diff --git a/animation-server/src/main.cpp b/animation-server/src/main.cpp index 126216ea9b..4d0577b960 100644 --- a/animation-server/src/main.cpp +++ b/animation-server/src/main.cpp @@ -434,7 +434,7 @@ void sendDanceFloor() { for (int i = 0; i < DANCE_FLOOR_WIDTH; i++) { for (int j = 0; j < DANCE_FLOOR_LENGTH; j++) { - int randomColorIndex = randIntInRange( -(DANCE_FLOOR_COLORS), (DANCE_FLOOR_COLORS + 1)); + int randomColorIndex = randIntInRange(-DANCE_FLOOR_COLORS, DANCE_FLOOR_COLORS); ::danceFloorColors[i][j] = randomColorIndex; ::danceFloorLights[i][j] = ::danceFloorPosition + glm::vec3(i * DANCE_FLOOR_LIGHT_SIZE, 0, j * DANCE_FLOOR_LIGHT_SIZE); @@ -697,8 +697,7 @@ int main(int argc, const char * argv[]) ::wantLocalDomain = cmdOptionExists(argc, argv,local); if (::wantLocalDomain) { printf("Local Domain MODE!\n"); - int ip = getLocalAddress(); - sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF)); + nodeList->setDomainIPToLocalhost(); } nodeList->linkedDataCreateCallback = NULL; // do we need a callback? diff --git a/audio-mixer/src/main.cpp b/audio-mixer/src/main.cpp index df686d82a7..a91d86c2ef 100644 --- a/audio-mixer/src/main.cpp +++ b/audio-mixer/src/main.cpp @@ -70,16 +70,15 @@ bool wantLocalDomain = false; int main(int argc, const char* argv[]) { setvbuf(stdout, NULL, _IOLBF, 0); + NodeList* nodeList = NodeList::createInstance(NODE_TYPE_AUDIO_MIXER, MIXER_LISTEN_PORT); + // Handle Local Domain testing with the --local command line const char* local = "--local"; ::wantLocalDomain = cmdOptionExists(argc, argv,local); if (::wantLocalDomain) { printf("Local Domain MODE!\n"); - int ip = getLocalAddress(); - sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF)); - } - - NodeList* nodeList = NodeList::createInstance(NODE_TYPE_AUDIO_MIXER, MIXER_LISTEN_PORT); + nodeList->setDomainIPToLocalhost(); + } ssize_t receivedBytes = 0; diff --git a/avatar-mixer/src/main.cpp b/avatar-mixer/src/main.cpp index f2fd031526..bff0b529f8 100644 --- a/avatar-mixer/src/main.cpp +++ b/avatar-mixer/src/main.cpp @@ -60,8 +60,7 @@ int main(int argc, const char* argv[]) { const char* local = "--local"; if (cmdOptionExists(argc, argv, local)) { printf("Local Domain MODE!\n"); - int ip = getLocalAddress(); - sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF)); + nodeList->setDomainIPToLocalhost(); } nodeList->linkedDataCreateCallback = attachAvatarDataToNode; @@ -97,7 +96,7 @@ int main(int argc, const char* argv[]) { switch (packetData[0]) { case PACKET_TYPE_HEAD_DATA: // grab the node ID from the packet - unpackNodeId(packetData + 1, &nodeID); + unpackNodeId(packetData + numBytesForPacketHeader(packetData), &nodeID); // add or update the node in our list avatarNode = nodeList->addOrUpdateNode(nodeAddress, nodeAddress, NODE_TYPE_AGENT, nodeID); diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 6f70c89f3b..4ea6e0bf84 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -82,6 +82,7 @@ const glm::vec3 START_LOCATION(4.f, 0.f, 5.f); // Where one's own node begins const int IDLE_SIMULATE_MSECS = 16; // How often should call simulate and other stuff // in the idle loop? (60 FPS is default) +static QTimer* idleTimer = NULL; const int STARTUP_JITTER_SAMPLES = PACKET_LENGTH_SAMPLES_PER_CHANNEL / 2; // Startup optimistically with small jitter buffer that @@ -227,14 +228,14 @@ Application::Application(int& argc, char** argv, timeval &startup_time) : const char* domainIP = getCmdOption(argc, constArgv, "--domain"); if (domainIP) { - strcpy(DOMAIN_IP, domainIP); + NodeList::getInstance()->setDomainIP(domainIP); } // Handle Local Domain testing with the --local command line if (cmdOptionExists(argc, constArgv, "--local")) { printLog("Local Domain MODE!\n"); - int ip = getLocalAddress(); - sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF)); + + NodeList::getInstance()->setDomainIPToLocalhost(); } // Check to see if the user passed in a command line option for loading a local @@ -341,7 +342,7 @@ void Application::initializeGL() { timer->start(1000); // call our idle function whenever we can - QTimer* idleTimer = new QTimer(this); + idleTimer = new QTimer(this); connect(idleTimer, SIGNAL(timeout()), SLOT(idle())); idleTimer->start(0); _idleLoopStdev.reset(); @@ -973,19 +974,9 @@ void Application::idle() { gettimeofday(&check, NULL); // Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time we ran - sendPostedEvents(NULL, QEvent::TouchBegin); - sendPostedEvents(NULL, QEvent::TouchUpdate); - sendPostedEvents(NULL, QEvent::TouchEnd); double timeSinceLastUpdate = diffclock(&_lastTimeUpdated, &check); if (timeSinceLastUpdate > IDLE_SIMULATE_MSECS) { - - // If we're using multi-touch look, immediately process any - // touch events, and no other events. - // This is necessary because id the idle() call takes longer than the - // interval between idle() calls, the event loop never gets to run, - // and touch events get delayed. - const float BIGGEST_DELTA_TIME_SECS = 0.25f; update(glm::clamp((float)timeSinceLastUpdate / 1000.f, 0.f, BIGGEST_DELTA_TIME_SECS)); _glWidget->updateGL(); @@ -998,6 +989,9 @@ void Application::idle() { _idleLoopMeasuredJitter = _idleLoopStdev.getStDev(); _idleLoopStdev.reset(); } + + // After finishing all of the above work, restart the idle timer, allowing 2ms to process events. + idleTimer->start(2); } } void Application::terminate() { @@ -1101,8 +1095,14 @@ void Application::editPreferences() { QFormLayout* form = new QFormLayout(); layout->addLayout(form, 1); + const int QLINE_MINIMUM_WIDTH = 400; + + QLineEdit* domainServerHostname = new QLineEdit(QString(NodeList::getInstance()->getDomainHostname())); + domainServerHostname->setMinimumWidth(QLINE_MINIMUM_WIDTH); + form->addRow("Domain server:", domainServerHostname); + QLineEdit* avatarURL = new QLineEdit(_myAvatar.getVoxels()->getVoxelURL().toString()); - avatarURL->setMinimumWidth(400); + avatarURL->setMinimumWidth(QLINE_MINIMUM_WIDTH); form->addRow("Avatar URL:", avatarURL); QSpinBox* horizontalFieldOfView = new QSpinBox(); @@ -1133,9 +1133,33 @@ void Application::editPreferences() { if (dialog.exec() != QDialog::Accepted) { return; } + + + const char* newHostname = domainServerHostname->text().toLocal8Bit().data(); + + // check if the domain server hostname is new + if (memcmp(NodeList::getInstance()->getDomainHostname(), newHostname, sizeof(&newHostname)) != 0) { + // if so we need to clear the nodelist and delete the local voxels + Node *voxelServer = NodeList::getInstance()->soloNodeOfType(NODE_TYPE_VOXEL_SERVER); + + if (voxelServer) { + voxelServer->lock(); + } + + _voxels.killLocalVoxels(); + + if (voxelServer) { + voxelServer->unlock(); + } + + NodeList::getInstance()->clear(); + NodeList::getInstance()->setDomainHostname(newHostname); + } + QUrl url(avatarURL->text()); _myAvatar.getVoxels()->setVoxelURL(url); sendAvatarVoxelURLMessage(url); + _headCameraPitchYawScale = headCameraPitchYawScale->value(); _myAvatar.setLeanScale(leanScale->value()); _audioJitterBufferSamples = audioJitterBufferSamples->value(); @@ -1182,6 +1206,24 @@ void Application::setRenderThirdPerson(bool thirdPerson) { } } +void Application::increaseAvatarSize() { + if (5.0f < _myAvatar.getScale() + 0.05f) { + return; + } + + _myAvatar.setScale(_myAvatar.getScale() + 0.05f); + _myCamera.setScale(_myAvatar.getScale() + 0.05f); +} + +void Application::decreaseAvatarSize() { + if (_myAvatar.getScale() - 0.05f < 0.15f) { + return; + } + + _myAvatar.setScale(_myAvatar.getScale() - 0.05f); + _myCamera.setScale(_myAvatar.getScale() - 0.05f); +} + void Application::setFrustumOffset(bool frustumOffset) { // reshape so that OpenGL will get the right lens details for the camera of choice resizeGL(_glWidget->width(), _glWidget->height()); @@ -1196,6 +1238,12 @@ void Application::setRenderWarnings(bool renderWarnings) { _voxels.setRenderPipelineWarnings(renderWarnings); } +void Application::setRenderVoxels(bool voxelRender) { + if (!voxelRender) { + doKillLocalVoxels(); + } +} + void Application::doKillLocalVoxels() { _wantToKillLocalVoxels = true; } @@ -1392,10 +1440,9 @@ void Application::importVoxels() { _glWidget, tr("Import Voxels"), desktopLocation, tr("Sparse Voxel Octree Files, Square PNG, Schematic Files (*.svo *.png *.schematic)")); - QByteArray fileNameAscii = fileNameString.toAscii(); - const char* fileName = fileNameAscii.data(); - - VoxelTree importVoxels; + const char* fileName = fileNameString.toAscii().data(); + + _clipboardTree.eraseAllVoxels(); if (fileNameString.endsWith(".png", Qt::CaseInsensitive)) { QImage pngImage = QImage(fileName); if (pngImage.height() != pngImage.width()) { @@ -1411,43 +1458,11 @@ void Application::importVoxels() { pixels = reinterpret_cast(tmp.constBits()); } - importVoxels.readFromSquareARGB32Pixels(pixels, pngImage.height()); + _clipboardTree.readFromSquareARGB32Pixels(pixels, pngImage.height()); } else if (fileNameString.endsWith(".svo", Qt::CaseInsensitive)) { - importVoxels.readFromSVOFile(fileName); - } else { - importVoxels.readFromSchematicFile(fileName); - } - - VoxelNode* selectedNode = _voxels.getVoxelAt(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s); - - // Recurse the Import Voxels tree, where everything is root relative, and send all the colored voxels to - // the server as an set voxel message, this will also rebase the voxels to the new location - unsigned char* calculatedOctCode = NULL; - SendVoxelsOperationArgs args; - - int numBytesPacketHeader = populateTypeAndVersion(args.messageBuffer, PACKET_TYPE_SET_VOXEL_DESTRUCTIVE); - - unsigned short int* sequenceAt = (unsigned short int*)&args.messageBuffer[numBytesPacketHeader]; - *sequenceAt = 0; - args.bufferInUse = numBytesPacketHeader + sizeof(unsigned short int); // set to command + sequence - - // we only need the selected voxel to get the newBaseOctCode, which we can actually calculate from the - // voxel size/position details. - if (selectedNode) { - args.newBaseOctCode = selectedNode->getOctalCode(); - } else { - args.newBaseOctCode = calculatedOctCode = pointToVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s); - } - - importVoxels.recurseTreeWithOperation(sendVoxelsOperation, &args); - - // If we have voxels left in the packet, then send the packet - if (args.bufferInUse > (numBytesPacketHeader + sizeof(unsigned short int))) { - controlledBroadcastToNodes(args.messageBuffer, args.bufferInUse, & NODE_TYPE_VOXEL_SERVER, 1); - } - - if (calculatedOctCode) { - delete[] calculatedOctCode; + _clipboardTree.readFromSVOFile(fileName); + } else if (fileNameString.endsWith(".schematic", Qt::CaseInsensitive)) { + _clipboardTree.readFromSchematicFile(fileName); } // restore the main window's active state @@ -1539,9 +1554,8 @@ void Application::initMenu() { optionsMenu->addAction("Go Home", this, SLOT(goHome())); QMenu* renderMenu = menuBar->addMenu("Render"); - (_renderVoxels = renderMenu->addAction("Voxels"))->setCheckable(true); + (_renderVoxels = renderMenu->addAction("Voxels", this, SLOT(setRenderVoxels(bool)), Qt::SHIFT | Qt::Key_V))->setCheckable(true); _renderVoxels->setChecked(true); - _renderVoxels->setShortcut(Qt::SHIFT | Qt::Key_V); (_renderVoxelTextures = renderMenu->addAction("Voxel Textures"))->setCheckable(true); (_renderStarsOn = renderMenu->addAction("Stars"))->setCheckable(true); _renderStarsOn->setChecked(true); @@ -1555,7 +1569,7 @@ void Application::initMenu() { _renderAvatarsOn->setChecked(true); (_renderAvatarBalls = renderMenu->addAction("Avatar as Balls"))->setCheckable(true); _renderAvatarBalls->setChecked(false); - renderMenu->addAction("Cycle Voxeltar Mode", _myAvatar.getVoxels(), SLOT(cycleMode())); + renderMenu->addAction("Cycle Voxel Mode", _myAvatar.getVoxels(), SLOT(cycleMode())); (_renderFrameTimerOn = renderMenu->addAction("Show Timer"))->setCheckable(true); _renderFrameTimerOn->setChecked(false); (_renderLookatOn = renderMenu->addAction("Lookat Vectors"))->setCheckable(true); @@ -1564,6 +1578,9 @@ void Application::initMenu() { "First Person", this, SLOT(setRenderFirstPerson(bool)), Qt::Key_P))->setCheckable(true); (_manualThirdPerson = renderMenu->addAction( "Third Person", this, SLOT(setRenderThirdPerson(bool))))->setCheckable(true); + renderMenu->addAction("Increase Avatar Size", this, SLOT(increaseAvatarSize()), Qt::SHIFT | Qt::Key_Plus); + renderMenu->addAction("Decrease Avatar Size", this, SLOT(decreaseAvatarSize()), Qt::SHIFT | Qt::Key_Minus); + QMenu* toolsMenu = menuBar->addMenu("Tools"); (_renderStatsOn = toolsMenu->addAction("Stats"))->setCheckable(true); @@ -1656,6 +1673,8 @@ void Application::initMenu() { (_renderCoverageMapV2 = debugMenu->addAction("Render Coverage Map V2"))->setCheckable(true); _renderCoverageMapV2->setShortcut(Qt::SHIFT | Qt::CTRL | Qt::Key_P); + (_simulateLeapHand = debugMenu->addAction("Simulate Leap Hand"))->setCheckable(true); + (_testRaveGlove = debugMenu->addAction("Test RaveGlove"))->setCheckable(true); QMenu* settingsMenu = menuBar->addMenu("Settings"); (_settingsAutosave = settingsMenu->addAction("Autosave"))->setCheckable(true); @@ -1914,6 +1933,7 @@ void Application::update(float deltaTime) { } // Leap finger-sensing device + LeapManager::enableFakeFingers(_simulateLeapHand->isChecked() || _testRaveGlove->isChecked()); LeapManager::nextFrame(); _myAvatar.getHand().setLeapFingers(LeapManager::getFingerTips(), LeapManager::getFingerRoots()); _myAvatar.getHand().setLeapHands(LeapManager::getHandPositions(), LeapManager::getHandNormals()); @@ -1935,8 +1955,8 @@ void Application::update(float deltaTime) { //loop through all the other avatars and simulate them... NodeList* nodeList = NodeList::getInstance(); - nodeList->lock(); for(NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) { + node->lock(); if (node->getLinkedData() != NULL) { Avatar *avatar = (Avatar *)node->getLinkedData(); if (!avatar->isInitialized()) { @@ -1945,8 +1965,8 @@ void Application::update(float deltaTime) { avatar->simulate(deltaTime, NULL); avatar->setMouseRay(mouseRayOrigin, mouseRayDirection); } + node->unlock(); } - nodeList->unlock(); // Simulate myself if (_gravityUse->isChecked()) { @@ -2435,8 +2455,10 @@ void Application::displaySide(Camera& whichCamera) { if (_renderAvatarsOn->isChecked()) { // Render avatars of other nodes NodeList* nodeList = NodeList::getInstance(); - nodeList->lock(); + for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) { + node->lock(); + if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) { Avatar *avatar = (Avatar *)node->getLinkedData(); if (!avatar->isInitialized()) { @@ -2445,8 +2467,9 @@ void Application::displaySide(Camera& whichCamera) { avatar->render(false, _renderAvatarBalls->isChecked()); avatar->setDisplayingLookatVectors(_renderLookatOn->isChecked()); } + + node->unlock(); } - nodeList->unlock(); // Render my own Avatar if (_myCamera.getMode() == CAMERA_MODE_MIRROR) { @@ -3195,7 +3218,7 @@ void* Application::networkReceive(void* args) { if (app->_wantToKillLocalVoxels) { app->_voxels.killLocalVoxels(); app->_wantToKillLocalVoxels = false; - } + } if (NodeList::getInstance()->getNodeSocket()->receive(&senderAddress, app->_incomingPacket, &bytesReceived)) { app->_packetCount++; @@ -3216,11 +3239,23 @@ void* Application::networkReceive(void* args) { case PACKET_TYPE_VOXEL_DATA_MONOCHROME: case PACKET_TYPE_Z_COMMAND: case PACKET_TYPE_ERASE_VOXEL: - app->_voxels.parseData(app->_incomingPacket, bytesReceived); - break; - case PACKET_TYPE_ENVIRONMENT_DATA: - app->_environment.parseData(&senderAddress, app->_incomingPacket, bytesReceived); + case PACKET_TYPE_ENVIRONMENT_DATA: { + if (app->_renderVoxels->isChecked()) { + Node* voxelServer = NodeList::getInstance()->soloNodeOfType(NODE_TYPE_VOXEL_SERVER); + if (voxelServer) { + voxelServer->lock(); + + if (app->_incomingPacket[0] == PACKET_TYPE_ENVIRONMENT_DATA) { + app->_environment.parseData(&senderAddress, app->_incomingPacket, bytesReceived); + } else { + app->_voxels.parseData(app->_incomingPacket, bytesReceived); + } + + voxelServer->unlock(); + } + } break; + } case PACKET_TYPE_BULK_AVATAR_DATA: NodeList::getInstance()->processBulkNodeData(&senderAddress, app->_incomingPacket, diff --git a/interface/src/Application.h b/interface/src/Application.h index c6bbd4eec2..4e4101408f 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -118,6 +118,8 @@ private slots: void setRenderFirstPerson(bool firstPerson); void setRenderThirdPerson(bool thirdPerson); + void increaseAvatarSize(); + void decreaseAvatarSize(); void renderThrustAtVoxel(const glm::vec3& thrust); void renderLineToTouchedVoxel(); @@ -126,6 +128,7 @@ private slots: void cycleFrustumRenderMode(); void setRenderWarnings(bool renderWarnings); + void setRenderVoxels(bool renderVoxels); void doKillLocalVoxels(); void doRandomizeVoxelColors(); void doFalseRandomizeVoxelColors(); @@ -260,6 +263,9 @@ private: QAction* _renderCoverageMapV2; QAction* _renderCoverageMap; + + QAction* _simulateLeapHand; // When there's no Leap, use this to pretend there is one and feed fake hand data + QAction* _testRaveGlove; // Test fancy sparkle-rave-glove mode BandwidthMeter _bandwidthMeter; BandwidthDialog* _bandwidthDialog; diff --git a/interface/src/Audio.cpp b/interface/src/Audio.cpp index 73f971b7da..63fc24f56d 100644 --- a/interface/src/Audio.cpp +++ b/interface/src/Audio.cpp @@ -96,6 +96,10 @@ inline void Audio::performIO(int16_t* inputLeft, int16_t* outputLeft, int16_t* o Node* audioMixer = nodeList->soloNodeOfType(NODE_TYPE_AUDIO_MIXER); if (audioMixer) { + audioMixer->lock(); + sockaddr_in audioSocket = *(sockaddr_in*) audioMixer->getActiveSocket(); + audioMixer->unlock(); + glm::vec3 headPosition = interfaceAvatar->getHeadJointPosition(); glm::quat headOrientation = interfaceAvatar->getHead().getOrientation(); @@ -122,12 +126,13 @@ inline void Audio::performIO(int16_t* inputLeft, int16_t* outputLeft, int16_t* o // copy the audio data to the last BUFFER_LENGTH_BYTES bytes of the data packet memcpy(currentPacketPtr, inputLeft, BUFFER_LENGTH_BYTES_PER_CHANNEL); - nodeList->getNodeSocket()->send(audioMixer->getActiveSocket(), - dataPacket, - BUFFER_LENGTH_BYTES_PER_CHANNEL + leadingBytes); + nodeList->getNodeSocket()->send((sockaddr*) &audioSocket, + dataPacket, + BUFFER_LENGTH_BYTES_PER_CHANNEL + leadingBytes); - interface->getBandwidthMeter()->outputStream(BandwidthMeter::AUDIO) - .updateValue(BUFFER_LENGTH_BYTES_PER_CHANNEL + leadingBytes); + interface->getBandwidthMeter()->outputStream(BandwidthMeter::AUDIO).updateValue(BUFFER_LENGTH_BYTES_PER_CHANNEL + + leadingBytes); + } } diff --git a/interface/src/Avatar.cpp b/interface/src/Avatar.cpp index 881b436bf2..a1175e3b23 100755 --- a/interface/src/Avatar.cpp +++ b/interface/src/Avatar.cpp @@ -86,6 +86,7 @@ Avatar::Avatar(Node* owningNode) : _leanScale(0.5f), _pelvisStandingHeight(0.0f), _pelvisFloatingHeight(0.0f), + _scale(1.0f), _distanceToNearestAvatar(std::numeric_limits::max()), _gravity(0.0f, -1.0f, 0.0f), _worldUpDirection(DEFAULT_UP_DIRECTION), @@ -111,9 +112,9 @@ Avatar::Avatar(Node* owningNode) : _skeleton.initialize(); initializeBodyBalls(); - + _height = _skeleton.getHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius + _bodyBall[ BODY_BALL_HEAD_BASE ].radius; - + _maxArmLength = _skeleton.getArmLength(); _pelvisStandingHeight = _skeleton.getPelvisStandingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius; _pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius; @@ -145,32 +146,32 @@ void Avatar::initializeBodyBalls() { } // specify the radius of each ball - _bodyBall[ BODY_BALL_PELVIS ].radius = 0.07; - _bodyBall[ BODY_BALL_TORSO ].radius = 0.065; - _bodyBall[ BODY_BALL_CHEST ].radius = 0.08; - _bodyBall[ BODY_BALL_NECK_BASE ].radius = 0.03; - _bodyBall[ BODY_BALL_HEAD_BASE ].radius = 0.07; - _bodyBall[ BODY_BALL_LEFT_COLLAR ].radius = 0.04; - _bodyBall[ BODY_BALL_LEFT_SHOULDER ].radius = 0.03; - _bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = 0.02; - _bodyBall[ BODY_BALL_LEFT_WRIST ].radius = 0.02; - _bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].radius = 0.01; - _bodyBall[ BODY_BALL_RIGHT_COLLAR ].radius = 0.04; - _bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = 0.03; - _bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = 0.02; - _bodyBall[ BODY_BALL_RIGHT_WRIST ].radius = 0.02; - _bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].radius = 0.01; - _bodyBall[ BODY_BALL_LEFT_HIP ].radius = 0.04; + _bodyBall[ BODY_BALL_PELVIS ].radius = BODY_BALL_RADIUS_PELVIS; + _bodyBall[ BODY_BALL_TORSO ].radius = BODY_BALL_RADIUS_TORSO; + _bodyBall[ BODY_BALL_CHEST ].radius = BODY_BALL_RADIUS_CHEST; + _bodyBall[ BODY_BALL_NECK_BASE ].radius = BODY_BALL_RADIUS_NECK_BASE; + _bodyBall[ BODY_BALL_HEAD_BASE ].radius = BODY_BALL_RADIUS_HEAD_BASE; + _bodyBall[ BODY_BALL_LEFT_COLLAR ].radius = BODY_BALL_RADIUS_LEFT_COLLAR; + _bodyBall[ BODY_BALL_LEFT_SHOULDER ].radius = BODY_BALL_RADIUS_LEFT_SHOULDER; + _bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = BODY_BALL_RADIUS_LEFT_ELBOW; + _bodyBall[ BODY_BALL_LEFT_WRIST ].radius = BODY_BALL_RADIUS_LEFT_WRIST; + _bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].radius = BODY_BALL_RADIUS_LEFT_FINGERTIPS; + _bodyBall[ BODY_BALL_RIGHT_COLLAR ].radius = BODY_BALL_RADIUS_RIGHT_COLLAR; + _bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = BODY_BALL_RADIUS_RIGHT_SHOULDER; + _bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = BODY_BALL_RADIUS_RIGHT_ELBOW; + _bodyBall[ BODY_BALL_RIGHT_WRIST ].radius = BODY_BALL_RADIUS_RIGHT_WRIST; + _bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].radius = BODY_BALL_RADIUS_RIGHT_FINGERTIPS; + _bodyBall[ BODY_BALL_LEFT_HIP ].radius = BODY_BALL_RADIUS_LEFT_HIP; - //_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].radius = 0.03; + //_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].radius = BODY_BALL_RADIUS_LEFT_MID_THIGH; - _bodyBall[ BODY_BALL_LEFT_KNEE ].radius = 0.025; - _bodyBall[ BODY_BALL_LEFT_HEEL ].radius = 0.025; - _bodyBall[ BODY_BALL_LEFT_TOES ].radius = 0.025; - _bodyBall[ BODY_BALL_RIGHT_HIP ].radius = 0.04; - _bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = 0.025; - _bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = 0.025; - _bodyBall[ BODY_BALL_RIGHT_TOES ].radius = 0.025; + _bodyBall[ BODY_BALL_LEFT_KNEE ].radius = BODY_BALL_RADIUS_LEFT_KNEE; + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius = BODY_BALL_RADIUS_LEFT_HEEL; + _bodyBall[ BODY_BALL_LEFT_TOES ].radius = BODY_BALL_RADIUS_LEFT_TOES; + _bodyBall[ BODY_BALL_RIGHT_HIP ].radius = BODY_BALL_RADIUS_RIGHT_HIP; + _bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = BODY_BALL_RADIUS_RIGHT_KNEE; + _bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = BODY_BALL_RADIUS_RIGHT_HEEL; + _bodyBall[ BODY_BALL_RIGHT_TOES ].radius = BODY_BALL_RADIUS_RIGHT_TOES; // specify the parent joint for each ball @@ -331,7 +332,7 @@ void Avatar::updateFromGyrosAndOrWebcam(bool gyroLook, _head.setCameraFollowsHead(gyroLook); // Update torso lean distance based on accelerometer data - const float TORSO_LENGTH = 0.5f; + const float TORSO_LENGTH = _scale * 0.5f; const float MAX_LEAN = 45.0f; _head.setLeanSideways(glm::clamp(glm::degrees(atanf(estimatedPosition.x * _leanScale / TORSO_LENGTH)), -MAX_LEAN, MAX_LEAN)); @@ -378,18 +379,18 @@ void Avatar::updateThrust(float deltaTime, Transmitter * transmitter) { const float THRUST_JUMP = 120.f; // Add Thrusts from keyboard - if (_driveKeys[FWD ]) {_thrust += THRUST_MAG_FWD * deltaTime * front;} - if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG_BACK * deltaTime * front;} - if (_driveKeys[RIGHT ]) {_thrust += THRUST_MAG_LATERAL * deltaTime * right;} - if (_driveKeys[LEFT ]) {_thrust -= THRUST_MAG_LATERAL * deltaTime * right;} - if (_driveKeys[UP ]) {_thrust += THRUST_MAG_UP * deltaTime * up;} - if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG_DOWN * deltaTime * up;} + if (_driveKeys[FWD ]) {_thrust += _scale * THRUST_MAG_FWD * deltaTime * front;} + if (_driveKeys[BACK ]) {_thrust -= _scale * THRUST_MAG_BACK * deltaTime * front;} + if (_driveKeys[RIGHT ]) {_thrust += _scale * THRUST_MAG_LATERAL * deltaTime * right;} + if (_driveKeys[LEFT ]) {_thrust -= _scale * THRUST_MAG_LATERAL * deltaTime * right;} + if (_driveKeys[UP ]) {_thrust += _scale * THRUST_MAG_UP * deltaTime * up;} + if (_driveKeys[DOWN ]) {_thrust -= _scale * THRUST_MAG_DOWN * deltaTime * up;} if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;} if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;} // Add one time jumping force if requested if (_shouldJump) { - _thrust += THRUST_JUMP * up; + _thrust += _scale * THRUST_JUMP * up; _shouldJump = false; } @@ -424,8 +425,7 @@ void Avatar::updateThrust(float deltaTime, Transmitter * transmitter) { } // Update speed brake status - - const float MIN_SPEED_BRAKE_VELOCITY = 0.4f; + const float MIN_SPEED_BRAKE_VELOCITY = _scale * 0.4f; if ((glm::length(_thrust) == 0.0f) && _isThrustOn && (glm::length(_velocity) > MIN_SPEED_BRAKE_VELOCITY)) { _speedBrakes = true; } @@ -434,7 +434,6 @@ void Avatar::updateThrust(float deltaTime, Transmitter * transmitter) { _speedBrakes = false; } _isThrustOn = (glm::length(_thrust) > EPSILON); - } void Avatar::simulate(float deltaTime, Transmitter* transmitter) { @@ -443,6 +442,11 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) { glm::vec3 front = orientation * IDENTITY_FRONT; glm::vec3 right = orientation * IDENTITY_RIGHT; + // + if (!isMyAvatar() && _scale != _newScale) { + setScale(_newScale); + } + // Update movement timers if (isMyAvatar()) { _elapsedTimeSinceCollision += deltaTime; @@ -528,16 +532,17 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) { //update the movement of the hand and process handshaking with other avatars... updateHandMovementAndTouching(deltaTime, enableHandMovement); _avatarTouch.simulate(deltaTime); - + if (isMyAvatar()) { // apply gravity if (USING_AVATAR_GRAVITY) { // For gravity, always move the avatar by the amount driven by gravity, so that the collision // routines will detect it and collide every frame when pulled by gravity to a surface - // - _velocity += _gravity * (GRAVITY_EARTH * deltaTime); - _position += _gravity * (GRAVITY_EARTH * deltaTime) * deltaTime; + // + + _velocity += _scale * _gravity * (GRAVITY_EARTH * deltaTime); + _position += _scale * _gravity * (GRAVITY_EARTH * deltaTime) * deltaTime; } updateCollisionWithEnvironment(); @@ -571,11 +576,11 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) { _bodyRollDelta *= bodySpinMomentum; const float MAX_STATIC_FRICTION_VELOCITY = 0.5f; - const float STATIC_FRICTION_STRENGTH = 20.f; + const float STATIC_FRICTION_STRENGTH = _scale * 20.f; applyStaticFriction(deltaTime, _velocity, MAX_STATIC_FRICTION_VELOCITY, STATIC_FRICTION_STRENGTH); const float LINEAR_DAMPING_STRENGTH = 1.0f; - const float SPEED_BRAKE_POWER = 10.0f; + const float SPEED_BRAKE_POWER = _scale * 10.0f; const float SQUARED_DAMPING_STRENGTH = 0.2f; if (_speedBrakes) { applyDamping(deltaTime, _velocity, LINEAR_DAMPING_STRENGTH * SPEED_BRAKE_POWER, SQUARED_DAMPING_STRENGTH * SPEED_BRAKE_POWER); @@ -592,7 +597,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) { BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta))); // these forces keep the body upright... - const float BODY_UPRIGHT_FORCE = 10.0; + const float BODY_UPRIGHT_FORCE = _scale * 10.0; float tiltDecay = BODY_UPRIGHT_FORCE * deltaTime; if (tiltDecay > 1.0f) {tiltDecay = 1.0f;} @@ -662,7 +667,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) { _head.setBodyRotation (glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll)); _head.setPosition(_bodyBall[ BODY_BALL_HEAD_BASE ].position); - _head.setScale (_bodyBall[ BODY_BALL_HEAD_BASE ].radius); + _head.setScale(_scale); _head.setSkinColor(glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2])); _head.simulate(deltaTime, isMyAvatar()); @@ -748,7 +753,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMovem if (distance < closestDistance) { closestDistance = distance; - if (distance < PERIPERSONAL_RADIUS) { + if (distance < _scale * PERIPERSONAL_RADIUS) { _interactingOther = otherAvatar; } } @@ -1017,7 +1022,7 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) { } // render a simple round on the ground projected down from the avatar's position - renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f); + renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f); // render body renderBody(lookingInMirror, renderAvatarBalls); @@ -1091,7 +1096,7 @@ void Avatar::resetBodyBalls() { void Avatar::updateBodyBalls(float deltaTime) { // Check for a large repositioning, and re-initialize balls if this has happened - const float BEYOND_BODY_SPRING_RANGE = 2.f; + const float BEYOND_BODY_SPRING_RANGE = _scale * 2.f; if (glm::length(_position - _bodyBall[BODY_BALL_PELVIS].position) > BEYOND_BODY_SPRING_RANGE) { resetBodyBalls(); } @@ -1222,8 +1227,8 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const { } float Avatar::getBallRenderAlpha(int ball, bool lookingInMirror) const { - const float RENDER_OPAQUE_OUTSIDE = 0.25f; // render opaque if greater than this distance - const float DO_NOT_RENDER_INSIDE = 0.25f; // do not render if less than this distance + const float RENDER_OPAQUE_OUTSIDE = _scale * 0.25f; // render opaque if greater than this distance + const float DO_NOT_RENDER_INSIDE = _scale * 0.25f; // do not render if less than this distance float distanceToCamera = glm::length(Application::getInstance()->getCamera()->getPosition() - _bodyBall[ball].position); return (lookingInMirror || !isMyAvatar()) ? 1.0f : glm::clamp( (distanceToCamera - DO_NOT_RENDER_INSIDE) / (RENDER_OPAQUE_OUTSIDE - DO_NOT_RENDER_INSIDE), 0.f, 1.f); @@ -1390,3 +1395,47 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, glEnd(); } + +void Avatar::setScale(const float scale) { + _scale = scale; + _newScale = _scale; + + _skeleton.setScale(_scale); + + // specify the new radius of each ball + _bodyBall[ BODY_BALL_PELVIS ].radius = _scale * BODY_BALL_RADIUS_PELVIS; + _bodyBall[ BODY_BALL_TORSO ].radius = _scale * BODY_BALL_RADIUS_TORSO; + _bodyBall[ BODY_BALL_CHEST ].radius = _scale * BODY_BALL_RADIUS_CHEST; + _bodyBall[ BODY_BALL_NECK_BASE ].radius = _scale * BODY_BALL_RADIUS_NECK_BASE; + _bodyBall[ BODY_BALL_HEAD_BASE ].radius = _scale * BODY_BALL_RADIUS_HEAD_BASE; + _bodyBall[ BODY_BALL_LEFT_COLLAR ].radius = _scale * BODY_BALL_RADIUS_LEFT_COLLAR; + _bodyBall[ BODY_BALL_LEFT_SHOULDER ].radius = _scale * BODY_BALL_RADIUS_LEFT_SHOULDER; + _bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = _scale * BODY_BALL_RADIUS_LEFT_ELBOW; + _bodyBall[ BODY_BALL_LEFT_WRIST ].radius = _scale * BODY_BALL_RADIUS_LEFT_WRIST; + _bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].radius = _scale * BODY_BALL_RADIUS_LEFT_FINGERTIPS; + _bodyBall[ BODY_BALL_RIGHT_COLLAR ].radius = _scale * BODY_BALL_RADIUS_RIGHT_COLLAR; + _bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = _scale * BODY_BALL_RADIUS_RIGHT_SHOULDER; + _bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = _scale * BODY_BALL_RADIUS_RIGHT_ELBOW; + _bodyBall[ BODY_BALL_RIGHT_WRIST ].radius = _scale * BODY_BALL_RADIUS_RIGHT_WRIST; + _bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].radius = _scale * BODY_BALL_RADIUS_RIGHT_FINGERTIPS; + _bodyBall[ BODY_BALL_LEFT_HIP ].radius = _scale * BODY_BALL_RADIUS_LEFT_HIP; + + //_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].radius = _scale * BODY_BALL_RADIUS_LEFT_MID_THIGH; + + _bodyBall[ BODY_BALL_LEFT_KNEE ].radius = _scale * BODY_BALL_RADIUS_LEFT_KNEE; + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius = _scale * BODY_BALL_RADIUS_LEFT_HEEL; + _bodyBall[ BODY_BALL_LEFT_TOES ].radius = _scale * BODY_BALL_RADIUS_LEFT_TOES; + _bodyBall[ BODY_BALL_RIGHT_HIP ].radius = _scale * BODY_BALL_RADIUS_RIGHT_HIP; + _bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = _scale * BODY_BALL_RADIUS_RIGHT_KNEE; + _bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = _scale * BODY_BALL_RADIUS_RIGHT_HEEL; + _bodyBall[ BODY_BALL_RIGHT_TOES ].radius = _scale * BODY_BALL_RADIUS_RIGHT_TOES; + + _height = _skeleton.getHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius + _bodyBall[ BODY_BALL_HEAD_BASE ].radius; + + _maxArmLength = _skeleton.getArmLength(); + _pelvisStandingHeight = _skeleton.getPelvisStandingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius; + _pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius; + _pelvisToHeadLength = _skeleton.getPelvisToHeadLength(); + _avatarTouch.setReachableRadius(_scale * PERIPERSONAL_RADIUS); +} + diff --git a/interface/src/Avatar.h b/interface/src/Avatar.h index 653971c3e5..643a187a67 100755 --- a/interface/src/Avatar.h +++ b/interface/src/Avatar.h @@ -23,6 +23,30 @@ #include "Skeleton.h" #include "Transmitter.h" +const float BODY_BALL_RADIUS_PELVIS = 0.07; +const float BODY_BALL_RADIUS_TORSO = 0.065; +const float BODY_BALL_RADIUS_CHEST = 0.08; +const float BODY_BALL_RADIUS_NECK_BASE = 0.03; +const float BODY_BALL_RADIUS_HEAD_BASE = 0.07; +const float BODY_BALL_RADIUS_LEFT_COLLAR = 0.04; +const float BODY_BALL_RADIUS_LEFT_SHOULDER = 0.03; +const float BODY_BALL_RADIUS_LEFT_ELBOW = 0.02; +const float BODY_BALL_RADIUS_LEFT_WRIST = 0.02; +const float BODY_BALL_RADIUS_LEFT_FINGERTIPS = 0.01; +const float BODY_BALL_RADIUS_RIGHT_COLLAR = 0.04; +const float BODY_BALL_RADIUS_RIGHT_SHOULDER = 0.03; +const float BODY_BALL_RADIUS_RIGHT_ELBOW = 0.02; +const float BODY_BALL_RADIUS_RIGHT_WRIST = 0.02; +const float BODY_BALL_RADIUS_RIGHT_FINGERTIPS = 0.01; +const float BODY_BALL_RADIUS_LEFT_HIP = 0.04; +const float BODY_BALL_RADIUS_LEFT_MID_THIGH = 0.03; +const float BODY_BALL_RADIUS_LEFT_KNEE = 0.025; +const float BODY_BALL_RADIUS_LEFT_HEEL = 0.025; +const float BODY_BALL_RADIUS_LEFT_TOES = 0.025; +const float BODY_BALL_RADIUS_RIGHT_HIP = 0.04; +const float BODY_BALL_RADIUS_RIGHT_KNEE = 0.025; +const float BODY_BALL_RADIUS_RIGHT_HEEL = 0.025; +const float BODY_BALL_RADIUS_RIGHT_TOES = 0.025; enum AvatarBodyBallID { @@ -105,6 +129,7 @@ public: void setGravity (glm::vec3 gravity); void setMouseRay (const glm::vec3 &origin, const glm::vec3 &direction); void setOrientation (const glm::quat& orientation); + void setScale (const float scale); //getters bool isInitialized () const { return _initialized;} @@ -118,6 +143,7 @@ public: glm::vec3 getBodyRightDirection () const { return getOrientation() * IDENTITY_RIGHT; } glm::vec3 getBodyUpDirection () const { return getOrientation() * IDENTITY_UP; } glm::vec3 getBodyFrontDirection () const { return getOrientation() * IDENTITY_FRONT; } + float getScale () const { return _scale;} const glm::vec3& getVelocity () const { return _velocity;} float getSpeed () const { return _speed;} float getHeight () const { return _height;} @@ -200,6 +226,7 @@ private: float _pelvisStandingHeight; float _pelvisFloatingHeight; float _pelvisToHeadLength; + float _scale; float _height; Balls* _balls; AvatarTouch _avatarTouch; diff --git a/interface/src/Camera.cpp b/interface/src/Camera.cpp index 868de81bfe..8aaec5b899 100644 --- a/interface/src/Camera.cpp +++ b/interface/src/Camera.cpp @@ -50,6 +50,7 @@ Camera::Camera() { _targetPosition = glm::vec3(0.0f, 0.0f, 0.0f); _position = glm::vec3(0.0f, 0.0f, 0.0f); _idealPosition = glm::vec3(0.0f, 0.0f, 0.0f); + _scale = 1.0f; } void Camera::update(float deltaTime) { @@ -91,14 +92,14 @@ void Camera::updateFollowMode(float deltaTime) { if (_needsToInitialize || (_tightness == 0.0f)) { _rotation = _targetRotation; - _idealPosition = _targetPosition + _rotation * glm::vec3(0.0f, _upShift, _distance); + _idealPosition = _targetPosition + _scale * (_rotation * glm::vec3(0.0f, _upShift, _distance)); _position = _idealPosition; _needsToInitialize = false; } else { // pull rotation towards ideal _rotation = safeMix(_rotation, _targetRotation, t); - _idealPosition = _targetPosition + _rotation * glm::vec3(0.0f, _upShift, _distance); + _idealPosition = _targetPosition + _scale * (_rotation * glm::vec3(0.0f, _upShift, _distance)); _position += (_idealPosition - _position) * t; } } @@ -174,6 +175,12 @@ void Camera::setEyeOffsetOrientation (const glm::quat& o) { _frustumNeedsReshape = true; } +void Camera::setScale(float s) { + _scale = s; + _needsToInitialize = true; + _frustumNeedsReshape = true; +} + void Camera::initialize() { _needsToInitialize = true; _modeShift = 0.0; diff --git a/interface/src/Camera.h b/interface/src/Camera.h index 5e0dfaff95..d83a36ee16 100644 --- a/interface/src/Camera.h +++ b/interface/src/Camera.h @@ -46,6 +46,7 @@ public: void setFarClip ( float f ); void setEyeOffsetPosition ( const glm::vec3& p ); void setEyeOffsetOrientation( const glm::quat& o ); + void setScale ( const float s ); const glm::vec3& getTargetPosition () { return _targetPosition; } const glm::vec3& getPosition () { return _position; } @@ -54,10 +55,11 @@ public: CameraMode getMode () { return _mode; } float getFieldOfView () { return _fieldOfView; } float getAspectRatio () { return _aspectRatio; } - float getNearClip () { return _nearClip; } - float getFarClip () { return _farClip; } + float getNearClip () { return _scale * _nearClip; } + float getFarClip () { return _scale * _farClip; } const glm::vec3& getEyeOffsetPosition () { return _eyeOffsetPosition; } const glm::quat& getEyeOffsetOrientation () { return _eyeOffsetOrientation; } + float getScale () { return _scale; } bool getFrustumNeedsReshape(); // call to find out if the view frustum needs to be reshaped void setFrustumWasReshaped(); // call this after reshaping the view frustum. @@ -90,6 +92,7 @@ private: float _modeShift; float _linearModeShift; float _modeShiftRate; + float _scale; void updateFollowMode( float deltaTime ); }; diff --git a/interface/src/Hand.h b/interface/src/Hand.h index 244ff0dafd..1c25c85fbc 100755 --- a/interface/src/Hand.h +++ b/interface/src/Hand.h @@ -50,6 +50,9 @@ public: // getters const glm::vec3& getLeapBallPosition (int ball) const { return _leapBalls[ball].position;} + // position conversion + glm::vec3 leapPositionToWorldPosition(const glm::vec3& leapPosition); + private: // disallow copies of the Hand, copy of owning Avatar is disallowed too Hand(const Hand&); @@ -66,7 +69,6 @@ private: // private methods void renderHandSpheres(); void calculateGeometry(); - glm::vec3 leapPositionToWorldPosition(const glm::vec3& leapPosition); }; #endif diff --git a/interface/src/Head.cpp b/interface/src/Head.cpp index 44d62e695d..131e0968cc 100644 --- a/interface/src/Head.cpp +++ b/interface/src/Head.cpp @@ -128,9 +128,9 @@ void Head::resetHairPhysics() { glm::vec3 up = getUpDirection(); for (int t = 0; t < NUM_HAIR_TUFTS; t ++) { - _hairTuft[t].length = HAIR_LENGTH; - _hairTuft[t].thickness = HAIR_THICKNESS; - _hairTuft[t].basePosition = _position + up * _scale * 0.9f; + _hairTuft[t].length = _scale * HAIR_LENGTH; + _hairTuft[t].thickness = _scale * HAIR_THICKNESS; + _hairTuft[t].basePosition = _position + up * _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.9f; _hairTuft[t].midPosition = _hairTuft[t].basePosition + up * _hairTuft[t].length * ONE_HALF; _hairTuft[t].endPosition = _hairTuft[t].midPosition + up * _hairTuft[t].length * ONE_HALF; _hairTuft[t].midVelocity = glm::vec3(0.0f, 0.0f, 0.0f); @@ -261,13 +261,13 @@ void Head::calculateGeometry() { //calculate the eye positions _leftEyePosition = _position - - right * _scale * EYE_RIGHT_OFFSET - + up * _scale * EYE_UP_OFFSET - + front * _scale * EYE_FRONT_OFFSET; + - right * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_RIGHT_OFFSET + + up * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_UP_OFFSET + + front * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_FRONT_OFFSET; _rightEyePosition = _position - + right * _scale * EYE_RIGHT_OFFSET - + up * _scale * EYE_UP_OFFSET - + front * _scale * EYE_FRONT_OFFSET; + + right * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_RIGHT_OFFSET + + up * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_UP_OFFSET + + front * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_FRONT_OFFSET; _eyeLevelPosition = _position + up * _scale * EYE_UP_OFFSET; @@ -276,12 +276,12 @@ void Head::calculateGeometry() { _rightEyeBrowPosition = _rightEyePosition; //calculate the ear positions - _leftEarPosition = _position - right * _scale * EAR_RIGHT_OFFSET; - _rightEarPosition = _position + right * _scale * EAR_RIGHT_OFFSET; + _leftEarPosition = _position - right * _scale * BODY_BALL_RADIUS_HEAD_BASE * EAR_RIGHT_OFFSET; + _rightEarPosition = _position + right * _scale * BODY_BALL_RADIUS_HEAD_BASE * EAR_RIGHT_OFFSET; //calculate the mouth position - _mouthPosition = _position + up * _scale * MOUTH_UP_OFFSET - + front * _scale; + _mouthPosition = _position + up * _scale * BODY_BALL_RADIUS_HEAD_BASE * MOUTH_UP_OFFSET + + front * _scale * BODY_BALL_RADIUS_HEAD_BASE; } @@ -296,16 +296,25 @@ void Head::render(float alpha) { renderMohawk(); renderHeadSphere(); - renderEyeBalls(); + renderEyeBalls(); renderEars(); renderMouth(); renderEyeBrows(); - + if (_renderLookatVectors) { renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition); } } +void Head::setScale (float scale) { + _scale = scale; + + delete[] _mohawkTriangleFan; + delete[] _mohawkColors; + createMohawk(); + + resetHairPhysics(); +} void Head::createMohawk() { uint16_t nodeId = 0; @@ -318,7 +327,7 @@ void Head::createMohawk() { } } srand(nodeId); - float height = 0.08f + randFloat() * 0.05f; + float height = _scale * (0.08f + randFloat() * 0.05f); float variance = 0.03 + randFloat() * 0.03f; const float RAD_PER_TRIANGLE = (2.3f + randFloat() * 0.2f) / (float)MOHAWK_TRIANGLES; _mohawkTriangleFan = new glm::vec3[MOHAWK_TRIANGLES]; @@ -326,7 +335,7 @@ void Head::createMohawk() { _mohawkTriangleFan[0] = glm::vec3(0, 0, 0); glm::vec3 basicColor(randFloat(), randFloat(), randFloat()); _mohawkColors[0] = basicColor; - + for (int i = 1; i < MOHAWK_TRIANGLES; i++) { _mohawkTriangleFan[i] = glm::vec3((randFloat() - 0.5f) * variance, height * cosf(i * RAD_PER_TRIANGLE - PIf / 2.f) @@ -404,7 +413,9 @@ glm::quat Head::getCameraOrientation () const { void Head::renderHeadSphere() { glPushMatrix(); glTranslatef(_position.x, _position.y, _position.z); //translate to head position - glScalef(_scale, _scale, _scale); //scale to head size + glScalef(_scale * BODY_BALL_RADIUS_HEAD_BASE, + _scale * BODY_BALL_RADIUS_HEAD_BASE, + _scale * BODY_BALL_RADIUS_HEAD_BASE); //scale to head size glColor4f(_skinColor.x, _skinColor.y, _skinColor.z, _renderAlpha); glutSolidSphere(1, 30, 30); glPopMatrix(); @@ -415,13 +426,13 @@ void Head::renderEars() { glPushMatrix(); glColor4f(_skinColor.x, _skinColor.y, _skinColor.z, _renderAlpha); glTranslatef(_leftEarPosition.x, _leftEarPosition.y, _leftEarPosition.z); - glutSolidSphere(0.02, 30, 30); + glutSolidSphere(_scale * 0.02, 30, 30); glPopMatrix(); glPushMatrix(); glColor4f(_skinColor.x, _skinColor.y, _skinColor.z, _renderAlpha); glTranslatef(_rightEarPosition.x, _rightEarPosition.y, _rightEarPosition.z); - glutSolidSphere(0.02, 30, 30); + glutSolidSphere(_scale * 0.02, 30, 30); glPopMatrix(); } @@ -434,9 +445,9 @@ void Head::renderMouth() { glm::vec3 up = orientation * IDENTITY_UP; glm::vec3 front = orientation * IDENTITY_FRONT; - glm::vec3 r = right * _scale * (0.30f + s * 0.0014f ); - glm::vec3 u = up * _scale * (0.05f + s * 0.0040f ); - glm::vec3 f = front * _scale * 0.09f; + glm::vec3 r = right * _scale * BODY_BALL_RADIUS_HEAD_BASE * (0.30f + s * 0.0014f ); + glm::vec3 u = up * _scale * BODY_BALL_RADIUS_HEAD_BASE * (0.05f + s * 0.0040f ); + glm::vec3 f = front * _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.09f; glm::vec3 middle = _mouthPosition; glm::vec3 leftCorner = _mouthPosition - r * 1.0f; @@ -449,7 +460,7 @@ void Head::renderMouth() { // constrain all mouth vertices to a sphere slightly larger than the head... const float MOUTH_OFFSET_OFF_FACE = 0.003f; - float constrainedRadius = _scale + MOUTH_OFFSET_OFF_FACE; + float constrainedRadius = _scale * BODY_BALL_RADIUS_HEAD_BASE + MOUTH_OFFSET_OFF_FACE; middle = _position + glm::normalize(middle - _position) * constrainedRadius; leftCorner = _position + glm::normalize(leftCorner - _position) * constrainedRadius; rightCorner = _position + glm::normalize(rightCorner - _position) * constrainedRadius; @@ -484,9 +495,9 @@ void Head::renderMouth() { void Head::renderEyeBrows() { - float height = _scale * 0.3f + _browAudioLift; - float length = _scale * 0.2f; - float width = _scale * 0.07f; + float height = _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.3f + _browAudioLift; + float length = _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.2f; + float width = _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.07f; glColor3f(0.3f, 0.25f, 0.2f); @@ -505,7 +516,7 @@ void Head::renderEyeBrows() { glm::vec3 r = right * length; glm::vec3 u = up * height; glm::vec3 t = up * (height + width); - glm::vec3 f = front * _scale * -0.1f; + glm::vec3 f = front * _scale * BODY_BALL_RADIUS_HEAD_BASE * -0.1f; for (int i = 0; i < 2; i++) { @@ -553,14 +564,14 @@ void Head::renderEyeBalls() { glPushMatrix(); glColor3fv(EYEBALL_COLOR); glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z); - glutSolidSphere(EYEBALL_RADIUS, 30, 30); + glutSolidSphere(_scale * EYEBALL_RADIUS, 30, 30); glPopMatrix(); //render white ball of right eyeball glPushMatrix(); glColor3fv(EYEBALL_COLOR); glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z); - glutSolidSphere(EYEBALL_RADIUS, 30, 30); + glutSolidSphere(_scale * EYEBALL_RADIUS, 30, 30); glPopMatrix(); _irisProgram->bind(); @@ -580,13 +591,15 @@ void Head::renderEyeBalls() { glm::vec3 rotationAxis = glm::axis(rotation); glRotatef(glm::angle(rotation), rotationAxis.x, rotationAxis.y, rotationAxis.z); glTranslatef(0.0f, 0.0f, -IRIS_PROTRUSION); - glScalef(IRIS_RADIUS * 2.0f, IRIS_RADIUS * 2.0f, IRIS_RADIUS); // flatten the iris + glScalef(_scale * IRIS_RADIUS * 2.0f, + _scale * IRIS_RADIUS * 2.0f, + _scale * IRIS_RADIUS); // flatten the iris // this ugliness is simply to invert the model transform and get the eye position in model space _irisProgram->setUniform(_eyePositionLocation, (glm::inverse(rotation) * (Application::getInstance()->getCamera()->getPosition() - _leftEyePosition) + - glm::vec3(0.0f, 0.0f, IRIS_PROTRUSION)) * glm::vec3(1.0f / (IRIS_RADIUS * 2.0f), - 1.0f / (IRIS_RADIUS * 2.0f), 1.0f / IRIS_RADIUS)); + glm::vec3(0.0f, 0.0f, _scale * IRIS_PROTRUSION)) * glm::vec3(1.0f / (_scale * IRIS_RADIUS * 2.0f), + 1.0f / (_scale * IRIS_RADIUS * 2.0f), 1.0f / (_scale * IRIS_RADIUS))); glutSolidSphere(0.5f, 15, 15); } @@ -602,13 +615,15 @@ void Head::renderEyeBalls() { glm::vec3 rotationAxis = glm::axis(rotation); glRotatef(glm::angle(rotation), rotationAxis.x, rotationAxis.y, rotationAxis.z); glTranslatef(0.0f, 0.0f, -IRIS_PROTRUSION); - glScalef(IRIS_RADIUS * 2.0f, IRIS_RADIUS * 2.0f, IRIS_RADIUS); // flatten the iris + glScalef(_scale * IRIS_RADIUS * 2.0f, + _scale * IRIS_RADIUS * 2.0f, + _scale * IRIS_RADIUS); // flatten the iris // this ugliness is simply to invert the model transform and get the eye position in model space _irisProgram->setUniform(_eyePositionLocation, (glm::inverse(rotation) * (Application::getInstance()->getCamera()->getPosition() - _rightEyePosition) + - glm::vec3(0.0f, 0.0f, IRIS_PROTRUSION)) * glm::vec3(1.0f / (IRIS_RADIUS * 2.0f), - 1.0f / (IRIS_RADIUS * 2.0f), 1.0f / IRIS_RADIUS)); + glm::vec3(0.0f, 0.0f, _scale * IRIS_PROTRUSION)) * glm::vec3(1.0f / (_scale * IRIS_RADIUS * 2.0f), + 1.0f / (_scale * IRIS_RADIUS * 2.0f), 1.0f / (_scale * IRIS_RADIUS))); glutSolidSphere(0.5f, 15, 15); } @@ -626,7 +641,7 @@ void Head::renderEyeBalls() { glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z); //translate to eyeball position glm::vec3 rotationAxis = glm::axis(orientation); glRotatef(glm::angle(orientation), rotationAxis.x, rotationAxis.y, rotationAxis.z); - glScalef(EYELID_RADIUS, EYELID_RADIUS, EYELID_RADIUS); + glScalef(_scale * EYELID_RADIUS, _scale * EYELID_RADIUS, _scale * EYELID_RADIUS); glRotatef(-40 - 50 * _leftEyeBlink, 1, 0, 0); Application::getInstance()->getGeometryCache()->renderHemisphere(15, 10); glRotatef(180 * _leftEyeBlink, 1, 0, 0); @@ -639,7 +654,7 @@ void Head::renderEyeBalls() { glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z); //translate to eyeball position glm::vec3 rotationAxis = glm::axis(orientation); glRotatef(glm::angle(orientation), rotationAxis.x, rotationAxis.y, rotationAxis.z); - glScalef(EYELID_RADIUS, EYELID_RADIUS, EYELID_RADIUS); + glScalef(_scale * EYELID_RADIUS, _scale * EYELID_RADIUS, _scale * EYELID_RADIUS); glRotatef(-40 - 50 * _rightEyeBlink, 1, 0, 0); Application::getInstance()->getGeometryCache()->renderHemisphere(15, 10); glRotatef(180 * _rightEyeBlink, 1, 0, 0); @@ -682,7 +697,7 @@ void Head::updateHairPhysics(float deltaTime) { = front * sinf(radian) + up * cosf(radian); - _hairTuft[t].basePosition = _position + _scale * 0.9f * baseDirection; + _hairTuft[t].basePosition = _position + _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.9f * baseDirection; glm::vec3 midAxis = _hairTuft[t].midPosition - _hairTuft[t].basePosition; glm::vec3 endAxis = _hairTuft[t].endPosition - _hairTuft[t].midPosition; diff --git a/interface/src/Head.h b/interface/src/Head.h index 3cb41f81ec..1f49854cd7 100644 --- a/interface/src/Head.h +++ b/interface/src/Head.h @@ -38,7 +38,7 @@ public: void render(float alpha); void renderMohawk(); - void setScale (float scale ) { _scale = scale; } + void setScale (float scale ); void setPosition (glm::vec3 position ) { _position = position; } void setBodyRotation (glm::vec3 bodyRotation ) { _bodyRotation = bodyRotation; } void setGravity (glm::vec3 gravity ) { _gravity = gravity; } diff --git a/interface/src/LeapManager.cpp b/interface/src/LeapManager.cpp index b3d7737969..fe47e527fa 100755 --- a/interface/src/LeapManager.cpp +++ b/interface/src/LeapManager.cpp @@ -12,9 +12,14 @@ #include bool LeapManager::_libraryExists = false; +bool LeapManager::_doFakeFingers = false; Leap::Controller* LeapManager::_controller = NULL; HifiLeapListener* LeapManager::_listener = NULL; +namespace { +glm::vec3 fakeHandOffset(0.0f, 50.0f, 50.0f); +} // end anonymous namespace + class HifiLeapListener : public Leap::Listener { public: HifiLeapListener() {} @@ -76,47 +81,91 @@ void LeapManager::terminate() { } void LeapManager::nextFrame() { - if (_listener && _controller) + if (controllersExist()) { _listener->onFrame(*_controller); + } +} + +void LeapManager::enableFakeFingers(bool enable) { + _doFakeFingers = enable; +} + +bool LeapManager::controllersExist() { +#ifdef LEAP_STUBS + return false; +#else + return _listener && _controller && _controller->devices().count() > 0; +#endif } const std::vector& LeapManager::getFingerTips() { - if (_listener) { + if (controllersExist()) { return _listener->fingerTips; } else { - static std::vector empty; - return empty; + static std::vector stubData; + stubData.clear(); + if (_doFakeFingers) { + // Simulated data + float scale = 1.5f; + stubData.push_back(glm::vec3( -60.0f, 0.0f, -40.0f) * scale + fakeHandOffset); + stubData.push_back(glm::vec3( -20.0f, 0.0f, -60.0f) * scale + fakeHandOffset); + stubData.push_back(glm::vec3( 20.0f, 0.0f, -60.0f) * scale + fakeHandOffset); + stubData.push_back(glm::vec3( 60.0f, 0.0f, -40.0f) * scale + fakeHandOffset); + stubData.push_back(glm::vec3( -50.0f, 0.0f, 30.0f) * scale + fakeHandOffset); + } + return stubData; } } const std::vector& LeapManager::getFingerRoots() { - if (_listener) { + if (controllersExist()) { return _listener->fingerRoots; } else { - static std::vector empty; - return empty; + static std::vector stubData; + stubData.clear(); + if (_doFakeFingers) { + // Simulated data + float scale = 0.75f; + stubData.push_back(glm::vec3( -60.0f, 0.0f, -40.0f) * scale + fakeHandOffset); + stubData.push_back(glm::vec3( -20.0f, 0.0f, -60.0f) * scale + fakeHandOffset); + stubData.push_back(glm::vec3( 20.0f, 0.0f, -60.0f) * scale + fakeHandOffset); + stubData.push_back(glm::vec3( 60.0f, 0.0f, -40.0f) * scale + fakeHandOffset); + stubData.push_back(glm::vec3( -50.0f, 0.0f, 30.0f) * scale + fakeHandOffset); + } + return stubData; } } const std::vector& LeapManager::getHandPositions() { - if (_listener) { + if (controllersExist()) { return _listener->handPositions; } else { - static std::vector empty; - return empty; + static std::vector stubData; + stubData.clear(); + if (_doFakeFingers) { + // Simulated data + glm::vec3 handOffset(0.0f, 50.0f, 50.0f); + stubData.push_back(glm::vec3( 0.0f, 0.0f, 0.0f) + fakeHandOffset); + } + return stubData; } } const std::vector& LeapManager::getHandNormals() { - if (_listener) { + if (controllersExist()) { return _listener->handNormals; } else { - static std::vector empty; - return empty; + static std::vector stubData; + stubData.clear(); + if (_doFakeFingers) { + // Simulated data + stubData.push_back(glm::vec3(0.0f, 1.0f, 0.0f)); + } + return stubData; } } diff --git a/interface/src/LeapManager.h b/interface/src/LeapManager.h index f6ed925c6b..e6ac304677 100755 --- a/interface/src/LeapManager.h +++ b/interface/src/LeapManager.h @@ -20,7 +20,9 @@ namespace Leap { class LeapManager { public: - static void nextFrame(); // called once per frame to get new Leap data + static void nextFrame(); // called once per frame to get new Leap data + static bool controllersExist(); // Returns true if there's at least one active Leap plugged in + static void enableFakeFingers(bool enable); // put fake data in if there's no Leap plugged in static const std::vector& getFingerTips(); static const std::vector& getFingerRoots(); static const std::vector& getHandPositions(); @@ -31,6 +33,7 @@ public: private: static bool _libraryExists; // The library is present, so we won't crash if we call it. + static bool _doFakeFingers; static Leap::Controller* _controller; static HifiLeapListener* _listener; }; diff --git a/interface/src/Skeleton.cpp b/interface/src/Skeleton.cpp index 0d166abfa1..49a4ad882d 100644 --- a/interface/src/Skeleton.cpp +++ b/interface/src/Skeleton.cpp @@ -11,10 +11,39 @@ const float BODY_SPRING_DEFAULT_TIGHTNESS = 1000.0f; const float FLOATING_HEIGHT = 0.13f; -Skeleton::Skeleton() { +const glm::vec3 AVATAR_JOINT_POSITION_PELVIS = glm::vec3(0.0, 0.0, 0.0 ); +const glm::vec3 AVATAR_JOINT_POSITION_TORSO = glm::vec3( 0.0, 0.09, -0.01); +const glm::vec3 AVATAR_JOINT_POSITION_CHEST = glm::vec3( 0.0, 0.09, -0.01); +const glm::vec3 AVATAR_JOINT_POSITION_NECK_BASE = glm::vec3( 0.0, 0.14, 0.01); +const glm::vec3 AVATAR_JOINT_POSITION_HEAD_BASE = glm::vec3( 0.0, 0.04, 0.00); +const glm::vec3 AVATAR_JOINT_POSITION_HEAD_TOP = glm::vec3( 0.0, 0.04, 0.00); + +const glm::vec3 AVATAR_JOINT_POSITION_LEFT_COLLAR = glm::vec3(-0.06, 0.04, 0.01); +const glm::vec3 AVATAR_JOINT_POSITION_LEFT_SHOULDER = glm::vec3(-0.05, 0.0 , 0.01); +const glm::vec3 AVATAR_JOINT_POSITION_LEFT_ELBOW = glm::vec3(-0.16, 0.0 , 0.0 ); +const glm::vec3 AVATAR_JOINT_POSITION_LEFT_WRIST = glm::vec3(-0.12, 0.0 , 0.0 ); +const glm::vec3 AVATAR_JOINT_POSITION_LEFT_FINGERTIPS = glm::vec3(-0.1, 0.0 , 0.0 ); + +const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_COLLAR = glm::vec3( 0.06, 0.04, 0.01); +const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_SHOULDER = glm::vec3( 0.05, 0.0 , 0.01); +const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_ELBOW = glm::vec3( 0.16, 0.0 , 0.0 ); +const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_WRIST = glm::vec3( 0.12, 0.0 , 0.0 ); +const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_FINGERTIPS = glm::vec3( 0.1, 0.0 , 0.0 ); + +const glm::vec3 AVATAR_JOINT_POSITION_LEFT_HIP = glm::vec3(-0.05, 0.0 , 0.02); +const glm::vec3 AVATAR_JOINT_POSITION_LEFT_KNEE = glm::vec3( 0.00, -0.25, 0.00); +const glm::vec3 AVATAR_JOINT_POSITION_LEFT_HEEL = glm::vec3( 0.00, -0.23, 0.00); +const glm::vec3 AVATAR_JOINT_POSITION_LEFT_TOES = glm::vec3( 0.00, 0.00, -0.06); + +const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_HIP = glm::vec3( 0.05, 0.0 , 0.02); +const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_KNEE = glm::vec3( 0.00, -0.25, 0.00); +const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_HEEL = glm::vec3( 0.00, -0.23, 0.00); +const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_TOES = glm::vec3( 0.00, 0.00, -0.06); + +Skeleton::Skeleton() : _floatingHeight(FLOATING_HEIGHT){ } -void Skeleton::initialize() { +void Skeleton::initialize() { for (int b = 0; b < NUM_AVATAR_JOINTS; b++) { joint[b].parent = AVATAR_JOINT_NULL; @@ -60,35 +89,39 @@ void Skeleton::initialize() { joint[ AVATAR_JOINT_RIGHT_HEEL ].parent = AVATAR_JOINT_RIGHT_KNEE; joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL; + setScale(1.0f); +} + +void Skeleton::setScale(float scale) { // specify the bind pose position - joint[ AVATAR_JOINT_PELVIS ].bindPosePosition = glm::vec3( 0.0, 0.0, 0.0 ); - joint[ AVATAR_JOINT_TORSO ].bindPosePosition = glm::vec3( 0.0, 0.09, -0.01 ); - joint[ AVATAR_JOINT_CHEST ].bindPosePosition = glm::vec3( 0.0, 0.09, -0.01 ); - joint[ AVATAR_JOINT_NECK_BASE ].bindPosePosition = glm::vec3( 0.0, 0.14, 0.01 ); - joint[ AVATAR_JOINT_HEAD_BASE ].bindPosePosition = glm::vec3( 0.0, 0.04, 0.00 ); - joint[ AVATAR_JOINT_HEAD_TOP ].bindPosePosition = glm::vec3( 0.0, 0.04, 0.00 ); + joint[ AVATAR_JOINT_PELVIS ].bindPosePosition = scale * AVATAR_JOINT_POSITION_PELVIS; + joint[ AVATAR_JOINT_TORSO ].bindPosePosition = scale * AVATAR_JOINT_POSITION_TORSO; + joint[ AVATAR_JOINT_CHEST ].bindPosePosition = scale * AVATAR_JOINT_POSITION_CHEST; + joint[ AVATAR_JOINT_NECK_BASE ].bindPosePosition = scale * AVATAR_JOINT_POSITION_NECK_BASE; + joint[ AVATAR_JOINT_HEAD_BASE ].bindPosePosition = scale * AVATAR_JOINT_POSITION_HEAD_BASE; + joint[ AVATAR_JOINT_HEAD_TOP ].bindPosePosition = scale * AVATAR_JOINT_POSITION_HEAD_TOP; - joint[ AVATAR_JOINT_LEFT_COLLAR ].bindPosePosition = glm::vec3( -0.06, 0.04, 0.01 ); - joint[ AVATAR_JOINT_LEFT_SHOULDER ].bindPosePosition = glm::vec3( -0.05, 0.0, 0.01 ); - joint[ AVATAR_JOINT_LEFT_ELBOW ].bindPosePosition = glm::vec3( -0.16, 0.0, 0.0 ); - joint[ AVATAR_JOINT_LEFT_WRIST ].bindPosePosition = glm::vec3( -0.12, 0.0, 0.0 ); - joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].bindPosePosition = glm::vec3( -0.1, 0.0, 0.0 ); + joint[ AVATAR_JOINT_LEFT_COLLAR ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_COLLAR; + joint[ AVATAR_JOINT_LEFT_SHOULDER ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_SHOULDER; + joint[ AVATAR_JOINT_LEFT_ELBOW ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_ELBOW; + joint[ AVATAR_JOINT_LEFT_WRIST ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_WRIST; + joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_FINGERTIPS; - joint[ AVATAR_JOINT_RIGHT_COLLAR ].bindPosePosition = glm::vec3( 0.06, 0.04, 0.01 ); - joint[ AVATAR_JOINT_RIGHT_SHOULDER ].bindPosePosition = glm::vec3( 0.05, 0.0, 0.01 ); - joint[ AVATAR_JOINT_RIGHT_ELBOW ].bindPosePosition = glm::vec3( 0.16, 0.0, 0.0 ); - joint[ AVATAR_JOINT_RIGHT_WRIST ].bindPosePosition = glm::vec3( 0.12, 0.0, 0.0 ); - joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].bindPosePosition = glm::vec3( 0.1, 0.0, 0.0 ); + joint[ AVATAR_JOINT_RIGHT_COLLAR ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_COLLAR; + joint[ AVATAR_JOINT_RIGHT_SHOULDER ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_SHOULDER; + joint[ AVATAR_JOINT_RIGHT_ELBOW ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_ELBOW; + joint[ AVATAR_JOINT_RIGHT_WRIST ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_WRIST; + joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_FINGERTIPS; - joint[ AVATAR_JOINT_LEFT_HIP ].bindPosePosition = glm::vec3( -0.05, 0.0, 0.02 ); - joint[ AVATAR_JOINT_LEFT_KNEE ].bindPosePosition = glm::vec3( 0.00, -0.25, 0.00 ); - joint[ AVATAR_JOINT_LEFT_HEEL ].bindPosePosition = glm::vec3( 0.00, -0.23, 0.00 ); - joint[ AVATAR_JOINT_LEFT_TOES ].bindPosePosition = glm::vec3( 0.00, 0.00, -0.06 ); + joint[ AVATAR_JOINT_LEFT_HIP ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_HIP; + joint[ AVATAR_JOINT_LEFT_KNEE ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_KNEE; + joint[ AVATAR_JOINT_LEFT_HEEL ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_HEEL; + joint[ AVATAR_JOINT_LEFT_TOES ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_TOES; - joint[ AVATAR_JOINT_RIGHT_HIP ].bindPosePosition = glm::vec3( 0.05, 0.0, 0.02 ); - joint[ AVATAR_JOINT_RIGHT_KNEE ].bindPosePosition = glm::vec3( 0.00, -0.25, 0.00 ); - joint[ AVATAR_JOINT_RIGHT_HEEL ].bindPosePosition = glm::vec3( 0.00, -0.23, 0.00 ); - joint[ AVATAR_JOINT_RIGHT_TOES ].bindPosePosition = glm::vec3( 0.00, 0.00, -0.06 ); + joint[ AVATAR_JOINT_RIGHT_HIP ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_HIP; + joint[ AVATAR_JOINT_RIGHT_KNEE ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_KNEE; + joint[ AVATAR_JOINT_RIGHT_HEEL ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_HEEL; + joint[ AVATAR_JOINT_RIGHT_TOES ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_TOES; // calculate bone length, absolute bind positions/rotations for (int b = 0; b < NUM_AVATAR_JOINTS; b++) { @@ -99,12 +132,14 @@ void Skeleton::initialize() { joint[b].absoluteBindPoseRotation = glm::quat(); } else { joint[b].absoluteBindPosePosition = joint[ joint[b].parent ].absoluteBindPosePosition + - joint[b].bindPosePosition; + joint[b].bindPosePosition; glm::vec3 parentDirection = joint[ joint[b].parent ].absoluteBindPoseRotation * JOINT_DIRECTION; joint[b].absoluteBindPoseRotation = rotationBetween(parentDirection, joint[b].bindPosePosition) * - joint[ joint[b].parent ].absoluteBindPoseRotation; + joint[ joint[b].parent ].absoluteBindPoseRotation; } } + + _floatingHeight = scale * FLOATING_HEIGHT; } // calculate positions and rotations of all bones by traversing the skeleton tree: @@ -151,7 +186,7 @@ float Skeleton::getPelvisStandingHeight() { float Skeleton::getPelvisFloatingHeight() { return joint[ AVATAR_JOINT_LEFT_HEEL ].length + joint[ AVATAR_JOINT_LEFT_KNEE ].length + - FLOATING_HEIGHT; + _floatingHeight; } float Skeleton::getPelvisToHeadLength() { diff --git a/interface/src/Skeleton.h b/interface/src/Skeleton.h index 8d99a80fa6..aaaa6d83c3 100644 --- a/interface/src/Skeleton.h +++ b/interface/src/Skeleton.h @@ -49,6 +49,7 @@ public: Skeleton(); void initialize(); + void setScale(float scale); void update(float deltaTime, const glm::quat&, glm::vec3 position); void render(); @@ -72,7 +73,8 @@ public: float length; // the length of vector connecting the joint and its parent }; - AvatarJoint joint[ NUM_AVATAR_JOINTS ]; - }; + AvatarJoint joint[ NUM_AVATAR_JOINTS ]; + float _floatingHeight; +}; #endif diff --git a/libraries/avatars/src/AvatarData.cpp b/libraries/avatars/src/AvatarData.cpp index 27a755e03f..e198336f54 100755 --- a/libraries/avatars/src/AvatarData.cpp +++ b/libraries/avatars/src/AvatarData.cpp @@ -24,6 +24,7 @@ AvatarData::AvatarData(Node* owningNode) : _bodyYaw(-90.0), _bodyPitch(0.0), _bodyRoll(0.0), + _newScale(1.0f), _handState(0), _cameraPosition(0,0,0), _cameraOrientation(), @@ -71,6 +72,7 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) { destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyYaw); destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch); destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll); + destinationBuffer += packFloatRatioToTwoByte(destinationBuffer, _newScale); // Head rotation (NOTE: This needs to become a quaternion to save two bytes) destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->_yaw); @@ -197,7 +199,8 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) { sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyYaw); sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyPitch); sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyRoll); - + sourceBuffer += unpackFloatRatioFromTwoByte( sourceBuffer, _newScale); + // Head rotation (NOTE: This needs to become a quaternion to save two bytes) float headYaw, headPitch, headRoll; sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &headYaw); diff --git a/libraries/avatars/src/AvatarData.h b/libraries/avatars/src/AvatarData.h index 439ec9b5f8..1724b8d73a 100755 --- a/libraries/avatars/src/AvatarData.h +++ b/libraries/avatars/src/AvatarData.h @@ -112,6 +112,7 @@ protected: float _bodyYaw; float _bodyPitch; float _bodyRoll; + float _newScale; // Hand state (are we grabbing something or not) char _handState; diff --git a/libraries/avatars/src/HandData.h b/libraries/avatars/src/HandData.h index b0d71b4dee..50a4843153 100755 --- a/libraries/avatars/src/HandData.h +++ b/libraries/avatars/src/HandData.h @@ -20,6 +20,8 @@ class HandData { public: HandData(AvatarData* owningAvatar); + // These methods return the positions in Leap-relative space. + // To convert to world coordinates, use Hand::leapPositionToWorldPosition. const std::vector& getFingerTips() const { return _fingerTips; } const std::vector& getFingerRoots() const { return _fingerRoots; } const std::vector& getHandPositions() const { return _handPositions; } diff --git a/libraries/shared/src/Node.cpp b/libraries/shared/src/Node.cpp index d8c0a88ede..59d5e862c9 100644 --- a/libraries/shared/src/Node.cpp +++ b/libraries/shared/src/Node.cpp @@ -53,6 +53,8 @@ Node::Node(sockaddr* publicSocket, sockaddr* localSocket, char type, uint16_t no } else { _localSocket = NULL; } + + pthread_mutex_init(&_mutex, 0); } Node::~Node() { @@ -60,6 +62,8 @@ Node::~Node() { delete _localSocket; delete _linkedData; delete _bytesReceivedMovingAverage; + + pthread_mutex_destroy(&_mutex); } // Names of Node Types diff --git a/libraries/shared/src/Node.h b/libraries/shared/src/Node.h index de43558b7a..aa88cb158c 100644 --- a/libraries/shared/src/Node.h +++ b/libraries/shared/src/Node.h @@ -65,6 +65,9 @@ public: int getPingMs() const { return _pingMs; }; void setPingMs(int pingMs) { _pingMs = pingMs; }; + + void lock() { pthread_mutex_lock(&_mutex); } + void unlock() { pthread_mutex_unlock(&_mutex); } static void printLog(Node const&); private: @@ -83,6 +86,7 @@ private: NodeData* _linkedData; bool _isAlive; int _pingMs; + pthread_mutex_t _mutex; }; diff --git a/libraries/shared/src/NodeList.cpp b/libraries/shared/src/NodeList.cpp index 4a02c37178..ccfa3287e4 100644 --- a/libraries/shared/src/NodeList.cpp +++ b/libraries/shared/src/NodeList.cpp @@ -29,9 +29,9 @@ const char SOLO_NODE_TYPES[3] = { NODE_TYPE_VOXEL_SERVER }; -char DOMAIN_HOSTNAME[] = "highfidelity.below92.com"; -char DOMAIN_IP[100] = "192.168.1.47"; // IP Address will be re-set by lookup on startup -const int DOMAINSERVER_PORT = 40102; +const char DEFAULT_DOMAIN_HOSTNAME[MAX_HOSTNAME_BYTES] = "root.highfidelity.io"; +const char DEFAULT_DOMAIN_IP[INET_ADDRSTRLEN] = ""; // IP Address will be re-set by lookup on startup +const int DEFAULT_DOMAINSERVER_PORT = 40102; bool silentNodeThreadStopFlag = false; bool pingUnknownNodeThreadStopFlag = false; @@ -63,20 +63,37 @@ NodeList::NodeList(char newOwnerType, unsigned int newSocketListenPort) : _ownerType(newOwnerType), _nodeTypesOfInterest(NULL), _ownerID(UNKNOWN_NODE_ID), - _lastNodeID(0) { - pthread_mutex_init(&mutex, 0); + _lastNodeID(0) +{ + memcpy(_domainHostname, DEFAULT_DOMAIN_HOSTNAME, sizeof(DEFAULT_DOMAIN_HOSTNAME)); + memcpy(_domainIP, DEFAULT_DOMAIN_IP, sizeof(DEFAULT_DOMAIN_IP)); } NodeList::~NodeList() { delete _nodeTypesOfInterest; - // delete the nodes in our list clear(); // stop the spawned threads, if they were started stopSilentNodeRemovalThread(); +} + +void NodeList::setDomainHostname(const char* domainHostname) { + memset(_domainHostname, 0, sizeof(_domainHostname)); + memcpy(_domainHostname, domainHostname, strlen(domainHostname)); - pthread_mutex_destroy(&mutex); + // reset the domain IP so the hostname is checked again + setDomainIP(""); +} + +void NodeList::setDomainIP(const char* domainIP) { + memset(_domainIP, 0, sizeof(_domainIP)); + memcpy(_domainIP, domainIP, strlen(domainIP)); +} + +void NodeList::setDomainIPToLocalhost() { + int ip = getLocalAddress(); + sprintf(_domainIP, "%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF)); } void NodeList::timePingReply(sockaddr *nodeAddress, unsigned char *packetData) { @@ -95,7 +112,14 @@ void NodeList::timePingReply(sockaddr *nodeAddress, unsigned char *packetData) { void NodeList::processNodeData(sockaddr* senderAddress, unsigned char* packetData, size_t dataBytes) { switch (packetData[0]) { case PACKET_TYPE_DOMAIN: { - processDomainServerList(packetData, dataBytes); + // only process the DS if this is our current domain server + sockaddr_in domainServerSocket = *(sockaddr_in*) senderAddress; + const char* domainSenderIP = inet_ntoa(domainServerSocket.sin_addr); + + if (memcmp(domainSenderIP, _domainIP, strlen(domainSenderIP)) == 0) { + processDomainServerList(packetData, dataBytes); + } + break; } case PACKET_TYPE_PING: { @@ -113,7 +137,6 @@ void NodeList::processNodeData(sockaddr* senderAddress, unsigned char* packetDat } void NodeList::processBulkNodeData(sockaddr *senderAddress, unsigned char *packetData, int numTotalBytes) { - lock(); // find the avatar mixer in our node list and update the lastRecvTime from it Node* bulkSendNode = nodeWithAddress(senderAddress); @@ -121,38 +144,37 @@ void NodeList::processBulkNodeData(sockaddr *senderAddress, unsigned char *packe if (bulkSendNode) { bulkSendNode->setLastHeardMicrostamp(usecTimestampNow()); bulkSendNode->recordBytesReceived(numTotalBytes); - } - - int numBytesPacketHeader = numBytesForPacketHeader(packetData); - - unsigned char *startPosition = packetData; - unsigned char *currentPosition = startPosition + numBytesPacketHeader; - unsigned char packetHolder[numTotalBytes]; - - // we've already verified packet version for the bulk packet, so all head data in the packet is also up to date - populateTypeAndVersion(packetHolder, PACKET_TYPE_HEAD_DATA); - - uint16_t nodeID = -1; - - while ((currentPosition - startPosition) < numTotalBytes) { - unpackNodeId(currentPosition, &nodeID); - memcpy(packetHolder + numBytesPacketHeader, - currentPosition, - numTotalBytes - (currentPosition - startPosition)); - Node* matchingNode = nodeWithID(nodeID); + int numBytesPacketHeader = numBytesForPacketHeader(packetData); - if (!matchingNode) { - // we're missing this node, we need to add it to the list - matchingNode = addOrUpdateNode(NULL, NULL, NODE_TYPE_AGENT, nodeID); + unsigned char* startPosition = packetData; + unsigned char* currentPosition = startPosition + numBytesPacketHeader; + unsigned char packetHolder[numTotalBytes]; + + // we've already verified packet version for the bulk packet, so all head data in the packet is also up to date + populateTypeAndVersion(packetHolder, PACKET_TYPE_HEAD_DATA); + + uint16_t nodeID = -1; + + while ((currentPosition - startPosition) < numTotalBytes) { + unpackNodeId(currentPosition, &nodeID); + memcpy(packetHolder + numBytesPacketHeader, + currentPosition, + numTotalBytes - (currentPosition - startPosition)); + + Node* matchingNode = nodeWithID(nodeID); + + if (!matchingNode) { + // we're missing this node, we need to add it to the list + matchingNode = addOrUpdateNode(NULL, NULL, NODE_TYPE_AGENT, nodeID); + } + + currentPosition += updateNodeWithData(matchingNode, + packetHolder, + numTotalBytes - (currentPosition - startPosition)); + } - - currentPosition += updateNodeWithData(matchingNode, - packetHolder, - numTotalBytes - (currentPosition - startPosition)); - } - - unlock(); + } } int NodeList::updateNodeWithData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes) { @@ -167,6 +189,8 @@ int NodeList::updateNodeWithData(sockaddr *senderAddress, unsigned char *packetD } int NodeList::updateNodeWithData(Node *node, unsigned char *packetData, int dataBytes) { + node->lock(); + node->setLastHeardMicrostamp(usecTimestampNow()); if (node->getActiveSocket()) { @@ -177,7 +201,11 @@ int NodeList::updateNodeWithData(Node *node, unsigned char *packetData, int data linkedDataCreateCallback(node); } - return node->getLinkedData()->parseData(packetData, dataBytes); + int numParsedBytes = node->getLinkedData()->parseData(packetData, dataBytes); + + node->unlock(); + + return numParsedBytes; } Node* NodeList::nodeWithAddress(sockaddr *senderAddress) { @@ -218,7 +246,9 @@ void NodeList::clear() { Node** nodeBucket = _nodeBuckets[i / NODES_PER_BUCKET]; Node* node = nodeBucket[i % NODES_PER_BUCKET]; + node->lock(); delete node; + node = NULL; } @@ -237,18 +267,19 @@ void NodeList::sendDomainServerCheckIn() { static bool printedDomainServerIP = false; // Lookup the IP address of the domain server if we need to - if (atoi(DOMAIN_IP) == 0) { + if (atoi(_domainIP) == 0) { + printf("Looking up %s\n", _domainHostname); struct hostent* pHostInfo; - if ((pHostInfo = gethostbyname(DOMAIN_HOSTNAME)) != NULL) { + if ((pHostInfo = gethostbyname(_domainHostname)) != NULL) { sockaddr_in tempAddress; memcpy(&tempAddress.sin_addr, pHostInfo->h_addr_list[0], pHostInfo->h_length); - strcpy(DOMAIN_IP, inet_ntoa(tempAddress.sin_addr)); - printLog("Domain Server: %s \n", DOMAIN_HOSTNAME); + strcpy(_domainIP, inet_ntoa(tempAddress.sin_addr)); + printLog("Domain Server: %s \n", _domainHostname); } else { printLog("Failed domain server lookup\n"); } } else if (!printedDomainServerIP) { - printLog("Domain Server IP: %s\n", DOMAIN_IP); + printLog("Domain Server IP: %s\n", _domainIP); printedDomainServerIP = true; } @@ -295,7 +326,7 @@ void NodeList::sendDomainServerCheckIn() { checkInPacketSize = packetPosition - checkInPacket; } - _nodeSocket.send(DOMAIN_IP, DOMAINSERVER_PORT, checkInPacket, checkInPacketSize); + _nodeSocket.send(_domainIP, DEFAULT_DOMAINSERVER_PORT, checkInPacket, checkInPacketSize); } int NodeList::processDomainServerList(unsigned char* packetData, size_t dataBytes) { diff --git a/libraries/shared/src/NodeList.h b/libraries/shared/src/NodeList.h index 792d181e57..18e0495431 100644 --- a/libraries/shared/src/NodeList.h +++ b/libraries/shared/src/NodeList.h @@ -9,8 +9,10 @@ #ifndef __hifi__NodeList__ #define __hifi__NodeList__ +#include #include #include +#include #include "Node.h" #include "NodeTypes.h" @@ -31,9 +33,11 @@ const int DOMAIN_SERVER_CHECK_IN_USECS = 1 * 1000000; extern const char SOLO_NODE_TYPES[3]; -extern char DOMAIN_HOSTNAME[]; -extern char DOMAIN_IP[100]; // IP Address will be re-set by lookup on startup -extern const int DOMAINSERVER_PORT; +const int MAX_HOSTNAME_BYTES = 255; + +extern const char DEFAULT_DOMAIN_HOSTNAME[MAX_HOSTNAME_BYTES]; +extern const char DEFAULT_DOMAIN_IP[INET_ADDRSTRLEN]; // IP Address will be re-set by lookup on startup +extern const int DEFAULT_DOMAINSERVER_PORT; const int UNKNOWN_NODE_ID = -1; @@ -49,9 +53,16 @@ public: NodeListIterator begin() const; NodeListIterator end() const; + NODE_TYPE getOwnerType() const { return _ownerType; } void setOwnerType(NODE_TYPE ownerType) { _ownerType = ownerType; } + + const char* getDomainHostname() const { return _domainHostname; }; + void setDomainHostname(const char* domainHostname); + void setDomainIP(const char* domainIP); + void setDomainIPToLocalhost(); + uint16_t getLastNodeID() const { return _lastNodeID; } void increaseNodeID() { ++_lastNodeID; } @@ -69,9 +80,6 @@ public: void clear(); - void lock() { pthread_mutex_lock(&mutex); } - void unlock() { pthread_mutex_unlock(&mutex); } - void setNodeTypesOfInterest(const char* nodeTypesOfInterest, int numNodeTypesOfInterest); void sendDomainServerCheckIn(); @@ -108,6 +116,8 @@ private: void addNodeToList(Node* newNode); + char _domainHostname[MAX_HOSTNAME_BYTES]; + char _domainIP[INET_ADDRSTRLEN]; Node** _nodeBuckets[MAX_NUM_NODES / NODES_PER_BUCKET]; int _numNodes; UDPSocket _nodeSocket; @@ -118,7 +128,6 @@ private: uint16_t _lastNodeID; pthread_t removeSilentNodesThread; pthread_t checkInWithDomainServerThread; - pthread_mutex_t mutex; void handlePingReply(sockaddr *nodeAddress); void timePingReply(sockaddr *nodeAddress, unsigned char *packetData); diff --git a/libraries/shared/src/PacketHeaders.cpp b/libraries/shared/src/PacketHeaders.cpp index 2345e62ec2..230ca5bacc 100644 --- a/libraries/shared/src/PacketHeaders.cpp +++ b/libraries/shared/src/PacketHeaders.cpp @@ -13,6 +13,9 @@ PACKET_VERSION versionForPacketType(PACKET_TYPE type) { switch (type) { + case PACKET_TYPE_HEAD_DATA: + return 1; + break; default: return 0; break; @@ -60,4 +63,4 @@ int numBytesForPacketHeader(unsigned char* packetHeader) { // currently this need not be dynamic - there are 2 bytes for each packet header return 2; -} \ No newline at end of file +} diff --git a/libraries/shared/src/SharedUtil.cpp b/libraries/shared/src/SharedUtil.cpp index 3fa7295d90..eb46458b2c 100644 --- a/libraries/shared/src/SharedUtil.cpp +++ b/libraries/shared/src/SharedUtil.cpp @@ -40,7 +40,7 @@ float randFloat () { } int randIntInRange (int min, int max) { - return min + (rand() % (max - min)); + return min + (rand() % ((max + 1) - min)); } float randFloatInRange (float min,float max) { @@ -48,7 +48,7 @@ float randFloatInRange (float min,float max) { } unsigned char randomColorValue(int miniumum) { - return miniumum + (rand() % (255 - miniumum)); + return miniumum + (rand() % (256 - miniumum)); } bool randomBoolean() { diff --git a/voxel-server/src/main.cpp b/voxel-server/src/main.cpp index 254b1d2d96..4529d34bd8 100644 --- a/voxel-server/src/main.cpp +++ b/voxel-server/src/main.cpp @@ -383,8 +383,7 @@ int main(int argc, const char * argv[]) { ::wantLocalDomain = cmdOptionExists(argc, argv,local); if (::wantLocalDomain) { printf("Local Domain MODE!\n"); - int ip = getLocalAddress(); - sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF)); + nodeList->setDomainIPToLocalhost(); } nodeList->linkedDataCreateCallback = &attachVoxelNodeDataToNode;