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169 lines
5.1 KiB
C++
Executable file
169 lines
5.1 KiB
C++
Executable file
//
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// AvatarData.h
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// hifi
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//
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// Created by Stephen Birarda on 4/9/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __hifi__AvatarData__
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#define __hifi__AvatarData__
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#include <string>
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#include <inttypes.h>
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#include <vector>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <QtCore/QObject>
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#include <QtCore/QUuid>
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#include <QtCore/QVariantMap>
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#include <RegisteredMetaTypes.h>
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#include <NodeData.h>
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#include "HeadData.h"
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#include "HandData.h"
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// First bitset
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const int KEY_STATE_START_BIT = 0; // 1st and 2nd bits
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const int HAND_STATE_START_BIT = 2; // 3rd and 4th bits
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const int IS_FACESHIFT_CONNECTED = 4; // 5th bit
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const int IS_CHAT_CIRCLING_ENABLED = 5;
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static const float MAX_SCALE = 1000.f;
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static const float MIN_SCALE = .005f;
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const float MAX_AUDIO_LOUDNESS = 1000.0; // close enough for mouth animation
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enum KeyState
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{
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NO_KEY_DOWN = 0,
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INSERT_KEY_DOWN,
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DELETE_KEY_DOWN
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};
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const glm::vec3 vec3Zero(0.0f);
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class JointData;
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class AvatarData : public NodeData {
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Q_OBJECT
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Q_PROPERTY(glm::vec3 position READ getPosition WRITE setPosition)
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Q_PROPERTY(glm::vec3 handPosition READ getHandPosition WRITE setHandPosition)
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Q_PROPERTY(float bodyYaw READ getBodyYaw WRITE setBodyYaw)
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Q_PROPERTY(float bodyPitch READ getBodyPitch WRITE setBodyPitch)
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Q_PROPERTY(float bodyRoll READ getBodyRoll WRITE setBodyRoll)
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Q_PROPERTY(QString chatMessage READ getQStringChatMessage WRITE setChatMessage)
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public:
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AvatarData(Node* owningNode = NULL);
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~AvatarData();
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const glm::vec3& getPosition() const { return _position; }
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void setPosition(const glm::vec3 position) { _position = position; }
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const glm::vec3& getHandPosition() const { return _handPosition; }
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void setHandPosition(const glm::vec3 handPosition) { _handPosition = handPosition; }
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int getBroadcastData(unsigned char* destinationBuffer);
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int parseData(unsigned char* sourceBuffer, int numBytes);
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QUuid& getUUID() { return _uuid; }
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void setUUID(const QUuid& uuid) { _uuid = uuid; }
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// Body Rotation
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float getBodyYaw() const { return _bodyYaw; }
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void setBodyYaw(float bodyYaw) { _bodyYaw = bodyYaw; }
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float getBodyPitch() const { return _bodyPitch; }
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void setBodyPitch(float bodyPitch) { _bodyPitch = bodyPitch; }
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float getBodyRoll() const { return _bodyRoll; }
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void setBodyRoll(float bodyRoll) { _bodyRoll = bodyRoll; }
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// Scale
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float getNewScale() const { return _newScale; }
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void setNewScale(float);
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// Hand State
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void setHandState(char s) { _handState = s; }
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char getHandState() const { return _handState; }
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// key state
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void setKeyState(KeyState s) { _keyState = s; }
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KeyState keyState() const { return _keyState; }
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// chat message
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void setChatMessage(const std::string& msg) { _chatMessage = msg; }
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void setChatMessage(const QString& string) { _chatMessage = string.toLocal8Bit().constData(); }
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const std::string& setChatMessage() const { return _chatMessage; }
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QString getQStringChatMessage() { return QString(_chatMessage.data()); }
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bool isChatCirclingEnabled() const { return _isChatCirclingEnabled; }
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const QUuid& getLeaderUUID() const { return _leaderUUID; }
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const HeadData* getHeadData() const { return _headData; }
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const HandData* getHandData() const { return _handData; }
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void setHeadData(HeadData* headData) { _headData = headData; }
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void setHandData(HandData* handData) { _handData = handData; }
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virtual const glm::vec3& getVelocity() const { return vec3Zero; }
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/// Checks for penetration between the described sphere and the avatar.
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/// \param penetratorCenter the center of the penetration test sphere
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/// \param penetratorRadius the radius of the penetration test sphere
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/// \param penetration[out] the vector in which to store the penetration
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/// \param skeletonSkipIndex if not -1, the index of a joint to skip (along with its descendents) in the skeleton model
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/// \return whether or not the sphere penetrated
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virtual bool findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
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glm::vec3& penetration, int skeletonSkipIndex = -1) const { return false; }
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protected:
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QUuid _uuid;
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glm::vec3 _position;
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glm::vec3 _handPosition;
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// Body rotation
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float _bodyYaw;
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float _bodyPitch;
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float _bodyRoll;
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// Body scale
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float _newScale;
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// Following mode infos
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QUuid _leaderUUID;
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// Hand state (are we grabbing something or not)
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char _handState;
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// key state
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KeyState _keyState;
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// chat message
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std::string _chatMessage;
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bool _isChatCirclingEnabled;
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std::vector<JointData> _joints;
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HeadData* _headData;
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HandData* _handData;
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private:
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// privatize the copy constructor and assignment operator so they cannot be called
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AvatarData(const AvatarData&);
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AvatarData& operator= (const AvatarData&);
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};
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class JointData {
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public:
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int jointID;
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glm::quat rotation;
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};
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#endif /* defined(__hifi__AvatarData__) */
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