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243 lines
10 KiB
C++
Executable file
243 lines
10 KiB
C++
Executable file
//
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// Avatar.h
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// interface
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//
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __interface__avatar__
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#define __interface__avatar__
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <AvatarData.h>
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#include <QSettings>
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#include "world.h"
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#include "AvatarTouch.h"
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#include "AvatarVoxelSystem.h"
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#include "InterfaceConfig.h"
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#include "SerialInterface.h"
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#include "Balls.h"
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#include "Hand.h"
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#include "Head.h"
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#include "Skeleton.h"
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#include "Transmitter.h"
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enum AvatarBodyBallID
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{
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BODY_BALL_NULL = -1,
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BODY_BALL_PELVIS,
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BODY_BALL_TORSO,
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BODY_BALL_CHEST,
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BODY_BALL_NECK_BASE,
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BODY_BALL_HEAD_BASE,
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BODY_BALL_HEAD_TOP,
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BODY_BALL_LEFT_COLLAR,
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BODY_BALL_LEFT_SHOULDER,
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BODY_BALL_LEFT_ELBOW,
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BODY_BALL_LEFT_WRIST,
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BODY_BALL_LEFT_FINGERTIPS,
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BODY_BALL_RIGHT_COLLAR,
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BODY_BALL_RIGHT_SHOULDER,
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BODY_BALL_RIGHT_ELBOW,
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BODY_BALL_RIGHT_WRIST,
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BODY_BALL_RIGHT_FINGERTIPS,
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BODY_BALL_LEFT_HIP,
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BODY_BALL_LEFT_KNEE,
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BODY_BALL_LEFT_HEEL,
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BODY_BALL_LEFT_TOES,
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BODY_BALL_RIGHT_HIP,
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BODY_BALL_RIGHT_KNEE,
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BODY_BALL_RIGHT_HEEL,
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BODY_BALL_RIGHT_TOES,
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//TEST!
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//BODY_BALL_LEFT_MID_THIGH,
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NUM_AVATAR_BODY_BALLS
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};
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enum DriveKeys
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{
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FWD = 0,
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BACK,
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LEFT,
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RIGHT,
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UP,
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DOWN,
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ROT_LEFT,
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ROT_RIGHT,
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MAX_DRIVE_KEYS
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};
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enum AvatarMode
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{
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AVATAR_MODE_STANDING = 0,
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AVATAR_MODE_WALKING,
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AVATAR_MODE_INTERACTING,
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NUM_AVATAR_MODES
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};
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class Avatar : public AvatarData {
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public:
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Avatar(Agent* owningAgent = NULL);
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~Avatar();
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void init();
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void reset();
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void simulate(float deltaTime, Transmitter* transmitter);
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void updateThrust(float deltaTime, Transmitter * transmitter);
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void updateHeadFromGyrosAndOrWebcam(bool gyroLook, const glm::vec3& amplifyAngles);
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void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
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void updateFromTouch(float touchAvgDistX, float touchAvgDistY);
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void addBodyYaw(float y) {_bodyYaw += y;};
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void render(bool lookingInMirror, bool renderAvatarBalls);
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//setters
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void setMousePressed (bool mousePressed ) { _mousePressed = mousePressed;}
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void setNoise (float mag ) { _head.noise = mag;}
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void setMovedHandOffset (glm::vec3 movedHandOffset ) { _movedHandOffset = movedHandOffset;}
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void setThrust (glm::vec3 newThrust ) { _thrust = newThrust; };
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void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors);}
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void setVelocity (const glm::vec3 velocity ) { _velocity = velocity; };
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void setLeanScale (float scale ) { _leanScale = scale;}
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void setGravity (glm::vec3 gravity);
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void setMouseRay (const glm::vec3 &origin, const glm::vec3 &direction);
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void setOrientation (const glm::quat& orientation);
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//getters
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bool isInitialized () const { return _initialized;}
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bool isMyAvatar () const { return _owningAgent == NULL; }
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const Skeleton& getSkeleton () const { return _skeleton;}
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float getHeadYawRate () const { return _head.yawRate;}
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float getBodyYaw () const { return _bodyYaw;}
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bool getIsNearInteractingOther () const { return _avatarTouch.getAbleToReachOtherAvatar();}
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const glm::vec3& getHeadJointPosition () const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position;}
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const glm::vec3& getBallPosition (AvatarJointID j) const { return _bodyBall[j].position;}
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glm::vec3 getBodyRightDirection () const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getBodyUpDirection () const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getBodyFrontDirection () const { return getOrientation() * IDENTITY_FRONT; }
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const glm::vec3& getVelocity () const { return _velocity;}
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float getSpeed () const { return _speed;}
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float getHeight () const { return _height;}
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AvatarMode getMode () const { return _mode;}
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float getLeanScale () const { return _leanScale;}
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float getElapsedTimeStopped () const { return _elapsedTimeStopped;}
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float getElapsedTimeMoving () const { return _elapsedTimeMoving;}
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float getElapsedTimeSinceCollision() const { return _elapsedTimeSinceCollision;}
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float getAbsoluteHeadYaw () const;
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float getAbsoluteHeadPitch () const;
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Head& getHead () {return _head; }
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Hand& getHand () {return _hand; }
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glm::quat getOrientation () const;
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glm::quat getWorldAlignedOrientation() const;
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glm::vec3 getUprightHeadPosition() const;
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AvatarVoxelSystem* getVoxels() { return &_voxels; }
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// Set what driving keys are being pressed to control thrust levels
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void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };
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bool getDriveKeys(int key) { return _driveKeys[key]; };
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void jump() { _shouldJump = true; };
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// Set/Get update the thrust that will move the avatar around
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void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
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glm::vec3 getThrust() { return _thrust; };
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// get/set avatar data
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void saveData(QSettings* set);
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void loadData(QSettings* set);
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// Get the position/rotation of a single body ball
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void getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, glm::quat& rotation) const;
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//read/write avatar data
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void writeAvatarDataToFile();
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void readAvatarDataFromFile();
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static void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
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private:
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// privatize copy constructor and assignment operator to avoid copying
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Avatar(const Avatar&);
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Avatar& operator= (const Avatar&);
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struct AvatarBall
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{
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AvatarJointID parentJoint; // the skeletal joint that serves as a reference for determining the position
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glm::vec3 parentOffset; // a 3D vector in the frame of reference of the parent skeletal joint
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AvatarBodyBallID parentBall; // the ball to which this ball is constrained for spring forces
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glm::vec3 position; // the actual dynamic position of the ball at any given time
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glm::quat rotation; // the rotation of the ball
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glm::vec3 velocity; // the velocity of the ball
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float springLength; // the ideal length of the spring between this ball and its parentBall
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float jointTightness; // how tightly the ball position attempts to stay at its ideal position (determined by parentOffset)
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float radius; // the radius of the ball
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bool isCollidable; // whether or not the ball responds to collisions
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float touchForce; // a scalar determining the amount that the cursor (or hand) is penetrating the ball
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};
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bool _initialized;
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Head _head;
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Hand _hand;
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Skeleton _skeleton;
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bool _ballSpringsInitialized;
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float _TEST_bigSphereRadius;
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glm::vec3 _TEST_bigSpherePosition;
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bool _mousePressed;
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float _bodyPitchDelta;
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float _bodyYawDelta;
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float _bodyRollDelta;
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glm::vec3 _movedHandOffset;
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AvatarBall _bodyBall[ NUM_AVATAR_BODY_BALLS ];
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AvatarMode _mode;
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glm::vec3 _handHoldingPosition;
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glm::vec3 _velocity;
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glm::vec3 _thrust;
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bool _shouldJump;
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float _speed;
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float _maxArmLength;
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float _leanScale;
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int _driveKeys[MAX_DRIVE_KEYS];
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float _pelvisStandingHeight;
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float _pelvisFloatingHeight;
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float _pelvisToHeadLength;
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float _height;
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Balls* _balls;
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AvatarTouch _avatarTouch;
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float _distanceToNearestAvatar; // How close is the nearest avatar?
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glm::vec3 _gravity;
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glm::vec3 _worldUpDirection;
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glm::vec3 _mouseRayOrigin;
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glm::vec3 _mouseRayDirection;
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Avatar* _interactingOther;
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bool _isMouseTurningRight;
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float _elapsedTimeMoving; // Timers to drive camera transitions when moving
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float _elapsedTimeStopped;
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float _elapsedTimeSinceCollision;
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AvatarVoxelSystem _voxels;
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// private methods...
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glm::vec3 calculateAverageEyePosition() { return _head.calculateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
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glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
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float getBallRenderAlpha(int ball, bool lookingInMirror) const;
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void renderBody(bool lookingInMirror, bool renderAvatarBalls);
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void initializeBodyBalls();
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void resetBodyBalls();
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void updateBodyBalls( float deltaTime );
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void calculateBoneLengths();
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void readSensors();
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void updateHandMovementAndTouching(float deltaTime);
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void updateAvatarCollisions(float deltaTime);
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void updateArmIKAndConstraints( float deltaTime );
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void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime );
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void updateCollisionWithEnvironment();
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void updateCollisionWithVoxels();
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void applyHardCollision(const glm::vec3& penetration, float elasticity, float damping);
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void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
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void checkForMouseRayTouching();
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};
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#endif
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