more prototyping of head feature geometry

This commit is contained in:
Jeffrey Ventrella 2013-05-22 11:42:35 -07:00
parent 9f82b9fb43
commit 493aff3133
3 changed files with 62 additions and 89 deletions

View file

@ -374,20 +374,6 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
_orientation.getRight() * _head.getLeanSideways() +
_orientation.getFront() * _head.getLeanForward();
/*
glm::vec3 leanForce =
_orientation.getRight() * _head.getLeanSideways() +
_orientation.getFront() * _head.getLeanForward() * 10.0f;
float magnitude = 1.0f * deltaTime;
if (magnitude > 1.0f ) {
headLean = leanForce;
} else {
headLean += (leanForce - headLean ) * magnitude;
}
*/
// this is not a long-term solution, but it works ok for initial purposes of making the avatar lean
_joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f;

View file

@ -13,32 +13,41 @@
using namespace std;
const float EYE_RIGHT_OFFSET = 0.27f;
const float EYE_UP_OFFSET = 0.38f;
const float EYE_UP_OFFSET = 0.36f;
const float EYE_FRONT_OFFSET = 0.8f;
const float EAR_RIGHT_OFFSET = 1.0;
const float MOUTH_FRONT_OFFSET = 1.0f;
const float MOUTH_UP_OFFSET = -0.3f;
const float HEAD_MOTION_DECAY = 0.1;
const float MINIMUM_EYE_ROTATION = 0.7f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off
const float EYEBALL_RADIUS = 0.02;
const float EYEBALL_COLOR[3] = { 0.9f, 0.9f, 0.8f };
const float IRIS_RADIUS = 0.007;
const float IRIS_PROTRUSION = 0.018f;
const char IRIS_TEXTURE_FILENAME[] = "resources/images/iris.png";
const float HEAD_MOTION_DECAY = 0.1;
const float MINIMUM_EYE_ROTATION = 0.7f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off
const float EYEBALL_RADIUS = 0.017;
const float EYEBALL_COLOR[3] = { 0.9f, 0.9f, 0.8f };
const float IRIS_RADIUS = 0.007;
const float IRIS_PROTRUSION = 0.0145f;
const char IRIS_TEXTURE_FILENAME[] = "resources/images/iris.png";
unsigned int IRIS_TEXTURE_WIDTH = 768;
unsigned int IRIS_TEXTURE_HEIGHT = 498;
vector<unsigned char> irisTexture;
Head::Head() :
yawRate(0.0f),
_returnHeadToCenter(false),
_audioLoudness(0.0f),
_skinColor(0.0f, 0.0f, 0.0f),
_position(0.0f, 0.0f, 0.0f),
_rotation(0.0f, 0.0f, 0.0f),
_leftEyePosition(0.0f, 0.0f, 0.0f),
_rightEyePosition(0.0f, 0.0f, 0.0f),
_leftEyeBrowPosition(0.0f, 0.0f, 0.0f),
_rightEyeBrowPosition(0.0f, 0.0f, 0.0f),
_leftEarPosition(0.0f, 0.0f, 0.0f),
_rightEarPosition(0.0f, 0.0f, 0.0f),
_mouthPosition(0.0f, 0.0f, 0.0f),
_scale(1.0f),
_browAudioLift(0.0f),
_lookingAtSomething(false),
_gravity(0.0f, -1.0f, 0.0f),
_lastLoudness(0.0f),
_averageLoudness(0.0f),
@ -46,7 +55,6 @@ Head::Head() :
_returnSpringScale(1.0f),
_bodyRotation(0.0f, 0.0f, 0.0f),
_headRotation(0.0f, 0.0f, 0.0f) {
_lookingAtSomething = false;
}
void Head::reset() {
@ -190,6 +198,10 @@ void Head::calculateGeometry(bool lookingInMirror) {
+ _orientation.getUp () * _scale * EYE_UP_OFFSET
+ _orientation.getFront() * _scale * EYE_FRONT_OFFSET;
//calculate the eyebrow positions
_leftEyeBrowPosition = _leftEyePosition;
_rightEyeBrowPosition = _rightEyePosition;
//calculate the ear positions
_leftEarPosition = _position - _orientation.getRight() * _scale * EAR_RIGHT_OFFSET;
_rightEarPosition = _position + _orientation.getRight() * _scale * EAR_RIGHT_OFFSET;
@ -248,53 +260,33 @@ void Head::renderEars() {
void Head::renderMouth() {
float s = sqrt(_averageLoudness);
float height = _scale * (0.05f + s * 0.0040f );
float width = _scale * (0.30f + s * 0.0014f );
glm::vec3 leftCorner = _mouthPosition;
glm::vec3 rightCorner = _mouthPosition;
glm::vec3 leftTop = _mouthPosition;
glm::vec3 rightTop = _mouthPosition;
glm::vec3 leftBottom = _mouthPosition;
glm::vec3 rightBottom = _mouthPosition;
leftCorner -= _orientation.getRight() * width;
rightCorner += _orientation.getRight() * width;
leftTop -= _orientation.getRight() * width * 0.4f;
rightTop += _orientation.getRight() * width * 0.4f;
leftBottom -= _orientation.getRight() * width * 0.4f;
rightBottom += _orientation.getRight() * width * 0.4f;
leftTop += _orientation.getUp() * height * 0.7f;
rightTop += _orientation.getUp() * height * 0.7f;
leftBottom -= _orientation.getUp() * height;
rightBottom -= _orientation.getUp() * height;
leftTop += _orientation.getFront() * _scale * 0.1f;
rightTop += _orientation.getFront() * _scale * 0.1f;
leftBottom += _orientation.getFront() * _scale * 0.1f;
rightBottom += _orientation.getFront() * _scale * 0.1f;
glm::vec3 r = _orientation.getRight() * _scale * (0.30f + s * 0.0014f );
glm::vec3 u = _orientation.getUp () * _scale * (0.05f + s * 0.0040f );
glm::vec3 f = _orientation.getFront() * _scale * 0.1f;
glm::vec3 leftCorner = _mouthPosition - r * 1.0f;
glm::vec3 rightCorner = _mouthPosition + r * 1.0f;
glm::vec3 leftTop = _mouthPosition - r * 0.4f + u * 0.7f + f;
glm::vec3 rightTop = _mouthPosition + r * 0.4f + u * 0.7f + f;
glm::vec3 leftBottom = _mouthPosition - r * 0.4f - u * 1.0f + f;
glm::vec3 rightBottom = _mouthPosition + r * 0.4f - u * 1.0f + f;
glColor3f(0.2f, 0.0f, 0.0f);
glBegin(GL_TRIANGLES);
glVertex3f(leftCorner.x, leftCorner.y, leftCorner.z);
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z);
glVertex3f(leftTop.x, leftTop.y, leftTop.z );
glVertex3f(leftTop.x, leftTop.y, leftTop.z );
glVertex3f(rightTop.x, rightTop.y, rightTop.z );
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z);
glVertex3f(leftCorner.x, leftCorner.y, leftCorner.z );
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
glVertex3f(leftTop.x, leftTop.y, leftTop.z );
glVertex3f(leftTop.x, leftTop.y, leftTop.z );
glVertex3f(rightTop.x, rightTop.y, rightTop.z );
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
glVertex3f(rightTop.x, rightTop.y, rightTop.z );
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z);
glVertex3f(rightTop.x, rightTop.y, rightTop.z );
glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z);
glVertex3f(rightCorner.x, rightCorner.y, rightCorner.z);
glEnd();
}
@ -315,48 +307,42 @@ void Head::renderEyeBrows() {
glm::vec3 leftBottom = _leftEyePosition;
glm::vec3 rightBottom = _leftEyePosition;
glm::vec3 r = _orientation.getRight() * length;
glm::vec3 u = _orientation.getUp() * height;
glm::vec3 t = _orientation.getUp() * (height + width);
glm::vec3 f = _orientation.getFront() * _scale * -0.1f;
for (int i = 0; i < 2; i++) {
if ( i == 1 ) {
leftCorner = rightCorner = leftTop = rightTop = leftBottom = rightBottom = _rightEyePosition;
}
leftCorner -= _orientation.getRight() * length;
rightCorner += _orientation.getRight() * length;
leftTop -= _orientation.getRight() * length * 0.4f;
rightTop += _orientation.getRight() * length * 0.4f;
leftBottom -= _orientation.getRight() * length * 0.4f;
rightBottom += _orientation.getRight() * length * 0.4f;
leftCorner -= r * 1.0f;
rightCorner += r * 1.0f;
leftTop -= r * 0.4f;
rightTop += r * 0.4f;
leftBottom -= r * 0.4f;
rightBottom += r * 0.4f;
leftCorner += _orientation.getUp() * height;
rightCorner += _orientation.getUp() * height;
leftTop += _orientation.getUp() * (height + width);
rightTop += _orientation.getUp() * (height + width);
leftBottom += _orientation.getUp() * height;
rightBottom += _orientation.getUp() * height;
leftCorner += _orientation.getFront() * _scale * -0.1f;
rightCorner += _orientation.getFront() * _scale * -0.1f;
leftTop += _orientation.getFront() * _scale * -0.1f;
rightTop += _orientation.getFront() * _scale * -0.1f;
leftBottom += _orientation.getFront() * _scale * -0.1f;
rightBottom += _orientation.getFront() * _scale * -0.1f;
leftCorner += u + f;
rightCorner += u + f;
leftTop += t + f;
rightTop += t + f;
leftBottom += u + f;
rightBottom += u + f;
glBegin(GL_TRIANGLES);
glVertex3f(leftCorner.x, leftCorner.y, leftCorner.z);
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z);
glVertex3f(leftTop.x, leftTop.y, leftTop.z );
glVertex3f(leftTop.x, leftTop.y, leftTop.z );
glVertex3f(rightTop.x, rightTop.y, rightTop.z );
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z);
glVertex3f(leftCorner.x, leftCorner.y, leftCorner.z );
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
glVertex3f(leftTop.x, leftTop.y, leftTop.z );
glVertex3f(leftTop.x, leftTop.y, leftTop.z );
glVertex3f(rightTop.x, rightTop.y, rightTop.z );
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
glVertex3f(rightTop.x, rightTop.y, rightTop.z );
glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z );
glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z);
glVertex3f(rightTop.x, rightTop.y, rightTop.z );
glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z);
glVertex3f(rightCorner.x, rightCorner.y, rightCorner.z);

View file

@ -61,6 +61,8 @@ private:
glm::vec3 _rotation;
glm::vec3 _leftEyePosition;
glm::vec3 _rightEyePosition;
glm::vec3 _leftEyeBrowPosition;
glm::vec3 _rightEyeBrowPosition;
glm::vec3 _leftEarPosition;
glm::vec3 _rightEarPosition;
glm::vec3 _mouthPosition;
@ -83,7 +85,6 @@ private:
void renderEars();
void renderMouth();
void debugRenderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition);
void updateEyePositions();
void calculateGeometry( bool lookingInMirror);
};