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revert Head.cpp to earlier commit to confirm source of direction changes
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1 changed files with 50 additions and 50 deletions
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@ -16,20 +16,20 @@
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using namespace std;
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float skinColor[] = {1.0f, 0.84f, 0.66f};
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float browColor[] = {210.0f/255.0f, 105.0f/255.0f, 30.0f/255.0f};
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float skinColor[] = {1.0, 0.84, 0.66};
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float browColor[] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
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float mouthColor[] = {1, 0, 0};
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float BrowRollAngle[5] = {0, 15, 30, -30, -15};
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float BrowPitchAngle[3] = {-70, -60, -50};
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float eyeColor[3] = {1,1,1};
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float MouthWidthChoices[3] = {0.5f, 0.77f, 0.3f};
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float MouthWidthChoices[3] = {0.5, 0.77, 0.3};
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float browWidth = 0.8f;
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float browThickness = 0.16f;
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float browWidth = 0.8;
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float browThickness = 0.16;
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const float DECAY = 0.1f;
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const float DECAY = 0.1;
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char iris_texture_file[] = "interface.app/Contents/Resources/images/green_eye.png";
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@ -42,20 +42,20 @@ GLUquadric *sphere = gluNewQuadric();
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Head::Head()
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{
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position.x = position.y = position.z = 0;
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PupilSize = 0.10f;
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interPupilDistance = 0.6f;
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interBrowDistance = 0.75f;
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NominalPupilSize = 0.10f;
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Yaw = 0.0f;
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PupilSize = 0.10;
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interPupilDistance = 0.6;
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interBrowDistance = 0.75;
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NominalPupilSize = 0.10;
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Yaw = 0.0;
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EyebrowPitch[0] = EyebrowPitch[1] = -30;
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EyebrowRoll[0] = 20;
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EyebrowRoll[1] = -20;
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MouthPitch = 0;
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MouthYaw = 0;
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MouthWidth = 1.0;
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MouthHeight = 0.2f;
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MouthHeight = 0.2;
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EyeballPitch[0] = EyeballPitch[1] = 0;
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EyeballScaleX = 1.2f; EyeballScaleY = 1.5f; EyeballScaleZ = 1.0f;
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EyeballScaleX = 1.2; EyeballScaleY = 1.5; EyeballScaleZ = 1.0;
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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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@ -150,13 +150,13 @@ void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int hea
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const float PITCH_ACCEL_COUPLING = 0.5;
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const float ROLL_ACCEL_COUPLING = -1.0;
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float measured_pitch_rate = static_cast<float>(serialInterface->getRelativeValue(PITCH_RATE));
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YawRate = static_cast<float>(serialInterface->getRelativeValue(YAW_RATE));
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float measured_pitch_rate = serialInterface->getRelativeValue(PITCH_RATE);
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YawRate = serialInterface->getRelativeValue(YAW_RATE);
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float measured_lateral_accel = serialInterface->getRelativeValue(ACCEL_X) -
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ROLL_ACCEL_COUPLING*serialInterface->getRelativeValue(ROLL_RATE);
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float measured_fwd_accel = serialInterface->getRelativeValue(ACCEL_Z) -
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PITCH_ACCEL_COUPLING*serialInterface->getRelativeValue(PITCH_RATE);
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float measured_roll_rate = static_cast<float>(serialInterface->getRelativeValue(ROLL_RATE));
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float measured_roll_rate = serialInterface->getRelativeValue(ROLL_RATE);
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//std::cout << "Pitch Rate: " << serialInterface->getRelativeValue(PITCH_RATE) <<
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// " fwd_accel: " << serialInterface->getRelativeValue(ACCEL_Z) << "\n";
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@ -165,9 +165,9 @@ void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int hea
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//std::cout << "Pitch: " << Pitch << "\n";
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// Update avatar head position based on measured gyro rates
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const float HEAD_ROTATION_SCALE = 0.70f;
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const float HEAD_ROLL_SCALE = 0.40f;
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const float HEAD_LEAN_SCALE = 0.01f;
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const float HEAD_ROTATION_SCALE = 0.70;
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const float HEAD_ROLL_SCALE = 0.40;
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const float HEAD_LEAN_SCALE = 0.01;
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const float MAX_PITCH = 45;
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const float MIN_PITCH = -45;
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const float MAX_YAW = 85;
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@ -230,8 +230,8 @@ void Head::simulate(float deltaTime)
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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] + 5.0f + (randFloat() - 0.5f)*10.0f;
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EyeballYaw[0] = EyeballYaw[1] = EyeballYaw[0] + 5.0f + (randFloat()- 0.5f)*5.0f;
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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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@ -256,15 +256,15 @@ void Head::simulate(float deltaTime)
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if (noise)
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{
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Pitch += (randFloat() - 0.5f)*0.2f*NoiseEnvelope;
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Yaw += (randFloat() - 0.5f)*0.3f*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 (!eyeContact) {
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if (randFloat() < 0.01f) EyeballPitch[0] = EyeballPitch[1] = (randFloat() - 0.5f)*20.0f;
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if (randFloat() < 0.01f) EyeballYaw[0] = EyeballYaw[1] = (randFloat()- 0.5f)*10.0f;
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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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@ -280,17 +280,17 @@ void Head::simulate(float deltaTime)
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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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SetNewHeadTarget((randFloat()-0.5f)*20.0f, (randFloat()-0.5f)*45.0f);
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SetNewHeadTarget((randFloat()-0.5)*20.0, (randFloat()-0.5)*45.0);
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}
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if (0)
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{
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// Pick new target
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PitchTarget = (randFloat() - 0.5f)*45.0f;
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YawTarget = (randFloat() - 0.5f)*22.0f;
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PitchTarget = (randFloat() - 0.5)*45;
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YawTarget = (randFloat() - 0.5)*22;
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}
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if (randFloat() < 0.01f)
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if (randFloat() < 0.01)
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{
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EyebrowPitch[0] = EyebrowPitch[1] = BrowPitchAngle[rand()%3];
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EyebrowRoll[0] = EyebrowRoll[1] = BrowRollAngle[rand()%5];
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@ -345,35 +345,35 @@ void Head::render(int faceToFace, int isMine, float * myLocation)
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for(side = 0; side < 2; side++)
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{
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glPushMatrix();
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glScalef(0.3f, 0.65f, .65f);
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glutSolidSphere(0.5f, 30, 30);
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glScalef(0.3, 0.65, .65);
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glutSolidSphere(0.5, 30, 30);
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glPopMatrix();
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glTranslatef(-2.0f, 0, 0);
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glTranslatef(-2.0, 0, 0);
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}
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glPopMatrix();
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// Eyebrows
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audioAttack = 0.9f*audioAttack + 0.1f*fabs(loudness - lastLoudness);
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audioAttack = 0.9*audioAttack + 0.1*fabs(loudness - lastLoudness);
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lastLoudness = loudness;
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const float BROW_LIFT_THRESHOLD = 100;
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if (audioAttack > BROW_LIFT_THRESHOLD)
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browAudioLift += sqrt(audioAttack)/1000.0f;
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browAudioLift += sqrt(audioAttack)/1000.0;
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browAudioLift *= .90f;
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browAudioLift *= .90;
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glPushMatrix();
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glTranslatef(-interBrowDistance/2.0f,0.4f,0.45f);
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glTranslatef(-interBrowDistance/2.0,0.4,0.45);
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for(side = 0; side < 2; side++)
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{
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glColor3fv(browColor);
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glPushMatrix();
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glTranslatef(0, 0.35f + browAudioLift, 0);
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glRotatef(EyebrowPitch[side]/2.0f, 1, 0, 0);
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glRotatef(EyebrowRoll[side]/2.0f, 0, 0, 1);
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glTranslatef(0, 0.35 + browAudioLift, 0);
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glRotatef(EyebrowPitch[side]/2.0, 1, 0, 0);
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glRotatef(EyebrowRoll[side]/2.0, 0, 0, 1);
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glScalef(browWidth, browThickness, 1);
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glutSolidCube(0.5f);
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glutSolidCube(0.5);
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glPopMatrix();
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glTranslatef(interBrowDistance, 0, 0);
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}
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@ -383,23 +383,23 @@ void Head::render(int faceToFace, int isMine, float * myLocation)
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// Mouth
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glPushMatrix();
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glTranslatef(0,-0.35f,0.75f);
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glTranslatef(0,-0.35,0.75);
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glColor3f(0,0,0);
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glRotatef(MouthPitch, 1, 0, 0);
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glRotatef(MouthYaw, 0, 0, 1);
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glScalef(MouthWidth*(.7f + sqrt(averageLoudness)/60.0f), MouthHeight*(1.0f + sqrt(averageLoudness)/30.0f), 1);
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glutSolidCube(0.5f);
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glScalef(MouthWidth*(.7 + sqrt(averageLoudness)/60.0), MouthHeight*(1.0 + sqrt(averageLoudness)/30.0), 1);
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glutSolidCube(0.5);
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glPopMatrix();
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glTranslatef(0, 1.0, 0);
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glTranslatef(-interPupilDistance/2.0f,-0.68f,0.7f);
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glTranslatef(-interPupilDistance/2.0,-0.68,0.7);
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// Right Eye
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glRotatef(-10, 1, 0, 0);
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glColor3fv(eyeColor);
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glPushMatrix();
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{
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glTranslatef(interPupilDistance/10.0f, 0, 0.05f);
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glTranslatef(interPupilDistance/10.0, 0, 0.05);
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glRotatef(20, 0, 0, 1);
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glScalef(EyeballScaleX, EyeballScaleY, EyeballScaleZ);
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glutSolidSphere(0.25, 30, 30);
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@ -420,9 +420,9 @@ void Head::render(int faceToFace, int isMine, float * myLocation)
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{
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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,.35f);
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glTranslatef(0,0,.35);
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glRotatef(-75,1,0,0);
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glScalef(1.0f, 0.4f, 1.0f);
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glScalef(1.0, 0.4, 1.0);
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glEnable(GL_TEXTURE_2D);
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gluSphere(sphere, PupilSize, 15, 15);
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@ -435,7 +435,7 @@ void Head::render(int faceToFace, int isMine, float * myLocation)
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glTranslatef(interPupilDistance, 0, 0);
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glPushMatrix();
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{
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glTranslatef(-interPupilDistance/10.0f, 0, .05f);
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glTranslatef(-interPupilDistance/10.0, 0, .05);
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glRotatef(-20, 0, 0, 1);
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glScalef(EyeballScaleX, EyeballScaleY, EyeballScaleZ);
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glutSolidSphere(0.25, 30, 30);
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@ -446,9 +446,9 @@ void Head::render(int faceToFace, int isMine, float * myLocation)
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{
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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, .35f);
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glTranslatef(0, 0, .35);
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glRotatef(-75, 1, 0, 0);
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glScalef(1.0f, 0.4f, 1.0f);
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glScalef(1.0, 0.4, 1.0);
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glEnable(GL_TEXTURE_2D);
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gluSphere(sphere, PupilSize, 15, 15);
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