Merge pull request #5252 from ctrlaltdavid/20601

DO NOT MERGE - QA for #20601 - Fix and improve eye gaze
This commit is contained in:
Philip Rosedale 2015-07-08 11:37:40 -07:00
commit 574758eae9
7 changed files with 82 additions and 57 deletions

View file

@ -2304,38 +2304,42 @@ void Application::updateMyAvatarLookAtPosition() {
bool isLookingAtSomeone = false;
glm::vec3 lookAtSpot;
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
// When I am in mirror mode, just look right at the camera (myself)
// When I am in mirror mode, just look right at the camera (myself); don't switch gaze points because when physically
// looking in a mirror one's eyes appear steady.
if (!OculusManager::isConnected()) {
lookAtSpot = _myCamera.getPosition();
} else {
if (_myAvatar->isLookingAtLeftEye()) {
lookAtSpot = OculusManager::getLeftEyePosition();
} else {
lookAtSpot = OculusManager::getRightEyePosition();
}
lookAtSpot = _myCamera.getPosition() + OculusManager::getMidEyePosition();
}
} else {
AvatarSharedPointer lookingAt = _myAvatar->getLookAtTargetAvatar().lock();
if (lookingAt && _myAvatar != lookingAt.get()) {
isLookingAtSomeone = true;
// If I am looking at someone else, look directly at one of their eyes
if (tracker && !tracker->isMuted()) {
// 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.get())->getHead()->getRightEyePosition();
} else {
// Look at their left eye
lookAtSpot = static_cast<Avatar*>(lookingAt.get())->getHead()->getLeftEyePosition();
isLookingAtSomeone = true;
Head* lookingAtHead = static_cast<Avatar*>(lookingAt.get())->getHead();
const float MAXIMUM_FACE_ANGLE = 65.0f * RADIANS_PER_DEGREE;
glm::vec3 lookingAtFaceOrientation = lookingAtHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT;
glm::vec3 fromLookingAtToMe = glm::normalize(_myAvatar->getHead()->getEyePosition()
- lookingAtHead->getEyePosition());
float faceAngle = glm::angle(lookingAtFaceOrientation, fromLookingAtToMe);
if (faceAngle < MAXIMUM_FACE_ANGLE) {
// Randomly look back and forth between look targets
switch (_myAvatar->getEyeContactTarget()) {
case LEFT_EYE:
lookAtSpot = lookingAtHead->getLeftEyePosition();
break;
case RIGHT_EYE:
lookAtSpot = lookingAtHead->getRightEyePosition();
break;
case MOUTH:
lookAtSpot = lookingAtHead->getMouthPosition();
break;
}
} else {
// Need to add randomly looking back and forth between left and right eye for case with no tracker
if (_myAvatar->isLookingAtLeftEye()) {
lookAtSpot = static_cast<Avatar*>(lookingAt.get())->getHead()->getLeftEyePosition();
} else {
lookAtSpot = static_cast<Avatar*>(lookingAt.get())->getHead()->getRightEyePosition();
}
// Just look at their head (mid point between eyes)
lookAtSpot = lookingAtHead->getEyePosition();
}
} else {
// I am not looking at anyone else, so just look forward
@ -2343,14 +2347,13 @@ void Application::updateMyAvatarLookAtPosition() {
(_myAvatar->getHead()->getFinalOrientationInWorldFrame() * glm::vec3(0.0f, 0.0f, -TREE_SCALE));
}
}
//
// Deflect the eyes a bit to match the detected Gaze from 3D camera if active
//
if (tracker && !tracker->isMuted()) {
// Deflect the eyes a bit to match the detected gaze from Faceshift if active.
// DDE doesn't track eyes.
if (tracker && typeid(*tracker) == typeid(Faceshift) && !tracker->isMuted()) {
float eyePitch = tracker->getEstimatedEyePitch();
float eyeYaw = tracker->getEstimatedEyeYaw();
const float GAZE_DEFLECTION_REDUCTION_DURING_EYE_CONTACT = 0.1f;
// deflect using Faceshift gaze data
glm::vec3 origin = _myAvatar->getHead()->getEyePosition();
float pitchSign = (_myCamera.getMode() == CAMERA_MODE_MIRROR) ? -1.0f : 1.0f;
float deflection = DependencyManager::get<Faceshift>()->getEyeDeflection();

View file

@ -296,7 +296,7 @@ void Head::relaxLean(float deltaTime) {
void Head::render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum, bool postLighting) {
if (_renderLookatVectors) {
renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition());
renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition());
}
}
@ -324,7 +324,7 @@ glm::vec3 Head::getCorrectedLookAtPosition() {
}
void Head::setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition) {
_isLookingAtMe = true;
_isLookingAtMe = true;
_correctedLookAtPosition = correctedLookAtPosition;
}

View file

@ -22,11 +22,6 @@
#include "InterfaceConfig.h"
#include "world.h"
enum eyeContactTargets {
LEFT_EYE,
RIGHT_EYE,
MOUTH
};
const float EYE_EAR_GAP = 0.08f;
@ -77,6 +72,7 @@ public:
const glm::vec3& getLeftEyePosition() const { return _leftEyePosition; }
glm::vec3 getRightEarPosition() const { return _rightEyePosition + (getRightDirection() * EYE_EAR_GAP) + (getFrontDirection() * -EYE_EAR_GAP); }
glm::vec3 getLeftEarPosition() const { return _leftEyePosition + (getRightDirection() * -EYE_EAR_GAP) + (getFrontDirection() * -EYE_EAR_GAP); }
glm::vec3 getMouthPosition() const { return _eyePosition - getUpDirection() * glm::length(_rightEyePosition - _leftEyePosition); }
FaceModel& getFaceModel() { return _faceModel; }
const FaceModel& getFaceModel() const { return _faceModel; }
@ -148,7 +144,7 @@ private:
FaceModel _faceModel;
glm::vec3 _correctedLookAtPosition;
int _leftEyeLookAtID;
int _rightEyeLookAtID;

View file

@ -34,6 +34,9 @@
#include <TextRenderer.h>
#include <UserActivityLogger.h>
#include "devices/Faceshift.h"
#include "devices/OculusManager.h"
#include "Application.h"
#include "AvatarManager.h"
#include "Environment.h"
@ -42,7 +45,6 @@
#include "MyAvatar.h"
#include "Physics.h"
#include "Recorder.h"
#include "devices/Faceshift.h"
#include "Util.h"
#include "InterfaceLogging.h"
@ -97,7 +99,7 @@ MyAvatar::MyAvatar() :
_shouldRender(true),
_billboardValid(false),
_feetTouchFloor(true),
_isLookingAtLeftEye(true),
_eyeContactTarget(LEFT_EYE),
_realWorldFieldOfView("realWorldFieldOfView",
DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES),
_firstPersonSkeletonModel(this),
@ -884,7 +886,6 @@ void MyAvatar::updateLookAtTargetAvatar() {
const float KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR = 1.3f;
const float GREATEST_LOOKING_AT_DISTANCE = 10.0f;
int howManyLookingAtMe = 0;
foreach (const AvatarSharedPointer& avatarPointer, DependencyManager::get<AvatarManager>()->getAvatarHash()) {
Avatar* avatar = static_cast<Avatar*>(avatarPointer.get());
bool isCurrentTarget = avatar->getIsLookAtTarget();
@ -897,17 +898,22 @@ void MyAvatar::updateLookAtTargetAvatar() {
_targetAvatarPosition = avatarPointer->getPosition();
smallestAngleTo = angleTo;
}
// Check if this avatar is looking at me, and fix their gaze on my camera if so
if (Application::getInstance()->isLookingAtMyAvatar(avatar)) {
howManyLookingAtMe++;
// Have that avatar look directly at my camera
// Philip TODO: correct to look at left/right eye
if (qApp->isHMDMode()) {
avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition());
// FIXME what is the point of this?
// avatar->getHead()->setCorrectedLookAtPosition(OculusManager::getLeftEyePosition());
// Alter their gaze to look directly at my camera; this looks more natural than looking at my avatar's face.
// Offset their gaze according to whether they're looking at one of my eyes or my mouth.
glm::vec3 gazeOffset = avatar->getHead()->getLookAtPosition() - getHead()->getEyePosition();
const float HUMAN_EYE_SEPARATION = 0.065f;
float myEyeSeparation = glm::length(getHead()->getLeftEyePosition() - getHead()->getRightEyePosition());
gazeOffset = gazeOffset * HUMAN_EYE_SEPARATION / myEyeSeparation;
if (Application::getInstance()->isHMDMode()) {
//avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getCamera()->getPosition()
// + OculusManager::getMidEyePosition() + gazeOffset);
avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition()
+ OculusManager::getMidEyePosition() + gazeOffset);
} else {
avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition());
avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition()
+ gazeOffset);
}
} else {
avatar->getHead()->clearCorrectedLookAtPosition();
@ -924,12 +930,24 @@ void MyAvatar::clearLookAtTargetAvatar() {
_lookAtTargetAvatar.reset();
}
bool MyAvatar::isLookingAtLeftEye() {
float const CHANCE_OF_CHANGING_EYE = 0.01f;
if (randFloat() < CHANCE_OF_CHANGING_EYE) {
_isLookingAtLeftEye = !_isLookingAtLeftEye;
eyeContactTarget MyAvatar::getEyeContactTarget() {
float const CHANCE_OF_CHANGING_TARGET = 0.01f;
if (randFloat() < CHANCE_OF_CHANGING_TARGET) {
float const FIFTY_FIFTY_CHANCE = 0.5f;
switch (_eyeContactTarget) {
case LEFT_EYE:
_eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? MOUTH : RIGHT_EYE;
break;
case RIGHT_EYE:
_eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? LEFT_EYE : MOUTH;
break;
case MOUTH:
_eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? RIGHT_EYE : LEFT_EYE;
break;
}
}
return _isLookingAtLeftEye;
return _eyeContactTarget;
}
glm::vec3 MyAvatar::getDefaultEyePosition() const {

View file

@ -19,6 +19,12 @@
class ModelItemID;
enum eyeContactTarget {
LEFT_EYE,
RIGHT_EYE,
MOUTH
};
class MyAvatar : public Avatar {
Q_OBJECT
Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally)
@ -94,7 +100,7 @@ public:
bool isMyAvatar() const { return true; }
bool isLookingAtLeftEye();
eyeContactTarget getEyeContactTarget();
virtual int parseDataAtOffset(const QByteArray& packet, int offset);
@ -252,7 +258,7 @@ private:
QList<AnimationHandlePointer> _animationHandles;
bool _feetTouchFloor;
bool _isLookingAtLeftEye;
eyeContactTarget _eyeContactTarget;
RecorderPointer _recorder;

View file

@ -283,6 +283,7 @@ static ovrVector3f _eyeOffsets[ovrEye_Count];
glm::vec3 OculusManager::getLeftEyePosition() { return _eyePositions[ovrEye_Left]; }
glm::vec3 OculusManager::getRightEyePosition() { return _eyePositions[ovrEye_Right]; }
glm::vec3 OculusManager::getMidEyePosition() { return (_eyePositions[ovrEye_Left] + _eyePositions[ovrEye_Right]) / 2.0f; }
void OculusManager::connect(QOpenGLContext* shareContext) {
qCDebug(interfaceapp) << "Oculus SDK" << OVR_VERSION_STRING;
@ -692,13 +693,13 @@ void OculusManager::display(QGLWidget * glCanvas, RenderArgs* renderArgs, const
_eyeRenderPoses[eye] = eyePoses[eye];
// Set the camera rotation for this eye
vec3 eyePosition = toGlm(_eyeRenderPoses[eye].Position);
eyePosition = whichCamera.getRotation() * eyePosition;
_eyePositions[eye] = toGlm(_eyeRenderPoses[eye].Position);
_eyePositions[eye] = whichCamera.getRotation() * _eyePositions[eye];
quat eyeRotation = toGlm(_eyeRenderPoses[eye].Orientation);
// Update our camera to what the application camera is doing
_camera->setRotation(whichCamera.getRotation() * eyeRotation);
_camera->setPosition(whichCamera.getPosition() + eyePosition);
_camera->setPosition(whichCamera.getPosition() + _eyePositions[eye]);
configureCamera(*_camera);
_camera->update(1.0f / Application::getInstance()->getFps());

View file

@ -47,6 +47,7 @@ public:
static glm::vec3 getLeftEyePosition();
static glm::vec3 getRightEyePosition();
static glm::vec3 getMidEyePosition();
static int getHMDScreen();