void Update() { bool new_data = false; m_mutex.WaitOne(); // check if there are new blendshape names, and if so update if (NewBlendShapeNamesArrived()) { m_rig = Rig.GetRigFromBlendShapeNames(GetBlendShapeNames()); } // get most recent tracking data while (m_data_parser.CountAvailableTracks() > 0) { m_current_track = m_data_parser.Dequeue(); new_data = true; } // check that we have a rig (set up from blendshape names) with the same number of blendshapes as what we receive if (m_rig != null && m_current_track != null) { int n_track_coefficients = m_current_track.n_coefficients(); int n_rig_coefficients = m_rig.NumShapes(); if (n_track_coefficients != n_rig_coefficients) { Debug.LogWarning("number of coefficients of rig and tracking state have changed: " + n_track_coefficients + " vs " + n_rig_coefficients); // clear the current rig as it is not usable with the data coming from faceshift m_rig = null; m_current_track = null; // get again the blendshapes from fs studio AskForBlendshapeNames(); } } m_mutex.ReleaseMutex(); if (m_rig != null && m_current_track != null && m_Retargeting != null) { if (new_data && m_current_track.TrackSuccess) { // create a rig state RigState state = new RigState(m_rig); state.SetTimestamp(m_current_track.TimeStamp); state.SetBoneTranslation(0, m_current_track.HeadTranslation()); state.SetBoneRotation(0, m_current_track.HeadRotation()); state.SetBoneRotation(1, m_current_track.LeftEyeRotation()); state.SetBoneRotation(2, m_current_track.RightEyeRotation()); for (int i = 0; i < m_rig.NumShapes(); i++) { state.SetBlendshapeCoefficient(i, m_current_track.Coefficient[i]); } base.UpdateAnimation(m_rig, state); } } }
void Update () { bool new_data = false; m_mutex.WaitOne(); // check if there are new blendshape names, and if so update if (NewBlendShapeNamesArrived()) { m_rig = Rig.GetRigFromBlendShapeNames(GetBlendShapeNames()); } // get most recent tracking data while (m_data_parser.CountAvailableTracks() > 0) { m_current_track = m_data_parser.Dequeue(); new_data = true; } // check that we have a rig (set up from blendshape names) with the same number of blendshapes as what we receive if (m_rig != null && m_current_track != null) { int n_track_coefficients = m_current_track.n_coefficients(); int n_rig_coefficients = m_rig.NumShapes(); if (n_track_coefficients != n_rig_coefficients) { Debug.LogWarning("number of coefficients of rig and tracking state have changed: " + n_track_coefficients + " vs " + n_rig_coefficients); // clear the current rig as it is not usable with the data coming from faceshift m_rig = null; m_current_track = null; // get again the blendshapes from fs studio AskForBlendshapeNames(); } } m_mutex.ReleaseMutex(); if (m_rig != null && m_current_track != null && m_Retargeting != null) { if (new_data && m_current_track.TrackSuccess) { // create a rig state RigState state = new RigState(m_rig); state.SetTimestamp(m_current_track.TimeStamp); state.SetBoneTranslation(0, m_current_track.HeadTranslation()); state.SetBoneRotation(0, m_current_track.HeadRotation()); state.SetBoneRotation(1, m_current_track.LeftEyeRotation()); state.SetBoneRotation(2, m_current_track.RightEyeRotation()); for (int i = 0; i < m_rig.NumShapes(); i++) { state.SetBlendshapeCoefficient(i, m_current_track.Coefficient[i]); } base.UpdateAnimation(m_rig, state); } } }
/** * @brief Reads an fsb file and returns a clip constructed from the the content of the fsb file. * @param[in] filename The filename of the fsb file. * @return A clip with the track data imported from the fsb file, null if there was some error during loading. */ public static Clip read(string filename) { if (!File.Exists(filename)) { return(null); } FileStream fileReader = File.OpenRead(filename); int size = (int)fileReader.Length; byte [] data = new byte[size]; int size_read = fileReader.Read(data, 0, size); if (size != size_read) { Debug.LogError("Reading file unsuccessful: read " + size_read + " bytes instead of " + size + " bytes"); return(null); } DataParser parser = new DataParser(); parser.ExtractData(data); if (parser.Valid()) { Rig rig = new Rig(); // add hardcoded bone names of fsb file rig.add_bone("Neck"); rig.add_bone("EyeLeft"); rig.add_bone("EyeRight"); for (int i = 0; i < parser.fsBlendShapeNames.Length; i++) { rig.add_shape(parser.fsBlendShapeNames[i]); } Clip clip = new Clip(rig); while (parser.CountAvailableTracks() > 0) { TrackData track_data = parser.Dequeue(); if (!track_data.TrackSuccess) { // do not save the state if the tracking data is not valid Debug.LogWarning("this frame doesn't contain valid tracking data"); continue; } RigState state = clip.new_state(track_data.TimeStamp); if (rig.num_shapes() != track_data.n_coefficients()) { Debug.LogError("num blendshapes do not agree in file with " + rig.num_shapes() + " in rig and " + track_data.n_coefficients() + " in state"); return(null); } // Assume the head translation to be joint 0 (Neck) state.set_bone_translation(0, track_data.HeadTranslation()); // bone indices same as the order when added to the rig state.set_bone_rotation(0, track_data.HeadRotation()); state.set_bone_rotation(1, track_data.LeftEyeRotation()); state.set_bone_rotation(2, track_data.RightEyeRotation()); for (int i = 0; i < track_data.n_coefficients(); i++) { state.set_blendshape_coefficient(i, track_data.Coefficient[i]); } } return(clip); } else { Debug.LogError("cannot parse fsb file"); } return(null); }
/** * @brief Reads an fsb file and returns a clip constructed from the the content of the fsb file. * @param[in] data The binary data from the fsb file. * @return A clip with the track data imported from the fsb file, null if there was some error during loading. */ public static Clip Read(byte[] data) { DataParser parser = new DataParser(); parser.ExtractData(data, false, 0.0); if (parser.Valid()) { Rig rig = new Rig(); // add hardcoded bone names of fsb file rig.AddBone("Neck"); rig.AddBone("EyeLeft"); rig.AddBone("EyeRight"); for (int i = 0; i < parser.fsBlendShapeNames.Length; i++) { rig.AddShape(parser.fsBlendShapeNames[i]); } Clip clip = new Clip(rig); while (parser.CountAvailableTracks() > 0) { TrackData track_data = parser.Dequeue(); if (!track_data.TrackSuccess) { // do not save the state if the tracking data is not valid Debug.LogWarning("this frame doesn't contain valid tracking data"); continue; } RigState state = clip.NewState(track_data.TimeStamp); state.SetTrackingSuccessful(track_data.TrackSuccess); if (rig.NumShapes() != track_data.n_coefficients()) { Debug.LogError("num blendshapes do not agree in file with " + rig.NumShapes() + " in rig and " + track_data.n_coefficients() + " in state"); return(null); } // Assume the head translation to be joint 0 (Neck) state.SetBoneTranslation(0, track_data.HeadTranslation()); // bone indices same as the order when added to the rig state.SetBoneRotation(0, track_data.HeadRotation()); state.SetBoneRotation(1, track_data.LeftEyeRotation()); state.SetBoneRotation(2, track_data.RightEyeRotation()); for (int i = 0; i < track_data.n_coefficients(); i++) { state.SetBlendshapeCoefficient(i, track_data.Coefficient[i]); } } return(clip); } else { Debug.LogError("cannot parse fsb file"); } return(null); }
void Update() { // ten kod kalkuluje bazowa pozycje glowy // trzeba jeszcze dorobic zeby przechwytywal trigerra // i wtedy zmieniał isBaseCalculated na false // i resetował timer i kalkulował jeszcze raz // pozniej trzeba jeszcze dodac zeby kazda metoda zwracała // to co zwraca minus base if (!isBaseCalculated) { timer += Time.deltaTime; if (timer < baseCalculationTime) { if (getXHeadRotation() != -1) { baseX += getXHeadRotation(); ticksX++; } if (getYHeadRotation() != -1) { baseY += getYHeadRotation(); ticksY++; } } else { baseX /= ticksX; baseY /= ticksY; isBaseCalculated = true; } } new_data = false; m_mutex.WaitOne(); // check if there are new blendshape names, and if so update if (newBlendShapeNamesArrived()) { m_rig = getRigFromBlendShapeNames(getBlendShapeNames()); } // get most recent tracking data while (m_data_parser.CountAvailableTracks() > 0) { m_current_track = m_data_parser.Dequeue(); new_data = true; } // check that we have a rig (set up from blendshape names) with the same number of blendshapes as what we receive if (m_rig != null && m_current_track != null) { int n_track_coefficients = m_current_track.n_coefficients(); int n_rig_coefficients = m_rig.num_shapes(); if (n_track_coefficients != n_rig_coefficients) { Debug.LogWarning("number of coefficients of rig and tracking state have changed: " + n_track_coefficients + " vs " + n_rig_coefficients); // clear the current rig as it is not usable with the data coming from faceshift m_rig = null; m_current_track = null; // get again the blendshapes from fs studio askForBlendshapeNames(); } } m_mutex.ReleaseMutex(); if (m_rig != null && m_current_track != null && m_retargeting != null) { if (new_data && m_current_track.TrackSuccess) { // create a rig state RigState state = new RigState(m_rig); state.set_timestamp(m_current_track.TimeStamp); state.set_bone_translation(0, m_current_track.HeadTranslation()); state.set_bone_rotation(0, m_current_track.HeadRotation()); state.set_bone_rotation(1, m_current_track.LeftEyeRotation()); state.set_bone_rotation(2, m_current_track.RightEyeRotation()); for (int i = 0; i < m_rig.num_shapes(); i++) { state.set_blendshape_coefficient(i, m_current_track.Coefficient [i]); } // evaluate joint transformations TransformationValue [] transformation_values = null; if (m_tpose != null && m_tpose.m_joints.Count == m_game_object_transformations.Count) { // evaluate using tpose transformation_values = Utils.evaluate_target_transformations(m_retargeting, m_rig, state, m_tpose.m_joints); } else { // evaluate using state from start of application transformation_values = Utils.evaluate_target_transformations(m_retargeting, m_rig, state, m_game_object_transformations); } if (transformation_values.Length == m_game_object_transformations.Count) { for (int index = 0; index < transformation_values.Length; index++) { // Apply the value for this target if (transformation_values [index] != null) { TransformationInformation joint = m_game_object_transformations [index] as TransformationInformation; joint.transform.localRotation = transformation_values [index].m_rotation; joint.transform.localPosition = transformation_values [index].m_translation; } } } else { Debug.LogError("Cannot create transformation as evaluated shape size is incorrect"); } // evaluate blendshape valuesf BlendshapeValue [] values = Utils.evaluate_target_blendshapes(m_retargeting, m_rig, state, m_game_object_blendshapes); if (values.Length == m_game_object_blendshapes.Count) { for (int index = 0; index < m_game_object_blendshapes.Count; index++) { BlendshapeInfo bs_info = m_game_object_blendshapes [index] as BlendshapeInfo; // Apply the value for this target if (bs_info != null && values [index] != null) { bs_info.m_mesh_renderer.SetBlendShapeWeight(bs_info.m_index, (float)values [index].m_value); } } } else { Debug.LogError("Cannot create blendshapes as evaluated shape size is incorrect"); } } } }