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Merge pull request #3975 from ctrlaltdavid/20212
CR for Job #20212 - Operate laser pointer with hands controlled by Leap Motion
This commit is contained in:
commit
821cbe610c
5 changed files with 151 additions and 58 deletions
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@ -5,19 +5,89 @@
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// Created by Clément Brisset on 7/18/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// If using Hydra controllers, pulling the triggers makes laser pointers emanate from the respective hands.
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// If using a Leap Motion or similar to control your avatar's hands and fingers, pointing with your index fingers makes
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// laser pointers emanate from the respective index fingers.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var LEFT = 0;
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var RIGHT = 1;
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var LEFT_HAND_FLAG = 1;
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var RIGHT_HAND_FLAG = 2;
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var laserPointer = (function () {
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function update() {
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var state = ((Controller.getTriggerValue(LEFT) > 0.9) ? LEFT_HAND_FLAG : 0) +
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((Controller.getTriggerValue(RIGHT) > 0.9) ? RIGHT_HAND_FLAG : 0);
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MyAvatar.setHandState(state);
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}
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var NUM_FINGERs = 4, // Excluding thumb
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fingers = [
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[ "LeftHandIndex", "LeftHandMiddle", "LeftHandRing", "LeftHandPinky" ],
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[ "RightHandIndex", "RightHandMiddle", "RightHandRing", "RightHandPinky" ]
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];
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Script.update.connect(update);
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function isHandPointing(hand) {
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var MINIMUM_TRIGGER_PULL = 0.9;
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return Controller.getTriggerValue(hand) > MINIMUM_TRIGGER_PULL;
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}
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function isFingerPointing(hand) {
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// Index finger is pointing if final two bones of middle, ring, and pinky fingers are > 90 degrees w.r.t. index finger
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var pointing,
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indexDirection,
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otherDirection,
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f;
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pointing = true;
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indexDirection = Vec3.subtract(
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MyAvatar.getJointPosition(fingers[hand][0] + "4"),
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MyAvatar.getJointPosition(fingers[hand][0] + "2")
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);
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for (f = 1; f < NUM_FINGERs; f += 1) {
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otherDirection = Vec3.subtract(
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MyAvatar.getJointPosition(fingers[hand][f] + "4"),
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MyAvatar.getJointPosition(fingers[hand][f] + "2")
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);
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pointing = pointing && Vec3.dot(indexDirection, otherDirection) < 0;
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}
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return pointing;
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}
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function update() {
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var LEFT_HAND = 0,
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RIGHT_HAND = 1,
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LEFT_HAND_POINTING_FLAG = 1,
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RIGHT_HAND_POINTING_FLAG = 2,
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FINGER_POINTING_FLAG = 4,
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handState;
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handState = 0;
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if (isHandPointing(LEFT_HAND)) {
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handState += LEFT_HAND_POINTING_FLAG;
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}
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if (isHandPointing(RIGHT_HAND)) {
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handState += RIGHT_HAND_POINTING_FLAG;
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}
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if (handState === 0) {
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if (isFingerPointing(LEFT_HAND)) {
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handState += LEFT_HAND_POINTING_FLAG;
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}
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if (isFingerPointing(RIGHT_HAND)) {
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handState += RIGHT_HAND_POINTING_FLAG;
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}
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if (handState !== 0) {
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handState += FINGER_POINTING_FLAG;
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}
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}
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MyAvatar.setHandState(handState);
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}
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return {
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update: update
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};
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}());
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Script.update.connect(laserPointer.update);
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@ -282,43 +282,64 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool
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// render pointing lasers
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glm::vec3 laserColor = glm::vec3(1.0f, 0.0f, 1.0f);
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float laserLength = 50.0f;
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if (_handState == HAND_STATE_LEFT_POINTING ||
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_handState == HAND_STATE_BOTH_POINTING) {
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int leftIndex = _skeletonModel.getLeftHandJointIndex();
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glm::vec3 leftPosition;
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glm::quat leftRotation;
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_skeletonModel.getJointPositionInWorldFrame(leftIndex, leftPosition);
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_skeletonModel.getJointRotationInWorldFrame(leftIndex, leftRotation);
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glPushMatrix(); {
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glTranslatef(leftPosition.x, leftPosition.y, leftPosition.z);
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float angle = glm::degrees(glm::angle(leftRotation));
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glm::vec3 axis = glm::axis(leftRotation);
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glRotatef(angle, axis.x, axis.y, axis.z);
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glBegin(GL_LINES);
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glColor3f(laserColor.x, laserColor.y, laserColor.z);
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glVertex3f(0.0f, 0.0f, 0.0f);
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glVertex3f(0.0f, laserLength, 0.0f);
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glEnd();
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} glPopMatrix();
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glm::vec3 position;
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glm::quat rotation;
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bool havePosition, haveRotation;
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if (_handState & LEFT_HAND_POINTING_FLAG) {
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if (_handState & IS_FINGER_POINTING_FLAG) {
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int leftIndexTip = getJointIndex("LeftHandIndex4");
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int leftIndexTipJoint = getJointIndex("LeftHandIndex3");
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havePosition = _skeletonModel.getJointPositionInWorldFrame(leftIndexTip, position);
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haveRotation = _skeletonModel.getJointRotationInWorldFrame(leftIndexTipJoint, rotation);
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} else {
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int leftHand = _skeletonModel.getLeftHandJointIndex();
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havePosition = _skeletonModel.getJointPositionInWorldFrame(leftHand, position);
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haveRotation = _skeletonModel.getJointRotationInWorldFrame(leftHand, rotation);
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}
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if (havePosition && haveRotation) {
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glPushMatrix(); {
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glTranslatef(position.x, position.y, position.z);
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float angle = glm::degrees(glm::angle(rotation));
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(angle, axis.x, axis.y, axis.z);
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glBegin(GL_LINES);
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glColor3f(laserColor.x, laserColor.y, laserColor.z);
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glVertex3f(0.0f, 0.0f, 0.0f);
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glVertex3f(0.0f, laserLength, 0.0f);
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glEnd();
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} glPopMatrix();
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}
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}
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if (_handState == HAND_STATE_RIGHT_POINTING ||
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_handState == HAND_STATE_BOTH_POINTING) {
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int rightIndex = _skeletonModel.getRightHandJointIndex();
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glm::vec3 rightPosition;
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glm::quat rightRotation;
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_skeletonModel.getJointPositionInWorldFrame(rightIndex, rightPosition);
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_skeletonModel.getJointRotationInWorldFrame(rightIndex, rightRotation);
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glPushMatrix(); {
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glTranslatef(rightPosition.x, rightPosition.y, rightPosition.z);
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float angle = glm::degrees(glm::angle(rightRotation));
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glm::vec3 axis = glm::axis(rightRotation);
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glRotatef(angle, axis.x, axis.y, axis.z);
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glBegin(GL_LINES);
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glColor3f(laserColor.x, laserColor.y, laserColor.z);
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glVertex3f(0.0f, 0.0f, 0.0f);
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glVertex3f(0.0f, laserLength, 0.0f);
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glEnd();
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} glPopMatrix();
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if (_handState & RIGHT_HAND_POINTING_FLAG) {
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if (_handState & IS_FINGER_POINTING_FLAG) {
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int rightIndexTip = getJointIndex("RightHandIndex4");
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int rightIndexTipJoint = getJointIndex("RightHandIndex3");
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havePosition = _skeletonModel.getJointPositionInWorldFrame(rightIndexTip, position);
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haveRotation = _skeletonModel.getJointRotationInWorldFrame(rightIndexTipJoint, rotation);
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} else {
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int rightHand = _skeletonModel.getRightHandJointIndex();
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havePosition = _skeletonModel.getJointPositionInWorldFrame(rightHand, position);
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haveRotation = _skeletonModel.getJointRotationInWorldFrame(rightHand, rotation);
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}
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if (havePosition && haveRotation) {
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glPushMatrix(); {
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glTranslatef(position.x, position.y, position.z);
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float angle = glm::degrees(glm::angle(rotation));
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(angle, axis.x, axis.y, axis.z);
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glBegin(GL_LINES);
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glColor3f(laserColor.x, laserColor.y, laserColor.z);
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glVertex3f(0.0f, 0.0f, 0.0f);
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glVertex3f(0.0f, laserLength, 0.0f);
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glEnd();
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} glPopMatrix();
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}
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}
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}
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@ -21,15 +21,6 @@
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class ModelItemID;
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enum AvatarHandState
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{
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HAND_STATE_NULL = 0,
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HAND_STATE_LEFT_POINTING,
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HAND_STATE_RIGHT_POINTING,
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HAND_STATE_BOTH_POINTING,
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NUM_HAND_STATES
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};
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class MyAvatar : public Avatar {
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Q_OBJECT
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Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally)
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@ -188,7 +188,11 @@ QByteArray AvatarData::toByteArray() {
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// key state
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setSemiNibbleAt(bitItems,KEY_STATE_START_BIT,_keyState);
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// hand state
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setSemiNibbleAt(bitItems,HAND_STATE_START_BIT,_handState);
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bool isFingerPointing = _handState & IS_FINGER_POINTING_FLAG;
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setSemiNibbleAt(bitItems, HAND_STATE_START_BIT, _handState & ~IS_FINGER_POINTING_FLAG);
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if (isFingerPointing) {
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setAtBit(bitItems, HAND_STATE_FINGER_POINTING_BIT);
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}
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// faceshift state
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if (_headData->_isFaceshiftConnected) {
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setAtBit(bitItems, IS_FACESHIFT_CONNECTED);
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@ -439,8 +443,9 @@ int AvatarData::parseDataAtOffset(const QByteArray& packet, int offset) {
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// key state, stored as a semi-nibble in the bitItems
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_keyState = (KeyState)getSemiNibbleAt(bitItems,KEY_STATE_START_BIT);
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// hand state, stored as a semi-nibble in the bitItems
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_handState = getSemiNibbleAt(bitItems,HAND_STATE_START_BIT);
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// hand state, stored as a semi-nibble plus a bit in the bitItems
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_handState = getSemiNibbleAt(bitItems, HAND_STATE_START_BIT)
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+ (oneAtBit(bitItems, HAND_STATE_FINGER_POINTING_BIT) ? IS_FINGER_POINTING_FLAG : 0);
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_headData->_isFaceshiftConnected = oneAtBit(bitItems, IS_FACESHIFT_CONNECTED);
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_isChatCirclingEnabled = oneAtBit(bitItems, IS_CHAT_CIRCLING_ENABLED);
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@ -82,6 +82,12 @@ const int HAND_STATE_START_BIT = 2; // 3rd and 4th bits
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const int IS_FACESHIFT_CONNECTED = 4; // 5th bit
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const int IS_CHAT_CIRCLING_ENABLED = 5; // 6th bit
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const int HAS_REFERENTIAL = 6; // 7th bit
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const int HAND_STATE_FINGER_POINTING_BIT = 7; // 8th bit
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const char HAND_STATE_NULL = 0;
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const char LEFT_HAND_POINTING_FLAG = 1;
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const char RIGHT_HAND_POINTING_FLAG = 2;
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const char IS_FINGER_POINTING_FLAG = 4;
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static const float MAX_AVATAR_SCALE = 1000.0f;
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static const float MIN_AVATAR_SCALE = .005f;
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