mirror of
https://github.com/overte-org/overte.git
synced 2025-04-26 07:16:25 +02:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
7cfc9844a3
14 changed files with 474 additions and 388 deletions
|
@ -22,7 +22,6 @@
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||||||
#include <AgentTypes.h>
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#include <AgentTypes.h>
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#include <SharedUtil.h>
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#include <SharedUtil.h>
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#include <StdDev.h>
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#include <StdDev.h>
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#include <Stacktrace.h>
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||||||
|
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#include "AudioRingBuffer.h"
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#include "AudioRingBuffer.h"
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#include "PacketHeaders.h"
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#include "PacketHeaders.h"
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@ -259,7 +258,6 @@ void attachNewBufferToAgent(Agent *newAgent) {
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}
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}
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|
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int main(int argc, const char* argv[]) {
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int main(int argc, const char* argv[]) {
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signal(SIGSEGV, printStacktrace);
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setvbuf(stdout, NULL, _IOLBF, 0);
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setvbuf(stdout, NULL, _IOLBF, 0);
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|
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AgentList* agentList = AgentList::createInstance(AGENT_TYPE_AUDIO_MIXER, MIXER_LISTEN_PORT);
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AgentList* agentList = AgentList::createInstance(AGENT_TYPE_AUDIO_MIXER, MIXER_LISTEN_PORT);
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|
|
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@ -1,3 +1,5 @@
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#!/usr/bin/env python
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#
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#
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# gen_stars.py
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# gen_stars.py
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# interface
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# interface
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@ -12,7 +14,7 @@ from random import random,randint
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from math import sqrt, hypot, atan2, pi, fmod, degrees
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from math import sqrt, hypot, atan2, pi, fmod, degrees
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from sys import argv,stderr
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from sys import argv,stderr
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hemisphere_only, equator, meridians= False, 1000, 1000
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hemisphere_only, equator, meridians= False, 0, 1000
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|
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n_random = 100000
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n_random = 100000
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if len(argv) > 1:
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if len(argv) > 1:
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|
@ -50,10 +52,13 @@ for i in range(n_random):
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g = max(0,min(255,w + randint(-20,60)))
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g = max(0,min(255,w + randint(-20,60)))
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b = max(0,min(255,w + randint(-10,100)))
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b = max(0,min(255,w + randint(-10,100)))
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# position
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# position
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x,y,z = random()*2-1,random(),random()*2-1
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while True:
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if not hemisphere_only:
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x,y,z = random()*2-1,random(),random()*2-1
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y = y*2-1
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if not hemisphere_only:
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l = sqrt(x*x + y*y + z*z)
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y = y*2-1
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||||||
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l = sqrt(x*x + y*y + z*z)
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if l <= 1.0:
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break
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x /= l; y /= l; z /= l
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x /= l; y /= l; z /= l
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xz = hypot(x,z)
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xz = hypot(x,z)
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|
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|
|
|
@ -1257,6 +1257,11 @@ void Avatar::initializeBodySprings() {
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}
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}
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|
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void Avatar::updateBodySprings(float deltaTime) {
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void Avatar::updateBodySprings(float deltaTime) {
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// Check for a large repositioning, and re-initialize body springs if this has happened
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const float BEYOND_BODY_SPRING_RANGE = 2.f;
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if (glm::length(_position - _joint[AVATAR_JOINT_PELVIS].springyPosition) > BEYOND_BODY_SPRING_RANGE) {
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initializeBodySprings();
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}
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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glm::vec3 springVector(_joint[b].springyPosition);
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glm::vec3 springVector(_joint[b].springyPosition);
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|
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||||||
|
|
|
@ -42,28 +42,23 @@ void SerialInterface::pair() {
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int matchStatus;
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int matchStatus;
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regex_t regex;
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regex_t regex;
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||||||
|
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if (_failedOpenAttempts < 2) {
|
// for now this only works on OS X, where the usb serial shows up as /dev/tty.usb*
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// if we've already failed to open the detected interface twice then don't try again
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if((devDir = opendir("/dev"))) {
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||||||
|
while((entry = readdir(devDir))) {
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|
regcomp(®ex, "tty\\.usb", REG_EXTENDED|REG_NOSUB);
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matchStatus = regexec(®ex, entry->d_name, (size_t) 0, NULL, 0);
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|
if (matchStatus == 0) {
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|
char *serialPortname = new char[100];
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sprintf(serialPortname, "/dev/%s", entry->d_name);
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|
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||||||
// for now this only works on OS X, where the usb serial shows up as /dev/tty.usb*
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initializePort(serialPortname, 115200);
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if((devDir = opendir("/dev"))) {
|
|
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while((entry = readdir(devDir))) {
|
|
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regcomp(®ex, "tty\\.usb", REG_EXTENDED|REG_NOSUB);
|
|
||||||
matchStatus = regexec(®ex, entry->d_name, (size_t) 0, NULL, 0);
|
|
||||||
if (matchStatus == 0) {
|
|
||||||
char *serialPortname = new char[100];
|
|
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sprintf(serialPortname, "/dev/%s", entry->d_name);
|
|
||||||
|
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initializePort(serialPortname, 115200);
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delete [] serialPortname;
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|
|
||||||
delete [] serialPortname;
|
|
||||||
}
|
|
||||||
regfree(®ex);
|
|
||||||
}
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}
|
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closedir(devDir);
|
regfree(®ex);
|
||||||
}
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}
|
||||||
|
closedir(devDir);
|
||||||
}
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}
|
||||||
|
|
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#endif
|
#endif
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}
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}
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|
|
||||||
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@ -76,7 +71,6 @@ void SerialInterface::initializePort(char* portname, int baud) {
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|
|
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if (_serialDescriptor == -1) {
|
if (_serialDescriptor == -1) {
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printLog("Failed.\n");
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printLog("Failed.\n");
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_failedOpenAttempts++;
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|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
struct termios options;
|
struct termios options;
|
||||||
|
@ -123,6 +117,9 @@ void SerialInterface::initializePort(char* portname, int baud) {
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// this disables streaming so there's no garbage data on reads
|
// this disables streaming so there's no garbage data on reads
|
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write(_serialDescriptor, "SD\n", 3);
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write(_serialDescriptor, "SD\n", 3);
|
||||||
|
|
||||||
|
// delay after disabling streaming
|
||||||
|
usleep(10000);
|
||||||
|
|
||||||
// flush whatever was produced by the last two commands
|
// flush whatever was produced by the last two commands
|
||||||
tcflush(_serialDescriptor, TCIOFLUSH);
|
tcflush(_serialDescriptor, TCIOFLUSH);
|
||||||
}
|
}
|
||||||
|
@ -232,26 +229,38 @@ void SerialInterface::readData() {
|
||||||
int initialSamples = totalSamples;
|
int initialSamples = totalSamples;
|
||||||
|
|
||||||
if (USING_INVENSENSE_MPU9150) {
|
if (USING_INVENSENSE_MPU9150) {
|
||||||
unsigned char gyroBuffer[20];
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unsigned char sensorBuffer[36];
|
||||||
|
|
||||||
// ask the invensense for raw gyro data
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// ask the invensense for raw gyro data
|
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write(_serialDescriptor, "RD684306\n", 9);
|
write(_serialDescriptor, "RD683B0E\n", 9);
|
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read(_serialDescriptor, gyroBuffer, 20);
|
read(_serialDescriptor, sensorBuffer, 36);
|
||||||
|
|
||||||
|
int accelXRate, accelYRate, accelZRate;
|
||||||
|
|
||||||
|
convertHexToInt(sensorBuffer + 6, accelXRate);
|
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|
convertHexToInt(sensorBuffer + 10, accelYRate);
|
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convertHexToInt(sensorBuffer + 14, accelZRate);
|
||||||
|
|
||||||
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const float LSB_TO_METERS_PER_SECOND = 1.f / 16384.f;
|
||||||
|
|
||||||
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_lastAccelX = ((float) accelXRate) * LSB_TO_METERS_PER_SECOND;
|
||||||
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_lastAccelY = ((float) accelYRate) * LSB_TO_METERS_PER_SECOND;
|
||||||
|
_lastAccelZ = ((float) accelZRate) * LSB_TO_METERS_PER_SECOND;
|
||||||
|
|
||||||
int rollRate, yawRate, pitchRate;
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int rollRate, yawRate, pitchRate;
|
||||||
|
|
||||||
convertHexToInt(gyroBuffer + 6, rollRate);
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convertHexToInt(sensorBuffer + 22, rollRate);
|
||||||
convertHexToInt(gyroBuffer + 10, yawRate);
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convertHexToInt(sensorBuffer + 26, yawRate);
|
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convertHexToInt(gyroBuffer + 14, pitchRate);
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convertHexToInt(sensorBuffer + 30, pitchRate);
|
||||||
|
|
||||||
// Convert the integer rates to floats
|
// 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.
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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
|
const float PITCH_BIAS = 2.0; // Strangely, there is a small DC bias in the
|
||||||
// invensense pitch reading. Gravity?
|
// invensense pitch reading. Gravity?
|
||||||
|
|
||||||
_lastRollRate = (float) rollRate * LSB_TO_DEGREES_PER_SECOND;
|
_lastRollRate = ((float) rollRate) * LSB_TO_DEGREES_PER_SECOND;
|
||||||
_lastYawRate = (float) yawRate * LSB_TO_DEGREES_PER_SECOND;
|
_lastYawRate = ((float) yawRate) * LSB_TO_DEGREES_PER_SECOND;
|
||||||
_lastPitchRate = (float) -pitchRate * LSB_TO_DEGREES_PER_SECOND + PITCH_BIAS;
|
_lastPitchRate = ((float) -pitchRate) * LSB_TO_DEGREES_PER_SECOND + PITCH_BIAS;
|
||||||
|
|
||||||
totalSamples++;
|
totalSamples++;
|
||||||
} else {
|
} else {
|
||||||
|
|
|
@ -37,7 +37,12 @@ extern const bool USING_INVENSENSE_MPU9150;
|
||||||
class SerialInterface {
|
class SerialInterface {
|
||||||
public:
|
public:
|
||||||
SerialInterface() : active(false),
|
SerialInterface() : active(false),
|
||||||
_failedOpenAttempts(0) {}
|
_lastAccelX(0),
|
||||||
|
_lastAccelY(0),
|
||||||
|
_lastAccelZ(0),
|
||||||
|
_lastYawRate(0),
|
||||||
|
_lastPitchRate(0),
|
||||||
|
_lastRollRate(0) {}
|
||||||
|
|
||||||
void pair();
|
void pair();
|
||||||
void readData();
|
void readData();
|
||||||
|
@ -69,10 +74,12 @@ private:
|
||||||
int totalSamples;
|
int totalSamples;
|
||||||
timeval lastGoodRead;
|
timeval lastGoodRead;
|
||||||
glm::vec3 gravity;
|
glm::vec3 gravity;
|
||||||
|
float _lastAccelX;
|
||||||
|
float _lastAccelY;
|
||||||
|
float _lastAccelZ;
|
||||||
float _lastYawRate; // Rates are in degrees per second.
|
float _lastYawRate; // Rates are in degrees per second.
|
||||||
float _lastPitchRate;
|
float _lastPitchRate;
|
||||||
float _lastRollRate;
|
float _lastRollRate;
|
||||||
int _failedOpenAttempts;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -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;
|
||||||
|
}
|
||||||
|
|
|
@ -11,6 +11,7 @@
|
||||||
|
|
||||||
#include "InterfaceConfig.h"
|
#include "InterfaceConfig.h"
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
|
#include <SharedUtil.h>
|
||||||
#include <UDPSocket.h>
|
#include <UDPSocket.h>
|
||||||
#include <AgentData.h>
|
#include <AgentData.h>
|
||||||
#include <VoxelTree.h>
|
#include <VoxelTree.h>
|
||||||
|
@ -64,6 +65,9 @@ public:
|
||||||
void removeOutOfView();
|
void removeOutOfView();
|
||||||
bool hasViewChanged();
|
bool hasViewChanged();
|
||||||
|
|
||||||
|
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||||
|
VoxelDetail& detail, float& distance, BoxFace& face);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
int _callsToTreesToArrays;
|
int _callsToTreesToArrays;
|
||||||
VoxelNodeBag _removedVoxels;
|
VoxelNodeBag _removedVoxels;
|
||||||
|
|
|
@ -70,7 +70,6 @@
|
||||||
#include "Oscilloscope.h"
|
#include "Oscilloscope.h"
|
||||||
#include "UDPSocket.h"
|
#include "UDPSocket.h"
|
||||||
#include "SerialInterface.h"
|
#include "SerialInterface.h"
|
||||||
#include <SharedUtil.h>
|
|
||||||
#include <PacketHeaders.h>
|
#include <PacketHeaders.h>
|
||||||
#include <AvatarData.h>
|
#include <AvatarData.h>
|
||||||
#include <PerfStat.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 renderAtmosphereOn = true; // Whether to display the atmosphere
|
||||||
bool renderAvatarsOn = true; // Whether to render avatars
|
bool renderAvatarsOn = true; // Whether to render avatars
|
||||||
bool paintOn = false; // Whether to paint voxels as you fly around
|
bool paintOn = false; // Whether to paint voxels as you fly around
|
||||||
VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
|
VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
|
||||||
unsigned char dominantColor = 0; // The dominant color of the voxel 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 perfStatsOn = false; // Do we want to display perfStats?
|
||||||
|
|
||||||
bool logOn = true; // Whether to show on-screen log
|
bool logOn = true; // Whether to show on-screen log
|
||||||
|
|
||||||
bool wantToKillLocalVoxels = false;
|
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
|
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
|
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);
|
FPS = (float)frameCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
|
||||||
packetsPerSecond = (float)packetCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
|
packetsPerSecond = (float)packetCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
|
||||||
bytesPerSecond = (float)bytesCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
|
bytesPerSecond = (float)bytesCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
|
||||||
frameCount = 0;
|
frameCount = 0;
|
||||||
packetCount = 0;
|
packetCount = 0;
|
||||||
bytesCount = 0;
|
bytesCount = 0;
|
||||||
|
|
||||||
glutTimerFunc(1000,Timer,0);
|
glutTimerFunc(1000,Timer,0);
|
||||||
gettimeofday(&timerStart, NULL);
|
gettimeofday(&timerStart, NULL);
|
||||||
|
|
||||||
// if we haven't detected gyros, check for them now
|
// 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";
|
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());
|
drawtext(10, statsVerticalOffset + 230, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||||
|
|
||||||
voxelStats.str("");
|
voxelStats.str("");
|
||||||
voxelStats << "Voxels Created: " << voxels.getVoxelsCreated() / 1000.f << "K (" << voxels.getVoxelsCreatedPerSecondAverage() / 1000.f
|
voxelStats << "Voxels Created: " << voxels.getVoxelsCreated() / 1000.f << "K (" << voxels.getVoxelsCreatedPerSecondAverage() / 1000.f
|
||||||
<< "Kps) ";
|
<< "Kps) ";
|
||||||
drawtext(10, statsVerticalOffset + 250, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
drawtext(10, statsVerticalOffset + 250, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||||
|
|
||||||
voxelStats.str("");
|
voxelStats.str("");
|
||||||
voxelStats << "Voxels Colored: " << voxels.getVoxelsColored() / 1000.f << "K (" << voxels.getVoxelsColoredPerSecondAverage() / 1000.f
|
voxelStats << "Voxels Colored: " << voxels.getVoxelsColored() / 1000.f << "K (" << voxels.getVoxelsColoredPerSecondAverage() / 1000.f
|
||||||
<< "Kps) ";
|
<< "Kps) ";
|
||||||
drawtext(10, statsVerticalOffset + 270, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
drawtext(10, statsVerticalOffset + 270, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||||
|
|
||||||
voxelStats.str("");
|
voxelStats.str("");
|
||||||
voxelStats << "Voxel Bits Read: " << voxels.getVoxelsBytesRead() * 8.f / 1000000.f
|
voxelStats << "Voxel Bits Read: " << voxels.getVoxelsBytesRead() * 8.f / 1000000.f
|
||||||
<< "M (" << voxels.getVoxelsBytesReadPerSecondAverage() * 8.f / 1000000.f << " Mbps)";
|
<< "M (" << voxels.getVoxelsBytesReadPerSecondAverage() * 8.f / 1000000.f << " Mbps)";
|
||||||
drawtext(10, statsVerticalOffset + 290,0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
drawtext(10, statsVerticalOffset + 290,0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||||
|
|
||||||
voxelStats.str("");
|
voxelStats.str("");
|
||||||
float voxelsBytesPerColored = voxels.getVoxelsColored()
|
float voxelsBytesPerColored = voxels.getVoxelsColored()
|
||||||
? ((float) voxels.getVoxelsBytesRead() / voxels.getVoxelsColored())
|
? ((float) voxels.getVoxelsBytesRead() / voxels.getVoxelsColored())
|
||||||
: 0;
|
: 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());
|
drawtext(10, statsVerticalOffset + 310, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
|
||||||
|
|
||||||
Agent *avatarMixer = AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER);
|
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);
|
drawtext(10, statsVerticalOffset + 330, 0.10f, 0, 1.0, 0, avatarMixerStats);
|
||||||
|
|
||||||
if (::perfStatsOn) {
|
if (::perfStatsOn) {
|
||||||
// Get the PerfStats group details. We need to allocate and array of char* long enough to hold 1+groups
|
// 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];
|
char** perfStatLinesArray = new char*[PerfStat::getGroupCount()+1];
|
||||||
int lines = PerfStat::DumpStats(perfStatLinesArray);
|
int lines = PerfStat::DumpStats(perfStatLinesArray);
|
||||||
int atZ = 150; // arbitrary place on screen that looks good
|
int atZ = 150; // arbitrary place on screen that looks good
|
||||||
for (int line=0; line < lines; line++) {
|
for (int line=0; line < lines; line++) {
|
||||||
drawtext(10, statsVerticalOffset + atZ, 0.10f, 0, 1.0, 0, perfStatLinesArray[line]);
|
drawtext(10, statsVerticalOffset + atZ, 0.10f, 0, 1.0, 0, perfStatLinesArray[line]);
|
||||||
delete perfStatLinesArray[line]; // we're responsible for cleanup
|
delete perfStatLinesArray[line]; // we're responsible for cleanup
|
||||||
perfStatLinesArray[line]=NULL;
|
perfStatLinesArray[line]=NULL;
|
||||||
atZ+=20; // height of a line
|
atZ+=20; // height of a line
|
||||||
}
|
}
|
||||||
delete []perfStatLinesArray; // we're responsible for cleanup
|
delete []perfStatLinesArray; // we're responsible for cleanup
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void initDisplay(void) {
|
void initDisplay(void) {
|
||||||
|
@ -321,7 +320,7 @@ void init(void) {
|
||||||
myAvatar.setNoise(noise);
|
myAvatar.setNoise(noise);
|
||||||
}
|
}
|
||||||
myAvatar.setPosition(start_location);
|
myAvatar.setPosition(start_location);
|
||||||
myCamera.setPosition(start_location);
|
myCamera.setPosition(start_location);
|
||||||
|
|
||||||
|
|
||||||
#ifdef MARKER_CAPTURE
|
#ifdef MARKER_CAPTURE
|
||||||
|
@ -472,25 +471,25 @@ void updateAvatar(float deltaTime) {
|
||||||
// If I'm in paint mode, send a voxel out to VOXEL server agents.
|
// If I'm in paint mode, send a voxel out to VOXEL server agents.
|
||||||
if (::paintOn) {
|
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.
|
// For some reason, we don't want to flip X and Z here.
|
||||||
::paintingVoxel.x = avatarPos.x / 10.0;
|
::paintingVoxel.x = avatarPos.x / 10.0;
|
||||||
::paintingVoxel.y = avatarPos.y / 10.0;
|
::paintingVoxel.y = avatarPos.y / 10.0;
|
||||||
::paintingVoxel.z = avatarPos.z / 10.0;
|
::paintingVoxel.z = avatarPos.z / 10.0;
|
||||||
|
|
||||||
unsigned char* bufferOut;
|
unsigned char* bufferOut;
|
||||||
int sizeOut;
|
int sizeOut;
|
||||||
|
|
||||||
if (::paintingVoxel.x >= 0.0 && ::paintingVoxel.x <= 1.0 &&
|
if (::paintingVoxel.x >= 0.0 && ::paintingVoxel.x <= 1.0 &&
|
||||||
::paintingVoxel.y >= 0.0 && ::paintingVoxel.y <= 1.0 &&
|
::paintingVoxel.y >= 0.0 && ::paintingVoxel.y <= 1.0 &&
|
||||||
::paintingVoxel.z >= 0.0 && ::paintingVoxel.z <= 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);
|
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
|
||||||
delete bufferOut;
|
delete bufferOut;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -498,7 +497,7 @@ void updateAvatar(float deltaTime) {
|
||||||
// loadViewFrustum()
|
// loadViewFrustum()
|
||||||
//
|
//
|
||||||
// Description: this will load the view frustum bounds for EITHER the head
|
// 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
|
// 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;
|
float viewFrustumOffsetUp = 0.0;
|
||||||
|
|
||||||
void loadViewFrustum(ViewFrustum& viewFrustum) {
|
void loadViewFrustum(ViewFrustum& viewFrustum) {
|
||||||
// We will use these below, from either the camera or head vectors calculated above
|
// We will use these below, from either the camera or head vectors calculated above
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::vec3 direction;
|
glm::vec3 direction;
|
||||||
glm::vec3 up;
|
glm::vec3 up;
|
||||||
glm::vec3 right;
|
glm::vec3 right;
|
||||||
float fov, nearClip, farClip;
|
float fov, nearClip, farClip;
|
||||||
|
|
||||||
// Camera or Head?
|
// Camera or Head?
|
||||||
if (::cameraFrustum) {
|
if (::cameraFrustum) {
|
||||||
position = ::myCamera.getPosition();
|
position = ::myCamera.getPosition();
|
||||||
} else {
|
} else {
|
||||||
position = ::myAvatar.getHeadPosition();
|
position = ::myAvatar.getHeadPosition();
|
||||||
}
|
}
|
||||||
|
|
||||||
fov = ::myCamera.getFieldOfView();
|
fov = ::myCamera.getFieldOfView();
|
||||||
nearClip = ::myCamera.getNearClip();
|
nearClip = ::myCamera.getNearClip();
|
||||||
|
@ -567,7 +566,7 @@ void loadViewFrustum(ViewFrustum& viewFrustum) {
|
||||||
// renderViewFrustum()
|
// renderViewFrustum()
|
||||||
//
|
//
|
||||||
// Description: this will render the view frustum bounds for EITHER the head
|
// 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.
|
// 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:
|
// We can draw it with each of these parts:
|
||||||
|
@ -606,90 +605,90 @@ void renderViewFrustum(ViewFrustum& viewFrustum) {
|
||||||
glLineWidth(1.0);
|
glLineWidth(1.0);
|
||||||
glBegin(GL_LINES);
|
glBegin(GL_LINES);
|
||||||
|
|
||||||
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_VECTORS) {
|
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_VECTORS) {
|
||||||
// Calculate the origin direction vectors
|
// Calculate the origin direction vectors
|
||||||
glm::vec3 lookingAt = position + (direction * 0.2f);
|
glm::vec3 lookingAt = position + (direction * 0.2f);
|
||||||
glm::vec3 lookingAtUp = position + (up * 0.2f);
|
glm::vec3 lookingAtUp = position + (up * 0.2f);
|
||||||
glm::vec3 lookingAtRight = position + (right * 0.2f);
|
glm::vec3 lookingAtRight = position + (right * 0.2f);
|
||||||
|
|
||||||
// Looking At = white
|
// Looking At = white
|
||||||
glColor3f(1,1,1);
|
glColor3f(1,1,1);
|
||||||
glVertex3f(position.x, position.y, position.z);
|
glVertex3f(position.x, position.y, position.z);
|
||||||
glVertex3f(lookingAt.x, lookingAt.y, lookingAt.z);
|
glVertex3f(lookingAt.x, lookingAt.y, lookingAt.z);
|
||||||
|
|
||||||
// Looking At Up = purple
|
// Looking At Up = purple
|
||||||
glColor3f(1,0,1);
|
glColor3f(1,0,1);
|
||||||
glVertex3f(position.x, position.y, position.z);
|
glVertex3f(position.x, position.y, position.z);
|
||||||
glVertex3f(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z);
|
glVertex3f(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z);
|
||||||
|
|
||||||
// Looking At Right = cyan
|
// Looking At Right = cyan
|
||||||
glColor3f(0,1,1);
|
glColor3f(0,1,1);
|
||||||
glVertex3f(position.x, position.y, position.z);
|
glVertex3f(position.x, position.y, position.z);
|
||||||
glVertex3f(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z);
|
glVertex3f(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|
||||||
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
|
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
|
||||||
// Drawing the bounds of the frustum
|
// Drawing the bounds of the frustum
|
||||||
// viewFrustum.getNear plane - bottom edge
|
// viewFrustum.getNear plane - bottom edge
|
||||||
glColor3f(1,0,0);
|
glColor3f(1,0,0);
|
||||||
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
|
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
|
||||||
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
|
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
|
||||||
|
|
||||||
// viewFrustum.getNear plane - top edge
|
// viewFrustum.getNear plane - top edge
|
||||||
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
|
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
|
||||||
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
|
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
|
||||||
|
|
||||||
// viewFrustum.getNear plane - right edge
|
// viewFrustum.getNear plane - right edge
|
||||||
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
|
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
|
||||||
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
|
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
|
||||||
|
|
||||||
// viewFrustum.getNear plane - left edge
|
// viewFrustum.getNear plane - left edge
|
||||||
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
|
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
|
||||||
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
|
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|
||||||
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) {
|
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) {
|
||||||
// viewFrustum.getFar plane - bottom edge
|
// viewFrustum.getFar plane - bottom edge
|
||||||
glColor3f(0,1,0); // GREEN!!!
|
glColor3f(0,1,0); // GREEN!!!
|
||||||
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
|
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
|
||||||
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
|
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
|
||||||
|
|
||||||
// viewFrustum.getFar plane - top edge
|
// viewFrustum.getFar plane - top edge
|
||||||
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
|
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
|
||||||
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
|
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
|
||||||
|
|
||||||
// viewFrustum.getFar plane - right edge
|
// viewFrustum.getFar plane - right edge
|
||||||
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
|
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
|
||||||
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
|
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
|
||||||
|
|
||||||
// viewFrustum.getFar plane - left edge
|
// viewFrustum.getFar plane - left edge
|
||||||
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
|
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
|
||||||
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
|
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) {
|
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) {
|
||||||
// RIGHT PLANE IS CYAN
|
// RIGHT PLANE IS CYAN
|
||||||
// right plane - bottom edge - viewFrustum.getNear to distant
|
// right plane - bottom edge - viewFrustum.getNear to distant
|
||||||
glColor3f(0,1,1);
|
glColor3f(0,1,1);
|
||||||
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
|
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
|
||||||
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
|
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
|
||||||
|
|
||||||
// right plane - top edge - viewFrustum.getNear to distant
|
// right plane - top edge - viewFrustum.getNear to distant
|
||||||
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
|
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
|
||||||
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
|
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
|
||||||
|
|
||||||
// LEFT PLANE IS BLUE
|
// LEFT PLANE IS BLUE
|
||||||
// left plane - bottom edge - viewFrustum.getNear to distant
|
// left plane - bottom edge - viewFrustum.getNear to distant
|
||||||
glColor3f(0,0,1);
|
glColor3f(0,0,1);
|
||||||
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
|
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
|
||||||
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
|
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
|
||||||
|
|
||||||
// left plane - top edge - viewFrustum.getNear to distant
|
// left plane - top edge - viewFrustum.getNear to distant
|
||||||
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
|
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
|
||||||
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
|
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
|
||||||
}
|
}
|
||||||
|
|
||||||
glEnd();
|
glEnd();
|
||||||
glEnable(GL_LIGHTING);
|
glEnable(GL_LIGHTING);
|
||||||
|
@ -716,7 +715,7 @@ void displaySide(Camera& whichCamera) {
|
||||||
}
|
}
|
||||||
|
|
||||||
// finally render the starfield
|
// finally render the starfield
|
||||||
stars.render(whichCamera.getFieldOfView(), aspectRatio, whichCamera.getNearClip(), alpha);
|
stars.render(whichCamera.getFieldOfView(), aspectRatio, whichCamera.getNearClip(), alpha);
|
||||||
}
|
}
|
||||||
|
|
||||||
// draw the sky dome
|
// draw the sky dome
|
||||||
|
@ -727,8 +726,8 @@ void displaySide(Camera& whichCamera) {
|
||||||
glEnable(GL_LIGHTING);
|
glEnable(GL_LIGHTING);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
// draw a red sphere
|
// draw a red sphere
|
||||||
float sphereRadius = 0.25f;
|
float sphereRadius = 0.25f;
|
||||||
glColor3f(1,0,0);
|
glColor3f(1,0,0);
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glutSolidSphere(sphereRadius, 15, 15);
|
glutSolidSphere(sphereRadius, 15, 15);
|
||||||
|
@ -764,7 +763,7 @@ void displaySide(Camera& whichCamera) {
|
||||||
// brad's frustum for debugging
|
// brad's frustum for debugging
|
||||||
if (::frustumOn) renderViewFrustum(::viewFrustum);
|
if (::frustumOn) renderViewFrustum(::viewFrustum);
|
||||||
|
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
}
|
}
|
||||||
|
|
||||||
// this shader is an adaptation (HLSL -> GLSL, removed conditional) of the one in the Oculus sample
|
// this shader is an adaptation (HLSL -> GLSL, removed conditional) of the one in the Oculus sample
|
||||||
|
@ -986,11 +985,11 @@ void displayOverlay() {
|
||||||
|
|
||||||
if (::paintOn) {
|
if (::paintOn) {
|
||||||
|
|
||||||
char paintMessage[100];
|
char paintMessage[100];
|
||||||
sprintf(paintMessage,"Painting (%.3f,%.3f,%.3f/%.3f/%d,%d,%d)",
|
sprintf(paintMessage,"Painting (%.3f,%.3f,%.3f/%.3f/%d,%d,%d)",
|
||||||
::paintingVoxel.x,::paintingVoxel.y,::paintingVoxel.z,::paintingVoxel.s,
|
::paintingVoxel.x,::paintingVoxel.y,::paintingVoxel.z,::paintingVoxel.s,
|
||||||
(unsigned int)::paintingVoxel.red,(unsigned int)::paintingVoxel.green,(unsigned int)::paintingVoxel.blue);
|
(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);
|
drawtext(WIDTH-350,50, 0.10, 0, 1.0, 0, paintMessage, 1, 1, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
|
@ -998,7 +997,7 @@ void displayOverlay() {
|
||||||
|
|
||||||
void display(void)
|
void display(void)
|
||||||
{
|
{
|
||||||
PerfStat("display");
|
PerfStat("display");
|
||||||
|
|
||||||
glEnable(GL_LINE_SMOOTH);
|
glEnable(GL_LINE_SMOOTH);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
@ -1007,22 +1006,6 @@ void display(void)
|
||||||
glPushMatrix(); {
|
glPushMatrix(); {
|
||||||
glLoadIdentity();
|
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
|
// camera settings
|
||||||
if (::lookingInMirror) {
|
if (::lookingInMirror) {
|
||||||
// set the camera to looking at my own face
|
// set the camera to looking at my own face
|
||||||
|
@ -1033,7 +1016,7 @@ void display(void)
|
||||||
myCamera.setUpShift (0.0);
|
myCamera.setUpShift (0.0);
|
||||||
myCamera.setDistance (0.2);
|
myCamera.setDistance (0.2);
|
||||||
myCamera.setTightness (100.0f);
|
myCamera.setTightness (100.0f);
|
||||||
} else {
|
} else {
|
||||||
|
|
||||||
//float firstPersonPitch = 20.0f;
|
//float firstPersonPitch = 20.0f;
|
||||||
//float firstPersonUpShift = 0.0f;
|
//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.setUpShift (thirdPersonUpShift + ff * (firstPersonUpShift - thirdPersonUpShift ));
|
||||||
myCamera.setDistance (thirdPersonDistance + ff * (firstPersonDistance - thirdPersonDistance ));
|
myCamera.setDistance (thirdPersonDistance + ff * (firstPersonDistance - thirdPersonDistance ));
|
||||||
myCamera.setTightness (thirdPersonTightness + ff * (firstPersonTightness - thirdPersonTightness));
|
myCamera.setTightness (thirdPersonTightness + ff * (firstPersonTightness - thirdPersonTightness));
|
||||||
|
@ -1077,7 +1060,7 @@ void display(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
//printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
//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.setUpShift (thirdPersonUpShift + myCamera.getModeShift() * (firstPersonUpShift - thirdPersonUpShift ));
|
||||||
myCamera.setDistance (thirdPersonDistance + myCamera.getModeShift() * (firstPersonDistance - thirdPersonDistance ));
|
myCamera.setDistance (thirdPersonDistance + myCamera.getModeShift() * (firstPersonDistance - thirdPersonDistance ));
|
||||||
myCamera.setTightness (thirdPersonTightness + myCamera.getModeShift() * (firstPersonTightness - thirdPersonTightness));
|
myCamera.setTightness (thirdPersonTightness + myCamera.getModeShift() * (firstPersonTightness - thirdPersonTightness));
|
||||||
|
@ -1087,7 +1070,7 @@ void display(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
//printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
//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.setUpShift (firstPersonUpShift + myCamera.getModeShift() * (thirdPersonUpShift - firstPersonUpShift ));
|
||||||
myCamera.setDistance (firstPersonDistance + myCamera.getModeShift() * (thirdPersonDistance - firstPersonDistance ));
|
myCamera.setDistance (firstPersonDistance + myCamera.getModeShift() * (thirdPersonDistance - firstPersonDistance ));
|
||||||
myCamera.setTightness (firstPersonTightness + myCamera.getModeShift() * (thirdPersonTightness - firstPersonTightness));
|
myCamera.setTightness (firstPersonTightness + myCamera.getModeShift() * (thirdPersonTightness - firstPersonTightness));
|
||||||
|
@ -1104,7 +1087,7 @@ void display(void)
|
||||||
myCamera.setTargetPosition(myAvatar.getHeadPosition());
|
myCamera.setTargetPosition(myAvatar.getHeadPosition());
|
||||||
myCamera.setTargetYaw (myAvatar.getBodyYaw());
|
myCamera.setTargetYaw (myAvatar.getBodyYaw());
|
||||||
myCamera.setRoll (0.0);
|
myCamera.setRoll (0.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// important...
|
// important...
|
||||||
|
|
||||||
|
@ -1121,18 +1104,18 @@ void display(void)
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
|
||||||
// Note: whichCamera is used to pick between the normal camera myCamera for our
|
// 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
|
// main camera, vs, an alternate camera. The alternate camera we support right now
|
||||||
// is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism
|
// is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism
|
||||||
// to add other cameras.
|
// to add other cameras.
|
||||||
//
|
//
|
||||||
// Why have two cameras? Well, one reason is that because in the case of the renderViewFrustum()
|
// 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
|
// 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
|
// myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera
|
||||||
Camera whichCamera = myCamera;
|
Camera whichCamera = myCamera;
|
||||||
Camera viewFrustumOffsetCamera = 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
|
// set the camera to third-person view but offset so we can see the frustum
|
||||||
viewFrustumOffsetCamera.setTargetYaw(::viewFrustumOffsetYaw + myAvatar.getBodyYaw());
|
viewFrustumOffsetCamera.setTargetYaw(::viewFrustumOffsetYaw + myAvatar.getBodyYaw());
|
||||||
|
@ -1144,17 +1127,33 @@ void display(void)
|
||||||
whichCamera = viewFrustumOffsetCamera;
|
whichCamera = viewFrustumOffsetCamera;
|
||||||
}
|
}
|
||||||
|
|
||||||
// transform view according to whichCamera
|
// transform view according to whichCamera
|
||||||
// could be myCamera (if in normal mode)
|
// could be myCamera (if in normal mode)
|
||||||
// or could be viewFrustumOffsetCamera if in offset mode
|
// or could be viewFrustumOffsetCamera if in offset mode
|
||||||
// I changed the ordering here - roll is FIRST (JJV)
|
// I changed the ordering here - roll is FIRST (JJV)
|
||||||
|
|
||||||
glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z);
|
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 ( 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);
|
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) {
|
if (::oculusOn) {
|
||||||
displayOculus(whichCamera);
|
displayOculus(whichCamera);
|
||||||
|
|
||||||
|
@ -1312,7 +1311,7 @@ int quitApp(int state) {
|
||||||
|
|
||||||
int setFrustumRenderMode(int state) {
|
int setFrustumRenderMode(int state) {
|
||||||
if (state == MENU_ROW_PICKED) {
|
if (state == MENU_ROW_PICKED) {
|
||||||
::frustumDrawingMode = (::frustumDrawingMode+1)%FRUSTUM_DRAW_MODE_COUNT;
|
::frustumDrawingMode = (::frustumDrawingMode+1)%FRUSTUM_DRAW_MODE_COUNT;
|
||||||
}
|
}
|
||||||
return ::frustumDrawingMode;
|
return ::frustumDrawingMode;
|
||||||
}
|
}
|
||||||
|
@ -1369,25 +1368,25 @@ const char* modeNear = " - Near ";
|
||||||
const char* modeFar = " - Far ";
|
const char* modeFar = " - Far ";
|
||||||
|
|
||||||
const char* getFrustumRenderModeName(int state) {
|
const char* getFrustumRenderModeName(int state) {
|
||||||
const char * mode;
|
const char * mode;
|
||||||
switch (state) {
|
switch (state) {
|
||||||
case FRUSTUM_DRAW_MODE_ALL:
|
case FRUSTUM_DRAW_MODE_ALL:
|
||||||
mode = modeAll;
|
mode = modeAll;
|
||||||
break;
|
break;
|
||||||
case FRUSTUM_DRAW_MODE_VECTORS:
|
case FRUSTUM_DRAW_MODE_VECTORS:
|
||||||
mode = modeVectors;
|
mode = modeVectors;
|
||||||
break;
|
break;
|
||||||
case FRUSTUM_DRAW_MODE_PLANES:
|
case FRUSTUM_DRAW_MODE_PLANES:
|
||||||
mode = modePlanes;
|
mode = modePlanes;
|
||||||
break;
|
break;
|
||||||
case FRUSTUM_DRAW_MODE_NEAR_PLANE:
|
case FRUSTUM_DRAW_MODE_NEAR_PLANE:
|
||||||
mode = modeNear;
|
mode = modeNear;
|
||||||
break;
|
break;
|
||||||
case FRUSTUM_DRAW_MODE_FAR_PLANE:
|
case FRUSTUM_DRAW_MODE_FAR_PLANE:
|
||||||
mode = modeFar;
|
mode = modeFar;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
return mode;
|
return mode;
|
||||||
}
|
}
|
||||||
|
|
||||||
void initMenu() {
|
void initMenu() {
|
||||||
|
@ -1433,55 +1432,117 @@ void initMenu() {
|
||||||
}
|
}
|
||||||
|
|
||||||
void testPointToVoxel() {
|
void testPointToVoxel() {
|
||||||
float y=0;
|
float y=0;
|
||||||
float z=0;
|
float z=0;
|
||||||
float s=0.1;
|
float s=0.1;
|
||||||
for (float x=0; x<=1; x+= 0.05) {
|
for (float x=0; x<=1; x+= 0.05) {
|
||||||
printLog(" x=%f");
|
printLog(" x=%f");
|
||||||
|
|
||||||
unsigned char red = 200; //randomColorValue(65);
|
unsigned char red = 200; //randomColorValue(65);
|
||||||
unsigned char green = 200; //randomColorValue(65);
|
unsigned char green = 200; //randomColorValue(65);
|
||||||
unsigned char blue = 200; //randomColorValue(65);
|
unsigned char blue = 200; //randomColorValue(65);
|
||||||
|
|
||||||
unsigned char* voxelCode = pointToVoxel(x, y, z, s,red,green,blue);
|
unsigned char* voxelCode = pointToVoxel(x, y, z, s,red,green,blue);
|
||||||
printVoxelCode(voxelCode);
|
printVoxelCode(voxelCode);
|
||||||
delete voxelCode;
|
delete voxelCode;
|
||||||
printLog("\n");
|
printLog("\n");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void sendVoxelServerEraseAll() {
|
void sendVoxelServerEraseAll() {
|
||||||
char message[100];
|
char message[100];
|
||||||
sprintf(message,"%c%s",'Z',"erase all");
|
sprintf(message,"%c%s",'Z',"erase all");
|
||||||
int messageSize = strlen(message) + 1;
|
int messageSize = strlen(message) + 1;
|
||||||
AgentList::getInstance()->broadcastToAgents((unsigned char*) message, messageSize, &AGENT_TYPE_VOXEL, 1);
|
AgentList::getInstance()->broadcastToAgents((unsigned char*) message, messageSize, &AGENT_TYPE_VOXEL, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
void sendVoxelServerAddScene() {
|
void sendVoxelServerAddScene() {
|
||||||
char message[100];
|
char message[100];
|
||||||
sprintf(message,"%c%s",'Z',"add scene");
|
sprintf(message,"%c%s",'Z',"add scene");
|
||||||
int messageSize = strlen(message) + 1;
|
int messageSize = strlen(message) + 1;
|
||||||
AgentList::getInstance()->broadcastToAgents((unsigned char*)message, messageSize, &AGENT_TYPE_VOXEL, 1);
|
AgentList::getInstance()->broadcastToAgents((unsigned char*)message, messageSize, &AGENT_TYPE_VOXEL, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
void shiftPaintingColor()
|
void shiftPaintingColor()
|
||||||
{
|
{
|
||||||
// About the color of the paintbrush... first determine the dominant color
|
// About the color of the paintbrush... first determine the dominant color
|
||||||
::dominantColor = (::dominantColor+1)%3; // 0=red,1=green,2=blue
|
::dominantColor = (::dominantColor+1)%3; // 0=red,1=green,2=blue
|
||||||
::paintingVoxel.red = (::dominantColor==0)?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.green = (::dominantColor==1)?randIntInRange(200,255):randIntInRange(40,100);
|
||||||
::paintingVoxel.blue = (::dominantColor==2)?randIntInRange(200,255):randIntInRange(40,100);
|
::paintingVoxel.blue = (::dominantColor==2)?randIntInRange(200,255):randIntInRange(40,100);
|
||||||
}
|
}
|
||||||
|
|
||||||
void setupPaintingVoxel() {
|
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.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.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.z = avatarPos.x/-10.0; // voxel space z is negative x head space
|
||||||
::paintingVoxel.s = 1.0/256;
|
::paintingVoxel.s = 1.0/256;
|
||||||
|
|
||||||
shiftPaintingColor();
|
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;
|
const float KEYBOARD_YAW_RATE = 0.8;
|
||||||
|
@ -1566,42 +1627,44 @@ void key(unsigned char k, int x, int y) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Process keypresses
|
// Process keypresses
|
||||||
if (k == 'q' || k == 'Q') ::terminate();
|
if (k == 'q' || k == 'Q') ::terminate();
|
||||||
if (k == '/') ::renderStatsOn = !::renderStatsOn; // toggle stats
|
if (k == '/') ::renderStatsOn = !::renderStatsOn; // toggle stats
|
||||||
if (k == '*') ::renderStarsOn = !::renderStarsOn; // toggle stars
|
if (k == '*') ::renderStarsOn = !::renderStarsOn; // toggle stars
|
||||||
if (k == 'V' || k == 'v') ::renderVoxels = !::renderVoxels; // toggle voxels
|
if (k == 'V' || k == 'v') ::renderVoxels = !::renderVoxels; // toggle voxels
|
||||||
if (k == 'A') ::renderAtmosphereOn = !::renderAtmosphereOn;
|
if (k == 'A') ::renderAtmosphereOn = !::renderAtmosphereOn;
|
||||||
if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
|
if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
|
||||||
if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at
|
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 == 'O' || k == 'G') setFrustumOffset(MENU_ROW_PICKED); // toggle view frustum offset debugging
|
||||||
if (k == 'f') setFullscreen(!::fullscreen);
|
if (k == 'f') setFullscreen(!::fullscreen);
|
||||||
if (k == 'o') setOculus(!::oculusOn);
|
if (k == 'o') setOculus(!::oculusOn);
|
||||||
|
|
||||||
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
|
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
|
||||||
if (k == ']') ::viewFrustumOffsetYaw += 0.5;
|
if (k == ']') ::viewFrustumOffsetYaw += 0.5;
|
||||||
if (k == '{') ::viewFrustumOffsetPitch -= 0.5;
|
if (k == '{') ::viewFrustumOffsetPitch -= 0.5;
|
||||||
if (k == '}') ::viewFrustumOffsetPitch += 0.5;
|
if (k == '}') ::viewFrustumOffsetPitch += 0.5;
|
||||||
if (k == '(') ::viewFrustumOffsetRoll -= 0.5;
|
if (k == '(') ::viewFrustumOffsetRoll -= 0.5;
|
||||||
if (k == ')') ::viewFrustumOffsetRoll += 0.5;
|
if (k == ')') ::viewFrustumOffsetRoll += 0.5;
|
||||||
if (k == '<') ::viewFrustumOffsetDistance -= 0.5;
|
if (k == '<') ::viewFrustumOffsetDistance -= 0.5;
|
||||||
if (k == '>') ::viewFrustumOffsetDistance += 0.5;
|
if (k == '>') ::viewFrustumOffsetDistance += 0.5;
|
||||||
if (k == ',') ::viewFrustumOffsetUp -= 0.05;
|
if (k == ',') ::viewFrustumOffsetUp -= 0.05;
|
||||||
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 == '&') {
|
if (k == '&') {
|
||||||
::paintOn = !::paintOn; // toggle paint
|
::paintOn = !::paintOn; // toggle paint
|
||||||
::setupPaintingVoxel(); // also randomizes colors
|
::setupPaintingVoxel(); // also randomizes colors
|
||||||
}
|
}
|
||||||
if (k == '^') ::shiftPaintingColor(); // shifts randomize color between R,G,B dominant
|
if (k == '^') ::shiftPaintingColor(); // shifts randomize color between R,G,B dominant
|
||||||
if (k == '-') ::sendVoxelServerEraseAll(); // sends erase all command to voxel server
|
if (k == '-') ::sendVoxelServerEraseAll(); // sends erase all command to voxel server
|
||||||
if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server
|
if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server
|
||||||
if (k == 'n' || k == 'N')
|
if (k == '1') ::addVoxelUnderCursor();
|
||||||
|
if (k == '2') ::deleteVoxelUnderCursor();
|
||||||
|
if (k == 'n' || k == 'N')
|
||||||
{
|
{
|
||||||
noiseOn = !noiseOn; // Toggle noise
|
noiseOn = !noiseOn; // Toggle noise
|
||||||
if (noiseOn)
|
if (noiseOn)
|
||||||
|
@ -1703,7 +1766,7 @@ void idle(void) {
|
||||||
handControl.update(mouseX, mouseY);
|
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) {
|
if (mousePressed) {
|
||||||
myAvatar.setMousePressed(mousePressed);
|
myAvatar.setMousePressed(mousePressed);
|
||||||
}
|
}
|
||||||
|
@ -1711,7 +1774,7 @@ void idle(void) {
|
||||||
// walking triggers the handControl to stop
|
// walking triggers the handControl to stop
|
||||||
if (myAvatar.getMode() == AVATAR_MODE_WALKING) {
|
if (myAvatar.getMode() == AVATAR_MODE_WALKING) {
|
||||||
handControl.stop();
|
handControl.stop();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Read serial port interface devices
|
// Read serial port interface devices
|
||||||
if (serialPort.active && USING_INVENSENSE_MPU9150) {
|
if (serialPort.active && USING_INVENSENSE_MPU9150) {
|
||||||
|
@ -1724,7 +1787,7 @@ void idle(void) {
|
||||||
// read incoming packets from network
|
// read incoming packets from network
|
||||||
if (!enableNetworkThread) {
|
if (!enableNetworkThread) {
|
||||||
networkReceive(0);
|
networkReceive(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
//loop through all the remote avatars and simulate them...
|
//loop through all the remote avatars and simulate them...
|
||||||
AgentList* agentList = AgentList::getInstance();
|
AgentList* agentList = AgentList::getInstance();
|
||||||
|
@ -1840,15 +1903,15 @@ void mouseFunc(int button, int state, int x, int y) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void motionFunc(int x, int y) {
|
void motionFunc(int x, int y) {
|
||||||
mouseX = x;
|
mouseX = x;
|
||||||
mouseY = y;
|
mouseY = y;
|
||||||
}
|
}
|
||||||
|
|
||||||
void mouseoverFunc(int x, int y){
|
void mouseoverFunc(int x, int y){
|
||||||
menu.mouseOver(x, y);
|
menu.mouseOver(x, y);
|
||||||
|
|
||||||
mouseX = x;
|
mouseX = x;
|
||||||
mouseY = y;
|
mouseY = y;
|
||||||
}
|
}
|
||||||
|
|
||||||
void attachNewHeadToAgent(Agent *newAgent) {
|
void attachNewHeadToAgent(Agent *newAgent) {
|
||||||
|
@ -1884,14 +1947,14 @@ int main(int argc, const char * argv[]) {
|
||||||
gettimeofday(&applicationStartupTime, NULL);
|
gettimeofday(&applicationStartupTime, NULL);
|
||||||
const char* domainIP = getCmdOption(argc, argv, "--domain");
|
const char* domainIP = getCmdOption(argc, argv, "--domain");
|
||||||
if (domainIP) {
|
if (domainIP) {
|
||||||
strcpy(DOMAIN_IP,domainIP);
|
strcpy(DOMAIN_IP,domainIP);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Handle Local Domain testing with the --local command line
|
// Handle Local Domain testing with the --local command line
|
||||||
if (cmdOptionExists(argc, argv, "--local")) {
|
if (cmdOptionExists(argc, argv, "--local")) {
|
||||||
printLog("Local Domain MODE!\n");
|
printLog("Local Domain MODE!\n");
|
||||||
int ip = getLocalAddress();
|
int ip = getLocalAddress();
|
||||||
sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF));
|
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
|
// the callback for our instance of AgentList is attachNewHeadToAgent
|
||||||
|
@ -1940,30 +2003,30 @@ int main(int argc, const char * argv[]) {
|
||||||
|
|
||||||
glutDisplayFunc(display);
|
glutDisplayFunc(display);
|
||||||
glutReshapeFunc(reshape);
|
glutReshapeFunc(reshape);
|
||||||
glutKeyboardFunc(key);
|
glutKeyboardFunc(key);
|
||||||
glutKeyboardUpFunc(keyUp);
|
glutKeyboardUpFunc(keyUp);
|
||||||
glutSpecialFunc(specialkey);
|
glutSpecialFunc(specialkey);
|
||||||
glutSpecialUpFunc(specialkeyUp);
|
glutSpecialUpFunc(specialkeyUp);
|
||||||
glutMotionFunc(motionFunc);
|
glutMotionFunc(motionFunc);
|
||||||
glutPassiveMotionFunc(mouseoverFunc);
|
glutPassiveMotionFunc(mouseoverFunc);
|
||||||
glutMouseFunc(mouseFunc);
|
glutMouseFunc(mouseFunc);
|
||||||
glutIdleFunc(idle);
|
glutIdleFunc(idle);
|
||||||
|
|
||||||
init();
|
init();
|
||||||
printLog( "Init() complete.\n" );
|
printLog( "Init() complete.\n" );
|
||||||
|
|
||||||
// Check to see if the user passed in a command line option for randomizing colors
|
// Check to see if the user passed in a command line option for randomizing colors
|
||||||
if (cmdOptionExists(argc, argv, "--NoColorRandomizer")) {
|
if (cmdOptionExists(argc, argv, "--NoColorRandomizer")) {
|
||||||
wantColorRandomizer = false;
|
wantColorRandomizer = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check to see if the user passed in a command line option for loading a local
|
// Check to see if the user passed in a command line option for loading a local
|
||||||
// Voxel File. If so, load it now.
|
// Voxel File. If so, load it now.
|
||||||
const char* voxelsFilename = getCmdOption(argc, argv, "-i");
|
const char* voxelsFilename = getCmdOption(argc, argv, "-i");
|
||||||
if (voxelsFilename) {
|
if (voxelsFilename) {
|
||||||
voxels.loadVoxelsFile(voxelsFilename,wantColorRandomizer);
|
voxels.loadVoxelsFile(voxelsFilename,wantColorRandomizer);
|
||||||
printLog("Local Voxel File loaded.\n");
|
printLog("Local Voxel File loaded.\n");
|
||||||
}
|
}
|
||||||
|
|
||||||
// create thread for receipt of data via UDP
|
// create thread for receipt of data via UDP
|
||||||
if (enableNetworkThread) {
|
if (enableNetworkThread) {
|
||||||
|
|
|
@ -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);
|
|
||||||
}
|
|
|
@ -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__) */
|
|
|
@ -95,7 +95,7 @@ static bool findIntersection(float origin, float direction, float corner, float
|
||||||
return false;
|
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
|
// handle the trivial case where the box contains the origin
|
||||||
if (contains(origin)) {
|
if (contains(origin)) {
|
||||||
distance = 0;
|
distance = 0;
|
||||||
|
@ -105,14 +105,23 @@ bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direct
|
||||||
float axisDistance;
|
float axisDistance;
|
||||||
if ((findIntersection(origin.x, direction.x, _corner.x, _size.x, axisDistance) && axisDistance >= 0 &&
|
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.y + axisDistance*direction.y, _corner.y, _size.y) &&
|
||||||
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z)) ||
|
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z))) {
|
||||||
(findIntersection(origin.y, direction.y, _corner.y, _size.y, axisDistance) && axisDistance >= 0 &&
|
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.x + axisDistance*direction.x, _corner.x, _size.x) &&
|
||||||
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z)) ||
|
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z))) {
|
||||||
(findIntersection(origin.z, direction.z, _corner.z, _size.z, axisDistance) && axisDistance >= 0 &&
|
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.y + axisDistance*direction.y, _corner.y, _size.y) &&
|
||||||
isWithin(origin.x + axisDistance*direction.x, _corner.x, _size.x))) {
|
isWithin(origin.x + axisDistance*direction.x, _corner.x, _size.x))) {
|
||||||
distance = axisDistance;
|
distance = axisDistance;
|
||||||
|
face = direction.z > 0 ? MIN_Z_FACE : MAX_Z_FACE;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
|
|
|
@ -13,6 +13,15 @@
|
||||||
|
|
||||||
#include <glm/glm.hpp>
|
#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
|
class AABox
|
||||||
{
|
{
|
||||||
|
|
||||||
|
@ -37,7 +46,7 @@ public:
|
||||||
const glm::vec3& getCenter() const { return _center; };
|
const glm::vec3& getCenter() const { return _center; };
|
||||||
|
|
||||||
bool contains(const glm::vec3& point) const;
|
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:
|
private:
|
||||||
glm::vec3 _corner;
|
glm::vec3 _corner;
|
||||||
|
|
|
@ -605,6 +605,7 @@ public:
|
||||||
glm::vec3 direction;
|
glm::vec3 direction;
|
||||||
VoxelNode*& node;
|
VoxelNode*& node;
|
||||||
float& distance;
|
float& distance;
|
||||||
|
BoxFace& face;
|
||||||
bool found;
|
bool found;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -612,7 +613,8 @@ bool findRayOperation(VoxelNode* node, void* extraData) {
|
||||||
RayArgs* args = static_cast<RayArgs*>(extraData);
|
RayArgs* args = static_cast<RayArgs*>(extraData);
|
||||||
AABox box = node->getAABox();
|
AABox box = node->getAABox();
|
||||||
float distance;
|
float distance;
|
||||||
if (!box.findRayIntersection(args->origin, args->direction, distance)) {
|
BoxFace face;
|
||||||
|
if (!box.findRayIntersection(args->origin, args->direction, distance, face)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
if (!node->isLeaf()) {
|
if (!node->isLeaf()) {
|
||||||
|
@ -621,14 +623,16 @@ bool findRayOperation(VoxelNode* node, void* extraData) {
|
||||||
if (!args->found || distance < args->distance) {
|
if (!args->found || distance < args->distance) {
|
||||||
args->node = node;
|
args->node = node;
|
||||||
args->distance = distance;
|
args->distance = distance;
|
||||||
|
args->face = face;
|
||||||
args->found = true;
|
args->found = true;
|
||||||
}
|
}
|
||||||
return false;
|
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);
|
recurseTreeWithOperation(findRayOperation, &args);
|
||||||
return args.found;
|
return args.found;
|
||||||
}
|
}
|
||||||
|
|
|
@ -63,7 +63,8 @@ public:
|
||||||
void clearDirtyBit() { _isDirty = false; };
|
void clearDirtyBit() { _isDirty = false; };
|
||||||
unsigned long int getNodesChangedFromBitstream() const { return _nodesChangedFromBitstream; };
|
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
|
// Note: this assumes the fileFormat is the HIO individual voxels code files
|
||||||
void loadVoxelsFile(const char* fileName, bool wantColorRandomizer);
|
void loadVoxelsFile(const char* fileName, bool wantColorRandomizer);
|
||||||
|
|
Loading…
Reference in a new issue