mirror of
https://github.com/overte-org/overte.git
synced 2025-08-17 02:25:13 +02:00
I just did a headotomy (removed all head-related stuff from Avatar and made it its own class)
This commit is contained in:
parent
2032264e7e
commit
7fc2756257
4 changed files with 568 additions and 130 deletions
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@ -11,6 +11,7 @@
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#include <lodepng.h>
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#include <SharedUtil.h>
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#include "Avatar.h"
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#include "Head.h"
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#include "Log.h"
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#include "ui/TextRenderer.h"
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#include <AgentList.h>
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@ -23,12 +24,12 @@ const bool BALLS_ON = false;
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const bool USING_AVATAR_GRAVITY = true;
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const float GRAVITY_SCALE = 10.0f;
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const float BOUNCE = 0.3f;
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const float DECAY = 0.1;
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//const float DECAY = 0.1;
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const float THRUST_MAG = 1200.0;
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const float YAW_MAG = 500.0;
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const float BODY_SPIN_FRICTION = 5.0;
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const float BODY_UPRIGHT_FORCE = 10.0;
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const float BODY_PITCH_WHILE_WALKING = 30.0;
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const float BODY_PITCH_WHILE_WALKING = 40.0;
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const float BODY_ROLL_WHILE_TURNING = 0.1;
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const float VELOCITY_DECAY = 5.0;
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const float MY_HAND_HOLDING_PULL = 0.2;
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@ -66,14 +67,16 @@ float browThickness = 0.16;
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bool usingBigSphereCollisionTest = true;
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char iris_texture_file[] = "resources/images/green_eye.png";
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//char iris_texture_file[] = "resources/images/green_eye.png";
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float chatMessageScale = 0.0015;
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float chatMessageHeight = 0.45;
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/*
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vector<unsigned char> iris_texture;
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unsigned int iris_texture_width = 512;
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unsigned int iris_texture_height = 256;
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*/
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Avatar::Avatar(bool isMine) {
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@ -104,43 +107,8 @@ Avatar::Avatar(bool isMine) {
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = false;
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_head.pupilSize = 0.10;
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_head.interPupilDistance = 0.6;
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_head.interBrowDistance = 0.75;
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_head.nominalPupilSize = 0.10;
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_head.pitchRate = 0.0;
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_head.yawRate = 0.0;
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_head.rollRate = 0.0;
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_head.eyebrowPitch[0] = -30;
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_head.eyebrowPitch[1] = -30;
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_head.eyebrowRoll [0] = 20;
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_head.eyebrowRoll [1] = -20;
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_head.mouthPitch = 0;
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_head.mouthYaw = 0;
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_head.mouthWidth = 1.0;
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_head.mouthHeight = 0.2;
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_head.eyeballPitch[0] = 0;
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_head.eyeballPitch[1] = 0;
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_head.eyeballScaleX = 1.2;
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_head.eyeballScaleY = 1.5;
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_head.eyeballScaleZ = 1.0;
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_head.eyeballYaw[0] = 0;
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_head.eyeballYaw[1] = 0;
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_head.pitchTarget = 0;
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_head.yawTarget = 0;
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_head.noiseEnvelope = 1.0;
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_head.pupilConverge = 10.0;
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_head.leanForward = 0.0;
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_head.leanSideways = 0.0;
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_head.eyeContact = 1;
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_head.eyeContactTarget = LEFT_EYE;
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_head.scale = 1.0;
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_head.audioAttack = 0.0;
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_head.averageLoudness = 0.0;
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_head.lastLoudness = 0.0;
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_head.browAudioLift = 0.0;
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_head.noise = 0;
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_head.returnSpringScale = 1.0;
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_head.initialize();
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_movedHandOffset = glm::vec3(0.0f, 0.0f, 0.0f);
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_renderYaw = 0.0;
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_renderPitch = 0.0;
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@ -153,6 +121,7 @@ Avatar::Avatar(bool isMine) {
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_avatarTouch.setReachableRadius(0.6);
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/*
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if (iris_texture.size() == 0) {
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switchToResourcesParentIfRequired();
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unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
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@ -160,6 +129,7 @@ Avatar::Avatar(bool isMine) {
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printLog("error %u: %s\n", error, lodepng_error_text(error));
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}
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}
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*/
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if (BALLS_ON) { _balls = new Balls(100); }
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else { _balls = NULL; }
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@ -239,7 +209,8 @@ Avatar::Avatar(const Avatar &otherAvatar) {
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_distanceToNearestAvatar = otherAvatar._distanceToNearestAvatar;
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initializeSkeleton();
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/*
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if (iris_texture.size() == 0) {
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switchToResourcesParentIfRequired();
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unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
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@ -247,6 +218,7 @@ Avatar::Avatar(const Avatar &otherAvatar) {
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printLog("error %u: %s\n", error, lodepng_error_text(error));
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}
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}
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*/
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}
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Avatar::~Avatar() {
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@ -452,8 +424,53 @@ void Avatar::simulate(float deltaTime) {
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}
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}
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// Get head position data from network for other people
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if (!_isMine) {
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_head.leanSideways = getHeadLeanSideways();
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_head.leanForward = getHeadLeanForward();
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}
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//apply the head lean values to the springy position...
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if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
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glm::vec3 headLean =
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_orientation.getRight() * _head.leanSideways +
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_orientation.getFront() * _head.leanForward;
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// this is not a long-term solution, but it works ok for initial purposes of making the avatar lean
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_joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f;
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_joint[ AVATAR_JOINT_CHEST ].springyPosition += headLean * 0.4f;
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_joint[ AVATAR_JOINT_NECK_BASE ].springyPosition += headLean * 0.7f;
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_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition += headLean * 1.0f;
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_joint[ AVATAR_JOINT_LEFT_COLLAR ].springyPosition += headLean * 0.6f;
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_joint[ AVATAR_JOINT_LEFT_SHOULDER ].springyPosition += headLean * 0.6f;
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_joint[ AVATAR_JOINT_LEFT_ELBOW ].springyPosition += headLean * 0.2f;
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_joint[ AVATAR_JOINT_LEFT_WRIST ].springyPosition += headLean * 0.1f;
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_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].springyPosition += headLean * 0.0f;
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_joint[ AVATAR_JOINT_RIGHT_COLLAR ].springyPosition += headLean * 0.6f;
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_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].springyPosition += headLean * 0.6f;
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_joint[ AVATAR_JOINT_RIGHT_ELBOW ].springyPosition += headLean * 0.2f;
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_joint[ AVATAR_JOINT_RIGHT_WRIST ].springyPosition += headLean * 0.1f;
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition += headLean * 0.0f;
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}
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// update head state
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updateHead(deltaTime);
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//updateHead(deltaTime);
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_head.setPositionRotationAndScale
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(
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_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition,
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glm::vec3(_headYaw, _headPitch, _headRoll),
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_joint[ AVATAR_JOINT_HEAD_BASE ].radius
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);
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_head.setAudioLoudness(_audioLoudness);
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_head.setSkinColor(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));
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_head.simulate(deltaTime, _isMine);
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// use speed and angular velocity to determine walking vs. standing
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if (_speed + fabs(_bodyYawDelta) > 0.2) {
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@ -463,7 +480,6 @@ void Avatar::simulate(float deltaTime) {
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}
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}
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void Avatar::updateHandMovementAndTouching(float deltaTime) {
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// reset hand and arm positions according to hand movement
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@ -540,7 +556,6 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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_avatarTouch.setHoldingHands(false);
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}
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//if holding hands, apply the appropriate forces
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if (_avatarTouch.getHoldingHands()) {
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position +=
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@ -549,8 +564,8 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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- _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
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) * 0.5f;
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if (distanceBetweenOurHands > 0.2) {
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float force = 700.0f * deltaTime;
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if (distanceBetweenOurHands > 0.3) {
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float force = 10.0f * deltaTime;
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if (force > 1.0f) {force = 1.0f;}
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_velocity += vectorFromMyHandToYourHand * force;
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}
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@ -579,37 +594,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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void Avatar::updateHead(float deltaTime) {
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// Get head position data from network for other people
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if (!_isMine) {
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_head.leanSideways = getHeadLeanSideways();
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_head.leanForward = getHeadLeanForward();
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}
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//apply the head lean values to the springy position...
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if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
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glm::vec3 headLean =
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_orientation.getRight() * _head.leanSideways +
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_orientation.getFront() * _head.leanForward;
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// this is not a long-term solution, but it works ok for initial purposes of making the avatar lean
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_joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f;
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_joint[ AVATAR_JOINT_CHEST ].springyPosition += headLean * 0.4f;
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_joint[ AVATAR_JOINT_NECK_BASE ].springyPosition += headLean * 0.7f;
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_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition += headLean * 1.0f;
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_joint[ AVATAR_JOINT_LEFT_COLLAR ].springyPosition += headLean * 0.6f;
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_joint[ AVATAR_JOINT_LEFT_SHOULDER ].springyPosition += headLean * 0.6f;
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_joint[ AVATAR_JOINT_LEFT_ELBOW ].springyPosition += headLean * 0.2f;
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_joint[ AVATAR_JOINT_LEFT_WRIST ].springyPosition += headLean * 0.1f;
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_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].springyPosition += headLean * 0.0f;
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_joint[ AVATAR_JOINT_RIGHT_COLLAR ].springyPosition += headLean * 0.6f;
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_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].springyPosition += headLean * 0.6f;
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_joint[ AVATAR_JOINT_RIGHT_ELBOW ].springyPosition += headLean * 0.2f;
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_joint[ AVATAR_JOINT_RIGHT_WRIST ].springyPosition += headLean * 0.1f;
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition += headLean * 0.0f;
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}
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/*
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// Decay head back to center if turned on
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if (_isMine && _returnHeadToCenter) {
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// Decay back toward center
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@ -712,6 +697,7 @@ void Avatar::updateHead(float deltaTime) {
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const float AUDIO_AVERAGING_SECS = 0.05;
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_head.averageLoudness = (1.f - deltaTime / AUDIO_AVERAGING_SECS) * _head.averageLoudness +
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(deltaTime / AUDIO_AVERAGING_SECS) * _audioLoudness;
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*/
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}
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@ -894,7 +880,8 @@ void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
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// render head
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if (_displayingHead) {
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renderHead(lookingInMirror);
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//renderHead(lookingInMirror);
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_head.render(lookingInMirror, _bodyYaw);
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}
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// if this is my avatar, then render my interactions with the other avatar
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@ -952,7 +939,10 @@ void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
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}
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}
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void Avatar::renderHead(bool lookingInMirror) {
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/*
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int side = 0;
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glEnable(GL_DEPTH_TEST);
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@ -1075,7 +1065,7 @@ void Avatar::renderHead(bool lookingInMirror) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gluQuadricOrientation(_sphere, GLU_OUTSIDE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iris_texture_width, iris_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &iris_texture[0]);
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iris_texture_width, iris_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &iris_texture[0]);
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}
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glPushMatrix();
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@ -1121,8 +1111,10 @@ void Avatar::renderHead(bool lookingInMirror) {
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glPopMatrix();
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*/
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}
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void Avatar::setHandMovementValues(glm::vec3 handOffset) {
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_movedHandOffset = handOffset;
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}
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@ -1479,10 +1471,12 @@ void Avatar::renderBody() {
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}
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}
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/*
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void Avatar::SetNewHeadTarget(float pitch, float yaw) {
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_head.pitchTarget = pitch;
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_head.yawTarget = yaw;
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}
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*/
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//
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// Process UDP interface data from Android transmitter or Google Glass
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@ -1522,12 +1516,12 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) {
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// If first packet received, note time, turn head spring return OFF, get start rotation
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gettimeofday(&_transmitterTimer, NULL);
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if (deviceType == DEVICE_GLASS) {
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setHeadReturnToCenter(true);
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_head.setReturnToCenter(true);
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setHeadSpringScale(10.f);
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printLog("Using Google Glass to drive head, springs ON.\n");
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} else {
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setHeadReturnToCenter(false);
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_head.setReturnToCenter(false);
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printLog("Using Transmitter %s to drive head, springs OFF.\n", device);
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}
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@ -18,8 +18,9 @@
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#include "InterfaceConfig.h"
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#include "SerialInterface.h"
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#include "Balls.h"
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#include "Head.h"
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enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
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//enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
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enum DriveKeys
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{
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float getAverageLoudness() {return _head.averageLoudness;};
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void setAverageLoudness(float al) {_head.averageLoudness = al;};
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void SetNewHeadTarget(float, float);
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//void SetNewHeadTarget(float, float);
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// Set what driving keys are being pressed to control thrust levels
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void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };
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bool isCollidable; // when false, the joint position will not register a collision
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};
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struct AvatarHead
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{
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float pitchRate;
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float yawRate;
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float rollRate;
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float noise;
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float eyeballPitch[2];
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float eyeballYaw [2];
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float eyebrowPitch[2];
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float eyebrowRoll [2];
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float eyeballScaleX;
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float eyeballScaleY;
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float eyeballScaleZ;
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float interPupilDistance;
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float interBrowDistance;
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float nominalPupilSize;
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float pupilSize;
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float mouthPitch;
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float mouthYaw;
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float mouthWidth;
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float mouthHeight;
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float leanForward;
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float leanSideways;
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float pitchTarget;
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float yawTarget;
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float noiseEnvelope;
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float pupilConverge;
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float scale;
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int eyeContact;
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float browAudioLift;
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eyeContactTargets eyeContactTarget;
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// Sound loudness information
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float lastLoudness;
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float averageLoudness;
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float audioAttack;
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// Strength of return springs
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float returnSpringScale;
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};
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AvatarHead _head;
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Head _head;
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bool _isMine;
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glm::vec3 _TEST_bigSpherePosition;
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float _TEST_bigSphereRadius;
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Balls* _balls;
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AvatarTouch _avatarTouch;
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bool _displayingHead; // should be false if in first-person view
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bool _returnHeadToCenter;
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//bool _returnHeadToCenter;
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float _distanceToNearestAvatar; // How close is the nearest avatar?
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glm::vec3 _gravity;
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void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
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void setHeadFromGyros(glm::vec3 * eulerAngles, glm::vec3 * angularVelocity, float deltaTime, float smoothingTime);
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void setHeadSpringScale(float s) { _head.returnSpringScale = s; }
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// Do you want head to try to return to center (depends on interface detected)
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void setHeadReturnToCenter(bool r) { _returnHeadToCenter = r; };
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const bool getHeadReturnToCenter() const { return _returnHeadToCenter; };
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};
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#endif
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394
interface/src/Head.cpp
Normal file
394
interface/src/Head.cpp
Normal file
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@ -0,0 +1,394 @@
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//
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// Head.cpp
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// hifi
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//
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||||
// Created by Jeffrey on May, 10, 2013
|
||||
//
|
||||
// To avoid code bloat in Avatar.cpp, and to keep all head-related code in one place,
|
||||
// I have started moving the head code over to its own class. But it's gonna require
|
||||
// some work - so this is not done yet.
|
||||
|
||||
#include "Head.h"
|
||||
#include <vector>
|
||||
#include <SharedUtil.h>
|
||||
#include <lodepng.h>
|
||||
|
||||
using namespace std;
|
||||
|
||||
const float HEAD_MOTION_DECAY = 0.1;
|
||||
|
||||
|
||||
float _browColor [] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
|
||||
float _mouthColor[] = {1, 0, 0};
|
||||
|
||||
float _BrowRollAngle [5] = {0, 15, 30, -30, -15};
|
||||
float _BrowPitchAngle[3] = {-70, -60, -50};
|
||||
float _eyeColor [3] = {1,1,1};
|
||||
|
||||
float _MouthWidthChoices[3] = {0.5, 0.77, 0.3};
|
||||
|
||||
float _browWidth = 0.8;
|
||||
float _browThickness = 0.16;
|
||||
|
||||
char iris_texture_file[] = "resources/images/green_eye.png";
|
||||
|
||||
vector<unsigned char> iris_texture;
|
||||
unsigned int iris_texture_width = 512;
|
||||
unsigned int iris_texture_height = 256;
|
||||
|
||||
Head::Head() {
|
||||
if (iris_texture.size() == 0) {
|
||||
switchToResourcesParentIfRequired();
|
||||
unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
|
||||
if (error != 0) {
|
||||
printLog("error %u: %s\n", error, lodepng_error_text(error));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
/*
|
||||
if (iris_texture.size() == 0) {
|
||||
switchToResourcesParentIfRequired();
|
||||
unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
|
||||
if (error != 0) {
|
||||
printLog("error %u: %s\n", error, lodepng_error_text(error));
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void Head::setPositionRotationAndScale(glm::vec3 p, glm::vec3 r, float s) {
|
||||
|
||||
position = p;
|
||||
//rotation = r;
|
||||
scale = s;
|
||||
|
||||
yaw = r.x;
|
||||
pitch = r.y;
|
||||
roll = r.z;
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Head::setSkinColor(glm::vec3 c) {
|
||||
skinColor = c;
|
||||
}
|
||||
|
||||
void Head::setAudioLoudness(float loudness) {
|
||||
audioLoudness = loudness;
|
||||
}
|
||||
|
||||
|
||||
void Head::setNewTarget(float pitch, float yaw) {
|
||||
pitchTarget = pitch;
|
||||
yawTarget = yaw;
|
||||
}
|
||||
|
||||
void Head::simulate(float deltaTime, bool isMine) {
|
||||
|
||||
// Decay head back to center if turned on
|
||||
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);
|
||||
}
|
||||
|
||||
// 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 (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);
|
||||
}
|
||||
|
||||
leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
|
||||
leanSideways *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
|
||||
|
||||
// Update where the avatar's eyes are
|
||||
//
|
||||
// First, decide if we are making eye contact or not
|
||||
if (randFloat() < 0.005) {
|
||||
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;
|
||||
} else {
|
||||
// If now making eye contact, turn head to look right at viewer
|
||||
setNewTarget(0,0);
|
||||
}
|
||||
}
|
||||
|
||||
const float DEGREES_BETWEEN_VIEWER_EYES = 3;
|
||||
const float DEGREES_TO_VIEWER_MOUTH = 7;
|
||||
|
||||
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;
|
||||
} else {
|
||||
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;
|
||||
|
||||
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;
|
||||
//PupilSize += (randFloat() - 0.5) * 0.001*NoiseEnvelope;
|
||||
|
||||
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 ((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;
|
||||
}
|
||||
if (randFloat() < 0.01)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void Head::render(bool lookingInMirror, float bodyYaw) {
|
||||
|
||||
int side = 0;
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_RESCALE_NORMAL);
|
||||
|
||||
glPushMatrix();
|
||||
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
|
||||
glScalef(scale, scale, scale);
|
||||
|
||||
if (lookingInMirror) {
|
||||
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);
|
||||
}
|
||||
|
||||
//glScalef(2.0, 2.0, 2.0);
|
||||
glColor3f(skinColor.x, skinColor.y, skinColor.z);
|
||||
|
||||
glutSolidSphere(1, 30, 30);
|
||||
|
||||
// Ears
|
||||
glPushMatrix();
|
||||
glTranslatef(1.0, 0, 0);
|
||||
for(side = 0; side < 2; side++) {
|
||||
glPushMatrix();
|
||||
glScalef(0.3, 0.65, .65);
|
||||
glutSolidSphere(0.5, 30, 30);
|
||||
glPopMatrix();
|
||||
glTranslatef(-2.0, 0, 0);
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
// Update audio attack data for facial animation (eyebrows and mouth)
|
||||
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;
|
||||
|
||||
browAudioLift *= .90;
|
||||
|
||||
// Render Eyebrows
|
||||
glPushMatrix();
|
||||
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);
|
||||
glScalef(_browWidth, _browThickness, 1);
|
||||
glutSolidCube(0.5);
|
||||
glPopMatrix();
|
||||
glTranslatef(interBrowDistance, 0, 0);
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
// Mouth
|
||||
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) {
|
||||
glScalef(mouthWidth * (.7f + sqrt(averageLoudness) /60.f),
|
||||
mouthHeight * (1.f + sqrt(averageLoudness) /30.f), 1);
|
||||
} else {
|
||||
glScalef(mouthWidth, mouthHeight, 1);
|
||||
}
|
||||
|
||||
glutSolidCube(0.5);
|
||||
glPopMatrix();
|
||||
|
||||
glTranslatef(0, 1.0, 0);
|
||||
|
||||
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);
|
||||
glRotatef(20, 0, 0, 1);
|
||||
glScalef(eyeballScaleX, eyeballScaleY, eyeballScaleZ);
|
||||
glutSolidSphere(0.25, 30, 30);
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
// Right Pupil
|
||||
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]);
|
||||
}
|
||||
|
||||
glPushMatrix();
|
||||
{
|
||||
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);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
// Left Eye
|
||||
glColor3fv(_eyeColor);
|
||||
glTranslatef(interPupilDistance, 0, 0);
|
||||
glPushMatrix();
|
||||
{
|
||||
glTranslatef(-interPupilDistance/10.0, 0, .05);
|
||||
glRotatef(-20, 0, 0, 1);
|
||||
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);
|
||||
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);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
}
|
||||
|
94
interface/src/Head.h
Normal file
94
interface/src/Head.h
Normal file
|
@ -0,0 +1,94 @@
|
|||
//
|
||||
// Head.h
|
||||
// hifi
|
||||
//
|
||||
// Created by Jeffrey on May, 10, 2013
|
||||
//
|
||||
// To avoid code bloat in Avatar.cpp, and to keep all head-related code in one place,
|
||||
// I have started moving the head code over to its own class. But it's gonna require
|
||||
// some work - so this is not done yet.
|
||||
|
||||
#ifndef hifi_Head_h
|
||||
#define hifi_Head_h
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <AvatarData.h>
|
||||
#include "world.h"
|
||||
#include "InterfaceConfig.h"
|
||||
#include "SerialInterface.h"
|
||||
|
||||
|
||||
enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
|
||||
|
||||
class Head {
|
||||
public:
|
||||
Head();
|
||||
|
||||
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 setNewTarget(float, float);
|
||||
|
||||
|
||||
// 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; }
|
||||
|
||||
//private:
|
||||
// I am making these public for now - just to get the code moved over quickly!
|
||||
|
||||
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;
|
||||
|
||||
|
||||
// Strength of return springs
|
||||
float returnSpringScale;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue