overte/interface/src/avatar/MyAvatar.h
2017-01-23 15:12:54 -08:00

527 lines
23 KiB
C++

//
// MyAvatar.h
// interface/src/avatar
//
// Created by Mark Peng on 8/16/13.
// 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_MyAvatar_h
#define hifi_MyAvatar_h
#include <glm/glm.hpp>
#include <SettingHandle.h>
#include <Rig.h>
#include <Sound.h>
#include <controllers/Pose.h>
#include <controllers/Actions.h>
#include "Avatar.h"
#include "AtRestDetector.h"
#include "MyCharacterController.h"
#include <ThreadSafeValueCache.h>
class AvatarActionHold;
class ModelItemID;
enum DriveKeys {
TRANSLATE_X = 0,
TRANSLATE_Y,
TRANSLATE_Z,
YAW,
STEP_TRANSLATE_X,
STEP_TRANSLATE_Y,
STEP_TRANSLATE_Z,
STEP_YAW,
PITCH,
ZOOM,
MAX_DRIVE_KEYS
};
enum eyeContactTarget {
LEFT_EYE,
RIGHT_EYE,
MOUTH
};
enum AudioListenerMode {
FROM_HEAD = 0,
FROM_CAMERA,
CUSTOM
};
Q_DECLARE_METATYPE(AudioListenerMode);
class MyAvatar : public Avatar {
Q_OBJECT
Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally)
Q_PROPERTY(glm::vec3 motorVelocity READ getScriptedMotorVelocity WRITE setScriptedMotorVelocity)
Q_PROPERTY(float motorTimescale READ getScriptedMotorTimescale WRITE setScriptedMotorTimescale)
Q_PROPERTY(QString motorReferenceFrame READ getScriptedMotorFrame WRITE setScriptedMotorFrame)
Q_PROPERTY(QString collisionSoundURL READ getCollisionSoundURL WRITE setCollisionSoundURL)
Q_PROPERTY(AudioListenerMode audioListenerMode READ getAudioListenerMode WRITE setAudioListenerMode)
Q_PROPERTY(glm::vec3 customListenPosition READ getCustomListenPosition WRITE setCustomListenPosition)
Q_PROPERTY(glm::quat customListenOrientation READ getCustomListenOrientation WRITE setCustomListenOrientation)
Q_PROPERTY(AudioListenerMode audioListenerModeHead READ getAudioListenerModeHead)
Q_PROPERTY(AudioListenerMode audioListenerModeCamera READ getAudioListenerModeCamera)
Q_PROPERTY(AudioListenerMode audioListenerModeCustom READ getAudioListenerModeCustom)
//TODO: make gravity feature work Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setGravity)
Q_PROPERTY(glm::vec3 leftHandPosition READ getLeftHandPosition)
Q_PROPERTY(glm::vec3 rightHandPosition READ getRightHandPosition)
Q_PROPERTY(glm::vec3 leftHandTipPosition READ getLeftHandTipPosition)
Q_PROPERTY(glm::vec3 rightHandTipPosition READ getRightHandTipPosition)
Q_PROPERTY(controller::Pose leftHandPose READ getLeftHandPose)
Q_PROPERTY(controller::Pose rightHandPose READ getRightHandPose)
Q_PROPERTY(controller::Pose leftHandTipPose READ getLeftHandTipPose)
Q_PROPERTY(controller::Pose rightHandTipPose READ getRightHandTipPose)
Q_PROPERTY(float energy READ getEnergy WRITE setEnergy)
Q_PROPERTY(bool hmdLeanRecenterEnabled READ getHMDLeanRecenterEnabled WRITE setHMDLeanRecenterEnabled)
Q_PROPERTY(bool characterControllerEnabled READ getCharacterControllerEnabled WRITE setCharacterControllerEnabled)
public:
explicit MyAvatar(RigPointer rig);
~MyAvatar();
virtual void simulateAttachments(float deltaTime) override;
AudioListenerMode getAudioListenerModeHead() const { return FROM_HEAD; }
AudioListenerMode getAudioListenerModeCamera() const { return FROM_CAMERA; }
AudioListenerMode getAudioListenerModeCustom() const { return CUSTOM; }
void reset(bool andRecenter = false, bool andReload = true, bool andHead = true);
Q_INVOKABLE void centerBody(); // thread-safe
Q_INVOKABLE void clearIKJointLimitHistory(); // thread-safe
void update(float deltaTime);
virtual void postUpdate(float deltaTime) override;
void preDisplaySide(RenderArgs* renderArgs);
const glm::mat4& getHMDSensorMatrix() const { return _hmdSensorMatrix; }
const glm::vec3& getHMDSensorPosition() const { return _hmdSensorPosition; }
const glm::quat& getHMDSensorOrientation() const { return _hmdSensorOrientation; }
const glm::vec2& getHMDSensorFacingMovingAverage() const { return _hmdSensorFacingMovingAverage; }
Q_INVOKABLE void setOrientationVar(const QVariant& newOrientationVar);
Q_INVOKABLE QVariant getOrientationVar() const;
// Pass a recent sample of the HMD to the avatar.
// This can also update the avatar's position to follow the HMD
// as it moves through the world.
void updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix);
// read the location of a hand controller and save the transform
void updateJointFromController(controller::Action poseKey, ThreadSafeValueCache<glm::mat4>& matrixCache);
// best called at end of main loop, just before rendering.
// update sensor to world matrix from current body position and hmd sensor.
// This is so the correct camera can be used for rendering.
void updateSensorToWorldMatrix();
void setRealWorldFieldOfView(float realWorldFov) { _realWorldFieldOfView.set(realWorldFov); }
Q_INVOKABLE glm::vec3 getDefaultEyePosition() const;
float getRealWorldFieldOfView() { return _realWorldFieldOfView.get(); }
// Interrupt the current animation with a custom animation.
Q_INVOKABLE void overrideAnimation(const QString& url, float fps, bool loop, float firstFrame, float lastFrame);
// Stop the animation that was started with overrideAnimation and go back to the standard animation.
Q_INVOKABLE void restoreAnimation();
// Returns a list of all clips that are available
Q_INVOKABLE QStringList getAnimationRoles();
// Replace an existing standard role animation with a custom one.
Q_INVOKABLE void overrideRoleAnimation(const QString& role, const QString& url, float fps, bool loop, float firstFrame, float lastFrame);
// remove an animation role override and return to the standard animation.
Q_INVOKABLE void restoreRoleAnimation(const QString& role);
// Adds handler(animStateDictionaryIn) => animStateDictionaryOut, which will be invoked just before each animGraph state update.
// The handler will be called with an animStateDictionaryIn that has all those properties specified by the (possibly empty)
// propertiesList argument. However for debugging, if the properties argument is null, all internal animGraph state is provided.
// The animStateDictionaryOut can be a different object than animStateDictionaryIn. Any properties set in animStateDictionaryOut
// will override those of the internal animation machinery.
// The animStateDictionaryIn may be shared among multiple handlers, and thus may contain additional properties specified when
// adding one of the other handlers. While any handler may change a value in animStateDictionaryIn (or supply different values in animStateDictionaryOut)
// a handler must not remove properties from animStateDictionaryIn, nor change property values that it does not intend to change.
// It is not specified in what order multiple handlers are called.
Q_INVOKABLE QScriptValue addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList) { return _rig->addAnimationStateHandler(handler, propertiesList); }
// Removes a handler previously added by addAnimationStateHandler.
Q_INVOKABLE void removeAnimationStateHandler(QScriptValue handler) { _rig->removeAnimationStateHandler(handler); }
Q_INVOKABLE bool getSnapTurn() const { return _useSnapTurn; }
Q_INVOKABLE void setSnapTurn(bool on) { _useSnapTurn = on; }
Q_INVOKABLE bool getClearOverlayWhenMoving() const { return _clearOverlayWhenMoving; }
Q_INVOKABLE void setClearOverlayWhenMoving(bool on) { _clearOverlayWhenMoving = on; }
Q_INVOKABLE void setHMDLeanRecenterEnabled(bool value) { _hmdLeanRecenterEnabled = value; }
Q_INVOKABLE bool getHMDLeanRecenterEnabled() const { return _hmdLeanRecenterEnabled; }
// get/set avatar data
void saveData();
void loadData();
void saveAttachmentData(const AttachmentData& attachment) const;
AttachmentData loadAttachmentData(const QUrl& modelURL, const QString& jointName = QString()) const;
// Set what driving keys are being pressed to control thrust levels
void clearDriveKeys();
void setDriveKeys(int key, float val) { _driveKeys[key] = val; };
void relayDriveKeysToCharacterController();
eyeContactTarget getEyeContactTarget();
Q_INVOKABLE glm::vec3 getTrackedHeadPosition() const { return _trackedHeadPosition; }
Q_INVOKABLE glm::vec3 getHeadPosition() const { return getHead()->getPosition(); }
Q_INVOKABLE float getHeadFinalYaw() const { return getHead()->getFinalYaw(); }
Q_INVOKABLE float getHeadFinalRoll() const { return getHead()->getFinalRoll(); }
Q_INVOKABLE float getHeadFinalPitch() const { return getHead()->getFinalPitch(); }
Q_INVOKABLE float getHeadDeltaPitch() const { return getHead()->getDeltaPitch(); }
Q_INVOKABLE glm::vec3 getEyePosition() const { return getHead()->getEyePosition(); }
Q_INVOKABLE glm::vec3 getTargetAvatarPosition() const { return _targetAvatarPosition; }
Q_INVOKABLE glm::vec3 getLeftHandPosition() const;
Q_INVOKABLE glm::vec3 getRightHandPosition() const;
Q_INVOKABLE glm::vec3 getLeftHandTipPosition() const;
Q_INVOKABLE glm::vec3 getRightHandTipPosition() const;
Q_INVOKABLE controller::Pose getLeftHandPose() const;
Q_INVOKABLE controller::Pose getRightHandPose() const;
Q_INVOKABLE controller::Pose getLeftHandTipPose() const;
Q_INVOKABLE controller::Pose getRightHandTipPose() const;
AvatarWeakPointer getLookAtTargetAvatar() const { return _lookAtTargetAvatar; }
void updateLookAtTargetAvatar();
void clearLookAtTargetAvatar();
virtual void setJointRotations(QVector<glm::quat> jointRotations) override;
virtual void setJointData(int index, const glm::quat& rotation, const glm::vec3& translation) override;
virtual void setJointRotation(int index, const glm::quat& rotation) override;
virtual void setJointTranslation(int index, const glm::vec3& translation) override;
virtual void clearJointData(int index) override;
virtual void clearJointsData() override;
Q_INVOKABLE void useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelName = QString());
Q_INVOKABLE QUrl getFullAvatarURLFromPreferences() const { return _fullAvatarURLFromPreferences; }
Q_INVOKABLE QString getFullAvatarModelName() const { return _fullAvatarModelName; }
void resetFullAvatarURL();
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData) override;
MyCharacterController* getCharacterController() { return &_characterController; }
const MyCharacterController* getCharacterController() const { return &_characterController; }
void updateMotors();
void prepareForPhysicsSimulation();
void harvestResultsFromPhysicsSimulation(float deltaTime);
const QString& getCollisionSoundURL() { return _collisionSoundURL; }
void setCollisionSoundURL(const QString& url);
SharedSoundPointer getCollisionSound();
void setCollisionSound(SharedSoundPointer sound) { _collisionSound = sound; }
void clearScriptableSettings();
float getBoomLength() const { return _boomLength; }
void setBoomLength(float boomLength) { _boomLength = boomLength; }
float getPitchSpeed() const { return _pitchSpeed; }
void setPitchSpeed(float speed) { _pitchSpeed = speed; }
float getYawSpeed() const { return _yawSpeed; }
void setYawSpeed(float speed) { _yawSpeed = speed; }
static const float ZOOM_MIN;
static const float ZOOM_MAX;
static const float ZOOM_DEFAULT;
void destroyAnimGraph();
AudioListenerMode getAudioListenerMode() { return _audioListenerMode; }
void setAudioListenerMode(AudioListenerMode audioListenerMode);
glm::vec3 getCustomListenPosition() { return _customListenPosition; }
void setCustomListenPosition(glm::vec3 customListenPosition) { _customListenPosition = customListenPosition; }
glm::quat getCustomListenOrientation() { return _customListenOrientation; }
void setCustomListenOrientation(glm::quat customListenOrientation) { _customListenOrientation = customListenOrientation; }
virtual void rebuildCollisionShape() override;
void setHandControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right);
controller::Pose getLeftHandControllerPoseInSensorFrame() const;
controller::Pose getRightHandControllerPoseInSensorFrame() const;
controller::Pose getLeftHandControllerPoseInWorldFrame() const;
controller::Pose getRightHandControllerPoseInWorldFrame() const;
controller::Pose getLeftHandControllerPoseInAvatarFrame() const;
controller::Pose getRightHandControllerPoseInAvatarFrame() const;
bool hasDriveInput() const;
Q_INVOKABLE void setCharacterControllerEnabled(bool enabled);
Q_INVOKABLE bool getCharacterControllerEnabled();
virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override;
virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
void addHoldAction(AvatarActionHold* holdAction); // thread-safe
void removeHoldAction(AvatarActionHold* holdAction); // thread-safe
void updateHoldActions(const AnimPose& prePhysicsPose, const AnimPose& postUpdatePose);
public slots:
void increaseSize();
void decreaseSize();
void resetSize();
void goToLocation(const glm::vec3& newPosition,
bool hasOrientation = false, const glm::quat& newOrientation = glm::quat(),
bool shouldFaceLocation = false);
void goToLocation(const QVariant& properties);
void restrictScaleFromDomainSettings(const QJsonObject& domainSettingsObject);
void clearScaleRestriction();
// Set/Get update the thrust that will move the avatar around
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
glm::vec3 getThrust() { return _thrust; };
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
Q_INVOKABLE void updateMotionBehaviorFromMenu();
void setEnableDebugDrawDefaultPose(bool isEnabled);
void setEnableDebugDrawAnimPose(bool isEnabled);
void setEnableDebugDrawPosition(bool isEnabled);
void setEnableDebugDrawHandControllers(bool isEnabled);
void setEnableDebugDrawSensorToWorldMatrix(bool isEnabled);
bool getEnableMeshVisible() const { return _skeletonModel->isVisible(); }
void setEnableMeshVisible(bool isEnabled);
void setUseAnimPreAndPostRotations(bool isEnabled);
void setEnableInverseKinematics(bool isEnabled);
QUrl getAnimGraphOverrideUrl() const; // thread-safe
void setAnimGraphOverrideUrl(QUrl value); // thread-safe
QUrl getAnimGraphUrl() const; // thread-safe
void setAnimGraphUrl(const QUrl& url); // thread-safe
glm::vec3 getPositionForAudio();
glm::quat getOrientationForAudio();
signals:
void audioListenerModeChanged();
void transformChanged();
void newCollisionSoundURL(const QUrl& url);
void collisionWithEntity(const Collision& collision);
void energyChanged(float newEnergy);
void positionGoneTo();
void onLoadComplete();
private:
glm::vec3 getWorldBodyPosition() const;
glm::quat getWorldBodyOrientation() const;
virtual QByteArray toByteArray(AvatarDataDetail dataDetail, quint64 lastSentTime, const QVector<JointData>& lastSentJointData,
bool distanceAdjust = false, glm::vec3 viewerPosition = glm::vec3(0), QVector<JointData>* sentJointDataOut = nullptr) override;
void simulate(float deltaTime);
void updateFromTrackers(float deltaTime);
virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPositio) override;
virtual bool shouldRenderHead(const RenderArgs* renderArgs) const override;
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; setEnableMeshVisible(shouldRender); }
bool getShouldRenderLocally() const { return _shouldRender; }
bool getDriveKeys(int key) { return _driveKeys[key] != 0.0f; };
bool isMyAvatar() const override { return true; }
virtual int parseDataFromBuffer(const QByteArray& buffer) override;
virtual glm::vec3 getSkeletonPosition() const override;
glm::vec3 getScriptedMotorVelocity() const { return _scriptedMotorVelocity; }
float getScriptedMotorTimescale() const { return _scriptedMotorTimescale; }
QString getScriptedMotorFrame() const;
void setScriptedMotorVelocity(const glm::vec3& velocity);
void setScriptedMotorTimescale(float timescale);
void setScriptedMotorFrame(QString frame);
virtual void attach(const QString& modelURL, const QString& jointName = QString(),
const glm::vec3& translation = glm::vec3(), const glm::quat& rotation = glm::quat(),
float scale = 1.0f, bool isSoft = false,
bool allowDuplicates = false, bool useSaved = true) override;
bool cameraInsideHead() const;
void updateEyeContactTarget(float deltaTime);
// These are made private for MyAvatar so that you will use the "use" methods instead
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
void setVisibleInSceneIfReady(Model* model, render::ScenePointer scene, bool visiblity);
// derive avatar body position and orientation from the current HMD Sensor location.
// results are in HMD frame
glm::mat4 deriveBodyFromHMDSensor() const;
virtual void updatePalms() override {}
void lateUpdatePalms();
void clampTargetScaleToDomainLimits();
void clampScaleChangeToDomainLimits(float desiredScale);
glm::mat4 computeCameraRelativeHandControllerMatrix(const glm::mat4& controllerSensorMatrix) const;
float _driveKeys[MAX_DRIVE_KEYS];
bool _wasPushing;
bool _isPushing;
bool _isBeingPushed;
bool _isBraking;
float _boomLength;
float _yawSpeed; // degrees/sec
float _pitchSpeed; // degrees/sec
glm::vec3 _thrust; // impulse accumulator for outside sources
glm::vec3 _actionMotorVelocity; // target local-frame velocity of avatar (default controller actions)
glm::vec3 _scriptedMotorVelocity; // target local-frame velocity of avatar (analog script)
float _scriptedMotorTimescale; // timescale for avatar to achieve its target velocity
int _scriptedMotorFrame;
quint32 _motionBehaviors;
QString _collisionSoundURL;
SharedSoundPointer _collisionSound;
MyCharacterController _characterController;
AvatarWeakPointer _lookAtTargetAvatar;
glm::vec3 _targetAvatarPosition;
bool _shouldRender;
float _oculusYawOffset;
eyeContactTarget _eyeContactTarget;
float _eyeContactTargetTimer { 0.0f };
glm::vec3 _trackedHeadPosition;
Setting::Handle<float> _realWorldFieldOfView;
// private methods
void updateOrientation(float deltaTime);
void updateActionMotor(float deltaTime);
void updatePosition(float deltaTime);
void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
void initHeadBones();
void initAnimGraph();
// Avatar Preferences
QUrl _fullAvatarURLFromPreferences;
QString _fullAvatarModelName;
ThreadSafeValueCache<QUrl> _currentAnimGraphUrl;
ThreadSafeValueCache<QUrl> _prefOverrideAnimGraphUrl;
QUrl _fstAnimGraphOverrideUrl;
bool _useSnapTurn { true };
bool _clearOverlayWhenMoving { true };
// working copies -- see AvatarData for thread-safe _sensorToWorldMatrixCache, used for outward facing access
glm::mat4 _sensorToWorldMatrix { glm::mat4() };
// cache of the current HMD sensor position and orientation
// in sensor space.
glm::mat4 _hmdSensorMatrix;
glm::quat _hmdSensorOrientation;
glm::vec3 _hmdSensorPosition;
glm::vec2 _hmdSensorFacing; // facing vector in xz plane
glm::vec2 _hmdSensorFacingMovingAverage { 0, 0 }; // facing vector in xz plane
// cache of the current body position and orientation of the avatar's body,
// in sensor space.
glm::mat4 _bodySensorMatrix;
struct FollowHelper {
FollowHelper();
enum FollowType {
Rotation = 0,
Horizontal,
Vertical,
NumFollowTypes
};
glm::mat4 _desiredBodyMatrix;
float _timeRemaining[NumFollowTypes];
void deactivate();
void deactivate(FollowType type);
void activate();
void activate(FollowType type);
bool isActive() const;
bool isActive(FollowType followType) const;
float getMaxTimeRemaining() const;
void decrementTimeRemaining(float dt);
bool shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
bool shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
bool shouldActivateHorizontal(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
void prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& bodySensorMatrix, const glm::mat4& currentBodyMatrix, bool hasDriveInput);
glm::mat4 postPhysicsUpdate(const MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix);
};
FollowHelper _follow;
bool _goToPending;
glm::vec3 _goToPosition;
glm::quat _goToOrientation;
std::unordered_set<int> _headBoneSet;
RigPointer _rig;
bool _prevShouldDrawHead;
bool _enableDebugDrawDefaultPose { false };
bool _enableDebugDrawAnimPose { false };
bool _enableDebugDrawHandControllers { false };
bool _enableDebugDrawSensorToWorldMatrix { false };
AudioListenerMode _audioListenerMode;
glm::vec3 _customListenPosition;
glm::quat _customListenOrientation;
AtRestDetector _hmdAtRestDetector;
bool _lastIsMoving { false };
bool _hoverReferenceCameraFacingIsCaptured { false };
glm::vec3 _hoverReferenceCameraFacing { 0.0f, 0.0f, -1.0f }; // hmd sensor space
// These are stored in SENSOR frame
ThreadSafeValueCache<controller::Pose> _leftHandControllerPoseInSensorFrameCache { controller::Pose() };
ThreadSafeValueCache<controller::Pose> _rightHandControllerPoseInSensorFrameCache { controller::Pose() };
bool _hmdLeanRecenterEnabled = true;
AnimPose _prePhysicsRoomPose;
std::mutex _holdActionsMutex;
std::vector<AvatarActionHold*> _holdActions;
float AVATAR_MOVEMENT_ENERGY_CONSTANT { 0.001f };
float AUDIO_ENERGY_CONSTANT { 0.000001f };
float MAX_AVATAR_MOVEMENT_PER_FRAME { 30.0f };
float currentEnergy { 0.0f };
float energyChargeRate { 0.003f };
glm::vec3 priorVelocity;
glm::vec3 lastPosition;
float getAudioEnergy();
float getAccelerationEnergy();
float getEnergy();
void setEnergy(float value);
bool didTeleport();
};
QScriptValue audioListenModeToScriptValue(QScriptEngine* engine, const AudioListenerMode& audioListenerMode);
void audioListenModeFromScriptValue(const QScriptValue& object, AudioListenerMode& audioListenerMode);
#endif // hifi_MyAvatar_h