overte-HifiExperiments/interface/src/Hand.cpp
Eric Johnston 57c2f16894 Merge branch 'master' of https://github.com/worklist/hifi into dev4
Conflicts:
	interface/src/Hand.cpp
2013-07-17 16:42:11 -07:00

303 lines
11 KiB
C++
Executable file

//
// Hand.cpp
// interface
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <QImage>
#include <NodeList.h>
#include "Application.h"
#include "Avatar.h"
#include "Hand.h"
#include "Util.h"
#include "renderer/ProgramObject.h"
using namespace std;
Hand::Hand(Avatar* owningAvatar) :
HandData((AvatarData*)owningAvatar),
_owningAvatar(owningAvatar),
_renderAlpha(1.0),
_lookingInMirror(false),
_ballColor(0.0, 0.0, 0.4),
_particleSystemInitialized(false)
{
// initialize all finger particle emitters with an invalid id as default
for (int f = 0; f< NUM_FINGERS_PER_HAND; f ++ ) {
_fingerParticleEmitter[f] = -1;
}
}
void Hand::init() {
// Different colors for my hand and others' hands
if (_owningAvatar && _owningAvatar->isMyAvatar()) {
_ballColor = glm::vec3(0.0, 0.4, 0.0);
}
else
_ballColor = glm::vec3(0.0, 0.0, 0.4);
}
void Hand::reset() {
}
void Hand::simulate(float deltaTime, bool isMine) {
if (_isRaveGloveActive) {
updateFingerParticles(deltaTime);
}
}
void Hand::calculateGeometry() {
glm::vec3 offset(0.2, -0.2, -0.3); // place the hand in front of the face where we can see it
Head& head = _owningAvatar->getHead();
_basePosition = head.getPosition() + head.getOrientation() * offset;
_baseOrientation = head.getOrientation();
_leapBalls.clear();
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
if (palm.isActive()) {
for (size_t f = 0; f < palm.getNumFingers(); ++f) {
FingerData& finger = palm.getFingers()[f];
if (finger.isActive()) {
const float standardBallRadius = 0.01f;
_leapBalls.resize(_leapBalls.size() + 1);
HandBall& ball = _leapBalls.back();
ball.rotation = _baseOrientation;
ball.position = finger.getTipPosition();
ball.radius = standardBallRadius;
ball.touchForce = 0.0;
ball.isCollidable = true;
}
}
}
}
}
void Hand::render(bool lookingInMirror) {
_renderAlpha = 1.0;
_lookingInMirror = lookingInMirror;
calculateGeometry();
if (_isRaveGloveActive) {
renderRaveGloveStage();
if (_particleSystemInitialized) {
_particleSystem.render();
}
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_RESCALE_NORMAL);
renderHandSpheres();
}
void Hand::renderRaveGloveStage() {
if (_owningAvatar && _owningAvatar->isMyAvatar()) {
Head& head = _owningAvatar->getHead();
glm::quat headOrientation = head.getOrientation();
glm::vec3 headPosition = head.getPosition();
float scale = 100.0f;
glm::vec3 vc = headOrientation * glm::vec3( 0.0f, 0.0f, -30.0f) + headPosition;
glm::vec3 v0 = headOrientation * (glm::vec3(-1.0f, -1.0f, 0.0f) * scale) + vc;
glm::vec3 v1 = headOrientation * (glm::vec3( 1.0f, -1.0f, 0.0f) * scale) + vc;
glm::vec3 v2 = headOrientation * (glm::vec3( 1.0f, 1.0f, 0.0f) * scale) + vc;
glm::vec3 v3 = headOrientation * (glm::vec3(-1.0f, 1.0f, 0.0f) * scale) + vc;
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBegin(GL_TRIANGLE_FAN);
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glVertex3fv((float*)&vc);
glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
glVertex3fv((float*)&v0);
glVertex3fv((float*)&v1);
glVertex3fv((float*)&v2);
glVertex3fv((float*)&v3);
glVertex3fv((float*)&v0);
glEnd();
glEnable(GL_DEPTH_TEST);
}
}
void Hand::renderHandSpheres() {
glPushMatrix();
// Draw the leap balls
for (size_t i = 0; i < _leapBalls.size(); i++) {
float alpha = 1.0f;
if (alpha > 0.0f) {
glColor4f(_ballColor.r, _ballColor.g, _ballColor.b, alpha);
glPushMatrix();
glTranslatef(_leapBalls[i].position.x, _leapBalls[i].position.y, _leapBalls[i].position.z);
glutSolidSphere(_leapBalls[i].radius, 20.0f, 20.0f);
glPopMatrix();
}
}
// Draw the finger root cones
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
if (palm.isActive()) {
for (size_t f = 0; f < palm.getNumFingers(); ++f) {
FingerData& finger = palm.getFingers()[f];
if (finger.isActive()) {
glColor4f(_ballColor.r, _ballColor.g, _ballColor.b, 0.5);
glm::vec3 tip = finger.getTipPosition();
glm::vec3 root = finger.getRootPosition();
Avatar::renderJointConnectingCone(root, tip, 0.001, 0.003);
}
}
}
}
// Draw the palms
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
if (palm.isActive()) {
const float palmThickness = 0.002f;
glColor4f(_ballColor.r, _ballColor.g, _ballColor.b, 0.25);
glm::vec3 tip = palm.getPosition();
glm::vec3 root = palm.getPosition() + palm.getNormal() * palmThickness;
Avatar::renderJointConnectingCone(root, tip, 0.05, 0.03);
}
}
glPopMatrix();
}
void Hand::setLeapFingers(const std::vector<glm::vec3>& fingerTips,
const std::vector<glm::vec3>& fingerRoots) {
// TODO: add id-checking here to increase finger stability
size_t fingerIndex = 0;
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
for (size_t f = 0; f < palm.getNumFingers(); ++f) {
FingerData& finger = palm.getFingers()[f];
if (fingerIndex < fingerTips.size()) {
finger.setActive(true);
finger.setRawTipPosition(fingerTips[fingerIndex]);
finger.setRawRootPosition(fingerRoots[fingerIndex]);
fingerIndex++;
}
else {
finger.setActive(false);
}
}
}
}
void Hand::setLeapHands(const std::vector<glm::vec3>& handPositions,
const std::vector<glm::vec3>& handNormals) {
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
if (i < handPositions.size()) {
palm.setActive(true);
palm.setRawPosition(handPositions[i]);
palm.setRawNormal(handNormals[i]);
}
else {
palm.setActive(false);
}
}
}
void Hand::updateFingerParticles(float deltaTime) {
if (!_particleSystemInitialized) {
for ( int f = 0; f< NUM_FINGERS_PER_HAND; f ++ ) {
_fingerParticleEmitter[f] = _particleSystem.addEmitter();
ParticleSystem::ParticleAttributes attributes;
// set attributes for each life stage of the particle:
attributes.radius = 0.0f;
attributes.color = glm::vec4( 1.0f, 1.0f, 0.5f, 0.5f);
attributes.gravity = 0.0f;
attributes.airFriction = 0.0f;
attributes.jitter = 0.002f;
attributes.emitterAttraction = 0.0f;
attributes.tornadoForce = 0.0f;
attributes.neighborAttraction = 0.0f;
attributes.neighborRepulsion = 0.0f;
attributes.bounce = 1.0f;
attributes.usingCollisionSphere = false;
_particleSystem.setParticleAttributes(_fingerParticleEmitter[f], 0, attributes);
attributes.radius = 0.01f;
attributes.jitter = 0.0f;
attributes.gravity = -0.005f;
attributes.color = glm::vec4( 1.0f, 0.2f, 0.0f, 0.4f);
_particleSystem.setParticleAttributes(_fingerParticleEmitter[f], 1, attributes);
attributes.radius = 0.01f;
attributes.gravity = 0.0f;
attributes.color = glm::vec4( 0.0f, 0.0f, 0.0f, 0.2f);
_particleSystem.setParticleAttributes(_fingerParticleEmitter[f], 2, attributes);
attributes.radius = 0.02f;
attributes.color = glm::vec4( 0.0f, 0.0f, 0.0f, 0.0f);
_particleSystem.setParticleAttributes(_fingerParticleEmitter[f], 3, attributes);
}
_particleSystemInitialized = true;
} else {
// update the particles
static float t = 0.0f;
t += deltaTime;
int fingerIndex = 0;
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
if (palm.isActive()) {
for (size_t f = 0; f < palm.getNumFingers(); ++f) {
FingerData& finger = palm.getFingers()[f];
if (finger.isActive()) {
if (_fingerParticleEmitter[fingerIndex] != -1) {
glm::vec3 particleEmitterPosition = finger.getTipPosition();
glm::vec3 fingerDirection = particleEmitterPosition - leapPositionToWorldPosition(finger.getRootPosition());
float fingerLength = glm::length(fingerDirection);
if (fingerLength > 0.0f) {
fingerDirection /= fingerLength;
} else {
fingerDirection = IDENTITY_UP;
}
glm::quat particleEmitterRotation = rotationBetween(IDENTITY_UP, fingerDirection);
_particleSystem.setEmitterPosition(_fingerParticleEmitter[f], particleEmitterPosition);
_particleSystem.setEmitterRotation(_fingerParticleEmitter[f], particleEmitterRotation);
float radius = 0.005f;
const glm::vec4 color(1.0f, 0.6f, 0.0f, 0.5f);
const glm::vec3 velocity = fingerDirection * 0.002f;
const float lifespan = 1.0f;
_particleSystem.emitParticlesNow(_fingerParticleEmitter[f], 1, radius, color, velocity, lifespan);
}
}
}
}
}
_particleSystem.setUpDirection(glm::vec3(0.0f, 1.0f, 0.0f));
_particleSystem.simulate(deltaTime);
}
}