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Merge pull request #5613 from howard-stearns/eye-correction
HMD eye correction
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commit
89d2fc35ff
1 changed files with 47 additions and 8 deletions
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@ -843,10 +843,11 @@ void MyAvatar::sendKillAvatar() {
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DependencyManager::get<NodeList>()->broadcastToNodes(std::move(killPacket), NodeSet() << NodeType::AvatarMixer);
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DependencyManager::get<NodeList>()->broadcastToNodes(std::move(killPacket), NodeSet() << NodeType::AvatarMixer);
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}
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}
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static int counter = 0;
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void MyAvatar::updateLookAtTargetAvatar() {
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void MyAvatar::updateLookAtTargetAvatar() {
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//
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//
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// Look at the avatar whose eyes are closest to the ray in direction of my avatar's head
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// Look at the avatar whose eyes are closest to the ray in direction of my avatar's head
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//
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// And set the correctedLookAt for all (nearby) avatars that are looking at me.
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_lookAtTargetAvatar.reset();
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_lookAtTargetAvatar.reset();
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_targetAvatarPosition = glm::vec3(0.0f);
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_targetAvatarPosition = glm::vec3(0.0f);
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@ -870,14 +871,51 @@ void MyAvatar::updateLookAtTargetAvatar() {
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smallestAngleTo = angleTo;
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smallestAngleTo = angleTo;
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}
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}
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if (Application::getInstance()->isLookingAtMyAvatar(avatar)) {
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if (Application::getInstance()->isLookingAtMyAvatar(avatar)) {
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// Alter their gaze to look directly at my camera; this looks more natural than looking at my avatar's face.
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// Alter their gaze to look directly at my camera; this looks more natural than looking at my avatar's face.
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// Offset their gaze according to whether they're looking at one of my eyes or my mouth.
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glm::vec3 lookAtPosition = avatar->getHead()->getLookAtPosition(); // A position, in world space, on my avatar.
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glm::vec3 gazeOffset = avatar->getHead()->getLookAtPosition() - getHead()->getEyePosition();
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const float HUMAN_EYE_SEPARATION = 0.065f;
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// The camera isn't at the point midway between the avatar eyes. (Even without an HMD, the head can be offset a bit.)
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float myEyeSeparation = glm::length(getHead()->getLeftEyePosition() - getHead()->getRightEyePosition());
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// Let's get everything to world space:
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gazeOffset = gazeOffset * HUMAN_EYE_SEPARATION / myEyeSeparation;
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glm::vec3 avatarLeftEye = getHead()->getLeftEyePosition();
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avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition()
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glm::vec3 avatarRightEye = getHead()->getRightEyePosition();
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+ gazeOffset);
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// When not in HMD, these might both answer identity (i.e., the bridge of the nose). That's ok.
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// By my inpsection of the code and live testing, getEyeOffset and getEyePose are the same. (Application hands identity as offset matrix.)
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// 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.
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glm::mat4 leftEye = Application::getInstance()->getEyeOffset(Eye::Left);
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glm::mat4 rightEye = Application::getInstance()->getEyeOffset(Eye::Right);
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glm::vec3 leftEyeHeadLocal = glm::vec3(leftEye[3]);
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glm::vec3 rightEyeHeadLocal = glm::vec3(rightEye[3]);
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auto humanSystem = Application::getInstance()->getViewFrustum();
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glm::vec3 humanLeftEye = humanSystem->getPosition() + (humanSystem->getOrientation() * leftEyeHeadLocal);
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glm::vec3 humanRightEye = humanSystem->getPosition() + (humanSystem->getOrientation() * rightEyeHeadLocal);
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// First find out where (in world space) the person is looking relative to that bridge-of-the-avatar point.
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// (We will be adding that offset to the camera position, after making some other adjustments.)
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glm::vec3 gazeOffset = lookAtPosition - getHead()->getEyePosition();
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// Scale by proportional differences between avatar and human.
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float humanEyeSeparationInModelSpace = glm::length(humanLeftEye - humanRightEye);
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float avatarEyeSeparation = glm::length(avatarLeftEye - avatarRightEye);
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gazeOffset = gazeOffset * humanEyeSeparationInModelSpace / avatarEyeSeparation;
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// If the camera is also not oriented with the head, adjust by getting the offset in head-space...
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/* 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.
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glm::quat avatarHeadOrientation = getHead()->getOrientation();
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glm::vec3 gazeOffsetLocalToHead = glm::inverse(avatarHeadOrientation) * gazeOffset;
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// ... and treat that as though it were in camera space, bringing it back to world space.
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// But camera is fudged to make the picture feel like the avatar's orientation.
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glm::quat humanOrientation = humanSystem->getOrientation(); // or just avatar getOrienation() ?
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gazeOffset = humanOrientation * gazeOffsetLocalToHead;
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glm::vec3 corrected = humanSystem->getPosition() + gazeOffset;
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*/
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// And now we can finally add that offset to the camera.
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glm::vec3 corrected = Application::getInstance()->getViewFrustum()->getPosition() + gazeOffset;
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avatar->getHead()->setCorrectedLookAtPosition(corrected);
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} else {
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} else {
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avatar->getHead()->clearCorrectedLookAtPosition();
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avatar->getHead()->clearCorrectedLookAtPosition();
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}
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}
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@ -1114,6 +1152,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, fl
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getHead()->render(renderArgs, 1.0f, renderFrustum);
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getHead()->render(renderArgs, 1.0f, renderFrustum);
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}
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}
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// This is drawing the lookat vectors from our avatar to wherever we're looking.
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if (qApp->isHMDMode()) {
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if (qApp->isHMDMode()) {
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glm::vec3 cameraPosition = Application::getInstance()->getCamera()->getPosition();
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glm::vec3 cameraPosition = Application::getInstance()->getCamera()->getPosition();
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