// // MyAvatar.h // interface/src/avatar // // Created by Mark Peng on 8/16/13. // Copyright 2012 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 __interface__myavatar__ #define __interface__myavatar__ #include #include "Avatar.h" enum AvatarHandState { HAND_STATE_NULL = 0, HAND_STATE_OPEN, HAND_STATE_GRASPING, HAND_STATE_POINTING, NUM_HAND_STATES }; class MyAvatar : public Avatar { Q_OBJECT Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally) public: MyAvatar(); ~MyAvatar(); void reset(); void update(float deltaTime); void simulate(float deltaTime); void updateFromGyros(float deltaTime); void moveWithLean(); void render(const glm::vec3& cameraPosition, RenderMode renderMode = NORMAL_RENDER_MODE); void renderBody(RenderMode renderMode); void renderDebugBodyPoints(); void renderHeadMouse() const; // setters void setMousePressed(bool mousePressed) { _mousePressed = mousePressed; } void setVelocity(const glm::vec3 velocity) { _velocity = velocity; } void setLeanScale(float scale) { _leanScale = scale; } void setGravity(glm::vec3 gravity); void setMoveTarget(const glm::vec3 moveTarget); void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; } // getters AvatarMode getMode() const { return _mode; } float getLeanScale() const { return _leanScale; } float getElapsedTimeStopped() const { return _elapsedTimeStopped; } float getElapsedTimeMoving() const { return _elapsedTimeMoving; } float getAbsoluteHeadYaw() const; // degrees const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; } const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; } glm::vec3 getGravity() const { return _gravity; } glm::vec3 getUprightHeadPosition() const; bool getShouldRenderLocally() const { return _shouldRender; } // get/set avatar data void saveData(QSettings* settings); void loadData(QSettings* settings); // Set what driving keys are being pressed to control thrust levels void setDriveKeys(int key, float val) { _driveKeys[key] = val; }; bool getDriveKeys(int key) { return _driveKeys[key] != 0.f; }; void jump() { _shouldJump = true; }; bool isMyAvatar() { return true; } virtual int parseDataAtOffset(const QByteArray& packet, int offset); static void sendKillAvatar(); void orbit(const glm::vec3& position, int deltaX, int deltaY); Q_INVOKABLE glm::vec3 getTargetAvatarPosition() const { return _targetAvatarPosition; } AvatarData* getLookAtTargetAvatar() const { return _lookAtTargetAvatar.data(); } void updateLookAtTargetAvatar(); void clearLookAtTargetAvatar(); virtual void setJointData(int index, const glm::quat& rotation); virtual void clearJointData(int index); virtual void setFaceModelURL(const QUrl& faceModelURL); virtual void setSkeletonModelURL(const QUrl& skeletonModelURL); void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration); public slots: void goHome(); void increaseSize(); void decreaseSize(); void resetSize(); void updateLocationInDataServer(); void goToLocationFromResponse(const QJsonObject& jsonObject); // Set/Get update the thrust that will move the avatar around void addThrust(glm::vec3 newThrust) { _thrust += newThrust; }; glm::vec3 getThrust() { return _thrust; }; void setThrust(glm::vec3 newThrust) { _thrust = newThrust; } private: bool _mousePressed; float _bodyPitchDelta; // degrees float _bodyRollDelta; // degrees bool _shouldJump; float _driveKeys[MAX_DRIVE_KEYS]; glm::vec3 _gravity; float _distanceToNearestAvatar; // How close is the nearest avatar? float _elapsedTimeMoving; // Timers to drive camera transitions when moving float _elapsedTimeStopped; float _elapsedTimeSinceCollision; glm::vec3 _lastCollisionPosition; bool _speedBrakes; bool _isThrustOn; float _thrustMultiplier; glm::vec3 _moveTarget; glm::vec3 _lastBodyPenetration; int _moveTargetStepCounter; QWeakPointer _lookAtTargetAvatar; glm::vec3 _targetAvatarPosition; bool _shouldRender; bool _billboardValid; // private methods void updateThrust(float deltaTime); void updateHandMovementAndTouching(float deltaTime); void updateCollisionWithAvatars(float deltaTime); void updateCollisionWithEnvironment(float deltaTime, float radius); void updateCollisionWithVoxels(float deltaTime, float radius); void applyHardCollision(const glm::vec3& penetration, float elasticity, float damping); void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency); void updateChatCircle(float deltaTime); void maybeUpdateBillboard(); }; #endif