overte-Armored-Dragon/libraries/avatars/src/HandData.h
2013-07-22 14:07:51 -07:00

137 lines
5.4 KiB
C++
Executable file

//
// HandData.h
// hifi
//
// Created by Eric Johnston on 6/26/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef __hifi__HandData__
#define __hifi__HandData__
#include <iostream>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
class AvatarData;
class FingerData;
class PalmData;
const int NUM_HANDS = 2;
const int NUM_FINGERS_PER_HAND = 5;
const int NUM_FINGERS = NUM_HANDS * NUM_FINGERS_PER_HAND;
const int LEAPID_INVALID = -1;
class HandData {
public:
HandData(AvatarData* owningAvatar);
// These methods return the positions in Leap-relative space.
// To convert to world coordinates, use Hand::leapPositionToWorldPosition.
// position conversion
glm::vec3 leapPositionToWorldPosition(const glm::vec3& leapPosition) {
const float unitScale = 0.001; // convert mm to meters
return _basePosition + _baseOrientation * (leapPosition * unitScale);
}
glm::vec3 leapDirectionToWorldDirection(const glm::vec3& leapDirection) {
return glm::normalize(_baseOrientation * leapDirection);
}
std::vector<PalmData>& getPalms() { return _palms; }
size_t getNumPalms() { return _palms.size(); }
PalmData& addNewPalm();
void setFingerTrailLength(unsigned int length);
void updateFingerTrails();
// Use these for sending and receiving hand data
void encodeRemoteData(std::vector<glm::vec3>& fingerVectors);
void decodeRemoteData(const std::vector<glm::vec3>& fingerVectors);
friend class AvatarData;
protected:
glm::vec3 _basePosition; // Hands are placed relative to this
glm::quat _baseOrientation; // Hands are placed relative to this
AvatarData* _owningAvatarData;
std::vector<PalmData> _palms;
private:
// privatize copy ctor and assignment operator so copies of this object cannot be made
HandData(const HandData&);
HandData& operator= (const HandData&);
};
class FingerData {
public:
FingerData(PalmData* owningPalmData, HandData* owningHandData);
glm::vec3 getTipPosition() const { return _owningHandData->leapPositionToWorldPosition(_tipRawPosition); }
glm::vec3 getRootPosition() const { return _owningHandData->leapPositionToWorldPosition(_rootRawPosition); }
const glm::vec3& getTipRawPosition() const { return _tipRawPosition; }
const glm::vec3& getRootRawPosition() const { return _rootRawPosition; }
bool isActive() const { return _isActive; }
int getLeapID() const { return _leapID; }
void setActive(bool active) { _isActive = active; }
void setLeapID(int id) { _leapID = id; }
void setRawTipPosition(const glm::vec3& pos) { _tipRawPosition = pos; }
void setRawRootPosition(const glm::vec3& pos) { _rootRawPosition = pos; }
void setTrailLength(unsigned int length);
void updateTrail();
int getTrailNumPositions();
const glm::vec3& getTrailPosition(int index);
void incrementFramesWithoutData() { _numFramesWithoutData++; }
void resetFramesWithoutData() { _numFramesWithoutData = 0; }
int getFramesWithoutData() const { return _numFramesWithoutData; }
private:
glm::vec3 _tipRawPosition;
glm::vec3 _rootRawPosition;
bool _isActive; // This has current valid data
int _leapID; // the Leap's serial id for this tracked object
int _numFramesWithoutData; // after too many frames without data, this tracked object assumed lost.
std::vector<glm::vec3> _tipTrailPositions;
int _tipTrailCurrentStartIndex;
int _tipTrailCurrentValidLength;
PalmData* _owningPalmData;
HandData* _owningHandData;
};
class PalmData {
public:
PalmData(HandData* owningHandData);
glm::vec3 getPosition() const { return _owningHandData->leapPositionToWorldPosition(_rawPosition); }
glm::vec3 getNormal() const { return _owningHandData->leapDirectionToWorldDirection(_rawNormal); }
const glm::vec3& getRawPosition() const { return _rawPosition; }
const glm::vec3& getRawNormal() const { return _rawNormal; }
bool isActive() const { return _isActive; }
int getLeapID() const { return _leapID; }
std::vector<FingerData>& getFingers() { return _fingers; }
size_t getNumFingers() { return _fingers.size(); }
void setActive(bool active) { _isActive = active; }
void setLeapID(int id) { _leapID = id; }
void setRawPosition(const glm::vec3& pos) { _rawPosition = pos; }
void setRawNormal(const glm::vec3& normal) { _rawNormal = normal; }
void incrementFramesWithoutData() { _numFramesWithoutData++; }
void resetFramesWithoutData() { _numFramesWithoutData = 0; }
int getFramesWithoutData() const { return _numFramesWithoutData; }
private:
std::vector<FingerData> _fingers;
glm::vec3 _rawPosition;
glm::vec3 _rawNormal;
bool _isActive; // This has current valid data
int _leapID; // the Leap's serial id for this tracked object
int _numFramesWithoutData; // after too many frames without data, this tracked object assumed lost.
HandData* _owningHandData;
};
#endif /* defined(__hifi__HandData__) */