math fixes, cleanups

This commit is contained in:
Seth Alves 2017-04-03 15:30:06 -07:00
parent 2a43c41954
commit 55c2d36752
2 changed files with 14 additions and 14 deletions

View file

@ -71,6 +71,7 @@ void Head::reset() {
}
void Head::simulate(float deltaTime, bool isMine) {
const float NORMAL_HZ = 60.0f; // the update rate the constant values were tuned for
// Update audio trailing average for rendering facial animations
const float AUDIO_AVERAGING_SECS = 0.05f;
@ -80,8 +81,7 @@ void Head::simulate(float deltaTime, bool isMine) {
if (_longTermAverageLoudness == -1.0f) {
_longTermAverageLoudness = _averageLoudness;
} else {
_longTermAverageLoudness = glm::mix(_longTermAverageLoudness, _averageLoudness,
glm::min(deltaTime / AUDIO_LONG_TERM_AVERAGING_SECS, 1.0f));
_longTermAverageLoudness = glm::mix(_longTermAverageLoudness, _averageLoudness, glm::min(deltaTime / AUDIO_LONG_TERM_AVERAGING_SECS, 1.0f));
}
if (isMine) {
@ -152,7 +152,7 @@ void Head::simulate(float deltaTime, bool isMine) {
}
// Update audio attack data for facial animation (eyebrows and mouth)
const float audioAttackAveragingRate = (10.0f - deltaTime * 90.0f) / 10.0f; // --> 0.9 at 90 Hz
float audioAttackAveragingRate = (10.0f - deltaTime * NORMAL_HZ) / 10.0f; // --> 0.9 at 60 Hz
_audioAttack = audioAttackAveragingRate * _audioAttack +
(1.0f - audioAttackAveragingRate) * fabs((_audioLoudness - _longTermAverageLoudness) - _lastLoudness);
_lastLoudness = (_audioLoudness - _longTermAverageLoudness);
@ -172,9 +172,8 @@ void Head::simulate(float deltaTime, bool isMine) {
// 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(fabs(_averageLoudness - _longTermAverageLoudness)) *
ROOT_LOUDNESS_TO_BLINK_INTERVAL) / BASE_BLINK_RATE, deltaTime))) {
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 + randFloat() * BLINK_SPEED_VARIABILITY;
_rightEyeBlinkVelocity = BLINK_SPEED + randFloat() * BLINK_SPEED_VARIABILITY;
if (randFloat() < 0.5f) {
@ -238,7 +237,7 @@ void Head::calculateMouthShapes(float deltaTime) {
const float JAW_OPEN_SCALE = 0.015f;
const float JAW_OPEN_RATE = 0.9f;
const float JAW_CLOSE_RATE = 0.90f;
const float TIMESTEP_CONSTANT = 0.288f;
const float TIMESTEP_CONSTANT = 0.0032f;
const float MMMM_POWER = 0.10f;
const float SMILE_POWER = 0.10f;
const float FUNNEL_POWER = 0.35f;
@ -246,21 +245,24 @@ void Head::calculateMouthShapes(float deltaTime) {
const float SMILE_SPEED = 1.0f;
const float FUNNEL_SPEED = 2.335f;
const float STOP_GAIN = 5.0f;
const float NORMAL_HZ = 60.0f; // the update rate the constant values were tuned for
float deltaTimeRatio = deltaTime / (1.0f / NORMAL_HZ);
// From the change in loudness, decide how much to open or close the jaw
float audioDelta = sqrtf(glm::max(_averageLoudness - _longTermAverageLoudness, 0.0f)) * JAW_OPEN_SCALE;
if (audioDelta > _audioJawOpen) {
_audioJawOpen += (audioDelta - _audioJawOpen) * JAW_OPEN_RATE * deltaTime;
_audioJawOpen += (audioDelta - _audioJawOpen) * JAW_OPEN_RATE * deltaTimeRatio;
} else {
_audioJawOpen *= JAW_CLOSE_RATE * deltaTime;
_audioJawOpen *= powf(JAW_CLOSE_RATE, deltaTimeRatio);
}
_audioJawOpen = glm::clamp(_audioJawOpen, 0.0f, 1.0f);
_trailingAudioJawOpen = glm::mix(_trailingAudioJawOpen, _audioJawOpen, 0.99f);
float trailingAudioJawOpenRatio = (100.0f - deltaTime * NORMAL_HZ) / 100.0f; // --> 0.99 at 60 Hz
_trailingAudioJawOpen = glm::mix(_trailingAudioJawOpen, _audioJawOpen, trailingAudioJawOpenRatio);
// Advance time at a rate proportional to loudness, and move the mouth shapes through
// a cycle at differing speeds to create a continuous random blend of shapes.
_mouthTime += sqrtf(_averageLoudness) * TIMESTEP_CONSTANT * deltaTime;
_mouthTime += sqrtf(_averageLoudness) * TIMESTEP_CONSTANT * deltaTimeRatio;
_mouth2 = (sinf(_mouthTime * MMMM_SPEED) + 1.0f) * MMMM_POWER * glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN);
_mouth3 = (sinf(_mouthTime * FUNNEL_SPEED) + 1.0f) * FUNNEL_POWER * glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN);
_mouth4 = (sinf(_mouthTime * SMILE_SPEED) + 1.0f) * SMILE_POWER * glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN);

View file

@ -114,8 +114,6 @@ private:
float _mouth2;
float _mouth3;
float _mouth4;
quint64 _calculateMouthShapesTime { 0 };
float _mouthTime;
glm::vec3 _saccade;