overte/interface/src/renderer/RagDoll.h
2014-06-06 08:51:22 -07:00

95 lines
2.8 KiB
C++

//
// RagDoll.h
// interface/src/avatar
//
// Created by Andrew Meadows 2014.05.30
// Copyright 2014 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 hifi_RagDoll_h
#define hifi_RagDoll_h
#include "renderer/Model.h"
class Shape;
class Constraint {
public:
Constraint() {}
virtual ~Constraint() {}
/// Enforce contraint by moving relevant points.
/// \return max distance of point movement
virtual float enforce() = 0;
/// \param shape pointer to shape that will be this Constraint's collision proxy
/// \param rotation rotation into shape's collision frame
/// \param translation translation into shape's collision frame
/// Moves the shape such that it will collide at this constraint's position
virtual void updateProxyShape(Shape* shape, const glm::quat& rotation, const glm::vec3& translation) const {}
protected:
int _type;
};
class FixedConstraint : public Constraint {
public:
FixedConstraint(glm::vec3* point, const glm::vec3& anchor);
float enforce();
void setPoint(glm::vec3* point);
void setAnchor(const glm::vec3& anchor);
private:
glm::vec3* _point;
glm::vec3 _anchor;
};
class DistanceConstraint : public Constraint {
public:
DistanceConstraint(glm::vec3* startPoint, glm::vec3* endPoint);
DistanceConstraint(const DistanceConstraint& other);
float enforce();
void setDistance(float distance);
void updateProxyShape(Shape* shape, const glm::quat& rotation, const glm::vec3& translation) const;
private:
float _distance;
glm::vec3* _points[2];
};
class RagDoll {
public:
RagDoll();
virtual ~RagDoll();
/// Create points and constraints based on topology of collection of joints
/// \param joints list of connected joint states
void init(const QVector<JointState>& states);
/// Delete all data.
void clear();
/// \param states list of joint states
/// \param fraction range from 0.0 (no movement) to 1.0 (use joint locations)
/// \return max distance of point movement
float slaveToSkeleton(const QVector<JointState>& states, float fraction);
/// Enforce contraints.
/// \return max distance of point movement
float enforceConstraints();
const QVector<glm::vec3>& getPoints() const { return _points; }
/// \param shapes list of shapes to be updated with new positions
/// \param rotation rotation into shapes' collision frame
/// \param translation translation into shapes' collision frame
void updateShapes(const QVector<Shape*>& shapes, const glm::quat& rotation, const glm::vec3& translation) const;
private:
QVector<Constraint*> _constraints;
QVector<glm::vec3> _points;
};
#endif // hifi_RagDoll_h