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Fix avatar eyelids and blinking in recording playback
Reinstates conditions to not calculate eye movements if face / eye trackers are connected; they're considered connected for recording playback.
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parent
223b1a858b
commit
f00232ab6d
1 changed files with 64 additions and 56 deletions
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@ -65,6 +65,8 @@ void Head::computeAudioLoudness(float deltaTime) {
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}
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}
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void Head::computeEyeMovement(float deltaTime) {
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void Head::computeEyeMovement(float deltaTime) {
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if (!_isFaceTrackerConnected) {
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if (!_isEyeTrackerConnected) {
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// Update eye saccades
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// Update eye saccades
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const float AVERAGE_MICROSACCADE_INTERVAL = 1.0f;
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const float AVERAGE_MICROSACCADE_INTERVAL = 1.0f;
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const float AVERAGE_SACCADE_INTERVAL = 6.0f;
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const float AVERAGE_SACCADE_INTERVAL = 6.0f;
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@ -78,6 +80,9 @@ void Head::computeEyeMovement(float deltaTime) {
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_saccadeTarget = SACCADE_MAGNITUDE * randVector();
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_saccadeTarget = SACCADE_MAGNITUDE * randVector();
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}
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}
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_saccade += (_saccadeTarget - _saccade) * pow(0.5f, NOMINAL_FRAME_RATE * deltaTime);
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_saccade += (_saccadeTarget - _saccade) * pow(0.5f, NOMINAL_FRAME_RATE * deltaTime);
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} else {
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_saccade = glm::vec3();
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}
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// Detect transition from talking to not; force blink after that and a delay
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// Detect transition from talking to not; force blink after that and a delay
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bool forceBlink = false;
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bool forceBlink = false;
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@ -128,6 +133,9 @@ void Head::computeEyeMovement(float deltaTime) {
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}
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}
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applyEyelidOffset(getOrientation());
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applyEyelidOffset(getOrientation());
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} else {
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_saccade = glm::vec3();
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}
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}
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}
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void Head::computeFaceMovement(float deltaTime) {
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void Head::computeFaceMovement(float deltaTime) {
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