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66 lines
1.8 KiB
C++
66 lines
1.8 KiB
C++
//
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// HeadData.cpp
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// libraries/avatars/src
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//
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// Created by Stephen Birarda on 5/20/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtx/quaternion.hpp>
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#include <OctreeConstants.h>
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#include "AvatarData.h"
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#include "HeadData.h"
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HeadData::HeadData(AvatarData* owningAvatar) :
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_baseYaw(0.0f),
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_basePitch(0.0f),
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_baseRoll(0.0f),
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_leanSideways(0.0f),
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_leanForward(0.0f),
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_lookAtPosition(0.0f, 0.0f, 0.0f),
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_audioLoudness(0.0f),
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_isFaceshiftConnected(false),
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_leftEyeBlink(0.0f),
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_rightEyeBlink(0.0f),
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_averageLoudness(0.0f),
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_browAudioLift(0.0f),
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_owningAvatar(owningAvatar)
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{
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}
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glm::quat HeadData::getOrientation() const {
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return _owningAvatar->getOrientation() * glm::quat(glm::radians(glm::vec3(_basePitch, _baseYaw, _baseRoll)));
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}
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void HeadData::setOrientation(const glm::quat& orientation) {
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// rotate body about vertical axis
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glm::quat bodyOrientation = _owningAvatar->getOrientation();
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glm::vec3 newFront = glm::inverse(bodyOrientation) * (orientation * IDENTITY_FRONT);
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bodyOrientation = bodyOrientation * glm::angleAxis(atan2f(-newFront.x, -newFront.z), glm::vec3(0.0f, 1.0f, 0.0f));
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_owningAvatar->setOrientation(bodyOrientation);
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// the rest goes to the head
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glm::vec3 eulers = glm::degrees(safeEulerAngles(glm::inverse(bodyOrientation) * orientation));
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_basePitch = eulers.x;
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_baseYaw = eulers.y;
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_baseRoll = eulers.z;
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}
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void HeadData::addYaw(float yaw) {
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setBaseYaw(_baseYaw + yaw);
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}
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void HeadData::addPitch(float pitch) {
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setBasePitch(_basePitch + pitch);
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}
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void HeadData::addRoll(float roll) {
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setBaseRoll(_baseRoll + roll);
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}
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