mirror of
https://github.com/overte-org/overte.git
synced 2025-04-22 09:33:36 +02:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
355cff21c5
19 changed files with 353 additions and 361 deletions
|
@ -60,7 +60,7 @@ const float DISTANCE_RATIO = 3.0f / 0.3f;
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const float PHASE_AMPLITUDE_RATIO_AT_90 = 0.5;
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const int PHASE_DELAY_AT_90 = 20;
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const float MAX_OFF_AXIS_ATTENUATION = 0.5f;
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const float MAX_OFF_AXIS_ATTENUATION = 0.2f;
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const float OFF_AXIS_ATTENUATION_FORMULA_STEP = (1 - MAX_OFF_AXIS_ATTENUATION) / 2.0f;
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void plateauAdditionOfSamples(int16_t &mixSample, int16_t sampleToAdd) {
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@ -111,7 +111,6 @@ void *sendBuffer(void *args) {
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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AudioRingBuffer* agentRingBuffer = (AudioRingBuffer*) agent->getLinkedData();
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float agentBearing = agentRingBuffer->getBearing();
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int16_t clientMix[BUFFER_LENGTH_SAMPLES_PER_CHANNEL * 2] = {};
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@ -120,76 +119,86 @@ void *sendBuffer(void *args) {
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AudioRingBuffer* otherAgentBuffer = (AudioRingBuffer*) otherAgent->getLinkedData();
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if (otherAgentBuffer->shouldBeAddedToMix()) {
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float *agentPosition = agentRingBuffer->getPosition();
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float *otherAgentPosition = otherAgentBuffer->getPosition();
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float bearingRelativeAngleToSource = 0.f;
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float attenuationCoefficient = 1.f;
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int numSamplesDelay = 0;
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float weakChannelAmplitudeRatio = 1.f;
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// calculate the distance to the other agent
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// use the distance to the other agent to calculate the change in volume for this frame
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int lowAgentIndex = std::min(agent.getAgentIndex(), otherAgent.getAgentIndex());
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int highAgentIndex = std::max(agent.getAgentIndex(), otherAgent.getAgentIndex());
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if (distanceCoefficients[lowAgentIndex][highAgentIndex] == 0) {
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float distanceToAgent = sqrtf(powf(agentPosition[0] - otherAgentPosition[0], 2) +
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powf(agentPosition[1] - otherAgentPosition[1], 2) +
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powf(agentPosition[2] - otherAgentPosition[2], 2));
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if (otherAgent != agent) {
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float *agentPosition = agentRingBuffer->getPosition();
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float *otherAgentPosition = otherAgentBuffer->getPosition();
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float minCoefficient = std::min(1.0f,
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powf(0.5, (logf(DISTANCE_RATIO * distanceToAgent) / logf(3)) - 1));
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distanceCoefficients[lowAgentIndex][highAgentIndex] = minCoefficient;
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}
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// get the angle from the right-angle triangle
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float triangleAngle = atan2f(fabsf(agentPosition[2] - otherAgentPosition[2]),
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fabsf(agentPosition[0] - otherAgentPosition[0])) * (180 / M_PI);
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float absoluteAngleToSource = 0;
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float bearingRelativeAngleToSource = 0;
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// find the angle we need for calculation based on the orientation of the triangle
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if (otherAgentPosition[0] > agentPosition[0]) {
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if (otherAgentPosition[2] > agentPosition[2]) {
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absoluteAngleToSource = -90 + triangleAngle;
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} else {
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absoluteAngleToSource = -90 - triangleAngle;
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// calculate the distance to the other agent
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// use the distance to the other agent to calculate the change in volume for this frame
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int lowAgentIndex = std::min(agent.getAgentIndex(), otherAgent.getAgentIndex());
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int highAgentIndex = std::max(agent.getAgentIndex(), otherAgent.getAgentIndex());
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if (distanceCoefficients[lowAgentIndex][highAgentIndex] == 0) {
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float distanceToAgent = sqrtf(powf(agentPosition[0] - otherAgentPosition[0], 2) +
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powf(agentPosition[1] - otherAgentPosition[1], 2) +
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powf(agentPosition[2] - otherAgentPosition[2], 2));
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float minCoefficient = std::min(1.0f,
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powf(0.5, (logf(DISTANCE_RATIO * distanceToAgent) / logf(3)) - 1));
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distanceCoefficients[lowAgentIndex][highAgentIndex] = minCoefficient;
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}
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} else {
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if (otherAgentPosition[2] > agentPosition[2]) {
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absoluteAngleToSource = 90 - triangleAngle;
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// get the angle from the right-angle triangle
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float triangleAngle = atan2f(fabsf(agentPosition[2] - otherAgentPosition[2]),
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fabsf(agentPosition[0] - otherAgentPosition[0])) * (180 / M_PI);
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float absoluteAngleToSource = 0;
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bearingRelativeAngleToSource = 0;
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// find the angle we need for calculation based on the orientation of the triangle
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if (otherAgentPosition[0] > agentPosition[0]) {
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if (otherAgentPosition[2] > agentPosition[2]) {
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absoluteAngleToSource = -90 + triangleAngle;
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} else {
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absoluteAngleToSource = -90 - triangleAngle;
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}
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} else {
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absoluteAngleToSource = 90 + triangleAngle;
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if (otherAgentPosition[2] > agentPosition[2]) {
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absoluteAngleToSource = 90 - triangleAngle;
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} else {
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absoluteAngleToSource = 90 + triangleAngle;
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}
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}
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bearingRelativeAngleToSource = absoluteAngleToSource - agentRingBuffer->getBearing();
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if (bearingRelativeAngleToSource > 180) {
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bearingRelativeAngleToSource -= 360;
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} else if (bearingRelativeAngleToSource < -180) {
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bearingRelativeAngleToSource += 360;
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}
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float angleOfDelivery = absoluteAngleToSource - otherAgentBuffer->getBearing();
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if (angleOfDelivery > 180) {
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angleOfDelivery -= 360;
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} else if (angleOfDelivery < -180) {
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angleOfDelivery += 360;
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}
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float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION +
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(OFF_AXIS_ATTENUATION_FORMULA_STEP * (fabsf(angleOfDelivery) / 90.0f));
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attenuationCoefficient = distanceCoefficients[lowAgentIndex][highAgentIndex]
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* otherAgentBuffer->getAttenuationRatio()
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* offAxisCoefficient;
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bearingRelativeAngleToSource *= (M_PI / 180);
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float sinRatio = fabsf(sinf(bearingRelativeAngleToSource));
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numSamplesDelay = PHASE_DELAY_AT_90 * sinRatio;
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weakChannelAmplitudeRatio = 1 - (PHASE_AMPLITUDE_RATIO_AT_90 * sinRatio);
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}
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if (absoluteAngleToSource > 180) {
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absoluteAngleToSource -= 360;
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} else if (absoluteAngleToSource < -180) {
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absoluteAngleToSource += 360;
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}
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bearingRelativeAngleToSource = absoluteAngleToSource - agentBearing;
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bearingRelativeAngleToSource *= (M_PI / 180);
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float angleOfDelivery = absoluteAngleToSource - otherAgentBuffer->getBearing();
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if (angleOfDelivery < -180) {
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angleOfDelivery += 360;
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}
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float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION +
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(OFF_AXIS_ATTENUATION_FORMULA_STEP * (fabsf(angleOfDelivery) / 90.0f));
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float attenuationCoefficient = distanceCoefficients[lowAgentIndex][highAgentIndex]
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* otherAgentBuffer->getAttenuationRatio()
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* offAxisCoefficient;
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float sinRatio = fabsf(sinf(bearingRelativeAngleToSource));
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int numSamplesDelay = PHASE_DELAY_AT_90 * sinRatio;
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float weakChannelAmplitudeRatio = 1 - (PHASE_AMPLITUDE_RATIO_AT_90 * sinRatio);
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int16_t* goodChannel = bearingRelativeAngleToSource > 0 ? clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL : clientMix;
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int16_t* delayedChannel = bearingRelativeAngleToSource > 0 ? clientMix : clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL;
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int16_t* goodChannel = bearingRelativeAngleToSource > 0.0f ? clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL : clientMix;
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int16_t* delayedChannel = bearingRelativeAngleToSource > 0.0f ? clientMix : clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL;
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int16_t* delaySamplePointer = otherAgentBuffer->getNextOutput() == otherAgentBuffer->getBuffer()
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? otherAgentBuffer->getBuffer() + RING_BUFFER_SAMPLES - numSamplesDelay
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@ -208,8 +217,7 @@ void *sendBuffer(void *args) {
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if (s + numSamplesDelay < BUFFER_LENGTH_SAMPLES_PER_CHANNEL) {
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plateauAdditionOfSamples(delayedChannel[s + numSamplesDelay],
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currentSample *
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weakChannelAmplitudeRatio);
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currentSample * weakChannelAmplitudeRatio);
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}
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}
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}
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@ -274,8 +282,8 @@ int main(int argc, const char* argv[]) {
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if(agentList->getAgentSocket().receive(agentAddress, packetData, &receivedBytes)) {
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if (packetData[0] == PACKET_HEADER_INJECT_AUDIO) {
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if (agentList->addOrUpdateAgent(agentAddress, agentAddress, packetData[0], agentList->getLastAgentId())) {
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agentList->increaseAgentId();
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if (agentList->addOrUpdateAgent(agentAddress, agentAddress, packetData[0], agentList->getLastAgentID())) {
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agentList->increaseAgentID();
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}
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agentList->updateAgentWithData(agentAddress, packetData, receivedBytes);
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@ -88,15 +88,12 @@ int main(int argc, const char* argv[]) {
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// send back a packet with other active agent data to this agent
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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if (agent->getLinkedData() != NULL
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&& !socketMatch(agentAddress, agent->getActiveSocket())) {
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if (agent->getLinkedData() && !socketMatch(agentAddress, agent->getActiveSocket())) {
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currentBufferPosition = addAgentToBroadcastPacket(currentBufferPosition, &*agent);
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}
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}
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agentList->getAgentSocket().send(agentAddress,
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broadcastPacket,
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currentBufferPosition - broadcastPacket);
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agentList->getAgentSocket().send(agentAddress, broadcastPacket, currentBufferPosition - broadcastPacket);
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break;
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case PACKET_HEADER_DOMAIN:
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@ -118,8 +118,8 @@ int main(int argc, const char * argv[])
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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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agentList->getLastAgentID())) {
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agentList->increaseAgentID();
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}
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currentBufferPos = broadcastPacket + 1;
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@ -17,7 +17,7 @@
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const int EVE_AGENT_LISTEN_PORT = 55441;
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const float RANDOM_POSITION_MAX_DIMENSION = 5.0f;
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const float RANDOM_POSITION_MAX_DIMENSION = 10.0f;
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const float DATA_SEND_INTERVAL_MSECS = 15;
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const float MIN_AUDIO_SEND_INTERVAL_SECS = 10;
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@ -25,6 +25,12 @@ const int MIN_ITERATIONS_BETWEEN_AUDIO_SENDS = (MIN_AUDIO_SEND_INTERVAL_SECS * 1
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const int MAX_AUDIO_SEND_INTERVAL_SECS = 15;
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const float MAX_ITERATIONS_BETWEEN_AUDIO_SENDS = (MAX_AUDIO_SEND_INTERVAL_SECS * 1000) / DATA_SEND_INTERVAL_MSECS;
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const int ITERATIONS_BEFORE_HAND_GRAB = 100;
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const int HAND_GRAB_DURATION_ITERATIONS = 50;
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const int HAND_TIMER_SLEEP_ITERATIONS = 50;
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const float EVE_PELVIS_HEIGHT = 0.5f;
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bool stopReceiveAgentDataThread;
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bool injectAudioThreadRunning = false;
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@ -48,7 +54,7 @@ void *receiveAgentData(void *args) {
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// avatar mixer - this makes sure it won't be killed during silent agent removal
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avatarMixer = agentList->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER);
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if (avatarMixer != NULL) {
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if (avatarMixer) {
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avatarMixer->setLastHeardMicrostamp(usecTimestampNow());
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}
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@ -73,9 +79,9 @@ void *injectAudio(void *args) {
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// look for an audio mixer in our agent list
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Agent* audioMixer = AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AUDIO_MIXER);
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if (audioMixer != NULL) {
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if (audioMixer) {
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// until the audio mixer is setup for ping-reply, activate the public socket if it's not active
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if (audioMixer->getActiveSocket() == NULL) {
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if (!audioMixer->getActiveSocket()) {
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audioMixer->activatePublicSocket();
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}
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@ -113,9 +119,9 @@ int main(int argc, const char* argv[]) {
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// move eve away from the origin
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// pick a random point inside a 10x10 grid
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eve.setPosition(glm::vec3(randFloatInRange(-RANDOM_POSITION_MAX_DIMENSION, RANDOM_POSITION_MAX_DIMENSION),
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1.33, // this should be the same as the avatar's pelvis standing height
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randFloatInRange(-RANDOM_POSITION_MAX_DIMENSION, RANDOM_POSITION_MAX_DIMENSION)));
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eve.setPosition(glm::vec3(randFloatInRange(0, RANDOM_POSITION_MAX_DIMENSION),
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EVE_PELVIS_HEIGHT, // this should be the same as the avatar's pelvis standing height
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randFloatInRange(0, RANDOM_POSITION_MAX_DIMENSION)));
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// face any instance of eve down the z-axis
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eve.setBodyYaw(0);
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@ -130,8 +136,6 @@ int main(int argc, const char* argv[]) {
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unsigned char broadcastPacket[MAX_PACKET_SIZE];
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broadcastPacket[0] = PACKET_HEADER_HEAD_DATA;
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int numBytesToSend = 0;
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timeval thisSend;
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double numMicrosecondsSleep = 0;
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@ -145,16 +149,19 @@ int main(int argc, const char* argv[]) {
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gettimeofday(&thisSend, NULL);
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// find the current avatar mixer
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Agent *avatarMixer = agentList->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER);
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Agent* avatarMixer = agentList->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER);
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// make sure we actually have an avatar mixer with an active socket
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if (avatarMixer != NULL && avatarMixer->getActiveSocket() != NULL) {
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if (agentList->getOwnerID() != UNKNOWN_AGENT_ID && avatarMixer && avatarMixer->getActiveSocket() != NULL) {
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unsigned char* packetPosition = broadcastPacket + sizeof(PACKET_HEADER);
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packetPosition += packAgentId(packetPosition, agentList->getOwnerID());
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// use the getBroadcastData method in the AvatarData class to populate the broadcastPacket buffer
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numBytesToSend = eve.getBroadcastData((broadcastPacket + 1));
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packetPosition += eve.getBroadcastData(packetPosition);
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// use the UDPSocket instance attached to our agent list to send avatar data to mixer
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agentList->getAgentSocket().send(avatarMixer->getActiveSocket(), broadcastPacket, numBytesToSend);
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}
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agentList->getAgentSocket().send(avatarMixer->getActiveSocket(), broadcastPacket, packetPosition - broadcastPacket);
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}
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// temporarily disable Eve's audio sending until the file is actually available on EC2 box
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if (numIterationsLeftBeforeAudioSend == 0) {
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@ -175,13 +182,12 @@ int main(int argc, const char* argv[]) {
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// simulate the effect of pressing and un-pressing the mouse button/pad
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handStateTimer++;
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if ( handStateTimer == 100 ) {
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if (handStateTimer == ITERATIONS_BEFORE_HAND_GRAB) {
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eve.setHandState(1);
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}
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if ( handStateTimer == 150 ) {
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} else if (handStateTimer == ITERATIONS_BEFORE_HAND_GRAB + HAND_GRAB_DURATION_ITERATIONS) {
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eve.setHandState(0);
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}
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if ( handStateTimer >= 200 ) {
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} else if (handStateTimer >= ITERATIONS_BEFORE_HAND_GRAB + HAND_GRAB_DURATION_ITERATIONS + HAND_TIMER_SLEEP_ITERATIONS) {
|
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handStateTimer = 0;
|
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}
|
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}
|
||||
|
|
|
@ -322,7 +322,6 @@ bool Avatar::getIsNearInteractingOther() {
|
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|
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void Avatar::simulate(float deltaTime) {
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||||
|
||||
// update balls
|
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if (_balls) { _balls->simulate(deltaTime); }
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||||
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@ -504,7 +503,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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void Avatar::updateHead(float deltaTime) {
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//apply the head lean values to the springy position...
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||||
if (fabs( _head.leanSideways + _head.leanForward ) > 0.0f) {
|
||||
if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
|
||||
glm::vec3 headLean =
|
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_orientation.getRight() * _head.leanSideways +
|
||||
_orientation.getFront() * _head.leanForward;
|
||||
|
@ -522,7 +521,7 @@ void Avatar::updateHead(float deltaTime) {
|
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if (_head.noise) {
|
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// Move toward new target
|
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_headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
|
||||
_headYaw += (_head.yawTarget - _headYaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime);
|
||||
_headYaw += (_head.yawTarget - _headYaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime);
|
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_headRoll *= 1.f - (DECAY * deltaTime);
|
||||
}
|
||||
|
||||
|
@ -669,7 +668,7 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
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glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
|
||||
if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) {
|
||||
//apply forces from collision
|
||||
applyCollisionWithOtherAvatar(otherAvatar, deltaTime );
|
||||
applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
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||||
}
|
||||
|
||||
// test other avatar hand position for proximity
|
||||
|
@ -703,7 +702,7 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
|
|||
glm::vec3 vectorBetweenJoints(_joint[b].springyPosition - otherAvatar->_joint[o].springyPosition);
|
||||
float distanceBetweenJoints = glm::length(vectorBetweenJoints);
|
||||
|
||||
if (distanceBetweenJoints > 0.0 ) { // to avoid divide by zero
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||||
if (distanceBetweenJoints > 0.0) { // to avoid divide by zero
|
||||
float combinedRadius = _joint[b].radius + otherAvatar->_joint[o].radius;
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||||
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||||
// check for collision
|
||||
|
@ -714,7 +713,7 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
|
|||
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;
|
||||
|
@ -725,7 +724,7 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
|
|||
// 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
|
||||
|
@ -744,7 +743,7 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
|
|||
|
||||
|
||||
|
||||
void Avatar::setDisplayingHead(bool displayingHead ) {
|
||||
void Avatar::setDisplayingHead(bool displayingHead) {
|
||||
_displayingHead = displayingHead;
|
||||
}
|
||||
|
||||
|
@ -763,25 +762,25 @@ void Avatar::setGravity(glm::vec3 gravity) {
|
|||
void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
|
||||
|
||||
// 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 );
|
||||
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();
|
||||
}
|
||||
|
||||
|
@ -794,7 +793,7 @@ void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
|
|||
}
|
||||
|
||||
// if this is my avatar, then render my interactions with the other avatar
|
||||
if (_isMine ) {
|
||||
if (_isMine) {
|
||||
_avatarTouch.render(cameraPosition);
|
||||
}
|
||||
|
||||
|
@ -855,7 +854,7 @@ 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();
|
||||
|
||||
|
@ -883,7 +882,7 @@ 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(_headPitch, 1, 0, 0);
|
||||
glRotatef(-_headRoll, 0, 0, 1);
|
||||
} else {
|
||||
glRotatef(_bodyYaw + _headYaw, 0, 1, 0);
|
||||
|
@ -1020,7 +1019,7 @@ void Avatar::renderHead(bool lookingInMirror) {
|
|||
glPopMatrix();
|
||||
}
|
||||
|
||||
void Avatar::setHandMovementValues(glm::vec3 handOffset ) {
|
||||
void Avatar::setHandMovementValues(glm::vec3 handOffset) {
|
||||
_movedHandOffset = handOffset;
|
||||
}
|
||||
|
||||
|
@ -1033,11 +1032,11 @@ 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;
|
||||
|
@ -1074,19 +1073,19 @@ 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 );
|
||||
|
@ -1181,7 +1180,7 @@ void Avatar::initializeSkeleton() {
|
|||
_joint[ AVATAR_JOINT_HEAD_BASE ].length +
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].radius
|
||||
);
|
||||
//printf( "_height = %f\n", _height );
|
||||
//printf("_height = %f\n", _height);
|
||||
|
||||
// generate world positions
|
||||
updateSkeleton();
|
||||
|
@ -1192,7 +1191,7 @@ void Avatar::initializeSkeleton() {
|
|||
|
||||
void Avatar::calculateBoneLengths() {
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
_joint[b].length = glm::length( _joint[b].defaultPosePosition );
|
||||
_joint[b].length = glm::length(_joint[b].defaultPosePosition);
|
||||
}
|
||||
|
||||
_maxArmLength
|
||||
|
@ -1205,35 +1204,35 @@ void Avatar::updateSkeleton() {
|
|||
|
||||
// rotate body...
|
||||
_orientation.setToIdentity();
|
||||
_orientation.yaw ( _bodyYaw );
|
||||
_orientation.pitch( _bodyPitch );
|
||||
_orientation.roll ( _bodyRoll );
|
||||
_orientation.yaw (_bodyYaw );
|
||||
_orientation.pitch(_bodyPitch);
|
||||
_orientation.roll (_bodyRoll );
|
||||
|
||||
// calculate positions of all bones by traversing the skeleton tree:
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
if ( _joint[b].parent == AVATAR_JOINT_NULL ) {
|
||||
_joint[b].orientation.set( _orientation );
|
||||
if (_joint[b].parent == AVATAR_JOINT_NULL) {
|
||||
_joint[b].orientation.set(_orientation);
|
||||
_joint[b].position = _position;
|
||||
}
|
||||
else {
|
||||
_joint[b].orientation.set( _joint[ _joint[b].parent ].orientation );
|
||||
_joint[b].orientation.set(_joint[ _joint[b].parent ].orientation);
|
||||
_joint[b].position = _joint[ _joint[b].parent ].position;
|
||||
}
|
||||
|
||||
// if this is not my avatar, then hand position comes from transmitted data
|
||||
if ( ! _isMine ) {
|
||||
if (! _isMine) {
|
||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handPosition;
|
||||
}
|
||||
|
||||
// the following will be replaced by a proper rotation...close
|
||||
float xx = glm::dot( _joint[b].defaultPosePosition, _joint[b].orientation.getRight() );
|
||||
float yy = glm::dot( _joint[b].defaultPosePosition, _joint[b].orientation.getUp () );
|
||||
float zz = glm::dot( _joint[b].defaultPosePosition, _joint[b].orientation.getFront() );
|
||||
float xx = glm::dot(_joint[b].defaultPosePosition, _joint[b].orientation.getRight());
|
||||
float yy = glm::dot(_joint[b].defaultPosePosition, _joint[b].orientation.getUp ());
|
||||
float zz = glm::dot(_joint[b].defaultPosePosition, _joint[b].orientation.getFront());
|
||||
|
||||
glm::vec3 rotatedJointVector( xx, yy, zz );
|
||||
glm::vec3 rotatedJointVector(xx, yy, zz);
|
||||
|
||||
//glm::vec3 myEuler ( 0.0f, 0.0f, 0.0f );
|
||||
//glm::quat myQuat ( myEuler );
|
||||
//glm::vec3 myEuler (0.0f, 0.0f, 0.0f);
|
||||
//glm::quat myQuat (myEuler);
|
||||
|
||||
_joint[b].position += rotatedJointVector;
|
||||
}
|
||||
|
@ -1242,31 +1241,31 @@ void Avatar::updateSkeleton() {
|
|||
void Avatar::initializeBodySprings() {
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
_joint[b].springyPosition = _joint[b].position;
|
||||
_joint[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
_joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::updateBodySprings( float deltaTime ) {
|
||||
void Avatar::updateBodySprings(float deltaTime) {
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
glm::vec3 springVector( _joint[b].springyPosition );
|
||||
glm::vec3 springVector(_joint[b].springyPosition);
|
||||
|
||||
if ( _joint[b].parent == AVATAR_JOINT_NULL ) {
|
||||
if (_joint[b].parent == AVATAR_JOINT_NULL) {
|
||||
springVector -= _position;
|
||||
}
|
||||
else {
|
||||
springVector -= _joint[ _joint[b].parent ].springyPosition;
|
||||
}
|
||||
|
||||
float length = glm::length( springVector );
|
||||
float length = glm::length(springVector);
|
||||
|
||||
if ( length > 0.0f ) {
|
||||
if (length > 0.0f) {
|
||||
glm::vec3 springDirection = springVector / length;
|
||||
|
||||
float force = (length - _joint[b].length) * BODY_SPRING_FORCE * deltaTime;
|
||||
|
||||
_joint[b].springyVelocity -= springDirection * force;
|
||||
|
||||
if ( _joint[b].parent != AVATAR_JOINT_NULL ) {
|
||||
if (_joint[b].parent != AVATAR_JOINT_NULL) {
|
||||
_joint[_joint[b].parent].springyVelocity += springDirection * force;
|
||||
}
|
||||
}
|
||||
|
@ -1279,7 +1278,7 @@ void Avatar::updateBodySprings( float deltaTime ) {
|
|||
_joint[b].springyVelocity *= decay;
|
||||
}
|
||||
else {
|
||||
_joint[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
_joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
_joint[b].springyPosition += _joint[b].springyVelocity * deltaTime;
|
||||
|
@ -1298,17 +1297,17 @@ const glm::vec3& Avatar::getHeadPosition() const {
|
|||
|
||||
|
||||
|
||||
void Avatar::updateArmIKAndConstraints( float deltaTime ) {
|
||||
void Avatar::updateArmIKAndConstraints(float deltaTime) {
|
||||
|
||||
// determine the arm vector
|
||||
glm::vec3 armVector = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
|
||||
armVector -= _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
|
||||
|
||||
// test to see if right hand is being dragged beyond maximum arm length
|
||||
float distance = glm::length( armVector );
|
||||
float distance = glm::length(armVector);
|
||||
|
||||
// don't let right hand get dragged beyond maximum arm length...
|
||||
if ( distance > _maxArmLength ) {
|
||||
if (distance > _maxArmLength) {
|
||||
// reset right hand to be constrained to maximum arm length
|
||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
|
||||
glm::vec3 armNormal = armVector / distance;
|
||||
|
@ -1323,13 +1322,13 @@ void Avatar::updateArmIKAndConstraints( float deltaTime ) {
|
|||
glm::vec3 newElbowPosition = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
|
||||
newElbowPosition += armVector * ONE_HALF;
|
||||
|
||||
glm::vec3 perpendicular = glm::cross( _orientation.getFront(), armVector );
|
||||
glm::vec3 perpendicular = glm::cross(_orientation.getFront(), armVector);
|
||||
|
||||
newElbowPosition += perpendicular * ( 1.0f - ( _maxArmLength / distance ) ) * ONE_HALF;
|
||||
newElbowPosition += perpendicular * (1.0f - (_maxArmLength / distance)) * ONE_HALF;
|
||||
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].position = newElbowPosition;
|
||||
|
||||
// set wrist position
|
||||
glm::vec3 vv( _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position );
|
||||
glm::vec3 vv(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
|
||||
vv -= _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position;
|
||||
glm::vec3 newWristPosition = _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position + vv * 0.7f;
|
||||
_joint[ AVATAR_JOINT_RIGHT_WRIST ].position = newWristPosition;
|
||||
|
@ -1341,53 +1340,53 @@ void Avatar::renderBody() {
|
|||
// Render joint positions as spheres
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
|
||||
if ( b != AVATAR_JOINT_HEAD_BASE ) { // the head is rendered as a special case in "renderHead"
|
||||
if (b != AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case in "renderHead"
|
||||
|
||||
//render bone orientation
|
||||
//renderOrientationDirections( _joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0 );
|
||||
//renderOrientationDirections(_joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0);
|
||||
|
||||
if ( _usingBodySprings ) {
|
||||
glColor3fv( skinColor );
|
||||
if (_usingBodySprings) {
|
||||
glColor3fv(skinColor);
|
||||
glPushMatrix();
|
||||
glTranslatef( _joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z );
|
||||
glutSolidSphere( _joint[b].radius, 20.0f, 20.0f );
|
||||
glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z);
|
||||
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
|
||||
glPopMatrix();
|
||||
}
|
||||
else {
|
||||
glColor3fv( skinColor );
|
||||
glColor3fv(skinColor);
|
||||
glPushMatrix();
|
||||
glTranslatef( _joint[b].position.x, _joint[b].position.y, _joint[b].position.z );
|
||||
glutSolidSphere( _joint[b].radius, 20.0f, 20.0f );
|
||||
glTranslatef(_joint[b].position.x, _joint[b].position.y, _joint[b].position.z);
|
||||
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Render lines connecting the joint positions
|
||||
if ( _usingBodySprings ) {
|
||||
glColor3f( 0.4f, 0.5f, 0.6f );
|
||||
if (_usingBodySprings) {
|
||||
glColor3f(0.4f, 0.5f, 0.6f);
|
||||
glLineWidth(3.0);
|
||||
|
||||
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
|
||||
if ( _joint[b].parent != AVATAR_JOINT_NULL )
|
||||
if ( b != AVATAR_JOINT_HEAD_TOP ) {
|
||||
glBegin( GL_LINE_STRIP );
|
||||
glVertex3fv( &_joint[ _joint[ b ].parent ].springyPosition.x );
|
||||
glVertex3fv( &_joint[ b ].springyPosition.x );
|
||||
if (_joint[b].parent != AVATAR_JOINT_NULL)
|
||||
if (b != AVATAR_JOINT_HEAD_TOP) {
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x);
|
||||
glVertex3fv(&_joint[ b ].springyPosition.x);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
else {
|
||||
glColor3fv( skinColor );
|
||||
glColor3fv(skinColor);
|
||||
glLineWidth(3.0);
|
||||
|
||||
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
|
||||
if ( _joint[b].parent != AVATAR_JOINT_NULL ) {
|
||||
glBegin( GL_LINE_STRIP );
|
||||
glVertex3fv( &_joint[ _joint[ b ].parent ].position.x );
|
||||
glVertex3fv( &_joint[ b ].position.x);
|
||||
if (_joint[b].parent != AVATAR_JOINT_NULL) {
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex3fv(&_joint[ _joint[ b ].parent ].position.x);
|
||||
glVertex3fv(&_joint[ b ].position.x);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
@ -1450,9 +1449,7 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) {
|
|||
//printLog("Packet: [%s]\n", packetData);
|
||||
//printLog("Version: %s\n", device);
|
||||
|
||||
_transmitterInitialReading = glm::vec3( rot3,
|
||||
rot2,
|
||||
rot1 );
|
||||
_transmitterInitialReading = glm::vec3(rot3, rot2, rot1);
|
||||
}
|
||||
const int TRANSMITTER_COUNT = 100;
|
||||
if (_transmitterPackets % TRANSMITTER_COUNT == 0) {
|
||||
|
@ -1460,7 +1457,7 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) {
|
|||
timeval now;
|
||||
gettimeofday(&now, NULL);
|
||||
double msecsElapsed = diffclock(&_transmitterTimer, &now);
|
||||
_transmitterHz = static_cast<float>( (double)TRANSMITTER_COUNT / (msecsElapsed / 1000.0) );
|
||||
_transmitterHz = static_cast<float>((double)TRANSMITTER_COUNT / (msecsElapsed / 1000.0));
|
||||
_transmitterTimer = now;
|
||||
printLog("Transmitter Hz: %3.1f\n", _transmitterHz);
|
||||
}
|
||||
|
@ -1477,12 +1474,12 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) {
|
|||
glm::vec3 angularVelocity;
|
||||
if (deviceType != DEVICE_GLASS) {
|
||||
angularVelocity = glm::vec3(glm::degrees(gyrZ), glm::degrees(-gyrX), glm::degrees(gyrY));
|
||||
setHeadFromGyros( &eulerAngles, &angularVelocity,
|
||||
setHeadFromGyros(&eulerAngles, &angularVelocity,
|
||||
(_transmitterHz == 0.f) ? 0.f : 1.f / _transmitterHz, 1.0);
|
||||
|
||||
} else {
|
||||
angularVelocity = glm::vec3(glm::degrees(gyrY), glm::degrees(-gyrX), glm::degrees(-gyrZ));
|
||||
setHeadFromGyros( &eulerAngles, &angularVelocity,
|
||||
setHeadFromGyros(&eulerAngles, &angularVelocity,
|
||||
(_transmitterHz == 0.f) ? 0.f : 1.f / _transmitterHz, 1000.0);
|
||||
|
||||
}
|
||||
|
|
|
@ -16,10 +16,10 @@ 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 );
|
||||
_myBodyPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
_yourBodyPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
_myHandPosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_yourHandPosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_myBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_yourBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_myHandState = 0;
|
||||
_yourHandState = 0;
|
||||
_reachableRadius = 0.0f;
|
||||
|
@ -28,7 +28,7 @@ AvatarTouch::AvatarTouch() {
|
|||
_handsCloseEnoughToGrasp = false;
|
||||
|
||||
for (int p=0; p<NUM_POINTS; p++) {
|
||||
_point[p] = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
_point[p] = glm::vec3(0.0, 0.0, 0.0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -65,7 +65,7 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
|
|||
|
||||
if (_canReachToOtherAvatar) {
|
||||
|
||||
glColor4f( 0.3, 0.4, 0.5, 0.5 );
|
||||
glColor4f(0.3, 0.4, 0.5, 0.5);
|
||||
glm::vec3 p(_yourBodyPosition);
|
||||
p.y = 0.0005f;
|
||||
renderCircle(p, _reachableRadius, glm::vec3(0.0f, 1.0f, 0.0f), 30);
|
||||
|
@ -74,9 +74,9 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
|
|||
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 );
|
||||
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();
|
||||
}
|
||||
|
||||
|
@ -86,13 +86,13 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
|
|||
|
||||
if (_handsCloseEnoughToGrasp) {
|
||||
glLineWidth(2.0);
|
||||
glColor4f( 0.7f, 0.4f, 0.1f, 0.3 );
|
||||
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 );
|
||||
glVertex3f(v1.x, v1.y, v1.z);
|
||||
glVertex3f(v2.x, v2.y, v2.z);
|
||||
glEnd();
|
||||
|
||||
glColor4f( 1.0f, 1.0f, 0.0f, 0.8 );
|
||||
glColor4f(1.0f, 1.0f, 0.0f, 0.8);
|
||||
|
||||
for (int p=0; p<NUM_POINTS; p++) {
|
||||
glBegin(GL_POINTS);
|
||||
|
@ -106,9 +106,9 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
|
|||
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 );
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
@ -120,7 +120,7 @@ void AvatarTouch::simulate (float deltaTime) {
|
|||
|
||||
float distance = glm::length(v);
|
||||
|
||||
if (distance < _reachableRadius ) {
|
||||
if (distance < _reachableRadius) {
|
||||
_canReachToOtherAvatar = true;
|
||||
} else {
|
||||
_canReachToOtherAvatar = false;
|
||||
|
@ -129,10 +129,10 @@ void AvatarTouch::simulate (float deltaTime) {
|
|||
/*
|
||||
|
||||
for (int p=0; p<NUM_POINTS; p++) {
|
||||
_point[p] = _myHandPosition + v * ( (float)p / (float)NUM_POINTS );
|
||||
_point[p].x += randFloatInRange( -THREAD_RADIUS, THREAD_RADIUS );
|
||||
_point[p].y += randFloatInRange( -THREAD_RADIUS, THREAD_RADIUS );
|
||||
_point[p].z += randFloatInRange( -THREAD_RADIUS, THREAD_RADIUS );
|
||||
_point[p] = _myHandPosition + v * ((float)p / (float)NUM_POINTS);
|
||||
_point[p].x += randFloatInRange(-THREAD_RADIUS, THREAD_RADIUS);
|
||||
_point[p].y += randFloatInRange(-THREAD_RADIUS, THREAD_RADIUS);
|
||||
_point[p].z += randFloatInRange(-THREAD_RADIUS, THREAD_RADIUS);
|
||||
}
|
||||
*/
|
||||
|
||||
|
|
|
@ -26,24 +26,24 @@ Camera::Camera() {
|
|||
_rightShift = 0.0;
|
||||
_distance = 0.0;
|
||||
_idealYaw = 0.0;
|
||||
_targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
_position = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
_idealPosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
_targetPosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
_position = glm::vec3(0.0, 0.0, 0.0);
|
||||
_idealPosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
_orientation.setToIdentity();
|
||||
}
|
||||
|
||||
|
||||
void Camera::update( float deltaTime ) {
|
||||
void Camera::update(float deltaTime) {
|
||||
|
||||
if ( _mode == CAMERA_MODE_NULL ) {
|
||||
if (_mode == CAMERA_MODE_NULL) {
|
||||
_modeShift = 0.0;
|
||||
} else {
|
||||
// use iterative forces to keep the camera at the desired position and angle
|
||||
updateFollowMode( deltaTime );
|
||||
updateFollowMode(deltaTime);
|
||||
|
||||
if ( _modeShift < 1.0f ) {
|
||||
if (_modeShift < 1.0f) {
|
||||
_modeShift += MODE_SHIFT_RATE * deltaTime;
|
||||
if ( _modeShift > 1.0f ) {
|
||||
if (_modeShift > 1.0f) {
|
||||
_modeShift = 1.0f;
|
||||
}
|
||||
}
|
||||
|
@ -53,22 +53,19 @@ void Camera::update( float deltaTime ) {
|
|||
generateOrientation();
|
||||
}
|
||||
|
||||
|
||||
|
||||
// generate the ortho-normals for the orientation based on the three Euler angles
|
||||
void Camera::generateOrientation() {
|
||||
_orientation.setToIdentity();
|
||||
_orientation.pitch( _pitch );
|
||||
_orientation.yaw ( _yaw );
|
||||
_orientation.roll ( _roll );
|
||||
_orientation.pitch(_pitch);
|
||||
_orientation.yaw (_yaw );
|
||||
_orientation.roll (_roll );
|
||||
}
|
||||
|
||||
|
||||
// use iterative forces to keep the camera at the desired position and angle
|
||||
void Camera::updateFollowMode( float deltaTime ) {
|
||||
void Camera::updateFollowMode(float deltaTime) {
|
||||
// derive t from tightness
|
||||
float t = _tightness * deltaTime;
|
||||
if ( t > 1.0 ) {
|
||||
if (t > 1.0) {
|
||||
t = 1.0;
|
||||
}
|
||||
|
||||
|
@ -114,8 +111,6 @@ void Camera::setFarClip (float f) {
|
|||
_frustumNeedsReshape = true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// call to find out if the view frustum needs to be reshaped
|
||||
bool Camera::getFrustumNeedsReshape() {
|
||||
return _frustumNeedsReshape;
|
||||
|
|
|
@ -33,14 +33,14 @@ HandControl::HandControl() {
|
|||
_envelope = 0.0f;
|
||||
}
|
||||
|
||||
void HandControl::setScreenDimensions( int width, int height ) {
|
||||
void HandControl::setScreenDimensions(int width, int height) {
|
||||
_width = width;
|
||||
_height = height;
|
||||
_startX = _width / 2;
|
||||
_startY = _height / 2;
|
||||
}
|
||||
|
||||
void HandControl::update( int x, int y ) {
|
||||
void HandControl::update(int x, int y) {
|
||||
_lastX = _x;
|
||||
_lastY = _y;
|
||||
_x = x;
|
||||
|
@ -49,22 +49,22 @@ void HandControl::update( int x, int y ) {
|
|||
_velocityY = _y - _lastY;
|
||||
|
||||
// if the mouse is moving, ramp up the envelope to increase amplitude of hand movement...
|
||||
if (( _velocityX != 0 )
|
||||
|| ( _velocityY != 0 )) {
|
||||
if ((_velocityX != 0)
|
||||
|| (_velocityY != 0)) {
|
||||
_enabled = true;
|
||||
if ( _envelope < 1.0 ) {
|
||||
if (_envelope < 1.0) {
|
||||
_envelope += _rampUpRate;
|
||||
if ( _envelope >= 1.0 ) {
|
||||
if (_envelope >= 1.0) {
|
||||
_envelope = 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if not enabled ramp down the envelope to decrease amplitude of hand movement...
|
||||
if ( ! _enabled ) {
|
||||
if ( _envelope > 0.0 ) {
|
||||
if (! _enabled) {
|
||||
if (_envelope > 0.0) {
|
||||
_envelope -= _rampDownRate;
|
||||
if ( _envelope <= 0.0 ) {
|
||||
if (_envelope <= 0.0) {
|
||||
_startX = _width / 2;
|
||||
_startY = _height / 2;
|
||||
_envelope = 0.0;
|
||||
|
@ -77,14 +77,14 @@ void HandControl::update( int x, int y ) {
|
|||
_backFront = 0.0;
|
||||
|
||||
// if envelope is greater than zero, apply mouse movement to values to be output
|
||||
if ( _envelope > 0.0 ) {
|
||||
_leftRight += ( ( _x - _startX ) / (float)_width ) * _envelope;
|
||||
_downUp += ( ( _y - _startY ) / (float)_height ) * _envelope;
|
||||
if (_envelope > 0.0) {
|
||||
_leftRight += ((_x - _startX) / (float)_width ) * _envelope;
|
||||
_downUp += ((_y - _startY) / (float)_height) * _envelope;
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec3 HandControl::getValues() {
|
||||
return glm::vec3( _leftRight, _downUp, _backFront );
|
||||
return glm::vec3(_leftRight, _downUp, _backFront);
|
||||
}
|
||||
|
||||
void HandControl::stop() {
|
||||
|
|
|
@ -33,12 +33,6 @@ const int GRAVITY_SAMPLES = 200; // Use the first samples to
|
|||
|
||||
const bool USING_INVENSENSE_MPU9150 = 1;
|
||||
|
||||
SerialInterface::~SerialInterface() {
|
||||
#ifdef __APPLE__
|
||||
close(_serialDescriptor);
|
||||
#endif
|
||||
}
|
||||
|
||||
void SerialInterface::pair() {
|
||||
|
||||
#ifdef __APPLE__
|
||||
|
|
|
@ -38,7 +38,6 @@ class SerialInterface {
|
|||
public:
|
||||
SerialInterface() : active(false),
|
||||
_failedOpenAttempts(0) {}
|
||||
~SerialInterface();
|
||||
|
||||
void pair();
|
||||
void readData();
|
||||
|
|
|
@ -199,7 +199,7 @@ void drawtext(int x, int y, float scale, float rotate, float thick, int mono,
|
|||
// Draws text on screen as stroked so it can be resized
|
||||
//
|
||||
glPushMatrix();
|
||||
glTranslatef( static_cast<float>(x), static_cast<float>(y), 0.0f);
|
||||
glTranslatef(static_cast<float>(x), static_cast<float>(y), 0.0f);
|
||||
glColor3f(r,g,b);
|
||||
glRotated(rotate,0,0,1);
|
||||
// glLineWidth(thick);
|
||||
|
@ -235,7 +235,7 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
|
|||
|
||||
|
||||
void drawGroundPlaneGrid(float size) {
|
||||
glColor3f( 0.4f, 0.5f, 0.3f );
|
||||
glColor3f(0.4f, 0.5f, 0.3f);
|
||||
glLineWidth(2.0);
|
||||
|
||||
for (float x = 0; x <= size; x++) {
|
||||
|
@ -261,7 +261,7 @@ void drawGroundPlaneGrid(float size) {
|
|||
|
||||
void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, float darkness) {
|
||||
|
||||
glColor4f( 0.0f, 0.0f, 0.0f, darkness );
|
||||
glColor4f(0.0f, 0.0f, 0.0f, darkness);
|
||||
|
||||
int num = 20;
|
||||
float y = 0.001f;
|
||||
|
@ -291,7 +291,7 @@ void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, f
|
|||
|
||||
void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::vec3 cameraPosition) {
|
||||
glm::vec3 vectorToPosition(glm::normalize(position - cameraPosition));
|
||||
glm::vec3 right = glm::cross(vectorToPosition, glm::vec3( 0.0f, 1.0f, 0.0f));
|
||||
glm::vec3 right = glm::cross(vectorToPosition, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
glm::vec3 up = glm::cross(right, vectorToPosition);
|
||||
|
||||
glBegin(GL_LINE_STRIP);
|
||||
|
@ -312,7 +312,7 @@ void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::ve
|
|||
}
|
||||
|
||||
|
||||
void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides ) {
|
||||
void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides) {
|
||||
glm::vec3 perp1 = glm::vec3(surfaceNormal.y, surfaceNormal.z, surfaceNormal.x);
|
||||
glm::vec3 perp2 = glm::vec3(surfaceNormal.z, surfaceNormal.x, surfaceNormal.y);
|
||||
|
||||
|
@ -333,27 +333,27 @@ void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int
|
|||
}
|
||||
|
||||
|
||||
void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size ) {
|
||||
void renderOrientationDirections(glm::vec3 position, Orientation orientation, float size) {
|
||||
glm::vec3 pRight = position + orientation.getRight() * size;
|
||||
glm::vec3 pUp = position + orientation.getUp() * size;
|
||||
glm::vec3 pUp = position + orientation.getUp () * size;
|
||||
glm::vec3 pFront = position + orientation.getFront() * size;
|
||||
|
||||
glColor3f( 1.0f, 0.0f, 0.0f );
|
||||
glBegin( GL_LINE_STRIP );
|
||||
glVertex3f( position.x, position.y, position.z );
|
||||
glVertex3f( pRight.x, pRight.y, pRight.z );
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex3f(position.x, position.y, position.z);
|
||||
glVertex3f(pRight.x, pRight.y, pRight.z);
|
||||
glEnd();
|
||||
|
||||
glColor3f( 0.0f, 1.0f, 0.0f );
|
||||
glBegin( GL_LINE_STRIP );
|
||||
glVertex3f( position.x, position.y, position.z );
|
||||
glVertex3f( pUp.x, pUp.y, pUp.z );
|
||||
glColor3f(0.0f, 1.0f, 0.0f);
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex3f(position.x, position.y, position.z);
|
||||
glVertex3f(pUp.x, pUp.y, pUp.z);
|
||||
glEnd();
|
||||
|
||||
glColor3f( 0.0f, 0.0f, 1.0f );
|
||||
glBegin( GL_LINE_STRIP );
|
||||
glVertex3f( position.x, position.y, position.z );
|
||||
glVertex3f( pFront.x, pFront.y, pFront.z );
|
||||
glColor3f(0.0f, 0.0f, 1.0f);
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex3f(position.x, position.y, position.z);
|
||||
glVertex3f(pFront.x, pFront.y, pFront.z);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
|
|
|
@ -429,7 +429,7 @@ void updateAvatar(float frametime) {
|
|||
myAvatar.setCameraNearClip(::viewFrustum.getNearClip());
|
||||
myAvatar.setCameraFarClip(::viewFrustum.getFarClip());
|
||||
|
||||
AgentList *agentList = AgentList::getInstance();
|
||||
AgentList* agentList = AgentList::getInstance();
|
||||
|
||||
if (agentList->getOwnerID() != UNKNOWN_AGENT_ID) {
|
||||
// if I know my ID, send head/hand data to the avatar mixer and voxel server
|
||||
|
@ -451,9 +451,9 @@ void updateAvatar(float frametime) {
|
|||
glm::vec3 avatarPos = myAvatar.getPosition();
|
||||
|
||||
// For some reason, we don't want to flip X and Z here.
|
||||
::paintingVoxel.x = avatarPos.x/10.0;
|
||||
::paintingVoxel.y = avatarPos.y/10.0;
|
||||
::paintingVoxel.z = avatarPos.z/10.0;
|
||||
::paintingVoxel.x = avatarPos.x / 10.0;
|
||||
::paintingVoxel.y = avatarPos.y / 10.0;
|
||||
::paintingVoxel.z = avatarPos.z / 10.0;
|
||||
|
||||
unsigned char* bufferOut;
|
||||
int sizeOut;
|
||||
|
@ -696,8 +696,7 @@ void displaySide(Camera& whichCamera) {
|
|||
drawGroundPlaneGrid(10.f);
|
||||
|
||||
// Draw voxels
|
||||
if (showingVoxels)
|
||||
{
|
||||
if (showingVoxels) {
|
||||
voxels.render();
|
||||
}
|
||||
|
||||
|
@ -1029,27 +1028,27 @@ void display(void)
|
|||
|
||||
// this version uses a ramp-up/ramp-down timer in the camera to determine shift between first and thirs-person view
|
||||
/*
|
||||
if ( myAvatar.getSpeed() < 0.02 ) {
|
||||
if (myAvatar.getSpeed() < 0.02) {
|
||||
|
||||
if (myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
|
||||
if (myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
|
||||
myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
|
||||
}
|
||||
|
||||
//printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
||||
myCamera.setPitch ( thirdPersonPitch + myCamera.getModeShift() * ( firstPersonPitch - thirdPersonPitch ));
|
||||
myCamera.setUpShift ( thirdPersonUpShift + myCamera.getModeShift() * ( firstPersonUpShift - thirdPersonUpShift ));
|
||||
myCamera.setDistance ( thirdPersonDistance + myCamera.getModeShift() * ( firstPersonDistance - thirdPersonDistance ));
|
||||
myCamera.setTightness ( thirdPersonTightness + myCamera.getModeShift() * ( firstPersonTightness - thirdPersonTightness ));
|
||||
//printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
||||
myCamera.setPitch (thirdPersonPitch + myCamera.getModeShift() * (firstPersonPitch - thirdPersonPitch ));
|
||||
myCamera.setUpShift (thirdPersonUpShift + myCamera.getModeShift() * (firstPersonUpShift - thirdPersonUpShift ));
|
||||
myCamera.setDistance (thirdPersonDistance + myCamera.getModeShift() * (firstPersonDistance - thirdPersonDistance ));
|
||||
myCamera.setTightness (thirdPersonTightness + myCamera.getModeShift() * (firstPersonTightness - thirdPersonTightness));
|
||||
} else {
|
||||
if (myCamera.getMode() != CAMERA_MODE_THIRD_PERSON ) {
|
||||
if (myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
|
||||
myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
|
||||
}
|
||||
|
||||
//printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
||||
myCamera.setPitch ( firstPersonPitch + myCamera.getModeShift() * ( thirdPersonPitch - firstPersonPitch ));
|
||||
myCamera.setUpShift ( firstPersonUpShift + myCamera.getModeShift() * ( thirdPersonUpShift - firstPersonUpShift ));
|
||||
myCamera.setDistance ( firstPersonDistance + myCamera.getModeShift() * ( thirdPersonDistance - firstPersonDistance ));
|
||||
myCamera.setTightness ( firstPersonTightness + myCamera.getModeShift() * ( thirdPersonTightness - firstPersonTightness ));
|
||||
//printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
||||
myCamera.setPitch (firstPersonPitch + myCamera.getModeShift() * (thirdPersonPitch - firstPersonPitch ));
|
||||
myCamera.setUpShift (firstPersonUpShift + myCamera.getModeShift() * (thirdPersonUpShift - firstPersonUpShift ));
|
||||
myCamera.setDistance (firstPersonDistance + myCamera.getModeShift() * (thirdPersonDistance - firstPersonDistance ));
|
||||
myCamera.setTightness (firstPersonTightness + myCamera.getModeShift() * (thirdPersonTightness - firstPersonTightness));
|
||||
}
|
||||
*/
|
||||
|
||||
|
@ -1092,7 +1091,7 @@ void display(void)
|
|||
if (::viewFrustumFromOffset && ::frustumOn) {
|
||||
|
||||
// set the camera to third-person view but offset so we can see the frustum
|
||||
viewFrustumOffsetCamera.setTargetYaw(::viewFrustumOffsetYaw + myAvatar.getBodyYaw() );
|
||||
viewFrustumOffsetCamera.setTargetYaw(::viewFrustumOffsetYaw + myAvatar.getBodyYaw());
|
||||
viewFrustumOffsetCamera.setPitch (::viewFrustumOffsetPitch );
|
||||
viewFrustumOffsetCamera.setRoll (::viewFrustumOffsetRoll );
|
||||
viewFrustumOffsetCamera.setUpShift (::viewFrustumOffsetUp );
|
||||
|
@ -1783,7 +1782,7 @@ glm::vec3 getGravity(glm::vec3 pos) {
|
|||
}
|
||||
|
||||
void mouseFunc(int button, int state, int x, int y) {
|
||||
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN ) {
|
||||
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
|
||||
if (state == GLUT_DOWN && !menu.mouseClick(x, y)) {
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
|
|
|
@ -128,15 +128,18 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
// called on the other agents - assigns it to my views of the others
|
||||
int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
||||
|
||||
// increment to push past the packet header and agent ID
|
||||
sourceBuffer += sizeof(PACKET_HEADER_HEAD_DATA) + sizeof(uint16_t);
|
||||
// increment to push past the packet header
|
||||
sourceBuffer += sizeof(PACKET_HEADER_HEAD_DATA);
|
||||
|
||||
unsigned char* startPosition = sourceBuffer;
|
||||
|
||||
// push past the agent ID
|
||||
sourceBuffer += + sizeof(uint16_t);
|
||||
|
||||
// Body world position
|
||||
memcpy(&_position, sourceBuffer, sizeof(float) * 3);
|
||||
sourceBuffer += sizeof(float) * 3;
|
||||
|
||||
|
||||
// Body rotation (NOTE: This needs to become a quaternion to save two bytes)
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyYaw);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch);
|
||||
|
|
|
@ -20,25 +20,25 @@ Orientation::Orientation() {
|
|||
void Orientation::setToIdentity() {
|
||||
|
||||
quat = glm::quat();
|
||||
right = glm::vec3( IDENTITY_RIGHT );
|
||||
up = glm::vec3( IDENTITY_UP );
|
||||
front = glm::vec3( IDENTITY_FRONT );
|
||||
right = glm::vec3(IDENTITY_RIGHT);
|
||||
up = glm::vec3(IDENTITY_UP );
|
||||
front = glm::vec3(IDENTITY_FRONT);
|
||||
}
|
||||
|
||||
void Orientation::set( Orientation o ) {
|
||||
void Orientation::set(Orientation o) {
|
||||
|
||||
quat = o.quat;
|
||||
right = o.right;
|
||||
up = o.up;
|
||||
front = o.front;
|
||||
quat = o.quat;
|
||||
right = o.right;
|
||||
up = o.up;
|
||||
front = o.front;
|
||||
}
|
||||
|
||||
void Orientation::yaw( float angle ) {
|
||||
void Orientation::yaw(float angle) {
|
||||
|
||||
float radian = angle * PI_OVER_180;
|
||||
|
||||
if ( USING_QUATERNIONS ) {
|
||||
rotateAndGenerateDirections( glm::quat( glm::vec3( 0.0f, -radian, 0.0f )) );
|
||||
if (USING_QUATERNIONS) {
|
||||
rotateAndGenerateDirections(glm::quat(glm::vec3(0.0f, -radian, 0.0f)));
|
||||
} else {
|
||||
float s = sin(radian);
|
||||
float c = cos(radian);
|
||||
|
@ -53,12 +53,12 @@ void Orientation::yaw( float angle ) {
|
|||
}
|
||||
}
|
||||
|
||||
void Orientation::pitch( float angle ) {
|
||||
void Orientation::pitch(float angle) {
|
||||
|
||||
float radian = angle * PI_OVER_180;
|
||||
|
||||
if ( USING_QUATERNIONS ) {
|
||||
rotateAndGenerateDirections( glm::quat( glm::vec3( radian, 0.0f, 0.0f ) ) );
|
||||
if (USING_QUATERNIONS) {
|
||||
rotateAndGenerateDirections(glm::quat(glm::vec3(radian, 0.0f, 0.0f)));
|
||||
} else {
|
||||
float s = sin(radian);
|
||||
float c = cos(radian);
|
||||
|
@ -73,12 +73,12 @@ void Orientation::pitch( float angle ) {
|
|||
}
|
||||
}
|
||||
|
||||
void Orientation::roll( float angle ) {
|
||||
void Orientation::roll(float angle) {
|
||||
|
||||
float radian = angle * PI_OVER_180;
|
||||
|
||||
if ( USING_QUATERNIONS ) {
|
||||
rotateAndGenerateDirections( glm::quat( glm::vec3( 0.0f, 0.0f, radian )) );
|
||||
if (USING_QUATERNIONS) {
|
||||
rotateAndGenerateDirections(glm::quat(glm::vec3(0.0f, 0.0f, radian)));
|
||||
} else {
|
||||
float s = sin(radian);
|
||||
float c = cos(radian);
|
||||
|
@ -93,13 +93,13 @@ void Orientation::roll( float angle ) {
|
|||
}
|
||||
}
|
||||
|
||||
void Orientation::rotate( float p, float y, float r ) {
|
||||
void Orientation::rotate(float p, float y, float r) {
|
||||
pitch(p);
|
||||
yaw (y);
|
||||
roll (r);
|
||||
}
|
||||
|
||||
void Orientation::rotate( glm::vec3 eulerAngles ) {
|
||||
void Orientation::rotate(glm::vec3 eulerAngles) {
|
||||
|
||||
//this needs to be optimized!
|
||||
pitch(eulerAngles.x);
|
||||
|
@ -112,13 +112,13 @@ void Orientation::rotate( glm::quat rotation ) {
|
|||
}
|
||||
|
||||
|
||||
void Orientation::rotateAndGenerateDirections( glm::quat rotation ) {
|
||||
void Orientation::rotateAndGenerateDirections(glm::quat rotation) {
|
||||
|
||||
quat = quat * rotation;
|
||||
|
||||
glm::mat4 rotationMatrix = glm::mat4_cast(quat);
|
||||
|
||||
right = glm::vec3( glm::vec4( IDENTITY_RIGHT, 0.0f ) * rotationMatrix );
|
||||
up = glm::vec3( glm::vec4( IDENTITY_UP, 0.0f ) * rotationMatrix );
|
||||
front = glm::vec3( glm::vec4( IDENTITY_FRONT, 0.0f ) * rotationMatrix );
|
||||
right = glm::vec3(glm::vec4(IDENTITY_RIGHT, 0.0f) * rotationMatrix);
|
||||
up = glm::vec3(glm::vec4(IDENTITY_UP, 0.0f) * rotationMatrix);
|
||||
front = glm::vec3(glm::vec4(IDENTITY_FRONT, 0.0f) * rotationMatrix);
|
||||
}
|
||||
|
|
|
@ -12,33 +12,33 @@
|
|||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
// this is where the coordinate system is represented
|
||||
const glm::vec3 IDENTITY_RIGHT = glm::vec3( -1.0f, 0.0f, 0.0f );
|
||||
const glm::vec3 IDENTITY_UP = glm::vec3( 0.0f, 1.0f, 0.0f );
|
||||
const glm::vec3 IDENTITY_FRONT = glm::vec3( 0.0f, 0.0f, 1.0f );
|
||||
const glm::vec3 IDENTITY_RIGHT = glm::vec3(-1.0f, 0.0f, 0.0f);
|
||||
const glm::vec3 IDENTITY_UP = glm::vec3( 0.0f, 1.0f, 0.0f);
|
||||
const glm::vec3 IDENTITY_FRONT = glm::vec3( 0.0f, 0.0f, 1.0f);
|
||||
|
||||
class Orientation
|
||||
{
|
||||
public:
|
||||
Orientation();
|
||||
|
||||
void set( Orientation );
|
||||
void set(Orientation);
|
||||
void setToIdentity();
|
||||
|
||||
void pitch( float p );
|
||||
void yaw ( float y );
|
||||
void roll ( float r );
|
||||
void pitch(float p);
|
||||
void yaw (float y);
|
||||
void roll (float r);
|
||||
|
||||
void rotate( float pitch, float yaw, float roll );
|
||||
void rotate( glm::vec3 EulerAngles );
|
||||
void rotate( glm::quat quaternion );
|
||||
void rotate(float pitch, float yaw, float roll);
|
||||
void rotate(glm::vec3 EulerAngles);
|
||||
void rotate(glm::quat quaternion);
|
||||
|
||||
const glm::vec3 & getRight() const { return right; }
|
||||
const glm::vec3 & getUp () const { return up; }
|
||||
const glm::vec3 & getFront() const { return front; }
|
||||
const glm::vec3 & getRight() const {return right;}
|
||||
const glm::vec3 & getUp () const {return up; }
|
||||
const glm::vec3 & getFront() const {return front;}
|
||||
|
||||
const glm::vec3 & getIdentityRight() const { return IDENTITY_RIGHT; }
|
||||
const glm::vec3 & getIdentityUp () const { return IDENTITY_UP; }
|
||||
const glm::vec3 & getIdentityFront() const { return IDENTITY_FRONT; }
|
||||
const glm::vec3 & getIdentityRight() const {return IDENTITY_RIGHT;}
|
||||
const glm::vec3 & getIdentityUp () const {return IDENTITY_UP;}
|
||||
const glm::vec3 & getIdentityFront() const {return IDENTITY_FRONT;}
|
||||
|
||||
private:
|
||||
|
||||
|
@ -47,7 +47,7 @@ private:
|
|||
glm::vec3 up;
|
||||
glm::vec3 front;
|
||||
|
||||
void rotateAndGenerateDirections( glm::quat rotation );
|
||||
void rotateAndGenerateDirections(glm::quat rotation);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -65,7 +65,7 @@ AgentList::AgentList(char newOwnerType, unsigned int newSocketListenPort) :
|
|||
_ownerType(newOwnerType),
|
||||
socketListenPort(newSocketListenPort),
|
||||
_ownerID(UNKNOWN_AGENT_ID),
|
||||
lastAgentId(0) {
|
||||
_lastAgentID(0) {
|
||||
pthread_mutex_init(&mutex, 0);
|
||||
}
|
||||
|
||||
|
@ -123,7 +123,7 @@ void AgentList::processBulkAgentData(sockaddr *senderAddress, unsigned char *pac
|
|||
uint16_t agentID = -1;
|
||||
|
||||
while ((currentPosition - startPosition) < numTotalBytes) {
|
||||
currentPosition += unpackAgentId(currentPosition, &agentID);
|
||||
unpackAgentId(currentPosition, &agentID);
|
||||
memcpy(packetHolder + 1, currentPosition, numTotalBytes - (currentPosition - startPosition));
|
||||
|
||||
Agent* matchingAgent = agentWithID(agentID);
|
||||
|
@ -192,14 +192,6 @@ Agent* AgentList::agentWithID(uint16_t agentID) {
|
|||
return NULL;
|
||||
}
|
||||
|
||||
uint16_t AgentList::getLastAgentId() {
|
||||
return lastAgentId;
|
||||
}
|
||||
|
||||
void AgentList::increaseAgentId() {
|
||||
++lastAgentId;
|
||||
}
|
||||
|
||||
int AgentList::processDomainServerList(unsigned char *packetData, size_t dataBytes) {
|
||||
int readAgents = 0;
|
||||
|
||||
|
|
|
@ -52,9 +52,6 @@ public:
|
|||
|
||||
UDPSocket& getAgentSocket();
|
||||
|
||||
uint16_t getLastAgentId();
|
||||
void increaseAgentId();
|
||||
|
||||
void lock() { pthread_mutex_lock(&mutex); }
|
||||
void unlock() { pthread_mutex_unlock(&mutex); }
|
||||
|
||||
|
@ -76,6 +73,9 @@ public:
|
|||
|
||||
char getOwnerType() const { return _ownerType; }
|
||||
|
||||
uint16_t getLastAgentID() const { return _lastAgentID; }
|
||||
void increaseAgentID() { ++_lastAgentID; }
|
||||
|
||||
uint16_t getOwnerID() const { return _ownerID; }
|
||||
void setOwnerID(uint16_t ownerID) { _ownerID = ownerID; }
|
||||
|
||||
|
@ -105,7 +105,7 @@ private:
|
|||
char _ownerType;
|
||||
unsigned int socketListenPort;
|
||||
uint16_t _ownerID;
|
||||
uint16_t lastAgentId;
|
||||
uint16_t _lastAgentID;
|
||||
pthread_t removeSilentAgentsThread;
|
||||
pthread_t checkInWithDomainServerThread;
|
||||
pthread_t pingUnknownAgentsThread;
|
||||
|
|
|
@ -113,6 +113,7 @@ int AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
attenuationRatio = attenuationByte / 255.0f;
|
||||
|
||||
memcpy(&bearing, dataPtr, sizeof(float));
|
||||
dataPtr += sizeof(bearing);
|
||||
|
||||
if (bearing > 180 || bearing < -180) {
|
||||
// we were passed an invalid bearing because this agent wants loopback (pressed the H key)
|
||||
|
@ -122,9 +123,9 @@ int AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
bearing = bearing > 0
|
||||
? bearing - AGENT_LOOPBACK_MODIFIER
|
||||
: bearing + AGENT_LOOPBACK_MODIFIER;
|
||||
}
|
||||
|
||||
dataPtr += sizeof(float);
|
||||
} else {
|
||||
_shouldLoopbackForAgent = false;
|
||||
}
|
||||
|
||||
sourceBuffer = dataPtr;
|
||||
}
|
||||
|
|
|
@ -13,18 +13,19 @@
|
|||
#ifndef hifi_PacketHeaders_h
|
||||
#define hifi_PacketHeaders_h
|
||||
|
||||
const char PACKET_HEADER_DOMAIN = 'D';
|
||||
const char PACKET_HEADER_PING = 'P';
|
||||
const char PACKET_HEADER_PING_REPLY = 'R';
|
||||
const char PACKET_HEADER_HEAD_DATA = 'H';
|
||||
const char PACKET_HEADER_Z_COMMAND = 'Z';
|
||||
const char PACKET_HEADER_INJECT_AUDIO = 'I';
|
||||
const char PACKET_HEADER_SET_VOXEL = 'S';
|
||||
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';
|
||||
typedef char PACKET_HEADER;
|
||||
const PACKET_HEADER PACKET_HEADER_DOMAIN = 'D';
|
||||
const PACKET_HEADER PACKET_HEADER_PING = 'P';
|
||||
const PACKET_HEADER PACKET_HEADER_PING_REPLY = 'R';
|
||||
const PACKET_HEADER PACKET_HEADER_HEAD_DATA = 'H';
|
||||
const PACKET_HEADER PACKET_HEADER_Z_COMMAND = 'Z';
|
||||
const PACKET_HEADER PACKET_HEADER_INJECT_AUDIO = 'I';
|
||||
const PACKET_HEADER PACKET_HEADER_SET_VOXEL = 'S';
|
||||
const PACKET_HEADER PACKET_HEADER_ERASE_VOXEL = 'E';
|
||||
const PACKET_HEADER PACKET_HEADER_VOXEL_DATA = 'V';
|
||||
const PACKET_HEADER PACKET_HEADER_BULK_AVATAR_DATA = 'X';
|
||||
const PACKET_HEADER PACKET_HEADER_TRANSMITTER_DATA = 't';
|
||||
const PACKET_HEADER PACKET_HEADER_DOMAIN_LIST_REQUEST = 'L';
|
||||
const PACKET_HEADER PACKET_HEADER_DOMAIN_RFD = 'C';
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue