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

This commit is contained in:
ZappoMan 2013-04-22 18:08:27 -07:00
commit 47bfceca31
14 changed files with 103 additions and 92 deletions

View file

@ -135,7 +135,11 @@ int main(int argc, const char * argv[])
!agent->matches((sockaddr *)&agentPublicAddress, (sockaddr *)&agentLocalAddress, agentType)) {
if (memchr(SOLO_AGENT_TYPES_STRING, agent->getType(), 1) == NULL) {
// this is an agent of which there can be multiple, just add them to the packet
currentBufferPos = addAgentToBroadcastPacket(currentBufferPos, &(*agent));
// don't send avatar agents to other avatars, that will come from avatar mixer
if (agentType != AGENT_TYPE_AVATAR || agent->getType() != AGENT_TYPE_AVATAR) {
currentBufferPos = addAgentToBroadcastPacket(currentBufferPos, &(*agent));
}
} else {
// solo agent, we need to only send newest
if (newestSoloAgents[agent->getType()] == NULL ||

View file

@ -149,7 +149,7 @@ Head::Head(const Head &otherAvatar) {
_bodyPitch = otherAvatar._bodyPitch;
_bodyRoll = otherAvatar._bodyRoll;
_bodyYawDelta = otherAvatar._bodyYawDelta;
_mousePressed = otherAvatar._mousePressed;
_mousePressed = otherAvatar._mousePressed;
_mode = otherAvatar._mode;
_isMine = otherAvatar._isMine;
_renderYaw = otherAvatar._renderYaw;
@ -892,45 +892,25 @@ void Head::initializeSkeleton() {
//----------------------------------------------------------------------------
// parental hierarchy
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// spine and head
//----------------------------------------------------------------------------
_bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
_bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
_bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
_bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
_bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
//----------------------------------------------------------------------------
// left chest and arm
//----------------------------------------------------------------------------
_bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
_bone[ AVATAR_BONE_LEFT_SHOULDER ].parent = AVATAR_BONE_LEFT_CHEST;
_bone[ AVATAR_BONE_LEFT_UPPER_ARM ].parent = AVATAR_BONE_LEFT_SHOULDER;
_bone[ AVATAR_BONE_LEFT_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
_bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
//----------------------------------------------------------------------------
// right chest and arm
//----------------------------------------------------------------------------
_bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
_bone[ AVATAR_BONE_RIGHT_SHOULDER ].parent = AVATAR_BONE_RIGHT_CHEST;
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].parent = AVATAR_BONE_RIGHT_SHOULDER;
_bone[ AVATAR_BONE_RIGHT_FOREARM ].parent = AVATAR_BONE_RIGHT_UPPER_ARM;
_bone[ AVATAR_BONE_RIGHT_HAND ].parent = AVATAR_BONE_RIGHT_FOREARM;
//----------------------------------------------------------------------------
// left pelvis and leg
//----------------------------------------------------------------------------
_bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
_bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
_bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
_bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
//----------------------------------------------------------------------------
// right pelvis and leg
//----------------------------------------------------------------------------
_bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
_bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
_bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
@ -944,12 +924,12 @@ void Head::initializeSkeleton() {
_bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
_bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
_bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
_bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.06, 0.06, 0.0 );
_bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.05, 0.05, 0.0 );
_bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, 0.0 );
_bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
_bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
_bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
_bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.06, 0.06, 0.0 );
_bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.05, 0.05, 0.0 );
_bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, 0.0 );
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
_bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
@ -971,12 +951,12 @@ void Head::initializeSkeleton() {
_bone[ AVATAR_BONE_HEAD ].radius = 0.02;
_bone[ AVATAR_BONE_LEFT_CHEST ].radius = 0.025;
_bone[ AVATAR_BONE_LEFT_SHOULDER ].radius = 0.02;
_bone[ AVATAR_BONE_LEFT_UPPER_ARM ].radius = 0.02;
_bone[ AVATAR_BONE_LEFT_UPPER_ARM ].radius = 0.015;
_bone[ AVATAR_BONE_LEFT_FOREARM ].radius = 0.015;
_bone[ AVATAR_BONE_LEFT_HAND ].radius = 0.01;
_bone[ AVATAR_BONE_RIGHT_CHEST ].radius = 0.025;
_bone[ AVATAR_BONE_RIGHT_SHOULDER ].radius = 0.02;
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].radius = 0.02;
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].radius = 0.015;
_bone[ AVATAR_BONE_RIGHT_FOREARM ].radius = 0.015;
_bone[ AVATAR_BONE_RIGHT_HAND ].radius = 0.01;
_bone[ AVATAR_BONE_LEFT_PELVIS ].radius = 0.02;
@ -1157,16 +1137,12 @@ void Head::updateHandMovement() {
if ( _usingBodySprings ) {
if ( _closestOtherAvatar != -1 ) {
if ( _mousePressed ) {
glm::vec3 handToHandVector( _otherAvatarHandPosition[ _closestOtherAvatar ]);
handToHandVector -= _bone[ AVATAR_BONE_RIGHT_HAND ].position;
/*
glm::vec3 handShakePull( DEBUG_otherAvatarListPosition[ closestOtherAvatar ]);
handShakePull -= _bone[ AVATAR_BONE_RIGHT_HAND ].position;
handShakePull *= 1.0;
transformedHandMovement += handShakePull;
*/
//_bone[ AVATAR_BONE_RIGHT_HAND ].springyVelocity -= handPull;
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _otherAvatarHandPosition[ _closestOtherAvatar ];
}
}
@ -1250,7 +1226,7 @@ void Head::renderBody() {
//renderBoneAsBlock( (AvatarBoneID)b);
//render bone orientation
//renderOrientationDirections( _bone[b].position, _bone[b].orientation, 0.05f );
renderOrientationDirections( _bone[b].springyPosition, _bone[b].orientation, _bone[b].radius * 2.0 );
if ( _usingBodySprings ) {
glColor3fv( skinColor );

View file

@ -114,7 +114,7 @@ float VoxelSystem::getVoxelsBytesReadPerSecondAverage() {
}
void VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
unsigned char command = *sourceBuffer;
unsigned char *voxelData = sourceBuffer + 1;
@ -154,6 +154,7 @@ void VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
}
setupNewVoxelsForDrawing();
return numBytes;
}
void VoxelSystem::setupNewVoxelsForDrawing() {

View file

@ -26,7 +26,7 @@ public:
VoxelSystem();
~VoxelSystem();
void parseData(unsigned char* sourceBuffer, int numBytes);
int parseData(unsigned char* sourceBuffer, int numBytes);
VoxelSystem* clone() const;
void init();

View file

@ -1456,8 +1456,7 @@ void *networkReceive(void *args)
case PACKET_HEADER_BULK_AVATAR_DATA:
AgentList::getInstance()->processBulkAgentData(&senderAddress,
incomingPacket,
bytesReceived,
BYTES_PER_AVATAR);
bytesReceived);
break;
default:
AgentList::getInstance()->processAgentData(&senderAddress, incomingPacket, bytesReceived);
@ -1500,7 +1499,7 @@ void idle(void) {
//
// Sample hardware, update view frustum if needed, Lsend avatar data to mixer/agents
//
updateAvatar( 1.f/FPS );
updateAvatar(deltaTime);
//loop through all the other avatars and simulate them.
AgentList * agentList = AgentList::getInstance();
@ -1509,14 +1508,9 @@ void idle(void) {
if (agent->getLinkedData() != NULL)
{
Head *avatar = (Head *)agent->getLinkedData();
//printf( "simulating remote avatar\n" );
avatar->simulate(deltaTime);
}
}
//updateAvatarHand(1.f/FPS);
field.simulate (deltaTime);
myAvatar.simulate(deltaTime);

View file

@ -95,7 +95,9 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
}
// called on the other agents - assigns it to my views of the others
void AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
unsigned char* startPosition = sourceBuffer;
// increment to push past the packet header
sourceBuffer++;
@ -126,6 +128,8 @@ void AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
sourceBuffer += sizeof(_cameraNearClip);
memcpy(&_cameraFarClip, sourceBuffer, sizeof(_cameraFarClip));
sourceBuffer += sizeof(_cameraFarClip);
return sourceBuffer - startPosition;
}
glm::vec3 AvatarData::getBodyPosition() {

View file

@ -13,8 +13,6 @@
#include <AgentData.h>
const int BYTES_PER_AVATAR = 94;
class AvatarData : public AgentData {
public:
AvatarData();
@ -27,7 +25,7 @@ public:
void setHandPosition(glm::vec3 handPosition);
int getBroadcastData(unsigned char* destinationBuffer);
void parseData(unsigned char* sourceBuffer, int numBytes);
int parseData(unsigned char* sourceBuffer, int numBytes);
float getBodyYaw();
void setBodyYaw(float bodyYaw);

View file

@ -23,11 +23,19 @@
using shared_lib::printLog;
Agent::Agent(sockaddr *agentPublicSocket, sockaddr *agentLocalSocket, char agentType, uint16_t thisAgentId) {
publicSocket = new sockaddr;
memcpy(publicSocket, agentPublicSocket, sizeof(sockaddr));
if (agentPublicSocket != NULL) {
publicSocket = new sockaddr;
memcpy(publicSocket, agentPublicSocket, sizeof(sockaddr));
} else {
publicSocket = NULL;
}
localSocket = new sockaddr;
memcpy(localSocket, agentLocalSocket, sizeof(sockaddr));
if (agentLocalSocket != NULL) {
localSocket = new sockaddr;
memcpy(localSocket, agentLocalSocket, sizeof(sockaddr));
} else {
localSocket = NULL;
}
type = agentType;
agentId = thisAgentId;
@ -44,11 +52,19 @@ Agent::Agent(sockaddr *agentPublicSocket, sockaddr *agentLocalSocket, char agent
}
Agent::Agent(const Agent &otherAgent) {
publicSocket = new sockaddr;
memcpy(publicSocket, otherAgent.publicSocket, sizeof(sockaddr));
if (otherAgent.publicSocket != NULL) {
publicSocket = new sockaddr;
memcpy(publicSocket, otherAgent.publicSocket, sizeof(sockaddr));
} else {
publicSocket = NULL;
}
localSocket = new sockaddr;
memcpy(localSocket, otherAgent.localSocket, sizeof(sockaddr));
if (otherAgent.localSocket != NULL) {
localSocket = new sockaddr;
memcpy(localSocket, otherAgent.localSocket, sizeof(sockaddr));
} else {
localSocket = NULL;
}
agentId = otherAgent.agentId;

View file

@ -12,7 +12,7 @@
class AgentData {
public:
virtual ~AgentData() = 0;
virtual void parseData(unsigned char* sourceBuffer, int numBytes) = 0;
virtual int parseData(unsigned char* sourceBuffer, int numBytes) = 0;
virtual AgentData* clone() const = 0;
};

View file

@ -106,7 +106,7 @@ void AgentList::processAgentData(sockaddr *senderAddress, unsigned char *packetD
}
}
void AgentList::processBulkAgentData(sockaddr *senderAddress, unsigned char *packetData, int numTotalBytes, int numBytesPerAgent) {
void AgentList::processBulkAgentData(sockaddr *senderAddress, unsigned char *packetData, int numTotalBytes) {
// find the avatar mixer in our agent list and update the lastRecvTime from it
int bulkSendAgentIndex = indexOfMatchingAgent(senderAddress);
@ -118,7 +118,7 @@ void AgentList::processBulkAgentData(sockaddr *senderAddress, unsigned char *pac
unsigned char *startPosition = packetData;
unsigned char *currentPosition = startPosition + 1;
unsigned char packetHolder[numBytesPerAgent + 1];
unsigned char packetHolder[numTotalBytes];
packetHolder[0] = PACKET_HEADER_HEAD_DATA;
@ -126,29 +126,36 @@ void AgentList::processBulkAgentData(sockaddr *senderAddress, unsigned char *pac
while ((currentPosition - startPosition) < numTotalBytes) {
currentPosition += unpackAgentId(currentPosition, &agentID);
memcpy(packetHolder + 1, currentPosition, numBytesPerAgent);
memcpy(packetHolder + 1, currentPosition, numTotalBytes - (currentPosition - startPosition));
int matchingAgentIndex = indexOfMatchingAgent(agentID);
if (matchingAgentIndex >= 0) {
if (matchingAgentIndex < 0) {
// we're missing this agent, we need to add it to the list
addOrUpdateAgent(NULL, NULL, AGENT_TYPE_AVATAR, agentID);
updateAgentWithData(&agents[matchingAgentIndex], packetHolder, numBytesPerAgent + 1);
// theoretically if we can lock the vector we could assume this is size - 1
matchingAgentIndex = indexOfMatchingAgent(agentID);
}
currentPosition += numBytesPerAgent;
currentPosition += updateAgentWithData(&agents[matchingAgentIndex],
packetHolder,
numTotalBytes - (currentPosition - startPosition));
}
}
void AgentList::updateAgentWithData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes) {
int AgentList::updateAgentWithData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes) {
// find the agent by the sockaddr
int agentIndex = indexOfMatchingAgent(senderAddress);
if (agentIndex != -1) {
updateAgentWithData(&agents[agentIndex], packetData, dataBytes);
return updateAgentWithData(&agents[agentIndex], packetData, dataBytes);
} else {
return 0;
}
}
void AgentList::updateAgentWithData(Agent *agent, unsigned char *packetData, int dataBytes) {
int AgentList::updateAgentWithData(Agent *agent, unsigned char *packetData, int dataBytes) {
agent->setLastRecvTimeUsecs(usecTimestampNow());
agent->recordBytesReceived(dataBytes);
@ -158,7 +165,7 @@ void AgentList::updateAgentWithData(Agent *agent, unsigned char *packetData, int
}
}
agent->getLinkedData()->parseData(packetData, dataBytes);
return agent->getLinkedData()->parseData(packetData, dataBytes);
}
int AgentList::indexOfMatchingAgent(sockaddr *senderAddress) {
@ -219,11 +226,15 @@ int AgentList::updateList(unsigned char *packetData, size_t dataBytes) {
bool AgentList::addOrUpdateAgent(sockaddr *publicSocket, sockaddr *localSocket, char agentType, uint16_t agentId) {
std::vector<Agent>::iterator agent;
for (agent = agents.begin(); agent != agents.end(); agent++) {
if (agent->matches(publicSocket, localSocket, agentType)) {
// we already have this agent, stop checking
break;
if (publicSocket != NULL) {
for (agent = agents.begin(); agent != agents.end(); agent++) {
if (agent->matches(publicSocket, localSocket, agentType)) {
// we already have this agent, stop checking
break;
}
}
} else {
agent = agents.end();
}
if (agent == agents.end()) {
@ -316,7 +327,8 @@ void *pingUnknownAgents(void *args) {
for(std::vector<Agent>::iterator agent = agentList->getAgents().begin();
agent != agentList->getAgents().end();
agent++) {
if (agent->getActiveSocket() == NULL) {
if (agent->getActiveSocket() == NULL
&& (agent->getPublicSocket() != NULL && agent->getLocalSocket() != NULL)) {
// ping both of the sockets for the agent so we can figure out
// which socket we can use
agentList->getAgentSocket().send(agent->getPublicSocket(), &PACKET_HEADER_PING, 1);

View file

@ -50,10 +50,10 @@ public:
bool addOrUpdateAgent(sockaddr *publicSocket, sockaddr *localSocket, char agentType, uint16_t agentId);
void processAgentData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes);
void processBulkAgentData(sockaddr *senderAddress, unsigned char *packetData, int numTotalBytes, int numBytesPerAgent);
void processBulkAgentData(sockaddr *senderAddress, unsigned char *packetData, int numTotalBytes);
void updateAgentWithData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes);
void updateAgentWithData(Agent *agent, unsigned char *packetData, int dataBytes);
int updateAgentWithData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes);
int updateAgentWithData(Agent *agent, unsigned char *packetData, int dataBytes);
void broadcastToAgents(unsigned char *broadcastData, size_t dataBytes, const char* agentTypes, int numAgentTypes);
char getOwnerType();

View file

@ -105,7 +105,7 @@ void AudioRingBuffer::setBearing(float newBearing) {
bearing = newBearing;
}
void AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
int AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
if (numBytes > (bufferLengthSamples * sizeof(int16_t))) {
unsigned char *dataPtr = sourceBuffer + 1;
@ -140,7 +140,9 @@ void AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
if (endOfLastWrite >= buffer + ringBufferLengthSamples) {
endOfLastWrite = buffer;
}
}
return numBytes;
}
short AudioRingBuffer::diffLastWriteNextOutput()

View file

@ -18,7 +18,7 @@ class AudioRingBuffer : public AgentData {
~AudioRingBuffer();
AudioRingBuffer(const AudioRingBuffer &otherRingBuffer);
void parseData(unsigned char* sourceBuffer, int numBytes);
int parseData(unsigned char* sourceBuffer, int numBytes);
AudioRingBuffer* clone() const;
int16_t* getNextOutput();

View file

@ -28,20 +28,24 @@ using shared_lib::printLog;
sockaddr_in destSockaddr, senderAddress;
bool socketMatch(sockaddr *first, sockaddr *second) {
// utility function that indicates if two sockets are equivalent
// currently only compares two IPv4 addresses
// expandable to IPv6 by adding else if for AF_INET6
if (first->sa_family != second->sa_family) {
// not the same family, can't be equal
return false;
} else if (first->sa_family == AF_INET) {
sockaddr_in *firstIn = (sockaddr_in *) first;
sockaddr_in *secondIn = (sockaddr_in *) second;
if (first != NULL && second != NULL) {
// utility function that indicates if two sockets are equivalent
return firstIn->sin_addr.s_addr == secondIn->sin_addr.s_addr
// currently only compares two IPv4 addresses
// expandable to IPv6 by adding else if for AF_INET6
if (first->sa_family != second->sa_family) {
// not the same family, can't be equal
return false;
} else if (first->sa_family == AF_INET) {
sockaddr_in *firstIn = (sockaddr_in *) first;
sockaddr_in *secondIn = (sockaddr_in *) second;
return firstIn->sin_addr.s_addr == secondIn->sin_addr.s_addr
&& firstIn->sin_port == secondIn->sin_port;
} else {
return false;
}
} else {
return false;
}