code review changes for walk.js 1.25

This commit is contained in:
DaveDubUK 2015-06-24 19:24:57 +07:00
parent 796d76004c
commit c2287e9953
5 changed files with 289 additions and 201 deletions

View file

@ -1,6 +1,6 @@
<html>
<head>
<link rel="stylesheet" type="text/css" href="style.css">
<link rel="stylesheet" type="text/css" href="walkStyle.css">
<script>
function emitUpdate() {
@ -14,6 +14,7 @@
function loaded() {
// assign form elements to vars
var powerOn = true;
elPower = document.getElementById("power");
elArmsFree = document.getElementById("arms-free");
elFootstepSounds = document.getElementById("footstep-sounds");
@ -25,13 +26,13 @@
if (data.type == "update") {
if (data.armsFree !== undefined) {
elArmsFree.checked = data.armsFree == true;
elArmsFree.checked = data.armsFree;
}
if (data.footstepSounds !== undefined) {
elFootstepSounds.checked = data.footstepSounds == true;
elFootstepSounds.checked = data.footstepSounds;
}
if (data.blenderPreRotations !== undefined) {
elBlenderPreRotations.checked = data.blenderPreRotations == true;
elBlenderPreRotations.checked = data.blenderPreRotations;
}
}
});
@ -45,6 +46,12 @@
EventBridge.emitWebEvent(JSON.stringify({
type: "powerToggle"
}));
powerOn = !powerOn;
if (powerOn) {
elPower.value = "Turn Animation Off";
} else {
elPower.value = "Turn Animation On";
}
});
// request initial values
EventBridge.emitWebEvent(JSON.stringify({ type: 'init' }));
@ -52,27 +59,27 @@
</script>
</head>
<body onload='loaded();'>
<div class="grid-section">
<div>
<div id="entity-list-header">
<input type="button" id="power" value="Power" style="margin-left:68px; margin-top:10px"></button>
<div id="walk-settings-header">
<input type="button" id="power" value="Turn Animation Off" style="margin-left:30px; margin-top:10px"></button>
</div>
<div class="property-section">
<div class="settings-section">
<label>Arms free</label>
<span>
<input type='checkbox' id="arms-free">
</span>
</div>
<div class="property-section">
<div class="settings-section">
<label>Footstep sounds</label>
<span>
<input type='checkbox' id="footstep-sounds">
</span>
</div>
<div class="property-section">
<div class="settings-section">
<label>Blender pre-rotations</label>
<span>
<input type='checkbox' id="bender-pre-rotations">

View file

@ -2,10 +2,10 @@
// walkApi.js
// version 1.3
//
// Created by David Wooldridge, June 2015
// Copyright © 2014 - 2015 High Fidelity, Inc.
// Created by David Wooldridge, Autumn 2014
// Copyright © 2015 High Fidelity, Inc.
//
// Exposes API for use by walk.js version 1.2+.
// Exposes API for use by walk.js version 1.2+.
//
// Editing tools for animation data files available here: https://github.com/DaveDubUK/walkTools
//
@ -13,6 +13,44 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// locomotion states
const STATIC = 1;
const SURFACE_MOTION = 2;
const AIR_MOTION = 4;
// directions
const UP = 1;
const DOWN = 2;
const LEFT = 4;
const RIGHT = 8;
const FORWARDS = 16;
const BACKWARDS = 32;
const NONE = 64;
// waveshapes
const SAWTOOTH = 1;
const TRIANGLE = 2;
const SQUARE = 4;
// constants used by walk.js and walkApi.js
const MAX_WALK_SPEED = 2.9; // peak, by observation
const MAX_FT_WHEEL_INCREMENT = 25; // avoid fast walk when landing
const TOP_SPEED = 300;
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/";
// constants used by walkApi.js
const MOVE_THRESHOLD = 0.075;
const ACCELERATION_THRESHOLD = 0.2; // detect stop to walking
const DECELERATION_THRESHOLD = -6; // detect walking to stop
const FAST_DECELERATION_THRESHOLD = -150; // detect flying to stop
const BOUNCE_ACCELERATION_THRESHOLD = 25; // used to ignore gravity influence fluctuations after landing
const GRAVITY_THRESHOLD = 3.0; // height above surface where gravity is in effect
const OVERCOME_GRAVITY_SPEED = 0.5; // reaction sensitivity to jumping under gravity
const LANDING_THRESHOLD = 0.35; // metres from a surface below which need to prepare for impact
const MAX_TRANSITION_RECURSION = 10; // how many nested transitions are permitted
Avatar = function() {
// if Hydras are connected, the only way to enable use is by never setting any rotations on the arm joints
this.hydraCheck = function() {
@ -20,8 +58,13 @@ Avatar = function() {
var numberOfButtons = Controller.getNumberOfButtons();
var numberOfTriggers = Controller.getNumberOfTriggers();
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
const HYDRA_BUTTONS = 12;
const HYDRA_TRIGGERS = 2;
const HYDRA_CONTROLLERS_PER_TRIGGER = 2;
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
if (numberOfButtons == 12 && numberOfTriggers == 2 && controllersPerTrigger == 2) {
if (numberOfButtons == HYDRA_BUTTONS &&
numberOfTriggers == HYDRA_TRIGGERS &&
controllersPerTrigger == HYDRA_CONTROLLERS_PER_TRIGGER) {
print('walk.js info: Razer Hydra detected. Setting arms free (not controlled by script)');
return true;
} else {
@ -32,7 +75,7 @@ Avatar = function() {
// settings
this.headFree = true;
this.armsFree = this.hydraCheck(); // automatically sets true to enable Hydra support - temporary fix
this.makesFootStepSounds = false; // true ? still inexplicably glitchy : fine
this.makesFootStepSounds = false;
this.isBlenderExport = false; // temporary fix
this.animationSet = undefined; // currently just one animation set
this.setAnimationSet = function(animationSet) {
@ -45,8 +88,6 @@ Avatar = function() {
this.selectedSideStepLeft = walkAssets.getAnimationDataFile("MaleSideStepLeft");
this.selectedSideStepRight = walkAssets.getAnimationDataFile("MaleSideStepRight");
this.selectedWalkBlend = walkAssets.getAnimationDataFile("WalkBlend");
this.selectedTurnLeft = walkAssets.getAnimationDataFile("MaleTurnLeft");
this.selectedTurnRight = walkAssets.getAnimationDataFile("MaleTurnRight");
this.selectedHover = walkAssets.getAnimationDataFile("MaleHover");
this.selectedFly = walkAssets.getAnimationDataFile("MaleFly");
this.selectedFlyBackwards = walkAssets.getAnimationDataFile("MaleFlyBackwards");
@ -59,17 +100,16 @@ Avatar = function() {
}
this.setAnimationSet('standardMale');
this.startTime = new Date().getTime();
// calibration
this.calibration = {
hipsToFeet: 1.011,
hipsToFeet: 1,
strideLength: this.selectedWalk.calibration.strideLength
}
this.distanceFromSurface = 0;
this.calibrate = function() {
// Triple check: measurements are taken three times to ensure accuracy - the first result is often too large
var attempts = 3;
const MAX_ATTEMPTS = 3;
var attempts = MAX_ATTEMPTS;
var extraAttempts = 0;
do {
for (joint in walkAssets.animationReference.joints) {
@ -81,8 +121,8 @@ Avatar = function() {
}
}
this.calibration.hipsToFeet = MyAvatar.getJointPosition("Hips").y - MyAvatar.getJointPosition("RightToeBase").y;
// maybe measuring before Blender pre-rotations have been applied?
// maybe measuring before Blender pre-rotations have been applied?
if (this.calibration.hipsToFeet < 0 && this.isBlenderExport) {
this.calibration.hipsToFeet *= -1;
}
@ -95,7 +135,7 @@ Avatar = function() {
// just in case
if (this.calibration.hipsToFeet <= 0 || isNaN(this.calibration.hipsToFeet)) {
this.calibration.hipsToFeet = 1.0;
this.calibration.hipsToFeet = 1;
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 ('+
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.');
} else {
@ -125,22 +165,34 @@ Avatar = function() {
// footsteps
this.nextStep = RIGHT; // the first step is right, because the waveforms say so
this.leftAudioInjector = null;
this.rightAudioInjector = null;
this.makeFootStepSound = function() {
// correlate footstep volume with avatar speed. place the audio source at the feet, not the hips
var SPEED_THRESHOLD = 0.4;
var VOLUME_ATTENUATION = 0.8;
var MIN_VOLUME = 0.5;
const SPEED_THRESHOLD = 0.4;
const VOLUME_ATTENUATION = 0.8;
const MIN_VOLUME = 0.5;
var options = {
position: Vec3.sum(MyAvatar.position, {x:0, y: -this.calibration.hipsToFeet, z:0}),
volume: Vec3.length(motion.velocity) > SPEED_THRESHOLD ?
VOLUME_ATTENUATION * Vec3.length(motion.velocity) / MAX_WALK_SPEED : MIN_VOLUME
};
if (this.nextStep === RIGHT) {
Audio.playSound(walkAssets.footsteps[0], options);
if (this.rightAudioInjector === null) {
this.rightAudioInjector = Audio.playSound(walkAssets.footsteps[0], options);
} else {
//this.rightAudioInjector.setOptions(options);
this.rightAudioInjector.restart();
}
this.nextStep = LEFT;
} else if (this.nextStep === LEFT) {
Audio.playSound(walkAssets.footsteps[1], options);
if (this.leftAudioInjector === null) {
this.leftAudioInjector = Audio.playSound(walkAssets.footsteps[1], options);
} else {
//this.leftAudioInjector.setOptions(options);
this.leftAudioInjector.restart();
}
this.nextStep = RIGHT;
}
}
@ -189,12 +241,12 @@ Motion = function() {
this.lastYaw = Quat.safeEulerAngles(MyAvatar.orientation).y;
this.lastYawDelta = 0;
this.lastYawDeltaAcceleration = 0;
// Quat.safeEulerAngles(MyAvatar.orientation).y tends to repeat values between frames, so values are filtered
var YAW_SMOOTHING = 22;
this.yawFilter = filter.createAveragingFilter(YAW_SMOOTHING);
this.deltaTimeFilter = filter.createAveragingFilter(YAW_SMOOTHING);
this.yawDeltaAccelerationFilter = filter.createAveragingFilter(YAW_SMOOTHING);
this.yawFilter = filter.createAveragingFilter(YAW_SMOOTHING); //createButterworthFilter(); //
this.deltaTimeFilter = filter.createAveragingFilter(YAW_SMOOTHING); //createButterworthFilter(); //
this.yawDeltaAccelerationFilter = filter.createAveragingFilter(YAW_SMOOTHING); //createButterworthFilter(); //
// assess locomotion state
this.assess = function(deltaTime) {
@ -298,16 +350,16 @@ Motion = function() {
var surfaceMotion = isOnSurface && this.isMoving;
var acceleratingAndAirborne = this.isAccelerating && !isOnSurface;
var goingTooFastToWalk = !this.isDecelerating && this.isFlyingSpeed;
var movingDirectlyUpOrDown = (this.direction === UP || this.direction === DOWN)
var movingDirectlyUpOrDown = (this.direction === UP || this.direction === DOWN) // && lateralVelocity < MOVE_THRESHOLD;
var maybeBouncing = Math.abs(this.acceleration.y > BOUNCE_ACCELERATION_THRESHOLD) ? true : false;
// we now have enough information to set the appropriate locomotion mode
switch (this.state) {
case STATIC:
var staticToAirMotion = this.isMoving && (acceleratingAndAirborne || goingTooFastToWalk ||
var staticToAirMotion = this.isMoving && (acceleratingAndAirborne || goingTooFastToWalk ||
(movingDirectlyUpOrDown && !isOnSurface));
var staticToSurfaceMotion = surfaceMotion && !motion.isComingToHalt && !movingDirectlyUpOrDown &&
!this.isDecelerating && lateralVelocity > MOVE_THRESHOLD;
!this.isDecelerating && lateralVelocity > MOVE_THRESHOLD;
if (staticToAirMotion) {
this.nextState = AIR_MOTION;
} else if (staticToSurfaceMotion) {
@ -318,8 +370,8 @@ Motion = function() {
break;
case SURFACE_MOTION:
var surfaceMotionToStatic = !this.isMoving ||
(this.isDecelerating && motion.lastDirection !== DOWN && surfaceMotion &&
var surfaceMotionToStatic = !this.isMoving ||
(this.isDecelerating && motion.lastDirection !== DOWN && surfaceMotion &&
!maybeBouncing && Vec3.length(this.velocity) < MAX_WALK_SPEED);
var surfaceMotionToAirMotion = (acceleratingAndAirborne || goingTooFastToWalk || movingDirectlyUpOrDown) &&
(!surfaceMotion && isTakingOff) ||
@ -339,7 +391,8 @@ Motion = function() {
case AIR_MOTION:
var airMotionToSurfaceMotion = (surfaceMotion || aboutToLand) && !movingDirectlyUpOrDown;
var airMotionToStatic = !this.isMoving && this.direction === this.lastDirection;
var airMotionToStatic = !this.isMoving && this.direction === this.lastDirection; //||
//this.isDeceleratingFast || isOnSurface;
if (airMotionToSurfaceMotion){
this.nextState = SURFACE_MOTION;
} else if (airMotionToStatic) {
@ -352,10 +405,12 @@ Motion = function() {
}
// frequency time wheel (foot / ground speed matching)
const DEFAULT_HIPS_TO_FEET = 1;
this.frequencyTimeWheelPos = 0;
this.frequencyTimeWheelRadius = 0.5;
this.frequencyTimeWheelRadius = DEFAULT_HIPS_TO_FEET / 2;
this.recentFrequencyTimeIncrements = [];
for (var i = 0; i < 8; i++) {
const FT_WHEEL_HISTORY_LENGTH = 8;
for (var i = 0; i < FT_WHEEL_HISTORY_LENGTH; i++) {
this.recentFrequencyTimeIncrements.push(0);
}
this.averageFrequencyTimeIncrement = 0;
@ -370,8 +425,9 @@ Motion = function() {
}
this.averageFrequencyTimeIncrement /= this.recentFrequencyTimeIncrements.length;
this.frequencyTimeWheelPos += angle;
if (this.frequencyTimeWheelPos >= 360) {
this.frequencyTimeWheelPos = this.frequencyTimeWheelPos % 360;
const FULL_CIRCLE = 360;
if (this.frequencyTimeWheelPos >= FULL_CIRCLE) {
this.frequencyTimeWheelPos = this.frequencyTimeWheelPos % FULL_CIRCLE;
}
}
@ -428,7 +484,7 @@ animationOperations = (function() {
} else {
jointTranslations.z = joint.thrust * Math.sin
(filter.degToRad(modifiers.thrustFrequencyMultiplier * ft + joint.thrustPhase)) + joint.thrustOffset;
}
}
return jointTranslations;
},
@ -516,7 +572,7 @@ animationOperations = (function() {
// harmonics
targetAnimation.harmonics = {};
if (isDefined(sourceAnimation.harmonics)) {
if (sourceAnimation.harmonics) {
targetAnimation.harmonics = JSON.parse(JSON.stringify(sourceAnimation.harmonics));
}
@ -524,26 +580,26 @@ animationOperations = (function() {
targetAnimation.filters = {};
for (i in sourceAnimation.filters) {
// are any filters specified for this joint?
if (isDefined(sourceAnimation.filters[i])) {
if (sourceAnimation.filters[i]) {
targetAnimation.filters[i] = sourceAnimation.filters[i];
// wave shapers
if (isDefined(sourceAnimation.filters[i].pitchFilter)) {
if (sourceAnimation.filters[i].pitchFilter) {
targetAnimation.filters[i].pitchFilter = sourceAnimation.filters[i].pitchFilter;
}
if (isDefined(sourceAnimation.filters[i].yawFilter)) {
if (sourceAnimation.filters[i].yawFilter) {
targetAnimation.filters[i].yawFilter = sourceAnimation.filters[i].yawFilter;
}
if (isDefined(sourceAnimation.filters[i].rollFilter)) {
if (sourceAnimation.filters[i].rollFilter) {
targetAnimation.filters[i].rollFilter = sourceAnimation.filters[i].rollFilter;
}
// LP filters
if (isDefined(sourceAnimation.filters[i].swayLPFilter)) {
if (sourceAnimation.filters[i].swayLPFilter) {
targetAnimation.filters[i].swayLPFilter = sourceAnimation.filters[i].swayLPFilter;
}
if (isDefined(sourceAnimation.filters[i].bobLPFilter)) {
if (sourceAnimation.filters[i].bobLPFilter) {
targetAnimation.filters[i].bobLPFilter = sourceAnimation.filters[i].bobLPFilter;
}
if (isDefined(sourceAnimation.filters[i].thrustLPFilter)) {
if (sourceAnimation.filters[i].thrustLPFilter) {
targetAnimation.filters[i].thrustLPFilter = sourceAnimation.filters[i].thrustLPFilter;
}
}
@ -618,6 +674,11 @@ TransitionParameters = function() {
this.reachPoseNames = [];
}
const QUARTER_CYCLE = 90;
const HALF_CYCLE = 180;
const THREE_QUARTER_CYCLE = 270;
const FULL_CYCLE = 360;
// 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;
}
}

View file

@ -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/

View file

@ -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();

View file

@ -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));
}