// // AvatarData.cpp // hifi // // Created by Stephen Birarda on 4/9/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #include #include #include #include #include #include #include #include #include "AvatarData.h" using namespace std; static const float fingerVectorRadix = 4; // bits of precision when converting from float<->fixed AvatarData::AvatarData(Node* owningNode) : NodeData(owningNode), _uuid(), _handPosition(0,0,0), _bodyYaw(-90.0), _bodyPitch(0.0), _bodyRoll(0.0), _targetScale(1.0f), _handState(0), _keyState(NO_KEY_DOWN), _isChatCirclingEnabled(false), _headData(NULL), _handData(NULL) { } AvatarData::~AvatarData() { delete _headData; delete _handData; } glm::vec3 AvatarData::getHandPosition() const { return getOrientation() * _handPosition + _position; } void AvatarData::setHandPosition(const glm::vec3& handPosition) { // store relative to position/orientation _handPosition = glm::inverse(getOrientation()) * (handPosition - _position); } int AvatarData::getBroadcastData(unsigned char* destinationBuffer) { unsigned char* bufferStart = destinationBuffer; // TODO: DRY this up to a shared method // that can pack any type given the number of bytes // and return the number of bytes to push the pointer // lazily allocate memory for HeadData in case we're not an Avatar instance if (!_headData) { _headData = new HeadData(this); } // lazily allocate memory for HandData in case we're not an Avatar instance if (!_handData) { _handData = new HandData(this); } // UUID QByteArray uuidByteArray = _uuid.toRfc4122(); memcpy(destinationBuffer, uuidByteArray.constData(), uuidByteArray.size()); destinationBuffer += uuidByteArray.size(); // Body world position memcpy(destinationBuffer, &_position, sizeof(float) * 3); destinationBuffer += sizeof(float) * 3; // Body rotation (NOTE: This needs to become a quaternion to save two bytes) destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyYaw); destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch); destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll); // Body scale destinationBuffer += packFloatRatioToTwoByte(destinationBuffer, _targetScale); // Head rotation (NOTE: This needs to become a quaternion to save two bytes) destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->_yaw); destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->_pitch); destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->_roll); // Head lean X,Z (head lateral and fwd/back motion relative to torso) memcpy(destinationBuffer, &_headData->_leanSideways, sizeof(_headData->_leanSideways)); destinationBuffer += sizeof(_headData->_leanSideways); memcpy(destinationBuffer, &_headData->_leanForward, sizeof(_headData->_leanForward)); destinationBuffer += sizeof(_headData->_leanForward); // Hand Position - is relative to body position glm::vec3 handPositionRelative = _handPosition - _position; memcpy(destinationBuffer, &handPositionRelative, sizeof(float) * 3); destinationBuffer += sizeof(float) * 3; // Lookat Position memcpy(destinationBuffer, &_headData->_lookAtPosition, sizeof(_headData->_lookAtPosition)); destinationBuffer += sizeof(_headData->_lookAtPosition); // Instantaneous audio loudness (used to drive facial animation) //destinationBuffer += packFloatToByte(destinationBuffer, std::min(MAX_AUDIO_LOUDNESS, _audioLoudness), MAX_AUDIO_LOUDNESS); memcpy(destinationBuffer, &_headData->_audioLoudness, sizeof(float)); destinationBuffer += sizeof(float); // chat message *destinationBuffer++ = _chatMessage.size(); memcpy(destinationBuffer, _chatMessage.data(), _chatMessage.size() * sizeof(char)); destinationBuffer += _chatMessage.size() * sizeof(char); // bitMask of less than byte wide items unsigned char bitItems = 0; // key state setSemiNibbleAt(bitItems,KEY_STATE_START_BIT,_keyState); // hand state setSemiNibbleAt(bitItems,HAND_STATE_START_BIT,_handState); // faceshift state if (_headData->_isFaceshiftConnected) { setAtBit(bitItems, IS_FACESHIFT_CONNECTED); } if (_isChatCirclingEnabled) { setAtBit(bitItems, IS_CHAT_CIRCLING_ENABLED); } *destinationBuffer++ = bitItems; // If it is connected, pack up the data if (_headData->_isFaceshiftConnected) { memcpy(destinationBuffer, &_headData->_leftEyeBlink, sizeof(float)); destinationBuffer += sizeof(float); memcpy(destinationBuffer, &_headData->_rightEyeBlink, sizeof(float)); destinationBuffer += sizeof(float); memcpy(destinationBuffer, &_headData->_averageLoudness, sizeof(float)); destinationBuffer += sizeof(float); memcpy(destinationBuffer, &_headData->_browAudioLift, sizeof(float)); destinationBuffer += sizeof(float); *destinationBuffer++ = _headData->_blendshapeCoefficients.size(); memcpy(destinationBuffer, _headData->_blendshapeCoefficients.data(), _headData->_blendshapeCoefficients.size() * sizeof(float)); destinationBuffer += _headData->_blendshapeCoefficients.size() * sizeof(float); } // pupil dilation destinationBuffer += packFloatToByte(destinationBuffer, _headData->_pupilDilation, 1.0f); // leap hand data destinationBuffer += _handData->encodeRemoteData(destinationBuffer); return destinationBuffer - bufferStart; } // called on the other nodes - assigns it to my views of the others int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) { // lazily allocate memory for HeadData in case we're not an Avatar instance if (!_headData) { _headData = new HeadData(this); } // lazily allocate memory for HandData in case we're not an Avatar instance if (!_handData) { _handData = new HandData(this); } // increment to push past the packet header int numBytesPacketHeader = numBytesForPacketHeader(sourceBuffer); sourceBuffer += numBytesPacketHeader; unsigned char* startPosition = sourceBuffer; // push past the node session UUID sourceBuffer += NUM_BYTES_RFC4122_UUID; // user UUID _uuid = QUuid::fromRfc4122(QByteArray((char*) sourceBuffer, NUM_BYTES_RFC4122_UUID)); sourceBuffer += NUM_BYTES_RFC4122_UUID; // Body world position memcpy(&_position, sourceBuffer, sizeof(float) * 3); sourceBuffer += sizeof(float) * 3; // Body rotation (NOTE: This needs to become a quaternion to save two bytes) sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyYaw); sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyPitch); sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyRoll); // Body scale sourceBuffer += unpackFloatRatioFromTwoByte(sourceBuffer, _targetScale); // Head rotation (NOTE: This needs to become a quaternion to save two bytes) float headYaw, headPitch, headRoll; sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &headYaw); sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &headPitch); sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &headRoll); _headData->setYaw(headYaw); _headData->setPitch(headPitch); _headData->setRoll(headRoll); // Head position relative to pelvis memcpy(&_headData->_leanSideways, sourceBuffer, sizeof(_headData->_leanSideways)); sourceBuffer += sizeof(float); memcpy(&_headData->_leanForward, sourceBuffer, sizeof(_headData->_leanForward)); sourceBuffer += sizeof(_headData->_leanForward); // Hand Position - is relative to body position glm::vec3 handPositionRelative; memcpy(&handPositionRelative, sourceBuffer, sizeof(float) * 3); _handPosition = _position + handPositionRelative; sourceBuffer += sizeof(float) * 3; // Lookat Position memcpy(&_headData->_lookAtPosition, sourceBuffer, sizeof(_headData->_lookAtPosition)); sourceBuffer += sizeof(_headData->_lookAtPosition); // Instantaneous audio loudness (used to drive facial animation) //sourceBuffer += unpackFloatFromByte(sourceBuffer, _audioLoudness, MAX_AUDIO_LOUDNESS); memcpy(&_headData->_audioLoudness, sourceBuffer, sizeof(float)); sourceBuffer += sizeof(float); // the rest is a chat message int chatMessageSize = *sourceBuffer++; _chatMessage = string((char*)sourceBuffer, chatMessageSize); sourceBuffer += chatMessageSize * sizeof(char); // voxel sending features... unsigned char bitItems = 0; bitItems = (unsigned char)*sourceBuffer++; // key state, stored as a semi-nibble in the bitItems _keyState = (KeyState)getSemiNibbleAt(bitItems,KEY_STATE_START_BIT); // hand state, stored as a semi-nibble in the bitItems _handState = getSemiNibbleAt(bitItems,HAND_STATE_START_BIT); _headData->_isFaceshiftConnected = oneAtBit(bitItems, IS_FACESHIFT_CONNECTED); _isChatCirclingEnabled = oneAtBit(bitItems, IS_CHAT_CIRCLING_ENABLED); // If it is connected, pack up the data if (_headData->_isFaceshiftConnected) { memcpy(&_headData->_leftEyeBlink, sourceBuffer, sizeof(float)); sourceBuffer += sizeof(float); memcpy(&_headData->_rightEyeBlink, sourceBuffer, sizeof(float)); sourceBuffer += sizeof(float); memcpy(&_headData->_averageLoudness, sourceBuffer, sizeof(float)); sourceBuffer += sizeof(float); memcpy(&_headData->_browAudioLift, sourceBuffer, sizeof(float)); sourceBuffer += sizeof(float); _headData->_blendshapeCoefficients.resize(*sourceBuffer++); memcpy(_headData->_blendshapeCoefficients.data(), sourceBuffer, _headData->_blendshapeCoefficients.size() * sizeof(float)); sourceBuffer += _headData->_blendshapeCoefficients.size() * sizeof(float); } // pupil dilation sourceBuffer += unpackFloatFromByte(sourceBuffer, _headData->_pupilDilation, 1.0f); // leap hand data if (sourceBuffer - startPosition < numBytes) { // check passed, bytes match sourceBuffer += _handData->decodeRemoteData(sourceBuffer); } return sourceBuffer - startPosition; } void AvatarData::setClampedTargetScale(float targetScale) { targetScale = glm::clamp(targetScale, MIN_AVATAR_SCALE, MAX_AVATAR_SCALE); _targetScale = targetScale; qDebug() << "Changed scale to " << _targetScale; }