overte/interface/src/avatar/Head.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

241 lines
8.6 KiB
C++

//
// Head.cpp
// interface
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <glm/gtx/quaternion.hpp>
#include <NodeList.h>
#include "Application.h"
#include "Avatar.h"
#include "Head.h"
#include "Menu.h"
#include "Util.h"
using namespace std;
Head::Head(Avatar* owningAvatar) :
HeadData((AvatarData*)owningAvatar),
_returnHeadToCenter(false),
_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),
_eyePosition(0.0f, 0.0f, 0.0f),
_scale(1.0f),
_gravity(0.0f, -1.0f, 0.0f),
_lastLoudness(0.0f),
_audioAttack(0.0f),
_bodyRotation(0.0f, 0.0f, 0.0f),
_angularVelocity(0,0,0),
_renderLookatVectors(false),
_saccade(0.0f, 0.0f, 0.0f),
_saccadeTarget(0.0f, 0.0f, 0.0f),
_leftEyeBlinkVelocity(0.0f),
_rightEyeBlinkVelocity(0.0f),
_timeWithoutTalking(0.0f),
_tweakedPitch(0.f),
_tweakedYaw(0.f),
_tweakedRoll(0.f),
_isCameraMoving(false),
_faceModel(this)
{
}
void Head::init() {
_faceModel.init();
}
void Head::reset() {
_yaw = _pitch = _roll = 0.0f;
_leanForward = _leanSideways = 0.0f;
_faceModel.reset();
}
void Head::simulate(float deltaTime, bool isMine) {
// Update audio trailing average for rendering facial animations
Faceshift* faceshift = Application::getInstance()->getFaceshift();
if (isMine) {
_isFaceshiftConnected = faceshift->isActive();
}
if (isMine && faceshift->isActive()) {
const float EYE_OPEN_SCALE = 0.5f;
_leftEyeBlink = faceshift->getLeftBlink() - EYE_OPEN_SCALE * faceshift->getLeftEyeOpen();
_rightEyeBlink = faceshift->getRightBlink() - EYE_OPEN_SCALE * faceshift->getRightEyeOpen();
// set these values based on how they'll be used. if we use faceshift in the long term, we'll want a complete
// mapping between their blendshape coefficients and our avatar features
const float MOUTH_SIZE_SCALE = 2500.0f;
_averageLoudness = faceshift->getMouthSize() * faceshift->getMouthSize() * MOUTH_SIZE_SCALE;
const float BROW_HEIGHT_SCALE = 0.005f;
_browAudioLift = faceshift->getBrowUpCenter() * BROW_HEIGHT_SCALE;
_blendshapeCoefficients = faceshift->getBlendshapeCoefficients();
} else if (!_isFaceshiftConnected) {
// Update eye saccades
const float AVERAGE_MICROSACCADE_INTERVAL = 0.50f;
const float AVERAGE_SACCADE_INTERVAL = 4.0f;
const float MICROSACCADE_MAGNITUDE = 0.002f;
const float SACCADE_MAGNITUDE = 0.04f;
if (randFloat() < deltaTime / AVERAGE_MICROSACCADE_INTERVAL) {
_saccadeTarget = MICROSACCADE_MAGNITUDE * randVector();
} else if (randFloat() < deltaTime / AVERAGE_SACCADE_INTERVAL) {
_saccadeTarget = SACCADE_MAGNITUDE * randVector();
}
_saccade += (_saccadeTarget - _saccade) * 0.50f;
const float AUDIO_AVERAGING_SECS = 0.05f;
_averageLoudness = (1.f - deltaTime / AUDIO_AVERAGING_SECS) * _averageLoudness +
(deltaTime / AUDIO_AVERAGING_SECS) * _audioLoudness;
// Detect transition from talking to not; force blink after that and a delay
bool forceBlink = false;
const float TALKING_LOUDNESS = 100.0f;
const float BLINK_AFTER_TALKING = 0.25f;
if (_averageLoudness > TALKING_LOUDNESS) {
_timeWithoutTalking = 0.0f;
} else if (_timeWithoutTalking < BLINK_AFTER_TALKING && (_timeWithoutTalking += deltaTime) >= BLINK_AFTER_TALKING) {
forceBlink = true;
}
// Update audio attack data for facial animation (eyebrows and mouth)
_audioAttack = 0.9f * _audioAttack + 0.1f * fabs(_audioLoudness - _lastLoudness);
_lastLoudness = _audioLoudness;
const float BROW_LIFT_THRESHOLD = 100.0f;
if (_audioAttack > BROW_LIFT_THRESHOLD) {
_browAudioLift += sqrtf(_audioAttack) * 0.00005f;
}
const float CLAMP = 0.01f;
if (_browAudioLift > CLAMP) {
_browAudioLift = CLAMP;
}
_browAudioLift *= 0.7f;
const float BLINK_SPEED = 10.0f;
const float FULLY_OPEN = 0.0f;
const float FULLY_CLOSED = 1.0f;
if (_leftEyeBlinkVelocity == 0.0f && _rightEyeBlinkVelocity == 0.0f) {
// no blinking when brows are raised; blink less with increasing loudness
const float BASE_BLINK_RATE = 15.0f / 60.0f;
const float ROOT_LOUDNESS_TO_BLINK_INTERVAL = 0.25f;
if (forceBlink || (_browAudioLift < EPSILON && shouldDo(glm::max(1.0f, sqrt(_averageLoudness) *
ROOT_LOUDNESS_TO_BLINK_INTERVAL) / BASE_BLINK_RATE, deltaTime))) {
_leftEyeBlinkVelocity = BLINK_SPEED;
_rightEyeBlinkVelocity = BLINK_SPEED;
}
} else {
_leftEyeBlink = glm::clamp(_leftEyeBlink + _leftEyeBlinkVelocity * deltaTime, FULLY_OPEN, FULLY_CLOSED);
_rightEyeBlink = glm::clamp(_rightEyeBlink + _rightEyeBlinkVelocity * deltaTime, FULLY_OPEN, FULLY_CLOSED);
if (_leftEyeBlink == FULLY_CLOSED) {
_leftEyeBlinkVelocity = -BLINK_SPEED;
} else if (_leftEyeBlink == FULLY_OPEN) {
_leftEyeBlinkVelocity = 0.0f;
}
if (_rightEyeBlink == FULLY_CLOSED) {
_rightEyeBlinkVelocity = -BLINK_SPEED;
} else if (_rightEyeBlink == FULLY_OPEN) {
_rightEyeBlinkVelocity = 0.0f;
}
}
// use data to update fake Faceshift blendshape coefficients
const float BROW_LIFT_SCALE = 500.0f;
const float JAW_OPEN_SCALE = 0.01f;
const float JAW_OPEN_DEAD_ZONE = 0.75f;
faceshift->updateFakeCoefficients(_leftEyeBlink, _rightEyeBlink, min(1.0f, _browAudioLift * BROW_LIFT_SCALE),
glm::clamp(sqrt(_averageLoudness * JAW_OPEN_SCALE) - JAW_OPEN_DEAD_ZONE, 0.0f, 1.0f), _blendshapeCoefficients);
}
_faceModel.simulate(deltaTime);
// the blend face may have custom eye meshes
if (!_faceModel.getEyePositions(_leftEyePosition, _rightEyePosition)) {
_leftEyePosition = _rightEyePosition = getPosition();
}
_eyePosition = calculateAverageEyePosition();
}
void Head::render(float alpha) {
if (_faceModel.render(alpha) && _renderLookatVectors) {
renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
}
}
void Head::setScale (float scale) {
if (_scale == scale) {
return;
}
_scale = scale;
}
glm::quat Head::getOrientation() const {
return glm::quat(glm::radians(_bodyRotation)) * glm::quat(glm::radians(glm::vec3(_pitch, _yaw, _roll)));
}
glm::quat Head::getTweakedOrientation() const {
return glm::quat(glm::radians(_bodyRotation)) * glm::quat(glm::radians(glm::vec3(getTweakedPitch(), getTweakedYaw(), getTweakedRoll() )));
}
glm::quat Head::getCameraOrientation () const {
Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
return owningAvatar->getWorldAlignedOrientation()
* glm::quat(glm::radians(glm::vec3(_pitch, 0.f, 0.0f)));
}
glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const {
glm::quat orientation = getOrientation();
return rotationBetween(orientation * IDENTITY_FRONT, _lookAtPosition + _saccade - eyePosition) * orientation;
}
glm::vec3 Head::getScalePivot() const {
return _faceModel.isActive() ? _faceModel.getTranslation() : _position;
}
float Head::getTweakedYaw() const {
return glm::clamp(_yaw + _tweakedYaw, MIN_HEAD_YAW, MAX_HEAD_YAW);
}
float Head::getTweakedPitch() const {
return glm::clamp(_pitch + _tweakedPitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH);
}
float Head::getTweakedRoll() const {
return glm::clamp(_roll + _tweakedRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
}
void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
Application::getInstance()->getGlowEffect()->begin();
glLineWidth(2.0);
glBegin(GL_LINES);
glColor4f(0.2f, 0.2f, 0.2f, 1.f);
glVertex3f(leftEyePosition.x, leftEyePosition.y, leftEyePosition.z);
glColor4f(1.0f, 1.0f, 1.0f, 0.f);
glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z);
glColor4f(0.2f, 0.2f, 0.2f, 1.f);
glVertex3f(rightEyePosition.x, rightEyePosition.y, rightEyePosition.z);
glColor4f(1.0f, 1.0f, 1.0f, 0.f);
glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z);
glEnd();
Application::getInstance()->getGlowEffect()->end();
}