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https://github.com/HifiExperiments/overte.git
synced 2025-08-04 12:07:38 +02:00
more prototyping of head feature geometry
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parent
9f82b9fb43
commit
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3 changed files with 62 additions and 89 deletions
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@ -374,20 +374,6 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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_orientation.getRight() * _head.getLeanSideways() +
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_orientation.getFront() * _head.getLeanForward();
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/*
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glm::vec3 leanForce =
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_orientation.getRight() * _head.getLeanSideways() +
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_orientation.getFront() * _head.getLeanForward() * 10.0f;
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float magnitude = 1.0f * deltaTime;
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if (magnitude > 1.0f ) {
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headLean = leanForce;
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} else {
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headLean += (leanForce - headLean ) * magnitude;
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}
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*/
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// this is not a long-term solution, but it works ok for initial purposes of making the avatar lean
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_joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f;
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@ -13,32 +13,41 @@
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using namespace std;
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const float EYE_RIGHT_OFFSET = 0.27f;
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const float EYE_UP_OFFSET = 0.38f;
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const float EYE_UP_OFFSET = 0.36f;
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const float EYE_FRONT_OFFSET = 0.8f;
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const float EAR_RIGHT_OFFSET = 1.0;
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const float MOUTH_FRONT_OFFSET = 1.0f;
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const float MOUTH_UP_OFFSET = -0.3f;
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const float HEAD_MOTION_DECAY = 0.1;
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const float MINIMUM_EYE_ROTATION = 0.7f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off
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const float EYEBALL_RADIUS = 0.02;
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const float EYEBALL_COLOR[3] = { 0.9f, 0.9f, 0.8f };
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const float IRIS_RADIUS = 0.007;
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const float IRIS_PROTRUSION = 0.018f;
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const char IRIS_TEXTURE_FILENAME[] = "resources/images/iris.png";
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const float HEAD_MOTION_DECAY = 0.1;
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const float MINIMUM_EYE_ROTATION = 0.7f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off
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const float EYEBALL_RADIUS = 0.017;
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const float EYEBALL_COLOR[3] = { 0.9f, 0.9f, 0.8f };
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const float IRIS_RADIUS = 0.007;
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const float IRIS_PROTRUSION = 0.0145f;
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const char IRIS_TEXTURE_FILENAME[] = "resources/images/iris.png";
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unsigned int IRIS_TEXTURE_WIDTH = 768;
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unsigned int IRIS_TEXTURE_HEIGHT = 498;
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vector<unsigned char> irisTexture;
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Head::Head() :
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yawRate(0.0f),
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_returnHeadToCenter(false),
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_audioLoudness(0.0f),
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_skinColor(0.0f, 0.0f, 0.0f),
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_position(0.0f, 0.0f, 0.0f),
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_rotation(0.0f, 0.0f, 0.0f),
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_leftEyePosition(0.0f, 0.0f, 0.0f),
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_rightEyePosition(0.0f, 0.0f, 0.0f),
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_leftEyeBrowPosition(0.0f, 0.0f, 0.0f),
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_rightEyeBrowPosition(0.0f, 0.0f, 0.0f),
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_leftEarPosition(0.0f, 0.0f, 0.0f),
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_rightEarPosition(0.0f, 0.0f, 0.0f),
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_mouthPosition(0.0f, 0.0f, 0.0f),
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_scale(1.0f),
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_browAudioLift(0.0f),
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_lookingAtSomething(false),
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_gravity(0.0f, -1.0f, 0.0f),
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_lastLoudness(0.0f),
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_averageLoudness(0.0f),
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@ -46,7 +55,6 @@ Head::Head() :
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_returnSpringScale(1.0f),
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_bodyRotation(0.0f, 0.0f, 0.0f),
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_headRotation(0.0f, 0.0f, 0.0f) {
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_lookingAtSomething = false;
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}
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void Head::reset() {
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@ -190,6 +198,10 @@ void Head::calculateGeometry(bool lookingInMirror) {
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+ _orientation.getUp () * _scale * EYE_UP_OFFSET
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+ _orientation.getFront() * _scale * EYE_FRONT_OFFSET;
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//calculate the eyebrow positions
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_leftEyeBrowPosition = _leftEyePosition;
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_rightEyeBrowPosition = _rightEyePosition;
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//calculate the ear positions
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_leftEarPosition = _position - _orientation.getRight() * _scale * EAR_RIGHT_OFFSET;
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_rightEarPosition = _position + _orientation.getRight() * _scale * EAR_RIGHT_OFFSET;
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@ -248,53 +260,33 @@ void Head::renderEars() {
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void Head::renderMouth() {
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float s = sqrt(_averageLoudness);
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float height = _scale * (0.05f + s * 0.0040f );
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float width = _scale * (0.30f + s * 0.0014f );
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glm::vec3 leftCorner = _mouthPosition;
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glm::vec3 rightCorner = _mouthPosition;
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glm::vec3 leftTop = _mouthPosition;
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glm::vec3 rightTop = _mouthPosition;
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glm::vec3 leftBottom = _mouthPosition;
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glm::vec3 rightBottom = _mouthPosition;
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leftCorner -= _orientation.getRight() * width;
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rightCorner += _orientation.getRight() * width;
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leftTop -= _orientation.getRight() * width * 0.4f;
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rightTop += _orientation.getRight() * width * 0.4f;
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leftBottom -= _orientation.getRight() * width * 0.4f;
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rightBottom += _orientation.getRight() * width * 0.4f;
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leftTop += _orientation.getUp() * height * 0.7f;
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rightTop += _orientation.getUp() * height * 0.7f;
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leftBottom -= _orientation.getUp() * height;
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rightBottom -= _orientation.getUp() * height;
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leftTop += _orientation.getFront() * _scale * 0.1f;
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rightTop += _orientation.getFront() * _scale * 0.1f;
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leftBottom += _orientation.getFront() * _scale * 0.1f;
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rightBottom += _orientation.getFront() * _scale * 0.1f;
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glm::vec3 r = _orientation.getRight() * _scale * (0.30f + s * 0.0014f );
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glm::vec3 u = _orientation.getUp () * _scale * (0.05f + s * 0.0040f );
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glm::vec3 f = _orientation.getFront() * _scale * 0.1f;
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glm::vec3 leftCorner = _mouthPosition - r * 1.0f;
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glm::vec3 rightCorner = _mouthPosition + r * 1.0f;
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glm::vec3 leftTop = _mouthPosition - r * 0.4f + u * 0.7f + f;
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glm::vec3 rightTop = _mouthPosition + r * 0.4f + u * 0.7f + f;
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glm::vec3 leftBottom = _mouthPosition - r * 0.4f - u * 1.0f + f;
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glm::vec3 rightBottom = _mouthPosition + r * 0.4f - u * 1.0f + f;
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glColor3f(0.2f, 0.0f, 0.0f);
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glBegin(GL_TRIANGLES);
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glVertex3f(leftCorner.x, leftCorner.y, leftCorner.z);
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glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z);
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glVertex3f(leftTop.x, leftTop.y, leftTop.z );
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glVertex3f(leftTop.x, leftTop.y, leftTop.z );
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glVertex3f(rightTop.x, rightTop.y, rightTop.z );
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glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z);
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glVertex3f(leftCorner.x, leftCorner.y, leftCorner.z );
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glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
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glVertex3f(leftTop.x, leftTop.y, leftTop.z );
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glVertex3f(leftTop.x, leftTop.y, leftTop.z );
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glVertex3f(rightTop.x, rightTop.y, rightTop.z );
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glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
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glVertex3f(rightTop.x, rightTop.y, rightTop.z );
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glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
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glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z);
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glVertex3f(rightTop.x, rightTop.y, rightTop.z );
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glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z);
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glVertex3f(rightCorner.x, rightCorner.y, rightCorner.z);
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glEnd();
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}
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@ -315,48 +307,42 @@ void Head::renderEyeBrows() {
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glm::vec3 leftBottom = _leftEyePosition;
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glm::vec3 rightBottom = _leftEyePosition;
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glm::vec3 r = _orientation.getRight() * length;
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glm::vec3 u = _orientation.getUp() * height;
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glm::vec3 t = _orientation.getUp() * (height + width);
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glm::vec3 f = _orientation.getFront() * _scale * -0.1f;
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for (int i = 0; i < 2; i++) {
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if ( i == 1 ) {
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leftCorner = rightCorner = leftTop = rightTop = leftBottom = rightBottom = _rightEyePosition;
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}
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leftCorner -= _orientation.getRight() * length;
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rightCorner += _orientation.getRight() * length;
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leftTop -= _orientation.getRight() * length * 0.4f;
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rightTop += _orientation.getRight() * length * 0.4f;
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leftBottom -= _orientation.getRight() * length * 0.4f;
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rightBottom += _orientation.getRight() * length * 0.4f;
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leftCorner -= r * 1.0f;
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rightCorner += r * 1.0f;
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leftTop -= r * 0.4f;
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rightTop += r * 0.4f;
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leftBottom -= r * 0.4f;
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rightBottom += r * 0.4f;
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leftCorner += _orientation.getUp() * height;
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rightCorner += _orientation.getUp() * height;
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leftTop += _orientation.getUp() * (height + width);
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rightTop += _orientation.getUp() * (height + width);
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leftBottom += _orientation.getUp() * height;
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rightBottom += _orientation.getUp() * height;
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leftCorner += _orientation.getFront() * _scale * -0.1f;
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rightCorner += _orientation.getFront() * _scale * -0.1f;
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leftTop += _orientation.getFront() * _scale * -0.1f;
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rightTop += _orientation.getFront() * _scale * -0.1f;
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leftBottom += _orientation.getFront() * _scale * -0.1f;
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rightBottom += _orientation.getFront() * _scale * -0.1f;
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leftCorner += u + f;
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rightCorner += u + f;
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leftTop += t + f;
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rightTop += t + f;
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leftBottom += u + f;
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rightBottom += u + f;
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glBegin(GL_TRIANGLES);
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glVertex3f(leftCorner.x, leftCorner.y, leftCorner.z);
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glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z);
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glVertex3f(leftTop.x, leftTop.y, leftTop.z );
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glVertex3f(leftTop.x, leftTop.y, leftTop.z );
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glVertex3f(rightTop.x, rightTop.y, rightTop.z );
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glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z);
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glVertex3f(leftCorner.x, leftCorner.y, leftCorner.z );
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glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
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glVertex3f(leftTop.x, leftTop.y, leftTop.z );
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glVertex3f(leftTop.x, leftTop.y, leftTop.z );
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glVertex3f(rightTop.x, rightTop.y, rightTop.z );
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glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
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glVertex3f(rightTop.x, rightTop.y, rightTop.z );
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glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
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glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z);
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glVertex3f(rightTop.x, rightTop.y, rightTop.z );
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glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z);
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glVertex3f(rightCorner.x, rightCorner.y, rightCorner.z);
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@ -61,6 +61,8 @@ private:
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glm::vec3 _rotation;
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glm::vec3 _leftEyePosition;
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glm::vec3 _rightEyePosition;
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glm::vec3 _leftEyeBrowPosition;
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glm::vec3 _rightEyeBrowPosition;
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glm::vec3 _leftEarPosition;
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glm::vec3 _rightEarPosition;
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glm::vec3 _mouthPosition;
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@ -83,7 +85,6 @@ private:
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void renderEars();
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void renderMouth();
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void debugRenderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition);
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void updateEyePositions();
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void calculateGeometry( bool lookingInMirror);
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};
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