Transmitter now controls hand position and rotation.

This commit is contained in:
Philip Rosedale 2013-03-04 18:36:50 -08:00
parent 04bd98cf85
commit 4203fddb88
2 changed files with 49 additions and 32 deletions

View file

@ -14,6 +14,7 @@ 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)
{
@ -35,8 +36,22 @@ void Hand::reset()
setTarget(position);
velocity.x = velocity.y = velocity.z = 0;
transmitterPackets = 0;
transmitterHz = DEFAULT_TRANSMITTER_HZ;
}
void Hand::render()
{
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);
glPopMatrix();
}
void Hand::addAngularVelocity (float pRate, float yRate, float rRate) {
pitchRate += pRate;
@ -67,36 +82,36 @@ void Hand::processTransmitterData(char *packetData, int numBytes) {
timeval now;
gettimeofday(&now, NULL);
double msecsElapsed = diffclock(&transmitterTimer, &now);
std::cout << "Transmitter Hz: " << (float)TRANSMITTER_COUNT/(msecsElapsed/1000.0) << "\n";
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;
}
}
void Hand::render()
{
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);
glPopMatrix();
// Add rotational forces to the hand
const float ANG_VEL_SENSITIVITY = 4.0;
float angVelScale = ANG_VEL_SENSITIVITY*(1.0/getTransmitterHz());
addAngularVelocity(gyrX*angVelScale,gyrZ*angVelScale,-gyrY*angVelScale);
// Add linear forces to the hand
const float LINEAR_VEL_SENSITIVITY = 50.0;
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 VNOISE = 0.01;
const float RSPRING = 0.01;
const float LINEAR_SPRING_CONSTANT = 500;
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);
const float RNOISE = 0.1;
// 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);
@ -111,24 +126,24 @@ void Hand::simulate(float deltaTime)
yaw += yawRate;
roll += rollRate;
// Use a spring to attempt to return the hand to the target position
// 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 spring
// Critically damp the linear spring
glm::vec3 dampingForce(velocity);
dampingForce *= LINEAR_DAMPING_COEFFICIENT;
addVelocity(-dampingForce * deltaTime);
// Decay Angular Velocity
pitchRate *= 1.0 - deltaTime;
yawRate *= 1.0 - deltaTime;
rollRate *= 1.0 - deltaTime;
// Add spring effect to return hand rotation to zero
pitchRate -= pitch * RSPRING;
yawRate -= yaw * RSPRING;
rollRate -= roll * RSPRING;
// 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);
}

View file

@ -29,11 +29,13 @@ public:
void setPos(glm::vec3 p) { position = p; };
void setTarget(glm::vec3 t) { target = t; };
void processTransmitterData(char * packetData, int numBytes);
float getTransmitterHz() { return transmitterHz; };
private:
glm::vec3 position, target, velocity, color, scale;
float pitch, yaw, roll, pitchRate, yawRate, rollRate;
float noise;
timeval transmitterTimer;
float transmitterHz;
int transmitterPackets;
};