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120 lines
3.8 KiB
C++
120 lines
3.8 KiB
C++
//
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// Head.h
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// interface
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//
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#ifndef hifi_Head_h
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#define hifi_Head_h
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <SharedUtil.h>
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#include <HeadData.h>
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#include <VoxelConstants.h>
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#include "FaceModel.h"
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#include "InterfaceConfig.h"
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#include "world.h"
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enum eyeContactTargets {
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LEFT_EYE,
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RIGHT_EYE,
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MOUTH
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};
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class Avatar;
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class ProgramObject;
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class Head : public HeadData {
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public:
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Head(Avatar* owningAvatar);
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void init();
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void reset();
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void simulate(float deltaTime, bool isMine, bool delayLoad = false);
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void render(float alpha);
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void setScale(float scale);
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void setPosition(glm::vec3 position) { _position = position; }
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void setGravity(glm::vec3 gravity) { _gravity = gravity; }
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void setAverageLoudness(float averageLoudness) { _averageLoudness = averageLoudness; }
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void setReturnToCenter (bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; }
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void setRenderLookatVectors(bool onOff) { _renderLookatVectors = onOff; }
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glm::quat getTweakedOrientation() const;
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glm::quat getCameraOrientation () const;
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const glm::vec3& getAngularVelocity() const { return _angularVelocity; }
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void setAngularVelocity(glm::vec3 angularVelocity) { _angularVelocity = angularVelocity; }
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float getScale() const { return _scale; }
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glm::vec3 getPosition() const { return _position; }
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const glm::vec3& getEyePosition() const { return _eyePosition; }
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const glm::vec3& getSaccade() const { return _saccade; }
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glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getUpDirection() const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
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glm::quat getEyeRotation(const glm::vec3& eyePosition) const;
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FaceModel& getFaceModel() { return _faceModel; }
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const FaceModel& getFaceModel() const { return _faceModel; }
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const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
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float getAverageLoudness() const { return _averageLoudness; }
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glm::vec3 calculateAverageEyePosition() { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; }
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/// Returns the point about which scaling occurs.
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glm::vec3 getScalePivot() const;
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void tweakPitch(float pitch) { _tweakedPitch = pitch; }
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void tweakYaw(float yaw) { _tweakedYaw = yaw; }
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void tweakRoll(float roll) { _tweakedRoll = roll; }
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virtual float getTweakedPitch() const;
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virtual float getTweakedYaw() const;
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virtual float getTweakedRoll() const;
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void applyCollision(CollisionInfo& collisionInfo);
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private:
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// disallow copies of the Head, copy of owning Avatar is disallowed too
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Head(const Head&);
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Head& operator= (const Head&);
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bool _returnHeadToCenter;
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glm::vec3 _position;
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glm::vec3 _rotation;
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glm::vec3 _leftEyePosition;
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glm::vec3 _rightEyePosition;
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glm::vec3 _eyePosition;
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float _scale;
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glm::vec3 _gravity;
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float _lastLoudness;
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float _audioAttack;
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glm::vec3 _angularVelocity;
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bool _renderLookatVectors;
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glm::vec3 _saccade;
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glm::vec3 _saccadeTarget;
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float _leftEyeBlinkVelocity;
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float _rightEyeBlinkVelocity;
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float _timeWithoutTalking;
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// tweaked angles affect the rendered head, but not the camera
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float _tweakedPitch;
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float _tweakedYaw;
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float _tweakedRoll;
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bool _isCameraMoving;
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FaceModel _faceModel;
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// private methods
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void renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition);
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friend class FaceModel;
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};
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#endif
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