Improved the API and cleaned up the code

This commit is contained in:
barnold1953 2014-07-29 17:49:33 -07:00
parent 9be9f1417a
commit 1c6834cdd6
2 changed files with 44 additions and 170 deletions

View file

@ -10,6 +10,8 @@
// Script.include("proceduralAnimation.js");
// You can see a usage example in proceduralBot.js
// The current implementation is quite simple. If you would like a feature
// to be added or expanded, you can contact Ben at brb555@vols.utk.edu
ProcAnimAPI = function() {
@ -62,8 +64,8 @@ ProcAnimAPI = function() {
middleQuats[i][j] = Quat.fromPitchYawRollDegrees(middleAngles[i][j][0], middleAngles[i][j][1], middleAngles[i][j][2]);
}
}
finalKeyFrames[0] = new KeyFrame(rightQuats[0], leftQuats[0], middleQuats[0]);
finalKeyFrames[1] = new KeyFrame(rightQuats[1], leftQuats[1], middleQuats[1]);
finalKeyFrames[0] = new this.KeyFrame(rightQuats[0], leftQuats[0], middleQuats[0]);
finalKeyFrames[1] = new this.KeyFrame(rightQuats[1], leftQuats[1], middleQuats[1]);
//Generate mirrored quaternions for the other half of the animation
for (var i = 0; i < rightAngles.length; i++) {
@ -77,8 +79,8 @@ ProcAnimAPI = function() {
middleQuats[i][j] = Quat.fromPitchYawRollDegrees(-middleAngles[i][j][0], -middleAngles[i][j][1], -middleAngles[i][j][2]);
}
}
finalKeyFrames[2] = new KeyFrame(leftQuats[0], rightQuats[0], middleQuats[0]);
finalKeyFrames[3] = new KeyFrame(leftQuats[1], rightQuats[1], middleQuats[1]);
finalKeyFrames[2] = new this.KeyFrame(leftQuats[0], rightQuats[0], middleQuats[0]);
finalKeyFrames[3] = new this.KeyFrame(leftQuats[1], rightQuats[1], middleQuats[1]);
//Hook up pointers to the next keyframe
for (var i = 0; i < finalKeyFrames.length - 1; i++) {
@ -106,7 +108,7 @@ ProcAnimAPI = function() {
}
return finalKeyFrames;
}
};
// Animation KeyFrame constructor. rightJoints and leftJoints must be the same size
this.KeyFrame = function(rightJoints, leftJoints, middleJoints) {
@ -119,7 +121,7 @@ ProcAnimAPI = function() {
for (var i = 0; i < middleJoints.length; i++) {
this.rotations[this.rotations.length] = middleJoints[i];
}
}
};
// DeCasteljau evaluation to evaluate the bezier curve.
// This is a very natural looking interpolation
@ -130,5 +132,5 @@ ProcAnimAPI = function() {
var d = Quat.slerp(a, b, f);
var e = Quat.slerp(b, c, f);
return Quat.slerp(d, e, f);
}
};
}

View file

@ -11,32 +11,30 @@
//
//For procedural walk animation
Script.include("proceduralAnimation.js");
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;
return Math.random() * (max - min) + min;
}
function getRandomInt (min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function printVector(string, vector) {
print(string + " " + vector.x + ", " + vector.y + ", " + vector.z);
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 CHANCE_OF_WAVING = 0.009;
var isMoving = false;
var isTurningHead = false;
var isPlayingAudio = false;
var isWaving = false;
var waveFrequency = 0.0;
var waveAmplitude = 0.0;
var X_MIN = 0.50;
var X_MAX = 15.60;
@ -141,32 +139,13 @@ function playRandomSound() {
}
}
//Animation KeyFrame constructor. rightJoints and leftJoints must be the same size
function WalkKeyFrame(rightJoints, leftJoints, singleJoints) {
this.rotations = [];
for (var i = 0; i < rightJoints.length; i++) {
this.rotations[this.rotations.length] = rightJoints[i];
this.rotations[this.rotations.length] = leftJoints[i];
}
for (var i = 0; i < singleJoints.length; i++) {
this.rotations[this.rotations.length] = singleJoints[i];
}
}
//Procedural walk animation using two keyframes
//We use a separate array for front and back joints
var frontKeyFrames = [];
var backKeyFrames = [];
//for non mirrored joints such as the spine
var singleKeyFrames = [];
//Pitch, yaw, and roll for the joints
var frontAngles = [];
var backAngles = [];
var rightAngles = [];
var leftAngles = [];
//for non mirrored joints such as the spine
var singleAngles = [];
var middleAngles = [];
//Actual joint mappings
var SHOULDER_JOINT_NUMBER = 15;
@ -185,12 +164,9 @@ var JOINT_SPINE = 11;
var NUM_FRAMES = 2;
for (var i = 0; i < NUM_FRAMES; i++) {
frontAngles[i] = [];
backAngles[i] = [];
singleAngles[i] = [];
frontKeyFrames[i] = [];
backKeyFrames[i] = [];
singleKeyFrames[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];
@ -206,101 +182,37 @@ 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
frontAngles[0][HIP] = [30.0, 0.0, 8.0];
frontAngles[0][KNEE] = [-15.0, 0.0, 0.0];
frontAngles[0][ARM] = [85.0, -25.0, 0.0];
frontAngles[0][FOREARM] = [0.0, 0.0, -15.0];
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];
backAngles[0][HIP] = [-15, 0.0, 8.0];
backAngles[0][KNEE] = [-28, 0.0, 0.0];
backAngles[0][ARM] = [85.0, 20.0, 0.0];
backAngles[0][FOREARM] = [10.0, 0.0, -25.0];
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];
singleAngles[0][SPINE] = [0.0, -15.0, 5.0];
middleAngles[0][SPINE] = [0.0, -15.0, 5.0];
//Legs Passing
frontAngles[1][HIP] = [6.0, 0.0, 8.0];
frontAngles[1][KNEE] = [-12.0, 0.0, 0.0];
frontAngles[1][ARM] = [85.0, 0.0, 0.0];
frontAngles[1][FOREARM] = [0.0, 0.0, -15.0];
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];
backAngles[1][HIP] = [10.0, 0.0, 8.0];
backAngles[1][KNEE] = [-55.0, 0.0, 0.0];
backAngles[1][ARM] = [85.0, 0.0, 0.0];
backAngles[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];
singleAngles[1][SPINE] = [0.0, 0.0, 0.0];
middleAngles[1][SPINE] = [0.0, 0.0, 0.0];
// ******************************* Animation Is Defined Above *************************************
//Actual keyframes for the animation
var walkKeyFrames = [];
//Generate quaternions from the angles
for (var i = 0; i < frontAngles.length; i++) {
for (var j = 0; j < frontAngles[i].length; j++) {
frontKeyFrames[i][j] = Quat.fromPitchYawRollDegrees(frontAngles[i][j][0], frontAngles[i][j][1], frontAngles[i][j][2]);
backKeyFrames[i][j] = Quat.fromPitchYawRollDegrees(backAngles[i][j][0], -backAngles[i][j][1], -backAngles[i][j][2]);
}
}
for (var i = 0; i < singleAngles.length; i++) {
for (var j = 0; j < singleAngles[i].length; j++) {
singleKeyFrames[i][j] = Quat.fromPitchYawRollDegrees(singleAngles[i][j][0], singleAngles[i][j][1], singleAngles[i][j][2]);
}
}
walkKeyFrames[0] = new WalkKeyFrame(frontKeyFrames[0], backKeyFrames[0], singleKeyFrames[0]);
walkKeyFrames[1] = new WalkKeyFrame(frontKeyFrames[1], backKeyFrames[1], singleKeyFrames[1]);
//Generate mirrored quaternions for the other half of the body
for (var i = 0; i < frontAngles.length; i++) {
for (var j = 0; j < frontAngles[i].length; j++) {
frontKeyFrames[i][j] = Quat.fromPitchYawRollDegrees(frontAngles[i][j][0], -frontAngles[i][j][1], -frontAngles[i][j][2]);
backKeyFrames[i][j] = Quat.fromPitchYawRollDegrees(backAngles[i][j][0], backAngles[i][j][1], backAngles[i][j][2]);
}
}
for (var i = 0; i < singleAngles.length; i++) {
for (var j = 0; j < singleAngles[i].length; j++) {
singleKeyFrames[i][j] = Quat.fromPitchYawRollDegrees(-singleAngles[i][j][0], -singleAngles[i][j][1], -singleAngles[i][j][2]);
}
}
walkKeyFrames[2] = new WalkKeyFrame(backKeyFrames[0], frontKeyFrames[0], singleKeyFrames[0]);
walkKeyFrames[3] = new WalkKeyFrame(backKeyFrames[1], frontKeyFrames[1], singleKeyFrames[1]);
//Hook up pointers to the next keyframe
for (var i = 0; i < walkKeyFrames.length - 1; i++) {
walkKeyFrames[i].nextFrame = walkKeyFrames[i+1];
}
walkKeyFrames[walkKeyFrames.length-1].nextFrame = walkKeyFrames[0];
//Set up the bezier curve control points using technique described at
//https://www.cs.tcd.ie/publications/tech-reports/reports.94/TCD-CS-94-18.pdf
//Set up all C1
for (var i = 0; i < walkKeyFrames.length; i++) {
walkKeyFrames[i].nextFrame.controlPoints = [];
for (var j = 0; j < walkKeyFrames[i].rotations.length; j++) {
walkKeyFrames[i].nextFrame.controlPoints[j] = [];
var R = Quat.slerp(walkKeyFrames[i].rotations[j], walkKeyFrames[i].nextFrame.rotations[j], 2.0);
var T = Quat.slerp(R, walkKeyFrames[i].nextFrame.nextFrame.rotations[j], 0.5);
walkKeyFrames[i].nextFrame.controlPoints[j][0] = Quat.slerp(walkKeyFrames[i].nextFrame.rotations[j], T, 0.33333);
}
}
//Set up all C2
for (var i = 0; i < walkKeyFrames.length; i++) {
for (var j = 0; j < walkKeyFrames[i].rotations.length; j++) {
walkKeyFrames[i].controlPoints[j][1] = Quat.slerp(walkKeyFrames[i].nextFrame.rotations[j], walkKeyFrames[i].nextFrame.controlPoints[j][0], -1.0);
}
}
//DeCasteljau evaluation to evaluate the bezier curve
function deCasteljau(k1, k2, c1, c2, f) {
var a = Quat.slerp(k1, c1, f);
var b = Quat.slerp(c1, c2, f);
var c = Quat.slerp(c2, k2, f);
var d = Quat.slerp(a, b, f);
var e = Quat.slerp(b, c, f);
return Quat.slerp(d, e, f);
}
var walkKeyFrames = procAnimAPI.generateKeyframes(rightAngles, leftAngles, middleAngles, NUM_FRAMES);
var currentFrame = 0;
@ -314,7 +226,7 @@ var avatarVelocity = 0.0;
var avatarMaxVelocity = 1.4;
function keepWalking(deltaTime) {
walkTime += avatarVelocity * deltaTime;
if (walkTime > walkWheelRate) {
walkTime = 0.0;
@ -329,17 +241,10 @@ function keepWalking(deltaTime) {
var interp = walkTime / walkWheelRate;
for (var i = 0; i < JOINT_ORDER.length; i++) {
Avatar.setJointData(JOINT_ORDER[i], deCasteljau(frame.rotations[i], frame.nextFrame.rotations[i], frame.controlPoints[i][0], frame.controlPoints[i][1], interp));
Avatar.setJointData(JOINT_ORDER[i], procAnimAPI.deCasteljau(frame.rotations[i], frame.nextFrame.rotations[i], frame.controlPoints[i][0], frame.controlPoints[i][1], interp));
}
}
var trailingAverageLoudness = 0;
var MAX_SAMPLE = 32767;
var DB_METER_BASE = Math.log(MAX_SAMPLE);
var RAND_RATIO_LAST = getRandomFloat(0.1, 0.3);
var RAND_TRAILING = 1 - RAND_RATIO_LAST;
function jumpWithLoudness(deltaTime) {
// potentially change pelvis height depending on trailing average loudness
@ -362,18 +267,9 @@ function jumpWithLoudness(deltaTime) {
Avatar.position = pelvisPosition;
}
var jointMapping = null;
var frameIndex = 0.0;
var isPlayingDanceAnimation = false;
var randomAnimation = null;
var animationLoops = 1;
var forcedMove = false;
var FRAME_RATE = 30.0;
var wasMovingLastFrame = false;
var wasDancing = false;
function handleHeadTurn() {
if (!isTurningHead && (Math.random() < CHANCE_OF_HEAD_TURNING)) {
@ -387,16 +283,6 @@ function handleHeadTurn() {
}
}
var currentShoulderQuat = Avatar.getJointRotation(SHOULDER_JOINT_NUMBER);
var targetShoulderQuat = currentShoulderQuat;
var idleShoulderQuat = currentShoulderQuat;
var currentSpineQuat = Avatar.getJointRotation(JOINT_SPINE);
var targetSpineQuat = currentSpineQuat;
var idleSpineQuat = currentSpineQuat;
var currentElbowQuat = Avatar.getJointRotation(ELBOW_JOINT_NUMBER);
var targetElbowQuat = currentElbowQuat;
var idleElbowQuat = currentElbowQuat;
function stopWalking() {
Avatar.clearJointData(JOINT_R_HIP);
Avatar.clearJointData(JOINT_R_KNEE);
@ -421,7 +307,7 @@ function handleWalking(deltaTime) {
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_ATEMPTS);
&& attempts < MAX_ATTEMPTS);
targetPosition.x = clamp(targetPosition.x, X_MIN, X_MAX);
targetPosition.z = clamp(targetPosition.z, Z_MIN, Z_MAX);
@ -473,31 +359,17 @@ function changePelvisHeight(newHeight) {
Avatar.position = newPosition;
}
function possiblyStopDancing() {
if (wasDancing) {
for (var j = 0; j < Avatar.jointNames.length; j++) {
Avatar.clearJointData(j);
}
changePelvisHeight(Y_PELVIS);
}
}
function updateBehavior(deltaTime) {
cumulativeTime += deltaTime;
if (AvatarList.containsAvatarWithDisplayName("mrdj")) {
if (wasMovingLastFrame && !wasDancing) {
if (wasMovingLastFrame) {
isMoving = false;
}
// we have a DJ, shouldn't we be dancing?
jumpWithLoudness(deltaTime);
} else {
// make sure we're not dancing anymore
possiblyStopDancing();
wasDancing = false;
// no DJ, let's just chill on the dancefloor - randomly walking and talking
handleHeadTurn();