// // FaceModel.cpp // interface // // Created by Andrzej Kapolka on 9/16/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #include #include "Avatar.h" #include "FaceModel.h" #include "Head.h" #include "Menu.h" FaceModel::FaceModel(Head* owningHead) : _owningHead(owningHead) { } void FaceModel::simulate(float deltaTime) { updateGeometry(); Avatar* owningAvatar = static_cast(_owningHead->_owningAvatar); glm::vec3 neckPosition; if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) { neckPosition = owningAvatar->getPosition(); } setTranslation(neckPosition); glm::quat neckRotation; if (!owningAvatar->getSkeletonModel().getNeckRotation(neckRotation)) { neckRotation = owningAvatar->getOrientation(); } setRotation(neckRotation); 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(_rotation); glm::mat3 inverse = glm::mat3(glm::inverse(parentState.transform * glm::translate(state.translation) * joint.preTransform * glm::mat4_cast(joint.preRotation))); state.rotation = 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 glm::mat4 inverse = glm::inverse(parentState.transform * glm::translate(state.translation) * joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)); glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientation() * 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.rotation = glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) * joint.rotation; }