overte/interface/src/avatar/Avatar.h
Andrew Meadows 1bbdc9d78b Adding bounding capsule shape for Model
Also:
Cleaned up the automatic geometry LOD loading
Removed staticExtents data member from FBXGeometry
Split debug rendering of bounding shapes from joint shapes
2014-04-01 09:25:25 -07:00

201 lines
6.6 KiB
C++
Executable file

//
// Avatar.h
// interface
//
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__avatar__
#define __interface__avatar__
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <QtCore/QScopedPointer>
#include <QtCore/QUuid>
#include <AvatarData.h>
#include "Hand.h"
#include "Head.h"
#include "InterfaceConfig.h"
#include "SkeletonModel.h"
#include "world.h"
static const float SCALING_RATIO = .05f;
static const float SMOOTHING_RATIO = .05f; // 0 < ratio < 1
static const float RESCALING_TOLERANCE = .02f;
extern const float CHAT_MESSAGE_SCALE;
extern const float CHAT_MESSAGE_HEIGHT;
enum DriveKeys {
FWD = 0,
BACK,
LEFT,
RIGHT,
UP,
DOWN,
ROT_LEFT,
ROT_RIGHT,
ROT_UP,
ROT_DOWN,
MAX_DRIVE_KEYS
};
enum AvatarMode {
AVATAR_MODE_STANDING = 0,
AVATAR_MODE_WALKING,
AVATAR_MODE_INTERACTING,
NUM_AVATAR_MODES
};
enum ScreenTintLayer {
SCREEN_TINT_BEFORE_LANDSCAPE = 0,
SCREEN_TINT_BEFORE_AVATARS,
SCREEN_TINT_BEFORE_MY_AVATAR,
SCREEN_TINT_AFTER_AVATARS,
NUM_SCREEN_TINT_LAYERS
};
// Where one's own Avatar begins in the world (will be overwritten if avatar data file is found)
// this is basically in the center of the ground plane. Slightly adjusted. This was asked for by
// Grayson as he's building a street around here for demo dinner 2
const glm::vec3 START_LOCATION(0.485f * TREE_SCALE, 0.f, 0.5f * TREE_SCALE);
class Texture;
class Avatar : public AvatarData {
Q_OBJECT
public:
Avatar();
~Avatar();
void init();
void simulate(float deltaTime);
enum RenderMode { NORMAL_RENDER_MODE, SHADOW_RENDER_MODE, MIRROR_RENDER_MODE };
virtual void render(const glm::vec3& cameraPosition, RenderMode renderMode = NORMAL_RENDER_MODE);
//setters
void setDisplayingLookatVectors(bool displayingLookatVectors) { getHead()->setRenderLookatVectors(displayingLookatVectors); }
void setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction);
//getters
bool isInitialized() const { return _initialized; }
SkeletonModel& getSkeletonModel() { return _skeletonModel; }
glm::vec3 getChestPosition() const;
float getScale() const { return _scale; }
const glm::vec3& getVelocity() const { return _velocity; }
const Head* getHead() const { return static_cast<const Head*>(_headData); }
Head* getHead() { return static_cast<Head*>(_headData); }
Hand* getHand() { return static_cast<Hand*>(_handData); }
glm::quat getWorldAlignedOrientation() const;
/// Returns the distance to use as a LOD parameter.
float getLODDistance() const;
Node* getOwningAvatarMixer() { return _owningAvatarMixer.data(); }
void setOwningAvatarMixer(const QWeakPointer<Node>& owningAvatarMixer) { _owningAvatarMixer = owningAvatarMixer; }
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
/// \param shapes list of shapes to collide against avatar
/// \param collisions list to store collision results
/// \return true if at least one shape collided with avatar
bool findCollisions(const QVector<const Shape*>& shapes, CollisionList& collisions);
/// Checks for penetration between the described sphere and the avatar.
/// \param penetratorCenter the center of the penetration test sphere
/// \param penetratorRadius the radius of the penetration test sphere
/// \param collisions[out] a list to which collisions get appended
/// \param skeletonSkipIndex if not -1, the index of a joint to skip (along with its descendents) in the skeleton model
/// \return whether or not the sphere penetrated
bool findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius,
CollisionList& collisions, int skeletonSkipIndex = -1);
/// Checks for collision between the a spherical particle and the avatar (including paddle hands)
/// \param collisionCenter the center of particle's bounding sphere
/// \param collisionRadius the radius of particle's bounding sphere
/// \param collisions[out] a list to which collisions get appended
/// \return whether or not the particle collided
bool findParticleCollisions(const glm::vec3& particleCenter, float particleRadius, CollisionList& collisions);
virtual bool isMyAvatar() { return false; }
virtual glm::quat getJointRotation(int index) const;
virtual int getJointIndex(const QString& name) const;
virtual QStringList getJointNames() const;
virtual void setFaceModelURL(const QUrl& faceModelURL);
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
virtual void setDisplayName(const QString& displayName);
virtual void setBillboard(const QByteArray& billboard);
void setShowDisplayName(bool showDisplayName);
virtual int parseDataAtOffset(const QByteArray& packet, int offset);
static void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
/// \return true if we expect the avatar would move as a result of the collision
bool collisionWouldMoveAvatar(CollisionInfo& collision) const;
virtual void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration) { }
/// \return bounding radius of avatar
virtual float getBoundingRadius() const;
void updateShapePositions();
public slots:
void updateCollisionFlags();
protected:
SkeletonModel _skeletonModel;
float _bodyYawDelta;
AvatarMode _mode;
glm::vec3 _velocity;
glm::vec3 _thrust;
float _speed;
float _leanScale;
float _scale;
glm::vec3 _worldUpDirection;
glm::vec3 _mouseRayOrigin;
glm::vec3 _mouseRayDirection;
float _stringLength;
bool _moving; ///< set when position is changing
QWeakPointer<Node> _owningAvatarMixer;
uint32_t _collisionFlags;
// protected methods...
glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
void setScale(float scale);
float getSkeletonHeight() const;
float getHeadHeight() const;
float getPelvisFloatingHeight() const;
float getPelvisToHeadLength() const;
void renderDisplayName();
virtual void renderBody(RenderMode renderMode);
private:
bool _initialized;
QScopedPointer<Texture> _billboardTexture;
bool _shouldRenderBillboard;
void renderBillboard();
float getBillboardSize() const;
};
#endif