//// Head.cpp// interface/src/avatar//// Copyright 2013 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include <glm/gtx/quaternion.hpp>#include <gpu/Batch.h> #include <NodeList.h>#include <recording/Deck.h> #include "Application.h"#include "Avatar.h"#include "DependencyManager.h"#include "GeometryUtil.h"#include "Head.h"#include "Menu.h"#include "Util.h"#include "devices/DdeFaceTracker.h"#include "devices/EyeTracker.h"#include "devices/Faceshift.h"#include <Rig.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), _lastLoudness(0.0f), _longTermAverageLoudness(-1.0f), _audioAttack(0.0f), _audioJawOpen(0.0f), _trailingAudioJawOpen(0.0f), _mouth2(0.0f), _mouth3(0.0f), _mouth4(0.0f), _mouthTime(0.0f), _saccade(0.0f, 0.0f, 0.0f), _saccadeTarget(0.0f, 0.0f, 0.0f), _leftEyeBlinkVelocity(0.0f), _rightEyeBlinkVelocity(0.0f), _timeWithoutTalking(0.0f), _deltaPitch(0.0f), _deltaYaw(0.0f), _deltaRoll(0.0f), _isCameraMoving(false), _isLookingAtMe(false), _lookingAtMeStarted(0), _wasLastLookingAtMe(0), _leftEyeLookAtID(DependencyManager::get<GeometryCache>()->allocateID()), _rightEyeLookAtID(DependencyManager::get<GeometryCache>()->allocateID()){} void Head::init() {} void Head::reset() { _baseYaw = _basePitch = _baseRoll = 0.0f;} 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) { auto player = DependencyManager::get<recording::Deck>(); // Only use face trackers when not playing back a recording. if (!player->isPlaying()) { FaceTracker* faceTracker = qApp->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 (!(_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; _timeWithoutTalking += deltaTime; if ((_averageLoudness - _longTermAverageLoudness) > TALKING_LOUDNESS) { _timeWithoutTalking = 0.0f; } else if (_timeWithoutTalking < BLINK_AFTER_TALKING && _timeWithoutTalking >= 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(); _eyePosition = getPosition(); if (!billboard && _owningAvatar) { auto skeletonModel = static_cast<Avatar*>(_owningAvatar)->getSkeletonModel(); if (skeletonModel) { skeletonModel->getEyePositions(_leftEyePosition, _rightEyePosition); } } _eyePosition = calculateAverageEyePosition();} void Head::calculateMouthShapes() { const float JAW_OPEN_SCALE = 0.015f; const float JAW_OPEN_RATE = 0.9f; const float JAW_CLOSE_RATE = 0.90f; const float TIMESTEP_CONSTANT = 0.0032f; const float MMMM_POWER = 0.10f; const float SMILE_POWER = 0.10f; const float FUNNEL_POWER = 0.35f; const float MMMM_SPEED = 2.685f; const float SMILE_SPEED = 1.0f; const float FUNNEL_SPEED = 2.335f; const float STOP_GAIN = 5.0f; // From the change in loudness, decide how much to open or close the jaw float audioDelta = sqrtf(glm::max(_averageLoudness - _longTermAverageLoudness, 0.0f)) * JAW_OPEN_SCALE; if (audioDelta > _audioJawOpen) { _audioJawOpen += (audioDelta - _audioJawOpen) * JAW_OPEN_RATE; } else { _audioJawOpen *= JAW_CLOSE_RATE; } _audioJawOpen = glm::clamp(_audioJawOpen, 0.0f, 1.0f); _trailingAudioJawOpen = glm::mix(_trailingAudioJawOpen, _audioJawOpen, 0.99f); // Advance time at a rate proportional to loudness, and move the mouth shapes through // a cycle at differing speeds to create a continuous random blend of shapes. _mouthTime += sqrtf(_averageLoudness) * TIMESTEP_CONSTANT; _mouth2 = (sinf(_mouthTime * MMMM_SPEED) + 1.0f) * MMMM_POWER * glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN); _mouth3 = (sinf(_mouthTime * FUNNEL_SPEED) + 1.0f) * FUNNEL_POWER * glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN); _mouth4 = (sinf(_mouthTime * SMILE_SPEED) + 1.0f) * SMILE_POWER * glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN);} void Head::applyEyelidOffset(glm::quat headOrientation) { // Adjusts the eyelid blendshape coefficients so that the eyelid follows the iris as the head pitches. if (Menu::getInstance()->isOptionChecked(MenuOption::DisableEyelidAdjustment)) { return; } glm::quat eyeRotation = rotationBetween(headOrientation * IDENTITY_FRONT, getLookAtPosition() - _eyePosition); eyeRotation = eyeRotation * glm::angleAxis(safeEulerAngles(headOrientation).y, IDENTITY_UP); // Rotation w.r.t. head float eyePitch = safeEulerAngles(eyeRotation).x; const float EYE_PITCH_TO_COEFFICIENT = 1.6f; // Empirically determined const float MAX_EYELID_OFFSET = 0.8f; // So that don't fully close eyes when looking way down float eyelidOffset = glm::clamp(-eyePitch * EYE_PITCH_TO_COEFFICIENT, -1.0f, MAX_EYELID_OFFSET); for (int i = 0; i < 2; i++) { const int LEFT_EYE = 8; float eyeCoefficient = _blendshapeCoefficients[i] - _blendshapeCoefficients[LEFT_EYE + i]; // Raw value eyeCoefficient = glm::clamp(eyelidOffset + eyeCoefficient * (1.0f - eyelidOffset), -1.0f, 1.0f); if (eyeCoefficient > 0.0f) { _blendshapeCoefficients[i] = eyeCoefficient; _blendshapeCoefficients[LEFT_EYE + i] = 0.0f; } else { _blendshapeCoefficients[i] = 0.0f; _blendshapeCoefficients[LEFT_EYE + i] = -eyeCoefficient; } }} void Head::relax(float deltaTime) { // restore rotation, lean to neutral positions const float LEAN_RELAXATION_PERIOD = 0.25f; // seconds float relaxationFactor = 1.0f - glm::min(deltaTime / LEAN_RELAXATION_PERIOD, 1.0f); _deltaYaw *= relaxationFactor; _deltaPitch *= relaxationFactor; _deltaRoll *= relaxationFactor;} void Head::setScale (float scale) { if (_scale == scale) { return; } _scale = scale;} glm::quat Head::getFinalOrientationInWorldFrame() const { return _owningAvatar->getOrientation() * getFinalOrientationInLocalFrame();} glm::quat Head::getFinalOrientationInLocalFrame() const { return glm::quat(glm::radians(glm::vec3(getFinalPitch(), getFinalYaw(), getFinalRoll() )));} // Everyone else's head keeps track of a lookAtPosition that everybody sees the same, and refers to where that head// is looking in model space -- e.g., at someone's eyeball, or between their eyes, or mouth, etc. Everyon's Interface// will have the same value for the lookAtPosition of any given head.//// Everyone else's head also keeps track of a correctedLookAtPosition that may be different for the same head within// different Interfaces. If that head is not looking at me, the correctedLookAtPosition is the same as the lookAtPosition.// However, if that head is looking at me, then I will attempt to adjust the lookAtPosition by the difference between // my (singular) eye position and my actual camera position. This adjustment is used on their eyeballs during rendering// (and also on any lookAt vector display for that head, during rendering). Note that:// 1. this adjustment can be made directly to the other head's eyeball joints, because we won't be send their joint information to others.// 2. the corrected position is a separate ivar, so the common/uncorrected value is still available//// There is a pun here: The two lookAtPositions will always be the same for my own avatar in my own Interface, because I// will not be looking at myself. (Even in a mirror, I will be looking at the camera.)glm::vec3 Head::getCorrectedLookAtPosition() { if (isLookingAtMe()) { return _correctedLookAtPosition; } else { return getLookAtPosition(); }} void Head::setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition) { if (!isLookingAtMe()) { _lookingAtMeStarted = usecTimestampNow(); } _isLookingAtMe = true; _wasLastLookingAtMe = usecTimestampNow(); _correctedLookAtPosition = correctedLookAtPosition;} bool Head::isLookingAtMe() { // Allow for outages such as may be encountered during avatar movement quint64 now = usecTimestampNow(); const quint64 LOOKING_AT_ME_GAP_ALLOWED = (5 * 1000 * 1000) / 60; // n frames, in microseconds return _isLookingAtMe || (now - _wasLastLookingAtMe) < LOOKING_AT_ME_GAP_ALLOWED;} glm::quat Head::getCameraOrientation() const { // NOTE: Head::getCameraOrientation() is not used for orienting the camera "view" while in Oculus mode, so // you may wonder why this code is here. This method will be called while in Oculus mode to determine how // to change the driving direction while in Oculus mode. It is used to support driving toward where you're // head is looking. Note that in oculus mode, your actual camera view and where your head is looking is not // always the same. if (qApp->isHMDMode()) { MyAvatar* myAvatar = dynamic_cast<MyAvatar*>(_owningAvatar); if (myAvatar) { return glm::quat_cast(myAvatar->getSensorToWorldMatrix()) * myAvatar->getHMDSensorOrientation(); } else { return getOrientation(); } } else { Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar); return owningAvatar->getWorldAlignedOrientation() * glm::quat(glm::radians(glm::vec3(_basePitch, 0.0f, 0.0f))); }} glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const { glm::quat orientation = getOrientation(); glm::vec3 lookAtDelta = _lookAtPosition - eyePosition; return rotationBetween(orientation * IDENTITY_FRONT, lookAtDelta + glm::length(lookAtDelta) * _saccade) * orientation;} glm::vec3 Head::getScalePivot() const { return _position;} void Head::setFinalPitch(float finalPitch) { _deltaPitch = glm::clamp(finalPitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH) - _basePitch;} void Head::setFinalYaw(float finalYaw) { _deltaYaw = glm::clamp(finalYaw, MIN_HEAD_YAW, MAX_HEAD_YAW) - _baseYaw;} void Head::setFinalRoll(float finalRoll) { _deltaRoll = glm::clamp(finalRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL) - _baseRoll;} float Head::getFinalYaw() const { return glm::clamp(_baseYaw + _deltaYaw, MIN_HEAD_YAW, MAX_HEAD_YAW);} float Head::getFinalPitch() const { return glm::clamp(_basePitch + _deltaPitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH);} float Head::getFinalRoll() const { return glm::clamp(_baseRoll + _deltaRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL);}
//
// Head.cpp
// interface/src/avatar
//
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <glm/gtx/quaternion.hpp>
#include <gpu/Batch.h>
#include <NodeList.h>
#include <recording/Deck.h>
#include "Application.h"
#include "Avatar.h"
#include "DependencyManager.h"
#include "GeometryUtil.h"
#include "Head.h"
#include "Menu.h"
#include "Util.h"
#include "devices/DdeFaceTracker.h"
#include "devices/EyeTracker.h"
#include "devices/Faceshift.h"
#include <Rig.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),
_lastLoudness(0.0f),
_longTermAverageLoudness(-1.0f),
_audioAttack(0.0f),
_audioJawOpen(0.0f),
_trailingAudioJawOpen(0.0f),
_mouth2(0.0f),
_mouth3(0.0f),
_mouth4(0.0f),
_mouthTime(0.0f),
_saccade(0.0f, 0.0f, 0.0f),
_saccadeTarget(0.0f, 0.0f, 0.0f),
_leftEyeBlinkVelocity(0.0f),
_rightEyeBlinkVelocity(0.0f),
_timeWithoutTalking(0.0f),
_deltaPitch(0.0f),
_deltaYaw(0.0f),
_deltaRoll(0.0f),
_isCameraMoving(false),
_isLookingAtMe(false),
_lookingAtMeStarted(0),
_wasLastLookingAtMe(0),
_leftEyeLookAtID(DependencyManager::get<GeometryCache>()->allocateID()),
_rightEyeLookAtID(DependencyManager::get<GeometryCache>()->allocateID())
{
}
void Head::init() {
}
void Head::reset() {
_baseYaw = _basePitch = _baseRoll = 0.0f;
}
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) {
auto player = DependencyManager::get<recording::Deck>();
// Only use face trackers when not playing back a recording.
if (!player->isPlaying()) {
FaceTracker* faceTracker = qApp->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 (!(_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;
_timeWithoutTalking += deltaTime;
if ((_averageLoudness - _longTermAverageLoudness) > TALKING_LOUDNESS) {
_timeWithoutTalking = 0.0f;
} else if (_timeWithoutTalking < BLINK_AFTER_TALKING && _timeWithoutTalking >= 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();
_eyePosition = getPosition();
if (!billboard && _owningAvatar) {
auto skeletonModel = static_cast<Avatar*>(_owningAvatar)->getSkeletonModel();
if (skeletonModel) {
skeletonModel->getEyePositions(_leftEyePosition, _rightEyePosition);
}
}
_eyePosition = calculateAverageEyePosition();
}
void Head::calculateMouthShapes() {
const float JAW_OPEN_SCALE = 0.015f;
const float JAW_OPEN_RATE = 0.9f;
const float JAW_CLOSE_RATE = 0.90f;
const float TIMESTEP_CONSTANT = 0.0032f;
const float MMMM_POWER = 0.10f;
const float SMILE_POWER = 0.10f;
const float FUNNEL_POWER = 0.35f;
const float MMMM_SPEED = 2.685f;
const float SMILE_SPEED = 1.0f;
const float FUNNEL_SPEED = 2.335f;
const float STOP_GAIN = 5.0f;
// From the change in loudness, decide how much to open or close the jaw
float audioDelta = sqrtf(glm::max(_averageLoudness - _longTermAverageLoudness, 0.0f)) * JAW_OPEN_SCALE;
if (audioDelta > _audioJawOpen) {
_audioJawOpen += (audioDelta - _audioJawOpen) * JAW_OPEN_RATE;
} else {
_audioJawOpen *= JAW_CLOSE_RATE;
}
_audioJawOpen = glm::clamp(_audioJawOpen, 0.0f, 1.0f);
_trailingAudioJawOpen = glm::mix(_trailingAudioJawOpen, _audioJawOpen, 0.99f);
// Advance time at a rate proportional to loudness, and move the mouth shapes through
// a cycle at differing speeds to create a continuous random blend of shapes.
_mouthTime += sqrtf(_averageLoudness) * TIMESTEP_CONSTANT;
_mouth2 = (sinf(_mouthTime * MMMM_SPEED) + 1.0f) * MMMM_POWER * glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN);
_mouth3 = (sinf(_mouthTime * FUNNEL_SPEED) + 1.0f) * FUNNEL_POWER * glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN);
_mouth4 = (sinf(_mouthTime * SMILE_SPEED) + 1.0f) * SMILE_POWER * glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN);
}
void Head::applyEyelidOffset(glm::quat headOrientation) {
// Adjusts the eyelid blendshape coefficients so that the eyelid follows the iris as the head pitches.
if (Menu::getInstance()->isOptionChecked(MenuOption::DisableEyelidAdjustment)) {
return;
}
glm::quat eyeRotation = rotationBetween(headOrientation * IDENTITY_FRONT, getLookAtPosition() - _eyePosition);
eyeRotation = eyeRotation * glm::angleAxis(safeEulerAngles(headOrientation).y, IDENTITY_UP); // Rotation w.r.t. head
float eyePitch = safeEulerAngles(eyeRotation).x;
const float EYE_PITCH_TO_COEFFICIENT = 1.6f; // Empirically determined
const float MAX_EYELID_OFFSET = 0.8f; // So that don't fully close eyes when looking way down
float eyelidOffset = glm::clamp(-eyePitch * EYE_PITCH_TO_COEFFICIENT, -1.0f, MAX_EYELID_OFFSET);
for (int i = 0; i < 2; i++) {
const int LEFT_EYE = 8;
float eyeCoefficient = _blendshapeCoefficients[i] - _blendshapeCoefficients[LEFT_EYE + i]; // Raw value
eyeCoefficient = glm::clamp(eyelidOffset + eyeCoefficient * (1.0f - eyelidOffset), -1.0f, 1.0f);
if (eyeCoefficient > 0.0f) {
_blendshapeCoefficients[i] = eyeCoefficient;
_blendshapeCoefficients[LEFT_EYE + i] = 0.0f;
} else {
_blendshapeCoefficients[i] = 0.0f;
_blendshapeCoefficients[LEFT_EYE + i] = -eyeCoefficient;
}
}
}
void Head::relax(float deltaTime) {
// restore rotation, lean to neutral positions
const float LEAN_RELAXATION_PERIOD = 0.25f; // seconds
float relaxationFactor = 1.0f - glm::min(deltaTime / LEAN_RELAXATION_PERIOD, 1.0f);
_deltaYaw *= relaxationFactor;
_deltaPitch *= relaxationFactor;
_deltaRoll *= relaxationFactor;
}
void Head::setScale (float scale) {
if (_scale == scale) {
return;
}
_scale = scale;
}
glm::quat Head::getFinalOrientationInWorldFrame() const {
return _owningAvatar->getOrientation() * getFinalOrientationInLocalFrame();
}
glm::quat Head::getFinalOrientationInLocalFrame() const {
return glm::quat(glm::radians(glm::vec3(getFinalPitch(), getFinalYaw(), getFinalRoll() )));
}
// Everyone else's head keeps track of a lookAtPosition that everybody sees the same, and refers to where that head
// is looking in model space -- e.g., at someone's eyeball, or between their eyes, or mouth, etc. Everyon's Interface
// will have the same value for the lookAtPosition of any given head.
//
// Everyone else's head also keeps track of a correctedLookAtPosition that may be different for the same head within
// different Interfaces. If that head is not looking at me, the correctedLookAtPosition is the same as the lookAtPosition.
// However, if that head is looking at me, then I will attempt to adjust the lookAtPosition by the difference between
// my (singular) eye position and my actual camera position. This adjustment is used on their eyeballs during rendering
// (and also on any lookAt vector display for that head, during rendering). Note that:
// 1. this adjustment can be made directly to the other head's eyeball joints, because we won't be send their joint information to others.
// 2. the corrected position is a separate ivar, so the common/uncorrected value is still available
//
// There is a pun here: The two lookAtPositions will always be the same for my own avatar in my own Interface, because I
// will not be looking at myself. (Even in a mirror, I will be looking at the camera.)
glm::vec3 Head::getCorrectedLookAtPosition() {
if (isLookingAtMe()) {
return _correctedLookAtPosition;
} else {
return getLookAtPosition();
}
}
void Head::setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition) {
if (!isLookingAtMe()) {
_lookingAtMeStarted = usecTimestampNow();
}
_isLookingAtMe = true;
_wasLastLookingAtMe = usecTimestampNow();
_correctedLookAtPosition = correctedLookAtPosition;
}
bool Head::isLookingAtMe() {
// Allow for outages such as may be encountered during avatar movement
quint64 now = usecTimestampNow();
const quint64 LOOKING_AT_ME_GAP_ALLOWED = (5 * 1000 * 1000) / 60; // n frames, in microseconds
return _isLookingAtMe || (now - _wasLastLookingAtMe) < LOOKING_AT_ME_GAP_ALLOWED;
}
glm::quat Head::getCameraOrientation() const {
// NOTE: Head::getCameraOrientation() is not used for orienting the camera "view" while in Oculus mode, so
// you may wonder why this code is here. This method will be called while in Oculus mode to determine how
// to change the driving direction while in Oculus mode. It is used to support driving toward where you're
// head is looking. Note that in oculus mode, your actual camera view and where your head is looking is not
// always the same.
if (qApp->isHMDMode()) {
MyAvatar* myAvatar = dynamic_cast<MyAvatar*>(_owningAvatar);
if (myAvatar) {
return glm::quat_cast(myAvatar->getSensorToWorldMatrix()) * myAvatar->getHMDSensorOrientation();
} else {
return getOrientation();
}
} else {
Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
return owningAvatar->getWorldAlignedOrientation() * glm::quat(glm::radians(glm::vec3(_basePitch, 0.0f, 0.0f)));
}
}
glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const {
glm::quat orientation = getOrientation();
glm::vec3 lookAtDelta = _lookAtPosition - eyePosition;
return rotationBetween(orientation * IDENTITY_FRONT, lookAtDelta + glm::length(lookAtDelta) * _saccade) * orientation;
}
glm::vec3 Head::getScalePivot() const {
return _position;
}
void Head::setFinalPitch(float finalPitch) {
_deltaPitch = glm::clamp(finalPitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH) - _basePitch;
}
void Head::setFinalYaw(float finalYaw) {
_deltaYaw = glm::clamp(finalYaw, MIN_HEAD_YAW, MAX_HEAD_YAW) - _baseYaw;
}
void Head::setFinalRoll(float finalRoll) {
_deltaRoll = glm::clamp(finalRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL) - _baseRoll;
}
float Head::getFinalYaw() const {
return glm::clamp(_baseYaw + _deltaYaw, MIN_HEAD_YAW, MAX_HEAD_YAW);
}
float Head::getFinalPitch() const {
return glm::clamp(_basePitch + _deltaPitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH);
}
float Head::getFinalRoll() const {
return glm::clamp(_baseRoll + _deltaRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
}