Merge branch 'master' of git://github.com/worklist/hifi into 19188

This commit is contained in:
tosh 2013-04-17 20:57:39 +02:00
commit ebc6a25574
52 changed files with 1535 additions and 925 deletions

View file

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
set(TARGET_NAME audio-mixer)

View file

@ -309,7 +309,7 @@ int main(int argc, const char * argv[])
agentList->increaseAgentId();
}
agentList->updateAgentWithData(agentAddress, (void *)packetData, receivedBytes);
agentList->updateAgentWithData(agentAddress, packetData, receivedBytes);
} else {
memcpy(loopbackAudioPacket, packetData + 1 + (sizeof(float) * 4), 1024);
agentList->getAgentSocket().send(agentAddress, loopbackAudioPacket, 1024);

View file

@ -2,17 +2,21 @@ cmake_minimum_required(VERSION 2.8)
set(TARGET_NAME "avatar-mixer")
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
# setup for find modules
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../cmake/modules/")
# setup the project
include(${MACRO_DIR}/SetupHifiProject.cmake)
setup_hifi_project(${TARGET_NAME})
# link the shared hifi library
# include glm
include(${MACRO_DIR}/IncludeGLM.cmake)
include_glm(${TARGET_NAME} ${ROOT_DIR})
# link required hifi libraries
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
# link the threads library
find_package(Threads REQUIRED)
target_link_libraries(${TARGET_NAME} ${CMAKE_THREAD_LIBS_INIT})
link_hifi_library(avatars ${TARGET_NAME} ${ROOT_DIR})

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@ -1,118 +0,0 @@
//
// AvatarAgentData.cpp
// hifi
//
// Created by Stephen Birarda on 4/9/13.
//
//
#include <cstdio>
#include "AvatarAgentData.h"
AvatarAgentData::AvatarAgentData() {
}
AvatarAgentData::~AvatarAgentData() {
}
AvatarAgentData* AvatarAgentData::clone() const {
return new AvatarAgentData(*this);
}
void AvatarAgentData::parseData(void *data, int size) {
char* packetData = (char *)data + 1;
// Extract data from packet
sscanf(packetData,
PACKET_FORMAT,
&_pitch,
&_yaw,
&_roll,
&_headPositionX,
&_headPositionY,
&_headPositionZ,
&_loudness,
&_averageLoudness,
&_handPositionX,
&_handPositionY,
&_handPositionZ);
}
float AvatarAgentData::getPitch() {
return _pitch;
}
float AvatarAgentData::getYaw() {
return _yaw;
}
float AvatarAgentData::getRoll() {
return _roll;
}
float AvatarAgentData::getHeadPositionX() {
return _headPositionX;
}
float AvatarAgentData::getHeadPositionY() {
return _headPositionY;
}
float AvatarAgentData::getHeadPositionZ() {
return _headPositionZ;
}
float AvatarAgentData::getLoudness() {
return _loudness;
}
float AvatarAgentData::getAverageLoudness() {
return _averageLoudness;
}
float AvatarAgentData::getHandPositionX() {
return _handPositionX;
}
float AvatarAgentData::getHandPositionY() {
return _handPositionY;
}
float AvatarAgentData::getHandPositionZ() {
return _handPositionZ;
}
void AvatarAgentData::setPitch(float pitch) {
_pitch = pitch;
}
void AvatarAgentData::setYaw(float yaw) {
_yaw = yaw;
}
void AvatarAgentData::setRoll(float roll) {
_roll = roll;
}
void AvatarAgentData::setHeadPosition(float x, float y, float z) {
_headPositionX = x;
_headPositionY = y;
_headPositionZ = z;
}
void AvatarAgentData::setLoudness(float loudness) {
_loudness = loudness;
}
void AvatarAgentData::setAverageLoudness(float averageLoudness) {
_averageLoudness = averageLoudness;
}
void AvatarAgentData::setHandPosition(float x, float y, float z) {
_handPositionX = x;
_handPositionY = y;
_handPositionZ = z;
}

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@ -1,58 +0,0 @@
//
// AvatarAgentData.h
// hifi
//
// Created by Stephen Birarda on 4/9/13.
//
//
#ifndef __hifi__AvatarAgentData__
#define __hifi__AvatarAgentData__
#include <iostream>
#include <AgentData.h>
const char PACKET_FORMAT[] = "%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f";
class AvatarAgentData : public AgentData {
public:
AvatarAgentData();
~AvatarAgentData();
void parseData(void *data, int size);
AvatarAgentData* clone() const;
float getPitch();
void setPitch(float pitch);
float getYaw();
void setYaw(float yaw);
float getRoll();
void setRoll(float roll);
float getHeadPositionX();
float getHeadPositionY();
float getHeadPositionZ();
void setHeadPosition(float x, float y, float z);
float getLoudness();
void setLoudness(float loudness);
float getAverageLoudness();
void setAverageLoudness(float averageLoudness);
float getHandPositionX();
float getHandPositionY();
float getHandPositionZ();
void setHandPosition(float x, float y, float z);
private:
float _pitch;
float _yaw;
float _roll;
float _headPositionX;
float _headPositionY;
float _headPositionZ;
float _loudness;
float _averageLoudness;
float _handPositionX;
float _handPositionY;
float _handPositionZ;
};
#endif /* defined(__hifi__AvatarAgentData__) */

View file

@ -32,37 +32,22 @@
#include <StdDev.h>
#include <UDPSocket.h>
#include "AvatarAgentData.h"
#include "AvatarData.h"
const int AVATAR_LISTEN_PORT = 55444;
const unsigned short BROADCAST_INTERVAL_USECS = 20 * 1000 * 1000;
unsigned char *addAgentToBroadcastPacket(unsigned char *currentPosition, Agent *agentToAdd) {
currentPosition += packAgentId(currentPosition, agentToAdd->getAgentId());
AvatarAgentData *agentData = (AvatarAgentData *)agentToAdd->getLinkedData();
AvatarData *agentData = (AvatarData *)agentToAdd->getLinkedData();
currentPosition += agentData->getBroadcastData(currentPosition);
int bytesWritten = sprintf((char *)currentPosition,
PACKET_FORMAT,
agentData->getPitch(),
agentData->getYaw(),
agentData->getRoll(),
agentData->getHeadPositionX(),
agentData->getHeadPositionY(),
agentData->getHeadPositionZ(),
agentData->getLoudness(),
agentData->getAverageLoudness(),
agentData->getHandPositionX(),
agentData->getHandPositionY(),
agentData->getHandPositionZ());
currentPosition += bytesWritten;
return currentPosition;
}
void attachAvatarDataToAgent(Agent *newAgent) {
if (newAgent->getLinkedData() == NULL) {
newAgent->setLinkedData(new AvatarAgentData());
newAgent->setLinkedData(new AvatarData());
}
}
@ -78,7 +63,7 @@ int main(int argc, char* argv[])
agentList->startPingUnknownAgentsThread();
sockaddr *agentAddress = new sockaddr;
char *packetData = new char[MAX_PACKET_SIZE];
unsigned char *packetData = new unsigned char[MAX_PACKET_SIZE];
ssize_t receivedBytes = 0;
unsigned char *broadcastPacket = new unsigned char[MAX_PACKET_SIZE];
@ -92,7 +77,7 @@ int main(int argc, char* argv[])
switch (packetData[0]) {
case PACKET_HEADER_HEAD_DATA:
// this is positional data from an agent
agentList->updateAgentWithData(agentAddress, (void *)packetData, receivedBytes);
agentList->updateAgentWithData(agentAddress, packetData, receivedBytes);
currentBufferPosition = broadcastPacket + 1;
agentIndex = 0;
@ -116,7 +101,7 @@ int main(int argc, char* argv[])
break;
default:
// hand this off to the AgentList
agentList->processAgentData(agentAddress, (void *)packetData, receivedBytes);
agentList->processAgentData(agentAddress, packetData, receivedBytes);
break;
}
}

View file

@ -1,5 +1,5 @@
MACRO(INCLUDE_GLM TARGET MACRO_DIR)
set(GLM_ROOT_DIR ${MACRO_DIR}/../../externals)
MACRO(INCLUDE_GLM TARGET ROOT_DIR)
set(GLM_ROOT_DIR ${ROOT_DIR}/externals)
find_package(GLM REQUIRED)
include_directories(${GLM_INCLUDE_DIRS})
ENDMACRO(INCLUDE_GLM _target _macro_dir)
ENDMACRO(INCLUDE_GLM _target _root_dir)

View file

@ -3,12 +3,6 @@ MACRO(LINK_HIFI_LIBRARY LIBRARY TARGET ROOT_DIR)
add_subdirectory(${ROOT_DIR}/libraries/${LIBRARY} ${ROOT_DIR}/libraries/${LIBRARY})
endif (NOT TARGET ${LIBRARY})
string(TOUPPER ${LIBRARY} UPPERCASED_LIBRARY_NAME)
set(HIFI_LIBRARY_PROPERTY "HIFI_${UPPERCASED_LIBRARY_NAME}_LIBRARY")
get_directory_property(HIFI_LIBRARY
DIRECTORY ${ROOT_DIR}/libraries/${LIBRARY}
DEFINITION ${HIFI_LIBRARY_PROPERTY})
include_directories(${ROOT_DIR}/libraries/${LIBRARY}/src)
add_dependencies(${TARGET} ${LIBRARY})

View file

@ -0,0 +1,9 @@
MACRO(SETUP_HIFI_LIBRARY TARGET)
project(${TARGET_NAME})
# grab the implemenation and header files
file(GLOB LIB_SRCS src/*.h src/*.cpp)
# create a library and set the property so it can be referenced later
add_library(${TARGET_NAME} ${LIB_SRCS})
ENDMACRO(SETUP_HIFI_LIBRARY _target)

View file

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
set(TARGET_NAME domain-server)

View file

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
set(TARGET_NAME injector)

View file

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
set(TARGET_NAME interface)
@ -26,7 +26,7 @@ endif (WIN32)
# set up the external glm library
include(${MACRO_DIR}/IncludeGLM.cmake)
include_glm(${TARGET_NAME} ${MACRO_DIR})
include_glm(${TARGET_NAME} ${ROOT_DIR})
# create the InterfaceConfig.h file based on GL_HEADERS above
configure_file(InterfaceConfig.h.in ${PROJECT_BINARY_DIR}/includes/InterfaceConfig.h)
@ -56,10 +56,11 @@ add_executable(${TARGET_NAME} MACOSX_BUNDLE ${INTERFACE_SRCS})
# link in the hifi shared library
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
# link in the hifi voxels library
# link required hifi libraries
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
link_hifi_library(voxels ${TARGET_NAME} ${ROOT_DIR})
link_hifi_library(avatars ${TARGET_NAME} ${ROOT_DIR})
# find required libraries
find_package(GLM REQUIRED)

View file

@ -156,7 +156,7 @@ int audioCallback (const void *inputBuffer,
// memcpy the three float positions
for (int p = 0; p < 3; p++) {
memcpy(currentPacketPtr, &data->linkedHead->getPos()[p], sizeof(float));
memcpy(currentPacketPtr, &data->linkedHead->getBodyPosition()[p], sizeof(float));
currentPacketPtr += sizeof(float);
}
@ -411,7 +411,7 @@ void *receiveAudioViaUDP(void *args) {
}
if (packetsReceivedThisPlayback == 1) gettimeofday(&firstPlaybackTimer, NULL);
ringBuffer->parseData(receivedData, PACKET_LENGTH_BYTES);
ringBuffer->parseData((unsigned char *)receivedData, PACKET_LENGTH_BYTES);
previousReceiveTime = currentReceiveTime;
}
@ -444,8 +444,8 @@ Audio::Audio(Oscilloscope *s, Head *linkedHead)
// read the walking sound from the raw file and store it
// in the in memory array
switchToResourcesIfRequired();
FILE *soundFile = fopen("audio/walking.raw", "r");
switchToResourcesParentIfRequired();
FILE *soundFile = fopen("resources/audio/walking.raw", "r");
// get length of file:
std::fseek(soundFile, 0, SEEK_END);

91
interface/src/Camera.cpp Executable file → Normal file
View file

@ -5,57 +5,68 @@
//
//---------------------------------------------------------------------
#include <SharedUtil.h>
#include "Camera.h"
#include "Util.h"
//------------------------
Camera::Camera()
{
mode = CAMERA_MODE_THIRD_PERSON;
tightness = DEFAULT_CAMERA_TIGHTNESS;
fieldOfView = 60.0; // default
yaw = 0.0;
pitch = 0.0;
roll = 0.0;
up = 0.0;
distance = 0.0;
targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
position = glm::vec3( 0.0, 0.0, 0.0 );
idealPosition = glm::vec3( 0.0, 0.0, 0.0 );
orientation.setToIdentity();
Camera::Camera() {
_mode = CAMERA_MODE_THIRD_PERSON;
_tightness = DEFAULT_CAMERA_TIGHTNESS;
_fieldOfView = 60.0; // default
_nearClip = 0.08; // default
_farClip = 50.0; // default
_yaw = 0.0;
_pitch = 0.0;
_roll = 0.0;
_up = 0.0;
_distance = 0.0;
_idealYaw = 0.0;
_targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
_position = glm::vec3( 0.0, 0.0, 0.0 );
_idealPosition = glm::vec3( 0.0, 0.0, 0.0 );
_orientation.setToIdentity();
}
//------------------------------------
void Camera::update( float deltaTime )
void Camera::update( float deltaTime )
{
double radian = ( yaw / 180.0 ) * PIE;
//these need to be checked to make sure they correspond to the cordinate system.
double x = distance * -sin( radian );
double z = distance * cos( radian );
double y = up;
idealPosition = targetPosition + glm::vec3( x, y, z );
float t = tightness * deltaTime;
//----------------------------------------
// derive t from tightness
//----------------------------------------
float t = _tightness * deltaTime;
if ( t > 1.0 ){
t = 1.0;
}
//----------------------------------------
// update _yaw (before position!)
//----------------------------------------
_yaw += ( _idealYaw - _yaw ) * t;
float radian = ( _yaw / 180.0 ) * PIE;
//----------------------------------------
// update _position
//----------------------------------------
//these need to be checked to make sure they correspond to the coordinate system.
double x = _distance * -sin( radian );
double z = _distance * cos( radian );
double y = _up;
_idealPosition = _targetPosition + glm::vec3( x, y, z );
position += ( idealPosition - position ) * t;
//-------------------------------------------------------------------------
//geterate the ortho-normals for the orientation based on the Euler angles
//-------------------------------------------------------------------------
orientation.setToIdentity();
orientation.yaw ( yaw );
orientation.pitch ( pitch );
orientation.roll ( roll );
_position += ( _idealPosition - _position ) * t;
//------------------------------------------------------------------------------
// generate the ortho-normals for the orientation based on the Euler angles
//------------------------------------------------------------------------------
_orientation.setToIdentity();
_orientation.yaw ( _yaw );
_orientation.pitch ( _pitch );
_orientation.roll ( _roll );
//printf( "orientation.front = %f, %f, %f\n", _orientation.front.x, _orientation.front.y, _orientation.front.z );
}

82
interface/src/Camera.h Executable file → Normal file
View file

@ -13,11 +13,11 @@
enum CameraMode
{
CAMERA_MODE_NULL = -1,
CAMERA_MODE_FIRST_PERSON,
CAMERA_MODE_THIRD_PERSON,
CAMERA_MODE_MY_OWN_FACE,
NUM_CAMERA_MODES
CAMERA_MODE_NULL = -1,
CAMERA_MODE_FIRST_PERSON,
CAMERA_MODE_THIRD_PERSON,
CAMERA_MODE_MY_OWN_FACE,
NUM_CAMERA_MODES
};
static const float DEFAULT_CAMERA_TIGHTNESS = 10.0f;
@ -25,42 +25,54 @@ static const float DEFAULT_CAMERA_TIGHTNESS = 10.0f;
class Camera
{
public:
Camera();
Camera();
void update( float deltaTime );
void setMode ( CameraMode m ) { mode = m; }
void setYaw ( float y ) { yaw = y; }
void setPitch ( float p ) { pitch = p; }
void setRoll ( float r ) { roll = r; }
void setUp ( float u ) { up = u; }
void setDistance ( float d ) { distance = d; }
void setTargetPosition ( glm::vec3 t ) { targetPosition = t; }
void setPosition ( glm::vec3 p ) { position = p; }
void setTightness ( float t ) { tightness = t; }
void setOrientation ( Orientation o ) { orientation.set(o); }
void setMode ( CameraMode m ) { _mode = m; }
void setYaw ( float y ) { _idealYaw = y; }
void setPitch ( float p ) { _pitch = p; }
void setRoll ( float r ) { _roll = r; }
void setUp ( float u ) { _up = u; }
void setDistance ( float d ) { _distance = d; }
void setTargetPosition ( glm::vec3 t ) { _targetPosition = t; };
void setPosition ( glm::vec3 p ) { _position = p; };
void setOrientation ( Orientation o ) { _orientation.set(o); }
void setTightness ( float t ) { _tightness = t; }
void setFieldOfView ( float f ) { _fieldOfView = f; }
void setAspectRatio ( float a ) { _aspectRatio = a; }
void setNearClip ( float n ) { _nearClip = n; }
void setFarClip ( float f ) { _farClip = f; }
float getYaw () { return yaw; }
float getPitch () { return pitch; }
float getRoll () { return roll; }
glm::vec3 getPosition () { return position; }
Orientation getOrientation () { return orientation; }
CameraMode getMode () { return mode; }
float getYaw () { return _yaw; }
float getPitch () { return _pitch; }
float getRoll () { return _roll; }
glm::vec3 getPosition () { return _position; }
Orientation getOrientation () { return _orientation; }
CameraMode getMode () { return _mode; }
float getFieldOfView () { return _fieldOfView; }
float getAspectRatio () { return _aspectRatio; }
float getNearClip () { return _nearClip; }
float getFarClip () { return _farClip; }
private:
CameraMode mode;
glm::vec3 position;
glm::vec3 idealPosition;
glm::vec3 targetPosition;
float fieldOfView;
float yaw;
float pitch;
float roll;
float up;
float distance;
float tightness;
Orientation orientation;
CameraMode _mode;
glm::vec3 _position;
glm::vec3 _idealPosition;
glm::vec3 _targetPosition;
float _fieldOfView;
float _aspectRatio;
float _nearClip;
float _farClip;
float _yaw;
float _pitch;
float _roll;
float _up;
float _idealYaw;
float _distance;
float _tightness;
Orientation _orientation;
};
#endif

View file

@ -17,6 +17,7 @@
#include "Head.h"
#include <AgentList.h>
#include <AgentTypes.h>
#include <PacketHeaders.h>
using namespace std;
@ -44,12 +45,29 @@ vector<unsigned char> iris_texture;
unsigned int iris_texture_width = 512;
unsigned int iris_texture_height = 256;
Head::Head() {
initializeAvatar();
avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
avatar.orientation.setToIdentity();
closestOtherAvatar = 0;
_bodyYaw = -90.0;
_bodyPitch = 0.0;
_bodyRoll = 0.0;
bodyYawDelta = 0.0;
triggeringAction = false;
mode = AVATAR_MODE_STANDING;
initializeSkeleton();
for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = false;
PupilSize = 0.10;
@ -96,7 +114,7 @@ Head::Head() {
springVelocityDecay = 16.0f;
if (iris_texture.size() == 0) {
switchToResourcesIfRequired();
switchToResourcesParentIfRequired();
unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
if (error != 0) {
std::cout << "error " << error << ": " << lodepng_error_text(error) << std::endl;
@ -123,8 +141,25 @@ Head::Head() {
Head::Head(const Head &otherHead) {
initializeAvatar();
avatar.velocity = otherHead.avatar.velocity;
avatar.thrust = otherHead.avatar.thrust;
avatar.orientation.set( otherHead.avatar.orientation );
closestOtherAvatar = otherHead.closestOtherAvatar;
_bodyYaw = otherHead._bodyYaw;
_bodyPitch = otherHead._bodyPitch;
_bodyRoll = otherHead._bodyRoll;
bodyYawDelta = otherHead.bodyYawDelta;
triggeringAction = otherHead.triggeringAction;
mode = otherHead.mode;
bodyPosition = otherHead.bodyPosition;
initializeSkeleton();
for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = otherHead.driveKeys[i];
@ -218,6 +253,7 @@ void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int hea
if ((Pitch < MAX_PITCH) && (Pitch > MIN_PITCH))
addPitch(measured_pitch_rate * -HEAD_ROTATION_SCALE * frametime);
addRoll(-measured_roll_rate * HEAD_ROLL_SCALE * frametime);
if (head_mirror) {
@ -301,14 +337,14 @@ void Head::simulate(float deltaTime) {
//------------------------
// update avatar skeleton
//------------------------
updateAvatarSkeleton();
updateSkeleton();
//------------------------------------------------------------------------
// reset hand and elbow position according to hand movement
//------------------------------------------------------------------------
if ( handBeingMoved ){
if (! previousHandBeingMoved ){
initializeAvatarSprings();
initializeBodySprings();
usingSprings = true;
//printf( "just started moving hand\n" );
}
@ -322,7 +358,7 @@ void Head::simulate(float deltaTime) {
if ( handBeingMoved ) {
updateHandMovement();
updateAvatarSprings( deltaTime );
updateBodySprings( deltaTime );
}
previousHandBeingMoved = handBeingMoved;
@ -379,12 +415,12 @@ void Head::simulate(float deltaTime) {
//----------------------------------------------------------
// update body yaw by body yaw delta
//----------------------------------------------------------
bodyYaw += bodyYawDelta * deltaTime;
_bodyYaw += bodyYawDelta * deltaTime;
//----------------------------------------------------------
// (for now) set head yaw to body yaw
//----------------------------------------------------------
Yaw = bodyYaw;
Yaw = _bodyYaw;
//----------------------------------------------------------
// decay body yaw delta
@ -400,7 +436,7 @@ void Head::simulate(float deltaTime) {
//----------------------------------------------------------
// update position by velocity
//----------------------------------------------------------
bodyPosition += (glm::vec3)avatar.velocity * deltaTime;
_bodyPosition += (glm::vec3)avatar.velocity * deltaTime;
//----------------------------------------------------------
// decay velocity
@ -511,15 +547,16 @@ void Head::simulate(float deltaTime) {
void Head::render(int faceToFace, int isMine) {
//---------------------------------------------------
// show avatar position
//---------------------------------------------------
glPushMatrix();
glTranslatef( bodyPosition.x, bodyPosition.y, bodyPosition.z );
glTranslatef(_bodyPosition.x, _bodyPosition.y, _bodyPosition.z);
glScalef( 0.03, 0.03, 0.03 );
glutSolidSphere( 1, 10, 10 );
glPopMatrix();
//---------------------------------------------------
// show avatar orientation
//---------------------------------------------------
@ -563,7 +600,9 @@ void Head::render(int faceToFace, int isMine) {
}
//this has been moved to Utils.cpp
/*
void Head::renderOrientationDirections( glm::vec3 position, Orientation orientation, float size ) {
glm::vec3 pRight = position + orientation.right * size;
glm::vec3 pUp = position + orientation.up * size;
@ -571,22 +610,23 @@ void Head::renderOrientationDirections( glm::vec3 position, Orientation orientat
glColor3f( 1.0f, 0.0f, 0.0f );
glBegin( GL_LINE_STRIP );
glVertex3f( bone[ AVATAR_BONE_HEAD ].position.x, bone[ AVATAR_BONE_HEAD ].position.y, bone[ AVATAR_BONE_HEAD ].position.z );
glVertex3f( position.x, position.y, position.z );
glVertex3f( pRight.x, pRight.y, pRight.z );
glEnd();
glColor3f( 0.0f, 1.0f, 0.0f );
glBegin( GL_LINE_STRIP );
glVertex3f( bone[ AVATAR_BONE_HEAD ].position.x, bone[ AVATAR_BONE_HEAD ].position.y, bone[ AVATAR_BONE_HEAD ].position.z );
glVertex3f( position.x, position.y, position.z );
glVertex3f( pUp.x, pUp.y, pUp.z );
glEnd();
glColor3f( 0.0f, 0.0f, 1.0f );
glBegin( GL_LINE_STRIP );
glVertex3f( bone[ AVATAR_BONE_HEAD ].position.x, bone[ AVATAR_BONE_HEAD ].position.y, bone[ AVATAR_BONE_HEAD ].position.z );
glVertex3f( position.x, position.y, position.z );
glVertex3f( pFront.x, pFront.y, pFront.z );
glEnd();
}
*/
@ -619,7 +659,7 @@ void Head::renderHead( int faceToFace, int isMine ) {
glScalef( 0.03, 0.03, 0.03 );
glRotatef( bodyYaw, 0, 1, 0);
glRotatef(_bodyYaw, 0, 1, 0);
// Don't render a head if it is really close to your location, because that is your own head!
@ -771,22 +811,32 @@ AvatarMode Head::getMode() {
void Head::initializeAvatar() {
/*
avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
avatar.orientation.setToIdentity();
closestOtherAvatar = 0;
bodyYaw = -90.0;
bodyPitch = 0.0;
bodyRoll = 0.0;
_bodyYaw = -90.0;
_bodyPitch = 0.0;
_bodyRoll = 0.0;
bodyYawDelta = 0.0;
triggeringAction = false;
mode = AVATAR_MODE_STANDING;
initializeSkeleton();
*/
}
void Head::initializeSkeleton() {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
@ -878,10 +928,12 @@ void Head::initializeAvatar() {
//----------------------------------------------------------------------------
// generate world positions
//----------------------------------------------------------------------------
updateAvatarSkeleton();
updateSkeleton();
}
void Head::calculateBoneLengths() {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
bone[b].length = glm::length( bone[b].defaultPosePosition );
@ -895,29 +947,25 @@ void Head::calculateBoneLengths() {
void Head::updateAvatarSkeleton() {
void Head::updateSkeleton() {
//----------------------------------
// rotate body...
//----------------------------------
avatar.orientation.setToIdentity();
avatar.orientation.yaw( bodyYaw );
avatar.orientation.yaw( _bodyYaw );
//------------------------------------------------------------------------
// calculate positions of all bones by traversing the skeleton tree:
//------------------------------------------------------------------------
for (int b=0; b<NUM_AVATAR_BONES; b++) {
if ( bone[b].parent == AVATAR_BONE_NULL ) {
bone[b].orientation.set( avatar.orientation );
//printf( "bodyPosition = %f, %f, %f\n", bodyPosition.x, bodyPosition.y, bodyPosition.z );
glm::vec3 ppp = bodyPosition;
bone[b].orientation.set(avatar.orientation);
//printf( "bodyPosition = %f, %f, %f\n", bodyPosition.x, bodyPosition.y, bodyPosition.z );
glm::vec3 ppp = _bodyPosition;
// ppp.y += 0.2;
bone[b].position = ppp;// + glm::vec3( 0.0f, 1.0f, 0.0f ) * 1.0f;
}
else {
bone[b].orientation.set( bone[ bone[b].parent ].orientation );
@ -934,7 +982,7 @@ void Head::updateAvatarSkeleton() {
}
void Head::initializeAvatarSprings() {
void Head::initializeBodySprings() {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
bone[b].springyPosition = bone[b].position;
bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
@ -942,12 +990,12 @@ void Head::initializeAvatarSprings() {
}
void Head::updateAvatarSprings( float deltaTime ) {
void Head::updateBodySprings( float deltaTime ) {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
glm::vec3 springVector( bone[b].springyPosition );
if ( bone[b].parent == AVATAR_BONE_NULL ) {
springVector -= bodyPosition;
springVector -= _bodyPosition;
}
else {
springVector -= bone[ bone[b].parent ].springyPosition;
@ -980,7 +1028,7 @@ void Head::updateAvatarSprings( float deltaTime ) {
}
float Head::getBodyYaw() {
return bodyYaw;
return _bodyYaw;
}
glm::vec3 Head::getHeadLookatDirection() {
@ -1019,17 +1067,6 @@ glm::vec3 Head::getHeadPosition() {
);
}
glm::vec3 Head::getBodyPosition() {
return glm::vec3
(
bone[ AVATAR_BONE_PELVIS_SPINE ].position.x,
bone[ AVATAR_BONE_PELVIS_SPINE ].position.y,
bone[ AVATAR_BONE_PELVIS_SPINE ].position.z
);
}
void Head::updateHandMovement() {
glm::vec3 transformedHandMovement;
@ -1188,48 +1225,12 @@ void Head::renderBody() {
}
// Transmit data to agents requesting it
// called on me just prior to sending data to others (continuasly called)
int Head::getBroadcastData(char* data) {
// Copy data for transmission to the buffer, return length of data
sprintf(data, "H%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f",
getRenderPitch() + Pitch, -getRenderYaw() + 180 -Yaw, Roll,
//avatar.yaw, avatar.pitch, avatar.roll,
bodyPosition.x + leanSideways, bodyPosition.y, bodyPosition.z + leanForward,
loudness, averageLoudness,
//hand->getPos().x, hand->getPos().y, hand->getPos().z); //previous to Ventrella change
bone[ AVATAR_BONE_RIGHT_HAND ].position.x,
bone[ AVATAR_BONE_RIGHT_HAND ].position.y,
bone[ AVATAR_BONE_RIGHT_HAND ].position.z );
return strlen(data);
}
//called on the other agents - assigns it to my views of the others
void Head::parseData(void *data, int size) {
sscanf
(
(char *)data, "H%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f",
&Pitch, &Yaw, &Roll,
//&avatar.yaw, &avatar.pitch, &avatar.roll,
&bodyPosition.x, &bodyPosition.y, &bodyPosition.z,
&loudness, &averageLoudness,
&bone[ AVATAR_BONE_RIGHT_HAND ].position.x,
&bone[ AVATAR_BONE_RIGHT_HAND ].position.y,
&bone[ AVATAR_BONE_RIGHT_HAND ].position.z
);
handBeingMoved = true;
}
void Head::SetNewHeadTarget(float pitch, float yaw) {
PitchTarget = pitch;
YawTarget = yaw;
}
void Head::processTransmitterData(char *packetData, int numBytes) {
void Head::processTransmitterData(unsigned char* packetData, int numBytes) {
// Read a packet from a transmitter app, process the data
float accX, accY, accZ,
graX, graY, graZ,

View file

@ -10,10 +10,13 @@
#define __interface__head__
#include <iostream>
#include "AgentData.h"
#include <AvatarData.h>
#include <Orientation.h>
#include "Field.h"
#include "world.h"
#include "Orientation.h" // added by Ventrella as a utility
#include "InterfaceConfig.h"
#include "SerialInterface.h"
@ -39,48 +42,6 @@ enum AvatarMode
NUM_AVATAR_MODES
};
/*
enum AvatarJoints
{
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_CLAVICLE,
AVATAR_JOINT_LEFT_SHOULDER,
AVATAR_JOINT_LEFT_ELBOW,
AVATAR_JOINT_LEFT_WRIST,
AVATAR_JOINT_LEFT_FINGERTIPS,
AVATAR_JOINT_RIGHT_CLAVICLE,
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
};
*/
enum AvatarBones
{
AVATAR_BONE_NULL = -1,
@ -107,7 +68,7 @@ enum AvatarBones
AVATAR_BONE_RIGHT_THIGH, // connects right hip joint with right knee joint
AVATAR_BONE_RIGHT_SHIN, // connects right knee joint with right heel joint
AVATAR_BONE_RIGHT_FOOT, // connects right heel joint with right toes joint
NUM_AVATAR_BONES
};
@ -134,7 +95,7 @@ struct Avatar
Orientation orientation;
};
class Head : public AgentData {
class Head : public AvatarData {
public:
Head();
~Head();
@ -168,9 +129,7 @@ class Head : public AgentData {
glm::vec3 getHeadLookatDirectionUp();
glm::vec3 getHeadLookatDirectionRight();
glm::vec3 getHeadPosition();
glm::vec3 getBonePosition( AvatarBones b );
glm::vec3 getBodyPosition();
glm::vec3 getBonePosition( AvatarBones b );
AvatarMode getMode();
@ -180,25 +139,19 @@ class Head : public AgentData {
void renderBody();
void renderHead( int faceToFace, int isMine );
void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size );
//void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size );
void simulate(float);
void setHandMovement( glm::vec3 movement );
void updateHandMovement();
// Send and receive network data
int getBroadcastData(char * data);
void parseData(void *data, int size);
float getLoudness() {return loudness;};
float getAverageLoudness() {return averageLoudness;};
void setAverageLoudness(float al) {averageLoudness = al;};
void setLoudness(float l) {loudness = l;};
void SetNewHeadTarget(float, float);
glm::vec3 getPos() { return bodyPosition; };
void setPos(glm::vec3 newpos) { bodyPosition = newpos; };
// Set what driving keys are being pressed to control thrust levels
void setDriveKeys(int key, bool val) { driveKeys[key] = val; };
@ -213,7 +166,7 @@ class Head : public AgentData {
// Related to getting transmitter UDP data used to animate the avatar hand
//
void processTransmitterData(char * packetData, int numBytes);
void processTransmitterData(unsigned char * packetData, int numBytes);
float getTransmitterHz() { return transmitterHz; };
private:
@ -250,18 +203,15 @@ class Head : public AgentData {
float averageLoudness;
float audioAttack;
float browAudioLift;
glm::vec3 bodyPosition;
bool triggeringAction;
float bodyYaw;
float bodyPitch;
float bodyRoll;
float bodyYawDelta;
float closeEnoughToInteract;
int closestOtherAvatar;
//temporary - placeholder for real other avs
glm::vec3 DEBUG_otherAvatarListPosition [ NUM_OTHER_AVATARS ];
float DEBUG_otherAvatarListTimer [ NUM_OTHER_AVATARS ];
@ -285,14 +235,7 @@ class Head : public AgentData {
AvatarBone bone[ NUM_AVATAR_BONES ];
AvatarMode mode;
void initializeAvatar();
void updateAvatarSkeleton();
void initializeAvatarSprings();
void updateAvatarSprings( float deltaTime );
void calculateBoneLengths();
void readSensors();
float renderYaw, renderPitch; // Pitch from view frustum when this is own head.
//
@ -302,6 +245,18 @@ class Head : public AgentData {
float transmitterHz;
int transmitterPackets;
//-------------------------------------------
// private methods...
//-------------------------------------------
void initializeAvatar();
void initializeSkeleton();
void updateSkeleton();
void initializeBodySprings();
void updateBodySprings( float deltaTime );
void calculateBoneLengths();
void readSensors();
};
#endif

View file

@ -1,82 +0,0 @@
//-----------------------------------------------------------
//
// Created by Jeffrey Ventrella
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
//-----------------------------------------------------------
#include "Orientation.h"
#include "Util.h"
Orientation::Orientation() {
right = glm::vec3( 1.0, 0.0, 0.0 );
up = glm::vec3( 0.0, 1.0, 0.0 );
front = glm::vec3( 0.0, 0.0, 1.0 );
}
void Orientation::setToIdentity() {
right = glm::vec3( 1.0, 0.0, 0.0 );
up = glm::vec3( 0.0, 1.0, 0.0 );
front = glm::vec3( 0.0, 0.0, 1.0 );
}
void Orientation::set( Orientation o ) {
right = o.right;
up = o.up;
front = o.front;
}
void Orientation::yaw( float angle ) {
float r = angle * PI_OVER_180;
float s = sin(r);
float c = cos(r);
glm::vec3 cosineFront = front * c;
glm::vec3 cosineRight = right * c;
glm::vec3 sineFront = front * s;
glm::vec3 sineRight = right * s;
front = cosineFront + sineRight;
right = cosineRight - sineFront;
}
void Orientation::pitch( float angle ) {
float r = angle * PI_OVER_180;
float s = sin(r);
float c = cos(r);
glm::vec3 cosineUp = up * c;
glm::vec3 cosineFront = front * c;
glm::vec3 sineUp = up * s;
glm::vec3 sineFront = front * s;
up = cosineUp + sineFront;
front = cosineFront - sineUp;
}
void Orientation::roll( float angle ) {
float r = angle * PI_OVER_180;
float s = sin(r);
float c = cos(r);
glm::vec3 cosineUp = up * c;
glm::vec3 cosineRight = right * c;
glm::vec3 sineUp = up * s;
glm::vec3 sineRight = right * s;
up = cosineUp + sineRight;
right = cosineRight - sineUp;
}
void Orientation::setRightUpFront( const glm::vec3 &r, const glm::vec3 &u, const glm::vec3 &f ) {
right = r;
up = u;
front = f;
}

View file

@ -6,12 +6,12 @@
//
// Channels are received in the following order (integer 0-4096 based on voltage 0-3.3v)
//
// AIN 15: Pitch Gyro (nodding your head 'yes')
// AIN 16: Yaw Gyro (shaking your head 'no')
// AIN 17: Roll Gyro (looking quizzical, tilting your head)
// AIN 18: Lateral acceleration (moving from side-to-side in front of your monitor)
// AIN 19: Up/Down acceleration (sitting up/ducking in front of your monitor)
// AIN 20: Forward/Back acceleration (Toward or away from your monitor)
// 0 - AIN 15: Pitch Gyro (nodding your head 'yes')
// 1 - AIN 16: Yaw Gyro (shaking your head 'no')
// 2 - AIN 17: Roll Gyro (looking quizzical, tilting your head)
// 3 - AIN 18: Lateral acceleration (moving from side-to-side in front of your monitor)
// 4 - AIN 19: Up/Down acceleration (sitting up/ducking in front of your monitor)
// 5 - AIN 20: Forward/Back acceleration (Toward or away from your monitor)
//
#include "SerialInterface.h"
@ -21,14 +21,15 @@
#include <sys/time.h>
#endif
int serial_fd;
int serialFd;
const int MAX_BUFFER = 255;
char serial_buffer[MAX_BUFFER];
int serial_buffer_pos = 0;
char serialBuffer[MAX_BUFFER];
int serialBufferPos = 0;
const int ZERO_OFFSET = 2048;
const short NO_READ_MAXIMUM_MSECS = 3000;
const short SAMPLES_TO_DISCARD = 100;
const short SAMPLES_TO_DISCARD = 100; // Throw out the first few samples
const int GRAVITY_SAMPLES = 200; // Use the first samples to compute gravity vector
void SerialInterface::pair() {
@ -48,7 +49,7 @@ void SerialInterface::pair() {
char *serialPortname = new char[100];
sprintf(serialPortname, "/dev/%s", entry->d_name);
init(serialPortname, 115200);
initializePort(serialPortname, 115200);
delete [] serialPortname;
}
@ -60,18 +61,20 @@ void SerialInterface::pair() {
}
// Init the serial port to the specified values
int SerialInterface::init(char* portname, int baud)
// Connect to the serial port
int SerialInterface::initializePort(char* portname, int baud)
{
#ifdef __APPLE__
serial_fd = open(portname, O_RDWR | O_NOCTTY | O_NDELAY);
serialFd = open(portname, O_RDWR | O_NOCTTY | O_NDELAY);
printf("Attemping to open serial interface: %s\n", portname);
if (serial_fd == -1) return -1; // Failed to open port
printf("Opening SerialUSB %s: ", portname);
if (serialFd == -1) {
printf("Failed.\n");
return -1; // Failed to open port
}
struct termios options;
tcgetattr(serial_fd,&options);
tcgetattr(serialFd,&options);
switch(baud)
{
case 9600: cfsetispeed(&options,B9600);
@ -95,10 +98,10 @@ int SerialInterface::init(char* portname, int baud)
options.c_cflag &= ~CSTOPB;
options.c_cflag &= ~CSIZE;
options.c_cflag |= CS8;
tcsetattr(serial_fd,TCSANOW,&options);
tcsetattr(serialFd,TCSANOW,&options);
printf("Serial interface opened!\n");
printf("Connected.\n");
resetSerial();
active = true;
#endif
@ -126,22 +129,17 @@ void SerialInterface::renderLevels(int width, int height) {
glBegin(GL_LINES);
glVertex2f(disp_x, height*0.95);
glVertex2f(disp_x, height*(0.25 + 0.75f*getValue(i)/4096));
glColor4f(1, 0, 0, 1);
glVertex2f(disp_x - 3, height*(0.25 + 0.75f*getValue(i)/4096));
glVertex2f(disp_x, height*(0.25 + 0.75f*getValue(i)/4096));
glEnd();
// Trailing Average value
glColor4f(1, 1, 0, 1);
glBegin(GL_LINES);
glVertex2f(disp_x + 2, height*0.95);
glVertex2f(disp_x + 2, height*(0.25 + 0.75f*getTrailingValue(i)/4096));
glColor4f(1, 1, 1, 1);
glVertex2f(disp_x, height*(0.25 + 0.75f*getTrailingValue(i)/4096));
glVertex2f(disp_x + 4, height*(0.25 + 0.75f*getTrailingValue(i)/4096));
glEnd();
/*
glColor3f(1,0,0);
glBegin(GL_LINES);
glLineWidth(4.0);
glVertex2f(disp_x - 10, height*0.5 - getValue(i)/4096);
glVertex2f(disp_x + 10, height*0.5 - getValue(i)/4096);
glEnd();
*/
sprintf(val, "%d", getValue(i));
drawtext(disp_x-GAP/2, (height*0.95)+2, 0.08, 90, 1.0, 0, val, 0, 1, 0);
@ -162,20 +160,20 @@ void SerialInterface::renderLevels(int width, int height) {
}
void SerialInterface::readData() {
#ifdef __APPLE__
// This array sets the rate of trailing averaging for each channel.
// This array sets the rate of trailing averaging for each channel:
// If the sensor rate is 100Hz, 0.001 will make the long term average a 10-second average
const float AVG_RATE[] = {0.01, 0.01, 0.01, 0.01, 0.01, 0.01};
const float AVG_RATE[] = {0.002, 0.002, 0.002, 0.002, 0.002, 0.002};
char bufchar[1];
int initialSamples = totalSamples;
while (read(serial_fd, &bufchar, 1) > 0) {
while (read(serialFd, &bufchar, 1) > 0) {
//std::cout << bufchar[0];
serial_buffer[serial_buffer_pos] = bufchar[0];
serial_buffer_pos++;
serialBuffer[serialBufferPos] = bufchar[0];
serialBufferPos++;
// Have we reached end of a line of input?
if ((bufchar[0] == '\n') || (serial_buffer_pos >= MAX_BUFFER)) {
std::string serialLine(serial_buffer, serial_buffer_pos-1);
if ((bufchar[0] == '\n') || (serialBufferPos >= MAX_BUFFER)) {
std::string serialLine(serialBuffer, serialBufferPos-1);
//std::cout << serialLine << "\n";
int spot;
//int channel = 0;
@ -191,6 +189,7 @@ void SerialInterface::readData() {
serialLine = serialLine.substr(spot+1, serialLine.length() - spot - 1);
}
// Update Trailing Averages
for (int i = 0; i < NUM_CHANNELS; i++) {
if (totalSamples > SAMPLES_TO_DISCARD) {
trailingAverage[i] = (1.f - AVG_RATE[i])*trailingAverage[i] +
@ -200,8 +199,21 @@ void SerialInterface::readData() {
}
}
// Use a set of initial samples to compute gravity
if (totalSamples < GRAVITY_SAMPLES) {
gravity.x += lastMeasured[ACCEL_X];
gravity.y += lastMeasured[ACCEL_Y];
gravity.z += lastMeasured[ACCEL_Z];
}
if (totalSamples == GRAVITY_SAMPLES) {
gravity = glm::normalize(gravity);
std::cout << "gravity: " << gravity.x << "," <<
gravity.y << "," << gravity.z << "\n";
}
totalSamples++;
serial_buffer_pos = 0;
serialBufferPos = 0;
}
}
@ -210,7 +222,7 @@ void SerialInterface::readData() {
gettimeofday(&now, NULL);
if (diffclock(&lastGoodRead, &now) > NO_READ_MAXIMUM_MSECS) {
std::cout << "No data coming over serial. Shutting down SerialInterface.\n";
std::cout << "No data - Shutting down SerialInterface.\n";
resetSerial();
}
} else {
@ -223,6 +235,7 @@ void SerialInterface::resetSerial() {
#ifdef __APPLE__
active = false;
totalSamples = 0;
gravity = glm::vec3(0,-1,0);
gettimeofday(&lastGoodRead, NULL);
@ -233,7 +246,7 @@ void SerialInterface::resetSerial() {
}
// Clear serial input buffer
for (int i = 1; i < MAX_BUFFER; i++) {
serial_buffer[i] = ' ';
serialBuffer[i] = ' ';
}
#endif
}

View file

@ -45,8 +45,10 @@ public:
void resetTrailingAverages();
void renderLevels(int width, int height);
bool active;
glm::vec3 getGravity() {return gravity;};
private:
int init(char * portname, int baud);
int initializePort(char * portname, int baud);
void resetSerial();
int lastMeasured[NUM_CHANNELS];
float trailingAverage[NUM_CHANNELS];
@ -54,6 +56,7 @@ private:
int LED;
int totalSamples;
timeval lastGoodRead;
glm::vec3 gravity;
};
#endif

View file

@ -8,11 +8,15 @@
#include "InterfaceConfig.h"
#include <iostream>
#include <glm/glm.hpp>
#include <cstring>
#include <glm/glm.hpp>
#include <SharedUtil.h>
#include "world.h"
#include "Util.h"
// Return the azimuth angle in degrees between two points.
float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos) {
return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) * 180.0f / PIf;
@ -199,3 +203,111 @@ void drawGroundPlaneGrid( float size, int resolution )
}
void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size ) {
glm::vec3 pRight = position + orientation.right * size;
glm::vec3 pUp = position + orientation.up * size;
glm::vec3 pFront = position + orientation.front * size;
glColor3f( 1.0f, 0.0f, 0.0f );
glBegin( GL_LINE_STRIP );
glVertex3f( position.x, position.y, position.z );
glVertex3f( pRight.x, pRight.y, pRight.z );
glEnd();
glColor3f( 0.0f, 1.0f, 0.0f );
glBegin( GL_LINE_STRIP );
glVertex3f( position.x, position.y, position.z );
glVertex3f( pUp.x, pUp.y, pUp.z );
glEnd();
glColor3f( 0.0f, 0.0f, 1.0f );
glBegin( GL_LINE_STRIP );
glVertex3f( position.x, position.y, position.z );
glVertex3f( pFront.x, pFront.y, pFront.z );
glEnd();
}
void testOrientationClass() {
printf("\n----------\ntestOrientationClass()\n----------\n\n");
oTestCase tests[] = {
// - inputs ------------, outputs -------------------- ------------------- ----------------------------
// -- front -------------------, -- up -------------, -- right -------------------
// ( yaw , pitch, roll , front.x , front.y , front.z , up.x , up.y , up.z , right.x , right.y , right.z )
// simple yaw tests
oTestCase( 0.f , 0.f , 0.f , 0.f , 0.f , 1.0f , 0.f , 1.0f , 0.f , -1.0f , 0.f , 0.f ),
oTestCase( 90.0f, 0.f , 0.f , 1.0f , 0.f , 0.f , 0.f , 1.0f , 0.f , 0.0f , 0.f , 1.0f ),
oTestCase(180.0f, 0.f , 0.f , 0.f , 0.f , -1.0f , 0.f , 1.0f , 0.f , 1.0f , 0.f , 0.f ),
oTestCase(270.0f, 0.f , 0.f , -1.0f , 0.f , 0.f , 0.f , 1.0f , 0.f , 0.0f , 0.f , -1.0f ),
// simple pitch tests
oTestCase( 0.f ,90.f , 0.f , 0.f , 1.0f , 0.0f , 0.f , 0.0f , -1.0f, -1.0f , 0.f , 0.f ),
};
int failedCount = 0;
int totalTests = sizeof(tests)/sizeof(oTestCase);
for (int i=0; i < totalTests; i++) {
bool passed = true; // I'm an optimist!
float yaw = tests[i].yaw;
float pitch = tests[i].pitch;
float roll = tests[i].roll;
Orientation o1;
o1.setToIdentity();
o1.yaw(yaw);
o1.pitch(pitch);
o1.roll(roll);
glm::vec3 front = o1.getFront();
glm::vec3 up = o1.getUp();
glm::vec3 right = o1.getRight();
printf("\n-----\nTest: %d - yaw=%f , pitch=%f , roll=%f \n\n",i+1,yaw,pitch,roll);
printf(" +front.x=%f, front.y=%f, front.z=%f\n",front.x,front.y,front.z);
if (front.x == tests[i].frontX && front.y == tests[i].frontY && front.z == tests[i].frontZ) {
printf(" front vector PASSES!\n");
} else {
printf(" front vector FAILED! expected: \n");
printf(" front.x=%f, front.y=%f, front.z=%f\n",tests[i].frontX,tests[i].frontY,tests[i].frontZ);
passed = false;
}
printf(" +up.x=%f, up.y=%f, up.z=%f\n",up.x,up.y,up.z);
if (up.x == tests[i].upX && up.y == tests[i].upY && up.z == tests[i].upZ) {
printf(" up vector PASSES!\n");
} else {
printf(" up vector FAILED! expected: \n");
printf(" up.x=%f, up.y=%f, up.z=%f\n",tests[i].upX,tests[i].upY,tests[i].upZ);
passed = false;
}
printf(" +right.x=%f, right.y=%f, right.z=%f\n",right.x,right.y,right.z);
if (right.x == tests[i].rightX && right.y == tests[i].rightY && right.z == tests[i].rightZ) {
printf(" right vector PASSES!\n");
} else {
printf(" right vector FAILED! expected: \n");
printf(" right.x=%f, right.y=%f, right.z=%f\n",tests[i].rightX,tests[i].rightY,tests[i].rightZ);
passed = false;
}
if (!passed) {
printf("\n-----\nTest: %d - FAILED! \n----------\n\n",i+1);
failedCount++;
}
}
printf("\n-----\nTotal Failed: %d out of %d \n----------\n\n",failedCount,totalTests);
printf("\n----------DONE----------\n\n");
}

View file

@ -17,20 +17,8 @@
#include <glm/glm.hpp>
static const float ZERO = 0.0;
static const float ONE = 1.0;
static const float ONE_HALF = 0.5;
static const double ONE_THIRD = 0.3333333;
static const double PIE = 3.14159265359;
static const double PI_TIMES_TWO = 3.14159265359 * 2.0;
static const double PI_OVER_180 = 3.14159265359 / 180.0;
static const double EPSILON = 0.00001; //smallish number - used as margin of error for some computations
static const double SQUARE_ROOT_OF_2 = sqrt(2);
static const double SQUARE_ROOT_OF_3 = sqrt(3);
static const float METER = 1.0;
static const float DECIMETER = 0.1;
static const float CENTIMETER = 0.01;
static const float MILLIIMETER = 0.001;
#include <Orientation.h>
float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos);
float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw);
@ -45,7 +33,43 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
float r=1.0, float g=1.0, float b=1.0);
double diffclock(timeval *clock1,timeval *clock2);
void drawGroundPlaneGrid( float size, int resolution );
void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size );
class oTestCase {
public:
float yaw;
float pitch;
float roll;
float frontX;
float frontY;
float frontZ;
float upX;
float upY;
float upZ;
float rightX;
float rightY;
float rightZ;
oTestCase(
float yaw, float pitch, float roll,
float frontX, float frontY, float frontZ,
float upX, float upY, float upZ,
float rightX, float rightY, float rightZ
) :
yaw(yaw),pitch(pitch),roll(roll),
frontX(frontX),frontY(frontY),frontZ(frontZ),
upX(upX),upY(upY),upZ(upZ),
rightX(rightX),rightY(rightY),rightZ(rightZ)
{};
};
void testOrientationClass();
#endif

View file

@ -112,33 +112,33 @@ long int VoxelSystem::getVoxelsBytesReadRunningAverage() {
}
void VoxelSystem::parseData(void *data, int size) {
void VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
unsigned char command = *(unsigned char*)data;
unsigned char *voxelData = (unsigned char *) data + 1;
unsigned char command = *sourceBuffer;
unsigned char *voxelData = sourceBuffer + 1;
switch(command) {
case PACKET_HEADER_VOXEL_DATA:
// ask the VoxelTree to read the bitstream into the tree
tree->readBitstreamToTree(voxelData, size - 1);
tree->readBitstreamToTree(voxelData, numBytes - 1);
break;
case PACKET_HEADER_ERASE_VOXEL:
// ask the tree to read the "remove" bitstream
tree->processRemoveVoxelBitstream((unsigned char*)data,size);
tree->processRemoveVoxelBitstream(sourceBuffer, numBytes);
break;
case PACKET_HEADER_Z_COMMAND:
// the Z command is a special command that allows the sender to send high level semantic
// requests, like erase all, or add sphere scene, different receivers may handle these
// messages differently
char* packetData =(char*)data;
char* packetData = (char *)sourceBuffer;
char* command = &packetData[1]; // start of the command
int commandLength = strlen(command); // commands are null terminated strings
int totalLength = 1+commandLength+1;
printf("got Z message len(%d)= %s\n",size,command);
printf("got Z message len(%d)= %s\n", numBytes, command);
while (totalLength <= size) {
while (totalLength <= numBytes) {
if (0==strcmp(command,(char*)"erase all")) {
printf("got Z message == erase all\n");
tree->eraseAllVoxels();
@ -184,7 +184,7 @@ int VoxelSystem::treeToArrays(VoxelNode *currentNode, float nodePosition[3]) {
int voxelsAdded = 0;
float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE);
glm::vec3 viewerPosition = viewerHead->getPos();
glm::vec3 viewerPosition = viewerHead->getBodyPosition();
// XXXBHG - Note: It appears as if the X and Z coordinates of Head or Agent are flip-flopped relative to the
// coords of the voxel space. This flip flop causes LOD behavior to be extremely odd. This is my temporary hack

View file

@ -26,7 +26,7 @@ public:
VoxelSystem();
~VoxelSystem();
void parseData(void *data, int size);
void parseData(unsigned char* sourceBuffer, int numBytes);
VoxelSystem* clone() const;
void init();

View file

@ -79,6 +79,9 @@
using namespace std;
void reshape(int width, int height); // will be defined below
pthread_t networkReceiveThread;
bool stopNetworkReceiveThread = false;
@ -97,10 +100,13 @@ bool wantColorRandomizer = true; // for addSphere and load file
Oscilloscope audioScope(256,200,true);
Head myAvatar; // The rendered avatar of oneself
Camera myCamera; // My view onto the world (sometimes on myself :)
ViewFrustum viewFrustum; // current state of view frustum, perspective, orientation, etc.
// Starfield information
Head myAvatar; // The rendered avatar of oneself
Camera myCamera; // My view onto the world (sometimes on myself :)
Camera viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
// Starfield information
char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
FieldOfView fov;
Stars stars;
@ -136,10 +142,7 @@ Audio audio(&audioScope, &myAvatar);
#define IDLE_SIMULATE_MSECS 8 // How often should call simulate and other stuff
// in the idle loop?
float yaw = 0.f; // The yaw, pitch for the avatar head
float pitch = 0.f;
float startYaw = 122.f;
float renderPitch = 0.f;
float renderYawRate = 0.f;
float renderPitchRate = 0.f;
@ -225,7 +228,7 @@ void displayStats(void)
char legend2[] = "* - toggle stars, & - toggle paint mode, '-' - send erase all, '%' - send add scene";
drawtext(10, statsVerticalOffset + 32, 0.10f, 0, 1.0, 0, legend2);
glm::vec3 avatarPos = myAvatar.getPos();
glm::vec3 avatarPos = myAvatar.getBodyPosition();
char stats[200];
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d Head(x,y,z)= %4.2f, %4.2f, %4.2f ",
@ -311,7 +314,7 @@ void init(void)
if (noiseOn) {
myAvatar.setNoise(noise);
}
myAvatar.setPos(start_location );
myAvatar.setBodyPosition(start_location);
myCamera.setPosition( start_location );
@ -351,9 +354,9 @@ void reset_sensors()
//
myAvatar.setRenderYaw(startYaw);
yaw = renderYawRate = 0;
pitch = renderPitch = renderPitchRate = 0;
myAvatar.setPos(start_location);
renderYawRate = 0;
renderPitchRate = 0;
myAvatar.setBodyPosition(start_location);
headMouseX = WIDTH/2;
headMouseY = HEIGHT/2;
@ -364,7 +367,7 @@ void reset_sensors()
}
}
void simulateHand(float deltaTime) {
void updateAvatarHand(float deltaTime) {
// If mouse is being dragged, send current force to the hand controller
if (mousePressed == 1)
{
@ -378,28 +381,26 @@ void simulateHand(float deltaTime) {
}
}
void simulateHead(float frametime)
// Using serial data, update avatar/render position and angles
//
// Using gyro data, update both view frustum and avatar head position
//
void updateAvatar(float frametime)
{
// float measured_pitch_rate = serialPort.getRelativeValue(PITCH_RATE);
// float measured_yaw_rate = serialPort.getRelativeValue(YAW_RATE);
float measured_pitch_rate = 0;
float measured_yaw_rate = 0;
//float measured_lateral_accel = serialPort.getRelativeValue(ACCEL_X);
//float measured_fwd_accel = serialPort.getRelativeValue(ACCEL_Z);
float gyroPitchRate = serialPort.getRelativeValue(PITCH_RATE);
float gyroYawRate = serialPort.getRelativeValue(YAW_RATE);
myAvatar.UpdatePos(frametime, &serialPort, headMirror, &gravity);
// Update head_mouse model
//
// Update gyro-based mouse (X,Y on screen)
//
const float MIN_MOUSE_RATE = 30.0;
const float MOUSE_SENSITIVITY = 0.1f;
if (powf(measured_yaw_rate*measured_yaw_rate +
measured_pitch_rate*measured_pitch_rate, 0.5) > MIN_MOUSE_RATE)
if (powf(gyroYawRate*gyroYawRate +
gyroPitchRate*gyroPitchRate, 0.5) > MIN_MOUSE_RATE)
{
headMouseX += measured_yaw_rate*MOUSE_SENSITIVITY;
headMouseY += measured_pitch_rate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
headMouseX += gyroYawRate*MOUSE_SENSITIVITY;
headMouseY += gyroPitchRate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
}
headMouseX = max(headMouseX, 0);
headMouseX = min(headMouseX, WIDTH);
@ -409,7 +410,6 @@ void simulateHead(float frametime)
// Update render direction (pitch/yaw) based on measured gyro rates
const int MIN_YAW_RATE = 100;
const int MIN_PITCH_RATE = 100;
const float YAW_SENSITIVITY = 0.02;
const float PITCH_SENSITIVITY = 0.05;
@ -418,23 +418,22 @@ void simulateHead(float frametime)
if (myAvatar.getDriveKeys(ROT_LEFT)) renderYawRate -= KEY_YAW_SENSITIVITY*frametime;
if (myAvatar.getDriveKeys(ROT_RIGHT)) renderYawRate += KEY_YAW_SENSITIVITY*frametime;
if (fabs(measured_yaw_rate) > MIN_YAW_RATE)
if (fabs(gyroYawRate) > MIN_YAW_RATE)
{
if (measured_yaw_rate > 0)
renderYawRate += (measured_yaw_rate - MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
if (gyroYawRate > 0)
renderYawRate += (gyroYawRate - MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
else
renderYawRate += (measured_yaw_rate + MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
renderYawRate += (gyroYawRate + MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
}
if (fabs(measured_pitch_rate) > MIN_PITCH_RATE)
if (fabs(gyroPitchRate) > MIN_PITCH_RATE)
{
if (measured_pitch_rate > 0)
renderPitchRate += (measured_pitch_rate - MIN_PITCH_RATE) * PITCH_SENSITIVITY * frametime;
if (gyroPitchRate > 0)
renderPitchRate += (gyroPitchRate - MIN_PITCH_RATE) * PITCH_SENSITIVITY * frametime;
else
renderPitchRate += (measured_pitch_rate + MIN_PITCH_RATE) * PITCH_SENSITIVITY * frametime;
renderPitchRate += (gyroPitchRate + MIN_PITCH_RATE) * PITCH_SENSITIVITY * frametime;
}
renderPitch += renderPitchRate;
float renderPitch = myAvatar.getRenderPitch();
// Decay renderPitch toward zero because we never look constantly up/down
renderPitch *= (1.f - 2.0*frametime);
@ -442,9 +441,9 @@ void simulateHead(float frametime)
renderPitchRate *= (1.f - 5.0*frametime);
renderYawRate *= (1.f - 7.0*frametime);
// Update own head data
// Update own avatar data
myAvatar.setRenderYaw(myAvatar.getRenderYaw() + renderYawRate);
myAvatar.setRenderPitch(renderPitch);
myAvatar.setRenderPitch(renderPitch + renderPitchRate);
// Get audio loudness data from audio input device
float loudness, averageLoudness;
@ -455,8 +454,10 @@ void simulateHead(float frametime)
#endif
// Send my stream of head/hand data to the avatar mixer and voxel server
char broadcastString[200];
int broadcastBytes = myAvatar.getBroadcastData(broadcastString);
unsigned char broadcastString[200];
*broadcastString = PACKET_HEADER_HEAD_DATA;
int broadcastBytes = myAvatar.getBroadcastData(broadcastString + 1);
const char broadcastReceivers[2] = {AGENT_TYPE_VOXEL, AGENT_TYPE_AVATAR_MIXER};
AgentList::getInstance()->broadcastToAgents(broadcastString, broadcastBytes, broadcastReceivers, 2);
@ -464,7 +465,7 @@ void simulateHead(float frametime)
// If I'm in paint mode, send a voxel out to VOXEL server agents.
if (::paintOn) {
glm::vec3 avatarPos = myAvatar.getPos();
glm::vec3 avatarPos = myAvatar.getBodyPosition();
// For some reason, we don't want to flip X and Z here.
::paintingVoxel.x = avatarPos.x/10.0;
@ -479,7 +480,7 @@ void simulateHead(float frametime)
::paintingVoxel.z >= 0.0 && ::paintingVoxel.z <= 1.0) {
if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL, 0, 1, &::paintingVoxel, bufferOut, sizeOut)){
AgentList::getInstance()->broadcastToAgents((char*)bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
delete bufferOut;
}
}
@ -519,48 +520,66 @@ int frustumDrawingMode = FRUSTUM_DRAW_MODE_ALL; // the mode we're drawing the
bool frustumOn = false; // Whether or not to display the debug view frustum
bool cameraFrustum = true; // which frustum to look at
bool viewFrustumFromOffset=false; // Wether or not to offset the view of the frustum
float viewFrustumOffsetYaw = -90.0; // the following variables control yaw, pitch, roll and distance form regular
float viewFrustumOffsetPitch = 7.5; // camera to the offset camera
float viewFrustumOffsetRoll = 0.0;
float viewFrustumOffsetDistance = 0.0;
float viewFrustumOffsetUp = 0.0;
bool viewFrustumFromOffset =false; // Wether or not to offset the view of the frustum
float viewFrustumOffsetYaw = -135.0; // the following variables control yaw, pitch, roll and distance form regular
float viewFrustumOffsetPitch = 0.0; // camera to the offset camera
float viewFrustumOffsetRoll = 0.0;
float viewFrustumOffsetDistance = 25.0;
float viewFrustumOffsetUp = 0.0;
void render_view_frustum() {
glm::vec3 cameraPosition = ::myCamera.getPosition();
glm::vec3 headPosition = ::myAvatar.getHeadPosition();
glm::vec3 cameraDirection = ::myCamera.getOrientation().getFront() * glm::vec3(1,1,-1);
glm::vec3 headDirection = myAvatar.getHeadLookatDirection(); // direction still backwards
glm::vec3 cameraUp = myCamera.getOrientation().getUp() * glm::vec3(1,1,1);
glm::vec3 headUp = myAvatar.getHeadLookatDirectionUp();
glm::vec3 cameraRight = myCamera.getOrientation().getRight() * glm::vec3(1,1,-1);
glm::vec3 headRight = myAvatar.getHeadLookatDirectionRight() * glm::vec3(-1,1,-1); // z is flipped!
// We will use these below, from either the camera or head vectors calculated above
glm::vec3 position;
glm::vec3 direction;
glm::vec3 up;
glm::vec3 right;
float fov, nearClip, farClip;
// Camera or Head?
if (::cameraFrustum) {
position = cameraPosition;
direction = cameraDirection;
up = cameraUp;
right = cameraRight;
position = ::myCamera.getPosition();
direction = ::myCamera.getOrientation().getFront() * glm::vec3(1,1,-1);
up = ::myCamera.getOrientation().getUp() * glm::vec3(1,1,1);
right = ::myCamera.getOrientation().getRight() * glm::vec3(1,1,-1);
fov = ::myCamera.getFieldOfView();
nearClip = ::myCamera.getNearClip();
farClip = ::myCamera.getFarClip();
} else {
position = headPosition;
direction = headDirection;
up = headUp;
right = headRight;
position = ::myAvatar.getHeadPosition();
direction = ::myAvatar.getHeadLookatDirection();
up = ::myAvatar.getHeadLookatDirectionUp();
right = ::myAvatar.getHeadLookatDirectionRight() * glm::vec3(-1,1,-1);
// NOTE: we use the same lens details if we draw from the head
fov = ::myCamera.getFieldOfView();
nearClip = ::myCamera.getNearClip();
farClip = ::myCamera.getFarClip();
}
/*
printf("position.x=%f, position.y=%f, position.z=%f\n", position.x, position.y, position.z);
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);
// Also make sure it's got the correct lens details from the camera
viewFrustum.setFieldOfView(fov);
viewFrustum.setNearClip(nearClip);
viewFrustum.setFarClip(farClip);
// Ask the ViewFrustum class to calculate our corners
ViewFrustum vf(position,direction,up,right,::WIDTH,::HEIGHT);
viewFrustum.calculate();
//viewFrustum.dump();
// Get ready to draw some lines
glDisable(GL_LIGHTING);
@ -593,64 +612,64 @@ void render_view_frustum() {
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
// Drawing the bounds of the frustum
// vf.getNear plane - bottom edge
// viewFrustum.getNear plane - bottom edge
glColor3f(1,0,0);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
// vf.getNear plane - top edge
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// viewFrustum.getNear plane - top edge
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// vf.getNear plane - right edge
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// viewFrustum.getNear plane - right edge
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// vf.getNear plane - left edge
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
// viewFrustum.getNear plane - left edge
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
}
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) {
// vf.getFar plane - bottom edge
// viewFrustum.getFar plane - bottom edge
glColor3f(0,1,0); // GREEN!!!
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// vf.getFar plane - top edge
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// viewFrustum.getFar plane - top edge
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// vf.getFar plane - right edge
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// viewFrustum.getFar plane - right edge
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// vf.getFar plane - left edge
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
// viewFrustum.getFar plane - left edge
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
}
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) {
// RIGHT PLANE IS CYAN
// right plane - bottom edge - vf.getNear to distant
// right plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,1,1);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// right plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// right plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - vf.getNear to distant
// left plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,0,1);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
// left plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
// left plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
}
glEnd();
@ -660,8 +679,6 @@ void render_view_frustum() {
void display(void)
{
//printf( "avatar head lookat = %f, %f, %f\n", myAvatar.getAvatarHeadLookatDirection().x, myAvatar.getAvatarHeadLookatDirection().y, myAvatar.getAvatarHeadLookatDirection().z );
PerfStat("display");
glEnable(GL_LINE_SMOOTH);
@ -690,31 +707,34 @@ void display(void)
//--------------------------------------------------------
// camera settings
//--------------------------------------------------------
myCamera.setTargetPosition( myAvatar.getBodyPosition() );
if ( displayHead ) {
//-----------------------------------------------
// set the camera to looking at my own face
//-----------------------------------------------
myCamera.setTargetPosition ( myAvatar.getPos() );
myCamera.setTargetPosition ( myAvatar.getBodyPosition() ); // XXXBHG - Shouldn't we use Head position here?
myCamera.setYaw ( - myAvatar.getBodyYaw() );
myCamera.setPitch ( 0.0 );
myCamera.setRoll ( 0.0 );
myCamera.setUp ( 0.53 );
myCamera.setDistance ( 0.03 );
myCamera.setUp ( 0.6 );
myCamera.setDistance ( 0.3 );
myCamera.setTightness ( 100.0f );
myCamera.update ( 1.f/FPS );
} else {
//----------------------------------------------------
// set the camera to third-person view behind my av
//----------------------------------------------------
myCamera.setTargetPosition ( myAvatar.getPos() );
myCamera.setTargetPosition ( myAvatar.getBodyPosition() );
myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() );
myCamera.setPitch ( 10.0 );
myCamera.setPitch ( 10.0 ); // temporarily, this must be 0.0 or else bad juju
myCamera.setRoll ( 0.0 );
myCamera.setUp ( 0.45 );
myCamera.setDistance ( 0.5 );
myCamera.setUp ( 0.45);
myCamera.setDistance ( 1.0 );
myCamera.setTightness ( 10.0f );
myCamera.update ( 1.f/FPS );
}
// Note: whichCamera is used to pick between the normal camera myCamera for our
// main camera, vs, an alternate camera. The alternate camera we support right now
// is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism
@ -725,31 +745,37 @@ void display(void)
// myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera
Camera whichCamera = myCamera;
Camera viewFrustumOffsetCamera = myCamera;
if (::viewFrustumFromOffset && ::frustumOn) {
//----------------------------------------------------
// set the camera to third-person view but offset so we can see the frustum
//----------------------------------------------------
viewFrustumOffsetCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw );
viewFrustumOffsetCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
viewFrustumOffsetCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
viewFrustumOffsetCamera.setUp ( 0.2 + 0.2 );
viewFrustumOffsetCamera.setDistance( 0.5 + 0.2 );
viewFrustumOffsetCamera.update( 1.f/FPS );
viewFrustumOffsetCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw );
viewFrustumOffsetCamera.setPitch ( ::viewFrustumOffsetPitch );
viewFrustumOffsetCamera.setRoll ( ::viewFrustumOffsetRoll );
viewFrustumOffsetCamera.setUp ( ::viewFrustumOffsetUp );
viewFrustumOffsetCamera.setDistance ( ::viewFrustumOffsetDistance );
viewFrustumOffsetCamera.update(1.f/FPS);
whichCamera = viewFrustumOffsetCamera;
}
//---------------------------------------------
// transform view according to whichCamera
// could be myCamera (if in normal mode)
// or could be viewFrustumOffsetCamera if in offset mode
//---------------------------------------------
// I changed the ordering here - roll is FIRST (JJV)
glRotatef ( whichCamera.getRoll(), 0, 0, 1 );
glRotatef ( whichCamera.getPitch(), 1, 0, 0 );
glRotatef ( whichCamera.getYaw(), 0, 1, 0 );
glRotatef ( whichCamera.getRoll(), 0, 0, 1 );
glTranslatef( -whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z );
//quick test for camera ortho-normal sanity check...
if (::starsOn) {
// should be the first rendering pass - w/o depth buffer / lighting
stars.render(fov);
@ -803,7 +829,7 @@ void display(void)
if (agent->getLinkedData() != NULL) {
Head *agentHead = (Head *)agent->getLinkedData();
glPushMatrix();
glm::vec3 pos = agentHead->getPos();
glm::vec3 pos = agentHead->getBodyPosition();
glTranslatef(-pos.x, -pos.y, -pos.z);
agentHead->render(0, 0);
glPopMatrix();
@ -893,9 +919,11 @@ void display(void)
// 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);
float startupTime = (usecTimestampNow() - usecTimestamp(&applicationStartupTime))/1000000.0;
justStarted = false;
char title[30];
snprintf(title, 30, "Interface: %4.2f seconds", startupTime);
glutSetWindowTitle(title);
}
}
@ -966,7 +994,14 @@ int setDisplayFrustum(int state) {
}
int setFrustumOffset(int state) {
return setValue(state, &::viewFrustumFromOffset);
int value = setValue(state, &::viewFrustumFromOffset);
// reshape so that OpenGL will get the right lens details for the camera of choice
if (state == MENU_ROW_PICKED) {
reshape(::WIDTH,::HEIGHT);
}
return value;
}
int setFrustumOrigin(int state) {
@ -1026,12 +1061,13 @@ void initMenu() {
menuColumnOptions->addRow("(V)oxels", setVoxels);
menuColumnOptions->addRow("Stars (*)", setStars);
menuColumnOptions->addRow("(Q)uit", quitApp);
// Tools
menuColumnTools = menu.addColumn("Tools");
menuColumnTools->addRow("Stats (/)", setStats);
menuColumnTools->addRow("(M)enu", setMenu);
// Debug
// Frustum Options
menuColumnFrustum = menu.addColumn("Frustum");
menuColumnFrustum->addRow("Display (F)rustum", setDisplayFrustum);
menuColumnFrustum->addRow("Use (O)ffset Camera", setFrustumOffset);
@ -1067,14 +1103,14 @@ void sendVoxelServerEraseAll() {
char message[100];
sprintf(message,"%c%s",'Z',"erase all");
int messageSize = strlen(message) + 1;
AgentList::getInstance()->broadcastToAgents(message, messageSize, &AGENT_TYPE_VOXEL, 1);
}
AgentList::getInstance()->broadcastToAgents((unsigned char*) message, messageSize, &AGENT_TYPE_VOXEL, 1);
}\
void sendVoxelServerAddScene() {
char message[100];
sprintf(message,"%c%s",'Z',"add scene");
int messageSize = strlen(message) + 1;
AgentList::getInstance()->broadcastToAgents(message, messageSize, &AGENT_TYPE_VOXEL, 1);
AgentList::getInstance()->broadcastToAgents((unsigned char*)message, messageSize, &AGENT_TYPE_VOXEL, 1);
}
void shiftPaintingColor()
@ -1087,7 +1123,7 @@ void shiftPaintingColor()
}
void setupPaintingVoxel() {
glm::vec3 avatarPos = myAvatar.getPos();
glm::vec3 avatarPos = myAvatar.getBodyPosition();
::paintingVoxel.x = avatarPos.z/-10.0; // voxel space x is negative z head space
::paintingVoxel.y = avatarPos.y/-10.0; // voxel space y is negative y head space
@ -1187,7 +1223,7 @@ void key(unsigned char k, int x, int y)
if (k == 'V' || k == 'v') ::showingVoxels = !::showingVoxels; // toggle voxels
if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at
if (k == 'O' || k == 'G') ::viewFrustumFromOffset = !::viewFrustumFromOffset; // toggle view frustum offset debugging
if (k == 'O' || k == 'G') setFrustumOffset(MENU_ROW_PICKED); // toggle view frustum offset debugging
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
if (k == ']') ::viewFrustumOffsetYaw += 0.5;
@ -1199,8 +1235,10 @@ void key(unsigned char k, int x, int y)
if (k == '>') ::viewFrustumOffsetDistance += 0.5;
if (k == ',') ::viewFrustumOffsetUp -= 0.05;
if (k == '.') ::viewFrustumOffsetUp += 0.05;
if (k == '|') ViewFrustum::fovAngleAdust -= 0.05;
if (k == '\\') ViewFrustum::fovAngleAdust += 0.05;
// if (k == '|') ViewFrustum::fovAngleAdust -= 0.05;
// if (k == '\\') ViewFrustum::fovAngleAdust += 0.05;
if (k == 'R') setFrustumRenderMode(MENU_ROW_PICKED);
if (k == '&') {
@ -1258,7 +1296,7 @@ void *networkReceive(void *args)
{
sockaddr senderAddress;
ssize_t bytesReceived;
char *incomingPacket = new char[MAX_PACKET_SIZE];
unsigned char *incomingPacket = new unsigned char[MAX_PACKET_SIZE];
while (!stopNetworkReceiveThread) {
if (AgentList::getInstance()->getAgentSocket().receive(&senderAddress, incomingPacket, &bytesReceived)) {
@ -1275,7 +1313,10 @@ void *networkReceive(void *args)
voxels.parseData(incomingPacket, bytesReceived);
break;
case PACKET_HEADER_BULK_AVATAR_DATA:
AgentList::getInstance()->processBulkAgentData(&senderAddress, incomingPacket, bytesReceived, sizeof(float) * 11);
AgentList::getInstance()->processBulkAgentData(&senderAddress,
incomingPacket,
bytesReceived,
(sizeof(float) * 3) + (sizeof(uint16_t) * 2));
break;
default:
AgentList::getInstance()->processAgentData(&senderAddress, incomingPacket, bytesReceived);
@ -1324,8 +1365,10 @@ void idle(void) {
myAvatar.setTriggeringAction( false );
}
// Simulation
simulateHead( 1.f/FPS );
//
// Sample hardware, update view frustum if needed, send avatar data to mixer/agents
//
updateAvatar( 1.f/FPS );
//test
@ -1340,8 +1383,8 @@ void idle(void) {
}
*/
simulateHand(1.f/FPS);
updateAvatarHand(1.f/FPS);
field.simulate(1.f/FPS);
myAvatar.simulate(1.f/FPS);
balls.simulate(1.f/FPS);
@ -1359,27 +1402,66 @@ void idle(void) {
}
void reshape(int width, int height)
{
WIDTH = width;
HEIGHT = height;
float aspectRatio = ((float)width/(float)height); // based on screen resize
float fov;
float nearClip;
float farClip;
// get the lens details from the current camera
if (::viewFrustumFromOffset) {
fov = ::viewFrustumOffsetCamera.getFieldOfView();
nearClip = ::viewFrustumOffsetCamera.getNearClip();
farClip = ::viewFrustumOffsetCamera.getFarClip();
} else {
fov = ::myCamera.getFieldOfView();
nearClip = ::myCamera.getNearClip();
farClip = ::myCamera.getFarClip();
}
//printf("reshape() width=%d, height=%d, aspectRatio=%f fov=%f near=%f far=%f \n",
// width,height,aspectRatio,fov,nearClip,farClip);
// Tell our viewFrustum about this change
::viewFrustum.setAspectRatio(aspectRatio);
glViewport(0, 0, width, height); // shouldn't this account for the menu???
glMatrixMode(GL_PROJECTION); //hello
fov.setResolution(width, height)
.setBounds(glm::vec3(-0.5f,-0.5f,-500.0f), glm::vec3(0.5f, 0.5f, 0.1f) )
.setPerspective(0.7854f);
glLoadMatrixf(glm::value_ptr(fov.getViewerScreenXform()));
// XXXBHG - Note: this is Tobias's code for loading the perspective matrix. At Philip's suggestion, I'm removing
// it and putting back our old code that simply loaded the fov, ratio, and near/far clips. But I'm keeping this here
// for reference for now.
//fov.setResolution(width, height)
// .setBounds(glm::vec3(-0.5f,-0.5f,-500.0f), glm::vec3(0.5f, 0.5f, 0.1f) )
// .setPerspective(0.7854f);
//glLoadMatrixf(glm::value_ptr(fov.getViewerScreenXform()));
glLoadIdentity();
// XXXBHG - If we're in view frustum mode, then we need to do this little bit of hackery so that
// OpenGL won't clip our frustum rendering lines. This is a debug hack for sure! Basically, this makes
// the near clip a little bit closer (therefor you see more) and the far clip a little bit farther (also,
// to see more.)
if (::frustumOn) {
nearClip -= 0.01f;
farClip += 0.01f;
}
// On window reshape, we need to tell OpenGL about our new setting
gluPerspective(fov,aspectRatio,nearClip,farClip);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, width, height);
}
void mouseFunc( int button, int state, int x, int y )
{
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN )
@ -1429,6 +1511,9 @@ void audioMixerUpdate(in_addr_t newMixerAddress, in_port_t newMixerPort) {
int main(int argc, const char * argv[])
{
// Quick test of the Orientation class on startup!
testOrientationClass();
AgentList::createInstance(AGENT_TYPE_INTERFACE);
gettimeofday(&applicationStartupTime, NULL);
@ -1462,6 +1547,9 @@ int main(int argc, const char * argv[])
AgentList::getInstance()->startPingUnknownAgentsThread();
glutInit(&argc, (char**)argv);
WIDTH = glutGet(GLUT_SCREEN_WIDTH);
HEIGHT = glutGet(GLUT_SCREEN_HEIGHT);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(WIDTH, HEIGHT);
glutCreateWindow("Interface");
@ -1469,6 +1557,12 @@ int main(int argc, const char * argv[])
#ifdef _WIN32
glewInit();
#endif
// Before we render anything, let's set up our viewFrustumOffsetCamera with a sufficiently large
// field of view and near and far clip to make it interesting.
//viewFrustumOffsetCamera.setFieldOfView(90.0);
viewFrustumOffsetCamera.setNearClip(0.1);
viewFrustumOffsetCamera.setFarClip(500.0);
printf( "Created Display Window.\n" );
@ -1514,4 +1608,3 @@ int main(int argc, const char * argv[])
::terminate();
return EXIT_SUCCESS;
}

View file

@ -0,0 +1,18 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
# setup for find modules
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../../cmake/modules/")
set(TARGET_NAME avatars)
include(${MACRO_DIR}/SetupHifiLibrary.cmake)
setup_hifi_library(${TARGET_NAME})
include(${MACRO_DIR}/IncludeGLM.cmake)
include_glm(${TARGET_NAME} ${ROOT_DIR})
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})

View file

@ -0,0 +1,112 @@
//
// AvatarData.cpp
// hifi
//
// Created by Stephen Birarda on 4/9/13.
//
//
#include <cstdio>
#include <cstring>
#include <stdint.h>
#include <PacketHeaders.h>
#include "AvatarData.h"
int packFloatAngleToTwoByte(unsigned char* buffer, float angle) {
const float ANGLE_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 360.0);
uint16_t angleHolder = floorf((angle + 180) * ANGLE_CONVERSION_RATIO);
memcpy(buffer, &angleHolder, sizeof(uint16_t));
return sizeof(uint16_t);
}
int unpackFloatAngleFromTwoByte(uint16_t *byteAnglePointer, float *destinationPointer) {
*destinationPointer = (*byteAnglePointer / std::numeric_limits<uint16_t>::max()) * 360.0 - 180;
return sizeof(uint16_t);
}
AvatarData::AvatarData() :
_bodyYaw(-90.0),
_bodyPitch(0.0),
_bodyRoll(0.0) {
}
AvatarData::~AvatarData() {
}
AvatarData* AvatarData::clone() const {
return new AvatarData(*this);
}
// transmit data to agents requesting it
// called on me just prior to sending data to others (continuasly called)
int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
unsigned char* bufferStart = destinationBuffer;
// TODO: DRY this up to a shared method
// that can pack any type given the number of bytes
// and return the number of bytes to push the pointer
memcpy(destinationBuffer, &_bodyPosition, sizeof(float) * 3);
destinationBuffer += sizeof(float) * 3;
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyYaw);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll);
return destinationBuffer - bufferStart;
}
// called on the other agents - assigns it to my views of the others
void AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
// increment to push past the packet header
sourceBuffer++;
memcpy(&_bodyPosition, sourceBuffer, sizeof(float) * 3);
sourceBuffer += sizeof(float) * 3;
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyYaw);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyRoll);
}
glm::vec3 AvatarData::getBodyPosition() {
return glm::vec3(_bodyPosition.x,
_bodyPosition.y,
_bodyPosition.z);
}
void AvatarData::setBodyPosition(glm::vec3 bodyPosition) {
_bodyPosition = bodyPosition;
}
float AvatarData::getBodyYaw() {
return _bodyYaw;
}
void AvatarData::setBodyYaw(float bodyYaw) {
_bodyYaw = bodyYaw;
}
float AvatarData::getBodyPitch() {
return _bodyPitch;
}
void AvatarData::setBodyPitch(float bodyPitch) {
_bodyPitch = bodyPitch;
}
float AvatarData::getBodyRoll() {
return _bodyRoll;
}
void AvatarData::setBodyRoll(float bodyRoll) {
_bodyRoll = bodyRoll;
}

View file

@ -0,0 +1,48 @@
//
// AvatarData.h
// hifi
//
// Created by Stephen Birarda on 4/9/13.
//
//
#ifndef __hifi__AvatarData__
#define __hifi__AvatarData__
#include <iostream>
#include <glm/glm.hpp>
#include <AgentData.h>
class AvatarData : public AgentData {
public:
AvatarData();
~AvatarData();
AvatarData* clone() const;
glm::vec3 getBodyPosition();
void setBodyPosition(glm::vec3 bodyPosition);
int getBroadcastData(unsigned char* destinationBuffer);
void parseData(unsigned char* sourceBuffer, int numBytes);
float getBodyYaw();
void setBodyYaw(float bodyYaw);
float getBodyPitch();
void setBodyPitch(float bodyPitch);
float getBodyRoll();
void setBodyRoll(float bodyRoll);
protected:
glm::vec3 _bodyPosition;
float _bodyYaw;
float _bodyPitch;
float _bodyRoll;
};
#endif /* defined(__hifi__AvatarData__) */

View file

@ -0,0 +1,160 @@
//-----------------------------------------------------------
//
// Created by Jeffrey Ventrella
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
//-----------------------------------------------------------
#include "Orientation.h"
#include <SharedUtil.h>
static bool testingForNormalizationAndOrthogonality = true;
Orientation::Orientation() {
setToIdentity();
}
void Orientation::setToIdentity() {
right = glm::vec3( 1.0, 0.0, 0.0 );
up = glm::vec3( 0.0, 1.0, 0.0 );
front = glm::vec3( 0.0, 0.0, 1.0 );
}
void Orientation::set( Orientation o ) {
right = o.right;
up = o.up;
front = o.front;
}
void Orientation::yaw( float angle ) {
float r = angle * PI_OVER_180;
float s = sin(r);
float c = cos(r);
glm::vec3 cosineFront = front * c;
glm::vec3 cosineRight = right * c;
glm::vec3 sineFront = front * s;
glm::vec3 sineRight = right * s;
front = cosineFront + sineRight;
right = cosineRight - sineFront;
if ( testingForNormalizationAndOrthogonality ) { testForOrthogonalAndNormalizedVectors( EPSILON ); }
}
void Orientation::pitch( float angle ) {
float r = angle * PI_OVER_180;
float s = sin(r);
float c = cos(r);
glm::vec3 cosineUp = up * c;
glm::vec3 cosineFront = front * c;
glm::vec3 sineUp = up * s;
glm::vec3 sineFront = front * s;
up = cosineUp + sineFront;
front = cosineFront - sineUp;
if ( testingForNormalizationAndOrthogonality ) { testForOrthogonalAndNormalizedVectors( EPSILON ); }
}
void Orientation::roll( float angle ) {
float r = angle * PI_OVER_180;
float s = sin(r);
float c = cos(r);
glm::vec3 cosineUp = up * c;
glm::vec3 cosineRight = right * c;
glm::vec3 sineUp = up * s;
glm::vec3 sineRight = right * s;
up = cosineUp + sineRight;
right = cosineRight - sineUp;
if ( testingForNormalizationAndOrthogonality ) { testForOrthogonalAndNormalizedVectors( EPSILON ); }
}
void Orientation::setRightUpFront( const glm::vec3 &r, const glm::vec3 &u, const glm::vec3 &f ) {
right = r;
up = u;
front = f;
}
//----------------------------------------------------------------------
void Orientation::testForOrthogonalAndNormalizedVectors( float epsilon ) {
//------------------------------------------------------------------
// make sure vectors are normalized (or close enough to length 1.0)
//------------------------------------------------------------------
float rightLength = glm::length( right );
float upLength = glm::length( up );
float frontLength = glm::length( front );
if (( rightLength > 1.0f + epsilon )
|| ( rightLength < 1.0f - epsilon )) {
printf( "Error in Orientation class: right direction length is %f \n", rightLength );
}
assert ( rightLength > 1.0f - epsilon );
assert ( rightLength < 1.0f + epsilon );
if (( upLength > 1.0f + epsilon )
|| ( upLength < 1.0f - epsilon )) {
printf( "Error in Orientation class: up direction length is %f \n", upLength );
}
assert ( upLength > 1.0f - epsilon );
assert ( upLength < 1.0f + epsilon );
if (( frontLength > 1.0f + epsilon )
|| ( frontLength < 1.0f - epsilon )) {
printf( "Error in Orientation class: front direction length is %f \n", frontLength );
}
assert ( frontLength > 1.0f - epsilon );
assert ( frontLength < 1.0f + epsilon );
//----------------------------------------------------------------
// make sure vectors are orthoginal (or close enough)
//----------------------------------------------------------------
glm::vec3 rightCross = glm::cross( up, front );
glm::vec3 upCross = glm::cross( front, right );
glm::vec3 frontCross = glm::cross( right, up );
float rightDiff = glm::length( rightCross - right );
float upDiff = glm::length( upCross - up );
float frontDiff = glm::length( frontCross - front );
if ( rightDiff > epsilon ) {
printf( "Error in Orientation class: right direction not orthogonal to up and/or front. " );
printf( "The tested cross of up and front is off by %f \n", rightDiff );
}
assert ( rightDiff < epsilon );
if ( upDiff > epsilon ) {
printf( "Error in Orientation class: up direction not orthogonal to front and/or right. " );
printf( "The tested cross of front and right is off by %f \n", upDiff );
}
assert ( upDiff < epsilon );
if ( frontDiff > epsilon ) {
printf( "Error in Orientation class: front direction not orthogonal to right and/or up. " );
printf( "The tested cross of right and up is off by %f \n", frontDiff );
}
assert ( frontDiff < epsilon );
}

View file

@ -39,6 +39,9 @@ public:
glm::vec3 getFront() { return front; }
void setRightUpFront( const glm::vec3 &, const glm::vec3 &, const glm::vec3 & );
private:
void testForOrthogonalAndNormalizedVectors( float epsilon );
};

View file

@ -19,8 +19,6 @@
#include <arpa/inet.h>
#endif
Agent::Agent() {}
Agent::Agent(sockaddr *agentPublicSocket, sockaddr *agentLocalSocket, char agentType, uint16_t thisAgentId) {
publicSocket = new sockaddr;
memcpy(publicSocket, agentPublicSocket, sizeof(sockaddr));
@ -37,7 +35,8 @@ Agent::Agent(sockaddr *agentPublicSocket, sockaddr *agentLocalSocket, char agent
activeSocket = NULL;
linkedData = NULL;
pthread_mutex_init(&deleteMutex, NULL);
deleteMutex = new pthread_mutex_t;
pthread_mutex_init(deleteMutex, NULL);
}
Agent::Agent(const Agent &otherAgent) {
@ -67,25 +66,34 @@ Agent::Agent(const Agent &otherAgent) {
linkedData = NULL;
}
pthread_mutex_init(&deleteMutex, NULL);
deleteMutex = new pthread_mutex_t;
pthread_mutex_init(deleteMutex, NULL);
}
Agent& Agent::operator=(Agent otherAgent) {
std::cout << "Agent swap constructor called on resize?\n";
swap(*this, otherAgent);
return *this;
}
void Agent::swap(Agent &first, Agent &second) {
using std::swap;
swap(first.publicSocket, second.publicSocket);
swap(first.localSocket, second.localSocket);
swap(first.activeSocket, second.activeSocket);
swap(first.type, second.type);
swap(first.linkedData, second.linkedData);
swap(first.agentId, second.agentId);
swap(first.firstRecvTimeUsecs, second.firstRecvTimeUsecs);
swap(first.lastRecvTimeUsecs, second.lastRecvTimeUsecs);
swap(first.deleteMutex, second.deleteMutex);
}
Agent::~Agent() {
// the deleteMutex isn't destroyed here
// that's handled by the agent list silent agent removal thread
delete publicSocket;
delete localSocket;
delete linkedData;

View file

@ -19,17 +19,8 @@
#include <sys/socket.h>
#endif
class Agent {
void swap(Agent &first, Agent &second);
sockaddr *publicSocket, *localSocket, *activeSocket;
char type;
uint16_t agentId;
double firstRecvTimeUsecs;
double lastRecvTimeUsecs;
AgentData *linkedData;
public:
Agent();
class Agent {
public:
Agent(sockaddr *agentPublicSocket, sockaddr *agentLocalSocket, char agentType, uint16_t thisAgentId);
Agent(const Agent &otherAgent);
~Agent();
@ -38,7 +29,7 @@ public:
bool matches(sockaddr *otherPublicSocket, sockaddr *otherLocalSocket, char otherAgentType);
pthread_mutex_t deleteMutex;
pthread_mutex_t *deleteMutex;
char getType() const;
const char* getTypeName() const;
@ -59,7 +50,15 @@ public:
AgentData* getLinkedData();
void setLinkedData(AgentData *newData);
friend std::ostream& operator<<(std::ostream& os, const Agent* agent);
friend std::ostream& operator<<(std::ostream& os, const Agent* agent);
private:
void swap(Agent &first, Agent &second);
sockaddr *publicSocket, *localSocket, *activeSocket;
char type;
uint16_t agentId;
double firstRecvTimeUsecs;
double lastRecvTimeUsecs;
AgentData *linkedData;
};
std::ostream& operator<<(std::ostream& os, const Agent* agent);

View file

@ -12,7 +12,7 @@
class AgentData {
public:
virtual ~AgentData() = 0;
virtual void parseData(void * data, int size) = 0;
virtual void parseData(unsigned char* sourceBuffer, int numBytes) = 0;
virtual AgentData* clone() const = 0;
};

View file

@ -81,10 +81,10 @@ unsigned int AgentList::getSocketListenPort() {
return socketListenPort;
}
void AgentList::processAgentData(sockaddr *senderAddress, void *packetData, size_t dataBytes) {
void AgentList::processAgentData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes) {
switch (((char *)packetData)[0]) {
case PACKET_HEADER_DOMAIN: {
updateList((unsigned char *)packetData, dataBytes);
updateList(packetData, dataBytes);
break;
}
case PACKET_HEADER_PING: {
@ -98,7 +98,7 @@ void AgentList::processAgentData(sockaddr *senderAddress, void *packetData, size
}
}
void AgentList::processBulkAgentData(sockaddr *senderAddress, void *packetData, int numTotalBytes, int numBytesPerAgent) {
void AgentList::processBulkAgentData(sockaddr *senderAddress, unsigned char *packetData, int numTotalBytes, int numBytesPerAgent) {
// find the avatar mixer in our agent list and update the lastRecvTime from it
int bulkSendAgentIndex = indexOfMatchingAgent(senderAddress);
@ -120,6 +120,7 @@ void AgentList::processBulkAgentData(sockaddr *senderAddress, void *packetData,
memcpy(packetHolder + 1, currentPosition, numBytesPerAgent);
int matchingAgentIndex = indexOfMatchingAgent(agentID);
if (matchingAgentIndex >= 0) {
updateAgentWithData(&agents[matchingAgentIndex], packetHolder, numBytesPerAgent + 1);
}
@ -130,7 +131,7 @@ void AgentList::processBulkAgentData(sockaddr *senderAddress, void *packetData,
delete[] packetHolder;
}
void AgentList::updateAgentWithData(sockaddr *senderAddress, void *packetData, size_t dataBytes) {
void AgentList::updateAgentWithData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes) {
// find the agent by the sockaddr
int agentIndex = indexOfMatchingAgent(senderAddress);
@ -139,7 +140,7 @@ void AgentList::updateAgentWithData(sockaddr *senderAddress, void *packetData, s
}
}
void AgentList::updateAgentWithData(Agent *agent, void *packetData, int dataBytes) {
void AgentList::updateAgentWithData(Agent *agent, unsigned char *packetData, int dataBytes) {
agent->setLastRecvTimeUsecs(usecTimestampNow());
if (agent->getLinkedData() == NULL) {
@ -257,7 +258,7 @@ bool AgentList::addOrUpdateAgent(sockaddr *publicSocket, sockaddr *localSocket,
}
}
void AgentList::broadcastToAgents(char *broadcastData, size_t dataBytes, const char* agentTypes, int numAgentTypes) {
void AgentList::broadcastToAgents(unsigned char *broadcastData, size_t dataBytes, const char* agentTypes, int numAgentTypes) {
for(std::vector<Agent>::iterator agent = agents.begin(); agent != agents.end(); agent++) {
// only send to the AgentTypes we are asked to send to.
if (agent->getActiveSocket() != NULL && memchr(agentTypes, agent->getType(), numAgentTypes)) {
@ -330,7 +331,7 @@ void *removeSilentAgents(void *args) {
for(std::vector<Agent>::iterator agent = agents->begin(); agent != agents->end();) {
pthread_mutex_t * agentDeleteMutex = &agent->deleteMutex;
pthread_mutex_t* agentDeleteMutex = agent->deleteMutex;
if ((checkTimeUSecs - agent->getLastRecvTimeUsecs()) > AGENT_SILENCE_THRESHOLD_USECS
&& agent->getType() != AGENT_TYPE_VOXEL

View file

@ -49,13 +49,13 @@ public:
bool addOrUpdateAgent(sockaddr *publicSocket, sockaddr *localSocket, char agentType, uint16_t agentId);
void processAgentData(sockaddr *senderAddress, void *packetData, size_t dataBytes);
void processBulkAgentData(sockaddr *senderAddress, void *packetData, int numTotalBytes, int numBytesPerAgent);
void processAgentData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes);
void processBulkAgentData(sockaddr *senderAddress, unsigned char *packetData, int numTotalBytes, int numBytesPerAgent);
void updateAgentWithData(sockaddr *senderAddress, void *packetData, size_t dataBytes);
void updateAgentWithData(Agent *agent, void *packetData, int dataBytes);
void updateAgentWithData(sockaddr *senderAddress, unsigned char *packetData, size_t dataBytes);
void updateAgentWithData(Agent *agent, unsigned char *packetData, int dataBytes);
void broadcastToAgents(char *broadcastData, size_t dataBytes, const char* agentTypes, int numAgentTypes);
void broadcastToAgents(unsigned char *broadcastData, size_t dataBytes, const char* agentTypes, int numAgentTypes);
char getOwnerType();
unsigned int getSocketListenPort();

View file

@ -105,12 +105,10 @@ void AudioRingBuffer::setBearing(float newBearing) {
bearing = newBearing;
}
void AudioRingBuffer::parseData(void *data, int size) {
unsigned char *audioDataStart = (unsigned char *) data;
if (size > (bufferLengthSamples * sizeof(int16_t))) {
void AudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes) {
if (numBytes > (bufferLengthSamples * sizeof(int16_t))) {
unsigned char *dataPtr = audioDataStart + 1;
unsigned char *dataPtr = sourceBuffer + 1;
for (int p = 0; p < 3; p ++) {
memcpy(&position[p], dataPtr, sizeof(float));
@ -123,7 +121,7 @@ void AudioRingBuffer::parseData(void *data, int size) {
memcpy(&bearing, dataPtr, sizeof(float));
dataPtr += sizeof(float);
audioDataStart = dataPtr;
sourceBuffer = dataPtr;
}
if (endOfLastWrite == NULL) {
@ -134,7 +132,7 @@ void AudioRingBuffer::parseData(void *data, int size) {
started = false;
}
memcpy(endOfLastWrite, audioDataStart, bufferLengthSamples * sizeof(int16_t));
memcpy(endOfLastWrite, sourceBuffer, bufferLengthSamples * sizeof(int16_t));
endOfLastWrite += bufferLengthSamples;

View file

@ -19,7 +19,7 @@ class AudioRingBuffer : public AgentData {
~AudioRingBuffer();
AudioRingBuffer(const AudioRingBuffer &otherRingBuffer);
void parseData(void *data, int size);
void parseData(unsigned char* sourceBuffer, int numBytes);
AudioRingBuffer* clone() const;
int16_t* getNextOutput();

View file

@ -74,7 +74,7 @@ bool oneAtBit(unsigned char byte, int bitIndex) {
return (byte >> (7 - bitIndex) & 1);
}
void switchToResourcesIfRequired() {
void switchToResourcesParentIfRequired() {
#ifdef __APPLE__
CFBundleRef mainBundle = CFBundleGetMainBundle();
CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(mainBundle);
@ -85,6 +85,7 @@ void switchToResourcesIfRequired() {
CFRelease(resourcesURL);
chdir(path);
chdir("..");
#endif
}

View file

@ -10,6 +10,7 @@
#define __hifi__SharedUtil__
#include <stdint.h>
#include <math.h>
#ifdef _WIN32
#include "Systime.h"
@ -17,6 +18,21 @@
#include <sys/time.h>
#endif
static const float ZERO = 0.0f;
static const float ONE = 1.0f;
static const float ONE_HALF = 0.5f;
static const float ONE_THIRD = 0.333333f;
static const float PIE = 3.141592f;
static const float PI_TIMES_TWO = 3.141592f * 2.0f;
static const float PI_OVER_180 = 3.141592f / 180.0f;
static const float EPSILON = 0.000001f; //smallish positive number - used as margin of error for some computations
static const float SQUARE_ROOT_OF_2 = (float)sqrt(2);
static const float SQUARE_ROOT_OF_3 = (float)sqrt(3);
static const float METER = 1.0f;
static const float DECIMETER = 0.1f;
static const float CENTIMETER = 0.01f;
static const float MILLIIMETER = 0.001f;
double usecTimestamp(timeval *time);
double usecTimestampNow();
@ -31,7 +47,7 @@ void printVoxelCode(unsigned char* voxelCode);
int numberOfOnes(unsigned char byte);
bool oneAtBit(unsigned char byte, int bitIndex);
void switchToResourcesIfRequired();
void switchToResourcesParentIfRequired();
const char* getCmdOption(int argc, const char * argv[],const char* option);
bool cmdOptionExists(int argc, const char * argv[],const char* option);

View file

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../../)
set(ROOT_DIR ../..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
# setup for find modules
@ -8,19 +8,11 @@ set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../../cm
set(TARGET_NAME voxels)
project(${TARGET_NAME})
include(${MACRO_DIR}/SetupHifiLibrary.cmake)
setup_hifi_library(${TARGET_NAME})
# set up the external glm library
include(${MACRO_DIR}/IncludeGLM.cmake)
include_glm(${TARGET_NAME} ${MACRO_DIR})
# grab the implemenation and header files
file(GLOB HIFI_VOXELS_SRCS src/*.h src/*.cpp)
# create a library and set the property so it can be referenced later
add_library(${TARGET_NAME} ${HIFI_VOXELS_SRCS})
include_glm(${TARGET_NAME} ${ROOT_DIR})
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
set(HIFI_VOXELS_LIBRARY ${TARGET_NAME})
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})

76
libraries/voxels/src/AABox.cpp Executable file
View file

@ -0,0 +1,76 @@
/* ------------------------------------------------------
Axis Aligned Boxes - Lighthouse3D
-----------------------------------------------------*/
#include "AABox.h"
AABox::AABox(const glm::vec3& corner, float x, float y, float z) {
setBox(corner,x,y,z);
}
AABox::AABox(void) {
corner.x = 0; corner.y = 0; corner.z = 0;
x = 1.0f;
y = 1.0f;
z = 1.0f;
}
AABox::~AABox() {}
void AABox::setBox(const glm::vec3& corner, float x, float y, float z) {
this->corner = corner;
if (x < 0.0) {
x = -x;
this->corner.x -= x;
}
if (y < 0.0) {
y = -y;
this->corner.y -= y;
}
if (z < 0.0) {
z = -z;
this->corner.z -= z;
}
this->x = x;
this->y = y;
this->z = z;
}
glm::vec3 AABox::getVertexP(const glm::vec3 &normal) {
glm::vec3 res = corner;
if (normal.x > 0)
res.x += x;
if (normal.y > 0)
res.y += y;
if (normal.z > 0)
res.z += z;
return(res);
}
glm::vec3 AABox::getVertexN(const glm::vec3 &normal) {
glm::vec3 res = corner;
if (normal.x < 0)
res.x += x;
if (normal.y < 0)
res.y += y;
if (normal.z < 0)
res.z += z;
return(res);
}

33
libraries/voxels/src/AABox.h Executable file
View file

@ -0,0 +1,33 @@
/* ------------------------------------------------------
Axis Aligned Boxes - Lighthouse3D
-----------------------------------------------------*/
#ifndef _AABOX_
#define _AABOX_
#include <glm/glm.hpp>
class AABox
{
public:
glm::vec3 corner;
float x,y,z;
AABox(const glm::vec3 &corner, float x, float y, float z);
AABox(void);
~AABox();
void setBox(const glm::vec3& corner, float x, float y, float z);
// for use in frustum computations
glm::vec3 getVertexP(const glm::vec3& normal);
glm::vec3 getVertexN(const glm::vec3& normal);
};
#endif

83
libraries/voxels/src/Plane.cpp Executable file
View file

@ -0,0 +1,83 @@
// Plane.cpp
//
//////////////////////////////////////////////////////////////////////
#include "Plane.h"
#include <stdio.h>
// These are some useful utilities that vec3 is missing
float vec3_length(const glm::vec3& v) {
return((float)sqrt(v.x*v.x + v.y*v.y + v.z*v.z));
}
void vec3_normalize(glm::vec3& v) {
float len;
len = vec3_length(v);
if (len) {
v.x /= len;;
v.y /= len;
v.z /= len;
}
}
float vec3_innerProduct(const glm::vec3& v1,const glm::vec3& v2) {
return (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z);
}
Plane::Plane(const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3 &v3) {
set3Points(v1,v2,v3);
}
Plane::Plane() {}
Plane::~Plane() {}
void Plane::set3Points(const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3 &v3) {
glm::vec3 aux1, aux2;
aux1 = v1 - v2;
aux2 = v3 - v2;
normal = aux2 * aux1;
vec3_normalize(normal);
point = v2;
d = -(vec3_innerProduct(normal,point));
}
void Plane::setNormalAndPoint(const glm::vec3 &normal, const glm::vec3 &point) {
this->normal = normal;
vec3_normalize(this->normal);
d = -(vec3_innerProduct(this->normal,point));
}
void Plane::setCoefficients(float a, float b, float c, float d) {
// set the normal vector
normal = glm::vec3(a,b,c);
//compute the lenght of the vector
float l = normal.length();
// normalize the vector
normal = glm::vec3(a/l,b/l,c/l);
// and divide d by th length as well
this->d = d/l;
}
float Plane::distance(const glm::vec3 &p) {
return (d + vec3_innerProduct(normal,p));
}
void Plane::print() {
//printf("Plane(");normal.print();printf("# %f)",d);
}

35
libraries/voxels/src/Plane.h Executable file
View file

@ -0,0 +1,35 @@
//////////////////////////////////////////////////////////////////////
// Plane.h - inspired and modified from lighthouse3d.com
//
#ifndef _PLANE_
#define _PLANE_
#include <glm/glm.hpp>
class Plane
{
public:
glm::vec3 normal,point;
float d;
Plane(const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3 &v3);
Plane(void);
~Plane();
void set3Points(const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3 &v3);
void setNormalAndPoint(const glm::vec3 &normal, const glm::vec3 &point);
void setCoefficients(float a, float b, float c, float d);
float distance(const glm::vec3 &p);
void print();
};
#endif

View file

@ -10,12 +10,29 @@
#include "ViewFrustum.h"
float ViewFrustum::fovAngleAdust=1.65;
ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
this->calculateViewFrustum(position, direction, up, right, screenWidth, screenHeight);
}
ViewFrustum::ViewFrustum() :
_position(glm::vec3(0,0,0)),
_direction(glm::vec3(0,0,0)),
_up(glm::vec3(0,0,0)),
_right(glm::vec3(0,0,0)),
_fieldOfView(0.0),
_aspectRatio(1.0),
_nearClip(0.1),
_farClip(500.0),
_nearHeight(0.0),
_nearWidth(0.0),
_farHeight(0.0),
_farWidth(0.0),
_farCenter(glm::vec3(0,0,0)),
_farTopLeft(glm::vec3(0,0,0)),
_farTopRight(glm::vec3(0,0,0)),
_farBottomLeft(glm::vec3(0,0,0)),
_farBottomRight(glm::vec3(0,0,0)),
_nearCenter(glm::vec3(0,0,0)),
_nearTopLeft(glm::vec3(0,0,0)),
_nearTopRight(glm::vec3(0,0,0)),
_nearBottomLeft(glm::vec3(0,0,0)),
_nearBottomRight(glm::vec3(0,0,0)) { }
/////////////////////////////////////////////////////////////////////////////////////
// ViewFrustum::calculateViewFrustum()
@ -26,51 +43,54 @@ ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction,
// Notes on how/why this works:
// http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/
//
void ViewFrustum::calculateViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
void ViewFrustum::calculate() {
static const double PI_OVER_180 = 3.14159265359 / 180.0; // would be better if this was in a shared location
// Save the values we were passed...
this->_position = position;
this->_direction = direction;
this->_up = up;
this->_right = right;
this->_screenWidth = screenWidth;
this->_screenHeight = screenHeight;
glm::vec3 front = direction;
glm::vec3 front = _direction;
// Calculating field of view.
// 0.7854f is 45 deg
// ViewFrustum::fovAngleAdust defaults to 1.65
// Apparently our fov is around 1.75 times this value or 74.25 degrees
// you can adjust this in interface by using the "|" and "\" keys to tweak
// the adjustment and see effects of different FOVs
float fovHalfAngle = 0.7854f * ViewFrustum::fovAngleAdust;
float ratio = screenWidth / screenHeight;
float fovInRadians = this->_fieldOfView * PI_OVER_180;
this->_nearDist = 0.1;
this->_farDist = 10.0;
this->_nearHeight = 2 * tan(fovHalfAngle) * this->_nearDist;
this->_nearWidth = this->_nearHeight * ratio;
this->_farHeight = 2 * tan(fovHalfAngle) * this->_farDist;
this->_farWidth = this->_farHeight * ratio;
float twoTimesTanHalfFOV = 2.0f * tan(fovInRadians/2.0f);
float farHalfHeight = this->_farHeight * 0.5f;
float farHalfWidth = this->_farWidth * 0.5f;
this->_farCenter = this->_position+front * this->_farDist;
// Do we need this?
//tang = (float)tan(ANG2RAD * angle * 0.5) ;
float nearClip = this->_nearClip;
float farClip = this->_farClip;
this->_nearHeight = (twoTimesTanHalfFOV * nearClip);
this->_nearWidth = this->_nearHeight * this->_aspectRatio;
this->_farHeight = (twoTimesTanHalfFOV * farClip);
this->_farWidth = this->_farHeight * this->_aspectRatio;
float farHalfHeight = (this->_farHeight * 0.5f);
float farHalfWidth = (this->_farWidth * 0.5f);
this->_farCenter = this->_position+front * farClip;
this->_farTopLeft = this->_farCenter + (this->_up * farHalfHeight) - (this->_right * farHalfWidth);
this->_farTopRight = this->_farCenter + (this->_up * farHalfHeight) + (this->_right * farHalfWidth);
this->_farBottomLeft = this->_farCenter - (this->_up * farHalfHeight) - (this->_right * farHalfWidth);
this->_farBottomRight = this->_farCenter - (this->_up * farHalfHeight) + (this->_right * farHalfWidth);
float nearHalfHeight = this->_nearHeight * 0.5f;
float nearHalfWidth = this->_nearWidth * 0.5f;
this->_nearCenter = this->_position+front * this->_nearDist;
float nearHalfHeight = (this->_nearHeight * 0.5f);
float nearHalfWidth = (this->_nearWidth * 0.5f);
this->_nearCenter = this->_position+front * nearClip;
this->_nearTopLeft = this->_nearCenter + (this->_up * nearHalfHeight) - (this->_right * nearHalfWidth);
this->_nearTopRight = this->_nearCenter + (this->_up * nearHalfHeight) + (this->_right * nearHalfWidth);
this->_nearBottomLeft = this->_nearCenter - (this->_up * nearHalfHeight) - (this->_right * nearHalfWidth);
this->_nearBottomRight = this->_nearCenter - (this->_up * nearHalfHeight) + (this->_right * nearHalfWidth);
// compute the six planes
// the function set3Points assumes that the points
// are given in counter clockwise order
this->_planes[TOPP].set3Points(this->_nearTopRight,this->_nearTopLeft,this->_farTopLeft);
this->_planes[BOTTOMP].set3Points(this->_nearBottomLeft,this->_nearBottomRight,this->_farBottomRight);
this->_planes[LEFTP].set3Points(this->_nearTopLeft,this->_nearBottomLeft,this->_farBottomLeft);
this->_planes[RIGHTP].set3Points(this->_nearBottomRight,this->_nearTopRight,this->_farBottomRight);
this->_planes[NEARP].set3Points(this->_nearTopLeft,this->_nearTopRight,this->_nearBottomRight);
this->_planes[FARP].set3Points(this->_farTopRight,this->_farTopLeft,this->_farBottomLeft);
}
void ViewFrustum::dump() {
@ -80,11 +100,11 @@ void ViewFrustum::dump() {
printf("up.x=%f, up.y=%f, up.z=%f\n", this->_up.x, this->_up.y, this->_up.z);
printf("right.x=%f, right.y=%f, right.z=%f\n", this->_right.x, this->_right.y, this->_right.z);
printf("farDist=%f\n", this->_farDist);
printf("farDist=%f\n", this->_farClip);
printf("farHeight=%f\n", this->_farHeight);
printf("farWidth=%f\n", this->_farWidth);
printf("nearDist=%f\n", this->_nearDist);
printf("nearDist=%f\n", this->_nearClip);
printf("nearHeight=%f\n", this->_nearHeight);
printf("nearWidth=%f\n", this->_nearWidth);
@ -112,3 +132,37 @@ void ViewFrustum::dump() {
}
int ViewFrustum::pointInFrustum(glm::vec3 &p) {
int result = INSIDE;
for(int i=0; i < 6; i++) {
if (this->_planes[i].distance(p) < 0)
return OUTSIDE;
}
return(result);
}
int ViewFrustum::sphereInFrustum(glm::vec3 &center, float radius) {
int result = INSIDE;
float distance;
for(int i=0; i < 6; i++) {
distance = this->_planes[i].distance(center);
if (distance < -radius)
return OUTSIDE;
else if (distance < radius)
result = INTERSECT;
}
return(result);
}
int ViewFrustum::boxInFrustum(AABox &b) {
int result = INSIDE;
for(int i=0; i < 6; i++) {
if (this->_planes[i].distance(b.getVertexP(this->_planes[i].normal)) < 0)
return OUTSIDE;
else if (this->_planes[i].distance(b.getVertexN(this->_planes[i].normal)) < 0)
result = INTERSECT;
}
return(result);
}

View file

@ -12,57 +12,84 @@
#define __hifi__ViewFrustum__
#include <glm/glm.hpp>
#include "Plane.h"
#include "AABox.h"
class ViewFrustum {
private:
glm::vec3 _position;
glm::vec3 _direction;
glm::vec3 _up;
glm::vec3 _right;
float _screenWidth;
float _screenHeight;
float _nearDist;
float _farDist;
float _nearHeight;
float _nearWidth;
float _farHeight;
float _farWidth;
// camera location/orientation attributes
glm::vec3 _position;
glm::vec3 _direction;
glm::vec3 _up;
glm::vec3 _right;
glm::vec3 _farCenter;
glm::vec3 _farTopLeft;
glm::vec3 _farTopRight;
glm::vec3 _farBottomLeft;
glm::vec3 _farBottomRight;
// Lens attributes
float _fieldOfView;
float _aspectRatio;
float _nearClip;
float _farClip;
glm::vec3 _nearCenter;
glm::vec3 _nearTopLeft;
glm::vec3 _nearTopRight;
glm::vec3 _nearBottomLeft;
glm::vec3 _nearBottomRight;
// Calculated values
float _nearHeight;
float _nearWidth;
float _farHeight;
float _farWidth;
glm::vec3 _farCenter;
glm::vec3 _farTopLeft;
glm::vec3 _farTopRight;
glm::vec3 _farBottomLeft;
glm::vec3 _farBottomRight;
glm::vec3 _nearCenter;
glm::vec3 _nearTopLeft;
glm::vec3 _nearTopRight;
glm::vec3 _nearBottomLeft;
glm::vec3 _nearBottomRight;
enum { TOPP = 0, BOTTOMP, LEFTP, RIGHTP, NEARP, FARP };
Plane _planes[6]; // How will this be used?
public:
const glm::vec3& getFarCenter() const { return _farCenter; };
const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
const glm::vec3& getFarTopRight() const { return _farTopRight; };
const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; };
const glm::vec3& getFarBottomRight() const { return _farBottomRight; };
// setters for camera attributes
void setPosition (const glm::vec3& p) { _position = p; }
void setOrientation (const glm::vec3& d, const glm::vec3& u, const glm::vec3& r )
{ _direction = d; _up = u; _right = r; }
const glm::vec3& getNearCenter() const { return _nearCenter; };
const glm::vec3& getNearTopLeft() const { return _nearTopLeft; };
const glm::vec3& getNearTopRight() const { return _nearTopRight; };
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
const glm::vec3& getNearBottomRight() const { return _nearBottomRight; };
// setters for lens attributes
void setFieldOfView ( float f ) { _fieldOfView = f; }
void setAspectRatio ( float a ) { _aspectRatio = a; }
void setNearClip ( float n ) { _nearClip = n; }
void setFarClip ( float f ) { _farClip = f; }
void calculateViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight);
// getters for lens attributes
float getFieldOfView() const { return _fieldOfView; };
float getAspectRatio() const { return _aspectRatio; };
float getNearClip() const { return _nearClip; };
float getFarClip() const { return _farClip; };
ViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight);
void dump();
static float fovAngleAdust;
const glm::vec3& getFarCenter() const { return _farCenter; };
const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
const glm::vec3& getFarTopRight() const { return _farTopRight; };
const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; };
const glm::vec3& getFarBottomRight() const { return _farBottomRight; };
const glm::vec3& getNearCenter() const { return _nearCenter; };
const glm::vec3& getNearTopLeft() const { return _nearTopLeft; };
const glm::vec3& getNearTopRight() const { return _nearTopRight; };
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
const glm::vec3& getNearBottomRight() const { return _nearBottomRight;};
void calculate();
ViewFrustum();
void dump();
enum {OUTSIDE, INTERSECT, INSIDE};
int pointInFrustum(glm::vec3 &p);
int sphereInFrustum(glm::vec3 &center, float radius);
int boxInFrustum(AABox &b);
};

View file

@ -192,37 +192,23 @@ void VoxelTree::deleteVoxelCodeFromTree(unsigned char *codeBuffer) {
VoxelNode* parentNode = NULL;
VoxelNode* nodeToDelete = nodeForOctalCode(rootNode, codeBuffer, &parentNode);
printf("deleteVoxelCodeFromTree() looking [codeBuffer] for:\n");
printOctalCode(codeBuffer);
printf("deleteVoxelCodeFromTree() found [nodeToDelete->octalCode] for:\n");
printOctalCode(nodeToDelete->octalCode);
// If the node exists...
int lengthInBytes = bytesRequiredForCodeLength(*codeBuffer); // includes octet count, not color!
printf("compare octal codes of length %d\n",lengthInBytes);
if (0==memcmp(nodeToDelete->octalCode,codeBuffer,lengthInBytes)) {
printf("found node to delete...\n");
if (0 == memcmp(nodeToDelete->octalCode,codeBuffer,lengthInBytes)) {
float* vertices = firstVertexForCode(nodeToDelete->octalCode);
printf("deleting voxel at: %f,%f,%f\n",vertices[0],vertices[1],vertices[2]);
delete []vertices;
if (parentNode) {
float* vertices = firstVertexForCode(parentNode->octalCode);
printf("parent of deleting voxel at: %f,%f,%f\n",vertices[0],vertices[1],vertices[2]);
delete []vertices;
int childNDX = branchIndexWithDescendant(parentNode->octalCode, codeBuffer);
printf("child INDEX=%d\n",childNDX);
printf("deleting Node at parentNode->children[%d]\n",childNDX);
delete parentNode->children[childNDX]; // delete the child nodes
printf("setting parentNode->children[%d] to NULL\n",childNDX);
parentNode->children[childNDX]=NULL; // set it to NULL
printf("reaverageVoxelColors()\n");
reaverageVoxelColors(rootNode); // Fix our colors!! Need to call it on rootNode
}
}

View file

@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
set(TARGET_NAME space-server)

View file

@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 2.8)
set(TARGET_NAME voxel-server)
set(ROOT_DIR ../)
set(ROOT_DIR ..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
include(${MACRO_DIR}/SetupHifiProject.cmake)

View file

@ -27,9 +27,10 @@ VoxelAgentData* VoxelAgentData::clone() const {
return new VoxelAgentData(*this);
}
void VoxelAgentData::parseData(void *data, int size) {
void VoxelAgentData::parseData(unsigned char* sourceBuffer, int numBytes) {
// push past the packet header
sourceBuffer++;
// pull the position from the interface agent data packet
sscanf((char *)data,
"H%*f,%*f,%*f,%f,%f,%f",
&position[0], &position[1], &position[2]);
memcpy(&position, sourceBuffer, sizeof(float) * 3);
}

View file

@ -22,7 +22,7 @@ public:
~VoxelAgentData();
VoxelAgentData(const VoxelAgentData &otherAgentData);
void parseData(void *data, int size);
void parseData(unsigned char* sourceBuffer, int numBytes);
VoxelAgentData* clone() const;
};

View file

@ -129,7 +129,7 @@ void eraseVoxelTreeAndCleanupAgentVisitData() {
// lock this agent's delete mutex so that the delete thread doesn't
// kill the agent while we are working with it
pthread_mutex_lock(&thisAgent->deleteMutex);
pthread_mutex_lock(thisAgent->deleteMutex);
// clean up the agent visit data
delete agentData->rootMarkerNode;
@ -137,7 +137,7 @@ void eraseVoxelTreeAndCleanupAgentVisitData() {
// unlock the delete mutex so the other thread can
// kill the agent if it has dissapeared
pthread_mutex_unlock(&thisAgent->deleteMutex);
pthread_mutex_unlock(thisAgent->deleteMutex);
}
}
@ -167,7 +167,7 @@ void *distributeVoxelsToListeners(void *args) {
// lock this agent's delete mutex so that the delete thread doesn't
// kill the agent while we are working with it
pthread_mutex_lock(&thisAgent->deleteMutex);
pthread_mutex_lock(thisAgent->deleteMutex);
stopOctal = NULL;
packetCount = 0;
@ -207,7 +207,7 @@ void *distributeVoxelsToListeners(void *args) {
// unlock the delete mutex so the other thread can
// kill the agent if it has dissapeared
pthread_mutex_unlock(&thisAgent->deleteMutex);
pthread_mutex_unlock(thisAgent->deleteMutex);
}
// dynamically sleep until we need to fire off the next set of voxels
@ -289,7 +289,7 @@ int main(int argc, const char * argv[])
sockaddr agentPublicAddress;
char *packetData = new char[MAX_PACKET_SIZE];
unsigned char *packetData = new unsigned char[MAX_PACKET_SIZE];
ssize_t receivedBytes;
// loop to send to agents requesting data
@ -352,7 +352,7 @@ int main(int argc, const char * argv[])
// the Z command is a special command that allows the sender to send the voxel server high level semantic
// requests, like erase all, or add sphere scene
char* command = &packetData[1]; // start of the command
char* command = (char*) &packetData[1]; // start of the command
int commandLength = strlen(command); // commands are null terminated strings
int totalLength = 1+commandLength+1;
@ -385,7 +385,7 @@ int main(int argc, const char * argv[])
agentList->increaseAgentId();
}
agentList->updateAgentWithData(&agentPublicAddress, (void *)packetData, receivedBytes);
agentList->updateAgentWithData(&agentPublicAddress, packetData, receivedBytes);
}
}
}