diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 52473a6d47..eada41eb29 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -843,10 +843,11 @@ void MyAvatar::sendKillAvatar() { DependencyManager::get()->broadcastToNodes(std::move(killPacket), NodeSet() << NodeType::AvatarMixer); } +static int counter = 0; void MyAvatar::updateLookAtTargetAvatar() { // // Look at the avatar whose eyes are closest to the ray in direction of my avatar's head - // + // And set the correctedLookAt for all (nearby) avatars that are looking at me. _lookAtTargetAvatar.reset(); _targetAvatarPosition = glm::vec3(0.0f); @@ -870,14 +871,51 @@ void MyAvatar::updateLookAtTargetAvatar() { smallestAngleTo = angleTo; } if (Application::getInstance()->isLookingAtMyAvatar(avatar)) { + // Alter their gaze to look directly at my camera; this looks more natural than looking at my avatar's face. - // Offset their gaze according to whether they're looking at one of my eyes or my mouth. - glm::vec3 gazeOffset = avatar->getHead()->getLookAtPosition() - getHead()->getEyePosition(); - const float HUMAN_EYE_SEPARATION = 0.065f; - float myEyeSeparation = glm::length(getHead()->getLeftEyePosition() - getHead()->getRightEyePosition()); - gazeOffset = gazeOffset * HUMAN_EYE_SEPARATION / myEyeSeparation; - avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition() - + gazeOffset); + glm::vec3 lookAtPosition = avatar->getHead()->getLookAtPosition(); // A position, in world space, on my avatar. + + // The camera isn't at the point midway between the avatar eyes. (Even without an HMD, the head can be offset a bit.) + // Let's get everything to world space: + glm::vec3 avatarLeftEye = getHead()->getLeftEyePosition(); + glm::vec3 avatarRightEye = getHead()->getRightEyePosition(); + // When not in HMD, these might both answer identity (i.e., the bridge of the nose). That's ok. + // By my inpsection of the code and live testing, getEyeOffset and getEyePose are the same. (Application hands identity as offset matrix.) + // This might be more work than needed for any given use, but as we explore different formulations, we go mad if we don't work in world space. + glm::mat4 leftEye = Application::getInstance()->getEyeOffset(Eye::Left); + glm::mat4 rightEye = Application::getInstance()->getEyeOffset(Eye::Right); + glm::vec3 leftEyeHeadLocal = glm::vec3(leftEye[3]); + glm::vec3 rightEyeHeadLocal = glm::vec3(rightEye[3]); + auto humanSystem = Application::getInstance()->getViewFrustum(); + glm::vec3 humanLeftEye = humanSystem->getPosition() + (humanSystem->getOrientation() * leftEyeHeadLocal); + glm::vec3 humanRightEye = humanSystem->getPosition() + (humanSystem->getOrientation() * rightEyeHeadLocal); + + + // First find out where (in world space) the person is looking relative to that bridge-of-the-avatar point. + // (We will be adding that offset to the camera position, after making some other adjustments.) + glm::vec3 gazeOffset = lookAtPosition - getHead()->getEyePosition(); + + // Scale by proportional differences between avatar and human. + float humanEyeSeparationInModelSpace = glm::length(humanLeftEye - humanRightEye); + float avatarEyeSeparation = glm::length(avatarLeftEye - avatarRightEye); + gazeOffset = gazeOffset * humanEyeSeparationInModelSpace / avatarEyeSeparation; + + // If the camera is also not oriented with the head, adjust by getting the offset in head-space... + /* Not needed (i.e., code is a no-op), but I'm leaving the example code here in case something like this is needed someday. + glm::quat avatarHeadOrientation = getHead()->getOrientation(); + glm::vec3 gazeOffsetLocalToHead = glm::inverse(avatarHeadOrientation) * gazeOffset; + // ... and treat that as though it were in camera space, bringing it back to world space. + // But camera is fudged to make the picture feel like the avatar's orientation. + glm::quat humanOrientation = humanSystem->getOrientation(); // or just avatar getOrienation() ? + gazeOffset = humanOrientation * gazeOffsetLocalToHead; + glm::vec3 corrected = humanSystem->getPosition() + gazeOffset; + */ + + // And now we can finally add that offset to the camera. + glm::vec3 corrected = Application::getInstance()->getViewFrustum()->getPosition() + gazeOffset; + + avatar->getHead()->setCorrectedLookAtPosition(corrected); + } else { avatar->getHead()->clearCorrectedLookAtPosition(); } @@ -1114,6 +1152,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, fl getHead()->render(renderArgs, 1.0f, renderFrustum); } + // This is drawing the lookat vectors from our avatar to wherever we're looking. if (qApp->isHMDMode()) { glm::vec3 cameraPosition = Application::getInstance()->getCamera()->getPosition();