本文整理汇总了C++中PalmData::setRawNormal方法的典型用法代码示例。如果您正苦于以下问题:C++ PalmData::setRawNormal方法的具体用法?C++ PalmData::setRawNormal怎么用?C++ PalmData::setRawNormal使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类PalmData
的用法示例。
在下文中一共展示了PalmData::setRawNormal方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: update
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
//.........这里部分代码省略.........