cleaned up head class - made most members private. Added copy constructor

This commit is contained in:
Jeffrey Ventrella 2013-05-16 17:20:00 -07:00
parent cd248188d9
commit 750a48bb73
4 changed files with 496 additions and 318 deletions

View file

@ -46,7 +46,7 @@ const float HEAD_MAX_PITCH = 45;
const float HEAD_MIN_PITCH = -45;
const float HEAD_MAX_YAW = 85;
const float HEAD_MIN_YAW = -85;
const float AVATAR_BRAKING_RANGE = 1.3f;
const float PERIPERSONAL_RADIUS = 1.0f;
const float AVATAR_BRAKING_STRENGTH = 40.0f;
const float JOINT_TOUCH_RANGE = 0.0005f;
@ -104,14 +104,14 @@ Avatar::Avatar(bool isMine) {
initializeSkeleton();
_avatarTouch.setReachableRadius(1.0);
_avatarTouch.setReachableRadius(PERIPERSONAL_RADIUS);
if (BALLS_ON) { _balls = new Balls(100); }
else { _balls = NULL; }
}
Avatar::Avatar(const Avatar &otherAvatar) {
Avatar::Avatar(const Avatar &otherAvatar) :_head(otherAvatar._head) { //include the copy constructor for head
_velocity = otherAvatar._velocity;
_thrust = otherAvatar._thrust;
_rotation = otherAvatar._rotation;
@ -145,6 +145,7 @@ Avatar::Avatar(const Avatar &otherAvatar) {
for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = otherAvatar._driveKeys[i];
/*
_head.pupilSize = otherAvatar._head.pupilSize;
_head.interPupilDistance = otherAvatar._head.interPupilDistance;
_head.interBrowDistance = otherAvatar._head.interBrowDistance;
@ -181,19 +182,11 @@ Avatar::Avatar(const Avatar &otherAvatar) {
_head.lastLoudness = otherAvatar._head.lastLoudness;
_head.browAudioLift = otherAvatar._head.browAudioLift;
_head.noise = otherAvatar._head.noise;
*/
_distanceToNearestAvatar = otherAvatar._distanceToNearestAvatar;
initializeSkeleton();
/*
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));
}
}
*/
}
Avatar::~Avatar() {
@ -394,8 +387,8 @@ void Avatar::simulate(float deltaTime) {
}
// If another avatar is near, dampen velocity as a function of closeness
if (_isMine && (_distanceToNearestAvatar < AVATAR_BRAKING_RANGE)) {
float closeness = 1.0f - (_distanceToNearestAvatar / AVATAR_BRAKING_RANGE);
if (_isMine && (_distanceToNearestAvatar < PERIPERSONAL_RADIUS)) {
float closeness = 1.0f - (_distanceToNearestAvatar / PERIPERSONAL_RADIUS);
float drag = 1.0f - closeness * AVATAR_BRAKING_STRENGTH * deltaTime;
if ( drag > 0.0f ) {
_velocity *= drag;
@ -443,16 +436,16 @@ void Avatar::simulate(float deltaTime) {
_joint[ AVATAR_JOINT_HEAD_BASE ].radius
);
_head.setBodyYaw(_bodyYaw);
//the following is still being prototyped (making the eyes look at a specific location), it should be finished by 5/20/13
_head.setLooking(false);
/*
if (_interactingOther) {
_head.setLooking(true);
_head.setLookatPosition(_interactingOther->getSpringyHeadPosition());
//_head.setLookatPosition(_interactingOther->getApproximateEyePosition());
} else {
_head.setLooking(false);
}
*/
_head.setAudioLoudness(_audioLoudness);
_head.setSkinColor(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));
@ -523,7 +516,10 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
float distance = glm::length(v);
if (distance < closestDistance) {
closestDistance = distance;
_interactingOther = otherAvatar;
if (distance < PERIPERSONAL_RADIUS) {
_interactingOther = otherAvatar;
}
}
}
}
@ -750,6 +746,7 @@ static TextRenderer* textRenderer() {
void Avatar::setGravity(glm::vec3 gravity) {
_gravity = gravity;
_head.setGravity(_gravity);
}
void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
@ -1131,6 +1128,12 @@ const glm::vec3& Avatar::getHeadPosition() const {
}
glm::vec3 Avatar::getApproximateEyePosition() {
return _head.getApproximateEyePosition();
}
void Avatar::updateArmIKAndConstraints(float deltaTime) {
@ -1177,7 +1180,7 @@ void Avatar::renderBody(bool lookingInMirror) {
if (b == AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case
if (_displayingHead) {
_head.render(lookingInMirror, _bodyYaw);
_head.render(lookingInMirror);
}
} else {

View file

@ -100,6 +100,7 @@ public:
void setLeanForward(float dist);
void setLeanSideways(float dist);
void addLean(float x, float z);
glm::vec3 getApproximateEyePosition();
const glm::vec3& getHeadPosition() const ; // get the position of the avatar's rigid body head
const glm::vec3& getSpringyHeadPosition() const ; // get the springy position of the avatar's head
const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].springyPosition; };

View file

@ -13,6 +13,7 @@
using namespace std;
const float HEAD_MOTION_DECAY = 0.1;
const float MINIMUM_EYE_ROTATION = 0.7f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off
float _browColor [] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
float _mouthColor[] = {1, 0, 0};
@ -42,102 +43,229 @@ Head::Head() {
}
}
Head::Head(const Head &head) {
yawRate = head.yawRate;
noise = head.noise;
leanForward = head.leanForward;
leanSideways = head.leanSideways;
_sphere = NULL;
_returnHeadToCenter = head._returnHeadToCenter;
_audioLoudness = head._audioLoudness;
_skinColor = head._skinColor;
_position = head._position;
_rotation = head._rotation;
_lookatPosition = head._lookatPosition;
_leftEyePosition = head._leftEyePosition;
_rightEyePosition = head._rightEyePosition;
_yaw = head._yaw;
_pitch = head._pitch;
_roll = head._roll;
_pitchRate = head._pitchRate;
_rollRate = head._rollRate;
_eyeballPitch[0] = head._eyeballPitch[0];
_eyeballYaw [0] = head._eyeballYaw [0];
_eyebrowPitch[0] = head._eyebrowPitch[0];
_eyebrowRoll [0] = head._eyebrowRoll [0];
_eyeballPitch[1] = head._eyeballPitch[1];
_eyeballYaw [1] = head._eyeballYaw [1];
_eyebrowPitch[1] = head._eyebrowPitch[1];
_eyebrowRoll [1] = head._eyebrowRoll [1];
_eyeballScaleX = head._eyeballScaleX;
_eyeballScaleY = head._eyeballScaleY;
_eyeballScaleZ = head._eyeballScaleZ;
_interPupilDistance = head._interPupilDistance;
_interBrowDistance = head._interBrowDistance;
_nominalPupilSize = head._nominalPupilSize;
_pupilSize = head._pupilSize;
_mouthPitch = head._mouthPitch;
_mouthYaw = head._mouthYaw;
_mouthWidth = head._mouthWidth;
_mouthHeight = head._mouthHeight;
_pitchTarget = head._pitchTarget;
_yawTarget = head._yawTarget;
_noiseEnvelope = head._noiseEnvelope;
_pupilConverge = head._pupilConverge;
_scale = head._scale;
_eyeContact = head._eyeContact;
_browAudioLift = head._browAudioLift;
_eyeContactTarget = head._eyeContactTarget;
_orientation = head._orientation;
_bodyYaw = head._bodyYaw;
_lastLoudness = head._lastLoudness;
_averageLoudness = head._averageLoudness;
_audioAttack = head._audioAttack;
_looking = head._looking;
_gravity = head._gravity;
_returnSpringScale = head._returnSpringScale;
}
void Head::initialize() {
audioLoudness = 0.0;
skinColor = glm::vec3(0.0f, 0.0f, 0.0f);
position = glm::vec3(0.0f, 0.0f, 0.0f);
lookatPosition = glm::vec3(0.0f, 0.0f, 0.0f);
yaw = 0.0f;
pitch = 0.0f;
roll = 0.0f;
pupilSize = 0.10;
interPupilDistance = 0.6;
interBrowDistance = 0.75;
nominalPupilSize = 0.10;
pitchRate = 0.0;
yawRate = 0.0;
rollRate = 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;
audioAttack = 0.0;
averageLoudness = 0.0;
lastLoudness = 0.0;
browAudioLift = 0.0;
noise = 0;
returnSpringScale = 1.0;
sphere = NULL;
_bodyYaw = 0.0f;
_audioLoudness = 0.0;
_skinColor = glm::vec3(0.0f, 0.0f, 0.0f);
_position = glm::vec3(0.0f, 0.0f, 0.0f);
_lookatPosition = glm::vec3(0.0f, 0.0f, 0.0f);
_gravity = glm::vec3(0.0f, -1.0f, 0.0f); // default
_yaw = 0.0f;
_pitch = 0.0f;
_roll = 0.0f;
_pupilSize = 0.10;
_interPupilDistance = 0.6;
_interBrowDistance = 0.75;
_nominalPupilSize = 0.10;
_pitchRate = 0.0;
yawRate = 0.0;
_rollRate = 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;
_audioAttack = 0.0;
_averageLoudness = 0.0;
_lastLoudness = 0.0;
_browAudioLift = 0.0;
noise = 0;
_returnSpringScale = 1.0;
_sphere = NULL;
}
/*
void Head::copyFromHead(const Head &head) {
returnHeadToCenter = head.returnHeadToCenter;
audioLoudness = head.audioLoudness;
skinColor = head.skinColor;
position = head.position;
rotation = head.rotation;
lookatPosition = head.lookatPosition;
_leftEyePosition = head._leftEyePosition;
_rightEyePosition = head._rightEyePosition;
yaw = head.yaw;
pitch = head.pitch;
roll = head.roll;
pitchRate = head.pitchRate;
yawRate = head.yawRate;
rollRate = head.rollRate;
noise = head.noise;
eyeballPitch[0] = head.eyeballPitch[0];
eyeballYaw [0] = head.eyeballYaw [0];
eyebrowPitch[0] = head.eyebrowPitch[0];
eyebrowRoll [0] = head.eyebrowRoll [0];
eyeballPitch[1] = head.eyeballPitch[1];
eyeballYaw [1] = head.eyeballYaw [1];
eyebrowPitch[1] = head.eyebrowPitch[1];
eyebrowRoll [1] = head.eyebrowRoll [1];
eyeballScaleX = head.eyeballScaleX;
eyeballScaleY = head.eyeballScaleY;
eyeballScaleZ = head.eyeballScaleZ;
interPupilDistance = head.interPupilDistance;
interBrowDistance = head.interBrowDistance;
nominalPupilSize = head.nominalPupilSize;
pupilSize = head.pupilSize;
mouthPitch = head.mouthPitch;
mouthYaw = head.mouthYaw;
mouthWidth = head.mouthWidth;
mouthHeight = head.mouthHeight;
leanForward = head.leanForward;
leanSideways = head.leanSideways;
pitchTarget = head.pitchTarget;
yawTarget = head.yawTarget;
noiseEnvelope = head.noiseEnvelope;
pupilConverge = head.pupilConverge;
scale = head.scale;
eyeContact = head.eyeContact;
browAudioLift = head.browAudioLift;
eyeContactTarget = head.eyeContactTarget;
_orientation = head._orientation;
_bodyYaw = head._bodyYaw;
lastLoudness = head.lastLoudness;
averageLoudness = head.averageLoudness;
audioAttack = head.audioAttack;
_looking = head._looking;
_gravity = head._gravity;
sphere = head.sphere;
returnSpringScale = head.returnSpringScale;
}
*/
void Head::setPositionRotationAndScale(glm::vec3 p, glm::vec3 r, float s) {
position = p;
scale = s;
yaw = r.x;
pitch = r.y;
roll = r.z;
_position = p;
_scale = s;
_yaw = r.x;
_pitch = r.y;
_roll = r.z;
}
void Head::setSkinColor(glm::vec3 c) {
skinColor = c;
_skinColor = c;
}
void Head::setAudioLoudness(float loudness) {
audioLoudness = loudness;
_audioLoudness = loudness;
}
void Head::setNewTarget(float pitch, float yaw) {
pitchTarget = pitch;
yawTarget = yaw;
_pitchTarget = pitch;
_yawTarget = yaw;
}
void Head::simulate(float deltaTime, bool isMine) {
//generate orientation directions based on Euler angles...
_orientation.setToPitchYawRoll( _pitch, _bodyYaw + _yaw, _roll);
//calculate the eye positions (algorithm still being designed)
updateEyePositions();
// Decay head back to center if turned on
if (isMine && returnHeadToCenter) {
if (isMine && _returnHeadToCenter) {
// Decay back toward center
pitch *= (1.0f - HEAD_MOTION_DECAY * returnSpringScale * 2 * deltaTime);
yaw *= (1.0f - HEAD_MOTION_DECAY * returnSpringScale * 2 * deltaTime);
roll *= (1.0f - HEAD_MOTION_DECAY * returnSpringScale * 2 * deltaTime);
_pitch *= (1.0f - HEAD_MOTION_DECAY * _returnSpringScale * 2 * deltaTime);
_yaw *= (1.0f - HEAD_MOTION_DECAY * _returnSpringScale * 2 * deltaTime);
_roll *= (1.0f - HEAD_MOTION_DECAY * _returnSpringScale * 2 * deltaTime);
}
// For invensense gyro, decay only slightly when roughly centered
if (isMine) {
const float RETURN_RANGE = 15.0;
const float RETURN_STRENGTH = 2.0;
if (fabs(pitch) < RETURN_RANGE) { pitch *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(yaw) < RETURN_RANGE) { yaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(roll) < RETURN_RANGE) { roll *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(_pitch) < RETURN_RANGE) { _pitch *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(_yaw) < RETURN_RANGE) { _yaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(_roll) < RETURN_RANGE) { _roll *= (1.0f - RETURN_STRENGTH * deltaTime); }
}
if (noise) {
// Move toward new target
pitch += (pitchTarget - pitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
yaw += (yawTarget - yaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime);
roll *= 1.f - (HEAD_MOTION_DECAY * deltaTime);
_pitch += (_pitchTarget - _pitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
_yaw += (_yawTarget - _yaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime);
_roll *= 1.f - (HEAD_MOTION_DECAY * deltaTime);
}
leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
@ -147,12 +275,12 @@ void Head::simulate(float deltaTime, bool isMine) {
//
// First, decide if we are making eye contact or not
if (randFloat() < 0.005) {
eyeContact = !eyeContact;
eyeContact = 1;
if (!eyeContact) {
_eyeContact = !_eyeContact;
_eyeContact = 1;
if (!_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;
_eyeballPitch[0] = _eyeballPitch[1] = _eyeballPitch[0] + 5.0 + (randFloat() - 0.5) * 10;
_eyeballYaw [0] = _eyeballYaw [1] = _eyeballYaw [0] + 5.0 + (randFloat() - 0.5) * 5;
} else {
// If now making eye contact, turn head to look right at viewer
setNewTarget(0,0);
@ -162,80 +290,104 @@ void Head::simulate(float deltaTime, bool isMine) {
const float DEGREES_BETWEEN_VIEWER_EYES = 3;
const float DEGREES_TO_VIEWER_MOUTH = 7;
if (eyeContact) {
if (_eyeContact) {
// Should we pick a new eye contact target?
if (randFloat() < 0.01) {
// Choose where to look next
if (randFloat() < 0.1) {
eyeContactTarget = MOUTH;
_eyeContactTarget = MOUTH;
} else {
if (randFloat() < 0.5) eyeContactTarget = LEFT_EYE; else eyeContactTarget = RIGHT_EYE;
if (randFloat() < 0.5) _eyeContactTarget = LEFT_EYE; else _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 (_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;
eyeballPitch[0] = eyeballPitch[1] = -pitch + eye_target_pitch_adjust;
eyeballYaw [0] = eyeballYaw [1] = yaw + eye_target_yaw_adjust;
_eyeballPitch[0] = _eyeballPitch[1] = -_pitch + eye_target_pitch_adjust;
_eyeballYaw [0] = _eyeballYaw [1] = _yaw + eye_target_yaw_adjust;
}
if (noise)
{
pitch += (randFloat() - 0.5) * 0.2 * noiseEnvelope;
yaw += (randFloat() - 0.5) * 0.3 *noiseEnvelope;
_pitch += (randFloat() - 0.5) * 0.2 * _noiseEnvelope;
_yaw += (randFloat() - 0.5) * 0.3 *_noiseEnvelope;
//PupilSize += (randFloat() - 0.5) * 0.001*NoiseEnvelope;
if (randFloat() < 0.005) mouthWidth = _MouthWidthChoices[rand()%3];
if (randFloat() < 0.005) _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 (!_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 ((randFloat() < 0.005) && (fabs(pitchTarget - pitch) < 1.0) && (fabs(yawTarget - yaw) < 1.0)) {
if ((randFloat() < 0.005) && (fabs(_pitchTarget - _pitch) < 1.0) && (fabs(_yawTarget - _yaw) < 1.0)) {
setNewTarget((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;
_pitchTarget = (randFloat() - 0.5) * 45;
_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;
_eyebrowPitch[0] = _eyebrowPitch[1] = _BrowPitchAngle[rand()%3];
_eyebrowRoll [0] = _eyebrowRoll[1] = _BrowRollAngle[rand()%5];
_eyebrowRoll [1] *=-1;
}
}
// Update audio trailing average for rendering facial animations
const float AUDIO_AVERAGING_SECS = 0.05;
averageLoudness = (1.f - deltaTime / AUDIO_AVERAGING_SECS) * averageLoudness +
(deltaTime / AUDIO_AVERAGING_SECS) * audioLoudness;
_averageLoudness = (1.f - deltaTime / AUDIO_AVERAGING_SECS) * _averageLoudness +
(deltaTime / AUDIO_AVERAGING_SECS) * _audioLoudness;
}
void Head::setLooking(bool l) {
_looking = l;
void Head::updateEyePositions() {
float rightShift = _scale * 0.27f;
float upShift = _scale * 0.38f;
float frontShift = _scale * 0.8f;
_leftEyePosition = _position + _orientation.getRight() * rightShift
+ _orientation.getUp () * upShift
+ _orientation.getFront() * frontShift;
_rightEyePosition = _position - _orientation.getRight() * rightShift
+ _orientation.getUp () * upShift
+ _orientation.getFront() * frontShift;
}
void Head::setLooking(bool looking) {
_looking = looking;
glm::vec3 averagEyePosition = _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF;
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - averagEyePosition);
float dot = glm::dot(targetLookatAxis, _orientation.getFront());
if (dot < MINIMUM_EYE_ROTATION) {
_looking = false;
}
}
void Head::setLookatPosition(glm::vec3 l) {
lookatPosition = l;
_lookatPosition = l;
}
void Head::setGravity(glm::vec3 gravity) {
_gravity = gravity;
}
glm::vec3 Head::getApproximateEyePosition() {
return _leftEyePosition + (_rightEyePosition - _leftEyePosition) * ONE_HALF;
}
void Head::render(bool lookingInMirror, float bodyYaw) {
//float a = angleBetween( &position, &position);
void Head::render(bool lookingInMirror) {
int side = 0;
@ -244,22 +396,22 @@ void Head::render(bool lookingInMirror, float bodyYaw) {
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glTranslatef(_position.x, _position.y, _position.z);
glScalef(scale, scale, scale);
glScalef(_scale, _scale, _scale);
if (lookingInMirror) {
glRotatef(bodyYaw - yaw, 0, 1, 0);
glRotatef(pitch, 1, 0, 0);
glRotatef(-roll, 0, 0, 1);
glRotatef(_bodyYaw - _yaw, 0, 1, 0);
glRotatef(_pitch, 1, 0, 0);
glRotatef(-_roll, 0, 0, 1);
} else {
glRotatef(bodyYaw + yaw, 0, 1, 0);
glRotatef(pitch, 1, 0, 0);
glRotatef(roll, 0, 0, 1);
glRotatef(_bodyYaw + _yaw, 0, 1, 0);
glRotatef(_pitch, 1, 0, 0);
glRotatef(_roll, 0, 0, 1);
}
//glScalef(2.0, 2.0, 2.0);
glColor3f(skinColor.x, skinColor.y, skinColor.z);
glColor3f(_skinColor.x, _skinColor.y, _skinColor.z);
glutSolidSphere(1, 30, 30);
@ -276,28 +428,28 @@ void Head::render(bool lookingInMirror, float bodyYaw) {
glPopMatrix();
// Update audio attack data for facial animation (eyebrows and mouth)
audioAttack = 0.9 * audioAttack + 0.1 * fabs(audioLoudness - lastLoudness);
lastLoudness = audioLoudness;
_audioAttack = 0.9 * _audioAttack + 0.1 * fabs(_audioLoudness - _lastLoudness);
_lastLoudness = _audioLoudness;
const float BROW_LIFT_THRESHOLD = 100;
if (audioAttack > BROW_LIFT_THRESHOLD)
browAudioLift += sqrt(audioAttack) / 1000.0;
if (_audioAttack > BROW_LIFT_THRESHOLD)
_browAudioLift += sqrt(_audioAttack) / 1000.0;
browAudioLift *= .90;
_browAudioLift *= .90;
// Render Eyebrows
glPushMatrix();
glTranslatef(-interBrowDistance / 2.0,0.4,0.45);
glTranslatef(-_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 + _browAudioLift, 0);
glRotatef(_eyebrowPitch[side]/2.0, 1, 0, 0);
glRotatef(_eyebrowRoll[side]/2.0, 0, 0, 1);
glScalef(_browWidth, _browThickness, 1);
glutSolidCube(0.5);
glPopMatrix();
glTranslatef(interBrowDistance, 0, 0);
glTranslatef(_interBrowDistance, 0, 0);
}
glPopMatrix();
@ -306,184 +458,188 @@ void Head::render(bool lookingInMirror, float bodyYaw) {
glTranslatef(0,-0.35,0.75);
glColor3f(0,0,0);
glRotatef(mouthPitch, 1, 0, 0);
glRotatef(mouthYaw, 0, 0, 1);
glRotatef(_mouthPitch, 1, 0, 0);
glRotatef(_mouthYaw, 0, 0, 1);
if (averageLoudness > 1.f) {
glScalef(mouthWidth * (.7f + sqrt(averageLoudness) /60.f),
mouthHeight * (1.f + sqrt(averageLoudness) /30.f), 1);
if (_averageLoudness > 1.f) {
glScalef(_mouthWidth * (.7f + sqrt(_averageLoudness) /60.f),
_mouthHeight * (1.f + sqrt(_averageLoudness) /30.f), 1);
} else {
glScalef(mouthWidth, mouthHeight, 1);
glScalef(_mouthWidth, _mouthHeight, 1);
}
glutSolidCube(0.5);
glPopMatrix();
renderEyeBalls();
// the original code from Philip's implementation
//previouseRenderEyeBalls();
glPopMatrix();
//a new version of eyeballs that has the ability to look at specific targets in the world (algo still not finished yet)
renderEyeBalls();
if (_looking) {
//the irises are special - they have the ability to look at specific targets in the world (code still not finished yet)
renderIrises(bodyYaw + yaw);
// Render lines originating from the eyes and converging on the lookatPosition
debugRenderLookatVectors(_leftEyePosition, _rightEyePosition, _lookatPosition);
}
}
void Head::renderEyeBalls() {
void Head::renderEyeBalls() {
//make the texture for the iris...
if (_sphere == NULL) {
_sphere = gluNewQuadric();
gluQuadricTexture(_sphere, GL_TRUE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluQuadricOrientation(_sphere, GLU_OUTSIDE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iris_texture_width, iris_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &iris_texture[0]);
}
// left eyeball
glPushMatrix();
glColor3fv(_eyeColor);
glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z);
gluSphere(_sphere, 0.02, 30, 30);
glPopMatrix();
// left iris
glPushMatrix(); {
glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z);
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _leftEyePosition);
if (!_looking) {
targetLookatAxis = _orientation.getFront();
}
glPushMatrix();
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
float angle = 180.0f - angleBetween(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
//glm::vec3 U_rotationAxis = glm::vec3(0.0f, 0.0f, 1.0f);
//float U_angle = angleBetween(_orientation.getFront(), glm::vec3(1.0f, 0.0f, 0.0f));
//glRotatef(U_angle, U_rotationAxis.x, U_rotationAxis.y, U_rotationAxis.z);
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
glTranslatef( 0.0f, -0.018f, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
glEnable(GL_TEXTURE_2D);
gluSphere(_sphere, 0.007, 15, 15);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
}
glPopMatrix();
//right eyeball
glPushMatrix();
glColor3fv(_eyeColor);
glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z);
gluSphere(_sphere, 0.02, 30, 30);
glPopMatrix();
//right iris
glPushMatrix(); {
glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z);
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _rightEyePosition);
if (!_looking) {
targetLookatAxis = _orientation.getFront();
}
glPushMatrix();
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
float angle = 180.0f - angleBetween(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
glTranslatef( 0.0f, -0.018f, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
glEnable(GL_TEXTURE_2D);
gluSphere(_sphere, 0.007, 15, 15);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
}
glPopMatrix();
}
void Head::previouseRenderEyeBalls() {
glTranslatef(0, 1.0, 0);
glTranslatef(-interPupilDistance/2.0,-0.68,0.7);
glTranslatef(-_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(_interPupilDistance/10.0, 0, 0.05);
glRotatef(20, 0, 0, 1);
glScalef(eyeballScaleX, eyeballScaleY, eyeballScaleZ);
glScalef(_eyeballScaleX, _eyeballScaleY, _eyeballScaleZ);
glutSolidSphere(0.25, 30, 30);
}
glPopMatrix();
if (!_looking) {
// Right Pupil
if (sphere == NULL) {
sphere = gluNewQuadric();
gluQuadricTexture(sphere, GL_TRUE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluQuadricOrientation(sphere, GLU_OUTSIDE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iris_texture_width, iris_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &iris_texture[0]);
}
glPushMatrix();
{
glRotatef(eyeballPitch[1], 1, 0, 0);
glRotatef(eyeballYaw[1] + yaw + 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);
glDisable(GL_TEXTURE_2D);
}
glPopMatrix();
// Right Pupil
if (_sphere == NULL) {
_sphere = gluNewQuadric();
gluQuadricTexture(_sphere, GL_TRUE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluQuadricOrientation(_sphere, GLU_OUTSIDE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iris_texture_width, iris_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &iris_texture[0]);
}
glPushMatrix();
{
glRotatef(_eyeballPitch[1], 1, 0, 0);
glRotatef(_eyeballYaw[1] + _yaw + _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);
glDisable(GL_TEXTURE_2D);
}
glPopMatrix();
// Left Eye
glColor3fv(_eyeColor);
glTranslatef(interPupilDistance, 0, 0);
glTranslatef(_interPupilDistance, 0, 0);
glPushMatrix();
{
glTranslatef(-interPupilDistance/10.0, 0, .05);
glTranslatef(-_interPupilDistance/10.0, 0, .05);
glRotatef(-20, 0, 0, 1);
glScalef(eyeballScaleX, eyeballScaleY, eyeballScaleZ);
glScalef(_eyeballScaleX, _eyeballScaleY, _eyeballScaleZ);
glutSolidSphere(0.25, 30, 30);
}
glPopMatrix();
if (!_looking) {
// Left Pupil
glPushMatrix();
{
glRotatef(eyeballPitch[0], 1, 0, 0);
glRotatef(eyeballYaw[0] + yaw - 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);
glDisable(GL_TEXTURE_2D);
}
glPopMatrix();
}
}
//---------------------------------------------------------
// the code below is still in the prototyping stages....
//---------------------------------------------------------
void Head::renderIrises(float yaw) {
Orientation orientation;
orientation.setToPitchYawRoll( pitch, yaw, roll);
float rightShift = scale * 0.22f;
float upShift = scale * 0.38f;
float frontShift = scale * 0.9f;
glm::vec3 leftEyePosition = position + orientation.getRight() * rightShift
+ orientation.getUp () * upShift
+ orientation.getFront() * frontShift;
glm::vec3 rightEyePosition = position - orientation.getRight() * rightShift
+ orientation.getUp () * upShift
+ orientation.getFront() * frontShift;
// Render lines originating from the eyes and converging on the lookatPosition
debugRenderLookatVectors(leftEyePosition, rightEyePosition, lookatPosition);
glColor3fv(_eyeColor);
//make the texture for the iris sphere...
if (sphere == NULL) {
sphere = gluNewQuadric();
gluQuadricTexture(sphere, GL_TRUE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluQuadricOrientation(sphere, GLU_OUTSIDE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iris_texture_width, iris_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &iris_texture[0]);
}
//render left iris
glPushMatrix(); {
glTranslatef(leftEyePosition.x, leftEyePosition.y, leftEyePosition.z);
glm::vec3 targetLookatAxis = glm::normalize(lookatPosition - leftEyePosition);
// Left Pupil
glPushMatrix();
{
glRotatef(_eyeballPitch[0], 1, 0, 0);
glRotatef(_eyeballYaw[0] + _yaw - _pupilConverge, 0, 1, 0);
glTranslatef(0, 0, .35);
glRotatef(-75, 1, 0, 0);
glScalef(1.0, 0.4, 1.0);
glPushMatrix();
glm::vec3 pitchRotationAxis = glm::cross(targetLookatAxis, orientation.getRight());
glm::vec3 yawRotationAxis = glm::cross(targetLookatAxis, orientation.getUp());
float yaw = angleBetween(targetLookatAxis, orientation.getUp());
float pitch = angleBetween(targetLookatAxis, orientation.getRight());
glRotatef(yaw, yawRotationAxis.x, yawRotationAxis.y, yawRotationAxis.z);
glRotatef(pitch, pitchRotationAxis.x, pitchRotationAxis.y, pitchRotationAxis.z);
glEnable(GL_TEXTURE_2D);
gluSphere(sphere, 0.01, 15, 15);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
}
glPopMatrix();
//render right iris
glPushMatrix(); {
glTranslatef(rightEyePosition.x, rightEyePosition.y, rightEyePosition.z);
glm::vec3 targetLookatAxis = glm::normalize(lookatPosition - rightEyePosition);
glPushMatrix();
glm::vec3 pitchRotationAxis = glm::cross(targetLookatAxis, orientation.getRight());
glm::vec3 yawRotationAxis = glm::cross(targetLookatAxis, orientation.getUp());
float yaw = angleBetween(targetLookatAxis, orientation.getUp());
float pitch = angleBetween(targetLookatAxis, orientation.getRight());
glRotatef(yaw, yawRotationAxis.x, yawRotationAxis.y, yawRotationAxis.z);
glRotatef(pitch, pitchRotationAxis.x, pitchRotationAxis.y, pitchRotationAxis.z);
glEnable(GL_TEXTURE_2D);
gluSphere(sphere, 0.01, 15, 15);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
glEnable(GL_TEXTURE_2D);
gluSphere(_sphere, _pupilSize, 15, 15);
glDisable(GL_TEXTURE_2D);
}
glPopMatrix();
}
void Head::debugRenderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
glColor3f(0.0f, 0.0f, 0.0f);

View file

@ -22,80 +22,98 @@ class Head {
public:
Head();
Head(const Head &otherHead);
void initialize();
void simulate(float deltaTime, bool isMine);
void setPositionRotationAndScale(glm::vec3 position, glm::vec3 rotation, float scale);
void setSkinColor(glm::vec3 color);
void setAudioLoudness(float loudness);
void render(bool lookingInMirror, float bodyYaw);
void render(bool lookingInMirror);
void setNewTarget(float, float);
void setSpringScale(float s) { returnSpringScale = s; }
void setSpringScale(float s) { _returnSpringScale = s; }
void setLookatPosition(glm::vec3 lookatPosition);
void setLooking(bool looking);
void setGravity(glm::vec3 gravity);
void setBodyYaw(float y) { _bodyYaw = y; }
void copyFromHead(const Head &head);
glm::vec3 getApproximateEyePosition();
// Do you want head to try to return to center (depends on interface detected)
void setReturnToCenter(bool r) { returnHeadToCenter = r; }
const bool getReturnToCenter() const { return returnHeadToCenter; }
void setReturnToCenter(bool r) { _returnHeadToCenter = r; }
const bool getReturnToCenter() const { return _returnHeadToCenter; }
float getAverageLoudness() {return averageLoudness;};
void setAverageLoudness(float al) { averageLoudness = al;};
float getAverageLoudness() {return _averageLoudness;};
void setAverageLoudness(float al) { _averageLoudness = al;};
bool returnHeadToCenter;
float audioLoudness;
glm::vec3 skinColor;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 lookatPosition;
float yaw;
float pitch;
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;
private:
bool _returnHeadToCenter;
float _audioLoudness;
glm::vec3 _skinColor;
glm::vec3 _position;
glm::vec3 _rotation;
glm::vec3 _lookatPosition;
glm::vec3 _leftEyePosition;
glm::vec3 _rightEyePosition;
float _yaw;
float _pitch;
float _roll;
float _pitchRate;
float _rollRate;
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 _pitchTarget;
float _yawTarget;
float _noiseEnvelope;
float _pupilConverge;
float _scale;
int _eyeContact;
float _browAudioLift;
eyeContactTargets _eyeContactTarget;
Orientation _orientation;
float _bodyYaw;
// Sound loudness information
float lastLoudness;
float averageLoudness;
float audioAttack;
float _lastLoudness;
float _averageLoudness;
float _audioAttack;
bool _looking;
glm::vec3 _gravity;
GLUquadric* sphere;
GLUquadric* _sphere;
// Strength of return springs
float returnSpringScale;
float _returnSpringScale;
private:
// private methods
void previouseRenderEyeBalls();
void renderEyeBalls();
void renderIrises(float yaw);
void debugRenderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition);
void updateEyePositions();
};
#endif