overte/interface/src/avatar/SkeletonModel.h
2015-10-27 13:51:42 -07:00

149 lines
5.3 KiB
C++

//
// SkeletonModel.h
// interface/src/avatar
//
// Created by Andrzej Kapolka on 10/17/13.
// Copyright 2013 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_SkeletonModel_h
#define hifi_SkeletonModel_h
#include <Model.h>
class Avatar;
class MuscleConstraint;
/// A skeleton loaded from a model.
class SkeletonModel : public Model {
Q_OBJECT
public:
SkeletonModel(Avatar* owningAvatar, QObject* parent = nullptr, RigPointer rig = nullptr);
~SkeletonModel();
virtual void initJointStates(QVector<JointState> states) override;
virtual void simulate(float deltaTime, bool fullUpdate = true) override;
virtual void updateRig(float deltaTime, glm::mat4 parentTransform) override;
void updateAttitude();
void renderIKConstraints(gpu::Batch& batch);
/// Returns the index of the left hand joint, or -1 if not found.
int getLeftHandJointIndex() const { return isActive() ? _geometry->getFBXGeometry().leftHandJointIndex : -1; }
/// Returns the index of the right hand joint, or -1 if not found.
int getRightHandJointIndex() const { return isActive() ? _geometry->getFBXGeometry().rightHandJointIndex : -1; }
/// Retrieve the position of the left hand
/// \return true whether or not the position was found
bool getLeftHandPosition(glm::vec3& position) const;
/// Retrieve the position of the right hand
/// \return true whether or not the position was found
bool getRightHandPosition(glm::vec3& position) const;
/// Restores some fraction of the default position of the left hand.
/// \param fraction the fraction of the default position to restore
/// \return whether or not the left hand joint was found
bool restoreLeftHandPosition(float fraction = 1.0f, float priority = 1.0f);
/// Gets the position of the left shoulder.
/// \return whether or not the left shoulder joint was found
bool getLeftShoulderPosition(glm::vec3& position) const;
/// Returns the extended length from the left hand to its last free ancestor.
float getLeftArmLength() const;
/// Restores some fraction of the default position of the right hand.
/// \param fraction the fraction of the default position to restore
/// \return whether or not the right hand joint was found
bool restoreRightHandPosition(float fraction = 1.0f, float priority = 1.0f);
/// Gets the position of the right shoulder.
/// \return whether or not the right shoulder joint was found
bool getRightShoulderPosition(glm::vec3& position) const;
/// Returns the extended length from the right hand to its first free ancestor.
float getRightArmLength() const;
/// Returns the position of the head joint.
/// \return whether or not the head was found
bool getHeadPosition(glm::vec3& headPosition) const;
/// Returns the position of the neck joint.
/// \return whether or not the neck was found
bool getNeckPosition(glm::vec3& neckPosition) const;
bool getLocalNeckPosition(glm::vec3& neckPosition) const;
/// Returns the rotation of the neck joint's parent from default orientation
/// \return whether or not the neck was found
bool getNeckParentRotationFromDefaultOrientation(glm::quat& neckParentRotation) const;
/// Retrieve the positions of up to two eye meshes.
/// \return whether or not both eye meshes were found
bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
/// Gets the default position of the mid eye point in model frame coordinates.
/// \return whether or not the head was found.
glm::vec3 getDefaultEyeModelPosition() const;
void renderBoundingCollisionShapes(gpu::Batch& batch, float alpha);
float getBoundingCapsuleRadius() const { return _boundingCapsuleRadius; }
float getBoundingCapsuleHeight() const { return _boundingCapsuleHeight; }
const glm::vec3 getBoundingCapsuleOffset() const { return _boundingCapsuleLocalOffset; }
bool hasSkeleton();
float getHeadClipDistance() const { return _headClipDistance; }
virtual void onInvalidate() override;
signals:
void skeletonLoaded();
protected:
void computeBoundingShape();
/// \param jointIndex index of joint in model
/// \param position position of joint in model-frame
void applyHandPosition(int jointIndex, const glm::vec3& position);
void applyPalmData(int jointIndex, const PalmData& palm);
private:
void renderJointConstraints(gpu::Batch& batch, int jointIndex);
void renderOrientationDirections(gpu::Batch& batch, int jointIndex,
glm::vec3 position, const glm::quat& orientation, float size);
struct OrientationLineIDs {
int _up;
int _front;
int _right;
};
QHash<int, OrientationLineIDs> _jointOrientationLines;
int _triangleFanID;
bool getEyeModelPositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
Avatar* _owningAvatar;
glm::vec3 _boundingCapsuleLocalOffset;
float _boundingCapsuleRadius;
float _boundingCapsuleHeight;
glm::vec3 _defaultEyeModelPosition;
float _headClipDistance; // Near clip distance to use if no separate head model
};
#endif // hifi_SkeletonModel_h