overte/interface/src/Head.cpp

379 lines
12 KiB
C++

//
// Head.cpp
// hifi
//
// Created by Jeffrey on May, 10, 2013
// Copyright (c) 2013 Physical, Inc.. All rights reserved.
//
#include "Head.h"
#include <vector>
#include <SharedUtil.h>
#include <lodepng.h>
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<unsigned char> 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();
}