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got hand working
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aa23986618
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1 changed files with 25 additions and 24 deletions
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@ -878,67 +878,68 @@ void ViveControllerManager::InputDevice::calibrateFeet(glm::mat4& defaultToRefer
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}
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void ViveControllerManager::InputDevice::calibrateLeftHand(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& handPair) {
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glm::mat4 avatarToSensorMat = glm::inverse(inputCalibration.sensorToWorldMat) * inputCalibration.avatarMat;
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glm::mat4 sensorToAvatarMat = glm::inverse(inputCalibration.avatarMat) * inputCalibration.sensorToWorldMat;
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controller::Pose& handPose = handPair.second;
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glm::mat4 handPoseAvatarMat = createMatFromQuatAndPos(handPose.getRotation(), handPose.getTranslation());
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glm::vec3 handPoseTranslation = extractTranslation(handPoseAvatarMat);
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glm::vec3 handPoseZAxis = glmExtractRotation(handPoseAvatarMat) * glm::vec3(0.0f, 0.0f, 1.0f);
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glm::vec3 avatarHandYAxis = glm::vec3(1.0f, 0.0f, 0.0f);
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glm::vec3 avatarHandYAxis = transformVectorFast(glm::inverse(handPoseAvatarMat), glm::vec3(1.0f, 0.0f, 0.0f));
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const float EPSILON = 1.0e-4f;
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if (fabsf(fabsf(glm::dot(glm::normalize(avatarHandYAxis), glm::normalize(handPoseZAxis))) - 1.0f) < EPSILON) {
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handPoseZAxis = glm::vec3(0.0f, 0.0f, 1.0f);
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}
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glm::vec3 yPrime = avatarHandYAxis;
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glm::vec3 zPrime = handPoseZAxis;
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glm::vec3 xPrime = glm::normalize(glm::cross(avatarHandYAxis, handPoseZAxis));
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glm::vec3 zPrime = glm::normalize(glm::cross(xPrime, yPrime));
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glm::vec3 yPrime = glm::normalize(glm::cross(zPrime, xPrime));
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glm::mat4 newHandMat = glm::mat4(glm::vec4(xPrime, 0.0f), glm::vec4(yPrime, 0.0f),
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glm::vec4(zPrime, 0.0f), glm::vec4(handPoseTranslation, 1.0f));
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glm::mat4 handPoseOffset = glm::mat4(glm::vec4(1.0f, 0.0f, 0.0f, 0.0f), glm::vec4(0.0f, 1.0f, 0.0f, 0.0f),
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glm::vec4(0.0f, 0.0f, 1.0f, 0.0f), glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
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glm::mat4 finalHandMat = newHandMat * handPoseOffset;
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controller::Pose finalPose(extractTranslation(finalHandMat), glmExtractRotation(finalHandMat));
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glm::vec3 translationOffset = glm::vec3(0.0f, -0.0508f, 0.0254f);
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glm::quat initialRotation = glmExtractRotation(handPoseAvatarMat);
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glm::quat finalRotation = glmExtractRotation(newHandMat);
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glm::quat rotationOffset = glm::inverse(initialRotation) * finalRotation;
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glm::mat4 offset = createMatFromQuatAndPos(rotationOffset, translationOffset);
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_jointToPuckMap[controller::LEFT_HAND] = handPair.first;
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_pucksOffset[handPair.first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultLeftHand, finalPose);
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_pucksOffset[handPair.first] = offset;
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}
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void ViveControllerManager::InputDevice::calibrateRightHand(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& handPair) {
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glm::mat4 avatarToSensorMat = glm::inverse(inputCalibration.sensorToWorldMat) * inputCalibration.avatarMat;
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glm::mat4 sensorToAvatarMat = glm::inverse(inputCalibration.avatarMat) * inputCalibration.sensorToWorldMat;
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controller::Pose& handPose = handPair.second;
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glm::mat4 handPoseAvatarMat = createMatFromQuatAndPos(handPose.getRotation(), handPose.getTranslation());
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glm::vec3 handPoseTranslation = extractTranslation(handPoseAvatarMat);
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glm::vec3 handPoseZAxis = glmExtractRotation(handPoseAvatarMat) * glm::vec3(0.0f, 0.0f, 1.0f);
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glm::vec3 avatarHandYAxis = glm::vec3(-1.0f, 0.0f, 0.0f);
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glm::vec3 avatarHandYAxis = transformVectorFast(glm::inverse(handPoseAvatarMat), glm::vec3(1.0f, 0.0f, 0.0f));
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const float EPSILON = 1.0e-4f;
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if (fabsf(fabsf(glm::dot(glm::normalize(avatarHandYAxis), glm::normalize(handPoseZAxis))) - 1.0f) < EPSILON) {
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handPoseZAxis = glm::vec3(0.0f, 0.0f, 1.0f);
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}
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glm::vec3 yPrime = avatarHandYAxis;
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glm::vec3 zPrime = handPoseZAxis;
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glm::vec3 xPrime = glm::normalize(glm::cross(avatarHandYAxis, handPoseZAxis));
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glm::vec3 zPrime = glm::normalize(glm::cross(xPrime, yPrime));
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glm::vec3 yPrime = glm::normalize(glm::cross(zPrime, xPrime));
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glm::mat4 newHandMat = glm::mat4(glm::vec4(xPrime, 0.0f), glm::vec4(yPrime, 0.0f),
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glm::vec4(zPrime, 0.0f), glm::vec4(handPoseTranslation, 1.0f));
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glm::mat4 handPoseOffset = glm::mat4(glm::vec4(1.0f, 0.0f, 0.0f, 0.0f), glm::vec4(0.0f, 1.0f, 0.0f, 0.0f),
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glm::vec4(0.0f, 0.0f, 1.0f, 0.0f), glm::vec4(0.0f, 0.0508f, 0.0f, 1.0f));
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glm::mat4 finalHandMat = newHandMat * handPoseOffset;
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controller::Pose finalPose(extractTranslation(finalHandMat), glmExtractRotation(finalHandMat));
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glm::vec3 translationOffset = glm::vec3(0.0f, -0.0508f, 0.0254f);
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glm::quat initialRotation = glmExtractRotation(handPoseAvatarMat);
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glm::quat finalRotation = glmExtractRotation(newHandMat);
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glm::quat rotationOffset = glm::inverse(initialRotation) * finalRotation;
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glm::mat4 offset = createMatFromQuatAndPos(rotationOffset, translationOffset);
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_jointToPuckMap[controller::RIGHT_HAND] = handPair.first;
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_pucksOffset[handPair.first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultRightHand, finalPose);
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_pucksOffset[handPair.first] = offset;
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}
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