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Fixes from brad's review
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7aea9d1e61
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5556686875
4 changed files with 33 additions and 33 deletions
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@ -487,19 +487,19 @@ void Head::simulate(float deltaTime) {
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if (!_head.noise) {
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// Decay back toward center
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_headPitch *= (1.0f - DECAY*2*deltaTime);
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_headYaw *= (1.0f - DECAY*2*deltaTime);
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_headRoll *= (1.0f - DECAY*2*deltaTime);
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_headPitch *= (1.0f - DECAY * 2 * deltaTime);
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_headYaw *= (1.0f - DECAY * 2 * deltaTime);
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_headRoll *= (1.0f - DECAY * 2 * deltaTime);
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}
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else {
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// Move toward new target
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_headPitch += (_head.pitchTarget - _headPitch)*10*deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
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_headYaw += (_head.yawTarget - _headYaw )*10*deltaTime; // (1.f - DECAY*deltaTime);
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_headRoll *= (1.f - DECAY*deltaTime);
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_headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
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_headYaw += (_head.yawTarget - _headYaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime);
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_headRoll *= 1.f - (DECAY * deltaTime);
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}
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_head.leanForward *= (1.f - DECAY*30.f*deltaTime);
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_head.leanSideways *= (1.f - DECAY*30.f*deltaTime);
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_head.leanForward *= (1.f - DECAY * 30 * deltaTime);
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_head.leanSideways *= (1.f - DECAY * 30 * deltaTime);
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// Update where the avatar's eyes are
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//
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@ -509,8 +509,8 @@ void Head::simulate(float deltaTime) {
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_head.eyeContact = 1;
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if (!_head.eyeContact) {
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// If we just stopped making eye contact,move the eyes markedly away
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_head.eyeballPitch[0] = _head.eyeballPitch[1] = _head.eyeballPitch[0] + 5.0 + (randFloat() - 0.5)*10;
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_head.eyeballYaw [0] = _head.eyeballYaw [1] = _head.eyeballYaw [0] + 5.0 + (randFloat() - 0.5)*5;
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_head.eyeballPitch[0] = _head.eyeballPitch[1] = _head.eyeballPitch[0] + 5.0 + (randFloat() - 0.5) * 10;
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_head.eyeballYaw [0] = _head.eyeballYaw [1] = _head.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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@ -544,32 +544,32 @@ void Head::simulate(float deltaTime) {
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if (_head.noise)
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{
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_headPitch += (randFloat() - 0.5)*0.2*_head.noiseEnvelope;
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_headYaw += (randFloat() - 0.5)*0.3*_head.noiseEnvelope;
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//PupilSize += (randFloat() - 0.5)*0.001*NoiseEnvelope;
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_headPitch += (randFloat() - 0.5) * 0.2 * _head.noiseEnvelope;
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_headYaw += (randFloat() - 0.5) * 0.3 *_head.noiseEnvelope;
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//PupilSize += (randFloat() - 0.5) * 0.001*NoiseEnvelope;
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if (randFloat() < 0.005) _head.mouthWidth = MouthWidthChoices[rand()%3];
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if (!_head.eyeContact) {
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if (randFloat() < 0.01) _head.eyeballPitch[0] = _head.eyeballPitch[1] = (randFloat() - 0.5)*20;
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if (randFloat() < 0.01) _head.eyeballYaw[0] = _head.eyeballYaw[1] = (randFloat()- 0.5)*10;
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if (randFloat() < 0.01) _head.eyeballPitch[0] = _head.eyeballPitch[1] = (randFloat() - 0.5) * 20;
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if (randFloat() < 0.01) _head.eyeballYaw[0] = _head.eyeballYaw[1] = (randFloat()- 0.5) * 10;
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}
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if ((randFloat() < 0.005) && (fabs(_head.pitchTarget - _headPitch) < 1.0) && (fabs(_head.yawTarget - _headYaw) < 1.0)) {
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SetNewHeadTarget((randFloat()-0.5)*20.0, (randFloat()-0.5)*45.0);
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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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// Pick new target
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_head.pitchTarget = (randFloat() - 0.5)*45;
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_head.yawTarget = (randFloat() - 0.5)*22;
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_head.pitchTarget = (randFloat() - 0.5) * 45;
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_head.yawTarget = (randFloat() - 0.5) * 22;
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}
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if (randFloat() < 0.01)
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{
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_head.eyebrowPitch[0] = _head.eyebrowPitch[1] = BrowPitchAngle[rand()%3];
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_head.eyebrowRoll [0] = _head.eyebrowRoll[1] = BrowRollAngle[rand()%5];
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_head.eyebrowRoll [1]*=-1;
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_head.eyebrowRoll [1] *=-1;
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}
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}
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}
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@ -619,11 +619,11 @@ void Head::updateBigSphereCollisionTest( float deltaTime ) {
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}
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}
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}
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void Head::render(int lookingInMirror) {
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void Head::render(bool lookingInMirror) {
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//---------------------------------------------------
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// show avatar position
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@ -695,7 +695,7 @@ void Head::render(int lookingInMirror) {
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void Head::renderHead(int lookingInMirror) {
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void Head::renderHead(bool lookingInMirror) {
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int side = 0;
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glEnable(GL_DEPTH_TEST);
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@ -749,17 +749,17 @@ void Head::renderHead(int lookingInMirror) {
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glPopMatrix();
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// _eyebrows
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_head.audioAttack = 0.9*_head.audioAttack + 0.1*fabs(_audioLoudness - _head.lastLoudness);
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_head.audioAttack = 0.9 * _head.audioAttack + 0.1 * fabs(_audioLoudness - _head.lastLoudness);
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_head.lastLoudness = _audioLoudness;
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const float BROW_LIFT_THRESHOLD = 100;
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if (_head.audioAttack > BROW_LIFT_THRESHOLD)
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_head.browAudioLift += sqrt(_head.audioAttack)/1000.0;
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_head.browAudioLift += sqrt(_head.audioAttack) / 1000.0;
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_head.browAudioLift *= .90;
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glPushMatrix();
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glTranslatef(-_head.interBrowDistance/2.0,0.4,0.45);
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glTranslatef(-_head.interBrowDistance / 2.0,0.4,0.45);
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for(side = 0; side < 2; side++) {
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glColor3fv(browColor);
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glPushMatrix();
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@ -168,9 +168,9 @@ class Head : public AvatarData {
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AvatarMode getMode();
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void setMousePressed( bool pressed );
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void render(int faceToFace);
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void render(bool lookingInMirror);
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void renderBody();
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void renderHead( int faceToFace);
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void renderHead(bool lookingInMirror);
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void simulate(float);
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void startHandMovement();
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void stopHandMovement();
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@ -161,7 +161,7 @@ int noiseOn = 0; // Whether to add random noise
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float noise = 1.0; // Overall magnitude scaling for random noise levels
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int displayLevels = 0;
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int lookingInMirror = 0; // Are we currently rendering one's own head as if in mirror?
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bool lookingInMirror = 0; // Are we currently rendering one's own head as if in mirror?
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int displayField = 0;
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int displayHeadMouse = 1; // Display sample mouse pointer controlled by head movement
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@ -39,20 +39,20 @@ public:
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void setHeadPitch(float p) {_headPitch = p; }
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void setHeadYaw(float y) {_headYaw = y; }
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void setHeadRoll(float r) {_headRoll = r; };
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float getHeadPitch() { return _headPitch; };
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float getHeadYaw() { return _headYaw; };
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float getHeadRoll() { return _headRoll; };
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const float getHeadPitch() const { return _headPitch; };
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const float getHeadYaw() const { return _headYaw; };
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const float getHeadRoll() const { return _headRoll; };
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void addHeadPitch(float p) {_headPitch -= p; }
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void addHeadYaw(float y){_headYaw -= y; }
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void addHeadRoll(float r){_headRoll += r; }
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// Hand State
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void setHandState(char s) { _handState = s; };
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float getHandState() {return _handState; };
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const float getHandState() const {return _handState; };
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// Instantaneous audio loudness to drive mouth/facial animation
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void setLoudness(float l) { _audioLoudness = l; };
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float getLoudness() {return _audioLoudness; };
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const float getLoudness() const {return _audioLoudness; };
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// getters for camera details
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const glm::vec3& getCameraPosition() const { return _cameraPosition; };
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