rename Operative to Agent

This commit is contained in:
Stephen Birarda 2013-07-23 20:25:21 -07:00
parent 7a028aa43d
commit da0049933b
4 changed files with 67 additions and 306 deletions

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//
// Agent.cpp
// hifi
//
// Created by Stephen Birarda on 7/1/13.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#import <QtScript/QScriptEngine>
#import <QtNetwork/QtNetwork>
#include <AvatarData.h>
#include "Agent.h"
void Agent::run(QUrl scriptURL) {
QNetworkAccessManager* manager = new QNetworkAccessManager();
qDebug() << "Attemping download of " << scriptURL;
QNetworkReply* reply = manager->get(QNetworkRequest(scriptURL));
QEventLoop loop;
QObject::connect(reply, SIGNAL(finished()), &loop, SLOT(quit()));
loop.exec();
QString scriptString = QString(reply->readAll());
QScriptEngine engine;
AvatarData *someObject = new AvatarData;
QScriptValue objectValue = engine.newObject();
engine.globalObject().setProperty("AvatarData", objectValue);
qDebug() << "Execution of script:" << engine.evaluate(scriptString).toString();
}

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//
// Agent.h
// hifi
//
// Created by Stephen Birarda on 7/1/13.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#ifndef __hifi__Agent__
#define __hifi__Agent__
#import "AudioInjector.h"
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include "SharedUtil.h"
#include <QtCore/QUrl>
class Agent {
public:
bool volatile shouldStop;
void run(QUrl scriptUrl);
private:
};
#endif /* defined(__hifi__Operative__) */

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//
// Operative.cpp
// hifi
//
// Created by Stephen Birarda on 7/1/13.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#include "AudioInjectionManager.h"
#include "NodeList.h"
#include "NodeTypes.h"
#include "PacketHeaders.h"
#include "SharedUtil.h"
#include "Operative.h"
const float BUG_VOXEL_SIZE = 0.0625f / 128;
glm::vec3 rotatePoint(glm::vec3 point, float angle) {
// First, create the quaternion based on this angle of rotation
glm::quat q(glm::vec3(0, -angle, 0));
// Next, create a rotation matrix from that quaternion
glm::mat4 rotation = glm::mat4_cast(q);
// Transform the original vectors by the rotation matrix to get the new vectors
glm::vec4 quatPoint(point.x, point.y, point.z, 0);
glm::vec4 newPoint = quatPoint * rotation;
return glm::vec3(newPoint.x, newPoint.y, newPoint.z);
}
Operative::Operative() :
_bugPosition(BUG_VOXEL_SIZE * 20.0, BUG_VOXEL_SIZE * 30.0, BUG_VOXEL_SIZE * 20.0),
_bugDirection(0, 0, 1),
_bugPathCenter(BUG_VOXEL_SIZE * 150.0, BUG_VOXEL_SIZE * 30.0, BUG_VOXEL_SIZE * 150.0),
_bugPathRadius(BUG_VOXEL_SIZE * 40.0),
_bugPathTheta(0.0f),
_bugRotation(0.0f),
_bugAngleDelta(0.2 * (M_PI / 180.0f)),
_moveBugInLine(false),
_packetsSent(0),
_bytesSent(0)
{
}
class BugPart {
public:
glm::vec3 partLocation;
unsigned char partColor[3];
BugPart(const glm::vec3& location, unsigned char red, unsigned char green, unsigned char blue ) {
partLocation = location;
partColor[0] = red;
partColor[1] = green;
partColor[2] = blue;
}
};
const BugPart BUG_PARTS[VOXELS_PER_BUG] = {
// tail
BugPart(glm::vec3( 0, 0, -3), 51, 51, 153) ,
BugPart(glm::vec3( 0, 0, -2), 51, 51, 153) ,
BugPart(glm::vec3( 0, 0, -1), 51, 51, 153) ,
// body
BugPart(glm::vec3( 0, 0, 0), 255, 200, 0) ,
BugPart(glm::vec3( 0, 0, 1), 255, 200, 0) ,
// head
BugPart(glm::vec3( 0, 0, 2), 200, 0, 0) ,
// eyes
BugPart(glm::vec3( 1, 0, 3), 64, 64, 64) ,
BugPart(glm::vec3(-1, 0, 3), 64, 64, 64) ,
// wings
BugPart(glm::vec3( 3, 1, 1), 0, 153, 0) ,
BugPart(glm::vec3( 2, 1, 1), 0, 153, 0) ,
BugPart(glm::vec3( 1, 0, 1), 0, 153, 0) ,
BugPart(glm::vec3(-1, 0, 1), 0, 153, 0) ,
BugPart(glm::vec3(-2, 1, 1), 0, 153, 0) ,
BugPart(glm::vec3(-3, 1, 1), 0, 153, 0) ,
BugPart(glm::vec3( 2, -1, 0), 153, 200, 0) ,
BugPart(glm::vec3( 1, -1, 0), 153, 200, 0) ,
BugPart(glm::vec3(-1, -1, 0), 153, 200, 0) ,
BugPart(glm::vec3(-2, -1, 0), 153, 200, 0) ,
};
void Operative::removeOldBug() {
VoxelDetail details[VOXELS_PER_BUG];
unsigned char* bufferOut;
int sizeOut;
// Generate voxels for where bug used to be
for (int i = 0; i < VOXELS_PER_BUG; i++) {
details[i].s = BUG_VOXEL_SIZE;
glm::vec3 partAt = BUG_PARTS[i].partLocation * BUG_VOXEL_SIZE * (_bugDirection.x < 0 ? -1.0f : 1.0f);
glm::vec3 rotatedPartAt = rotatePoint(partAt, _bugRotation);
glm::vec3 offsetPartAt = rotatedPartAt + _bugPosition;
details[i].x = offsetPartAt.x;
details[i].y = offsetPartAt.y;
details[i].z = offsetPartAt.z;
details[i].red = BUG_PARTS[i].partColor[0];
details[i].green = BUG_PARTS[i].partColor[1];
details[i].blue = BUG_PARTS[i].partColor[2];
}
// send the "erase message" first...
PACKET_TYPE message = PACKET_TYPE_ERASE_VOXEL;
if (createVoxelEditMessage(message, 0, VOXELS_PER_BUG, (VoxelDetail*)&details, bufferOut, sizeOut)){
_packetsSent++;
_bytesSent += sizeOut;
NodeList::getInstance()->broadcastToNodes(bufferOut, sizeOut, &NODE_TYPE_VOXEL_SERVER, 1);
delete[] bufferOut;
}
}
void Operative::renderMovingBug() {
unsigned char* bufferOut;
int sizeOut;
removeOldBug();
// Move the bug...
if (_moveBugInLine) {
_bugPosition.x += (_bugDirection.x * BUG_VOXEL_SIZE);
_bugPosition.y += (_bugDirection.y * BUG_VOXEL_SIZE);
_bugPosition.z += (_bugDirection.z * BUG_VOXEL_SIZE);
// Check boundaries
if (_bugPosition.z > 1.0) {
_bugDirection.z = -1;
}
if (_bugPosition.z < BUG_VOXEL_SIZE) {
_bugDirection.z = 1;
}
} else {
_bugPathTheta += _bugAngleDelta; // move slightly
_bugRotation -= _bugAngleDelta; // rotate slightly
// If we loop past end of circle, just reset back into normal range
if (_bugPathTheta > (360.0f * PI_OVER_180)) {
_bugPathTheta = 0;
_bugRotation = 0;
}
float x = _bugPathCenter.x + _bugPathRadius * cos(_bugPathTheta);
float z = _bugPathCenter.z + _bugPathRadius * sin(_bugPathTheta);
float y = _bugPathCenter.y;
_bugPosition = glm::vec3(x, y, z);
}
// would be nice to add some randomness here...
// Generate voxels for where bug is going to
for (int i = 0; i < VOXELS_PER_BUG; i++) {
_bugDetails[i].s = BUG_VOXEL_SIZE;
glm::vec3 partAt = BUG_PARTS[i].partLocation * BUG_VOXEL_SIZE * (_bugDirection.x < 0 ? -1.0f : 1.0f);
glm::vec3 rotatedPartAt = rotatePoint(partAt, _bugRotation);
glm::vec3 offsetPartAt = rotatedPartAt + _bugPosition;
_bugDetails[i].x = offsetPartAt.x;
_bugDetails[i].y = offsetPartAt.y;
_bugDetails[i].z = offsetPartAt.z;
float colorRatio = (powf(injector->getLastFrameIntensity(), 0.5) * 0.5f) + 0.5f;
_bugDetails[i].red = BUG_PARTS[i].partColor[0] * colorRatio;
_bugDetails[i].green = BUG_PARTS[i].partColor[1] * colorRatio;
_bugDetails[i].blue = BUG_PARTS[i].partColor[2] * colorRatio;
}
// send the "create message" ...
PACKET_TYPE message = PACKET_TYPE_SET_VOXEL_DESTRUCTIVE;
if (createVoxelEditMessage(message, 0, VOXELS_PER_BUG, (VoxelDetail*)&_bugDetails, bufferOut, sizeOut)){
_packetsSent++;
_bytesSent += sizeOut;
NodeList::getInstance()->broadcastToNodes(bufferOut, sizeOut, &NODE_TYPE_VOXEL_SERVER, 1);
delete[] bufferOut;
}
}
const int ACTUAL_FPS = 60;
const double OUR_FPS_IN_MILLISECONDS = 1000.0/ACTUAL_FPS; // determines FPS from our desired FPS
const int ANIMATE_VOXELS_INTERVAL_USECS = OUR_FPS_IN_MILLISECONDS * 1000.0; // converts from milliseconds to usecs
void Operative::run() {
timeval lastSendTime = {};
timeval lastDomainServerCheckIn = {};
NodeList* nodeList = NodeList::getInstance();
sockaddr nodePublicAddress;
unsigned char* packetData = new unsigned char[MAX_PACKET_SIZE];
ssize_t receivedBytes;
// change the owner type on our NodeList
NodeList::getInstance()->setOwnerType(NODE_TYPE_AGENT);
const char NODE_TYPES_OF_INTEREST[] = {NODE_TYPE_VOXEL_SERVER, NODE_TYPE_AUDIO_MIXER};
NodeList::getInstance()->setNodeTypesOfInterest(NODE_TYPES_OF_INTEREST, 2);
NodeList::getInstance()->getNodeSocket()->setBlocking(false);
while (!shouldStop) {
gettimeofday(&lastSendTime, NULL);
renderMovingBug();
glm::vec3 latestPosition(_bugDetails[5].x, _bugDetails[5].y, _bugDetails[5].z);
latestPosition *= 128;
injector->setPosition(latestPosition);
if (!injector->isInjectingAudio() && randIntInRange(1, 100) == 99) {
AudioInjectionManager::threadInjector(injector);
}
// send a check in packet to the domain server if DOMAIN_SERVER_CHECK_IN_USECS has elapsed
if (usecTimestampNow() - usecTimestamp(&lastDomainServerCheckIn) >= DOMAIN_SERVER_CHECK_IN_USECS) {
gettimeofday(&lastDomainServerCheckIn, NULL);
NodeList::getInstance()->sendDomainServerCheckIn();
}
// Nodes sending messages to us...
if (nodeList->getNodeSocket()->receive(&nodePublicAddress, packetData, &receivedBytes)) {
NodeList::getInstance()->processNodeData(&nodePublicAddress, packetData, receivedBytes);
}
// dynamically sleep until we need to fire off the next set of voxels
long long usecToSleep = ANIMATE_VOXELS_INTERVAL_USECS - (usecTimestampNow() - usecTimestamp(&lastSendTime));
if (usecToSleep > 0) {
usleep(usecToSleep);
} else {
printf("Last send took too much time, not sleeping!\n");
}
}
printf("Removing the old bird and dying.\n");
// we've been told to stop, remove the last bug
removeOldBug();
}

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//
// Operative.h
// hifi
//
// Created by Stephen Birarda on 7/1/13.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#ifndef __hifi__Operative__
#define __hifi__Operative__
#import "AudioInjector.h"
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include "SharedUtil.h"
const int VOXELS_PER_BUG = 18;
class Operative {
public:
Operative();
bool volatile shouldStop;
AudioInjector* injector;
void run();
private:
void renderMovingBug();
void removeOldBug();
VoxelDetail _bugDetails[VOXELS_PER_BUG];
glm::vec3 _bugPosition;
glm::vec3 _bugDirection;
glm::vec3 _bugPathCenter;
float _bugPathRadius;
float _bugPathTheta;
float _bugRotation;
float _bugAngleDelta;
bool _moveBugInLine;
unsigned long _packetsSent;
unsigned long _bytesSent;
};
#endif /* defined(__hifi__Operative__) */