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Conflicts: interface/src/avatar/Hand.cpp interface/src/avatar/Hand.h interface/src/avatar/SkeletonModel.cpp interface/src/avatar/SkeletonModel.h interface/src/renderer/Model.h
255 lines
9.1 KiB
C++
255 lines
9.1 KiB
C++
//
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// Head.cpp
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// interface
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//
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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#include <glm/gtx/quaternion.hpp>
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#include <NodeList.h>
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#include "Application.h"
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#include "Avatar.h"
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#include "GeometryUtil.h"
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#include "Head.h"
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#include "Menu.h"
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#include "Util.h"
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using namespace std;
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Head::Head(Avatar* owningAvatar) :
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HeadData((AvatarData*)owningAvatar),
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_returnHeadToCenter(false),
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_position(0.0f, 0.0f, 0.0f),
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_rotation(0.0f, 0.0f, 0.0f),
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_leftEyePosition(0.0f, 0.0f, 0.0f),
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_rightEyePosition(0.0f, 0.0f, 0.0f),
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_eyePosition(0.0f, 0.0f, 0.0f),
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_scale(1.0f),
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_gravity(0.0f, -1.0f, 0.0f),
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_lastLoudness(0.0f),
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_audioAttack(0.0f),
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_angularVelocity(0,0,0),
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_renderLookatVectors(false),
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_saccade(0.0f, 0.0f, 0.0f),
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_saccadeTarget(0.0f, 0.0f, 0.0f),
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_leftEyeBlinkVelocity(0.0f),
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_rightEyeBlinkVelocity(0.0f),
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_timeWithoutTalking(0.0f),
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_pitchTweak(0.f),
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_yawTweak(0.f),
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_rollTweak(0.f),
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_isCameraMoving(false),
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_faceModel(this)
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{
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}
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void Head::init() {
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_faceModel.init();
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}
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void Head::reset() {
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_yaw = _pitch = _roll = 0.0f;
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_leanForward = _leanSideways = 0.0f;
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_faceModel.reset();
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}
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void Head::simulate(float deltaTime, bool isMine, bool billboard) {
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// Update audio trailing average for rendering facial animations
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Faceshift* faceshift = Application::getInstance()->getFaceshift();
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Visage* visage = Application::getInstance()->getVisage();
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if (isMine) {
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_isFaceshiftConnected = false;
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if (faceshift->isActive()) {
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_blendshapeCoefficients = faceshift->getBlendshapeCoefficients();
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_isFaceshiftConnected = true;
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} else if (visage->isActive()) {
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_blendshapeCoefficients = visage->getBlendshapeCoefficients();
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_isFaceshiftConnected = true;
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}
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}
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if (!(_isFaceshiftConnected || billboard)) {
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// Update eye saccades
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const float AVERAGE_MICROSACCADE_INTERVAL = 0.50f;
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const float AVERAGE_SACCADE_INTERVAL = 4.0f;
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const float MICROSACCADE_MAGNITUDE = 0.002f;
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const float SACCADE_MAGNITUDE = 0.04f;
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if (randFloat() < deltaTime / AVERAGE_MICROSACCADE_INTERVAL) {
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_saccadeTarget = MICROSACCADE_MAGNITUDE * randVector();
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} else if (randFloat() < deltaTime / AVERAGE_SACCADE_INTERVAL) {
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_saccadeTarget = SACCADE_MAGNITUDE * randVector();
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}
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_saccade += (_saccadeTarget - _saccade) * 0.50f;
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const float AUDIO_AVERAGING_SECS = 0.05f;
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_averageLoudness = glm::mix(_averageLoudness, _audioLoudness, glm::min(deltaTime / AUDIO_AVERAGING_SECS, 1.0f));
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// Detect transition from talking to not; force blink after that and a delay
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bool forceBlink = false;
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const float TALKING_LOUDNESS = 100.0f;
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const float BLINK_AFTER_TALKING = 0.25f;
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if (_averageLoudness > TALKING_LOUDNESS) {
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_timeWithoutTalking = 0.0f;
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} else if (_timeWithoutTalking < BLINK_AFTER_TALKING && (_timeWithoutTalking += deltaTime) >= BLINK_AFTER_TALKING) {
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forceBlink = true;
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}
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// Update audio attack data for facial animation (eyebrows and mouth)
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_audioAttack = 0.9f * _audioAttack + 0.1f * fabs(_audioLoudness - _lastLoudness);
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_lastLoudness = _audioLoudness;
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const float BROW_LIFT_THRESHOLD = 100.0f;
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if (_audioAttack > BROW_LIFT_THRESHOLD) {
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_browAudioLift += sqrtf(_audioAttack) * 0.00005f;
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}
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const float CLAMP = 0.01f;
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if (_browAudioLift > CLAMP) {
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_browAudioLift = CLAMP;
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}
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_browAudioLift *= 0.7f;
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const float BLINK_SPEED = 10.0f;
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const float FULLY_OPEN = 0.0f;
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const float FULLY_CLOSED = 1.0f;
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if (_leftEyeBlinkVelocity == 0.0f && _rightEyeBlinkVelocity == 0.0f) {
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// no blinking when brows are raised; blink less with increasing loudness
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const float BASE_BLINK_RATE = 15.0f / 60.0f;
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const float ROOT_LOUDNESS_TO_BLINK_INTERVAL = 0.25f;
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if (forceBlink || (_browAudioLift < EPSILON && shouldDo(glm::max(1.0f, sqrt(_averageLoudness) *
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ROOT_LOUDNESS_TO_BLINK_INTERVAL) / BASE_BLINK_RATE, deltaTime))) {
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_leftEyeBlinkVelocity = BLINK_SPEED;
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_rightEyeBlinkVelocity = BLINK_SPEED;
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}
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} else {
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_leftEyeBlink = glm::clamp(_leftEyeBlink + _leftEyeBlinkVelocity * deltaTime, FULLY_OPEN, FULLY_CLOSED);
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_rightEyeBlink = glm::clamp(_rightEyeBlink + _rightEyeBlinkVelocity * deltaTime, FULLY_OPEN, FULLY_CLOSED);
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if (_leftEyeBlink == FULLY_CLOSED) {
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_leftEyeBlinkVelocity = -BLINK_SPEED;
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} else if (_leftEyeBlink == FULLY_OPEN) {
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_leftEyeBlinkVelocity = 0.0f;
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}
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if (_rightEyeBlink == FULLY_CLOSED) {
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_rightEyeBlinkVelocity = -BLINK_SPEED;
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} else if (_rightEyeBlink == FULLY_OPEN) {
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_rightEyeBlinkVelocity = 0.0f;
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}
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}
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// use data to update fake Faceshift blendshape coefficients
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const float BROW_LIFT_SCALE = 500.0f;
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const float JAW_OPEN_SCALE = 0.01f;
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const float JAW_OPEN_DEAD_ZONE = 0.75f;
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faceshift->updateFakeCoefficients(_leftEyeBlink, _rightEyeBlink, min(1.0f, _browAudioLift * BROW_LIFT_SCALE),
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glm::clamp(sqrt(_averageLoudness * JAW_OPEN_SCALE) - JAW_OPEN_DEAD_ZONE, 0.0f, 1.0f), _blendshapeCoefficients);
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}
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if (!isMine) {
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_faceModel.setLODDistance(static_cast<Avatar*>(_owningAvatar)->getLODDistance());
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}
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_leftEyePosition = _rightEyePosition = getPosition();
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if (!billboard) {
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_faceModel.simulate(deltaTime);
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_faceModel.getEyePositions(_leftEyePosition, _rightEyePosition);
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}
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_eyePosition = calculateAverageEyePosition();
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}
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void Head::render(float alpha, bool forShadowMap) {
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if (_faceModel.render(alpha, forShadowMap) && _renderLookatVectors) {
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renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
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}
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}
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void Head::setScale (float scale) {
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if (_scale == scale) {
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return;
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}
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_scale = scale;
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}
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glm::quat Head::getTweakedOrientation() const {
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return _owningAvatar->getOrientation() * glm::quat(glm::radians(
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glm::vec3(getTweakedPitch(), getTweakedYaw(), getTweakedRoll() )));
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}
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glm::quat Head::getCameraOrientation () const {
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Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
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return owningAvatar->getWorldAlignedOrientation() * glm::quat(glm::radians(glm::vec3(_pitch, 0.f, 0.0f)));
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}
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glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const {
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glm::quat orientation = getOrientation();
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return rotationBetween(orientation * IDENTITY_FRONT, _lookAtPosition + _saccade - eyePosition) * orientation;
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}
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glm::vec3 Head::getScalePivot() const {
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return _faceModel.isActive() ? _faceModel.getTranslation() : _position;
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}
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float Head::getTweakedYaw() const {
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return glm::clamp(_yaw + _yawTweak, MIN_HEAD_YAW, MAX_HEAD_YAW);
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}
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float Head::getTweakedPitch() const {
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return glm::clamp(_pitch + _pitchTweak, MIN_HEAD_PITCH, MAX_HEAD_PITCH);
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}
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float Head::getTweakedRoll() const {
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return glm::clamp(_roll + _rollTweak, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
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}
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void Head::applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration) {
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// compute lean angles
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Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
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glm::quat bodyRotation = owningAvatar->getOrientation();
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glm::vec3 neckPosition;
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if (owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
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glm::vec3 yAxis = bodyRotation * glm::vec3(0.f, 1.f, 0.f);
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glm::vec3 leverArm = _position - neckPosition;
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if (glm::dot(leverArm, yAxis) > 0.f) {
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float neckLength = glm::length(_position - neckPosition);
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if (neckLength > 0.f) {
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glm::vec3 xAxis = bodyRotation * glm::vec3(1.f, 0.f, 0.f);
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glm::vec3 zAxis = bodyRotation * glm::vec3(0.f, 0.f, 1.f);
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float forward = DEGREES_PER_RADIAN * glm::dot(penetration, zAxis) / neckLength;
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float sideways = DEGREES_PER_RADIAN * glm::dot(penetration, xAxis) / neckLength;
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addLean(sideways, forward);
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}
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}
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}
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}
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void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
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Application::getInstance()->getGlowEffect()->begin();
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glLineWidth(2.0);
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glBegin(GL_LINES);
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glColor4f(0.2f, 0.2f, 0.2f, 1.f);
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glVertex3f(leftEyePosition.x, leftEyePosition.y, leftEyePosition.z);
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glColor4f(1.0f, 1.0f, 1.0f, 0.f);
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glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z);
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glColor4f(0.2f, 0.2f, 0.2f, 1.f);
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glVertex3f(rightEyePosition.x, rightEyePosition.y, rightEyePosition.z);
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glColor4f(1.0f, 1.0f, 1.0f, 0.f);
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glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z);
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glEnd();
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Application::getInstance()->getGlowEffect()->end();
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}
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