mirror of
https://github.com/overte-org/overte.git
synced 2025-04-23 23:33:26 +02:00
Merge branch 'master' of github.com:/worklist/hifi into 19170B
This commit is contained in:
commit
577d0d8e1d
39 changed files with 2510 additions and 420 deletions
|
@ -20,6 +20,8 @@
|
|||
#include "UDPSocket.h"
|
||||
#include "UDPSocket.cpp"
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||||
#include <SharedUtil.h>
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#include <PacketHeaders.h>
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||||
|
||||
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||||
char EC2_WEST_AUDIO_SERVER[] = "54.241.92.53";
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const int AUDIO_UDP_LISTEN_PORT = 55443;
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||||
|
@ -121,7 +123,7 @@ void stream(void)
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|||
int leadingBytes = 1 + (sizeof(float) * 4);
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unsigned char dataPacket[BUFFER_LENGTH_BYTES + leadingBytes];
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||||
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||||
dataPacket[0] = 'I';
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||||
dataPacket[0] = PACKET_HEADER_INJECT_AUDIO;
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unsigned char *currentPacketPtr = dataPacket + 1;
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for (int p = 0; p < 4; p++) {
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|
|
|
@ -16,6 +16,7 @@
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|||
#include <StdDev.h>
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#include <UDPSocket.h>
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#include <SharedUtil.h>
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#include <PacketHeaders.h>
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#include "Audio.h"
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#include "Util.h"
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||||
|
@ -150,7 +151,7 @@ int audioCallback (const void *inputBuffer,
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// + 12 for 3 floats for position + float for bearing + 1 attenuation byte
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unsigned char dataPacket[BUFFER_LENGTH_BYTES + leadingBytes];
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dataPacket[0] = 'I';
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dataPacket[0] = PACKET_HEADER_INJECT_AUDIO;
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unsigned char *currentPacketPtr = dataPacket + 1;
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||||
// memcpy the three float positions
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|
|
37
interface/src/Camera.cpp
Executable file
37
interface/src/Camera.cpp
Executable file
|
@ -0,0 +1,37 @@
|
|||
//-----------------------------------------------------------
|
||||
//
|
||||
// Created by Jeffrey Ventrella and added as a utility
|
||||
// class for High Fidelity Code base, April 2013
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||||
//
|
||||
//-----------------------------------------------------------
|
||||
|
||||
#include "Camera.h"
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||||
#include "Util.h"
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//------------------------
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Camera::Camera()
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{
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||||
yaw = 0.0;
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pitch = 0.0;
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roll = 0.0;
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up = 0.0;
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distance = 0.0;
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targetPosition = glm::dvec3( 0.0, 0.0, 0.0 );
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position = glm::dvec3( 0.0, 0.0, 0.0 );
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orientation.setToIdentity();
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}
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//------------------------
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void Camera::update()
|
||||
{
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double radian = ( yaw / 180.0 ) * PIE;
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||||
|
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double x = distance * sin( radian );
|
||||
double z = distance * -cos( radian );
|
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double y = -up;
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|
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position = glm::dvec3( targetPosition );
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position += glm::dvec3( x, y, z );
|
||||
}
|
||||
|
49
interface/src/Camera.h
Executable file
49
interface/src/Camera.h
Executable file
|
@ -0,0 +1,49 @@
|
|||
//-----------------------------------------------------------
|
||||
//
|
||||
// Created by Jeffrey Ventrella and added as a utility
|
||||
// class for High Fidelity Code base, April 2013
|
||||
//
|
||||
//-----------------------------------------------------------
|
||||
|
||||
#ifndef __interface__camera__
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||||
#define __interface__camera__
|
||||
|
||||
#include "Vector3D.h"
|
||||
#include "Orientation.h"
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||||
#include <glm/glm.hpp>
|
||||
|
||||
class Camera
|
||||
{
|
||||
public:
|
||||
Camera();
|
||||
|
||||
void update();
|
||||
|
||||
void setYaw ( double y ) { yaw = y; }
|
||||
void setPitch ( double p ) { pitch = p; }
|
||||
void setRoll ( double r ) { roll = r; }
|
||||
void setUp ( double u ) { up = u; }
|
||||
void setDistance ( double d ) { distance = d; }
|
||||
void setTargetPosition ( glm::dvec3 t ) { targetPosition = t; };
|
||||
void setPosition ( glm::dvec3 p ) { position = p; };
|
||||
void setOrientation ( Orientation o ) { orientation.set(o); }
|
||||
|
||||
double getYaw () { return yaw; }
|
||||
double getPitch () { return pitch; }
|
||||
double getRoll () { return roll; }
|
||||
glm::dvec3 getPosition () { return position; }
|
||||
Orientation getOrientation () { return orientation; }
|
||||
|
||||
private:
|
||||
|
||||
glm::dvec3 position;
|
||||
glm::dvec3 targetPosition;
|
||||
double yaw;
|
||||
double pitch;
|
||||
double roll;
|
||||
double up;
|
||||
double distance;
|
||||
Orientation orientation;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -15,95 +15,93 @@
|
|||
|
||||
using namespace glm;
|
||||
|
||||
FieldOfView::FieldOfView()
|
||||
: mat_orientation(mat4(1.0f)),
|
||||
vec_bounds_low(vec3(-1.0f,-1.0f,-1.0f)),
|
||||
vec_bounds_high(vec3(1.0f,1.0f,1.0f)),
|
||||
val_width(256.0f),
|
||||
val_height(256.0f),
|
||||
val_angle(0.61),
|
||||
val_zoom(1.0f),
|
||||
enm_aspect_balancing(expose_less)
|
||||
{
|
||||
FieldOfView::FieldOfView() :
|
||||
_matOrientation(mat4(1.0f)),
|
||||
_vecBoundsLow(vec3(-1.0f,-1.0f,-1.0f)),
|
||||
_vecBoundsHigh(vec3(1.0f,1.0f,1.0f)),
|
||||
_valWidth(256.0f),
|
||||
_valHeight(256.0f),
|
||||
_valAngle(0.61),
|
||||
_valZoom(1.0f),
|
||||
_enmAspectBalancing(expose_less) {
|
||||
}
|
||||
|
||||
mat4 FieldOfView::getViewerScreenXform() const
|
||||
{
|
||||
mat4 FieldOfView::getViewerScreenXform() const {
|
||||
|
||||
mat4 projection;
|
||||
vec3 low, high;
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||||
getFrustum(low, high);
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||||
|
||||
// perspective projection? determine correct near distance
|
||||
if (val_angle != 0.0f)
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||||
{
|
||||
if (_valAngle != 0.0f) {
|
||||
|
||||
projection = translate(
|
||||
frustum(low.x, high.x, low.y, high.y, low.z, high.z),
|
||||
vec3(0.f, 0.f, -low.z) );
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
|
||||
projection = ortho(low.x, high.x, low.y, high.y, low.z, high.z);
|
||||
}
|
||||
|
||||
return projection;
|
||||
}
|
||||
|
||||
mat4 FieldOfView::getWorldViewerXform() const
|
||||
{
|
||||
return translate(affineInverse(mat_orientation),
|
||||
vec3(0.0f, 0.0f, -vec_bounds_high.z) );
|
||||
mat4 FieldOfView::getWorldViewerXform() const {
|
||||
|
||||
return translate(affineInverse(_matOrientation),
|
||||
vec3(0.0f, 0.0f, -_vecBoundsHigh.z) );
|
||||
}
|
||||
|
||||
mat4 FieldOfView::getWorldScreenXform() const
|
||||
{
|
||||
mat4 FieldOfView::getWorldScreenXform() const {
|
||||
|
||||
return translate(
|
||||
getViewerScreenXform() * affineInverse(mat_orientation),
|
||||
vec3(0.0f, 0.0f, -vec_bounds_high.z) );
|
||||
getViewerScreenXform() * affineInverse(_matOrientation),
|
||||
vec3(0.0f, 0.0f, -_vecBoundsHigh.z) );
|
||||
}
|
||||
|
||||
mat4 FieldOfView::getViewerWorldXform() const
|
||||
{
|
||||
vec3 n_translate = vec3(0.0f, 0.0f, vec_bounds_high.z);
|
||||
mat4 FieldOfView::getViewerWorldXform() const {
|
||||
|
||||
vec3 n_translate = vec3(0.0f, 0.0f, _vecBoundsHigh.z);
|
||||
|
||||
return translate(
|
||||
translate(mat4(1.0f), n_translate)
|
||||
* mat_orientation, -n_translate );
|
||||
* _matOrientation, -n_translate );
|
||||
}
|
||||
|
||||
float FieldOfView::getPixelSize() const
|
||||
{
|
||||
float FieldOfView::getPixelSize() const {
|
||||
|
||||
vec3 low, high;
|
||||
getFrustum(low, high);
|
||||
|
||||
return std::min(
|
||||
abs(high.x - low.x) / val_width,
|
||||
abs(high.y - low.y) / val_height);
|
||||
abs(high.x - low.x) / _valWidth,
|
||||
abs(high.y - low.y) / _valHeight);
|
||||
}
|
||||
|
||||
void FieldOfView::getFrustum(vec3& low, vec3& high) const
|
||||
{
|
||||
low = vec_bounds_low;
|
||||
high = vec_bounds_high;
|
||||
void FieldOfView::getFrustum(vec3& low, vec3& high) const {
|
||||
|
||||
low = _vecBoundsLow;
|
||||
high = _vecBoundsHigh;
|
||||
|
||||
// start with uniform zoom
|
||||
float inv_zoom = 1.0f / val_zoom;
|
||||
float inv_zoom = 1.0f / _valZoom;
|
||||
float adj_x = inv_zoom, adj_y = inv_zoom;
|
||||
|
||||
// balance aspect
|
||||
if (enm_aspect_balancing != stretch)
|
||||
{
|
||||
float f_aspect = (high.x - low.x) / (high.y - low.y);
|
||||
float vp_aspect = val_width / val_height;
|
||||
if (_enmAspectBalancing != stretch) {
|
||||
|
||||
float f_aspect = (high.x - low.x) / (high.y - low.y);
|
||||
float vp_aspect = _valWidth / _valHeight;
|
||||
|
||||
if ((_enmAspectBalancing == expose_more)
|
||||
!= (f_aspect > vp_aspect)) {
|
||||
|
||||
if ((enm_aspect_balancing == expose_more)
|
||||
!= (f_aspect > vp_aspect))
|
||||
{
|
||||
// expose_more -> f_aspect <= vp_aspect <=> adj >= 1
|
||||
// expose_less -> f_aspect > vp_aspect <=> adj < 1
|
||||
adj_x = vp_aspect / f_aspect;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
} else {
|
||||
|
||||
// expose_more -> f_aspect > vp_aspect <=> adj > 1
|
||||
// expose_less -> f_aspect <= vp_aspect <=> adj <= 1
|
||||
adj_y = f_aspect / vp_aspect;
|
||||
|
@ -121,8 +119,8 @@ void FieldOfView::getFrustum(vec3& low, vec3& high) const
|
|||
// calc and apply near distance based on near diagonal and perspective
|
||||
float w = high.x - low.x, h = high.y - low.y;
|
||||
high.z -= low.z;
|
||||
low.z = val_angle == 0.0f ? 0.0f :
|
||||
sqrt(w*w+h*h) * 0.5f / tan(val_angle * 0.5f);
|
||||
low.z = _valAngle == 0.0f ? 0.0f :
|
||||
sqrt(w*w+h*h) * 0.5f / tan(_valAngle * 0.5f);
|
||||
high.z += low.z;
|
||||
}
|
||||
|
||||
|
|
|
@ -11,39 +11,35 @@
|
|||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
/**
|
||||
* Viewing parameter encapsulation.
|
||||
*/
|
||||
class FieldOfView
|
||||
{
|
||||
glm::mat4 mat_orientation;
|
||||
glm::vec3 vec_bounds_low;
|
||||
glm::vec3 vec_bounds_high;
|
||||
float val_width;
|
||||
float val_height;
|
||||
float val_angle;
|
||||
float val_zoom;
|
||||
int enm_aspect_balancing;
|
||||
//
|
||||
// Viewing parameter encapsulation.
|
||||
//
|
||||
class FieldOfView {
|
||||
|
||||
glm::mat4 _matOrientation;
|
||||
glm::vec3 _vecBoundsLow;
|
||||
glm::vec3 _vecBoundsHigh;
|
||||
float _valWidth;
|
||||
float _valHeight;
|
||||
float _valAngle;
|
||||
float _valZoom;
|
||||
int _enmAspectBalancing;
|
||||
public:
|
||||
|
||||
FieldOfView();
|
||||
|
||||
// mutators
|
||||
|
||||
FieldOfView& setBounds(glm::vec3 const& low, glm::vec3 const& high)
|
||||
{ vec_bounds_low = low; vec_bounds_high = high; return *this; }
|
||||
FieldOfView& setBounds(glm::vec3 const& low, glm::vec3 const& high) {
|
||||
_vecBoundsLow = low; _vecBoundsHigh = high; return *this; }
|
||||
|
||||
FieldOfView& setOrientation(glm::mat4 const& matrix)
|
||||
{ mat_orientation = matrix; return *this; }
|
||||
FieldOfView& setOrientation(glm::mat4 const& matrix) { _matOrientation = matrix; return *this; }
|
||||
|
||||
FieldOfView& setPerspective(float angle)
|
||||
{ val_angle = angle; return *this; }
|
||||
FieldOfView& setPerspective(float angle) { _valAngle = angle; return *this; }
|
||||
|
||||
FieldOfView& setResolution(unsigned width, unsigned height)
|
||||
{ val_width = width; val_height = height; return *this; }
|
||||
FieldOfView& setResolution(unsigned width, unsigned height) { _valWidth = width; _valHeight = height; return *this; }
|
||||
|
||||
FieldOfView& setZoom(float factor)
|
||||
{ val_zoom = factor; return *this; }
|
||||
FieldOfView& setZoom(float factor) { _valZoom = factor; return *this; }
|
||||
|
||||
enum aspect_balancing
|
||||
{
|
||||
|
@ -52,76 +48,75 @@ class FieldOfView
|
|||
stretch
|
||||
};
|
||||
|
||||
FieldOfView& setAspectBalancing(aspect_balancing v)
|
||||
{ enm_aspect_balancing = v; return *this; }
|
||||
FieldOfView& setAspectBalancing(aspect_balancing v) { _enmAspectBalancing = v; return *this; }
|
||||
|
||||
// dumb accessors
|
||||
|
||||
glm::mat4 const& getOrientation() const { return mat_orientation; }
|
||||
float getWidthInPixels() const { return val_width; }
|
||||
float getHeightInPixels() const { return val_height; }
|
||||
float getPerspective() const { return val_angle; }
|
||||
glm::mat4 const& getOrientation() const { return _matOrientation; }
|
||||
float getWidthInPixels() const { return _valWidth; }
|
||||
float getHeightInPixels() const { return _valHeight; }
|
||||
float getPerspective() const { return _valAngle; }
|
||||
|
||||
// matrices
|
||||
|
||||
/**
|
||||
* Returns a full transformation matrix to project world coordinates
|
||||
* onto the screen.
|
||||
*/
|
||||
//
|
||||
// Returns a full transformation matrix to project world coordinates
|
||||
// onto the screen.
|
||||
//
|
||||
glm::mat4 getWorldScreenXform() const;
|
||||
|
||||
/**
|
||||
* Transforms world coordinates to viewer-relative coordinates.
|
||||
*
|
||||
* This matrix can be used as the modelview matrix in legacy GL code
|
||||
* where the projection matrix is kept separately.
|
||||
*/
|
||||
//
|
||||
// Transforms world coordinates to viewer-relative coordinates.
|
||||
//
|
||||
// This matrix can be used as the modelview matrix in legacy GL code
|
||||
// where the projection matrix is kept separately.
|
||||
//
|
||||
glm::mat4 getWorldViewerXform() const;
|
||||
|
||||
/**
|
||||
* Returns the transformation to of viewer-relative coordinates back
|
||||
* to world space.
|
||||
*
|
||||
* This matrix can be used to set up a coordinate system for avatar
|
||||
* rendering.
|
||||
*/
|
||||
//
|
||||
// Returns the transformation to of viewer-relative coordinates back
|
||||
// to world space.
|
||||
//
|
||||
// This matrix can be used to set up a coordinate system for avatar
|
||||
// rendering.
|
||||
//
|
||||
glm::mat4 getViewerWorldXform() const;
|
||||
|
||||
/**
|
||||
* Returns the transformation of viewer-relative coordinates to the
|
||||
* screen.
|
||||
*
|
||||
* This matrix can be used as the projection matrix in legacy GL code.
|
||||
*/
|
||||
//
|
||||
// Returns the transformation of viewer-relative coordinates to the
|
||||
// screen.
|
||||
//
|
||||
// This matrix can be used as the projection matrix in legacy GL code.
|
||||
//
|
||||
glm::mat4 getViewerScreenXform() const;
|
||||
|
||||
|
||||
// other useful information
|
||||
|
||||
/**
|
||||
* Returns the size of a pixel in world space, that is the minimum
|
||||
* in respect to x/y screen directions.
|
||||
*/
|
||||
//
|
||||
// Returns the size of a pixel in world space, that is the minimum
|
||||
// in respect to x/y screen directions.
|
||||
//
|
||||
float getPixelSize() const;
|
||||
|
||||
/**
|
||||
* Returns the frustum as used for the projection matrices.
|
||||
* The result depdends on the bounds, eventually aspect correction
|
||||
* for the current resolution, the perspective angle (specified in
|
||||
* respect to diagonal) and zoom.
|
||||
*/
|
||||
//
|
||||
// Returns the frustum as used for the projection matrices.
|
||||
// The result depdends on the bounds, eventually aspect correction
|
||||
// for the current resolution, the perspective angle (specified in
|
||||
// respect to diagonal) and zoom.
|
||||
//
|
||||
void getFrustum(glm::vec3& low, glm::vec3& high) const;
|
||||
|
||||
/**
|
||||
* Returns the z-offset from the origin to where orientation ia
|
||||
* applied.
|
||||
*/
|
||||
float getTransformOffset() const { return vec_bounds_high.z; }
|
||||
//
|
||||
// Returns the z-offset from the origin to where orientation ia
|
||||
// applied.
|
||||
//
|
||||
float getTransformOffset() const { return _vecBoundsHigh.z; }
|
||||
|
||||
/**
|
||||
* Returns the aspect ratio.
|
||||
*/
|
||||
float getAspectRatio() const { return val_height / val_width; }
|
||||
//
|
||||
// Returns the aspect ratio.
|
||||
//
|
||||
float getAspectRatio() const { return _valHeight / _valWidth; }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -40,6 +40,7 @@ private:
|
|||
float transmitterHz;
|
||||
int transmitterPackets;
|
||||
bool renderPointer;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
|
628
interface/src/Head.cpp
Normal file → Executable file
628
interface/src/Head.cpp
Normal file → Executable file
|
@ -3,6 +3,7 @@
|
|||
// interface
|
||||
//
|
||||
// Created by Philip Rosedale on 9/11/12.
|
||||
// adapted by Jeffrey Ventrella, starting on April 2, 2013
|
||||
// Copyright (c) 2012 Physical, Inc.. All rights reserved.
|
||||
//
|
||||
|
||||
|
@ -38,11 +39,16 @@ vector<unsigned char> iris_texture;
|
|||
unsigned int iris_texture_width = 512;
|
||||
unsigned int iris_texture_height = 256;
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------
|
||||
Head::Head()
|
||||
{
|
||||
position = glm::vec3(0,0,0);
|
||||
velocity = glm::vec3(0,0,0);
|
||||
thrust = glm::vec3(0,0,0);
|
||||
initializeAvatar();
|
||||
|
||||
position = glm::vec3(0,0,0);
|
||||
velocity = glm::vec3(0,0,0);
|
||||
thrust = glm::vec3(0,0,0);
|
||||
|
||||
for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = false;
|
||||
|
||||
|
@ -77,6 +83,8 @@ Head::Head()
|
|||
lastLoudness = 0.0;
|
||||
browAudioLift = 0.0;
|
||||
noise = 0;
|
||||
|
||||
handOffset = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
|
||||
sphere = NULL;
|
||||
|
||||
|
@ -91,7 +99,14 @@ Head::Head()
|
|||
}
|
||||
}
|
||||
|
||||
Head::Head(const Head &otherHead) {
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------
|
||||
Head::Head(const Head &otherHead)
|
||||
{
|
||||
initializeAvatar();
|
||||
|
||||
position = otherHead.position;
|
||||
velocity = otherHead.velocity;
|
||||
thrust = otherHead.thrust;
|
||||
|
@ -141,26 +156,45 @@ Head::Head(const Head &otherHead) {
|
|||
hand = &newHand;
|
||||
}
|
||||
|
||||
Head::~Head() {
|
||||
if (sphere != NULL) {
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------
|
||||
Head::~Head()
|
||||
{
|
||||
if (sphere != NULL)
|
||||
{
|
||||
gluDeleteQuadric(sphere);
|
||||
}
|
||||
}
|
||||
|
||||
Head* Head::clone() const {
|
||||
|
||||
|
||||
//---------------------------------------------------
|
||||
Head* Head::clone() const
|
||||
{
|
||||
return new Head(*this);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------
|
||||
void Head::reset()
|
||||
{
|
||||
Pitch = Yaw = Roll = 0;
|
||||
leanForward = leanSideways = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------
|
||||
void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity)
|
||||
// Using serial data, update avatar/render position and angles
|
||||
{
|
||||
|
||||
const float PITCH_ACCEL_COUPLING = 0.5;
|
||||
const float ROLL_ACCEL_COUPLING = -1.0;
|
||||
float measured_pitch_rate = serialInterface->getRelativeValue(PITCH_RATE);
|
||||
|
@ -201,64 +235,201 @@ void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int hea
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------
|
||||
void Head::setAvatarPosition( double x, double y, double z )
|
||||
{
|
||||
avatar.position = glm::dvec3( x, y, z );
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------
|
||||
void Head::addLean(float x, float z) {
|
||||
// Add Body lean as impulse
|
||||
leanSideways += x;
|
||||
leanForward += z;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------
|
||||
void Head::setLeanForward(float dist){
|
||||
leanForward = dist;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------
|
||||
void Head::setLeanSideways(float dist){
|
||||
leanSideways = dist;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Simulate the head over time
|
||||
//---------------------------------------------------
|
||||
void Head::simulate(float deltaTime)
|
||||
{
|
||||
|
||||
updateAvatarSkeleton();
|
||||
|
||||
/*
|
||||
glm::vec3 forward
|
||||
(
|
||||
-sin( avatar.yaw * PI_OVER_180 ),
|
||||
sin( avatar.pitch * PI_OVER_180 ),
|
||||
cos( avatar.roll * PI_OVER_180 )
|
||||
);
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
glm::vec3 forward(-sinf(getRenderYaw()*PI/180),
|
||||
sinf(getRenderPitch()*PI/180),
|
||||
cosf(getRenderYaw()*PI/180));
|
||||
|
||||
thrust = glm::vec3(0);
|
||||
*/
|
||||
|
||||
const float THRUST_MAG = 10.0;
|
||||
const float THRUST_LATERAL_MAG = 10.0;
|
||||
const float THRUST_VERTICAL_MAG = 10.0;
|
||||
|
||||
if (driveKeys[FWD]) {
|
||||
thrust += THRUST_MAG*forward;
|
||||
/*
|
||||
const float THRUST_LATERAL_MAG = 10.0;
|
||||
const float THRUST_VERTICAL_MAG = 10.0;
|
||||
*/
|
||||
|
||||
|
||||
avatar.thrust = glm::dvec3( 0.0, 0.0, 0.0 );
|
||||
|
||||
if (driveKeys[FWD])
|
||||
{
|
||||
//position.x += avatar.orientation.getFront().getX() * 0.01;
|
||||
//position.y += avatar.orientation.getFront().getY() * 0.01;
|
||||
//position.z -= avatar.orientation.getFront().getZ() * 0.01;
|
||||
|
||||
avatar.thrust.x += avatar.orientation.getFront().getX() * THRUST_MAG;
|
||||
avatar.thrust.y += avatar.orientation.getFront().getY() * THRUST_MAG;
|
||||
avatar.thrust.z -= avatar.orientation.getFront().getZ() * THRUST_MAG;
|
||||
|
||||
//thrust += THRUST_MAG*forward;
|
||||
}
|
||||
if (driveKeys[BACK]) {
|
||||
thrust += -THRUST_MAG*forward;
|
||||
}
|
||||
if (driveKeys[RIGHT]) {
|
||||
thrust.x += forward.z*-THRUST_LATERAL_MAG;
|
||||
thrust.z += forward.x*THRUST_LATERAL_MAG;
|
||||
}
|
||||
if (driveKeys[LEFT]) {
|
||||
thrust.x += forward.z*THRUST_LATERAL_MAG;
|
||||
thrust.z += forward.x*-THRUST_LATERAL_MAG;
|
||||
}
|
||||
if (driveKeys[UP]) {
|
||||
thrust.y += -THRUST_VERTICAL_MAG;
|
||||
}
|
||||
if (driveKeys[DOWN]) {
|
||||
thrust.y += THRUST_VERTICAL_MAG;
|
||||
|
||||
if (driveKeys[BACK])
|
||||
{
|
||||
//position.x -= avatar.orientation.getFront().getX() * 0.01;
|
||||
//position.y -= avatar.orientation.getFront().getY() * 0.01;
|
||||
//position.z += avatar.orientation.getFront().getZ() * 0.01;
|
||||
|
||||
avatar.thrust.x -= avatar.orientation.getFront().getX() * THRUST_MAG;
|
||||
avatar.thrust.y -= avatar.orientation.getFront().getY() * THRUST_MAG;
|
||||
avatar.thrust.z += avatar.orientation.getFront().getZ() * THRUST_MAG;
|
||||
|
||||
//thrust += -THRUST_MAG*forward;
|
||||
}
|
||||
|
||||
|
||||
if (driveKeys[RIGHT])
|
||||
{
|
||||
//position.x += avatar.orientation.getRight().getX() * 0.01;
|
||||
//position.y += avatar.orientation.getRight().getY() * 0.01;
|
||||
//position.z -= avatar.orientation.getRight().getZ() * 0.01;
|
||||
|
||||
avatar.thrust.x += avatar.orientation.getRight().getX() * THRUST_MAG;
|
||||
avatar.thrust.y += avatar.orientation.getRight().getY() * THRUST_MAG;
|
||||
avatar.thrust.z -= avatar.orientation.getRight().getZ() * THRUST_MAG;
|
||||
|
||||
//thrust.x += forward.z*-THRUST_LATERAL_MAG;
|
||||
//thrust.z += forward.x*THRUST_LATERAL_MAG;
|
||||
}
|
||||
if (driveKeys[LEFT])
|
||||
{
|
||||
//position.x -= avatar.orientation.getRight().getX() * 0.01;
|
||||
//position.y -= avatar.orientation.getRight().getY() * 0.01;
|
||||
//position.z += avatar.orientation.getRight().getZ() * 0.01;
|
||||
|
||||
avatar.thrust.x -= avatar.orientation.getRight().getX() * THRUST_MAG;
|
||||
avatar.thrust.y -= avatar.orientation.getRight().getY() * THRUST_MAG;
|
||||
avatar.thrust.z += avatar.orientation.getRight().getZ() * THRUST_MAG;
|
||||
|
||||
//thrust.x += forward.z*THRUST_LATERAL_MAG;
|
||||
//thrust.z += forward.x*-THRUST_LATERAL_MAG;
|
||||
}
|
||||
|
||||
|
||||
if (driveKeys[UP])
|
||||
{
|
||||
//position.x -= avatar.orientation.getUp().getX() * 0.01;
|
||||
//position.y -= avatar.orientation.getUp().getY() * 0.01;
|
||||
//position.z += avatar.orientation.getUp().getZ() * 0.01;
|
||||
|
||||
avatar.thrust.x -= avatar.orientation.getUp().getX() * THRUST_MAG;
|
||||
avatar.thrust.y -= avatar.orientation.getUp().getY() * THRUST_MAG;
|
||||
avatar.thrust.z += avatar.orientation.getUp().getZ() * THRUST_MAG;
|
||||
|
||||
//thrust.y += -THRUST_VERTICAL_MAG;
|
||||
}
|
||||
if (driveKeys[DOWN])
|
||||
{
|
||||
//position.x += avatar.orientation.getUp().getX() * 0.01;
|
||||
//position.y += avatar.orientation.getUp().getY() * 0.01;
|
||||
//position.z -= avatar.orientation.getUp().getZ() * 0.01;
|
||||
|
||||
avatar.thrust.x += avatar.orientation.getUp().getX() * THRUST_MAG;
|
||||
avatar.thrust.y += avatar.orientation.getUp().getY() * THRUST_MAG;
|
||||
avatar.thrust.z -= avatar.orientation.getUp().getZ() * THRUST_MAG;
|
||||
|
||||
//thrust.y += THRUST_VERTICAL_MAG;
|
||||
}
|
||||
|
||||
if (driveKeys[ROT_RIGHT])
|
||||
{
|
||||
avatar.yawDelta -= 300.0 * deltaTime;
|
||||
}
|
||||
if (driveKeys[ROT_LEFT])
|
||||
{
|
||||
avatar.yawDelta += 300.0 * deltaTime;
|
||||
}
|
||||
|
||||
avatar.yaw += avatar.yawDelta * deltaTime;
|
||||
|
||||
Yaw = avatar.yaw;
|
||||
|
||||
const float TEST_YAW_DECAY = 5.0;
|
||||
avatar.yawDelta *= ( 1.0 - TEST_YAW_DECAY * deltaTime );
|
||||
|
||||
//avatar.yawDelta *= 0.99;
|
||||
|
||||
avatar.velocity += avatar.thrust * (double)deltaTime;
|
||||
|
||||
position += avatar.velocity * (double)deltaTime;
|
||||
|
||||
//avatar.velocity *= 0.9;
|
||||
|
||||
const float LIN_VEL_DECAY = 5.0;
|
||||
avatar.velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
|
||||
|
||||
|
||||
/*
|
||||
// Increment velocity as time
|
||||
velocity += thrust * deltaTime;
|
||||
|
||||
// Increment position as a function of velocity
|
||||
position += velocity * deltaTime;
|
||||
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
// Decay velocity
|
||||
const float LIN_VEL_DECAY = 5.0;
|
||||
velocity *= (1.0 - LIN_VEL_DECAY*deltaTime);
|
||||
|
||||
*/
|
||||
|
||||
|
||||
if (!noise)
|
||||
{
|
||||
// Decay back toward center
|
||||
|
@ -276,6 +447,8 @@ void Head::simulate(float deltaTime)
|
|||
leanForward *= (1.f - DECAY*30.f*deltaTime);
|
||||
leanSideways *= (1.f - DECAY*30.f*deltaTime);
|
||||
|
||||
|
||||
|
||||
// Update where the avatar's eyes are
|
||||
//
|
||||
// First, decide if we are making eye contact or not
|
||||
|
@ -292,6 +465,8 @@ void Head::simulate(float deltaTime)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
const float DEGREES_BETWEEN_VIEWER_EYES = 3;
|
||||
const float DEGREES_TO_VIEWER_MOUTH = 7;
|
||||
|
||||
|
@ -315,8 +490,8 @@ void Head::simulate(float deltaTime)
|
|||
EyeballPitch[0] = EyeballPitch[1] = -Pitch + eye_target_pitch_adjust;
|
||||
EyeballYaw[0] = EyeballYaw[1] = -Yaw + eye_target_yaw_adjust;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (noise)
|
||||
{
|
||||
Pitch += (randFloat() - 0.5)*0.2*NoiseEnvelope;
|
||||
|
@ -350,12 +525,26 @@ void Head::simulate(float deltaTime)
|
|||
}
|
||||
|
||||
}
|
||||
hand->simulate(deltaTime);
|
||||
|
||||
|
||||
|
||||
//hand->simulate(deltaTime);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------
|
||||
void Head::render(int faceToFace, int isMine)
|
||||
{
|
||||
renderBody();
|
||||
renderHead( faceToFace, isMine );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------
|
||||
void Head::renderHead( int faceToFace, int isMine )
|
||||
{
|
||||
int side = 0;
|
||||
|
||||
|
@ -363,23 +552,37 @@ void Head::render(int faceToFace, int isMine)
|
|||
glEnable(GL_DEPTH_TEST);
|
||||
glPushMatrix();
|
||||
|
||||
glScalef(scale, scale, scale);
|
||||
glTranslatef(leanSideways, 0.f, leanForward);
|
||||
//glScalef(scale, scale, scale);
|
||||
|
||||
glTranslatef
|
||||
(
|
||||
avatar.bone[ AVATAR_BONE_HEAD ].worldPosition.x,
|
||||
avatar.bone[ AVATAR_BONE_HEAD ].worldPosition.y,
|
||||
avatar.bone[ AVATAR_BONE_HEAD ].worldPosition.z
|
||||
);
|
||||
|
||||
glScalef( 0.03, 0.03, 0.03 );
|
||||
|
||||
|
||||
//glTranslatef(leanSideways, 0.f, leanForward);
|
||||
|
||||
glRotatef(Yaw, 0, 1, 0);
|
||||
//glRotatef(Yaw, 0, 1, 0);
|
||||
|
||||
glRotatef( avatar.yaw, 0, 1, 0);
|
||||
|
||||
hand->render(1);
|
||||
//hand->render(1);
|
||||
|
||||
// Don't render a head if it is really close to your location, because that is your own head!
|
||||
if (!isMine || faceToFace) {
|
||||
//if (!isMine || faceToFace)
|
||||
{
|
||||
|
||||
glRotatef(Pitch, 1, 0, 0);
|
||||
glRotatef(Roll, 0, 0, 1);
|
||||
|
||||
|
||||
// Overall scale of head
|
||||
if (faceToFace) glScalef(1.5, 2.0, 2.0);
|
||||
else glScalef(0.75, 1.0, 1.0);
|
||||
|
||||
glColor3fv(skinColor);
|
||||
|
||||
|
||||
|
@ -400,7 +603,6 @@ void Head::render(int faceToFace, int isMine)
|
|||
glTranslatef(-2.0, 0, 0);
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
|
||||
// Eyebrows
|
||||
audioAttack = 0.9*audioAttack + 0.1*fabs(loudness - lastLoudness);
|
||||
|
@ -509,9 +711,320 @@ void Head::render(int faceToFace, int isMine)
|
|||
}
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------------
|
||||
void Head::setHandMovement( glm::dvec3 movement )
|
||||
{
|
||||
handOffset = glm::dvec3( movement.x, -movement.y, movement.z );
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------
|
||||
void Head::initializeAvatar()
|
||||
{
|
||||
avatar.position = glm::dvec3( 0.0, 0.0, 0.0 );
|
||||
avatar.velocity = glm::dvec3( 0.0, 0.0, 0.0 );
|
||||
avatar.thrust = glm::dvec3( 0.0, 0.0, 0.0 );
|
||||
avatar.orientation.setToIdentity();
|
||||
|
||||
avatar.yaw = 0.0;
|
||||
avatar.pitch = 0.0;
|
||||
avatar.roll = 0.0;
|
||||
|
||||
avatar.yawDelta = 0.0;
|
||||
|
||||
for (int b=0; b<NUM_AVATAR_BONES; b++)
|
||||
{
|
||||
avatar.bone[b].worldPosition = glm::dvec3( 0.0, 0.0, 0.0 );
|
||||
//avatar.bone[b].offsetPosition = glm::dvec3( 0.0, 0.0, 0.0 );
|
||||
avatar.bone[b].velocity = glm::dvec3( 0.0, 0.0, 0.0 );
|
||||
avatar.bone[b].worldOrientation.setToIdentity();
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// parental hierarchy
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// spine and head
|
||||
//----------------------------------------------------------------------------
|
||||
avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
|
||||
avatar.bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||
avatar.bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
|
||||
avatar.bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
|
||||
avatar.bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// left chest and arm
|
||||
//----------------------------------------------------------------------------
|
||||
avatar.bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
|
||||
avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].parent = AVATAR_BONE_LEFT_CHEST;
|
||||
avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].parent = AVATAR_BONE_LEFT_SHOULDER;
|
||||
avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
|
||||
avatar.bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// right chest and arm
|
||||
//----------------------------------------------------------------------------
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].parent = AVATAR_BONE_RIGHT_CHEST;
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].parent = AVATAR_BONE_RIGHT_SHOULDER;
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].parent = AVATAR_BONE_RIGHT_UPPER_ARM;
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].parent = AVATAR_BONE_RIGHT_FOREARM;
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// left pelvis and leg
|
||||
//----------------------------------------------------------------------------
|
||||
avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_NULL;
|
||||
avatar.bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
|
||||
avatar.bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
|
||||
avatar.bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// right pelvis and leg
|
||||
//----------------------------------------------------------------------------
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_NULL;
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
|
||||
|
||||
|
||||
//----------------------------------------------------------
|
||||
// specify the default pose position
|
||||
//----------------------------------------------------------
|
||||
avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::dvec3( 0.0, 0.1, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::dvec3( 0.0, 0.1, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::dvec3( 0.0, 0.1, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::dvec3( 0.0, 0.06, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::dvec3( 0.0, 0.06, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::dvec3( -0.06, 0.06, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::dvec3( -0.03, 0.0, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::dvec3( 0.0, -0.12, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::dvec3( 0.0, -0.1, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::dvec3( 0.0, -0.05, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::dvec3( 0.06, 0.06, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::dvec3( 0.03, 0.0, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::dvec3( 0.0, -0.12, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::dvec3( 0.0, -0.1, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::dvec3( 0.0, -0.05, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::dvec3( -0.05, 0.0, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::dvec3( 0.0, -0.15, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::dvec3( 0.0, -0.15, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::dvec3( 0.0, 0.0, 0.04 );
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::dvec3( 0.05, 0.0, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::dvec3( 0.0, -0.15, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::dvec3( 0.0, -0.15, 0.0 );
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::dvec3( 0.0, 0.0, 0.04 );
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// calculate bone length
|
||||
//----------------------------------------------------------------------------
|
||||
calculateBoneLengths();
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// generate world positions
|
||||
//----------------------------------------------------------------------------
|
||||
updateAvatarSkeleton();
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// set offset positions = world positions
|
||||
//----------------------------------------------------------------------------
|
||||
for (int b=0; b<NUM_AVATAR_BONES; b++)
|
||||
{
|
||||
//avatar.bone[b].offsetPosition = avatar.bone[b].worldPosition;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------
|
||||
void Head::calculateBoneLengths()
|
||||
{
|
||||
for (int b=0; b<NUM_AVATAR_BONES; b++)
|
||||
{
|
||||
avatar.bone[b].length = glm::length( avatar.bone[b].defaultPosePosition );
|
||||
}
|
||||
|
||||
avatar.maxArmLength
|
||||
= avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].length
|
||||
+ avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].length
|
||||
+ avatar.bone[ AVATAR_BONE_RIGHT_HAND ].length;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------
|
||||
void Head::updateAvatarSkeleton()
|
||||
{
|
||||
//rotate the body...
|
||||
|
||||
avatar.orientation.setToIdentity();
|
||||
avatar.orientation.yaw( -avatar.yaw );
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// calculate positions of all bones by traversing the skeleton tree:
|
||||
//------------------------------------------------------------------------
|
||||
for (int b=0; b<NUM_AVATAR_BONES; b++)
|
||||
{
|
||||
if ( avatar.bone[b].parent == AVATAR_BONE_NULL )
|
||||
{
|
||||
avatar.bone[b].worldOrientation.set( avatar.orientation );
|
||||
avatar.bone[b].worldPosition = avatar.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
avatar.bone[b].worldOrientation.set( avatar.bone[ avatar.bone[b].parent ].worldOrientation );
|
||||
avatar.bone[b].worldPosition = avatar.bone[ avatar.bone[b].parent ].worldPosition;
|
||||
}
|
||||
|
||||
double xx = glm::dot( avatar.bone[b].defaultPosePosition.x, avatar.bone[b].worldOrientation.getRight ().x )
|
||||
+ glm::dot( avatar.bone[b].defaultPosePosition.y, avatar.bone[b].worldOrientation.getRight ().y )
|
||||
+ glm::dot( avatar.bone[b].defaultPosePosition.z, avatar.bone[b].worldOrientation.getRight ().z );
|
||||
|
||||
double yy = glm::dot( avatar.bone[b].defaultPosePosition.x, avatar.bone[b].worldOrientation.getUp ().x )
|
||||
+ glm::dot( avatar.bone[b].defaultPosePosition.y, avatar.bone[b].worldOrientation.getUp ().y )
|
||||
+ glm::dot( avatar.bone[b].defaultPosePosition.z, avatar.bone[b].worldOrientation.getUp ().z );
|
||||
|
||||
double zz = glm::dot( avatar.bone[b].defaultPosePosition.x, avatar.bone[b].worldOrientation.getFront ().x )
|
||||
+ glm::dot( avatar.bone[b].defaultPosePosition.y, avatar.bone[b].worldOrientation.getFront ().y )
|
||||
+ glm::dot( avatar.bone[b].defaultPosePosition.z, avatar.bone[b].worldOrientation.getFront ().z );
|
||||
|
||||
glm::dvec3 rotatedBoneVector( xx, yy, zz );
|
||||
|
||||
//rotatedBonePosition.x = avatar.bone[b].defaultPosePosition.x;// * avatar.bone[b].worldOrientation.getFront().x;
|
||||
//rotatedBonePosition.y = avatar.bone[b].defaultPosePosition.y;// * avatar.bone[b].worldOrientation.getFront().y;
|
||||
//rotatedBonePosition.z = avatar.bone[b].defaultPosePosition.z;// * avatar.bone[b].worldOrientation.getFront().z;
|
||||
|
||||
|
||||
|
||||
//glm::dvec3 rotatedBoneVector( avatar.bone[b].defaultPosePosition );
|
||||
|
||||
//glm::dmat3x3 rotationMatrix ( glm::dvec3( 1.0, 0.0, 0.0 ), glm::dvec3( 0.0, 1.0, 0.0 ), glm::dvec3( 0.0, 0.0, 1.0 ) );
|
||||
//glm::dmat3x3 rotationMatrix;
|
||||
|
||||
//glm::dmat3x3 rotationMatrix = glm::eulerAngleYXZ( 0.0, 0.0, 0.0 );
|
||||
|
||||
|
||||
avatar.bone[b].worldPosition += rotatedBoneVector;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// reset hand and elbow position according to hand movement
|
||||
//------------------------------------------------------------------------
|
||||
updateHandMovement();
|
||||
|
||||
/*
|
||||
glm::dvec3 v( avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition );
|
||||
v -= avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition;
|
||||
|
||||
double distance = glm::length(v);
|
||||
if ( distance > avatar.maxArmLength )
|
||||
{
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition += v * 0.2;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
|
||||
/*
|
||||
//------------------------------------------------------------------------
|
||||
// update offset position
|
||||
//------------------------------------------------------------------------
|
||||
for (int b=0; b<NUM_AVATAR_BONES; b++)
|
||||
{
|
||||
glm::dvec3 diff( avatar.bone[b].worldPosition );
|
||||
diff -= avatar.bone[b].offsetPosition;
|
||||
|
||||
avatar.bone[b].offsetPosition += diff * 0.1;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------
|
||||
double Head::getAvatarYaw()
|
||||
{
|
||||
return avatar.yaw;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-------------------------------
|
||||
void Head::updateHandMovement()
|
||||
{
|
||||
//----------------------------------------------------------------
|
||||
// adjust right hand and elbow according to hand offset
|
||||
//----------------------------------------------------------------
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition += handOffset;
|
||||
glm::dvec3 armVector = avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition;
|
||||
armVector -= avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// test to see if right hand is being dragged beyond maximum arm length
|
||||
//-------------------------------------------------------------------------------
|
||||
double distance = glm::length( armVector );
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// if right hand is being dragged beyond maximum arm length...
|
||||
//-------------------------------------------------------------------------------
|
||||
if ( distance > avatar.maxArmLength )
|
||||
{
|
||||
//-------------------------------------------------------------------------------
|
||||
// reset right hand to be constrained to maximum arm length
|
||||
//-------------------------------------------------------------------------------
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
|
||||
glm::dvec3 armNormal = armVector / distance;
|
||||
armVector = armNormal * avatar.maxArmLength;
|
||||
distance = avatar.maxArmLength;
|
||||
glm::dvec3 constrainedPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
|
||||
constrainedPosition += armVector;
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition = constrainedPosition;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// set elbow position
|
||||
//-----------------------------------------------------------------------------
|
||||
glm::dvec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
|
||||
newElbowPosition += armVector * ONE_HALF;
|
||||
glm::dvec3 perpendicular = glm::dvec3( -armVector.y, armVector.x, armVector.z );
|
||||
newElbowPosition += perpendicular * ( 1.0 - ( avatar.maxArmLength / distance ) ) * ONE_HALF;
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].worldPosition = newElbowPosition;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------
|
||||
void Head::renderBody()
|
||||
{
|
||||
glColor3fv(skinColor);
|
||||
|
||||
for (int b=0; b<NUM_AVATAR_BONES; b++)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef( avatar.bone[b].worldPosition.x, avatar.bone[b].worldPosition.y, avatar.bone[b].worldPosition.z );
|
||||
glScalef( 0.02, 0.02, 0.02 );
|
||||
glutSolidSphere( 1, 10, 5 );
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Transmit data to agents requesting it
|
||||
|
||||
//called on me just prior to sending data to others (continuasly called)
|
||||
|
||||
//---------------------------------------------------
|
||||
int Head::getBroadcastData(char* data)
|
||||
{
|
||||
// Copy data for transmission to the buffer, return length of data
|
||||
|
@ -519,21 +1032,36 @@ int Head::getBroadcastData(char* data)
|
|||
getRenderPitch() + Pitch, -getRenderYaw() + 180 -Yaw, Roll,
|
||||
position.x + leanSideways, position.y, position.z + leanForward,
|
||||
loudness, averageLoudness,
|
||||
hand->getPos().x, hand->getPos().y, hand->getPos().z);
|
||||
//hand->getPos().x, hand->getPos().y, hand->getPos().z); //previous to Ventrella change
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.x,
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.y,
|
||||
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.z ); // Ventrella change
|
||||
return strlen(data);
|
||||
}
|
||||
|
||||
void Head::parseData(void *data, int size) {
|
||||
//called on the other agents - assigns it to my views of the others
|
||||
|
||||
//---------------------------------------------------
|
||||
void Head::parseData(void *data, int size)
|
||||
{
|
||||
//glm::vec3 pos;//( (glm::vec3)avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition );
|
||||
|
||||
// parse head data for this agent
|
||||
glm::vec3 handPos(0,0,0);
|
||||
sscanf((char *)data, "H%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f",
|
||||
&Pitch, &Yaw, &Roll,
|
||||
&position.x, &position.y, &position.z,
|
||||
&loudness, &averageLoudness,
|
||||
&handPos.x, &handPos.y, &handPos.z);
|
||||
glm::vec3 handPos( 0,0,0 );
|
||||
|
||||
sscanf
|
||||
(
|
||||
(char *)data, "H%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f",
|
||||
&Pitch, &Yaw, &Roll,
|
||||
&position.x, &position.y, &position.z,
|
||||
&loudness, &averageLoudness,
|
||||
&handPos.x, &handPos.y, &handPos.z
|
||||
);
|
||||
|
||||
if (glm::length(handPos) > 0.0) hand->setPos(handPos);
|
||||
}
|
||||
|
||||
//---------------------------------------------------
|
||||
void Head::SetNewHeadTarget(float pitch, float yaw)
|
||||
{
|
||||
PitchTarget = pitch;
|
||||
|
|
|
@ -13,8 +13,9 @@
|
|||
#include "AgentData.h"
|
||||
#include "Field.h"
|
||||
#include "world.h"
|
||||
#include "Head.h"
|
||||
#include "Hand.h"
|
||||
#include "Vector3D.h" // added by Ventrella as a utility
|
||||
#include "Orientation.h" // added by Ventrella as a utility
|
||||
#include "InterfaceConfig.h"
|
||||
#include "SerialInterface.h"
|
||||
|
||||
|
@ -30,6 +31,103 @@ enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
|
|||
#define ROT_RIGHT 7
|
||||
#define MAX_DRIVE_KEYS 8
|
||||
|
||||
/*
|
||||
enum AvatarJoints
|
||||
{
|
||||
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_CLAVICLE,
|
||||
AVATAR_JOINT_LEFT_SHOULDER,
|
||||
AVATAR_JOINT_LEFT_ELBOW,
|
||||
AVATAR_JOINT_LEFT_WRIST,
|
||||
AVATAR_JOINT_LEFT_FINGERTIPS,
|
||||
|
||||
AVATAR_JOINT_RIGHT_CLAVICLE,
|
||||
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
|
||||
};
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
enum AvatarBones
|
||||
{
|
||||
AVATAR_BONE_NULL = -1,
|
||||
AVATAR_BONE_PELVIS_SPINE, // connects pelvis joint with torso joint (not supposed to be rotated)
|
||||
AVATAR_BONE_MID_SPINE, // connects torso joint with chest joint
|
||||
AVATAR_BONE_CHEST_SPINE, // connects chest joint with neckBase joint (not supposed to be rotated)
|
||||
AVATAR_BONE_NECK, // connects neckBase joint with headBase joint
|
||||
AVATAR_BONE_HEAD, // connects headBase joint with headTop joint
|
||||
AVATAR_BONE_LEFT_CHEST, // connects chest joint with left clavicle joint (not supposed to be rotated)
|
||||
AVATAR_BONE_LEFT_SHOULDER, // connects left clavicle joint with left shoulder joint
|
||||
AVATAR_BONE_LEFT_UPPER_ARM, // connects left shoulder joint with left elbow joint
|
||||
AVATAR_BONE_LEFT_FOREARM, // connects left elbow joint with left wrist joint
|
||||
AVATAR_BONE_LEFT_HAND, // connects left wrist joint with left fingertips joint
|
||||
AVATAR_BONE_RIGHT_CHEST, // connects chest joint with right clavicle joint (not supposed to be rotated)
|
||||
AVATAR_BONE_RIGHT_SHOULDER, // connects right clavicle joint with right shoulder joint
|
||||
AVATAR_BONE_RIGHT_UPPER_ARM, // connects right shoulder joint with right elbow joint
|
||||
AVATAR_BONE_RIGHT_FOREARM, // connects right elbow joint with right wrist joint
|
||||
AVATAR_BONE_RIGHT_HAND, // connects right wrist joint with right fingertips joint
|
||||
AVATAR_BONE_LEFT_PELVIS, // connects pelvis joint with left hip joint (not supposed to be rotated)
|
||||
AVATAR_BONE_LEFT_THIGH, // connects left hip joint with left knee joint
|
||||
AVATAR_BONE_LEFT_SHIN, // connects left knee joint with left heel joint
|
||||
AVATAR_BONE_LEFT_FOOT, // connects left heel joint with left toes joint
|
||||
AVATAR_BONE_RIGHT_PELVIS, // connects pelvis joint with right hip joint (not supposed to be rotated)
|
||||
AVATAR_BONE_RIGHT_THIGH, // connects right hip joint with right knee joint
|
||||
AVATAR_BONE_RIGHT_SHIN, // connects right knee joint with right heel joint
|
||||
AVATAR_BONE_RIGHT_FOOT, // connects right heel joint with right toes joint
|
||||
|
||||
NUM_AVATAR_BONES
|
||||
};
|
||||
|
||||
struct AvatarBone
|
||||
{
|
||||
AvatarBones parent;
|
||||
glm::dvec3 worldPosition;
|
||||
glm::dvec3 defaultPosePosition;
|
||||
glm::dvec3 velocity;
|
||||
double yaw;
|
||||
double pitch;
|
||||
double roll;
|
||||
Orientation worldOrientation;
|
||||
double length;
|
||||
};
|
||||
|
||||
struct Avatar
|
||||
{
|
||||
glm::dvec3 position;
|
||||
glm::dvec3 velocity;
|
||||
glm::dvec3 thrust;
|
||||
double yaw;
|
||||
double pitch;
|
||||
double roll;
|
||||
double yawDelta;
|
||||
double maxArmLength;
|
||||
Orientation orientation;
|
||||
AvatarBone bone[ NUM_AVATAR_BONES ];
|
||||
};
|
||||
|
||||
class Head : public AgentData {
|
||||
public:
|
||||
Head();
|
||||
|
@ -58,9 +156,19 @@ class Head : public AgentData {
|
|||
float getRoll() {return Roll;}
|
||||
float getYaw() {return Yaw;}
|
||||
float getLastMeasuredYaw() {return YawRate;}
|
||||
|
||||
double getAvatarYaw();
|
||||
|
||||
void render(int faceToFace, int isMine);
|
||||
|
||||
void setAvatarPosition( double, double, double );
|
||||
void renderBody();
|
||||
void renderHead( int faceToFace, int isMine );
|
||||
|
||||
void simulate(float);
|
||||
|
||||
void setHandMovement( glm::dvec3 movement );
|
||||
void updateHandMovement();
|
||||
|
||||
// Send and receive network data
|
||||
int getBroadcastData(char * data);
|
||||
|
@ -124,6 +232,8 @@ class Head : public AgentData {
|
|||
glm::vec3 position;
|
||||
glm::vec3 velocity;
|
||||
glm::vec3 thrust;
|
||||
|
||||
glm::dvec3 handOffset;
|
||||
|
||||
int driveKeys[MAX_DRIVE_KEYS];
|
||||
|
||||
|
@ -131,10 +241,15 @@ class Head : public AgentData {
|
|||
eyeContactTargets eyeContactTarget;
|
||||
|
||||
GLUquadric *sphere;
|
||||
Avatar avatar;
|
||||
|
||||
void initializeAvatar();
|
||||
void updateAvatarSkeleton();
|
||||
void calculateBoneLengths();
|
||||
|
||||
void readSensors();
|
||||
float renderYaw, renderPitch; // Pitch from view frustum when this is own head.
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
232
interface/src/Orientation.cpp
Executable file
232
interface/src/Orientation.cpp
Executable file
|
@ -0,0 +1,232 @@
|
|||
//-----------------------------------------------------------
|
||||
//
|
||||
// Created by Jeffrey Ventrella and added as a utility
|
||||
// class for High Fidelity Code base, April 2013
|
||||
//
|
||||
//-----------------------------------------------------------
|
||||
|
||||
#include "Orientation.h"
|
||||
#include "Vector3D.h"
|
||||
#include "Util.h"
|
||||
|
||||
//------------------------
|
||||
Orientation::Orientation()
|
||||
{
|
||||
right.setXYZ ( 1.0, 0.0, 0.0 );
|
||||
up.setXYZ ( 0.0, 1.0, 0.0 );
|
||||
front.setXYZ ( 0.0, 0.0, 1.0 );
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------
|
||||
void Orientation::setToIdentity()
|
||||
{
|
||||
right.setXYZ ( 1.0, 0.0, 0.0 );
|
||||
up.setXYZ ( 0.0, 1.0, 0.0 );
|
||||
front.setXYZ ( 0.0, 0.0, 1.0 );
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------
|
||||
void Orientation::set( Orientation o )
|
||||
{
|
||||
right.set ( o.getRight() );
|
||||
up.set ( o.getUp () );
|
||||
front.set ( o.getFront() );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------------------
|
||||
void Orientation::forceAxisInDirection( int whichAxis, const Vector3D &direction, double forceAmount )
|
||||
{
|
||||
Vector3D diff;
|
||||
|
||||
if ( whichAxis == ORIENTATION_RIGHT_AXIS )
|
||||
{
|
||||
diff.setToDifference( direction, right );
|
||||
right.addScaled( diff, forceAmount );
|
||||
right.normalize();
|
||||
up.setToCross( front, right );
|
||||
up.normalize();
|
||||
front.setToCross( right, up );
|
||||
}
|
||||
else if ( whichAxis == ORIENTATION_UP_AXIS )
|
||||
{
|
||||
diff.setToDifference( direction, up );
|
||||
up.addScaled( diff, forceAmount );
|
||||
up.normalize();
|
||||
front.setToCross( right, up );
|
||||
front.normalize();
|
||||
right.setToCross( up, front );
|
||||
}
|
||||
else if ( whichAxis == ORIENTATION_FRONT_AXIS )
|
||||
{
|
||||
diff.setToDifference( direction, front );
|
||||
front.addScaled( diff, forceAmount );
|
||||
front.normalize();
|
||||
right.setToCross( up, front );
|
||||
right.normalize();
|
||||
up.setToCross( front, right );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------------------------
|
||||
void Orientation::forceFrontInDirection( const Vector3D &direction, const Vector3D &upDirection, double forceAmount )
|
||||
{
|
||||
Vector3D diff;
|
||||
diff.setToDifference( direction, front );
|
||||
front.addScaled( diff, forceAmount );
|
||||
front.normalize();
|
||||
right.setToCross( upDirection, front );
|
||||
right.normalize();
|
||||
up.setToCross( front, right );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//---------------------------------------
|
||||
void Orientation::yaw( double angle )
|
||||
{
|
||||
double r = angle * PI_OVER_180;
|
||||
double s = sin( r );
|
||||
double c = cos( r );
|
||||
|
||||
Vector3D cosineFront;
|
||||
Vector3D cosineRight;
|
||||
Vector3D sineFront;
|
||||
Vector3D sineRight;
|
||||
|
||||
cosineFront.setToScaled ( front, c );
|
||||
cosineRight.setToScaled ( right, c );
|
||||
sineFront.setToScaled ( front, s );
|
||||
sineRight.setToScaled ( right, s );
|
||||
|
||||
front.set( cosineFront );
|
||||
front.add( sineRight );
|
||||
|
||||
right.set( cosineRight );
|
||||
right.subtract( sineFront );
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------
|
||||
void Orientation::pitch( double angle )
|
||||
{
|
||||
double r = angle * PI_OVER_180;
|
||||
double s = sin( r );
|
||||
double c = cos( r );
|
||||
|
||||
Vector3D cosineUp;
|
||||
Vector3D cosineFront;
|
||||
Vector3D sineUp;
|
||||
Vector3D sineFront;
|
||||
|
||||
cosineUp.setToScaled ( up, c );
|
||||
cosineFront.setToScaled ( front, c );
|
||||
sineUp.setToScaled ( up, s );
|
||||
sineFront.setToScaled ( front, s );
|
||||
|
||||
up.set( cosineUp );
|
||||
up.add( sineFront );
|
||||
|
||||
front.set( cosineFront );
|
||||
front.subtract( sineUp );
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------
|
||||
void Orientation::roll( double angle )
|
||||
{
|
||||
double r = angle * PI_OVER_180;
|
||||
double s = sin( r );
|
||||
double c = cos( r );
|
||||
|
||||
Vector3D cosineUp;
|
||||
Vector3D cosineRight;
|
||||
Vector3D sineUp;
|
||||
Vector3D sineRight;
|
||||
|
||||
cosineUp.setToScaled ( up, c );
|
||||
cosineRight.setToScaled ( right, c );
|
||||
sineUp.setToScaled ( up, s );
|
||||
sineRight.setToScaled ( right, s );
|
||||
|
||||
up.set( cosineUp );
|
||||
up.add( sineRight );
|
||||
|
||||
right.set( cosineRight );
|
||||
right.subtract( sineUp );
|
||||
}
|
||||
|
||||
|
||||
Vector3D Orientation::getRight () { return right; }
|
||||
Vector3D Orientation::getUp () { return up; }
|
||||
Vector3D Orientation::getFront () { return front; }
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
void Orientation::setRightUpFront( const Vector3D &r, const Vector3D &u, const Vector3D &f )
|
||||
{
|
||||
//verifyValidOrientation();
|
||||
|
||||
right.set (r);
|
||||
up.set (u);
|
||||
front.set (f);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
void Orientation::verifyValidOrientation()
|
||||
{
|
||||
assert( right.getMagnitude () < 1.0 + CENTIMETER );
|
||||
assert( right.getMagnitude () > 1.0 - CENTIMETER );
|
||||
assert( up.getMagnitude () < 1.0 + CENTIMETER );
|
||||
assert( up.getMagnitude () > 1.0 - CENTIMETER );
|
||||
assert( front.getMagnitude () < 1.0 + CENTIMETER );
|
||||
assert( front.getMagnitude () > 1.0 - CENTIMETER );
|
||||
|
||||
if ( right.getMagnitude() > 1.0 + CENTIMETER )
|
||||
{
|
||||
printf( "oops: the magnitude of the 'right' part of the orientation is %f!\n", right.getMagnitude() );
|
||||
}
|
||||
else if ( right.getMagnitude() < 1.0 - CENTIMETER )
|
||||
{
|
||||
printf( "oops: the magnitude of the 'right' part of the orientation is %f!\n", right.getMagnitude() );
|
||||
}
|
||||
|
||||
|
||||
if ( up.getMagnitude() > 1.0 + CENTIMETER )
|
||||
{
|
||||
printf( "oops: the magnitude of the 'up' part of the orientation is %f!\n", up.getMagnitude() );
|
||||
}
|
||||
else if ( up.getMagnitude() < 1.0 - CENTIMETER )
|
||||
{
|
||||
printf( "oops: the magnitude of the 'up' part of the orientation is %f!\n", up.getMagnitude() );
|
||||
}
|
||||
|
||||
|
||||
if ( front.getMagnitude() > 1.0 + CENTIMETER )
|
||||
{
|
||||
printf( "oops: the magnitude of the 'front' part of the orientation is %f!\n", front.getMagnitude() );
|
||||
}
|
||||
else if ( front.getMagnitude() < 1.0 - CENTIMETER )
|
||||
{
|
||||
printf( "oops: the magnitude of the 'front' part of the orientation is %f!\n", front.getMagnitude() );
|
||||
}
|
||||
|
||||
if (( right.dotWith ( up ) > CENTIMETER )
|
||||
|| ( right.dotWith ( up ) < -CENTIMETER )) { printf( "oops: the 'right' and 'up' parts of the orientation are not perpendicular! The dot is: %f\n", right.dotWith ( up ) ); }
|
||||
|
||||
if (( right.dotWith ( front ) > CENTIMETER )
|
||||
|| ( right.dotWith ( front ) < -CENTIMETER )) { printf( "oops: the 'right' and 'front' parts of the orientation are not perpendicular! The dot is: %f\n", right.dotWith ( front ) ); }
|
||||
|
||||
if (( up.dotWith ( front ) > CENTIMETER )
|
||||
|| ( up.dotWith ( front ) < -CENTIMETER )) { printf( "oops: the 'up' and 'front' parts of the orientation are not perpendicular! The dot is: %f\n", up.dotWith ( front ) ); }
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
52
interface/src/Orientation.h
Executable file
52
interface/src/Orientation.h
Executable file
|
@ -0,0 +1,52 @@
|
|||
//-----------------------------------------------------------
|
||||
//
|
||||
// Created by Jeffrey Ventrella and added as a utility
|
||||
// class for High Fidelity Code base, April 2013
|
||||
//
|
||||
//-----------------------------------------------------------
|
||||
|
||||
#ifndef __interface__orientation__
|
||||
#define __interface__orientation__
|
||||
|
||||
#include <cmath> // with this work? "Math.h"
|
||||
#include "Vector3D.h"
|
||||
|
||||
enum Axis
|
||||
{
|
||||
ORIENTATION_RIGHT_AXIS,
|
||||
ORIENTATION_UP_AXIS,
|
||||
ORIENTATION_FRONT_AXIS
|
||||
};
|
||||
|
||||
class Orientation
|
||||
{
|
||||
private:
|
||||
|
||||
Vector3D right;
|
||||
Vector3D up;
|
||||
Vector3D front;
|
||||
|
||||
void verifyValidOrientation();
|
||||
|
||||
public:
|
||||
Orientation();
|
||||
|
||||
void yaw ( double );
|
||||
void pitch ( double );
|
||||
void roll ( double );
|
||||
|
||||
void set( Orientation );
|
||||
void setToIdentity();
|
||||
|
||||
void forceFrontInDirection( const Vector3D &, const Vector3D &, double );
|
||||
void forceAxisInDirection( int, const Vector3D &, double );
|
||||
|
||||
Vector3D getRight();
|
||||
Vector3D getUp();
|
||||
Vector3D getFront();
|
||||
|
||||
void setRightUpFront( const Vector3D &, const Vector3D &, const Vector3D & );
|
||||
};
|
||||
|
||||
|
||||
#endif
|
|
@ -90,8 +90,8 @@ double diffclock(timeval *clock1,timeval *clock2)
|
|||
return diffms;
|
||||
}
|
||||
|
||||
void drawtext(int x, int y, float scale, float rotate, float thick, int mono, char *string,
|
||||
float r, float g, float b)
|
||||
void drawtext(int x, int y, float scale, float rotate, float thick, int mono,
|
||||
char const* string, float r, float g, float b)
|
||||
{
|
||||
//
|
||||
// Draws text on screen as stroked so it can be resized
|
||||
|
|
|
@ -17,14 +17,32 @@
|
|||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
|
||||
// added by Ventrella for utility purposes
|
||||
static const double ZERO = 0.0;
|
||||
static const double ONE = 1.0;
|
||||
static const double ONE_HALF = 0.5;
|
||||
static const double ONE_THIRD = 0.3333333;
|
||||
static const double PIE = 3.14159265359;
|
||||
static const double PI_TIMES_TWO = 3.14159265359 * 2.0;
|
||||
static const double PI_OVER_180 = 3.14159265359 / 180.0;
|
||||
static const double EPSILON = 0.00001; //smallish number - used as margin of error for some values
|
||||
static const double SQUARE_ROOT_OF_2 = sqrt(2);
|
||||
static const double SQUARE_ROOT_OF_3 = sqrt(3);
|
||||
|
||||
static const double METER = 1.0;
|
||||
static const double DECIMETER = 0.1;
|
||||
static const double CENTIMETER = 0.01;
|
||||
static const double MILLIIMETER = 0.001;
|
||||
|
||||
float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos);
|
||||
float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw);
|
||||
|
||||
float randFloat();
|
||||
void render_world_box();
|
||||
void render_vector(glm::vec3 * vec);
|
||||
void drawtext(int x, int y, float scale, float rotate, float thick, int mono, char *string,
|
||||
float r=1.0, float g=1.0, float b=1.0);
|
||||
void drawtext(int x, int y, float scale, float rotate, float thick, int mono,
|
||||
char const* string, float r=1.0, float g=1.0, float b=1.0);
|
||||
void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, glm::vec3 vec,
|
||||
float r=1.0, float g=1.0, float b=1.0);
|
||||
double diffclock(timeval *clock1,timeval *clock2);
|
||||
|
|
267
interface/src/Vector3D.cpp
Executable file
267
interface/src/Vector3D.cpp
Executable file
|
@ -0,0 +1,267 @@
|
|||
//-----------------------------------------------------------
|
||||
//
|
||||
// Created by Jeffrey Ventrella and added as a utility
|
||||
// class for High Fidelity Code base, April 2013
|
||||
//
|
||||
//-----------------------------------------------------------
|
||||
|
||||
#include "Vector3D.h"
|
||||
#include <cmath> // "Math.h"
|
||||
|
||||
//---------------------------------------
|
||||
Vector3D::Vector3D()
|
||||
{
|
||||
x = 0.0;
|
||||
y = 0.0;
|
||||
z = 0.0;
|
||||
}
|
||||
|
||||
//---------------------------------------
|
||||
Vector3D::Vector3D( double x_, double y_, double z_ )
|
||||
{
|
||||
x = x_;
|
||||
y = y_;
|
||||
z = z_;
|
||||
}
|
||||
|
||||
//---------------------------------------
|
||||
Vector3D::Vector3D( const Vector3D & v )
|
||||
{
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
z = v.z;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::setXYZ( double x_, double y_, double z_ )
|
||||
{
|
||||
x = x_;
|
||||
y = y_;
|
||||
z = z_;
|
||||
}
|
||||
|
||||
|
||||
//---------------------
|
||||
void Vector3D::clear()
|
||||
{
|
||||
x = 0.0;
|
||||
y = 0.0;
|
||||
z = 0.0;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::addXYZ( double x_, double y_, double z_ )
|
||||
{
|
||||
x += x_;
|
||||
y += y_;
|
||||
z += z_;
|
||||
}
|
||||
|
||||
//---------------------------------------
|
||||
void Vector3D::set( const Vector3D &v )
|
||||
{
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
z = v.z;
|
||||
}
|
||||
|
||||
//-------------------------------------
|
||||
void Vector3D::add( const Vector3D &v )
|
||||
{
|
||||
x += v.x;
|
||||
y += v.y;
|
||||
z += v.z;
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------
|
||||
void Vector3D::subtract ( const Vector3D &v )
|
||||
{
|
||||
x -= v.x;
|
||||
y -= v.y;
|
||||
z -= v.z;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::addScaled( const Vector3D &v, double s )
|
||||
{
|
||||
x += v.x * s;
|
||||
y += v.y * s;
|
||||
z += v.z * s;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::subtractScaled( const Vector3D &v, double s )
|
||||
{
|
||||
x -= v.x * s;
|
||||
y -= v.y * s;
|
||||
z -= v.z * s;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------
|
||||
void Vector3D::normalize()
|
||||
{
|
||||
double d = sqrt( x * x + y * y + z * z );
|
||||
|
||||
if ( d > 0.0 )
|
||||
{
|
||||
x /= d;
|
||||
y /= d;
|
||||
z /= d;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------
|
||||
void Vector3D::setX ( double x_ ) { x = x_; }
|
||||
void Vector3D::setY ( double y_ ) { y = y_; }
|
||||
void Vector3D::setZ ( double z_ ) { z = z_; }
|
||||
|
||||
void Vector3D::addX ( double x_ ) { x += x_; }
|
||||
void Vector3D::addY ( double y_ ) { y += y_; }
|
||||
void Vector3D::addZ ( double z_ ) { z += z_; }
|
||||
|
||||
double Vector3D::getX () { return x; }
|
||||
double Vector3D::getY () { return y; }
|
||||
double Vector3D::getZ () { return z; }
|
||||
|
||||
void Vector3D::scaleX ( double s ) { x *= s; }
|
||||
void Vector3D::scaleY ( double s ) { y *= s; }
|
||||
void Vector3D::scaleZ ( double s ) { z *= s; }
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::setToScaled( const Vector3D &v, double s )
|
||||
{
|
||||
Vector3D c;
|
||||
|
||||
x = v.x * s;
|
||||
y = v.y * s;
|
||||
z = v.z * s;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------
|
||||
void Vector3D::setToAverage( const Vector3D &v1, const Vector3D &v2 )
|
||||
{
|
||||
x = v1.x + ( v2.x - v1.x ) * 0.5;
|
||||
y = v1.y + ( v2.y - v1.y ) * 0.5;
|
||||
z = v1.z + ( v2.z - v1.z ) * 0.5;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::setToDifference( const Vector3D &v1, const Vector3D &v2 )
|
||||
{
|
||||
x = v1.x - v2.x;
|
||||
y = v1.y - v2.y;
|
||||
z = v1.z - v2.z;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::scale( double s )
|
||||
{
|
||||
x *= s;
|
||||
y *= s;
|
||||
z *= s;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
double Vector3D::getMagnitude()
|
||||
{
|
||||
return sqrt( x * x + y * y + z * z );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
double Vector3D::getMagnitudeSquared()
|
||||
{
|
||||
return x * x + y * y + z * z ;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
double Vector3D::getDistanceTo( const Vector3D &v )
|
||||
{
|
||||
double xx = v.x - x;
|
||||
double yy = v.y - y;
|
||||
double zz = v.z - z;
|
||||
|
||||
return sqrt( xx * xx + yy * yy + zz * zz );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
double Vector3D::getDistanceSquaredTo( const Vector3D &v )
|
||||
{
|
||||
double xx = v.x - x;
|
||||
double yy = v.y - y;
|
||||
double zz = v.z - z;
|
||||
|
||||
return xx * xx + yy * yy + zz * zz;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
double Vector3D::getDistance( const Vector3D &v1, const Vector3D &v2 )
|
||||
{
|
||||
double xx = v2.x - v1.x;
|
||||
double yy = v2.y - v1.y;
|
||||
double zz = v2.z - v1.z;
|
||||
|
||||
return sqrt( xx * xx + yy * yy + zz * zz );
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
double Vector3D::getDistanceSquared( const Vector3D &v1, const Vector3D &v2 )
|
||||
{
|
||||
double xx = v2.x - v1.x;
|
||||
double yy = v2.y - v1.y;
|
||||
double zz = v2.z - v1.z;
|
||||
|
||||
return xx * xx + yy * yy + zz * zz;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
double Vector3D::dotWith( const Vector3D &v )
|
||||
{
|
||||
return
|
||||
x * v.x +
|
||||
y * v.y +
|
||||
z * v.z;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
void Vector3D::setToCross( const Vector3D &v1, const Vector3D &v2 )
|
||||
{
|
||||
x = v1.z * v2.y - v1.y * v2.z;
|
||||
y = v1.x * v2.z - v1.z * v2.x;
|
||||
z = v1.y * v2.x - v1.x * v2.y;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------
|
||||
void Vector3D::setToSum( const Vector3D &v1, const Vector3D &v2 )
|
||||
{
|
||||
x = v1.x + v2.x;
|
||||
y = v1.y + v2.y;
|
||||
z = v1.z + v2.z;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::halve()
|
||||
{
|
||||
x *= 0.5;
|
||||
y *= 0.5;
|
||||
z *= 0.5;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
66
interface/src/Vector3D.h
Executable file
66
interface/src/Vector3D.h
Executable file
|
@ -0,0 +1,66 @@
|
|||
//-----------------------------------------------------------
|
||||
//
|
||||
// Created by Jeffrey Ventrella and added as a utility
|
||||
// class for High Fidelity Code base, April 2013
|
||||
//
|
||||
//-----------------------------------------------------------
|
||||
|
||||
#ifndef __interface__vector3D__
|
||||
#define __interface__vector3D__
|
||||
|
||||
class Vector3D
|
||||
{
|
||||
public:
|
||||
|
||||
//------------------
|
||||
// members
|
||||
//------------------
|
||||
double x;
|
||||
double y;
|
||||
double z;
|
||||
|
||||
//------------------
|
||||
// methods
|
||||
//------------------
|
||||
Vector3D();
|
||||
Vector3D( double, double, double );
|
||||
Vector3D( const Vector3D & );
|
||||
|
||||
void clear();
|
||||
void set ( const Vector3D & );
|
||||
void setToScaled ( const Vector3D &, double );
|
||||
void add ( const Vector3D & );
|
||||
void subtract ( const Vector3D & );
|
||||
void addScaled ( const Vector3D &, double );
|
||||
void subtractScaled ( const Vector3D &, double );
|
||||
void normalize ();
|
||||
void setToCross ( const Vector3D &, const Vector3D & );
|
||||
void setToAverage ( const Vector3D &, const Vector3D & );
|
||||
void setToSum ( const Vector3D &, const Vector3D & );
|
||||
void setXYZ ( double, double, double );
|
||||
void addXYZ ( double, double, double );
|
||||
void setX ( double );
|
||||
void setY ( double );
|
||||
void setZ ( double );
|
||||
void addX ( double );
|
||||
void addY ( double );
|
||||
void addZ ( double );
|
||||
void scaleX ( double );
|
||||
void scaleY ( double );
|
||||
void scaleZ ( double );
|
||||
void halve ();
|
||||
double getX ();
|
||||
double getY ();
|
||||
double getZ ();
|
||||
double getMagnitude ();
|
||||
double getMagnitudeSquared ();
|
||||
double getDistance ( const Vector3D &, const Vector3D & );
|
||||
double getDistanceSquared ( const Vector3D &, const Vector3D & );
|
||||
double getDistanceTo ( const Vector3D & );
|
||||
double getDistanceSquaredTo( const Vector3D & );
|
||||
double dotWith ( const Vector3D & );
|
||||
void scale ( double );
|
||||
void setToDifference ( const Vector3D &, const Vector3D & );
|
||||
};
|
||||
|
||||
#endif
|
|
@ -11,6 +11,7 @@
|
|||
#include <iostream> // to load voxels from file
|
||||
#include <fstream> // to load voxels from file
|
||||
#include <SharedUtil.h>
|
||||
#include <PacketHeaders.h>
|
||||
#include <OctalCode.h>
|
||||
#include "VoxelSystem.h"
|
||||
|
||||
|
@ -82,6 +83,30 @@ void VoxelSystem::createSphere(float r,float xc, float yc, float zc, float s, bo
|
|||
setupNewVoxelsForDrawing();
|
||||
}
|
||||
|
||||
long int VoxelSystem::getVoxelsCreated() {
|
||||
return tree->voxelsCreated;
|
||||
}
|
||||
|
||||
long int VoxelSystem::getVoxelsCreatedRunningAverage() {
|
||||
return tree->voxelsCreatedStats.getRunningAverage();
|
||||
}
|
||||
|
||||
long int VoxelSystem::getVoxelsColored() {
|
||||
return tree->voxelsColored;
|
||||
}
|
||||
|
||||
long int VoxelSystem::getVoxelsColoredRunningAverage() {
|
||||
return tree->voxelsColoredStats.getRunningAverage();
|
||||
}
|
||||
|
||||
long int VoxelSystem::getVoxelsBytesRead() {
|
||||
return tree->voxelsBytesRead;
|
||||
}
|
||||
|
||||
long int VoxelSystem::getVoxelsBytesReadRunningAverage() {
|
||||
return tree->voxelsBytesReadStats.getRunningAverage();
|
||||
}
|
||||
|
||||
|
||||
void VoxelSystem::parseData(void *data, int size) {
|
||||
|
||||
|
@ -89,14 +114,37 @@ void VoxelSystem::parseData(void *data, int size) {
|
|||
unsigned char *voxelData = (unsigned char *) data + 1;
|
||||
|
||||
switch(command) {
|
||||
case 'V':
|
||||
case PACKET_HEADER_VOXEL_DATA:
|
||||
// ask the VoxelTree to read the bitstream into the tree
|
||||
tree->readBitstreamToTree(voxelData, size - 1);
|
||||
break;
|
||||
case 'R':
|
||||
case PACKET_HEADER_ERASE_VOXEL:
|
||||
// ask the tree to read the "remove" bitstream
|
||||
tree->processRemoveVoxelBitstream((unsigned char*)data,size);
|
||||
break;
|
||||
case PACKET_HEADER_Z_COMMAND:
|
||||
|
||||
// the Z command is a special command that allows the sender to send high level semantic
|
||||
// requests, like erase all, or add sphere scene, different receivers may handle these
|
||||
// messages differently
|
||||
char* packetData =(char*)data;
|
||||
char* command = &packetData[1]; // start of the command
|
||||
int commandLength = strlen(command); // commands are null terminated strings
|
||||
int totalLength = 1+commandLength+1;
|
||||
|
||||
printf("got Z message len(%d)= %s\n",size,command);
|
||||
|
||||
while (totalLength <= size) {
|
||||
if (0==strcmp(command,(char*)"erase all")) {
|
||||
printf("got Z message == erase all\n");
|
||||
tree->eraseAllVoxels();
|
||||
}
|
||||
if (0==strcmp(command,(char*)"add scene")) {
|
||||
printf("got Z message == add scene - NOT SUPPORTED ON INTERFACE\n");
|
||||
}
|
||||
totalLength += commandLength+1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
setupNewVoxelsForDrawing();
|
||||
|
@ -133,12 +181,35 @@ int VoxelSystem::treeToArrays(VoxelNode *currentNode, float nodePosition[3]) {
|
|||
|
||||
float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE);
|
||||
glm::vec3 viewerPosition = viewerHead->getPos();
|
||||
|
||||
// XXXBHG - Note: It appears as if the X and Z coordinates of Head or Agent are flip-flopped relative to the
|
||||
// coords of the voxel space. This flip flop causes LOD behavior to be extremely odd. This is my temporary hack
|
||||
// to fix this behavior. To disable this swap, set swapXandZ to false.
|
||||
bool swapXandZ=true;
|
||||
float viewerX = swapXandZ ? viewerPosition[2] : viewerPosition[0];
|
||||
float viewerZ = swapXandZ ? viewerPosition[0] : viewerPosition[2];
|
||||
|
||||
// debugging code.
|
||||
//printf("treeToArrays() halfUnitForVoxel=%f\n",halfUnitForVoxel);
|
||||
//printf("treeToArrays() viewerPosition {x,y,z or [0],[1],[2]} ={%f,%f,%f}\n",
|
||||
// viewerPosition[0],viewerPosition[1],viewerPosition[2]);
|
||||
//printf("treeToArrays() nodePosition {x,y,z or [0],[1],[2]} = {%f,%f,%f}\n",
|
||||
// nodePosition[0],nodePosition[1],nodePosition[2]);
|
||||
//float* vertices = firstVertexForCode(currentNode->octalCode);
|
||||
//printf("treeToArrays() firstVerticesForCode(currentNode->octalCode)={x,y,z or [0],[1],[2]} = {%f,%f,%f}\n",
|
||||
// vertices[0],vertices[1],vertices[2]);
|
||||
//delete []vertices;
|
||||
|
||||
float distanceToVoxelCenter = sqrtf(powf(viewerPosition[0] - nodePosition[0] - halfUnitForVoxel, 2) +
|
||||
float distanceToVoxelCenter = sqrtf(powf(viewerX - nodePosition[0] - halfUnitForVoxel, 2) +
|
||||
powf(viewerPosition[1] - nodePosition[1] - halfUnitForVoxel, 2) +
|
||||
powf(viewerPosition[2] - nodePosition[2] - halfUnitForVoxel, 2));
|
||||
|
||||
if (distanceToVoxelCenter < boundaryDistanceForRenderLevel(*currentNode->octalCode + 1)) {
|
||||
powf(viewerZ - nodePosition[2] - halfUnitForVoxel, 2));
|
||||
|
||||
int boundaryPosition = boundaryDistanceForRenderLevel(*currentNode->octalCode + 1);
|
||||
//printf("treeToArrays() distanceToVoxelCenter=%f boundaryPosition=%d\n",distanceToVoxelCenter,boundaryPosition);
|
||||
|
||||
bool alwaysDraw = false; // XXXBHG - temporary debug code. Flip this to true to disable LOD blurring
|
||||
|
||||
if (alwaysDraw || distanceToVoxelCenter < boundaryPosition) {
|
||||
for (int i = 0; i < 8; i++) {
|
||||
// check if there is a child here
|
||||
if (currentNode->children[i] != NULL) {
|
||||
|
@ -155,8 +226,6 @@ int VoxelSystem::treeToArrays(VoxelNode *currentNode, float nodePosition[3]) {
|
|||
childNodePosition[j] -= (powf(0.5, *currentNode->children[i]->octalCode) * TREE_SCALE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
voxelsAdded += treeToArrays(currentNode->children[i], childNodePosition);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -37,6 +37,14 @@ public:
|
|||
void setViewerHead(Head *newViewerHead);
|
||||
void loadVoxelsFile(const char* fileName,bool wantColorRandomizer);
|
||||
void createSphere(float r,float xc, float yc, float zc, float s, bool solid, bool wantColorRandomizer);
|
||||
|
||||
long int getVoxelsCreated();
|
||||
long int getVoxelsColored();
|
||||
long int getVoxelsBytesRead();
|
||||
long int getVoxelsCreatedRunningAverage();
|
||||
long int getVoxelsColoredRunningAverage();
|
||||
long int getVoxelsBytesReadRunningAverage();
|
||||
|
||||
private:
|
||||
int voxelsRendered;
|
||||
Head *viewerHead;
|
||||
|
|
|
@ -50,6 +50,7 @@
|
|||
|
||||
#include "Head.h"
|
||||
#include "Hand.h"
|
||||
#include "Camera.h"
|
||||
#include "Particle.h"
|
||||
#include "Texture.h"
|
||||
#include "Cloud.h"
|
||||
|
@ -62,10 +63,11 @@
|
|||
#include "SerialInterface.h"
|
||||
#include <PerfStat.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <PacketHeaders.h>
|
||||
|
||||
using namespace std;
|
||||
|
||||
int audio_on = 0; // Whether to turn on the audio support
|
||||
int audio_on = 1; // Whether to turn on the audio support
|
||||
int simulate_on = 1;
|
||||
|
||||
AgentList agentList('I');
|
||||
|
@ -95,9 +97,11 @@ Oscilloscope audioScope(256,200,true);
|
|||
|
||||
#define HAND_RADIUS 0.25 // Radius of in-world 'hand' of you
|
||||
Head myHead; // The rendered head of oneself
|
||||
Camera myCamera; // My view onto the world (sometimes on myself :)
|
||||
|
||||
char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
|
||||
FieldOfView fov;
|
||||
|
||||
Stars stars;
|
||||
#ifdef STARFIELD_KEYS
|
||||
int starsTiles = 20;
|
||||
|
@ -142,7 +146,11 @@ float renderPitchRate = 0.f;
|
|||
glm::vec3 start_location(6.1f, 0, 1.4f);
|
||||
|
||||
int stats_on = 0; // Whether to show onscreen text overlay with stats
|
||||
|
||||
bool starsOn = false; // Whether to display the stars
|
||||
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?
|
||||
int noise_on = 0; // Whether to add random noise
|
||||
float noise = 1.0; // Overall magnitude scaling for random noise levels
|
||||
|
||||
|
@ -188,7 +196,6 @@ char texture_filename[] = "images/int-texture256-v4.png";
|
|||
unsigned int texture_width = 256;
|
||||
unsigned int texture_height = 256;
|
||||
|
||||
|
||||
float particle_attenuation_quadratic[] = { 0.0f, 0.0f, 2.0f }; // larger Z = smaller particles
|
||||
float pointer_attenuation_quadratic[] = { 1.0f, 0.0f, 0.0f }; // for 2D view
|
||||
|
||||
|
@ -245,16 +252,24 @@ void Timer(int extra)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void display_stats(void)
|
||||
{
|
||||
// bitmap chars are about 10 pels high
|
||||
char legend[] = "/ - toggle this display, Q - exit, H - show head, M - show hand, T - test audio";
|
||||
drawtext(10, 15, 0.10f, 0, 1.0, 0, legend);
|
||||
|
||||
char legend2[] = "* - toggle stars, & - toggle paint mode, '-' - send erase all, '%' - send add scene";
|
||||
drawtext(10, 32, 0.10f, 0, 1.0, 0, legend2);
|
||||
|
||||
glm::vec3 headPos = myHead.getPos();
|
||||
|
||||
char stats[200];
|
||||
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d ",
|
||||
FPS, packets_per_second, bytes_per_second);
|
||||
drawtext(10, 30, 0.10f, 0, 1.0, 0, stats);
|
||||
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d Head(x,y,z)=( %f , %f , %f )",
|
||||
FPS, packets_per_second, bytes_per_second, headPos.x,headPos.y,headPos.z);
|
||||
drawtext(10, 49, 0.10f, 0, 1.0, 0, stats);
|
||||
if (serialPort.active) {
|
||||
sprintf(stats, "ADC samples = %d, LED = %d",
|
||||
serialPort.getNumSamples(), serialPort.getLED());
|
||||
|
@ -273,18 +288,45 @@ void display_stats(void)
|
|||
voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered();
|
||||
drawtext(10,70,0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||
|
||||
// Get the PerfStats group details. We need to allocate and array of char* long enough to hold 1+groups
|
||||
char** perfStatLinesArray = new char*[PerfStat::getGroupCount()+1];
|
||||
int lines = PerfStat::DumpStats(perfStatLinesArray);
|
||||
int atZ = 150; // arbitrary place on screen that looks good
|
||||
for (int line=0; line < lines; line++) {
|
||||
drawtext(10,atZ,0.10f, 0, 1.0, 0, perfStatLinesArray[line]);
|
||||
delete perfStatLinesArray[line]; // we're responsible for cleanup
|
||||
perfStatLinesArray[line]=NULL;
|
||||
atZ+=20; // height of a line
|
||||
}
|
||||
delete []perfStatLinesArray; // we're responsible for cleanup
|
||||
|
||||
voxelStats.str("");
|
||||
voxelStats << "Voxels Created: " << voxels.getVoxelsCreated() << " (" << voxels.getVoxelsCreatedRunningAverage()
|
||||
<< "/sec in last "<< COUNTETSTATS_TIME_FRAME << " seconds) ";
|
||||
drawtext(10,250,0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||
|
||||
voxelStats.str("");
|
||||
voxelStats << "Voxels Colored: " << voxels.getVoxelsColored() << " (" << voxels.getVoxelsColoredRunningAverage()
|
||||
<< "/sec in last "<< COUNTETSTATS_TIME_FRAME << " seconds) ";
|
||||
drawtext(10,270,0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||
|
||||
voxelStats.str("");
|
||||
voxelStats << "Voxels Bytes Read: " << voxels.getVoxelsBytesRead()
|
||||
<< " (" << voxels.getVoxelsBytesReadRunningAverage() << "/sec in last "<< COUNTETSTATS_TIME_FRAME << " seconds) ";
|
||||
drawtext(10,290,0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||
|
||||
voxelStats.str("");
|
||||
long int voxelsBytesPerColored = voxels.getVoxelsColored() ? voxels.getVoxelsBytesRead()/voxels.getVoxelsColored() : 0;
|
||||
long int voxelsBytesPerColoredAvg = voxels.getVoxelsColoredRunningAverage() ?
|
||||
voxels.getVoxelsBytesReadRunningAverage()/voxels.getVoxelsColoredRunningAverage() : 0;
|
||||
|
||||
voxelStats << "Voxels Bytes per Colored: " << voxelsBytesPerColored
|
||||
<< " (" << voxelsBytesPerColoredAvg << "/sec in last "<< COUNTETSTATS_TIME_FRAME << " seconds) ";
|
||||
drawtext(10,310,0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||
|
||||
|
||||
if (::perfStatsOn) {
|
||||
// Get the PerfStats group details. We need to allocate and array of char* long enough to hold 1+groups
|
||||
char** perfStatLinesArray = new char*[PerfStat::getGroupCount()+1];
|
||||
int lines = PerfStat::DumpStats(perfStatLinesArray);
|
||||
int atZ = 150; // arbitrary place on screen that looks good
|
||||
for (int line=0; line < lines; line++) {
|
||||
drawtext(10,atZ,0.10f, 0, 1.0, 0, perfStatLinesArray[line]);
|
||||
delete perfStatLinesArray[line]; // we're responsible for cleanup
|
||||
perfStatLinesArray[line]=NULL;
|
||||
atZ+=20; // height of a line
|
||||
}
|
||||
delete []perfStatLinesArray; // we're responsible for cleanup
|
||||
}
|
||||
|
||||
/*
|
||||
std::stringstream angles;
|
||||
angles << "render_yaw: " << myHead.getRenderYaw() << ", Yaw: " << myHead.getYaw();
|
||||
|
@ -317,6 +359,9 @@ void initDisplay(void)
|
|||
if (fullscreen) glutFullScreen();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void init(void)
|
||||
{
|
||||
voxels.init();
|
||||
|
@ -337,8 +382,10 @@ void init(void)
|
|||
if (noise_on) {
|
||||
myHead.setNoise(noise);
|
||||
}
|
||||
myHead.setPos(start_location);
|
||||
|
||||
myHead.setPos(start_location );
|
||||
|
||||
myCamera.setPosition( glm::dvec3( start_location ) );
|
||||
|
||||
#ifdef MARKER_CAPTURE
|
||||
if(marker_capture_enabled){
|
||||
marker_capturer.position_updated(&position_updated);
|
||||
|
@ -351,7 +398,6 @@ void init(void)
|
|||
}
|
||||
#endif
|
||||
|
||||
|
||||
gettimeofday(&timer_start, NULL);
|
||||
gettimeofday(&last_frame, NULL);
|
||||
}
|
||||
|
@ -417,7 +463,12 @@ void simulateHead(float frametime)
|
|||
//float measured_fwd_accel = serialPort.getRelativeValue(ACCEL_Z);
|
||||
|
||||
myHead.UpdatePos(frametime, &serialPort, head_mirror, &gravity);
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// set the position of the avatar
|
||||
//-------------------------------------------------------------------------------------
|
||||
myHead.setAvatarPosition( -myHead.getPos().x, -myHead.getPos().y, -myHead.getPos().z );
|
||||
|
||||
// Update head_mouse model
|
||||
const float MIN_MOUSE_RATE = 30.0;
|
||||
const float MOUSE_SENSITIVITY = 0.1f;
|
||||
|
@ -485,17 +536,42 @@ void simulateHead(float frametime)
|
|||
char broadcast_string[MAX_BROADCAST_STRING];
|
||||
int broadcast_bytes = myHead.getBroadcastData(broadcast_string);
|
||||
agentList.broadcastToAgents(broadcast_string, broadcast_bytes,AgentList::AGENTS_OF_TYPE_VOXEL_AND_INTERFACE);
|
||||
|
||||
// If I'm in paint mode, send a voxel out to VOXEL server agents.
|
||||
if (::paintOn) {
|
||||
|
||||
glm::vec3 headPos = myHead.getPos();
|
||||
|
||||
// For some reason, we don't want to flip X and Z here.
|
||||
::paintingVoxel.x = headPos.x/-10.0;
|
||||
::paintingVoxel.y = headPos.y/-10.0;
|
||||
::paintingVoxel.z = headPos.z/-10.0;
|
||||
|
||||
unsigned char* bufferOut;
|
||||
int sizeOut;
|
||||
|
||||
if (::paintingVoxel.x >= 0.0 && ::paintingVoxel.x <= 1.0 &&
|
||||
::paintingVoxel.y >= 0.0 && ::paintingVoxel.y <= 1.0 &&
|
||||
::paintingVoxel.z >= 0.0 && ::paintingVoxel.z <= 1.0) {
|
||||
|
||||
if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL,0,1,&::paintingVoxel,bufferOut,sizeOut)){
|
||||
agentList.broadcastToAgents((char*)bufferOut, sizeOut,AgentList::AGENTS_OF_TYPE_VOXEL);
|
||||
delete bufferOut;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int render_test_spot = WIDTH/2;
|
||||
int render_test_direction = 1;
|
||||
|
||||
|
||||
|
||||
|
||||
void display(void)
|
||||
{
|
||||
PerfStat("display");
|
||||
|
||||
glEnable (GL_DEPTH_TEST);
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_LINE_SMOOTH);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
@ -518,20 +594,54 @@ void display(void)
|
|||
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
|
||||
glMateriali(GL_FRONT, GL_SHININESS, 96);
|
||||
|
||||
// Rotate, translate to camera location
|
||||
fov.setOrientation(
|
||||
glm::rotate(glm::rotate(glm::translate(glm::mat4(1.0f), -myHead.getPos()),
|
||||
-myHead.getRenderYaw(), glm::vec3(0.0f,1.0f,0.0f)),
|
||||
-myHead.getRenderPitch(), glm::vec3(1.0f,0.0f,0.0f)) );
|
||||
|
||||
glLoadMatrixf( glm::value_ptr(fov.getWorldViewerXform()) );
|
||||
glRotatef(myHead.getRenderPitch(), 1, 0, 0);
|
||||
glRotatef(myHead.getRenderYaw(), 0, 1, 0);
|
||||
//-------------------------------------------------------------------------------------
|
||||
// set the camera to third-person view
|
||||
//-------------------------------------------------------------------------------------
|
||||
myCamera.setTargetPosition( (glm::dvec3)myHead.getPos() );
|
||||
myCamera.setPitch ( 0.0 );
|
||||
myCamera.setRoll ( 0.0 );
|
||||
|
||||
if ( display_head )
|
||||
//-------------------------------------------------------------------------------------
|
||||
// set the camera to looking at my face
|
||||
//-------------------------------------------------------------------------------------
|
||||
{
|
||||
myCamera.setYaw ( - myHead.getAvatarYaw() );
|
||||
myCamera.setUp ( 0.4 );
|
||||
myCamera.setDistance( 0.08 );
|
||||
myCamera.update();
|
||||
}
|
||||
else
|
||||
//-------------------------------------------------------------------------------------
|
||||
// set the camera to third-person view
|
||||
//-------------------------------------------------------------------------------------
|
||||
{
|
||||
myCamera.setYaw ( 180.0 - myHead.getAvatarYaw() );
|
||||
myCamera.setUp ( 0.15 );
|
||||
myCamera.setDistance( 0.08 );
|
||||
myCamera.update();
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// transform to camera view
|
||||
//-------------------------------------------------------------------------------------
|
||||
glRotatef ( myCamera.getPitch(), 1, 0, 0 );
|
||||
glRotatef ( myCamera.getYaw(), 0, 1, 0 );
|
||||
glRotatef ( myCamera.getRoll(), 0, 0, 1 );
|
||||
|
||||
//printf( "myCamera position = %f, %f, %f\n", myCamera.getPosition().x, myCamera.getPosition().y, myCamera.getPosition().z );
|
||||
|
||||
glTranslatef( myCamera.getPosition().x, myCamera.getPosition().y, myCamera.getPosition().z );
|
||||
|
||||
// fixed view
|
||||
//glTranslatef( 6.18, -0.15, 1.4 );
|
||||
|
||||
if (::starsOn) {
|
||||
// should be the first rendering pass - w/o depth buffer / lighting
|
||||
stars.render(fov);
|
||||
}
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
stars.render(fov);
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
|
@ -544,7 +654,7 @@ void display(void)
|
|||
// if (!display_head) cloud.render();
|
||||
|
||||
// Draw voxels
|
||||
voxels.render();
|
||||
voxels.render();
|
||||
|
||||
// Draw field vectors
|
||||
if (display_field) field.render();
|
||||
|
@ -566,12 +676,20 @@ void display(void)
|
|||
// Render the world box
|
||||
if (!display_head && stats_on) render_world_box();
|
||||
|
||||
|
||||
//---------------------------------
|
||||
// Render my own head
|
||||
//---------------------------------
|
||||
myHead.render( true, 1 );
|
||||
|
||||
/*
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glTranslatef(0.f, 0.f, -7.f);
|
||||
myHead.render(display_head, 1);
|
||||
glPopMatrix();
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
|
@ -635,13 +753,26 @@ void display(void)
|
|||
if (display_levels) serialPort.renderLevels(WIDTH,HEIGHT);
|
||||
|
||||
// Display miscellaneous text stats onscreen
|
||||
if (stats_on) display_stats();
|
||||
|
||||
if (stats_on) {
|
||||
glLineWidth(1.0f);
|
||||
glPointSize(1.0f);
|
||||
display_stats();
|
||||
}
|
||||
|
||||
// Draw number of nearby people always
|
||||
char agents[100];
|
||||
sprintf(agents, "Agents nearby: %ld\n", agentList.getAgents().size());
|
||||
drawtext(WIDTH-200,20, 0.10, 0, 1.0, 0, agents, 1, 1, 0);
|
||||
|
||||
if (::paintOn) {
|
||||
|
||||
char paintMessage[100];
|
||||
sprintf(paintMessage,"Painting (%.3f,%.3f,%.3f/%.3f/%d,%d,%d)",
|
||||
::paintingVoxel.x,::paintingVoxel.y,::paintingVoxel.z,::paintingVoxel.s,
|
||||
(unsigned int)::paintingVoxel.red,(unsigned int)::paintingVoxel.green,(unsigned int)::paintingVoxel.blue);
|
||||
drawtext(WIDTH-350,40, 0.10, 0, 1.0, 0, paintMessage, 1, 1, 0);
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
|
||||
|
@ -649,6 +780,10 @@ void display(void)
|
|||
framecount++;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void testPointToVoxel()
|
||||
{
|
||||
float y=0;
|
||||
|
@ -669,6 +804,41 @@ void testPointToVoxel()
|
|||
}
|
||||
}
|
||||
|
||||
void sendVoxelServerEraseAll() {
|
||||
char message[100];
|
||||
sprintf(message,"%c%s",'Z',"erase all");
|
||||
int messageSize = strlen(message)+1;
|
||||
::agentList.broadcastToAgents(message, messageSize,AgentList::AGENTS_OF_TYPE_VOXEL);
|
||||
}
|
||||
|
||||
void sendVoxelServerAddScene() {
|
||||
char message[100];
|
||||
sprintf(message,"%c%s",'Z',"add scene");
|
||||
int messageSize = strlen(message)+1;
|
||||
::agentList.broadcastToAgents(message, messageSize,AgentList::AGENTS_OF_TYPE_VOXEL);
|
||||
}
|
||||
|
||||
void shiftPaintingColor()
|
||||
{
|
||||
// About the color of the paintbrush... first determine the dominant color
|
||||
::dominantColor = (::dominantColor+1)%3; // 0=red,1=green,2=blue
|
||||
::paintingVoxel.red = (::dominantColor==0)?randIntInRange(200,255):randIntInRange(40,100);
|
||||
::paintingVoxel.green = (::dominantColor==1)?randIntInRange(200,255):randIntInRange(40,100);
|
||||
::paintingVoxel.blue = (::dominantColor==2)?randIntInRange(200,255):randIntInRange(40,100);
|
||||
}
|
||||
|
||||
void setupPaintingVoxel()
|
||||
{
|
||||
glm::vec3 headPos = myHead.getPos();
|
||||
|
||||
::paintingVoxel.x = headPos.z/-10.0; // voxel space x is negative z head space
|
||||
::paintingVoxel.y = headPos.y/-10.0; // voxel space y is negative y head space
|
||||
::paintingVoxel.z = headPos.x/-10.0; // voxel space z is negative x head space
|
||||
::paintingVoxel.s = 1.0/256;
|
||||
|
||||
shiftPaintingColor();
|
||||
}
|
||||
|
||||
void addRandomSphere(bool wantColorRandomizer)
|
||||
{
|
||||
float r = randFloatInRange(0.05,0.1);
|
||||
|
@ -753,8 +923,15 @@ void key(unsigned char k, int x, int y)
|
|||
|
||||
// Process keypresses
|
||||
if (k == 'q') ::terminate();
|
||||
|
||||
if (k == '/') stats_on = !stats_on; // toggle stats
|
||||
if (k == '*') ::starsOn = !::starsOn; // toggle stars
|
||||
if (k == '&') {
|
||||
::paintOn = !::paintOn; // toggle paint
|
||||
::setupPaintingVoxel(); // also randomizes colors
|
||||
}
|
||||
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')
|
||||
{
|
||||
noise_on = !noise_on; // Toggle noise
|
||||
|
@ -810,11 +987,7 @@ void key(unsigned char k, int x, int y)
|
|||
}
|
||||
|
||||
// press the . key to get a new random sphere of voxels added
|
||||
if (k == '.')
|
||||
{
|
||||
addRandomSphere(wantColorRandomizer);
|
||||
//testPointToVoxel();
|
||||
}
|
||||
if (k == '.') addRandomSphere(wantColorRandomizer);
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -831,10 +1004,12 @@ void *networkReceive(void *args)
|
|||
packetcount++;
|
||||
bytescount += bytesReceived;
|
||||
|
||||
if (incomingPacket[0] == 't') {
|
||||
if (incomingPacket[0] == PACKET_HEADER_TRANSMITTER_DATA) {
|
||||
// Pass everything but transmitter data to the agent list
|
||||
myHead.hand->processTransmitterData(incomingPacket, bytesReceived);
|
||||
} else if (incomingPacket[0] == 'V' || incomingPacket[0] == 'R') {
|
||||
} else if (incomingPacket[0] == PACKET_HEADER_VOXEL_DATA ||
|
||||
incomingPacket[0] == PACKET_HEADER_Z_COMMAND ||
|
||||
incomingPacket[0] == PACKET_HEADER_ERASE_VOXEL) {
|
||||
voxels.parseData(incomingPacket, bytesReceived);
|
||||
} else {
|
||||
agentList.processAgentData(&senderAddress, incomingPacket, bytesReceived);
|
||||
|
@ -855,6 +1030,23 @@ void idle(void)
|
|||
if (diffclock(&last_frame, &check) > RENDER_FRAME_MSECS)
|
||||
{
|
||||
steps_per_frame++;
|
||||
|
||||
//----------------------------------------------------------------
|
||||
// If mouse is being dragged, update hand movement in the avatar
|
||||
//----------------------------------------------------------------
|
||||
if ( mouse_pressed == 1 )
|
||||
{
|
||||
double xOffset = ( mouse_x - mouse_start_x ) / (double)WIDTH;
|
||||
double yOffset = ( mouse_y - mouse_start_y ) / (double)HEIGHT;
|
||||
|
||||
double leftRight = xOffset;
|
||||
double downUp = yOffset;
|
||||
double backFront = 0.0;
|
||||
|
||||
glm::dvec3 handMovement( leftRight, downUp, backFront );
|
||||
myHead.setHandMovement( handMovement );
|
||||
}
|
||||
|
||||
// Simulation
|
||||
simulateHead(1.f/FPS);
|
||||
simulateHand(1.f/FPS);
|
||||
|
@ -879,6 +1071,8 @@ void idle(void)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void reshape(int width, int height)
|
||||
{
|
||||
WIDTH = width;
|
||||
|
@ -896,6 +1090,8 @@ void reshape(int width, int height)
|
|||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void mouseFunc( int button, int state, int x, int y )
|
||||
{
|
||||
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN )
|
||||
|
|
|
@ -96,18 +96,22 @@ namespace starfield {
|
|||
Tiling tiling(k);
|
||||
size_t nTiles = tiling.getTileCount();
|
||||
|
||||
// REVISIT: could coalesce allocation for faster rebuild
|
||||
// REVISIT: batch arrays are probably oversized, but - hey - they
|
||||
// are not very large (unless for insane tiling) and we're better
|
||||
// off safe than sorry
|
||||
_arrData = new GpuVertex[n];
|
||||
_arrTile = new Tile[nTiles + 1];
|
||||
_arrBatchOffs = new GLint[nTiles];
|
||||
_arrBatchCount = new GLsizei[nTiles];
|
||||
_arrBatchOffs = new GLint[nTiles * 2];
|
||||
_arrBatchCount = new GLsizei[nTiles * 2];
|
||||
|
||||
prepareVertexData(src, n, tiling, b, bMin);
|
||||
|
||||
this->glUpload(n);
|
||||
}
|
||||
|
||||
~Renderer()
|
||||
{
|
||||
~Renderer() {
|
||||
|
||||
delete[] _arrData;
|
||||
delete[] _arrTile;
|
||||
delete[] _arrBatchCount;
|
||||
|
@ -119,8 +123,7 @@ namespace starfield {
|
|||
void render(float perspective,
|
||||
float aspect,
|
||||
mat4 const& orientation,
|
||||
BrightnessLevel minBright)
|
||||
{
|
||||
BrightnessLevel minBright) {
|
||||
|
||||
// fprintf(stderr, "
|
||||
// Stars.cpp: rendering at minimal brightness %d\n", minBright);
|
||||
|
@ -291,21 +294,31 @@ namespace starfield {
|
|||
bool select(Tile* t) {
|
||||
|
||||
if (t < _arrTile || t >= _itrTilesEnd ||
|
||||
!! (t->flags & Tile::visited)) {
|
||||
!! (t->flags & Tile::checked)) {
|
||||
|
||||
return false;
|
||||
// out of bounds or been here already
|
||||
return false;
|
||||
}
|
||||
if (! (t->flags & Tile::checked)) {
|
||||
|
||||
if (_refRenderer.visitTile(t))
|
||||
t->flags |= Tile::render;
|
||||
// will check now and never again
|
||||
t->flags |= Tile::checked;
|
||||
if (_refRenderer.visitTile(t)) {
|
||||
|
||||
// good one -> remember (for batching) and propagate
|
||||
t->flags |= Tile::render;
|
||||
return true;
|
||||
}
|
||||
return !! (t->flags & Tile::render);
|
||||
return false;
|
||||
}
|
||||
|
||||
void process(Tile* t) {
|
||||
bool process(Tile* t) {
|
||||
|
||||
t->flags |= Tile::visited;
|
||||
if (! (t->flags & Tile::visited)) {
|
||||
|
||||
t->flags |= Tile::visited;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void right(Tile*& cursor) const { cursor += 1; }
|
||||
|
@ -479,6 +492,9 @@ namespace starfield {
|
|||
// fprintf(stderr, "Stars.cpp: Batch #%d - %d stars @ %d\n", i,
|
||||
// _arrBatchOffs[i], _arrBatchCount[i]);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
// setup modelview matrix (identity)
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
|
@ -507,6 +523,7 @@ namespace starfield {
|
|||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
glDisable(GL_POINT_SMOOTH);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
|
|
|
@ -20,6 +20,7 @@
|
|||
#include <SharedUtil.h>
|
||||
#include <StdDev.h>
|
||||
#include "AudioRingBuffer.h"
|
||||
#include "PacketHeaders.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#include "Syssocket.h"
|
||||
|
@ -275,7 +276,7 @@ int main(int argc, const char * argv[])
|
|||
|
||||
while (true) {
|
||||
if(agentList.getAgentSocket().receive(agentAddress, packetData, &receivedBytes)) {
|
||||
if (packetData[0] == 'I') {
|
||||
if (packetData[0] == PACKET_HEADER_INJECT_AUDIO) {
|
||||
|
||||
// Compute and report standard deviation for jitter calculation
|
||||
if (firstSample) {
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
#include <cstdlib>
|
||||
#include <cstdio>
|
||||
#include "AgentList.h"
|
||||
#include "PacketHeaders.h"
|
||||
#include "SharedUtil.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
|
@ -68,24 +69,24 @@ unsigned int AgentList::getSocketListenPort() {
|
|||
|
||||
void AgentList::processAgentData(sockaddr *senderAddress, void *packetData, size_t dataBytes) {
|
||||
switch (((char *)packetData)[0]) {
|
||||
case 'D': {
|
||||
case PACKET_HEADER_DOMAIN: {
|
||||
// list of agents from domain server
|
||||
updateList((unsigned char *)packetData, dataBytes);
|
||||
break;
|
||||
}
|
||||
case 'H': {
|
||||
case PACKET_HEADER_HEAD_DATA: {
|
||||
// head data from another agent
|
||||
updateAgentWithData(senderAddress, packetData, dataBytes);
|
||||
break;
|
||||
}
|
||||
case 'P': {
|
||||
case PACKET_HEADER_PING: {
|
||||
// ping from another agent
|
||||
//std::cout << "Got ping from " << inet_ntoa(((sockaddr_in *)senderAddress)->sin_addr) << "\n";
|
||||
char reply[] = "R";
|
||||
agentSocket.send(senderAddress, reply, 1);
|
||||
break;
|
||||
}
|
||||
case 'R': {
|
||||
case PACKET_HEADER_PING_REPLY: {
|
||||
// ping reply from another agent
|
||||
//std::cout << "Got ping reply from " << inet_ntoa(((sockaddr_in *)senderAddress)->sin_addr) << "\n";
|
||||
handlePingReply(senderAddress);
|
||||
|
@ -212,6 +213,7 @@ bool AgentList::addOrUpdateAgent(sockaddr *publicSocket, sockaddr *localSocket,
|
|||
|
||||
const char* AgentList::AGENTS_OF_TYPE_HEAD = "H";
|
||||
const char* AgentList::AGENTS_OF_TYPE_VOXEL_AND_INTERFACE = "VI";
|
||||
const char* AgentList::AGENTS_OF_TYPE_VOXEL = "V";
|
||||
|
||||
void AgentList::broadcastToAgents(char *broadcastData, size_t dataBytes,const char* agentTypes) {
|
||||
for(std::vector<Agent>::iterator agent = agents.begin(); agent != agents.end(); agent++) {
|
||||
|
@ -224,7 +226,8 @@ void AgentList::broadcastToAgents(char *broadcastData, size_t dataBytes,const ch
|
|||
}
|
||||
|
||||
void AgentList::pingAgents() {
|
||||
char payload[] = "P";
|
||||
char payload[1];
|
||||
*payload = PACKET_HEADER_PING;
|
||||
|
||||
for(std::vector<Agent>::iterator agent = agents.begin(); agent != agents.end(); agent++) {
|
||||
if (agent->getType() == 'I') {
|
||||
|
|
|
@ -69,6 +69,7 @@ public:
|
|||
|
||||
static const char* AGENTS_OF_TYPE_HEAD;
|
||||
static const char* AGENTS_OF_TYPE_VOXEL_AND_INTERFACE;
|
||||
static const char* AGENTS_OF_TYPE_VOXEL;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -11,22 +11,22 @@
|
|||
|
||||
#include <math.h>
|
||||
|
||||
struct Degrees
|
||||
{
|
||||
struct Degrees {
|
||||
|
||||
static float pi() { return 180.0f; }
|
||||
static float twicePi() { return 360.0f; }
|
||||
static float halfPi() { return 90.0f; }
|
||||
};
|
||||
|
||||
struct Radians
|
||||
{
|
||||
struct Radians {
|
||||
|
||||
static float pi() { return 3.141592653589793f; }
|
||||
static float twicePi() { return 6.283185307179586f; }
|
||||
static float halfPi() { return 1.5707963267948966; }
|
||||
};
|
||||
|
||||
struct Rotations
|
||||
{
|
||||
struct Rotations {
|
||||
|
||||
static float pi() { return 0.5f; }
|
||||
static float twicePi() { return 1.0f; }
|
||||
static float halfPi() { return 0.25f; }
|
||||
|
@ -36,8 +36,8 @@ struct Rotations
|
|||
* Converts an angle from one unit to another.
|
||||
*/
|
||||
template< class UnitFrom, class UnitTo >
|
||||
float angleConvert(float a)
|
||||
{
|
||||
float angleConvert(float a) {
|
||||
|
||||
return a * (UnitTo::halfPi() / UnitFrom::halfPi());
|
||||
}
|
||||
|
||||
|
@ -46,8 +46,8 @@ float angleConvert(float a)
|
|||
* Clamps an angle to the range of [-180; 180) degrees.
|
||||
*/
|
||||
template< class Unit >
|
||||
float angleSignedNormal(float a)
|
||||
{
|
||||
float angleSignedNormal(float a) {
|
||||
|
||||
float result = remainder(a, Unit::twicePi());
|
||||
if (result == Unit::pi())
|
||||
result = -Unit::pi();
|
||||
|
@ -58,8 +58,8 @@ float angleSignedNormal(float a)
|
|||
* Clamps an angle to the range of [0; 360) degrees.
|
||||
*/
|
||||
template< class Unit >
|
||||
float angleUnsignedNormal(float a)
|
||||
{
|
||||
float angleUnsignedNormal(float a) {
|
||||
|
||||
return angleSignedNormal<Unit>(a - Unit::pi()) + Unit::pi();
|
||||
}
|
||||
|
||||
|
@ -72,16 +72,16 @@ float angleUnsignedNormal(float a)
|
|||
* Both poles can be reached from any azimuthal direction.
|
||||
*/
|
||||
template< class Unit >
|
||||
void angleHorizontalPolar(float& azimuth, float& altitude)
|
||||
{
|
||||
void angleHorizontalPolar(float& azimuth, float& altitude) {
|
||||
|
||||
altitude = angleSignedNormal<Unit>(altitude);
|
||||
if (altitude > Unit::halfPi())
|
||||
{
|
||||
if (altitude > Unit::halfPi()) {
|
||||
|
||||
altitude = Unit::pi() - altitude;
|
||||
azimuth += Unit::pi();
|
||||
}
|
||||
else if (altitude < -Unit::halfPi())
|
||||
{
|
||||
|
||||
} else if (altitude < -Unit::halfPi()) {
|
||||
|
||||
altitude = -Unit::pi() - altitude;
|
||||
azimuth += Unit::pi();
|
||||
}
|
||||
|
|
90
shared/src/CounterStats.cpp
Normal file
90
shared/src/CounterStats.cpp
Normal file
|
@ -0,0 +1,90 @@
|
|||
//
|
||||
// CounterStats.cpp
|
||||
// hifi
|
||||
//
|
||||
// Created by Brad Hefta-Gaub on 2013/04/08.
|
||||
//
|
||||
// Poor-man's counter stats collector class. Useful for collecting running averages
|
||||
// and other stats for countable things.
|
||||
//
|
||||
//
|
||||
|
||||
#include "CounterStats.h"
|
||||
#include <cstdio>
|
||||
#include <sys/time.h>
|
||||
#include <string>
|
||||
#include <map>
|
||||
|
||||
|
||||
//private:
|
||||
// long int currentCount;
|
||||
// long int currentDelta;
|
||||
// double currentTime;
|
||||
// double totalTime;
|
||||
//
|
||||
// long int countSamples[COUNTETSTATS_SAMPLES_TO_KEEP] = {};
|
||||
// long int deltaSamples[COUNTETSTATS_SAMPLES_TO_KEEP] = {};
|
||||
// double timeSamples[COUNTETSTATS_SAMPLES_TO_KEEP] = {};
|
||||
// int sampleAt;
|
||||
|
||||
|
||||
void CounterStatHistory::recordSample(long int thisCount) {
|
||||
timeval now;
|
||||
gettimeofday(&now,NULL);
|
||||
double nowSeconds = (now.tv_usec/1000000.0)+(now.tv_sec);
|
||||
this->recordSample(nowSeconds,thisCount);
|
||||
}
|
||||
|
||||
void CounterStatHistory::recordSample(double thisTime, long int thisCount) {
|
||||
|
||||
// how much did we change since last sample?
|
||||
long int thisDelta = thisCount - this->lastCount;
|
||||
double elapsed = thisTime - this->lastTime;
|
||||
|
||||
// record the latest values
|
||||
this->currentCount = thisCount;
|
||||
this->currentTime = thisTime;
|
||||
this->currentDelta = thisDelta;
|
||||
|
||||
//printf("CounterStatHistory[%s]::recordSample(thisTime %lf, thisCount= %ld)\n",this->name.c_str(),thisTime,thisCount);
|
||||
|
||||
// if more than 1/10th of a second has passed, then record
|
||||
// things in our rolling history
|
||||
if (elapsed > 0.1) {
|
||||
this->lastTime = thisTime;
|
||||
this->lastCount = thisCount;
|
||||
|
||||
// record it in our history...
|
||||
this->sampleAt = (this->sampleAt+1)%COUNTETSTATS_SAMPLES_TO_KEEP;
|
||||
if (this->sampleCount<COUNTETSTATS_SAMPLES_TO_KEEP) {
|
||||
this->sampleCount++;
|
||||
}
|
||||
this->countSamples[this->sampleAt]=thisCount;
|
||||
this->timeSamples[this->sampleAt]=thisTime;
|
||||
this->deltaSamples[this->sampleAt]=thisDelta;
|
||||
|
||||
//printf("CounterStatHistory[%s]::recordSample() ACTUALLY RECORDING IT sampleAt=%d thisTime %lf, thisCount= %ld)\n",this->name.c_str(),this->sampleAt,thisTime,thisCount);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
long int CounterStatHistory::getRunningAverage() {
|
||||
// before we calculate our running average, always "reset" the current count, with the current time
|
||||
// this will flush out old data, if we haven't been adding any new data.
|
||||
this->recordSample(this->currentCount);
|
||||
|
||||
long int runningTotal = 0;
|
||||
double minTime = this->timeSamples[0];
|
||||
double maxTime = this->timeSamples[0];
|
||||
|
||||
for (int i =0; i < this->sampleCount; i++) {
|
||||
minTime = std::min(minTime,this->timeSamples[i]);
|
||||
maxTime = std::max(maxTime,this->timeSamples[i]);
|
||||
runningTotal += this->deltaSamples[i];
|
||||
}
|
||||
|
||||
double elapsedTime = maxTime-minTime;
|
||||
long int runningAverage = runningTotal/elapsedTime;
|
||||
return runningAverage;
|
||||
}
|
79
shared/src/CounterStats.h
Normal file
79
shared/src/CounterStats.h
Normal file
|
@ -0,0 +1,79 @@
|
|||
//
|
||||
// CounterStats.h
|
||||
// hifi
|
||||
//
|
||||
// Created by Brad Hefta-Gaub on 3/29/13.
|
||||
//
|
||||
// Poor-man's counter stats collector class. Useful for collecting running averages
|
||||
// and other stats for countable things.
|
||||
//
|
||||
//
|
||||
|
||||
#ifndef __hifi__CounterStats__
|
||||
#define __hifi__CounterStats__
|
||||
|
||||
#include <cstring>
|
||||
#include <string>
|
||||
#include <map>
|
||||
|
||||
// TIME_FRAME should be SAMPLES_TO_KEEP * TIME_BETWEEN_SAMPLES
|
||||
#define COUNTETSTATS_SAMPLES_TO_KEEP 50
|
||||
#define COUNTETSTATS_TIME_BETWEEN_SAMPLES 0.1
|
||||
#define COUNTETSTATS_TIME_FRAME (COUNTETSTATS_SAMPLES_TO_KEEP*COUNTETSTATS_TIME_BETWEEN_SAMPLES)
|
||||
|
||||
class CounterStatHistory {
|
||||
|
||||
private:
|
||||
long int currentCount;
|
||||
long int currentDelta;
|
||||
double currentTime;
|
||||
|
||||
long int lastCount;
|
||||
double lastTime;
|
||||
|
||||
double totalTime;
|
||||
|
||||
long int countSamples[COUNTETSTATS_SAMPLES_TO_KEEP];
|
||||
long int deltaSamples[COUNTETSTATS_SAMPLES_TO_KEEP];
|
||||
double timeSamples[COUNTETSTATS_SAMPLES_TO_KEEP];
|
||||
int sampleAt;
|
||||
int sampleCount;
|
||||
|
||||
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 int initialCount) :
|
||||
currentCount(initialCount), currentDelta(0), currentTime(initialTime),
|
||||
lastCount(initialCount),lastTime(initialTime),
|
||||
totalTime(initialTime),
|
||||
sampleAt(-1), sampleCount(0), name(myName) {};
|
||||
|
||||
void recordSample(long int thisCount);
|
||||
void recordSample(double thisTime, long int thisCount);
|
||||
long int getRunningAverage();
|
||||
|
||||
long int getAverage() {
|
||||
return currentCount/totalTime;
|
||||
};
|
||||
|
||||
double getTotalTime() {
|
||||
return totalTime;
|
||||
};
|
||||
long int getCount() {
|
||||
return currentCount;
|
||||
};
|
||||
};
|
||||
|
||||
#endif /* defined(__hifi__CounterStat__) */
|
|
@ -11,6 +11,29 @@
|
|||
|
||||
/**
|
||||
* Line scanning, iterative flood fill algorithm.
|
||||
*
|
||||
* The strategy must obey the following contract:
|
||||
*
|
||||
* There is an associated cursor that represents a position on the image.
|
||||
* The member functions 'left(C&)', 'right(C&)', 'up(C&)', and 'down(C&)'
|
||||
* move it.
|
||||
* The state of a cursor can be deferred to temporary storage (typically a
|
||||
* stack or a queue) using the 'defer(C const&)' member function.
|
||||
* Calling 'deferred(C&)' restores a cursor's state from temporary storage
|
||||
* and removes it there.
|
||||
* The 'select(C const&)' and 'process(C const&)' functions control the
|
||||
* algorithm. The former is called to determine where to go. It may be
|
||||
* called multiple times but does not have to (and should not) return
|
||||
* 'true' more than once for a pixel to be selected (will cause memory
|
||||
* overuse, otherwise). The latter will never be called for a given pixel
|
||||
* unless previously selected. It may be called multiple times, in which
|
||||
* case it should return 'true' upon successful processing and 'false'
|
||||
* when an already processed pixel has been visited.
|
||||
*
|
||||
* Note: The terms "image" and "pixel" are used for illustratory purposes
|
||||
* and mean "undirected graph with 4-connected 2D grid topology" and "node",
|
||||
* respectively.
|
||||
*
|
||||
*/
|
||||
template< class Strategy, typename Cursor >
|
||||
void floodFill(Cursor const& position,
|
||||
|
@ -18,8 +41,8 @@ void floodFill(Cursor const& position,
|
|||
|
||||
|
||||
template< class Strategy, typename Cursor >
|
||||
struct floodFill_impl : Strategy
|
||||
{
|
||||
struct floodFill_impl : Strategy {
|
||||
|
||||
floodFill_impl(Strategy const& s) : Strategy(s) { }
|
||||
|
||||
using Strategy::select;
|
||||
|
@ -33,16 +56,19 @@ struct floodFill_impl : Strategy
|
|||
using Strategy::defer;
|
||||
using Strategy::deferred;
|
||||
|
||||
void go(Cursor position)
|
||||
{
|
||||
void go(Cursor position) {
|
||||
|
||||
if (! select(position)) {
|
||||
return;
|
||||
}
|
||||
|
||||
Cursor higher, lower, h,l, i;
|
||||
bool higherFound, lowerFound, hf, lf;
|
||||
do
|
||||
{
|
||||
if (! select(position))
|
||||
continue;
|
||||
do {
|
||||
|
||||
process(position);
|
||||
if (! process(position)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
higher = position; higherFound = false;
|
||||
up(higher); yTest(higher, higherFound);
|
||||
|
@ -51,33 +77,39 @@ struct floodFill_impl : Strategy
|
|||
|
||||
i = position, h = higher, l = lower;
|
||||
hf = higherFound, lf = lowerFound;
|
||||
do { right(i), right(h), right(l); yTest(h,hf); yTest(l,lf); }
|
||||
while (selectAndProcess(i));
|
||||
do {
|
||||
right(i), right(h), right(l); yTest(h,hf); yTest(l,lf);
|
||||
|
||||
} while (selectAndProcess(i));
|
||||
|
||||
i = position, h = higher, l = lower;
|
||||
hf = higherFound, lf = lowerFound;
|
||||
do { left(i); left(h); left(l); yTest(h,hf); yTest(l,lf); }
|
||||
while (selectAndProcess(i));
|
||||
}
|
||||
while (deferred(position));
|
||||
do {
|
||||
left(i); left(h); left(l); yTest(h,hf); yTest(l,lf);
|
||||
|
||||
} while (selectAndProcess(i));
|
||||
|
||||
} while (deferred(position));
|
||||
}
|
||||
|
||||
bool selectAndProcess(Cursor const& i)
|
||||
{
|
||||
if (select(i))
|
||||
{
|
||||
bool selectAndProcess(Cursor const& i) {
|
||||
|
||||
if (select(i)) {
|
||||
|
||||
process(i);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void yTest(Cursor const& i, bool& state)
|
||||
{
|
||||
if (! select(i))
|
||||
void yTest(Cursor const& i, bool& state) {
|
||||
|
||||
if (! select(i)) {
|
||||
|
||||
state = false;
|
||||
else if (! state)
|
||||
{
|
||||
|
||||
} else if (! state) {
|
||||
|
||||
state = true;
|
||||
defer(i);
|
||||
}
|
||||
|
@ -85,8 +117,8 @@ struct floodFill_impl : Strategy
|
|||
};
|
||||
|
||||
template< class Strategy, typename Cursor >
|
||||
void floodFill(Cursor const& p, Strategy const& s)
|
||||
{
|
||||
void floodFill(Cursor const& p, Strategy const& s) {
|
||||
|
||||
floodFill_impl<Strategy,Cursor>(s).go(p);
|
||||
}
|
||||
|
||||
|
|
23
shared/src/PacketHeaders.h
Normal file
23
shared/src/PacketHeaders.h
Normal file
|
@ -0,0 +1,23 @@
|
|||
//
|
||||
// PacketHeaders.h
|
||||
// hifi
|
||||
//
|
||||
// Created by Stephen Birarda on 4/8/13.
|
||||
//
|
||||
//
|
||||
|
||||
#ifndef hifi_PacketHeaders_h
|
||||
#define hifi_PacketHeaders_h
|
||||
|
||||
const char PACKET_HEADER_DOMAIN = 'D';
|
||||
const char PACKET_HEADER_PING = 'P';
|
||||
const char PACKET_HEADER_PING_REPLY = 'R';
|
||||
const char PACKET_HEADER_HEAD_DATA = 'H';
|
||||
const char PACKET_HEADER_Z_COMMAND = 'Z';
|
||||
const char PACKET_HEADER_INJECT_AUDIO = 'I';
|
||||
const char PACKET_HEADER_SET_VOXEL = 'S';
|
||||
const char PACKET_HEADER_ERASE_VOXEL = 'E';
|
||||
const char PACKET_HEADER_VOXEL_DATA = 'V';
|
||||
const char PACKET_HEADER_TRANSMITTER_DATA = 't';
|
||||
|
||||
#endif
|
|
@ -25,30 +25,27 @@ void radix2InplaceSort( BidiIterator from, BidiIterator to,
|
|||
|
||||
|
||||
template< class Scanner, typename Iterator >
|
||||
struct radix2InplaceSort_impl : Scanner
|
||||
{
|
||||
struct radix2InplaceSort_impl : Scanner {
|
||||
|
||||
radix2InplaceSort_impl(Scanner const& s) : Scanner(s) { }
|
||||
|
||||
using Scanner::advance;
|
||||
using Scanner::bit;
|
||||
|
||||
void go(Iterator& from, Iterator& to, typename Scanner::state_type s)
|
||||
{
|
||||
void go(Iterator& from, Iterator& to, typename Scanner::state_type s) {
|
||||
|
||||
Iterator l(from), r(to);
|
||||
unsigned cl, cr;
|
||||
|
||||
using std::swap;
|
||||
|
||||
for (;;)
|
||||
{
|
||||
while (true) {
|
||||
// scan from left for set bit
|
||||
for (cl = cr = 0u; l != r ; ++l, ++cl)
|
||||
if (bit(*l, s))
|
||||
{
|
||||
if (bit(*l, s)) {
|
||||
// scan from the right for unset bit
|
||||
for (++cr; --r != l ;++cr)
|
||||
if (! bit(*r, s))
|
||||
{
|
||||
if (! bit(*r, s)) {
|
||||
// swap, continue scanning from left
|
||||
swap(*l, *r);
|
||||
break;
|
||||
|
@ -58,22 +55,23 @@ struct radix2InplaceSort_impl : Scanner
|
|||
}
|
||||
|
||||
// on to the next digit, if any
|
||||
if (! advance(s))
|
||||
if (! advance(s)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// recurse into smaller branch and prepare iterative
|
||||
// processing of the other
|
||||
if (cl < cr)
|
||||
{
|
||||
if (cl < cr) {
|
||||
|
||||
if (cl > 1u) go(from, l, s);
|
||||
else if (cr <= 1u)
|
||||
return;
|
||||
|
||||
l = from = r;
|
||||
r = to;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
} else {
|
||||
|
||||
if (cr > 1u) go(r, to, s);
|
||||
else if (cl <= 1u)
|
||||
return;
|
||||
|
@ -87,8 +85,8 @@ struct radix2InplaceSort_impl : Scanner
|
|||
|
||||
template< class Radix2Scanner, typename BidiIterator >
|
||||
void radix2InplaceSort( BidiIterator from, BidiIterator to,
|
||||
Radix2Scanner const& scanner)
|
||||
{
|
||||
Radix2Scanner const& scanner) {
|
||||
|
||||
radix2InplaceSort_impl<Radix2Scanner, BidiIterator>(scanner)
|
||||
.go(from, to, scanner.initial_state());
|
||||
}
|
||||
|
|
|
@ -12,8 +12,8 @@
|
|||
#include <stddef.h>
|
||||
#include <stdint.h>
|
||||
|
||||
namespace type_traits // those are needed for the declaration, see below
|
||||
{
|
||||
namespace type_traits { // those are needed for the declaration, see below
|
||||
|
||||
// Note: There are better / more generally appicable implementations
|
||||
// in C++11, make_signed is missing in TR1 too - so I just use C++98
|
||||
// hacks that get the job done...
|
||||
|
@ -39,8 +39,8 @@ class Radix2IntegerScanner;
|
|||
|
||||
|
||||
template< typename UInt >
|
||||
class Radix2IntegerScanner< UInt, false >
|
||||
{
|
||||
class Radix2IntegerScanner< UInt, false > {
|
||||
|
||||
UInt valMsb;
|
||||
public:
|
||||
|
||||
|
@ -48,9 +48,8 @@ class Radix2IntegerScanner< UInt, false >
|
|||
: valMsb(~UInt(0) &~ (~UInt(0) >> 1)) { }
|
||||
|
||||
explicit Radix2IntegerScanner(int bits)
|
||||
: valMsb(UInt(1u) << (bits - 1))
|
||||
{ }
|
||||
|
||||
: valMsb(UInt(1u) << (bits - 1)) {
|
||||
}
|
||||
|
||||
typedef UInt state_type;
|
||||
|
||||
|
@ -67,12 +66,12 @@ class Radix2IntegerScanner< Int, true >
|
|||
public:
|
||||
|
||||
Radix2IntegerScanner()
|
||||
: valMsb(~state_type(0u) &~ (~state_type(0u) >> 1))
|
||||
{ }
|
||||
: valMsb(~state_type(0u) &~ (~state_type(0u) >> 1)) {
|
||||
}
|
||||
|
||||
explicit Radix2IntegerScanner(int bits)
|
||||
: valMsb(state_type(1u) << (bits - 1))
|
||||
{ }
|
||||
: valMsb(state_type(1u) << (bits - 1)) {
|
||||
}
|
||||
|
||||
|
||||
typedef typename type_traits::make_unsigned<Int>::type state_type;
|
||||
|
|
|
@ -10,6 +10,7 @@
|
|||
#include <cstdio>
|
||||
#include <cstring>
|
||||
#include "SharedUtil.h"
|
||||
#include "OctalCode.h"
|
||||
|
||||
#ifdef __APPLE__
|
||||
#include <CoreFoundation/CoreFoundation.h>
|
||||
|
@ -124,6 +125,70 @@ bool cmdOptionExists(int argc, const char * argv[],const char* option) {
|
|||
return false;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Function: createVoxelEditMessage()
|
||||
// Description: creates an "insert" or "remove" voxel message for a voxel code
|
||||
// corresponding to the closest voxel which encloses a cube with
|
||||
// lower corners at x,y,z, having side of length S.
|
||||
// The input values x,y,z range 0.0 <= v < 1.0
|
||||
// message should be either 'S' for SET or 'E' for ERASE
|
||||
//
|
||||
// IMPORTANT: The buffer is returned to you a buffer which you MUST delete when you are
|
||||
// done with it.
|
||||
//
|
||||
// HACK ATTACK: Well, what if this is larger than the MTU? That's the caller's problem, we
|
||||
// just truncate the message
|
||||
// Usage:
|
||||
// unsigned char* voxelData = pointToVoxel(x,y,z,s,red,green,blue);
|
||||
// tree->readCodeColorBufferToTree(voxelData);
|
||||
// delete voxelData;
|
||||
//
|
||||
// Complaints: Brad :)
|
||||
#define GUESS_OF_VOXELCODE_SIZE 10
|
||||
#define MAXIMUM_EDIT_VOXEL_MESSAGE_SIZE 1500
|
||||
#define SIZE_OF_COLOR_DATA 3
|
||||
bool createVoxelEditMessage(unsigned char command, short int sequence,
|
||||
int voxelCount, VoxelDetail* voxelDetails, unsigned char*& bufferOut, int& sizeOut) {
|
||||
|
||||
bool success = true; // assume the best
|
||||
int messageSize = MAXIMUM_EDIT_VOXEL_MESSAGE_SIZE; // just a guess for now
|
||||
int actualMessageSize = 3;
|
||||
unsigned char* messageBuffer = new unsigned char[messageSize];
|
||||
unsigned short int* sequenceAt = (unsigned short int*)&messageBuffer[1];
|
||||
|
||||
messageBuffer[0]=command;
|
||||
*sequenceAt=sequence;
|
||||
unsigned char* copyAt = &messageBuffer[3];
|
||||
|
||||
for (int i=0;i<voxelCount && success;i++) {
|
||||
// get the coded voxel
|
||||
unsigned char* voxelData = pointToVoxel(voxelDetails[i].x,voxelDetails[i].y,voxelDetails[i].z,
|
||||
voxelDetails[i].s,voxelDetails[i].red,voxelDetails[i].green,voxelDetails[i].blue);
|
||||
|
||||
int lengthOfVoxelData = bytesRequiredForCodeLength(*voxelData)+SIZE_OF_COLOR_DATA;
|
||||
|
||||
// make sure we have room to copy this voxel
|
||||
if (actualMessageSize+lengthOfVoxelData > MAXIMUM_EDIT_VOXEL_MESSAGE_SIZE) {
|
||||
success=false;
|
||||
} else {
|
||||
// add it to our message
|
||||
memcpy(copyAt,voxelData,lengthOfVoxelData);
|
||||
copyAt+=lengthOfVoxelData+SIZE_OF_COLOR_DATA;
|
||||
actualMessageSize+=lengthOfVoxelData+SIZE_OF_COLOR_DATA;
|
||||
}
|
||||
// cleanup
|
||||
delete voxelData;
|
||||
}
|
||||
|
||||
if (success) {
|
||||
// finally, copy the result to the output
|
||||
bufferOut = new unsigned char[actualMessageSize];
|
||||
sizeOut=actualMessageSize;
|
||||
memcpy(bufferOut,messageBuffer,actualMessageSize);
|
||||
}
|
||||
return success;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Function: pointToVoxel()
|
||||
// Description: Given a universal point with location x,y,z this will return the voxel
|
||||
|
|
|
@ -35,6 +35,19 @@ void switchToResourcesIfRequired();
|
|||
|
||||
const char* getCmdOption(int argc, const char * argv[],const char* option);
|
||||
bool cmdOptionExists(int argc, const char * argv[],const char* option);
|
||||
|
||||
struct VoxelDetail {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
float s;
|
||||
unsigned char red;
|
||||
unsigned char green;
|
||||
unsigned char blue;
|
||||
};
|
||||
|
||||
unsigned char* pointToVoxel(float x, float y, float z, float s, unsigned char r, unsigned char g, unsigned char b );
|
||||
bool createVoxelEditMessage(unsigned char command, short int sequence,
|
||||
int voxelCount, VoxelDetail* voxelDetails, unsigned char*& bufferOut, int& sizeOut);
|
||||
|
||||
#endif /* defined(__hifi__SharedUtil__) */
|
||||
|
|
|
@ -23,8 +23,8 @@ char const* const UrlReader::error_leftover_input = "UrlReader: Incomplete pro
|
|||
#define hnd_curl static_cast<CURL*>(_ptrImpl)
|
||||
|
||||
UrlReader::UrlReader()
|
||||
: _ptrImpl(0l), _arrXtra(0l), _strError(0l)
|
||||
{
|
||||
: _ptrImpl(0l), _arrXtra(0l), _strError(0l) {
|
||||
|
||||
_arrXtra = new(std::nothrow) char[max_read_ahead];
|
||||
if (! _arrXtra) { _strError = error_init_failed; return; }
|
||||
_ptrImpl = curl_easy_init();
|
||||
|
@ -34,15 +34,15 @@ UrlReader::UrlReader()
|
|||
curl_easy_setopt(hnd_curl, CURLOPT_FILETIME, 1l);
|
||||
}
|
||||
|
||||
UrlReader::~UrlReader()
|
||||
{
|
||||
UrlReader::~UrlReader() {
|
||||
|
||||
delete _arrXtra;
|
||||
if (! hnd_curl) return;
|
||||
curl_easy_cleanup(hnd_curl);
|
||||
}
|
||||
|
||||
bool UrlReader::perform(char const* url, transfer_callback* cb)
|
||||
{
|
||||
bool UrlReader::perform(char const* url, transfer_callback* cb) {
|
||||
|
||||
curl_easy_setopt(hnd_curl, CURLOPT_URL, url);
|
||||
curl_easy_setopt(hnd_curl, CURLOPT_WRITEFUNCTION, cb);
|
||||
curl_easy_setopt(hnd_curl, CURLOPT_WRITEDATA, this);
|
||||
|
@ -61,8 +61,8 @@ bool UrlReader::perform(char const* url, transfer_callback* cb)
|
|||
}
|
||||
|
||||
void UrlReader::getinfo(char const*& url,
|
||||
char const*& type, int64_t& length, int64_t& stardate)
|
||||
{
|
||||
char const*& type, int64_t& length, int64_t& stardate) {
|
||||
|
||||
curl_easy_getinfo(hnd_curl, CURLINFO_EFFECTIVE_URL, & url);
|
||||
curl_easy_getinfo(hnd_curl, CURLINFO_CONTENT_TYPE, & type);
|
||||
|
||||
|
|
|
@ -17,8 +17,8 @@
|
|||
* UrlReader class that encapsulates a context for sequential data retrieval
|
||||
* via URLs. Use one per thread.
|
||||
*/
|
||||
class UrlReader
|
||||
{
|
||||
class UrlReader {
|
||||
|
||||
void* _ptrImpl;
|
||||
char* _arrXtra;
|
||||
char const* _strError;
|
||||
|
@ -149,8 +149,7 @@ class UrlReader
|
|||
};
|
||||
|
||||
template< class ContentStream >
|
||||
bool UrlReader::readUrl(char const* url, ContentStream& s)
|
||||
{
|
||||
bool UrlReader::readUrl(char const* url, ContentStream& s) {
|
||||
if (! _ptrImpl) return false;
|
||||
_strError = success;
|
||||
_ptrStream = & s;
|
||||
|
@ -162,24 +161,24 @@ bool UrlReader::readUrl(char const* url, ContentStream& s)
|
|||
|
||||
inline char const* UrlReader::getError() const { return this->_strError; }
|
||||
|
||||
inline void UrlReader::setError(char const* static_c_string)
|
||||
{
|
||||
inline void UrlReader::setError(char const* static_c_string) {
|
||||
|
||||
if (this->_strError == success)
|
||||
this->_strError = static_c_string;
|
||||
}
|
||||
|
||||
template< class Stream >
|
||||
size_t UrlReader::callback_template(
|
||||
char *input, size_t size, size_t nmemb, void* thiz)
|
||||
{
|
||||
char *input, size_t size, size_t nmemb, void* thiz) {
|
||||
|
||||
size *= nmemb;
|
||||
|
||||
UrlReader* me = static_cast<UrlReader*>(thiz);
|
||||
Stream* stream = static_cast<Stream*>(me->_ptrStream);
|
||||
|
||||
// first call?
|
||||
if (me->_valXtraSize == ~size_t(0))
|
||||
{
|
||||
if (me->_valXtraSize == ~size_t(0)) {
|
||||
|
||||
me->_valXtraSize = 0u;
|
||||
// extract meta information and call 'begin'
|
||||
char const* url, * type;
|
||||
|
@ -190,14 +189,14 @@ size_t UrlReader::callback_template(
|
|||
|
||||
size_t input_offset = 0u;
|
||||
|
||||
for (;;)
|
||||
{
|
||||
while (true) {
|
||||
|
||||
char* buffer = input + input_offset;
|
||||
size_t bytes = size - input_offset;
|
||||
|
||||
// data in extra buffer?
|
||||
if (me->_valXtraSize > 0)
|
||||
{
|
||||
if (me->_valXtraSize > 0) {
|
||||
|
||||
// fill extra buffer with beginning of input
|
||||
size_t fill = max_read_ahead - me->_valXtraSize;
|
||||
if (bytes < fill) fill = bytes;
|
||||
|
@ -210,36 +209,36 @@ size_t UrlReader::callback_template(
|
|||
|
||||
// call 'transfer'
|
||||
size_t processed = stream->transfer(buffer, bytes);
|
||||
if (processed == abort)
|
||||
{
|
||||
if (processed == abort) {
|
||||
|
||||
me->setError(error_aborted);
|
||||
return 0u;
|
||||
}
|
||||
else if (! processed && ! input)
|
||||
{
|
||||
|
||||
} else if (! processed && ! input) {
|
||||
|
||||
me->setError(error_leftover_input);
|
||||
return 0u;
|
||||
}
|
||||
size_t unprocessed = bytes - processed;
|
||||
|
||||
// can switch to input buffer, now?
|
||||
if (buffer == me->_arrXtra && unprocessed <= input_offset)
|
||||
{
|
||||
if (buffer == me->_arrXtra && unprocessed <= input_offset) {
|
||||
|
||||
me->_valXtraSize = 0u;
|
||||
input_offset -= unprocessed;
|
||||
}
|
||||
else // no? unprocessed data -> extra buffer
|
||||
{
|
||||
if (unprocessed > max_read_ahead)
|
||||
{
|
||||
|
||||
} else { // no? unprocessed data -> extra buffer
|
||||
|
||||
if (unprocessed > max_read_ahead) {
|
||||
|
||||
me->setError(error_buffer_overflow);
|
||||
return 0;
|
||||
}
|
||||
me->_valXtraSize = unprocessed;
|
||||
memmove(me->_arrXtra, buffer + processed, unprocessed);
|
||||
|
||||
if (input_offset == size || buffer != me->_arrXtra)
|
||||
{
|
||||
if (input_offset == size || buffer != me->_arrXtra) {
|
||||
|
||||
return size;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -37,25 +37,20 @@ void VoxelNode::addChildAtIndex(int childIndex) {
|
|||
}
|
||||
|
||||
// will average the child colors...
|
||||
void VoxelNode::setColorFromAverageOfChildren(int * colorArray) {
|
||||
if (colorArray == NULL) {
|
||||
colorArray = new int[4];
|
||||
memset(colorArray, 0, 4*sizeof(int));
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
if (children[i] != NULL && children[i]->color[3] == 1) {
|
||||
for (int j = 0; j < 3; j++) {
|
||||
colorArray[j] += children[i]->color[j];
|
||||
}
|
||||
colorArray[3]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
void VoxelNode::setColorFromAverageOfChildren() {
|
||||
int colorArray[4] = {0,0,0,0};
|
||||
for (int i = 0; i < 8; i++) {
|
||||
if (children[i] != NULL && children[i]->color[3] == 1) {
|
||||
for (int j = 0; j < 3; j++) {
|
||||
colorArray[j] += children[i]->color[j];
|
||||
}
|
||||
colorArray[3]++;
|
||||
}
|
||||
}
|
||||
|
||||
if (colorArray[3] > 4) {
|
||||
// we need at least 4 colored children to have an average color value
|
||||
// or if we have none we generate random values
|
||||
|
||||
for (int c = 0; c < 3; c++) {
|
||||
// set the average color value
|
||||
color[c] = colorArray[c] / colorArray[3];
|
||||
|
|
|
@ -17,7 +17,7 @@ public:
|
|||
~VoxelNode();
|
||||
|
||||
void addChildAtIndex(int childIndex);
|
||||
void setColorFromAverageOfChildren(int * colorArray = NULL);
|
||||
void setColorFromAverageOfChildren();
|
||||
void setRandomColor(int minimumBrightness);
|
||||
bool collapseIdenticalLeaves();
|
||||
|
||||
|
|
|
@ -10,6 +10,8 @@
|
|||
#include <cstdio>
|
||||
#include <cmath>
|
||||
#include "SharedUtil.h"
|
||||
#include "PacketHeaders.h"
|
||||
#include "CounterStats.h"
|
||||
#include "OctalCode.h"
|
||||
#include "VoxelTree.h"
|
||||
#include <iostream> // to load voxels from file
|
||||
|
@ -44,6 +46,15 @@ VoxelTree::VoxelTree() {
|
|||
rootNode = new VoxelNode();
|
||||
rootNode->octalCode = new unsigned char[1];
|
||||
*rootNode->octalCode = 0;
|
||||
|
||||
// Some stats tracking
|
||||
this->voxelsCreated = 0; // when a voxel is created in the tree (object new'd)
|
||||
this->voxelsColored = 0; // when a voxel is colored/set in the tree (object may have already existed)
|
||||
this->voxelsBytesRead = 0;
|
||||
voxelsCreatedStats.name = "voxelsCreated";
|
||||
voxelsColoredStats.name = "voxelsColored";
|
||||
voxelsBytesReadStats.name = "voxelsBytesRead";
|
||||
|
||||
}
|
||||
|
||||
VoxelTree::~VoxelTree() {
|
||||
|
@ -94,14 +105,15 @@ VoxelNode * VoxelTree::createMissingNode(VoxelNode *lastParentNode, unsigned cha
|
|||
}
|
||||
}
|
||||
|
||||
// BHG Notes: We appear to call this function for every Voxel Node getting created.
|
||||
// This is recursive in nature. So, for example, if we are given an octal code for
|
||||
// a 1/256th size voxel, we appear to call this function 8 times. Maybe??
|
||||
int VoxelTree::readNodeData(VoxelNode *destinationNode,
|
||||
unsigned char * nodeData,
|
||||
int bytesLeftToRead) {
|
||||
|
||||
// instantiate variable for bytes already read
|
||||
int bytesRead = 1;
|
||||
int colorArray[4] = {};
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
// check the colors mask to see if we have a child to color in
|
||||
if (oneAtBit(*nodeData, i)) {
|
||||
|
@ -109,23 +121,22 @@ int VoxelTree::readNodeData(VoxelNode *destinationNode,
|
|||
// create the child if it doesn't exist
|
||||
if (destinationNode->children[i] == NULL) {
|
||||
destinationNode->addChildAtIndex(i);
|
||||
this->voxelsCreated++;
|
||||
this->voxelsCreatedStats.recordSample(this->voxelsCreated);
|
||||
}
|
||||
|
||||
// pull the color for this child
|
||||
memcpy(destinationNode->children[i]->color, nodeData + bytesRead, 3);
|
||||
destinationNode->children[i]->color[3] = 1;
|
||||
this->voxelsColored++;
|
||||
this->voxelsColoredStats.recordSample(this->voxelsColored);
|
||||
|
||||
for (int j = 0; j < 3; j++) {
|
||||
colorArray[j] += destinationNode->children[i]->color[j];
|
||||
}
|
||||
|
||||
bytesRead += 3;
|
||||
colorArray[3]++;
|
||||
}
|
||||
}
|
||||
|
||||
// average node's color based on color of children
|
||||
destinationNode->setColorFromAverageOfChildren(colorArray);
|
||||
destinationNode->setColorFromAverageOfChildren();
|
||||
|
||||
// give this destination node the child mask from the packet
|
||||
unsigned char childMask = *(nodeData + bytesRead);
|
||||
|
@ -140,6 +151,8 @@ int VoxelTree::readNodeData(VoxelNode *destinationNode,
|
|||
if (destinationNode->children[childIndex] == NULL) {
|
||||
// add a child at that index, if it doesn't exist
|
||||
destinationNode->addChildAtIndex(childIndex);
|
||||
this->voxelsCreated++;
|
||||
this->voxelsCreatedStats.recordSample(this->voxelsCreated);
|
||||
}
|
||||
|
||||
// tell the child to read the subsequent data
|
||||
|
@ -165,6 +178,9 @@ void VoxelTree::readBitstreamToTree(unsigned char * bitstream, int bufferSizeByt
|
|||
|
||||
int octalCodeBytes = bytesRequiredForCodeLength(*bitstream);
|
||||
readNodeData(bitstreamRootNode, bitstream + octalCodeBytes, bufferSizeBytes - octalCodeBytes);
|
||||
|
||||
this->voxelsBytesRead += bufferSizeBytes;
|
||||
this->voxelsBytesReadStats.recordSample(this->voxelsBytesRead);
|
||||
}
|
||||
|
||||
// Note: uses the codeColorBuffer format, but the color's are ignored, because
|
||||
|
@ -209,6 +225,16 @@ void VoxelTree::deleteVoxelCodeFromTree(unsigned char *codeBuffer) {
|
|||
}
|
||||
}
|
||||
|
||||
void VoxelTree::eraseAllVoxels() {
|
||||
|
||||
// XXXBHG Hack attack - is there a better way to erase the voxel tree?
|
||||
|
||||
delete rootNode; // this will recurse and delete all children
|
||||
rootNode = new VoxelNode();
|
||||
rootNode->octalCode = new unsigned char[1];
|
||||
*rootNode->octalCode = 0;
|
||||
}
|
||||
|
||||
void VoxelTree::readCodeColorBufferToTree(unsigned char *codeColorBuffer) {
|
||||
VoxelNode *lastCreatedNode = nodeForOctalCode(rootNode, codeColorBuffer, NULL);
|
||||
|
||||
|
@ -255,10 +281,17 @@ unsigned char * VoxelTree::loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
|
|||
unsigned char * childMaskPointer = NULL;
|
||||
|
||||
float halfUnitForVoxel = powf(0.5, *currentVoxelNode->octalCode) * (0.5 * TREE_SCALE);
|
||||
|
||||
// XXXBHG - Note: It appears as if the X and Z coordinates of Head or Agent are flip-flopped relative to the
|
||||
// coords of the voxel space. This flip flop causes LOD behavior to be extremely odd. This is my temporary hack
|
||||
// to fix this behavior. To disable this swap, set swapXandZ to false.
|
||||
bool swapXandZ=true;
|
||||
float agentX = swapXandZ ? agentPosition[2] : agentPosition[0];
|
||||
float agentZ = swapXandZ ? agentPosition[0] : agentPosition[2];
|
||||
|
||||
float distanceToVoxelCenter = sqrtf(powf(agentPosition[0] - thisNodePosition[0] - halfUnitForVoxel, 2) +
|
||||
float distanceToVoxelCenter = sqrtf(powf(agentX - thisNodePosition[0] - halfUnitForVoxel, 2) +
|
||||
powf(agentPosition[1] - thisNodePosition[1] - halfUnitForVoxel, 2) +
|
||||
powf(agentPosition[2] - thisNodePosition[2] - halfUnitForVoxel, 2));
|
||||
powf(agentZ - thisNodePosition[2] - halfUnitForVoxel, 2));
|
||||
|
||||
// if the distance to this voxel's center is less than the threshold
|
||||
// distance for its children, we should send the children
|
||||
|
@ -277,7 +310,7 @@ unsigned char * VoxelTree::loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
|
|||
if (strcmp((char *)stopOctalCode, (char *)currentVoxelNode->octalCode) == 0) {
|
||||
// this is is the root node for this packet
|
||||
// add the leading V
|
||||
*(bitstreamBuffer++) = 'V';
|
||||
*(bitstreamBuffer++) = PACKET_HEADER_VOXEL_DATA;
|
||||
|
||||
// add its octal code to the packet
|
||||
int octalCodeBytes = bytesRequiredForCodeLength(*currentVoxelNode->octalCode);
|
||||
|
|
|
@ -9,6 +9,8 @@
|
|||
#ifndef __hifi__VoxelTree__
|
||||
#define __hifi__VoxelTree__
|
||||
|
||||
#include "CounterStats.h"
|
||||
|
||||
#include "VoxelNode.h"
|
||||
#include "MarkerNode.h"
|
||||
|
||||
|
@ -20,13 +22,25 @@ class VoxelTree {
|
|||
VoxelNode * nodeForOctalCode(VoxelNode *ancestorNode, unsigned char * needleCode, VoxelNode** parentOfFoundNode);
|
||||
VoxelNode * createMissingNode(VoxelNode *lastParentNode, unsigned char *deepestCodeToCreate);
|
||||
int readNodeData(VoxelNode *destinationNode, unsigned char * nodeData, int bufferSizeBytes);
|
||||
|
||||
|
||||
public:
|
||||
long int voxelsCreated;
|
||||
long int voxelsColored;
|
||||
long int voxelsBytesRead;
|
||||
|
||||
CounterStatHistory voxelsCreatedStats;
|
||||
CounterStatHistory voxelsColoredStats;
|
||||
CounterStatHistory voxelsBytesReadStats;
|
||||
|
||||
VoxelTree();
|
||||
~VoxelTree();
|
||||
|
||||
VoxelNode *rootNode;
|
||||
int leavesWrittenToBitstream;
|
||||
|
||||
void eraseAllVoxels();
|
||||
|
||||
void processRemoveVoxelBitstream(unsigned char * bitstream, int bufferSizeBytes);
|
||||
void readBitstreamToTree(unsigned char * bitstream, int bufferSizeBytes);
|
||||
void readCodeColorBufferToTree(unsigned char *codeColorBuffer);
|
||||
|
|
|
@ -38,31 +38,53 @@ function send_voxels($inputFileName,$server,$port,$command) {
|
|||
socket_close($socketHandle);
|
||||
}
|
||||
|
||||
function send_zcommand($server,$port,$command) {
|
||||
$socketHandle = socket_create(AF_INET, SOCK_DGRAM, SOL_UDP);
|
||||
$serverIP = $server;
|
||||
$serverSendPort = $port;
|
||||
|
||||
// [1:'Z'][2:command][0]...
|
||||
$netData = pack("c",ord('Z'));
|
||||
$netData .= $command;
|
||||
$netData .= pack("c",0);
|
||||
|
||||
$packetSize = 2+strlen($command);
|
||||
echo "sending packet server=$serverIP port=$serverSendPort size=$packetSize \n";
|
||||
$result = socket_sendto($socketHandle, $netData, $packetSize, 0, $serverIP, $serverSendPort);
|
||||
socket_close($socketHandle);
|
||||
}
|
||||
|
||||
function testmode_send_voxels($server,$port) {
|
||||
echo "psych! test mode not implemented!\n";
|
||||
}
|
||||
|
||||
$options = getopt("i:s:p:c:",array('testmode'));
|
||||
$options = getopt("i:s:p:c:",array('testmode','zcommand:'));
|
||||
//print_r($options);
|
||||
//break;
|
||||
|
||||
if (empty($options['i']) || empty($options['i'])) {
|
||||
if (empty($options['i']) && empty($options['zcommand'])) {
|
||||
echo "USAGE: sendvoxels.php -i 'inputFileName' -s [serverip] -p [port] -c [I|R] \n";
|
||||
} else {
|
||||
$filename = $options['i'];
|
||||
$server = $options['s'];
|
||||
$port = empty($options['p']) ? 40106 : $options['p'];
|
||||
$command = empty($options['c']) ? 'I' : $options['c'];
|
||||
$command = empty($options['c']) ? 'S' : $options['c'];
|
||||
switch($command) {
|
||||
case 'I':
|
||||
case 'R':
|
||||
case 'S':
|
||||
case 'E':
|
||||
case 'Z':
|
||||
//$command is good
|
||||
break;
|
||||
default:
|
||||
$command='I';// insert by default!
|
||||
$command='S';// insert by default!
|
||||
}
|
||||
|
||||
if ($options['testmode']) {
|
||||
echo "TEST MODE Sending Voxels server:$server port:$port \n";
|
||||
testmode_send_voxels($server,$port);
|
||||
} else if ($options['zcommand'] && $command=='Z') {
|
||||
echo "Sending Z command to server:$server port:$port \n";
|
||||
send_zcommand($server,$port,$options['zcommand']);
|
||||
} else {
|
||||
echo "Sending Voxels file:$filename server:$server port:$port command:$command \n";
|
||||
send_voxels($filename,$server,$port,$command);
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include <VoxelTree.h>
|
||||
#include "VoxelAgentData.h"
|
||||
#include <SharedUtil.h>
|
||||
#include <PacketHeaders.h>
|
||||
|
||||
#ifdef _WIN32
|
||||
#include "Syssocket.h"
|
||||
|
@ -47,6 +48,8 @@ const int MAX_VOXEL_TREE_DEPTH_LEVELS = 4;
|
|||
AgentList agentList('V', VOXEL_LISTEN_PORT);
|
||||
VoxelTree randomTree;
|
||||
|
||||
bool wantColorRandomizer = false;
|
||||
|
||||
void addSphere(VoxelTree * tree,bool random, bool wantColorRandomizer) {
|
||||
float r = random ? randFloatInRange(0.05,0.1) : 0.25;
|
||||
float xc = random ? randFloatInRange(r,(1-r)) : 0.5;
|
||||
|
@ -83,8 +86,6 @@ void randomlyFillVoxelTree(int levelsToGo, VoxelNode *currentRootNode) {
|
|||
if (levelsToGo > 0) {
|
||||
|
||||
bool createdChildren = false;
|
||||
int colorArray[4] = {};
|
||||
|
||||
createdChildren = false;
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
|
@ -94,17 +95,8 @@ void randomlyFillVoxelTree(int levelsToGo, VoxelNode *currentRootNode) {
|
|||
|
||||
// give this child it's octal code
|
||||
currentRootNode->children[i]->octalCode = childOctalCode(currentRootNode->octalCode, i);
|
||||
|
||||
randomlyFillVoxelTree(levelsToGo - 1, currentRootNode->children[i]);
|
||||
|
||||
if (currentRootNode->children[i]->color[3] == 1) {
|
||||
for (int c = 0; c < 3; c++) {
|
||||
colorArray[c] += currentRootNode->children[i]->color[c];
|
||||
}
|
||||
|
||||
colorArray[3]++;
|
||||
}
|
||||
|
||||
randomlyFillVoxelTree(levelsToGo - 1, currentRootNode->children[i]);
|
||||
createdChildren = true;
|
||||
}
|
||||
}
|
||||
|
@ -115,7 +107,7 @@ void randomlyFillVoxelTree(int levelsToGo, VoxelNode *currentRootNode) {
|
|||
currentRootNode->setRandomColor(MIN_BRIGHTNESS);
|
||||
} else {
|
||||
// set the color value for this node
|
||||
currentRootNode->setColorFromAverageOfChildren(colorArray);
|
||||
currentRootNode->setColorFromAverageOfChildren();
|
||||
}
|
||||
} else {
|
||||
// this is a leaf node, just give it a color
|
||||
|
@ -123,6 +115,33 @@ void randomlyFillVoxelTree(int levelsToGo, VoxelNode *currentRootNode) {
|
|||
}
|
||||
}
|
||||
|
||||
void eraseVoxelTreeAndCleanupAgentVisitData() {
|
||||
|
||||
// As our tree to erase all it's voxels
|
||||
::randomTree.eraseAllVoxels();
|
||||
|
||||
// enumerate the agents clean up their marker nodes
|
||||
for (int i = 0; i < agentList.getAgents().size(); i++) {
|
||||
|
||||
//printf("eraseVoxelTreeAndCleanupAgentVisitData() agent[%d]\n",i);
|
||||
|
||||
Agent *thisAgent = (Agent *)&::agentList.getAgents()[i];
|
||||
VoxelAgentData *agentData = (VoxelAgentData *)(thisAgent->getLinkedData());
|
||||
|
||||
// lock this agent's delete mutex so that the delete thread doesn't
|
||||
// kill the agent while we are working with it
|
||||
pthread_mutex_lock(&thisAgent->deleteMutex);
|
||||
|
||||
// clean up the agent visit data
|
||||
delete agentData->rootMarkerNode;
|
||||
agentData->rootMarkerNode = new MarkerNode();
|
||||
|
||||
// unlock the delete mutex so the other thread can
|
||||
// kill the agent if it has dissapeared
|
||||
pthread_mutex_unlock(&thisAgent->deleteMutex);
|
||||
}
|
||||
}
|
||||
|
||||
void *distributeVoxelsToListeners(void *args) {
|
||||
|
||||
timeval lastSendTime;
|
||||
|
@ -142,7 +161,7 @@ void *distributeVoxelsToListeners(void *args) {
|
|||
|
||||
// enumerate the agents to send 3 packets to each
|
||||
for (int i = 0; i < agentList.getAgents().size(); i++) {
|
||||
|
||||
|
||||
Agent *thisAgent = (Agent *)&agentList.getAgents()[i];
|
||||
VoxelAgentData *agentData = (VoxelAgentData *)(thisAgent->getLinkedData());
|
||||
|
||||
|
@ -169,7 +188,12 @@ void *distributeVoxelsToListeners(void *args) {
|
|||
packetCount++;
|
||||
totalBytesSent += voxelPacketEnd - voxelPacket;
|
||||
|
||||
if (agentData->rootMarkerNode->childrenVisitedMask == 255) {
|
||||
// XXXBHG Hack Attack: This is temporary code to help debug an issue.
|
||||
// Normally we use this break to prevent resending voxels that an agent has
|
||||
// already visited. But since we might be modifying the voxel tree we might
|
||||
// want to always send. This is a hack to test the behavior
|
||||
bool alwaysSend = true;
|
||||
if (!alwaysSend && agentData->rootMarkerNode->childrenVisitedMask == 255) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -229,7 +253,7 @@ int main(int argc, const char * argv[])
|
|||
// Voxel File. If so, load it now.
|
||||
const char* WANT_COLOR_RANDOMIZER="--WantColorRandomizer";
|
||||
const char* INPUT_FILE="-i";
|
||||
bool wantColorRandomizer = cmdOptionExists(argc, argv, WANT_COLOR_RANDOMIZER);
|
||||
::wantColorRandomizer = cmdOptionExists(argc, argv, WANT_COLOR_RANDOMIZER);
|
||||
|
||||
printf("wantColorRandomizer=%s\n",(wantColorRandomizer?"yes":"no"));
|
||||
const char* voxelsFilename = getCmdOption(argc, argv, INPUT_FILE);
|
||||
|
@ -270,31 +294,52 @@ int main(int argc, const char * argv[])
|
|||
// loop to send to agents requesting data
|
||||
while (true) {
|
||||
if (agentList.getAgentSocket().receive(&agentPublicAddress, packetData, &receivedBytes)) {
|
||||
// XXXBHG: Hacked in support for 'I' insert command
|
||||
if (packetData[0] == 'I') {
|
||||
// XXXBHG: Hacked in support for 'S' SET command
|
||||
if (packetData[0] == PACKET_HEADER_SET_VOXEL) {
|
||||
unsigned short int itemNumber = (*((unsigned short int*)&packetData[1]));
|
||||
printf("got I - insert voxels - command from client receivedBytes=%ld itemNumber=%d\n",receivedBytes,itemNumber);
|
||||
printf("got I - insert voxels - command from client receivedBytes=%ld itemNumber=%d\n",
|
||||
receivedBytes,itemNumber);
|
||||
int atByte = 3;
|
||||
unsigned char* pVoxelData = (unsigned char*)&packetData[3];
|
||||
while (atByte < receivedBytes) {
|
||||
unsigned char octets = (unsigned char)*pVoxelData;
|
||||
int voxelDataSize = bytesRequiredForCodeLength(octets)+3; // 3 for color!
|
||||
int voxelCodeSize = bytesRequiredForCodeLength(octets);
|
||||
|
||||
// color randomization on insert
|
||||
int colorRandomizer = ::wantColorRandomizer ? randIntInRange (-50, 50) : 0;
|
||||
int red = pVoxelData[voxelCodeSize+0];
|
||||
int green = pVoxelData[voxelCodeSize+1];
|
||||
int blue = pVoxelData[voxelCodeSize+2];
|
||||
printf("insert voxels - wantColorRandomizer=%s old r=%d,g=%d,b=%d \n",
|
||||
(::wantColorRandomizer?"yes":"no"),red,green,blue);
|
||||
red = std::max(0,std::min(255,red + colorRandomizer));
|
||||
green = std::max(0,std::min(255,green + colorRandomizer));
|
||||
blue = std::max(0,std::min(255,blue + colorRandomizer));
|
||||
printf("insert voxels - wantColorRandomizer=%s NEW r=%d,g=%d,b=%d \n",
|
||||
(::wantColorRandomizer?"yes":"no"),red,green,blue);
|
||||
pVoxelData[voxelCodeSize+0]=red;
|
||||
pVoxelData[voxelCodeSize+1]=green;
|
||||
pVoxelData[voxelCodeSize+2]=blue;
|
||||
|
||||
float* vertices = firstVertexForCode(pVoxelData);
|
||||
printf("inserting voxel at: %f,%f,%f\n",vertices[0],vertices[1],vertices[2]);
|
||||
delete []vertices;
|
||||
|
||||
randomTree.readCodeColorBufferToTree(pVoxelData);
|
||||
//printf("readCodeColorBufferToTree() of size=%d atByte=%d receivedBytes=%ld\n",voxelDataSize,atByte,receivedBytes);
|
||||
//printf("readCodeColorBufferToTree() of size=%d atByte=%d receivedBytes=%ld\n",
|
||||
// voxelDataSize,atByte,receivedBytes);
|
||||
// skip to next
|
||||
pVoxelData+=voxelDataSize;
|
||||
atByte+=voxelDataSize;
|
||||
}
|
||||
// after done inserting all these voxels, then reaverage colors
|
||||
randomTree.reaverageVoxelColors(randomTree.rootNode);
|
||||
}
|
||||
if (packetData[0] == 'R') {
|
||||
if (packetData[0] == PACKET_HEADER_ERASE_VOXEL) {
|
||||
|
||||
// Send these bits off to the VoxelTree class to process them
|
||||
printf("got Remove Voxels message, have voxel tree do the work... randomTree.processRemoveVoxelBitstream()\n");
|
||||
printf("got Erase Voxels message, have voxel tree do the work... randomTree.processRemoveVoxelBitstream()\n");
|
||||
randomTree.processRemoveVoxelBitstream((unsigned char*)packetData,receivedBytes);
|
||||
|
||||
// Now send this to the connected agents so they know to delete
|
||||
|
@ -302,7 +347,34 @@ int main(int argc, const char * argv[])
|
|||
agentList.broadcastToAgents(packetData,receivedBytes,AgentList::AGENTS_OF_TYPE_HEAD);
|
||||
|
||||
}
|
||||
if (packetData[0] == 'H') {
|
||||
if (packetData[0] == PACKET_HEADER_Z_COMMAND) {
|
||||
|
||||
// the Z command is a special command that allows the sender to send the voxel server high level semantic
|
||||
// requests, like erase all, or add sphere scene
|
||||
char* command = &packetData[1]; // start of the command
|
||||
int commandLength = strlen(command); // commands are null terminated strings
|
||||
int totalLength = 1+commandLength+1;
|
||||
|
||||
printf("got Z message len(%ld)= %s\n",receivedBytes,command);
|
||||
|
||||
while (totalLength <= receivedBytes) {
|
||||
if (0==strcmp(command,(char*)"erase all")) {
|
||||
printf("got Z message == erase all\n");
|
||||
|
||||
eraseVoxelTreeAndCleanupAgentVisitData();
|
||||
}
|
||||
if (0==strcmp(command,(char*)"add scene")) {
|
||||
printf("got Z message == add scene\n");
|
||||
addSphereScene(&randomTree,false);
|
||||
}
|
||||
totalLength += commandLength+1;
|
||||
}
|
||||
|
||||
// Now send this to the connected agents so they can also process these messages
|
||||
printf("rebroadcasting Z message to connected agents... agentList.broadcastToAgents()\n");
|
||||
agentList.broadcastToAgents(packetData,receivedBytes,AgentList::AGENTS_OF_TYPE_HEAD);
|
||||
}
|
||||
if (packetData[0] == PACKET_HEADER_HEAD_DATA) {
|
||||
if (agentList.addOrUpdateAgent(&agentPublicAddress,
|
||||
&agentPublicAddress,
|
||||
packetData[0],
|
||||
|
|
Loading…
Reference in a new issue