mirror of
https://github.com/overte-org/overte.git
synced 2025-04-08 05:52:38 +02:00
(re-commit) Added support for Leap finger-sensing device.
Note that the actual Leap SDK can't be in the repo for IP reasons, so there's a stub-version of the header. When the actual SDK is put into the Leap folder, cake will find it automatically and switch over.
This commit is contained in:
parent
89d6fd105c
commit
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8 changed files with 273 additions and 2 deletions
52
cmake/modules/FindLeap.cmake
Executable file
52
cmake/modules/FindLeap.cmake
Executable file
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@ -0,0 +1,52 @@
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# - Try to find the Leap library
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#
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# You must provide a LEAP_ROOT_DIR which contains Lib and Include directories
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#
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# Once done this will define
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#
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# LEAP_FOUND - system found Leap
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# LEAP_INCLUDE_DIRS - the Leap include directory
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# LEAP_LIBRARIES - Link this to use Leap
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#
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# Created on 6/21/2013 by Eric Johnston,
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# adapted from FindLibOVR.cmake by Stephen Birarda
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# Copyright (c) 2013 High Fidelity
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#
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if (LEAP_LIBRARIES AND LEAP_INCLUDE_DIRS)
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# in cache already
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set(LEAP_FOUND TRUE)
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else (LEAP_LIBRARIES AND LEAP_INCLUDE_DIRS)
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find_path(LEAP_INCLUDE_DIRS Leap.h ${LEAP_ROOT_DIR}/include)
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if (LEAP_INCLUDE_DIRS)
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### If we found the real header, get the library as well.
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if (APPLE)
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find_library(LEAP_LIBRARIES libLeap.dylib ${LEAP_ROOT_DIR}/lib/libc++/)
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elseif (WIN32)
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find_library(LEAP_LIBRARIES libLeap.dylib ${LEAP_ROOT_DIR}/lib/libc++/)
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endif ()
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else ()
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### If we didn't find the real header, just use the stub header, and no library.
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find_path(LEAP_INCLUDE_DIRS Leap.h ${LEAP_ROOT_DIR}/stubs/include)
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endif ()
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# If we're using the Leap stubs, there's only a header, no lib.
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if (LEAP_INCLUDE_DIRS)
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set(LEAP_FOUND TRUE)
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endif (LEAP_INCLUDE_DIRS)
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if (LEAP_FOUND)
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if (NOT Leap_FIND_QUIETLY)
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message(STATUS "Found Leap: ${LEAP_LIBRARIES}")
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endif (NOT Leap_FIND_QUIETLY)
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else (LEAP_FOUND)
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if (Leap_FIND_REQUIRED)
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message(FATAL_ERROR "Could not find Leap")
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endif (Leap_FIND_REQUIRED)
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endif (LEAP_FOUND)
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# show the LEAP_INCLUDE_DIRS and LEAP_LIBRARIES variables only in the advanced view
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mark_as_advanced(LEAP_INCLUDE_DIRS LEAP_LIBRARIES)
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endif (LEAP_LIBRARIES AND LEAP_INCLUDE_DIRS)
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4
interface/CMakeLists.txt
Normal file → Executable file
4
interface/CMakeLists.txt
Normal file → Executable file
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@ -9,6 +9,7 @@ project(${TARGET_NAME})
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# setup for find modules
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../cmake/modules/")
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set(LIBOVR_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/external/LibOVR)
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set(LEAP_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/external/Leap)
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set(PORTAUDIO_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/external/PortAudio)
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set(OPENCV_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/external/OpenCV)
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set(UVCCAMERACONTROL_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/external/UVCCameraControl)
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@ -86,6 +87,7 @@ link_hifi_library(audio ${TARGET_NAME} ${ROOT_DIR})
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# find required libraries
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find_package(GLM REQUIRED)
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find_package(LibOVR)
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find_package(Leap)
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find_package(OpenCV)
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find_package(ZLIB)
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find_package(UVCCameraControl)
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@ -102,6 +104,7 @@ include_directories(
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SYSTEM
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${GLM_INCLUDE_DIRS}
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${LIBOVR_INCLUDE_DIRS}
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${LEAP_INCLUDE_DIRS}
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${OPENCV_INCLUDE_DIRS}
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)
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@ -140,6 +143,7 @@ if (APPLE)
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${QuartzCore}
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${UVCCAMERACONTROL_LIBRARIES}
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${LIBOVR_LIBRARIES}
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${LEAP_LIBRARIES}
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)
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else (APPLE)
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find_package(OpenGL REQUIRED)
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13
interface/external/Leap/stubs/include/Leap.h
vendored
Executable file
13
interface/external/Leap/stubs/include/Leap.h
vendored
Executable file
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@ -0,0 +1,13 @@
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// This is an empty stub, used as a placeholder for the real Leap.h
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// The entire containing Leap folder should be replaced by the one
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// from the Leap SDK.
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#define LEAP_STUBS // We're using the stubbed-out Leap header
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namespace Leap {
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class Frame {};
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class Controller {};
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class Listener {};
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}
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8
interface/src/Application.cpp
Normal file → Executable file
8
interface/src/Application.cpp
Normal file → Executable file
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@ -57,6 +57,7 @@
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#include "Application.h"
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#include "InterfaceConfig.h"
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#include "LogDisplay.h"
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#include "LeapManager.h"
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#include "OculusManager.h"
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#include "Util.h"
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#include "renderer/ProgramObject.h"
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@ -1671,7 +1672,11 @@ void Application::update(float deltaTime) {
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_touchAvgY - _touchDragStartedAvgY);
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}
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// Read serial port interface devices
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// Leap finger-sensing device
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LeapManager::nextFrame();
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_myAvatar.setLeapFingers(LeapManager::getFingerPositions());
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// Read serial port interface devices
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if (_serialHeadSensor.isActive()) {
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_serialHeadSensor.readData(deltaTime);
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}
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@ -2315,6 +2320,7 @@ void Application::displayStats() {
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}
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drawtext(10, statsVerticalOffset + 330, 0.10f, 0, 1.0, 0, avatarMixerStats);
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drawtext(10, statsVerticalOffset + 450, 0.10f, 0, 1.0, 0, (char *)LeapManager::statusString().c_str());
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if (_perfStatsOn) {
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// Get the PerfStats group details. We need to allocate and array of char* long enough to hold 1+groups
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60
interface/src/Avatar.cpp
Normal file → Executable file
60
interface/src/Avatar.cpp
Normal file → Executable file
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@ -104,6 +104,7 @@ Avatar::Avatar(Agent* owningAgent) :
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_skeleton.initialize();
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initializeBodyBalls();
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initializeLeapBalls();
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_height = _skeleton.getHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius + _bodyBall[ BODY_BALL_HEAD_BASE ].radius;
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@ -263,6 +264,21 @@ void Avatar::initializeBodyBalls() {
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*/
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}
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void Avatar::initializeLeapBalls() {
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_numLeapBalls = 0;
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for (int b = 0; b < MAX_AVATAR_LEAP_BALLS; b++) {
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_leapBall[b].parentJoint = AVATAR_JOINT_NULL;
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_leapBall[b].parentOffset = glm::vec3(0.0, 0.0, 0.0);
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_leapBall[b].position = glm::vec3(0.0, 0.0, 0.0);
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_leapBall[b].velocity = glm::vec3(0.0, 0.0, 0.0);
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_leapBall[b].radius = 0.01;
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_leapBall[b].touchForce = 0.0;
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_leapBall[b].isCollidable = true;
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_leapBall[b].jointTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
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}
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}
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Avatar::~Avatar() {
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_headData = NULL;
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@ -527,6 +543,9 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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// update body balls
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updateBodyBalls(deltaTime);
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// update leap balls
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updateLeapBalls(deltaTime);
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// test for avatar collision response with the big sphere
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if (usingBigSphereCollisionTest) {
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updateCollisionWithSphere(_TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime);
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@ -1148,6 +1167,23 @@ void Avatar::updateBodyBalls(float deltaTime) {
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_bodyBall[BODY_BALL_HEAD_TOP].rotation * _skeleton.joint[BODY_BALL_HEAD_TOP].bindPosePosition;
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}
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void Avatar::setLeapFingers(const std::vector<glm::vec3>& fingerPositions) {
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_numLeapBalls = fingerPositions.size(); // just to test
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float unitScale = 0.001; // convert mm to meters
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glm::vec3 offset(0.2, -0.2, -0.3); // place the hand in front of the face where we can see it
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for (int b = 0; b < _numLeapBalls; b++) {
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glm::vec3 pos = unitScale * fingerPositions[b] + offset;
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_leapBall[b].rotation = _head.getOrientation();
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_leapBall[b].position = _bodyBall[BODY_BALL_HEAD_BASE].position +
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_head.getOrientation() * pos;
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}
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}
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void Avatar::updateLeapBalls(float deltaTime) {
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}
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void Avatar::updateArmIKAndConstraints(float deltaTime) {
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// determine the arm vector
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}
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}
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}
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// Draw the leap balls
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for (int b = 0; b < _numLeapBalls; b++) {
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float alpha = 1.0f;
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if (alpha > 0.0f) {
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// Render the body ball sphere
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if (_owningAgent || true) {
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glColor3f(SKIN_COLOR[0] + _leapBall[b].touchForce * 0.3f,
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SKIN_COLOR[1] - _leapBall[b].touchForce * 0.2f,
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SKIN_COLOR[2] - _leapBall[b].touchForce * 0.1f);
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} else {
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glColor4f(SKIN_COLOR[0] + _leapBall[b].touchForce * 0.3f,
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SKIN_COLOR[1] - _leapBall[b].touchForce * 0.2f,
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SKIN_COLOR[2] - _leapBall[b].touchForce * 0.1f,
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alpha);
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}
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glColor4f(0.0, 0.4, 0.0, 1.0); // Just to test
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glPushMatrix();
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glTranslatef(_leapBall[b].position.x, _leapBall[b].position.y, _leapBall[b].position.z);
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glutSolidSphere(_leapBall[b].radius, 20.0f, 20.0f);
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glPopMatrix();
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}
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}
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} else {
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// Render the body's voxels
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float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror);
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11
interface/src/Avatar.h
Normal file → Executable file
11
interface/src/Avatar.h
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NUM_AVATAR_BODY_BALLS
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};
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#define MAX_AVATAR_LEAP_BALLS 10
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enum DriveKeys
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{
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FWD = 0,
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void setGravity (glm::vec3 gravity);
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void setMouseRay (const glm::vec3 &origin, const glm::vec3 &direction);
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void setOrientation (const glm::quat& orientation);
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void setLeapFingers (const std::vector<glm::vec3>& fingerPositions);
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//getters
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bool isInitialized () const { return _initialized;}
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float getBodyYaw () const { return _bodyYaw;}
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bool getIsNearInteractingOther () const { return _avatarTouch.getAbleToReachOtherAvatar();}
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const glm::vec3& getHeadJointPosition () const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position;}
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const glm::vec3& getBallPosition (AvatarJointID j) const { return _bodyBall[j].position;}
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const glm::vec3& getBallPosition (AvatarJointID j) const { return _bodyBall[j].position;}
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int getNumLeapBalls () const { return _numLeapBalls;}
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const glm::vec3& getLeapBallPosition (int which) const { return _leapBall[which].position;}
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glm::vec3 getBodyRightDirection () const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getBodyUpDirection () const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getBodyFrontDirection () const { return getOrientation() * IDENTITY_FRONT; }
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float _bodyRollDelta;
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glm::vec3 _movedHandOffset;
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AvatarBall _bodyBall[ NUM_AVATAR_BODY_BALLS ];
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AvatarBall _leapBall[ MAX_AVATAR_LEAP_BALLS ];
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int _numLeapBalls;
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AvatarMode _mode;
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glm::vec3 _handHoldingPosition;
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glm::vec3 _velocity;
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float getBallRenderAlpha(int ball, bool lookingInMirror) const;
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void renderBody(bool lookingInMirror, bool renderAvatarBalls);
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void initializeBodyBalls();
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void initializeLeapBalls();
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void resetBodyBalls();
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void updateBodyBalls( float deltaTime );
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void updateLeapBalls( float deltaTime );
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void calculateBoneLengths();
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void readSensors();
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void updateHandMovementAndTouching(float deltaTime);
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88
interface/src/LeapManager.cpp
Executable file
88
interface/src/LeapManager.cpp
Executable file
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//
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// LeapManager.cpp
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// hifi
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//
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// Created by Eric Johnston on 6/26/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#include "LeapManager.h"
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#include <Leap.h>
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#include <dlfcn.h> // needed for RTLD_LAZY
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#include <sstream>
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bool LeapManager::_isInitialized = false;
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bool LeapManager::_libraryExists = false;
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Leap::Controller* LeapManager::_controller = 0;
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HifiLeapListener* LeapManager::_listener = 0;
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class HifiLeapListener : public Leap::Listener {
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public:
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Leap::Frame lastFrame;
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std::vector<glm::vec3> fingerPositions;
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virtual void onFrame(const Leap::Controller& controller) {
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#ifndef LEAP_STUBS
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Leap::Frame frame = controller.frame();
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int numFingers = frame.fingers().count();
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fingerPositions.resize(numFingers);
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for (int i = 0; i < numFingers; ++i) {
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const Leap::Finger& thisFinger = frame.fingers()[i];
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const Leap::Vector pos = thisFinger.tipPosition();
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fingerPositions[i] = glm::vec3(pos.x, pos.y, pos.z);
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}
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lastFrame = frame;
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#endif
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}
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};
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void LeapManager::initialize() {
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if (!_isInitialized) {
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#ifndef LEAP_STUBS
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if (dlopen("/usr/lib/libLeap.dylib", RTLD_LAZY)) {
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_libraryExists = true;
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_controller = new Leap::Controller();
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_listener = new HifiLeapListener();
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_controller->addListener(*_listener);
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}
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#endif
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_isInitialized = true;
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}
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}
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void LeapManager::nextFrame() {
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initialize();
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if (_listener && _controller)
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_listener->onFrame(*_controller);
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}
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const std::vector<glm::vec3>& LeapManager::getFingerPositions() {
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if (_listener)
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return _listener->fingerPositions;
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else {
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static std::vector<glm::vec3> empty;
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return empty;
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}
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}
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std::string LeapManager::statusString() {
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std::stringstream leapString;
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#ifndef LEAP_STUBS
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if (_isInitialized) {
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if (!_libraryExists)
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leapString << "Leap library at /usr/lib/libLeap.dylib does not exist.";
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else if (!_controller || !_listener || !_controller->devices().count())
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leapString << "Leap controller is not attached.";
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else {
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leapString << "Leap pointables: " << _listener->lastFrame.pointables().count();
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if (_listener->lastFrame.pointables().count() > 0) {
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Leap::Vector pos = _listener->lastFrame.pointables()[0].tipPosition();
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leapString << " pos: " << pos.x << " " << pos.y << " " << pos.z;
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}
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}
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}
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#endif
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return leapString.str();
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}
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39
interface/src/LeapManager.h
Executable file
39
interface/src/LeapManager.h
Executable file
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//
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// LeapManager.h
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// hifi
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//
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// Created by Eric Johnston on 6/26/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __hifi__LeapManager__
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#define __hifi__LeapManager__
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#include <vector>
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#include <glm/glm.hpp>
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#include <string>
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class HifiLeapListener;
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namespace Leap {
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class Controller;
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}
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class LeapManager {
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public:
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static void nextFrame(); // called once per frame to get new Leap data
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static const std::vector<glm::vec3>& getFingerPositions();
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static std::string statusString();
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private:
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static void initialize();
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static bool _isInitialized; // We've looked for the library and hooked it up if it's there.
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static bool _libraryExists; // The library is present, so we won't crash if we call it.
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static Leap::Controller* _controller;
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static HifiLeapListener* _listener;
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};
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#endif /* defined(__hifi__LeapManager__) */
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