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374 lines
16 KiB
C++
374 lines
16 KiB
C++
//
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// MyAvatar.h
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// interface/src/avatar
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//
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// Created by Mark Peng on 8/16/13.
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// Copyright 2012 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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#ifndef hifi_MyAvatar_h
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#define hifi_MyAvatar_h
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#include <SettingHandle.h>
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#include <DynamicCharacterController.h>
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#include <Rig.h>
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#include "Avatar.h"
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#include "AtRestDetector.h"
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class ModelItemID;
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enum eyeContactTarget {
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LEFT_EYE,
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RIGHT_EYE,
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MOUTH
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};
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enum AudioListenerMode {
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FROM_HEAD = 0,
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FROM_CAMERA,
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CUSTOM
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};
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Q_DECLARE_METATYPE(AudioListenerMode);
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class MyAvatar : public Avatar {
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Q_OBJECT
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Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally)
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Q_PROPERTY(glm::vec3 motorVelocity READ getScriptedMotorVelocity WRITE setScriptedMotorVelocity)
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Q_PROPERTY(float motorTimescale READ getScriptedMotorTimescale WRITE setScriptedMotorTimescale)
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Q_PROPERTY(QString motorReferenceFrame READ getScriptedMotorFrame WRITE setScriptedMotorFrame)
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Q_PROPERTY(QString collisionSoundURL READ getCollisionSoundURL WRITE setCollisionSoundURL)
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Q_PROPERTY(AudioListenerMode audioListenerMode READ getAudioListenerMode WRITE setAudioListenerMode)
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Q_PROPERTY(glm::vec3 customListenPosition READ getCustomListenPosition WRITE setCustomListenPosition)
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Q_PROPERTY(glm::quat customListenOrientation READ getCustomListenOrientation WRITE setCustomListenOrientation)
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Q_PROPERTY(AudioListenerMode FROM_HEAD READ getAudioListenerModeHead)
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Q_PROPERTY(AudioListenerMode FROM_CAMERA READ getAudioListenerModeCamera)
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Q_PROPERTY(AudioListenerMode CUSTOM READ getAudioListenerModeCustom)
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//TODO: make gravity feature work Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setGravity)
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public:
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MyAvatar(RigPointer rig);
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~MyAvatar();
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AudioListenerMode getAudioListenerModeHead() const { return FROM_HEAD; }
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AudioListenerMode getAudioListenerModeCamera() const { return FROM_CAMERA; }
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AudioListenerMode getAudioListenerModeCustom() const { return CUSTOM; }
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void reset(bool andReload = false);
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void update(float deltaTime);
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void preRender(RenderArgs* renderArgs);
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const glm::mat4& getHMDSensorMatrix() const { return _hmdSensorMatrix; }
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const glm::vec3& getHMDSensorPosition() const { return _hmdSensorPosition; }
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const glm::quat& getHMDSensorOrientation() const { return _hmdSensorOrientation; }
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glm::mat4 getSensorToWorldMatrix() const;
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// Pass a recent sample of the HMD to the avatar.
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// This can also update the avatar's position to follow the HMD
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// as it moves through the world.
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void updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix);
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// best called at end of main loop, just before rendering.
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// update sensor to world matrix from current body position and hmd sensor.
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// This is so the correct camera can be used for rendering.
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void updateSensorToWorldMatrix();
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void setLeanScale(float scale) { _leanScale = scale; }
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void setRealWorldFieldOfView(float realWorldFov) { _realWorldFieldOfView.set(realWorldFov); }
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float getLeanScale() const { return _leanScale; }
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Q_INVOKABLE glm::vec3 getDefaultEyePosition() const;
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float getRealWorldFieldOfView() { return _realWorldFieldOfView.get(); }
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const QList<AnimationHandlePointer>& getAnimationHandles() const { return _rig->getAnimationHandles(); }
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AnimationHandlePointer addAnimationHandle() { return _rig->createAnimationHandle(); }
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void removeAnimationHandle(const AnimationHandlePointer& handle) { _rig->removeAnimationHandle(handle); }
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/// Allows scripts to run animations.
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Q_INVOKABLE void startAnimation(const QString& url, float fps = 30.0f, float priority = 1.0f, bool loop = false,
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bool hold = false, float firstFrame = 0.0f,
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float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
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/// Stops an animation as identified by a URL.
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Q_INVOKABLE void stopAnimation(const QString& url);
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/// Starts an animation by its role, using the provided URL and parameters if the avatar doesn't have a custom
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/// animation for the role.
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Q_INVOKABLE void startAnimationByRole(const QString& role, const QString& url = QString(), float fps = 30.0f,
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float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
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float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
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/// Stops an animation identified by its role.
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Q_INVOKABLE void stopAnimationByRole(const QString& role);
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Q_INVOKABLE AnimationDetails getAnimationDetailsByRole(const QString& role);
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Q_INVOKABLE AnimationDetails getAnimationDetails(const QString& url);
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void clearJointAnimationPriorities();
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// get/set avatar data
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void saveData();
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void loadData();
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void saveAttachmentData(const AttachmentData& attachment) const;
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AttachmentData loadAttachmentData(const QUrl& modelURL, const QString& jointName = QString()) const;
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// Set what driving keys are being pressed to control thrust levels
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void clearDriveKeys();
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void setDriveKeys(int key, float val) { _driveKeys[key] = val; };
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void relayDriveKeysToCharacterController();
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eyeContactTarget getEyeContactTarget();
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static void sendKillAvatar();
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Q_INVOKABLE glm::vec3 getTrackedHeadPosition() const { return _trackedHeadPosition; }
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Q_INVOKABLE glm::vec3 getHeadPosition() const { return getHead()->getPosition(); }
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Q_INVOKABLE float getHeadFinalYaw() const { return getHead()->getFinalYaw(); }
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Q_INVOKABLE float getHeadFinalRoll() const { return getHead()->getFinalRoll(); }
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Q_INVOKABLE float getHeadFinalPitch() const { return getHead()->getFinalPitch(); }
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Q_INVOKABLE float getHeadDeltaPitch() const { return getHead()->getDeltaPitch(); }
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Q_INVOKABLE int getFaceBlendCoefNum() const { return getHead()->getFaceModel().getBlendshapeCoefficientsNum(); }
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Q_INVOKABLE float getFaceBlendCoef(int index) const { return getHead()->getFaceModel().getBlendshapeCoefficient(index); }
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Q_INVOKABLE glm::vec3 getEyePosition() const { return getHead()->getEyePosition(); }
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Q_INVOKABLE glm::vec3 getTargetAvatarPosition() const { return _targetAvatarPosition; }
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AvatarWeakPointer getLookAtTargetAvatar() const { return _lookAtTargetAvatar; }
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void updateLookAtTargetAvatar();
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void clearLookAtTargetAvatar();
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virtual void setJointRotations(QVector<glm::quat> jointRotations) override;
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virtual void setJointTranslations(QVector<glm::vec3> jointTranslations) override;
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virtual void setJointData(int index, const glm::quat& rotation, const glm::vec3& translation) override;
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virtual void setJointRotation(int index, const glm::quat& rotation) override;
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virtual void setJointTranslation(int index, const glm::vec3& translation) override;
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virtual void clearJointData(int index) override;
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virtual void clearJointsData() override;
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Q_INVOKABLE void useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelName = QString());
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Q_INVOKABLE const QUrl& getFullAvatarURLFromPreferences() const { return _fullAvatarURLFromPreferences; }
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Q_INVOKABLE const QString& getFullAvatarModelName() const { return _fullAvatarModelName; }
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virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData) override;
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DynamicCharacterController* getCharacterController() { return &_characterController; }
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const QString& getCollisionSoundURL() {return _collisionSoundURL; }
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void setCollisionSoundURL(const QString& url);
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void clearScriptableSettings();
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/// Renders a laser pointer for UI picking
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glm::vec3 getLaserPointerTipPosition(const PalmData* palm);
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float getBoomLength() const { return _boomLength; }
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void setBoomLength(float boomLength) { _boomLength = boomLength; }
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static const float ZOOM_MIN;
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static const float ZOOM_MAX;
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static const float ZOOM_DEFAULT;
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void doUpdateBillboard();
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void destroyAnimGraph();
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AudioListenerMode getAudioListenerMode() { return _audioListenerMode; }
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void setAudioListenerMode(AudioListenerMode audioListenerMode);
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glm::vec3 getCustomListenPosition() { return _customListenPosition; }
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void setCustomListenPosition(glm::vec3 customListenPosition) { _customListenPosition = customListenPosition; }
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glm::quat getCustomListenOrientation() { return _customListenOrientation; }
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void setCustomListenOrientation(glm::quat customListenOrientation) { _customListenOrientation = customListenOrientation; }
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public slots:
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void increaseSize();
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void decreaseSize();
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void resetSize();
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void goToLocation(const glm::vec3& newPosition,
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bool hasOrientation = false, const glm::quat& newOrientation = glm::quat(),
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bool shouldFaceLocation = false);
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// Set/Get update the thrust that will move the avatar around
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void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
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glm::vec3 getThrust() { return _thrust; };
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void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
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Q_INVOKABLE void updateMotionBehaviorFromMenu();
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glm::vec3 getLeftPalmPosition();
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glm::vec3 getLeftPalmVelocity();
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glm::vec3 getLeftPalmAngularVelocity();
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glm::quat getLeftPalmRotation();
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glm::vec3 getRightPalmPosition();
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glm::vec3 getRightPalmVelocity();
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glm::vec3 getRightPalmAngularVelocity();
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glm::quat getRightPalmRotation();
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void clearReferential();
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bool setModelReferential(const QUuid& id);
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bool setJointReferential(const QUuid& id, int jointIndex);
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bool isRecording();
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qint64 recorderElapsed();
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void startRecording();
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void stopRecording();
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void saveRecording(QString filename);
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void loadLastRecording();
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virtual void rebuildSkeletonBody() override;
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bool getEnableRigAnimations() const { return _rig->getEnableRig(); }
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void setEnableRigAnimations(bool isEnabled);
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bool getEnableAnimGraph() const { return _rig->getEnableAnimGraph(); }
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const QString& getAnimGraphUrl() const { return _animGraphUrl; }
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void setEnableAnimGraph(bool isEnabled);
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void setEnableDebugDrawBindPose(bool isEnabled);
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void setEnableDebugDrawAnimPose(bool isEnabled);
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void setEnableMeshVisible(bool isEnabled);
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void setAnimGraphUrl(const QString& url) { _animGraphUrl = url; }
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glm::vec3 getPositionForAudio();
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glm::quat getOrientationForAudio();
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signals:
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void audioListenerModeChanged();
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void transformChanged();
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void newCollisionSoundURL(const QUrl& url);
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void collisionWithEntity(const Collision& collision);
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private:
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glm::vec3 getWorldBodyPosition() const;
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glm::quat getWorldBodyOrientation() const;
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QByteArray toByteArray(bool cullSmallChanges, bool sendAll) override;
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void simulate(float deltaTime);
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void updateFromTrackers(float deltaTime);
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virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPositio) override;
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virtual void renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel = 0.0f) override;
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virtual bool shouldRenderHead(const RenderArgs* renderArgs) const override;
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void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
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bool getShouldRenderLocally() const { return _shouldRender; }
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bool getDriveKeys(int key) { return _driveKeys[key] != 0.0f; };
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bool isMyAvatar() const override { return true; }
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virtual int parseDataFromBuffer(const QByteArray& buffer) override;
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virtual glm::vec3 getSkeletonPosition() const override;
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glm::vec3 getScriptedMotorVelocity() const { return _scriptedMotorVelocity; }
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float getScriptedMotorTimescale() const { return _scriptedMotorTimescale; }
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QString getScriptedMotorFrame() const;
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void setScriptedMotorVelocity(const glm::vec3& velocity);
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void setScriptedMotorTimescale(float timescale);
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void setScriptedMotorFrame(QString frame);
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virtual void attach(const QString& modelURL, const QString& jointName = QString(),
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const glm::vec3& translation = glm::vec3(), const glm::quat& rotation = glm::quat(), float scale = 1.0f,
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bool allowDuplicates = false, bool useSaved = true) override;
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void renderLaserPointers(gpu::Batch& batch);
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const RecorderPointer getRecorder() const { return _recorder; }
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const PlayerPointer getPlayer() const { return _player; }
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bool cameraInsideHead() const;
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// These are made private for MyAvatar so that you will use the "use" methods instead
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virtual void setFaceModelURL(const QUrl& faceModelURL) override;
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virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
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void setVisibleInSceneIfReady(Model* model, render::ScenePointer scene, bool visiblity);
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// derive avatar body position and orientation from the current HMD Sensor location.
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// results are in sensor space
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glm::mat4 deriveBodyFromHMDSensor() const;
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float _driveKeys[MAX_DRIVE_KEYS];
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bool _wasPushing;
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bool _isPushing;
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bool _isBraking;
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float _boomLength;
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glm::vec3 _thrust; // impulse accumulator for outside sources
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glm::vec3 _keyboardMotorVelocity; // target local-frame velocity of avatar (keyboard)
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float _keyboardMotorTimescale; // timescale for avatar to achieve its target velocity
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glm::vec3 _scriptedMotorVelocity; // target local-frame velocity of avatar (script)
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float _scriptedMotorTimescale; // timescale for avatar to achieve its target velocity
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int _scriptedMotorFrame;
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quint32 _motionBehaviors;
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QString _collisionSoundURL;
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DynamicCharacterController _characterController;
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AvatarWeakPointer _lookAtTargetAvatar;
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glm::vec3 _targetAvatarPosition;
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bool _shouldRender;
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bool _billboardValid;
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float _oculusYawOffset;
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eyeContactTarget _eyeContactTarget;
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RecorderPointer _recorder;
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glm::vec3 _trackedHeadPosition;
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Setting::Handle<float> _realWorldFieldOfView;
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// private methods
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void updateOrientation(float deltaTime);
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glm::vec3 applyKeyboardMotor(float deltaTime, const glm::vec3& velocity, bool isHovering);
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glm::vec3 applyScriptedMotor(float deltaTime, const glm::vec3& velocity);
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void updatePosition(float deltaTime);
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void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
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void maybeUpdateBillboard();
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void initHeadBones();
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void initAnimGraph();
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void safelyLoadAnimations();
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// Avatar Preferences
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QUrl _fullAvatarURLFromPreferences;
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QString _fullAvatarModelName;
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QString _animGraphUrl {""};
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// cache of the current HMD sensor position and orientation
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// in sensor space.
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glm::mat4 _hmdSensorMatrix;
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glm::quat _hmdSensorOrientation;
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glm::vec3 _hmdSensorPosition;
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// cache of the current body position and orientation of the avatar's body,
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// in sensor space.
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glm::mat4 _bodySensorMatrix;
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// used to transform any sensor into world space, including the _hmdSensorMat, or hand controllers.
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glm::mat4 _sensorToWorldMatrix;
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bool _goToPending;
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glm::vec3 _goToPosition;
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glm::quat _goToOrientation;
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std::unordered_set<int> _headBoneSet;
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RigPointer _rig;
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bool _prevShouldDrawHead;
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bool _enableDebugDrawBindPose = false;
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bool _enableDebugDrawAnimPose = false;
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AnimSkeleton::ConstPointer _debugDrawSkeleton = nullptr;
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AudioListenerMode _audioListenerMode;
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glm::vec3 _customListenPosition;
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glm::quat _customListenOrientation;
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bool _straighteningLean = false;
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float _straighteningLeanAlpha = 0.0f;
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quint64 _lastUpdateFromHMDTime = usecTimestampNow();
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AtRestDetector _hmdAtRestDetector;
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};
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QScriptValue audioListenModeToScriptValue(QScriptEngine* engine, const AudioListenerMode& audioListenerMode);
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void audioListenModeFromScriptValue(const QScriptValue& object, AudioListenerMode& audioListenerMode);
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#endif // hifi_MyAvatar_h
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