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head eye contact stuff
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parent
35fb4b546a
commit
d22fe6ff67
3 changed files with 72 additions and 27 deletions
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@ -27,7 +27,7 @@ const float AMPLITUDE_RATIO_AT_90 = 0.5;
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const short RING_BUFFER_FRAMES = 4;
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const short RING_BUFFER_SIZE_SAMPLES = RING_BUFFER_FRAMES * BUFFER_LENGTH_SAMPLES;
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const short JITTER_BUFFER_LENGTH_MSECS = 3;
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const short JITTER_BUFFER_LENGTH_MSECS = 1;
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const int SAMPLE_RATE = 22050;
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const short NUM_AUDIO_SOURCES = 2;
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@ -47,10 +47,12 @@ Head::Head()
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EyeballYaw[0] = EyeballYaw[1] = 0;
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PitchTarget = YawTarget = 0;
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NoiseEnvelope = 1.0;
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PupilConverge = 5.0;
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PupilConverge = 10.0;
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leanForward = 0.0;
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leanSideways = 0.0;
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setNoise(0);
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eyeContact = 1;
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eyeContactTarget = LEFT_EYE;
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setNoise(1);
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}
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void Head::reset()
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@ -111,28 +113,69 @@ void Head::simulate(float deltaTime)
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}
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else {
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// Move toward new target
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Pitch += (PitchTarget - Pitch)*22*deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
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Yaw += (YawTarget - Yaw)*22*deltaTime; // (1.f - DECAY*deltaTime);
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Pitch += (PitchTarget - Pitch)*10*deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
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Yaw += (YawTarget - Yaw)*10*deltaTime; // (1.f - DECAY*deltaTime);
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Roll *= (1.f - DECAY*deltaTime);
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}
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leanForward *= (1.f - DECAY*30.f*deltaTime);
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leanSideways *= (1.f - DECAY*30.f*deltaTime);
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// Update where the avatar's eyes are
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//
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// First, decide if we are making eye contact or not
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if (randFloat() < 0.005) {
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eyeContact = !eyeContact;
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eyeContact = 1;
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if (!eyeContact) {
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// If we just stopped making eye contact,move the eyes markedly away
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EyeballPitch[0] = EyeballPitch[1] = EyeballPitch[0] + 5.0 + (randFloat() - 0.5)*10;
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EyeballYaw[0] = EyeballYaw[1] = EyeballYaw[0] + 5.0 + (randFloat()- 0.5)*5;
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} else {
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// If now making eye contact, turn head to look right at viewer
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SetNewHeadTarget(0,0);
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}
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}
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const float DEGREES_BETWEEN_VIEWER_EYES = 3;
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const float DEGREES_TO_VIEWER_MOUTH = 7;
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if (eyeContact) {
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// Should we pick a new eye contact target?
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if (randFloat() < 0.01) {
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// Choose where to look next
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if (randFloat() < 0.1) {
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eyeContactTarget = MOUTH;
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} else {
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if (randFloat() < 0.5) eyeContactTarget = LEFT_EYE; else eyeContactTarget = RIGHT_EYE;
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}
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}
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}
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if (noise)
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{
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Pitch += (randFloat() - 0.5)*0.05*NoiseEnvelope;
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Yaw += (randFloat() - 0.5)*0.1*NoiseEnvelope;
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PupilSize += (randFloat() - 0.5)*0.001*NoiseEnvelope;
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Pitch += (randFloat() - 0.5)*0.2*NoiseEnvelope;
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Yaw += (randFloat() - 0.5)*0.3*NoiseEnvelope;
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//PupilSize += (randFloat() - 0.5)*0.001*NoiseEnvelope;
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if (randFloat() < 0.005) MouthWidth = MouthWidthChoices[rand()%3];
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//if (randFloat() < 0.005) Pitch = (randFloat() - 0.5)*45;
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//if (randFloat() < 0.005) Yaw = (randFloat() - 0.5)*45;
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//if (randFloat() < 0.001) Roll = (randFloat() - 0.5)*45;
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//if (randFloat() < 0.003) PupilSize = ((randFloat() - 0.5)*0.25+1)*NominalPupilSize;
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if (randFloat() < 0.01) EyeballPitch[0] = EyeballPitch[1] = (randFloat() - 0.5)*20;
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if (randFloat() < 0.01) EyeballYaw[0] = EyeballYaw[1] = (randFloat()- 0.5)*10;
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if (!eyeContact) {
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if (randFloat() < 0.01) EyeballPitch[0] = EyeballPitch[1] = (randFloat() - 0.5)*20;
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if (randFloat() < 0.01) EyeballYaw[0] = EyeballYaw[1] = (randFloat()- 0.5)*10;
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} else {
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float eye_target_yaw_adjust = 0;
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float eye_target_pitch_adjust = 0;
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if (eyeContactTarget == LEFT_EYE) eye_target_yaw_adjust = DEGREES_BETWEEN_VIEWER_EYES;
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if (eyeContactTarget == RIGHT_EYE) eye_target_yaw_adjust = -DEGREES_BETWEEN_VIEWER_EYES;
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if (eyeContactTarget == MOUTH) eye_target_pitch_adjust = DEGREES_TO_VIEWER_MOUTH;
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EyeballPitch[0] = EyeballPitch[1] = -Pitch + eye_target_pitch_adjust;
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EyeballYaw[0] = EyeballYaw[1] = -Yaw + eye_target_yaw_adjust;
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}
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if ((randFloat() < 0.005) && (fabs(PitchTarget - Pitch) < 1.0) && (fabs(YawTarget - Yaw) < 1.0))
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{
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@ -220,7 +263,6 @@ void Head::render()
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glPopMatrix();
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glTranslatef(0, 1.0, 0);
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glTranslatef(-interPupilDistance/2.0,-0.68,0.7);
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// Right Eye
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@ -235,12 +277,14 @@ void Head::render()
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}
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glPopMatrix();
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// Right Pupil
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glPushMatrix();
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glPushMatrix();
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glRotatef(EyeballPitch[1], 1, 0, 0);
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glRotatef(EyeballYaw[1] + PupilConverge, 0, 1, 0);
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glTranslatef(0,0,.25);
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glColor3f(0,0,0);
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glutSolidSphere(PupilSize, 15, 15);
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glTranslatef(0,0,.35);
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if (!eyeContact) glColor3f(0,0,0); else glColor3f(0.1,0.1,1.0);
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//glRotatef(90,0,1,0);
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glutSolidSphere(PupilSize, 15, 15);
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glPopMatrix();
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// Left Eye
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glColor3fv(eyeColor);
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@ -257,9 +301,10 @@ void Head::render()
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glPushMatrix();
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glRotatef(EyeballPitch[0], 1, 0, 0);
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glRotatef(EyeballYaw[0] - PupilConverge, 0, 1, 0);
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glTranslatef(0,0,.25);
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glColor3f(0,0,0);
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glutSolidSphere(PupilSize, 15, 15);
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glTranslatef(0,0,.35);
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if (!eyeContact) glColor3f(0,0,0); else glColor3f(0.1,0.1,1.0);
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//glRotatef(90,0,1,0);
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glutSolidSphere(PupilSize, 15, 15);
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glPopMatrix();
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}
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@ -15,6 +15,8 @@
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#include <GLUT/glut.h>
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#include "SerialInterface.h"
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enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
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class Head {
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float noise;
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float Pitch;
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@ -39,17 +41,15 @@ class Head {
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float MouthHeight;
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float leanForward;
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float leanSideways;
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float PitchTarget;
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float YawTarget;
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float NoiseEnvelope;
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float PupilConverge;
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glm::vec3 position;
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int eyeContact;
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eyeContactTargets eyeContactTarget;
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void readSensors();
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public:
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Head(void);
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