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Conflicts: interface/src/Application.cpp interface/src/Application.h interface/src/Menu.cpp interface/src/entities/EntityTreeRenderer.h interface/src/ui/ApplicationOverlay.cpp libraries/render-utils/src/GlowEffect.cpp libraries/render-utils/src/Model.cpp
351 lines
13 KiB
C++
351 lines
13 KiB
C++
//
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// Head.cpp
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// interface/src/avatar
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//
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtx/quaternion.hpp>
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#include <DependencyManager.h>
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#include <GlowEffect.h>
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#include <NodeList.h>
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#include "Application.h"
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#include "Avatar.h"
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#include "GeometryUtil.h"
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#include "Head.h"
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#include "Menu.h"
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#include "Util.h"
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#include "devices/DdeFaceTracker.h"
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#include "devices/Faceshift.h"
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#include "devices/OculusManager.h"
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using namespace std;
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Head::Head(Avatar* owningAvatar) :
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HeadData((AvatarData*)owningAvatar),
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_returnHeadToCenter(false),
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_position(0.0f, 0.0f, 0.0f),
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_rotation(0.0f, 0.0f, 0.0f),
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_leftEyePosition(0.0f, 0.0f, 0.0f),
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_rightEyePosition(0.0f, 0.0f, 0.0f),
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_eyePosition(0.0f, 0.0f, 0.0f),
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_scale(1.0f),
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_lastLoudness(0.0f),
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_longTermAverageLoudness(-1.0f),
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_audioAttack(0.0f),
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_audioJawOpen(0.0f),
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_mouth2(0.0f),
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_mouth3(0.0f),
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_mouth4(0.0f),
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_angularVelocity(0,0,0),
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_renderLookatVectors(false),
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_saccade(0.0f, 0.0f, 0.0f),
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_saccadeTarget(0.0f, 0.0f, 0.0f),
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_leftEyeBlinkVelocity(0.0f),
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_rightEyeBlinkVelocity(0.0f),
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_timeWithoutTalking(0.0f),
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_deltaPitch(0.0f),
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_deltaYaw(0.0f),
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_deltaRoll(0.0f),
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_deltaLeanSideways(0.0f),
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_deltaLeanForward(0.0f),
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_isCameraMoving(false),
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_isLookingAtMe(false),
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_faceModel(this)
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{
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}
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void Head::init() {
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_faceModel.init();
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}
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void Head::reset() {
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_baseYaw = _basePitch = _baseRoll = 0.0f;
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_leanForward = _leanSideways = 0.0f;
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_faceModel.reset();
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}
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void Head::simulate(float deltaTime, bool isMine, bool billboard) {
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if (isMine) {
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MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
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// Only use face trackers when not playing back a recording.
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if (!myAvatar->isPlaying()) {
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FaceTracker* faceTracker = Application::getInstance()->getActiveFaceTracker();
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DdeFaceTracker::SharedPointer dde = DependencyManager::get<DdeFaceTracker>();
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Faceshift::SharedPointer faceshift = DependencyManager::get<Faceshift>();
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if ((_isFaceshiftConnected = (faceshift == faceTracker))) {
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_blendshapeCoefficients = faceTracker->getBlendshapeCoefficients();
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} else if (dde->isActive()) {
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faceTracker = dde.data();
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_blendshapeCoefficients = faceTracker->getBlendshapeCoefficients();
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}
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}
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}
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// Update audio trailing average for rendering facial animations
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const float AUDIO_AVERAGING_SECS = 0.05f;
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const float AUDIO_LONG_TERM_AVERAGING_SECS = 30.0f;
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_averageLoudness = glm::mix(_averageLoudness, _audioLoudness, glm::min(deltaTime / AUDIO_AVERAGING_SECS, 1.0f));
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if (_longTermAverageLoudness == -1.0) {
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_longTermAverageLoudness = _averageLoudness;
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} else {
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_longTermAverageLoudness = glm::mix(_longTermAverageLoudness, _averageLoudness, glm::min(deltaTime / AUDIO_LONG_TERM_AVERAGING_SECS, 1.0f));
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}
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if (!(_isFaceshiftConnected || billboard)) {
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// Update eye saccades
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const float AVERAGE_MICROSACCADE_INTERVAL = 0.50f;
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const float AVERAGE_SACCADE_INTERVAL = 4.0f;
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const float MICROSACCADE_MAGNITUDE = 0.002f;
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const float SACCADE_MAGNITUDE = 0.04f;
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if (randFloat() < deltaTime / AVERAGE_MICROSACCADE_INTERVAL) {
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_saccadeTarget = MICROSACCADE_MAGNITUDE * randVector();
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} else if (randFloat() < deltaTime / AVERAGE_SACCADE_INTERVAL) {
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_saccadeTarget = SACCADE_MAGNITUDE * randVector();
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}
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_saccade += (_saccadeTarget - _saccade) * 0.50f;
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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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const float TALKING_LOUDNESS = 100.0f;
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const float BLINK_AFTER_TALKING = 0.25f;
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if ((_averageLoudness - _longTermAverageLoudness) > TALKING_LOUDNESS) {
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_timeWithoutTalking = 0.0f;
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} else if (_timeWithoutTalking < BLINK_AFTER_TALKING && (_timeWithoutTalking += deltaTime) >= BLINK_AFTER_TALKING) {
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forceBlink = true;
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}
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// Update audio attack data for facial animation (eyebrows and mouth)
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const float AUDIO_ATTACK_AVERAGING_RATE = 0.9f;
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_audioAttack = AUDIO_ATTACK_AVERAGING_RATE * _audioAttack + (1.0f - AUDIO_ATTACK_AVERAGING_RATE) * fabs((_audioLoudness - _longTermAverageLoudness) - _lastLoudness);
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_lastLoudness = (_audioLoudness - _longTermAverageLoudness);
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const float BROW_LIFT_THRESHOLD = 100.0f;
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if (_audioAttack > BROW_LIFT_THRESHOLD) {
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_browAudioLift += sqrtf(_audioAttack) * 0.01f;
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}
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_browAudioLift = glm::clamp(_browAudioLift *= 0.7f, 0.0f, 1.0f);
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const float BLINK_SPEED = 10.0f;
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const float BLINK_SPEED_VARIABILITY = 1.0f;
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const float BLINK_START_VARIABILITY = 0.25f;
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const float FULLY_OPEN = 0.0f;
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const float FULLY_CLOSED = 1.0f;
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if (_leftEyeBlinkVelocity == 0.0f && _rightEyeBlinkVelocity == 0.0f) {
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// no blinking when brows are raised; blink less with increasing loudness
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const float BASE_BLINK_RATE = 15.0f / 60.0f;
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const float ROOT_LOUDNESS_TO_BLINK_INTERVAL = 0.25f;
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if (forceBlink || (_browAudioLift < EPSILON && shouldDo(glm::max(1.0f, sqrt(fabs(_averageLoudness - _longTermAverageLoudness)) *
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ROOT_LOUDNESS_TO_BLINK_INTERVAL) / BASE_BLINK_RATE, deltaTime))) {
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_leftEyeBlinkVelocity = BLINK_SPEED + randFloat() * BLINK_SPEED_VARIABILITY;
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_rightEyeBlinkVelocity = BLINK_SPEED + randFloat() * BLINK_SPEED_VARIABILITY;
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if (randFloat() < 0.5f) {
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_leftEyeBlink = BLINK_START_VARIABILITY;
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} else {
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_rightEyeBlink = BLINK_START_VARIABILITY;
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}
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}
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} else {
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_leftEyeBlink = glm::clamp(_leftEyeBlink + _leftEyeBlinkVelocity * deltaTime, FULLY_OPEN, FULLY_CLOSED);
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_rightEyeBlink = glm::clamp(_rightEyeBlink + _rightEyeBlinkVelocity * deltaTime, FULLY_OPEN, FULLY_CLOSED);
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if (_leftEyeBlink == FULLY_CLOSED) {
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_leftEyeBlinkVelocity = -BLINK_SPEED;
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} else if (_leftEyeBlink == FULLY_OPEN) {
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_leftEyeBlinkVelocity = 0.0f;
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}
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if (_rightEyeBlink == FULLY_CLOSED) {
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_rightEyeBlinkVelocity = -BLINK_SPEED;
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} else if (_rightEyeBlink == FULLY_OPEN) {
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_rightEyeBlinkVelocity = 0.0f;
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}
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}
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// use data to update fake Faceshift blendshape coefficients
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const float JAW_OPEN_SCALE = 0.015f;
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const float JAW_OPEN_RATE = 0.9f;
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const float JAW_CLOSE_RATE = 0.90f;
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float audioDelta = sqrtf(glm::max(_averageLoudness - _longTermAverageLoudness, 0.0f)) * JAW_OPEN_SCALE;
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if (audioDelta > _audioJawOpen) {
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_audioJawOpen += (audioDelta - _audioJawOpen) * JAW_OPEN_RATE;
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} else {
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_audioJawOpen *= JAW_CLOSE_RATE;
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}
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_audioJawOpen = glm::clamp(_audioJawOpen, 0.0f, 1.0f);
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// _mouth2 = "mmmm" shape
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// _mouth3 = "funnel" shape
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// _mouth4 = "smile" shape
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const float FUNNEL_PERIOD = 0.985f;
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const float FUNNEL_RANDOM_PERIOD = 0.01f;
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const float MMMM_POWER = 0.25f;
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const float MMMM_PERIOD = 0.91f;
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const float MMMM_RANDOM_PERIOD = 0.15f;
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const float SMILE_PERIOD = 0.925f;
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const float SMILE_RANDOM_PERIOD = 0.05f;
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_mouth3 = glm::mix(_audioJawOpen, _mouth3, FUNNEL_PERIOD + randFloat() * FUNNEL_RANDOM_PERIOD);
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_mouth2 = glm::mix(_audioJawOpen * MMMM_POWER, _mouth2, MMMM_PERIOD + randFloat() * MMMM_RANDOM_PERIOD);
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_mouth4 = glm::mix(_audioJawOpen, _mouth4, SMILE_PERIOD + randFloat() * SMILE_RANDOM_PERIOD);
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DependencyManager::get<Faceshift>()->updateFakeCoefficients(_leftEyeBlink,
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_rightEyeBlink,
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_browAudioLift,
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_audioJawOpen,
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_mouth2,
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_mouth3,
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_mouth4,
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_blendshapeCoefficients);
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} else {
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_saccade = glm::vec3();
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}
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if (!isMine) {
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_faceModel.setLODDistance(static_cast<Avatar*>(_owningAvatar)->getLODDistance());
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}
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_leftEyePosition = _rightEyePosition = getPosition();
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if (!billboard) {
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_faceModel.simulate(deltaTime);
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if (!_faceModel.getEyePositions(_leftEyePosition, _rightEyePosition)) {
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static_cast<Avatar*>(_owningAvatar)->getSkeletonModel().getEyePositions(_leftEyePosition, _rightEyePosition);
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}
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}
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_eyePosition = calculateAverageEyePosition();
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}
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void Head::relaxLean(float deltaTime) {
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// restore rotation, lean to neutral positions
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const float LEAN_RELAXATION_PERIOD = 0.25f; // seconds
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float relaxationFactor = 1.0f - glm::min(deltaTime / LEAN_RELAXATION_PERIOD, 1.0f);
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_deltaYaw *= relaxationFactor;
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_deltaPitch *= relaxationFactor;
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_deltaRoll *= relaxationFactor;
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_leanSideways *= relaxationFactor;
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_leanForward *= relaxationFactor;
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_deltaLeanSideways *= relaxationFactor;
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_deltaLeanForward *= relaxationFactor;
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}
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void Head::render(float alpha, Model::RenderMode mode, bool postLighting) {
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if (postLighting) {
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if (_renderLookatVectors) {
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renderLookatVectors(_leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition());
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}
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} else {
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_faceModel.render(alpha, mode);
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}
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}
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void Head::setScale (float scale) {
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if (_scale == scale) {
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return;
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}
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_scale = scale;
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}
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glm::quat Head::getFinalOrientationInWorldFrame() const {
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return _owningAvatar->getOrientation() * getFinalOrientationInLocalFrame();
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}
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glm::quat Head::getFinalOrientationInLocalFrame() const {
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return glm::quat(glm::radians(glm::vec3(getFinalPitch(), getFinalYaw(), getFinalRoll() )));
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}
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glm::vec3 Head::getCorrectedLookAtPosition() {
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if (_isLookingAtMe) {
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return _correctedLookAtPosition;
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} else {
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return getLookAtPosition();
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}
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}
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void Head::setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition) {
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_isLookingAtMe = true;
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_correctedLookAtPosition = correctedLookAtPosition;
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}
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glm::quat Head::getCameraOrientation() const {
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// NOTE: Head::getCameraOrientation() is not used for orienting the camera "view" while in Oculus mode, so
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// you may wonder why this code is here. This method will be called while in Oculus mode to determine how
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// to change the driving direction while in Oculus mode. It is used to support driving toward where you're
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// head is looking. Note that in oculus mode, your actual camera view and where your head is looking is not
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// always the same.
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if (OculusManager::isConnected()) {
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return getOrientation();
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}
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Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
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return owningAvatar->getWorldAlignedOrientation() * glm::quat(glm::radians(glm::vec3(_basePitch, 0.0f, 0.0f)));
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}
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glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const {
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glm::quat orientation = getOrientation();
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return rotationBetween(orientation * IDENTITY_FRONT, _lookAtPosition + _saccade - eyePosition) * orientation;
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}
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glm::vec3 Head::getScalePivot() const {
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return _faceModel.isActive() ? _faceModel.getTranslation() : _position;
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}
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void Head::setFinalPitch(float finalPitch) {
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_deltaPitch = glm::clamp(finalPitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH) - _basePitch;
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}
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void Head::setFinalYaw(float finalYaw) {
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_deltaYaw = glm::clamp(finalYaw, MIN_HEAD_YAW, MAX_HEAD_YAW) - _baseYaw;
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}
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void Head::setFinalRoll(float finalRoll) {
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_deltaRoll = glm::clamp(finalRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL) - _baseRoll;
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}
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float Head::getFinalYaw() const {
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return glm::clamp(_baseYaw + _deltaYaw, MIN_HEAD_YAW, MAX_HEAD_YAW);
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}
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float Head::getFinalPitch() const {
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return glm::clamp(_basePitch + _deltaPitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH);
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}
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float Head::getFinalRoll() const {
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return glm::clamp(_baseRoll + _deltaRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
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}
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void Head::addLeanDeltas(float sideways, float forward) {
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_deltaLeanSideways += sideways;
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_deltaLeanForward += forward;
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}
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void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
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DependencyManager::get<GlowEffect>()->begin();
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glLineWidth(2.0);
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glBegin(GL_LINES);
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glColor4f(0.2f, 0.2f, 0.2f, 1.0f);
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glVertex3f(leftEyePosition.x, leftEyePosition.y, leftEyePosition.z);
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glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
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glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z);
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glColor4f(0.2f, 0.2f, 0.2f, 1.0f);
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glVertex3f(rightEyePosition.x, rightEyePosition.y, rightEyePosition.z);
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glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
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glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z);
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glEnd();
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DependencyManager::get<GlowEffect>()->end();
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}
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