Merge branch 'master' of https://github.com/worklist/hifi into 19361

This commit is contained in:
Geenz 2013-06-09 02:08:29 -04:00
commit 8dea00052d
8 changed files with 429 additions and 347 deletions

View file

@ -215,6 +215,11 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
_window->setCentralWidget(_glWidget);
// these are used, for example, to identify the application settings
setApplicationName("Interface");
setOrganizationDomain("highfidelity.io");
setOrganizationName("High Fidelity");
initMenu();
QRect available = desktop()->availableGeometry();
@ -227,8 +232,6 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
_glWidget->setMouseTracking(true);
// initialization continues in initializeGL when OpenGL context is ready
QCoreApplication::setOrganizationDomain("highfidelity.io"); // Used by QSettings on OS X
}
void Application::initializeGL() {
@ -289,6 +292,9 @@ void Application::initializeGL() {
printLog("%s", title);
_window->setWindowTitle(title);
}
// update before the first render
update(0.0f);
}
void Application::paintGL() {
@ -785,9 +791,6 @@ static glm::vec3 getFaceVector(BoxFace face) {
}
}
const float MAX_AVATAR_EDIT_VELOCITY = 1.0f;
const float MAX_VOXEL_EDIT_DISTANCE = 20.0f;
void Application::idle() {
timeval check;
gettimeofday(&check, NULL);
@ -795,201 +798,17 @@ void Application::idle() {
// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time we ran
if (diffclock(&_lastTimeIdle, &check) > IDLE_SIMULATE_MSECS) {
float deltaTime = 1.f/_fps;
// Use Transmitter Hand to move hand if connected, else use mouse
if (_myTransmitter.isConnected()) {
const float HAND_FORCE_SCALING = 0.01f;
glm::vec3 estimatedRotation = _myTransmitter.getEstimatedRotation();
glm::vec3 handForce(-estimatedRotation.z, -estimatedRotation.x, estimatedRotation.y);
_myAvatar.setMovedHandOffset(handForce * HAND_FORCE_SCALING);
} else {
// 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.setMovedHandOffset(_handControl.getValues());
}
// tell my avatar if the mouse is being pressed...
_myAvatar.setMousePressed(_mousePressed);
// check what's under the mouse and update the mouse voxel
glm::vec3 mouseRayOrigin, mouseRayDirection;
_viewFrustum.computePickRay(_mouseX / (float)_glWidget->width(),
_mouseY / (float)_glWidget->height(), mouseRayOrigin, mouseRayDirection);
// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
_mouseVoxel.s = 0.0f;
if (checkedVoxelModeAction() != 0 &&
(fabs(_myAvatar.getVelocity().x) +
fabs(_myAvatar.getVelocity().y) +
fabs(_myAvatar.getVelocity().z)) / 3 < MAX_AVATAR_EDIT_VELOCITY) {
float distance;
BoxFace face;
if (_voxels.findRayIntersection(mouseRayOrigin, mouseRayDirection, _mouseVoxel, distance, face)) {
if (distance < MAX_VOXEL_EDIT_DISTANCE) {
// find the nearest voxel with the desired scale
if (_mouseVoxelScale > _mouseVoxel.s) {
// choose the larger voxel that encompasses the one selected
_mouseVoxel.x = _mouseVoxelScale * floorf(_mouseVoxel.x / _mouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(_mouseVoxel.y / _mouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(_mouseVoxel.z / _mouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
} else {
glm::vec3 faceVector = getFaceVector(face);
if (_mouseVoxelScale < _mouseVoxel.s) {
// find the closest contained voxel
glm::vec3 pt = (mouseRayOrigin + mouseRayDirection * distance) / (float)TREE_SCALE -
faceVector * (_mouseVoxelScale * 0.5f);
_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / _mouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / _mouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / _mouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
}
if (_addVoxelMode->isChecked()) {
// use the face to determine the side on which to create a neighbor
_mouseVoxel.x += faceVector.x * _mouseVoxel.s;
_mouseVoxel.y += faceVector.y * _mouseVoxel.s;
_mouseVoxel.z += faceVector.z * _mouseVoxel.s;
}
}
} else {
// We're not within range. Don't render the selection.
_mouseVoxel.s = 0;
}
} else if (_addVoxelMode->isChecked() || _selectVoxelMode->isChecked()) {
// place the voxel a fixed distance away
float worldMouseVoxelScale = _mouseVoxelScale * TREE_SCALE;
glm::vec3 pt = mouseRayOrigin + mouseRayDirection * (2.0f + worldMouseVoxelScale * 0.5f);
_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / worldMouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / worldMouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / worldMouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
}
if (_deleteVoxelMode->isChecked()) {
// red indicates deletion
_mouseVoxel.red = 255;
_mouseVoxel.green = _mouseVoxel.blue = 0;
} else if (_selectVoxelMode->isChecked()) {
// yellow indicates deletion
_mouseVoxel.red = _mouseVoxel.green = 255;
_mouseVoxel.blue = 0;
} else { // _addVoxelMode->isChecked() || _colorVoxelMode->isChecked()
QColor paintColor = _voxelPaintColor->data().value<QColor>();
_mouseVoxel.red = paintColor.red();
_mouseVoxel.green = paintColor.green();
_mouseVoxel.blue = paintColor.blue();
}
// if we just edited, use the currently selected voxel as the "last" for drag detection
if (_justEditedVoxel) {
_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
_justEditedVoxel = false;
}
}
// walking triggers the handControl to stop
if (_myAvatar.getMode() == AVATAR_MODE_WALKING) {
_handControl.stop();
}
// Update from Mouse
if (_mouseLook->isChecked()) {
_myAvatar.updateFromMouse(_mouseX,
_mouseY,
_glWidget->width(),
_glWidget->height());
}
// Read serial port interface devices
if (_serialHeadSensor.active) {
_serialHeadSensor.readData(deltaTime);
}
// Update transmitter
// Sample hardware, update view frustum if needed, and send avatar data to mixer/agents
updateAvatar(deltaTime);
// read incoming packets from network
if (!_enableNetworkThread) {
networkReceive(0);
}
//loop through all the other avatars and simulate them...
AgentList* agentList = AgentList::getInstance();
agentList->lock();
for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
if (agent->getLinkedData() != NULL) {
Avatar *avatar = (Avatar *)agent->getLinkedData();
if (!avatar->isInitialized()) {
avatar->init();
}
avatar->simulate(deltaTime, NULL);
avatar->setMouseRay(mouseRayOrigin, mouseRayDirection);
}
}
agentList->unlock();
// Simulate myself
_myAvatar.setGravity(_environment.getGravity(_myAvatar.getPosition()));
if (_transmitterDrives->isChecked() && _myTransmitter.isConnected()) {
_myAvatar.simulate(deltaTime, &_myTransmitter);
} else {
_myAvatar.simulate(deltaTime, NULL);
}
if (TESTING_AVATAR_TOUCH) {
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myCamera.getMode() != CAMERA_MODE_MIRROR && !OculusManager::isConnected()) {
if (_manualFirstPerson) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myAvatar.getIsNearInteractingOther()) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
}
}
}
}
// Update audio stats for procedural sounds
#ifndef _WIN32
_audio.setLastAcceleration(_myAvatar.getThrust());
_audio.setLastVelocity(_myAvatar.getVelocity());
#endif
update(1.0f / _fps);
_glWidget->updateGL();
_lastTimeIdle = check;
}
}
void Application::terminate() {
// Close serial port
// close(serial_fd);
if (_autosave) {
if (_settingsAutosave->isChecked()) {
saveSettings();
_settings->sync();
}
@ -1047,7 +866,7 @@ void Application::editPreferences() {
QFormLayout* form = new QFormLayout();
layout->addLayout(form, 1);
QLineEdit* avatarURL = new QLineEdit(_settings->value("avatarURL").toString());
QLineEdit* avatarURL = new QLineEdit(_myAvatar.getVoxels()->getVoxelURL().toString());
avatarURL->setMinimumWidth(400);
form->addRow("Avatar URL:", avatarURL);
@ -1064,7 +883,6 @@ void Application::editPreferences() {
return;
}
QUrl url(avatarURL->text());
_settings->setValue("avatarURL", url);
_myAvatar.getVoxels()->setVoxelURL(url);
sendAvatarVoxelURLMessage(url);
@ -1493,7 +1311,7 @@ void Application::initMenu() {
debugMenu->addAction("Wants View Delta Sending", this, SLOT(setWantsDelta(bool)))->setCheckable(true);
QMenu* settingsMenu = menuBar->addMenu("Settings");
(_settingsAutosave = settingsMenu->addAction("Autosave", this, SLOT(setAutosave(bool))))->setCheckable(true);
(_settingsAutosave = settingsMenu->addAction("Autosave"))->setCheckable(true);
_settingsAutosave->setChecked(true);
settingsMenu->addAction("Load settings", this, SLOT(loadSettings()));
settingsMenu->addAction("Save settings", this, SLOT(saveSettings()));
@ -1501,7 +1319,7 @@ void Application::initMenu() {
settingsMenu->addAction("Export settings", this, SLOT(exportSettings()));
_networkAccessManager = new QNetworkAccessManager(this);
_settings = new QSettings("High Fidelity", "Interface", this);
_settings = new QSettings(this);
}
void Application::updateFrustumRenderModeAction() {
@ -1522,6 +1340,9 @@ void Application::updateFrustumRenderModeAction() {
case FRUSTUM_DRAW_MODE_FAR_PLANE:
_frustumRenderModeAction->setText("Render Mode - Far");
break;
case FRUSTUM_DRAW_MODE_KEYHOLE:
_frustumRenderModeAction->setText("Render Mode - Keyhole");
break;
}
}
@ -1556,10 +1377,6 @@ void Application::init() {
_myCamera.setModeShiftRate(1.0f);
_myAvatar.setDisplayingLookatVectors(false);
QUrl avatarURL = _settings->value("avatarURL").toUrl();
_myAvatar.getVoxels()->setVoxelURL(avatarURL);
sendAvatarVoxelURLMessage(avatarURL);
QCursor::setPos(_headMouseX, _headMouseY);
OculusManager::connect();
@ -1571,6 +1388,193 @@ void Application::init() {
gettimeofday(&_lastTimeIdle, NULL);
loadSettings();
sendAvatarVoxelURLMessage(_myAvatar.getVoxels()->getVoxelURL());
}
const float MAX_AVATAR_EDIT_VELOCITY = 1.0f;
const float MAX_VOXEL_EDIT_DISTANCE = 20.0f;
void Application::update(float deltaTime) {
// Use Transmitter Hand to move hand if connected, else use mouse
if (_myTransmitter.isConnected()) {
const float HAND_FORCE_SCALING = 0.01f;
glm::vec3 estimatedRotation = _myTransmitter.getEstimatedRotation();
glm::vec3 handForce(-estimatedRotation.z, -estimatedRotation.x, estimatedRotation.y);
_myAvatar.setMovedHandOffset(handForce * HAND_FORCE_SCALING);
} else {
// 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.setMovedHandOffset(_handControl.getValues());
}
// tell my avatar if the mouse is being pressed...
_myAvatar.setMousePressed(_mousePressed);
// check what's under the mouse and update the mouse voxel
glm::vec3 mouseRayOrigin, mouseRayDirection;
_viewFrustum.computePickRay(_mouseX / (float)_glWidget->width(),
_mouseY / (float)_glWidget->height(), mouseRayOrigin, mouseRayDirection);
// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
_mouseVoxel.s = 0.0f;
if (checkedVoxelModeAction() != 0 &&
(fabs(_myAvatar.getVelocity().x) +
fabs(_myAvatar.getVelocity().y) +
fabs(_myAvatar.getVelocity().z)) / 3 < MAX_AVATAR_EDIT_VELOCITY) {
float distance;
BoxFace face;
if (_voxels.findRayIntersection(mouseRayOrigin, mouseRayDirection, _mouseVoxel, distance, face)) {
if (distance < MAX_VOXEL_EDIT_DISTANCE) {
// find the nearest voxel with the desired scale
if (_mouseVoxelScale > _mouseVoxel.s) {
// choose the larger voxel that encompasses the one selected
_mouseVoxel.x = _mouseVoxelScale * floorf(_mouseVoxel.x / _mouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(_mouseVoxel.y / _mouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(_mouseVoxel.z / _mouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
} else {
glm::vec3 faceVector = getFaceVector(face);
if (_mouseVoxelScale < _mouseVoxel.s) {
// find the closest contained voxel
glm::vec3 pt = (mouseRayOrigin + mouseRayDirection * distance) / (float)TREE_SCALE -
faceVector * (_mouseVoxelScale * 0.5f);
_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / _mouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / _mouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / _mouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
}
if (_addVoxelMode->isChecked()) {
// use the face to determine the side on which to create a neighbor
_mouseVoxel.x += faceVector.x * _mouseVoxel.s;
_mouseVoxel.y += faceVector.y * _mouseVoxel.s;
_mouseVoxel.z += faceVector.z * _mouseVoxel.s;
}
}
} else {
_mouseVoxel.s = 0.0f;
}
} else if (_addVoxelMode->isChecked() || _selectVoxelMode->isChecked()) {
// place the voxel a fixed distance away
float worldMouseVoxelScale = _mouseVoxelScale * TREE_SCALE;
glm::vec3 pt = mouseRayOrigin + mouseRayDirection * (2.0f + worldMouseVoxelScale * 0.5f);
_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / worldMouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / worldMouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / worldMouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
}
if (_deleteVoxelMode->isChecked()) {
// red indicates deletion
_mouseVoxel.red = 255;
_mouseVoxel.green = _mouseVoxel.blue = 0;
} else if (_selectVoxelMode->isChecked()) {
// yellow indicates deletion
_mouseVoxel.red = _mouseVoxel.green = 255;
_mouseVoxel.blue = 0;
} else { // _addVoxelMode->isChecked() || _colorVoxelMode->isChecked()
QColor paintColor = _voxelPaintColor->data().value<QColor>();
_mouseVoxel.red = paintColor.red();
_mouseVoxel.green = paintColor.green();
_mouseVoxel.blue = paintColor.blue();
}
// if we just edited, use the currently selected voxel as the "last" for drag detection
if (_justEditedVoxel) {
_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
_justEditedVoxel = false;
}
}
// walking triggers the handControl to stop
if (_myAvatar.getMode() == AVATAR_MODE_WALKING) {
_handControl.stop();
}
// Update from Mouse
if (_mouseLook->isChecked()) {
QPoint mouse = QCursor::pos();
_myAvatar.updateFromMouse(_glWidget->mapFromGlobal(mouse).x(),
_glWidget->mapFromGlobal(mouse).y(),
_glWidget->width(),
_glWidget->height());
}
// Read serial port interface devices
if (_serialHeadSensor.active) {
_serialHeadSensor.readData(deltaTime);
}
// Update transmitter
// Sample hardware, update view frustum if needed, and send avatar data to mixer/agents
updateAvatar(deltaTime);
// read incoming packets from network
if (!_enableNetworkThread) {
networkReceive(0);
}
//loop through all the other avatars and simulate them...
AgentList* agentList = AgentList::getInstance();
agentList->lock();
for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
if (agent->getLinkedData() != NULL) {
Avatar *avatar = (Avatar *)agent->getLinkedData();
if (!avatar->isInitialized()) {
avatar->init();
}
avatar->simulate(deltaTime, NULL);
avatar->setMouseRay(mouseRayOrigin, mouseRayDirection);
}
}
agentList->unlock();
// Simulate myself
_myAvatar.setGravity(_environment.getGravity(_myAvatar.getPosition()));
if (_transmitterDrives->isChecked() && _myTransmitter.isConnected()) {
_myAvatar.simulate(deltaTime, &_myTransmitter);
} else {
_myAvatar.simulate(deltaTime, NULL);
}
if (TESTING_AVATAR_TOUCH) {
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myCamera.getMode() != CAMERA_MODE_MIRROR && !OculusManager::isConnected()) {
if (_manualFirstPerson) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myAvatar.getIsNearInteractingOther()) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
}
}
}
}
// Update audio stats for procedural sounds
#ifndef _WIN32
_audio.setLastAcceleration(_myAvatar.getThrust());
_audio.setLastVelocity(_myAvatar.getVelocity());
#endif
}
void Application::updateAvatar(float deltaTime) {
@ -2261,9 +2265,20 @@ void Application::renderViewFrustum(ViewFrustum& viewFrustum) {
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
}
glEnd();
glEnable(GL_LIGHTING);
if (_frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || _frustumDrawingMode == FRUSTUM_DRAW_MODE_KEYHOLE) {
// Draw the keyhole
float keyholeRadius = viewFrustum.getKeyholeRadius();
if (keyholeRadius > 0.0f) {
glPushMatrix();
glColor4f(1, 1, 0, 1);
glTranslatef(position.x, position.y, position.z); // where we actually want it!
glutWireSphere(keyholeRadius, 20, 20);
glPopMatrix();
}
}
}
void Application::setupPaintingVoxel() {
@ -2545,10 +2560,6 @@ void Application::saveAction(QSettings* set, QAction* action) {
set->setValue(action->text(), action->isChecked());
}
void Application::setAutosave(bool wantsAutosave) {
_autosave = wantsAutosave;
}
void Application::loadSettings(QSettings* set) {
if (!set) set = getSettings();
@ -2563,8 +2574,6 @@ void Application::saveSettings(QSettings* set) {
set->setValue("headCameraPitchYawScale", _headCameraPitchYawScale);
scanMenuBar(&Application::saveAction, set);
getAvatar()->saveData(set);
set->sync();
}
void Application::importSettings() {

View file

@ -112,7 +112,6 @@ private slots:
void decreaseVoxelSize();
void increaseVoxelSize();
void chooseVoxelPaintColor();
void setAutosave(bool wantsAutosave);
void loadSettings(QSettings* set = NULL);
void saveSettings(QSettings* set = NULL);
void importSettings();
@ -132,6 +131,7 @@ private:
void initDisplay();
void init();
void update(float deltaTime);
void updateAvatar(float deltaTime);
void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
@ -226,7 +226,7 @@ private:
ViewFrustum _viewFrustum; // current state of view frustum, perspective, orientation, etc.
enum FrustumDrawMode { FRUSTUM_DRAW_MODE_ALL, FRUSTUM_DRAW_MODE_VECTORS, FRUSTUM_DRAW_MODE_PLANES,
FRUSTUM_DRAW_MODE_NEAR_PLANE, FRUSTUM_DRAW_MODE_FAR_PLANE, FRUSTUM_DRAW_MODE_COUNT };
FRUSTUM_DRAW_MODE_NEAR_PLANE, FRUSTUM_DRAW_MODE_FAR_PLANE, FRUSTUM_DRAW_MODE_KEYHOLE, FRUSTUM_DRAW_MODE_COUNT };
FrustumDrawMode _frustumDrawingMode;
float _viewFrustumOffsetYaw; // the following variables control yaw, pitch, roll and distance form regular
@ -293,8 +293,6 @@ private:
int _packetsPerSecond;
int _bytesPerSecond;
int _bytesCount;
bool _autosave; // True if the autosave is on.
};
#endif /* defined(__interface__Application__) */

View file

@ -1225,6 +1225,8 @@ void Avatar::loadData(QSettings* set) {
_position.y = set->value("position_y", _position.y).toFloat();
_position.z = set->value("position_z", _position.z).toFloat();
_voxels.setVoxelURL(set->value("voxelURL").toUrl());
set->endGroup();
}
@ -1244,6 +1246,8 @@ void Avatar::saveData(QSettings* set) {
set->setValue("position_y", _position.y);
set->setValue("position_z", _position.z);
set->setValue("voxelURL", _voxels.getVoxelURL());
set->endGroup();
}

View file

@ -71,7 +71,7 @@ void Camera::updateFollowMode(float deltaTime) {
_distance = _previousDistance * (1.0f - _modeShift) + _newDistance * _modeShift;
_tightness = _previousTightness * (1.0f - _modeShift) + _newTightness * _modeShift;
if (_linearModeShift > 1.0f ) {
if (_needsToInitialize || _linearModeShift > 1.0f) {
_linearModeShift = 1.0f;
_modeShift = 1.0f;
_upShift = _newUpShift;

View file

@ -27,7 +27,7 @@ public:
static unsigned const TEXT_COLOR = 0xb299ff; // text foreground color (bytes, RGB)
static FILE* const DEFAULT_STREAM; // = stdout; // stream to also log to (defined in .cpp)
static unsigned const DEFAULT_CHAR_WIDTH = 7; // width of a single character
static unsigned const DEFAULT_CHAR_WIDTH = 5; // width of a single character
static unsigned const DEFAULT_CHAR_HEIGHT = 16; // height of a single character
static unsigned const DEFAULT_CONSOLE_WIDTH = 400; // width of the (right-aligned) log console

View file

@ -24,28 +24,29 @@ enum BoxFace {
const int FACE_COUNT = 6;
class AABox
class AABox
{
public:
AABox(const glm::vec3& corner, float x, float y, float z) : _corner(corner), _size(x,y,z) { };
AABox(const glm::vec3& corner, const glm::vec3& size) : _corner(corner), _size(size) { };
AABox(const glm::vec3& corner, float size) : _corner(corner), _size(size, size, size) { };
AABox(const glm::vec3& corner, float x, float y, float z) : _corner(corner), _size(x, y, z) { };
AABox(const glm::vec3& corner, const glm::vec3& size) : _corner(corner), _size(size) { };
AABox() : _corner(0,0,0), _size(0,0,0) { }
~AABox() { }
void setBox(const glm::vec3& corner, float x, float y, float z) { setBox(corner,glm::vec3(x,y,z)); };
void setBox(const glm::vec3& corner, const glm::vec3& size);
void setBox(const glm::vec3& corner, float x, float y, float z) { setBox(corner,glm::vec3(x,y,z)); };
void setBox(const glm::vec3& corner, const glm::vec3& size);
// for use in frustum computations
glm::vec3 getVertexP(const glm::vec3& normal) const;
glm::vec3 getVertexN(const glm::vec3& normal) const;
void scale(float scale);
const glm::vec3& getCorner() const { return _corner; };
const glm::vec3& getSize() const { return _size; };
const glm::vec3& getCenter() const { return _center; };
// for use in frustum computations
glm::vec3 getVertexP(const glm::vec3& normal) const;
glm::vec3 getVertexN(const glm::vec3& normal) const;
void scale(float scale);
const glm::vec3& getCorner() const { return _corner; };
const glm::vec3& getSize() const { return _size; };
const glm::vec3& getCenter() const { return _center; };
bool contains(const glm::vec3& point) const;
bool expandedContains(const glm::vec3& point, float expansion) const;
@ -55,16 +56,16 @@ public:
bool findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) const;
private:
glm::vec3 getClosestPointOnFace(const glm::vec3& point, BoxFace face) const;
glm::vec3 getClosestPointOnFace(const glm::vec4& origin, const glm::vec4& direction, BoxFace face) const;
glm::vec4 getPlane(BoxFace face) const;
static BoxFace getOppositeFace(BoxFace face);
glm::vec3 _corner;
glm::vec3 _center;
glm::vec3 _size;
glm::vec3 _corner;
glm::vec3 _center;
glm::vec3 _size;
};

View file

@ -29,6 +29,7 @@ ViewFrustum::ViewFrustum() :
_aspectRatio(1.0),
_nearClip(0.1),
_farClip(500.0),
_keyholeRadius(DEFAULT_KEYHOLE_RADIUS),
_farTopLeft(0,0,0),
_farTopRight(0,0,0),
_farBottomLeft(0,0,0),
@ -36,7 +37,9 @@ ViewFrustum::ViewFrustum() :
_nearTopLeft(0,0,0),
_nearTopRight(0,0,0),
_nearBottomLeft(0,0,0),
_nearBottomRight(0,0,0) { }
_nearBottomRight(0,0,0)
{
}
void ViewFrustum::setOrientation(const glm::quat& orientationAsQuaternion) {
_orientation = orientationAsQuaternion;
@ -114,42 +117,6 @@ void ViewFrustum::calculate() {
}
void ViewFrustum::dump() const {
printLog("position.x=%f, position.y=%f, position.z=%f\n", _position.x, _position.y, _position.z);
printLog("direction.x=%f, direction.y=%f, direction.z=%f\n", _direction.x, _direction.y, _direction.z);
printLog("up.x=%f, up.y=%f, up.z=%f\n", _up.x, _up.y, _up.z);
printLog("right.x=%f, right.y=%f, right.z=%f\n", _right.x, _right.y, _right.z);
printLog("farDist=%f\n", _farClip);
printLog("nearDist=%f\n", _nearClip);
printLog("eyeOffsetPosition=%f,%f,%f\n", _eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z);
printLog("eyeOffsetOrientation=%f,%f,%f,%f\n", _eyeOffsetOrientation.x, _eyeOffsetOrientation.y,
_eyeOffsetOrientation.z, _eyeOffsetOrientation.w);
printLog("farTopLeft.x=%f, farTopLeft.y=%f, farTopLeft.z=%f\n",
_farTopLeft.x, _farTopLeft.y, _farTopLeft.z);
printLog("farTopRight.x=%f, farTopRight.y=%f, farTopRight.z=%f\n",
_farTopRight.x, _farTopRight.y, _farTopRight.z);
printLog("farBottomLeft.x=%f, farBottomLeft.y=%f, farBottomLeft.z=%f\n",
_farBottomLeft.x, _farBottomLeft.y, _farBottomLeft.z);
printLog("farBottomRight.x=%f, farBottomRight.y=%f, farBottomRight.z=%f\n",
_farBottomRight.x, _farBottomRight.y, _farBottomRight.z);
printLog("nearTopLeft.x=%f, nearTopLeft.y=%f, nearTopLeft.z=%f\n",
_nearTopLeft.x, _nearTopLeft.y, _nearTopLeft.z);
printLog("nearTopRight.x=%f, nearTopRight.y=%f, nearTopRight.z=%f\n",
_nearTopRight.x, _nearTopRight.y, _nearTopRight.z);
printLog("nearBottomLeft.x=%f, nearBottomLeft.y=%f, nearBottomLeft.z=%f\n",
_nearBottomLeft.x, _nearBottomLeft.y, _nearBottomLeft.z);
printLog("nearBottomRight.x=%f, nearBottomRight.y=%f, nearBottomRight.z=%f\n",
_nearBottomRight.x, _nearBottomRight.y, _nearBottomRight.z);
}
//enum { TOP_PLANE = 0, BOTTOM_PLANE, LEFT_PLANE, RIGHT_PLANE, NEAR_PLANE, FAR_PLANE };
const char* ViewFrustum::debugPlaneName (int plane) const {
switch (plane) {
@ -163,52 +130,147 @@ const char* ViewFrustum::debugPlaneName (int plane) const {
return "Unknown";
}
ViewFrustum::location ViewFrustum::pointInSphere(const glm::vec3& point, const glm::vec3& center, float radius ) const {
ViewFrustum::location ViewFrustum::pointInFrustum(const glm::vec3& point) const {
//printf("ViewFrustum::pointInFrustum() point=%f,%f,%f\n",point.x,point.y,point.z);
//dump();
ViewFrustum::location result = INSIDE;
for(int i=0; i < 6; i++) {
float distance = _planes[i].distance(point);
//printf("plane[%d] %s -- distance=%f \n",i,debugPlaneName(i),distance);
ViewFrustum::location result = INTERSECT;
if (distance < 0) {
return OUTSIDE;
float distance = glm::distance(point, center);
if (distance > radius) {
result = OUTSIDE;
} else if (distance < radius) {
result = INSIDE;
}
return result;
}
// To determine if two spheres intersect, simply calculate the distance between the centers of the two spheres.
// If the distance is greater than the sum of the two sphere radii, they dont intersect. Otherwise they intersect.
// If the distance plus the radius of sphere A is less than the radius of sphere B then, sphere A is inside of sphere B
ViewFrustum::location ViewFrustum::sphereInSphere(const glm::vec3& centerA, float radiusA,
const glm::vec3& centerB, float radiusB ) const {
ViewFrustum::location result = INTERSECT;
float distanceFromAtoB = glm::distance(centerA, centerB);
if (distanceFromAtoB > (radiusA + radiusB)) {
result = OUTSIDE;
} else if ((distanceFromAtoB + radiusA) < radiusB) {
result = INSIDE;
}
return result;
}
// A box is inside a sphere if all of its corners are inside the sphere
// A box intersects a sphere if any of its edges (as rays) interesect the sphere
// A box is outside a sphere if none of its edges (as rays) interesect the sphere
ViewFrustum::location ViewFrustum::boxInSphere(const AABox& box, const glm::vec3& center, float radius) const {
glm::vec3 penetration;
bool intersects = box.findSpherePenetration(center, radius, penetration);
ViewFrustum::location result = OUTSIDE;
// if the box intersects the sphere, then it may also be inside... calculate further
if (intersects) {
result = INTERSECT;
// test all the corners, if they are all inside the sphere, the entire box is in the sphere
glm::vec3 testPoint = box.getCorner();
glm::vec3 size = box.getSize();
if (pointInSphere(testPoint, center, radius)) {
testPoint = box.getCorner() + glm::vec3(size.x, 0.0f, 0.0f);
if (pointInSphere(testPoint, center, radius)) {
testPoint = box.getCorner() + glm::vec3(0.0f, 0.0f, size.z);
if (pointInSphere(testPoint, center, radius)) {
testPoint = box.getCorner() + glm::vec3(size.x, 0.0f, size.z);
if (pointInSphere(testPoint, center, radius)) {
testPoint = box.getCorner() + glm::vec3(0.0f, size.y, 0.0f);
if (pointInSphere(testPoint, center, radius)) {
testPoint = box.getCorner() + glm::vec3(size.x, size.y, 0.0f);
if (pointInSphere(testPoint, center, radius)) {
testPoint = box.getCorner() + glm::vec3(0.0f, size.y, size.z);
if (pointInSphere(testPoint, center, radius)) {
testPoint = box.getCorner() + glm::vec3(size.x, size.y, size.z);
if (pointInSphere(testPoint, center, radius)) {
result = INSIDE;
}
}
}
}
}
}
}
}
}
return(result);
return result;
}
ViewFrustum::location ViewFrustum::pointInFrustum(const glm::vec3& point) const {
ViewFrustum::location regularResult = INSIDE;
ViewFrustum::location keyholeResult = OUTSIDE;
// If we have a keyholeRadius, check that first, since it's cheaper
if (_keyholeRadius >= 0.0f) {
keyholeResult = pointInSphere(point, _position, _keyholeRadius);
}
if (keyholeResult == INSIDE) {
return keyholeResult;
}
// If we're not known to be INSIDE the keyhole, then check the regular frustum
for(int i=0; i < 6; i++) {
float distance = _planes[i].distance(point);
if (distance < 0) {
return keyholeResult; // escape early will be the value from checking the keyhole
}
}
return regularResult;
}
ViewFrustum::location ViewFrustum::sphereInFrustum(const glm::vec3& center, float radius) const {
ViewFrustum::location result = INSIDE;
ViewFrustum::location regularResult = INSIDE;
ViewFrustum::location keyholeResult = OUTSIDE;
// If we have a keyholeRadius, check that first, since it's cheaper
if (_keyholeRadius >= 0.0f) {
keyholeResult = sphereInSphere(center, radius, _position, _keyholeRadius);
}
if (keyholeResult == INSIDE) {
return keyholeResult;
}
float distance;
for(int i=0; i < 6; i++) {
distance = _planes[i].distance(center);
if (distance < -radius)
return OUTSIDE;
else if (distance < radius)
result = INTERSECT;
if (distance < -radius) {
// This is outside the regular frustum, so just return the value from checking the keyhole
return keyholeResult;
} else if (distance < radius) {
regularResult = INTERSECT;
}
}
return(result);
return regularResult;
}
ViewFrustum::location ViewFrustum::boxInFrustum(const AABox& box) const {
ViewFrustum::location regularResult = INSIDE;
ViewFrustum::location keyholeResult = OUTSIDE;
// If we have a keyholeRadius, check that first, since it's cheaper
if (_keyholeRadius >= 0.0f) {
keyholeResult = boxInSphere(box, _position, _keyholeRadius);
}
if (keyholeResult == INSIDE) {
return keyholeResult;
}
//printf("ViewFrustum::boxInFrustum() box.corner=%f,%f,%f x=%f\n",
// box.getCorner().x,box.getCorner().y,box.getCorner().z,box.getSize().x);
ViewFrustum::location result = INSIDE;
for(int i=0; i < 6; i++) {
//printf("plane[%d] -- point(%f,%f,%f) normal(%f,%f,%f) d=%f \n",i,
// _planes[i].getPoint().x, _planes[i].getPoint().y, _planes[i].getPoint().z,
// _planes[i].getNormal().x, _planes[i].getNormal().y, _planes[i].getNormal().z,
// _planes[i].getDCoefficient()
//);
glm::vec3 normal = _planes[i].getNormal();
glm::vec3 boxVertexP = box.getVertexP(normal);
float planeToBoxVertexPDistance = _planes[i].distance(boxVertexP);
@ -216,19 +278,14 @@ ViewFrustum::location ViewFrustum::boxInFrustum(const AABox& box) const {
glm::vec3 boxVertexN = box.getVertexN(normal);
float planeToBoxVertexNDistance = _planes[i].distance(boxVertexN);
//printf("plane[%d] normal=(%f,%f,%f) bVertexP=(%f,%f,%f) planeToBoxVertexPDistance=%f boxVertexN=(%f,%f,%f) planeToBoxVertexNDistance=%f\n",i,
// normal.x,normal.y,normal.z,
// boxVertexP.x,boxVertexP.y,boxVertexP.z,planeToBoxVertexPDistance,
// boxVertexN.x,boxVertexN.y,boxVertexN.z,planeToBoxVertexNDistance
// );
if (planeToBoxVertexPDistance < 0) {
return OUTSIDE;
// This is outside the regular frustum, so just return the value from checking the keyhole
return keyholeResult;
} else if (planeToBoxVertexNDistance < 0) {
result = INTERSECT;
regularResult = INTERSECT;
}
}
return(result);
return regularResult;
}
bool testMatches(glm::quat lhs, glm::quat rhs) {

View file

@ -16,44 +16,9 @@
#include "Plane.h"
#include "AABox.h"
const float DEFAULT_KEYHOLE_RADIUS = 2.0f;
class ViewFrustum {
private:
// camera location/orientation attributes
glm::vec3 _position;
glm::quat _orientation;
// calculated for orientation
glm::vec3 _direction;
glm::vec3 _up;
glm::vec3 _right;
// Lens attributes
float _fieldOfView;
float _aspectRatio;
float _nearClip;
float _farClip;
glm::vec3 _eyeOffsetPosition;
glm::quat _eyeOffsetOrientation;
// Calculated values
glm::vec3 _offsetPosition;
glm::vec3 _offsetDirection;
glm::vec3 _offsetUp;
glm::vec3 _offsetRight;
glm::vec3 _farTopLeft;
glm::vec3 _farTopRight;
glm::vec3 _farBottomLeft;
glm::vec3 _farBottomRight;
glm::vec3 _nearTopLeft;
glm::vec3 _nearTopRight;
glm::vec3 _nearBottomLeft;
glm::vec3 _nearBottomRight;
enum { TOP_PLANE = 0, BOTTOM_PLANE, LEFT_PLANE, RIGHT_PLANE, NEAR_PLANE, FAR_PLANE };
Plane _planes[6]; // How will this be used?
const char* debugPlaneName (int plane) const;
public:
// setters for camera attributes
void setPosition (const glm::vec3& p) { _position = p; };
@ -74,7 +39,6 @@ public:
void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; };
void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; };
// getters for lens attributes
float getFieldOfView() const { return _fieldOfView; };
float getAspectRatio() const { return _aspectRatio; };
@ -98,12 +62,14 @@ public:
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
const glm::vec3& getNearBottomRight() const { return _nearBottomRight;};
// get/set for keyhole attribute
void setKeyholeRadius(float keyholdRadius) { _keyholeRadius = keyholdRadius; };
float getKeyholeRadius() const { return _keyholeRadius; };
void calculate();
ViewFrustum();
void dump() const;
typedef enum {OUTSIDE, INTERSECT, INSIDE} location;
ViewFrustum::location pointInFrustum(const glm::vec3& point) const;
@ -120,6 +86,53 @@ public:
glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
void printDebugDetails() const;
private:
// Used for keyhole calculations
ViewFrustum::location pointInSphere(const glm::vec3& point, const glm::vec3& center, float radius) const;
ViewFrustum::location sphereInSphere(const glm::vec3& centerA, float radiusA, const glm::vec3& centerB, float radiusB) const;
ViewFrustum::location boxInSphere(const AABox& box, const glm::vec3& center, float radius) const;
// camera location/orientation attributes
glm::vec3 _position;
glm::quat _orientation;
// calculated for orientation
glm::vec3 _direction;
glm::vec3 _up;
glm::vec3 _right;
// Lens attributes
float _fieldOfView;
float _aspectRatio;
float _nearClip;
float _farClip;
glm::vec3 _eyeOffsetPosition;
glm::quat _eyeOffsetOrientation;
// keyhole attributes
float _keyholeRadius;
// Calculated values
glm::vec3 _offsetPosition;
glm::vec3 _offsetDirection;
glm::vec3 _offsetUp;
glm::vec3 _offsetRight;
glm::vec3 _farTopLeft;
glm::vec3 _farTopRight;
glm::vec3 _farBottomLeft;
glm::vec3 _farBottomRight;
glm::vec3 _nearTopLeft;
glm::vec3 _nearTopRight;
glm::vec3 _nearBottomLeft;
glm::vec3 _nearBottomRight;
enum { TOP_PLANE = 0, BOTTOM_PLANE, LEFT_PLANE, RIGHT_PLANE, NEAR_PLANE, FAR_PLANE };
Plane _planes[6]; // How will this be used?
const char* debugPlaneName (int plane) const;
};