Fix for initial camera transition.

This commit is contained in:
Andrzej Kapolka 2013-06-07 15:20:26 -07:00
parent 096dcd089a
commit ac2b7d7f48
3 changed files with 181 additions and 176 deletions

View file

@ -292,6 +292,9 @@ void Application::initializeGL() {
printLog("%s", title);
_window->setWindowTitle(title);
}
// update before the first render
update(0.0f);
}
void Application::paintGL() {
@ -783,181 +786,7 @@ void Application::idle() {
// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time we ran
if (diffclock(&_lastTimeIdle, &check) > IDLE_SIMULATE_MSECS) {
float deltaTime = 1.f/_fps;
// Use Transmitter Hand to move hand if connected, else use mouse
if (_myTransmitter.isConnected()) {
const float HAND_FORCE_SCALING = 0.01f;
glm::vec3 estimatedRotation = _myTransmitter.getEstimatedRotation();
glm::vec3 handForce(-estimatedRotation.z, -estimatedRotation.x, estimatedRotation.y);
_myAvatar.setMovedHandOffset(handForce * HAND_FORCE_SCALING);
} else {
// update behaviors for avatar hand movement: handControl takes mouse values as input,
// and gives back 3D values modulated for smooth transitioning between interaction modes.
_handControl.update(_mouseX, _mouseY);
_myAvatar.setMovedHandOffset(_handControl.getValues());
}
// tell my avatar if the mouse is being pressed...
_myAvatar.setMousePressed(_mousePressed);
// check what's under the mouse and update the mouse voxel
glm::vec3 mouseRayOrigin, mouseRayDirection;
_viewFrustum.computePickRay(_mouseX / (float)_glWidget->width(),
_mouseY / (float)_glWidget->height(), mouseRayOrigin, mouseRayDirection);
// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
_mouseVoxel.s = 0.0f;
if (checkedVoxelModeAction() != 0) {
float distance;
BoxFace face;
if (_voxels.findRayIntersection(mouseRayOrigin, mouseRayDirection, _mouseVoxel, distance, face)) {
// find the nearest voxel with the desired scale
if (_mouseVoxelScale > _mouseVoxel.s) {
// choose the larger voxel that encompasses the one selected
_mouseVoxel.x = _mouseVoxelScale * floorf(_mouseVoxel.x / _mouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(_mouseVoxel.y / _mouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(_mouseVoxel.z / _mouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
} else {
glm::vec3 faceVector = getFaceVector(face);
if (_mouseVoxelScale < _mouseVoxel.s) {
// find the closest contained voxel
glm::vec3 pt = (mouseRayOrigin + mouseRayDirection * distance) / (float)TREE_SCALE -
faceVector * (_mouseVoxelScale * 0.5f);
_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / _mouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / _mouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / _mouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
}
if (_addVoxelMode->isChecked()) {
// use the face to determine the side on which to create a neighbor
_mouseVoxel.x += faceVector.x * _mouseVoxel.s;
_mouseVoxel.y += faceVector.y * _mouseVoxel.s;
_mouseVoxel.z += faceVector.z * _mouseVoxel.s;
}
}
} else if (_addVoxelMode->isChecked() || _selectVoxelMode->isChecked()) {
// place the voxel a fixed distance away
float worldMouseVoxelScale = _mouseVoxelScale * TREE_SCALE;
glm::vec3 pt = mouseRayOrigin + mouseRayDirection * (2.0f + worldMouseVoxelScale * 0.5f);
_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / worldMouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / worldMouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / worldMouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
}
if (_deleteVoxelMode->isChecked()) {
// red indicates deletion
_mouseVoxel.red = 255;
_mouseVoxel.green = _mouseVoxel.blue = 0;
} else if (_selectVoxelMode->isChecked()) {
// yellow indicates deletion
_mouseVoxel.red = _mouseVoxel.green = 255;
_mouseVoxel.blue = 0;
} else { // _addVoxelMode->isChecked() || _colorVoxelMode->isChecked()
QColor paintColor = _voxelPaintColor->data().value<QColor>();
_mouseVoxel.red = paintColor.red();
_mouseVoxel.green = paintColor.green();
_mouseVoxel.blue = paintColor.blue();
}
// if we just edited, use the currently selected voxel as the "last" for drag detection
if (_justEditedVoxel) {
_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
_justEditedVoxel = false;
}
}
// walking triggers the handControl to stop
if (_myAvatar.getMode() == AVATAR_MODE_WALKING) {
_handControl.stop();
}
// Update from Mouse
if (_mouseLook->isChecked()) {
QPoint mouse = QCursor::pos();
_myAvatar.updateFromMouse(_glWidget->mapFromGlobal(mouse).x(),
_glWidget->mapFromGlobal(mouse).y(),
_glWidget->width(),
_glWidget->height());
}
// Read serial port interface devices
if (_serialHeadSensor.active) {
_serialHeadSensor.readData(deltaTime);
}
// Update transmitter
// Sample hardware, update view frustum if needed, and send avatar data to mixer/agents
updateAvatar(deltaTime);
// read incoming packets from network
if (!_enableNetworkThread) {
networkReceive(0);
}
//loop through all the other avatars and simulate them...
AgentList* agentList = AgentList::getInstance();
agentList->lock();
for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
if (agent->getLinkedData() != NULL) {
Avatar *avatar = (Avatar *)agent->getLinkedData();
if (!avatar->isInitialized()) {
avatar->init();
}
avatar->simulate(deltaTime, NULL);
avatar->setMouseRay(mouseRayOrigin, mouseRayDirection);
}
}
agentList->unlock();
// Simulate myself
_myAvatar.setGravity(_environment.getGravity(_myAvatar.getPosition()));
if (_transmitterDrives->isChecked() && _myTransmitter.isConnected()) {
_myAvatar.simulate(deltaTime, &_myTransmitter);
} else {
_myAvatar.simulate(deltaTime, NULL);
}
if (TESTING_AVATAR_TOUCH) {
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myCamera.getMode() != CAMERA_MODE_MIRROR && !OculusManager::isConnected()) {
if (_manualFirstPerson) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myAvatar.getIsNearInteractingOther()) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
}
}
}
}
// Update audio stats for procedural sounds
#ifndef _WIN32
_audio.setLastAcceleration(_myAvatar.getThrust());
_audio.setLastVelocity(_myAvatar.getVelocity());
#endif
update(1.0f / _fps);
_glWidget->updateGL();
_lastTimeIdle = check;
@ -1549,6 +1378,181 @@ void Application::init() {
sendAvatarVoxelURLMessage(_myAvatar.getVoxels()->getVoxelURL());
}
void Application::update(float deltaTime) {
// Use Transmitter Hand to move hand if connected, else use mouse
if (_myTransmitter.isConnected()) {
const float HAND_FORCE_SCALING = 0.01f;
glm::vec3 estimatedRotation = _myTransmitter.getEstimatedRotation();
glm::vec3 handForce(-estimatedRotation.z, -estimatedRotation.x, estimatedRotation.y);
_myAvatar.setMovedHandOffset(handForce * HAND_FORCE_SCALING);
} else {
// update behaviors for avatar hand movement: handControl takes mouse values as input,
// and gives back 3D values modulated for smooth transitioning between interaction modes.
_handControl.update(_mouseX, _mouseY);
_myAvatar.setMovedHandOffset(_handControl.getValues());
}
// tell my avatar if the mouse is being pressed...
_myAvatar.setMousePressed(_mousePressed);
// check what's under the mouse and update the mouse voxel
glm::vec3 mouseRayOrigin, mouseRayDirection;
_viewFrustum.computePickRay(_mouseX / (float)_glWidget->width(),
_mouseY / (float)_glWidget->height(), mouseRayOrigin, mouseRayDirection);
// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
_mouseVoxel.s = 0.0f;
if (checkedVoxelModeAction() != 0) {
float distance;
BoxFace face;
if (_voxels.findRayIntersection(mouseRayOrigin, mouseRayDirection, _mouseVoxel, distance, face)) {
// find the nearest voxel with the desired scale
if (_mouseVoxelScale > _mouseVoxel.s) {
// choose the larger voxel that encompasses the one selected
_mouseVoxel.x = _mouseVoxelScale * floorf(_mouseVoxel.x / _mouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(_mouseVoxel.y / _mouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(_mouseVoxel.z / _mouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
} else {
glm::vec3 faceVector = getFaceVector(face);
if (_mouseVoxelScale < _mouseVoxel.s) {
// find the closest contained voxel
glm::vec3 pt = (mouseRayOrigin + mouseRayDirection * distance) / (float)TREE_SCALE -
faceVector * (_mouseVoxelScale * 0.5f);
_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / _mouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / _mouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / _mouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
}
if (_addVoxelMode->isChecked()) {
// use the face to determine the side on which to create a neighbor
_mouseVoxel.x += faceVector.x * _mouseVoxel.s;
_mouseVoxel.y += faceVector.y * _mouseVoxel.s;
_mouseVoxel.z += faceVector.z * _mouseVoxel.s;
}
}
} else if (_addVoxelMode->isChecked() || _selectVoxelMode->isChecked()) {
// place the voxel a fixed distance away
float worldMouseVoxelScale = _mouseVoxelScale * TREE_SCALE;
glm::vec3 pt = mouseRayOrigin + mouseRayDirection * (2.0f + worldMouseVoxelScale * 0.5f);
_mouseVoxel.x = _mouseVoxelScale * floorf(pt.x / worldMouseVoxelScale);
_mouseVoxel.y = _mouseVoxelScale * floorf(pt.y / worldMouseVoxelScale);
_mouseVoxel.z = _mouseVoxelScale * floorf(pt.z / worldMouseVoxelScale);
_mouseVoxel.s = _mouseVoxelScale;
}
if (_deleteVoxelMode->isChecked()) {
// red indicates deletion
_mouseVoxel.red = 255;
_mouseVoxel.green = _mouseVoxel.blue = 0;
} else if (_selectVoxelMode->isChecked()) {
// yellow indicates deletion
_mouseVoxel.red = _mouseVoxel.green = 255;
_mouseVoxel.blue = 0;
} else { // _addVoxelMode->isChecked() || _colorVoxelMode->isChecked()
QColor paintColor = _voxelPaintColor->data().value<QColor>();
_mouseVoxel.red = paintColor.red();
_mouseVoxel.green = paintColor.green();
_mouseVoxel.blue = paintColor.blue();
}
// if we just edited, use the currently selected voxel as the "last" for drag detection
if (_justEditedVoxel) {
_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
_justEditedVoxel = false;
}
}
// walking triggers the handControl to stop
if (_myAvatar.getMode() == AVATAR_MODE_WALKING) {
_handControl.stop();
}
// Update from Mouse
if (_mouseLook->isChecked()) {
QPoint mouse = QCursor::pos();
_myAvatar.updateFromMouse(_glWidget->mapFromGlobal(mouse).x(),
_glWidget->mapFromGlobal(mouse).y(),
_glWidget->width(),
_glWidget->height());
}
// Read serial port interface devices
if (_serialHeadSensor.active) {
_serialHeadSensor.readData(deltaTime);
}
// Update transmitter
// Sample hardware, update view frustum if needed, and send avatar data to mixer/agents
updateAvatar(deltaTime);
// read incoming packets from network
if (!_enableNetworkThread) {
networkReceive(0);
}
//loop through all the other avatars and simulate them...
AgentList* agentList = AgentList::getInstance();
agentList->lock();
for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
if (agent->getLinkedData() != NULL) {
Avatar *avatar = (Avatar *)agent->getLinkedData();
if (!avatar->isInitialized()) {
avatar->init();
}
avatar->simulate(deltaTime, NULL);
avatar->setMouseRay(mouseRayOrigin, mouseRayDirection);
}
}
agentList->unlock();
// Simulate myself
_myAvatar.setGravity(_environment.getGravity(_myAvatar.getPosition()));
if (_transmitterDrives->isChecked() && _myTransmitter.isConnected()) {
_myAvatar.simulate(deltaTime, &_myTransmitter);
} else {
_myAvatar.simulate(deltaTime, NULL);
}
if (TESTING_AVATAR_TOUCH) {
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myCamera.getMode() != CAMERA_MODE_MIRROR && !OculusManager::isConnected()) {
if (_manualFirstPerson) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myAvatar.getIsNearInteractingOther()) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
} else {
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
_myCamera.setModeShiftRate(1.0f);
}
}
}
}
}
// Update audio stats for procedural sounds
#ifndef _WIN32
_audio.setLastAcceleration(_myAvatar.getThrust());
_audio.setLastVelocity(_myAvatar.getVelocity());
#endif
}
void Application::updateAvatar(float deltaTime) {

View file

@ -131,6 +131,7 @@ private:
void initDisplay();
void init();
void update(float deltaTime);
void updateAvatar(float deltaTime);
void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);

View file

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