mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 08:04:01 +02:00
basic version of operative run to loop and fly the bird
This commit is contained in:
parent
a6894db83a
commit
6a253f78d1
1 changed files with 205 additions and 1 deletions
|
@ -6,10 +6,214 @@
|
|||
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#include "AgentList.h"
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include "NodeList.h"
|
||||
|
||||
#include "NodeTypes.h"
|
||||
#include "Operative.h"
|
||||
#include "PacketHeaders.h"
|
||||
#include "SharedUtil.h"
|
||||
|
||||
const float BUG_VOXEL_SIZE = 0.0625f / 128;
|
||||
glm::vec3 bugPosition = glm::vec3(BUG_VOXEL_SIZE * 20.0, BUG_VOXEL_SIZE * 30.0, BUG_VOXEL_SIZE * 20.0);
|
||||
glm::vec3 bugDirection = glm::vec3(0, 0, 1);
|
||||
const int VOXELS_PER_BUG = 18;
|
||||
glm::vec3 bugPathCenter = glm::vec3(BUG_VOXEL_SIZE * 150.0, BUG_VOXEL_SIZE * 30.0, BUG_VOXEL_SIZE * 150.0);
|
||||
float bugPathRadius = BUG_VOXEL_SIZE * 140.0;
|
||||
float bugPathTheta = 0.0;
|
||||
float bugRotation = 0.0;
|
||||
float bugAngleDelta = 0.2 * (M_PI / 180.0f);
|
||||
bool moveBugInLine = false;
|
||||
|
||||
unsigned long packetsSent = 0;
|
||||
unsigned long bytesSent = 0;
|
||||
|
||||
glm::vec3 rotatePoint(glm::vec3 point, float angle) {
|
||||
// First, create the quaternion based on this angle of rotation
|
||||
glm::quat q(glm::vec3(0, -angle, 0));
|
||||
|
||||
// Next, create a rotation matrix from that quaternion
|
||||
glm::mat4 rotation = glm::mat4_cast(q);
|
||||
|
||||
// Transform the original vectors by the rotation matrix to get the new vectors
|
||||
glm::vec4 quatPoint(point.x, point.y, point.z, 0);
|
||||
glm::vec4 newPoint = quatPoint * rotation;
|
||||
|
||||
return glm::vec3(newPoint.x, newPoint.y, newPoint.z);
|
||||
}
|
||||
|
||||
class BugPart {
|
||||
public:
|
||||
glm::vec3 partLocation;
|
||||
unsigned char partColor[3];
|
||||
|
||||
BugPart(const glm::vec3& location, unsigned char red, unsigned char green, unsigned char blue ) {
|
||||
partLocation = location;
|
||||
partColor[0] = red;
|
||||
partColor[1] = green;
|
||||
partColor[2] = blue;
|
||||
}
|
||||
};
|
||||
|
||||
const BugPart bugParts[VOXELS_PER_BUG] = {
|
||||
|
||||
// tail
|
||||
BugPart(glm::vec3( 0, 0, -3), 51, 51, 153) ,
|
||||
BugPart(glm::vec3( 0, 0, -2), 51, 51, 153) ,
|
||||
BugPart(glm::vec3( 0, 0, -1), 51, 51, 153) ,
|
||||
|
||||
// body
|
||||
BugPart(glm::vec3( 0, 0, 0), 255, 200, 0) ,
|
||||
BugPart(glm::vec3( 0, 0, 1), 255, 200, 0) ,
|
||||
|
||||
// head
|
||||
BugPart(glm::vec3( 0, 0, 2), 200, 0, 0) ,
|
||||
|
||||
// eyes
|
||||
BugPart(glm::vec3( 1, 0, 3), 64, 64, 64) ,
|
||||
BugPart(glm::vec3(-1, 0, 3), 64, 64, 64) ,
|
||||
|
||||
// wings
|
||||
BugPart(glm::vec3( 3, 1, 1), 0, 153, 0) ,
|
||||
BugPart(glm::vec3( 2, 1, 1), 0, 153, 0) ,
|
||||
BugPart(glm::vec3( 1, 0, 1), 0, 153, 0) ,
|
||||
BugPart(glm::vec3(-1, 0, 1), 0, 153, 0) ,
|
||||
BugPart(glm::vec3(-2, 1, 1), 0, 153, 0) ,
|
||||
BugPart(glm::vec3(-3, 1, 1), 0, 153, 0) ,
|
||||
|
||||
|
||||
BugPart(glm::vec3( 2, -1, 0), 153, 200, 0) ,
|
||||
BugPart(glm::vec3( 1, -1, 0), 153, 200, 0) ,
|
||||
BugPart(glm::vec3(-1, -1, 0), 153, 200, 0) ,
|
||||
BugPart(glm::vec3(-2, -1, 0), 153, 200, 0) ,
|
||||
};
|
||||
|
||||
static void renderMovingBug() {
|
||||
VoxelDetail details[VOXELS_PER_BUG];
|
||||
unsigned char* bufferOut;
|
||||
int sizeOut;
|
||||
|
||||
// Generate voxels for where bug used to be
|
||||
for (int i = 0; i < VOXELS_PER_BUG; i++) {
|
||||
details[i].s = BUG_VOXEL_SIZE;
|
||||
|
||||
glm::vec3 partAt = bugParts[i].partLocation * BUG_VOXEL_SIZE * (bugDirection.x < 0 ? -1.0f : 1.0f);
|
||||
glm::vec3 rotatedPartAt = rotatePoint(partAt, bugRotation);
|
||||
glm::vec3 offsetPartAt = rotatedPartAt + bugPosition;
|
||||
|
||||
details[i].x = offsetPartAt.x;
|
||||
details[i].y = offsetPartAt.y;
|
||||
details[i].z = offsetPartAt.z;
|
||||
|
||||
details[i].red = bugParts[i].partColor[0];
|
||||
details[i].green = bugParts[i].partColor[1];
|
||||
details[i].blue = bugParts[i].partColor[2];
|
||||
}
|
||||
|
||||
// send the "erase message" first...
|
||||
PACKET_HEADER message = PACKET_HEADER_ERASE_VOXEL;
|
||||
if (createVoxelEditMessage(message, 0, VOXELS_PER_BUG, (VoxelDetail*)&details, bufferOut, sizeOut)){
|
||||
|
||||
::packetsSent++;
|
||||
::bytesSent += sizeOut;
|
||||
|
||||
printf("sending packet of size=%d\n", sizeOut);
|
||||
|
||||
NodeList::getInstance()->broadcastToNodes(bufferOut, sizeOut, &NODE_TYPE_VOXEL_SERVER, 1);
|
||||
delete[] bufferOut;
|
||||
}
|
||||
|
||||
// Move the bug...
|
||||
if (moveBugInLine) {
|
||||
bugPosition.x += (bugDirection.x * BUG_VOXEL_SIZE);
|
||||
bugPosition.y += (bugDirection.y * BUG_VOXEL_SIZE);
|
||||
bugPosition.z += (bugDirection.z * BUG_VOXEL_SIZE);
|
||||
|
||||
// Check boundaries
|
||||
if (bugPosition.z > 1.0) {
|
||||
bugDirection.z = -1;
|
||||
}
|
||||
if (bugPosition.z < BUG_VOXEL_SIZE) {
|
||||
bugDirection.z = 1;
|
||||
}
|
||||
} else {
|
||||
|
||||
//printf("bugPathCenter=(%f,%f,%f)\n", bugPathCenter.x, bugPathCenter.y, bugPathCenter.z);
|
||||
|
||||
bugPathTheta += bugAngleDelta; // move slightly
|
||||
bugRotation -= bugAngleDelta; // rotate slightly
|
||||
|
||||
// If we loop past end of circle, just reset back into normal range
|
||||
if (bugPathTheta > (360.0f * PI_OVER_180)) {
|
||||
bugPathTheta = 0;
|
||||
bugRotation = 0;
|
||||
}
|
||||
|
||||
float x = bugPathCenter.x + bugPathRadius * cos(bugPathTheta);
|
||||
float z = bugPathCenter.z + bugPathRadius * sin(bugPathTheta);
|
||||
float y = bugPathCenter.y;
|
||||
|
||||
bugPosition = glm::vec3(x, y, z);
|
||||
//printf("bugPathTheta=%f\n", bugPathTheta);
|
||||
//printf("bugRotation=%f\n", bugRotation);
|
||||
}
|
||||
|
||||
//printf("bugPosition=(%f,%f,%f)\n", bugPosition.x, bugPosition.y, bugPosition.z);
|
||||
//printf("bugDirection=(%f,%f,%f)\n", bugDirection.x, bugDirection.y, bugDirection.z);
|
||||
// would be nice to add some randomness here...
|
||||
|
||||
// Generate voxels for where bug is going to
|
||||
for (int i = 0; i < VOXELS_PER_BUG; i++) {
|
||||
details[i].s = BUG_VOXEL_SIZE;
|
||||
|
||||
glm::vec3 partAt = bugParts[i].partLocation * BUG_VOXEL_SIZE * (bugDirection.x < 0 ? -1.0f : 1.0f);
|
||||
glm::vec3 rotatedPartAt = rotatePoint(partAt, bugRotation);
|
||||
glm::vec3 offsetPartAt = rotatedPartAt + bugPosition;
|
||||
|
||||
details[i].x = offsetPartAt.x;
|
||||
details[i].y = offsetPartAt.y;
|
||||
details[i].z = offsetPartAt.z;
|
||||
|
||||
details[i].red = bugParts[i].partColor[0];
|
||||
details[i].green = bugParts[i].partColor[1];
|
||||
details[i].blue = bugParts[i].partColor[2];
|
||||
}
|
||||
|
||||
// send the "create message" ...
|
||||
message = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE;
|
||||
if (createVoxelEditMessage(message, 0, VOXELS_PER_BUG, (VoxelDetail*)&details, bufferOut, sizeOut)){
|
||||
|
||||
::packetsSent++;
|
||||
::bytesSent += sizeOut;
|
||||
|
||||
printf("sending packet of size=%d\n", sizeOut);
|
||||
|
||||
NodeList::getInstance()->broadcastToNodes(bufferOut, sizeOut, &NODE_TYPE_VOXEL_SERVER, 1);
|
||||
delete[] bufferOut;
|
||||
}
|
||||
}
|
||||
|
||||
const int ACTUAL_FPS = 60;
|
||||
const double OUR_FPS_IN_MILLISECONDS = 1000.0/ACTUAL_FPS; // determines FPS from our desired FPS
|
||||
const int ANIMATE_VOXELS_INTERVAL_USECS = OUR_FPS_IN_MILLISECONDS * 1000.0; // converts from milliseconds to usecs
|
||||
|
||||
void Operative::run() {
|
||||
timeval lastSendTime;
|
||||
|
||||
while (true) {
|
||||
gettimeofday(&lastSendTime, NULL);
|
||||
|
||||
renderMovingBug();
|
||||
|
||||
// dynamically sleep until we need to fire off the next set of voxels
|
||||
long long usecToSleep = ANIMATE_VOXELS_INTERVAL_USECS - (usecTimestampNow() - usecTimestamp(&lastSendTime));
|
||||
|
||||
if (usecToSleep > 0) {
|
||||
usleep(usecToSleep);
|
||||
} else {
|
||||
std::cout << "Last send took too much time, not sleeping!\n";
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue