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

This commit is contained in:
ZappoMan 2013-04-29 17:48:12 -07:00
commit 429ba8c729
9 changed files with 142 additions and 119 deletions

View file

@ -60,7 +60,6 @@ int main(int argc, const char* argv[])
agentList->startDomainServerCheckInThread(); agentList->startDomainServerCheckInThread();
agentList->startSilentAgentRemovalThread(); agentList->startSilentAgentRemovalThread();
agentList->startPingUnknownAgentsThread();
sockaddr *agentAddress = new sockaddr; sockaddr *agentAddress = new sockaddr;
unsigned char *packetData = new unsigned char[MAX_PACKET_SIZE]; unsigned char *packetData = new unsigned char[MAX_PACKET_SIZE];
@ -70,34 +69,36 @@ int main(int argc, const char* argv[])
*broadcastPacket = PACKET_HEADER_BULK_AVATAR_DATA; *broadcastPacket = PACKET_HEADER_BULK_AVATAR_DATA;
unsigned char* currentBufferPosition = NULL; unsigned char* currentBufferPosition = NULL;
int agentIndex = 0;
while (true) { while (true) {
if (agentList->getAgentSocket().receive(agentAddress, packetData, &receivedBytes)) { if (agentList->getAgentSocket().receive(agentAddress, packetData, &receivedBytes)) {
switch (packetData[0]) { switch (packetData[0]) {
case PACKET_HEADER_HEAD_DATA: case PACKET_HEADER_HEAD_DATA:
// add this agent if we don't have them yet
if (agentList->addOrUpdateAgent(agentAddress, agentAddress, AGENT_TYPE_AVATAR, agentList->getLastAgentId())) {
agentList->increaseAgentId();
}
// this is positional data from an agent // this is positional data from an agent
agentList->updateAgentWithData(agentAddress, packetData, receivedBytes); agentList->updateAgentWithData(agentAddress, packetData, receivedBytes);
currentBufferPosition = broadcastPacket + 1; currentBufferPosition = broadcastPacket + 1;
agentIndex = 0;
// send back a packet with other active agent data to this agent // send back a packet with other active agent data to this agent
for (AgentList::iterator avatarAgent = agentList->begin(); for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
avatarAgent != agentList->end(); if (agent->getLinkedData() != NULL
avatarAgent++) { && !socketMatch(agentAddress, agent->getActiveSocket())) {
if (avatarAgent->getLinkedData() != NULL currentBufferPosition = addAgentToBroadcastPacket(currentBufferPosition, &*agent);
&& !socketMatch(agentAddress, avatarAgent->getActiveSocket())) {
currentBufferPosition = addAgentToBroadcastPacket(currentBufferPosition, &*avatarAgent);
} }
agentIndex++;
} }
agentList->getAgentSocket().send(agentAddress, agentList->getAgentSocket().send(agentAddress,
broadcastPacket, broadcastPacket,
currentBufferPosition - broadcastPacket); currentBufferPosition - broadcastPacket);
break;
case PACKET_HEADER_DOMAIN:
// ignore the DS packet, for now agents are added only when they communicate directly with us
break; break;
default: default:
// hand this off to the AgentList // hand this off to the AgentList
@ -107,9 +108,8 @@ int main(int argc, const char* argv[])
} }
} }
agentList->stopDomainServerCheckInThread();
agentList->stopSilentAgentRemovalThread(); agentList->stopSilentAgentRemovalThread();
agentList->stopPingUnknownAgentsThread(); agentList->stopDomainServerCheckInThread();
return 0; return 0;
} }

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eve/resources/audio/eve.raw Normal file

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@ -116,10 +116,7 @@ Avatar::Avatar(bool isMine) {
_sphere = NULL; _sphere = NULL;
_interactingOther = NULL; _interactingOther = NULL;
_interactingOtherIsNearby = false; _interactingOtherIsNearby = false;
_handHoldingPosition = glm::vec3( 0.0, 0.0, 0.0 );
_handHolding.position = glm::vec3( 0.0, 0.0, 0.0 );
_handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 );
_handHolding.force = 10.0f;
initializeSkeleton(); initializeSkeleton();
@ -309,8 +306,7 @@ void Avatar::simulate(float deltaTime) {
if ( !_interactingOtherIsNearby ) { if ( !_interactingOtherIsNearby ) {
//initialize _handHolding //initialize _handHolding
_handHolding.position = _bone[ AVATAR_BONE_RIGHT_HAND ].position; _handHoldingPosition = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
_handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 );
} }
_interactingOtherIsNearby = false; _interactingOtherIsNearby = false;
@ -337,27 +333,20 @@ void Avatar::simulate(float deltaTime) {
float distance = glm::length( v ); float distance = glm::length( v );
if ( distance < _maxArmLength + _maxArmLength ) { if ( distance < _maxArmLength + _maxArmLength ) {
//if ( distance < closestDistance ) { // perhaps I don't need this if we want to allow multi-avatar interactions closestDistance = distance;
{ _interactingOther = otherAvatar;
closestDistance = distance; _interactingOtherIsNearby = true;
_interactingOther = otherAvatar;
_interactingOtherIsNearby = true;
// if I am holding hands with another avatar, a force is applied
if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) {
glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHolding.position;
glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHolding.position;
_handHolding.velocity *= 0.7;
_handHolding.velocity += ( vectorToOtherHand + vectorToMyHand ) * _handHolding.force * deltaTime;
_handHolding.position += _handHolding.velocity;
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHolding.position;
}
}
_avatarTouch.setMyHandPosition( _bone[ AVATAR_BONE_RIGHT_HAND ].position ); // if I am holding hands with another avatar, a force is applied
_avatarTouch.setYourPosition( otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND ) ); if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) {
glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHoldingPosition;
glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHoldingPosition;
_handHoldingPosition += vectorToOtherHand * YOUR_HAND_HOLDING_PULL;
_handHoldingPosition += vectorToMyHand * MY_HAND_HOLDING_PULL;
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHoldingPosition;
}
_avatarTouch.setYourHandPosition( _interactingOther->_handPosition );
} }
} }
} }
@ -370,8 +359,13 @@ void Avatar::simulate(float deltaTime) {
}//if ( _isMine ) }//if ( _isMine )
//constrain right arm length and re-adjust elbow position as it bends
updateArmIKAndConstraints( deltaTime ); updateArmIKAndConstraints( deltaTime );
if (_isMine) {
_avatarTouch.setMyHandPosition( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
}
if (!_interactingOtherIsNearby) { if (!_interactingOtherIsNearby) {
_interactingOther = NULL; _interactingOther = NULL;
} }
@ -545,21 +539,23 @@ void Avatar::updateCollisionWithSphere( glm::vec3 position, float radius, float
float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere); float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
if ( distanceToBigSphere < myBodyApproximateBoundingRadius + radius ) { if ( distanceToBigSphere < myBodyApproximateBoundingRadius + radius ) {
for (int b = 0; b < NUM_AVATAR_BONES; b++) { for (int b = 0; b < NUM_AVATAR_BONES; b++) {
glm::vec3 vectorFromJointToBigSphereCenter(_bone[b].springyPosition - position); if ( _bone[b].isCollidable ) {
float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter); glm::vec3 vectorFromJointToBigSphereCenter(_bone[b].springyPosition - position);
float combinedRadius = _bone[b].radius + radius; float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
float combinedRadius = _bone[b].radius + radius;
if ( distanceToBigSphereCenter < combinedRadius ) {
jointCollision = true; if ( distanceToBigSphereCenter < combinedRadius ) {
if (distanceToBigSphereCenter > 0.0) { jointCollision = true;
glm::vec3 directionVector = vectorFromJointToBigSphereCenter / distanceToBigSphereCenter; if (distanceToBigSphereCenter > 0.0) {
glm::vec3 directionVector = vectorFromJointToBigSphereCenter / distanceToBigSphereCenter;
float penetration = 1.0 - (distanceToBigSphereCenter / combinedRadius);
glm::vec3 collisionForce = vectorFromJointToBigSphereCenter * penetration; float penetration = 1.0 - (distanceToBigSphereCenter / combinedRadius);
glm::vec3 collisionForce = vectorFromJointToBigSphereCenter * penetration;
_bone[b].springyVelocity += collisionForce * 30.0f * deltaTime;
_velocity += collisionForce * 100.0f * deltaTime; _bone[b].springyVelocity += collisionForce * 30.0f * deltaTime;
_bone[b].springyPosition = position + directionVector * combinedRadius; _velocity += collisionForce * 100.0f * deltaTime;
_bone[b].springyPosition = position + directionVector * combinedRadius;
}
} }
} }
} }
@ -583,27 +579,32 @@ void Avatar::updateCollisionWithOtherAvatar( Avatar * otherAvatar, float deltaTi
// loop through the bones of each avatar to check for every possible collision // loop through the bones of each avatar to check for every possible collision
for (int b=1; b<NUM_AVATAR_BONES; b++) { for (int b=1; b<NUM_AVATAR_BONES; b++) {
for (int o=b+1; o<NUM_AVATAR_BONES; o++) { if ( _bone[b].isCollidable ) {
for (int o=b+1; o<NUM_AVATAR_BONES; o++) {
if ( _bone[o].isCollidable ) {
glm::vec3 vectorBetweenJoints(_bone[b].springyPosition - otherAvatar->_bone[o].springyPosition);
float distanceBetweenJoints = glm::length(vectorBetweenJoints);
glm::vec3 vectorBetweenJoints(_bone[b].springyPosition - otherAvatar->_bone[o].springyPosition); // to avoid divide by zero
float distanceBetweenJoints = glm::length(vectorBetweenJoints); if ( distanceBetweenJoints > 0.0 ) {
float combinedRadius = _bone[b].radius + otherAvatar->_bone[o].radius;
// to avoid divide by zero
if ( distanceBetweenJoints > 0.0 ) {
float combinedRadius = _bone[b].radius + otherAvatar->_bone[o].radius;
// check for collision // check for collision
if ( distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) { if ( distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints; glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
// push ball away from colliding other ball and puch avatar body (_velocity) as well // push ball away from colliding other ball and puch avatar body (_velocity) as well
_bone[b].springyVelocity += directionVector * COLLISION_BALL_FORCE * deltaTime; _bone[b].springyVelocity += directionVector * COLLISION_BALL_FORCE * deltaTime;
_velocity += directionVector * COLLISION_BODY_FORCE * deltaTime; _velocity += directionVector * COLLISION_BODY_FORCE * deltaTime;
// apply fruction to _velocity // apply fruction to _velocity
float momentum = 1.0 - COLLISION_FRICTION * deltaTime; float momentum = 1.0 - COLLISION_FRICTION * deltaTime;
if ( momentum < 0.0 ) { momentum = 0.0;} if ( momentum < 0.0 ) { momentum = 0.0;}
_velocity *= momentum; _velocity *= momentum;
}
}
} }
} }
} }
@ -867,19 +868,6 @@ void Avatar::renderHead(bool lookingInMirror) {
glPopMatrix(); glPopMatrix();
} }
void Avatar::startHandMovement() {
if (!_usingBodySprings) {
initializeBodySprings();
_usingBodySprings = true;
}
}
void Avatar::stopHandMovement() {
//_usingBodySprings = false;
}
void Avatar::setHandMovementValues( glm::vec3 handOffset ) { void Avatar::setHandMovementValues( glm::vec3 handOffset ) {
_movedHandOffset = handOffset; _movedHandOffset = handOffset;
} }
@ -891,6 +879,7 @@ AvatarMode Avatar::getMode() {
void Avatar::initializeSkeleton() { void Avatar::initializeSkeleton() {
for (int b=0; b<NUM_AVATAR_BONES; b++) { for (int b=0; b<NUM_AVATAR_BONES; b++) {
_bone[b].isCollidable = true;
_bone[b].parent = AVATAR_BONE_NULL; _bone[b].parent = AVATAR_BONE_NULL;
_bone[b].position = glm::vec3( 0.0, 0.0, 0.0 ); _bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
_bone[b].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 ); _bone[b].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
@ -906,9 +895,7 @@ void Avatar::initializeSkeleton() {
_bone[b].orientation.setToIdentity(); _bone[b].orientation.setToIdentity();
} }
//---------------------------------------------------------------------------- // specify the parental hierarchy
// parental hierarchy
//----------------------------------------------------------------------------
_bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL; _bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
_bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE; _bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
_bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE; _bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
@ -958,7 +945,7 @@ void Avatar::initializeSkeleton() {
_bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 ); _bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
_bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 ); _bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
// specify the radii of the bone positions
_bone[ AVATAR_BONE_PELVIS_SPINE ].radius = 0.05; _bone[ AVATAR_BONE_PELVIS_SPINE ].radius = 0.05;
_bone[ AVATAR_BONE_MID_SPINE ].radius = 0.06; _bone[ AVATAR_BONE_MID_SPINE ].radius = 0.06;
_bone[ AVATAR_BONE_CHEST_SPINE ].radius = 0.03; _bone[ AVATAR_BONE_CHEST_SPINE ].radius = 0.03;
@ -982,7 +969,12 @@ void Avatar::initializeSkeleton() {
_bone[ AVATAR_BONE_RIGHT_THIGH ].radius = 0.02; _bone[ AVATAR_BONE_RIGHT_THIGH ].radius = 0.02;
_bone[ AVATAR_BONE_RIGHT_SHIN ].radius = 0.015; _bone[ AVATAR_BONE_RIGHT_SHIN ].radius = 0.015;
_bone[ AVATAR_BONE_RIGHT_FOOT ].radius = 0.02; _bone[ AVATAR_BONE_RIGHT_FOOT ].radius = 0.02;
// to aid in hand-shaking and hand-holding, the right hand is not collidable
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].isCollidable = false;
_bone[ AVATAR_BONE_RIGHT_FOREARM ].isCollidable = false;
_bone[ AVATAR_BONE_RIGHT_HAND ].isCollidable = false;
// calculate bone length // calculate bone length
calculateBoneLengths(); calculateBoneLengths();
@ -1135,7 +1127,7 @@ void Avatar::updateArmIKAndConstraints( float deltaTime ) {
// test to see if right hand is being dragged beyond maximum arm length // test to see if right hand is being dragged beyond maximum arm length
float distance = glm::length( armVector ); float distance = glm::length( armVector );
// if right hand is being dragged beyond maximum arm length... // 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 // reset right hand to be constrained to maximum arm length
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position; _bone[ AVATAR_BONE_RIGHT_HAND ].position = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;

View file

@ -36,10 +36,11 @@ const float COLLISION_RADIUS_SCALAR = 1.8;
const float COLLISION_BALL_FORCE = 0.1; const float COLLISION_BALL_FORCE = 0.1;
const float COLLISION_BODY_FORCE = 3.0; const float COLLISION_BODY_FORCE = 3.0;
const float MY_HAND_HOLDING_PULL = 0.2;
const float YOUR_HAND_HOLDING_PULL = 1.0;
enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH}; enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
enum DriveKeys enum DriveKeys
{ {
FWD = 0, FWD = 0,
@ -107,18 +108,10 @@ enum AvatarBoneID
NUM_AVATAR_BONES NUM_AVATAR_BONES
}; };
struct AvatarHandHolding //think of this as one half of a distributed spring :)
{
glm::vec3 position;
glm::vec3 velocity;
float force;
};
struct AvatarBone struct AvatarBone
{ {
AvatarBoneID parent; // which bone is this bone connected to? AvatarBoneID parent; // which bone is this bone connected to?
glm::vec3 position; // the position at the "end" of the bone glm::vec3 position; // the position at the "end" of the bone - in global space
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose" glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position) glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
glm::vec3 springyVelocity; // used for special effects ( the velocity of the springy position) glm::vec3 springyVelocity; // used for special effects ( the velocity of the springy position)
@ -130,6 +123,7 @@ struct AvatarBone
Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll
float length; // the length of the bone float length; // the length of the bone
float radius; // used for detecting collisions for certain physical effects float radius; // used for detecting collisions for certain physical effects
bool isCollidable; // when false, the bone position will not register a collision
}; };
struct AvatarHead struct AvatarHead
@ -215,8 +209,6 @@ public:
void renderBody(); void renderBody();
void renderHead(bool lookingInMirror); void renderHead(bool lookingInMirror);
void simulate(float); void simulate(float);
void startHandMovement();
void stopHandMovement();
void setHandMovementValues( glm::vec3 movement ); void setHandMovementValues( glm::vec3 movement );
void updateHandMovement( float deltaTime ); void updateHandMovement( float deltaTime );
void updateArmIKAndConstraints( float deltaTime ); void updateArmIKAndConstraints( float deltaTime );
@ -257,7 +249,7 @@ private:
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
AvatarBone _bone[ NUM_AVATAR_BONES ]; AvatarBone _bone[ NUM_AVATAR_BONES ];
AvatarMode _mode; AvatarMode _mode;
AvatarHandHolding _handHolding; glm::vec3 _handHoldingPosition;
glm::vec3 _velocity; glm::vec3 _velocity;
glm::vec3 _thrust; glm::vec3 _thrust;
float _speed; float _speed;

View file

@ -3,41 +3,61 @@
// interface // interface
// //
// Created by Jeffrey Ventrella // Created by Jeffrey Ventrella
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
// //
#include <iostream> #include <iostream>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <SharedUtil.h>
#include "AvatarTouch.h" #include "AvatarTouch.h"
#include "InterfaceConfig.h" #include "InterfaceConfig.h"
AvatarTouch::AvatarTouch() { AvatarTouch::AvatarTouch() {
_myHandPosition = 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 ); _yourHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
for (int p=0; p<NUM_POINTS; p++) {
_point[p] = glm::vec3( 0.0, 0.0, 0.0 );
}
} }
void AvatarTouch::setMyHandPosition( glm::vec3 position ) { void AvatarTouch::setMyHandPosition( glm::vec3 position ) {
_myHandPosition = position; _myHandPosition = position;
} }
void AvatarTouch::setYourPosition( glm::vec3 position ) { void AvatarTouch::setYourHandPosition( glm::vec3 position ) {
_yourHandPosition = position; _yourHandPosition = position;
} }
void AvatarTouch::render() { void AvatarTouch::render() {
glm::vec3 v1( _myHandPosition ); glm::vec3 v1( _myHandPosition );
glm::vec3 v2( _yourHandPosition ); glm::vec3 v2( _yourHandPosition );
glLineWidth( 8.0 ); glLineWidth( 2.0 );
glColor4f( 0.7f, 0.4f, 0.1f, 0.6 ); glColor4f( 0.7f, 0.4f, 0.1f, 0.3 );
glBegin( GL_LINE_STRIP ); glBegin( GL_LINE_STRIP );
glVertex3f( v1.x, v1.y, v1.z ); glVertex3f( v1.x, v1.y, v1.z );
glVertex3f( v2.x, v2.y, v2.z ); glVertex3f( v2.x, v2.y, v2.z );
glEnd(); 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) { void AvatarTouch::simulate (float deltaTime) {
glm::vec3 v = _yourHandPosition - _myHandPosition;
for (int p=0; p<NUM_POINTS; p++) {
_point[p] = _myHandPosition + v * ( (float)p / (float)NUM_POINTS );
_point[p].x += randFloatInRange( -0.007, 0.007 );
_point[p].y += randFloatInRange( -0.007, 0.007 );
_point[p].z += randFloatInRange( -0.007, 0.007 );
}
} }

View file

@ -15,12 +15,16 @@ class AvatarTouch {
public: public:
AvatarTouch(); AvatarTouch();
void setMyHandPosition( glm::vec3 position ); void setMyHandPosition ( glm::vec3 position );
void setYourPosition ( glm::vec3 position ); void setYourHandPosition( glm::vec3 position );
void simulate(float deltaTime); void simulate(float deltaTime);
void render(); void render();
private: private:
static const int NUM_POINTS = 100;
glm::vec3 _point [NUM_POINTS];
glm::vec3 _myHandPosition; glm::vec3 _myHandPosition;
glm::vec3 _yourHandPosition; glm::vec3 _yourHandPosition;
}; };

View file

@ -868,12 +868,14 @@ void display(void)
// Render avatars of other agents // Render avatars of other agents
AgentList* agentList = AgentList::getInstance(); AgentList* agentList = AgentList::getInstance();
agentList->lock();
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) { if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
Avatar *avatar = (Avatar *)agent->getLinkedData(); Avatar *avatar = (Avatar *)agent->getLinkedData();
avatar->render(0); avatar->render(0);
} }
} }
agentList->unlock();
// Render the world box // Render the world box
if (!::lookingInMirror && ::statsOn) { render_world_box(); } if (!::lookingInMirror && ::statsOn) { render_world_box(); }
@ -1465,8 +1467,7 @@ void idle(void) {
// tell my avatar if the mouse is being pressed... // tell my avatar if the mouse is being pressed...
if ( mousePressed == 1 ) { if ( mousePressed == 1 ) {
myAvatar.setMousePressed( true ); myAvatar.setMousePressed( true );
} } else {
else {
myAvatar.setMousePressed( false ); myAvatar.setMousePressed( false );
} }
@ -1485,14 +1486,16 @@ void idle(void) {
networkReceive(0); networkReceive(0);
} }
//loop through all the other avatars and simulate them... //loop through all the remote avatars and simulate them...
AgentList* agentList = AgentList::getInstance(); AgentList* agentList = AgentList::getInstance();
agentList->lock();
for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
if (agent->getLinkedData() != NULL) { if (agent->getLinkedData() != NULL) {
Avatar *avatar = (Avatar *)agent->getLinkedData(); Avatar *avatar = (Avatar *)agent->getLinkedData();
avatar->simulate(deltaTime); avatar->simulate(deltaTime);
} }
} }
agentList->unlock();
myAvatar.simulate(deltaTime); myAvatar.simulate(deltaTime);

View file

@ -66,7 +66,7 @@ AgentList::AgentList(char newOwnerType, unsigned int newSocketListenPort) :
socketListenPort(newSocketListenPort), socketListenPort(newSocketListenPort),
lastAgentId(0) lastAgentId(0)
{ {
pthread_mutex_init(&mutex, 0);
} }
AgentList::~AgentList() { AgentList::~AgentList() {
@ -74,6 +74,8 @@ AgentList::~AgentList() {
stopSilentAgentRemovalThread(); stopSilentAgentRemovalThread();
stopDomainServerCheckInThread(); stopDomainServerCheckInThread();
stopPingUnknownAgentsThread(); stopPingUnknownAgentsThread();
pthread_mutex_destroy(&mutex);
} }
UDPSocket& AgentList::getAgentSocket() { UDPSocket& AgentList::getAgentSocket() {
@ -106,6 +108,8 @@ void AgentList::processAgentData(sockaddr *senderAddress, unsigned char *packetD
} }
void AgentList::processBulkAgentData(sockaddr *senderAddress, unsigned char *packetData, int numTotalBytes) { void AgentList::processBulkAgentData(sockaddr *senderAddress, unsigned char *packetData, int numTotalBytes) {
lock();
// find the avatar mixer in our agent list and update the lastRecvTime from it // find the avatar mixer in our agent list and update the lastRecvTime from it
Agent* bulkSendAgent = agentWithAddress(senderAddress); Agent* bulkSendAgent = agentWithAddress(senderAddress);
@ -141,6 +145,8 @@ void AgentList::processBulkAgentData(sockaddr *senderAddress, unsigned char *pac
packetHolder, packetHolder,
numTotalBytes - (currentPosition - startPosition)); numTotalBytes - (currentPosition - startPosition));
} }
unlock();
} }
int AgentList::updateAgentWithData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes) { int AgentList::updateAgentWithData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes) {
@ -253,7 +259,9 @@ bool AgentList::addOrUpdateAgent(sockaddr *publicSocket, sockaddr *localSocket,
// to use the local socket information the domain server gave us // to use the local socket information the domain server gave us
sockaddr_in *publicSocketIn = (sockaddr_in *)publicSocket; sockaddr_in *publicSocketIn = (sockaddr_in *)publicSocket;
audioMixerSocketUpdate(publicSocketIn->sin_addr.s_addr, publicSocketIn->sin_port); audioMixerSocketUpdate(publicSocketIn->sin_addr.s_addr, publicSocketIn->sin_port);
} else if (newAgent->getType() == AGENT_TYPE_VOXEL) { } else if (newAgent->getType() == AGENT_TYPE_VOXEL || newAgent->getType() == AGENT_TYPE_AVATAR_MIXER) {
// this is currently the cheat we use to talk directly to our test servers on EC2
// to be removed when we have a proper identification strategy
newAgent->activatePublicSocket(); newAgent->activatePublicSocket();
} }

View file

@ -53,6 +53,9 @@ public:
uint16_t getLastAgentId(); uint16_t getLastAgentId();
void increaseAgentId(); void increaseAgentId();
void lock() { pthread_mutex_lock(&mutex); }
void unlock() { pthread_mutex_unlock(&mutex); }
int updateList(unsigned char *packetData, size_t dataBytes); int updateList(unsigned char *packetData, size_t dataBytes);
Agent* agentWithAddress(sockaddr *senderAddress); Agent* agentWithAddress(sockaddr *senderAddress);
@ -99,6 +102,7 @@ private:
pthread_t removeSilentAgentsThread; pthread_t removeSilentAgentsThread;
pthread_t checkInWithDomainServerThread; pthread_t checkInWithDomainServerThread;
pthread_t pingUnknownAgentsThread; pthread_t pingUnknownAgentsThread;
pthread_mutex_t mutex;
void handlePingReply(sockaddr *agentAddress); void handlePingReply(sockaddr *agentAddress);
}; };