overte-JulianGro/interface/src/avatar/Hand.cpp
Stephen Birarda 91b07d93c8 Merge pull request #1440 from PhilipRosedale/buckyballs
Removed some more old balls/hair/particle code, added local-only version of buckyballs to try playing with
2014-01-03 14:21:29 -08:00

663 lines
29 KiB
C++

//
// Hand.cpp
// interface
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <QImage>
#include <NodeList.h>
#include <GeometryUtil.h>
#include "Application.h"
#include "Avatar.h"
#include "Hand.h"
#include "Menu.h"
#include "Util.h"
#include "renderer/ProgramObject.h"
using namespace std;
const float FINGERTIP_COLLISION_RADIUS = 0.01;
const float FINGERTIP_VOXEL_SIZE = 0.05;
const int TOY_BALL_HAND = 1;
const float TOY_BALL_RADIUS = 0.05f;
const float TOY_BALL_DAMPING = 0.1f;
const glm::vec3 NO_VELOCITY = glm::vec3(0,0,0);
const glm::vec3 NO_GRAVITY = glm::vec3(0,0,0);
const float NO_DAMPING = 0.f;
const glm::vec3 TOY_BALL_GRAVITY = glm::vec3(0,-2.0,0);
const QString TOY_BALL_UPDATE_SCRIPT("");
const float PALM_COLLISION_RADIUS = 0.03f;
const float CATCH_RADIUS = 0.3f;
const xColor TOY_BALL_ON_SERVER_COLOR[] =
{
{ 255, 0, 0 },
{ 0, 255, 0 },
{ 0, 0, 255 },
{ 255, 255, 0 },
{ 0, 255, 255 },
{ 255, 0, 255 },
};
Hand::Hand(Avatar* owningAvatar) :
HandData((AvatarData*)owningAvatar),
_owningAvatar(owningAvatar),
_renderAlpha(1.0),
_ballColor(0.0, 0.0, 0.4),
_collisionCenter(0,0,0),
_collisionAge(0),
_collisionDuration(0),
_pitchUpdate(0),
_grabDelta(0, 0, 0),
_grabDeltaVelocity(0, 0, 0),
_grabStartRotation(0, 0, 0, 1),
_grabCurrentRotation(0, 0, 0, 1),
_throwSound(QUrl("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/throw.raw")),
_catchSound(QUrl("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/catch.raw"))
{
for (int i = 0; i < MAX_HANDS; i++) {
_toyBallInHand[i] = false;
_ballParticleEditHandles[i] = NULL;
_whichBallColor[i] = 0;
}
_lastControllerButtons = 0;
}
void Hand::init() {
// Different colors for my hand and others' hands
if (_owningAvatar && _owningAvatar->getOwningNode() == NULL) {
_ballColor = glm::vec3(0.0, 0.4, 0.0);
}
else {
_ballColor = glm::vec3(0.0, 0.0, 0.4);
}
}
void Hand::reset() {
}
void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, float deltaTime) {
Application* app = Application::getInstance();
ParticleTree* particles = app->getParticles()->getTree();
bool ballFromHand = Menu::getInstance()->isOptionChecked(MenuOption::BallFromHand);
int handID = palm.getSixenseID();
const int NEW_BALL_BUTTON = BUTTON_3;
bool grabButtonPressed = ((palm.getControllerButtons() & BUTTON_FWD) ||
(palm.getControllerButtons() & BUTTON_3));
bool ballAlreadyInHand = _toyBallInHand[handID];
glm::vec3 targetPosition = (ballFromHand ? palm.getPosition() : fingerTipPosition) / (float)TREE_SCALE;
float targetRadius = CATCH_RADIUS / (float)TREE_SCALE;
// If I don't currently have a ball in my hand, then try to catch closest one
if (!ballAlreadyInHand && grabButtonPressed) {
const Particle* closestParticle = particles->findClosestParticle(targetPosition, targetRadius);
if (closestParticle) {
ParticleEditHandle* caughtParticle = app->newParticleEditHandle(closestParticle->getID());
glm::vec3 newPosition = targetPosition;
glm::vec3 newVelocity = NO_VELOCITY;
// update the particle with it's new state...
caughtParticle->updateParticle(newPosition,
closestParticle->getRadius(),
closestParticle->getXColor(),
newVelocity,
NO_GRAVITY,
NO_DAMPING,
IN_HAND, // we just grabbed it!
closestParticle->getScript());
// now tell our hand about us having caught it...
_toyBallInHand[handID] = true;
//printf(">>>>>>> caught... handID:%d particle ID:%d _toyBallInHand[handID] = true\n", handID, closestParticle->getID());
_ballParticleEditHandles[handID] = caughtParticle;
caughtParticle = NULL;
// use the threadSound static method to inject the catch sound
// pass an AudioInjectorOptions struct to set position and disable loopback
AudioInjectorOptions injectorOptions;
injectorOptions.setPosition(newPosition);
injectorOptions.setLoopbackAudioInterface(app->getAudio());
AudioScriptingInterface::playSound(&_catchSound, &injectorOptions);
}
}
// If there's a ball in hand, and the user presses the skinny button, then change the color of the ball
int currentControllerButtons = palm.getControllerButtons();
if (currentControllerButtons != _lastControllerButtons && (currentControllerButtons & BUTTON_0)) {
_whichBallColor[handID]++;
if (_whichBallColor[handID] >= sizeof(TOY_BALL_ON_SERVER_COLOR)/sizeof(TOY_BALL_ON_SERVER_COLOR[0])) {
_whichBallColor[handID] = 0;
}
}
// If '3' is pressed, and not holding a ball, make a new one
if ((palm.getControllerButtons() & NEW_BALL_BUTTON) && (_toyBallInHand[handID] == false)) {
_toyBallInHand[handID] = true;
// Create a particle on the particle server
glm::vec3 ballPosition = ballFromHand ? palm.getPosition() : fingerTipPosition;
_ballParticleEditHandles[handID] = app->makeParticle(
ballPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
TOY_BALL_ON_SERVER_COLOR[_whichBallColor[handID]],
NO_VELOCITY / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
IN_HAND,
TOY_BALL_UPDATE_SCRIPT);
// Play a new ball sound
app->getAudio()->startDrumSound(1.0, 2000, 0.5, 0.02);
}
if (grabButtonPressed) {
// If we don't currently have a ball in hand, then create it...
if (_toyBallInHand[handID]) {
// Update ball that is in hand
uint32_t particleInHandID = _ballParticleEditHandles[handID]->getID();
const Particle* particleInHand = particles->findParticleByID(particleInHandID);
xColor colorForParticleInHand = particleInHand ? particleInHand->getXColor()
: TOY_BALL_ON_SERVER_COLOR[_whichBallColor[handID]];
glm::vec3 ballPosition = ballFromHand ? palm.getPosition() : fingerTipPosition;
_ballParticleEditHandles[handID]->updateParticle(ballPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
colorForParticleInHand,
NO_VELOCITY / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
IN_HAND,
TOY_BALL_UPDATE_SCRIPT);
}
} else {
// If toy ball just released, add velocity to it!
if (_toyBallInHand[handID]) {
const float THROWN_VELOCITY_SCALING = 1.5f;
_toyBallInHand[handID] = false;
glm::vec3 ballPosition = ballFromHand ? palm.getPosition() : fingerTipPosition;
glm::vec3 ballVelocity = ballFromHand ? palm.getRawVelocity() : palm.getTipVelocity();
glm::quat avatarRotation = _owningAvatar->getOrientation();
ballVelocity = avatarRotation * ballVelocity;
ballVelocity *= THROWN_VELOCITY_SCALING;
uint32_t particleInHandID = _ballParticleEditHandles[handID]->getID();
const Particle* particleInHand = particles->findParticleByID(particleInHandID);
xColor colorForParticleInHand = particleInHand ? particleInHand->getXColor()
: TOY_BALL_ON_SERVER_COLOR[_whichBallColor[handID]];
_ballParticleEditHandles[handID]->updateParticle(ballPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
colorForParticleInHand,
ballVelocity / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
NOT_IN_HAND,
TOY_BALL_UPDATE_SCRIPT);
// after releasing the ball, we free our ParticleEditHandle so we can't edit it further
// note: deleting the edit handle doesn't effect the actual particle
delete _ballParticleEditHandles[handID];
_ballParticleEditHandles[handID] = NULL;
// use the threadSound static method to inject the throw sound
// pass an AudioInjectorOptions struct to set position and disable loopback
AudioInjectorOptions injectorOptions;
injectorOptions.setPosition(ballPosition);
injectorOptions.setLoopbackAudioInterface(app->getAudio());
AudioScriptingInterface::playSound(&_throwSound, &injectorOptions);
}
}
// remember the last pressed button state
if (currentControllerButtons != 0) {
_lastControllerButtons = currentControllerButtons;
}
}
glm::vec3 Hand::getAndResetGrabDelta() {
const float HAND_GRAB_SCALE_DISTANCE = 2.f;
glm::vec3 delta = _grabDelta * _owningAvatar->getScale() * HAND_GRAB_SCALE_DISTANCE;
_grabDelta = glm::vec3(0,0,0);
glm::quat avatarRotation = _owningAvatar->getOrientation();
return avatarRotation * -delta;
}
glm::vec3 Hand::getAndResetGrabDeltaVelocity() {
const float HAND_GRAB_SCALE_VELOCITY = 5.f;
glm::vec3 delta = _grabDeltaVelocity * _owningAvatar->getScale() * HAND_GRAB_SCALE_VELOCITY;
_grabDeltaVelocity = glm::vec3(0,0,0);
glm::quat avatarRotation = _owningAvatar->getOrientation();
return avatarRotation * -delta;
}
glm::quat Hand::getAndResetGrabRotation() {
glm::quat diff = _grabCurrentRotation * glm::inverse(_grabStartRotation);
_grabStartRotation = _grabCurrentRotation;
return diff;
}
void Hand::simulate(float deltaTime, bool isMine) {
if (_collisionAge > 0.f) {
_collisionAge += deltaTime;
}
if (isMine) {
_buckyBalls.simulate(deltaTime);
}
const glm::vec3 leapHandsOffsetFromFace(0.0, -0.2, -0.3); // place the hand in front of the face where we can see it
Head& head = _owningAvatar->getHead();
_baseOrientation = _owningAvatar->getOrientation();
_basePosition = head.calculateAverageEyePosition() + _baseOrientation * leapHandsOffsetFromFace * head.getScale();
if (isMine) {
updateCollisions();
}
calculateGeometry();
if (isMine) {
// Iterate hand controllers, take actions as needed
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
if (palm.isActive()) {
FingerData& finger = palm.getFingers()[0]; // Sixense has only one finger
glm::vec3 fingerTipPosition = finger.getTipPosition();
simulateToyBall(palm, fingerTipPosition, deltaTime);
_buckyBalls.grab(palm, fingerTipPosition, _owningAvatar->getOrientation(), deltaTime);
if (palm.getControllerButtons() & BUTTON_4) {
_grabDelta += palm.getRawVelocity() * deltaTime;
_grabCurrentRotation = palm.getRawRotation();
}
if ((palm.getLastControllerButtons() & BUTTON_4) && !(palm.getControllerButtons() & BUTTON_4)) {
// Just ending grab, capture velocity
_grabDeltaVelocity = palm.getRawVelocity();
}
if (!(palm.getLastControllerButtons() & BUTTON_4) && (palm.getControllerButtons() & BUTTON_4)) {
// Just starting grab, capture starting rotation
_grabStartRotation = palm.getRawRotation();
}
if (palm.getControllerButtons() & BUTTON_1) {
if (glm::length(fingerTipPosition - _lastFingerAddVoxel) > (FINGERTIP_VOXEL_SIZE / 2.f)) {
QColor paintColor = Menu::getInstance()->getActionForOption(MenuOption::VoxelPaintColor)->data().value<QColor>();
Application::getInstance()->makeVoxel(fingerTipPosition,
FINGERTIP_VOXEL_SIZE,
paintColor.red(),
paintColor.green(),
paintColor.blue(),
true);
_lastFingerAddVoxel = fingerTipPosition;
}
} else if (palm.getControllerButtons() & BUTTON_2) {
if (glm::length(fingerTipPosition - _lastFingerDeleteVoxel) > (FINGERTIP_VOXEL_SIZE / 2.f)) {
Application::getInstance()->removeVoxel(fingerTipPosition, FINGERTIP_VOXEL_SIZE);
_lastFingerDeleteVoxel = fingerTipPosition;
}
}
// Voxel Drumming with fingertips if enabled
if (Menu::getInstance()->isOptionChecked(MenuOption::VoxelDrumming)) {
VoxelTreeElement* fingerNode = Application::getInstance()->getVoxels()->getVoxelEnclosing(
glm::vec3(fingerTipPosition / (float)TREE_SCALE));
if (fingerNode) {
if (!palm.getIsCollidingWithVoxel()) {
// Collision has just started
palm.setIsCollidingWithVoxel(true);
handleVoxelCollision(&palm, fingerTipPosition, fingerNode, deltaTime);
// Set highlight voxel
VoxelDetail voxel;
glm::vec3 pos = fingerNode->getCorner();
voxel.x = pos.x;
voxel.y = pos.y;
voxel.z = pos.z;
voxel.s = fingerNode->getScale();
voxel.red = fingerNode->getColor()[0];
voxel.green = fingerNode->getColor()[1];
voxel.blue = fingerNode->getColor()[2];
Application::getInstance()->setHighlightVoxel(voxel);
Application::getInstance()->setIsHighlightVoxel(true);
}
} else {
if (palm.getIsCollidingWithVoxel()) {
// Collision has just ended
palm.setIsCollidingWithVoxel(false);
Application::getInstance()->setIsHighlightVoxel(false);
}
}
}
}
palm.setLastControllerButtons(palm.getControllerButtons());
}
}
}
void Hand::updateCollisions() {
// use position to obtain the left and right palm indices
int leftPalmIndex, rightPalmIndex;
getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
// check for collisions
for (int i = 0; i < getNumPalms(); i++) {
PalmData& palm = getPalms()[i];
if (!palm.isActive()) {
continue;
}
float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
glm::vec3 totalPenetration;
// check other avatars
NodeList* nodeList = NodeList::getInstance();
for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
Avatar* otherAvatar = (Avatar*)node->getLinkedData();
if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
// Check for palm collisions
glm::vec3 myPalmPosition = palm.getPosition();
float palmCollisionDistance = 0.1f;
bool wasColliding = palm.getIsCollidingWithPalm();
palm.setIsCollidingWithPalm(false);
// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
for (int j = 0; j < otherAvatar->getHand().getNumPalms(); j++) {
PalmData& otherPalm = otherAvatar->getHand().getPalms()[j];
if (!otherPalm.isActive()) {
continue;
}
glm::vec3 otherPalmPosition = otherPalm.getPosition();
if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
palm.setIsCollidingWithPalm(true);
if (!wasColliding) {
const float PALM_COLLIDE_VOLUME = 1.f;
const float PALM_COLLIDE_FREQUENCY = 1000.f;
const float PALM_COLLIDE_DURATION_MAX = 0.75f;
const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f;
Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
PALM_COLLIDE_FREQUENCY,
PALM_COLLIDE_DURATION_MAX,
PALM_COLLIDE_DECAY_PER_SAMPLE);
// If the other person's palm is in motion, move mine downward to show I was hit
const float MIN_VELOCITY_FOR_SLAP = 0.05f;
if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) {
// add slapback here
}
}
}
}
}
glm::vec3 avatarPenetration;
if (otherAvatar->findSpherePenetration(palm.getPosition(), scaledPalmRadius, avatarPenetration)) {
totalPenetration = addPenetrations(totalPenetration, avatarPenetration);
// Check for collisions with the other avatar's leap palms
}
}
}
// and the current avatar (ignoring everything below the parent of the parent of the last free joint)
glm::vec3 owningPenetration;
const Model& skeletonModel = _owningAvatar->getSkeletonModel();
int skipIndex = skeletonModel.getParentJointIndex(skeletonModel.getParentJointIndex(
skeletonModel.getLastFreeJointIndex((i == leftPalmIndex) ? skeletonModel.getLeftHandJointIndex() :
(i == rightPalmIndex) ? skeletonModel.getRightHandJointIndex() : -1)));
if (_owningAvatar->findSpherePenetration(palm.getPosition(), scaledPalmRadius, owningPenetration, skipIndex)) {
totalPenetration = addPenetrations(totalPenetration, owningPenetration);
}
// un-penetrate
palm.addToPosition(-totalPenetration);
}
}
void Hand::handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime) {
// Collision between finger and a voxel plays sound
const float LOWEST_FREQUENCY = 100.f;
const float HERTZ_PER_RGB = 3.f;
const float DECAY_PER_SAMPLE = 0.0005f;
const float DURATION_MAX = 2.0f;
const float MIN_VOLUME = 0.1f;
float volume = MIN_VOLUME + glm::clamp(glm::length(palm->getRawVelocity()), 0.f, (1.f - MIN_VOLUME));
float duration = volume;
_collisionCenter = fingerTipPosition;
_collisionAge = deltaTime;
_collisionDuration = duration;
int voxelBrightness = voxel->getColor()[0] + voxel->getColor()[1] + voxel->getColor()[2];
float frequency = LOWEST_FREQUENCY + (voxelBrightness * HERTZ_PER_RGB);
Application::getInstance()->getAudio()->startDrumSound(volume,
frequency,
DURATION_MAX,
DECAY_PER_SAMPLE);
}
void Hand::calculateGeometry() {
// generate finger tip balls....
_leapFingerTipBalls.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()) {
const float standardBallRadius = FINGERTIP_COLLISION_RADIUS;
_leapFingerTipBalls.resize(_leapFingerTipBalls.size() + 1);
HandBall& ball = _leapFingerTipBalls.back();
ball.rotation = _baseOrientation;
ball.position = finger.getTipPosition();
ball.radius = standardBallRadius;
ball.touchForce = 0.0;
ball.isCollidable = true;
ball.isColliding = false;
}
}
}
}
// generate finger root balls....
_leapFingerRootBalls.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()) {
const float standardBallRadius = 0.005f;
_leapFingerRootBalls.resize(_leapFingerRootBalls.size() + 1);
HandBall& ball = _leapFingerRootBalls.back();
ball.rotation = _baseOrientation;
ball.position = finger.getRootPosition();
ball.radius = standardBallRadius;
ball.touchForce = 0.0;
ball.isCollidable = true;
ball.isColliding = false;
}
}
}
}
}
void Hand::render(bool isMine) {
_renderAlpha = 1.0;
if (isMine) {
_buckyBalls.render();
}
if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
for (int i = 0; i < getNumPalms(); i++) {
PalmData& palm = getPalms()[i];
if (!palm.isActive()) {
continue;
}
glm::vec3 position = palm.getPosition();
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glColor3f(0.0f, 1.0f, 0.0f);
glutSolidSphere(PALM_COLLISION_RADIUS * _owningAvatar->getScale(), 10, 10);
glPopMatrix();
}
}
if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayLeapHands)) {
renderLeapHands(isMine);
}
if (isMine) {
// If hand/voxel collision has happened, render a little expanding sphere
if (_collisionAge > 0.f) {
float opacity = glm::clamp(1.f - (_collisionAge / _collisionDuration), 0.f, 1.f);
glColor4f(1, 0, 0, 0.5 * opacity);
glPushMatrix();
glTranslatef(_collisionCenter.x, _collisionCenter.y, _collisionCenter.z);
glutSolidSphere(_collisionAge * 0.25f, 20, 20);
glPopMatrix();
if (_collisionAge > _collisionDuration) {
_collisionAge = 0.f;
}
}
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_RESCALE_NORMAL);
}
void Hand::renderLeapHands(bool isMine) {
const float alpha = 1.0f;
const float TARGET_ALPHA = 0.5f;
//const glm::vec3 handColor = _ballColor;
const glm::vec3 handColor(1.0, 0.84, 0.66); // use the skin color
bool ballFromHand = Menu::getInstance()->isOptionChecked(MenuOption::BallFromHand);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
if (isMine && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHandTargets)) {
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
if (!palm.isActive()) {
continue;
}
glm::vec3 targetPosition = ballFromHand ? palm.getPosition() : palm.getTipPosition();
glPushMatrix();
ParticleTree* particles = Application::getInstance()->getParticles()->getTree();
const Particle* closestParticle = particles->findClosestParticle(targetPosition / (float)TREE_SCALE,
CATCH_RADIUS / (float)TREE_SCALE);
// If we are hitting a particle then draw the target green, otherwise yellow
if (closestParticle) {
glColor4f(0,1,0, TARGET_ALPHA);
} else {
glColor4f(1,1,0, TARGET_ALPHA);
}
glTranslatef(targetPosition.x, targetPosition.y, targetPosition.z);
glutWireSphere(CATCH_RADIUS, 10.f, 10.f);
const float collisionRadius = 0.05f;
glColor4f(0.5f,0.5f,0.5f, alpha);
glutWireSphere(collisionRadius, 10.f, 10.f);
glPopMatrix();
}
}
glPushMatrix();
// Draw the leap balls
for (size_t i = 0; i < _leapFingerTipBalls.size(); i++) {
if (alpha > 0.0f) {
if (_leapFingerTipBalls[i].isColliding) {
glColor4f(handColor.r, 0, 0, alpha);
} else {
glColor4f(handColor.r, handColor.g, handColor.b, alpha);
}
glPushMatrix();
glTranslatef(_leapFingerTipBalls[i].position.x, _leapFingerTipBalls[i].position.y, _leapFingerTipBalls[i].position.z);
glutSolidSphere(_leapFingerTipBalls[i].radius, 20.0f, 20.0f);
glPopMatrix();
}
}
// Draw the finger root cones
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(handColor.r, handColor.g, handColor.b, 0.5);
glm::vec3 tip = finger.getTipPosition();
glm::vec3 root = finger.getRootPosition();
Avatar::renderJointConnectingCone(root, tip, 0.001, 0.003);
}
}
}
}
// Draw the palms
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
if (palm.isActive()) {
const float palmThickness = 0.02f;
if (palm.getIsCollidingWithPalm()) {
glColor4f(1, 0, 0, 0.50);
} else {
glColor4f(handColor.r, handColor.g, handColor.b, 0.25);
}
glm::vec3 tip = palm.getPosition();
glm::vec3 root = palm.getPosition() + palm.getNormal() * palmThickness;
const float radiusA = 0.05f;
const float radiusB = 0.03f;
Avatar::renderJointConnectingCone(root, tip, radiusA, radiusB);
}
}
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glPopMatrix();
}
void Hand::setLeapHands(const std::vector<glm::vec3>& handPositions,
const std::vector<glm::vec3>& 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);
}
}
}