// // Head.cpp // interface // // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. #include "Head.h" #include "Util.h" #include #include using namespace std; const float EYE_RIGHT_OFFSET = 0.27f; const float EYE_UP_OFFSET = 0.36f; const float EYE_FRONT_OFFSET = 0.8f; const float EAR_RIGHT_OFFSET = 1.0; const float MOUTH_FRONT_OFFSET = 0.9f; const float MOUTH_UP_OFFSET = -0.3f; const float HEAD_MOTION_DECAY = 0.1; const float MINIMUM_EYE_ROTATION_DOT = 0.5f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off const float EYEBALL_RADIUS = 0.017; const float EYEBALL_COLOR[3] = { 0.9f, 0.9f, 0.8f }; const float IRIS_RADIUS = 0.007; const float IRIS_PROTRUSION = 0.0145f; const char IRIS_TEXTURE_FILENAME[] = "resources/images/iris.png"; unsigned int IRIS_TEXTURE_WIDTH = 768; unsigned int IRIS_TEXTURE_HEIGHT = 498; vector irisTexture; Head::Head() : yawRate(0.0f), _returnHeadToCenter(false), _audioLoudness(0.0f), _skinColor(0.0f, 0.0f, 0.0f), _position(0.0f, 0.0f, 0.0f), _rotation(0.0f, 0.0f, 0.0f), _leftEyePosition(0.0f, 0.0f, 0.0f), _rightEyePosition(0.0f, 0.0f, 0.0f), _leftEyeBrowPosition(0.0f, 0.0f, 0.0f), _rightEyeBrowPosition(0.0f, 0.0f, 0.0f), _leftEarPosition(0.0f, 0.0f, 0.0f), _rightEarPosition(0.0f, 0.0f, 0.0f), _mouthPosition(0.0f, 0.0f, 0.0f), _scale(1.0f), _browAudioLift(0.0f), _lookingAtSomething(false), _gravity(0.0f, -1.0f, 0.0f), _lastLoudness(0.0f), _averageLoudness(0.0f), _audioAttack(0.0f), _returnSpringScale(1.0f), _bodyRotation(0.0f, 0.0f, 0.0f), _headRotation(0.0f, 0.0f, 0.0f), _renderLookatVectors(false) { } void Head::reset() { _yaw = _pitch = _roll = 0.0f; _leanForward = _leanSideways = 0.0f; } void Head::simulate(float deltaTime, bool isMine) { const float HEAD_MOTION_DECAY = 0.00; // Decay head back to center if turned on if (isMine && _returnHeadToCenter) { // Decay rotation back toward center _pitch *= (1.0f - HEAD_MOTION_DECAY * _returnSpringScale * deltaTime); _yaw *= (1.0f - HEAD_MOTION_DECAY * _returnSpringScale * deltaTime); _roll *= (1.0f - HEAD_MOTION_DECAY * _returnSpringScale * 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); } } // decay lean _leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime); _leanSideways *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime); // 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; // 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) * 0.00005; float clamp = 0.01; if (_browAudioLift > clamp) { _browAudioLift = clamp; } _browAudioLift *= 0.7f; // based on the nature of the lookat position, determine if the eyes can look / are looking at it. determineIfLookingAtSomething(); } void Head::determineIfLookingAtSomething() { if ( fabs(_lookAtPosition.x + _lookAtPosition.y + _lookAtPosition.z) == 0.0 ) { // a lookatPosition of 0,0,0 signifies NOT looking _lookingAtSomething = false; } else { glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - caclulateAverageEyePosition()); float dot = glm::dot(targetLookatAxis, _orientation.getFront()); if (dot < MINIMUM_EYE_ROTATION_DOT) { // too far off from center for the eyes to rotate _lookingAtSomething = false; } else { _lookingAtSomething = true; } } } void Head::calculateGeometry(bool lookingInMirror) { //generate orientation directions based on Euler angles... float pitch = _pitch; float yaw = _yaw; float roll = _roll; if (lookingInMirror) { yaw = -_yaw; roll = -_roll; } _orientation.setToIdentity(); _orientation.roll (_bodyRotation.z + roll ); _orientation.pitch(_bodyRotation.x + pitch); _orientation.yaw (_bodyRotation.y + yaw ); //calculate the eye positions _leftEyePosition = _position - _orientation.getRight() * _scale * EYE_RIGHT_OFFSET + _orientation.getUp () * _scale * EYE_UP_OFFSET + _orientation.getFront() * _scale * EYE_FRONT_OFFSET; _rightEyePosition = _position + _orientation.getRight() * _scale * EYE_RIGHT_OFFSET + _orientation.getUp () * _scale * EYE_UP_OFFSET + _orientation.getFront() * _scale * EYE_FRONT_OFFSET; //calculate the eyebrow positions _leftEyeBrowPosition = _leftEyePosition; _rightEyeBrowPosition = _rightEyePosition; //calculate the ear positions _leftEarPosition = _position - _orientation.getRight() * _scale * EAR_RIGHT_OFFSET; _rightEarPosition = _position + _orientation.getRight() * _scale * EAR_RIGHT_OFFSET; //calculate the mouth position _mouthPosition = _position + _orientation.getUp () * _scale * MOUTH_UP_OFFSET + _orientation.getFront() * _scale * MOUTH_FRONT_OFFSET; } void Head::render(bool lookingInMirror) { calculateGeometry(lookingInMirror); glEnable(GL_DEPTH_TEST); glEnable(GL_RESCALE_NORMAL); renderHeadSphere(); renderEyeBalls(); renderEars(); renderMouth(); renderEyeBrows(); if (_renderLookatVectors && _lookingAtSomething) { renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition); } } void Head::renderHeadSphere() { glPushMatrix(); glTranslatef(_position.x, _position.y, _position.z); //translate to head position glScalef(_scale, _scale, _scale); //scale to head size glColor3f(_skinColor.x, _skinColor.y, _skinColor.z); glutSolidSphere(1, 30, 30); glPopMatrix(); } void Head::renderEars() { glPushMatrix(); glColor3f(_skinColor.x, _skinColor.y, _skinColor.z); glTranslatef(_leftEarPosition.x, _leftEarPosition.y, _leftEarPosition.z); glutSolidSphere(0.02, 30, 30); glPopMatrix(); glPushMatrix(); glColor3f(_skinColor.x, _skinColor.y, _skinColor.z); glTranslatef(_rightEarPosition.x, _rightEarPosition.y, _rightEarPosition.z); glutSolidSphere(0.02, 30, 30); glPopMatrix(); } void Head::renderMouth() { float s = sqrt(_averageLoudness); glm::vec3 r = _orientation.getRight() * _scale * (0.30f + s * 0.0014f ); glm::vec3 u = _orientation.getUp () * _scale * (0.05f + s * 0.0040f ); glm::vec3 f = _orientation.getFront() * _scale * 0.09f; glm::vec3 leftCorner = _mouthPosition - r * 1.0f; glm::vec3 rightCorner = _mouthPosition + r * 1.0f; glm::vec3 leftTop = _mouthPosition - r * 0.4f + u * 0.7f + f; glm::vec3 rightTop = _mouthPosition + r * 0.4f + u * 0.7f + f; glm::vec3 leftBottom = _mouthPosition - r * 0.4f - u * 1.0f + f * 0.7f; glm::vec3 rightBottom = _mouthPosition + r * 0.4f - u * 1.0f + f * 0.7f; glColor3f(0.2f, 0.0f, 0.0f); glBegin(GL_TRIANGLES); glVertex3f(leftCorner.x, leftCorner.y, leftCorner.z ); glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z ); glVertex3f(leftTop.x, leftTop.y, leftTop.z ); glVertex3f(leftTop.x, leftTop.y, leftTop.z ); glVertex3f(rightTop.x, rightTop.y, rightTop.z ); glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z ); glVertex3f(rightTop.x, rightTop.y, rightTop.z ); glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z ); glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z); glVertex3f(rightTop.x, rightTop.y, rightTop.z ); glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z); glVertex3f(rightCorner.x, rightCorner.y, rightCorner.z); glEnd(); } void Head::renderEyeBrows() { float height = _scale * 0.3f + _browAudioLift; float length = _scale * 0.2f; float width = _scale * 0.07f; glColor3f(0.3f, 0.25f, 0.2f); glm::vec3 leftCorner = _leftEyePosition; glm::vec3 rightCorner = _leftEyePosition; glm::vec3 leftTop = _leftEyePosition; glm::vec3 rightTop = _leftEyePosition; glm::vec3 leftBottom = _leftEyePosition; glm::vec3 rightBottom = _leftEyePosition; glm::vec3 r = _orientation.getRight() * length; glm::vec3 u = _orientation.getUp() * height; glm::vec3 t = _orientation.getUp() * (height + width); glm::vec3 f = _orientation.getFront() * _scale * -0.1f; for (int i = 0; i < 2; i++) { if ( i == 1 ) { leftCorner = rightCorner = leftTop = rightTop = leftBottom = rightBottom = _rightEyePosition; } leftCorner -= r * 1.0f; rightCorner += r * 1.0f; leftTop -= r * 0.4f; rightTop += r * 0.4f; leftBottom -= r * 0.4f; rightBottom += r * 0.4f; leftCorner += u + f; rightCorner += u + f; leftTop += t + f; rightTop += t + f; leftBottom += u + f; rightBottom += u + f; glBegin(GL_TRIANGLES); glVertex3f(leftCorner.x, leftCorner.y, leftCorner.z ); glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z ); glVertex3f(leftTop.x, leftTop.y, leftTop.z ); glVertex3f(leftTop.x, leftTop.y, leftTop.z ); glVertex3f(rightTop.x, rightTop.y, rightTop.z ); glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z ); glVertex3f(rightTop.x, rightTop.y, rightTop.z ); glVertex3f(leftBottom.x, leftBottom.y, leftBottom.z ); glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z); glVertex3f(rightTop.x, rightTop.y, rightTop.z ); glVertex3f(rightBottom.x, rightBottom.y, rightBottom.z); glVertex3f(rightCorner.x, rightCorner.y, rightCorner.z); glEnd(); } } void Head::renderEyeBalls() { if (::irisTexture.size() == 0) { switchToResourcesParentIfRequired(); unsigned error = lodepng::decode(::irisTexture, IRIS_TEXTURE_WIDTH, IRIS_TEXTURE_HEIGHT, IRIS_TEXTURE_FILENAME); if (error != 0) { printLog("error %u: %s\n", error, lodepng_error_text(error)); } } // setup the texutre to be used on each iris GLUquadric* irisQuadric = gluNewQuadric(); gluQuadricTexture(irisQuadric, GL_TRUE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gluQuadricOrientation(irisQuadric, GLU_OUTSIDE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, IRIS_TEXTURE_WIDTH, IRIS_TEXTURE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, &::irisTexture[0]); // render white ball of left eyeball glPushMatrix(); glColor3fv(EYEBALL_COLOR); glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z); gluSphere(irisQuadric, EYEBALL_RADIUS, 30, 30); glPopMatrix(); // render left iris glPushMatrix(); { glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z); //translate to eyeball position glPushMatrix(); if (_lookingAtSomething) { //rotate the eyeball to aim towards the lookat position glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _leftEyePosition); // the lookat direction glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP); float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP); glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z); glRotatef(180.0, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations } else { //rotate the eyeball to aim straight ahead glm::vec3 rotationAxisToHeadFront = glm::cross(_orientation.getFront(), IDENTITY_UP); float angleToHeadFront = 180.0f - angleBetween(_orientation.getFront(), IDENTITY_UP); glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z); //set the amount of roll (for correction after previous rotations) float rollRotation = angleBetween(_orientation.getFront(), IDENTITY_FRONT); float dot = glm::dot(_orientation.getFront(), -IDENTITY_RIGHT); if ( dot < 0.0f ) { rollRotation = -rollRotation; } glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector } glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!) glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris glEnable(GL_TEXTURE_2D); gluSphere(irisQuadric, IRIS_RADIUS, 15, 15); glDisable(GL_TEXTURE_2D); glPopMatrix(); } glPopMatrix(); //render white ball of right eyeball glPushMatrix(); glColor3fv(EYEBALL_COLOR); glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z); gluSphere(irisQuadric, EYEBALL_RADIUS, 30, 30); glPopMatrix(); // render right iris glPushMatrix(); { glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z); //translate to eyeball position glPushMatrix(); if (_lookingAtSomething) { //rotate the eyeball to aim towards the lookat position glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _rightEyePosition); glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP); float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP); glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z); glRotatef(180.0f, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations } else { //rotate the eyeball to aim straight ahead glm::vec3 rotationAxisToHeadFront = glm::cross(_orientation.getFront(), IDENTITY_UP); float angleToHeadFront = 180.0f - angleBetween(_orientation.getFront(), IDENTITY_UP); glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z); //set the amount of roll (for correction after previous rotations) float rollRotation = angleBetween(_orientation.getFront(), IDENTITY_FRONT); float dot = glm::dot(_orientation.getFront(), -IDENTITY_RIGHT); if ( dot < 0.0f ) { rollRotation = -rollRotation; } glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector } glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!) glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris glEnable(GL_TEXTURE_2D); gluSphere(irisQuadric, IRIS_RADIUS, 15, 15); glDisable(GL_TEXTURE_2D); glPopMatrix(); } // delete the iris quadric now that we're done with it gluDeleteQuadric(irisQuadric); glPopMatrix(); } void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) { glColor3f(0.0f, 0.0f, 0.0f); glLineWidth(2.0); glBegin(GL_LINE_STRIP); glVertex3f(leftEyePosition.x, leftEyePosition.y, leftEyePosition.z); glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(rightEyePosition.x, rightEyePosition.y, rightEyePosition.z); glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z); glEnd(); }