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Randomly look at avatar's left and right eyes if the face is visible. Otherwise just look at their head.
113 lines
5.2 KiB
C++
113 lines
5.2 KiB
C++
//
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// FaceModel.cpp
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// interface/src/avatar
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//
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// Created by Andrzej Kapolka on 9/16/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtx/transform.hpp>
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#include "Avatar.h"
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#include "FaceModel.h"
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#include "Head.h"
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#include "Menu.h"
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FaceModel::FaceModel(Head* owningHead) :
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_owningHead(owningHead)
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{
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}
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void FaceModel::simulate(float deltaTime, bool fullUpdate) {
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updateGeometry();
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Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
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glm::vec3 neckPosition;
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if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
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neckPosition = owningAvatar->getPosition();
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}
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setTranslation(neckPosition);
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glm::quat neckParentRotation;
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if (!owningAvatar->getSkeletonModel().getNeckParentRotationFromDefaultOrientation(neckParentRotation)) {
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neckParentRotation = owningAvatar->getOrientation();
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}
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setRotation(neckParentRotation);
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setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale());
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setPupilDilation(_owningHead->getPupilDilation());
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setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());
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// FIXME - this is very expensive, we shouldn't do it if we don't have to
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//invalidCalculatedMeshBoxes();
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if (isActive()) {
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setOffset(-_geometry->getFBXGeometry().neckPivot);
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Model::simulateInternal(deltaTime);
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}
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}
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void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
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// get the rotation axes in joint space and use them to adjust the rotation
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glm::mat3 axes = glm::mat3_cast(glm::quat());
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() *
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glm::translate(state.getDefaultTranslationInConstrainedFrame()) *
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joint.preTransform * glm::mat4_cast(joint.preRotation)));
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glm::vec3 pitchYawRoll = safeEulerAngles(_owningHead->getFinalOrientationInLocalFrame());
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if (owningAvatar->isMyAvatar()) {
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glm::vec3 lean = glm::radians(glm::vec3(_owningHead->getFinalLeanForward(),
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_owningHead->getTorsoTwist(),
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_owningHead->getFinalLeanSideways()));
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pitchYawRoll -= lean;
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}
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state.setRotationInConstrainedFrame(glm::angleAxis(-pitchYawRoll.z, glm::normalize(inverse * axes[2]))
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* glm::angleAxis(pitchYawRoll.y, glm::normalize(inverse * axes[1]))
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* glm::angleAxis(-pitchYawRoll.x, glm::normalize(inverse * axes[0]))
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* joint.rotation, DEFAULT_PRIORITY);
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}
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void FaceModel::maybeUpdateEyeRotation(Model* model, const JointState& parentState, const FBXJoint& joint, JointState& state) {
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// likewise with the eye joints
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// NOTE: at the moment we do the math in the world-frame, hence the inverse transform is more complex than usual.
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glm::mat4 inverse = glm::inverse(glm::mat4_cast(model->getRotation()) * parentState.getTransform() *
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glm::translate(state.getDefaultTranslationInConstrainedFrame()) *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
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glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT, 0.0f));
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glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
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_owningHead->getSaccade() - model->getTranslation(), 1.0f));
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glm::quat between = rotationBetween(front, lookAt);
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const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE;
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state.setRotationInConstrainedFrame(glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
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joint.rotation, DEFAULT_PRIORITY);
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}
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void FaceModel::updateJointState(int index) {
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JointState& state = _jointStates[index];
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const FBXJoint& joint = state.getFBXJoint();
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// guard against out-of-bounds access to _jointStates
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if (joint.parentIndex != -1 && joint.parentIndex >= 0 && joint.parentIndex < _jointStates.size()) {
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const JointState& parentState = _jointStates.at(joint.parentIndex);
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (index == geometry.neckJointIndex) {
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maybeUpdateNeckRotation(parentState, joint, state);
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} else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) {
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maybeUpdateEyeRotation(this, parentState, joint, state);
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}
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}
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Model::updateJointState(index);
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}
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bool FaceModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
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if (!isActive()) {
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return false;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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return getJointPositionInWorldFrame(geometry.leftEyeJointIndex, firstEyePosition) &&
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getJointPositionInWorldFrame(geometry.rightEyeJointIndex, secondEyePosition);
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}
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