// // 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) { if (!isActive()) { Model::simulate(deltaTime); return; } 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); setOffset(-_geometry->getFBXGeometry().neckPivot); setPupilDilation(_owningHead->getPupilDilation()); setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients()); Model::simulate(deltaTime); } bool FaceModel::render(float alpha) { if (!Model::render(alpha)) { return false; } if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) { renderCollisionProxies(alpha); } return true; } 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(-_owningHead->getTweakedRoll(), glm::normalize(inverse * axes[2])) * glm::angleAxis(_owningHead->getTweakedYaw(), glm::normalize(inverse * axes[1])) * glm::angleAxis(-_owningHead->getTweakedPitch(), 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->getTweakedOrientation() * 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; state.rotation = glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) * joint.rotation; }