overte/libraries/avatars/src/AvatarData.h
2014-02-15 08:16:05 -05:00

197 lines
6.6 KiB
C++
Executable file

//
// AvatarData.h
// hifi
//
// Created by Stephen Birarda on 4/9/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef __hifi__AvatarData__
#define __hifi__AvatarData__
#include <string>
/* VS2010 defines stdint.h, but not inttypes.h */
#if defined(_MSC_VER)
typedef signed char int8_t;
typedef signed short int16_t;
typedef signed int int32_t;
typedef unsigned char uint8_t;
typedef unsigned short uint16_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long quint64;
#define PRId64 "I64d"
#else
#include <inttypes.h>
#endif
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <QtCore/QObject>
#include <QtCore/QUrl>
#include <QtCore/QUuid>
#include <QtCore/QVariantMap>
#include <CollisionInfo.h>
#include <RegisteredMetaTypes.h>
#include <NodeData.h>
#include "HeadData.h"
#include "HandData.h"
// First bitset
const int KEY_STATE_START_BIT = 0; // 1st and 2nd bits
const int HAND_STATE_START_BIT = 2; // 3rd and 4th bits
const int IS_FACESHIFT_CONNECTED = 4; // 5th bit
const int IS_CHAT_CIRCLING_ENABLED = 5;
static const float MAX_AVATAR_SCALE = 1000.f;
static const float MIN_AVATAR_SCALE = .005f;
const float MAX_AUDIO_LOUDNESS = 1000.0; // close enough for mouth animation
const QUrl DEFAULT_HEAD_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_head.fbx");
const QUrl DEFAULT_BODY_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_body.fbx");
enum KeyState {
NO_KEY_DOWN = 0,
INSERT_KEY_DOWN,
DELETE_KEY_DOWN
};
const glm::vec3 vec3Zero(0.0f);
class AvatarData : public NodeData {
Q_OBJECT
Q_PROPERTY(glm::vec3 position READ getPosition WRITE setPosition)
Q_PROPERTY(float scale READ getTargetScale WRITE setTargetScale)
Q_PROPERTY(glm::vec3 handPosition READ getHandPosition WRITE setHandPosition)
Q_PROPERTY(float bodyYaw READ getBodyYaw WRITE setBodyYaw)
Q_PROPERTY(float bodyPitch READ getBodyPitch WRITE setBodyPitch)
Q_PROPERTY(float bodyRoll READ getBodyRoll WRITE setBodyRoll)
Q_PROPERTY(QString chatMessage READ getQStringChatMessage WRITE setChatMessage)
Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientation)
Q_PROPERTY(float headPitch READ getHeadPitch WRITE setHeadPitch)
Q_PROPERTY(float audioLoudness READ getAudioLoudness WRITE setAudioLoudness)
Q_PROPERTY(float audioAverageLoudness READ getAudioAverageLoudness WRITE setAudioAverageLoudness)
Q_PROPERTY(QUrl faceModelURL READ getFaceModelURL WRITE setFaceModelURL)
Q_PROPERTY(QUrl skeletonModelURL READ getSkeletonModelURL WRITE setSkeletonModelURL)
public:
AvatarData();
~AvatarData();
const glm::vec3& getPosition() const { return _position; }
void setPosition(const glm::vec3 position) { _position = position; }
glm::vec3 getHandPosition() const;
void setHandPosition(const glm::vec3& handPosition);
QByteArray toByteArray();
int parseData(const QByteArray& packet);
// Body Rotation
float getBodyYaw() const { return _bodyYaw; }
void setBodyYaw(float bodyYaw) { _bodyYaw = bodyYaw; }
float getBodyPitch() const { return _bodyPitch; }
void setBodyPitch(float bodyPitch) { _bodyPitch = bodyPitch; }
float getBodyRoll() const { return _bodyRoll; }
void setBodyRoll(float bodyRoll) { _bodyRoll = bodyRoll; }
glm::quat getOrientation() const { return glm::quat(glm::radians(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll))); }
void setOrientation(const glm::quat& orientation);
// access to Head().set/getMousePitch
float getHeadPitch() const { return _headData->getPitch(); }
void setHeadPitch(float value) { _headData->setPitch(value); };
// access to Head().set/getAverageLoudness
float getAudioLoudness() const { return _headData->getAudioLoudness(); }
void setAudioLoudness(float value) { _headData->setAudioLoudness(value); }
float getAudioAverageLoudness() const { return _headData->getAudioAverageLoudness(); }
void setAudioAverageLoudness(float value) { _headData->setAudioAverageLoudness(value); }
// Scale
float getTargetScale() const { return _targetScale; }
void setTargetScale(float targetScale) { _targetScale = targetScale; }
void setClampedTargetScale(float targetScale);
// Hand State
void setHandState(char s) { _handState = s; }
char getHandState() const { return _handState; }
// key state
void setKeyState(KeyState s) { _keyState = s; }
KeyState keyState() const { return _keyState; }
// chat message
void setChatMessage(const std::string& msg) { _chatMessage = msg; }
void setChatMessage(const QString& string) { _chatMessage = string.toLocal8Bit().constData(); }
const std::string& setChatMessage() const { return _chatMessage; }
QString getQStringChatMessage() { return QString(_chatMessage.data()); }
bool isChatCirclingEnabled() const { return _isChatCirclingEnabled; }
const HeadData* getHeadData() const { return _headData; }
const HandData* getHandData() const { return _handData; }
void setHeadData(HeadData* headData) { _headData = headData; }
void setHandData(HandData* handData) { _handData = handData; }
virtual const glm::vec3& getVelocity() const { return vec3Zero; }
virtual bool findSphereCollisionWithHands(const glm::vec3& sphereCenter, float sphereRadius, CollisionInfo& collision) {
return false;
}
virtual bool findSphereCollisionWithSkeleton(const glm::vec3& sphereCenter, float sphereRadius, CollisionInfo& collision) {
return false;
}
bool hasIdentityChangedAfterParsing(const QByteArray& packet);
QByteArray identityByteArray();
const QUrl& getFaceModelURL() const { return _faceModelURL; }
const QUrl& getSkeletonModelURL() const { return _skeletonModelURL; }
virtual void setFaceModelURL(const QUrl& faceModelURL);
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
protected:
glm::vec3 _position;
glm::vec3 _handPosition;
// Body rotation
float _bodyYaw;
float _bodyPitch;
float _bodyRoll;
// Body scale
float _targetScale;
// Hand state (are we grabbing something or not)
char _handState;
// key state
KeyState _keyState;
// chat message
std::string _chatMessage;
bool _isChatCirclingEnabled;
HeadData* _headData;
HandData* _handData;
QUrl _faceModelURL;
QUrl _skeletonModelURL;
private:
// privatize the copy constructor and assignment operator so they cannot be called
AvatarData(const AvatarData&);
AvatarData& operator= (const AvatarData&);
};
#endif /* defined(__hifi__AvatarData__) */