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151 lines
4.9 KiB
C++
151 lines
4.9 KiB
C++
//
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// Head.h
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// interface
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//
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#ifndef hifi_Head_h
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#define hifi_Head_h
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <SharedUtil.h>
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#include <AvatarData.h>
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#include <VoxelConstants.h>
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#include "Face.h"
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#include "InterfaceConfig.h"
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#include "SerialInterface.h"
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#include "world.h"
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enum eyeContactTargets
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{
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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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const int NUM_HAIR_TUFTS = 4;
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class Avatar;
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class ProgramObject;
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class Head : public HeadData {
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public:
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Head(Avatar* owningAvatar);
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void init();
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void reset();
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void simulate(float deltaTime, bool isMine);
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void render(float alpha);
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void renderMohawk();
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void setScale (float scale );
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void setPosition (glm::vec3 position ) { _position = position; }
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void setBodyRotation (glm::vec3 bodyRotation ) { _bodyRotation = bodyRotation; }
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void setGravity (glm::vec3 gravity ) { _gravity = gravity; }
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void setSkinColor (glm::vec3 skinColor ) { _skinColor = skinColor; }
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void setSpringScale (float returnSpringScale ) { _returnSpringScale = returnSpringScale; }
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void setAverageLoudness(float averageLoudness ) { _averageLoudness = averageLoudness; }
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void setReturnToCenter (bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; }
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void setRenderLookatVectors(bool onOff ) { _renderLookatVectors = onOff; }
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void setCameraFollowsHead(bool cameraFollowsHead) { _cameraFollowsHead = cameraFollowsHead; }
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glm::quat getOrientation() const;
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glm::quat getCameraOrientation () const;
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float getScale() const { return _scale; }
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glm::vec3 getPosition() const { return _position; }
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const glm::vec3& getEyeLevelPosition() const { return _eyeLevelPosition; }
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glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getUpDirection () const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
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Face& getFace() { return _face; }
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const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
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float getAverageLoudness() {return _averageLoudness;};
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glm::vec3 calculateAverageEyePosition() { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; }
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float yawRate;
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float noise;
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private:
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// disallow copies of the Head, copy of owning Avatar is disallowed too
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Head(const Head&);
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Head& operator= (const Head&);
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struct HairTuft
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{
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float length;
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float thickness;
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glm::vec3 basePosition;
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glm::vec3 midPosition;
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glm::vec3 endPosition;
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glm::vec3 midVelocity;
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glm::vec3 endVelocity;
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};
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float _renderAlpha;
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bool _returnHeadToCenter;
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glm::vec3 _skinColor;
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glm::vec3 _position;
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glm::vec3 _rotation;
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glm::vec3 _leftEyePosition;
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glm::vec3 _rightEyePosition;
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glm::vec3 _eyeLevelPosition;
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glm::vec3 _leftEyeBrowPosition;
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glm::vec3 _rightEyeBrowPosition;
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glm::vec3 _leftEarPosition;
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glm::vec3 _rightEarPosition;
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glm::vec3 _mouthPosition;
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float _scale;
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float _browAudioLift;
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glm::vec3 _gravity;
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float _lastLoudness;
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float _averageLoudness;
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float _audioAttack;
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float _returnSpringScale; //strength of return springs
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glm::vec3 _bodyRotation;
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bool _renderLookatVectors;
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HairTuft _hairTuft[NUM_HAIR_TUFTS];
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glm::vec3* _mohawkTriangleFan;
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glm::vec3* _mohawkColors;
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glm::vec3 _saccade;
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glm::vec3 _saccadeTarget;
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float _leftEyeBlink;
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float _rightEyeBlink;
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float _leftEyeBlinkVelocity;
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float _rightEyeBlinkVelocity;
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float _timeWithoutTalking;
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float _cameraPitch; // Used to position the camera differently from the head
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float _cameraYaw;
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bool _isCameraMoving;
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bool _cameraFollowsHead;
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float _cameraFollowHeadRate;
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Face _face;
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static ProgramObject* _irisProgram;
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static GLuint _irisTextureID;
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static int _eyePositionLocation;
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// private methods
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void createMohawk();
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void renderHeadSphere();
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void renderEyeBalls();
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void renderEyeBrows();
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void renderEars();
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void renderMouth();
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void renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition);
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void calculateGeometry();
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void resetHairPhysics();
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void updateHairPhysics(float deltaTime);
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};
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#endif
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