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More baseball test code
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40ce2416e8
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2 changed files with 46 additions and 39 deletions
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@ -52,32 +52,35 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
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glm::vec3 offset;
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glm::vec3 palmPosition;
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glm::quat palmRotation;
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const auto& plugins = PluginManager::getInstance()->getInputPlugins();
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auto it = std::find_if(std::begin(plugins), std::end(plugins), [](const InputPluginPointer& plugin) {
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return plugin->getName() == ViveControllerManager::NAME;
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});
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if (it != std::end(plugins)) {
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const auto& vive = it->dynamicCast<ViveControllerManager>();
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auto index = (_hand == "right") ? 0 : 1;
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#ifdef Q_OS_WIN
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const auto& plugins = PluginManager::getInstance()->getInputPlugins();
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auto it = std::find_if(std::begin(plugins), std::end(plugins), [](const InputPluginPointer& plugin) {
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return plugin->getName() == ViveControllerManager::NAME;
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});
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if (it != std::end(plugins)) {
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const auto& vive = it->dynamicCast<ViveControllerManager>();
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auto index = (_hand == "left") ? 0 : 1;
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auto userInputMapper = DependencyManager::get<UserInputMapper>();
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auto translation = extractTranslation(userInputMapper->getSensorToWorldMat());
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auto rotation = glm::quat_cast(userInputMapper->getSensorToWorldMat());
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const glm::quat quarterX = glm::angleAxis(PI / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f));
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const glm::quat yFlip = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
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palmPosition = translation + rotation * vive->getPosition(index);
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palmRotation = rotation * vive->getRotation(index) * yFlip * quarterX;
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} else if (_hand == "right") {
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palmPosition = holdingAvatar->getRightPalmPosition();
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palmRotation = holdingAvatar->getRightPalmRotation();
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} else {
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palmPosition = holdingAvatar->getLeftPalmPosition();
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palmRotation = holdingAvatar->getLeftPalmRotation();
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}
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auto translation = extractTranslation(userInputMapper->getSensorToWorldMat());
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auto rotation = glm::quat_cast(userInputMapper->getSensorToWorldMat());
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const glm::quat quarterX = glm::angleAxis(PI / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f));
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const glm::quat yFlip = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
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palmPosition = translation + rotation * vive->getPosition(index);
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palmRotation = rotation * vive->getRotation(index) * yFlip * quarterX * glm::angleAxis(PI, glm::vec3(1.0f, 0.0f, 0.0f)) * glm::angleAxis(PI_OVER_TWO, glm::vec3(0.0f, 0.0f, 1.0f));
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} else
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#endif
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if (_hand == "right") {
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palmPosition = holdingAvatar->getRightPalmPosition();
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palmRotation = holdingAvatar->getRightPalmRotation();
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} else {
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palmPosition = holdingAvatar->getLeftPalmPosition();
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palmRotation = holdingAvatar->getLeftPalmRotation();
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}
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rotation = palmRotation * _relativeRotation;
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offset = rotation * _relativePosition;
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position = palmPosition + offset;
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@ -278,12 +278,18 @@ void ViveControllerManager::update(float deltaTime, bool jointsCaptured) {
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//qDebug() << "Trackpad: " << controllerState.rAxis[0].x << " " << controllerState.rAxis[0].y;
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//qDebug() << "Trigger: " << controllerState.rAxis[1].x << " " << controllerState.rAxis[1].y;
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for (uint32_t i = 0; i < vr::k_EButton_Max; ++i) {
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auto mask = vr::ButtonMaskFromId((vr::EVRButtonId)i);
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bool pressed = 0 != (controllerState.ulButtonPressed & mask);
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auto mask = vr::ButtonMaskFromId((vr::EVRButtonId)i);
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bool pressed = 0 != (controllerState.ulButtonPressed & mask);
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handleButtonEvent(i, pressed, left);
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}
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for (uint32_t i = 0; i < vr::k_unControllerStateAxisCount; i++) {
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handleAxisEvent(i, controllerState.rAxis[i].x, controllerState.rAxis[i].y, left);
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for (uint32_t i = 0; i < vr::k_unControllerStateAxisCount; i++) {
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auto mask = vr::ButtonMaskFromId((vr::EVRButtonId)(i + vr::k_EButton_Axis0));
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bool pressed = 0 != (controllerState.ulButtonPressed & mask);
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if (pressed || true) {
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handleAxisEvent(i, controllerState.rAxis[i].x, controllerState.rAxis[i].y, left);
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} else {
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handleAxisEvent(i, 0.0f, 0.0f, left);
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}
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}
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}
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}
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@ -412,16 +418,14 @@ void ViveControllerManager::handlePoseEvent(const mat4& mat, bool left) {
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const glm::quat signedQuaterZ = glm::angleAxis(sign * PI / 2.0f, glm::vec3(0.0f, 0.0f, 1.0f));
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const glm::quat eighthX = glm::angleAxis(PI / 4.0f, glm::vec3(1.0f, 0.0f, 0.0f));
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const glm::quat rotationOffset = glm::inverse(signedQuaterZ * eighthX) * yFlip * quarterX;
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const glm::vec3 translationOffset = glm::vec3(sign * CONTROLLER_LENGTH_OFFSET / 2.0f,
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CONTROLLER_LENGTH_OFFSET / 2.0f,
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2.0f * CONTROLLER_LENGTH_OFFSET);
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position += rotation * translationOffset;
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rotation = rotation * rotationOffset;
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//{quat, x = 0.653281, y = -0.270598, z = 0.653281, w = 0.270598}{vec3, x = 0.0381, y = -0.0381, z = -0.1524}
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const glm::quat rotationOffset = glm::inverse(signedQuaterZ * eighthX) * yFlip * quarterX;
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const glm::vec3 translationOffset = glm::vec3(sign * CONTROLLER_LENGTH_OFFSET / 2.0f,
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CONTROLLER_LENGTH_OFFSET / 2.0f,
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2.0f * CONTROLLER_LENGTH_OFFSET);
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position += rotation * translationOffset;
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rotation = rotation * rotationOffset;
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_poseStateMap[left ? controller::LEFT_HAND : controller::RIGHT_HAND] = controller::Pose(position, rotation);
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}
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