Initial commit

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alastaira
2023-09-06 16:45:07 +01:00
parent 8dfb4a48d7
commit 83fbe060b1
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LookAssistant.cpp Normal file
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/***************************************************
Copyright (c) 2020 Luis Llamas
(www.luisllamas.es)
This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License along with this program. If not, see <http://www.gnu.org/licenses
****************************************************/
#include "LookAssistant.h"
#include "Face.h"
#include "EyeTransformation.h"
LookAssistant::LookAssistant(Face& face) : _face(face), Timer(4000)
{
Timer.Start();
}
void LookAssistant::LookAt(float x, float y)
{
int16_t moveX_x;
int16_t moveY_x;
int16_t moveY_y;
float scaleY_x;
float scaleY_y;
moveX_x = -25 * x;
moveY_x = -3 * x;
moveY_y = 20 * y;
scaleY_x = 1.0 - x * 0.2;
scaleY_y = 1.0 - (y > 0 ? y : -y) * 0.4;
transformation.MoveX = moveX_x;
transformation.MoveY = moveY_y; //moveY_x + moveY_y;
transformation.ScaleX = 1.0;
transformation.ScaleY = scaleY_x * scaleY_y;
_face.RightEye.Transformation.SetDestin(transformation);
moveY_x = +3 * x;
scaleY_x = 1.0 + x * 0.2;
transformation.MoveX = moveX_x;
transformation.MoveY = + moveY_y; //moveY_x + moveY_y;
transformation.ScaleX = 1.0;
transformation.ScaleY = scaleY_x * scaleY_y;
_face.LeftEye.Transformation.SetDestin(transformation);
_face.RightEye.Transformation.Animation.Restart();
_face.LeftEye.Transformation.Animation.Restart();
}
void LookAssistant::Update()
{
Timer.Update();
if (Timer.IsExpired())
{
Timer.Reset();
auto x = random(-50, 50);
auto y = random(-50, 50);
LookAt((float)x / 100, (float)y / 100);
}
}