Merge pull request #6284 from howard-stearns/away

Away/Pause
This commit is contained in:
Anthony Thibault 2015-11-05 15:28:47 -08:00
commit b6b596b8af
4 changed files with 210 additions and 12 deletions

129
examples/away.js Normal file
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@ -0,0 +1,129 @@
"use strict";
/*jslint vars: true, plusplus: true*/
/*global HMD, AudioDevice, MyAvatar, Controller, Script, Overlays, print*/
//
// away.js
// examples
//
// Created by Howard Stearns 11/3/15
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// Goes into "paused" when the '.' key (and automatically when started in HMD), and normal when pressing any key.
// See MAIN CONTROL, below, for what "paused" actually does.
var IK_WINDOW_AFTER_GOING_ACTIVE = 3000; // milliseconds
var OVERLAY_DATA = {
text: "Paused:\npress any key to continue",
font: {size: 75},
color: {red: 200, green: 255, blue: 255},
alpha: 0.9
};
// ANIMATION
// We currently don't have play/stopAnimation integrated with the animation graph, but we can get the same effect
// using an animation graph with a state that we turn on and off through the animation var defined with that state.
var awayAnimationHandlerId, activeAnimationHandlerId, stopper;
function playAwayAnimation() {
function animateAway() {
return {isAway: true, isNotAway: false, isNotMoving: false, ikOverlayAlpha: 0.0};
}
if (stopper) {
Script.clearTimeout(stopper);
stopper = false;
MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); // do it now, before making new assignment
}
awayAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateAway, null);
}
function stopAwayAnimation() {
MyAvatar.removeAnimationStateHandler(awayAnimationHandlerId);
if (stopper) {
print('WARNING: unexpected double stop');
return;
}
// How do we know when to turn ikOverlayAlpha back on?
// It cannot be as soon as we want to stop the away animation, because then things will look goofy as we come out of that animation.
// (Imagine an away animation that sits or kneels, and then stands back up when coming out of it. If head is at the HMD, then it won't
// want to track the standing up animation.)
// Our standard anim graph flips 'awayOutroOnDone' for one frame, but it's a trigger (not an animVar) and other folks might use different graphs.
// So... Just give us a fixed amount of time to be done with animation, before we turn ik back on.
var backToNormal = false;
stopper = Script.setTimeout(function () {
backToNormal = true;
stopper = false;
}, IK_WINDOW_AFTER_GOING_ACTIVE);
function animateActive(state) {
if (state.ikOverlayAlpha) {
// Once the right state gets reflected back to us, we don't need the hander any more.
// But we are locked against handler changes during the execution of a handler, so remove asynchronously.
Script.setTimeout(function () { MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); }, 0);
}
// It might be cool to "come back to life" by fading the ik overlay back in over a short time. But let's see how this goes.
return {isAway: false, isNotAway: true, ikOverlayAlpha: backToNormal ? 1.0 : 0.0}; // IWBNI we had a way of deleting an anim var.
}
activeAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateActive, ['isAway', 'isNotAway', 'isNotMoving', 'ikOverlayAlpha']);
}
// OVERLAY
var overlay = Overlays.addOverlay("text", OVERLAY_DATA);
function showOverlay() {
var screen = Controller.getViewportDimensions();
Overlays.editOverlay(overlay, {visible: true, x: screen.x / 4, y: screen.y / 4});
}
function hideOverlay() {
Overlays.editOverlay(overlay, {visible: false});
}
hideOverlay();
// MAIN CONTROL
var wasMuted, isAway;
function goAway() {
if (isAway) {
return;
}
isAway = true;
print('going "away"');
wasMuted = AudioDevice.getMuted();
if (!wasMuted) {
AudioDevice.toggleMute();
}
MyAvatar.setEnableMeshVisible(false); // just for our own display, without changing point of view
playAwayAnimation(); // animation is still seen by others
showOverlay();
}
function goActive() {
if (!isAway) {
return;
}
isAway = false;
print('going "active"');
if (!wasMuted) {
AudioDevice.toggleMute();
}
MyAvatar.setEnableMeshVisible(true); // IWBNI we respected Developer->Avatar->Draw Mesh setting.
stopAwayAnimation();
hideOverlay();
}
Script.scriptEnding.connect(goActive);
Controller.keyPressEvent.connect(function (event) {
if (event.isAutoRepeat) { // isAutoRepeat is true when held down (or when Windows feels like it)
return;
}
if (!isAway && (event.text === '.')) {
goAway();
} else {
goActive();
}
});
var wasHmdActive = false;
Script.update.connect(function () {
if (HMD.active !== wasHmdActive) {
wasHmdActive = !wasHmdActive;
if (wasHmdActive) {
goAway();
}
}
});

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@ -8,6 +8,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.load("away.js");
Script.load("progress.js");
Script.load("edit.js");
Script.load("selectAudioDevice.js");

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@ -5,6 +5,7 @@
"type": "overlay",
"data": {
"alpha": 1.0,
"alphaVar": "ikOverlayAlpha",
"boneSet": "fullBody"
},
"children": [
@ -178,7 +179,7 @@
"type": "clip",
"data": {
"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/hand_anims/point_right_hand.fbx",
"startFrame": 0.0,
"startFrame": 12.0,
"endFrame": 65.0,
"timeScale": 1.0,
"loopFlag": false
@ -327,7 +328,7 @@
"type": "clip",
"data": {
"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/hand_anims/point_left_hand.fbx",
"startFrame": 0.0,
"startFrame": 12.0,
"endFrame": 65.0,
"timeScale": 1.0,
"loopFlag": false
@ -378,15 +379,16 @@
"states": [
{
"id": "idle",
"interpTarget": 6,
"interpDuration": 6,
"interpTarget": 15,
"interpDuration": 15,
"transitions": [
{ "var": "isMovingForward", "state": "walkFwd" },
{ "var": "isMovingBackward", "state": "walkBwd" },
{ "var": "isMovingRight", "state": "strafeRight" },
{ "var": "isMovingLeft", "state": "strafeLeft" },
{ "var": "isTurningRight", "state": "turnRight" },
{ "var": "isTurningLeft", "state": "turnLeft" }
{ "var": "isTurningLeft", "state": "turnLeft" },
{ "var": "isAway", "state": "awayIntro" }
]
},
{
@ -399,7 +401,8 @@
{ "var": "isMovingRight", "state": "strafeRight" },
{ "var": "isMovingLeft", "state": "strafeLeft" },
{ "var": "isTurningRight", "state": "turnRight" },
{ "var": "isTurningLeft", "state": "turnLeft" }
{ "var": "isTurningLeft", "state": "turnLeft" },
{ "var": "isAway", "state": "awayIntro" }
]
},
{
@ -412,7 +415,8 @@
{ "var": "isMovingRight", "state": "strafeRight" },
{ "var": "isMovingLeft", "state": "strafeLeft" },
{ "var": "isTurningRight", "state": "turnRight" },
{ "var": "isTurningLeft", "state": "turnLeft" }
{ "var": "isTurningLeft", "state": "turnLeft" },
{ "var": "isAway", "state": "awayIntro" }
]
},
{
@ -425,7 +429,8 @@
{ "var": "isMovingBackward", "state": "walkBwd" },
{ "var": "isMovingLeft", "state": "strafeLeft" },
{ "var": "isTurningRight", "state": "turnRight" },
{ "var": "isTurningLeft", "state": "turnLeft" }
{ "var": "isTurningLeft", "state": "turnLeft" },
{ "var": "isAway", "state": "awayIntro" }
]
},
{
@ -438,7 +443,8 @@
{ "var": "isMovingBackward", "state": "walkBwd" },
{ "var": "isMovingRight", "state": "strafeRight" },
{ "var": "isTurningRight", "state": "turnRight" },
{ "var": "isTurningLeft", "state": "turnLeft" }
{ "var": "isTurningLeft", "state": "turnLeft" },
{ "var": "isAway", "state": "awayIntro" }
]
},
{
@ -451,7 +457,8 @@
{ "var": "isMovingBackward", "state": "walkBwd" },
{ "var": "isMovingRight", "state": "strafeRight" },
{ "var": "isMovingLeft", "state": "strafeLeft" },
{ "var": "isTurningLeft", "state": "turnLeft" }
{ "var": "isTurningLeft", "state": "turnLeft" },
{ "var": "isAway", "state": "awayIntro" }
]
},
{
@ -464,7 +471,32 @@
{ "var": "isMovingBackward", "state": "walkBwd" },
{ "var": "isMovingRight", "state": "strafeRight" },
{ "var": "isMovingLeft", "state": "strafeLeft" },
{ "var": "isTurningRight", "state": "turnRight" }
{ "var": "isTurningRight", "state": "turnRight" },
{ "var": "isAway", "state": "awayIntro" }
]
},
{
"id": "awayIntro",
"interpTarget": 30,
"interpDuration": 30,
"transitions": [
{ "var": "awayIntroOnDone", "state": "away"}
]
},
{
"id": "away",
"interpTarget": 3,
"interpDuration": 3,
"transitions": [
{ "var": "isNotAway", "state": "awayOutro" }
]
},
{
"id": "awayOutro",
"interpTarget": 3,
"interpDuration": 3,
"transitions": [
{ "var": "awayOutroOnDone", "state": "idle" }
]
}
]
@ -704,6 +736,42 @@
"children": []
}
]
},
{
"id": "awayIntro",
"type": "clip",
"data": {
"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/kneel/kneel.fbx",
"startFrame": 0.0,
"endFrame": 83.0,
"timeScale": 1.0,
"loopFlag": false
},
"children": []
},
{
"id": "away",
"type": "clip",
"data": {
"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/kneel/kneel.fbx",
"startFrame": 83.0,
"endFrame": 84.0,
"timeScale": 1.0,
"loopFlag": true
},
"children": []
},
{
"id": "awayOutro",
"type": "clip",
"data": {
"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/kneel/kneel.fbx",
"startFrame": 84.0,
"endFrame": 167.0,
"timeScale": 1.0,
"loopFlag": false
},
"children": []
}
]
}

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@ -81,7 +81,7 @@ void AnimClip::setCurrentFrameInternal(float frame) {
// because dt is 0, we should not encounter any triggers
const float dt = 0.0f;
Triggers triggers;
_frame = ::accumulateTime(_startFrame, _endFrame, _timeScale, frame, dt, _loopFlag, _id, triggers);
_frame = ::accumulateTime(_startFrame, _endFrame, _timeScale, frame + _startFrame, dt, _loopFlag, _id, triggers);
}
void AnimClip::copyFromNetworkAnim() {