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Merge pull request #1174 from ey6es/321contact
Use Faceshift gaze data to deflect the existing mouse lookat behavior.
This commit is contained in:
commit
0f93c7417a
4 changed files with 47 additions and 49 deletions
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@ -1946,8 +1946,7 @@ void Application::updateMouseRay(float deltaTime, glm::vec3& mouseRayOrigin, glm
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_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
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}
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void Application::updateFaceshift(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
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glm::vec3& lookAtRayOrigin, glm::vec3& lookAtRayDirection) {
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void Application::updateFaceshift() {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateFaceshift()");
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@ -1959,13 +1958,6 @@ void Application::updateFaceshift(float deltaTime, glm::vec3& mouseRayOrigin, gl
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if (_faceshift.isActive()) {
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_myAvatar.getHead().setAngularVelocity(_faceshift.getHeadAngularVelocity());
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}
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// if we have faceshift, use that to compute the lookat direction
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if (_faceshift.isActive()) {
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lookAtRayOrigin = _myAvatar.getHead().calculateAverageEyePosition();
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lookAtRayDirection = _myAvatar.getHead().getOrientation() * glm::quat(glm::radians(glm::vec3(
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_faceshift.getEstimatedEyePitch(), _faceshift.getEstimatedEyeYaw(), 0.0f))) * glm::vec3(0.0f, 0.0f, -1.0f);
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}
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}
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void Application::updateMyAvatarLookAtPosition(glm::vec3& lookAtSpot, glm::vec3& lookAtRayOrigin,
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@ -1974,25 +1966,32 @@ void Application::updateMyAvatarLookAtPosition(glm::vec3& lookAtSpot, glm::vec3&
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateMyAvatarLookAtPosition()");
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if (_lookatTargetAvatar && !_faceshift.isActive()) {
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// If the mouse is over another avatar's head...
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_myAvatar.getHead().setLookAtPosition(lookAtSpot);
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} else if (_isHoverVoxel && !_faceshift.isActive()) {
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if (!_lookatTargetAvatar) {
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if (_isHoverVoxel) {
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// Look at the hovered voxel
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lookAtSpot = getMouseVoxelWorldCoordinates(_hoverVoxel);
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_myAvatar.getHead().setLookAtPosition(lookAtSpot);
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} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR && !_faceshift.isActive()) {
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_myAvatar.getHead().setLookAtPosition(_myCamera.getPosition());
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} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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lookAtSpot = _myCamera.getPosition();
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} else {
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// Just look in direction of the mouse ray
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const float FAR_AWAY_STARE = TREE_SCALE;
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lookAtSpot = lookAtRayOrigin + lookAtRayDirection * FAR_AWAY_STARE;
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_myAvatar.getHead().setLookAtPosition(lookAtSpot);
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}
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}
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if (_faceshift.isActive()) {
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// deflect using Faceshift gaze data
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glm::vec3 origin = _myAvatar.getHead().calculateAverageEyePosition();
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float pitchSign = (_myCamera.getMode() == CAMERA_MODE_MIRROR) ? -1.0f : 1.0f;
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const float PITCH_SCALE = 0.5f;
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const float YAW_SCALE = 0.5f;
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lookAtSpot = origin + _myCamera.getRotation() * glm::quat(glm::radians(glm::vec3(
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_faceshift.getEstimatedEyePitch() * pitchSign * PITCH_SCALE, _faceshift.getEstimatedEyeYaw() * YAW_SCALE, 0.0f))) *
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glm::inverse(_myCamera.getRotation()) * (lookAtSpot - origin);
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}
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_myAvatar.getHead().setLookAtPosition(lookAtSpot);
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}
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void Application::updateHoverVoxels(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
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float& distance, BoxFace& face) {
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@ -2347,11 +2346,10 @@ void Application::update(float deltaTime) {
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// Set where I am looking based on my mouse ray (so that other people can see)
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glm::vec3 lookAtSpot;
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glm::vec3 lookAtRayOrigin = mouseRayOrigin, lookAtRayDirection = mouseRayDirection;
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updateFaceshift(deltaTime, mouseRayOrigin, mouseRayDirection, lookAtRayOrigin, lookAtRayDirection);
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updateFaceshift();
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updateLookatTargetAvatar(mouseRayOrigin, mouseRayDirection, lookAtSpot);
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updateMyAvatarLookAtPosition(lookAtSpot, lookAtRayOrigin, lookAtRayDirection);
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updateMyAvatarLookAtPosition(lookAtSpot, mouseRayOrigin, mouseRayDirection);
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// Find the voxel we are hovering over, and respond if clicked
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float distance;
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@ -226,8 +226,7 @@ private:
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// Various helper functions called during update()
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void updateMouseRay(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection);
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void updateFaceshift(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
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glm::vec3& lookAtRayOrigin, glm::vec3& lookAtRayDirection);
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void updateFaceshift();
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void updateMyAvatarLookAtPosition(glm::vec3& lookAtSpot, glm::vec3& lookAtRayOrigin, glm::vec3& lookAtRayDirection);
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void updateHoverVoxels(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
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float& distance, BoxFace& face);
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@ -41,6 +41,7 @@ Faceshift::Faceshift() :
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_jawOpenIndex(21),
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_longTermAverageEyePitch(0.0f),
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_longTermAverageEyeYaw(0.0f),
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_longTermAverageInitialized(false),
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_estimatedEyePitch(0.0f),
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_estimatedEyeYaw(0.0f)
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{
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@ -62,25 +63,23 @@ void Faceshift::update() {
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if (!isActive()) {
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return;
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}
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float averageEyePitch = (_eyeGazeLeftPitch + _eyeGazeRightPitch) / 2.0f;
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float averageEyeYaw = (_eyeGazeLeftYaw + _eyeGazeRightYaw) / 2.0f;
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// get the euler angles relative to the window
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glm::vec3 eulers = safeEulerAngles(_headRotation * glm::quat(glm::radians(glm::vec3(
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(_eyeGazeLeftPitch + _eyeGazeRightPitch) / 2.0f, (_eyeGazeLeftYaw + _eyeGazeRightYaw) / 2.0f, 0.0f))));
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// get the gaze relative to the window
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glm::vec3 eyeEulers = safeEulerAngles(_headRotation * glm::quat(glm::radians(glm::vec3(
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averageEyePitch, averageEyeYaw, 0.0f))));
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// compute and subtract the long term average
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const float LONG_TERM_AVERAGE_SMOOTHING = 0.9999f;
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if (!_longTermAverageInitialized) {
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_longTermAverageEyePitch = eulers.x;
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_longTermAverageEyeYaw = eulers.y;
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_longTermAverageInitialized = true;
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// smooth relative to the window
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const float LONG_TERM_AVERAGE_SMOOTHING = 0.999f;
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_longTermAverageEyePitch = glm::mix(eyeEulers.x, _longTermAverageEyePitch, LONG_TERM_AVERAGE_SMOOTHING);
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_longTermAverageEyeYaw = glm::mix(eyeEulers.y, _longTermAverageEyeYaw, LONG_TERM_AVERAGE_SMOOTHING);
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// back to head-relative
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float windowEyePitch = eyeEulers.x - _longTermAverageEyePitch;
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float windowEyeYaw = eyeEulers.y - _longTermAverageEyeYaw;
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glm::vec3 relativeEyeEulers = safeEulerAngles(glm::inverse(_headRotation) * glm::quat(glm::radians(glm::vec3(
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windowEyePitch, windowEyeYaw, 0.0f))));
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_estimatedEyePitch = relativeEyeEulers.x;
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_estimatedEyeYaw = relativeEyeEulers.y;
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} else {
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_longTermAverageEyePitch = glm::mix(eulers.x, _longTermAverageEyePitch, LONG_TERM_AVERAGE_SMOOTHING);
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_longTermAverageEyeYaw = glm::mix(eulers.y, _longTermAverageEyeYaw, LONG_TERM_AVERAGE_SMOOTHING);
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}
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_estimatedEyePitch = eulers.x - _longTermAverageEyePitch;
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_estimatedEyeYaw = eulers.y - _longTermAverageEyeYaw;
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}
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void Faceshift::reset() {
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@ -89,6 +88,7 @@ void Faceshift::reset() {
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fsBinaryStream::encode_message(message, fsMsgCalibrateNeutral());
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send(message);
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}
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_longTermAverageInitialized = false;
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}
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void Faceshift::setTCPEnabled(bool enabled) {
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@ -120,6 +120,7 @@ private:
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float _longTermAverageEyePitch;
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float _longTermAverageEyeYaw;
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bool _longTermAverageInitialized;
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float _estimatedEyePitch;
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float _estimatedEyeYaw;
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