diff --git a/audio-mixer/src/main.cpp b/audio-mixer/src/main.cpp index 52889cee8e..6b63075da5 100644 --- a/audio-mixer/src/main.cpp +++ b/audio-mixer/src/main.cpp @@ -144,6 +144,8 @@ int main(int argc, const char* argv[]) { float weakChannelAmplitudeRatio = 1.f; if (otherAgent != agent) { + printf("DEBUG: The bearing for this agent is %f\n", agentRingBuffer->getBearing()); + Position agentPosition = agentRingBuffer->getPosition(); Position otherAgentPosition = otherAgentBuffer->getPosition(); diff --git a/interface/CMakeLists.txt b/interface/CMakeLists.txt index bdaa99a8f2..0a94380530 100644 --- a/interface/CMakeLists.txt +++ b/interface/CMakeLists.txt @@ -55,6 +55,12 @@ if (APPLE) SET(INTERFACE_SRCS ${INTERFACE_SRCS} ${INTERFACE_RSRCS}) endif (APPLE) +find_package(Qt4 REQUIRED QtCore QtGui) +include(${QT_USE_FILE}) + +# run qt moc on qt-enabled headers +qt4_wrap_cpp(INTERFACE_SRCS src/Application.h) + # create the executable, make it a bundle on OS X add_executable(${TARGET_NAME} MACOSX_BUNDLE ${INTERFACE_SRCS}) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp new file mode 100644 index 0000000000..ff6c80d456 --- /dev/null +++ b/interface/src/Application.cpp @@ -0,0 +1,22 @@ +// +// Application.cpp +// interface +// +// Created by Andrzej Kapolka on 5/10/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. + +#include +#include + +#include "Application.h" + +Application::Application(int& argc, char** argv) : QApplication(argc, argv) { + // simple menu bar (will only appear on OS X, for now) + QMenuBar* menuBar = new QMenuBar(); + QMenu* fileMenu = menuBar->addMenu("File"); + fileMenu->addAction("Test", this, SLOT(testSlot())); +} + +void Application::testSlot() { + qDebug() << "Hello world."; +} diff --git a/interface/src/Application.h b/interface/src/Application.h new file mode 100644 index 0000000000..c47dc3e33a --- /dev/null +++ b/interface/src/Application.h @@ -0,0 +1,26 @@ +// +// Application.h +// interface +// +// Created by Andrzej Kapolka on 5/10/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// + +#ifndef __interface__Application__ +#define __interface__Application__ + +#include + +class Application : public QApplication { + Q_OBJECT + +public: + + Application(int& argc, char** argv); + +public slots: + + void testSlot(); +}; + +#endif /* defined(__interface__Application__) */ diff --git a/interface/src/Avatar.cpp b/interface/src/Avatar.cpp index fd1a775d27..ae99d674a5 100644 --- a/interface/src/Avatar.cpp +++ b/interface/src/Avatar.cpp @@ -516,37 +516,46 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) { } } } + + glm::vec3 vectorFromMyHandToYourHand + ( + _interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position - + _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position + ); + float distanceBetweenOurHands = glm::length(vectorFromMyHandToYourHand); + + /* + // if my arm can no longer reach the other hand, turn off hand-holding if (!_avatarTouch.getAbleToReachOtherAvatar()) { _avatarTouch.setHoldingHands(false); } + if (distanceBetweenOurHands > _maxArmLength) { + _avatarTouch.setHoldingHands(false); + } + */ + // if neither of us are grasping, turn off hand-holding if ((_handState != HAND_STATE_GRASPING ) && (_interactingOther->_handState != HAND_STATE_GRASPING)) { _avatarTouch.setHoldingHands(false); } - } - - //if holding hands, apply the appropriate forces - if (_avatarTouch.getHoldingHands()) { - - glm::vec3 vectorToOtherHand = _interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition - _handHoldingPosition; - glm::vec3 vectorToMyHand = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position - _handHoldingPosition; - - float myInfluence = 30.0f; - float yourInfluence = 30.0f; - - glm::vec3 myForce = vectorToMyHand * myInfluence * deltaTime; - glm::vec3 yourForce = vectorToOtherHand * yourInfluence * deltaTime; - - if (_handState == HAND_STATE_GRASPING) {myForce *= 2.0f; } - if (_interactingOther->_handState == HAND_STATE_GRASPING) {yourForce *= 2.0f; } + + + //if holding hands, apply the appropriate forces + if (_avatarTouch.getHoldingHands()) { + _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += + ( + _interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position + - _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position + ) * 0.5f; - _handHoldingPosition += myForce + yourForce; - - _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handHoldingPosition; - } else { - _handHoldingPosition = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position; - } + if (distanceBetweenOurHands > 0.2) { + float force = 700.0f * deltaTime; + if (force > 1.0f) {force = 1.0f;} + _velocity += vectorFromMyHandToYourHand * force; + } + } + } }//if (_isMine) //constrain right arm length and re-adjust elbow position as it bends @@ -1262,7 +1271,7 @@ void Avatar::initializeSkeleton() { _joint[ AVATAR_JOINT_LEFT_HEEL ].radius + _joint[ AVATAR_JOINT_LEFT_HEEL ].length + _joint[ AVATAR_JOINT_LEFT_KNEE ].length; - printf("_pelvisStandingHeight = %f\n", _pelvisStandingHeight); + //printf("_pelvisStandingHeight = %f\n", _pelvisStandingHeight); _height = ( @@ -1277,7 +1286,7 @@ void Avatar::initializeSkeleton() { _joint[ AVATAR_JOINT_HEAD_BASE ].length + _joint[ AVATAR_JOINT_HEAD_BASE ].radius ); - printf("_height = %f\n", _height); + //printf("_height = %f\n", _height); // generate joint positions by updating the skeleton updateSkeleton(); diff --git a/interface/src/AvatarTouch.cpp b/interface/src/AvatarTouch.cpp index 3c08a5f3cb..170693b8f9 100644 --- a/interface/src/AvatarTouch.cpp +++ b/interface/src/AvatarTouch.cpp @@ -12,21 +12,20 @@ #include "InterfaceConfig.h" #include "Util.h" -const float THREAD_RADIUS = 0.012; -const float HANDS_CLOSE_ENOUGH_TO_GRASP = 0.1; +const float THREAD_RADIUS = 0.007; +const float HANDS_CLOSE_ENOUGH_TO_GRASP = 0.2; AvatarTouch::AvatarTouch() { - _myHandPosition = glm::vec3(0.0f, 0.0f, 0.0f); - _yourHandPosition = glm::vec3(0.0f, 0.0f, 0.0f); - _myBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f); - _yourBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f); - _vectorBetweenHands = glm::vec3(0.0f, 0.0f, 0.0f); - _myHandState = HAND_STATE_NULL; - _yourHandState = HAND_STATE_NULL; - _reachableRadius = 0.0f; - _weAreHoldingHands = false; - + _myHandPosition = glm::vec3(0.0f, 0.0f, 0.0f); + _yourHandPosition = glm::vec3(0.0f, 0.0f, 0.0f); + _myBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f); + _yourBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f); + _vectorBetweenHands = glm::vec3(0.0f, 0.0f, 0.0f); + _myHandState = HAND_STATE_NULL; + _yourHandState = HAND_STATE_NULL; + _reachableRadius = 0.0f; + _weAreHoldingHands = false; _canReachToOtherAvatar = false; _handsCloseEnoughToGrasp = false; @@ -63,7 +62,6 @@ void AvatarTouch::setReachableRadius(float r) { _reachableRadius = r; } - void AvatarTouch::simulate (float deltaTime) { glm::vec3 vectorBetweenBodies = _yourBodyPosition - _myBodyPosition; @@ -83,9 +81,7 @@ void AvatarTouch::simulate (float deltaTime) { } else { _canReachToOtherAvatar = false; } - } - - +} void AvatarTouch::render(glm::vec3 cameraPosition) { @@ -99,6 +95,18 @@ void AvatarTouch::render(glm::vec3 cameraPosition) { // show is we are golding hands... if (_weAreHoldingHands) { + renderBeamBetweenHands(); + + /* + glPushMatrix(); + glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z); + glColor4f(1.0, 0.0, 0.0, 0.7); glutSolidSphere(0.020f, 10.0f, 10.0f); + glColor4f(1.0, 0.0, 0.0, 0.7); glutSolidSphere(0.025f, 10.0f, 10.0f); + glColor4f(1.0, 0.0, 0.0, 0.7); glutSolidSphere(0.030f, 10.0f, 10.0f); + glPopMatrix(); + */ + + /* glColor4f(0.9, 0.3, 0.3, 0.5); renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.3f, 20, cameraPosition); renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.2f, 20, cameraPosition); @@ -107,24 +115,23 @@ void AvatarTouch::render(glm::vec3 cameraPosition) { renderSphereOutline(_yourHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.3f, 20, cameraPosition); renderSphereOutline(_yourHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.2f, 20, cameraPosition); renderSphereOutline(_yourHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.1f, 20, cameraPosition); + */ } - //render the beam between our hands indicting that we can reach out and grasp hands... - renderBeamBetweenHands(); - //show that our hands are close enough to grasp.. if (_handsCloseEnoughToGrasp) { glColor4f(0.9, 0.3, 0.3, 0.5); - renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP / 3.0f, 20, cameraPosition); + renderSphereOutline(_myHandPosition, 0.03f, 20, cameraPosition); + renderSphereOutline(_yourHandPosition, 0.03f, 20, cameraPosition); } // if your hand is grasping, show it... if (_yourHandState == HAND_STATE_GRASPING) { glPushMatrix(); glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z); - glColor4f(1.0, 1.0, 0.8, 0.3); glutSolidSphere(0.020f, 10.0f, 10.0f); - glColor4f(1.0, 1.0, 0.4, 0.2); glutSolidSphere(0.025f, 10.0f, 10.0f); - glColor4f(1.0, 1.0, 0.2, 0.1); glutSolidSphere(0.030f, 10.0f, 10.0f); + glColor4f(1.0, 0.7, 0.8, 0.4); glutSolidSphere(0.020f, 10.0f, 10.0f); + glColor4f(1.0, 0.7, 0.4, 0.3); glutSolidSphere(0.025f, 10.0f, 10.0f); + glColor4f(1.0, 0.7, 0.2, 0.2); glutSolidSphere(0.030f, 10.0f, 10.0f); glPopMatrix(); } } @@ -133,9 +140,9 @@ void AvatarTouch::render(glm::vec3 cameraPosition) { if (_myHandState == HAND_STATE_GRASPING) { glPushMatrix(); glTranslatef(_myHandPosition.x, _myHandPosition.y, _myHandPosition.z); - glColor4f(1.0, 1.0, 0.8, 0.3); glutSolidSphere(0.020f, 10.0f, 10.0f); - glColor4f(1.0, 1.0, 0.4, 0.2); glutSolidSphere(0.025f, 10.0f, 10.0f); - glColor4f(1.0, 1.0, 0.2, 0.1); glutSolidSphere(0.030f, 10.0f, 10.0f); + glColor4f(1.0, 0.7, 0.8, 0.4); glutSolidSphere(0.020f, 10.0f, 10.0f); + glColor4f(1.0, 0.7, 0.4, 0.3); glutSolidSphere(0.025f, 10.0f, 10.0f); + glColor4f(1.0, 0.7, 0.2, 0.2); glutSolidSphere(0.030f, 10.0f, 10.0f); glPopMatrix(); } } @@ -147,14 +154,14 @@ void AvatarTouch::renderBeamBetweenHands() { glm::vec3 v1(_myHandPosition); glm::vec3 v2(_yourHandPosition); - glLineWidth(2.0); - glColor4f(0.9f, 0.9f, 0.1f, 0.7); + glLineWidth(3.0); + glColor4f(0.9f, 0.9f, 0.1f, 0.6); glBegin(GL_LINE_STRIP); glVertex3f(v1.x, v1.y, v1.z); glVertex3f(v2.x, v2.y, v2.z); glEnd(); - glColor3f(1.0f, 1.0f, 1.0f); + glColor3f(0.5f, 0.3f, 0.0f); for (int p=0; pisLeaf() && inChildBoundary) || (inBoundary && !inChildBoundary); } - node->setShouldRender(shouldRender); + node->setShouldRender(shouldRender && !node->isStagedForDeletion()); // let children figure out their renderness for (int i = 0; i < NUMBER_OF_CHILDREN; i++) { if (node->getChildAtIndex(i)) { @@ -244,6 +313,15 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) { } else { voxelsUpdated += updateNodeInArraysAsPartialVBO(node); } + + // If the node has been asked to be deleted, but we've gotten to here, after updateNodeInArraysXXX() + // then it means our VBOs are "clean" and our vertices have been removed or not added. So we can now + // safely remove the node from the tree and actually delete it. + // otherwise honor our calculated shouldRender + if (node->isStagedForDeletion()) { + _tree->deleteVoxelCodeFromTree(node->getOctalCode()); + } + node->clearDirtyBit(); // always clear the dirty bit, even if it doesn't need to be rendered return voxelsUpdated; } @@ -484,11 +562,10 @@ void VoxelSystem::updateVBOs() { }; PerformanceWarning warn(_renderWarningsOn, buffer); // would like to include _callsToTreesToArrays if (_voxelsDirty) { - // updatePartialVBOs() is not yet working. For now, ALWAYS call updateFullVBOs() if (_renderFullVBO) { updateFullVBOs(); } else { - updatePartialVBOs(); // too many small segments? + updatePartialVBOs(); } _voxelsDirty = false; } @@ -901,9 +978,19 @@ void VoxelSystem::collectStatsForTreesAndVBOs() { void VoxelSystem::deleteVoxelAt(float x, float y, float z, float s) { - //printLog("VoxelSystem::deleteVoxelAt(%f,%f,%f,%f)\n",x,y,z,s); - _tree->deleteVoxelAt(x, y, z, s); - setupNewVoxelsForDrawing(); + printLog("VoxelSystem::deleteVoxelAt(%f,%f,%f,%f)\n",x,y,z,s); + + VoxelNode* node = _tree->getVoxelAt(x, y, z, s); + if (node) { + // tell the node we want it deleted + node->stageForDeletion(); + + // tree is now dirty + _tree->setDirtyBit(); + + // redraw! + setupNewVoxelsForDrawing(); // do we even need to do this? Or will the next network receive kick in? + } }; VoxelNode* VoxelSystem::getVoxelAt(float x, float y, float z, float s) const { diff --git a/interface/src/VoxelSystem.h b/interface/src/VoxelSystem.h index c17a9772bb..c0296376fc 100644 --- a/interface/src/VoxelSystem.h +++ b/interface/src/VoxelSystem.h @@ -97,6 +97,9 @@ private: int updateNodeInArraysAsFullVBO(VoxelNode* node); int updateNodeInArraysAsPartialVBO(VoxelNode* node); + void copyWrittenDataToReadArraysFullVBOs(); + void copyWrittenDataToReadArraysPartialVBOs(); + // these are kinda hacks, used by getDistanceFromViewRangeOperation() probably shouldn't be here static float _maxDistance; static float _minDistance; diff --git a/interface/src/main.cpp b/interface/src/main.cpp index 1dc8d23683..5a9e262b5c 100644 --- a/interface/src/main.cpp +++ b/interface/src/main.cpp @@ -30,8 +30,6 @@ #include #endif -#include - #include #include @@ -62,6 +60,7 @@ #include "renderer/ProgramObject.h" #include "renderer/ShaderObject.h" +#include "Application.h" #include "Camera.h" #include "Avatar.h" #include @@ -88,8 +87,6 @@ void loadViewFrustum(ViewFrustum& viewFrustum); // will be defined below glm::vec3 getGravity(glm::vec3 pos); //get the local gravity vector at this location in the universe -QApplication* app; - bool enableNetworkThread = true; pthread_t networkReceiveThread; bool stopNetworkReceiveThread = false; @@ -177,6 +174,12 @@ int mouseY = 0; // Mouse location at start of last down click int mousePressed = 0; // true if mouse has been pressed (clear when finished) +// The current mode for mouse interaction +enum MouseMode { ADD_VOXEL_MODE, DELETE_VOXEL_MODE, COLOR_VOXEL_MODE }; +MouseMode mouseMode = ADD_VOXEL_MODE; +VoxelDetail mouseVoxel; // details of the voxel under the mouse cursor +float mouseVoxelScale = 1.0f / 1024.0f; // the scale for adding/removing voxels + Menu menu; // main menu int menuOn = 1; // Whether to show onscreen menu @@ -356,6 +359,16 @@ void reset_sensors() { myAvatar.reset(); } +void sendVoxelEditMessage(PACKET_HEADER header, VoxelDetail& detail) { + unsigned char* bufferOut; + int sizeOut; + + if (createVoxelEditMessage(header, 0, 1, &detail, bufferOut, sizeOut)){ + AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1); + delete bufferOut; + } +} + // // Using gyro data, update both view frustum and avatar head position // @@ -369,13 +382,14 @@ void updateAvatar(float deltaTime) { float measuredYawRate = serialPort.getLastYawRate(); // Update gyro-based mouse (X,Y on screen) - const float MIN_MOUSE_RATE = 30.0; - const float MOUSE_SENSITIVITY = 0.1f; + const float MIN_MOUSE_RATE = 1.0; + const float HORIZONTAL_PIXELS_PER_DEGREE = 2880.f / 45.f; + const float VERTICAL_PIXELS_PER_DEGREE = 1800.f / 30.f; if (powf(measuredYawRate * measuredYawRate + measuredPitchRate * measuredPitchRate, 0.5) > MIN_MOUSE_RATE) { - headMouseX += measuredYawRate*MOUSE_SENSITIVITY; - headMouseY += measuredPitchRate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH; + headMouseX += measuredYawRate * HORIZONTAL_PIXELS_PER_DEGREE * deltaTime; + headMouseY -= measuredPitchRate * VERTICAL_PIXELS_PER_DEGREE * deltaTime; } headMouseX = max(headMouseX, 0); headMouseX = min(headMouseX, WIDTH); @@ -384,32 +398,17 @@ void updateAvatar(float deltaTime) { // Update head and body pitch and yaw based on measured gyro rates if (::gyroLook) { - // Yaw - const float MIN_YAW_RATE = 20.f; - const float YAW_MAGNIFY = 3.0; + // Render Yaw + float renderYawSpring = fabs(headMouseX - WIDTH / 2.f) / (WIDTH / 2.f); + const float RENDER_YAW_MULTIPLY = 4.f; + myAvatar.setRenderYaw((1.f - renderYawSpring * deltaTime) * myAvatar.getRenderYaw() + + renderYawSpring * deltaTime * -myAvatar.getHeadYaw() * RENDER_YAW_MULTIPLY); + // Render Pitch + float renderPitchSpring = fabs(headMouseY - HEIGHT / 2.f) / (HEIGHT / 2.f); + const float RENDER_PITCH_MULTIPLY = 4.f; + myAvatar.setRenderPitch((1.f - renderPitchSpring * deltaTime) * myAvatar.getRenderPitch() + + renderPitchSpring * deltaTime * -myAvatar.getHeadPitch() * RENDER_PITCH_MULTIPLY); - if (fabs(measuredYawRate) > MIN_YAW_RATE) { - float addToBodyYaw = (measuredYawRate > 0.f) - ? measuredYawRate - MIN_YAW_RATE : measuredYawRate + MIN_YAW_RATE; - - // If we are rotating the body (render angle), move the head reverse amount to compensate - myAvatar.addBodyYaw(-addToBodyYaw * YAW_MAGNIFY * deltaTime); - myAvatar.addHeadYaw(addToBodyYaw * YAW_MAGNIFY * deltaTime); - } - // Pitch - const float MIN_PITCH_RATE = 20.f; - const float PITCH_MAGNIFY = 2.0; - - if (fabs(measuredPitchRate) > MIN_PITCH_RATE) { - float addToBodyPitch = (measuredPitchRate > 0.f) - ? measuredPitchRate - MIN_PITCH_RATE : measuredPitchRate + MIN_PITCH_RATE; - - myAvatar.setRenderPitch(myAvatar.getRenderPitch() + addToBodyPitch * PITCH_MAGNIFY * deltaTime); - - } - // Always decay the render pitch, assuming that we are never going to want to permanently look up or down - const float RENDER_PITCH_DECAY = 1.0; - myAvatar.setRenderPitch(myAvatar.getRenderPitch() * (1.f - RENDER_PITCH_DECAY * deltaTime)); } if (OculusManager::isConnected()) { @@ -467,17 +466,11 @@ void updateAvatar(float deltaTime) { ::paintingVoxel.y = avatarPos.y / 10.0; ::paintingVoxel.z = avatarPos.z / 10.0; - unsigned char* bufferOut; - int sizeOut; - if (::paintingVoxel.x >= 0.0 && ::paintingVoxel.x <= 1.0 && ::paintingVoxel.y >= 0.0 && ::paintingVoxel.y <= 1.0 && ::paintingVoxel.z >= 0.0 && ::paintingVoxel.z <= 1.0) { - if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL, 0, 1, &::paintingVoxel, bufferOut, sizeOut)){ - AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1); - delete bufferOut; - } + sendVoxelEditMessage(PACKET_HEADER_SET_VOXEL, ::paintingVoxel); } } } @@ -730,6 +723,20 @@ void displaySide(Camera& whichCamera) { voxels.render(); } + // indicate what we'll be adding/removing in mouse mode, if anything + if (::mouseVoxel.s != 0) { + glPushMatrix(); + glColor3ub(::mouseVoxel.red, ::mouseVoxel.green, ::mouseVoxel.blue); + glScalef(TREE_SCALE, TREE_SCALE, TREE_SCALE); + glTranslatef(::mouseVoxel.x + ::mouseVoxel.s*0.5f, + ::mouseVoxel.y + ::mouseVoxel.s*0.5f, + ::mouseVoxel.z + ::mouseVoxel.s*0.5f); + glLineWidth(4.0f); + glutWireCube(::mouseVoxel.s); + glLineWidth(1.0f); + glPopMatrix(); + } + if (::renderAvatarsOn) { // Render avatars of other agents AgentList* agentList = AgentList::getInstance(); @@ -921,7 +928,7 @@ void displayOverlay() { //noiseTest(WIDTH, HEIGHT); - if (displayHeadMouse && !::lookingInMirror && renderStatsOn) { + if (displayHeadMouse && !::lookingInMirror && USING_INVENSENSE_MPU9150) { // 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); @@ -1436,72 +1443,41 @@ void setupPaintingVoxel() { shiftPaintingColor(); } -void addVoxelUnderCursor() { - glm::vec3 origin, direction; - viewFrustum.computePickRay(mouseX / (float)WIDTH, mouseY / (float)HEIGHT, origin, direction); - +void addVoxelInFrontOfAvatar() { VoxelDetail detail; - float distance; - BoxFace face; - if (voxels.findRayIntersection(origin, direction, detail, distance, face)) { - // use the face to determine the side on which to create a neighbor - switch (face) { - case MIN_X_FACE: - detail.x -= detail.s; - break; - - case MAX_X_FACE: - detail.x += detail.s; - break; - - case MIN_Y_FACE: - detail.y -= detail.s; - break; - - case MAX_Y_FACE: - detail.y += detail.s; - break; - - case MIN_Z_FACE: - detail.z -= detail.s; - break; - - case MAX_Z_FACE: - detail.z += detail.s; - break; - } - unsigned char* bufferOut; - int sizeOut; - if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL, 0, 1, &detail, bufferOut, sizeOut)){ - AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1); - delete bufferOut; + glm::vec3 position = (myAvatar.getPosition() + myAvatar.getCameraDirection()) * (1.0f / TREE_SCALE); + detail.s = ::mouseVoxelScale; + + detail.x = detail.s * floor(position.x / detail.s); + detail.y = detail.s * floor(position.y / detail.s); + detail.z = detail.s * floor(position.z / detail.s); + detail.red = 128; + detail.green = 128; + detail.blue = 128; + + sendVoxelEditMessage(PACKET_HEADER_SET_VOXEL, detail); + + // create the voxel locally so it appears immediately + voxels.createVoxel(detail.x, detail.y, detail.z, detail.s, detail.red, detail.green, detail.blue); +} - // create the voxel locally so it appears immediately - voxels.createVoxel(detail.x, detail.y, detail.z, detail.s, detail.red, detail.green, detail.blue); - } +void addVoxelUnderCursor() { + if (::mouseVoxel.s != 0) { + sendVoxelEditMessage(PACKET_HEADER_SET_VOXEL, ::mouseVoxel); + + // create the voxel locally so it appears immediately + voxels.createVoxel(::mouseVoxel.x, ::mouseVoxel.y, ::mouseVoxel.z, ::mouseVoxel.s, + ::mouseVoxel.red, ::mouseVoxel.green, ::mouseVoxel.blue); } } void deleteVoxelUnderCursor() { - glm::vec3 origin, direction; - viewFrustum.computePickRay(mouseX / (float)WIDTH, mouseY / (float)HEIGHT, origin, direction); - - VoxelDetail detail; - float distance; - BoxFace face; - if (voxels.findRayIntersection(origin, direction, detail, distance, face)) { - unsigned char* bufferOut; - int sizeOut; - - if (createVoxelEditMessage(PACKET_HEADER_ERASE_VOXEL, 0, 1, &detail, bufferOut, sizeOut)){ - AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1); - delete bufferOut; - - // delete the voxel locally so it disappears immediately - voxels.deleteVoxelAt(detail.x, detail.y, detail.z, detail.s); - - } + if (::mouseVoxel.s != 0) { + sendVoxelEditMessage(PACKET_HEADER_ERASE_VOXEL, ::mouseVoxel); + + // delete the voxel locally so it disappears immediately + voxels.deleteVoxelAt(::mouseVoxel.x, ::mouseVoxel.y, ::mouseVoxel.z, ::mouseVoxel.s); } } @@ -1627,8 +1603,12 @@ void key(unsigned char k, int x, int y) { if (k == '^') ::shiftPaintingColor(); // shifts randomize color between R,G,B dominant if (k == '-') ::sendVoxelServerEraseAll(); // sends erase all command to voxel server if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server - if (k == '1') ::addVoxelUnderCursor(); - if (k == '2') ::deleteVoxelUnderCursor(); + if (k == '1') ::mouseMode = ADD_VOXEL_MODE; + if (k == '2') ::mouseMode = DELETE_VOXEL_MODE; + if (k == '3') ::mouseMode = COLOR_VOXEL_MODE; + if (k == '4') addVoxelInFrontOfAvatar(); + if (k == '5') ::mouseVoxelScale /= 2; + if (k == '6') ::mouseVoxelScale *= 2; if (k == 'n' || k == 'N') { noiseOn = !noiseOn; // Toggle noise @@ -1722,6 +1702,28 @@ void* networkReceive(void* args) { return NULL; } +glm::vec3 getFaceVector(BoxFace face) { + switch (face) { + case MIN_X_FACE: + return glm::vec3(-1, 0, 0); + + case MAX_X_FACE: + return glm::vec3(1, 0, 0); + + case MIN_Y_FACE: + return glm::vec3(0, -1, 0); + + case MAX_Y_FACE: + return glm::vec3(0, 1, 0); + + case MIN_Z_FACE: + return glm::vec3(0, 0, -1); + + case MAX_Z_FACE: + return glm::vec3(0, 0, 1); + } +} + void idle(void) { timeval check; gettimeofday(&check, NULL); @@ -1739,7 +1741,50 @@ void idle(void) { // tell my avatar if the mouse is being pressed... myAvatar.setMousePressed(mousePressed); - + + // check what's under the mouse and update the mouse voxel + glm::vec3 origin, direction; + viewFrustum.computePickRay(mouseX / (float)WIDTH, mouseY / (float)HEIGHT, origin, direction); + + float distance; + BoxFace face; + ::mouseVoxel.s = 0.0f; + if (voxels.findRayIntersection(origin, direction, ::mouseVoxel, distance, face)) { + // find the nearest voxel with the desired scale + if (::mouseVoxelScale > ::mouseVoxel.s) { + ::mouseVoxel.x = ::mouseVoxelScale * floorf(::mouseVoxel.x / ::mouseVoxelScale); + ::mouseVoxel.y = ::mouseVoxelScale * floorf(::mouseVoxel.y / ::mouseVoxelScale); + ::mouseVoxel.z = ::mouseVoxelScale * floorf(::mouseVoxel.z / ::mouseVoxelScale); + ::mouseVoxel.s = ::mouseVoxelScale; + + } else if (::mouseVoxelScale < ::mouseVoxel.s) { + glm::vec3 pt = (origin + direction * distance) / (float)TREE_SCALE - + getFaceVector(face) * (::mouseVoxelScale * 0.5f); + ::mouseVoxel.x = ::mouseVoxelScale * floorf(pt.x / ::mouseVoxelScale); + ::mouseVoxel.y = ::mouseVoxelScale * floorf(pt.y / ::mouseVoxelScale); + ::mouseVoxel.z = ::mouseVoxelScale * floorf(pt.z / ::mouseVoxelScale); + ::mouseVoxel.s = ::mouseVoxelScale; + } + + if (::mouseMode == ADD_VOXEL_MODE) { + // use the face to determine the side on which to create a neighbor + glm::vec3 offset = getFaceVector(face); + ::mouseVoxel.x += offset.x * ::mouseVoxel.s; + ::mouseVoxel.y += offset.y * ::mouseVoxel.s; + ::mouseVoxel.z += offset.z * ::mouseVoxel.s; + + } else if (::mouseMode == COLOR_VOXEL_MODE) { + ::mouseVoxel.red = 0; + ::mouseVoxel.green = 255; + ::mouseVoxel.blue = 0; + + } else { // ::mouseMode == DELETE_VOXEL_MODE + // red indicates deletion + ::mouseVoxel.red = 255; + ::mouseVoxel.green = ::mouseVoxel.blue = 0; + } + } + // walking triggers the handControl to stop if (myAvatar.getMode() == AVATAR_MODE_WALKING) { handControl.stop(); @@ -1853,22 +1898,54 @@ glm::vec3 getGravity(glm::vec3 pos) { } } - +bool menuDisplayed = false; void mouseFunc(int button, int state, int x, int y) { + bool menuFound = menu.mouseClick(x, y); - //catch mouse actions on the menu - bool menuClickedOrUnclicked = menu.mouseClick(x, y); + // If we didn't previously have the menu displayed, and we did just click on the menu, then + // go into menuDisplayed mode.... + if (!::menuDisplayed && menuFound) { + ::menuDisplayed = true; + } - if (!menuClickedOrUnclicked) { - if ( button == GLUT_LEFT_BUTTON ) { - mouseX = x; - mouseY = y; - if (state == GLUT_DOWN ) { + // If the menu was displayed, and we're not over a menu, then leave menu mode + if (::menuDisplayed && !menuFound) { + ::menuDisplayed = false; + menu.hidePopupMenu(); + } + + // In menu displayed mode use old logic + if (::menuDisplayed) { + if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { + if (state == GLUT_DOWN && !menu.mouseClick(x, y)) { + mouseX = x; + mouseY = y; mousePressed = 1; - } else if (state == GLUT_UP ) { + } else if (state == GLUT_UP) { + mouseX = x; + mouseY = y; mousePressed = 0; } } + } else { + if (button == GLUT_LEFT_BUTTON) { + mouseX = x; + mouseY = y; + + if (state == GLUT_DOWN) { + mousePressed = 1; + if (::mouseMode == ADD_VOXEL_MODE || ::mouseMode == COLOR_VOXEL_MODE) { + addVoxelUnderCursor(); + + } else { // ::mouseMode == DELETE_VOXEL_MODE + deleteVoxelUnderCursor(); + } + } else if (state == GLUT_UP) { + mousePressed = 0; + } + } else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) { + deleteVoxelUnderCursor(); + } } } @@ -1964,9 +2041,9 @@ int main(int argc, const char * argv[]) { #endif // we need to create a QApplication instance in order to use Qt's font rendering - app = new QApplication(argc, const_cast(argv)); + Application app(argc, const_cast(argv)); printLog( "Created QT Application.\n" ); - + // Before we render anything, let's set up our viewFrustumOffsetCamera with a sufficiently large // field of view and near and far clip to make it interesting. //viewFrustumOffsetCamera.setFieldOfView(90.0); diff --git a/interface/src/ui/Menu.h b/interface/src/ui/Menu.h index 7ffe93bb28..5ef2a6f11b 100644 --- a/interface/src/ui/Menu.h +++ b/interface/src/ui/Menu.h @@ -24,6 +24,7 @@ public: void render(int screenwidth, int screenheight); void renderColumn(int i); MenuColumn* addColumn(const char *columnName); + void hidePopupMenu() { currentColumn = -1; }; private: std::vector columns; int currentColumn; diff --git a/libraries/voxels/src/VoxelNode.cpp b/libraries/voxels/src/VoxelNode.cpp index 5af7f09ea2..19e6a12aa5 100644 --- a/libraries/voxels/src/VoxelNode.cpp +++ b/libraries/voxels/src/VoxelNode.cpp @@ -44,6 +44,7 @@ void VoxelNode::init(unsigned char * octalCode) { _glBufferIndex = GLBUFFER_INDEX_UNKNOWN; _isDirty = true; _shouldRender = false; + _isStagedForDeletion = false; calculateAABox(); } diff --git a/libraries/voxels/src/VoxelNode.h b/libraries/voxels/src/VoxelNode.h index 51af8f6379..c07cb528e6 100644 --- a/libraries/voxels/src/VoxelNode.h +++ b/libraries/voxels/src/VoxelNode.h @@ -27,6 +27,7 @@ private: glBufferIndex _glBufferIndex; bool _isDirty; bool _shouldRender; + bool _isStagedForDeletion; AABox _box; unsigned char* _octalCode; VoxelNode* _children[8]; @@ -66,9 +67,15 @@ public: glBufferIndex getBufferIndex() const { return _glBufferIndex; }; bool isKnownBufferIndex() const { return (_glBufferIndex != GLBUFFER_INDEX_UNKNOWN); }; void setBufferIndex(glBufferIndex index) { _glBufferIndex = index; }; + + // Used by VoxelSystem for rendering in/out of view and LOD void setShouldRender(bool shouldRender); bool getShouldRender() const { return _shouldRender; } + // Used by VoxelSystem to mark a node as to be deleted on next render pass + void stageForDeletion() { _isStagedForDeletion = true; }; + bool isStagedForDeletion() const { return _isStagedForDeletion; } + #ifndef NO_FALSE_COLOR // !NO_FALSE_COLOR means, does have false color void setFalseColor(colorPart red, colorPart green, colorPart blue); void setFalseColored(bool isFalseColored); diff --git a/libraries/voxels/src/VoxelTree.cpp b/libraries/voxels/src/VoxelTree.cpp index bb55f01bc2..0120c7bfe1 100644 --- a/libraries/voxels/src/VoxelTree.cpp +++ b/libraries/voxels/src/VoxelTree.cpp @@ -620,7 +620,8 @@ bool findRayOperation(VoxelNode* node, void* extraData) { if (!node->isLeaf()) { return true; // recurse on children } - if (!args->found || distance < args->distance) { + distance *= TREE_SCALE; + if (node->isColored() && (!args->found || distance < args->distance)) { args->node = node; args->distance = distance; args->face = face;