mirror of
https://github.com/overte-org/overte.git
synced 2025-06-20 17:20:25 +02:00
494 lines
16 KiB
C++
494 lines
16 KiB
C++
//
|
|
// Head.cpp
|
|
// interface
|
|
//
|
|
// Created by Philip Rosedale on 9/11/12.
|
|
// Copyright (c) 2012 Physical, Inc.. All rights reserved.
|
|
//
|
|
|
|
#include <iostream>
|
|
#include <glm/glm.hpp>
|
|
#include <vector>
|
|
#include <lodepng.h>
|
|
#include <fstream>
|
|
#include <sstream>
|
|
#include <SharedUtil.h>
|
|
#include "Head.h"
|
|
|
|
using namespace std;
|
|
|
|
float skinColor[] = {1.0, 0.84, 0.66};
|
|
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;
|
|
|
|
const float DECAY = 0.1;
|
|
|
|
char iris_texture_file[] = "images/green_eye.png";
|
|
|
|
vector<unsigned char> iris_texture;
|
|
unsigned int iris_texture_width = 512;
|
|
unsigned int iris_texture_height = 256;
|
|
|
|
GLUquadric *sphere = gluNewQuadric();
|
|
|
|
Head::Head()
|
|
{
|
|
position.x = position.y = position.z = 0;
|
|
PupilSize = 0.10;
|
|
interPupilDistance = 0.6;
|
|
interBrowDistance = 0.75;
|
|
NominalPupilSize = 0.10;
|
|
Yaw = 0.0;
|
|
EyebrowPitch[0] = EyebrowPitch[1] = -30;
|
|
EyebrowRoll[0] = 20;
|
|
EyebrowRoll[1] = -20;
|
|
MouthPitch = 0;
|
|
MouthYaw = 0;
|
|
MouthWidth = 1.0;
|
|
MouthHeight = 0.2;
|
|
EyeballPitch[0] = EyeballPitch[1] = 0;
|
|
EyeballScaleX = 1.2; EyeballScaleY = 1.5; EyeballScaleZ = 1.0;
|
|
EyeballYaw[0] = EyeballYaw[1] = 0;
|
|
PitchTarget = YawTarget = 0;
|
|
NoiseEnvelope = 1.0;
|
|
PupilConverge = 10.0;
|
|
leanForward = 0.0;
|
|
leanSideways = 0.0;
|
|
eyeContact = 1;
|
|
eyeContactTarget = LEFT_EYE;
|
|
scale = 1.0;
|
|
renderYaw = 0.0;
|
|
renderPitch = 0.0;
|
|
audioAttack = 0.0;
|
|
loudness = 0.0;
|
|
averageLoudness = 0.0;
|
|
lastLoudness = 0.0;
|
|
browAudioLift = 0.0;
|
|
noise = 0;
|
|
|
|
hand = new Hand(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));
|
|
|
|
if (iris_texture.size() == 0) {
|
|
switchToResourcesIfRequired();
|
|
unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
|
|
if (error != 0) {
|
|
std::cout << "error " << error << ": " << lodepng_error_text(error) << std::endl;
|
|
}
|
|
}
|
|
}
|
|
|
|
Head::Head(const Head &otherHead) {
|
|
position = otherHead.position;
|
|
PupilSize = otherHead.PupilSize;
|
|
interPupilDistance = otherHead.interPupilDistance;
|
|
interBrowDistance = otherHead.interBrowDistance;
|
|
NominalPupilSize = otherHead.NominalPupilSize;
|
|
Yaw = otherHead.Yaw;
|
|
EyebrowPitch[0] = otherHead.EyebrowPitch[0];
|
|
EyebrowPitch[1] = otherHead.EyebrowPitch[1];
|
|
EyebrowRoll[0] = otherHead.EyebrowRoll[0];
|
|
EyebrowRoll[1] = otherHead.EyebrowRoll[1];
|
|
MouthPitch = otherHead.MouthPitch;
|
|
MouthYaw = otherHead.MouthYaw;
|
|
MouthWidth = otherHead.MouthWidth;
|
|
MouthHeight = otherHead.MouthHeight;
|
|
EyeballPitch[0] = otherHead.EyeballPitch[0];
|
|
EyeballPitch[1] = otherHead.EyeballPitch[1];
|
|
EyeballScaleX = otherHead.EyeballScaleX;
|
|
EyeballScaleY = otherHead.EyeballScaleY;
|
|
EyeballScaleZ = otherHead.EyeballScaleZ;
|
|
EyeballYaw[0] = otherHead.EyeballYaw[0];
|
|
EyeballYaw[1] = otherHead.EyeballYaw[1];
|
|
PitchTarget = otherHead.PitchTarget;
|
|
YawTarget = otherHead.YawTarget;
|
|
NoiseEnvelope = otherHead.NoiseEnvelope;
|
|
PupilConverge = otherHead.PupilConverge;
|
|
leanForward = otherHead.leanForward;
|
|
leanSideways = otherHead.leanSideways;
|
|
eyeContact = otherHead.eyeContact;
|
|
eyeContactTarget = otherHead.eyeContactTarget;
|
|
scale = otherHead.scale;
|
|
renderYaw = otherHead.renderYaw;
|
|
renderPitch = otherHead.renderPitch;
|
|
audioAttack = otherHead.audioAttack;
|
|
loudness = otherHead.loudness;
|
|
averageLoudness = otherHead.averageLoudness;
|
|
lastLoudness = otherHead.lastLoudness;
|
|
browAudioLift = otherHead.browAudioLift;
|
|
noise = otherHead.noise;
|
|
|
|
Hand newHand = Hand(*otherHead.hand);
|
|
hand = &newHand;
|
|
}
|
|
|
|
Head::~Head() {
|
|
if (sphere) {
|
|
gluDeleteQuadric(sphere);
|
|
}
|
|
}
|
|
|
|
Head* Head::clone() const {
|
|
return new Head(*this);
|
|
}
|
|
|
|
void Head::reset()
|
|
{
|
|
Pitch = Yaw = Roll = 0;
|
|
leanForward = leanSideways = 0;
|
|
}
|
|
|
|
void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity)
|
|
// Using serial data, update avatar/render position and angles
|
|
{
|
|
|
|
const float PITCH_ACCEL_COUPLING = 0.5;
|
|
const float ROLL_ACCEL_COUPLING = -1.0;
|
|
float measured_pitch_rate = serialInterface->getRelativeValue(PITCH_RATE);
|
|
YawRate = serialInterface->getRelativeValue(YAW_RATE);
|
|
float measured_lateral_accel = serialInterface->getRelativeValue(ACCEL_X) -
|
|
ROLL_ACCEL_COUPLING*serialInterface->getRelativeValue(ROLL_RATE);
|
|
float measured_fwd_accel = serialInterface->getRelativeValue(ACCEL_Z) -
|
|
PITCH_ACCEL_COUPLING*serialInterface->getRelativeValue(PITCH_RATE);
|
|
float measured_roll_rate = serialInterface->getRelativeValue(ROLL_RATE);
|
|
|
|
//std::cout << "Pitch Rate: " << serialInterface->getRelativeValue(PITCH_RATE) <<
|
|
// " fwd_accel: " << serialInterface->getRelativeValue(ACCEL_Z) << "\n";
|
|
//std::cout << "Roll Rate: " << serialInterface->getRelativeValue(ROLL_RATE) <<
|
|
//" ACCEL_X: " << serialInterface->getRelativeValue(ACCEL_X) << "\n";
|
|
//std::cout << "Pitch: " << Pitch << "\n";
|
|
|
|
// Update avatar head position based on measured gyro rates
|
|
const float HEAD_ROTATION_SCALE = 0.70;
|
|
const float HEAD_ROLL_SCALE = 0.40;
|
|
const float HEAD_LEAN_SCALE = 0.01;
|
|
const float MAX_PITCH = 45;
|
|
const float MIN_PITCH = -45;
|
|
const float MAX_YAW = 85;
|
|
const float MIN_YAW = -85;
|
|
|
|
if ((Pitch < MAX_PITCH) && (Pitch > MIN_PITCH))
|
|
addPitch(measured_pitch_rate * -HEAD_ROTATION_SCALE * frametime);
|
|
addRoll(-measured_roll_rate * HEAD_ROLL_SCALE * frametime);
|
|
|
|
if (head_mirror) {
|
|
if ((Yaw < MAX_YAW) && (Yaw > MIN_YAW))
|
|
addYaw(-YawRate * HEAD_ROTATION_SCALE * frametime);
|
|
addLean(-measured_lateral_accel * frametime * HEAD_LEAN_SCALE, -measured_fwd_accel*frametime * HEAD_LEAN_SCALE);
|
|
} else {
|
|
if ((Yaw < MAX_YAW) && (Yaw > MIN_YAW))
|
|
addYaw(YawRate * -HEAD_ROTATION_SCALE * frametime);
|
|
addLean(measured_lateral_accel * frametime * -HEAD_LEAN_SCALE, measured_fwd_accel*frametime * HEAD_LEAN_SCALE);
|
|
}
|
|
}
|
|
|
|
void Head::addLean(float x, float z) {
|
|
// Add Body lean as impulse
|
|
leanSideways += x;
|
|
leanForward += z;
|
|
}
|
|
|
|
void Head::setLeanForward(float dist){
|
|
leanForward = dist;
|
|
}
|
|
|
|
void Head::setLeanSideways(float dist){
|
|
leanSideways = dist;
|
|
}
|
|
|
|
// Simulate the head over time
|
|
void Head::simulate(float deltaTime)
|
|
{
|
|
if (!noise)
|
|
{
|
|
// Decay back toward center
|
|
Pitch *= (1.f - DECAY*2*deltaTime);
|
|
Yaw *= (1.f - DECAY*2*deltaTime);
|
|
Roll *= (1.f - DECAY*2*deltaTime);
|
|
}
|
|
else {
|
|
// 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 - DECAY*deltaTime);
|
|
}
|
|
|
|
leanForward *= (1.f - DECAY*30.f*deltaTime);
|
|
leanSideways *= (1.f - DECAY*30.f*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
|
|
SetNewHeadTarget(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;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
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;
|
|
} else {
|
|
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 ((randFloat() < 0.005) && (fabs(PitchTarget - Pitch) < 1.0) && (fabs(YawTarget - Yaw) < 1.0))
|
|
{
|
|
SetNewHeadTarget((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;
|
|
}
|
|
|
|
}
|
|
hand->simulate(deltaTime);
|
|
|
|
|
|
}
|
|
|
|
void Head::render(int faceToFace, int isMine, float * myLocation)
|
|
{
|
|
int side = 0;
|
|
|
|
glm::vec3 cameraHead(myLocation[0], myLocation[1], myLocation[2]);
|
|
float distanceToCamera = glm::distance(cameraHead, position);
|
|
|
|
// Always render own hand, but don't render head unless showing face2face
|
|
glEnable(GL_DEPTH_TEST);
|
|
glPushMatrix();
|
|
|
|
glScalef(scale, scale, scale);
|
|
glTranslatef(leanSideways, 0.f, leanForward);
|
|
|
|
glRotatef(Yaw, 0, 1, 0);
|
|
|
|
hand->render(1);
|
|
|
|
// Don't render a head if it is really close to your location, because that is your own head!
|
|
if ((distanceToCamera > 1.0) || faceToFace) {
|
|
|
|
glRotatef(Pitch, 1, 0, 0);
|
|
glRotatef(Roll, 0, 0, 1);
|
|
|
|
|
|
// Overall scale of head
|
|
if (faceToFace) glScalef(1.5, 2.0, 2.0);
|
|
else glScalef(0.75, 1.0, 1.0);
|
|
glColor3fv(skinColor);
|
|
|
|
|
|
// Head
|
|
glutSolidSphere(1, 30, 30);
|
|
|
|
//std::cout << distanceToCamera << "\n";
|
|
|
|
// 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();
|
|
|
|
|
|
// Eyebrows
|
|
audioAttack = 0.9*audioAttack + 0.1*fabs(loudness - lastLoudness);
|
|
lastLoudness = loudness;
|
|
|
|
const float BROW_LIFT_THRESHOLD = 100;
|
|
if (audioAttack > BROW_LIFT_THRESHOLD)
|
|
browAudioLift += sqrt(audioAttack)/1000.0;
|
|
|
|
browAudioLift *= .90;
|
|
|
|
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);
|
|
glScalef(MouthWidth*(.7 + sqrt(averageLoudness)/60.0), MouthHeight*(1.0 + sqrt(averageLoudness)/30.0), 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) {
|
|
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] + 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] - 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();
|
|
}
|
|
|
|
// Transmit data to agents requesting it
|
|
|
|
int Head::getBroadcastData(char* data)
|
|
{
|
|
// Copy data for transmission to the buffer, return length of data
|
|
sprintf(data, "H%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f",
|
|
getRenderPitch() + Pitch, -getRenderYaw() + 180 -Yaw, Roll,
|
|
position.x + leanSideways, position.y, position.z + leanForward,
|
|
loudness, averageLoudness,
|
|
hand->getPos().x, hand->getPos().y, hand->getPos().z);
|
|
return strlen(data);
|
|
}
|
|
|
|
void Head::parseData(void *data, int size) {
|
|
// parse head data for this agent
|
|
glm::vec3 handPos(0,0,0);
|
|
sscanf((char *)data, "H%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f",
|
|
&Pitch, &Yaw, &Roll,
|
|
&position.x, &position.y, &position.z,
|
|
&loudness, &averageLoudness,
|
|
&handPos.x, &handPos.y, &handPos.z);
|
|
if (glm::length(handPos) > 0.0) hand->setPos(handPos);
|
|
}
|
|
|
|
void Head::SetNewHeadTarget(float pitch, float yaw)
|
|
{
|
|
PitchTarget = pitch;
|
|
YawTarget = yaw;
|
|
}
|