mirror of
https://github.com/overte-org/overte.git
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commit
e638805bd7
7 changed files with 34 additions and 413 deletions
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@ -1,201 +0,0 @@
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//
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// Finger.cpp
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// interface
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//
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// Created by Philip on 1/21/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#include "Finger.h"
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#ifdef _WIN32
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float fminf( float x, float y )
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{
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return x < y ? x : y;
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}
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#endif
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const int NUM_BEADS = 75;
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const float RADIUS = 50; // Radius of beads around finger
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const int NUM_PUCKS = 10;
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Finger::Finger(int w, int h) {
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width = w;
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height = h;
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pos.x = pos.y = 0;
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vel.x = vel.y = 0;
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target.x = target.y = 0;
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m = 1;
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pressure = 0;
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start = true;
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// Create surface beads
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beads = new bead[NUM_BEADS];
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pucks = new puck[NUM_PUCKS];
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float alpha = 0;
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for (int i = 0; i < NUM_BEADS; i++) {
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beads[i].target.x = cosf(alpha)*RADIUS + 2.0f*(randFloat() - 0.5f);
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beads[i].target.y = sinf(alpha)*RADIUS + 2.0f*(randFloat() - 0.5f);
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beads[i].pos.x = beads[i].pos.y = 0.0;
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beads[i].vel.x = beads[i].vel.y = 0.0;
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alpha += 2.0f*PIf/NUM_BEADS;
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beads[i].color[0] = randFloat()*0.05f; beads[i].color[1] = randFloat()*0.05f; beads[i].color[2] = 0.75f + randFloat()*0.25f;
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beads[i].brightness = 0.0;
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}
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for (int i = 0; i < NUM_PUCKS; i++) {
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pucks[i].pos.x = randFloat()*width;
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pucks[i].pos.y = randFloat()*height;
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pucks[i].radius = 5.0f + randFloat()*30.0f;
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pucks[i].vel.x = pucks[i].vel.y = 0.0;
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pucks[i].mass = pucks[i].radius*pucks[i].radius/25.0f;
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}
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}
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const float SHADOW_COLOR[4] = {0.0, 0.0, 0.0, 0.75};
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const float SHADOW_OFFSET = 2.5;
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void Finger::render() {
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glEnable(GL_POINT_SMOOTH);
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glPointSize(30.0f);
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glBegin(GL_POINTS);
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glColor4fv(SHADOW_COLOR);
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glVertex2f(pos.x + SHADOW_OFFSET, pos.y + SHADOW_OFFSET);
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glColor4f(0.0, 0.0, 0.7f, 1.0);
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glVertex2f(pos.x, pos.y);
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glEnd();
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// Render Pucks
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for (int i = 0; i < NUM_PUCKS; i++) {
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glColor4fv(SHADOW_COLOR);
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glPointSize(pucks[i].radius*2.f);
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glBegin(GL_POINTS);
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glVertex2f(pucks[i].pos.x + SHADOW_OFFSET, pucks[i].pos.y + SHADOW_OFFSET);
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glColor4f(1.0, 0.0, 0.0, 1.0);
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glVertex2f(pucks[i].pos.x, pucks[i].pos.y);
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glEnd();
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}
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// Render beads
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glPointSize(5.0f);
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glLineWidth(3.0);
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glBegin(GL_POINTS);
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for (int i = 0; i < NUM_BEADS; i++) {
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glColor4fv(SHADOW_COLOR);
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glVertex2f(beads[i].pos.x + SHADOW_OFFSET, beads[i].pos.y + SHADOW_OFFSET);
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glColor3f(beads[i].color[0]+beads[i].brightness, beads[i].color[1]+beads[i].brightness, beads[i].color[2]+beads[i].brightness);
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glVertex2f(beads[i].pos.x, beads[i].pos.y);
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}
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glEnd();
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}
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void Finger::setTarget(int x, int y) {
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target.x = static_cast<float>(x);
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target.y = static_cast<float>(y);
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if (start) {
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// On startup, set finger to first target location
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pos.x = target.x;
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pos.y = target.y;
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vel.x = vel.y = 0.0;
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start = false;
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}
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}
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void Finger::simulate(float deltaTime) {
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// Using the new target position x and y as where the mouse intends the finger to be, move the finger
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if (!start) {
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// Move the finger
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float distance = glm::distance(pos, target);
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//float spring_length = 0;
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const float SPRING_FORCE = 1000.0;
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if (distance > 0.1) {
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vel += glm::normalize(target - pos)*deltaTime*SPRING_FORCE*distance;
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}
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// Decay Velocity (Drag)
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vel *= 0.8;
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//vel *= (1.f - CONSTANT_DAMPING*deltaTime);
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// Update position
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pos += vel*deltaTime;
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// Update the beads
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const float BEAD_SPRING_FORCE = 500.0;
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const float BEAD_NEIGHBOR_FORCE = 200.0;
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const float HARD_SPHERE_FORCE = 2500.0;
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const float PRESSURE_FACTOR = 0.00;
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float separation, contact;
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float newPressure = 0;
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int n1, n2;
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float d1, d2;
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for (int i = 0; i < NUM_BEADS; i++) {
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distance = glm::distance(beads[i].pos, pos + beads[i].target * (1.f + pressure*PRESSURE_FACTOR));
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if (distance > 0.1) {
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beads[i].vel += glm::normalize((pos + (beads[i].target*(1.f + pressure*PRESSURE_FACTOR))) - beads[i].pos)*deltaTime*BEAD_SPRING_FORCE*distance;
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}
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// Add forces from 2 neighboring beads
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if ((i-1)>=0) n1 = i - 1;
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else n1 = NUM_PUCKS - 1;
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if ((i+1)<NUM_PUCKS) n2 = i + 1;
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else n2 = 0;
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d1 = glm::distance(beads[i].pos, beads[n1].pos);
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if (d1 > 0.01) beads[i].vel += glm::normalize(beads[n1].pos - beads[i].pos)*deltaTime*BEAD_NEIGHBOR_FORCE*distance;
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d2 = glm::distance(beads[i].pos, beads[n2].pos);
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if (d2 > 0.01) beads[i].vel += glm::normalize(beads[n2].pos - beads[i].pos)*deltaTime*BEAD_NEIGHBOR_FORCE*distance;
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// Look for hard collision with pucks
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for (int j = 0; j < NUM_PUCKS; j++) {
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separation = glm::distance(beads[i].pos, pucks[j].pos);
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contact = 2.5f + pucks[j].radius;
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// Hard Sphere Scattering
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if (separation < contact) {
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beads[i].vel += glm::normalize(beads[i].pos - pucks[j].pos)*
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deltaTime*HARD_SPHERE_FORCE*(contact - separation);
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pucks[j].vel -= glm::normalize(beads[i].pos - pucks[j].pos)*
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deltaTime*HARD_SPHERE_FORCE*(contact - separation)/pucks[j].mass;
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if (beads[i].brightness < 0.5) beads[i].brightness = 0.5;
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beads[i].brightness *= 1.1f;
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} else {
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beads[i].brightness *= 0.95f;
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}
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beads[i].brightness = fminf(beads[i].brightness, 1.f);
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}
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// Decay velocity, move beads
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beads[i].vel *= 0.85;
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beads[i].pos += beads[i].vel*deltaTime;
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// Measure pressure for next run
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newPressure += glm::distance(beads[i].pos, pos);
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}
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if (fabs(newPressure - NUM_BEADS*RADIUS) < 100.f) pressure = newPressure - (NUM_BEADS*RADIUS);
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// Update the pucks for any pressure they have received
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for (int j = 0; j < NUM_PUCKS; j++) {
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pucks[j].vel *= 0.99;
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if (pucks[j].radius < 25.0) pucks[j].pos += pucks[j].vel*deltaTime;
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// wrap at edges
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if (pucks[j].pos.x > width) pucks[j].pos.x = 0.0;
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if (pucks[j].pos.x < 0) pucks[j].pos.x = static_cast<float>(width);
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if (pucks[j].pos.y > height) pucks[j].pos.y = 0.0;
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if (pucks[j].pos.y < 0) pucks[j].pos.y = static_cast<float>(height);
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}
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}
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}
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//
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// Finger.h
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// interface
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//
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// Created by Philip on 1/21/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __interface__Finger__
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#define __interface__Finger__
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#include <glm/glm.hpp>
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#include "Util.h"
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#include "world.h"
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#include "InterfaceConfig.h"
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#include <iostream>
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class Finger {
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public:
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Finger(int w, int h);
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void simulate(float deltaTime);
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void render();
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void setTarget(int x, int y);
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private:
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int width, height; // Screen size in pixels
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bool start;
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glm::vec2 pos, vel; // Position and velocity of finger
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float m; // Velocity of finger
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float pressure; // Internal pressure of skin vessel as function of measured volume
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glm::vec2 target; // Where the mouse is
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// little beads used to render the dynamic skin surface
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struct bead {
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glm::vec2 target, pos, vel;
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float color[3];
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float brightness;
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} *beads;
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struct puck {
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glm::vec2 pos, vel;
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float brightness;
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float radius;
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float mass;
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} *pucks;
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};
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#endif /* defined(__interface__finger__) */
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@ -1,106 +0,0 @@
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//
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// Lattice.cpp
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// interface
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//
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// Created by Philip on 1/19/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#include "Lattice.h"
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Lattice::Lattice(int w, int h) {
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width = w;
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height = h;
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tilegap = 2;
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lastindex = -1;
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tiles = new Tile[width*height];
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for (int i = 0; i < (width*height); i++) {
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tiles[i].color[0] = tiles[i].color[1] = tiles[i].color[2] = 0.2f + randFloat()*0.3f;
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tiles[i].x = static_cast<float>(i % width);
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tiles[i].y = static_cast<float>(i/width);
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tiles[i].brightness = 1.0;
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tiles[i].type = 0;
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tiles[i].excited = tiles[i].inhibited = 0.0;
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}
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}
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void Lattice::render(int screenWidth, int screenHeight) {
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float tilewidth = static_cast<float>(screenWidth/width);
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float tileheight = static_cast<float>(screenHeight/height);
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float tilecolor[3];
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glBegin(GL_QUADS);
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for (int i = 0; i < (width*height); i++) {
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if (tiles[i].type == 0) {
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tilecolor[0] = 0.25; tilecolor[1] = 0.25; tilecolor[2] = 0.25;
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} else if (tiles[i].type == 1) {
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if (tiles[i].inhibited >= 0.1) {
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tilecolor[0] = 0.5f; tilecolor[1] = 0.0; tilecolor[2] = 0.0;
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} else {
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tilecolor[0] = 0.2f; tilecolor[1] = 0.0; tilecolor[2] = 0.5f;
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}
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}
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glColor3f(tilecolor[0]*(1.f+tiles[i].excited), tilecolor[1]*(1.f+tiles[i].excited), tilecolor[2]*(1.f+tiles[i].excited));
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glVertex2f(tiles[i].x*tilewidth, tiles[i].y*tileheight);
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glVertex2f((tiles[i].x + 1)*tilewidth - tilegap, tiles[i].y*tileheight);
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glVertex2f((tiles[i].x + 1)*tilewidth - tilegap, (tiles[i].y + 1)*tileheight - tilegap);
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glVertex2f(tiles[i].x*tilewidth, (tiles[i].y + 1)*tileheight - tilegap);
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}
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glEnd();
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}
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void Lattice::mouseClick(float x, float y) {
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// Update lattice based on mouse location, where x and y are floats between 0 and 1 corresponding to screen location clicked
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// Change the clicked cell to a different type
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//printf("X = %3.1f Y = %3.1f\n", x, y);
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int index = int(x*(float)width) + int(y*(float)height)*width;
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if (index != lastindex) {
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tiles[index].type++;
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if (tiles[index].type == 2) tiles[index].type = 0;
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lastindex = index;
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}
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}
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void Lattice::mouseOver(float x, float y) {
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// Update lattice based on mouse location, where x and y are floats between 0 and 1 corresponding to screen location clicked
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// Excite the hovered cell a bit toward firing
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//printf("X = %3.1f Y = %3.1f\n", x, y);
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if (0) {
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int index = int(x*(float)width) + int(y*(float)height)*width;
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if (tiles[index].type > 0) tiles[index].excited += 0.05f;
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//printf("excited = %3.1f, inhibited = %3.1f\n", tiles[index].excited, tiles[index].inhibited);
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}
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}
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void Lattice::simulate(float deltaTime) {
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int index;
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for (int i = 0; i < (width*height); i++) {
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if (tiles[i].type > 0) {
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if ((tiles[i].excited > 0.5) && (tiles[i].inhibited < 0.1)) {
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tiles[i].excited = 1.0;
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tiles[i].inhibited = 1.0;
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// Add Energy to neighbors
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for (int j = 0; j < 8; j++) {
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if (j == 0) index = i - width - 1;
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else if (j == 1) index = i - width;
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else if (j == 2) index = i - width + 1;
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else if (j == 3) index = i - 1;
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else if (j == 4) index = i + 1;
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else if (j == 5) index = i + width - 1;
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else if (j == 6) index = i + width;
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else index = i + width + 1;
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if ((index > 0) && (index < width*height)) {
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if (tiles[index].inhibited < 0.1) tiles[index].excited += 0.5;
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}
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}
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}
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tiles[i].excited *= 0.98f;
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tiles[i].inhibited *= 0.98f;
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}
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}
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}
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@ -1,39 +0,0 @@
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//
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// Lattice.h
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// interface
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//
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// Created by Philip on 1/19/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __interface__Lattice__
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#define __interface__Lattice__
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#include <glm/glm.hpp>
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#include "Util.h"
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#include "world.h"
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#include "InterfaceConfig.h"
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#include <iostream>
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class Lattice {
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public:
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Lattice(int width, int height);
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void simulate(float deltaTime);
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void render(int screenWidth, int screenHeight);
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void mouseClick(float x, float y);
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void mouseOver(float x, float y);
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private:
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int lastindex;
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int width, height;
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int tilegap;
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struct Tile {
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float x,y;
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float color[3];
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float brightness;
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float excited;
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float inhibited;
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int type;
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} *tiles;
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};
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#endif /* defined(__interface__lattice__) */
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@ -80,6 +80,23 @@ void render_world_box()
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glVertex3f(0,0,0);
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glVertex3f(0, 0, WORLD_SIZE);
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glEnd();
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// Draw little marker dots along the axis
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glEnable(GL_LIGHTING);
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glPushMatrix();
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glTranslatef(WORLD_SIZE,0,0);
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glColor3f(1,0,0);
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glutSolidSphere(0.125,10,10);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(0,WORLD_SIZE,0);
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glColor3f(0,1,0);
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glutSolidSphere(0.125,10,10);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(0,0,WORLD_SIZE);
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glColor3f(0,0,1);
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glutSolidSphere(0.125,10,10);
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glPopMatrix();
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}
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double diffclock(timeval *clock1,timeval *clock2)
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@ -69,8 +69,6 @@
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#include <AgentList.h>
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#include <AgentTypes.h>
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#include "VoxelSystem.h"
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#include "Lattice.h"
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#include "Finger.h"
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#include "Oscilloscope.h"
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#include "UDPSocket.h"
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#include "SerialInterface.h"
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|
@ -128,9 +126,6 @@ Cloud cloud(0, // Particles
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|||
);
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||||
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VoxelSystem voxels;
|
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Lattice lattice(160,100);
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Finger myFinger(WIDTH, HEIGHT);
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Field field;
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#ifndef _WIN32
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@ -197,6 +192,9 @@ float FPS = 120.f;
|
|||
timeval timerStart, timerEnd;
|
||||
timeval lastTimeIdle;
|
||||
double elapsedTime;
|
||||
timeval applicationStartupTime;
|
||||
bool justStarted = true;
|
||||
|
||||
|
||||
// Every second, check the frame rates and other stuff
|
||||
void Timer(int extra)
|
||||
|
@ -234,7 +232,7 @@ void displayStats(void)
|
|||
glm::vec3 avatarPos = myAvatar.getPos();
|
||||
|
||||
char stats[200];
|
||||
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d Head(x,y,z)=( %f , %f , %f )",
|
||||
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d Head(x,y,z)= %4.2f, %4.2f, %4.2f ",
|
||||
FPS, packetsPerSecond, bytesPerSecond, avatarPos.x,avatarPos.y,avatarPos.z);
|
||||
drawtext(10, statsVerticalOffset + 49, 0.10f, 0, 1.0, 0, stats);
|
||||
if (serialPort.active) {
|
||||
|
@ -319,6 +317,7 @@ void init(void)
|
|||
}
|
||||
myAvatar.setPos(start_location );
|
||||
myCamera.setPosition( start_location );
|
||||
|
||||
|
||||
#ifdef MARKER_CAPTURE
|
||||
if(marker_capture_enabled){
|
||||
|
@ -802,7 +801,7 @@ void display(void)
|
|||
float sphereRadius = 0.25f;
|
||||
glColor3f(1,0,0);
|
||||
glPushMatrix();
|
||||
glTranslatef( 0.0f, sphereRadius, 0.0f );
|
||||
//glTranslatef( 0.0f, sphereRadius, 0.0f );
|
||||
glutSolidSphere( sphereRadius, 15, 15 );
|
||||
glPopMatrix();
|
||||
|
||||
|
@ -861,9 +860,7 @@ void display(void)
|
|||
gluOrtho2D(0, WIDTH, HEIGHT, 0);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
//lattice.render(WIDTH, HEIGHT);
|
||||
//myFinger.render();
|
||||
|
||||
#ifndef _WIN32
|
||||
audio.render(WIDTH, HEIGHT);
|
||||
if (audioScope.getState()) audioScope.render();
|
||||
|
@ -921,6 +918,13 @@ void display(void)
|
|||
|
||||
glutSwapBuffers();
|
||||
frameCount++;
|
||||
|
||||
// If application has just started, report time from startup to now (first frame display)
|
||||
if (justStarted) {
|
||||
printf("Startup Time: %4.2f\n",
|
||||
(usecTimestampNow() - usecTimestamp(&applicationStartupTime))/1000000.0);
|
||||
justStarted = false;
|
||||
}
|
||||
}
|
||||
|
||||
int setValue(int state, int *value) {
|
||||
|
@ -1269,8 +1273,6 @@ void idle(void)
|
|||
myAvatar.simulate(1.f/FPS);
|
||||
balls.simulate(1.f/FPS);
|
||||
cloud.simulate(1.f/FPS);
|
||||
lattice.simulate(1.f/FPS);
|
||||
myFinger.simulate(1.f/FPS);
|
||||
|
||||
glutPostRedisplay();
|
||||
lastTimeIdle = check;
|
||||
|
@ -1313,7 +1315,6 @@ void mouseFunc( int button, int state, int x, int y )
|
|||
mouseX = x;
|
||||
mouseY = y;
|
||||
mousePressed = 1;
|
||||
lattice.mouseClick((float)x/(float)WIDTH, (float)y/(float)HEIGHT);
|
||||
mouseStartX = x;
|
||||
mouseStartY = y;
|
||||
}
|
||||
|
@ -1330,8 +1331,6 @@ void motionFunc( int x, int y)
|
|||
{
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
|
||||
lattice.mouseClick((float)x/(float)WIDTH,(float)y/(float)HEIGHT);
|
||||
}
|
||||
|
||||
void mouseoverFunc( int x, int y)
|
||||
|
@ -1340,10 +1339,7 @@ void mouseoverFunc( int x, int y)
|
|||
mouseX = x;
|
||||
mouseY = y;
|
||||
if (mousePressed == 0)
|
||||
{
|
||||
// lattice.mouseOver((float)x/(float)WIDTH,(float)y/(float)HEIGHT);
|
||||
// myFinger.setTarget(mouseX, mouseY);
|
||||
}
|
||||
{}
|
||||
}
|
||||
|
||||
void attachNewHeadToAgent(Agent *newAgent) {
|
||||
|
@ -1362,6 +1358,7 @@ int main(int argc, const char * argv[])
|
|||
{
|
||||
AgentList::createInstance(AGENT_TYPE_INTERFACE);
|
||||
|
||||
gettimeofday(&applicationStartupTime, NULL);
|
||||
const char* domainIP = getCmdOption(argc, argv, "--domain");
|
||||
if (domainIP) {
|
||||
strcpy(DOMAIN_IP,domainIP);
|
||||
|
|
|
@ -390,7 +390,7 @@ void *checkInWithDomainServer(void *args) {
|
|||
sockaddr_in tempAddress;
|
||||
memcpy(&tempAddress.sin_addr, pHostInfo->h_addr_list[0], pHostInfo->h_length);
|
||||
strcpy(DOMAIN_IP, inet_ntoa(tempAddress.sin_addr));
|
||||
printf("Domain server %s: \n", DOMAIN_HOSTNAME);
|
||||
printf("Domain server: %s \n", DOMAIN_HOSTNAME);
|
||||
|
||||
} else {
|
||||
printf("Failed lookup domainserver\n");
|
||||
|
|
Loading…
Reference in a new issue