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Avatar head rotation, audio loudness (for facial animation) and hand state (grabbing or not) now sent in broadcast data.
This commit is contained in:
parent
9760b7d410
commit
2ef45e8512
4 changed files with 109 additions and 57 deletions
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@ -75,9 +75,9 @@ Head::Head(bool isMine) {
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_head.interPupilDistance = 0.6;
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_head.interBrowDistance = 0.75;
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_head.nominalPupilSize = 0.10;
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_head.yaw = 0.0;
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_head.pitch = 0.0;
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_head.roll = 0.0;
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//_head.yaw = 0.0;
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//_head.pitch = 0.0;
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//_head.roll = 0.0;
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_head.pitchRate = 0.0;
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_head.yawRate = 0.0;
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_head.rollRate = 0.0;
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@ -106,7 +106,6 @@ Head::Head(bool isMine) {
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_head.eyeContactTarget = LEFT_EYE;
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_head.scale = 1.0;
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_head.audioAttack = 0.0;
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_head.loudness = 0.0;
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_head.averageLoudness = 0.0;
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_head.lastLoudness = 0.0;
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_head.browAudioLift = 0.0;
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@ -176,9 +175,9 @@ Head::Head(const Head &otherAvatar) {
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_head.interPupilDistance = otherAvatar._head.interPupilDistance;
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_head.interBrowDistance = otherAvatar._head.interBrowDistance;
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_head.nominalPupilSize = otherAvatar._head.nominalPupilSize;
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_head.yaw = otherAvatar._head.yaw;
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_head.pitch = otherAvatar._head.pitch;
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_head.roll = otherAvatar._head.roll;
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//_head.yaw = otherAvatar._head.yaw;
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//_head.pitch = otherAvatar._head.pitch;
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//_head.roll = otherAvatar._head.roll;
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_head.yawRate = otherAvatar._head.yawRate;
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_head.pitchRate = otherAvatar._head.pitchRate;
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_head.rollRate = otherAvatar._head.rollRate;
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@ -207,7 +206,6 @@ Head::Head(const Head &otherAvatar) {
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_head.eyeContactTarget = otherAvatar._head.eyeContactTarget;
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_head.scale = otherAvatar._head.scale;
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_head.audioAttack = otherAvatar._head.audioAttack;
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_head.loudness = otherAvatar._head.loudness;
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_head.averageLoudness = otherAvatar._head.averageLoudness;
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_head.lastLoudness = otherAvatar._head.lastLoudness;
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_head.browAudioLift = otherAvatar._head.browAudioLift;
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@ -234,7 +232,7 @@ Head* Head::clone() const {
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}
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void Head::reset() {
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_head.pitch = _head.yaw = _head.roll = 0;
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_headPitch = _headYaw = _headRoll = 0;
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_head.leanForward = _head.leanSideways = 0;
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}
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@ -269,12 +267,12 @@ void Head::UpdateGyros(float frametime, SerialInterface * serialInterface, glm::
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const float MAX_YAW = 85;
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const float MIN_YAW = -85;
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if ((_head.pitch < MAX_PITCH) && (_head.pitch > MIN_PITCH))
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if ((_headPitch < MAX_PITCH) && (_headPitch > MIN_PITCH))
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addHeadPitch(measured_pitch_rate * -HEAD_ROTATION_SCALE * frametime);
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addHeadRoll(measured_roll_rate * HEAD_ROLL_SCALE * frametime);
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if ((_head.yaw < MAX_YAW) && (_head.yaw > MIN_YAW))
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if ((_headYaw < MAX_YAW) && (_headYaw > MIN_YAW))
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addHeadYaw(_head.yawRate * HEAD_ROTATION_SCALE * frametime);
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addLean(-measured_lateral_accel * frametime * HEAD_LEAN_SCALE, -measured_fwd_accel*frametime * HEAD_LEAN_SCALE);
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@ -489,15 +487,15 @@ void Head::simulate(float deltaTime) {
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if (!_head.noise) {
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// Decay back toward center
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_head.pitch *= (1.0f - DECAY*2*deltaTime);
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_head.yaw *= (1.0f - DECAY*2*deltaTime);
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_head.roll *= (1.0f - DECAY*2*deltaTime);
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_headPitch *= (1.0f - DECAY*2*deltaTime);
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_headYaw *= (1.0f - DECAY*2*deltaTime);
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_headRoll *= (1.0f - DECAY*2*deltaTime);
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}
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else {
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// Move toward new target
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_head.pitch += (_head.pitchTarget - _head.pitch)*10*deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
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_head.yaw += (_head.yawTarget - _head.yaw )*10*deltaTime; // (1.f - DECAY*deltaTime);
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_head.roll *= (1.f - DECAY*deltaTime);
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_headPitch += (_head.pitchTarget - _headPitch)*10*deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
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_headYaw += (_head.yawTarget - _headYaw )*10*deltaTime; // (1.f - DECAY*deltaTime);
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_headRoll *= (1.f - DECAY*deltaTime);
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}
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_head.leanForward *= (1.f - DECAY*30.f*deltaTime);
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@ -539,15 +537,15 @@ void Head::simulate(float deltaTime) {
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if (_head.eyeContactTarget == RIGHT_EYE) eye_target_yaw_adjust = -DEGREES_BETWEEN_VIEWER_EYES;
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if (_head.eyeContactTarget == MOUTH) eye_target_pitch_adjust = DEGREES_TO_VIEWER_MOUTH;
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_head.eyeballPitch[0] = _head.eyeballPitch[1] = -_head.pitch + eye_target_pitch_adjust;
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_head.eyeballYaw[0] = _head.eyeballYaw[1] = -_head.yaw + eye_target_yaw_adjust;
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_head.eyeballPitch[0] = _head.eyeballPitch[1] = -_headPitch + eye_target_pitch_adjust;
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_head.eyeballYaw[0] = _head.eyeballYaw[1] = -_headYaw + eye_target_yaw_adjust;
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}
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if (_head.noise)
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{
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_head.pitch += (randFloat() - 0.5)*0.2*_head.noiseEnvelope;
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_head.yaw += (randFloat() - 0.5)*0.3*_head.noiseEnvelope;
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_headPitch += (randFloat() - 0.5)*0.2*_head.noiseEnvelope;
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_headYaw += (randFloat() - 0.5)*0.3*_head.noiseEnvelope;
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//PupilSize += (randFloat() - 0.5)*0.001*NoiseEnvelope;
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if (randFloat() < 0.005) _head.mouthWidth = MouthWidthChoices[rand()%3];
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@ -557,7 +555,7 @@ void Head::simulate(float deltaTime) {
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if (randFloat() < 0.01) _head.eyeballYaw[0] = _head.eyeballYaw[1] = (randFloat()- 0.5)*10;
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}
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if ((randFloat() < 0.005) && (fabs(_head.pitchTarget - _head.pitch) < 1.0) && (fabs(_head.yawTarget - _head.yaw) < 1.0)) {
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if ((randFloat() < 0.005) && (fabs(_head.pitchTarget - _headPitch) < 1.0) && (fabs(_head.yawTarget - _headYaw) < 1.0)) {
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SetNewHeadTarget((randFloat()-0.5)*20.0, (randFloat()-0.5)*45.0);
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}
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@ -724,12 +722,14 @@ void Head::renderHead(int lookingInMirror) {
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glScalef( 0.03, 0.03, 0.03 );
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if (lookingInMirror) {
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glRotatef(_bodyYaw - _head.yaw, 0, 1, 0);
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glRotatef(_bodyYaw - _headYaw, 0, 1, 0);
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glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
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glRotatef(_bodyRoll - _headRoll, 0, 0, 1);
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} else {
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glRotatef(_bodyYaw + _head.yaw, 0, 1, 0);
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glRotatef(_bodyYaw + _headYaw, 0, 1, 0);
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glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
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glRotatef(_bodyRoll + _headRoll, 0, 0, 1);
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}
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glRotatef(_bodyPitch + _head.pitch, 1, 0, 0);
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glRotatef(_bodyRoll + _head.roll, 0, 0, 1);
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glScalef(2.0, 2.0, 2.0);
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glColor3fv(skinColor);
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@ -749,8 +749,8 @@ void Head::renderHead(int lookingInMirror) {
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glPopMatrix();
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// _eyebrows
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_head.audioAttack = 0.9*_head.audioAttack + 0.1*fabs(_head.loudness - _head.lastLoudness);
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_head.lastLoudness = _head.loudness;
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_head.audioAttack = 0.9*_head.audioAttack + 0.1*fabs(_audioLoudness - _head.lastLoudness);
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_head.lastLoudness = _audioLoudness;
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const float BROW_LIFT_THRESHOLD = 100;
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if (_head.audioAttack > BROW_LIFT_THRESHOLD)
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@ -813,7 +813,7 @@ void Head::renderHead(int lookingInMirror) {
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glPushMatrix();
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{
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glRotatef(_head.eyeballPitch[1], 1, 0, 0);
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glRotatef(_head.eyeballYaw[1] + _head.yaw + _head.pupilConverge, 0, 1, 0);
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glRotatef(_head.eyeballYaw[1] + _headYaw + _head.pupilConverge, 0, 1, 0);
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glTranslatef(0,0,.35);
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glRotatef(-75,1,0,0);
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glScalef(1.0, 0.4, 1.0);
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@ -839,7 +839,7 @@ void Head::renderHead(int lookingInMirror) {
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glPushMatrix();
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{
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glRotatef(_head.eyeballPitch[0], 1, 0, 0);
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glRotatef(_head.eyeballYaw[0] + _head.yaw - _head.pupilConverge, 0, 1, 0);
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glRotatef(_head.eyeballYaw[0] + _headYaw - _head.pupilConverge, 0, 1, 0);
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glTranslatef(0, 0, .35);
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glRotatef(-75, 1, 0, 0);
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glScalef(1.0, 0.4, 1.0);
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@ -1137,18 +1137,19 @@ void Head::updateHandMovement() {
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_bone[ AVATAR_BONE_RIGHT_HAND ].position += transformedHandMovement;
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setHandState(_mousePressed);
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//if holding hands, add a pull to the hand...
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if ( _usingBodySprings ) {
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if ( _closestOtherAvatar != -1 ) {
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if ( _mousePressed ) {
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glm::vec3 handToHandVector( _otherAvatarHandPosition[ _closestOtherAvatar ]);
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handToHandVector -= _bone[ AVATAR_BONE_RIGHT_HAND ].position;
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//_bone[ AVATAR_BONE_RIGHT_HAND ].springyVelocity -= handPull;
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_bone[ AVATAR_BONE_RIGHT_HAND ].position = _otherAvatarHandPosition[ _closestOtherAvatar ];
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}
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}
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}
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}
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@ -1278,7 +1279,7 @@ void Head::renderBody() {
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}
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}
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if (( _usingBodySprings ) && ( _mousePressed )) {
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if (( _usingBodySprings ) && ( getHandState() )) {
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glColor4f( 1.0, 1.0, 0.5, 0.5 );
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glPushMatrix();
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glTranslatef
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@ -1306,9 +1307,6 @@ void Head::renderBoneAsBlock( AvatarBoneID b ) {
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glPopMatrix();
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}
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void Head::SetNewHeadTarget(float pitch, float yaw) {
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_head.pitchTarget = pitch;
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_head.yawTarget = yaw;
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@ -100,9 +100,6 @@ struct AvatarBone
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struct AvatarHead
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{
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float pitch;
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float yaw;
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float roll;
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float pitchRate;
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float yawRate;
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float rollRate;
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@ -134,7 +131,7 @@ struct AvatarHead
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eyeContactTargets eyeContactTarget;
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// Sound loudness information
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float loudness, lastLoudness;
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float lastLoudness;
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float averageLoudness;
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float audioAttack;
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};
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@ -150,9 +147,6 @@ class Head : public AvatarData {
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void reset();
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void UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
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void setNoise (float mag) { _head.noise = mag; }
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void setPitch(float p) {_head.pitch = p; }
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void setYaw(float y) {_head.yaw = y; }
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void setRoll(float r) {_head.roll = r; };
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void setScale(float s) {_head.scale = s; };
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void setRenderYaw(float y) {_renderYaw = y;}
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void setRenderPitch(float p) {_renderPitch = p;}
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@ -160,13 +154,7 @@ class Head : public AvatarData {
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float getRenderPitch() {return _renderPitch;}
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void setLeanForward(float dist);
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void setLeanSideways(float dist);
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void addHeadPitch(float p) {_head.pitch -= p; }
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void addHeadYaw(float y){_head.yaw -= y; }
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void addHeadRoll(float r){_head.roll += r; }
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void addLean(float x, float z);
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float getHeadPitch() {return _head.pitch;}
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float getHeadRoll() {return _head.roll;}
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float getHeadYaw() {return _head.yaw;}
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float getLastMeasuredHeadYaw() {return _head.yawRate;}
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float getBodyYaw() {return _bodyYaw;};
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void addBodyYaw(float y) {_bodyYaw += y;};
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@ -189,10 +177,8 @@ class Head : public AvatarData {
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void setHandMovementValues( glm::vec3 movement );
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void updateHandMovement();
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float getLoudness() {return _head.loudness;};
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float getAverageLoudness() {return _head.averageLoudness;};
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void setAverageLoudness(float al) {_head.averageLoudness = al;};
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void setLoudness(float l) {_head.loudness = l;};
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void SetNewHeadTarget(float, float);
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@ -34,9 +34,14 @@ int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPo
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}
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AvatarData::AvatarData() :
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_handPosition(0,0,0),
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_bodyYaw(-90.0),
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_bodyPitch(0.0),
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_bodyRoll(0.0),
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_headYaw(0),
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_headPitch(0),
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_headRoll(0),
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_handState(0),
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_cameraPosition(0,0,0),
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_cameraDirection(0,0,0),
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_cameraUp(0,0,0),
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@ -63,15 +68,31 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
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// that can pack any type given the number of bytes
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// and return the number of bytes to push the pointer
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// Body world position
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memcpy(destinationBuffer, &_bodyPosition, sizeof(float) * 3);
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destinationBuffer += sizeof(float) * 3;
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// Body rotation (NOTE: This needs to become a quaternion to save two bytes)
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyYaw);
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch);
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll);
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// Head rotation (NOTE: This needs to become a quaternion to save two bytes)
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headYaw);
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headPitch);
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headRoll);
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// Hand Position
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memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
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destinationBuffer += sizeof(float) * 3;
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// Hand State (0 = not grabbing, 1 = grabbing)
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memcpy(destinationBuffer, &_handState, sizeof(char));
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destinationBuffer += sizeof(char);
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// Instantaneous audio loudness (used to drive facial animation)
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memcpy(destinationBuffer, &_audioLoudness, sizeof(float));
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destinationBuffer += sizeof(float);
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// camera details
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memcpy(destinationBuffer, &_cameraPosition, sizeof(_cameraPosition));
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@ -91,6 +112,7 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
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memcpy(destinationBuffer, &_cameraFarClip, sizeof(_cameraFarClip));
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destinationBuffer += sizeof(_cameraFarClip);
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return destinationBuffer - bufferStart;
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}
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@ -102,16 +124,32 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
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unsigned char* startPosition = sourceBuffer;
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// Body world position
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memcpy(&_bodyPosition, sourceBuffer, sizeof(float) * 3);
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sourceBuffer += sizeof(float) * 3;
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// Body rotation (NOTE: This needs to become a quaternion to save two bytes)
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sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyYaw);
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sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch);
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sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyRoll);
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// Head rotation (NOTE: This needs to become a quaternion to save two bytes)
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sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headYaw);
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sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headPitch);
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sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headRoll);
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// Hand Position
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memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
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sourceBuffer += sizeof(float) * 3;
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// Hand State
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memcpy(&_handState, sourceBuffer, sizeof(char));
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sourceBuffer += sizeof(char);
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// Instantaneous audio loudness (used to drive facial animation)
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memcpy(&_audioLoudness, sourceBuffer, sizeof(float));
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sourceBuffer += sizeof(float);
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// camera details
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memcpy(&_cameraPosition, sourceBuffer, sizeof(_cameraPosition));
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sourceBuffer += sizeof(_cameraPosition);
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@ -27,16 +27,34 @@ public:
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int getBroadcastData(unsigned char* destinationBuffer);
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int parseData(unsigned char* sourceBuffer, int numBytes);
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// Body Rotation
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float getBodyYaw();
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void setBodyYaw(float bodyYaw);
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float getBodyPitch();
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void setBodyPitch(float bodyPitch);
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float getBodyRoll();
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void setBodyYaw(float bodyYaw);
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void setBodyPitch(float bodyPitch);
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void setBodyRoll(float bodyRoll);
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// getters for camera details
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// Head Rotation
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void setHeadPitch(float p) {_headPitch = p; }
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void setHeadYaw(float y) {_headYaw = y; }
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void setHeadRoll(float r) {_headRoll = r; };
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float getHeadPitch() { return _headPitch; };
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float getHeadYaw() { return _headYaw; };
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float getHeadRoll() { return _headRoll; };
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void addHeadPitch(float p) {_headPitch -= p; }
|
||||
void addHeadYaw(float y){_headYaw -= y; }
|
||||
void addHeadRoll(float r){_headRoll += r; }
|
||||
|
||||
// Hand State
|
||||
void setHandState(char s) { _handState = s; };
|
||||
float getHandState() {return _handState; };
|
||||
|
||||
// Instantaneous audio loudness to drive mouth/facial animation
|
||||
void setLoudness(float l) { _audioLoudness = l; };
|
||||
float getLoudness() {return _audioLoudness; };
|
||||
|
||||
// getters for camera details
|
||||
const glm::vec3& getCameraPosition() const { return _cameraPosition; };
|
||||
const glm::vec3& getCameraDirection() const { return _cameraDirection; }
|
||||
const glm::vec3& getCameraUp() const { return _cameraUp; }
|
||||
|
@ -60,10 +78,22 @@ protected:
|
|||
glm::vec3 _bodyPosition;
|
||||
glm::vec3 _handPosition;
|
||||
|
||||
// Body rotation
|
||||
float _bodyYaw;
|
||||
float _bodyPitch;
|
||||
float _bodyRoll;
|
||||
|
||||
// Head rotation (relative to body)
|
||||
float _headYaw;
|
||||
float _headPitch;
|
||||
float _headRoll;
|
||||
|
||||
// Audio loudness (used to drive facial animation)
|
||||
float _audioLoudness;
|
||||
|
||||
// Hand state (are we grabbing something or not)
|
||||
char _handState;
|
||||
|
||||
// camera details for the avatar
|
||||
glm::vec3 _cameraPosition;
|
||||
|
||||
|
|
Loading…
Reference in a new issue