Blink first with one eye and at slightly different speeds, look back and forth exactly at eyes when receiving gaze in Oculus

This commit is contained in:
Philip Rosedale 2014-09-25 16:00:56 -07:00
parent 693bc11868
commit 1d4b86d85b
5 changed files with 42 additions and 12 deletions

View file

@ -2001,7 +2001,11 @@ void Application::updateMyAvatarLookAtPosition() {
if (!OculusManager::isConnected()) {
lookAtSpot = _myCamera.getPosition();
} else {
lookAtSpot = OculusManager::getLeftEyePosition();
if (_myAvatar->isLookingAtLeftEye()) {
lookAtSpot = OculusManager::getLeftEyePosition();
} else {
lookAtSpot = OculusManager::getRightEyePosition();
}
}
} else {
@ -2011,7 +2015,7 @@ void Application::updateMyAvatarLookAtPosition() {
isLookingAtSomeone = true;
// If I am looking at someone else, look directly at one of their eyes
if (tracker) {
// If tracker active, look at the eye for the side my gaze is biased toward
// If a face tracker is active, look at the eye for the side my gaze is biased toward
if (tracker->getEstimatedEyeYaw() > _myAvatar->getHead()->getFinalYaw()) {
// Look at their right eye
lookAtSpot = static_cast<Avatar*>(lookingAt.data())->getHead()->getRightEyePosition();
@ -2021,7 +2025,11 @@ void Application::updateMyAvatarLookAtPosition() {
}
} else {
// Need to add randomly looking back and forth between left and right eye for case with no tracker
lookAtSpot = static_cast<Avatar*>(lookingAt.data())->getHead()->getEyePosition();
if (_myAvatar->isLookingAtLeftEye()) {
lookAtSpot = static_cast<Avatar*>(lookingAt.data())->getHead()->getLeftEyePosition();
} else {
lookAtSpot = static_cast<Avatar*>(lookingAt.data())->getHead()->getRightEyePosition();
}
}
} else {
// I am not looking at anyone else, so just look forward

View file

@ -110,7 +110,7 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
bool forceBlink = false;
const float TALKING_LOUDNESS = 100.0f;
const float BLINK_AFTER_TALKING = 0.25f;
if (_averageLoudness > TALKING_LOUDNESS) {
if ((_averageLoudness - _longTermAverageLoudness) > TALKING_LOUDNESS) {
_timeWithoutTalking = 0.0f;
} else if (_timeWithoutTalking < BLINK_AFTER_TALKING && (_timeWithoutTalking += deltaTime) >= BLINK_AFTER_TALKING) {
@ -128,16 +128,23 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
_browAudioLift = glm::clamp(_browAudioLift *= 0.7f, 0.0f, 1.0f);
const float BLINK_SPEED = 10.0f;
const float BLINK_SPEED_VARIABILITY = 1.0f;
const float BLINK_START_VARIABILITY = 0.25f;
const float FULLY_OPEN = 0.0f;
const float FULLY_CLOSED = 1.0f;
if (_leftEyeBlinkVelocity == 0.0f && _rightEyeBlinkVelocity == 0.0f) {
// no blinking when brows are raised; blink less with increasing loudness
const float BASE_BLINK_RATE = 15.0f / 60.0f;
const float ROOT_LOUDNESS_TO_BLINK_INTERVAL = 0.25f;
if (forceBlink || (_browAudioLift < EPSILON && shouldDo(glm::max(1.0f, sqrt(_averageLoudness) *
if (forceBlink || (_browAudioLift < EPSILON && shouldDo(glm::max(1.0f, sqrt(fabs(_averageLoudness - _longTermAverageLoudness)) *
ROOT_LOUDNESS_TO_BLINK_INTERVAL) / BASE_BLINK_RATE, deltaTime))) {
_leftEyeBlinkVelocity = BLINK_SPEED;
_rightEyeBlinkVelocity = BLINK_SPEED;
_leftEyeBlinkVelocity = BLINK_SPEED + randFloat() * BLINK_SPEED_VARIABILITY;
_rightEyeBlinkVelocity = BLINK_SPEED + randFloat() * BLINK_SPEED_VARIABILITY;
if (randFloat() < 0.5f) {
_leftEyeBlink = BLINK_START_VARIABILITY;
} else {
_rightEyeBlink = BLINK_START_VARIABILITY;
}
}
} else {
_leftEyeBlink = glm::clamp(_leftEyeBlink + _leftEyeBlinkVelocity * deltaTime, FULLY_OPEN, FULLY_CLOSED);

View file

@ -86,7 +86,8 @@ MyAvatar::MyAvatar() :
_shouldRender(true),
_billboardValid(false),
_physicsSimulation(),
_voxelShapeManager()
_voxelShapeManager(),
_isLookingAtLeftEye(true)
{
ShapeCollider::initDispatchTable();
for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
@ -997,6 +998,14 @@ void MyAvatar::clearLookAtTargetAvatar() {
_lookAtTargetAvatar.clear();
}
bool MyAvatar::isLookingAtLeftEye() {
float const CHANCE_OF_CHANGING_EYE = 0.01f;
if (randFloat() < CHANCE_OF_CHANGING_EYE) {
_isLookingAtLeftEye = !_isLookingAtLeftEye;
}
return _isLookingAtLeftEye;
}
glm::vec3 MyAvatar::getUprightHeadPosition() const {
return _position + getWorldAlignedOrientation() * glm::vec3(0.0f, getPelvisToHeadLength(), 0.0f);
}

View file

@ -105,6 +105,8 @@ public:
void jump() { _shouldJump = true; };
bool isMyAvatar() { return true; }
bool isLookingAtLeftEye();
virtual int parseDataAtOffset(const QByteArray& packet, int offset);
@ -229,6 +231,8 @@ private:
QList<AnimationHandlePointer> _animationHandles;
PhysicsSimulation _physicsSimulation;
VoxelShapeManager _voxelShapeManager;
bool _isLookingAtLeftEye;
RecorderPointer _recorder;

View file

@ -352,12 +352,14 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
_camera->setTargetPosition(position + trackerPosition);
// Store the latest left and right eye render locations for things that need to know
glm::vec3 thisEyePosition = position + trackerPosition +
(bodyOrientation * glm::quat(orientation.x, orientation.y, orientation.z, orientation.w) *
glm::vec3(_eyeRenderDesc[eye].ViewAdjust.x, _eyeRenderDesc[eye].ViewAdjust.y, _eyeRenderDesc[eye].ViewAdjust.z));
if (eyeIndex == 0) {
//_leftEyePosition = position + trackerPosition;
glm::vec3 leftEye = position + trackerPosition;
qDebug() << "LE: " << leftEye.x << ", " << leftEye.y << ", " << leftEye.z;
_leftEyePosition = thisEyePosition;
} else {
whichCamera.setRightEyePosition(position + trackerPosition);
_rightEyePosition = thisEyePosition;
}
_camera->update(1.0f / Application::getInstance()->getFps());