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121 lines
3.6 KiB
C++
Executable file
121 lines
3.6 KiB
C++
Executable file
//
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// Hand.h
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// interface
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//
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#ifndef hifi_Hand_h
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#define hifi_Hand_h
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#include <vector>
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#include <QAction>
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#include <glm/glm.hpp>
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#include <SharedUtil.h>
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#include <AvatarData.h>
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#include <AudioInjector.h>
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#include <HandData.h>
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#include <ParticleEditHandle.h>
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#include "InterfaceConfig.h"
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#include "ParticleSystem.h"
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#include "world.h"
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#include "devices/SerialInterface.h"
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#include "VoxelSystem.h"
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class Avatar;
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class ProgramObject;
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class Hand : public HandData {
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public:
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Hand(Avatar* owningAvatar);
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struct HandBall
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{
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glm::vec3 position; // the actual dynamic position of the ball at any given time
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glm::quat rotation; // the rotation of the ball
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glm::vec3 velocity; // the velocity of the ball
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float radius; // the radius of the ball
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bool isCollidable; // whether or not the ball responds to collisions
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bool isColliding; // ball is currently colliding
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float touchForce; // a scalar determining the amount that the cursor (or hand) is penetrating the ball
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};
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void init();
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void reset();
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void simulate(float deltaTime, bool isMine);
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void render(bool isMine);
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void setBallColor (glm::vec3 ballColor ) { _ballColor = ballColor; }
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// getters
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const glm::vec3& getLeapFingerTipBallPosition (int ball) const { return _leapFingerTipBalls [ball].position;}
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const glm::vec3& getLeapFingerRootBallPosition(int ball) const { return _leapFingerRootBalls[ball].position;}
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// Pitch from controller input to view
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const float getPitchUpdate() const { return _pitchUpdate; }
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void setPitchUpdate(float pitchUpdate) { _pitchUpdate = pitchUpdate; }
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// Get the drag distance to move
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glm::vec3 getAndResetGrabDelta();
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glm::vec3 getAndResetGrabDeltaVelocity();
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glm::quat getAndResetGrabRotation();
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private:
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// disallow copies of the Hand, copy of owning Avatar is disallowed too
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Hand(const Hand&);
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Hand& operator= (const Hand&);
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int _controllerButtons; /// Button states read from hand-held controllers
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Avatar* _owningAvatar;
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float _renderAlpha;
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glm::vec3 _ballColor;
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std::vector<HandBall> _leapFingerTipBalls;
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std::vector<HandBall> _leapFingerRootBalls;
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glm::vec3 _lastFingerAddVoxel, _lastFingerDeleteVoxel;
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VoxelDetail _collidingVoxel;
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glm::vec3 _collisionCenter;
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float _collisionAge;
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float _collisionDuration;
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// private methods
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void setLeapHands(const std::vector<glm::vec3>& handPositions,
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const std::vector<glm::vec3>& handNormals);
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void renderLeapHands(bool isMine);
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void renderLeapFingerTrails();
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void updateCollisions();
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void calculateGeometry();
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void handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime);
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void simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, float deltaTime);
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#define MAX_HANDS 2
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bool _toyBallInHand[MAX_HANDS];
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int _whichBallColor[MAX_HANDS];
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ParticleEditHandle* _ballParticleEditHandles[MAX_HANDS];
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int _lastControllerButtons;
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float _pitchUpdate;
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glm::vec3 _grabDelta;
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glm::vec3 _grabDeltaVelocity;
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glm::quat _grabStartRotation;
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glm::quat _grabCurrentRotation;
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AudioInjector _throwInjector;
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AudioInjector _catchInjector;
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};
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#endif
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