Beispiel #1
0
void SkeletonModel::applyPalmData(int jointIndex, const QVector<int>& fingerJointIndices,
        const QVector<int>& fingertipJointIndices, PalmData& palm) {
    if (jointIndex == -1) {
        return;
    }
    const FBXGeometry& geometry = _geometry->getFBXGeometry();
    float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
    glm::quat palmRotation;
    getJointRotation(jointIndex, palmRotation, true);
    applyRotationDelta(jointIndex, rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()), false);
    getJointRotation(jointIndex, palmRotation, true);

    // sort the finger indices by raw x, get the average direction
    QVector<IndexValue> fingerIndices;
    glm::vec3 direction;
    for (size_t i = 0; i < palm.getNumFingers(); i++) {
        glm::vec3 fingerVector = palm.getFingers()[i].getTipPosition() - palm.getPosition();
        float length = glm::length(fingerVector);
        if (length > EPSILON) {
            direction += fingerVector / length;
        }
        fingerVector = glm::inverse(palmRotation) * fingerVector * -sign;
        IndexValue indexValue = { i, atan2f(fingerVector.z, fingerVector.x) };
        fingerIndices.append(indexValue);
    }
    qSort(fingerIndices.begin(), fingerIndices.end());

    // rotate palm according to average finger direction
    float directionLength = glm::length(direction);
    const int MIN_ROTATION_FINGERS = 3;
    if (directionLength > EPSILON && palm.getNumFingers() >= MIN_ROTATION_FINGERS) {
        applyRotationDelta(jointIndex, rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction), false);
        getJointRotation(jointIndex, palmRotation, true);
    }

    // no point in continuing if there are no fingers
    if (palm.getNumFingers() == 0 || fingerJointIndices.isEmpty()) {
        stretchArm(jointIndex, palm.getPosition());
        return;
    }

    // match them up as best we can
    float proportion = fingerIndices.size() / (float)fingerJointIndices.size();
    for (int i = 0; i < fingerJointIndices.size(); i++) {
        int fingerIndex = fingerIndices.at(roundf(i * proportion)).index;
        glm::vec3 fingerVector = palm.getFingers()[fingerIndex].getTipPosition() -
            palm.getFingers()[fingerIndex].getRootPosition();

        int fingerJointIndex = fingerJointIndices.at(i);
        int fingertipJointIndex = fingertipJointIndices.at(i);
        glm::vec3 jointVector = extractTranslation(geometry.joints.at(fingertipJointIndex).bindTransform) -
            extractTranslation(geometry.joints.at(fingerJointIndex).bindTransform);

        setJointRotation(fingerJointIndex, rotationBetween(palmRotation * jointVector, fingerVector) * palmRotation, true);
    }
    
    stretchArm(jointIndex, palm.getPosition());
}
Beispiel #2
0
void BuckyBalls::grab(PalmData& palm, float deltaTime) {
    float penetration;
    glm::vec3 diff;
    FingerData& finger = palm.getFingers()[0];   //  Sixense has only one finger
    glm::vec3 fingerTipPosition = finger.getTipPosition();

    if (palm.getControllerButtons() & BUTTON_FWD) {
        if (!_bballIsGrabbed[palm.getSixenseID()]) {
            // Look for a ball to grab
            for (int i = 0; i < NUM_BBALLS; i++) {
                diff = _bballPosition[i] - fingerTipPosition;
                penetration = glm::length(diff) - (_bballRadius[i] + COLLISION_RADIUS);
                if (penetration < 0.f) {
                    _bballIsGrabbed[palm.getSixenseID()] = i;
                }
            }
        }
        if (_bballIsGrabbed[palm.getSixenseID()]) {
            //  If ball being grabbed, move with finger
            diff = _bballPosition[_bballIsGrabbed[palm.getSixenseID()]] - fingerTipPosition;
            penetration = glm::length(diff) - (_bballRadius[_bballIsGrabbed[palm.getSixenseID()]] + COLLISION_RADIUS);
            _bballPosition[_bballIsGrabbed[palm.getSixenseID()]] -= glm::normalize(diff) * penetration;
            glm::vec3 fingerTipVelocity = palm.getTipVelocity();
            if (_bballElement[_bballIsGrabbed[palm.getSixenseID()]] != 1) {
                _bballVelocity[_bballIsGrabbed[palm.getSixenseID()]] = fingerTipVelocity;
            }
            _bballPosition[_bballIsGrabbed[palm.getSixenseID()]] = fingerTipPosition;
            _bballColliding[_bballIsGrabbed[palm.getSixenseID()]] = 1.f;
        }
    } else {
        _bballIsGrabbed[palm.getSixenseID()] = 0;
    }
}
Beispiel #3
0
void SkeletonModel::applyPalmData(int jointIndex, const QVector<int>& fingerJointIndices,
        const QVector<int>& fingertipJointIndices, PalmData& palm) {
    if (jointIndex == -1) {
        return;
    }
    const FBXGeometry& geometry = _geometry->getFBXGeometry();
    float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
    int parentJointIndex = geometry.joints.at(jointIndex).parentIndex;
    if (parentJointIndex == -1) {
        return;
    }
    
    // rotate forearm to align with palm direction
    glm::quat palmRotation;
    getJointRotation(parentJointIndex, palmRotation, true);
    applyRotationDelta(parentJointIndex, rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()), false);
    getJointRotation(parentJointIndex, palmRotation, true);

    // sort the finger indices by raw x, get the average direction
    QVector<IndexValue> fingerIndices;
    glm::vec3 direction;
    for (size_t i = 0; i < palm.getNumFingers(); i++) {
        glm::vec3 fingerVector = palm.getFingers()[i].getTipPosition() - palm.getPosition();
        float length = glm::length(fingerVector);
        if (length > EPSILON) {
            direction += fingerVector / length;
        }
        fingerVector = glm::inverse(palmRotation) * fingerVector * -sign;
        IndexValue indexValue = { (int)i, atan2f(fingerVector.z, fingerVector.x) };
        fingerIndices.append(indexValue);
    }
    qSort(fingerIndices.begin(), fingerIndices.end());

    // rotate forearm according to average finger direction
    float directionLength = glm::length(direction);
    const unsigned int MIN_ROTATION_FINGERS = 3;
    if (directionLength > EPSILON && palm.getNumFingers() >= MIN_ROTATION_FINGERS) {
        applyRotationDelta(parentJointIndex, rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction), false);
        getJointRotation(parentJointIndex, palmRotation, true);
    }

    // let wrist inherit forearm rotation
    _jointStates[jointIndex].rotation = glm::quat();

    // set elbow position from wrist position
    glm::vec3 forearmVector = palmRotation * glm::vec3(sign, 0.0f, 0.0f);
    setJointPosition(parentJointIndex, palm.getPosition() + forearmVector *
        geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale));
}
Beispiel #4
0
void SixenseManager::update(float deltaTime) {
#ifdef HAVE_SIXENSE
    if (sixenseGetNumActiveControllers() == 0) {
        return;
    }
    MyAvatar* avatar = Application::getInstance()->getAvatar();
    Hand* hand = avatar->getHand();
    
    int maxControllers = sixenseGetMaxControllers();

    // we only support two controllers
    sixenseControllerData controllers[2];

    int numActiveControllers = 0;
    for (int i = 0; i < maxControllers && numActiveControllers < 2; i++) {
        if (!sixenseIsControllerEnabled(i)) {
            continue;
        }
        sixenseControllerData* data = controllers + numActiveControllers;
        ++numActiveControllers;
        sixenseGetNewestData(i, data);
        
        //  Set palm position and normal based on Hydra position/orientation
        
        // Either find a palm matching the sixense controller, or make a new one
        PalmData* palm;
        bool foundHand = false;
        for (size_t j = 0; j < hand->getNumPalms(); j++) {
            if (hand->getPalms()[j].getSixenseID() == data->controller_index) {
                palm = &(hand->getPalms()[j]);
                foundHand = true;
            }
        }
        if (!foundHand) {
            PalmData newPalm(hand);
            hand->getPalms().push_back(newPalm);
            palm = &(hand->getPalms()[hand->getNumPalms() - 1]);
            palm->setSixenseID(data->controller_index);
            printf("Found new Sixense controller, ID %i\n", data->controller_index);
        }
        
        palm->setActive(true);
        
        //  Read controller buttons and joystick into the hand
        palm->setControllerButtons(data->buttons);
        palm->setTrigger(data->trigger);
        palm->setJoystick(data->joystick_x, data->joystick_y);

        glm::vec3 position(data->pos[0], data->pos[1], data->pos[2]);
        // Transform the measured position into body frame.  
        glm::vec3 neck = _neckBase;
        // Zeroing y component of the "neck" effectively raises the measured position a little bit.
        neck.y = 0.f;
        position = _orbRotation * (position - neck);

        //  Rotation of Palm
        glm::quat rotation(data->rot_quat[3], -data->rot_quat[0], data->rot_quat[1], -data->rot_quat[2]);
        rotation = glm::angleAxis(PI, glm::vec3(0.f, 1.f, 0.f)) * _orbRotation * rotation;
        const glm::vec3 PALM_VECTOR(0.0f, -1.0f, 0.0f);
        glm::vec3 newNormal = rotation * PALM_VECTOR;
        palm->setRawNormal(newNormal);
        palm->setRawRotation(rotation);
        
        //  Compute current velocity from position change
        glm::vec3 rawVelocity = (position - palm->getRawPosition()) / deltaTime / 1000.f;
        palm->setRawVelocity(rawVelocity);   //  meters/sec
        palm->setRawPosition(position);
        
        // use the velocity to determine whether there's any movement (if the hand isn't new)
        const float MOVEMENT_SPEED_THRESHOLD = 0.05f;
        if (glm::length(rawVelocity) > MOVEMENT_SPEED_THRESHOLD && foundHand) {
            _lastMovement = usecTimestampNow();
        }
        
        // initialize the "finger" based on the direction
        FingerData finger(palm, hand);
        finger.setActive(true);
        finger.setRawRootPosition(position);
        const float FINGER_LENGTH = 300.0f;   //  Millimeters
        const glm::vec3 FINGER_VECTOR(0.0f, 0.0f, FINGER_LENGTH);
        const glm::vec3 newTipPosition = position + rotation * FINGER_VECTOR;
        finger.setRawTipPosition(position + rotation * FINGER_VECTOR);
        
        // Store the one fingertip in the palm structure so we can track velocity
        glm::vec3 oldTipPosition = palm->getTipRawPosition();
        palm->setTipVelocity((newTipPosition - oldTipPosition) / deltaTime / 1000.f);
        palm->setTipPosition(newTipPosition);
        
        // three fingers indicates to the skeleton that we have enough data to determine direction
        palm->getFingers().clear();
        palm->getFingers().push_back(finger);
        palm->getFingers().push_back(finger);
        palm->getFingers().push_back(finger);
    }

    if (numActiveControllers == 2) {
        updateCalibration(controllers);
    }

    // if the controllers haven't been moved in a while, disable
    const unsigned int MOVEMENT_DISABLE_DURATION = 30 * 1000 * 1000;
    if (usecTimestampNow() - _lastMovement > MOVEMENT_DISABLE_DURATION) {
        for (std::vector<PalmData>::iterator it = hand->getPalms().begin(); it != hand->getPalms().end(); it++) {
            it->setActive(false);
        }
    }
#endif  // HAVE_SIXENSE
}