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

This commit is contained in:
ZappoMan 2013-06-03 21:43:38 -07:00
commit 510dfc7353
47 changed files with 2801 additions and 1914 deletions

View file

@ -33,6 +33,7 @@ bool includeBillboard = true;
bool includeBorderTracer = true;
bool includeMovingBug = true;
bool includeBlinkingVoxel = false;
bool includeDanceFloor = true;
const int ANIMATION_LISTEN_PORT = 40107;
@ -392,6 +393,131 @@ static void sendBlinkingStringOfLights() {
}
}
bool danceFloorInitialized = false;
const float DANCE_FLOOR_LIGHT_SIZE = 1.0f / TREE_SCALE; // approximately 1 meter
const int DANCE_FLOOR_LENGTH = 10;
const int DANCE_FLOOR_WIDTH = 10;
glm::vec3 danceFloorPosition(100.0f / TREE_SCALE, 30.0f / TREE_SCALE, 10.0f / TREE_SCALE);
glm::vec3 danceFloorLights[DANCE_FLOOR_LENGTH][DANCE_FLOOR_WIDTH];
unsigned char danceFloorOffColor[3] = { 240, 240, 240 };
const int DANCE_FLOOR_COLORS = 6;
unsigned char danceFloorOnColorA[DANCE_FLOOR_COLORS][3] = {
{ 255, 0, 0 }, { 0, 255, 0 }, { 0, 0, 255 },
{ 0, 191, 255 }, { 0, 250, 154 }, { 255, 69, 0 },
};
unsigned char danceFloorOnColorB[DANCE_FLOOR_COLORS][3] = {
{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } ,
{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }
};
float danceFloorGradient = 0.5f;
const float BEATS_PER_MINUTE = 118.0f;
const float SECONDS_PER_MINUTE = 60.0f;
const float FRAMES_PER_BEAT = (SECONDS_PER_MINUTE * ACTUAL_FPS) / BEATS_PER_MINUTE;
float danceFloorGradientIncrement = 1.0f / FRAMES_PER_BEAT;
const float DANCE_FLOOR_MAX_GRADIENT = 1.0f;
const float DANCE_FLOOR_MIN_GRADIENT = 0.0f;
const int DANCE_FLOOR_VOXELS_PER_PACKET = 100;
const int PACKETS_PER_DANCE_FLOOR = DANCE_FLOOR_VOXELS_PER_PACKET / (DANCE_FLOOR_WIDTH * DANCE_FLOOR_LENGTH);
int danceFloorColors[DANCE_FLOOR_WIDTH][DANCE_FLOOR_LENGTH];
void sendDanceFloor() {
PACKET_HEADER message = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE; // we're a bully!
float lightScale = DANCE_FLOOR_LIGHT_SIZE;
static VoxelDetail details[DANCE_FLOOR_VOXELS_PER_PACKET];
unsigned char* bufferOut;
int sizeOut;
// first initialized the billboard of lights if needed...
if (!::danceFloorInitialized) {
for (int i = 0; i < DANCE_FLOOR_WIDTH; i++) {
for (int j = 0; j < DANCE_FLOOR_LENGTH; j++) {
int randomColorIndex = randIntInRange( -(DANCE_FLOOR_COLORS), (DANCE_FLOOR_COLORS + 1));
::danceFloorColors[i][j] = randomColorIndex;
::danceFloorLights[i][j] = ::danceFloorPosition +
glm::vec3(i * DANCE_FLOOR_LIGHT_SIZE, 0, j * DANCE_FLOOR_LIGHT_SIZE);
}
}
::danceFloorInitialized = true;
}
::danceFloorGradient += ::danceFloorGradientIncrement;
if (::danceFloorGradient >= DANCE_FLOOR_MAX_GRADIENT) {
::danceFloorGradient = DANCE_FLOOR_MAX_GRADIENT;
::danceFloorGradientIncrement = -::danceFloorGradientIncrement;
}
if (::danceFloorGradient <= DANCE_FLOOR_MIN_GRADIENT) {
::danceFloorGradient = DANCE_FLOOR_MIN_GRADIENT;
::danceFloorGradientIncrement = -::danceFloorGradientIncrement;
}
for (int i = 0; i < DANCE_FLOOR_LENGTH; i++) {
for (int j = 0; j < DANCE_FLOOR_WIDTH; j++) {
int nthVoxel = ((i * DANCE_FLOOR_WIDTH) + j);
int item = nthVoxel % DANCE_FLOOR_VOXELS_PER_PACKET;
::danceFloorLights[i][j] = ::danceFloorPosition +
glm::vec3(i * DANCE_FLOOR_LIGHT_SIZE, 0, j * DANCE_FLOOR_LIGHT_SIZE);
details[item].s = lightScale;
details[item].x = ::danceFloorLights[i][j].x;
details[item].y = ::danceFloorLights[i][j].y;
details[item].z = ::danceFloorLights[i][j].z;
if (danceFloorColors[i][j] > 0) {
int color = danceFloorColors[i][j] - 1;
details[item].red = (::danceFloorOnColorA[color][0] +
((::danceFloorOnColorB[color][0] - ::danceFloorOnColorA[color][0])
* ::danceFloorGradient));
details[item].green = (::danceFloorOnColorA[color][1] +
((::danceFloorOnColorB[color][1] - ::danceFloorOnColorA[color][1])
* ::danceFloorGradient));
details[item].blue = (::danceFloorOnColorA[color][2] +
((::danceFloorOnColorB[color][2] - ::danceFloorOnColorA[color][2])
* ::danceFloorGradient));
} else if (::danceFloorColors[i][j] < 0) {
int color = -(::danceFloorColors[i][j] + 1);
details[item].red = (::danceFloorOnColorB[color][0] +
((::danceFloorOnColorA[color][0] - ::danceFloorOnColorB[color][0])
* ::danceFloorGradient));
details[item].green = (::danceFloorOnColorB[color][1] +
((::danceFloorOnColorA[color][1] - ::danceFloorOnColorB[color][1])
* ::danceFloorGradient));
details[item].blue = (::danceFloorOnColorB[color][2] +
((::danceFloorOnColorA[color][2] - ::danceFloorOnColorB[color][2])
* ::danceFloorGradient));
} else {
int color = 0;
details[item].red = (::danceFloorOnColorB[color][0] +
((::danceFloorOnColorA[color][0] - ::danceFloorOnColorB[color][0])
* ::danceFloorGradient));
details[item].green = (::danceFloorOnColorB[color][1] +
((::danceFloorOnColorA[color][1] - ::danceFloorOnColorB[color][1])
* ::danceFloorGradient));
details[item].blue = (::danceFloorOnColorB[color][2] +
((::danceFloorOnColorA[color][2] - ::danceFloorOnColorB[color][2])
* ::danceFloorGradient));
}
if (item == DANCE_FLOOR_VOXELS_PER_PACKET - 1) {
if (createVoxelEditMessage(message, 0, DANCE_FLOOR_VOXELS_PER_PACKET,
(VoxelDetail*)&details, bufferOut, sizeOut)){
::packetsSent++;
::bytesSent += sizeOut;
if (::shouldShowPacketsPerSecond) {
printf("sending packet of size=%d\n", sizeOut);
}
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
delete[] bufferOut;
}
}
}
}
}
bool billboardInitialized = false;
const int BILLBOARD_HEIGHT = 9;
const int BILLBOARD_WIDTH = 45;
@ -405,7 +531,7 @@ float billboardGradientIncrement = 0.01f;
const float BILLBOARD_MAX_GRADIENT = 1.0f;
const float BILLBOARD_MIN_GRADIENT = 0.0f;
const float BILLBOARD_LIGHT_SIZE = 0.125f / TREE_SCALE; // approximately 1/8 meter per light
const int VOXELS_PER_PACKET = 135;
const int VOXELS_PER_PACKET = 100;
const int PACKETS_PER_BILLBOARD = VOXELS_PER_PACKET / (BILLBOARD_HEIGHT * BILLBOARD_WIDTH);
@ -514,6 +640,9 @@ void* animateVoxels(void* args) {
if (::includeBlinkingVoxel) {
sendVoxelBlinkMessage();
}
if (::includeDanceFloor) {
sendDanceFloor();
}
double end = usecTimestampNow();
double elapsedSeconds = (end - ::start) / 1000000.0;
@ -555,6 +684,9 @@ int main(int argc, const char * argv[])
const char* INCLUDE_BLINKING_VOXEL = "--includeBlinkingVoxel";
::includeBlinkingVoxel = cmdOptionExists(argc, argv, INCLUDE_BLINKING_VOXEL);
const char* NO_DANCE_FLOOR = "--NoDanceFloor";
::includeDanceFloor = !cmdOptionExists(argc, argv, NO_DANCE_FLOOR);
// Handle Local Domain testing with the --local command line
const char* showPPS = "--showPPS";
::shouldShowPacketsPerSecond = cmdOptionExists(argc, argv, showPPS);

View file

@ -55,7 +55,7 @@ const float BUFFER_SEND_INTERVAL_USECS = (BUFFER_LENGTH_SAMPLES_PER_CHANNEL / SA
const long MAX_SAMPLE_VALUE = std::numeric_limits<int16_t>::max();
const long MIN_SAMPLE_VALUE = std::numeric_limits<int16_t>::min();
const float DISTANCE_RATIO = 3.0f / 0.3f;
const float DISTANCE_SCALE = 2.5f;
const float PHASE_AMPLITUDE_RATIO_AT_90 = 0.5;
const int PHASE_DELAY_AT_90 = 20;
@ -166,8 +166,8 @@ int main(int argc, const char* argv[]) {
powf(agentPosition.z - otherAgentPosition.z, 2));
float minCoefficient = std::min(1.0f,
powf(0.5,
(logf(DISTANCE_RATIO * distanceToAgent) / logf(2.5))
powf(0.3,
(logf(DISTANCE_SCALE * distanceToAgent) / logf(2.5))
- 1));
distanceCoefficients[lowAgentIndex][highAgentIndex] = minCoefficient;
}
@ -214,8 +214,8 @@ int main(int argc, const char* argv[]) {
(OFF_AXIS_ATTENUATION_FORMULA_STEP * (fabsf(angleOfDelivery) / 90.0f));
attenuationCoefficient = distanceCoefficients[lowAgentIndex][highAgentIndex]
* otherAgentBuffer->getAttenuationRatio()
* offAxisCoefficient;
* otherAgentBuffer->getAttenuationRatio()
* offAxisCoefficient;
bearingRelativeAngleToSource *= (M_PI / 180);
@ -225,15 +225,15 @@ int main(int argc, const char* argv[]) {
}
int16_t* goodChannel = bearingRelativeAngleToSource > 0.0f
? clientSamples + BUFFER_LENGTH_SAMPLES_PER_CHANNEL
: clientSamples;
? clientSamples + BUFFER_LENGTH_SAMPLES_PER_CHANNEL
: clientSamples;
int16_t* delayedChannel = bearingRelativeAngleToSource > 0.0f
? clientSamples
: clientSamples + BUFFER_LENGTH_SAMPLES_PER_CHANNEL;
? clientSamples
: clientSamples + BUFFER_LENGTH_SAMPLES_PER_CHANNEL;
int16_t* delaySamplePointer = otherAgentBuffer->getNextOutput() == otherAgentBuffer->getBuffer()
? otherAgentBuffer->getBuffer() + RING_BUFFER_SAMPLES - numSamplesDelay
: otherAgentBuffer->getNextOutput() - numSamplesDelay;
? otherAgentBuffer->getBuffer() + RING_BUFFER_SAMPLES - numSamplesDelay
: otherAgentBuffer->getNextOutput() - numSamplesDelay;
for (int s = 0; s < BUFFER_LENGTH_SAMPLES_PER_CHANNEL; s++) {
@ -246,7 +246,7 @@ int main(int argc, const char* argv[]) {
int16_t currentSample = (otherAgentBuffer->getNextOutput()[s] * attenuationCoefficient);
plateauAdditionOfSamples(goodChannel[s], currentSample);
if (s + numSamplesDelay < BUFFER_LENGTH_SAMPLES_PER_CHANNEL) {
if (s + numSamplesDelay < BUFFER_LENGTH_SAMPLES_PER_CHANNEL) {
plateauAdditionOfSamples(delayedChannel[s + numSamplesDelay],
currentSample * weakChannelAmplitudeRatio);
}
@ -287,6 +287,11 @@ int main(int argc, const char* argv[]) {
}
agentList->updateAgentWithData(agentAddress, packetData, receivedBytes);
if (std::isnan(((AudioRingBuffer *)avatarAgent->getLinkedData())->getBearing())) {
// kill off this agent - temporary solution to mixer crash on mac sleep
avatarAgent->setAlive(false);
}
} else if (packetData[0] == PACKET_HEADER_INJECT_AUDIO) {
Agent* matchingInjector = NULL;

View file

@ -52,9 +52,18 @@ void attachAvatarDataToAgent(Agent* newAgent) {
}
int main(int argc, const char* argv[]) {
AgentList* agentList = AgentList::createInstance(AGENT_TYPE_AVATAR_MIXER, AVATAR_LISTEN_PORT);
setvbuf(stdout, NULL, _IOLBF, 0);
// Handle Local Domain testing with the --local command line
const char* local = "--local";
if (cmdOptionExists(argc, argv, local)) {
printf("Local Domain MODE!\n");
int ip = getLocalAddress();
sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF));
}
agentList->linkedDataCreateCallback = attachAvatarDataToAgent;
agentList->startDomainServerCheckInThread();
@ -84,7 +93,7 @@ int main(int argc, const char* argv[]) {
// parse positional data from an agent
agentList->updateAgentWithData(avatarAgent, packetData, receivedBytes);
case PACKET_HEADER_INJECT_AUDIO:
currentBufferPosition = broadcastPacket + 1;
// send back a packet with other active agent data to this agent

View file

@ -204,6 +204,4 @@ int main(int argc, const char* argv[]) {
agentList->stopDomainServerCheckInThread();
agentList->stopPingUnknownAgentsThread();
agentList->stopSilentAgentRemovalThread();
}
}

View file

@ -18,4 +18,5 @@ include_glm(${TARGET_NAME} ${ROOT_DIR})
# link the shared hifi library
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
link_hifi_library(audio ${TARGET_NAME} ${ROOT_DIR})
link_hifi_library(audio ${TARGET_NAME} ${ROOT_DIR})
link_hifi_library(avatars ${TARGET_NAME} ${ROOT_DIR})

View file

@ -14,14 +14,16 @@
#include <string.h>
#include <sstream>
#include <AgentList.h>
#include <AgentTypes.h>
#include <AvatarData.h>
#include <SharedUtil.h>
#include <PacketHeaders.h>
#include <UDPSocket.h>
#include <AudioInjector.h>
#include <AudioInjectionManager.h>
char EC2_WEST_AUDIO_SERVER[] = "54.241.92.53";
const int AUDIO_UDP_LISTEN_PORT = 55443;
const int AVATAR_MIXER_DATA_SEND_INTERVAL_MSECS = 15;
const int DEFAULT_INJECTOR_VOLUME = 0xFF;
@ -30,12 +32,12 @@ bool loopAudio = true;
float sleepIntervalMin = 1.00;
float sleepIntervalMax = 2.00;
char *sourceAudioFile = NULL;
const char *allowedParameters = ":rb::t::c::a::f:";
const char *allowedParameters = ":rb::t::c::a::f::d:";
float floatArguments[4] = {0.0f, 0.0f, 0.0f, 0.0f};
unsigned char volume = DEFAULT_INJECTOR_VOLUME;
float triggerDistance = 0;
void usage(void)
{
void usage(void) {
std::cout << "High Fidelity - Interface audio injector" << std::endl;
std::cout << " -r Random sleep mode. If not specified will default to constant loop." << std::endl;
std::cout << " -b FLOAT Min. number of seconds to sleep. Only valid in random sleep mode. Default 1.0" << std::endl;
@ -43,10 +45,10 @@ void usage(void)
std::cout << " -c FLOAT,FLOAT,FLOAT,FLOAT X,Y,Z,YAW position in universe where audio will be originating from and direction. Defaults to 0,0,0,0" << std::endl;
std::cout << " -a 0-255 Attenuation curve modifier, defaults to 255" << std::endl;
std::cout << " -f FILENAME Name of audio source file. Required - RAW format, 22050hz 16bit signed mono" << std::endl;
std::cout << " -d FLOAT Trigger distance for injection. If not specified will loop constantly" << std::endl;
}
bool processParameters(int parameterCount, char* parameterData[])
{
bool processParameters(int parameterCount, char* parameterData[]) {
int p;
while ((p = getopt(parameterCount, parameterData, allowedParameters)) != -1) {
switch (p) {
@ -86,6 +88,10 @@ bool processParameters(int parameterCount, char* parameterData[])
::volume = atoi(optarg);
std::cout << "[DEBUG] Attenuation modifier: " << optarg << std::endl;
break;
case 'd':
::triggerDistance = atof(optarg);
std::cout << "[DEBUG] Trigger distance: " << optarg << std::endl;
break;
default:
usage();
return false;
@ -94,45 +100,149 @@ bool processParameters(int parameterCount, char* parameterData[])
return true;
};
int main(int argc, char* argv[]) {
bool stopReceiveAgentDataThread;
void *receiveAgentData(void *args) {
sockaddr senderAddress;
ssize_t bytesReceived;
unsigned char incomingPacket[MAX_PACKET_SIZE];
AgentList* agentList = AgentList::getInstance();
while (!::stopReceiveAgentDataThread) {
if (agentList->getAgentSocket()->receive(&senderAddress, incomingPacket, &bytesReceived)) {
switch (incomingPacket[0]) {
case PACKET_HEADER_BULK_AVATAR_DATA:
// this is the positional data for other agents
// pass that off to the agentList processBulkAgentData method
agentList->processBulkAgentData(&senderAddress, incomingPacket, bytesReceived);
break;
default:
// have the agentList handle list of agents from DS, replies from other agents, etc.
agentList->processAgentData(&senderAddress, incomingPacket, bytesReceived);
break;
}
}
}
pthread_exit(0);
return NULL;
}
void createAvatarDataForAgent(Agent* agent) {
if (!agent->getLinkedData()) {
agent->setLinkedData(new AvatarData(agent));
}
}
int main(int argc, char* argv[]) {
// new seed for random audio sleep times
srand(time(0));
int AUDIO_UDP_SEND_PORT = 1500 + (rand() % (int)(1500 - 2000 + 1));
UDPSocket streamSocket(AUDIO_UDP_SEND_PORT);
sockaddr_in mixerSocket;
mixerSocket.sin_family = AF_INET;
mixerSocket.sin_addr.s_addr = inet_addr(EC2_WEST_AUDIO_SERVER);
mixerSocket.sin_port = htons((uint16_t)AUDIO_UDP_LISTEN_PORT);
if (processParameters(argc, argv)) {
if (processParameters(argc, argv)) {
if (::sourceAudioFile == NULL) {
std::cout << "[FATAL] Source audio file not specified" << std::endl;
exit(-1);
} else {
AudioInjector injector(sourceAudioFile);
// create an AgentList instance to handle communication with other agents
AgentList* agentList = AgentList::createInstance(AGENT_TYPE_AUDIO_INJECTOR, AUDIO_UDP_SEND_PORT);
pthread_t receiveAgentDataThread;
pthread_create(&receiveAgentDataThread, NULL, receiveAgentData, NULL);
// start telling the domain server that we are alive
agentList->startDomainServerCheckInThread();
// start the agent list thread that will kill off agents when they stop talking
agentList->startSilentAgentRemovalThread();
injector.setPosition(glm::vec3(::floatArguments[0], ::floatArguments[1], ::floatArguments[2]));
injector.setBearing(*(::floatArguments + 3));
injector.setVolume(::volume);
float delay = 0;
int usecDelay = 0;
// register the callback for agent data creation
agentList->linkedDataCreateCallback = createAvatarDataForAgent;
unsigned char broadcastPacket = PACKET_HEADER_INJECT_AUDIO;
timeval thisSend;
double numMicrosecondsSleep = 0;
while (true) {
injector.injectAudio(&streamSocket, (sockaddr*) &mixerSocket);
if (!::loopAudio) {
delay = randFloatInRange(::sleepIntervalMin, ::sleepIntervalMax);
usecDelay = delay * 1000 * 1000;
usleep(usecDelay);
if (::triggerDistance) {
// update the thisSend timeval to the current time
gettimeofday(&thisSend, NULL);
// find the current avatar mixer
Agent* avatarMixer = agentList->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER);
// make sure we actually have an avatar mixer with an active socket
if (avatarMixer && avatarMixer->getActiveSocket() != NULL) {
// use the UDPSocket instance attached to our agent list to ask avatar mixer for a list of avatars
agentList->getAgentSocket()->send(avatarMixer->getActiveSocket(),
&broadcastPacket,
sizeof(broadcastPacket));
}
if (!injector.isInjectingAudio()) {
// enumerate the other agents to decide if one is close enough that we should inject
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
AvatarData* avatarData = (AvatarData*) agent->getLinkedData();
if (avatarData) {
glm::vec3 tempVector = injector.getPosition() - avatarData->getPosition();
float squareDistance = glm::dot(tempVector, tempVector);
if (squareDistance <= ::triggerDistance) {
// look for an audio mixer in our agent list
Agent* audioMixer = AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AUDIO_MIXER);
if (audioMixer) {
// we have an active audio mixer we can send data to
AudioInjectionManager::threadInjector(&injector);
}
}
}
}
}
// sleep for the correct amount of time to have data send be consistently timed
if ((numMicrosecondsSleep = (AVATAR_MIXER_DATA_SEND_INTERVAL_MSECS * 1000) -
(usecTimestampNow() - usecTimestamp(&thisSend))) > 0) {
usleep(numMicrosecondsSleep);
}
} else {
// look for an audio mixer in our agent list
Agent* audioMixer = AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AUDIO_MIXER);
if (audioMixer) {
injector.injectAudio(agentList->getAgentSocket(), audioMixer->getActiveSocket());
}
float delay = 0;
int usecDelay = 0;
if (!::loopAudio) {
delay = randFloatInRange(::sleepIntervalMin, ::sleepIntervalMax);
usecDelay = delay * 1000 * 1000;
usleep(usecDelay);
}
}
}
}
// stop the receive agent data thread
stopReceiveAgentDataThread = true;
pthread_join(receiveAgentDataThread, NULL);
// stop the agent list's threads
agentList->stopDomainServerCheckInThread();
agentList->stopSilentAgentRemovalThread();
}
}
return 0;
}

View file

@ -32,17 +32,75 @@
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3CameraPos; // The camera's current position
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
uniform float fInnerRadius; // The inner (planetary) radius
uniform float fKrESun; // Kr * ESun
uniform float fKmESun; // Km * ESun
uniform float fKr4PI; // Kr * 4 * PI
uniform float fKm4PI; // Km * 4 * PI
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
const int nSamples = 2;
const float fSamples = 2.0;
uniform vec3 v3LightPos;
uniform float g;
uniform float g2;
varying vec3 v3Direction;
varying vec3 position;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main (void)
{
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
vec3 v3Pos = position;
vec3 v3Ray = v3Pos - v3CameraPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the ray's starting position, then calculate its scattering offset
vec3 v3Start = v3CameraPos;
float fHeight = length(v3Start);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fStartAngle = dot(v3Ray, v3Start) / fHeight;
float fStartOffset = fDepth * scale(fStartAngle);
// Initialize the scattering loop variables
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample rays
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
for(int i=0; i<nSamples; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
float fCameraAngle = dot((v3Ray), v3SamplePoint) / fHeight * 0.99;
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
vec3 secondaryFrontColor = v3FrontColor * fKmESun;
vec3 frontColor = v3FrontColor * (v3InvWavelength * fKrESun);
vec3 v3Direction = v3CameraPos - v3Pos;
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
gl_FragColor = gl_Color + fMiePhase * gl_SecondaryColor;
gl_FragColor.rgb = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
gl_FragColor.a = gl_FragColor.b;
}

View file

@ -1,100 +1,65 @@
#version 120
//
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
//
// NVIDIA Statement on the Software
//
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
// detailed.
//
// No Warranty
//
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
//
// Limitation of Liability
//
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
//
//
// Atmospheric scattering vertex shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3CameraPos; // The camera's current position
uniform vec3 v3LightPos; // The direction vector to the light source
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
uniform float fInnerRadius; // The inner (planetary) radius
uniform float fKrESun; // Kr * ESun
uniform float fKmESun; // Km * ESun
uniform float fKr4PI; // Kr * 4 * PI
uniform float fKm4PI; // Km * 4 * PI
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
const int nSamples = 2;
const float fSamples = 2.0;
varying vec3 v3Direction;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main(void)
{
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
vec3 v3Pos = gl_Vertex.xyz;
vec3 v3Ray = v3Pos - v3CameraPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the ray's starting position, then calculate its scattering offset
vec3 v3Start = v3CameraPos;
float fHeight = length(v3Start);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fStartAngle = dot(v3Ray, v3Start) / fHeight;
float fStartOffset = fDepth * scale(fStartAngle);
// Initialize the scattering loop variables
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample rays
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
for(int i=0; i<nSamples; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
gl_FrontSecondaryColor.rgb = v3FrontColor * fKmESun;
gl_FrontColor.rgb = v3FrontColor * (v3InvWavelength * fKrESun);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
v3Direction = v3CameraPos - v3Pos;
}
#version 120
//
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
//
// NVIDIA Statement on the Software
//
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
// detailed.
//
// No Warranty
//
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
//
// Limitation of Liability
//
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
//
//
// Atmospheric scattering vertex shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3CameraPos; // The camera's current position
uniform vec3 v3LightPos; // The direction vector to the light source
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
uniform float fInnerRadius; // The inner (planetary) radius
uniform float fKrESun; // Kr * ESun
uniform float fKmESun; // Km * ESun
uniform float fKr4PI; // Kr * 4 * PI
uniform float fKm4PI; // Km * 4 * PI
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
const int nSamples = 2;
const float fSamples = 2.0;
varying vec3 position;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main(void)
{
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
position = gl_Vertex.xyz;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

View file

@ -1,48 +1,113 @@
#version 120
//
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
//
// NVIDIA Statement on the Software
//
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
// detailed.
//
// No Warranty
//
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
//
// Limitation of Liability
//
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
//
//
// Atmospheric scattering fragment shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3LightPos;
uniform float g;
uniform float g2;
varying vec3 v3Direction;
void main (void)
{
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
gl_FragColor = gl_Color + fMiePhase * gl_SecondaryColor;
gl_FragColor.a = gl_FragColor.b;
}
#version 120
//
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
//
// NVIDIA Statement on the Software
//
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
// detailed.
//
// No Warranty
//
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
//
// Limitation of Liability
//
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
//
//
// Atmospheric scattering fragment shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3CameraPos; // The camera's current position
uniform vec3 v3LightPos; // The direction vector to the light source
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
uniform float fCameraHeight2; // fCameraHeight^2
uniform float fOuterRadius; // The outer (atmosphere) radius
uniform float fOuterRadius2; // fOuterRadius^2
uniform float fInnerRadius; // The inner (planetary) radius
uniform float fKrESun; // Kr * ESun
uniform float fKmESun; // Km * ESun
uniform float fKr4PI; // Kr * 4 * PI
uniform float fKm4PI; // Km * 4 * PI
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
uniform float g;
uniform float g2;
const int nSamples = 2;
const float fSamples = 2.0;
varying vec3 position;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main (void)
{
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
vec3 v3Pos = position;
vec3 v3Ray = v3Pos - v3CameraPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
float B = 2.0 * dot(v3CameraPos, v3Ray);
float C = fCameraHeight2 - fOuterRadius2;
float fDet = max(0.0, B*B - 4.0 * C);
float fNear = 0.5 * (-B - sqrt(fDet));
// Calculate the ray's starting position, then calculate its scattering offset
vec3 v3Start = v3CameraPos + v3Ray * fNear;
fFar -= fNear;
float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;
float fStartDepth = exp(-1.0 / fScaleDepth);
float fStartOffset = fStartDepth * scale(fStartAngle);
// Initialize the scattering loop variables
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample rays
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
for(int i=0; i<nSamples; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
float fCameraAngle = dot((v3Ray), v3SamplePoint) / fHeight * 0.99;
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
vec3 v3Direction = v3CameraPos - v3Pos;
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
vec3 color = v3FrontColor * (v3InvWavelength * fKrESun);
vec3 secondaryColor = v3FrontColor * fKmESun;
gl_FragColor.rgb = color + fMiePhase * secondaryColor;
gl_FragColor.a = gl_FragColor.b;
}

View file

@ -1,109 +1,41 @@
#version 120
//
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
//
// NVIDIA Statement on the Software
//
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
// detailed.
//
// No Warranty
//
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
//
// Limitation of Liability
//
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
//
//
// Atmospheric scattering vertex shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3CameraPos; // The camera's current position
uniform vec3 v3LightPos; // The direction vector to the light source
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
uniform float fCameraHeight2; // fCameraHeight^2
uniform float fOuterRadius; // The outer (atmosphere) radius
uniform float fOuterRadius2; // fOuterRadius^2
uniform float fInnerRadius; // The inner (planetary) radius
uniform float fKrESun; // Kr * ESun
uniform float fKmESun; // Km * ESun
uniform float fKr4PI; // Kr * 4 * PI
uniform float fKm4PI; // Km * 4 * PI
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
const int nSamples = 2;
const float fSamples = 2.0;
varying vec3 v3Direction;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main(void)
{
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
vec3 v3Pos = gl_Vertex.xyz;
vec3 v3Ray = v3Pos - v3CameraPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
float B = 2.0 * dot(v3CameraPos, v3Ray);
float C = fCameraHeight2 - fOuterRadius2;
float fDet = max(0.0, B*B - 4.0 * C);
float fNear = 0.5 * (-B - sqrt(fDet));
// Calculate the ray's starting position, then calculate its scattering offset
vec3 v3Start = v3CameraPos + v3Ray * fNear;
fFar -= fNear;
float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;
float fStartDepth = exp(-1.0 / fScaleDepth);
float fStartOffset = fStartDepth * scale(fStartAngle);
// Initialize the scattering loop variables
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample rays
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
for(int i=0; i<nSamples; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
gl_FrontSecondaryColor.rgb = v3FrontColor * fKmESun;
gl_FrontColor.rgb = v3FrontColor * (v3InvWavelength * fKrESun);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
v3Direction = v3CameraPos - v3Pos;
}
#version 120
//
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
//
// NVIDIA Statement on the Software
//
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
// detailed.
//
// No Warranty
//
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
//
// Limitation of Liability
//
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
//
//
// Atmospheric scattering vertex shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
varying vec3 position;
void main(void)
{
position = gl_Vertex.xyz;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

View file

@ -50,6 +50,8 @@
using namespace std;
const bool TESTING_AVATAR_TOUCH = false;
// Starfield information
static char STAR_FILE[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
static char STAR_CACHE_FILE[] = "cachedStars.txt";
@ -254,8 +256,6 @@ void Application::initializeGL() {
printLog("Network receive thread created.\n");
}
_myAvatar.readAvatarDataFromFile();
// call terminate before exiting
connect(this, SIGNAL(aboutToQuit()), SLOT(terminate()));
@ -269,6 +269,8 @@ void Application::initializeGL() {
connect(idleTimer, SIGNAL(timeout()), SLOT(idle()));
idleTimer->start(0);
readSettings();
if (_justStarted) {
float startupTime = (usecTimestampNow() - usecTimestamp(&_applicationStartupTime))/1000000.0;
_justStarted = false;
@ -287,34 +289,23 @@ void Application::paintGL() {
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
_myCamera.setTightness (100.0f);
_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
_myCamera.setTargetRotation(_myAvatar.getBodyYaw() - 180.0f,
0.0f,
0.0f);
_myCamera.setTargetPosition(_myAvatar.getBallPosition(AVATAR_JOINT_HEAD_BASE));
_myCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI, 0.0f)));
} else if (OculusManager::isConnected()) {
_myCamera.setUpShift (0.0f);
_myCamera.setDistance (0.0f);
_myCamera.setTightness (100.0f);
_myCamera.setTargetPosition(_myAvatar.getHeadPosition());
_myCamera.setTargetRotation(_myAvatar.getAbsoluteHeadYaw(),
_myAvatar.getHead().getPitch(),
-_myAvatar.getHead().getRoll());
_myCamera.setTargetPosition(_myAvatar.getHeadJointPosition());
_myCamera.setTargetRotation(_myAvatar.getHead().getOrientation());
} else if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
_myCamera.setTargetRotation(_myAvatar.getAbsoluteHeadYaw(),
_myAvatar.getAbsoluteHeadPitch(),
0.0f);
// Take a look at whether we are inside head, don't render it if so.
const float HEAD_RENDER_DISTANCE = 0.5;
glm::vec3 distanceToHead(_myCamera.getPosition() - _myAvatar.getSpringyHeadPosition());
_myCamera.setTargetPosition(_myAvatar.getBallPosition(AVATAR_JOINT_HEAD_BASE));
_myCamera.setTargetRotation(_myAvatar.getHead().getWorldAlignedOrientation());
if (glm::length(distanceToHead) < HEAD_RENDER_DISTANCE) {
}
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
_myCamera.setTargetPosition(_myAvatar.getHeadPosition());
_myCamera.setTargetRotation(_myAvatar.getAbsoluteHeadYaw(),
_myAvatar.getAbsoluteHeadPitch(),
0.0f);
_myCamera.setTargetPosition(_myAvatar.getHeadJointPosition());
_myCamera.setTargetRotation(_myAvatar.getHead().getWorldAlignedOrientation());
}
// important...
@ -344,11 +335,12 @@ void Application::paintGL() {
if (_viewFrustumFromOffset->isChecked() && _frustumOn->isChecked()) {
// set the camera to third-person view but offset so we can see the frustum
_viewFrustumOffsetCamera.setTargetYaw(_viewFrustumOffsetYaw + _myAvatar.getBodyYaw());
_viewFrustumOffsetCamera.setPitch (_viewFrustumOffsetPitch );
_viewFrustumOffsetCamera.setRoll (_viewFrustumOffsetRoll );
_viewFrustumOffsetCamera.setTargetPosition(_myCamera.getTargetPosition());
_viewFrustumOffsetCamera.setTargetRotation(_myCamera.getTargetRotation() * glm::quat(glm::radians(glm::vec3(
_viewFrustumOffsetPitch, _viewFrustumOffsetYaw, _viewFrustumOffsetRoll))));
_viewFrustumOffsetCamera.setUpShift (_viewFrustumOffsetUp );
_viewFrustumOffsetCamera.setDistance (_viewFrustumOffsetDistance);
_viewFrustumOffsetCamera.initialize(); // force immediate snap to ideal position and orientation
_viewFrustumOffsetCamera.update(1.f/_fps);
whichCamera = _viewFrustumOffsetCamera;
}
@ -733,7 +725,178 @@ void Application::wheelEvent(QWheelEvent* event) {
decreaseVoxelSize();
}
}
const char AVATAR_DATA_FILENAME[] = "avatar.ifd";
void Application::readSettingsFile() {
FILE* settingsFile = fopen(AVATAR_DATA_FILENAME, "rt");
if (settingsFile) {
char line[LINE_MAX];
while (fgets(line, LINE_MAX, settingsFile) != NULL)
{
if (strcmp(line, " \n") > 0) {
char* token = NULL;
char* settingLine = NULL;
char* toFree = NULL;
settingLine = strdup(line);
if (settingLine != NULL) {
toFree = settingLine;
int i = 0;
char key[128];
char value[128];
while ((token = strsep(&settingLine, "=")) != NULL)
{
switch (i) {
case 0:
strcpy(key, token);
_settingsTable[key] = "";
break;
case 1:
strcpy(value, token);
_settingsTable[key] = token;
break;
default:
break;
}
i++;
}
free(toFree);
}
}
}
fclose(settingsFile);
}
}
void Application::saveSettingsFile() {
FILE* settingsFile = fopen(AVATAR_DATA_FILENAME, "wt");
if (settingsFile) {
for (std::map<std::string, std::string>::iterator i = _settingsTable.begin(); i != _settingsTable.end(); i++)
{
fprintf(settingsFile, "\n%s=%s", i->first.data(), i->second.data());
}
}
fclose(settingsFile);
}
bool Application::getSetting(const char* setting, bool& value, const bool defaultSetting) const {
std::map<std::string, std::string>::const_iterator iter = _settingsTable.find(setting);
if (iter != _settingsTable.end()) {
int readBool;
int res = sscanf(iter->second.data(), "%d", &readBool);
const char EXPECTED_ITEMS = 1;
if (res == EXPECTED_ITEMS) {
if (readBool == 1) {
value = true;
} else if (readBool == 0) {
value = false;
}
}
} else {
value = defaultSetting;
return false;
}
return true;
}
bool Application::getSetting(const char* setting, float& value, const float defaultSetting) const {
std::map<std::string, std::string>::const_iterator iter = _settingsTable.find(setting);
if (iter != _settingsTable.end()) {
float readFloat;
int res = sscanf(iter->second.data(), "%f", &readFloat);
const char EXPECTED_ITEMS = 1;
if (res == EXPECTED_ITEMS) {
if (!isnan(readFloat)) {
value = readFloat;
} else {
value = defaultSetting;
return false;
}
} else {
value = defaultSetting;
return false;
}
} else {
value = defaultSetting;
return false;
}
return true;
}
bool Application::getSetting(const char* setting, glm::vec3& value, const glm::vec3& defaultSetting) const {
std::map<std::string, std::string>::const_iterator iter = _settingsTable.find(setting);
if (iter != _settingsTable.end()) {
glm::vec3 readVec;
int res = sscanf(iter->second.data(), "%f,%f,%f", &readVec.x, &readVec.y, &readVec.z);
const char EXPECTED_ITEMS = 3;
if (res == EXPECTED_ITEMS) {
if (!isnan(readVec.x) && !isnan(readVec.y) && !isnan(readVec.z)) {
value = readVec;
} else {
value = defaultSetting;
return false;
}
} else {
value = defaultSetting;
return false;
}
} else {
value = defaultSetting;
return false;
}
return true;
}
const short MAX_SETTINGS_LENGTH = 128;
void Application::setSetting(const char* setting, const bool value) {
char settingValues[MAX_SETTINGS_LENGTH];
sprintf(settingValues, "%d", value);
_settingsTable[setting] = settingValues;
}
void Application::setSetting(const char* setting, const float value) {
char settingValues[MAX_SETTINGS_LENGTH];
sprintf(settingValues, "%f", value);
_settingsTable[setting] = settingValues;
}
void Application::setSetting(const char* setting, const glm::vec3& value) {
char settingValues[MAX_SETTINGS_LENGTH];
sprintf(settingValues, "%f,%f,%f", value.x, value.y, value.z);
_settingsTable[setting] = settingValues;
}
// Every second, check the frame rates and other stuff
void Application::timer() {
gettimeofday(&_timerEnd, NULL);
@ -887,6 +1050,8 @@ void Application::idle() {
_serialPort.readData(deltaTime);
}
// Update transmitter
// Sample hardware, update view frustum if needed, and send avatar data to mixer/agents
updateAvatar(deltaTime);
@ -901,7 +1066,7 @@ void Application::idle() {
for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
if (agent->getLinkedData() != NULL) {
Avatar *avatar = (Avatar *)agent->getLinkedData();
avatar->simulate(deltaTime, false);
avatar->simulate(deltaTime, NULL);
avatar->setMouseRay(mouseRayOrigin, mouseRayDirection);
}
}
@ -915,39 +1080,34 @@ void Application::idle() {
_myAvatar.simulate(deltaTime, NULL);
}
if (_myCamera.getMode() != CAMERA_MODE_MIRROR) {
if (_manualFirstPerson) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
Camera::CameraFollowingAttributes a;
a.upShift = 0.0f;
a.distance = 0.0f;
a.tightness = 100.0f;
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON, a);
}
} else {
if (_myAvatar.getIsNearInteractingOther()) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
Camera::CameraFollowingAttributes a;
a.upShift = 0.0f;
a.distance = 0.0f;
a.tightness = 100.0f;
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON, a);
if (TESTING_AVATAR_TOUCH) {
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myCamera.getMode() != CAMERA_MODE_MIRROR && !OculusManager::isConnected()) {
if (_manualFirstPerson) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
}
else {
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
Camera::CameraFollowingAttributes a;
a.upShift = -0.2f;
a.distance = 1.5f;
a.tightness = 8.0f;
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON, a);
} else {
if (_myAvatar.getIsNearInteractingOther()) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
}
}
}
}
// Update audio stats for procedural sounds
#ifndef _WIN32
_audio.setLastAcceleration(_myAvatar.getThrust());
@ -963,7 +1123,7 @@ void Application::terminate() {
// Close serial port
// close(serial_fd);
_myAvatar.writeAvatarDataToFile();
saveSettings();
if (_enableNetworkThread) {
_stopNetworkReceiveThread = true;
@ -975,23 +1135,13 @@ void Application::pair() {
PairingHandler::sendPairRequest();
}
void Application::setHead(bool head) {
#ifndef _WIN32
_audio.setMixerLoopbackFlag(head);
#endif
void Application::setHead(bool head) {
if (head) {
Camera::CameraFollowingAttributes a;
a.upShift = 0.0f;
a.distance = 0.2f;
a.tightness = 100.0f;
_myCamera.setMode(CAMERA_MODE_MIRROR, a);
_myCamera.setMode(CAMERA_MODE_MIRROR);
_myCamera.setModeShiftRate(100.0f);
} else {
Camera::CameraFollowingAttributes a;
a.upShift = -0.2f;
a.distance = 1.5f;
a.tightness = 8.0f;
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON, a);
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
}
@ -1142,13 +1292,15 @@ void Application::initMenu() {
_window->setMenuBar(menuBar);
QMenu* fileMenu = menuBar->addMenu("File");
fileMenu->addAction("Quit", this, SLOT(quit()), Qt::Key_Q);
fileMenu->addAction("Quit", this, SLOT(quit()), Qt::CTRL | Qt::Key_Q);
QMenu* pairMenu = menuBar->addMenu("Pair");
pairMenu->addAction("Pair", this, SLOT(pair()));
QMenu* optionsMenu = menuBar->addMenu("Options");
(_lookingInMirror = optionsMenu->addAction("Mirror", this, SLOT(setHead(bool)), Qt::Key_H))->setCheckable(true);
(_echoAudioMode = optionsMenu->addAction("Echo Audio"))->setCheckable(true);
optionsMenu->addAction("Noise", this, SLOT(setNoise(bool)), Qt::Key_N)->setCheckable(true);
(_gyroLook = optionsMenu->addAction("Gyro Look"))->setCheckable(true);
_gyroLook->setChecked(true);
@ -1285,11 +1437,8 @@ void Application::init() {
_stars.readInput(STAR_FILE, STAR_CACHE_FILE, 0);
_myAvatar.setPosition(START_LOCATION);
Camera::CameraFollowingAttributes a;
a.upShift = -0.2f;
a.distance = 1.5f;
a.tightness = 8.0f;
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON, a);
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON );
_myCamera.setModeShiftRate(1.0f);
_myAvatar.setDisplayingLookatVectors(false);
QCursor::setPos(_headMouseX, _headMouseY);
@ -1305,7 +1454,7 @@ void Application::init() {
void Application::updateAvatar(float deltaTime) {
// Update my avatar's head position from gyros
_myAvatar.updateHeadFromGyros(deltaTime, &_serialPort, &_gravity);
_myAvatar.updateHeadFromGyros(deltaTime, &_serialPort);
// Grab latest readings from the gyros
float measuredPitchRate = _serialPort.getLastPitchRate();
@ -1336,7 +1485,7 @@ void Application::updateAvatar(float deltaTime) {
// Get audio loudness data from audio input device
#ifndef _WIN32
_myAvatar.setLoudness(_audio.getLastInputLoudness());
_myAvatar.getHead().setAudioLoudness(_audio.getLastInputLoudness());
#endif
// Update Avatar with latest camera and view frustum data...
@ -1398,27 +1547,22 @@ void Application::updateAvatar(float deltaTime) {
void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
// We will use these below, from either the camera or head vectors calculated above
glm::vec3 position;
glm::vec3 direction;
glm::vec3 up;
glm::vec3 right;
float fov, nearClip, farClip;
// Camera or Head?
if (_cameraFrustum->isChecked()) {
position = camera.getPosition();
} else {
position = _myAvatar.getHeadPosition();
position = _myAvatar.getHeadJointPosition();
}
fov = camera.getFieldOfView();
nearClip = camera.getNearClip();
farClip = camera.getFarClip();
float fov = camera.getFieldOfView();
float nearClip = camera.getNearClip();
float farClip = camera.getFarClip();
Orientation o = camera.getOrientation();
direction = o.getFront();
up = o.getUp();
right = o.getRight();
glm::quat rotation = camera.getRotation();
glm::vec3 direction = rotation * AVATAR_FRONT;
glm::vec3 up = rotation * AVATAR_UP;
glm::vec3 right = rotation * AVATAR_RIGHT;
/*
printf("position.x=%f, position.y=%f, position.z=%f\n", position.x, position.y, position.z);
@ -1604,11 +1748,10 @@ void Application::displaySide(Camera& whichCamera) {
// transform view according to whichCamera
// could be myCamera (if in normal mode)
// or could be viewFrustumOffsetCamera if in offset mode
// I changed the ordering here - roll is FIRST (JJV)
glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z);
glRotatef ( whichCamera.getPitch(), IDENTITY_RIGHT.x, IDENTITY_RIGHT.y, IDENTITY_RIGHT.z);
glRotatef (180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z );
glm::quat rotation = whichCamera.getRotation();
glm::vec3 axis = glm::axis(rotation);
glRotatef(-glm::angle(rotation), axis.x, axis.y, axis.z);
glTranslatef(-whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z);
@ -1667,7 +1810,6 @@ void Application::displaySide(Camera& whichCamera) {
glPopMatrix();
//draw a grid ground plane....
const float EDGE_SIZE_GROUND_PLANE = 20.f;
drawGroundPlaneGrid(EDGE_SIZE_GROUND_PLANE);
// Draw voxels
@ -1703,13 +1845,13 @@ void Application::displaySide(Camera& whichCamera) {
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
Avatar *avatar = (Avatar *)agent->getLinkedData();
avatar->render(false, _myCamera.getPosition());
avatar->render(false);
}
}
agentList->unlock();
// Render my own Avatar
_myAvatar.render(_lookingInMirror->isChecked(), _myCamera.getPosition());
_myAvatar.render(_lookingInMirror->isChecked());
_myAvatar.setDisplayingLookatVectors(_renderLookatOn->isChecked());
}
@ -2220,3 +2362,95 @@ void* Application::networkReceive(void* args) {
return NULL;
}
void Application::saveSettings()
{
// Handle any persistent settings saving here when we get a call to terminate.
// This should probably be moved to a map stored in memory at some point to cache settings.
_myAvatar.writeAvatarDataToFile();
setSetting("_gyroLook", _gyroLook->isChecked());
setSetting("_mouseLook", _mouseLook->isChecked());
setSetting("_transmitterDrives", _transmitterDrives->isChecked());
setSetting("_renderVoxels", _renderVoxels->isChecked());
setSetting("_renderVoxelTextures", _renderVoxelTextures->isChecked());
setSetting("_renderStarsOn", _renderStarsOn->isChecked());
setSetting("_renderAtmosphereOn", _renderAtmosphereOn->isChecked());
setSetting("_renderAvatarsOn", _renderAvatarsOn->isChecked());
setSetting("_renderStatsOn", _renderStatsOn->isChecked());
setSetting("_renderFrameTimerOn", _renderFrameTimerOn->isChecked());
setSetting("_renderLookatOn", _renderLookatOn->isChecked());
setSetting("_logOn", _logOn->isChecked());
setSetting("_frustumOn", _frustumOn->isChecked());
setSetting("_viewFrustumFromOffset", _viewFrustumFromOffset->isChecked());
setSetting("_cameraFrustum", _cameraFrustum->isChecked());
saveSettingsFile();
}
void Application::readSettings()
{
readSettingsFile();
_myAvatar.readAvatarDataFromFile();
bool settingState;
getSetting("_gyroLook", settingState, _gyroLook->isChecked());
_gyroLook->setChecked(settingState);
getSetting("_mouseLook", settingState, _mouseLook->isChecked());
_mouseLook->setChecked(settingState);
getSetting("_transmitterDrives", settingState, _transmitterDrives->isChecked());
_transmitterDrives->setChecked(settingState);
getSetting("_renderVoxels", settingState, _renderVoxels->isChecked());
_renderVoxels->setChecked(settingState);
getSetting("_renderVoxelTextures", settingState, _renderVoxelTextures->isChecked());
_renderVoxelTextures->setChecked(settingState);
getSetting("_renderStarsOn", settingState, _renderStarsOn->isChecked());
_renderStarsOn->setChecked(settingState);
getSetting("_renderAtmosphereOn", settingState, _renderAtmosphereOn->isChecked());
_renderAtmosphereOn->setChecked(settingState);
getSetting("_renderAvatarsOn", settingState, _renderAvatarsOn->isChecked());
_renderAvatarsOn->setChecked(settingState);
getSetting("_renderStatsOn", settingState, _renderStatsOn->isChecked());
_renderStatsOn->setChecked(settingState);
getSetting("_renderFrameTimerOn", settingState, _renderFrameTimerOn->isChecked());
_renderFrameTimerOn->setChecked(settingState);
getSetting("_renderLookatOn", settingState, _renderLookatOn->isChecked());
_renderLookatOn->setChecked(settingState);
getSetting("_logOn", settingState, _logOn->isChecked());
_logOn->setChecked(settingState);
getSetting("_frustumOn", settingState, _frustumOn->isChecked());
_frustumOn->setChecked(settingState);
getSetting("_viewFrustumFromOffset", settingState, _viewFrustumFromOffset->isChecked());
_viewFrustumFromOffset->setChecked(settingState);
getSetting("_cameraFrustum", settingState, _cameraFrustum->isChecked());
_cameraFrustum->setChecked(settingState);
}

View file

@ -11,8 +11,10 @@
#include <pthread.h>
#include <time.h>
#include <map>
#include <QApplication>
#include <QAction>
#include <AgentList.h>
@ -62,8 +64,61 @@ public:
void wheelEvent(QWheelEvent* event);
Avatar* getAvatar() { return &_myAvatar; }
Camera* getCamera() { return &_myCamera; }
VoxelSystem* getVoxels() { return &_voxels; }
Environment* getEnvironment() { return &_environment; }
bool shouldEchoAudio() { return _echoAudioMode->isChecked(); }
/*!
@fn getSettingBool
@brief A function for getting boolean settings from the settings file.
@param settingName The desired setting to get the value for.
@param boolSetting The referenced variable where the setting will be stored.
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to false.
*/
bool getSetting(const char* setting, bool &value, const bool defaultSetting = false) const;
/*!
@fn getSettingFloat
@brief A function for getting float settings from the settings file.
@param settingName The desired setting to get the value for.
@param floatSetting The referenced variable where the setting will be stored.
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to 0.0f.
*/
bool getSetting(const char* setting, float &value, const float defaultSetting = 0.0f) const;
/*!
@fn getSettingVec3
@brief A function for getting boolean settings from the settings file.
@param settingName The desired setting to get the value for.
@param vecSetting The referenced variable where the setting will be stored.
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to <0.0f, 0.0f, 0.0f>
*/
bool getSetting(const char* setting, glm::vec3 &value, const glm::vec3& defaultSetting = glm::vec3(0.0f, 0.0f, 0.0f)) const;
/*!
@fn setSettingBool
@brief A function for setting boolean setting values when saving the settings file.
@param settingName The desired setting to populate a value for.
@param boolSetting The value to set.
*/
void setSetting(const char* setting, const bool value);
/*!
@fn setSettingFloat
@brief A function for setting boolean setting values when saving the settings file.
@param settingName The desired setting to populate a value for.
@param floatSetting The value to set.
*/
void setSetting(const char* setting, const float value);
/*!
@fn setSettingVec3
@brief A function for setting boolean setting values when saving the settings file.
@param settingName The desired setting to populate a value for.
@param vecSetting The value to set.
*/
void setSetting(const char* setting, const glm::vec3& value);
private slots:
@ -134,10 +189,18 @@ private:
static void attachNewHeadToAgent(Agent *newAgent);
static void* networkReceive(void* args);
// These two functions are technically not necessary, but they help keep things in one place.
void readSettings(); //! This function is largely to help consolidate getting settings in one place.
void saveSettings(); //! This function is to consolidate any settings setting in one place.
void readSettingsFile(); //! This function reads data from the settings file, splitting data into key value pairs using '=' as a delimiter.
void saveSettingsFile(); //! This function writes all changes in the settings table to the settings file, serializing all settings added through the setSetting functions.
QMainWindow* _window;
QGLWidget* _glWidget;
QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
QAction* _echoAudioMode; // Are we asking the mixer to echo back our audio?
QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view
QAction* _showHeadMouse; // Whether the have the mouse near edge of screen move your view
@ -251,6 +314,12 @@ private:
int _packetsPerSecond;
int _bytesPerSecond;
int _bytesCount;
/*!
* Store settings in a map, storing keys and values as strings.
* Interpret values as needed on demand. through the appropriate getters and setters.
*/
std::map<std::string, std::string> _settingsTable;
};
#endif /* defined(__interface__Application__) */

View file

@ -116,7 +116,7 @@ int audioCallback (const void* inputBuffer,
printLog("got output\n");
}
if (inputLeft != NULL) {
if (agentList && inputLeft) {
// Measure the loudness of the signal from the microphone and store in audio object
float loudness = 0;
@ -143,7 +143,7 @@ int audioCallback (const void* inputBuffer,
unsigned char *currentPacketPtr = dataPacket + 1;
// memcpy the three float positions
memcpy(currentPacketPtr, &interfaceAvatar->getHeadPosition(), sizeof(float) * 3);
memcpy(currentPacketPtr, &interfaceAvatar->getHeadJointPosition(), sizeof(float) * 3);
currentPacketPtr += (sizeof(float) * 3);
// tell the mixer not to add additional attenuation to our source
@ -158,10 +158,10 @@ int audioCallback (const void* inputBuffer,
correctedYaw += 360;
}
if (parentAudio->_mixerLoopbackFlag) {
if (Application::getInstance()->shouldEchoAudio()) {
correctedYaw = correctedYaw > 0
? correctedYaw + AGENT_LOOPBACK_MODIFIER
: correctedYaw - AGENT_LOOPBACK_MODIFIER;
? correctedYaw + AGENT_LOOPBACK_MODIFIER
: correctedYaw - AGENT_LOOPBACK_MODIFIER;
}
memcpy(currentPacketPtr, &correctedYaw, sizeof(float));
@ -208,7 +208,7 @@ int audioCallback (const void* inputBuffer,
// if we haven't fired off the flange effect, check if we should
// TODO: lastMeasuredHeadYaw is now relative to body - check if this still works.
int lastYawMeasured = fabsf(interfaceAvatar->getLastMeasuredHeadYaw());
int lastYawMeasured = fabsf(interfaceAvatar->getHeadYawRate());
if (!::samplesLeftForFlange && lastYawMeasured > MIN_FLANGE_EFFECT_THRESHOLD) {
// we should flange for one second
@ -310,7 +310,6 @@ Audio::Audio(Oscilloscope* scope) :
NUM_AUDIO_CHANNELS * (SAMPLE_RATE / 1000.0)),
_wasStarved(0),
_lastInputLoudness(0),
_mixerLoopbackFlag(false),
_lastVelocity(0),
_lastAcceleration(0),
_totalPacketsReceived(0),
@ -457,7 +456,7 @@ void Audio::addReceivedAudioToBuffer(unsigned char* receivedData, int receivedBy
gettimeofday(&_firstPlaybackTime, NULL);
}
_ringBuffer.parseData((unsigned char *)receivedData, PACKET_LENGTH_BYTES);
_ringBuffer.parseData((unsigned char*) receivedData, PACKET_LENGTH_BYTES + sizeof(PACKET_HEADER));
_lastReceiveTime = currentReceiveTime;
}

View file

@ -24,8 +24,6 @@ public:
void render(int screenWidth, int screenHeight);
void setMixerLoopbackFlag(bool mixerLoopbackFlag) { _mixerLoopbackFlag = mixerLoopbackFlag; }
float getLastInputLoudness() const { return _lastInputLoudness; };
void setLastAcceleration(glm::vec3 lastAcceleration) { _lastAcceleration = lastAcceleration; };
@ -52,7 +50,6 @@ private:
short _jitterBufferSamples;
int _wasStarved;
float _lastInputLoudness;
bool _mixerLoopbackFlag;
glm::vec3 _lastVelocity;
glm::vec3 _lastAcceleration;
int _totalPacketsReceived;

File diff suppressed because it is too large Load diff

View file

@ -2,7 +2,6 @@
// Avatar.h
// interface
//
// Created by Philip Rosedale on 9/11/12.
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
@ -12,15 +11,49 @@
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <AvatarData.h>
#include <Orientation.h>
#include "world.h"
#include "AvatarTouch.h"
#include "InterfaceConfig.h"
#include "SerialInterface.h"
#include "Balls.h"
#include "Head.h"
#include "Skeleton.h"
#include "Transmitter.h"
enum AvatarBodyBallID
{
BODY_BALL_NULL = -1,
BODY_BALL_PELVIS,
BODY_BALL_TORSO,
BODY_BALL_CHEST,
BODY_BALL_NECK_BASE,
BODY_BALL_HEAD_BASE,
BODY_BALL_HEAD_TOP,
BODY_BALL_LEFT_COLLAR,
BODY_BALL_LEFT_SHOULDER,
BODY_BALL_LEFT_ELBOW,
BODY_BALL_LEFT_WRIST,
BODY_BALL_LEFT_FINGERTIPS,
BODY_BALL_RIGHT_COLLAR,
BODY_BALL_RIGHT_SHOULDER,
BODY_BALL_RIGHT_ELBOW,
BODY_BALL_RIGHT_WRIST,
BODY_BALL_RIGHT_FINGERTIPS,
BODY_BALL_LEFT_HIP,
BODY_BALL_LEFT_KNEE,
BODY_BALL_LEFT_HEEL,
BODY_BALL_LEFT_TOES,
BODY_BALL_RIGHT_HIP,
BODY_BALL_RIGHT_KNEE,
BODY_BALL_RIGHT_HEEL,
BODY_BALL_RIGHT_TOES,
//TEST!
//BODY_BALL_LEFT_MID_THIGH,
NUM_AVATAR_BODY_BALLS
};
enum DriveKeys
{
FWD = 0,
@ -31,98 +64,67 @@ enum DriveKeys
DOWN,
ROT_LEFT,
ROT_RIGHT,
MAX_DRIVE_KEYS
MAX_DRIVE_KEYS
};
enum AvatarMode
{
AVATAR_MODE_STANDING = 0,
AVATAR_MODE_WALKING,
AVATAR_MODE_INTERACTING,
NUM_AVATAR_MODES
AVATAR_MODE_STANDING = 0,
AVATAR_MODE_WALKING,
AVATAR_MODE_INTERACTING,
NUM_AVATAR_MODES
};
enum AvatarJointID
{
AVATAR_JOINT_NULL = -1,
AVATAR_JOINT_PELVIS,
AVATAR_JOINT_TORSO,
AVATAR_JOINT_CHEST,
AVATAR_JOINT_NECK_BASE,
AVATAR_JOINT_HEAD_BASE,
AVATAR_JOINT_HEAD_TOP,
AVATAR_JOINT_LEFT_COLLAR,
AVATAR_JOINT_LEFT_SHOULDER,
AVATAR_JOINT_LEFT_ELBOW,
AVATAR_JOINT_LEFT_WRIST,
AVATAR_JOINT_LEFT_FINGERTIPS,
AVATAR_JOINT_RIGHT_COLLAR,
AVATAR_JOINT_RIGHT_SHOULDER,
AVATAR_JOINT_RIGHT_ELBOW,
AVATAR_JOINT_RIGHT_WRIST,
AVATAR_JOINT_RIGHT_FINGERTIPS,
AVATAR_JOINT_LEFT_HIP,
AVATAR_JOINT_LEFT_KNEE,
AVATAR_JOINT_LEFT_HEEL,
AVATAR_JOINT_LEFT_TOES,
AVATAR_JOINT_RIGHT_HIP,
AVATAR_JOINT_RIGHT_KNEE,
AVATAR_JOINT_RIGHT_HEEL,
AVATAR_JOINT_RIGHT_TOES,
NUM_AVATAR_JOINTS
};
class Avatar : public AvatarData {
public:
Avatar(Agent* owningAgent = NULL);
~Avatar();
void reset();
void updateHeadFromGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
void setNoise (float mag) {_head.noise = mag;}
float getLastMeasuredHeadYaw() const {return _head.yawRate;}
float getBodyYaw() {return _bodyYaw;};
void addBodyYaw(float y) {_bodyYaw += y;};
void setGravity(glm::vec3 gravity);
void setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction );
bool getIsNearInteractingOther();
float getAbsoluteHeadYaw() const;
float getAbsoluteHeadPitch() const;
glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
const glm::vec3& getHeadPosition() const ; // get the position of the avatar's rigid body head
const glm::vec3& getSpringyHeadPosition() const ; // get the springy position of the avatar's head
const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].springyPosition; };
const glm::vec3& getBodyUpDirection() const { return _orientation.getUp(); };
float getSpeed() const { return _speed; }
const glm::vec3& getVelocity() const { return _velocity; };
float getGirth();
float getHeight() const { return _height; }
AvatarMode getMode() const { return _mode; }
Head& getHead() { return _head; }
void setMousePressed(bool pressed);
void render(bool lookingInMirror, glm::vec3 cameraPosition);
void renderBody(bool lookingInMirror);
void reset();
void simulate(float deltaTime, Transmitter* transmitter);
void setMovedHandOffset(glm::vec3 movedHandOffset) { _movedHandOffset = movedHandOffset; }
void updateArmIKAndConstraints( float deltaTime );
void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors); }
void updateHeadFromGyros(float frametime, SerialInterface * serialInterface);
void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
void addBodyYaw(float y) {_bodyYaw += y;};
void render(bool lookingInMirror);
//setters
void setMousePressed (bool mousePressed ) { _mousePressed = mousePressed;}
void setNoise (float mag ) { _head.noise = mag;}
void setMovedHandOffset (glm::vec3 movedHandOffset ) { _movedHandOffset = movedHandOffset;}
void setThrust (glm::vec3 newThrust ) { _thrust = newThrust; };
void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors);}
void setGravity (glm::vec3 gravity);
void setMouseRay (const glm::vec3 &origin, const glm::vec3 &direction);
void setOrientation (const glm::quat& orientation);
//getters
float getHeadYawRate () const { return _head.yawRate;}
float getBodyYaw () const { return _bodyYaw;}
bool getIsNearInteractingOther () const { return _avatarTouch.getAbleToReachOtherAvatar();}
const glm::vec3& getHeadJointPosition () const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position;}
const glm::vec3& getBallPosition (AvatarJointID j) const { return _bodyBall[j].position;}
glm::vec3 getBodyRightDirection () const { return getOrientation() * AVATAR_RIGHT; }
glm::vec3 getBodyUpDirection () const { return getOrientation() * AVATAR_UP; }
glm::vec3 getBodyFrontDirection () const { return getOrientation() * AVATAR_FRONT; }
const glm::vec3& getVelocity () const { return _velocity;}
float getSpeed () const { return _speed;}
float getHeight () const { return _height;}
AvatarMode getMode () const { return _mode;}
float getAbsoluteHeadYaw () const;
float getAbsoluteHeadPitch () const;
Head& getHead () {return _head; }
glm::quat getOrientation () const;
glm::quat getWorldAlignedOrientation() const;
// Set what driving keys are being pressed to control thrust levels
void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };
bool getDriveKeys(int key) { return _driveKeys[key]; };
// Set/Get update the thrust that will move the avatar around
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; };
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
glm::vec3 getThrust() { return _thrust; };
//read/write avatar data
void writeAvatarDataToFile();
void readAvatarDataFromFile();
@ -131,26 +133,23 @@ private:
Avatar(const Avatar&);
Avatar& operator= (const Avatar&);
struct AvatarJoint
struct AvatarBall
{
AvatarJointID parent; // which joint is this joint connected to?
glm::vec3 position; // the position at the "end" of the joint - in global space
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 springyVelocity; // used for special effects ( the velocity of the springy position)
float springBodyTightness; // how tightly the springy position tries to stay on the position
glm::quat rotation; // this will eventually replace yaw, pitch and roll (and maybe orientation)
float yaw; // the yaw Euler angle of the joint rotation off the parent
float pitch; // the pitch Euler angle of the joint rotation off the parent
float roll; // the roll Euler angle of the joint rotation off the parent
Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll
float length; // the length of vector connecting the joint and its parent
float radius; // used for detecting collisions for certain physical effects
bool isCollidable; // when false, the joint position will not register a collision
float touchForce; // if being touched, what's the degree of influence? (0 to 1)
AvatarJointID parentJoint; // the skeletal joint that serves as a reference for determining the position
glm::vec3 parentOffset; // a 3D vector in the frame of reference of the parent skeletal joint
AvatarBodyBallID parentBall; // the ball to which this ball is constrained for spring forces
glm::vec3 position; // the actual dynamic position of the ball at any given time
glm::vec3 velocity; // the velocity of the ball
float springLength; // the ideal length of the spring between this ball and its parentBall
float jointTightness; // how tightly the ball position attempts to stay at its ideal position (determined by parentOffset)
float radius; // the radius of the ball
bool isCollidable; // whether or not the ball responds to collisions
float touchForce; // a scalar determining the amount that the cursor (or hand) is penetrating the ball
};
Head _head;
Skeleton _skeleton;
bool _ballSpringsInitialized;
float _TEST_bigSphereRadius;
glm::vec3 _TEST_bigSpherePosition;
bool _mousePressed;
@ -158,16 +157,14 @@ private:
float _bodyYawDelta;
float _bodyRollDelta;
glm::vec3 _movedHandOffset;
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
AvatarJoint _joint[ NUM_AVATAR_JOINTS ];
AvatarBall _bodyBall[ NUM_AVATAR_BODY_BALLS ];
AvatarMode _mode;
glm::vec3 _cameraPosition;
glm::vec3 _handHoldingPosition;
glm::vec3 _velocity;
glm::vec3 _thrust;
glm::vec3 _thrust;
float _speed;
float _maxArmLength;
Orientation _orientation;
float _maxArmLength;
glm::quat _righting;
int _driveKeys[MAX_DRIVE_KEYS];
float _pelvisStandingHeight;
@ -177,6 +174,7 @@ private:
AvatarTouch _avatarTouch;
float _distanceToNearestAvatar; // How close is the nearest avatar?
glm::vec3 _gravity;
glm::vec3 _worldUpDirection;
glm::vec3 _mouseRayOrigin;
glm::vec3 _mouseRayDirection;
Avatar* _interactingOther;
@ -184,14 +182,17 @@ private:
bool _isMouseTurningRight;
// private methods...
void initializeSkeleton();
void updateSkeleton();
void initializeBodySprings();
void updateBodySprings( float deltaTime );
glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
void renderBody(bool lookingInMirror);
void initializeBodyBalls();
void resetBodyBalls();
void updateBodyBalls( float deltaTime );
void calculateBoneLengths();
void readSensors();
void updateHandMovementAndTouching(float deltaTime);
void updateAvatarCollisions(float deltaTime);
void updateArmIKAndConstraints( float deltaTime );
void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime );
void updateCollisionWithEnvironment();
void updateCollisionWithVoxels();

View file

@ -13,6 +13,7 @@
const float THREAD_RADIUS = 0.007;
const float HANDS_CLOSE_ENOUGH_TO_GRASP = 0.2;
const float AVATAR_FACING_THRESHOLD = -0.5f; // (-1 to 1) (larger value indicates narrower angle of influence
AvatarTouch::AvatarTouch() {
@ -27,61 +28,55 @@ AvatarTouch::AvatarTouch() {
_weAreHoldingHands = false;
_canReachToOtherAvatar = false;
_handsCloseEnoughToGrasp = false;
_hasInteractingOther = false;
for (int p=0; p<NUM_POINTS; p++) {
for (int p=0; p<NUM_PARTICLE_POINTS; p++) {
_point[p] = glm::vec3(0.0, 0.0, 0.0);
}
}
void AvatarTouch::setMyHandPosition(glm::vec3 position) {
_myHandPosition = position;
}
void AvatarTouch::setYourHandPosition(glm::vec3 position) {
_yourHandPosition = position;
}
void AvatarTouch::setMyBodyPosition(glm::vec3 position) {
_myBodyPosition = position;
}
void AvatarTouch::setYourBodyPosition(glm::vec3 position) {
_yourBodyPosition = position;
}
void AvatarTouch::setMyHandState(int state) {
_myHandState = state;
}
void AvatarTouch::setYourHandState(int state) {
_yourHandState = state;
}
void AvatarTouch::setReachableRadius(float r) {
_reachableRadius = r;
}
void AvatarTouch::simulate (float deltaTime) {
glm::vec3 vectorBetweenBodies = _yourBodyPosition - _myBodyPosition;
float distanceBetweenBodies = glm::length(vectorBetweenBodies);
_canReachToOtherAvatar = false; // default
if (distanceBetweenBodies < _reachableRadius) {
_vectorBetweenHands = _yourHandPosition - _myHandPosition;
if (_hasInteractingOther) {
glm::vec3 vectorBetweenBodies = _yourBodyPosition - _myBodyPosition;
float distanceBetweenBodies = glm::length(vectorBetweenBodies);
float distanceBetweenHands = glm::length(_vectorBetweenHands);
if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP) {
_handsCloseEnoughToGrasp = true;
} else {
_handsCloseEnoughToGrasp = false;
//KEEP THIS - it is another variation that we are considering getting rid of
//the following code take into account of the two avatars are facing each other
/*
glm::vec3 directionBetweenBodies = vectorBetweenBodies / distanceBetweenBodies;
bool facingEachOther = false;
glm::vec3 myFront = _myOrientation * AVATAR_FRONT;
glm::vec3 yourFront = _yourOrientation * AVATAR_FRONT;
if (( glm::dot(myFront, yourFront ) < -AVATAR_FACING_THRESHOLD) // we're facing each other
&& ( glm::dot(myFront, directionBetweenBodies ) > AVATAR_FACING_THRESHOLD)) { // I'm facing you
facingEachOther = true;
}
*/
_canReachToOtherAvatar = true;
} else {
_canReachToOtherAvatar = false;
}
if (distanceBetweenBodies < _reachableRadius)
{
_canReachToOtherAvatar = true;
_vectorBetweenHands = _yourHandPosition - _myHandPosition;
float distanceBetweenHands = glm::length(_vectorBetweenHands);
if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP) {
_handsCloseEnoughToGrasp = true;
} else {
_handsCloseEnoughToGrasp = false;
}
}
}
}
void AvatarTouch::render(glm::vec3 cameraPosition) {
if (_canReachToOtherAvatar) {
@ -92,7 +87,7 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
p.y = 0.0005f;
renderCircle(p, _reachableRadius, glm::vec3(0.0f, 1.0f, 0.0f), 30);
// show is we are golding hands...
// show if we are holding hands...
if (_weAreHoldingHands) {
renderBeamBetweenHands();
@ -147,7 +142,6 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
}
void AvatarTouch::renderBeamBetweenHands() {
glm::vec3 v1(_myHandPosition);
@ -161,9 +155,9 @@ void AvatarTouch::renderBeamBetweenHands() {
glEnd();
glColor3f(0.5f, 0.3f, 0.0f);
for (int p=0; p<NUM_POINTS; p++) {
for (int p=0; p<NUM_PARTICLE_POINTS; p++) {
_point[p] = _myHandPosition + _vectorBetweenHands * ((float)p / (float)NUM_POINTS);
_point[p] = _myHandPosition + _vectorBetweenHands * ((float)p / (float)NUM_PARTICLE_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);

View file

@ -9,6 +9,9 @@
#define __interface__AvatarTouch__
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <AvatarData.h>
enum AvatarHandState
{
@ -26,18 +29,18 @@ public:
void simulate(float deltaTime);
void render(glm::vec3 cameraPosition);
void setMyHandPosition (glm::vec3 position);
void setYourHandPosition(glm::vec3 position);
void setMyBodyPosition (glm::vec3 position);
void setYourBodyPosition(glm::vec3 position);
void setMyHandState (int state);
void setYourHandState (int state);
void setReachableRadius (float r);
void setAbleToReachOtherAvatar (bool a) {_canReachToOtherAvatar = a;}
void setHandsCloseEnoughToGrasp(bool h) {_handsCloseEnoughToGrasp = h;}
void setHoldingHands (bool h) {_weAreHoldingHands = h;}
void setHasInteractingOther(bool hasInteractingOther) { _hasInteractingOther = hasInteractingOther;}
void setMyHandPosition (glm::vec3 position ) { _myHandPosition = position;}
void setYourHandPosition (glm::vec3 position ) { _yourHandPosition = position;}
void setMyOrientation (glm::quat orientation ) { _myOrientation = orientation;}
void setYourOrientation (glm::quat orientation ) { _yourOrientation = orientation;}
void setMyBodyPosition (glm::vec3 position ) { _myBodyPosition = position;}
void setYourBodyPosition (glm::vec3 position ) { _yourBodyPosition = position;}
void setMyHandState (int state ) { _myHandState = state;}
void setYourHandState (int state ) { _yourHandState = state;}
void setReachableRadius (float radius ) { _reachableRadius = radius;}
void setHoldingHands (bool holding ) { _weAreHoldingHands = holding;}
bool getAbleToReachOtherAvatar () const {return _canReachToOtherAvatar; }
bool getHandsCloseEnoughToGrasp() const {return _handsCloseEnoughToGrasp;}
@ -45,20 +48,23 @@ public:
private:
static const int NUM_POINTS = 100;
static const int NUM_PARTICLE_POINTS = 100;
bool _weAreHoldingHands;
glm::vec3 _point [NUM_POINTS];
glm::vec3 _myBodyPosition;
glm::vec3 _yourBodyPosition;
glm::vec3 _myHandPosition;
glm::vec3 _yourHandPosition;
glm::vec3 _vectorBetweenHands;
int _myHandState;
int _yourHandState;
bool _canReachToOtherAvatar;
bool _handsCloseEnoughToGrasp;
float _reachableRadius;
bool _hasInteractingOther;
bool _weAreHoldingHands;
glm::vec3 _point [NUM_PARTICLE_POINTS];
glm::vec3 _myBodyPosition;
glm::vec3 _yourBodyPosition;
glm::vec3 _myHandPosition;
glm::vec3 _yourHandPosition;
glm::quat _myOrientation;
glm::quat _yourOrientation;
glm::vec3 _vectorBetweenHands;
int _myHandState;
int _yourHandState;
bool _canReachToOtherAvatar;
bool _handsCloseEnoughToGrasp;
float _reachableRadius;
void renderBeamBetweenHands();
};

View file

@ -4,56 +4,53 @@
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <glm/gtx/quaternion.hpp>
#include <SharedUtil.h>
#include <VoxelConstants.h>
#include <OculusManager.h>
// #include "Log.h"
#include "Log.h"
#include "Camera.h"
#include "Util.h"
const float MODE_SHIFT_RATE = 6.0f;
const float CAMERA_MINIMUM_MODE_SHIFT_RATE = 0.5f;
const float CAMERA_FIRST_PERSON_MODE_UP_SHIFT = 0.0f;
const float CAMERA_FIRST_PERSON_MODE_DISTANCE = 0.0f;
const float CAMERA_FIRST_PERSON_MODE_TIGHTNESS = 100.0f;
const float CAMERA_THIRD_PERSON_MODE_UP_SHIFT = -0.2f;
const float CAMERA_THIRD_PERSON_MODE_DISTANCE = 1.5f;
const float CAMERA_THIRD_PERSON_MODE_TIGHTNESS = 8.0f;
const float CAMERA_MIRROR_MODE_UP_SHIFT = 0.0f;
const float CAMERA_MIRROR_MODE_DISTANCE = 0.2f;
const float CAMERA_MIRROR_MODE_TIGHTNESS = 100.0f;
Camera::Camera() {
_needsToInitialize = true;
_frustumNeedsReshape = true;
_modeShift = 0.0;
_mode = CAMERA_MODE_THIRD_PERSON;
_tightness = 10.0; // default
_fieldOfView = 60.0; // default
_nearClip = 0.08; // default
_farClip = 50.0 * TREE_SCALE; // default
_yaw = 0.0;
_pitch = 0.0;
_roll = 0.0;
_upShift = 0.0;
_distance = 0.0;
_idealYaw = 0.0;
_idealPitch = 0.0;
_idealRoll = 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();
_attributes[CAMERA_MODE_FIRST_PERSON].upShift = CAMERA_DEFAULT_FIRST_PERSON_MODE_UP_SHIFT;
_attributes[CAMERA_MODE_FIRST_PERSON].distance = CAMERA_DEFAULT_FIRST_PERSON_MODE_DISTANCE;
_attributes[CAMERA_MODE_FIRST_PERSON].tightness = CAMERA_DEFAULT_FIRST_PERSON_MODE_TIGHTNESS;
_attributes[CAMERA_MODE_THIRD_PERSON].upShift = CAMERA_DEFAULT_THIRD_PERSON_MODE_UP_SHIFT;
_attributes[CAMERA_MODE_THIRD_PERSON].distance = CAMERA_DEFAULT_THIRD_PERSON_MODE_DISTANCE;
_attributes[CAMERA_MODE_THIRD_PERSON].tightness = CAMERA_DEFAULT_THIRD_PERSON_MODE_TIGHTNESS;
_attributes[CAMERA_MODE_MIRROR ].upShift = CAMERA_DEFAULT_MIRROR_MODE_UP_SHIFT;
_attributes[CAMERA_MODE_MIRROR ].distance = CAMERA_DEFAULT_MIRROR_MODE_DISTANCE;
_attributes[CAMERA_MODE_MIRROR ].tightness = CAMERA_DEFAULT_MIRROR_MODE_TIGHTNESS;
for (int m = 0; m < NUM_CAMERA_MODES; m ++) {
_previousAttributes[m].upShift = 0.0f;
_previousAttributes[m].distance = 0.0f;
_previousAttributes[m].tightness = 0.0f;
}
_modeShift = 1.0f;
_modeShiftRate = 1.0f;
_linearModeShift = 0.0f;
_mode = CAMERA_MODE_THIRD_PERSON;
_tightness = 10.0f; // default
_fieldOfView = 60.0f; // default
_nearClip = 0.08f; // default
_farClip = 50.0f * TREE_SCALE; // default
_upShift = 0.0f;
_distance = 0.0f;
_previousUpShift = 0.0f;
_previousDistance = 0.0f;
_previousTightness = 0.0f;
_newUpShift = 0.0f;
_newDistance = 0.0f;
_newTightness = 0.0f;
_targetPosition = glm::vec3(0.0f, 0.0f, 0.0f);
_position = glm::vec3(0.0f, 0.0f, 0.0f);
_idealPosition = glm::vec3(0.0f, 0.0f, 0.0f);
}
void Camera::update(float deltaTime) {
@ -62,60 +59,44 @@ void Camera::update(float deltaTime) {
// use iterative forces to push the camera towards the target position and angle
updateFollowMode(deltaTime);
}
// do this AFTER making any changes to yaw pitch and roll....
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 );
}
// use iterative forces to keep the camera at the desired position and angle
void Camera::updateFollowMode(float deltaTime) {
if (_modeShift < 1.0f) {
_modeShift += 5.0f * deltaTime;
if (_modeShift > 1.0f ) {
if (_linearModeShift < 1.0f) {
_linearModeShift += _modeShiftRate * deltaTime;
_modeShift = ONE_HALF - ONE_HALF * cosf(_linearModeShift * PIE );
_upShift = _previousUpShift * (1.0f - _modeShift) + _newUpShift * _modeShift;
_distance = _previousDistance * (1.0f - _modeShift) + _newDistance * _modeShift;
_tightness = _previousTightness * (1.0f - _modeShift) + _newTightness * _modeShift;
if (_linearModeShift > 1.0f ) {
_linearModeShift = 1.0f;
_modeShift = 1.0f;
_upShift = _newUpShift;
_distance = _newDistance;
_tightness = _newTightness;
}
}
// derive t from tightness
float t = _tightness * deltaTime;
float t = _tightness * _modeShift * deltaTime;
if (t > 1.0) {
t = 1.0;
}
// update Euler angles (before position!)
// update rotation (before position!)
if (_needsToInitialize || OculusManager::isConnected()) {
_yaw = _idealYaw;
_pitch = _idealPitch;
_roll = _idealRoll;
_rotation = _targetRotation;
} else {
// pull Euler angles towards ideal Euler angles
_yaw += (_idealYaw - _yaw ) * t;
_pitch += (_idealPitch - _pitch) * t;
_roll += (_idealRoll - _roll ) * t;
// pull rotation towards ideal
_rotation = safeMix(_rotation, _targetRotation, t);
}
_orientation.yaw (_yaw );
_orientation.pitch(_pitch);
_orientation.roll (_roll );
float radian = (_yaw / 180.0) * PIE;
// update _position
double x = -_distance * sin(radian);
double z = -_distance * cos(radian);
double y = _upShift;
_idealPosition = _targetPosition + glm::vec3(x, y, z);
_idealPosition = _targetPosition + _rotation * glm::vec3(0.0f, _upShift, _distance);
if (_needsToInitialize) {
_position = _idealPosition;
@ -124,36 +105,47 @@ void Camera::updateFollowMode(float deltaTime) {
// force position towards ideal position
_position += (_idealPosition - _position) * t;
}
float inverseModeShift = 1.0f - _modeShift;
_upShift = _attributes[_mode].upShift * _modeShift + _previousAttributes[_mode].upShift * inverseModeShift;
_distance = _attributes[_mode].distance * _modeShift + _previousAttributes[_mode].distance * inverseModeShift;
_upShift = _attributes[_mode].upShift * _modeShift + _previousAttributes[_mode].upShift * inverseModeShift;
}
void Camera::setMode(CameraMode m, CameraFollowingAttributes a) {
_previousAttributes[m].upShift = _attributes[m].upShift;
_previousAttributes[m].distance = _attributes[m].distance;
_previousAttributes[m].tightness = _attributes[m].tightness;
_attributes[m].upShift = a.upShift;
_attributes[m].distance = a.distance;
_attributes[m].tightness = a.tightness;
void Camera::setModeShiftRate ( float rate ) {
setMode(m);
_modeShiftRate = rate;
if (_modeShiftRate < CAMERA_MINIMUM_MODE_SHIFT_RATE ) {
_modeShiftRate = CAMERA_MINIMUM_MODE_SHIFT_RATE;
}
}
void Camera::setMode(CameraMode m) {
void Camera::setMode(CameraMode m) {
_mode = m;
_modeShift = 0.0;
_linearModeShift = 0.0;
_previousUpShift = _upShift;
_previousDistance = _distance;
_previousTightness = _tightness;
if (_mode == CAMERA_MODE_THIRD_PERSON) {
_newUpShift = CAMERA_THIRD_PERSON_MODE_UP_SHIFT;
_newDistance = CAMERA_THIRD_PERSON_MODE_DISTANCE;
_newTightness = CAMERA_THIRD_PERSON_MODE_TIGHTNESS;
} else if (_mode == CAMERA_MODE_FIRST_PERSON) {
_newUpShift = CAMERA_FIRST_PERSON_MODE_UP_SHIFT;
_newDistance = CAMERA_FIRST_PERSON_MODE_DISTANCE;
_newTightness = CAMERA_FIRST_PERSON_MODE_TIGHTNESS;
} else if (_mode == CAMERA_MODE_MIRROR) {
_newUpShift = CAMERA_MIRROR_MODE_UP_SHIFT;
_newDistance = CAMERA_MIRROR_MODE_DISTANCE;
_newTightness = CAMERA_MIRROR_MODE_TIGHTNESS;
}
}
void Camera::setTargetRotation( float yaw, float pitch, float roll ) {
_idealYaw = yaw;
_idealPitch = pitch;
_idealRoll = roll;
void Camera::setTargetRotation( const glm::quat& targetRotation ) {
_targetRotation = targetRotation;
}
void Camera::setFieldOfView(float f) {

View file

@ -8,7 +8,6 @@
#ifndef __interface__camera__
#define __interface__camera__
#include "Orientation.h"
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
@ -21,69 +20,45 @@ enum CameraMode
NUM_CAMERA_MODES
};
const float CAMERA_DEFAULT_FIRST_PERSON_MODE_UP_SHIFT = 0.0f;
const float CAMERA_DEFAULT_FIRST_PERSON_MODE_DISTANCE = 0.0f;
const float CAMERA_DEFAULT_FIRST_PERSON_MODE_TIGHTNESS = 100.0f;
const float CAMERA_DEFAULT_THIRD_PERSON_MODE_UP_SHIFT = -0.2f;
const float CAMERA_DEFAULT_THIRD_PERSON_MODE_DISTANCE = 1.5f;
const float CAMERA_DEFAULT_THIRD_PERSON_MODE_TIGHTNESS = 8.0f;
const float CAMERA_DEFAULT_MIRROR_MODE_UP_SHIFT = 0.0f;
const float CAMERA_DEFAULT_MIRROR_MODE_DISTANCE = 0.2f;
const float CAMERA_DEFAULT_MIRROR_MODE_TIGHTNESS = 100.0f;
class Camera
{
public:
Camera();
struct CameraFollowingAttributes
{
float upShift;
float distance;
float tightness;
};
void initialize(); // instantly put the camera at the ideal position and rotation.
void update( float deltaTime );
void setYaw ( float y ) { _yaw = y; }
void setPitch ( float p ) { _pitch = p; }
void setRoll ( float r ) { _roll = r; }
void setUpShift ( float u ) { _upShift = u; }
void setDistance ( float d ) { _distance = d; }
void setTargetPosition( glm::vec3 t ) { _targetPosition = t; }
void setTargetYaw ( float y ) { _idealYaw = y; }
void setPosition ( glm::vec3 p ) { _position = p; }
void setTightness ( float t ) { _tightness = t; }
void setTargetRotation( float yaw, float pitch, float roll );
void setUpShift ( float u ) { _upShift = u; }
void setDistance ( float d ) { _distance = d; }
void setTargetPosition( const glm::vec3& t ) { _targetPosition = t; }
void setPosition ( const glm::vec3& p ) { _position = p; }
void setTightness ( float t ) { _tightness = t; }
void setTargetRotation( const glm::quat& rotation );
void setMode ( CameraMode m );
void setMode ( CameraMode m, CameraFollowingAttributes attributes );
void setFieldOfView ( float f );
void setAspectRatio ( float a );
void setNearClip ( float n );
void setFarClip ( float f );
void setEyeOffsetPosition ( const glm::vec3& p);
void setEyeOffsetOrientation ( const glm::quat& o);
float getYaw () { return _yaw; }
float getPitch () { return _pitch; }
float getRoll () { return _roll; }
glm::vec3 getPosition () { return _position; }
Orientation getOrientation() { return _orientation; }
CameraMode getMode () { return _mode; }
float getFieldOfView() { return _fieldOfView; }
float getAspectRatio() { return _aspectRatio; }
float getNearClip () { return _nearClip; }
float getFarClip () { return _farClip; }
glm::vec3 getEyeOffsetPosition () { return _eyeOffsetPosition; }
glm::quat getEyeOffsetOrientation () { return _eyeOffsetOrientation; }
bool getFrustumNeedsReshape(); // call to find out if the view frustum needs to be reshaped
void setFrustumWasReshaped(); // call this after reshaping the view frustum.
void setMode ( CameraMode m );
void setModeShiftRate ( float r );
void setFieldOfView ( float f );
void setAspectRatio ( float a );
void setNearClip ( float n );
void setFarClip ( float f );
void setEyeOffsetPosition ( const glm::vec3& p );
void setEyeOffsetOrientation( const glm::quat& o );
const glm::vec3& getTargetPosition () { return _targetPosition; }
const glm::vec3& getPosition () { return _position; }
const glm::quat& getTargetRotation () { return _targetRotation; }
const glm::quat& getRotation () { return _rotation; }
CameraMode getMode () { return _mode; }
float getFieldOfView () { return _fieldOfView; }
float getAspectRatio () { return _aspectRatio; }
float getNearClip () { return _nearClip; }
float getFarClip () { return _farClip; }
const glm::vec3& getEyeOffsetPosition () { return _eyeOffsetPosition; }
const glm::quat& getEyeOffsetOrientation () { return _eyeOffsetOrientation; }
bool getFrustumNeedsReshape(); // call to find out if the view frustum needs to be reshaped
void setFrustumWasReshaped(); // call this after reshaping the view frustum.
private:
@ -99,22 +74,21 @@ private:
float _farClip;
glm::vec3 _eyeOffsetPosition;
glm::quat _eyeOffsetOrientation;
float _yaw;
float _pitch;
float _roll;
glm::quat _rotation;
glm::quat _targetRotation;
float _upShift;
float _idealYaw;
float _idealPitch;
float _idealRoll;
float _distance;
float _tightness;
Orientation _orientation;
float _previousUpShift;
float _previousDistance;
float _previousTightness;
float _newUpShift;
float _newDistance;
float _newTightness;
float _modeShift;
float _linearModeShift;
float _modeShiftRate;
CameraFollowingAttributes _attributes[NUM_CAMERA_MODES];
CameraFollowingAttributes _previousAttributes[NUM_CAMERA_MODES];
void generateOrientation();
void updateFollowMode( float deltaTime );
};

View file

@ -58,11 +58,17 @@ void Environment::renderAtmospheres(Camera& camera) {
}
glm::vec3 Environment::getGravity (const glm::vec3& position) {
// the "original gravity"
glm::vec3 gravity;
if (position.x > 0.0f && position.x < 10.0f && position.y > 0.0f &&
position.y < 3.0f && position.z > 0.0f && position.z < 10.0f) {
gravity = glm::vec3(0.0f, -1.0f, 0.0f);
//
// 'Default' gravity pulls you downward in Y when you are near the X/Z plane
const glm::vec3 DEFAULT_GRAVITY(0.f, -1.f, 0.f);
glm::vec3 gravity(DEFAULT_GRAVITY);
float DEFAULT_SURFACE_RADIUS = 30.f;
float gravityStrength;
// Weaken gravity with height
if (position.y > 0.f) {
gravityStrength = 1.f / powf((DEFAULT_SURFACE_RADIUS + position.y) / DEFAULT_SURFACE_RADIUS, 2.f);
gravity *= gravityStrength;
}
// get the lock for the duration of the call
@ -71,11 +77,18 @@ glm::vec3 Environment::getGravity (const glm::vec3& position) {
foreach (const ServerData& serverData, _data) {
foreach (const EnvironmentData& environmentData, serverData) {
glm::vec3 vector = environmentData.getAtmosphereCenter() - position;
if (glm::length(vector) < environmentData.getAtmosphereOuterRadius()) {
float surfaceRadius = environmentData.getAtmosphereInnerRadius();
if (glm::length(vector) <= surfaceRadius) {
// At or inside a planet, gravity is as set for the planet
gravity += glm::normalize(vector) * environmentData.getGravity();
} else {
// Outside a planet, the gravity falls off with distance
gravityStrength = 1.f / powf(glm::length(vector) / surfaceRadius, 2.f);
gravity += glm::normalize(vector) * environmentData.getGravity() * gravityStrength;
}
}
}
return gravity;
}
@ -101,13 +114,7 @@ const EnvironmentData Environment::getClosestData(const glm::vec3& position) {
bool Environment::findCapsulePenetration(const glm::vec3& start, const glm::vec3& end,
float radius, glm::vec3& penetration) {
// collide with the "floor"
bool found = false;
penetration = glm::vec3(0.0f, 0.0f, 0.0f);
float floorDist = qMin(start.y, end.y) - radius;
if (floorDist < 0.0f) {
penetration.y = -floorDist;
found = true;
}
bool found = findCapsulePlanePenetration(start, end, radius, glm::vec4(0.0f, 1.0f, 0.0f, 0.0f), penetration);
// get the lock for the duration of the call
QMutexLocker locker(&_mutex);
@ -117,11 +124,10 @@ bool Environment::findCapsulePenetration(const glm::vec3& start, const glm::vec3
if (environmentData.getGravity() == 0.0f) {
continue; // don't bother colliding with gravity-less environments
}
glm::vec3 vector = computeVectorFromPointToSegment(environmentData.getAtmosphereCenter(), start, end);
float vectorLength = glm::length(vector);
float distance = vectorLength - environmentData.getAtmosphereInnerRadius() - radius;
if (distance < 0.0f) {
penetration += vector * (-distance / vectorLength);
glm::vec3 environmentPenetration;
if (findCapsuleSpherePenetration(start, end, radius, environmentData.getAtmosphereCenter(),
environmentData.getAtmosphereInnerRadius(), environmentPenetration)) {
penetration = addPenetrations(penetration, environmentPenetration);
found = true;
}
}

View file

@ -4,6 +4,8 @@
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <glm/gtx/quaternion.hpp>
#include "Avatar.h"
#include "Head.h"
#include "Util.h"
#include <vector>
@ -13,17 +15,16 @@
using namespace std;
const int MOHAWK_TRIANGLES = 50;
const bool USING_PHYSICAL_MOHAWK = true;
const float EYE_RIGHT_OFFSET = 0.27f;
const float EYE_UP_OFFSET = 0.36f;
const float EYE_FRONT_OFFSET = 0.8f;
const float EAR_RIGHT_OFFSET = 1.0;
const float MOUTH_FRONT_OFFSET = 0.9f;
const float MOUTH_UP_OFFSET = -0.3f;
const float HEAD_MOTION_DECAY = 0.1;
const float MINIMUM_EYE_ROTATION_DOT = 0.5f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off
const float EYEBALL_RADIUS = 0.017;
const float EYEBALL_COLOR[3] = { 0.9f, 0.9f, 0.8f };
const float HAIR_COLOR[3] = { 0.8f, 0.6f, 0.5f };
const float HAIR_SPRING_FORCE = 10.0f;
const float HAIR_TORQUE_FORCE = 0.1f;
const float HAIR_GRAVITY_FORCE = 0.05f;
@ -41,8 +42,8 @@ vector<unsigned char> irisTexture;
Head::Head(Avatar* owningAvatar) :
HeadData((AvatarData*)owningAvatar),
yawRate(0.0f),
_renderAlpha(0.0),
_returnHeadToCenter(false),
_audioLoudness(0.0f),
_skinColor(0.0f, 0.0f, 0.0f),
_position(0.0f, 0.0f, 0.0f),
_rotation(0.0f, 0.0f, 0.0f),
@ -62,37 +63,43 @@ Head::Head(Avatar* owningAvatar) :
_audioAttack(0.0f),
_returnSpringScale(1.0f),
_bodyRotation(0.0f, 0.0f, 0.0f),
_lookingInMirror(false),
_renderLookatVectors(false),
_mohawkTriangleFan(NULL),
_mohawkColors(NULL) {
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
_hairTuft[t].length = HAIR_LENGTH;
_hairTuft[t].thickness = HAIR_THICKNESS;
_hairTuft[t].basePosition = glm::vec3(0.0f, 0.0f, 0.0f);
_hairTuft[t].basePosition = glm::vec3(0.0f, 0.0f, 0.0f);
_hairTuft[t].midPosition = glm::vec3(0.0f, 0.0f, 0.0f);
_hairTuft[t].endPosition = glm::vec3(0.0f, 0.0f, 0.0f);
_hairTuft[t].midVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
_hairTuft[t].endVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
}
_mohawkColors(NULL)
{
if (USING_PHYSICAL_MOHAWK) {
resetHairPhysics();
}
}
void Head::reset() {
_yaw = _pitch = _roll = 0.0f;
_leanForward = _leanSideways = 0.0f;
if (USING_PHYSICAL_MOHAWK) {
resetHairPhysics();
}
}
void Head::resetHairPhysics() {
glm::vec3 up = getUpDirection();
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
_hairTuft[t].basePosition = _position + _orientation.getUp() * _scale * 0.9f;
_hairTuft[t].midPosition = _hairTuft[t].basePosition + _orientation.getUp() * _hairTuft[t].length * ONE_HALF;
_hairTuft[t].endPosition = _hairTuft[t].midPosition + _orientation.getUp() * _hairTuft[t].length * ONE_HALF;
_hairTuft[t].length = HAIR_LENGTH;
_hairTuft[t].thickness = HAIR_THICKNESS;
_hairTuft[t].basePosition = _position + up * _scale * 0.9f;
_hairTuft[t].midPosition = _hairTuft[t].basePosition + up * _hairTuft[t].length * ONE_HALF;
_hairTuft[t].endPosition = _hairTuft[t].midPosition + up * _hairTuft[t].length * ONE_HALF;
_hairTuft[t].midVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
_hairTuft[t].endVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
}
}
void Head::simulate(float deltaTime, bool isMine) {
const float HEAD_MOTION_DECAY = 0.00;
@ -141,7 +148,9 @@ void Head::simulate(float deltaTime, bool isMine) {
// based on the nature of the lookat position, determine if the eyes can look / are looking at it.
determineIfLookingAtSomething();
updateHair(deltaTime);
if (USING_PHYSICAL_MOHAWK) {
updateHairPhysics(deltaTime);
}
}
void Head::determineIfLookingAtSomething() {
@ -150,7 +159,7 @@ void Head::determineIfLookingAtSomething() {
_lookingAtSomething = false;
} else {
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - caclulateAverageEyePosition());
float dot = glm::dot(targetLookatAxis, _orientation.getFront());
float dot = glm::dot(targetLookatAxis, getFrontDirection());
if (dot < MINIMUM_EYE_ROTATION_DOT) { // too far off from center for the eyes to rotate
_lookingAtSomething = false;
} else {
@ -159,67 +168,60 @@ void Head::determineIfLookingAtSomething() {
}
}
void Head::calculateGeometry(bool lookingInMirror) {
//generate orientation directions based on Euler angles...
float pitch = _pitch;
float yaw = _yaw;
float roll = _roll;
if (lookingInMirror) {
yaw = -_yaw;
roll = -_roll;
}
_orientation.setToIdentity();
_orientation.roll (_bodyRotation.z + roll );
_orientation.pitch(_bodyRotation.x + pitch);
_orientation.yaw (_bodyRotation.y + yaw );
void Head::calculateGeometry() {
//generate orientation directions
glm::quat orientation = getOrientation();
glm::vec3 right = orientation * AVATAR_RIGHT;
glm::vec3 up = orientation * AVATAR_UP;
glm::vec3 front = orientation * AVATAR_FRONT;
//calculate the eye positions
_leftEyePosition = _position
- _orientation.getRight() * _scale * EYE_RIGHT_OFFSET
+ _orientation.getUp () * _scale * EYE_UP_OFFSET
+ _orientation.getFront() * _scale * EYE_FRONT_OFFSET;
- right * _scale * EYE_RIGHT_OFFSET
+ up * _scale * EYE_UP_OFFSET
+ front * _scale * EYE_FRONT_OFFSET;
_rightEyePosition = _position
+ _orientation.getRight() * _scale * EYE_RIGHT_OFFSET
+ _orientation.getUp () * _scale * EYE_UP_OFFSET
+ _orientation.getFront() * _scale * EYE_FRONT_OFFSET;
+ right * _scale * EYE_RIGHT_OFFSET
+ up * _scale * EYE_UP_OFFSET
+ front * _scale * EYE_FRONT_OFFSET;
//calculate the eyebrow positions
_leftEyeBrowPosition = _leftEyePosition;
_rightEyeBrowPosition = _rightEyePosition;
//calculate the ear positions
_leftEarPosition = _position - _orientation.getRight() * _scale * EAR_RIGHT_OFFSET;
_rightEarPosition = _position + _orientation.getRight() * _scale * EAR_RIGHT_OFFSET;
_leftEarPosition = _position - right * _scale * EAR_RIGHT_OFFSET;
_rightEarPosition = _position + right * _scale * EAR_RIGHT_OFFSET;
//calculate the mouth position
_mouthPosition = _position + _orientation.getUp () * _scale * MOUTH_UP_OFFSET
+ _orientation.getFront() * _scale * MOUTH_FRONT_OFFSET;
_mouthPosition = _position + up * _scale * MOUTH_UP_OFFSET
+ front * _scale;
}
void Head::render(bool lookingInMirror, glm::vec3 cameraPosition) {
void Head::render(bool lookingInMirror, glm::vec3 cameraPosition, float alpha) {
calculateGeometry(lookingInMirror);
_renderAlpha = alpha;
_lookingInMirror = lookingInMirror;
calculateGeometry();
glEnable(GL_DEPTH_TEST);
glEnable(GL_RESCALE_NORMAL);
renderMohawk(lookingInMirror);
renderMohawk(cameraPosition);
renderHeadSphere();
renderEyeBalls();
renderEars();
renderMouth();
renderEyeBrows();
renderHair(cameraPosition);
if (_renderLookatVectors && _lookingAtSomething) {
renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
}
}
void Head::createMohawk() {
uint16_t agentId = 0;
if (_owningAvatar->getOwningAgent()) {
@ -251,14 +253,46 @@ void Head::createMohawk() {
}
}
void Head::renderMohawk(bool lookingInMirror) {
void Head::renderMohawk(glm::vec3 cameraPosition) {
if (!_mohawkTriangleFan) {
createMohawk();
}
if (USING_PHYSICAL_MOHAWK) {
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
glm::vec3 baseAxis = _hairTuft[t].midPosition - _hairTuft[t].basePosition;
glm::vec3 midAxis = _hairTuft[t].endPosition - _hairTuft[t].midPosition;
glm::vec3 viewVector = _hairTuft[t].basePosition - cameraPosition;
glm::vec3 basePerpendicular = glm::normalize(glm::cross(baseAxis, viewVector));
glm::vec3 midPerpendicular = glm::normalize(glm::cross(midAxis, viewVector));
glm::vec3 base1 = _hairTuft[t].basePosition - basePerpendicular * _hairTuft[t].thickness * ONE_HALF;
glm::vec3 base2 = _hairTuft[t].basePosition + basePerpendicular * _hairTuft[t].thickness * ONE_HALF;
glm::vec3 mid1 = _hairTuft[t].midPosition - midPerpendicular * _hairTuft[t].thickness * ONE_HALF * ONE_HALF;
glm::vec3 mid2 = _hairTuft[t].midPosition + midPerpendicular * _hairTuft[t].thickness * ONE_HALF * ONE_HALF;
glColor3f(_mohawkColors[t].x, _mohawkColors[t].y, _mohawkColors[t].z);
glBegin(GL_TRIANGLES);
glVertex3f(base1.x, base1.y, base1.z );
glVertex3f(base2.x, base2.y, base2.z );
glVertex3f(mid1.x, mid1.y, mid1.z );
glVertex3f(base2.x, base2.y, base2.z );
glVertex3f(mid1.x, mid1.y, mid1.z );
glVertex3f(mid2.x, mid2.y, mid2.z );
glVertex3f(mid1.x, mid1.y, mid1.z );
glVertex3f(mid2.x, mid2.y, mid2.z );
glVertex3f(_hairTuft[t].endPosition.x, _hairTuft[t].endPosition.y, _hairTuft[t].endPosition.z );
glEnd();
}
} else {
glPushMatrix();
glTranslatef(_position.x, _position.y, _position.z);
glRotatef((lookingInMirror ? (_bodyRotation.y - _yaw) : (_bodyRotation.y + _yaw)), 0, 1, 0);
glRotatef(lookingInMirror ? _roll: -_roll, 0, 0, 1);
glRotatef((_lookingInMirror ? (_bodyRotation.y - _yaw) : (_bodyRotation.y + _yaw)), 0, 1, 0);
glRotatef(_lookingInMirror ? _roll: -_roll, 0, 0, 1);
glRotatef(-_pitch - _bodyRotation.x, 1, 0, 0);
glBegin(GL_TRIANGLE_FAN);
@ -269,15 +303,25 @@ void Head::renderMohawk(bool lookingInMirror) {
}
glEnd();
glPopMatrix();
}
}
}
glm::quat Head::getOrientation() const {
return glm::quat(glm::radians(_bodyRotation)) * glm::quat(glm::radians(_lookingInMirror ?
glm::vec3(_pitch, -_yaw, -_roll) : glm::vec3(_pitch, _yaw, _roll)));
}
glm::quat Head::getWorldAlignedOrientation () const {
Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
return owningAvatar->getWorldAlignedOrientation() * glm::quat(glm::radians(_lookingInMirror ?
glm::vec3(_pitch, -_yaw, -_roll) : glm::vec3(_pitch, _yaw, _roll)));
}
void Head::renderHeadSphere() {
glPushMatrix();
glTranslatef(_position.x, _position.y, _position.z); //translate to head position
glScalef(_scale, _scale, _scale); //scale to head size
glColor3f(_skinColor.x, _skinColor.y, _skinColor.z);
glColor4f(_skinColor.x, _skinColor.y, _skinColor.z, _renderAlpha);
glutSolidSphere(1, 30, 30);
glPopMatrix();
}
@ -285,13 +329,13 @@ void Head::renderHeadSphere() {
void Head::renderEars() {
glPushMatrix();
glColor3f(_skinColor.x, _skinColor.y, _skinColor.z);
glColor4f(_skinColor.x, _skinColor.y, _skinColor.z, _renderAlpha);
glTranslatef(_leftEarPosition.x, _leftEarPosition.y, _leftEarPosition.z);
glutSolidSphere(0.02, 30, 30);
glPopMatrix();
glPushMatrix();
glColor3f(_skinColor.x, _skinColor.y, _skinColor.z);
glColor4f(_skinColor.x, _skinColor.y, _skinColor.z, _renderAlpha);
glTranslatef(_rightEarPosition.x, _rightEarPosition.y, _rightEarPosition.z);
glutSolidSphere(0.02, 30, 30);
glPopMatrix();
@ -301,10 +345,16 @@ void Head::renderMouth() {
float s = sqrt(_averageLoudness);
glm::vec3 r = _orientation.getRight() * _scale * (0.30f + s * 0.0014f );
glm::vec3 u = _orientation.getUp () * _scale * (0.05f + s * 0.0040f );
glm::vec3 f = _orientation.getFront() * _scale * 0.09f;
glm::quat orientation = getOrientation();
glm::vec3 right = orientation * AVATAR_RIGHT;
glm::vec3 up = orientation * AVATAR_UP;
glm::vec3 front = orientation * AVATAR_FRONT;
glm::vec3 r = right * _scale * (0.30f + s * 0.0014f );
glm::vec3 u = up * _scale * (0.05f + s * 0.0040f );
glm::vec3 f = front * _scale * 0.09f;
glm::vec3 middle = _mouthPosition;
glm::vec3 leftCorner = _mouthPosition - r * 1.0f;
glm::vec3 rightCorner = _mouthPosition + r * 1.0f;
glm::vec3 leftTop = _mouthPosition - r * 0.4f + u * 0.7f + f;
@ -313,14 +363,17 @@ void Head::renderMouth() {
glm::vec3 rightBottom = _mouthPosition + r * 0.4f - u * 1.0f + f * 0.7f;
// constrain all mouth vertices to a sphere slightly larger than the head...
float constrainedRadius = _scale + 0.001f;
const float MOUTH_OFFSET_OFF_FACE = 0.003f;
float constrainedRadius = _scale + MOUTH_OFFSET_OFF_FACE;
middle = _position + glm::normalize(middle - _position) * constrainedRadius;
leftCorner = _position + glm::normalize(leftCorner - _position) * constrainedRadius;
rightCorner = _position + glm::normalize(rightCorner - _position) * constrainedRadius;
leftTop = _position + glm::normalize(leftTop - _position) * constrainedRadius;
rightTop = _position + glm::normalize(rightTop - _position) * constrainedRadius;
leftBottom = _position + glm::normalize(leftBottom - _position) * constrainedRadius;
rightBottom = _position + glm::normalize(rightBottom - _position) * constrainedRadius;
glColor3f(0.2f, 0.0f, 0.0f);
glBegin(GL_TRIANGLES);
@ -328,10 +381,16 @@ void Head::renderMouth() {
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
glVertex3f(leftTop.x, leftTop.y, leftTop.z );
glVertex3f(leftTop.x, leftTop.y, leftTop.z );
glVertex3f(middle.x, middle.y, middle.z );
glVertex3f(rightTop.x, rightTop.y, rightTop.z );
glVertex3f(leftTop.x, leftTop.y, leftTop.z );
glVertex3f(middle.x, middle.y, middle.z );
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
glVertex3f(middle.x, middle.y, middle.z );
glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z);
glVertex3f(rightTop.x, rightTop.y, rightTop.z );
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
glVertex3f(middle.x, middle.y, middle.z );
glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z);
glVertex3f(rightTop.x, rightTop.y, rightTop.z );
glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z);
@ -353,11 +412,16 @@ void Head::renderEyeBrows() {
glm::vec3 rightTop = _leftEyePosition;
glm::vec3 leftBottom = _leftEyePosition;
glm::vec3 rightBottom = _leftEyePosition;
glm::vec3 r = _orientation.getRight() * length;
glm::vec3 u = _orientation.getUp() * height;
glm::vec3 t = _orientation.getUp() * (height + width);
glm::vec3 f = _orientation.getFront() * _scale * -0.1f;
glm::quat orientation = getOrientation();
glm::vec3 right = orientation * AVATAR_RIGHT;
glm::vec3 up = orientation * AVATAR_UP;
glm::vec3 front = orientation * AVATAR_FRONT;
glm::vec3 r = right * length;
glm::vec3 u = up * height;
glm::vec3 t = up * (height + width);
glm::vec3 f = front * _scale * -0.1f;
for (int i = 0; i < 2; i++) {
@ -425,6 +489,8 @@ void Head::renderEyeBalls() {
gluSphere(irisQuadric, EYEBALL_RADIUS, 30, 30);
glPopMatrix();
glm::vec3 front = getFrontDirection();
// render left iris
glPushMatrix(); {
glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z); //translate to eyeball position
@ -435,20 +501,20 @@ void Head::renderEyeBalls() {
//rotate the eyeball to aim towards the lookat position
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _leftEyePosition); // the lookat direction
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, AVATAR_UP);
float angle = 180.0f - angleBetween(targetLookatAxis, AVATAR_UP);
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
glRotatef(180.0, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
} else {
//rotate the eyeball to aim straight ahead
glm::vec3 rotationAxisToHeadFront = glm::cross(_orientation.getFront(), IDENTITY_UP);
float angleToHeadFront = 180.0f - angleBetween(_orientation.getFront(), IDENTITY_UP);
glm::vec3 rotationAxisToHeadFront = glm::cross(front, AVATAR_UP);
float angleToHeadFront = 180.0f - angleBetween(front, AVATAR_UP);
glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z);
//set the amount of roll (for correction after previous rotations)
float rollRotation = angleBetween(_orientation.getFront(), IDENTITY_FRONT);
float dot = glm::dot(_orientation.getFront(), -IDENTITY_RIGHT);
float rollRotation = angleBetween(front, AVATAR_FRONT);
float dot = glm::dot(front, -AVATAR_RIGHT);
if ( dot < 0.0f ) { rollRotation = -rollRotation; }
glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
}
@ -479,21 +545,21 @@ void Head::renderEyeBalls() {
//rotate the eyeball to aim towards the lookat position
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _rightEyePosition);
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, AVATAR_UP);
float angle = 180.0f - angleBetween(targetLookatAxis, AVATAR_UP);
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
glRotatef(180.0f, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
} else {
//rotate the eyeball to aim straight ahead
glm::vec3 rotationAxisToHeadFront = glm::cross(_orientation.getFront(), IDENTITY_UP);
float angleToHeadFront = 180.0f - angleBetween(_orientation.getFront(), IDENTITY_UP);
glm::vec3 rotationAxisToHeadFront = glm::cross(front, AVATAR_UP);
float angleToHeadFront = 180.0f - angleBetween(front, AVATAR_UP);
glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z);
//set the amount of roll (for correction after previous rotations)
float rollRotation = angleBetween(_orientation.getFront(), IDENTITY_FRONT);
float dot = glm::dot(_orientation.getFront(), -IDENTITY_RIGHT);
float rollRotation = angleBetween(front, AVATAR_FRONT);
float dot = glm::dot(front, -AVATAR_RIGHT);
if ( dot < 0.0f ) { rollRotation = -rollRotation; }
glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
}
@ -526,7 +592,12 @@ void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosi
}
void Head::updateHair(float deltaTime) {
void Head::updateHairPhysics(float deltaTime) {
glm::quat orientation = getOrientation();
glm::vec3 right = orientation * AVATAR_RIGHT;
glm::vec3 up = orientation * AVATAR_UP;
glm::vec3 front = orientation * AVATAR_FRONT;
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
@ -536,8 +607,8 @@ void Head::updateHair(float deltaTime) {
float radian = angle * PI_OVER_180;
glm::vec3 baseDirection
= _orientation.getFront() * sinf(radian)
+ _orientation.getUp() * cosf(radian);
= front * sinf(radian)
+ up * cosf(radian);
_hairTuft[t].basePosition = _position + _scale * 0.9f * baseDirection;
@ -553,13 +624,13 @@ void Head::updateHair(float deltaTime) {
if (midLength > 0.0f) {
midDirection = midAxis / midLength;
} else {
midDirection = _orientation.getUp();
midDirection = up;
}
if (endLength > 0.0f) {
endDirection = endAxis / endLength;
} else {
endDirection = _orientation.getUp();
endDirection = up;
}
// add spring force
@ -604,13 +675,13 @@ void Head::updateHair(float deltaTime) {
if (newMidLength > 0.0f) {
newMidDirection = newMidVector/newMidLength;
} else {
newMidDirection = _orientation.getUp();
newMidDirection = up;
}
if (newEndLength > 0.0f) {
newEndDirection = newEndVector/newEndLength;
} else {
newEndDirection = _orientation.getUp();
newEndDirection = up;
}
_hairTuft[t].endPosition = _hairTuft[t].midPosition + newEndDirection * _hairTuft[t].length * ONE_HALF;
@ -618,41 +689,3 @@ void Head::updateHair(float deltaTime) {
}
}
void Head::renderHair(glm::vec3 cameraPosition) {
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
glm::vec3 baseAxis = _hairTuft[t].midPosition - _hairTuft[t].basePosition;
glm::vec3 midAxis = _hairTuft[t].endPosition - _hairTuft[t].midPosition;
glm::vec3 viewVector = _hairTuft[t].basePosition - cameraPosition;
glm::vec3 basePerpendicular = glm::normalize(glm::cross(baseAxis, viewVector));
glm::vec3 midPerpendicular = glm::normalize(glm::cross(midAxis, viewVector));
glm::vec3 base1 = _hairTuft[t].basePosition - basePerpendicular * _hairTuft[t].thickness * ONE_HALF;
glm::vec3 base2 = _hairTuft[t].basePosition + basePerpendicular * _hairTuft[t].thickness * ONE_HALF;
glm::vec3 mid1 = _hairTuft[t].midPosition - midPerpendicular * _hairTuft[t].thickness * ONE_HALF * ONE_HALF;
glm::vec3 mid2 = _hairTuft[t].midPosition + midPerpendicular * _hairTuft[t].thickness * ONE_HALF * ONE_HALF;
glColor3fv(HAIR_COLOR);
glBegin(GL_TRIANGLES);
glVertex3f(base1.x, base1.y, base1.z );
glVertex3f(base2.x, base2.y, base2.z );
glVertex3f(mid1.x, mid1.y, mid1.z );
glVertex3f(base2.x, base2.y, base2.z );
glVertex3f(mid1.x, mid1.y, mid1.z );
glVertex3f(mid2.x, mid2.y, mid2.z );
glVertex3f(mid1.x, mid1.y, mid1.z );
glVertex3f(mid2.x, mid2.y, mid2.z );
glVertex3f(_hairTuft[t].endPosition.x, _hairTuft[t].endPosition.y, _hairTuft[t].endPosition.z );
glEnd();
}
}

View file

@ -14,7 +14,6 @@
#include "world.h"
#include "InterfaceConfig.h"
#include "SerialInterface.h"
#include "Orientation.h"
#include <SharedUtil.h>
enum eyeContactTargets
@ -25,7 +24,6 @@ enum eyeContactTargets
};
const int NUM_HAIR_TUFTS = 4;
const int NUM_HAIR_SEGMENTS = 4;
class Avatar;
@ -35,8 +33,8 @@ public:
void reset();
void simulate(float deltaTime, bool isMine);
void render(bool lookingInMirror, glm::vec3 cameraPosition);
void renderMohawk(bool lookingInMirror);
void render(bool lookingInMirror, glm::vec3 cameraPosition, float alpha);
void renderMohawk(glm::vec3 cameraPosition);
void setScale (float scale ) { _scale = scale; }
void setPosition (glm::vec3 position ) { _position = position; }
@ -45,10 +43,16 @@ public:
void setSkinColor (glm::vec3 skinColor ) { _skinColor = skinColor; }
void setSpringScale (float returnSpringScale ) { _returnSpringScale = returnSpringScale; }
void setAverageLoudness(float averageLoudness ) { _averageLoudness = averageLoudness; }
void setAudioLoudness (float audioLoudness ) { _audioLoudness = audioLoudness; }
void setReturnToCenter (bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; }
void setRenderLookatVectors(bool onOff ) { _renderLookatVectors = onOff; }
glm::quat getOrientation() const;
glm::quat getWorldAlignedOrientation () const;
glm::vec3 getRightDirection() const { return getOrientation() * AVATAR_RIGHT; }
glm::vec3 getUpDirection () const { return getOrientation() * AVATAR_UP; }
glm::vec3 getFrontDirection() const { return getOrientation() * AVATAR_FRONT; }
const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
float getAverageLoudness() {return _averageLoudness;};
glm::vec3 caclulateAverageEyePosition() { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; }
@ -73,8 +77,8 @@ private:
glm::vec3 endVelocity;
};
float _renderAlpha;
bool _returnHeadToCenter;
float _audioLoudness;
glm::vec3 _skinColor;
glm::vec3 _position;
glm::vec3 _rotation;
@ -93,8 +97,8 @@ private:
float _averageLoudness;
float _audioAttack;
float _returnSpringScale; //strength of return springs
Orientation _orientation;
glm::vec3 _bodyRotation;
bool _lookingInMirror;
bool _renderLookatVectors;
HairTuft _hairTuft[NUM_HAIR_TUFTS];
glm::vec3* _mohawkTriangleFan;
@ -108,10 +112,10 @@ private:
void renderEars();
void renderMouth();
void renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition);
void calculateGeometry( bool lookingInMirror);
void calculateGeometry();
void determineIfLookingAtSomething();
void updateHair(float deltaTime);
void renderHair(glm::vec3 cameraPosition);
void resetHairPhysics();
void updateHairPhysics(float deltaTime);
};
#endif

View file

@ -38,9 +38,11 @@ void OculusManager::connect() {
}
void OculusManager::updateYawOffset() {
#ifdef __APPLE__
float yaw, pitch, roll;
_sensorFusion.GetOrientation().GetEulerAngles<Axis_Y, Axis_X, Axis_Z, Rotate_CCW, Handed_R>(&yaw, &pitch, &roll);
_yawOffset = yaw;
#endif
}
void OculusManager::getEulerAngles(float& yaw, float& pitch, float& roll) {

135
interface/src/Skeleton.cpp Normal file
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@ -0,0 +1,135 @@
//
// Skeleton.cpp
// interface
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include "Skeleton.h"
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1000.0f;
const float FLOATING_HEIGHT = 0.13f;
Skeleton::Skeleton() {
}
void Skeleton::initialize() {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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].rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
joint[b].length = 0.0;
}
// specify the parental hierarchy
joint[ AVATAR_JOINT_PELVIS ].parent = AVATAR_JOINT_NULL;
joint[ AVATAR_JOINT_TORSO ].parent = AVATAR_JOINT_PELVIS;
joint[ AVATAR_JOINT_CHEST ].parent = AVATAR_JOINT_TORSO;
joint[ AVATAR_JOINT_NECK_BASE ].parent = AVATAR_JOINT_CHEST;
joint[ AVATAR_JOINT_HEAD_BASE ].parent = AVATAR_JOINT_NECK_BASE;
joint[ AVATAR_JOINT_HEAD_TOP ].parent = AVATAR_JOINT_HEAD_BASE;
joint[ AVATAR_JOINT_LEFT_COLLAR ].parent = AVATAR_JOINT_CHEST;
joint[ AVATAR_JOINT_LEFT_SHOULDER ].parent = AVATAR_JOINT_LEFT_COLLAR;
joint[ AVATAR_JOINT_LEFT_ELBOW ].parent = AVATAR_JOINT_LEFT_SHOULDER;
joint[ AVATAR_JOINT_LEFT_WRIST ].parent = AVATAR_JOINT_LEFT_ELBOW;
joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].parent = AVATAR_JOINT_LEFT_WRIST;
joint[ AVATAR_JOINT_RIGHT_COLLAR ].parent = AVATAR_JOINT_CHEST;
joint[ AVATAR_JOINT_RIGHT_SHOULDER ].parent = AVATAR_JOINT_RIGHT_COLLAR;
joint[ AVATAR_JOINT_RIGHT_ELBOW ].parent = AVATAR_JOINT_RIGHT_SHOULDER;
joint[ AVATAR_JOINT_RIGHT_WRIST ].parent = AVATAR_JOINT_RIGHT_ELBOW;
joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].parent = AVATAR_JOINT_RIGHT_WRIST;
joint[ AVATAR_JOINT_LEFT_HIP ].parent = AVATAR_JOINT_PELVIS;
joint[ AVATAR_JOINT_LEFT_KNEE ].parent = AVATAR_JOINT_LEFT_HIP;
joint[ AVATAR_JOINT_LEFT_HEEL ].parent = AVATAR_JOINT_LEFT_KNEE;
joint[ AVATAR_JOINT_LEFT_TOES ].parent = AVATAR_JOINT_LEFT_HEEL;
joint[ AVATAR_JOINT_RIGHT_HIP ].parent = AVATAR_JOINT_PELVIS;
joint[ AVATAR_JOINT_RIGHT_KNEE ].parent = AVATAR_JOINT_RIGHT_HIP;
joint[ AVATAR_JOINT_RIGHT_HEEL ].parent = AVATAR_JOINT_RIGHT_KNEE;
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, 0.09, -0.01 );
joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.14, 0.01 );
joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.04, 0.00 );
joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, 0.01 );
joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.01 );
joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, 0.01 );
joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.01 );
joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.02 );
joint[ AVATAR_JOINT_LEFT_KNEE ].defaultPosePosition = glm::vec3( 0.01, -0.25, -0.03 );
joint[ AVATAR_JOINT_LEFT_HEEL ].defaultPosePosition = glm::vec3( 0.01, -0.22, 0.08 );
joint[ AVATAR_JOINT_LEFT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, -0.05 );
joint[ AVATAR_JOINT_RIGHT_HIP ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.02 );
joint[ AVATAR_JOINT_RIGHT_KNEE ].defaultPosePosition = glm::vec3( -0.01, -0.25, -0.03 );
joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( -0.01, -0.22, 0.08 );
joint[ AVATAR_JOINT_RIGHT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, -0.05 );
// calculate bone length
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
joint[b].length = glm::length(joint[b].defaultPosePosition);
}
}
// calculate positions and rotations of all bones by traversing the skeleton tree:
void Skeleton::update(float deltaTime, const glm::quat& orientation, glm::vec3 position) {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
if (joint[b].parent == AVATAR_JOINT_NULL) {
joint[b].rotation = orientation;
joint[b].position = position;
}
else {
joint[b].rotation = joint[ joint[b].parent ].rotation;
joint[b].position = joint[ joint[b].parent ].position;
}
glm::vec3 rotatedJointVector = joint[b].rotation * joint[b].defaultPosePosition;
joint[b].position += rotatedJointVector;
}
}
float Skeleton::getArmLength() {
return joint[ AVATAR_JOINT_RIGHT_ELBOW ].length
+ joint[ AVATAR_JOINT_RIGHT_WRIST ].length
+ joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].length;
}
float Skeleton::getHeight() {
return
joint[ AVATAR_JOINT_LEFT_HEEL ].length +
joint[ AVATAR_JOINT_LEFT_KNEE ].length +
joint[ AVATAR_JOINT_PELVIS ].length +
joint[ AVATAR_JOINT_TORSO ].length +
joint[ AVATAR_JOINT_CHEST ].length +
joint[ AVATAR_JOINT_NECK_BASE ].length +
joint[ AVATAR_JOINT_HEAD_BASE ].length;
}
float Skeleton::getPelvisStandingHeight() {
return joint[ AVATAR_JOINT_LEFT_HEEL ].length +
joint[ AVATAR_JOINT_LEFT_KNEE ].length;
}
float Skeleton::getPelvisFloatingHeight() {
return joint[ AVATAR_JOINT_LEFT_HEEL ].length +
joint[ AVATAR_JOINT_LEFT_KNEE ].length +
FLOATING_HEIGHT;
}

72
interface/src/Skeleton.h Normal file
View file

@ -0,0 +1,72 @@
//
// Skeleton.h
// interface
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef hifi_Skeleton_h
#define hifi_Skeleton_h
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
enum AvatarJointID
{
AVATAR_JOINT_NULL = -1,
AVATAR_JOINT_PELVIS,
AVATAR_JOINT_TORSO,
AVATAR_JOINT_CHEST,
AVATAR_JOINT_NECK_BASE,
AVATAR_JOINT_HEAD_BASE,
AVATAR_JOINT_HEAD_TOP,
AVATAR_JOINT_LEFT_COLLAR,
AVATAR_JOINT_LEFT_SHOULDER,
AVATAR_JOINT_LEFT_ELBOW,
AVATAR_JOINT_LEFT_WRIST,
AVATAR_JOINT_LEFT_FINGERTIPS,
AVATAR_JOINT_RIGHT_COLLAR,
AVATAR_JOINT_RIGHT_SHOULDER,
AVATAR_JOINT_RIGHT_ELBOW,
AVATAR_JOINT_RIGHT_WRIST,
AVATAR_JOINT_RIGHT_FINGERTIPS,
AVATAR_JOINT_LEFT_HIP,
AVATAR_JOINT_LEFT_KNEE,
AVATAR_JOINT_LEFT_HEEL,
AVATAR_JOINT_LEFT_TOES,
AVATAR_JOINT_RIGHT_HIP,
AVATAR_JOINT_RIGHT_KNEE,
AVATAR_JOINT_RIGHT_HEEL,
AVATAR_JOINT_RIGHT_TOES,
NUM_AVATAR_JOINTS
};
class Skeleton {
public:
Skeleton();
void initialize();
void update(float deltaTime, const glm::quat&, glm::vec3 position);
void render();
float getArmLength();
float getHeight();
float getPelvisStandingHeight();
float getPelvisFloatingHeight();
//glm::vec3 getJointVectorFromParent(AvatarJointID jointID) {return joint[jointID].position - joint[joint[jointID].parent].position; }
struct AvatarJoint
{
AvatarJointID parent; // which joint is this joint connected to?
glm::vec3 position; // the position at the "end" of the joint - in global space
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the default pose
glm::quat rotation; // the parent-relative rotation (orientation) of the joint as a quaternion
float length; // the length of vector between the joint and its parent
};
AvatarJoint joint[ NUM_AVATAR_JOINTS ];
};
#endif

View file

@ -20,11 +20,25 @@ Transmitter::Transmitter() :
_isConnected(false),
_lastRotationRate(0,0,0),
_lastAcceleration(0,0,0),
_estimatedRotation(0,0,0)
_estimatedRotation(0,0,0),
_lastReceivedPacket(NULL)
{
}
void Transmitter::checkForLostTransmitter() {
// If we are in motion, check for loss of transmitter packets
if (glm::length(_estimatedRotation) > 0.f) {
timeval now;
gettimeofday(&now, NULL);
const int TIME_TO_ASSUME_LOST_MSECS = 2000;
int msecsSinceLast = diffclock(_lastReceivedPacket, &now);
if (msecsSinceLast > TIME_TO_ASSUME_LOST_MSECS) {
resetLevels();
printLog("Transmitter signal lost.\n");
}
}
}
void Transmitter::resetLevels() {
_lastRotationRate *= 0.f;
_estimatedRotation *= 0.f;
@ -34,6 +48,11 @@ void Transmitter::processIncomingData(unsigned char* packetData, int numBytes) {
const int PACKET_HEADER_SIZE = 1; // Packet's first byte is 'T'
const int ROTATION_MARKER_SIZE = 1; // 'R' = Rotation (clockwise about x,y,z)
const int ACCELERATION_MARKER_SIZE = 1; // 'A' = Acceleration (x,y,z)
if (!_lastReceivedPacket) {
_lastReceivedPacket = new timeval;
}
gettimeofday(_lastReceivedPacket, NULL);
if (numBytes == PACKET_HEADER_SIZE + ROTATION_MARKER_SIZE + ACCELERATION_MARKER_SIZE
+ sizeof(_lastRotationRate) + sizeof(_lastAcceleration)
+ sizeof(_touchState.x) + sizeof(_touchState.y) + sizeof(_touchState.state)) {
@ -69,12 +88,12 @@ void Transmitter::processIncomingData(unsigned char* packetData, int numBytes) {
_estimatedRotation.y *= (1.f - DECAY_RATE * DELTA_TIME);
if (!_isConnected) {
printf("Transmitter V2 Connected.\n");
printLog("Transmitter Connected.\n");
_isConnected = true;
_estimatedRotation *= 0.0;
}
} else {
printf("Transmitter V2 packet read error, %d bytes.\n", numBytes);
printLog("Transmitter packet read error, %d bytes.\n", numBytes);
}
}

View file

@ -26,6 +26,7 @@ class Transmitter
public:
Transmitter();
void render();
void checkForLostTransmitter();
void resetLevels();
void renderLevels(int width, int height);
bool isConnected() { return _isConnected; };
@ -41,6 +42,7 @@ private:
glm::vec3 _lastAcceleration;
glm::vec3 _estimatedRotation;
TouchState _touchState;
timeval* _lastReceivedPacket;
#endif /* defined(__hifi__Transmitter__) */
};

View file

@ -12,7 +12,8 @@
#include <glm/glm.hpp>
#include <glm/gtc/noise.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
#include <AvatarData.h>
#include <SharedUtil.h>
#include "Log.h"
@ -71,6 +72,65 @@ float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
return acos((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2))) * 180.f / PI;
}
// Safe version of glm::eulerAngles; uses the factorization method described in David Eberly's
// http://www.geometrictools.com/Documentation/EulerAngles.pdf (via Clyde,
// https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Quaternion.java)
glm::vec3 safeEulerAngles(const glm::quat& q) {
float sy = 2.0f * (q.y * q.w - q.x * q.z);
if (sy < 1.0f - EPSILON) {
if (sy > -1.0f + EPSILON) {
return glm::degrees(glm::vec3(
atan2f(q.y * q.z + q.x * q.w, 0.5f - (q.x * q.x + q.y * q.y)),
asinf(sy),
atan2f(q.x * q.y + q.z * q.w, 0.5f - (q.y * q.y + q.z * q.z))));
} else {
// not a unique solution; x + z = atan2(-m21, m11)
return glm::degrees(glm::vec3(
0.0f,
PIf * -0.5f,
atan2f(q.x * q.w - q.y * q.z, 0.5f - (q.x * q.x + q.z * q.z))));
}
} else {
// not a unique solution; x - z = atan2(-m21, m11)
return glm::degrees(glm::vec3(
0.0f,
PIf * 0.5f,
-atan2f(q.x * q.w - q.y * q.z, 0.5f - (q.x * q.x + q.z * q.z))));
}
}
// Safe version of glm::mix; based on the code in Nick Bobick's article,
// http://www.gamasutra.com/features/19980703/quaternions_01.htm (via Clyde,
// https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Quaternion.java)
glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float proportion) {
float cosa = q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
float ox = q2.x, oy = q2.y, oz = q2.z, ow = q2.w, s0, s1;
// adjust signs if necessary
if (cosa < 0.0f) {
cosa = -cosa;
ox = -ox;
oy = -oy;
oz = -oz;
ow = -ow;
}
// calculate coefficients; if the angle is too close to zero, we must fall back
// to linear interpolation
if ((1.0f - cosa) > EPSILON) {
float angle = acosf(cosa), sina = sinf(angle);
s0 = sinf((1.0f - proportion) * angle) / sina;
s1 = sinf(proportion * angle) / sina;
} else {
s0 = 1.0f - proportion;
s1 = proportion;
}
return glm::normalize(glm::quat(s0 * q1.w + s1 * ow, s0 * q1.x + s1 * ox, s0 * q1.y + s1 * oy, s0 * q1.z + s1 * oz));
}
// Draw a 3D vector floating in space
void drawVector(glm::vec3 * vector) {
glDisable(GL_LIGHTING);
@ -333,10 +393,10 @@ void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int
}
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 pFront = position + orientation.getFront() * size;
void renderOrientationDirections(glm::vec3 position, const glm::quat& orientation, float size) {
glm::vec3 pRight = position + orientation * AVATAR_RIGHT * size;
glm::vec3 pUp = position + orientation * AVATAR_UP * size;
glm::vec3 pFront = position + orientation * AVATAR_FRONT * size;
glColor3f(1.0f, 0.0f, 0.0f);
glBegin(GL_LINE_STRIP);
@ -364,126 +424,5 @@ bool closeEnoughForGovernmentWork(float a, float b) {
}
void testOrientationClass() {
printLog("\n----------\ntestOrientationClass()\n----------\n\n");
oTestCase tests[] = {
// - inputs ------------, outputs -------------------- ------------------- ----------------------------
// -- front -------------------, -- up -------------, -- right -------------------
// ( yaw , pitch, roll , front.x , front.y , front.z , up.x , up.y , up.z , right.x , right.y , right.z )
// simple yaw tests
oTestCase( 0.f , 0.f , 0.f , 0.f , 0.f , 1.0f , 0.f , 1.0f , 0.f , -1.0f , 0.f , 0.f ),
oTestCase(45.0f , 0.f , 0.f , 0.707107f , 0.f , 0.707107f , 0.f , 1.0f , 0.f , -0.707107f, 0.f , 0.707107f),
oTestCase( 90.0f, 0.f , 0.f , 1.0f , 0.f , 0.f , 0.f , 1.0f , 0.f , 0.0f , 0.f , 1.0f ),
oTestCase(135.0f, 0.f , 0.f , 0.707107f , 0.f ,-0.707107f , 0.f , 1.0f , 0.f , 0.707107f, 0.f , 0.707107f),
oTestCase(180.0f, 0.f , 0.f , 0.f , 0.f , -1.0f , 0.f , 1.0f , 0.f , 1.0f , 0.f , 0.f ),
oTestCase(225.0f, 0.f , 0.f , -0.707107f , 0.f ,-0.707107f , 0.f , 1.0f , 0.f , 0.707107f, 0.f , -0.707107f),
oTestCase(270.0f, 0.f , 0.f , -1.0f , 0.f , 0.f , 0.f , 1.0f , 0.f , 0.0f , 0.f , -1.0f ),
oTestCase(315.0f, 0.f , 0.f , -0.707107f , 0.f , 0.707107f , 0.f , 1.0f , 0.f , -0.707107f, 0.f , -0.707107f),
oTestCase(-45.0f, 0.f , 0.f , -0.707107f , 0.f , 0.707107f , 0.f , 1.0f , 0.f , -0.707107f, 0.f , -0.707107f),
oTestCase(-90.0f, 0.f , 0.f , -1.0f , 0.f , 0.f , 0.f , 1.0f , 0.f , 0.0f , 0.f , -1.0f ),
oTestCase(-135.0f,0.f , 0.f , -0.707107f , 0.f ,-0.707107f , 0.f , 1.0f , 0.f , 0.707107f, 0.f , -0.707107f),
oTestCase(-180.0f,0.f , 0.f , 0.f , 0.f , -1.0f , 0.f , 1.0f , 0.f , 1.0f , 0.f , 0.f ),
oTestCase(-225.0f,0.f , 0.f , 0.707107f , 0.f ,-0.707107f , 0.f , 1.0f , 0.f , 0.707107f, 0.f , 0.707107f),
oTestCase(-270.0f,0.f , 0.f , 1.0f , 0.f , 0.f , 0.f , 1.0f , 0.f , 0.0f , 0.f , 1.0f ),
oTestCase(-315.0f,0.f , 0.f , 0.707107f , 0.f , 0.707107f , 0.f , 1.0f , 0.f , -0.707107f, 0.f , 0.707107f),
// simple pitch tests
oTestCase( 0.f , 0.f , 0.f , 0.f, 0.f , 1.0f , 0.f , 1.0f , 0.f , -1.0f , 0.f , 0.f ),
oTestCase( 0.f ,45.0f , 0.f , 0.f, 0.707107f , 0.707107f, 0.f ,0.707107f, -0.707107f, -1.0f , 0.f , 0.f ),
oTestCase( 0.f ,90.f , 0.f , 0.f, 1.0f , 0.0f , 0.f ,0.0f , -1.0f , -1.0f , 0.f , 0.f ),
oTestCase( 0.f ,135.0f, 0.f , 0.f, 0.707107f , -0.707107f, 0.f ,-0.707107f, -0.707107f, -1.0f , 0.f , 0.f ),
oTestCase( 0.f ,180.f , 0.f , 0.f, 0.0f ,-1.0f , 0.f ,-1.0f , 0.f , -1.0f , 0.f , 0.f ),
oTestCase( 0.f ,225.0f, 0.f , 0.f,-0.707107f , -0.707107f, 0.f ,-0.707107f, 0.707107f, -1.0f , 0.f , 0.f ),
oTestCase( 0.f ,270.f , 0.f , 0.f,-1.0f , 0.0f , 0.f ,0.0f , 1.0f , -1.0f , 0.f , 0.f ),
oTestCase( 0.f ,315.0f, 0.f , 0.f,-0.707107f , 0.707107f, 0.f , 0.707107f, 0.707107f, -1.0f , 0.f , 0.f ),
// simple roll tests
oTestCase( 0.f , 0.f , 0.f , 0.f , 0.f , 1.0f , 0.f , 1.0f ,0.0f , -1.0f , 0.f , 0.0f ),
oTestCase( 0.f , 0.f ,45.0f , 0.f , 0.f , 1.0f , 0.707107f , 0.707107f ,0.0f , -0.707107f, 0.707107f, 0.0f ),
oTestCase( 0.f , 0.f ,90.f , 0.f , 0.f , 1.0f , 1.0f , 0.0f ,0.0f , 0.0f , 1.0f , 0.0f ),
oTestCase( 0.f , 0.f ,135.0f , 0.f , 0.f , 1.0f , 0.707107f , -0.707107f,0.0f , 0.707107f , 0.707107f, 0.0f ),
oTestCase( 0.f , 0.f ,180.f , 0.f , 0.f , 1.0f , 0.0f , -1.0f ,0.0f , 1.0f , 0.0f , 0.0f ),
oTestCase( 0.f , 0.f ,225.0f , 0.f , 0.f , 1.0f , -0.707107f, -0.707107f,0.0f , 0.707107f ,-0.707107f, 0.0f ),
oTestCase( 0.f , 0.f ,270.f , 0.f , 0.f , 1.0f , -1.0f , 0.0f ,0.0f , 0.0f , -1.0f , 0.0f ),
oTestCase( 0.f , 0.f ,315.0f , 0.f , 0.f , 1.0f , -0.707107f, 0.707107f ,0.0f , -0.707107f,-0.707107f, 0.0f ),
// yaw combo tests
oTestCase( 90.f , 90.f , 0.f , 0.f , 1.0f , 0.0f , -1.0f , 0.0f , 0.f , 0.0f , 0.f , 1.0f ),
oTestCase( 90.f , 0.f , 90.f , 1.0f , 0.0f, 0.f , 0.0f , 0.0f , -1.f , 0.0f , 1.0f , 0.0f ),
};
int failedCount = 0;
int totalTests = sizeof(tests)/sizeof(oTestCase);
for (int i=0; i < totalTests; i++) {
bool passed = true; // I'm an optimist!
float yaw = tests[i].yaw;
float pitch = tests[i].pitch;
float roll = tests[i].roll;
Orientation o1;
o1.setToIdentity();
o1.yaw(yaw);
o1.pitch(pitch);
o1.roll(roll);
glm::vec3 front = o1.getFront();
glm::vec3 up = o1.getUp();
glm::vec3 right = o1.getRight();
printLog("\n-----\nTest: %d - yaw=%f , pitch=%f , roll=%f \n",i+1,yaw,pitch,roll);
printLog("\nFRONT\n");
printLog(" + received: front.x=%f, front.y=%f, front.z=%f\n",front.x,front.y,front.z);
if (closeEnoughForGovernmentWork(front.x, tests[i].frontX)
&& closeEnoughForGovernmentWork(front.y, tests[i].frontY)
&& closeEnoughForGovernmentWork(front.z, tests[i].frontZ)) {
printLog(" front vector PASSES!\n");
} else {
printLog(" expected: front.x=%f, front.y=%f, front.z=%f\n",tests[i].frontX,tests[i].frontY,tests[i].frontZ);
printLog(" front vector FAILED! \n");
passed = false;
}
printLog("\nUP\n");
printLog(" + received: up.x=%f, up.y=%f, up.z=%f\n",up.x,up.y,up.z);
if (closeEnoughForGovernmentWork(up.x, tests[i].upX)
&& closeEnoughForGovernmentWork(up.y, tests[i].upY)
&& closeEnoughForGovernmentWork(up.z, tests[i].upZ)) {
printLog(" up vector PASSES!\n");
} else {
printLog(" expected: up.x=%f, up.y=%f, up.z=%f\n",tests[i].upX,tests[i].upY,tests[i].upZ);
printLog(" up vector FAILED!\n");
passed = false;
}
printLog("\nRIGHT\n");
printLog(" + received: right.x=%f, right.y=%f, right.z=%f\n",right.x,right.y,right.z);
if (closeEnoughForGovernmentWork(right.x, tests[i].rightX)
&& closeEnoughForGovernmentWork(right.y, tests[i].rightY)
&& closeEnoughForGovernmentWork(right.z, tests[i].rightZ)) {
printLog(" right vector PASSES!\n");
} else {
printLog(" expected: right.x=%f, right.y=%f, right.z=%f\n",tests[i].rightX,tests[i].rightY,tests[i].rightZ);
printLog(" right vector FAILED!\n");
passed = false;
}
if (!passed) {
printLog("\n-----\nTest: %d - FAILED! \n----------\n\n",i+1);
failedCount++;
}
}
printLog("\n-----\nTotal Failed: %d out of %d \n----------\n\n",failedCount,totalTests);
printLog("\n----------DONE----------\n\n");
}

View file

@ -16,8 +16,7 @@
#endif
#include <glm/glm.hpp>
#include <Orientation.h>
#include <glm/gtc/quaternion.hpp>
// the standard sans serif font family
#define SANS_FONT_FAMILY "Helvetica"
@ -46,50 +45,19 @@ void drawVector(glm::vec3* vector);
float angleBetween(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 safeEulerAngles(const glm::quat& q);
glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
double diffclock(timeval *clock1,timeval *clock2);
void drawGroundPlaneGrid(float size);
void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, float darkness);
void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size );
void renderOrientationDirections( glm::vec3 position, const glm::quat& orientation, float size );
void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::vec3 cameraPosition);
void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides );
class oTestCase {
public:
float yaw;
float pitch;
float roll;
float frontX;
float frontY;
float frontZ;
float upX;
float upY;
float upZ;
float rightX;
float rightY;
float rightZ;
oTestCase(
float yaw, float pitch, float roll,
float frontX, float frontY, float frontZ,
float upX, float upY, float upZ,
float rightX, float rightY, float rightZ
) :
yaw(yaw),pitch(pitch),roll(roll),
frontX(frontX),frontY(frontY),frontZ(frontZ),
upX(upX),upY(upY),upZ(upZ),
rightX(rightX),rightY(rightY),rightZ(rightZ)
{};
};
void testOrientationClass();
#endif

View file

@ -887,11 +887,14 @@ bool VoxelSystem::removeOutOfViewOperation(VoxelNode* node, void* extraData) {
bool VoxelSystem::isViewChanging() {
bool result = false; // assume the best
/** TEMPORARY HACK ******
// If our viewFrustum has changed since our _lastKnowViewFrustum
if (_viewFrustum && !_lastKnowViewFrustum.matches(_viewFrustum)) {
result = true;
_lastKnowViewFrustum = *_viewFrustum; // save last known
}
**/
return result;
}

View file

@ -15,6 +15,8 @@
const float WORLD_SIZE = 10.0;
#define PI 3.14159265
#define PIf 3.14159265f
#define GRAVITY_EARTH 9.80665f;
const float GRAVITY_EARTH = 9.80665f;
const float EDGE_SIZE_GROUND_PLANE = 20.f;
#endif

View file

@ -58,7 +58,11 @@ void* AudioInjectionManager::injectAudioViaThread(void* args) {
// if we don't have an explicit destination socket then pull active socket for current audio mixer from agent list
if (!_isDestinationSocketExplicit) {
_destinationSocket = *AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AUDIO_MIXER)->getActiveSocket();
Agent* audioMixer = AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AUDIO_MIXER);
if (audioMixer) {
_destinationSocket = *audioMixer->getActiveSocket();
}
}
injector->injectAudio(_injectorSocket, &_destinationSocket);

View file

@ -7,6 +7,7 @@
//
#include <cstring>
#include <math.h>
#include "PacketHeaders.h"
@ -56,7 +57,12 @@ int AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
memcpy(&_bearing, dataBuffer, sizeof(float));
dataBuffer += sizeof(_bearing);
if (_bearing > 180 || _bearing < -180) {
// if this agent sent us a NaN bearing then don't consider this good audio and bail
if (std::isnan(_bearing)) {
_endOfLastWrite = _nextOutput = _buffer;
_started = false;
return 0;
} else if (_bearing > 180 || _bearing < -180) {
// we were passed an invalid bearing because this agent wants loopback (pressed the H key)
_shouldLoopbackForAgent = true;
@ -66,7 +72,7 @@ int AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
: _bearing + AGENT_LOOPBACK_MODIFIER;
} else {
_shouldLoopbackForAgent = false;
}
}
}
// make sure we have enough bytes left for this to be the right amount of audio

View file

@ -23,7 +23,6 @@ AvatarData::AvatarData(Agent* owningAgent) :
_bodyYaw(-90.0),
_bodyPitch(0.0),
_bodyRoll(0.0),
_audioLoudness(0),
_handState(0),
_cameraPosition(0,0,0),
_cameraOrientation(),
@ -37,6 +36,7 @@ AvatarData::AvatarData(Agent* owningAgent) :
_wantDelta(false),
_headData(NULL)
{
}
AvatarData::~AvatarData() {
@ -92,7 +92,12 @@ packVec3ToBytes(NULL, handPositionRelative, -1.0f , 1.0f, 4);
destinationBuffer += sizeof(_headData->_lookAtPosition);
// Instantaneous audio loudness (used to drive facial animation)
<<<<<<< HEAD
destinationBuffer += packFloatToByte(destinationBuffer, std::min(MAX_AUDIO_LOUDNESS, _audioLoudness), MAX_AUDIO_LOUDNESS);
=======
memcpy(destinationBuffer, &_headData->_audioLoudness, sizeof(float));
destinationBuffer += sizeof(float);
>>>>>>> c7921c4be90dc45a82793845a9a55b77a3fb5a3f
// camera details
memcpy(destinationBuffer, &_cameraPosition, sizeof(_cameraPosition));
@ -178,7 +183,9 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
sourceBuffer += sizeof(_headData->_lookAtPosition);
// Instantaneous audio loudness (used to drive facial animation)
sourceBuffer += unpackFloatFromByte(sourceBuffer, _audioLoudness, MAX_AUDIO_LOUDNESS);
//sourceBuffer += unpackFloatFromByte(sourceBuffer, _audioLoudness, MAX_AUDIO_LOUDNESS);
memcpy(&_headData->_audioLoudness, sourceBuffer, sizeof(float));
sourceBuffer += sizeof(float);
// camera details
memcpy(&_cameraPosition, sourceBuffer, sizeof(_cameraPosition));

View file

@ -26,6 +26,11 @@ const int HAND_STATE_START_BIT = 5; // 6th and 7th bits
const float MAX_AUDIO_LOUDNESS = 1000.0; // close enough for mouth animation
// this is where the coordinate system is represented
const glm::vec3 AVATAR_RIGHT = glm::vec3(1.0f, 0.0f, 0.0f);
const glm::vec3 AVATAR_UP = glm::vec3(0.0f, 1.0f, 0.0f);
const glm::vec3 AVATAR_FRONT = glm::vec3(0.0f, 0.0f, -1.0f);
enum KeyState
{
NO_KEY_DOWN = 0,
@ -57,11 +62,7 @@ public:
// Hand State
void setHandState(char s) { _handState = s; };
char getHandState() const {return _handState; };
// Instantaneous audio loudness to drive mouth/facial animation
void setLoudness(float l) { _audioLoudness = l; };
float getLoudness() const {return _audioLoudness; };
// getters for camera details
const glm::vec3& getCameraPosition() const { return _cameraPosition; };
const glm::quat& getCameraOrientation() const { return _cameraOrientation; }
@ -107,9 +108,6 @@ protected:
float _bodyPitch;
float _bodyRoll;
// Audio loudness (used to drive facial animation)
float _audioLoudness;
// Hand state (are we grabbing something or not)
char _handState;

View file

@ -15,6 +15,7 @@ HeadData::HeadData(AvatarData* owningAvatar) :
_lookAtPosition(0.0f, 0.0f, 0.0f),
_leanSideways(0.0f),
_leanForward(0.0f),
_audioLoudness(0.0f),
_owningAvatar(owningAvatar)
{

View file

@ -41,6 +41,8 @@ public:
float getRoll() const { return _roll; }
void setRoll(float roll) { _roll = glm::clamp(roll, MIN_HEAD_ROLL, MAX_HEAD_ROLL); }
void setAudioLoudness(float audioLoudness) { _audioLoudness = audioLoudness; }
void addYaw(float yaw);
void addPitch(float pitch);
void addRoll(float roll);
@ -57,6 +59,7 @@ protected:
glm::vec3 _lookAtPosition;
float _leanSideways;
float _leanForward;
float _audioLoudness;
AvatarData* _owningAvatar;
private:
// privatize copy ctor and assignment operator so copies of this object cannot be made

View file

@ -1,121 +0,0 @@
//-----------------------------------------------------------
//
// Created by Jeffrey Ventrella
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
//-----------------------------------------------------------
#include "Orientation.h"
#include "SharedUtil.h"
static const bool USING_QUATERNIONS = true;
Orientation::Orientation() {
setToIdentity();
}
void Orientation::setToIdentity() {
quat = glm::quat();
right = glm::vec3(IDENTITY_RIGHT);
up = glm::vec3(IDENTITY_UP );
front = glm::vec3(IDENTITY_FRONT);
}
void Orientation::set(Orientation o) {
quat = o.quat;
right = o.right;
up = o.up;
front = o.front;
}
void Orientation::yaw(float angle) {
float radian = angle * PI_OVER_180;
if (USING_QUATERNIONS) {
rotateAndGenerateDirections(glm::quat(glm::vec3(0.0f, -radian, 0.0f)));
} else {
float s = sin(radian);
float c = cos(radian);
glm::vec3 cosineFront = front * c;
glm::vec3 cosineRight = right * c;
glm::vec3 sineFront = front * s;
glm::vec3 sineRight = right * s;
front = cosineFront - sineRight;
right = cosineRight + sineFront;
}
}
void Orientation::pitch(float angle) {
float radian = angle * PI_OVER_180;
if (USING_QUATERNIONS) {
rotateAndGenerateDirections(glm::quat(glm::vec3(radian, 0.0f, 0.0f)));
} else {
float s = sin(radian);
float c = cos(radian);
glm::vec3 cosineUp = up * c;
glm::vec3 cosineFront = front * c;
glm::vec3 sineUp = up * s;
glm::vec3 sineFront = front * s;
up = cosineUp - sineFront;
front = cosineFront + sineUp;
}
}
void Orientation::roll(float angle) {
float radian = angle * PI_OVER_180;
if (USING_QUATERNIONS) {
rotateAndGenerateDirections(glm::quat(glm::vec3(0.0f, 0.0f, radian)));
} else {
float s = sin(radian);
float c = cos(radian);
glm::vec3 cosineUp = up * c;
glm::vec3 cosineRight = right * c;
glm::vec3 sineUp = up * s;
glm::vec3 sineRight = right * s;
up = cosineUp - sineRight;
right = cosineRight + sineUp;
}
}
void Orientation::rotate(float pitch_change, float yaw_change, float roll_change) {
pitch(pitch_change);
yaw (yaw_change);
roll (roll_change);
}
void Orientation::rotate(glm::vec3 eulerAngles) {
//this needs to be optimized!
pitch(eulerAngles.x);
yaw (eulerAngles.y);
roll (eulerAngles.z);
}
void Orientation::rotate( glm::quat rotation ) {
rotateAndGenerateDirections(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);
}

View file

@ -1,55 +0,0 @@
//-----------------------------------------------------------
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
//-----------------------------------------------------------
#ifndef __interface__orientation__
#define __interface__orientation__
#include <cmath>
#include <glm/glm.hpp>
#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);
class Orientation
{
public:
Orientation();
void set(Orientation);
void setToIdentity();
void pitch(float pitch_change);
void yaw (float yaw_change);
void roll (float roll_change);
void rotate(float pitch, float yaw, float roll);
void rotate(glm::vec3 EulerAngles);
void rotate(glm::quat quaternion);
const glm::quat& getQuat() const {return quat;}
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;}
private:
glm::quat quat;
glm::vec3 right;
glm::vec3 up;
glm::vec3 front;
void rotateAndGenerateDirections(glm::quat rotation);
};
#endif

View file

@ -250,7 +250,8 @@ Agent* AgentList::addOrUpdateAgent(sockaddr* publicSocket, sockaddr* localSocket
if (agent->getType() == AGENT_TYPE_AUDIO_MIXER ||
agent->getType() == AGENT_TYPE_VOXEL ||
agent->getType() == AGENT_TYPE_ANIMATION_SERVER) {
agent->getType() == AGENT_TYPE_ANIMATION_SERVER ||
agent->getType() == AGENT_TYPE_AUDIO_INJECTOR) {
// until the Audio class also uses our agentList, we need to update
// the lastRecvTimeUsecs for the audio mixer so it doesn't get killed and re-added continously
agent->setLastHeardMicrostamp(usecTimestampNow());

View file

@ -10,6 +10,7 @@
#define __hifi__SharedUtil__
#include <stdint.h>
#include <unistd.h>
#include <math.h>
#ifdef _WIN32

View file

@ -11,6 +11,7 @@
#include "SharedUtil.h"
#include "AABox.h"
#include "GeometryUtil.h"
void AABox::scale(float scale) {
@ -82,6 +83,17 @@ bool AABox::contains(const glm::vec3& point) const {
isWithin(point.z, _corner.z, _size.z);
}
// determines whether a value is within the expanded extents
static bool isWithinExpanded(float value, float corner, float size, float expansion) {
return value >= corner - expansion && value <= corner + size + expansion;
}
bool AABox::expandedContains(const glm::vec3& point, float expansion) const {
return isWithinExpanded(point.x, _corner.x, _size.x, expansion) &&
isWithinExpanded(point.y, _corner.y, _size.y, expansion) &&
isWithinExpanded(point.z, _corner.z, _size.z, expansion);
}
// finds the intersection between a ray and the facing plane on one axis
static bool findIntersection(float origin, float direction, float corner, float size, float& distance) {
if (direction > EPSILON) {
@ -95,6 +107,30 @@ static bool findIntersection(float origin, float direction, float corner, float
return false;
}
bool AABox::expandedIntersectsSegment(const glm::vec3& start, const glm::vec3& end, float expansion) const {
// handle the trivial cases where the expanded box contains the start or end
if (expandedContains(start, expansion) || expandedContains(end, expansion)) {
return true;
}
// check each axis
glm::vec3 expandedCorner = _corner - glm::vec3(expansion, expansion, expansion);
glm::vec3 expandedSize = _size + glm::vec3(expansion, expansion, expansion) * 2.0f;
glm::vec3 direction = end - start;
float axisDistance;
return (findIntersection(start.x, direction.x, expandedCorner.x, expandedSize.x, axisDistance) &&
axisDistance >= 0.0f && axisDistance <= 1.0f &&
isWithin(start.y + axisDistance*direction.y, expandedCorner.y, expandedSize.y) &&
isWithin(start.z + axisDistance*direction.z, expandedCorner.z, expandedSize.z)) ||
(findIntersection(start.y, direction.y, expandedCorner.y, expandedSize.y, axisDistance) &&
axisDistance >= 0.0f && axisDistance <= 1.0f &&
isWithin(start.x + axisDistance*direction.x, expandedCorner.x, expandedSize.x) &&
isWithin(start.z + axisDistance*direction.z, expandedCorner.z, expandedSize.z)) ||
(findIntersection(start.z, direction.z, expandedCorner.z, expandedSize.z, axisDistance) &&
axisDistance >= 0.0f && axisDistance <= 1.0f &&
isWithin(start.y + axisDistance*direction.y, expandedCorner.y, expandedSize.y) &&
isWithin(start.x + axisDistance*direction.x, expandedCorner.x, expandedSize.x));
}
bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const {
// handle the trivial case where the box contains the origin
if (contains(origin)) {
@ -126,3 +162,168 @@ bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direct
}
return false;
}
bool AABox::findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration) const {
glm::vec4 center4 = glm::vec4(center, 1.0f);
float minPenetrationLength = FLT_MAX;
for (int i = 0; i < FACE_COUNT; i++) {
glm::vec4 facePlane = getPlane((BoxFace)i);
glm::vec3 vector = getClosestPointOnFace(center, (BoxFace)i) - center;
if (glm::dot(center4, getPlane((BoxFace)i)) >= 0.0f) {
// outside this face, so use vector to closest point to determine penetration
return ::findSpherePenetration(vector, glm::vec3(-facePlane), radius, penetration);
}
float vectorLength = glm::length(vector);
if (vectorLength < minPenetrationLength) {
// remember the smallest penetration vector; if we're inside all faces, we'll use that
penetration = (vectorLength < EPSILON) ? glm::vec3(-facePlane) * radius :
vector * ((vectorLength + radius) / -vectorLength);
minPenetrationLength = vectorLength;
}
}
return true;
}
bool AABox::findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) const {
glm::vec4 start4 = glm::vec4(start, 1.0f);
glm::vec4 end4 = glm::vec4(end, 1.0f);
glm::vec4 startToEnd = glm::vec4(end - start, 0.0f);
float minPenetrationLength = FLT_MAX;
for (int i = 0; i < FACE_COUNT; i++) {
// find the vector from the segment to the closest point on the face (starting from deeper end)
glm::vec4 facePlane = getPlane((BoxFace)i);
glm::vec3 closest = (glm::dot(start4, facePlane) <= glm::dot(end4, facePlane)) ?
getClosestPointOnFace(start4, startToEnd, (BoxFace)i) : getClosestPointOnFace(end4, -startToEnd, (BoxFace)i);
glm::vec3 vector = -computeVectorFromPointToSegment(closest, start, end);
if (glm::dot(vector, glm::vec3(facePlane)) < 0.0f) {
// outside this face, so use vector to closest point to determine penetration
return ::findSpherePenetration(vector, glm::vec3(-facePlane), radius, penetration);
}
float vectorLength = glm::length(vector);
if (vectorLength < minPenetrationLength) {
// remember the smallest penetration vector; if we're inside all faces, we'll use that
penetration = (vectorLength < EPSILON) ? glm::vec3(-facePlane) * radius :
vector * ((vectorLength + radius) / -vectorLength);
minPenetrationLength = vectorLength;
}
}
return true;
}
glm::vec3 AABox::getClosestPointOnFace(const glm::vec3& point, BoxFace face) const {
switch (face) {
case MIN_X_FACE:
return glm::clamp(point, glm::vec3(_corner.x, _corner.y, _corner.z),
glm::vec3(_corner.x, _corner.y + _size.y, _corner.z + _size.z));
case MAX_X_FACE:
return glm::clamp(point, glm::vec3(_corner.x + _size.x, _corner.y, _corner.z),
glm::vec3(_corner.x + _size.x, _corner.y + _size.y, _corner.z + _size.z));
case MIN_Y_FACE:
return glm::clamp(point, glm::vec3(_corner.x, _corner.y, _corner.z),
glm::vec3(_corner.x + _size.x, _corner.y, _corner.z + _size.z));
case MAX_Y_FACE:
return glm::clamp(point, glm::vec3(_corner.x, _corner.y + _size.y, _corner.z),
glm::vec3(_corner.x + _size.x, _corner.y + _size.y, _corner.z + _size.z));
case MIN_Z_FACE:
return glm::clamp(point, glm::vec3(_corner.x, _corner.y, _corner.z),
glm::vec3(_corner.x + _size.x, _corner.y + _size.y, _corner.z));
case MAX_Z_FACE:
return glm::clamp(point, glm::vec3(_corner.x, _corner.y, _corner.z + _size.z),
glm::vec3(_corner.x + _size.x, _corner.y + _size.y, _corner.z + _size.z));
}
}
glm::vec3 AABox::getClosestPointOnFace(const glm::vec4& origin, const glm::vec4& direction, BoxFace face) const {
// check against the four planes that border the face
BoxFace oppositeFace = getOppositeFace(face);
bool anyOutside = false;
for (int i = 0; i < FACE_COUNT; i++) {
if (i == face || i == oppositeFace) {
continue;
}
glm::vec4 iPlane = getPlane((BoxFace)i);
float originDistance = glm::dot(origin, iPlane);
if (originDistance < 0.0f) {
continue; // inside the border
}
anyOutside = true;
float divisor = glm::dot(direction, iPlane);
if (fabs(divisor) < EPSILON) {
continue; // segment is parallel to plane
}
// find intersection and see if it lies within face bounds
float directionalDistance = -originDistance / divisor;
glm::vec4 intersection = origin + direction * directionalDistance;
BoxFace iOppositeFace = getOppositeFace((BoxFace)i);
for (int j = 0; j < FACE_COUNT; j++) {
if (j == face || j == oppositeFace || j == i || j == iOppositeFace) {
continue;
}
if (glm::dot(intersection, getPlane((BoxFace)j)) > 0.0f) {
goto outerContinue; // intersection is out of bounds
}
}
return getClosestPointOnFace(glm::vec3(intersection), face);
outerContinue: ;
}
// if we were outside any of the sides, we must check against the diagonals
if (anyOutside) {
int faceAxis = face / 2;
int secondAxis = (faceAxis + 1) % 3;
int thirdAxis = (faceAxis + 2) % 3;
glm::vec4 secondAxisMinPlane = getPlane((BoxFace)(secondAxis * 2));
glm::vec4 secondAxisMaxPlane = getPlane((BoxFace)(secondAxis * 2 + 1));
glm::vec4 thirdAxisMaxPlane = getPlane((BoxFace)(thirdAxis * 2 + 1));
glm::vec4 offset = glm::vec4(0.0f, 0.0f, 0.0f,
glm::dot(glm::vec3(secondAxisMaxPlane + thirdAxisMaxPlane), _size) * 0.5f);
glm::vec4 diagonals[] = { secondAxisMinPlane + thirdAxisMaxPlane + offset,
secondAxisMaxPlane + thirdAxisMaxPlane + offset };
for (int i = 0; i < sizeof(diagonals) / sizeof(diagonals[0]); i++) {
float divisor = glm::dot(direction, diagonals[i]);
if (fabs(divisor) < EPSILON) {
continue; // segment is parallel to diagonal plane
}
float directionalDistance = -glm::dot(origin, diagonals[i]) / divisor;
return getClosestPointOnFace(glm::vec3(origin + direction * directionalDistance), face);
}
}
// last resort or all inside: clamp origin to face
return getClosestPointOnFace(glm::vec3(origin), face);
}
glm::vec4 AABox::getPlane(BoxFace face) const {
switch (face) {
case MIN_X_FACE: return glm::vec4(-1.0f, 0.0f, 0.0f, _corner.x);
case MAX_X_FACE: return glm::vec4(1.0f, 0.0f, 0.0f, -_corner.x - _size.x);
case MIN_Y_FACE: return glm::vec4(0.0f, -1.0f, 0.0f, _corner.y);
case MAX_Y_FACE: return glm::vec4(0.0f, 1.0f, 0.0f, -_corner.y - _size.y);
case MIN_Z_FACE: return glm::vec4(0.0f, 0.0f, -1.0f, _corner.z);
case MAX_Z_FACE: return glm::vec4(0.0f, 0.0f, 1.0f, -_corner.z - _size.z);
}
}
BoxFace AABox::getOppositeFace(BoxFace face) {
switch (face) {
case MIN_X_FACE: return MAX_X_FACE;
case MAX_X_FACE: return MIN_X_FACE;
case MIN_Y_FACE: return MAX_Y_FACE;
case MAX_Y_FACE: return MIN_Y_FACE;
case MIN_Z_FACE: return MAX_Z_FACE;
case MAX_Z_FACE: return MIN_Z_FACE;
}
}

13
libraries/voxels/src/AABox.h Executable file → Normal file
View file

@ -22,6 +22,8 @@ enum BoxFace {
MAX_Z_FACE
};
const int FACE_COUNT = 6;
class AABox
{
@ -46,9 +48,20 @@ public:
const glm::vec3& getCenter() const { return _center; };
bool contains(const glm::vec3& point) const;
bool expandedContains(const glm::vec3& point, float expansion) const;
bool expandedIntersectsSegment(const glm::vec3& start, const glm::vec3& end, float expansion) const;
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const;
bool findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration) const;
bool findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) const;
private:
glm::vec3 getClosestPointOnFace(const glm::vec3& point, BoxFace face) const;
glm::vec3 getClosestPointOnFace(const glm::vec4& origin, const glm::vec4& direction, BoxFace face) const;
glm::vec4 getPlane(BoxFace face) const;
static BoxFace getOppositeFace(BoxFace face);
glm::vec3 _corner;
glm::vec3 _center;
glm::vec3 _size;

View file

@ -5,12 +5,18 @@
// Created by Andrzej Kapolka on 5/21/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <SharedUtil.h>
#include "GeometryUtil.h"
glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec3& start, const glm::vec3& end) {
// compute the projection of the point vector onto the segment vector
glm::vec3 segmentVector = end - start;
float proj = glm::dot(point - start, segmentVector) / glm::dot(segmentVector, segmentVector);
float lengthSquared = glm::dot(segmentVector, segmentVector);
if (lengthSquared < EPSILON) {
return start - point; // start and end the same
}
float proj = glm::dot(point - start, segmentVector) / lengthSquared;
if (proj <= 0.0f) { // closest to the start
return start - point;
@ -21,3 +27,91 @@ glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec
return start + segmentVector*proj - point;
}
}
bool findSpherePenetration(const glm::vec3& penetratorToPenetratee, const glm::vec3& direction,
float combinedRadius, glm::vec3& penetration) {
float vectorLength = glm::length(penetratorToPenetratee);
if (vectorLength < EPSILON) {
penetration = direction * combinedRadius;
return true;
}
float distance = vectorLength - combinedRadius;
if (distance < 0.0f) {
penetration = penetratorToPenetratee * (-distance / vectorLength);
return true;
}
return false;
}
bool findSpherePointPenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeLocation, glm::vec3& penetration) {
return findSpherePenetration(penetrateeLocation - penetratorCenter, glm::vec3(0.0f, -1.0f, 0.0f),
penetratorRadius, penetration);
}
bool findSphereSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeCenter, float penetrateeRadius, glm::vec3& penetration) {
return findSpherePointPenetration(penetratorCenter, penetratorRadius + penetrateeRadius, penetrateeCenter, penetration);
}
bool findSphereSegmentPenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeStart, const glm::vec3& penetrateeEnd, glm::vec3& penetration) {
return findSpherePenetration(computeVectorFromPointToSegment(penetratorCenter, penetrateeStart, penetrateeEnd),
glm::vec3(0.0f, -1.0f, 0.0f), penetratorRadius, penetration);
}
bool findSphereCapsulePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, const glm::vec3& penetrateeStart,
const glm::vec3& penetrateeEnd, float penetrateeRadius, glm::vec3& penetration) {
return findSphereSegmentPenetration(penetratorCenter, penetratorRadius + penetrateeRadius,
penetrateeStart, penetrateeEnd, penetration);
}
bool findSpherePlanePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec4& penetrateePlane, glm::vec3& penetration) {
float distance = glm::dot(penetrateePlane, glm::vec4(penetratorCenter, 1.0f)) - penetratorRadius;
if (distance < 0.0f) {
penetration = glm::vec3(penetrateePlane) * distance;
return true;
}
return false;
}
bool findCapsuleSpherePenetration(const glm::vec3& penetratorStart, const glm::vec3& penetratorEnd, float penetratorRadius,
const glm::vec3& penetrateeCenter, float penetrateeRadius, glm::vec3& penetration) {
if (findSphereCapsulePenetration(penetrateeCenter, penetrateeRadius,
penetratorStart, penetratorEnd, penetratorRadius, penetration)) {
penetration = -penetration;
return true;
}
return false;
}
bool findCapsulePlanePenetration(const glm::vec3& penetratorStart, const glm::vec3& penetratorEnd, float penetratorRadius,
const glm::vec4& penetrateePlane, glm::vec3& penetration) {
float distance = glm::min(glm::dot(penetrateePlane, glm::vec4(penetratorStart, 1.0f)),
glm::dot(penetrateePlane, glm::vec4(penetratorEnd, 1.0f))) - penetratorRadius;
if (distance < 0.0f) {
penetration = glm::vec3(penetrateePlane) * distance;
return true;
}
return false;
}
glm::vec3 addPenetrations(const glm::vec3& currentPenetration, const glm::vec3& newPenetration) {
// find the component of the new penetration in the direction of the current
float currentLength = glm::length(currentPenetration);
if (currentLength == 0.0f) {
return newPenetration;
}
glm::vec3 currentDirection = currentPenetration / currentLength;
float directionalComponent = glm::dot(newPenetration, currentDirection);
// if orthogonal or in the opposite direction, we can simply add
if (directionalComponent <= 0.0f) {
return currentPenetration + newPenetration;
}
// otherwise, we need to take the maximum component of current and new
return currentDirection * glm::max(directionalComponent, currentLength) +
newPenetration - (currentDirection * directionalComponent);
}

View file

@ -13,4 +13,30 @@
glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec3& start, const glm::vec3& end);
bool findSpherePenetration(const glm::vec3& penetratorToPenetratee, const glm::vec3& direction,
float combinedRadius, glm::vec3& penetration);
bool findSpherePointPenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeLocation, glm::vec3& penetration);
bool findSphereSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeCenter, float penetrateeRadius, glm::vec3& penetration);
bool findSphereSegmentPenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeStart, const glm::vec3& penetrateeEnd, glm::vec3& penetration);
bool findSphereCapsulePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, const glm::vec3& penetrateeStart,
const glm::vec3& penetrateeEnd, float penetrateeRadius, glm::vec3& penetration);
bool findSpherePlanePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec4& penetrateePlane, glm::vec3& penetration);
bool findCapsuleSpherePenetration(const glm::vec3& penetratorStart, const glm::vec3& penetratorEnd, float penetratorRadius,
const glm::vec3& penetrateeCenter, float penetrateeRadius, glm::vec3& penetration);
bool findCapsulePlanePenetration(const glm::vec3& penetratorStart, const glm::vec3& penetratorEnd, float penetratorRadius,
const glm::vec4& penetrateePlane, glm::vec3& penetration);
glm::vec3 addPenetrations(const glm::vec3& currentPenetration, const glm::vec3& newPenetration);
#endif /* defined(__interface__GeometryUtil__) */

View file

@ -716,20 +716,20 @@ public:
bool findSpherePenetrationOp(VoxelNode* node, void* extraData) {
SphereArgs* args = static_cast<SphereArgs*>(extraData);
// currently, we treat each node as a sphere enveloping the box
const glm::vec3& nodeCenter = node->getCenter();
glm::vec3 vector = args->center - nodeCenter;
float vectorLength = glm::length(vector);
float distance = vectorLength - node->getEnclosingRadius() - args->radius;
if (distance >= 0.0f) {
// coarse check against bounds
const AABox& box = node->getAABox();
if (!box.expandedContains(args->center, args->radius)) {
return false;
}
if (!node->isLeaf()) {
return true; // recurse on children
}
if (node->isColored()) {
args->penetration += vector * (-distance * TREE_SCALE / vectorLength);
args->found = true;
glm::vec3 nodePenetration;
if (box.findSpherePenetration(args->center, args->radius, nodePenetration)) {
args->penetration = addPenetrations(args->penetration, nodePenetration * (float)TREE_SCALE);
args->found = true;
}
}
return false;
}
@ -753,20 +753,20 @@ public:
bool findCapsulePenetrationOp(VoxelNode* node, void* extraData) {
CapsuleArgs* args = static_cast<CapsuleArgs*>(extraData);
// currently, we treat each node as a sphere enveloping the box
const glm::vec3& nodeCenter = node->getCenter();
glm::vec3 vector = computeVectorFromPointToSegment(nodeCenter, args->start, args->end);
float vectorLength = glm::length(vector);
float distance = vectorLength - node->getEnclosingRadius() - args->radius;
if (distance >= 0.0f) {
// coarse check against bounds
const AABox& box = node->getAABox();
if (!box.expandedIntersectsSegment(args->start, args->end, args->radius)) {
return false;
}
if (!node->isLeaf()) {
return true; // recurse on children
}
if (node->isColored()) {
args->penetration += vector * (-distance * TREE_SCALE / vectorLength);
args->found = true;
glm::vec3 nodePenetration;
if (box.findCapsulePenetration(args->start, args->end, args->radius, nodePenetration)) {
args->penetration = addPenetrations(args->penetration, nodePenetration * (float)TREE_SCALE);
args->found = true;
}
}
return false;
}