overte-JulianGro/examples/dancer.js

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JavaScript

//
// dancer.js
// hifi
//
// Created by Stephen Birarda on 2/20/14.
// Modified by Philip on 3/3/14
// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
//
// This is an example script that demonstrates an NPC avatar.
//
//
function getRandomFloat(min, max) {
return Math.random() * (max - min) + min;
}
function getRandomInt (min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function printVector(string, vector) {
print(string + " " + vector.x + ", " + vector.y + ", " + vector.z);
}
var CHANCE_OF_MOVING = 0.01;
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 = true;
var isTurningHead = false;
var isPlay
ingAudio = false;
var isWaving = false;
var waveFrequency = 0.0;
var waveAmplitude = 0.0;
var X_MIN = 5.50;
var X_MAX = 5.60;
var Z_MIN = 5.00;
var Z_MAX = 5.10;
var Y_PELVIS = 1.0;
var MAX_PELVIS_DELTA = 2.5;
var AVATAR_PELVIS_HEIGHT = 0.75;
var MOVE_RANGE_SMALL = 1.0;
var TURN_RANGE = 70.0;
var STOP_TOLERANCE = 0.05;
var MOVE_RATE = 0.05;
var TURN_RATE = 0.15;
var PITCH_RATE = 0.20;
var PITCH_RANGE = 30.0;
var firstPosition = { x: getRandomFloat(X_MIN, X_MAX), y: Y_PELVIS, z: getRandomFloat(Z_MIN, Z_MAX) };
var targetPosition = { x: 0, y: 0, z: 0 };
var targetDirection = { x: 0, y: 0, z: 0, w: 0 };
var currentDirection = { x: 0, y: 0, z: 0, w: 0 };
var targetHeadPitch = 0.0;
var cumulativeTime = 0.0;
var basePelvisHeight = 0.0;
var pelvisOscillatorPosition = 0.0;
var pelvisOscillatorVelocity = 0.0;
function clamp(val, min, max){
return Math.max(min, Math.min(max, val))
}
// pick an integer between 1 and 100 that is not 28 for the face model for this bot
botNumber = 28;
while (botNumber == 28) {
botNumber = getRandomInt(1, 100);
}
if (botNumber <= 20) {
newFaceFilePrefix = "ron";
newBodyFilePrefix = "defaultAvatar_body"
} else {
if (botNumber <= 40) {
newFaceFilePrefix = "superhero";
} else if (botNumber <= 60) {
newFaceFilePrefix = "amber";
} else if (botNumber <= 80) {
newFaceFilePrefix = "ron";
} else {
newFaceFilePrefix = "angie";
}
newBodyFilePrefix = "bot" + botNumber;
}
newFaceFilePrefix = "ron";
newBodyFilePrefix = "bot" + 63;
// set the face model fst using the bot number
// there is no need to change the body model - we're using the default
Avatar.faceModelURL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/meshes/" + newFaceFilePrefix + ".fst";
Avatar.skeletonModelURL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/meshes/" + newBodyFilePrefix + "_a.fst";
Avatar.billboardURL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/meshes/billboards/bot" + botNumber + ".png";
Agent.isAvatar = true;
Agent.isListeningToAudioStream = true;
// change the avatar's position to the random one
Avatar.position = firstPosition;
basePelvisHeight = firstPosition.y;
printVector("New dancer, position = ", Avatar.position);
function loadSounds() {
var sound_filenames = ["AB1.raw", "Anchorman2.raw", "B1.raw", "B1.raw", "Bale1.raw", "Bandcamp.raw",
"Big1.raw", "Big2.raw", "Brian1.raw", "Buster1.raw", "CES1.raw", "CES2.raw", "CES3.raw", "CES4.raw",
"Carrie1.raw", "Carrie3.raw", "Charlotte1.raw", "EN1.raw", "EN2.raw", "EN3.raw", "Eugene1.raw", "Francesco1.raw",
"Italian1.raw", "Japanese1.raw", "Leigh1.raw", "Lucille1.raw", "Lucille2.raw", "MeanGirls.raw", "Murray2.raw",
"Nigel1.raw", "PennyLane.raw", "Pitt1.raw", "Ricardo.raw", "SN.raw", "Sake1.raw", "Samantha1.raw", "Samantha2.raw",
"Spicoli1.raw", "Supernatural.raw", "Swearengen1.raw", "TheDude.raw", "Tony.raw", "Triumph1.raw", "Uma1.raw",
"Walken1.raw", "Walken2.raw", "Z1.raw", "Z2.raw"
];
var SOUND_BASE_URL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Cocktail+Party+Snippets/Raws/";
for (var i = 0; i < sound_filenames.length; i++) {
sounds.push(new Sound(SOUND_BASE_URL + sound_filenames[i]));
}
}
var sounds = [];
loadSounds();
function loadAnimations() {
var animation_filenames = [];
var ANIMATION_BASE_URL = "http://highfidelity-dev.s3.amazonaws.com/animations/";
if (botNumber < 20) {
animation_filenames = ["robot/wave_hip_hop_dance.fbx", "robot/robot_hip_hop_dance.fbx"];
} else if (botNumber <= 40) {
animation_filenames = ["superhero/house_dancing_2.fbx", "superhero/house_dancing_3.fbx", "superhero/house_dancing_4.fbx"];
} else if (botNumber <= 60) {
animation_filenames = ["amber/house_dancing.fbx"]
} else if (botNumber <= 80) {
animation_filenames = ["ron/hip_hop_dancing.fbx", "ron/gangnam_style.fbx"];
} else {
animation_filenames = ["angie/hip_hop_dancing_6.fbx"];
}
for (var i = 0; i < animation_filenames.length; i++) {
animations.push(AnimationCache.getAnimation(ANIMATION_BASE_URL + animation_filenames[i]));
}
}
var animations = [];
loadAnimations();
function playRandomSound() {
if (!Agent.isPlayingAvatarSound) {
var whichSound = Math.floor((Math.random() * sounds.length) % sounds.length);
Agent.playAvatarSound(sounds[whichSound]);
}
}
function stopWaving() {
isWaving = false;
Avatar.clearJointData(SHOULDER_JOINT_NUMBER);
Avatar.clearJointData(ELBOW_JOINT_NUMBER);
Avatar.clearJointData(JOINT_SPINE);
}
//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 = [];
//for non mirrored joints such as the spine
var singleAngles = [];
//Actual joint mappings
var SHOULDER_JOINT_NUMBER = 15;
var ELBOW_JOINT_NUMBER = 16;
var JOINT_R_HIP = 1;
var JOINT_R_KNEE = 2;
var JOINT_L_HIP = 6;
var JOINT_L_KNEE = 7;
var JOINT_R_ARM = 15;
var JOINT_R_FOREARM = 16;
var JOINT_L_ARM = 39;
var JOINT_L_FOREARM = 40;
var JOINT_SPINE = 11;
// ******************************* Animation Is Defined Below *************************************
var NUM_FRAMES = 2;
for (var i = 0; i < NUM_FRAMES; i++) {
frontAngles[i] = [];
backAngles[i] = [];
singleAngles[i] = [];
frontKeyFrames[i] = [];
backKeyFrames[i] = [];
singleKeyFrames[i] = [];
}
//Joint order for actual joint mappings, should be interleaved R,L,R,L,...S,S,S for R = right, L = left, S = single
var JOINT_ORDER = [JOINT_R_HIP, JOINT_L_HIP, JOINT_R_KNEE, JOINT_L_KNEE, JOINT_R_ARM, JOINT_L_ARM, JOINT_R_FOREARM, JOINT_L_FOREARM, JOINT_SPINE];
//Joint indices for joints that are duplicated, such as arms, It must match JOINT_ORDER
var HIP = 0;
var KNEE = 1;
var ARM = 2;
var FOREARM = 3;
//Joint indices for single joints
var SPINE = 0;
//Symmetry multipliers for dthe left half [pitch, roll, yaw]. -1 means reflect, 1 means no reflect
var SYMMETRY = [];
SYMMETRY[HIP] = [1, -1, -1];
SYMMETRY[KNEE] = [1, -1, -1];
SYMMETRY[ARM] = [1, -1, -1];
SYMMETRY[FOREARM] = [1, -1, -1];
//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];
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];
singleAngles[0][SPINE] = [-0.0, 0.0, 0.0];
//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];
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];
singleAngles[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(SYMMETRY[j][0] * backAngles[i][j][0], SYMMETRY[j][1] * backAngles[i][j][1], SYMMETRY[j][2] * 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(SYMMETRY[j][0] * frontAngles[i][j][0], SYMMETRY[j][1] * frontAngles[i][j][1], SYMMETRY[j][2] * 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 currentFrame = 0;
var walkTime = 0.0;
var walkFrequency = 3.0;
function keepWalking(deltaTime) {
walkTime += walkFrequency * deltaTime;
if (walkTime > 1.0) {
walkTime = 0.0;
currentFrame++;
if (currentFrame > 3) {
currentFrame = 0;
}
}
var frame = walkKeyFrames[currentFrame];
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], walkTime));
}
}
function stopWalking() {
Avatar.clearJointData(JOINT_R_HIP);
Avatar.clearJointData(JOINT_R_KNEE);
Avatar.clearJointData(JOINT_L_HIP);
Avatar.clearJointData(JOINT_L_KNEE);
}
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
pelvisOscillatorVelocity += deltaTime * Agent.lastReceivedAudioLoudness * 700.0 ;
pelvisOscillatorVelocity -= pelvisOscillatorPosition * 0.75;
pelvisOscillatorVelocity *= 0.97;
pelvisOscillatorPosition += deltaTime * pelvisOscillatorVelocity;
Avatar.headPitch = pelvisOscillatorPosition * 60.0;
var pelvisPosition = Avatar.position;
pelvisPosition.y = (Y_PELVIS - 0.35) + pelvisOscillatorPosition;
if (pelvisPosition.y < Y_PELVIS) {
pelvisPosition.y = Y_PELVIS;
} else if (pelvisPosition.y > Y_PELVIS + 1.0) {
pelvisPosition.y = Y_PELVIS + 1.0;
}
Avatar.position = pelvisPosition;
}
var 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 danceAnimation(deltaTime) {
var flooredFrame = Math.floor(frameIndex);
if (jointMapping === null || flooredFrame >= randomAnimation.frames.length * animationLoops) {
// we've run our animation for our number of loops, start a new one
frameIndex = 0.0;
jointMapping = null;
randomAnimation = null;
}
if (isMoving || (!wasMovingLastFrame && frameIndex === 0)) {
if (!isMoving) {
forcedMove = true;
possiblyStopDancing();
}
wasMovingLastFrame = true;
handleWalking();
} else {
if (jointMapping === null) {
// pick a random animation
var whichAnimation = Math.floor((Math.random() * animations.length) % animations.length);
randomAnimation = animations[whichAnimation];
var avatarJointNames = Avatar.jointNames;
var animationJointNames = randomAnimation.jointNames;
if (avatarJointNames === 0 || animationJointNames.length === 0) {
return;
}
jointMapping = new Array(avatarJointNames.length);
for (var i = 0; i < avatarJointNames.length; i++) {
jointMapping[i] = animationJointNames.indexOf(avatarJointNames[i]);
}
}
frameIndex += deltaTime * FRAME_RATE;
var frames = randomAnimation.frames;
var rotations = frames[flooredFrame % frames.length].rotations;
for (var j = 0; j < jointMapping.length; j++) {
var rotationIndex = jointMapping[j];
if (rotationIndex != -1) {
Avatar.setJointData(j, rotations[rotationIndex]);
}
}
wasMovingLastFrame = false;
wasDancing = true;
}
}
function handleHeadTurn() {
if (!isTurningHead && (Math.random() < CHANCE_OF_HEAD_TURNING)) {
targetHeadPitch = getRandomFloat(-PITCH_RANGE, PITCH_RANGE);
isTurningHead = true;
} else {
Avatar.headPitch = Avatar.headPitch + (targetHeadPitch - Avatar.headPitch) * PITCH_RATE;
if (Math.abs(Avatar.headPitch - targetHeadPitch) < STOP_TOLERANCE) {
isTurningHead = false;
}
}
}
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 handleWalking(deltaTime) {
if (forcedMove || (!isMoving && Math.random() < CHANCE_OF_MOVING)) {
// Set new target location
targetDirection = Quat.multiply(Avatar.orientation, Quat.angleAxis(getRandomFloat(-TURN_RANGE, TURN_RANGE), { x:0, y:1, z:0 }));
var front = Quat.getFront(targetDirection);
targetPosition = Vec3.sum(Avatar.position, Vec3.multiply(front, getRandomFloat(0.0, MOVE_RANGE_SMALL)));
targetPosition.x = clamp(targetPosition.x, X_MIN, X_MAX);
targetPosition.z = clamp(targetPosition.z, Z_MIN, Z_MAX);
targetPosition.y = Y_PELVIS;
wasMovingLastFrame = true;
isMoving = true;
forcedMove = false;
} else if (isMoving) {
keepWalking(deltaTime);
// Avatar.position = Vec3.sum(Avatar.position, Vec3.multiply(Vec3.subtract(targetPosition, Avatar.position), MOVE_RATE));
Avatar.orientation = Quat.slerp(Avatar.orientation, targetDirection, TURN_RATE);
var diff = Vec3.subtract(Avatar.position, targetPosition);
diff.y = 0.0;
wasMovingLastFrame = true;
if (Vec3.length(diff) < STOP_TOLERANCE) {
isMoving = false;
stopWalking();
}
}
}
function handleTalking() {
if (Math.random() < CHANCE_OF_SOUND) {
playRandomSound();
}
}
function changePelvisHeight(newHeight) {
var newPosition = Avatar.position;
newPosition.y = 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) {
isMoving = false;
}
// we have a DJ, shouldn't we be dancing?
jumpWithLoudness(deltaTime);
danceAnimation(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();
handleWalking(deltaTime);
handleTalking();
}
}
Script.update.connect(updateBehavior);