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Proper blendshape JS api.
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ba9d896856
commit
aba031a125
7 changed files with 38 additions and 2 deletions
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@ -229,7 +229,8 @@ void Agent::run() {
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// setup an Avatar for the script to use
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AvatarData scriptedAvatar;
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scriptedAvatar.setForceFaceshiftConnected(true);
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// call model URL setters with empty URLs so our avatar, if user, will have the default models
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scriptedAvatar.setFaceModelURL(QUrl());
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scriptedAvatar.setSkeletonModelURL(QUrl());
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@ -43,6 +43,7 @@ AvatarData::AvatarData() :
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_handState(0),
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_keyState(NO_KEY_DOWN),
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_isChatCirclingEnabled(false),
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_forceFaceshiftConnected(false),
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_hasNewJointRotations(true),
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_headData(NULL),
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_handData(NULL),
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@ -80,6 +81,9 @@ QByteArray AvatarData::toByteArray() {
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// lazily allocate memory for HeadData in case we're not an Avatar instance
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if (!_headData) {
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_headData = new HeadData(this);
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if (_forceFaceshiftConnected) {
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_headData->_isFaceshiftConnected = true;
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}
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}
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QByteArray avatarDataByteArray;
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@ -206,6 +206,10 @@ public:
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Q_INVOKABLE virtual QStringList getJointNames() const { return _jointNames; }
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Q_INVOKABLE void setBlendshape(QString name, float val) { _headData->setBlendshape(name, val); }
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void setForceFaceshiftConnected(bool connected) { _forceFaceshiftConnected = connected; }
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// key state
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void setKeyState(KeyState s) { _keyState = s; }
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KeyState keyState() const { return _keyState; }
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@ -300,7 +304,7 @@ protected:
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std::string _chatMessage;
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bool _isChatCirclingEnabled;
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bool _forceFaceshiftConnected;
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bool _hasNewJointRotations; // set in AvatarData, cleared in Avatar
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HeadData* _headData;
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@ -16,6 +16,8 @@
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#include "AvatarData.h"
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#include "HeadData.h"
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#include "../fbx/src/FBXReader.h"
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HeadData::HeadData(AvatarData* owningAvatar) :
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_baseYaw(0.0f),
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_basePitch(0.0f),
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@ -52,6 +54,26 @@ void HeadData::setOrientation(const glm::quat& orientation) {
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_baseRoll = eulers.z;
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}
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void HeadData::setBlendshape(QString name, float val) {
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static bool hasInitializedLookupMap = false;
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static QMap<QString, int> blendshapeLookupMap;
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//Lazily construct a lookup map from the blendshapes
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if (!hasInitializedLookupMap) {
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for (int i = 0; i < NUM_FACESHIFT_BLENDSHAPES; i++) {
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blendshapeLookupMap[FACESHIFT_BLENDSHAPES[i]] = i;
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}
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}
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//Check to see if the named blendshape exists, and then set its value if it does
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auto it = blendshapeLookupMap.find(name);
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if (it != blendshapeLookupMap.end()) {
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if (_blendshapeCoefficients.size() <= it.value()) {
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_blendshapeCoefficients.resize(it.value() + 1);
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}
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_blendshapeCoefficients[it.value()] = val;
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}
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}
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void HeadData::addYaw(float yaw) {
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setBaseYaw(_baseYaw + yaw);
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}
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@ -54,6 +54,7 @@ public:
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float getAudioAverageLoudness() const { return _audioAverageLoudness; }
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void setAudioAverageLoudness(float audioAverageLoudness) { _audioAverageLoudness = audioAverageLoudness; }
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void setBlendshape(QString name, float val);
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const QVector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
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float getPupilDilation() const { return _pupilDilation; }
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@ -577,6 +577,8 @@ const char* FACESHIFT_BLENDSHAPES[] = {
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""
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};
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const int NUM_FACESHIFT_BLENDSHAPES = sizeof(FACESHIFT_BLENDSHAPES) / sizeof(char*);
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const char* HUMANIK_JOINTS[] = {
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"RightHand",
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"RightForeArm",
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@ -29,6 +29,8 @@ typedef QList<FBXNode> FBXNodeList;
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/// The names of the blendshapes expected by Faceshift, terminated with an empty string.
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extern const char* FACESHIFT_BLENDSHAPES[];
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/// The size of FACESHIFT_BLENDSHAPES
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extern const int NUM_FACESHIFT_BLENDSHAPES;
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/// The names of the joints in the Maya HumanIK rig, terminated with an empty string.
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extern const char* HUMANIK_JOINTS[];
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