// // Hand.h // interface/src/avatar // // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_Hand_h #define hifi_Hand_h #include "InterfaceConfig.h" #include #include #include #include #include #include #include #include #include "world.h" class Avatar; class ProgramObject; const float HAND_PADDLE_OFFSET = 0.1f; const float HAND_PADDLE_THICKNESS = 0.01f; const float HAND_PADDLE_RADIUS = 0.15f; class Hand : public HandData { public: Hand(Avatar* owningAvatar); struct HandBall { glm::vec3 position; // the actual dynamic position of the ball at any given time glm::quat rotation; // the rotation of the ball glm::vec3 velocity; // the velocity of the ball float radius; // the radius of the ball bool isCollidable; // whether or not the ball responds to collisions bool isColliding; // ball is currently colliding float touchForce; // a scalar determining the amount that the cursor (or hand) is penetrating the ball }; void simulate(float deltaTime, bool isMine); void render(bool isMine, Model::RenderMode renderMode = Model::DEFAULT_RENDER_MODE); void collideAgainstAvatar(Avatar* avatar, bool isMyHand); void resolvePenetrations(); private: // disallow copies of the Hand, copy of owning Avatar is disallowed too Hand(const Hand&); Hand& operator= (const Hand&); int _controllerButtons; /// Button states read from hand-held controllers Avatar* _owningAvatar; void renderHandTargets(bool isMine); }; #endif // hifi_Hand_h