overte-JulianGro/interface/src/Hand.cpp
Eric Johnston 5d59bcbec7 (changed per requests and re-merged) Two Leap-related crashes fixed, plus Leap improvements
1. Fixed thread-crash at terminate() time by terminating the LeapManager properly
2. Fixed an intermittent thread-crash when Leap active by removing auto-connection between controller and listener
3. Added fingerRoot positions to display and data packet
4. Introduced a vec3-based convention so that more finger data may be added without causing trouble for old clients and servers
5. My avatar's fingers are different color from others
2013-07-02 17:03:32 -07:00

133 lines
3.8 KiB
C++
Executable file

//
// Hand.cpp
// interface
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <QImage>
#include <AgentList.h>
#include "Application.h"
#include "Avatar.h"
#include "Hand.h"
#include "Util.h"
#include "renderer/ProgramObject.h"
using namespace std;
Hand::Hand(Avatar* owningAvatar) :
HandData((AvatarData*)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)
{
}
void Hand::init() {
// Different colors for my hand and others' hands
if (_owningAvatar && _owningAvatar->isMyAvatar())
_ballColor = glm::vec3(0.0, 0.4, 0.0);
else
_ballColor = glm::vec3(0.0, 0.0, 0.4);
}
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
Head& head = _owningAvatar->getHead();
_position = head.getPosition() + head.getOrientation() * offset;
_orientation = head.getOrientation();
int numLeapBalls = _fingerTips.size() + _fingerRoots.size();
_leapBalls.resize(numLeapBalls);
for (int i = 0; i < _fingerTips.size(); ++i) {
_leapBalls[i].rotation = _orientation;
_leapBalls[i].position = leapPositionToWorldPosition(_fingerTips[i]);
_leapBalls[i].radius = 0.01;
_leapBalls[i].touchForce = 0.0;
_leapBalls[i].isCollidable = true;
}
}
void Hand::render(bool lookingInMirror) {
_renderAlpha = 1.0;
_lookingInMirror = lookingInMirror;
calculateGeometry();
glEnable(GL_DEPTH_TEST);
glEnable(GL_RESCALE_NORMAL);
renderHandSpheres();
}
void Hand::renderHandSpheres() {
glPushMatrix();
// Draw the leap balls
for (size_t i = 0; i < _leapBalls.size(); i++) {
float alpha = 1.0f;
if (alpha > 0.0f) {
glColor4f(_ballColor.r, _ballColor.g, _ballColor.b, alpha);
glPushMatrix();
glTranslatef(_leapBalls[i].position.x, _leapBalls[i].position.y, _leapBalls[i].position.z);
glutSolidSphere(_leapBalls[i].radius, 20.0f, 20.0f);
glPopMatrix();
}
}
// 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);
}
}
// Draw the palms
if (_handPositions.size() == _handNormals.size()) {
for (size_t i = 0; i < _handPositions.size(); ++i) {
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));
Avatar::renderJointConnectingCone(root, tip, 0.05, 0.03);
}
}
glPopMatrix();
}
void Hand::setLeapFingers(const std::vector<glm::vec3>& fingerTips,
const std::vector<glm::vec3>& fingerRoots) {
_fingerTips = fingerTips;
_fingerRoots = fingerRoots;
}
void Hand::setLeapHands(const std::vector<glm::vec3>& handPositions,
const std::vector<glm::vec3>& handNormals) {
_handPositions = handPositions;
_handNormals = handNormals;
}