/************************************************************************************
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Filename : OVRLipSyncContextMorphTarget.cs
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Content : This bridges the viseme output to the morph targets
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Created : August 7th, 2015
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Copyright : Copyright Facebook Technologies, LLC and its affiliates.
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All rights reserved.
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Licensed under the Oculus Audio SDK License Version 3.3 (the "License");
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you may not use the Oculus Audio SDK except in compliance with the License,
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which is provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/audio-3.3/
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Unless required by applicable law or agreed to in writing, the Oculus Audio SDK
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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using UnityEngine;
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using System.Linq;
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public class OVRLipSyncContextMorphTarget : MonoBehaviour
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{
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// PUBLIC
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// Manually assign the skinned mesh renderer to this script
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[Tooltip("Skinned Mesh Rendered target to be driven by Oculus Lipsync")]
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public SkinnedMeshRenderer skinnedMeshRenderer = null;
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// Set the blendshape index to go to (-1 means there is not one assigned)
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[Tooltip("Blendshape index to trigger for each viseme.")]
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public int [] visemeToBlendTargets = Enumerable.Range(0, OVRLipSync.VisemeCount).ToArray();
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// enable/disable sending signals to viseme engine
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[Tooltip("Enable using the test keys defined below to manually trigger each viseme.")]
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public bool enableVisemeTestKeys = false;
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[Tooltip("Test keys used to manually trigger an individual viseme - by " +
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"default the QWERTY row of a US keyboard.")]
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public KeyCode[] visemeTestKeys =
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{
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KeyCode.BackQuote,
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KeyCode.Tab,
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KeyCode.Q,
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KeyCode.W,
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KeyCode.E,
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KeyCode.R,
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KeyCode.T,
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KeyCode.Y,
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KeyCode.U,
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KeyCode.I,
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KeyCode.O,
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KeyCode.P,
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KeyCode.LeftBracket,
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KeyCode.RightBracket,
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KeyCode.Backslash,
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};
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[Tooltip("Test key used to manually trigger laughter and visualise the results")]
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public KeyCode laughterKey = KeyCode.CapsLock;
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[Tooltip("Blendshape index to trigger for laughter")]
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public int laughterBlendTarget = OVRLipSync.VisemeCount;
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[Range(0.0f, 1.0f)]
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[Tooltip("Laughter probability threshold above which the laughter blendshape will be activated")]
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public float laughterThreshold = 0.5f;
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[Range(0.0f, 3.0f)]
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[Tooltip("Laughter animation linear multiplier, the final output will be clamped to 1.0")]
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public float laughterMultiplier = 1.5f;
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// smoothing amount
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[Range(1, 100)]
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[Tooltip("Smoothing of 1 will yield only the current predicted viseme, 100 will yield an extremely smooth viseme response.")]
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public int smoothAmount = 70;
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// PRIVATE
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// Look for a lip-sync Context (should be set at the same level as this component)
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private OVRLipSyncContextBase lipsyncContext = null;
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/// <summary>
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/// Start this instance.
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/// </summary>
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void Start ()
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{
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// morph target needs to be set manually; possibly other components will need the same
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if(skinnedMeshRenderer == null)
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{
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Debug.LogError("LipSyncContextMorphTarget.Start Error: " +
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"Please set the target Skinned Mesh Renderer to be controlled!");
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return;
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}
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// make sure there is a phoneme context assigned to this object
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lipsyncContext = GetComponent<OVRLipSyncContextBase>();
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if(lipsyncContext == null)
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{
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Debug.LogError("LipSyncContextMorphTarget.Start Error: " +
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"No OVRLipSyncContext component on this object!");
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}
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else
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{
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// Send smoothing amount to context
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lipsyncContext.Smoothing = smoothAmount;
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}
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}
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/// <summary>
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/// Update this instance.
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/// </summary>
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void Update ()
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{
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if((lipsyncContext != null) && (skinnedMeshRenderer != null))
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{
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// get the current viseme frame
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OVRLipSync.Frame frame = lipsyncContext.GetCurrentPhonemeFrame();
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if (frame != null)
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{
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SetVisemeToMorphTarget(frame);
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SetLaughterToMorphTarget(frame);
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}
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// TEST visemes by capturing key inputs and sending a signal
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CheckForKeys();
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// Update smoothing value
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if (smoothAmount != lipsyncContext.Smoothing)
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{
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lipsyncContext.Smoothing = smoothAmount;
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}
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}
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}
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/// <summary>
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/// Sends the signals.
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/// </summary>
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void CheckForKeys()
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{
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if (enableVisemeTestKeys)
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{
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for (int i = 0; i < OVRLipSync.VisemeCount; ++i)
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{
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CheckVisemeKey(visemeTestKeys[i], i, 100);
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}
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}
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CheckLaughterKey();
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}
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/// <summary>
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/// Sets the viseme to morph target.
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/// </summary>
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void SetVisemeToMorphTarget(OVRLipSync.Frame frame)
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{
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for (int i = 0; i < visemeToBlendTargets.Length; i++)
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{
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if (visemeToBlendTargets[i] != -1)
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{
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// Viseme blend weights are in range of 0->1.0, we need to make range 100
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skinnedMeshRenderer.SetBlendShapeWeight(
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visemeToBlendTargets[i],
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frame.Visemes[i] * 100.0f);
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}
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}
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}
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/// <summary>
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/// Sets the laughter to morph target.
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/// </summary>
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void SetLaughterToMorphTarget(OVRLipSync.Frame frame)
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{
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if (laughterBlendTarget != -1)
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{
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// Laughter score will be raw classifier output in [0,1]
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float laughterScore = frame.laughterScore;
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// Threshold then re-map to [0,1]
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laughterScore = laughterScore < laughterThreshold ? 0.0f : laughterScore - laughterThreshold;
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laughterScore = Mathf.Min(laughterScore * laughterMultiplier, 1.0f);
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laughterScore *= 1.0f / laughterThreshold;
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skinnedMeshRenderer.SetBlendShapeWeight(
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laughterBlendTarget,
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laughterScore * 100.0f);
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}
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}
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/// <summary>
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/// Sends the viseme signal.
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/// </summary>
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/// <param name="key">Key.</param>
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/// <param name="viseme">Viseme.</param>
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/// <param name="arg1">Arg1.</param>
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void CheckVisemeKey(KeyCode key, int viseme, int amount)
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{
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if (Input.GetKeyDown(key))
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{
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lipsyncContext.SetVisemeBlend(visemeToBlendTargets[viseme], amount);
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}
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if (Input.GetKeyUp(key))
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{
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lipsyncContext.SetVisemeBlend(visemeToBlendTargets[viseme], 0);
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}
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}
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/// <summary>
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/// Sends the laughter signal.
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/// </summary>
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void CheckLaughterKey()
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{
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if (Input.GetKeyDown(laughterKey))
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{
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lipsyncContext.SetLaughterBlend(100);
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}
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if (Input.GetKeyUp(laughterKey))
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{
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lipsyncContext.SetLaughterBlend(0);
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}
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}
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}
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