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105 lines
3.6 KiB
C++
105 lines
3.6 KiB
C++
//
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// MyAvatar.h
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// interface
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//
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// Created by Mark Peng on 8/16/13.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __interface__myavatar__
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#define __interface__myavatar__
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#include <QSettings>
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#include "Avatar.h"
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enum AvatarHandState
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{
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HAND_STATE_NULL = 0,
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HAND_STATE_OPEN,
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HAND_STATE_GRASPING,
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HAND_STATE_POINTING,
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NUM_HAND_STATES
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};
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class MyAvatar : public Avatar {
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public:
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MyAvatar(Node* owningNode = NULL);
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void reset();
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void simulate(float deltaTime, Transmitter* transmitter);
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void updateFromGyrosAndOrWebcam(bool turnWithHead);
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void render(bool forceRenderHead);
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void renderDebugBodyPoints();
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// setters
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void setMousePressed(bool mousePressed) { _mousePressed = mousePressed; }
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void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
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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 setOrientation(const glm::quat& orientation);
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void setWantCollisionsOn(bool wantCollisionsOn) { _isCollisionsOn = wantCollisionsOn; }
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void setMoveTarget(const glm::vec3 moveTarget);
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// getters
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float getSpeed() const { return _speed; }
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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 getAbsoluteHeadYaw() const;
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const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
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const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
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Avatar* getLeadingAvatar() const { return _leadingAvatar; }
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glm::vec3 getGravity() const { return _gravity; }
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glm::vec3 getUprightHeadPosition() const;
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glm::vec3 getEyeLevelPosition() const;
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// get/set avatar data
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void saveData(QSettings* settings);
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void loadData(QSettings* settings);
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// Set what driving keys are being pressed to control thrust levels
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void setDriveKeys(int key, float 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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void orbit(const glm::vec3& position, int deltaX, int deltaY);
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private:
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bool _mousePressed;
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float _bodyPitchDelta;
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float _bodyRollDelta;
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bool _shouldJump;
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float _driveKeys[MAX_DRIVE_KEYS];
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glm::vec3 _gravity;
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float _distanceToNearestAvatar; // How close is the nearest avatar?
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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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glm::vec3 _lastCollisionPosition;
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bool _speedBrakes;
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bool _isThrustOn;
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float _thrustMultiplier;
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float _collisionRadius;
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glm::vec3 _moveTarget;
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int _moveTargetStepCounter;
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// private methods
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void renderBody(bool forceRenderHead);
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void updateThrust(float deltaTime, Transmitter * transmitter);
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void updateHandMovementAndTouching(float deltaTime, bool enableHandMovement);
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void updateAvatarCollisions(float deltaTime);
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void updateCollisionWithEnvironment(float deltaTime);
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void updateCollisionWithVoxels(float deltaTime);
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void applyHardCollision(const glm::vec3& penetration, float elasticity, float damping);
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void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
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void updateChatCircle(float deltaTime);
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};
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#endif
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