//// Application.cpp// interface//// Created by Andrzej Kapolka on 5/10/13.// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. #include <sstream> #include <stdlib.h>#include <cmath> #include <glm/gtx/component_wise.hpp>#include <glm/gtx/quaternion.hpp>#include <glm/gtx/vector_angle.hpp> // include this before QGLWidget, which includes an earlier version of OpenGL#include "InterfaceConfig.h" #include <QActionGroup>#include <QColorDialog>#include <QDesktopWidget>#include <QCheckBox>#include <QImage>#include <QKeyEvent>#include <QMainWindow>#include <QMenuBar>#include <QMouseEvent>#include <QNetworkAccessManager>#include <QNetworkDiskCache>#include <QOpenGLFramebufferObject>#include <QWheelEvent>#include <QSettings>#include <QShortcut>#include <QTimer>#include <QUrl>#include <QtDebug>#include <QFileDialog>#include <QDesktopServices> #include <AudioInjector.h>#include <NodeTypes.h>#include <Logging.h>#include <OctalCode.h>#include <PacketHeaders.h>#include <PairingHandler.h>#include <PerfStat.h>#include <UUID.h>#include <VoxelSceneStats.h> #include "Application.h"#include "DataServerClient.h"#include "InterfaceVersion.h"#include "LogDisplay.h"#include "Menu.h"#include "Swatch.h"#include "Util.h"#include "devices/LeapManager.h"#include "devices/OculusManager.h"#include "renderer/ProgramObject.h"#include "ui/TextRenderer.h"#include "InfoView.h" using namespace std; // Starfield informationstatic unsigned STARFIELD_NUM_STARS = 50000;static unsigned STARFIELD_SEED = 1; static const int BANDWIDTH_METER_CLICK_MAX_DRAG_LENGTH = 6; // farther dragged clicks are ignored const int IDLE_SIMULATE_MSECS = 16; // How often should call simulate and other stuff // in the idle loop? (60 FPS is default)static QTimer* idleTimer = NULL; const int STARTUP_JITTER_SAMPLES = NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL / 2; // Startup optimistically with small jitter buffer that // will start playback on the second received audio packet. const int MIRROR_VIEW_TOP_PADDING = 5;const int MIRROR_VIEW_LEFT_PADDING = 10;const int MIRROR_VIEW_WIDTH = 265;const int MIRROR_VIEW_HEIGHT = 215;const float MIRROR_FULLSCREEN_DISTANCE = 0.2f;const float MIRROR_REARVIEW_DISTANCE = 0.3f;const float MIRROR_REARVIEW_BODY_DISTANCE = 1.f; void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString &message) { fprintf(stdout, "%s", message.toLocal8Bit().constData()); LogDisplay::instance.addMessage(message.toLocal8Bit().constData());} Application::Application(int& argc, char** argv, timeval &startup_time) : QApplication(argc, argv), _window(new QMainWindow(desktop())), _glWidget(new GLCanvas()), _displayLevels(false), _frameCount(0), _fps(120.0f), _justStarted(true), _voxelImporter(_window), _wantToKillLocalVoxels(false), _audioScope(256, 200, true), _profile(QString()), _mirrorViewRect(QRect(MIRROR_VIEW_LEFT_PADDING, MIRROR_VIEW_TOP_PADDING, MIRROR_VIEW_WIDTH, MIRROR_VIEW_HEIGHT)), _mouseX(0), _mouseY(0), _lastMouseMove(usecTimestampNow()), _mouseHidden(false), _seenMouseMove(false), _touchAvgX(0.0f), _touchAvgY(0.0f), _isTouchPressed(false), _yawFromTouch(0.0f), _pitchFromTouch(0.0f), _mousePressed(false), _isHoverVoxel(false), _isHoverVoxelSounding(false), _mouseVoxelScale(1.0f / 1024.0f), _mouseVoxelScaleInitialized(false), _justEditedVoxel(false), _isHighlightVoxel(false), _nudgeStarted(false), _lookingAlongX(false), _lookingAwayFromOrigin(true), _lookatTargetAvatar(NULL), _lookatIndicatorScale(1.0f), _perfStatsOn(false), _chatEntryOn(false), _audio(&_audioScope, STARTUP_JITTER_SAMPLES), _stopNetworkReceiveThread(false), _voxelProcessor(), _voxelHideShowThread(&_voxels), _voxelEditSender(this), _particleEditSender(this), _packetCount(0), _packetsPerSecond(0), _bytesPerSecond(0), _bytesCount(0), _recentMaxPackets(0), _resetRecentMaxPacketsSoon(true), _swatch(NULL), _pasteMode(false){ _applicationStartupTime = startup_time; switchToResourcesParentIfRequired(); QFontDatabase::addApplicationFont("resources/styles/Inconsolata.otf"); _window->setWindowTitle("Interface"); qInstallMessageHandler(messageHandler); // call Menu getInstance static method to set up the menu _window->setMenuBar(Menu::getInstance()); qDebug("[VERSION] Build sequence: %i\n", BUILD_VERSION); unsigned int listenPort = 0; // bind to an ephemeral port by default const char** constArgv = const_cast<const char**>(argv); const char* portStr = getCmdOption(argc, constArgv, "--listenPort"); if (portStr) { listenPort = atoi(portStr); } NodeList* nodeList = NodeList::createInstance(NODE_TYPE_AGENT, listenPort); // put the audio processing on a separate thread QThread* audioThread = new QThread(this); _audio.moveToThread(audioThread); connect(audioThread, SIGNAL(started()), &_audio, SLOT(start())); audioThread->start(); nodeList->addHook(&_voxels); nodeList->addHook(this); nodeList->addDomainListener(this); nodeList->addDomainListener(&_voxels); // network receive thread and voxel parsing thread are both controlled by the --nonblocking command line _enableProcessVoxelsThread = _enableNetworkThread = !cmdOptionExists(argc, constArgv, "--nonblocking"); // read the ApplicationInfo.ini file for Name/Version/Domain information QSettings applicationInfo("resources/info/ApplicationInfo.ini", QSettings::IniFormat); // set the associated application properties applicationInfo.beginGroup("INFO"); setApplicationName(applicationInfo.value("name").toString()); setApplicationVersion(applicationInfo.value("version").toString()); setOrganizationName(applicationInfo.value("organizationName").toString()); setOrganizationDomain(applicationInfo.value("organizationDomain").toString()); _settings = new QSettings(this); // Check to see if the user passed in a command line option for loading a local // Voxel File. _voxelsFilename = getCmdOption(argc, constArgv, "-i"); // the callback for our instance of NodeList is attachNewHeadToNode nodeList->linkedDataCreateCallback = &attachNewHeadToNode; #ifdef _WIN32 WSADATA WsaData; int wsaresult = WSAStartup(MAKEWORD(2,2), &WsaData); #endif // tell the NodeList instance who to tell the domain server we care about const char nodeTypesOfInterest[] = {NODE_TYPE_AUDIO_MIXER, NODE_TYPE_AVATAR_MIXER, NODE_TYPE_VOXEL_SERVER, NODE_TYPE_PARTICLE_SERVER, NODE_TYPE_METAVOXEL_SERVER}; nodeList->setNodeTypesOfInterest(nodeTypesOfInterest, sizeof(nodeTypesOfInterest)); QTimer* silentNodeTimer = new QTimer(this); connect(silentNodeTimer, SIGNAL(timeout()), nodeList, SLOT(removeSilentNodes())); silentNodeTimer->start(NODE_SILENCE_THRESHOLD_USECS / 1000); QString cachePath = QStandardPaths::writableLocation(QStandardPaths::DataLocation); _networkAccessManager = new QNetworkAccessManager(this); QNetworkDiskCache* cache = new QNetworkDiskCache(_networkAccessManager); cache->setCacheDirectory(!cachePath.isEmpty() ? cachePath : "interfaceCache"); _networkAccessManager->setCache(cache); _window->setCentralWidget(_glWidget); restoreSizeAndPosition(); _window->setVisible(true); _glWidget->setFocusPolicy(Qt::StrongFocus); _glWidget->setFocus(); // enable mouse tracking; otherwise, we only get drag events _glWidget->setMouseTracking(true); // initialization continues in initializeGL when OpenGL context is ready // Tell our voxel edit sender about our known jurisdictions _voxelEditSender.setVoxelServerJurisdictions(&_voxelServerJurisdictions); _particleEditSender.setServerJurisdictions(&_particleServerJurisdictions); // For now we're going to set the PPS for outbound packets to be super high, this is // probably not the right long term solution. But for now, we're going to do this to // allow you to move a particle around in your hand _particleEditSender.setPacketsPerSecond(3000); // super high!! // Set the sixense filtering _sixenseManager.setFilter(Menu::getInstance()->isOptionChecked(MenuOption::FilterSixense));} Application::~Application() { qInstallMessageHandler(NULL); // make sure we don't call the idle timer any more delete idleTimer; // ask the audio thread to quit and wait until it is done _audio.thread()->quit(); _audio.thread()->wait(); storeSizeAndPosition(); NodeList::getInstance()->removeHook(&_voxels); NodeList::getInstance()->removeHook(this); NodeList::getInstance()->removeDomainListener(this); _sharedVoxelSystem.changeTree(new VoxelTree); VoxelTreeElement::removeDeleteHook(&_voxels); // we don't need to do this processing on shutdown Menu::getInstance()->deleteLater(); delete _settings; delete _followMode; delete _glWidget;} void Application::restoreSizeAndPosition() { QSettings* settings = new QSettings(this); QRect available = desktop()->availableGeometry(); settings->beginGroup("Window"); int x = (int)loadSetting(settings, "x", 0); int y = (int)loadSetting(settings, "y", 0); _window->move(x, y); int width = (int)loadSetting(settings, "width", available.width()); int height = (int)loadSetting(settings, "height", available.height()); _window->resize(width, height); settings->endGroup();} void Application::storeSizeAndPosition() { QSettings* settings = new QSettings(this); settings->beginGroup("Window"); settings->setValue("width", _window->rect().width()); settings->setValue("height", _window->rect().height()); settings->setValue("x", _window->pos().x()); settings->setValue("y", _window->pos().y()); settings->endGroup();} void Application::initializeGL() { qDebug( "Created Display Window.\n" ); // initialize glut for shape drawing; Qt apparently initializes it on OS X #ifndef __APPLE__ int argc = 0; glutInit(&argc, 0); #endif // Before we render anything, let's set up our viewFrustumOffsetCamera with a sufficiently large // field of view and near and far clip to make it interesting. //viewFrustumOffsetCamera.setFieldOfView(90.0); _viewFrustumOffsetCamera.setNearClip(0.1); _viewFrustumOffsetCamera.setFarClip(500.0 * TREE_SCALE); initDisplay(); qDebug( "Initialized Display.\n" ); init(); qDebug( "Init() complete.\n" ); // create thread for receipt of data via UDP if (_enableNetworkThread) { pthread_create(&_networkReceiveThread, NULL, networkReceive, NULL); qDebug("Network receive thread created.\n"); } // create thread for parsing of voxel data independent of the main network and rendering threads _voxelProcessor.initialize(_enableProcessVoxelsThread); _voxelEditSender.initialize(_enableProcessVoxelsThread); _voxelHideShowThread.initialize(_enableProcessVoxelsThread); _particleEditSender.initialize(_enableProcessVoxelsThread); if (_enableProcessVoxelsThread) { qDebug("Voxel parsing thread created.\n"); } // call terminate before exiting connect(this, SIGNAL(aboutToQuit()), SLOT(terminate())); // call our timer function every second QTimer* timer = new QTimer(this); connect(timer, SIGNAL(timeout()), SLOT(timer())); timer->start(1000); // call our idle function whenever we can idleTimer = new QTimer(this); connect(idleTimer, SIGNAL(timeout()), SLOT(idle())); idleTimer->start(0); _idleLoopStdev.reset(); if (_justStarted) { float startupTime = (usecTimestampNow() - usecTimestamp(&_applicationStartupTime)) / 1000000.0; _justStarted = false; char title[50]; sprintf(title, "Interface: %4.2f seconds\n", startupTime); qDebug("%s", title); const char LOGSTASH_INTERFACE_START_TIME_KEY[] = "interface-start-time"; // ask the Logstash class to record the startup time Logging::stashValue(STAT_TYPE_TIMER, LOGSTASH_INTERFACE_START_TIME_KEY, startupTime); } // update before the first render update(0.0f); InfoView::showFirstTime();} void Application::paintGL() { PerformanceWarning::setSuppressShortTimings(Menu::getInstance()->isOptionChecked(MenuOption::SuppressShortTimings)); bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings); PerformanceWarning warn(showWarnings, "Application::paintGL()"); glEnable(GL_LINE_SMOOTH); if (OculusManager::isConnected()) { _myCamera.setUpShift (0.0f); _myCamera.setDistance (0.0f); _myCamera.setTightness (0.0f); // Camera is directly connected to head without smoothing _myCamera.setTargetPosition(_myAvatar.getHead().calculateAverageEyePosition()); _myCamera.setTargetRotation(_myAvatar.getHead().getOrientation()); } else if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) { _myCamera.setTightness(0.0f); // In first person, camera follows head exactly without delay _myCamera.setTargetPosition(_myAvatar.getHead().calculateAverageEyePosition()); _myCamera.setTargetRotation(_myAvatar.getHead().getCameraOrientation()); } else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) { _myCamera.setTightness (0.0f); // Camera is directly connected to head without smoothing _myCamera.setTargetPosition(_myAvatar.getUprightHeadPosition()); _myCamera.setTargetRotation(_myAvatar.getHead().getCameraOrientation()); } else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) { _myCamera.setTightness(0.0f); float headHeight = _myAvatar.getHead().calculateAverageEyePosition().y - _myAvatar.getPosition().y; _myCamera.setDistance(MIRROR_FULLSCREEN_DISTANCE * _myAvatar.getScale()); _myCamera.setTargetPosition(_myAvatar.getPosition() + glm::vec3(0, headHeight, 0)); _myCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f))); } // Update camera position _myCamera.update( 1.f/_fps ); // Note: whichCamera is used to pick between the normal camera myCamera for our // main camera, vs, an alternate camera. The alternate camera we support right now // is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism // to add other cameras. // // Why have two cameras? Well, one reason is that because in the case of the renderViewFrustum() // code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of // myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera Camera whichCamera = _myCamera; if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayFrustum)) { ViewFrustumOffset viewFrustumOffset = Menu::getInstance()->getViewFrustumOffset(); // set the camera to third-person view but offset so we can see the frustum _viewFrustumOffsetCamera.setTargetPosition(_myCamera.getTargetPosition()); _viewFrustumOffsetCamera.setTargetRotation(_myCamera.getTargetRotation() * glm::quat(glm::radians(glm::vec3( viewFrustumOffset.pitch, viewFrustumOffset.yaw, viewFrustumOffset.roll)))); _viewFrustumOffsetCamera.setUpShift(viewFrustumOffset.up); _viewFrustumOffsetCamera.setDistance(viewFrustumOffset.distance); _viewFrustumOffsetCamera.initialize(); // force immediate snap to ideal position and orientation _viewFrustumOffsetCamera.update(1.f/_fps); whichCamera = _viewFrustumOffsetCamera; } if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) { updateShadowMap(); } if (OculusManager::isConnected()) { OculusManager::display(whichCamera); } else { _glowEffect.prepare(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); displaySide(whichCamera); glPopMatrix(); _glowEffect.render(); if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) { bool eyeRelativeCamera = false; if (_rearMirrorTools->getZoomLevel() == BODY) { _mirrorCamera.setDistance(MIRROR_REARVIEW_BODY_DISTANCE * _myAvatar.getScale()); _mirrorCamera.setTargetPosition(_myAvatar.getChestJointPosition()); } else { // HEAD zoom level _mirrorCamera.setDistance(MIRROR_REARVIEW_DISTANCE * _myAvatar.getScale()); if (_myAvatar.getSkeletonModel().isActive() && _myAvatar.getHead().getFaceModel().isActive()) { // as a hack until we have a better way of dealing with coordinate precision issues, reposition the // face/body so that the average eye position lies at the origin eyeRelativeCamera = true; _mirrorCamera.setTargetPosition(glm::vec3()); } else { _mirrorCamera.setTargetPosition(_myAvatar.getHead().calculateAverageEyePosition()); } } _mirrorCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f))); _mirrorCamera.update(1.0f/_fps); // set the bounds of rear mirror view glViewport(_mirrorViewRect.x(), _glWidget->height() - _mirrorViewRect.y() - _mirrorViewRect.height(), _mirrorViewRect.width(), _mirrorViewRect.height()); glScissor(_mirrorViewRect.x(), _glWidget->height() - _mirrorViewRect.y() - _mirrorViewRect.height(), _mirrorViewRect.width(), _mirrorViewRect.height()); bool updateViewFrustum = false; updateProjectionMatrix(_mirrorCamera, updateViewFrustum); glEnable(GL_SCISSOR_TEST); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // render rear mirror view glPushMatrix(); if (eyeRelativeCamera) { // save absolute translations glm::vec3 absoluteSkeletonTranslation = _myAvatar.getSkeletonModel().getTranslation(); glm::vec3 absoluteFaceTranslation = _myAvatar.getHead().getFaceModel().getTranslation(); // get the eye positions relative to the neck and use them to set the face translation glm::vec3 leftEyePosition, rightEyePosition; _myAvatar.getHead().getFaceModel().setTranslation(glm::vec3()); _myAvatar.getHead().getFaceModel().getEyePositions(leftEyePosition, rightEyePosition); _myAvatar.getHead().getFaceModel().setTranslation((leftEyePosition + rightEyePosition) * -0.5f); // get the neck position relative to the body and use it to set the skeleton translation glm::vec3 neckPosition; _myAvatar.getSkeletonModel().setTranslation(glm::vec3()); _myAvatar.getSkeletonModel().getNeckPosition(neckPosition);Lines 1–500 of 4493. 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// // Application.cpp // interface // // Created by Andrzej Kapolka on 5/10/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. #include <sstream> #include <stdlib.h> #include <cmath> #include <glm/gtx/component_wise.hpp> #include <glm/gtx/quaternion.hpp> #include <glm/gtx/vector_angle.hpp> // include this before QGLWidget, which includes an earlier version of OpenGL #include "InterfaceConfig.h" #include <QActionGroup> #include <QColorDialog> #include <QDesktopWidget> #include <QCheckBox> #include <QImage> #include <QKeyEvent> #include <QMainWindow> #include <QMenuBar> #include <QMouseEvent> #include <QNetworkAccessManager> #include <QNetworkDiskCache> #include <QOpenGLFramebufferObject> #include <QWheelEvent> #include <QSettings> #include <QShortcut> #include <QTimer> #include <QUrl> #include <QtDebug> #include <QFileDialog> #include <QDesktopServices> #include <AudioInjector.h> #include <NodeTypes.h> #include <Logging.h> #include <OctalCode.h> #include <PacketHeaders.h> #include <PairingHandler.h> #include <PerfStat.h> #include <UUID.h> #include <VoxelSceneStats.h> #include "Application.h" #include "DataServerClient.h" #include "InterfaceVersion.h" #include "LogDisplay.h" #include "Menu.h" #include "Swatch.h" #include "Util.h" #include "devices/LeapManager.h" #include "devices/OculusManager.h" #include "renderer/ProgramObject.h" #include "ui/TextRenderer.h" #include "InfoView.h" using namespace std; // Starfield information static unsigned STARFIELD_NUM_STARS = 50000; static unsigned STARFIELD_SEED = 1; static const int BANDWIDTH_METER_CLICK_MAX_DRAG_LENGTH = 6; // farther dragged clicks are ignored const int IDLE_SIMULATE_MSECS = 16; // How often should call simulate and other stuff // in the idle loop? (60 FPS is default) static QTimer* idleTimer = NULL; const int STARTUP_JITTER_SAMPLES = NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL / 2; // Startup optimistically with small jitter buffer that // will start playback on the second received audio packet. const int MIRROR_VIEW_TOP_PADDING = 5; const int MIRROR_VIEW_LEFT_PADDING = 10; const int MIRROR_VIEW_WIDTH = 265; const int MIRROR_VIEW_HEIGHT = 215; const float MIRROR_FULLSCREEN_DISTANCE = 0.2f; const float MIRROR_REARVIEW_DISTANCE = 0.3f; const float MIRROR_REARVIEW_BODY_DISTANCE = 1.f; void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString &message) { fprintf(stdout, "%s", message.toLocal8Bit().constData()); LogDisplay::instance.addMessage(message.toLocal8Bit().constData()); } Application::Application(int& argc, char** argv, timeval &startup_time) : QApplication(argc, argv), _window(new QMainWindow(desktop())), _glWidget(new GLCanvas()), _displayLevels(false), _frameCount(0), _fps(120.0f), _justStarted(true), _voxelImporter(_window), _wantToKillLocalVoxels(false), _audioScope(256, 200, true), _profile(QString()), _mirrorViewRect(QRect(MIRROR_VIEW_LEFT_PADDING, MIRROR_VIEW_TOP_PADDING, MIRROR_VIEW_WIDTH, MIRROR_VIEW_HEIGHT)), _mouseX(0), _mouseY(0), _lastMouseMove(usecTimestampNow()), _mouseHidden(false), _seenMouseMove(false), _touchAvgX(0.0f), _touchAvgY(0.0f), _isTouchPressed(false), _yawFromTouch(0.0f), _pitchFromTouch(0.0f), _mousePressed(false), _isHoverVoxel(false), _isHoverVoxelSounding(false), _mouseVoxelScale(1.0f / 1024.0f), _mouseVoxelScaleInitialized(false), _justEditedVoxel(false), _isHighlightVoxel(false), _nudgeStarted(false), _lookingAlongX(false), _lookingAwayFromOrigin(true), _lookatTargetAvatar(NULL), _lookatIndicatorScale(1.0f), _perfStatsOn(false), _chatEntryOn(false), _audio(&_audioScope, STARTUP_JITTER_SAMPLES), _stopNetworkReceiveThread(false), _voxelProcessor(), _voxelHideShowThread(&_voxels), _voxelEditSender(this), _particleEditSender(this), _packetCount(0), _packetsPerSecond(0), _bytesPerSecond(0), _bytesCount(0), _recentMaxPackets(0), _resetRecentMaxPacketsSoon(true), _swatch(NULL), _pasteMode(false) { _applicationStartupTime = startup_time; switchToResourcesParentIfRequired(); QFontDatabase::addApplicationFont("resources/styles/Inconsolata.otf"); _window->setWindowTitle("Interface"); qInstallMessageHandler(messageHandler); // call Menu getInstance static method to set up the menu _window->setMenuBar(Menu::getInstance()); qDebug("[VERSION] Build sequence: %i\n", BUILD_VERSION); unsigned int listenPort = 0; // bind to an ephemeral port by default const char** constArgv = const_cast<const char**>(argv); const char* portStr = getCmdOption(argc, constArgv, "--listenPort"); if (portStr) { listenPort = atoi(portStr); } NodeList* nodeList = NodeList::createInstance(NODE_TYPE_AGENT, listenPort); // put the audio processing on a separate thread QThread* audioThread = new QThread(this); _audio.moveToThread(audioThread); connect(audioThread, SIGNAL(started()), &_audio, SLOT(start())); audioThread->start(); nodeList->addHook(&_voxels); nodeList->addHook(this); nodeList->addDomainListener(this); nodeList->addDomainListener(&_voxels); // network receive thread and voxel parsing thread are both controlled by the --nonblocking command line _enableProcessVoxelsThread = _enableNetworkThread = !cmdOptionExists(argc, constArgv, "--nonblocking"); // read the ApplicationInfo.ini file for Name/Version/Domain information QSettings applicationInfo("resources/info/ApplicationInfo.ini", QSettings::IniFormat); // set the associated application properties applicationInfo.beginGroup("INFO"); setApplicationName(applicationInfo.value("name").toString()); setApplicationVersion(applicationInfo.value("version").toString()); setOrganizationName(applicationInfo.value("organizationName").toString()); setOrganizationDomain(applicationInfo.value("organizationDomain").toString()); _settings = new QSettings(this); // Check to see if the user passed in a command line option for loading a local // Voxel File. _voxelsFilename = getCmdOption(argc, constArgv, "-i"); // the callback for our instance of NodeList is attachNewHeadToNode nodeList->linkedDataCreateCallback = &attachNewHeadToNode; #ifdef _WIN32 WSADATA WsaData; int wsaresult = WSAStartup(MAKEWORD(2,2), &WsaData); #endif // tell the NodeList instance who to tell the domain server we care about const char nodeTypesOfInterest[] = {NODE_TYPE_AUDIO_MIXER, NODE_TYPE_AVATAR_MIXER, NODE_TYPE_VOXEL_SERVER, NODE_TYPE_PARTICLE_SERVER, NODE_TYPE_METAVOXEL_SERVER}; nodeList->setNodeTypesOfInterest(nodeTypesOfInterest, sizeof(nodeTypesOfInterest)); QTimer* silentNodeTimer = new QTimer(this); connect(silentNodeTimer, SIGNAL(timeout()), nodeList, SLOT(removeSilentNodes())); silentNodeTimer->start(NODE_SILENCE_THRESHOLD_USECS / 1000); QString cachePath = QStandardPaths::writableLocation(QStandardPaths::DataLocation); _networkAccessManager = new QNetworkAccessManager(this); QNetworkDiskCache* cache = new QNetworkDiskCache(_networkAccessManager); cache->setCacheDirectory(!cachePath.isEmpty() ? cachePath : "interfaceCache"); _networkAccessManager->setCache(cache); _window->setCentralWidget(_glWidget); restoreSizeAndPosition(); _window->setVisible(true); _glWidget->setFocusPolicy(Qt::StrongFocus); _glWidget->setFocus(); // enable mouse tracking; otherwise, we only get drag events _glWidget->setMouseTracking(true); // initialization continues in initializeGL when OpenGL context is ready // Tell our voxel edit sender about our known jurisdictions _voxelEditSender.setVoxelServerJurisdictions(&_voxelServerJurisdictions); _particleEditSender.setServerJurisdictions(&_particleServerJurisdictions); // For now we're going to set the PPS for outbound packets to be super high, this is // probably not the right long term solution. But for now, we're going to do this to // allow you to move a particle around in your hand _particleEditSender.setPacketsPerSecond(3000); // super high!! // Set the sixense filtering _sixenseManager.setFilter(Menu::getInstance()->isOptionChecked(MenuOption::FilterSixense)); } Application::~Application() { qInstallMessageHandler(NULL); // make sure we don't call the idle timer any more delete idleTimer; // ask the audio thread to quit and wait until it is done _audio.thread()->quit(); _audio.thread()->wait(); storeSizeAndPosition(); NodeList::getInstance()->removeHook(&_voxels); NodeList::getInstance()->removeHook(this); NodeList::getInstance()->removeDomainListener(this); _sharedVoxelSystem.changeTree(new VoxelTree); VoxelTreeElement::removeDeleteHook(&_voxels); // we don't need to do this processing on shutdown Menu::getInstance()->deleteLater(); delete _settings; delete _followMode; delete _glWidget; } void Application::restoreSizeAndPosition() { QSettings* settings = new QSettings(this); QRect available = desktop()->availableGeometry(); settings->beginGroup("Window"); int x = (int)loadSetting(settings, "x", 0); int y = (int)loadSetting(settings, "y", 0); _window->move(x, y); int width = (int)loadSetting(settings, "width", available.width()); int height = (int)loadSetting(settings, "height", available.height()); _window->resize(width, height); settings->endGroup(); } void Application::storeSizeAndPosition() { QSettings* settings = new QSettings(this); settings->beginGroup("Window"); settings->setValue("width", _window->rect().width()); settings->setValue("height", _window->rect().height()); settings->setValue("x", _window->pos().x()); settings->setValue("y", _window->pos().y()); settings->endGroup(); } void Application::initializeGL() { qDebug( "Created Display Window.\n" ); // initialize glut for shape drawing; Qt apparently initializes it on OS X #ifndef __APPLE__ int argc = 0; glutInit(&argc, 0); #endif // Before we render anything, let's set up our viewFrustumOffsetCamera with a sufficiently large // field of view and near and far clip to make it interesting. //viewFrustumOffsetCamera.setFieldOfView(90.0); _viewFrustumOffsetCamera.setNearClip(0.1); _viewFrustumOffsetCamera.setFarClip(500.0 * TREE_SCALE); initDisplay(); qDebug( "Initialized Display.\n" ); init(); qDebug( "Init() complete.\n" ); // create thread for receipt of data via UDP if (_enableNetworkThread) { pthread_create(&_networkReceiveThread, NULL, networkReceive, NULL); qDebug("Network receive thread created.\n"); } // create thread for parsing of voxel data independent of the main network and rendering threads _voxelProcessor.initialize(_enableProcessVoxelsThread); _voxelEditSender.initialize(_enableProcessVoxelsThread); _voxelHideShowThread.initialize(_enableProcessVoxelsThread); _particleEditSender.initialize(_enableProcessVoxelsThread); if (_enableProcessVoxelsThread) { qDebug("Voxel parsing thread created.\n"); } // call terminate before exiting connect(this, SIGNAL(aboutToQuit()), SLOT(terminate())); // call our timer function every second QTimer* timer = new QTimer(this); connect(timer, SIGNAL(timeout()), SLOT(timer())); timer->start(1000); // call our idle function whenever we can idleTimer = new QTimer(this); connect(idleTimer, SIGNAL(timeout()), SLOT(idle())); idleTimer->start(0); _idleLoopStdev.reset(); if (_justStarted) { float startupTime = (usecTimestampNow() - usecTimestamp(&_applicationStartupTime)) / 1000000.0; _justStarted = false; char title[50]; sprintf(title, "Interface: %4.2f seconds\n", startupTime); qDebug("%s", title); const char LOGSTASH_INTERFACE_START_TIME_KEY[] = "interface-start-time"; // ask the Logstash class to record the startup time Logging::stashValue(STAT_TYPE_TIMER, LOGSTASH_INTERFACE_START_TIME_KEY, startupTime); } // update before the first render update(0.0f); InfoView::showFirstTime(); } void Application::paintGL() { PerformanceWarning::setSuppressShortTimings(Menu::getInstance()->isOptionChecked(MenuOption::SuppressShortTimings)); bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings); PerformanceWarning warn(showWarnings, "Application::paintGL()"); glEnable(GL_LINE_SMOOTH); if (OculusManager::isConnected()) { _myCamera.setUpShift (0.0f); _myCamera.setDistance (0.0f); _myCamera.setTightness (0.0f); // Camera is directly connected to head without smoothing _myCamera.setTargetPosition(_myAvatar.getHead().calculateAverageEyePosition()); _myCamera.setTargetRotation(_myAvatar.getHead().getOrientation()); } else if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) { _myCamera.setTightness(0.0f); // In first person, camera follows head exactly without delay _myCamera.setTargetPosition(_myAvatar.getHead().calculateAverageEyePosition()); _myCamera.setTargetRotation(_myAvatar.getHead().getCameraOrientation()); } else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) { _myCamera.setTightness (0.0f); // Camera is directly connected to head without smoothing _myCamera.setTargetPosition(_myAvatar.getUprightHeadPosition()); _myCamera.setTargetRotation(_myAvatar.getHead().getCameraOrientation()); } else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) { _myCamera.setTightness(0.0f); float headHeight = _myAvatar.getHead().calculateAverageEyePosition().y - _myAvatar.getPosition().y; _myCamera.setDistance(MIRROR_FULLSCREEN_DISTANCE * _myAvatar.getScale()); _myCamera.setTargetPosition(_myAvatar.getPosition() + glm::vec3(0, headHeight, 0)); _myCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f))); } // Update camera position _myCamera.update( 1.f/_fps ); // Note: whichCamera is used to pick between the normal camera myCamera for our // main camera, vs, an alternate camera. The alternate camera we support right now // is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism // to add other cameras. // // Why have two cameras? Well, one reason is that because in the case of the renderViewFrustum() // code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of // myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera Camera whichCamera = _myCamera; if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayFrustum)) { ViewFrustumOffset viewFrustumOffset = Menu::getInstance()->getViewFrustumOffset(); // set the camera to third-person view but offset so we can see the frustum _viewFrustumOffsetCamera.setTargetPosition(_myCamera.getTargetPosition()); _viewFrustumOffsetCamera.setTargetRotation(_myCamera.getTargetRotation() * glm::quat(glm::radians(glm::vec3( viewFrustumOffset.pitch, viewFrustumOffset.yaw, viewFrustumOffset.roll)))); _viewFrustumOffsetCamera.setUpShift(viewFrustumOffset.up); _viewFrustumOffsetCamera.setDistance(viewFrustumOffset.distance); _viewFrustumOffsetCamera.initialize(); // force immediate snap to ideal position and orientation _viewFrustumOffsetCamera.update(1.f/_fps); whichCamera = _viewFrustumOffsetCamera; } if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) { updateShadowMap(); } if (OculusManager::isConnected()) { OculusManager::display(whichCamera); } else { _glowEffect.prepare(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); displaySide(whichCamera); glPopMatrix(); _glowEffect.render(); if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) { bool eyeRelativeCamera = false; if (_rearMirrorTools->getZoomLevel() == BODY) { _mirrorCamera.setDistance(MIRROR_REARVIEW_BODY_DISTANCE * _myAvatar.getScale()); _mirrorCamera.setTargetPosition(_myAvatar.getChestJointPosition()); } else { // HEAD zoom level _mirrorCamera.setDistance(MIRROR_REARVIEW_DISTANCE * _myAvatar.getScale()); if (_myAvatar.getSkeletonModel().isActive() && _myAvatar.getHead().getFaceModel().isActive()) { // as a hack until we have a better way of dealing with coordinate precision issues, reposition the // face/body so that the average eye position lies at the origin eyeRelativeCamera = true; _mirrorCamera.setTargetPosition(glm::vec3()); } else { _mirrorCamera.setTargetPosition(_myAvatar.getHead().calculateAverageEyePosition()); } } _mirrorCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f))); _mirrorCamera.update(1.0f/_fps); // set the bounds of rear mirror view glViewport(_mirrorViewRect.x(), _glWidget->height() - _mirrorViewRect.y() - _mirrorViewRect.height(), _mirrorViewRect.width(), _mirrorViewRect.height()); glScissor(_mirrorViewRect.x(), _glWidget->height() - _mirrorViewRect.y() - _mirrorViewRect.height(), _mirrorViewRect.width(), _mirrorViewRect.height()); bool updateViewFrustum = false; updateProjectionMatrix(_mirrorCamera, updateViewFrustum); glEnable(GL_SCISSOR_TEST); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // render rear mirror view glPushMatrix(); if (eyeRelativeCamera) { // save absolute translations glm::vec3 absoluteSkeletonTranslation = _myAvatar.getSkeletonModel().getTranslation(); glm::vec3 absoluteFaceTranslation = _myAvatar.getHead().getFaceModel().getTranslation(); // get the eye positions relative to the neck and use them to set the face translation glm::vec3 leftEyePosition, rightEyePosition; _myAvatar.getHead().getFaceModel().setTranslation(glm::vec3()); _myAvatar.getHead().getFaceModel().getEyePositions(leftEyePosition, rightEyePosition); _myAvatar.getHead().getFaceModel().setTranslation((leftEyePosition + rightEyePosition) * -0.5f); // get the neck position relative to the body and use it to set the skeleton translation glm::vec3 neckPosition; _myAvatar.getSkeletonModel().setTranslation(glm::vec3()); _myAvatar.getSkeletonModel().getNeckPosition(neckPosition);