// // Head.h // interface // // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #ifndef hifi_Head_h #define hifi_Head_h #include #include #include #include "world.h" #include "InterfaceConfig.h" #include "SerialInterface.h" #include "Orientation.h" enum eyeContactTargets { LEFT_EYE, RIGHT_EYE, MOUTH }; class Head : public HeadData { public: Head(); void reset(); void simulate(float deltaTime, bool isMine); void render(bool lookingInMirror); void setLooking(bool looking); //void setPositionRotationAndScale(glm::vec3 position, glm::vec3 rotation, float scale); //void setNewTarget(float, float); void setScale (float scale ) { _scale = scale; } void setPosition (glm::vec3 position ) { _position = position; } void setLookatPosition (glm::vec3 lookatPosition ) { _lookatPosition = lookatPosition; } void setBodyRotation (glm::vec3 bodyRotation ) { _bodyRotation = bodyRotation; } void setRotationOffBody(glm::vec3 headRotation ) { _headRotation = headRotation; } void setGravity (glm::vec3 gravity ) { _gravity = gravity; } void setSkinColor (glm::vec3 skinColor ) { _skinColor = skinColor; } void setSpringScale (float returnSpringScale ) { _returnSpringScale = returnSpringScale; } void setAverageLoudness(float averageLoudness ) { _averageLoudness = averageLoudness; } void setAudioLoudness (float audioLoudness ) { _audioLoudness = audioLoudness; } void setReturnToCenter (bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; } const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected) float getAverageLoudness() {return _averageLoudness;}; //some public members (left-over from pulling Head out of Avatar - I may see about privatizing these later). float yawRate; float noise; private: bool _returnHeadToCenter; float _audioLoudness; glm::vec3 _skinColor; glm::vec3 _position; glm::vec3 _rotation; glm::vec3 _leftEyePosition; glm::vec3 _rightEyePosition; //float _yaw; //float _pitch; //float _roll; float _eyeballPitch[2]; float _eyeballYaw [2]; float _eyebrowPitch[2]; float _eyebrowRoll [2]; float _interBrowDistance; float _mouthPitch; float _mouthYaw; float _mouthWidth; float _mouthHeight; //float _pitchTarget; //float _yawTarget; float _noiseEnvelope; float _scale; int _eyeContact; float _browAudioLift; bool _lookingAtSomething; glm::vec3 _gravity; float _lastLoudness; float _averageLoudness; float _audioAttack; float _returnSpringScale; //strength of return springs Orientation _orientation; glm::vec3 _bodyRotation; glm::vec3 _headRotation; eyeContactTargets _eyeContactTarget; // private methods void renderEyeBalls(); void renderEars(); void debugRenderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition); void updateEyePositions(); }; #endif