overte/interface/src/avatar/FaceModel.cpp
Andrew Meadows 6b2c7c556d Fixing mouselook.
Faceshift head rotations are stored separately and then integrated into
the final (rendered) head rotation at the right times but do not affect
the camera.
2014-02-07 17:46:14 -08:00

77 lines
3 KiB
C++

//
// FaceModel.cpp
// interface
//
// Created by Andrzej Kapolka on 9/16/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#include <glm/gtx/transform.hpp>
#include "Avatar.h"
#include "FaceModel.h"
#include "Head.h"
#include "Menu.h"
FaceModel::FaceModel(Head* owningHead) :
_owningHead(owningHead)
{
}
void FaceModel::simulate(float deltaTime) {
if (!isActive()) {
return;
}
Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
glm::vec3 neckPosition;
if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
neckPosition = owningAvatar->getPosition();
}
setTranslation(neckPosition);
glm::quat neckRotation;
if (!owningAvatar->getSkeletonModel().getNeckRotation(neckRotation)) {
neckRotation = owningAvatar->getOrientation();
}
setRotation(neckRotation);
const float MODEL_SCALE = 0.0006f;
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale() * MODEL_SCALE);
setOffset(-_geometry->getFBXGeometry().neckPivot);
setPupilDilation(_owningHead->getPupilDilation());
setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());
Model::simulate(deltaTime);
}
bool FaceModel::render(float alpha) {
if (!Model::render(alpha)) {
return false;
}
if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
renderCollisionProxies(alpha);
}
return true;
}
void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
// get the rotation axes in joint space and use them to adjust the rotation
glm::mat3 axes = glm::mat3_cast(_rotation);
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.transform * glm::translate(state.translation) *
joint.preTransform * glm::mat4_cast(joint.preRotation)));
state.rotation = glm::angleAxis(-_owningHead->getRoll(), glm::normalize(inverse * axes[2])) *
glm::angleAxis(_owningHead->getTweakedYaw(), glm::normalize(inverse * axes[1])) *
glm::angleAxis(-_owningHead->getTweakedPitch(), glm::normalize(inverse * axes[0])) * joint.rotation;
}
void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
// likewise with the eye joints
glm::mat4 inverse = glm::inverse(parentState.transform * glm::translate(state.translation) *
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getTweakedOrientation() * IDENTITY_FRONT, 0.0f));
glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
_owningHead->getSaccade() - _translation, 1.0f));
glm::quat between = rotationBetween(front, lookAt);
const float MAX_ANGLE = 30.0f;
state.rotation = glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
joint.rotation;
}