mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 17:03:58 +02:00
Merge branch 'master' of https://github.com/worklist/hifi into 19361
This commit is contained in:
commit
8dea00052d
8 changed files with 429 additions and 347 deletions
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@ -215,6 +215,11 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_window->setCentralWidget(_glWidget);
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// these are used, for example, to identify the application settings
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setApplicationName("Interface");
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setOrganizationDomain("highfidelity.io");
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setOrganizationName("High Fidelity");
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initMenu();
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QRect available = desktop()->availableGeometry();
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@ -227,8 +232,6 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_glWidget->setMouseTracking(true);
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// initialization continues in initializeGL when OpenGL context is ready
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QCoreApplication::setOrganizationDomain("highfidelity.io"); // Used by QSettings on OS X
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}
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void Application::initializeGL() {
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@ -289,6 +292,9 @@ void Application::initializeGL() {
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printLog("%s", title);
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_window->setWindowTitle(title);
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}
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// update before the first render
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update(0.0f);
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}
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void Application::paintGL() {
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@ -785,9 +791,6 @@ static glm::vec3 getFaceVector(BoxFace face) {
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}
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}
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const float MAX_AVATAR_EDIT_VELOCITY = 1.0f;
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const float MAX_VOXEL_EDIT_DISTANCE = 20.0f;
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void Application::idle() {
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timeval check;
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gettimeofday(&check, NULL);
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@ -795,201 +798,17 @@ void Application::idle() {
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// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time we ran
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if (diffclock(&_lastTimeIdle, &check) > IDLE_SIMULATE_MSECS) {
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float deltaTime = 1.f/_fps;
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// Use Transmitter Hand to move hand if connected, else use mouse
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if (_myTransmitter.isConnected()) {
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const float HAND_FORCE_SCALING = 0.01f;
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glm::vec3 estimatedRotation = _myTransmitter.getEstimatedRotation();
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glm::vec3 handForce(-estimatedRotation.z, -estimatedRotation.x, estimatedRotation.y);
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_myAvatar.setMovedHandOffset(handForce * HAND_FORCE_SCALING);
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} else {
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// update behaviors for avatar hand movement: handControl takes mouse values as input,
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// and gives back 3D values modulated for smooth transitioning between interaction modes.
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_handControl.update(_mouseX, _mouseY);
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_myAvatar.setMovedHandOffset(_handControl.getValues());
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}
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// tell my avatar if the mouse is being pressed...
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_myAvatar.setMousePressed(_mousePressed);
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// check what's under the mouse and update the mouse voxel
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glm::vec3 mouseRayOrigin, mouseRayDirection;
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_viewFrustum.computePickRay(_mouseX / (float)_glWidget->width(),
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_mouseY / (float)_glWidget->height(), mouseRayOrigin, mouseRayDirection);
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// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
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_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
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_mouseVoxel.s = 0.0f;
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if (checkedVoxelModeAction() != 0 &&
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(fabs(_myAvatar.getVelocity().x) +
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fabs(_myAvatar.getVelocity().y) +
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fabs(_myAvatar.getVelocity().z)) / 3 < MAX_AVATAR_EDIT_VELOCITY) {
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float distance;
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BoxFace face;
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if (_voxels.findRayIntersection(mouseRayOrigin, mouseRayDirection, _mouseVoxel, distance, face)) {
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if (distance < MAX_VOXEL_EDIT_DISTANCE) {
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// find the nearest voxel with the desired scale
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if (_mouseVoxelScale > _mouseVoxel.s) {
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// choose the larger voxel that encompasses the one selected
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_mouseVoxel.x = _mouseVoxelScale * floorf(_mouseVoxel.x / _mouseVoxelScale);
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_mouseVoxel.y = _mouseVoxelScale * floorf(_mouseVoxel.y / _mouseVoxelScale);
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_mouseVoxel.z = _mouseVoxelScale * floorf(_mouseVoxel.z / _mouseVoxelScale);
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_mouseVoxel.s = _mouseVoxelScale;
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} else {
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glm::vec3 faceVector = getFaceVector(face);
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if (_mouseVoxelScale < _mouseVoxel.s) {
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// find the closest contained voxel
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glm::vec3 pt = (mouseRayOrigin + mouseRayDirection * distance) / (float)TREE_SCALE -
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faceVector * (_mouseVoxelScale * 0.5f);
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_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / _mouseVoxelScale);
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_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / _mouseVoxelScale);
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_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / _mouseVoxelScale);
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_mouseVoxel.s = _mouseVoxelScale;
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}
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if (_addVoxelMode->isChecked()) {
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// use the face to determine the side on which to create a neighbor
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_mouseVoxel.x += faceVector.x * _mouseVoxel.s;
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_mouseVoxel.y += faceVector.y * _mouseVoxel.s;
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_mouseVoxel.z += faceVector.z * _mouseVoxel.s;
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}
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}
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} else {
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// We're not within range. Don't render the selection.
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_mouseVoxel.s = 0;
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}
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} else if (_addVoxelMode->isChecked() || _selectVoxelMode->isChecked()) {
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// place the voxel a fixed distance away
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float worldMouseVoxelScale = _mouseVoxelScale * TREE_SCALE;
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glm::vec3 pt = mouseRayOrigin + mouseRayDirection * (2.0f + worldMouseVoxelScale * 0.5f);
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_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / worldMouseVoxelScale);
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_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / worldMouseVoxelScale);
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_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / worldMouseVoxelScale);
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_mouseVoxel.s = _mouseVoxelScale;
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}
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if (_deleteVoxelMode->isChecked()) {
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// red indicates deletion
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_mouseVoxel.red = 255;
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_mouseVoxel.green = _mouseVoxel.blue = 0;
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} else if (_selectVoxelMode->isChecked()) {
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// yellow indicates deletion
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_mouseVoxel.red = _mouseVoxel.green = 255;
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_mouseVoxel.blue = 0;
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} else { // _addVoxelMode->isChecked() || _colorVoxelMode->isChecked()
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QColor paintColor = _voxelPaintColor->data().value<QColor>();
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_mouseVoxel.red = paintColor.red();
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_mouseVoxel.green = paintColor.green();
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_mouseVoxel.blue = paintColor.blue();
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}
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// if we just edited, use the currently selected voxel as the "last" for drag detection
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if (_justEditedVoxel) {
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_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
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_justEditedVoxel = false;
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}
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}
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// walking triggers the handControl to stop
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if (_myAvatar.getMode() == AVATAR_MODE_WALKING) {
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_handControl.stop();
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}
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// Update from Mouse
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if (_mouseLook->isChecked()) {
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_myAvatar.updateFromMouse(_mouseX,
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_mouseY,
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_glWidget->width(),
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_glWidget->height());
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}
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// Read serial port interface devices
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if (_serialHeadSensor.active) {
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_serialHeadSensor.readData(deltaTime);
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}
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// Update transmitter
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// Sample hardware, update view frustum if needed, and send avatar data to mixer/agents
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updateAvatar(deltaTime);
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// read incoming packets from network
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if (!_enableNetworkThread) {
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networkReceive(0);
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}
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//loop through all the other avatars and simulate them...
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AgentList* agentList = AgentList::getInstance();
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agentList->lock();
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for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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if (agent->getLinkedData() != NULL) {
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Avatar *avatar = (Avatar *)agent->getLinkedData();
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if (!avatar->isInitialized()) {
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avatar->init();
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}
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avatar->simulate(deltaTime, NULL);
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avatar->setMouseRay(mouseRayOrigin, mouseRayDirection);
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}
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}
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agentList->unlock();
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// Simulate myself
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_myAvatar.setGravity(_environment.getGravity(_myAvatar.getPosition()));
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if (_transmitterDrives->isChecked() && _myTransmitter.isConnected()) {
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_myAvatar.simulate(deltaTime, &_myTransmitter);
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} else {
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_myAvatar.simulate(deltaTime, NULL);
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}
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if (TESTING_AVATAR_TOUCH) {
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if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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} else {
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if (_myCamera.getMode() != CAMERA_MODE_MIRROR && !OculusManager::isConnected()) {
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if (_manualFirstPerson) {
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if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
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_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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} else {
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if (_myAvatar.getIsNearInteractingOther()) {
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if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
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_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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} else {
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if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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}
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}
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}
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}
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// Update audio stats for procedural sounds
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#ifndef _WIN32
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_audio.setLastAcceleration(_myAvatar.getThrust());
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_audio.setLastVelocity(_myAvatar.getVelocity());
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#endif
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update(1.0f / _fps);
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_glWidget->updateGL();
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_lastTimeIdle = check;
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}
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}
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void Application::terminate() {
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// Close serial port
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// close(serial_fd);
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if (_autosave) {
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if (_settingsAutosave->isChecked()) {
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saveSettings();
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_settings->sync();
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}
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@ -1047,7 +866,7 @@ void Application::editPreferences() {
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QFormLayout* form = new QFormLayout();
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layout->addLayout(form, 1);
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QLineEdit* avatarURL = new QLineEdit(_settings->value("avatarURL").toString());
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QLineEdit* avatarURL = new QLineEdit(_myAvatar.getVoxels()->getVoxelURL().toString());
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avatarURL->setMinimumWidth(400);
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form->addRow("Avatar URL:", avatarURL);
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@ -1064,7 +883,6 @@ void Application::editPreferences() {
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return;
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}
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QUrl url(avatarURL->text());
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_settings->setValue("avatarURL", url);
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_myAvatar.getVoxels()->setVoxelURL(url);
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sendAvatarVoxelURLMessage(url);
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@ -1493,7 +1311,7 @@ void Application::initMenu() {
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debugMenu->addAction("Wants View Delta Sending", this, SLOT(setWantsDelta(bool)))->setCheckable(true);
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QMenu* settingsMenu = menuBar->addMenu("Settings");
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(_settingsAutosave = settingsMenu->addAction("Autosave", this, SLOT(setAutosave(bool))))->setCheckable(true);
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(_settingsAutosave = settingsMenu->addAction("Autosave"))->setCheckable(true);
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_settingsAutosave->setChecked(true);
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settingsMenu->addAction("Load settings", this, SLOT(loadSettings()));
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settingsMenu->addAction("Save settings", this, SLOT(saveSettings()));
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@ -1501,7 +1319,7 @@ void Application::initMenu() {
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settingsMenu->addAction("Export settings", this, SLOT(exportSettings()));
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_networkAccessManager = new QNetworkAccessManager(this);
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_settings = new QSettings("High Fidelity", "Interface", this);
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_settings = new QSettings(this);
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}
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void Application::updateFrustumRenderModeAction() {
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@ -1522,6 +1340,9 @@ void Application::updateFrustumRenderModeAction() {
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case FRUSTUM_DRAW_MODE_FAR_PLANE:
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_frustumRenderModeAction->setText("Render Mode - Far");
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break;
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case FRUSTUM_DRAW_MODE_KEYHOLE:
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_frustumRenderModeAction->setText("Render Mode - Keyhole");
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break;
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}
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}
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@ -1556,10 +1377,6 @@ void Application::init() {
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_myCamera.setModeShiftRate(1.0f);
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_myAvatar.setDisplayingLookatVectors(false);
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QUrl avatarURL = _settings->value("avatarURL").toUrl();
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_myAvatar.getVoxels()->setVoxelURL(avatarURL);
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sendAvatarVoxelURLMessage(avatarURL);
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QCursor::setPos(_headMouseX, _headMouseY);
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OculusManager::connect();
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@ -1571,6 +1388,193 @@ void Application::init() {
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gettimeofday(&_lastTimeIdle, NULL);
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loadSettings();
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sendAvatarVoxelURLMessage(_myAvatar.getVoxels()->getVoxelURL());
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}
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const float MAX_AVATAR_EDIT_VELOCITY = 1.0f;
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const float MAX_VOXEL_EDIT_DISTANCE = 20.0f;
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void Application::update(float deltaTime) {
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// Use Transmitter Hand to move hand if connected, else use mouse
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if (_myTransmitter.isConnected()) {
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const float HAND_FORCE_SCALING = 0.01f;
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glm::vec3 estimatedRotation = _myTransmitter.getEstimatedRotation();
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glm::vec3 handForce(-estimatedRotation.z, -estimatedRotation.x, estimatedRotation.y);
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_myAvatar.setMovedHandOffset(handForce * HAND_FORCE_SCALING);
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} else {
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// update behaviors for avatar hand movement: handControl takes mouse values as input,
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// and gives back 3D values modulated for smooth transitioning between interaction modes.
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_handControl.update(_mouseX, _mouseY);
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_myAvatar.setMovedHandOffset(_handControl.getValues());
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}
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// tell my avatar if the mouse is being pressed...
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_myAvatar.setMousePressed(_mousePressed);
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// check what's under the mouse and update the mouse voxel
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glm::vec3 mouseRayOrigin, mouseRayDirection;
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_viewFrustum.computePickRay(_mouseX / (float)_glWidget->width(),
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_mouseY / (float)_glWidget->height(), mouseRayOrigin, mouseRayDirection);
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// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
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_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
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_mouseVoxel.s = 0.0f;
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if (checkedVoxelModeAction() != 0 &&
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(fabs(_myAvatar.getVelocity().x) +
|
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fabs(_myAvatar.getVelocity().y) +
|
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fabs(_myAvatar.getVelocity().z)) / 3 < MAX_AVATAR_EDIT_VELOCITY) {
|
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float distance;
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BoxFace face;
|
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if (_voxels.findRayIntersection(mouseRayOrigin, mouseRayDirection, _mouseVoxel, distance, face)) {
|
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if (distance < MAX_VOXEL_EDIT_DISTANCE) {
|
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// find the nearest voxel with the desired scale
|
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if (_mouseVoxelScale > _mouseVoxel.s) {
|
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// choose the larger voxel that encompasses the one selected
|
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_mouseVoxel.x = _mouseVoxelScale * floorf(_mouseVoxel.x / _mouseVoxelScale);
|
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_mouseVoxel.y = _mouseVoxelScale * floorf(_mouseVoxel.y / _mouseVoxelScale);
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_mouseVoxel.z = _mouseVoxelScale * floorf(_mouseVoxel.z / _mouseVoxelScale);
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_mouseVoxel.s = _mouseVoxelScale;
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} else {
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glm::vec3 faceVector = getFaceVector(face);
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if (_mouseVoxelScale < _mouseVoxel.s) {
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// find the closest contained voxel
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glm::vec3 pt = (mouseRayOrigin + mouseRayDirection * distance) / (float)TREE_SCALE -
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faceVector * (_mouseVoxelScale * 0.5f);
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_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / _mouseVoxelScale);
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_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / _mouseVoxelScale);
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_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / _mouseVoxelScale);
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_mouseVoxel.s = _mouseVoxelScale;
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}
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if (_addVoxelMode->isChecked()) {
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// use the face to determine the side on which to create a neighbor
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_mouseVoxel.x += faceVector.x * _mouseVoxel.s;
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_mouseVoxel.y += faceVector.y * _mouseVoxel.s;
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_mouseVoxel.z += faceVector.z * _mouseVoxel.s;
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}
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}
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} else {
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_mouseVoxel.s = 0.0f;
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}
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} else if (_addVoxelMode->isChecked() || _selectVoxelMode->isChecked()) {
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// place the voxel a fixed distance away
|
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float worldMouseVoxelScale = _mouseVoxelScale * TREE_SCALE;
|
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glm::vec3 pt = mouseRayOrigin + mouseRayDirection * (2.0f + worldMouseVoxelScale * 0.5f);
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_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / worldMouseVoxelScale);
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_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / worldMouseVoxelScale);
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_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / worldMouseVoxelScale);
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_mouseVoxel.s = _mouseVoxelScale;
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}
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|
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if (_deleteVoxelMode->isChecked()) {
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// red indicates deletion
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_mouseVoxel.red = 255;
|
||||
_mouseVoxel.green = _mouseVoxel.blue = 0;
|
||||
} else if (_selectVoxelMode->isChecked()) {
|
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// yellow indicates deletion
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||||
_mouseVoxel.red = _mouseVoxel.green = 255;
|
||||
_mouseVoxel.blue = 0;
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} else { // _addVoxelMode->isChecked() || _colorVoxelMode->isChecked()
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QColor paintColor = _voxelPaintColor->data().value<QColor>();
|
||||
_mouseVoxel.red = paintColor.red();
|
||||
_mouseVoxel.green = paintColor.green();
|
||||
_mouseVoxel.blue = paintColor.blue();
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||||
}
|
||||
|
||||
// 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() {
|
||||
|
|
|
@ -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__) */
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -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 don’t 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) {
|
||||
|
|
|
@ -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;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue