Rave & Leap: cleanup and move over to new hand/finger structures

This commit is contained in:
Eric Johnston 2013-07-17 14:54:18 -07:00
parent e5fcd0b274
commit 8ebf5fbd6b
6 changed files with 196 additions and 110 deletions

View file

@ -821,10 +821,13 @@ void Avatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMovem
}
// If there's a leap-interaction hand visible, use that as the endpoint
if (getHand().getHandPositions().size() > 0) {
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position =
getHand().leapPositionToWorldPosition(getHand().getHandPositions()[0]);
for (size_t i = 0; i < getHand().getPalms().size(); ++i) {
PalmData& palm = getHand().getPalms()[i];
if (palm.isActive()) {
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = palm.getPosition();
}
}
}//if (_isMine)
//constrain right arm length and re-adjust elbow position as it bends

View file

@ -55,15 +55,23 @@ void Hand::calculateGeometry() {
_basePosition = head.getPosition() + head.getOrientation() * offset;
_baseOrientation = head.getOrientation();
int numLeapBalls = _fingerTips.size();
_leapBalls.resize(numLeapBalls);
for (int i = 0; i < _fingerTips.size(); ++i) {
_leapBalls[i].rotation = _baseOrientation;
_leapBalls[i].position = leapPositionToWorldPosition(_fingerTips[i]);
_leapBalls[i].radius = 0.01;
_leapBalls[i].touchForce = 0.0;
_leapBalls[i].isCollidable = true;
_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()) {
_leapBalls.resize(_leapBalls.size() + 1);
HandBall& ball = _leapBalls.back();
ball.rotation = _baseOrientation;
ball.position = finger.getTipPosition();
ball.radius = 0.01;
ball.touchForce = 0.0;
ball.isCollidable = true;
}
}
}
}
}
@ -134,21 +142,28 @@ void Hand::renderHandSpheres() {
}
// Draw the finger root cones
if (_fingerTips.size() == _fingerRoots.size()) {
for (size_t i = 0; i < _fingerTips.size(); ++i) {
glColor4f(_ballColor.r, _ballColor.g, _ballColor.b, 0.5);
glm::vec3 tip = leapPositionToWorldPosition(_fingerTips[i]);
glm::vec3 root = leapPositionToWorldPosition(_fingerRoots[i]);
Avatar::renderJointConnectingCone(root, tip, 0.001, 0.003);
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
if (_handPositions.size() == _handNormals.size()) {
for (size_t i = 0; i < _handPositions.size(); ++i) {
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
if (palm.isActive()) {
glColor4f(_ballColor.r, _ballColor.g, _ballColor.b, 0.25);
glm::vec3 tip = leapPositionToWorldPosition(_handPositions[i]);
glm::vec3 root = leapPositionToWorldPosition(_handPositions[i] + (_handNormals[i] * 2.0f));
glm::vec3 tip = palm.getPosition();
glm::vec3 root = palm.getPosition() + palm.getNormal() * 0.002f;
Avatar::renderJointConnectingCone(root, tip, 0.05, 0.03);
}
}
@ -158,14 +173,39 @@ void Hand::renderHandSpheres() {
void Hand::setLeapFingers(const std::vector<glm::vec3>& fingerTips,
const std::vector<glm::vec3>& fingerRoots) {
_fingerTips = fingerTips;
_fingerRoots = 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) {
_handPositions = handPositions;
_handNormals = 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);
}
}
}
@ -182,33 +222,41 @@ void Hand::updateFingerParticles(float deltaTime) {
static float t = 0.0f;
t += deltaTime;
for ( int f = 0; f< _fingerTips.size(); f ++ ) {
if (_fingerParticleEmitter[f] != -1) {
glm::vec3 particleEmitterPosition = leapPositionToWorldPosition(_fingerTips[f]);
// this aspect is still being designed....
glm::vec3 tilt = glm::vec3
(
30.0f * sinf( t * 0.55f ),
0.0f,
30.0f * cosf( t * 0.75f )
);
glm::quat particleEmitterRotation = glm::quat(glm::radians(tilt));
_particleSystem.setEmitterPosition(_fingerParticleEmitter[0], particleEmitterPosition);
_particleSystem.setEmitterRotation(_fingerParticleEmitter[0], particleEmitterRotation);
float radius = 0.005f;
glm::vec4 color(1.0f, 0.6f, 0.0f, 0.5f);
glm::vec3 velocity(0.0f, 0.005f, 0.0f);
float lifespan = 0.3f;
_particleSystem.emitParticlesNow(_fingerParticleEmitter[0], 1, radius, color, velocity, lifespan);
}
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();
// this aspect is still being designed....
glm::vec3 tilt = glm::vec3
(
30.0f * sinf( t * 0.55f ),
0.0f,
30.0f * cosf( t * 0.75f )
);
glm::quat particleEmitterRotation = glm::quat(glm::radians(tilt));
_particleSystem.setEmitterPosition(_fingerParticleEmitter[0], particleEmitterPosition);
_particleSystem.setEmitterRotation(_fingerParticleEmitter[0], particleEmitterRotation);
float radius = 0.005f;
glm::vec4 color(1.0f, 0.6f, 0.0f, 0.5f);
glm::vec3 velocity(0.0f, 0.005f, 0.0f);
float lifespan = 0.3f;
_particleSystem.emitParticlesNow(_fingerParticleEmitter[0], 1, radius, color, velocity, lifespan);
}
}
}
}
}
_particleSystem.setUpDirection(glm::vec3(0.0f, 1.0f, 0.0f));

View file

@ -127,36 +127,22 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
*destinationBuffer++ = bitItems;
// leap hand data
// In order to make the hand data version-robust, hand data packing is just a series of vec3's,
// with conventions. If a client doesn't know the conventions, they can just get the vec3's
// and render them as balls, or ignore them, without crashing or disrupting anyone.
// Current convention:
// Zero or more fingetTip positions, followed by the same number of fingerRoot positions
const std::vector<glm::vec3>& fingerTips = _handData->getFingerTips();
const std::vector<glm::vec3>& fingerRoots = _handData->getFingerRoots();
size_t numFingerVectors = fingerTips.size() + fingerRoots.size();
if (numFingerVectors > 255)
numFingerVectors = 0; // safety. We shouldn't ever get over 255, so consider that invalid.
std::vector<glm::vec3> fingerVectors;
_handData->encodeRemoteData(fingerVectors);
/////////////////////////////////
// Temporarily disable Leap finger sending, as it's causing a crash whenever someone's got a Leap connected
numFingerVectors = 0;
fingerVectors.clear();
/////////////////////////////////
*destinationBuffer++ = (unsigned char)numFingerVectors;
if (numFingerVectors > 0) {
for (size_t i = 0; i < fingerTips.size(); ++i) {
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerTips[i].x, 4);
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerTips[i].y, 4);
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerTips[i].z, 4);
}
for (size_t i = 0; i < fingerRoots.size(); ++i) {
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerRoots[i].x, 4);
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerRoots[i].y, 4);
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerRoots[i].z, 4);
}
if (fingerVectors.size() > 255)
fingerVectors.clear(); // safety. We shouldn't ever get over 255, so consider that invalid.
*destinationBuffer++ = (unsigned char)fingerVectors.size();
for (size_t i = 0; i < fingerVectors.size(); ++i) {
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerVectors[i].x, 4);
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerVectors[i].y, 4);
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerVectors[i].z, 4);
}
// skeleton joints
@ -263,25 +249,16 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
// leap hand data
if (sourceBuffer - startPosition < numBytes) // safety check
{
std::vector<glm::vec3> fingerTips;
std::vector<glm::vec3> fingerRoots;
unsigned int numFingerVectors = *sourceBuffer++;
unsigned int numFingerTips = numFingerVectors / 2;
unsigned int numFingerRoots = numFingerVectors - numFingerTips;
fingerTips.resize(numFingerTips);
fingerRoots.resize(numFingerRoots);
for (size_t i = 0; i < numFingerTips; ++i) {
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerTips[i].x), 4);
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerTips[i].y), 4);
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerTips[i].z), 4);
if (numFingerVectors > 0) {
std::vector<glm::vec3> fingerVectors(numFingerVectors);
for (size_t i = 0; i < numFingerVectors; ++i) {
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerVectors[i].x), 4);
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerVectors[i].y), 4);
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerVectors[i].z), 4);
}
_handData->decodeRemoteData(fingerVectors);
}
for (size_t i = 0; i < numFingerRoots; ++i) {
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerRoots[i].x), 4);
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerRoots[i].y), 4);
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerRoots[i].z), 4);
}
_handData->setFingerTips(fingerTips);
_handData->setFingerRoots(fingerRoots);
}
// skeleton joints

View file

@ -35,3 +35,46 @@ _owningPalmData(owningPalmData),
_owningHandData(owningHandData)
{
}
void HandData::encodeRemoteData(std::vector<glm::vec3>& fingerVectors) {
fingerVectors.clear();
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
fingerVectors.push_back(palm.getRawPosition());
fingerVectors.push_back(palm.getRawNormal());
for (size_t f = 0; f < palm.getNumFingers(); ++f) {
FingerData& finger = palm.getFingers()[f];
if (finger.isActive()) {
fingerVectors.push_back(finger.getTipRawPosition());
fingerVectors.push_back(finger.getRootRawPosition());
}
else {
fingerVectors.push_back(glm::vec3(0,0,0));
fingerVectors.push_back(glm::vec3(0,0,0));
}
}
}
}
void HandData::decodeRemoteData(const std::vector<glm::vec3>& fingerVectors) {
size_t vectorIndex = 0;
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
// If a palm is active, there will be
// 1 vector for its position
// 1 vector for normal
// 10 vectors for fingers (5 tip/root pairs)
bool palmActive = fingerVectors.size() >= i * 12;
palm.setActive(palmActive);
if (palmActive) {
palm.setRawPosition(fingerVectors[vectorIndex++]);
palm.setRawNormal(fingerVectors[vectorIndex++]);
for (size_t f = 0; f < NUM_FINGERS_PER_HAND; ++f) {
FingerData& finger = palm.getFingers()[i];
finger.setRawTipPosition(fingerVectors[vectorIndex++]);
finger.setRawRootPosition(fingerVectors[vectorIndex++]);
}
}
}
}

View file

@ -27,14 +27,6 @@ public:
// These methods return the positions in Leap-relative space.
// To convert to world coordinates, use Hand::leapPositionToWorldPosition.
const std::vector<glm::vec3>& getFingerTips() const { return _fingerTips; }
const std::vector<glm::vec3>& getFingerRoots() const { return _fingerRoots; }
const std::vector<glm::vec3>& getHandPositions() const { return _handPositions; }
const std::vector<glm::vec3>& getHandNormals() const { return _handNormals; }
void setFingerTips(const std::vector<glm::vec3>& fingerTips) { _fingerTips = fingerTips; }
void setFingerRoots(const std::vector<glm::vec3>& fingerRoots) { _fingerRoots = fingerRoots; }
void setHandPositions(const std::vector<glm::vec3>& handPositons) { _handPositions = handPositons; }
void setHandNormals(const std::vector<glm::vec3>& handNormals) { _handNormals = handNormals; }
// position conversion
glm::vec3 leapPositionToWorldPosition(const glm::vec3& leapPosition) {
@ -45,12 +37,15 @@ public:
return glm::normalize(_baseOrientation * leapDirection);
}
std::vector<PalmData>& getPalms() { return _palms; }
size_t getNumPalms() { return _palms.size(); }
// Use these for sending and receiving hand data
void encodeRemoteData(std::vector<glm::vec3>& fingerVectors);
void decodeRemoteData(const std::vector<glm::vec3>& fingerVectors);
friend class AvatarData;
protected:
std::vector<glm::vec3> _fingerTips;
std::vector<glm::vec3> _fingerRoots;
std::vector<glm::vec3> _handPositions;
std::vector<glm::vec3> _handNormals;
glm::vec3 _basePosition; // Hands are placed relative to this
glm::quat _baseOrientation; // Hands are placed relative to this
AvatarData* _owningAvatarData;
@ -64,6 +59,17 @@ private:
class FingerData {
public:
FingerData(PalmData* owningPalmData, HandData* owningHandData);
glm::vec3 getTipPosition() const { return _owningHandData->leapPositionToWorldPosition(_tipRawPosition); }
glm::vec3 getRootPosition() const { return _owningHandData->leapPositionToWorldPosition(_rootRawPosition); }
const glm::vec3& getTipRawPosition() const { return _tipRawPosition; }
const glm::vec3& getRootRawPosition() const { return _rootRawPosition; }
bool isActive() const { return _isActive; }
void setActive(bool active) { _isActive = active; }
void setRawTipPosition(const glm::vec3& pos) { _tipRawPosition = pos; }
void setRawRootPosition(const glm::vec3& pos) { _rootRawPosition = pos; }
private:
glm::vec3 _tipRawPosition;
glm::vec3 _rootRawPosition;
@ -75,10 +81,19 @@ private:
class PalmData {
public:
PalmData(HandData* owningHandData);
glm::vec3 getPosition() const { return _owningHandData->leapPositionToWorldPosition(_rawPosition); }
glm::vec3 getNormal() const { return _owningHandData->leapDirectionToWorldDirection(_rawNormal); }
glm::vec3 getPosition() const { return _owningHandData->leapPositionToWorldPosition(_rawPosition); }
glm::vec3 getNormal() const { return _owningHandData->leapDirectionToWorldDirection(_rawNormal); }
const glm::vec3& getRawPosition() const { return _rawPosition; }
const glm::vec3& getRawNormal() const { return _rawNormal; }
bool isActive() const { return _isActive; }
std::vector<FingerData>& getFingers() { return _fingers; }
size_t getNumFingers() { return _fingers.size(); }
void setActive(bool active) { _isActive = active; }
void setRawPosition(const glm::vec3& pos) { _rawPosition = pos; }
void setRawNormal(const glm::vec3& normal) { _rawNormal = normal; }
private:
std::vector<FingerData> _fingers;
glm::vec3 _rawPosition;

View file

@ -15,7 +15,7 @@
PACKET_VERSION versionForPacketType(PACKET_TYPE type) {
switch (type) {
case PACKET_TYPE_HEAD_DATA:
return 1;
return 2;
break;
default:
return 0;