Checkpoint. Working?

This commit is contained in:
Howard Stearns 2015-08-20 16:28:40 -07:00
parent f26849c7e1
commit 05f4145acb

View file

@ -843,6 +843,7 @@ void MyAvatar::sendKillAvatar() {
DependencyManager::get<NodeList>()->broadcastToNodes(std::move(killPacket), NodeSet() << NodeType::AvatarMixer);
}
static int counter = 0;
void MyAvatar::updateLookAtTargetAvatar() {
//
// Look at the avatar whose eyes are closest to the ray in direction of my avatar's head
@ -872,21 +873,34 @@ void MyAvatar::updateLookAtTargetAvatar() {
if (Application::getInstance()->isLookingAtMyAvatar(avatar)) {
// Alter their gaze to look directly at my camera; this looks more natural than looking at my avatar's face.
// Offset their gaze according to whether they're looking at one of my eyes or my mouth.
glm::vec3 lookAtPosition = avatar->getHead()->getLookAtPosition(); // A position, in world space, on my avatar.
// The camera isn't at the point midway between the avatar eyes. (Even without an HMD, the head can be offset a bit.)
// Let's get everything to world space:
glm::vec3 avatarLeftEye = getHead()->getLeftEyePosition();
glm::vec3 avatarRightEye = getHead()->getRightEyePosition();
// When not in HMD, these might both answer identity (i.e., the bridge of the nose). That's ok.
// By my inpsection of the code and live testing, getEyeOffset and getEyePose are the same. (Application hands identity as offset matrix.)
glm::mat4 leftEye = Application::getInstance()->getEyeOffset(Eye::Left);
glm::mat4 rightEye = Application::getInstance()->getEyeOffset(Eye::Right);
glm::vec3 leftEyeHeadLocal = glm::vec3(leftEye[3]);
glm::vec3 rightEyeHeadLocal = glm::vec3(rightEye[3]);
auto humanSystem = Application::getInstance()->getViewFrustum();
glm::vec3 humanLeftEye = humanSystem->getPosition() + (humanSystem->getOrientation() * leftEyeHeadLocal);
glm::vec3 humanRightEye = humanSystem->getPosition() + (humanSystem->getOrientation() * rightEyeHeadLocal);
// debugging or some code paths
glm::vec3 avatarAverage = avatarLeftEye + ((avatarRightEye - avatarLeftEye) * 0.5f);
glm::vec3 humanAverage = humanLeftEye + ((humanRightEye - humanLeftEye) * 0.5f);
#if 1
// First find out where (in world space) the person is looking relative to that bridge-of-the-avatar point.
// (We will be adding that offset to the camera position, after making some other adjustments.)
glm::vec3 lookAtPosition = avatar->getHead()->getLookAtPosition();
glm::vec3 gazeOffset = lookAtPosition - getHead()->getEyePosition();
// Scale by proportional differences between avatar and human.
glm::mat4 leftEye = Application::getInstance()->getEyeOffset(Eye::Left); // Pose?
glm::mat4 rightEye = Application::getInstance()->getEyeOffset(Eye::Right);
glm::vec3 leftEyePosition = glm::vec3(leftEye[3]);
glm::vec3 rightEyePosition = glm::vec3(rightEye[3]);
float humanEyeSeparationInModelSpace = glm::length(leftEyePosition - rightEyePosition);
float avatarEyeSeparation = glm::length(getHead()->getLeftEyePosition() - getHead()->getRightEyePosition());
float humanEyeSeparationInModelSpace = glm::length(humanLeftEye - humanRightEye);
float avatarEyeSeparation = glm::length(avatarLeftEye - avatarRightEye);
gazeOffset = gazeOffset * humanEyeSeparationInModelSpace / avatarEyeSeparation;
// If the camera is also not oriented with the head, adjust by getting the offset in head-space...
@ -895,13 +909,30 @@ void MyAvatar::updateLookAtTargetAvatar() {
glm::vec3 gazeOffsetLocalToHead = glm::inverse(avatarHeadOrientation) * gazeOffset;
// ... and treat that as though it were in camera space, bringing it back to world space.
// But camera is fudged to make the picture feel like the avatar's orientation.
glm::quat humanOrientation = Application::getInstance()->getViewFrustum()->getOrientation(); // or just avatar getOrienation() ?
glm::quat humanOrientation = humanSystem->getOrientation(); // or just avatar getOrienation() ?
gazeOffset = humanOrientation * gazeOffsetLocalToHead;
*/
glm::vec3 corrected = humanSystem->getPosition() + gazeOffset;
*/
// And now we can finally add that offset to the camera.
glm::vec3 corrected = Application::getInstance()->getViewFrustum()->getPosition() + gazeOffset;
#else
//glm::vec3 gazeOffset = ((humanRightEye - avatarRightEye) + (humanLeftEye - avatarLeftEye)) * 0.5f;
glm::vec3 gazeOffset = humanAverage - avatarAverage;
glm::vec3 corrected = lookAtPosition + gazeOffset;
#endif
avatar->getHead()->setCorrectedLookAtPosition(corrected);
if (counter++ > 60) {
counter = 0;
qCDebug(interfaceapp) << Application::getInstance()->isHMDMode();
qCDebug(interfaceapp) << "camera:" << Application::getInstance()->getViewFrustum()->getPosition() << "delta from av human:" << (humanAverage - Application::getInstance()->getViewFrustum()->getPosition());
qCDebug(interfaceapp) << "lt avatar:" << avatarLeftEye << " lt human:" << humanLeftEye;
qCDebug(interfaceapp) << "rt avatar:" << avatarRightEye << " rt human:" << humanRightEye;
qCDebug(interfaceapp) << "av avatar:" << avatarAverage << " av humn:" << humanAverage;
qCDebug(interfaceapp) << "offset:" << gazeOffset << " corrected:" << corrected << " from:" << lookAtPosition;
}
} else {
avatar->getHead()->clearCorrectedLookAtPosition();
@ -1140,6 +1171,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, fl
}
// This is drawing the lookat vectors from our avatar to wherever we're looking.
/*
if (qApp->isHMDMode()) {
glm::vec3 cameraPosition = Application::getInstance()->getCamera()->getPosition();
@ -1155,7 +1187,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, fl
cameraPosition + getOrientation() * (rightEyePosition - headPosition));
} else {
getHead()->renderLookAts(renderArgs);
}
}*/
getHand()->render(renderArgs, true);
}