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Fixed threading issue with Environment, more work on avatar righting.
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parent
dd101b393d
commit
53ae8235f3
4 changed files with 33 additions and 16 deletions
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@ -340,7 +340,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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float gravityLength = glm::length(_gravity);
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if (gravityLength > 0.0f) {
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glm::vec3 targetUp = _gravity / -gravityLength;
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const glm::vec3& currentUp = _orientation.getUp();
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const glm::vec3& currentUp = _righting * glm::vec3(0.0f, 1.0f, 0.0f);
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float angle = glm::degrees(acosf(glm::dot(currentUp, targetUp)));
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if (angle > 0.0f) {
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glm::vec3 axis;
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@ -349,11 +349,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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} else {
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axis = glm::normalize(glm::cross(currentUp, targetUp));
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}
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_orientation.rotate(glm::angleAxis(min(deltaTime * ANGULAR_RIGHTING_SPEED, angle), axis));
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glm::vec3 eulerAngles = glm::eulerAngles(_orientation.getQuat());
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_bodyYaw = eulerAngles.y;
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_bodyPitch = eulerAngles.x;
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_bodyRoll = eulerAngles.z;
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_righting = glm::angleAxis(min(deltaTime * ANGULAR_RIGHTING_SPEED, angle), axis) * _righting;
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}
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}
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@ -616,7 +612,7 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d
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void Avatar::updateCollisionWithEnvironment() {
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if (_position.y < _pelvisStandingHeight) {
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applyCollisionWithScene(glm::vec3(0.0f, _pelvisStandingHeight - _position.y, 0.0f));
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//applyCollisionWithScene(glm::vec3(0.0f, _pelvisStandingHeight - _position.y, 0.0f));
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}
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float radius = _height * 0.125f;
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@ -1005,6 +1001,7 @@ void Avatar::updateSkeleton() {
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_orientation.yaw (_bodyYaw );
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_orientation.pitch(_bodyPitch);
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_orientation.roll (_bodyRoll );
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_orientation.rotate(_righting);
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// calculate positions of all bones by traversing the skeleton tree:
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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@ -169,6 +169,7 @@ private:
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float _speed;
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float _maxArmLength;
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Orientation _orientation;
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glm::quat _righting;
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int _driveKeys[MAX_DRIVE_KEYS];
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float _pelvisStandingHeight;
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float _height;
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@ -6,6 +6,7 @@
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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#include <QByteArray>
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#include <QMutexLocker>
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#include <QtDebug>
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#include <GeometryUtil.h>
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@ -40,6 +41,9 @@ void Environment::init() {
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}
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void Environment::renderAtmospheres(Camera& camera) {
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// get the lock for the duration of the call
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QMutexLocker locker(&_mutex);
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foreach (const ServerData& serverData, _data) {
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foreach (const EnvironmentData& environmentData, serverData) {
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renderAtmosphere(camera, environmentData);
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@ -47,7 +51,10 @@ void Environment::renderAtmospheres(Camera& camera) {
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}
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}
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glm::vec3 Environment::getGravity (const glm::vec3& position) const {
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glm::vec3 Environment::getGravity (const glm::vec3& position) {
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// get the lock for the duration of the call
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QMutexLocker locker(&_mutex);
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glm::vec3 gravity;
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foreach (const ServerData& serverData, _data) {
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foreach (const EnvironmentData& environmentData, serverData) {
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@ -60,24 +67,30 @@ glm::vec3 Environment::getGravity (const glm::vec3& position) const {
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return gravity;
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}
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const EnvironmentData& Environment::getClosestData(const glm::vec3& position) const {
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const EnvironmentData* closest;
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const EnvironmentData Environment::getClosestData(const glm::vec3& position) {
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// get the lock for the duration of the call
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QMutexLocker locker(&_mutex);
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EnvironmentData closest;
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float closestDistance = FLT_MAX;
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foreach (const ServerData& serverData, _data) {
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foreach (const EnvironmentData& environmentData, serverData) {
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float distance = glm::distance(position, environmentData.getAtmosphereCenter()) -
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environmentData.getAtmosphereOuterRadius();
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if (distance < closestDistance) {
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closest = &environmentData;
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closest = environmentData;
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closestDistance = distance;
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}
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}
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}
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return *closest;
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return closest;
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}
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bool Environment::findCapsulePenetration(const glm::vec3& start, const glm::vec3& end,
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float radius, glm::vec3& penetration) const {
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float radius, glm::vec3& penetration) {
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// get the lock for the duration of the call
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QMutexLocker locker(&_mutex);
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bool found = false;
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penetration = glm::vec3(0.0f, 0.0f, 0.0f);
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foreach (const ServerData& serverData, _data) {
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@ -98,6 +111,9 @@ int Environment::parseData(sockaddr *senderAddress, unsigned char* sourceBuffer,
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EnvironmentData newData;
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int bytesRead = newData.parseData(sourceBuffer, numBytes);
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// get the lock for the duration of the call
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QMutexLocker locker(&_mutex);
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// update the mapping by address/ID
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_data[*senderAddress][newData.getID()] = newData;
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@ -10,6 +10,7 @@
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#define __interface__Environment__
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#include <QHash>
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#include <QMutex>
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#include <UDPSocket.h>
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@ -25,10 +26,10 @@ public:
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void init();
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void renderAtmospheres(Camera& camera);
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glm::vec3 getGravity (const glm::vec3& position) const;
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const EnvironmentData& getClosestData(const glm::vec3& position) const;
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glm::vec3 getGravity (const glm::vec3& position);
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const EnvironmentData getClosestData(const glm::vec3& position);
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bool findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) const;
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bool findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration);
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int parseData(sockaddr *senderAddress, unsigned char* sourceBuffer, int numBytes);
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@ -67,6 +68,8 @@ private:
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typedef QHash<int, EnvironmentData> ServerData;
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QHash<sockaddr, ServerData> _data;
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QMutex _mutex;
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};
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#endif /* defined(__interface__Environment__) */
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