Merge pull request #1065 from machinelevel/dev4

Add left-arm movement to remote avatars without changing network packet structure
This commit is contained in:
Philip Rosedale 2013-10-16 09:29:01 -07:00
commit 67e035ee95
3 changed files with 49 additions and 37 deletions

View file

@ -460,6 +460,8 @@ void Avatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMovem
_skeleton.joint[AVATAR_JOINT_RIGHT_FINGERTIPS].position += transformedHandMovement;
}
enableHandMovement |= updateLeapHandPositions();
//constrain right arm length and re-adjust elbow position as it bends
// NOTE - the following must be called on all avatars - not just _isMine
if (enableHandMovement) {
@ -641,6 +643,51 @@ void Avatar::updateBodyBalls(float deltaTime) {
_bodyBall[BODY_BALL_HEAD_TOP].rotation * _skeleton.joint[BODY_BALL_HEAD_TOP].bindPosePosition;
}
// returns true if the Leap controls any of the avatar's hands.
bool Avatar::updateLeapHandPositions() {
bool returnValue = false;
// If there are leap-interaction hands visible, see if we can use them as the endpoints for IK
if (getHand().getPalms().size() > 0) {
PalmData const* leftLeapHand = NULL;
PalmData const* rightLeapHand = NULL;
// Look through all of the palms available (there may be more than two), and pick
// the leftmost and rightmost. If there's only one, we'll use a heuristic below
// to decode whether it's the left or right.
for (size_t i = 0; i < getHand().getPalms().size(); ++i) {
PalmData& palm = getHand().getPalms()[i];
if (palm.isActive()) {
if (!rightLeapHand || !leftLeapHand) {
rightLeapHand = leftLeapHand = &palm;
}
else if (palm.getRawPosition().x > rightLeapHand->getRawPosition().x) {
rightLeapHand = &palm;
}
else if (palm.getRawPosition().x < leftLeapHand->getRawPosition().x) {
leftLeapHand = &palm;
}
}
}
// If there's only one palm visible. Decide if it's the left or right
if (leftLeapHand == rightLeapHand && leftLeapHand) {
if (leftLeapHand->getRawPosition().x > 0) {
leftLeapHand = NULL;
}
else {
rightLeapHand = NULL;
}
}
if (leftLeapHand) {
_skeleton.joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].position = leftLeapHand->getPosition();
returnValue = true;
}
if (rightLeapHand) {
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = rightLeapHand->getPosition();
returnValue = true;
}
}
return returnValue;
}
void Avatar::updateArmIKAndConstraints(float deltaTime, AvatarJointID fingerTipJointID) {
Skeleton::AvatarJoint& fingerJoint = _skeleton.joint[fingerTipJointID];
Skeleton::AvatarJoint& wristJoint = _skeleton.joint[fingerJoint.parent];

View file

@ -231,6 +231,7 @@ protected:
glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
void updateBodyBalls(float deltaTime);
bool updateLeapHandPositions();
void updateArmIKAndConstraints(float deltaTime, AvatarJointID fingerTipJointID);
void setScale(const float scale);

View file

@ -912,43 +912,7 @@ void MyAvatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMov
_avatarTouch.setHasInteractingOther(false);
}
// If there are leap-interaction hands visible, see if we can use them as the endpoints for IK
if (getHand().getPalms().size() > 0) {
PalmData const* leftLeapHand = NULL;
PalmData const* rightLeapHand = NULL;
// Look through all of the palms available (there may be more than two), and pick
// the leftmost and rightmost. If there's only one, we'll use a heuristic below
// to decode whether it's the left or right.
for (size_t i = 0; i < getHand().getPalms().size(); ++i) {
PalmData& palm = getHand().getPalms()[i];
if (palm.isActive()) {
if (!rightLeapHand || !leftLeapHand) {
rightLeapHand = leftLeapHand = &palm;
}
else if (palm.getRawPosition().x > rightLeapHand->getRawPosition().x) {
rightLeapHand = &palm;
}
else if (palm.getRawPosition().x < leftLeapHand->getRawPosition().x) {
leftLeapHand = &palm;
}
}
}
// If there's only one palm visible. Decide if it's the left or right
if (leftLeapHand == rightLeapHand && leftLeapHand) {
if (leftLeapHand->getRawPosition().x > 0) {
leftLeapHand = NULL;
}
else {
rightLeapHand = NULL;
}
}
if (leftLeapHand) {
_skeleton.joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].position = leftLeapHand->getPosition();
}
if (rightLeapHand) {
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = rightLeapHand->getPosition();
}
}
enableHandMovement |= updateLeapHandPositions();
//constrain right arm length and re-adjust elbow position as it bends
// NOTE - the following must be called on all avatars - not just _isMine