overte/animation-server/src/main.cpp
2013-05-17 13:55:26 -07:00

324 lines
12 KiB
C++

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