// // Hand.h // interface // // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #ifndef hifi_Hand_h #define hifi_Hand_h #include #include #include #include "Balls.h" #include "world.h" #include "InterfaceConfig.h" #include "SerialInterface.h" #include #include class Avatar; class ProgramObject; class Hand : public HandData { public: Hand(Avatar* owningAvatar); struct HandBall { glm::vec3 position; // the actual dynamic position of the ball at any given time glm::quat rotation; // the rotation of the ball glm::vec3 velocity; // the velocity of the ball float radius; // the radius of the ball bool isCollidable; // whether or not the ball responds to collisions float touchForce; // a scalar determining the amount that the cursor (or hand) is penetrating the ball }; void init(); void reset(); void simulate(float deltaTime, bool isMine); void render(bool lookingInMirror); void setBallColor (glm::vec3 ballColor ) { _ballColor = ballColor; } void setLeapFingers (const std::vector& fingerTips, const std::vector& fingerRoots); void setLeapHands (const std::vector& handPositions, const std::vector& handNormals); // getters const glm::vec3& getLeapBallPosition (int ball) const { return _leapBalls[ball].position;} private: // disallow copies of the Hand, copy of owning Avatar is disallowed too Hand(const Hand&); Hand& operator= (const Hand&); Avatar* _owningAvatar; float _renderAlpha; bool _lookingInMirror; glm::vec3 _ballColor; glm::vec3 _position; glm::quat _orientation; std::vector _leapBalls; // private methods void renderHandSpheres(); void calculateGeometry(); glm::vec3 leapPositionToWorldPosition(const glm::vec3& leapPosition); }; #endif