// // Hand.h // interface // // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #ifndef hifi_Hand_h #define hifi_Hand_h #include #include #include #include #include #include #include #include "InterfaceConfig.h" #include "world.h" #include "VoxelSystem.h" class Avatar; class ProgramObject; const float HAND_PADDLE_OFFSET = 0.1f; const float HAND_PADDLE_THICKNESS = 0.01f; const float HAND_PADDLE_RADIUS = 0.15f; 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 bool isColliding; // ball is currently colliding 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 isMine); void setBallColor (glm::vec3 ballColor ) { _ballColor = ballColor; } // getters const glm::vec3& getLeapFingerTipBallPosition (int ball) const { return _leapFingerTipBalls [ball].position;} const glm::vec3& getLeapFingerRootBallPosition(int ball) const { return _leapFingerRootBalls[ball].position;} void collideAgainstAvatar(Avatar* avatar, bool isMyHand); void collideAgainstOurself(); private: // disallow copies of the Hand, copy of owning Avatar is disallowed too Hand(const Hand&); Hand& operator= (const Hand&); int _controllerButtons; /// Button states read from hand-held controllers Avatar* _owningAvatar; float _renderAlpha; glm::vec3 _ballColor; std::vector _leapFingerTipBalls; std::vector _leapFingerRootBalls; glm::vec3 _lastFingerAddVoxel, _lastFingerDeleteVoxel; VoxelDetail _collidingVoxel; glm::vec3 _collisionCenter; float _collisionAge; float _collisionDuration; // private methods void setLeapHands(const std::vector& handPositions, const std::vector& handNormals); void renderLeapHands(bool isMine); void renderLeapFingerTrails(); void calculateGeometry(); void handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime); void playSlaps(PalmData& palm, Avatar* avatar); }; #endif