// // Head.h // interface // // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #ifndef hifi_Head_h #define hifi_Head_h #include #include #include #include #include #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); void render(float alpha); void setScale(float scale); void setPosition(glm::vec3 position) { _position = position; } void setBodyRotation(glm::vec3 bodyRotation) { _bodyRotation = bodyRotation; } 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 getOrientation() const; 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; } float getTweakedPitch() const; float getTweakedYaw() const; 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 _bodyRotation; 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