/
hand.cpp
379 lines (332 loc) · 9.46 KB
/
hand.cpp
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#include "hand.h"
hand::hand( ){
this->prev_fingnum = 0;
}
void hand::setHand( note n, note prev_n, double t )
{
this->prevFingers = fingers;
this->prevWrist = wrist;
this->wrist.clear();
this->fingBases.clear();
this->baseVerts.clear();
this->prev_fingnum = prev_n.fingering;
vector<double> pt;
double x = get_wrist_x(n);
theta = get_wrist_theta(n);
// Give each finger instance the location of the cooresponding hand base
for (int i=0; i<5; i++){
pt = GetVertex(fingerTh[i], 0, baseLen[i],
0,0,-(neck_r+buffHelp+baseH) );
if (i==4)
baseVerts.insert(baseVerts.begin(), pt);
else
this->baseVerts.push_back(pt);
pt = getRotateCoord(theta, 0,1,0, pt);
pt = getRotateCoord(-90, 0,0,1, pt);
pt = getTranslateCoord(x,0,0, pt);
fingers[i].base = pt;
this->fingBases.push_back( pt );
}
vector<double> wrist_pt; wrist_pt.assign(3, 0);
wrist_pt[0]=0; wrist_pt[1]=0; wrist_pt[2]=-(neck_r+buffHelp+baseH);
this->baseVerts.insert(this->baseVerts.begin(), wrist_pt);
wrist_pt = getRotateCoord(theta, 0,1,0, wrist_pt);
wrist_pt = getRotateCoord(-90, 0,0,1, wrist_pt);
wrist_pt = getTranslateCoord(x,0,0, wrist_pt);
this->wrist = wrist_pt;
// Get final finger joint positions for current note
get_finger_pts( n, fingers[0], wrist_pt );
get_finger_pts( n, fingers[1], wrist_pt );
get_finger_pts( n, fingers[2], wrist_pt );
get_finger_pts( n, fingers[3], wrist_pt );
get_finger_pts( n, fingers[4], wrist_pt );
if (firstRun==1){
this->prevFingers = fingers;
this->prevWrist = this->wrist;
firstRun = 0;
}
// get max and min FingBaseLen
double maxLen = 0;
double minLen = 0;
for (int i=0; i<5; i++){
if (baseLen[i] > maxLen)
maxLen = baseLen[i];
if (baseLen[i] < minLen || minLen==0)
minLen = baseLen[i];
}
this->maxBaseLen = maxLen;
this->minBaseLen = minLen;
// Timing parameters
this->t_elapsed = t;
}
void hand::get_finger_pts( note n, finger& f, vector<double> wrist_pt )
{
const double fret_dist = 0.3;
double x, y, z, th;
vector<double> j, last_j, pt; // Vectors for filling with joint's XYZ
j.assign(3, 0); // Initialize blank
if (f.fingNum == n.fingering && n.fret != 0)
{
double fret_diff;
if (n.fret == 1)
fret_diff = fret_position[0];
else
fret_diff = fret_position[n.fret-1]-fret_position[n.fret-2];
// lowest n.string is 1, not 0. This is just MusicXML standard
x = fret_position[ n.fret-1 ]- (fret_diff * fret_dist);
x *= neck_length;
x -= neck_length/2;
y = str_y[ n.string - 1];
z = fretboard_thickness + str_fret_dist;
vectorAssignPt(f.tip, x, y, z);
f.joints.clear();
j[0] = x; // TODO: angle this towards the wrist
j[1] = y - (f.boneLen.back()/sqrt(2));
j[2] = (f.boneLen.back()/sqrt(2)) + z;
f.joints.insert( f.joints.begin(), j );
last_j = j;
if (f.numJoints < 2)
return;
th = degrees( atan( (last_j[1]-f.base[1]) / (last_j[0]-f.base[0]) ) );
j[0] = last_j[0] - f.boneLen[1] * Cos(th);
j[1] = last_j[1] - f.boneLen[1] * Sin(th);
j[2] = last_j[2];
f.joints.insert( f.joints.begin(), j );
}
else
{
double dx, dy, dz; // Vector from wrist to base
double fingLen; // Total length of finger
vector<double> currentJoint;
fingLen = f.boneLen[0] + f.boneLen[1] + f.boneLen[2];
dx = f.base[0] - wrist_pt[0];
dy = f.base[1] - wrist_pt[1];
dz = f.base[2] - wrist_pt[2];
x = dx * fingLen/baseLen[0] + f.base[0];
y = dy * fingLen/baseLen[1] + f.base[1];
z = dz * fingLen/baseLen[2] + f.base[2];
vectorAssignPt(f.tip, x,y,z);
currentJoint.clear();
currentJoint = f.base;
vector< vector<double> > joints;
for (int i=0; i<f.numJoints; i++){
j[0] = dx * f.boneLen[i]/baseLen[0] + currentJoint[0];
j[1] = dy * f.boneLen[i]/baseLen[1] + currentJoint[1];
j[2] = dz * f.boneLen[i]/baseLen[2] + currentJoint[2];
joints.push_back( j );
currentJoint = j;
}
f.joints = joints;
}
f.fVerts.clear();
f.fVerts.push_back(f.base);
for (int i=0; i<f.joints.size(); i++){
f.fVerts.push_back(f.joints[i]);
}
f.fVerts.push_back(f.tip);
f.relFVerts.clear();
for (int i=0; i<f.fVerts.size(); i++){
pt = f.fVerts[i];
// Get coordinates relative to the wrist
pt = getTranslateCoord(-(this->wrist[0]),0,0, pt);
pt = getRotateCoord(90, 0,0,1, pt);
pt = getRotateCoord(-theta, 0,1,0, pt);
f.relFVerts.push_back(pt);
}
}
/*
* Draw the hand
* at (x,y,z)
* fingers facing (dx,dy,dz)
* up towards (ux,uy,uz)
*/
void hand::drawHand( note n, note prev_n, double t )
{
vector<double> pt, j, next_pt, prev_pt;
vector< vector<double> >::iterator j_it;
finger f = fingers[0]; //dummy assignment to avoid using a constructor
vector< vector<double> > prev_verts, next_verts, verts;
vector< vector<double> >::iterator v_it;
vector< vector< vector<double> > > fingVerts;
vector< vector< vector<double> > >::iterator f_it;
// Get current position of all fingers at this time
if (t<0.1)
t = t/0.1;
else
t =1;
pt.assign(3,0);
prev_verts.clear();
verts.clear();
fingVerts.clear();
for (int i=0; i<fingers.size(); i++){
next_verts = fingers[i].fVerts;
prev_verts = this->prevFingers[i].fVerts;
for (int j=0; j<next_verts.size(); j++){
prev_pt = prev_verts[j];
next_pt = next_verts[j];
pt[0] = next_pt[0]*t + (1-t)*prev_pt[0];
pt[1] = next_pt[1]*t + (1-t)*prev_pt[1];
pt[2] = next_pt[2]*t + (1-t)*prev_pt[2];
verts.push_back(pt);
pt.assign(3,0);
}
fingVerts.push_back(verts);
verts.clear();
}
// Begin drawing =================================
// DRAW WRIST (aka base)
glPushMatrix();
vector<double> wrist_pt; wrist_pt.assign(3, 0);
wrist_pt[0]=0; wrist_pt[1]=0; wrist_pt[2]=-(neck_r+buffHelp+baseH);
glTranslated(this->wrist[0]*t+prevWrist[0]*(1-t),0,0);
glRotated(-90, 0,0,1);
glRotated(theta, 0,1,0);
draw_axes(1,1,1);
glColor3ub(hRGB[0],hRGB[1],hRGB[2]);
glTranslated(0,0,baseH);
glBegin( GL_POLYGON );
glVertex3d(wrist_pt[0],wrist_pt[1],wrist_pt[2]);
Vertex( fingerTh[4]-thHelp, 0, baseLen[4],
0,0,-(neck_r+buffHelp+baseH) );
for (int i=0; i<4; i++){
Vertex( fingerTh[i], 0, baseLen[i],
0,0,-(neck_r+buffHelp+baseH) );
}
glEnd();
glTranslated(0,0,-2*baseH);
glBegin( GL_POLYGON );
glVertex3d(wrist_pt[0],wrist_pt[1],wrist_pt[2]);
Vertex( fingerTh[4]-thHelp, 0, baseLen[4],
0,0,-(neck_r+buffHelp+baseH) );
for (int i=0; i<4; i++){
Vertex( fingerTh[i], 0, baseLen[i],
0,0,-(neck_r+buffHelp+baseH) );
}
glEnd();
glBegin( GL_QUAD_STRIP );
for (int i=0; i<baseVerts.size(); i++){
pt = baseVerts[i];
glVertex3d( pt[0],pt[1],pt[2]);
glVertex3d( pt[0],pt[1],pt[2]+2*baseH);
}
pt = baseVerts[0];
glVertex3d( pt[0],pt[1],pt[2]);
glVertex3d( pt[0],pt[1],pt[2]+2*baseH);
glEnd();
glPopMatrix();
// DRAW FINGERS
glColor3ub( hRGB[0], hRGB[1], hRGB[2] );
for (f_it = fingVerts.begin(); f_it!=fingVerts.end(); f_it++){
verts = *f_it;
for (v_it = verts.begin(); v_it!=verts.end()-1; v_it++){
pt = *v_it;
next_pt = *(v_it+1);
renderCylinder_convenient( pt[0],pt[1],pt[2],
next_pt[0],next_pt[1],next_pt[2],
fingRadius, fingSubDiv);
}
}
// DRAW JOINTS
for (f_it = fingVerts.begin(); f_it!=fingVerts.end(); f_it++){
verts = *f_it;
for (v_it = verts.begin(); v_it!=verts.end(); v_it++){
pt = *v_it;
ball( pt[0],pt[1],pt[2],
jRGB[0],jRGB[1],jRGB[2],
jointRadius);
}
}
// for (int ii=0; ii<fingers.size(); ii++){
// fingers[ii];
// for (int jj=0; jj<f.joints.size(); jj++){
// j = f.joints[jj];
// ball(j[0],j[1],j[2],
// jRGB[0],jRGB[1],jRGB[2],
// jointRadius);
// }
// ball(f.tip[0],f.tip[1],f.tip[2],
// hRGB[0],hRGB[1],hRGB[2],
// jointRadius);
// }
// currentFingers.clear();
ErrCheck("drawHand");
}
double hand::get_fret_x(int fret_num)
{
if (fret_num == 0)
return -neck_length/2;
// return (fret_position[num_frets - fret_num] * neck_length)
// - (neck_length/2);
return (fret_position[fret_num-1] * neck_length)
- (neck_length/2);
}
double hand::get_finger_y(int str_num)
{
// NOTE: str_num must be passed in from 0-5, where 0 is E and 5 is e.
return neck_r - ((2/5)*neck_r)*str_num;
}
double hand::get_finger_x( int fret_num )
{
double finger_x;
if (fret_num == 0)
finger_x = 0;
if (fret_num == 1)
finger_x = ((fret_position[num_frets-1]/2) * neck_length);
finger_x = (get_fret_x(fret_num)+get_fret_x(fret_num-1)) / 2;
return finger_x;
}
double hand::get_wrist_x( note n )
{
double x;
if (n.fret!=0)
x = get_fret_x( n.fret );
else
x = prevWrist[0];
x -= Cos(fingerTh[n.fingering-1]) * baseLen[n.fingering-1];
return x;
}
double hand::get_wrist_theta( note n )
{
const double max_theta = -30;
if (n.string < 4)
return 0;
return (max_theta - (max_theta/3)*(6-n.string));
}
void hand::draw_axes( float r, float g, float b)
{
const double len=1; // Length of axes
// Draw axes - no lighting from here on
glColor3f(r,g,b);
if (axes)
{
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
glVertex3f(0.0,0.0,0.0);
glVertex3f(len,0.0,0.0);
glVertex3f(0.0,0.0,0.0);
glVertex3f(0.0,len,0.0);
glVertex3f(0.0,0.0,0.0);
glVertex3f(0.0,0.0,len);
glEnd();
// Label axes
glColor3f(1,1,1);
glRasterPos3d(len,0.0,0.0);
Print("X");
glRasterPos3d(0.0,len,0.0);
Print("Y");
glRasterPos3d(0.0,0.0,len);
Print("Z");
}
glEnable(GL_LIGHTING);
}
void hand::drawLineHandBase( )
{
// Hand Base
glColor3f( 0, 0, 1 );
glBegin(GL_LINES);
for (int i=0; i<5; i++){
glVertex3d(this->wrist[0],this->wrist[1],this->wrist[2]);
glVertex3d(this->fingBases[i][0],this->fingBases[i][1],this->fingBases[i][2]);
}
glEnd();
}