overte/libraries/avatars/src/AvatarData.h
2013-05-20 17:13:40 -07:00

142 lines
4.8 KiB
C++

//
// AvatarData.h
// hifi
//
// Created by Stephen Birarda on 4/9/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef __hifi__AvatarData__
#define __hifi__AvatarData__
#include <string>
#include <glm/glm.hpp>
#include <AgentData.h>
#include "HeadData.h"
const int WANT_RESIN_AT_BIT = 0;
const int WANT_COLOR_AT_BIT = 1;
const int WANT_DELTA_AT_BIT = 2;
enum KeyState
{
NO_KEY_DOWN,
INSERT_KEY_DOWN,
DELETE_KEY_DOWN
};
class AvatarData : public AgentData {
public:
AvatarData();
~AvatarData();
const glm::vec3& getPosition() const { return _position; }
void setPosition (const glm::vec3 position ) { _position = position; }
void setHandPosition (const glm::vec3 handPosition ) { _handPosition = handPosition; }
int getBroadcastData(unsigned char* destinationBuffer);
int parseData(unsigned char* sourceBuffer, int numBytes);
// Body Rotation
float getBodyYaw() const { return _bodyYaw; }
void setBodyYaw(float bodyYaw) { _bodyYaw = bodyYaw; }
float getBodyPitch() const { return _bodyPitch; }
void setBodyPitch(float bodyPitch) { _bodyPitch = bodyPitch; }
float getBodyRoll() const {return _bodyRoll; }
void setBodyRoll(float bodyRoll) { _bodyRoll = bodyRoll; }
// Hand State
void setHandState(char s) { _handState = s; };
char getHandState() const {return _handState; };
// Instantaneous audio loudness to drive mouth/facial animation
void setLoudness(float l) { _audioLoudness = l; };
float getLoudness() const {return _audioLoudness; };
// getters for camera details
const glm::vec3& getCameraPosition() const { return _cameraPosition; };
const glm::vec3& getCameraDirection() const { return _cameraDirection; }
const glm::vec3& getCameraUp() const { return _cameraUp; }
const glm::vec3& getCameraRight() const { return _cameraRight; }
float getCameraFov() const { return _cameraFov; }
float getCameraAspectRatio() const { return _cameraAspectRatio; }
float getCameraNearClip() const { return _cameraNearClip; }
float getCameraFarClip() const { return _cameraFarClip; }
// setters for camera details
void setCameraPosition(const glm::vec3& position) { _cameraPosition = position; };
void setCameraDirection(const glm::vec3& direction) { _cameraDirection = direction; }
void setCameraUp(const glm::vec3& up) { _cameraUp = up; }
void setCameraRight(const glm::vec3& right) { _cameraRight = right; }
void setCameraFov(float fov) { _cameraFov = fov; }
void setCameraAspectRatio(float aspectRatio) { _cameraAspectRatio = aspectRatio; }
void setCameraNearClip(float nearClip) { _cameraNearClip = nearClip; }
void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
// key state
void setKeyState(KeyState s) { _keyState = s; }
KeyState keyState() const { return _keyState; }
// chat message
void setChatMessage(const std::string& msg) { _chatMessage = msg; }
const std::string& chatMessage () const { return _chatMessage; }
// related to Voxel Sending strategies
bool getWantResIn() const { return _wantResIn; }
bool getWantColor() const { return _wantColor; }
bool getWantDelta() const { return _wantDelta; }
void setWantResIn(bool wantResIn) { _wantResIn = wantResIn; }
void setWantColor(bool wantColor) { _wantColor = wantColor; }
void setWantDelta(bool wantDelta) { _wantDelta = wantDelta; }
void setHeadData(HeadData* headData) { _headData = headData; }
protected:
// privatize the copy constructor and assignment operator so they cannot be called
AvatarData(const AvatarData&);
AvatarData& operator= (const AvatarData&);
glm::vec3 _position;
glm::vec3 _handPosition;
// Body rotation
float _bodyYaw;
float _bodyPitch;
float _bodyRoll;
// Audio loudness (used to drive facial animation)
float _audioLoudness;
// Hand state (are we grabbing something or not)
char _handState;
// camera details for the avatar
glm::vec3 _cameraPosition;
// can we describe this in less space? For example, a Quaternion? or Euler angles?
glm::vec3 _cameraDirection;
glm::vec3 _cameraUp;
glm::vec3 _cameraRight;
float _cameraFov;
float _cameraAspectRatio;
float _cameraNearClip;
float _cameraFarClip;
// key state
KeyState _keyState;
// chat message
std::string _chatMessage;
// voxel server sending items
bool _wantResIn;
bool _wantColor;
bool _wantDelta;
HeadData* _headData;
};
#endif /* defined(__hifi__AvatarData__) */