overte-HifiExperiments/libraries/avatars/src/AvatarData.h
2013-04-24 13:49:24 -07:00

110 lines
3.7 KiB
C++

//
// AvatarData.h
// hifi
//
// Created by Stephen Birarda on 4/9/13.
//
//
#ifndef __hifi__AvatarData__
#define __hifi__AvatarData__
#include <glm/glm.hpp>
#include <AgentData.h>
class AvatarData : public AgentData {
public:
AvatarData();
~AvatarData();
AvatarData* clone() const;
glm::vec3 getPosition();
void setPosition(glm::vec3 position);
void setHandPosition(glm::vec3 handPosition);
int getBroadcastData(unsigned char* destinationBuffer);
int parseData(unsigned char* sourceBuffer, int numBytes);
// Body Rotation
float getBodyYaw();
float getBodyPitch();
float getBodyRoll();
void setBodyYaw(float bodyYaw);
void setBodyPitch(float bodyPitch);
void setBodyRoll(float bodyRoll);
// Head Rotation
void setHeadPitch(float p) {_headPitch = p; }
void setHeadYaw(float y) {_headYaw = y; }
void setHeadRoll(float r) {_headRoll = r; };
float getHeadPitch() const { return _headPitch; };
float getHeadYaw() const { return _headYaw; };
float getHeadRoll() const { return _headRoll; };
void addHeadPitch(float p) {_headPitch -= p; }
void addHeadYaw(float y){_headYaw -= y; }
void addHeadRoll(float r){_headRoll += r; }
// Hand State
void setHandState(char s) { _handState = s; };
char getHandState() const {return _handState; };
// Instantaneous audio loudness to drive mouth/facial animation
void setLoudness(float l) { _audioLoudness = l; };
float getLoudness() const {return _audioLoudness; };
// getters for camera details
glm::vec3 getCameraPosition() const { return _cameraPosition; };
glm::vec3 getCameraDirection() const { return _cameraDirection; }
glm::vec3 getCameraUp() const { return _cameraUp; }
glm::vec3 getCameraRight() const { return _cameraRight; }
float getCameraFov() const { return _cameraFov; }
float getCameraAspectRatio() const { return _cameraAspectRatio; }
float getCameraNearClip() const { return _cameraNearClip; }
float getCameraFarClip() const { return _cameraFarClip; }
// setters for camera details
void setCameraPosition(const glm::vec3& position) { _cameraPosition = position; };
void setCameraDirection(const glm::vec3& direction) { _cameraDirection = direction; }
void setCameraUp(const glm::vec3& up) { _cameraUp = up; }
void setCameraRight(const glm::vec3& right) { _cameraRight = right; }
void setCameraFov(float fov) { _cameraFov = fov; }
void setCameraAspectRatio(float aspectRatio) { _cameraAspectRatio = aspectRatio; }
void setCameraNearClip(float nearClip) { _cameraNearClip = nearClip; }
void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
protected:
glm::vec3 _position;
glm::vec3 _handPosition;
// Body rotation
float _bodyYaw;
float _bodyPitch;
float _bodyRoll;
// Head rotation (relative to body)
float _headYaw;
float _headPitch;
float _headRoll;
// Audio loudness (used to drive facial animation)
float _audioLoudness;
// Hand state (are we grabbing something or not)
char _handState;
// camera details for the avatar
glm::vec3 _cameraPosition;
// can we describe this in less space? For example, a Quaternion? or Euler angles?
glm::vec3 _cameraDirection;
glm::vec3 _cameraUp;
glm::vec3 _cameraRight;
float _cameraFov;
float _cameraAspectRatio;
float _cameraNearClip;
float _cameraFarClip;
};
#endif /* defined(__hifi__AvatarData__) */