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clean up code
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parent
8cb9bfcc81
commit
108c444cc7
5 changed files with 28 additions and 38 deletions
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@ -1447,30 +1447,30 @@ void MyAvatar::setArmControllerPosesInSensorFrame(const controller::Pose& left,
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_rightArmControllerPoseInSensorFrameCache.set(right);
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}
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controller::Pose MyAvatar::getLeftArmControllerInSensorFrame() const {
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controller::Pose MyAvatar::getLeftArmControllerPoseInSensorFrame() const {
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return _leftArmControllerPoseInSensorFrameCache.get();
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}
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controller::Pose MyAvatar::getRightArmControllerInSensorFrame() const {
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controller::Pose MyAvatar::getRightArmControllerPoseInSensorFrame() const {
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return _rightArmControllerPoseInSensorFrameCache.get();
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}
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controller::Pose MyAvatar::getLeftArmControllerInWorldFrame() const {
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return getLeftArmControllerInSensorFrame().transform(getSensorToWorldMatrix());
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controller::Pose MyAvatar::getLeftArmControllerPoseInWorldFrame() const {
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return getLeftArmControllerPoseInSensorFrame().transform(getSensorToWorldMatrix());
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}
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controller::Pose MyAvatar::getRightArmControllerInWorldFrame() const {
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return getRightArmControllerInSensorFrame().transform(getSensorToWorldMatrix());
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controller::Pose MyAvatar::getRightArmControllerPoseInWorldFrame() const {
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return getRightArmControllerPoseInSensorFrame().transform(getSensorToWorldMatrix());
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}
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controller::Pose MyAvatar::getLeftArmControllerInAvatarFrame() const {
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controller::Pose MyAvatar::getLeftArmControllerPoseInAvatarFrame() const {
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glm::mat4 worldToAvatarMat = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
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return getLeftArmControllerInWorldFrame().transform(worldToAvatarMat);
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return getLeftArmControllerPoseInWorldFrame().transform(worldToAvatarMat);
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}
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controller::Pose MyAvatar::getRightArmControllerInAvatarFrame() const {
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controller::Pose MyAvatar::getRightArmControllerPoseInAvatarFrame() const {
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glm::mat4 worldToAvatarMat = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
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return getRightArmControllerInWorldFrame().transform(worldToAvatarMat);
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return getRightArmControllerPoseInWorldFrame().transform(worldToAvatarMat);
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}
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void MyAvatar::updateMotors() {
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@ -472,12 +472,12 @@ public:
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controller::Pose getHeadControllerPoseInAvatarFrame() const;
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void setArmControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right);
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controller::Pose getLeftArmControllerInSensorFrame() const;
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controller::Pose getRightArmControllerInSensorFrame() const;
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controller::Pose getLeftArmControllerInWorldFrame() const;
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controller::Pose getRightArmControllerInWorldFrame() const;
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controller::Pose getLeftArmControllerInAvatarFrame() const;
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controller::Pose getRightArmControllerInAvatarFrame() const;
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controller::Pose getLeftArmControllerPoseInSensorFrame() const;
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controller::Pose getRightArmControllerPoseInSensorFrame() const;
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controller::Pose getLeftArmControllerPoseInWorldFrame() const;
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controller::Pose getRightArmControllerPoseInWorldFrame() const;
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controller::Pose getLeftArmControllerPoseInAvatarFrame() const;
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controller::Pose getRightArmControllerPoseInAvatarFrame() const;
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bool hasDriveInput() const;
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@ -92,7 +92,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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headParams.spine2Enabled = false;
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}
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auto avatarRightArmPose = myAvatar->getRightArmControllerInAvatarFrame();
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auto avatarRightArmPose = myAvatar->getRightArmControllerPoseInAvatarFrame();
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if (avatarRightArmPose.isValid()) {
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glm::mat4 rightArmMat = Matrices::Y_180 * createMatFromQuatAndPos(avatarRightArmPose.getRotation(), avatarRightArmPose.getTranslation());
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headParams.rightArmPosition = extractTranslation(rightArmMat);
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@ -102,7 +102,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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headParams.rightArmEnabled = false;
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}
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auto avatarLeftArmPose = myAvatar->getLeftArmControllerInAvatarFrame();
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auto avatarLeftArmPose = myAvatar->getLeftArmControllerPoseInAvatarFrame();
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if (avatarLeftArmPose.isValid()) {
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glm::mat4 leftArmMat = Matrices::Y_180 * createMatFromQuatAndPos(avatarLeftArmPose.getRotation(), avatarLeftArmPose.getTranslation());
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headParams.leftArmPosition = extractTranslation(leftArmMat);
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@ -661,11 +661,7 @@ void ViveControllerManager::InputDevice::calibrateShoulders(glm::mat4& defaultTo
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_jointToPuckMap[controller::RIGHT_ARM] = firstShoulder.first;
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_pucksOffset[firstShoulder.first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultRightArm, firstShoulder.second);
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}
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}
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void ViveControllerManager::InputDevice::calibrateHead(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
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int headIndex = _validTrackedObjects.size() - 1;
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}
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}
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void ViveControllerManager::InputDevice::loadSettings() {
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@ -80,6 +80,15 @@ private:
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const vec3& angularVelocity);
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void partitionTouchpad(int sButton, int xAxis, int yAxis, int centerPsuedoButton, int xPseudoButton, int yPseudoButton);
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void printDeviceTrackingResultChange(uint32_t deviceIndex);
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void setConfigFromString(const QString& value);
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void loadSettings();
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void saveSettings() const;
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void calibrateFeet(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
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void calibrateHips(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
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void calibrateChest(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
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void calibrateShoulders(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration,
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int firstShoulderIndex, int secondShoulderIndex);
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class FilteredStick {
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public:
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@ -106,13 +115,10 @@ private:
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};
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enum class Config {
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Auto,
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Head,
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Feet,
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Shoulders,
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FeetAndHips,
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FeetHipsAndChest,
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FeetHipsAndShoulders,
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FeetHipsChestAndHead
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};
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Config _config { Config::Auto };
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Config _preferedConfig { Config::Auto };
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@ -139,21 +145,9 @@ private:
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bool _triggersPressedHandled { false };
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bool _calibrated { false };
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bool _timeTilCalibrationSet { false };
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bool overrideHands { false };
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mutable std::recursive_mutex _lock;
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QString configToString(Config config);
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void setConfigFromString(const QString& value);
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void loadSettings();
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void saveSettings() const;
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void calibrateFeet(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
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void calibrateHips(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
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void calibrateChest(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
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void calibrateShoulders(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration,
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int firstShoulderIndex, int secondShoulderIndex);
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void calibrateHead(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
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friend class ViveControllerManager;
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};
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