overte-JulianGro/libraries/avatars/src/HandData.h
Andrew Meadows 607094075c Revert "Merge pull request #2834 from andrew/thermonuclear"
This reverts commit e088c3d115, reversing
changes made to d124c0319d.
2014-05-13 10:38:56 -07:00

229 lines
9.7 KiB
C++
Executable file

//
// HandData.h
// libraries/avatars/src
//
// Created by Eric Johnston on 6/26/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_HandData_h
#define hifi_HandData_h
#include <iostream>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include "SharedUtil.h"
class AvatarData;
class FingerData;
class PalmData;
const int NUM_HANDS = 2;
const int NUM_FINGERS_PER_HAND = 5;
const int NUM_FINGERS = NUM_HANDS * NUM_FINGERS_PER_HAND;
const int LEAPID_INVALID = -1;
const int SIXENSEID_INVALID = -1;
const float LEAP_UNIT_SCALE = 0.001f; ///< convert mm to meters
const int SIXENSE_CONTROLLER_ID_LEFT_HAND = 0;
const int SIXENSE_CONTROLLER_ID_RIGHT_HAND = 1;
class HandData {
public:
HandData(AvatarData* owningAvatar);
virtual ~HandData() {}
// These methods return the positions in Leap-relative space.
// To convert to world coordinates, use Hand::leapPositionToWorldPosition.
// position conversion
glm::vec3 leapPositionToWorldPosition(const glm::vec3& leapPosition) {
return getBasePosition() + getBaseOrientation() * (leapPosition * LEAP_UNIT_SCALE);
}
glm::vec3 leapDirectionToWorldDirection(const glm::vec3& leapDirection) {
return getBaseOrientation() * leapDirection;
}
glm::vec3 worldVectorToLeapVector(const glm::vec3& worldVector) const;
std::vector<PalmData>& getPalms() { return _palms; }
const std::vector<PalmData>& getPalms() const { return _palms; }
const PalmData* getPalm(int sixSenseID) const;
size_t getNumPalms() const { return _palms.size(); }
PalmData& addNewPalm();
/// Finds the indices of the left and right palms according to their locations, or -1 if either or
/// both is not found.
void getLeftRightPalmIndices(int& leftPalmIndex, int& rightPalmIndex) const;
void setFingerTrailLength(unsigned int length);
void updateFingerTrails();
/// Checks for penetration between the described sphere and the hand.
/// \param penetratorCenter the center of the penetration test sphere
/// \param penetratorRadius the radius of the penetration test sphere
/// \param penetration[out] the vector in which to store the penetration
/// \param collidingPalm[out] a const PalmData* to the palm that was collided with
/// \return whether or not the sphere penetrated
bool findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration,
const PalmData*& collidingPalm) const;
friend class AvatarData;
protected:
AvatarData* _owningAvatarData;
std::vector<PalmData> _palms;
glm::quat getBaseOrientation() const;
glm::vec3 getBasePosition() const;
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);
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; }
int getLeapID() const { return _leapID; }
void setActive(bool active) { _isActive = active; }
void setLeapID(int id) { _leapID = id; }
void setRawTipPosition(const glm::vec3& pos) { _tipRawPosition = pos; }
void setRawRootPosition(const glm::vec3& pos) { _rootRawPosition = pos; }
void setTrailLength(unsigned int length);
void updateTrail();
int getTrailNumPositions();
const glm::vec3& getTrailPosition(int index);
void incrementFramesWithoutData() { _numFramesWithoutData++; }
void resetFramesWithoutData() { _numFramesWithoutData = 0; }
int getFramesWithoutData() const { return _numFramesWithoutData; }
private:
glm::vec3 _tipRawPosition;
glm::vec3 _rootRawPosition;
bool _isActive; // This has current valid data
int _leapID; // the Leap's serial id for this tracked object
int _numFramesWithoutData; // after too many frames without data, this tracked object assumed lost.
std::vector<glm::vec3> _tipTrailPositions;
int _tipTrailCurrentStartIndex;
int _tipTrailCurrentValidLength;
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); }
glm::vec3 getVelocity() const { return _owningHandData->leapDirectionToWorldDirection(_rawVelocity); }
const glm::vec3& getRawPosition() const { return _rawPosition; }
const glm::vec3& getRawNormal() const { return _rawNormal; }
bool isActive() const { return _isActive; }
int getLeapID() const { return _leapID; }
int getSixenseID() const { return _sixenseID; }
std::vector<FingerData>& getFingers() { return _fingers; }
const std::vector<FingerData>& getFingers() const { return _fingers; }
size_t getNumFingers() const { return _fingers.size(); }
void setActive(bool active) { _isActive = active; }
void setLeapID(int id) { _leapID = id; }
void setSixenseID(int id) { _sixenseID = id; }
void setRawRotation(const glm::quat rawRotation) { _rawRotation = rawRotation; };
glm::quat getRawRotation() const { return _rawRotation; }
void setRawPosition(const glm::vec3& pos) { _rawPosition = pos; }
void setRawNormal(const glm::vec3& normal) { _rawNormal = normal; }
void setRawVelocity(const glm::vec3& velocity) { _rawVelocity = velocity; }
const glm::vec3& getRawVelocity() const { return _rawVelocity; }
void addToPosition(const glm::vec3& delta);
void addToPenetration(const glm::vec3& penetration) { _totalPenetration += penetration; }
void resolvePenetrations() { addToPosition(-_totalPenetration); _totalPenetration = glm::vec3(0.f); }
void setTipPosition(const glm::vec3& position) { _tipPosition = position; }
const glm::vec3 getTipPosition() const { return _owningHandData->leapPositionToWorldPosition(_tipPosition); }
const glm::vec3& getTipRawPosition() const { return _tipPosition; }
void setTipVelocity(const glm::vec3& velocity) { _tipVelocity = velocity; }
const glm::vec3 getTipVelocity() const { return _owningHandData->leapDirectionToWorldDirection(_tipVelocity); }
const glm::vec3& getTipRawVelocity() const { return _tipVelocity; }
void incrementFramesWithoutData() { _numFramesWithoutData++; }
void resetFramesWithoutData() { _numFramesWithoutData = 0; }
int getFramesWithoutData() const { return _numFramesWithoutData; }
// Controller buttons
void setControllerButtons(unsigned int controllerButtons) { _controllerButtons = controllerButtons; }
void setLastControllerButtons(unsigned int controllerButtons) { _lastControllerButtons = controllerButtons; }
unsigned int getControllerButtons() const { return _controllerButtons; }
unsigned int getLastControllerButtons() const { return _lastControllerButtons; }
void setTrigger(float trigger) { _trigger = trigger; }
float getTrigger() const { return _trigger; }
void setJoystick(float joystickX, float joystickY) { _joystickX = joystickX; _joystickY = joystickY; }
float getJoystickX() const { return _joystickX; }
float getJoystickY() const { return _joystickY; }
bool getIsCollidingWithVoxel() const { return _isCollidingWithVoxel; }
void setIsCollidingWithVoxel(bool isCollidingWithVoxel) { _isCollidingWithVoxel = isCollidingWithVoxel; }
bool getIsCollidingWithPalm() const { return _isCollidingWithPalm; }
void setIsCollidingWithPalm(bool isCollidingWithPalm) { _isCollidingWithPalm = isCollidingWithPalm; }
bool hasPaddle() const { return _collisionlessPaddleExpiry < usecTimestampNow(); }
void updateCollisionlessPaddleExpiry() { _collisionlessPaddleExpiry = usecTimestampNow() + USECS_PER_SECOND; }
/// Store position where the palm holds the ball.
void getBallHoldPosition(glm::vec3& position) const;
private:
std::vector<FingerData> _fingers;
glm::quat _rawRotation;
glm::vec3 _rawPosition;
glm::vec3 _rawNormal;
glm::vec3 _rawVelocity;
glm::vec3 _rotationalVelocity;
glm::quat _lastRotation;
glm::vec3 _tipPosition;
glm::vec3 _tipVelocity;
glm::vec3 _totalPenetration; // accumulator for per-frame penetrations
unsigned int _controllerButtons;
unsigned int _lastControllerButtons;
float _trigger;
float _joystickX, _joystickY;
bool _isActive; // This has current valid data
int _leapID; // the Leap's serial id for this tracked object
int _sixenseID; // Sixense controller ID for this palm
int _numFramesWithoutData; // after too many frames without data, this tracked object assumed lost.
HandData* _owningHandData;
bool _isCollidingWithVoxel; /// Whether the finger of this palm is inside a leaf voxel
bool _isCollidingWithPalm;
quint64 _collisionlessPaddleExpiry; /// Timestamp after which paddle starts colliding
};
#endif // hifi_HandData_h