overte/interface/src/avatar/Hand.cpp
2013-12-12 12:24:07 -08:00

477 lines
19 KiB
C++
Executable file

//
// Hand.cpp
// interface
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <QImage>
#include <NodeList.h>
#include <GeometryUtil.h>
#include "Application.h"
#include "Avatar.h"
#include "Hand.h"
#include "Menu.h"
#include "Util.h"
#include "renderer/ProgramObject.h"
using namespace std;
const float FINGERTIP_VOXEL_SIZE = 0.05;
const int TOY_BALL_HAND = 1;
const float TOY_BALL_RADIUS = 0.05f;
const float TOY_BALL_DAMPING = 0.99f;
const glm::vec3 TOY_BALL_GRAVITY = glm::vec3(0,-1,0);
const QString TOY_BALL_UPDATE_SCRIPT("");
const QString TOY_BALL_DONT_DIE_SCRIPT("Particle.setShouldDie(false);");
const float PALM_COLLISION_RADIUS = 0.03f;
const xColor TOY_BALL_ON_SERVER_COLOR = { 255, 255, 0 };
Hand::Hand(Avatar* owningAvatar) :
HandData((AvatarData*)owningAvatar),
_owningAvatar(owningAvatar),
_renderAlpha(1.0),
_ballColor(0.0, 0.0, 0.4),
_collisionCenter(0,0,0),
_collisionAge(0),
_collisionDuration(0),
_toyBallPosition(0),
_toyBallVelocity(0),
_toyBallInHand(false),
_hasToyBall(false),
_ballParticleEditHandle(NULL),
_pitchUpdate(0)
{
}
void Hand::init() {
// Different colors for my hand and others' hands
if (_owningAvatar && _owningAvatar->getOwningNode() == NULL) {
_ballColor = glm::vec3(0.0, 0.4, 0.0);
}
else {
_ballColor = glm::vec3(0.0, 0.0, 0.4);
}
}
void Hand::reset() {
}
void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, float deltaTime) {
glm::vec3 targetPosition = fingerTipPosition / (float)TREE_SCALE;
float targetRadius = (TOY_BALL_RADIUS * 2.0f) / (float)TREE_SCALE;
const Particle* closestParticle = Application::getInstance()->getParticles()
->getTree()->findClosestPartice(targetPosition, targetRadius);
if (closestParticle) {
printf("potentially caught... particle ID:%d\n", closestParticle->getID());
}
// Is the controller button being held down....
if (palm.getControllerButtons() & BUTTON_FWD) {
// If grabbing toy ball, add forces to it.
// If we don't currently have a ball in hand, then create it...
if (!_toyBallInHand) {
// Test for whether close enough to catch and catch....
// isCaught is also used as "creating" a new ball... for now, this section is the
// create new ball portion of the code...
bool isCaught = false;
// If we didn't catch something, then create a new ball....
if (!isCaught) {
_toyBallInHand = true;
_hasToyBall = true;
// create the ball, call MakeParticle, and use the resulting ParticleEditHandle to
// manage the newly created particle.
// Create a particle on the particle server
_ballParticleEditHandle = Application::getInstance()->makeParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
TOY_BALL_ON_SERVER_COLOR,
_toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_DONT_DIE_SCRIPT);
}
}
if (_toyBallInHand) {
// Ball is in hand
_toyBallPosition = fingerTipPosition;
_toyBallVelocity = glm::vec3(0);
_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
TOY_BALL_ON_SERVER_COLOR,
_toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_DONT_DIE_SCRIPT);
}
} else {
// If toy ball just released, add velocity to it!
if (_toyBallInHand) {
_toyBallInHand = false;
glm::vec3 handVelocity = palm.getRawVelocity();
glm::vec3 fingerTipVelocity = palm.getTipVelocity();
glm::quat avatarRotation = _owningAvatar->getOrientation();
//printVector(avatarRotation * handVelocity);
_toyBallVelocity += avatarRotation * fingerTipVelocity;
_ballParticleEditHandle->updateParticle(fingerTipPosition / (float)TREE_SCALE,
TOY_BALL_RADIUS / (float) TREE_SCALE,
TOY_BALL_ON_SERVER_COLOR,
_toyBallVelocity / (float)TREE_SCALE,
TOY_BALL_GRAVITY / (float) TREE_SCALE,
TOY_BALL_DAMPING,
TOY_BALL_UPDATE_SCRIPT);
// after releasing the ball, we free our ParticleEditHandle so we can't edit it further
// note: deleting the edit handle doesn't effect the actual particle
delete _ballParticleEditHandle;
_ballParticleEditHandle = NULL;
}
}
// Simulate toy ball
_toyBallPosition += _toyBallVelocity * deltaTime;
if (!_toyBallInHand) {
_toyBallVelocity += TOY_BALL_GRAVITY * deltaTime;
}
if (_toyBallPosition.y < 0.f) {
_toyBallPosition.y = 0.f;
_toyBallVelocity.y *= -1.f;
}
if (_hasToyBall) {
_toyBallVelocity -= (_toyBallVelocity * TOY_BALL_DAMPING) * deltaTime;
//printf("applying damping to TOY_BALL deltaTime=%f\n",deltaTime);
}
}
void Hand::simulate(float deltaTime, bool isMine) {
if (_collisionAge > 0.f) {
_collisionAge += deltaTime;
}
const glm::vec3 leapHandsOffsetFromFace(0.0, -0.2, -0.3); // place the hand in front of the face where we can see it
Head& head = _owningAvatar->getHead();
_baseOrientation = _owningAvatar->getOrientation();
_basePosition = head.calculateAverageEyePosition() + _baseOrientation * leapHandsOffsetFromFace * head.getScale();
if (isMine) {
updateCollisions();
}
calculateGeometry();
if (isMine) {
// Iterate hand controllers, take actions as needed
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
if (palm.isActive()) {
FingerData& finger = palm.getFingers()[0]; // Sixense has only one finger
glm::vec3 fingerTipPosition = finger.getTipPosition();
if (palm.getSixenseID() == TOY_BALL_HAND) {
simulateToyBall(palm, fingerTipPosition, deltaTime);
}
if (palm.getControllerButtons() & BUTTON_1) {
if (glm::length(fingerTipPosition - _lastFingerAddVoxel) > (FINGERTIP_VOXEL_SIZE / 2.f)) {
QColor paintColor = Menu::getInstance()->getActionForOption(MenuOption::VoxelPaintColor)->data().value<QColor>();
Application::getInstance()->makeVoxel(fingerTipPosition,
FINGERTIP_VOXEL_SIZE,
paintColor.red(),
paintColor.green(),
paintColor.blue(),
true);
_lastFingerAddVoxel = fingerTipPosition;
}
} else if (palm.getControllerButtons() & BUTTON_2) {
if (glm::length(fingerTipPosition - _lastFingerDeleteVoxel) > (FINGERTIP_VOXEL_SIZE / 2.f)) {
Application::getInstance()->removeVoxel(fingerTipPosition, FINGERTIP_VOXEL_SIZE);
_lastFingerDeleteVoxel = fingerTipPosition;
}
}
// Check if the finger is intersecting with a voxel in the client voxel tree
VoxelTreeElement* fingerNode = Application::getInstance()->getVoxels()->getVoxelEnclosing(
glm::vec3(fingerTipPosition / (float)TREE_SCALE));
if (fingerNode) {
if (!palm.getIsCollidingWithVoxel()) {
// Collision has just started
palm.setIsCollidingWithVoxel(true);
handleVoxelCollision(&palm, fingerTipPosition, fingerNode, deltaTime);
// Set highlight voxel
VoxelDetail voxel;
glm::vec3 pos = fingerNode->getCorner();
voxel.x = pos.x;
voxel.y = pos.y;
voxel.z = pos.z;
voxel.s = fingerNode->getScale();
voxel.red = fingerNode->getColor()[0];
voxel.green = fingerNode->getColor()[1];
voxel.blue = fingerNode->getColor()[2];
Application::getInstance()->setHighlightVoxel(voxel);
Application::getInstance()->setIsHighlightVoxel(true);
}
} else {
if (palm.getIsCollidingWithVoxel()) {
// Collision has just ended
palm.setIsCollidingWithVoxel(false);
Application::getInstance()->setIsHighlightVoxel(false);
}
}
}
}
}
}
void Hand::updateCollisions() {
// use position to obtain the left and right palm indices
int leftPalmIndex, rightPalmIndex;
getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
// check for collisions
for (int i = 0; i < getNumPalms(); i++) {
PalmData& palm = getPalms()[i];
if (!palm.isActive()) {
continue;
}
float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
glm::vec3 totalPenetration;
// check other avatars
NodeList* nodeList = NodeList::getInstance();
for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
Avatar* otherAvatar = (Avatar*)node->getLinkedData();
glm::vec3 avatarPenetration;
if (otherAvatar->findSpherePenetration(palm.getPosition(), scaledPalmRadius, avatarPenetration)) {
totalPenetration = addPenetrations(totalPenetration, avatarPenetration);
}
}
}
// and the current avatar (ignoring everything below the parent of the parent of the last free joint)
glm::vec3 owningPenetration;
const Model& skeletonModel = _owningAvatar->getSkeletonModel();
int skipIndex = skeletonModel.getParentJointIndex(skeletonModel.getParentJointIndex(
skeletonModel.getLastFreeJointIndex((i == leftPalmIndex) ? skeletonModel.getLeftHandJointIndex() :
(i == rightPalmIndex) ? skeletonModel.getRightHandJointIndex() : -1)));
if (_owningAvatar->findSpherePenetration(palm.getPosition(), scaledPalmRadius, owningPenetration, skipIndex)) {
totalPenetration = addPenetrations(totalPenetration, owningPenetration);
}
// un-penetrate
palm.addToPosition(-totalPenetration);
}
}
void Hand::handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime) {
// Collision between finger and a voxel plays sound
const float LOWEST_FREQUENCY = 100.f;
const float HERTZ_PER_RGB = 3.f;
const float DECAY_PER_SAMPLE = 0.0005f;
const float DURATION_MAX = 2.0f;
const float MIN_VOLUME = 0.1f;
float volume = MIN_VOLUME + glm::clamp(glm::length(palm->getRawVelocity()), 0.f, (1.f - MIN_VOLUME));
float duration = volume;
_collisionCenter = fingerTipPosition;
_collisionAge = deltaTime;
_collisionDuration = duration;
int voxelBrightness = voxel->getColor()[0] + voxel->getColor()[1] + voxel->getColor()[2];
float frequency = LOWEST_FREQUENCY + (voxelBrightness * HERTZ_PER_RGB);
Application::getInstance()->getAudio()->startDrumSound(volume,
frequency,
DURATION_MAX,
DECAY_PER_SAMPLE);
}
void Hand::calculateGeometry() {
// generate finger tip balls....
_leapFingerTipBalls.clear();
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()) {
const float standardBallRadius = 0.010f;
_leapFingerTipBalls.resize(_leapFingerTipBalls.size() + 1);
HandBall& ball = _leapFingerTipBalls.back();
ball.rotation = _baseOrientation;
ball.position = finger.getTipPosition();
ball.radius = standardBallRadius;
ball.touchForce = 0.0;
ball.isCollidable = true;
ball.isColliding = false;
}
}
}
}
// generate finger root balls....
_leapFingerRootBalls.clear();
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()) {
const float standardBallRadius = 0.005f;
_leapFingerRootBalls.resize(_leapFingerRootBalls.size() + 1);
HandBall& ball = _leapFingerRootBalls.back();
ball.rotation = _baseOrientation;
ball.position = finger.getRootPosition();
ball.radius = standardBallRadius;
ball.touchForce = 0.0;
ball.isCollidable = true;
ball.isColliding = false;
}
}
}
}
}
void Hand::render( bool isMine) {
_renderAlpha = 1.0;
if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
for (int i = 0; i < getNumPalms(); i++) {
PalmData& palm = getPalms()[i];
if (!palm.isActive()) {
continue;
}
glm::vec3 position = palm.getPosition();
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glColor3f(0.0f, 1.0f, 0.0f);
glutSolidSphere(PALM_COLLISION_RADIUS * _owningAvatar->getScale(), 10, 10);
glPopMatrix();
}
}
if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayLeapHands)) {
renderLeapHands();
}
// Render toy ball
if (isMine) {
glPushMatrix();
glColor3f(1, 0, 0);
glTranslatef(_toyBallPosition.x, _toyBallPosition.y, _toyBallPosition.z);
glutWireSphere(TOY_BALL_RADIUS, 10, 10);
glPopMatrix();
}
if (isMine) {
// If hand/voxel collision has happened, render a little expanding sphere
if (_collisionAge > 0.f) {
float opacity = glm::clamp(1.f - (_collisionAge / _collisionDuration), 0.f, 1.f);
glColor4f(1, 0, 0, 0.5 * opacity);
glPushMatrix();
glTranslatef(_collisionCenter.x, _collisionCenter.y, _collisionCenter.z);
glutSolidSphere(_collisionAge * 0.25f, 20, 20);
glPopMatrix();
if (_collisionAge > _collisionDuration) {
_collisionAge = 0.f;
}
}
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_RESCALE_NORMAL);
}
void Hand::renderLeapHands() {
const float alpha = 1.0f;
//const glm::vec3 handColor = _ballColor;
const glm::vec3 handColor(1.0, 0.84, 0.66); // use the skin color
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glPushMatrix();
// Draw the leap balls
for (size_t i = 0; i < _leapFingerTipBalls.size(); i++) {
if (alpha > 0.0f) {
if (_leapFingerTipBalls[i].isColliding) {
glColor4f(handColor.r, 0, 0, alpha);
} else {
glColor4f(handColor.r, handColor.g, handColor.b, alpha);
}
glPushMatrix();
glTranslatef(_leapFingerTipBalls[i].position.x, _leapFingerTipBalls[i].position.y, _leapFingerTipBalls[i].position.z);
glutSolidSphere(_leapFingerTipBalls[i].radius, 20.0f, 20.0f);
glPopMatrix();
}
}
// Draw the finger root cones
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()) {
glColor4f(handColor.r, handColor.g, handColor.b, 0.5);
glm::vec3 tip = finger.getTipPosition();
glm::vec3 root = finger.getRootPosition();
Avatar::renderJointConnectingCone(root, tip, 0.001, 0.003);
}
}
}
}
// Draw the palms
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
if (palm.isActive()) {
const float palmThickness = 0.02f;
glColor4f(handColor.r, handColor.g, handColor.b, 0.25);
glm::vec3 tip = palm.getPosition();
glm::vec3 root = palm.getPosition() + palm.getNormal() * palmThickness;
Avatar::renderJointConnectingCone(root, tip, 0.05, 0.03);
}
}
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glPopMatrix();
}
void Hand::setLeapHands(const std::vector<glm::vec3>& handPositions,
const std::vector<glm::vec3>& handNormals) {
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];
if (i < handPositions.size()) {
palm.setActive(true);
palm.setRawPosition(handPositions[i]);
palm.setRawNormal(handNormals[i]);
}
else {
palm.setActive(false);
}
}
}