overte-HifiExperiments/interface/src/avatar/Head.h

120 lines
3.8 KiB
C++

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