// // Head.cpp // hifi // // Created by Jeffrey on May, 10, 2013 // Copyright (c) 2013 Physical, Inc.. All rights reserved. // #include "Head.h" #include #include #include 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 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; } void Head::setPositionRotationAndScale(glm::vec3 p, glm::vec3 r, float s) { position = p; 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) && (averageLoudness < 10000.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(); }