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code review changes for walk.js 1.25
This commit is contained in:
parent
73e59fe07f
commit
0e71583048
6 changed files with 86 additions and 97 deletions
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@ -37,11 +37,9 @@
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}
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});
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}
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elArmsFree.addEventListener("change", emitUpdate);
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elFootstepSounds.addEventListener("change", emitUpdate);
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elBlenderPreRotations.addEventListener("change", emitUpdate);
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elPower.addEventListener("click", function() {
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EventBridge.emitWebEvent(JSON.stringify({
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type: "powerToggle"
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@ -45,4 +45,4 @@ input[type=button] {
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border: 0;
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color: #fff;
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font-weight: bold;
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}
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}
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@ -2,10 +2,10 @@
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// walkApi.js
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// version 1.3
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//
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// Created by David Wooldridge, Autumn 2014
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// Copyright © 2015 High Fidelity, Inc.
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// Created by David Wooldridge, June 2015
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// Copyright © 2014 - 2015 High Fidelity, Inc.
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//
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// Exposes API for use by walk.js version 1.2+.
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// Exposes API for use by walk.js version 1.2+.
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//
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// Editing tools for animation data files available here: https://github.com/DaveDubUK/walkTools
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//
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@ -32,7 +32,7 @@ const SAWTOOTH = 1;
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const TRIANGLE = 2;
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const SQUARE = 4;
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// constants used by walk.js and walkApi.js
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// constants used by walk.js and walkApi.js
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const MAX_WALK_SPEED = 2.9; // peak, by observation
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const MAX_FT_WHEEL_INCREMENT = 25; // avoid fast walk when landing
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const TOP_SPEED = 300;
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@ -62,7 +62,7 @@ Avatar = function() {
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const HYDRA_TRIGGERS = 2;
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const HYDRA_CONTROLLERS_PER_TRIGGER = 2;
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var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
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if (numberOfButtons == HYDRA_BUTTONS &&
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if (numberOfButtons == HYDRA_BUTTONS &&
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numberOfTriggers == HYDRA_TRIGGERS &&
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controllersPerTrigger == HYDRA_CONTROLLERS_PER_TRIGGER) {
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print('walk.js info: Razer Hydra detected. Setting arms free (not controlled by script)');
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@ -75,7 +75,7 @@ Avatar = function() {
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// settings
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this.headFree = true;
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this.armsFree = this.hydraCheck(); // automatically sets true to enable Hydra support - temporary fix
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this.makesFootStepSounds = false;
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this.makesFootStepSounds = false;
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this.isBlenderExport = false; // temporary fix
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this.animationSet = undefined; // currently just one animation set
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this.setAnimationSet = function(animationSet) {
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@ -121,8 +121,8 @@ Avatar = function() {
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}
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}
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this.calibration.hipsToFeet = MyAvatar.getJointPosition("Hips").y - MyAvatar.getJointPosition("RightToeBase").y;
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// maybe measuring before Blender pre-rotations have been applied?
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// maybe measuring before Blender pre-rotations have been applied?
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if (this.calibration.hipsToFeet < 0 && this.isBlenderExport) {
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this.calibration.hipsToFeet *= -1;
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}
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@ -165,7 +165,7 @@ Avatar = function() {
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// footsteps
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this.nextStep = RIGHT; // the first step is right, because the waveforms say so
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this.leftAudioInjector = null;
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this.rightAudioInjector = null;
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this.makeFootStepSound = function() {
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@ -229,7 +229,7 @@ Motion = function() {
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// orientation, locomotion and timing
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this.velocity = {x:0, y:0, z:0};
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this.acceleration = {x:0, y:0, z:0};
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this.yaw = Quat.safeEulerAngles(MyAvatar.orientation).y; // MyAvatar.orientation.y; //
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this.yaw = Quat.safeEulerAngles(MyAvatar.orientation).y;
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this.yawDelta = 0;
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this.yawDeltaAcceleration = 0;
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this.direction = FORWARDS;
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@ -241,12 +241,12 @@ Motion = function() {
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this.lastYaw = Quat.safeEulerAngles(MyAvatar.orientation).y;
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this.lastYawDelta = 0;
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this.lastYawDeltaAcceleration = 0;
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// Quat.safeEulerAngles(MyAvatar.orientation).y tends to repeat values between frames, so values are filtered
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var YAW_SMOOTHING = 22;
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this.yawFilter = filter.createAveragingFilter(YAW_SMOOTHING); //createButterworthFilter(); //
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this.deltaTimeFilter = filter.createAveragingFilter(YAW_SMOOTHING); //createButterworthFilter(); //
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this.yawDeltaAccelerationFilter = filter.createAveragingFilter(YAW_SMOOTHING); //createButterworthFilter(); //
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this.yawFilter = filter.createAveragingFilter(YAW_SMOOTHING);
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this.deltaTimeFilter = filter.createAveragingFilter(YAW_SMOOTHING);
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this.yawDeltaAccelerationFilter = filter.createAveragingFilter(YAW_SMOOTHING);
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// assess locomotion state
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this.assess = function(deltaTime) {
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@ -350,16 +350,16 @@ Motion = function() {
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var surfaceMotion = isOnSurface && this.isMoving;
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var acceleratingAndAirborne = this.isAccelerating && !isOnSurface;
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var goingTooFastToWalk = !this.isDecelerating && this.isFlyingSpeed;
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var movingDirectlyUpOrDown = (this.direction === UP || this.direction === DOWN) // && lateralVelocity < MOVE_THRESHOLD;
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var movingDirectlyUpOrDown = (this.direction === UP || this.direction === DOWN)
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var maybeBouncing = Math.abs(this.acceleration.y > BOUNCE_ACCELERATION_THRESHOLD) ? true : false;
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// we now have enough information to set the appropriate locomotion mode
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switch (this.state) {
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case STATIC:
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var staticToAirMotion = this.isMoving && (acceleratingAndAirborne || goingTooFastToWalk ||
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var staticToAirMotion = this.isMoving && (acceleratingAndAirborne || goingTooFastToWalk ||
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(movingDirectlyUpOrDown && !isOnSurface));
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var staticToSurfaceMotion = surfaceMotion && !motion.isComingToHalt && !movingDirectlyUpOrDown &&
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!this.isDecelerating && lateralVelocity > MOVE_THRESHOLD;
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!this.isDecelerating && lateralVelocity > MOVE_THRESHOLD;
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if (staticToAirMotion) {
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this.nextState = AIR_MOTION;
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} else if (staticToSurfaceMotion) {
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@ -370,8 +370,8 @@ Motion = function() {
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break;
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case SURFACE_MOTION:
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var surfaceMotionToStatic = !this.isMoving ||
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(this.isDecelerating && motion.lastDirection !== DOWN && surfaceMotion &&
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var surfaceMotionToStatic = !this.isMoving ||
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(this.isDecelerating && motion.lastDirection !== DOWN && surfaceMotion &&
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!maybeBouncing && Vec3.length(this.velocity) < MAX_WALK_SPEED);
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var surfaceMotionToAirMotion = (acceleratingAndAirborne || goingTooFastToWalk || movingDirectlyUpOrDown) &&
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(!surfaceMotion && isTakingOff) ||
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@ -391,8 +391,7 @@ Motion = function() {
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case AIR_MOTION:
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var airMotionToSurfaceMotion = (surfaceMotion || aboutToLand) && !movingDirectlyUpOrDown;
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var airMotionToStatic = !this.isMoving && this.direction === this.lastDirection; //||
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//this.isDeceleratingFast || isOnSurface;
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var airMotionToStatic = !this.isMoving && this.direction === this.lastDirection;
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if (airMotionToSurfaceMotion){
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this.nextState = SURFACE_MOTION;
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} else if (airMotionToStatic) {
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@ -484,7 +483,7 @@ animationOperations = (function() {
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} else {
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jointTranslations.z = joint.thrust * Math.sin
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(filter.degToRad(modifiers.thrustFrequencyMultiplier * ft + joint.thrustPhase)) + joint.thrustOffset;
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}
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}
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return jointTranslations;
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},
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@ -780,7 +779,7 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
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if (this.lastTransition !== nullTransition) {
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this.lastTransition.incrementRecursion();
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}
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// end of transition initialisation. begin Transition public methods
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// keep up the pace for the frequency time wheel for the last animation
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@ -788,7 +787,7 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
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var wheelAdvance = undefined;
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if (this.lastAnimation === avatar.selectedWalkBlend &&
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this.nextAnimation === avatar.selectedIdle) {
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this.nextAnimation === avatar.selectedIdle) {
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if (this.degreesRemaining <= 0) {
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// stop continued motion
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wheelAdvance = 0;
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@ -855,7 +854,6 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
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// update transition progress
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this.filteredProgress = filter.bezier(this.progress, this.parameters.easingLower, this.parameters.easingUpper);
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//if (this.progress >= 1) walkTools.toLog(this.lastAnimation.name + ' to '+ this.nextAnimation.name + ': done');
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return this.progress >= 1 ? TRANSITION_COMPLETE : false;
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};
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@ -3,7 +3,7 @@
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// version 1.1
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//
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// Created by David Wooldridge, Autumn 2014
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// Copyright © 2015 High Fidelity, Inc.
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// Copyright © 2014 - 2015 High Fidelity, Inc.
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//
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// Provides a variety of filters for use by the walk.js script v1.2+
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//
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@ -131,9 +131,9 @@ HarmonicsFilter = function(magnitudes, phaseAngles) {
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// the main filter object literal
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filter = (function() {
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const HALF_CYCLE = 180;
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// Bezier private variables
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var _C1 = {x:0, y:0};
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var _C4 = {x:1, y:1};
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@ -158,7 +158,7 @@ filter = (function() {
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},
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// these filters need instantiating, as they hold arrays of previous values
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// simple averaging (LP) filter for damping / smoothing
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createAveragingFilter: function(length) {
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var newAveragingFilter = new AveragingFilter(length);
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@ -184,7 +184,7 @@ filter = (function() {
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},
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// the following filters do not need separate instances, as they hold no previous values
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// Bezier response curve shaping for more natural transitions
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bezier: function(input, C2, C3) {
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// based on script by Dan Pupius (www.pupius.net) http://13thparallel.com/archive/bezier-curves/
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@ -2,8 +2,8 @@
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// walkSettings.js
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// version 0.1
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//
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// Created by David Wooldridge, Summer 2015
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// Copyright © 2015 High Fidelity, Inc.
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// Created by David Wooldridge, June 2015
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// Copyright © 2014 - 2015 High Fidelity, Inc.
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//
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// Presents settings for walk.js
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//
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@ -20,14 +20,14 @@ WalkSettings = function() {
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const MARGIN_TOP = 145;
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const ICON_SIZE = 50;
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const ICON_ALPHA = 0.9;
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var minimisedTab = Overlays.addOverlay("image", {
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x: _innerWidth - MARGIN_RIGHT, y: Window.innerHeight - MARGIN_TOP,
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width: ICON_SIZE, height: ICON_SIZE,
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imageURL: pathToAssets + 'overlay-images/ddpa-minimised-ddpa-tab.png',
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visible: true, alpha: ICON_ALPHA
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});
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function mousePressEvent(event) {
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if (Overlays.getOverlayAtPoint(event) === minimisedTab) {
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_visible = !_visible;
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@ -35,43 +35,36 @@ WalkSettings = function() {
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}
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}
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Controller.mousePressEvent.connect(mousePressEvent);
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Script.update.connect(function(deltaTime) {
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if (window.innerWidth !== _innerWidth) {
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_innerWidth = window.innerWidth;
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Overlays.EditOverlay(minimisedTab, {x: _innerWidth - MARGIN_RIGHT});
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}
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});
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function cleanup() {
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Overlays.deleteOverlay(minimisedTab);
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}
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Script.scriptEnding.connect(cleanup);
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var _control = false;
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var _shift = false;
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function keyPressEvent(event) {
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if (event.text === "CONTROL") {
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_control = true;
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}
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if (event.text === "SHIFT") {
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_shift = true;
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}
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}
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if (_shift && (event.text === 'o' || event.text === 'O')) {
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_visible = !_visible;
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_webView.setVisible(_visible);
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}
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}
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function keyReleaseEvent(event) {
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if (event.text === "CONTROL") {
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_control = false;
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}
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if (event.text === "SHIFT") {
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_shift = false;
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}
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}
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Controller.keyPressEvent.connect(keyPressEvent);
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Controller.keyReleaseEvent.connect(keyReleaseEvent);
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}
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}
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Controller.keyPressEvent.connect(keyPressEvent);
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Controller.keyReleaseEvent.connect(keyReleaseEvent);
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// web window
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var _url = Script.resolvePath('html/walkSettings.html');
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@ -84,7 +77,7 @@ WalkSettings = function() {
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data = JSON.parse(data);
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if (data.type == "init") {
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// send the current settings to the dialog
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// send the current settings to the window
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_webView.eventBridge.emitScriptEvent(JSON.stringify({
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type: "update",
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armsFree: avatar.armsFree,
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@ -94,7 +87,7 @@ WalkSettings = function() {
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} else if (data.type == "powerToggle") {
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motion.isLive = !motion.isLive;
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} else if (data.type == "update") {
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// receive settings from the dialog
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// receive settings from the window
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avatar.armsFree = data.armsFree;
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avatar.makesFootStepSounds = data.footstepSounds;
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avatar.isBlenderExport = data.blenderPreRotations;
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@ -2,11 +2,11 @@
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// walk.js
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// version 1.25
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//
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// Created by David Wooldridge, May 2015
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// Copyright © 2015 High Fidelity, Inc.
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// Created by David Wooldridge, June 2015
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// Copyright © 2014 - 2015 High Fidelity, Inc.
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//
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// Animates an avatar using procedural animation techniques.
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//
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//
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// Editing tools for animation data files available here: https://github.com/DaveDubUK/walkTools
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//
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// Distributed under the Apache License, Version 2.0.
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@ -49,7 +49,7 @@ Script.include([
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pathToAssets + "walkAssets.js"
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]);
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// construct Avatar and Motion
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// construct Avatar and Motion
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var avatar = new Avatar();
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var motion = new Motion();
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@ -73,7 +73,7 @@ var flyBackwardFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING);
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Script.update.connect(function(deltaTime) {
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if (motion.isLive) {
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// assess current locomotion state
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motion.assess(deltaTime);
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@ -90,7 +90,7 @@ Script.update.connect(function(deltaTime) {
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renderMotion();
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// record this frame's parameters
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motion.saveHistory();
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motion.saveHistory();
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}
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});
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@ -98,29 +98,29 @@ Script.update.connect(function(deltaTime) {
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function setTransition(nextAnimation, playTransitionReachPoses) {
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var lastTransition = motion.currentTransition;
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var lastAnimation = avatar.currentAnimation;
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// if already transitioning from a blended walk need to maintain the previous walk's direction
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if (lastAnimation.lastDirection) {
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switch(lastAnimation.lastDirection) {
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case FORWARDS:
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lastAnimation = avatar.selectedWalk;
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break;
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case BACKWARDS:
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case BACKWARDS:
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lastAnimation = avatar.selectedWalkBackwards;
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break;
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case LEFT:
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lastAnimation = avatar.selectedSideStepLeft;
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break;
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case RIGHT:
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case RIGHT:
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lastAnimation = avatar.selectedSideStepRight;
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break;
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break;
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}
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}
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motion.currentTransition = new Transition(nextAnimation, lastAnimation, lastTransition, playTransitionReachPoses);
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avatar.currentAnimation = nextAnimation;
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@ -137,10 +137,10 @@ function selectAnimation() {
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// select appropriate animation. create transitions where appropriate
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switch (motion.nextState) {
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case STATIC: {
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if (avatar.distanceFromSurface < ON_SURFACE_THRESHOLD &&
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avatar.currentAnimation !== avatar.selectedIdle) {
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if (avatar.distanceFromSurface < ON_SURFACE_THRESHOLD &&
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avatar.currentAnimation !== avatar.selectedIdle) {
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setTransition(avatar.selectedIdle, playTransitionReachPoses);
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} else if (!(avatar.distanceFromSurface < ON_SURFACE_THRESHOLD) &&
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} else if (!(avatar.distanceFromSurface < ON_SURFACE_THRESHOLD) &&
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avatar.currentAnimation !== avatar.selectedHover) {
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setTransition(avatar.selectedHover, playTransitionReachPoses);
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}
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@ -151,13 +151,13 @@ function selectAnimation() {
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case SURFACE_MOTION: {
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// walk transition reach poses are currently only specified for starting to walk forwards
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playTransitionReachPoses = (motion.direction === FORWARDS);
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playTransitionReachPoses = (motion.direction === FORWARDS);
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var isAlreadyWalking = (avatar.currentAnimation === avatar.selectedWalkBlend);
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switch (motion.direction) {
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case FORWARDS:
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if (avatar.selectedWalkBlend.lastDirection !== FORWARDS) {
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animationOperations.deepCopy(avatar.selectedWalk, avatar.selectedWalkBlend);
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animationOperations.deepCopy(avatar.selectedWalk, avatar.selectedWalkBlend);
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avatar.calibration.strideLength = avatar.selectedWalk.calibration.strideLength;
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}
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avatar.selectedWalkBlend.lastDirection = FORWARDS;
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@ -165,7 +165,7 @@ function selectAnimation() {
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case BACKWARDS:
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if (avatar.selectedWalkBlend.lastDirection !== BACKWARDS) {
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animationOperations.deepCopy(avatar.selectedWalkBackwards, avatar.selectedWalkBlend);
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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));
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue