mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 18:44:00 +02:00
Merge 19358 with upstream Master
This commit is contained in:
commit
d539ea283e
30 changed files with 1874 additions and 703 deletions
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@ -63,12 +63,12 @@ if (APPLE)
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|||
|
||||
endif (APPLE)
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||||
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||||
find_package(Qt4 REQUIRED QtCore QtGui QtOpenGL)
|
||||
find_package(Qt4 REQUIRED QtCore QtGui QtNetwork QtOpenGL)
|
||||
include(${QT_USE_FILE})
|
||||
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -isystem ${QT_QTGUI_INCLUDE_DIR}")
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||||
|
||||
# run qt moc on qt-enabled headers
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||||
qt4_wrap_cpp(INTERFACE_SRCS src/Application.h)
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||||
qt4_wrap_cpp(INTERFACE_SRCS src/Application.h src/AvatarVoxelSystem.h)
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||||
|
||||
# create the executable, make it a bundle on OS X
|
||||
add_executable(${TARGET_NAME} MACOSX_BUNDLE ${INTERFACE_SRCS})
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||||
|
|
|
@ -32,17 +32,75 @@
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|||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
uniform vec3 v3CameraPos; // The camera's current position
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||||
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
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||||
uniform float fInnerRadius; // The inner (planetary) radius
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||||
uniform float fKrESun; // Kr * ESun
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||||
uniform float fKmESun; // Km * ESun
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||||
uniform float fKr4PI; // Kr * 4 * PI
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||||
uniform float fKm4PI; // Km * 4 * PI
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||||
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
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||||
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
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||||
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
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||||
|
||||
const int nSamples = 2;
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||||
const float fSamples = 2.0;
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||||
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||||
uniform vec3 v3LightPos;
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||||
uniform float g;
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||||
uniform float g2;
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||||
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||||
varying vec3 v3Direction;
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||||
varying vec3 position;
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||||
|
||||
float scale(float fCos)
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||||
{
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||||
float x = 1.0 - fCos;
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return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
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||||
}
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||||
|
||||
void main (void)
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||||
{
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// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
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vec3 v3Pos = position;
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vec3 v3Ray = v3Pos - v3CameraPos;
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float fFar = length(v3Ray);
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v3Ray /= fFar;
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// Calculate the ray's starting position, then calculate its scattering offset
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vec3 v3Start = v3CameraPos;
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float fHeight = length(v3Start);
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float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
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float fStartAngle = dot(v3Ray, v3Start) / fHeight;
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float fStartOffset = fDepth * scale(fStartAngle);
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// Initialize the scattering loop variables
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//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
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float fSampleLength = fFar / fSamples;
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float fScaledLength = fSampleLength * fScale;
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vec3 v3SampleRay = v3Ray * fSampleLength;
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vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
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// Now loop through the sample rays
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vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
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for(int i=0; i<nSamples; i++)
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{
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float fHeight = length(v3SamplePoint);
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float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
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float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
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float fCameraAngle = dot((v3Ray), v3SamplePoint) / fHeight * 0.99;
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float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
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vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
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v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
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v3SamplePoint += v3SampleRay;
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}
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// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
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vec3 secondaryFrontColor = v3FrontColor * fKmESun;
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vec3 frontColor = v3FrontColor * (v3InvWavelength * fKrESun);
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vec3 v3Direction = v3CameraPos - v3Pos;
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||||
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float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
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float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
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gl_FragColor = gl_Color + fMiePhase * gl_SecondaryColor;
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gl_FragColor.rgb = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
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gl_FragColor.a = gl_FragColor.b;
|
||||
}
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||||
|
|
|
@ -1,100 +1,65 @@
|
|||
#version 120
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||||
|
||||
//
|
||||
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
|
||||
//
|
||||
// NVIDIA Statement on the Software
|
||||
//
|
||||
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
|
||||
// detailed.
|
||||
//
|
||||
// No Warranty
|
||||
//
|
||||
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
|
||||
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
//
|
||||
// Limitation of Liability
|
||||
//
|
||||
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
|
||||
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
|
||||
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
|
||||
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
|
||||
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
|
||||
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
|
||||
//
|
||||
|
||||
//
|
||||
// Atmospheric scattering vertex shader
|
||||
//
|
||||
// Author: Sean O'Neil
|
||||
//
|
||||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
uniform vec3 v3CameraPos; // The camera's current position
|
||||
uniform vec3 v3LightPos; // The direction vector to the light source
|
||||
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
|
||||
uniform float fInnerRadius; // The inner (planetary) radius
|
||||
uniform float fKrESun; // Kr * ESun
|
||||
uniform float fKmESun; // Km * ESun
|
||||
uniform float fKr4PI; // Kr * 4 * PI
|
||||
uniform float fKm4PI; // Km * 4 * PI
|
||||
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
|
||||
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
|
||||
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
|
||||
|
||||
const int nSamples = 2;
|
||||
const float fSamples = 2.0;
|
||||
|
||||
varying vec3 v3Direction;
|
||||
|
||||
|
||||
float scale(float fCos)
|
||||
{
|
||||
float x = 1.0 - fCos;
|
||||
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
|
||||
vec3 v3Pos = gl_Vertex.xyz;
|
||||
vec3 v3Ray = v3Pos - v3CameraPos;
|
||||
float fFar = length(v3Ray);
|
||||
v3Ray /= fFar;
|
||||
|
||||
// Calculate the ray's starting position, then calculate its scattering offset
|
||||
vec3 v3Start = v3CameraPos;
|
||||
float fHeight = length(v3Start);
|
||||
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
|
||||
float fStartAngle = dot(v3Ray, v3Start) / fHeight;
|
||||
float fStartOffset = fDepth * scale(fStartAngle);
|
||||
|
||||
// Initialize the scattering loop variables
|
||||
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
float fSampleLength = fFar / fSamples;
|
||||
float fScaledLength = fSampleLength * fScale;
|
||||
vec3 v3SampleRay = v3Ray * fSampleLength;
|
||||
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
|
||||
|
||||
// Now loop through the sample rays
|
||||
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
|
||||
for(int i=0; i<nSamples; i++)
|
||||
{
|
||||
float fHeight = length(v3SamplePoint);
|
||||
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
|
||||
float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
|
||||
float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
|
||||
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
|
||||
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
|
||||
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
|
||||
v3SamplePoint += v3SampleRay;
|
||||
}
|
||||
|
||||
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
|
||||
gl_FrontSecondaryColor.rgb = v3FrontColor * fKmESun;
|
||||
gl_FrontColor.rgb = v3FrontColor * (v3InvWavelength * fKrESun);
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
v3Direction = v3CameraPos - v3Pos;
|
||||
}
|
||||
#version 120
|
||||
|
||||
//
|
||||
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
|
||||
//
|
||||
// NVIDIA Statement on the Software
|
||||
//
|
||||
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
|
||||
// detailed.
|
||||
//
|
||||
// No Warranty
|
||||
//
|
||||
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
|
||||
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
//
|
||||
// Limitation of Liability
|
||||
//
|
||||
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
|
||||
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
|
||||
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
|
||||
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
|
||||
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
|
||||
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
|
||||
//
|
||||
|
||||
//
|
||||
// Atmospheric scattering vertex shader
|
||||
//
|
||||
// Author: Sean O'Neil
|
||||
//
|
||||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
uniform vec3 v3CameraPos; // The camera's current position
|
||||
uniform vec3 v3LightPos; // The direction vector to the light source
|
||||
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
|
||||
uniform float fInnerRadius; // The inner (planetary) radius
|
||||
uniform float fKrESun; // Kr * ESun
|
||||
uniform float fKmESun; // Km * ESun
|
||||
uniform float fKr4PI; // Kr * 4 * PI
|
||||
uniform float fKm4PI; // Km * 4 * PI
|
||||
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
|
||||
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
|
||||
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
|
||||
|
||||
const int nSamples = 2;
|
||||
const float fSamples = 2.0;
|
||||
|
||||
varying vec3 position;
|
||||
|
||||
|
||||
float scale(float fCos)
|
||||
{
|
||||
float x = 1.0 - fCos;
|
||||
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
|
||||
position = gl_Vertex.xyz;
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
}
|
||||
|
|
|
@ -1,48 +1,113 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
|
||||
//
|
||||
// NVIDIA Statement on the Software
|
||||
//
|
||||
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
|
||||
// detailed.
|
||||
//
|
||||
// No Warranty
|
||||
//
|
||||
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
|
||||
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
//
|
||||
// Limitation of Liability
|
||||
//
|
||||
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
|
||||
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
|
||||
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
|
||||
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
|
||||
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
|
||||
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
|
||||
//
|
||||
|
||||
//
|
||||
// Atmospheric scattering fragment shader
|
||||
//
|
||||
// Author: Sean O'Neil
|
||||
//
|
||||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
uniform vec3 v3LightPos;
|
||||
uniform float g;
|
||||
uniform float g2;
|
||||
|
||||
varying vec3 v3Direction;
|
||||
|
||||
|
||||
void main (void)
|
||||
{
|
||||
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
|
||||
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
|
||||
gl_FragColor = gl_Color + fMiePhase * gl_SecondaryColor;
|
||||
gl_FragColor.a = gl_FragColor.b;
|
||||
}
|
||||
#version 120
|
||||
|
||||
//
|
||||
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
|
||||
//
|
||||
// NVIDIA Statement on the Software
|
||||
//
|
||||
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
|
||||
// detailed.
|
||||
//
|
||||
// No Warranty
|
||||
//
|
||||
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
|
||||
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
//
|
||||
// Limitation of Liability
|
||||
//
|
||||
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
|
||||
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
|
||||
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
|
||||
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
|
||||
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
|
||||
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
|
||||
//
|
||||
|
||||
//
|
||||
// Atmospheric scattering fragment shader
|
||||
//
|
||||
// Author: Sean O'Neil
|
||||
//
|
||||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
uniform vec3 v3CameraPos; // The camera's current position
|
||||
uniform vec3 v3LightPos; // The direction vector to the light source
|
||||
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
|
||||
uniform float fCameraHeight2; // fCameraHeight^2
|
||||
uniform float fOuterRadius; // The outer (atmosphere) radius
|
||||
uniform float fOuterRadius2; // fOuterRadius^2
|
||||
uniform float fInnerRadius; // The inner (planetary) radius
|
||||
uniform float fKrESun; // Kr * ESun
|
||||
uniform float fKmESun; // Km * ESun
|
||||
uniform float fKr4PI; // Kr * 4 * PI
|
||||
uniform float fKm4PI; // Km * 4 * PI
|
||||
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
|
||||
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
|
||||
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
|
||||
|
||||
uniform float g;
|
||||
uniform float g2;
|
||||
|
||||
const int nSamples = 2;
|
||||
const float fSamples = 2.0;
|
||||
|
||||
varying vec3 position;
|
||||
|
||||
float scale(float fCos)
|
||||
{
|
||||
float x = 1.0 - fCos;
|
||||
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
|
||||
}
|
||||
|
||||
|
||||
void main (void)
|
||||
{
|
||||
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
|
||||
vec3 v3Pos = position;
|
||||
vec3 v3Ray = v3Pos - v3CameraPos;
|
||||
float fFar = length(v3Ray);
|
||||
v3Ray /= fFar;
|
||||
|
||||
// Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
|
||||
float B = 2.0 * dot(v3CameraPos, v3Ray);
|
||||
float C = fCameraHeight2 - fOuterRadius2;
|
||||
float fDet = max(0.0, B*B - 4.0 * C);
|
||||
float fNear = 0.5 * (-B - sqrt(fDet));
|
||||
|
||||
// Calculate the ray's starting position, then calculate its scattering offset
|
||||
vec3 v3Start = v3CameraPos + v3Ray * fNear;
|
||||
fFar -= fNear;
|
||||
float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;
|
||||
float fStartDepth = exp(-1.0 / fScaleDepth);
|
||||
float fStartOffset = fStartDepth * scale(fStartAngle);
|
||||
|
||||
// Initialize the scattering loop variables
|
||||
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
float fSampleLength = fFar / fSamples;
|
||||
float fScaledLength = fSampleLength * fScale;
|
||||
vec3 v3SampleRay = v3Ray * fSampleLength;
|
||||
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
|
||||
|
||||
// Now loop through the sample rays
|
||||
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
|
||||
for(int i=0; i<nSamples; i++)
|
||||
{
|
||||
float fHeight = length(v3SamplePoint);
|
||||
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
|
||||
float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
|
||||
float fCameraAngle = dot((v3Ray), v3SamplePoint) / fHeight * 0.99;
|
||||
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
|
||||
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
|
||||
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
|
||||
v3SamplePoint += v3SampleRay;
|
||||
}
|
||||
vec3 v3Direction = v3CameraPos - v3Pos;
|
||||
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
|
||||
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
|
||||
vec3 color = v3FrontColor * (v3InvWavelength * fKrESun);
|
||||
vec3 secondaryColor = v3FrontColor * fKmESun;
|
||||
gl_FragColor.rgb = color + fMiePhase * secondaryColor;
|
||||
gl_FragColor.a = gl_FragColor.b;
|
||||
}
|
||||
|
|
|
@ -1,109 +1,41 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
|
||||
//
|
||||
// NVIDIA Statement on the Software
|
||||
//
|
||||
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
|
||||
// detailed.
|
||||
//
|
||||
// No Warranty
|
||||
//
|
||||
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
|
||||
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
//
|
||||
// Limitation of Liability
|
||||
//
|
||||
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
|
||||
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
|
||||
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
|
||||
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
|
||||
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
|
||||
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
|
||||
//
|
||||
|
||||
//
|
||||
// Atmospheric scattering vertex shader
|
||||
//
|
||||
// Author: Sean O'Neil
|
||||
//
|
||||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
uniform vec3 v3CameraPos; // The camera's current position
|
||||
uniform vec3 v3LightPos; // The direction vector to the light source
|
||||
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
|
||||
uniform float fCameraHeight2; // fCameraHeight^2
|
||||
uniform float fOuterRadius; // The outer (atmosphere) radius
|
||||
uniform float fOuterRadius2; // fOuterRadius^2
|
||||
uniform float fInnerRadius; // The inner (planetary) radius
|
||||
uniform float fKrESun; // Kr * ESun
|
||||
uniform float fKmESun; // Km * ESun
|
||||
uniform float fKr4PI; // Kr * 4 * PI
|
||||
uniform float fKm4PI; // Km * 4 * PI
|
||||
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
|
||||
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
|
||||
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
|
||||
|
||||
const int nSamples = 2;
|
||||
const float fSamples = 2.0;
|
||||
|
||||
varying vec3 v3Direction;
|
||||
|
||||
|
||||
float scale(float fCos)
|
||||
{
|
||||
float x = 1.0 - fCos;
|
||||
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
|
||||
vec3 v3Pos = gl_Vertex.xyz;
|
||||
vec3 v3Ray = v3Pos - v3CameraPos;
|
||||
float fFar = length(v3Ray);
|
||||
v3Ray /= fFar;
|
||||
|
||||
// Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
|
||||
float B = 2.0 * dot(v3CameraPos, v3Ray);
|
||||
float C = fCameraHeight2 - fOuterRadius2;
|
||||
float fDet = max(0.0, B*B - 4.0 * C);
|
||||
float fNear = 0.5 * (-B - sqrt(fDet));
|
||||
|
||||
// Calculate the ray's starting position, then calculate its scattering offset
|
||||
vec3 v3Start = v3CameraPos + v3Ray * fNear;
|
||||
fFar -= fNear;
|
||||
float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;
|
||||
float fStartDepth = exp(-1.0 / fScaleDepth);
|
||||
float fStartOffset = fStartDepth * scale(fStartAngle);
|
||||
|
||||
// Initialize the scattering loop variables
|
||||
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
float fSampleLength = fFar / fSamples;
|
||||
float fScaledLength = fSampleLength * fScale;
|
||||
vec3 v3SampleRay = v3Ray * fSampleLength;
|
||||
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
|
||||
|
||||
// Now loop through the sample rays
|
||||
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
|
||||
for(int i=0; i<nSamples; i++)
|
||||
{
|
||||
float fHeight = length(v3SamplePoint);
|
||||
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
|
||||
float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
|
||||
float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
|
||||
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
|
||||
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
|
||||
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
|
||||
v3SamplePoint += v3SampleRay;
|
||||
}
|
||||
|
||||
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
|
||||
gl_FrontSecondaryColor.rgb = v3FrontColor * fKmESun;
|
||||
gl_FrontColor.rgb = v3FrontColor * (v3InvWavelength * fKrESun);
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
v3Direction = v3CameraPos - v3Pos;
|
||||
}
|
||||
#version 120
|
||||
|
||||
//
|
||||
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
|
||||
//
|
||||
// NVIDIA Statement on the Software
|
||||
//
|
||||
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
|
||||
// detailed.
|
||||
//
|
||||
// No Warranty
|
||||
//
|
||||
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
|
||||
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
//
|
||||
// Limitation of Liability
|
||||
//
|
||||
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
|
||||
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
|
||||
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
|
||||
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
|
||||
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
|
||||
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
|
||||
//
|
||||
|
||||
//
|
||||
// Atmospheric scattering vertex shader
|
||||
//
|
||||
// Author: Sean O'Neil
|
||||
//
|
||||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
varying vec3 position;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
position = gl_Vertex.xyz;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
}
|
||||
|
|
34
interface/resources/shaders/skin_voxels.vert
Normal file
34
interface/resources/shaders/skin_voxels.vert
Normal file
|
@ -0,0 +1,34 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// skin_voxels.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 5/31/13.
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
const int MAX_BONES = 32;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
|
||||
uniform mat4 boneMatrices[MAX_BONES];
|
||||
|
||||
attribute vec4 boneIndices;
|
||||
attribute vec4 boneWeights;
|
||||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 normal = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 boneMatrix = boneMatrices[int(boneIndices[i])];
|
||||
float boneWeight = boneWeights[i];
|
||||
position += boneMatrix * gl_Vertex * boneWeight;
|
||||
normal += boneMatrix * vec4(gl_Normal, 0.0) * boneWeight;
|
||||
}
|
||||
position = gl_ModelViewProjectionMatrix * position;
|
||||
normal = normalize(gl_ModelViewMatrix * normal);
|
||||
|
||||
gl_FrontColor = gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient +
|
||||
gl_LightSource[0].diffuse * max(0.0, dot(normal, gl_LightSource[0].position)));
|
||||
gl_Position = position;
|
||||
}
|
|
@ -21,16 +21,23 @@
|
|||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <QActionGroup>
|
||||
#include <QBoxLayout>
|
||||
#include <QColorDialog>
|
||||
#include <QDialogButtonBox>
|
||||
#include <QDesktopWidget>
|
||||
#include <QFormLayout>
|
||||
#include <QGLWidget>
|
||||
#include <QKeyEvent>
|
||||
#include <QLineEdit>
|
||||
#include <QMainWindow>
|
||||
#include <QMenuBar>
|
||||
#include <QMouseEvent>
|
||||
#include <QNetworkAccessManager>
|
||||
#include <QWheelEvent>
|
||||
#include <QSettings>
|
||||
#include <QShortcut>
|
||||
#include <QTimer>
|
||||
#include <QUrl>
|
||||
#include <QtDebug>
|
||||
#include <QFileDialog>
|
||||
#include <QDesktopServices>
|
||||
|
@ -41,6 +48,7 @@
|
|||
#include <PerfStat.h>
|
||||
#include <AudioInjectionManager.h>
|
||||
#include <AudioInjector.h>
|
||||
#include <OctalCode.h>
|
||||
|
||||
#include "Application.h"
|
||||
#include "InterfaceConfig.h"
|
||||
|
@ -52,6 +60,8 @@
|
|||
|
||||
using namespace std;
|
||||
|
||||
const bool TESTING_AVATAR_TOUCH = false;
|
||||
|
||||
// Starfield information
|
||||
static char STAR_FILE[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
|
||||
static char STAR_CACHE_FILE[] = "cachedStars.txt";
|
||||
|
@ -159,8 +169,6 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
|
|||
_window->setWindowTitle("Interface");
|
||||
printLog("Interface Startup:\n");
|
||||
|
||||
_voxels.setViewFrustum(&_viewFrustum);
|
||||
|
||||
unsigned int listenPort = AGENT_SOCKET_LISTEN_PORT;
|
||||
const char** constArgv = const_cast<const char**>(argv);
|
||||
const char* portStr = getCmdOption(argc, constArgv, "--listenPort");
|
||||
|
@ -290,22 +298,22 @@ void Application::paintGL() {
|
|||
|
||||
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
|
||||
_myCamera.setTightness (100.0f);
|
||||
_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
|
||||
_myCamera.setTargetPosition(_myAvatar.getBallPosition(AVATAR_JOINT_HEAD_BASE));
|
||||
_myCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI, 0.0f)));
|
||||
|
||||
} else if (OculusManager::isConnected()) {
|
||||
_myCamera.setUpShift (0.0f);
|
||||
_myCamera.setDistance (0.0f);
|
||||
_myCamera.setTightness (100.0f);
|
||||
_myCamera.setTargetPosition(_myAvatar.getHeadPosition());
|
||||
_myCamera.setTargetPosition(_myAvatar.getHeadJointPosition());
|
||||
_myCamera.setTargetRotation(_myAvatar.getHead().getOrientation());
|
||||
|
||||
} else if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
|
||||
_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
|
||||
_myCamera.setTargetPosition(_myAvatar.getBallPosition(AVATAR_JOINT_HEAD_BASE));
|
||||
_myCamera.setTargetRotation(_myAvatar.getHead().getWorldAlignedOrientation());
|
||||
|
||||
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
|
||||
_myCamera.setTargetPosition(_myAvatar.getHeadPosition());
|
||||
_myCamera.setTargetPosition(_myAvatar.getHeadJointPosition());
|
||||
_myCamera.setTargetRotation(_myAvatar.getHead().getWorldAlignedOrientation());
|
||||
}
|
||||
|
||||
|
@ -615,6 +623,12 @@ void Application::keyPressEvent(QKeyEvent* event) {
|
|||
}
|
||||
resizeGL(_glWidget->width(), _glWidget->height());
|
||||
break;
|
||||
case Qt::Key_Backspace:
|
||||
case Qt::Key_Delete:
|
||||
if (_selectVoxelMode->isChecked()) {
|
||||
deleteVoxelUnderCursor();
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
event->ignore();
|
||||
|
@ -832,7 +846,7 @@ void Application::idle() {
|
|||
_mouseVoxel.z += faceVector.z * _mouseVoxel.s;
|
||||
}
|
||||
}
|
||||
} else if (_addVoxelMode->isChecked()) {
|
||||
} else if (_addVoxelMode->isChecked() || _selectVoxelMode->isChecked()) {
|
||||
// place the voxel a fixed distance away
|
||||
float worldMouseVoxelScale = _mouseVoxelScale * TREE_SCALE;
|
||||
glm::vec3 pt = mouseRayOrigin + mouseRayDirection * (2.0f + worldMouseVoxelScale * 0.5f);
|
||||
|
@ -846,7 +860,10 @@ void Application::idle() {
|
|||
// red indicates deletion
|
||||
_mouseVoxel.red = 255;
|
||||
_mouseVoxel.green = _mouseVoxel.blue = 0;
|
||||
|
||||
} else if (_selectVoxelMode->isChecked()) {
|
||||
// yellow indicates deletion
|
||||
_mouseVoxel.red = _mouseVoxel.green = 255;
|
||||
_mouseVoxel.blue = 0;
|
||||
} else { // _addVoxelMode->isChecked() || _colorVoxelMode->isChecked()
|
||||
QColor paintColor = _voxelPaintColor->data().value<QColor>();
|
||||
_mouseVoxel.red = paintColor.red();
|
||||
|
@ -910,24 +927,29 @@ void Application::idle() {
|
|||
_myAvatar.simulate(deltaTime, NULL);
|
||||
}
|
||||
|
||||
if (_myCamera.getMode() != CAMERA_MODE_MIRROR && !OculusManager::isConnected()) {
|
||||
if (_manualFirstPerson) {
|
||||
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
|
||||
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
|
||||
_myCamera.setModeShiftRate(1.0f);
|
||||
}
|
||||
} else {
|
||||
|
||||
if (_myAvatar.getIsNearInteractingOther()) {
|
||||
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
|
||||
if (TESTING_AVATAR_TOUCH) {
|
||||
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
|
||||
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
|
||||
_myCamera.setModeShiftRate(1.0f);
|
||||
}
|
||||
} else {
|
||||
if (_myCamera.getMode() != CAMERA_MODE_MIRROR && !OculusManager::isConnected()) {
|
||||
if (_manualFirstPerson) {
|
||||
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
|
||||
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
|
||||
_myCamera.setModeShiftRate(1.0f);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
|
||||
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
|
||||
_myCamera.setModeShiftRate(1.0f);
|
||||
} else {
|
||||
if (_myAvatar.getIsNearInteractingOther()) {
|
||||
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
|
||||
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
|
||||
_myCamera.setModeShiftRate(1.0f);
|
||||
}
|
||||
} else {
|
||||
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
|
||||
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
|
||||
_myCamera.setModeShiftRate(1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -959,6 +981,32 @@ void Application::terminate() {
|
|||
}
|
||||
}
|
||||
|
||||
void Application::editPreferences() {
|
||||
QDialog dialog(_glWidget);
|
||||
dialog.setWindowTitle("Interface Preferences");
|
||||
QBoxLayout* layout = new QBoxLayout(QBoxLayout::TopToBottom);
|
||||
dialog.setLayout(layout);
|
||||
|
||||
QFormLayout* form = new QFormLayout();
|
||||
layout->addLayout(form, 1);
|
||||
|
||||
QLineEdit* avatarURL = new QLineEdit(_settings->value("avatarURL").toString());
|
||||
avatarURL->setMinimumWidth(400);
|
||||
form->addRow("Avatar URL:", avatarURL);
|
||||
|
||||
QDialogButtonBox* buttons = new QDialogButtonBox(QDialogButtonBox::Ok | QDialogButtonBox::Cancel);
|
||||
dialog.connect(buttons, SIGNAL(accepted()), SLOT(accept()));
|
||||
dialog.connect(buttons, SIGNAL(rejected()), SLOT(reject()));
|
||||
layout->addWidget(buttons);
|
||||
|
||||
if (dialog.exec() != QDialog::Accepted) {
|
||||
return;
|
||||
}
|
||||
QUrl url(avatarURL->text());
|
||||
_settings->setValue("avatarURL", url);
|
||||
_myAvatar.getVoxels()->loadVoxelsFromURL(url);
|
||||
}
|
||||
|
||||
void Application::pair() {
|
||||
PairingHandler::sendPairRequest();
|
||||
}
|
||||
|
@ -1115,6 +1163,172 @@ void Application::chooseVoxelPaintColor() {
|
|||
_window->activateWindow();
|
||||
}
|
||||
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
const int MAXIMUM_EDIT_VOXEL_MESSAGE_SIZE = 1500;
|
||||
struct SendVoxelsOperationArgs {
|
||||
unsigned char* newBaseOctCode;
|
||||
unsigned char messageBuffer[MAXIMUM_EDIT_VOXEL_MESSAGE_SIZE];
|
||||
int bufferInUse;
|
||||
|
||||
};
|
||||
|
||||
bool Application::sendVoxelsOperation(VoxelNode* node, void* extraData) {
|
||||
SendVoxelsOperationArgs* args = (SendVoxelsOperationArgs*)extraData;
|
||||
if (node->isColored()) {
|
||||
unsigned char* nodeOctalCode = node->getOctalCode();
|
||||
|
||||
unsigned char* codeColorBuffer = NULL;
|
||||
int codeLength = 0;
|
||||
int bytesInCode = 0;
|
||||
int codeAndColorLength;
|
||||
|
||||
// If the newBase is NULL, then don't rebase
|
||||
if (args->newBaseOctCode) {
|
||||
codeColorBuffer = rebaseOctalCode(nodeOctalCode, args->newBaseOctCode, true);
|
||||
codeLength = numberOfThreeBitSectionsInCode(codeColorBuffer);
|
||||
bytesInCode = bytesRequiredForCodeLength(codeLength);
|
||||
codeAndColorLength = bytesInCode + SIZE_OF_COLOR_DATA;
|
||||
} else {
|
||||
codeLength = numberOfThreeBitSectionsInCode(nodeOctalCode);
|
||||
bytesInCode = bytesRequiredForCodeLength(codeLength);
|
||||
codeAndColorLength = bytesInCode + SIZE_OF_COLOR_DATA;
|
||||
codeColorBuffer = new unsigned char[codeAndColorLength];
|
||||
memcpy(codeColorBuffer, nodeOctalCode, bytesInCode);
|
||||
}
|
||||
|
||||
// copy the colors over
|
||||
codeColorBuffer[bytesInCode + RED_INDEX ] = node->getColor()[RED_INDEX ];
|
||||
codeColorBuffer[bytesInCode + GREEN_INDEX] = node->getColor()[GREEN_INDEX];
|
||||
codeColorBuffer[bytesInCode + BLUE_INDEX ] = node->getColor()[BLUE_INDEX ];
|
||||
|
||||
// if we have room don't have room in the buffer, then send the previously generated message first
|
||||
if (args->bufferInUse + codeAndColorLength > MAXIMUM_EDIT_VOXEL_MESSAGE_SIZE) {
|
||||
AgentList::getInstance()->broadcastToAgents(args->messageBuffer, args->bufferInUse, &AGENT_TYPE_VOXEL, 1);
|
||||
args->bufferInUse = sizeof(PACKET_HEADER_SET_VOXEL_DESTRUCTIVE) + sizeof(unsigned short int); // reset
|
||||
}
|
||||
|
||||
// copy this node's code color details into our buffer.
|
||||
memcpy(&args->messageBuffer[args->bufferInUse], codeColorBuffer, codeAndColorLength);
|
||||
args->bufferInUse += codeAndColorLength;
|
||||
}
|
||||
return true; // keep going
|
||||
}
|
||||
|
||||
void Application::exportVoxels() {
|
||||
QString desktopLocation = QDesktopServices::storageLocation(QDesktopServices::DesktopLocation);
|
||||
QString suggestedName = desktopLocation.append("/voxels.svo");
|
||||
|
||||
QString fileNameString = QFileDialog::getSaveFileName(_glWidget, tr("Export Voxels"), suggestedName,
|
||||
tr("Sparse Voxel Octree Files (*.svo)"));
|
||||
QByteArray fileNameAscii = fileNameString.toAscii();
|
||||
const char* fileName = fileNameAscii.data();
|
||||
VoxelNode* selectedNode = _voxels.getVoxelAt(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s);
|
||||
if (selectedNode) {
|
||||
VoxelTree exportTree;
|
||||
_voxels.copySubTreeIntoNewTree(selectedNode, &exportTree, true);
|
||||
exportTree.writeToSVOFile(fileName);
|
||||
}
|
||||
|
||||
// restore the main window's active state
|
||||
_window->activateWindow();
|
||||
}
|
||||
|
||||
void Application::importVoxels() {
|
||||
QString desktopLocation = QDesktopServices::storageLocation(QDesktopServices::DesktopLocation);
|
||||
QString fileNameString = QFileDialog::getOpenFileName(_glWidget, tr("Import Voxels"), desktopLocation,
|
||||
tr("Sparse Voxel Octree Files (*.svo)"));
|
||||
QByteArray fileNameAscii = fileNameString.toAscii();
|
||||
const char* fileName = fileNameAscii.data();
|
||||
|
||||
// Read the file into a tree
|
||||
VoxelTree importVoxels;
|
||||
importVoxels.readFromSVOFile(fileName);
|
||||
|
||||
VoxelNode* selectedNode = _voxels.getVoxelAt(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s);
|
||||
|
||||
// Recurse the Import Voxels tree, where everything is root relative, and send all the colored voxels to
|
||||
// the server as an set voxel message, this will also rebase the voxels to the new location
|
||||
unsigned char* calculatedOctCode = NULL;
|
||||
SendVoxelsOperationArgs args;
|
||||
args.messageBuffer[0] = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE;
|
||||
unsigned short int* sequenceAt = (unsigned short int*)&args.messageBuffer[sizeof(PACKET_HEADER_SET_VOXEL_DESTRUCTIVE)];
|
||||
*sequenceAt = 0;
|
||||
args.bufferInUse = sizeof(PACKET_HEADER_SET_VOXEL_DESTRUCTIVE) + sizeof(unsigned short int); // set to command + sequence
|
||||
|
||||
// we only need the selected voxel to get the newBaseOctCode, which we can actually calculate from the
|
||||
// voxel size/position details.
|
||||
if (selectedNode) {
|
||||
args.newBaseOctCode = selectedNode->getOctalCode();
|
||||
} else {
|
||||
args.newBaseOctCode = calculatedOctCode = pointToVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s);
|
||||
}
|
||||
|
||||
importVoxels.recurseTreeWithOperation(sendVoxelsOperation, &args);
|
||||
|
||||
// If we have voxels left in the packet, then send the packet
|
||||
if (args.bufferInUse > (sizeof(PACKET_HEADER_SET_VOXEL_DESTRUCTIVE) + sizeof(unsigned short int))) {
|
||||
AgentList::getInstance()->broadcastToAgents(args.messageBuffer, args.bufferInUse, &AGENT_TYPE_VOXEL, 1);
|
||||
}
|
||||
|
||||
if (calculatedOctCode) {
|
||||
delete calculatedOctCode;
|
||||
}
|
||||
|
||||
// restore the main window's active state
|
||||
_window->activateWindow();
|
||||
}
|
||||
|
||||
void Application::cutVoxels() {
|
||||
copyVoxels();
|
||||
deleteVoxelUnderCursor();
|
||||
}
|
||||
|
||||
void Application::copyVoxels() {
|
||||
VoxelNode* selectedNode = _voxels.getVoxelAt(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s);
|
||||
if (selectedNode) {
|
||||
// clear the clipboard first...
|
||||
_clipboardTree.eraseAllVoxels();
|
||||
|
||||
// then copy onto it
|
||||
_voxels.copySubTreeIntoNewTree(selectedNode, &_clipboardTree, true);
|
||||
}
|
||||
}
|
||||
|
||||
void Application::pasteVoxels() {
|
||||
unsigned char* calculatedOctCode = NULL;
|
||||
VoxelNode* selectedNode = _voxels.getVoxelAt(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s);
|
||||
|
||||
// Recurse the clipboard tree, where everything is root relative, and send all the colored voxels to
|
||||
// the server as an set voxel message, this will also rebase the voxels to the new location
|
||||
SendVoxelsOperationArgs args;
|
||||
args.messageBuffer[0] = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE;
|
||||
unsigned short int* sequenceAt = (unsigned short int*)&args.messageBuffer[sizeof(PACKET_HEADER_SET_VOXEL_DESTRUCTIVE)];
|
||||
*sequenceAt = 0;
|
||||
args.bufferInUse = sizeof(PACKET_HEADER_SET_VOXEL_DESTRUCTIVE) + sizeof(unsigned short int); // set to command + sequence
|
||||
|
||||
// we only need the selected voxel to get the newBaseOctCode, which we can actually calculate from the
|
||||
// voxel size/position details. If we don't have an actual selectedNode then use the mouseVoxel to create a
|
||||
// target octalCode for where the user is pointing.
|
||||
if (selectedNode) {
|
||||
args.newBaseOctCode = selectedNode->getOctalCode();
|
||||
} else {
|
||||
args.newBaseOctCode = calculatedOctCode = pointToVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s);
|
||||
}
|
||||
|
||||
_clipboardTree.recurseTreeWithOperation(sendVoxelsOperation, &args);
|
||||
|
||||
// If we have voxels left in the packet, then send the packet
|
||||
if (args.bufferInUse > (sizeof(PACKET_HEADER_SET_VOXEL_DESTRUCTIVE) + sizeof(unsigned short int))) {
|
||||
AgentList::getInstance()->broadcastToAgents(args.messageBuffer, args.bufferInUse, &AGENT_TYPE_VOXEL, 1);
|
||||
}
|
||||
|
||||
if (calculatedOctCode) {
|
||||
delete calculatedOctCode;
|
||||
}
|
||||
}
|
||||
|
||||
>>>>>>> 82c1ee2062577f614cfde096f08adfc9e83e4f0f
|
||||
void Application::initMenu() {
|
||||
QMenuBar* menuBar = new QMenuBar();
|
||||
_window->setMenuBar(menuBar);
|
||||
|
@ -1122,6 +1336,9 @@ void Application::initMenu() {
|
|||
QMenu* fileMenu = menuBar->addMenu("File");
|
||||
fileMenu->addAction("Quit", this, SLOT(quit()), Qt::CTRL | Qt::Key_Q);
|
||||
|
||||
QMenu* editMenu = menuBar->addMenu("Edit");
|
||||
editMenu->addAction("Preferences...", this, SLOT(editPreferences()));
|
||||
|
||||
QMenu* pairMenu = menuBar->addMenu("Pair");
|
||||
pairMenu->addAction("Pair", this, SLOT(pair()));
|
||||
|
||||
|
@ -1162,9 +1379,7 @@ void Application::initMenu() {
|
|||
renderMenu->addAction("First Person", this, SLOT(setRenderFirstPerson(bool)), Qt::Key_P)->setCheckable(true);
|
||||
|
||||
QMenu* toolsMenu = menuBar->addMenu("Tools");
|
||||
|
||||
(_renderStatsOn = toolsMenu->addAction("Stats"))->setCheckable(true);
|
||||
|
||||
_renderStatsOn->setShortcut(Qt::Key_Slash);
|
||||
(_logOn = toolsMenu->addAction("Log"))->setCheckable(true);
|
||||
_logOn->setChecked(false);
|
||||
|
@ -1173,26 +1388,40 @@ void Application::initMenu() {
|
|||
QMenu* voxelMenu = menuBar->addMenu("Voxels");
|
||||
_voxelModeActions = new QActionGroup(this);
|
||||
_voxelModeActions->setExclusive(false); // exclusivity implies one is always checked
|
||||
|
||||
(_addVoxelMode = voxelMenu->addAction(
|
||||
"Add Voxel Mode", this, SLOT(updateVoxelModeActions()), Qt::Key_1))->setCheckable(true);
|
||||
"Add Voxel Mode", this, SLOT(updateVoxelModeActions()), Qt::CTRL | Qt::Key_A))->setCheckable(true);
|
||||
_voxelModeActions->addAction(_addVoxelMode);
|
||||
(_deleteVoxelMode = voxelMenu->addAction(
|
||||
"Delete Voxel Mode", this, SLOT(updateVoxelModeActions()), Qt::Key_2))->setCheckable(true);
|
||||
"Delete Voxel Mode", this, SLOT(updateVoxelModeActions()), Qt::CTRL | Qt::Key_D))->setCheckable(true);
|
||||
_voxelModeActions->addAction(_deleteVoxelMode);
|
||||
(_colorVoxelMode = voxelMenu->addAction(
|
||||
"Color Voxel Mode", this, SLOT(updateVoxelModeActions()), Qt::Key_3))->setCheckable(true);
|
||||
"Color Voxel Mode", this, SLOT(updateVoxelModeActions()), Qt::CTRL | Qt::Key_B))->setCheckable(true);
|
||||
_voxelModeActions->addAction(_colorVoxelMode);
|
||||
(_selectVoxelMode = voxelMenu->addAction(
|
||||
"Select Voxel Mode", this, SLOT(updateVoxelModeActions()), Qt::CTRL | Qt::Key_S))->setCheckable(true);
|
||||
_voxelModeActions->addAction(_selectVoxelMode);
|
||||
(_eyedropperMode = voxelMenu->addAction(
|
||||
"Get Color Mode", this, SLOT(updateVoxelModeActions()), Qt::CTRL | Qt::Key_G))->setCheckable(true);
|
||||
_voxelModeActions->addAction(_eyedropperMode);
|
||||
|
||||
voxelMenu->addAction("Place Voxel", this, SLOT(addVoxelInFrontOfAvatar()), Qt::Key_4);
|
||||
voxelMenu->addAction("Decrease Voxel Size", this, SLOT(decreaseVoxelSize()), Qt::Key_5);
|
||||
voxelMenu->addAction("Increase Voxel Size", this, SLOT(increaseVoxelSize()), Qt::Key_6);
|
||||
voxelMenu->addAction("Place New Voxel", this, SLOT(addVoxelInFrontOfAvatar()), Qt::CTRL | Qt::Key_N);
|
||||
voxelMenu->addAction("Decrease Voxel Size", this, SLOT(decreaseVoxelSize()), QKeySequence::ZoomOut);
|
||||
voxelMenu->addAction("Increase Voxel Size", this, SLOT(increaseVoxelSize()), QKeySequence::ZoomIn);
|
||||
|
||||
_voxelPaintColor = voxelMenu->addAction("Voxel Paint Color", this, SLOT(chooseVoxelPaintColor()), Qt::Key_7);
|
||||
_voxelPaintColor = voxelMenu->addAction("Voxel Paint Color", this,
|
||||
SLOT(chooseVoxelPaintColor()), Qt::META | Qt::Key_C);
|
||||
QColor paintColor(128, 128, 128);
|
||||
_voxelPaintColor->setData(paintColor);
|
||||
_voxelPaintColor->setIcon(createSwatchIcon(paintColor));
|
||||
(_destructiveAddVoxel = voxelMenu->addAction("Create Voxel is Destructive"))->setCheckable(true);
|
||||
|
||||
voxelMenu->addAction("Export Voxels", this, SLOT(exportVoxels()), Qt::CTRL | Qt::Key_E);
|
||||
voxelMenu->addAction("Import Voxels", this, SLOT(importVoxels()), Qt::CTRL | Qt::Key_I);
|
||||
voxelMenu->addAction("Cut Voxels", this, SLOT(cutVoxels()), Qt::CTRL | Qt::Key_X);
|
||||
voxelMenu->addAction("Copy Voxels", this, SLOT(copyVoxels()), Qt::CTRL | Qt::Key_C);
|
||||
voxelMenu->addAction("Paste Voxels", this, SLOT(pasteVoxels()), Qt::CTRL | Qt::Key_V);
|
||||
|
||||
QMenu* frustumMenu = menuBar->addMenu("Frustum");
|
||||
(_frustumOn = frustumMenu->addAction("Display Frustum"))->setCheckable(true);
|
||||
_frustumOn->setShortcut(Qt::SHIFT | Qt::Key_F);
|
||||
|
@ -1218,6 +1447,7 @@ void Application::initMenu() {
|
|||
debugMenu->addAction("Wants Res-In", this, SLOT(setWantsResIn(bool)))->setCheckable(true);
|
||||
debugMenu->addAction("Wants Monochrome", this, SLOT(setWantsMonochrome(bool)))->setCheckable(true);
|
||||
debugMenu->addAction("Wants View Delta Sending", this, SLOT(setWantsDelta(bool)))->setCheckable(true);
|
||||
<<<<<<< HEAD
|
||||
|
||||
QMenu* settingsMenu = menuBar->addMenu("Settings");
|
||||
(_settingsAutosave = settingsMenu->addAction("Autosave", this, SLOT(setAutosave(bool))))->setCheckable(true);
|
||||
|
@ -1226,6 +1456,11 @@ void Application::initMenu() {
|
|||
settingsMenu->addAction("Save settings", this, SLOT(saveSettings()));
|
||||
settingsMenu->addAction("Import settings", this, SLOT(importSettings()));
|
||||
settingsMenu->addAction("Export settings", this, SLOT(exportSettings()));
|
||||
=======
|
||||
|
||||
_networkAccessManager = new QNetworkAccessManager(this);
|
||||
_settings = new QSettings("High Fidelity", "Interface", this);
|
||||
>>>>>>> 82c1ee2062577f614cfde096f08adfc9e83e4f0f
|
||||
}
|
||||
|
||||
void Application::updateFrustumRenderModeAction() {
|
||||
|
@ -1260,8 +1495,6 @@ void Application::initDisplay() {
|
|||
|
||||
void Application::init() {
|
||||
_voxels.init();
|
||||
_voxels.setViewerAvatar(&_myAvatar);
|
||||
_voxels.setCamera(&_myCamera);
|
||||
|
||||
_environment.init();
|
||||
|
||||
|
@ -1272,11 +1505,14 @@ void Application::init() {
|
|||
|
||||
_stars.readInput(STAR_FILE, STAR_CACHE_FILE, 0);
|
||||
|
||||
_myAvatar.init();
|
||||
_myAvatar.setPosition(START_LOCATION);
|
||||
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON );
|
||||
_myCamera.setModeShiftRate(1.0f);
|
||||
_myAvatar.setDisplayingLookatVectors(false);
|
||||
|
||||
_myAvatar.getVoxels()->loadVoxelsFromURL(_settings->value("avatarURL").toUrl());
|
||||
|
||||
QCursor::setPos(_headMouseX, _headMouseY);
|
||||
|
||||
OculusManager::connect();
|
||||
|
@ -1392,7 +1628,7 @@ void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
|
|||
if (_cameraFrustum->isChecked()) {
|
||||
position = camera.getPosition();
|
||||
} else {
|
||||
position = _myAvatar.getHeadPosition();
|
||||
position = _myAvatar.getHeadJointPosition();
|
||||
}
|
||||
|
||||
float fov = camera.getFieldOfView();
|
||||
|
@ -1404,17 +1640,6 @@ void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
|
|||
glm::vec3 up = rotation * AVATAR_UP;
|
||||
glm::vec3 right = rotation * AVATAR_RIGHT;
|
||||
|
||||
/*
|
||||
printf("position.x=%f, position.y=%f, position.z=%f\n", position.x, position.y, position.z);
|
||||
printf("yaw=%f, pitch=%f, roll=%f\n", yaw,pitch,roll);
|
||||
printf("direction.x=%f, direction.y=%f, direction.z=%f\n", direction.x, direction.y, direction.z);
|
||||
printf("up.x=%f, up.y=%f, up.z=%f\n", up.x, up.y, up.z);
|
||||
printf("right.x=%f, right.y=%f, right.z=%f\n", right.x, right.y, right.z);
|
||||
printf("fov=%f\n", fov);
|
||||
printf("nearClip=%f\n", nearClip);
|
||||
printf("farClip=%f\n", farClip);
|
||||
*/
|
||||
|
||||
// Set the viewFrustum up with the correct position and orientation of the camera
|
||||
viewFrustum.setPosition(position);
|
||||
viewFrustum.setOrientation(direction,up,right);
|
||||
|
@ -1575,7 +1800,7 @@ void Application::displayOculus(Camera& whichCamera) {
|
|||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
void Application::displaySide(Camera& whichCamera) {
|
||||
// transform by eye offset
|
||||
|
||||
|
@ -2015,7 +2240,6 @@ void Application::maybeEditVoxelUnderCursor() {
|
|||
//_myAvatar.getPosition()
|
||||
voxelInjector->setBearing(-1 * _myAvatar.getAbsoluteHeadYaw());
|
||||
voxelInjector->setVolume (16 * pow (_mouseVoxel.s, 2) / .0000001); //255 is max, and also default value
|
||||
// printf("mousevoxelscale is %f\n", _mouseVoxel.s);
|
||||
|
||||
/* for (int i = 0; i
|
||||
< 22050; i++) {
|
||||
|
@ -2066,6 +2290,8 @@ void Application::maybeEditVoxelUnderCursor() {
|
|||
}
|
||||
} else if (_deleteVoxelMode->isChecked()) {
|
||||
deleteVoxelUnderCursor();
|
||||
} else if (_eyedropperMode->isChecked()) {
|
||||
eyedropperVoxelUnderCursor();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2081,7 +2307,7 @@ void Application::deleteVoxelUnderCursor() {
|
|||
|
||||
for (int i = 0; i < 5000; i++) {
|
||||
voxelInjector->addSample(10000 * sin((i * 2 * PIE) / (500 * sin((i + 1) / 500.0)))); //FM 3 resonant pulse
|
||||
// voxelInjector->addSample(20000 * sin((i) /((4 / _mouseVoxel.s) * sin((i)/(20 * _mouseVoxel.s / .001))))); //FM 2 comb filter
|
||||
//voxelInjector->addSample(20000 * sin((i) /((4 / _mouseVoxel.s) * sin((i)/(20 * _mouseVoxel.s / .001))))); //FM 2 comb filter
|
||||
}
|
||||
|
||||
AudioInjectionManager::threadInjector(voxelInjector);
|
||||
|
@ -2090,6 +2316,20 @@ void Application::deleteVoxelUnderCursor() {
|
|||
_justEditedVoxel = true;
|
||||
}
|
||||
|
||||
void Application::eyedropperVoxelUnderCursor() {
|
||||
VoxelNode* selectedNode = _voxels.getVoxelAt(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s);
|
||||
if (selectedNode && selectedNode->isColored()) {
|
||||
QColor selectedColor(selectedNode->getColor()[RED_INDEX],
|
||||
selectedNode->getColor()[GREEN_INDEX],
|
||||
selectedNode->getColor()[BLUE_INDEX]);
|
||||
|
||||
if (selectedColor.isValid()) {
|
||||
_voxelPaintColor->setData(selectedColor);
|
||||
_voxelPaintColor->setIcon(createSwatchIcon(selectedColor));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Application::goHome() {
|
||||
_myAvatar.setPosition(START_LOCATION);
|
||||
}
|
||||
|
@ -2143,7 +2383,9 @@ QAction* Application::checkedVoxelModeAction() const {
|
|||
|
||||
void Application::attachNewHeadToAgent(Agent* newAgent) {
|
||||
if (newAgent->getLinkedData() == NULL) {
|
||||
newAgent->setLinkedData(new Avatar(newAgent));
|
||||
Avatar* newAvatar = new Avatar(newAgent);
|
||||
newAvatar->init();
|
||||
newAgent->setLinkedData(newAvatar);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -39,6 +39,8 @@ class QGLWidget;
|
|||
class QKeyEvent;
|
||||
class QMainWindow;
|
||||
class QMouseEvent;
|
||||
class QNetworkAccessManager;
|
||||
class QSettings;
|
||||
class QWheelEvent;
|
||||
|
||||
class Agent;
|
||||
|
@ -67,10 +69,67 @@ public:
|
|||
|
||||
Avatar* getAvatar() { return &_myAvatar; }
|
||||
Camera* getCamera() { return &_myCamera; }
|
||||
ViewFrustum* getViewFrustum() { return &_viewFrustum; }
|
||||
VoxelSystem* getVoxels() { return &_voxels; }
|
||||
QSettings* getSettings() { return &_settings; }
|
||||
Environment* getEnvironment() { return &_environment; }
|
||||
bool shouldEchoAudio() { return _echoAudioMode->isChecked(); }
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
|
||||
QNetworkAccessManager* getNetworkAccessManager() { return _networkAccessManager; }
|
||||
|
||||
/*!
|
||||
@fn getSettingBool
|
||||
@brief A function for getting boolean settings from the settings file.
|
||||
@param settingName The desired setting to get the value for.
|
||||
@param boolSetting The referenced variable where the setting will be stored.
|
||||
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to false.
|
||||
*/
|
||||
bool getSetting(const char* setting, bool &value, const bool defaultSetting = false) const;
|
||||
|
||||
/*!
|
||||
@fn getSettingFloat
|
||||
@brief A function for getting float settings from the settings file.
|
||||
@param settingName The desired setting to get the value for.
|
||||
@param floatSetting The referenced variable where the setting will be stored.
|
||||
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to 0.0f.
|
||||
*/
|
||||
bool getSetting(const char* setting, float &value, const float defaultSetting = 0.0f) const;
|
||||
|
||||
/*!
|
||||
@fn getSettingVec3
|
||||
@brief A function for getting boolean settings from the settings file.
|
||||
@param settingName The desired setting to get the value for.
|
||||
@param vecSetting The referenced variable where the setting will be stored.
|
||||
@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to <0.0f, 0.0f, 0.0f>
|
||||
*/
|
||||
bool getSetting(const char* setting, glm::vec3 &value, const glm::vec3& defaultSetting = glm::vec3(0.0f, 0.0f, 0.0f)) const;
|
||||
|
||||
/*!
|
||||
@fn setSettingBool
|
||||
@brief A function for setting boolean setting values when saving the settings file.
|
||||
@param settingName The desired setting to populate a value for.
|
||||
@param boolSetting The value to set.
|
||||
*/
|
||||
void setSetting(const char* setting, const bool value);
|
||||
|
||||
/*!
|
||||
@fn setSettingFloat
|
||||
@brief A function for setting boolean setting values when saving the settings file.
|
||||
@param settingName The desired setting to populate a value for.
|
||||
@param floatSetting The value to set.
|
||||
*/
|
||||
void setSetting(const char* setting, const float value);
|
||||
|
||||
/*!
|
||||
@fn setSettingVec3
|
||||
@brief A function for setting boolean setting values when saving the settings file.
|
||||
@param settingName The desired setting to populate a value for.
|
||||
@param vecSetting The value to set.
|
||||
*/
|
||||
void setSetting(const char* setting, const glm::vec3& value);
|
||||
>>>>>>> 82c1ee2062577f614cfde096f08adfc9e83e4f0f
|
||||
|
||||
private slots:
|
||||
|
||||
|
@ -78,6 +137,8 @@ private slots:
|
|||
void idle();
|
||||
void terminate();
|
||||
|
||||
void editPreferences();
|
||||
|
||||
void pair();
|
||||
|
||||
void setHead(bool head);
|
||||
|
@ -106,6 +167,7 @@ private slots:
|
|||
void decreaseVoxelSize();
|
||||
void increaseVoxelSize();
|
||||
void chooseVoxelPaintColor();
|
||||
<<<<<<< HEAD
|
||||
|
||||
void setAutosave(bool wantsAutosave);
|
||||
void loadSettings(QSettings* set = NULL);
|
||||
|
@ -113,7 +175,17 @@ private slots:
|
|||
void importSettings();
|
||||
void exportSettings();
|
||||
|
||||
=======
|
||||
void exportVoxels();
|
||||
void importVoxels();
|
||||
void cutVoxels();
|
||||
void copyVoxels();
|
||||
void pasteVoxels();
|
||||
|
||||
>>>>>>> 82c1ee2062577f614cfde096f08adfc9e83e4f0f
|
||||
private:
|
||||
|
||||
static bool sendVoxelsOperation(VoxelNode* node, void* extraData);
|
||||
|
||||
void initMenu();
|
||||
void updateFrustumRenderModeAction();
|
||||
|
@ -134,7 +206,7 @@ private:
|
|||
void shiftPaintingColor();
|
||||
void maybeEditVoxelUnderCursor();
|
||||
void deleteVoxelUnderCursor();
|
||||
|
||||
void eyedropperVoxelUnderCursor();
|
||||
void goHome();
|
||||
void resetSensors();
|
||||
|
||||
|
@ -176,6 +248,8 @@ private:
|
|||
QAction* _addVoxelMode; // Whether add voxel mode is enabled
|
||||
QAction* _deleteVoxelMode; // Whether delete voxel mode is enabled
|
||||
QAction* _colorVoxelMode; // Whether color voxel mode is enabled
|
||||
QAction* _selectVoxelMode; // Whether select voxel mode is enabled
|
||||
QAction* _eyedropperMode; // Whether voxel color eyedropper mode is enabled
|
||||
QAction* _voxelPaintColor; // The color with which to paint voxels
|
||||
QAction* _destructiveAddVoxel; // when doing voxel editing do we want them to be destructive
|
||||
QAction* _frustumOn; // Whether or not to display the debug view frustum
|
||||
|
@ -185,6 +259,9 @@ private:
|
|||
QAction* _frustumRenderModeAction;
|
||||
QAction* _settingsAutosave; // Whether settings are saved automatically
|
||||
|
||||
QNetworkAccessManager* _networkAccessManager;
|
||||
QSettings* _settings;
|
||||
|
||||
SerialInterface _serialPort;
|
||||
bool _displayLevels;
|
||||
|
||||
|
@ -201,6 +278,8 @@ private:
|
|||
Stars _stars;
|
||||
|
||||
VoxelSystem _voxels;
|
||||
VoxelTree _clipboardTree; // if I copy/paste
|
||||
|
||||
QByteArray _voxelsFilename;
|
||||
bool _wantToKillLocalVoxels;
|
||||
|
||||
|
|
|
@ -116,7 +116,7 @@ int audioCallback (const void* inputBuffer,
|
|||
printLog("got output\n");
|
||||
}
|
||||
|
||||
if (inputLeft) {
|
||||
if (agentList && inputLeft) {
|
||||
|
||||
// Measure the loudness of the signal from the microphone and store in audio object
|
||||
float loudness = 0;
|
||||
|
@ -143,7 +143,7 @@ int audioCallback (const void* inputBuffer,
|
|||
unsigned char *currentPacketPtr = dataPacket + 1;
|
||||
|
||||
// memcpy the three float positions
|
||||
memcpy(currentPacketPtr, &interfaceAvatar->getHeadPosition(), sizeof(float) * 3);
|
||||
memcpy(currentPacketPtr, &interfaceAvatar->getHeadJointPosition(), sizeof(float) * 3);
|
||||
currentPacketPtr += (sizeof(float) * 3);
|
||||
|
||||
// tell the mixer not to add additional attenuation to our source
|
||||
|
|
|
@ -44,7 +44,7 @@ const float HEAD_MAX_YAW = 85;
|
|||
const float HEAD_MIN_YAW = -85;
|
||||
const float PERIPERSONAL_RADIUS = 1.0f;
|
||||
const float AVATAR_BRAKING_STRENGTH = 40.0f;
|
||||
const float JOINT_TOUCH_RANGE = 0.01f;
|
||||
const float MOUSE_RAY_TOUCH_RANGE = 0.01f;
|
||||
const float FLOATING_HEIGHT = 0.13f;
|
||||
const bool USING_HEAD_LEAN = false;
|
||||
const float LEAN_SENSITIVITY = 0.15;
|
||||
|
@ -55,7 +55,6 @@ const float SKIN_COLOR[] = {1.0, 0.84, 0.66};
|
|||
const float DARK_SKIN_COLOR[] = {0.9, 0.78, 0.63};
|
||||
const int NUM_BODY_CONE_SIDES = 9;
|
||||
|
||||
|
||||
bool usingBigSphereCollisionTest = true;
|
||||
|
||||
float chatMessageScale = 0.0015;
|
||||
|
@ -64,7 +63,8 @@ float chatMessageHeight = 0.20;
|
|||
Avatar::Avatar(Agent* owningAgent) :
|
||||
AvatarData(owningAgent),
|
||||
_head(this),
|
||||
_TEST_bigSphereRadius(0.4f),
|
||||
_ballSpringsInitialized(false),
|
||||
_TEST_bigSphereRadius(0.5f),
|
||||
_TEST_bigSpherePosition(5.0f, _TEST_bigSphereRadius, 5.0f),
|
||||
_mousePressed(false),
|
||||
_bodyPitchDelta(0.0f),
|
||||
|
@ -87,7 +87,8 @@ Avatar::Avatar(Agent* owningAgent) :
|
|||
_mouseRayDirection(0.0f, 0.0f, 0.0f),
|
||||
_interactingOther(NULL),
|
||||
_cumulativeMouseYaw(0.0f),
|
||||
_isMouseTurningRight(false)
|
||||
_isMouseTurningRight(false),
|
||||
_voxels(this)
|
||||
{
|
||||
|
||||
// give the pointer to our head to inherited _headData variable from AvatarData
|
||||
|
@ -101,10 +102,10 @@ Avatar::Avatar(Agent* owningAgent) :
|
|||
|
||||
initializeBodyBalls();
|
||||
|
||||
_height = _skeleton.getHeight() + _bodyBall[ AVATAR_JOINT_LEFT_HEEL ].radius + _bodyBall[ AVATAR_JOINT_HEAD_BASE ].radius;
|
||||
_height = _skeleton.getHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius + _bodyBall[ BODY_BALL_HEAD_BASE ].radius;
|
||||
_maxArmLength = _skeleton.getArmLength();
|
||||
_pelvisStandingHeight = _skeleton.getPelvisStandingHeight() + _bodyBall[ AVATAR_JOINT_LEFT_HEEL ].radius;
|
||||
_pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight() + _bodyBall[ AVATAR_JOINT_LEFT_HEEL ].radius;
|
||||
_pelvisStandingHeight = _skeleton.getPelvisStandingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius;
|
||||
_pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius;
|
||||
|
||||
_avatarTouch.setReachableRadius(PERIPERSONAL_RADIUS);
|
||||
|
||||
|
@ -118,49 +119,142 @@ Avatar::Avatar(Agent* owningAgent) :
|
|||
|
||||
void Avatar::initializeBodyBalls() {
|
||||
|
||||
for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
|
||||
_bodyBall[b].isCollidable = true;
|
||||
_ballSpringsInitialized = false; //this gets set to true on the first update pass...
|
||||
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
_bodyBall[b].parentJoint = AVATAR_JOINT_NULL;
|
||||
_bodyBall[b].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[b].position = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[b].velocity = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[b].radius = 0.0;
|
||||
_bodyBall[b].touchForce = 0.0;
|
||||
_bodyBall[b].isCollidable = true;
|
||||
_bodyBall[b].jointTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
||||
}
|
||||
|
||||
// specify the radius of each ball
|
||||
_bodyBall[ BODY_BALL_PELVIS ].radius = 0.07;
|
||||
_bodyBall[ BODY_BALL_TORSO ].radius = 0.065;
|
||||
_bodyBall[ BODY_BALL_CHEST ].radius = 0.08;
|
||||
_bodyBall[ BODY_BALL_NECK_BASE ].radius = 0.03;
|
||||
_bodyBall[ BODY_BALL_HEAD_BASE ].radius = 0.07;
|
||||
_bodyBall[ BODY_BALL_LEFT_COLLAR ].radius = 0.04;
|
||||
_bodyBall[ BODY_BALL_LEFT_SHOULDER ].radius = 0.03;
|
||||
_bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = 0.02;
|
||||
_bodyBall[ BODY_BALL_LEFT_WRIST ].radius = 0.02;
|
||||
_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].radius = 0.01;
|
||||
_bodyBall[ BODY_BALL_RIGHT_COLLAR ].radius = 0.04;
|
||||
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = 0.03;
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = 0.02;
|
||||
_bodyBall[ BODY_BALL_RIGHT_WRIST ].radius = 0.02;
|
||||
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].radius = 0.01;
|
||||
_bodyBall[ BODY_BALL_LEFT_HIP ].radius = 0.04;
|
||||
|
||||
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].radius = 0.03;
|
||||
|
||||
_bodyBall[ BODY_BALL_LEFT_KNEE ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_LEFT_HEEL ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_LEFT_TOES ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HIP ].radius = 0.04;
|
||||
_bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_RIGHT_TOES ].radius = 0.025;
|
||||
|
||||
// specify the radii of the joints
|
||||
_bodyBall[ AVATAR_JOINT_PELVIS ].radius = 0.07;
|
||||
_bodyBall[ AVATAR_JOINT_TORSO ].radius = 0.065;
|
||||
_bodyBall[ AVATAR_JOINT_CHEST ].radius = 0.08;
|
||||
_bodyBall[ AVATAR_JOINT_NECK_BASE ].radius = 0.03;
|
||||
_bodyBall[ AVATAR_JOINT_HEAD_BASE ].radius = 0.07;
|
||||
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_COLLAR ].radius = 0.04;
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_SHOULDER ].radius = 0.03;
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_ELBOW ].radius = 0.02;
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_WRIST ].radius = 0.02;
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_FINGERTIPS ].radius = 0.01;
|
||||
// specify the parent joint for each ball
|
||||
_bodyBall[ BODY_BALL_PELVIS ].parentJoint = AVATAR_JOINT_PELVIS;
|
||||
_bodyBall[ BODY_BALL_TORSO ].parentJoint = AVATAR_JOINT_TORSO;
|
||||
_bodyBall[ BODY_BALL_CHEST ].parentJoint = AVATAR_JOINT_CHEST;
|
||||
_bodyBall[ BODY_BALL_NECK_BASE ].parentJoint = AVATAR_JOINT_NECK_BASE;
|
||||
_bodyBall[ BODY_BALL_HEAD_BASE ].parentJoint = AVATAR_JOINT_HEAD_BASE;
|
||||
_bodyBall[ BODY_BALL_HEAD_TOP ].parentJoint = AVATAR_JOINT_HEAD_TOP;
|
||||
_bodyBall[ BODY_BALL_LEFT_COLLAR ].parentJoint = AVATAR_JOINT_LEFT_COLLAR;
|
||||
_bodyBall[ BODY_BALL_LEFT_SHOULDER ].parentJoint = AVATAR_JOINT_LEFT_SHOULDER;
|
||||
_bodyBall[ BODY_BALL_LEFT_ELBOW ].parentJoint = AVATAR_JOINT_LEFT_ELBOW;
|
||||
_bodyBall[ BODY_BALL_LEFT_WRIST ].parentJoint = AVATAR_JOINT_LEFT_WRIST;
|
||||
_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].parentJoint = AVATAR_JOINT_LEFT_FINGERTIPS;
|
||||
_bodyBall[ BODY_BALL_RIGHT_COLLAR ].parentJoint = AVATAR_JOINT_RIGHT_COLLAR;
|
||||
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentJoint = AVATAR_JOINT_RIGHT_SHOULDER;
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentJoint = AVATAR_JOINT_RIGHT_ELBOW;
|
||||
_bodyBall[ BODY_BALL_RIGHT_WRIST ].parentJoint = AVATAR_JOINT_RIGHT_WRIST;
|
||||
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].parentJoint = AVATAR_JOINT_RIGHT_FINGERTIPS;
|
||||
_bodyBall[ BODY_BALL_LEFT_HIP ].parentJoint = AVATAR_JOINT_LEFT_HIP;
|
||||
_bodyBall[ BODY_BALL_LEFT_KNEE ].parentJoint = AVATAR_JOINT_LEFT_KNEE;
|
||||
_bodyBall[ BODY_BALL_LEFT_HEEL ].parentJoint = AVATAR_JOINT_LEFT_HEEL;
|
||||
_bodyBall[ BODY_BALL_LEFT_TOES ].parentJoint = AVATAR_JOINT_LEFT_TOES;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HIP ].parentJoint = AVATAR_JOINT_RIGHT_HIP;
|
||||
_bodyBall[ BODY_BALL_RIGHT_KNEE ].parentJoint = AVATAR_JOINT_RIGHT_KNEE;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HEEL ].parentJoint = AVATAR_JOINT_RIGHT_HEEL;
|
||||
_bodyBall[ BODY_BALL_RIGHT_TOES ].parentJoint = AVATAR_JOINT_RIGHT_TOES;
|
||||
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_COLLAR ].radius = 0.04;
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_SHOULDER ].radius = 0.03;
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_ELBOW ].radius = 0.02;
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_WRIST ].radius = 0.02;
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS ].radius = 0.01;
|
||||
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH].parentJoint = AVATAR_JOINT_LEFT_HIP;
|
||||
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_HIP ].radius = 0.04;
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_KNEE ].radius = 0.025;
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_HEEL ].radius = 0.025;
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_TOES ].radius = 0.025;
|
||||
// specify the parent offset for each ball
|
||||
_bodyBall[ BODY_BALL_PELVIS ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_TORSO ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_CHEST ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_NECK_BASE ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_HEAD_BASE ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_HEAD_TOP ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_COLLAR ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_SHOULDER ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_ELBOW ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_WRIST ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_COLLAR ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_WRIST ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_HIP ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_KNEE ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_HEEL ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_TOES ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_HIP ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_KNEE ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_HEEL ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_TOES ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
|
||||
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_HIP ].radius = 0.04;
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_KNEE ].radius = 0.025;
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_HEEL ].radius = 0.025;
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_TOES ].radius = 0.025;
|
||||
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH].parentOffset = glm::vec3(-0.1, -0.1, 0.0);
|
||||
|
||||
|
||||
// specify the parent BALL for each ball
|
||||
_bodyBall[ BODY_BALL_PELVIS ].parentBall = BODY_BALL_NULL;
|
||||
_bodyBall[ BODY_BALL_TORSO ].parentBall = BODY_BALL_PELVIS;
|
||||
_bodyBall[ BODY_BALL_CHEST ].parentBall = BODY_BALL_TORSO;
|
||||
_bodyBall[ BODY_BALL_NECK_BASE ].parentBall = BODY_BALL_CHEST;
|
||||
_bodyBall[ BODY_BALL_HEAD_BASE ].parentBall = BODY_BALL_NECK_BASE;
|
||||
_bodyBall[ BODY_BALL_HEAD_TOP ].parentBall = BODY_BALL_HEAD_BASE;
|
||||
_bodyBall[ BODY_BALL_LEFT_COLLAR ].parentBall = BODY_BALL_CHEST;
|
||||
_bodyBall[ BODY_BALL_LEFT_SHOULDER ].parentBall = BODY_BALL_LEFT_COLLAR;
|
||||
_bodyBall[ BODY_BALL_LEFT_ELBOW ].parentBall = BODY_BALL_LEFT_SHOULDER;
|
||||
_bodyBall[ BODY_BALL_LEFT_WRIST ].parentBall = BODY_BALL_LEFT_ELBOW;
|
||||
_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].parentBall = BODY_BALL_LEFT_WRIST;
|
||||
_bodyBall[ BODY_BALL_RIGHT_COLLAR ].parentBall = BODY_BALL_CHEST;
|
||||
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentBall = BODY_BALL_RIGHT_COLLAR;
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentBall = BODY_BALL_RIGHT_SHOULDER;
|
||||
_bodyBall[ BODY_BALL_RIGHT_WRIST ].parentBall = BODY_BALL_RIGHT_ELBOW;
|
||||
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].parentBall = BODY_BALL_RIGHT_WRIST;
|
||||
_bodyBall[ BODY_BALL_LEFT_HIP ].parentBall = BODY_BALL_PELVIS;
|
||||
|
||||
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].parentBall = BODY_BALL_LEFT_HIP;
|
||||
|
||||
// _bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_MID_THIGH;
|
||||
_bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_HIP;
|
||||
|
||||
_bodyBall[ BODY_BALL_LEFT_HEEL ].parentBall = BODY_BALL_LEFT_KNEE;
|
||||
_bodyBall[ BODY_BALL_LEFT_TOES ].parentBall = BODY_BALL_LEFT_HEEL;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HIP ].parentBall = BODY_BALL_PELVIS;
|
||||
_bodyBall[ BODY_BALL_RIGHT_KNEE ].parentBall = BODY_BALL_RIGHT_HIP;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HEEL ].parentBall = BODY_BALL_RIGHT_KNEE;
|
||||
_bodyBall[ BODY_BALL_RIGHT_TOES ].parentBall = BODY_BALL_RIGHT_HEEL;
|
||||
|
||||
/*
|
||||
// to aid in hand-shaking and hand-holding, the right hand is not collidable
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_ELBOW ].isCollidable = false;
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_WRIST ].isCollidable = false;
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS].isCollidable = false;
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].isCollidable = false;
|
||||
_bodyBall[ BODY_BALL_RIGHT_WRIST ].isCollidable = false;
|
||||
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS].isCollidable = false;
|
||||
*/
|
||||
}
|
||||
|
||||
|
@ -170,6 +264,10 @@ Avatar::~Avatar() {
|
|||
delete _balls;
|
||||
}
|
||||
|
||||
void Avatar::init() {
|
||||
_voxels.init();
|
||||
}
|
||||
|
||||
void Avatar::reset() {
|
||||
_head.reset();
|
||||
}
|
||||
|
@ -275,6 +373,25 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
// update avatar skeleton
|
||||
_skeleton.update(deltaTime, getOrientation(), _position);
|
||||
|
||||
//determine the lengths of the body springs now that we have updated the skeleton at least once
|
||||
if (!_ballSpringsInitialized) {
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
|
||||
glm::vec3 targetPosition
|
||||
= _skeleton.joint[_bodyBall[b].parentJoint].position
|
||||
+ _skeleton.joint[_bodyBall[b].parentJoint].rotation * _bodyBall[b].parentOffset;
|
||||
|
||||
glm::vec3 parentTargetPosition
|
||||
= _skeleton.joint[_bodyBall[b].parentJoint].position
|
||||
+ _skeleton.joint[_bodyBall[b].parentJoint].rotation * _bodyBall[b].parentOffset;
|
||||
|
||||
_bodyBall[b].springLength = glm::length(targetPosition - parentTargetPosition);
|
||||
}
|
||||
|
||||
_ballSpringsInitialized = true;
|
||||
}
|
||||
|
||||
|
||||
// if this is not my avatar, then hand position comes from transmitted data
|
||||
if (_owningAgent) {
|
||||
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handPosition;
|
||||
|
@ -456,22 +573,22 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
right * _head.getLeanSideways() +
|
||||
front * _head.getLeanForward();
|
||||
|
||||
_bodyBall[ AVATAR_JOINT_TORSO ].position += headLean * 0.1f;
|
||||
_bodyBall[ AVATAR_JOINT_CHEST ].position += headLean * 0.4f;
|
||||
_bodyBall[ AVATAR_JOINT_NECK_BASE ].position += headLean * 0.7f;
|
||||
_bodyBall[ AVATAR_JOINT_HEAD_BASE ].position += headLean * 1.0f;
|
||||
_bodyBall[ BODY_BALL_TORSO ].position += headLean * 0.1f;
|
||||
_bodyBall[ BODY_BALL_CHEST ].position += headLean * 0.4f;
|
||||
_bodyBall[ BODY_BALL_NECK_BASE ].position += headLean * 0.7f;
|
||||
_bodyBall[ BODY_BALL_HEAD_BASE ].position += headLean * 1.0f;
|
||||
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_COLLAR ].position += headLean * 0.6f;
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_SHOULDER ].position += headLean * 0.6f;
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_ELBOW ].position += headLean * 0.2f;
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_WRIST ].position += headLean * 0.1f;
|
||||
_bodyBall[ AVATAR_JOINT_LEFT_FINGERTIPS ].position += headLean * 0.0f;
|
||||
_bodyBall[ BODY_BALL_LEFT_COLLAR ].position += headLean * 0.6f;
|
||||
_bodyBall[ BODY_BALL_LEFT_SHOULDER ].position += headLean * 0.6f;
|
||||
_bodyBall[ BODY_BALL_LEFT_ELBOW ].position += headLean * 0.2f;
|
||||
_bodyBall[ BODY_BALL_LEFT_WRIST ].position += headLean * 0.1f;
|
||||
_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].position += headLean * 0.0f;
|
||||
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_COLLAR ].position += headLean * 0.6f;
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_SHOULDER ].position += headLean * 0.6f;
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_ELBOW ].position += headLean * 0.2f;
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_WRIST ].position += headLean * 0.1f;
|
||||
_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += headLean * 0.0f;
|
||||
_bodyBall[ BODY_BALL_RIGHT_COLLAR ].position += headLean * 0.6f;
|
||||
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].position += headLean * 0.6f;
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].position += headLean * 0.2f;
|
||||
_bodyBall[ BODY_BALL_RIGHT_WRIST ].position += headLean * 0.1f;
|
||||
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].position += headLean * 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -485,8 +602,8 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
}
|
||||
|
||||
_head.setBodyRotation (glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
|
||||
_head.setPosition(_bodyBall[ AVATAR_JOINT_HEAD_BASE ].position);
|
||||
_head.setScale (_bodyBall[ AVATAR_JOINT_HEAD_BASE ].radius);
|
||||
_head.setPosition(_bodyBall[ BODY_BALL_HEAD_BASE ].position);
|
||||
_head.setScale (_bodyBall[ BODY_BALL_HEAD_BASE ].radius);
|
||||
_head.setSkinColor(glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]));
|
||||
_head.simulate(deltaTime, !_owningAgent);
|
||||
|
||||
|
@ -500,12 +617,12 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
|
||||
void Avatar::checkForMouseRayTouching() {
|
||||
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
|
||||
glm::vec3 directionToBodySphere = glm::normalize(_bodyBall[b].position - _mouseRayOrigin);
|
||||
float dot = glm::dot(directionToBodySphere, _mouseRayDirection);
|
||||
|
||||
float range = _bodyBall[b].radius * JOINT_TOUCH_RANGE;
|
||||
float range = _bodyBall[b].radius * MOUSE_RAY_TOUCH_RANGE;
|
||||
|
||||
if (dot > (1.0f - range)) {
|
||||
_bodyBall[b].touchForce = (dot - (1.0f - range)) / range;
|
||||
|
@ -557,11 +674,6 @@ 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);
|
||||
//printLog("Angle between: %f\n", angleBetween(vectorBetweenUs, getBodyFrontDirection()));
|
||||
|
||||
// test whether shoulders are close enough to allow for reaching to touch hands
|
||||
glm::vec3 v(_position - otherAvatar->_position);
|
||||
float distance = glm::length(v);
|
||||
|
@ -579,7 +691,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
|||
|
||||
_avatarTouch.setHasInteractingOther(true);
|
||||
_avatarTouch.setYourBodyPosition(_interactingOther->_position);
|
||||
_avatarTouch.setYourHandPosition(_interactingOther->_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
|
||||
_avatarTouch.setYourHandPosition(_interactingOther->_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].position);
|
||||
_avatarTouch.setYourOrientation (_interactingOther->getOrientation());
|
||||
_avatarTouch.setYourHandState (_interactingOther->_handState);
|
||||
|
||||
|
@ -650,32 +762,29 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
|||
}
|
||||
|
||||
_avatarTouch.setMyHandState(_handState);
|
||||
_avatarTouch.setMyHandPosition(_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
|
||||
_avatarTouch.setMyHandPosition(_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].position);
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float deltaTime) {
|
||||
float myBodyApproximateBoundingRadius = 1.0f;
|
||||
glm::vec3 vectorFromMyBodyToBigSphere(_position - position);
|
||||
bool jointCollision = false;
|
||||
|
||||
float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
|
||||
if (distanceToBigSphere < myBodyApproximateBoundingRadius + radius) {
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
glm::vec3 vectorFromJointToBigSphereCenter(_bodyBall[b].position - position);
|
||||
float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
glm::vec3 vectorFromBallToBigSphereCenter(_bodyBall[b].position - position);
|
||||
float distanceToBigSphereCenter = glm::length(vectorFromBallToBigSphereCenter);
|
||||
float combinedRadius = _bodyBall[b].radius + radius;
|
||||
|
||||
if (distanceToBigSphereCenter < combinedRadius) {
|
||||
jointCollision = true;
|
||||
if (distanceToBigSphereCenter > 0.0) {
|
||||
glm::vec3 directionVector = vectorFromJointToBigSphereCenter / distanceToBigSphereCenter;
|
||||
glm::vec3 directionVector = vectorFromBallToBigSphereCenter / distanceToBigSphereCenter;
|
||||
|
||||
float penetration = 1.0 - (distanceToBigSphereCenter / combinedRadius);
|
||||
glm::vec3 collisionForce = vectorFromJointToBigSphereCenter * penetration;
|
||||
|
||||
_bodyBall[b].velocity += collisionForce * 0.0f * deltaTime;
|
||||
_velocity += collisionForce * 40.0f * deltaTime;
|
||||
glm::vec3 collisionForce = vectorFromBallToBigSphereCenter * penetration;
|
||||
|
||||
_velocity += collisionForce * 40.0f * deltaTime;
|
||||
_bodyBall[b].position = position + directionVector * combinedRadius;
|
||||
}
|
||||
}
|
||||
|
@ -729,7 +838,7 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
|
|||
// Reset detector for nearest avatar
|
||||
_distanceToNearestAvatar = std::numeric_limits<float>::max();
|
||||
|
||||
//loop through all the other avatars for potential interactions...
|
||||
// loop through all the other avatars for potential interactions...
|
||||
AgentList* agentList = AgentList::getInstance();
|
||||
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
|
||||
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
|
||||
|
@ -739,7 +848,7 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
|
|||
glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
|
||||
|
||||
if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) {
|
||||
//apply forces from collision
|
||||
// apply forces from collision
|
||||
applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
|
||||
}
|
||||
|
||||
|
@ -755,30 +864,30 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
//detect collisions with other avatars and respond
|
||||
// detect collisions with other avatars and respond
|
||||
void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) {
|
||||
|
||||
glm::vec3 bodyPushForce = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// loop through the joints of each avatar to check for every possible collision
|
||||
for (int b=1; b<NUM_AVATAR_JOINTS; b++) {
|
||||
// loop through the body balls of each avatar to check for every possible collision
|
||||
for (int b = 1; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
if (_bodyBall[b].isCollidable) {
|
||||
|
||||
for (int o=b+1; o<NUM_AVATAR_JOINTS; o++) {
|
||||
for (int o = b+1; o < NUM_AVATAR_BODY_BALLS; o++) {
|
||||
if (otherAvatar->_bodyBall[o].isCollidable) {
|
||||
|
||||
glm::vec3 vectorBetweenJoints(_bodyBall[b].position - otherAvatar->_bodyBall[o].position);
|
||||
float distanceBetweenJoints = glm::length(vectorBetweenJoints);
|
||||
glm::vec3 vectorBetweenBalls(_bodyBall[b].position - otherAvatar->_bodyBall[o].position);
|
||||
float distanceBetweenBalls = glm::length(vectorBetweenBalls);
|
||||
|
||||
if (distanceBetweenJoints > 0.0) { // to avoid divide by zero
|
||||
if (distanceBetweenBalls > 0.0) { // to avoid divide by zero
|
||||
float combinedRadius = _bodyBall[b].radius + otherAvatar->_bodyBall[o].radius;
|
||||
|
||||
// check for collision
|
||||
if (distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
|
||||
glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
|
||||
if (distanceBetweenBalls < combinedRadius * COLLISION_RADIUS_SCALAR) {
|
||||
glm::vec3 directionVector = vectorBetweenBalls / distanceBetweenBalls;
|
||||
|
||||
// push balls away from each other and apply friction
|
||||
float penetration = 1.0f - (distanceBetweenJoints / (combinedRadius * COLLISION_RADIUS_SCALAR));
|
||||
float penetration = 1.0f - (distanceBetweenBalls / (combinedRadius * COLLISION_RADIUS_SCALAR));
|
||||
|
||||
glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * penetration * deltaTime;
|
||||
bodyPushForce += directionVector * COLLISION_BODY_FORCE * penetration * deltaTime;
|
||||
|
@ -793,7 +902,7 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
|
|||
} // b loop
|
||||
} // collidable
|
||||
|
||||
//apply force on the whole body
|
||||
// apply force on the whole body
|
||||
_velocity += bodyPushForce;
|
||||
}
|
||||
|
||||
|
@ -833,7 +942,7 @@ void Avatar::render(bool lookingInMirror) {
|
|||
// render a simple round on the ground projected down from the avatar's position
|
||||
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
|
||||
|
||||
//render body
|
||||
// render body
|
||||
renderBody(lookingInMirror);
|
||||
|
||||
// if this is my avatar, then render my interactions with the other avatar
|
||||
|
@ -857,7 +966,7 @@ void Avatar::render(bool lookingInMirror) {
|
|||
}
|
||||
glPushMatrix();
|
||||
|
||||
glm::vec3 chatPosition = _bodyBall[AVATAR_JOINT_HEAD_BASE].position + getBodyUpDirection() * chatMessageHeight;
|
||||
glm::vec3 chatPosition = _bodyBall[BODY_BALL_HEAD_BASE].position + getBodyUpDirection() * chatMessageHeight;
|
||||
glTranslatef(chatPosition.x, chatPosition.y, chatPosition.z);
|
||||
glm::quat chatRotation = Application::getInstance()->getCamera()->getRotation();
|
||||
glm::vec3 chatAxis = glm::axis(chatRotation);
|
||||
|
@ -893,62 +1002,86 @@ void Avatar::render(bool lookingInMirror) {
|
|||
}
|
||||
|
||||
void Avatar::resetBodyBalls() {
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
_bodyBall[b].position = _skeleton.joint[b].position;
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
|
||||
glm::vec3 targetPosition
|
||||
= _skeleton.joint[_bodyBall[b].parentJoint].position
|
||||
+ _skeleton.joint[_bodyBall[b].parentJoint].rotation * _bodyBall[b].parentOffset;
|
||||
|
||||
_bodyBall[b].position = targetPosition; // put ball on target position
|
||||
_bodyBall[b].velocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::updateBodyBalls(float deltaTime) {
|
||||
// Check for a large repositioning, and re-initialize balls if this has happened
|
||||
// Check for a large repositioning, and re-initialize balls if this has happened
|
||||
const float BEYOND_BODY_SPRING_RANGE = 2.f;
|
||||
if (glm::length(_position - _bodyBall[AVATAR_JOINT_PELVIS].position) > BEYOND_BODY_SPRING_RANGE) {
|
||||
if (glm::length(_position - _bodyBall[BODY_BALL_PELVIS].position) > BEYOND_BODY_SPRING_RANGE) {
|
||||
resetBodyBalls();
|
||||
}
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
glm::vec3 springVector(_bodyBall[b].position);
|
||||
|
||||
if (_skeleton.joint[b].parent == AVATAR_JOINT_NULL) {
|
||||
springVector -= _position;
|
||||
}
|
||||
else {
|
||||
springVector -= _bodyBall[ _skeleton.joint[b].parent ].position;
|
||||
}
|
||||
|
||||
float length = glm::length(springVector);
|
||||
|
||||
if (length > 0.0f) { // to avoid divide by zero
|
||||
glm::vec3 springDirection = springVector / length;
|
||||
|
||||
float force = (length - _skeleton.joint[b].length) * BODY_SPRING_FORCE * deltaTime;
|
||||
_bodyBall[b].velocity -= springDirection * force;
|
||||
|
||||
if (_skeleton.joint[b].parent != AVATAR_JOINT_NULL) {
|
||||
_bodyBall[_skeleton.joint[b].parent].velocity += springDirection * force;
|
||||
glm::quat orientation = getOrientation();
|
||||
glm::vec3 jointDirection = orientation * JOINT_DIRECTION;
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
|
||||
glm::vec3 springVector;
|
||||
float length = 0.0f;
|
||||
if (_ballSpringsInitialized) {
|
||||
|
||||
// apply spring forces
|
||||
springVector = _bodyBall[b].position;
|
||||
|
||||
if (b == BODY_BALL_PELVIS) {
|
||||
springVector -= _position;
|
||||
} else {
|
||||
springVector -= _bodyBall[_bodyBall[b].parentBall].position;
|
||||
}
|
||||
|
||||
length = glm::length(springVector);
|
||||
|
||||
if (length > 0.0f) { // to avoid divide by zero
|
||||
glm::vec3 springDirection = springVector / length;
|
||||
|
||||
float force = (length - _skeleton.joint[b].length) * BODY_SPRING_FORCE * deltaTime;
|
||||
_bodyBall[b].velocity -= springDirection * force;
|
||||
|
||||
if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
|
||||
_bodyBall[_bodyBall[b].parentBall].velocity += springDirection * force;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// apply tightness force - (causing ball position to be close to skeleton joint position)
|
||||
_bodyBall[b].velocity += (_skeleton.joint[b].position - _bodyBall[b].position) * _bodyBall[b].jointTightness * deltaTime;
|
||||
glm::vec3 targetPosition
|
||||
= _skeleton.joint[_bodyBall[b].parentJoint].position
|
||||
+ _skeleton.joint[_bodyBall[b].parentJoint].rotation * _bodyBall[b].parentOffset;
|
||||
|
||||
_bodyBall[b].velocity += (targetPosition - _bodyBall[b].position) * _bodyBall[b].jointTightness * deltaTime;
|
||||
|
||||
// apply decay
|
||||
float decay = 1.0 - BODY_SPRING_DECAY * deltaTime;
|
||||
if (decay > 0.0) {
|
||||
_bodyBall[b].velocity *= decay;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
_bodyBall[b].velocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
/*
|
||||
//apply forces from touch...
|
||||
if (_skeleton.joint[b].touchForce > 0.0) {
|
||||
_skeleton.joint[b].springyVelocity += _mouseRayDirection * _skeleton.joint[b].touchForce * 0.7f;
|
||||
// apply forces from touch...
|
||||
if (_bodyBall[b].touchForce > 0.0) {
|
||||
_bodyBall[b].velocity += _mouseRayDirection * _bodyBall[b].touchForce * 0.7f;
|
||||
}
|
||||
*/
|
||||
|
||||
//update position by velocity...
|
||||
// update position by velocity...
|
||||
_bodyBall[b].position += _bodyBall[b].velocity * deltaTime;
|
||||
|
||||
// update rotation
|
||||
const float SMALL_SPRING_LENGTH = 0.001f; // too-small springs can change direction rapidly
|
||||
if (_skeleton.joint[b].parent == AVATAR_JOINT_NULL || length < SMALL_SPRING_LENGTH) {
|
||||
_bodyBall[b].rotation = orientation * _skeleton.joint[_bodyBall[b].parentJoint].absoluteBindPoseRotation;
|
||||
} else {
|
||||
_bodyBall[b].rotation = rotationBetween(jointDirection, springVector) * orientation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1009,9 +1142,12 @@ void Avatar::renderBody(bool lookingInMirror) {
|
|||
const float RENDER_OPAQUE_BEYOND = 1.0f; // Meters beyond which body is shown opaque
|
||||
const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
|
||||
|
||||
// Render the body's voxels
|
||||
_voxels.render(false);
|
||||
|
||||
// Render the body as balls and cones
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
float distanceToCamera = glm::length(_cameraPosition - _skeleton.joint[b].position);
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
|
||||
|
||||
float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
|
||||
(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
|
||||
|
@ -1021,18 +1157,18 @@ void Avatar::renderBody(bool lookingInMirror) {
|
|||
}
|
||||
|
||||
// Always render other people, and render myself when beyond threshold distance
|
||||
if (b == AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special
|
||||
if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
|
||||
if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
|
||||
_head.render(lookingInMirror, _cameraPosition, alpha);
|
||||
}
|
||||
} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
|
||||
|| b == AVATAR_JOINT_RIGHT_ELBOW
|
||||
|| b == AVATAR_JOINT_RIGHT_WRIST
|
||||
|| b == AVATAR_JOINT_RIGHT_FINGERTIPS ) {
|
||||
// Render the sphere at the joint
|
||||
if (_owningAgent || b == AVATAR_JOINT_RIGHT_ELBOW
|
||||
|| b == AVATAR_JOINT_RIGHT_WRIST
|
||||
|| b == AVATAR_JOINT_RIGHT_FINGERTIPS ) {
|
||||
|| b == BODY_BALL_RIGHT_ELBOW
|
||||
|| b == BODY_BALL_RIGHT_WRIST
|
||||
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
|
||||
// Render the body ball sphere
|
||||
if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
|
||||
|| b == BODY_BALL_RIGHT_WRIST
|
||||
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
|
||||
glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
|
||||
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
|
||||
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
|
||||
|
@ -1043,36 +1179,36 @@ void Avatar::renderBody(bool lookingInMirror) {
|
|||
alpha);
|
||||
}
|
||||
|
||||
if ((b != AVATAR_JOINT_HEAD_TOP )
|
||||
&& (b != AVATAR_JOINT_HEAD_BASE )) {
|
||||
if ((b != BODY_BALL_HEAD_TOP )
|
||||
&& (b != BODY_BALL_HEAD_BASE )) {
|
||||
glPushMatrix();
|
||||
glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
|
||||
glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
// Render the cone connecting this joint to its parent
|
||||
if (_skeleton.joint[b].parent != AVATAR_JOINT_NULL) {
|
||||
if ((b != AVATAR_JOINT_HEAD_TOP )
|
||||
&& (b != AVATAR_JOINT_HEAD_BASE )
|
||||
&& (b != AVATAR_JOINT_PELVIS )
|
||||
&& (b != AVATAR_JOINT_TORSO )
|
||||
&& (b != AVATAR_JOINT_CHEST )
|
||||
&& (b != AVATAR_JOINT_LEFT_COLLAR )
|
||||
&& (b != AVATAR_JOINT_LEFT_SHOULDER )
|
||||
&& (b != AVATAR_JOINT_RIGHT_COLLAR )
|
||||
&& (b != AVATAR_JOINT_RIGHT_SHOULDER)) {
|
||||
// Render the cone connecting this ball to its parent
|
||||
if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
|
||||
if ((b != BODY_BALL_HEAD_TOP )
|
||||
&& (b != BODY_BALL_HEAD_BASE )
|
||||
&& (b != BODY_BALL_PELVIS )
|
||||
&& (b != BODY_BALL_TORSO )
|
||||
&& (b != BODY_BALL_CHEST )
|
||||
&& (b != BODY_BALL_LEFT_COLLAR )
|
||||
&& (b != BODY_BALL_LEFT_SHOULDER )
|
||||
&& (b != BODY_BALL_RIGHT_COLLAR )
|
||||
&& (b != BODY_BALL_RIGHT_SHOULDER)) {
|
||||
glColor3fv(DARK_SKIN_COLOR);
|
||||
|
||||
float r1 = _bodyBall[_skeleton.joint[b].parent ].radius * 0.8;
|
||||
float r2 = _bodyBall[b ].radius * 0.8;
|
||||
if (b == AVATAR_JOINT_HEAD_BASE) {
|
||||
float r1 = _bodyBall[_bodyBall[b].parentBall ].radius * 0.8;
|
||||
float r2 = _bodyBall[b].radius * 0.8;
|
||||
if (b == BODY_BALL_HEAD_BASE) {
|
||||
r1 *= 0.5f;
|
||||
}
|
||||
renderJointConnectingCone
|
||||
(
|
||||
_bodyBall[_skeleton.joint[b].parent ].position,
|
||||
_bodyBall[b ].position, r2, r2
|
||||
_bodyBall[_bodyBall[b].parentBall].position,
|
||||
_bodyBall[b].position, r2, r2
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -1110,10 +1246,11 @@ void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity
|
|||
_head.setYaw (angles.x);
|
||||
_head.setPitch(angles.y);
|
||||
_head.setRoll (angles.z);
|
||||
//printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z);
|
||||
// printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z);
|
||||
}
|
||||
}
|
||||
|
||||
<<<<<<< HEAD
|
||||
void Avatar::loadData(QSettings* set) {
|
||||
set->beginGroup("Avatar");
|
||||
|
||||
|
@ -1126,6 +1263,16 @@ void Avatar::loadData(QSettings* set) {
|
|||
_position.z = set->value("position_z", _position.z).toFloat();
|
||||
|
||||
set->endGroup();
|
||||
=======
|
||||
void Avatar::getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, glm::quat& rotation) const {
|
||||
position = _bodyBall[jointID].position;
|
||||
rotation = _bodyBall[jointID].rotation;
|
||||
}
|
||||
|
||||
void Avatar::writeAvatarDataToFile() {
|
||||
Application::getInstance()->setSetting("avatarPos", _position);
|
||||
Application::getInstance()->setSetting("avatarRotation", glm::vec3(_bodyYaw, _bodyPitch, _bodyRoll));
|
||||
>>>>>>> 82c1ee2062577f614cfde096f08adfc9e83e4f0f
|
||||
}
|
||||
|
||||
void Avatar::saveData(QSettings* set) {
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
#include <QSettings>
|
||||
#include "world.h"
|
||||
#include "AvatarTouch.h"
|
||||
#include "AvatarVoxelSystem.h"
|
||||
#include "InterfaceConfig.h"
|
||||
#include "SerialInterface.h"
|
||||
#include "Balls.h"
|
||||
|
@ -21,6 +22,40 @@
|
|||
#include "Skeleton.h"
|
||||
#include "Transmitter.h"
|
||||
|
||||
|
||||
enum AvatarBodyBallID
|
||||
{
|
||||
BODY_BALL_NULL = -1,
|
||||
BODY_BALL_PELVIS,
|
||||
BODY_BALL_TORSO,
|
||||
BODY_BALL_CHEST,
|
||||
BODY_BALL_NECK_BASE,
|
||||
BODY_BALL_HEAD_BASE,
|
||||
BODY_BALL_HEAD_TOP,
|
||||
BODY_BALL_LEFT_COLLAR,
|
||||
BODY_BALL_LEFT_SHOULDER,
|
||||
BODY_BALL_LEFT_ELBOW,
|
||||
BODY_BALL_LEFT_WRIST,
|
||||
BODY_BALL_LEFT_FINGERTIPS,
|
||||
BODY_BALL_RIGHT_COLLAR,
|
||||
BODY_BALL_RIGHT_SHOULDER,
|
||||
BODY_BALL_RIGHT_ELBOW,
|
||||
BODY_BALL_RIGHT_WRIST,
|
||||
BODY_BALL_RIGHT_FINGERTIPS,
|
||||
BODY_BALL_LEFT_HIP,
|
||||
BODY_BALL_LEFT_KNEE,
|
||||
BODY_BALL_LEFT_HEEL,
|
||||
BODY_BALL_LEFT_TOES,
|
||||
BODY_BALL_RIGHT_HIP,
|
||||
BODY_BALL_RIGHT_KNEE,
|
||||
BODY_BALL_RIGHT_HEEL,
|
||||
BODY_BALL_RIGHT_TOES,
|
||||
|
||||
//TEST!
|
||||
//BODY_BALL_LEFT_MID_THIGH,
|
||||
NUM_AVATAR_BODY_BALLS
|
||||
};
|
||||
|
||||
enum DriveKeys
|
||||
{
|
||||
FWD = 0,
|
||||
|
@ -47,6 +82,7 @@ public:
|
|||
Avatar(Agent* owningAgent = NULL);
|
||||
~Avatar();
|
||||
|
||||
void init();
|
||||
void reset();
|
||||
void simulate(float deltaTime, Transmitter* transmitter);
|
||||
void updateHeadFromGyros(float frametime, SerialInterface * serialInterface);
|
||||
|
@ -65,19 +101,15 @@ public:
|
|||
void setOrientation (const glm::quat& orientation);
|
||||
|
||||
//getters
|
||||
|
||||
float getHeadYawRate () const { return _head.yawRate;}
|
||||
float getBodyYaw () const { return _bodyYaw;}
|
||||
bool getIsNearInteractingOther() const { return _avatarTouch.getAbleToReachOtherAvatar();}
|
||||
const glm::vec3& getHeadPosition () const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position;}
|
||||
const glm::vec3& getSpringyHeadPosition () const { return _bodyBall[ AVATAR_JOINT_HEAD_BASE ].position;}
|
||||
const glm::vec3& getJointPosition (AvatarJointID j) const { return _bodyBall[j].position;}
|
||||
|
||||
glm::vec3 getBodyRightDirection () const { return getOrientation() * AVATAR_RIGHT; }
|
||||
glm::vec3 getBodyUpDirection () const { return getOrientation() * AVATAR_UP; }
|
||||
glm::vec3 getBodyFrontDirection () const { return getOrientation() * AVATAR_FRONT; }
|
||||
|
||||
|
||||
const Skeleton& getSkeleton () const { return _skeleton;}
|
||||
float getHeadYawRate () const { return _head.yawRate;}
|
||||
float getBodyYaw () const { return _bodyYaw;}
|
||||
bool getIsNearInteractingOther () const { return _avatarTouch.getAbleToReachOtherAvatar();}
|
||||
const glm::vec3& getHeadJointPosition () const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position;}
|
||||
const glm::vec3& getBallPosition (AvatarJointID j) const { return _bodyBall[j].position;}
|
||||
glm::vec3 getBodyRightDirection () const { return getOrientation() * AVATAR_RIGHT; }
|
||||
glm::vec3 getBodyUpDirection () const { return getOrientation() * AVATAR_UP; }
|
||||
glm::vec3 getBodyFrontDirection () const { return getOrientation() * AVATAR_FRONT; }
|
||||
const glm::vec3& getVelocity () const { return _velocity;}
|
||||
float getSpeed () const { return _speed;}
|
||||
float getHeight () const { return _height;}
|
||||
|
@ -88,6 +120,8 @@ public:
|
|||
glm::quat getOrientation () const;
|
||||
glm::quat getWorldAlignedOrientation() const;
|
||||
|
||||
AvatarVoxelSystem* getVoxels() { return &_voxels; }
|
||||
|
||||
// Set what driving keys are being pressed to control thrust levels
|
||||
void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };
|
||||
bool getDriveKeys(int key) { return _driveKeys[key]; };
|
||||
|
@ -96,9 +130,18 @@ public:
|
|||
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
|
||||
glm::vec3 getThrust() { return _thrust; };
|
||||
|
||||
<<<<<<< HEAD
|
||||
// get/set avatar data
|
||||
void saveData(QSettings* set);
|
||||
void loadData(QSettings* set);
|
||||
=======
|
||||
// Get the position/rotation of a single body ball
|
||||
void getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, glm::quat& rotation) const;
|
||||
|
||||
//read/write avatar data
|
||||
void writeAvatarDataToFile();
|
||||
void readAvatarDataFromFile();
|
||||
>>>>>>> 82c1ee2062577f614cfde096f08adfc9e83e4f0f
|
||||
|
||||
private:
|
||||
// privatize copy constructor and assignment operator to avoid copying
|
||||
|
@ -107,16 +150,22 @@ private:
|
|||
|
||||
struct AvatarBall
|
||||
{
|
||||
glm::vec3 position;
|
||||
glm::vec3 velocity;
|
||||
float jointTightness;
|
||||
float radius;
|
||||
bool isCollidable;
|
||||
float touchForce;
|
||||
AvatarJointID parentJoint; // the skeletal joint that serves as a reference for determining the position
|
||||
glm::vec3 parentOffset; // a 3D vector in the frame of reference of the parent skeletal joint
|
||||
AvatarBodyBallID parentBall; // the ball to which this ball is constrained for spring forces
|
||||
glm::vec3 position; // the actual dynamic position of the ball at any given time
|
||||
glm::quat rotation; // the rotation of the ball
|
||||
glm::vec3 velocity; // the velocity of the ball
|
||||
float springLength; // the ideal length of the spring between this ball and its parentBall
|
||||
float jointTightness; // how tightly the ball position attempts to stay at its ideal position (determined by parentOffset)
|
||||
float radius; // the radius of the ball
|
||||
bool isCollidable; // whether or not the ball responds to collisions
|
||||
float touchForce; // a scalar determining the amount that the cursor (or hand) is penetrating the ball
|
||||
};
|
||||
|
||||
Head _head;
|
||||
Skeleton _skeleton;
|
||||
bool _ballSpringsInitialized;
|
||||
float _TEST_bigSphereRadius;
|
||||
glm::vec3 _TEST_bigSpherePosition;
|
||||
bool _mousePressed;
|
||||
|
@ -124,8 +173,7 @@ private:
|
|||
float _bodyYawDelta;
|
||||
float _bodyRollDelta;
|
||||
glm::vec3 _movedHandOffset;
|
||||
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
|
||||
AvatarBall _bodyBall[ NUM_AVATAR_JOINTS ];
|
||||
AvatarBall _bodyBall[ NUM_AVATAR_BODY_BALLS ];
|
||||
AvatarMode _mode;
|
||||
glm::vec3 _cameraPosition;
|
||||
glm::vec3 _handHoldingPosition;
|
||||
|
@ -149,6 +197,8 @@ private:
|
|||
float _cumulativeMouseYaw;
|
||||
bool _isMouseTurningRight;
|
||||
|
||||
AvatarVoxelSystem _voxels;
|
||||
|
||||
// private methods...
|
||||
glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
|
||||
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
|
||||
|
|
261
interface/src/AvatarVoxelSystem.cpp
Normal file
261
interface/src/AvatarVoxelSystem.cpp
Normal file
|
@ -0,0 +1,261 @@
|
|||
//
|
||||
// AvatarVoxelSystem.cpp
|
||||
// interface
|
||||
//
|
||||
// Created by Andrzej Kapolka on 5/31/13.
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include <QNetworkReply>
|
||||
#include <QUrl>
|
||||
|
||||
#include <GeometryUtil.h>
|
||||
|
||||
#include "Application.h"
|
||||
#include "Avatar.h"
|
||||
#include "AvatarVoxelSystem.h"
|
||||
#include "renderer/ProgramObject.h"
|
||||
|
||||
const float AVATAR_TREE_SCALE = 1.0f;
|
||||
const int MAX_VOXELS_PER_AVATAR = 2000;
|
||||
const int BONE_ELEMENTS_PER_VOXEL = BONE_ELEMENTS_PER_VERTEX * VERTICES_PER_VOXEL;
|
||||
|
||||
AvatarVoxelSystem::AvatarVoxelSystem(Avatar* avatar) :
|
||||
VoxelSystem(AVATAR_TREE_SCALE, MAX_VOXELS_PER_AVATAR),
|
||||
_avatar(avatar), _voxelReply(0) {
|
||||
}
|
||||
|
||||
AvatarVoxelSystem::~AvatarVoxelSystem() {
|
||||
delete[] _readBoneIndicesArray;
|
||||
delete[] _readBoneWeightsArray;
|
||||
delete[] _writeBoneIndicesArray;
|
||||
delete[] _writeBoneWeightsArray;
|
||||
}
|
||||
|
||||
ProgramObject* AvatarVoxelSystem::_skinProgram = 0;
|
||||
int AvatarVoxelSystem::_boneMatricesLocation;
|
||||
int AvatarVoxelSystem::_boneIndicesLocation;
|
||||
int AvatarVoxelSystem::_boneWeightsLocation;
|
||||
|
||||
void AvatarVoxelSystem::init() {
|
||||
VoxelSystem::init();
|
||||
|
||||
// prep the data structures for incoming voxel data
|
||||
_writeBoneIndicesArray = new GLubyte[BONE_ELEMENTS_PER_VOXEL * _maxVoxels];
|
||||
_readBoneIndicesArray = new GLubyte[BONE_ELEMENTS_PER_VOXEL * _maxVoxels];
|
||||
|
||||
_writeBoneWeightsArray = new GLfloat[BONE_ELEMENTS_PER_VOXEL * _maxVoxels];
|
||||
_readBoneWeightsArray = new GLfloat[BONE_ELEMENTS_PER_VOXEL * _maxVoxels];
|
||||
|
||||
// VBO for the boneIndicesArray
|
||||
glGenBuffers(1, &_vboBoneIndicesID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboBoneIndicesID);
|
||||
glBufferData(GL_ARRAY_BUFFER, BONE_ELEMENTS_PER_VOXEL * sizeof(GLubyte) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
|
||||
|
||||
// VBO for the boneWeightsArray
|
||||
glGenBuffers(1, &_vboBoneWeightsID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboBoneWeightsID);
|
||||
glBufferData(GL_ARRAY_BUFFER, BONE_ELEMENTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
|
||||
|
||||
// load our skin program if this is the first avatar system to initialize
|
||||
if (_skinProgram != 0) {
|
||||
return;
|
||||
}
|
||||
_skinProgram = new ProgramObject();
|
||||
_skinProgram->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/skin_voxels.vert");
|
||||
_skinProgram->link();
|
||||
|
||||
_boneMatricesLocation = _skinProgram->uniformLocation("boneMatrices");
|
||||
_boneIndicesLocation = _skinProgram->attributeLocation("boneIndices");
|
||||
_boneWeightsLocation = _skinProgram->attributeLocation("boneWeights");
|
||||
}
|
||||
|
||||
void AvatarVoxelSystem::removeOutOfView() {
|
||||
// no-op for now
|
||||
}
|
||||
|
||||
void AvatarVoxelSystem::loadVoxelsFromURL(const QUrl& url) {
|
||||
// cancel any current download
|
||||
if (_voxelReply != 0) {
|
||||
delete _voxelReply;
|
||||
}
|
||||
|
||||
killLocalVoxels();
|
||||
|
||||
// load the URL data asynchronously
|
||||
if (!url.isValid()) {
|
||||
return;
|
||||
}
|
||||
_voxelReply = Application::getInstance()->getNetworkAccessManager()->get(QNetworkRequest(url));
|
||||
connect(_voxelReply, SIGNAL(readyRead()), SLOT(readVoxelDataFromReply()));
|
||||
connect(_voxelReply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleVoxelReplyError()));
|
||||
}
|
||||
|
||||
void AvatarVoxelSystem::updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,
|
||||
float voxelScale, const nodeColor& color) {
|
||||
VoxelSystem::updateNodeInArrays(nodeIndex, startVertex, voxelScale, color);
|
||||
|
||||
GLubyte* writeBoneIndicesAt = _writeBoneIndicesArray + (nodeIndex * BONE_ELEMENTS_PER_VOXEL);
|
||||
GLfloat* writeBoneWeightsAt = _writeBoneWeightsArray + (nodeIndex * BONE_ELEMENTS_PER_VOXEL);
|
||||
for (int i = 0; i < VERTICES_PER_VOXEL; i++) {
|
||||
BoneIndices boneIndices;
|
||||
glm::vec4 boneWeights;
|
||||
computeBoneIndicesAndWeights(computeVoxelVertex(startVertex, voxelScale, i), boneIndices, boneWeights);
|
||||
for (int j = 0; j < BONE_ELEMENTS_PER_VERTEX; j++) {
|
||||
*(writeBoneIndicesAt + i * BONE_ELEMENTS_PER_VERTEX + j) = boneIndices[j];
|
||||
*(writeBoneWeightsAt + i * BONE_ELEMENTS_PER_VERTEX + j) = boneWeights[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AvatarVoxelSystem::copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd) {
|
||||
VoxelSystem::copyWrittenDataSegmentToReadArrays(segmentStart, segmentEnd);
|
||||
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
GLintptr segmentStartAt = segmentStart * BONE_ELEMENTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * BONE_ELEMENTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readBoneIndicesAt = _readBoneIndicesArray + (segmentStart * BONE_ELEMENTS_PER_VOXEL);
|
||||
GLubyte* writeBoneIndicesAt = _writeBoneIndicesArray + (segmentStart * BONE_ELEMENTS_PER_VOXEL);
|
||||
memcpy(readBoneIndicesAt, writeBoneIndicesAt, segmentSizeBytes);
|
||||
|
||||
segmentStartAt = segmentStart * BONE_ELEMENTS_PER_VOXEL * sizeof(GLfloat);
|
||||
segmentSizeBytes = segmentLength * BONE_ELEMENTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readBoneWeightsAt = _readBoneWeightsArray + (segmentStart * BONE_ELEMENTS_PER_VOXEL);
|
||||
GLfloat* writeBoneWeightsAt = _writeBoneWeightsArray + (segmentStart * BONE_ELEMENTS_PER_VOXEL);
|
||||
memcpy(readBoneWeightsAt, writeBoneWeightsAt, segmentSizeBytes);
|
||||
}
|
||||
|
||||
void AvatarVoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd) {
|
||||
VoxelSystem::updateVBOSegment(segmentStart, segmentEnd);
|
||||
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
GLintptr segmentStartAt = segmentStart * BONE_ELEMENTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * BONE_ELEMENTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readBoneIndicesFrom = _readBoneIndicesArray + (segmentStart * BONE_ELEMENTS_PER_VOXEL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboBoneIndicesID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readBoneIndicesFrom);
|
||||
|
||||
segmentStartAt = segmentStart * BONE_ELEMENTS_PER_VOXEL * sizeof(GLfloat);
|
||||
segmentSizeBytes = segmentLength * BONE_ELEMENTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readBoneWeightsFrom = _readBoneWeightsArray + (segmentStart * BONE_ELEMENTS_PER_VOXEL);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboBoneWeightsID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readBoneWeightsFrom);
|
||||
}
|
||||
|
||||
void AvatarVoxelSystem::applyScaleAndBindProgram(bool texture) {
|
||||
_skinProgram->bind();
|
||||
|
||||
// the base matrix includes centering and scale
|
||||
QMatrix4x4 baseMatrix;
|
||||
baseMatrix.scale(_treeScale);
|
||||
baseMatrix.translate(-0.5f, -0.5f, -0.5f);
|
||||
|
||||
// bone matrices include joint transforms
|
||||
QMatrix4x4 boneMatrices[NUM_AVATAR_JOINTS];
|
||||
for (int i = 0; i < NUM_AVATAR_JOINTS; i++) {
|
||||
glm::vec3 position;
|
||||
glm::quat orientation;
|
||||
_avatar->getBodyBallTransform((AvatarJointID)i, position, orientation);
|
||||
boneMatrices[i].translate(position.x, position.y, position.z);
|
||||
orientation = orientation * glm::inverse(_avatar->getSkeleton().joint[i].absoluteBindPoseRotation);
|
||||
boneMatrices[i].rotate(QQuaternion(orientation.w, orientation.x, orientation.y, orientation.z));
|
||||
const glm::vec3& bindPosition = _avatar->getSkeleton().joint[i].absoluteBindPosePosition;
|
||||
boneMatrices[i].translate(-bindPosition.x, -bindPosition.y, -bindPosition.z);
|
||||
boneMatrices[i] *= baseMatrix;
|
||||
}
|
||||
_skinProgram->setUniformValueArray(_boneMatricesLocation, boneMatrices, NUM_AVATAR_JOINTS);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboBoneIndicesID);
|
||||
glVertexAttribPointer(_boneIndicesLocation, BONE_ELEMENTS_PER_VERTEX, GL_UNSIGNED_BYTE, false, 0, 0);
|
||||
_skinProgram->enableAttributeArray(_boneIndicesLocation);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboBoneWeightsID);
|
||||
_skinProgram->setAttributeBuffer(_boneWeightsLocation, GL_FLOAT, 0, BONE_ELEMENTS_PER_VERTEX);
|
||||
_skinProgram->enableAttributeArray(_boneWeightsLocation);
|
||||
}
|
||||
|
||||
void AvatarVoxelSystem::removeScaleAndReleaseProgram(bool texture) {
|
||||
_skinProgram->release();
|
||||
_skinProgram->disableAttributeArray(_boneIndicesLocation);
|
||||
_skinProgram->disableAttributeArray(_boneWeightsLocation);
|
||||
}
|
||||
|
||||
void AvatarVoxelSystem::readVoxelDataFromReply() {
|
||||
// for now, just wait until we have the full business
|
||||
if (!_voxelReply->isFinished()) {
|
||||
return;
|
||||
}
|
||||
QByteArray entirety = _voxelReply->readAll();
|
||||
_voxelReply->deleteLater();
|
||||
_voxelReply = 0;
|
||||
_tree->readBitstreamToTree((unsigned char*)entirety.data(), entirety.size(), WANT_COLOR, NO_EXISTS_BITS);
|
||||
setupNewVoxelsForDrawing();
|
||||
}
|
||||
|
||||
void AvatarVoxelSystem::handleVoxelReplyError() {
|
||||
printLog("%s\n", _voxelReply->errorString().toAscii().constData());
|
||||
|
||||
_voxelReply->deleteLater();
|
||||
_voxelReply = 0;
|
||||
}
|
||||
|
||||
class IndexDistance {
|
||||
public:
|
||||
IndexDistance(GLubyte index = AVATAR_JOINT_PELVIS, float distance = FLT_MAX) : index(index), distance(distance) { }
|
||||
|
||||
GLubyte index;
|
||||
float distance;
|
||||
};
|
||||
|
||||
void AvatarVoxelSystem::computeBoneIndicesAndWeights(const glm::vec3& vertex, BoneIndices& indices, glm::vec4& weights) const {
|
||||
// transform into joint space
|
||||
glm::vec3 jointVertex = (vertex - glm::vec3(0.5f, 0.5f, 0.5f)) * AVATAR_TREE_SCALE;
|
||||
|
||||
// find the nearest four joints (TODO: use a better data structure for the pose positions to speed this up)
|
||||
IndexDistance nearest[BONE_ELEMENTS_PER_VERTEX];
|
||||
const Skeleton& skeleton = _avatar->getSkeleton();
|
||||
for (int i = 0; i < NUM_AVATAR_JOINTS; i++) {
|
||||
AvatarJointID parent = skeleton.joint[i].parent;
|
||||
float distance = glm::length(computeVectorFromPointToSegment(jointVertex,
|
||||
skeleton.joint[parent == AVATAR_JOINT_NULL ? i : parent].absoluteBindPosePosition,
|
||||
skeleton.joint[i].absoluteBindPosePosition));
|
||||
if (distance > skeleton.joint[i].bindRadius) {
|
||||
continue;
|
||||
}
|
||||
for (int j = 0; j < BONE_ELEMENTS_PER_VERTEX; j++) {
|
||||
if (distance < nearest[j].distance) {
|
||||
// move the rest of the indices down
|
||||
for (int k = BONE_ELEMENTS_PER_VERTEX - 1; k > j; k--) {
|
||||
nearest[k] = nearest[k - 1];
|
||||
}
|
||||
nearest[j] = IndexDistance(i, distance);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// compute the weights based on inverse distance
|
||||
float totalWeight = 0.0f;
|
||||
for (int i = 0; i < BONE_ELEMENTS_PER_VERTEX; i++) {
|
||||
indices[i] = nearest[i].index;
|
||||
if (nearest[i].distance != FLT_MAX) {
|
||||
weights[i] = 1.0f / glm::max(nearest[i].distance, EPSILON);
|
||||
totalWeight += weights[i];
|
||||
|
||||
} else {
|
||||
weights[i] = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// if it's not attached to anything, consider it attached to the hip
|
||||
if (totalWeight == 0.0f) {
|
||||
weights[0] = 1.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
// ortherwise, normalize the weights
|
||||
for (int i = 0; i < BONE_ELEMENTS_PER_VERTEX; i++) {
|
||||
weights[i] /= totalWeight;
|
||||
}
|
||||
}
|
74
interface/src/AvatarVoxelSystem.h
Normal file
74
interface/src/AvatarVoxelSystem.h
Normal file
|
@ -0,0 +1,74 @@
|
|||
//
|
||||
// AvatarVoxelSystem.h
|
||||
// interface
|
||||
//
|
||||
// Created by Andrzej Kapolka on 5/31/13.
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#ifndef __interface__AvatarVoxelSystem__
|
||||
#define __interface__AvatarVoxelSystem__
|
||||
|
||||
#include <QObject>
|
||||
|
||||
#include "VoxelSystem.h"
|
||||
|
||||
const int BONE_ELEMENTS_PER_VERTEX = 4;
|
||||
typedef GLubyte BoneIndices[BONE_ELEMENTS_PER_VERTEX];
|
||||
|
||||
class QNetworkReply;
|
||||
class QUrl;
|
||||
|
||||
class Avatar;
|
||||
|
||||
class AvatarVoxelSystem : public QObject, public VoxelSystem {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
|
||||
AvatarVoxelSystem(Avatar* avatar);
|
||||
virtual ~AvatarVoxelSystem();
|
||||
|
||||
virtual void init();
|
||||
|
||||
virtual void removeOutOfView();
|
||||
|
||||
void loadVoxelsFromURL(const QUrl& url);
|
||||
|
||||
protected:
|
||||
|
||||
virtual void updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,
|
||||
float voxelScale, const nodeColor& color);
|
||||
virtual void copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd);
|
||||
virtual void updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd);
|
||||
virtual void applyScaleAndBindProgram(bool texture);
|
||||
virtual void removeScaleAndReleaseProgram(bool texture);
|
||||
|
||||
private slots:
|
||||
|
||||
void readVoxelDataFromReply();
|
||||
void handleVoxelReplyError();
|
||||
|
||||
private:
|
||||
|
||||
void computeBoneIndicesAndWeights(const glm::vec3& vertex, BoneIndices& indices, glm::vec4& weights) const;
|
||||
|
||||
Avatar* _avatar;
|
||||
|
||||
GLubyte* _readBoneIndicesArray;
|
||||
GLfloat* _readBoneWeightsArray;
|
||||
GLubyte* _writeBoneIndicesArray;
|
||||
GLfloat* _writeBoneWeightsArray;
|
||||
|
||||
GLuint _vboBoneIndicesID;
|
||||
GLuint _vboBoneWeightsID;
|
||||
|
||||
QNetworkReply* _voxelReply;
|
||||
|
||||
static ProgramObject* _skinProgram;
|
||||
static int _boneMatricesLocation;
|
||||
static int _boneIndicesLocation;
|
||||
static int _boneWeightsLocation;
|
||||
};
|
||||
|
||||
#endif /* defined(__interface__AvatarVoxelSystem__) */
|
|
@ -5,6 +5,7 @@
|
|||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
|
||||
#include "Skeleton.h"
|
||||
#include "Util.h"
|
||||
|
||||
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1000.0f;
|
||||
const float FLOATING_HEIGHT = 0.13f;
|
||||
|
@ -14,12 +15,13 @@ Skeleton::Skeleton() {
|
|||
|
||||
void Skeleton::initialize() {
|
||||
|
||||
for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
joint[b].parent = AVATAR_JOINT_NULL;
|
||||
joint[b].position = glm::vec3(0.0, 0.0, 0.0);
|
||||
joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
joint[b].rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
joint[b].rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
|
||||
joint[b].length = 0.0;
|
||||
joint[b].bindRadius = 1.0f / 8;
|
||||
}
|
||||
|
||||
// specify the parental hierarchy
|
||||
|
@ -48,6 +50,35 @@ void Skeleton::initialize() {
|
|||
joint[ AVATAR_JOINT_RIGHT_HEEL ].parent = AVATAR_JOINT_RIGHT_KNEE;
|
||||
joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
|
||||
|
||||
// specify the bind pose position
|
||||
joint[ AVATAR_JOINT_PELVIS ].bindPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
joint[ AVATAR_JOINT_TORSO ].bindPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
|
||||
joint[ AVATAR_JOINT_CHEST ].bindPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
|
||||
joint[ AVATAR_JOINT_NECK_BASE ].bindPosePosition = glm::vec3( 0.0, 0.14, 0.01 );
|
||||
joint[ AVATAR_JOINT_HEAD_BASE ].bindPosePosition = glm::vec3( 0.0, 0.04, 0.00 );
|
||||
|
||||
joint[ AVATAR_JOINT_LEFT_COLLAR ].bindPosePosition = glm::vec3( -0.06, 0.04, 0.01 );
|
||||
joint[ AVATAR_JOINT_LEFT_SHOULDER ].bindPosePosition = glm::vec3( -0.05, 0.0, 0.01 );
|
||||
joint[ AVATAR_JOINT_LEFT_ELBOW ].bindPosePosition = glm::vec3( -0.16, 0.0, 0.0 );
|
||||
joint[ AVATAR_JOINT_LEFT_WRIST ].bindPosePosition = glm::vec3( -0.12, 0.0, 0.0 );
|
||||
joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].bindPosePosition = glm::vec3( -0.1, 0.0, 0.0 );
|
||||
|
||||
joint[ AVATAR_JOINT_RIGHT_COLLAR ].bindPosePosition = glm::vec3( 0.06, 0.04, 0.01 );
|
||||
joint[ AVATAR_JOINT_RIGHT_SHOULDER ].bindPosePosition = glm::vec3( 0.05, 0.0, 0.01 );
|
||||
joint[ AVATAR_JOINT_RIGHT_ELBOW ].bindPosePosition = glm::vec3( 0.16, 0.0, 0.0 );
|
||||
joint[ AVATAR_JOINT_RIGHT_WRIST ].bindPosePosition = glm::vec3( 0.12, 0.0, 0.0 );
|
||||
joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].bindPosePosition = glm::vec3( 0.1, 0.0, 0.0 );
|
||||
|
||||
joint[ AVATAR_JOINT_LEFT_HIP ].bindPosePosition = glm::vec3( -0.05, 0.0, 0.02 );
|
||||
joint[ AVATAR_JOINT_LEFT_KNEE ].bindPosePosition = glm::vec3( 0.00, -0.25, 0.00 );
|
||||
joint[ AVATAR_JOINT_LEFT_HEEL ].bindPosePosition = glm::vec3( 0.00, -0.23, 0.00 );
|
||||
joint[ AVATAR_JOINT_LEFT_TOES ].bindPosePosition = glm::vec3( 0.00, 0.00, -0.06 );
|
||||
|
||||
joint[ AVATAR_JOINT_RIGHT_HIP ].bindPosePosition = glm::vec3( 0.05, 0.0, 0.02 );
|
||||
joint[ AVATAR_JOINT_RIGHT_KNEE ].bindPosePosition = glm::vec3( 0.00, -0.25, 0.00 );
|
||||
joint[ AVATAR_JOINT_RIGHT_HEEL ].bindPosePosition = glm::vec3( 0.00, -0.23, 0.00 );
|
||||
joint[ AVATAR_JOINT_RIGHT_TOES ].bindPosePosition = glm::vec3( 0.00, 0.00, -0.06 );
|
||||
|
||||
// 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, 0.09, -0.01 );
|
||||
|
@ -77,9 +108,18 @@ void Skeleton::initialize() {
|
|||
joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( -0.01, -0.22, 0.08 );
|
||||
joint[ AVATAR_JOINT_RIGHT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, -0.05 );
|
||||
|
||||
// calculate bone length
|
||||
// calculate bone length, absolute bind positions/rotations
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
joint[b].length = glm::length(joint[b].defaultPosePosition);
|
||||
|
||||
if (joint[b].parent == AVATAR_JOINT_NULL) {
|
||||
joint[b].absoluteBindPosePosition = joint[b].bindPosePosition;
|
||||
joint[b].absoluteBindPoseRotation = glm::quat();
|
||||
} else {
|
||||
joint[b].absoluteBindPosePosition = joint[ joint[b].parent ].absoluteBindPosePosition +
|
||||
joint[b].bindPosePosition;
|
||||
joint[b].absoluteBindPoseRotation = rotationBetween(JOINT_DIRECTION, joint[b].bindPosePosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -101,6 +141,7 @@ void Skeleton::update(float deltaTime, const glm::quat& orientation, glm::vec3 p
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
float Skeleton::getArmLength() {
|
||||
return joint[ AVATAR_JOINT_RIGHT_ELBOW ].length
|
||||
+ joint[ AVATAR_JOINT_RIGHT_WRIST ].length
|
||||
|
|
|
@ -13,35 +13,36 @@
|
|||
|
||||
enum AvatarJointID
|
||||
{
|
||||
AVATAR_JOINT_NULL = -1,
|
||||
AVATAR_JOINT_PELVIS,
|
||||
AVATAR_JOINT_TORSO,
|
||||
AVATAR_JOINT_CHEST,
|
||||
AVATAR_JOINT_NECK_BASE,
|
||||
AVATAR_JOINT_HEAD_BASE,
|
||||
AVATAR_JOINT_HEAD_TOP,
|
||||
AVATAR_JOINT_LEFT_COLLAR,
|
||||
AVATAR_JOINT_LEFT_SHOULDER,
|
||||
AVATAR_JOINT_LEFT_ELBOW,
|
||||
AVATAR_JOINT_LEFT_WRIST,
|
||||
AVATAR_JOINT_LEFT_FINGERTIPS,
|
||||
AVATAR_JOINT_RIGHT_COLLAR,
|
||||
AVATAR_JOINT_RIGHT_SHOULDER,
|
||||
AVATAR_JOINT_RIGHT_ELBOW,
|
||||
AVATAR_JOINT_RIGHT_WRIST,
|
||||
AVATAR_JOINT_RIGHT_FINGERTIPS,
|
||||
AVATAR_JOINT_LEFT_HIP,
|
||||
AVATAR_JOINT_LEFT_KNEE,
|
||||
AVATAR_JOINT_LEFT_HEEL,
|
||||
AVATAR_JOINT_LEFT_TOES,
|
||||
AVATAR_JOINT_RIGHT_HIP,
|
||||
AVATAR_JOINT_RIGHT_KNEE,
|
||||
AVATAR_JOINT_RIGHT_HEEL,
|
||||
AVATAR_JOINT_RIGHT_TOES,
|
||||
AVATAR_JOINT_NULL = -1,
|
||||
AVATAR_JOINT_PELVIS,
|
||||
AVATAR_JOINT_TORSO,
|
||||
AVATAR_JOINT_CHEST,
|
||||
AVATAR_JOINT_NECK_BASE,
|
||||
AVATAR_JOINT_HEAD_BASE,
|
||||
AVATAR_JOINT_HEAD_TOP,
|
||||
AVATAR_JOINT_LEFT_COLLAR,
|
||||
AVATAR_JOINT_LEFT_SHOULDER,
|
||||
AVATAR_JOINT_LEFT_ELBOW,
|
||||
AVATAR_JOINT_LEFT_WRIST,
|
||||
AVATAR_JOINT_LEFT_FINGERTIPS,
|
||||
AVATAR_JOINT_RIGHT_COLLAR,
|
||||
AVATAR_JOINT_RIGHT_SHOULDER,
|
||||
AVATAR_JOINT_RIGHT_ELBOW,
|
||||
AVATAR_JOINT_RIGHT_WRIST,
|
||||
AVATAR_JOINT_RIGHT_FINGERTIPS,
|
||||
AVATAR_JOINT_LEFT_HIP,
|
||||
AVATAR_JOINT_LEFT_KNEE,
|
||||
AVATAR_JOINT_LEFT_HEEL,
|
||||
AVATAR_JOINT_LEFT_TOES,
|
||||
AVATAR_JOINT_RIGHT_HIP,
|
||||
AVATAR_JOINT_RIGHT_KNEE,
|
||||
AVATAR_JOINT_RIGHT_HEEL,
|
||||
AVATAR_JOINT_RIGHT_TOES,
|
||||
|
||||
NUM_AVATAR_JOINTS
|
||||
NUM_AVATAR_JOINTS
|
||||
};
|
||||
|
||||
const glm::vec3 JOINT_DIRECTION = glm::vec3(1.0f, 0.0f, 0.0f);
|
||||
|
||||
class Skeleton {
|
||||
public:
|
||||
|
@ -55,17 +56,22 @@ public:
|
|||
float getHeight();
|
||||
float getPelvisStandingHeight();
|
||||
float getPelvisFloatingHeight();
|
||||
//glm::vec3 getJointVectorFromParent(AvatarJointID jointID) {return joint[jointID].position - joint[joint[jointID].parent].position; }
|
||||
|
||||
struct AvatarJoint
|
||||
{
|
||||
AvatarJointID parent; // which joint is this joint connected to?
|
||||
glm::vec3 position; // the position at the "end" of the joint - in global space
|
||||
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
|
||||
glm::quat rotation; // the parent-relative rotation (orientation) of the joint as a quaternion
|
||||
float length; // the length of vector connecting the joint and its parent
|
||||
AvatarJointID parent; // which joint is this joint connected to?
|
||||
glm::vec3 position; // the position at the "end" of the joint - in global space
|
||||
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the default pose
|
||||
glm::vec3 bindPosePosition; // the parent relative position when the avatar is in the "T-pose"
|
||||
glm::vec3 absoluteBindPosePosition; // the absolute position when the avatar is in the "T-pose"
|
||||
glm::quat absoluteBindPoseRotation; // the absolute rotation when the avatar is in the "T-pose"
|
||||
float bindRadius; // the radius of the bone capsule that envelops the vertices to bind
|
||||
glm::quat rotation; // the parent-relative rotation (orientation) of the joint as a quaternion
|
||||
float length; // the length of vector connecting the joint and its parent
|
||||
};
|
||||
|
||||
AvatarJoint joint[ NUM_AVATAR_JOINTS ];
|
||||
AvatarJoint joint[ NUM_AVATAR_JOINTS ];
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -72,6 +72,27 @@ 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;
|
||||
}
|
||||
|
||||
// Helper function return the rotation from the first vector onto the second
|
||||
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
float angle = angleBetween(v1, v2);
|
||||
if (isnan(angle) || angle < EPSILON) {
|
||||
return glm::quat();
|
||||
}
|
||||
glm::vec3 axis = glm::cross(v1, v2);
|
||||
if (angle > 179.99f) { // 180 degree rotation; must use another axis
|
||||
axis = glm::cross(v1, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
float axisLength = glm::length(axis);
|
||||
if (axisLength < EPSILON) { // parallel to x; y will work
|
||||
axis = glm::normalize(glm::cross(v1, glm::vec3(0.0f, 1.0f, 0.0f)));
|
||||
} else {
|
||||
axis /= axisLength;
|
||||
}
|
||||
} else {
|
||||
axis = glm::normalize(glm::cross(v1, v2));
|
||||
}
|
||||
return glm::angleAxis(angle, axis);
|
||||
}
|
||||
|
||||
// Safe version of glm::eulerAngles; uses the factorization method described in David Eberly's
|
||||
// http://www.geometrictools.com/Documentation/EulerAngles.pdf (via Clyde,
|
||||
// https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Quaternion.java)
|
||||
|
|
|
@ -45,6 +45,8 @@ void drawVector(glm::vec3* vector);
|
|||
|
||||
float angleBetween(const glm::vec3& v1, const glm::vec3& v2);
|
||||
|
||||
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2);
|
||||
|
||||
glm::vec3 safeEulerAngles(const glm::quat& q);
|
||||
|
||||
glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
#include <PerfStat.h>
|
||||
#include <OctalCode.h>
|
||||
#include <pthread.h>
|
||||
#include "Application.h"
|
||||
#include "Log.h"
|
||||
#include "VoxelConstants.h"
|
||||
#include "InterfaceConfig.h"
|
||||
|
@ -37,14 +38,15 @@ GLfloat identityNormals[] = { 0,0,-1, 0,0,-1, 0,0,-1, 0,0,-1,
|
|||
-1,0,0, +1,0,0, +1,0,0, -1,0,0,
|
||||
-1,0,0, +1,0,0, +1,0,0, -1,0,0 };
|
||||
|
||||
GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z- .
|
||||
GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z-
|
||||
8,9,13, 8,13,12, // Y-
|
||||
16,23,19, 16,20,23, // X-
|
||||
17,18,22, 17,22,21, // X+
|
||||
10,11,15, 10,15,14, // Y+
|
||||
4,5,6, 4,6,7 }; // Z+ .
|
||||
4,5,6, 4,6,7 }; // Z+
|
||||
|
||||
VoxelSystem::VoxelSystem() : AgentData(NULL) {
|
||||
VoxelSystem::VoxelSystem(float treeScale, int maxVoxels) :
|
||||
AgentData(NULL), _treeScale(treeScale), _maxVoxels(maxVoxels) {
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;
|
||||
_writeRenderFullVBO = true;
|
||||
_readRenderFullVBO = true;
|
||||
|
@ -70,6 +72,18 @@ void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer)
|
|||
setupNewVoxelsForDrawing();
|
||||
}
|
||||
|
||||
void VoxelSystem::writeToSVOFile(const char* filename, VoxelNode* node) const {
|
||||
_tree->writeToSVOFile(filename, node);
|
||||
}
|
||||
|
||||
bool VoxelSystem::readFromSVOFile(const char* filename) {
|
||||
bool result = _tree->readFromSVOFile(filename);
|
||||
if (result) {
|
||||
setupNewVoxelsForDrawing();
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
long int VoxelSystem::getVoxelsCreated() {
|
||||
return _tree->voxelsCreated;
|
||||
}
|
||||
|
@ -229,10 +243,8 @@ void VoxelSystem::cleanupRemovedVoxels() {
|
|||
}
|
||||
|
||||
void VoxelSystem::copyWrittenDataToReadArraysFullVBOs() {
|
||||
int bytesOfVertices = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLfloat);
|
||||
int bytesOfColors = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLubyte);
|
||||
memcpy(_readVerticesArray, _writeVerticesArray, bytesOfVertices);
|
||||
memcpy(_readColorsArray, _writeColorsArray, bytesOfColors );
|
||||
copyWrittenDataSegmentToReadArrays(0, _voxelsInWriteArrays - 1);
|
||||
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays;
|
||||
|
||||
// clear our dirty flags
|
||||
|
@ -259,47 +271,37 @@ void VoxelSystem::copyWrittenDataToReadArraysPartialVBOs() {
|
|||
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;
|
||||
copyWrittenDataSegmentToReadArrays(segmentStart, 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* readVerticesAt = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
memcpy(readVerticesAt, writeVerticesAt, segmentSizeBytes);
|
||||
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsAt = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
memcpy(readColorsAt, writeColorsAt, segmentSizeBytes);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if we got to the end of the array, and we're in an active dirty segment...
|
||||
if (inSegment) {
|
||||
segmentEnd = _voxelsInWriteArrays - 1;
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readVerticesAt = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
memcpy(readVerticesAt, writeVerticesAt, segmentSizeBytes);
|
||||
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsAt = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
memcpy(readColorsAt, writeColorsAt, segmentSizeBytes);
|
||||
copyWrittenDataSegmentToReadArrays(segmentStart, _voxelsInWriteArrays - 1);
|
||||
}
|
||||
|
||||
// update our length
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays;
|
||||
}
|
||||
|
||||
void VoxelSystem::copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd) {
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readVerticesAt = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
memcpy(readVerticesAt, writeVerticesAt, segmentSizeBytes);
|
||||
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsAt = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
memcpy(readColorsAt, writeColorsAt, segmentSizeBytes);
|
||||
}
|
||||
|
||||
void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) {
|
||||
PerformanceWarning warn(_renderWarningsOn, "copyWrittenDataToReadArrays()");
|
||||
if (_voxelsDirty && _voxelsUpdated) {
|
||||
|
@ -312,12 +314,11 @@ void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) {
|
|||
}
|
||||
|
||||
int VoxelSystem::newTreeToArrays(VoxelNode* node) {
|
||||
assert(_viewFrustum); // you must set up _viewFrustum before calling this
|
||||
int voxelsUpdated = 0;
|
||||
bool shouldRender = false; // assume we don't need to render it
|
||||
// if it's colored, we might need to render it!
|
||||
if (node->isColored()) {
|
||||
float distanceToNode = node->distanceToCamera(*_viewFrustum);
|
||||
float distanceToNode = node->distanceToCamera(*Application::getInstance()->getViewFrustum());
|
||||
float boundary = boundaryDistanceForRenderLevel(node->getLevel());
|
||||
float childBoundary = boundaryDistanceForRenderLevel(node->getLevel() + 1);
|
||||
bool inBoundary = (distanceToNode <= boundary);
|
||||
|
@ -352,7 +353,7 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) {
|
|||
|
||||
int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) {
|
||||
// If we've run out of room, then just bail...
|
||||
if (_voxelsInWriteArrays >= MAX_VOXELS_PER_SYSTEM) {
|
||||
if (_voxelsInWriteArrays >= _maxVoxels) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -363,12 +364,7 @@ int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) {
|
|||
|
||||
// populate the array with points for the 8 vertices
|
||||
// and RGB color for each added vertex
|
||||
for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
|
||||
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
|
||||
*(writeColorsAt +j) = node->getColor()[j % 3];
|
||||
}
|
||||
updateNodeInArrays(nodeIndex, startVertex, voxelScale, node->getColor());
|
||||
node->setBufferIndex(nodeIndex);
|
||||
_writeVoxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode
|
||||
_voxelsInWriteArrays++; // our know vertices in the arrays
|
||||
|
@ -382,7 +378,7 @@ int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) {
|
|||
|
||||
int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {
|
||||
// If we've run out of room, then just bail...
|
||||
if (_voxelsInWriteArrays >= MAX_VOXELS_PER_SYSTEM) {
|
||||
if (_voxelsInWriteArrays >= _maxVoxels) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -414,17 +410,31 @@ int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {
|
|||
|
||||
// populate the array with points for the 8 vertices
|
||||
// and RGB color for each added vertex
|
||||
for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
|
||||
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
|
||||
*(writeColorsAt +j) = node->getColor()[j % 3];
|
||||
}
|
||||
updateNodeInArrays(nodeIndex, startVertex, voxelScale, node->getColor());
|
||||
|
||||
return 1; // updated!
|
||||
}
|
||||
return 0; // not-updated
|
||||
}
|
||||
|
||||
void VoxelSystem::updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,
|
||||
float voxelScale, const nodeColor& color) {
|
||||
for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
|
||||
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
|
||||
*(writeColorsAt +j) = color[j % 3];
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec3 VoxelSystem::computeVoxelVertex(const glm::vec3& startVertex, float voxelScale, int index) const {
|
||||
const float* identityVertex = identityVertices + index * 3;
|
||||
return startVertex + glm::vec3(identityVertex[0], identityVertex[1], identityVertex[2]) * voxelScale;
|
||||
}
|
||||
|
||||
ProgramObject* VoxelSystem::_perlinModulateProgram = 0;
|
||||
GLuint VoxelSystem::_permutationNormalTextureID = 0;
|
||||
|
||||
void VoxelSystem::init() {
|
||||
|
||||
_renderWarningsOn = false;
|
||||
|
@ -440,23 +450,23 @@ void VoxelSystem::init() {
|
|||
_unusedArraySpace = 0;
|
||||
|
||||
// we will track individual dirty sections with these arrays of bools
|
||||
_writeVoxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
|
||||
memset(_writeVoxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
|
||||
_readVoxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
|
||||
memset(_readVoxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
|
||||
_writeVoxelDirtyArray = new bool[_maxVoxels];
|
||||
memset(_writeVoxelDirtyArray, false, _maxVoxels * sizeof(bool));
|
||||
_readVoxelDirtyArray = new bool[_maxVoxels];
|
||||
memset(_readVoxelDirtyArray, false, _maxVoxels * sizeof(bool));
|
||||
|
||||
// prep the data structures for incoming voxel data
|
||||
_writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
|
||||
_readVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
|
||||
_writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
|
||||
_readVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
|
||||
|
||||
_writeColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
|
||||
_readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
|
||||
_writeColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
|
||||
_readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
|
||||
|
||||
GLuint* indicesArray = new GLuint[INDICES_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
|
||||
GLuint* indicesArray = new GLuint[INDICES_PER_VOXEL * _maxVoxels];
|
||||
|
||||
// populate the indicesArray
|
||||
// this will not change given new voxels, so we can set it all up now
|
||||
for (int n = 0; n < MAX_VOXELS_PER_SYSTEM; n++) {
|
||||
for (int n = 0; n < _maxVoxels; n++) {
|
||||
// fill the indices array
|
||||
int voxelIndexOffset = n * INDICES_PER_VOXEL;
|
||||
GLuint* currentIndicesPos = indicesArray + voxelIndexOffset;
|
||||
|
@ -468,11 +478,11 @@ void VoxelSystem::init() {
|
|||
}
|
||||
}
|
||||
|
||||
GLfloat* normalsArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
|
||||
GLfloat* normalsArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
|
||||
GLfloat* normalsArrayEndPointer = normalsArray;
|
||||
|
||||
// populate the normalsArray
|
||||
for (int n = 0; n < MAX_VOXELS_PER_SYSTEM; n++) {
|
||||
for (int n = 0; n < _maxVoxels; n++) {
|
||||
for (int i = 0; i < VERTEX_POINTS_PER_VOXEL; i++) {
|
||||
*(normalsArrayEndPointer++) = identityNormals[i];
|
||||
}
|
||||
|
@ -481,32 +491,35 @@ void VoxelSystem::init() {
|
|||
// VBO for the verticesArray
|
||||
glGenBuffers(1, &_vboVerticesID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
|
||||
glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
|
||||
|
||||
// VBO for the normalsArray
|
||||
glGenBuffers(1, &_vboNormalsID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);
|
||||
glBufferData(GL_ARRAY_BUFFER,
|
||||
VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM,
|
||||
VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels,
|
||||
normalsArray, GL_STATIC_DRAW);
|
||||
|
||||
// VBO for colorsArray
|
||||
glGenBuffers(1, &_vboColorsID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
|
||||
|
||||
// VBO for the indicesArray
|
||||
glGenBuffers(1, &_vboIndicesID);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
|
||||
INDICES_PER_VOXEL * sizeof(GLuint) * MAX_VOXELS_PER_SYSTEM,
|
||||
INDICES_PER_VOXEL * sizeof(GLuint) * _maxVoxels,
|
||||
indicesArray, GL_STATIC_DRAW);
|
||||
|
||||
// delete the indices and normals arrays that are no longer needed
|
||||
delete[] indicesArray;
|
||||
delete[] normalsArray;
|
||||
|
||||
// create our simple fragment shader
|
||||
// create our simple fragment shader if we're the first system to init
|
||||
if (_perlinModulateProgram != 0) {
|
||||
return;
|
||||
}
|
||||
switchToResourcesParentIfRequired();
|
||||
_perlinModulateProgram = new ProgramObject();
|
||||
_perlinModulateProgram->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/perlin_modulate.vert");
|
||||
|
@ -539,20 +552,7 @@ void VoxelSystem::init() {
|
|||
}
|
||||
|
||||
void VoxelSystem::updateFullVBOs() {
|
||||
glBufferIndex segmentStart = 0;
|
||||
glBufferIndex segmentEnd = _voxelsInReadArrays;
|
||||
|
||||
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);
|
||||
updateVBOSegment(0, _voxelsInReadArrays);
|
||||
|
||||
// consider the _readVoxelDirtyArray[] clean!
|
||||
memset(_readVoxelDirtyArray, false, _voxelsInReadArrays * sizeof(bool));
|
||||
|
@ -574,39 +574,17 @@ void VoxelSystem::updatePartialVBOs() {
|
|||
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;
|
||||
updateVBOSegment(segmentStart, 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);
|
||||
}
|
||||
_readVoxelDirtyArray[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 = _voxelsInReadArrays - 1;
|
||||
if (inSegment) {
|
||||
updateVBOSegment(segmentStart, _voxelsInReadArrays - 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);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -628,14 +606,28 @@ void VoxelSystem::updateVBOs() {
|
|||
_callsToTreesToArrays = 0; // clear it
|
||||
}
|
||||
|
||||
void VoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd) {
|
||||
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::render(bool texture) {
|
||||
PerformanceWarning warn(_renderWarningsOn, "render()");
|
||||
|
||||
// get the lock so that the update thread won't change anything
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
|
||||
glPushMatrix();
|
||||
updateVBOs();
|
||||
|
||||
// tell OpenGL where to find vertex and color information
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
|
@ -650,10 +642,7 @@ void VoxelSystem::render(bool texture) {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
|
||||
|
||||
if (texture) {
|
||||
_perlinModulateProgram->bind();
|
||||
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
|
||||
}
|
||||
applyScaleAndBindProgram(texture);
|
||||
|
||||
// for performance, disable blending and enable backface culling
|
||||
glDisable(GL_BLEND);
|
||||
|
@ -661,17 +650,13 @@ void VoxelSystem::render(bool texture) {
|
|||
|
||||
// draw the number of voxels we have
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID);
|
||||
glScalef(TREE_SCALE, TREE_SCALE, TREE_SCALE);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, VERTICES_PER_VOXEL * _voxelsInReadArrays - 1,
|
||||
36 * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
if (texture) {
|
||||
_perlinModulateProgram->release();
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
removeScaleAndReleaseProgram(texture);
|
||||
|
||||
// deactivate vertex and color arrays after drawing
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
|
@ -681,11 +666,28 @@ void VoxelSystem::render(bool texture) {
|
|||
// bind with 0 to switch back to normal operation
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
}
|
||||
|
||||
void VoxelSystem::applyScaleAndBindProgram(bool texture) {
|
||||
glPushMatrix();
|
||||
glScalef(_treeScale, _treeScale, _treeScale);
|
||||
|
||||
if (texture) {
|
||||
_perlinModulateProgram->bind();
|
||||
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelSystem::removeScaleAndReleaseProgram(bool texture) {
|
||||
// scale back down to 1 so heads aren't massive
|
||||
glPopMatrix();
|
||||
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
if (texture) {
|
||||
_perlinModulateProgram->release();
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
}
|
||||
|
||||
int VoxelSystem::_nodeCount = 0;
|
||||
|
@ -855,7 +857,7 @@ bool VoxelSystem::removeOutOfViewOperation(VoxelNode* node, void* extraData) {
|
|||
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
|
||||
VoxelNode* childNode = node->getChildAtIndex(i);
|
||||
if (childNode) {
|
||||
ViewFrustum::location inFrustum = childNode->inFrustum(*thisVoxelSystem->_viewFrustum);
|
||||
ViewFrustum::location inFrustum = childNode->inFrustum(*Application::getInstance()->getViewFrustum());
|
||||
switch (inFrustum) {
|
||||
case ViewFrustum::OUTSIDE: {
|
||||
args->nodesOutside++;
|
||||
|
@ -907,9 +909,9 @@ bool VoxelSystem::hasViewChanged() {
|
|||
}
|
||||
|
||||
// If our viewFrustum has changed since our _lastKnowViewFrustum
|
||||
if (_viewFrustum && !_lastStableViewFrustum.matches(_viewFrustum)) {
|
||||
if (!_lastStableViewFrustum.matches(Application::getInstance()->getViewFrustum())) {
|
||||
result = true;
|
||||
_lastStableViewFrustum = *_viewFrustum; // save last stable
|
||||
_lastStableViewFrustum = *Application::getInstance()->getViewFrustum(); // save last stable
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
@ -1147,3 +1149,12 @@ void VoxelSystem::createSphere(float r,float xc, float yc, float zc, float s, bo
|
|||
_tree->createSphere(r, xc, yc, zc, s, solid, mode, destructive, debug);
|
||||
setupNewVoxelsForDrawing();
|
||||
};
|
||||
|
||||
void VoxelSystem::copySubTreeIntoNewTree(VoxelNode* startNode, VoxelTree* destinationTree, bool rebaseToRoot) {
|
||||
_tree->copySubTreeIntoNewTree(startNode, destinationTree, rebaseToRoot);
|
||||
}
|
||||
|
||||
void VoxelSystem::copyFromTreeIntoSubTree(VoxelTree* sourceTree, VoxelNode* destinationNode) {
|
||||
_tree->copyFromTreeIntoSubTree(sourceTree, destinationNode);
|
||||
}
|
||||
|
||||
|
|
|
@ -16,7 +16,6 @@
|
|||
#include <AgentData.h>
|
||||
#include <VoxelTree.h>
|
||||
#include <ViewFrustum.h>
|
||||
#include "Avatar.h"
|
||||
#include "Camera.h"
|
||||
#include "Util.h"
|
||||
#include "world.h"
|
||||
|
@ -27,23 +26,21 @@ const int NUM_CHILDREN = 8;
|
|||
|
||||
class VoxelSystem : public AgentData {
|
||||
public:
|
||||
VoxelSystem();
|
||||
VoxelSystem(float treeScale = TREE_SCALE, int maxVoxels = MAX_VOXELS_PER_SYSTEM);
|
||||
~VoxelSystem();
|
||||
|
||||
int parseData(unsigned char* sourceBuffer, int numBytes);
|
||||
|
||||
void setViewFrustum(ViewFrustum* viewFrustum) { _viewFrustum = viewFrustum; };
|
||||
|
||||
void init();
|
||||
virtual void init();
|
||||
void simulate(float deltaTime) { };
|
||||
void render(bool texture);
|
||||
|
||||
unsigned long getVoxelsUpdated() const {return _voxelsUpdated;};
|
||||
unsigned long getVoxelsRendered() const {return _voxelsInReadArrays;};
|
||||
|
||||
void setViewerAvatar(Avatar *newViewerAvatar) { _viewerAvatar = newViewerAvatar; };
|
||||
void setCamera(Camera* newCamera) { _camera = newCamera; };
|
||||
void loadVoxelsFile(const char* fileName,bool wantColorRandomizer);
|
||||
void writeToSVOFile(const char* filename, VoxelNode* node) const;
|
||||
bool readFromSVOFile(const char* filename);
|
||||
|
||||
long int getVoxelsCreated();
|
||||
long int getVoxelsColored();
|
||||
|
@ -64,7 +61,7 @@ public:
|
|||
void setRenderPipelineWarnings(bool on) { _renderWarningsOn = on; };
|
||||
bool getRenderPipelineWarnings() const { return _renderWarningsOn; };
|
||||
|
||||
void removeOutOfView();
|
||||
virtual void removeOutOfView();
|
||||
bool hasViewChanged();
|
||||
bool isViewChanging();
|
||||
|
||||
|
@ -83,6 +80,26 @@ public:
|
|||
void createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, rgbColor color, bool destructive = false);
|
||||
void createSphere(float r,float xc, float yc, float zc, float s, bool solid,
|
||||
creationMode mode, bool destructive = false, bool debug = false);
|
||||
|
||||
void copySubTreeIntoNewTree(VoxelNode* startNode, VoxelTree* destinationTree, bool rebaseToRoot);
|
||||
void copyFromTreeIntoSubTree(VoxelTree* sourceTree, VoxelNode* destinationNode);
|
||||
|
||||
protected:
|
||||
float _treeScale;
|
||||
int _maxVoxels;
|
||||
VoxelTree* _tree;
|
||||
|
||||
glm::vec3 computeVoxelVertex(const glm::vec3& startVertex, float voxelScale, int index) const;
|
||||
|
||||
void setupNewVoxelsForDrawing();
|
||||
|
||||
virtual void updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,
|
||||
float voxelScale, const nodeColor& color);
|
||||
virtual void copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd);
|
||||
virtual void updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd);
|
||||
virtual void applyScaleAndBindProgram(bool texture);
|
||||
virtual void removeScaleAndReleaseProgram(bool texture);
|
||||
|
||||
private:
|
||||
// disallow copying of VoxelSystem objects
|
||||
VoxelSystem(const VoxelSystem&);
|
||||
|
@ -110,13 +127,12 @@ private:
|
|||
void copyWrittenDataToReadArraysFullVBOs();
|
||||
void copyWrittenDataToReadArraysPartialVBOs();
|
||||
|
||||
void updateVBOs();
|
||||
|
||||
// these are kinda hacks, used by getDistanceFromViewRangeOperation() probably shouldn't be here
|
||||
static float _maxDistance;
|
||||
static float _minDistance;
|
||||
|
||||
Avatar* _viewerAvatar;
|
||||
Camera* _camera;
|
||||
VoxelTree* _tree;
|
||||
GLfloat* _readVerticesArray;
|
||||
GLubyte* _readColorsArray;
|
||||
GLfloat* _writeVerticesArray;
|
||||
|
@ -124,8 +140,8 @@ private:
|
|||
bool* _writeVoxelDirtyArray;
|
||||
bool* _readVoxelDirtyArray;
|
||||
unsigned long _voxelsUpdated;
|
||||
unsigned long _voxelsInWriteArrays;
|
||||
unsigned long _voxelsInReadArrays;
|
||||
unsigned long _voxelsInWriteArrays;
|
||||
unsigned long _unusedArraySpace;
|
||||
|
||||
bool _writeRenderFullVBO;
|
||||
|
@ -143,26 +159,21 @@ private:
|
|||
pthread_mutex_t _bufferWriteLock;
|
||||
pthread_mutex_t _treeLock;
|
||||
|
||||
ProgramObject* _perlinModulateProgram;
|
||||
GLuint _permutationNormalTextureID;
|
||||
|
||||
ViewFrustum* _viewFrustum;
|
||||
ViewFrustum _lastKnowViewFrustum;
|
||||
ViewFrustum _lastStableViewFrustum;
|
||||
|
||||
int newTreeToArrays(VoxelNode *currentNode);
|
||||
void cleanupRemovedVoxels();
|
||||
|
||||
void setupNewVoxelsForDrawing();
|
||||
void copyWrittenDataToReadArrays(bool fullVBOs);
|
||||
|
||||
void updateFullVBOs(); // all voxels in the VBO
|
||||
void updatePartialVBOs(); // multiple segments, only dirty voxels
|
||||
|
||||
bool _voxelsDirty;
|
||||
|
||||
public:
|
||||
void updateVBOs();
|
||||
void updateFullVBOs(); // all voxels in the VBO
|
||||
void updatePartialVBOs(); // multiple segments, only dirty voxels
|
||||
|
||||
static ProgramObject* _perlinModulateProgram;
|
||||
static GLuint _permutationNormalTextureID;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -18,8 +18,9 @@
|
|||
#include "Application.h"
|
||||
#include "Log.h"
|
||||
|
||||
#include <OctalCode.h>
|
||||
|
||||
int main(int argc, const char * argv[]) {
|
||||
|
||||
timeval startup_time;
|
||||
gettimeofday(&startup_time, NULL);
|
||||
|
||||
|
|
|
@ -59,7 +59,6 @@ void* AudioInjectionManager::injectAudioViaThread(void* args) {
|
|||
// if we don't have an explicit destination socket then pull active socket for current audio mixer from agent list
|
||||
if (!_isDestinationSocketExplicit) {
|
||||
Agent* audioMixer = AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AUDIO_MIXER);
|
||||
|
||||
if (audioMixer) {
|
||||
_destinationSocket = *audioMixer->getActiveSocket();
|
||||
}
|
||||
|
|
|
@ -168,3 +168,88 @@ OctalCodeComparison compareOctalCodes(unsigned char* codeA, unsigned char* codeB
|
|||
return result;
|
||||
}
|
||||
|
||||
|
||||
char getOctalCodeSectionValue(unsigned char* octalCode, int section) {
|
||||
int startAtByte = 1 + (BITS_IN_OCTAL * section / BITS_IN_BYTE);
|
||||
char startIndexInByte = (BITS_IN_OCTAL * section) % BITS_IN_BYTE;
|
||||
unsigned char* startByte = octalCode + startAtByte;
|
||||
|
||||
return sectionValue(startByte, startIndexInByte);
|
||||
}
|
||||
|
||||
void setOctalCodeSectionValue(unsigned char* octalCode, int section, char sectionValue) {
|
||||
int byteForSection = (BITS_IN_OCTAL * section / BITS_IN_BYTE);
|
||||
unsigned char* byteAt = octalCode + 1 + byteForSection;
|
||||
char bitInByte = (BITS_IN_OCTAL * section) % BITS_IN_BYTE;
|
||||
char shiftBy = BITS_IN_BYTE - bitInByte - BITS_IN_OCTAL;
|
||||
const unsigned char UNSHIFTED_MASK = 0x07;
|
||||
unsigned char shiftedMask;
|
||||
unsigned char shiftedValue;
|
||||
if (shiftBy >=0) {
|
||||
shiftedMask = UNSHIFTED_MASK << shiftBy;
|
||||
shiftedValue = sectionValue << shiftBy;
|
||||
} else {
|
||||
shiftedMask = UNSHIFTED_MASK >> -shiftBy;
|
||||
shiftedValue = sectionValue >> -shiftBy;
|
||||
}
|
||||
unsigned char oldValue = *byteAt & ~shiftedMask;
|
||||
unsigned char newValue = oldValue | shiftedValue;
|
||||
*byteAt = newValue;
|
||||
|
||||
// If the requested section is partially in the byte, then we
|
||||
// need to also set the portion of the section value in the next byte
|
||||
// there's only two cases where this happens, if the bit in byte is
|
||||
// 6, then it means that 1 extra bit lives in the next byte. If the
|
||||
// bit in this byte is 7 then 2 extra bits live in the next byte.
|
||||
const int FIRST_PARTIAL_BIT = 6;
|
||||
if (bitInByte >= FIRST_PARTIAL_BIT) {
|
||||
int bitsInFirstByte = BITS_IN_BYTE - bitInByte;
|
||||
int bitsInSecondByte = BITS_IN_OCTAL - bitsInFirstByte;
|
||||
shiftBy = BITS_IN_BYTE - bitsInSecondByte;
|
||||
|
||||
shiftedMask = UNSHIFTED_MASK << shiftBy;
|
||||
shiftedValue = sectionValue << shiftBy;
|
||||
|
||||
oldValue = byteAt[1] & ~shiftedMask;
|
||||
newValue = oldValue | shiftedValue;
|
||||
byteAt[1] = newValue;
|
||||
}
|
||||
}
|
||||
|
||||
unsigned char* chopOctalCode(unsigned char* originalOctalCode, int chopLevels) {
|
||||
int codeLength = numberOfThreeBitSectionsInCode(originalOctalCode);
|
||||
unsigned char* newCode = NULL;
|
||||
if (codeLength > chopLevels) {
|
||||
int newLength = codeLength - chopLevels;
|
||||
newCode = new unsigned char[newLength+1];
|
||||
*newCode = newLength; // set the length byte
|
||||
|
||||
for (int section = chopLevels; section < codeLength; section++) {
|
||||
char sectionValue = getOctalCodeSectionValue(originalOctalCode, section);
|
||||
setOctalCodeSectionValue(newCode, section - chopLevels, sectionValue);
|
||||
}
|
||||
}
|
||||
return newCode;
|
||||
}
|
||||
|
||||
unsigned char* rebaseOctalCode(unsigned char* originalOctalCode, unsigned char* newParentOctalCode, bool includeColorSpace) {
|
||||
int oldCodeLength = numberOfThreeBitSectionsInCode(originalOctalCode);
|
||||
int newParentCodeLength = numberOfThreeBitSectionsInCode(newParentOctalCode);
|
||||
int newCodeLength = newParentCodeLength + oldCodeLength;
|
||||
int bufferLength = newCodeLength + (includeColorSpace ? SIZE_OF_COLOR_DATA : 0);
|
||||
unsigned char* newCode = new unsigned char[bufferLength];
|
||||
*newCode = newCodeLength; // set the length byte
|
||||
|
||||
// copy parent code section first
|
||||
for (int sectionFromParent = 0; sectionFromParent < newParentCodeLength; sectionFromParent++) {
|
||||
char sectionValue = getOctalCodeSectionValue(newParentOctalCode, sectionFromParent);
|
||||
setOctalCodeSectionValue(newCode, sectionFromParent, sectionValue);
|
||||
}
|
||||
// copy original code section next
|
||||
for (int sectionFromOriginal = 0; sectionFromOriginal < oldCodeLength; sectionFromOriginal++) {
|
||||
char sectionValue = getOctalCodeSectionValue(originalOctalCode, sectionFromOriginal);
|
||||
setOctalCodeSectionValue(newCode, sectionFromOriginal + newParentCodeLength, sectionValue);
|
||||
}
|
||||
return newCode;
|
||||
}
|
||||
|
||||
|
|
|
@ -11,12 +11,23 @@
|
|||
|
||||
#include <string.h>
|
||||
|
||||
const int BITS_IN_BYTE = 8;
|
||||
const int BITS_IN_OCTAL = 3;
|
||||
const int NUMBER_OF_COLORS = 3; // RGB!
|
||||
const int SIZE_OF_COLOR_DATA = NUMBER_OF_COLORS * sizeof(unsigned char); // size in bytes
|
||||
const int RED_INDEX = 0;
|
||||
const int GREEN_INDEX = 1;
|
||||
const int BLUE_INDEX = 2;
|
||||
|
||||
void printOctalCode(unsigned char * octalCode);
|
||||
int bytesRequiredForCodeLength(unsigned char threeBitCodes);
|
||||
bool isDirectParentOfChild(unsigned char *parentOctalCode, unsigned char * childOctalCode);
|
||||
int branchIndexWithDescendant(unsigned char * ancestorOctalCode, unsigned char * descendantOctalCode);
|
||||
unsigned char * childOctalCode(unsigned char * parentOctalCode, char childNumber);
|
||||
|
||||
int numberOfThreeBitSectionsInCode(unsigned char * octalCode);
|
||||
unsigned char* chopOctalCode(unsigned char* originalOctalCode, int chopLevels);
|
||||
unsigned char* rebaseOctalCode(unsigned char* originalOctalCode, unsigned char* newParentOctalCode,
|
||||
bool includeColorSpace = false);
|
||||
|
||||
// Note: copyFirstVertexForCode() is preferred because it doesn't allocate memory for the return
|
||||
// but other than that these do the same thing.
|
||||
|
|
|
@ -71,7 +71,7 @@ struct VoxelDetail {
|
|||
unsigned char blue;
|
||||
};
|
||||
|
||||
unsigned char* pointToVoxel(float x, float y, float z, float s, unsigned char r, unsigned char g, unsigned char b );
|
||||
unsigned char* pointToVoxel(float x, float y, float z, float s, unsigned char r = 0, unsigned char g = 0, unsigned char b = 0);
|
||||
bool createVoxelEditMessage(unsigned char command, short int sequence,
|
||||
int voxelCount, VoxelDetail* voxelDetails, unsigned char*& bufferOut, int& sizeOut);
|
||||
|
||||
|
|
|
@ -292,13 +292,16 @@ glm::vec3 AABox::getClosestPointOnFace(const glm::vec4& origin, const glm::vec4&
|
|||
glm::vec4 diagonals[] = { secondAxisMinPlane + thirdAxisMaxPlane + offset,
|
||||
secondAxisMaxPlane + thirdAxisMaxPlane + offset };
|
||||
|
||||
float minDistance = FLT_MAX;
|
||||
for (int i = 0; i < sizeof(diagonals) / sizeof(diagonals[0]); i++) {
|
||||
float divisor = glm::dot(direction, diagonals[i]);
|
||||
if (fabs(divisor) < EPSILON) {
|
||||
continue; // segment is parallel to diagonal plane
|
||||
}
|
||||
float directionalDistance = -glm::dot(origin, diagonals[i]) / divisor;
|
||||
return getClosestPointOnFace(glm::vec3(origin + direction * directionalDistance), face);
|
||||
minDistance = glm::min(-glm::dot(origin, diagonals[i]) / divisor, minDistance);
|
||||
}
|
||||
if (minDistance != FLT_MAX) {
|
||||
return getClosestPointOnFace(glm::vec3(origin + direction * minDistance), face);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#define __hifi_VoxelConstants_h__
|
||||
|
||||
#include <limits.h>
|
||||
#include <OctalCode.h>
|
||||
|
||||
const int TREE_SCALE = 128;
|
||||
|
||||
|
@ -23,11 +24,12 @@ const int MAX_VOXELS_PER_SYSTEM = 200000;
|
|||
const int VERTICES_PER_VOXEL = 24;
|
||||
const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
|
||||
const int INDICES_PER_VOXEL = 3 * 12;
|
||||
const int COLOR_VALUES_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
|
||||
const int COLOR_VALUES_PER_VOXEL = NUMBER_OF_COLORS * VERTICES_PER_VOXEL;
|
||||
|
||||
typedef unsigned long int glBufferIndex;
|
||||
const glBufferIndex GLBUFFER_INDEX_UNKNOWN = ULONG_MAX;
|
||||
|
||||
const double SIXTY_FPS_IN_MILLISECONDS = 1000.0/60;
|
||||
const double VIEW_CULLING_RATE_IN_MILLISECONDS = 1000.0; // once a second is fine
|
||||
|
||||
#endif
|
||||
|
|
|
@ -53,7 +53,7 @@ VoxelTree::~VoxelTree() {
|
|||
// Recurses voxel tree calling the RecurseVoxelTreeOperation function for each node.
|
||||
// stops recursion if operation function returns false.
|
||||
void VoxelTree::recurseTreeWithOperation(RecurseVoxelTreeOperation operation, void* extraData) {
|
||||
recurseNodeWithOperation(rootNode, operation,extraData);
|
||||
recurseNodeWithOperation(rootNode, operation, extraData);
|
||||
}
|
||||
|
||||
// Recurses voxel node with an operation function
|
||||
|
@ -212,10 +212,15 @@ int VoxelTree::readNodeData(VoxelNode* destinationNode, unsigned char* nodeData,
|
|||
}
|
||||
|
||||
void VoxelTree::readBitstreamToTree(unsigned char * bitstream, unsigned long int bufferSizeBytes,
|
||||
bool includeColor, bool includeExistsBits) {
|
||||
bool includeColor, bool includeExistsBits, VoxelNode* destinationNode) {
|
||||
int bytesRead = 0;
|
||||
unsigned char* bitstreamAt = bitstream;
|
||||
|
||||
// If destination node is not included, set it to root
|
||||
if (!destinationNode) {
|
||||
destinationNode = rootNode;
|
||||
}
|
||||
|
||||
_nodesChangedFromBitstream = 0;
|
||||
|
||||
// Keep looping through the buffer calling readNodeData() this allows us to pack multiple root-relative Octal codes
|
||||
|
@ -223,14 +228,14 @@ void VoxelTree::readBitstreamToTree(unsigned char * bitstream, unsigned long int
|
|||
// if there are more bytes after that, it's assumed to be another root relative tree
|
||||
|
||||
while (bitstreamAt < bitstream + bufferSizeBytes) {
|
||||
VoxelNode* bitstreamRootNode = nodeForOctalCode(rootNode, (unsigned char *)bitstreamAt, NULL);
|
||||
VoxelNode* bitstreamRootNode = nodeForOctalCode(destinationNode, (unsigned char *)bitstreamAt, NULL);
|
||||
if (*bitstreamAt != *bitstreamRootNode->getOctalCode()) {
|
||||
// if the octal code returned is not on the same level as
|
||||
// the code being searched for, we have VoxelNodes to create
|
||||
|
||||
// Note: we need to create this node relative to root, because we're assuming that the bitstream for the initial
|
||||
// octal code is always relative to root!
|
||||
bitstreamRootNode = createMissingNode(rootNode, (unsigned char*) bitstreamAt);
|
||||
bitstreamRootNode = createMissingNode(destinationNode, (unsigned char*) bitstreamAt);
|
||||
if (bitstreamRootNode->isDirty()) {
|
||||
_isDirty = true;
|
||||
_nodesChangedFromBitstream++;
|
||||
|
@ -281,9 +286,9 @@ void VoxelTree::deleteVoxelCodeFromTree(unsigned char* codeBuffer, bool stage, b
|
|||
}
|
||||
}
|
||||
|
||||
// If we're not a colored leaf, and we have no children, then delete ourselves
|
||||
// This will collapse the empty tree above us.
|
||||
if (collapseEmptyTrees && parentNode->getChildCount() == 0 && !parentNode->isColored()) {
|
||||
// If we're in collapseEmptyTrees mode, and we're the last child of this parent, then delete the parent.
|
||||
// This will collapse the empty tree above us.
|
||||
if (collapseEmptyTrees && parentNode->getChildCount() == 0) {
|
||||
// Can't delete the root this way.
|
||||
if (parentNode != rootNode) {
|
||||
deleteVoxelCodeFromTree(parentNode->getOctalCode(), stage, collapseEmptyTrees);
|
||||
|
@ -862,7 +867,7 @@ int VoxelTree::searchForColoredNodesRecursion(int maxSearchLevel, int& currentSe
|
|||
|
||||
int VoxelTree::encodeTreeBitstream(int maxEncodeLevel, VoxelNode* node, unsigned char* outputBuffer, int availableBytes,
|
||||
VoxelNodeBag& bag, const ViewFrustum* viewFrustum, bool includeColor, bool includeExistsBits,
|
||||
bool deltaViewFrustum, const ViewFrustum* lastViewFrustum) const {
|
||||
int chopLevels, bool deltaViewFrustum, const ViewFrustum* lastViewFrustum) const {
|
||||
|
||||
// How many bytes have we written so far at this level;
|
||||
int bytesWritten = 0;
|
||||
|
@ -873,16 +878,29 @@ int VoxelTree::encodeTreeBitstream(int maxEncodeLevel, VoxelNode* node, unsigned
|
|||
}
|
||||
|
||||
// write the octal code
|
||||
int codeLength = bytesRequiredForCodeLength(*node->getOctalCode());
|
||||
memcpy(outputBuffer,node->getOctalCode(),codeLength);
|
||||
|
||||
int codeLength;
|
||||
if (chopLevels) {
|
||||
unsigned char* newCode = chopOctalCode(node->getOctalCode(), chopLevels);
|
||||
if (newCode) {
|
||||
codeLength = bytesRequiredForCodeLength(numberOfThreeBitSectionsInCode(newCode));
|
||||
memcpy(outputBuffer, newCode, codeLength);
|
||||
delete newCode;
|
||||
} else {
|
||||
codeLength = 1; // chopped to root!
|
||||
*outputBuffer = 0; // root
|
||||
}
|
||||
} else {
|
||||
codeLength = bytesRequiredForCodeLength(*node->getOctalCode());
|
||||
memcpy(outputBuffer, node->getOctalCode(), codeLength);
|
||||
}
|
||||
|
||||
outputBuffer += codeLength; // move the pointer
|
||||
bytesWritten += codeLength; // keep track of byte count
|
||||
availableBytes -= codeLength; // keep track or remaining space
|
||||
|
||||
int currentEncodeLevel = 0;
|
||||
int childBytesWritten = encodeTreeBitstreamRecursion(maxEncodeLevel, currentEncodeLevel, node, outputBuffer, availableBytes,
|
||||
bag, viewFrustum, includeColor, includeExistsBits,
|
||||
bag, viewFrustum, includeColor, includeExistsBits, chopLevels,
|
||||
deltaViewFrustum, lastViewFrustum);
|
||||
|
||||
// if childBytesWritten == 1 then something went wrong... that's not possible
|
||||
|
@ -907,7 +925,7 @@ int VoxelTree::encodeTreeBitstream(int maxEncodeLevel, VoxelNode* node, unsigned
|
|||
int VoxelTree::encodeTreeBitstreamRecursion(int maxEncodeLevel, int& currentEncodeLevel, VoxelNode* node,
|
||||
unsigned char* outputBuffer, int availableBytes, VoxelNodeBag& bag,
|
||||
const ViewFrustum* viewFrustum, bool includeColor, bool includeExistsBits,
|
||||
bool deltaViewFrustum, const ViewFrustum* lastViewFrustum) const {
|
||||
int chopLevels, bool deltaViewFrustum, const ViewFrustum* lastViewFrustum) const {
|
||||
|
||||
// How many bytes have we written so far at this level;
|
||||
int bytesAtThisLevel = 0;
|
||||
|
@ -1062,7 +1080,7 @@ int VoxelTree::encodeTreeBitstreamRecursion(int maxEncodeLevel, int& currentEnco
|
|||
int thisLevel = currentEncodeLevel;
|
||||
int childTreeBytesOut = encodeTreeBitstreamRecursion(maxEncodeLevel, thisLevel, childNode,
|
||||
outputBuffer, availableBytes, bag,
|
||||
viewFrustum, includeColor, includeExistsBits,
|
||||
viewFrustum, includeColor, includeExistsBits, chopLevels,
|
||||
deltaViewFrustum, lastViewFrustum);
|
||||
|
||||
// if the child wrote 0 bytes, it means that nothing below exists or was in view, or we ran out of space,
|
||||
|
@ -1105,7 +1123,7 @@ int VoxelTree::encodeTreeBitstreamRecursion(int maxEncodeLevel, int& currentEnco
|
|||
return bytesAtThisLevel;
|
||||
}
|
||||
|
||||
bool VoxelTree::readFromFileV2(const char* fileName) {
|
||||
bool VoxelTree::readFromSVOFile(const char* fileName) {
|
||||
std::ifstream file(fileName, std::ios::in|std::ios::binary|std::ios::ate);
|
||||
if(file.is_open()) {
|
||||
printLog("loading file %s...\n", fileName);
|
||||
|
@ -1126,7 +1144,7 @@ bool VoxelTree::readFromFileV2(const char* fileName) {
|
|||
return false;
|
||||
}
|
||||
|
||||
void VoxelTree::writeToFileV2(const char* fileName) const {
|
||||
void VoxelTree::writeToSVOFile(const char* fileName, VoxelNode* node) const {
|
||||
|
||||
std::ofstream file(fileName, std::ios::out|std::ios::binary);
|
||||
|
||||
|
@ -1134,7 +1152,12 @@ void VoxelTree::writeToFileV2(const char* fileName) const {
|
|||
printLog("saving to file %s...\n", fileName);
|
||||
|
||||
VoxelNodeBag nodeBag;
|
||||
nodeBag.insert(rootNode);
|
||||
// If we were given a specific node, start from there, otherwise start from root
|
||||
if (node) {
|
||||
nodeBag.insert(node);
|
||||
} else {
|
||||
nodeBag.insert(rootNode);
|
||||
}
|
||||
|
||||
static unsigned char outputBuffer[MAX_VOXEL_PACKET_SIZE - 1]; // save on allocs by making this static
|
||||
int bytesWritten = 0;
|
||||
|
@ -1160,3 +1183,47 @@ bool VoxelTree::countVoxelsOperation(VoxelNode* node, void* extraData) {
|
|||
(*(unsigned long*)extraData)++;
|
||||
return true; // keep going
|
||||
}
|
||||
|
||||
void VoxelTree::copySubTreeIntoNewTree(VoxelNode* startNode, VoxelTree* destinationTree, bool rebaseToRoot) {
|
||||
VoxelNodeBag nodeBag;
|
||||
nodeBag.insert(startNode);
|
||||
int chopLevels = 0;
|
||||
if (rebaseToRoot) {
|
||||
chopLevels = numberOfThreeBitSectionsInCode(startNode->getOctalCode());
|
||||
}
|
||||
|
||||
static unsigned char outputBuffer[MAX_VOXEL_PACKET_SIZE - 1]; // save on allocs by making this static
|
||||
int bytesWritten = 0;
|
||||
|
||||
while (!nodeBag.isEmpty()) {
|
||||
VoxelNode* subTree = nodeBag.extract();
|
||||
|
||||
// ask our tree to write a bitsteam
|
||||
bytesWritten = encodeTreeBitstream(INT_MAX, subTree, &outputBuffer[0],
|
||||
MAX_VOXEL_PACKET_SIZE - 1, nodeBag, IGNORE_VIEW_FRUSTUM, WANT_COLOR, NO_EXISTS_BITS, chopLevels);
|
||||
|
||||
// ask destination tree to read the bitstream
|
||||
destinationTree->readBitstreamToTree(&outputBuffer[0], bytesWritten, WANT_COLOR, NO_EXISTS_BITS);
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelTree::copyFromTreeIntoSubTree(VoxelTree* sourceTree, VoxelNode* destinationNode) {
|
||||
VoxelNodeBag nodeBag;
|
||||
// If we were given a specific node, start from there, otherwise start from root
|
||||
nodeBag.insert(sourceTree->rootNode);
|
||||
|
||||
static unsigned char outputBuffer[MAX_VOXEL_PACKET_SIZE - 1]; // save on allocs by making this static
|
||||
int bytesWritten = 0;
|
||||
|
||||
while (!nodeBag.isEmpty()) {
|
||||
VoxelNode* subTree = nodeBag.extract();
|
||||
|
||||
// ask our tree to write a bitsteam
|
||||
bytesWritten = sourceTree->encodeTreeBitstream(INT_MAX, subTree, &outputBuffer[0],
|
||||
MAX_VOXEL_PACKET_SIZE - 1, nodeBag, IGNORE_VIEW_FRUSTUM, WANT_COLOR, NO_EXISTS_BITS);
|
||||
|
||||
// ask destination tree to read the bitstream
|
||||
readBitstreamToTree(&outputBuffer[0], bytesWritten, WANT_COLOR, NO_EXISTS_BITS, destinationNode);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -44,19 +44,20 @@ public:
|
|||
VoxelTree(bool shouldReaverage = false);
|
||||
~VoxelTree();
|
||||
|
||||
VoxelNode *rootNode;
|
||||
VoxelNode* rootNode;
|
||||
int leavesWrittenToBitstream;
|
||||
|
||||
void eraseAllVoxels();
|
||||
|
||||
void processRemoveVoxelBitstream(unsigned char * bitstream, int bufferSizeBytes);
|
||||
void readBitstreamToTree(unsigned char * bitstream, unsigned long int bufferSizeBytes,
|
||||
bool includeColor = WANT_COLOR, bool includeExistsBits = WANT_EXISTS_BITS);
|
||||
void readCodeColorBufferToTree(unsigned char *codeColorBuffer, bool destructive = false);
|
||||
void deleteVoxelCodeFromTree(unsigned char *codeBuffer, bool stage = ACTUALLY_DELETE,
|
||||
void processRemoveVoxelBitstream(unsigned char* bitstream, int bufferSizeBytes);
|
||||
void readBitstreamToTree(unsigned char* bitstream, unsigned long int bufferSizeBytes,
|
||||
bool includeColor = WANT_COLOR, bool includeExistsBits = WANT_EXISTS_BITS,
|
||||
VoxelNode* destinationNode = NULL);
|
||||
void readCodeColorBufferToTree(unsigned char* codeColorBuffer, bool destructive = false);
|
||||
void deleteVoxelCodeFromTree(unsigned char* codeBuffer, bool stage = ACTUALLY_DELETE,
|
||||
bool collapseEmptyTrees = DONT_COLLAPSE);
|
||||
void printTreeForDebugging(VoxelNode *startNode);
|
||||
void reaverageVoxelColors(VoxelNode *startNode);
|
||||
void printTreeForDebugging(VoxelNode* startNode);
|
||||
void reaverageVoxelColors(VoxelNode* startNode);
|
||||
|
||||
void deleteVoxelAt(float x, float y, float z, float s, bool stage = false);
|
||||
VoxelNode* getVoxelAt(float x, float y, float z, float s) const;
|
||||
|
@ -70,7 +71,7 @@ public:
|
|||
|
||||
int encodeTreeBitstream(int maxEncodeLevel, VoxelNode* node, unsigned char* outputBuffer, int availableBytes,
|
||||
VoxelNodeBag& bag, const ViewFrustum* viewFrustum,
|
||||
bool includeColor = WANT_COLOR, bool includeExistsBits = WANT_EXISTS_BITS,
|
||||
bool includeColor = WANT_COLOR, bool includeExistsBits = WANT_EXISTS_BITS, int chopLevels = 0,
|
||||
bool deltaViewFrustum = false, const ViewFrustum* lastViewFrustum = NULL) const;
|
||||
|
||||
int searchForColoredNodes(int maxSearchLevel, VoxelNode* node, const ViewFrustum& viewFrustum, VoxelNodeBag& bag,
|
||||
|
@ -91,16 +92,19 @@ public:
|
|||
void loadVoxelsFile(const char* fileName, bool wantColorRandomizer);
|
||||
|
||||
// these will read/write files that match the wireformat, excluding the 'V' leading
|
||||
void writeToFileV2(const char* filename) const;
|
||||
bool readFromFileV2(const char* filename);
|
||||
void writeToSVOFile(const char* filename, VoxelNode* node = NULL) const;
|
||||
bool readFromSVOFile(const char* filename);
|
||||
|
||||
unsigned long getVoxelCount();
|
||||
|
||||
void copySubTreeIntoNewTree(VoxelNode* startNode, VoxelTree* destinationTree, bool rebaseToRoot);
|
||||
void copyFromTreeIntoSubTree(VoxelTree* sourceTree, VoxelNode* destinationNode);
|
||||
|
||||
private:
|
||||
int encodeTreeBitstreamRecursion(int maxEncodeLevel, int& currentEncodeLevel,
|
||||
VoxelNode* node, unsigned char* outputBuffer, int availableBytes, VoxelNodeBag& bag,
|
||||
const ViewFrustum* viewFrustum, bool includeColor, bool includeExistsBits,
|
||||
bool deltaViewFrustum, const ViewFrustum* lastViewFrustum) const;
|
||||
const ViewFrustum* viewFrustum, bool includeColor, bool includeExistsBits,
|
||||
int chopLevels, bool deltaViewFrustum, const ViewFrustum* lastViewFrustum) const;
|
||||
|
||||
int searchForColoredNodesRecursion(int maxSearchLevel, int& currentSearchLevel,
|
||||
VoxelNode* node, const ViewFrustum& viewFrustum, VoxelNodeBag& bag,
|
||||
|
|
|
@ -92,7 +92,7 @@ int main(int argc, const char * argv[])
|
|||
unsigned long nodeCount = myTree.getVoxelCount();
|
||||
printf("Nodes after adding scenes: %ld nodes\n", nodeCount);
|
||||
|
||||
myTree.writeToFileV2("voxels.hio2");
|
||||
myTree.writeToSVOFile("voxels.svo");
|
||||
|
||||
}
|
||||
return 0;
|
||||
|
|
|
@ -30,8 +30,8 @@
|
|||
#include <ifaddrs.h>
|
||||
#endif
|
||||
|
||||
const char* LOCAL_VOXELS_PERSIST_FILE = "resources/voxels.hio2";
|
||||
const char* VOXELS_PERSIST_FILE = "/etc/highfidelity/voxel-server/resources/voxels.hio2";
|
||||
const char* LOCAL_VOXELS_PERSIST_FILE = "resources/voxels.svo";
|
||||
const char* VOXELS_PERSIST_FILE = "/etc/highfidelity/voxel-server/resources/voxels.svo";
|
||||
const double VOXEL_PERSIST_INTERVAL = 1000.0 * 30; // every 30 seconds
|
||||
|
||||
const int VOXEL_LISTEN_PORT = 40106;
|
||||
|
@ -399,10 +399,10 @@ void persistVoxelsWhenDirty() {
|
|||
|
||||
{
|
||||
PerformanceWarning warn(::shouldShowAnimationDebug,
|
||||
"persistVoxelsWhenDirty() - writeToFileV2()", ::shouldShowAnimationDebug);
|
||||
"persistVoxelsWhenDirty() - writeToSVOFile()", ::shouldShowAnimationDebug);
|
||||
|
||||
printf("saving voxels to file...\n");
|
||||
randomTree.writeToFileV2(::wantLocalDomain ? LOCAL_VOXELS_PERSIST_FILE : VOXELS_PERSIST_FILE);
|
||||
randomTree.writeToSVOFile(::wantLocalDomain ? LOCAL_VOXELS_PERSIST_FILE : VOXELS_PERSIST_FILE);
|
||||
randomTree.clearDirtyBit(); // tree is clean after saving
|
||||
printf("DONE saving voxels to file...\n");
|
||||
}
|
||||
|
@ -505,7 +505,7 @@ int main(int argc, const char * argv[]) {
|
|||
bool persistantFileRead = false;
|
||||
if (::wantVoxelPersist) {
|
||||
printf("loading voxels from file...\n");
|
||||
persistantFileRead = ::randomTree.readFromFileV2(::wantLocalDomain ? LOCAL_VOXELS_PERSIST_FILE : VOXELS_PERSIST_FILE);
|
||||
persistantFileRead = ::randomTree.readFromSVOFile(::wantLocalDomain ? LOCAL_VOXELS_PERSIST_FILE : VOXELS_PERSIST_FILE);
|
||||
::randomTree.clearDirtyBit(); // the tree is clean since we just loaded it
|
||||
printf("DONE loading voxels from file... fileRead=%s\n", debug::valueOf(persistantFileRead));
|
||||
unsigned long nodeCount = ::randomTree.getVoxelCount();
|
||||
|
@ -517,7 +517,7 @@ int main(int argc, const char * argv[]) {
|
|||
const char* INPUT_FILE = "-i";
|
||||
const char* voxelsFilename = getCmdOption(argc, argv, INPUT_FILE);
|
||||
if (voxelsFilename) {
|
||||
randomTree.loadVoxelsFile(voxelsFilename,wantColorRandomizer);
|
||||
randomTree.readFromSVOFile(voxelsFilename);
|
||||
}
|
||||
|
||||
// Check to see if the user passed in a command line option for setting packet send rate
|
||||
|
|
Loading…
Reference in a new issue