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58 lines
1.8 KiB
C++
58 lines
1.8 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, RigPointer rig) :
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Model(rig, nullptr),
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_owningHead(owningHead)
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{
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assert(_rig);
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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 = owningAvatar->getOrientation();
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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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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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