// // HandControl.cpp // interface // // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #include "HandControl.h" // this class takes mouse movements normalized within the screen // dimensions and uses those to determine avatar hand movements, as well // as states for ramping up and ramping down the amplitude of such movements. // // This class might expand to accommodate 3D input devices // HandControl::HandControl() { _enabled = false; _width = 0; _height = 0; _startX = 0; _startY = 0; _x = 0; _y = 0; _lastX = 0; _lastY = 0; _velocityX = 0; _velocityY = 0; _rampUpRate = 0.05; _rampDownRate = 0.02; _envelope = 0.0f; } void HandControl::setScreenDimensions(int width, int height) { _width = width; _height = height; _startX = _width / 2; _startY = _height / 2; } void HandControl::update(int x, int y) { _lastX = _x; _lastY = _y; _x = x; _y = y; _velocityX = _x - _lastX; _velocityY = _y - _lastY; // if the mouse is moving, ramp up the envelope to increase amplitude of hand movement... if ((_velocityX != 0) || (_velocityY != 0)) { _enabled = true; if (_envelope < 1.0) { _envelope += _rampUpRate; if (_envelope >= 1.0) { _envelope = 1.0; } } } // if not enabled ramp down the envelope to decrease amplitude of hand movement... if (! _enabled) { if (_envelope > 0.0) { _envelope -= _rampDownRate; if (_envelope <= 0.0) { _startX = _width / 2; _startY = _height / 2; _envelope = 0.0; } } } _leftRight = 0.0; _downUp = 0.0; _backFront = 0.0; // if envelope is greater than zero, apply mouse movement to values to be output if (_envelope > 0.0) { _leftRight += ((_x - _startX) / (float)_width ) * _envelope; _downUp += ((_y - _startY) / (float)_height) * _envelope; } } glm::vec3 HandControl::getValues() { return glm::vec3(_leftRight, _downUp, _backFront); } void HandControl::stop() { _enabled = false; }