send faceshift data to avatar mixer

This commit is contained in:
atlante45 2013-09-12 17:41:26 -07:00
parent 11cc79fd41
commit 7cd2f2b06b
7 changed files with 822 additions and 10 deletions

View file

@ -67,10 +67,8 @@ Head::Head(Avatar* owningAvatar) :
_rightEarPosition(0.0f, 0.0f, 0.0f),
_mouthPosition(0.0f, 0.0f, 0.0f),
_scale(1.0f),
_browAudioLift(0.0f),
_gravity(0.0f, -1.0f, 0.0f),
_lastLoudness(0.0f),
_averageLoudness(0.0f),
_audioAttack(0.0f),
_returnSpringScale(1.0f),
_bodyRotation(0.0f, 0.0f, 0.0f),
@ -78,8 +76,6 @@ Head::Head(Avatar* owningAvatar) :
_mohawkInitialized(false),
_saccade(0.0f, 0.0f, 0.0f),
_saccadeTarget(0.0f, 0.0f, 0.0f),
_leftEyeBlink(0.0f),
_rightEyeBlink(0.0f),
_leftEyeBlinkVelocity(0.0f),
_rightEyeBlinkVelocity(0.0f),
_timeWithoutTalking(0.0f),
@ -148,6 +144,8 @@ void Head::simulate(float deltaTime, bool isMine, float gyroCameraSensitivity) {
// Update audio trailing average for rendering facial animations
Faceshift* faceshift = Application::getInstance()->getFaceshift();
_isFaceshiftConnected = faceshift != NULL;
if (isMine && faceshift->isActive()) {
_leftEyeBlink = faceshift->getLeftBlink();
_rightEyeBlink = faceshift->getRightBlink();
@ -159,7 +157,7 @@ void Head::simulate(float deltaTime, bool isMine, float gyroCameraSensitivity) {
const float BROW_HEIGHT_SCALE = 0.005f;
_browAudioLift = faceshift->getBrowHeight() * BROW_HEIGHT_SCALE;
} else {
} else if (!_isFaceshiftConnected) {
// Update eye saccades
const float AVERAGE_MICROSACCADE_INTERVAL = 0.50f;
const float AVERAGE_SACCADE_INTERVAL = 4.0f;

View file

@ -104,10 +104,8 @@ private:
glm::vec3 _mouthPosition;
Nose _nose;
float _scale;
float _browAudioLift;
glm::vec3 _gravity;
float _lastLoudness;
float _averageLoudness;
float _audioAttack;
float _returnSpringScale; //strength of return springs
glm::vec3 _bodyRotation;
@ -118,8 +116,6 @@ private:
glm::vec3 _mohawkColors[MOHAWK_TRIANGLES];
glm::vec3 _saccade;
glm::vec3 _saccadeTarget;
float _leftEyeBlink;
float _rightEyeBlink;
float _leftEyeBlinkVelocity;
float _rightEyeBlinkVelocity;
float _timeWithoutTalking;

View file

@ -0,0 +1,691 @@
//
// PerlinFace.cpp
// interface
//
// Created by Clément Brisset on 9/4/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#include "PerlinFace.h"
#include "Head.h"
#include "Avatar.h"
#include "Application.h"
// The following points only reference the left part of the face.
enum {
BROW_RIGHT_TOP = 0, BROW_MID_TOP, BROW_LEFT, BROW_MID_BOTTOM, BROW_RIGHT_BOTTOM,
EYE_RIGHT, EYE_MID_TOP, EYE_LEFT, EYE_MID_BOTTOM,
EYEBALL_BOTTOM, EYEBALL_TOP, EYEBALL_MID,
NOSTRIL_TOP, NOSTRIL_LEFT, NOSTRIL_BOTTOM, NOSE_LEFT, NOSE_RIGHT,
MOUTH_TOP_OUT, MOUTH_MID_OUT, MOUTH_BOTTOM_OUT,
MOUTH_TOP_IN, MOUTH_MID_IN, MOUTH_BOTTOM_IN,
EAR_CENTER, EAR_BOTTOM_RIGHT, EAR_BOTTOM_LEFT, EAR_TOP_RIGHT, EAR_TOP_MID, EAR_TOP_LEFT, EAR_BACK,
CHIN_BOTTOM, CHIN_TIP, CHIN_IN,
CHICK_LEFT, CHICK_MID, CHICK_RIGHT,
FOREHEAD_RIGHT, FOREHEAD_LEFT,
JAW_BOTTOM, JAW_LEFT, JAW_BOTTOM_LEFT,
HAIR_SIDE_1, HAIR_SIDE_2, HAIR_SIDE_3, HAIR_SIDE_4, HAIR_SIDE_5,
HAIR_1, HAIR_2, HAIR_3, HAIR_4, HAIR_5, HAIR_6, HAIR_7, HAIR_8, HAIR_9,
NUM_VERTICES
};
static const float VERTICES[]
= { -5,70,44, -12,72,42, -22,68,35, -12,70,42, -5,68,44.5, // left brow
-6,60,43.7, -12,62,44, -19,60,38, -12,58,43, // left eye
-12,60,37, -14.1,62.1,37, -13.15,61.25,32, // left eyeball
-2,45,52, -5,44,47, -1,42.5,49, -4,47,48, -2,48.5,52.5, // left part nose
-4,38,50, -8,30.2,46, -3,23.5,46, // left out mouse
-2.1,35,48, -5,31,47, -1.5,29,47, // left in mouse
-26.5,55,14, -23.3,51.3,7, -26.5,50.7,7, -23,59,9, -26,61,7, -27.6,59.5,7, -13,50,0, // left ear
-6.1,16.8,44.5, -5,20.7,46.5, -3,23,45, // left chin
-22,51,37, -15,36,39, -13.6,26,38, // left chick
-10,84,34, -22,80,24, // left forehead
-6,22,20, -22,35,15, -19,31.5,10, // left jaw
-14,99,0, -27,85,0, -30,70,0, -30,52,-4, -28,30,0, // left hair side
// left hair line
-16,86,39, -12,95,27, -12,99,13, -12,97,-5, -15,91,-17, -18,80,-26, -16,60,-29, -10,40,-23, -15,30,-12,
5,70,44, 12,72,42, 22,68,35, 12,70,42, 5,68,44.5, // 0-4 right brow
6,60,43.7, 12,62,44, 19,60,38, 12,58,43, // 5-8 right eye
12,60,37, 14.1,62.1,37, 13.15,61.15,32, // 9-11 right eyeball
2,45,52, 5,44,47, 1,42.5,49, 4,47,48, 2,48.5,52.5, // 12-16 right part nose
4,38,50, 8,30.2,46, 3,23.5,46, // 17-19 right out mouse
2.1,35,48, 5,31,47, 1.5,29,47, // 20-22 right in mouse
26.5,55,14, 23.3,51.3,7, 26.5,50.7,7, 23,59,9, 26,61,7, 27.6,59.5,7, 13,50,0, // 23-29 right ear
6.1,16.8,44.5, 5,20.7,46.5, 3,23,45, // 30-32 right chin
22,51,37, 15,36,39, 13.6,26,38, // 33-35 right chick
10,84,34, 22,80,24, // 36-37 right forehead
6,22,20, 22,35,15, 19,31.5,10, // 38-40 right jaw
14,99,0, 27,85,0, 30,70,0, 30,52,-4, 28,30,0, // 41-45 right hair side
// 45-53 right hair line
16,86,39, 12,95,27, 12,99,13, 12,97,-5, 15,91,-17, 18,80,-26, 16,60,-29, 10,40,-23, 15,30,-12,
// Not used at the moment.
7,34,44, 7,29.2,42, // teeth
16,36,33, 16,16,0, 40,7,0, 40,0,0, 20,-40,-23}; // shoulders, back, misc
const int TRIANGLES_NUMBER = 206;
const int VERTEX_PER_TRIANGLE = 3;
const int FLOAT_PER_VERTEX = 3;
const GLfloat NO_SPECULAR_COLOR[] = { 0.0f, 0.0f, 0.0f, 1.0f };
glm::vec3* PerlinFace::_vertices = NULL;
GLfloat* PerlinFace::_triangles = NULL;
GLfloat* PerlinFace::_normals = NULL;
GLubyte* PerlinFace::_colors = NULL;
PerlinFace::PerlinFace(Head *owningHead)
: _owningHead(owningHead),
_initialized(false),
_vertexNumber(0),
_trianglesCount(0),
_oldNormals(NULL),
_newNormals(NULL),
_trianglesPos(NULL),
_normalsPos(NULL),
_colorsPos(NULL),
_vboID(0),
_nboID(0),
_cboID(0),
_browsD_L(0),
_browsD_R(0),
_browsU_C(0),
_browsU_L(0),
_browsU_R(0),
_mouthSize(0),
_mouthSmileLeft(0),
_mouthSmileRight(0),
_eyeBlink_L(0),
_eyeBlink_R(0),
_eyeOpen_L(0),
_eyeOpen_R(0) {
}
PerlinFace::~PerlinFace() {
if (_initialized) {
glDeleteBuffers(1, &_vboID);
glDeleteBuffers(1, &_nboID);
glDeleteBuffers(1, &_cboID);
delete[] _oldNormals;
delete[] _newNormals;
}
}
void staticCleanup() {
delete[] PerlinFace::_vertices;
delete[] PerlinFace::_triangles;
delete[] PerlinFace::_normals;
delete[] PerlinFace::_colors;
}
void PerlinFace::init() {
if (_initialized) {
return;
}
glGenBuffers(1, &_vboID);
glGenBuffers(1, &_nboID);
glGenBuffers(1, &_cboID);
_vertexNumber = sizeof(VERTICES) / (FLOAT_PER_VERTEX * sizeof(float));
_oldNormals = new glm::vec3[_vertexNumber];
_newNormals = new glm::vec3[_vertexNumber];
if (_vertices == NULL) {
_vertices = new glm::vec3[_vertexNumber];
for (int i = 0; i < _vertexNumber; ++i) {
_vertices[i] = getVec3(i);
}
_trianglesPos = _triangles = new GLfloat[FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * TRIANGLES_NUMBER];
_normalsPos = _normals = new GLfloat[FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * TRIANGLES_NUMBER];
_colorsPos = _colors = new GLubyte[FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * TRIANGLES_NUMBER];
atexit(staticCleanup);
}
_initialized = true;
}
void PerlinFace::update() {
if (!_initialized) {
init();
}
updatePositions();
updateVertices();
glBindBuffer(GL_ARRAY_BUFFER, _vboID);
glBufferData(GL_ARRAY_BUFFER,
FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * _trianglesCount * sizeof(GLfloat),
_triangles,
GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, _nboID);
glBufferData(GL_ARRAY_BUFFER,
FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * _trianglesCount * sizeof(GLfloat),
_normals,
GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, _cboID);
glBufferData(GL_ARRAY_BUFFER,
FLOAT_PER_VERTEX * VERTEX_PER_TRIANGLE * _trianglesCount * sizeof(GLubyte),
_colors,
GL_DYNAMIC_DRAW);
}
#include <renderer/ProgramObject.h>
void PerlinFace::render() {
glPushMatrix();
update();
// // Jump to head position, orientation and scale
// glm::quat orientation = _owningHead->getOrientation();
// glm::vec3 axis = glm::axis(orientation);
// glTranslatef(_owningHead->getPosition().x, _owningHead->getPosition().y, _owningHead->getPosition().z);
// glScalef(_owningHead->getScale(), _owningHead->getScale(), _owningHead->getScale());
// glRotatef(glm::angle(orientation), axis.x, axis.y, axis.z);
glPushMatrix();
// Correct head scale and offset from hard coded points coordinates.
glScalef(2.0f * BODY_BALL_RADIUS_HEAD_BASE / (_vertices[HAIR_2].y - _vertices[JAW_BOTTOM].y),
2.0f * BODY_BALL_RADIUS_HEAD_BASE / (_vertices[HAIR_2].y - _vertices[JAW_BOTTOM].y),
2.0f * BODY_BALL_RADIUS_HEAD_BASE / (_vertices[HAIR_2].y - _vertices[JAW_BOTTOM].y));
glTranslatef(0, -60.0f, 20.0f);
/*/
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, _vboID);
glVertexPointer(FLOAT_PER_VERTEX, GL_FLOAT, 0, 0);
glEnableClientState(GL_NORMAL_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, _nboID);
glNormalPointer(GL_FLOAT, 0, 0);
glEnableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, _cboID);
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, VERTEX_PER_TRIANGLE * _trianglesCount);
// Draw eyes
glColor3d(0, 0, 0);
glBegin(GL_LINE_LOOP);
glVertex3d(_vertices[EYE_LEFT].x, _vertices[EYE_LEFT].y, _vertices[EYE_LEFT].z);
glVertex3d(_vertices[EYE_MID_TOP].x, _vertices[EYE_MID_TOP].y, _vertices[EYE_MID_TOP].z);
glVertex3d(_vertices[EYE_RIGHT].x, _vertices[EYE_RIGHT].y, _vertices[EYE_RIGHT].z);
glVertex3d(_vertices[EYE_MID_BOTTOM].x, _vertices[EYE_MID_BOTTOM].y, _vertices[EYE_MID_BOTTOM].z);
glEnd();
glBegin(GL_LINE_LOOP);
glVertex3d(_vertices[NUM_VERTICES + EYE_LEFT].x,
_vertices[NUM_VERTICES + EYE_LEFT].y,
_vertices[NUM_VERTICES + EYE_LEFT].z);
glVertex3d(_vertices[NUM_VERTICES + EYE_MID_TOP].x,
_vertices[NUM_VERTICES + EYE_MID_TOP].y,
_vertices[NUM_VERTICES + EYE_MID_TOP].z);
glVertex3d(_vertices[NUM_VERTICES + EYE_RIGHT].x,
_vertices[NUM_VERTICES + EYE_RIGHT].y,
_vertices[NUM_VERTICES + EYE_RIGHT].z);
glVertex3d(_vertices[NUM_VERTICES + EYE_MID_BOTTOM].x,
_vertices[NUM_VERTICES + EYE_MID_BOTTOM].y,
_vertices[NUM_VERTICES + EYE_MID_BOTTOM].z);
glEnd();
glPopMatrix();
const float EYEBALL_RADIUS = 0.008f;
const float EYEBALL_COLOR[4] = { 0.9f, 0.9f, 0.8f, 1.0f };
const float IRIS_RADIUS = 0.0035;
const float IRIS_PROTRUSION = 0.0065f;
// render white ball of left eyeball
glm::vec3 eyePos = glm::vec3(0.024f, 0.0f, -0.032f);
Head::_irisProgram.bind();
glBindTexture(GL_TEXTURE_2D, Head::_irisTextureID);
glEnable(GL_TEXTURE_2D);
orientation = _owningHead->getOrientation();
glm::vec3 front = orientation * IDENTITY_FRONT;
// render left iris
glm::quat leftIrisRotation;
glPushMatrix(); {
glTranslatef(eyePos.x, eyePos.y, eyePos.z); //translate to eyeball position
//rotate the eyeball to aim towards the lookat position
glm::vec3 targetLookatVector = _owningHead->_lookAtPosition - eyePos;
leftIrisRotation = rotationBetween(front, targetLookatVector) * orientation;
glm::vec3 rotationAxis = glm::axis(leftIrisRotation);
glRotatef(glm::angle(leftIrisRotation), rotationAxis.x, rotationAxis.y, rotationAxis.z);
glTranslatef(0.0f, 0.0f, IRIS_PROTRUSION);
glScalef(IRIS_RADIUS * 2.0f,
IRIS_RADIUS * 2.0f,
IRIS_RADIUS); // flatten the iris
// this ugliness is simply to invert the model transform and get the eye position in model space
Head::_irisProgram.setUniform(Head::_eyePositionLocation, (glm::inverse(leftIrisRotation) *
(Application::getInstance()->getCamera()->getPosition() - eyePos) +
glm::vec3(0.0f, 0.0f, IRIS_PROTRUSION)) * glm::vec3(1.0f / (IRIS_RADIUS * 2.0f),
1.0f / (IRIS_RADIUS * 2.0f), 1.0f / IRIS_RADIUS));
glutSolidSphere(0.5f, 15, 15);
}
glPopMatrix();
eyePos.x = - eyePos.x;
// render right iris
glm::quat rightIrisRotation;
glPushMatrix(); {
glTranslatef(eyePos.x, eyePos.y, eyePos.z); //translate to eyeball position
//rotate the eyeball to aim towards the lookat position
glm::vec3 targetLookatVector = _owningHead->_lookAtPosition. - eyePos;
rightIrisRotation = rotationBetween(front, targetLookatVector) * orientation;
glm::vec3 rotationAxis = glm::axis(rightIrisRotation);
glRotatef(glm::angle(rightIrisRotation), rotationAxis.x, rotationAxis.y, rotationAxis.z);
glTranslatef(0.0f, 0.0f, IRIS_PROTRUSION);
glScalef(IRIS_RADIUS * 2.0f,
IRIS_RADIUS * 2.0f,
IRIS_RADIUS); // flatten the iris
// this ugliness is simply to invert the model transform and get the eye position in model space
Head::_irisProgram.setUniform(Head::_eyePositionLocation, (glm::inverse(rightIrisRotation) *
(Application::getInstance()->getCamera()->getPosition() - eyePos) +
glm::vec3(0.0f, 0.0f, IRIS_PROTRUSION)) * glm::vec3(1.0f / (IRIS_RADIUS * 2.0f),
1.0f / (IRIS_RADIUS * 2.0f), 1.0f / IRIS_RADIUS));
glutSolidSphere(0.5f, 15, 15);
}
glPopMatrix();
Head::_irisProgram.release();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glColor4fv(EYEBALL_COLOR);
glTranslatef(eyePos.x, eyePos.y, eyePos.z);
glutSolidSphere(EYEBALL_RADIUS, 30, 30);
glPopMatrix();
//render white ball of right eyeball
glPushMatrix();
glColor4fv(EYEBALL_COLOR);
glTranslatef(-eyePos.x, eyePos.y, eyePos.z);
glutSolidSphere(EYEBALL_RADIUS, 30, 30);
glPopMatrix();
/**/
/*/
// Draw points for debug.
glColor3d(0.0f, 1.0f, 0.0f);
glPointSize(4);
glBegin(GL_POINTS);
for (int i = 0; i < 2 * NUM_VERTICES; ++i) {
if (i == NUM_VERTICES) {
glColor3d(1.0f, 0.0f, 0.0f);
}
glVertex3d(VERTICES[3 * i], VERTICES[(3 * i) + 1], VERTICES[(3 * i) + 2]);
}
glColor3d(0.0f, 0.0f, 1.0f);
for (int i = 2 * NUM_VERTICES; i < _vertexNumber; ++i) {
break;
glVertex3d(VERTICES[3 * i], VERTICES[(3 * i) + 1], VERTICES[(3 * i) + 2]);
glVertex3d(-VERTICES[3 * i], VERTICES[(3 * i) + 1], VERTICES[(3 * i) + 2]);
}
glEnd();
/**/
glPopMatrix();
}
#include "Application.h"
void PerlinFace::updatePositions() {
const float BROWS_UP_MAX = 3;
const float BROWS_DOWN_MAX = 1;
const float BROWS_UP_CENTER_MAX = 1;
Faceshift* faceshift = Application::getInstance()->getFaceshift();
if (faceshift->isActive()) {
// _browsD_L = faceshift->getBrowDownLeft();
// _browsD_R = faceshift->getBrowDownRight();
// _browsU_C = faceshift->getBrowUpCenter();
// _browsU_L = faceshift->getBrowUpLeft();
// _browsU_R = faceshift->getBrowUpRight();
// _mouthSize = faceshift->getMouthSize();
// _mouthSmileLeft = faceshift->getMouthSmileLeft();
// _mouthSmileRight = faceshift->getMouthSmileRight();
// _eyeBlink_L = faceshift->getLeftBlink();
// _eyeBlink_R = faceshift->getRightBlink();
// _eyeOpen_L = faceshift->getLeftEyeOpen();
// _eyeOpen_R = faceshift->getRightEyeOpen();
}
// Update left brow
_vertices[BROW_LEFT].y = getVec3(BROW_LEFT).y
+ _browsU_L * BROWS_UP_MAX
- _browsD_L * BROWS_DOWN_MAX
- _browsU_C * BROWS_UP_CENTER_MAX;
_vertices[BROW_MID_TOP].y = getVec3(BROW_MID_TOP).y
+ _browsU_L * BROWS_UP_MAX
- _browsD_L * BROWS_DOWN_MAX;
_vertices[BROW_MID_BOTTOM].y = getVec3(BROW_MID_BOTTOM).y
+ _browsU_L * BROWS_UP_MAX
- _browsD_L * BROWS_DOWN_MAX;
_vertices[BROW_RIGHT_TOP].y = getVec3(BROW_RIGHT_TOP).y
+ _browsU_L * BROWS_UP_MAX
- _browsD_L * BROWS_DOWN_MAX
+ _browsU_C * BROWS_UP_CENTER_MAX;
_vertices[BROW_RIGHT_BOTTOM].y = getVec3(BROW_RIGHT_BOTTOM).y
+ _browsU_L * BROWS_UP_MAX
- _browsD_L * BROWS_DOWN_MAX
+ _browsU_C * BROWS_UP_CENTER_MAX;
// Update right brow
_vertices[NUM_VERTICES + BROW_LEFT].y = getVec3(NUM_VERTICES + BROW_LEFT).y
+ _browsU_R * BROWS_UP_MAX
- _browsD_R * BROWS_DOWN_MAX
- _browsU_C * BROWS_UP_CENTER_MAX;
_vertices[NUM_VERTICES + BROW_MID_TOP].y = getVec3(NUM_VERTICES + BROW_MID_TOP).y
+ _browsU_R * BROWS_UP_MAX
- _browsD_R * BROWS_DOWN_MAX;
_vertices[NUM_VERTICES + BROW_MID_BOTTOM].y = getVec3(NUM_VERTICES + BROW_MID_BOTTOM).y
+ _browsU_R * BROWS_UP_MAX
- _browsD_R * BROWS_DOWN_MAX;
_vertices[NUM_VERTICES + BROW_RIGHT_TOP].y = getVec3(NUM_VERTICES + BROW_RIGHT_TOP).y
+ _browsU_R * BROWS_UP_MAX
- _browsD_R * BROWS_DOWN_MAX
+ _browsU_C * BROWS_UP_CENTER_MAX;
_vertices[NUM_VERTICES + BROW_RIGHT_BOTTOM].y = getVec3(NUM_VERTICES + BROW_RIGHT_BOTTOM).y
+ _browsU_R * BROWS_UP_MAX
- _browsD_R * BROWS_DOWN_MAX
+ _browsU_C * BROWS_UP_CENTER_MAX;
// Mouth
_vertices[MOUTH_BOTTOM_IN].y = getVec3(MOUTH_BOTTOM_IN).y
+ (1.0 - _mouthSize) * 6.5;
_vertices[MOUTH_BOTTOM_OUT].y = getVec3(MOUTH_BOTTOM_OUT).y
+ (1.0 - _mouthSize) * 6.5;
_vertices[MOUTH_MID_IN] = (1.0f - (_mouthSmileLeft / 3.0f)) * (getVec3(MOUTH_MID_IN)
+ glm::vec3(0, (1.0 - _mouthSize) * 4, 0))
+ (_mouthSmileLeft / 3.0f) * getVec3(CHICK_MID);
_vertices[MOUTH_MID_OUT] = (1.0f - (_mouthSmileLeft / 3.0f)) * (getVec3(MOUTH_MID_OUT)
+ glm::vec3(0, (1.0 - _mouthSize) * 4, 0))
+ (_mouthSmileLeft / 3.0f) * getVec3(CHICK_MID);
_vertices[NUM_VERTICES + MOUTH_BOTTOM_IN].y = getVec3(NUM_VERTICES + MOUTH_BOTTOM_IN).y
+ (1.0 - _mouthSize) * 6.5;
_vertices[NUM_VERTICES + MOUTH_BOTTOM_OUT].y = getVec3(NUM_VERTICES + MOUTH_BOTTOM_OUT).y
+ (1.0 - _mouthSize) * 6.5;
_vertices[NUM_VERTICES + MOUTH_MID_IN] = (1.0f - (_mouthSmileLeft / 3.0f)) * (getVec3(NUM_VERTICES + MOUTH_MID_IN)
+ glm::vec3(0, (1.0 - _mouthSize) * 4, 0))
+ (_mouthSmileLeft / 3.0f) * getVec3(NUM_VERTICES + CHICK_MID);
_vertices[NUM_VERTICES + MOUTH_MID_OUT] = (1.0f - (_mouthSmileLeft / 3.0f)) * (getVec3(NUM_VERTICES + MOUTH_MID_OUT)
+ glm::vec3(0, (1.0 - _mouthSize) * 4, 0))
+ (_mouthSmileLeft / 3.0f) * getVec3(NUM_VERTICES + CHICK_MID);
// Jaw
_vertices[CHIN_IN].y = getVec3(CHIN_IN).y
+ (1.0 - _mouthSize) * 4;
_vertices[CHIN_TIP].y = getVec3(CHIN_TIP).y
+ (1.0 - _mouthSize) * 4;
_vertices[CHIN_BOTTOM].y = getVec3(CHIN_BOTTOM).y
+ (1.0 - _mouthSize) * 4;
_vertices[NUM_VERTICES +CHIN_IN].y = getVec3(NUM_VERTICES + CHIN_IN).y
+ (1.0 - _mouthSize) * 4;
_vertices[NUM_VERTICES +CHIN_TIP].y = getVec3(NUM_VERTICES + CHIN_TIP).y
+ (1.0 - _mouthSize) * 4;
_vertices[NUM_VERTICES +CHIN_BOTTOM].y = getVec3(NUM_VERTICES + CHIN_BOTTOM).y
+ (1.0 - _mouthSize) * 4;
// Eyelids
glm::vec3 topLeftEyelid = getVec3(EYE_MID_TOP);
glm::vec3 bottomLeftEyelid = getVec3(EYE_MID_BOTTOM);
glm::vec3 topRightEyelid = getVec3(NUM_VERTICES + EYE_MID_TOP);
glm::vec3 bottomRightEyelid = getVec3(NUM_VERTICES + EYE_MID_BOTTOM);
_vertices[EYE_MID_TOP] = (1.0f - (_eyeBlink_L + _eyeOpen_L / 2.0f)) * topLeftEyelid
+ (_eyeBlink_L + _eyeOpen_L / 2.0f) * (topLeftEyelid + bottomLeftEyelid) / 2.0f;
_vertices[EYE_MID_BOTTOM] = (1.0f - (_eyeBlink_L + _eyeOpen_L / 2.0f)) * bottomLeftEyelid
+ (_eyeBlink_L + _eyeOpen_L / 2.0f) * (topLeftEyelid + bottomLeftEyelid) / 2.0f;
_vertices[NUM_VERTICES + EYE_MID_TOP] = (1.0f - (_eyeBlink_R + _eyeOpen_R / 2.0f)) * topRightEyelid
+ (_eyeBlink_R + _eyeOpen_R / 2.0f) * (topRightEyelid + bottomRightEyelid) / 2.0f;
_vertices[NUM_VERTICES + EYE_MID_BOTTOM] = (1.0f - (_eyeBlink_R + _eyeOpen_R / 2.0f)) * bottomRightEyelid
+ (_eyeBlink_R + _eyeOpen_R / 2.0f) * (topRightEyelid + bottomRightEyelid) / 2.0f;
}
void PerlinFace::updateVertices() {
const GLubyte SKIN_COLOR[] = {255, 214, 163};
const GLubyte MOUSE_COLOR[] = {200, 159, 108};
const GLubyte HAIR_COLOR[] = {0, 0, 0};
_trianglesCount = 0;
_trianglesPos = _triangles;
_normalsPos = _normals;
_colorsPos = _colors;
std::swap(_oldNormals, _newNormals);
// Brows
addTriangles(BROW_LEFT, BROW_MID_TOP, BROW_MID_BOTTOM, 0, 0, 0);
addTriangles(BROW_MID_BOTTOM, BROW_MID_TOP, BROW_RIGHT_TOP, 0, 0, 0);
addTriangles(BROW_MID_BOTTOM, BROW_RIGHT_TOP, BROW_RIGHT_BOTTOM, 0, 0, 0);
// Forehead
addTriangles(FOREHEAD_LEFT, FOREHEAD_RIGHT, BROW_MID_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(FOREHEAD_LEFT, BROW_MID_TOP, BROW_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(FOREHEAD_RIGHT, BROW_RIGHT_TOP, BROW_MID_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addJunction(FOREHEAD_RIGHT, BROW_RIGHT_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addJunction(BROW_RIGHT_TOP, BROW_RIGHT_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
// Eyes
addTriangles(BROW_LEFT, BROW_MID_BOTTOM, EYE_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EYE_LEFT, BROW_MID_BOTTOM, EYE_MID_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(BROW_MID_BOTTOM, BROW_RIGHT_BOTTOM, EYE_MID_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EYE_MID_TOP, BROW_RIGHT_BOTTOM, EYE_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addJunction(BROW_RIGHT_BOTTOM, EYE_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
// Temp eye draw
addTriangles(EYE_LEFT, EYE_MID_TOP, EYEBALL_MID, 255, 255, 255);
addTriangles(EYE_MID_TOP, EYE_RIGHT, EYEBALL_MID, 255, 255, 255);
addTriangles(EYE_RIGHT, EYE_MID_BOTTOM, EYEBALL_MID, 255, 255, 255);
addTriangles(EYE_MID_BOTTOM, EYE_LEFT, EYEBALL_MID, 255, 255, 255);
// Chick
addTriangles(EAR_CENTER, FOREHEAD_LEFT, BROW_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(BROW_LEFT, CHICK_LEFT, EAR_CENTER, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(BROW_LEFT, EYE_LEFT, CHICK_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EYE_LEFT, EYE_MID_BOTTOM, CHICK_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EYE_MID_BOTTOM, EYE_RIGHT, NOSTRIL_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(CHICK_LEFT, EYE_MID_BOTTOM, NOSTRIL_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(CHICK_LEFT, NOSTRIL_LEFT, CHICK_MID, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(CHICK_MID, NOSTRIL_LEFT, MOUTH_TOP_OUT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(CHICK_MID, MOUTH_TOP_OUT, MOUTH_MID_OUT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(CHICK_MID, MOUTH_MID_OUT, CHIN_TIP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(CHICK_MID, CHIN_TIP, CHICK_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(CHICK_RIGHT, CHIN_TIP, CHIN_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(CHICK_LEFT, CHICK_MID, CHICK_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EAR_CENTER, CHICK_LEFT, JAW_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(JAW_LEFT, CHICK_LEFT, CHICK_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
// Nose
addTriangles(EYE_RIGHT, NOSE_LEFT, NOSTRIL_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EYE_RIGHT, NOSE_RIGHT, NOSE_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(NOSE_LEFT, NOSE_RIGHT, NOSTRIL_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addJunction(EYE_RIGHT, NOSE_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addJunction(NOSE_RIGHT, NOSTRIL_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(NOSTRIL_LEFT, NOSE_LEFT, NOSTRIL_TOP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(NOSTRIL_LEFT, NOSTRIL_TOP, NOSTRIL_BOTTOM, 0, 0, 0);
addJunction(NOSTRIL_TOP, NOSTRIL_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(NOSTRIL_LEFT, NOSTRIL_BOTTOM, MOUTH_TOP_OUT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addJunction(NOSTRIL_BOTTOM, MOUTH_TOP_OUT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
// Mouth
addTriangles(MOUTH_TOP_OUT, MOUTH_TOP_IN, MOUTH_MID_OUT, MOUSE_COLOR[0], MOUSE_COLOR[1], MOUSE_COLOR[2]);
addTriangles(MOUTH_TOP_IN, MOUTH_MID_IN, MOUTH_MID_OUT, MOUSE_COLOR[0], MOUSE_COLOR[1], MOUSE_COLOR[2]);
addTriangles(MOUTH_MID_OUT, MOUTH_MID_IN, MOUTH_BOTTOM_OUT, MOUSE_COLOR[0], MOUSE_COLOR[1], MOUSE_COLOR[2]);
addTriangles(MOUTH_MID_IN, MOUTH_BOTTOM_IN, MOUTH_BOTTOM_OUT, MOUSE_COLOR[0], MOUSE_COLOR[1], MOUSE_COLOR[2]);
addJunction(MOUTH_TOP_OUT, MOUTH_TOP_IN, MOUSE_COLOR[0], MOUSE_COLOR[1], MOUSE_COLOR[2]);
addJunction(MOUTH_BOTTOM_OUT, MOUTH_BOTTOM_IN, MOUSE_COLOR[0], MOUSE_COLOR[1], MOUSE_COLOR[2]);
addTriangles(MOUTH_MID_IN, MOUTH_TOP_IN, MOUTH_BOTTOM_IN, 0, 0, 0);
addJunction(MOUTH_TOP_IN, MOUTH_BOTTOM_IN, 0, 0, 0);
// Chin
addTriangles(MOUTH_MID_OUT, MOUTH_BOTTOM_OUT, CHIN_IN, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(MOUTH_MID_OUT, CHIN_IN, CHIN_TIP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addJunction(MOUTH_BOTTOM_OUT, CHIN_IN, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addJunction(CHIN_IN, CHIN_TIP, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addJunction(CHIN_TIP, CHIN_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
// Jaw
addTriangles(JAW_BOTTOM_LEFT, JAW_LEFT, CHICK_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(JAW_LEFT, JAW_BOTTOM_LEFT, EAR_CENTER, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(JAW_BOTTOM_LEFT, CHICK_RIGHT, CHIN_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(JAW_BOTTOM_LEFT, CHIN_BOTTOM, JAW_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addJunction(CHIN_BOTTOM, JAW_BOTTOM, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
// Ear
addTriangles(FOREHEAD_LEFT, EAR_CENTER, EAR_TOP_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(JAW_BOTTOM_LEFT, EAR_BOTTOM_RIGHT, EAR_CENTER, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EAR_BOTTOM_RIGHT, EAR_TOP_RIGHT, EAR_CENTER, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EAR_BOTTOM_RIGHT, EAR_BOTTOM_LEFT, EAR_TOP_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EAR_TOP_LEFT, EAR_TOP_MID, EAR_TOP_RIGHT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EAR_TOP_RIGHT, EAR_BOTTOM_RIGHT, EAR_TOP_LEFT, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EAR_TOP_RIGHT, EAR_TOP_MID, EAR_BACK, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EAR_TOP_LEFT, EAR_TOP_MID, EAR_BACK, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EAR_BOTTOM_LEFT, EAR_TOP_LEFT, EAR_BACK, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
addTriangles(EAR_BOTTOM_LEFT, EAR_BOTTOM_RIGHT, EAR_BACK, SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
// hair
addTriangles(FOREHEAD_RIGHT, FOREHEAD_LEFT, HAIR_1, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(FOREHEAD_LEFT, HAIR_2, HAIR_1, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(FOREHEAD_LEFT, HAIR_3, HAIR_2, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(FOREHEAD_LEFT, HAIR_SIDE_1, HAIR_3, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(FOREHEAD_LEFT, HAIR_SIDE_2, HAIR_SIDE_1, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(FOREHEAD_LEFT, HAIR_SIDE_3, HAIR_SIDE_2, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(FOREHEAD_LEFT, EAR_TOP_RIGHT, HAIR_SIDE_3, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(EAR_TOP_RIGHT, HAIR_SIDE_4, HAIR_SIDE_3, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(EAR_TOP_RIGHT, EAR_BOTTOM_RIGHT, HAIR_SIDE_4, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(EAR_BOTTOM_RIGHT, HAIR_SIDE_5, HAIR_SIDE_4, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(EAR_BOTTOM_RIGHT, JAW_BOTTOM_LEFT, HAIR_SIDE_5, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(HAIR_3, HAIR_SIDE_1, HAIR_4, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(HAIR_SIDE_1, HAIR_SIDE_2, HAIR_4, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(HAIR_SIDE_2, HAIR_5, HAIR_4, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(HAIR_SIDE_2, HAIR_6, HAIR_5, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(HAIR_SIDE_2, HAIR_SIDE_3, HAIR_6, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(HAIR_SIDE_3, HAIR_7, HAIR_6, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(HAIR_SIDE_3, HAIR_SIDE_4, HAIR_7, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(HAIR_SIDE_4, HAIR_8, HAIR_7, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(HAIR_SIDE_4, HAIR_SIDE_5, HAIR_8, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(HAIR_SIDE_5, HAIR_9, HAIR_8, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(HAIR_SIDE_5, JAW_BOTTOM, HAIR_9, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addTriangles(HAIR_SIDE_5, JAW_BOTTOM, JAW_BOTTOM_LEFT, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addJunction(FOREHEAD_RIGHT, HAIR_1, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addJunction(HAIR_1, HAIR_2, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addJunction(HAIR_2, HAIR_3, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addJunction(HAIR_3, HAIR_4, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addJunction(HAIR_4, HAIR_5, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addJunction(HAIR_5, HAIR_6, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addJunction(HAIR_6, HAIR_7, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addJunction(HAIR_7, HAIR_8, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addJunction(HAIR_8, HAIR_9, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
addJunction(HAIR_9, JAW_BOTTOM, HAIR_COLOR[0], HAIR_COLOR[1], HAIR_COLOR[2]);
// Now that we have summed up the normals for each point, let's normalize them.
for (int i = 0; i < _vertexNumber; ++i) {
_newNormals[i] = glm::normalize(_newNormals[i]);
}
}
void PerlinFace::addTriangles(int vertexID1, int vertexID2, int vertexID3, GLubyte r, GLubyte g, GLubyte b) {
glm::vec3 normal = glm::normalize(glm::cross(_vertices[vertexID1] - _vertices[vertexID2],
_vertices[vertexID3] - _vertices[vertexID2]));
addVertex(r, g, b, vertexID1, normal);
addVertex(r, g, b, vertexID2, normal);
addVertex(r, g, b, vertexID3, normal);
++_trianglesCount;
vertexID1 += NUM_VERTICES;
vertexID2 += NUM_VERTICES;
vertexID3 += NUM_VERTICES;
normal = glm::normalize(glm::cross(_vertices[vertexID1] - _vertices[vertexID2],
_vertices[vertexID3] - _vertices[vertexID2]));
addVertex(r, g, b, vertexID3, normal);
addVertex(r, g, b, vertexID2, normal);
addVertex(r, g, b, vertexID1, normal);
++_trianglesCount;
}
void PerlinFace::addJunction(int vertexID1, int vertexID2, GLubyte r, GLubyte g, GLubyte b) {
glm::vec3 normal = glm::normalize(glm::cross(_vertices[vertexID1] - _vertices[NUM_VERTICES + vertexID1],
_vertices[vertexID2] - _vertices[NUM_VERTICES + vertexID1]));
addVertex(r, g, b, vertexID1, normal);
addVertex(r, g, b, NUM_VERTICES + vertexID1, normal);
addVertex(r, g, b, vertexID2, normal);
++_trianglesCount;
normal = glm::normalize(glm::cross(_vertices[vertexID2] - _vertices[NUM_VERTICES + vertexID1],
_vertices[NUM_VERTICES + vertexID2] - _vertices[NUM_VERTICES + vertexID1]));
addVertex(r, g, b, vertexID2, normal);
addVertex(r, g, b, NUM_VERTICES + vertexID1, normal);
addVertex(r, g, b, NUM_VERTICES + vertexID2, normal);
++_trianglesCount;
}
void PerlinFace::addVertex(GLubyte r, GLubyte g, GLubyte b, int vertexID, glm::vec3 normal) {
*_trianglesPos++ = _vertices[vertexID].x;
*_trianglesPos++ = _vertices[vertexID].y;
*_trianglesPos++ = _vertices[vertexID].z;
// use the normals of the previous frame for lighting
*_normalsPos++ = _oldNormals[vertexID].x;
*_normalsPos++ = _oldNormals[vertexID].y;
*_normalsPos++ = _oldNormals[vertexID].z;
// store all the normals associated to each point for next frame
_newNormals[vertexID].x += normal.x;
_newNormals[vertexID].y += normal.y;
_newNormals[vertexID].z += normal.z;
*_colorsPos++ = r;
*_colorsPos++ = g;
*_colorsPos++ = b;
}
glm::vec3 PerlinFace::getVec3(int vertexID) {
return glm::vec3(VERTICES[FLOAT_PER_VERTEX * vertexID],
VERTICES[FLOAT_PER_VERTEX * vertexID + 1],
-VERTICES[FLOAT_PER_VERTEX * vertexID + 2]); // Inverse Z axis to face the right direction
}

View file

@ -0,0 +1,81 @@
//
// PerlinFace.h
// interface
//
// Created by Clément Brisset on 9/4/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__PerlinFace__
#define __interface__PerlinFace__
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <QObject>
#include "InterfaceConfig.h"
class Head;
class PerlinFace {
public:
PerlinFace(Head* owningHead);
~PerlinFace();
void update();
void render();
private:
void init();
void updatePositions();
void updateVertices();
void addTriangles(int vertexID1, int vertexID2, int vertexID3, GLubyte r, GLubyte g, GLubyte b);
void addJunction(int vertexID1, int vertexID2, GLubyte r, GLubyte g, GLubyte b);
void addVertex(GLubyte r, GLubyte g, GLubyte b, int vertexID, glm::vec3 normal);
glm::vec3 getVec3(int vertexID);
Head* _owningHead;
bool _initialized;
int _vertexNumber;
int _trianglesCount;
static glm::vec3* _vertices;
glm::vec3* _oldNormals;
glm::vec3* _newNormals;
static GLfloat* _triangles;
static GLfloat* _normals;
static GLubyte* _colors;
GLfloat* _trianglesPos;
GLfloat* _normalsPos;
GLubyte* _colorsPos;
GLuint _vboID;
GLuint _nboID;
GLuint _cboID;
float _browsD_L;
float _browsD_R;
float _browsU_C;
float _browsU_L;
float _browsU_R;
float _mouthSize;
float _mouthSmileLeft;
float _mouthSmileRight;
float _eyeBlink_L;
float _eyeBlink_R;
float _eyeOpen_L;
float _eyeOpen_R;
friend void staticCleanup();
};
#endif /* defined(__interface__Face__) */

View file

@ -157,6 +157,24 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
memcpy(destinationBuffer, &_headData->_audioLoudness, sizeof(float));
destinationBuffer += sizeof(float);
memcpy(destinationBuffer, &_headData->_isFaceshiftConnected, sizeof(_headData->_isFaceshiftConnected));
destinationBuffer += sizeof(_headData->_isFaceshiftConnected);
// If it is connected, pack up the data
if (_headData->_isFaceshiftConnected) {
memcpy(destinationBuffer, &_headData->_leftEyeBlink, sizeof(float));
destinationBuffer += sizeof(float);
memcpy(destinationBuffer, &_headData->_rightEyeBlink, sizeof(float));
destinationBuffer += sizeof(float);
memcpy(destinationBuffer, &_headData->_averageLoudness, sizeof(float));
destinationBuffer += sizeof(float);
memcpy(destinationBuffer, &_headData->_browAudioLift, sizeof(float));
destinationBuffer += sizeof(float);
}
// camera details
memcpy(destinationBuffer, &_cameraPosition, sizeof(_cameraPosition));
destinationBuffer += sizeof(_cameraPosition);
@ -268,6 +286,24 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
memcpy(&_headData->_audioLoudness, sourceBuffer, sizeof(float));
sourceBuffer += sizeof(float);
memcpy(&_headData->_isFaceshiftConnected, sourceBuffer, sizeof(_headData->_isFaceshiftConnected));
sourceBuffer += sizeof(_headData->_isFaceshiftConnected);
// If it is connected, pack up the data
if (_headData->_isFaceshiftConnected) {
memcpy(&_headData->_leftEyeBlink, sourceBuffer, sizeof(float));
sourceBuffer += sizeof(float);
memcpy(&_headData->_rightEyeBlink, sourceBuffer, sizeof(float));
sourceBuffer += sizeof(float);
memcpy(&_headData->_averageLoudness, sourceBuffer, sizeof(float));
sourceBuffer += sizeof(float);
memcpy(&_headData->_browAudioLift, sourceBuffer, sizeof(float));
sourceBuffer += sizeof(float);
}
// camera details
memcpy(&_cameraPosition, sourceBuffer, sizeof(_cameraPosition));
sourceBuffer += sizeof(_cameraPosition);

View file

@ -16,6 +16,11 @@ HeadData::HeadData(AvatarData* owningAvatar) :
_leanSideways(0.0f),
_leanForward(0.0f),
_audioLoudness(0.0f),
_isFaceshiftConnected(false),
_leftEyeBlink(0.0f),
_rightEyeBlink(0.0f),
_averageLoudness(0.0f),
_browAudioLift(0.0f),
_owningAvatar(owningAvatar)
{
@ -38,4 +43,4 @@ void HeadData::addLean(float sideways, float forwards) {
// Add lean as impulse
_leanSideways += sideways;
_leanForward += forwards;
}
}

View file

@ -60,6 +60,11 @@ protected:
float _leanSideways;
float _leanForward;
float _audioLoudness;
bool _isFaceshiftConnected;
float _leftEyeBlink;
float _rightEyeBlink;
float _averageLoudness;
float _browAudioLift;
AvatarData* _owningAvatar;
private:
// privatize copy ctor and assignment operator so copies of this object cannot be made