Exemplo n.º 1
0
void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
    setTranslation(_owningAvatar->getSkeletonPosition());
    static const glm::quat refOrientation = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
    setRotation(_owningAvatar->getOrientation() * refOrientation);
    setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale());
    setBlendshapeCoefficients(_owningAvatar->getHead()->getBlendshapeCoefficients());

    Model::simulate(deltaTime, fullUpdate);
    
    if (!isActive() || !_owningAvatar->isMyAvatar()) {
        return; // only simulate for own avatar
    }
    
    MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
    if (myAvatar->isPlaying()) {
        // Don't take inputs if playing back a recording.
        return;
    }

    const FBXGeometry& geometry = _geometry->getFBXGeometry();

    // find the left and rightmost active palms
    int leftPalmIndex, rightPalmIndex;
    Hand* hand = _owningAvatar->getHand();
    hand->getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);

    const float HAND_RESTORATION_RATE = 0.25f;    
    if (leftPalmIndex == -1 || rightPalmIndex == -1) {
        // palms are not yet set, use mouse
        if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
            restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
        } else {
            // transform into model-frame
            glm::vec3 handPosition = glm::inverse(_rotation) * (_owningAvatar->getHandPosition() - _translation);
            applyHandPosition(geometry.rightHandJointIndex, handPosition);
        }
        restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);

    } else if (leftPalmIndex == rightPalmIndex) {
        // right hand only
        applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[leftPalmIndex]);
        restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);

    } else {
        applyPalmData(geometry.leftHandJointIndex, hand->getPalms()[leftPalmIndex]);
        applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[rightPalmIndex]);
    }

    if (_isFirstPerson) {
        cauterizeHead();
        updateClusterMatrices();
    }

    _boundingShape.setTranslation(_translation + _rotation * _boundingShapeLocalOffset);
    _boundingShape.setRotation(_rotation);
}
Exemplo n.º 2
0
void Head::simulate(float deltaTime, bool isMine, bool billboard) {
    //  Update audio trailing average for rendering facial animations
    const float AUDIO_AVERAGING_SECS = 0.05f;
    const float AUDIO_LONG_TERM_AVERAGING_SECS = 30.0f;
    _averageLoudness = glm::mix(_averageLoudness, _audioLoudness, glm::min(deltaTime / AUDIO_AVERAGING_SECS, 1.0f));

    if (_longTermAverageLoudness == -1.0f) {
        _longTermAverageLoudness = _averageLoudness;
    } else {
        _longTermAverageLoudness = glm::mix(_longTermAverageLoudness, _averageLoudness, glm::min(deltaTime / AUDIO_LONG_TERM_AVERAGING_SECS, 1.0f));
    }

    if (isMine) {
        MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
        
        // Only use face trackers when not playing back a recording.
        if (!myAvatar->isPlaying()) {
            FaceTracker* faceTracker = Application::getInstance()->getActiveFaceTracker();
            _isFaceTrackerConnected = faceTracker != NULL && !faceTracker->isMuted();
            if (_isFaceTrackerConnected) {
                _blendshapeCoefficients = faceTracker->getBlendshapeCoefficients();

                if (typeid(*faceTracker) == typeid(DdeFaceTracker)) {

                    if (Menu::getInstance()->isOptionChecked(MenuOption::UseAudioForMouth)) {
                        calculateMouthShapes();

                        const int JAW_OPEN_BLENDSHAPE = 21;
                        const int MMMM_BLENDSHAPE = 34;
                        const int FUNNEL_BLENDSHAPE = 40;
                        const int SMILE_LEFT_BLENDSHAPE = 28;
                        const int SMILE_RIGHT_BLENDSHAPE = 29;
                        _blendshapeCoefficients[JAW_OPEN_BLENDSHAPE] += _audioJawOpen;
                        _blendshapeCoefficients[SMILE_LEFT_BLENDSHAPE] += _mouth4;
                        _blendshapeCoefficients[SMILE_RIGHT_BLENDSHAPE] += _mouth4;
                        _blendshapeCoefficients[MMMM_BLENDSHAPE] += _mouth2;
                        _blendshapeCoefficients[FUNNEL_BLENDSHAPE] += _mouth3;
                    }

                    applyEyelidOffset(getFinalOrientationInWorldFrame());
                }
            }

            auto eyeTracker = DependencyManager::get<EyeTracker>();
            _isEyeTrackerConnected = eyeTracker->isTracking();
        }

        if (!myAvatar->getStandingHMDSensorMode()) {
            //  Twist the upper body to follow the rotation of the head, but only do this with my avatar,
            //  since everyone else will see the full joint rotations for other people.  
            const float BODY_FOLLOW_HEAD_YAW_RATE = 0.1f;
            const float BODY_FOLLOW_HEAD_FACTOR = 0.66f;
            float currentTwist = getTorsoTwist();
            setTorsoTwist(currentTwist + (getFinalYaw() * BODY_FOLLOW_HEAD_FACTOR - currentTwist) * BODY_FOLLOW_HEAD_YAW_RATE);
        }
    }
   
    if (!(_isFaceTrackerConnected || billboard)) {

        if (!_isEyeTrackerConnected) {
            // Update eye saccades
            const float AVERAGE_MICROSACCADE_INTERVAL = 1.0f;
            const float AVERAGE_SACCADE_INTERVAL = 6.0f;
            const float MICROSACCADE_MAGNITUDE = 0.002f;
            const float SACCADE_MAGNITUDE = 0.04f;
            const float NOMINAL_FRAME_RATE = 60.0f;

            if (randFloat() < deltaTime / AVERAGE_MICROSACCADE_INTERVAL) {
                _saccadeTarget = MICROSACCADE_MAGNITUDE * randVector();
            } else if (randFloat() < deltaTime / AVERAGE_SACCADE_INTERVAL) {
                _saccadeTarget = SACCADE_MAGNITUDE * randVector();
            }
            _saccade += (_saccadeTarget - _saccade) * pow(0.5f, NOMINAL_FRAME_RATE * deltaTime);
        } else {
            _saccade = glm::vec3();
        }

        //  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 - _longTermAverageLoudness) > 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)
        const float AUDIO_ATTACK_AVERAGING_RATE = 0.9f;
        _audioAttack = AUDIO_ATTACK_AVERAGING_RATE * _audioAttack + (1.0f - AUDIO_ATTACK_AVERAGING_RATE) * fabs((_audioLoudness - _longTermAverageLoudness) - _lastLoudness);
        _lastLoudness = (_audioLoudness - _longTermAverageLoudness);
        
        const float BROW_LIFT_THRESHOLD = 100.0f;
        if (_audioAttack > BROW_LIFT_THRESHOLD) {
            _browAudioLift += sqrtf(_audioAttack) * 0.01f;
        }
        _browAudioLift = glm::clamp(_browAudioLift *= 0.7f, 0.0f, 1.0f);
        
        const float BLINK_SPEED = 10.0f;
        const float BLINK_SPEED_VARIABILITY = 1.0f;
        const float BLINK_START_VARIABILITY = 0.25f;
        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(fabs(_averageLoudness - _longTermAverageLoudness)) *
                    ROOT_LOUDNESS_TO_BLINK_INTERVAL) / BASE_BLINK_RATE, deltaTime))) {
                _leftEyeBlinkVelocity = BLINK_SPEED + randFloat() * BLINK_SPEED_VARIABILITY;
                _rightEyeBlinkVelocity = BLINK_SPEED + randFloat() * BLINK_SPEED_VARIABILITY;
                if (randFloat() < 0.5f) {
                    _leftEyeBlink = BLINK_START_VARIABILITY;
                } else {
                    _rightEyeBlink = BLINK_START_VARIABILITY;
                }
            }
        } 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
        calculateMouthShapes();
        DependencyManager::get<Faceshift>()->updateFakeCoefficients(_leftEyeBlink,
                                                                    _rightEyeBlink,
                                                                    _browAudioLift,
                                                                    _audioJawOpen,
                                                                    _mouth2,
                                                                    _mouth3,
                                                                    _mouth4,
                                                                    _blendshapeCoefficients);

        applyEyelidOffset(getOrientation());

    } else {
        _saccade = glm::vec3();
    }
    if (Menu::getInstance()->isOptionChecked(MenuOption::FixGaze)) { // if debug menu turns off, use no saccade
        _saccade = glm::vec3();
    }
    
    _leftEyePosition = _rightEyePosition = getPosition();
    if (!billboard) {
        _faceModel.simulate(deltaTime);
        if (!_faceModel.getEyePositions(_leftEyePosition, _rightEyePosition)) {
            static_cast<Avatar*>(_owningAvatar)->getSkeletonModel().getEyePositions(_leftEyePosition, _rightEyePosition);
        }
    }
    _eyePosition = calculateAverageEyePosition();
}
Exemplo n.º 3
0
void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
    setTranslation(_owningAvatar->getSkeletonPosition());
    static const glm::quat refOrientation = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
    setRotation(_owningAvatar->getOrientation() * refOrientation);
    setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale());
    setBlendshapeCoefficients(_owningAvatar->getHead()->getBlendshapeCoefficients());
    
    Model::simulate(deltaTime, fullUpdate);
    
    if (!isActive() || !_owningAvatar->isMyAvatar()) {
        return; // only simulate for own avatar
    }
    
    MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
    if (myAvatar->isPlaying()) {
        // Don't take inputs if playing back a recording.
        return;
    }

    const FBXGeometry& geometry = _geometry->getFBXGeometry();
    PrioVR* prioVR = Application::getInstance()->getPrioVR();
    if (prioVR->isActive()) {
        for (int i = 0; i < prioVR->getJointRotations().size(); i++) {
            int humanIKJointIndex = prioVR->getHumanIKJointIndices().at(i);
            if (humanIKJointIndex == -1) {
                continue;
            }
            int jointIndex = geometry.humanIKJointIndices.at(humanIKJointIndex);
            if (jointIndex != -1) {
                JointState& state = _jointStates[jointIndex];
                state.setRotationInBindFrame(prioVR->getJointRotations().at(i), PALM_PRIORITY);
            }
        }
        return;
    }

    // find the left and rightmost active palms
    int leftPalmIndex, rightPalmIndex;
    Hand* hand = _owningAvatar->getHand();
    hand->getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);

    const float HAND_RESTORATION_RATE = 0.25f;    
    if (leftPalmIndex == -1 || rightPalmIndex == -1) {
        // palms are not yet set, use mouse
        if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
            restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
        } else {
            // transform into model-frame
            glm::vec3 handPosition = glm::inverse(_rotation) * (_owningAvatar->getHandPosition() - _translation);
            applyHandPosition(geometry.rightHandJointIndex, handPosition);
        }
        restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);

    } else if (leftPalmIndex == rightPalmIndex) {
        // right hand only
        applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[leftPalmIndex]);
        restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);

    } else {
        applyPalmData(geometry.leftHandJointIndex, hand->getPalms()[leftPalmIndex]);
        applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[rightPalmIndex]);
    }

    _boundingShape.setTranslation(_translation + _rotation * _boundingShapeLocalOffset);
    _boundingShape.setRotation(_rotation);
}