overte-JulianGro/interface/src/Hand.cpp
2013-03-12 10:42:41 -07:00

239 lines
No EOL
7.8 KiB
C++

//
// Hand.cpp
// interface
//
// Created by Philip Rosedale on 10/13/12.
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#include "Hand.h"
#include <sys/time.h>
const float PHI = 1.618;
const float DEFAULT_X = 0;
const float DEFAULT_Y = -1.5;
const float DEFAULT_Z = 2.0;
const float DEFAULT_TRANSMITTER_HZ = 60.0;
Hand::Hand(glm::vec3 initcolor)
{
color = initcolor;
reset();
noise = 0.0; //0.2;
scale.x = 0.07;
scale.y = scale.x * 5.0;
scale.z = scale.y * 1.0;
renderPointer = true;
}
Hand::Hand(const Hand &otherHand) {
color = otherHand.color;
noise = otherHand.noise;
scale = otherHand.scale;
position = otherHand.position;
target = otherHand.target;
velocity = otherHand.color;
pitch = otherHand.pitch;
yaw = otherHand.yaw;
roll = otherHand.roll;
pitchRate = otherHand.pitchRate;
yawRate = otherHand.yawRate;
rollRate = otherHand.rollRate;
transmitterTimer = otherHand.transmitterTimer;
transmitterHz = otherHand.transmitterHz;
transmitterPackets = otherHand.transmitterPackets;
renderPointer = otherHand.renderPointer;
}
void Hand::reset()
{
position.x = DEFAULT_X;
position.y = DEFAULT_Y;
position.z = DEFAULT_Z;
pitch = yaw = roll = 0;
pitchRate = yawRate = rollRate = 0;
setTarget(position);
velocity.x = velocity.y = velocity.z = 0;
transmitterPackets = 0;
transmitterHz = DEFAULT_TRANSMITTER_HZ;
}
void Hand::render(int isMine)
{
const float POINTER_LENGTH = 20.0;
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glRotatef(yaw, 0, 1, 0);
glRotatef(pitch, 1, 0, 0);
glRotatef(roll, 0, 0, 1);
glColor3f(color.x, color.y, color.z);
glScalef(scale.x, scale.y, scale.z);
//glutSolidSphere(1.5, 20, 20);
glutSolidCube(1.0);
if (renderPointer) {
glBegin(GL_TRIANGLES);
glColor3f(1,0,0);
glNormal3f(0,-1,0);
glVertex3f(-0.4,0,0);
glVertex3f(0.4,0,0);
glVertex3f(0,0,-POINTER_LENGTH);
glEnd();
glPushMatrix();
glTranslatef(0,0,-POINTER_LENGTH);
glutSolidCube(1.0);
glPopMatrix();
}
glPopMatrix();
if (1) {
// Render debug info from the transmitter
/*
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//gluOrtho2D(0, WIDTH, HEIGHT, 0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glPopMatrix();
*/
}
}
void Hand::addAngularVelocity (float pRate, float yRate, float rRate) {
pitchRate += pRate;
yawRate += yRate;
rollRate += rRate;
}
void Hand::processTransmitterData(char *packetData, int numBytes) {
// Read a packet from a transmitter app, process the data
float accX, accY, accZ,
graX, graY, graZ,
gyrX, gyrY, gyrZ,
linX, linY, linZ,
rot1, rot2, rot3, rot4;
sscanf((char *)packetData, "tacc %f %f %f gra %f %f %f gyr %f %f %f lin %f %f %f rot %f %f %f %f",
&accX, &accY, &accZ,
&graX, &graY, &graZ,
&gyrX, &gyrY, &gyrZ,
&linX, &linY, &linZ,
&rot1, &rot2, &rot3, &rot4);
if (transmitterPackets++ == 0) {
gettimeofday(&transmitterTimer, NULL);
}
const int TRANSMITTER_COUNT = 100;
if (transmitterPackets % TRANSMITTER_COUNT == 0) {
// Every 100 packets, record the observed Hz of the transmitter data
timeval now;
gettimeofday(&now, NULL);
double msecsElapsed = diffclock(&transmitterTimer, &now);
transmitterHz = (float)TRANSMITTER_COUNT/(msecsElapsed/1000.0);
//std::cout << "Transmitter Hz: " << (float)TRANSMITTER_COUNT/(msecsElapsed/1000.0) << "\n";
//memcpy(&transmitterTimer, &now, sizeof(timeval));
transmitterTimer = now;
}
// Add rotational forces to the hand
const float ANG_VEL_SENSITIVITY = 4.0;
const float ANG_VEL_THRESHOLD = 0.0;
float angVelScale = ANG_VEL_SENSITIVITY*(1.0/getTransmitterHz());
//addAngularVelocity(gyrX*angVelScale,gyrZ*angVelScale,-gyrY*angVelScale);
addAngularVelocity(fabs(gyrX*angVelScale)>ANG_VEL_THRESHOLD?gyrX*angVelScale:0,
fabs(gyrZ*angVelScale)>ANG_VEL_THRESHOLD?gyrZ*angVelScale:0,
fabs(-gyrY*angVelScale)>ANG_VEL_THRESHOLD?-gyrY*angVelScale:0);
// Add linear forces to the hand
//const float LINEAR_VEL_SENSITIVITY = 50.0;
const float LINEAR_VEL_SENSITIVITY = 5.0;
float linVelScale = LINEAR_VEL_SENSITIVITY*(1.0/getTransmitterHz());
glm::vec3 linVel(linX*linVelScale, linZ*linVelScale, -linY*linVelScale);
addVelocity(linVel);
}
void Hand::simulate(float deltaTime)
{
const float ANGULAR_SPRING_CONSTANT = 0.25;
const float ANGULAR_DAMPING_COEFFICIENT = 5*2.0*powf(ANGULAR_SPRING_CONSTANT,0.5);
const float LINEAR_SPRING_CONSTANT = 100;
const float LINEAR_DAMPING_COEFFICIENT = 2.0*powf(LINEAR_SPRING_CONSTANT,0.5);
// If noise, add a bit of random velocity
const float RNOISE = 0.0;
const float VNOISE = 0.01;
if (noise) {
glm::vec3 nVel(randFloat() - 0.5f, randFloat() - 0.5f, randFloat() - 0.5f);
nVel *= VNOISE;
addVelocity(nVel);
addAngularVelocity(RNOISE*(randFloat() - 0.5f),
RNOISE*(randFloat() - 0.5f),
RNOISE*(randFloat() - 0.5f));
}
position += velocity*deltaTime;
pitch += pitchRate;
yaw += yawRate;
roll += rollRate;
// The spring method
if (0) {
// Use a linear spring to attempt to return the hand to the target position
glm::vec3 springForce = target - position;
springForce *= LINEAR_SPRING_CONSTANT;
addVelocity(springForce * deltaTime);
// Critically damp the linear spring
glm::vec3 dampingForce(velocity);
dampingForce *= LINEAR_DAMPING_COEFFICIENT;
addVelocity(-dampingForce * deltaTime);
// Use angular spring to return hand to target rotation (0,0,0)
addAngularVelocity(-pitch * ANGULAR_SPRING_CONSTANT * deltaTime,
-yaw * ANGULAR_SPRING_CONSTANT * deltaTime,
-roll * ANGULAR_SPRING_CONSTANT * deltaTime);
// Critically damp angular spring
addAngularVelocity(-pitchRate*ANGULAR_DAMPING_COEFFICIENT*deltaTime,
-yawRate*ANGULAR_DAMPING_COEFFICIENT*deltaTime,
-rollRate*ANGULAR_DAMPING_COEFFICIENT*deltaTime);
}
// The absolute limits method (no springs)
if (1) {
// Limit rotation
const float YAW_LIMIT = 20;
const float PITCH_LIMIT = 20;
if (yaw > YAW_LIMIT) { yaw = YAW_LIMIT; yawRate = 0.0; }
if (yaw < -YAW_LIMIT) { yaw = -YAW_LIMIT; yawRate = 0.0; }
if (pitch > PITCH_LIMIT) { pitch = PITCH_LIMIT; pitchRate = 0.0; }
if (pitch < -PITCH_LIMIT) { pitch = -PITCH_LIMIT; pitchRate = 0.0; }
// Damp Rotation Rates
yawRate *= 0.99;
pitchRate *= 0.99;
rollRate *= 0.99;
// Limit position
const float X_LIMIT = 1.0;
const float Y_LIMIT = 1.0;
const float Z_LIMIT = 1.0;
if (position.x > DEFAULT_X + X_LIMIT) { position.x = DEFAULT_X + X_LIMIT; velocity.x = 0; }
if (position.x < DEFAULT_X - X_LIMIT) { position.x = DEFAULT_X - X_LIMIT; velocity.x = 0; }
if (position.y > DEFAULT_Y + Y_LIMIT) { position.y = DEFAULT_Y + Y_LIMIT; velocity.y = 0; }
if (position.y < DEFAULT_Y - Y_LIMIT) { position.y = DEFAULT_Y - Y_LIMIT; velocity.y = 0; }
if (position.z > DEFAULT_Z + Z_LIMIT) { position.z = DEFAULT_Z + Z_LIMIT; velocity.z = 0; }
if (position.z < DEFAULT_Z - Z_LIMIT) { position.z = DEFAULT_Z - Z_LIMIT; velocity.z = 0; }
// Damp Velocity
velocity *= 0.99;
}
}