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269 lines
8.9 KiB
C++
269 lines
8.9 KiB
C++
//
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// Avatar.h
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// interface
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//
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// Created by Philip Rosedale on 9/11/12.
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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 <Orientation.h>
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#include "world.h"
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#include "AvatarTouch.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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enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
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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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enum AvatarJointID
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{
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AVATAR_JOINT_NULL = -1,
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AVATAR_JOINT_PELVIS,
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AVATAR_JOINT_TORSO,
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AVATAR_JOINT_CHEST,
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AVATAR_JOINT_NECK_BASE,
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AVATAR_JOINT_HEAD_BASE,
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AVATAR_JOINT_HEAD_TOP,
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AVATAR_JOINT_LEFT_COLLAR,
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AVATAR_JOINT_LEFT_SHOULDER,
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AVATAR_JOINT_LEFT_ELBOW,
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AVATAR_JOINT_LEFT_WRIST,
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AVATAR_JOINT_LEFT_FINGERTIPS,
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AVATAR_JOINT_RIGHT_COLLAR,
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AVATAR_JOINT_RIGHT_SHOULDER,
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AVATAR_JOINT_RIGHT_ELBOW,
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AVATAR_JOINT_RIGHT_WRIST,
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AVATAR_JOINT_RIGHT_FINGERTIPS,
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AVATAR_JOINT_LEFT_HIP,
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AVATAR_JOINT_LEFT_KNEE,
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AVATAR_JOINT_LEFT_HEEL,
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AVATAR_JOINT_LEFT_TOES,
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AVATAR_JOINT_RIGHT_HIP,
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AVATAR_JOINT_RIGHT_KNEE,
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AVATAR_JOINT_RIGHT_HEEL,
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AVATAR_JOINT_RIGHT_TOES,
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NUM_AVATAR_JOINTS
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};
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class Avatar : public AvatarData {
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public:
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Avatar(bool isMine);
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~Avatar();
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Avatar(const Avatar &otherAvatar);
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Avatar* clone() const;
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void reset();
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void UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
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void setNoise (float mag) {_head.noise = mag;}
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void setScale(float s) {_head.scale = s; };
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void setRenderYaw(float y) {_renderYaw = y;}
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void setRenderPitch(float p) {_renderPitch = p;}
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float getRenderYaw() {return _renderYaw;}
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float getRenderPitch() {return _renderPitch;}
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float getLastMeasuredHeadYaw() const {return _head.yawRate;}
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float getBodyYaw() {return _bodyYaw;};
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void addBodyYaw(float y) {_bodyYaw += y;};
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void setGravity(glm::vec3 gravity);
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bool getIsNearInteractingOther();
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float getAbsoluteHeadYaw() const;
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void setLeanForward(float dist);
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void setLeanSideways(float dist);
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void addLean(float x, float z);
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/*
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const glm::vec3& getHeadRightDirection() const { return _orientation.getRight(); };
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const glm::vec3& getHeadUpDirection () const { return _orientation.getUp (); };
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const glm::vec3& getHeadFrontDirection() const { return _orientation.getFront(); };
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*/
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const glm::vec3& getHeadPosition() const ;
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const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].position; };
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const glm::vec3& getBodyUpDirection() const { return _orientation.getUp(); };
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float getSpeed() const { return _speed; };
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float getGirth();
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float getHeight();
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AvatarMode getMode();
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void setMousePressed( bool pressed );
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void render(bool lookingInMirror);
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void renderBody();
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void renderHead(bool lookingInMirror);
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void simulate(float);
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void setHandMovementValues( glm::vec3 movement );
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void updateArmIKAndConstraints( float deltaTime );
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void setDisplayingHead( bool displayingHead );
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float getAverageLoudness() {return _head.averageLoudness;};
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void setAverageLoudness(float al) {_head.averageLoudness = al;};
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void SetNewHeadTarget(float, float);
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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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// Set/Get update the thrust that will move the avatar around
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void setThrust(glm::vec3 newThrust) { _thrust = newThrust; };
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void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
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glm::vec3 getThrust() { return _thrust; };
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// Related to getting transmitter UDP data used to animate the avatar hand
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void processTransmitterData(unsigned char * packetData, int numBytes);
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float getTransmitterHz() { return _transmitterHz; };
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void writeAvatarDataToFile();
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void readAvatarDataFromFile();
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private:
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// Do you want head to try to return to center (depends on interface detected)
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void setHeadReturnToCenter(bool r) { _returnHeadToCenter = r; };
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const bool getHeadReturnToCenter() const { return _returnHeadToCenter; };
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struct AvatarJoint
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{
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AvatarJointID parent; // which joint is this joint connected to?
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glm::vec3 position; // the position at the "end" of the joint - in global space
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glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
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glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
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glm::vec3 springyVelocity; // used for special effects ( the velocity of the springy position)
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float springBodyTightness; // how tightly the springy position tries to stay on the position
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glm::quat rotation; // this will eventually replace yaw, pitch and roll (and maybe orientation)
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float yaw; // the yaw Euler angle of the joint rotation off the parent
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float pitch; // the pitch Euler angle of the joint rotation off the parent
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float roll; // the roll Euler angle of the joint rotation off the parent
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Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll
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float length; // the length of vector connecting the joint and its parent
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float radius; // used for detecting collisions for certain physical effects
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bool isCollidable; // when false, the joint position will not register a collision
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};
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struct AvatarHead
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{
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float pitchRate;
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float yawRate;
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float rollRate;
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float noise;
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float eyeballPitch[2];
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float eyeballYaw [2];
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float eyebrowPitch[2];
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float eyebrowRoll [2];
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float eyeballScaleX;
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float eyeballScaleY;
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float eyeballScaleZ;
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float interPupilDistance;
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float interBrowDistance;
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float nominalPupilSize;
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float pupilSize;
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float mouthPitch;
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float mouthYaw;
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float mouthWidth;
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float mouthHeight;
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float leanForward;
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float leanSideways;
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float pitchTarget;
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float yawTarget;
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float noiseEnvelope;
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float pupilConverge;
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float scale;
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int eyeContact;
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float browAudioLift;
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eyeContactTargets eyeContactTarget;
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// Sound loudness information
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float lastLoudness;
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float averageLoudness;
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float audioAttack;
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// Strength of return springs
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float returnSpringScale;
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};
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AvatarHead _head;
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bool _isMine;
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glm::vec3 _TEST_bigSpherePosition;
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float _TEST_bigSphereRadius;
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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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bool _usingBodySprings;
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glm::vec3 _movedHandOffset;
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glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
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AvatarJoint _joint[ NUM_AVATAR_JOINTS ];
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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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float _speed;
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float _maxArmLength;
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Orientation _orientation;
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int _driveKeys[MAX_DRIVE_KEYS];
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GLUquadric* _sphere;
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float _renderYaw;
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float _renderPitch; // Pitch from view frustum when this is own head
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bool _transmitterIsFirstData;
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timeval _transmitterTimeLastReceived;
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timeval _transmitterTimer;
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float _transmitterHz;
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int _transmitterPackets;
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glm::vec3 _transmitterInitialReading;
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Avatar* _interactingOther;
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float _pelvisStandingHeight;
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float _height;
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Balls* _balls;
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AvatarTouch _avatarTouch;
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bool _displayingHead; // should be false if in first-person view
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bool _returnHeadToCenter;
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float _distanceToNearestAvatar; // How close is the nearest avatar?
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glm::vec3 _gravity;
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// private methods...
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void initializeSkeleton();
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void updateSkeleton();
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void initializeBodySprings();
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void updateBodySprings( float deltaTime );
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void calculateBoneLengths();
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void readSensors();
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void updateHead( float deltaTime );
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void updateHandMovementAndTouching(float deltaTime);
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void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime );
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void updateCollisionWithOtherAvatar( Avatar * other, float deltaTime );
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void setHeadFromGyros(glm::vec3 * eulerAngles, glm::vec3 * angularVelocity, float deltaTime, float smoothingTime);
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void setHeadSpringScale(float s) { _head.returnSpringScale = s; }
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};
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#endif
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