Proper blendshape JS api.

This commit is contained in:
barnold1953 2014-07-23 16:25:45 -07:00
parent ba9d896856
commit aba031a125
7 changed files with 38 additions and 2 deletions

View file

@ -229,7 +229,8 @@ void Agent::run() {
// setup an Avatar for the script to use
AvatarData scriptedAvatar;
scriptedAvatar.setForceFaceshiftConnected(true);
// call model URL setters with empty URLs so our avatar, if user, will have the default models
scriptedAvatar.setFaceModelURL(QUrl());
scriptedAvatar.setSkeletonModelURL(QUrl());

View file

@ -43,6 +43,7 @@ AvatarData::AvatarData() :
_handState(0),
_keyState(NO_KEY_DOWN),
_isChatCirclingEnabled(false),
_forceFaceshiftConnected(false),
_hasNewJointRotations(true),
_headData(NULL),
_handData(NULL),
@ -80,6 +81,9 @@ QByteArray AvatarData::toByteArray() {
// lazily allocate memory for HeadData in case we're not an Avatar instance
if (!_headData) {
_headData = new HeadData(this);
if (_forceFaceshiftConnected) {
_headData->_isFaceshiftConnected = true;
}
}
QByteArray avatarDataByteArray;

View file

@ -206,6 +206,10 @@ public:
Q_INVOKABLE virtual QStringList getJointNames() const { return _jointNames; }
Q_INVOKABLE void setBlendshape(QString name, float val) { _headData->setBlendshape(name, val); }
void setForceFaceshiftConnected(bool connected) { _forceFaceshiftConnected = connected; }
// key state
void setKeyState(KeyState s) { _keyState = s; }
KeyState keyState() const { return _keyState; }
@ -300,7 +304,7 @@ protected:
std::string _chatMessage;
bool _isChatCirclingEnabled;
bool _forceFaceshiftConnected;
bool _hasNewJointRotations; // set in AvatarData, cleared in Avatar
HeadData* _headData;

View file

@ -16,6 +16,8 @@
#include "AvatarData.h"
#include "HeadData.h"
#include "../fbx/src/FBXReader.h"
HeadData::HeadData(AvatarData* owningAvatar) :
_baseYaw(0.0f),
_basePitch(0.0f),
@ -52,6 +54,26 @@ void HeadData::setOrientation(const glm::quat& orientation) {
_baseRoll = eulers.z;
}
void HeadData::setBlendshape(QString name, float val) {
static bool hasInitializedLookupMap = false;
static QMap<QString, int> blendshapeLookupMap;
//Lazily construct a lookup map from the blendshapes
if (!hasInitializedLookupMap) {
for (int i = 0; i < NUM_FACESHIFT_BLENDSHAPES; i++) {
blendshapeLookupMap[FACESHIFT_BLENDSHAPES[i]] = i;
}
}
//Check to see if the named blendshape exists, and then set its value if it does
auto it = blendshapeLookupMap.find(name);
if (it != blendshapeLookupMap.end()) {
if (_blendshapeCoefficients.size() <= it.value()) {
_blendshapeCoefficients.resize(it.value() + 1);
}
_blendshapeCoefficients[it.value()] = val;
}
}
void HeadData::addYaw(float yaw) {
setBaseYaw(_baseYaw + yaw);
}

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@ -54,6 +54,7 @@ public:
float getAudioAverageLoudness() const { return _audioAverageLoudness; }
void setAudioAverageLoudness(float audioAverageLoudness) { _audioAverageLoudness = audioAverageLoudness; }
void setBlendshape(QString name, float val);
const QVector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
float getPupilDilation() const { return _pupilDilation; }

View file

@ -577,6 +577,8 @@ const char* FACESHIFT_BLENDSHAPES[] = {
""
};
const int NUM_FACESHIFT_BLENDSHAPES = sizeof(FACESHIFT_BLENDSHAPES) / sizeof(char*);
const char* HUMANIK_JOINTS[] = {
"RightHand",
"RightForeArm",

View file

@ -29,6 +29,8 @@ typedef QList<FBXNode> FBXNodeList;
/// The names of the blendshapes expected by Faceshift, terminated with an empty string.
extern const char* FACESHIFT_BLENDSHAPES[];
/// The size of FACESHIFT_BLENDSHAPES
extern const int NUM_FACESHIFT_BLENDSHAPES;
/// The names of the joints in the Maya HumanIK rig, terminated with an empty string.
extern const char* HUMANIK_JOINTS[];