overte/interface/src/avatar/Head.cpp
Andrew Meadows fff7a36b54 merge upstream/master into physics project
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
2014-03-25 15:55:26 -07:00

255 lines
9.1 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 "GeometryUtil.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),
_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),
_pitchTweak(0.f),
_yawTweak(0.f),
_rollTweak(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, bool billboard) {
// Update audio trailing average for rendering facial animations
Faceshift* faceshift = Application::getInstance()->getFaceshift();
Visage* visage = Application::getInstance()->getVisage();
if (isMine) {
_isFaceshiftConnected = false;
if (faceshift->isActive()) {
_blendshapeCoefficients = faceshift->getBlendshapeCoefficients();
_isFaceshiftConnected = true;
} else if (visage->isActive()) {
_blendshapeCoefficients = visage->getBlendshapeCoefficients();
_isFaceshiftConnected = true;
}
}
if (!(_isFaceshiftConnected || billboard)) {
// 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 = glm::mix(_averageLoudness, _audioLoudness, glm::min(deltaTime / AUDIO_AVERAGING_SECS, 1.0f));
// 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);
}
if (!isMine) {
_faceModel.setLODDistance(static_cast<Avatar*>(_owningAvatar)->getLODDistance());
}
_leftEyePosition = _rightEyePosition = getPosition();
if (!billboard) {
_faceModel.simulate(deltaTime);
_faceModel.getEyePositions(_leftEyePosition, _rightEyePosition);
}
_eyePosition = calculateAverageEyePosition();
}
void Head::render(float alpha, bool forShadowMap) {
if (_faceModel.render(alpha, forShadowMap) && _renderLookatVectors) {
renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
}
}
void Head::setScale (float scale) {
if (_scale == scale) {
return;
}
_scale = scale;
}
glm::quat Head::getTweakedOrientation() const {
return _owningAvatar->getOrientation() * 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 + _yawTweak, MIN_HEAD_YAW, MAX_HEAD_YAW);
}
float Head::getTweakedPitch() const {
return glm::clamp(_pitch + _pitchTweak, MIN_HEAD_PITCH, MAX_HEAD_PITCH);
}
float Head::getTweakedRoll() const {
return glm::clamp(_roll + _rollTweak, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
}
void Head::applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration) {
// compute lean angles
Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
glm::quat bodyRotation = owningAvatar->getOrientation();
glm::vec3 neckPosition;
if (owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
glm::vec3 yAxis = bodyRotation * glm::vec3(0.f, 1.f, 0.f);
glm::vec3 leverArm = _position - neckPosition;
if (glm::dot(leverArm, yAxis) > 0.f) {
float neckLength = glm::length(_position - neckPosition);
if (neckLength > 0.f) {
glm::vec3 xAxis = bodyRotation * glm::vec3(1.f, 0.f, 0.f);
glm::vec3 zAxis = bodyRotation * glm::vec3(0.f, 0.f, 1.f);
float forward = DEGREES_PER_RADIAN * glm::dot(penetration, zAxis) / neckLength;
float sideways = DEGREES_PER_RADIAN * glm::dot(penetration, xAxis) / neckLength;
addLean(sideways, forward);
}
}
}
}
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();
}