Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Jeffrey Ventrella 2013-05-09 11:22:55 -07:00
commit 7cfc9844a3
14 changed files with 474 additions and 388 deletions

View file

@ -22,7 +22,6 @@
#include <AgentTypes.h>
#include <SharedUtil.h>
#include <StdDev.h>
#include <Stacktrace.h>
#include "AudioRingBuffer.h"
#include "PacketHeaders.h"
@ -258,8 +257,7 @@ void attachNewBufferToAgent(Agent *newAgent) {
}
}
int main(int argc, const char* argv[]) {
signal(SIGSEGV, printStacktrace);
int main(int argc, const char* argv[]) {
setvbuf(stdout, NULL, _IOLBF, 0);
AgentList* agentList = AgentList::createInstance(AGENT_TYPE_AUDIO_MIXER, MIXER_LISTEN_PORT);

View file

@ -1,3 +1,5 @@
#!/usr/bin/env python
#
# gen_stars.py
# interface
@ -12,7 +14,7 @@ from random import random,randint
from math import sqrt, hypot, atan2, pi, fmod, degrees
from sys import argv,stderr
hemisphere_only, equator, meridians= False, 1000, 1000
hemisphere_only, equator, meridians= False, 0, 1000
n_random = 100000
if len(argv) > 1:
@ -50,10 +52,13 @@ for i in range(n_random):
g = max(0,min(255,w + randint(-20,60)))
b = max(0,min(255,w + randint(-10,100)))
# position
x,y,z = random()*2-1,random(),random()*2-1
if not hemisphere_only:
y = y*2-1
l = sqrt(x*x + y*y + z*z)
while True:
x,y,z = random()*2-1,random(),random()*2-1
if not hemisphere_only:
y = y*2-1
l = sqrt(x*x + y*y + z*z)
if l <= 1.0:
break
x /= l; y /= l; z /= l
xz = hypot(x,z)

View file

@ -1257,6 +1257,11 @@ void Avatar::initializeBodySprings() {
}
void Avatar::updateBodySprings(float deltaTime) {
// Check for a large repositioning, and re-initialize body springs if this has happened
const float BEYOND_BODY_SPRING_RANGE = 2.f;
if (glm::length(_position - _joint[AVATAR_JOINT_PELVIS].springyPosition) > BEYOND_BODY_SPRING_RANGE) {
initializeBodySprings();
}
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
glm::vec3 springVector(_joint[b].springyPosition);

View file

@ -42,28 +42,23 @@ void SerialInterface::pair() {
int matchStatus;
regex_t regex;
if (_failedOpenAttempts < 2) {
// if we've already failed to open the detected interface twice then don't try again
// for now this only works on OS X, where the usb serial shows up as /dev/tty.usb*
if((devDir = opendir("/dev"))) {
while((entry = readdir(devDir))) {
regcomp(&regex, "tty\\.usb", REG_EXTENDED|REG_NOSUB);
matchStatus = regexec(&regex, entry->d_name, (size_t) 0, NULL, 0);
if (matchStatus == 0) {
char *serialPortname = new char[100];
sprintf(serialPortname, "/dev/%s", entry->d_name);
initializePort(serialPortname, 115200);
delete [] serialPortname;
}
regfree(&regex);
// for now this only works on OS X, where the usb serial shows up as /dev/tty.usb*
if((devDir = opendir("/dev"))) {
while((entry = readdir(devDir))) {
regcomp(&regex, "tty\\.usb", REG_EXTENDED|REG_NOSUB);
matchStatus = regexec(&regex, entry->d_name, (size_t) 0, NULL, 0);
if (matchStatus == 0) {
char *serialPortname = new char[100];
sprintf(serialPortname, "/dev/%s", entry->d_name);
initializePort(serialPortname, 115200);
delete [] serialPortname;
}
closedir(devDir);
regfree(&regex);
}
}
closedir(devDir);
}
#endif
}
@ -76,7 +71,6 @@ void SerialInterface::initializePort(char* portname, int baud) {
if (_serialDescriptor == -1) {
printLog("Failed.\n");
_failedOpenAttempts++;
return;
}
struct termios options;
@ -123,6 +117,9 @@ void SerialInterface::initializePort(char* portname, int baud) {
// this disables streaming so there's no garbage data on reads
write(_serialDescriptor, "SD\n", 3);
// delay after disabling streaming
usleep(10000);
// flush whatever was produced by the last two commands
tcflush(_serialDescriptor, TCIOFLUSH);
}
@ -232,26 +229,38 @@ void SerialInterface::readData() {
int initialSamples = totalSamples;
if (USING_INVENSENSE_MPU9150) {
unsigned char gyroBuffer[20];
unsigned char sensorBuffer[36];
// ask the invensense for raw gyro data
write(_serialDescriptor, "RD684306\n", 9);
read(_serialDescriptor, gyroBuffer, 20);
write(_serialDescriptor, "RD683B0E\n", 9);
read(_serialDescriptor, sensorBuffer, 36);
int accelXRate, accelYRate, accelZRate;
convertHexToInt(sensorBuffer + 6, accelXRate);
convertHexToInt(sensorBuffer + 10, accelYRate);
convertHexToInt(sensorBuffer + 14, accelZRate);
const float LSB_TO_METERS_PER_SECOND = 1.f / 16384.f;
_lastAccelX = ((float) accelXRate) * LSB_TO_METERS_PER_SECOND;
_lastAccelY = ((float) accelYRate) * LSB_TO_METERS_PER_SECOND;
_lastAccelZ = ((float) accelZRate) * LSB_TO_METERS_PER_SECOND;
int rollRate, yawRate, pitchRate;
convertHexToInt(gyroBuffer + 6, rollRate);
convertHexToInt(gyroBuffer + 10, yawRate);
convertHexToInt(gyroBuffer + 14, pitchRate);
convertHexToInt(sensorBuffer + 22, rollRate);
convertHexToInt(sensorBuffer + 26, yawRate);
convertHexToInt(sensorBuffer + 30, pitchRate);
// Convert the integer rates to floats
const float LSB_TO_DEGREES_PER_SECOND = 1.f / 16.4f; // From MPU-9150 register map, 2000 deg/sec.
const float PITCH_BIAS = 2.0; // Strangely, there is a small DC bias in the
// invensense pitch reading. Gravity?
_lastRollRate = (float) rollRate * LSB_TO_DEGREES_PER_SECOND;
_lastYawRate = (float) yawRate * LSB_TO_DEGREES_PER_SECOND;
_lastPitchRate = (float) -pitchRate * LSB_TO_DEGREES_PER_SECOND + PITCH_BIAS;
_lastRollRate = ((float) rollRate) * LSB_TO_DEGREES_PER_SECOND;
_lastYawRate = ((float) yawRate) * LSB_TO_DEGREES_PER_SECOND;
_lastPitchRate = ((float) -pitchRate) * LSB_TO_DEGREES_PER_SECOND + PITCH_BIAS;
totalSamples++;
} else {

View file

@ -37,7 +37,12 @@ extern const bool USING_INVENSENSE_MPU9150;
class SerialInterface {
public:
SerialInterface() : active(false),
_failedOpenAttempts(0) {}
_lastAccelX(0),
_lastAccelY(0),
_lastAccelZ(0),
_lastYawRate(0),
_lastPitchRate(0),
_lastRollRate(0) {}
void pair();
void readData();
@ -69,10 +74,12 @@ private:
int totalSamples;
timeval lastGoodRead;
glm::vec3 gravity;
float _lastAccelX;
float _lastAccelY;
float _lastAccelZ;
float _lastYawRate; // Rates are in degrees per second.
float _lastPitchRate;
float _lastRollRate;
int _failedOpenAttempts;
};
#endif

View file

@ -679,3 +679,19 @@ void VoxelSystem::removeOutOfView() {
);
}
}
bool VoxelSystem::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
VoxelDetail& detail, float& distance, BoxFace& face) {
VoxelNode* node;
if (!_tree->findRayIntersection(origin, direction, node, distance, face)) {
return false;
}
detail.x = node->getCorner().x;
detail.y = node->getCorner().y;
detail.z = node->getCorner().z;
detail.s = node->getScale();
detail.red = node->getColor()[0];
detail.green = node->getColor()[1];
detail.blue = node->getColor()[2];
return true;
}

View file

@ -11,6 +11,7 @@
#include "InterfaceConfig.h"
#include <glm/glm.hpp>
#include <SharedUtil.h>
#include <UDPSocket.h>
#include <AgentData.h>
#include <VoxelTree.h>
@ -64,6 +65,9 @@ public:
void removeOutOfView();
bool hasViewChanged();
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
VoxelDetail& detail, float& distance, BoxFace& face);
private:
int _callsToTreesToArrays;
VoxelNodeBag _removedVoxels;

View file

@ -70,7 +70,6 @@
#include "Oscilloscope.h"
#include "UDPSocket.h"
#include "SerialInterface.h"
#include <SharedUtil.h>
#include <PacketHeaders.h>
#include <AvatarData.h>
#include <PerfStat.h>
@ -148,15 +147,15 @@ bool renderStarsOn = true; // Whether to display the stars
bool renderAtmosphereOn = true; // Whether to display the atmosphere
bool renderAvatarsOn = true; // Whether to render avatars
bool paintOn = false; // Whether to paint voxels as you fly around
VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
bool perfStatsOn = false; // Do we want to display perfStats?
VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
bool perfStatsOn = false; // Do we want to display perfStats?
bool logOn = true; // Whether to show on-screen log
bool wantToKillLocalVoxels = false;
int noiseOn = 0; // Whether to add random noise
int noiseOn = 0; // Whether to add random noise
float noise = 1.0; // Overall magnitude scaling for random noise levels
bool gyroLook = true; // Whether to allow the gyro data from head to move your view
@ -211,11 +210,11 @@ void Timer(int extra) {
FPS = (float)frameCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
packetsPerSecond = (float)packetCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
bytesPerSecond = (float)bytesCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
frameCount = 0;
frameCount = 0;
packetCount = 0;
bytesCount = 0;
glutTimerFunc(1000,Timer,0);
glutTimerFunc(1000,Timer,0);
gettimeofday(&timerStart, NULL);
// if we haven't detected gyros, check for them now
@ -240,27 +239,27 @@ void displayStats(void) {
voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered() / 1000.f << "K Updated: " << voxels.getVoxelsUpdated()/1000.f << "K";
drawtext(10, statsVerticalOffset + 230, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
voxelStats << "Voxels Created: " << voxels.getVoxelsCreated() / 1000.f << "K (" << voxels.getVoxelsCreatedPerSecondAverage() / 1000.f
voxelStats.str("");
voxelStats << "Voxels Created: " << voxels.getVoxelsCreated() / 1000.f << "K (" << voxels.getVoxelsCreatedPerSecondAverage() / 1000.f
<< "Kps) ";
drawtext(10, statsVerticalOffset + 250, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
voxelStats << "Voxels Colored: " << voxels.getVoxelsColored() / 1000.f << "K (" << voxels.getVoxelsColoredPerSecondAverage() / 1000.f
voxelStats.str("");
voxelStats << "Voxels Colored: " << voxels.getVoxelsColored() / 1000.f << "K (" << voxels.getVoxelsColoredPerSecondAverage() / 1000.f
<< "Kps) ";
drawtext(10, statsVerticalOffset + 270, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
voxelStats << "Voxel Bits Read: " << voxels.getVoxelsBytesRead() * 8.f / 1000000.f
voxelStats.str("");
voxelStats << "Voxel Bits Read: " << voxels.getVoxelsBytesRead() * 8.f / 1000000.f
<< "M (" << voxels.getVoxelsBytesReadPerSecondAverage() * 8.f / 1000000.f << " Mbps)";
drawtext(10, statsVerticalOffset + 290,0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
float voxelsBytesPerColored = voxels.getVoxelsColored()
voxelStats.str("");
float voxelsBytesPerColored = voxels.getVoxelsColored()
? ((float) voxels.getVoxelsBytesRead() / voxels.getVoxelsColored())
: 0;
voxelStats << "Voxels Bits per Colored: " << voxelsBytesPerColored * 8;
voxelStats << "Voxels Bits per Colored: " << voxelsBytesPerColored * 8;
drawtext(10, statsVerticalOffset + 310, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
Agent *avatarMixer = AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER);
@ -276,19 +275,19 @@ void displayStats(void) {
drawtext(10, statsVerticalOffset + 330, 0.10f, 0, 1.0, 0, avatarMixerStats);
if (::perfStatsOn) {
// Get the PerfStats group details. We need to allocate and array of char* long enough to hold 1+groups
char** perfStatLinesArray = new char*[PerfStat::getGroupCount()+1];
int lines = PerfStat::DumpStats(perfStatLinesArray);
int atZ = 150; // arbitrary place on screen that looks good
for (int line=0; line < lines; line++) {
drawtext(10, statsVerticalOffset + atZ, 0.10f, 0, 1.0, 0, perfStatLinesArray[line]);
delete perfStatLinesArray[line]; // we're responsible for cleanup
perfStatLinesArray[line]=NULL;
atZ+=20; // height of a line
}
delete []perfStatLinesArray; // we're responsible for cleanup
}
if (::perfStatsOn) {
// Get the PerfStats group details. We need to allocate and array of char* long enough to hold 1+groups
char** perfStatLinesArray = new char*[PerfStat::getGroupCount()+1];
int lines = PerfStat::DumpStats(perfStatLinesArray);
int atZ = 150; // arbitrary place on screen that looks good
for (int line=0; line < lines; line++) {
drawtext(10, statsVerticalOffset + atZ, 0.10f, 0, 1.0, 0, perfStatLinesArray[line]);
delete perfStatLinesArray[line]; // we're responsible for cleanup
perfStatLinesArray[line]=NULL;
atZ+=20; // height of a line
}
delete []perfStatLinesArray; // we're responsible for cleanup
}
}
void initDisplay(void) {
@ -321,9 +320,9 @@ void init(void) {
myAvatar.setNoise(noise);
}
myAvatar.setPosition(start_location);
myCamera.setPosition(start_location);
myCamera.setPosition(start_location);
#ifdef MARKER_CAPTURE
if(marker_capture_enabled){
marker_capturer.position_updated(&position_updated);
@ -472,25 +471,25 @@ void updateAvatar(float deltaTime) {
// If I'm in paint mode, send a voxel out to VOXEL server agents.
if (::paintOn) {
glm::vec3 avatarPos = myAvatar.getPosition();
glm::vec3 avatarPos = myAvatar.getPosition();
// For some reason, we don't want to flip X and Z here.
::paintingVoxel.x = avatarPos.x / 10.0;
::paintingVoxel.y = avatarPos.y / 10.0;
::paintingVoxel.z = avatarPos.z / 10.0;
unsigned char* bufferOut;
int sizeOut;
if (::paintingVoxel.x >= 0.0 && ::paintingVoxel.x <= 1.0 &&
::paintingVoxel.y >= 0.0 && ::paintingVoxel.y <= 1.0 &&
::paintingVoxel.z >= 0.0 && ::paintingVoxel.z <= 1.0) {
// For some reason, we don't want to flip X and Z here.
::paintingVoxel.x = avatarPos.x / 10.0;
::paintingVoxel.y = avatarPos.y / 10.0;
::paintingVoxel.z = avatarPos.z / 10.0;
unsigned char* bufferOut;
int sizeOut;
if (::paintingVoxel.x >= 0.0 && ::paintingVoxel.x <= 1.0 &&
::paintingVoxel.y >= 0.0 && ::paintingVoxel.y <= 1.0 &&
::paintingVoxel.z >= 0.0 && ::paintingVoxel.z <= 1.0) {
if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL, 0, 1, &::paintingVoxel, bufferOut, sizeOut)){
if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL, 0, 1, &::paintingVoxel, bufferOut, sizeOut)){
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
delete bufferOut;
}
}
delete bufferOut;
}
}
}
}
@ -498,7 +497,7 @@ void updateAvatar(float deltaTime) {
// loadViewFrustum()
//
// Description: this will load the view frustum bounds for EITHER the head
// or the "myCamera".
// or the "myCamera".
//
// These global scoped variables are used by our loadViewFrustum() and renderViewFrustum functions below, but are also
@ -515,19 +514,19 @@ float viewFrustumOffsetDistance = 25.0;
float viewFrustumOffsetUp = 0.0;
void loadViewFrustum(ViewFrustum& viewFrustum) {
// We will use these below, from either the camera or head vectors calculated above
glm::vec3 position;
glm::vec3 direction;
glm::vec3 up;
glm::vec3 right;
float fov, nearClip, farClip;
// Camera or Head?
if (::cameraFrustum) {
position = ::myCamera.getPosition();
} else {
position = ::myAvatar.getHeadPosition();
}
// We will use these below, from either the camera or head vectors calculated above
glm::vec3 position;
glm::vec3 direction;
glm::vec3 up;
glm::vec3 right;
float fov, nearClip, farClip;
// Camera or Head?
if (::cameraFrustum) {
position = ::myCamera.getPosition();
} else {
position = ::myAvatar.getHeadPosition();
}
fov = ::myCamera.getFieldOfView();
nearClip = ::myCamera.getNearClip();
@ -550,7 +549,7 @@ void loadViewFrustum(ViewFrustum& viewFrustum) {
printf("farClip=%f\n", farClip);
*/
// Set the viewFrustum up with the correct position and orientation of the camera
// Set the viewFrustum up with the correct position and orientation of the camera
viewFrustum.setPosition(position);
viewFrustum.setOrientation(direction,up,right);
@ -567,7 +566,7 @@ void loadViewFrustum(ViewFrustum& viewFrustum) {
// renderViewFrustum()
//
// Description: this will render the view frustum bounds for EITHER the head
// or the "myCamera".
// or the "myCamera".
//
// Frustum rendering mode. For debug purposes, we allow drawing the frustum in a couple of different ways.
// We can draw it with each of these parts:
@ -594,102 +593,102 @@ void renderViewFrustum(ViewFrustum& viewFrustum) {
// Load it with the latest details!
loadViewFrustum(viewFrustum);
glm::vec3 position = viewFrustum.getPosition();
glm::vec3 direction = viewFrustum.getDirection();
glm::vec3 up = viewFrustum.getUp();
glm::vec3 right = viewFrustum.getRight();
// Get ready to draw some lines
glDisable(GL_LIGHTING);
glColor4f(1.0, 1.0, 1.0, 1.0);
glLineWidth(1.0);
glBegin(GL_LINES);
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_VECTORS) {
// Calculate the origin direction vectors
glm::vec3 lookingAt = position + (direction * 0.2f);
glm::vec3 lookingAtUp = position + (up * 0.2f);
glm::vec3 lookingAtRight = position + (right * 0.2f);
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_VECTORS) {
// Calculate the origin direction vectors
glm::vec3 lookingAt = position + (direction * 0.2f);
glm::vec3 lookingAtUp = position + (up * 0.2f);
glm::vec3 lookingAtRight = position + (right * 0.2f);
// Looking At = white
glColor3f(1,1,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAt.x, lookingAt.y, lookingAt.z);
// Looking At = white
glColor3f(1,1,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAt.x, lookingAt.y, lookingAt.z);
// Looking At Up = purple
glColor3f(1,0,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z);
// Looking At Up = purple
glColor3f(1,0,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z);
// Looking At Right = cyan
glColor3f(0,1,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z);
}
// Looking At Right = cyan
glColor3f(0,1,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z);
}
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
// Drawing the bounds of the frustum
// viewFrustum.getNear plane - bottom edge
glColor3f(1,0,0);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
// Drawing the bounds of the frustum
// viewFrustum.getNear plane - bottom edge
glColor3f(1,0,0);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
// viewFrustum.getNear plane - top edge
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// viewFrustum.getNear plane - top edge
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// viewFrustum.getNear plane - right edge
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// viewFrustum.getNear plane - right edge
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// viewFrustum.getNear plane - left edge
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
}
// viewFrustum.getNear plane - left edge
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
}
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) {
// viewFrustum.getFar plane - bottom edge
glColor3f(0,1,0); // GREEN!!!
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) {
// viewFrustum.getFar plane - bottom edge
glColor3f(0,1,0); // GREEN!!!
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// viewFrustum.getFar plane - top edge
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// viewFrustum.getFar plane - top edge
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// viewFrustum.getFar plane - right edge
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// viewFrustum.getFar plane - right edge
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// viewFrustum.getFar plane - left edge
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
}
// viewFrustum.getFar plane - left edge
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
}
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) {
// RIGHT PLANE IS CYAN
// right plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,1,1);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) {
// RIGHT PLANE IS CYAN
// right plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,1,1);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// right plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// right plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,0,1);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,0,1);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
// left plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
}
// left plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
}
glEnd();
glEnable(GL_LIGHTING);
@ -716,7 +715,7 @@ void displaySide(Camera& whichCamera) {
}
// finally render the starfield
stars.render(whichCamera.getFieldOfView(), aspectRatio, whichCamera.getNearClip(), alpha);
stars.render(whichCamera.getFieldOfView(), aspectRatio, whichCamera.getNearClip(), alpha);
}
// draw the sky dome
@ -727,8 +726,8 @@ void displaySide(Camera& whichCamera) {
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
// draw a red sphere
float sphereRadius = 0.25f;
// draw a red sphere
float sphereRadius = 0.25f;
glColor3f(1,0,0);
glPushMatrix();
glutSolidSphere(sphereRadius, 15, 15);
@ -736,12 +735,12 @@ void displaySide(Camera& whichCamera) {
//draw a grid ground plane....
drawGroundPlaneGrid(10.f);
// Draw voxels
if (renderVoxels) {
voxels.render();
}
if (::renderAvatarsOn) {
// Render avatars of other agents
AgentList* agentList = AgentList::getInstance();
@ -763,8 +762,8 @@ void displaySide(Camera& whichCamera) {
// brad's frustum for debugging
if (::frustumOn) renderViewFrustum(::viewFrustum);
glPopMatrix();
glPopMatrix();
}
// this shader is an adaptation (HLSL -> GLSL, removed conditional) of the one in the Oculus sample
@ -986,11 +985,11 @@ void displayOverlay() {
if (::paintOn) {
char paintMessage[100];
sprintf(paintMessage,"Painting (%.3f,%.3f,%.3f/%.3f/%d,%d,%d)",
::paintingVoxel.x,::paintingVoxel.y,::paintingVoxel.z,::paintingVoxel.s,
(unsigned int)::paintingVoxel.red,(unsigned int)::paintingVoxel.green,(unsigned int)::paintingVoxel.blue);
drawtext(WIDTH-350,50, 0.10, 0, 1.0, 0, paintMessage, 1, 1, 0);
char paintMessage[100];
sprintf(paintMessage,"Painting (%.3f,%.3f,%.3f/%.3f/%d,%d,%d)",
::paintingVoxel.x,::paintingVoxel.y,::paintingVoxel.z,::paintingVoxel.s,
(unsigned int)::paintingVoxel.red,(unsigned int)::paintingVoxel.green,(unsigned int)::paintingVoxel.blue);
drawtext(WIDTH-350,50, 0.10, 0, 1.0, 0, paintMessage, 1, 1, 0);
}
glPopMatrix();
@ -998,7 +997,7 @@ void displayOverlay() {
void display(void)
{
PerfStat("display");
PerfStat("display");
glEnable(GL_LINE_SMOOTH);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -1007,22 +1006,6 @@ void display(void)
glPushMatrix(); {
glLoadIdentity();
// Setup 3D lights
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
GLfloat light_position0[] = { 1.0, 1.0, 0.0, 0.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
GLfloat ambient_color[] = { 0.7, 0.7, 0.8 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
GLfloat diffuse_color[] = { 0.8, 0.7, 0.7 };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
GLfloat specular_color[] = { 1.0, 1.0, 1.0, 1.0};
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
glMateriali(GL_FRONT, GL_SHININESS, 96);
// camera settings
if (::lookingInMirror) {
// set the camera to looking at my own face
@ -1030,10 +1013,10 @@ void display(void)
myCamera.setTargetYaw (myAvatar.getBodyYaw() - 180.0f); // 180 degrees from body yaw
myCamera.setPitch (0.0);
myCamera.setRoll (0.0);
myCamera.setUpShift (0.0);
myCamera.setUpShift (0.0);
myCamera.setDistance (0.2);
myCamera.setTightness (100.0f);
} else {
} else {
//float firstPersonPitch = 20.0f;
//float firstPersonUpShift = 0.0f;
@ -1063,7 +1046,7 @@ void display(void)
}
}
myCamera.setPitch (thirdPersonPitch + ff * (firstPersonPitch - thirdPersonPitch ));
myCamera.setPitch (thirdPersonPitch + ff * (firstPersonPitch - thirdPersonPitch ));
myCamera.setUpShift (thirdPersonUpShift + ff * (firstPersonUpShift - thirdPersonUpShift ));
myCamera.setDistance (thirdPersonDistance + ff * (firstPersonDistance - thirdPersonDistance ));
myCamera.setTightness (thirdPersonTightness + ff * (firstPersonTightness - thirdPersonTightness));
@ -1077,7 +1060,7 @@ void display(void)
}
//printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift());
myCamera.setPitch (thirdPersonPitch + myCamera.getModeShift() * (firstPersonPitch - thirdPersonPitch ));
myCamera.setPitch (thirdPersonPitch + myCamera.getModeShift() * (firstPersonPitch - thirdPersonPitch ));
myCamera.setUpShift (thirdPersonUpShift + myCamera.getModeShift() * (firstPersonUpShift - thirdPersonUpShift ));
myCamera.setDistance (thirdPersonDistance + myCamera.getModeShift() * (firstPersonDistance - thirdPersonDistance ));
myCamera.setTightness (thirdPersonTightness + myCamera.getModeShift() * (firstPersonTightness - thirdPersonTightness));
@ -1087,7 +1070,7 @@ void display(void)
}
//printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift());
myCamera.setPitch (firstPersonPitch + myCamera.getModeShift() * (thirdPersonPitch - firstPersonPitch ));
myCamera.setPitch (firstPersonPitch + myCamera.getModeShift() * (thirdPersonPitch - firstPersonPitch ));
myCamera.setUpShift (firstPersonUpShift + myCamera.getModeShift() * (thirdPersonUpShift - firstPersonUpShift ));
myCamera.setDistance (firstPersonDistance + myCamera.getModeShift() * (thirdPersonDistance - firstPersonDistance ));
myCamera.setTightness (firstPersonTightness + myCamera.getModeShift() * (thirdPersonTightness - firstPersonTightness));
@ -1104,7 +1087,7 @@ void display(void)
myCamera.setTargetPosition(myAvatar.getHeadPosition());
myCamera.setTargetYaw (myAvatar.getBodyYaw());
myCamera.setRoll (0.0);
}
}
// important...
@ -1120,19 +1103,19 @@ void display(void)
glPopMatrix();
*/
// Note: whichCamera is used to pick between the normal camera myCamera for our
// main camera, vs, an alternate camera. The alternate camera we support right now
// is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism
// to add other cameras.
//
// Why have two cameras? Well, one reason is that because in the case of the renderViewFrustum()
// code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of
// myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera
Camera whichCamera = myCamera;
Camera viewFrustumOffsetCamera = myCamera;
// Note: whichCamera is used to pick between the normal camera myCamera for our
// main camera, vs, an alternate camera. The alternate camera we support right now
// is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism
// to add other cameras.
//
// Why have two cameras? Well, one reason is that because in the case of the renderViewFrustum()
// code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of
// myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera
Camera whichCamera = myCamera;
Camera viewFrustumOffsetCamera = myCamera;
if (::viewFrustumFromOffset && ::frustumOn) {
if (::viewFrustumFromOffset && ::frustumOn) {
// set the camera to third-person view but offset so we can see the frustum
viewFrustumOffsetCamera.setTargetYaw(::viewFrustumOffsetYaw + myAvatar.getBodyYaw());
@ -1142,19 +1125,35 @@ void display(void)
viewFrustumOffsetCamera.setDistance (::viewFrustumOffsetDistance);
viewFrustumOffsetCamera.update(1.f/FPS);
whichCamera = viewFrustumOffsetCamera;
}
}
// transform view according to whichCamera
// could be myCamera (if in normal mode)
// or could be viewFrustumOffsetCamera if in offset mode
// I changed the ordering here - roll is FIRST (JJV)
// transform view according to whichCamera
// could be myCamera (if in normal mode)
// or could be viewFrustumOffsetCamera if in offset mode
// I changed the ordering here - roll is FIRST (JJV)
glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z);
glRotatef ( whichCamera.getPitch(), IDENTITY_RIGHT.x, IDENTITY_RIGHT.y, IDENTITY_RIGHT.z);
glRotatef (180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z );
glRotatef (180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z );
glTranslatef(-whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z);
// Setup 3D lights (after the camera transform, so that they are positioned in world space)
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
GLfloat light_position0[] = { 1.0, 1.0, 0.0, 0.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
GLfloat ambient_color[] = { 0.7, 0.7, 0.8 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
GLfloat diffuse_color[] = { 0.8, 0.7, 0.7 };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
GLfloat specular_color[] = { 1.0, 1.0, 1.0, 1.0};
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
glMateriali(GL_FRONT, GL_SHININESS, 96);
if (::oculusOn) {
displayOculus(whichCamera);
@ -1312,7 +1311,7 @@ int quitApp(int state) {
int setFrustumRenderMode(int state) {
if (state == MENU_ROW_PICKED) {
::frustumDrawingMode = (::frustumDrawingMode+1)%FRUSTUM_DRAW_MODE_COUNT;
::frustumDrawingMode = (::frustumDrawingMode+1)%FRUSTUM_DRAW_MODE_COUNT;
}
return ::frustumDrawingMode;
}
@ -1369,25 +1368,25 @@ const char* modeNear = " - Near ";
const char* modeFar = " - Far ";
const char* getFrustumRenderModeName(int state) {
const char * mode;
switch (state) {
case FRUSTUM_DRAW_MODE_ALL:
mode = modeAll;
break;
case FRUSTUM_DRAW_MODE_VECTORS:
mode = modeVectors;
break;
case FRUSTUM_DRAW_MODE_PLANES:
mode = modePlanes;
break;
case FRUSTUM_DRAW_MODE_NEAR_PLANE:
mode = modeNear;
break;
case FRUSTUM_DRAW_MODE_FAR_PLANE:
mode = modeFar;
break;
}
return mode;
const char * mode;
switch (state) {
case FRUSTUM_DRAW_MODE_ALL:
mode = modeAll;
break;
case FRUSTUM_DRAW_MODE_VECTORS:
mode = modeVectors;
break;
case FRUSTUM_DRAW_MODE_PLANES:
mode = modePlanes;
break;
case FRUSTUM_DRAW_MODE_NEAR_PLANE:
mode = modeNear;
break;
case FRUSTUM_DRAW_MODE_FAR_PLANE:
mode = modeFar;
break;
}
return mode;
}
void initMenu() {
@ -1433,55 +1432,117 @@ void initMenu() {
}
void testPointToVoxel() {
float y=0;
float z=0;
float s=0.1;
for (float x=0; x<=1; x+= 0.05) {
printLog(" x=%f");
float y=0;
float z=0;
float s=0.1;
for (float x=0; x<=1; x+= 0.05) {
printLog(" x=%f");
unsigned char red = 200; //randomColorValue(65);
unsigned char green = 200; //randomColorValue(65);
unsigned char blue = 200; //randomColorValue(65);
unsigned char* voxelCode = pointToVoxel(x, y, z, s,red,green,blue);
printVoxelCode(voxelCode);
delete voxelCode;
printLog("\n");
}
unsigned char red = 200; //randomColorValue(65);
unsigned char green = 200; //randomColorValue(65);
unsigned char blue = 200; //randomColorValue(65);
unsigned char* voxelCode = pointToVoxel(x, y, z, s,red,green,blue);
printVoxelCode(voxelCode);
delete voxelCode;
printLog("\n");
}
}
void sendVoxelServerEraseAll() {
char message[100];
char message[100];
sprintf(message,"%c%s",'Z',"erase all");
int messageSize = strlen(message) + 1;
AgentList::getInstance()->broadcastToAgents((unsigned char*) message, messageSize, &AGENT_TYPE_VOXEL, 1);
int messageSize = strlen(message) + 1;
AgentList::getInstance()->broadcastToAgents((unsigned char*) message, messageSize, &AGENT_TYPE_VOXEL, 1);
}
void sendVoxelServerAddScene() {
char message[100];
char message[100];
sprintf(message,"%c%s",'Z',"add scene");
int messageSize = strlen(message) + 1;
AgentList::getInstance()->broadcastToAgents((unsigned char*)message, messageSize, &AGENT_TYPE_VOXEL, 1);
int messageSize = strlen(message) + 1;
AgentList::getInstance()->broadcastToAgents((unsigned char*)message, messageSize, &AGENT_TYPE_VOXEL, 1);
}
void shiftPaintingColor()
{
// About the color of the paintbrush... first determine the dominant color
::dominantColor = (::dominantColor+1)%3; // 0=red,1=green,2=blue
::paintingVoxel.red = (::dominantColor==0)?randIntInRange(200,255):randIntInRange(40,100);
::paintingVoxel.green = (::dominantColor==1)?randIntInRange(200,255):randIntInRange(40,100);
::paintingVoxel.blue = (::dominantColor==2)?randIntInRange(200,255):randIntInRange(40,100);
::paintingVoxel.red = (::dominantColor==0)?randIntInRange(200,255):randIntInRange(40,100);
::paintingVoxel.green = (::dominantColor==1)?randIntInRange(200,255):randIntInRange(40,100);
::paintingVoxel.blue = (::dominantColor==2)?randIntInRange(200,255):randIntInRange(40,100);
}
void setupPaintingVoxel() {
glm::vec3 avatarPos = myAvatar.getPosition();
glm::vec3 avatarPos = myAvatar.getPosition();
::paintingVoxel.x = avatarPos.z/-10.0; // voxel space x is negative z head space
::paintingVoxel.y = avatarPos.y/-10.0; // voxel space y is negative y head space
::paintingVoxel.z = avatarPos.x/-10.0; // voxel space z is negative x head space
::paintingVoxel.s = 1.0/256;
shiftPaintingColor();
::paintingVoxel.x = avatarPos.z/-10.0; // voxel space x is negative z head space
::paintingVoxel.y = avatarPos.y/-10.0; // voxel space y is negative y head space
::paintingVoxel.z = avatarPos.x/-10.0; // voxel space z is negative x head space
::paintingVoxel.s = 1.0/256;
shiftPaintingColor();
}
void addVoxelUnderCursor() {
glm::vec3 origin, direction;
viewFrustum.computePickRay(mouseX / (float)WIDTH, mouseY / (float)HEIGHT, origin, direction);
VoxelDetail detail;
float distance;
BoxFace face;
if (voxels.findRayIntersection(origin, direction, detail, distance, face)) {
// use the face to determine the side on which to create a neighbor
switch (face) {
case MIN_X_FACE:
detail.x -= detail.s;
break;
case MAX_X_FACE:
detail.x += detail.s;
break;
case MIN_Y_FACE:
detail.y -= detail.s;
break;
case MAX_Y_FACE:
detail.y += detail.s;
break;
case MIN_Z_FACE:
detail.z -= detail.s;
break;
case MAX_Z_FACE:
detail.z += detail.s;
break;
}
unsigned char* bufferOut;
int sizeOut;
if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL, 0, 1, &detail, bufferOut, sizeOut)){
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
delete bufferOut;
}
}
}
void deleteVoxelUnderCursor() {
glm::vec3 origin, direction;
viewFrustum.computePickRay(mouseX / (float)WIDTH, mouseY / (float)HEIGHT, origin, direction);
VoxelDetail detail;
float distance;
BoxFace face;
if (voxels.findRayIntersection(origin, direction, detail, distance, face)) {
unsigned char* bufferOut;
int sizeOut;
if (createVoxelEditMessage(PACKET_HEADER_ERASE_VOXEL, 0, 1, &detail, bufferOut, sizeOut)){
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
delete bufferOut;
}
}
}
const float KEYBOARD_YAW_RATE = 0.8;
@ -1566,42 +1627,44 @@ void key(unsigned char k, int x, int y) {
return;
}
// Process keypresses
if (k == 'q' || k == 'Q') ::terminate();
if (k == '/') ::renderStatsOn = !::renderStatsOn; // toggle stats
if (k == '*') ::renderStarsOn = !::renderStarsOn; // toggle stars
if (k == 'V' || k == 'v') ::renderVoxels = !::renderVoxels; // toggle voxels
// Process keypresses
if (k == 'q' || k == 'Q') ::terminate();
if (k == '/') ::renderStatsOn = !::renderStatsOn; // toggle stats
if (k == '*') ::renderStarsOn = !::renderStarsOn; // toggle stars
if (k == 'V' || k == 'v') ::renderVoxels = !::renderVoxels; // toggle voxels
if (k == 'A') ::renderAtmosphereOn = !::renderAtmosphereOn;
if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at
if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at
if (k == 'O' || k == 'G') setFrustumOffset(MENU_ROW_PICKED); // toggle view frustum offset debugging
if (k == 'f') setFullscreen(!::fullscreen);
if (k == 'o') setOculus(!::oculusOn);
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
if (k == ']') ::viewFrustumOffsetYaw += 0.5;
if (k == '{') ::viewFrustumOffsetPitch -= 0.5;
if (k == '}') ::viewFrustumOffsetPitch += 0.5;
if (k == '(') ::viewFrustumOffsetRoll -= 0.5;
if (k == ')') ::viewFrustumOffsetRoll += 0.5;
if (k == '<') ::viewFrustumOffsetDistance -= 0.5;
if (k == '>') ::viewFrustumOffsetDistance += 0.5;
if (k == ',') ::viewFrustumOffsetUp -= 0.05;
if (k == '.') ::viewFrustumOffsetUp += 0.05;
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
if (k == ']') ::viewFrustumOffsetYaw += 0.5;
if (k == '{') ::viewFrustumOffsetPitch -= 0.5;
if (k == '}') ::viewFrustumOffsetPitch += 0.5;
if (k == '(') ::viewFrustumOffsetRoll -= 0.5;
if (k == ')') ::viewFrustumOffsetRoll += 0.5;
if (k == '<') ::viewFrustumOffsetDistance -= 0.5;
if (k == '>') ::viewFrustumOffsetDistance += 0.5;
if (k == ',') ::viewFrustumOffsetUp -= 0.05;
if (k == '.') ::viewFrustumOffsetUp += 0.05;
// if (k == '|') ViewFrustum::fovAngleAdust -= 0.05;
// if (k == '\\') ViewFrustum::fovAngleAdust += 0.05;
// if (k == '|') ViewFrustum::fovAngleAdust -= 0.05;
// if (k == '\\') ViewFrustum::fovAngleAdust += 0.05;
if (k == 'R') setFrustumRenderMode(MENU_ROW_PICKED);
if (k == 'R') setFrustumRenderMode(MENU_ROW_PICKED);
if (k == '&') {
::paintOn = !::paintOn; // toggle paint
::setupPaintingVoxel(); // also randomizes colors
::paintOn = !::paintOn; // toggle paint
::setupPaintingVoxel(); // also randomizes colors
}
if (k == '^') ::shiftPaintingColor(); // shifts randomize color between R,G,B dominant
if (k == '-') ::sendVoxelServerEraseAll(); // sends erase all command to voxel server
if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server
if (k == 'n' || k == 'N')
if (k == '^') ::shiftPaintingColor(); // shifts randomize color between R,G,B dominant
if (k == '-') ::sendVoxelServerEraseAll(); // sends erase all command to voxel server
if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server
if (k == '1') ::addVoxelUnderCursor();
if (k == '2') ::deleteVoxelUnderCursor();
if (k == 'n' || k == 'N')
{
noiseOn = !noiseOn; // Toggle noise
if (noiseOn)
@ -1695,15 +1758,15 @@ void idle(void) {
// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time
if (diffclock(&lastTimeIdle, &check) > IDLE_SIMULATE_MSECS) {
float deltaTime = 1.f/FPS;
// update behaviors for avatar hand movement: handControl takes mouse values as input,
// and gives back 3D values modulated for smooth transitioning between interaction modes.
handControl.update(mouseX, mouseY);
myAvatar.setHandMovementValues(handControl.getValues());
myAvatar.setHandMovementValues(handControl.getValues());
// tell my avatar if the mouse is being pressed...
// tell my avatar if the mouse is being pressed...
if (mousePressed) {
myAvatar.setMousePressed(mousePressed);
}
@ -1711,7 +1774,7 @@ void idle(void) {
// walking triggers the handControl to stop
if (myAvatar.getMode() == AVATAR_MODE_WALKING) {
handControl.stop();
}
}
// Read serial port interface devices
if (serialPort.active && USING_INVENSENSE_MPU9150) {
@ -1724,8 +1787,8 @@ void idle(void) {
// read incoming packets from network
if (!enableNetworkThread) {
networkReceive(0);
}
}
//loop through all the remote avatars and simulate them...
AgentList* agentList = AgentList::getInstance();
agentList->lock();
@ -1836,19 +1899,19 @@ void mouseFunc(int button, int state, int x, int y) {
mouseY = y;
mousePressed = 0;
}
}
}
}
void motionFunc(int x, int y) {
mouseX = x;
mouseY = y;
mouseX = x;
mouseY = y;
}
void mouseoverFunc(int x, int y){
menu.mouseOver(x, y);
mouseX = x;
mouseY = y;
mouseX = x;
mouseY = y;
}
void attachNewHeadToAgent(Agent *newAgent) {
@ -1884,14 +1947,14 @@ int main(int argc, const char * argv[]) {
gettimeofday(&applicationStartupTime, NULL);
const char* domainIP = getCmdOption(argc, argv, "--domain");
if (domainIP) {
strcpy(DOMAIN_IP,domainIP);
}
strcpy(DOMAIN_IP,domainIP);
}
// Handle Local Domain testing with the --local command line
if (cmdOptionExists(argc, argv, "--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));
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));
}
// the callback for our instance of AgentList is attachNewHeadToAgent
@ -1940,30 +2003,30 @@ int main(int argc, const char * argv[]) {
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutKeyboardFunc(key);
glutKeyboardUpFunc(keyUp);
glutSpecialFunc(specialkey);
glutSpecialUpFunc(specialkeyUp);
glutMotionFunc(motionFunc);
glutMotionFunc(motionFunc);
glutPassiveMotionFunc(mouseoverFunc);
glutMouseFunc(mouseFunc);
glutMouseFunc(mouseFunc);
glutIdleFunc(idle);
init();
printLog( "Init() complete.\n" );
// Check to see if the user passed in a command line option for randomizing colors
if (cmdOptionExists(argc, argv, "--NoColorRandomizer")) {
wantColorRandomizer = false;
}
// Check to see if the user passed in a command line option for loading a local
// Voxel File. If so, load it now.
// Check to see if the user passed in a command line option for randomizing colors
if (cmdOptionExists(argc, argv, "--NoColorRandomizer")) {
wantColorRandomizer = false;
}
// Check to see if the user passed in a command line option for loading a local
// Voxel File. If so, load it now.
const char* voxelsFilename = getCmdOption(argc, argv, "-i");
if (voxelsFilename) {
voxels.loadVoxelsFile(voxelsFilename,wantColorRandomizer);
voxels.loadVoxelsFile(voxelsFilename,wantColorRandomizer);
printLog("Local Voxel File loaded.\n");
}
}
// create thread for receipt of data via UDP
if (enableNetworkThread) {

View file

@ -1,28 +0,0 @@
//
// Stacktrace.cpp
// hifi
//
// Created by Stephen Birarda on 5/6/13.
//
//
#include <signal.h>
#include <stdio.h>
#include <execinfo.h>
#include <cstdlib>
#include "Stacktrace.h"
const int NUMBER_OF_STACK_ENTRIES = 20;
void printStacktrace(int signal) {
void* array[NUMBER_OF_STACK_ENTRIES];
// get void*'s for all entries on the stack
size_t size = backtrace(array, NUMBER_OF_STACK_ENTRIES);
// print out all the frames to stderr
fprintf(stderr, "Error: signal %d:\n", signal);
backtrace_symbols_fd(array, size, 2);
exit(1);
}

View file

@ -1,16 +0,0 @@
//
// Stacktrace.h
// hifi
//
// Created by Stephen Birarda on 5/6/13.
//
//
#ifndef __hifi__Stacktrace__
#define __hifi__Stacktrace__
#include <iostream>
void printStacktrace(int signal);
#endif /* defined(__hifi__Stacktrace__) */

View file

@ -95,7 +95,7 @@ static bool findIntersection(float origin, float direction, float corner, float
return false;
}
bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const {
// handle the trivial case where the box contains the origin
if (contains(origin)) {
distance = 0;
@ -105,14 +105,23 @@ bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direct
float axisDistance;
if ((findIntersection(origin.x, direction.x, _corner.x, _size.x, axisDistance) && axisDistance >= 0 &&
isWithin(origin.y + axisDistance*direction.y, _corner.y, _size.y) &&
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z)) ||
(findIntersection(origin.y, direction.y, _corner.y, _size.y, axisDistance) && axisDistance >= 0 &&
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z))) {
distance = axisDistance;
face = direction.x > 0 ? MIN_X_FACE : MAX_X_FACE;
return true;
}
if ((findIntersection(origin.y, direction.y, _corner.y, _size.y, axisDistance) && axisDistance >= 0 &&
isWithin(origin.x + axisDistance*direction.x, _corner.x, _size.x) &&
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z)) ||
(findIntersection(origin.z, direction.z, _corner.z, _size.z, axisDistance) && axisDistance >= 0 &&
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z))) {
distance = axisDistance;
face = direction.y > 0 ? MIN_Y_FACE : MAX_Y_FACE;
return true;
}
if ((findIntersection(origin.z, direction.z, _corner.z, _size.z, axisDistance) && axisDistance >= 0 &&
isWithin(origin.y + axisDistance*direction.y, _corner.y, _size.y) &&
isWithin(origin.x + axisDistance*direction.x, _corner.x, _size.x))) {
distance = axisDistance;
face = direction.z > 0 ? MIN_Z_FACE : MAX_Z_FACE;
return true;
}
return false;

View file

@ -13,6 +13,15 @@
#include <glm/glm.hpp>
enum BoxFace {
MIN_X_FACE,
MAX_X_FACE,
MIN_Y_FACE,
MAX_Y_FACE,
MIN_Z_FACE,
MAX_Z_FACE
};
class AABox
{
@ -37,7 +46,7 @@ public:
const glm::vec3& getCenter() const { return _center; };
bool contains(const glm::vec3& point) const;
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const;
private:
glm::vec3 _corner;

View file

@ -605,6 +605,7 @@ public:
glm::vec3 direction;
VoxelNode*& node;
float& distance;
BoxFace& face;
bool found;
};
@ -612,7 +613,8 @@ bool findRayOperation(VoxelNode* node, void* extraData) {
RayArgs* args = static_cast<RayArgs*>(extraData);
AABox box = node->getAABox();
float distance;
if (!box.findRayIntersection(args->origin, args->direction, distance)) {
BoxFace face;
if (!box.findRayIntersection(args->origin, args->direction, distance, face)) {
return false;
}
if (!node->isLeaf()) {
@ -621,14 +623,16 @@ bool findRayOperation(VoxelNode* node, void* extraData) {
if (!args->found || distance < args->distance) {
args->node = node;
args->distance = distance;
args->face = face;
args->found = true;
}
return false;
}
bool VoxelTree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelNode*& node, float& distance)
bool VoxelTree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
VoxelNode*& node, float& distance, BoxFace& face)
{
RayArgs args = { origin / (float)TREE_SCALE, direction, node, distance };
RayArgs args = { origin / (float)TREE_SCALE, direction, node, distance, face };
recurseTreeWithOperation(findRayOperation, &args);
return args.found;
}

View file

@ -63,7 +63,8 @@ public:
void clearDirtyBit() { _isDirty = false; };
unsigned long int getNodesChangedFromBitstream() const { return _nodesChangedFromBitstream; };
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelNode*& node, float& distance);
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
VoxelNode*& node, float& distance, BoxFace& face);
// Note: this assumes the fileFormat is the HIO individual voxels code files
void loadVoxelsFile(const char* fileName, bool wantColorRandomizer);