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I don't think Faceshift's gaze data is actually head-relative.
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2 changed files with 11 additions and 20 deletions
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@ -1957,11 +1957,12 @@ void Application::update(float deltaTime) {
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}
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}
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if (_faceshift.isActive()) {
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// deflect using Faceshift gaze data
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glm::vec3 origin = _myAvatar.getHead().calculateAverageEyePosition();
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float pitchSign = (_myCamera.getMode() == CAMERA_MODE_MIRROR) ? -1.0f : 1.0f;
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const float PITCH_SCALE = 0.25f;
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const float YAW_SCALE = 0.25f;
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lookAtSpot = origin + _myCamera.getRotation() * _faceshift.getHeadRotation() * glm::quat(glm::radians(glm::vec3(
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const float PITCH_SCALE = 0.5f;
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const float YAW_SCALE = 0.5f;
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lookAtSpot = origin + _myCamera.getRotation() * glm::quat(glm::radians(glm::vec3(
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_faceshift.getEstimatedEyePitch() * pitchSign * PITCH_SCALE, _faceshift.getEstimatedEyeYaw() * YAW_SCALE, 0.0f))) *
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glm::inverse(_myCamera.getRotation()) * (lookAtSpot - origin);
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}
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@ -66,29 +66,19 @@ void Faceshift::update() {
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float averageEyePitch = (_eyeGazeLeftPitch + _eyeGazeRightPitch) / 2.0f;
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float averageEyeYaw = (_eyeGazeLeftYaw + _eyeGazeRightYaw) / 2.0f;
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// get the gaze relative to the window
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glm::vec3 eyeEulers = safeEulerAngles(_headRotation * glm::quat(glm::radians(glm::vec3(
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averageEyePitch, averageEyeYaw, 0.0f))));
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// smooth relative to the window
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// compute and subtract the long term average
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const float LONG_TERM_AVERAGE_SMOOTHING = 0.999f;
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if (!_longTermAverageInitialized) {
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_longTermAverageEyePitch = eyeEulers.x;
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_longTermAverageEyeYaw = eyeEulers.y;
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_longTermAverageEyePitch = averageEyePitch;
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_longTermAverageEyeYaw = averageEyeYaw;
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_longTermAverageInitialized = true;
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} else {
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_longTermAverageEyePitch = glm::mix(eyeEulers.x, _longTermAverageEyePitch, LONG_TERM_AVERAGE_SMOOTHING);
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_longTermAverageEyeYaw = glm::mix(eyeEulers.y, _longTermAverageEyeYaw, LONG_TERM_AVERAGE_SMOOTHING);
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_longTermAverageEyePitch = glm::mix(averageEyePitch, _longTermAverageEyePitch, LONG_TERM_AVERAGE_SMOOTHING);
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_longTermAverageEyeYaw = glm::mix(averageEyeYaw, _longTermAverageEyeYaw, LONG_TERM_AVERAGE_SMOOTHING);
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}
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// back to head-relative
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float windowEyePitch = eyeEulers.x - _longTermAverageEyePitch;
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float windowEyeYaw = eyeEulers.y - _longTermAverageEyeYaw;
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glm::vec3 relativeEyeEulers = safeEulerAngles(glm::inverse(_headRotation) * glm::quat(glm::radians(glm::vec3(
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windowEyePitch, windowEyeYaw, 0.0f))));
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_estimatedEyePitch = relativeEyeEulers.x;
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_estimatedEyeYaw = relativeEyeEulers.y;
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_estimatedEyePitch = averageEyePitch - _longTermAverageEyePitch;
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_estimatedEyeYaw = averageEyeYaw - _longTermAverageEyeYaw;
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}
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void Faceshift::reset() {
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