mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 11:45:36 +02:00
Merge pull request #2817 from PhilipRosedale/master
Clear visualization of hand/palm targets, improved audio scope
This commit is contained in:
commit
cb14cc59c2
15 changed files with 77 additions and 171 deletions
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@ -1217,10 +1217,6 @@ void Application::touchBeginEvent(QTouchEvent* event) {
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return;
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}
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// put any application specific touch behavior below here..
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_lastTouchAvgX = _touchAvgX;
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_lastTouchAvgY = _touchAvgY;
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}
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void Application::touchEndEvent(QTouchEvent* event) {
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@ -1875,34 +1871,6 @@ void Application::updateMyAvatarLookAtPosition() {
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_myAvatar->getHead()->setLookAtPosition(lookAtSpot);
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}
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void Application::updateHandAndTouch(float deltaTime) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateHandAndTouch()");
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// Update from Touch
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if (_isTouchPressed) {
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_lastTouchAvgX = _touchAvgX;
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_lastTouchAvgY = _touchAvgY;
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}
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}
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void Application::updateLeap(float deltaTime) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateLeap()");
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}
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void Application::updateSixense(float deltaTime) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateSixense()");
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_sixenseManager.update(deltaTime);
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}
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void Application::updateSerialDevices(float deltaTime) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateSerialDevices()");
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}
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void Application::updateThreads(float deltaTime) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateThreads()");
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@ -2016,11 +1984,7 @@ void Application::update(float deltaTime) {
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updateVisage();
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_myAvatar->updateLookAtTargetAvatar();
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updateMyAvatarLookAtPosition();
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updateHandAndTouch(deltaTime); // Update state for touch sensors
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updateLeap(deltaTime); // Leap finger-sensing device
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updateSixense(deltaTime); // Razer Hydra controllers
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updateSerialDevices(deltaTime); // Read serial port interface devices
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_sixenseManager.update(deltaTime);
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updateMyAvatar(deltaTime); // Sample hardware, update view frustum if needed, and send avatar data to mixer/nodes
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updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process...
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_avatarManager.updateOtherAvatars(deltaTime); //loop through all the other avatars and simulate them...
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@ -343,10 +343,6 @@ private:
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void updateFaceshift();
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void updateVisage();
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void updateMyAvatarLookAtPosition();
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void updateHandAndTouch(float deltaTime);
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void updateLeap(float deltaTime);
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void updateSixense(float deltaTime);
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void updateSerialDevices(float deltaTime);
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void updateThreads(float deltaTime);
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void updateMetavoxels(float deltaTime);
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void updateCamera(float deltaTime);
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@ -477,8 +473,6 @@ private:
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float _touchAvgX;
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float _touchAvgY;
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float _lastTouchAvgX;
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float _lastTouchAvgY;
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float _touchDragStartedAvgX;
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float _touchDragStartedAvgY;
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bool _isTouchPressed; // true if multitouch has been pressed (clear when finished)
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@ -1068,6 +1068,7 @@ void Audio::toggleScope() {
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memset(_scopeInput.data(), 0, width * sizeof(int16_t));
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memset(_scopeOutputLeft.data(), 0, width * sizeof(int16_t));
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memset(_scopeOutputRight.data(), 0, width * sizeof(int16_t));
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_scopeEnabledPause = false;
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}
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}
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@ -272,9 +272,6 @@ Menu::Menu() :
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addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Bandwidth, 0, true);
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addActionToQMenuAndActionHash(viewMenu, MenuOption::BandwidthDetails, 0, this, SLOT(bandwidthDetails()));
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addActionToQMenuAndActionHash(viewMenu, MenuOption::OctreeStats, 0, this, SLOT(octreeStatsDetails()));
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addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::AudioScope, 0, false,
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appInstance->getAudio(),
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SLOT(toggleScope()));
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QMenu* developerMenu = addMenu("Developer");
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@ -376,20 +373,6 @@ Menu::Menu() :
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addCheckableActionToQMenuAndActionHash(renderDebugMenu, MenuOption::PipelineWarnings);
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addCheckableActionToQMenuAndActionHash(renderDebugMenu, MenuOption::SuppressShortTimings);
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addCheckableActionToQMenuAndActionHash(renderDebugMenu,
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MenuOption::CullSharedFaces,
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Qt::CTRL | Qt::SHIFT | Qt::Key_C,
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false,
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appInstance->getVoxels(),
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SLOT(cullSharedFaces()));
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addCheckableActionToQMenuAndActionHash(renderDebugMenu,
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MenuOption::ShowCulledSharedFaces,
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0,
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false,
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appInstance->getVoxels(),
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SLOT(showCulledSharedFaces()));
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QMenu* audioDebugMenu = developerMenu->addMenu("Audio Debugging Tools");
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addCheckableActionToQMenuAndActionHash(audioDebugMenu, MenuOption::AudioNoiseReduction,
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0,
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@ -413,8 +396,11 @@ Menu::Menu() :
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false,
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appInstance->getAudio(),
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SLOT(toggleToneInjection()));
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addCheckableActionToQMenuAndActionHash(audioDebugMenu, MenuOption::AudioScope, Qt::CTRL | Qt::Key_P, false,
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appInstance->getAudio(),
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SLOT(toggleScope()));
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addCheckableActionToQMenuAndActionHash(audioDebugMenu, MenuOption::AudioScopePause,
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Qt::CTRL | Qt::Key_P,
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Qt::CTRL | Qt::SHIFT | Qt::Key_P ,
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false,
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appInstance->getAudio(),
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SLOT(toggleScopePause()));
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@ -297,7 +297,6 @@ namespace MenuOption {
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const QString CollideWithParticles = "Collide With Particles";
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const QString CollideWithVoxels = "Collide With Voxels";
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const QString Collisions = "Collisions";
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const QString CullSharedFaces = "Cull Shared Voxel Faces";
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const QString DecreaseAvatarSize = "Decrease Avatar Size";
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const QString DecreaseVoxelSize = "Decrease Voxel Size";
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const QString DisableAutoAdjustLOD = "Disable Automatically Adjusting LOD";
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@ -367,7 +366,6 @@ namespace MenuOption {
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const QString SettingsExport = "Export Settings";
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const QString SettingsImport = "Import Settings";
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const QString Shadows = "Shadows";
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const QString ShowCulledSharedFaces = "Show Culled Shared Voxel Faces";
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const QString ShowIKConstraints = "Show IK Constraints";
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const QString Stars = "Stars";
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const QString Stats = "Stats";
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@ -213,7 +213,7 @@ void Hand::render(bool isMine, Model::RenderMode renderMode) {
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}
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if (renderMode != Model::SHADOW_RENDER_MODE && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHands)) {
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renderLeapHands(isMine);
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renderHandTargets(isMine);
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}
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glEnable(GL_DEPTH_TEST);
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@ -221,11 +221,11 @@ void Hand::render(bool isMine, Model::RenderMode renderMode) {
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}
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void Hand::renderLeapHands(bool isMine) {
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void Hand::renderHandTargets(bool isMine) {
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const float alpha = 1.0f;
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const glm::vec3 handColor(1.0, 0.84, 0.66); // use the skin color
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const glm::vec3 handColor(1.0, 0.0, 0.0); // Color the hand targets red to be different than skin
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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@ -262,23 +262,37 @@ void Hand::renderLeapHands(bool isMine) {
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glPopMatrix();
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}
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}
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// Draw the finger root cones
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const float PALM_BALL_RADIUS = 0.03f;
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const float PALM_DISK_RADIUS = 0.06f;
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const float PALM_DISK_THICKNESS = 0.01f;
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const float PALM_FINGER_ROD_RADIUS = 0.003f;
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// Draw the palm ball and disk
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for (size_t i = 0; i < getNumPalms(); ++i) {
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PalmData& palm = getPalms()[i];
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if (palm.isActive()) {
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for (size_t f = 0; f < palm.getNumFingers(); ++f) {
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FingerData& finger = palm.getFingers()[f];
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if (finger.isActive()) {
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glColor4f(handColor.r, handColor.g, handColor.b, 0.5);
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glColor4f(handColor.r, handColor.g, handColor.b, alpha);
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glm::vec3 tip = finger.getTipPosition();
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glm::vec3 root = finger.getRootPosition();
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Avatar::renderJointConnectingCone(root, tip, 0.001f, 0.003f);
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Avatar::renderJointConnectingCone(root, tip, PALM_FINGER_ROD_RADIUS, PALM_FINGER_ROD_RADIUS);
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// Render sphere at palm/finger root
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glm::vec3 palmNormal = root + palm.getNormal() * PALM_DISK_THICKNESS;
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Avatar::renderJointConnectingCone(root, palmNormal, PALM_DISK_RADIUS, 0.0f);
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glPushMatrix();
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glTranslatef(root.x, root.y, root.z);
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glutSolidSphere(PALM_BALL_RADIUS, 20.0f, 20.0f);
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glPopMatrix();
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}
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}
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}
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}
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/*
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// Draw the hand paddles
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int MAX_NUM_PADDLES = 2; // one for left and one for right
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glColor4f(handColor.r, handColor.g, handColor.b, 0.3f);
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@ -309,6 +323,7 @@ void Hand::renderLeapHands(bool isMine) {
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Avatar::renderJointConnectingCone(root, tip, HAND_PADDLE_RADIUS, 0.f);
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}
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}
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*/
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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@ -76,7 +76,7 @@ private:
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std::vector<HandBall> _leapFingerTipBalls;
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std::vector<HandBall> _leapFingerRootBalls;
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void renderLeapHands(bool isMine);
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void renderHandTargets(bool isMine);
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void renderLeapFingerTrails();
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void calculateGeometry();
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@ -106,16 +106,10 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
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const float BROW_LIFT_THRESHOLD = 100.0f;
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if (_audioAttack > BROW_LIFT_THRESHOLD) {
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_browAudioLift += sqrtf(_audioAttack) * 0.00005f;
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_browAudioLift += sqrtf(_audioAttack) * 0.01f;
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}
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_browAudioLift = glm::clamp(_browAudioLift *= 0.7f, 0.0f, 1.0f);
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const float CLAMP = 0.01f;
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if (_browAudioLift > CLAMP) {
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_browAudioLift = CLAMP;
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}
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_browAudioLift *= 0.7f;
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const float BLINK_SPEED = 10.0f;
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const float FULLY_OPEN = 0.0f;
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const float FULLY_CLOSED = 1.0f;
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@ -147,12 +141,12 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
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}
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// use data to update fake Faceshift blendshape coefficients
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const float BROW_LIFT_SCALE = 500.0f;
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const float JAW_OPEN_SCALE = 0.01f;
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const float JAW_OPEN_DEAD_ZONE = 0.75f;
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Application::getInstance()->getFaceshift()->updateFakeCoefficients(_leftEyeBlink, _rightEyeBlink,
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min(1.0f, _browAudioLift * BROW_LIFT_SCALE), glm::clamp(sqrt(_averageLoudness * JAW_OPEN_SCALE) -
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JAW_OPEN_DEAD_ZONE, 0.0f, 1.0f), _blendshapeCoefficients);
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const float JAW_OPEN_SCALE = 10.f;
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Application::getInstance()->getFaceshift()->updateFakeCoefficients(_leftEyeBlink,
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_rightEyeBlink,
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_browAudioLift,
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glm::clamp(log(_averageLoudness) / JAW_OPEN_SCALE, 0.0f, 1.0f),
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_blendshapeCoefficients);
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}
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if (!isMine) {
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@ -99,13 +99,17 @@ void MyAvatar::reset() {
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setVelocity(glm::vec3(0.0f));
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setThrust(glm::vec3(0.0f));
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setOrientation(glm::quat(glm::vec3(0.0f)));
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// Reset the pitch and roll components of the avatar's orientation, preserve yaw direction
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glm::vec3 eulers = safeEulerAngles(getOrientation());
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eulers.x = 0.f;
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eulers.z = 0.f;
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setOrientation(glm::quat(eulers));
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}
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void MyAvatar::update(float deltaTime) {
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Head* head = getHead();
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head->relaxLean(deltaTime);
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updateFromGyros(deltaTime);
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updateFromFaceTracker(deltaTime);
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if (Menu::getInstance()->isOptionChecked(MenuOption::MoveWithLean)) {
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// Faceshift drive is enabled, set the avatar drive based on the head position
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moveWithLean();
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@ -132,7 +136,14 @@ void MyAvatar::simulate(float deltaTime) {
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}
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// update the movement of the hand and process handshaking with other avatars...
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updateHandMovementAndTouching(deltaTime);
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bool pointing = false;
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if (_mousePressed) {
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_handState = HAND_STATE_GRASPING;
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} else if (pointing) {
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_handState = HAND_STATE_POINTING;
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} else {
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_handState = HAND_STATE_NULL;
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}
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updateOrientation(deltaTime);
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@ -228,7 +239,7 @@ void MyAvatar::simulate(float deltaTime) {
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}
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// Update avatar head rotation with sensor data
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void MyAvatar::updateFromGyros(float deltaTime) {
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void MyAvatar::updateFromFaceTracker(float deltaTime) {
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glm::vec3 estimatedPosition, estimatedRotation;
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FaceTracker* tracker = Application::getInstance()->getActiveFaceTracker();
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@ -911,40 +922,6 @@ void MyAvatar::updateThrust(float deltaTime) {
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}
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*/
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void MyAvatar::updateHandMovementAndTouching(float deltaTime) {
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glm::quat orientation = getOrientation();
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// reset hand and arm positions according to hand movement
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glm::vec3 up = orientation * IDENTITY_UP;
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bool pointing = false;
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if (glm::length(_mouseRayDirection) > EPSILON && !Application::getInstance()->isMouseHidden()) {
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// confine to the approximate shoulder plane
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glm::vec3 pointDirection = _mouseRayDirection;
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if (glm::dot(_mouseRayDirection, up) > 0.0f) {
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glm::vec3 projectedVector = glm::cross(up, glm::cross(_mouseRayDirection, up));
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if (glm::length(projectedVector) > EPSILON) {
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pointDirection = glm::normalize(projectedVector);
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}
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}
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glm::vec3 shoulderPosition;
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if (_skeletonModel.getRightShoulderPosition(shoulderPosition)) {
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glm::vec3 farVector = _mouseRayOrigin + pointDirection * (float)TREE_SCALE - shoulderPosition;
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const float ARM_RETRACTION = 0.75f;
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float retractedLength = _skeletonModel.getRightArmLength() * ARM_RETRACTION;
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setHandPosition(shoulderPosition + glm::normalize(farVector) * retractedLength);
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pointing = true;
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}
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}
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if (_mousePressed) {
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_handState = HAND_STATE_GRASPING;
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} else if (pointing) {
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_handState = HAND_STATE_POINTING;
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} else {
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_handState = HAND_STATE_NULL;
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}
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}
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void MyAvatar::updateCollisionWithEnvironment(float deltaTime, float radius) {
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glm::vec3 up = getBodyUpDirection();
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|
|
|
@ -38,7 +38,7 @@ public:
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void reset();
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void update(float deltaTime);
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void simulate(float deltaTime);
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void updateFromGyros(float deltaTime);
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void updateFromFaceTracker(float deltaTime);
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void moveWithLean();
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void render(const glm::vec3& cameraPosition, RenderMode renderMode = NORMAL_RENDER_MODE);
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@ -147,7 +147,6 @@ private:
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float computeMotorTimescale();
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void applyMotor(float deltaTime);
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void applyThrust(float deltaTime);
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void updateHandMovementAndTouching(float deltaTime);
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void updateCollisionWithAvatars(float deltaTime);
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void updateCollisionWithEnvironment(float deltaTime, float radius);
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void updateCollisionWithVoxels(float deltaTime, float radius);
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|
|
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@ -38,24 +38,23 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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Hand* hand = _owningAvatar->getHand();
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hand->getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
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const float HAND_RESTORATION_PERIOD = 1.f; // seconds
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float handRestorePercent = glm::clamp(deltaTime / HAND_RESTORATION_PERIOD, 0.f, 1.f);
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const float HAND_RESTORATION_RATE = 0.25f;
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (leftPalmIndex == -1) {
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// no Leap data; set hands from mouse
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if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
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restoreRightHandPosition(handRestorePercent);
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restoreRightHandPosition(HAND_RESTORATION_RATE);
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} else {
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applyHandPosition(geometry.rightHandJointIndex, _owningAvatar->getHandPosition());
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}
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restoreLeftHandPosition(handRestorePercent);
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restoreLeftHandPosition(HAND_RESTORATION_RATE);
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} else if (leftPalmIndex == rightPalmIndex) {
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// right hand only
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applyPalmData(geometry.rightHandJointIndex, geometry.rightFingerJointIndices, geometry.rightFingertipJointIndices,
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hand->getPalms()[leftPalmIndex]);
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restoreLeftHandPosition(handRestorePercent);
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restoreLeftHandPosition(HAND_RESTORATION_RATE);
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} else {
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applyPalmData(geometry.leftHandJointIndex, geometry.leftFingerJointIndices, geometry.leftFingertipJointIndices,
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@ -30,6 +30,7 @@ const float NECK_Z = 300.f; // millimeters
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SixenseManager::SixenseManager() {
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#ifdef HAVE_SIXENSE
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_lastMovement = 0;
|
||||
_amountMoved = glm::vec3(0.0f);
|
||||
|
||||
_calibrationState = CALIBRATION_STATE_IDLE;
|
||||
// By default we assume the _neckBase (in orb frame) is as high above the orb
|
||||
|
@ -122,14 +123,21 @@ void SixenseManager::update(float deltaTime) {
|
|||
palm->setRawRotation(rotation);
|
||||
|
||||
// Compute current velocity from position change
|
||||
glm::vec3 rawVelocity = (position - palm->getRawPosition()) / deltaTime / 1000.f;
|
||||
glm::vec3 rawVelocity;
|
||||
if (deltaTime > 0.f) {
|
||||
rawVelocity = (position - palm->getRawPosition()) / deltaTime / 1000.f;
|
||||
} else {
|
||||
rawVelocity = glm::vec3(0.0f);
|
||||
}
|
||||
palm->setRawVelocity(rawVelocity); // meters/sec
|
||||
palm->setRawPosition(position);
|
||||
|
||||
// use the velocity to determine whether there's any movement (if the hand isn't new)
|
||||
const float MOVEMENT_SPEED_THRESHOLD = 0.05f;
|
||||
if (glm::length(rawVelocity) > MOVEMENT_SPEED_THRESHOLD && foundHand) {
|
||||
const float MOVEMENT_DISTANCE_THRESHOLD = 0.003f;
|
||||
_amountMoved += rawVelocity * deltaTime;
|
||||
if (glm::length(_amountMoved) > MOVEMENT_DISTANCE_THRESHOLD && foundHand) {
|
||||
_lastMovement = usecTimestampNow();
|
||||
_amountMoved = glm::vec3(0.0f);
|
||||
}
|
||||
|
||||
// initialize the "finger" based on the direction
|
||||
|
@ -143,7 +151,11 @@ void SixenseManager::update(float deltaTime) {
|
|||
|
||||
// Store the one fingertip in the palm structure so we can track velocity
|
||||
glm::vec3 oldTipPosition = palm->getTipRawPosition();
|
||||
palm->setTipVelocity((newTipPosition - oldTipPosition) / deltaTime / 1000.f);
|
||||
if (deltaTime > 0.f) {
|
||||
palm->setTipVelocity((newTipPosition - oldTipPosition) / deltaTime / 1000.f);
|
||||
} else {
|
||||
palm->setTipVelocity(glm::vec3(0.f));
|
||||
}
|
||||
palm->setTipPosition(newTipPosition);
|
||||
|
||||
// three fingers indicates to the skeleton that we have enough data to determine direction
|
||||
|
@ -158,8 +170,8 @@ void SixenseManager::update(float deltaTime) {
|
|||
}
|
||||
|
||||
// if the controllers haven't been moved in a while, disable
|
||||
const unsigned int MOVEMENT_DISABLE_DURATION = 30 * 1000 * 1000;
|
||||
if (usecTimestampNow() - _lastMovement > MOVEMENT_DISABLE_DURATION) {
|
||||
const unsigned int MOVEMENT_DISABLE_SECONDS = 3;
|
||||
if (usecTimestampNow() - _lastMovement > (MOVEMENT_DISABLE_SECONDS * 1000 * 1000)) {
|
||||
for (std::vector<PalmData>::iterator it = hand->getPalms().begin(); it != hand->getPalms().end(); it++) {
|
||||
it->setActive(false);
|
||||
}
|
||||
|
|
|
@ -64,6 +64,7 @@ private:
|
|||
|
||||
#endif
|
||||
quint64 _lastMovement;
|
||||
glm::vec3 _amountMoved;
|
||||
};
|
||||
|
||||
#endif // hifi_SixenseManager_h
|
||||
|
|
|
@ -1711,38 +1711,6 @@ bool VoxelSystem::inspectForExteriorOcclusionsOperation(OctreeElement* element,
|
|||
return true;
|
||||
}
|
||||
|
||||
|
||||
void VoxelSystem::cullSharedFaces() {
|
||||
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::CullSharedFaces)) {
|
||||
_useVoxelShader = false;
|
||||
_usePrimitiveRenderer = true;
|
||||
inspectForOcclusions();
|
||||
} else {
|
||||
_usePrimitiveRenderer = false;
|
||||
clearAllNodesBufferIndex();
|
||||
}
|
||||
_writeRenderFullVBO = true;
|
||||
_tree->setDirtyBit();
|
||||
setupNewVoxelsForDrawing();
|
||||
}
|
||||
|
||||
void VoxelSystem::showCulledSharedFaces() {
|
||||
|
||||
_tree->lockForRead();
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::ShowCulledSharedFaces)) {
|
||||
_showCulledSharedFaces = true;
|
||||
} else {
|
||||
_showCulledSharedFaces = false;
|
||||
}
|
||||
_tree->unlock();
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::CullSharedFaces)) {
|
||||
_writeRenderFullVBO = true;
|
||||
_tree->setDirtyBit();
|
||||
setupNewVoxelsForDrawing();
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelSystem::inspectForOcclusions() {
|
||||
|
||||
if (_inOcclusions) {
|
||||
|
|
|
@ -95,9 +95,7 @@ public slots:
|
|||
// Methods that recurse tree
|
||||
void forceRedrawEntireTree();
|
||||
void clearAllNodesBufferIndex();
|
||||
void cullSharedFaces();
|
||||
void showCulledSharedFaces();
|
||||
|
||||
|
||||
void setDisableFastVoxelPipeline(bool disableFastVoxelPipeline);
|
||||
void setUseVoxelShader(bool useVoxelShader);
|
||||
void setVoxelsAsPoints(bool voxelsAsPoints);
|
||||
|
|
Loading…
Reference in a new issue