// // proceduralBot.js // hifi // // Created by Ben Arnold on 7/29/2013 // // Copyright (c) 2014 HighFidelity, Inc. All rights reserved. // // This is an example script that demonstrates an NPC avatar. // // //For procedural walk animation Script.include("http://s3-us-west-1.amazonaws.com/highfidelity-public/scripts/proceduralAnimationAPI.js"); var procAnimAPI = new ProcAnimAPI(); function getRandomFloat(min, max) { return Math.random() * (max - min) + min; } function getRandomInt (min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } function printVector(string, vector) { print(string + " " + vector.x + ", " + vector.y + ", " + vector.z); } var CHANCE_OF_MOVING = 0.1; var CHANCE_OF_SOUND = 0; var CHANCE_OF_HEAD_TURNING = 0.05; var CHANCE_OF_BIG_MOVE = 0.1; var isMoving = false; var isTurningHead = false; var isPlayingAudio = false; var X_MIN = 0.50; var X_MAX = 15.60; var Z_MIN = 0.50; var Z_MAX = 15.10; var Y_PELVIS = 1.0; var MAX_PELVIS_DELTA = 2.5; var AVATAR_PELVIS_HEIGHT = 0.75; var MOVE_RANGE_SMALL = 10.0; var TURN_RANGE = 70.0; var STOP_TOLERANCE = 0.05; var MOVE_RATE = 0.05; var TURN_RATE = 0.2; var PITCH_RATE = 0.10; var PITCH_RANGE = 20.0; //var firstPosition = { x: getRandomFloat(X_MIN, X_MAX), y: Y_PELVIS, z: getRandomFloat(Z_MIN, Z_MAX) }; var firstPosition = { x: 0.5, y: Y_PELVIS, z: 0.5 }; var targetPosition = { x: 0, y: 0, z: 0 }; var targetOrientation = { x: 0, y: 0, z: 0, w: 0 }; var currentOrientation = { x: 0, y: 0, z: 0, w: 0 }; var targetHeadPitch = 0.0; var cumulativeTime = 0.0; var basePelvisHeight = 0.0; var pelvisOscillatorPosition = 0.0; var pelvisOscillatorVelocity = 0.0; function clamp(val, min, max){ return Math.max(min, Math.min(max, val)) } // pick an integer between 1 and 100 that is not 28 for the face model for this bot botNumber = 28; while (botNumber == 28) { botNumber = getRandomInt(1, 100); } if (botNumber <= 20) { newFaceFilePrefix = "ron"; newBodyFilePrefix = "defaultAvatar_body" } else { if (botNumber <= 40) { newFaceFilePrefix = "superhero"; } else if (botNumber <= 60) { newFaceFilePrefix = "amber"; } else if (botNumber <= 80) { newFaceFilePrefix = "ron"; } else { newFaceFilePrefix = "angie"; } newBodyFilePrefix = "bot" + botNumber; } newFaceFilePrefix = "ron"; newBodyFilePrefix = "bot" + 63; // set the face model fst using the bot number // there is no need to change the body model - we're using the default Avatar.faceModelURL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/meshes/" + newFaceFilePrefix + ".fst"; Avatar.skeletonModelURL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/meshes/" + newBodyFilePrefix + "_a.fst"; Avatar.billboardURL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/meshes/billboards/bot" + botNumber + ".png"; Agent.isAvatar = true; Agent.isListeningToAudioStream = true; // change the avatar's position to the random one Avatar.position = firstPosition; basePelvisHeight = firstPosition.y; printVector("New dancer, position = ", Avatar.position); function loadSounds() { var sound_filenames = ["AB1.raw", "Anchorman2.raw", "B1.raw", "B1.raw", "Bale1.raw", "Bandcamp.raw", "Big1.raw", "Big2.raw", "Brian1.raw", "Buster1.raw", "CES1.raw", "CES2.raw", "CES3.raw", "CES4.raw", "Carrie1.raw", "Carrie3.raw", "Charlotte1.raw", "EN1.raw", "EN2.raw", "EN3.raw", "Eugene1.raw", "Francesco1.raw", "Italian1.raw", "Japanese1.raw", "Leigh1.raw", "Lucille1.raw", "Lucille2.raw", "MeanGirls.raw", "Murray2.raw", "Nigel1.raw", "PennyLane.raw", "Pitt1.raw", "Ricardo.raw", "SN.raw", "Sake1.raw", "Samantha1.raw", "Samantha2.raw", "Spicoli1.raw", "Supernatural.raw", "Swearengen1.raw", "TheDude.raw", "Tony.raw", "Triumph1.raw", "Uma1.raw", "Walken1.raw", "Walken2.raw", "Z1.raw", "Z2.raw" ]; var SOUND_BASE_URL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Cocktail+Party+Snippets/Raws/"; for (var i = 0; i < sound_filenames.length; i++) { sounds.push(new Sound(SOUND_BASE_URL + sound_filenames[i])); } } var sounds = []; loadSounds(); function playRandomSound() { if (!Agent.isPlayingAvatarSound) { var whichSound = Math.floor((Math.random() * sounds.length) % sounds.length); Agent.playAvatarSound(sounds[whichSound]); } } //Procedural walk animation using two keyframes //We use a separate array for front and back joints //Pitch, yaw, and roll for the joints var rightAngles = []; var leftAngles = []; //for non mirrored joints such as the spine var middleAngles = []; //Actual joint mappings var SHOULDER_JOINT_NUMBER = 15; var ELBOW_JOINT_NUMBER = 16; var JOINT_R_HIP = 1; var JOINT_R_KNEE = 2; var JOINT_L_HIP = 6; var JOINT_L_KNEE = 7; var JOINT_R_ARM = 15; var JOINT_R_FOREARM = 16; var JOINT_L_ARM = 39; var JOINT_L_FOREARM = 40; var JOINT_SPINE = 11; // ******************************* Animation Is Defined Below ************************************* var NUM_FRAMES = 2; for (var i = 0; i < NUM_FRAMES; i++) { rightAngles[i] = []; leftAngles[i] = []; middleAngles[i] = []; } //Joint order for actual joint mappings, should be interleaved R,L,R,L,...S,S,S for R = right, L = left, S = single var JOINT_ORDER = [JOINT_R_HIP, JOINT_L_HIP, JOINT_R_KNEE, JOINT_L_KNEE, JOINT_R_ARM, JOINT_L_ARM, JOINT_R_FOREARM, JOINT_L_FOREARM, JOINT_SPINE]; //Joint indices for joints that are duplicated, such as arms, It must match JOINT_ORDER var HIP = 0; var KNEE = 1; var ARM = 2; var FOREARM = 3; //Joint indices for single joints var SPINE = 0; //We have to store the angles so we can invert yaw and roll when making the animation //symmetrical //Front refers to leg, not arm. //Legs Extending rightAngles[0][HIP] = [30.0, 0.0, 8.0]; rightAngles[0][KNEE] = [-15.0, 0.0, 0.0]; rightAngles[0][ARM] = [85.0, -25.0, 0.0]; rightAngles[0][FOREARM] = [0.0, 0.0, -15.0]; leftAngles[0][HIP] = [-15, 0.0, 8.0]; leftAngles[0][KNEE] = [-28, 0.0, 0.0]; leftAngles[0][ARM] = [85.0, 20.0, 0.0]; leftAngles[0][FOREARM] = [10.0, 0.0, -25.0]; middleAngles[0][SPINE] = [0.0, -15.0, 5.0]; //Legs Passing rightAngles[1][HIP] = [6.0, 0.0, 8.0]; rightAngles[1][KNEE] = [-12.0, 0.0, 0.0]; rightAngles[1][ARM] = [85.0, 0.0, 0.0]; rightAngles[1][FOREARM] = [0.0, 0.0, -15.0]; leftAngles[1][HIP] = [10.0, 0.0, 8.0]; leftAngles[1][KNEE] = [-55.0, 0.0, 0.0]; leftAngles[1][ARM] = [85.0, 0.0, 0.0]; leftAngles[1][FOREARM] = [0.0, 0.0, -15.0]; middleAngles[1][SPINE] = [0.0, 0.0, 0.0]; // ******************************* Animation Is Defined Above ************************************* //Actual keyframes for the animation var walkKeyFrames = procAnimAPI.generateKeyframes(rightAngles, leftAngles, middleAngles, NUM_FRAMES); var currentFrame = 0; var walkTime = 0.0; var walkWheelRadius = 0.5; var walkWheelRate = 2.0 * 3.141592 * walkWheelRadius / 8.0; var avatarAcceleration = 0.75; var avatarVelocity = 0.0; var avatarMaxVelocity = 1.4; function keepWalking(deltaTime) { walkTime += avatarVelocity * deltaTime; if (walkTime > walkWheelRate) { walkTime = 0.0; currentFrame++; if (currentFrame > 3) { currentFrame = 0; } } var frame = walkKeyFrames[currentFrame]; var interp = walkTime / walkWheelRate; for (var i = 0; i < JOINT_ORDER.length; i++) { Avatar.setJointData(JOINT_ORDER[i], procAnimAPI.deCasteljau(frame.rotations[i], frame.nextFrame.rotations[i], frame.controlPoints[i][0], frame.controlPoints[i][1], interp)); } } function jumpWithLoudness(deltaTime) { // potentially change pelvis height depending on trailing average loudness pelvisOscillatorVelocity += deltaTime * Agent.lastReceivedAudioLoudness * 700.0 ; pelvisOscillatorVelocity -= pelvisOscillatorPosition * 0.75; pelvisOscillatorVelocity *= 0.97; pelvisOscillatorPosition += deltaTime * pelvisOscillatorVelocity; Avatar.headPitch = pelvisOscillatorPosition * 60.0; var pelvisPosition = Avatar.position; pelvisPosition.y = (Y_PELVIS - 0.35) + pelvisOscillatorPosition; if (pelvisPosition.y < Y_PELVIS) { pelvisPosition.y = Y_PELVIS; } else if (pelvisPosition.y > Y_PELVIS + 1.0) { pelvisPosition.y = Y_PELVIS + 1.0; } Avatar.position = pelvisPosition; } var forcedMove = false; var wasMovingLastFrame = false; function handleHeadTurn() { if (!isTurningHead && (Math.random() < CHANCE_OF_HEAD_TURNING)) { targetHeadPitch = getRandomFloat(-PITCH_RANGE, PITCH_RANGE); isTurningHead = true; } else { Avatar.headPitch = Avatar.headPitch + (targetHeadPitch - Avatar.headPitch) * PITCH_RATE; if (Math.abs(Avatar.headPitch - targetHeadPitch) < STOP_TOLERANCE) { isTurningHead = false; } } } function stopWalking() { Avatar.clearJointData(JOINT_R_HIP); Avatar.clearJointData(JOINT_R_KNEE); Avatar.clearJointData(JOINT_L_HIP); Avatar.clearJointData(JOINT_L_KNEE); avatarVelocity = 0.0; isMoving = false; } var MAX_ATTEMPTS = 40; function handleWalking(deltaTime) { if (forcedMove || (!isMoving && Math.random() < CHANCE_OF_MOVING)) { // Set new target location //Keep trying new orientations if the desired target location is out of bounds var attempts = 0; do { targetOrientation = Quat.multiply(Avatar.orientation, Quat.angleAxis(getRandomFloat(-TURN_RANGE, TURN_RANGE), { x:0, y:1, z:0 })); var front = Quat.getFront(targetOrientation); targetPosition = Vec3.sum(Avatar.position, Vec3.multiply(front, getRandomFloat(0.0, MOVE_RANGE_SMALL))); } while ((targetPosition.x < X_MIN || targetPosition.x > X_MAX || targetPosition.z < Z_MIN || targetPosition.z > Z_MAX) && attempts < MAX_ATTEMPTS); targetPosition.x = clamp(targetPosition.x, X_MIN, X_MAX); targetPosition.z = clamp(targetPosition.z, Z_MIN, Z_MAX); targetPosition.y = Y_PELVIS; wasMovingLastFrame = true; isMoving = true; forcedMove = false; } else if (isMoving) { keepWalking(deltaTime); var targetVector = Vec3.subtract(targetPosition, Avatar.position); var distance = Vec3.length(targetVector); if (distance <= avatarVelocity * deltaTime) { Avatar.position = targetPosition; stopWalking(); } else { var direction = Vec3.normalize(targetVector); //Figure out if we should be slowing down var t = avatarVelocity / avatarAcceleration; var d = (avatarVelocity / 2.0) * t; if (distance < d) { avatarVelocity -= avatarAcceleration * deltaTime; if (avatarVelocity <= 0) { stopWalking(); } } else { avatarVelocity += avatarAcceleration * deltaTime; if (avatarVelocity > avatarMaxVelocity) avatarVelocity = avatarMaxVelocity; } Avatar.position = Vec3.sum(Avatar.position, Vec3.multiply(direction, avatarVelocity * deltaTime)); Avatar.orientation = Quat.mix(Avatar.orientation, targetOrientation, TURN_RATE); wasMovingLastFrame = true; } } } function handleTalking() { if (Math.random() < CHANCE_OF_SOUND) { playRandomSound(); } } function changePelvisHeight(newHeight) { var newPosition = Avatar.position; newPosition.y = newHeight; Avatar.position = newPosition; } function updateBehavior(deltaTime) { cumulativeTime += deltaTime; if (AvatarList.containsAvatarWithDisplayName("mrdj")) { if (wasMovingLastFrame) { isMoving = false; } // we have a DJ, shouldn't we be dancing? jumpWithLoudness(deltaTime); } else { // no DJ, let's just chill on the dancefloor - randomly walking and talking handleHeadTurn(); handleWalking(deltaTime); handleTalking(); } } Script.update.connect(updateBehavior);