overte/interface/src/Head.cpp

492 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 "Head.h"
#include <vector>
#include <lodepng.h>
#include <fstream>
#include <sstream>
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[] = "interface.app/Contents/Resources/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) {
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;
}