// // 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 "BendyLine.h" #include "FaceModel.h" #include "InterfaceConfig.h" #include "VideoFace.h" #include "world.h" #include "devices/SerialInterface.h" #include "renderer/TextureCache.h" enum eyeContactTargets { LEFT_EYE, RIGHT_EYE, MOUTH }; const int MOHAWK_TRIANGLES = 50; 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, bool isMine); 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; } float getMousePitch() const { return _mousePitch; } void setMousePitch(float mousePitch) { _mousePitch = mousePitch; } glm::quat getOrientation() 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& getSkinColor() const { return _skinColor; } 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; VideoFace& getVideoFace() { return _videoFace; } FaceModel& getFaceModel() { 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; } float yawRate; private: // disallow copies of the Head, copy of owning Avatar is disallowed too Head(const Head&); Head& operator= (const Head&); struct Nose { glm::vec3 top; glm::vec3 left; glm::vec3 right; glm::vec3 front; }; float _renderAlpha; bool _returnHeadToCenter; glm::vec3 _skinColor; glm::vec3 _position; glm::vec3 _rotation; glm::vec3 _leftEyePosition; glm::vec3 _rightEyePosition; glm::vec3 _eyePosition; glm::vec3 _leftEyeBrowPosition; glm::vec3 _rightEyeBrowPosition; glm::vec3 _leftEarPosition; glm::vec3 _rightEarPosition; glm::vec3 _mouthPosition; Nose _nose; float _scale; glm::vec3 _gravity; float _lastLoudness; float _audioAttack; float _returnSpringScale; //strength of return springs glm::vec3 _bodyRotation; glm::vec3 _angularVelocity; bool _renderLookatVectors; BendyLine _hairTuft[NUM_HAIR_TUFTS]; bool _mohawkInitialized; glm::vec3 _mohawkTriangleFan[MOHAWK_TRIANGLES]; glm::vec3 _mohawkColors[MOHAWK_TRIANGLES]; glm::vec3 _saccade; glm::vec3 _saccadeTarget; float _leftEyeBlinkVelocity; float _rightEyeBlinkVelocity; float _timeWithoutTalking; float _cameraPitch; // Used to position the camera differently from the head float _mousePitch; float _cameraYaw; bool _isCameraMoving; VideoFace _videoFace; FaceModel _faceModel; QSharedPointer _dilatedIrisTexture; static ProgramObject _irisProgram; static QSharedPointer _irisTexture; static int _eyePositionLocation; // private methods void createMohawk(); void renderHeadSphere(); void renderEyeBalls(); void renderEyeBrows(); void renderEars(); void renderNose(); void renderMouth(); void renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition); void calculateGeometry(); void resetHairPhysics(); void updateHairPhysics(float deltaTime); friend class FaceModel; }; #endif