overte/libraries/avatars/src/ScriptAvatarData.h
2021-06-21 12:06:52 -04:00

290 lines
11 KiB
C++

//
// ScriptAvatarData.h
// libraries/script-engine/src
//
// Created by Zach Fox on 2017-04-10.
// Copyright 2017 High Fidelity, Inc.
// Copyright 2021 Vircadia contributors.
//
// 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_ScriptAvatarData_h
#define hifi_ScriptAvatarData_h
#include <QtCore/QObject>
#include "AvatarData.h"
class ScriptAvatarData : public QObject {
Q_OBJECT
//
// PHYSICAL PROPERTIES: POSITION AND ORIENTATION
//
Q_PROPERTY(glm::vec3 position READ getPosition)
Q_PROPERTY(float scale READ getTargetScale)
Q_PROPERTY(glm::vec3 handPosition READ getHandPosition)
Q_PROPERTY(float bodyPitch READ getBodyPitch)
Q_PROPERTY(float bodyYaw READ getBodyYaw)
Q_PROPERTY(float bodyRoll READ getBodyRoll)
Q_PROPERTY(glm::quat orientation READ getOrientation)
Q_PROPERTY(glm::quat headOrientation READ getHeadOrientation)
Q_PROPERTY(float headPitch READ getHeadPitch)
Q_PROPERTY(float headYaw READ getHeadYaw)
Q_PROPERTY(float headRoll READ getHeadRoll)
//
// PHYSICAL PROPERTIES: VELOCITY
//
Q_PROPERTY(glm::vec3 velocity READ getVelocity)
Q_PROPERTY(glm::vec3 angularVelocity READ getAngularVelocity)
//
// IDENTIFIER PROPERTIES
//
Q_PROPERTY(QUuid sessionUUID READ getSessionUUID)
Q_PROPERTY(QString displayName READ getDisplayName NOTIFY displayNameChanged)
Q_PROPERTY(QString sessionDisplayName READ getSessionDisplayName NOTIFY sessionDisplayNameChanged)
Q_PROPERTY(bool isReplicated READ getIsReplicated)
Q_PROPERTY(bool lookAtSnappingEnabled READ getLookAtSnappingEnabled NOTIFY lookAtSnappingChanged)
//
// ATTACHMENT AND JOINT PROPERTIES
//
Q_PROPERTY(QString skeletonModelURL READ getSkeletonModelURLFromScript NOTIFY skeletonModelURLChanged)
Q_PROPERTY(QVector<AttachmentData> attachmentData READ getAttachmentData)
Q_PROPERTY(QStringList jointNames READ getJointNames)
//
// AUDIO PROPERTIES
//
Q_PROPERTY(float audioLoudness READ getAudioLoudness)
Q_PROPERTY(float audioAverageLoudness READ getAudioAverageLoudness)
//
// MATRIX PROPERTIES
//
Q_PROPERTY(glm::mat4 sensorToWorldMatrix READ getSensorToWorldMatrix)
Q_PROPERTY(glm::mat4 controllerLeftHandMatrix READ getControllerLeftHandMatrix)
Q_PROPERTY(glm::mat4 controllerRightHandMatrix READ getControllerRightHandMatrix)
Q_PROPERTY(bool hasPriority READ getHasPriority)
public:
ScriptAvatarData(AvatarSharedPointer avatarData);
//
// PHYSICAL PROPERTIES: POSITION AND ORIENTATION
//
glm::vec3 getPosition() const;
float getTargetScale() const;
glm::vec3 getHandPosition() const;
float getBodyPitch() const;
float getBodyYaw() const;
float getBodyRoll() const;
glm::quat getOrientation() const;
glm::quat getHeadOrientation() const;
float getHeadPitch() const;
float getHeadYaw() const;
float getHeadRoll() const;
//
// PHYSICAL PROPERTIES: VELOCITY
//
glm::vec3 getVelocity() const;
glm::vec3 getAngularVelocity() const;
//
// IDENTIFIER PROPERTIES
//
QUuid getSessionUUID() const;
QString getDisplayName() const;
QString getSessionDisplayName() const;
bool getIsReplicated() const;
bool getLookAtSnappingEnabled() const;
//
// ATTACHMENT AND JOINT PROPERTIES
//
QString getSkeletonModelURLFromScript() const;
/*@jsdoc
* Gets the pointing state of the hands to control where the laser emanates from. If the right index finger is pointing, the
* laser emanates from the tip of that finger, otherwise it emanates from the palm.
* @function ScriptAvatar.getHandState
* @returns {HandState|number} The pointing state of the hand, or <code>-1</code> if the avatar data aren't available.
*/
Q_INVOKABLE char getHandState() const;
/*@jsdoc
* Gets the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.vircadia.com/create/avatars/avatar-standards.html">Avatar Standards</a>.
* @function ScriptAvatar.getJointRotation
* @param {number} index - The index of the joint.
* @returns {Quat} The rotation of the joint relative to its parent, or {@link Quat(0)|Quat.IDENTITY} if the avatar data
* aren't available.
*/
Q_INVOKABLE glm::quat getJointRotation(int index) const;
/*@jsdoc
* Gets the translation of a joint relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.vircadia.com/create/avatars/avatar-standards.html">Avatar Standards</a>.</p>
* @function ScriptAvatar.getJointTranslation
* @param {number} index - The index of the joint.
* @returns {Vec3} The translation of the joint relative to its parent, in model coordinates, or {@link Vec3(0)|Vec3.ZERO}
* if the avatar data aren't available.
*/
Q_INVOKABLE glm::vec3 getJointTranslation(int index) const;
/*@jsdoc
* Gets the rotation of a joint relative to its parent. For information on the joint hierarchy used, see
* <a href="https://docs.vircadia.com/create/avatars/avatar-standards.html">Avatar Standards</a>.
* @function ScriptAvatar.getJointRotation
* @param {string} name - The name of the joint.
* @returns {Quat} The rotation of the joint relative to its parent, or {@link Quat(0)|Quat.IDENTITY} if the avatar data
* aren't available.
*/
Q_INVOKABLE glm::quat getJointRotation(const QString& name) const;
/*@jsdoc
* Gets the translation of a joint relative to its parent, in model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* <p>For information on the joint hierarchy used, see
* <a href="https://docs.vircadia.com/create/avatars/avatar-standards.html">Avatar Standards</a>.</p>
* @function ScriptAvatar.getJointTranslation
* @param {number} name - The name of the joint.
* @returns {Vec3} The translation of the joint relative to its parent, in model coordinates, or {@link Vec3(0)|Vec3.ZERO}
* if the avatar data aren't available.
*/
Q_INVOKABLE glm::vec3 getJointTranslation(const QString& name) const;
/*@jsdoc
* Gets the rotations of all joints in the avatar. Each joint's rotation is relative to its parent joint.
* @function ScriptAvatar.getJointRotations
* @returns {Quat[]} The rotations of all joints relative to each's parent, or <code>[]</code> if the avatar data aren't
* available. The values are in the same order as the array returned by {@link ScriptAvatar.getJointNames}.
*/
Q_INVOKABLE QVector<glm::quat> getJointRotations() const;
/*@jsdoc
* Gets the translations of all joints in the avatar. Each joint's translation is relative to its parent joint, in
* model coordinates.
* <p><strong>Warning:</strong> These coordinates are not necessarily in meters.</p>
* @function ScriptAvatar.getJointTranslations
* @returns {Vec3[]} The translations of all joints relative to each's parent, in model coordinates, or <code>[]</code> if
* the avatar data aren't available. The values are in the same order as the array returned by
* {@link ScriptAvatar.getJointNames}.
*/
Q_INVOKABLE QVector<glm::vec3> getJointTranslations() const;
/*@jsdoc
* Checks that the data for a joint are valid.
* @function ScriptAvatar.isJointDataValid
* @param {number} index - The index of the joint.
* @returns {boolean} <code>true</code> if the joint data are valid, <code>false</code> if not or the avatar data aren't
* available.
*/
Q_INVOKABLE bool isJointDataValid(const QString& name) const;
/*@jsdoc
* Gets the joint index for a named joint. The joint index value is the position of the joint in the array returned by
* {@linkScriptAvatar.getJointNames}.
* @function ScriptAvatar.getJointIndex
* @param {string} name - The name of the joint.
* @returns {number} The index of the joint if valid and avatar data are available, otherwise <code>-1</code>.
*/
Q_INVOKABLE int getJointIndex(const QString& name) const;
/*@jsdoc
* Gets the names of all the joints in the avatar.
* @function ScriptAvatar.getJointNames
* @returns {string[]} The joint names, or <code>[]</code> if the avatar data aren't available.
*/
Q_INVOKABLE QStringList getJointNames() const;
/*@jsdoc
* Gets information about the models currently attached to the avatar.
* @function ScriptAvatar.getAttachmentData
* @returns {AttachmentData[]} Information about all models attached to the avatar, or <code>[]</code> if the avatar data
* aren't available.
* @deprecated This function is deprecated and will be removed. Use avatar entities instead.
*/
Q_INVOKABLE QVector<AttachmentData> getAttachmentData() const;
#if DEV_BUILD || PR_BUILD
Q_INVOKABLE AvatarEntityMap getAvatarEntities() const;
#endif
//
// AUDIO PROPERTIES
//
float getAudioLoudness() const;
float getAudioAverageLoudness() const;
//
// MATRIX PROPERTIES
//
glm::mat4 getSensorToWorldMatrix() const;
glm::mat4 getControllerLeftHandMatrix() const;
glm::mat4 getControllerRightHandMatrix() const;
bool getHasPriority() const;
signals:
/*@jsdoc
* Triggered when the avatar's <code>displayName</code> property value changes.
* @function ScriptAvatar.displayNameChanged
* @returns {Signal}
*/
void displayNameChanged();
/*@jsdoc
* Triggered when the avatar's <code>sessionDisplayName</code> property value changes.
* @function ScriptAvatar.sessionDisplayNameChanged
* @returns {Signal}
*/
void sessionDisplayNameChanged();
/*@jsdoc
* Triggered when the avatar's model (i.e., <code>skeletonModelURL</code> property value) changes.
* @function ScriptAvatar.skeletonModelURLChanged
* @returns {Signal}
*/
void skeletonModelURLChanged();
/*@jsdoc
* Triggered when the avatar's <code>lookAtSnappingEnabled</code> property value changes.
* @function ScriptAvatar.lookAtSnappingChanged
* @param {boolean} enabled - <code>true</code> if look-at snapping is enabled, <code>false</code> if not.
* @returns {Signal}
*/
void lookAtSnappingChanged(bool enabled);
public slots:
/*@jsdoc
* Gets the rotation of a joint relative to the avatar.
* @function ScriptAvatar.getAbsoluteJointRotationInObjectFrame
* @param {number} index - The index of the joint.
* @returns {Quat} The rotation of the joint relative to the avatar, or {@link Quat(0)|Quat.IDENTITY} if the avatar data
* aren't available.
*/
glm::quat getAbsoluteJointRotationInObjectFrame(int index) const;
/*@jsdoc
* Gets the translation of a joint relative to the avatar.
* @function ScriptAvatar.getAbsoluteJointTranslationInObjectFrame
* @param {number} index - The index of the joint.
* @returns {Vec3} The translation of the joint relative to the avatar, or {@link Vec3(0)|Vec3.ZERO} if the avatar data
* aren't available.
*/
glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const;
protected:
std::weak_ptr<AvatarData> _avatarData;
};
#endif // hifi_ScriptAvatarData_h