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added first cut at view frustum debuging code
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@ -511,6 +511,151 @@ void simulateHead(float frametime)
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}
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}
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// These handy operators should probably go somewhere else, I'm surprised they don't
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// already exist somewhere in OpenGL. Maybe someone can point me to them if they do exist!
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glm::vec3 operator* (float lhs, const glm::vec3& rhs)
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{
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glm::vec3 result = rhs;
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result.x *= lhs;
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result.y *= lhs;
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result.z *= lhs;
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return result;
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}
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glm::vec3 operator* (const glm::vec3& lhs, float rhs)
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{
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glm::vec3 result = lhs;
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result.x *= rhs;
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result.y *= rhs;
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result.z *= rhs;
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return result;
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}
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// XXXBHG - this code is not yet working. This is here to help Jeffery debug getAvatarHeadLookatDirection()
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// The code will draw a yellow line from the avatar's position to the origin,
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// It also attempts to draw a cyan line from the avatar to 2 meters in front of the avatar in the direction
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// it's looking. But that's not working right now.
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void render_view_frustum() {
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//printf("frustum low.x=%f, low.y=%f, low.z=%f, high.x=%f, high.y=%f, high.z=%f\n",low.x,low.y,low.z,high.x,high.y,high.z);
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// p – the camera position
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// d – a vector with the direction of the camera's view ray. In here it is assumed that this vector has been normalized
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// nearDist – the distance from the camera to the near plane
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// nearHeight – the height of the near plane
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// nearWidth – the width of the near plane
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// farDist – the distance from the camera to the far plane
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// farHeight – the height of the far plane
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// farWidth – the width of the far plane
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glm::vec3 cameraPosition = ::myHead.getPos()*-1.0; // We need to flip the sign to make this work.
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glm::vec3 cameraDirection = ::myHead.getAvatarHeadLookatDirection()*-1.0; // gak! Not sure if this is correct!
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// this is a temporary test, create a vertice that's 2 meters in front of avatar in direction their looking
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glm::vec3 lookingAt = cameraPosition+(cameraDirection*2.0);
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// Some debug lines.
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glDisable(GL_LIGHTING);
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glLineWidth(1.0);
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glBegin(GL_LINES);
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// line from avatar to the origin -- this one is working.
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glColor3f(1,1,0);
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glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
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glVertex3f(0,0,0);
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// line from avatar to 2 meters in front of avatar -- this is NOT working
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glColor3f(0,1,1);
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glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
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glVertex3f(lookingAt.x,lookingAt.y,lookingAt.z);
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/*
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// Not yet ready for this...
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glm::vec3 up = glm::vec3(0.0,1.0,0.0);
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glm::vec3 right = glm::vec3(1.0,0.0,0.0);
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float nearDist = 0.1;
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float farDist = 500.0;
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float fov = (0.7854f*2.0); // 45 deg * 2 = 90 deg
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float screenWidth = 800.0; // hack! We need to make this eventually be the correct height/width
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float screenHeight = 600.0;
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float ratio = screenWidth/screenHeight;
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float nearHeight = 2 * tan(fov / 2) * nearDist;
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float nearWidth = nearHeight * ratio;
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float farHeight = 2 * tan(fov / 2) * farDist;
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float farWidth = farHeight * ratio;
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glm::vec3 farCenter = cameraPosition+cameraDirection*farDist;
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glm::vec3 farTopLeft = farCenter + (up*farHeight*0.5) - (right*farWidth*0.5);
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glm::vec3 farTopRight = farCenter + (up*farHeight*0.5) + (right*farWidth*0.5);
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glm::vec3 farBottomLeft = farCenter - (up*farHeight*0.5) - (right*farWidth*0.5);
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glm::vec3 farBottomRight = farCenter - (up*farHeight*0.5) + (right*farWidth*0.5);
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glm::vec3 nearCenter = cameraPosition+cameraDirection*nearDist;
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glm::vec3 nearTopLeft = nearCenter + (up*nearHeight*0.5) - (right*nearWidth*0.5);
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glm::vec3 nearTopRight = nearCenter + (up*nearHeight*0.5) + (right*nearWidth*0.5);
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glm::vec3 nearBottomLeft = nearCenter - (up*nearHeight*0.5) - (right*nearWidth*0.5);
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glm::vec3 nearBottomRight = nearCenter - (up*nearHeight*0.5) + (right*nearWidth*0.5);
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*/
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/*
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glColor3f(1,1,1);
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// near plane - bottom edge
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glVertex3f(low.x,low.y,low.z);
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glVertex3f(high.x,low.y,low.z);
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// near plane - top edge
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glVertex3f(low.x,high.y,low.z);
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glVertex3f(high.x,high.y,low.z);
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// near plane - right edge
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glVertex3f(low.x,high.y,low.z);
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glVertex3f(low.x,low.y,low.z);
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// near plane - left edge
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glVertex3f(high.x,high.y,low.z);
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glVertex3f(high.x,low.y,low.z);
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// far plane - bottom edge
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glVertex3f(low.x,low.y,high.z);
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glVertex3f(high.x,low.y,high.z);
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// far plane - top edge
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glVertex3f(low.x,high.y,high.z);
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glVertex3f(high.x,high.y,high.z);
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// far plane - right edge
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glVertex3f(low.x,high.y,high.z);
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glVertex3f(low.x,low.y,high.z);
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// far plane - left edge
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glVertex3f(high.x,high.y,high.z);
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glVertex3f(high.x,low.y,high.z);
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// right plane - bottom edge - near to distant
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glVertex3f(low.x,low.y,low.z);
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glVertex3f(low.x,low.y,high.z);
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// right plane - top edge - near to distant
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glVertex3f(low.x,high.y,low.z);
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glVertex3f(low.x,high.y,high.z);
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// left plane - bottom edge - near to distant
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glVertex3f(high.x,low.y,low.z);
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glVertex3f(high.x,low.y,high.z);
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// left plane - top edge - near to distant
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glVertex3f(high.x,high.y,low.z);
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glVertex3f(high.x,high.y,high.z);
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*/
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glEnd();
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}
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void display(void)
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{
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//printf( "avatar head lookat = %f, %f, %f\n", myHead.getAvatarHeadLookatDirection().x, myHead.getAvatarHeadLookatDirection().y, myHead.getAvatarHeadLookatDirection().z );
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@ -637,6 +782,9 @@ void display(void)
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// Render the world box
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if (!displayHead && statsOn) render_world_box();
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// brad's frustum for debugging
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render_view_frustum();
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//---------------------------------
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