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cleaned up head class - made most members private. Added copy constructor
This commit is contained in:
parent
cd248188d9
commit
750a48bb73
4 changed files with 496 additions and 318 deletions
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@ -46,7 +46,7 @@ const float HEAD_MAX_PITCH = 45;
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const float HEAD_MIN_PITCH = -45;
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const float HEAD_MAX_YAW = 85;
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const float HEAD_MIN_YAW = -85;
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const float AVATAR_BRAKING_RANGE = 1.3f;
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const float PERIPERSONAL_RADIUS = 1.0f;
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const float AVATAR_BRAKING_STRENGTH = 40.0f;
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const float JOINT_TOUCH_RANGE = 0.0005f;
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@ -104,14 +104,14 @@ Avatar::Avatar(bool isMine) {
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initializeSkeleton();
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_avatarTouch.setReachableRadius(1.0);
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_avatarTouch.setReachableRadius(PERIPERSONAL_RADIUS);
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if (BALLS_ON) { _balls = new Balls(100); }
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else { _balls = NULL; }
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}
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Avatar::Avatar(const Avatar &otherAvatar) {
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Avatar::Avatar(const Avatar &otherAvatar) :_head(otherAvatar._head) { //include the copy constructor for head
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_velocity = otherAvatar._velocity;
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_thrust = otherAvatar._thrust;
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_rotation = otherAvatar._rotation;
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@ -145,6 +145,7 @@ Avatar::Avatar(const Avatar &otherAvatar) {
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = otherAvatar._driveKeys[i];
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/*
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_head.pupilSize = otherAvatar._head.pupilSize;
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_head.interPupilDistance = otherAvatar._head.interPupilDistance;
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_head.interBrowDistance = otherAvatar._head.interBrowDistance;
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@ -181,19 +182,11 @@ Avatar::Avatar(const Avatar &otherAvatar) {
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_head.lastLoudness = otherAvatar._head.lastLoudness;
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_head.browAudioLift = otherAvatar._head.browAudioLift;
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_head.noise = otherAvatar._head.noise;
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*/
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_distanceToNearestAvatar = otherAvatar._distanceToNearestAvatar;
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initializeSkeleton();
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/*
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if (iris_texture.size() == 0) {
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switchToResourcesParentIfRequired();
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unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
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if (error != 0) {
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printLog("error %u: %s\n", error, lodepng_error_text(error));
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}
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}
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*/
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}
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Avatar::~Avatar() {
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@ -394,8 +387,8 @@ void Avatar::simulate(float deltaTime) {
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}
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// If another avatar is near, dampen velocity as a function of closeness
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if (_isMine && (_distanceToNearestAvatar < AVATAR_BRAKING_RANGE)) {
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float closeness = 1.0f - (_distanceToNearestAvatar / AVATAR_BRAKING_RANGE);
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if (_isMine && (_distanceToNearestAvatar < PERIPERSONAL_RADIUS)) {
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float closeness = 1.0f - (_distanceToNearestAvatar / PERIPERSONAL_RADIUS);
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float drag = 1.0f - closeness * AVATAR_BRAKING_STRENGTH * deltaTime;
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if ( drag > 0.0f ) {
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_velocity *= drag;
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@ -443,16 +436,16 @@ void Avatar::simulate(float deltaTime) {
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_joint[ AVATAR_JOINT_HEAD_BASE ].radius
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);
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_head.setBodyYaw(_bodyYaw);
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//the following is still being prototyped (making the eyes look at a specific location), it should be finished by 5/20/13
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_head.setLooking(false);
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/*
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if (_interactingOther) {
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_head.setLooking(true);
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_head.setLookatPosition(_interactingOther->getSpringyHeadPosition());
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//_head.setLookatPosition(_interactingOther->getApproximateEyePosition());
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} else {
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_head.setLooking(false);
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}
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*/
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_head.setAudioLoudness(_audioLoudness);
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_head.setSkinColor(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));
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@ -523,7 +516,10 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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float distance = glm::length(v);
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if (distance < closestDistance) {
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closestDistance = distance;
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_interactingOther = otherAvatar;
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if (distance < PERIPERSONAL_RADIUS) {
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_interactingOther = otherAvatar;
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}
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}
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}
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}
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@ -750,6 +746,7 @@ static TextRenderer* textRenderer() {
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void Avatar::setGravity(glm::vec3 gravity) {
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_gravity = gravity;
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_head.setGravity(_gravity);
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}
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void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
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@ -1131,6 +1128,12 @@ const glm::vec3& Avatar::getHeadPosition() const {
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}
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glm::vec3 Avatar::getApproximateEyePosition() {
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return _head.getApproximateEyePosition();
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}
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void Avatar::updateArmIKAndConstraints(float deltaTime) {
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@ -1177,7 +1180,7 @@ void Avatar::renderBody(bool lookingInMirror) {
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if (b == AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case
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if (_displayingHead) {
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_head.render(lookingInMirror, _bodyYaw);
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_head.render(lookingInMirror);
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}
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} else {
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@ -100,6 +100,7 @@ public:
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void setLeanForward(float dist);
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void setLeanSideways(float dist);
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void addLean(float x, float z);
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glm::vec3 getApproximateEyePosition();
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const glm::vec3& getHeadPosition() const ; // get the position of the avatar's rigid body head
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const glm::vec3& getSpringyHeadPosition() const ; // get the springy position of the avatar's head
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const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].springyPosition; };
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@ -13,6 +13,7 @@
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using namespace std;
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const float HEAD_MOTION_DECAY = 0.1;
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const float MINIMUM_EYE_ROTATION = 0.7f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off
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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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@ -42,102 +43,229 @@ Head::Head() {
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}
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}
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Head::Head(const Head &head) {
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yawRate = head.yawRate;
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noise = head.noise;
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leanForward = head.leanForward;
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leanSideways = head.leanSideways;
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_sphere = NULL;
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_returnHeadToCenter = head._returnHeadToCenter;
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_audioLoudness = head._audioLoudness;
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_skinColor = head._skinColor;
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_position = head._position;
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_rotation = head._rotation;
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_lookatPosition = head._lookatPosition;
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_leftEyePosition = head._leftEyePosition;
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_rightEyePosition = head._rightEyePosition;
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_yaw = head._yaw;
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_pitch = head._pitch;
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_roll = head._roll;
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_pitchRate = head._pitchRate;
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_rollRate = head._rollRate;
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_eyeballPitch[0] = head._eyeballPitch[0];
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_eyeballYaw [0] = head._eyeballYaw [0];
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_eyebrowPitch[0] = head._eyebrowPitch[0];
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_eyebrowRoll [0] = head._eyebrowRoll [0];
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_eyeballPitch[1] = head._eyeballPitch[1];
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_eyeballYaw [1] = head._eyeballYaw [1];
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_eyebrowPitch[1] = head._eyebrowPitch[1];
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_eyebrowRoll [1] = head._eyebrowRoll [1];
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_eyeballScaleX = head._eyeballScaleX;
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_eyeballScaleY = head._eyeballScaleY;
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_eyeballScaleZ = head._eyeballScaleZ;
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_interPupilDistance = head._interPupilDistance;
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_interBrowDistance = head._interBrowDistance;
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_nominalPupilSize = head._nominalPupilSize;
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_pupilSize = head._pupilSize;
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_mouthPitch = head._mouthPitch;
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_mouthYaw = head._mouthYaw;
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_mouthWidth = head._mouthWidth;
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_mouthHeight = head._mouthHeight;
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_pitchTarget = head._pitchTarget;
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_yawTarget = head._yawTarget;
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_noiseEnvelope = head._noiseEnvelope;
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_pupilConverge = head._pupilConverge;
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_scale = head._scale;
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_eyeContact = head._eyeContact;
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_browAudioLift = head._browAudioLift;
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_eyeContactTarget = head._eyeContactTarget;
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_orientation = head._orientation;
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_bodyYaw = head._bodyYaw;
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_lastLoudness = head._lastLoudness;
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_averageLoudness = head._averageLoudness;
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_audioAttack = head._audioAttack;
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_looking = head._looking;
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_gravity = head._gravity;
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_returnSpringScale = head._returnSpringScale;
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}
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void Head::initialize() {
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audioLoudness = 0.0;
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skinColor = glm::vec3(0.0f, 0.0f, 0.0f);
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position = glm::vec3(0.0f, 0.0f, 0.0f);
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lookatPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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yaw = 0.0f;
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pitch = 0.0f;
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roll = 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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pitchRate = 0.0;
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yawRate = 0.0;
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rollRate = 0.0;
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eyebrowPitch[0] = -30;
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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 = 0.2;
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eyeballPitch[0] = 0;
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eyeballPitch[1] = 0;
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eyeballScaleX = 1.2;
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eyeballScaleY = 1.5;
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eyeballScaleZ = 1.0;
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eyeballYaw[0] = 0;
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eyeballYaw[1] = 0;
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pitchTarget = 0;
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yawTarget = 0;
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noiseEnvelope = 1.0;
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pupilConverge = 10.0;
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leanForward = 0.0;
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leanSideways = 0.0;
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eyeContact = 1;
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eyeContactTarget = LEFT_EYE;
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scale = 1.0;
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audioAttack = 0.0;
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averageLoudness = 0.0;
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lastLoudness = 0.0;
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browAudioLift = 0.0;
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noise = 0;
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returnSpringScale = 1.0;
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sphere = NULL;
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_bodyYaw = 0.0f;
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_audioLoudness = 0.0;
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_skinColor = glm::vec3(0.0f, 0.0f, 0.0f);
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_position = glm::vec3(0.0f, 0.0f, 0.0f);
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_lookatPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_gravity = glm::vec3(0.0f, -1.0f, 0.0f); // default
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_yaw = 0.0f;
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_pitch = 0.0f;
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_roll = 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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_pitchRate = 0.0;
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yawRate = 0.0;
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_rollRate = 0.0;
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_eyebrowPitch[0] = -30;
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_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 = 0.2;
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_eyeballPitch[0] = 0;
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_eyeballPitch[1] = 0;
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_eyeballScaleX = 1.2;
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_eyeballScaleY = 1.5;
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_eyeballScaleZ = 1.0;
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_eyeballYaw[0] = 0;
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_eyeballYaw[1] = 0;
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_pitchTarget = 0;
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_yawTarget = 0;
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_noiseEnvelope = 1.0;
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_pupilConverge = 10.0;
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leanForward = 0.0;
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leanSideways = 0.0;
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_eyeContact = 1;
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_eyeContactTarget = LEFT_EYE;
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_scale = 1.0;
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_audioAttack = 0.0;
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_averageLoudness = 0.0;
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_lastLoudness = 0.0;
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_browAudioLift = 0.0;
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noise = 0;
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_returnSpringScale = 1.0;
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_sphere = NULL;
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}
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/*
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void Head::copyFromHead(const Head &head) {
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returnHeadToCenter = head.returnHeadToCenter;
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audioLoudness = head.audioLoudness;
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skinColor = head.skinColor;
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position = head.position;
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rotation = head.rotation;
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lookatPosition = head.lookatPosition;
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_leftEyePosition = head._leftEyePosition;
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_rightEyePosition = head._rightEyePosition;
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yaw = head.yaw;
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pitch = head.pitch;
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roll = head.roll;
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pitchRate = head.pitchRate;
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yawRate = head.yawRate;
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rollRate = head.rollRate;
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noise = head.noise;
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eyeballPitch[0] = head.eyeballPitch[0];
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eyeballYaw [0] = head.eyeballYaw [0];
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eyebrowPitch[0] = head.eyebrowPitch[0];
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eyebrowRoll [0] = head.eyebrowRoll [0];
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eyeballPitch[1] = head.eyeballPitch[1];
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eyeballYaw [1] = head.eyeballYaw [1];
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eyebrowPitch[1] = head.eyebrowPitch[1];
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eyebrowRoll [1] = head.eyebrowRoll [1];
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eyeballScaleX = head.eyeballScaleX;
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eyeballScaleY = head.eyeballScaleY;
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eyeballScaleZ = head.eyeballScaleZ;
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interPupilDistance = head.interPupilDistance;
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interBrowDistance = head.interBrowDistance;
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nominalPupilSize = head.nominalPupilSize;
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pupilSize = head.pupilSize;
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mouthPitch = head.mouthPitch;
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mouthYaw = head.mouthYaw;
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mouthWidth = head.mouthWidth;
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mouthHeight = head.mouthHeight;
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leanForward = head.leanForward;
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leanSideways = head.leanSideways;
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pitchTarget = head.pitchTarget;
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yawTarget = head.yawTarget;
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noiseEnvelope = head.noiseEnvelope;
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pupilConverge = head.pupilConverge;
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scale = head.scale;
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eyeContact = head.eyeContact;
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browAudioLift = head.browAudioLift;
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eyeContactTarget = head.eyeContactTarget;
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_orientation = head._orientation;
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_bodyYaw = head._bodyYaw;
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lastLoudness = head.lastLoudness;
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averageLoudness = head.averageLoudness;
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audioAttack = head.audioAttack;
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_looking = head._looking;
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_gravity = head._gravity;
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sphere = head.sphere;
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returnSpringScale = head.returnSpringScale;
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}
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*/
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void Head::setPositionRotationAndScale(glm::vec3 p, glm::vec3 r, float s) {
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position = p;
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scale = s;
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yaw = r.x;
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pitch = r.y;
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roll = r.z;
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_position = p;
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_scale = s;
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_yaw = r.x;
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_pitch = r.y;
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_roll = r.z;
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}
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void Head::setSkinColor(glm::vec3 c) {
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skinColor = c;
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_skinColor = c;
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}
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void Head::setAudioLoudness(float loudness) {
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audioLoudness = loudness;
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_audioLoudness = loudness;
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}
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void Head::setNewTarget(float pitch, float yaw) {
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pitchTarget = pitch;
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yawTarget = yaw;
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_pitchTarget = pitch;
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_yawTarget = yaw;
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}
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void Head::simulate(float deltaTime, bool isMine) {
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//generate orientation directions based on Euler angles...
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_orientation.setToPitchYawRoll( _pitch, _bodyYaw + _yaw, _roll);
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//calculate the eye positions (algorithm still being designed)
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updateEyePositions();
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// Decay head back to center if turned on
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if (isMine && returnHeadToCenter) {
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if (isMine && _returnHeadToCenter) {
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// Decay back toward center
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pitch *= (1.0f - HEAD_MOTION_DECAY * returnSpringScale * 2 * deltaTime);
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yaw *= (1.0f - HEAD_MOTION_DECAY * returnSpringScale * 2 * deltaTime);
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roll *= (1.0f - HEAD_MOTION_DECAY * returnSpringScale * 2 * deltaTime);
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_pitch *= (1.0f - HEAD_MOTION_DECAY * _returnSpringScale * 2 * deltaTime);
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_yaw *= (1.0f - HEAD_MOTION_DECAY * _returnSpringScale * 2 * deltaTime);
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_roll *= (1.0f - HEAD_MOTION_DECAY * _returnSpringScale * 2 * deltaTime);
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}
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// For invensense gyro, decay only slightly when roughly centered
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if (isMine) {
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const float RETURN_RANGE = 15.0;
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const float RETURN_STRENGTH = 2.0;
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if (fabs(pitch) < RETURN_RANGE) { pitch *= (1.0f - RETURN_STRENGTH * deltaTime); }
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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);
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue