overte-Armored-Dragon/interface/src/avatar/FaceModel.cpp
2014-08-20 17:14:59 -07:00

99 lines
4.4 KiB
C++

//
// 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 <glm/gtx/transform.hpp>
#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<Avatar*>(_owningHead->_owningAvatar);
glm::vec3 neckPosition;
if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
neckPosition = owningAvatar->getPosition();
}
setTranslation(neckPosition);
glm::quat neckParentRotation;
if (!owningAvatar->getSkeletonModel().getNeckParentRotationFromDefaultOrientation(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.getDefaultTranslationInConstrainedFrame()) *
joint.preTransform * glm::mat4_cast(joint.preRotation)));
state.setRotationInConstrainedFrame(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, DEFAULT_PRIORITY);
}
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.getDefaultTranslationInConstrainedFrame()) *
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.setRotationInConstrainedFrame(glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
joint.rotation, DEFAULT_PRIORITY);
}
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);
}