Merge remote-tracking branch 'upstream/master' into particles

This commit is contained in:
Jeffrey Ventrella 2013-07-17 16:43:57 -07:00
commit ea7e16660c
10 changed files with 280 additions and 136 deletions

View file

@ -822,10 +822,13 @@ void Avatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMovem
} }
// If there's a leap-interaction hand visible, use that as the endpoint // If there's a leap-interaction hand visible, use that as the endpoint
if (getHand().getHandPositions().size() > 0) { for (size_t i = 0; i < getHand().getPalms().size(); ++i) {
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = PalmData& palm = getHand().getPalms()[i];
getHand().leapPositionToWorldPosition(getHand().getHandPositions()[0]); if (palm.isActive()) {
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = palm.getPosition();
} }
}
}//if (_isMine) }//if (_isMine)
//constrain right arm length and re-adjust elbow position as it bends //constrain right arm length and re-adjust elbow position as it bends

View file

@ -22,16 +22,11 @@ Hand::Hand(Avatar* owningAvatar) :
_renderAlpha(1.0), _renderAlpha(1.0),
_lookingInMirror(false), _lookingInMirror(false),
_ballColor(0.0, 0.0, 0.4), _ballColor(0.0, 0.0, 0.4),
_position(0.0, 0.4, 0.0),
_orientation(0.0, 0.0, 0.0, 1.0),
_particleSystemInitialized(false) _particleSystemInitialized(false)
{ {
// initialize all finger particle emitters with an invalid id as default // initialize all finger particle emitters with an invalid id as default
for (int f = 0; f< NUM_FINGERS_PER_HAND; f ++ ) { for (int f = 0; f< NUM_FINGERS_PER_HAND; f ++ ) {
_fingerParticleEmitter[f] = -1; _fingerParticleEmitter[f] = -1;
//glm::vec4 color(1.0f, 0.6f, 0.0f, 0.5f);
//_particleSystem.setEmitterBaseParticle(f, true, 0.012f, color);
} }
} }
@ -48,48 +43,55 @@ void Hand::reset() {
} }
void Hand::simulate(float deltaTime, bool isMine) { void Hand::simulate(float deltaTime, bool isMine) {
if (_isRaveGloveActive) {
updateFingerParticles(deltaTime); updateFingerParticles(deltaTime);
} }
glm::vec3 Hand::leapPositionToWorldPosition(const glm::vec3& leapPosition) {
float unitScale = 0.001; // convert mm to meters
return _position + _orientation * (leapPosition * unitScale);
} }
void Hand::calculateGeometry() { void Hand::calculateGeometry() {
glm::vec3 offset(0.2, -0.2, -0.3); // place the hand in front of the face where we can see it glm::vec3 offset(0.2, -0.2, -0.3); // place the hand in front of the face where we can see it
Head& head = _owningAvatar->getHead(); Head& head = _owningAvatar->getHead();
_position = head.getPosition() + head.getOrientation() * offset; _basePosition = head.getPosition() + head.getOrientation() * offset;
_orientation = head.getOrientation(); _baseOrientation = head.getOrientation();
int numLeapBalls = _fingerTips.size(); _leapBalls.clear();
_leapBalls.resize(numLeapBalls); for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
for (int i = 0; i < _fingerTips.size(); ++i) { if (palm.isActive()) {
_leapBalls[i].rotation = _orientation; for (size_t f = 0; f < palm.getNumFingers(); ++f) {
_leapBalls[i].position = leapPositionToWorldPosition(_fingerTips[i]); FingerData& finger = palm.getFingers()[f];
_leapBalls[i].radius = 0.01; if (finger.isActive()) {
_leapBalls[i].touchForce = 0.0; const float standardBallRadius = 0.01f;
_leapBalls[i].isCollidable = true; _leapBalls.resize(_leapBalls.size() + 1);
HandBall& ball = _leapBalls.back();
ball.rotation = _baseOrientation;
ball.position = finger.getTipPosition();
ball.radius = standardBallRadius;
ball.touchForce = 0.0;
ball.isCollidable = true;
}
}
}
} }
} }
void Hand::render(bool lookingInMirror) { void Hand::render(bool lookingInMirror) {
if (_particleSystemInitialized) {
_particleSystem.render();
}
_renderAlpha = 1.0; _renderAlpha = 1.0;
_lookingInMirror = lookingInMirror; _lookingInMirror = lookingInMirror;
calculateGeometry(); calculateGeometry();
if (_isRaveGloveActive) if (_isRaveGloveActive) {
renderRaveGloveStage(); renderRaveGloveStage();
if (_particleSystemInitialized) {
_particleSystem.render();
}
}
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnable(GL_RESCALE_NORMAL); glEnable(GL_RESCALE_NORMAL);
@ -141,21 +143,29 @@ void Hand::renderHandSpheres() {
} }
// Draw the finger root cones // Draw the finger root cones
if (_fingerTips.size() == _fingerRoots.size()) { for (size_t i = 0; i < getNumPalms(); ++i) {
for (size_t i = 0; i < _fingerTips.size(); ++i) { PalmData& palm = getPalms()[i];
if (palm.isActive()) {
for (size_t f = 0; f < palm.getNumFingers(); ++f) {
FingerData& finger = palm.getFingers()[f];
if (finger.isActive()) {
glColor4f(_ballColor.r, _ballColor.g, _ballColor.b, 0.5); glColor4f(_ballColor.r, _ballColor.g, _ballColor.b, 0.5);
glm::vec3 tip = leapPositionToWorldPosition(_fingerTips[i]); glm::vec3 tip = finger.getTipPosition();
glm::vec3 root = leapPositionToWorldPosition(_fingerRoots[i]); glm::vec3 root = finger.getRootPosition();
Avatar::renderJointConnectingCone(root, tip, 0.001, 0.003); Avatar::renderJointConnectingCone(root, tip, 0.001, 0.003);
} }
} }
}
}
// Draw the palms // Draw the palms
if (_handPositions.size() == _handNormals.size()) { for (size_t i = 0; i < getNumPalms(); ++i) {
for (size_t i = 0; i < _handPositions.size(); ++i) { PalmData& palm = getPalms()[i];
if (palm.isActive()) {
const float palmThickness = 0.002f;
glColor4f(_ballColor.r, _ballColor.g, _ballColor.b, 0.25); glColor4f(_ballColor.r, _ballColor.g, _ballColor.b, 0.25);
glm::vec3 tip = leapPositionToWorldPosition(_handPositions[i]); glm::vec3 tip = palm.getPosition();
glm::vec3 root = leapPositionToWorldPosition(_handPositions[i] + (_handNormals[i] * 2.0f)); glm::vec3 root = palm.getPosition() + palm.getNormal() * palmThickness;
Avatar::renderJointConnectingCone(root, tip, 0.05, 0.03); Avatar::renderJointConnectingCone(root, tip, 0.05, 0.03);
} }
} }
@ -165,14 +175,39 @@ void Hand::renderHandSpheres() {
void Hand::setLeapFingers(const std::vector<glm::vec3>& fingerTips, void Hand::setLeapFingers(const std::vector<glm::vec3>& fingerTips,
const std::vector<glm::vec3>& fingerRoots) { const std::vector<glm::vec3>& fingerRoots) {
_fingerTips = fingerTips; // TODO: add id-checking here to increase finger stability
_fingerRoots = fingerRoots;
size_t fingerIndex = 0;
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
for (size_t f = 0; f < palm.getNumFingers(); ++f) {
FingerData& finger = palm.getFingers()[f];
if (fingerIndex < fingerTips.size()) {
finger.setActive(true);
finger.setRawTipPosition(fingerTips[fingerIndex]);
finger.setRawRootPosition(fingerRoots[fingerIndex]);
fingerIndex++;
}
else {
finger.setActive(false);
}
}
}
} }
void Hand::setLeapHands(const std::vector<glm::vec3>& handPositions, void Hand::setLeapHands(const std::vector<glm::vec3>& handPositions,
const std::vector<glm::vec3>& handNormals) { const std::vector<glm::vec3>& handNormals) {
_handPositions = handPositions; for (size_t i = 0; i < getNumPalms(); ++i) {
_handNormals = handNormals; PalmData& palm = getPalms()[i];
if (i < handPositions.size()) {
palm.setActive(true);
palm.setRawPosition(handPositions[i]);
palm.setRawNormal(handNormals[i]);
}
else {
palm.setActive(false);
}
}
} }
@ -223,13 +258,18 @@ void Hand::updateFingerParticles(float deltaTime) {
static float t = 0.0f; static float t = 0.0f;
t += deltaTime; t += deltaTime;
for ( int f = 0; f< _fingerTips.size(); f ++ ) { int fingerIndex = 0;
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
if (palm.isActive()) {
for (size_t f = 0; f < palm.getNumFingers(); ++f) {
FingerData& finger = palm.getFingers()[f];
if (finger.isActive()) {
if (_fingerParticleEmitter[fingerIndex] != -1) {
if (_fingerParticleEmitter[f] != -1) { glm::vec3 particleEmitterPosition = finger.getTipPosition();
glm::vec3 particleEmitterPosition = leapPositionToWorldPosition(_fingerTips[f]); glm::vec3 fingerDirection = particleEmitterPosition - leapPositionToWorldPosition(finger.getRootPosition());
glm::vec3 fingerDirection = particleEmitterPosition - leapPositionToWorldPosition(_fingerRoots[f]);
float fingerLength = glm::length(fingerDirection); float fingerLength = glm::length(fingerDirection);
if (fingerLength > 0.0f) { if (fingerLength > 0.0f) {
@ -244,12 +284,15 @@ void Hand::updateFingerParticles(float deltaTime) {
_particleSystem.setEmitterRotation(_fingerParticleEmitter[f], particleEmitterRotation); _particleSystem.setEmitterRotation(_fingerParticleEmitter[f], particleEmitterRotation);
float radius = 0.005f; float radius = 0.005f;
glm::vec4 color(1.0f, 0.6f, 0.0f, 0.5f); const glm::vec4 color(1.0f, 0.6f, 0.0f, 0.5f);
glm::vec3 velocity = fingerDirection * 0.002f; const glm::vec3 velocity = fingerDirection * 0.002f;
float lifespan = 1.0f; const float lifespan = 1.0f;
_particleSystem.emitParticlesNow(_fingerParticleEmitter[f], 1, radius, color, velocity, lifespan); _particleSystem.emitParticlesNow(_fingerParticleEmitter[f], 1, radius, color, velocity, lifespan);
} }
} }
}
}
}
_particleSystem.setUpDirection(glm::vec3(0.0f, 1.0f, 0.0f)); _particleSystem.setUpDirection(glm::vec3(0.0f, 1.0f, 0.0f));
_particleSystem.simulate(deltaTime); _particleSystem.simulate(deltaTime);

View file

@ -19,8 +19,6 @@
#include <SharedUtil.h> #include <SharedUtil.h>
#include <vector> #include <vector>
const int NUM_FINGERS_PER_HAND = 5;
class Avatar; class Avatar;
class ProgramObject; class ProgramObject;
@ -56,9 +54,6 @@ public:
const glm::vec3& getLeapBallPosition (int ball) const { return _leapBalls[ball].position;} const glm::vec3& getLeapBallPosition (int ball) const { return _leapBalls[ball].position;}
bool isRaveGloveActive () const { return _isRaveGloveActive; } bool isRaveGloveActive () const { return _isRaveGloveActive; }
// position conversion
glm::vec3 leapPositionToWorldPosition(const glm::vec3& leapPosition);
private: private:
// disallow copies of the Hand, copy of owning Avatar is disallowed too // disallow copies of the Hand, copy of owning Avatar is disallowed too
Hand(const Hand&); Hand(const Hand&);
@ -71,8 +66,6 @@ private:
bool _lookingInMirror; bool _lookingInMirror;
bool _isRaveGloveActive; bool _isRaveGloveActive;
glm::vec3 _ballColor; glm::vec3 _ballColor;
glm::vec3 _position;
glm::quat _orientation;
std::vector<HandBall> _leapBalls; std::vector<HandBall> _leapBalls;
bool _particleSystemInitialized; bool _particleSystemInitialized;

View file

@ -86,6 +86,7 @@ private:
void updateEmitter(int e, float deltaTime); void updateEmitter(int e, float deltaTime);
void updateParticle(int index, float deltaTime); void updateParticle(int index, float deltaTime);
void createParticle(int e, glm::vec3 position, glm::vec3 velocity, float radius, glm::vec4 color, float lifespan); void createParticle(int e, glm::vec3 position, glm::vec3 velocity, float radius, glm::vec4 color, float lifespan);
//void runSpecialEffectsTest(int e, float deltaTime); // for debugging and artistic exploration
void killParticle(int p); void killParticle(int p);
void renderEmitter(int emitterIndex, float size); void renderEmitter(int emitterIndex, float size);
void renderParticle(int p); void renderParticle(int p);

View file

@ -18,6 +18,8 @@
using namespace std; using namespace std;
static const float fingerVectorRadix = 4; // bits of precision when converting from float<->fixed
AvatarData::AvatarData(Node* owningNode) : AvatarData::AvatarData(Node* owningNode) :
NodeData(owningNode), NodeData(owningNode),
_handPosition(0,0,0), _handPosition(0,0,0),
@ -127,36 +129,22 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
*destinationBuffer++ = bitItems; *destinationBuffer++ = bitItems;
// leap hand data // leap hand data
// In order to make the hand data version-robust, hand data packing is just a series of vec3's, std::vector<glm::vec3> fingerVectors;
// with conventions. If a client doesn't know the conventions, they can just get the vec3's _handData->encodeRemoteData(fingerVectors);
// and render them as balls, or ignore them, without crashing or disrupting anyone.
// Current convention:
// Zero or more fingetTip positions, followed by the same number of fingerRoot positions
const std::vector<glm::vec3>& fingerTips = _handData->getFingerTips();
const std::vector<glm::vec3>& fingerRoots = _handData->getFingerRoots();
size_t numFingerVectors = fingerTips.size() + fingerRoots.size();
if (numFingerVectors > 255)
numFingerVectors = 0; // safety. We shouldn't ever get over 255, so consider that invalid.
///////////////////////////////// /////////////////////////////////
// Temporarily disable Leap finger sending, as it's causing a crash whenever someone's got a Leap connected // Temporarily disable Leap finger sending, as it's causing a crash whenever someone's got a Leap connected
numFingerVectors = 0; fingerVectors.clear();
///////////////////////////////// /////////////////////////////////
if (fingerVectors.size() > 255)
fingerVectors.clear(); // safety. We shouldn't ever get over 255, so consider that invalid.
*destinationBuffer++ = (unsigned char)numFingerVectors; *destinationBuffer++ = (unsigned char)fingerVectors.size();
if (numFingerVectors > 0) { for (size_t i = 0; i < fingerVectors.size(); ++i) {
for (size_t i = 0; i < fingerTips.size(); ++i) { destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerVectors[i].x, fingerVectorRadix);
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerTips[i].x, 4); destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerVectors[i].y, fingerVectorRadix);
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerTips[i].y, 4); destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerVectors[i].z, fingerVectorRadix);
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerTips[i].z, 4);
}
for (size_t i = 0; i < fingerRoots.size(); ++i) {
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerRoots[i].x, 4);
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerRoots[i].y, 4);
destinationBuffer += packFloatScalarToSignedTwoByteFixed(destinationBuffer, fingerRoots[i].z, 4);
}
} }
// skeleton joints // skeleton joints
@ -263,25 +251,16 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
// leap hand data // leap hand data
if (sourceBuffer - startPosition < numBytes) // safety check if (sourceBuffer - startPosition < numBytes) // safety check
{ {
std::vector<glm::vec3> fingerTips;
std::vector<glm::vec3> fingerRoots;
unsigned int numFingerVectors = *sourceBuffer++; unsigned int numFingerVectors = *sourceBuffer++;
unsigned int numFingerTips = numFingerVectors / 2; if (numFingerVectors > 0) {
unsigned int numFingerRoots = numFingerVectors - numFingerTips; std::vector<glm::vec3> fingerVectors(numFingerVectors);
fingerTips.resize(numFingerTips); for (size_t i = 0; i < numFingerVectors; ++i) {
fingerRoots.resize(numFingerRoots); sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerVectors[i].x), fingerVectorRadix);
for (size_t i = 0; i < numFingerTips; ++i) { sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerVectors[i].y), fingerVectorRadix);
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerTips[i].x), 4); sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerVectors[i].z), fingerVectorRadix);
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerTips[i].y), 4);
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerTips[i].z), 4);
} }
for (size_t i = 0; i < numFingerRoots; ++i) { _handData->decodeRemoteData(fingerVectors);
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerRoots[i].x), 4);
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerRoots[i].y), 4);
sourceBuffer += unpackFloatScalarFromSignedTwoByteFixed((int16_t*) sourceBuffer, &(fingerRoots[i].z), 4);
} }
_handData->setFingerTips(fingerTips);
_handData->setFingerRoots(fingerRoots);
} }
// skeleton joints // skeleton joints

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@ -9,7 +9,74 @@
#include "HandData.h" #include "HandData.h"
HandData::HandData(AvatarData* owningAvatar) : HandData::HandData(AvatarData* owningAvatar) :
_basePosition(0.0f, 0.0f, 0.0f),
_baseOrientation(0.0f, 0.0f, 0.0f, 1.0f),
_owningAvatarData(owningAvatar) _owningAvatarData(owningAvatar)
{ {
for (int i = 0; i < 2; ++i) {
_palms.push_back(PalmData(this));
} }
}
PalmData::PalmData(HandData* owningHandData) :
_rawPosition(0, 0, 0),
_rawNormal(0, 1, 0),
_isActive(false),
_owningHandData(owningHandData)
{
for (int i = 0; i < NUM_FINGERS_PER_HAND; ++i) {
_fingers.push_back(FingerData(this, owningHandData));
}
}
FingerData::FingerData(PalmData* owningPalmData, HandData* owningHandData) :
_tipRawPosition(0, 0, 0),
_rootRawPosition(0, 0, 0),
_isActive(false),
_owningPalmData(owningPalmData),
_owningHandData(owningHandData)
{
}
void HandData::encodeRemoteData(std::vector<glm::vec3>& fingerVectors) {
fingerVectors.clear();
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
fingerVectors.push_back(palm.getRawPosition());
fingerVectors.push_back(palm.getRawNormal());
for (size_t f = 0; f < palm.getNumFingers(); ++f) {
FingerData& finger = palm.getFingers()[f];
if (finger.isActive()) {
fingerVectors.push_back(finger.getTipRawPosition());
fingerVectors.push_back(finger.getRootRawPosition());
}
else {
fingerVectors.push_back(glm::vec3(0,0,0));
fingerVectors.push_back(glm::vec3(0,0,0));
}
}
}
}
void HandData::decodeRemoteData(const std::vector<glm::vec3>& fingerVectors) {
size_t vectorIndex = 0;
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
// If a palm is active, there will be
// 1 vector for its position
// 1 vector for normal
// 10 vectors for fingers (5 tip/root pairs)
bool palmActive = fingerVectors.size() >= i * 12;
palm.setActive(palmActive);
if (palmActive) {
palm.setRawPosition(fingerVectors[vectorIndex++]);
palm.setRawNormal(fingerVectors[vectorIndex++]);
for (size_t f = 0; f < NUM_FINGERS_PER_HAND; ++f) {
FingerData& finger = palm.getFingers()[i];
finger.setRawTipPosition(fingerVectors[vectorIndex++]);
finger.setRawRootPosition(fingerVectors[vectorIndex++]);
}
}
}
}

View file

@ -13,8 +13,13 @@
#include <vector> #include <vector>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
class AvatarData; class AvatarData;
class FingerData;
class PalmData;
const int NUM_FINGERS_PER_HAND = 5;
class HandData { class HandData {
public: public:
@ -22,26 +27,79 @@ public:
// These methods return the positions in Leap-relative space. // These methods return the positions in Leap-relative space.
// To convert to world coordinates, use Hand::leapPositionToWorldPosition. // To convert to world coordinates, use Hand::leapPositionToWorldPosition.
const std::vector<glm::vec3>& getFingerTips() const { return _fingerTips; }
const std::vector<glm::vec3>& getFingerRoots() const { return _fingerRoots; } // position conversion
const std::vector<glm::vec3>& getHandPositions() const { return _handPositions; } glm::vec3 leapPositionToWorldPosition(const glm::vec3& leapPosition) {
const std::vector<glm::vec3>& getHandNormals() const { return _handNormals; } const float unitScale = 0.001; // convert mm to meters
void setFingerTips(const std::vector<glm::vec3>& fingerTips) { _fingerTips = fingerTips; } return _basePosition + _baseOrientation * (leapPosition * unitScale);
void setFingerRoots(const std::vector<glm::vec3>& fingerRoots) { _fingerRoots = fingerRoots; } }
void setHandPositions(const std::vector<glm::vec3>& handPositons) { _handPositions = handPositons; } glm::vec3 leapDirectionToWorldDirection(const glm::vec3& leapDirection) {
void setHandNormals(const std::vector<glm::vec3>& handNormals) { _handNormals = handNormals; } return glm::normalize(_baseOrientation * leapDirection);
}
std::vector<PalmData>& getPalms() { return _palms; }
size_t getNumPalms() { return _palms.size(); }
// Use these for sending and receiving hand data
void encodeRemoteData(std::vector<glm::vec3>& fingerVectors);
void decodeRemoteData(const std::vector<glm::vec3>& fingerVectors);
friend class AvatarData; friend class AvatarData;
protected: protected:
std::vector<glm::vec3> _fingerTips; glm::vec3 _basePosition; // Hands are placed relative to this
std::vector<glm::vec3> _fingerRoots; glm::quat _baseOrientation; // Hands are placed relative to this
std::vector<glm::vec3> _handPositions;
std::vector<glm::vec3> _handNormals;
AvatarData* _owningAvatarData; AvatarData* _owningAvatarData;
std::vector<PalmData> _palms;
private: private:
// privatize copy ctor and assignment operator so copies of this object cannot be made // privatize copy ctor and assignment operator so copies of this object cannot be made
HandData(const HandData&); HandData(const HandData&);
HandData& operator= (const HandData&); HandData& operator= (const HandData&);
}; };
class FingerData {
public:
FingerData(PalmData* owningPalmData, HandData* owningHandData);
glm::vec3 getTipPosition() const { return _owningHandData->leapPositionToWorldPosition(_tipRawPosition); }
glm::vec3 getRootPosition() const { return _owningHandData->leapPositionToWorldPosition(_rootRawPosition); }
const glm::vec3& getTipRawPosition() const { return _tipRawPosition; }
const glm::vec3& getRootRawPosition() const { return _rootRawPosition; }
bool isActive() const { return _isActive; }
void setActive(bool active) { _isActive = active; }
void setRawTipPosition(const glm::vec3& pos) { _tipRawPosition = pos; }
void setRawRootPosition(const glm::vec3& pos) { _rootRawPosition = pos; }
private:
glm::vec3 _tipRawPosition;
glm::vec3 _rootRawPosition;
bool _isActive; // This has current valid data
PalmData* _owningPalmData;
HandData* _owningHandData;
};
class PalmData {
public:
PalmData(HandData* owningHandData);
glm::vec3 getPosition() const { return _owningHandData->leapPositionToWorldPosition(_rawPosition); }
glm::vec3 getNormal() const { return _owningHandData->leapDirectionToWorldDirection(_rawNormal); }
const glm::vec3& getRawPosition() const { return _rawPosition; }
const glm::vec3& getRawNormal() const { return _rawNormal; }
bool isActive() const { return _isActive; }
std::vector<FingerData>& getFingers() { return _fingers; }
size_t getNumFingers() { return _fingers.size(); }
void setActive(bool active) { _isActive = active; }
void setRawPosition(const glm::vec3& pos) { _rawPosition = pos; }
void setRawNormal(const glm::vec3& normal) { _rawNormal = normal; }
private:
std::vector<FingerData> _fingers;
glm::vec3 _rawPosition;
glm::vec3 _rawNormal;
bool _isActive; // This has current valid data
HandData* _owningHandData;
};
#endif /* defined(__hifi__HandData__) */ #endif /* defined(__hifi__HandData__) */

View file

@ -15,7 +15,7 @@
PACKET_VERSION versionForPacketType(PACKET_TYPE type) { PACKET_VERSION versionForPacketType(PACKET_TYPE type) {
switch (type) { switch (type) {
case PACKET_TYPE_HEAD_DATA: case PACKET_TYPE_HEAD_DATA:
return 1; return 2;
break; break;
default: default:
return 0; return 0;