#ifndef AVATAR_H_
#define AVATAR_H_
+// TODO incomplete
+
#include <gmath/gmath.h>
-/* when head-tracking is available, head_tilt is ignored, and the
- * body_rot (controlled by mouse/gamepad) is independent of head_rot.
+enum {
+ AVATAR_NO_TRACKING = 0,
+ AVATAR_HEAD_TRACKING = 1,
+ AVATAR_HAND_TRACKING = 2
+};
+
+/* when head tracking is available, head_alt is ignored
*
- * without head-tracking, head_rot is derived from body_rot and head_tilt
+ * if HAND tracking is available, body_rot is derived from the hand
+ * orientation during the last call to walk().
+ *
+ * without head-tracking, head_rot is derived from body_rot and head_alt
*/
class Avatar {
+//private:
public:
+ unsigned int mode; // tracking mode
+
Vec3 pos;
- float body_rot;
+ float body_rot; // walk direction basically
Quat head_rot; // used when head-tracking
- float head_alt; // used for mouselook
+ float head_alt; // used for mouselook
+ Vec3 hand_pos[2];
+ Quat hand_rot[2];
+
+ // body forward and right vectors
+ Vec3 fwd, right;
+
+public:
Avatar();
+
+ void set_tracking_mode(unsigned int mode);
+ unsigned int get_tracking_mode() const;
+
+ void set_position(const Vec3 &p);
+ const Vec3 &get_position() const;
+
+ void set_body_rotation(float rot);
+ float get_body_rotation() const;
+ const Vec3 &get_body_fwd() const;
+ const Vec3 &get_body_right() const;
+
+ const Quat &get_head_rotation() const;
+
+ // set current head orientation when head-tracking
+ void tracked_head_rotation(const Quat &q);
+
+ // set current hand position/orientation when hand-tracking
+ void tracked_hand_position(int hand, const Vec3 &p);
+ void tracked_hand_rotation(int hand, const Quat &q);
+
+ // mouselook, or gamepad right-stick input
+ void mouselook(float horiz, float vert);
+
+ // calculate absolute walk direction based on forward and right
+ // magnituted, and the current mode and body orientation data
+ Vec3 calc_walk_dir(float fwd, float right) const;
+
+ // uses calc_walk_dir, then updates pos
+ void walk(float fwd, float right);
};
#endif // AVATAR_H_