overte-JulianGro/interface/src/avatar/Avatar.h
2014-01-13 17:09:21 -08:00

250 lines
8.4 KiB
C++
Executable file

//
// Avatar.h
// interface
//
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__avatar__
#define __interface__avatar__
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <QtCore/QUuid>
#include <AvatarData.h>
#include "Hand.h"
#include "Head.h"
#include "InterfaceConfig.h"
#include "Skeleton.h"
#include "SkeletonModel.h"
#include "world.h"
#include "devices/SerialInterface.h"
#include "devices/Transmitter.h"
static const float SCALING_RATIO = .05f;
static const float SMOOTHING_RATIO = .05f; // 0 < ratio < 1
static const float RESCALING_TOLERANCE = .02f;
const float BODY_BALL_RADIUS_PELVIS = 0.07;
const float BODY_BALL_RADIUS_TORSO = 0.065;
const float BODY_BALL_RADIUS_CHEST = 0.08;
const float BODY_BALL_RADIUS_NECK_BASE = 0.03;
const float BODY_BALL_RADIUS_HEAD_BASE = 0.07;
const float BODY_BALL_RADIUS_LEFT_COLLAR = 0.04;
const float BODY_BALL_RADIUS_LEFT_SHOULDER = 0.03;
const float BODY_BALL_RADIUS_LEFT_ELBOW = 0.02;
const float BODY_BALL_RADIUS_LEFT_WRIST = 0.02;
const float BODY_BALL_RADIUS_LEFT_FINGERTIPS = 0.01;
const float BODY_BALL_RADIUS_RIGHT_COLLAR = 0.04;
const float BODY_BALL_RADIUS_RIGHT_SHOULDER = 0.03;
const float BODY_BALL_RADIUS_RIGHT_ELBOW = 0.02;
const float BODY_BALL_RADIUS_RIGHT_WRIST = 0.02;
const float BODY_BALL_RADIUS_RIGHT_FINGERTIPS = 0.01;
const float BODY_BALL_RADIUS_LEFT_HIP = 0.04;
const float BODY_BALL_RADIUS_LEFT_MID_THIGH = 0.03;
const float BODY_BALL_RADIUS_LEFT_KNEE = 0.025;
const float BODY_BALL_RADIUS_LEFT_HEEL = 0.025;
const float BODY_BALL_RADIUS_LEFT_TOES = 0.025;
const float BODY_BALL_RADIUS_RIGHT_HIP = 0.04;
const float BODY_BALL_RADIUS_RIGHT_KNEE = 0.025;
const float BODY_BALL_RADIUS_RIGHT_HEEL = 0.025;
const float BODY_BALL_RADIUS_RIGHT_TOES = 0.025;
extern const bool usingBigSphereCollisionTest;
extern const float CHAT_MESSAGE_SCALE;
extern const float CHAT_MESSAGE_HEIGHT;
enum AvatarBodyBallID {
BODY_BALL_NULL = -1,
BODY_BALL_PELVIS,
BODY_BALL_TORSO,
BODY_BALL_CHEST,
BODY_BALL_NECK_BASE,
BODY_BALL_HEAD_BASE,
BODY_BALL_HEAD_TOP,
BODY_BALL_LEFT_COLLAR,
BODY_BALL_LEFT_SHOULDER,
BODY_BALL_LEFT_ELBOW,
BODY_BALL_LEFT_WRIST,
BODY_BALL_LEFT_FINGERTIPS,
BODY_BALL_RIGHT_COLLAR,
BODY_BALL_RIGHT_SHOULDER,
BODY_BALL_RIGHT_ELBOW,
BODY_BALL_RIGHT_WRIST,
BODY_BALL_RIGHT_FINGERTIPS,
BODY_BALL_LEFT_HIP,
BODY_BALL_LEFT_KNEE,
BODY_BALL_LEFT_HEEL,
BODY_BALL_LEFT_TOES,
BODY_BALL_RIGHT_HIP,
BODY_BALL_RIGHT_KNEE,
BODY_BALL_RIGHT_HEEL,
BODY_BALL_RIGHT_TOES,
NUM_AVATAR_BODY_BALLS
};
enum DriveKeys {
FWD = 0,
BACK,
LEFT,
RIGHT,
UP,
DOWN,
ROT_LEFT,
ROT_RIGHT,
ROT_UP,
ROT_DOWN,
MAX_DRIVE_KEYS
};
enum AvatarMode {
AVATAR_MODE_STANDING = 0,
AVATAR_MODE_WALKING,
AVATAR_MODE_INTERACTING,
NUM_AVATAR_MODES
};
enum ScreenTintLayer {
SCREEN_TINT_BEFORE_LANDSCAPE = 0,
SCREEN_TINT_BEFORE_AVATARS,
SCREEN_TINT_BEFORE_MY_AVATAR,
SCREEN_TINT_AFTER_AVATARS,
NUM_SCREEN_TINT_LAYERS
};
class MyAvatar;
// Where one's own Avatar begins in the world (will be overwritten if avatar data file is found)
// this is basically in the center of the ground plane. Slightly adjusted. This was asked for by
// Grayson as he's building a street around here for demo dinner 2
const glm::vec3 START_LOCATION(0.485f * TREE_SCALE, 0.f, 0.5f * TREE_SCALE);
class Avatar : public AvatarData {
Q_OBJECT
public:
static void sendAvatarURLsMessage(const QUrl& voxelURL);
Avatar(Node* owningNode = NULL);
~Avatar();
void deleteOrDeleteLater();
void init();
void simulate(float deltaTime, Transmitter* transmitter);
void render(bool forceRenderHead);
//setters
void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors); }
void setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction);
//getters
bool isInitialized() const { return _initialized; }
const Skeleton& getSkeleton() const { return _skeleton; }
SkeletonModel& getSkeletonModel() { return _skeletonModel; }
float getHeadYawRate() const { return _head.yawRate; }
const glm::vec3& getHeadJointPosition() const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position; }
const glm::vec3& getChestJointPosition() const { return _skeleton.joint[ AVATAR_JOINT_CHEST ].position; }
float getScale() const { return _scale; }
const glm::vec3& getVelocity() const { return _velocity; }
Head& getHead() { return _head; }
Hand& getHand() { return _hand; }
glm::quat getOrientation() const;
glm::quat getWorldAlignedOrientation() const;
void getSkinColors(glm::vec3& lighter, glm::vec3& darker);
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
/// Checks for penetration between the described sphere and the avatar.
/// \param penetratorCenter the center of the penetration test sphere
/// \param penetratorRadius the radius of the penetration test sphere
/// \param penetration[out] the vector in which to store the penetration
/// \param skeletonSkipIndex if not -1, the index of a joint to skip (along with its descendents) in the skeleton model
/// \return whether or not the sphere penetrated
bool findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
glm::vec3& penetration, int skeletonSkipIndex = -1) const;
virtual int parseData(unsigned char* sourceBuffer, int numBytes);
static void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
public slots:
void setWantCollisionsOn(bool wantCollisionsOn) { _isCollisionsOn = wantCollisionsOn; }
void goHome();
void increaseSize();
void decreaseSize();
void resetSize();
friend class MyAvatar;
protected:
struct AvatarBall {
AvatarJointID parentJoint; /// the skeletal joint that serves as a reference for determining the position
glm::vec3 parentOffset; /// a 3D vector in the frame of reference of the parent skeletal joint
AvatarBodyBallID parentBall; /// the ball to which this ball is constrained for spring forces
glm::vec3 position; /// the actual dynamic position of the ball at any given time
glm::quat rotation; /// the rotation of the ball
glm::vec3 velocity; /// the velocity of the ball
float springLength; /// the ideal length of the spring between this ball and its parentBall
float jointTightness; /// how tightly the ball position attempts to stay at its ideal position (determined by parentOffset)
float radius; /// the radius of the ball
bool isCollidable; /// whether or not the ball responds to collisions
float touchForce; /// a scalar determining the amount that the cursor (or hand) is penetrating the ball
};
Head _head;
Hand _hand;
Skeleton _skeleton;
SkeletonModel _skeletonModel;
bool _ballSpringsInitialized;
float _bodyYawDelta;
AvatarMode _mode;
glm::vec3 _velocity;
glm::vec3 _thrust;
float _speed;
float _leanScale;
float _pelvisFloatingHeight;
float _pelvisToHeadLength;
float _scale;
float _height;
glm::vec3 _worldUpDirection;
glm::vec3 _mouseRayOrigin;
glm::vec3 _mouseRayDirection;
bool _isCollisionsOn;
float _stringLength;
bool _moving; ///< set when position is changing
// protected methods...
glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
void setScale(const float scale);
private:
// privatize copy constructor and assignment operator to avoid copying
Avatar(const Avatar&);
Avatar& operator= (const Avatar&);
bool _initialized;
glm::vec3 _handHoldingPosition;
float _maxArmLength;
float _pelvisStandingHeight;
// private methods...
glm::vec3 calculateAverageEyePosition() { return _head.calculateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
float getBallRenderAlpha(int ball, bool forceRenderHead) const;
void renderBody(bool forceRenderHead);
void initializeBodyBalls();
void resetBodyBalls();
};
#endif