overte/interface/src/avatar/Head.h

160 lines
5 KiB
C++

//
// Head.h
// interface
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef hifi_Head_h
#define hifi_Head_h
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
#include <SharedUtil.h>
#include <AvatarData.h>
#include <VoxelConstants.h>
#include "BendyLine.h"
#include "FaceModel.h"
#include "InterfaceConfig.h"
#include "VideoFace.h"
#include "world.h"
#include "devices/SerialInterface.h"
#include "renderer/TextureCache.h"
enum eyeContactTargets {
LEFT_EYE,
RIGHT_EYE,
MOUTH
};
const int MOHAWK_TRIANGLES = 50;
const int NUM_HAIR_TUFTS = 4;
class Avatar;
class ProgramObject;
class Head : public HeadData {
public:
Head(Avatar* owningAvatar);
void init();
void reset();
void simulate(float deltaTime, bool isMine);
void render(float alpha, bool isMine);
void renderMohawk();
void setScale(float scale);
void setPosition(glm::vec3 position) { _position = position; }
void setBodyRotation(glm::vec3 bodyRotation) { _bodyRotation = bodyRotation; }
void setGravity(glm::vec3 gravity) { _gravity = gravity; }
void setSkinColor(glm::vec3 skinColor) { _skinColor = skinColor; }
void setSpringScale(float returnSpringScale) { _returnSpringScale = returnSpringScale; }
void setAverageLoudness(float averageLoudness) { _averageLoudness = averageLoudness; }
void setReturnToCenter (bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; }
void setRenderLookatVectors(bool onOff) { _renderLookatVectors = onOff; }
float getMousePitch() const { return _mousePitch; }
void setMousePitch(float mousePitch) { _mousePitch = mousePitch; }
glm::quat getOrientation() const;
glm::quat getCameraOrientation () const;
const glm::vec3& getAngularVelocity() const { return _angularVelocity; }
void setAngularVelocity(glm::vec3 angularVelocity) { _angularVelocity = angularVelocity; }
float getScale() const { return _scale; }
glm::vec3 getPosition() const { return _position; }
const glm::vec3& getSkinColor() const { return _skinColor; }
const glm::vec3& getEyePosition() const { return _eyePosition; }
const glm::vec3& getSaccade() const { return _saccade; }
glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
glm::vec3 getUpDirection() const { return getOrientation() * IDENTITY_UP; }
glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
glm::quat getEyeRotation(const glm::vec3& eyePosition) const;
VideoFace& getVideoFace() { return _videoFace; }
FaceModel& getFaceModel() { return _faceModel; }
const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
float getAverageLoudness() const { return _averageLoudness; }
glm::vec3 calculateAverageEyePosition() { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; }
float yawRate;
private:
// disallow copies of the Head, copy of owning Avatar is disallowed too
Head(const Head&);
Head& operator= (const Head&);
struct Nose {
glm::vec3 top;
glm::vec3 left;
glm::vec3 right;
glm::vec3 front;
};
float _renderAlpha;
bool _returnHeadToCenter;
glm::vec3 _skinColor;
glm::vec3 _position;
glm::vec3 _rotation;
glm::vec3 _leftEyePosition;
glm::vec3 _rightEyePosition;
glm::vec3 _eyePosition;
glm::vec3 _leftEyeBrowPosition;
glm::vec3 _rightEyeBrowPosition;
glm::vec3 _leftEarPosition;
glm::vec3 _rightEarPosition;
glm::vec3 _mouthPosition;
Nose _nose;
float _scale;
glm::vec3 _gravity;
float _lastLoudness;
float _audioAttack;
float _returnSpringScale; //strength of return springs
glm::vec3 _bodyRotation;
glm::vec3 _angularVelocity;
bool _renderLookatVectors;
BendyLine _hairTuft[NUM_HAIR_TUFTS];
bool _mohawkInitialized;
glm::vec3 _mohawkTriangleFan[MOHAWK_TRIANGLES];
glm::vec3 _mohawkColors[MOHAWK_TRIANGLES];
glm::vec3 _saccade;
glm::vec3 _saccadeTarget;
float _leftEyeBlinkVelocity;
float _rightEyeBlinkVelocity;
float _timeWithoutTalking;
float _cameraPitch; // Used to position the camera differently from the head
float _mousePitch;
float _cameraYaw;
bool _isCameraMoving;
VideoFace _videoFace;
FaceModel _faceModel;
QSharedPointer<Texture> _dilatedIrisTexture;
static ProgramObject _irisProgram;
static QSharedPointer<DilatableNetworkTexture> _irisTexture;
static int _eyePositionLocation;
// private methods
void createMohawk();
void renderHeadSphere();
void renderEyeBalls();
void renderEyeBrows();
void renderEars();
void renderNose();
void renderMouth();
void renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition);
void calculateGeometry();
void resetHairPhysics();
void updateHairPhysics(float deltaTime);
friend class FaceModel;
};
#endif