mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 18:44:00 +02:00
Merge branch 'master' of https://github.com/worklist/hifi into kinected
This commit is contained in:
commit
c6d01e0acc
7 changed files with 95 additions and 41 deletions
|
@ -6,42 +6,45 @@
|
|||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#include <errno.h>
|
||||
#include <fcntl.h>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <limits>
|
||||
#include <math.h>
|
||||
#include <string.h>
|
||||
#include <signal.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <fcntl.h>
|
||||
#include <errno.h>
|
||||
#include <fstream>
|
||||
#include <limits>
|
||||
#include <signal.h>
|
||||
|
||||
#include <glm/gtx/norm.hpp>
|
||||
#include <glm/gtx/vector_angle.hpp>
|
||||
#include <NodeList.h>
|
||||
#include <Node.h>
|
||||
#include <NodeTypes.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <StdDev.h>
|
||||
#include <Logstash.h>
|
||||
|
||||
#include "InjectedAudioRingBuffer.h"
|
||||
#include "AvatarAudioRingBuffer.h"
|
||||
#include <AudioRingBuffer.h>
|
||||
#include "PacketHeaders.h"
|
||||
#include <string.h>
|
||||
|
||||
#ifdef _WIN32
|
||||
#include "Syssocket.h"
|
||||
#include "Systime.h"
|
||||
#include <math.h>
|
||||
#else
|
||||
#include <arpa/inet.h>
|
||||
#include <netinet/in.h>
|
||||
#include <sys/time.h>
|
||||
#include <sys/socket.h>
|
||||
#include <netinet/in.h>
|
||||
#include <arpa/inet.h>
|
||||
#endif //_WIN32
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtx/norm.hpp>
|
||||
#include <glm/gtx/vector_angle.hpp>
|
||||
|
||||
#include <Logstash.h>
|
||||
#include <NodeList.h>
|
||||
#include <Node.h>
|
||||
#include <NodeTypes.h>
|
||||
#include <PacketHeaders.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <StdDev.h>
|
||||
|
||||
#include <AudioRingBuffer.h>
|
||||
|
||||
#include "AvatarAudioRingBuffer.h"
|
||||
#include "InjectedAudioRingBuffer.h"
|
||||
|
||||
const unsigned short MIXER_LISTEN_PORT = 55443;
|
||||
|
||||
const short JITTER_BUFFER_MSECS = 12;
|
||||
|
@ -49,17 +52,8 @@ const short JITTER_BUFFER_SAMPLES = JITTER_BUFFER_MSECS * (SAMPLE_RATE / 1000.0)
|
|||
|
||||
const unsigned int BUFFER_SEND_INTERVAL_USECS = floorf((BUFFER_LENGTH_SAMPLES_PER_CHANNEL / SAMPLE_RATE) * 1000000);
|
||||
|
||||
const long MAX_SAMPLE_VALUE = std::numeric_limits<int16_t>::max();
|
||||
const long MIN_SAMPLE_VALUE = std::numeric_limits<int16_t>::min();
|
||||
|
||||
void plateauAdditionOfSamples(int16_t &mixSample, int16_t sampleToAdd) {
|
||||
long sumSample = sampleToAdd + mixSample;
|
||||
|
||||
long normalizedSample = std::min(MAX_SAMPLE_VALUE, sumSample);
|
||||
normalizedSample = std::max(MIN_SAMPLE_VALUE, sumSample);
|
||||
|
||||
mixSample = normalizedSample;
|
||||
}
|
||||
const int MAX_SAMPLE_VALUE = std::numeric_limits<int16_t>::max();
|
||||
const int MIN_SAMPLE_VALUE = std::numeric_limits<int16_t>::min();
|
||||
|
||||
void attachNewBufferToNode(Node *newNode) {
|
||||
if (!newNode->getLinkedData()) {
|
||||
|
@ -304,16 +298,23 @@ int main(int argc, const char* argv[]) {
|
|||
// pull the earlier sample for the delayed channel
|
||||
int earlierSample = delaySamplePointer[s] * attenuationCoefficient * weakChannelAmplitudeRatio;
|
||||
|
||||
plateauAdditionOfSamples(delayedChannel[s], earlierSample);
|
||||
delayedChannel[s] = glm::clamp(delayedChannel[s] + earlierSample,
|
||||
MIN_SAMPLE_VALUE,
|
||||
MAX_SAMPLE_VALUE);
|
||||
}
|
||||
|
||||
int16_t currentSample = stkFrameBuffer[s] * attenuationCoefficient;
|
||||
|
||||
plateauAdditionOfSamples(goodChannel[s], currentSample);
|
||||
goodChannel[s] = glm::clamp(goodChannel[s] + currentSample,
|
||||
MIN_SAMPLE_VALUE,
|
||||
MAX_SAMPLE_VALUE);
|
||||
|
||||
if (s + numSamplesDelay < BUFFER_LENGTH_SAMPLES_PER_CHANNEL) {
|
||||
plateauAdditionOfSamples(delayedChannel[s + numSamplesDelay],
|
||||
currentSample * weakChannelAmplitudeRatio);
|
||||
int sumSample = delayedChannel[s + numSamplesDelay]
|
||||
+ (currentSample * weakChannelAmplitudeRatio);
|
||||
delayedChannel[s + numSamplesDelay] = glm::clamp(sumSample,
|
||||
MIN_SAMPLE_VALUE,
|
||||
MAX_SAMPLE_VALUE);
|
||||
}
|
||||
|
||||
if (s >= BUFFER_LENGTH_SAMPLES_PER_CHANNEL - PHASE_DELAY_AT_90) {
|
||||
|
|
|
@ -1734,6 +1734,22 @@ void Application::init() {
|
|||
|
||||
const float MAX_AVATAR_EDIT_VELOCITY = 1.0f;
|
||||
const float MAX_VOXEL_EDIT_DISTANCE = 20.0f;
|
||||
const float HEAD_SPHERE_RADIUS = 0.07;
|
||||
|
||||
bool Application::isLookingAtOtherAvatar(glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection, glm::vec3& eyePosition) {
|
||||
NodeList* nodeList = NodeList::getInstance();
|
||||
for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
|
||||
if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) {
|
||||
Avatar* avatar = (Avatar *) node->getLinkedData();
|
||||
glm::vec3 headPosition = avatar->getHead().getPosition();
|
||||
if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition, HEAD_SPHERE_RADIUS)) {
|
||||
eyePosition = avatar->getHead().getEyeLevelPosition();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void Application::update(float deltaTime) {
|
||||
// Use Transmitter Hand to move hand if connected, else use mouse
|
||||
|
@ -1761,8 +1777,15 @@ void Application::update(float deltaTime) {
|
|||
_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
|
||||
|
||||
// Set where I am looking based on my mouse ray (so that other people can see)
|
||||
glm::vec3 myLookAtFromMouse(mouseRayOrigin + mouseRayDirection);
|
||||
_myAvatar.getHead().setLookAtPosition(myLookAtFromMouse);
|
||||
glm::vec3 eyePosition;
|
||||
if (isLookingAtOtherAvatar(mouseRayOrigin, mouseRayDirection, eyePosition)) {
|
||||
// If the mouse is over another avatar's head...
|
||||
glm::vec3 myLookAtFromMouse(eyePosition);
|
||||
_myAvatar.getHead().setLookAtPosition(myLookAtFromMouse);
|
||||
} else {
|
||||
glm::vec3 myLookAtFromMouse(mouseRayOrigin + mouseRayDirection);
|
||||
_myAvatar.getHead().setLookAtPosition(myLookAtFromMouse);
|
||||
}
|
||||
|
||||
// If we are dragging on a voxel, add thrust according to the amount the mouse is dragging
|
||||
const float VOXEL_GRAB_THRUST = 0.0f;
|
||||
|
@ -1998,6 +2021,18 @@ void Application::updateAvatar(float deltaTime) {
|
|||
_headMouseY = max(_headMouseY, 0);
|
||||
_headMouseY = min(_headMouseY, _glWidget->height());
|
||||
|
||||
const float MIDPOINT_OF_SCREEN = 0.5;
|
||||
|
||||
// Set lookAtPosition if an avatar is at the center of the screen
|
||||
glm::vec3 screenCenterRayOrigin, screenCenterRayDirection;
|
||||
_viewFrustum.computePickRay(MIDPOINT_OF_SCREEN, MIDPOINT_OF_SCREEN, screenCenterRayOrigin, screenCenterRayDirection);
|
||||
|
||||
glm::vec3 eyePosition;
|
||||
if (isLookingAtOtherAvatar(screenCenterRayOrigin, screenCenterRayDirection, eyePosition)) {
|
||||
glm::vec3 myLookAtFromMouse(eyePosition);
|
||||
_myAvatar.getHead().setLookAtPosition(myLookAtFromMouse);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (OculusManager::isConnected()) {
|
||||
|
|
|
@ -181,6 +181,7 @@ private:
|
|||
void init();
|
||||
|
||||
void update(float deltaTime);
|
||||
bool isLookingAtOtherAvatar(glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection, glm::vec3& eyePosition);
|
||||
void updateAvatar(float deltaTime);
|
||||
void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
|
||||
|
||||
|
|
|
@ -54,6 +54,7 @@ Head::Head(Avatar* owningAvatar) :
|
|||
_rotation(0.0f, 0.0f, 0.0f),
|
||||
_leftEyePosition(0.0f, 0.0f, 0.0f),
|
||||
_rightEyePosition(0.0f, 0.0f, 0.0f),
|
||||
_eyeLevelPosition(0.0f, 0.0f, 0.0f),
|
||||
_leftEyeBrowPosition(0.0f, 0.0f, 0.0f),
|
||||
_rightEyeBrowPosition(0.0f, 0.0f, 0.0f),
|
||||
_leftEarPosition(0.0f, 0.0f, 0.0f),
|
||||
|
@ -268,6 +269,8 @@ void Head::calculateGeometry() {
|
|||
+ up * _scale * EYE_UP_OFFSET
|
||||
+ front * _scale * EYE_FRONT_OFFSET;
|
||||
|
||||
_eyeLevelPosition = _position + up * _scale * EYE_UP_OFFSET;
|
||||
|
||||
//calculate the eyebrow positions
|
||||
_leftEyeBrowPosition = _leftEyePosition;
|
||||
_rightEyeBrowPosition = _rightEyePosition;
|
||||
|
|
|
@ -53,7 +53,8 @@ public:
|
|||
glm::quat getOrientation() const;
|
||||
glm::quat getCameraOrientation () const;
|
||||
|
||||
glm::vec3 getPosition() const { return _position; }
|
||||
glm::vec3 getPosition() const { return _position; }
|
||||
const glm::vec3& getEyeLevelPosition() const { return _eyeLevelPosition; }
|
||||
glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
|
||||
glm::vec3 getUpDirection () const { return getOrientation() * IDENTITY_UP; }
|
||||
glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
|
||||
|
@ -88,7 +89,8 @@ private:
|
|||
glm::vec3 _position;
|
||||
glm::vec3 _rotation;
|
||||
glm::vec3 _leftEyePosition;
|
||||
glm::vec3 _rightEyePosition;
|
||||
glm::vec3 _rightEyePosition;
|
||||
glm::vec3 _eyeLevelPosition;
|
||||
glm::vec3 _leftEyeBrowPosition;
|
||||
glm::vec3 _rightEyeBrowPosition;
|
||||
glm::vec3 _leftEarPosition;
|
||||
|
|
|
@ -537,3 +537,13 @@ float loadSetting(QSettings* settings, const char* name, float defaultValue) {
|
|||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
bool rayIntersectsSphere(glm::vec3& rayStarting, glm::vec3& rayNormalizedDirection, glm::vec3& sphereCenter, double sphereRadius) {
|
||||
glm::vec3 vecFromRayToSphereCenter = sphereCenter - rayStarting;
|
||||
double projection = glm::dot(vecFromRayToSphereCenter, rayNormalizedDirection);
|
||||
double shortestDistance = sqrt(glm::dot(vecFromRayToSphereCenter, vecFromRayToSphereCenter) - projection * projection);
|
||||
if (shortestDistance <= sphereRadius) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -71,4 +71,6 @@ void runTimingTests();
|
|||
|
||||
float loadSetting(QSettings* settings, const char* name, float defaultValue);
|
||||
|
||||
bool rayIntersectsSphere(glm::vec3& rayStarting, glm::vec3& rayNormalizedDirection, glm::vec3& sphereCenter, double sphereRadius);
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue