Rave Glove Demo: Restructuring palm and finger data structures

This commit is contained in:
Eric Johnston 2013-07-17 08:29:50 -07:00
parent b30131520f
commit f21d2a477d
4 changed files with 71 additions and 18 deletions

View file

@ -21,9 +21,7 @@ Hand::Hand(Avatar* owningAvatar) :
_owningAvatar(owningAvatar),
_renderAlpha(1.0),
_lookingInMirror(false),
_ballColor(0.0, 0.0, 0.4),
_position(0.0, 0.4, 0.0),
_orientation(0.0, 0.0, 0.0, 1.0)
_ballColor(0.0, 0.0, 0.4)
{
}
@ -42,23 +40,18 @@ void Hand::reset() {
void Hand::simulate(float deltaTime, bool isMine) {
}
glm::vec3 Hand::leapPositionToWorldPosition(const glm::vec3& leapPosition) {
float unitScale = 0.001; // convert mm to meters
return _position + _orientation * (leapPosition * unitScale);
}
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
glm::vec3 handOffset(0.2, -0.2, -0.3); // place the hand in front of the face where we can see it
Head& head = _owningAvatar->getHead();
_position = head.getPosition() + head.getOrientation() * offset;
_orientation = head.getOrientation();
_basePosition = head.getPosition() + head.getOrientation() * handOffset;
_baseOrientation = head.getOrientation();
int numLeapBalls = _fingerTips.size();
_leapBalls.resize(numLeapBalls);
for (int i = 0; i < _fingerTips.size(); ++i) {
_leapBalls[i].rotation = _orientation;
_leapBalls[i].rotation = _baseOrientation;
_leapBalls[i].position = leapPositionToWorldPosition(_fingerTips[i]);
_leapBalls[i].radius = 0.01;
_leapBalls[i].touchForce = 0.0;

View file

@ -52,9 +52,6 @@ public:
const glm::vec3& getLeapBallPosition (int ball) const { return _leapBalls[ball].position;}
bool isRaveGloveActive () const { return _isRaveGloveActive; }
// position conversion
glm::vec3 leapPositionToWorldPosition(const glm::vec3& leapPosition);
private:
// disallow copies of the Hand, copy of owning Avatar is disallowed too
Hand(const Hand&);
@ -65,8 +62,8 @@ private:
bool _lookingInMirror;
bool _isRaveGloveActive;
glm::vec3 _ballColor;
glm::vec3 _position;
glm::quat _orientation;
// glm::vec3 _position;
// glm::quat _orientation;
std::vector<HandBall> _leapBalls;
// private methods

View file

@ -9,7 +9,29 @@
#include "HandData.h"
HandData::HandData(AvatarData* owningAvatar) :
_basePosition(0.0f, 0.0f, 0.0f),
_baseOrientation(0.0f, 0.0f, 0.0f, 1.0f),
_owningAvatarData(owningAvatar)
{
for (int i = 0; i < 2; ++i)
_palms.push_back(PalmData(this));
}
PalmData::PalmData(HandData* owningHandData) :
_rawPosition(0, 0, 0),
_rawNormal(0, 1, 0),
_isActive(false),
_owningHandData(owningHandData)
{
for (int i = 0; i < 5; ++i)
_fingers.push_back(FingerData(this, owningHandData));
}
FingerData::FingerData(PalmData* owningPalmData, HandData* owningHandData) :
_tipRawPosition(0, 0, 0),
_rootRawPosition(0, 0, 0),
_isActive(false),
_owningPalmData(owningPalmData),
_owningHandData(owningHandData)
{
}

View file

@ -13,8 +13,11 @@
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
class AvatarData;
class FingerData;
class PalmData;
class HandData {
public:
@ -31,17 +34,55 @@ public:
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) {
float unitScale = 0.001; // convert mm to meters
return _basePosition + _baseOrientation * (leapPosition * unitScale);
}
glm::vec3 leapDirectionToWorldDirection(const glm::vec3& leapDirection) {
return glm::normalize(_baseOrientation * leapDirection);
}
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;
std::vector<PalmData> _palms;
private:
// privatize copy ctor and assignment operator so copies of this object cannot be made
HandData(const HandData&);
HandData& operator= (const HandData&);
};
class FingerData {
public:
FingerData(PalmData* owningPalmData, HandData* owningHandData);
private:
glm::vec3 _tipRawPosition;
glm::vec3 _rootRawPosition;
bool _isActive; // This has current valid data
PalmData* _owningPalmData;
HandData* _owningHandData;
};
class PalmData {
public:
PalmData(HandData* owningHandData);
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; }
private:
std::vector<FingerData> _fingers;
glm::vec3 _rawPosition;
glm::vec3 _rawNormal;
bool _isActive; // This has current valid data
HandData* _owningHandData;
};
#endif /* defined(__hifi__HandData__) */