overte/libraries/avatars/src/AvatarData.cpp

244 lines
8.1 KiB
C++

//
// AvatarData.cpp
// hifi
//
// Created by Stephen Birarda on 4/9/13.
//
//
#include <cstdio>
#include <cstring>
#include <stdint.h>
#include <SharedUtil.h>
#include <PacketHeaders.h>
#include "AvatarData.h"
#include "avatars_Log.h"
using namespace std;
using avatars_lib::printLog;
int packFloatAngleToTwoByte(unsigned char* buffer, float angle) {
const float ANGLE_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 360.0);
uint16_t angleHolder = floorf((angle + 180) * ANGLE_CONVERSION_RATIO);
memcpy(buffer, &angleHolder, sizeof(uint16_t));
return sizeof(uint16_t);
}
int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPointer) {
*destinationPointer = (*byteAnglePointer / (float) std::numeric_limits<uint16_t>::max()) * 360.0 - 180;
return sizeof(uint16_t);
}
AvatarData::AvatarData() :
_handPosition(0,0,0),
_bodyYaw(-90.0),
_bodyPitch(0.0),
_bodyRoll(0.0),
_headYaw(0),
_headPitch(0),
_headRoll(0),
_headLeanSideways(0),
_headLeanForward(0),
_handState(0),
_cameraPosition(0,0,0),
_cameraDirection(0,0,0),
_cameraUp(0,0,0),
_cameraRight(0,0,0),
_cameraFov(0.0f),
_cameraAspectRatio(0.0f),
_cameraNearClip(0.0f),
_cameraFarClip(0.0f),
_keyState(NO_KEY_DOWN) {
}
AvatarData::~AvatarData() {
}
AvatarData* AvatarData::clone() const {
return new AvatarData(*this);
}
int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
unsigned char* bufferStart = destinationBuffer;
// TODO: DRY this up to a shared method
// that can pack any type given the number of bytes
// and return the number of bytes to push the pointer
// Body world position
memcpy(destinationBuffer, &_position, sizeof(float) * 3);
destinationBuffer += sizeof(float) * 3;
// Body rotation (NOTE: This needs to become a quaternion to save two bytes)
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyYaw);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll);
// Head rotation (NOTE: This needs to become a quaternion to save two bytes)
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headYaw);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headPitch);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headRoll);
// Head lean X,Z (head lateral and fwd/back motion relative to torso)
memcpy(destinationBuffer, &_headLeanSideways, sizeof(float));
destinationBuffer += sizeof(float);
memcpy(destinationBuffer, &_headLeanForward, sizeof(float));
destinationBuffer += sizeof(float);
// Hand Position
memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
destinationBuffer += sizeof(float) * 3;
// Hand State (0 = not grabbing, 1 = grabbing)
memcpy(destinationBuffer, &_handState, sizeof(char));
destinationBuffer += sizeof(char);
// Instantaneous audio loudness (used to drive facial animation)
memcpy(destinationBuffer, &_audioLoudness, sizeof(float));
destinationBuffer += sizeof(float);
// camera details
memcpy(destinationBuffer, &_cameraPosition, sizeof(_cameraPosition));
destinationBuffer += sizeof(_cameraPosition);
memcpy(destinationBuffer, &_cameraDirection, sizeof(_cameraDirection));
destinationBuffer += sizeof(_cameraDirection);
memcpy(destinationBuffer, &_cameraRight, sizeof(_cameraRight));
destinationBuffer += sizeof(_cameraRight);
memcpy(destinationBuffer, &_cameraUp, sizeof(_cameraUp));
destinationBuffer += sizeof(_cameraUp);
memcpy(destinationBuffer, &_cameraFov, sizeof(_cameraFov));
destinationBuffer += sizeof(_cameraFov);
memcpy(destinationBuffer, &_cameraAspectRatio, sizeof(_cameraAspectRatio));
destinationBuffer += sizeof(_cameraAspectRatio);
memcpy(destinationBuffer, &_cameraNearClip, sizeof(_cameraNearClip));
destinationBuffer += sizeof(_cameraNearClip);
memcpy(destinationBuffer, &_cameraFarClip, sizeof(_cameraFarClip));
destinationBuffer += sizeof(_cameraFarClip);
// key state
*destinationBuffer++ = _keyState;
// chat message
*destinationBuffer++ = _chatMessage.size();
memcpy(destinationBuffer, _chatMessage.data(), _chatMessage.size() * sizeof(char));
destinationBuffer += _chatMessage.size() * sizeof(char);
return destinationBuffer - bufferStart;
}
// called on the other agents - assigns it to my views of the others
int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
// increment to push past the packet header
sourceBuffer += sizeof(PACKET_HEADER_HEAD_DATA);
unsigned char* startPosition = sourceBuffer;
// push past the agent ID
sourceBuffer += + sizeof(uint16_t);
// Body world position
memcpy(&_position, sourceBuffer, sizeof(float) * 3);
sourceBuffer += sizeof(float) * 3;
// Body rotation (NOTE: This needs to become a quaternion to save two bytes)
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyYaw);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyRoll);
// Head rotation (NOTE: This needs to become a quaternion to save two bytes)
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headYaw);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headPitch);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headRoll);
// Head position relative to pelvis
memcpy(&_headLeanSideways, sourceBuffer, sizeof(float));
sourceBuffer += sizeof(float);
memcpy(&_headLeanForward, sourceBuffer, sizeof(float));
sourceBuffer += sizeof(float);
// Hand Position
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
sourceBuffer += sizeof(float) * 3;
// Hand State
memcpy(&_handState, sourceBuffer, sizeof(char));
sourceBuffer += sizeof(char);
// Instantaneous audio loudness (used to drive facial animation)
memcpy(&_audioLoudness, sourceBuffer, sizeof(float));
sourceBuffer += sizeof(float);
// camera details
memcpy(&_cameraPosition, sourceBuffer, sizeof(_cameraPosition));
sourceBuffer += sizeof(_cameraPosition);
memcpy(&_cameraDirection, sourceBuffer, sizeof(_cameraDirection));
sourceBuffer += sizeof(_cameraDirection);
memcpy(&_cameraRight, sourceBuffer, sizeof(_cameraRight));
sourceBuffer += sizeof(_cameraRight);
memcpy(&_cameraUp, sourceBuffer, sizeof(_cameraUp));
sourceBuffer += sizeof(_cameraUp);
memcpy(&_cameraFov, sourceBuffer, sizeof(_cameraFov));
sourceBuffer += sizeof(_cameraFov);
memcpy(&_cameraAspectRatio, sourceBuffer, sizeof(_cameraAspectRatio));
sourceBuffer += sizeof(_cameraAspectRatio);
memcpy(&_cameraNearClip, sourceBuffer, sizeof(_cameraNearClip));
sourceBuffer += sizeof(_cameraNearClip);
memcpy(&_cameraFarClip, sourceBuffer, sizeof(_cameraFarClip));
sourceBuffer += sizeof(_cameraFarClip);
// key state
_keyState = (KeyState)*sourceBuffer++;
// the rest is a chat message
int chatMessageSize = *sourceBuffer++;
_chatMessage = string((char*)sourceBuffer, chatMessageSize);
sourceBuffer += chatMessageSize * sizeof(char);
return sourceBuffer - startPosition;
}
const glm::vec3& AvatarData::getPosition() const {
return _position;
}
void AvatarData::setPosition(glm::vec3 position) {
_position = position;
}
void AvatarData::setHandPosition(glm::vec3 handPosition) {
_handPosition = handPosition;
}
float AvatarData::getBodyYaw() {
return _bodyYaw;
}
void AvatarData::setBodyYaw(float bodyYaw) {
_bodyYaw = bodyYaw;
}
float AvatarData::getBodyPitch() {
return _bodyPitch;
}
void AvatarData::setBodyPitch(float bodyPitch) {
_bodyPitch = bodyPitch;
}
float AvatarData::getBodyRoll() {
return _bodyRoll;
}
void AvatarData::setBodyRoll(float bodyRoll) {
_bodyRoll = bodyRoll;
}