Improved comments at start of main.cpp, dropped unused octal.h,.cpp files, deleted many unused system variables and functions.

This commit is contained in:
Philip Rosedale 2013-04-10 00:25:03 -07:00
parent 5a98ebfff2
commit ef785ba7aa
3 changed files with 138 additions and 294 deletions

View file

@ -1,16 +1,25 @@
//
//
// Interface
//
// Show a field of objects rendered in 3D, with yaw and pitch of scene driven
// by accelerometer data
// serial port connected to Maple board/arduino.
//
// Allows you to connect to and see/hear the shared 3D space.
// Optionally uses serialUSB connection to get gyro data for head movement.
// Optionally gets UDP stream from transmitter to animate controller/hand.
//
// Usage: The interface client first attempts to contact a domain server to
// discover the appropriate audio, voxel, and avatar servers to contact.
// Right now, the default domain server is "highfidelity.below92.com"
// You can change the domain server to use your own by editing the
// DOMAIN_HOSTNAME or DOMAIN_IP strings in the file AgentList.cpp
//
//
// Welcome Aboard!
//
//
// Keyboard Commands:
//
// / = toggle stats display
// spacebar = reset gyros/head
// h = render Head
// spacebar = reset gyros/head position
// h = render Head facing yourself (mirror)
// l = show incoming gyro levels
//
@ -68,41 +77,31 @@
using namespace std;
int audio_on = 1; // Whether to turn on the audio support
int simulate_on = 1;
AgentList agentList(AGENT_TYPE_INTERFACE);
pthread_t networkReceiveThread;
bool stopNetworkReceiveThread = false;
// For testing, add milliseconds of delay for received UDP packets
int packetcount = 0;
int packets_per_second = 0;
int bytes_per_second = 0;
int bytescount = 0;
int packetCount = 0;
int packetsPerSecond = 0;
int bytesPerSecond = 0;
int bytesCount = 0;
// Getting a target location from other machine (or loopback) to display
int target_x, target_y;
int target_display = 0;
int headMirror = 1; // Whether to mirror own head when viewing it
int head_mirror = 1; // Whether to mirror own head when viewing it
int sendToSelf = 1;
int WIDTH = 1200;
int HEIGHT = 800;
int WIDTH = 1200; // Window size
int HEIGHT = 800;
int fullscreen = 0;
bool wantColorRandomizer = true; // for addSphere and load file
bool wantColorRandomizer = true; // for addSphere and load file
Oscilloscope audioScope(256,200,true);
#define HAND_RADIUS 0.25 // Radius of in-world 'hand' of you
Head myHead; // The rendered head of oneself
Camera myCamera; // My view onto the world (sometimes on myself :)
// Starfield information
char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
FieldOfView fov;
Stars stars;
#ifdef STARFIELD_KEYS
int starsTiles = 20;
@ -110,15 +109,16 @@ double starsLod = 1.0;
#endif
glm::vec3 box(WORLD_SIZE,WORLD_SIZE,WORLD_SIZE);
ParticleSystem balls(0,
box,
false, // Wrap?
0.02f, // Noise
0.3f, // Size scale
0.0 // Gravity
false, // Wrap?
0.02f, // Noise
0.3f, // Size scale
0.0 // Gravity
);
Cloud cloud(20000, // Particles
Cloud cloud(0, // Particles
box, // Bounding Box
false // Wrap
);
@ -133,12 +133,12 @@ Field field;
Audio audio(&audioScope, &myHead);
#endif
#define RENDER_FRAME_MSECS 8
int steps_per_frame = 0;
#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 start_yaw = 122;
float startYaw = 122.f;
float renderPitch = 0.f;
float renderYawRate = 0.f;
float renderPitchRate = 0.f;
@ -146,31 +146,25 @@ float renderPitchRate = 0.f;
// Where one's own agent begins in the world (needs to become a dynamic thing passed to the program)
glm::vec3 start_location(6.1f, 0, 1.4f);
int stats_on = 0; // Whether to show onscreen text overlay with stats
int statsOn = 0; // Whether to show onscreen text overlay with stats
bool starsOn = false; // Whether to display the stars
bool paintOn = false; // Whether to paint voxels as you fly around
VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
bool perfStatsOn = false; // Do we want to display perfStats?
int noise_on = 0; // Whether to add random noise
int noiseOn = 0; // Whether to add random noise
float noise = 1.0; // Overall magnitude scaling for random noise levels
int step_on = 0;
int display_levels = 0;
int display_head = 0;
int display_field = 0;
int displayLevels = 0;
int displayHead = 0;
int displayField = 0;
int display_head_mouse = 1; // Display sample mouse pointer controlled by head movement
int head_mouse_x, head_mouse_y;
int head_lean_x, head_lean_y;
int displayHeadMouse = 1; // Display sample mouse pointer controlled by head movement
int headMouseX, headMouseY;
int mouse_x, mouse_y; // Where is the mouse
int mouse_start_x, mouse_start_y; // Mouse location at start of last down click
int mouse_pressed = 0; // true if mouse has been pressed (clear when finished)
int nearbyAgents = 0; // How many other people near you is the domain server reporting?
int speed;
int mouseX, mouseY; // Where is the mouse
int mouseStartX, mouseStartY; // Mouse location at start of last down click
int mousePressed = 0; // true if mouse has been pressed (clear when finished)
//
// Serial USB Variables
@ -185,17 +179,14 @@ int first_measurement = 1;
// Frame rate Measurement
int framecount = 0;
int frameCount = 0;
float FPS = 120.f;
timeval timer_start, timer_end;
timeval last_frame;
timeval timerStart, timerEnd;
timeval lastTimeIdle;
double elapsedTime;
// Particles
char texture_filename[] = "images/int-texture256-v4.png";
unsigned int texture_width = 256;
unsigned int texture_height = 256;
float particle_attenuation_quadratic[] = { 0.0f, 0.0f, 2.0f }; // larger Z = smaller particles
float pointer_attenuation_quadratic[] = { 1.0f, 0.0f, 0.0f }; // for 2D view
@ -218,34 +209,19 @@ float pointer_attenuation_quadratic[] = { 1.0f, 0.0f, 0.0f }; // for 2D view
// Every second, check the frame rates and other stuff
void Timer(int extra)
{
gettimeofday(&timer_end, NULL);
FPS = (float)framecount / ((float)diffclock(&timer_start, &timer_end) / 1000.f);
packets_per_second = (float)packetcount / ((float)diffclock(&timer_start, &timer_end) / 1000.f);
bytes_per_second = (float)bytescount / ((float)diffclock(&timer_start, &timer_end) / 1000.f);
framecount = 0;
packetcount = 0;
bytescount = 0;
gettimeofday(&timerEnd, NULL);
FPS = (float)frameCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
packetsPerSecond = (float)packetCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
bytesPerSecond = (float)bytesCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
frameCount = 0;
packetCount = 0;
bytesCount = 0;
glutTimerFunc(1000,Timer,0);
gettimeofday(&timer_start, NULL);
gettimeofday(&timerStart, NULL);
// Ping the agents we can see
agentList.pingAgents();
if (0) {
// Massive send packet speed test
timeval starttest, endtest;
gettimeofday(&starttest, NULL);
char junk[1000];
junk[0] = 'J';
for (int i = 0; i < 10000; i++)
{
// agentSocket.send((char *)"192.168.1.38", AGENT_UDP_PORT, junk, 1000);
}
gettimeofday(&endtest, NULL);
float sendTime = static_cast<float>( diffclock(&starttest, &endtest) );
printf("packet test = %4.1f\n", sendTime);
}
// if we haven't detected gyros, check for them now
if (!serialPort.active) {
@ -253,10 +229,7 @@ void Timer(int extra)
}
}
void display_stats(void)
void displayStats(void)
{
// bitmap chars are about 10 pels high
char legend[] = "/ - toggle this display, Q - exit, H - show head, M - show hand, T - test audio";
@ -269,7 +242,7 @@ void display_stats(void)
char stats[200];
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d Head(x,y,z)=( %f , %f , %f )",
FPS, packets_per_second, bytes_per_second, headPos.x,headPos.y,headPos.z);
FPS, packetsPerSecond, bytesPerSecond, headPos.x,headPos.y,headPos.z);
drawtext(10, 49, 0.10f, 0, 1.0, 0, stats);
if (serialPort.active) {
sprintf(stats, "ADC samples = %d, LED = %d",
@ -327,26 +300,10 @@ void display_stats(void)
}
delete []perfStatLinesArray; // we're responsible for cleanup
}
/*
std::stringstream angles;
angles << "render_yaw: " << myHead.getRenderYaw() << ", Yaw: " << myHead.getYaw();
drawtext(10,50,0.10, 0, 1.0, 0, (char *)angles.str().c_str());
*/
/*
char adc[200];
sprintf(adc, "location = %3.1f,%3.1f,%3.1f, angle_to(origin) = %3.1f, head yaw = %3.1f, render_yaw = %3.1f",
-location[0], -location[1], -location[2],
angle_to(myHead.getPos()*-1.f, glm::vec3(0,0,0), myHead.getRenderYaw(), myHead.getYaw()),
myHead.getYaw(), myHead.getRenderYaw());
drawtext(10, 50, 0.10, 0, 1.0, 0, adc);
*/
}
void initDisplay(void)
{
// Set up blending function so that we can NOT clear the display
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -355,36 +312,27 @@ void initDisplay(void)
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
// load_png_as_texture(texture_filename);
if (fullscreen) glutFullScreen();
}
void init(void)
{
voxels.init();
voxels.setViewerHead(&myHead);
myHead.setRenderYaw(start_yaw);
myHead.setRenderYaw(startYaw);
head_mouse_x = WIDTH/2;
head_mouse_y = HEIGHT/2;
head_lean_x = WIDTH/2;
head_lean_y = HEIGHT/2;
headMouseX = WIDTH/2;
headMouseY = HEIGHT/2;
stars.readInput(starFile, 0);
// Initialize Field values
field = Field();
printf( "Field Initialized.\n" );
if (noise_on) {
if (noiseOn) {
myHead.setNoise(noise);
}
myHead.setPos(start_location );
myCamera.setPosition( start_location );
#ifdef MARKER_CAPTURE
@ -399,8 +347,8 @@ void init(void)
}
#endif
gettimeofday(&timer_start, NULL);
gettimeofday(&last_frame, NULL);
gettimeofday(&timerStart, NULL);
gettimeofday(&lastTimeIdle, NULL);
}
void terminate () {
@ -421,15 +369,13 @@ void reset_sensors()
//
// Reset serial I/O sensors
//
myHead.setRenderYaw(start_yaw);
myHead.setRenderYaw(startYaw);
yaw = renderYawRate = 0;
pitch = renderPitch = renderPitchRate = 0;
myHead.setPos(start_location);
head_mouse_x = WIDTH/2;
head_mouse_y = HEIGHT/2;
head_lean_x = WIDTH/2;
head_lean_y = HEIGHT/2;
headMouseX = WIDTH/2;
headMouseY = HEIGHT/2;
myHead.reset();
@ -440,12 +386,12 @@ void reset_sensors()
void simulateHand(float deltaTime) {
// If mouse is being dragged, send current force to the hand controller
if (mouse_pressed == 1)
if (mousePressed == 1)
{
// Add a velocity to the hand corresponding to the detected size of the drag vector
const float MOUSE_HAND_FORCE = 1.5;
float dx = mouse_x - mouse_start_x;
float dy = mouse_y - mouse_start_y;
float dx = mouseX - mouseStartX;
float dy = mouseY - mouseStartY;
glm::vec3 vel(dx*MOUSE_HAND_FORCE, -dy*MOUSE_HAND_FORCE*(WIDTH/HEIGHT), 0);
myHead.hand->addVelocity(vel*deltaTime);
}
@ -463,7 +409,7 @@ void simulateHead(float frametime)
//float measured_lateral_accel = serialPort.getRelativeValue(ACCEL_X);
//float measured_fwd_accel = serialPort.getRelativeValue(ACCEL_Z);
myHead.UpdatePos(frametime, &serialPort, head_mirror, &gravity);
myHead.UpdatePos(frametime, &serialPort, headMirror, &gravity);
//-------------------------------------------------------------------------------------
// set the position of the avatar
@ -476,13 +422,13 @@ void simulateHead(float frametime)
if (powf(measured_yaw_rate*measured_yaw_rate +
measured_pitch_rate*measured_pitch_rate, 0.5) > MIN_MOUSE_RATE)
{
head_mouse_x += measured_yaw_rate*MOUSE_SENSITIVITY;
head_mouse_y += measured_pitch_rate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
headMouseX += measured_yaw_rate*MOUSE_SENSITIVITY;
headMouseY += measured_pitch_rate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
}
head_mouse_x = max(head_mouse_x, 0);
head_mouse_x = min(head_mouse_x, WIDTH);
head_mouse_y = max(head_mouse_y, 0);
head_mouse_y = min(head_mouse_y, HEIGHT);
headMouseX = max(headMouseX, 0);
headMouseX = min(headMouseX, WIDTH);
headMouseY = max(headMouseY, 0);
headMouseY = min(headMouseY, HEIGHT);
// Update render direction (pitch/yaw) based on measured gyro rates
const int MIN_YAW_RATE = 100;
@ -563,12 +509,6 @@ void simulateHead(float frametime)
}
}
int render_test_spot = WIDTH/2;
int render_test_direction = 1;
void display(void)
{
PerfStat("display");
@ -601,7 +541,7 @@ void display(void)
//--------------------------------------------------------
myCamera.setTargetPosition( myHead.getPos() );
if ( display_head )
if ( displayHead )
{
//-----------------------------------------------
// set the camera to looking at my own face
@ -650,13 +590,13 @@ void display(void)
// Draw cloud of dots
glDisable( GL_POINT_SPRITE_ARB );
glDisable( GL_TEXTURE_2D );
// if (!display_head) cloud.render();
if (!displayHead) cloud.render();
// Draw voxels
voxels.render();
// Draw field vectors
if (display_field) field.render();
if (displayField) field.render();
// Render heads of other agents
for(std::vector<Agent>::iterator agent = agentList.getAgents().begin(); agent != agentList.getAgents().end(); agent++)
@ -672,10 +612,10 @@ void display(void)
}
}
if ( !display_head ) balls.render();
if ( !displayHead ) balls.render();
// Render the world box
if (!display_head && stats_on) render_world_box();
if (!displayHead && statsOn) render_world_box();
//---------------------------------
@ -687,7 +627,7 @@ void display(void)
glPushMatrix();
glLoadIdentity();
glTranslatef(0.f, 0.f, -7.f);
myHead.render(display_head, 1);
myHead.render(displayHead, 1);
glPopMatrix();
*/
@ -714,57 +654,31 @@ void display(void)
//drawvec3(100, 100, 0.15, 0, 1.0, 0, myHead.getPos(), 0, 1, 0);
glPointParameterfvARB( GL_POINT_DISTANCE_ATTENUATION_ARB, pointer_attenuation_quadratic );
if (mouse_pressed == 1)
{
glPointSize( 10.0f );
glColor3f(1,1,1);
//glEnable(GL_POINT_SMOOTH);
glBegin(GL_POINTS);
glVertex2f(target_x, target_y);
glEnd();
char val[20];
sprintf(val, "%d,%d", target_x, target_y);
drawtext(target_x, target_y-20, 0.08, 0, 1.0, 0, val, 0, 1, 0);
}
if (display_head_mouse && !display_head && stats_on)
if (displayHeadMouse && !displayHead && statsOn)
{
// Display small target box at center or head mouse target that can also be used to measure LOD
glColor3f(1.0, 1.0, 1.0);
glDisable(GL_LINE_SMOOTH);
const int PIXEL_BOX = 20;
glBegin(GL_LINE_STRIP);
glVertex2f(head_mouse_x - PIXEL_BOX/2, head_mouse_y - PIXEL_BOX/2);
glVertex2f(head_mouse_x + PIXEL_BOX/2, head_mouse_y - PIXEL_BOX/2);
glVertex2f(head_mouse_x + PIXEL_BOX/2, head_mouse_y + PIXEL_BOX/2);
glVertex2f(head_mouse_x - PIXEL_BOX/2, head_mouse_y + PIXEL_BOX/2);
glVertex2f(head_mouse_x - PIXEL_BOX/2, head_mouse_y - PIXEL_BOX/2);
glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY - PIXEL_BOX/2);
glVertex2f(headMouseX + PIXEL_BOX/2, headMouseY - PIXEL_BOX/2);
glVertex2f(headMouseX + PIXEL_BOX/2, headMouseY + PIXEL_BOX/2);
glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY + PIXEL_BOX/2);
glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY - PIXEL_BOX/2);
glEnd();
glEnable(GL_LINE_SMOOTH);
}
// Spot bouncing back and forth on bottom of screen
if (0)
{
glPointSize(50.0f);
glColor4f(1.0, 1.0, 1.0, 1.0);
glEnable(GL_POINT_SMOOTH);
glBegin(GL_POINTS);
glVertex2f(render_test_spot, HEIGHT-100);
glEnd();
render_test_spot += render_test_direction*50;
if ((render_test_spot > WIDTH-100) || (render_test_spot < 100)) render_test_direction *= -1.0;
}
// Show detected levels from the serial I/O ADC channel sensors
if (display_levels) serialPort.renderLevels(WIDTH,HEIGHT);
if (displayLevels) serialPort.renderLevels(WIDTH,HEIGHT);
// Display miscellaneous text stats onscreen
if (stats_on) {
if (statsOn) {
glLineWidth(1.0f);
glPointSize(1.0f);
display_stats();
displayStats();
}
// Draw number of nearby people always
@ -785,13 +699,9 @@ void display(void)
glutSwapBuffers();
framecount++;
frameCount++;
}
void testPointToVoxel()
{
float y=0;
@ -931,7 +841,7 @@ void key(unsigned char k, int x, int y)
// Process keypresses
if (k == 'q') ::terminate();
if (k == '/') stats_on = !stats_on; // toggle stats
if (k == '/') statsOn = !statsOn; // toggle stats
if (k == '*') ::starsOn = !::starsOn; // toggle stars
if (k == '&') {
::paintOn = !::paintOn; // toggle paint
@ -942,8 +852,8 @@ void key(unsigned char k, int x, int y)
if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server
if (k == 'n')
{
noise_on = !noise_on; // Toggle noise
if (noise_on)
noiseOn = !noiseOn; // Toggle noise
if (noiseOn)
{
myHead.setNoise(noise);
}
@ -955,16 +865,16 @@ void key(unsigned char k, int x, int y)
}
if (k == 'h') {
display_head = !display_head;
displayHead = !displayHead;
#ifndef _WIN32
audio.setMixerLoopbackFlag(display_head);
audio.setMixerLoopbackFlag(displayHead);
#endif
}
if (k == 'm') head_mirror = !head_mirror;
if (k == 'm') headMirror = !headMirror;
if (k == 'f') display_field = !display_field;
if (k == 'l') display_levels = !display_levels;
if (k == 'f') displayField = !displayField;
if (k == 'l') displayLevels = !displayLevels;
if (k == 'e') myHead.setDriveKeys(UP, 1);
if (k == 'c') myHead.setDriveKeys(DOWN, 1);
if (k == 'w') myHead.setDriveKeys(FWD, 1);
@ -981,18 +891,6 @@ void key(unsigned char k, int x, int y)
#endif
if (k == 'a') myHead.setDriveKeys(ROT_LEFT, 1);
if (k == 'd') myHead.setDriveKeys(ROT_RIGHT, 1);
if (k == 'o') simulate_on = !simulate_on;
if (k == 'p')
{
// Add to field vector
float pos[] = {5,5,5};
float add[] = {0.001, 0.001, 0.001};
field.add(add, pos);
}
if (k == '1')
{
myHead.SetNewHeadTarget((randFloat()-0.5)*20.0, (randFloat()-0.5)*20.0);
}
// press the . key to get a new random sphere of voxels added
if (k == '.') addRandomSphere(wantColorRandomizer);
@ -1009,8 +907,8 @@ void *networkReceive(void *args)
while (!stopNetworkReceiveThread) {
if (agentList.getAgentSocket().receive(&senderAddress, incomingPacket, &bytesReceived)) {
packetcount++;
bytescount += bytesReceived;
packetCount++;
bytesCount += bytesReceived;
if (incomingPacket[0] == PACKET_HEADER_TRANSMITTER_DATA) {
// Pass everything but transmitter data to the agent list
@ -1034,18 +932,17 @@ void idle(void)
timeval check;
gettimeofday(&check, NULL);
// Check and render display frame
if (diffclock(&last_frame, &check) > RENDER_FRAME_MSECS)
// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time
if (diffclock(&lastTimeIdle, &check) > IDLE_SIMULATE_MSECS)
{
steps_per_frame++;
//----------------------------------------------------------------
// If mouse is being dragged, update hand movement in the avatar
//----------------------------------------------------------------
if ( mouse_pressed == 1 )
if ( mousePressed == 1 )
{
float xOffset = ( mouse_x - mouse_start_x ) / (double)WIDTH;
float yOffset = ( mouse_y - mouse_start_y ) / (double)HEIGHT;
float xOffset = ( mouseX - mouseStartX ) / (double)WIDTH;
float yOffset = ( mouseY - mouseStartY ) / (double)HEIGHT;
float leftRight = xOffset;
float downUp = yOffset;
@ -1074,17 +971,15 @@ void idle(void)
simulateHand(1.f/FPS);
if (simulate_on) {
field.simulate(1.f/FPS);
myHead.simulate(1.f/FPS);
balls.simulate(1.f/FPS);
cloud.simulate(1.f/FPS);
lattice.simulate(1.f/FPS);
myFinger.simulate(1.f/FPS);
}
field.simulate(1.f/FPS);
myHead.simulate(1.f/FPS);
balls.simulate(1.f/FPS);
cloud.simulate(1.f/FPS);
lattice.simulate(1.f/FPS);
myFinger.simulate(1.f/FPS);
if (!step_on) glutPostRedisplay();
last_frame = check;
glutPostRedisplay();
lastTimeIdle = check;
}
@ -1120,38 +1015,38 @@ void mouseFunc( int button, int state, int x, int y )
{
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN )
{
mouse_x = x;
mouse_y = y;
mouse_pressed = 1;
mouseX = x;
mouseY = y;
mousePressed = 1;
lattice.mouseClick((float)x/(float)WIDTH,(float)y/(float)HEIGHT);
mouse_start_x = x;
mouse_start_y = y;
mouseStartX = x;
mouseStartY = y;
}
if( button == GLUT_LEFT_BUTTON && state == GLUT_UP )
{
mouse_x = x;
mouse_y = y;
mouse_pressed = 0;
mouseX = x;
mouseY = y;
mousePressed = 0;
}
}
void motionFunc( int x, int y)
{
mouse_x = x;
mouse_y = y;
mouseX = x;
mouseY = y;
lattice.mouseClick((float)x/(float)WIDTH,(float)y/(float)HEIGHT);
}
void mouseoverFunc( int x, int y)
{
mouse_x = x;
mouse_y = y;
if (mouse_pressed == 0)
mouseX = x;
mouseY = y;
if (mousePressed == 0)
{
// lattice.mouseOver((float)x/(float)WIDTH,(float)y/(float)HEIGHT);
// myFinger.setTarget(mouse_x, mouse_y);
// myFinger.setTarget(mouseX, mouseY);
}
}
@ -1209,6 +1104,8 @@ int main(int argc, const char * argv[])
printf( "Created Display Window.\n" );
initDisplay();
printf( "Initialized Display.\n" );
glutDisplayFunc(display);
glutReshapeFunc(reshape);
@ -1221,9 +1118,10 @@ int main(int argc, const char * argv[])
glutMouseFunc(mouseFunc);
glutIdleFunc(idle);
printf( "Initialized Display.\n" );
init();
printf( "Init() complete.\n" );
// Check to see if the user passed in a command line option for randomizing colors
if (cmdOptionExists(argc, argv, "--NoColorRandomizer")) {
@ -1235,16 +1133,17 @@ int main(int argc, const char * argv[])
const char* voxelsFilename = getCmdOption(argc, argv, "-i");
if (voxelsFilename) {
voxels.loadVoxelsFile(voxelsFilename,wantColorRandomizer);
printf("Local Voxel File loaded.\n");
}
// create thread for receipt of data via UDP
pthread_create(&networkReceiveThread, NULL, networkReceive, NULL);
printf( "Init() complete.\n" );
printf("Network receive thread created.\n");
glutTimerFunc(1000, Timer, 0);
glutMainLoop();
printf("Normal exit.\n");
::terminate();
return EXIT_SUCCESS;
}

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@ -1,29 +0,0 @@
//
// octal.cpp
// interface
//
// Created by Philip on 2/4/13.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
// Various subroutines for converting between X,Y,Z coords and octree coordinates.
//
#include "Util.h"
#include "octal.h"
#include <cstring>
const int X = 0;
const int Y = 1;
const int Z = 2;
domainNode rootNode;
// Given a position vector between zero and one (but less than one), and a voxel scale 1/2^scale,
// returns the smallest voxel at that scale which encloses the given point.
void getVoxel(float * pos, int scale, float * vpos) {
float vscale = powf(2, scale);
vpos[X] = floor(pos[X]*vscale)/vscale;
vpos[Y] = floor(pos[Y]*vscale)/vscale;
vpos[Z] = floor(pos[Z]*vscale)/vscale;
}

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//
// octal.h
// interface
//
// Created by Philip on 2/4/13.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#ifndef __interface__octal__
#define __interface__octal__
#include <iostream>
struct domainNode {
domainNode * child[8];
char * hostname;
char * nickname;
int domain_id;
};
domainNode* createNode(int lengthInBits, char * octalData,
char * hostname, char * nickname, int domain_id);
#endif /* defined(__interface__octal__) */