overte-HifiExperiments/interface/src/avatar/Hand.h
2013-12-05 14:19:13 -08:00

109 lines
3.1 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 <vector>
#include <QAction>
#include <glm/glm.hpp>
#include <SharedUtil.h>
#include <AvatarData.h>
#include <HandData.h>
#include "Balls.h"
#include "InterfaceConfig.h"
#include "ParticleSystem.h"
#include "world.h"
#include "devices/SerialInterface.h"
enum RaveLightsSetting {
RAVE_LIGHTS_AVATAR = 0,
RAVE_LIGHTS_PARTICLES
};
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
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();
void renderRaveGloveStage();
void setRaveLights(RaveLightsSetting setting);
void setBallColor (glm::vec3 ballColor ) { _ballColor = ballColor; }
void updateRaveGloveParticles(float deltaTime);
void updateRaveGloveEmitters();
void setRaveGloveEffectsMode(QKeyEvent* event);
// getters
const glm::vec3& getLeapFingerTipBallPosition (int ball) const { return _leapFingerTipBalls [ball].position;}
const glm::vec3& getLeapFingerRootBallPosition(int ball) const { return _leapFingerRootBalls[ball].position;}
private:
// disallow copies of the Hand, copy of owning Avatar is disallowed too
Hand(const Hand&);
Hand& operator= (const Hand&);
ParticleSystem _raveGloveParticleSystem;
float _raveGloveClock;
bool _raveGloveInitialized;
int _raveGloveEmitter[NUM_FINGERS];
int _controllerButtons; /// Button states read from hand-held controllers
Avatar* _owningAvatar;
float _renderAlpha;
glm::vec3 _ballColor;
std::vector<HandBall> _leapFingerTipBalls;
std::vector<HandBall> _leapFingerRootBalls;
glm::vec3 _lastFingerAddVoxel, _lastFingerDeleteVoxel;
bool _isCollidingWithVoxel;
VoxelDetail _collidingVoxel;
glm::vec3 _collisionCenter;
float _collisionAge;
float _collisionDuration;
// private methods
void setLeapHands(const std::vector<glm::vec3>& handPositions,
const std::vector<glm::vec3>& handNormals);
void activateNewRaveGloveMode();
void renderLeapHands();
void renderLeapFingerTrails();
void updateCollisions();
void calculateGeometry();
void handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime);
};
#endif