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OpenGLWalker.cpp
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266 lines (202 loc) · 8.33 KB
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//
// OpenGLWalker.cpp
// OpenGLTutorial
//
// Created by Robby Tong on 1/20/19.
// Copyright © 2019 Robby Tong. All rights reserved.
//
#include "OpenGLWalker.hpp"
#include <GLFW/glfw3.h>
#define ARR_SIZE(x) (sizeof(x) / sizeof(x[0]))
enum Walker::BODYPART connections[][2] =
{
{Walker::BODYPART_HEAD, Walker::BODYPART_CHEST},
{Walker::BODYPART_CHEST, Walker::BODYPART_PELVIS},
{Walker::BODYPART_RIGHT_HAND, Walker::BODYPART_RIGHT_ELBOW},
{Walker::BODYPART_RIGHT_ELBOW, Walker::BODYPART_RIGHT_SHOULDER},
{Walker::BODYPART_RIGHT_SHOULDER, Walker::BODYPART_CHEST},
{Walker::BODYPART_LEFT_HAND, Walker::BODYPART_LEFT_ELBOW},
{Walker::BODYPART_LEFT_ELBOW, Walker::BODYPART_LEFT_SHOULDER},
{Walker::BODYPART_LEFT_SHOULDER, Walker::BODYPART_CHEST},
{Walker::BODYPART_RIGHT_FOOT, Walker::BODYPART_RIGHT_KNEE},
{Walker::BODYPART_RIGHT_KNEE, Walker::BODYPART_RIGHT_HIP},
{Walker::BODYPART_RIGHT_HIP, Walker::BODYPART_PELVIS},
{Walker::BODYPART_LEFT_FOOT, Walker::BODYPART_LEFT_KNEE},
{Walker::BODYPART_LEFT_KNEE, Walker::BODYPART_LEFT_HIP},
{Walker::BODYPART_LEFT_HIP, Walker::BODYPART_PELVIS},
};
OpenGLWalker::OpenGLWalker(float period):
OpenGLComposite()
{
mPeriod = period;
mWalker = new Walker();
// initialize body part nodes
for(int k = 0; k < Walker::BODYPART_MAX; k++)
{
enum Walker::BODYPART location = (enum Walker::BODYPART) k;
float * color = NULL;
switch(location)
{
default:
color = OpenGLPrimitive::COLOR_WHITE;
break;
}
mBodyParts[k] = new OpenGLSphere(10, color);
switch(location)
{
case Walker::BODYPART_RIGHT_SHOULDER:
case Walker::BODYPART_LEFT_SHOULDER:
case Walker::BODYPART_RIGHT_HAND:
case Walker::BODYPART_LEFT_HAND:
case Walker::BODYPART_HEAD:
case Walker::BODYPART_LEFT_FOOT:
case Walker::BODYPART_RIGHT_FOOT:
mBodyParts[k]->setScale(30.0);
break;
default:
mBodyParts[k]->setScale(20.0);
break;
}
addDrawable(mBodyParts[k]);
}
// initialize body part connections
for(int k = 0; k < Walker::BODYPART_MAX - 1; k++)
{
mBodyPartConnections[k] = new OpenGLPrismCylinder(OpenGLPrimitive::COLOR_BLACK);
mBodyPartConnections[k]->setThickness(2.0);
addDrawable(mBodyPartConnections[k]);
}
mWalkingState = STANDING;
mAxes[0] = new OpenGLArrow(OpenGLPrimitive::COLOR_RED);
mAxes[1] = new OpenGLArrow(OpenGLPrimitive::COLOR_GREEN);
mAxes[2] = new OpenGLArrow(OpenGLPrimitive::COLOR_BLUE);
addDrawable(mAxes[0]);
addDrawable(mAxes[1]);
addDrawable(mAxes[2]);
mIPhone = new OpenGLPrismIPhone();
mIPhone->setScale(58.6, 10.0, 123.8);
addDrawable(mIPhone);
mLastTime = glfwGetTime();
// dimensions are given in mm, we want meters
setScale(1.0f / 1000.0f);
mTransform = glm::mat4(1.0f);
mTransform = glm::rotate(mTransform, glm::radians(-90.0f), ROTATION_XAXIS);
advanceWalkerWithRadians(0);
}
OpenGLWalker::~OpenGLWalker()
{
delete mWalker;
for(int k = 0; k < Walker::BODYPART_MAX; k++)
{
delete mBodyParts[k];
}
for(int k = 0; k < Walker::BODYPART_MAX - 1; k++)
{
delete mBodyPartConnections[k];
}
delete mAxes[0];
delete mAxes[1];
delete mAxes[2];
delete mIPhone;
}
glm::vec3 OpenGLWalker::getMaxDimensions(void)
{
double max_xyz[3] = {0};
mWalker->getMaximumDimensions(max_xyz);
return glm::vec3(max_xyz[0]/1000.f, max_xyz[1]/1000.0f, max_xyz[2]/1000.0f);
}
static glm::vec3 convertBodyPartLocationToVec3(enum Walker::BODYPART location, Walker::Point * locations)
{
Walker::Point p = locations[location];
return glm::vec3(p.x, p.y, p.z);
}
void OpenGLWalker::advanceWalkerWithRadians(double radian_increment)
{
Walker::Point body_part_locations[Walker::BODYPART_MAX] = {0};
mWalker->advanceWithRadians(radian_increment, body_part_locations);
for(int k = 0; k < Walker::BODYPART_MAX; k++)
{
Walker::Point p = body_part_locations[k];
mBodyParts[k]->setPosition(p.x, p.y, p.z);
}
for(int k = 0; k < Walker::BODYPART_MAX-1; k++)
{
enum Walker::BODYPART start = connections[k][0];
enum Walker::BODYPART end = connections[k][1];
Walker::Point start_point = body_part_locations[start];
Walker::Point end_point = body_part_locations[end];
glm::vec3 connection_vector = glm::vec3(end_point.x, end_point.y, end_point.z) -
glm::vec3(start_point.x, start_point.y, start_point.z);
mBodyPartConnections[k]->setVectorDimensions(connection_vector.x,
connection_vector.y,
connection_vector.z);
mBodyPartConnections[k]->setPosition(start_point.x,
start_point.y,
start_point.z);
}
// update pocket coordinate system
glm::vec3 knee_from_hip = convertBodyPartLocationToVec3(Walker::BODYPART_RIGHT_KNEE, body_part_locations) -
convertBodyPartLocationToVec3(Walker::BODYPART_RIGHT_HIP, body_part_locations);
glm::vec3 hip_from_pelivis = convertBodyPartLocationToVec3(Walker::BODYPART_RIGHT_HIP, body_part_locations) -
convertBodyPartLocationToVec3(Walker::BODYPART_PELVIS, body_part_locations);
glm::vec3 origin = knee_from_hip / 4.0f + convertBodyPartLocationToVec3(Walker::BODYPART_RIGHT_HIP, body_part_locations);
glm::vec3 x_axis = glm::normalize(glm::cross(hip_from_pelivis, knee_from_hip));
glm::vec3 z_axis = glm::normalize(knee_from_hip);
glm::vec3 y_axis = glm::normalize(glm::cross(z_axis, x_axis));
glm::mat3 pocket_rotation_matrix = glm::mat3(x_axis, y_axis, z_axis);
glm::quat pocket_rotation_quat = glm::toQuat(pocket_rotation_matrix);
// draw the iPhone Here...
origin += y_axis * 10.0f;
mIPhone->setOrientation(pocket_rotation_quat);
mIPhone->setPosition(origin.x, origin.y, origin.z);
mIPhonePosition = origin;
mIPhoneOrientation = pocket_rotation_matrix;
x_axis *= 100.0f;
y_axis *= 100.0f;
z_axis *= 100.0f;
mAxes[0]->setVectorDimensions(x_axis.x, x_axis.y, x_axis.z);
mAxes[0]->setPosition(origin.x, origin.y, origin.z);
mAxes[0]->setThickness(50.0);
mAxes[1]->setVectorDimensions(y_axis.x, y_axis.y, y_axis.z);
mAxes[1]->setPosition(origin.x, origin.y, origin.z);
mAxes[1]->setThickness(50.0);
mAxes[2]->setVectorDimensions(z_axis.x, z_axis.y, z_axis.z);
mAxes[2]->setPosition(origin.x, origin.y, origin.z);
mAxes[2]->setThickness(50.0);
}
void OpenGLWalker::drawWithShaderAndTransform(glm::mat4 transform)
{
double current_time = glfwGetTime();
double time = current_time - mLastTime;
double radian_increment = mPeriod * time * M_PI * 2.0;
mLastTime = current_time;
switch (mWalkingState) {
case WALK_FORWARD:
advanceWalkerWithRadians(radian_increment);
break;
case WALK_BACKWARD:
advanceWalkerWithRadians(-radian_increment);
break;
case STANDING:
advanceWalkerWithRadians(0.0f);
break;
}
OpenGLComposite::drawWithShaderAndTransform(transform * mTransform);
}
void OpenGLWalker::getIPhoneCoordinateSystem(glm::vec3 * origin, glm::mat4 * orientation)
{
assert(origin != NULL);
assert(orientation != NULL);
glm::mat4 transform = this->getTransformationMatrix() * mTransform;
*origin = transform * glm::vec4(mIPhonePosition, 1.0);
*orientation = mTransform * mIPhoneOrientation;
}
void OpenGLWalker::setWalkingFrequency(double walking_frequency)
{
assert(walking_frequency >= 0.0);
mPeriod = walking_frequency;
}
void OpenGLWalker::setWalkingState(WalkingState motion)
{
mWalkingState = motion;
}