overte-HifiExperiments/interface/src/Head.h

88 lines
2.9 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/gtc/quaternion.hpp>
#include <AvatarData.h>
#include "world.h"
#include "InterfaceConfig.h"
#include "SerialInterface.h"
#include "Orientation.h"
enum eyeContactTargets
{
LEFT_EYE,
RIGHT_EYE,
MOUTH
};
class Head : public HeadData {
public:
Head();
void reset();
void simulate(float deltaTime, bool isMine);
void render(bool lookingInMirror);
void setLooking(bool looking);
void setScale (float scale ) { _scale = scale; }
void setPosition (glm::vec3 position ) { _position = position; }
void setBodyRotation (glm::vec3 bodyRotation ) { _bodyRotation = bodyRotation; }
void setRotationOffBody(glm::vec3 headRotation ) { _headRotation = headRotation; }
void setGravity (glm::vec3 gravity ) { _gravity = gravity; }
void setSkinColor (glm::vec3 skinColor ) { _skinColor = skinColor; }
void setSpringScale (float returnSpringScale ) { _returnSpringScale = returnSpringScale; }
void setAverageLoudness(float averageLoudness ) { _averageLoudness = averageLoudness; }
void setAudioLoudness (float audioLoudness ) { _audioLoudness = audioLoudness; }
void setReturnToCenter (bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; }
const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
float getAverageLoudness() {return _averageLoudness;};
float yawRate;
float noise;
private:
bool _returnHeadToCenter;
float _audioLoudness;
glm::vec3 _skinColor;
glm::vec3 _position;
glm::vec3 _rotation;
glm::vec3 _leftEyePosition;
glm::vec3 _rightEyePosition;
glm::vec3 _leftEarPosition;
glm::vec3 _rightEarPosition;
glm::vec3 _mouthPosition;
float _scale;
float _browAudioLift;
bool _lookingAtSomething;
glm::vec3 _gravity;
float _lastLoudness;
float _averageLoudness;
float _audioAttack;
float _returnSpringScale; //strength of return springs
Orientation _orientation;
glm::vec3 _bodyRotation;
glm::vec3 _headRotation;
// private methods
void renderHeadSphere();
void renderEyeBalls();
void renderEyeBrows();
void renderEars();
void renderMouth();
void debugRenderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition);
void updateEyePositions();
void calculateGeometry( bool lookingInMirror);
};
#endif