Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Philip Rosedale 2013-05-09 08:49:39 -07:00
commit eef1e4a3fe
15 changed files with 165 additions and 71 deletions

View file

@ -1,3 +1,5 @@
#!/usr/bin/env python
#
# gen_stars.py
# interface
@ -12,7 +14,7 @@ from random import random,randint
from math import sqrt, hypot, atan2, pi, fmod, degrees
from sys import argv,stderr
hemisphere_only, equator, meridians= False, 1000, 1000
hemisphere_only, equator, meridians= False, 0, 1000
n_random = 100000
if len(argv) > 1:
@ -50,10 +52,13 @@ for i in range(n_random):
g = max(0,min(255,w + randint(-20,60)))
b = max(0,min(255,w + randint(-10,100)))
# position
x,y,z = random()*2-1,random(),random()*2-1
if not hemisphere_only:
y = y*2-1
l = sqrt(x*x + y*y + z*z)
while True:
x,y,z = random()*2-1,random(),random()*2-1
if not hemisphere_only:
y = y*2-1
l = sqrt(x*x + y*y + z*z)
if l <= 1.0:
break
x /= l; y /= l; z /= l
xz = hypot(x,z)

View file

@ -437,15 +437,15 @@ float Audio::getInputLoudness() const {
void Audio::render(int screenWidth, int screenHeight)
{
if (initialized) {
glLineWidth(3);
glLineWidth(2.0);
glBegin(GL_LINES);
glColor3f(1,1,1);
int startX = 50.0;
int startX = 20.0;
int currentX = startX;
int topY = screenHeight - 90;
int bottomY = screenHeight - 50;
float frameWidth = 50.0;
int topY = screenHeight - 40;
int bottomY = screenHeight - 20;
float frameWidth = 20.0;
float halfY = topY + ((bottomY - topY) / 2.0);
// draw the lines for the base of the ring buffer
@ -485,10 +485,10 @@ void Audio::render(int screenWidth, int screenHeight)
}
glBegin(GL_QUADS);
glVertex2f(startX, topY + 5);
glVertex2f(startX + (remainingBuffer + timeLeftInCurrentBuffer)/AUDIO_CALLBACK_MSECS*frameWidth, topY + 5);
glVertex2f(startX + (remainingBuffer + timeLeftInCurrentBuffer)/AUDIO_CALLBACK_MSECS*frameWidth, bottomY - 5);
glVertex2f(startX, bottomY - 5);
glVertex2f(startX, topY + 2);
glVertex2f(startX + (remainingBuffer + timeLeftInCurrentBuffer)/AUDIO_CALLBACK_MSECS*frameWidth, topY + 2);
glVertex2f(startX + (remainingBuffer + timeLeftInCurrentBuffer)/AUDIO_CALLBACK_MSECS*frameWidth, bottomY - 2);
glVertex2f(startX, bottomY - 2);
glEnd();
if (audioData->averagedLatency == 0.0) audioData->averagedLatency = remainingBuffer + timeLeftInCurrentBuffer;
@ -505,7 +505,7 @@ void Audio::render(int screenWidth, int screenHeight)
char out[40];
sprintf(out, "%3.0f\n", audioData->averagedLatency);
drawtext(startX + audioData->averagedLatency/AUDIO_CALLBACK_MSECS*frameWidth - 10, topY-10, 0.08, 0, 1, 0, out, 1,1,0);
drawtext(startX + audioData->averagedLatency/AUDIO_CALLBACK_MSECS*frameWidth - 10, topY-10, 0.10, 0, 1, 0, out, 1,1,0);
//drawtext(startX + 0, topY-10, 0.08, 0, 1, 0, out, 1,1,0);
// Show a Cyan bar with the most recently measured jitter stdev
@ -521,13 +521,10 @@ void Audio::render(int screenWidth, int screenHeight)
glEnd();
sprintf(out,"%3.1f\n", audioData->measuredJitter);
drawtext(startX + jitterPels - 5, topY-10, 0.08, 0, 1, 0, out, 0,1,1);
drawtext(startX + jitterPels - 5, topY-10, 0.10, 0, 1, 0, out, 0,1,1);
sprintf(out, "%3.1fms\n", JITTER_BUFFER_LENGTH_MSECS);
drawtext(startX - 10, bottomY + 20, 0.1, 0, 1, 0, out, 1, 0, 0);
sprintf(out, "%hd samples\n", JITTER_BUFFER_SAMPLES);
drawtext(startX - 10, bottomY + 35, 0.1, 0, 1, 0, out, 1, 0, 0);
drawtext(startX - 10, bottomY + 15, 0.1, 0, 1, 0, out, 1, 0, 0);
}
}

View file

@ -30,13 +30,14 @@ AudioData::~AudioData() {
// Take a pointer to the acquired microphone input samples and add procedural sounds
void AudioData::addProceduralSounds(int16_t* inputBuffer, int numSamples) {
const float MAX_AUDIBLE_VELOCITY = 3.0;
const float MAX_AUDIBLE_VELOCITY = 6.0;
const float MIN_AUDIBLE_VELOCITY = 0.1;
const float VOLUME = 200;
float speed = glm::length(_lastVelocity);
float volume = 400 * (1.f - speed/MAX_AUDIBLE_VELOCITY);
// Add a noise-modulated sinewave with volume that tapers off with speed increasing
if ((speed > MIN_AUDIBLE_VELOCITY) && (speed < MAX_AUDIBLE_VELOCITY)) {
for (int i = 0; i < numSamples; i++) {
inputBuffer[i] += (int16_t) ((randFloat() - 0.5f) * VOLUME * speed) ;
inputBuffer[i] += (int16_t) ((cosf((float)i / 8.f * speed) * randFloat()) * volume * speed) ;
}
}

View file

@ -5,7 +5,6 @@
// Created by Philip Rosedale on 9/11/12.
// adapted by Jeffrey Ventrella
// Copyright (c) 2013 Physical, Inc.. All rights reserved.
//
#include <glm/glm.hpp>
#include <vector>
@ -31,7 +30,7 @@ const float BODY_SPIN_FRICTION = 5.0;
const float BODY_UPRIGHT_FORCE = 10.0;
const float BODY_PITCH_WHILE_WALKING = 30.0;
const float BODY_ROLL_WHILE_TURNING = 0.1;
const float LIN_VEL_DECAY = 5.0;
const float LIN_VEL_DECAY = 2.0;
const float MY_HAND_HOLDING_PULL = 0.2;
const float YOUR_HAND_HOLDING_PULL = 1.0;
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1500.0f;
@ -265,7 +264,7 @@ void Avatar::reset() {
// Update avatar head rotation with sensor data
void Avatar::UpdateGyros(float frametime, SerialInterface* serialInterface, glm::vec3* gravity) {
void Avatar::updateHeadFromGyros(float frametime, SerialInterface* serialInterface, glm::vec3* gravity) {
float measuredPitchRate = 0.0f;
float measuredRollRate = 0.0f;
float measuredYawRate = 0.0f;
@ -412,8 +411,8 @@ void Avatar::simulate(float deltaTime) {
_velocity *= (1.0 - LIN_VEL_DECAY * deltaTime);
// If someone is near, damp velocity as a function of closeness
const float AVATAR_BRAKING_RANGE = 1.2f;
const float AVATAR_BRAKING_STRENGTH = 25.f;
const float AVATAR_BRAKING_RANGE = 1.6f;
const float AVATAR_BRAKING_STRENGTH = 35.f;
if (_isMine && (_distanceToNearestAvatar < AVATAR_BRAKING_RANGE)) {
_velocity *=
(1.f - deltaTime * AVATAR_BRAKING_STRENGTH *
@ -950,7 +949,13 @@ void Avatar::renderHead(bool lookingInMirror) {
glColor3f(0,0,0);
glRotatef(_head.mouthPitch, 1, 0, 0);
glRotatef(_head.mouthYaw, 0, 0, 1);
glScalef(_head.mouthWidth*(.7 + sqrt(_head.averageLoudness)/60.0), _head.mouthHeight*(1.0 + sqrt(_head.averageLoudness)/30.0), 1);
if (_head.averageLoudness > 1.f) {
glScalef(_head.mouthWidth * (.7f + sqrt(_head.averageLoudness) /60.f),
_head.mouthHeight * (1.f + sqrt(_head.averageLoudness) /30.f), 1);
} else {
glScalef(_head.mouthWidth, _head.mouthHeight, 1);
}
glutSolidCube(0.5);
glPopMatrix();

View file

@ -82,8 +82,8 @@ public:
Avatar* clone() const;
void reset();
void UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
void updateHeadFromGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
void setNoise (float mag) {_head.noise = mag;}
void setScale(float s) {_head.scale = s; };
void setRenderYaw(float y) {_renderYaw = y;}
@ -102,7 +102,10 @@ public:
void setLeanSideways(float dist);
void addLean(float x, float z);
const glm::vec3& getHeadPosition() const ;
const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].position; };
//const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].position; };
const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].springyPosition; };
const glm::vec3& getBodyUpDirection() const { return _orientation.getUp(); };
float getSpeed() const { return _speed; };
const glm::vec3& getVelocity() const { return _velocity; };

View file

@ -15,5 +15,62 @@ AvatarRenderer::AvatarRenderer() {
}
// this method renders the avatar
void AvatarRenderer::render(Avatar *avatar, bool lookingInMirror) {
}
void AvatarRenderer::render(Avatar *avatarToRender, bool lookingInMirror, glm::vec3 cameraPosition) {
avatar = avatarToRender;
/*
// show avatar position
glColor4f(0.5f, 0.5f, 0.5f, 0.6);
glPushMatrix();
glm::vec3 j( avatar->getJointPosition( AVATAR_JOINT_PELVIS ) );
glTranslatef(j.x, j.y, j.z);
glScalef(0.08, 0.08, 0.08);
glutSolidSphere(1, 10, 10);
glPopMatrix();
*/
//renderDiskShadow(avatar->getJointPosition( AVATAR_JOINT_PELVIS ), glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
//renderBody();
}
void AvatarRenderer::renderBody() {
/*
// Render joint positions as spheres
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
if (b != AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case in "renderHead"
//show direction vectors of the bone orientation
//renderOrientationDirections(_joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0);
glm::vec3 j( avatar->getJointPosition( AVATAR_JOINT_PELVIS ) );
glColor3fv(skinColor);
glPushMatrix();
glTranslatef(j.x, j.y, j.z);
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
}
// Render lines connecting the joint positions
glColor3f(0.4f, 0.5f, 0.6f);
glLineWidth(3.0);
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
if (_joint[b].parent != AVATAR_JOINT_NULL)
if (b != AVATAR_JOINT_HEAD_TOP) {
glBegin(GL_LINE_STRIP);
glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x);
glVertex3fv(&_joint[ b ].springyPosition.x);
glEnd();
}
}
*/
}

View file

@ -16,10 +16,12 @@ class AvatarRenderer {
public:
AvatarRenderer();
void render(Avatar *avatar, bool lookingInMirror);
void render(Avatar *avatarToRender, bool lookingInMirror, glm::vec3 cameraPosition );
private:
Avatar *avatar;
void renderBody();
};
#endif

View file

@ -80,7 +80,7 @@ void Oscilloscope::addSamples(unsigned ch, short const* data, unsigned n) {
_arrWritePos[ch] = newWritePos;
}
void Oscilloscope::render() {
void Oscilloscope::render(int x, int y) {
if (! enabled) {
return;
@ -113,8 +113,9 @@ void Oscilloscope::render() {
}
}
glLineWidth(2.0);
glPushMatrix();
glTranslatef(0.0f, _valHeight / 2.0f, 0.0f);
glTranslatef((float)x + 0.0f, (float)y + _valHeight / 2.0f, 0.0f);
glScaled(1.0f, _valHeight / 32767.0f, 1.0f);
glVertexPointer(2, GL_SHORT, 0, _arrVertices);
glEnableClientState(GL_VERTEX_ARRAY);

View file

@ -36,7 +36,7 @@ public:
void addSamples(unsigned ch, short const* data, unsigned n);
void render();
void render(int x, int y);
void setLowpass(float w) { assert(w > 0.0f && w <= 1.0f); _valLowpass = w; }
void setDownsampling(unsigned f) { assert(f > 0); _valDownsample = f; }

View file

@ -220,6 +220,11 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) {
}
int VoxelSystem::newway__updateNodeInArray(VoxelNode* node) {
// If we've run out of room, then just bail...
if (_voxelsInWriteArrays >= MAX_VOXELS_PER_SYSTEM) {
return 0;
}
if (node->getShouldRender()) {
glm::vec3 startVertex = node->getCorner();
float voxelScale = node->getScale();

View file

@ -78,6 +78,7 @@
#include "ViewFrustum.h"
#include "HandControl.h"
#include "AvatarRenderer.h"
using namespace std;
@ -115,6 +116,8 @@ Avatar myAvatar(true); // 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
AvatarRenderer avatarRenderer;
// Starfield information
char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
char starCacheFile[] = "cachedStars.txt";
@ -124,8 +127,6 @@ glm::vec3 box(WORLD_SIZE,WORLD_SIZE,WORLD_SIZE);
VoxelSystem voxels;
bool wantToKillLocalVoxels = false;
Environment environment;
@ -153,6 +154,8 @@ bool perfStatsOn = false; // Do we want to display perfStats?
bool logOn = true; // Whether to show on-screen log
bool wantToKillLocalVoxels = false;
int noiseOn = 0; // Whether to add random noise
float noise = 1.0; // Overall magnitude scaling for random noise levels
@ -371,20 +374,29 @@ void reset_sensors() {
//
// Using gyro data, update both view frustum and avatar head position
//
void updateAvatar(float frametime) {
float gyroPitchRate = serialPort.getRelativeValue(HEAD_PITCH_RATE);
float gyroYawRate = serialPort.getRelativeValue(HEAD_YAW_RATE );
void updateAvatar(float deltaTime) {
myAvatar.UpdateGyros(frametime, &serialPort, &gravity);
// Update my avatar's head position from gyros
myAvatar.updateHeadFromGyros(deltaTime, &serialPort, &gravity);
// Grab latest readings from the gyros
float measuredYawRate, measuredPitchRate;
if (USING_INVENSENSE_MPU9150) {
measuredPitchRate = serialPort.getLastPitchRate();
measuredYawRate = serialPort.getLastYawRate();
} else {
measuredPitchRate = serialPort.getRelativeValue(HEAD_PITCH_RATE);
measuredYawRate = serialPort.getRelativeValue(HEAD_YAW_RATE);
}
// Update gyro-based mouse (X,Y on screen)
const float MIN_MOUSE_RATE = 30.0;
const float MOUSE_SENSITIVITY = 0.1f;
if (powf(gyroYawRate*gyroYawRate +
gyroPitchRate*gyroPitchRate, 0.5) > MIN_MOUSE_RATE)
if (powf(measuredYawRate * measuredYawRate +
measuredPitchRate * measuredPitchRate, 0.5) > MIN_MOUSE_RATE)
{
headMouseX += gyroYawRate*MOUSE_SENSITIVITY;
headMouseY += gyroPitchRate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
headMouseX += measuredYawRate*MOUSE_SENSITIVITY;
headMouseY += measuredPitchRate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
}
headMouseX = max(headMouseX, 0);
headMouseX = min(headMouseX, WIDTH);
@ -394,26 +406,31 @@ void updateAvatar(float frametime) {
// Update head and body pitch and yaw based on measured gyro rates
if (::gyroLook) {
// Yaw
const float MIN_YAW_RATE = 50;
const float YAW_SENSITIVITY = 1.0;
const float MIN_YAW_RATE = 20.f;
const float YAW_MAGNIFY = 3.0;
if (fabs(gyroYawRate) > MIN_YAW_RATE) {
float addToBodyYaw = (gyroYawRate > 0.f)
? gyroYawRate - MIN_YAW_RATE : gyroYawRate + MIN_YAW_RATE;
if (fabs(measuredYawRate) > MIN_YAW_RATE) {
float addToBodyYaw = (measuredYawRate > 0.f)
? measuredYawRate - MIN_YAW_RATE : measuredYawRate + MIN_YAW_RATE;
myAvatar.addBodyYaw(-addToBodyYaw * YAW_SENSITIVITY * frametime);
// If we are rotating the body (render angle), move the head reverse amount to compensate
myAvatar.addBodyYaw(-addToBodyYaw * YAW_MAGNIFY * deltaTime);
myAvatar.addHeadYaw(addToBodyYaw * YAW_MAGNIFY * deltaTime);
}
// Pitch NOTE: PER - Need to make camera able to pitch first!
/*
const float MIN_PITCH_RATE = 50;
const float PITCH_SENSITIVITY = 1.0;
// Pitch
const float MIN_PITCH_RATE = 20.f;
const float PITCH_MAGNIFY = 2.0;
if (fabs(gyroPitchRate) > MIN_PITCH_RATE) {
float addToBodyPitch = (gyroPitchRate > 0.f)
? gyroPitchRate - MIN_PITCH_RATE : gyroPitchRate + MIN_PITCH_RATE;
if (fabs(measuredPitchRate) > MIN_PITCH_RATE) {
float addToBodyPitch = (measuredPitchRate > 0.f)
? measuredPitchRate - MIN_PITCH_RATE : measuredPitchRate + MIN_PITCH_RATE;
myAvatar.addBodyPitch(addToBodyPitch * PITCH_SENSITIVITY * frametime);
*/
myAvatar.setRenderPitch(myAvatar.getRenderPitch() + addToBodyPitch * PITCH_MAGNIFY * deltaTime);
}
// Always decay the render pitch, assuming that we are never going to want to permanently look up or down
const float RENDER_PITCH_DECAY = 1.0;
myAvatar.setRenderPitch(myAvatar.getRenderPitch() * (1.f - RENDER_PITCH_DECAY * deltaTime));
}
// Get audio loudness data from audio input device
@ -438,7 +455,6 @@ void updateAvatar(float frametime) {
myAvatar.setCameraFarClip(::viewFrustum.getFarClip());
AgentList* agentList = AgentList::getInstance();
if (agentList->getOwnerID() != UNKNOWN_AGENT_ID) {
// if I know my ID, send head/hand data to the avatar mixer and voxel server
unsigned char broadcastString[200];
@ -912,7 +928,7 @@ void displayOverlay() {
#ifndef _WIN32
audio.render(WIDTH, HEIGHT);
audioScope.render();
audioScope.render(20, HEIGHT - 200);
#endif
//noiseTest(WIDTH, HEIGHT);
@ -1024,12 +1040,12 @@ void display(void)
//float firstPersonDistance = 0.0f;
//float firstPersonTightness = 100.0f;
float firstPersonPitch = 20.0f;
float firstPersonPitch = 20.0f + myAvatar.getRenderPitch();
float firstPersonUpShift = 0.1f;
float firstPersonDistance = 0.4f;
float firstPersonTightness = 100.0f;
float thirdPersonPitch = 0.0f;
float thirdPersonPitch = 0.0f + myAvatar.getRenderPitch();
float thirdPersonUpShift = -0.2f;
float thirdPersonDistance = 1.2f;
float thirdPersonTightness = 8.0f;
@ -1095,12 +1111,14 @@ void display(void)
myCamera.update( 1.f/FPS );
// Render anything (like HUD items) that we want to be in 3D but not in worldspace
/*
const float HUD_Z_OFFSET = -5.f;
glPushMatrix();
glm::vec3 test(0.5, 0.5, 0.5);
glTranslatef(1, 1, HUD_Z_OFFSET);
drawVector(&test);
glPopMatrix();
*/
// Note: whichCamera is used to pick between the normal camera myCamera for our
@ -1700,7 +1718,7 @@ void idle(void) {
serialPort.readData();
}
// Sample hardware, update view frustum if needed, Lsend avatar data to mixer/agents
// Sample hardware, update view frustum if needed, and send avatar data to mixer/agents
updateAvatar(deltaTime);
// read incoming packets from network

View file

@ -19,7 +19,7 @@ const int TREE_SCALE = 128;
const int NUMBER_OF_CHILDREN = 8;
const int MAX_VOXEL_PACKET_SIZE = 1492;
const int MAX_TREE_SLICE_BYTES = 26;
const int MAX_VOXELS_PER_SYSTEM = 500000;
const int MAX_VOXELS_PER_SYSTEM = 200000;
const int VERTICES_PER_VOXEL = 24;
const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
const int INDICES_PER_VOXEL = 3 * 12;

View file

@ -24,7 +24,7 @@ void addLandscape(VoxelTree * tree) {
printf("Adding Landscape...\n");
}
void addScene(VoxelTree * tree) {
void voxelTutorial(VoxelTree * tree) {
printf("adding scene...\n");
// We want our corner voxels to be about 1/2 meter high, and our TREE_SCALE is in meters, so...