// // FaceModel.cpp // interface/src/avatar // // Created by Andrzej Kapolka on 9/16/13. // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include "Avatar.h" #include "FaceModel.h" #include "Head.h" #include "Menu.h" FaceModel::FaceModel(Head* owningHead) : _owningHead(owningHead) { } void FaceModel::simulate(float deltaTime, bool fullUpdate) { updateGeometry(); Avatar* owningAvatar = static_cast(_owningHead->_owningAvatar); glm::vec3 neckPosition; if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) { neckPosition = owningAvatar->getPosition(); } setTranslation(neckPosition); glm::quat neckParentRotation; if (!owningAvatar->getSkeletonModel().getNeckParentRotation(neckParentRotation)) { neckParentRotation = owningAvatar->getOrientation(); } setRotation(neckParentRotation); const float MODEL_SCALE = 0.0006f; setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale() * MODEL_SCALE); setPupilDilation(_owningHead->getPupilDilation()); setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients()); if (isActive()) { setOffset(-_geometry->getFBXGeometry().neckPivot); Model::simulateInternal(deltaTime); } } void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) { // get the rotation axes in joint space and use them to adjust the rotation glm::mat3 axes = glm::mat3_cast(glm::quat()); glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) * joint.preTransform * glm::mat4_cast(joint.preRotation))); state._rotationInParentFrame = glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalRoll(), glm::normalize(inverse * axes[2])) * glm::angleAxis(RADIANS_PER_DEGREE * _owningHead->getFinalYaw(), glm::normalize(inverse * axes[1])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalPitch(), glm::normalize(inverse * axes[0])) * joint.rotation; } void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) { // likewise with the eye joints // NOTE: at the moment we do the math in the world-frame, hence the inverse transform is more complex than usual. glm::mat4 inverse = glm::inverse(glm::mat4_cast(_rotation) * parentState.getTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) * joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)); glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT, 0.0f)); glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() + _owningHead->getSaccade() - _translation, 1.0f)); glm::quat between = rotationBetween(front, lookAt); const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE; state._rotationInParentFrame = glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) * joint.rotation; } void FaceModel::updateJointState(int index) { JointState& state = _jointStates[index]; const FBXJoint& joint = state.getFBXJoint(); if (joint.parentIndex != -1) { const JointState& parentState = _jointStates.at(joint.parentIndex); const FBXGeometry& geometry = _geometry->getFBXGeometry(); if (index == geometry.neckJointIndex) { maybeUpdateNeckRotation(parentState, joint, state); } else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) { maybeUpdateEyeRotation(parentState, joint, state); } } Model::updateJointState(index); } bool FaceModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const { if (!isActive()) { return false; } const FBXGeometry& geometry = _geometry->getFBXGeometry(); return getJointPositionInWorldFrame(geometry.leftEyeJointIndex, firstEyePosition) && getJointPositionInWorldFrame(geometry.rightEyeJointIndex, secondEyePosition); }