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code review changes for walk.js 1.25
This commit is contained in:
parent
796d76004c
commit
c2287e9953
5 changed files with 289 additions and 201 deletions
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@ -1,6 +1,6 @@
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<html>
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<head>
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<link rel="stylesheet" type="text/css" href="style.css">
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<link rel="stylesheet" type="text/css" href="walkStyle.css">
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<script>
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function emitUpdate() {
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@ -14,6 +14,7 @@
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function loaded() {
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// assign form elements to vars
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var powerOn = true;
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elPower = document.getElementById("power");
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elArmsFree = document.getElementById("arms-free");
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elFootstepSounds = document.getElementById("footstep-sounds");
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@ -25,13 +26,13 @@
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if (data.type == "update") {
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if (data.armsFree !== undefined) {
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elArmsFree.checked = data.armsFree == true;
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elArmsFree.checked = data.armsFree;
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}
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if (data.footstepSounds !== undefined) {
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elFootstepSounds.checked = data.footstepSounds == true;
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elFootstepSounds.checked = data.footstepSounds;
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}
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if (data.blenderPreRotations !== undefined) {
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elBlenderPreRotations.checked = data.blenderPreRotations == true;
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elBlenderPreRotations.checked = data.blenderPreRotations;
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}
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}
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});
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@ -45,6 +46,12 @@
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EventBridge.emitWebEvent(JSON.stringify({
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type: "powerToggle"
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}));
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powerOn = !powerOn;
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if (powerOn) {
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elPower.value = "Turn Animation Off";
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} else {
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elPower.value = "Turn Animation On";
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}
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});
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// request initial values
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EventBridge.emitWebEvent(JSON.stringify({ type: 'init' }));
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@ -52,27 +59,27 @@
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</script>
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</head>
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<body onload='loaded();'>
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<div class="grid-section">
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<div>
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<div id="entity-list-header">
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<input type="button" id="power" value="Power" style="margin-left:68px; margin-top:10px"></button>
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<div id="walk-settings-header">
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<input type="button" id="power" value="Turn Animation Off" style="margin-left:30px; margin-top:10px"></button>
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</div>
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<div class="property-section">
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<div class="settings-section">
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<label>Arms free</label>
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<span>
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<input type='checkbox' id="arms-free">
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</span>
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</div>
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<div class="property-section">
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<div class="settings-section">
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<label>Footstep sounds</label>
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<span>
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<input type='checkbox' id="footstep-sounds">
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</span>
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</div>
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<div class="property-section">
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<div class="settings-section">
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<label>Blender pre-rotations</label>
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<span>
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<input type='checkbox' id="bender-pre-rotations">
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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, June 2015
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// Copyright © 2014 - 2015 High Fidelity, Inc.
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// Created by David Wooldridge, Autumn 2014
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// Copyright © 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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@ -13,6 +13,44 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// locomotion states
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const STATIC = 1;
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const SURFACE_MOTION = 2;
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const AIR_MOTION = 4;
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// directions
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const UP = 1;
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const DOWN = 2;
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const LEFT = 4;
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const RIGHT = 8;
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const FORWARDS = 16;
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const BACKWARDS = 32;
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const NONE = 64;
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// waveshapes
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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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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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const ON_SURFACE_THRESHOLD = 0.1; // height above surface to be considered as on the surface
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const TRANSITION_COMPLETE = 1000;
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const HIFI_PUBLIC_BUCKET = "https://hifi-public.s3.amazonaws.com/";
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// constants used by walkApi.js
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const MOVE_THRESHOLD = 0.075;
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const ACCELERATION_THRESHOLD = 0.2; // detect stop to walking
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const DECELERATION_THRESHOLD = -6; // detect walking to stop
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const FAST_DECELERATION_THRESHOLD = -150; // detect flying to stop
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const BOUNCE_ACCELERATION_THRESHOLD = 25; // used to ignore gravity influence fluctuations after landing
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const GRAVITY_THRESHOLD = 3.0; // height above surface where gravity is in effect
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const OVERCOME_GRAVITY_SPEED = 0.5; // reaction sensitivity to jumping under gravity
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const LANDING_THRESHOLD = 0.35; // metres from a surface below which need to prepare for impact
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const MAX_TRANSITION_RECURSION = 10; // how many nested transitions are permitted
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Avatar = function() {
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// if Hydras are connected, the only way to enable use is by never setting any rotations on the arm joints
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this.hydraCheck = function() {
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@ -20,8 +58,13 @@ Avatar = function() {
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var numberOfButtons = Controller.getNumberOfButtons();
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var numberOfTriggers = Controller.getNumberOfTriggers();
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var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
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const HYDRA_BUTTONS = 12;
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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 == 12 && numberOfTriggers == 2 && controllersPerTrigger == 2) {
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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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return true;
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} else {
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@ -32,7 +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; // true ? still inexplicably glitchy : fine
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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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@ -45,8 +88,6 @@ Avatar = function() {
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this.selectedSideStepLeft = walkAssets.getAnimationDataFile("MaleSideStepLeft");
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this.selectedSideStepRight = walkAssets.getAnimationDataFile("MaleSideStepRight");
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this.selectedWalkBlend = walkAssets.getAnimationDataFile("WalkBlend");
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this.selectedTurnLeft = walkAssets.getAnimationDataFile("MaleTurnLeft");
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this.selectedTurnRight = walkAssets.getAnimationDataFile("MaleTurnRight");
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this.selectedHover = walkAssets.getAnimationDataFile("MaleHover");
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this.selectedFly = walkAssets.getAnimationDataFile("MaleFly");
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this.selectedFlyBackwards = walkAssets.getAnimationDataFile("MaleFlyBackwards");
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@ -59,17 +100,16 @@ Avatar = function() {
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}
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this.setAnimationSet('standardMale');
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this.startTime = new Date().getTime();
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// calibration
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this.calibration = {
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hipsToFeet: 1.011,
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hipsToFeet: 1,
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strideLength: this.selectedWalk.calibration.strideLength
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}
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this.distanceFromSurface = 0;
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this.calibrate = function() {
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// Triple check: measurements are taken three times to ensure accuracy - the first result is often too large
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var attempts = 3;
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const MAX_ATTEMPTS = 3;
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var attempts = MAX_ATTEMPTS;
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var extraAttempts = 0;
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do {
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for (joint in walkAssets.animationReference.joints) {
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@ -81,8 +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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// just in case
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if (this.calibration.hipsToFeet <= 0 || isNaN(this.calibration.hipsToFeet)) {
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this.calibration.hipsToFeet = 1.0;
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this.calibration.hipsToFeet = 1;
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print('walk.js error: Unable to get a non-zero measurement for the avatar hips to feet measure. Hips to feet set to default value ('+
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this.calibration.hipsToFeet.toFixed(3)+'m). This will cause some foot sliding. If your avatar has only just appeared, it is recommended that you re-load the walk script.');
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} else {
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@ -125,22 +165,34 @@ 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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// correlate footstep volume with avatar speed. place the audio source at the feet, not the hips
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var SPEED_THRESHOLD = 0.4;
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var VOLUME_ATTENUATION = 0.8;
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var MIN_VOLUME = 0.5;
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const SPEED_THRESHOLD = 0.4;
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const VOLUME_ATTENUATION = 0.8;
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const MIN_VOLUME = 0.5;
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var options = {
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position: Vec3.sum(MyAvatar.position, {x:0, y: -this.calibration.hipsToFeet, z:0}),
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volume: Vec3.length(motion.velocity) > SPEED_THRESHOLD ?
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VOLUME_ATTENUATION * Vec3.length(motion.velocity) / MAX_WALK_SPEED : MIN_VOLUME
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};
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if (this.nextStep === RIGHT) {
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Audio.playSound(walkAssets.footsteps[0], options);
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if (this.rightAudioInjector === null) {
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this.rightAudioInjector = Audio.playSound(walkAssets.footsteps[0], options);
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} else {
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//this.rightAudioInjector.setOptions(options);
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this.rightAudioInjector.restart();
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}
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this.nextStep = LEFT;
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} else if (this.nextStep === LEFT) {
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Audio.playSound(walkAssets.footsteps[1], options);
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if (this.leftAudioInjector === null) {
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this.leftAudioInjector = Audio.playSound(walkAssets.footsteps[1], options);
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} else {
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//this.leftAudioInjector.setOptions(options);
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this.leftAudioInjector.restart();
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}
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this.nextStep = RIGHT;
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}
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}
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@ -189,12 +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);
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this.deltaTimeFilter = filter.createAveragingFilter(YAW_SMOOTHING);
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this.yawDeltaAccelerationFilter = filter.createAveragingFilter(YAW_SMOOTHING);
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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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// assess locomotion state
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this.assess = function(deltaTime) {
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@ -298,16 +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)
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var movingDirectlyUpOrDown = (this.direction === UP || this.direction === DOWN) // && lateralVelocity < MOVE_THRESHOLD;
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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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@ -318,8 +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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@ -339,7 +391,8 @@ 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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var airMotionToStatic = !this.isMoving && this.direction === this.lastDirection; //||
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//this.isDeceleratingFast || isOnSurface;
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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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@ -352,10 +405,12 @@ Motion = function() {
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}
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// frequency time wheel (foot / ground speed matching)
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const DEFAULT_HIPS_TO_FEET = 1;
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this.frequencyTimeWheelPos = 0;
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this.frequencyTimeWheelRadius = 0.5;
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this.frequencyTimeWheelRadius = DEFAULT_HIPS_TO_FEET / 2;
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this.recentFrequencyTimeIncrements = [];
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for (var i = 0; i < 8; i++) {
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const FT_WHEEL_HISTORY_LENGTH = 8;
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for (var i = 0; i < FT_WHEEL_HISTORY_LENGTH; i++) {
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this.recentFrequencyTimeIncrements.push(0);
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}
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this.averageFrequencyTimeIncrement = 0;
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@ -370,8 +425,9 @@ Motion = function() {
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}
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this.averageFrequencyTimeIncrement /= this.recentFrequencyTimeIncrements.length;
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this.frequencyTimeWheelPos += angle;
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if (this.frequencyTimeWheelPos >= 360) {
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this.frequencyTimeWheelPos = this.frequencyTimeWheelPos % 360;
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const FULL_CIRCLE = 360;
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if (this.frequencyTimeWheelPos >= FULL_CIRCLE) {
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this.frequencyTimeWheelPos = this.frequencyTimeWheelPos % FULL_CIRCLE;
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}
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}
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@ -428,7 +484,7 @@ 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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@ -516,7 +572,7 @@ animationOperations = (function() {
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// harmonics
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targetAnimation.harmonics = {};
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if (isDefined(sourceAnimation.harmonics)) {
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if (sourceAnimation.harmonics) {
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targetAnimation.harmonics = JSON.parse(JSON.stringify(sourceAnimation.harmonics));
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}
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@ -524,26 +580,26 @@ animationOperations = (function() {
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targetAnimation.filters = {};
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for (i in sourceAnimation.filters) {
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// are any filters specified for this joint?
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if (isDefined(sourceAnimation.filters[i])) {
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if (sourceAnimation.filters[i]) {
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targetAnimation.filters[i] = sourceAnimation.filters[i];
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// wave shapers
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if (isDefined(sourceAnimation.filters[i].pitchFilter)) {
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if (sourceAnimation.filters[i].pitchFilter) {
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targetAnimation.filters[i].pitchFilter = sourceAnimation.filters[i].pitchFilter;
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}
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if (isDefined(sourceAnimation.filters[i].yawFilter)) {
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if (sourceAnimation.filters[i].yawFilter) {
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targetAnimation.filters[i].yawFilter = sourceAnimation.filters[i].yawFilter;
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}
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if (isDefined(sourceAnimation.filters[i].rollFilter)) {
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if (sourceAnimation.filters[i].rollFilter) {
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targetAnimation.filters[i].rollFilter = sourceAnimation.filters[i].rollFilter;
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}
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// LP filters
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if (isDefined(sourceAnimation.filters[i].swayLPFilter)) {
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if (sourceAnimation.filters[i].swayLPFilter) {
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targetAnimation.filters[i].swayLPFilter = sourceAnimation.filters[i].swayLPFilter;
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}
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if (isDefined(sourceAnimation.filters[i].bobLPFilter)) {
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if (sourceAnimation.filters[i].bobLPFilter) {
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targetAnimation.filters[i].bobLPFilter = sourceAnimation.filters[i].bobLPFilter;
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}
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if (isDefined(sourceAnimation.filters[i].thrustLPFilter)) {
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if (sourceAnimation.filters[i].thrustLPFilter) {
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targetAnimation.filters[i].thrustLPFilter = sourceAnimation.filters[i].thrustLPFilter;
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}
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}
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@ -618,6 +674,11 @@ TransitionParameters = function() {
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this.reachPoseNames = [];
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}
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const QUARTER_CYCLE = 90;
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const HALF_CYCLE = 180;
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const THREE_QUARTER_CYCLE = 270;
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const FULL_CYCLE = 360;
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||||
|
||||
// constructor for animation Transition
|
||||
Transition = function(nextAnimation, lastAnimation, lastTransition, playTransitionReachPoses) {
|
||||
|
||||
|
@ -645,7 +706,7 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
|
|||
// set parameters for the transition
|
||||
this.parameters = new TransitionParameters();
|
||||
this.liveReachPoses = [];
|
||||
if (walkAssets && isDefined(lastAnimation) && isDefined(nextAnimation)) {
|
||||
if (walkAssets && lastAnimation && nextAnimation) {
|
||||
// overwrite this.parameters with any transition parameters specified for this particular transition
|
||||
walkAssets.getTransitionParameters(lastAnimation, nextAnimation, this.parameters);
|
||||
// fire up any reach poses for this transition
|
||||
|
@ -661,11 +722,10 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
|
|||
|
||||
// coming to a halt whilst walking? if so, will need a clean stopping point defined
|
||||
if (motion.isComingToHalt) {
|
||||
var FULL_CYCLE = 360;
|
||||
var FULL_CYCLE_THRESHOLD = 320;
|
||||
var HALF_CYCLE = 180;
|
||||
var HALF_CYCLE_THRESHOLD = 140;
|
||||
var CYCLE_COMMIT_THRESHOLD = 5;
|
||||
|
||||
const FULL_CYCLE_THRESHOLD = 320;
|
||||
const HALF_CYCLE_THRESHOLD = 140;
|
||||
const CYCLE_COMMIT_THRESHOLD = 5;
|
||||
|
||||
// how many degrees do we need to turn the walk wheel to finish walking with both feet on the ground?
|
||||
if (this.lastElapsedFTDegrees < CYCLE_COMMIT_THRESHOLD) {
|
||||
|
@ -691,7 +751,8 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
|
|||
// transition length in this case should be directly proportional to the remaining degrees to turn
|
||||
var MIN_FT_INCREMENT = 5.0; // degrees per frame
|
||||
var MIN_TRANSITION_DURATION = 0.4;
|
||||
this.lastFrequencyTimeIncrement *= 0.66; // help ease the transition
|
||||
const TWO_THIRDS = 0.6667;
|
||||
this.lastFrequencyTimeIncrement *= TWO_THIRDS; // help ease the transition
|
||||
var lastFrequencyTimeIncrement = this.lastFrequencyTimeIncrement > MIN_FT_INCREMENT ?
|
||||
this.lastFrequencyTimeIncrement : MIN_FT_INCREMENT;
|
||||
var timeToFinish = Math.max(motion.deltaTime * this.degreesToTurn / lastFrequencyTimeIncrement,
|
||||
|
@ -719,7 +780,7 @@ 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
|
||||
|
@ -727,20 +788,20 @@ 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;
|
||||
if (motion.isComingToHalt) {
|
||||
if (this.lastFrequencyTimeWheelPos < 90) {
|
||||
if (this.lastFrequencyTimeWheelPos < QUARTER_CYCLE) {
|
||||
this.lastFrequencyTimeWheelPos = 0;
|
||||
} else {
|
||||
this.lastFrequencyTimeWheelPos = 180;
|
||||
this.lastFrequencyTimeWheelPos = HALF_CYCLE;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
wheelAdvance = this.lastFrequencyTimeIncrement;
|
||||
var distanceToTravel = avatar.calibration.strideLength * wheelAdvance / 180;
|
||||
var distanceToTravel = avatar.calibration.strideLength * wheelAdvance / HALF_CYCLE;
|
||||
if (this.degreesRemaining <= 0) {
|
||||
distanceToTravel = 0;
|
||||
this.degreesRemaining = 0;
|
||||
|
@ -754,8 +815,8 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
|
|||
|
||||
// advance the ft wheel
|
||||
this.lastFrequencyTimeWheelPos += wheelAdvance;
|
||||
if (this.lastFrequencyTimeWheelPos >= 360) {
|
||||
this.lastFrequencyTimeWheelPos = this.lastFrequencyTimeWheelPos % 360;
|
||||
if (this.lastFrequencyTimeWheelPos >= FULL_CYCLE) {
|
||||
this.lastFrequencyTimeWheelPos = this.lastFrequencyTimeWheelPos % FULL_CYCLE;
|
||||
}
|
||||
|
||||
// advance ft wheel for the nested (previous) Transition
|
||||
|
@ -768,9 +829,11 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
|
|||
};
|
||||
|
||||
this.updateProgress = function() {
|
||||
var elapasedTime = (new Date().getTime() - this.startTime) / 1000;
|
||||
const MILLISECONDS_CONVERT = 1000;
|
||||
const ACCURACY_INCREASER = 1000;
|
||||
var elapasedTime = (new Date().getTime() - this.startTime) / MILLISECONDS_CONVERT;
|
||||
this.progress = elapasedTime / this.parameters.duration;
|
||||
this.progress = Math.round(this.progress * 1000) / 1000;
|
||||
this.progress = Math.round(this.progress * ACCURACY_INCREASER) / ACCURACY_INCREASER;
|
||||
|
||||
// updated nested transition/s
|
||||
if (this.lastTransition !== nullTransition) {
|
||||
|
@ -792,6 +855,7 @@ 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;
|
||||
};
|
||||
|
||||
|
@ -896,23 +960,23 @@ FrequencyMultipliers = function(joint, direction) {
|
|||
this.bobFrequencyMultiplier = 1;
|
||||
this.thrustFrequencyMultiplier = 1;
|
||||
|
||||
if (isDefined(joint)) {
|
||||
if (isDefined(joint.pitchFrequencyMultiplier)) {
|
||||
if (joint) {
|
||||
if (joint.pitchFrequencyMultiplier) {
|
||||
this.pitchFrequencyMultiplier = joint.pitchFrequencyMultiplier;
|
||||
}
|
||||
if (isDefined(joint.yawFrequencyMultiplier)) {
|
||||
if (joint.yawFrequencyMultiplier) {
|
||||
this.yawFrequencyMultiplier = joint.yawFrequencyMultiplier;
|
||||
}
|
||||
if (isDefined(joint.rollFrequencyMultiplier)) {
|
||||
if (joint.rollFrequencyMultiplier) {
|
||||
this.rollFrequencyMultiplier = joint.rollFrequencyMultiplier;
|
||||
}
|
||||
if (isDefined(joint.swayFrequencyMultiplier)) {
|
||||
if (joint.swayFrequencyMultiplier) {
|
||||
this.swayFrequencyMultiplier = joint.swayFrequencyMultiplier;
|
||||
}
|
||||
if (isDefined(joint.bobFrequencyMultiplier)) {
|
||||
if (joint.bobFrequencyMultiplier) {
|
||||
this.bobFrequencyMultiplier = joint.bobFrequencyMultiplier;
|
||||
}
|
||||
if (isDefined(joint.thrustFrequencyMultiplier)) {
|
||||
if (joint.thrustFrequencyMultiplier) {
|
||||
this.thrustFrequencyMultiplier = joint.thrustFrequencyMultiplier;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,8 +2,8 @@
|
|||
// walkFilters.js
|
||||
// version 1.1
|
||||
//
|
||||
// Created by David Wooldridge, June 2015
|
||||
// Copyright © 2014 - 2015 High Fidelity, Inc.
|
||||
// Created by David Wooldridge, Autumn 2014
|
||||
// Copyright © 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Provides a variety of filters for use by the walk.js script v1.2+
|
||||
//
|
||||
|
@ -118,6 +118,7 @@ WaveSynth = function(waveShape, numHarmonics, smoothing) {
|
|||
HarmonicsFilter = function(magnitudes, phaseAngles) {
|
||||
this.magnitudes = magnitudes;
|
||||
this.phaseAngles = phaseAngles;
|
||||
|
||||
this.calculate = function(twoPiFT) {
|
||||
var harmonics = 0;
|
||||
var numHarmonics = magnitudes.length;
|
||||
|
@ -130,6 +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};
|
||||
|
@ -144,17 +148,17 @@ filter = (function() {
|
|||
|
||||
// helper methods
|
||||
degToRad: function(degrees) {
|
||||
var convertedValue = degrees * Math.PI / 180;
|
||||
var convertedValue = degrees * Math.PI / HALF_CYCLE;
|
||||
return convertedValue;
|
||||
},
|
||||
|
||||
radToDeg: function(radians) {
|
||||
var convertedValue = radians * 180 / Math.PI;
|
||||
var convertedValue = radians * HALF_CYCLE / Math.PI;
|
||||
return convertedValue;
|
||||
},
|
||||
|
||||
// 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);
|
||||
|
@ -180,7 +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/
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
//
|
||||
// walkSettings.js
|
||||
// version 1.0
|
||||
// version 0.1
|
||||
//
|
||||
// Created by David Wooldridge, June 2015
|
||||
// Created by David Wooldridge, Summer 2015
|
||||
// Copyright © 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Presents settings for walk.js
|
||||
|
@ -14,52 +14,83 @@
|
|||
//
|
||||
|
||||
WalkSettings = function() {
|
||||
var that = {};
|
||||
|
||||
// ui minimised tab
|
||||
var _visible = false;
|
||||
var _innerWidth = Window.innerWidth;
|
||||
var visible = false;
|
||||
var _minimisedTab = Overlays.addOverlay("image", {
|
||||
x: _innerWidth - 58, y: Window.innerHeight - 145,
|
||||
width: 50, height: 50,
|
||||
const MARGIN_RIGHT = 58;
|
||||
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: 0.9
|
||||
visible: true, alpha: ICON_ALPHA
|
||||
});
|
||||
|
||||
function mousePressEvent(event) {
|
||||
if (Overlays.getOverlayAtPoint(event) === _minimisedTab) {
|
||||
visible = !visible;
|
||||
webView.setVisible(visible);
|
||||
if (Overlays.getOverlayAtPoint(event) === minimisedTab) {
|
||||
_visible = !_visible;
|
||||
_webView.setVisible(_visible);
|
||||
}
|
||||
}
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
function cleanup() {
|
||||
Overlays.deleteOverlay(_minimisedTab);
|
||||
}
|
||||
Script.update.connect(function() {
|
||||
|
||||
if (_innerWidth !== Window.innerWidth) {
|
||||
_innerWidth = Window.innerWidth;
|
||||
Overlays.editOverlay(_minimisedTab, {x: _innerWidth - 58});
|
||||
|
||||
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);
|
||||
|
||||
// web window
|
||||
var url = Script.resolvePath('html/walkSettings.html');
|
||||
var webView = new WebWindow('Walk Settings', url, 200, 180, false);
|
||||
webView.setVisible(false);
|
||||
var _url = Script.resolvePath('html/walkSettings.html');
|
||||
const PANEL_WIDTH = 200;
|
||||
const PANEL_HEIGHT = 180;
|
||||
var _webView = new WebWindow('Walk Settings', _url, PANEL_WIDTH, PANEL_HEIGHT, false);
|
||||
_webView.setVisible(false);
|
||||
|
||||
webView.eventBridge.webEventReceived.connect(function(data) {
|
||||
_webView.eventBridge.webEventReceived.connect(function(data) {
|
||||
data = JSON.parse(data);
|
||||
|
||||
if (data.type == "init") {
|
||||
// send the current settings to the dialog
|
||||
webView.eventBridge.emitScriptEvent(JSON.stringify({
|
||||
type: "update",
|
||||
armsFree: avatar.armsFree,
|
||||
footstepSounds: avatar.makesFootStepSounds,
|
||||
blenderPreRotations: avatar.isBlenderExport
|
||||
}));
|
||||
_webView.eventBridge.emitScriptEvent(JSON.stringify({
|
||||
type: "update",
|
||||
armsFree: avatar.armsFree,
|
||||
footstepSounds: avatar.makesFootStepSounds,
|
||||
blenderPreRotations: avatar.isBlenderExport
|
||||
}));
|
||||
} else if (data.type == "powerToggle") {
|
||||
motion.isLive = !motion.isLive;
|
||||
} else if (data.type == "update") {
|
||||
|
@ -69,6 +100,6 @@ WalkSettings = function() {
|
|||
avatar.isBlenderExport = data.blenderPreRotations;
|
||||
}
|
||||
});
|
||||
};
|
||||
|
||||
return that;
|
||||
};
|
||||
walkSettings = WalkSettings();
|
154
examples/walk.js
154
examples/walk.js
|
@ -2,11 +2,11 @@
|
|||
// walk.js
|
||||
// version 1.25
|
||||
//
|
||||
// Created by David Wooldridge, June 2015
|
||||
// Copyright © 2014 - 2015 High Fidelity, Inc.
|
||||
// Created by David Wooldridge, May 2015
|
||||
// Copyright © 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.
|
||||
|
@ -33,30 +33,12 @@ var TRIANGLE = 2;
|
|||
var SQUARE = 4;
|
||||
|
||||
// constants
|
||||
var MOVE_THRESHOLD = 0.075;
|
||||
var MAX_WALK_SPEED = 2.9; // peak, by observation
|
||||
var MAX_FT_WHEEL_INCREMENT = 25; // avoid fast walk when landing
|
||||
var TOP_SPEED = 300;
|
||||
var ACCELERATION_THRESHOLD = 0.2; // detect stop to walking
|
||||
var DECELERATION_THRESHOLD = -6; // detect walking to stop
|
||||
var FAST_DECELERATION_THRESHOLD = -150; // detect flying to stop
|
||||
var BOUNCE_ACCELERATION_THRESHOLD = 25; // used to ignore gravity influence fluctuations after landing
|
||||
var GRAVITY_THRESHOLD = 3.0; // height above surface where gravity is in effect
|
||||
var OVERCOME_GRAVITY_SPEED = 0.5; // reaction sensitivity to jumping under gravity
|
||||
var LANDING_THRESHOLD = 0.35; // metres from a surface below which need to prepare for impact
|
||||
var ON_SURFACE_THRESHOLD = 0.1; // height above surface to be considered as on the surface
|
||||
var MAX_TRANSITION_RECURSION = 10; // how many nested transitions are permitted
|
||||
var TRANSITION_COMPLETE = 1000;
|
||||
var HIFI_PUBLIC_BUCKET = "https://hifi-public.s3.amazonaws.com/";
|
||||
|
||||
// check for existence of data file object property
|
||||
function isDefined(value) {
|
||||
try {
|
||||
if (typeof value != 'undefined') return true;
|
||||
} catch (e) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
const MAX_WALK_SPEED = 2.9; // peak, by observation
|
||||
const MAX_FT_WHEEL_INCREMENT = 25; // avoid fast walk when landing
|
||||
const TOP_SPEED = 300;
|
||||
const ON_SURFACE_THRESHOLD = 0.1; // height above surface to be considered as on the surface
|
||||
const TRANSITION_COMPLETE = 1000;
|
||||
const HIFI_PUBLIC_BUCKET = "https://hifi-public.s3.amazonaws.com/";
|
||||
|
||||
// path to animations, reach-poses, reachPoses, transitions, overlay images and reference files
|
||||
var pathToAssets = HIFI_PUBLIC_BUCKET + "procedural-animator/assets/";
|
||||
|
@ -67,13 +49,12 @@ Script.include([
|
|||
pathToAssets + "walkAssets.js"
|
||||
]);
|
||||
|
||||
// construct Avatar and Motion
|
||||
// construct Avatar and Motion
|
||||
var avatar = new Avatar();
|
||||
var motion = new Motion();
|
||||
|
||||
// create settings dialog
|
||||
Script.include("./libraries/walkSettings.js");
|
||||
var walkSettings = WalkSettings();
|
||||
|
||||
// create and initialise Transition
|
||||
var nullTransition = new Transition();
|
||||
|
@ -92,14 +73,14 @@ var flyBackwardFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING);
|
|||
Script.update.connect(function(deltaTime) {
|
||||
|
||||
if (motion.isLive) {
|
||||
|
||||
|
||||
// assess current locomotion state
|
||||
motion.assess(deltaTime);
|
||||
|
||||
// decide which animation should be playing
|
||||
selectAnimation();
|
||||
|
||||
// turn the frequency time wheels. determine stride length
|
||||
// turn the frequency time wheels and determine stride length
|
||||
determineStride();
|
||||
|
||||
// update the progress of any live transitions
|
||||
|
@ -109,7 +90,7 @@ Script.update.connect(function(deltaTime) {
|
|||
renderMotion();
|
||||
|
||||
// record this frame's parameters
|
||||
motion.saveHistory();
|
||||
motion.saveHistory();
|
||||
}
|
||||
});
|
||||
|
||||
|
@ -117,29 +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 (isDefined(lastAnimation.lastDirection)) {
|
||||
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;
|
||||
|
||||
|
@ -156,29 +137,27 @@ 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);
|
||||
}
|
||||
if (motion.state !== STATIC) {
|
||||
motion.state = STATIC;
|
||||
}
|
||||
motion.state = STATIC;
|
||||
avatar.selectedWalkBlend.lastDirection = NONE;
|
||||
break;
|
||||
}
|
||||
|
||||
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;
|
||||
|
@ -186,7 +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;
|
||||
|
@ -203,7 +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);
|
||||
|
@ -211,13 +190,11 @@ function selectAnimation() {
|
|||
avatar.calibration.strideLength = avatar.selectedWalk.calibration.strideLength;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
if (!isAlreadyWalking && !motion.isComingToHalt) {
|
||||
setTransition(avatar.selectedWalkBlend, playTransitionReachPoses);
|
||||
}
|
||||
if (motion.state !== SURFACE_MOTION) {
|
||||
motion.state = SURFACE_MOTION;
|
||||
}
|
||||
motion.state = SURFACE_MOTION;
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -229,18 +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;
|
||||
|
@ -248,7 +225,7 @@ function selectAnimation() {
|
|||
downComponent = downComponent / normaliser;
|
||||
forwardComponent = forwardComponent / normaliser;
|
||||
backwardComponent = backwardComponent / normaliser;
|
||||
|
||||
|
||||
// blend animations proportionally
|
||||
if (upComponent > 0) {
|
||||
animationOperations.blendAnimation(avatar.selectedFlyUp,
|
||||
|
@ -274,9 +251,7 @@ function selectAnimation() {
|
|||
if (avatar.currentAnimation !== avatar.selectedFlyBlend) {
|
||||
setTransition(avatar.selectedFlyBlend, playTransitionReachPoses);
|
||||
}
|
||||
if (motion.state !== AIR_MOTION) {
|
||||
motion.state = AIR_MOTION;
|
||||
}
|
||||
motion.state = AIR_MOTION;
|
||||
avatar.selectedWalkBlend.lastDirection = NONE;
|
||||
break;
|
||||
}
|
||||
|
@ -299,7 +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) {
|
||||
|
@ -316,25 +291,25 @@ 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)
|
||||
var JUST_UNDER_ONE = 0.97;
|
||||
if (avatar.currentAnimation === avatar.selectedWalkBlend &&
|
||||
(Vec3.length(motion.velocity) / MAX_WALK_SPEED > JUST_UNDER_ONE)) {
|
||||
|
||||
const ALMOST_ONE = 0.97;
|
||||
if (avatar.currentAnimation === avatar.selectedWalkBlend &&
|
||||
(Vec3.length(motion.velocity) / MAX_WALK_SPEED > ALMOST_ONE)) {
|
||||
|
||||
var strideMaxAt = avatar.currentAnimation.calibration.strideMaxAt;
|
||||
var tolerance = 1.0;
|
||||
const TOLERANCE = 1.0;
|
||||
|
||||
if (motion.frequencyTimeWheelPos < (strideMaxAt + tolerance) &&
|
||||
motion.frequencyTimeWheelPos > (strideMaxAt - tolerance) &&
|
||||
if (motion.frequencyTimeWheelPos < (strideMaxAt + TOLERANCE) &&
|
||||
motion.frequencyTimeWheelPos > (strideMaxAt - TOLERANCE) &&
|
||||
motion.currentTransition === nullTransition) {
|
||||
// measure and save stride length
|
||||
var footRPos = MyAvatar.getJointPosition("RightFoot");
|
||||
|
@ -363,6 +338,7 @@ function updateTransitions() {
|
|||
}
|
||||
}
|
||||
}
|
||||
// update the Transition progress
|
||||
if (motion.currentTransition.updateProgress() === TRANSITION_COMPLETE) {
|
||||
motion.currentTransition = nullTransition;
|
||||
}
|
||||
|
@ -372,7 +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) {
|
||||
|
@ -387,9 +363,10 @@ function getLeanPitch() {
|
|||
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) + 8) / 8;
|
||||
linearContribution = (Math.log(Vec3.length(motion.velocity) / TOP_SPEED) + LOG_SCALER) / LOG_SCALER;
|
||||
}
|
||||
var angularContribution = Math.abs(motion.yawDelta) / motion.calibration.DELTA_YAW_MAX;
|
||||
leanRollProgress = linearContribution;
|
||||
|
@ -398,7 +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;
|
||||
|
@ -432,6 +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;
|
||||
|
@ -444,7 +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) {
|
||||
|
@ -452,14 +430,17 @@ function renderMotion() {
|
|||
}
|
||||
}
|
||||
if (producingFootstepSounds) {
|
||||
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;
|
||||
}
|
||||
if (avatar.nextStep === LEFT && ftWheelPosition > 270) {
|
||||
if (avatar.nextStep === LEFT && ftWheelPosition > THREE_QUARTER_CYCLE) {
|
||||
avatar.makeFootStepSound();
|
||||
} else if (avatar.nextStep === RIGHT && (ftWheelPosition < 270 && ftWheelPosition > 90)) {
|
||||
} else if (avatar.nextStep === RIGHT && (ftWheelPosition < THREE_QUARTER_CYCLE && ftWheelPosition > QUARTER_CYCLE)) {
|
||||
avatar.makeFootStepSound();
|
||||
}
|
||||
}
|
||||
|
@ -469,15 +450,15 @@ function renderMotion() {
|
|||
var joint = walkAssets.animationReference.joints[jointName];
|
||||
var jointRotations = undefined;
|
||||
|
||||
// ignore arms / head rotations if avatar options are selected
|
||||
// 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;
|
||||
}
|
||||
|
||||
// if there's a live transition, blend rotations with the last animation's rotations
|
||||
// if there's a live transition, blend the rotations with the last animation's rotations
|
||||
if (motion.currentTransition !== nullTransition) {
|
||||
jointRotations = motion.currentTransition.blendRotations(jointName,
|
||||
motion.frequencyTimeWheelPos,
|
||||
|
@ -488,12 +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