Add smoothing
Transform of each part is now smoothed over 4 frames to stop shaking.
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TODO.md
5
TODO.md
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@ -1,7 +1,6 @@
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# Before 1.0
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# Before 1.0
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## graphics
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## graphics
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- smoothing
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## docs
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## docs
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- getting started guide
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- getting started guide
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@ -9,3 +8,7 @@
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## models
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## models
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- better default model
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- better default model
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## vision
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- eye open/closed
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- eye look direction
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@ -140,7 +140,6 @@ Model::Model(const char* path) {
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}
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}
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// offsets
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// offsets
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auto posOffsetArray = partsVec[i].getArray("pos_offset");
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auto posOffsetArray = partsVec[i].getArray("pos_offset");
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if (posOffsetArray) {
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if (posOffsetArray) {
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auto offsetVec = *posOffsetArray->getDoubleVector();
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auto offsetVec = *posOffsetArray->getDoubleVector();
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@ -40,6 +40,31 @@ void ModelPart::setFollowTarget(std::string followTarget) {
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follow = bindStringToNum[followTarget];
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follow = bindStringToNum[followTarget];
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}
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}
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void ModelPart::smoothTransform(glm::vec2 position, float rotation, float scale) {
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histPositions[histI] = position;
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histRotations[histI] = rotation;
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histScales[histI] = scale;
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histI++;
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histI = histI % SMOOTHING_FRAMES;
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glm::vec2 smoothedPosition(0,0);
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float smoothedRotation = 0;
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float smoothedScale = 0;
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for(size_t i = 0; i < SMOOTHING_FRAMES; i++) {
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smoothedPosition += histPositions[i];
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smoothedRotation += histRotations[i];
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smoothedScale += histScales[i];
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}
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smoothedPosition /= SMOOTHING_FRAMES;
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smoothedRotation /= SMOOTHING_FRAMES;
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smoothedScale /= SMOOTHING_FRAMES;
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setTransform(smoothedPosition, smoothedRotation, smoothedScale);
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}
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void ModelPart::setTransform(glm::vec2 position, float rotation, float scale) {
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void ModelPart::setTransform(glm::vec2 position, float rotation, float scale) {
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transMatrix = glm::ortho(-windowAspectRatio, windowAspectRatio, -1.0f, 1.0f);
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transMatrix = glm::ortho(-windowAspectRatio, windowAspectRatio, -1.0f, 1.0f);
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transMatrix = glm::translate(transMatrix, glm::vec3(position.x, -position.y, 0.0f) + glm::vec3(posOffset, 0.0f));
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transMatrix = glm::translate(transMatrix, glm::vec3(position.x, -position.y, 0.0f) + glm::vec3(posOffset, 0.0f));
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@ -55,7 +80,7 @@ void ModelPart::processFaceData(struct FaceData faceData) {
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glm::vec2 followDirection = followPosition - bindPosition;
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glm::vec2 followDirection = followPosition - bindPosition;
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glm::vec2 newPosition = bindPosition + (followDirection * factor);
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glm::vec2 newPosition = bindPosition + (followDirection * factor);
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setTransform(newPosition, faceData.headRotation, faceData.scale);
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smoothTransform(newPosition, faceData.headRotation, faceData.scale);
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// change textures
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// change textures
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selectTexture(0); // if none are triggered, use the first one
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selectTexture(0); // if none are triggered, use the first one
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@ -14,6 +14,9 @@
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#define TRIGGER_NULL 0x00
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#define TRIGGER_NULL 0x00
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#define TRIGGER_MOUTH_OPEN 0x01
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#define TRIGGER_MOUTH_OPEN 0x01
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// number of frames to average for smoothing
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#define SMOOTHING_FRAMES 4
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class ModelPart {
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class ModelPart {
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GLuint vao;
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GLuint vao;
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@ -26,6 +29,11 @@ class ModelPart {
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bool empty = true;
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bool empty = true;
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glm::vec2 histPositions[SMOOTHING_FRAMES];
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float histRotations[SMOOTHING_FRAMES];
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float histScales[SMOOTHING_FRAMES];
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size_t histI = 0;
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public:
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public:
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int bind = BIND_NULL;
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int bind = BIND_NULL;
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int follow = BIND_NULL;
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int follow = BIND_NULL;
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@ -47,6 +55,7 @@ class ModelPart {
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void setBind(std::string bindName);
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void setBind(std::string bindName);
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void setFollowTarget(std::string followTarget);
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void setFollowTarget(std::string followTarget);
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void smoothTransform(glm::vec2 position, float rotation, float scale);
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void setTransform(glm::vec2 position, float rotation, float scale);
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void setTransform(glm::vec2 position, float rotation, float scale);
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void processFaceData(struct FaceData faceData);
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void processFaceData(struct FaceData faceData);
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