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https://github.com/JulianGro/overte.git
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Improved API, added footstep sounds
This commit is contained in:
parent
1c6834cdd6
commit
303f4bf4f1
2 changed files with 176 additions and 142 deletions
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@ -64,8 +64,10 @@ ProcAnimAPI = function() {
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middleQuats[i][j] = Quat.fromPitchYawRollDegrees(middleAngles[i][j][0], middleAngles[i][j][1], middleAngles[i][j][2]);
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}
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}
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finalKeyFrames[0] = new this.KeyFrame(rightQuats[0], leftQuats[0], middleQuats[0]);
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finalKeyFrames[1] = new this.KeyFrame(rightQuats[1], leftQuats[1], middleQuats[1]);
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for (var i = 0; i < numFrames; i++) {
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finalKeyFrames[i] = new this.KeyFrame(rightQuats[i], leftQuats[i], middleQuats[i]);
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}
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//Generate mirrored quaternions for the other half of the animation
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for (var i = 0; i < rightAngles.length; i++) {
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@ -79,35 +81,41 @@ ProcAnimAPI = function() {
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middleQuats[i][j] = Quat.fromPitchYawRollDegrees(-middleAngles[i][j][0], -middleAngles[i][j][1], -middleAngles[i][j][2]);
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}
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}
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finalKeyFrames[2] = new this.KeyFrame(leftQuats[0], rightQuats[0], middleQuats[0]);
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finalKeyFrames[3] = new this.KeyFrame(leftQuats[1], rightQuats[1], middleQuats[1]);
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//Hook up pointers to the next keyframe
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for (var i = 0; i < finalKeyFrames.length - 1; i++) {
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finalKeyFrames[i].nextFrame = finalKeyFrames[i+1];
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for (var i = 0; i < numFrames; i++) {
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finalKeyFrames[numFrames + i] = new this.KeyFrame(leftQuats[i], rightQuats[i], middleQuats[i]);
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}
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finalKeyFrames[finalKeyFrames.length-1].nextFrame = finalKeyFrames[0];
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//Generate control points
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this.computeBezierControlPoints(finalKeyFrames);
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return finalKeyFrames;
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};
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//Computes 2 controlPoints to each keyframe to be used in the bezier evaluation.
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//Technique is described at: //https://www.cs.tcd.ie/publications/tech-reports/reports.94/TCD-CS-94-18.pdf
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this.computeBezierControlPoints = function(keyFrames) {
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//Hook up pointers to the next keyframe
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for (var i = 0; i < keyFrames.length - 1; i++) {
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keyFrames[i].nextFrame = keyFrames[i+1];
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}
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keyFrames[keyFrames.length-1].nextFrame = keyFrames[0];
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//Set up the bezier curve control points using technique described at
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//https://www.cs.tcd.ie/publications/tech-reports/reports.94/TCD-CS-94-18.pdf
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//Set up all C1
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for (var i = 0; i < finalKeyFrames.length; i++) {
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finalKeyFrames[i].nextFrame.controlPoints = [];
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for (var j = 0; j < finalKeyFrames[i].rotations.length; j++) {
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finalKeyFrames[i].nextFrame.controlPoints[j] = [];
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var R = Quat.slerp(finalKeyFrames[i].rotations[j], finalKeyFrames[i].nextFrame.rotations[j], 2.0);
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var T = Quat.slerp(R, finalKeyFrames[i].nextFrame.nextFrame.rotations[j], 0.5);
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finalKeyFrames[i].nextFrame.controlPoints[j][0] = Quat.slerp(finalKeyFrames[i].nextFrame.rotations[j], T, 0.33333);
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for (var i = 0; i < keyFrames.length; i++) {
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keyFrames[i].nextFrame.controlPoints = [];
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for (var j = 0; j < keyFrames[i].rotations.length; j++) {
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keyFrames[i].nextFrame.controlPoints[j] = [];
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var R = Quat.slerp(keyFrames[i].rotations[j], keyFrames[i].nextFrame.rotations[j], 2.0);
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var T = Quat.slerp(R, keyFrames[i].nextFrame.nextFrame.rotations[j], 0.5);
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keyFrames[i].nextFrame.controlPoints[j][0] = Quat.slerp(keyFrames[i].nextFrame.rotations[j], T, 0.33333);
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}
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}
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//Set up all C2
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for (var i = 0; i < finalKeyFrames.length; i++) {
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for (var j = 0; j < finalKeyFrames[i].rotations.length; j++) {
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finalKeyFrames[i].controlPoints[j][1] = Quat.slerp(finalKeyFrames[i].nextFrame.rotations[j], finalKeyFrames[i].nextFrame.controlPoints[j][0], -1.0);
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for (var i = 0; i < keyFrames.length; i++) {
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for (var j = 0; j < keyFrames[i].rotations.length; j++) {
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keyFrames[i].controlPoints[j][1] = Quat.slerp(keyFrames[i].nextFrame.rotations[j], keyFrames[i].nextFrame.controlPoints[j][0], -1.0);
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}
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}
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return finalKeyFrames;
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};
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// Animation KeyFrame constructor. rightJoints and leftJoints must be the same size
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@ -27,7 +27,7 @@ function printVector(string, vector) {
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print(string + " " + vector.x + ", " + vector.y + ", " + vector.z);
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}
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var CHANCE_OF_MOVING = 0.1;
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var CHANCE_OF_MOVING = 0.01;
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var CHANCE_OF_SOUND = 0;
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var CHANCE_OF_HEAD_TURNING = 0.05;
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var CHANCE_OF_BIG_MOVE = 0.1;
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@ -60,8 +60,6 @@ var targetOrientation = { x: 0, y: 0, z: 0, w: 0 };
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var currentOrientation = { x: 0, y: 0, z: 0, w: 0 };
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var targetHeadPitch = 0.0;
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var cumulativeTime = 0.0;
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var basePelvisHeight = 0.0;
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var pelvisOscillatorPosition = 0.0;
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var pelvisOscillatorVelocity = 0.0;
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@ -209,11 +207,34 @@ leftAngles[1][FOREARM] = [0.0, 0.0, -15.0];
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middleAngles[1][SPINE] = [0.0, 0.0, 0.0];
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// ******************************* Animation Is Defined Above *************************************
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//Actual keyframes for the animation
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var walkKeyFrames = procAnimAPI.generateKeyframes(rightAngles, leftAngles, middleAngles, NUM_FRAMES);
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// ******************************* Animation Is Defined Above *************************************
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// ********************************** Standing Key Frame ******************************************
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//We don't have to do any mirroring or anything, since this is just a single pose.
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var rightQuats = [];
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var leftQuats = [];
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var middleQuats = [];
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rightQuats[HIP] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 7.0);
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rightQuats[KNEE] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 0.0);
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rightQuats[ARM] = Quat.fromPitchYawRollDegrees(85.0, 0.0, 0.0);
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rightQuats[FOREARM] = Quat.fromPitchYawRollDegrees(0.0, 0.0, -10.0);
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leftQuats[HIP] = Quat.fromPitchYawRollDegrees(0, 0.0, -7.0);
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leftQuats[KNEE] = Quat.fromPitchYawRollDegrees(0, 0.0, 0.0);
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leftQuats[ARM] = Quat.fromPitchYawRollDegrees(85.0, 0.0, 0.0);
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leftQuats[FOREARM] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 10.0);
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middleQuats[SPINE] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 0.0);
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var standingKeyFrame = new procAnimAPI.KeyFrame(rightQuats, leftQuats, middleQuats);
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// ************************************************************************************************
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var currentFrame = 0;
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var walkTime = 0.0;
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@ -225,46 +246,56 @@ var avatarAcceleration = 0.75;
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var avatarVelocity = 0.0;
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var avatarMaxVelocity = 1.4;
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function keepWalking(deltaTime) {
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walkTime += avatarVelocity * deltaTime;
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if (walkTime > walkWheelRate) {
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walkTime = 0.0;
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currentFrame++;
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if (currentFrame > 3) {
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currentFrame = 0;
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}
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}
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function handleAnimation(deltaTime) {
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var frame = walkKeyFrames[currentFrame];
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if (avatarVelocity == 0.0) {
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walkTime = 0.0;
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currentFrame = 0;
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} else {
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walkTime += avatarVelocity * deltaTime;
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if (walkTime > walkWheelRate) {
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walkTime = 0.0;
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currentFrame++;
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if (currentFrame > 3) {
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currentFrame = 0;
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}
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}
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}
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var frame = walkKeyFrames[currentFrame];
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var interp = walkTime / walkWheelRate;
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var walkInterp = walkTime / walkWheelRate;
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var animInterp = avatarVelocity / (avatarMaxVelocity / 2.0);
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if (animInterp > 1.0) animInterp = 1.0;
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for (var i = 0; i < JOINT_ORDER.length; i++) {
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Avatar.setJointData(JOINT_ORDER[i], procAnimAPI.deCasteljau(frame.rotations[i], frame.nextFrame.rotations[i], frame.controlPoints[i][0], frame.controlPoints[i][1], interp));
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}
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for (var i = 0; i < JOINT_ORDER.length; i++) {
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var walkJoint = procAnimAPI.deCasteljau(frame.rotations[i], frame.nextFrame.rotations[i], frame.controlPoints[i][0], frame.controlPoints[i][1], walkInterp);
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var standJoint = standingKeyFrame.rotations[i];
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var finalJoint = Quat.mix(standJoint, walkJoint, animInterp);
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Avatar.setJointData(JOINT_ORDER[i], finalJoint);
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}
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}
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function jumpWithLoudness(deltaTime) {
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// potentially change pelvis height depending on trailing average loudness
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pelvisOscillatorVelocity += deltaTime * Agent.lastReceivedAudioLoudness * 700.0 ;
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// potentially change pelvis height depending on trailing average loudness
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pelvisOscillatorVelocity -= pelvisOscillatorPosition * 0.75;
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pelvisOscillatorVelocity *= 0.97;
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pelvisOscillatorPosition += deltaTime * pelvisOscillatorVelocity;
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Avatar.headPitch = pelvisOscillatorPosition * 60.0;
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pelvisOscillatorVelocity += deltaTime * Agent.lastReceivedAudioLoudness * 700.0 ;
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var pelvisPosition = Avatar.position;
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pelvisPosition.y = (Y_PELVIS - 0.35) + pelvisOscillatorPosition;
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if (pelvisPosition.y < Y_PELVIS) {
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pelvisPosition.y = Y_PELVIS;
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} else if (pelvisPosition.y > Y_PELVIS + 1.0) {
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pelvisPosition.y = Y_PELVIS + 1.0;
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}
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Avatar.position = pelvisPosition;
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pelvisOscillatorVelocity -= pelvisOscillatorPosition * 0.75;
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pelvisOscillatorVelocity *= 0.97;
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pelvisOscillatorPosition += deltaTime * pelvisOscillatorVelocity;
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Avatar.headPitch = pelvisOscillatorPosition * 60.0;
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var pelvisPosition = Avatar.position;
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pelvisPosition.y = (Y_PELVIS - 0.35) + pelvisOscillatorPosition;
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if (pelvisPosition.y < Y_PELVIS) {
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pelvisPosition.y = Y_PELVIS;
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} else if (pelvisPosition.y > Y_PELVIS + 1.0) {
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pelvisPosition.y = Y_PELVIS + 1.0;
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}
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Avatar.position = pelvisPosition;
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}
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var forcedMove = false;
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@ -272,110 +303,105 @@ var forcedMove = false;
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var wasMovingLastFrame = false;
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function handleHeadTurn() {
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if (!isTurningHead && (Math.random() < CHANCE_OF_HEAD_TURNING)) {
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targetHeadPitch = getRandomFloat(-PITCH_RANGE, PITCH_RANGE);
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isTurningHead = true;
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} else {
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Avatar.headPitch = Avatar.headPitch + (targetHeadPitch - Avatar.headPitch) * PITCH_RATE;
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if (Math.abs(Avatar.headPitch - targetHeadPitch) < STOP_TOLERANCE) {
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isTurningHead = false;
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if (!isTurningHead && (Math.random() < CHANCE_OF_HEAD_TURNING)) {
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targetHeadPitch = getRandomFloat(-PITCH_RANGE, PITCH_RANGE);
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isTurningHead = true;
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} else {
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Avatar.headPitch = Avatar.headPitch + (targetHeadPitch - Avatar.headPitch) * PITCH_RATE;
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if (Math.abs(Avatar.headPitch - targetHeadPitch) < STOP_TOLERANCE) {
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isTurningHead = false;
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}
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}
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}
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}
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function stopWalking() {
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Avatar.clearJointData(JOINT_R_HIP);
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Avatar.clearJointData(JOINT_R_KNEE);
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Avatar.clearJointData(JOINT_L_HIP);
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Avatar.clearJointData(JOINT_L_KNEE);
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avatarVelocity = 0.0;
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isMoving = false;
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avatarVelocity = 0.0;
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isMoving = false;
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}
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var MAX_ATTEMPTS = 40;
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function handleWalking(deltaTime) {
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if (forcedMove || (!isMoving && Math.random() < CHANCE_OF_MOVING)) {
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// Set new target location
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//Keep trying new orientations if the desired target location is out of bounds
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var attempts = 0;
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do {
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targetOrientation = Quat.multiply(Avatar.orientation, Quat.angleAxis(getRandomFloat(-TURN_RANGE, TURN_RANGE), { x:0, y:1, z:0 }));
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var front = Quat.getFront(targetOrientation);
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targetPosition = Vec3.sum(Avatar.position, Vec3.multiply(front, getRandomFloat(0.0, MOVE_RANGE_SMALL)));
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}
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while ((targetPosition.x < X_MIN || targetPosition.x > X_MAX || targetPosition.z < Z_MIN || targetPosition.z > Z_MAX)
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&& attempts < MAX_ATTEMPTS);
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targetPosition.x = clamp(targetPosition.x, X_MIN, X_MAX);
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targetPosition.z = clamp(targetPosition.z, Z_MIN, Z_MAX);
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targetPosition.y = Y_PELVIS;
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wasMovingLastFrame = true;
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isMoving = true;
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forcedMove = false;
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} else if (isMoving) {
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keepWalking(deltaTime);
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var targetVector = Vec3.subtract(targetPosition, Avatar.position);
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var distance = Vec3.length(targetVector);
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if (distance <= avatarVelocity * deltaTime) {
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Avatar.position = targetPosition;
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stopWalking();
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} else {
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var direction = Vec3.normalize(targetVector);
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//Figure out if we should be slowing down
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var t = avatarVelocity / avatarAcceleration;
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var d = (avatarVelocity / 2.0) * t;
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if (distance < d) {
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avatarVelocity -= avatarAcceleration * deltaTime;
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if (avatarVelocity <= 0) {
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stopWalking();
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}
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} else {
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avatarVelocity += avatarAcceleration * deltaTime;
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if (avatarVelocity > avatarMaxVelocity) avatarVelocity = avatarMaxVelocity;
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if (forcedMove || (!isMoving && Math.random() < CHANCE_OF_MOVING)) {
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// Set new target location
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//Keep trying new orientations if the desired target location is out of bounds
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var attempts = 0;
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do {
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targetOrientation = Quat.multiply(Avatar.orientation, Quat.angleAxis(getRandomFloat(-TURN_RANGE, TURN_RANGE), { x:0, y:1, z:0 }));
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var front = Quat.getFront(targetOrientation);
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targetPosition = Vec3.sum(Avatar.position, Vec3.multiply(front, getRandomFloat(0.0, MOVE_RANGE_SMALL)));
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}
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while ((targetPosition.x < X_MIN || targetPosition.x > X_MAX || targetPosition.z < Z_MIN || targetPosition.z > Z_MAX)
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&& attempts < MAX_ATTEMPTS);
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targetPosition.x = clamp(targetPosition.x, X_MIN, X_MAX);
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targetPosition.z = clamp(targetPosition.z, Z_MIN, Z_MAX);
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targetPosition.y = Y_PELVIS;
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wasMovingLastFrame = true;
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isMoving = true;
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forcedMove = false;
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} else if (isMoving) {
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var targetVector = Vec3.subtract(targetPosition, Avatar.position);
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var distance = Vec3.length(targetVector);
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if (distance <= avatarVelocity * deltaTime) {
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Avatar.position = targetPosition;
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stopWalking();
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} else {
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var direction = Vec3.normalize(targetVector);
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//Figure out if we should be slowing down
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var t = avatarVelocity / avatarAcceleration;
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var d = (avatarVelocity / 2.0) * t;
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if (distance < d) {
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avatarVelocity -= avatarAcceleration * deltaTime;
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if (avatarVelocity <= 0) {
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stopWalking();
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}
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} else {
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avatarVelocity += avatarAcceleration * deltaTime;
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if (avatarVelocity > avatarMaxVelocity) avatarVelocity = avatarMaxVelocity;
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}
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Avatar.position = Vec3.sum(Avatar.position, Vec3.multiply(direction, avatarVelocity * deltaTime));
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Avatar.orientation = Quat.mix(Avatar.orientation, targetOrientation, TURN_RATE);
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wasMovingLastFrame = true;
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}
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Avatar.position = Vec3.sum(Avatar.position, Vec3.multiply(direction, avatarVelocity * deltaTime));
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Avatar.orientation = Quat.mix(Avatar.orientation, targetOrientation, TURN_RATE);
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wasMovingLastFrame = true;
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}
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}
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}
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function handleTalking() {
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if (Math.random() < CHANCE_OF_SOUND) {
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playRandomSound();
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}
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if (Math.random() < CHANCE_OF_SOUND) {
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playRandomSound();
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}
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}
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function changePelvisHeight(newHeight) {
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var newPosition = Avatar.position;
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newPosition.y = newHeight;
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Avatar.position = newPosition;
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var newPosition = Avatar.position;
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newPosition.y = newHeight;
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Avatar.position = newPosition;
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}
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function updateBehavior(deltaTime) {
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cumulativeTime += deltaTime;
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if (AvatarList.containsAvatarWithDisplayName("mrdj")) {
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if (wasMovingLastFrame) {
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isMoving = false;
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if (AvatarList.containsAvatarWithDisplayName("mrdj")) {
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if (wasMovingLastFrame) {
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isMoving = false;
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}
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// we have a DJ, shouldn't we be dancing?
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jumpWithLoudness(deltaTime);
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} else {
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// no DJ, let's just chill on the dancefloor - randomly walking and talking
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handleHeadTurn();
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handleAnimation(deltaTime);
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handleWalking(deltaTime);
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handleTalking();
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}
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// we have a DJ, shouldn't we be dancing?
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jumpWithLoudness(deltaTime);
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} else {
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// no DJ, let's just chill on the dancefloor - randomly walking and talking
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handleHeadTurn();
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handleWalking(deltaTime);
|
||||
handleTalking();
|
||||
}
|
||||
}
|
||||
|
||||
Script.update.connect(updateBehavior);
|
Loading…
Reference in a new issue