Merge remote-tracking branch 'origin'

This commit is contained in:
Philip Rosedale 2013-04-09 17:13:01 -07:00
commit 5a98ebfff2
13 changed files with 290 additions and 205 deletions

View file

@ -25,6 +25,8 @@
#include <fcntl.h>
#include <map>
#include "AgentList.h"
#include "AgentTypes.h"
#include <PacketHeaders.h>
#include "SharedUtil.h"
#ifdef _WIN32
@ -46,7 +48,7 @@ const int LOGOFF_CHECK_INTERVAL = 5000;
#define DEBUG_TO_SELF 0
int lastActiveCount = 0;
AgentList agentList('D', DOMAIN_LISTEN_PORT);
AgentList agentList(AGENT_TYPE_DOMAIN, DOMAIN_LISTEN_PORT);
unsigned char * addAgentToBroadcastPacket(unsigned char *currentPosition, Agent *agentToAdd) {
*currentPosition++ = agentToAdd->getType();
@ -82,7 +84,7 @@ int main(int argc, const char * argv[])
char agentType;
unsigned char *broadcastPacket = new unsigned char[MAX_PACKET_SIZE];
*broadcastPacket = 'D';
*broadcastPacket = PACKET_HEADER_DOMAIN;
unsigned char *currentBufferPos;
unsigned char *startPointer;

View file

@ -11,6 +11,8 @@
//------------------------
Camera::Camera()
{
mode = CAMERA_MODE_THIRD_PERSON;
fieldOfView = 60.0; // default
yaw = 0.0;
pitch = 0.0;
roll = 0.0;
@ -22,6 +24,7 @@ Camera::Camera()
}
//------------------------
void Camera::update()
{
@ -33,5 +36,13 @@ void Camera::update()
position = glm::dvec3( targetPosition );
position += glm::dvec3( x, y, z );
//------------------------------------------------------------------------
//geterate the ortho-normals for the orientation based on the Euler angles
//------------------------------------------------------------------------
orientation.setToIdentity();
orientation.yaw ( yaw );
orientation.pitch ( pitch );
orientation.roll ( roll );
}

View file

@ -12,6 +12,16 @@
#include "Orientation.h"
#include <glm/glm.hpp>
enum CameraMode
{
CAMERA_MODE_NULL = -1,
CAMERA_MODE_FIRST_PERSON,
CAMERA_MODE_THIRD_PERSON,
CAMERA_MODE_MY_OWN_FACE,
NUM_CAMERA_MODES
};
class Camera
{
public:
@ -19,30 +29,34 @@ public:
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 setMode ( CameraMode m ) { mode = m; }
void setYaw ( float y ) { yaw = y; }
void setPitch ( float p ) { pitch = p; }
void setRoll ( float r ) { roll = r; }
void setUp ( float u ) { up = u; }
void setDistance ( float d ) { distance = d; }
void setTargetPosition ( glm::vec3 t ) { targetPosition = t; };
void setPosition ( glm::vec3 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; }
float getYaw () { return yaw; }
float getPitch () { return pitch; }
float getRoll () { return roll; }
glm::vec3 getPosition () { return position; }
Orientation getOrientation () { return orientation; }
CameraMode getMode () { return mode; }
private:
glm::dvec3 position;
glm::dvec3 targetPosition;
double yaw;
double pitch;
double roll;
double up;
double distance;
CameraMode mode;
glm::vec3 position;
glm::vec3 targetPosition;
float fieldOfView;
float yaw;
float pitch;
float roll;
float up;
float distance;
Orientation orientation;
};

View file

@ -190,7 +190,7 @@ void Head::reset()
//this pertains to moving the head with the glasses
//---------------------------------------------------
void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity)
// Using serial data, update avatar/render position and angles
@ -239,9 +239,9 @@ void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int hea
//---------------------------------------------------
void Head::setAvatarPosition( double x, double y, double z )
void Head::setAvatarPosition( float x, float y, float z )
{
avatar.position = glm::dvec3( x, y, z );
avatar.position = glm::vec3( x, y, z );
}
@ -285,10 +285,7 @@ void Head::simulate(float deltaTime)
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));
@ -296,93 +293,54 @@ void Head::simulate(float deltaTime)
thrust = glm::vec3(0);
*/
const float THRUST_MAG = 10.0;
const float THRUST_MAG = 10.0;
const float THRUST_LATERAL_MAG = 10.0;
const float THRUST_VERTICAL_MAG = 10.0;
/*
const float THRUST_LATERAL_MAG = 10.0;
const float THRUST_VERTICAL_MAG = 10.0;
*/
avatar.thrust = glm::dvec3( 0.0, 0.0, 0.0 );
avatar.thrust = glm::vec3( 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])
{
//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;
avatar.thrust.x += avatar.orientation.getRight().getX() * THRUST_LATERAL_MAG;
avatar.thrust.y += avatar.orientation.getRight().getY() * THRUST_LATERAL_MAG;
avatar.thrust.z -= avatar.orientation.getRight().getZ() * THRUST_LATERAL_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;
avatar.thrust.x -= avatar.orientation.getRight().getX() * THRUST_LATERAL_MAG;
avatar.thrust.y -= avatar.orientation.getRight().getY() * THRUST_LATERAL_MAG;
avatar.thrust.z += avatar.orientation.getRight().getZ() * THRUST_LATERAL_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;
avatar.thrust.x -= avatar.orientation.getUp().getX() * THRUST_VERTICAL_MAG;
avatar.thrust.y -= avatar.orientation.getUp().getY() * THRUST_VERTICAL_MAG;
avatar.thrust.z += avatar.orientation.getUp().getZ() * THRUST_VERTICAL_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;
avatar.thrust.x += avatar.orientation.getUp().getX() * THRUST_VERTICAL_MAG;
avatar.thrust.y += avatar.orientation.getUp().getY() * THRUST_VERTICAL_MAG;
avatar.thrust.z -= avatar.orientation.getUp().getZ() * THRUST_VERTICAL_MAG;
//thrust.y += THRUST_VERTICAL_MAG;
}
@ -404,9 +362,9 @@ void Head::simulate(float deltaTime)
//avatar.yawDelta *= 0.99;
avatar.velocity += avatar.thrust * (double)deltaTime;
avatar.velocity += glm::dvec3( avatar.thrust * deltaTime );
position += avatar.velocity * (double)deltaTime;
position += (glm::vec3)avatar.velocity * deltaTime;
//avatar.velocity *= 0.9;
@ -715,9 +673,9 @@ void Head::renderHead( int faceToFace, int isMine )
//---------------------------------------------------------
void Head::setHandMovement( glm::dvec3 movement )
void Head::setHandMovement( glm::vec3 movement )
{
handOffset = glm::dvec3( movement.x, -movement.y, movement.z );
handOffset = glm::vec3( movement.x, -movement.y, movement.z );
}
@ -725,22 +683,21 @@ void Head::setHandMovement( glm::dvec3 movement )
//-----------------------------------------
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.position = glm::vec3( 0.0, 0.0, 0.0 );
avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
avatar.orientation.setToIdentity();
avatar.yaw = 0.0;
avatar.pitch = 0.0;
avatar.roll = 0.0;
avatar.yaw = 90.0;
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].worldPosition = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].velocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].worldOrientation.setToIdentity();
}
@ -778,7 +735,7 @@ void Head::initializeAvatar()
//----------------------------------------------------------------------------
// left pelvis and leg
//----------------------------------------------------------------------------
avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_NULL;
avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
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;
@ -786,7 +743,7 @@ void Head::initializeAvatar()
//----------------------------------------------------------------------------
// right pelvis and leg
//----------------------------------------------------------------------------
avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_NULL;
avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
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;
@ -795,29 +752,29 @@ void Head::initializeAvatar()
//----------------------------------------------------------
// 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 );
avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
avatar.bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
avatar.bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
avatar.bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
avatar.bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.06, 0.06, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.06, 0.06, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
//----------------------------------------------------------------------------
// calculate bone length
@ -880,19 +837,19 @@ void Head::updateAvatarSkeleton()
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 );
float xx = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].worldOrientation.getRight ().x )
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].worldOrientation.getRight ().y )
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)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 );
float yy = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].worldOrientation.getUp ().x )
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].worldOrientation.getUp ().y )
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)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 );
float zz = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].worldOrientation.getFront ().x )
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].worldOrientation.getFront ().y )
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].worldOrientation.getFront ().z );
glm::dvec3 rotatedBoneVector( xx, yy, zz );
glm::vec3 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;
@ -947,7 +904,7 @@ void Head::updateAvatarSkeleton()
//-------------------------------
double Head::getAvatarYaw()
float Head::getAvatarYaw()
{
return avatar.yaw;
}
@ -969,7 +926,6 @@ void Head::updateHandMovement()
//-------------------------------------------------------------------------------
float distance = glm::length( armVector );
//-------------------------------------------------------------------------------
// if right hand is being dragged beyond maximum arm length...
//-------------------------------------------------------------------------------
@ -992,9 +948,18 @@ void Head::updateHandMovement()
//-----------------------------------------------------------------------------
glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
newElbowPosition += armVector * (float)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;
glm::vec3 perpendicular = glm::vec3( -armVector.y, armVector.x, armVector.z );
newElbowPosition += perpendicular * (float)( ( 1.0 - ( avatar.maxArmLength / distance ) ) * ONE_HALF );
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition = newElbowPosition;
//-----------------------------------------------------------------------------
// set wrist position
//-----------------------------------------------------------------------------
glm::vec3 vv( avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition );
vv -= avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition;
glm::vec3 newWristPosition = avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition;
newWristPosition += vv * 0.7f;
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].worldPosition = newWristPosition;
}
@ -1005,7 +970,9 @@ void Head::renderBody()
{
glColor3fv(skinColor);
//-----------------------------------------
// Render bones as spheres
//-----------------------------------------
for (int b=0; b<NUM_AVATAR_BONES; b++)
{
glPushMatrix();
@ -1014,9 +981,21 @@ void Head::renderBody()
glPopMatrix();
}
//-----------------------------------------
// Render lines connecting the bones
//-----------------------------------------
glColor3f(1,1,1);
glLineWidth(3.0);
for (int b=1; b<NUM_AVATAR_BONES; b++)
{
glBegin( GL_LINE_STRIP );
glVertex3fv( &avatar.bone[ avatar.bone[ b ].parent ].worldPosition.x);
glVertex3fv( &avatar.bone[ b ].worldPosition.x);
glEnd();
}
/*
glBegin(GL_LINE_STRIP);
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_NECK].worldPosition.x);
@ -1052,6 +1031,8 @@ void Head::renderBody()
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_SHIN].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_FOOT].worldPosition.x);
glEnd();
*/
}
@ -1090,7 +1071,9 @@ void Head::parseData(void *data, int size)
&Pitch, &Yaw, &Roll,
&position.x, &position.y, &position.z,
&loudness, &averageLoudness,
&handPos.x, &handPos.y, &handPos.z
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.x,
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.y,
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.z
);
if (glm::length(handPos) > 0.0) hand->setPos(handPos);

View file

@ -105,25 +105,25 @@ struct AvatarBone
{
AvatarBones parent;
glm::vec3 worldPosition;
glm::dvec3 defaultPosePosition;
glm::vec3 defaultPosePosition;
glm::dvec3 velocity;
double yaw;
double pitch;
double roll;
float yaw;
float pitch;
float roll;
Orientation worldOrientation;
double length;
float length;
};
struct Avatar
{
glm::dvec3 position;
glm::vec3 position;
glm::dvec3 velocity;
glm::dvec3 thrust;
double yaw;
double pitch;
double roll;
double yawDelta;
double maxArmLength;
glm::vec3 thrust;
float yaw;
float pitch;
float roll;
float yawDelta;
float maxArmLength;
Orientation orientation;
AvatarBone bone[ NUM_AVATAR_BONES ];
};
@ -157,17 +157,17 @@ class Head : public AgentData {
float getYaw() {return Yaw;}
float getLastMeasuredYaw() {return YawRate;}
double getAvatarYaw();
float getAvatarYaw();
void render(int faceToFace, int isMine);
void setAvatarPosition( double, double, double );
void setAvatarPosition( float, float, float );
void renderBody();
void renderHead( int faceToFace, int isMine );
void simulate(float);
void setHandMovement( glm::dvec3 movement );
void setHandMovement( glm::vec3 movement );
void updateHandMovement();
// Send and receive network data
@ -233,7 +233,7 @@ class Head : public AgentData {
glm::vec3 velocity;
glm::vec3 thrust;
glm::dvec3 handOffset;
glm::vec3 handOffset;
int driveKeys[MAX_DRIVE_KEYS];

View file

@ -55,6 +55,7 @@
#include "Texture.h"
#include "Cloud.h"
#include <AgentList.h>
#include <AgentTypes.h>
#include "VoxelSystem.h"
#include "Lattice.h"
#include "Finger.h"
@ -70,7 +71,7 @@ using namespace std;
int audio_on = 1; // Whether to turn on the audio support
int simulate_on = 1;
AgentList agentList('I');
AgentList agentList(AGENT_TYPE_INTERFACE);
pthread_t networkReceiveThread;
bool stopNetworkReceiveThread = false;
@ -384,7 +385,7 @@ void init(void)
}
myHead.setPos(start_location );
myCamera.setPosition( glm::dvec3( start_location ) );
myCamera.setPosition( start_location );
#ifdef MARKER_CAPTURE
if(marker_capture_enabled){
@ -595,48 +596,46 @@ void display(void)
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
glMateriali(GL_FRONT, GL_SHININESS, 96);
//-------------------------------------------------------------------------------------
// set the camera to third-person view
//-------------------------------------------------------------------------------------
myCamera.setTargetPosition( (glm::dvec3)myHead.getPos() );
myCamera.setPitch ( 0.0 );
myCamera.setRoll ( 0.0 );
//--------------------------------------------------------
// camera settings
//--------------------------------------------------------
myCamera.setTargetPosition( myHead.getPos() );
if ( display_head )
//-------------------------------------------------------------------------------------
// set the camera to looking at my face
//-------------------------------------------------------------------------------------
{
//-----------------------------------------------
// set the camera to looking at my own face
//-----------------------------------------------
myCamera.setYaw ( - myHead.getAvatarYaw() );
myCamera.setPitch ( 0.0 );
myCamera.setRoll ( 0.0 );
myCamera.setUp ( 0.4 );
myCamera.setDistance( 0.5 );
myCamera.setDistance( 0.08 );
myCamera.update();
}
else
//-------------------------------------------------------------------------------------
// set the camera to third-person view
//-------------------------------------------------------------------------------------
{
//----------------------------------------------------
// set the camera to third-person view behind my av
//----------------------------------------------------
myCamera.setYaw ( 180.0 - myHead.getAvatarYaw() );
myCamera.setUp ( 0.15 );
myCamera.setDistance( 0.08 );
myCamera.setPitch ( 10.0 );
myCamera.setRoll ( 0.0 );
myCamera.setUp ( 0.2 );
myCamera.setDistance( 1.6 );
myCamera.setDistance( 0.5 );
myCamera.update();
}
//-------------------------------------------------------------------------------------
// transform to camera view
//-------------------------------------------------------------------------------------
//---------------------------------------------
// transform view according to myCamera
//---------------------------------------------
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);
@ -660,8 +659,10 @@ void display(void)
if (display_field) field.render();
// Render heads of other agents
for(std::vector<Agent>::iterator agent = agentList.getAgents().begin(); agent != agentList.getAgents().end(); agent++) {
if (agent->getLinkedData() != NULL) {
for(std::vector<Agent>::iterator agent = agentList.getAgents().begin(); agent != agentList.getAgents().end(); agent++)
{
if (agent->getLinkedData() != NULL)
{
Head *agentHead = (Head *)agent->getLinkedData();
glPushMatrix();
glm::vec3 pos = agentHead->getPos();
@ -671,7 +672,7 @@ void display(void)
}
}
if (!display_head) balls.render();
if ( !display_head ) balls.render();
// Render the world box
if (!display_head && stats_on) render_world_box();
@ -1043,19 +1044,34 @@ void idle(void)
//----------------------------------------------------------------
if ( mouse_pressed == 1 )
{
double xOffset = ( mouse_x - mouse_start_x ) / (double)WIDTH;
double yOffset = ( mouse_y - mouse_start_y ) / (double)HEIGHT;
float xOffset = ( mouse_x - mouse_start_x ) / (double)WIDTH;
float yOffset = ( mouse_y - mouse_start_y ) / (double)HEIGHT;
double leftRight = xOffset;
double downUp = yOffset;
double backFront = 0.0;
float leftRight = xOffset;
float downUp = yOffset;
float backFront = 0.0;
glm::dvec3 handMovement( leftRight, downUp, backFront );
glm::vec3 handMovement( leftRight, downUp, backFront );
myHead.setHandMovement( handMovement );
}
// Simulation
simulateHead(1.f/FPS);
//test
/*
// simulate the other agents
for(std::vector<Agent>::iterator agent = agentList.getAgents().begin(); agent != agentList.getAgents().end(); agent++)
{
if (agent->getLinkedData() != NULL)
{
Head *agentHead = (Head *)agent->getLinkedData();
agentHead->simulate(1.f/FPS);
}
}
*/
simulateHand(1.f/FPS);
if (simulate_on) {
@ -1090,7 +1106,6 @@ void reshape(int width, int height)
fov.setResolution(width, height)
.setBounds(glm::vec3(-0.5f,-0.5f,-500.0f), glm::vec3(0.5f, 0.5f, 0.1f) )
.setPerspective(0.7854f);
glLoadMatrixf(glm::value_ptr(fov.getViewerScreenXform()));
glMatrixMode(GL_MODELVIEW);

View file

@ -17,6 +17,7 @@
#include <fstream>
#include <limits>
#include <AgentList.h>
#include <AgentTypes.h>
#include <SharedUtil.h>
#include <StdDev.h>
#include "AudioRingBuffer.h"
@ -60,7 +61,7 @@ const int AGENT_LOOPBACK_MODIFIER = 307;
const int LOOPBACK_SANITY_CHECK = 0;
AgentList agentList('M', MIXER_LISTEN_PORT);
AgentList agentList(AGENT_TYPE_MIXER, MIXER_LISTEN_PORT);
StDev stdev;
void plateauAdditionOfSamples(int16_t &mixSample, int16_t sampleToAdd) {

View file

@ -7,6 +7,7 @@
//
#include "Agent.h"
#include "AgentTypes.h"
#include <cstring>
#include "UDPSocket.h"
#include "SharedUtil.h"
@ -90,10 +91,36 @@ Agent::~Agent() {
delete linkedData;
}
char Agent::getType() {
char Agent::getType() const {
return type;
}
// Names of Agent Types
const char* AGENT_TYPE_NAME_DOMAIN = "Domain";
const char* AGENT_TYPE_NAME_VOXEL = "Voxel Server";
const char* AGENT_TYPE_NAME_INTERFACE = "Client Interface";
const char* AGENT_TYPE_NAME_MIXER = "Audio Mixer";
const char* AGENT_TYPE_NAME_UNKNOWN = "Unknown";
const char* Agent::getTypeName() const {
const char* name = AGENT_TYPE_NAME_UNKNOWN;
switch (this->type) {
case AGENT_TYPE_DOMAIN:
name = AGENT_TYPE_NAME_DOMAIN;
break;
case AGENT_TYPE_VOXEL:
name = AGENT_TYPE_NAME_VOXEL;
break;
case AGENT_TYPE_INTERFACE:
name = AGENT_TYPE_NAME_INTERFACE;
break;
case AGENT_TYPE_MIXER:
name = AGENT_TYPE_NAME_MIXER;
break;
}
return name;
}
void Agent::setType(char newType) {
type = newType;
}
@ -174,7 +201,7 @@ std::ostream& operator<<(std::ostream& os, const Agent* agent) {
sockaddr_in *agentPublicSocket = (sockaddr_in *)agent->publicSocket;
sockaddr_in *agentLocalSocket = (sockaddr_in *)agent->localSocket;
os << "T: " << agent->type << " PA: " << inet_ntoa(agentPublicSocket->sin_addr) <<
os << "T: " << agent->getTypeName() << " (" << agent->type << ") PA: " << inet_ntoa(agentPublicSocket->sin_addr) <<
":" << ntohs(agentPublicSocket->sin_port) << " LA: " << inet_ntoa(agentLocalSocket->sin_addr) <<
":" << ntohs(agentLocalSocket->sin_port);
return os;

View file

@ -40,7 +40,8 @@ public:
pthread_mutex_t deleteMutex;
char getType();
char getType() const;
const char* getTypeName() const;
void setType(char newType);
uint16_t getAgentId();
void setAgentId(uint16_t thisAgentId);

View file

@ -11,6 +11,7 @@
#include <cstdlib>
#include <cstdio>
#include "AgentList.h"
#include "AgentTypes.h"
#include "PacketHeaders.h"
#include "SharedUtil.h"
@ -180,13 +181,13 @@ bool AgentList::addOrUpdateAgent(sockaddr *publicSocket, sockaddr *localSocket,
newAgent.activatePublicSocket();
}
if (newAgent.getType() == 'M' && audioMixerSocketUpdate != NULL) {
if (newAgent.getType() == AGENT_TYPE_MIXER && audioMixerSocketUpdate != NULL) {
// this is an audio mixer
// for now that means we need to tell the audio class
// to use the local socket information the domain server gave us
sockaddr_in *publicSocketIn = (sockaddr_in *)publicSocket;
audioMixerSocketUpdate(publicSocketIn->sin_addr.s_addr, publicSocketIn->sin_port);
} else if (newAgent.getType() == 'V') {
} else if (newAgent.getType() == AGENT_TYPE_VOXEL) {
newAgent.activatePublicSocket();
}
@ -199,7 +200,7 @@ bool AgentList::addOrUpdateAgent(sockaddr *publicSocket, sockaddr *localSocket,
return true;
} else {
if (agent->getType() == 'M' || agent->getType() == 'V') {
if (agent->getType() == AGENT_TYPE_MIXER || agent->getType() == AGENT_TYPE_VOXEL) {
// until the Audio class also uses our agentList, we need to update
// the lastRecvTimeUsecs for the audio mixer so it doesn't get killed and re-added continously
agent->setLastRecvTimeUsecs(usecTimestampNow());
@ -210,9 +211,10 @@ 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";
// XXXBHG - do we want to move these?
const char* AgentList::AGENTS_OF_TYPE_VOXEL = "V";
const char* AgentList::AGENTS_OF_TYPE_INTERFACE = "I";
const char* AgentList::AGENTS_OF_TYPE_VOXEL_AND_INTERFACE = "VI";
void AgentList::broadcastToAgents(char *broadcastData, size_t dataBytes,const char* agentTypes) {
for(std::vector<Agent>::iterator agent = agents.begin(); agent != agents.end(); agent++) {
@ -229,7 +231,7 @@ void AgentList::pingAgents() {
*payload = PACKET_HEADER_PING;
for(std::vector<Agent>::iterator agent = agents.begin(); agent != agents.end(); agent++) {
if (agent->getType() == 'I') {
if (agent->getType() == AGENT_TYPE_INTERFACE) {
if (agent->getActiveSocket() != NULL) {
// we know which socket is good for this agent, send there
agentSocket.send(agent->getActiveSocket(), payload, 1);
@ -268,7 +270,8 @@ void *removeSilentAgents(void *args) {
pthread_mutex_t * agentDeleteMutex = &agent->deleteMutex;
if ((checkTimeUSecs - agent->getLastRecvTimeUsecs()) > AGENT_SILENCE_THRESHOLD_USECS && agent->getType() != 'V'
if ((checkTimeUSecs - agent->getLastRecvTimeUsecs()) > AGENT_SILENCE_THRESHOLD_USECS
&& agent->getType() != AGENT_TYPE_VOXEL
&& pthread_mutex_trylock(agentDeleteMutex) == 0) {
std::cout << "Killing agent " << &(*agent) << "\n";

View file

@ -67,10 +67,9 @@ public:
void startDomainServerCheckInThread();
void stopDomainServerCheckInThread();
static const char* AGENTS_OF_TYPE_HEAD;
static const char* AGENTS_OF_TYPE_VOXEL_AND_INTERFACE;
static const char* AGENTS_OF_TYPE_VOXEL;
static const char* AGENTS_OF_TYPE_INTERFACE;
static const char* AGENTS_OF_TYPE_VOXEL_AND_INTERFACE;
};
int unpackAgentId(unsigned char *packedData, uint16_t *agentId);

26
shared/src/AgentTypes.h Normal file
View file

@ -0,0 +1,26 @@
//
// AgentTypes.h
// hifi
//
// Created by Brad Hefta-Gaub on 2013/04/09
//
//
// Single byte/character Agent Types used to identify various agents in the system.
// For example, an agent whose is 'V' is always a voxel server.
//
#ifndef hifi_AgentTypes_h
#define hifi_AgentTypes_h
// NOTE: If you add a new AGENT_TYPE_XXX then you also should add a new AGENT_TYPE_NAME_XXX and a new "case" to the
// switch statement in Agent.cpp specifically Agent::getTypeName().
// If you don't then it will make things harder on your co-developers in debugging because the Agent
// class won't know the name and will report it as "Unknown".
// Agent Type Codes
const char AGENT_TYPE_DOMAIN = 'D';
const char AGENT_TYPE_VOXEL = 'V';
const char AGENT_TYPE_INTERFACE = 'I'; // could also be injector???
const char AGENT_TYPE_MIXER = 'M';
#endif

View file

@ -13,6 +13,7 @@
#include <cstdio>
#include <OctalCode.h>
#include <AgentList.h>
#include <AgentTypes.h>
#include <VoxelTree.h>
#include "VoxelAgentData.h"
#include <SharedUtil.h>
@ -45,7 +46,7 @@ const int PACKETS_PER_CLIENT_PER_INTERVAL = 2;
const int MAX_VOXEL_TREE_DEPTH_LEVELS = 4;
AgentList agentList('V', VOXEL_LISTEN_PORT);
AgentList agentList(AGENT_TYPE_VOXEL, VOXEL_LISTEN_PORT);
VoxelTree randomTree;
bool wantColorRandomizer = false;
@ -344,7 +345,7 @@ int main(int argc, const char * argv[])
// Now send this to the connected agents so they know to delete
printf("rebroadcasting delete voxel message to connected agents... agentList.broadcastToAgents()\n");
agentList.broadcastToAgents(packetData,receivedBytes,AgentList::AGENTS_OF_TYPE_HEAD);
agentList.broadcastToAgents(packetData,receivedBytes,AgentList::AGENTS_OF_TYPE_INTERFACE);
}
if (packetData[0] == PACKET_HEADER_Z_COMMAND) {
@ -372,12 +373,14 @@ int main(int argc, const char * argv[])
// 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);
agentList.broadcastToAgents(packetData,receivedBytes,AgentList::AGENTS_OF_TYPE_INTERFACE);
}
// If we got a PACKET_HEADER_HEAD_DATA, then we're talking to an AGENT_TYPE_INTERFACE, and we
// need to make sure we have it in our agentList.
if (packetData[0] == PACKET_HEADER_HEAD_DATA) {
if (agentList.addOrUpdateAgent(&agentPublicAddress,
&agentPublicAddress,
packetData[0],
AGENT_TYPE_INTERFACE,
agentList.getLastAgentId())) {
agentList.increaseAgentId();
}