getIsNearInteractingOther() { return _closeEnoughToHoldHands; }
bool getIsNearInteractingOther();
float getAbsoluteHeadYaw() const;
void setLeanForward(float dist);
void setLeanSideways(float dist);
@ -144,6 +144,7 @@ public:
private:
const bool BALLS_ON = false;
const bool AVATAR_GRAVITY = true;
const float DECAY = 0.1;
const float THRUST_MAG = 1200.0;
@ -226,45 +227,43 @@ private:
float returnSpringScale;
};
AvatarHead _head;
bool _isMine;
glm::vec3 _TEST_bigSpherePosition;
float _TEST_bigSphereRadius;
bool _mousePressed;
float _bodyPitchDelta;
float _bodyYawDelta;
float _bodyRollDelta;
bool _usingBodySprings;
glm::vec3 _movedHandOffset;
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
AvatarBone _bone[ NUM_AVATAR_BONES ];
AvatarMode _mode;
glm::vec3 _handHoldingPosition;
glm::vec3 _velocity;
glm::vec3 _thrust;
float _speed;
float _maxArmLength;
Orientation _orientation;
int _driveKeys[MAX_DRIVE_KEYS];
GLUquadric* _sphere;
float _renderYaw;
float _renderPitch; // Pitch from view frustum when this is own head
bool _transmitterIsFirstData;
timeval _transmitterTimeLastReceived;
timeval _transmitterTimer;
float _transmitterHz;
int _transmitterPackets;
glm::vec3 _transmitterInitialReading;
Avatar* _interactingOther;
bool _closeEnoughToHoldHands;
float _pelvisStandingHeight;
float _height;
Balls* _balls;
AvatarTouch _avatarTouch;
bool _displayingHead; // should be false if in first-person view
bool _returnHeadToCenter;
AvatarHead _head;
bool _isMine;
glm::vec3 _TEST_bigSpherePosition;
float _TEST_bigSphereRadius;
bool _mousePressed;
float _bodyPitchDelta;
float _bodyYawDelta;
float _bodyRollDelta;
bool _usingBodySprings;
glm::vec3 _movedHandOffset;
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
AvatarBone _bone[ NUM_AVATAR_BONES ];
AvatarMode _mode;
glm::vec3 _handHoldingPosition;
glm::vec3 _velocity;
glm::vec3 _thrust;
float _speed;
float _maxArmLength;
Orientation _orientation;
int _driveKeys[MAX_DRIVE_KEYS];
GLUquadric* _sphere;
float _renderYaw;
float _renderPitch; // Pitch from view frustum when this is own head
bool _transmitterIsFirstData;
timeval _transmitterTimeLastReceived;
timeval _transmitterTimer;
float _transmitterHz;
int _transmitterPackets;
glm::vec3 _transmitterInitialReading;
Avatar* _interactingOther;
float _pelvisStandingHeight;
float _height;
Balls* _balls;
AvatarTouch _avatarTouch;
bool _displayingHead; // should be false if in first-person view
bool _returnHeadToCenter;
// private methods...
void initializeSkeleton();
void updateSkeleton();

View file

@ -11,15 +11,18 @@
#include "AvatarTouch.h"
#include "InterfaceConfig.h"
const float THREAD_RADIUS = 0.007;
const float THREAD_RADIUS = 0.012;
AvatarTouch::AvatarTouch() {
_myHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
_yourHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
_myHandState = 0;
_yourHandState = 0;
_yourHandState = 0;
_canReachToOtherAvatar = false;
_handsCloseEnoughToGrasp = false;
for (int p=0; p<NUM_POINTS; p++) {
_point[p] = glm::vec3( 0.0, 0.0, 0.0 );
}
@ -45,43 +48,49 @@ void AvatarTouch::render() {
glm::vec3 v1( _myHandPosition );
glm::vec3 v2( _yourHandPosition );
if (_canReachToOtherAvatar) {
// if my hand is grasping, show it...
if ( _myHandState == 1 ) {
glPushMatrix();
glTranslatef(_myHandPosition.x, _myHandPosition.y, _myHandPosition.z);
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.4, 0.2 ); glutSolidSphere( 0.025f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.2, 0.1 ); glutSolidSphere( 0.030f, 10.0f, 10.0f );
glPopMatrix();
}
// if your hand is grasping, show it...
if ( _yourHandState == 1 ) {
glPushMatrix();
glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z);
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.4, 0.2 ); glutSolidSphere( 0.025f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.2, 0.1 ); glutSolidSphere( 0.030f, 10.0f, 10.0f );
glPopMatrix();
}
}
// if my hand is grasping, show it...
if ( _myHandState == 1 ) {
glPushMatrix();
glTranslatef(_myHandPosition.x, _myHandPosition.y, _myHandPosition.z);
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.4, 0.2 ); glutSolidSphere( 0.025f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.2, 0.1 ); glutSolidSphere( 0.030f, 10.0f, 10.0f );
glPopMatrix();
}
// if your hand is grasping, show it...
if ( _yourHandState == 1 ) {
glPushMatrix();
glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z);
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.4, 0.2 ); glutSolidSphere( 0.025f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.2, 0.1 ); glutSolidSphere( 0.030f, 10.0f, 10.0f );
glPopMatrix();
}
glLineWidth( 2.0 );
glColor4f( 0.7f, 0.4f, 0.1f, 0.3 );
glBegin( GL_LINE_STRIP );
glVertex3f( v1.x, v1.y, v1.z );
glVertex3f( v2.x, v2.y, v2.z );
glEnd();
glColor4f( 1.0f, 1.0f, 0.0f, 0.8 );
for (int p=0; p<NUM_POINTS; p++) {
glBegin(GL_POINTS);
glVertex3f(_point[p].x, _point[p].y, _point[p].z);
//show beam
if (_handsCloseEnoughToGrasp) {
glLineWidth( 2.0 );
glColor4f( 0.7f, 0.4f, 0.1f, 0.3 );
glBegin( GL_LINE_STRIP );
glVertex3f( v1.x, v1.y, v1.z );
glVertex3f( v2.x, v2.y, v2.z );
glEnd();
}
glColor4f( 1.0f, 1.0f, 0.0f, 0.8 );
for (int p=0; p<NUM_POINTS; p++) {
glBegin(GL_POINTS);
glVertex3f(_point[p].x, _point[p].y, _point[p].z);
glEnd();
}
}
}
void AvatarTouch::simulate (float deltaTime) {
glm::vec3 v = _yourHandPosition - _myHandPosition;

View file

@ -3,7 +3,7 @@
// interface
//
// Created by Jeffrey Ventrella
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__AvatarTouch__
@ -13,15 +13,25 @@
class AvatarTouch {
public:
const float HANDS_CLOSE_ENOUGH_TO_GRASP = 0.1;
AvatarTouch();
void simulate(float deltaTime);
void render();
void setMyHandPosition ( glm::vec3 position );
void setYourHandPosition( glm::vec3 position );
void setMyHandState ( int state );
void setYourHandState ( int state );
void simulate (float deltaTime);
void render();
void setAbleToReachOtherAvatar ( bool a ) { _canReachToOtherAvatar = a; }
void setHandsCloseEnoughToGrasp( bool h ) { _handsCloseEnoughToGrasp = h; }
bool getAbleToReachOtherAvatar () { return _canReachToOtherAvatar; }
bool getHandsCloseEnoughToGrasp() { return _handsCloseEnoughToGrasp; }
private:
static const int NUM_POINTS = 100;
@ -31,6 +41,8 @@ private:
glm::vec3 _yourHandPosition;
int _myHandState;
int _yourHandState;
bool _canReachToOtherAvatar;
bool _handsCloseEnoughToGrasp;
};
#endif

View file

@ -213,42 +213,28 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
}
void drawGroundPlaneGrid( float size, int resolution )
void drawGroundPlaneGrid(float size)
{
glColor3f( 0.4f, 0.5f, 0.3f );
glColor3f( 0.4f, 0.5f, 0.3f );
glLineWidth(2.0);
float gridSize = 10.0;
int gridResolution = 20;
for (int g=0; g<gridResolution; g++)
{
float fraction = (float)g / (float)( gridResolution - 1 );
float inc = -gridSize * ONE_HALF + fraction * gridSize;
glBegin( GL_LINE_STRIP );
glVertex3f( inc, 0.0f, -gridSize * ONE_HALF );
glVertex3f( inc, 0.0f, gridSize * ONE_HALF );
glEnd();
}
for (int g=0; g<gridResolution; g++)
{
float fraction = (float)g / (float)( gridResolution - 1 );
float inc = -gridSize * ONE_HALF + fraction * gridSize;
glBegin( GL_LINE_STRIP );
glVertex3f( -gridSize * ONE_HALF, 0.0f, inc );
glVertex3f( gridSize * ONE_HALF, 0.0f, inc );
glEnd();
}
for (float x = 0; x <= size; x++) {
glBegin(GL_LINES);
glVertex3f(x, 0.0f, 0);
glVertex3f(x, 0.0f, size);
glVertex3f(0, 0.0f, x);
glVertex3f(size, 0.0f, x);
glEnd();
}
// Draw a translucent quad just underneath the grid.
glColor4f(0.5, 0.5, 0.5, 0.4);
glBegin(GL_QUADS);
glVertex3f(-gridSize * ONE_HALF, 0, -gridSize * ONE_HALF);
glVertex3f(gridSize * ONE_HALF, 0, -gridSize * ONE_HALF);
glVertex3f(gridSize * ONE_HALF, 0, gridSize * ONE_HALF);
glVertex3f(-gridSize * ONE_HALF, 0, gridSize * ONE_HALF);
glVertex3f(0, 0, 0);
glVertex3f(size, 0, 0);
glVertex3f(size, 0, size);
glVertex3f(0, 0, size);
glEnd();
}

View file

@ -42,7 +42,7 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
float r=1.0, float g=1.0, float b=1.0);
double diffclock(timeval *clock1,timeval *clock2);
void drawGroundPlaneGrid( float size, int resolution );
void drawGroundPlaneGrid(float size);
void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size );

View file

@ -15,7 +15,7 @@
// Welcome Aboard!
//
//
// Keyboard Commands:
// Keyboard Commands:
//
// / = toggle stats display
// spacebar = reset gyros/head position
@ -137,7 +137,7 @@ bool wantToKillLocalVoxels = false;
Audio audio(&audioScope, &myAvatar);
#endif
#define IDLE_SIMULATE_MSECS 8 // How often should call simulate and other stuff
#define IDLE_SIMULATE_MSECS 16 // How often should call simulate and other stuff
// in the idle loop?
// Where one's own agent begins in the world (needs to become a dynamic thing passed to the program)
@ -226,37 +226,30 @@ void displayStats(void)
if (::menuOn == 0) {
statsVerticalOffset = 8;
}
// bitmap chars are about 10 pels high
char legend[] = "/ - toggle this display, Q - exit, H - show head, M - show hand, T - test audio";
drawtext(10, statsVerticalOffset + 15, 0.10f, 0, 1.0, 0, legend);
char legend2[] = "* - toggle stars, & - toggle paint mode, '-' - send erase all, '%' - send add scene";
drawtext(10, statsVerticalOffset + 32, 0.10f, 0, 1.0, 0, legend2);
glm::vec3 avatarPos = myAvatar.getPosition();
char stats[200];
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d Head(x,y,z)= %4.2f, %4.2f, %4.2f ",
FPS, packetsPerSecond, bytesPerSecond, avatarPos.x,avatarPos.y,avatarPos.z);
drawtext(10, statsVerticalOffset + 49, 0.10f, 0, 1.0, 0, stats);
sprintf(stats, "%3.0f FPS, %d Pkts/sec, %3.2f Mbps",
FPS, packetsPerSecond, (float)bytesPerSecond * 8.f / 1000000.f);
drawtext(10, statsVerticalOffset + 15, 0.10f, 0, 1.0, 0, stats);
std::stringstream voxelStats;
voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered() << " Updated: " << voxels.getVoxelsUpdated();
drawtext(10, statsVerticalOffset + 70, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.precision(4);
voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered() / 1000.f << "K Updated: " << voxels.getVoxelsUpdated()/1000.f << "K";
drawtext(10, statsVerticalOffset + 230, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
voxelStats << "Voxels Created: " << voxels.getVoxelsCreated() << " (" << voxels.getVoxelsCreatedPerSecondAverage()
<< "/sec) ";
voxelStats << "Voxels Created: " << voxels.getVoxelsCreated() / 1000.f << "K (" << voxels.getVoxelsCreatedPerSecondAverage() / 1000.f
<< "Kps) ";
drawtext(10, statsVerticalOffset + 250, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
voxelStats << "Voxels Colored: " << voxels.getVoxelsColored() << " (" << voxels.getVoxelsColoredPerSecondAverage()
<< "/sec) ";
voxelStats << "Voxels Colored: " << voxels.getVoxelsColored() / 1000.f << "K (" << voxels.getVoxelsColoredPerSecondAverage() / 1000.f
<< "Kps) ";
drawtext(10, statsVerticalOffset + 270, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
voxelStats << "Voxels Bytes Read: " << voxels.getVoxelsBytesRead()
<< " (" << voxels.getVoxelsBytesReadPerSecondAverage() << " Bps)";
voxelStats << "Voxel Bits Read: " << voxels.getVoxelsBytesRead() * 8.f / 1000000.f
<< "M (" << voxels.getVoxelsBytesReadPerSecondAverage() * 8.f / 1000000.f << " Mbps)";
drawtext(10, statsVerticalOffset + 290,0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
@ -264,13 +257,13 @@ void displayStats(void)
? ((float) voxels.getVoxelsBytesRead() / voxels.getVoxelsColored())
: 0;
voxelStats << "Voxels Bytes per Colored: " << voxelsBytesPerColored;
voxelStats << "Voxels Bits per Colored: " << voxelsBytesPerColored * 8;
drawtext(10, statsVerticalOffset + 310, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
Agent *avatarMixer = AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER);
char avatarMixerStats[200];
if (avatarMixer) {
sprintf(avatarMixerStats, "Avatar Mixer - %.f kbps, %.f pps",
sprintf(avatarMixerStats, "Avatar Mixer: %.f kbps, %.f pps",
roundf(avatarMixer->getAverageKilobitsPerSecond()),
roundf(avatarMixer->getAveragePacketsPerSecond()));
} else {
@ -859,7 +852,7 @@ void display(void)
glPopMatrix();
//draw a grid ground plane....
drawGroundPlaneGrid( 5.0f, 9 );
drawGroundPlaneGrid(10.f);
// Draw voxels
if ( showingVoxels )