Removed Hand, HandData & PalmData

Instead, we just store two controller::Poses in MyAvatar.
Existing behavior and scripting APIs have been preserved.

The hand controller debug drawing is slightly different, but still works.
This commit is contained in:
Anthony J. Thibault 2016-03-10 19:33:31 -08:00
parent 7275674d69
commit 807d31743c
17 changed files with 149 additions and 585 deletions

View file

@ -3216,11 +3216,10 @@ void Application::update(float deltaTime) {
myAvatar->setDriveKeys(ZOOM, userInputMapper->getActionState(controller::Action::TRANSLATE_CAMERA_Z));
}
controller::Pose leftHand = userInputMapper->getPoseState(controller::Action::LEFT_HAND);
controller::Pose rightHand = userInputMapper->getPoseState(controller::Action::RIGHT_HAND);
Hand* hand = DependencyManager::get<AvatarManager>()->getMyAvatar()->getHand();
setPalmData(hand, leftHand, deltaTime, HandData::LeftHand, userInputMapper->getActionState(controller::Action::LEFT_HAND_CLICK));
setPalmData(hand, rightHand, deltaTime, HandData::RightHand, userInputMapper->getActionState(controller::Action::RIGHT_HAND_CLICK));
controller::Pose leftHandPose = userInputMapper->getPoseState(controller::Action::LEFT_HAND);
controller::Pose rightHandPose = userInputMapper->getPoseState(controller::Action::RIGHT_HAND);
myAvatar->setHandControllerPoses(leftHandPose, rightHandPose);
updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process...
updateDialogs(deltaTime); // update various stats dialogs if present
@ -4979,49 +4978,6 @@ mat4 Application::getHMDSensorPose() const {
return mat4();
}
void Application::setPalmData(Hand* hand, const controller::Pose& pose, float deltaTime, HandData::Hand whichHand, float triggerValue) {
// NOTE: the Hand::modifyPalm() will allow the lambda to modify the palm data while ensuring some other user isn't
// reading or writing to the Palms. This is definitely not the best way of handling this, and I'd like to see more
// of this palm manipulation in the Hand class itself. But unfortunately the Hand and Palm don't knbow about
// controller::Pose. More work is needed to clean this up.
hand->modifyPalm(whichHand, [&](PalmData& palm) {
palm.setActive(pose.isValid());
// controller pose is in Avatar frame.
glm::vec3 position = pose.getTranslation();
glm::quat rotation = pose.getRotation();
glm::vec3 rawVelocity = pose.getVelocity();
glm::vec3 angularVelocity = pose.getAngularVelocity();
palm.setRawVelocity(rawVelocity);
palm.setRawAngularVelocity(angularVelocity);
if (controller::InputDevice::getLowVelocityFilter()) {
// Use a velocity sensitive filter to damp small motions and preserve large ones with
// no latency.
float velocityFilter = glm::clamp(1.0f - glm::length(rawVelocity), 0.0f, 1.0f);
position = palm.getRawPosition() * velocityFilter + position * (1.0f - velocityFilter);
rotation = safeMix(palm.getRawRotation(), rotation, 1.0f - velocityFilter);
}
palm.setRawPosition(position);
palm.setRawRotation(rotation);
// Store the one fingertip in the palm structure so we can track velocity
const float FINGER_LENGTH = 0.3f; // meters
const glm::vec3 FINGER_VECTOR(0.0f, FINGER_LENGTH, 0.0f);
const glm::vec3 newTipPosition = position + rotation * FINGER_VECTOR;
glm::vec3 oldTipPosition = palm.getTipRawPosition();
if (deltaTime > 0.0f) {
palm.setTipVelocity((newTipPosition - oldTipPosition) / deltaTime);
} else {
palm.setTipVelocity(glm::vec3(0.0f));
}
palm.setTipPosition(newTipPosition);
palm.setTrigger(triggerValue); // FIXME - we want to get rid of this idea of PalmData having a trigger
});
}
void Application::crashApplication() {
qCDebug(interfaceapp) << "Intentionally crashed Interface";
QObject* object = nullptr;

View file

@ -299,7 +299,7 @@ private slots:
void loadSettings();
void saveSettings();
bool acceptSnapshot(const QString& urlString);
bool askToSetAvatarUrl(const QString& url);
bool askToLoadScript(const QString& scriptFilenameOrURL);
@ -327,8 +327,6 @@ private:
void update(float deltaTime);
void setPalmData(Hand* hand, const controller::Pose& pose, float deltaTime, HandData::Hand whichHand, float triggerValue);
// Various helper functions called during update()
void updateLOD();
void updateThreads(float deltaTime);

View file

@ -479,7 +479,8 @@ Menu::Menu() {
// Developer > Hands >>>
MenuWrapper* handOptionsMenu = developerMenu->addMenu("Hands");
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false,
avatar, SLOT(setEnableDebugDrawHandControllers(bool)));
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::LowVelocityFilter, 0, true,
qApp, SLOT(setLowVelocityFilter(bool)));

View file

@ -35,7 +35,6 @@
#include "Avatar.h"
#include "AvatarManager.h"
#include "AvatarMotionState.h"
#include "Hand.h"
#include "Head.h"
#include "Menu.h"
#include "Physics.h"
@ -101,7 +100,6 @@ Avatar::Avatar(RigPointer rig) :
// give the pointer to our head to inherited _headData variable from AvatarData
_headData = static_cast<HeadData*>(new Head(this));
_handData = static_cast<HandData*>(new Hand(this));
}
Avatar::~Avatar() {
@ -190,11 +188,6 @@ void Avatar::simulate(float deltaTime) {
float boundingRadius = getBoundingRadius();
bool inView = qApp->getViewFrustum()->sphereIntersectsFrustum(getPosition(), boundingRadius);
{
PerformanceTimer perfTimer("hand");
getHand()->simulate(deltaTime, false);
}
if (_shouldAnimate && !_shouldSkipRender && inView) {
{
PerformanceTimer perfTimer("skeleton");
@ -578,11 +571,6 @@ void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, floa
if (_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable()) {
getHead()->render(renderArgs, 1.0f, renderFrustum);
}
if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE &&
Menu::getInstance()->isOptionChecked(MenuOption::DisplayHandTargets)) {
getHand()->renderHandTargets(renderArgs, false);
}
}
getHead()->renderLookAts(renderArgs);
}

View file

@ -22,7 +22,6 @@
#include <render/Scene.h>
#include "Hand.h"
#include "Head.h"
#include "SkeletonModel.h"
#include "world.h"
@ -91,7 +90,7 @@ public:
float getUniformScale() const { return getScale().y; }
const Head* getHead() const { return static_cast<const Head*>(_headData); }
Head* getHead() { return static_cast<Head*>(_headData); }
Hand* getHand() { return static_cast<Hand*>(_handData); }
glm::quat getWorldAlignedOrientation() const;
AABox getBounds() const;

View file

@ -104,48 +104,57 @@ std::shared_ptr<Avatar> AvatarActionHold::getTarget(float deltaTimeStep, glm::qu
withReadLock([&]{
bool isRightHand = (_hand == "right");
glm::vec3 palmPosition;
glm::quat palmRotation;
PalmData palmData = holdingAvatar->getHand()->getCopyOfPalmData(isRightHand ? HandData::RightHand : HandData::LeftHand);
if (palmData.isValid()) {
// TODO: adjust according to _relativePosition and _relativeRotation?
linearVelocity = palmData.getVelocity();
angularVelocity = palmData.getAngularVelocity();
}
if (_ignoreIK && holdingAvatar->isMyAvatar() && palmData.isValid()) {
// We cannot ignore other avatars IK and this is not the point of this option
// This is meant to make the grabbing behavior more reactive.
palmPosition = palmData.getPosition();
palmRotation = palmData.getRotation();
} else if (holdingAvatar->isMyAvatar()) {
glm::vec3 avatarRigidBodyPosition;
glm::quat avatarRigidBodyRotation;
getAvatarRigidBodyLocation(avatarRigidBodyPosition, avatarRigidBodyRotation);
// the offset and rotation between the avatar's rigid body and the palm were determined earlier
// in prepareForPhysicsSimulation. At this point, the avatar's rigid body has been moved by bullet
// and the data in the Avatar class is stale. This means that the result of get*PalmPosition will
// be stale. Instead, determine the current palm position with the current avatar's rigid body
// location and the saved offsets.
// this line is more correct but breaks for the current way avatar data is updated.
// palmPosition = avatarRigidBodyPosition + avatarRigidBodyRotation * _palmOffsetFromRigidBody;
// instead, use this for now:
palmPosition = avatarRigidBodyPosition + _palmOffsetFromRigidBody;
// the item jitters the least by getting the rotation based on the opinion of Avatar.h rather
// than that of the rigid body. leaving this next line here for future reference:
// palmRotation = avatarRigidBodyRotation * _palmRotationFromRigidBody;
if (holdingAvatar->isMyAvatar()) {
// fetch the hand controller pose
controller::Pose pose;
if (isRightHand) {
palmRotation = holdingAvatar->getRightPalmRotation();
pose = avatarManager->getMyAvatar()->getRightHandControllerPose();
} else {
palmRotation = holdingAvatar->getLeftPalmRotation();
pose = avatarManager->getMyAvatar()->getLeftHandControllerPose();
}
} else {
if (pose.isValid()) {
linearVelocity = pose.getVelocity();
angularVelocity = pose.getAngularVelocity();
}
if (_ignoreIK && pose.isValid()) {
// We cannot ignore other avatars IK and this is not the point of this option
// This is meant to make the grabbing behavior more reactive.
palmPosition = pose.getTranslation();
palmRotation = pose.getRotation();
} else {
glm::vec3 avatarRigidBodyPosition;
glm::quat avatarRigidBodyRotation;
getAvatarRigidBodyLocation(avatarRigidBodyPosition, avatarRigidBodyRotation);
// the offset and rotation between the avatar's rigid body and the palm were determined earlier
// in prepareForPhysicsSimulation. At this point, the avatar's rigid body has been moved by bullet
// and the data in the Avatar class is stale. This means that the result of get*PalmPosition will
// be stale. Instead, determine the current palm position with the current avatar's rigid body
// location and the saved offsets.
// this line is more correct but breaks for the current way avatar data is updated.
// palmPosition = avatarRigidBodyPosition + avatarRigidBodyRotation * _palmOffsetFromRigidBody;
// instead, use this for now:
palmPosition = avatarRigidBodyPosition + _palmOffsetFromRigidBody;
// the item jitters the least by getting the rotation based on the opinion of Avatar.h rather
// than that of the rigid body. leaving this next line here for future reference:
// palmRotation = avatarRigidBodyRotation * _palmRotationFromRigidBody;
if (isRightHand) {
palmRotation = holdingAvatar->getRightPalmRotation();
} else {
palmRotation = holdingAvatar->getLeftPalmRotation();
}
}
} else { // regular avatar
if (isRightHand) {
palmPosition = holdingAvatar->getRightPalmPosition();
palmRotation = holdingAvatar->getRightPalmRotation();

View file

@ -1,101 +0,0 @@
//
// Hand.cpp
// interface/src/avatar
//
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Hand.h"
#include <glm/glm.hpp>
#include <GeometryUtil.h>
#include <RenderArgs.h>
#include "Avatar.h"
#include "AvatarManager.h"
#include "MyAvatar.h"
#include "Util.h"
#include "world.h"
using namespace std;
Hand::Hand(Avatar* owningAvatar) :
HandData((AvatarData*)owningAvatar),
_owningAvatar(owningAvatar)
{
}
void Hand::simulate(float deltaTime, bool isMine) {
// nothing to do here
}
void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
float avatarScale = 1.0f;
if (_owningAvatar) {
avatarScale = _owningAvatar->getUniformScale();
}
const float alpha = 1.0f;
const glm::vec3 redColor(1.0f, 0.0f, 0.0f); // Color the hand targets red to be different than skin
const glm::vec3 greenColor(0.0f, 1.0f, 0.0f); // Color the hand targets red to be different than skin
const glm::vec3 blueColor(0.0f, 0.0f, 1.0f); // Color the hand targets red to be different than skin
const glm::vec3 grayColor(0.5f);
const float SPHERE_RADIUS = 0.03f * avatarScale;
auto palms = getCopyOfPalms();
gpu::Batch& batch = *renderArgs->_batch;
if (isMine) {
for (const auto& palm : palms) {
if (!palm.isActive()) {
continue;
}
// draw a gray sphere at the target position of the "Hand" joint
glm::vec3 position = palm.getPosition();
Transform transform = Transform();
transform.setTranslation(position);
transform.setRotation(palm.getRotation());
transform.postScale(SPHERE_RADIUS);
batch.setModelTransform(transform);
DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch, grayColor);
// draw a green sphere at the old "finger tip"
transform = Transform();
position = palm.getTipPosition();
transform.setTranslation(position);
transform.setRotation(palm.getRotation());
transform.postScale(SPHERE_RADIUS);
batch.setModelTransform(transform);
DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch, greenColor);
}
}
const float AXIS_RADIUS = 0.1f * SPHERE_RADIUS;
const float AXIS_LENGTH = 10.0f * SPHERE_RADIUS;
// Draw the coordinate frames of the hand targets
for (const auto& palm : palms) {
if (palm.isActive()) {
glm::vec3 root = palm.getPosition();
const glm::vec3 yAxis(0.0f, 1.0f, 0.0f);
glm::quat palmRotation = palm.getRotation();
Transform transform = Transform();
transform.setTranslation(glm::vec3());
batch.setModelTransform(transform);
glm::vec3 tip = root + palmRotation * glm::vec3(AXIS_LENGTH, 0.0f, 0.0f);
Avatar::renderJointConnectingCone(batch, root, tip, AXIS_RADIUS, AXIS_RADIUS, glm::vec4(redColor.r, redColor.g, redColor.b, alpha));
tip = root + palmRotation * glm::vec3(0.0f, AXIS_LENGTH, 0.0f);
Avatar::renderJointConnectingCone(batch, root, tip, AXIS_RADIUS, AXIS_RADIUS, glm::vec4(greenColor.r, greenColor.g, greenColor.b, alpha));
tip = root + palmRotation * glm::vec3(0.0f, 0.0f, AXIS_LENGTH);
Avatar::renderJointConnectingCone(batch, root, tip, AXIS_RADIUS, AXIS_RADIUS, glm::vec4(blueColor.r, blueColor.g, blueColor.b, alpha));
}
}
}

View file

@ -1,36 +0,0 @@
//
// Hand.h
// interface/src/avatar
//
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_Hand_h
#define hifi_Hand_h
#include <HandData.h>
class Avatar;
class RenderArgs;
class Hand : public HandData {
public:
Hand(Avatar* owningAvatar);
void simulate(float deltaTime, bool isMine);
void renderHandTargets(RenderArgs* renderArgs, bool isMine);
private:
// disallow copies of the Hand, copy of owning Avatar is disallowed too
Hand(const Hand&);
Hand& operator= (const Hand&);
int _controllerButtons; /// Button states read from hand-held controllers
Avatar* _owningAvatar;
};
#endif // hifi_Hand_h

View file

@ -341,12 +341,6 @@ void MyAvatar::simulate(float deltaTime) {
updatePosition(deltaTime);
}
{
PerformanceTimer perfTimer("hand");
// update avatar skeleton and simulate hand and head
getHand()->simulate(deltaTime, true);
}
{
PerformanceTimer perfTimer("skeleton");
_skeletonModel.simulate(deltaTime);
@ -520,47 +514,49 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
glm::vec3 MyAvatar::getLeftHandPosition() const {
auto palmData = getHandData()->getCopyOfPalmData(HandData::LeftHand);
return palmData.isValid() ? palmData.getPosition() : glm::vec3(0.0f);
auto pose = getLeftHandControllerPose();
return pose.isValid() ? pose.getTranslation() : glm::vec3(0.0f);
}
glm::vec3 MyAvatar::getRightHandPosition() const {
auto palmData = getHandData()->getCopyOfPalmData(HandData::RightHand);
return palmData.isValid() ? palmData.getPosition() : glm::vec3(0.0f);
auto pose = getRightHandControllerPose();
return pose.isValid() ? pose.getTranslation() : glm::vec3(0.0f);
}
glm::vec3 MyAvatar::getLeftHandTipPosition() const {
auto palmData = getHandData()->getCopyOfPalmData(HandData::LeftHand);
return palmData.isValid() ? palmData.getTipPosition() : glm::vec3(0.0f);
const float TIP_LENGTH = 0.3f;
auto pose = getLeftHandControllerPose();
return pose.isValid() ? pose.getTranslation() * pose.getRotation() + glm::vec3(0.0f, TIP_LENGTH, 0.0f) : glm::vec3(0.0f);
}
glm::vec3 MyAvatar::getRightHandTipPosition() const {
auto palmData = getHandData()->getCopyOfPalmData(HandData::RightHand);
return palmData.isValid() ? palmData.getTipPosition() : glm::vec3(0.0f);
const float TIP_LENGTH = 0.3f;
auto pose = getRightHandControllerPose();
return pose.isValid() ? pose.getTranslation() * pose.getRotation() + glm::vec3(0.0f, TIP_LENGTH, 0.0f) : glm::vec3(0.0f);
}
controller::Pose MyAvatar::getLeftHandPose() const {
auto palmData = getHandData()->getCopyOfPalmData(HandData::LeftHand);
return palmData.isValid() ? controller::Pose(palmData.getPosition(), palmData.getRotation(),
palmData.getVelocity(), palmData.getRawAngularVelocity()) : controller::Pose();
return getLeftHandControllerPose();
}
controller::Pose MyAvatar::getRightHandPose() const {
auto palmData = getHandData()->getCopyOfPalmData(HandData::RightHand);
return palmData.isValid() ? controller::Pose(palmData.getPosition(), palmData.getRotation(),
palmData.getVelocity(), palmData.getRawAngularVelocity()) : controller::Pose();
return getRightHandControllerPose();
}
controller::Pose MyAvatar::getLeftHandTipPose() const {
auto palmData = getHandData()->getCopyOfPalmData(HandData::LeftHand);
return palmData.isValid() ? controller::Pose(palmData.getTipPosition(), palmData.getRotation(),
palmData.getTipVelocity(), palmData.getRawAngularVelocity()) : controller::Pose();
auto pose = getLeftHandControllerPose();
glm::vec3 tipTrans = getLeftHandTipPosition();
pose.velocity += glm::cross(pose.getAngularVelocity(), pose.getTranslation() - tipTrans);
pose.translation = tipTrans;
return pose;
}
controller::Pose MyAvatar::getRightHandTipPose() const {
auto palmData = getHandData()->getCopyOfPalmData(HandData::RightHand);
return palmData.isValid() ? controller::Pose(palmData.getTipPosition(), palmData.getRotation(),
palmData.getTipVelocity(), palmData.getRawAngularVelocity()) : controller::Pose();
auto pose = getRightHandControllerPose();
glm::vec3 tipTrans = getRightHandTipPosition();
pose.velocity += glm::cross(pose.getAngularVelocity(), pose.getTranslation() - tipTrans);
pose.translation = tipTrans;
return pose;
}
// virtual
@ -698,6 +694,14 @@ void MyAvatar::setEnableDebugDrawPosition(bool isEnabled) {
}
}
void MyAvatar::setEnableDebugDrawHandControllers(bool isEnabled) {
_enableDebugDrawHandControllers = isEnabled;
if (!isEnabled) {
DebugDraw::getInstance().removeMyAvatarMarker("leftHandController");
DebugDraw::getInstance().removeMyAvatarMarker("rightHandController");
}
}
void MyAvatar::setEnableMeshVisible(bool isEnabled) {
render::ScenePointer scene = qApp->getMain3DScene();
_skeletonModel.setVisibleInScene(isEnabled, scene);
@ -1080,6 +1084,38 @@ void MyAvatar::rebuildCollisionShape() {
_characterController.setLocalBoundingBox(corner, diagonal);
}
static controller::Pose applyLowVelocityFilter(const controller::Pose& oldPose, const controller::Pose& newPose) {
controller::Pose finalPose = newPose;
if (newPose.isValid()) {
// Use a velocity sensitive filter to damp small motions and preserve large ones with
// no latency.
float velocityFilter = glm::clamp(1.0f - glm::length(oldPose.getVelocity()), 0.0f, 1.0f);
finalPose.translation = oldPose.getTranslation() * velocityFilter + newPose.getTranslation() * (1.0f - velocityFilter);
finalPose.rotation = safeMix(oldPose.getRotation(), newPose.getRotation(), 1.0f - velocityFilter);
}
return finalPose;
}
void MyAvatar::setHandControllerPoses(const controller::Pose& left, const controller::Pose& right) {
if (controller::InputDevice::getLowVelocityFilter()) {
auto oldLeftPose = getLeftHandControllerPose();
auto oldRightPose = getRightHandControllerPose();
_leftHandControllerPoseCache.set(applyLowVelocityFilter(oldLeftPose, left));
_rightHandControllerPoseCache.set(applyLowVelocityFilter(oldRightPose, right));
} else {
_leftHandControllerPoseCache.set(left);
_rightHandControllerPoseCache.set(right);
}
}
controller::Pose MyAvatar::getLeftHandControllerPose() const {
return _leftHandControllerPoseCache.get();
}
controller::Pose MyAvatar::getRightHandControllerPose() const {
return _rightHandControllerPoseCache.get();
}
void MyAvatar::prepareForPhysicsSimulation() {
relayDriveKeysToCharacterController();
@ -1215,11 +1251,6 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, fl
} else {
getHead()->renderLookAts(renderArgs);
}
if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE &&
Menu::getInstance()->isOptionChecked(MenuOption::DisplayHandTargets)) {
getHand()->renderHandTargets(renderArgs, true);
}
}
void MyAvatar::setVisibleInSceneIfReady(Model* model, render::ScenePointer scene, bool visible) {
@ -1328,6 +1359,23 @@ void MyAvatar::preRender(RenderArgs* renderArgs) {
}
}
if (_enableDebugDrawHandControllers) {
auto leftHandPose = getLeftHandControllerPose();
auto rightHandPose = getRightHandControllerPose();
if (leftHandPose.isValid()) {
DebugDraw::getInstance().addMyAvatarMarker("leftHandController", leftHandPose.getRotation(), leftHandPose.getTranslation(), glm::vec4(1));
} else {
DebugDraw::getInstance().removeMyAvatarMarker("leftHandController");
}
if (rightHandPose.isValid()) {
DebugDraw::getInstance().addMyAvatarMarker("rightHandController", rightHandPose.getRotation(), rightHandPose.getTranslation(), glm::vec4(1));
} else {
DebugDraw::getInstance().removeMyAvatarMarker("rightHandController");
}
}
DebugDraw::getInstance().updateMyAvatarPos(getPosition());
DebugDraw::getInstance().updateMyAvatarRot(getOrientation());

View file

@ -249,6 +249,10 @@ public:
virtual void rebuildCollisionShape() override;
void setHandControllerPoses(const controller::Pose& left, const controller::Pose& right);
controller::Pose MyAvatar::getLeftHandControllerPose() const;
controller::Pose MyAvatar::getRightHandControllerPose() const;
public slots:
void increaseSize();
void decreaseSize();
@ -271,6 +275,7 @@ public slots:
void setEnableDebugDrawDefaultPose(bool isEnabled);
void setEnableDebugDrawAnimPose(bool isEnabled);
void setEnableDebugDrawPosition(bool isEnabled);
void setEnableDebugDrawHandControllers(bool isEnabled);
bool getEnableMeshVisible() const { return _skeletonModel.isVisible(); }
void setEnableMeshVisible(bool isEnabled);
void setUseAnimPreAndPostRotations(bool isEnabled);
@ -434,6 +439,7 @@ private:
bool _enableDebugDrawDefaultPose { false };
bool _enableDebugDrawAnimPose { false };
bool _enableDebugDrawHandControllers { false };
AudioListenerMode _audioListenerMode;
glm::vec3 _customListenPosition;
@ -444,6 +450,9 @@ private:
bool _hoverReferenceCameraFacingIsCaptured { false };
glm::vec3 _hoverReferenceCameraFacing { 0.0f, 0.0f, -1.0f }; // hmd sensor space
ThreadSafeValueCache<controller::Pose> _leftHandControllerPoseCache { controller::Pose() };
ThreadSafeValueCache<controller::Pose> _rightHandControllerPoseCache { controller::Pose() };
float AVATAR_MOVEMENT_ENERGY_CONSTANT { 0.001f };
float AUDIO_ENERGY_CONSTANT { 0.000001f };
float MAX_AVATAR_MOVEMENT_PER_FRAME { 30.0f };

View file

@ -16,7 +16,6 @@
#include "Application.h"
#include "Avatar.h"
#include "Hand.h"
#include "Menu.h"
#include "SkeletonModel.h"
#include "Util.h"
@ -127,20 +126,20 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
Rig::HandParameters handParams;
auto leftPalm = myAvatar->getHand()->getCopyOfPalmData(HandData::LeftHand);
if (leftPalm.isValid() && leftPalm.isActive()) {
auto leftPose = myAvatar->getLeftHandControllerPose();
if (leftPose.isValid()) {
handParams.isLeftEnabled = true;
handParams.leftPosition = Quaternions::Y_180 * leftPalm.getRawPosition();
handParams.leftOrientation = Quaternions::Y_180 * leftPalm.getRawRotation();
handParams.leftPosition = Quaternions::Y_180 * leftPose.getTranslation();
handParams.leftOrientation = Quaternions::Y_180 * leftPose.getRotation();
} else {
handParams.isLeftEnabled = false;
}
auto rightPalm = myAvatar->getHand()->getCopyOfPalmData(HandData::RightHand);
if (rightPalm.isValid() && rightPalm.isActive()) {
auto rightPose = myAvatar->getRightHandControllerPose();
if (rightPose.isValid()) {
handParams.isRightEnabled = true;
handParams.rightPosition = Quaternions::Y_180 * rightPalm.getRawPosition();
handParams.rightOrientation = Quaternions::Y_180 * rightPalm.getRawRotation();
handParams.rightPosition = Quaternions::Y_180 * rightPose.getTranslation();
handParams.rightOrientation = Quaternions::Y_180 * rightPose.getRotation();
} else {
handParams.isRightEnabled = false;
}
@ -247,17 +246,6 @@ bool operator<(const IndexValue& firstIndex, const IndexValue& secondIndex) {
return firstIndex.value < secondIndex.value;
}
void SkeletonModel::applyPalmData(int jointIndex, const PalmData& palm) {
if (jointIndex == -1 || jointIndex >= _rig->getJointStateCount()) {
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
int parentJointIndex = geometry.joints.at(jointIndex).parentIndex;
if (parentJointIndex == -1) {
return;
}
}
bool SkeletonModel::getLeftGrabPosition(glm::vec3& position) const {
int knuckleIndex = _rig->indexOfJoint("LeftHandMiddle1");
int handIndex = _rig->indexOfJoint("LeftHand");

View file

@ -111,7 +111,6 @@ protected:
void computeBoundingShape();
void applyPalmData(int jointIndex, const PalmData& palm);
private:
bool getEyeModelPositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;

View file

@ -13,7 +13,6 @@
#include <avatar/AvatarManager.h>
#include <avatar/MyAvatar.h>
#include <HandData.h>
#include <HFBackEvent.h>
#include <plugins/PluginManager.h>

View file

@ -57,7 +57,6 @@ AvatarData::AvatarData() :
_hasNewJointRotations(true),
_hasNewJointTranslations(true),
_headData(NULL),
_handData(NULL),
_faceModelURL("http://invalid.com"),
_displayNameTargetAlpha(1.0f),
_displayNameAlpha(1.0f),
@ -74,7 +73,6 @@ AvatarData::AvatarData() :
AvatarData::~AvatarData() {
delete _headData;
delete _handData;
}
// We cannot have a file-level variable (const or otherwise) in the header if it uses PathUtils, because that references Application, which will not yet initialized.
@ -418,11 +416,6 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
_headData = new HeadData(this);
}
// lazily allocate memory for HandData in case we're not an Avatar instance
if (!_handData) {
_handData = new HandData(this);
}
const unsigned char* startPosition = reinterpret_cast<const unsigned char*>(buffer.data());
const unsigned char* sourceBuffer = startPosition;
quint64 now = usecTimestampNow();

View file

@ -52,9 +52,9 @@ typedef unsigned long long quint64;
#include <RegisteredMetaTypes.h>
#include <SimpleMovingAverage.h>
#include <SpatiallyNestable.h>
#include <NumericalConstants.h>
#include "AABox.h"
#include "HandData.h"
#include "HeadData.h"
#include "PathUtils.h"
@ -290,7 +290,6 @@ public:
KeyState keyState() const { return _keyState; }
const HeadData* getHeadData() const { return _headData; }
const HandData* getHandData() const { return _handData; }
bool hasIdentityChangedAfterParsing(const QByteArray& data);
QByteArray identityByteArray();
@ -383,7 +382,6 @@ protected:
bool _hasNewJointTranslations; // set in AvatarData, cleared in Avatar
HeadData* _headData;
HandData* _handData;
QUrl _faceModelURL; // These need to be empty so that on first time setting them they will not short circuit
QUrl _skeletonModelURL; // These need to be empty so that on first time setting them they will not short circuit

View file

@ -1,110 +0,0 @@
//
// HandData.cpp
// libraries/avatars/src
//
// Created by Stephen Birarda on 5/20/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <QtCore/QDataStream>
#include <GeometryUtil.h>
#include <SharedUtil.h>
#include "AvatarData.h"
#include "HandData.h"
HandData::HandData(AvatarData* owningAvatar) :
_owningAvatarData(owningAvatar)
{
addNewPalm(LeftHand);
addNewPalm(RightHand);
}
glm::vec3 HandData::worldToLocalVector(const glm::vec3& worldVector) const {
return glm::inverse(getBaseOrientation()) * worldVector / getBaseScale();
}
PalmData& HandData::addNewPalm(Hand whichHand) {
QWriteLocker locker(&_palmsLock);
_palms.push_back(PalmData(this, whichHand));
return _palms.back();
}
PalmData HandData::getCopyOfPalmData(Hand hand) const {
QReadLocker locker(&_palmsLock);
// the palms are not necessarily added in left-right order,
// so we have to search for the correct hand
for (const auto& palm : _palms) {
if (palm.whichHand() == hand && palm.isActive()) {
return palm;
}
}
return PalmData(); // invalid hand
}
PalmData::PalmData(HandData* owningHandData, HandData::Hand hand) :
_rawRotation(0.0f, 0.0f, 0.0f, 1.0f),
_rawPosition(0.0f),
_rawVelocity(0.0f),
_rawAngularVelocity(0.0f),
_totalPenetration(0.0f),
_isActive(false),
_numFramesWithoutData(0),
_owningHandData(owningHandData),
_hand(hand) {
}
void PalmData::addToPosition(const glm::vec3& delta) {
_rawPosition += _owningHandData->worldToLocalVector(delta);
}
bool HandData::findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration,
const PalmData*& collidingPalm) const {
QReadLocker locker(&_palmsLock);
for (const auto& palm : _palms) {
if (!palm.isActive()) {
continue;
}
glm::vec3 palmPosition = palm.getPosition();
const float PALM_RADIUS = 0.05f; // in world (not voxel) coordinates
if (findSphereSpherePenetration(penetratorCenter, penetratorRadius, palmPosition, PALM_RADIUS, penetration)) {
collidingPalm = &palm;
return true;
}
}
return false;
}
glm::quat HandData::getBaseOrientation() const {
return _owningAvatarData->getOrientation();
}
glm::vec3 HandData::getBasePosition() const {
return _owningAvatarData->getPosition();
}
float HandData::getBaseScale() const {
return _owningAvatarData->getTargetScale();
}
glm::vec3 PalmData::getFingerDirection() const {
// finger points along yAxis in hand-frame
const glm::vec3 LOCAL_FINGER_DIRECTION(0.0f, 1.0f, 0.0f);
return glm::normalize(_owningHandData->localToWorldDirection(_rawRotation * LOCAL_FINGER_DIRECTION));
}
glm::vec3 PalmData::getNormal() const {
// palm normal points along zAxis in hand-frame
const glm::vec3 LOCAL_PALM_DIRECTION(0.0f, 0.0f, 1.0f);
return glm::normalize(_owningHandData->localToWorldDirection(_rawRotation * LOCAL_PALM_DIRECTION));
}

View file

@ -1,174 +0,0 @@
//
// HandData.h
// libraries/avatars/src
//
// Created by Eric Johnston on 6/26/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_HandData_h
#define hifi_HandData_h
#include <functional>
#include <iostream>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <QReadWriteLock>
#include <NumericalConstants.h>
#include <SharedUtil.h>
class AvatarData;
class PalmData;
class HandData {
public:
enum Hand {
LeftHand,
RightHand,
UnknownHand,
NUMBER_OF_HANDS
};
HandData(AvatarData* owningAvatar);
virtual ~HandData() {}
// position conversion
glm::vec3 localToWorldPosition(const glm::vec3& localPosition) {
return getBasePosition() + getBaseOrientation() * localPosition * getBaseScale();
}
glm::vec3 localToWorldDirection(const glm::vec3& localVector) {
return getBaseOrientation() * localVector * getBaseScale();
}
glm::vec3 worldToLocalVector(const glm::vec3& worldVector) const;
PalmData getCopyOfPalmData(Hand hand) const;
std::vector<PalmData> getCopyOfPalms() const { QReadLocker locker(&_palmsLock); return _palms; }
/// Checks for penetration between the described sphere and the hand.
/// \param penetratorCenter the center of the penetration test sphere
/// \param penetratorRadius the radius of the penetration test sphere
/// \param penetration[out] the vector in which to store the penetration
/// \param collidingPalm[out] a const PalmData* to the palm that was collided with
/// \return whether or not the sphere penetrated
bool findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration,
const PalmData*& collidingPalm) const;
glm::quat getBaseOrientation() const;
/// Allows a lamda function write access to the specific palm for this Hand, this might
/// modify the _palms vector
template<typename PalmModifierFunction> void modifyPalm(Hand whichHand, PalmModifierFunction callback);
friend class AvatarData;
protected:
AvatarData* _owningAvatarData;
std::vector<PalmData> _palms;
mutable QReadWriteLock _palmsLock{ QReadWriteLock::Recursive };
glm::vec3 getBasePosition() const;
float getBaseScale() const;
PalmData& addNewPalm(Hand whichHand);
PalmData& getPalmData(Hand hand);
private:
// privatize copy ctor and assignment operator so copies of this object cannot be made
HandData(const HandData&);
HandData& operator= (const HandData&);
};
class PalmData {
public:
PalmData(HandData* owningHandData = nullptr, HandData::Hand hand = HandData::UnknownHand);
glm::vec3 getPosition() const { return _owningHandData->localToWorldPosition(_rawPosition); }
glm::vec3 getVelocity() const { return _owningHandData->localToWorldDirection(_rawVelocity); }
glm::vec3 getAngularVelocity() const { return _owningHandData->localToWorldDirection(_rawAngularVelocity); }
const glm::vec3& getRawPosition() const { return _rawPosition; }
bool isActive() const { return _isActive; }
bool isValid() const { return _owningHandData; }
void setActive(bool active) { _isActive = active; }
HandData::Hand whichHand() const { return _hand; }
void setHand(HandData::Hand hand) { _hand = hand; }
void setRawRotation(const glm::quat& rawRotation) { _rawRotation = rawRotation; };
glm::quat getRawRotation() const { return _rawRotation; }
glm::quat getRotation() const { return _owningHandData->getBaseOrientation() * _rawRotation; }
void setRawPosition(const glm::vec3& pos) { _rawPosition = pos; }
void setRawVelocity(const glm::vec3& velocity) { _rawVelocity = velocity; }
const glm::vec3& getRawVelocity() const { return _rawVelocity; }
void setRawAngularVelocity(const glm::vec3& angularVelocity) { _rawAngularVelocity = angularVelocity; }
const glm::vec3& getRawAngularVelocity() const { return _rawAngularVelocity; }
void addToPosition(const glm::vec3& delta);
void addToPenetration(const glm::vec3& penetration) { _totalPenetration += penetration; }
void resolvePenetrations() { addToPosition(-_totalPenetration); _totalPenetration = glm::vec3(0.0f); }
void setTipPosition(const glm::vec3& position) { _tipPosition = position; }
const glm::vec3 getTipPosition() const { return _owningHandData->localToWorldPosition(_tipPosition); }
const glm::vec3& getTipRawPosition() const { return _tipPosition; }
void setTipVelocity(const glm::vec3& velocity) { _tipVelocity = velocity; }
const glm::vec3 getTipVelocity() const { return _owningHandData->localToWorldDirection(_tipVelocity); }
const glm::vec3& getTipRawVelocity() const { return _tipVelocity; }
void incrementFramesWithoutData() { _numFramesWithoutData++; }
void resetFramesWithoutData() { _numFramesWithoutData = 0; }
int getFramesWithoutData() const { return _numFramesWithoutData; }
// FIXME - these are used in SkeletonModel::updateRig() the skeleton/rig should probably get this information
// from an action and/or the UserInputMapper instead of piping it through here.
void setTrigger(float trigger) { _trigger = trigger; }
float getTrigger() const { return _trigger; }
// return world-frame:
glm::vec3 getFingerDirection() const;
glm::vec3 getNormal() const;
private:
// unless marked otherwise, these are all in the model-frame
glm::quat _rawRotation;
glm::vec3 _rawPosition;
glm::vec3 _rawVelocity;
glm::vec3 _rawAngularVelocity;
glm::quat _rawDeltaRotation;
glm::quat _lastRotation;
glm::vec3 _tipPosition;
glm::vec3 _tipVelocity;
glm::vec3 _totalPenetration; /// accumulator for per-frame penetrations
float _trigger;
bool _isActive; /// This has current valid data
int _numFramesWithoutData; /// after too many frames without data, this tracked object assumed lost.
HandData* _owningHandData;
HandData::Hand _hand;
};
template<typename PalmModifierFunction> void HandData::modifyPalm(Hand whichHand, PalmModifierFunction callback) {
QReadLocker locker(&_palmsLock);
for (auto& palm : _palms) {
if (palm.whichHand() == whichHand && palm.isValid()) {
callback(palm);
return;
}
}
}
#endif // hifi_HandData_h