// // 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 "Face.h" #include "InterfaceConfig.h" #include "SerialInterface.h" #include "world.h" enum eyeContactTargets { LEFT_EYE, RIGHT_EYE, MOUTH }; const int NUM_HAIR_TUFTS = 4; 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 renderMohawk(); 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 setSkinColor (glm::vec3 skinColor ) { _skinColor = skinColor; } void setSpringScale (float returnSpringScale ) { _returnSpringScale = returnSpringScale; } void setAverageLoudness(float averageLoudness ) { _averageLoudness = averageLoudness; } void setReturnToCenter (bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; } void setRenderLookatVectors(bool onOff ) { _renderLookatVectors = onOff; } void setCameraFollowsHead(bool cameraFollowsHead) { _cameraFollowsHead = cameraFollowsHead; } glm::quat getOrientation() const; glm::quat getCameraOrientation () const; float getScale() const { return _scale; } glm::vec3 getPosition() const { return _position; } const glm::vec3& getEyeLevelPosition() const { return _eyeLevelPosition; } glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; } glm::vec3 getUpDirection () const { return getOrientation() * IDENTITY_UP; } glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; } Face& getFace() { return _face; } const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected) float getAverageLoudness() {return _averageLoudness;}; glm::vec3 calculateAverageEyePosition() { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; } float yawRate; float noise; private: // disallow copies of the Head, copy of owning Avatar is disallowed too Head(const Head&); Head& operator= (const Head&); struct HairTuft { float length; float thickness; glm::vec3 basePosition; glm::vec3 midPosition; glm::vec3 endPosition; glm::vec3 midVelocity; glm::vec3 endVelocity; }; float _renderAlpha; bool _returnHeadToCenter; glm::vec3 _skinColor; glm::vec3 _position; glm::vec3 _rotation; glm::vec3 _leftEyePosition; glm::vec3 _rightEyePosition; glm::vec3 _eyeLevelPosition; glm::vec3 _leftEyeBrowPosition; glm::vec3 _rightEyeBrowPosition; glm::vec3 _leftEarPosition; glm::vec3 _rightEarPosition; glm::vec3 _mouthPosition; float _scale; float _browAudioLift; glm::vec3 _gravity; float _lastLoudness; float _averageLoudness; float _audioAttack; float _returnSpringScale; //strength of return springs glm::vec3 _bodyRotation; bool _renderLookatVectors; HairTuft _hairTuft[NUM_HAIR_TUFTS]; glm::vec3* _mohawkTriangleFan; glm::vec3* _mohawkColors; glm::vec3 _saccade; glm::vec3 _saccadeTarget; float _leftEyeBlink; float _rightEyeBlink; float _leftEyeBlinkVelocity; float _rightEyeBlinkVelocity; float _timeWithoutTalking; float _cameraPitch; // Used to position the camera differently from the head float _cameraYaw; bool _isCameraMoving; bool _cameraFollowsHead; float _cameraFollowHeadRate; Face _face; static ProgramObject* _irisProgram; static GLuint _irisTextureID; static int _eyePositionLocation; // private methods void createMohawk(); void renderHeadSphere(); void renderEyeBalls(); void renderEyeBrows(); void renderEars(); void renderMouth(); void renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition); void calculateGeometry(); void resetHairPhysics(); void updateHairPhysics(float deltaTime); }; #endif