diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index a3e91e023b..3c356af930 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -138,6 +138,7 @@ Application::Application(int& argc, char** argv) : _mouseY(0), _mousePressed(false), _mouseVoxelScale(1.0f / 1024.0f), + _justEditedVoxel(false), _paintOn(false), _dominantColor(0), _perfStatsOn(false), @@ -297,8 +298,9 @@ void Application::paintGL() { _myCamera.setDistance (0.0f); _myCamera.setTightness (100.0f); _myCamera.setTargetPosition(_myAvatar.getHeadPosition()); - _myCamera.setTargetRotation(_myAvatar.getBodyYaw() + _myAvatar.getHeadYaw(), - -_myAvatar.getHeadPitch(), _myAvatar.getHeadRoll()); + _myCamera.setTargetRotation(_myAvatar.getBodyYaw() + _myAvatar.getHead().getYaw(), + -_myAvatar.getHead().getPitch(), + _myAvatar.getHead().getRoll()); } else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) { _myCamera.setTightness (100.0f); @@ -738,8 +740,13 @@ void Application::mouseMoveEvent(QMouseEvent* event) { // detect drag glm::vec3 mouseVoxelPos(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z); - if (_colorVoxelMode->isChecked() && event->buttons().testFlag(Qt::LeftButton) && mouseVoxelPos != _lastMouseVoxelPos) { - addVoxelUnderCursor(); + if (!_justEditedVoxel && mouseVoxelPos != _lastMouseVoxelPos) { + if (event->buttons().testFlag(Qt::LeftButton)) { + maybeEditVoxelUnderCursor(); + + } else if (event->buttons().testFlag(Qt::RightButton) && checkedVoxelModeAction() != 0) { + deleteVoxelUnderCursor(); + } } } @@ -748,13 +755,8 @@ void Application::mousePressEvent(QMouseEvent* event) { _mouseX = event->x(); _mouseY = event->y(); _mousePressed = true; - - if (_addVoxelMode->isChecked() || _colorVoxelMode->isChecked()) { - addVoxelUnderCursor(); + maybeEditVoxelUnderCursor(); - } else if (_deleteVoxelMode->isChecked()) { - deleteVoxelUnderCursor(); - } } else if (event->button() == Qt::RightButton && checkedVoxelModeAction() != 0) { deleteVoxelUnderCursor(); } @@ -927,6 +929,12 @@ void Application::idle() { _mouseVoxel.green = paintColor.green(); _mouseVoxel.blue = paintColor.blue(); } + + // if we just edited, use the currently selected voxel as the "last" for drag detection + if (_justEditedVoxel) { + _lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z); + _justEditedVoxel = false; + } } // walking triggers the handControl to stop @@ -1202,6 +1210,8 @@ void Application::initMenu() { (_renderVoxels = renderMenu->addAction("Voxels"))->setCheckable(true); _renderVoxels->setChecked(true); _renderVoxels->setShortcut(Qt::Key_V); + (_renderVoxelTextures = renderMenu->addAction("Voxel Textures"))->setCheckable(true); + _renderVoxelTextures->setChecked(true); (_renderStarsOn = renderMenu->addAction("Stars"))->setCheckable(true); _renderStarsOn->setChecked(true); _renderStarsOn->setShortcut(Qt::Key_Asterisk); @@ -1355,29 +1365,13 @@ void Application::updateAvatar(float deltaTime) { _headMouseY = max(_headMouseY, 0); _headMouseY = min(_headMouseY, _glWidget->height()); - // Update head and body pitch and yaw based on measured gyro rates - if (_gyroLook->isChecked()) { - // Render Yaw - /* NOTE: PER - Leave here until I get back and can modify to couple gyros to head pitch, yaw - float renderYawSpring = fabs(_headMouseX - _glWidget->width() / 2.f) / (_glWidget->width() / 2.f); - const float RENDER_YAW_MULTIPLY = 4.f; - _myAvatar.setRenderYaw((1.f - renderYawSpring * deltaTime) * _myAvatar.getRenderYaw() + - renderYawSpring * deltaTime * -_myAvatar.getHeadYaw() * RENDER_YAW_MULTIPLY); - // Render Pitch - float renderPitchSpring = fabs(_headMouseY - _glWidget->height() / 2.f) / (_glWidget->height() / 2.f); - const float RENDER_PITCH_MULTIPLY = 4.f; - _myAvatar.setRenderPitch((1.f - renderPitchSpring * deltaTime) * _myAvatar.getRenderPitch() + - renderPitchSpring * deltaTime * -_myAvatar.getHeadPitch() * RENDER_PITCH_MULTIPLY); - */ - } - if (OculusManager::isConnected()) { float yaw, pitch, roll; OculusManager::getEulerAngles(yaw, pitch, roll); - _myAvatar.setHeadYaw(-yaw); - _myAvatar.setHeadPitch(pitch); - _myAvatar.setHeadRoll(roll); + _myAvatar.getHead().setYaw(-yaw); + _myAvatar.getHead().setPitch(pitch); + _myAvatar.getHead().setRoll(roll); } // Get audio loudness data from audio input device @@ -1678,7 +1672,7 @@ void Application::displaySide(Camera& whichCamera) { // Draw voxels if (_renderVoxels->isChecked()) { - _voxels.render(); + _voxels.render(_renderVoxelTextures->isChecked()); } // indicate what we'll be adding/removing in mouse mode, if anything @@ -2020,18 +2014,22 @@ void Application::shiftPaintingColor() { _paintingVoxel.blue = (_dominantColor == 2) ? randIntInRange(200, 255) : randIntInRange(40, 100); } -void Application::addVoxelUnderCursor() { - if (_mouseVoxel.s != 0) { - PACKET_HEADER message = (_destructiveAddVoxel->isChecked() ? - PACKET_HEADER_SET_VOXEL_DESTRUCTIVE : PACKET_HEADER_SET_VOXEL); - sendVoxelEditMessage(message, _mouseVoxel); +void Application::maybeEditVoxelUnderCursor() { + if (_addVoxelMode->isChecked() || _colorVoxelMode->isChecked()) { + if (_mouseVoxel.s != 0) { + PACKET_HEADER message = (_destructiveAddVoxel->isChecked() ? + PACKET_HEADER_SET_VOXEL_DESTRUCTIVE : PACKET_HEADER_SET_VOXEL); + sendVoxelEditMessage(message, _mouseVoxel); + + // create the voxel locally so it appears immediately + _voxels.createVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s, + _mouseVoxel.red, _mouseVoxel.green, _mouseVoxel.blue, _destructiveAddVoxel->isChecked()); - // create the voxel locally so it appears immediately - _voxels.createVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s, - _mouseVoxel.red, _mouseVoxel.green, _mouseVoxel.blue, _destructiveAddVoxel->isChecked()); - - // remember the position for drag detection - _lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z); + // remember the position for drag detection + _justEditedVoxel = true; + } + } else if (_deleteVoxelMode->isChecked()) { + deleteVoxelUnderCursor(); } } @@ -2043,7 +2041,7 @@ void Application::deleteVoxelUnderCursor() { _voxels.deleteVoxelAt(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s); // remember the position for drag detection - _lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z); + _justEditedVoxel = true; } } diff --git a/interface/src/Application.h b/interface/src/Application.h index 1c9e6e9cd1..dae7f8d71b 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -116,7 +116,7 @@ private: void setupPaintingVoxel(); void shiftPaintingColor(); - void addVoxelUnderCursor(); + void maybeEditVoxelUnderCursor(); void deleteVoxelUnderCursor(); void resetSensors(); @@ -135,6 +135,7 @@ private: QAction* _gyroLook; // Whether to allow the gyro data from head to move your view QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view QAction* _renderVoxels; // Whether to render voxels + QAction* _renderVoxelTextures; // Whether to render noise textures on voxels QAction* _renderStarsOn; // Whether to display the stars QAction* _renderAtmosphereOn; // Whether to display the atmosphere QAction* _renderAvatarsOn; // Whether to render avatars @@ -204,6 +205,7 @@ private: VoxelDetail _mouseVoxel; // details of the voxel under the mouse cursor float _mouseVoxelScale; // the scale for adding/removing voxels glm::vec3 _lastMouseVoxelPos; // the position of the last mouse voxel edit + bool _justEditedVoxel; // set when we've just added/deleted/colored a voxel bool _paintOn; // Whether to paint voxels as you fly around unsigned char _dominantColor; // The dominant color of the voxel we're painting diff --git a/interface/src/Avatar.cpp b/interface/src/Avatar.cpp index 17b656d314..eb4c013933 100644 --- a/interface/src/Avatar.cpp +++ b/interface/src/Avatar.cpp @@ -59,58 +59,66 @@ bool usingBigSphereCollisionTest = true; float chatMessageScale = 0.0015; float chatMessageHeight = 0.45; - -Avatar::Avatar(bool isMine) { - _orientation.setToIdentity(); +Avatar::Avatar(bool isMine) : + _isMine(isMine), + _TEST_bigSphereRadius(0.4f), + _TEST_bigSpherePosition(5.0f, _TEST_bigSphereRadius, 5.0f), + _mousePressed(false), + _bodyPitchDelta(0.0f), + _bodyYawDelta(0.0f), + _bodyRollDelta(0.0f), + _movedHandOffset(0.0f, 0.0f, 0.0f), + _rotation(0.0f, 0.0f, 0.0f, 0.0f), + _mode(AVATAR_MODE_STANDING), + _handHoldingPosition(0.0f, 0.0f, 0.0f), + _velocity(0.0f, 0.0f, 0.0f), + _thrust(0.0f, 0.0f, 0.0f), + _speed(0.0f), + _maxArmLength(0.0f), + _orientation(), + _transmitterIsFirstData(true), + _transmitterHz(0.0f), + _transmitterPackets(0), + _transmitterInitialReading(0.0f, 0.0f, 0.0f), + _isTransmitterV2Connected(false), + _pelvisStandingHeight(0.0f), + _displayingHead(true), + _distanceToNearestAvatar(std::numeric_limits::max()), + _gravity(0.0f, -1.0f, 0.0f), + _mouseRayOrigin(0.0f, 0.0f, 0.0f), + _mouseRayDirection(0.0f, 0.0f, 0.0f), + _cameraPosition(0.0f, 0.0f, 0.0f), + _interactingOther(NULL), + _cumulativeMouseYaw(0.0f), + _isMouseTurningRight(false) +{ - _velocity = glm::vec3(0.0f, 0.0f, 0.0f); - _thrust = glm::vec3(0.0f, 0.0f, 0.0f); - _rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f); - _bodyYaw = -90.0; - _bodyPitch = 0.0; - _bodyRoll = 0.0; - _bodyPitchDelta = 0.0; - _bodyYawDelta = 0.0; - _bodyRollDelta = 0.0; - _mousePressed = false; - _mode = AVATAR_MODE_STANDING; - _isMine = isMine; - _maxArmLength = 0.0; - _transmitterHz = 0.0; - _transmitterPackets = 0; - _transmitterIsFirstData = true; - _transmitterInitialReading = glm::vec3(0.f, 0.f, 0.f); - _isTransmitterV2Connected = false; - _speed = 0.0; - _pelvisStandingHeight = 0.0f; - _displayingHead = true; - _TEST_bigSphereRadius = 0.4f; - _TEST_bigSpherePosition = glm::vec3(5.0f, _TEST_bigSphereRadius, 5.0f); - _mouseRayOrigin = glm::vec3(0.0f, 0.0f, 0.0f); - _mouseRayDirection = glm::vec3(0.0f, 0.0f, 0.0f); - _cameraPosition = glm::vec3(0.0f, 0.0f, 0.0f); - _interactingOther = NULL; + // give the pointer to our head to inherited _headData variable from AvatarData + _headData = &_head; - for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = false; - - _movedHandOffset = glm::vec3(0.0f, 0.0f, 0.0f); - _handHoldingPosition = glm::vec3(0.0f, 0.0f, 0.0f); - _distanceToNearestAvatar = std::numeric_limits::max(); - _gravity = glm::vec3(0.0f, -1.0f, 0.0f); - _cumulativeMouseYaw = 0.f; - _isMouseTurningRight = false; + + for (int i = 0; i < MAX_DRIVE_KEYS; i++) { + _driveKeys[i] = false; + } initializeSkeleton(); _avatarTouch.setReachableRadius(PERIPERSONAL_RADIUS); - if (BALLS_ON) { _balls = new Balls(100); } - else { _balls = NULL; } + if (BALLS_ON) { + _balls = new Balls(100); + } else { + _balls = NULL; + } +} + +Avatar::~Avatar() { + _headData = NULL; + delete _balls; } void Avatar::reset() { - _headPitch = _headYaw = _headRoll = 0; - _head.leanForward = _head.leanSideways = 0; + _head.reset(); } // Update avatar head rotation with sensor data @@ -124,23 +132,16 @@ void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterfa measuredRollRate = serialInterface->getLastRollRate(); // Update avatar head position based on measured gyro rates - const float MAX_YAW = 85; - const float MIN_YAW = -85; - const float MAX_ROLL = 50; - const float MIN_ROLL = -50; - addHeadPitch(measuredPitchRate * deltaTime); - addHeadYaw(measuredYawRate * deltaTime); - addHeadRoll(measuredRollRate * deltaTime); - - setHeadYaw(glm::clamp(getHeadYaw(), MIN_YAW, MAX_YAW)); - setHeadRoll(glm::clamp(getHeadRoll(), MIN_ROLL, MAX_ROLL)); + _head.addPitch(measuredPitchRate * deltaTime); + _head.addYaw(measuredYawRate * deltaTime); + _head.addRoll(measuredRollRate * deltaTime); // Update head lean distance based on accelerometer data const float LEAN_SENSITIVITY = 0.15; const float LEAN_MAX = 0.45; const float LEAN_AVERAGING = 10.0; - glm::vec3 headRotationRates(getHeadPitch(), getHeadYaw(), getHeadRoll()); + glm::vec3 headRotationRates(_head.getPitch(), _head.getYaw(), _head.getRoll()); float headRateMax = 50.f; @@ -149,35 +150,19 @@ void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterfa * (1.f - fminf(glm::length(headRotationRates), headRateMax) / headRateMax); leaning.y = 0.f; if (glm::length(leaning) < LEAN_MAX) { - _head.leanForward = _head.leanForward * (1.f - LEAN_AVERAGING * deltaTime) + - (LEAN_AVERAGING * deltaTime) * leaning.z * LEAN_SENSITIVITY; - _head.leanSideways = _head.leanSideways * (1.f - LEAN_AVERAGING * deltaTime) + - (LEAN_AVERAGING * deltaTime) * leaning.x * LEAN_SENSITIVITY; + _head.setLeanForward(_head.getLeanForward() * (1.f - LEAN_AVERAGING * deltaTime) + + (LEAN_AVERAGING * deltaTime) * leaning.z * LEAN_SENSITIVITY); + _head.setLeanSideways(_head.getLeanSideways() * (1.f - LEAN_AVERAGING * deltaTime) + + (LEAN_AVERAGING * deltaTime) * leaning.x * LEAN_SENSITIVITY); } - setHeadLeanSideways(_head.leanSideways); - setHeadLeanForward(_head.leanForward); } float Avatar::getAbsoluteHeadYaw() const { - return _bodyYaw + _headYaw; + return _bodyYaw + _head.getYaw(); } float Avatar::getAbsoluteHeadPitch() const { - return _bodyPitch + _headPitch; -} - -void Avatar::addLean(float x, float z) { - //Add lean as impulse - _head.leanSideways += x; - _head.leanForward += z; -} - -void Avatar::setLeanForward(float dist){ - _head.leanForward = dist; -} - -void Avatar::setLeanSideways(float dist){ - _head.leanSideways = dist; + return _bodyPitch + _head.getPitch(); } void Avatar::setMousePressed(bool mousePressed) { @@ -221,7 +206,7 @@ void Avatar::updateFromMouse(int mouseX, int mouseY, int screenWidth, int scree if (fabs(mouseLocationY) > MOUSE_MOVE_RADIUS) { float mousePitchAdd = (fabs(mouseLocationY) - MOUSE_MOVE_RADIUS) / (0.5f - MOUSE_MOVE_RADIUS) * MOUSE_PITCH_SPEED; bool downPitching = (mouseLocationY > 0.f); - setHeadPitch(getHeadPitch() + (downPitching ? mousePitchAdd : -mousePitchAdd)); + _head.setPitch(_head.getPitch() + (downPitching ? mousePitchAdd : -mousePitchAdd)); } } @@ -355,20 +340,15 @@ void Avatar::simulate(float deltaTime) { // Decay HeadPitch as a function of acceleration, so that you look straight ahead when // you start moving, but don't do this with an HMD like the Oculus. if (!OculusManager::isConnected()) { - setHeadPitch(getHeadPitch() * (1.f - acceleration * ACCELERATION_PITCH_DECAY * deltaTime)); + _head.setPitch(_head.getPitch() * (1.f - acceleration * ACCELERATION_PITCH_DECAY * deltaTime)); } - // Get head position data from network for other people - if (!_isMine) { - _head.leanSideways = getHeadLeanSideways(); - _head.leanForward = getHeadLeanForward(); - } //apply the head lean values to the springy position... - if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) { + if (fabs(_head.getLeanSideways() + _head.getLeanForward()) > 0.0f) { glm::vec3 headLean = - _orientation.getRight() * _head.leanSideways + - _orientation.getFront() * _head.leanForward; + _orientation.getRight() * _head.getLeanSideways() + + _orientation.getFront() * _head.getLeanForward(); // this is not a long-term solution, but it works ok for initial purposes of making the avatar lean _joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f; @@ -395,7 +375,7 @@ void Avatar::simulate(float deltaTime) { _head.setLooking(true); if (_isMine) { - setLookatPosition(_interactingOther->getSpringyHeadPosition()); + _head.setLookAtPosition(_interactingOther->getSpringyHeadPosition()); } } else { _head.setLooking(false); @@ -1329,27 +1309,21 @@ void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity // absolute eulerAngles passed. // // - float const MAX_YAW = 90.f; - float const MIN_YAW = -90.f; - float const MAX_PITCH = 85.f; - float const MIN_PITCH = -85.f; - float const MAX_ROLL = 90.f; - float const MIN_ROLL = -90.f; if (deltaTime == 0.f) { // On first sample, set head to absolute position - setHeadYaw(eulerAngles->x); - setHeadPitch(eulerAngles->y); - setHeadRoll(eulerAngles->z); + _head.setYaw(eulerAngles->x); + _head.setPitch(eulerAngles->y); + _head.setRoll(eulerAngles->z); } else { - glm::vec3 angles(getHeadYaw(), getHeadPitch(), getHeadRoll()); + glm::vec3 angles(_head.getYaw(), _head.getPitch(), _head.getRoll()); // Increment by detected velocity angles += (*angularVelocity) * deltaTime; // Smooth to slowly follow absolute values angles = ((1.f - deltaTime / smoothingTime) * angles) + (deltaTime / smoothingTime) * (*eulerAngles); - setHeadYaw(fmin(fmax(angles.x, MIN_YAW), MAX_YAW)); - setHeadPitch(fmin(fmax(angles.y, MIN_PITCH), MAX_PITCH)); - setHeadRoll(fmin(fmax(angles.z, MIN_ROLL), MAX_ROLL)); + _head.setYaw(angles.x); + _head.setPitch(angles.y); + _head.setRoll(angles.z); //printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z); } } diff --git a/interface/src/Avatar.h b/interface/src/Avatar.h index 61fda4edda..3832fa1902 100644 --- a/interface/src/Avatar.h +++ b/interface/src/Avatar.h @@ -77,6 +77,7 @@ enum AvatarJointID class Avatar : public AvatarData { public: Avatar(bool isMine); + ~Avatar(); void reset(); void updateHeadFromGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity); @@ -92,9 +93,6 @@ public: float getAbsoluteHeadYaw() const; float getAbsoluteHeadPitch() const; - void setLeanForward(float dist); - void setLeanSideways(float dist); - void addLean(float x, float z); glm::vec3 getApproximateEyePosition(); const glm::vec3& getHeadPosition() const ; // get the position of the avatar's rigid body head const glm::vec3& getSpringyHeadPosition() const ; // get the springy position of the avatar's head @@ -106,6 +104,7 @@ public: float getHeight() const { return _height; } AvatarMode getMode() const { return _mode; } + Head getHead() const { return _head; } void setMousePressed(bool pressed); void render(bool lookingInMirror, glm::vec3 cameraPosition); @@ -163,8 +162,8 @@ private: Head _head; bool _isMine; - glm::vec3 _TEST_bigSpherePosition; float _TEST_bigSphereRadius; + glm::vec3 _TEST_bigSpherePosition; bool _mousePressed; float _bodyPitchDelta; float _bodyYawDelta; @@ -180,8 +179,6 @@ private: float _maxArmLength; Orientation _orientation; int _driveKeys[MAX_DRIVE_KEYS]; - float _renderYaw; - float _renderPitch; // Pitch from view frustum when this is own head bool _transmitterIsFirstData; timeval _transmitterTimeLastReceived; timeval _transmitterTimer; diff --git a/interface/src/Environment.cpp b/interface/src/Environment.cpp index fb7c8c7271..81d983d635 100644 --- a/interface/src/Environment.cpp +++ b/interface/src/Environment.cpp @@ -21,7 +21,6 @@ void Environment::init() { } void Environment::renderAtmosphere(Camera& camera) { - glMatrixMode(GL_MODELVIEW); glPushMatrix(); glTranslatef(getAtmosphereCenter().x, getAtmosphereCenter().y, getAtmosphereCenter().z); @@ -72,10 +71,7 @@ void Environment::renderAtmosphere(Camera& camera) { program->release(); - glPopMatrix(); - - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + glPopMatrix(); } ProgramObject* Environment::createSkyProgram(const char* from, int* locations) { diff --git a/interface/src/Head.cpp b/interface/src/Head.cpp index 823135d449..75816c2967 100644 --- a/interface/src/Head.cpp +++ b/interface/src/Head.cpp @@ -39,8 +39,6 @@ vector irisTexture; Head::Head() : yawRate(0.0f), noise(0.0f), - leanForward(0.0f), - leanSideways(0.0f), _audioLoudness(0.0f), _skinColor(0.0f, 0.0f, 0.0f), _position(0.0f, 0.0f, 0.0f), @@ -92,6 +90,11 @@ void Head::setNewTarget(float pitch, float yaw) { } */ +void Head::reset() { + _yaw = _pitch = _roll = 0.0f; + _leanForward = _leanSideways = 0.0f; +} + void Head::simulate(float deltaTime, bool isMine) { //generate orientation directions based on Euler angles... @@ -131,8 +134,8 @@ void Head::simulate(float deltaTime, bool isMine) { } */ - leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime); - leanSideways *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime); + _leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime); + _leanSideways *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime); // Update where the avatar's eyes are // @@ -241,7 +244,7 @@ void Head::setLooking(bool looking) { _lookingAtSomething = looking; glm::vec3 averageEyePosition = _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; - glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - averageEyePosition); + glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - averageEyePosition); float dot = glm::dot(targetLookatAxis, _orientation.getFront()); if (dot < MINIMUM_EYE_ROTATION) { @@ -424,7 +427,7 @@ void Head::renderEyeBalls() { if (_lookingAtSomething) { //rotate the eyeball to aim towards the lookat position - glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _leftEyePosition); // the lookat direction + glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _leftEyePosition); // the lookat direction glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP); float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP); glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z); @@ -468,7 +471,7 @@ void Head::renderEyeBalls() { if (_lookingAtSomething) { //rotate the eyeball to aim towards the lookat position - glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _rightEyePosition); + glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _rightEyePosition); glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP); float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP); glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z); diff --git a/interface/src/Head.h b/interface/src/Head.h index fe712282c4..c39f2a3d2d 100644 --- a/interface/src/Head.h +++ b/interface/src/Head.h @@ -23,10 +23,11 @@ enum eyeContactTargets MOUTH }; -class Head { +class Head : public HeadData { public: Head(); + void reset(); void simulate(float deltaTime, bool isMine); void render(bool lookingInMirror); @@ -52,8 +53,6 @@ public: //some public members (left-over from pulling Head out of Avatar - I may see about privatizing these later). float yawRate; float noise; - float leanForward; - float leanSideways; private: @@ -62,7 +61,6 @@ private: glm::vec3 _skinColor; glm::vec3 _position; glm::vec3 _rotation; - glm::vec3 _lookatPosition; glm::vec3 _leftEyePosition; glm::vec3 _rightEyePosition; //float _yaw; diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp index d578bb3504..b345f34709 100644 --- a/interface/src/VoxelSystem.cpp +++ b/interface/src/VoxelSystem.cpp @@ -46,7 +46,8 @@ GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z- . VoxelSystem::VoxelSystem() { _voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0; - _renderFullVBO = true; + _writeRenderFullVBO = true; + _readRenderFullVBO = true; _tree = new VoxelTree(); pthread_mutex_init(&_bufferWriteLock, NULL); pthread_mutex_init(&_treeLock, NULL); @@ -57,7 +58,8 @@ VoxelSystem::~VoxelSystem() { delete[] _writeVerticesArray; delete[] _readColorsArray; delete[] _writeColorsArray; - delete[] _voxelDirtyArray; + delete[] _writeVoxelDirtyArray; + delete[] _readVoxelDirtyArray; delete _tree; pthread_mutex_destroy(&_bufferWriteLock); pthread_mutex_destroy(&_treeLock); @@ -180,14 +182,15 @@ void VoxelSystem::setupNewVoxelsForDrawing() { _lastViewCullingElapsed = (endViewCulling - start) / 1000.0; } + bool didWriteFullVBO = _writeRenderFullVBO; if (_tree->isDirty()) { static char buffer[64] = { 0 }; if (_renderWarningsOn) { - sprintf(buffer, "newTreeToArrays() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no")); + sprintf(buffer, "newTreeToArrays() _writeRenderFullVBO=%s", (_writeRenderFullVBO ? "yes" : "no")); }; PerformanceWarning warn(_renderWarningsOn, buffer); _callsToTreesToArrays++; - if (_renderFullVBO) { + if (_writeRenderFullVBO) { _voxelsInWriteArrays = 0; // reset our VBO } _voxelsUpdated = newTreeToArrays(_tree->rootNode); @@ -195,16 +198,22 @@ void VoxelSystem::setupNewVoxelsForDrawing() { // since we called treeToArrays, we can assume that our VBO is in sync, and so partial updates to the VBOs are // ok again, until/unless we call removeOutOfView() - _renderFullVBO = false; + _writeRenderFullVBO = false; } else { _voxelsUpdated = 0; } + + // lock on the buffer write lock so we can't modify the data when the GPU is reading it + pthread_mutex_lock(&_bufferWriteLock); + if (_voxelsUpdated) { _voxelsDirty=true; } // copy the newly written data to the arrays designated for reading, only does something if _voxelsDirty && _voxelsUpdated - copyWrittenDataToReadArrays(); + copyWrittenDataToReadArrays(didWriteFullVBO); + + pthread_mutex_unlock(&_bufferWriteLock); double end = usecTimestampNow(); double elapsedmsec = (end - start) / 1000.0; @@ -218,30 +227,32 @@ void VoxelSystem::cleanupRemovedVoxels() { while (!_removedVoxels.isEmpty()) { delete _removedVoxels.extract(); } - _renderFullVBO = true; // if we remove voxels, we must update our full VBOs + _writeRenderFullVBO = true; // if we remove voxels, we must update our full VBOs } } void VoxelSystem::copyWrittenDataToReadArraysFullVBOs() { - // lock on the buffer write lock so we can't modify the data when the GPU is reading it - pthread_mutex_lock(&_bufferWriteLock); int bytesOfVertices = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLfloat); int bytesOfColors = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLubyte); memcpy(_readVerticesArray, _writeVerticesArray, bytesOfVertices); memcpy(_readColorsArray, _writeColorsArray, bytesOfColors ); _voxelsInReadArrays = _voxelsInWriteArrays; - pthread_mutex_unlock(&_bufferWriteLock); + + // clear our dirty flags + memset(_writeVoxelDirtyArray, false, _voxelsInWriteArrays * sizeof(bool)); + + // let the reader know to get the full array + _readRenderFullVBO = true; } void VoxelSystem::copyWrittenDataToReadArraysPartialVBOs() { - // lock on the buffer write lock so we can't modify the data when the GPU is reading it - pthread_mutex_lock(&_bufferWriteLock); - glBufferIndex segmentStart = 0; glBufferIndex segmentEnd = 0; bool inSegment = false; for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) { - bool thisVoxelDirty = _voxelDirtyArray[i]; + bool thisVoxelDirty = _writeVoxelDirtyArray[i]; + _readVoxelDirtyArray[i] |= thisVoxelDirty; + _writeVoxelDirtyArray[i] = false; if (!inSegment) { if (thisVoxelDirty) { segmentStart = i; @@ -290,14 +301,12 @@ void VoxelSystem::copyWrittenDataToReadArraysPartialVBOs() { // update our length _voxelsInReadArrays = _voxelsInWriteArrays; - - pthread_mutex_unlock(&_bufferWriteLock); } -void VoxelSystem::copyWrittenDataToReadArrays() { +void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) { PerformanceWarning warn(_renderWarningsOn, "copyWrittenDataToReadArrays()"); if (_voxelsDirty && _voxelsUpdated) { - if (_renderFullVBO) { + if (fullVBOs) { copyWrittenDataToReadArraysFullVBOs(); } else { copyWrittenDataToReadArraysPartialVBOs(); @@ -327,7 +336,7 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) { } } } - if (_renderFullVBO) { + if (_writeRenderFullVBO) { voxelsUpdated += updateNodeInArraysAsFullVBO(node); } else { voxelsUpdated += updateNodeInArraysAsPartialVBO(node); @@ -365,7 +374,7 @@ int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) { *(writeColorsAt +j) = node->getColor()[j % 3]; } node->setBufferIndex(nodeIndex); - _voxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode + _writeVoxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode _voxelsInWriteArrays++; // our know vertices in the arrays return 1; // rendered } @@ -402,7 +411,7 @@ int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) { node->setBufferIndex(nodeIndex); _voxelsInWriteArrays++; } - _voxelDirtyArray[nodeIndex] = true; + _writeVoxelDirtyArray[nodeIndex] = true; // populate the array with points for the 8 vertices // and RGB color for each added vertex @@ -431,9 +440,11 @@ void VoxelSystem::init() { _voxelsInReadArrays = 0; _unusedArraySpace = 0; - // we will track individual dirty sections with this array of bools - _voxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM]; - memset(_voxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool)); + // we will track individual dirty sections with these arrays of bools + _writeVoxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM]; + memset(_writeVoxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool)); + _readVoxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM]; + memset(_readVoxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool)); // prep the data structures for incoming voxel data _writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; @@ -530,7 +541,7 @@ void VoxelSystem::init() { void VoxelSystem::updateFullVBOs() { glBufferIndex segmentStart = 0; - glBufferIndex segmentEnd = _voxelsInWriteArrays; + glBufferIndex segmentEnd = _voxelsInReadArrays; int segmentLength = (segmentEnd - segmentStart) + 1; GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); @@ -544,21 +555,21 @@ void VoxelSystem::updateFullVBOs() { glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); - // consider the _voxelDirtyArray[] clean! - memset(_voxelDirtyArray, false, _voxelsInWriteArrays * sizeof(bool)); + // consider the _readVoxelDirtyArray[] clean! + memset(_readVoxelDirtyArray, false, _voxelsInReadArrays * sizeof(bool)); } void VoxelSystem::updatePartialVBOs() { glBufferIndex segmentStart = 0; glBufferIndex segmentEnd = 0; bool inSegment = false; - for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) { - bool thisVoxelDirty = _voxelDirtyArray[i]; + for (glBufferIndex i = 0; i < _voxelsInReadArrays; i++) { + bool thisVoxelDirty = _readVoxelDirtyArray[i]; if (!inSegment) { if (thisVoxelDirty) { segmentStart = i; inSegment = true; - _voxelDirtyArray[i] = false; // consider us clean! + _readVoxelDirtyArray[i] = false; // consider us clean! } } else { if (!thisVoxelDirty) { @@ -578,13 +589,13 @@ void VoxelSystem::updatePartialVBOs() { glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); } - _voxelDirtyArray[i] = false; // consider us clean! + _readVoxelDirtyArray[i] = false; // consider us clean! } } // if we got to the end of the array, and we're in an active dirty segment... if (inSegment) { - segmentEnd = _voxelsInWriteArrays - 1; + segmentEnd = _voxelsInReadArrays - 1; inSegment = false; int segmentLength = (segmentEnd - segmentStart) + 1; GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); @@ -603,22 +614,27 @@ void VoxelSystem::updatePartialVBOs() { void VoxelSystem::updateVBOs() { static char buffer[40] = { 0 }; if (_renderWarningsOn) { - sprintf(buffer, "updateVBOs() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no")); + sprintf(buffer, "updateVBOs() _readRenderFullVBO=%s", (_readRenderFullVBO ? "yes" : "no")); }; PerformanceWarning warn(_renderWarningsOn, buffer); // would like to include _callsToTreesToArrays if (_voxelsDirty) { - if (_renderFullVBO) { + if (_readRenderFullVBO) { updateFullVBOs(); } else { updatePartialVBOs(); } _voxelsDirty = false; + _readRenderFullVBO = false; } _callsToTreesToArrays = 0; // clear it } -void VoxelSystem::render() { +void VoxelSystem::render(bool texture) { PerformanceWarning warn(_renderWarningsOn, "render()"); + + // get the lock so that the update thread won't change anything + pthread_mutex_lock(&_bufferWriteLock); + glPushMatrix(); updateVBOs(); // tell OpenGL where to find vertex and color information @@ -635,9 +651,11 @@ void VoxelSystem::render() { glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0); - _perlinModulateProgram->bind(); - glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID); - + if (texture) { + _perlinModulateProgram->bind(); + glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID); + } + // for performance, disable blending and enable backface culling glDisable(GL_BLEND); glEnable(GL_CULL_FACE); @@ -650,9 +668,11 @@ void VoxelSystem::render() { glEnable(GL_BLEND); glDisable(GL_CULL_FACE); - _perlinModulateProgram->release(); - glBindTexture(GL_TEXTURE_2D, 0); - + if (texture) { + _perlinModulateProgram->release(); + glBindTexture(GL_TEXTURE_2D, 0); + } + // deactivate vertex and color arrays after drawing glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); @@ -664,6 +684,8 @@ void VoxelSystem::render() { // scale back down to 1 so heads aren't massive glPopMatrix(); + + pthread_mutex_unlock(&_bufferWriteLock); } int VoxelSystem::_nodeCount = 0; @@ -1012,7 +1034,7 @@ void VoxelSystem::collectStatsForTreesAndVBOs() { glBufferIndex maxDirty = 0; for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) { - if (_voxelDirtyArray[i]) { + if (_writeVoxelDirtyArray[i]) { minDirty = std::min(minDirty,i); maxDirty = std::max(maxDirty,i); } diff --git a/interface/src/VoxelSystem.h b/interface/src/VoxelSystem.h index 2d6d9717f6..6ce5855080 100644 --- a/interface/src/VoxelSystem.h +++ b/interface/src/VoxelSystem.h @@ -36,7 +36,7 @@ public: void init(); void simulate(float deltaTime) { }; - void render(); + void render(bool texture); unsigned long getVoxelsUpdated() const {return _voxelsUpdated;}; unsigned long getVoxelsRendered() const {return _voxelsInReadArrays;}; @@ -118,13 +118,15 @@ private: GLubyte* _readColorsArray; GLfloat* _writeVerticesArray; GLubyte* _writeColorsArray; - bool* _voxelDirtyArray; + bool* _writeVoxelDirtyArray; + bool* _readVoxelDirtyArray; unsigned long _voxelsUpdated; unsigned long _voxelsInWriteArrays; unsigned long _voxelsInReadArrays; unsigned long _unusedArraySpace; - bool _renderFullVBO; + bool _writeRenderFullVBO; + bool _readRenderFullVBO; double _setupNewVoxelsForDrawingLastElapsed; double _setupNewVoxelsForDrawingLastFinished; @@ -148,7 +150,7 @@ private: void cleanupRemovedVoxels(); void setupNewVoxelsForDrawing(); - void copyWrittenDataToReadArrays(); + void copyWrittenDataToReadArrays(bool fullVBOs); bool _voxelsDirty; diff --git a/libraries/avatars/src/AvatarData.cpp b/libraries/avatars/src/AvatarData.cpp index 56218c61ad..fb97052151 100644 --- a/libraries/avatars/src/AvatarData.cpp +++ b/libraries/avatars/src/AvatarData.cpp @@ -3,7 +3,7 @@ // hifi // // Created by Stephen Birarda on 4/9/13. -// +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #include @@ -35,15 +35,9 @@ int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPo AvatarData::AvatarData() : _handPosition(0,0,0), - _lookatPosition(0,0,0), _bodyYaw(-90.0), _bodyPitch(0.0), _bodyRoll(0.0), - _headYaw(0), - _headPitch(0), - _headRoll(0), - _headLeanSideways(0), - _headLeanForward(0), _audioLoudness(0), _handState(0), _cameraPosition(0,0,0), @@ -57,11 +51,16 @@ AvatarData::AvatarData() : _keyState(NO_KEY_DOWN), _wantResIn(false), _wantColor(true), - _wantDelta(false) + _wantDelta(false), + _headData(NULL) { } +AvatarData::~AvatarData() { + delete _headData; +} + int AvatarData::getBroadcastData(unsigned char* destinationBuffer) { unsigned char* bufferStart = destinationBuffer; @@ -79,23 +78,23 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) { destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll); // Head rotation (NOTE: This needs to become a quaternion to save two bytes) - destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headYaw); - destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headPitch); - destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headRoll); + destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->_yaw); + destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->_pitch); + destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->_roll); // Head lean X,Z (head lateral and fwd/back motion relative to torso) - memcpy(destinationBuffer, &_headLeanSideways, sizeof(float)); - destinationBuffer += sizeof(float); - memcpy(destinationBuffer, &_headLeanForward, sizeof(float)); - destinationBuffer += sizeof(float); + memcpy(destinationBuffer, &_headData->_leanSideways, sizeof(_headData->_leanSideways)); + destinationBuffer += sizeof(_headData->_leanSideways); + memcpy(destinationBuffer, &_headData->_leanForward, sizeof(_headData->_leanForward)); + destinationBuffer += sizeof(_headData->_leanForward); // Hand Position memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3); destinationBuffer += sizeof(float) * 3; // Lookat Position - memcpy(destinationBuffer, &_lookatPosition, sizeof(_lookatPosition)); - destinationBuffer += sizeof(_lookatPosition); + memcpy(destinationBuffer, &_headData->_lookAtPosition, sizeof(_headData->_lookAtPosition)); + destinationBuffer += sizeof(_headData->_lookAtPosition); // Hand State (0 = not grabbing, 1 = grabbing) memcpy(destinationBuffer, &_handState, sizeof(char)); @@ -145,7 +144,10 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) { // called on the other agents - assigns it to my views of the others int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) { -//printf("AvatarData::parseData()\n"); + // lazily allocate memory for HeadData in case we're not an Avatar instance + if (!_headData) { + _headData = new HeadData(); + } // increment to push past the packet header sourceBuffer += sizeof(PACKET_HEADER_HEAD_DATA); @@ -160,28 +162,33 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) { sourceBuffer += sizeof(float) * 3; // Body rotation (NOTE: This needs to become a quaternion to save two bytes) - sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyYaw); - sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch); - sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyRoll); + sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyYaw); + sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyPitch); + sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyRoll); // Head rotation (NOTE: This needs to become a quaternion to save two bytes) - sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headYaw); - sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headPitch); - sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headRoll); + float headYaw, headPitch, headRoll; + sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &headYaw); + sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &headPitch); + sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &headRoll); + + _headData->setYaw(headYaw); + _headData->setPitch(headPitch); + _headData->setRoll(headRoll); // Head position relative to pelvis - memcpy(&_headLeanSideways, sourceBuffer, sizeof(float)); - sourceBuffer += sizeof(float); - memcpy(&_headLeanForward, sourceBuffer, sizeof(float)); + memcpy(&_headData->_leanSideways, sourceBuffer, sizeof(_headData->_leanSideways)); sourceBuffer += sizeof(float); + memcpy(&_headData->_leanForward, sourceBuffer, sizeof(_headData->_leanForward)); + sourceBuffer += sizeof(_headData->_leanForward); // Hand Position memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3); sourceBuffer += sizeof(float) * 3; // Lookat Position - memcpy(&_lookatPosition, sourceBuffer, sizeof(_lookatPosition)); - sourceBuffer += sizeof(_lookatPosition); + memcpy(&_headData->_lookAtPosition, sourceBuffer, sizeof(_headData->_lookAtPosition)); + sourceBuffer += sizeof(_headData->_lookAtPosition); // Hand State memcpy(&_handState, sourceBuffer, sizeof(char)); @@ -226,11 +233,4 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) { _wantDelta = oneAtBit(wantItems,WANT_DELTA_AT_BIT); return sourceBuffer - startPosition; -} - -void AvatarData::setHeadPitch(float p) { - // Set head pitch and apply limits - const float MAX_PITCH = 60; - const float MIN_PITCH = -60; - _headPitch = glm::clamp(p, MIN_PITCH, MAX_PITCH); } \ No newline at end of file diff --git a/libraries/avatars/src/AvatarData.h b/libraries/avatars/src/AvatarData.h index 2c676d6120..8924b5f937 100644 --- a/libraries/avatars/src/AvatarData.h +++ b/libraries/avatars/src/AvatarData.h @@ -3,7 +3,7 @@ // hifi // // Created by Stephen Birarda on 4/9/13. -// +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #ifndef __hifi__AvatarData__ @@ -14,6 +14,7 @@ #include #include +#include "HeadData.h" const int WANT_RESIN_AT_BIT = 0; const int WANT_COLOR_AT_BIT = 1; @@ -29,12 +30,12 @@ enum KeyState class AvatarData : public AgentData { public: AvatarData(); + ~AvatarData(); const glm::vec3& getPosition() const { return _position; } void setPosition (const glm::vec3 position ) { _position = position; } void setHandPosition (const glm::vec3 handPosition ) { _handPosition = handPosition; } - void setLookatPosition(const glm::vec3 lookatPosition) { _lookatPosition = lookatPosition; } int getBroadcastData(unsigned char* destinationBuffer); int parseData(unsigned char* sourceBuffer, int numBytes); @@ -46,23 +47,6 @@ public: void setBodyPitch(float bodyPitch) { _bodyPitch = bodyPitch; } float getBodyRoll() const {return _bodyRoll; } void setBodyRoll(float bodyRoll) { _bodyRoll = bodyRoll; } - - // Head Rotation - void setHeadPitch(float p); - void setHeadYaw(float y) {_headYaw = y; } - void setHeadRoll(float r) {_headRoll = r; }; - float getHeadPitch() const { return _headPitch; }; - float getHeadYaw() const { return _headYaw; }; - float getHeadRoll() const { return _headRoll; }; - void addHeadPitch(float p) { setHeadPitch(_headPitch - p); } - void addHeadYaw(float y){_headYaw -= y; } - void addHeadRoll(float r){_headRoll += r; } - - // Head vector deflection from pelvix in X,Z - void setHeadLeanSideways(float s) {_headLeanSideways = s; }; - float getHeadLeanSideways() const { return _headLeanSideways; }; - void setHeadLeanForward(float f) {_headLeanForward = f; }; - float getHeadLeanForward() const { return _headLeanForward; }; // Hand State void setHandState(char s) { _handState = s; }; @@ -108,6 +92,8 @@ public: void setWantColor(bool wantColor) { _wantColor = wantColor; } void setWantDelta(bool wantDelta) { _wantDelta = wantDelta; } + void setHeadData(HeadData* headData) { _headData = headData; } + protected: // privatize the copy constructor and assignment operator so they cannot be called AvatarData(const AvatarData&); @@ -115,20 +101,11 @@ protected: glm::vec3 _position; glm::vec3 _handPosition; - glm::vec3 _lookatPosition; // Body rotation float _bodyYaw; float _bodyPitch; float _bodyRoll; - - // Head rotation (relative to body) - float _headYaw; - float _headPitch; - float _headRoll; - - float _headLeanSideways; - float _headLeanForward; // Audio loudness (used to drive facial animation) float _audioLoudness; @@ -158,6 +135,8 @@ protected: bool _wantResIn; bool _wantColor; bool _wantDelta; + + HeadData* _headData; }; #endif /* defined(__hifi__AvatarData__) */ diff --git a/libraries/avatars/src/HeadData.cpp b/libraries/avatars/src/HeadData.cpp new file mode 100644 index 0000000000..e7d6cee46a --- /dev/null +++ b/libraries/avatars/src/HeadData.cpp @@ -0,0 +1,38 @@ +// +// HeadData.cpp +// hifi +// +// Created by Stephen Birarda on 5/20/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// + +#include "HeadData.h" + +HeadData::HeadData() : + _yaw(0.0f), + _pitch(0.0f), + _roll(0.0f), + _lookAtPosition(0.0f, 0.0f, 0.0f), + _leanSideways(0.0f), + _leanForward(0.0f) +{ + +} + +void HeadData::addYaw(float yaw) { + setYaw(_yaw + yaw); +} + +void HeadData::addPitch(float pitch) { + setPitch(_pitch + pitch); +} + +void HeadData::addRoll(float roll) { + setRoll(_roll + roll); +} + +void HeadData::addLean(float sideways, float forwards) { + // Add lean as impulse + _leanSideways += sideways; + _leanForward += forwards; +} \ No newline at end of file diff --git a/libraries/avatars/src/HeadData.h b/libraries/avatars/src/HeadData.h new file mode 100644 index 0000000000..8c9e99e6d9 --- /dev/null +++ b/libraries/avatars/src/HeadData.h @@ -0,0 +1,60 @@ +// +// HeadData.h +// hifi +// +// Created by Stephen Birarda on 5/20/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// + +#ifndef __hifi__HeadData__ +#define __hifi__HeadData__ + +#include + +#include + +const float MIN_HEAD_YAW = -85; +const float MAX_HEAD_YAW = 85; +const float MIN_HEAD_PITCH = -60; +const float MAX_HEAD_PITCH = 60; +const float MIN_HEAD_ROLL = -50; +const float MAX_HEAD_ROLL = 50; + +class HeadData { +public: + HeadData(); + + float getLeanSideways() const { return _leanSideways; } + void setLeanSideways(float leanSideways) { _leanSideways = leanSideways; } + + float getLeanForward() const { return _leanForward; } + void setLeanForward(float leanForward) { _leanForward = leanForward; } + + float getYaw() const { return _yaw; } + void setYaw(float yaw) { _yaw = glm::clamp(yaw, MIN_HEAD_YAW, MAX_HEAD_YAW); } + + float getPitch() const { return _pitch; } + void setPitch(float pitch) { _pitch = glm::clamp(pitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH); } + + float getRoll() const { return _roll; } + void setRoll(float roll) { _roll = glm::clamp(roll, MIN_HEAD_ROLL, MAX_HEAD_ROLL); } + + void addYaw(float yaw); + void addPitch(float pitch); + void addRoll(float roll); + void addLean(float sideways, float forwards); + + const glm::vec3& getLookAtPosition() const { return _lookAtPosition; } + void setLookAtPosition(const glm::vec3& lookAtPosition) { _lookAtPosition = lookAtPosition; } + + friend class AvatarData; +protected: + float _yaw; + float _pitch; + float _roll; + glm::vec3 _lookAtPosition; + float _leanSideways; + float _leanForward; +}; + +#endif /* defined(__hifi__HeadData__) */