code review changes for walk.js 1.25

This commit is contained in:
DaveDubUK 2015-06-24 19:41:54 +07:00
parent 73e59fe07f
commit 0e71583048
6 changed files with 86 additions and 97 deletions

View file

@ -37,11 +37,9 @@
}
});
}
elArmsFree.addEventListener("change", emitUpdate);
elFootstepSounds.addEventListener("change", emitUpdate);
elBlenderPreRotations.addEventListener("change", emitUpdate);
elPower.addEventListener("click", function() {
EventBridge.emitWebEvent(JSON.stringify({
type: "powerToggle"

View file

@ -45,4 +45,4 @@ input[type=button] {
border: 0;
color: #fff;
font-weight: bold;
}
}

View file

@ -2,10 +2,10 @@
// walkApi.js
// version 1.3
//
// Created by David Wooldridge, Autumn 2014
// Copyright © 2015 High Fidelity, Inc.
// Created by David Wooldridge, June 2015
// Copyright © 2014 - 2015 High Fidelity, Inc.
//
// Exposes API for use by walk.js version 1.2+.
// Exposes API for use by walk.js version 1.2+.
//
// Editing tools for animation data files available here: https://github.com/DaveDubUK/walkTools
//
@ -32,7 +32,7 @@ const SAWTOOTH = 1;
const TRIANGLE = 2;
const SQUARE = 4;
// constants used by walk.js and walkApi.js
// constants used by walk.js and walkApi.js
const MAX_WALK_SPEED = 2.9; // peak, by observation
const MAX_FT_WHEEL_INCREMENT = 25; // avoid fast walk when landing
const TOP_SPEED = 300;
@ -62,7 +62,7 @@ Avatar = function() {
const HYDRA_TRIGGERS = 2;
const HYDRA_CONTROLLERS_PER_TRIGGER = 2;
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
if (numberOfButtons == HYDRA_BUTTONS &&
if (numberOfButtons == HYDRA_BUTTONS &&
numberOfTriggers == HYDRA_TRIGGERS &&
controllersPerTrigger == HYDRA_CONTROLLERS_PER_TRIGGER) {
print('walk.js info: Razer Hydra detected. Setting arms free (not controlled by script)');
@ -75,7 +75,7 @@ Avatar = function() {
// settings
this.headFree = true;
this.armsFree = this.hydraCheck(); // automatically sets true to enable Hydra support - temporary fix
this.makesFootStepSounds = false;
this.makesFootStepSounds = false;
this.isBlenderExport = false; // temporary fix
this.animationSet = undefined; // currently just one animation set
this.setAnimationSet = function(animationSet) {
@ -121,8 +121,8 @@ Avatar = function() {
}
}
this.calibration.hipsToFeet = MyAvatar.getJointPosition("Hips").y - MyAvatar.getJointPosition("RightToeBase").y;
// maybe measuring before Blender pre-rotations have been applied?
// maybe measuring before Blender pre-rotations have been applied?
if (this.calibration.hipsToFeet < 0 && this.isBlenderExport) {
this.calibration.hipsToFeet *= -1;
}
@ -165,7 +165,7 @@ Avatar = function() {
// footsteps
this.nextStep = RIGHT; // the first step is right, because the waveforms say so
this.leftAudioInjector = null;
this.rightAudioInjector = null;
this.makeFootStepSound = function() {
@ -229,7 +229,7 @@ Motion = function() {
// orientation, locomotion and timing
this.velocity = {x:0, y:0, z:0};
this.acceleration = {x:0, y:0, z:0};
this.yaw = Quat.safeEulerAngles(MyAvatar.orientation).y; // MyAvatar.orientation.y; //
this.yaw = Quat.safeEulerAngles(MyAvatar.orientation).y;
this.yawDelta = 0;
this.yawDeltaAcceleration = 0;
this.direction = FORWARDS;
@ -241,12 +241,12 @@ Motion = function() {
this.lastYaw = Quat.safeEulerAngles(MyAvatar.orientation).y;
this.lastYawDelta = 0;
this.lastYawDeltaAcceleration = 0;
// Quat.safeEulerAngles(MyAvatar.orientation).y tends to repeat values between frames, so values are filtered
var YAW_SMOOTHING = 22;
this.yawFilter = filter.createAveragingFilter(YAW_SMOOTHING); //createButterworthFilter(); //
this.deltaTimeFilter = filter.createAveragingFilter(YAW_SMOOTHING); //createButterworthFilter(); //
this.yawDeltaAccelerationFilter = filter.createAveragingFilter(YAW_SMOOTHING); //createButterworthFilter(); //
this.yawFilter = filter.createAveragingFilter(YAW_SMOOTHING);
this.deltaTimeFilter = filter.createAveragingFilter(YAW_SMOOTHING);
this.yawDeltaAccelerationFilter = filter.createAveragingFilter(YAW_SMOOTHING);
// assess locomotion state
this.assess = function(deltaTime) {
@ -350,16 +350,16 @@ Motion = function() {
var surfaceMotion = isOnSurface && this.isMoving;
var acceleratingAndAirborne = this.isAccelerating && !isOnSurface;
var goingTooFastToWalk = !this.isDecelerating && this.isFlyingSpeed;
var movingDirectlyUpOrDown = (this.direction === UP || this.direction === DOWN) // && lateralVelocity < MOVE_THRESHOLD;
var movingDirectlyUpOrDown = (this.direction === UP || this.direction === DOWN)
var maybeBouncing = Math.abs(this.acceleration.y > BOUNCE_ACCELERATION_THRESHOLD) ? true : false;
// we now have enough information to set the appropriate locomotion mode
switch (this.state) {
case STATIC:
var staticToAirMotion = this.isMoving && (acceleratingAndAirborne || goingTooFastToWalk ||
var staticToAirMotion = this.isMoving && (acceleratingAndAirborne || goingTooFastToWalk ||
(movingDirectlyUpOrDown && !isOnSurface));
var staticToSurfaceMotion = surfaceMotion && !motion.isComingToHalt && !movingDirectlyUpOrDown &&
!this.isDecelerating && lateralVelocity > MOVE_THRESHOLD;
!this.isDecelerating && lateralVelocity > MOVE_THRESHOLD;
if (staticToAirMotion) {
this.nextState = AIR_MOTION;
} else if (staticToSurfaceMotion) {
@ -370,8 +370,8 @@ Motion = function() {
break;
case SURFACE_MOTION:
var surfaceMotionToStatic = !this.isMoving ||
(this.isDecelerating && motion.lastDirection !== DOWN && surfaceMotion &&
var surfaceMotionToStatic = !this.isMoving ||
(this.isDecelerating && motion.lastDirection !== DOWN && surfaceMotion &&
!maybeBouncing && Vec3.length(this.velocity) < MAX_WALK_SPEED);
var surfaceMotionToAirMotion = (acceleratingAndAirborne || goingTooFastToWalk || movingDirectlyUpOrDown) &&
(!surfaceMotion && isTakingOff) ||
@ -391,8 +391,7 @@ Motion = function() {
case AIR_MOTION:
var airMotionToSurfaceMotion = (surfaceMotion || aboutToLand) && !movingDirectlyUpOrDown;
var airMotionToStatic = !this.isMoving && this.direction === this.lastDirection; //||
//this.isDeceleratingFast || isOnSurface;
var airMotionToStatic = !this.isMoving && this.direction === this.lastDirection;
if (airMotionToSurfaceMotion){
this.nextState = SURFACE_MOTION;
} else if (airMotionToStatic) {
@ -484,7 +483,7 @@ animationOperations = (function() {
} else {
jointTranslations.z = joint.thrust * Math.sin
(filter.degToRad(modifiers.thrustFrequencyMultiplier * ft + joint.thrustPhase)) + joint.thrustOffset;
}
}
return jointTranslations;
},
@ -780,7 +779,7 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
if (this.lastTransition !== nullTransition) {
this.lastTransition.incrementRecursion();
}
// end of transition initialisation. begin Transition public methods
// keep up the pace for the frequency time wheel for the last animation
@ -788,7 +787,7 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
var wheelAdvance = undefined;
if (this.lastAnimation === avatar.selectedWalkBlend &&
this.nextAnimation === avatar.selectedIdle) {
this.nextAnimation === avatar.selectedIdle) {
if (this.degreesRemaining <= 0) {
// stop continued motion
wheelAdvance = 0;
@ -855,7 +854,6 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
// update transition progress
this.filteredProgress = filter.bezier(this.progress, this.parameters.easingLower, this.parameters.easingUpper);
//if (this.progress >= 1) walkTools.toLog(this.lastAnimation.name + ' to '+ this.nextAnimation.name + ': done');
return this.progress >= 1 ? TRANSITION_COMPLETE : false;
};

View file

@ -3,7 +3,7 @@
// version 1.1
//
// Created by David Wooldridge, Autumn 2014
// Copyright © 2015 High Fidelity, Inc.
// Copyright © 2014 - 2015 High Fidelity, Inc.
//
// Provides a variety of filters for use by the walk.js script v1.2+
//
@ -131,9 +131,9 @@ HarmonicsFilter = function(magnitudes, phaseAngles) {
// the main filter object literal
filter = (function() {
const HALF_CYCLE = 180;
// Bezier private variables
var _C1 = {x:0, y:0};
var _C4 = {x:1, y:1};
@ -158,7 +158,7 @@ filter = (function() {
},
// these filters need instantiating, as they hold arrays of previous values
// simple averaging (LP) filter for damping / smoothing
createAveragingFilter: function(length) {
var newAveragingFilter = new AveragingFilter(length);
@ -184,7 +184,7 @@ filter = (function() {
},
// the following filters do not need separate instances, as they hold no previous values
// Bezier response curve shaping for more natural transitions
bezier: function(input, C2, C3) {
// based on script by Dan Pupius (www.pupius.net) http://13thparallel.com/archive/bezier-curves/

View file

@ -2,8 +2,8 @@
// walkSettings.js
// version 0.1
//
// Created by David Wooldridge, Summer 2015
// Copyright © 2015 High Fidelity, Inc.
// Created by David Wooldridge, June 2015
// Copyright © 2014 - 2015 High Fidelity, Inc.
//
// Presents settings for walk.js
//
@ -20,14 +20,14 @@ WalkSettings = function() {
const MARGIN_TOP = 145;
const ICON_SIZE = 50;
const ICON_ALPHA = 0.9;
var minimisedTab = Overlays.addOverlay("image", {
x: _innerWidth - MARGIN_RIGHT, y: Window.innerHeight - MARGIN_TOP,
width: ICON_SIZE, height: ICON_SIZE,
imageURL: pathToAssets + 'overlay-images/ddpa-minimised-ddpa-tab.png',
visible: true, alpha: ICON_ALPHA
});
function mousePressEvent(event) {
if (Overlays.getOverlayAtPoint(event) === minimisedTab) {
_visible = !_visible;
@ -35,43 +35,36 @@ WalkSettings = function() {
}
}
Controller.mousePressEvent.connect(mousePressEvent);
Script.update.connect(function(deltaTime) {
if (window.innerWidth !== _innerWidth) {
_innerWidth = window.innerWidth;
Overlays.EditOverlay(minimisedTab, {x: _innerWidth - MARGIN_RIGHT});
}
});
function cleanup() {
Overlays.deleteOverlay(minimisedTab);
}
Script.scriptEnding.connect(cleanup);
var _control = false;
var _shift = false;
function keyPressEvent(event) {
if (event.text === "CONTROL") {
_control = true;
}
if (event.text === "SHIFT") {
_shift = true;
}
}
if (_shift && (event.text === 'o' || event.text === 'O')) {
_visible = !_visible;
_webView.setVisible(_visible);
}
}
function keyReleaseEvent(event) {
if (event.text === "CONTROL") {
_control = false;
}
if (event.text === "SHIFT") {
_shift = false;
}
}
Controller.keyPressEvent.connect(keyPressEvent);
Controller.keyReleaseEvent.connect(keyReleaseEvent);
}
}
Controller.keyPressEvent.connect(keyPressEvent);
Controller.keyReleaseEvent.connect(keyReleaseEvent);
// web window
var _url = Script.resolvePath('html/walkSettings.html');
@ -84,7 +77,7 @@ WalkSettings = function() {
data = JSON.parse(data);
if (data.type == "init") {
// send the current settings to the dialog
// send the current settings to the window
_webView.eventBridge.emitScriptEvent(JSON.stringify({
type: "update",
armsFree: avatar.armsFree,
@ -94,7 +87,7 @@ WalkSettings = function() {
} else if (data.type == "powerToggle") {
motion.isLive = !motion.isLive;
} else if (data.type == "update") {
// receive settings from the dialog
// receive settings from the window
avatar.armsFree = data.armsFree;
avatar.makesFootStepSounds = data.footstepSounds;
avatar.isBlenderExport = data.blenderPreRotations;

View file

@ -2,11 +2,11 @@
// walk.js
// version 1.25
//
// Created by David Wooldridge, May 2015
// Copyright © 2015 High Fidelity, Inc.
// 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.
@ -49,7 +49,7 @@ Script.include([
pathToAssets + "walkAssets.js"
]);
// construct Avatar and Motion
// construct Avatar and Motion
var avatar = new Avatar();
var motion = new Motion();
@ -73,7 +73,7 @@ var flyBackwardFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING);
Script.update.connect(function(deltaTime) {
if (motion.isLive) {
// assess current locomotion state
motion.assess(deltaTime);
@ -90,7 +90,7 @@ Script.update.connect(function(deltaTime) {
renderMotion();
// record this frame's parameters
motion.saveHistory();
motion.saveHistory();
}
});
@ -98,29 +98,29 @@ Script.update.connect(function(deltaTime) {
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:
case BACKWARDS:
lastAnimation = avatar.selectedWalkBackwards;
break;
case LEFT:
lastAnimation = avatar.selectedSideStepLeft;
break;
case RIGHT:
case RIGHT:
lastAnimation = avatar.selectedSideStepRight;
break;
break;
}
}
motion.currentTransition = new Transition(nextAnimation, lastAnimation, lastTransition, playTransitionReachPoses);
avatar.currentAnimation = nextAnimation;
@ -137,10 +137,10 @@ function selectAnimation() {
// select appropriate animation. create transitions where appropriate
switch (motion.nextState) {
case STATIC: {
if (avatar.distanceFromSurface < ON_SURFACE_THRESHOLD &&
avatar.currentAnimation !== avatar.selectedIdle) {
if (avatar.distanceFromSurface < ON_SURFACE_THRESHOLD &&
avatar.currentAnimation !== avatar.selectedIdle) {
setTransition(avatar.selectedIdle, playTransitionReachPoses);
} else if (!(avatar.distanceFromSurface < ON_SURFACE_THRESHOLD) &&
} else if (!(avatar.distanceFromSurface < ON_SURFACE_THRESHOLD) &&
avatar.currentAnimation !== avatar.selectedHover) {
setTransition(avatar.selectedHover, playTransitionReachPoses);
}
@ -151,13 +151,13 @@ function selectAnimation() {
case SURFACE_MOTION: {
// walk transition reach poses are currently only specified for starting to walk forwards
playTransitionReachPoses = (motion.direction === 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);
animationOperations.deepCopy(avatar.selectedWalk, avatar.selectedWalkBlend);
avatar.calibration.strideLength = avatar.selectedWalk.calibration.strideLength;
}
avatar.selectedWalkBlend.lastDirection = FORWARDS;
@ -165,7 +165,7 @@ function selectAnimation() {
case BACKWARDS:
if (avatar.selectedWalkBlend.lastDirection !== BACKWARDS) {
animationOperations.deepCopy(avatar.selectedWalkBackwards, avatar.selectedWalkBlend);
animationOperations.deepCopy(avatar.selectedWalkBackwards, avatar.selectedWalkBlend);
avatar.calibration.strideLength = avatar.selectedWalkBackwards.calibration.strideLength;
}
avatar.selectedWalkBlend.lastDirection = BACKWARDS;
@ -182,7 +182,7 @@ function selectAnimation() {
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);
@ -190,7 +190,7 @@ function selectAnimation() {
avatar.calibration.strideLength = avatar.selectedWalk.calibration.strideLength;
break;
}
if (!isAlreadyWalking && !motion.isComingToHalt) {
setTransition(avatar.selectedWalkBlend, playTransitionReachPoses);
}
@ -206,18 +206,18 @@ function selectAnimation() {
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);
backwardComponent = flyBackwardFilter.process(backwardComponent);
// normalise directional components
var normaliser = upComponent + downComponent + forwardComponent + backwardComponent;
@ -225,7 +225,7 @@ function selectAnimation() {
downComponent = downComponent / normaliser;
forwardComponent = forwardComponent / normaliser;
backwardComponent = backwardComponent / normaliser;
// blend animations proportionally
if (upComponent > 0) {
animationOperations.blendAnimation(avatar.selectedFlyUp,
@ -274,7 +274,7 @@ function determineStride() {
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);
wheelAdvance = filter.radToDeg(avatar.currentAnimation.calibration.frequency * motion.deltaTime);
}
if (motion.currentTransition !== nullTransition) {
@ -291,20 +291,20 @@ function determineStride() {
}
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 &&
if (avatar.currentAnimation === avatar.selectedWalkBlend &&
(Vec3.length(motion.velocity) / MAX_WALK_SPEED > ALMOST_ONE)) {
var strideMaxAt = avatar.currentAnimation.calibration.strideMaxAt;
const TOLERANCE = 1.0;
@ -348,7 +348,7 @@ function updateTransitions() {
// helper function for renderMotion(). calculate the amount to lean forwards (or backwards) based on the avi's velocity
function getLeanPitch() {
var leanProgress = 0;
if (motion.direction === DOWN ||
motion.direction === FORWARDS ||
motion.direction === BACKWARDS) {
@ -364,7 +364,7 @@ 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;
}
@ -375,7 +375,7 @@ function getLeanRoll() {
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;
@ -409,7 +409,7 @@ function renderMotion() {
// 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;
@ -422,7 +422,7 @@ function renderMotion() {
// 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) {
@ -433,8 +433,8 @@ function renderMotion() {
const QUARTER_CYCLE = 90;
const THREE_QUARTER_CYCLE = 270;
var ftWheelPosition = motion.frequencyTimeWheelPos;
if (motion.currentTransition !== nullTransition &&
if (motion.currentTransition !== nullTransition &&
motion.currentTransition.lastAnimation === avatar.selectedWalkBlend) {
ftWheelPosition = motion.currentTransition.lastFrequencyTimeWheelPos;
}
@ -453,7 +453,7 @@ function renderMotion() {
// 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;
}
@ -469,13 +469,13 @@ function renderMotion() {
motion.frequencyTimeWheelPos,
motion.direction);
}
// apply angular velocity and speed induced leaning
if (jointName === "Hips") {
jointRotations.x += leanPitch;
jointRotations.z += leanRoll;
}
// apply rotations
MyAvatar.setJointData(jointName, Quat.fromVec3Degrees(jointRotations));
}