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WeArtHapticObject.cpp
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WeArtHapticObject.cpp
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/**
* WEART - HapticObject component
* https://www.weart.it/
*/
#include "WeArtHapticObject.h"
#include "WeArtController.h"
#include <algorithm>
WeArtHapticObject::WeArtHapticObject(WeArtClient* client) {
weArtclient = client;
}
void WeArtHapticObject::AddEffect(WeArtEffect* effect) {
if (!ContainsEffect(effect)) {
activeEffects.push_back(effect);
UpdateEffects();
}
}
void WeArtHapticObject::RemoveEffect(WeArtEffect* effect) {
if (ContainsEffect(effect)) {
activeEffects.erase(std::remove(activeEffects.begin(), activeEffects.end(), effect), activeEffects.end());
UpdateEffects();
}
}
bool WeArtHapticObject::ContainsEffect(WeArtEffect* effect) {
return std::find(activeEffects.begin(), activeEffects.end(), effect) != activeEffects.end();
}
void WeArtHapticObject::UpdateEffects(void) {
if (activeEffects.empty()) {
weArtForce.value(WeArtConstants::defaultForce);
weArtForce.active = false;
weArtTemperature.value(WeArtConstants::defaultTemperature);
weArtTemperature.active = false;
weArtTexture.textureType((TextureType)WeArtConstants::defaultTextureIndex);
weArtTexture.textureVelocity(WeArtTexture::DefaultVelocity);
weArtTexture.active = false;
StopTemperatureMessage msg1;
SendMessage(&msg1);
StopForceMessage msg2;
SendMessage(&msg2);
StopTextureMessage msg3;
SendMessage(&msg3);
} else {
// Update temperature and send relevant messages
WeArtEffect* tempEffect = nullptr;
for (std::vector<WeArtEffect*>::reverse_iterator i = activeEffects.rbegin(); i != activeEffects.rend(); ++i) {
if ((*i)->getTemperature().active) {
tempEffect = *i;
break;
}
}
WeArtTemperature newTemp = tempEffect != nullptr ? tempEffect->getTemperature() : WeArtTemperature();
if (!(newTemp == weArtTemperature)) {
if (!newTemp.active) {
StopTemperatureMessage msg;
SendMessage(&msg);
} else {
SetTemperatureMessage msg(newTemp.value());
SendMessage(&msg);
}
weArtTemperature = newTemp;
}
// Update force and set relevant messages
WeArtEffect* forceEffect = nullptr;
for (std::vector<WeArtEffect*>::reverse_iterator i = activeEffects.rbegin(); i != activeEffects.rend(); ++i) {
if ((*i)->getForce().active) {
forceEffect = *i;
break;
}
}
WeArtForce newForce = forceEffect != nullptr ? forceEffect->getForce() : WeArtForce();
if (!(newForce == weArtForce)) {
if (!newForce.active) {
StopForceMessage msg;
SendMessage(&msg);
} else {
const float fValue[3] = { newForce.value(), 0.0, 0.0 };
SetForceMessage msg(fValue);
SendMessage(&msg);
}
weArtForce = newForce;
}
// Update texture and set relevant messages
WeArtEffect* texEffect = nullptr;
for (std::vector<WeArtEffect*>::reverse_iterator i = activeEffects.rbegin(); i != activeEffects.rend(); ++i) {
if ((*i)->getTexture().active) {
texEffect = *i;
break;
}
}
WeArtTexture newTex = texEffect != nullptr ? texEffect->getTexture() : WeArtTexture();
if (!(newTex == weArtTexture)) {
if (!newTex.active) {
StopTextureMessage msg;
SendMessage(&msg);
} else {
SetTextureMessage msg((int)newTex.textureType(), newTex.textureVelocity(), newTex.volume());
SendMessage(&msg);
}
weArtTexture = newTex;
}
}
}
void WeArtHapticObject::SendMessage(WeArtMessage* msg) {
const HandSide hand_sides[] = { HandSide::Left, HandSide::Right };
const ActuationPoint actuation_points[] = { ActuationPoint::Thumb, ActuationPoint::Index, ActuationPoint::Middle, ActuationPoint::Palm };
for (HandSide hs : hand_sides) {
if ((uint32_t)hs & handSideFlag) {
for (ActuationPoint ap : actuation_points) {
if ((uint32_t)ap & actuationPointFlag) {
msg->setHandSide(hs);
msg->setActuationPoint(ap);
weArtclient->SendMessage(msg);
}
}
}
}
}