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116 lines
4.4 KiB
C++
116 lines
4.4 KiB
C++
//
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// Hand.cpp
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// interface/src/avatar
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//
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <QImage>
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#include <GeometryUtil.h>
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#include <NodeList.h>
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#include "AvatarManager.h"
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#include "Hand.h"
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#include "Menu.h"
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#include "MyAvatar.h"
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#include "Util.h"
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using namespace std;
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const float PALM_COLLISION_RADIUS = 0.03f;
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Hand::Hand(Avatar* owningAvatar) :
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HandData((AvatarData*)owningAvatar),
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_owningAvatar(owningAvatar)
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{
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}
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void Hand::simulate(float deltaTime, bool isMine) {
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if (isMine) {
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// Iterate hand controllers, take actions as needed
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for (size_t i = 0; i < getNumPalms(); ++i) {
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PalmData& palm = getPalms()[i];
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palm.setLastControllerButtons(palm.getControllerButtons());
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}
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}
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}
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void Hand::render(RenderArgs* renderArgs, bool isMine) {
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gpu::Batch& batch = *renderArgs->_batch;
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if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE &&
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Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes)) {
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// draw a green sphere at hand joint location, which is actually near the wrist)
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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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continue;
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}
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glm::vec3 position = palm.getPosition();
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Transform transform = Transform();
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transform.setTranslation(position);
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batch.setModelTransform(transform);
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DependencyManager::get<GeometryCache>()->renderSphere(batch, PALM_COLLISION_RADIUS * _owningAvatar->getScale(), 10, 10, glm::vec3(0.0f, 1.0f, 0.0f));
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}
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}
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if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHands)) {
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renderHandTargets(renderArgs, isMine);
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}
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}
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void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
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gpu::Batch& batch = *renderArgs->_batch;
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const float avatarScale = DependencyManager::get<AvatarManager>()->getMyAvatar()->getScale();
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const float alpha = 1.0f;
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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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if (isMine && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHandTargets)) {
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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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continue;
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}
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glm::vec3 targetPosition = palm.getTipPosition();
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Transform transform = Transform();
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transform.setTranslation(targetPosition);
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batch.setModelTransform(transform);
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const float collisionRadius = 0.05f;
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DependencyManager::get<GeometryCache>()->renderSphere(batch, collisionRadius, 10, 10, glm::vec4(0.5f,0.5f,0.5f, alpha), false);
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}
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}
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const float PALM_BALL_RADIUS = 0.03f * avatarScale;
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const float PALM_DISK_RADIUS = 0.06f * avatarScale;
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const float PALM_DISK_THICKNESS = 0.01f * avatarScale;
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const float PALM_FINGER_ROD_RADIUS = 0.003f * avatarScale;
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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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glm::vec3 tip = palm.getTipPosition();
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glm::vec3 root = palm.getPosition();
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Transform transform = Transform();
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transform.setTranslation(glm::vec3());
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batch.setModelTransform(transform);
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Avatar::renderJointConnectingCone(batch, root, tip, PALM_FINGER_ROD_RADIUS, PALM_FINGER_ROD_RADIUS, glm::vec4(handColor.r, handColor.g, handColor.b, alpha));
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// Render sphere at palm/finger root
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glm::vec3 offsetFromPalm = root + palm.getNormal() * PALM_DISK_THICKNESS;
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Avatar::renderJointConnectingCone(batch, root, offsetFromPalm, PALM_DISK_RADIUS, 0.0f, glm::vec4(handColor.r, handColor.g, handColor.b, alpha));
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transform = Transform();
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transform.setTranslation(root);
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batch.setModelTransform(transform);
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DependencyManager::get<GeometryCache>()->renderSphere(batch, PALM_BALL_RADIUS, 20.0f, 20.0f, glm::vec4(handColor.r, handColor.g, handColor.b, alpha));
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}
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}
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}
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