overte-HifiExperiments/interface/src/avatar/FaceModel.cpp
Anthony J. Thibault a4116e633a Removed last consumer of JointState class
Removed option to render IK constraints used by old animation system
2015-11-20 11:26:54 -08:00

58 lines
1.8 KiB
C++

//
// FaceModel.cpp
// interface/src/avatar
//
// Created by Andrzej Kapolka on 9/16/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <glm/gtx/transform.hpp>
#include "Avatar.h"
#include "FaceModel.h"
#include "Head.h"
#include "Menu.h"
FaceModel::FaceModel(Head* owningHead, RigPointer rig) :
Model(rig, nullptr),
_owningHead(owningHead)
{
assert(_rig);
}
void FaceModel::simulate(float deltaTime, bool fullUpdate) {
updateGeometry();
Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
glm::vec3 neckPosition;
if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
neckPosition = owningAvatar->getPosition();
}
setTranslation(neckPosition);
glm::quat neckParentRotation = owningAvatar->getOrientation();
setRotation(neckParentRotation);
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale());
setPupilDilation(_owningHead->getPupilDilation());
setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());
// FIXME - this is very expensive, we shouldn't do it if we don't have to
//invalidCalculatedMeshBoxes();
if (isActive()) {
setOffset(-_geometry->getFBXGeometry().neckPivot);
Model::simulateInternal(deltaTime);
}
}
bool FaceModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
if (!isActive()) {
return false;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
return getJointPositionInWorldFrame(geometry.leftEyeJointIndex, firstEyePosition) &&
getJointPositionInWorldFrame(geometry.rightEyeJointIndex, secondEyePosition);
}