mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 08:04:01 +02:00
Merge branch 'master' of git://github.com/worklist/hifi into 19188
This commit is contained in:
commit
ebc6a25574
52 changed files with 1535 additions and 925 deletions
|
@ -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)
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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/")
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||||
|
||||
# setup the project
|
||||
include(${MACRO_DIR}/SetupHifiProject.cmake)
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||||
setup_hifi_project(${TARGET_NAME})
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||||
|
||||
# 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})
|
|
@ -1,118 +0,0 @@
|
|||
//
|
||||
// AvatarAgentData.cpp
|
||||
// hifi
|
||||
//
|
||||
// Created by Stephen Birarda on 4/9/13.
|
||||
//
|
||||
//
|
||||
|
||||
#include <cstdio>
|
||||
|
||||
#include "AvatarAgentData.h"
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||||
|
||||
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;
|
||||
}
|
|
@ -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__) */
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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)
|
|
@ -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} ${LIBRARY})
|
||||
|
|
9
cmake/macros/SetupHifiLibrary.cmake
Normal file
9
cmake/macros/SetupHifiLibrary.cmake
Normal file
|
@ -0,0 +1,9 @@
|
|||
MACRO(SETUP_HIFI_LIBRARY TARGET)
|
||||
project(${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)
|
|
@ -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)
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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
91
interface/src/Camera.cpp
Executable file → Normal 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
82
interface/src/Camera.h
Executable file → Normal 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
|
||||
|
|
|
@ -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,
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
}
|
|
@ -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
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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");
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
18
libraries/avatars/CMakeLists.txt
Normal file
18
libraries/avatars/CMakeLists.txt
Normal 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})
|
112
libraries/avatars/src/AvatarData.cpp
Normal file
112
libraries/avatars/src/AvatarData.cpp
Normal 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;
|
||||
}
|
||||
|
||||
|
48
libraries/avatars/src/AvatarData.h
Normal file
48
libraries/avatars/src/AvatarData.h
Normal 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__) */
|
160
libraries/avatars/src/Orientation.cpp
Executable file
160
libraries/avatars/src/Orientation.cpp
Executable 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 );
|
||||
}
|
||||
|
||||
|
|
@ -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 );
|
||||
};
|
||||
|
||||
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
};
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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();
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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
76
libraries/voxels/src/AABox.cpp
Executable 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
33
libraries/voxels/src/AABox.h
Executable 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
83
libraries/voxels/src/Plane.cpp
Executable 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
35
libraries/voxels/src/Plane.h
Executable 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
|
|
@ -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 ¢er, 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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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 ¢er, float radius);
|
||||
int boxInFrustum(AABox &b);
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -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
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
};
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue