Merge branch 'master' of github.com:worklist/hifi into 19170B

This commit is contained in:
Stephen Birarda 2013-04-10 09:58:46 -07:00
commit 98db359db3
9 changed files with 546 additions and 432 deletions

View file

@ -20,6 +20,7 @@ AudioData::AudioData() {
jitterBuffer = 0;
mixerLoopbackFlag = false;
audioSocket = NULL;
}

View file

@ -19,6 +19,7 @@
using namespace std;
float skinColor[] = {1.0, 0.84, 0.66};
float lightBlue[] = { 0.7, 0.8, 1.0 };
float browColor[] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
float mouthColor[] = {1, 0, 0};
@ -272,7 +273,7 @@ void Head::setLeanSideways(float dist){
// Simulate the head over time
// Simulate the avatar over time
//---------------------------------------------------
void Head::simulate(float deltaTime)
{
@ -293,64 +294,50 @@ void Head::simulate(float deltaTime)
thrust = glm::vec3(0);
*/
const float THRUST_MAG = 10.0;
const float THRUST_LATERAL_MAG = 10.0;
const float THRUST_VERTICAL_MAG = 10.0;
const float THRUST_MAG = 10.0;
const float YAW_MAG = 300.0;
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
//notice that the z values from avatar.orientation are flipped to accommodate different coordinate system
if (driveKeys[FWD])
{
avatar.thrust.x += avatar.orientation.getFront().getX() * THRUST_MAG;
avatar.thrust.y += avatar.orientation.getFront().getY() * THRUST_MAG;
avatar.thrust.z -= avatar.orientation.getFront().getZ() * THRUST_MAG;
//thrust += THRUST_MAG*forward;
glm::vec3 front( avatar.orientation.getFront().getX(), avatar.orientation.getFront().getY(), -avatar.orientation.getFront().getZ() );
avatar.thrust += front * THRUST_MAG;
}
if (driveKeys[BACK])
{
avatar.thrust.x -= avatar.orientation.getFront().getX() * THRUST_MAG;
avatar.thrust.y -= avatar.orientation.getFront().getY() * THRUST_MAG;
avatar.thrust.z += avatar.orientation.getFront().getZ() * THRUST_MAG;
//thrust += -THRUST_MAG*forward;
glm::vec3 front( avatar.orientation.getFront().getX(), avatar.orientation.getFront().getY(), -avatar.orientation.getFront().getZ() );
avatar.thrust -= front * THRUST_MAG;
}
if (driveKeys[RIGHT])
{
avatar.thrust.x += avatar.orientation.getRight().getX() * THRUST_LATERAL_MAG;
avatar.thrust.y += avatar.orientation.getRight().getY() * THRUST_LATERAL_MAG;
avatar.thrust.z -= avatar.orientation.getRight().getZ() * THRUST_LATERAL_MAG;
//thrust.x += forward.z*-THRUST_LATERAL_MAG;
//thrust.z += forward.x*THRUST_LATERAL_MAG;
glm::vec3 right( avatar.orientation.getRight().getX(), avatar.orientation.getRight().getY(), -avatar.orientation.getRight().getZ() );
avatar.thrust += right * THRUST_MAG;
}
if (driveKeys[LEFT])
{
avatar.thrust.x -= avatar.orientation.getRight().getX() * THRUST_LATERAL_MAG;
avatar.thrust.y -= avatar.orientation.getRight().getY() * THRUST_LATERAL_MAG;
avatar.thrust.z += avatar.orientation.getRight().getZ() * THRUST_LATERAL_MAG;
//thrust.x += forward.z*THRUST_LATERAL_MAG;
//thrust.z += forward.x*-THRUST_LATERAL_MAG;
glm::vec3 right( avatar.orientation.getRight().getX(), avatar.orientation.getRight().getY(), -avatar.orientation.getRight().getZ() );
avatar.thrust -= right * THRUST_MAG;
}
if (driveKeys[UP])
{
avatar.thrust.x -= avatar.orientation.getUp().getX() * THRUST_VERTICAL_MAG;
avatar.thrust.y -= avatar.orientation.getUp().getY() * THRUST_VERTICAL_MAG;
avatar.thrust.z += avatar.orientation.getUp().getZ() * THRUST_VERTICAL_MAG;
//thrust.y += -THRUST_VERTICAL_MAG;
glm::vec3 up( avatar.orientation.getUp().getX(), avatar.orientation.getUp().getY(), -avatar.orientation.getUp().getZ() );
avatar.thrust += up * THRUST_MAG;
}
if (driveKeys[DOWN])
{
avatar.thrust.x += avatar.orientation.getUp().getX() * THRUST_VERTICAL_MAG;
avatar.thrust.y += avatar.orientation.getUp().getY() * THRUST_VERTICAL_MAG;
avatar.thrust.z -= avatar.orientation.getUp().getZ() * THRUST_VERTICAL_MAG;
//thrust.y += THRUST_VERTICAL_MAG;
glm::vec3 up( avatar.orientation.getUp().getX(), avatar.orientation.getUp().getY(), -avatar.orientation.getUp().getZ() );
avatar.thrust -= up * THRUST_MAG;
}
if (driveKeys[ROT_RIGHT])
{
avatar.yawDelta -= 300.0 * deltaTime;
avatar.yawDelta -= YAW_MAG * deltaTime;
}
if (driveKeys[ROT_LEFT])
{
avatar.yawDelta += 300.0 * deltaTime;
avatar.yawDelta += YAW_MAG * deltaTime;
}
avatar.yaw += avatar.yawDelta * deltaTime;
@ -516,9 +503,9 @@ void Head::renderHead( int faceToFace, int isMine )
glTranslatef
(
avatar.bone[ AVATAR_BONE_HEAD ].worldPosition.x,
avatar.bone[ AVATAR_BONE_HEAD ].worldPosition.y,
avatar.bone[ AVATAR_BONE_HEAD ].worldPosition.z
avatar.bone[ AVATAR_BONE_HEAD ].position.x,
avatar.bone[ AVATAR_BONE_HEAD ].position.y,
avatar.bone[ AVATAR_BONE_HEAD ].position.z
);
glScalef( 0.03, 0.03, 0.03 );
@ -683,9 +670,9 @@ void Head::setHandMovement( glm::vec3 movement )
//-----------------------------------------
void Head::initializeAvatar()
{
avatar.position = glm::vec3( 0.0, 0.0, 0.0 );
avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
avatar.position = glm::vec3( 0.0, 0.0, 0.0 );
avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
avatar.orientation.setToIdentity();
avatar.yaw = 90.0;
@ -696,9 +683,10 @@ void Head::initializeAvatar()
for (int b=0; b<NUM_AVATAR_BONES; b++)
{
avatar.bone[b].worldPosition = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].velocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].worldOrientation.setToIdentity();
avatar.bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].orientation.setToIdentity();
}
//----------------------------------------------------------------------------
@ -786,13 +774,11 @@ void Head::initializeAvatar()
//----------------------------------------------------------------------------
updateAvatarSkeleton();
//----------------------------------------------------------------------------
// set offset positions = world positions
//----------------------------------------------------------------------------
for (int b=0; b<NUM_AVATAR_BONES; b++)
{
//avatar.bone[b].offsetPosition = avatar.bone[b].worldPosition;
}
//avatar.bone[4].springyVelocity = glm::vec3( 1.0f, 0.0f, 0.0f );
}
@ -816,8 +802,9 @@ void Head::calculateBoneLengths()
//-----------------------------------------
void Head::updateAvatarSkeleton()
{
//rotate the body...
//------------------------------------------------------------------------
// rotate...
//------------------------------------------------------------------------
avatar.orientation.setToIdentity();
avatar.orientation.yaw( -avatar.yaw );
@ -828,32 +815,32 @@ void Head::updateAvatarSkeleton()
{
if ( avatar.bone[b].parent == AVATAR_BONE_NULL )
{
avatar.bone[b].worldOrientation.set( avatar.orientation );
avatar.bone[b].worldPosition = avatar.position;
avatar.bone[b].orientation.set( avatar.orientation );
avatar.bone[b].position = avatar.position;
}
else
{
avatar.bone[b].worldOrientation.set( avatar.bone[ avatar.bone[b].parent ].worldOrientation );
avatar.bone[b].worldPosition = avatar.bone[ avatar.bone[b].parent ].worldPosition;
avatar.bone[b].orientation.set( avatar.bone[ avatar.bone[b].parent ].orientation );
avatar.bone[b].position = avatar.bone[ avatar.bone[b].parent ].position;
}
float xx = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].worldOrientation.getRight ().x )
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].worldOrientation.getRight ().y )
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].worldOrientation.getRight ().z );
float xx = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].orientation.getRight ().x )
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].orientation.getRight ().y )
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].orientation.getRight ().z );
float yy = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].worldOrientation.getUp ().x )
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].worldOrientation.getUp ().y )
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].worldOrientation.getUp ().z );
float yy = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].orientation.getUp ().x )
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].orientation.getUp ().y )
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].orientation.getUp ().z );
float zz = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].worldOrientation.getFront ().x )
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].worldOrientation.getFront ().y )
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].worldOrientation.getFront ().z );
float zz = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].orientation.getFront ().x )
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].orientation.getFront ().y )
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].orientation.getFront ().z );
glm::vec3 rotatedBoneVector( xx, yy, zz );
//rotatedBonePosition.x = avatar.bone[b].defaultPosePosition.x;// * avatar.bone[b].worldOrientation.getFront().x;
//rotatedBonePosition.y = avatar.bone[b].defaultPosePosition.y;// * avatar.bone[b].worldOrientation.getFront().y;
//rotatedBonePosition.z = avatar.bone[b].defaultPosePosition.z;// * avatar.bone[b].worldOrientation.getFront().z;
//rotatedBonePosition.x = avatar.bone[b].defaultPosePosition.x;// * avatar.bone[b].orientation.getFront().x;
//rotatedBonePosition.y = avatar.bone[b].defaultPosePosition.y;// * avatar.bone[b].orientation.getFront().y;
//rotatedBonePosition.z = avatar.bone[b].defaultPosePosition.z;// * avatar.bone[b].orientation.getFront().z;
@ -865,22 +852,28 @@ void Head::updateAvatarSkeleton()
//glm::dmat3x3 rotationMatrix = glm::eulerAngleYXZ( 0.0, 0.0, 0.0 );
avatar.bone[b].worldPosition += rotatedBoneVector;
avatar.bone[b].position += rotatedBoneVector;
}
//------------------------------------------------------------------------
// update springy behavior:
//------------------------------------------------------------------------
updateAvatarSprings();
//------------------------------------------------------------------------
// reset hand and elbow position according to hand movement
//------------------------------------------------------------------------
updateHandMovement();
/*
glm::dvec3 v( avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition );
v -= avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition;
glm::dvec3 v( avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position );
v -= avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
double distance = glm::length(v);
if ( distance > avatar.maxArmLength )
{
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition += v * 0.2;
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position += v * 0.2;
}
*/
@ -892,7 +885,7 @@ void Head::updateAvatarSkeleton()
//------------------------------------------------------------------------
for (int b=0; b<NUM_AVATAR_BONES; b++)
{
glm::dvec3 diff( avatar.bone[b].worldPosition );
glm::dvec3 diff( avatar.bone[b].position );
diff -= avatar.bone[b].offsetPosition;
avatar.bone[b].offsetPosition += diff * 0.1;
@ -903,6 +896,53 @@ void Head::updateAvatarSkeleton()
}
//-------------------------------
void Head::updateAvatarSprings()
{
printf( "listing bone parent springyPosition:\n" );
for (int b=0; b<NUM_AVATAR_BONES; b++)
{
printf
(
"bone %d: %f, %f, %f\n", b,
avatar.bone[ avatar.bone[b].parent ].springyPosition.x,
avatar.bone[ avatar.bone[b].parent ].springyPosition.y,
avatar.bone[ avatar.bone[b].parent ].springyPosition.z
);
glm::vec3 springVector( avatar.bone[b].springyPosition );
if ( avatar.bone[b].parent == AVATAR_BONE_NULL )
{
springVector -= avatar.position;
}
else
{
springVector -= avatar.bone[ avatar.bone[b].parent ].springyPosition;
float length = glm::length( springVector );
if ( length > 0.0f )
{
glm::vec3 springDirection = springVector / length;
float force = ( length - avatar.bone[b].length ) * 0.01;
avatar.bone[ b ].springyVelocity -= springDirection * force;
avatar.bone[ avatar.bone[b].parent ].springyVelocity += springDirection * force;
}
avatar.bone[b].springyVelocity += ( avatar.bone[b].position - avatar.bone[b].springyPosition ) * 0.01f;
avatar.bone[b].springyVelocity *= 0.8;
avatar.bone[b].springyPosition += avatar.bone[b].springyVelocity;
}
}
}
//-------------------------------
float Head::getAvatarYaw()
{
@ -910,6 +950,18 @@ float Head::getAvatarYaw()
}
//-------------------------------------------
glm::vec3 Head::getAvatarHeadLookatDirection()
{
return glm::vec3
(
avatar.bone[ AVATAR_BONE_HEAD ].orientation.getFront().x,
avatar.bone[ AVATAR_BONE_HEAD ].orientation.getFront().y,
avatar.bone[ AVATAR_BONE_HEAD ].orientation.getFront().z
);
}
//-------------------------------
void Head::updateHandMovement()
@ -917,9 +969,9 @@ void Head::updateHandMovement()
//----------------------------------------------------------------
// adjust right hand and elbow according to hand offset
//----------------------------------------------------------------
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition += handOffset;
glm::vec3 armVector = avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition;
armVector -= avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position += handOffset;
glm::vec3 armVector = avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position;
armVector -= avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
//-------------------------------------------------------------------------------
// test to see if right hand is being dragged beyond maximum arm length
@ -934,32 +986,32 @@ void Head::updateHandMovement()
//-------------------------------------------------------------------------------
// reset right hand to be constrained to maximum arm length
//-------------------------------------------------------------------------------
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
glm::vec3 armNormal = armVector / distance;
armVector = armNormal * (float)avatar.maxArmLength;
distance = avatar.maxArmLength;
glm::vec3 constrainedPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
glm::vec3 constrainedPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
constrainedPosition += armVector;
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition = constrainedPosition;
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position = constrainedPosition;
}
//-----------------------------------------------------------------------------
// set elbow position
//-----------------------------------------------------------------------------
glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
newElbowPosition += armVector * (float)ONE_HALF;
glm::vec3 perpendicular = glm::vec3( -armVector.y, armVector.x, armVector.z );
newElbowPosition += perpendicular * (float)( ( 1.0 - ( avatar.maxArmLength / distance ) ) * ONE_HALF );
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition = newElbowPosition;
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
//-----------------------------------------------------------------------------
// set wrist position
//-----------------------------------------------------------------------------
glm::vec3 vv( avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition );
vv -= avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition;
glm::vec3 newWristPosition = avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition;
glm::vec3 vv( avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position );
vv -= avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
glm::vec3 newWristPosition = avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
newWristPosition += vv * 0.7f;
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].worldPosition = newWristPosition;
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].position = newWristPosition;
}
@ -968,68 +1020,96 @@ void Head::updateHandMovement()
//-----------------------------------------
void Head::renderBody()
{
glColor3fv(skinColor);
//-----------------------------------------
// Render bones as spheres
// Render bone positions as spheres
//-----------------------------------------
for (int b=0; b<NUM_AVATAR_BONES; b++)
{
glColor3fv( skinColor );
glPushMatrix();
glTranslatef( avatar.bone[b].worldPosition.x, avatar.bone[b].worldPosition.y, avatar.bone[b].worldPosition.z );
glutSolidSphere( .02, 10, 5 );
glTranslatef( avatar.bone[b].position.x, avatar.bone[b].position.y, avatar.bone[b].position.z );
glutSolidSphere( 0.02f, 10.0f, 5.0f );
glPopMatrix();
}
//-----------------------------------------
// Render lines connecting the bones
//-----------------------------------------
/*
glColor3fv( lightBlue );
glPushMatrix();
glTranslatef( avatar.bone[b].springyPosition.x, avatar.bone[b].springyPosition.y, avatar.bone[b].springyPosition.z );
glutSolidSphere( 0.01f, 10.0f, 5.0f );
glPopMatrix();
*/
}
//-----------------------------------------------------
// Render lines connecting the bone positions
//-----------------------------------------------------
glColor3f(1,1,1);
glLineWidth(3.0);
for (int b=1; b<NUM_AVATAR_BONES; b++)
{
glBegin( GL_LINE_STRIP );
glVertex3fv( &avatar.bone[ avatar.bone[ b ].parent ].worldPosition.x);
glVertex3fv( &avatar.bone[ b ].worldPosition.x);
glVertex3fv( &avatar.bone[ avatar.bone[ b ].parent ].position.x);
glVertex3fv( &avatar.bone[ b ].position.x);
glEnd();
}
/*
//-----------------------------------------------------
// Render lines connecting the springy positions
//-----------------------------------------------------
glColor3f( 0.2f, 0.3f, 0.4f );
glLineWidth(3.0);
for (int b=1; b<NUM_AVATAR_BONES; b++)
{
glBegin( GL_LINE_STRIP );
glVertex3fv( &avatar.bone[ avatar.bone[ b ].parent ].springyPosition.x);
glVertex3fv( &avatar.bone[ b ].springyPosition.x);
glEnd();
}
*/
/*
glBegin(GL_LINE_STRIP);
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_NECK].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_SHOULDER].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_UPPER_ARM].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_FOREARM].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_HAND].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_NECK].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_SHOULDER].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_UPPER_ARM].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_FOREARM].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_HAND].position.x);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_SHOULDER].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_UPPER_ARM].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_FOREARM].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_HAND].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_SHOULDER].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_UPPER_ARM].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_FOREARM].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_HAND].position.x);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_MID_SPINE].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_PELVIS_SPINE].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_MID_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_PELVIS_SPINE].position.x);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(&avatar.bone[AVATAR_BONE_PELVIS_SPINE].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_PELVIS].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_THIGH].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_SHIN].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_FOOT].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_PELVIS_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_PELVIS].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_THIGH].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_SHIN].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_FOOT].position.x);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(&avatar.bone[AVATAR_BONE_PELVIS_SPINE].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_PELVIS].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_THIGH].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_SHIN].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_FOOT].worldPosition.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_PELVIS_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_PELVIS].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_THIGH].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_SHIN].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_FOOT].position.x);
glEnd();
*/
@ -1049,9 +1129,9 @@ int Head::getBroadcastData(char* data)
position.x + leanSideways, position.y, position.z + leanForward,
loudness, averageLoudness,
//hand->getPos().x, hand->getPos().y, hand->getPos().z); //previous to Ventrella change
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.x,
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.y,
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.z ); // Ventrella change
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.x,
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.y,
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.z ); // Ventrella change
return strlen(data);
}
@ -1060,7 +1140,7 @@ int Head::getBroadcastData(char* data)
//---------------------------------------------------
void Head::parseData(void *data, int size)
{
//glm::vec3 pos;//( (glm::vec3)avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition );
//glm::vec3 pos;//( (glm::vec3)avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position );
// parse head data for this agent
glm::vec3 handPos( 0,0,0 );
@ -1071,9 +1151,9 @@ void Head::parseData(void *data, int size)
&Pitch, &Yaw, &Roll,
&position.x, &position.y, &position.z,
&loudness, &averageLoudness,
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.x,
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.y,
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition.z
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.x,
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.y,
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.z
);
if (glm::length(handPos) > 0.0) hand->setPos(handPos);

View file

@ -103,15 +103,16 @@ enum AvatarBones
struct AvatarBone
{
AvatarBones parent;
glm::vec3 worldPosition;
glm::vec3 defaultPosePosition;
glm::dvec3 velocity;
float yaw;
float pitch;
float roll;
Orientation worldOrientation;
float length;
AvatarBones parent; // which bone is this bone connected to?
glm::vec3 position; // the position at the "end" of the bone
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
glm::dvec3 springyVelocity; // used for special effects ( the velocity of the springy position)
float yaw; // the yaw Euler angle of the bone rotation off the parent
float pitch; // the pitch Euler angle of the bone rotation off the parent
float roll; // the roll Euler angle of the bone rotation off the parent
Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll
float length; // the length of the bone
};
struct Avatar
@ -158,6 +159,7 @@ class Head : public AgentData {
float getLastMeasuredYaw() {return YawRate;}
float getAvatarYaw();
glm::vec3 getAvatarHeadLookatDirection();
void render(int faceToFace, int isMine);
@ -245,6 +247,7 @@ class Head : public AgentData {
void initializeAvatar();
void updateAvatarSkeleton();
void updateAvatarSprings();
void calculateBoneLengths();
void readSensors();

View file

@ -140,3 +140,26 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
glPopMatrix();
}
// XXXBHG - These handy operators should probably go somewhere else, I'm surprised they don't
// already exist somewhere in OpenGL. Maybe someone can point me to them if they do exist!
glm::vec3 operator* (float lhs, const glm::vec3& rhs)
{
glm::vec3 result = rhs;
result.x *= lhs;
result.y *= lhs;
result.z *= lhs;
return result;
}
// XXXBHG - These handy operators should probably go somewhere else, I'm surprised they don't
// already exist somewhere in OpenGL. Maybe someone can point me to them if they do exist!
glm::vec3 operator* (const glm::vec3& lhs, float rhs)
{
glm::vec3 result = lhs;
result.x *= rhs;
result.y *= rhs;
result.z *= rhs;
return result;
}

View file

@ -48,4 +48,8 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
double diffclock(timeval *clock1,timeval *clock2);
glm::vec3 operator* (float lhs, const glm::vec3& rhs);
glm::vec3 operator* (const glm::vec3& lhs, float rhs);
#endif

View file

@ -1,16 +1,25 @@
//
//
// Interface
//
// Show a field of objects rendered in 3D, with yaw and pitch of scene driven
// by accelerometer data
// serial port connected to Maple board/arduino.
//
// Allows you to connect to and see/hear the shared 3D space.
// Optionally uses serialUSB connection to get gyro data for head movement.
// Optionally gets UDP stream from transmitter to animate controller/hand.
//
// Usage: The interface client first attempts to contact a domain server to
// discover the appropriate audio, voxel, and avatar servers to contact.
// Right now, the default domain server is "highfidelity.below92.com"
// You can change the domain server to use your own by editing the
// DOMAIN_HOSTNAME or DOMAIN_IP strings in the file AgentList.cpp
//
//
// Welcome Aboard!
//
//
// Keyboard Commands:
//
// / = toggle stats display
// spacebar = reset gyros/head
// h = render Head
// spacebar = reset gyros/head position
// h = render Head facing yourself (mirror)
// l = show incoming gyro levels
//
@ -68,57 +77,50 @@
using namespace std;
int audio_on = 1; // Whether to turn on the audio support
int simulate_on = 1;
AgentList agentList(AGENT_TYPE_INTERFACE);
pthread_t networkReceiveThread;
bool stopNetworkReceiveThread = false;
// For testing, add milliseconds of delay for received UDP packets
int packetcount = 0;
int packets_per_second = 0;
int bytes_per_second = 0;
int bytescount = 0;
int packetCount = 0;
int packetsPerSecond = 0;
int bytesPerSecond = 0;
int bytesCount = 0;
// Getting a target location from other machine (or loopback) to display
int target_x, target_y;
int target_display = 0;
int headMirror = 1; // Whether to mirror own head when viewing it
int head_mirror = 1; // Whether to mirror own head when viewing it
int sendToSelf = 1;
int WIDTH = 1200;
int HEIGHT = 800;
int WIDTH = 1200; // Window size
int HEIGHT = 800;
int fullscreen = 0;
bool wantColorRandomizer = true; // for addSphere and load file
bool wantColorRandomizer = true; // for addSphere and load file
Oscilloscope audioScope(256,200,true);
#define HAND_RADIUS 0.25 // Radius of in-world 'hand' of you
Head myHead; // The rendered head of oneself
Camera myCamera; // My view onto the world (sometimes on myself :)
// Starfield information
char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
FieldOfView fov;
Stars stars;
#ifdef STARFIELD_KEYS
int starsTiles = 20;
double starsLod = 1.0;
#endif
bool showingVoxels = false;
glm::vec3 box(WORLD_SIZE,WORLD_SIZE,WORLD_SIZE);
ParticleSystem balls(0,
box,
false, // Wrap?
0.02f, // Noise
0.3f, // Size scale
0.0 // Gravity
false, // Wrap?
0.02f, // Noise
0.3f, // Size scale
0.0 // Gravity
);
Cloud cloud(20000, // Particles
Cloud cloud(0, // Particles
box, // Bounding Box
false // Wrap
);
@ -133,12 +135,12 @@ Field field;
Audio audio(&audioScope, &myHead);
#endif
#define RENDER_FRAME_MSECS 8
int steps_per_frame = 0;
#define IDLE_SIMULATE_MSECS 8 // How often should call simulate and other stuff
// in the idle loop?
float yaw = 0.f; // The yaw, pitch for the avatar head
float pitch = 0.f;
float start_yaw = 122;
float startYaw = 122.f;
float renderPitch = 0.f;
float renderYawRate = 0.f;
float renderPitchRate = 0.f;
@ -146,31 +148,25 @@ float renderPitchRate = 0.f;
// Where one's own agent begins in the world (needs to become a dynamic thing passed to the program)
glm::vec3 start_location(6.1f, 0, 1.4f);
int stats_on = 0; // Whether to show onscreen text overlay with stats
int statsOn = 0; // Whether to show onscreen text overlay with stats
bool starsOn = false; // Whether to display the stars
bool paintOn = false; // Whether to paint voxels as you fly around
VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
bool perfStatsOn = false; // Do we want to display perfStats?
int noise_on = 0; // Whether to add random noise
int noiseOn = 0; // Whether to add random noise
float noise = 1.0; // Overall magnitude scaling for random noise levels
int step_on = 0;
int display_levels = 0;
int display_head = 0;
int display_field = 0;
int displayLevels = 0;
int displayHead = 0;
int displayField = 0;
int display_head_mouse = 1; // Display sample mouse pointer controlled by head movement
int head_mouse_x, head_mouse_y;
int head_lean_x, head_lean_y;
int displayHeadMouse = 1; // Display sample mouse pointer controlled by head movement
int headMouseX, headMouseY;
int mouse_x, mouse_y; // Where is the mouse
int mouse_start_x, mouse_start_y; // Mouse location at start of last down click
int mouse_pressed = 0; // true if mouse has been pressed (clear when finished)
int nearbyAgents = 0; // How many other people near you is the domain server reporting?
int speed;
int mouseX, mouseY; // Where is the mouse
int mouseStartX, mouseStartY; // Mouse location at start of last down click
int mousePressed = 0; // true if mouse has been pressed (clear when finished)
//
// Serial USB Variables
@ -185,17 +181,14 @@ int first_measurement = 1;
// Frame rate Measurement
int framecount = 0;
int frameCount = 0;
float FPS = 120.f;
timeval timer_start, timer_end;
timeval last_frame;
timeval timerStart, timerEnd;
timeval lastTimeIdle;
double elapsedTime;
// Particles
char texture_filename[] = "images/int-texture256-v4.png";
unsigned int texture_width = 256;
unsigned int texture_height = 256;
float particle_attenuation_quadratic[] = { 0.0f, 0.0f, 2.0f }; // larger Z = smaller particles
float pointer_attenuation_quadratic[] = { 1.0f, 0.0f, 0.0f }; // for 2D view
@ -218,34 +211,19 @@ float pointer_attenuation_quadratic[] = { 1.0f, 0.0f, 0.0f }; // for 2D view
// Every second, check the frame rates and other stuff
void Timer(int extra)
{
gettimeofday(&timer_end, NULL);
FPS = (float)framecount / ((float)diffclock(&timer_start, &timer_end) / 1000.f);
packets_per_second = (float)packetcount / ((float)diffclock(&timer_start, &timer_end) / 1000.f);
bytes_per_second = (float)bytescount / ((float)diffclock(&timer_start, &timer_end) / 1000.f);
framecount = 0;
packetcount = 0;
bytescount = 0;
gettimeofday(&timerEnd, NULL);
FPS = (float)frameCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
packetsPerSecond = (float)packetCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
bytesPerSecond = (float)bytesCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
frameCount = 0;
packetCount = 0;
bytesCount = 0;
glutTimerFunc(1000,Timer,0);
gettimeofday(&timer_start, NULL);
gettimeofday(&timerStart, NULL);
// Ping the agents we can see
agentList.pingAgents();
if (0) {
// Massive send packet speed test
timeval starttest, endtest;
gettimeofday(&starttest, NULL);
char junk[1000];
junk[0] = 'J';
for (int i = 0; i < 10000; i++)
{
// agentSocket.send((char *)"192.168.1.38", AGENT_UDP_PORT, junk, 1000);
}
gettimeofday(&endtest, NULL);
float sendTime = static_cast<float>( diffclock(&starttest, &endtest) );
printf("packet test = %4.1f\n", sendTime);
}
// if we haven't detected gyros, check for them now
if (!serialPort.active) {
@ -253,10 +231,7 @@ void Timer(int extra)
}
}
void display_stats(void)
void displayStats(void)
{
// bitmap chars are about 10 pels high
char legend[] = "/ - toggle this display, Q - exit, H - show head, M - show hand, T - test audio";
@ -269,7 +244,7 @@ void display_stats(void)
char stats[200];
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d Head(x,y,z)=( %f , %f , %f )",
FPS, packets_per_second, bytes_per_second, headPos.x,headPos.y,headPos.z);
FPS, packetsPerSecond, bytesPerSecond, headPos.x,headPos.y,headPos.z);
drawtext(10, 49, 0.10f, 0, 1.0, 0, stats);
if (serialPort.active) {
sprintf(stats, "ADC samples = %d, LED = %d",
@ -327,26 +302,10 @@ void display_stats(void)
}
delete []perfStatLinesArray; // we're responsible for cleanup
}
/*
std::stringstream angles;
angles << "render_yaw: " << myHead.getRenderYaw() << ", Yaw: " << myHead.getYaw();
drawtext(10,50,0.10, 0, 1.0, 0, (char *)angles.str().c_str());
*/
/*
char adc[200];
sprintf(adc, "location = %3.1f,%3.1f,%3.1f, angle_to(origin) = %3.1f, head yaw = %3.1f, render_yaw = %3.1f",
-location[0], -location[1], -location[2],
angle_to(myHead.getPos()*-1.f, glm::vec3(0,0,0), myHead.getRenderYaw(), myHead.getYaw()),
myHead.getYaw(), myHead.getRenderYaw());
drawtext(10, 50, 0.10, 0, 1.0, 0, adc);
*/
}
void initDisplay(void)
{
// Set up blending function so that we can NOT clear the display
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -355,36 +314,27 @@ void initDisplay(void)
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
// load_png_as_texture(texture_filename);
if (fullscreen) glutFullScreen();
}
void init(void)
{
voxels.init();
voxels.setViewerHead(&myHead);
myHead.setRenderYaw(start_yaw);
myHead.setRenderYaw(startYaw);
head_mouse_x = WIDTH/2;
head_mouse_y = HEIGHT/2;
head_lean_x = WIDTH/2;
head_lean_y = HEIGHT/2;
headMouseX = WIDTH/2;
headMouseY = HEIGHT/2;
stars.readInput(starFile, 0);
// Initialize Field values
field = Field();
printf( "Field Initialized.\n" );
if (noise_on) {
if (noiseOn) {
myHead.setNoise(noise);
}
myHead.setPos(start_location );
myCamera.setPosition( start_location );
#ifdef MARKER_CAPTURE
@ -399,8 +349,8 @@ void init(void)
}
#endif
gettimeofday(&timer_start, NULL);
gettimeofday(&last_frame, NULL);
gettimeofday(&timerStart, NULL);
gettimeofday(&lastTimeIdle, NULL);
}
void terminate () {
@ -421,15 +371,13 @@ void reset_sensors()
//
// Reset serial I/O sensors
//
myHead.setRenderYaw(start_yaw);
myHead.setRenderYaw(startYaw);
yaw = renderYawRate = 0;
pitch = renderPitch = renderPitchRate = 0;
myHead.setPos(start_location);
head_mouse_x = WIDTH/2;
head_mouse_y = HEIGHT/2;
head_lean_x = WIDTH/2;
head_lean_y = HEIGHT/2;
headMouseX = WIDTH/2;
headMouseY = HEIGHT/2;
myHead.reset();
@ -440,12 +388,12 @@ void reset_sensors()
void simulateHand(float deltaTime) {
// If mouse is being dragged, send current force to the hand controller
if (mouse_pressed == 1)
if (mousePressed == 1)
{
// Add a velocity to the hand corresponding to the detected size of the drag vector
const float MOUSE_HAND_FORCE = 1.5;
float dx = mouse_x - mouse_start_x;
float dy = mouse_y - mouse_start_y;
float dx = mouseX - mouseStartX;
float dy = mouseY - mouseStartY;
glm::vec3 vel(dx*MOUSE_HAND_FORCE, -dy*MOUSE_HAND_FORCE*(WIDTH/HEIGHT), 0);
myHead.hand->addVelocity(vel*deltaTime);
}
@ -463,7 +411,7 @@ void simulateHead(float frametime)
//float measured_lateral_accel = serialPort.getRelativeValue(ACCEL_X);
//float measured_fwd_accel = serialPort.getRelativeValue(ACCEL_Z);
myHead.UpdatePos(frametime, &serialPort, head_mirror, &gravity);
myHead.UpdatePos(frametime, &serialPort, headMirror, &gravity);
//-------------------------------------------------------------------------------------
// set the position of the avatar
@ -476,13 +424,13 @@ void simulateHead(float frametime)
if (powf(measured_yaw_rate*measured_yaw_rate +
measured_pitch_rate*measured_pitch_rate, 0.5) > MIN_MOUSE_RATE)
{
head_mouse_x += measured_yaw_rate*MOUSE_SENSITIVITY;
head_mouse_y += measured_pitch_rate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
headMouseX += measured_yaw_rate*MOUSE_SENSITIVITY;
headMouseY += measured_pitch_rate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
}
head_mouse_x = max(head_mouse_x, 0);
head_mouse_x = min(head_mouse_x, WIDTH);
head_mouse_y = max(head_mouse_y, 0);
head_mouse_y = min(head_mouse_y, HEIGHT);
headMouseX = max(headMouseX, 0);
headMouseX = min(headMouseX, WIDTH);
headMouseY = max(headMouseY, 0);
headMouseY = min(headMouseY, HEIGHT);
// Update render direction (pitch/yaw) based on measured gyro rates
const int MIN_YAW_RATE = 100;
@ -567,14 +515,135 @@ void simulateHead(float frametime)
}
}
int render_test_spot = WIDTH/2;
int render_test_direction = 1;
// XXXBHG - this code is not yet working. This is here to help Jeffery debug getAvatarHeadLookatDirection()
// The code will draw a yellow line from the avatar's position to the origin,
// It also attempts to draw a cyan line from the avatar to 2 meters in front of the avatar in the direction
// it's looking. But that's not working right now.
void render_view_frustum() {
//printf("frustum low.x=%f, low.y=%f, low.z=%f, high.x=%f, high.y=%f, high.z=%f\n",low.x,low.y,low.z,high.x,high.y,high.z);
// p the camera position
// d a vector with the direction of the camera's view ray. In here it is assumed that this vector has been normalized
// nearDist the distance from the camera to the near plane
// nearHeight the height of the near plane
// nearWidth the width of the near plane
// farDist the distance from the camera to the far plane
// farHeight the height of the far plane
// farWidth the width of the far plane
glm::vec3 cameraPosition = ::myHead.getPos()*-1.0; // We need to flip the sign to make this work.
glm::vec3 cameraDirection = ::myHead.getAvatarHeadLookatDirection()*-1.0; // gak! Not sure if this is correct!
// this is a temporary test, create a vertice that's 2 meters in front of avatar in direction their looking
glm::vec3 lookingAt = cameraPosition+(cameraDirection*2.0);
// Some debug lines.
glDisable(GL_LIGHTING);
glColor4f(1.0, 1.0, 1.0, 1.0);
glLineWidth(1.0);
glBegin(GL_LINES);
// line from avatar to the origin -- this one is working.
glColor3f(1,1,0);
glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
glVertex3f(0,0,0);
// line from avatar to 2 meters in front of avatar -- this is NOT working
glColor3f(0,1,1);
glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
glVertex3f(lookingAt.x,lookingAt.y,lookingAt.z);
/*
// Not yet ready for this...
glm::vec3 up = glm::vec3(0.0,1.0,0.0);
glm::vec3 right = glm::vec3(1.0,0.0,0.0);
float nearDist = 0.1;
float farDist = 500.0;
float fov = (0.7854f*2.0); // 45 deg * 2 = 90 deg
float screenWidth = 800.0; // hack! We need to make this eventually be the correct height/width
float screenHeight = 600.0;
float ratio = screenWidth/screenHeight;
float nearHeight = 2 * tan(fov / 2) * nearDist;
float nearWidth = nearHeight * ratio;
float farHeight = 2 * tan(fov / 2) * farDist;
float farWidth = farHeight * ratio;
glm::vec3 farCenter = cameraPosition+cameraDirection*farDist;
glm::vec3 farTopLeft = farCenter + (up*farHeight*0.5) - (right*farWidth*0.5);
glm::vec3 farTopRight = farCenter + (up*farHeight*0.5) + (right*farWidth*0.5);
glm::vec3 farBottomLeft = farCenter - (up*farHeight*0.5) - (right*farWidth*0.5);
glm::vec3 farBottomRight = farCenter - (up*farHeight*0.5) + (right*farWidth*0.5);
glm::vec3 nearCenter = cameraPosition+cameraDirection*nearDist;
glm::vec3 nearTopLeft = nearCenter + (up*nearHeight*0.5) - (right*nearWidth*0.5);
glm::vec3 nearTopRight = nearCenter + (up*nearHeight*0.5) + (right*nearWidth*0.5);
glm::vec3 nearBottomLeft = nearCenter - (up*nearHeight*0.5) - (right*nearWidth*0.5);
glm::vec3 nearBottomRight = nearCenter - (up*nearHeight*0.5) + (right*nearWidth*0.5);
*/
/*
glColor3f(1,1,1);
// near plane - bottom edge
glVertex3f(low.x,low.y,low.z);
glVertex3f(high.x,low.y,low.z);
// near plane - top edge
glVertex3f(low.x,high.y,low.z);
glVertex3f(high.x,high.y,low.z);
// near plane - right edge
glVertex3f(low.x,high.y,low.z);
glVertex3f(low.x,low.y,low.z);
// near plane - left edge
glVertex3f(high.x,high.y,low.z);
glVertex3f(high.x,low.y,low.z);
// far plane - bottom edge
glVertex3f(low.x,low.y,high.z);
glVertex3f(high.x,low.y,high.z);
// far plane - top edge
glVertex3f(low.x,high.y,high.z);
glVertex3f(high.x,high.y,high.z);
// far plane - right edge
glVertex3f(low.x,high.y,high.z);
glVertex3f(low.x,low.y,high.z);
// far plane - left edge
glVertex3f(high.x,high.y,high.z);
glVertex3f(high.x,low.y,high.z);
// right plane - bottom edge - near to distant
glVertex3f(low.x,low.y,low.z);
glVertex3f(low.x,low.y,high.z);
// right plane - top edge - near to distant
glVertex3f(low.x,high.y,low.z);
glVertex3f(low.x,high.y,high.z);
// left plane - bottom edge - near to distant
glVertex3f(high.x,low.y,low.z);
glVertex3f(high.x,low.y,high.z);
// left plane - top edge - near to distant
glVertex3f(high.x,high.y,low.z);
glVertex3f(high.x,high.y,high.z);
*/
glEnd();
}
void display(void)
{
//printf( "avatar head lookat = %f, %f, %f\n", myHead.getAvatarHeadLookatDirection().x, myHead.getAvatarHeadLookatDirection().y, myHead.getAvatarHeadLookatDirection().z );
PerfStat("display");
glEnable(GL_LINE_SMOOTH);
@ -605,7 +674,7 @@ void display(void)
//--------------------------------------------------------
myCamera.setTargetPosition( myHead.getPos() );
if ( display_head )
if ( displayHead )
{
//-----------------------------------------------
// set the camera to looking at my own face
@ -624,7 +693,7 @@ void display(void)
// set the camera to third-person view behind my av
//----------------------------------------------------
myCamera.setYaw ( 180.0 - myHead.getAvatarYaw() );
myCamera.setPitch ( 10.0 );
myCamera.setPitch ( 0.0 );
myCamera.setRoll ( 0.0 );
myCamera.setUp ( 0.2 );
myCamera.setDistance( 1.6 );
@ -648,19 +717,36 @@ void display(void)
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
//---------------------------------------------
// draw a red sphere
//---------------------------------------------
float sphereRadius = 0.25f;
glColor3f(1,0,0);
glutSolidSphere(0.25, 15, 15);
glPushMatrix();
glTranslatef( 0.0f, sphereRadius, 0.0f );
glutSolidSphere( sphereRadius, 15, 15 );
glPopMatrix();
//---------------------------------------------
// draw a grid gound plane....
//---------------------------------------------
//drawGroundPlaneGrid( 5.0f, 9 );
// Draw cloud of dots
glDisable( GL_POINT_SPRITE_ARB );
glDisable( GL_TEXTURE_2D );
// if (!display_head) cloud.render();
if (!displayHead) cloud.render();
// Draw voxels
voxels.render();
if ( showingVoxels )
{
voxels.render();
}
// Draw field vectors
if (display_field) field.render();
if (displayField) field.render();
// Render heads of other agents
for(std::vector<Agent>::iterator agent = agentList.getAgents().begin(); agent != agentList.getAgents().end(); agent++)
@ -676,10 +762,13 @@ void display(void)
}
}
if ( !display_head ) balls.render();
if ( !displayHead ) balls.render();
// Render the world box
if (!display_head && stats_on) render_world_box();
if (!displayHead && statsOn) render_world_box();
// brad's frustum for debugging
render_view_frustum();
//---------------------------------
@ -691,7 +780,7 @@ void display(void)
glPushMatrix();
glLoadIdentity();
glTranslatef(0.f, 0.f, -7.f);
myHead.render(display_head, 1);
myHead.render(displayHead, 1);
glPopMatrix();
*/
@ -718,50 +807,31 @@ void display(void)
//drawvec3(100, 100, 0.15, 0, 1.0, 0, myHead.getPos(), 0, 1, 0);
glPointParameterfvARB( GL_POINT_DISTANCE_ATTENUATION_ARB, pointer_attenuation_quadratic );
if (mouse_pressed == 1)
if (displayHeadMouse && !displayHead && statsOn)
{
glPointSize( 10.0f );
glColor3f(1,1,1);
//glEnable(GL_POINT_SMOOTH);
glBegin(GL_POINTS);
glVertex2f(target_x, target_y);
// Display small target box at center or head mouse target that can also be used to measure LOD
glColor3f(1.0, 1.0, 1.0);
glDisable(GL_LINE_SMOOTH);
const int PIXEL_BOX = 20;
glBegin(GL_LINE_STRIP);
glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY - PIXEL_BOX/2);
glVertex2f(headMouseX + PIXEL_BOX/2, headMouseY - PIXEL_BOX/2);
glVertex2f(headMouseX + PIXEL_BOX/2, headMouseY + PIXEL_BOX/2);
glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY + PIXEL_BOX/2);
glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY - PIXEL_BOX/2);
glEnd();
char val[20];
sprintf(val, "%d,%d", target_x, target_y);
drawtext(target_x, target_y-20, 0.08, 0, 1.0, 0, val, 0, 1, 0);
}
if (display_head_mouse && !display_head && stats_on)
{
glPointSize(10.0f);
glColor4f(1.0, 1.0, 0.0, 0.8);
glEnable(GL_POINT_SMOOTH);
glBegin(GL_POINTS);
glVertex2f(head_mouse_x, head_mouse_y);
glEnd();
}
// Spot bouncing back and forth on bottom of screen
if (0)
{
glPointSize(50.0f);
glColor4f(1.0, 1.0, 1.0, 1.0);
glEnable(GL_POINT_SMOOTH);
glBegin(GL_POINTS);
glVertex2f(render_test_spot, HEIGHT-100);
glEnd();
render_test_spot += render_test_direction*50;
if ((render_test_spot > WIDTH-100) || (render_test_spot < 100)) render_test_direction *= -1.0;
glEnable(GL_LINE_SMOOTH);
}
// Show detected levels from the serial I/O ADC channel sensors
if (display_levels) serialPort.renderLevels(WIDTH,HEIGHT);
if (displayLevels) serialPort.renderLevels(WIDTH,HEIGHT);
// Display miscellaneous text stats onscreen
if (stats_on) {
if (statsOn) {
glLineWidth(1.0f);
glPointSize(1.0f);
display_stats();
displayStats();
}
// Draw number of nearby people always
@ -782,13 +852,9 @@ void display(void)
glutSwapBuffers();
framecount++;
frameCount++;
}
void testPointToVoxel()
{
float y=0;
@ -928,8 +994,9 @@ void key(unsigned char k, int x, int y)
// Process keypresses
if (k == 'q') ::terminate();
if (k == '/') stats_on = !stats_on; // toggle stats
if (k == '/') statsOn = !statsOn; // toggle stats
if (k == '*') ::starsOn = !::starsOn; // toggle stars
if (k == 'V') ::showingVoxels = !::showingVoxels; // toggle voxels
if (k == '&') {
::paintOn = !::paintOn; // toggle paint
::setupPaintingVoxel(); // also randomizes colors
@ -939,8 +1006,8 @@ void key(unsigned char k, int x, int y)
if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server
if (k == 'n')
{
noise_on = !noise_on; // Toggle noise
if (noise_on)
noiseOn = !noiseOn; // Toggle noise
if (noiseOn)
{
myHead.setNoise(noise);
}
@ -952,16 +1019,16 @@ void key(unsigned char k, int x, int y)
}
if (k == 'h') {
display_head = !display_head;
displayHead = !displayHead;
#ifndef _WIN32
audio.setMixerLoopbackFlag(display_head);
audio.setMixerLoopbackFlag(displayHead);
#endif
}
if (k == 'm') head_mirror = !head_mirror;
if (k == 'm') headMirror = !headMirror;
if (k == 'f') display_field = !display_field;
if (k == 'l') display_levels = !display_levels;
if (k == 'f') displayField = !displayField;
if (k == 'l') displayLevels = !displayLevels;
if (k == 'e') myHead.setDriveKeys(UP, 1);
if (k == 'c') myHead.setDriveKeys(DOWN, 1);
if (k == 'w') myHead.setDriveKeys(FWD, 1);
@ -978,18 +1045,6 @@ void key(unsigned char k, int x, int y)
#endif
if (k == 'a') myHead.setDriveKeys(ROT_LEFT, 1);
if (k == 'd') myHead.setDriveKeys(ROT_RIGHT, 1);
if (k == 'o') simulate_on = !simulate_on;
if (k == 'p')
{
// Add to field vector
float pos[] = {5,5,5};
float add[] = {0.001, 0.001, 0.001};
field.add(add, pos);
}
if (k == '1')
{
myHead.SetNewHeadTarget((randFloat()-0.5)*20.0, (randFloat()-0.5)*20.0);
}
// press the . key to get a new random sphere of voxels added
if (k == '.') addRandomSphere(wantColorRandomizer);
@ -1006,8 +1061,8 @@ void *networkReceive(void *args)
while (!stopNetworkReceiveThread) {
if (agentList.getAgentSocket().receive(&senderAddress, incomingPacket, &bytesReceived)) {
packetcount++;
bytescount += bytesReceived;
packetCount++;
bytesCount += bytesReceived;
if (incomingPacket[0] == PACKET_HEADER_TRANSMITTER_DATA) {
// Pass everything but transmitter data to the agent list
@ -1031,18 +1086,17 @@ void idle(void)
timeval check;
gettimeofday(&check, NULL);
// Check and render display frame
if (diffclock(&last_frame, &check) > RENDER_FRAME_MSECS)
// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time
if (diffclock(&lastTimeIdle, &check) > IDLE_SIMULATE_MSECS)
{
steps_per_frame++;
//----------------------------------------------------------------
// If mouse is being dragged, update hand movement in the avatar
//----------------------------------------------------------------
if ( mouse_pressed == 1 )
if ( mousePressed == 1 )
{
float xOffset = ( mouse_x - mouse_start_x ) / (double)WIDTH;
float yOffset = ( mouse_y - mouse_start_y ) / (double)HEIGHT;
float xOffset = ( mouseX - mouseStartX ) / (double)WIDTH;
float yOffset = ( mouseY - mouseStartY ) / (double)HEIGHT;
float leftRight = xOffset;
float downUp = yOffset;
@ -1071,17 +1125,15 @@ void idle(void)
simulateHand(1.f/FPS);
if (simulate_on) {
field.simulate(1.f/FPS);
myHead.simulate(1.f/FPS);
balls.simulate(1.f/FPS);
cloud.simulate(1.f/FPS);
lattice.simulate(1.f/FPS);
myFinger.simulate(1.f/FPS);
}
field.simulate(1.f/FPS);
myHead.simulate(1.f/FPS);
balls.simulate(1.f/FPS);
cloud.simulate(1.f/FPS);
lattice.simulate(1.f/FPS);
myFinger.simulate(1.f/FPS);
if (!step_on) glutPostRedisplay();
last_frame = check;
glutPostRedisplay();
lastTimeIdle = check;
}
@ -1117,38 +1169,38 @@ void mouseFunc( int button, int state, int x, int y )
{
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN )
{
mouse_x = x;
mouse_y = y;
mouse_pressed = 1;
mouseX = x;
mouseY = y;
mousePressed = 1;
lattice.mouseClick((float)x/(float)WIDTH,(float)y/(float)HEIGHT);
mouse_start_x = x;
mouse_start_y = y;
mouseStartX = x;
mouseStartY = y;
}
if( button == GLUT_LEFT_BUTTON && state == GLUT_UP )
{
mouse_x = x;
mouse_y = y;
mouse_pressed = 0;
mouseX = x;
mouseY = y;
mousePressed = 0;
}
}
void motionFunc( int x, int y)
{
mouse_x = x;
mouse_y = y;
mouseX = x;
mouseY = y;
lattice.mouseClick((float)x/(float)WIDTH,(float)y/(float)HEIGHT);
}
void mouseoverFunc( int x, int y)
{
mouse_x = x;
mouse_y = y;
if (mouse_pressed == 0)
mouseX = x;
mouseY = y;
if (mousePressed == 0)
{
// lattice.mouseOver((float)x/(float)WIDTH,(float)y/(float)HEIGHT);
// myFinger.setTarget(mouse_x, mouse_y);
// myFinger.setTarget(mouseX, mouseY);
}
}
@ -1164,6 +1216,8 @@ void audioMixerUpdate(in_addr_t newMixerAddress, in_port_t newMixerPort) {
}
#endif
int main(int argc, const char * argv[])
{
const char* domainIP = getCmdOption(argc, argv, "--domain");
@ -1206,6 +1260,8 @@ int main(int argc, const char * argv[])
printf( "Created Display Window.\n" );
initDisplay();
printf( "Initialized Display.\n" );
glutDisplayFunc(display);
glutReshapeFunc(reshape);
@ -1218,9 +1274,10 @@ int main(int argc, const char * argv[])
glutMouseFunc(mouseFunc);
glutIdleFunc(idle);
printf( "Initialized Display.\n" );
init();
printf( "Init() complete.\n" );
// Check to see if the user passed in a command line option for randomizing colors
if (cmdOptionExists(argc, argv, "--NoColorRandomizer")) {
@ -1232,16 +1289,17 @@ int main(int argc, const char * argv[])
const char* voxelsFilename = getCmdOption(argc, argv, "-i");
if (voxelsFilename) {
voxels.loadVoxelsFile(voxelsFilename,wantColorRandomizer);
printf("Local Voxel File loaded.\n");
}
// create thread for receipt of data via UDP
pthread_create(&networkReceiveThread, NULL, networkReceive, NULL);
printf( "Init() complete.\n" );
printf("Network receive thread created.\n");
glutTimerFunc(1000, Timer, 0);
glutMainLoop();
printf("Normal exit.\n");
::terminate();
return EXIT_SUCCESS;
}

View file

@ -1,29 +0,0 @@
//
// octal.cpp
// interface
//
// Created by Philip on 2/4/13.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
// Various subroutines for converting between X,Y,Z coords and octree coordinates.
//
#include "Util.h"
#include "octal.h"
#include <cstring>
const int X = 0;
const int Y = 1;
const int Z = 2;
domainNode rootNode;
// Given a position vector between zero and one (but less than one), and a voxel scale 1/2^scale,
// returns the smallest voxel at that scale which encloses the given point.
void getVoxel(float * pos, int scale, float * vpos) {
float vscale = powf(2, scale);
vpos[X] = floor(pos[X]*vscale)/vscale;
vpos[Y] = floor(pos[Y]*vscale)/vscale;
vpos[Z] = floor(pos[Z]*vscale)/vscale;
}

View file

@ -1,26 +0,0 @@
//
// octal.h
// interface
//
// Created by Philip on 2/4/13.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#ifndef __interface__octal__
#define __interface__octal__
#include <iostream>
struct domainNode {
domainNode * child[8];
char * hostname;
char * nickname;
int domain_id;
};
domainNode* createNode(int lengthInBits, char * octalData,
char * hostname, char * nickname, int domain_id);
#endif /* defined(__interface__octal__) */

View file

@ -50,7 +50,7 @@ namespace starfield {
return false;
}
fprintf(stderr, "Stars.cpp: read %d vertices, using %d\n",
fprintf(stderr, "Stars.cpp: read %d stars, rendering %d\n",
_valRecordsRead, _ptrVertices->size());
return true;