overte/interface/src/avatar/Avatar.h
2014-10-31 12:48:30 -07:00

256 lines
9.6 KiB
C++

//
// Avatar.h
// interface/src/avatar
//
// Copyright 2012 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_Avatar_h
#define hifi_Avatar_h
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <QtCore/QScopedPointer>
#include <QtCore/QUuid>
#include <AvatarData.h>
#include "Hair.h"
#include "Hand.h"
#include "Head.h"
#include "InterfaceConfig.h"
#include "Recorder.h"
#include "SkeletonModel.h"
#include "world.h"
static const float SCALING_RATIO = .05f;
static const float SMOOTHING_RATIO = .05f; // 0 < ratio < 1
static const float RESCALING_TOLERANCE = .02f;
extern const float CHAT_MESSAGE_SCALE;
extern const float CHAT_MESSAGE_HEIGHT;
const int HAIR_STRANDS = 150; // Number of strands of hair
const int HAIR_LINKS = 10; // Number of links in a hair strand
const int HAIR_MAX_CONSTRAINTS = 2; // Hair verlet is connected to at most how many others
enum DriveKeys {
FWD = 0,
BACK,
LEFT,
RIGHT,
UP,
DOWN,
ROT_LEFT,
ROT_RIGHT,
ROT_UP,
ROT_DOWN,
MAX_DRIVE_KEYS
};
enum ScreenTintLayer {
SCREEN_TINT_BEFORE_LANDSCAPE = 0,
SCREEN_TINT_BEFORE_AVATARS,
SCREEN_TINT_BEFORE_MY_AVATAR,
SCREEN_TINT_AFTER_AVATARS,
NUM_SCREEN_TINT_LAYERS
};
// Where one's own Avatar begins in the world (will be overwritten if avatar data file is found).
// This is the start location in the Sandbox (xyz: 6270, 211, 6000).
const glm::vec3 START_LOCATION(0.38269043f * TREE_SCALE, 0.01287842f * TREE_SCALE, 0.36621094f * TREE_SCALE);
class Texture;
class Avatar : public AvatarData {
Q_OBJECT
Q_PROPERTY(quint32 collisionGroups READ getCollisionGroups WRITE setCollisionGroups)
Q_PROPERTY(glm::vec3 skeletonOffset READ getSkeletonOffset WRITE setSkeletonOffset)
public:
Avatar();
~Avatar();
void init();
void simulate(float deltaTime);
enum RenderMode { NORMAL_RENDER_MODE, SHADOW_RENDER_MODE, MIRROR_RENDER_MODE };
virtual void render(const glm::vec3& cameraPosition, RenderMode renderMode = NORMAL_RENDER_MODE,
bool postLighting = false);
//setters
void setDisplayingLookatVectors(bool displayingLookatVectors) { getHead()->setRenderLookatVectors(displayingLookatVectors); }
void setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction);
void setIsLookAtTarget(const bool isLookAtTarget) { _isLookAtTarget = isLookAtTarget; }
//getters
bool isInitialized() const { return _initialized; }
SkeletonModel& getSkeletonModel() { return _skeletonModel; }
const QVector<Model*>& getAttachmentModels() const { return _attachmentModels; }
glm::vec3 getChestPosition() const;
float getScale() const { return _scale; }
const Head* getHead() const { return static_cast<const Head*>(_headData); }
Head* getHead() { return static_cast<Head*>(_headData); }
Hand* getHand() { return static_cast<Hand*>(_handData); }
glm::quat getWorldAlignedOrientation() const;
/// Returns the distance to use as a LOD parameter.
float getLODDistance() const;
bool findRayIntersection(RayIntersectionInfo& intersection) const;
/// \param shapes list of shapes to collide against avatar
/// \param collisions list to store collision results
/// \return true if at least one shape collided with avatar
bool findCollisions(const QVector<const Shape*>& shapes, CollisionList& collisions);
/// Checks for penetration between the a sphere and the avatar's models.
/// \param penetratorCenter the center of the penetration test sphere
/// \param penetratorRadius the radius of the penetration test sphere
/// \param collisions[out] a list to which collisions get appended
/// \return whether or not the sphere penetrated
bool findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius, CollisionList& collisions);
/// Checks for penetration between the described plane and the avatar.
/// \param plane the penetration plane
/// \param collisions[out] a list to which collisions get appended
/// \return whether or not the plane penetrated
bool findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions);
virtual bool isMyAvatar() { return false; }
virtual QVector<glm::quat> getJointRotations() const;
virtual glm::quat getJointRotation(int index) const;
virtual int getJointIndex(const QString& name) const;
virtual QStringList getJointNames() const;
virtual void setFaceModelURL(const QUrl& faceModelURL);
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData);
virtual void setDisplayName(const QString& displayName);
virtual void setBillboard(const QByteArray& billboard);
void setShowDisplayName(bool showDisplayName);
virtual int parseDataAtOffset(const QByteArray& packet, int offset);
static void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
virtual void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration) { }
/// \return bounding radius of avatar
virtual float getBoundingRadius() const;
quint32 getCollisionGroups() const { return _collisionGroups; }
virtual void setCollisionGroups(quint32 collisionGroups) { _collisionGroups = (collisionGroups & VALID_COLLISION_GROUPS); }
Q_INVOKABLE void setSkeletonOffset(const glm::vec3& offset);
Q_INVOKABLE glm::vec3 getSkeletonOffset() { return _skeletonOffset; }
virtual glm::vec3 getSkeletonPosition() const;
Q_INVOKABLE glm::vec3 getJointPosition(int index) const;
Q_INVOKABLE glm::vec3 getJointPosition(const QString& name) const;
Q_INVOKABLE glm::quat getJointCombinedRotation(int index) const;
Q_INVOKABLE glm::quat getJointCombinedRotation(const QString& name) const;
Q_INVOKABLE void setJointModelPositionAndOrientation(int index, const glm::vec3 position, const glm::quat& rotation);
Q_INVOKABLE void setJointModelPositionAndOrientation(const QString& name, const glm::vec3 position,
const glm::quat& rotation);
Q_INVOKABLE glm::vec3 getNeckPosition() const;
Q_INVOKABLE glm::vec3 getVelocity() const { return _velocity; }
Q_INVOKABLE glm::vec3 getAcceleration() const { return _acceleration; }
Q_INVOKABLE glm::vec3 getAngularVelocity() const { return _angularVelocity; }
Q_INVOKABLE glm::vec3 getAngularAcceleration() const { return _angularAcceleration; }
/// Scales a world space position vector relative to the avatar position and scale
/// \param vector position to be scaled. Will store the result
void scaleVectorRelativeToPosition(glm::vec3 &positionToScale) const;
void slamPosition(const glm::vec3& position);
// Call this when updating Avatar position with a delta. This will allow us to
// _accurately_ measure position changes and compute the resulting velocity
// (otherwise floating point error will cause problems at large positions).
void applyPositionDelta(const glm::vec3& delta);
public slots:
void updateCollisionGroups();
signals:
void collisionWithAvatar(const QUuid& myUUID, const QUuid& theirUUID, const CollisionInfo& collision);
protected:
Hair _hair;
SkeletonModel _skeletonModel;
glm::vec3 _skeletonOffset;
QVector<Model*> _attachmentModels;
float _bodyYawDelta;
glm::vec3 _velocity;
// These position histories and derivatives are in the world-frame.
// The derivatives are the MEASURED results of all external and internal forces
// and are therefor READ-ONLY --> motion control of the Avatar is NOT obtained
// by setting these values.
// Floating point error prevents us from accurately measuring velocity using a naive approach
// (e.g. vel = (pos - lastPos)/dt) so instead we use _positionDeltaAccumulator.
glm::vec3 _positionDeltaAccumulator;
glm::vec3 _lastVelocity;
glm::vec3 _acceleration;
glm::vec3 _angularVelocity;
glm::vec3 _lastAngularVelocity;
glm::vec3 _angularAcceleration;
glm::quat _lastOrientation;
float _leanScale;
float _scale;
glm::vec3 _worldUpDirection;
glm::vec3 _mouseRayOrigin;
glm::vec3 _mouseRayDirection;
float _stringLength;
bool _moving; ///< set when position is changing
quint32 _collisionGroups;
// protected methods...
glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
void setScale(float scale);
void measureMotionDerivatives(float deltaTime);
float getSkeletonHeight() const;
float getHeadHeight() const;
float getPelvisFloatingHeight() const;
glm::vec3 getDisplayNamePosition();
void renderDisplayName();
virtual void renderBody(RenderMode renderMode, bool postLighting, float glowLevel = 0.0f);
virtual bool shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const;
void simulateAttachments(float deltaTime);
virtual void renderAttachments(RenderMode renderMode);
virtual void updateJointMappings();
private:
bool _initialized;
QScopedPointer<Texture> _billboardTexture;
bool _shouldRenderBillboard;
bool _isLookAtTarget;
void renderBillboard();
float getBillboardSize() const;
};
#endif // hifi_Avatar_h