Merge pull request #95 from Ventrella/master

housecleaning, and tidying of the avatar members, including making a head structure. Also, fixed avatar eyeball rotation bug
This commit is contained in:
ZappoMan 2013-04-19 17:21:02 -07:00
commit 51aafc3400
2 changed files with 293 additions and 254 deletions

View file

@ -48,8 +48,8 @@ unsigned int iris_texture_height = 256;
Head::Head(bool isMine) {
_orientation.setToIdentity();
_velocity = glm::vec3( 0.0, 0.0, 0.0 );
_thrust = glm::vec3( 0.0, 0.0, 0.0 );
_velocity = glm::vec3( 0.0, 0.0, 0.0 );
_thrust = glm::vec3( 0.0, 0.0, 0.0 );
_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
_closestOtherAvatar = 0;
_bodyYaw = -90.0;
@ -59,6 +59,10 @@ Head::Head(bool isMine) {
_triggeringAction = false;
_mode = AVATAR_MODE_STANDING;
_isMine = isMine;
_maxArmLength = 0.0;
//_transmitterTimer = 0;
_transmitterHz = 0.0;
_transmitterPackets = 0;
initializeSkeleton();
@ -67,47 +71,53 @@ Head::Head(bool isMine) {
for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = false;
_pupilSize = 0.10;
_interPupilDistance = 0.6;
_interBrowDistance = 0.75;
_nominalPupilSize = 0.10;
_headYaw = 0.0;
_eyebrowPitch[0] = -30;
_eyebrowPitch[1] = -30;
_eyebrowRoll [0] = 20;
_eyebrowRoll [1] = -20;
_mouthPitch = 0;
_mouthYaw = 0;
_mouthWidth = 1.0;
_mouthHeight = 0.2;
_eyeballPitch[0] = 0;
_eyeballPitch[1] = 0;
_eyeballScaleX = 1.2;
_eyeballScaleY = 1.5;
_eyeballScaleZ = 1.0;
_eyeballYaw[0] = 0;
_eyeballYaw[1] = 0;
_pitchTarget = 0;
_yawTarget = 0;
_noiseEnvelope = 1.0;
_pupilConverge = 10.0;
_leanForward = 0.0;
_leanSideways = 0.0;
_eyeContact = 1;
_eyeContactTarget = LEFT_EYE;
_scale = 1.0;
_renderYaw = 0.0;
_renderPitch = 0.0;
_audioAttack = 0.0;
_loudness = 0.0;
_averageLoudness = 0.0;
_lastLoudness = 0.0;
_browAudioLift = 0.0;
_noise = 0;
_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
_usingBodySprings = false;
_springForce = 6.0f;
_springVelocityDecay = 16.0f;
_head.pupilSize = 0.10;
_head.interPupilDistance = 0.6;
_head.interBrowDistance = 0.75;
_head.nominalPupilSize = 0.10;
_head.yaw = 0.0;
_head.pitch = 0.0;
_head.roll = 0.0;
_head.pitchRate = 0.0;
_head.yawRate = 0.0;
_head.rollRate = 0.0;
_head.eyebrowPitch[0] = -30;
_head.eyebrowPitch[1] = -30;
_head.eyebrowRoll [0] = 20;
_head.eyebrowRoll [1] = -20;
_head.mouthPitch = 0;
_head.mouthYaw = 0;
_head.mouthWidth = 1.0;
_head.mouthHeight = 0.2;
_head.eyeballPitch[0] = 0;
_head.eyeballPitch[1] = 0;
_head.eyeballScaleX = 1.2;
_head.eyeballScaleY = 1.5;
_head.eyeballScaleZ = 1.0;
_head.eyeballYaw[0] = 0;
_head.eyeballYaw[1] = 0;
_head.pitchTarget = 0;
_head.yawTarget = 0;
_head.noiseEnvelope = 1.0;
_head.pupilConverge = 10.0;
_head.leanForward = 0.0;
_head.leanSideways = 0.0;
_head.eyeContact = 1;
_head.eyeContactTarget = LEFT_EYE;
_head.scale = 1.0;
_head.audioAttack = 0.0;
_head.loudness = 0.0;
_head.averageLoudness = 0.0;
_head.lastLoudness = 0.0;
_head.browAudioLift = 0.0;
_head.noise = 0;
_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
_usingBodySprings = false;
_springForce = 6.0f;
_springVelocityDecay = 16.0f;
_renderYaw = 0.0;
_renderPitch = 0.0;
_sphere = NULL;
@ -119,77 +129,103 @@ Head::Head(bool isMine) {
}
}
if (_isMine)
{
//--------------------------------------------------
// test... just slam them into random positions...
//--------------------------------------------------
_DEBUG_otherAvatarListPosition[ 0 ] = glm::vec3( 0.0f, 0.3f, 2.0f );
_DEBUG_otherAvatarListPosition[ 1 ] = glm::vec3( 4.0f, 0.3f, 2.0f );
_DEBUG_otherAvatarListPosition[ 2 ] = glm::vec3( 2.0f, 0.3f, 2.0f );
_DEBUG_otherAvatarListPosition[ 3 ] = glm::vec3( 1.0f, 0.3f, -4.0f );
_DEBUG_otherAvatarListPosition[ 4 ] = glm::vec3( -2.0f, 0.3f, -2.0f );
}
//--------------------------------------------------
// test... just slam them into random positions...
//--------------------------------------------------
_DEBUG_otherAvatarListPosition[ 0 ] = glm::vec3( 0.0f, 0.3f, 2.0f );
_DEBUG_otherAvatarListPosition[ 1 ] = glm::vec3( 4.0f, 0.3f, 2.0f );
_DEBUG_otherAvatarListPosition[ 2 ] = glm::vec3( 2.0f, 0.3f, 2.0f );
_DEBUG_otherAvatarListPosition[ 3 ] = glm::vec3( 1.0f, 0.3f, -4.0f );
_DEBUG_otherAvatarListPosition[ 4 ] = glm::vec3( -2.0f, 0.3f, -2.0f );
}
Head::Head(const Head &otherHead) {
Head::Head(const Head &otherAvatar) {
_velocity = otherAvatar._velocity;
_thrust = otherAvatar._thrust;
_rotation = otherAvatar._rotation;
_closestOtherAvatar = otherAvatar._closestOtherAvatar;
_bodyYaw = otherAvatar._bodyYaw;
_bodyPitch = otherAvatar._bodyPitch;
_bodyRoll = otherAvatar._bodyRoll;
_bodyYawDelta = otherAvatar._bodyYawDelta;
_triggeringAction = otherAvatar._triggeringAction;
_mode = otherAvatar._mode;
_isMine = otherAvatar._isMine;
_renderYaw = otherAvatar._renderYaw;
_renderPitch = otherAvatar._renderPitch;
_maxArmLength = otherAvatar._maxArmLength;
_transmitterTimer = otherAvatar._transmitterTimer;
_transmitterHz = otherAvatar._transmitterHz;
_transmitterPackets = otherAvatar._transmitterPackets;
_TEST_bigSphereRadius = otherAvatar._TEST_bigSphereRadius;
_TEST_bigSpherePosition = otherAvatar._TEST_bigSpherePosition;
_movedHandOffset = otherAvatar._movedHandOffset;
_usingBodySprings = otherAvatar._usingBodySprings;
_springForce = otherAvatar._springForce;
_springVelocityDecay = otherAvatar._springVelocityDecay;
_orientation.set( otherAvatar._orientation );
_orientation.set( otherHead._orientation );
_velocity = otherHead._velocity;
_thrust = otherHead._thrust;
_rotation = otherHead._rotation;
_closestOtherAvatar = otherHead._closestOtherAvatar;
_bodyYaw = otherHead._bodyYaw;
_bodyPitch = otherHead._bodyPitch;
_bodyRoll = otherHead._bodyRoll;
_bodyYawDelta = otherHead._bodyYawDelta;
_triggeringAction = otherHead._triggeringAction;
_mode = otherHead._mode;
//for (int o=0;o<NUM_OTHER_AVATARS; o++) {
// _DEBUG_otherAvatarListPosition[o] = otherAvatar._DEBUG_otherAvatarListPosition[o];
//}
_sphere = NULL;
initializeSkeleton();
for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = otherHead._driveKeys[i];
for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = otherAvatar._driveKeys[i];
_pupilSize = otherHead._pupilSize;
_interPupilDistance = otherHead._interPupilDistance;
_interBrowDistance = otherHead._interBrowDistance;
_nominalPupilSize = otherHead._nominalPupilSize;
_headYaw = otherHead._headYaw;
_eyebrowPitch[0] = otherHead._eyebrowPitch[0];
_eyebrowPitch[1] = otherHead._eyebrowPitch[1];
_eyebrowRoll [0] = otherHead._eyebrowRoll [0];
_eyebrowRoll [1] = otherHead._eyebrowRoll [1];
_mouthPitch = otherHead._mouthPitch;
_mouthYaw = otherHead._mouthYaw;
_mouthWidth = otherHead._mouthWidth;
_mouthHeight = otherHead._mouthHeight;
_eyeballPitch[0] = otherHead._eyeballPitch[0];
_eyeballPitch[1] = otherHead._eyeballPitch[1];
_eyeballScaleX = otherHead._eyeballScaleX;
_eyeballScaleY = otherHead._eyeballScaleY;
_eyeballScaleZ = otherHead._eyeballScaleZ;
_eyeballYaw[0] = otherHead._eyeballYaw[0];
_eyeballYaw[1] = otherHead._eyeballYaw[1];
_pitchTarget = otherHead._pitchTarget;
_yawTarget = otherHead._yawTarget;
_noiseEnvelope = otherHead._noiseEnvelope;
_pupilConverge = otherHead._pupilConverge;
_leanForward = otherHead._leanForward;
_leanSideways = otherHead._leanSideways;
_eyeContact = otherHead._eyeContact;
_eyeContactTarget = otherHead._eyeContactTarget;
_scale = otherHead._scale;
_renderYaw = otherHead._renderYaw;
_renderPitch = otherHead._renderPitch;
_audioAttack = otherHead._audioAttack;
_loudness = otherHead._loudness;
_averageLoudness = otherHead._averageLoudness;
_lastLoudness = otherHead._lastLoudness;
_browAudioLift = otherHead._browAudioLift;
_noise = otherHead._noise;
_sphere = NULL;
_head.pupilSize = otherAvatar._head.pupilSize;
_head.interPupilDistance = otherAvatar._head.interPupilDistance;
_head.interBrowDistance = otherAvatar._head.interBrowDistance;
_head.nominalPupilSize = otherAvatar._head.nominalPupilSize;
_head.yaw = otherAvatar._head.yaw;
_head.pitch = otherAvatar._head.pitch;
_head.roll = otherAvatar._head.roll;
_head.yawRate = otherAvatar._head.yawRate;
_head.pitchRate = otherAvatar._head.pitchRate;
_head.rollRate = otherAvatar._head.rollRate;
_head.eyebrowPitch[0] = otherAvatar._head.eyebrowPitch[0];
_head.eyebrowPitch[1] = otherAvatar._head.eyebrowPitch[1];
_head.eyebrowRoll [0] = otherAvatar._head.eyebrowRoll [0];
_head.eyebrowRoll [1] = otherAvatar._head.eyebrowRoll [1];
_head.mouthPitch = otherAvatar._head.mouthPitch;
_head.mouthYaw = otherAvatar._head.mouthYaw;
_head.mouthWidth = otherAvatar._head.mouthWidth;
_head.mouthHeight = otherAvatar._head.mouthHeight;
_head.eyeballPitch[0] = otherAvatar._head.eyeballPitch[0];
_head.eyeballPitch[1] = otherAvatar._head.eyeballPitch[1];
_head.eyeballScaleX = otherAvatar._head.eyeballScaleX;
_head.eyeballScaleY = otherAvatar._head.eyeballScaleY;
_head.eyeballScaleZ = otherAvatar._head.eyeballScaleZ;
_head.eyeballYaw[0] = otherAvatar._head.eyeballYaw[0];
_head.eyeballYaw[1] = otherAvatar._head.eyeballYaw[1];
_head.pitchTarget = otherAvatar._head.pitchTarget;
_head.yawTarget = otherAvatar._head.yawTarget;
_head.noiseEnvelope = otherAvatar._head.noiseEnvelope;
_head.pupilConverge = otherAvatar._head.pupilConverge;
_head.leanForward = otherAvatar._head.leanForward;
_head.leanSideways = otherAvatar._head.leanSideways;
_head.eyeContact = otherAvatar._head.eyeContact;
_head.eyeContactTarget = otherAvatar._head.eyeContactTarget;
_head.scale = otherAvatar._head.scale;
_head.audioAttack = otherAvatar._head.audioAttack;
_head.loudness = otherAvatar._head.loudness;
_head.averageLoudness = otherAvatar._head.averageLoudness;
_head.lastLoudness = otherAvatar._head.lastLoudness;
_head.browAudioLift = otherAvatar._head.browAudioLift;
_head.noise = otherAvatar._head.noise;
if (iris_texture.size() == 0) {
switchToResourcesParentIfRequired();
unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
if (error != 0) {
printLog("error %u: %s\n", error, lodepng_error_text(error));
}
}
}
Head::~Head() {
@ -203,8 +239,8 @@ Head* Head::clone() const {
}
void Head::reset() {
_headPitch = _headYaw = _headRoll = 0;
_leanForward = _leanSideways = 0;
_head.pitch = _head.yaw = _head.roll = 0;
_head.leanForward = _head.leanSideways = 0;
}
@ -216,7 +252,7 @@ void Head::UpdateGyros(float frametime, SerialInterface * serialInterface, int h
const float PITCH_ACCEL_COUPLING = 0.5;
const float ROLL_ACCEL_COUPLING = -1.0;
float measured_pitch_rate = serialInterface->getRelativeValue(HEAD_PITCH_RATE);
_headYawRate = serialInterface->getRelativeValue(HEAD_YAW_RATE);
_head.yawRate = serialInterface->getRelativeValue(HEAD_YAW_RATE);
float measured_lateral_accel = serialInterface->getRelativeValue(ACCEL_X) -
ROLL_ACCEL_COUPLING*serialInterface->getRelativeValue(HEAD_ROLL_RATE);
float measured_fwd_accel = serialInterface->getRelativeValue(ACCEL_Z) -
@ -238,35 +274,35 @@ void Head::UpdateGyros(float frametime, SerialInterface * serialInterface, int h
const float MAX_YAW = 85;
const float MIN_YAW = -85;
if ((_headPitch < MAX_PITCH) && (_headPitch > MIN_PITCH))
if ((_head.pitch < MAX_PITCH) && (_head.pitch > MIN_PITCH))
addPitch(measured_pitch_rate * -HEAD_ROTATION_SCALE * frametime);
addRoll(-measured_roll_rate * HEAD_ROLL_SCALE * frametime);
if (head_mirror) {
if ((_headYaw < MAX_YAW) && (_headYaw > MIN_YAW))
addYaw(-_headYawRate * HEAD_ROTATION_SCALE * frametime);
if ((_head.yaw < MAX_YAW) && (_head.yaw > MIN_YAW))
addYaw(-_head.yawRate * HEAD_ROTATION_SCALE * frametime);
addLean(-measured_lateral_accel * frametime * HEAD_LEAN_SCALE, -measured_fwd_accel*frametime * HEAD_LEAN_SCALE);
} else {
if ((_headYaw < MAX_YAW) && (_headYaw > MIN_YAW))
addYaw(_headYawRate * -HEAD_ROTATION_SCALE * frametime);
if ((_head.yaw < MAX_YAW) && (_head.yaw > MIN_YAW))
addYaw(_head.yawRate * -HEAD_ROTATION_SCALE * frametime);
addLean(measured_lateral_accel * frametime * -HEAD_LEAN_SCALE, measured_fwd_accel*frametime * HEAD_LEAN_SCALE);
}
}
void Head::addLean(float x, float z) {
// Add Body lean as impulse
_leanSideways += x;
_leanForward += z;
_head.leanSideways += x;
_head.leanForward += z;
}
void Head::setLeanForward(float dist){
_leanForward = dist;
_head.leanForward = dist;
}
void Head::setLeanSideways(float dist){
_leanSideways = dist;
_head.leanSideways = dist;
}
void Head::setTriggeringAction( bool d ) {
@ -403,9 +439,9 @@ void Head::simulate(float deltaTime) {
}
// we will be eventually getting head rotation from elsewhere. For now, just setting it to body rotation
_headYaw = _bodyYaw;
_headPitch = _bodyPitch;
_headRoll = _bodyRoll;
_head.yaw = _bodyYaw;
_head.pitch = _bodyPitch;
_head.roll = _bodyRoll;
//----------------------------------------------------------
// decay body yaw delta
@ -429,32 +465,32 @@ void Head::simulate(float deltaTime) {
const float LIN_VEL_DECAY = 5.0;
_velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
if (!_noise) {
if (!_head.noise) {
// Decay back toward center
_headPitch *= (1.0f - DECAY*2*deltaTime);
_headYaw *= (1.0f - DECAY*2*deltaTime);
_headRoll *= (1.0f - DECAY*2*deltaTime);
_head.pitch *= (1.0f - DECAY*2*deltaTime);
_head.yaw *= (1.0f - DECAY*2*deltaTime);
_head.roll *= (1.0f - DECAY*2*deltaTime);
}
else {
// Move toward new target
_headPitch += (_pitchTarget - _headPitch)*10*deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
_headYaw += (_yawTarget - _headYaw)*10*deltaTime; // (1.f - DECAY*deltaTime);
_headRoll *= (1.f - DECAY*deltaTime);
_head.pitch += (_head.pitchTarget - _head.pitch)*10*deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
_head.yaw += (_head.yawTarget - _head.yaw )*10*deltaTime; // (1.f - DECAY*deltaTime);
_head.roll *= (1.f - DECAY*deltaTime);
}
_leanForward *= (1.f - DECAY*30.f*deltaTime);
_leanSideways *= (1.f - DECAY*30.f*deltaTime);
_head.leanForward *= (1.f - DECAY*30.f*deltaTime);
_head.leanSideways *= (1.f - DECAY*30.f*deltaTime);
// Update where the avatar's eyes are
//
// First, decide if we are making eye contact or not
if (randFloat() < 0.005) {
_eyeContact = !_eyeContact;
_eyeContact = 1;
if (!_eyeContact) {
_head.eyeContact = !_head.eyeContact;
_head.eyeContact = 1;
if (!_head.eyeContact) {
// If we just stopped making eye contact,move the eyes markedly away
_eyeballPitch[0] = _eyeballPitch[1] = _eyeballPitch[0] + 5.0 + (randFloat() - 0.5)*10;
_eyeballYaw[0] = _eyeballYaw[1] = _eyeballYaw[0] + 5.0 + (randFloat()- 0.5)*5;
_head.eyeballPitch[0] = _head.eyeballPitch[1] = _head.eyeballPitch[0] + 5.0 + (randFloat() - 0.5)*10;
_head.eyeballYaw [0] = _head.eyeballYaw [1] = _head.eyeballYaw [0] + 5.0 + (randFloat() - 0.5)*5;
} else {
// If now making eye contact, turn head to look right at viewer
SetNewHeadTarget(0,0);
@ -464,56 +500,56 @@ void Head::simulate(float deltaTime) {
const float DEGREES_BETWEEN_VIEWER_EYES = 3;
const float DEGREES_TO_VIEWER_MOUTH = 7;
if (_eyeContact) {
if (_head.eyeContact) {
// Should we pick a new eye contact target?
if (randFloat() < 0.01) {
// Choose where to look next
if (randFloat() < 0.1) {
_eyeContactTarget = MOUTH;
_head.eyeContactTarget = MOUTH;
} else {
if (randFloat() < 0.5) _eyeContactTarget = LEFT_EYE; else _eyeContactTarget = RIGHT_EYE;
if (randFloat() < 0.5) _head.eyeContactTarget = LEFT_EYE; else _head.eyeContactTarget = RIGHT_EYE;
}
}
// Set eyeball pitch and yaw to make contact
float eye_target_yaw_adjust = 0;
float eye_target_pitch_adjust = 0;
if (_eyeContactTarget == LEFT_EYE) eye_target_yaw_adjust = DEGREES_BETWEEN_VIEWER_EYES;
if (_eyeContactTarget == RIGHT_EYE) eye_target_yaw_adjust = -DEGREES_BETWEEN_VIEWER_EYES;
if (_eyeContactTarget == MOUTH) eye_target_pitch_adjust = DEGREES_TO_VIEWER_MOUTH;
if (_head.eyeContactTarget == LEFT_EYE) eye_target_yaw_adjust = DEGREES_BETWEEN_VIEWER_EYES;
if (_head.eyeContactTarget == RIGHT_EYE) eye_target_yaw_adjust = -DEGREES_BETWEEN_VIEWER_EYES;
if (_head.eyeContactTarget == MOUTH) eye_target_pitch_adjust = DEGREES_TO_VIEWER_MOUTH;
_eyeballPitch[0] = _eyeballPitch[1] = -_headPitch + eye_target_pitch_adjust;
_eyeballYaw[0] = _eyeballYaw[1] = -_headYaw + eye_target_yaw_adjust;
_head.eyeballPitch[0] = _head.eyeballPitch[1] = -_head.pitch + eye_target_pitch_adjust;
_head.eyeballYaw[0] = _head.eyeballYaw[1] = -_head.yaw + eye_target_yaw_adjust;
}
if (_noise)
if (_head.noise)
{
_headPitch += (randFloat() - 0.5)*0.2*_noiseEnvelope;
_headYaw += (randFloat() - 0.5)*0.3*_noiseEnvelope;
_head.pitch += (randFloat() - 0.5)*0.2*_head.noiseEnvelope;
_head.yaw += (randFloat() - 0.5)*0.3*_head.noiseEnvelope;
//PupilSize += (randFloat() - 0.5)*0.001*NoiseEnvelope;
if (randFloat() < 0.005) _mouthWidth = MouthWidthChoices[rand()%3];
if (randFloat() < 0.005) _head.mouthWidth = MouthWidthChoices[rand()%3];
if (!_eyeContact) {
if (randFloat() < 0.01) _eyeballPitch[0] = _eyeballPitch[1] = (randFloat() - 0.5)*20;
if (randFloat() < 0.01) _eyeballYaw[0] = _eyeballYaw[1] = (randFloat()- 0.5)*10;
if (!_head.eyeContact) {
if (randFloat() < 0.01) _head.eyeballPitch[0] = _head.eyeballPitch[1] = (randFloat() - 0.5)*20;
if (randFloat() < 0.01) _head.eyeballYaw[0] = _head.eyeballYaw[1] = (randFloat()- 0.5)*10;
}
if ((randFloat() < 0.005) && (fabs(_pitchTarget - _headPitch) < 1.0) && (fabs(_yawTarget - _headYaw) < 1.0)) {
if ((randFloat() < 0.005) && (fabs(_head.pitchTarget - _head.pitch) < 1.0) && (fabs(_head.yawTarget - _head.yaw) < 1.0)) {
SetNewHeadTarget((randFloat()-0.5)*20.0, (randFloat()-0.5)*45.0);
}
if (0) {
// Pick new target
_pitchTarget = (randFloat() - 0.5)*45;
_yawTarget = (randFloat() - 0.5)*22;
_head.pitchTarget = (randFloat() - 0.5)*45;
_head.yawTarget = (randFloat() - 0.5)*22;
}
if (randFloat() < 0.01)
{
_eyebrowPitch[0] = _eyebrowPitch[1] = BrowPitchAngle[rand()%3];
_eyebrowRoll[0] = _eyebrowRoll[1] = BrowRollAngle[rand()%5];
_eyebrowRoll[1]*=-1;
_head.eyebrowPitch[0] = _head.eyebrowPitch[1] = BrowPitchAngle[rand()%3];
_head.eyebrowRoll [0] = _head.eyebrowRoll[1] = BrowRollAngle[rand()%5];
_head.eyebrowRoll [1]*=-1;
}
}
}
@ -688,9 +724,9 @@ void Head::renderHead(int faceToFace) {
glScalef( 0.03, 0.03, 0.03 );
glRotatef(_headYaw, 0, 1, 0);
glRotatef(_headPitch, 1, 0, 0);
glRotatef(_headRoll, 0, 0, 1);
glRotatef(_head.yaw, 0, 1, 0);
glRotatef(_head.pitch, 1, 0, 0);
glRotatef(_head.roll, 0, 0, 1);
// Overall scale of head
if (faceToFace) glScalef(2.0, 2.0, 2.0);
@ -719,27 +755,27 @@ void Head::renderHead(int faceToFace) {
glPopMatrix();
// _eyebrows
_audioAttack = 0.9*_audioAttack + 0.1*fabs(_loudness - _lastLoudness);
_lastLoudness = _loudness;
_head.audioAttack = 0.9*_head.audioAttack + 0.1*fabs(_head.loudness - _head.lastLoudness);
_head.lastLoudness = _head.loudness;
const float BROW_LIFT_THRESHOLD = 100;
if (_audioAttack > BROW_LIFT_THRESHOLD)
_browAudioLift += sqrt(_audioAttack)/1000.0;
if (_head.audioAttack > BROW_LIFT_THRESHOLD)
_head.browAudioLift += sqrt(_head.audioAttack)/1000.0;
_browAudioLift *= .90;
_head.browAudioLift *= .90;
glPushMatrix();
glTranslatef(-_interBrowDistance/2.0,0.4,0.45);
glTranslatef(-_head.interBrowDistance/2.0,0.4,0.45);
for(side = 0; side < 2; side++) {
glColor3fv(browColor);
glPushMatrix();
glTranslatef(0, 0.35 + _browAudioLift, 0);
glRotatef(_eyebrowPitch[side]/2.0, 1, 0, 0);
glRotatef(_eyebrowRoll[side]/2.0, 0, 0, 1);
glTranslatef(0, 0.35 + _head.browAudioLift, 0);
glRotatef(_head.eyebrowPitch[side]/2.0, 1, 0, 0);
glRotatef(_head.eyebrowRoll[side]/2.0, 0, 0, 1);
glScalef(browWidth, browThickness, 1);
glutSolidCube(0.5);
glPopMatrix();
glTranslatef(_interBrowDistance, 0, 0);
glTranslatef(_head.interBrowDistance, 0, 0);
}
glPopMatrix();
@ -749,23 +785,23 @@ void Head::renderHead(int faceToFace) {
glPushMatrix();
glTranslatef(0,-0.35,0.75);
glColor3f(0,0,0);
glRotatef(_mouthPitch, 1, 0, 0);
glRotatef(_mouthYaw, 0, 0, 1);
glScalef(_mouthWidth*(.7 + sqrt(_averageLoudness)/60.0), _mouthHeight*(1.0 + sqrt(_averageLoudness)/30.0), 1);
glRotatef(_head.mouthPitch, 1, 0, 0);
glRotatef(_head.mouthYaw, 0, 0, 1);
glScalef(_head.mouthWidth*(.7 + sqrt(_head.averageLoudness)/60.0), _head.mouthHeight*(1.0 + sqrt(_head.averageLoudness)/30.0), 1);
glutSolidCube(0.5);
glPopMatrix();
glTranslatef(0, 1.0, 0);
glTranslatef(-_interPupilDistance/2.0,-0.68,0.7);
glTranslatef(-_head.interPupilDistance/2.0,-0.68,0.7);
// Right Eye
glRotatef(-10, 1, 0, 0);
glColor3fv(eyeColor);
glPushMatrix();
{
glTranslatef(_interPupilDistance/10.0, 0, 0.05);
glTranslatef(_head.interPupilDistance/10.0, 0, 0.05);
glRotatef(20, 0, 0, 1);
glScalef(_eyeballScaleX, _eyeballScaleY, _eyeballScaleZ);
glScalef(_head.eyeballScaleX, _head.eyeballScaleY, _head.eyeballScaleZ);
glutSolidSphere(0.25, 30, 30);
}
glPopMatrix();
@ -782,40 +818,40 @@ void Head::renderHead(int faceToFace) {
glPushMatrix();
{
glRotatef(_eyeballPitch[1], 1, 0, 0);
glRotatef(_eyeballYaw[1] + _pupilConverge, 0, 1, 0);
glRotatef(_head.eyeballPitch[1], 1, 0, 0);
glRotatef(_head.eyeballYaw[1] + _head.yaw + _head.pupilConverge, 0, 1, 0);
glTranslatef(0,0,.35);
glRotatef(-75,1,0,0);
glScalef(1.0, 0.4, 1.0);
glEnable(GL_TEXTURE_2D);
gluSphere(_sphere, _pupilSize, 15, 15);
gluSphere(_sphere, _head.pupilSize, 15, 15);
glDisable(GL_TEXTURE_2D);
}
glPopMatrix();
// Left Eye
glColor3fv(eyeColor);
glTranslatef(_interPupilDistance, 0, 0);
glTranslatef(_head.interPupilDistance, 0, 0);
glPushMatrix();
{
glTranslatef(-_interPupilDistance/10.0, 0, .05);
glTranslatef(-_head.interPupilDistance/10.0, 0, .05);
glRotatef(-20, 0, 0, 1);
glScalef(_eyeballScaleX, _eyeballScaleY, _eyeballScaleZ);
glScalef(_head.eyeballScaleX, _head.eyeballScaleY, _head.eyeballScaleZ);
glutSolidSphere(0.25, 30, 30);
}
glPopMatrix();
// Left Pupil
glPushMatrix();
{
glRotatef(_eyeballPitch[0], 1, 0, 0);
glRotatef(_eyeballYaw[0] - _pupilConverge, 0, 1, 0);
glRotatef(_head.eyeballPitch[0], 1, 0, 0);
glRotatef(_head.eyeballYaw[0] + _head.yaw - _head.pupilConverge, 0, 1, 0);
glTranslatef(0, 0, .35);
glRotatef(-75, 1, 0, 0);
glScalef(1.0, 0.4, 1.0);
glEnable(GL_TEXTURE_2D);
gluSphere(_sphere, _pupilSize, 15, 15);
gluSphere(_sphere, _head.pupilSize, 15, 15);
glDisable(GL_TEXTURE_2D);
}
@ -1260,8 +1296,8 @@ void Head::renderBody() {
}
void Head::SetNewHeadTarget(float pitch, float yaw) {
_pitchTarget = pitch;
_yawTarget = yaw;
_head.pitchTarget = pitch;
_head.yawTarget = yaw;
}
// getting data from Android transmitte app

View file

@ -91,6 +91,48 @@ struct AvatarBone
float radius; // used for detecting collisions for certain physical effects
};
struct AvatarHead
{
float pitch;
float yaw;
float roll;
float pitchRate;
float yawRate;
float rollRate;
float noise;
float eyeballPitch[2];
float eyeballYaw [2];
float eyebrowPitch[2];
float eyebrowRoll [2];
float eyeballScaleX;
float eyeballScaleY;
float eyeballScaleZ;
float interPupilDistance;
float interBrowDistance;
float nominalPupilSize;
float pupilSize;
float mouthPitch;
float mouthYaw;
float mouthWidth;
float mouthHeight;
float leanForward;
float leanSideways;
float pitchTarget;
float yawTarget;
float noiseEnvelope;
float pupilConverge;
float scale;
int eyeContact;
float browAudioLift;
eyeContactTargets eyeContactTarget;
// Sound loudness information
float loudness, lastLoudness;
float averageLoudness;
float audioAttack;
};
class Head : public AvatarData {
public:
Head(bool isMine);
@ -98,30 +140,29 @@ class Head : public AvatarData {
Head(const Head &otherHead);
Head* clone() const;
void reset();
void UpdateGyros(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity);
void setNoise (float mag) { _noise = mag; }
void setPitch(float p) {_headPitch = p; }
void setYaw(float y) {_headYaw = y; }
void setRoll(float r) {_headRoll = r; };
void setScale(float s) {_scale = s; };
void setRenderYaw(float y) {_renderYaw = y;}
void setRenderPitch(float p) {_renderPitch = p;}
void reset();
void UpdateGyros(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity);
void setNoise (float mag) { _head.noise = mag; }
void setPitch(float p) {_head.pitch = p; }
void setYaw(float y) {_head.yaw = y; }
void setRoll(float r) {_head.roll = r; };
void setScale(float s) {_head.scale = s; };
void setRenderYaw(float y) {_renderYaw = y;}
void setRenderPitch(float p) {_renderPitch = p;}
float getRenderYaw() {return _renderYaw;}
float getRenderPitch() {return _renderPitch;}
void setLeanForward(float dist);
void setLeanSideways(float dist);
void addPitch(float p) {_headPitch -= p; }
void addYaw(float y){_headYaw -= y; }
void addRoll(float r){_headRoll += r; }
void addLean(float x, float z);
float getPitch() {return _headPitch;}
float getRoll() {return _headRoll;}
float getYaw() {return _headYaw;}
float getLastMeasuredYaw() {return _headYawRate;}
void setLeanForward(float dist);
void setLeanSideways(float dist);
void addPitch(float p) {_head.pitch -= p; }
void addYaw(float y){_head.yaw -= y; }
void addRoll(float r){_head.roll += r; }
void addLean(float x, float z);
float getPitch() {return _head.pitch;}
float getRoll() {return _head.roll;}
float getYaw() {return _head.yaw;}
float getLastMeasuredYaw() {return _head.yawRate;}
float getBodyYaw() {return _bodyYaw;};
void addBodyYaw(float y) {_bodyYaw += y;};
void addBodyYaw(float y) {_bodyYaw += y;};
glm::vec3 getHeadLookatDirection();
glm::vec3 getHeadLookatDirectionUp();
@ -137,7 +178,6 @@ class Head : public AvatarData {
void renderBody();
void renderHead( int faceToFace);
//void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size );
void simulate(float);
@ -146,10 +186,10 @@ class Head : public AvatarData {
void setHandMovementValues( glm::vec3 movement );
void updateHandMovement();
float getLoudness() {return _loudness;};
float getAverageLoudness() {return _averageLoudness;};
void setAverageLoudness(float al) {_averageLoudness = al;};
void setLoudness(float l) {_loudness = l;};
float getLoudness() {return _head.loudness;};
float getAverageLoudness() {return _head.averageLoudness;};
void setAverageLoudness(float al) {_head.averageLoudness = al;};
void setLoudness(float l) {_head.loudness = l;};
void SetNewHeadTarget(float, float);
@ -170,41 +210,8 @@ class Head : public AvatarData {
float getTransmitterHz() { return _transmitterHz; };
private:
bool _isMine;
float _noise;
float _headPitch;
float _headYaw;
float _headRoll;
float _headPitchRate;
float _headYawRate;
float _headRollRate;
float _eyeballPitch[2];
float _eyeballYaw[2];
float _eyebrowPitch[2];
float _eyebrowRoll[2];
float _eyeballScaleX, _eyeballScaleY, _eyeballScaleZ;
float _interPupilDistance;
float _interBrowDistance;
float _nominalPupilSize;
float _pupilSize;
float _mouthPitch;
float _mouthYaw;
float _mouthWidth;
float _mouthHeight;
float _leanForward;
float _leanSideways;
float _pitchTarget;
float _yawTarget;
float _noiseEnvelope;
float _pupilConverge;
float _scale;
// Sound loudness information
float _loudness, _lastLoudness;
float _averageLoudness;
float _audioAttack;
float _browAudioLift;
AvatarHead _head;
bool _isMine;
glm::vec3 _TEST_bigSpherePosition;
float _TEST_bigSphereRadius;
glm::vec3 _DEBUG_otherAvatarListPosition[ NUM_OTHER_AVATARS ];
@ -224,13 +231,9 @@ class Head : public AvatarData {
float _maxArmLength;
Orientation _orientation;
int _driveKeys[MAX_DRIVE_KEYS];
int _eyeContact;
eyeContactTargets _eyeContactTarget;
GLUquadric *_sphere;
float _renderYaw;
float _renderPitch; // Pitch from view frustum when this is own head.
GLUquadric* _sphere;
float _renderYaw;
float _renderPitch; // Pitch from view frustum when this is own head.
//
// Related to getting transmitter UDP data used to animate the avatar hand