Merge pull request #330 from Ventrella/master

fixed camera tightness in mirror mode; fixed a bunch of header (c) notifications; added avatar lookat code (not finished yet)t
This commit is contained in:
birarda 2013-05-17 10:14:19 -07:00
commit 4b590eda78
16 changed files with 590 additions and 340 deletions

View file

@ -297,6 +297,7 @@ void Application::paintGL() {
-_myAvatar.getHeadPitch(), _myAvatar.getHeadRoll());
} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
_myCamera.setTightness (100.0f);
_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
_myCamera.setTargetRotation(_myAvatar.getBodyYaw() - 180.0f,
0.0f,
@ -306,13 +307,15 @@ void Application::paintGL() {
if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
_myCamera.setTargetRotation(_myAvatar.getAbsoluteHeadYaw(),
-_myAvatar.getAbsoluteHeadPitch(),
0.0f,
//-_myAvatar.getAbsoluteHeadPitch(),
0.0f);
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
_myCamera.setTargetPosition(_myAvatar.getHeadPosition());
_myCamera.setTargetRotation(_myAvatar.getBodyYaw(),
-_myAvatar.getAbsoluteHeadPitch(),
0.0f,
//-_myAvatar.getAbsoluteHeadPitch(),
0.0f);
}
}

View file

@ -3,8 +3,7 @@
// interface
//
// Created by Philip Rosedale on 9/11/12.
// adapted by Jeffrey Ventrella
// Copyright (c) 2013 Physical, Inc.. All rights reserved.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <glm/glm.hpp>
#include <vector>
@ -47,8 +46,8 @@ const float HEAD_MAX_PITCH = 45;
const float HEAD_MIN_PITCH = -45;
const float HEAD_MAX_YAW = 85;
const float HEAD_MIN_YAW = -85;
const float AVATAR_BRAKING_RANGE = 1.6f;
const float AVATAR_BRAKING_STRENGTH = 30.0f;
const float PERIPERSONAL_RADIUS = 1.0f;
const float AVATAR_BRAKING_STRENGTH = 40.0f;
const float JOINT_TOUCH_RANGE = 0.0005f;
float skinColor [] = {1.0, 0.84, 0.66};
@ -90,6 +89,7 @@ Avatar::Avatar(bool isMine) {
_mouseRayOrigin = glm::vec3(0.0f, 0.0f, 0.0f);
_mouseRayDirection = glm::vec3(0.0f, 0.0f, 0.0f);
_cameraPosition = glm::vec3(0.0f, 0.0f, 0.0f);
_interactingOther = NULL;
for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = false;
@ -105,14 +105,14 @@ Avatar::Avatar(bool isMine) {
initializeSkeleton();
_avatarTouch.setReachableRadius(0.6);
_avatarTouch.setReachableRadius(PERIPERSONAL_RADIUS);
if (BALLS_ON) { _balls = new Balls(100); }
else { _balls = NULL; }
}
Avatar::Avatar(const Avatar &otherAvatar) {
Avatar::Avatar(const Avatar &otherAvatar) :_head(otherAvatar._head) { //include the copy constructor for head
_velocity = otherAvatar._velocity;
_thrust = otherAvatar._thrust;
_rotation = otherAvatar._rotation;
@ -146,42 +146,6 @@ Avatar::Avatar(const Avatar &otherAvatar) {
for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = otherAvatar._driveKeys[i];
_head.pupilSize = otherAvatar._head.pupilSize;
_head.interPupilDistance = otherAvatar._head.interPupilDistance;
_head.interBrowDistance = otherAvatar._head.interBrowDistance;
_head.nominalPupilSize = otherAvatar._head.nominalPupilSize;
_head.yawRate = otherAvatar._head.yawRate;
_head.pitchRate = otherAvatar._head.pitchRate;
_head.rollRate = otherAvatar._head.rollRate;
_head.eyebrowPitch[0] = otherAvatar._head.eyebrowPitch[0];
_head.eyebrowPitch[1] = otherAvatar._head.eyebrowPitch[1];
_head.eyebrowRoll [0] = otherAvatar._head.eyebrowRoll [0];
_head.eyebrowRoll [1] = otherAvatar._head.eyebrowRoll [1];
_head.mouthPitch = otherAvatar._head.mouthPitch;
_head.mouthYaw = otherAvatar._head.mouthYaw;
_head.mouthWidth = otherAvatar._head.mouthWidth;
_head.mouthHeight = otherAvatar._head.mouthHeight;
_head.eyeballPitch[0] = otherAvatar._head.eyeballPitch[0];
_head.eyeballPitch[1] = otherAvatar._head.eyeballPitch[1];
_head.eyeballScaleX = otherAvatar._head.eyeballScaleX;
_head.eyeballScaleY = otherAvatar._head.eyeballScaleY;
_head.eyeballScaleZ = otherAvatar._head.eyeballScaleZ;
_head.eyeballYaw[0] = otherAvatar._head.eyeballYaw[0];
_head.eyeballYaw[1] = otherAvatar._head.eyeballYaw[1];
_head.pitchTarget = otherAvatar._head.pitchTarget;
_head.yawTarget = otherAvatar._head.yawTarget;
_head.noiseEnvelope = otherAvatar._head.noiseEnvelope;
_head.pupilConverge = otherAvatar._head.pupilConverge;
_head.leanForward = otherAvatar._head.leanForward;
_head.leanSideways = otherAvatar._head.leanSideways;
_head.eyeContact = otherAvatar._head.eyeContact;
_head.eyeContactTarget = otherAvatar._head.eyeContactTarget;
_head.scale = otherAvatar._head.scale;
_head.audioAttack = otherAvatar._head.audioAttack;
_head.averageLoudness = otherAvatar._head.averageLoudness;
_head.lastLoudness = otherAvatar._head.lastLoudness;
_head.browAudioLift = otherAvatar._head.browAudioLift;
_head.noise = otherAvatar._head.noise;
_distanceToNearestAvatar = otherAvatar._distanceToNearestAvatar;
initializeSkeleton();
@ -321,12 +285,13 @@ void Avatar::updateFromMouse(int mouseX, int mouseY, int screenWidth, int scree
void Avatar::simulate(float deltaTime) {
//figure out if the mouse cursor is over any body spheres...
if (_isMine) {
checkForMouseRayTouching();
}
// copy velocity so we can use it later for acceleration
glm::vec3 oldVelocity = getVelocity();
// figure out if the mouse cursor is over any body spheres...
checkForMouseRayTouching();
// update balls
if (_balls) { _balls->simulate(deltaTime); }
@ -426,8 +391,8 @@ void Avatar::simulate(float deltaTime) {
}
// If another avatar is near, dampen velocity as a function of closeness
if (_isMine && (_distanceToNearestAvatar < AVATAR_BRAKING_RANGE)) {
float closeness = 1.0f - (_distanceToNearestAvatar / AVATAR_BRAKING_RANGE);
if (_isMine && (_distanceToNearestAvatar < PERIPERSONAL_RADIUS)) {
float closeness = 1.0f - (_distanceToNearestAvatar / PERIPERSONAL_RADIUS);
float drag = 1.0f - closeness * AVATAR_BRAKING_STRENGTH * deltaTime;
if ( drag > 0.0f ) {
_velocity *= drag;
@ -445,6 +410,7 @@ void Avatar::simulate(float deltaTime) {
if (!OculusManager::isConnected()) {
setHeadPitch(getHeadPitch() * (1.f - acceleration * ACCELERATION_PITCH_DECAY * deltaTime));
}
// Get head position data from network for other people
if (!_isMine) {
_head.leanSideways = getHeadLeanSideways();
@ -476,7 +442,6 @@ void Avatar::simulate(float deltaTime) {
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition += headLean * 0.0f;
}
// update head state
_head.setPositionRotationAndScale(
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition,
@ -484,6 +449,17 @@ void Avatar::simulate(float deltaTime) {
_joint[ AVATAR_JOINT_HEAD_BASE ].radius
);
_head.setBodyYaw(_bodyYaw);
//the following is still being prototyped (making the eyes look at a specific location), it should be finished by 5/20/13
if (_interactingOther) {
_head.setLooking(true);
_head.setLookatPosition(_interactingOther->getSpringyHeadPosition());
//_head.setLookatPosition(_interactingOther->getApproximateEyePosition());
} else {
_head.setLooking(false);
}
_head.setAudioLoudness(_audioLoudness);
_head.setSkinColor(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));
_head.simulate(deltaTime, _isMine);
@ -532,10 +508,11 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
if (_isMine) {
_avatarTouch.setMyBodyPosition(_position);
Avatar * _interactingOther = NULL;
float closestDistance = std::numeric_limits<float>::max();
_interactingOther = NULL;
//loop through all the other avatars for potential interactions...
AgentList* agentList = AgentList::getInstance();
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
@ -552,12 +529,16 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
float distance = glm::length(v);
if (distance < closestDistance) {
closestDistance = distance;
_interactingOther = otherAvatar;
if (distance < PERIPERSONAL_RADIUS) {
_interactingOther = otherAvatar;
}
}
}
}
if (_interactingOther) {
_avatarTouch.setYourBodyPosition(_interactingOther->_position);
_avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
_avatarTouch.setYourHandState (_interactingOther->_handState);
@ -631,10 +612,6 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
}
}
void Avatar::updateHead(float deltaTime) {
}
float Avatar::getHeight() {
return _height;
@ -783,6 +760,7 @@ static TextRenderer* textRenderer() {
void Avatar::setGravity(glm::vec3 gravity) {
_gravity = gravity;
_head.setGravity(_gravity);
}
void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
@ -814,13 +792,7 @@ void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
//render body
renderBody(lookingInMirror);
/*
// render head
if (_displayingHead) {
_head.render(lookingInMirror, _bodyYaw);
}
*/
// if this is my avatar, then render my interactions with the other avatar
if (_isMine) {
@ -1172,6 +1144,12 @@ const glm::vec3& Avatar::getHeadPosition() const {
}
glm::vec3 Avatar::getApproximateEyePosition() {
return _head.getApproximateEyePosition();
}
void Avatar::updateArmIKAndConstraints(float deltaTime) {
@ -1218,7 +1196,7 @@ void Avatar::renderBody(bool lookingInMirror) {
if (b == AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case
if (_displayingHead) {
_head.render(lookingInMirror, _bodyYaw);
_head.render(lookingInMirror);
}
} else {
@ -1343,7 +1321,6 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) {
angularVelocity = glm::vec3(glm::degrees(gyrY), glm::degrees(-gyrX), glm::degrees(-gyrZ));
setHeadFromGyros(&eulerAngles, &angularVelocity,
(_transmitterHz == 0.f) ? 0.f : 1.f / _transmitterHz, 1000.0);
}
}
//

View file

@ -97,6 +97,7 @@ public:
void setLeanForward(float dist);
void setLeanSideways(float dist);
void addLean(float x, float z);
glm::vec3 getApproximateEyePosition();
const glm::vec3& getHeadPosition() const ; // get the position of the avatar's rigid body head
const glm::vec3& getSpringyHeadPosition() const ; // get the springy position of the avatar's head
const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].springyPosition; };
@ -200,12 +201,10 @@ private:
glm::vec3 _mouseRayOrigin;
glm::vec3 _mouseRayDirection;
glm::vec3 _cameraPosition;
Avatar* _interactingOther;
float _cumulativeMouseYaw;
bool _isMouseTurningRight;
//AvatarJointID _jointTouched;
// private methods...
void initializeSkeleton();
void updateSkeleton();
@ -213,7 +212,6 @@ private:
void updateBodySprings( float deltaTime );
void calculateBoneLengths();
void readSensors();
void updateHead( float deltaTime );
void updateHandMovementAndTouching(float deltaTime);
void updateAvatarCollisions(float deltaTime);
void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime );

View file

@ -2,9 +2,8 @@
// AvatarRenderer.cpp
// interface
//
// Created by Jeffrey Ventrella
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#include <iostream>
#include <glm/glm.hpp>
#include <SharedUtil.h>

View file

@ -2,7 +2,6 @@
// AvatarRenderer.h
// interface
//
// Created by Jeffrey Ventrella
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//

View file

@ -2,9 +2,8 @@
// AvatarTouch.cpp
// interface
//
// Created by Jeffrey Ventrella
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#include <iostream>
#include <glm/glm.hpp>
#include <SharedUtil.h>

View file

@ -2,7 +2,6 @@
// AvatarTouch.h
// interface
//
// Created by Jeffrey Ventrella
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//

View file

@ -1,9 +1,8 @@
//---------------------------------------------------------------------
//
// Created by Jeffrey Ventrella for High Fidelity.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
// Camera.cpp
// interface
//
//---------------------------------------------------------------------
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <SharedUtil.h>
#include <VoxelConstants.h>
@ -12,13 +11,14 @@
#include "Camera.h"
const float MODE_SHIFT_RATE = 5.0f;
const float MODE_SHIFT_RATE = 6.0f;
Camera::Camera() {
_needsToInitialize = true;
_frustumNeedsReshape = true;
_modeShift = 0.0;
_mode = CAMERA_MODE_THIRD_PERSON;
_tightness = 10.0; // default
_fieldOfView = 60.0; // default
@ -41,6 +41,10 @@ Camera::Camera() {
_attributes[m].upShift = 0.0f;
_attributes[m].distance = 0.0f;
_attributes[m].tightness = 0.0f;
_previousAttributes[m].upShift = 0.0f;
_previousAttributes[m].distance = 0.0f;
_previousAttributes[m].tightness = 0.0f;
}
}
@ -68,6 +72,13 @@ void Camera::generateOrientation() {
// use iterative forces to keep the camera at the desired position and angle
void Camera::updateFollowMode(float deltaTime) {
if (_modeShift < 1.0f) {
_modeShift += 5.0f * deltaTime;
if (_modeShift > 1.0f ) {
_modeShift = 1.0f;
}
}
// derive t from tightness
float t = _tightness * deltaTime;
if (t > 1.0) {
@ -106,15 +117,20 @@ void Camera::updateFollowMode(float deltaTime) {
// force position towards ideal position
_position += (_idealPosition - _position) * t;
}
//transition to the attributes of the current mode
_upShift += (_attributes[_mode].upShift - _upShift ) * deltaTime * MODE_SHIFT_RATE;
_distance += (_attributes[_mode].distance - _distance ) * deltaTime * MODE_SHIFT_RATE;
_tightness += (_attributes[_mode].tightness - _tightness) * deltaTime * MODE_SHIFT_RATE;
float inverseModeShift = 1.0f - _modeShift;
_upShift = _attributes[_mode].upShift * _modeShift + _previousAttributes[_mode].upShift * inverseModeShift;
_distance = _attributes[_mode].distance * _modeShift + _previousAttributes[_mode].distance * inverseModeShift;
_upShift = _attributes[_mode].upShift * _modeShift + _previousAttributes[_mode].upShift * inverseModeShift;
}
void Camera::setMode(CameraMode m, CameraFollowingAttributes a) {
_previousAttributes[m].upShift = _attributes[m].upShift;
_previousAttributes[m].distance = _attributes[m].distance;
_previousAttributes[m].tightness = _attributes[m].tightness;
_attributes[m].upShift = a.upShift;
_attributes[m].distance = a.distance;
_attributes[m].tightness = a.tightness;
@ -124,7 +140,7 @@ void Camera::setMode(CameraMode m, CameraFollowingAttributes a) {
void Camera::setMode(CameraMode m) {
_mode = m;
_needsToInitialize = true;
_modeShift = 0.0;
}
void Camera::setTargetRotation( float yaw, float pitch, float roll ) {
@ -155,6 +171,7 @@ void Camera::setFarClip (float f) {
void Camera::initialize() {
_needsToInitialize = true;
_modeShift = 0.0;
}
// call to find out if the view frustum needs to be reshaped

View file

@ -1,9 +1,9 @@
//-----------------------------------------------------------
//
// Created by Jeffrey Ventrella and added as a utility
// class for High Fidelity Code base, April 2013
// Camera.h
// interface
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
//-----------------------------------------------------------
#ifndef __interface__camera__
#define __interface__camera__
@ -89,8 +89,10 @@ private:
float _distance;
float _tightness;
Orientation _orientation;
float _modeShift;
CameraFollowingAttributes _attributes[NUM_CAMERA_MODES];
CameraFollowingAttributes _previousAttributes[NUM_CAMERA_MODES];
void generateOrientation();
void updateFollowMode( float deltaTime );

View file

@ -2,7 +2,6 @@
// HandControl.cpp
// interface
//
// Created by Jeffrey Ventrella
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//

View file

@ -2,7 +2,6 @@
// HandControl.h
// interface
//
// Created by Jeffrey Ventrella
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//

View file

@ -1,12 +1,11 @@
//
// Head.cpp
// hifi
//
// Created by Jeffrey on May, 10, 2013
// Copyright (c) 2013 Physical, Inc.. All rights reserved.
// interface
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include "Head.h"
#include "Util.h"
#include <vector>
#include <SharedUtil.h>
#include <lodepng.h>
@ -14,7 +13,7 @@
using namespace std;
const float HEAD_MOTION_DECAY = 0.1;
const float MINIMUM_EYE_ROTATION = 0.7f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off
float _browColor [] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
float _mouthColor[] = {1, 0, 0};
@ -44,101 +43,170 @@ Head::Head() {
}
}
Head::Head(const Head &head) {
yawRate = head.yawRate;
noise = head.noise;
leanForward = head.leanForward;
leanSideways = head.leanSideways;
_sphere = NULL;
_returnHeadToCenter = head._returnHeadToCenter;
_audioLoudness = head._audioLoudness;
_skinColor = head._skinColor;
_position = head._position;
_rotation = head._rotation;
_lookatPosition = head._lookatPosition;
_leftEyePosition = head._leftEyePosition;
_rightEyePosition = head._rightEyePosition;
_yaw = head._yaw;
_pitch = head._pitch;
_roll = head._roll;
_pitchRate = head._pitchRate;
_rollRate = head._rollRate;
_eyeballPitch[0] = head._eyeballPitch[0];
_eyeballYaw [0] = head._eyeballYaw [0];
_eyebrowPitch[0] = head._eyebrowPitch[0];
_eyebrowRoll [0] = head._eyebrowRoll [0];
_eyeballPitch[1] = head._eyeballPitch[1];
_eyeballYaw [1] = head._eyeballYaw [1];
_eyebrowPitch[1] = head._eyebrowPitch[1];
_eyebrowRoll [1] = head._eyebrowRoll [1];
_eyeballScaleX = head._eyeballScaleX;
_eyeballScaleY = head._eyeballScaleY;
_eyeballScaleZ = head._eyeballScaleZ;
_interPupilDistance = head._interPupilDistance;
_interBrowDistance = head._interBrowDistance;
_nominalPupilSize = head._nominalPupilSize;
_pupilSize = head._pupilSize;
_mouthPitch = head._mouthPitch;
_mouthYaw = head._mouthYaw;
_mouthWidth = head._mouthWidth;
_mouthHeight = head._mouthHeight;
_pitchTarget = head._pitchTarget;
_yawTarget = head._yawTarget;
_noiseEnvelope = head._noiseEnvelope;
_pupilConverge = head._pupilConverge;
_scale = head._scale;
_eyeContact = head._eyeContact;
_browAudioLift = head._browAudioLift;
_eyeContactTarget = head._eyeContactTarget;
_orientation = head._orientation;
_bodyYaw = head._bodyYaw;
_lastLoudness = head._lastLoudness;
_averageLoudness = head._averageLoudness;
_audioAttack = head._audioAttack;
_looking = head._looking;
_gravity = head._gravity;
_returnSpringScale = head._returnSpringScale;
}
void Head::initialize() {
audioLoudness = 0.0;
skinColor = glm::vec3(0.0f, 0.0f, 0.0f);
position = glm::vec3(0.0f, 0.0f, 0.0f);
yaw = 0.0f;
pitch = 0.0f;
roll = 0.0f;
pupilSize = 0.10;
interPupilDistance = 0.6;
interBrowDistance = 0.75;
nominalPupilSize = 0.10;
pitchRate = 0.0;
yawRate = 0.0;
rollRate = 0.0;
eyebrowPitch[0] = -30;
eyebrowPitch[1] = -30;
eyebrowRoll [0] = 20;
eyebrowRoll [1] = -20;
mouthPitch = 0;
mouthYaw = 0;
mouthWidth = 1.0;
mouthHeight = 0.2;
eyeballPitch[0] = 0;
eyeballPitch[1] = 0;
eyeballScaleX = 1.2;
eyeballScaleY = 1.5;
eyeballScaleZ = 1.0;
eyeballYaw[0] = 0;
eyeballYaw[1] = 0;
pitchTarget = 0;
yawTarget = 0;
noiseEnvelope = 1.0;
pupilConverge = 10.0;
leanForward = 0.0;
leanSideways = 0.0;
eyeContact = 1;
eyeContactTarget = LEFT_EYE;
scale = 1.0;
audioAttack = 0.0;
averageLoudness = 0.0;
lastLoudness = 0.0;
browAudioLift = 0.0;
noise = 0;
returnSpringScale = 1.0;
sphere = NULL;
_bodyYaw = 0.0f;
_audioLoudness = 0.0;
_skinColor = glm::vec3(0.0f, 0.0f, 0.0f);
_position = glm::vec3(0.0f, 0.0f, 0.0f);
_lookatPosition = glm::vec3(0.0f, 0.0f, 0.0f);
_gravity = glm::vec3(0.0f, -1.0f, 0.0f); // default
_yaw = 0.0f;
_pitch = 0.0f;
_roll = 0.0f;
_pupilSize = 0.10;
_interPupilDistance = 0.6;
_interBrowDistance = 0.75;
_nominalPupilSize = 0.10;
_pitchRate = 0.0;
yawRate = 0.0;
_rollRate = 0.0;
_eyebrowPitch[0] = -30;
_eyebrowPitch[1] = -30;
_eyebrowRoll [0] = 20;
_eyebrowRoll [1] = -20;
_mouthPitch = 0;
_mouthYaw = 0;
_mouthWidth = 1.0;
_mouthHeight = 0.2;
_eyeballPitch[0] = 0;
_eyeballPitch[1] = 0;
_eyeballScaleX = 1.2;
_eyeballScaleY = 1.5;
_eyeballScaleZ = 1.0;
_eyeballYaw[0] = 0;
_eyeballYaw[1] = 0;
_pitchTarget = 0;
_yawTarget = 0;
_noiseEnvelope = 1.0;
_pupilConverge = 10.0;
leanForward = 0.0;
leanSideways = 0.0;
_eyeContact = 1;
_eyeContactTarget = LEFT_EYE;
_scale = 1.0;
_audioAttack = 0.0;
_averageLoudness = 0.0;
_lastLoudness = 0.0;
_browAudioLift = 0.0;
noise = 0;
_returnSpringScale = 1.0;
_sphere = NULL;
}
void Head::setPositionRotationAndScale(glm::vec3 p, glm::vec3 r, float s) {
position = p;
scale = s;
yaw = r.x;
pitch = r.y;
roll = r.z;
_position = p;
_scale = s;
_yaw = r.x;
_pitch = r.y;
_roll = r.z;
}
void Head::setSkinColor(glm::vec3 c) {
skinColor = c;
_skinColor = c;
}
void Head::setAudioLoudness(float loudness) {
audioLoudness = loudness;
_audioLoudness = loudness;
}
void Head::setNewTarget(float pitch, float yaw) {
pitchTarget = pitch;
yawTarget = yaw;
_pitchTarget = pitch;
_yawTarget = yaw;
}
void Head::simulate(float deltaTime, bool isMine) {
//generate orientation directions based on Euler angles...
_orientation.setToPitchYawRoll( _pitch, _bodyYaw + _yaw, _roll);
//calculate the eye positions (algorithm still being designed)
updateEyePositions();
// Decay head back to center if turned on
if (isMine && returnHeadToCenter) {
if (isMine && _returnHeadToCenter) {
// Decay back toward center
pitch *= (1.0f - HEAD_MOTION_DECAY * returnSpringScale * 2 * deltaTime);
yaw *= (1.0f - HEAD_MOTION_DECAY * returnSpringScale * 2 * deltaTime);
roll *= (1.0f - HEAD_MOTION_DECAY * returnSpringScale * 2 * deltaTime);
_pitch *= (1.0f - HEAD_MOTION_DECAY * _returnSpringScale * 2 * deltaTime);
_yaw *= (1.0f - HEAD_MOTION_DECAY * _returnSpringScale * 2 * deltaTime);
_roll *= (1.0f - HEAD_MOTION_DECAY * _returnSpringScale * 2 * deltaTime);
}
// For invensense gyro, decay only slightly when roughly centered
if (isMine) {
const float RETURN_RANGE = 15.0;
const float RETURN_STRENGTH = 2.0;
if (fabs(pitch) < RETURN_RANGE) { pitch *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(yaw) < RETURN_RANGE) { yaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(roll) < RETURN_RANGE) { roll *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(_pitch) < RETURN_RANGE) { _pitch *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(_yaw) < RETURN_RANGE) { _yaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(_roll) < RETURN_RANGE) { _roll *= (1.0f - RETURN_STRENGTH * deltaTime); }
}
if (noise) {
// Move toward new target
pitch += (pitchTarget - pitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
yaw += (yawTarget - yaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime);
roll *= 1.f - (HEAD_MOTION_DECAY * deltaTime);
_pitch += (_pitchTarget - _pitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
_yaw += (_yawTarget - _yaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime);
_roll *= 1.f - (HEAD_MOTION_DECAY * deltaTime);
}
leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
@ -148,12 +216,12 @@ void Head::simulate(float deltaTime, bool isMine) {
//
// First, decide if we are making eye contact or not
if (randFloat() < 0.005) {
eyeContact = !eyeContact;
eyeContact = 1;
if (!eyeContact) {
_eyeContact = !_eyeContact;
_eyeContact = 1;
if (!_eyeContact) {
// If we just stopped making eye contact,move the eyes markedly away
eyeballPitch[0] = eyeballPitch[1] = eyeballPitch[0] + 5.0 + (randFloat() - 0.5) * 10;
eyeballYaw [0] = eyeballYaw [1] = eyeballYaw [0] + 5.0 + (randFloat() - 0.5) * 5;
_eyeballPitch[0] = _eyeballPitch[1] = _eyeballPitch[0] + 5.0 + (randFloat() - 0.5) * 10;
_eyeballYaw [0] = _eyeballYaw [1] = _eyeballYaw [0] + 5.0 + (randFloat() - 0.5) * 5;
} else {
// If now making eye contact, turn head to look right at viewer
setNewTarget(0,0);
@ -163,65 +231,110 @@ void Head::simulate(float deltaTime, bool isMine) {
const float DEGREES_BETWEEN_VIEWER_EYES = 3;
const float DEGREES_TO_VIEWER_MOUTH = 7;
if (eyeContact) {
if (_eyeContact) {
// Should we pick a new eye contact target?
if (randFloat() < 0.01) {
// Choose where to look next
if (randFloat() < 0.1) {
eyeContactTarget = MOUTH;
_eyeContactTarget = MOUTH;
} else {
if (randFloat() < 0.5) eyeContactTarget = LEFT_EYE; else eyeContactTarget = RIGHT_EYE;
if (randFloat() < 0.5) _eyeContactTarget = LEFT_EYE; else _eyeContactTarget = RIGHT_EYE;
}
}
// Set eyeball pitch and yaw to make contact
float eye_target_yaw_adjust = 0;
float eye_target_pitch_adjust = 0;
if (eyeContactTarget == LEFT_EYE) eye_target_yaw_adjust = DEGREES_BETWEEN_VIEWER_EYES;
if (eyeContactTarget == RIGHT_EYE) eye_target_yaw_adjust = -DEGREES_BETWEEN_VIEWER_EYES;
if (eyeContactTarget == MOUTH) eye_target_pitch_adjust = DEGREES_TO_VIEWER_MOUTH;
if (_eyeContactTarget == LEFT_EYE) eye_target_yaw_adjust = DEGREES_BETWEEN_VIEWER_EYES;
if (_eyeContactTarget == RIGHT_EYE) eye_target_yaw_adjust = -DEGREES_BETWEEN_VIEWER_EYES;
if (_eyeContactTarget == MOUTH) eye_target_pitch_adjust = DEGREES_TO_VIEWER_MOUTH;
eyeballPitch[0] = eyeballPitch[1] = -pitch + eye_target_pitch_adjust;
eyeballYaw [0] = eyeballYaw [1] = yaw + eye_target_yaw_adjust;
_eyeballPitch[0] = _eyeballPitch[1] = -_pitch + eye_target_pitch_adjust;
_eyeballYaw [0] = _eyeballYaw [1] = _yaw + eye_target_yaw_adjust;
}
if (noise)
{
pitch += (randFloat() - 0.5) * 0.2 * noiseEnvelope;
yaw += (randFloat() - 0.5) * 0.3 *noiseEnvelope;
_pitch += (randFloat() - 0.5) * 0.2 * _noiseEnvelope;
_yaw += (randFloat() - 0.5) * 0.3 *_noiseEnvelope;
//PupilSize += (randFloat() - 0.5) * 0.001*NoiseEnvelope;
if (randFloat() < 0.005) mouthWidth = _MouthWidthChoices[rand()%3];
if (randFloat() < 0.005) _mouthWidth = _MouthWidthChoices[rand()%3];
if (!eyeContact) {
if (randFloat() < 0.01) eyeballPitch[0] = eyeballPitch[1] = (randFloat() - 0.5) * 20;
if (randFloat() < 0.01) eyeballYaw[0] = eyeballYaw[1] = (randFloat()- 0.5) * 10;
if (!_eyeContact) {
if (randFloat() < 0.01) _eyeballPitch[0] = _eyeballPitch[1] = (randFloat() - 0.5) * 20;
if (randFloat() < 0.01) _eyeballYaw[0] = _eyeballYaw[1] = (randFloat()- 0.5) * 10;
}
if ((randFloat() < 0.005) && (fabs(pitchTarget - pitch) < 1.0) && (fabs(yawTarget - yaw) < 1.0)) {
if ((randFloat() < 0.005) && (fabs(_pitchTarget - _pitch) < 1.0) && (fabs(_yawTarget - _yaw) < 1.0)) {
setNewTarget((randFloat()-0.5) * 20.0, (randFloat()-0.5) * 45.0);
}
if (0) {
// Pick new target
pitchTarget = (randFloat() - 0.5) * 45;
yawTarget = (randFloat() - 0.5) * 22;
_pitchTarget = (randFloat() - 0.5) * 45;
_yawTarget = (randFloat() - 0.5) * 22;
}
if (randFloat() < 0.01)
{
eyebrowPitch[0] = eyebrowPitch[1] = _BrowPitchAngle[rand()%3];
eyebrowRoll [0] = eyebrowRoll[1] = _BrowRollAngle[rand()%5];
eyebrowRoll [1] *=-1;
_eyebrowPitch[0] = _eyebrowPitch[1] = _BrowPitchAngle[rand()%3];
_eyebrowRoll [0] = _eyebrowRoll[1] = _BrowRollAngle[rand()%5];
_eyebrowRoll [1] *=-1;
}
}
// Update audio trailing average for rendering facial animations
const float AUDIO_AVERAGING_SECS = 0.05;
averageLoudness = (1.f - deltaTime / AUDIO_AVERAGING_SECS) * averageLoudness +
(deltaTime / AUDIO_AVERAGING_SECS) * audioLoudness;
_averageLoudness = (1.f - deltaTime / AUDIO_AVERAGING_SECS) * _averageLoudness +
(deltaTime / AUDIO_AVERAGING_SECS) * _audioLoudness;
}
void Head::render(bool lookingInMirror, float bodyYaw) {
void Head::updateEyePositions() {
float rightShift = _scale * 0.27f;
float upShift = _scale * 0.38f;
float frontShift = _scale * 0.8f;
_leftEyePosition = _position
+ _orientation.getRight() * rightShift
+ _orientation.getUp () * upShift
+ _orientation.getFront() * frontShift;
_rightEyePosition = _position
- _orientation.getRight() * rightShift
+ _orientation.getUp () * upShift
+ _orientation.getFront() * frontShift;
}
void Head::setLooking(bool looking) {
_looking = looking;
glm::vec3 averageEyePosition = _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF;
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - averageEyePosition);
float dot = glm::dot(targetLookatAxis, _orientation.getFront());
if (dot < MINIMUM_EYE_ROTATION) {
_looking = false;
}
}
/*
void Head::setLookatPosition(glm::vec3 l) {
_lookatPosition = l;
}
void Head::setGravity(glm::vec3 gravity) {
_gravity = gravity;
}
*/
glm::vec3 Head::getApproximateEyePosition() {
return _leftEyePosition + (_rightEyePosition - _leftEyePosition) * ONE_HALF;
}
void Head::render(bool lookingInMirror) {
int side = 0;
@ -230,22 +343,22 @@ void Head::render(bool lookingInMirror, float bodyYaw) {
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glTranslatef(_position.x, _position.y, _position.z);
glScalef(scale, scale, scale);
glScalef(_scale, _scale, _scale);
if (lookingInMirror) {
glRotatef(bodyYaw - yaw, 0, 1, 0);
glRotatef(pitch, 1, 0, 0);
glRotatef(-roll, 0, 0, 1);
glRotatef(_bodyYaw - _yaw, 0, 1, 0);
glRotatef(_pitch, 1, 0, 0);
glRotatef(-_roll, 0, 0, 1);
} else {
glRotatef(bodyYaw + yaw, 0, 1, 0);
glRotatef(pitch, 1, 0, 0);
glRotatef(roll, 0, 0, 1);
glRotatef(_bodyYaw + _yaw, 0, 1, 0);
glRotatef(_pitch, 1, 0, 0);
glRotatef(_roll, 0, 0, 1);
}
//glScalef(2.0, 2.0, 2.0);
glColor3f(skinColor.x, skinColor.y, skinColor.z);
glColor3f(_skinColor.x, _skinColor.y, _skinColor.z);
glutSolidSphere(1, 30, 30);
@ -262,29 +375,28 @@ void Head::render(bool lookingInMirror, float bodyYaw) {
glPopMatrix();
// Update audio attack data for facial animation (eyebrows and mouth)
audioAttack = 0.9 * audioAttack + 0.1 * fabs(audioLoudness - lastLoudness);
lastLoudness = audioLoudness;
_audioAttack = 0.9 * _audioAttack + 0.1 * fabs(_audioLoudness - _lastLoudness);
_lastLoudness = _audioLoudness;
const float BROW_LIFT_THRESHOLD = 100;
if (audioAttack > BROW_LIFT_THRESHOLD)
browAudioLift += sqrt(audioAttack) / 1000.0;
if (_audioAttack > BROW_LIFT_THRESHOLD)
_browAudioLift += sqrt(_audioAttack) / 1000.0;
browAudioLift *= .90;
_browAudioLift *= .90;
// Render Eyebrows
glPushMatrix();
glTranslatef(-interBrowDistance / 2.0,0.4,0.45);
glTranslatef(-_interBrowDistance / 2.0,0.4,0.45);
for(side = 0; side < 2; side++) {
glColor3fv(_browColor);
glPushMatrix();
glTranslatef(0, 0.35 + browAudioLift, 0);
glRotatef(eyebrowPitch[side]/2.0, 1, 0, 0);
glRotatef(eyebrowRoll[side]/2.0, 0, 0, 1);
glTranslatef(0, 0.35 + _browAudioLift, 0);
glRotatef(_eyebrowPitch[side]/2.0, 1, 0, 0);
glRotatef(_eyebrowRoll[side]/2.0, 0, 0, 1);
glScalef(_browWidth, _browThickness, 1);
glutSolidCube(0.5);
glPopMatrix();
glTranslatef(interBrowDistance, 0, 0);
glTranslatef(_interBrowDistance, 0, 0);
}
glPopMatrix();
@ -294,87 +406,199 @@ void Head::render(bool lookingInMirror, float bodyYaw) {
const float HEIGHT_SENSITIVITY = 30.f;
const float MIN_LOUDNESS_SCALE_HEIGHT = 1.0f;
glPushMatrix();
glTranslatef(0,-0.35,0.75);
glColor3f(0,0,0);
glRotatef(mouthPitch, 1, 0, 0);
glRotatef(mouthYaw, 0, 0, 1);
if ((averageLoudness > 1.f) && (averageLoudness < 10000.f)) {
glScalef(mouthWidth * (MIN_LOUDNESS_SCALE_WIDTH + sqrt(averageLoudness) / WIDTH_SENSITIVITY),
mouthHeight * (MIN_LOUDNESS_SCALE_HEIGHT + sqrt(averageLoudness) / HEIGHT_SENSITIVITY), 1);
} else {
glScalef(mouthWidth, mouthHeight, 1);
}
glTranslatef(0,-0.35,0.75);
glColor3f(0,0,0);
glutSolidCube(0.5);
glRotatef(_mouthPitch, 1, 0, 0);
glRotatef(_mouthYaw, 0, 0, 1);
if (_averageLoudness > 1.f) {
glScalef(_mouthWidth * (.7f + sqrt(_averageLoudness) /60.f),
_mouthHeight * (1.f + sqrt(_averageLoudness) /30.f), 1);
} else {
glScalef(_mouthWidth, _mouthHeight, 1);
}
glutSolidCube(0.5);
glPopMatrix();
// the original code from Philip's implementation
//previouseRenderEyeBalls();
glPopMatrix();
//a new version of eyeballs that has the ability to look at specific targets in the world (algo still not finished yet)
renderEyeBalls();
if (_looking) {
// Render lines originating from the eyes and converging on the lookatPosition
debugRenderLookatVectors(_leftEyePosition, _rightEyePosition, _lookatPosition);
}
}
void Head::renderEyeBalls() {
//make the texture for the iris...
if (_sphere == NULL) {
_sphere = gluNewQuadric();
gluQuadricTexture(_sphere, GL_TRUE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluQuadricOrientation(_sphere, GLU_OUTSIDE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iris_texture_width, iris_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &iris_texture[0]);
}
// left eyeball
glPushMatrix();
glColor3fv(_eyeColor);
glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z);
gluSphere(_sphere, 0.02, 30, 30);
glPopMatrix();
// left iris
glPushMatrix(); {
glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z);
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _leftEyePosition);
if (!_looking) {
targetLookatAxis = _orientation.getFront();
}
glPushMatrix();
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
float angle = 180.0f - angleBetween(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
glTranslatef( 0.0f, -0.018f, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
glEnable(GL_TEXTURE_2D);
gluSphere(_sphere, 0.007, 15, 15);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
}
glPopMatrix();
//right eyeball
glPushMatrix();
glColor3fv(_eyeColor);
glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z);
gluSphere(_sphere, 0.02, 30, 30);
glPopMatrix();
//right iris
glPushMatrix(); {
glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z);
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _rightEyePosition);
if (!_looking) {
targetLookatAxis = _orientation.getFront();
}
glPushMatrix();
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
float angle = 180.0f - angleBetween(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
glTranslatef( 0.0f, -0.018f, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
glEnable(GL_TEXTURE_2D);
gluSphere(_sphere, 0.007, 15, 15);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
}
glPopMatrix();
}
void Head::previouseRenderEyeBalls() {
glTranslatef(0, 1.0, 0);
glTranslatef(-interPupilDistance/2.0,-0.68,0.7);
glTranslatef(-_interPupilDistance/2.0,-0.68,0.7);
// Right Eye
glRotatef(-10, 1, 0, 0);
glColor3fv(_eyeColor);
glPushMatrix();
{
glTranslatef(interPupilDistance/10.0, 0, 0.05);
glTranslatef(_interPupilDistance/10.0, 0, 0.05);
glRotatef(20, 0, 0, 1);
glScalef(eyeballScaleX, eyeballScaleY, eyeballScaleZ);
glScalef(_eyeballScaleX, _eyeballScaleY, _eyeballScaleZ);
glutSolidSphere(0.25, 30, 30);
}
glPopMatrix();
// Right Pupil
if (sphere == NULL) {
sphere = gluNewQuadric();
gluQuadricTexture(sphere, GL_TRUE);
if (_sphere == NULL) {
_sphere = gluNewQuadric();
gluQuadricTexture(_sphere, GL_TRUE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluQuadricOrientation(sphere, GLU_OUTSIDE);
gluQuadricOrientation(_sphere, GLU_OUTSIDE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iris_texture_width, iris_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &iris_texture[0]);
}
glPushMatrix();
{
glRotatef(eyeballPitch[1], 1, 0, 0);
glRotatef(eyeballYaw[1] + yaw + pupilConverge, 0, 1, 0);
glRotatef(_eyeballPitch[1], 1, 0, 0);
glRotatef(_eyeballYaw[1] + _yaw + _pupilConverge, 0, 1, 0);
glTranslatef(0,0,.35);
glRotatef(-75,1,0,0);
glScalef(1.0, 0.4, 1.0);
glEnable(GL_TEXTURE_2D);
gluSphere(sphere, pupilSize, 15, 15);
gluSphere(_sphere, _pupilSize, 15, 15);
glDisable(GL_TEXTURE_2D);
}
}
glPopMatrix();
// Left Eye
glColor3fv(_eyeColor);
glTranslatef(interPupilDistance, 0, 0);
glTranslatef(_interPupilDistance, 0, 0);
glPushMatrix();
{
glTranslatef(-interPupilDistance/10.0, 0, .05);
glTranslatef(-_interPupilDistance/10.0, 0, .05);
glRotatef(-20, 0, 0, 1);
glScalef(eyeballScaleX, eyeballScaleY, eyeballScaleZ);
glScalef(_eyeballScaleX, _eyeballScaleY, _eyeballScaleZ);
glutSolidSphere(0.25, 30, 30);
}
glPopMatrix();
// Left Pupil
glPushMatrix();
{
glRotatef(eyeballPitch[0], 1, 0, 0);
glRotatef(eyeballYaw[0] + yaw - pupilConverge, 0, 1, 0);
glRotatef(_eyeballPitch[0], 1, 0, 0);
glRotatef(_eyeballYaw[0] + _yaw - _pupilConverge, 0, 1, 0);
glTranslatef(0, 0, .35);
glRotatef(-75, 1, 0, 0);
glScalef(1.0, 0.4, 1.0);
glEnable(GL_TEXTURE_2D);
gluSphere(sphere, pupilSize, 15, 15);
gluSphere(_sphere, _pupilSize, 15, 15);
glDisable(GL_TEXTURE_2D);
}
glPopMatrix();
glPopMatrix();
}
void Head::debugRenderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
glColor3f(0.0f, 0.0f, 0.0f);
glLineWidth(3.0);
glBegin(GL_LINE_STRIP);
glVertex3f(leftEyePosition.x, leftEyePosition.y, leftEyePosition.z);
glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(rightEyePosition.x, rightEyePosition.y, rightEyePosition.z);
glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z);
glEnd();
}

View file

@ -1,9 +1,8 @@
//
// Head.h
// hifi
// interface
//
// Created by Jeffrey on May, 10, 2013
// Copyright (c) 2013 Physical, Inc.. All rights reserved.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef hifi_Head_h
@ -15,6 +14,7 @@
#include "world.h"
#include "InterfaceConfig.h"
#include "SerialInterface.h"
#include "Orientation.h"
enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
@ -22,72 +22,97 @@ class Head {
public:
Head();
Head(const Head &otherHead);
void initialize();
void simulate(float deltaTime, bool isMine);
void setPositionRotationAndScale(glm::vec3 position, glm::vec3 rotation, float scale);
void setSkinColor(glm::vec3 color);
void setAudioLoudness(float loudness);
void render(bool lookingInMirror, float bodyYaw);
void render(bool lookingInMirror);
void setNewTarget(float, float);
void setSpringScale(float s) { returnSpringScale = s; }
void setSpringScale(float s) { _returnSpringScale = s; }
void setLookatPosition(glm::vec3 l ) { _lookatPosition = l; }
void setLooking(bool looking);
void setGravity(glm::vec3 gravity) { _gravity = gravity; }
void setBodyYaw(float y) { _bodyYaw = y; }
glm::vec3 getApproximateEyePosition();
// Do you want head to try to return to center (depends on interface detected)
void setReturnToCenter(bool r) { returnHeadToCenter = r; }
const bool getReturnToCenter() const { return returnHeadToCenter; }
void setReturnToCenter(bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; }
const bool getReturnToCenter() const { return _returnHeadToCenter; }
float getAverageLoudness() {return averageLoudness;};
void setAverageLoudness(float al) { averageLoudness = al;};
float getAverageLoudness() {return _averageLoudness;};
void setAverageLoudness(float al) { _averageLoudness = al;};
float yawRate;
float noise;
float leanForward;
float leanSideways;
private:
bool _returnHeadToCenter;
float _audioLoudness;
glm::vec3 _skinColor;
glm::vec3 _position;
glm::vec3 _rotation;
glm::vec3 _lookatPosition;
//private:
// I am making these public for now - just to get the code moved over quickly!
glm::vec3 _leftEyePosition;
glm::vec3 _rightEyePosition;
float _yaw;
float _pitch;
float _roll;
float _pitchRate;
float _rollRate;
float _eyeballPitch[2];
float _eyeballYaw [2];
float _eyebrowPitch[2];
float _eyebrowRoll [2];
float _eyeballScaleX;
float _eyeballScaleY;
float _eyeballScaleZ;
float _interPupilDistance;
float _interBrowDistance;
float _nominalPupilSize;
float _pupilSize;
float _mouthPitch;
float _mouthYaw;
float _mouthWidth;
float _mouthHeight;
float _pitchTarget;
float _yawTarget;
float _noiseEnvelope;
float _pupilConverge;
float _scale;
int _eyeContact;
float _browAudioLift;
eyeContactTargets _eyeContactTarget;
Orientation _orientation;
float _bodyYaw;
// Sound loudness information
float _lastLoudness;
float _averageLoudness;
float _audioAttack;
bool _looking;
glm::vec3 _gravity;
bool returnHeadToCenter;
float audioLoudness;
glm::vec3 skinColor;
glm::vec3 position;
glm::vec3 rotation;
float yaw;
float pitch;
float roll;
float pitchRate;
float yawRate;
float rollRate;
float noise;
float eyeballPitch[2];
float eyeballYaw [2];
float eyebrowPitch[2];
float eyebrowRoll [2];
float eyeballScaleX;
float eyeballScaleY;
float eyeballScaleZ;
float interPupilDistance;
float interBrowDistance;
float nominalPupilSize;
float pupilSize;
float mouthPitch;
float mouthYaw;
float mouthWidth;
float mouthHeight;
float leanForward;
float leanSideways;
float pitchTarget;
float yawTarget;
float noiseEnvelope;
float pupilConverge;
float scale;
int eyeContact;
float browAudioLift;
eyeContactTargets eyeContactTarget;
// Sound loudness information
float lastLoudness;
float averageLoudness;
float audioAttack;
GLUquadric* sphere;
GLUquadric* _sphere;
// Strength of return springs
float returnSpringScale;
// Strength of return springs
float _returnSpringScale;
// private methods
void previouseRenderEyeBalls();
void renderEyeBalls();
void debugRenderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition);
void updateEyePositions();
};
#endif

View file

@ -1,28 +1,28 @@
//
// Interface
//
// Allows you to connect to and see/hear the shared 3D space.
// Optionally uses serialUSB connection to get gyro data for head movement.
// Optionally gets UDP stream from transmitter to animate controller/hand.
//
// Usage: The interface client first attempts to contact a domain server to
// discover the appropriate audio, voxel, and avatar servers to contact.
// Right now, the default domain server is "highfidelity.below92.com"
// You can change the domain server to use your own by editing the
// DOMAIN_HOSTNAME or DOMAIN_IP strings in the file AgentList.cpp
//
//
// Welcome Aboard!
//
#include "Application.h"
#include "Log.h"
int main(int argc, const char * argv[]) {
Application app(argc, const_cast<char**>(argv));
printLog( "Created QT Application.\n" );
int exitCode = app.exec();
printLog("Normal exit.\n");
return exitCode;
}
//
// Interface
//
// Allows you to connect to and see/hear the shared 3D space.
// Optionally uses serialUSB connection to get gyro data for head movement.
// Optionally gets UDP stream from transmitter to animate controller/hand.
//
// Usage: The interface client first attempts to contact a domain server to
// discover the appropriate audio, voxel, and avatar servers to contact.
// Right now, the default domain server is "highfidelity.below92.com"
// You can change the domain server to use your own by editing the
// DOMAIN_HOSTNAME or DOMAIN_IP strings in the file AgentList.cpp
//
//
// Welcome Aboard!
//
#include "Application.h"
#include "Log.h"
int main(int argc, const char * argv[]) {
Application app(argc, const_cast<char**>(argv));
printLog( "Created QT Application.\n" );
int exitCode = app.exec();
printLog("Normal exit.\n");
return exitCode;
}

View file

@ -25,6 +25,15 @@ void Orientation::setToIdentity() {
front = glm::vec3(IDENTITY_FRONT);
}
void Orientation::setToPitchYawRoll(float pitch_change, float yaw_change, float roll_change) {
setToIdentity();
pitch(pitch_change);
yaw (yaw_change);
roll (roll_change);
}
void Orientation::set(Orientation o) {
quat = o.quat;
@ -93,10 +102,10 @@ void Orientation::roll(float angle) {
}
}
void Orientation::rotate(float p, float y, float r) {
pitch(p);
yaw (y);
roll (r);
void Orientation::rotate(float pitch_change, float yaw_change, float roll_change) {
pitch(pitch_change);
yaw (yaw_change);
roll (roll_change);
}
void Orientation::rotate(glm::vec3 eulerAngles) {

View file

@ -22,11 +22,12 @@ public:
Orientation();
void set(Orientation);
void setToPitchYawRoll(float pitch_change, float yaw_change, float roll_change);
void setToIdentity();
void pitch(float p);
void yaw (float y);
void roll (float r);
void pitch(float pitch_change);
void yaw (float yaw_change);
void roll (float roll_change);
void rotate(float pitch, float yaw, float roll);
void rotate(glm::vec3 EulerAngles);