glm::vec2 ControllerScriptingInterface::getJoystickPosition(int joystickIndex) const { // we know there's one joystick per palm, so the joystickIndex is the palm Index int palmIndex = joystickIndex; const PalmData* palmData = getActivePalm(palmIndex); if (palmData) { return glm::vec2(palmData->getJoystickX(), palmData->getJoystickY()); } return glm::vec2(0); }
float ControllerScriptingInterface::getTriggerValue(int triggerIndex) const { // we know there's one trigger per palm, so the triggerIndex is the palm Index int palmIndex = triggerIndex; const PalmData* palmData = getActivePalm(palmIndex); if (palmData) { return palmData->getTrigger(); } return 0.0f; }
glm::vec3 ControllerScriptingInterface::getSpatialControlNormal(int controlIndex) const { int palmIndex = controlIndex / NUMBER_OF_SPATIALCONTROLS_PER_PALM; int controlOfPalm = controlIndex % NUMBER_OF_SPATIALCONTROLS_PER_PALM; const PalmData* palmData = getActivePalm(palmIndex); if (palmData) { switch (controlOfPalm) { case PALM_SPATIALCONTROL: return palmData->getNormal(); case TIP_SPATIALCONTROL: return palmData->getFingerDirection(); } } return glm::vec3(0); // bad index }
glm::quat ControllerScriptingInterface::getSpatialControlRawRotation(int controlIndex) const { int palmIndex = controlIndex / NUMBER_OF_SPATIALCONTROLS_PER_PALM; int controlOfPalm = controlIndex % NUMBER_OF_SPATIALCONTROLS_PER_PALM; const PalmData* palmData = getActivePalm(palmIndex); if (palmData) { switch (controlOfPalm) { case PALM_SPATIALCONTROL: return palmData->getRawRotation(); case TIP_SPATIALCONTROL: return palmData->getRawRotation(); // currently the tip doesn't have a unique rotation, use the palm rotation } } return glm::quat(); // bad index }
glm::vec3 ControllerScriptingInterface::getSpatialControlRawAngularVelocity(int controlIndex) const { int palmIndex = controlIndex / NUMBER_OF_SPATIALCONTROLS_PER_PALM; int controlOfPalm = controlIndex % NUMBER_OF_SPATIALCONTROLS_PER_PALM; const PalmData* palmData = getActivePalm(palmIndex); if (palmData) { switch (controlOfPalm) { case PALM_SPATIALCONTROL: return palmData->getRawAngularVelocity(); case TIP_SPATIALCONTROL: return palmData->getRawAngularVelocity(); // Tip = palm angular velocity } } return glm::vec3(0); // bad index }
glm::vec3 ControllerScriptingInterface::getSpatialControlNormal(int controlIndex) const { int palmIndex = controlIndex / NUMBER_OF_SPATIALCONTROLS_PER_PALM; int controlOfPalm = controlIndex % NUMBER_OF_SPATIALCONTROLS_PER_PALM; const PalmData* palmData = getActivePalm(palmIndex); if (palmData) { switch (controlOfPalm) { case PALM_SPATIALCONTROL: return palmData->getNormal(); case TIP_SPATIALCONTROL: return palmData->getNormal(); // currently the tip doesn't have a unique normal, use the palm normal } } return glm::vec3(0); // bad index }
bool ControllerScriptingInterface::isButtonPressed(int buttonIndex) const { int palmIndex = buttonIndex / NUMBER_OF_BUTTONS_PER_PALM; int buttonOnPalm = buttonIndex % NUMBER_OF_BUTTONS_PER_PALM; const PalmData* palmData = getActivePalm(palmIndex); if (palmData) { switch (buttonOnPalm) { case 0: return palmData->getControllerButtons() & BUTTON_0; case 1: return palmData->getControllerButtons() & BUTTON_1; case 2: return palmData->getControllerButtons() & BUTTON_2; case 3: return palmData->getControllerButtons() & BUTTON_3; case 4: return palmData->getControllerButtons() & BUTTON_4; case 5: return palmData->getControllerButtons() & BUTTON_FWD; } } return false; }