Merge remote-tracking branch 'origin/master'

This commit is contained in:
Jeffrey Ventrella 2013-04-15 12:06:48 -07:00
commit 574ab04e09
21 changed files with 671 additions and 635 deletions

View file

@ -38,7 +38,7 @@ const int AVATAR_LISTEN_PORT = 55444;
const unsigned short BROADCAST_INTERVAL_USECS = 20 * 1000 * 1000;
unsigned char *addAgentToBroadcastPacket(unsigned char *currentPosition, Agent *agentToAdd) {
currentPosition += packSocket(currentPosition, agentToAdd->getPublicSocket());
currentPosition += packAgentId(currentPosition, agentToAdd->getAgentId());
AvatarAgentData *agentData = (AvatarAgentData *)agentToAdd->getLinkedData();

View file

@ -43,20 +43,17 @@ Cloud::Cloud(int num,
}
}
void Cloud::render() {
float particleAttenuationQuadratic[] = { 0.0f, 0.0f, 2.0f };
glEnable( GL_TEXTURE_2D );
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
float maxSize = 0.0f;
glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize );
glPointSize( maxSize );
glPointParameterfvARB( GL_POINT_DISTANCE_ATTENUATION_ARB, particleAttenuationQuadratic );
glPointParameterfARB( GL_POINT_SIZE_MAX_ARB, maxSize );
glPointParameterfARB( GL_POINT_SIZE_MIN_ARB, 0.001f );

View file

@ -1,225 +0,0 @@
//
// Hand.cpp
// interface
//
// Created by Philip Rosedale on 10/13/12.
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#include "Hand.h"
#ifdef _WIN32
#include "Systime.h"
#else
#include <sys/time.h>
#endif
const float PHI = 1.618f;
const float DEFAULT_X = 0;
const float DEFAULT_Y = -1.5;
const float DEFAULT_Z = 2.0;
const float DEFAULT_TRANSMITTER_HZ = 60.0;
Hand::Hand(glm::vec3 initcolor) {
color = initcolor;
reset();
noise = 0.0; //0.2;
scale.x = 0.07f;
scale.y = scale.x * 5.0f;
scale.z = scale.y * 1.0f;
renderPointer = true;
}
Hand::Hand(const Hand &otherHand) {
color = otherHand.color;
noise = otherHand.noise;
scale = otherHand.scale;
position = otherHand.position;
target = otherHand.target;
velocity = otherHand.color;
pitch = otherHand.pitch;
yaw = otherHand.yaw;
roll = otherHand.roll;
pitchRate = otherHand.pitchRate;
yawRate = otherHand.yawRate;
rollRate = otherHand.rollRate;
transmitterTimer = otherHand.transmitterTimer;
transmitterHz = otherHand.transmitterHz;
transmitterPackets = otherHand.transmitterPackets;
renderPointer = otherHand.renderPointer;
}
void Hand::reset() {
position.x = DEFAULT_X;
position.y = DEFAULT_Y;
position.z = DEFAULT_Z;
pitch = yaw = roll = 0;
pitchRate = yawRate = rollRate = 0;
setTarget(position);
velocity.x = velocity.y = velocity.z = 0;
transmitterPackets = 0;
transmitterHz = DEFAULT_TRANSMITTER_HZ;
}
void Hand::render(int isMine) {
const float POINTER_LENGTH = 20.0;
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glRotatef(yaw, 0, 1, 0);
glRotatef(pitch, 1, 0, 0);
glRotatef(roll, 0, 0, 1);
glColor3f(color.x, color.y, color.z);
glScalef(scale.x, scale.y, scale.z);
//glutSolidSphere(1.5, 20, 20);
glutSolidCube(1.0);
if (renderPointer) {
glBegin(GL_TRIANGLES);
glColor3f(1,0,0);
glNormal3f(0,-1,0);
glVertex3f(-0.4f,0,0);
glVertex3f(0.4f,0,0);
glVertex3f(0,0,-POINTER_LENGTH);
glEnd();
glPushMatrix();
glTranslatef(0,0,-POINTER_LENGTH);
glutSolidCube(1.0);
glPopMatrix();
}
glPopMatrix();
}
void Hand::addAngularVelocity (float pRate, float yRate, float rRate) {
pitchRate += pRate;
yawRate += yRate;
rollRate += rRate;
}
void Hand::processTransmitterData(char *packetData, int numBytes) {
// Read a packet from a transmitter app, process the data
float accX, accY, accZ,
graX, graY, graZ,
gyrX, gyrY, gyrZ,
linX, linY, linZ,
rot1, rot2, rot3, rot4;
sscanf((char *)packetData, "tacc %f %f %f gra %f %f %f gyr %f %f %f lin %f %f %f rot %f %f %f %f",
&accX, &accY, &accZ,
&graX, &graY, &graZ,
&gyrX, &gyrY, &gyrZ,
&linX, &linY, &linZ,
&rot1, &rot2, &rot3, &rot4);
if (transmitterPackets++ == 0) {
gettimeofday(&transmitterTimer, NULL);
}
const int TRANSMITTER_COUNT = 100;
if (transmitterPackets % TRANSMITTER_COUNT == 0) {
// Every 100 packets, record the observed Hz of the transmitter data
timeval now;
gettimeofday(&now, NULL);
double msecsElapsed = diffclock(&transmitterTimer, &now);
transmitterHz = static_cast<float>( (double)TRANSMITTER_COUNT/(msecsElapsed/1000.0) );
//std::cout << "Transmitter Hz: " << (float)TRANSMITTER_COUNT/(msecsElapsed/1000.0) << "\n";
//memcpy(&transmitterTimer, &now, sizeof(timeval));
transmitterTimer = now;
}
// Add rotational forces to the hand
const float ANG_VEL_SENSITIVITY = 4.0;
const float ANG_VEL_THRESHOLD = 0.0;
float angVelScale = ANG_VEL_SENSITIVITY*(1.0f/getTransmitterHz());
//addAngularVelocity(gyrX*angVelScale,gyrZ*angVelScale,-gyrY*angVelScale);
addAngularVelocity(fabs(gyrX*angVelScale)>ANG_VEL_THRESHOLD?gyrX*angVelScale:0,
fabs(gyrZ*angVelScale)>ANG_VEL_THRESHOLD?gyrZ*angVelScale:0,
fabs(-gyrY*angVelScale)>ANG_VEL_THRESHOLD?-gyrY*angVelScale:0);
// Add linear forces to the hand
//const float LINEAR_VEL_SENSITIVITY = 50.0;
const float LINEAR_VEL_SENSITIVITY = 5.0;
float linVelScale = LINEAR_VEL_SENSITIVITY*(1.0f/getTransmitterHz());
glm::vec3 linVel(linX*linVelScale, linZ*linVelScale, -linY*linVelScale);
addVelocity(linVel);
}
void Hand::simulate(float deltaTime) {
const float ANGULAR_SPRING_CONSTANT = 0.25;
const float ANGULAR_DAMPING_COEFFICIENT = 5*2.0f*powf(ANGULAR_SPRING_CONSTANT,0.5f);
const float LINEAR_SPRING_CONSTANT = 100;
const float LINEAR_DAMPING_COEFFICIENT = 2.0f*powf(LINEAR_SPRING_CONSTANT,0.5f);
// If noise, add a bit of random velocity
const float RNOISE = 0.0;
const float VNOISE = 0.01f;
if (noise) {
glm::vec3 nVel(randFloat() - 0.5f, randFloat() - 0.5f, randFloat() - 0.5f);
nVel *= VNOISE;
addVelocity(nVel);
addAngularVelocity(RNOISE*(randFloat() - 0.5f),
RNOISE*(randFloat() - 0.5f),
RNOISE*(randFloat() - 0.5f));
}
position += velocity*deltaTime;
pitch += pitchRate;
yaw += yawRate;
roll += rollRate;
// The spring method
if (0) {
// Use a linear spring to attempt to return the hand to the target position
glm::vec3 springForce = target - position;
springForce *= LINEAR_SPRING_CONSTANT;
addVelocity(springForce * deltaTime);
// Critically damp the linear spring
glm::vec3 dampingForce(velocity);
dampingForce *= LINEAR_DAMPING_COEFFICIENT;
addVelocity(-dampingForce * deltaTime);
// Use angular spring to return hand to target rotation (0,0,0)
addAngularVelocity(-pitch * ANGULAR_SPRING_CONSTANT * deltaTime,
-yaw * ANGULAR_SPRING_CONSTANT * deltaTime,
-roll * ANGULAR_SPRING_CONSTANT * deltaTime);
// Critically damp angular spring
addAngularVelocity(-pitchRate*ANGULAR_DAMPING_COEFFICIENT*deltaTime,
-yawRate*ANGULAR_DAMPING_COEFFICIENT*deltaTime,
-rollRate*ANGULAR_DAMPING_COEFFICIENT*deltaTime);
}
// The absolute limits method (no springs)
if (1) {
// Limit rotation
const float YAW_LIMIT = 20;
const float PITCH_LIMIT = 20;
if (yaw > YAW_LIMIT) { yaw = YAW_LIMIT; yawRate = 0.0; }
if (yaw < -YAW_LIMIT) { yaw = -YAW_LIMIT; yawRate = 0.0; }
if (pitch > PITCH_LIMIT) { pitch = PITCH_LIMIT; pitchRate = 0.0; }
if (pitch < -PITCH_LIMIT) { pitch = -PITCH_LIMIT; pitchRate = 0.0; }
// Damp Rotation Rates
yawRate *= 0.99f;
pitchRate *= 0.99f;
rollRate *= 0.99f;
// Limit position
const float X_LIMIT = 1.0;
const float Y_LIMIT = 1.0;
const float Z_LIMIT = 1.0;
if (position.x > DEFAULT_X + X_LIMIT) { position.x = DEFAULT_X + X_LIMIT; velocity.x = 0; }
if (position.x < DEFAULT_X - X_LIMIT) { position.x = DEFAULT_X - X_LIMIT; velocity.x = 0; }
if (position.y > DEFAULT_Y + Y_LIMIT) { position.y = DEFAULT_Y + Y_LIMIT; velocity.y = 0; }
if (position.y < DEFAULT_Y - Y_LIMIT) { position.y = DEFAULT_Y - Y_LIMIT; velocity.y = 0; }
if (position.z > DEFAULT_Z + Z_LIMIT) { position.z = DEFAULT_Z + Z_LIMIT; velocity.z = 0; }
if (position.z < DEFAULT_Z - Z_LIMIT) { position.z = DEFAULT_Z - Z_LIMIT; velocity.z = 0; }
// Damp Velocity
velocity *= 0.99;
}
}

View file

@ -1,47 +0,0 @@
//
// Hand.h
// interface
//
// Created by Philip Rosedale on 10/13/12.
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Hand__
#define __interface__Hand__
#include <glm/glm.hpp>
#include <iostream>
#include "Util.h"
#include "Field.h"
#include "world.h"
#include "InterfaceConfig.h"
class Hand {
public:
Hand(glm::vec3 color);
Hand(const Hand &otherHand);
void simulate (float deltaTime);
void render (int isMine);
void reset ();
void setNoise (float mag) { noise = mag; };
void addVelocity (glm::vec3 v) { velocity += v; };
void addAngularVelocity (float pRate, float yRate, float rRate);
glm::vec3 getPos() { return position; };
void setPos(glm::vec3 p) { position = p; };
void setTarget(glm::vec3 t) { target = t; };
void processTransmitterData(char * packetData, int numBytes);
float getTransmitterHz() { return transmitterHz; };
void setRenderPointer(bool p) { renderPointer = p; };
private:
glm::vec3 position, target, velocity, color, scale;
float pitch, yaw, roll, pitchRate, yawRate, rollRate;
float noise;
timeval transmitterTimer;
float transmitterHz;
int transmitterPackets;
bool renderPointer;
};
#endif

View file

@ -91,10 +91,9 @@ Head::Head() {
usingSprings = false;
springForce = 6.0f;
springToBodyTightness = 4.0f;
springVelocityDecay = 16.0f;
hand = new Hand(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));
if (iris_texture.size() == 0) {
switchToResourcesIfRequired();
unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
@ -170,12 +169,8 @@ Head::Head(const Head &otherHead) {
sphere = NULL;
Hand newHand = Hand(*otherHead.hand);
hand = &newHand;
}
Head::~Head() {
if (sphere != NULL) {
gluDeleteQuadric(sphere);
@ -349,27 +344,27 @@ void Head::simulate(float deltaTime) {
//notice that the z values from avatar.orientation are flipped to accommodate different coordinate system
if (driveKeys[FWD]) {
glm::vec3 front( avatar.orientation.front.x, avatar.orientation.front.y, avatar.orientation.front.z );
glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z );
avatar.thrust += front * THRUST_MAG;
}
if (driveKeys[BACK]) {
glm::vec3 front( avatar.orientation.front.x, avatar.orientation.front.y, avatar.orientation.front.z );
glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z );
avatar.thrust -= front * THRUST_MAG;
}
if (driveKeys[RIGHT]) {
glm::vec3 right( avatar.orientation.right.x, avatar.orientation.right.y, avatar.orientation.right.z );
glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z );
avatar.thrust -= right * THRUST_MAG;
}
if (driveKeys[LEFT]) {
glm::vec3 right( avatar.orientation.right.x, avatar.orientation.right.y, avatar.orientation.right.z );
glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z );
avatar.thrust += right * THRUST_MAG;
}
if (driveKeys[UP]) {
glm::vec3 up( avatar.orientation.up.x, avatar.orientation.up.y, avatar.orientation.up.z );
glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z );
avatar.thrust += up * THRUST_MAG;
}
if (driveKeys[DOWN]) {
glm::vec3 up( avatar.orientation.up.x, avatar.orientation.up.y, avatar.orientation.up.z );
glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z );
avatar.thrust -= up * THRUST_MAG;
}
if (driveKeys[ROT_RIGHT]) {
@ -777,27 +772,23 @@ void Head::setHandMovement( glm::vec3 movement ) {
void Head::initializeAvatar() {
//avatar.position = glm::vec3( 0.0, 0.0, 0.0 );
avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
avatar.orientation.setToIdentity();
closestOtherAvatar = 0;
bodyYaw = -90.0;
bodyPitch = 0.0;
bodyRoll = 0.0;
bodyYawDelta = 0.0;
bodyYaw = -90.0;
bodyPitch = 0.0;
bodyRoll = 0.0;
bodyYawDelta = 0.0;
for (int b=0; b<NUM_AVATAR_BONES; b++) {
avatar.bone[b].parent = AVATAR_BONE_NULL;
avatar.bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].yaw = 0.0f;
avatar.bone[b].pitch = 0.0f;
avatar.bone[b].roll = 0.0f;
avatar.bone[b].length = 0.0f;
avatar.bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].orientation.setToIdentity();
}
@ -876,41 +867,6 @@ void Head::initializeAvatar() {
avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
//----------------------------------------------------------------------------------------------------------------
// set the spring body tightness (determines how tightly the springy positions stay on the bone positions
//----------------------------------------------------------------------------------------------------------------
for (int b=0; b<NUM_AVATAR_BONES; b++) {
avatar.bone[b].springBodyTightness = 4.0f;
}
/*
avatar.bone[ AVATAR_BONE_NULL ].springBodyTightness = 0.8f;
avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_MID_SPINE ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_CHEST_SPINE ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_NECK ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_HEAD ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_LEFT_CHEST ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_LEFT_HAND ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].springBodyTightness = 0.0f;
avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].springBodyTightness = 0.8f;
avatar.bone[ AVATAR_BONE_LEFT_THIGH ].springBodyTightness = 0.8f;
avatar.bone[ AVATAR_BONE_LEFT_SHIN ].springBodyTightness = 0.8f;
avatar.bone[ AVATAR_BONE_LEFT_FOOT ].springBodyTightness = 0.8f;
avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].springBodyTightness = 0.8f;
avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].springBodyTightness = 0.8f;
avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].springBodyTightness = 0.8f;
avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].springBodyTightness = 0.8f;
*/
//----------------------------------------------------------------------------
// calculate bone length
//----------------------------------------------------------------------------
@ -991,15 +947,14 @@ void Head::updateAvatarSprings( float deltaTime ) {
if ( length > 0.0f ) {
glm::vec3 springDirection = springVector / length;
float force = ( length - avatar.bone[b].length ) * springForce * deltaTime;
float force = ( length - avatar.bone[b].length ) * springForce * deltaTime;
avatar.bone[ b ].springyVelocity -= springDirection * force;
avatar.bone[ avatar.bone[b].parent ].springyVelocity += springDirection * force;
}
avatar.bone[b].springyVelocity += ( avatar.bone[b].position - avatar.bone[b].springyPosition ) *
avatar.bone[b].springBodyTightness * deltaTime;
avatar.bone[b].springyVelocity += ( avatar.bone[b].position - avatar.bone[b].springyPosition ) * springToBodyTightness * deltaTime;
float decay = 1.0 - springVelocityDecay * deltaTime;
if ( decay > 0.0 ) {
@ -1020,32 +975,27 @@ float Head::getBodyYaw() {
glm::vec3 Head::getHeadLookatDirection() {
return glm::vec3
(
avatar.orientation.front.x,
avatar.orientation.front.y,
avatar.orientation.front.z
avatar.orientation.getFront().x,
avatar.orientation.getFront().y,
avatar.orientation.getFront().z
);
}
glm::vec3 Head::getHeadLookatDirectionUp() {
return glm::vec3
(
avatar.orientation.up.x,
avatar.orientation.up.y,
avatar.orientation.up.z
avatar.orientation.getUp().x,
avatar.orientation.getUp().y,
avatar.orientation.getUp().z
);
}
glm::vec3 Head::getBonePosition( AvatarBones b )
{
return avatar.bone[b].position;
}
glm::vec3 Head::getHeadLookatDirectionRight() {
return glm::vec3
(
avatar.orientation.right.x,
avatar.orientation.right.y,
avatar.orientation.right.z
avatar.orientation.getRight().x,
avatar.orientation.getRight().y,
avatar.orientation.getRight().z
);
}
@ -1073,9 +1023,9 @@ void Head::updateHandMovement() {
glm::vec3 transformedHandMovement;
transformedHandMovement
= avatar.orientation.right * -movedHandOffset.x
+ avatar.orientation.up * -movedHandOffset.y
+ avatar.orientation.front * -movedHandOffset.y * 0.4;
= avatar.orientation.getRight() * -movedHandOffset.x
+ avatar.orientation.getUp() * -movedHandOffset.y
+ avatar.orientation.getFront() * -movedHandOffset.y * 0.4f;
//if holding hands, add a pull to the hand...
if ( usingSprings ) {
@ -1119,8 +1069,10 @@ void Head::updateHandMovement() {
//-----------------------------------------------------------------------------
glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
newElbowPosition += armVector * (float)ONE_HALF;
glm::vec3 perpendicular = glm::cross( avatar.orientation.front, armVector );
newElbowPosition += perpendicular * ( 1.0 - ( avatar.maxArmLength / distance ) ) * ONE_HALF;
glm::vec3 perpendicular = glm::cross( avatar.orientation.getFront(), armVector );
// XXXBHG - Jeffery, you should clean this up. You can't multiple glm::vec3's by doubles, only floats
newElbowPosition += perpendicular * (float)(( 1.0f - ( avatar.maxArmLength / distance ) ) * ONE_HALF);
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
//-----------------------------------------------------------------------------
@ -1220,10 +1172,55 @@ void Head::parseData(void *data, int size) {
handBeingMoved = true;
}
void Head::SetNewHeadTarget(float pitch, float yaw) {
PitchTarget = pitch;
YawTarget = yaw;
}
void Head::processTransmitterData(char *packetData, int numBytes) {
// Read a packet from a transmitter app, process the data
float accX, accY, accZ,
graX, graY, graZ,
gyrX, gyrY, gyrZ,
linX, linY, linZ,
rot1, rot2, rot3, rot4;
sscanf((char *)packetData, "tacc %f %f %f gra %f %f %f gyr %f %f %f lin %f %f %f rot %f %f %f %f",
&accX, &accY, &accZ,
&graX, &graY, &graZ,
&gyrX, &gyrY, &gyrZ,
&linX, &linY, &linZ,
&rot1, &rot2, &rot3, &rot4);
if (transmitterPackets++ == 0) {
gettimeofday(&transmitterTimer, NULL);
}
const int TRANSMITTER_COUNT = 100;
if (transmitterPackets % TRANSMITTER_COUNT == 0) {
// Every 100 packets, record the observed Hz of the transmitter data
timeval now;
gettimeofday(&now, NULL);
double msecsElapsed = diffclock(&transmitterTimer, &now);
transmitterHz = static_cast<float>( (double)TRANSMITTER_COUNT/(msecsElapsed/1000.0) );
transmitterTimer = now;
}
/* NOTE: PR: Will add back in when ready to animate avatar hand
// Add rotational forces to the hand
const float ANG_VEL_SENSITIVITY = 4.0;
const float ANG_VEL_THRESHOLD = 0.0;
float angVelScale = ANG_VEL_SENSITIVITY*(1.0f/getTransmitterHz());
addAngularVelocity(fabs(gyrX*angVelScale)>ANG_VEL_THRESHOLD?gyrX*angVelScale:0,
fabs(gyrZ*angVelScale)>ANG_VEL_THRESHOLD?gyrZ*angVelScale:0,
fabs(-gyrY*angVelScale)>ANG_VEL_THRESHOLD?-gyrY*angVelScale:0);
// Add linear forces to the hand
//const float LINEAR_VEL_SENSITIVITY = 50.0;
const float LINEAR_VEL_SENSITIVITY = 5.0;
float linVelScale = LINEAR_VEL_SENSITIVITY*(1.0f/getTransmitterHz());
glm::vec3 linVel(linX*linVelScale, linZ*linVelScale, -linY*linVelScale);
addVelocity(linVel);
*/
}

View file

@ -13,7 +13,6 @@
#include "AgentData.h"
#include "Field.h"
#include "world.h"
#include "Hand.h"
#include "Orientation.h" // added by Ventrella as a utility
#include "InterfaceConfig.h"
#include "SerialInterface.h"
@ -196,7 +195,12 @@ class Head : public AgentData {
void addThrust(glm::vec3 newThrust) { avatar.thrust += newThrust; };
glm::vec3 getThrust() { return avatar.thrust; };
Hand * hand;
//
// Related to getting transmitter UDP data used to animate the avatar hand
//
void processTransmitterData(char * packetData, int numBytes);
float getTransmitterHz() { return transmitterHz; };
private:
float noise;
@ -271,6 +275,13 @@ class Head : public AgentData {
void readSensors();
float renderYaw, renderPitch; // Pitch from view frustum when this is own head.
//
// Related to getting transmitter UDP data used to animate the avatar hand
//
timeval transmitterTimer;
float transmitterHz;
int transmitterPackets;
};
#endif

View file

@ -41,7 +41,7 @@ void MenuColumn::mouseClickRow(int numberOfRowsIndex) {
}
bool MenuColumn::mouseClick(int x, int y, int leftPosition, int menuHeight, int lineHeight) {
int rightPosition = leftPosition + 200;
int rightPosition = leftPosition + 200; // XXXBHG - this looks like a hack?
int topPosition = menuHeight;
int bottomPosition = menuHeight;
int columnWidth = 0;
@ -67,13 +67,14 @@ void MenuColumn::setMouseOver(int leftPosition, int rightPosition, int topPositi
}
bool MenuColumn::mouseOver(int x, int y, int leftPosition, int menuHeight, int lineHeight) {
int rightPosition = leftPosition + 100;
int maxColumnWidth = this->getMaxRowWidth();
int rightPosition = leftPosition + maxColumnWidth;
int topPosition = menuHeight;
int bottomPosition = menuHeight;
int columnWidth = 0;
bool overMenu = false;
for (unsigned int i = 0; i < rows.size(); ++i) {
columnWidth = rows[i].getWidth();
topPosition = bottomPosition + lineHeight ;
if (x > leftPosition && x < rightPosition && y > bottomPosition && y < topPosition) {
setMouseOver(leftPosition, rightPosition, bottomPosition, topPosition);
@ -116,26 +117,47 @@ int MenuColumn::addRow(const char* rowName, MenuRowCallback callback) {
return 0;
}
int MenuColumn::addRow(const char* rowName, MenuRowCallback callback, MenuStateNameCallback stateNameCallback) {
MenuRow* row;
row = new MenuRow(rowName, callback, stateNameCallback);
rows.push_back(*row);
delete row;
return 0;
}
int MenuColumn::getMaxRowWidth() {
float scale = 0.09;
int mono = 0;
int maxColumnWidth = 100 - (SPACE_BEFORE_ROW_NAME*2); // the minimum size we want
for (unsigned int i = 0; i < rows.size(); ++i) {
maxColumnWidth = std::max(maxColumnWidth,rows[i].getWidth(scale, mono, 0));
}
maxColumnWidth += SPACE_BEFORE_ROW_NAME*2; // space before and after!!
return maxColumnWidth;
}
void MenuColumn::render(int yOffset, int menuHeight, int lineHeight) {
float scale = 0.09;
int mono = 0;
int numberOfRows = rows.size();
if (numberOfRows > 0) {
int maxColumnWidth = this->getMaxRowWidth();
glColor3f(0.9,0.9,0.9);
glBegin(GL_QUADS); {
glVertex2f(leftPosition, yOffset + menuHeight);
glVertex2f(leftPosition+100, yOffset + menuHeight);
glVertex2f(leftPosition+100, yOffset + menuHeight + numberOfRows*lineHeight);
glVertex2f(leftPosition+maxColumnWidth, yOffset + menuHeight);
glVertex2f(leftPosition+maxColumnWidth, yOffset + menuHeight + numberOfRows*lineHeight);
glVertex2f(leftPosition , yOffset + menuHeight + numberOfRows* lineHeight);
}
glEnd();
}
float scale = 0.09;
int mono = 0;
int y = menuHeight + lineHeight / 2 ;
char* rowName;
int columnWidth = 0;
for (unsigned int i = 0; i < rows.size(); ++i) {
rowName = rows[i].getName();
columnWidth = rows[i].getWidth(scale, mono, 0);
drawtext(leftPosition + SPACE_BEFORE_ROW_NAME, y+5 + yOffset, scale, 0, 1.0, mono, rowName, 0, 0, 0);
y += lineHeight;
}

View file

@ -27,6 +27,8 @@ public:
void render(int yOffset, int menuHeight, int lineHeight);
void renderMouseOver(int yOffset);
int addRow(const char* rowName, MenuRowCallback callback);
int addRow(const char* rowName, MenuRowCallback callback, MenuStateNameCallback stateNameCallback);
int getMaxRowWidth();
private:
char columnName[MAX_COLUMN_NAME];
int columnWidth;

View file

@ -16,14 +16,26 @@
#include "MenuColumn.h"
#include "Menu.h"
MenuRow::MenuRow() {
MenuRow::MenuRow() :
callback(NULL),
stateNameCallback(NULL) {
}
MenuRow::MenuRow(const char * columnName, MenuRowCallback callback) {
int length = std::min(MAX_COLUMN_NAME - 5,(int) strlen(columnName));
strncpy(this->rowName, columnName, length);
memcpy(this->rowName + length, " \0", 5);
this->callback = callback;
MenuRow::MenuRow(const char * columnName, MenuRowCallback callback) :
callback(callback),
stateNameCallback(NULL) {
this->nameLength = strlen(columnName);
strncpy(this->rowName, columnName, MAX_COLUMN_NAME); // copy the base name
strncpy(this->rowName, this->getName(), MAX_COLUMN_NAME); // now add in state
rowWidth = 0;
}
MenuRow::MenuRow(const char * columnName, MenuRowCallback callback, MenuStateNameCallback stateNameCallback) :
callback(callback),
stateNameCallback(stateNameCallback) {
this->nameLength = strlen(columnName);
strncpy(this->rowName, columnName, MAX_COLUMN_NAME);
strncpy(this->rowName, this->getName(), MAX_COLUMN_NAME); // now add in state
rowWidth = 0;
}
@ -31,19 +43,30 @@ MenuRow::~MenuRow() {
}
void MenuRow::call() {
callback(-2);
callback(MENU_ROW_PICKED);
}
const char* MenuRow::getStateName() {
int currentValue = callback(MENU_ROW_GET_VALUE);
const char* stateName;
// If the MenuRow has a custom stateNameCallback function, then call it to get a string
// to display in the menu. Otherwise, use the default implementation.
if (stateNameCallback != NULL) {
stateName = stateNameCallback(currentValue);
} else {
if (currentValue == 0) {
stateName = " OFF ";
} else if (currentValue == 1) {
stateName = " ON ";
} else {
stateName = " ";
}
}
return stateName;
}
char* MenuRow::getName() {
int length = (int) strlen(this->rowName) - 4;
int currentValue = callback(-1);
if (currentValue == 0) {
memcpy(this->rowName + length, " OFF\0", 5);
} else if (currentValue == 1) {
memcpy(this->rowName + length, " ON \0", 5);
} else {
memcpy(this->rowName + length, " \0", 5);
}
strcpy(this->rowName + nameLength, getStateName());
return this->rowName;
}

View file

@ -12,22 +12,29 @@
const int MAX_COLUMN_NAME = 50;
const int SPACE_BETWEEN_COLUMNS = 20;
const int SPACE_BEFORE_ROW_NAME = 10;
const int MENU_ROW_PICKED = -2;
const int MENU_ROW_GET_VALUE = -1;
typedef int(*MenuRowCallback)(int);
typedef const char*(*MenuStateNameCallback)(int);
class MenuRow {
public:
MenuRow();
MenuRow(const char* rowName, MenuRowCallback callback);
MenuRow(const char* rowName, MenuRowCallback callback, MenuStateNameCallback stateNameCallback);
~MenuRow();
void call();
char * getName();
const char* getStateName();
int getWidth(float scale, int mono, int leftPosition);
int getWidth();
private:
int nameLength;
char rowName[MAX_COLUMN_NAME];
int rowWidth;
MenuRowCallback callback;
MenuStateNameCallback stateNameCallback;
};
#endif /* defined(__hifi__MenuRow__) */

View file

@ -8,6 +8,7 @@
#include "Orientation.h"
#include "Util.h"
Orientation::Orientation() {
right = glm::vec3( 1.0, 0.0, 0.0 );
up = glm::vec3( 0.0, 1.0, 0.0 );
@ -31,8 +32,8 @@ void Orientation::set( Orientation o ) {
void Orientation::yaw( float angle ) {
float r = angle * PI_OVER_180;
float s = sin( r );
float c = cos( r );
float s = sin(r);
float c = cos(r);
glm::vec3 cosineFront = front * c;
glm::vec3 cosineRight = right * c;
@ -46,8 +47,8 @@ void Orientation::yaw( float angle ) {
void Orientation::pitch( float angle ) {
float r = angle * PI_OVER_180;
float s = sin( r );
float c = cos( r );
float s = sin(r);
float c = cos(r);
glm::vec3 cosineUp = up * c;
glm::vec3 cosineFront = front * c;
@ -60,9 +61,9 @@ void Orientation::pitch( float angle ) {
void Orientation::roll( float angle ) {
double r = angle * PI_OVER_180;
double s = sin( r );
double c = cos( r );
float r = angle * PI_OVER_180;
float s = sin(r);
float c = cos(r);
glm::vec3 cosineUp = up * c;
glm::vec3 cosineRight = right * c;

View file

@ -168,30 +168,6 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
}
// XXXBHG - These handy operators should probably go somewhere else, I'm surprised they don't
// already exist somewhere in OpenGL. Maybe someone can point me to them if they do exist!
glm::vec3 operator* (float lhs, const glm::vec3& rhs)
{
glm::vec3 result = rhs;
result.x *= lhs;
result.y *= lhs;
result.z *= lhs;
return result;
}
// XXXBHG - These handy operators should probably go somewhere else, I'm surprised they don't
// already exist somewhere in OpenGL. Maybe someone can point me to them if they do exist!
glm::vec3 operator* (const glm::vec3& lhs, float rhs)
{
glm::vec3 result = lhs;
result.x *= rhs;
result.y *= rhs;
result.z *= rhs;
return result;
}
void drawGroundPlaneGrid( float size, int resolution )
{

View file

@ -46,9 +46,6 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
double diffclock(timeval *clock1,timeval *clock2);
glm::vec3 operator* (float lhs, const glm::vec3& rhs);
glm::vec3 operator* (const glm::vec3& lhs, float rhs);
void drawGroundPlaneGrid( float size, int resolution );
#endif

View file

@ -60,9 +60,8 @@
#include "MenuRow.h"
#include "MenuColumn.h"
#include "Menu.h"
#include "Head.h"
#include "Hand.h"
#include "Camera.h"
#include "Head.h"
#include "Particle.h"
#include "Texture.h"
#include "Cloud.h"
@ -76,6 +75,8 @@
#include <SharedUtil.h>
#include <PacketHeaders.h>
#include "ViewFrustum.h"
using namespace std;
pthread_t networkReceiveThread;
@ -151,14 +152,6 @@ bool paintOn = false; // Whether to paint voxels as you fly around
VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
bool perfStatsOn = false; // Do we want to display perfStats?
bool frustumOn = false; // Whether or not to display the debug view frustum
bool cameraFrustum = true; // which frustum to look at
bool wantFrustumDebugging = false; // enable for some stdout debugging output
bool viewFrustumFromOffset=false; // Wether or not to offset the view of the frustum
float viewFrustumOffsetYaw = -90.0;
float viewFrustumOffsetPitch = 7.5;
float viewFrustumOffsetRoll = 0.0;
int noiseOn = 0; // Whether to add random noise
float noise = 1.0; // Overall magnitude scaling for random noise levels
@ -372,12 +365,13 @@ void simulateHand(float deltaTime) {
// If mouse is being dragged, send current force to the hand controller
if (mousePressed == 1)
{
// Add a velocity to the hand corresponding to the detected size of the drag vector
// NOTE--PER: Need to re-implement when ready for new avatar hand movements
const float MOUSE_HAND_FORCE = 1.5;
float dx = mouseX - mouseStartX;
float dy = mouseY - mouseStartY;
glm::vec3 vel(dx*MOUSE_HAND_FORCE, -dy*MOUSE_HAND_FORCE*(WIDTH/HEIGHT), 0);
myAvatar.hand->addVelocity(vel*deltaTime);
//myAvatar.hand->addVelocity(vel*deltaTime);
}
}
@ -489,30 +483,47 @@ void simulateHead(float frametime)
}
}
/////////////////////////////////////////////////////////////////////////////////////
// render_view_frustum()
//
// Description: this will render the view frustum bounds for EITHER the head
// or the "myCamera". It appears as if the orientation that comes
// from these two sources is in different coordinate spaces (namely)
// their axis orientations don't match.
// or the "myCamera".
//
// Frustum rendering mode. For debug purposes, we allow drawing the frustum in a couple of different ways.
// We can draw it with each of these parts:
// * Origin Direction/Up/Right vectors - these will be drawn at the point of the camera
// * Near plane - this plane is drawn very close to the origin point.
// * Right/Left planes - these two planes are drawn between the near and far planes.
// * Far plane - the plane is drawn in the distance.
// Modes - the following modes, will draw the following parts.
// * All - draws all the parts listed above
// * Planes - draws the planes but not the origin vectors
// * Origin Vectors - draws the origin vectors ONLY
// * Near Plane - draws only the near plane
// * Far Plane - draws only the far plane
#define FRUSTUM_DRAW_MODE_ALL 0
#define FRUSTUM_DRAW_MODE_VECTORS 1
#define FRUSTUM_DRAW_MODE_PLANES 2
#define FRUSTUM_DRAW_MODE_NEAR_PLANE 3
#define FRUSTUM_DRAW_MODE_FAR_PLANE 4
#define FRUSTUM_DRAW_MODE_COUNT 5
// These global scoped variables are used by our render_view_frustum() function below, but are also available as globals
// so that the keyboard and menu can manipulate them.
int frustumDrawingMode = FRUSTUM_DRAW_MODE_ALL; // the mode we're drawing the frustum in, see notes above
bool frustumOn = false; // Whether or not to display the debug view frustum
bool cameraFrustum = true; // which frustum to look at
bool viewFrustumFromOffset=false; // Wether or not to offset the view of the frustum
float viewFrustumOffsetYaw = -90.0; // the following variables control yaw, pitch, roll and distance form regular
float viewFrustumOffsetPitch = 7.5; // camera to the offset camera
float viewFrustumOffsetRoll = 0.0;
float viewFrustumOffsetDistance = 0.0;
float viewFrustumOffsetUp = 0.0;
void render_view_frustum() {
//printf("frustum low.x=%f, low.y=%f, low.z=%f, high.x=%f, high.y=%f, high.z=%f\n",low.x,low.y,low.z,high.x,high.y,high.z);
// p the camera position
// d a vector with the direction of the camera's view ray. In here it is assumed that this vector has been normalized
// nearDist the distance from the camera to the near plane
// nearHeight the height of the near plane
// nearWidth the width of the near plane
// farDist the distance from the camera to the far plane
// farHeight the height of the far plane
// farWidth the width of the far plane
// Some explanation here.
glm::vec3 cameraPosition = ::myCamera.getPosition();
glm::vec3 headPosition = ::myAvatar.getHeadPosition();
@ -520,180 +531,127 @@ void render_view_frustum() {
glm::vec3 cameraDirection = ::myCamera.getOrientation().getFront() * glm::vec3(1,1,-1);
glm::vec3 headDirection = myAvatar.getHeadLookatDirection(); // direction still backwards
glm::vec3 cameraUp = myCamera.getOrientation().getUp() * glm::vec3(1,1,1);
glm::vec3 headUp = myAvatar.getHeadLookatDirectionUp();
glm::vec3 cameraRight = myCamera.getOrientation().getRight() * glm::vec3(1,1,-1);
glm::vec3 headRight = myAvatar.getHeadLookatDirectionRight() * glm::vec3(-1,1,-1); // z is flipped!
// Debug these vectors!
if (::wantFrustumDebugging) {
printf("\nPosition:\n");
printf("cameraPosition=%f, cameraPosition=%f, cameraPosition=%f\n",cameraPosition.x,cameraPosition.y,cameraPosition.z);
printf("headPosition.x=%f, headPosition.y=%f, headPosition.z=%f\n",headPosition.x,headPosition.y,headPosition.z);
printf("\nDirection:\n");
printf("cameraDirection.x=%f, cameraDirection.y=%f, cameraDirection.z=%f\n",cameraDirection.x,cameraDirection.y,cameraDirection.z);
printf("headDirection.x=%f, headDirection.y=%f, headDirection.z=%f\n",headDirection.x,headDirection.y,headDirection.z);
printf("\nUp:\n");
printf("cameraUp.x=%f, cameraUp.y=%f, cameraUp.z=%f\n",cameraUp.x,cameraUp.y,cameraUp.z);
printf("headUp.x=%f, headUp.y=%f, headUp.z=%f\n",headUp.x,headUp.y,headUp.z);
printf("\nRight:\n");
printf("cameraRight.x=%f, cameraRight.y=%f, cameraRight.z=%f\n",cameraRight.x,cameraRight.y,cameraRight.z);
printf("headRight.x=%f, headRight.y=%f, headRight.z=%f\n",headRight.x,headRight.y,headRight.z);
}
// We will use these below, from either the camera or head vectors calculated above
glm::vec3 viewFrustumPosition;
glm::vec3 viewFrustumDirection;
glm::vec3 position;
glm::vec3 direction;
glm::vec3 up;
glm::vec3 right;
// Camera or Head?
if (::cameraFrustum) {
viewFrustumPosition = cameraPosition;
viewFrustumDirection = cameraDirection;
position = cameraPosition;
direction = cameraDirection;
up = cameraUp;
right = cameraRight;
} else {
viewFrustumPosition = headPosition;
viewFrustumDirection = headDirection;
position = headPosition;
direction = headDirection;
up = headUp;
right = headRight;
}
float nearDist = 0.1;
float farDist = 1.0;
// Ask the ViewFrustum class to calculate our corners
ViewFrustum vf(position,direction,up,right,::WIDTH,::HEIGHT);
float fovHalfAngle = 0.7854f; // 45 deg for half, so fov = 90 deg
float screenWidth = ::WIDTH; // These values come from reshape()
float screenHeight = ::HEIGHT;
float ratio = screenWidth/screenHeight;
float nearHeight = 2 * tan(fovHalfAngle) * nearDist;
float nearWidth = nearHeight * ratio;
float farHeight = 2 * tan(fovHalfAngle) * farDist;
float farWidth = farHeight * ratio;
glm::vec3 farCenter = viewFrustumPosition+viewFrustumDirection*farDist;
glm::vec3 farTopLeft = farCenter + (up*farHeight*0.5) - (right*farWidth*0.5);
glm::vec3 farTopRight = farCenter + (up*farHeight*0.5) + (right*farWidth*0.5);
glm::vec3 farBottomLeft = farCenter - (up*farHeight*0.5) - (right*farWidth*0.5);
glm::vec3 farBottomRight = farCenter - (up*farHeight*0.5) + (right*farWidth*0.5);
glm::vec3 nearCenter = viewFrustumPosition+viewFrustumDirection*nearDist;
glm::vec3 nearTopLeft = nearCenter + (up*nearHeight*0.5) - (right*nearWidth*0.5);
glm::vec3 nearTopRight = nearCenter + (up*nearHeight*0.5) + (right*nearWidth*0.5);
glm::vec3 nearBottomLeft = nearCenter - (up*nearHeight*0.5) - (right*nearWidth*0.5);
glm::vec3 nearBottomRight = nearCenter - (up*nearHeight*0.5) + (right*nearWidth*0.5);
// At this point we have all the corners for our frustum... we could use these to
// calculate various things...
// But, here we're just going to draw them for now
// Get ready to draw some lines
glDisable(GL_LIGHTING);
glColor4f(1.0, 1.0, 1.0, 1.0);
glLineWidth(1.0);
glBegin(GL_LINES);
glm::vec3 headLookingAt = headPosition+(headDirection*5.0);
glm::vec3 headLookingAtUp = headPosition+(headUp*5.0);
glm::vec3 headLookingAtRight = headPosition+(headRight*5.0);
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_VECTORS) {
// Calculate the origin direction vectors
glm::vec3 lookingAt = position + (direction * 0.2f);
glm::vec3 lookingAtUp = position + (up * 0.2f);
glm::vec3 lookingAtRight = position + (right * 0.2f);
// Looking At from head = white
glColor3f(1,1,1);
glVertex3f(headPosition.x,headPosition.y,headPosition.z);
glVertex3f(headLookingAt.x,headLookingAt.y,headLookingAt.z);
// Looking At = white
glColor3f(1,1,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAt.x, lookingAt.y, lookingAt.z);
// up from head = purple
glColor3f(1,0,1);
glVertex3f(headPosition.x,headPosition.y,headPosition.z);
glVertex3f(headLookingAtUp.x,headLookingAtUp.y,headLookingAtUp.z);
// Looking At Up = purple
glColor3f(1,0,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z);
// right from head = cyan
glColor3f(0,1,1);
glVertex3f(headPosition.x,headPosition.y,headPosition.z);
glVertex3f(headLookingAtRight.x,headLookingAtRight.y,headLookingAtRight.z);
// Looking At Right = cyan
glColor3f(0,1,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z);
}
glm::vec3 cameraLookingAt = cameraPosition+(cameraDirection*5.0);
glm::vec3 cameraLookingAtUp = cameraPosition+(cameraUp*5.0);
glm::vec3 cameraLookingAtRight = cameraPosition+(cameraRight*5.0);
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
// Drawing the bounds of the frustum
// vf.getNear plane - bottom edge
glColor3f(1,0,0);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
// Looking At from camera = white
glColor3f(1,1,1);
glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
glVertex3f(cameraLookingAt.x,cameraLookingAt.y,cameraLookingAt.z);
// vf.getNear plane - top edge
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// up from camera = purple
glColor3f(1,0,1);
glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
glVertex3f(cameraLookingAtUp.x,cameraLookingAtUp.y,cameraLookingAtUp.z);
// vf.getNear plane - right edge
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// right from camera = cyan
glColor3f(0,1,1);
glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
glVertex3f(cameraLookingAtRight.x,cameraLookingAtRight.y,cameraLookingAtRight.z);
// vf.getNear plane - left edge
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
}
// The remaining lines are skinny
//glLineWidth(1.0);
// near plane - bottom edge
glColor3f(1,0,0);
glVertex3f(nearBottomLeft.x,nearBottomLeft.y,nearBottomLeft.z);
glVertex3f(nearBottomRight.x,nearBottomRight.y,nearBottomRight.z);
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) {
// vf.getFar plane - bottom edge
glColor3f(0,1,0); // GREEN!!!
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
// near plane - top edge
glVertex3f(nearTopLeft.x,nearTopLeft.y,nearTopLeft.z);
glVertex3f(nearTopRight.x,nearTopRight.y,nearTopRight.z);
// vf.getFar plane - top edge
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// near plane - right edge
glVertex3f(nearBottomRight.x,nearBottomRight.y,nearBottomRight.z);
glVertex3f(nearTopRight.x,nearTopRight.y,nearTopRight.z);
// vf.getFar plane - right edge
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// near plane - left edge
glVertex3f(nearBottomLeft.x,nearBottomLeft.y,nearBottomLeft.z);
glVertex3f(nearTopLeft.x,nearTopLeft.y,nearTopLeft.z);
// vf.getFar plane - left edge
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
}
// far plane - bottom edge
glColor3f(0,1,0); // GREEN!!!
glVertex3f(farBottomLeft.x,farBottomLeft.y,farBottomLeft.z);
glVertex3f(farBottomRight.x,farBottomRight.y,farBottomRight.z);
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) {
// RIGHT PLANE IS CYAN
// right plane - bottom edge - vf.getNear to distant
glColor3f(0,1,1);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
// far plane - top edge
glVertex3f(farTopLeft.x,farTopLeft.y,farTopLeft.z);
glVertex3f(farTopRight.x,farTopRight.y,farTopRight.z);
// right plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// far plane - right edge
glVertex3f(farBottomRight.x,farBottomRight.y,farBottomRight.z);
glVertex3f(farTopRight.x,farTopRight.y,farTopRight.z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - vf.getNear to distant
glColor3f(0,0,1);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
// far plane - left edge
glVertex3f(farBottomLeft.x,farBottomLeft.y,farBottomLeft.z);
glVertex3f(farTopLeft.x,farTopLeft.y,farTopLeft.z);
// left plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
}
// RIGHT PLANE IS CYAN
// right plane - bottom edge - near to distant
glColor3f(0,1,1);
glVertex3f(nearBottomRight.x,nearBottomRight.y,nearBottomRight.z);
glVertex3f(farBottomRight.x,farBottomRight.y,farBottomRight.z);
// right plane - top edge - near to distant
glVertex3f(nearTopRight.x,nearTopRight.y,nearTopRight.z);
glVertex3f(farTopRight.x,farTopRight.y,farTopRight.z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - near to distant
glColor3f(0,0,1);
glVertex3f(nearBottomLeft.x,nearBottomLeft.y,nearBottomLeft.z);
glVertex3f(farBottomLeft.x,farBottomLeft.y,farBottomLeft.z);
// left plane - top edge - near to distant
glVertex3f(nearTopLeft.x,nearTopLeft.y,nearTopLeft.z);
glVertex3f(farTopLeft.x,farTopLeft.y,farTopLeft.z);
glEnd();
glEnable(GL_LIGHTING);
}
@ -797,6 +755,18 @@ void display(void)
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
/*
// Test - Draw a blue sphere around a body part of mine!
glPushMatrix();
glColor4f(0,0,1, 0.7);
glTranslatef(myAvatar.getBonePosition(AVATAR_BONE_RIGHT_HAND).x,
myAvatar.getBonePosition(AVATAR_BONE_RIGHT_HAND).y,
myAvatar.getBonePosition(AVATAR_BONE_RIGHT_HAND).z);
glutSolidSphere(0.03, 10, 10);
glPopMatrix();
*/
// draw a red sphere
float sphereRadius = 0.25f;
@ -811,8 +781,6 @@ void display(void)
// Draw cloud of dots
glDisable( GL_POINT_SPRITE_ARB );
glDisable( GL_TEXTURE_2D );
if (!displayHead) cloud.render();
// Draw voxels
@ -928,10 +896,23 @@ void display(void)
}
}
// int version of setValue()
int setValue(int state, int *value) {
if (state == -2) {
if (state == MENU_ROW_PICKED) {
*value = !(*value);
} else if (state == -1) {
} else if (state == MENU_ROW_GET_VALUE) {
return *value;
} else {
*value = state;
}
return *value;
}
// bool version of setValue()
int setValue(int state, bool *value) {
if (state == MENU_ROW_PICKED) {
*value = !(*value);
} else if (state == MENU_ROW_GET_VALUE) {
return *value;
} else {
*value = state;
@ -957,6 +938,14 @@ int setNoise(int state) {
return iRet;
}
int setVoxels(int state) {
return setValue(state, &::showingVoxels);
}
int setStars(int state) {
return setValue(state, &::starsOn);
}
int setStats(int state) {
return setValue(state, &statsOn);
}
@ -969,18 +958,83 @@ int setMirror(int state) {
return setValue(state, &headMirror);
}
int setDisplayFrustum(int state) {
return setValue(state, &::frustumOn);
}
int setFrustumOffset(int state) {
return setValue(state, &::viewFrustumFromOffset);
}
int setFrustumOrigin(int state) {
return setValue(state, &::cameraFrustum);
}
int quitApp(int state) {
if (state == MENU_ROW_PICKED) {
::terminate();
}
return 2; // non state so menu class doesn't add "state"
}
int setFrustumRenderMode(int state) {
if (state == MENU_ROW_PICKED) {
::frustumDrawingMode = (::frustumDrawingMode+1)%FRUSTUM_DRAW_MODE_COUNT;
}
return ::frustumDrawingMode;
}
const char* modeAll = " - All ";
const char* modeVectors = " - Vectors ";
const char* modePlanes = " - Planes ";
const char* modeNear = " - Near ";
const char* modeFar = " - Far ";
const char* getFrustumRenderModeName(int state) {
const char * mode;
switch (state) {
case FRUSTUM_DRAW_MODE_ALL:
mode = modeAll;
break;
case FRUSTUM_DRAW_MODE_VECTORS:
mode = modeVectors;
break;
case FRUSTUM_DRAW_MODE_PLANES:
mode = modePlanes;
break;
case FRUSTUM_DRAW_MODE_NEAR_PLANE:
mode = modeNear;
break;
case FRUSTUM_DRAW_MODE_FAR_PLANE:
mode = modeFar;
break;
}
return mode;
}
void initMenu() {
MenuColumn *menuColumnOptions, *menuColumnTools, *menuColumnDebug;
MenuColumn *menuColumnOptions, *menuColumnTools, *menuColumnDebug, *menuColumnFrustum;
// Options
menuColumnOptions = menu.addColumn("Options");
menuColumnOptions->addRow("Head", setHead);
menuColumnOptions->addRow("Field", setField);
menuColumnOptions->addRow("Noise", setNoise);
menuColumnOptions->addRow("(H)ead", setHead);
menuColumnOptions->addRow("Field (f)", setField);
menuColumnOptions->addRow("(N)oise", setNoise);
menuColumnOptions->addRow("Mirror", setMirror);
menuColumnOptions->addRow("(V)oxels", setVoxels);
menuColumnOptions->addRow("Stars (*)", setStars);
menuColumnOptions->addRow("(Q)uit", quitApp);
// Tools
menuColumnTools = menu.addColumn("Tools");
menuColumnTools->addRow("Stats", setStats);
menuColumnTools->addRow("Menu", setMenu);
menuColumnTools->addRow("Stats (/)", setStats);
menuColumnTools->addRow("(M)enu", setMenu);
// Debug
menuColumnFrustum = menu.addColumn("Frustum");
menuColumnFrustum->addRow("Display (F)rustum", setDisplayFrustum);
menuColumnFrustum->addRow("Use (O)ffset Camera", setFrustumOffset);
menuColumnFrustum->addRow("Switch (C)amera", setFrustumOrigin);
menuColumnFrustum->addRow("(R)ender Mode", setFrustumRenderMode, getFrustumRenderModeName);
// Debug
menuColumnDebug = menu.addColumn("Debug");
@ -1124,21 +1178,28 @@ void key(unsigned char k, int x, int y)
{
// Process keypresses
if (k == 'q') ::terminate();
if (k == 'q' || k == 'Q') ::terminate();
if (k == '/') statsOn = !statsOn; // toggle stats
if (k == '*') ::starsOn = !::starsOn; // toggle stars
if (k == 'V') ::showingVoxels = !::showingVoxels; // toggle voxels
if (k == 'V' || k == 'v') ::showingVoxels = !::showingVoxels; // toggle voxels
if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at
if (k == 'G') ::viewFrustumFromOffset = !::viewFrustumFromOffset; // toggle view frustum from offset debugging
if (k == 'O' || k == 'G') ::viewFrustumFromOffset = !::viewFrustumFromOffset; // toggle view frustum offset debugging
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
if (k == ']') ::viewFrustumOffsetYaw += 0.5;
if (k == '{') ::viewFrustumOffsetPitch -= 0.5;
if (k == '}') ::viewFrustumOffsetPitch += 0.5;
if (k == '(') ::viewFrustumOffsetRoll -= 0.5;
if (k == ')') ::viewFrustumOffsetRoll += 0.5;
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
if (k == ']') ::viewFrustumOffsetYaw += 0.5;
if (k == '{') ::viewFrustumOffsetPitch -= 0.5;
if (k == '}') ::viewFrustumOffsetPitch += 0.5;
if (k == '(') ::viewFrustumOffsetRoll -= 0.5;
if (k == ')') ::viewFrustumOffsetRoll += 0.5;
if (k == '<') ::viewFrustumOffsetDistance -= 0.5;
if (k == '>') ::viewFrustumOffsetDistance += 0.5;
if (k == ',') ::viewFrustumOffsetUp -= 0.05;
if (k == '.') ::viewFrustumOffsetUp += 0.05;
if (k == '|') ViewFrustum::fovAngleAdust -= 0.05;
if (k == '\\') ViewFrustum::fovAngleAdust += 0.05;
if (k == 'R') setFrustumRenderMode(MENU_ROW_PICKED);
if (k == '&') {
::paintOn = !::paintOn; // toggle paint
::setupPaintingVoxel(); // also randomizes colors
@ -1146,7 +1207,7 @@ void key(unsigned char k, int x, int y)
if (k == '^') ::shiftPaintingColor(); // shifts randomize color between R,G,B dominant
if (k == '-') ::sendVoxelServerEraseAll(); // sends erase all command to voxel server
if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server
if (k == 'n')
if (k == 'n' || k == 'N')
{
noiseOn = !noiseOn; // Toggle noise
if (noiseOn)
@ -1167,7 +1228,7 @@ void key(unsigned char k, int x, int y)
#endif
}
if (k == 'm') setMenu(-2);
if (k == 'm' || k == 'M') setMenu(MENU_ROW_PICKED);
if (k == 'f') displayField = !displayField;
if (k == 'l') displayLevels = !displayLevels;
@ -1187,9 +1248,6 @@ void key(unsigned char k, int x, int y)
#endif
if (k == 'a') myAvatar.setDriveKeys(ROT_LEFT, 1);
if (k == 'd') myAvatar.setDriveKeys(ROT_RIGHT, 1);
// press the . key to get a new random sphere of voxels added
if (k == '.') addRandomSphere(wantColorRandomizer);
}
// Receive packets from other agents/servers and decide what to do with them!
@ -1206,7 +1264,7 @@ void *networkReceive(void *args)
switch (incomingPacket[0]) {
case PACKET_HEADER_TRANSMITTER_DATA:
myAvatar.hand->processTransmitterData(incomingPacket, bytesReceived);
myAvatar.processTransmitterData(incomingPacket, bytesReceived);
break;
case PACKET_HEADER_VOXEL_DATA:
case PACKET_HEADER_Z_COMMAND:
@ -1403,7 +1461,6 @@ int main(int argc, const char * argv[])
initDisplay();
printf( "Initialized Display.\n" );
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
@ -1415,11 +1472,9 @@ int main(int argc, const char * argv[])
glutMouseFunc(mouseFunc);
glutIdleFunc(idle);
init();
printf( "Init() complete.\n" );
// Check to see if the user passed in a command line option for randomizing colors
if (cmdOptionExists(argc, argv, "--NoColorRandomizer")) {
wantColorRandomizer = false;

View file

@ -427,11 +427,11 @@ void AgentList::stopDomainServerCheckInThread() {
}
int unpackAgentId(unsigned char *packedData, uint16_t *agentId) {
memcpy(packedData, agentId, sizeof(uint16_t));
memcpy(agentId, packedData, sizeof(uint16_t));
return sizeof(uint16_t);
}
int packAgentId(unsigned char *packStore, uint16_t agentId) {
memcpy(&agentId, packStore, sizeof(uint16_t));
memcpy(packStore, &agentId, sizeof(uint16_t));
return sizeof(uint16_t);
}

View file

@ -33,6 +33,53 @@
// int sampleAt;
CounterStatHistory::CounterStatHistory() :
currentCount(0),
currentDelta(0),
currentTime(0.0),
lastCount(0),
lastTime(0.0),
totalTime(0.0),
sampleAt(-1),
sampleCount(0) {
}
CounterStatHistory::CounterStatHistory(std::string myName) :
name(myName),
currentCount(0),
currentDelta(0),
currentTime(0.0),
lastCount(0),
lastTime(0.0),
totalTime(0.0),
sampleAt(-1),
sampleCount(0) {
}
CounterStatHistory::CounterStatHistory(std::string myName, double initialTime, long initialCount) :
name(myName),
currentCount(initialCount),
currentDelta(0),
currentTime(initialTime),
lastCount(initialCount),
lastTime(initialTime),
totalTime(initialTime),
sampleAt(-1),
sampleCount(0) {
}
void CounterStatHistory::init() {
currentCount = 0;
currentDelta = 0;
currentTime = 0.0;
lastCount = 0;
lastTime = 0.0;
totalTime = 0.0;
sampleAt = -1;
sampleCount = 0;
}
void CounterStatHistory::recordSample(long thisCount) {
timeval now;
gettimeofday(&now,NULL);

View file

@ -25,23 +25,9 @@ class CounterStatHistory {
public:
std::string name;
CounterStatHistory(std::string myName):
currentCount(0), currentDelta(0),currentTime(0.0),
lastCount(0),lastTime(0.0),
totalTime(0.0),
sampleAt(-1), sampleCount(0), name(myName) {};
CounterStatHistory():
currentCount(0), currentDelta(0),currentTime(0.0),
lastCount(0),lastTime(0.0),
totalTime(0.0),
sampleAt(-1), sampleCount(0) {};
CounterStatHistory(std::string myName, double initialTime, long initialCount) :
currentCount(initialCount), currentDelta(0), currentTime(initialTime),
lastCount(initialCount),lastTime(initialTime),
totalTime(initialTime),
sampleAt(-1), sampleCount(0), name(myName) {};
CounterStatHistory();
CounterStatHistory(std::string myName);
CounterStatHistory(std::string myName, double initialTime, long initialCount);
void recordSample(long thisCount);
void recordSample(double thisTime, long thisCount);
@ -58,6 +44,8 @@ public:
return currentCount;
};
private:
void init();
long currentCount;
long currentDelta;
double currentTime;

View file

@ -351,3 +351,4 @@ void printVoxelCode(unsigned char* voxelCode) {
} while( (time2 - time1) < waitTime);
}
#endif

View file

@ -54,4 +54,5 @@ bool createVoxelEditMessage(unsigned char command, short int sequence,
void usleep(int waitTime);
#endif
#endif /* defined(__hifi__SharedUtil__) */

View file

@ -0,0 +1,114 @@
//
// ViewFrustum.cpp
// hifi
//
// Created by Brad Hefta-Gaub on 04/11/13.
//
// Simple view frustum class.
//
//
#include "ViewFrustum.h"
float ViewFrustum::fovAngleAdust=1.65;
ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
this->calculateViewFrustum(position, direction, up, right, screenWidth, screenHeight);
}
/////////////////////////////////////////////////////////////////////////////////////
// ViewFrustum::calculateViewFrustum()
//
// Description: this will calculate the view frustum bounds for a given position
// and direction
//
// Notes on how/why this works:
// http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/
//
void ViewFrustum::calculateViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
// Save the values we were passed...
this->_position = position;
this->_direction = direction;
this->_up = up;
this->_right = right;
this->_screenWidth = screenWidth;
this->_screenHeight = screenHeight;
glm::vec3 front = direction;
// Calculating field of view.
// 0.7854f is 45 deg
// ViewFrustum::fovAngleAdust defaults to 1.65
// Apparently our fov is around 1.75 times this value or 74.25 degrees
// you can adjust this in interface by using the "|" and "\" keys to tweak
// the adjustment and see effects of different FOVs
float fovHalfAngle = 0.7854f * ViewFrustum::fovAngleAdust;
float ratio = screenWidth / screenHeight;
this->_nearDist = 0.1;
this->_farDist = 10.0;
this->_nearHeight = 2 * tan(fovHalfAngle) * this->_nearDist;
this->_nearWidth = this->_nearHeight * ratio;
this->_farHeight = 2 * tan(fovHalfAngle) * this->_farDist;
this->_farWidth = this->_farHeight * ratio;
float farHalfHeight = this->_farHeight * 0.5f;
float farHalfWidth = this->_farWidth * 0.5f;
this->_farCenter = this->_position+front * this->_farDist;
this->_farTopLeft = this->_farCenter + (this->_up * farHalfHeight) - (this->_right * farHalfWidth);
this->_farTopRight = this->_farCenter + (this->_up * farHalfHeight) + (this->_right * farHalfWidth);
this->_farBottomLeft = this->_farCenter - (this->_up * farHalfHeight) - (this->_right * farHalfWidth);
this->_farBottomRight = this->_farCenter - (this->_up * farHalfHeight) + (this->_right * farHalfWidth);
float nearHalfHeight = this->_nearHeight * 0.5f;
float nearHalfWidth = this->_nearWidth * 0.5f;
this->_nearCenter = this->_position+front * this->_nearDist;
this->_nearTopLeft = this->_nearCenter + (this->_up * nearHalfHeight) - (this->_right * nearHalfWidth);
this->_nearTopRight = this->_nearCenter + (this->_up * nearHalfHeight) + (this->_right * nearHalfWidth);
this->_nearBottomLeft = this->_nearCenter - (this->_up * nearHalfHeight) - (this->_right * nearHalfWidth);
this->_nearBottomRight = this->_nearCenter - (this->_up * nearHalfHeight) + (this->_right * nearHalfWidth);
}
void ViewFrustum::dump() {
printf("position.x=%f, position.y=%f, position.z=%f\n", this->_position.x, this->_position.y, this->_position.z);
printf("direction.x=%f, direction.y=%f, direction.z=%f\n", this->_direction.x, this->_direction.y, this->_direction.z);
printf("up.x=%f, up.y=%f, up.z=%f\n", this->_up.x, this->_up.y, this->_up.z);
printf("right.x=%f, right.y=%f, right.z=%f\n", this->_right.x, this->_right.y, this->_right.z);
printf("farDist=%f\n", this->_farDist);
printf("farHeight=%f\n", this->_farHeight);
printf("farWidth=%f\n", this->_farWidth);
printf("nearDist=%f\n", this->_nearDist);
printf("nearHeight=%f\n", this->_nearHeight);
printf("nearWidth=%f\n", this->_nearWidth);
printf("farCenter.x=%f, farCenter.y=%f, farCenter.z=%f\n",
this->_farCenter.x, this->_farCenter.y, this->_farCenter.z);
printf("farTopLeft.x=%f, farTopLeft.y=%f, farTopLeft.z=%f\n",
this->_farTopLeft.x, this->_farTopLeft.y, this->_farTopLeft.z);
printf("farTopRight.x=%f, farTopRight.y=%f, farTopRight.z=%f\n",
this->_farTopRight.x, this->_farTopRight.y, this->_farTopRight.z);
printf("farBottomLeft.x=%f, farBottomLeft.y=%f, farBottomLeft.z=%f\n",
this->_farBottomLeft.x, this->_farBottomLeft.y, this->_farBottomLeft.z);
printf("farBottomRight.x=%f, farBottomRight.y=%f, farBottomRight.z=%f\n",
this->_farBottomRight.x, this->_farBottomRight.y, this->_farBottomRight.z);
printf("nearCenter.x=%f, nearCenter.y=%f, nearCenter.z=%f\n",
this->_nearCenter.x, this->_nearCenter.y, this->_nearCenter.z);
printf("nearTopLeft.x=%f, nearTopLeft.y=%f, nearTopLeft.z=%f\n",
this->_nearTopLeft.x, this->_nearTopLeft.y, this->_nearTopLeft.z);
printf("nearTopRight.x=%f, nearTopRight.y=%f, nearTopRight.z=%f\n",
this->_nearTopRight.x, this->_nearTopRight.y, this->_nearTopRight.z);
printf("nearBottomLeft.x=%f, nearBottomLeft.y=%f, nearBottomLeft.z=%f\n",
this->_nearBottomLeft.x, this->_nearBottomLeft.y, this->_nearBottomLeft.z);
printf("nearBottomRight.x=%f, nearBottomRight.y=%f, nearBottomRight.z=%f\n",
this->_nearBottomRight.x, this->_nearBottomRight.y, this->_nearBottomRight.z);
}

View file

@ -0,0 +1,69 @@
//
// ViewFrustum.h
// hifi
//
// Created by Brad Hefta-Gaub on 04/11/13.
//
// Simple view frustum class.
//
//
#ifndef __hifi__ViewFrustum__
#define __hifi__ViewFrustum__
#include <glm/glm.hpp>
class ViewFrustum {
private:
glm::vec3 _position;
glm::vec3 _direction;
glm::vec3 _up;
glm::vec3 _right;
float _screenWidth;
float _screenHeight;
float _nearDist;
float _farDist;
float _nearHeight;
float _nearWidth;
float _farHeight;
float _farWidth;
glm::vec3 _farCenter;
glm::vec3 _farTopLeft;
glm::vec3 _farTopRight;
glm::vec3 _farBottomLeft;
glm::vec3 _farBottomRight;
glm::vec3 _nearCenter;
glm::vec3 _nearTopLeft;
glm::vec3 _nearTopRight;
glm::vec3 _nearBottomLeft;
glm::vec3 _nearBottomRight;
public:
const glm::vec3& getFarCenter() const { return _farCenter; };
const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
const glm::vec3& getFarTopRight() const { return _farTopRight; };
const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; };
const glm::vec3& getFarBottomRight() const { return _farBottomRight; };
const glm::vec3& getNearCenter() const { return _nearCenter; };
const glm::vec3& getNearTopLeft() const { return _nearTopLeft; };
const glm::vec3& getNearTopRight() const { return _nearTopRight; };
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
const glm::vec3& getNearBottomRight() const { return _nearBottomRight; };
void calculateViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight);
ViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight);
void dump();
static float fovAngleAdust;
};
#endif /* defined(__hifi__ViewFrustum__) */