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If the skeleton doesn't have eye joints (as with the Fuse models), make up
some positions based on the head and neck joints.
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1 changed files with 20 additions and 2 deletions
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@ -427,7 +427,25 @@ bool SkeletonModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& seco
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return false;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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return getJointPosition(geometry.leftEyeJointIndex, firstEyePosition) &&
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getJointPosition(geometry.rightEyeJointIndex, secondEyePosition);
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if (getJointPosition(geometry.leftEyeJointIndex, firstEyePosition) &&
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getJointPosition(geometry.rightEyeJointIndex, secondEyePosition)) {
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return true;
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}
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// no eye joints; try to estimate based on head/neck joints
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glm::vec3 neckPosition, headPosition;
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if (getJointPosition(geometry.neckJointIndex, neckPosition) &&
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getJointPosition(geometry.headJointIndex, headPosition)) {
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const float EYE_PROPORTION = 0.6f;
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glm::vec3 baseEyePosition = glm::mix(neckPosition, headPosition, EYE_PROPORTION);
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glm::quat headRotation;
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getJointRotation(geometry.headJointIndex, headRotation);
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const float EYES_FORWARD = 0.25f;
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const float EYE_SEPARATION = 0.1f;
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float headHeight = glm::distance(neckPosition, headPosition);
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firstEyePosition = baseEyePosition + headRotation * glm::vec3(EYE_SEPARATION, 0.0f, EYES_FORWARD) * headHeight;
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secondEyePosition = baseEyePosition + headRotation * glm::vec3(-EYE_SEPARATION, 0.0f, EYES_FORWARD) * headHeight;
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return true;
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}
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return false;
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}
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