mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 18:23:54 +02:00
Merge pull request #6205 from hyperlogic/tony/eye-lookat-fix
Fixes locally rendered eye gaze
This commit is contained in:
commit
697b9fb60b
3 changed files with 47 additions and 57 deletions
|
@ -114,15 +114,12 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
if (_owningAvatar->isMyAvatar()) {
|
||||
_rig->computeMotionAnimationState(deltaTime, _owningAvatar->getPosition(), _owningAvatar->getVelocity(), _owningAvatar->getOrientation());
|
||||
}
|
||||
Model::updateRig(deltaTime, parentTransform);
|
||||
Head* head = _owningAvatar->getHead();
|
||||
if (_owningAvatar->isMyAvatar()) {
|
||||
MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
|
||||
Rig::HeadParameters headParams;
|
||||
headParams.modelRotation = getRotation();
|
||||
headParams.modelTranslation = getTranslation();
|
||||
headParams.enableLean = qApp->getAvatarUpdater()->isHMDMode();
|
||||
headParams.leanSideways = head->getFinalLeanSideways();
|
||||
headParams.leanForward = head->getFinalLeanForward();
|
||||
|
@ -156,19 +153,13 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
headParams.worldHeadOrientation = head->getFinalOrientationInWorldFrame();
|
||||
}
|
||||
|
||||
headParams.eyeLookAt = head->getLookAtPosition();
|
||||
headParams.eyeSaccade = head->getSaccade();
|
||||
headParams.leanJointIndex = geometry.leanJointIndex;
|
||||
headParams.neckJointIndex = geometry.neckJointIndex;
|
||||
headParams.leftEyeJointIndex = geometry.leftEyeJointIndex;
|
||||
headParams.rightEyeJointIndex = geometry.rightEyeJointIndex;
|
||||
|
||||
headParams.isTalking = head->getTimeWithoutTalking() <= 1.5f;
|
||||
|
||||
_rig->updateFromHeadParameters(headParams, deltaTime);
|
||||
|
||||
Rig::HandParameters handParams;
|
||||
|
||||
const PalmData* leftPalm = getPalmWithIndex(myAvatar->getHand(), LEFT_HAND_INDEX);
|
||||
if (leftPalm && leftPalm->isActive()) {
|
||||
handParams.isLeftEnabled = true;
|
||||
|
@ -191,7 +182,28 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
|
||||
_rig->updateFromHandParameters(handParams, deltaTime);
|
||||
|
||||
// evaluate AnimGraph animation and update jointStates.
|
||||
Model::updateRig(deltaTime, parentTransform);
|
||||
|
||||
Rig::EyeParameters eyeParams;
|
||||
eyeParams.worldHeadOrientation = headParams.worldHeadOrientation;
|
||||
eyeParams.eyeLookAt = head->getLookAtPosition();
|
||||
eyeParams.eyeSaccade = head->getSaccade();
|
||||
eyeParams.modelRotation = getRotation();
|
||||
eyeParams.modelTranslation = getTranslation();
|
||||
eyeParams.leftEyeJointIndex = geometry.leftEyeJointIndex;
|
||||
eyeParams.rightEyeJointIndex = geometry.rightEyeJointIndex;
|
||||
|
||||
_rig->updateFromEyeParameters(eyeParams);
|
||||
|
||||
// rebuild the jointState transform for the eyes only
|
||||
_rig->updateJointState(eyeParams.leftEyeJointIndex, parentTransform);
|
||||
_rig->updateJointState(eyeParams.rightEyeJointIndex, parentTransform);
|
||||
|
||||
} else {
|
||||
|
||||
Model::updateRig(deltaTime, parentTransform);
|
||||
|
||||
// This is a little more work than we really want.
|
||||
//
|
||||
// Other avatars joint, including their eyes, should already be set just like any other joints
|
||||
|
@ -208,9 +220,16 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
head->setBasePitch(glm::degrees(-eulers.x));
|
||||
head->setBaseYaw(glm::degrees(eulers.y));
|
||||
head->setBaseRoll(glm::degrees(-eulers.z));
|
||||
_rig->updateEyeJoints(geometry.leftEyeJointIndex, geometry.rightEyeJointIndex,
|
||||
getTranslation(), getRotation(),
|
||||
head->getFinalOrientationInWorldFrame(), head->getCorrectedLookAtPosition());
|
||||
|
||||
Rig::EyeParameters eyeParams;
|
||||
eyeParams.worldHeadOrientation = head->getFinalOrientationInWorldFrame();
|
||||
eyeParams.eyeLookAt = head->getCorrectedLookAtPosition();
|
||||
eyeParams.eyeSaccade = glm::vec3();
|
||||
eyeParams.modelRotation = getRotation();
|
||||
eyeParams.modelTranslation = getTranslation();
|
||||
eyeParams.leftEyeJointIndex = geometry.leftEyeJointIndex;
|
||||
eyeParams.rightEyeJointIndex = geometry.rightEyeJointIndex;
|
||||
_rig->updateFromEyeParameters(eyeParams);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -22,34 +22,6 @@
|
|||
#include "AnimSkeleton.h"
|
||||
#include "IKTarget.h"
|
||||
|
||||
|
||||
void Rig::HeadParameters::dump() const {
|
||||
qCDebug(animation, "HeadParameters =");
|
||||
qCDebug(animation, " leanSideways = %0.5f", (double)leanSideways);
|
||||
qCDebug(animation, " leanForward = %0.5f", (double)leanForward);
|
||||
qCDebug(animation, " torsoTwist = %0.5f", (double)torsoTwist);
|
||||
glm::vec3 axis = glm::axis(localHeadOrientation);
|
||||
float theta = glm::angle(localHeadOrientation);
|
||||
qCDebug(animation, " localHeadOrientation axis = (%.5f, %.5f, %.5f), theta = %0.5f", (double)axis.x, (double)axis.y, (double)axis.z, (double)theta);
|
||||
axis = glm::axis(worldHeadOrientation);
|
||||
theta = glm::angle(worldHeadOrientation);
|
||||
qCDebug(animation, " localHead pitch = %.5f, yaw = %.5f, roll = %.5f", (double)localHeadPitch, (double)localHeadYaw, (double)localHeadRoll);
|
||||
qCDebug(animation, " localHeadPosition = (%.5f, %.5f, %.5f)", (double)localHeadPosition.x, (double)localHeadPosition.y, (double)localHeadPosition.z);
|
||||
qCDebug(animation, " isInHMD = %s", isInHMD ? "true" : "false");
|
||||
qCDebug(animation, " worldHeadOrientation axis = (%.5f, %.5f, %.5f), theta = %0.5f", (double)axis.x, (double)axis.y, (double)axis.z, (double)theta);
|
||||
axis = glm::axis(modelRotation);
|
||||
theta = glm::angle(modelRotation);
|
||||
qCDebug(animation, " modelRotation axis = (%.5f, %.5f, %.5f), theta = %0.5f", (double)axis.x, (double)axis.y, (double)axis.z, (double)theta);
|
||||
qCDebug(animation, " modelTranslation = (%.5f, %.5f, %.5f)", (double)modelTranslation.x, (double)modelTranslation.y, (double)modelTranslation.z);
|
||||
qCDebug(animation, " eyeLookAt = (%.5f, %.5f, %.5f)", (double)eyeLookAt.x, (double)eyeLookAt.y, (double)eyeLookAt.z);
|
||||
qCDebug(animation, " eyeSaccade = (%.5f, %.5f, %.5f)", (double)eyeSaccade.x, (double)eyeSaccade.y, (double)eyeSaccade.z);
|
||||
qCDebug(animation, " leanJointIndex = %.d", leanJointIndex);
|
||||
qCDebug(animation, " neckJointIndex = %.d", neckJointIndex);
|
||||
qCDebug(animation, " leftEyeJointIndex = %.d", leftEyeJointIndex);
|
||||
qCDebug(animation, " rightEyeJointIndex = %.d", rightEyeJointIndex);
|
||||
qCDebug(animation, " isTalking = %s", isTalking ? "true" : "false");
|
||||
}
|
||||
|
||||
void insertSorted(QList<AnimationHandlePointer>& handles, const AnimationHandlePointer& handle) {
|
||||
for (QList<AnimationHandlePointer>::iterator it = handles.begin(); it != handles.end(); it++) {
|
||||
if (handle->getPriority() > (*it)->getPriority()) {
|
||||
|
@ -981,8 +953,6 @@ void Rig::updateFromHeadParameters(const HeadParameters& params, float dt) {
|
|||
_animVars.unset("lean");
|
||||
}
|
||||
updateNeckJoint(params.neckJointIndex, params);
|
||||
updateEyeJoints(params.leftEyeJointIndex, params.rightEyeJointIndex, params.modelTranslation, params.modelRotation,
|
||||
params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
|
||||
|
||||
if (_enableAnimGraph) {
|
||||
_animVars.set("isTalking", params.isTalking);
|
||||
|
@ -990,6 +960,13 @@ void Rig::updateFromHeadParameters(const HeadParameters& params, float dt) {
|
|||
}
|
||||
}
|
||||
|
||||
void Rig::updateFromEyeParameters(const EyeParameters& params) {
|
||||
updateEyeJoint(params.leftEyeJointIndex, params.modelTranslation, params.modelRotation,
|
||||
params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
|
||||
updateEyeJoint(params.rightEyeJointIndex, params.modelTranslation, params.modelRotation,
|
||||
params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
|
||||
}
|
||||
|
||||
static const glm::vec3 X_AXIS(1.0f, 0.0f, 0.0f);
|
||||
static const glm::vec3 Y_AXIS(0.0f, 1.0f, 0.0f);
|
||||
static const glm::vec3 Z_AXIS(0.0f, 0.0f, 1.0f);
|
||||
|
@ -1145,12 +1122,6 @@ void Rig::updateNeckJoint(int index, const HeadParameters& params) {
|
|||
}
|
||||
}
|
||||
|
||||
void Rig::updateEyeJoints(int leftEyeIndex, int rightEyeIndex, const glm::vec3& modelTranslation, const glm::quat& modelRotation,
|
||||
const glm::quat& worldHeadOrientation, const glm::vec3& lookAtSpot, const glm::vec3& saccade) {
|
||||
updateEyeJoint(leftEyeIndex, modelTranslation, modelRotation, worldHeadOrientation, lookAtSpot, saccade);
|
||||
updateEyeJoint(rightEyeIndex, modelTranslation, modelRotation, worldHeadOrientation, lookAtSpot, saccade);
|
||||
}
|
||||
|
||||
void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::quat& worldHeadOrientation, const glm::vec3& lookAtSpot, const glm::vec3& saccade) {
|
||||
if (index >= 0 && _jointStates[index].getParentIndex() >= 0) {
|
||||
auto& state = _jointStates[index];
|
||||
|
|
|
@ -57,24 +57,26 @@ public:
|
|||
float leanForward = 0.0f; // degrees
|
||||
float torsoTwist = 0.0f; // degrees
|
||||
bool enableLean = false;
|
||||
glm::quat modelRotation = glm::quat();
|
||||
glm::quat worldHeadOrientation = glm::quat();
|
||||
glm::quat localHeadOrientation = glm::quat();
|
||||
float localHeadPitch = 0.0f; // degrees
|
||||
float localHeadYaw = 0.0f; // degrees
|
||||
float localHeadRoll = 0.0f; // degrees
|
||||
glm::vec3 localHeadPosition = glm::vec3();
|
||||
bool isInHMD = false;
|
||||
int leanJointIndex = -1;
|
||||
int neckJointIndex = -1;
|
||||
bool isTalking = false;
|
||||
};
|
||||
|
||||
struct EyeParameters {
|
||||
glm::quat worldHeadOrientation = glm::quat();
|
||||
glm::vec3 eyeLookAt = glm::vec3(); // world space
|
||||
glm::vec3 eyeSaccade = glm::vec3(); // world space
|
||||
glm::vec3 modelTranslation = glm::vec3();
|
||||
int leanJointIndex = -1;
|
||||
int neckJointIndex = -1;
|
||||
glm::quat modelRotation = glm::quat();
|
||||
int leftEyeJointIndex = -1;
|
||||
int rightEyeJointIndex = -1;
|
||||
bool isTalking = false;
|
||||
|
||||
void dump() const;
|
||||
};
|
||||
|
||||
struct HandParameters {
|
||||
|
@ -185,9 +187,7 @@ public:
|
|||
bool getEnableAnimGraph() const { return _enableAnimGraph; }
|
||||
|
||||
void updateFromHeadParameters(const HeadParameters& params, float dt);
|
||||
void updateEyeJoints(int leftEyeIndex, int rightEyeIndex, const glm::vec3& modelTranslation, const glm::quat& modelRotation,
|
||||
const glm::quat& worldHeadOrientation, const glm::vec3& lookAtSpot, const glm::vec3& saccade = glm::vec3(0.0f));
|
||||
|
||||
void updateFromEyeParameters(const EyeParameters& params);
|
||||
void updateFromHandParameters(const HandParameters& params, float dt);
|
||||
|
||||
virtual void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
|
||||
|
|
Loading…
Reference in a new issue