This commit is contained in:
Ryan Huffman 2015-10-21 10:06:51 -07:00
parent c67eafffba
commit 21903b746c
6 changed files with 1990 additions and 1665 deletions

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323
examples/map.js~ Normal file
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@ -0,0 +1,323 @@
Script.include("entityManager.js");
Script.include("overlayManager.js");
// Poll for nearby map data
var entityManager = new EntityManager();
// From http://evanw.github.io/lightgl.js/docs/raytracer.html
function raySphereIntersection(origin, ray, center, radius) {
var offset = Vec3.subtract(origin, center);
var a = Vec3.dot(ray, ray);
// var a = ray.dot(ray);
var b = 2 * Vec3.dot(ray, offset);
// var b = 2 * ray.dot(offset);
var c = Vec3.dot(offset, offset) - radius * radius;
// var c = offset.dot(offset) - radius * radius;
var discriminant = b * b - 4 * a * c;
if (discriminant > 0) {
return true;
}
return null;
};
Map = function(data) {
var visible = false;
var ROOT_OFFSET = Vec3.multiply(0.3, Quat.getFront(MyAvatar.orientation));
var ROOT_POSITION = Vec3.sum(MyAvatar.position, ROOT_OFFSET);
var ROOT_SCALE = 0.0005;
// Create object in objectManager
var rootObject = entityManager.addBare();
var position = ROOT_POSITION;
rootObject.position = ROOT_POSITION;
rootObject.scale = ROOT_SCALE
Vec3.print("Position:", position);
// Search for all nearby objects that have the userData "mapped"
// TODO Update to use the zone's bounds
var entities = Entities.findEntities(MyAvatar.position, 32000);
var mappedEntities = [];
var minCorner = {
x: 4294967295,
y: 4294967295,
z: 4294967295,
};
var maxCorner = {
x: -4294967295,
y: -4294967295,
z: -4294967295,
};
for (var i = 0; i < entities.length; ++i) {
var entityID = entities[i];
var properties = Entities.getEntityProperties(entityID);
if (properties.userData == "mapped" || properties.userData == "tracked") {
print("Found: ", properties.name);
minCorner.x = Math.min(minCorner.x, properties.position.x - (properties.dimensions.x / 2));
minCorner.y = Math.min(minCorner.y, properties.position.y - (properties.dimensions.y / 2));
minCorner.z = Math.min(minCorner.z, properties.position.z - (properties.dimensions.z / 2));
maxCorner.x = Math.max(maxCorner.x, properties.position.x - (properties.dimensions.x / 2));
maxCorner.y = Math.max(maxCorner.y, properties.position.y - (properties.dimensions.y / 2));
maxCorner.z = Math.max(maxCorner.z, properties.position.z - (properties.dimensions.z / 2));
}
// if (properties.userData == "mapped") {
// properties.visible = false;
// var entity = entityManager.add(properties.type, properties);
// mappedEntities.push(entity);
// } else if (properties.userData == "tracked") {
// // TODO implement tracking of objects
// }
}
var dimensions = {
x: maxCorner.x - minCorner.x,
y: maxCorner.y - minCorner.y,
z: maxCorner.z - minCorner.z,
};
Vec3.print("dims", dimensions);
var center = {
x: minCorner.x + (dimensions.x / 2),
y: minCorner.y + (dimensions.y / 2),
z: minCorner.z + (dimensions.z / 2),
};
Vec3.print("center", center);
var trackedEntities = [];
var waypointEntities = [];
for (var i = 0; i < entities.length; ++i) {
var entityID = entities[i];
var properties = Entities.getEntityProperties(entityID);
var mapData = null;
try {
var data = JSON.parse(properties.userData.replace(/(\r\n|\n|\r)/gm,""));
mapData = data.mapData;
} catch (e) {
print("Caught: ", properties.name);
}
if (mapData) {
print("Creating copy of", properties.name);
properties.name += " (COPY)";
properties.userData = "";
properties.visible = true;
var position = properties.position;
properties.position = Vec3.subtract(properties.position, center);
properties.position = Vec3.multiply(properties.position, ROOT_SCALE);
var extra = { };
if (mapData.track) {
extra.trackingEntityID= entityID;
trackedEntities.push(entity);
rootObject.addChild(entity);
}
if (mapData.waypoint) {
print("Waypoint: ", mapData.waypoint.name);
// properties.type = "Model";
// properties.modelURL = "atp:ca49a13938376b3eb68d7b2b9189afb3f580c07b6950ea9e65b5260787204145.fbx";
extra.waypoint = mapData.waypoint;
extra.waypoint.position = position;
}
var entity = entityManager.add(properties.type, properties);
entity.__extra__ = extra;
if (mapData.waypoint) {
waypointEntities.push(entity);
}
mappedEntities.push(entity);
rootObject.addChild(entity);
} else {
// print("Not creating copy of", properties.name);
}
}
var avatarArrowEntity = entityManager.add("Model", {
name: "You Are Here",
modelURL: "atp:ce4f0c4e491e40b73d28f2646da4f676fe9ea364cf5f1bf5615522ef6acfd80e.fbx",
position: Vec3.multiply(Vec3.subtract(MyAvatar.position, center), ROOT_SCALE),
dimensions: { x: 30, y: 100, z: 100 },
});
rootObject.addChild(avatarArrowEntity);
this.isVisible = function() {
return visible;
}
Controller.mousePressEvent.connect(mousePressEvent);
function mousePressEvent(event) {
// Entities.setZonesArePickable(false);
var pickRay = Camera.computePickRay(event.x, event.y);
for (var i = 0; i < waypointEntities.length; ++i) {
var entity = waypointEntities[i];
print("Checkit for hit", entity.__extra__.waypoint.name);
var result = raySphereIntersection(pickRay.origin, pickRay.direction, entity.worldPosition, 0.1);//entity.worldScale);
if (result) {
print("Pressed entity: ", entity.id);
print("Pressed waypoint: ", entity.__extra__.waypoint.name);
print("Teleporting...");
MyAvatar.position = entity.__extra__.waypoint.position;
break;
}
}
// var result = Entities.findRayIntersection(pickRay, false);
// if (result.intersects) {
// var entity = entityManager.get(result.entityID);
// if (entity) {
// print("Pressed entity: ", entity.id);
// }
// if (entity && entity.__extra__.waypoint) {
// print("Pressed waypoint: ", entity.__extra__.waypoint.name);
// print("Teleporting...");
// MyAvatar.position = entity.__extra__.waypoint.position;
// }
// }
// Entities.setZonesArePickable(true);
};
var time = 0;
Script.update.connect(function(dt) {
time += dt;
// Update tracked entities
for (var i = 0; i < trackedEntities.length; ++i) {
entity = trackedEntities[i];
var entityID = entity.__extra__.trackingEntityID;
var properties = Entities.getEntityProperties(entityID);
properties.position = Vec3.subtract(properties.position, center);
properties.position = Vec3.multiply(properties.position, ROOT_SCALE);
entity.position = properties.position;
}
var position = Vec3.subtract(MyAvatar.position, center)
position.y += 60 + (Math.sin(time) * 10);
position = Vec3.multiply(position, ROOT_SCALE);
avatarArrowEntity.position = position;
// Vec3.print("Position:", avatarArrowEntity.position);
// rootObject.position = Vec3.sum(position, { x: 0, y: Math.sin(time) / 30, z: 0 });
//var ROOT_OFFSET = Vec3.multiply(0.3, Quat.getFront(MyAvatar.orientation));
//var ROOT_POSITION = Vec3.sum(MyAvatar.position, ROOT_OFFSET);
// position = ROOT_POSITION;
rootObject.position = ROOT_POSITION;
entityManager.update();
// Update waypoint highlights
var pickRay = Camera.computePickRay(event.x, event.y);
for (var i = 0; i < waypointEntities.length; ++i) {
var entity = waypointEntities[i];
print("Checkit for hit", entity.__extra__.waypoint.name);
var result = raySphereIntersection(pickRay.origin, pickRay.direction, entity.worldPosition, 0.1);//entity.worldScale);
if (result) {
print("Pressed entity: ", entity.id);
print("Pressed waypoint: ", entity.__extra__.waypoint.name);
print("Teleporting...");
MyAvatar.position = entity.__extra__.waypoint.position;
break;
}
}
});
function setVisible(newValue) {
if (visible != newValue) {
visible = newValue;
if (visible) {
} else {
}
}
}
this.show = function() {
setVisible(true);
}
this.hide = function() {
setVisible(false);
}
};
var map = null;
map = Map(mapData);
// On press key
Controller.keyPressEvent.connect(function(event) {
if (event.text == "m") {
if (!map) {
map = Map(mapData);
}
map.show();
print("MAP!");
}
});
var mapData = {
config: {
// World dimensions that the minimap maps to
worldDimensions: {
x: 10.0,
y: 10.0,
z: 10.0,
},
// The center of the map should map to this location in the center of the area
worldCenter: {
x: 5.0,
y: 5.0,
z: 5.0,
},
// Map dimensions
mapDimensions: {
x: 10.0,
y: 10.0,
z: 10.0,
},
// Can this be automated? Tag entities that should be included? Store in UserData?
objects: [
{
type: "Model",
modelURL: "https://hifi-public.s3.amazonaws.com/ozan/sets/huffman_set/huffman_set.fbx",
},
],
},
waypoints: [
{
name: "Forest's Edge",
position: {
},
},
],
};
// entityManager = new OverlayManager();
// entityManager = new EntityManager();
//
// var rootEntity = entityManager.addBare();
//
// var time = 0;
//
//
// rootEntity.scale = 0.1;
// Script.include("sfData.js");
// rootEntity.addChild(entity);
entityManager.update();

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@ -142,6 +142,7 @@ function createBaseball(position, velocity, ballScale) {
var buildBaseballHitCallback = function(entityID) {
var f = function(entityA, entityB, collision) {
print("Got baseball hit callback");
var properties = Entities.getEntityProperties(entityID, ['position', 'velocity']);
var line = new InfiniteLine(properties.position, { red: 255, green: 128, blue: 89 });
var lastPosition = properties.position;
@ -154,11 +155,12 @@ var buildBaseballHitCallback = function(entityID) {
lastPosition = properties.position;
}
}, 50);
var speed = Vec3.length(properties.velocity);
Entities.editEntity(entityID, {
velocity: Vec3.multiply(3, properties.velocity),
velocity: Vec3.multiply(2, properties.velocity),
gravity: {
x: 0,
y: -2.8,
y: -9.8,
z: 0
}
});

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@ -1,269 +1,269 @@
//
// flashlight.js
//
// Script Type: Entity
//
// Created by Sam Gateau on 9/9/15.
// Additions by James B. Pollack @imgntn on 9/21/2015
// Copyright 2015 High Fidelity, Inc.
//
// This is a toy script that can be added to the Flashlight model entity:
// "https://hifi-public.s3.amazonaws.com/models/props/flashlight.fbx"
// that creates a spotlight attached with the flashlight model while the entity is grabbed
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, Audio, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */
(function() {
Script.include("../../libraries/utils.js");
var ON_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_on.wav';
var OFF_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_off.wav';
//we are creating lights that we don't want to get stranded so lets make sure that we can get rid of them
var startTime = Date.now();
//if you're going to be using this in a dungeon or something and holding it for a long time, increase this lifetime value.
var LIFETIME = 25;
var MSEC_PER_SEC = 1000.0;
// this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember
// our this object, so we can access it in cases where we're called without a this (like in the case of various global signals)
function Flashlight() {
return;
}
//if the trigger value goes below this while held, the flashlight will turn off. if it goes above, it will
var DISABLE_LIGHT_THRESHOLD = 0.7;
// These constants define the Spotlight position and orientation relative to the model
var MODEL_LIGHT_POSITION = {
x: 0,
y: -0.3,
z: 0
};
var MODEL_LIGHT_ROTATION = Quat.angleAxis(-90, {
x: 1,
y: 0,
z: 0
});
var GLOW_LIGHT_POSITION = {
x: 0,
y: -0.1,
z: 0
};
// Evaluate the world light entity positions and orientations from the model ones
function evalLightWorldTransform(modelPos, modelRot) {
return {
p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, MODEL_LIGHT_POSITION)),
q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
};
}
function glowLightWorldTransform(modelPos, modelRot) {
return {
p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, GLOW_LIGHT_POSITION)),
q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
};
}
Flashlight.prototype = {
lightOn: false,
hand: null,
whichHand: null,
hasSpotlight: false,
spotlight: null,
setRightHand: function() {
this.hand = 'RIGHT';
},
setLeftHand: function() {
this.hand = 'LEFT';
},
startNearGrab: function() {
if (!this.hasSpotlight) {
//this light casts the beam
this.spotlight = Entities.addEntity({
type: "Light",
isSpotlight: true,
dimensions: {
x: 2,
y: 2,
z: 20
},
color: {
red: 255,
green: 255,
blue: 255
},
intensity: 2,
exponent: 0.3,
cutoff: 20,
lifetime: LIFETIME
});
//this light creates the effect of a bulb at the end of the flashlight
this.glowLight = Entities.addEntity({
type: "Light",
dimensions: {
x: 0.25,
y: 0.25,
z: 0.25
},
isSpotlight: false,
color: {
red: 255,
green: 255,
blue: 255
},
exponent: 0,
cutoff: 90, // in degrees
lifetime: LIFETIME
});
this.hasSpotlight = true;
}
},
setWhichHand: function() {
this.whichHand = this.hand;
},
continueNearGrab: function() {
if (this.whichHand === null) {
//only set the active hand once -- if we always read the current hand, our 'holding' hand will get overwritten
this.setWhichHand();
} else {
this.updateLightPositions();
this.changeLightWithTriggerPressure(this.whichHand);
}
},
releaseGrab: function() {
//delete the lights and reset state
if (this.hasSpotlight) {
Entities.deleteEntity(this.spotlight);
Entities.deleteEntity(this.glowLight);
this.hasSpotlight = false;
this.glowLight = null;
this.spotlight = null;
this.whichHand = null;
this.lightOn = false;
}
},
updateLightPositions: function() {
var modelProperties = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
//move the two lights along the vectors we set above
var lightTransform = evalLightWorldTransform(modelProperties.position, modelProperties.rotation);
var glowLightTransform = glowLightWorldTransform(modelProperties.position, modelProperties.rotation);
//move them with the entity model
Entities.editEntity(this.spotlight, {
position: lightTransform.p,
rotation: lightTransform.q,
lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME
});
Entities.editEntity(this.glowLight, {
position: glowLightTransform.p,
rotation: glowLightTransform.q,
lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME
});
},
changeLightWithTriggerPressure: function(flashLightHand) {
var handClickString = flashLightHand + "_HAND_CLICK";
var handClick = Controller.findAction(handClickString);
this.triggerValue = Controller.getActionValue(handClick);
if (this.triggerValue < DISABLE_LIGHT_THRESHOLD && this.lightOn === true) {
this.turnLightOff();
} else if (this.triggerValue >= DISABLE_LIGHT_THRESHOLD && this.lightOn === false) {
this.turnLightOn();
}
return;
},
turnLightOff: function() {
this.playSoundAtCurrentPosition(false);
Entities.editEntity(this.spotlight, {
intensity: 0
});
Entities.editEntity(this.glowLight, {
intensity: 0
});
this.lightOn = false;
},
turnLightOn: function() {
this.playSoundAtCurrentPosition(true);
Entities.editEntity(this.glowLight, {
intensity: 2
});
Entities.editEntity(this.spotlight, {
intensity: 2
});
this.lightOn = true;
},
playSoundAtCurrentPosition: function(playOnSound) {
var position = Entities.getEntityProperties(this.entityID, "position").position;
var audioProperties = {
volume: 0.25,
position: position
};
if (playOnSound) {
Audio.playSound(this.ON_SOUND, audioProperties);
} else {
Audio.playSound(this.OFF_SOUND, audioProperties);
}
},
preload: function(entityID) {
// preload() will be called when the entity has become visible (or known) to the interface
// it gives us a chance to set our local JavaScript object up. In this case it means:
// * remembering our entityID, so we can access it in cases where we're called without an entityID
// * preloading sounds
this.entityID = entityID;
this.ON_SOUND = SoundCache.getSound(ON_SOUND_URL);
this.OFF_SOUND = SoundCache.getSound(OFF_SOUND_URL);
},
unload: function() {
// unload() will be called when our entity is no longer available. It may be because we were deleted,
// or because we've left the domain or quit the application.
if (this.hasSpotlight) {
Entities.deleteEntity(this.spotlight);
Entities.deleteEntity(this.glowLight);
this.hasSpotlight = false;
this.glowLight = null;
this.spotlight = null;
this.whichHand = null;
this.lightOn = false;
}
},
};
// entity scripts always need to return a newly constructed object of our type
return new Flashlight();
//
// flashlight.js
//
// Script Type: Entity
//
// Created by Sam Gateau on 9/9/15.
// Additions by James B. Pollack @imgntn on 9/21/2015
// Copyright 2015 High Fidelity, Inc.
//
// This is a toy script that can be added to the Flashlight model entity:
// "https://hifi-public.s3.amazonaws.com/models/props/flashlight.fbx"
// that creates a spotlight attached with the flashlight model while the entity is grabbed
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, Audio, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */
(function() {
Script.include("../../libraries/utils.js");
var ON_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_on.wav';
var OFF_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_off.wav';
//we are creating lights that we don't want to get stranded so lets make sure that we can get rid of them
var startTime = Date.now();
//if you're going to be using this in a dungeon or something and holding it for a long time, increase this lifetime value.
var LIFETIME = 25;
var MSEC_PER_SEC = 1000.0;
// this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember
// our this object, so we can access it in cases where we're called without a this (like in the case of various global signals)
function Flashlight() {
return;
}
//if the trigger value goes below this while held, the flashlight will turn off. if it goes above, it will
var DISABLE_LIGHT_THRESHOLD = 0.7;
// These constants define the Spotlight position and orientation relative to the model
var MODEL_LIGHT_POSITION = {
x: 0,
y: -0.3,
z: 0
};
var MODEL_LIGHT_ROTATION = Quat.angleAxis(-90, {
x: 1,
y: 0,
z: 0
});
var GLOW_LIGHT_POSITION = {
x: 0,
y: -0.1,
z: 0
};
// Evaluate the world light entity positions and orientations from the model ones
function evalLightWorldTransform(modelPos, modelRot) {
return {
p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, MODEL_LIGHT_POSITION)),
q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
};
}
function glowLightWorldTransform(modelPos, modelRot) {
return {
p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, GLOW_LIGHT_POSITION)),
q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
};
}
Flashlight.prototype = {
lightOn: false,
hand: null,
whichHand: null,
hasSpotlight: false,
spotlight: null,
setRightHand: function() {
this.hand = 'RIGHT';
},
setLeftHand: function() {
this.hand = 'LEFT';
},
startNearGrab: function() {
if (!this.hasSpotlight) {
//this light casts the beam
this.spotlight = Entities.addEntity({
type: "Light",
isSpotlight: true,
dimensions: {
x: 2,
y: 2,
z: 20
},
color: {
red: 255,
green: 255,
blue: 255
},
intensity: 2,
exponent: 0.3,
cutoff: 20,
lifetime: LIFETIME
});
//this light creates the effect of a bulb at the end of the flashlight
this.glowLight = Entities.addEntity({
type: "Light",
dimensions: {
x: 0.25,
y: 0.25,
z: 0.25
},
isSpotlight: false,
color: {
red: 255,
green: 255,
blue: 255
},
exponent: 0,
cutoff: 90, // in degrees
lifetime: LIFETIME
});
this.hasSpotlight = true;
}
},
setWhichHand: function() {
this.whichHand = this.hand;
},
continueNearGrab: function() {
if (this.whichHand === null) {
//only set the active hand once -- if we always read the current hand, our 'holding' hand will get overwritten
this.setWhichHand();
} else {
this.updateLightPositions();
this.changeLightWithTriggerPressure(this.whichHand);
}
},
releaseGrab: function() {
//delete the lights and reset state
if (this.hasSpotlight) {
Entities.deleteEntity(this.spotlight);
Entities.deleteEntity(this.glowLight);
this.hasSpotlight = false;
this.glowLight = null;
this.spotlight = null;
this.whichHand = null;
this.lightOn = false;
}
},
updateLightPositions: function() {
var modelProperties = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
//move the two lights along the vectors we set above
var lightTransform = evalLightWorldTransform(modelProperties.position, modelProperties.rotation);
var glowLightTransform = glowLightWorldTransform(modelProperties.position, modelProperties.rotation);
//move them with the entity model
Entities.editEntity(this.spotlight, {
position: lightTransform.p,
rotation: lightTransform.q,
lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME
});
Entities.editEntity(this.glowLight, {
position: glowLightTransform.p,
rotation: glowLightTransform.q,
lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME
});
},
changeLightWithTriggerPressure: function(flashLightHand) {
var handClickString = flashLightHand + "_HAND_CLICK";
var handClick = Controller.findAction(handClickString);
this.triggerValue = Controller.getActionValue(handClick);
if (this.triggerValue < DISABLE_LIGHT_THRESHOLD && this.lightOn === true) {
this.turnLightOff();
} else if (this.triggerValue >= DISABLE_LIGHT_THRESHOLD && this.lightOn === false) {
this.turnLightOn();
}
return;
},
turnLightOff: function() {
this.playSoundAtCurrentPosition(false);
Entities.editEntity(this.spotlight, {
intensity: 0
});
Entities.editEntity(this.glowLight, {
intensity: 0
});
this.lightOn = false;
},
turnLightOn: function() {
this.playSoundAtCurrentPosition(true);
Entities.editEntity(this.glowLight, {
intensity: 2
});
Entities.editEntity(this.spotlight, {
intensity: 2
});
this.lightOn = true;
},
playSoundAtCurrentPosition: function(playOnSound) {
var position = Entities.getEntityProperties(this.entityID, "position").position;
var audioProperties = {
volume: 0.25,
position: position
};
if (playOnSound) {
Audio.playSound(this.ON_SOUND, audioProperties);
} else {
Audio.playSound(this.OFF_SOUND, audioProperties);
}
},
preload: function(entityID) {
// preload() will be called when the entity has become visible (or known) to the interface
// it gives us a chance to set our local JavaScript object up. In this case it means:
// * remembering our entityID, so we can access it in cases where we're called without an entityID
// * preloading sounds
this.entityID = entityID;
this.ON_SOUND = SoundCache.getSound(ON_SOUND_URL);
this.OFF_SOUND = SoundCache.getSound(OFF_SOUND_URL);
},
unload: function() {
// unload() will be called when our entity is no longer available. It may be because we were deleted,
// or because we've left the domain or quit the application.
if (this.hasSpotlight) {
Entities.deleteEntity(this.spotlight);
Entities.deleteEntity(this.glowLight);
this.hasSpotlight = false;
this.glowLight = null;
this.spotlight = null;
this.whichHand = null;
this.lightOn = false;
}
},
};
// entity scripts always need to return a newly constructed object of our type
return new Flashlight();
});

View file

@ -1,454 +1,454 @@
//
// walk.js
// version 1.25
//
// Created by David Wooldridge, June 2015
// Copyright © 2014 - 2015 High Fidelity, Inc.
//
// Animates an avatar using procedural animation techniques.
//
// Editing tools for animation data files available here: https://github.com/DaveDubUK/walkTools
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// animations, reach poses, reach pose parameters, transitions, transition parameters, sounds, image/s and reference files
const HIFI_PUBLIC_BUCKET = "https://hifi-public.s3.amazonaws.com/";
var pathToAssets = HIFI_PUBLIC_BUCKET + "procedural-animator/assets/";
Script.include([
"./libraries/walkConstants.js",
"./libraries/walkFilters.js",
"./libraries/walkApi.js",
pathToAssets + "walkAssets.js"
]);
// construct Avatar, Motion and (null) Transition
var avatar = new Avatar();
var motion = new Motion();
var nullTransition = new Transition();
motion.currentTransition = nullTransition;
// create settings (gets initial values from avatar)
Script.include("./libraries/walkSettings.js");
// Main loop
Script.update.connect(function(deltaTime) {
if (motion.isLive) {
// assess current locomotion state
motion.assess(deltaTime);
// decide which animation should be playing
selectAnimation();
// advance the animation cycle/s by the correct amount/s
advanceAnimations();
// update the progress of any live transitions
updateTransitions();
// apply translation and rotations
renderMotion();
// save this frame's parameters
motion.saveHistory();
}
});
// helper function for selectAnimation()
function setTransition(nextAnimation, playTransitionReachPoses) {
var lastTransition = motion.currentTransition;
var lastAnimation = avatar.currentAnimation;
// if already transitioning from a blended walk need to maintain the previous walk's direction
if (lastAnimation.lastDirection) {
switch(lastAnimation.lastDirection) {
case FORWARDS:
lastAnimation = avatar.selectedWalk;
break;
case BACKWARDS:
lastAnimation = avatar.selectedWalkBackwards;
break;
case LEFT:
lastAnimation = avatar.selectedSideStepLeft;
break;
case RIGHT:
lastAnimation = avatar.selectedSideStepRight;
break;
}
}
motion.currentTransition = new Transition(nextAnimation, lastAnimation, lastTransition, playTransitionReachPoses);
avatar.currentAnimation = nextAnimation;
// reset default first footstep
if (nextAnimation === avatar.selectedWalkBlend && lastTransition === nullTransition) {
avatar.nextStep = RIGHT;
}
}
// fly animation blending: smoothing / damping filters
const FLY_BLEND_DAMPING = 50;
var flyUpFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING);
var flyDownFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING);
var flyForwardFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING);
var flyBackwardFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING);
// select / blend the appropriate animation for the current state of motion
function selectAnimation() {
var playTransitionReachPoses = true;
// select appropriate animation. create transitions where appropriate
switch (motion.nextState) {
case STATIC: {
if (avatar.distanceFromSurface < ON_SURFACE_THRESHOLD &&
avatar.currentAnimation !== avatar.selectedIdle) {
setTransition(avatar.selectedIdle, playTransitionReachPoses);
} else if (!(avatar.distanceFromSurface < ON_SURFACE_THRESHOLD) &&
avatar.currentAnimation !== avatar.selectedHover) {
setTransition(avatar.selectedHover, playTransitionReachPoses);
}
motion.state = STATIC;
avatar.selectedWalkBlend.lastDirection = NONE;
break;
}
case SURFACE_MOTION: {
// walk transition reach poses are currently only specified for starting to walk forwards
playTransitionReachPoses = (motion.direction === FORWARDS);
var isAlreadyWalking = (avatar.currentAnimation === avatar.selectedWalkBlend);
switch (motion.direction) {
case FORWARDS:
if (avatar.selectedWalkBlend.lastDirection !== FORWARDS) {
animationOperations.deepCopy(avatar.selectedWalk, avatar.selectedWalkBlend);
avatar.calibration.strideLength = avatar.selectedWalk.calibration.strideLength;
}
avatar.selectedWalkBlend.lastDirection = FORWARDS;
break;
case BACKWARDS:
if (avatar.selectedWalkBlend.lastDirection !== BACKWARDS) {
animationOperations.deepCopy(avatar.selectedWalkBackwards, avatar.selectedWalkBlend);
avatar.calibration.strideLength = avatar.selectedWalkBackwards.calibration.strideLength;
}
avatar.selectedWalkBlend.lastDirection = BACKWARDS;
break;
case LEFT:
animationOperations.deepCopy(avatar.selectedSideStepLeft, avatar.selectedWalkBlend);
avatar.selectedWalkBlend.lastDirection = LEFT;
avatar.calibration.strideLength = avatar.selectedSideStepLeft.calibration.strideLength;
break
case RIGHT:
animationOperations.deepCopy(avatar.selectedSideStepRight, avatar.selectedWalkBlend);
avatar.selectedWalkBlend.lastDirection = RIGHT;
avatar.calibration.strideLength = avatar.selectedSideStepRight.calibration.strideLength;
break;
default:
// condition occurs when the avi goes through the floor due to collision hull errors
animationOperations.deepCopy(avatar.selectedWalk, avatar.selectedWalkBlend);
avatar.selectedWalkBlend.lastDirection = FORWARDS;
avatar.calibration.strideLength = avatar.selectedWalk.calibration.strideLength;
break;
}
if (!isAlreadyWalking && !motion.isComingToHalt) {
setTransition(avatar.selectedWalkBlend, playTransitionReachPoses);
}
motion.state = SURFACE_MOTION;
break;
}
case AIR_MOTION: {
// blend the up, down, forward and backward flying animations relative to motion speed and direction
animationOperations.zeroAnimation(avatar.selectedFlyBlend);
// calculate influences based on velocity and direction
var velocityMagnitude = Vec3.length(motion.velocity);
var verticalProportion = motion.velocity.y / velocityMagnitude;
var thrustProportion = motion.velocity.z / velocityMagnitude / 2;
// directional components
var upComponent = motion.velocity.y > 0 ? verticalProportion : 0;
var downComponent = motion.velocity.y < 0 ? -verticalProportion : 0;
var forwardComponent = motion.velocity.z < 0 ? -thrustProportion : 0;
var backwardComponent = motion.velocity.z > 0 ? thrustProportion : 0;
// smooth / damp directional components to add visual 'weight'
upComponent = flyUpFilter.process(upComponent);
downComponent = flyDownFilter.process(downComponent);
forwardComponent = flyForwardFilter.process(forwardComponent);
backwardComponent = flyBackwardFilter.process(backwardComponent);
// normalise directional components
var normaliser = upComponent + downComponent + forwardComponent + backwardComponent;
upComponent = upComponent / normaliser;
downComponent = downComponent / normaliser;
forwardComponent = forwardComponent / normaliser;
backwardComponent = backwardComponent / normaliser;
// blend animations proportionally
if (upComponent > 0) {
animationOperations.blendAnimation(avatar.selectedFlyUp,
avatar.selectedFlyBlend,
upComponent);
}
if (downComponent > 0) {
animationOperations.blendAnimation(avatar.selectedFlyDown,
avatar.selectedFlyBlend,
downComponent);
}
if (forwardComponent > 0) {
animationOperations.blendAnimation(avatar.selectedFly,
avatar.selectedFlyBlend,
Math.abs(forwardComponent));
}
if (backwardComponent > 0) {
animationOperations.blendAnimation(avatar.selectedFlyBackwards,
avatar.selectedFlyBlend,
Math.abs(backwardComponent));
}
if (avatar.currentAnimation !== avatar.selectedFlyBlend) {
setTransition(avatar.selectedFlyBlend, playTransitionReachPoses);
}
motion.state = AIR_MOTION;
avatar.selectedWalkBlend.lastDirection = NONE;
break;
}
} // end switch next state of motion
}
// determine the length of stride. advance the frequency time wheels. advance frequency time wheels for any live transitions
function advanceAnimations() {
var wheelAdvance = 0;
// turn the frequency time wheel
if (avatar.currentAnimation === avatar.selectedWalkBlend) {
// Using technique described here: http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach
// wrap the stride length around a 'surveyor's wheel' twice and calculate the angular speed at the given (linear) speed
// omega = v / r , where r = circumference / 2 PI and circumference = 2 * stride length
var speed = Vec3.length(motion.velocity);
motion.frequencyTimeWheelRadius = avatar.calibration.strideLength / Math.PI;
var ftWheelAngularVelocity = speed / motion.frequencyTimeWheelRadius;
// calculate the degrees turned (at this angular speed) since last frame
wheelAdvance = filter.radToDeg(motion.deltaTime * ftWheelAngularVelocity);
} else {
// turn the frequency time wheel by the amount specified for this animation
wheelAdvance = filter.radToDeg(avatar.currentAnimation.calibration.frequency * motion.deltaTime);
}
if (motion.currentTransition !== nullTransition) {
// the last animation is still playing so we turn it's frequency time wheel to maintain the animation
if (motion.currentTransition.lastAnimation === motion.selectedWalkBlend) {
// if at a stop angle (i.e. feet now under the avi) hold the wheel position for remainder of transition
var tolerance = motion.currentTransition.lastFrequencyTimeIncrement + 0.1;
if ((motion.currentTransition.lastFrequencyTimeWheelPos >
(motion.currentTransition.stopAngle - tolerance)) &&
(motion.currentTransition.lastFrequencyTimeWheelPos <
(motion.currentTransition.stopAngle + tolerance))) {
motion.currentTransition.lastFrequencyTimeIncrement = 0;
}
}
motion.currentTransition.advancePreviousFrequencyTimeWheel(motion.deltaTime);
}
// avoid unnaturally fast walking when landing at speed - simulates skimming / skidding
if (Math.abs(wheelAdvance) > MAX_FT_WHEEL_INCREMENT) {
wheelAdvance = 0;
}
// advance the walk wheel the appropriate amount
motion.advanceFrequencyTimeWheel(wheelAdvance);
// walking? then see if it's a good time to measure the stride length (needs to be at least 97% of max walking speed)
const ALMOST_ONE = 0.97;
if (avatar.currentAnimation === avatar.selectedWalkBlend &&
(Vec3.length(motion.velocity) / MAX_WALK_SPEED > ALMOST_ONE)) {
var strideMaxAt = avatar.currentAnimation.calibration.strideMaxAt;
const TOLERANCE = 1.0;
if (motion.frequencyTimeWheelPos < (strideMaxAt + TOLERANCE) &&
motion.frequencyTimeWheelPos > (strideMaxAt - TOLERANCE) &&
motion.currentTransition === nullTransition) {
// measure and save stride length
var footRPos = MyAvatar.getJointPosition("RightFoot");
var footLPos = MyAvatar.getJointPosition("LeftFoot");
avatar.calibration.strideLength = Vec3.distance(footRPos, footLPos);
avatar.currentAnimation.calibration.strideLength = avatar.calibration.strideLength;
} else {
// use the previously saved value for stride length
avatar.calibration.strideLength = avatar.currentAnimation.calibration.strideLength;
}
} // end get walk stride length
}
// initialise a new transition. update progress of a live transition
function updateTransitions() {
if (motion.currentTransition !== nullTransition) {
// is this a new transition?
if (motion.currentTransition.progress === 0) {
// do we have overlapping transitions?
if (motion.currentTransition.lastTransition !== nullTransition) {
// is the last animation for the nested transition the same as the new animation?
if (motion.currentTransition.lastTransition.lastAnimation === avatar.currentAnimation) {
// then sync the nested transition's frequency time wheel for a smooth animation blend
motion.frequencyTimeWheelPos = motion.currentTransition.lastTransition.lastFrequencyTimeWheelPos;
}
}
}
if (motion.currentTransition.updateProgress() === TRANSITION_COMPLETE) {
motion.currentTransition = nullTransition;
}
}
}
// helper function for renderMotion(). calculate the amount to lean forwards (or backwards) based on the avi's velocity
var leanPitchSmoothingFilter = filter.createButterworthFilter();
function getLeanPitch() {
var leanProgress = 0;
if (motion.direction === DOWN ||
motion.direction === FORWARDS ||
motion.direction === BACKWARDS) {
leanProgress = -motion.velocity.z / TOP_SPEED;
}
// use filters to shape the walking acceleration response
leanProgress = leanPitchSmoothingFilter.process(leanProgress);
return PITCH_MAX * leanProgress;
}
// helper function for renderMotion(). calculate the angle at which to bank into corners whilst turning
var leanRollSmoothingFilter = filter.createButterworthFilter();
function getLeanRoll() {
var leanRollProgress = 0;
var linearContribution = 0;
const LOG_SCALER = 8;
if (Vec3.length(motion.velocity) > 0) {
linearContribution = (Math.log(Vec3.length(motion.velocity) / TOP_SPEED) + LOG_SCALER) / LOG_SCALER;
}
var angularContribution = Math.abs(motion.yawDelta) / DELTA_YAW_MAX;
leanRollProgress = linearContribution;
leanRollProgress *= angularContribution;
// shape the response curve
leanRollProgress = filter.bezier(leanRollProgress, {x: 1, y: 0}, {x: 1, y: 0});
// which way to lean?
var turnSign = (motion.yawDelta >= 0) ? 1 : -1;
if (motion.direction === BACKWARDS ||
motion.direction === LEFT) {
turnSign *= -1;
}
// filter progress
leanRollProgress = leanRollSmoothingFilter.process(turnSign * leanRollProgress);
return ROLL_MAX * leanRollProgress;
}
// animate the avatar using sine waves, geometric waveforms and harmonic generators
function renderMotion() {
// leaning in response to speed and acceleration
var leanPitch = motion.state === STATIC ? 0 : getLeanPitch();
var leanRoll = motion.state === STATIC ? 0 : getLeanRoll();
var lastDirection = motion.lastDirection;
// hips translations from currently playing animations
var hipsTranslations = {x:0, y:0, z:0};
if (motion.currentTransition !== nullTransition) {
// maintain previous direction when transitioning from a walk
if (motion.currentTransition.lastAnimation === avatar.selectedWalkBlend) {
motion.lastDirection = motion.currentTransition.lastDirection;
}
hipsTranslations = motion.currentTransition.blendTranslations(motion.frequencyTimeWheelPos,
motion.lastDirection);
} else {
hipsTranslations = animationOperations.calculateTranslations(avatar.currentAnimation,
motion.frequencyTimeWheelPos,
motion.direction);
}
// factor any leaning into the hips offset
hipsTranslations.z += avatar.calibration.hipsToFeet * Math.sin(filter.degToRad(leanPitch));
hipsTranslations.x += avatar.calibration.hipsToFeet * Math.sin(filter.degToRad(leanRoll));
// ensure skeleton offsets are within the 1m limit
hipsTranslations.x = hipsTranslations.x > 1 ? 1 : hipsTranslations.x;
hipsTranslations.x = hipsTranslations.x < -1 ? -1 : hipsTranslations.x;
hipsTranslations.y = hipsTranslations.y > 1 ? 1 : hipsTranslations.y;
hipsTranslations.y = hipsTranslations.y < -1 ? -1 : hipsTranslations.y;
hipsTranslations.z = hipsTranslations.z > 1 ? 1 : hipsTranslations.z;
hipsTranslations.z = hipsTranslations.z < -1 ? -1 : hipsTranslations.z;
// apply translations
MyAvatar.setSkeletonOffset(hipsTranslations);
// play footfall sound?
var producingFootstepSounds = (avatar.currentAnimation === avatar.selectedWalkBlend) && avatar.makesFootStepSounds;
if (motion.currentTransition !== nullTransition && avatar.makesFootStepSounds) {
if (motion.currentTransition.nextAnimation === avatar.selectedWalkBlend ||
motion.currentTransition.lastAnimation === avatar.selectedWalkBlend) {
producingFootstepSounds = true;
}
}
if (producingFootstepSounds) {
const QUARTER_CYCLE = 90;
const THREE_QUARTER_CYCLE = 270;
var ftWheelPosition = motion.frequencyTimeWheelPos;
if (motion.currentTransition !== nullTransition &&
motion.currentTransition.lastAnimation === avatar.selectedWalkBlend) {
ftWheelPosition = motion.currentTransition.lastFrequencyTimeWheelPos;
}
if (avatar.nextStep === LEFT && ftWheelPosition > THREE_QUARTER_CYCLE) {
avatar.makeFootStepSound();
} else if (avatar.nextStep === RIGHT && (ftWheelPosition < THREE_QUARTER_CYCLE && ftWheelPosition > QUARTER_CYCLE)) {
avatar.makeFootStepSound();
}
}
// apply joint rotations
for (jointName in avatar.currentAnimation.joints) {
var joint = walkAssets.animationReference.joints[jointName];
var jointRotations = undefined;
// ignore arms / head rotations if options are selected in the settings
if (avatar.armsFree && (joint.IKChain === "LeftArm" || joint.IKChain === "RightArm")) {
continue;
}
if (avatar.headFree && joint.IKChain === "Head") {
continue;
}
// if there's a live transition, blend the rotations with the last animation's rotations
if (motion.currentTransition !== nullTransition) {
jointRotations = motion.currentTransition.blendRotations(jointName,
motion.frequencyTimeWheelPos,
motion.lastDirection);
} else {
jointRotations = animationOperations.calculateRotations(jointName,
avatar.currentAnimation,
motion.frequencyTimeWheelPos,
motion.direction);
}
// apply angular velocity and speed induced leaning
if (jointName === "Hips") {
jointRotations.x += leanPitch;
jointRotations.z += leanRoll;
}
// apply rotations
MyAvatar.setJointRotation(jointName, Quat.fromVec3Degrees(jointRotations));
}
//
// walk.js
// version 1.25
//
// Created by David Wooldridge, June 2015
// Copyright © 2014 - 2015 High Fidelity, Inc.
//
// Animates an avatar using procedural animation techniques.
//
// Editing tools for animation data files available here: https://github.com/DaveDubUK/walkTools
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// animations, reach poses, reach pose parameters, transitions, transition parameters, sounds, image/s and reference files
const HIFI_PUBLIC_BUCKET = "https://hifi-public.s3.amazonaws.com/";
var pathToAssets = HIFI_PUBLIC_BUCKET + "procedural-animator/assets/";
Script.include([
"./libraries/walkConstants.js",
"./libraries/walkFilters.js",
"./libraries/walkApi.js",
pathToAssets + "walkAssets.js"
]);
// construct Avatar, Motion and (null) Transition
var avatar = new Avatar();
var motion = new Motion();
var nullTransition = new Transition();
motion.currentTransition = nullTransition;
// create settings (gets initial values from avatar)
Script.include("./libraries/walkSettings.js");
// Main loop
Script.update.connect(function(deltaTime) {
if (motion.isLive) {
// assess current locomotion state
motion.assess(deltaTime);
// decide which animation should be playing
selectAnimation();
// advance the animation cycle/s by the correct amount/s
advanceAnimations();
// update the progress of any live transitions
updateTransitions();
// apply translation and rotations
renderMotion();
// save this frame's parameters
motion.saveHistory();
}
});
// helper function for selectAnimation()
function setTransition(nextAnimation, playTransitionReachPoses) {
var lastTransition = motion.currentTransition;
var lastAnimation = avatar.currentAnimation;
// if already transitioning from a blended walk need to maintain the previous walk's direction
if (lastAnimation.lastDirection) {
switch(lastAnimation.lastDirection) {
case FORWARDS:
lastAnimation = avatar.selectedWalk;
break;
case BACKWARDS:
lastAnimation = avatar.selectedWalkBackwards;
break;
case LEFT:
lastAnimation = avatar.selectedSideStepLeft;
break;
case RIGHT:
lastAnimation = avatar.selectedSideStepRight;
break;
}
}
motion.currentTransition = new Transition(nextAnimation, lastAnimation, lastTransition, playTransitionReachPoses);
avatar.currentAnimation = nextAnimation;
// reset default first footstep
if (nextAnimation === avatar.selectedWalkBlend && lastTransition === nullTransition) {
avatar.nextStep = RIGHT;
}
}
// fly animation blending: smoothing / damping filters
const FLY_BLEND_DAMPING = 50;
var flyUpFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING);
var flyDownFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING);
var flyForwardFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING);
var flyBackwardFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING);
// select / blend the appropriate animation for the current state of motion
function selectAnimation() {
var playTransitionReachPoses = true;
// select appropriate animation. create transitions where appropriate
switch (motion.nextState) {
case STATIC: {
if (avatar.distanceFromSurface < ON_SURFACE_THRESHOLD &&
avatar.currentAnimation !== avatar.selectedIdle) {
setTransition(avatar.selectedIdle, playTransitionReachPoses);
} else if (!(avatar.distanceFromSurface < ON_SURFACE_THRESHOLD) &&
avatar.currentAnimation !== avatar.selectedHover) {
setTransition(avatar.selectedHover, playTransitionReachPoses);
}
motion.state = STATIC;
avatar.selectedWalkBlend.lastDirection = NONE;
break;
}
case SURFACE_MOTION: {
// walk transition reach poses are currently only specified for starting to walk forwards
playTransitionReachPoses = (motion.direction === FORWARDS);
var isAlreadyWalking = (avatar.currentAnimation === avatar.selectedWalkBlend);
switch (motion.direction) {
case FORWARDS:
if (avatar.selectedWalkBlend.lastDirection !== FORWARDS) {
animationOperations.deepCopy(avatar.selectedWalk, avatar.selectedWalkBlend);
avatar.calibration.strideLength = avatar.selectedWalk.calibration.strideLength;
}
avatar.selectedWalkBlend.lastDirection = FORWARDS;
break;
case BACKWARDS:
if (avatar.selectedWalkBlend.lastDirection !== BACKWARDS) {
animationOperations.deepCopy(avatar.selectedWalkBackwards, avatar.selectedWalkBlend);
avatar.calibration.strideLength = avatar.selectedWalkBackwards.calibration.strideLength;
}
avatar.selectedWalkBlend.lastDirection = BACKWARDS;
break;
case LEFT:
animationOperations.deepCopy(avatar.selectedSideStepLeft, avatar.selectedWalkBlend);
avatar.selectedWalkBlend.lastDirection = LEFT;
avatar.calibration.strideLength = avatar.selectedSideStepLeft.calibration.strideLength;
break
case RIGHT:
animationOperations.deepCopy(avatar.selectedSideStepRight, avatar.selectedWalkBlend);
avatar.selectedWalkBlend.lastDirection = RIGHT;
avatar.calibration.strideLength = avatar.selectedSideStepRight.calibration.strideLength;
break;
default:
// condition occurs when the avi goes through the floor due to collision hull errors
animationOperations.deepCopy(avatar.selectedWalk, avatar.selectedWalkBlend);
avatar.selectedWalkBlend.lastDirection = FORWARDS;
avatar.calibration.strideLength = avatar.selectedWalk.calibration.strideLength;
break;
}
if (!isAlreadyWalking && !motion.isComingToHalt) {
setTransition(avatar.selectedWalkBlend, playTransitionReachPoses);
}
motion.state = SURFACE_MOTION;
break;
}
case AIR_MOTION: {
// blend the up, down, forward and backward flying animations relative to motion speed and direction
animationOperations.zeroAnimation(avatar.selectedFlyBlend);
// calculate influences based on velocity and direction
var velocityMagnitude = Vec3.length(motion.velocity);
var verticalProportion = motion.velocity.y / velocityMagnitude;
var thrustProportion = motion.velocity.z / velocityMagnitude / 2;
// directional components
var upComponent = motion.velocity.y > 0 ? verticalProportion : 0;
var downComponent = motion.velocity.y < 0 ? -verticalProportion : 0;
var forwardComponent = motion.velocity.z < 0 ? -thrustProportion : 0;
var backwardComponent = motion.velocity.z > 0 ? thrustProportion : 0;
// smooth / damp directional components to add visual 'weight'
upComponent = flyUpFilter.process(upComponent);
downComponent = flyDownFilter.process(downComponent);
forwardComponent = flyForwardFilter.process(forwardComponent);
backwardComponent = flyBackwardFilter.process(backwardComponent);
// normalise directional components
var normaliser = upComponent + downComponent + forwardComponent + backwardComponent;
upComponent = upComponent / normaliser;
downComponent = downComponent / normaliser;
forwardComponent = forwardComponent / normaliser;
backwardComponent = backwardComponent / normaliser;
// blend animations proportionally
if (upComponent > 0) {
animationOperations.blendAnimation(avatar.selectedFlyUp,
avatar.selectedFlyBlend,
upComponent);
}
if (downComponent > 0) {
animationOperations.blendAnimation(avatar.selectedFlyDown,
avatar.selectedFlyBlend,
downComponent);
}
if (forwardComponent > 0) {
animationOperations.blendAnimation(avatar.selectedFly,
avatar.selectedFlyBlend,
Math.abs(forwardComponent));
}
if (backwardComponent > 0) {
animationOperations.blendAnimation(avatar.selectedFlyBackwards,
avatar.selectedFlyBlend,
Math.abs(backwardComponent));
}
if (avatar.currentAnimation !== avatar.selectedFlyBlend) {
setTransition(avatar.selectedFlyBlend, playTransitionReachPoses);
}
motion.state = AIR_MOTION;
avatar.selectedWalkBlend.lastDirection = NONE;
break;
}
} // end switch next state of motion
}
// determine the length of stride. advance the frequency time wheels. advance frequency time wheels for any live transitions
function advanceAnimations() {
var wheelAdvance = 0;
// turn the frequency time wheel
if (avatar.currentAnimation === avatar.selectedWalkBlend) {
// Using technique described here: http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach
// wrap the stride length around a 'surveyor's wheel' twice and calculate the angular speed at the given (linear) speed
// omega = v / r , where r = circumference / 2 PI and circumference = 2 * stride length
var speed = Vec3.length(motion.velocity);
motion.frequencyTimeWheelRadius = avatar.calibration.strideLength / Math.PI;
var ftWheelAngularVelocity = speed / motion.frequencyTimeWheelRadius;
// calculate the degrees turned (at this angular speed) since last frame
wheelAdvance = filter.radToDeg(motion.deltaTime * ftWheelAngularVelocity);
} else {
// turn the frequency time wheel by the amount specified for this animation
wheelAdvance = filter.radToDeg(avatar.currentAnimation.calibration.frequency * motion.deltaTime);
}
if (motion.currentTransition !== nullTransition) {
// the last animation is still playing so we turn it's frequency time wheel to maintain the animation
if (motion.currentTransition.lastAnimation === motion.selectedWalkBlend) {
// if at a stop angle (i.e. feet now under the avi) hold the wheel position for remainder of transition
var tolerance = motion.currentTransition.lastFrequencyTimeIncrement + 0.1;
if ((motion.currentTransition.lastFrequencyTimeWheelPos >
(motion.currentTransition.stopAngle - tolerance)) &&
(motion.currentTransition.lastFrequencyTimeWheelPos <
(motion.currentTransition.stopAngle + tolerance))) {
motion.currentTransition.lastFrequencyTimeIncrement = 0;
}
}
motion.currentTransition.advancePreviousFrequencyTimeWheel(motion.deltaTime);
}
// avoid unnaturally fast walking when landing at speed - simulates skimming / skidding
if (Math.abs(wheelAdvance) > MAX_FT_WHEEL_INCREMENT) {
wheelAdvance = 0;
}
// advance the walk wheel the appropriate amount
motion.advanceFrequencyTimeWheel(wheelAdvance);
// walking? then see if it's a good time to measure the stride length (needs to be at least 97% of max walking speed)
const ALMOST_ONE = 0.97;
if (avatar.currentAnimation === avatar.selectedWalkBlend &&
(Vec3.length(motion.velocity) / MAX_WALK_SPEED > ALMOST_ONE)) {
var strideMaxAt = avatar.currentAnimation.calibration.strideMaxAt;
const TOLERANCE = 1.0;
if (motion.frequencyTimeWheelPos < (strideMaxAt + TOLERANCE) &&
motion.frequencyTimeWheelPos > (strideMaxAt - TOLERANCE) &&
motion.currentTransition === nullTransition) {
// measure and save stride length
var footRPos = MyAvatar.getJointPosition("RightFoot");
var footLPos = MyAvatar.getJointPosition("LeftFoot");
avatar.calibration.strideLength = Vec3.distance(footRPos, footLPos);
avatar.currentAnimation.calibration.strideLength = avatar.calibration.strideLength;
} else {
// use the previously saved value for stride length
avatar.calibration.strideLength = avatar.currentAnimation.calibration.strideLength;
}
} // end get walk stride length
}
// initialise a new transition. update progress of a live transition
function updateTransitions() {
if (motion.currentTransition !== nullTransition) {
// is this a new transition?
if (motion.currentTransition.progress === 0) {
// do we have overlapping transitions?
if (motion.currentTransition.lastTransition !== nullTransition) {
// is the last animation for the nested transition the same as the new animation?
if (motion.currentTransition.lastTransition.lastAnimation === avatar.currentAnimation) {
// then sync the nested transition's frequency time wheel for a smooth animation blend
motion.frequencyTimeWheelPos = motion.currentTransition.lastTransition.lastFrequencyTimeWheelPos;
}
}
}
if (motion.currentTransition.updateProgress() === TRANSITION_COMPLETE) {
motion.currentTransition = nullTransition;
}
}
}
// helper function for renderMotion(). calculate the amount to lean forwards (or backwards) based on the avi's velocity
var leanPitchSmoothingFilter = filter.createButterworthFilter();
function getLeanPitch() {
var leanProgress = 0;
if (motion.direction === DOWN ||
motion.direction === FORWARDS ||
motion.direction === BACKWARDS) {
leanProgress = -motion.velocity.z / TOP_SPEED;
}
// use filters to shape the walking acceleration response
leanProgress = leanPitchSmoothingFilter.process(leanProgress);
return PITCH_MAX * leanProgress;
}
// helper function for renderMotion(). calculate the angle at which to bank into corners whilst turning
var leanRollSmoothingFilter = filter.createButterworthFilter();
function getLeanRoll() {
var leanRollProgress = 0;
var linearContribution = 0;
const LOG_SCALER = 8;
if (Vec3.length(motion.velocity) > 0) {
linearContribution = (Math.log(Vec3.length(motion.velocity) / TOP_SPEED) + LOG_SCALER) / LOG_SCALER;
}
var angularContribution = Math.abs(motion.yawDelta) / DELTA_YAW_MAX;
leanRollProgress = linearContribution;
leanRollProgress *= angularContribution;
// shape the response curve
leanRollProgress = filter.bezier(leanRollProgress, {x: 1, y: 0}, {x: 1, y: 0});
// which way to lean?
var turnSign = (motion.yawDelta >= 0) ? 1 : -1;
if (motion.direction === BACKWARDS ||
motion.direction === LEFT) {
turnSign *= -1;
}
// filter progress
leanRollProgress = leanRollSmoothingFilter.process(turnSign * leanRollProgress);
return ROLL_MAX * leanRollProgress;
}
// animate the avatar using sine waves, geometric waveforms and harmonic generators
function renderMotion() {
// leaning in response to speed and acceleration
var leanPitch = motion.state === STATIC ? 0 : getLeanPitch();
var leanRoll = motion.state === STATIC ? 0 : getLeanRoll();
var lastDirection = motion.lastDirection;
// hips translations from currently playing animations
var hipsTranslations = {x:0, y:0, z:0};
if (motion.currentTransition !== nullTransition) {
// maintain previous direction when transitioning from a walk
if (motion.currentTransition.lastAnimation === avatar.selectedWalkBlend) {
motion.lastDirection = motion.currentTransition.lastDirection;
}
hipsTranslations = motion.currentTransition.blendTranslations(motion.frequencyTimeWheelPos,
motion.lastDirection);
} else {
hipsTranslations = animationOperations.calculateTranslations(avatar.currentAnimation,
motion.frequencyTimeWheelPos,
motion.direction);
}
// factor any leaning into the hips offset
hipsTranslations.z += avatar.calibration.hipsToFeet * Math.sin(filter.degToRad(leanPitch));
hipsTranslations.x += avatar.calibration.hipsToFeet * Math.sin(filter.degToRad(leanRoll));
// ensure skeleton offsets are within the 1m limit
hipsTranslations.x = hipsTranslations.x > 1 ? 1 : hipsTranslations.x;
hipsTranslations.x = hipsTranslations.x < -1 ? -1 : hipsTranslations.x;
hipsTranslations.y = hipsTranslations.y > 1 ? 1 : hipsTranslations.y;
hipsTranslations.y = hipsTranslations.y < -1 ? -1 : hipsTranslations.y;
hipsTranslations.z = hipsTranslations.z > 1 ? 1 : hipsTranslations.z;
hipsTranslations.z = hipsTranslations.z < -1 ? -1 : hipsTranslations.z;
// apply translations
MyAvatar.setSkeletonOffset(hipsTranslations);
// play footfall sound?
var producingFootstepSounds = (avatar.currentAnimation === avatar.selectedWalkBlend) && avatar.makesFootStepSounds;
if (motion.currentTransition !== nullTransition && avatar.makesFootStepSounds) {
if (motion.currentTransition.nextAnimation === avatar.selectedWalkBlend ||
motion.currentTransition.lastAnimation === avatar.selectedWalkBlend) {
producingFootstepSounds = true;
}
}
if (producingFootstepSounds) {
const QUARTER_CYCLE = 90;
const THREE_QUARTER_CYCLE = 270;
var ftWheelPosition = motion.frequencyTimeWheelPos;
if (motion.currentTransition !== nullTransition &&
motion.currentTransition.lastAnimation === avatar.selectedWalkBlend) {
ftWheelPosition = motion.currentTransition.lastFrequencyTimeWheelPos;
}
if (avatar.nextStep === LEFT && ftWheelPosition > THREE_QUARTER_CYCLE) {
avatar.makeFootStepSound();
} else if (avatar.nextStep === RIGHT && (ftWheelPosition < THREE_QUARTER_CYCLE && ftWheelPosition > QUARTER_CYCLE)) {
avatar.makeFootStepSound();
}
}
// apply joint rotations
for (jointName in avatar.currentAnimation.joints) {
var joint = walkAssets.animationReference.joints[jointName];
var jointRotations = undefined;
// ignore arms / head rotations if options are selected in the settings
if (avatar.armsFree && (joint.IKChain === "LeftArm" || joint.IKChain === "RightArm")) {
continue;
}
if (avatar.headFree && joint.IKChain === "Head") {
continue;
}
// if there's a live transition, blend the rotations with the last animation's rotations
if (motion.currentTransition !== nullTransition) {
jointRotations = motion.currentTransition.blendRotations(jointName,
motion.frequencyTimeWheelPos,
motion.lastDirection);
} else {
jointRotations = animationOperations.calculateRotations(jointName,
avatar.currentAnimation,
motion.frequencyTimeWheelPos,
motion.direction);
}
// apply angular velocity and speed induced leaning
if (jointName === "Hips") {
jointRotations.x += leanPitch;
jointRotations.z += leanRoll;
}
// apply rotations
MyAvatar.setJointRotation(jointName, Quat.fromVec3Degrees(jointRotations));
}
}