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Merge pull request #3760 from DaveDubUK/20142
CR for Job #20142 - Walk Cycle Polish Description
This commit is contained in:
commit
22dbebbe09
5 changed files with 5797 additions and 3709 deletions
412
examples/libraries/walkApi.js
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412
examples/libraries/walkApi.js
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//
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// walkObjects.js
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//
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// version 1.001
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//
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// Created by David Wooldridge, Autumn 2014
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//
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// Motion, state and Transition objects for use by the walk.js script v1.1
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//
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// Distributed under the Apache License, Version 2.0.
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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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// constructor for the Motion object
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Motion = function() {
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this.setGender = function(gender) {
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this.avatarGender = gender;
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switch(this.avatarGender) {
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case MALE:
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this.selWalk = walkAssets.maleStandardWalk;
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this.selStand = walkAssets.maleStandOne;
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this.selFlyUp = walkAssets.maleFlyingUp;
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this.selFly = walkAssets.maleFlying;
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this.selFlyDown = walkAssets.maleFlyingDown;
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this.selSideStepLeft = walkAssets.maleSideStepLeft;
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this.selSideStepRight = walkAssets.maleSideStepRight;
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this.curAnim = this.selStand;
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return;
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case FEMALE:
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this.selWalk = walkAssets.femaleStandardWalk;
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this.selStand = walkAssets.femaleStandOne;
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this.selFlyUp = walkAssets.femaleFlyingUp;
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this.selFly = walkAssets.femaleFlying;
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this.selFlyDown = walkAssets.femaleFlyingDown;
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this.selSideStepLeft = walkAssets.femaleSideStepLeft;
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this.selSideStepRight = walkAssets.femaleSideStepRight;
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this.curAnim = this.selStand;
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return;
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}
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}
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this.hydraCheck = function() {
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// function courtesy of Thijs Wenker, frisbee.js
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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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var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
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hydrasConnected = (numberOfButtons == 12 && numberOfTriggers == 2 && controllersPerTrigger == 2);
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return hydrasConnected;
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}
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// settings
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this.armsFree = this.hydraCheck(); // automatically sets true for Hydra support - temporary fix
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this.makesFootStepSounds = true;
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this.avatarGender = MALE;
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this.motionPitchMax = 60;
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this.motionRollMax = 40;
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// timing
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this.frameStartTime = 0; // used for measuring frame execution times
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this.frameExecutionTimeMax = 0; // keep track of the longest frame execution time
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this.cumulativeTime = 0.0;
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this.lastWalkStartTime = 0;
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// selected animations
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this.selWalk = walkAssets.maleStandardWalk;
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this.selStand = walkAssets.maleStandOne;
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this.selFlyUp = walkAssets.maleFlyingUp;
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this.selFly = walkAssets.maleFlying;
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this.selFlyDown = walkAssets.maleFlyingDown;
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this.selSideStepLeft = walkAssets.maleSideStepLeft;
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this.selSideStepRight = walkAssets.maleSideStepRight;
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// the currently selected animation, joint and transition
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this.curAnim = this.selStand;
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this.curJointIndex = 0;
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this.curTransition = null;
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// zero out avi's joints, curl the fingers nicely then take some measurements
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this.avatarJointNames = MyAvatar.getJointNames();
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if (!this.armsFree) {
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for (var i = 0; i < this.avatarJointNames.length; i++) {
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if (i > 17 || i < 34) {
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// left hand fingers
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MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(16, 0, 0));
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} else if (i > 33 || i < 38) {
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// left hand thumb
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MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(4, 0, 0));
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} else if (i > 41 || i < 58) {
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// right hand fingers
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MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(16, 0, 0));
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} else if (i > 57 || i < 62) {
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// right hand thumb
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MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(4, 0, 0));
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} else {
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// zero out the remaining joints
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MyAvatar.clearJointData(this.avatarJointNames[i]);
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}
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}
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}
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this.footRPos = MyAvatar.getJointPosition("RightFoot");
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this.hipsToFeet = MyAvatar.getJointPosition("Hips").y - this.footRPos.y;
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// walkwheel (foot / ground speed matching)
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this.direction = FORWARDS;
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this.nextStep = RIGHT;
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this.nFrames = 0;
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this.strideLength = this.selWalk.calibration.strideLengthForwards;
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this.walkWheelPos = 0;
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this.advanceWalkWheel = function(angle){
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this.walkWheelPos += angle;
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if (motion.walkWheelPos >= 360) {
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this.walkWheelPos = this.walkWheelPos % 360;
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}
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}
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// last frame history
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this.lastDirection = 0;
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this.lastVelocity = 0;
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this.lastStrideLength = 0; // kept for use during transitions
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}; // end Motion constructor
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// finite state machine
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state = (function () {
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return {
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// the finite list of states
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STANDING: 1,
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WALKING: 2,
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SIDE_STEP: 3,
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FLYING: 4,
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EDIT_WALK_STYLES: 5,
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EDIT_WALK_TWEAKS: 6,
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EDIT_WALK_JOINTS: 7,
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EDIT_STANDING: 8,
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EDIT_FLYING: 9,
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EDIT_FLYING_UP: 10,
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EDIT_FLYING_DOWN: 11,
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EDIT_SIDESTEP_LEFT: 12,
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EDIT_SIDESTEP_RIGHT: 14,
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currentState: this.STANDING,
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// status vars
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powerOn: true,
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minimised: true,
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editing: false,
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editingTranslation: false,
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setInternalState: function(newInternalState) {
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switch (newInternalState) {
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case this.WALKING:
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this.currentState = this.WALKING;
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this.editing = false;
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motion.lastWalkStartTime = new Date().getTime();
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walkInterface.updateMenu();
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return;
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case this.FLYING:
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this.currentState = this.FLYING;
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this.editing = false;
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motion.lastWalkStartTime = 0;
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walkInterface.updateMenu();
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return;
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case this.SIDE_STEP:
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this.currentState = this.SIDE_STEP;
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this.editing = false;
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motion.lastWalkStartTime = new Date().getTime();
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walkInterface.updateMenu();
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return;
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case this.EDIT_WALK_STYLES:
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this.currentState = this.EDIT_WALK_STYLES;
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this.editing = true;
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motion.lastWalkStartTime = new Date().getTime();
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motion.curAnim = motion.selWalk;
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walkInterface.updateMenu();
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return;
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case this.EDIT_WALK_TWEAKS:
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this.currentState = this.EDIT_WALK_TWEAKS;
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this.editing = true;
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motion.lastWalkStartTime = new Date().getTime();
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motion.curAnim = motion.selWalk;
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walkInterface.updateMenu();
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return;
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case this.EDIT_WALK_JOINTS:
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this.currentState = this.EDIT_WALK_JOINTS;
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this.editing = true;
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motion.lastWalkStartTime = new Date().getTime();
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motion.curAnim = motion.selWalk;
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walkInterface.updateMenu();
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return;
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case this.EDIT_STANDING:
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this.currentState = this.EDIT_STANDING;
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this.editing = true;
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motion.lastWalkStartTime = 0;
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motion.curAnim = motion.selStand;
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walkInterface.updateMenu();
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return;
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case this.EDIT_SIDESTEP_LEFT:
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this.currentState = this.EDIT_SIDESTEP_LEFT;
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this.editing = true;
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motion.lastWalkStartTime = new Date().getTime();
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motion.curAnim = motion.selSideStepLeft;
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walkInterface.updateMenu();
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return;
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case this.EDIT_SIDESTEP_RIGHT:
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this.currentState = this.EDIT_SIDESTEP_RIGHT;
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this.editing = true;
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motion.lastWalkStartTime = new Date().getTime();
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motion.curAnim = motion.selSideStepRight;
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walkInterface.updateMenu();
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return;
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case this.EDIT_FLYING:
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this.currentState = this.EDIT_FLYING;
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this.editing = true;
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motion.lastWalkStartTime = 0;
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motion.curAnim = motion.selFly;
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walkInterface.updateMenu();
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return;
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case this.EDIT_FLYING_UP:
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this.currentState = this.EDIT_FLYING_UP;
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this.editing = true;
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motion.lastWalkStartTime = 0;
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motion.curAnim = motion.selFlyUp;
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walkInterface.updateMenu();
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return;
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case this.EDIT_FLYING_DOWN:
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this.currentState = this.EDIT_FLYING_DOWN;
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this.editing = true;
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motion.lastWalkStartTime = 0;
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motion.curAnim = motion.selFlyDown;
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walkInterface.updateMenu();
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return;
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case this.STANDING:
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default:
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this.currentState = this.STANDING;
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this.editing = false;
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motion.lastWalkStartTime = 0;
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motion.curAnim = motion.selStand;
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walkInterface.updateMenu();
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// initialisation - runs at script startup only
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if (motion.strideLength === 0) {
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motion.setGender(MALE);
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if (motion.direction === BACKWARDS) {
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motion.strideLength = motion.selWalk.calibration.strideLengthBackwards;
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} else {
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motion.strideLength = motion.selWalk.calibration.strideLengthForwards;
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}
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}
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return;
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}
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}
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}
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})(); // end state object literal
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// constructor for animation Transition
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Transition = function(lastAnimation, nextAnimation, reachPoses, transitionDuration, easingLower, easingUpper) {
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this.lastAnim = lastAnimation; // name of last animation
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this.nextAnimation = nextAnimation; // name of next animation
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if (lastAnimation === motion.selWalk ||
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nextAnimation === motion.selSideStepLeft ||
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nextAnimation === motion.selSideStepRight) {
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// boolean - is the last animation a walking animation?
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this.walkingAtStart = true;
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} else {
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this.walkingAtStart = false;
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}
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if (nextAnimation === motion.selWalk ||
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nextAnimation === motion.selSideStepLeft ||
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nextAnimation === motion.selSideStepRight) {
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// boolean - is the next animation a walking animation?
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this.walkingAtEnd = true;
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} else {
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this.walkingAtEnd = false;
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}
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this.reachPoses = reachPoses; // placeholder / stub: array of reach poses for squash and stretch techniques
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this.transitionDuration = transitionDuration; // length of transition (seconds)
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this.easingLower = easingLower; // Bezier curve handle (normalised)
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this.easingUpper = easingUpper; // Bezier curve handle (normalised)
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this.startTime = new Date().getTime(); // Starting timestamp (seconds)
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this.progress = 0; // how far are we through the transition?
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this.walkWheelIncrement = 3; // how much to turn the walkwheel each frame when transitioning to / from walking
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this.walkWheelAdvance = 0; // how many degrees the walk wheel has been advanced during the transition
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this.walkStopAngle = 0; // what angle should we stop the walk cycle?
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}; // end Transition constructor
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walkAssets = (function () {
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// path to the sounds used for the footsteps
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var _pathToSounds = 'https://s3.amazonaws.com/hifi-public/sounds/Footsteps/';
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// read in the sounds
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var _footsteps = [];
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_footsteps.push(new Sound(_pathToSounds+"FootstepW2Left-12db.wav"));
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_footsteps.push(new Sound(_pathToSounds+"FootstepW2Right-12db.wav"));
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_footsteps.push(new Sound(_pathToSounds+"FootstepW3Left-12db.wav"));
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_footsteps.push(new Sound(_pathToSounds+"FootstepW3Right-12db.wav"));
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_footsteps.push(new Sound(_pathToSounds+"FootstepW5Left-12db.wav"));
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_footsteps.push(new Sound(_pathToSounds+"FootstepW5Right-12db.wav"));
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// load the animation datafiles
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Script.include(pathToAssets+"animations/dd-female-standard-walk-animation.js");
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Script.include(pathToAssets+"animations/dd-female-flying-up-animation.js");
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Script.include(pathToAssets+"animations/dd-female-flying-animation.js");
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Script.include(pathToAssets+"animations/dd-female-flying-down-animation.js");
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Script.include(pathToAssets+"animations/dd-female-standing-one-animation.js");
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Script.include(pathToAssets+"animations/dd-female-sidestep-left-animation.js");
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Script.include(pathToAssets+"animations/dd-female-sidestep-right-animation.js");
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Script.include(pathToAssets+"animations/dd-male-standard-walk-animation.js");
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Script.include(pathToAssets+"animations/dd-male-flying-up-animation.js");
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Script.include(pathToAssets+"animations/dd-male-flying-animation.js");
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Script.include(pathToAssets+"animations/dd-male-flying-down-animation.js");
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Script.include(pathToAssets+"animations/dd-male-standing-one-animation.js");
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Script.include(pathToAssets+"animations/dd-male-sidestep-left-animation.js");
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Script.include(pathToAssets+"animations/dd-male-sidestep-right-animation.js");
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// read in the animation files
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var _FemaleStandardWalkFile = new FemaleStandardWalk();
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var _femaleStandardWalk = _FemaleStandardWalkFile.loadAnimation();
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var _FemaleFlyingUpFile = new FemaleFlyingUp();
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var _femaleFlyingUp = _FemaleFlyingUpFile.loadAnimation();
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var _FemaleFlyingFile = new FemaleFlying();
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var _femaleFlying = _FemaleFlyingFile.loadAnimation();
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var _FemaleFlyingDownFile = new FemaleFlyingDown();
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var _femaleFlyingDown = _FemaleFlyingDownFile.loadAnimation();
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var _FemaleStandOneFile = new FemaleStandingOne();
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var _femaleStandOne = _FemaleStandOneFile.loadAnimation();
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var _FemaleSideStepLeftFile = new FemaleSideStepLeft();
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var _femaleSideStepLeft = _FemaleSideStepLeftFile.loadAnimation();
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var _FemaleSideStepRightFile = new FemaleSideStepRight();
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var _femaleSideStepRight = _FemaleSideStepRightFile.loadAnimation();
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var _MaleStandardWalkFile = new MaleStandardWalk(filter);
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var _maleStandardWalk = _MaleStandardWalkFile.loadAnimation();
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var _MaleFlyingUpFile = new MaleFlyingUp();
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var _maleFlyingUp = _MaleFlyingUpFile.loadAnimation();
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var _MaleFlyingFile = new MaleFlying();
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var _maleFlying = _MaleFlyingFile.loadAnimation();
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var _MaleFlyingDownFile = new MaleFlyingDown();
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var _maleFlyingDown = _MaleFlyingDownFile.loadAnimation();
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var _MaleStandOneFile = new MaleStandingOne();
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var _maleStandOne = _MaleStandOneFile.loadAnimation();
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var _MaleSideStepLeftFile = new MaleSideStepLeft();
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var _maleSideStepLeft = _MaleSideStepLeftFile.loadAnimation();
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var _MaleSideStepRightFile = new MaleSideStepRight();
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var _maleSideStepRight = _MaleSideStepRightFile.loadAnimation();
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return {
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// expose the sound assets
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footsteps: _footsteps,
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// expose the animation assets
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femaleStandardWalk: _femaleStandardWalk,
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femaleFlyingUp: _femaleFlyingUp,
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femaleFlying: _femaleFlying,
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femaleFlyingDown: _femaleFlyingDown,
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femaleStandOne: _femaleStandOne,
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femaleSideStepLeft: _femaleSideStepLeft,
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femaleSideStepRight: _femaleSideStepRight,
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maleStandardWalk: _maleStandardWalk,
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maleFlyingUp: _maleFlyingUp,
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maleFlying: _maleFlying,
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maleFlyingDown: _maleFlyingDown,
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maleStandOne: _maleStandOne,
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maleSideStepLeft: _maleSideStepLeft,
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maleSideStepRight: _maleSideStepRight,
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}
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})();
|
225
examples/libraries/walkFilters.js
Normal file
225
examples/libraries/walkFilters.js
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//
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// walkFilters.js
|
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//
|
||||
// version 1.001
|
||||
//
|
||||
// Created by David Wooldridge, Autumn 2014
|
||||
//
|
||||
// Provides a variety of filters for use by the walk.js script v1.1
|
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//
|
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// Distributed under the Apache License, Version 2.0.
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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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AveragingFilter = function(length) {
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//this.name = name;
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this.pastValues = [];
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|
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for(var i = 0; i < length; i++) {
|
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this.pastValues.push(0);
|
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}
|
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|
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// single arg is the nextInputValue
|
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this.process = function() {
|
||||
|
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if (this.pastValues.length === 0 && arguments[0]) {
|
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return arguments[0];
|
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} else if (arguments[0]) {
|
||||
// apply quick and simple LP filtering
|
||||
this.pastValues.push(arguments[0]);
|
||||
this.pastValues.shift();
|
||||
var nextOutputValue = 0;
|
||||
for (var ea in this.pastValues) nextOutputValue += this.pastValues[ea];
|
||||
return nextOutputValue / this.pastValues.length;
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
// 2nd order Butterworth LP filter - calculate coeffs here: http://www-users.cs.york.ac.uk/~fisher/mkfilter/trad.html
|
||||
// provides LP filtering with a more stable frequency / phase response
|
||||
ButterworthFilter = function(cutOff) {
|
||||
|
||||
// cut off frequency = 5Hz
|
||||
this.gain = 20.20612010;
|
||||
this.coeffOne = -0.4775922501;
|
||||
this.coeffTwo = 1.2796324250;
|
||||
|
||||
// initialise the arrays
|
||||
this.xv = [];
|
||||
this.yv = [];
|
||||
for(var i = 0; i < 3; i++) {
|
||||
this.xv.push(0);
|
||||
this.yv.push(0);
|
||||
}
|
||||
|
||||
// process values
|
||||
this.process = function(nextInputValue) {
|
||||
|
||||
this.xv[0] = this.xv[1];
|
||||
this.xv[1] = this.xv[2];
|
||||
this.xv[2] = nextInputValue / this.gain;
|
||||
|
||||
this.yv[0] = this.yv[1];
|
||||
this.yv[1] = this.yv[2];
|
||||
this.yv[2] = (this.xv[0] + this.xv[2]) +
|
||||
2 * this.xv[1] +
|
||||
(this.coeffOne * this.yv[0]) +
|
||||
(this.coeffTwo * this.yv[1]);
|
||||
|
||||
return this.yv[2];
|
||||
};
|
||||
}; // end Butterworth filter contructor
|
||||
|
||||
// Add harmonics to a given sine wave to form square, sawtooth or triangle waves
|
||||
// Geometric wave synthesis fundamentals taken from: http://hyperphysics.phy-astr.gsu.edu/hbase/audio/geowv.html
|
||||
WaveSynth = function(waveShape, numHarmonics, smoothing) {
|
||||
|
||||
this.numHarmonics = numHarmonics;
|
||||
this.waveShape = waveShape;
|
||||
this.averagingFilter = new AveragingFilter(smoothing);
|
||||
|
||||
// NB: frequency in radians
|
||||
this.shapeWave = function(frequency) {
|
||||
|
||||
// make some shapes
|
||||
var harmonics = 0;
|
||||
var multiplier = 0;
|
||||
var iterations = this.numHarmonics * 2 + 2;
|
||||
if (this.waveShape === TRIANGLE) {
|
||||
iterations++;
|
||||
}
|
||||
|
||||
for(var n = 2; n < iterations; n++) {
|
||||
|
||||
switch(this.waveShape) {
|
||||
|
||||
case SAWTOOTH: {
|
||||
|
||||
multiplier = 1 / n;
|
||||
harmonics += multiplier * Math.sin(n * frequency);
|
||||
break;
|
||||
}
|
||||
|
||||
case TRIANGLE: {
|
||||
|
||||
if (n % 2 === 1) {
|
||||
var mulitplier = 1 / (n * n);
|
||||
// multiply (4n-1)th harmonics by -1
|
||||
if (n === 3 || n === 7 || n === 11 || n === 15) {
|
||||
mulitplier *= -1;
|
||||
}
|
||||
harmonics += mulitplier * Math.sin(n * frequency);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case SQUARE: {
|
||||
|
||||
if (n % 2 === 1) {
|
||||
multiplier = 1 / n;
|
||||
harmonics += multiplier * Math.sin(n * frequency);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// smooth the result and return
|
||||
return this.averagingFilter.process(harmonics);
|
||||
};
|
||||
};
|
||||
|
||||
// Create a wave shape by summing pre-calcualted sinusoidal harmonics
|
||||
HarmonicsFilter = function(magnitudes, phaseAngles) {
|
||||
|
||||
this.magnitudes = magnitudes;
|
||||
this.phaseAngles = phaseAngles;
|
||||
|
||||
this.calculate = function(twoPiFT) {
|
||||
|
||||
var harmonics = 0;
|
||||
var numHarmonics = magnitudes.length;
|
||||
|
||||
for(var n = 0; n < numHarmonics; n++) {
|
||||
harmonics += this.magnitudes[n] * Math.cos(n * twoPiFT - this.phaseAngles[n]);
|
||||
}
|
||||
return harmonics;
|
||||
};
|
||||
};
|
||||
|
||||
// the main filter object literal
|
||||
filter = (function() {
|
||||
|
||||
// Bezier private functions
|
||||
function _B1(t) { return t * t * t };
|
||||
function _B2(t) { return 3 * t * t * (1 - t) };
|
||||
function _B3(t) { return 3 * t * (1 - t) * (1 - t) };
|
||||
function _B4(t) { return (1 - t) * (1 - t) * (1 - t) };
|
||||
|
||||
return {
|
||||
|
||||
// helper methods
|
||||
degToRad: function(degrees) {
|
||||
|
||||
var convertedValue = degrees * Math.PI / 180;
|
||||
return convertedValue;
|
||||
},
|
||||
|
||||
radToDeg: function(radians) {
|
||||
|
||||
var convertedValue = radians * 180 / Math.PI;
|
||||
return convertedValue;
|
||||
},
|
||||
|
||||
// these filters need instantiating, as they hold arrays of previous values
|
||||
createAveragingFilter: function(length) {
|
||||
|
||||
var newAveragingFilter = new AveragingFilter(length);
|
||||
return newAveragingFilter;
|
||||
},
|
||||
|
||||
createButterworthFilter: function(cutoff) {
|
||||
|
||||
var newButterworthFilter = new ButterworthFilter(cutoff);
|
||||
return newButterworthFilter;
|
||||
},
|
||||
|
||||
createWaveSynth: function(waveShape, numHarmonics, smoothing) {
|
||||
|
||||
var newWaveSynth = new WaveSynth(waveShape, numHarmonics, smoothing);
|
||||
return newWaveSynth;
|
||||
},
|
||||
|
||||
createHarmonicsFilter: function(magnitudes, phaseAngles) {
|
||||
|
||||
var newHarmonicsFilter = new HarmonicsFilter(magnitudes, phaseAngles);
|
||||
return newHarmonicsFilter;
|
||||
},
|
||||
|
||||
|
||||
// the following filters do not need separate instances, as they hold no previous values
|
||||
bezier: function(percent, C1, C2, C3, C4) {
|
||||
|
||||
// Bezier functions for more natural transitions
|
||||
// based on script by Dan Pupius (www.pupius.net) http://13thparallel.com/archive/bezier-curves/
|
||||
var pos = {x: 0, y: 0};
|
||||
pos.x = C1.x * _B1(percent) + C2.x * _B2(percent) + C3.x * _B3(percent) + C4.x * _B4(percent);
|
||||
pos.y = C1.y * _B1(percent) + C2.y * _B2(percent) + C3.y * _B3(percent) + C4.y * _B4(percent);
|
||||
return pos;
|
||||
},
|
||||
|
||||
// simple clipping filter (clips bottom of wave only, special case for hips y-axis skeleton offset)
|
||||
clipTrough: function(inputValue, peak, strength) {
|
||||
|
||||
var outputValue = inputValue * strength;
|
||||
if (outputValue < -peak) {
|
||||
outputValue = -peak;
|
||||
}
|
||||
return outputValue;
|
||||
}
|
||||
}
|
||||
|
||||
})();
|
2690
examples/libraries/walkInterface.js
Normal file
2690
examples/libraries/walkInterface.js
Normal file
File diff suppressed because it is too large
Load diff
6177
examples/walk.js
6177
examples/walk.js
File diff suppressed because it is too large
Load diff
|
@ -49,7 +49,7 @@ const float PITCH_SPEED = 100.0f; // degrees/sec
|
|||
const float COLLISION_RADIUS_SCALAR = 1.2f; // pertains to avatar-to-avatar collisions
|
||||
const float COLLISION_RADIUS_SCALE = 0.125f;
|
||||
|
||||
const float MAX_WALKING_SPEED = 4.5f;
|
||||
const float MAX_WALKING_SPEED = 2.5f; // human walking speed
|
||||
const float MAX_BOOST_SPEED = 0.5f * MAX_WALKING_SPEED; // keyboard motor gets additive boost below this speed
|
||||
const float MIN_AVATAR_SPEED = 0.05f; // speed is set to zero below this
|
||||
|
||||
|
|
Loading…
Reference in a new issue