mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
Merge branch 'master' of https://github.com/worklist/hifi
Conflicts: interface/src/main.cpp
This commit is contained in:
commit
beadb6a93d
26 changed files with 1049 additions and 793 deletions
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@ -71,23 +71,42 @@ void plateauAdditionOfSamples(int16_t &mixSample, int16_t sampleToAdd) {
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mixSample = normalizedSample;
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}
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void *sendBuffer(void *args) {
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int sentBytes;
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void attachNewBufferToAgent(Agent *newAgent) {
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if (!newAgent->getLinkedData()) {
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newAgent->setLinkedData(new AudioRingBuffer(RING_BUFFER_SAMPLES, BUFFER_LENGTH_SAMPLES_PER_CHANNEL));
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}
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}
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int main(int argc, const char* argv[]) {
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setvbuf(stdout, NULL, _IOLBF, 0);
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AgentList* agentList = AgentList::createInstance(AGENT_TYPE_AUDIO_MIXER, MIXER_LISTEN_PORT);
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ssize_t receivedBytes = 0;
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agentList->linkedDataCreateCallback = attachNewBufferToAgent;
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agentList->startSilentAgentRemovalThread();
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agentList->startDomainServerCheckInThread();
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unsigned char* packetData = new unsigned char[MAX_PACKET_SIZE];
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sockaddr* agentAddress = new sockaddr;
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// make sure our agent socket is non-blocking
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agentList->getAgentSocket().setBlocking(false);
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int nextFrame = 0;
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timeval startTime;
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AgentList* agentList = AgentList::getInstance();
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gettimeofday(&startTime, NULL);
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while (true) {
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sentBytes = 0;
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// enumerate the agents, check if we can add audio from the agent to current mix
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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AudioRingBuffer* agentBuffer = (AudioRingBuffer*) agent->getLinkedData();
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if (agentBuffer && agentBuffer->getEndOfLastWrite() != NULL) {
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if (agentBuffer->getEndOfLastWrite()) {
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if (!agentBuffer->isStarted()
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&& agentBuffer->diffLastWriteNextOutput() <= BUFFER_LENGTH_SAMPLES_PER_CHANNEL + JITTER_BUFFER_SAMPLES) {
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printf("Held back buffer for agent with ID %d.\n", agent->getAgentId());
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@ -107,132 +126,131 @@ void *sendBuffer(void *args) {
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int numAgents = agentList->size();
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float distanceCoefficients[numAgents][numAgents];
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memset(distanceCoefficients, 0, sizeof(distanceCoefficients));
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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AudioRingBuffer* agentRingBuffer = (AudioRingBuffer*) agent->getLinkedData();
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int16_t clientMix[BUFFER_LENGTH_SAMPLES_PER_CHANNEL * 2] = {};
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if (agentRingBuffer) {
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int16_t clientMix[BUFFER_LENGTH_SAMPLES_PER_CHANNEL * 2] = {};
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for (AgentList::iterator otherAgent = agentList->begin(); otherAgent != agentList->end(); otherAgent++) {
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if (otherAgent != agent || (otherAgent == agent && agentRingBuffer->shouldLoopbackForAgent())) {
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AudioRingBuffer* otherAgentBuffer = (AudioRingBuffer*) otherAgent->getLinkedData();
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for (AgentList::iterator otherAgent = agentList->begin(); otherAgent != agentList->end(); otherAgent++) {
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if (otherAgent != agent || (otherAgent == agent && agentRingBuffer->shouldLoopbackForAgent())) {
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AudioRingBuffer* otherAgentBuffer = (AudioRingBuffer*) otherAgent->getLinkedData();
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if (otherAgentBuffer->shouldBeAddedToMix()) {
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if (otherAgentBuffer->shouldBeAddedToMix()) {
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float bearingRelativeAngleToSource = 0.f;
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float attenuationCoefficient = 1.f;
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int numSamplesDelay = 0;
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float weakChannelAmplitudeRatio = 1.f;
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if (otherAgent != agent) {
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Position agentPosition = agentRingBuffer->getPosition();
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Position otherAgentPosition = otherAgentBuffer->getPosition();
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float bearingRelativeAngleToSource = 0.f;
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float attenuationCoefficient = 1.f;
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int numSamplesDelay = 0;
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float weakChannelAmplitudeRatio = 1.f;
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// calculate the distance to the other agent
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if (otherAgent != agent) {
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float *agentPosition = agentRingBuffer->getPosition();
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float *otherAgentPosition = otherAgentBuffer->getPosition();
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// use the distance to the other agent to calculate the change in volume for this frame
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int lowAgentIndex = std::min(agent.getAgentIndex(), otherAgent.getAgentIndex());
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int highAgentIndex = std::max(agent.getAgentIndex(), otherAgent.getAgentIndex());
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if (distanceCoefficients[lowAgentIndex][highAgentIndex] == 0) {
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float distanceToAgent = sqrtf(powf(agentPosition.x - otherAgentPosition.x, 2) +
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powf(agentPosition.y - otherAgentPosition.y, 2) +
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powf(agentPosition.z - otherAgentPosition.z, 2));
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// calculate the distance to the other agent
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// use the distance to the other agent to calculate the change in volume for this frame
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int lowAgentIndex = std::min(agent.getAgentIndex(), otherAgent.getAgentIndex());
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int highAgentIndex = std::max(agent.getAgentIndex(), otherAgent.getAgentIndex());
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if (distanceCoefficients[lowAgentIndex][highAgentIndex] == 0) {
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float distanceToAgent = sqrtf(powf(agentPosition[0] - otherAgentPosition[0], 2) +
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powf(agentPosition[1] - otherAgentPosition[1], 2) +
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powf(agentPosition[2] - otherAgentPosition[2], 2));
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float minCoefficient = std::min(1.0f,
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powf(0.5,
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(logf(DISTANCE_RATIO * distanceToAgent) / logf(3)) - 1));
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distanceCoefficients[lowAgentIndex][highAgentIndex] = minCoefficient;
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}
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// get the angle from the right-angle triangle
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float triangleAngle = atan2f(fabsf(agentPosition[2] - otherAgentPosition[2]),
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fabsf(agentPosition[0] - otherAgentPosition[0])) * (180 / M_PI);
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float absoluteAngleToSource = 0;
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bearingRelativeAngleToSource = 0;
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// find the angle we need for calculation based on the orientation of the triangle
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if (otherAgentPosition[0] > agentPosition[0]) {
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if (otherAgentPosition[2] > agentPosition[2]) {
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absoluteAngleToSource = -90 + triangleAngle;
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} else {
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absoluteAngleToSource = -90 - triangleAngle;
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}
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} else {
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if (otherAgentPosition[2] > agentPosition[2]) {
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absoluteAngleToSource = 90 - triangleAngle;
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} else {
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absoluteAngleToSource = 90 + triangleAngle;
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}
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}
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bearingRelativeAngleToSource = absoluteAngleToSource - agentRingBuffer->getBearing();
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if (bearingRelativeAngleToSource > 180) {
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bearingRelativeAngleToSource -= 360;
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} else if (bearingRelativeAngleToSource < -180) {
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bearingRelativeAngleToSource += 360;
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}
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float angleOfDelivery = absoluteAngleToSource - otherAgentBuffer->getBearing();
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if (angleOfDelivery > 180) {
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angleOfDelivery -= 360;
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} else if (angleOfDelivery < -180) {
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angleOfDelivery += 360;
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}
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float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION +
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(OFF_AXIS_ATTENUATION_FORMULA_STEP * (fabsf(angleOfDelivery) / 90.0f));
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attenuationCoefficient = distanceCoefficients[lowAgentIndex][highAgentIndex]
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* otherAgentBuffer->getAttenuationRatio()
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* offAxisCoefficient;
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bearingRelativeAngleToSource *= (M_PI / 180);
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float sinRatio = fabsf(sinf(bearingRelativeAngleToSource));
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numSamplesDelay = PHASE_DELAY_AT_90 * sinRatio;
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weakChannelAmplitudeRatio = 1 - (PHASE_AMPLITUDE_RATIO_AT_90 * sinRatio);
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float minCoefficient = std::min(1.0f,
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powf(0.5,
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(logf(DISTANCE_RATIO * distanceToAgent) / logf(3)) - 1));
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distanceCoefficients[lowAgentIndex][highAgentIndex] = minCoefficient;
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}
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int16_t* goodChannel = bearingRelativeAngleToSource > 0.0f
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? clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL
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: clientMix;
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int16_t* delayedChannel = bearingRelativeAngleToSource > 0.0f
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? clientMix
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: clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL;
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int16_t* delaySamplePointer = otherAgentBuffer->getNextOutput() == otherAgentBuffer->getBuffer()
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// get the angle from the right-angle triangle
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float triangleAngle = atan2f(fabsf(agentPosition.z - otherAgentPosition.z),
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fabsf(agentPosition.x - otherAgentPosition.x)) * (180 / M_PI);
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float absoluteAngleToSource = 0;
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bearingRelativeAngleToSource = 0;
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// find the angle we need for calculation based on the orientation of the triangle
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if (otherAgentPosition.x > agentPosition.x) {
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if (otherAgentPosition.z > agentPosition.z) {
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absoluteAngleToSource = -90 + triangleAngle;
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} else {
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absoluteAngleToSource = -90 - triangleAngle;
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}
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} else {
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if (otherAgentPosition.z > agentPosition.z) {
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absoluteAngleToSource = 90 - triangleAngle;
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} else {
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absoluteAngleToSource = 90 + triangleAngle;
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}
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}
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bearingRelativeAngleToSource = absoluteAngleToSource - agentRingBuffer->getBearing();
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if (bearingRelativeAngleToSource > 180) {
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bearingRelativeAngleToSource -= 360;
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} else if (bearingRelativeAngleToSource < -180) {
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bearingRelativeAngleToSource += 360;
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}
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float angleOfDelivery = absoluteAngleToSource - otherAgentBuffer->getBearing();
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if (angleOfDelivery > 180) {
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angleOfDelivery -= 360;
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} else if (angleOfDelivery < -180) {
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angleOfDelivery += 360;
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}
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float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION +
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(OFF_AXIS_ATTENUATION_FORMULA_STEP * (fabsf(angleOfDelivery) / 90.0f));
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attenuationCoefficient = distanceCoefficients[lowAgentIndex][highAgentIndex]
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* otherAgentBuffer->getAttenuationRatio()
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* offAxisCoefficient;
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bearingRelativeAngleToSource *= (M_PI / 180);
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float sinRatio = fabsf(sinf(bearingRelativeAngleToSource));
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numSamplesDelay = PHASE_DELAY_AT_90 * sinRatio;
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weakChannelAmplitudeRatio = 1 - (PHASE_AMPLITUDE_RATIO_AT_90 * sinRatio);
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}
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int16_t* goodChannel = bearingRelativeAngleToSource > 0.0f
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? clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL
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: clientMix;
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int16_t* delayedChannel = bearingRelativeAngleToSource > 0.0f
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? clientMix
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: clientMix + BUFFER_LENGTH_SAMPLES_PER_CHANNEL;
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int16_t* delaySamplePointer = otherAgentBuffer->getNextOutput() == otherAgentBuffer->getBuffer()
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? otherAgentBuffer->getBuffer() + RING_BUFFER_SAMPLES - numSamplesDelay
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: otherAgentBuffer->getNextOutput() - numSamplesDelay;
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for (int s = 0; s < BUFFER_LENGTH_SAMPLES_PER_CHANNEL; s++) {
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for (int s = 0; s < BUFFER_LENGTH_SAMPLES_PER_CHANNEL; s++) {
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if (s < numSamplesDelay) {
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// pull the earlier sample for the delayed channel
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int earlierSample = delaySamplePointer[s] * attenuationCoefficient;
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plateauAdditionOfSamples(delayedChannel[s], earlierSample * weakChannelAmplitudeRatio);
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}
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int16_t currentSample = (otherAgentBuffer->getNextOutput()[s] * attenuationCoefficient);
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plateauAdditionOfSamples(goodChannel[s], currentSample);
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if (s + numSamplesDelay < BUFFER_LENGTH_SAMPLES_PER_CHANNEL) {
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plateauAdditionOfSamples(delayedChannel[s + numSamplesDelay],
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currentSample * weakChannelAmplitudeRatio);
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}
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if (s < numSamplesDelay) {
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// pull the earlier sample for the delayed channel
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int earlierSample = delaySamplePointer[s] * attenuationCoefficient;
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plateauAdditionOfSamples(delayedChannel[s], earlierSample * weakChannelAmplitudeRatio);
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}
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int16_t currentSample = (otherAgentBuffer->getNextOutput()[s] * attenuationCoefficient);
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plateauAdditionOfSamples(goodChannel[s], currentSample);
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if (s + numSamplesDelay < BUFFER_LENGTH_SAMPLES_PER_CHANNEL) {
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plateauAdditionOfSamples(delayedChannel[s + numSamplesDelay],
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currentSample * weakChannelAmplitudeRatio);
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}
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}
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}
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}
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agentList->getAgentSocket().send(agent->getPublicSocket(), clientMix, BUFFER_LENGTH_BYTES);
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}
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}
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agentList->getAgentSocket().send(agent->getPublicSocket(), clientMix, BUFFER_LENGTH_BYTES);
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}
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// push forward the next output pointers for any audio buffers we used
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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AudioRingBuffer* agentBuffer = (AudioRingBuffer*) agent->getLinkedData();
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if (agentBuffer && agentBuffer->shouldBeAddedToMix()) {
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@ -246,45 +264,8 @@ void *sendBuffer(void *args) {
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}
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}
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double usecToSleep = usecTimestamp(&startTime) + (++nextFrame * BUFFER_SEND_INTERVAL_USECS) - usecTimestampNow();
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if (usecToSleep > 0) {
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usleep(usecToSleep);
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} else {
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std::cout << "Took too much time, not sleeping!\n";
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}
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}
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pthread_exit(0);
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}
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void attachNewBufferToAgent(Agent *newAgent) {
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if (newAgent->getLinkedData() == NULL) {
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newAgent->setLinkedData(new AudioRingBuffer(RING_BUFFER_SAMPLES, BUFFER_LENGTH_SAMPLES_PER_CHANNEL));
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}
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}
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int main(int argc, const char* argv[]) {
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setvbuf(stdout, NULL, _IOLBF, 0);
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AgentList* agentList = AgentList::createInstance(AGENT_TYPE_AUDIO_MIXER, MIXER_LISTEN_PORT);
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ssize_t receivedBytes = 0;
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agentList->linkedDataCreateCallback = attachNewBufferToAgent;
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agentList->startSilentAgentRemovalThread();
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agentList->startDomainServerCheckInThread();
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unsigned char *packetData = new unsigned char[MAX_PACKET_SIZE];
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pthread_t sendBufferThread;
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pthread_create(&sendBufferThread, NULL, sendBuffer, NULL);
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sockaddr *agentAddress = new sockaddr;
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while (true) {
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if(agentList->getAgentSocket().receive(agentAddress, packetData, &receivedBytes)) {
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// pull any new audio data from agents off of the network stack
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while (agentList->getAgentSocket().receive(agentAddress, packetData, &receivedBytes)) {
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if (packetData[0] == PACKET_HEADER_INJECT_AUDIO) {
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if (agentList->addOrUpdateAgent(agentAddress, agentAddress, packetData[0], agentList->getLastAgentID())) {
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@ -294,9 +275,15 @@ int main(int argc, const char* argv[]) {
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agentList->updateAgentWithData(agentAddress, packetData, receivedBytes);
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}
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}
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|
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double usecToSleep = usecTimestamp(&startTime) + (++nextFrame * BUFFER_SEND_INTERVAL_USECS) - usecTimestampNow();
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|
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if (usecToSleep > 0) {
|
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usleep(usecToSleep);
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} else {
|
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std::cout << "Took too much time, not sleeping!\n";
|
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}
|
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}
|
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|
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pthread_join(sendBufferThread, NULL);
|
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|
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return 0;
|
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}
|
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|
|
|
@ -29,7 +29,7 @@ const int ITERATIONS_BEFORE_HAND_GRAB = 100;
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const int HAND_GRAB_DURATION_ITERATIONS = 50;
|
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const int HAND_TIMER_SLEEP_ITERATIONS = 50;
|
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|
||||
const float EVE_PELVIS_HEIGHT = 0.5f;
|
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const float EVE_PELVIS_HEIGHT = 0.565925f;
|
||||
|
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bool stopReceiveAgentDataThread;
|
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bool injectAudioThreadRunning = false;
|
||||
|
|
|
@ -14,9 +14,9 @@ from random import random,randint
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from math import sqrt, hypot, atan2, pi, fmod, degrees
|
||||
from sys import argv,stderr
|
||||
|
||||
hemisphere_only, equator, meridians= False, 0, 1000
|
||||
hemisphere_only, equator, meridians=False, 0, 1000
|
||||
|
||||
n_random = 100000
|
||||
n_random = 50000
|
||||
if len(argv) > 1:
|
||||
n_random = int(argv[1])
|
||||
|
||||
|
@ -35,9 +35,9 @@ def meridian(azimuth,n,(r0,g0,b0),(r1,g1,b1)):
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print "%f %f #%02x%02x%02x" % (azimuth,altitude,r,g,b)
|
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print "%f %f #%02x%02x%02x" % (azimuth,-altitude,r,g,b)
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||||
|
||||
if meridians:
|
||||
meridian( 0,meridians,(255,255,255), (180, 60,255)) # N->S
|
||||
meridian(90,meridians,( 80,255, 80), (255,240, 40)) # E->W
|
||||
#if meridians:
|
||||
#meridian( 0,meridians,(255,255,255), (180, 60,255)) # N->S
|
||||
#meridian(90,meridians,( 80,255, 80), (255,240, 40)) # E->W
|
||||
|
||||
if equator:
|
||||
azis = 360.0/equator
|
||||
|
|
|
@ -30,7 +30,7 @@ const float BODY_SPIN_FRICTION = 5.0;
|
|||
const float BODY_UPRIGHT_FORCE = 10.0;
|
||||
const float BODY_PITCH_WHILE_WALKING = 30.0;
|
||||
const float BODY_ROLL_WHILE_TURNING = 0.1;
|
||||
const float LIN_VEL_DECAY = 2.0;
|
||||
const float VELOCITY_DECAY = 5.0;
|
||||
const float MY_HAND_HOLDING_PULL = 0.2;
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||||
const float YOUR_HAND_HOLDING_PULL = 1.0;
|
||||
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1500.0f;
|
||||
|
@ -47,6 +47,8 @@ const float HEAD_MAX_PITCH = 45;
|
|||
const float HEAD_MIN_PITCH = -45;
|
||||
const float HEAD_MAX_YAW = 85;
|
||||
const float HEAD_MIN_YAW = -85;
|
||||
const float AVATAR_BRAKING_RANGE = 1.6f;
|
||||
const float AVATAR_BRAKING_STRENGTH = 30.0f;
|
||||
|
||||
float skinColor [] = {1.0, 0.84, 0.66};
|
||||
float lightBlue [] = {0.7, 0.8, 1.0};
|
||||
|
@ -264,21 +266,15 @@ void Avatar::reset() {
|
|||
|
||||
|
||||
// Update avatar head rotation with sensor data
|
||||
void Avatar::updateHeadFromGyros(float frametime, SerialInterface* serialInterface, glm::vec3* gravity) {
|
||||
void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterface, glm::vec3* gravity) {
|
||||
float measuredPitchRate = 0.0f;
|
||||
float measuredRollRate = 0.0f;
|
||||
float measuredYawRate = 0.0f;
|
||||
|
||||
if (serialInterface->active && USING_INVENSENSE_MPU9150) {
|
||||
measuredPitchRate = serialInterface->getLastPitchRate();
|
||||
measuredYawRate = serialInterface->getLastYawRate();
|
||||
measuredRollRate = serialInterface->getLastRollRate();
|
||||
} else {
|
||||
measuredPitchRate = serialInterface->getRelativeValue(HEAD_PITCH_RATE);
|
||||
measuredYawRate = serialInterface->getRelativeValue(HEAD_YAW_RATE);
|
||||
measuredRollRate = serialInterface->getRelativeValue(HEAD_ROLL_RATE);
|
||||
}
|
||||
|
||||
measuredPitchRate = serialInterface->getLastPitchRate();
|
||||
measuredYawRate = serialInterface->getLastYawRate();
|
||||
measuredRollRate = serialInterface->getLastRollRate();
|
||||
|
||||
// Update avatar head position based on measured gyro rates
|
||||
const float MAX_PITCH = 45;
|
||||
const float MIN_PITCH = -45;
|
||||
|
@ -287,19 +283,44 @@ void Avatar::updateHeadFromGyros(float frametime, SerialInterface* serialInterfa
|
|||
const float MAX_ROLL = 50;
|
||||
const float MIN_ROLL = -50;
|
||||
|
||||
addHeadPitch(measuredPitchRate * frametime);
|
||||
addHeadYaw(measuredYawRate * frametime);
|
||||
addHeadRoll(measuredRollRate * frametime);
|
||||
addHeadPitch(measuredPitchRate * deltaTime);
|
||||
addHeadYaw(measuredYawRate * deltaTime);
|
||||
addHeadRoll(measuredRollRate * deltaTime);
|
||||
|
||||
setHeadPitch(glm::clamp(getHeadPitch(), MIN_PITCH, MAX_PITCH));
|
||||
setHeadYaw(glm::clamp(getHeadYaw(), MIN_YAW, MAX_YAW));
|
||||
setHeadRoll(glm::clamp(getHeadRoll(), MIN_ROLL, MAX_ROLL));
|
||||
|
||||
// Update head lean distance based on accelerometer data
|
||||
const float LEAN_SENSITIVITY = 0.15;
|
||||
const float LEAN_MAX = 0.45;
|
||||
const float LEAN_AVERAGING = 10.0;
|
||||
glm::vec3 headRotationRates(getHeadPitch(), getHeadYaw(), getHeadRoll());
|
||||
float headRateMax = 50.f;
|
||||
|
||||
|
||||
glm::vec3 leaning = (serialInterface->getLastAcceleration() - serialInterface->getGravity())
|
||||
* LEAN_SENSITIVITY
|
||||
* (1.f - fminf(glm::length(headRotationRates), headRateMax) / headRateMax);
|
||||
leaning.y = 0.f;
|
||||
if (glm::length(leaning) < LEAN_MAX) {
|
||||
_head.leanForward = _head.leanForward * (1.f - LEAN_AVERAGING * deltaTime) +
|
||||
(LEAN_AVERAGING * deltaTime) * leaning.z * LEAN_SENSITIVITY;
|
||||
_head.leanSideways = _head.leanSideways * (1.f - LEAN_AVERAGING * deltaTime) +
|
||||
(LEAN_AVERAGING * deltaTime) * leaning.x * LEAN_SENSITIVITY;
|
||||
}
|
||||
setHeadLeanSideways(_head.leanSideways);
|
||||
setHeadLeanForward(_head.leanForward);
|
||||
}
|
||||
|
||||
float Avatar::getAbsoluteHeadYaw() const {
|
||||
return _bodyYaw + _headYaw;
|
||||
}
|
||||
|
||||
float Avatar::getAbsoluteHeadPitch() const {
|
||||
return _bodyPitch + _headPitch;
|
||||
}
|
||||
|
||||
void Avatar::addLean(float x, float z) {
|
||||
//Add lean as impulse
|
||||
_head.leanSideways += x;
|
||||
|
@ -327,6 +348,8 @@ void Avatar::simulate(float deltaTime) {
|
|||
// update balls
|
||||
if (_balls) { _balls->simulate(deltaTime); }
|
||||
|
||||
// if other avatar, update head position from network data
|
||||
|
||||
// update avatar skeleton
|
||||
updateSkeleton();
|
||||
|
||||
|
@ -403,23 +426,33 @@ void Avatar::simulate(float deltaTime) {
|
|||
if (tiltDecay < 0.0f) {tiltDecay = 0.0f;}
|
||||
_bodyPitch *= tiltDecay;
|
||||
_bodyRoll *= tiltDecay;
|
||||
|
||||
|
||||
//the following will be used to make the avatar upright no matter what gravity is
|
||||
//float f = angleBetween(_orientation.getUp(), _gravity);
|
||||
|
||||
// update position by velocity
|
||||
_position += _velocity * deltaTime;
|
||||
|
||||
// decay velocity
|
||||
_velocity *= (1.0 - LIN_VEL_DECAY * deltaTime);
|
||||
|
||||
// If someone is near, damp velocity as a function of closeness
|
||||
const float AVATAR_BRAKING_RANGE = 1.6f;
|
||||
const float AVATAR_BRAKING_STRENGTH = 35.f;
|
||||
if (_isMine && (_distanceToNearestAvatar < AVATAR_BRAKING_RANGE)) {
|
||||
_velocity *=
|
||||
(1.f - deltaTime * AVATAR_BRAKING_STRENGTH *
|
||||
(AVATAR_BRAKING_RANGE - _distanceToNearestAvatar));
|
||||
float decay = 1.0 - VELOCITY_DECAY * deltaTime;
|
||||
if ( decay < 0.0 ) {
|
||||
_velocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
} else {
|
||||
_velocity *= decay;
|
||||
}
|
||||
|
||||
// update head information
|
||||
|
||||
// If another avatar is near, dampen velocity as a function of closeness
|
||||
if (_isMine && (_distanceToNearestAvatar < AVATAR_BRAKING_RANGE)) {
|
||||
float closeness = 1.0f - (_distanceToNearestAvatar / AVATAR_BRAKING_RANGE);
|
||||
float drag = 1.0f - closeness * AVATAR_BRAKING_STRENGTH * deltaTime;
|
||||
if ( drag > 0.0f ) {
|
||||
_velocity *= drag;
|
||||
} else {
|
||||
_velocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
}
|
||||
}
|
||||
|
||||
// update head state
|
||||
updateHead(deltaTime);
|
||||
|
||||
// use speed and angular velocity to determine walking vs. standing
|
||||
|
@ -454,13 +487,10 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
|||
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
|
||||
Avatar *otherAvatar = (Avatar *)agent->getLinkedData();
|
||||
|
||||
/*
|
||||
// Test: Show angle between your fwd vector and nearest avatar
|
||||
glm::vec3 vectorBetweenUs = otherAvatar->getJointPosition(AVATAR_JOINT_PELVIS) -
|
||||
getJointPosition(AVATAR_JOINT_PELVIS);
|
||||
glm::vec3 myForwardVector = _orientation.getFront();
|
||||
printLog("Angle between: %f\n", angleBetween(&vectorBetweenUs, &myForwardVector));
|
||||
*/
|
||||
//Test: Show angle between your fwd vector and nearest avatar
|
||||
//glm::vec3 vectorBetweenUs = otherAvatar->getJointPosition(AVATAR_JOINT_PELVIS) -
|
||||
// getJointPosition(AVATAR_JOINT_PELVIS);
|
||||
//printLog("Angle between: %f\n", angleBetween(vectorBetweenUs, _orientation.getFront()));
|
||||
|
||||
// test whether shoulders are close enough to allow for reaching to touch hands
|
||||
glm::vec3 v(_position - otherAvatar->_position);
|
||||
|
@ -474,46 +504,105 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
|||
|
||||
if (_interactingOther) {
|
||||
_avatarTouch.setYourBodyPosition(_interactingOther->_position);
|
||||
_avatarTouch.setYourHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
|
||||
_avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
|
||||
_avatarTouch.setYourHandState (_interactingOther->_handState);
|
||||
|
||||
//if hand-holding is initiated by either avatar, turn on hand-holding...
|
||||
if (_avatarTouch.getHandsCloseEnoughToGrasp()) {
|
||||
if ((_handState == HAND_STATE_GRASPING ) || (_interactingOther->_handState == HAND_STATE_GRASPING)) {
|
||||
if (!_avatarTouch.getHoldingHands())
|
||||
{
|
||||
_avatarTouch.setHoldingHands(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!_avatarTouch.getAbleToReachOtherAvatar()) {
|
||||
_avatarTouch.setHoldingHands(false);
|
||||
}
|
||||
|
||||
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; }
|
||||
|
||||
_handHoldingPosition += myForce + yourForce;
|
||||
|
||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handHoldingPosition;
|
||||
} else {
|
||||
_handHoldingPosition = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
|
||||
}
|
||||
}//if (_isMine)
|
||||
|
||||
//constrain right arm length and re-adjust elbow position as it bends
|
||||
// NOTE - the following must be called on all avatars - not just _isMine
|
||||
updateArmIKAndConstraints(deltaTime);
|
||||
|
||||
//Set right hand position and state to be transmitted, and also tell AvatarTouch about it
|
||||
if (_isMine) {
|
||||
//Set the vector we send for hand position to other people to be our right hand
|
||||
setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
|
||||
|
||||
if (_mousePressed) {
|
||||
_handState = 1;
|
||||
_handState = HAND_STATE_GRASPING;
|
||||
} else {
|
||||
_handState = 0;
|
||||
_handState = HAND_STATE_NULL;
|
||||
}
|
||||
|
||||
_avatarTouch.setMyHandState(_handState);
|
||||
|
||||
if (_handState == 1) {
|
||||
_avatarTouch.setMyHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
|
||||
}
|
||||
_avatarTouch.setMyHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::updateHead(float deltaTime) {
|
||||
|
||||
// Get head position data from network for other people
|
||||
if (!_isMine) {
|
||||
_head.leanSideways = getHeadLeanSideways();
|
||||
_head.leanForward = getHeadLeanForward();
|
||||
}
|
||||
|
||||
//apply the head lean values to the springy position...
|
||||
if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
|
||||
glm::vec3 headLean =
|
||||
_orientation.getRight() * _head.leanSideways +
|
||||
_orientation.getFront() * _head.leanForward;
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition += headLean;
|
||||
|
||||
// this is not a long-term solution, but it works ok for initial purposes of making the avatar lean
|
||||
_joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f;
|
||||
_joint[ AVATAR_JOINT_CHEST ].springyPosition += headLean * 0.4f;
|
||||
_joint[ AVATAR_JOINT_NECK_BASE ].springyPosition += headLean * 0.7f;
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition += headLean * 1.0f;
|
||||
|
||||
_joint[ AVATAR_JOINT_LEFT_COLLAR ].springyPosition += headLean * 0.6f;
|
||||
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].springyPosition += headLean * 0.6f;
|
||||
_joint[ AVATAR_JOINT_LEFT_ELBOW ].springyPosition += headLean * 0.2f;
|
||||
_joint[ AVATAR_JOINT_LEFT_WRIST ].springyPosition += headLean * 0.1f;
|
||||
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].springyPosition += headLean * 0.0f;
|
||||
|
||||
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].springyPosition += headLean * 0.6f;
|
||||
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].springyPosition += headLean * 0.6f;
|
||||
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].springyPosition += headLean * 0.2f;
|
||||
_joint[ AVATAR_JOINT_RIGHT_WRIST ].springyPosition += headLean * 0.1f;
|
||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition += headLean * 0.0f;
|
||||
}
|
||||
|
||||
|
||||
// Decay head back to center if turned on
|
||||
if (_returnHeadToCenter) {
|
||||
if (_isMine && _returnHeadToCenter) {
|
||||
// Decay back toward center
|
||||
_headPitch *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime);
|
||||
_headYaw *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime);
|
||||
|
@ -521,15 +610,14 @@ void Avatar::updateHead(float deltaTime) {
|
|||
}
|
||||
|
||||
// For invensense gyro, decay only slightly when roughly centered
|
||||
if (USING_INVENSENSE_MPU9150) {
|
||||
const float RETURN_RANGE = 5.0;
|
||||
const float RETURN_STRENGTH = 1.0;
|
||||
if (_isMine) {
|
||||
const float RETURN_RANGE = 15.0;
|
||||
const float RETURN_STRENGTH = 2.0;
|
||||
if (fabs(_headPitch) < RETURN_RANGE) { _headPitch *= (1.0f - RETURN_STRENGTH * deltaTime); }
|
||||
if (fabs(_headYaw) < RETURN_RANGE) { _headYaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
|
||||
if (fabs(_headRoll) < RETURN_RANGE) { _headRoll *= (1.0f - RETURN_STRENGTH * deltaTime); }
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (_head.noise) {
|
||||
// Move toward new target
|
||||
_headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
|
||||
|
@ -618,9 +706,6 @@ void Avatar::updateHead(float deltaTime) {
|
|||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
float Avatar::getHeight() {
|
||||
return _height;
|
||||
}
|
||||
|
@ -1083,54 +1168,62 @@ void Avatar::initializeSkeleton() {
|
|||
_joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
|
||||
|
||||
// specify the default pose position
|
||||
_joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
|
||||
_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.0 );
|
||||
_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.1, -0.01 );
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
|
||||
_joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.01 );
|
||||
_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.01 );
|
||||
_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.12, -0.01 );
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.00 );
|
||||
|
||||
_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, -0.01 );
|
||||
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, -0.01 );
|
||||
_joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
|
||||
_joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
|
||||
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
|
||||
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.05, 0.0, -0.01 );
|
||||
_joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
|
||||
_joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
|
||||
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
||||
|
||||
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, -0.01 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, -0.01 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
|
||||
_joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.04, 0.0, -0.02 );
|
||||
_joint[ AVATAR_JOINT_LEFT_KNEE ].defaultPosePosition = glm::vec3( 0.0, -0.22, 0.02 );
|
||||
_joint[ AVATAR_JOINT_LEFT_HEEL ].defaultPosePosition = glm::vec3( 0.0, -0.22, -0.01 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.05, 0.0, -0.01 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
||||
|
||||
_joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.05, 0.0, -0.02 );
|
||||
_joint[ AVATAR_JOINT_LEFT_KNEE ].defaultPosePosition = glm::vec3( 0.0, -0.27, 0.02 );
|
||||
_joint[ AVATAR_JOINT_LEFT_HEEL ].defaultPosePosition = glm::vec3( 0.0, -0.27, -0.01 );
|
||||
_joint[ AVATAR_JOINT_LEFT_TOES ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.05 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_HIP ].defaultPosePosition = glm::vec3( 0.04, 0.0, -0.02 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_KNEE ].defaultPosePosition = glm::vec3( 0.0, -0.22, 0.02 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( 0.0, -0.22, -0.01 );
|
||||
|
||||
_joint[ AVATAR_JOINT_RIGHT_HIP ].defaultPosePosition = glm::vec3( 0.05, 0.0, -0.02 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_KNEE ].defaultPosePosition = glm::vec3( 0.0, -0.27, 0.02 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( 0.0, -0.27, -0.01 );
|
||||
_joint[ AVATAR_JOINT_RIGHT_TOES ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.05 );
|
||||
|
||||
// specify the radii of the bone positions
|
||||
_joint[ AVATAR_JOINT_PELVIS ].radius = 0.06;
|
||||
_joint[ AVATAR_JOINT_TORSO ].radius = 0.055;
|
||||
_joint[ AVATAR_JOINT_CHEST ].radius = 0.075;
|
||||
// specify the radii of the joints
|
||||
_joint[ AVATAR_JOINT_PELVIS ].radius = 0.07;
|
||||
_joint[ AVATAR_JOINT_TORSO ].radius = 0.065;
|
||||
_joint[ AVATAR_JOINT_CHEST ].radius = 0.08;
|
||||
_joint[ AVATAR_JOINT_NECK_BASE ].radius = 0.03;
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].radius = 0.07;
|
||||
_joint[ AVATAR_JOINT_LEFT_COLLAR ].radius = 0.029;
|
||||
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].radius = 0.023;
|
||||
_joint[ AVATAR_JOINT_LEFT_ELBOW ].radius = 0.017;
|
||||
_joint[ AVATAR_JOINT_LEFT_WRIST ].radius = 0.017;
|
||||
|
||||
_joint[ AVATAR_JOINT_LEFT_COLLAR ].radius = 0.04;
|
||||
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].radius = 0.03;
|
||||
_joint[ AVATAR_JOINT_LEFT_ELBOW ].radius = 0.02;
|
||||
_joint[ AVATAR_JOINT_LEFT_WRIST ].radius = 0.02;
|
||||
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].radius = 0.01;
|
||||
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].radius = 0.029;
|
||||
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].radius = 0.023;
|
||||
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].radius = 0.015;
|
||||
_joint[ AVATAR_JOINT_RIGHT_WRIST ].radius = 0.015;
|
||||
|
||||
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].radius = 0.04;
|
||||
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].radius = 0.03;
|
||||
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].radius = 0.02;
|
||||
_joint[ AVATAR_JOINT_RIGHT_WRIST ].radius = 0.02;
|
||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].radius = 0.01;
|
||||
_joint[ AVATAR_JOINT_LEFT_HIP ].radius = 0.03;
|
||||
_joint[ AVATAR_JOINT_LEFT_KNEE ].radius = 0.02;
|
||||
_joint[ AVATAR_JOINT_LEFT_HEEL ].radius = 0.015;
|
||||
_joint[ AVATAR_JOINT_LEFT_TOES ].radius = 0.02;
|
||||
_joint[ AVATAR_JOINT_RIGHT_HIP ].radius = 0.03;
|
||||
_joint[ AVATAR_JOINT_RIGHT_KNEE ].radius = 0.02;
|
||||
_joint[ AVATAR_JOINT_RIGHT_HEEL ].radius = 0.015;
|
||||
_joint[ AVATAR_JOINT_RIGHT_TOES ].radius = 0.02;
|
||||
|
||||
_joint[ AVATAR_JOINT_LEFT_HIP ].radius = 0.04;
|
||||
_joint[ AVATAR_JOINT_LEFT_KNEE ].radius = 0.025;
|
||||
_joint[ AVATAR_JOINT_LEFT_HEEL ].radius = 0.025;
|
||||
_joint[ AVATAR_JOINT_LEFT_TOES ].radius = 0.027;
|
||||
|
||||
_joint[ AVATAR_JOINT_RIGHT_HIP ].radius = 0.04;
|
||||
_joint[ AVATAR_JOINT_RIGHT_KNEE ].radius = 0.025;
|
||||
_joint[ AVATAR_JOINT_RIGHT_HEEL ].radius = 0.025;
|
||||
_joint[ AVATAR_JOINT_RIGHT_TOES ].radius = 0.027;
|
||||
|
||||
// specify the tightness of the springy positions as far as attraction to rigid body
|
||||
_joint[ AVATAR_JOINT_PELVIS ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 1.0;
|
||||
|
@ -1169,6 +1262,7 @@ 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);
|
||||
|
||||
_height =
|
||||
(
|
||||
|
@ -1183,11 +1277,11 @@ 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 world positions
|
||||
// generate joint positions by updating the skeleton
|
||||
updateSkeleton();
|
||||
|
||||
|
||||
//set spring positions to be in the skeleton bone positions
|
||||
initializeBodySprings();
|
||||
}
|
||||
|
|
|
@ -98,6 +98,7 @@ public:
|
|||
bool getIsNearInteractingOther();
|
||||
|
||||
float getAbsoluteHeadYaw() const;
|
||||
float getAbsoluteHeadPitch() const;
|
||||
void setLeanForward(float dist);
|
||||
void setLeanSideways(float dist);
|
||||
void addLean(float x, float z);
|
||||
|
|
|
@ -13,16 +13,19 @@
|
|||
#include "Util.h"
|
||||
|
||||
const float THREAD_RADIUS = 0.012;
|
||||
const float HANDS_CLOSE_ENOUGH_TO_GRASP = 0.1;
|
||||
|
||||
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);
|
||||
_myHandState = 0;
|
||||
_yourHandState = 0;
|
||||
_reachableRadius = 0.0f;
|
||||
_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;
|
||||
|
@ -61,17 +64,62 @@ void AvatarTouch::setReachableRadius(float r) {
|
|||
}
|
||||
|
||||
|
||||
void AvatarTouch::simulate (float deltaTime) {
|
||||
|
||||
glm::vec3 vectorBetweenBodies = _yourBodyPosition - _myBodyPosition;
|
||||
float distanceBetweenBodies = glm::length(vectorBetweenBodies);
|
||||
|
||||
if (distanceBetweenBodies < _reachableRadius) {
|
||||
_vectorBetweenHands = _yourHandPosition - _myHandPosition;
|
||||
|
||||
float distanceBetweenHands = glm::length(_vectorBetweenHands);
|
||||
if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP) {
|
||||
_handsCloseEnoughToGrasp = true;
|
||||
} else {
|
||||
_handsCloseEnoughToGrasp = false;
|
||||
}
|
||||
|
||||
_canReachToOtherAvatar = true;
|
||||
} else {
|
||||
_canReachToOtherAvatar = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void AvatarTouch::render(glm::vec3 cameraPosition) {
|
||||
|
||||
if (_canReachToOtherAvatar) {
|
||||
|
||||
|
||||
//show circle indicating that we can reach out to each other...
|
||||
glColor4f(0.3, 0.4, 0.5, 0.5);
|
||||
glm::vec3 p(_yourBodyPosition);
|
||||
p.y = 0.0005f;
|
||||
renderCircle(p, _reachableRadius, glm::vec3(0.0f, 1.0f, 0.0f), 30);
|
||||
|
||||
// show is we are golding hands...
|
||||
if (_weAreHoldingHands) {
|
||||
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);
|
||||
renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.1f, 20, 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);
|
||||
}
|
||||
|
||||
// if your hand is grasping, show it...
|
||||
if (_yourHandState == 1) {
|
||||
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);
|
||||
|
@ -79,31 +127,10 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
|
|||
glColor4f(1.0, 1.0, 0.2, 0.1); glutSolidSphere(0.030f, 10.0f, 10.0f);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
//show beam
|
||||
glm::vec3 v1(_myHandPosition);
|
||||
glm::vec3 v2(_yourHandPosition);
|
||||
|
||||
if (_handsCloseEnoughToGrasp) {
|
||||
glLineWidth(2.0);
|
||||
glColor4f(0.7f, 0.4f, 0.1f, 0.3);
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex3f(v1.x, v1.y, v1.z);
|
||||
glVertex3f(v2.x, v2.y, v2.z);
|
||||
glEnd();
|
||||
|
||||
glColor4f(1.0f, 1.0f, 0.0f, 0.8);
|
||||
|
||||
for (int p=0; p<NUM_POINTS; p++) {
|
||||
glBegin(GL_POINTS);
|
||||
glVertex3f(_point[p].x, _point[p].y, _point[p].z);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if my hand is grasping, show it...
|
||||
if (_myHandState == 1) {
|
||||
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);
|
||||
|
@ -114,26 +141,32 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
|
|||
}
|
||||
|
||||
|
||||
void AvatarTouch::simulate (float deltaTime) {
|
||||
|
||||
void AvatarTouch::renderBeamBetweenHands() {
|
||||
|
||||
glm::vec3 v = _yourBodyPosition - _myBodyPosition;
|
||||
glm::vec3 v1(_myHandPosition);
|
||||
glm::vec3 v2(_yourHandPosition);
|
||||
|
||||
float distance = glm::length(v);
|
||||
|
||||
if (distance < _reachableRadius) {
|
||||
_canReachToOtherAvatar = true;
|
||||
} else {
|
||||
_canReachToOtherAvatar = false;
|
||||
}
|
||||
|
||||
/*
|
||||
glLineWidth(2.0);
|
||||
glColor4f(0.9f, 0.9f, 0.1f, 0.7);
|
||||
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);
|
||||
for (int p=0; p<NUM_POINTS; p++) {
|
||||
_point[p] = _myHandPosition + v * ((float)p / (float)NUM_POINTS);
|
||||
|
||||
_point[p] = _myHandPosition + _vectorBetweenHands * ((float)p / (float)NUM_POINTS);
|
||||
_point[p].x += randFloatInRange(-THREAD_RADIUS, THREAD_RADIUS);
|
||||
_point[p].y += randFloatInRange(-THREAD_RADIUS, THREAD_RADIUS);
|
||||
_point[p].z += randFloatInRange(-THREAD_RADIUS, THREAD_RADIUS);
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
glBegin(GL_POINTS);
|
||||
glVertex3f(_point[p].x, _point[p].y, _point[p].z);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -11,7 +11,14 @@
|
|||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
const float HANDS_CLOSE_ENOUGH_TO_GRASP = 0.1;
|
||||
enum AvatarHandState
|
||||
{
|
||||
HAND_STATE_NULL = -1,
|
||||
HAND_STATE_OPEN,
|
||||
HAND_STATE_GRASPING,
|
||||
HAND_STATE_POINTING,
|
||||
NUM_HAND_STATES
|
||||
};
|
||||
|
||||
class AvatarTouch {
|
||||
public:
|
||||
|
@ -28,26 +35,33 @@ public:
|
|||
void setMyHandState (int state);
|
||||
void setYourHandState (int state);
|
||||
void setReachableRadius (float r);
|
||||
|
||||
void setAbleToReachOtherAvatar (bool a) {_canReachToOtherAvatar = a;}
|
||||
void setHandsCloseEnoughToGrasp(bool h) {_handsCloseEnoughToGrasp = h;}
|
||||
void setHoldingHands (bool h) {_weAreHoldingHands = h;}
|
||||
|
||||
bool getAbleToReachOtherAvatar () const {return _canReachToOtherAvatar;}
|
||||
bool getAbleToReachOtherAvatar () const {return _canReachToOtherAvatar; }
|
||||
bool getHandsCloseEnoughToGrasp() const {return _handsCloseEnoughToGrasp;}
|
||||
bool getHoldingHands () const {return _weAreHoldingHands; }
|
||||
|
||||
private:
|
||||
|
||||
static const int NUM_POINTS = 100;
|
||||
|
||||
bool _weAreHoldingHands;
|
||||
glm::vec3 _point [NUM_POINTS];
|
||||
glm::vec3 _myBodyPosition;
|
||||
glm::vec3 _yourBodyPosition;
|
||||
glm::vec3 _myHandPosition;
|
||||
glm::vec3 _yourHandPosition;
|
||||
glm::vec3 _vectorBetweenHands;
|
||||
int _myHandState;
|
||||
int _yourHandState;
|
||||
bool _canReachToOtherAvatar;
|
||||
bool _handsCloseEnoughToGrasp;
|
||||
float _reachableRadius;
|
||||
|
||||
void renderBeamBetweenHands();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -13,23 +13,25 @@
|
|||
|
||||
Camera::Camera() {
|
||||
_frustumNeedsReshape = false;
|
||||
_mode = CAMERA_MODE_THIRD_PERSON;
|
||||
_tightness = 10.0; // default
|
||||
_fieldOfView = 60.0; // default
|
||||
_nearClip = 0.08; // default
|
||||
_farClip = 50.0 * TREE_SCALE; // default
|
||||
_modeShift = 0.0;
|
||||
_yaw = 0.0;
|
||||
_pitch = 0.0;
|
||||
_roll = 0.0;
|
||||
_upShift = 0.0;
|
||||
_rightShift = 0.0;
|
||||
_distance = 0.0;
|
||||
_idealYaw = 0.0;
|
||||
_targetPosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
_position = glm::vec3(0.0, 0.0, 0.0);
|
||||
_idealPosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
_orientation.setToIdentity();
|
||||
_mode = CAMERA_MODE_THIRD_PERSON;
|
||||
_tightness = 10.0; // default
|
||||
_fieldOfView = 60.0; // default
|
||||
_nearClip = 0.08; // default
|
||||
_farClip = 50.0 * TREE_SCALE; // default
|
||||
_modeShift = 0.0;
|
||||
_yaw = 0.0;
|
||||
_pitch = 0.0;
|
||||
_roll = 0.0;
|
||||
_upShift = 0.0;
|
||||
_rightShift = 0.0;
|
||||
_distance = 0.0;
|
||||
_idealYaw = 0.0;
|
||||
_idealPitch = 0.0;
|
||||
_idealRoll = 0.0;
|
||||
_targetPosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
_position = glm::vec3(0.0, 0.0, 0.0);
|
||||
_idealPosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
_orientation.setToIdentity();
|
||||
}
|
||||
|
||||
|
||||
|
@ -38,7 +40,7 @@ void Camera::update(float deltaTime) {
|
|||
if (_mode == CAMERA_MODE_NULL) {
|
||||
_modeShift = 0.0;
|
||||
} else {
|
||||
// use iterative forces to keep the camera at the desired position and angle
|
||||
// use iterative forces to push the camera towards the desired position and angle
|
||||
updateFollowMode(deltaTime);
|
||||
|
||||
if (_modeShift < 1.0f) {
|
||||
|
@ -70,8 +72,13 @@ void Camera::updateFollowMode(float deltaTime) {
|
|||
}
|
||||
|
||||
// update _yaw (before position!)
|
||||
_yaw += (_idealYaw - _yaw) * t;
|
||||
_orientation.yaw(_yaw);
|
||||
_yaw += (_idealYaw - _yaw ) * t;
|
||||
_pitch += (_idealPitch - _pitch) * t;
|
||||
_roll += (_idealRoll - _roll ) * t;
|
||||
|
||||
_orientation.yaw (_yaw );
|
||||
_orientation.pitch(_pitch);
|
||||
_orientation.roll (_roll );
|
||||
|
||||
float radian = (_yaw / 180.0) * PIE;
|
||||
|
||||
|
@ -91,6 +98,12 @@ void Camera::setMode(CameraMode m) {
|
|||
_modeShift = 0.0f;
|
||||
}
|
||||
|
||||
void Camera::setTargetRotation( float yaw, float pitch, float roll ) {
|
||||
_idealYaw = yaw;
|
||||
_idealPitch = pitch;
|
||||
_idealRoll = roll;
|
||||
}
|
||||
|
||||
void Camera::setFieldOfView(float f) {
|
||||
_fieldOfView = f;
|
||||
_frustumNeedsReshape = true;
|
||||
|
|
|
@ -16,7 +16,7 @@ enum CameraMode
|
|||
CAMERA_MODE_NULL = -1,
|
||||
CAMERA_MODE_THIRD_PERSON,
|
||||
CAMERA_MODE_FIRST_PERSON,
|
||||
CAMERA_MODE_MY_OWN_FACE,
|
||||
CAMERA_MODE_MIRROR,
|
||||
NUM_CAMERA_MODES
|
||||
};
|
||||
|
||||
|
@ -39,6 +39,7 @@ public:
|
|||
void setTargetYaw ( float y ) { _idealYaw = y; }
|
||||
void setPosition ( glm::vec3 p ) { _position = p; }
|
||||
void setTightness ( float t ) { _tightness = t; }
|
||||
void setTargetRotation( float yaw, float pitch, float roll );
|
||||
|
||||
void setMode ( CameraMode m );
|
||||
void setFieldOfView ( float f );
|
||||
|
@ -78,6 +79,8 @@ private:
|
|||
float _upShift;
|
||||
float _rightShift;
|
||||
float _idealYaw;
|
||||
float _idealPitch;
|
||||
float _idealRoll;
|
||||
float _distance;
|
||||
float _tightness;
|
||||
Orientation _orientation;
|
||||
|
|
|
@ -29,7 +29,7 @@ int serialBufferPos = 0;
|
|||
const int ZERO_OFFSET = 2048;
|
||||
const short NO_READ_MAXIMUM_MSECS = 3000;
|
||||
const short SAMPLES_TO_DISCARD = 100; // Throw out the first few samples
|
||||
const int GRAVITY_SAMPLES = 200; // Use the first samples to compute gravity vector
|
||||
const int GRAVITY_SAMPLES = 60; // Use the first samples to compute gravity vector
|
||||
|
||||
const bool USING_INVENSENSE_MPU9150 = 1;
|
||||
|
||||
|
@ -131,42 +131,11 @@ void SerialInterface::initializePort(char* portname, int baud) {
|
|||
#endif
|
||||
}
|
||||
|
||||
// Reset Trailing averages to the current measurement
|
||||
void SerialInterface::resetTrailingAverages() {
|
||||
for (int i = 1; i < NUM_CHANNELS; i++) trailingAverage[i] = lastMeasured[i];
|
||||
}
|
||||
|
||||
// Render the serial interface channel values onscreen as vertical lines
|
||||
void SerialInterface::renderLevels(int width, int height) {
|
||||
int i;
|
||||
int disp_x = 10;
|
||||
const int GAP = 16;
|
||||
char val[40];
|
||||
if (!USING_INVENSENSE_MPU9150) {
|
||||
for(i = 0; i < NUM_CHANNELS; i++) {
|
||||
// Actual value
|
||||
glLineWidth(2.0);
|
||||
glColor4f(1, 1, 1, 1);
|
||||
glBegin(GL_LINES);
|
||||
glVertex2f(disp_x, height * 0.95);
|
||||
glVertex2f(disp_x, height * (0.25 + 0.75f * getValue(i) / 4096));
|
||||
glColor4f(1, 0, 0, 1);
|
||||
glVertex2f(disp_x - 3, height * (0.25 + 0.75f * getValue(i) / 4096));
|
||||
glVertex2f(disp_x, height * (0.25 + 0.75f * getValue(i) / 4096));
|
||||
glEnd();
|
||||
// Trailing Average value
|
||||
glBegin(GL_LINES);
|
||||
glColor4f(1, 1, 1, 1);
|
||||
glVertex2f(disp_x, height * (0.25 + 0.75f * getTrailingValue(i) / 4096));
|
||||
glVertex2f(disp_x + 4, height * (0.25 + 0.75f * getTrailingValue(i) / 4096));
|
||||
glEnd();
|
||||
|
||||
sprintf(val, "%d", getValue(i));
|
||||
drawtext(disp_x - GAP / 2, (height * 0.95) + 2, 0.08, 90, 1.0, 0, val, 0, 1, 0);
|
||||
|
||||
disp_x += GAP;
|
||||
}
|
||||
} else {
|
||||
if (USING_INVENSENSE_MPU9150) {
|
||||
// For invensense gyros, render as horizontal bars
|
||||
const int LEVEL_CORNER_X = 10;
|
||||
const int LEVEL_CORNER_Y = 200;
|
||||
|
||||
|
@ -177,18 +146,37 @@ void SerialInterface::renderLevels(int width, int height) {
|
|||
drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 15, 0.10, 0, 1.0, 1, val, 0, 1, 0);
|
||||
sprintf(val, "Roll %4.1f", _lastRollRate);
|
||||
drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 30, 0.10, 0, 1.0, 1, val, 0, 1, 0);
|
||||
sprintf(val, "X %4.3f", _lastAccelX);
|
||||
drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 45, 0.10, 0, 1.0, 1, val, 0, 1, 0);
|
||||
sprintf(val, "Y %4.3f", _lastAccelY);
|
||||
drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 60, 0.10, 0, 1.0, 1, val, 0, 1, 0);
|
||||
sprintf(val, "Z %4.3f", _lastAccelZ);
|
||||
drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 75, 0.10, 0, 1.0, 1, val, 0, 1, 0);
|
||||
|
||||
// Draw the levels as horizontal lines
|
||||
const int LEVEL_CENTER = 150;
|
||||
const float ACCEL_VIEW_SCALING = 50.f;
|
||||
glLineWidth(2.0);
|
||||
glColor4f(1, 1, 1, 1);
|
||||
glBegin(GL_LINES);
|
||||
// Gyro rates
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y - 3);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + _lastYawRate, LEVEL_CORNER_Y - 3);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 12);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + _lastPitchRate, LEVEL_CORNER_Y + 12);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 27);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + _lastRollRate, LEVEL_CORNER_Y + 27);
|
||||
// Acceleration
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 42);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)((_lastAccelX - _gravity.x)* ACCEL_VIEW_SCALING),
|
||||
LEVEL_CORNER_Y + 42);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 57);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)((_lastAccelY - _gravity.y) * ACCEL_VIEW_SCALING),
|
||||
LEVEL_CORNER_Y + 57);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 72);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)((_lastAccelZ - _gravity.z) * ACCEL_VIEW_SCALING),
|
||||
LEVEL_CORNER_Y + 72);
|
||||
|
||||
glEnd();
|
||||
// Draw green vertical centerline
|
||||
glColor4f(0, 1, 0, 0.5);
|
||||
|
@ -197,18 +185,6 @@ void SerialInterface::renderLevels(int width, int height) {
|
|||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 30);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
// Display Serial latency block
|
||||
if (LED) {
|
||||
glColor3f(1,0,0);
|
||||
glBegin(GL_QUADS); {
|
||||
glVertex2f(width - 100, height - 100);
|
||||
glVertex2f(width, height - 100);
|
||||
glVertex2f(width, height);
|
||||
glVertex2f(width - 100, height);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
void convertHexToInt(unsigned char* sourceBuffer, int& destinationInt) {
|
||||
|
@ -237,15 +213,17 @@ void SerialInterface::readData() {
|
|||
|
||||
int accelXRate, accelYRate, accelZRate;
|
||||
|
||||
convertHexToInt(sensorBuffer + 6, accelXRate);
|
||||
convertHexToInt(sensorBuffer + 6, accelZRate);
|
||||
convertHexToInt(sensorBuffer + 10, accelYRate);
|
||||
convertHexToInt(sensorBuffer + 14, accelZRate);
|
||||
convertHexToInt(sensorBuffer + 14, accelXRate);
|
||||
|
||||
const float LSB_TO_METERS_PER_SECOND = 1.f / 16384.f;
|
||||
const float LSB_TO_METERS_PER_SECOND2 = 1.f / 16384.f * 9.80665f;
|
||||
// From MPU-9150 register map, with setting on
|
||||
// highest resolution = +/- 2G
|
||||
|
||||
_lastAccelX = ((float) accelXRate) * LSB_TO_METERS_PER_SECOND;
|
||||
_lastAccelY = ((float) accelYRate) * LSB_TO_METERS_PER_SECOND;
|
||||
_lastAccelZ = ((float) accelZRate) * LSB_TO_METERS_PER_SECOND;
|
||||
_lastAccelX = ((float) accelXRate) * LSB_TO_METERS_PER_SECOND2;
|
||||
_lastAccelY = ((float) accelYRate) * LSB_TO_METERS_PER_SECOND2;
|
||||
_lastAccelZ = ((float) -accelZRate) * LSB_TO_METERS_PER_SECOND2;
|
||||
|
||||
int rollRate, yawRate, pitchRate;
|
||||
|
||||
|
@ -262,61 +240,20 @@ void SerialInterface::readData() {
|
|||
_lastYawRate = ((float) yawRate) * LSB_TO_DEGREES_PER_SECOND;
|
||||
_lastPitchRate = ((float) -pitchRate) * LSB_TO_DEGREES_PER_SECOND + PITCH_BIAS;
|
||||
|
||||
totalSamples++;
|
||||
} else {
|
||||
// This array sets the rate of trailing averaging for each channel:
|
||||
// If the sensor rate is 100Hz, 0.001 will make the long term average a 10-second average
|
||||
const float AVG_RATE[] = {0.002, 0.002, 0.002, 0.002, 0.002, 0.002};
|
||||
char bufchar[1];
|
||||
|
||||
while (read(_serialDescriptor, &bufchar, 1) > 0) {
|
||||
serialBuffer[serialBufferPos] = bufchar[0];
|
||||
serialBufferPos++;
|
||||
// Have we reached end of a line of input?
|
||||
if ((bufchar[0] == '\n') || (serialBufferPos >= MAX_BUFFER)) {
|
||||
std::string serialLine(serialBuffer, serialBufferPos-1);
|
||||
//printLog("%s\n", serialLine.c_str());
|
||||
int spot;
|
||||
//int channel = 0;
|
||||
std::string val;
|
||||
for (int i = 0; i < NUM_CHANNELS + 2; i++) {
|
||||
spot = serialLine.find_first_of(" ", 0);
|
||||
if (spot != std::string::npos) {
|
||||
val = serialLine.substr(0,spot);
|
||||
//printLog("%s\n", val.c_str());
|
||||
if (i < NUM_CHANNELS) lastMeasured[i] = atoi(val.c_str());
|
||||
else samplesAveraged = atoi(val.c_str());
|
||||
} else LED = atoi(serialLine.c_str());
|
||||
serialLine = serialLine.substr(spot+1, serialLine.length() - spot - 1);
|
||||
}
|
||||
|
||||
// Update Trailing Averages
|
||||
for (int i = 0; i < NUM_CHANNELS; i++) {
|
||||
if (totalSamples > SAMPLES_TO_DISCARD) {
|
||||
trailingAverage[i] = (1.f - AVG_RATE[i])*trailingAverage[i] +
|
||||
AVG_RATE[i]*(float)lastMeasured[i];
|
||||
} else {
|
||||
trailingAverage[i] = (float)lastMeasured[i];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Use a set of initial samples to compute gravity
|
||||
if (totalSamples < GRAVITY_SAMPLES) {
|
||||
gravity.x += lastMeasured[ACCEL_X];
|
||||
gravity.y += lastMeasured[ACCEL_Y];
|
||||
gravity.z += lastMeasured[ACCEL_Z];
|
||||
}
|
||||
if (totalSamples == GRAVITY_SAMPLES) {
|
||||
gravity = glm::normalize(gravity);
|
||||
printLog("gravity: %f,%f,%f\n", gravity.x, gravity.y, gravity.z);
|
||||
}
|
||||
|
||||
totalSamples++;
|
||||
serialBufferPos = 0;
|
||||
}
|
||||
// Accumulate an initial reading for gravity
|
||||
// Use a set of initial samples to compute gravity
|
||||
if (totalSamples < GRAVITY_SAMPLES) {
|
||||
_gravity.x += _lastAccelX;
|
||||
_gravity.y += _lastAccelY;
|
||||
_gravity.z += _lastAccelZ;
|
||||
}
|
||||
}
|
||||
if (totalSamples == GRAVITY_SAMPLES) {
|
||||
_gravity /= (float) totalSamples;
|
||||
printLog("Gravity: %f\n", glm::length(_gravity));
|
||||
}
|
||||
|
||||
totalSamples++;
|
||||
}
|
||||
|
||||
if (initialSamples == totalSamples) {
|
||||
timeval now;
|
||||
|
@ -336,23 +273,10 @@ void SerialInterface::resetSerial() {
|
|||
#ifdef __APPLE__
|
||||
active = false;
|
||||
totalSamples = 0;
|
||||
_gravity = glm::vec3(0, 0, 0);
|
||||
|
||||
gettimeofday(&lastGoodRead, NULL);
|
||||
|
||||
if (!USING_INVENSENSE_MPU9150) {
|
||||
gravity = glm::vec3(0, -1, 0);
|
||||
|
||||
// Clear the measured and average channel data
|
||||
for (int i = 0; i < NUM_CHANNELS; i++) {
|
||||
lastMeasured[i] = 0;
|
||||
trailingAverage[i] = 0.0;
|
||||
}
|
||||
// Clear serial input buffer
|
||||
for (int i = 1; i < MAX_BUFFER; i++) {
|
||||
serialBuffer[i] = ' ';
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
|
@ -32,7 +32,7 @@
|
|||
#define HEAD_YAW_RATE 0
|
||||
#define HEAD_ROLL_RATE 2
|
||||
|
||||
extern const bool USING_INVENSENSE_MPU9150;
|
||||
//const bool USING_INVENSENSE_MPU9150;
|
||||
|
||||
class SerialInterface {
|
||||
public:
|
||||
|
@ -50,30 +50,20 @@ public:
|
|||
float getLastYawRate() const { return _lastYawRate; }
|
||||
float getLastPitchRate() const { return _lastPitchRate; }
|
||||
float getLastRollRate() const { return _lastRollRate; }
|
||||
glm::vec3 getLastAcceleration() { return glm::vec3(_lastAccelX, _lastAccelY, _lastAccelZ); };
|
||||
glm::vec3 getGravity() {return _gravity;};
|
||||
|
||||
int getLED() {return LED;};
|
||||
int getNumSamples() {return samplesAveraged;};
|
||||
int getValue(int num) {return lastMeasured[num];};
|
||||
int getRelativeValue(int num) {return static_cast<int>(lastMeasured[num] - trailingAverage[num]);};
|
||||
float getTrailingValue(int num) {return trailingAverage[num];};
|
||||
|
||||
void resetTrailingAverages();
|
||||
void renderLevels(int width, int height);
|
||||
bool active;
|
||||
glm::vec3 getGravity() {return gravity;};
|
||||
|
||||
private:
|
||||
void initializePort(char* portname, int baud);
|
||||
void resetSerial();
|
||||
|
||||
int _serialDescriptor;
|
||||
int lastMeasured[NUM_CHANNELS];
|
||||
float trailingAverage[NUM_CHANNELS];
|
||||
int samplesAveraged;
|
||||
int LED;
|
||||
int totalSamples;
|
||||
timeval lastGoodRead;
|
||||
glm::vec3 gravity;
|
||||
glm::vec3 _gravity;
|
||||
float _lastAccelX;
|
||||
float _lastAccelY;
|
||||
float _lastAccelZ;
|
||||
|
|
|
@ -67,8 +67,8 @@ float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float
|
|||
}
|
||||
|
||||
// Helper function returns the positive angle in degrees between two 3D vectors
|
||||
float angleBetween(glm::vec3 * v1, glm::vec3 * v2) {
|
||||
return acos((glm::dot(*v1, *v2)) / (glm::length(*v1) * glm::length(*v2))) * 180.f / PI;
|
||||
float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
return acos((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2))) * 180.f / PI;
|
||||
}
|
||||
|
||||
// Draw a 3D vector floating in space
|
||||
|
|
|
@ -44,7 +44,7 @@ void noiseTest(int w, int h);
|
|||
|
||||
void drawVector(glm::vec3* vector);
|
||||
|
||||
float angleBetween(glm::vec3 * v1, glm::vec3 * v2);
|
||||
float angleBetween(const glm::vec3& v1, const glm::vec3& v2);
|
||||
|
||||
double diffclock(timeval *clock1,timeval *clock2);
|
||||
|
||||
|
|
|
@ -43,7 +43,7 @@ GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z- .
|
|||
|
||||
VoxelSystem::VoxelSystem() {
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;
|
||||
_alwaysRenderFullVBO = true;
|
||||
_renderFullVBO = true;
|
||||
_tree = new VoxelTree();
|
||||
pthread_mutex_init(&_bufferWriteLock, NULL);
|
||||
}
|
||||
|
@ -138,8 +138,9 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
|
|||
PerformanceWarning warn(_renderWarningsOn, "setupNewVoxelsForDrawing()"); // would like to include _voxelsInArrays, _voxelsUpdated
|
||||
double start = usecTimestampNow();
|
||||
double sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000.0;
|
||||
|
||||
if (sinceLastTime <= std::max(_setupNewVoxelsForDrawingLastElapsed, SIXTY_FPS_IN_MILLISECONDS)) {
|
||||
|
||||
bool iAmDebugging = false; // if you're debugging set this to true, so you won't get skipped for slow debugging
|
||||
if (!iAmDebugging && sinceLastTime <= std::max(_setupNewVoxelsForDrawingLastElapsed, SIXTY_FPS_IN_MILLISECONDS)) {
|
||||
return; // bail early, it hasn't been long enough since the last time we ran
|
||||
}
|
||||
|
||||
|
@ -147,19 +148,37 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
|
|||
// If the view frustum has changed, since last time, then remove nodes that are out of view
|
||||
if ((sinceLastViewCulling >= std::max(_lastViewCullingElapsed, VIEW_CULLING_RATE_IN_MILLISECONDS)) && hasViewChanged()) {
|
||||
_lastViewCulling = start;
|
||||
|
||||
// When we call removeOutOfView() voxels, we don't actually remove the voxels from the VBOs, but we do remove
|
||||
// them from tree, this makes our tree caclulations faster, but doesn't require us to fully rebuild the VBOs (which
|
||||
// can be expensive).
|
||||
removeOutOfView();
|
||||
|
||||
// Once we call cleanupRemovedVoxels() we do need to rebuild our VBOs (if anything was actually removed). So,
|
||||
// we should consider putting this someplace else... as this might be able to occur less frequently, and save us on
|
||||
// VBO reubuilding. Possibly we should do this only if our actual VBO usage crosses some lower boundary.
|
||||
cleanupRemovedVoxels();
|
||||
|
||||
double endViewCulling = usecTimestampNow();
|
||||
_lastViewCullingElapsed = (endViewCulling - start) / 1000.0;
|
||||
}
|
||||
|
||||
if (_tree->isDirty()) {
|
||||
PerformanceWarning warn(_renderWarningsOn, "calling... newTreeToArrays()");
|
||||
static char buffer[64] = { 0 };
|
||||
if (_renderWarningsOn) {
|
||||
sprintf(buffer, "newTreeToArrays() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no"));
|
||||
};
|
||||
PerformanceWarning warn(_renderWarningsOn, buffer);
|
||||
_callsToTreesToArrays++;
|
||||
if (_alwaysRenderFullVBO) {
|
||||
if (_renderFullVBO) {
|
||||
_voxelsInWriteArrays = 0; // reset our VBO
|
||||
}
|
||||
_voxelsUpdated = newTreeToArrays(_tree->rootNode);
|
||||
_tree->clearDirtyBit(); // after we pull the trees into the array, we can consider the tree clean
|
||||
|
||||
// since we called treeToArrays, we can assume that our VBO is in sync, and so partial updates to the VBOs are
|
||||
// ok again, until/unless we call removeOutOfView()
|
||||
_renderFullVBO = false;
|
||||
} else {
|
||||
_voxelsUpdated = 0;
|
||||
}
|
||||
|
@ -176,6 +195,16 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
|
|||
_setupNewVoxelsForDrawingLastElapsed = elapsedmsec;
|
||||
}
|
||||
|
||||
void VoxelSystem::cleanupRemovedVoxels() {
|
||||
PerformanceWarning warn(_renderWarningsOn, "cleanupRemovedVoxels()");
|
||||
if (!_removedVoxels.isEmpty()) {
|
||||
while (!_removedVoxels.isEmpty()) {
|
||||
delete _removedVoxels.extract();
|
||||
}
|
||||
_renderFullVBO = true; // if we remove voxels, we must update our full VBOs
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelSystem::copyWrittenDataToReadArrays() {
|
||||
PerformanceWarning warn(_renderWarningsOn, "copyWrittenDataToReadArrays()"); // would like to include _voxelsInArrays, _voxelsUpdated
|
||||
if (_voxelsDirty && _voxelsUpdated) {
|
||||
|
@ -210,16 +239,16 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) {
|
|||
voxelsUpdated += newTreeToArrays(node->getChildAtIndex(i));
|
||||
}
|
||||
}
|
||||
if (_alwaysRenderFullVBO) {
|
||||
voxelsUpdated += newway__updateNodeInArray(node);
|
||||
if (_renderFullVBO) {
|
||||
voxelsUpdated += updateNodeInArraysAsFullVBO(node);
|
||||
} else {
|
||||
voxelsUpdated += oldway__updateNodeInArray(node);
|
||||
voxelsUpdated += updateNodeInArraysAsPartialVBO(node);
|
||||
}
|
||||
node->clearDirtyBit(); // always clear the dirty bit, even if it doesn't need to be rendered
|
||||
return voxelsUpdated;
|
||||
}
|
||||
|
||||
int VoxelSystem::newway__updateNodeInArray(VoxelNode* node) {
|
||||
int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) {
|
||||
// If we've run out of room, then just bail...
|
||||
if (_voxelsInWriteArrays >= MAX_VOXELS_PER_SYSTEM) {
|
||||
return 0;
|
||||
|
@ -238,18 +267,24 @@ int VoxelSystem::newway__updateNodeInArray(VoxelNode* node) {
|
|||
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
|
||||
*(writeColorsAt +j) = node->getColor()[j % 3];
|
||||
}
|
||||
_voxelsInWriteArrays++; // our know vertices in the arrays
|
||||
node->setBufferIndex(nodeIndex);
|
||||
_voxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode
|
||||
_voxelsInWriteArrays++; // our know vertices in the arrays
|
||||
return 1; // rendered
|
||||
}
|
||||
return 0; // not-rendered
|
||||
}
|
||||
|
||||
int VoxelSystem::oldway__updateNodeInArray(VoxelNode* node) {
|
||||
// Now, if we've changed any attributes (our renderness, our color, etc) then update the Arrays... for us
|
||||
if (node->isDirty() && (node->getShouldRender() || node->isKnownBufferIndex())) {
|
||||
int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {
|
||||
// If we've run out of room, then just bail...
|
||||
if (_voxelsInWriteArrays >= MAX_VOXELS_PER_SYSTEM) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Now, if we've changed any attributes (our renderness, our color, etc) then update the Arrays...
|
||||
if (node->isDirty()) {
|
||||
glm::vec3 startVertex;
|
||||
float voxelScale = 0;
|
||||
|
||||
// If we're should render, use our legit location and scale,
|
||||
if (node->getShouldRender()) {
|
||||
startVertex = node->getCorner();
|
||||
|
@ -267,8 +302,9 @@ int VoxelSystem::oldway__updateNodeInArray(VoxelNode* node) {
|
|||
nodeIndex = node->getBufferIndex();
|
||||
} else {
|
||||
nodeIndex = _voxelsInWriteArrays;
|
||||
node->setBufferIndex(nodeIndex);
|
||||
_voxelsInWriteArrays++;
|
||||
}
|
||||
|
||||
_voxelDirtyArray[nodeIndex] = true;
|
||||
|
||||
// populate the array with points for the 8 vertices
|
||||
|
@ -279,10 +315,6 @@ int VoxelSystem::oldway__updateNodeInArray(VoxelNode* node) {
|
|||
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
|
||||
*(writeColorsAt +j) = node->getColor()[j % 3];
|
||||
}
|
||||
if (!node->isKnownBufferIndex()) {
|
||||
node->setBufferIndex(nodeIndex);
|
||||
_voxelsInWriteArrays++; // our know vertices in the arrays
|
||||
}
|
||||
return 1; // updated!
|
||||
}
|
||||
return 0; // not-updated
|
||||
|
@ -373,53 +405,90 @@ void VoxelSystem::init() {
|
|||
delete[] normalsArray;
|
||||
}
|
||||
|
||||
void VoxelSystem::updateVBOs() {
|
||||
PerformanceWarning warn(_renderWarningsOn, "updateVBOs()"); // would like to include _callsToTreesToArrays
|
||||
if (_voxelsDirty) {
|
||||
if (_alwaysRenderFullVBO) {
|
||||
glBufferIndex segmentStart = 0;
|
||||
glBufferIndex segmentEnd = _voxelsInWriteArrays;
|
||||
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
|
||||
} else {
|
||||
glBufferIndex segmentStart = 0;
|
||||
glBufferIndex segmentEnd = 0;
|
||||
bool inSegment = false;
|
||||
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
|
||||
if (!inSegment) {
|
||||
if (_voxelDirtyArray[i]) {
|
||||
segmentStart = i;
|
||||
inSegment = true;
|
||||
_voxelDirtyArray[i] = false; // consider us clean!
|
||||
}
|
||||
} else {
|
||||
if (!_voxelDirtyArray[i] || (i == (_voxelsInWriteArrays - 1)) ) {
|
||||
segmentEnd = i;
|
||||
inSegment = false;
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
|
||||
}
|
||||
}
|
||||
void VoxelSystem::updateFullVBOs() {
|
||||
glBufferIndex segmentStart = 0;
|
||||
glBufferIndex segmentEnd = _voxelsInWriteArrays;
|
||||
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
|
||||
|
||||
// consider the _voxelDirtyArray[] clean!
|
||||
memset(_voxelDirtyArray, false, _voxelsInWriteArrays * sizeof(bool));
|
||||
}
|
||||
|
||||
void VoxelSystem::updatePartialVBOs() {
|
||||
glBufferIndex segmentStart = 0;
|
||||
glBufferIndex segmentEnd = 0;
|
||||
bool inSegment = false;
|
||||
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
|
||||
bool thisVoxelDirty = _voxelDirtyArray[i];
|
||||
if (!inSegment) {
|
||||
if (thisVoxelDirty) {
|
||||
segmentStart = i;
|
||||
inSegment = true;
|
||||
_voxelDirtyArray[i] = false; // consider us clean!
|
||||
}
|
||||
} else {
|
||||
if (!thisVoxelDirty) {
|
||||
// If we got here because because this voxel is NOT dirty, so the last dirty voxel was the one before
|
||||
// this one and so that's where the "segment" ends
|
||||
segmentEnd = i - 1;
|
||||
inSegment = false;
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
|
||||
}
|
||||
_voxelDirtyArray[i] = false; // consider us clean!
|
||||
}
|
||||
}
|
||||
|
||||
// if we got to the end of the array, and we're in an active dirty segment...
|
||||
if (inSegment) {
|
||||
segmentEnd = _voxelsInWriteArrays - 1;
|
||||
inSegment = false;
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelSystem::updateVBOs() {
|
||||
static char buffer[40] = { 0 };
|
||||
if (_renderWarningsOn) {
|
||||
sprintf(buffer, "updateVBOs() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no"));
|
||||
};
|
||||
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?
|
||||
}
|
||||
_voxelsDirty = false;
|
||||
}
|
||||
|
@ -672,10 +741,14 @@ void VoxelSystem::removeOutOfView() {
|
|||
removeOutOfViewArgs args(this);
|
||||
_tree->recurseTreeWithOperation(removeOutOfViewOperation,(void*)&args);
|
||||
|
||||
if (_renderWarningsOn) {
|
||||
printLog("removeOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld bag.count()=%d \n",
|
||||
if (args.nodesRemoved) {
|
||||
_tree->setDirtyBit();
|
||||
}
|
||||
bool showRemoveDebugDetails = false;
|
||||
if (showRemoveDebugDetails) {
|
||||
printLog("removeOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld _removedVoxels.count()=%d \n",
|
||||
args.nodesScanned, args.nodesRemoved, args.nodesInside,
|
||||
args.nodesIntersect, args.nodesOutside, args.dontRecurseBag.count()
|
||||
args.nodesIntersect, args.nodesOutside, _removedVoxels.count()
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -695,3 +768,160 @@ bool VoxelSystem::findRayIntersection(const glm::vec3& origin, const glm::vec3&
|
|||
detail.blue = node->getColor()[2];
|
||||
return true;
|
||||
}
|
||||
|
||||
class falseColorizeRandomEveryOtherArgs {
|
||||
public:
|
||||
falseColorizeRandomEveryOtherArgs() : totalNodes(0), colorableNodes(0), coloredNodes(0), colorThis(true) {};
|
||||
unsigned long totalNodes;
|
||||
unsigned long colorableNodes;
|
||||
unsigned long coloredNodes;
|
||||
bool colorThis;
|
||||
};
|
||||
|
||||
bool VoxelSystem::falseColorizeRandomEveryOtherOperation(VoxelNode* node, void* extraData) {
|
||||
falseColorizeRandomEveryOtherArgs* args = (falseColorizeRandomEveryOtherArgs*)extraData;
|
||||
args->totalNodes++;
|
||||
if (node->isColored()) {
|
||||
args->colorableNodes++;
|
||||
if (args->colorThis) {
|
||||
args->coloredNodes++;
|
||||
node->setFalseColor(255, randomColorValue(150), randomColorValue(150));
|
||||
}
|
||||
args->colorThis = !args->colorThis;
|
||||
}
|
||||
return true; // keep going!
|
||||
}
|
||||
|
||||
void VoxelSystem::falseColorizeRandomEveryOther() {
|
||||
falseColorizeRandomEveryOtherArgs args;
|
||||
_tree->recurseTreeWithOperation(falseColorizeRandomEveryOtherOperation,&args);
|
||||
printLog("randomized false color for every other node: total %ld, colorable %ld, colored %ld\n",
|
||||
args.totalNodes, args.colorableNodes, args.coloredNodes);
|
||||
setupNewVoxelsForDrawing();
|
||||
}
|
||||
|
||||
class collectStatsForTreesAndVBOsArgs {
|
||||
public:
|
||||
collectStatsForTreesAndVBOsArgs() :
|
||||
totalNodes(0),
|
||||
dirtyNodes(0),
|
||||
shouldRenderNodes(0),
|
||||
coloredNodes(0),
|
||||
nodesInVBO(0),
|
||||
nodesInVBOOverExpectedMax(0),
|
||||
duplicateVBOIndex(0)
|
||||
{
|
||||
memset(hasIndexFound, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
|
||||
};
|
||||
|
||||
unsigned long totalNodes;
|
||||
unsigned long dirtyNodes;
|
||||
unsigned long shouldRenderNodes;
|
||||
unsigned long coloredNodes;
|
||||
unsigned long nodesInVBO;
|
||||
unsigned long nodesInVBOOverExpectedMax;
|
||||
unsigned long duplicateVBOIndex;
|
||||
unsigned long expectedMax;
|
||||
|
||||
bool colorThis;
|
||||
bool hasIndexFound[MAX_VOXELS_PER_SYSTEM];
|
||||
};
|
||||
|
||||
bool VoxelSystem::collectStatsForTreesAndVBOsOperation(VoxelNode* node, void* extraData) {
|
||||
collectStatsForTreesAndVBOsArgs* args = (collectStatsForTreesAndVBOsArgs*)extraData;
|
||||
args->totalNodes++;
|
||||
|
||||
if (node->isColored()) {
|
||||
args->coloredNodes++;
|
||||
}
|
||||
|
||||
if (node->getShouldRender()) {
|
||||
args->shouldRenderNodes++;
|
||||
}
|
||||
|
||||
if (node->isDirty()) {
|
||||
args->dirtyNodes++;
|
||||
}
|
||||
|
||||
if (node->isKnownBufferIndex()) {
|
||||
args->nodesInVBO++;
|
||||
unsigned long nodeIndex = node->getBufferIndex();
|
||||
if (args->hasIndexFound[nodeIndex]) {
|
||||
args->duplicateVBOIndex++;
|
||||
printLog("duplicateVBO found... index=%ld, isDirty=%s, shouldRender=%s \n", nodeIndex,
|
||||
node->isDirty() ? "yes" : "no" , node->getShouldRender() ? "yes" : "no" );
|
||||
} else {
|
||||
args->hasIndexFound[nodeIndex] = true;
|
||||
}
|
||||
if (nodeIndex > args->expectedMax) {
|
||||
args->nodesInVBOOverExpectedMax++;
|
||||
}
|
||||
}
|
||||
|
||||
return true; // keep going!
|
||||
}
|
||||
|
||||
void VoxelSystem::collectStatsForTreesAndVBOs() {
|
||||
|
||||
glBufferIndex minDirty = GLBUFFER_INDEX_UNKNOWN;
|
||||
glBufferIndex maxDirty = 0;
|
||||
|
||||
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
|
||||
if (_voxelDirtyArray[i]) {
|
||||
minDirty = std::min(minDirty,i);
|
||||
maxDirty = std::max(maxDirty,i);
|
||||
}
|
||||
}
|
||||
|
||||
collectStatsForTreesAndVBOsArgs args;
|
||||
args.expectedMax = _voxelsInWriteArrays;
|
||||
_tree->recurseTreeWithOperation(collectStatsForTreesAndVBOsOperation,&args);
|
||||
|
||||
printLog("_voxelsDirty=%s _voxelsInWriteArrays=%ld minDirty=%ld maxDirty=%ld \n", (_voxelsDirty ? "yes" : "no"),
|
||||
_voxelsInWriteArrays, minDirty, maxDirty);
|
||||
|
||||
printLog("stats: total %ld, dirty %ld, colored %ld, shouldRender %ld, inVBO %ld, nodesInVBOOverExpectedMax %ld, duplicateVBOIndex %ld\n",
|
||||
args.totalNodes, args.dirtyNodes, args.coloredNodes, args.shouldRenderNodes,
|
||||
args.nodesInVBO, args.nodesInVBOOverExpectedMax, args.duplicateVBOIndex);
|
||||
|
||||
glBufferIndex minInVBO = GLBUFFER_INDEX_UNKNOWN;
|
||||
glBufferIndex maxInVBO = 0;
|
||||
|
||||
for (glBufferIndex i = 0; i < MAX_VOXELS_PER_SYSTEM; i++) {
|
||||
if (args.hasIndexFound[i]) {
|
||||
minInVBO = std::min(minInVBO,i);
|
||||
maxInVBO = std::max(maxInVBO,i);
|
||||
}
|
||||
}
|
||||
|
||||
printLog("minInVBO=%ld maxInVBO=%ld _voxelsInWriteArrays=%ld _voxelsInReadArrays=%ld\n",
|
||||
minInVBO, maxInVBO, _voxelsInWriteArrays, _voxelsInReadArrays);
|
||||
|
||||
}
|
||||
|
||||
|
||||
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();
|
||||
};
|
||||
|
||||
VoxelNode* VoxelSystem::getVoxelAt(float x, float y, float z, float s) const {
|
||||
return _tree->getVoxelAt(x, y, z, s);
|
||||
};
|
||||
|
||||
void VoxelSystem::createVoxel(float x, float y, float z, float s, unsigned char red, unsigned char green, unsigned char blue) {
|
||||
//printLog("VoxelSystem::createVoxel(%f,%f,%f,%f)\n",x,y,z,s);
|
||||
_tree->createVoxel(x, y, z, s, red, green, blue);
|
||||
setupNewVoxelsForDrawing();
|
||||
};
|
||||
|
||||
void VoxelSystem::createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, rgbColor color) {
|
||||
_tree->createLine(point1, point2, unitSize, color);
|
||||
setupNewVoxelsForDrawing();
|
||||
};
|
||||
|
||||
void VoxelSystem::createSphere(float r,float xc, float yc, float zc, float s, bool solid, creationMode mode, bool debug) {
|
||||
_tree->createSphere(r, xc, yc, zc, s, solid, mode, debug);
|
||||
setupNewVoxelsForDrawing();
|
||||
};
|
||||
|
|
|
@ -57,6 +57,7 @@ public:
|
|||
void trueColorize();
|
||||
void falseColorizeInView(ViewFrustum* viewFrustum);
|
||||
void falseColorizeDistanceFromView(ViewFrustum* viewFrustum);
|
||||
void falseColorizeRandomEveryOther();
|
||||
|
||||
void killLocalVoxels();
|
||||
void setRenderPipelineWarnings(bool on) { _renderWarningsOn = on; };
|
||||
|
@ -67,6 +68,14 @@ public:
|
|||
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
VoxelDetail& detail, float& distance, BoxFace& face);
|
||||
|
||||
void collectStatsForTreesAndVBOs();
|
||||
|
||||
void deleteVoxelAt(float x, float y, float z, float s);
|
||||
VoxelNode* getVoxelAt(float x, float y, float z, float s) const;
|
||||
void createVoxel(float x, float y, float z, float s, unsigned char red, unsigned char green, unsigned char blue);
|
||||
void createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, rgbColor color);
|
||||
void createSphere(float r,float xc, float yc, float zc, float s, bool solid, creationMode mode, bool debug = false);
|
||||
|
||||
private:
|
||||
int _callsToTreesToArrays;
|
||||
|
@ -82,9 +91,11 @@ private:
|
|||
static bool falseColorizeDistanceFromViewOperation(VoxelNode* node, void* extraData);
|
||||
static bool getDistanceFromViewRangeOperation(VoxelNode* node, void* extraData);
|
||||
static bool removeOutOfViewOperation(VoxelNode* node, void* extraData);
|
||||
static bool falseColorizeRandomEveryOtherOperation(VoxelNode* node, void* extraData);
|
||||
static bool collectStatsForTreesAndVBOsOperation(VoxelNode* node, void* extraData);
|
||||
|
||||
int newway__updateNodeInArray(VoxelNode* node);
|
||||
int oldway__updateNodeInArray(VoxelNode* node);
|
||||
int updateNodeInArraysAsFullVBO(VoxelNode* node);
|
||||
int updateNodeInArraysAsPartialVBO(VoxelNode* node);
|
||||
|
||||
// these are kinda hacks, used by getDistanceFromViewRangeOperation() probably shouldn't be here
|
||||
static float _maxDistance;
|
||||
|
@ -103,7 +114,7 @@ private:
|
|||
unsigned long _voxelsInReadArrays;
|
||||
unsigned long _unusedArraySpace;
|
||||
|
||||
bool _alwaysRenderFullVBO;
|
||||
bool _renderFullVBO;
|
||||
|
||||
double _setupNewVoxelsForDrawingLastElapsed;
|
||||
double _setupNewVoxelsForDrawingLastFinished;
|
||||
|
@ -120,11 +131,18 @@ private:
|
|||
ViewFrustum _lastKnowViewFrustum;
|
||||
|
||||
int newTreeToArrays(VoxelNode *currentNode);
|
||||
void cleanupRemovedVoxels();
|
||||
|
||||
void setupNewVoxelsForDrawing();
|
||||
void copyWrittenDataToReadArrays();
|
||||
void updateVBOs();
|
||||
|
||||
|
||||
bool _voxelsDirty;
|
||||
|
||||
public:
|
||||
void updateVBOs();
|
||||
void updateFullVBOs(); // all voxels in the VBO
|
||||
void updatePartialVBOs(); // multiple segments, only dirty voxels
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -98,12 +98,13 @@ int packetsPerSecond = 0;
|
|||
int bytesPerSecond = 0;
|
||||
int bytesCount = 0;
|
||||
|
||||
int WIDTH = 1200; // Window size
|
||||
int WIDTH = 1200; // Window size
|
||||
int HEIGHT = 800;
|
||||
int fullscreen = 0;
|
||||
float aspectRatio = 1.0f;
|
||||
|
||||
bool USING_FIRST_PERSON_EFFECT = false;
|
||||
//CameraMode defaultCameraMode = CAMERA_MODE_FIRST_PERSON;
|
||||
CameraMode defaultCameraMode = CAMERA_MODE_THIRD_PERSON;
|
||||
|
||||
bool wantColorRandomizer = true; // for addSphere and load file
|
||||
|
||||
|
@ -112,7 +113,7 @@ Oscilloscope audioScope(256,200,true);
|
|||
ViewFrustum viewFrustum; // current state of view frustum, perspective, orientation, etc.
|
||||
|
||||
Avatar myAvatar(true); // The rendered avatar of oneself
|
||||
Camera myCamera; // My view onto the world (sometimes on myself :)
|
||||
Camera myCamera; // My view onto the world
|
||||
Camera viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
|
||||
|
||||
AvatarRenderer avatarRenderer;
|
||||
|
@ -325,8 +326,10 @@ void init(void) {
|
|||
if (noiseOn) {
|
||||
myAvatar.setNoise(noise);
|
||||
}
|
||||
|
||||
myAvatar.setPosition(start_location);
|
||||
myCamera.setPosition(start_location);
|
||||
myCamera.setMode(defaultCameraMode);
|
||||
|
||||
|
||||
#ifdef MARKER_CAPTURE
|
||||
|
@ -370,10 +373,6 @@ void reset_sensors() {
|
|||
headMouseY = HEIGHT/2;
|
||||
|
||||
myAvatar.reset();
|
||||
|
||||
if (serialPort.active) {
|
||||
serialPort.resetTrailingAverages();
|
||||
}
|
||||
}
|
||||
|
||||
void sendVoxelEditMessage(PACKET_HEADER header, VoxelDetail& detail) {
|
||||
|
@ -395,15 +394,9 @@ void updateAvatar(float deltaTime) {
|
|||
myAvatar.updateHeadFromGyros(deltaTime, &serialPort, &gravity);
|
||||
|
||||
// Grab latest readings from the gyros
|
||||
float measuredYawRate, measuredPitchRate;
|
||||
if (USING_INVENSENSE_MPU9150) {
|
||||
measuredPitchRate = serialPort.getLastPitchRate();
|
||||
measuredYawRate = serialPort.getLastYawRate();
|
||||
} else {
|
||||
measuredPitchRate = serialPort.getRelativeValue(HEAD_PITCH_RATE);
|
||||
measuredYawRate = serialPort.getRelativeValue(HEAD_YAW_RATE);
|
||||
}
|
||||
|
||||
float measuredPitchRate = serialPort.getLastPitchRate();
|
||||
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;
|
||||
|
@ -1031,90 +1024,32 @@ void display(void)
|
|||
glLoadIdentity();
|
||||
|
||||
// camera settings
|
||||
if (::lookingInMirror) {
|
||||
// set the camera to looking at my own face
|
||||
myCamera.setTargetPosition (myAvatar.getHeadPosition());
|
||||
myCamera.setTargetYaw (myAvatar.getBodyYaw() - 180.0f); // 180 degrees from body yaw
|
||||
myCamera.setPitch (0.0);
|
||||
myCamera.setRoll (0.0);
|
||||
myCamera.setUpShift (0.0);
|
||||
myCamera.setDistance (0.2);
|
||||
myCamera.setTightness (100.0f);
|
||||
} else {
|
||||
|
||||
//float firstPersonPitch = 20.0f;
|
||||
//float firstPersonUpShift = 0.0f;
|
||||
//float firstPersonDistance = 0.0f;
|
||||
//float firstPersonTightness = 100.0f;
|
||||
|
||||
float firstPersonPitch = 20.0f + myAvatar.getRenderPitch();
|
||||
float firstPersonUpShift = 0.1f;
|
||||
float firstPersonDistance = 0.4f;
|
||||
float firstPersonTightness = 100.0f;
|
||||
|
||||
float thirdPersonPitch = 0.0f + myAvatar.getRenderPitch();
|
||||
float thirdPersonUpShift = -0.2f;
|
||||
float thirdPersonDistance = 1.2f;
|
||||
float thirdPersonTightness = 8.0f;
|
||||
|
||||
if (USING_FIRST_PERSON_EFFECT) {
|
||||
float ff = 0.0;
|
||||
float min = 0.1;
|
||||
float max = 0.5;
|
||||
|
||||
if (myAvatar.getIsNearInteractingOther()){
|
||||
if (myAvatar.getSpeed() < max) {
|
||||
|
||||
float s = (myAvatar.getSpeed()- min)/max ;
|
||||
ff = 1.0 - s;
|
||||
}
|
||||
}
|
||||
|
||||
myCamera.setPitch (thirdPersonPitch + ff * (firstPersonPitch - thirdPersonPitch ));
|
||||
myCamera.setUpShift (thirdPersonUpShift + ff * (firstPersonUpShift - thirdPersonUpShift ));
|
||||
myCamera.setDistance (thirdPersonDistance + ff * (firstPersonDistance - thirdPersonDistance ));
|
||||
myCamera.setTightness (thirdPersonTightness + ff * (firstPersonTightness - thirdPersonTightness));
|
||||
|
||||
// this version uses a ramp-up/ramp-down timer in the camera to determine shift between first and thirs-person view
|
||||
/*
|
||||
if (myAvatar.getSpeed() < 0.02) {
|
||||
|
||||
if (myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
|
||||
myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
|
||||
}
|
||||
|
||||
//printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
||||
myCamera.setPitch (thirdPersonPitch + myCamera.getModeShift() * (firstPersonPitch - thirdPersonPitch ));
|
||||
myCamera.setUpShift (thirdPersonUpShift + myCamera.getModeShift() * (firstPersonUpShift - thirdPersonUpShift ));
|
||||
myCamera.setDistance (thirdPersonDistance + myCamera.getModeShift() * (firstPersonDistance - thirdPersonDistance ));
|
||||
myCamera.setTightness (thirdPersonTightness + myCamera.getModeShift() * (firstPersonTightness - thirdPersonTightness));
|
||||
} else {
|
||||
if (myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
|
||||
myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
|
||||
}
|
||||
|
||||
//printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift());
|
||||
myCamera.setPitch (firstPersonPitch + myCamera.getModeShift() * (thirdPersonPitch - firstPersonPitch ));
|
||||
myCamera.setUpShift (firstPersonUpShift + myCamera.getModeShift() * (thirdPersonUpShift - firstPersonUpShift ));
|
||||
myCamera.setDistance (firstPersonDistance + myCamera.getModeShift() * (thirdPersonDistance - firstPersonDistance ));
|
||||
myCamera.setTightness (firstPersonTightness + myCamera.getModeShift() * (thirdPersonTightness - firstPersonTightness));
|
||||
}
|
||||
*/
|
||||
|
||||
} else {
|
||||
myCamera.setPitch (thirdPersonPitch );
|
||||
myCamera.setUpShift (thirdPersonUpShift );
|
||||
myCamera.setDistance (thirdPersonDistance );
|
||||
myCamera.setTightness(thirdPersonTightness);
|
||||
}
|
||||
|
||||
if (myCamera.getMode() == CAMERA_MODE_MIRROR) {
|
||||
myAvatar.setDisplayingHead(true);
|
||||
myCamera.setUpShift (0.0);
|
||||
myCamera.setDistance (0.2);
|
||||
myCamera.setTightness (100.0f);
|
||||
myCamera.setTargetPosition(myAvatar.getHeadPosition());
|
||||
myCamera.setTargetYaw (myAvatar.getBodyYaw());
|
||||
myCamera.setRoll (0.0);
|
||||
myCamera.setTargetRotation(myAvatar.getBodyYaw() - 180.0f, 0.0f, 0.0f);
|
||||
|
||||
} else if (myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
|
||||
myAvatar.setDisplayingHead(false);
|
||||
myCamera.setUpShift (0.0f);
|
||||
myCamera.setDistance (0.0f);
|
||||
myCamera.setTightness (100.0f);
|
||||
myCamera.setTargetPosition(myAvatar.getHeadPosition());
|
||||
myCamera.setTargetRotation(myAvatar.getAbsoluteHeadYaw(), myAvatar.getAbsoluteHeadPitch(), 0.0f);
|
||||
|
||||
} else if (myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
|
||||
myAvatar.setDisplayingHead(true);
|
||||
myCamera.setUpShift (-0.2f);
|
||||
myCamera.setDistance (1.5f);
|
||||
myCamera.setTightness (8.0f);
|
||||
myCamera.setTargetPosition(myAvatar.getHeadPosition());
|
||||
myCamera.setTargetRotation(myAvatar.getBodyYaw(), 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
// important...
|
||||
|
||||
myCamera.update( 1.f/FPS );
|
||||
|
||||
// Render anything (like HUD items) that we want to be in 3D but not in worldspace
|
||||
|
@ -1354,6 +1289,20 @@ int doRandomizeVoxelColors(int state) {
|
|||
return state;
|
||||
}
|
||||
|
||||
int doFalseRandomizeEveryOtherVoxelColors(int state) {
|
||||
if (state == MENU_ROW_PICKED) {
|
||||
::voxels.falseColorizeRandomEveryOther();
|
||||
}
|
||||
return state;
|
||||
}
|
||||
|
||||
int doTreeStats(int state) {
|
||||
if (state == MENU_ROW_PICKED) {
|
||||
::voxels.collectStatsForTreesAndVBOs();
|
||||
}
|
||||
return state;
|
||||
}
|
||||
|
||||
int doFalseRandomizeVoxelColors(int state) {
|
||||
if (state == MENU_ROW_PICKED) {
|
||||
::voxels.falseColorizeRandom();
|
||||
|
@ -1450,9 +1399,11 @@ void initMenu() {
|
|||
menuColumnDebug->addRow("Kill Local Voxels", doKillLocalVoxels);
|
||||
menuColumnDebug->addRow("Randomize Voxel TRUE Colors", doRandomizeVoxelColors);
|
||||
menuColumnDebug->addRow("FALSE Color Voxels Randomly", doFalseRandomizeVoxelColors);
|
||||
menuColumnDebug->addRow("FALSE Color Voxel Every Other Randomly", doFalseRandomizeEveryOtherVoxelColors);
|
||||
menuColumnDebug->addRow("FALSE Color Voxels by Distance", doFalseColorizeByDistance);
|
||||
menuColumnDebug->addRow("FALSE Color Voxel Out of View", doFalseColorizeInView);
|
||||
menuColumnDebug->addRow("Show TRUE Colors", doTrueVoxelColors);
|
||||
menuColumnDebug->addRow("Calculate Tree Stats", doTreeStats);
|
||||
}
|
||||
|
||||
void testPointToVoxel() {
|
||||
|
@ -1521,17 +1472,27 @@ void addVoxelInFrontOfAvatar() {
|
|||
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);
|
||||
}
|
||||
|
||||
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() {
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1618,7 +1579,12 @@ void key(unsigned char k, int x, int y) {
|
|||
}
|
||||
|
||||
// Process keypresses
|
||||
if (k == 'q' || k == 'Q') ::terminate();
|
||||
|
||||
if (k == 'S') {
|
||||
::voxels.collectStatsForTreesAndVBOs();
|
||||
}
|
||||
|
||||
if (k == 'q' || k == 'Q') ::terminate();
|
||||
if (k == '/') ::renderStatsOn = !::renderStatsOn; // toggle stats
|
||||
if (k == '*') ::renderStarsOn = !::renderStarsOn; // toggle stars
|
||||
if (k == 'V' || k == 'v') ::renderVoxels = !::renderVoxels; // toggle voxels
|
||||
|
@ -1675,6 +1641,12 @@ void key(unsigned char k, int x, int y) {
|
|||
::lookingInMirror = !::lookingInMirror;
|
||||
#ifndef _WIN32
|
||||
audio.setMixerLoopbackFlag(::lookingInMirror);
|
||||
|
||||
if (::lookingInMirror) {
|
||||
myCamera.setMode(CAMERA_MODE_MIRROR);
|
||||
} else {
|
||||
myCamera.setMode(defaultCameraMode);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -1834,7 +1806,7 @@ void idle(void) {
|
|||
}
|
||||
|
||||
// Read serial port interface devices
|
||||
if (serialPort.active && USING_INVENSENSE_MPU9150) {
|
||||
if (serialPort.active) {
|
||||
serialPort.readData();
|
||||
}
|
||||
|
||||
|
@ -1868,10 +1840,6 @@ void idle(void) {
|
|||
lastTimeIdle = check;
|
||||
}
|
||||
|
||||
// Read serial data
|
||||
if (serialPort.active && !USING_INVENSENSE_MPU9150) {
|
||||
serialPort.readData();
|
||||
}
|
||||
}
|
||||
|
||||
void reshape(int width, int height) {
|
||||
|
@ -1944,14 +1912,18 @@ glm::vec3 getGravity(glm::vec3 pos) {
|
|||
return glm::vec3(0.f, 0.f, 0.f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void mouseFunc(int button, int state, int x, int y) {
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
|
||||
switch (button) {
|
||||
case GLUT_LEFT_BUTTON:
|
||||
if (state == GLUT_DOWN && !menu.mouseClick(x, y)) {
|
||||
//catch mouse actions on the menu
|
||||
bool menuClickedOrUnclicked = menu.mouseClick(x, y);
|
||||
|
||||
if (!menuClickedOrUnclicked) {
|
||||
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();
|
||||
|
@ -1959,19 +1931,16 @@ void mouseFunc(int button, int state, int x, int y) {
|
|||
} else { // ::mouseMode == DELETE_VOXEL_MODE
|
||||
deleteVoxelUnderCursor();
|
||||
}
|
||||
} else {
|
||||
} else if (state == GLUT_UP) {
|
||||
mousePressed = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case GLUT_RIGHT_BUTTON:
|
||||
if (state == GLUT_DOWN) {
|
||||
deleteVoxelUnderCursor();
|
||||
}
|
||||
break;
|
||||
} else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) {
|
||||
deleteVoxelUnderCursor();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void motionFunc(int x, int y) {
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
|
@ -1997,6 +1966,10 @@ void audioMixerUpdate(in_addr_t newMixerAddress, in_port_t newMixerPort) {
|
|||
#endif
|
||||
|
||||
int main(int argc, const char * argv[]) {
|
||||
|
||||
gettimeofday(&applicationStartupTime, NULL);
|
||||
printLog("Interface Startup:\n");
|
||||
|
||||
voxels.setViewFrustum(&::viewFrustum);
|
||||
|
||||
shared_lib::printLog = & ::printLog;
|
||||
|
@ -2014,7 +1987,6 @@ int main(int argc, const char * argv[]) {
|
|||
AgentList::getInstance()->getAgentSocket().setBlocking(false);
|
||||
}
|
||||
|
||||
gettimeofday(&applicationStartupTime, NULL);
|
||||
const char* domainIP = getCmdOption(argc, argv, "--domain");
|
||||
if (domainIP) {
|
||||
strcpy(DOMAIN_IP,domainIP);
|
||||
|
@ -2051,13 +2023,17 @@ int main(int argc, const char * argv[]) {
|
|||
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
|
||||
glutInitWindowSize(WIDTH, HEIGHT);
|
||||
glutCreateWindow("Interface");
|
||||
printLog( "Created Display Window.\n" );
|
||||
|
||||
#ifdef _WIN32
|
||||
glewInit();
|
||||
printLog( "Glew Init complete.\n" );
|
||||
|
||||
#endif
|
||||
|
||||
// we need to create a QApplication instance in order to use Qt's font rendering
|
||||
app = new QApplication(argc, const_cast<char**>(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.
|
||||
|
@ -2065,11 +2041,9 @@ int main(int argc, const char * argv[]) {
|
|||
viewFrustumOffsetCamera.setNearClip(0.1);
|
||||
viewFrustumOffsetCamera.setFarClip(500.0*TREE_SCALE);
|
||||
|
||||
printLog( "Created Display Window.\n" );
|
||||
|
||||
|
||||
initMenu();
|
||||
initDisplay();
|
||||
printLog( "Initialized Display.\n" );
|
||||
|
||||
glutDisplayFunc(display);
|
||||
glutReshapeFunc(reshape);
|
||||
|
@ -2081,6 +2055,8 @@ int main(int argc, const char * argv[]) {
|
|||
glutPassiveMotionFunc(mouseoverFunc);
|
||||
glutMouseFunc(mouseFunc);
|
||||
glutIdleFunc(idle);
|
||||
printLog( "Initialized Display.\n" );
|
||||
|
||||
|
||||
init();
|
||||
printLog( "Init() complete.\n" );
|
||||
|
|
|
@ -50,7 +50,7 @@ namespace starfield {
|
|||
|
||||
return false;
|
||||
}
|
||||
printLog("Stars.cpp: read %u vertices, using %lu\n", _valRecordsRead, _ptrVertices->size());
|
||||
printLog("Loaded %u stars.\n", _valRecordsRead);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -42,6 +42,8 @@ AvatarData::AvatarData() :
|
|||
_headYaw(0),
|
||||
_headPitch(0),
|
||||
_headRoll(0),
|
||||
_headLeanSideways(0),
|
||||
_headLeanForward(0),
|
||||
_handState(0),
|
||||
_cameraPosition(0,0,0),
|
||||
_cameraDirection(0,0,0),
|
||||
|
@ -84,7 +86,13 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headPitch);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headRoll);
|
||||
|
||||
// Hand Position
|
||||
// Head lean X,Z (head lateral and fwd/back motion relative to torso)
|
||||
memcpy(destinationBuffer, &_headLeanSideways, sizeof(float));
|
||||
destinationBuffer += sizeof(float);
|
||||
memcpy(destinationBuffer, &_headLeanForward, sizeof(float));
|
||||
destinationBuffer += sizeof(float);
|
||||
|
||||
// Hand Position
|
||||
memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
|
||||
destinationBuffer += sizeof(float) * 3;
|
||||
|
||||
|
@ -150,6 +158,12 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headPitch);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headRoll);
|
||||
|
||||
// Head position relative to pelvis
|
||||
memcpy(&_headLeanSideways, sourceBuffer, sizeof(float));
|
||||
sourceBuffer += sizeof(float);
|
||||
memcpy(&_headLeanForward, sourceBuffer, sizeof(float));
|
||||
sourceBuffer += sizeof(float);
|
||||
|
||||
// Hand Position
|
||||
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
|
||||
sourceBuffer += sizeof(float) * 3;
|
||||
|
|
|
@ -55,6 +55,12 @@ public:
|
|||
void addHeadYaw(float y){_headYaw -= y; }
|
||||
void addHeadRoll(float r){_headRoll += r; }
|
||||
|
||||
// Head vector deflection from pelvix in X,Z
|
||||
void setHeadLeanSideways(float s) {_headLeanSideways = s; };
|
||||
float getHeadLeanSideways() const { return _headLeanSideways; };
|
||||
void setHeadLeanForward(float f) {_headLeanForward = f; };
|
||||
float getHeadLeanForward() const { return _headLeanForward; };
|
||||
|
||||
// Hand State
|
||||
void setHandState(char s) { _handState = s; };
|
||||
char getHandState() const {return _handState; };
|
||||
|
@ -104,6 +110,9 @@ protected:
|
|||
float _headYaw;
|
||||
float _headPitch;
|
||||
float _headRoll;
|
||||
|
||||
float _headLeanSideways;
|
||||
float _headLeanForward;
|
||||
|
||||
// Audio loudness (used to drive facial animation)
|
||||
float _audioLoudness;
|
||||
|
|
|
@ -254,15 +254,13 @@ void Agent::printLog(Agent const& agent) {
|
|||
char publicAddressBuffer[16] = {'\0'};
|
||||
unsigned short publicAddressPort = loadBufferWithSocketInfo(publicAddressBuffer, agent.publicSocket);
|
||||
|
||||
char localAddressBuffer[16] = {'\0'};
|
||||
unsigned short localAddressPort = loadBufferWithSocketInfo(localAddressBuffer, agent.localSocket);
|
||||
//char localAddressBuffer[16] = {'\0'};
|
||||
//unsigned short localAddressPort = loadBufferWithSocketInfo(localAddressBuffer, agent.localSocket);
|
||||
|
||||
::printLog("ID: %d T: %s (%c) PA: %s:%d LA: %s:%d\n",
|
||||
::printLog("# %d %s (%c) @ %s:%d\n",
|
||||
agent.agentId,
|
||||
agent.getTypeName(),
|
||||
agent.type,
|
||||
publicAddressBuffer,
|
||||
publicAddressPort,
|
||||
localAddressBuffer,
|
||||
localAddressPort);
|
||||
publicAddressPort);
|
||||
}
|
|
@ -284,7 +284,7 @@ void AgentList::addAgentToList(Agent* newAgent) {
|
|||
|
||||
++_numAgents;
|
||||
|
||||
printLog("Added agent - ");
|
||||
printLog("Added ");
|
||||
Agent::printLog(*newAgent);
|
||||
}
|
||||
|
||||
|
@ -377,7 +377,7 @@ void *removeSilentAgents(void *args) {
|
|||
if ((checkTimeUSecs - agent->getLastHeardMicrostamp()) > AGENT_SILENCE_THRESHOLD_USECS
|
||||
&& agent->getType() != AGENT_TYPE_VOXEL) {
|
||||
|
||||
printLog("Killing agent - ");
|
||||
printLog("Killed ");
|
||||
Agent::printLog(*agent);
|
||||
|
||||
agent->setAlive(false);
|
||||
|
@ -416,12 +416,12 @@ void *checkInWithDomainServer(void *args) {
|
|||
sockaddr_in tempAddress;
|
||||
memcpy(&tempAddress.sin_addr, pHostInfo->h_addr_list[0], pHostInfo->h_length);
|
||||
strcpy(DOMAIN_IP, inet_ntoa(tempAddress.sin_addr));
|
||||
printLog("Domain server: %s - %s\n", DOMAIN_HOSTNAME, DOMAIN_IP);
|
||||
printLog("Domain Server: %s \n", DOMAIN_HOSTNAME);
|
||||
|
||||
} else {
|
||||
printLog("Failed lookup domainserver\n");
|
||||
}
|
||||
} else printLog("Using static domainserver IP: %s\n", DOMAIN_IP);
|
||||
} else printLog("Domain Server IP: %s\n", DOMAIN_IP);
|
||||
|
||||
AgentList* parentAgentList = (AgentList*) args;
|
||||
|
||||
|
|
|
@ -10,118 +10,63 @@
|
|||
#include "AudioRingBuffer.h"
|
||||
|
||||
AudioRingBuffer::AudioRingBuffer(int ringSamples, int bufferSamples) :
|
||||
ringBufferLengthSamples(ringSamples),
|
||||
bufferLengthSamples(bufferSamples),
|
||||
endOfLastWrite(NULL),
|
||||
started(false),
|
||||
_ringBufferLengthSamples(ringSamples),
|
||||
_bufferLengthSamples(bufferSamples),
|
||||
_endOfLastWrite(NULL),
|
||||
_started(false),
|
||||
_shouldBeAddedToMix(false),
|
||||
_shouldLoopbackForAgent(false) {
|
||||
buffer = new int16_t[ringBufferLengthSamples];
|
||||
nextOutput = buffer;
|
||||
|
||||
_buffer = new int16_t[_ringBufferLengthSamples];
|
||||
_nextOutput = _buffer;
|
||||
};
|
||||
|
||||
AudioRingBuffer::AudioRingBuffer(const AudioRingBuffer &otherRingBuffer) {
|
||||
ringBufferLengthSamples = otherRingBuffer.ringBufferLengthSamples;
|
||||
bufferLengthSamples = otherRingBuffer.bufferLengthSamples;
|
||||
started = otherRingBuffer.started;
|
||||
_ringBufferLengthSamples = otherRingBuffer._ringBufferLengthSamples;
|
||||
_bufferLengthSamples = otherRingBuffer._bufferLengthSamples;
|
||||
_started = otherRingBuffer._started;
|
||||
_shouldBeAddedToMix = otherRingBuffer._shouldBeAddedToMix;
|
||||
_shouldLoopbackForAgent = otherRingBuffer._shouldLoopbackForAgent;
|
||||
|
||||
buffer = new int16_t[ringBufferLengthSamples];
|
||||
memcpy(buffer, otherRingBuffer.buffer, sizeof(int16_t) * ringBufferLengthSamples);
|
||||
_buffer = new int16_t[_ringBufferLengthSamples];
|
||||
memcpy(_buffer, otherRingBuffer._buffer, sizeof(int16_t) * _ringBufferLengthSamples);
|
||||
|
||||
nextOutput = buffer + (otherRingBuffer.nextOutput - otherRingBuffer.buffer);
|
||||
endOfLastWrite = buffer + (otherRingBuffer.endOfLastWrite - otherRingBuffer.buffer);
|
||||
_nextOutput = _buffer + (otherRingBuffer._nextOutput - otherRingBuffer._buffer);
|
||||
_endOfLastWrite = _buffer + (otherRingBuffer._endOfLastWrite - otherRingBuffer._buffer);
|
||||
}
|
||||
|
||||
AudioRingBuffer::~AudioRingBuffer() {
|
||||
delete[] buffer;
|
||||
delete[] _buffer;
|
||||
};
|
||||
|
||||
AudioRingBuffer* AudioRingBuffer::clone() const {
|
||||
return new AudioRingBuffer(*this);
|
||||
}
|
||||
|
||||
int16_t* AudioRingBuffer::getNextOutput() {
|
||||
return nextOutput;
|
||||
}
|
||||
|
||||
void AudioRingBuffer::setNextOutput(int16_t *newPointer) {
|
||||
nextOutput = newPointer;
|
||||
}
|
||||
|
||||
int16_t* AudioRingBuffer::getEndOfLastWrite() {
|
||||
return endOfLastWrite;
|
||||
}
|
||||
|
||||
void AudioRingBuffer::setEndOfLastWrite(int16_t *newPointer) {
|
||||
endOfLastWrite = newPointer;
|
||||
}
|
||||
|
||||
int16_t* AudioRingBuffer::getBuffer() {
|
||||
return buffer;
|
||||
}
|
||||
|
||||
bool AudioRingBuffer::isStarted() {
|
||||
return started;
|
||||
}
|
||||
|
||||
void AudioRingBuffer::setStarted(bool status) {
|
||||
started = status;
|
||||
}
|
||||
|
||||
float* AudioRingBuffer::getPosition() {
|
||||
return position;
|
||||
}
|
||||
|
||||
void AudioRingBuffer::setPosition(float *newPosition) {
|
||||
position[0] = newPosition[0];
|
||||
position[1] = newPosition[1];
|
||||
position[2] = newPosition[2];
|
||||
}
|
||||
|
||||
float AudioRingBuffer::getAttenuationRatio() {
|
||||
return attenuationRatio;
|
||||
}
|
||||
|
||||
void AudioRingBuffer::setAttenuationRatio(float newAttenuation) {
|
||||
attenuationRatio = newAttenuation;
|
||||
}
|
||||
|
||||
float AudioRingBuffer::getBearing() {
|
||||
return bearing;
|
||||
}
|
||||
|
||||
void AudioRingBuffer::setBearing(float newBearing) {
|
||||
bearing = newBearing;
|
||||
}
|
||||
|
||||
const int AGENT_LOOPBACK_MODIFIER = 307;
|
||||
|
||||
int AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
|
||||
if (numBytes > (bufferLengthSamples * sizeof(int16_t))) {
|
||||
if (numBytes > (_bufferLengthSamples * sizeof(int16_t))) {
|
||||
|
||||
unsigned char *dataPtr = sourceBuffer + 1;
|
||||
|
||||
for (int p = 0; p < 3; p ++) {
|
||||
memcpy(&position[p], dataPtr, sizeof(float));
|
||||
dataPtr += sizeof(float);
|
||||
}
|
||||
memcpy(&_position, dataPtr, sizeof(_position));
|
||||
dataPtr += (sizeof(_position));
|
||||
|
||||
unsigned int attenuationByte = *(dataPtr++);
|
||||
attenuationRatio = attenuationByte / 255.0f;
|
||||
_attenuationRatio = attenuationByte / 255.0f;
|
||||
|
||||
memcpy(&bearing, dataPtr, sizeof(float));
|
||||
dataPtr += sizeof(bearing);
|
||||
memcpy(&_bearing, dataPtr, sizeof(float));
|
||||
dataPtr += sizeof(_bearing);
|
||||
|
||||
if (bearing > 180 || bearing < -180) {
|
||||
if (_bearing > 180 || _bearing < -180) {
|
||||
// we were passed an invalid bearing because this agent wants loopback (pressed the H key)
|
||||
_shouldLoopbackForAgent = true;
|
||||
|
||||
// correct the bearing
|
||||
bearing = bearing > 0
|
||||
? bearing - AGENT_LOOPBACK_MODIFIER
|
||||
: bearing + AGENT_LOOPBACK_MODIFIER;
|
||||
_bearing = _bearing > 0
|
||||
? _bearing - AGENT_LOOPBACK_MODIFIER
|
||||
: _bearing + AGENT_LOOPBACK_MODIFIER;
|
||||
} else {
|
||||
_shouldLoopbackForAgent = false;
|
||||
}
|
||||
|
@ -129,33 +74,33 @@ int AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
sourceBuffer = dataPtr;
|
||||
}
|
||||
|
||||
if (endOfLastWrite == NULL) {
|
||||
endOfLastWrite = buffer;
|
||||
} else if (diffLastWriteNextOutput() > ringBufferLengthSamples - bufferLengthSamples) {
|
||||
endOfLastWrite = buffer;
|
||||
nextOutput = buffer;
|
||||
started = false;
|
||||
if (!_endOfLastWrite) {
|
||||
_endOfLastWrite = _buffer;
|
||||
} else if (diffLastWriteNextOutput() > _ringBufferLengthSamples - _bufferLengthSamples) {
|
||||
_endOfLastWrite = _buffer;
|
||||
_nextOutput = _buffer;
|
||||
_started = false;
|
||||
}
|
||||
|
||||
memcpy(endOfLastWrite, sourceBuffer, bufferLengthSamples * sizeof(int16_t));
|
||||
memcpy(_endOfLastWrite, sourceBuffer, _bufferLengthSamples * sizeof(int16_t));
|
||||
|
||||
endOfLastWrite += bufferLengthSamples;
|
||||
_endOfLastWrite += _bufferLengthSamples;
|
||||
|
||||
if (endOfLastWrite >= buffer + ringBufferLengthSamples) {
|
||||
endOfLastWrite = buffer;
|
||||
if (_endOfLastWrite >= _buffer + _ringBufferLengthSamples) {
|
||||
_endOfLastWrite = _buffer;
|
||||
}
|
||||
|
||||
return numBytes;
|
||||
}
|
||||
|
||||
short AudioRingBuffer::diffLastWriteNextOutput() {
|
||||
if (endOfLastWrite == NULL) {
|
||||
if (!_endOfLastWrite) {
|
||||
return 0;
|
||||
} else {
|
||||
short sampleDifference = endOfLastWrite - nextOutput;
|
||||
short sampleDifference = _endOfLastWrite - _nextOutput;
|
||||
|
||||
if (sampleDifference < 0) {
|
||||
sampleDifference += ringBufferLengthSamples;
|
||||
sampleDifference += _ringBufferLengthSamples;
|
||||
}
|
||||
|
||||
return sampleDifference;
|
||||
|
|
|
@ -12,6 +12,12 @@
|
|||
#include <stdint.h>
|
||||
#include "AgentData.h"
|
||||
|
||||
struct Position {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
};
|
||||
|
||||
class AudioRingBuffer : public AgentData {
|
||||
public:
|
||||
AudioRingBuffer(int ringSamples, int bufferSamples);
|
||||
|
@ -21,35 +27,36 @@ public:
|
|||
int parseData(unsigned char* sourceBuffer, int numBytes);
|
||||
AudioRingBuffer* clone() const;
|
||||
|
||||
int16_t* getNextOutput();
|
||||
void setNextOutput(int16_t *newPointer);
|
||||
int16_t* getEndOfLastWrite();
|
||||
void setEndOfLastWrite(int16_t *newPointer);
|
||||
int16_t* getBuffer();
|
||||
bool isStarted();
|
||||
void setStarted(bool status);
|
||||
int16_t* getNextOutput() const { return _nextOutput; }
|
||||
void setNextOutput(int16_t* nextOutput) { _nextOutput = nextOutput; }
|
||||
|
||||
int16_t* getEndOfLastWrite() const { return _endOfLastWrite; }
|
||||
void setEndOfLastWrite(int16_t* endOfLastWrite) { _endOfLastWrite = endOfLastWrite; }
|
||||
|
||||
int16_t* getBuffer() const { return _buffer; }
|
||||
|
||||
bool isStarted() const { return _started; }
|
||||
void setStarted(bool started) { _started = started; }
|
||||
|
||||
bool shouldBeAddedToMix() const { return _shouldBeAddedToMix; }
|
||||
void setShouldBeAddedToMix(bool shouldBeAddedToMix) { _shouldBeAddedToMix = shouldBeAddedToMix; }
|
||||
float* getPosition();
|
||||
void setPosition(float newPosition[]);
|
||||
float getAttenuationRatio();
|
||||
void setAttenuationRatio(float newAttenuation);
|
||||
float getBearing();
|
||||
void setBearing(float newBearing);
|
||||
|
||||
const Position& getPosition() const { return _position; }
|
||||
float getAttenuationRatio() const { return _attenuationRatio; }
|
||||
float getBearing() const { return _bearing; }
|
||||
bool shouldLoopbackForAgent() const { return _shouldLoopbackForAgent; }
|
||||
|
||||
short diffLastWriteNextOutput();
|
||||
private:
|
||||
int ringBufferLengthSamples;
|
||||
int bufferLengthSamples;
|
||||
float position[3];
|
||||
float attenuationRatio;
|
||||
float bearing;
|
||||
int16_t *nextOutput;
|
||||
int16_t *endOfLastWrite;
|
||||
int16_t *buffer;
|
||||
bool started;
|
||||
int _ringBufferLengthSamples;
|
||||
int _bufferLengthSamples;
|
||||
Position _position;
|
||||
float _attenuationRatio;
|
||||
float _bearing;
|
||||
int16_t* _nextOutput;
|
||||
int16_t* _endOfLastWrite;
|
||||
int16_t* _buffer;
|
||||
bool _started;
|
||||
bool _shouldBeAddedToMix;
|
||||
bool _shouldLoopbackForAgent;
|
||||
};
|
||||
|
|
|
@ -96,6 +96,7 @@ void UrlReader::getinfo(char const*& url,
|
|||
if (time > s.st_mtime) {
|
||||
// file on server is newer -> update cache file
|
||||
_ptrCacheFile = fopen(_strCacheFile, "wb");
|
||||
printf("From URL: ");
|
||||
if (_ptrCacheFile != 0l) {
|
||||
_valCacheMode = cache_write;
|
||||
}
|
||||
|
@ -108,6 +109,7 @@ void UrlReader::getinfo(char const*& url,
|
|||
}
|
||||
}
|
||||
_ptrCacheFile = fopen(_strCacheFile, "rb");
|
||||
printf("From file: ");
|
||||
if (_ptrCacheFile != 0l) {
|
||||
_valCacheMode = cache_read;
|
||||
}
|
||||
|
|
|
@ -94,6 +94,7 @@ VoxelNode* VoxelNode::removeChildAtIndex(int childIndex) {
|
|||
VoxelNode* returnedChild = _children[childIndex];
|
||||
if (_children[childIndex]) {
|
||||
_children[childIndex] = NULL;
|
||||
_isDirty = true;
|
||||
}
|
||||
return returnedChild;
|
||||
}
|
||||
|
@ -150,9 +151,7 @@ void VoxelNode::setFalseColor(colorPart red, colorPart green, colorPart blue) {
|
|||
_currentColor[1] = green;
|
||||
_currentColor[2] = blue;
|
||||
_currentColor[3] = 1; // XXXBHG - False colors are always considered set
|
||||
//if (_shouldRender) {
|
||||
_isDirty = true;
|
||||
//}
|
||||
_isDirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -163,9 +162,7 @@ void VoxelNode::setFalseColored(bool isFalseColored) {
|
|||
memcpy(&_currentColor,&_trueColor,sizeof(nodeColor));
|
||||
}
|
||||
_falseColored = isFalseColored;
|
||||
//if (_shouldRender) {
|
||||
_isDirty = true;
|
||||
//}
|
||||
_isDirty = true;
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -61,6 +61,7 @@ public:
|
|||
|
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bool isDirty() const { return _isDirty; };
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void clearDirtyBit() { _isDirty = false; };
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void setDirtyBit() { _isDirty = true; };
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unsigned long int getNodesChangedFromBitstream() const { return _nodesChangedFromBitstream; };
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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Loading…
Reference in a new issue