overte-HifiExperiments/interface/src/avatar/MyAvatar.h
2015-02-03 10:52:50 -08:00

246 lines
9.8 KiB
C++

//
// MyAvatar.h
// interface/src/avatar
//
// Created by Mark Peng on 8/16/13.
// Copyright 2012 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_MyAvatar_h
#define hifi_MyAvatar_h
#include <PhysicsSimulation.h>
#include <SettingHandle.h>
#include "Avatar.h"
class ModelItemID;
class MyAvatar : public Avatar {
Q_OBJECT
Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally)
Q_PROPERTY(glm::vec3 motorVelocity READ getScriptedMotorVelocity WRITE setScriptedMotorVelocity)
Q_PROPERTY(float motorTimescale READ getScriptedMotorTimescale WRITE setScriptedMotorTimescale)
Q_PROPERTY(QString motorReferenceFrame READ getScriptedMotorFrame WRITE setScriptedMotorFrame)
Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setLocalGravity)
public:
MyAvatar();
~MyAvatar();
QByteArray toByteArray();
void reset();
void update(float deltaTime);
void simulate(float deltaTime);
void updateFromTrackers(float deltaTime);
void render(const glm::vec3& cameraPosition, RenderMode renderMode = NORMAL_RENDER_MODE, bool postLighting = false);
void renderBody(RenderMode renderMode, bool postLighting, float glowLevel = 0.0f);
bool shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const;
void renderDebugBodyPoints();
// setters
void setLeanScale(float scale) { _leanScale = scale; }
void setLocalGravity(glm::vec3 gravity);
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
void setRealWorldFieldOfView(float realWorldFov) { _realWorldFieldOfView.set(realWorldFov); }
// getters
float getLeanScale() const { return _leanScale; }
glm::vec3 getGravity() const { return _gravity; }
Q_INVOKABLE glm::vec3 getDefaultEyePosition() const;
bool getShouldRenderLocally() const { return _shouldRender; }
float getRealWorldFieldOfView() { return _realWorldFieldOfView.get(); }
const QList<AnimationHandlePointer>& getAnimationHandles() const { return _animationHandles; }
AnimationHandlePointer addAnimationHandle();
void removeAnimationHandle(const AnimationHandlePointer& handle);
/// Allows scripts to run animations.
Q_INVOKABLE void startAnimation(const QString& url, float fps = 30.0f, float priority = 1.0f, bool loop = false,
bool hold = false, float firstFrame = 0.0f, float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
/// Stops an animation as identified by a URL.
Q_INVOKABLE void stopAnimation(const QString& url);
/// Starts an animation by its role, using the provided URL and parameters if the avatar doesn't have a custom
/// animation for the role.
Q_INVOKABLE void startAnimationByRole(const QString& role, const QString& url = QString(), float fps = 30.0f,
float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
/// Stops an animation identified by its role.
Q_INVOKABLE void stopAnimationByRole(const QString& role);
Q_INVOKABLE AnimationDetails getAnimationDetailsByRole(const QString& role);
Q_INVOKABLE AnimationDetails getAnimationDetails(const QString& url);
// get/set avatar data
void saveData();
void loadData();
void saveAttachmentData(const AttachmentData& attachment) const;
AttachmentData loadAttachmentData(const QUrl& modelURL, const QString& jointName = QString()) const;
// Set what driving keys are being pressed to control thrust levels
void clearDriveKeys();
void setDriveKeys(int key, float val) { _driveKeys[key] = val; };
bool getDriveKeys(int key) { return _driveKeys[key] != 0.0f; };
void jump() { _shouldJump = true; };
bool isMyAvatar() { return true; }
bool isLookingAtLeftEye();
virtual int parseDataAtOffset(const QByteArray& packet, int offset);
static void sendKillAvatar();
Q_INVOKABLE glm::vec3 getTrackedHeadPosition() const { return _trackedHeadPosition; }
Q_INVOKABLE glm::vec3 getHeadPosition() const { return getHead()->getPosition(); }
Q_INVOKABLE float getHeadFinalYaw() const { return getHead()->getFinalYaw(); }
Q_INVOKABLE float getHeadFinalRoll() const { return getHead()->getFinalRoll(); }
Q_INVOKABLE float getHeadFinalPitch() const { return getHead()->getFinalPitch(); }
Q_INVOKABLE float getHeadDeltaPitch() const { return getHead()->getDeltaPitch(); }
Q_INVOKABLE glm::vec3 getEyePosition() const { return getHead()->getEyePosition(); }
Q_INVOKABLE glm::vec3 getTargetAvatarPosition() const { return _targetAvatarPosition; }
QWeakPointer<AvatarData> getLookAtTargetAvatar() const { return _lookAtTargetAvatar; }
void updateLookAtTargetAvatar();
void clearLookAtTargetAvatar();
virtual void setJointRotations(QVector<glm::quat> jointRotations);
virtual void setJointData(int index, const glm::quat& rotation);
virtual void clearJointData(int index);
virtual void clearJointsData();
virtual void setFaceModelURL(const QUrl& faceModelURL);
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData);
virtual glm::vec3 getSkeletonPosition() const;
void clearJointAnimationPriorities();
glm::vec3 getScriptedMotorVelocity() const { return _scriptedMotorVelocity; }
float getScriptedMotorTimescale() const { return _scriptedMotorTimescale; }
QString getScriptedMotorFrame() const;
void setScriptedMotorVelocity(const glm::vec3& velocity);
void setScriptedMotorTimescale(float timescale);
void setScriptedMotorFrame(QString frame);
void clearScriptableSettings();
virtual void attach(const QString& modelURL, const QString& jointName = QString(),
const glm::vec3& translation = glm::vec3(), const glm::quat& rotation = glm::quat(), float scale = 1.0f,
bool allowDuplicates = false, bool useSaved = true);
virtual void setCollisionGroups(quint32 collisionGroups);
void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration);
/// Renders a laser pointer for UI picking
void renderLaserPointers();
glm::vec3 getLaserPointerTipPosition(const PalmData* palm);
const RecorderPointer getRecorder() const { return _recorder; }
const PlayerPointer getPlayer() const { return _player; }
public slots:
void increaseSize();
void decreaseSize();
void resetSize();
void goToLocation(const glm::vec3& newPosition,
bool hasOrientation = false, const glm::quat& newOrientation = glm::quat(),
bool shouldFaceLocation = false);
// Set/Get update the thrust that will move the avatar around
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
glm::vec3 getThrust() { return _thrust; };
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
void setVelocity(const glm::vec3 velocity) { _velocity = velocity; }
void updateMotionBehavior();
void onToggleRagdoll();
glm::vec3 getLeftPalmPosition();
glm::vec3 getRightPalmPosition();
void clearReferential();
bool setModelReferential(const QUuid& id);
bool setJointReferential(const QUuid& id, int jointIndex);
bool isRecording();
qint64 recorderElapsed();
void startRecording();
void stopRecording();
void saveRecording(QString filename);
void loadLastRecording();
signals:
void transformChanged();
protected:
virtual void renderAttachments(RenderMode renderMode);
private:
float _turningKeyPressTime;
glm::vec3 _gravity;
float _distanceToNearestAvatar; // How close is the nearest avatar?
bool _shouldJump;
float _driveKeys[MAX_DRIVE_KEYS];
bool _wasPushing;
bool _isPushing;
bool _isBraking;
float _trapDuration; // seconds that avatar has been trapped by collisions
glm::vec3 _thrust; // impulse accumulator for outside sources
glm::vec3 _keyboardMotorVelocity; // target local-frame velocity of avatar (keyboard)
float _keyboardMotorTimescale; // timescale for avatar to achieve its target velocity
glm::vec3 _scriptedMotorVelocity; // target local-frame velocity of avatar (script)
float _scriptedMotorTimescale; // timescale for avatar to achieve its target velocity
int _scriptedMotorFrame;
quint32 _motionBehaviors;
QWeakPointer<AvatarData> _lookAtTargetAvatar;
glm::vec3 _targetAvatarPosition;
bool _shouldRender;
bool _billboardValid;
float _oculusYawOffset;
QList<AnimationHandlePointer> _animationHandles;
PhysicsSimulation _physicsSimulation;
bool _feetTouchFloor;
bool _isLookingAtLeftEye;
RecorderPointer _recorder;
glm::vec3 _trackedHeadPosition;
Setting::Handle<float> _realWorldFieldOfView;
// private methods
void updateOrientation(float deltaTime);
glm::vec3 applyKeyboardMotor(float deltaTime, const glm::vec3& velocity, bool walkingOnFloor);
glm::vec3 applyScriptedMotor(float deltaTime, const glm::vec3& velocity);
void updatePosition(float deltaTime);
void updateCollisionWithAvatars(float deltaTime);
void updateCollisionWithEnvironment(float deltaTime, float radius);
void updateCollisionWithVoxels(float deltaTime, float radius);
void applyHardCollision(const glm::vec3& penetration, float elasticity, float damping);
void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
void updateChatCircle(float deltaTime);
void maybeUpdateBillboard();
void setGravity(const glm::vec3& gravity);
};
#endif // hifi_MyAvatar_h