diff --git a/examples/html/walkSettings.html b/examples/html/walkSettings.html
index cc9e8793f7..7c9b7fbbf7 100644
--- a/examples/html/walkSettings.html
+++ b/examples/html/walkSettings.html
@@ -37,11 +37,9 @@
}
});
}
-
elArmsFree.addEventListener("change", emitUpdate);
elFootstepSounds.addEventListener("change", emitUpdate);
elBlenderPreRotations.addEventListener("change", emitUpdate);
-
elPower.addEventListener("click", function() {
EventBridge.emitWebEvent(JSON.stringify({
type: "powerToggle"
diff --git a/examples/html/walkStyle.css b/examples/html/walkStyle.css
index 26fb085393..22f465411a 100644
--- a/examples/html/walkStyle.css
+++ b/examples/html/walkStyle.css
@@ -45,4 +45,4 @@ input[type=button] {
border: 0;
color: #fff;
font-weight: bold;
-}
\ No newline at end of file
+}
diff --git a/examples/libraries/walkApi.js b/examples/libraries/walkApi.js
index 3144b9df45..94357b97dc 100644
--- a/examples/libraries/walkApi.js
+++ b/examples/libraries/walkApi.js
@@ -2,10 +2,10 @@
// walkApi.js
// version 1.3
//
-// Created by David Wooldridge, Autumn 2014
-// Copyright © 2015 High Fidelity, Inc.
+// Created by David Wooldridge, June 2015
+// Copyright © 2014 - 2015 High Fidelity, Inc.
//
-// Exposes API for use by walk.js version 1.2+.
+// Exposes API for use by walk.js version 1.2+.
//
// Editing tools for animation data files available here: https://github.com/DaveDubUK/walkTools
//
@@ -32,7 +32,7 @@ const SAWTOOTH = 1;
const TRIANGLE = 2;
const SQUARE = 4;
-// constants used by walk.js and walkApi.js
+// constants used by walk.js and walkApi.js
const MAX_WALK_SPEED = 2.9; // peak, by observation
const MAX_FT_WHEEL_INCREMENT = 25; // avoid fast walk when landing
const TOP_SPEED = 300;
@@ -62,7 +62,7 @@ Avatar = function() {
const HYDRA_TRIGGERS = 2;
const HYDRA_CONTROLLERS_PER_TRIGGER = 2;
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
- if (numberOfButtons == HYDRA_BUTTONS &&
+ if (numberOfButtons == HYDRA_BUTTONS &&
numberOfTriggers == HYDRA_TRIGGERS &&
controllersPerTrigger == HYDRA_CONTROLLERS_PER_TRIGGER) {
print('walk.js info: Razer Hydra detected. Setting arms free (not controlled by script)');
@@ -75,7 +75,7 @@ Avatar = function() {
// settings
this.headFree = true;
this.armsFree = this.hydraCheck(); // automatically sets true to enable Hydra support - temporary fix
- this.makesFootStepSounds = false;
+ this.makesFootStepSounds = false;
this.isBlenderExport = false; // temporary fix
this.animationSet = undefined; // currently just one animation set
this.setAnimationSet = function(animationSet) {
@@ -121,8 +121,8 @@ Avatar = function() {
}
}
this.calibration.hipsToFeet = MyAvatar.getJointPosition("Hips").y - MyAvatar.getJointPosition("RightToeBase").y;
-
- // maybe measuring before Blender pre-rotations have been applied?
+
+ // maybe measuring before Blender pre-rotations have been applied?
if (this.calibration.hipsToFeet < 0 && this.isBlenderExport) {
this.calibration.hipsToFeet *= -1;
}
@@ -165,7 +165,7 @@ Avatar = function() {
// footsteps
this.nextStep = RIGHT; // the first step is right, because the waveforms say so
-
+
this.leftAudioInjector = null;
this.rightAudioInjector = null;
this.makeFootStepSound = function() {
@@ -229,7 +229,7 @@ Motion = function() {
// orientation, locomotion and timing
this.velocity = {x:0, y:0, z:0};
this.acceleration = {x:0, y:0, z:0};
- this.yaw = Quat.safeEulerAngles(MyAvatar.orientation).y; // MyAvatar.orientation.y; //
+ this.yaw = Quat.safeEulerAngles(MyAvatar.orientation).y;
this.yawDelta = 0;
this.yawDeltaAcceleration = 0;
this.direction = FORWARDS;
@@ -241,12 +241,12 @@ Motion = function() {
this.lastYaw = Quat.safeEulerAngles(MyAvatar.orientation).y;
this.lastYawDelta = 0;
this.lastYawDeltaAcceleration = 0;
-
+
// Quat.safeEulerAngles(MyAvatar.orientation).y tends to repeat values between frames, so values are filtered
var YAW_SMOOTHING = 22;
- this.yawFilter = filter.createAveragingFilter(YAW_SMOOTHING); //createButterworthFilter(); //
- this.deltaTimeFilter = filter.createAveragingFilter(YAW_SMOOTHING); //createButterworthFilter(); //
- this.yawDeltaAccelerationFilter = filter.createAveragingFilter(YAW_SMOOTHING); //createButterworthFilter(); //
+ this.yawFilter = filter.createAveragingFilter(YAW_SMOOTHING);
+ this.deltaTimeFilter = filter.createAveragingFilter(YAW_SMOOTHING);
+ this.yawDeltaAccelerationFilter = filter.createAveragingFilter(YAW_SMOOTHING);
// assess locomotion state
this.assess = function(deltaTime) {
@@ -350,16 +350,16 @@ Motion = function() {
var surfaceMotion = isOnSurface && this.isMoving;
var acceleratingAndAirborne = this.isAccelerating && !isOnSurface;
var goingTooFastToWalk = !this.isDecelerating && this.isFlyingSpeed;
- var movingDirectlyUpOrDown = (this.direction === UP || this.direction === DOWN) // && lateralVelocity < MOVE_THRESHOLD;
+ var movingDirectlyUpOrDown = (this.direction === UP || this.direction === DOWN)
var maybeBouncing = Math.abs(this.acceleration.y > BOUNCE_ACCELERATION_THRESHOLD) ? true : false;
// we now have enough information to set the appropriate locomotion mode
switch (this.state) {
case STATIC:
- var staticToAirMotion = this.isMoving && (acceleratingAndAirborne || goingTooFastToWalk ||
+ var staticToAirMotion = this.isMoving && (acceleratingAndAirborne || goingTooFastToWalk ||
(movingDirectlyUpOrDown && !isOnSurface));
var staticToSurfaceMotion = surfaceMotion && !motion.isComingToHalt && !movingDirectlyUpOrDown &&
- !this.isDecelerating && lateralVelocity > MOVE_THRESHOLD;
+ !this.isDecelerating && lateralVelocity > MOVE_THRESHOLD;
if (staticToAirMotion) {
this.nextState = AIR_MOTION;
} else if (staticToSurfaceMotion) {
@@ -370,8 +370,8 @@ Motion = function() {
break;
case SURFACE_MOTION:
- var surfaceMotionToStatic = !this.isMoving ||
- (this.isDecelerating && motion.lastDirection !== DOWN && surfaceMotion &&
+ var surfaceMotionToStatic = !this.isMoving ||
+ (this.isDecelerating && motion.lastDirection !== DOWN && surfaceMotion &&
!maybeBouncing && Vec3.length(this.velocity) < MAX_WALK_SPEED);
var surfaceMotionToAirMotion = (acceleratingAndAirborne || goingTooFastToWalk || movingDirectlyUpOrDown) &&
(!surfaceMotion && isTakingOff) ||
@@ -391,8 +391,7 @@ Motion = function() {
case AIR_MOTION:
var airMotionToSurfaceMotion = (surfaceMotion || aboutToLand) && !movingDirectlyUpOrDown;
- var airMotionToStatic = !this.isMoving && this.direction === this.lastDirection; //||
- //this.isDeceleratingFast || isOnSurface;
+ var airMotionToStatic = !this.isMoving && this.direction === this.lastDirection;
if (airMotionToSurfaceMotion){
this.nextState = SURFACE_MOTION;
} else if (airMotionToStatic) {
@@ -484,7 +483,7 @@ animationOperations = (function() {
} else {
jointTranslations.z = joint.thrust * Math.sin
(filter.degToRad(modifiers.thrustFrequencyMultiplier * ft + joint.thrustPhase)) + joint.thrustOffset;
- }
+ }
return jointTranslations;
},
@@ -780,7 +779,7 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
if (this.lastTransition !== nullTransition) {
this.lastTransition.incrementRecursion();
}
-
+
// end of transition initialisation. begin Transition public methods
// keep up the pace for the frequency time wheel for the last animation
@@ -788,7 +787,7 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
var wheelAdvance = undefined;
if (this.lastAnimation === avatar.selectedWalkBlend &&
- this.nextAnimation === avatar.selectedIdle) {
+ this.nextAnimation === avatar.selectedIdle) {
if (this.degreesRemaining <= 0) {
// stop continued motion
wheelAdvance = 0;
@@ -855,7 +854,6 @@ Transition = function(nextAnimation, lastAnimation, lastTransition, playTransiti
// update transition progress
this.filteredProgress = filter.bezier(this.progress, this.parameters.easingLower, this.parameters.easingUpper);
- //if (this.progress >= 1) walkTools.toLog(this.lastAnimation.name + ' to '+ this.nextAnimation.name + ': done');
return this.progress >= 1 ? TRANSITION_COMPLETE : false;
};
diff --git a/examples/libraries/walkFilters.js b/examples/libraries/walkFilters.js
index 1734c81414..9f8c947b1f 100644
--- a/examples/libraries/walkFilters.js
+++ b/examples/libraries/walkFilters.js
@@ -3,7 +3,7 @@
// version 1.1
//
// Created by David Wooldridge, Autumn 2014
-// Copyright © 2015 High Fidelity, Inc.
+// Copyright © 2014 - 2015 High Fidelity, Inc.
//
// Provides a variety of filters for use by the walk.js script v1.2+
//
@@ -131,9 +131,9 @@ HarmonicsFilter = function(magnitudes, phaseAngles) {
// the main filter object literal
filter = (function() {
-
+
const HALF_CYCLE = 180;
-
+
// Bezier private variables
var _C1 = {x:0, y:0};
var _C4 = {x:1, y:1};
@@ -158,7 +158,7 @@ filter = (function() {
},
// these filters need instantiating, as they hold arrays of previous values
-
+
// simple averaging (LP) filter for damping / smoothing
createAveragingFilter: function(length) {
var newAveragingFilter = new AveragingFilter(length);
@@ -184,7 +184,7 @@ filter = (function() {
},
// the following filters do not need separate instances, as they hold no previous values
-
+
// Bezier response curve shaping for more natural transitions
bezier: function(input, C2, C3) {
// based on script by Dan Pupius (www.pupius.net) http://13thparallel.com/archive/bezier-curves/
diff --git a/examples/libraries/walkSettings.js b/examples/libraries/walkSettings.js
index 6175d8b9fe..2657eca605 100644
--- a/examples/libraries/walkSettings.js
+++ b/examples/libraries/walkSettings.js
@@ -2,8 +2,8 @@
// walkSettings.js
// version 0.1
//
-// Created by David Wooldridge, Summer 2015
-// Copyright © 2015 High Fidelity, Inc.
+// Created by David Wooldridge, June 2015
+// Copyright © 2014 - 2015 High Fidelity, Inc.
//
// Presents settings for walk.js
//
@@ -20,14 +20,14 @@ WalkSettings = function() {
const MARGIN_TOP = 145;
const ICON_SIZE = 50;
const ICON_ALPHA = 0.9;
-
+
var minimisedTab = Overlays.addOverlay("image", {
x: _innerWidth - MARGIN_RIGHT, y: Window.innerHeight - MARGIN_TOP,
width: ICON_SIZE, height: ICON_SIZE,
imageURL: pathToAssets + 'overlay-images/ddpa-minimised-ddpa-tab.png',
visible: true, alpha: ICON_ALPHA
});
-
+
function mousePressEvent(event) {
if (Overlays.getOverlayAtPoint(event) === minimisedTab) {
_visible = !_visible;
@@ -35,43 +35,36 @@ WalkSettings = function() {
}
}
Controller.mousePressEvent.connect(mousePressEvent);
-
+
Script.update.connect(function(deltaTime) {
if (window.innerWidth !== _innerWidth) {
_innerWidth = window.innerWidth;
Overlays.EditOverlay(minimisedTab, {x: _innerWidth - MARGIN_RIGHT});
}
});
-
+
function cleanup() {
Overlays.deleteOverlay(minimisedTab);
}
Script.scriptEnding.connect(cleanup);
-
- var _control = false;
+
var _shift = false;
function keyPressEvent(event) {
- if (event.text === "CONTROL") {
- _control = true;
- }
if (event.text === "SHIFT") {
_shift = true;
- }
+ }
if (_shift && (event.text === 'o' || event.text === 'O')) {
_visible = !_visible;
_webView.setVisible(_visible);
}
}
function keyReleaseEvent(event) {
- if (event.text === "CONTROL") {
- _control = false;
- }
if (event.text === "SHIFT") {
_shift = false;
- }
- }
- Controller.keyPressEvent.connect(keyPressEvent);
- Controller.keyReleaseEvent.connect(keyReleaseEvent);
+ }
+ }
+ Controller.keyPressEvent.connect(keyPressEvent);
+ Controller.keyReleaseEvent.connect(keyReleaseEvent);
// web window
var _url = Script.resolvePath('html/walkSettings.html');
@@ -84,7 +77,7 @@ WalkSettings = function() {
data = JSON.parse(data);
if (data.type == "init") {
- // send the current settings to the dialog
+ // send the current settings to the window
_webView.eventBridge.emitScriptEvent(JSON.stringify({
type: "update",
armsFree: avatar.armsFree,
@@ -94,7 +87,7 @@ WalkSettings = function() {
} else if (data.type == "powerToggle") {
motion.isLive = !motion.isLive;
} else if (data.type == "update") {
- // receive settings from the dialog
+ // receive settings from the window
avatar.armsFree = data.armsFree;
avatar.makesFootStepSounds = data.footstepSounds;
avatar.isBlenderExport = data.blenderPreRotations;
diff --git a/examples/walk.js b/examples/walk.js
index 0b57eb2ece..0c2e978eea 100644
--- a/examples/walk.js
+++ b/examples/walk.js
@@ -2,11 +2,11 @@
// walk.js
// version 1.25
//
-// Created by David Wooldridge, May 2015
-// Copyright © 2015 High Fidelity, Inc.
+// Created by David Wooldridge, June 2015
+// Copyright © 2014 - 2015 High Fidelity, Inc.
//
// Animates an avatar using procedural animation techniques.
-//
+//
// Editing tools for animation data files available here: https://github.com/DaveDubUK/walkTools
//
// Distributed under the Apache License, Version 2.0.
@@ -49,7 +49,7 @@ Script.include([
pathToAssets + "walkAssets.js"
]);
-// construct Avatar and Motion
+// construct Avatar and Motion
var avatar = new Avatar();
var motion = new Motion();
@@ -73,7 +73,7 @@ var flyBackwardFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING);
Script.update.connect(function(deltaTime) {
if (motion.isLive) {
-
+
// assess current locomotion state
motion.assess(deltaTime);
@@ -90,7 +90,7 @@ Script.update.connect(function(deltaTime) {
renderMotion();
// record this frame's parameters
- motion.saveHistory();
+ motion.saveHistory();
}
});
@@ -98,29 +98,29 @@ Script.update.connect(function(deltaTime) {
function setTransition(nextAnimation, playTransitionReachPoses) {
var lastTransition = motion.currentTransition;
var lastAnimation = avatar.currentAnimation;
-
+
// if already transitioning from a blended walk need to maintain the previous walk's direction
if (lastAnimation.lastDirection) {
switch(lastAnimation.lastDirection) {
-
+
case FORWARDS:
lastAnimation = avatar.selectedWalk;
break;
-
- case BACKWARDS:
+
+ case BACKWARDS:
lastAnimation = avatar.selectedWalkBackwards;
break;
-
+
case LEFT:
lastAnimation = avatar.selectedSideStepLeft;
break;
-
- case RIGHT:
+
+ case RIGHT:
lastAnimation = avatar.selectedSideStepRight;
- break;
+ break;
}
}
-
+
motion.currentTransition = new Transition(nextAnimation, lastAnimation, lastTransition, playTransitionReachPoses);
avatar.currentAnimation = nextAnimation;
@@ -137,10 +137,10 @@ function selectAnimation() {
// select appropriate animation. create transitions where appropriate
switch (motion.nextState) {
case STATIC: {
- if (avatar.distanceFromSurface < ON_SURFACE_THRESHOLD &&
- avatar.currentAnimation !== avatar.selectedIdle) {
+ if (avatar.distanceFromSurface < ON_SURFACE_THRESHOLD &&
+ avatar.currentAnimation !== avatar.selectedIdle) {
setTransition(avatar.selectedIdle, playTransitionReachPoses);
- } else if (!(avatar.distanceFromSurface < ON_SURFACE_THRESHOLD) &&
+ } else if (!(avatar.distanceFromSurface < ON_SURFACE_THRESHOLD) &&
avatar.currentAnimation !== avatar.selectedHover) {
setTransition(avatar.selectedHover, playTransitionReachPoses);
}
@@ -151,13 +151,13 @@ function selectAnimation() {
case SURFACE_MOTION: {
// walk transition reach poses are currently only specified for starting to walk forwards
- playTransitionReachPoses = (motion.direction === FORWARDS);
+ playTransitionReachPoses = (motion.direction === FORWARDS);
var isAlreadyWalking = (avatar.currentAnimation === avatar.selectedWalkBlend);
-
+
switch (motion.direction) {
case FORWARDS:
if (avatar.selectedWalkBlend.lastDirection !== FORWARDS) {
- animationOperations.deepCopy(avatar.selectedWalk, avatar.selectedWalkBlend);
+ animationOperations.deepCopy(avatar.selectedWalk, avatar.selectedWalkBlend);
avatar.calibration.strideLength = avatar.selectedWalk.calibration.strideLength;
}
avatar.selectedWalkBlend.lastDirection = FORWARDS;
@@ -165,7 +165,7 @@ function selectAnimation() {
case BACKWARDS:
if (avatar.selectedWalkBlend.lastDirection !== BACKWARDS) {
- animationOperations.deepCopy(avatar.selectedWalkBackwards, avatar.selectedWalkBlend);
+ animationOperations.deepCopy(avatar.selectedWalkBackwards, avatar.selectedWalkBlend);
avatar.calibration.strideLength = avatar.selectedWalkBackwards.calibration.strideLength;
}
avatar.selectedWalkBlend.lastDirection = BACKWARDS;
@@ -182,7 +182,7 @@ function selectAnimation() {
avatar.selectedWalkBlend.lastDirection = RIGHT;
avatar.calibration.strideLength = avatar.selectedSideStepRight.calibration.strideLength;
break;
-
+
default:
// condition occurs when the avi goes through the floor due to collision hull errors
animationOperations.deepCopy(avatar.selectedWalk, avatar.selectedWalkBlend);
@@ -190,7 +190,7 @@ function selectAnimation() {
avatar.calibration.strideLength = avatar.selectedWalk.calibration.strideLength;
break;
}
-
+
if (!isAlreadyWalking && !motion.isComingToHalt) {
setTransition(avatar.selectedWalkBlend, playTransitionReachPoses);
}
@@ -206,18 +206,18 @@ function selectAnimation() {
var velocityMagnitude = Vec3.length(motion.velocity);
var verticalProportion = motion.velocity.y / velocityMagnitude;
var thrustProportion = motion.velocity.z / velocityMagnitude / 2;
-
+
// directional components
var upComponent = motion.velocity.y > 0 ? verticalProportion : 0;
var downComponent = motion.velocity.y < 0 ? -verticalProportion : 0;
var forwardComponent = motion.velocity.z < 0 ? -thrustProportion : 0;
var backwardComponent = motion.velocity.z > 0 ? thrustProportion : 0;
-
+
// smooth / damp directional components to add visual 'weight'
upComponent = flyUpFilter.process(upComponent);
downComponent = flyDownFilter.process(downComponent);
forwardComponent = flyForwardFilter.process(forwardComponent);
- backwardComponent = flyBackwardFilter.process(backwardComponent);
+ backwardComponent = flyBackwardFilter.process(backwardComponent);
// normalise directional components
var normaliser = upComponent + downComponent + forwardComponent + backwardComponent;
@@ -225,7 +225,7 @@ function selectAnimation() {
downComponent = downComponent / normaliser;
forwardComponent = forwardComponent / normaliser;
backwardComponent = backwardComponent / normaliser;
-
+
// blend animations proportionally
if (upComponent > 0) {
animationOperations.blendAnimation(avatar.selectedFlyUp,
@@ -274,7 +274,7 @@ function determineStride() {
wheelAdvance = filter.radToDeg(motion.deltaTime * ftWheelAngularVelocity);
} else {
// turn the frequency time wheel by the amount specified for this animation
- wheelAdvance = filter.radToDeg(avatar.currentAnimation.calibration.frequency * motion.deltaTime);
+ wheelAdvance = filter.radToDeg(avatar.currentAnimation.calibration.frequency * motion.deltaTime);
}
if (motion.currentTransition !== nullTransition) {
@@ -291,20 +291,20 @@ function determineStride() {
}
motion.currentTransition.advancePreviousFrequencyTimeWheel(motion.deltaTime);
}
-
+
// avoid unnaturally fast walking when landing at speed - simulates skimming / skidding
if (Math.abs(wheelAdvance) > MAX_FT_WHEEL_INCREMENT) {
wheelAdvance = 0;
}
-
+
// advance the walk wheel the appropriate amount
motion.advanceFrequencyTimeWheel(wheelAdvance);
// walking? then see if it's a good time to measure the stride length (needs to be at least 97% of max walking speed)
const ALMOST_ONE = 0.97;
- if (avatar.currentAnimation === avatar.selectedWalkBlend &&
+ if (avatar.currentAnimation === avatar.selectedWalkBlend &&
(Vec3.length(motion.velocity) / MAX_WALK_SPEED > ALMOST_ONE)) {
-
+
var strideMaxAt = avatar.currentAnimation.calibration.strideMaxAt;
const TOLERANCE = 1.0;
@@ -348,7 +348,7 @@ function updateTransitions() {
// helper function for renderMotion(). calculate the amount to lean forwards (or backwards) based on the avi's velocity
function getLeanPitch() {
var leanProgress = 0;
-
+
if (motion.direction === DOWN ||
motion.direction === FORWARDS ||
motion.direction === BACKWARDS) {
@@ -364,7 +364,7 @@ function getLeanRoll() {
var leanRollProgress = 0;
var linearContribution = 0;
const LOG_SCALER = 8;
-
+
if (Vec3.length(motion.velocity) > 0) {
linearContribution = (Math.log(Vec3.length(motion.velocity) / TOP_SPEED) + LOG_SCALER) / LOG_SCALER;
}
@@ -375,7 +375,7 @@ function getLeanRoll() {
leanRollProgress = filter.bezier(leanRollProgress, {x: 1, y: 0}, {x: 1, y: 0});
// which way to lean?
var turnSign = (motion.yawDelta >= 0) ? 1 : -1;
-
+
if (motion.direction === BACKWARDS ||
motion.direction === LEFT) {
turnSign *= -1;
@@ -409,7 +409,7 @@ function renderMotion() {
// factor any leaning into the hips offset
hipsTranslations.z += avatar.calibration.hipsToFeet * Math.sin(filter.degToRad(leanPitch));
hipsTranslations.x += avatar.calibration.hipsToFeet * Math.sin(filter.degToRad(leanRoll));
-
+
// ensure skeleton offsets are within the 1m limit
hipsTranslations.x = hipsTranslations.x > 1 ? 1 : hipsTranslations.x;
hipsTranslations.x = hipsTranslations.x < -1 ? -1 : hipsTranslations.x;
@@ -422,7 +422,7 @@ function renderMotion() {
// play footfall sound?
var producingFootstepSounds = (avatar.currentAnimation === avatar.selectedWalkBlend) && avatar.makesFootStepSounds;
-
+
if (motion.currentTransition !== nullTransition && avatar.makesFootStepSounds) {
if (motion.currentTransition.nextAnimation === avatar.selectedWalkBlend ||
motion.currentTransition.lastAnimation === avatar.selectedWalkBlend) {
@@ -433,8 +433,8 @@ function renderMotion() {
const QUARTER_CYCLE = 90;
const THREE_QUARTER_CYCLE = 270;
var ftWheelPosition = motion.frequencyTimeWheelPos;
-
- if (motion.currentTransition !== nullTransition &&
+
+ if (motion.currentTransition !== nullTransition &&
motion.currentTransition.lastAnimation === avatar.selectedWalkBlend) {
ftWheelPosition = motion.currentTransition.lastFrequencyTimeWheelPos;
}
@@ -453,7 +453,7 @@ function renderMotion() {
// ignore arms / head rotations if options are selected in the settings
if (avatar.armsFree && (joint.IKChain === "LeftArm" || joint.IKChain === "RightArm")) {
continue;
- }
+ }
if (avatar.headFree && joint.IKChain === "Head") {
continue;
}
@@ -469,13 +469,13 @@ function renderMotion() {
motion.frequencyTimeWheelPos,
motion.direction);
}
-
+
// apply angular velocity and speed induced leaning
if (jointName === "Hips") {
jointRotations.x += leanPitch;
jointRotations.z += leanRoll;
}
-
+
// apply rotations
MyAvatar.setJointData(jointName, Quat.fromVec3Degrees(jointRotations));
}