overte-HifiExperiments/interface/src/avatar/Head.h
2015-11-30 08:00:12 -08:00

169 lines
6.1 KiB
C++

//
// Head.h
// interface/src/avatar
//
// Copyright 2013 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_Head_h
#define hifi_Head_h
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
#include <SharedUtil.h>
#include <HeadData.h>
#include "FaceModel.h"
#include "world.h"
const float EYE_EAR_GAP = 0.08f;
class Avatar;
class Head : public HeadData {
public:
Head(Avatar* owningAvatar);
void init();
void reset();
void simulate(float deltaTime, bool isMine, bool billboard = false);
void render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum);
void setScale(float scale);
void setPosition(glm::vec3 position) { _position = position; }
void setAverageLoudness(float averageLoudness) { _averageLoudness = averageLoudness; }
void setReturnToCenter (bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; }
void setRenderLookatVectors(bool onOff) { _renderLookatVectors = onOff; }
void setRenderLookatTarget(bool onOff) { _renderLookatTarget = onOff; }
void renderLookAts(RenderArgs* renderArgs);
void renderLookAts(RenderArgs* renderArgs, glm::vec3 leftEyePosition, glm::vec3 rightEyePosition);
/// \return orientationBase+Delta
glm::quat getFinalOrientationInLocalFrame() const;
/// \return orientationBody * (orientationBase+Delta)
glm::quat getFinalOrientationInWorldFrame() const;
/// \return orientationBody * orientationBasePitch
glm::quat getCameraOrientation () const;
void setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition);
glm::vec3 getCorrectedLookAtPosition();
void clearCorrectedLookAtPosition() { _isLookingAtMe = false; }
bool isLookingAtMe();
quint64 getLookingAtMeStarted() { return _lookingAtMeStarted; }
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; }
float getFinalLeanSideways() const { return _leanSideways + _deltaLeanSideways; }
float getFinalLeanForward() const { return _leanForward + _deltaLeanForward; }
glm::quat getEyeRotation(const glm::vec3& eyePosition) const;
const glm::vec3& getRightEyePosition() const { return _rightEyePosition; }
const glm::vec3& getLeftEyePosition() const { return _leftEyePosition; }
glm::vec3 getRightEarPosition() const { return _rightEyePosition + (getRightDirection() * EYE_EAR_GAP) + (getFrontDirection() * -EYE_EAR_GAP); }
glm::vec3 getLeftEarPosition() const { return _leftEyePosition + (getRightDirection() * -EYE_EAR_GAP) + (getFrontDirection() * -EYE_EAR_GAP); }
glm::vec3 getMouthPosition() const { return _eyePosition - getUpDirection() * glm::length(_rightEyePosition - _leftEyePosition); }
FaceModel& getFaceModel() { return _faceModel; }
const FaceModel& getFaceModel() const { return _faceModel; }
bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
float getAverageLoudness() const { return _averageLoudness; }
/// \return the point about which scaling occurs.
glm::vec3 getScalePivot() const;
void setDeltaPitch(float pitch) { _deltaPitch = pitch; }
float getDeltaPitch() const { return _deltaPitch; }
void setDeltaYaw(float yaw) { _deltaYaw = yaw; }
float getDeltaYaw() const { return _deltaYaw; }
void setDeltaRoll(float roll) { _deltaRoll = roll; }
float getDeltaRoll() const { return _deltaRoll; }
virtual void setFinalYaw(float finalYaw);
virtual void setFinalPitch(float finalPitch);
virtual void setFinalRoll(float finalRoll);
virtual float getFinalPitch() const;
virtual float getFinalYaw() const;
virtual float getFinalRoll() const;
void relaxLean(float deltaTime);
void addLeanDeltas(float sideways, float forward);
float getTimeWithoutTalking() const { return _timeWithoutTalking; }
private:
glm::vec3 calculateAverageEyePosition() const { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * 0.5f; }
// 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;
float _lastLoudness;
float _longTermAverageLoudness;
float _audioAttack;
float _audioJawOpen;
float _trailingAudioJawOpen;
float _mouth2;
float _mouth3;
float _mouth4;
float _mouthTime;
bool _renderLookatVectors;
bool _renderLookatTarget;
glm::vec3 _saccade;
glm::vec3 _saccadeTarget;
float _leftEyeBlinkVelocity;
float _rightEyeBlinkVelocity;
float _timeWithoutTalking;
// delta angles for local head rotation (driven by hardware input)
float _deltaPitch;
float _deltaYaw;
float _deltaRoll;
// delta lean angles for lean perturbations (driven by collisions)
float _deltaLeanSideways;
float _deltaLeanForward;
bool _isCameraMoving;
bool _isLookingAtMe;
quint64 _lookingAtMeStarted;
quint64 _wasLastLookingAtMe;
FaceModel _faceModel;
glm::vec3 _correctedLookAtPosition;
int _leftEyeLookAtID;
int _rightEyeLookAtID;
// private methods
void renderLookatVectors(RenderArgs* renderArgs, glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition);
void renderLookatTarget(RenderArgs* renderArgs, glm::vec3 lookatPosition);
void calculateMouthShapes();
void applyEyelidOffset(glm::quat headOrientation);
friend class FaceModel;
};
#endif // hifi_Head_h