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https://github.com/lubosz/overte.git
synced 2025-04-27 14:35:30 +02:00
cleanup Head::simulation() code
This commit is contained in:
parent
9d63113e62
commit
f4df223d23
5 changed files with 127 additions and 124 deletions
interface/src/avatar
libraries
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@ -44,14 +44,17 @@ glm::quat MyHead::getCameraOrientation() const {
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void MyHead::simulate(float deltaTime) {
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auto player = DependencyManager::get<recording::Deck>();
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// Only use face trackers when not playing back a recording.
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if (!player->isPlaying()) {
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if (player->isPlaying()) {
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Parent::simulate(deltaTime);
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} else {
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computeAudioLoudness(deltaTime);
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FaceTracker* faceTracker = qApp->getActiveFaceTracker();
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_isFaceTrackerConnected = faceTracker != NULL && !faceTracker->isMuted();
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_isFaceTrackerConnected = faceTracker && !faceTracker->isMuted();
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if (_isFaceTrackerConnected) {
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_transientBlendshapeCoefficients = faceTracker->getBlendshapeCoefficients();
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if (typeid(*faceTracker) == typeid(DdeFaceTracker)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::UseAudioForMouth)) {
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calculateMouthShapes(deltaTime);
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@ -68,9 +71,19 @@ void MyHead::simulate(float deltaTime) {
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}
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applyEyelidOffset(getFinalOrientationInWorldFrame());
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}
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}
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} else {
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computeFaceMovement(deltaTime);
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}
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auto eyeTracker = DependencyManager::get<EyeTracker>();
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_isEyeTrackerConnected = eyeTracker->isTracking();
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_isEyeTrackerConnected = eyeTracker && eyeTracker->isTracking();
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if (_isEyeTrackerConnected) {
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// TODO? figure out where EyeTracker data harvested. Move it here?
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_saccade = glm::vec3();
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} else {
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computeEyeMovement(deltaTime);
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}
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}
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Parent::simulate(deltaTime);
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}
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computeEyePosition();
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}
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@ -23,9 +23,10 @@
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#include "Avatar.h"
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const float NORMAL_HZ = 60.0f; // the update rate the constant values were tuned for
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using namespace std;
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static bool fixGaze { false };
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static bool disableEyelidAdjustment { false };
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Head::Head(Avatar* owningAvatar) :
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@ -42,17 +43,11 @@ void Head::reset() {
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_baseYaw = _basePitch = _baseRoll = 0.0f;
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}
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void Head::simulate(float deltaTime) {
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const float NORMAL_HZ = 60.0f; // the update rate the constant values were tuned for
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void Head::computeAudioLoudness(float deltaTime) {
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// grab the audio loudness from the owning avatar, if we have one
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float audioLoudness = 0.0f;
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float audioLoudness = _owningAvatar ? _owningAvatar->getAudioLoudness() : 0.0f;
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if (_owningAvatar) {
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audioLoudness = _owningAvatar->getAudioLoudness();
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}
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// Update audio trailing average for rendering facial animations
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// Update audio trailing average for rendering facial animations
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const float AUDIO_AVERAGING_SECS = 0.05f;
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const float AUDIO_LONG_TERM_AVERAGING_SECS = 30.0f;
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_averageLoudness = glm::mix(_averageLoudness, audioLoudness, glm::min(deltaTime / AUDIO_AVERAGING_SECS, 1.0f));
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@ -63,116 +58,114 @@ void Head::simulate(float deltaTime) {
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_longTermAverageLoudness = glm::mix(_longTermAverageLoudness, _averageLoudness, glm::min(deltaTime / AUDIO_LONG_TERM_AVERAGING_SECS, 1.0f));
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}
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if (!_isFaceTrackerConnected) {
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if (!_isEyeTrackerConnected) {
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// Update eye saccades
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const float AVERAGE_MICROSACCADE_INTERVAL = 1.0f;
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const float AVERAGE_SACCADE_INTERVAL = 6.0f;
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const float MICROSACCADE_MAGNITUDE = 0.002f;
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const float SACCADE_MAGNITUDE = 0.04f;
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const float NOMINAL_FRAME_RATE = 60.0f;
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float audioAttackAveragingRate = (10.0f - deltaTime * NORMAL_HZ) / 10.0f; // --> 0.9 at 60 Hz
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_audioAttack = audioAttackAveragingRate * _audioAttack +
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(1.0f - audioAttackAveragingRate) * fabs((audioLoudness - _longTermAverageLoudness) - _lastLoudness);
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_lastLoudness = (audioLoudness - _longTermAverageLoudness);
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}
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if (randFloat() < deltaTime / AVERAGE_MICROSACCADE_INTERVAL) {
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_saccadeTarget = MICROSACCADE_MAGNITUDE * randVector();
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} else if (randFloat() < deltaTime / AVERAGE_SACCADE_INTERVAL) {
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_saccadeTarget = SACCADE_MAGNITUDE * randVector();
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}
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_saccade += (_saccadeTarget - _saccade) * pow(0.5f, NOMINAL_FRAME_RATE * deltaTime);
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} else {
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_saccade = glm::vec3();
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}
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void Head::computeEyeMovement(float deltaTime) {
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// Update eye saccades
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const float AVERAGE_MICROSACCADE_INTERVAL = 1.0f;
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const float AVERAGE_SACCADE_INTERVAL = 6.0f;
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const float MICROSACCADE_MAGNITUDE = 0.002f;
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const float SACCADE_MAGNITUDE = 0.04f;
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const float NOMINAL_FRAME_RATE = 60.0f;
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// Detect transition from talking to not; force blink after that and a delay
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bool forceBlink = false;
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const float TALKING_LOUDNESS = 100.0f;
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const float BLINK_AFTER_TALKING = 0.25f;
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_timeWithoutTalking += deltaTime;
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if ((_averageLoudness - _longTermAverageLoudness) > TALKING_LOUDNESS) {
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_timeWithoutTalking = 0.0f;
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} else if (_timeWithoutTalking - deltaTime < BLINK_AFTER_TALKING && _timeWithoutTalking >= BLINK_AFTER_TALKING) {
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forceBlink = true;
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}
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if (randFloat() < deltaTime / AVERAGE_MICROSACCADE_INTERVAL) {
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_saccadeTarget = MICROSACCADE_MAGNITUDE * randVector();
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} else if (randFloat() < deltaTime / AVERAGE_SACCADE_INTERVAL) {
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_saccadeTarget = SACCADE_MAGNITUDE * randVector();
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}
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_saccade += (_saccadeTarget - _saccade) * pow(0.5f, NOMINAL_FRAME_RATE * deltaTime);
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// Update audio attack data for facial animation (eyebrows and mouth)
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float audioAttackAveragingRate = (10.0f - deltaTime * NORMAL_HZ) / 10.0f; // --> 0.9 at 60 Hz
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_audioAttack = audioAttackAveragingRate * _audioAttack +
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(1.0f - audioAttackAveragingRate) * fabs((audioLoudness - _longTermAverageLoudness) - _lastLoudness);
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_lastLoudness = (audioLoudness - _longTermAverageLoudness);
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// Detect transition from talking to not; force blink after that and a delay
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bool forceBlink = false;
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const float TALKING_LOUDNESS = 100.0f;
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const float BLINK_AFTER_TALKING = 0.25f;
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_timeWithoutTalking += deltaTime;
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if ((_averageLoudness - _longTermAverageLoudness) > TALKING_LOUDNESS) {
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_timeWithoutTalking = 0.0f;
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} else if (_timeWithoutTalking - deltaTime < BLINK_AFTER_TALKING && _timeWithoutTalking >= BLINK_AFTER_TALKING) {
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forceBlink = true;
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}
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const float BROW_LIFT_THRESHOLD = 100.0f;
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if (_audioAttack > BROW_LIFT_THRESHOLD) {
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_browAudioLift += sqrtf(_audioAttack) * 0.01f;
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}
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_browAudioLift = glm::clamp(_browAudioLift *= 0.7f, 0.0f, 1.0f);
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const float BLINK_SPEED = 10.0f;
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const float BLINK_SPEED_VARIABILITY = 1.0f;
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const float BLINK_START_VARIABILITY = 0.25f;
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const float FULLY_OPEN = 0.0f;
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const float FULLY_CLOSED = 1.0f;
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if (_leftEyeBlinkVelocity == 0.0f && _rightEyeBlinkVelocity == 0.0f) {
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// no blinking when brows are raised; blink less with increasing loudness
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const float BASE_BLINK_RATE = 15.0f / 60.0f;
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const float ROOT_LOUDNESS_TO_BLINK_INTERVAL = 0.25f;
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if (forceBlink || (_browAudioLift < EPSILON && shouldDo(glm::max(1.0f, sqrt(fabs(_averageLoudness - _longTermAverageLoudness)) *
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ROOT_LOUDNESS_TO_BLINK_INTERVAL) / BASE_BLINK_RATE, deltaTime))) {
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_leftEyeBlinkVelocity = BLINK_SPEED + randFloat() * BLINK_SPEED_VARIABILITY;
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_rightEyeBlinkVelocity = BLINK_SPEED + randFloat() * BLINK_SPEED_VARIABILITY;
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if (randFloat() < 0.5f) {
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_leftEyeBlink = BLINK_START_VARIABILITY;
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} else {
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_rightEyeBlink = BLINK_START_VARIABILITY;
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}
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}
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} else {
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_leftEyeBlink = glm::clamp(_leftEyeBlink + _leftEyeBlinkVelocity * deltaTime, FULLY_OPEN, FULLY_CLOSED);
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_rightEyeBlink = glm::clamp(_rightEyeBlink + _rightEyeBlinkVelocity * deltaTime, FULLY_OPEN, FULLY_CLOSED);
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if (_leftEyeBlink == FULLY_CLOSED) {
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_leftEyeBlinkVelocity = -BLINK_SPEED;
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} else if (_leftEyeBlink == FULLY_OPEN) {
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_leftEyeBlinkVelocity = 0.0f;
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}
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if (_rightEyeBlink == FULLY_CLOSED) {
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_rightEyeBlinkVelocity = -BLINK_SPEED;
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} else if (_rightEyeBlink == FULLY_OPEN) {
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_rightEyeBlinkVelocity = 0.0f;
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const float BLINK_SPEED = 10.0f;
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const float BLINK_SPEED_VARIABILITY = 1.0f;
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const float BLINK_START_VARIABILITY = 0.25f;
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const float FULLY_OPEN = 0.0f;
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const float FULLY_CLOSED = 1.0f;
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if (_leftEyeBlinkVelocity == 0.0f && _rightEyeBlinkVelocity == 0.0f) {
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// no blinking when brows are raised; blink less with increasing loudness
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const float BASE_BLINK_RATE = 15.0f / 60.0f;
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const float ROOT_LOUDNESS_TO_BLINK_INTERVAL = 0.25f;
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if (forceBlink || (_browAudioLift < EPSILON && shouldDo(glm::max(1.0f, sqrt(fabs(_averageLoudness - _longTermAverageLoudness)) *
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ROOT_LOUDNESS_TO_BLINK_INTERVAL) / BASE_BLINK_RATE, deltaTime))) {
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_leftEyeBlinkVelocity = BLINK_SPEED + randFloat() * BLINK_SPEED_VARIABILITY;
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_rightEyeBlinkVelocity = BLINK_SPEED + randFloat() * BLINK_SPEED_VARIABILITY;
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if (randFloat() < 0.5f) {
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_leftEyeBlink = BLINK_START_VARIABILITY;
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} else {
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_rightEyeBlink = BLINK_START_VARIABILITY;
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}
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}
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// use data to update fake Faceshift blendshape coefficients
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calculateMouthShapes(deltaTime);
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FaceTracker::updateFakeCoefficients(_leftEyeBlink,
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_rightEyeBlink,
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_browAudioLift,
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_audioJawOpen,
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_mouth2,
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_mouth3,
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_mouth4,
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_transientBlendshapeCoefficients);
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applyEyelidOffset(getOrientation());
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} else {
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_saccade = glm::vec3();
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}
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if (fixGaze) { // if debug menu turns off, use no saccade
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_saccade = glm::vec3();
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_leftEyeBlink = glm::clamp(_leftEyeBlink + _leftEyeBlinkVelocity * deltaTime, FULLY_OPEN, FULLY_CLOSED);
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_rightEyeBlink = glm::clamp(_rightEyeBlink + _rightEyeBlinkVelocity * deltaTime, FULLY_OPEN, FULLY_CLOSED);
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if (_leftEyeBlink == FULLY_CLOSED) {
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_leftEyeBlinkVelocity = -BLINK_SPEED;
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} else if (_leftEyeBlink == FULLY_OPEN) {
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_leftEyeBlinkVelocity = 0.0f;
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}
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if (_rightEyeBlink == FULLY_CLOSED) {
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_rightEyeBlinkVelocity = -BLINK_SPEED;
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} else if (_rightEyeBlink == FULLY_OPEN) {
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_rightEyeBlinkVelocity = 0.0f;
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}
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}
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applyEyelidOffset(getOrientation());
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}
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void Head::computeFaceMovement(float deltaTime) {
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// Update audio attack data for facial animation (eyebrows and mouth)
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const float BROW_LIFT_THRESHOLD = 100.0f;
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if (_audioAttack > BROW_LIFT_THRESHOLD) {
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_browAudioLift += sqrtf(_audioAttack) * 0.01f;
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}
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_browAudioLift = glm::clamp(_browAudioLift *= 0.7f, 0.0f, 1.0f);
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// use data to update fake Faceshift blendshape coefficients
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calculateMouthShapes(deltaTime);
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FaceTracker::updateFakeCoefficients(_leftEyeBlink,
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_rightEyeBlink,
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_browAudioLift,
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_audioJawOpen,
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_mouth2,
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_mouth3,
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_mouth4,
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_transientBlendshapeCoefficients);
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}
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void Head::computeEyePosition() {
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_leftEyePosition = _rightEyePosition = getPosition();
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_eyePosition = getPosition();
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if (_owningAvatar) {
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auto skeletonModel = static_cast<Avatar*>(_owningAvatar)->getSkeletonModel();
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if (skeletonModel) {
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skeletonModel->getEyePositions(_leftEyePosition, _rightEyePosition);
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}
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}
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_eyePosition = 0.5f * (_leftEyePosition + _rightEyePosition);
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}
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_eyePosition = calculateAverageEyePosition();
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void Head::simulate(float deltaTime) {
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computeAudioLoudness(deltaTime);
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computeFaceMovement(deltaTime);
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computeEyeMovement(deltaTime);
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computeEyePosition();
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}
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void Head::calculateMouthShapes(float deltaTime) {
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@ -83,7 +83,10 @@ public:
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float getTimeWithoutTalking() const { return _timeWithoutTalking; }
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protected:
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glm::vec3 calculateAverageEyePosition() const { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * 0.5f; }
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void computeAudioLoudness(float deltaTime);
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void computeEyeMovement(float deltaTime);
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void computeFaceMovement(float deltaTime);
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void computeEyePosition();
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// disallow copies of the Head, copy of owning Avatar is disallowed too
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Head(const Head&);
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@ -28,12 +28,6 @@ HeadData::HeadData(AvatarData* owningAvatar) :
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_basePitch(0.0f),
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_baseRoll(0.0f),
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_lookAtPosition(0.0f, 0.0f, 0.0f),
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_isFaceTrackerConnected(false),
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_isEyeTrackerConnected(false),
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_leftEyeBlink(0.0f),
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_rightEyeBlink(0.0f),
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_averageLoudness(0.0f),
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_browAudioLift(0.0f),
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_blendshapeCoefficients(QVector<float>(0, 0.0f)),
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_transientBlendshapeCoefficients(QVector<float>(0, 0.0f)),
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_summedBlendshapeCoefficients(QVector<float>(0, 0.0f)),
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@ -63,7 +63,7 @@ public:
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void setBlendshapeCoefficients(const QVector<float>& blendshapeCoefficients) { _blendshapeCoefficients = blendshapeCoefficients; }
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const glm::vec3& getLookAtPosition() const { return _lookAtPosition; }
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void setLookAtPosition(const glm::vec3& lookAtPosition) {
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void setLookAtPosition(const glm::vec3& lookAtPosition) {
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if (_lookAtPosition != lookAtPosition) {
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_lookAtPositionChanged = usecTimestampNow();
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}
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@ -85,12 +85,12 @@ protected:
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glm::vec3 _lookAtPosition;
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quint64 _lookAtPositionChanged { 0 };
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bool _isFaceTrackerConnected;
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bool _isEyeTrackerConnected;
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float _leftEyeBlink;
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float _rightEyeBlink;
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float _averageLoudness;
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float _browAudioLift;
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bool _isFaceTrackerConnected { false };
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bool _isEyeTrackerConnected { false };
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float _leftEyeBlink { 0.0f };
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float _rightEyeBlink { 0.0f };
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float _averageLoudness { 0.0f };
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float _browAudioLift { 0.0f };
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QVector<float> _blendshapeCoefficients;
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QVector<float> _transientBlendshapeCoefficients;
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