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https://github.com/overte-org/overte.git
synced 2025-04-20 18:23:54 +02:00
Merge pull request #1386 from PhilipRosedale/slaps
Hand games are now menu options, hydra hands in fixed L/R orientation, added slaps game
This commit is contained in:
commit
4852aca86c
9 changed files with 126 additions and 48 deletions
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@ -373,7 +373,10 @@ Menu::Menu() :
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayLeapHands, 0, true);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::LeapDrive, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::BallFromHand, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::BallFromHand, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::VoxelDrumming, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::PlaySlaps, 0, false);
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QMenu* trackingOptionsMenu = developerMenu->addMenu("Tracking Options");
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@ -244,6 +244,8 @@ namespace MenuOption {
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const QString ShowAllLocalVoxels = "Show All Local Voxels";
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const QString ShowTrueColors = "Show TRUE Colors";
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const QString SimulateLeapHand = "Simulate Leap Hand";
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const QString VoxelDrumming = "Voxel Drumming";
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const QString PlaySlaps = "Play Slaps";
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const QString SkeletonTracking = "Skeleton Tracking";
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const QString SuppressShortTimings = "Suppress Timings Less than 10ms";
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const QString LEDTracking = "LED Tracking";
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@ -17,6 +17,8 @@
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#include "Util.h"
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#include "renderer/ProgramObject.h"
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//#define DEBUG_HAND
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using namespace std;
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const float FINGERTIP_VOXEL_SIZE = 0.05;
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@ -98,6 +100,9 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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glm::vec3 newVelocity = NO_VELOCITY;
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// update the particle with it's new state...
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#ifdef DEBUG_HAND
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qDebug("Update caught particle!\n");
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#endif
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caughtParticle->updateParticle(newPosition,
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closestParticle->getRadius(),
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closestParticle->getXColor(),
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@ -143,6 +148,9 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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// create the ball, call MakeParticle, and use the resulting ParticleEditHandle to
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// manage the newly created particle.
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// Create a particle on the particle server
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#ifdef DEBUG_HAND
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qDebug("Created New Ball\n");
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#endif
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glm::vec3 ballPosition = ballFromHand ? palm.getPosition() : fingerTipPosition;
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_ballParticleEditHandles[handID] = Application::getInstance()->makeParticle(
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ballPosition / (float)TREE_SCALE,
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@ -156,6 +164,9 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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}
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} else {
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// Ball is in hand
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#ifdef DEBUG_HAND
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qDebug("Ball in hand\n");
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#endif
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glm::vec3 ballPosition = ballFromHand ? palm.getPosition() : fingerTipPosition;
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_ballParticleEditHandles[handID]->updateParticle(ballPosition / (float)TREE_SCALE,
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TOY_BALL_RADIUS / (float) TREE_SCALE,
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@ -172,16 +183,18 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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_toyBallInHand[handID] = false;
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glm::vec3 ballPosition = ballFromHand ? palm.getPosition() : fingerTipPosition;
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glm::vec3 handVelocity = palm.getRawVelocity();
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glm::vec3 fingerTipVelocity = palm.getTipVelocity();
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glm::vec3 ballVelocity = ballFromHand ? palm.getRawVelocity() : palm.getTipVelocity();
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glm::quat avatarRotation = _owningAvatar->getOrientation();
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glm::vec3 toyBallVelocity = avatarRotation * fingerTipVelocity;
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ballVelocity = avatarRotation * ballVelocity;
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// ball is no longer in hand...
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#ifdef DEBUG_HAND
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qDebug("Threw ball, v = %.3f\n", glm::length(ballVelocity));
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#endif
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_ballParticleEditHandles[handID]->updateParticle(ballPosition / (float)TREE_SCALE,
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TOY_BALL_RADIUS / (float) TREE_SCALE,
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TOY_BALL_ON_SERVER_COLOR[_whichBallColor[handID]],
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toyBallVelocity / (float)TREE_SCALE,
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ballVelocity / (float)TREE_SCALE,
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TOY_BALL_GRAVITY / (float) TREE_SCALE,
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TOY_BALL_DAMPING,
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NOT_IN_HAND,
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@ -272,32 +285,35 @@ void Hand::simulate(float deltaTime, bool isMine) {
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_lastFingerDeleteVoxel = fingerTipPosition;
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}
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}
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// Check if the finger is intersecting with a voxel in the client voxel tree
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VoxelTreeElement* fingerNode = Application::getInstance()->getVoxels()->getVoxelEnclosing(
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glm::vec3(fingerTipPosition / (float)TREE_SCALE));
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if (fingerNode) {
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if (!palm.getIsCollidingWithVoxel()) {
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// Collision has just started
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palm.setIsCollidingWithVoxel(true);
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handleVoxelCollision(&palm, fingerTipPosition, fingerNode, deltaTime);
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// Set highlight voxel
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VoxelDetail voxel;
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glm::vec3 pos = fingerNode->getCorner();
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voxel.x = pos.x;
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voxel.y = pos.y;
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voxel.z = pos.z;
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voxel.s = fingerNode->getScale();
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voxel.red = fingerNode->getColor()[0];
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voxel.green = fingerNode->getColor()[1];
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voxel.blue = fingerNode->getColor()[2];
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Application::getInstance()->setHighlightVoxel(voxel);
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Application::getInstance()->setIsHighlightVoxel(true);
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}
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} else {
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if (palm.getIsCollidingWithVoxel()) {
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// Collision has just ended
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palm.setIsCollidingWithVoxel(false);
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Application::getInstance()->setIsHighlightVoxel(false);
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// Voxel Drumming with fingertips if enabled
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if (Menu::getInstance()->isOptionChecked(MenuOption::VoxelDrumming)) {
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VoxelTreeElement* fingerNode = Application::getInstance()->getVoxels()->getVoxelEnclosing(
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glm::vec3(fingerTipPosition / (float)TREE_SCALE));
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if (fingerNode) {
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if (!palm.getIsCollidingWithVoxel()) {
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// Collision has just started
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palm.setIsCollidingWithVoxel(true);
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handleVoxelCollision(&palm, fingerTipPosition, fingerNode, deltaTime);
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// Set highlight voxel
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VoxelDetail voxel;
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glm::vec3 pos = fingerNode->getCorner();
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voxel.x = pos.x;
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voxel.y = pos.y;
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voxel.z = pos.z;
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voxel.s = fingerNode->getScale();
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voxel.red = fingerNode->getColor()[0];
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voxel.green = fingerNode->getColor()[1];
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voxel.blue = fingerNode->getColor()[2];
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Application::getInstance()->setHighlightVoxel(voxel);
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Application::getInstance()->setIsHighlightVoxel(true);
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}
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} else {
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if (palm.getIsCollidingWithVoxel()) {
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// Collision has just ended
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palm.setIsCollidingWithVoxel(false);
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Application::getInstance()->setIsHighlightVoxel(false);
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}
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}
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}
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}
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@ -325,9 +341,37 @@ void Hand::updateCollisions() {
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for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
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Avatar* otherAvatar = (Avatar*)node->getLinkedData();
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if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
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// Check for palm collisions
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glm::vec3 myPalmPosition = palm.getPosition();
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float palmCollisionDistance = 0.1f;
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palm.setIsCollidingWithPalm(false);
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// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
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for (int j = 0; j < otherAvatar->getHand().getNumPalms(); j++) {
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PalmData& otherPalm = otherAvatar->getHand().getPalms()[j];
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if (!otherPalm.isActive()) {
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continue;
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}
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glm::vec3 otherPalmPosition = otherPalm.getPosition();
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if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
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palm.setIsCollidingWithPalm(true);
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const float PALM_COLLIDE_VOLUME = 1.f;
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const float PALM_COLLIDE_FREQUENCY = 150.f;
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const float PALM_COLLIDE_DURATION_MAX = 2.f;
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const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.005f;
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Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
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PALM_COLLIDE_FREQUENCY,
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PALM_COLLIDE_DURATION_MAX,
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PALM_COLLIDE_DECAY_PER_SAMPLE);
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}
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}
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}
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glm::vec3 avatarPenetration;
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if (otherAvatar->findSpherePenetration(palm.getPosition(), scaledPalmRadius, avatarPenetration)) {
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totalPenetration = addPenetrations(totalPenetration, avatarPenetration);
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// Check for collisions with the other avatar's leap palms
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}
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}
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}
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@ -534,7 +578,11 @@ void Hand::renderLeapHands() {
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PalmData& palm = getPalms()[i];
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if (palm.isActive()) {
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const float palmThickness = 0.02f;
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glColor4f(handColor.r, handColor.g, handColor.b, 0.25);
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if (palm.getIsCollidingWithPalm()) {
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glColor4f(1, 0, 0, 0.50);
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} else {
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glColor4f(handColor.r, handColor.g, handColor.b, 0.25);
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}
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glm::vec3 tip = palm.getPosition();
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glm::vec3 root = palm.getPosition() + palm.getNormal() * palmThickness;
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const float radiusA = 0.05f;
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@ -79,7 +79,6 @@ private:
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std::vector<HandBall> _leapFingerRootBalls;
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glm::vec3 _lastFingerAddVoxel, _lastFingerDeleteVoxel;
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bool _isCollidingWithVoxel;
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VoxelDetail _collidingVoxel;
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glm::vec3 _collisionCenter;
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@ -426,6 +426,31 @@ static TextRenderer* textRenderer() {
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return renderer;
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}
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void MyAvatar::renderDebugBodyPoints() {
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glm::vec3 torsoPosition(getPosition());
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glm::vec3 headPosition(getHead().getEyePosition());
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float torsoToHead = glm::length(headPosition - torsoPosition);
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glm::vec3 position;
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printf("head-above-torso %.2f, scale = %0.2f\n", torsoToHead, getScale());
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// Torso Sphere
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position = torsoPosition;
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glPushMatrix();
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glColor4f(0, 1, 0, .5f);
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glTranslatef(position.x, position.y, position.z);
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glutSolidSphere(0.2, 10, 10);
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glPopMatrix();
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// Head Sphere
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position = headPosition;
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glPushMatrix();
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glColor4f(0, 1, 0, .5f);
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glTranslatef(position.x, position.y, position.z);
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glutSolidSphere(0.15, 10, 10);
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glPopMatrix();
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}
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void MyAvatar::render(bool forceRenderHead) {
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// render body
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@ -438,6 +463,9 @@ void MyAvatar::render(bool forceRenderHead) {
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glPopMatrix();
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}
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//renderDebugBodyPoints();
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if (!_chatMessage.empty()) {
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int width = 0;
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int lastWidth = 0;
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@ -30,6 +30,7 @@ public:
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void simulate(float deltaTime, Transmitter* transmitter);
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void updateFromGyrosAndOrWebcam(bool turnWithHead);
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void render(bool forceRenderHead);
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void renderDebugBodyPoints();
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// setters
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void setMousePressed(bool mousePressed) { _mousePressed = mousePressed; }
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@ -79,12 +79,6 @@ void SixenseManager::update(float deltaTime) {
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palm->setTrigger(data.trigger);
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palm->setJoystick(data.joystick_x, data.joystick_y);
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// Vibrate if needed
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if (palm->getIsCollidingWithVoxel()) {
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//printf("vibrate!\n");
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//vibrate(data.controller_index, 100, 1);
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}
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glm::vec3 position(data.pos[0], data.pos[1], data.pos[2]);
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// Adjust for distance between acquisition 'orb' and the user's torso
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// (distance to the right of body center, distance below torso, distance behind torso)
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@ -38,22 +38,20 @@ PalmData& HandData::addNewPalm() {
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return _palms.back();
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}
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const int SIXENSE_CONTROLLER_ID_LEFT_HAND = 0;
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const int SIXENSE_CONTROLLER_ID_RIGHT_HAND = 1;
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void HandData::getLeftRightPalmIndices(int& leftPalmIndex, int& rightPalmIndex) const {
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leftPalmIndex = -1;
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float leftPalmX = FLT_MAX;
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rightPalmIndex = -1;
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float rightPalmX = -FLT_MAX;
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rightPalmIndex = -1;
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for (int i = 0; i < _palms.size(); i++) {
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const PalmData& palm = _palms[i];
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if (palm.isActive()) {
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float x = palm.getRawPosition().x;
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if (x < leftPalmX) {
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if (palm.getSixenseID() == SIXENSE_CONTROLLER_ID_LEFT_HAND) {
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leftPalmIndex = i;
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leftPalmX = x;
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}
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if (x > rightPalmX) {
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if (palm.getSixenseID() == SIXENSE_CONTROLLER_ID_RIGHT_HAND) {
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rightPalmIndex = i;
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rightPalmX = x;
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}
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}
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}
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@ -71,7 +69,8 @@ _leapID(LEAPID_INVALID),
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_sixenseID(SIXENSEID_INVALID),
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_numFramesWithoutData(0),
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_owningHandData(owningHandData),
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_isCollidingWithVoxel(false)
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_isCollidingWithVoxel(false),
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_isCollidingWithPalm(false)
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{
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for (int i = 0; i < NUM_FINGERS_PER_HAND; ++i) {
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_fingers.push_back(FingerData(this, owningHandData));
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@ -182,6 +182,9 @@ public:
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bool getIsCollidingWithVoxel() { return _isCollidingWithVoxel; }
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void setIsCollidingWithVoxel(bool isCollidingWithVoxel) { _isCollidingWithVoxel = isCollidingWithVoxel; }
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bool getIsCollidingWithPalm() { return _isCollidingWithPalm; }
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void setIsCollidingWithPalm(bool isCollidingWithPalm) { _isCollidingWithPalm = isCollidingWithPalm; }
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private:
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std::vector<FingerData> _fingers;
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glm::quat _rawRotation;
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@ -205,6 +208,7 @@ private:
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HandData* _owningHandData;
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bool _isCollidingWithVoxel; /// Whether the finger of this palm is inside a leaf voxel
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bool _isCollidingWithPalm;
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};
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