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324 lines
12 KiB
C++
324 lines
12 KiB
C++
//
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// main.cpp
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// Animation Server
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//
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// Created by Brad Hefta-Gaub on 05/16/2013
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#include <cmath>
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#include <cstdlib>
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#include <cstring>
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#include <cstdio>
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#include <OctalCode.h>
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#include <AgentList.h>
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#include <AgentTypes.h>
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#include <EnvironmentData.h>
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#include <VoxelTree.h>
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#include <SharedUtil.h>
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#include <PacketHeaders.h>
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#include <SceneUtils.h>
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#ifdef _WIN32
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#include "Syssocket.h"
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#include "Systime.h"
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#else
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#include <sys/time.h>
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#include <arpa/inet.h>
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#include <ifaddrs.h>
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#endif
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const int ANIMATION_LISTEN_PORT = 40107;
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const int ANIMATE_VOXELS_INTERVAL_USECS = SIXTY_FPS_IN_MILLISECONDS * 1000.0; // converts from milliseconds to usecs
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bool wantLocalDomain = false;
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static void sendVoxelServerZMessage() {
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char message[100];
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sprintf(message,"%c%s",'Z',"a message");
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int messageSize = strlen(message) + 1;
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AgentList::getInstance()->broadcastToAgents((unsigned char*) message, messageSize, &AGENT_TYPE_VOXEL, 1);
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}
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static void sendVoxelEditMessage(PACKET_HEADER header, VoxelDetail& detail) {
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unsigned char* bufferOut;
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int sizeOut;
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if (createVoxelEditMessage(header, 0, 1, &detail, bufferOut, sizeOut)){
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AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1);
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delete bufferOut;
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}
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}
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float intensity = 0.5f;
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float intensityIncrement = 0.1f;
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const float MAX_INTENSITY = 1.0f;
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const float MIN_INTENSITY = 0.5f;
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const float BEACON_SIZE = 0.25f / TREE_SCALE; // approximately 1/4th meter
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static void sendVoxelBlinkMessage() {
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VoxelDetail detail;
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detail.s = BEACON_SIZE;
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glm::vec3 position = glm::vec3(0, 0, detail.s);
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detail.x = detail.s * floor(position.x / detail.s);
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detail.y = detail.s * floor(position.y / detail.s);
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detail.z = detail.s * floor(position.z / detail.s);
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::intensity += ::intensityIncrement;
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if (::intensity >= MAX_INTENSITY) {
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::intensity = MAX_INTENSITY;
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::intensityIncrement = -::intensityIncrement;
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}
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if (::intensity <= MIN_INTENSITY) {
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::intensity = MIN_INTENSITY;
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::intensityIncrement = -::intensityIncrement;
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}
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detail.red = 255 * ::intensity;
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detail.green = 0 * ::intensity;
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detail.blue = 0 * ::intensity;
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PACKET_HEADER message = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE;
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sendVoxelEditMessage(message, detail);
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}
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bool stringOfLightsInitialized = false;
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int currentLight = 0;
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int lightMovementDirection = 1;
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const int SEGMENT_COUNT = 4;
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const int LIGHTS_PER_SEGMENT = 80;
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const int LIGHT_COUNT = LIGHTS_PER_SEGMENT * SEGMENT_COUNT;
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glm::vec3 stringOfLights[LIGHT_COUNT];
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unsigned char offColor[3] = { 240, 240, 240 };
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unsigned char onColor[3] = { 0, 255, 255 };
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const float STRING_OF_LIGHTS_SIZE = 0.125f / TREE_SCALE; // approximately 1/8th meter
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static void sendBlinkingStringOfLights() {
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PACKET_HEADER message = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE; // we're a bully!
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float lightScale = STRING_OF_LIGHTS_SIZE;
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VoxelDetail detail;
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detail.s = lightScale;
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// first initialized the string of lights if needed...
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if (!stringOfLightsInitialized) {
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for (int i = 0; i < LIGHT_COUNT; i++) {
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// four different segments on sides of initial platform
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int segment = floor(i / LIGHTS_PER_SEGMENT);
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int indexInSegment = i - (segment * LIGHTS_PER_SEGMENT);
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switch (segment) {
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case 0:
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// along x axis
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stringOfLights[i] = glm::vec3(indexInSegment * lightScale, 0, 0);
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break;
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case 1:
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// parallel to Z axis at outer X edge
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stringOfLights[i] = glm::vec3(LIGHTS_PER_SEGMENT * lightScale, 0, indexInSegment * lightScale);
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break;
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case 2:
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// parallel to X axis at outer Z edge
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stringOfLights[i] = glm::vec3((LIGHTS_PER_SEGMENT-indexInSegment) * lightScale, 0,
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LIGHTS_PER_SEGMENT * lightScale);
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break;
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case 3:
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// on Z axis
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stringOfLights[i] = glm::vec3(0, 0, (LIGHTS_PER_SEGMENT-indexInSegment) * lightScale);
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break;
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}
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detail.x = stringOfLights[i].x;
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detail.y = stringOfLights[i].y;
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detail.z = stringOfLights[i].z;
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detail.red = offColor[0];
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detail.green = offColor[1];
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detail.blue = offColor[2];
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sendVoxelEditMessage(message, detail);
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}
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stringOfLightsInitialized = true;
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} else {
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// turn off current light
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detail.x = detail.s * floor(stringOfLights[currentLight].x / detail.s);
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detail.y = detail.s * floor(stringOfLights[currentLight].y / detail.s);
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detail.z = detail.s * floor(stringOfLights[currentLight].z / detail.s);
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detail.red = offColor[0];
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detail.green = offColor[1];
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detail.blue = offColor[2];
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sendVoxelEditMessage(message, detail);
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// move current light...
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// if we're at the end of our string, then change direction
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if (currentLight == LIGHT_COUNT-1) {
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lightMovementDirection = -1;
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}
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if (currentLight == 0) {
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lightMovementDirection = 1;
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}
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currentLight += lightMovementDirection;
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// turn on new current light
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detail.x = detail.s * floor(stringOfLights[currentLight].x / detail.s);
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detail.y = detail.s * floor(stringOfLights[currentLight].y / detail.s);
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detail.z = detail.s * floor(stringOfLights[currentLight].z / detail.s);
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detail.red = onColor[0];
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detail.green = onColor[1];
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detail.blue = onColor[2];
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sendVoxelEditMessage(message, detail);
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}
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}
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bool billboardInitialized = false;
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const int BILLBOARD_HEIGHT = 9;
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const int BILLBOARD_WIDTH = 44;
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glm::vec3 billboardPosition((0.125f / TREE_SCALE),(0.125f / TREE_SCALE),0);
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glm::vec3 billboardLights[BILLBOARD_HEIGHT][BILLBOARD_WIDTH];
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unsigned char billboardOffColor[3] = { 240, 240, 240 };
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unsigned char billboardOnColorA[3] = { 0, 0, 255 };
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unsigned char billboardOnColorB[3] = { 0, 255, 0 };
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float billboardGradient = 0.5f;
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float billboardGradientIncrement = 0.01f;
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const float BILLBOARD_MAX_GRADIENT = 1.0f;
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const float BILLBOARD_MIN_GRADIENT = 0.0f;
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const float BILLBOARD_LIGHT_SIZE = 0.125f / TREE_SCALE; // approximately 1/8 meter per light
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// top to bottom...
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bool billBoardMessage[BILLBOARD_HEIGHT][BILLBOARD_WIDTH] = {
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{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
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{ 0,1,0,0,1,0,1,0,0,0,0,0,1,0,0,0,0,1,1,1,1,0,0,0,0,0,1,0,1,1,1,0,1,0,1,0,0,1,0,0,0,0,0,0 },
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{ 0,1,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,0,1,0,1,0,1,0,1,0,0,0,1,1,1,0,0,0,0,0 },
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{ 0,1,1,1,1,0,1,0,1,1,1,0,1,1,1,0,0,1,1,1,0,0,0,0,1,1,1,0,1,1,1,0,1,0,1,0,0,1,0,0,1,0,1,0 },
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{ 0,1,0,0,1,0,1,0,1,0,1,0,1,0,1,0,0,1,0,0,0,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,0,1,0,0,1,0,1,0 },
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{ 0,1,0,0,1,0,1,0,1,1,1,0,1,0,1,0,0,1,0,0,0,0,1,0,1,1,1,0,1,1,1,0,1,0,1,0,0,1,0,0,1,1,1,0 },
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{ 0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0 },
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{ 0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0 },
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{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }
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};
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static void sendBillboard() {
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PACKET_HEADER message = PACKET_HEADER_SET_VOXEL_DESTRUCTIVE; // we're a bully!
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float lightScale = BILLBOARD_LIGHT_SIZE;
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VoxelDetail detail;
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detail.s = lightScale;
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// first initialized the billboard of lights if needed...
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if (!billboardInitialized) {
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for (int i = 0; i < BILLBOARD_HEIGHT; i++) {
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for (int j = 0; j < BILLBOARD_WIDTH; j++) {
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billboardLights[i][j] = billboardPosition + glm::vec3(j * lightScale, (float)((BILLBOARD_HEIGHT - i) * lightScale), 0);
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}
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}
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billboardInitialized = true;
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}
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::billboardGradient += ::billboardGradientIncrement;
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if (::billboardGradient >= BILLBOARD_MAX_GRADIENT) {
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::billboardGradient = BILLBOARD_MAX_GRADIENT;
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::billboardGradientIncrement = -::billboardGradientIncrement;
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}
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if (::billboardGradient <= BILLBOARD_MIN_GRADIENT) {
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::billboardGradient = BILLBOARD_MIN_GRADIENT;
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::billboardGradientIncrement = -::billboardGradientIncrement;
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}
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for (int i = 0; i < BILLBOARD_HEIGHT; i++) {
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for (int j = 0; j < BILLBOARD_WIDTH; j++) {
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billboardLights[i][j] = billboardPosition + glm::vec3(j * lightScale, (float)((BILLBOARD_HEIGHT - i) * lightScale), 0);
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detail.x = billboardLights[i][j].x;
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detail.y = billboardLights[i][j].y;
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detail.z = billboardLights[i][j].z;
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if (billBoardMessage[i][j]) {
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detail.red = (billboardOnColorA[0] + ((billboardOnColorB[0] - billboardOnColorA[0]) * ::billboardGradient));
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detail.green = (billboardOnColorA[1] + ((billboardOnColorB[1] - billboardOnColorA[1]) * ::billboardGradient));
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detail.blue = (billboardOnColorA[2] + ((billboardOnColorB[2] - billboardOnColorA[2]) * ::billboardGradient));
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} else {
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detail.red = billboardOffColor[0];
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detail.green = billboardOffColor[1];
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detail.blue = billboardOffColor[2];
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}
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sendVoxelEditMessage(message, detail);
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}
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}
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}
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void* animateVoxels(void* args) {
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AgentList* agentList = AgentList::getInstance();
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timeval lastSendTime;
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while (true) {
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gettimeofday(&lastSendTime, NULL);
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// some animations
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//sendVoxelBlinkMessage();
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sendBlinkingStringOfLights();
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sendBillboard();
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// dynamically sleep until we need to fire off the next set of voxels
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double usecToSleep = ANIMATE_VOXELS_INTERVAL_USECS - (usecTimestampNow() - usecTimestamp(&lastSendTime));
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if (usecToSleep > 0) {
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usleep(usecToSleep);
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} else {
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std::cout << "Last send took too much time, not sleeping!\n";
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}
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}
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pthread_exit(0);
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}
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int main(int argc, const char * argv[])
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{
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AgentList* agentList = AgentList::createInstance(AGENT_TYPE_ANIMATION_SERVER, ANIMATION_LISTEN_PORT);
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setvbuf(stdout, NULL, _IOLBF, 0);
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// Handle Local Domain testing with the --local command line
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const char* local = "--local";
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::wantLocalDomain = cmdOptionExists(argc, argv,local);
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if (::wantLocalDomain) {
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printf("Local Domain MODE!\n");
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int ip = getLocalAddress();
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sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF));
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}
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agentList->linkedDataCreateCallback = NULL; // do we need a callback?
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agentList->startSilentAgentRemovalThread();
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agentList->startDomainServerCheckInThread();
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srand((unsigned)time(0));
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pthread_t animateVoxelThread;
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pthread_create(&animateVoxelThread, NULL, animateVoxels, NULL);
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sockaddr agentPublicAddress;
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unsigned char* packetData = new unsigned char[MAX_PACKET_SIZE];
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ssize_t receivedBytes;
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// loop to send to agents requesting data
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while (true) {
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// Agents sending messages to us...
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if (agentList->getAgentSocket()->receive(&agentPublicAddress, packetData, &receivedBytes)) {
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switch (packetData[0]) {
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default: {
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AgentList::getInstance()->processAgentData(&agentPublicAddress, packetData, receivedBytes);
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} break;
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}
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}
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}
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pthread_join(animateVoxelThread, NULL);
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return 0;
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}
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