// // AvatarData.h // hifi // // Created by Stephen Birarda on 4/9/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #ifndef __hifi__AvatarData__ #define __hifi__AvatarData__ #include #include #include #include #include #include #include #include #include #include #include "HeadData.h" #include "HandData.h" // First bitset const int KEY_STATE_START_BIT = 0; // 1st and 2nd bits const int HAND_STATE_START_BIT = 2; // 3rd and 4th bits const int IS_FACESHIFT_CONNECTED = 4; // 5th bit const int IS_CHAT_CIRCLING_ENABLED = 5; static const float MAX_SCALE = 1000.f; static const float MIN_SCALE = .005f; const float MAX_AUDIO_LOUDNESS = 1000.0; // close enough for mouth animation enum KeyState { NO_KEY_DOWN = 0, INSERT_KEY_DOWN, DELETE_KEY_DOWN }; const glm::vec3 vec3Zero(0.0f); class JointData; class AvatarData : public NodeData { Q_OBJECT Q_PROPERTY(glm::vec3 position READ getPosition WRITE setPosition) Q_PROPERTY(glm::vec3 handPosition READ getHandPosition WRITE setHandPosition) Q_PROPERTY(float bodyYaw READ getBodyYaw WRITE setBodyYaw) Q_PROPERTY(float bodyPitch READ getBodyPitch WRITE setBodyPitch) Q_PROPERTY(float bodyRoll READ getBodyRoll WRITE setBodyRoll) Q_PROPERTY(QString chatMessage READ getQStringChatMessage WRITE setChatMessage) public: AvatarData(Node* owningNode = NULL); ~AvatarData(); const glm::vec3& getPosition() const { return _position; } void setPosition(const glm::vec3 position) { _position = position; } const glm::vec3& getHandPosition() const { return _handPosition; } void setHandPosition(const glm::vec3 handPosition) { _handPosition = handPosition; } int getBroadcastData(unsigned char* destinationBuffer); int parseData(unsigned char* sourceBuffer, int numBytes); QUuid& getUUID() { return _uuid; } void setUUID(const QUuid& uuid) { _uuid = uuid; } // Body Rotation float getBodyYaw() const { return _bodyYaw; } void setBodyYaw(float bodyYaw) { _bodyYaw = bodyYaw; } float getBodyPitch() const { return _bodyPitch; } void setBodyPitch(float bodyPitch) { _bodyPitch = bodyPitch; } float getBodyRoll() const { return _bodyRoll; } void setBodyRoll(float bodyRoll) { _bodyRoll = bodyRoll; } // Scale float getNewScale() const { return _newScale; } void setNewScale(float); // Hand State void setHandState(char s) { _handState = s; } char getHandState() const { return _handState; } // key state void setKeyState(KeyState s) { _keyState = s; } KeyState keyState() const { return _keyState; } // chat message void setChatMessage(const std::string& msg) { _chatMessage = msg; } void setChatMessage(const QString& string) { _chatMessage = string.toLocal8Bit().constData(); } const std::string& setChatMessage() const { return _chatMessage; } QString getQStringChatMessage() { return QString(_chatMessage.data()); } bool isChatCirclingEnabled() const { return _isChatCirclingEnabled; } const QUuid& getLeaderUUID() const { return _leaderUUID; } const HeadData* getHeadData() const { return _headData; } const HandData* getHandData() const { return _handData; } void setHeadData(HeadData* headData) { _headData = headData; } void setHandData(HandData* handData) { _handData = handData; } virtual const glm::vec3& getVelocity() const { return vec3Zero; } /// 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 virtual bool findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration, int skeletonSkipIndex = -1) const { return false; } protected: QUuid _uuid; glm::vec3 _position; glm::vec3 _handPosition; // Body rotation float _bodyYaw; float _bodyPitch; float _bodyRoll; // Body scale float _newScale; // Following mode infos QUuid _leaderUUID; // Hand state (are we grabbing something or not) char _handState; // key state KeyState _keyState; // chat message std::string _chatMessage; bool _isChatCirclingEnabled; std::vector _joints; HeadData* _headData; HandData* _handData; private: // privatize the copy constructor and assignment operator so they cannot be called AvatarData(const AvatarData&); AvatarData& operator= (const AvatarData&); }; class JointData { public: int jointID; glm::quat rotation; }; #endif /* defined(__hifi__AvatarData__) */