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

This commit is contained in:
ZappoMan 2013-10-25 00:59:04 -07:00
commit 51f97f65fd
3 changed files with 119 additions and 43 deletions

View file

@ -371,12 +371,12 @@ void Application::paintGL() {
_myCamera.setUpShift (0.0f);
_myCamera.setDistance (0.0f);
_myCamera.setTightness (0.0f); // Camera is directly connected to head without smoothing
_myCamera.setTargetPosition(_myAvatar.getHeadJointPosition());
_myCamera.setTargetPosition(_myAvatar.getHead().calculateAverageEyePosition());
_myCamera.setTargetRotation(_myAvatar.getHead().getOrientation());
} else if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
_myCamera.setTightness(0.0f); // In first person, camera follows head exactly without delay
_myCamera.setTargetPosition(_myAvatar.getEyeLevelPosition());
_myCamera.setTargetPosition(_myAvatar.getHead().calculateAverageEyePosition());
_myCamera.setTargetRotation(_myAvatar.getHead().getCameraOrientation());
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
@ -386,15 +386,7 @@ void Application::paintGL() {
} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
_myCamera.setTightness(0.0f);
_myCamera.setDistance(0.3f);
glm::vec3 targetPosition = _myAvatar.getUprightHeadPosition();
if (_myAvatar.getHead().getFaceModel().isActive()) {
// make sure we're aligned to the blend face eyes
glm::vec3 leftEyePosition, rightEyePosition;
if (_myAvatar.getHead().getFaceModel().getEyePositions(leftEyePosition, rightEyePosition)) {
targetPosition = (leftEyePosition + rightEyePosition) * 0.5f;
}
}
_myCamera.setTargetPosition(targetPosition);
_myCamera.setTargetPosition(_myAvatar.getHead().calculateAverageEyePosition());
_myCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f)));
}
@ -1765,7 +1757,7 @@ Avatar* Application::findLookatTargetAvatar(const glm::vec3& mouseRayOrigin, con
float distance;
if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition,
HEAD_SPHERE_RADIUS * avatar->getHead().getScale(), distance)) {
eyePosition = avatar->getHead().getEyePosition();
eyePosition = avatar->getHead().calculateAverageEyePosition();
_lookatIndicatorScale = avatar->getHead().getScale();
_lookatOtherPosition = headPosition;
nodeUUID = avatar->getOwningNode()->getUUID();
@ -1932,10 +1924,15 @@ void Application::update(float deltaTime) {
if (_lookatTargetAvatar && !_faceshift.isActive()) {
// If the mouse is over another avatar's head...
_myAvatar.getHead().setLookAtPosition(lookAtSpot);
} else if (_isHoverVoxel && !_faceshift.isActive()) {
// Look at the hovered voxel
lookAtSpot = getMouseVoxelWorldCoordinates(_hoverVoxel);
_myAvatar.getHead().setLookAtPosition(lookAtSpot);
} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR && !_faceshift.isActive()) {
_myAvatar.getHead().setLookAtPosition(_myCamera.getPosition());
} else {
// Just look in direction of the mouse ray
const float FAR_AWAY_STARE = TREE_SCALE;
@ -2338,8 +2335,13 @@ void Application::updateAvatar(float deltaTime) {
}
void Application::queryVoxels() {
// Need to update this to support multiple different servers...
// if voxels are disabled, then don't send this at all...
if (!Menu::getInstance()->isOptionChecked(MenuOption::Voxels)) {
return;
}
// These will be the same for all servers, so we can set them up once and then reuse for each server we send to.
_voxelQuery.setCameraPosition(_viewFrustum.getPosition());
_voxelQuery.setCameraOrientation(_viewFrustum.getOrientation());
_voxelQuery.setCameraFov(_viewFrustum.getFieldOfView());
@ -2348,24 +2350,90 @@ void Application::queryVoxels() {
_voxelQuery.setCameraFarClip(_viewFrustum.getFarClip());
_voxelQuery.setCameraEyeOffsetPosition(_viewFrustum.getEyeOffsetPosition());
NodeList* nodeList = NodeList::getInstance();
// send head/hand data to the avatar mixer and voxel server
unsigned char voxelQueryPacket[MAX_PACKET_SIZE];
unsigned char* endOfVoxelQueryPacket = voxelQueryPacket;
endOfVoxelQueryPacket += populateTypeAndVersion(endOfVoxelQueryPacket, PACKET_TYPE_VOXEL_QUERY);
QByteArray ownerUUID = nodeList->getOwnerUUID().toRfc4122();
memcpy(endOfVoxelQueryPacket, ownerUUID.constData(), ownerUUID.size());
endOfVoxelQueryPacket += ownerUUID.size();
endOfVoxelQueryPacket += _voxelQuery.getBroadcastData(endOfVoxelQueryPacket);
const char nodeTypesOfInterest[] = { NODE_TYPE_VOXEL_SERVER };
controlledBroadcastToNodes(voxelQueryPacket, endOfVoxelQueryPacket - voxelQueryPacket,
nodeTypesOfInterest, sizeof(nodeTypesOfInterest));
NodeList* nodeList = NodeList::getInstance();
// Iterate all of the nodes, and get a count of how many voxel servers we have...
int voxelServerCount = 0;
for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
// only send to the NodeTypes that are NODE_TYPE_VOXEL_SERVER
if (node->getActiveSocket() != NULL && node->getType() == NODE_TYPE_VOXEL_SERVER) {
// get the server bounds for this server
QUuid nodeUUID = node->getUUID();
const JurisdictionMap& map = (_voxelServerJurisdictions)[nodeUUID];
unsigned char* rootCode = map.getRootOctalCode();
if (rootCode) {
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
AABox serverBounds(glm::vec3(rootDetails.x, rootDetails.y, rootDetails.z), rootDetails.s);
serverBounds.scale(TREE_SCALE);
ViewFrustum::location serverFrustumLocation = _viewFrustum.boxInFrustum(serverBounds);
if (serverFrustumLocation != ViewFrustum::OUTSIDE) {
voxelServerCount++;
}
}
}
}
// make sure there's at least one voxel server
if (voxelServerCount < 1) {
return; // no voxel servers to talk to, we can bail.
}
// set our preferred PPS to be exactly evenly divided among all of the voxel servers...
int perServerPPS = DEFAULT_MAX_VOXEL_PPS/voxelServerCount;
_voxelQuery.setMaxVoxelPacketsPerSecond(perServerPPS);
UDPSocket* nodeSocket = NodeList::getInstance()->getNodeSocket();
for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
// only send to the NodeTypes that are NODE_TYPE_VOXEL_SERVER
if (node->getActiveSocket() != NULL && node->getType() == NODE_TYPE_VOXEL_SERVER) {
// get the server bounds for this server
QUuid nodeUUID = node->getUUID();
const JurisdictionMap& map = (_voxelServerJurisdictions)[nodeUUID];
unsigned char* rootCode = map.getRootOctalCode();
if (rootCode) {
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
AABox serverBounds(glm::vec3(rootDetails.x, rootDetails.y, rootDetails.z), rootDetails.s);
serverBounds.scale(TREE_SCALE);
ViewFrustum::location serverFrustumLocation = _viewFrustum.boxInFrustum(serverBounds);
if (serverFrustumLocation != ViewFrustum::OUTSIDE) {
// set up the packet for sending...
unsigned char* endOfVoxelQueryPacket = voxelQueryPacket;
// insert packet type/version and node UUID
endOfVoxelQueryPacket += populateTypeAndVersion(endOfVoxelQueryPacket, PACKET_TYPE_VOXEL_QUERY);
QByteArray ownerUUID = nodeList->getOwnerUUID().toRfc4122();
memcpy(endOfVoxelQueryPacket, ownerUUID.constData(), ownerUUID.size());
endOfVoxelQueryPacket += ownerUUID.size();
// encode the query data...
endOfVoxelQueryPacket += _voxelQuery.getBroadcastData(endOfVoxelQueryPacket);
int packetLength = endOfVoxelQueryPacket - voxelQueryPacket;
nodeSocket->send(node->getActiveSocket(), voxelQueryPacket, packetLength);
// Feed number of bytes to corresponding channel of the bandwidth meter
_bandwidthMeter.outputStream(BandwidthMeter::VOXELS).updateValue(packetLength);
}
}
}
}
}
/////////////////////////////////////////////////////////////////////////////////////
@ -2792,9 +2860,6 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
}
// Render my own Avatar
if (whichCamera.getMode() == CAMERA_MODE_MIRROR && !_faceshift.isActive()) {
_myAvatar.getHead().setLookAtPosition(whichCamera.getPosition());
}
_myAvatar.render(whichCamera.getMode() == CAMERA_MODE_MIRROR,
Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
_myAvatar.setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors));

View file

@ -238,6 +238,11 @@ void Head::simulate(float deltaTime, bool isMine) {
}
_faceModel.simulate(deltaTime);
calculateGeometry();
// the blend face may have custom eye meshes
_faceModel.getEyePositions(_leftEyePosition, _rightEyePosition);
}
void Head::calculateGeometry() {
@ -286,8 +291,6 @@ void Head::render(float alpha, bool isMine) {
_renderAlpha = alpha;
if (!(_videoFace.render(alpha) || _faceModel.render(alpha))) {
calculateGeometry();
glEnable(GL_DEPTH_TEST);
glEnable(GL_RESCALE_NORMAL);
@ -299,11 +302,6 @@ void Head::render(float alpha, bool isMine) {
renderNose();
renderEyeBrows();
}
if (_faceModel.isActive()) {
// the blend face may have custom eye meshes
_faceModel.getEyePositions(_leftEyePosition, _rightEyePosition);
}
if (_renderLookatVectors) {
renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);

View file

@ -12,6 +12,7 @@
#include "Faceshift.h"
#include "Menu.h"
#include "Util.h"
using namespace fs;
using namespace std;
@ -63,11 +64,23 @@ void Faceshift::update() {
}
float averageEyePitch = (_eyeGazeLeftPitch + _eyeGazeRightPitch) / 2.0f;
float averageEyeYaw = (_eyeGazeLeftYaw + _eyeGazeRightYaw) / 2.0f;
// get the gaze relative to the window
glm::vec3 eyeEulers = safeEulerAngles(_headRotation * glm::quat(glm::radians(glm::vec3(
averageEyePitch, averageEyeYaw, 0.0f))));
// smooth relative to the window
const float LONG_TERM_AVERAGE_SMOOTHING = 0.999f;
_longTermAverageEyePitch = glm::mix(averageEyePitch, _longTermAverageEyePitch, LONG_TERM_AVERAGE_SMOOTHING);
_longTermAverageEyeYaw = glm::mix(averageEyeYaw, _longTermAverageEyeYaw, LONG_TERM_AVERAGE_SMOOTHING);
_estimatedEyePitch = averageEyePitch - _longTermAverageEyePitch;
_estimatedEyeYaw = averageEyeYaw - _longTermAverageEyeYaw;
_longTermAverageEyePitch = glm::mix(eyeEulers.x, _longTermAverageEyePitch, LONG_TERM_AVERAGE_SMOOTHING);
_longTermAverageEyeYaw = glm::mix(eyeEulers.y, _longTermAverageEyeYaw, LONG_TERM_AVERAGE_SMOOTHING);
// back to head-relative
float windowEyePitch = eyeEulers.x - _longTermAverageEyePitch;
float windowEyeYaw = eyeEulers.y - _longTermAverageEyeYaw;
glm::vec3 relativeEyeEulers = safeEulerAngles(glm::inverse(_headRotation) * glm::quat(glm::radians(glm::vec3(
windowEyePitch, windowEyeYaw, 0.0f))));
_estimatedEyePitch = relativeEyeEulers.x;
_estimatedEyeYaw = relativeEyeEulers.y;
}
void Faceshift::reset() {