Re-added neck and eye procedural animation to FaceModel.

This is only used in the case of split head/body avatars.
This commit is contained in:
Anthony J. Thibault 2015-07-30 12:27:28 -07:00
parent 95c43c4857
commit 314434e068
2 changed files with 63 additions and 2 deletions

View file

@ -25,6 +25,7 @@ FaceModel::FaceModel(Head* owningHead, RigPointer rig) :
void FaceModel::simulate(float deltaTime, bool fullUpdate) {
updateGeometry();
Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
glm::vec3 neckPosition;
if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
@ -37,19 +38,75 @@ void FaceModel::simulate(float deltaTime, bool fullUpdate) {
}
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);
for (int i = 0; i < _rig->getJointStateCount(); i++) {
updateJointState(i);
}
Model::simulateInternal(deltaTime);
}
}
void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, int index) {
// get the rotation axes in joint space and use them to adjust the rotation
glm::mat3 axes = glm::mat3_cast(glm::quat());
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() *
glm::translate(_rig->getJointDefaultTranslationInConstrainedFrame(index)) *
joint.preTransform * glm::mat4_cast(joint.preRotation)));
glm::vec3 pitchYawRoll = safeEulerAngles(_owningHead->getFinalOrientationInLocalFrame());
glm::vec3 lean = glm::radians(glm::vec3(_owningHead->getFinalLeanForward(),
_owningHead->getTorsoTwist(),
_owningHead->getFinalLeanSideways()));
pitchYawRoll -= lean;
_rig->setJointRotationInConstrainedFrame(index,
glm::angleAxis(-pitchYawRoll.z, glm::normalize(inverse * axes[2]))
* glm::angleAxis(pitchYawRoll.y, glm::normalize(inverse * axes[1]))
* glm::angleAxis(-pitchYawRoll.x, glm::normalize(inverse * axes[0]))
* joint.rotation, DEFAULT_PRIORITY);
}
void FaceModel::maybeUpdateEyeRotation(Model* model, const JointState& parentState, const FBXJoint& joint, int index) {
// likewise with the eye joints
// NOTE: at the moment we do the math in the world-frame, hence the inverse transform is more complex than usual.
glm::mat4 inverse = glm::inverse(glm::mat4_cast(model->getRotation()) * parentState.getTransform() *
glm::translate(_rig->getJointDefaultTranslationInConstrainedFrame(index)) *
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT, 0.0f));
glm::vec3 lookAtDelta = _owningHead->getCorrectedLookAtPosition() - model->getTranslation();
glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(lookAtDelta + glm::length(lookAtDelta) * _owningHead->getSaccade(), 1.0f));
glm::quat between = rotationBetween(front, lookAt);
const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE;
_rig->setJointRotationInConstrainedFrame(index, glm::angleAxis(glm::clamp(glm::angle(between),
-MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
joint.rotation, DEFAULT_PRIORITY);
}
void FaceModel::updateJointState(int index) {
const JointState& state = _rig->getJointState(index);
const FBXJoint& joint = state.getFBXJoint();
const FBXGeometry& geometry = _geometry->getFBXGeometry();
// guard against out-of-bounds access to _jointStates
if (joint.parentIndex != -1 && joint.parentIndex >= 0 && joint.parentIndex < _rig->getJointStateCount()) {
const JointState& parentState = _rig->getJointState(joint.parentIndex);
if (index == geometry.neckJointIndex) {
maybeUpdateNeckRotation(parentState, joint, index);
} else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) {
maybeUpdateEyeRotation(this, parentState, joint, index);
}
}
}
bool FaceModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
if (!isActive()) {
return false;

View file

@ -26,6 +26,10 @@ public:
virtual void simulate(float deltaTime, bool fullUpdate = true);
void maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, int index);
void maybeUpdateEyeRotation(Model* model, const JointState& parentState, const FBXJoint& joint, int index);
void updateJointState(int index);
/// Retrieve the positions of up to two eye meshes.
/// \return whether or not both eye meshes were found
bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;