overte-HifiExperiments/interface/src/Hand.h
Eric Johnston 5d59bcbec7 (changed per requests and re-merged) Two Leap-related crashes fixed, plus Leap improvements
1. Fixed thread-crash at terminate() time by terminating the LeapManager properly
2. Fixed an intermittent thread-crash when Leap active by removing auto-connection between controller and listener
3. Added fingerRoot positions to display and data packet
4. Introduced a vec3-based convention so that more finger data may be added without causing trouble for old clients and servers
5. My avatar's fingers are different color from others
2013-07-02 17:03:32 -07:00

72 lines
2.1 KiB
C++
Executable file

//
// Hand.h
// interface
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef hifi_Hand_h
#define hifi_Hand_h
#include <glm/glm.hpp>
#include <AvatarData.h>
#include <HandData.h>
#include "Balls.h"
#include "world.h"
#include "InterfaceConfig.h"
#include "SerialInterface.h"
#include <SharedUtil.h>
#include <vector>
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<glm::vec3>& fingerTips,
const std::vector<glm::vec3>& fingerRoots);
void setLeapHands (const std::vector<glm::vec3>& handPositions,
const std::vector<glm::vec3>& 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<HandBall> _leapBalls;
// private methods
void renderHandSpheres();
void calculateGeometry();
glm::vec3 leapPositionToWorldPosition(const glm::vec3& leapPosition);
};
#endif