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https://github.com/overte-org/overte.git
synced 2025-04-08 00:52:27 +02:00
cleaned up white space and removed extra declaration of hadAudioEnabledFaceMovement
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parent
97831e61f0
commit
836c3da858
7 changed files with 10 additions and 166 deletions
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@ -1466,7 +1466,6 @@ private:
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float _hmdRollControlDeadZone { ROLL_CONTROL_DEAD_ZONE_DEFAULT };
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float _hmdRollControlRate { ROLL_CONTROL_RATE_DEFAULT };
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std::atomic<bool> _hasScriptedBlendShapes { false };
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bool _hasAudioEnabledFaceMovement { true };
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// working copy -- see AvatarData for thread-safe _sensorToWorldMatrixCache, used for outward facing access
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glm::mat4 _sensorToWorldMatrix { glm::mat4() };
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@ -54,7 +54,7 @@ void MyHead::simulate(float deltaTime) {
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_blendshapeCoefficients = faceTracker->getBlendshapeCoefficients();
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}
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}
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auto eyeTracker = DependencyManager::get<EyeTracker>();
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_isEyeTrackerConnected = eyeTracker->isTracking();
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// if eye tracker is connected we should get the data here.
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@ -45,13 +45,6 @@ void Head::reset() {
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void Head::simulate(float deltaTime) {
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const float NORMAL_HZ = 60.0f; // the update rate the constant values were tuned for
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//qCDebug(avatars_renderer) << "name " << _owningAvatar->getName();
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//if (_owningAvatar->isMyAvatar()) {
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// qCDebug(avatars_renderer) << "my avatar";
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//} else {
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// qCDebug(avatars_renderer) << "not my avatar " << _owningAvatar->getAudioLoudness();
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//}
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// grab the audio loudness from the owning avatar, if we have one
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float audioLoudness = _owningAvatar ? _owningAvatar->getAudioLoudness() : 0.0f;
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@ -84,9 +77,7 @@ void Head::simulate(float deltaTime) {
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} else {
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_saccade = glm::vec3();
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}
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const float BLINK_SPEED = 10.0f;
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const float BLINK_SPEED_VARIABILITY = 1.0f;
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const float BLINK_START_VARIABILITY = 0.25f;
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@ -162,7 +153,7 @@ void Head::simulate(float deltaTime) {
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_mouth4 = 0.0f;
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_mouthTime = 0.0f;
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}
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FaceTracker::updateFakeCoefficients(_leftEyeBlink,
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_rightEyeBlink,
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_browAudioLift,
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@ -171,11 +162,11 @@ void Head::simulate(float deltaTime) {
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_mouth3,
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_mouth4,
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_transientBlendshapeCoefficients);
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if (getHasProceduralEyeFaceMovement()) {
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applyEyelidOffset(getOrientation());
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}
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_leftEyePosition = _rightEyePosition = getPosition();
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if (_owningAvatar) {
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auto skeletonModel = static_cast<Avatar*>(_owningAvatar)->getSkeletonModel();
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@ -521,8 +521,7 @@ QByteArray AvatarData::toByteArray(AvatarDataDetail dataDetail, quint64 lastSent
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auto startSection = destinationBuffer;
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auto faceTrackerInfo = reinterpret_cast<AvatarDataPacket::FaceTrackerInfo*>(destinationBuffer);
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const auto& blendshapeCoefficients = _headData->getBlendshapeCoefficients();
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//note: we don't use the blink and average loudness, we just use the numBlendShapes and
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// note: we don't use the blink and average loudness, we just use the numBlendShapes and
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// compute the procedural info on the client side.
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faceTrackerInfo->leftEyeBlink = _headData->_leftEyeBlink;
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faceTrackerInfo->rightEyeBlink = _headData->_rightEyeBlink;
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@ -1068,7 +1067,6 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
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} else {
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qCWarning(avatars) << "name " << getName() << "key state flag is false";
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}
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}
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int numBytesRead = sourceBuffer - startSection;
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@ -1121,7 +1119,6 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
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}
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if (hasFaceTrackerInfo) {
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//qCWarning(avatars) << "parsing face tracker info ";
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auto startSection = sourceBuffer;
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PACKET_READ_CHECK(FaceTrackerInfo, sizeof(AvatarDataPacket::FaceTrackerInfo));
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@ -1129,12 +1126,10 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
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int numCoefficients = faceTrackerInfo->numBlendshapeCoefficients;
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const int coefficientsSize = sizeof(float) * numCoefficients;
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sourceBuffer += sizeof(AvatarDataPacket::FaceTrackerInfo);
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PACKET_READ_CHECK(FaceTrackerCoefficients, coefficientsSize);
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_headData->_blendshapeCoefficients.resize(numCoefficients); // make sure there's room for the copy!
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_headData->_transientBlendshapeCoefficients.resize(numCoefficients);
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//only copy the blendshapes to headData not the procedural face info
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//only copy the blendshapes to headData, not the procedural face info
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memcpy(_headData->_blendshapeCoefficients.data(), sourceBuffer, coefficientsSize);
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sourceBuffer += coefficientsSize;
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@ -101,8 +101,6 @@ protected:
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glm::vec3 _lookAtPosition;
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quint64 _lookAtPositionChanged { 0 };
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//std::atomic<bool> _hasProceduralBlinkFaceMovement{ true };
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//std::atomic<bool> _hasProceduralEyeFaceMovement{ true };
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bool _hasAudioEnabledFaceMovement { true };
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bool _hasProceduralBlinkFaceMovement{ true };
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bool _hasProceduralEyeFaceMovement{ true };
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@ -1,139 +0,0 @@
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name = DefaultStylizedFemale_Clothed
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type = body+head
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scale = 1
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filename = DefaultStylizedFemale_Clothed/DefaultStylizedFemale_Clothed.fbx
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texdir = DefaultStylizedFemale_Clothed/textures
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joint = jointLean = Spine
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joint = jointRightHand = RightHand
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joint = jointEyeLeft = LeftEye
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joint = jointHead = HeadTop_End
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joint = jointNeck = Neck
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joint = jointRoot = Hips
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joint = jointEyeRight = RightEye
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joint = jointLeftHand = LeftHand
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freeJoint = LeftArm
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freeJoint = LeftForeArm
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freeJoint = RightArm
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freeJoint = RightForeArm
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bs = EyeBlink_L = Blink_Left = 1
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bs = Sneer = Squint_Right = 0.5
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bs = Sneer = Squint_Left = 0.5
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bs = Sneer = NoseScrunch_Right = 0.75
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bs = Sneer = NoseScrunch_Left = 0.75
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bs = ChinLowerRaise = Jaw_Up = 1
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bs = EyeSquint_R = Squint_Right = 1
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bs = MouthSmile_R = Smile_Right = 1
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bs = ChinUpperRaise = UpperLipUp_Right = 0.5
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bs = ChinUpperRaise = UpperLipUp_Left = 0.5
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bs = LipsLowerOpen = LowerLipOut = 1
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bs = LipsLowerDown = LowerLipDown_Right = 0.7
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bs = LipsLowerDown = LowerLipDown_Left = 0.7
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bs = BrowsU_L = BrowsUp_Left = 1
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bs = MouthRight = Midmouth_Right = 1
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bs = MouthDimple_R = Smile_Right = 0.25
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bs = LipsPucker = MouthNarrow_Right = 1
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bs = LipsPucker = MouthNarrow_Left = 1
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bs = Puff = CheekPuff_Right = 1
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bs = Puff = CheekPuff_Left = 1
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bs = JawFwd = JawForeward = 1
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bs = BrowsD_L = BrowsDown_Left = 1
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bs = LipsFunnel = TongueUp = 1
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bs = LipsFunnel = MouthWhistle_NarrowAdjust_Right = 0.5
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bs = LipsFunnel = MouthWhistle_NarrowAdjust_Left = 0.5
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bs = LipsFunnel = MouthNarrow_Right = 1
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bs = LipsFunnel = MouthNarrow_Left = 1
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bs = LipsFunnel = Jaw_Down = 0.36
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bs = LipsFunnel = JawForeward = 0.39
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bs = LipsUpperOpen = UpperLipOut = 1
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bs = EyeSquint_L = Squint_Left = 1
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bs = MouthDimple_L = Smile_Left = 0.25
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bs = LipsLowerClose = LowerLipIn = 1
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bs = MouthFrown_R = Frown_Right = 1
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bs = MouthFrown_L = Frown_Left = 1
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bs = BrowsU_R = BrowsUp_Right = 1
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bs = JawOpen = MouthOpen = 0.7
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bs = JawRight = Jaw_Right = 1
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bs = MouthLeft = Midmouth_Left = 1
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bs = BrowsU_C = BrowsUp_Right = 1
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bs = BrowsU_C = BrowsUp_Left = 1
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bs = LipsUpperUp = UpperLipUp_Right = 0.7
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bs = LipsUpperUp = UpperLipUp_Left = 0.7
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bs = EyeBlink_R = Blink_Right = 1
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bs = EyeOpen_R = EyesWide_Right = 1
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bs = LipsUpperClose = UpperLipIn = 1
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bs = MouthSmile_L = Smile_Left = 1
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bs = EyeOpen_L = EyesWide_Left = 1
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bs = JawLeft = JawRotateY_Left = 0.5
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bs = BrowsD_R = BrowsDown_Right = 1
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jointIndex = RightHandThumb4 = 21
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jointIndex = Neck = 62
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jointIndex = LeftHandIndex4 = 57
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jointIndex = Body = 71
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jointIndex = LeftHandIndex1 = 54
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jointIndex = RightHand = 17
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jointIndex = RightHandMiddle1 = 26
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jointIndex = Spine = 11
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jointIndex = RightHandRing2 = 31
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jointIndex = RightArm = 15
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jointIndex = RightHandPinky2 = 35
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jointIndex = LeftToeBase = 9
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jointIndex = RightHandIndex3 = 24
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jointIndex = RightHandRing1 = 30
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jointIndex = RightHandPinky1 = 34
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jointIndex = RightEye = 66
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jointIndex = LeftHandRing4 = 49
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jointIndex = LeftHandRing2 = 47
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jointIndex = RightHandMiddle2 = 27
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jointIndex = Head = 63
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jointIndex = LeftHandMiddle4 = 53
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jointIndex = LeftLeg = 7
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jointIndex = LeftHandPinky2 = 43
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jointIndex = LeftHandThumb1 = 58
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jointIndex = LeftHandPinky4 = 45
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jointIndex = RightHandIndex1 = 22
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jointIndex = Tops = 67
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jointIndex = Hips = 0
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jointIndex = LeftUpLeg = 6
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jointIndex = RightShoulder = 14
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jointIndex = Spine2 = 13
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jointIndex = RightHandRing4 = 33
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jointIndex = RightHandThumb3 = 20
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jointIndex = RightHandIndex4 = 25
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jointIndex = LeftFoot = 8
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jointIndex = LeftHandRing3 = 48
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jointIndex = LeftHand = 41
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jointIndex = LeftForeArm = 40
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jointIndex = LeftToe_End = 10
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jointIndex = Bottoms = 68
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jointIndex = RightFoot = 3
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jointIndex = LeftHandMiddle2 = 51
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jointIndex = LeftHandThumb3 = 60
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jointIndex = RightHandPinky3 = 36
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jointIndex = LeftEye = 65
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jointIndex = LeftHandIndex2 = 55
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jointIndex = RightHandIndex2 = 23
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jointIndex = LeftHandPinky1 = 42
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jointIndex = LeftHandMiddle3 = 52
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jointIndex = RightHandMiddle4 = 29
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jointIndex = LeftHandThumb2 = 59
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jointIndex = Shoes = 69
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jointIndex = RightHandThumb1 = 18
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jointIndex = RightToe_End = 5
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jointIndex = RightHandThumb2 = 19
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jointIndex = RightUpLeg = 1
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jointIndex = RightLeg = 2
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jointIndex = LeftHandMiddle1 = 50
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jointIndex = LeftHandIndex3 = 56
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jointIndex = LeftHandThumb4 = 61
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jointIndex = RightHandRing3 = 32
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jointIndex = Hair = 70
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jointIndex = Spine1 = 12
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jointIndex = LeftHandRing1 = 46
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jointIndex = LeftArm = 39
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jointIndex = LeftShoulder = 38
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jointIndex = RightForeArm = 16
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jointIndex = HeadTop_End = 64
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jointIndex = RightHandPinky4 = 37
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jointIndex = LeftHandPinky3 = 44
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jointIndex = RightToeBase = 4
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jointIndex = RightHandMiddle3 = 28
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@ -1,7 +1,7 @@
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//
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// facialExpressions.js
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// A script to set different emotions using blend shapes
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//
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//
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// Author: Elisa Lupin-Jimenez
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// Copyright High Fidelity 2018
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//
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@ -286,7 +286,7 @@
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}
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}
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for (var blendshape in emotion) {
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MyAvatar.setBlendshape(blendshape,
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MyAvatar.setBlendshape(blendshape,
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mixValue(lastEmotionUsed[blendshape], emotion[blendshape], changingEmotionPercentage));
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}
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});
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