diff --git a/examples/botProceduralWayPoints.js b/examples/botProceduralWayPoints.js new file mode 100644 index 0000000000..9f46177587 --- /dev/null +++ b/examples/botProceduralWayPoints.js @@ -0,0 +1,737 @@ +// botProceduralWayPoints.js + +// modified by Adrian McCarlie for worklist job hifi: #19977 +// 1 September 2014. +// this script enables a user to define unlimited number of way points on the Domain, +// these points form a path that the bot will follow, once the final way point is reached, +// the bot will return to the start and continue until script is stopped. +// pause times for each way point can be set individually. +// User must input the x, y, z co-ords for wayPoints[] and time in milliseconds for pauseTimes[]. +// +// original script +// bot_procedural.js +// hifi +// Created by Ben Arnold on 7/29/2013 +// +// Copyright (c) 2014 HighFidelity, Inc. All rights reserved. +// +// This is an example script that demonstrates an NPC avatar. +// +// + +//For procedural walk animation +Script.include("http://s3-us-west-1.amazonaws.com/highfidelity-public/scripts/proceduralAnimationAPI.js"); + +var procAnimAPI = new ProcAnimAPI(); + +function getRandomFloat(min, max) { + return Math.random() * (max - min) + min; +} + +function getRandomInt (min, max) { + return Math.floor(Math.random() * (max - min + 1)) + min; +} + +function printVector(string, vector) { + print(string + " " + vector.x + ", " + vector.y + ", " + vector.z); +} + +//input co-ords for start position and 7 other positions + +var AVATAR_PELVIS_HEIGHT = 0.84;//only change this if you have an odd size avatar + +var wayPoints = []; //input locations for all the waypoints + wayPoints[0] = {x:8131.5, y:202.0, z:8261.5}; //input the location of the start position + wayPoints[1] = {x: 8160.5, y: 202.0, z: 8261.5}; //input the location of the first way point + wayPoints[2] = {x: 8160.5, y: 203.0, z: 8270.5}; + wayPoints[3] = {x: 8142.5, y: 204.0, z: 8270.5}; + wayPoints[4] = {x: 8142.5, y: 204.0, z: 8272.5}; + wayPoints[5] = {x: 8160.5, y: 203.0, z: 8272.5}; + wayPoints[6] = {x: 8160.5, y: 202.0, z: 8284.5}; + wayPoints[7] = {x: 8111.5, y: 202.0, z: 8284.5};// continue to add locations and add or remove lines as needed. + +var pauseTimes = []; // the number of pauseTimes must equal the number of wayPoints. Time is in milliseconds + pauseTimes[0] = 5000; //waiting to go to wayPoint0 (startPoint) + pauseTimes[1] = 10000; //waiting to go to wayPoint1 + pauseTimes[2] = 3000; + pauseTimes[3] = 3000; + pauseTimes[4] = 8000; + pauseTimes[5] = 6000; + pauseTimes[6] = 3000; + pauseTimes[7] = 3000;// add or delete to match way points. + + +wayPoints[0].y = wayPoints[0].y + AVATAR_PELVIS_HEIGHT; +wayPoints[1].y = wayPoints[1].y + AVATAR_PELVIS_HEIGHT; +wayPoints[2].y = wayPoints[2].y + AVATAR_PELVIS_HEIGHT; +wayPoints[3].y = wayPoints[3].y + AVATAR_PELVIS_HEIGHT; +wayPoints[4].y = wayPoints[4].y + AVATAR_PELVIS_HEIGHT; +wayPoints[5].y = wayPoints[5].y + AVATAR_PELVIS_HEIGHT; +wayPoints[6].y = wayPoints[6].y + AVATAR_PELVIS_HEIGHT; +wayPoints[7].y = wayPoints[7].y + AVATAR_PELVIS_HEIGHT; + +var CHANCE_OF_MOVING = 0.005; +var CHANCE_OF_SOUND = 0.005; +var CHANCE_OF_HEAD_TURNING = 0.01; +var CHANCE_OF_BIG_MOVE = 1.0; + +var isMoving = false; +var isTurningHead = false; +var isPlayingAudio = false; + + +var AVATAR_PELVIS_HEIGHT = 1.84; +var MAX_PELVIS_DELTA = 2.5; + +var MOVE_RANGE_SMALL = 3.0; +var MOVE_RANGE_BIG = 10.0; +var TURN_RANGE = 70.0; +var STOP_TOLERANCE = 0.05; +var MOVE_RATE = 0.05; +var TURN_RATE = 0.2; +var HEAD_TURN_RATE = 0.05; +var PITCH_RANGE = 15.0; +var YAW_RANGE = 35.0; + +var firstPosition = wayPoints[0]; +var targetPosition = { x: 0, y: 0, z: 0 }; +var targetOrientation = { x: 0, y: 0, z: 0, w: 0 }; +var currentOrientation = { x: 0, y: 0, z: 0, w: 0 }; +var targetHeadPitch = 0.0; +var targetHeadYaw = 0.0; + +var basePelvisHeight = 0.0; +var pelvisOscillatorPosition = 0.0; +var pelvisOscillatorVelocity = 0.0; + +function clamp(val, min, max){ + return Math.max(min, Math.min(max, val)) +} + +//Array of all valid bot numbers +var validBotNumbers = []; + +// right now we only use bot 63, since many other bots have messed up skeletons and LOD issues +var botNumber = 63;//getRandomInt(0, 99); + +var newFaceFilePrefix = "ron"; + +var newBodyFilePrefix = "bot" + botNumber; + +// set the face model fst using the bot number +// there is no need to change the body model - we're using the default +Avatar.faceModelURL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/meshes/" + newFaceFilePrefix + ".fst"; +Avatar.skeletonModelURL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/meshes/" + newBodyFilePrefix + "_a.fst"; +Avatar.billboardURL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/meshes/billboards/bot" + botNumber + ".png"; + +Agent.isAvatar = true; +Agent.isListeningToAudioStream = true; + +// change the avatar's position to wayPoints[0] +Avatar.position = firstPosition; +basePelvisHeight = firstPosition.y; +printVector("New dancer, position = ", Avatar.position); + +function loadSounds() { + var sound_filenames = ["AB1.raw", "Anchorman2.raw", "B1.raw", "B1.raw", "Bale1.raw", "Bandcamp.raw", + "Big1.raw", "Big2.raw", "Brian1.raw", "Buster1.raw", "CES1.raw", "CES2.raw", "CES3.raw", "CES4.raw", + "Carrie1.raw", "Carrie3.raw", "Charlotte1.raw", "EN1.raw", "EN2.raw", "EN3.raw", "Eugene1.raw", "Francesco1.raw", + "Italian1.raw", "Japanese1.raw", "Leigh1.raw", "Lucille1.raw", "Lucille2.raw", "MeanGirls.raw", "Murray2.raw", + "Nigel1.raw", "PennyLane.raw", "Pitt1.raw", "Ricardo.raw", "SN.raw", "Sake1.raw", "Samantha1.raw", "Samantha2.raw", + "Spicoli1.raw", "Supernatural.raw", "Swearengen1.raw", "TheDude.raw", "Tony.raw", "Triumph1.raw", "Uma1.raw", + "Walken1.raw", "Walken2.raw", "Z1.raw", "Z2.raw" + ]; + + var footstep_filenames = ["FootstepW2Left-12db.wav", "FootstepW2Right-12db.wav", "FootstepW3Left-12db.wav", "FootstepW3Right-12db.wav", + "FootstepW5Left-12db.wav", "FootstepW5Right-12db.wav"]; + + var SOUND_BASE_URL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Cocktail+Party+Snippets/Raws/"; + + var FOOTSTEP_BASE_URL = "http://highfidelity-public.s3-us-west-1.amazonaws.com/sounds/Footsteps/"; + + for (var i = 0; i < sound_filenames.length; i++) { + sounds.push(new Sound(SOUND_BASE_URL + sound_filenames[i])); + } + + for (var i = 0; i < footstep_filenames.length; i++) { + footstepSounds.push(new Sound(FOOTSTEP_BASE_URL + footstep_filenames[i])); + } +} + +var sounds = []; +var footstepSounds = []; +loadSounds(); + + +function playRandomSound() { + if (!Agent.isPlayingAvatarSound) { + var whichSound = Math.floor((Math.random() * sounds.length)); + Agent.playAvatarSound(sounds[whichSound]); + } +} + +function playRandomFootstepSound() { + + var whichSound = Math.floor((Math.random() * footstepSounds.length)); + var options = new AudioInjectionOptions(); + options.position = Avatar.position; + options.volume = 1.0; + Audio.playSound(footstepSounds[whichSound], options); + +} + +// Facial Animation +var allBlendShapes = []; +var targetBlendCoefficient = []; +var currentBlendCoefficient = []; + +//Blendshape constructor +function addBlendshapeToPose(pose, shapeIndex, val) { + var index = pose.blendShapes.length; + pose.blendShapes[index] = {shapeIndex: shapeIndex, val: val }; +} +//The mood of the avatar, determines face. 0 = happy, 1 = angry, 2 = sad. + +//Randomly pick avatar mood. 80% happy, 10% mad 10% sad +var randMood = Math.floor(Math.random() * 11); +var avatarMood; +if (randMood == 0) { + avatarMood = 1; +} else if (randMood == 2) { + avatarMood = 2; +} else { + avatarMood = 0; +} + +var currentExpression = -1; +//Face pose constructor +var happyPoses = []; + +happyPoses[0] = {blendShapes: []}; +addBlendshapeToPose(happyPoses[0], 28, 0.7); //MouthSmile_L +addBlendshapeToPose(happyPoses[0], 29, 0.7); //MouthSmile_R + +happyPoses[1] = {blendShapes: []}; +addBlendshapeToPose(happyPoses[1], 28, 1.0); //MouthSmile_L +addBlendshapeToPose(happyPoses[1], 29, 1.0); //MouthSmile_R +addBlendshapeToPose(happyPoses[1], 21, 0.2); //JawOpen + +happyPoses[2] = {blendShapes: []}; +addBlendshapeToPose(happyPoses[2], 28, 1.0); //MouthSmile_L +addBlendshapeToPose(happyPoses[2], 29, 1.0); //MouthSmile_R +addBlendshapeToPose(happyPoses[2], 21, 0.5); //JawOpen +addBlendshapeToPose(happyPoses[2], 46, 1.0); //CheekSquint_L +addBlendshapeToPose(happyPoses[2], 47, 1.0); //CheekSquint_R +addBlendshapeToPose(happyPoses[2], 17, 1.0); //BrowsU_L +addBlendshapeToPose(happyPoses[2], 18, 1.0); //BrowsU_R + +var angryPoses = []; + +angryPoses[0] = {blendShapes: []}; +addBlendshapeToPose(angryPoses[0], 26, 0.6); //MouthFrown_L +addBlendshapeToPose(angryPoses[0], 27, 0.6); //MouthFrown_R +addBlendshapeToPose(angryPoses[0], 14, 0.6); //BrowsD_L +addBlendshapeToPose(angryPoses[0], 15, 0.6); //BrowsD_R + +angryPoses[1] = {blendShapes: []}; +addBlendshapeToPose(angryPoses[1], 26, 0.9); //MouthFrown_L +addBlendshapeToPose(angryPoses[1], 27, 0.9); //MouthFrown_R +addBlendshapeToPose(angryPoses[1], 14, 0.9); //BrowsD_L +addBlendshapeToPose(angryPoses[1], 15, 0.9); //BrowsD_R + +angryPoses[2] = {blendShapes: []}; +addBlendshapeToPose(angryPoses[2], 26, 1.0); //MouthFrown_L +addBlendshapeToPose(angryPoses[2], 27, 1.0); //MouthFrown_R +addBlendshapeToPose(angryPoses[2], 14, 1.0); //BrowsD_L +addBlendshapeToPose(angryPoses[2], 15, 1.0); //BrowsD_R +addBlendshapeToPose(angryPoses[2], 21, 0.5); //JawOpen +addBlendshapeToPose(angryPoses[2], 46, 1.0); //CheekSquint_L +addBlendshapeToPose(angryPoses[2], 47, 1.0); //CheekSquint_R + +var sadPoses = []; + +sadPoses[0] = {blendShapes: []}; +addBlendshapeToPose(sadPoses[0], 26, 0.6); //MouthFrown_L +addBlendshapeToPose(sadPoses[0], 27, 0.6); //MouthFrown_R +addBlendshapeToPose(sadPoses[0], 16, 0.2); //BrowsU_C +addBlendshapeToPose(sadPoses[0], 2, 0.6); //EyeSquint_L +addBlendshapeToPose(sadPoses[0], 3, 0.6); //EyeSquint_R + +sadPoses[1] = {blendShapes: []}; +addBlendshapeToPose(sadPoses[1], 26, 0.9); //MouthFrown_L +addBlendshapeToPose(sadPoses[1], 27, 0.9); //MouthFrown_R +addBlendshapeToPose(sadPoses[1], 16, 0.6); //BrowsU_C +addBlendshapeToPose(sadPoses[1], 2, 0.9); //EyeSquint_L +addBlendshapeToPose(sadPoses[1], 3, 0.9); //EyeSquint_R + +sadPoses[2] = {blendShapes: []}; +addBlendshapeToPose(sadPoses[2], 26, 1.0); //MouthFrown_L +addBlendshapeToPose(sadPoses[2], 27, 1.0); //MouthFrown_R +addBlendshapeToPose(sadPoses[2], 16, 0.1); //BrowsU_C +addBlendshapeToPose(sadPoses[2], 2, 1.0); //EyeSquint_L +addBlendshapeToPose(sadPoses[2], 3, 1.0); //EyeSquint_R +addBlendshapeToPose(sadPoses[2], 21, 0.3); //JawOpen + +var facePoses = []; +facePoses[0] = happyPoses; +facePoses[1] = angryPoses; +facePoses[2] = sadPoses; + + +function addBlendShape(s) { + allBlendShapes[allBlendShapes.length] = s; +} + +//It is imperative that the following blendshapes are all present and are in the correct order +addBlendShape("EyeBlink_L"); //0 +addBlendShape("EyeBlink_R"); //1 +addBlendShape("EyeSquint_L"); //2 +addBlendShape("EyeSquint_R"); //3 +addBlendShape("EyeDown_L"); //4 +addBlendShape("EyeDown_R"); //5 +addBlendShape("EyeIn_L"); //6 +addBlendShape("EyeIn_R"); //7 +addBlendShape("EyeOpen_L"); //8 +addBlendShape("EyeOpen_R"); //9 +addBlendShape("EyeOut_L"); //10 +addBlendShape("EyeOut_R"); //11 +addBlendShape("EyeUp_L"); //12 +addBlendShape("EyeUp_R"); //13 +addBlendShape("BrowsD_L"); //14 +addBlendShape("BrowsD_R"); //15 +addBlendShape("BrowsU_C"); //16 +addBlendShape("BrowsU_L"); //17 +addBlendShape("BrowsU_R"); //18 +addBlendShape("JawFwd"); //19 +addBlendShape("JawLeft"); //20 +addBlendShape("JawOpen"); //21 +addBlendShape("JawChew"); //22 +addBlendShape("JawRight"); //23 +addBlendShape("MouthLeft"); //24 +addBlendShape("MouthRight"); //25 +addBlendShape("MouthFrown_L"); //26 +addBlendShape("MouthFrown_R"); //27 +addBlendShape("MouthSmile_L"); //28 +addBlendShape("MouthSmile_R"); //29 +addBlendShape("MouthDimple_L"); //30 +addBlendShape("MouthDimple_R"); //31 +addBlendShape("LipsStretch_L"); //32 +addBlendShape("LipsStretch_R"); //33 +addBlendShape("LipsUpperClose"); //34 +addBlendShape("LipsLowerClose"); //35 +addBlendShape("LipsUpperUp"); //36 +addBlendShape("LipsLowerDown"); //37 +addBlendShape("LipsUpperOpen"); //38 +addBlendShape("LipsLowerOpen"); //39 +addBlendShape("LipsFunnel"); //40 +addBlendShape("LipsPucker"); //41 +addBlendShape("ChinLowerRaise"); //42 +addBlendShape("ChinUpperRaise"); //43 +addBlendShape("Sneer"); //44 +addBlendShape("Puff"); //45 +addBlendShape("CheekSquint_L"); //46 +addBlendShape("CheekSquint_R"); //47 + +for (var i = 0; i < allBlendShapes.length; i++) { + targetBlendCoefficient[i] = 0; + currentBlendCoefficient[i] = 0; +} + +function setRandomExpression() { + + //Clear all expression data for current expression + if (currentExpression != -1) { + var expression = facePoses[avatarMood][currentExpression]; + for (var i = 0; i < expression.blendShapes.length; i++) { + targetBlendCoefficient[expression.blendShapes[i].shapeIndex] = 0.0; + } + } + //Get a new current expression + currentExpression = Math.floor(Math.random() * facePoses[avatarMood].length); + var expression = facePoses[avatarMood][currentExpression]; + for (var i = 0; i < expression.blendShapes.length; i++) { + targetBlendCoefficient[expression.blendShapes[i].shapeIndex] = expression.blendShapes[i].val; + } +} + +var expressionChangeSpeed = 0.1; +function updateBlendShapes(deltaTime) { + + for (var i = 0; i < allBlendShapes.length; i++) { + currentBlendCoefficient[i] += (targetBlendCoefficient[i] - currentBlendCoefficient[i]) * expressionChangeSpeed; + Avatar.setBlendshape(allBlendShapes[i], currentBlendCoefficient[i]); + } +} + +var BLINK_SPEED = 0.15; +var CHANCE_TO_BLINK = 0.0025; +var MAX_BLINK = 0.85; +var blink = 0.0; +var isBlinking = false; +function updateBlinking(deltaTime) { + if (isBlinking == false) { + if (Math.random() < CHANCE_TO_BLINK) { + isBlinking = true; + } else { + blink -= BLINK_SPEED; + if (blink < 0.0) blink = 0.0; + } + } else { + blink += BLINK_SPEED; + if (blink > MAX_BLINK) { + blink = MAX_BLINK; + isBlinking = false; + } + } + + currentBlendCoefficient[0] = blink; + currentBlendCoefficient[1] = blink; + targetBlendCoefficient[0] = blink; + targetBlendCoefficient[1] = blink; +} + +// + +//Procedural walk animation using two keyframes +//We use a separate array for front and back joints +//Pitch, yaw, and roll for the joints +var rightAngles = []; +var leftAngles = []; +//for non mirrored joints such as the spine +var middleAngles = []; + +//Actual joint mappings +var SHOULDER_JOINT_NUMBER = 15; +var ELBOW_JOINT_NUMBER = 16; +var JOINT_R_HIP = 1; +var JOINT_R_KNEE = 2; +var JOINT_L_HIP = 6; +var JOINT_L_KNEE = 7; +var JOINT_R_ARM = 15; +var JOINT_R_FOREARM = 16; +var JOINT_L_ARM = 39; +var JOINT_L_FOREARM = 40; +var JOINT_SPINE = 11; +var JOINT_R_FOOT = 3; +var JOINT_L_FOOT = 8; +var JOINT_R_TOE = 4; +var JOINT_L_TOE = 9; + +// Animation Is Defined Below + +var NUM_FRAMES = 2; +for (var i = 0; i < NUM_FRAMES; i++) { + rightAngles[i] = []; + leftAngles[i] = []; + middleAngles[i] = []; +} +//Joint order for actual joint mappings, should be interleaved R,L,R,L,...S,S,S for R = right, L = left, S = single +var JOINT_ORDER = []; +//*** right / left joints *** +var HIP = 0; +JOINT_ORDER.push(JOINT_R_HIP); +JOINT_ORDER.push(JOINT_L_HIP); +var KNEE = 1; +JOINT_ORDER.push(JOINT_R_KNEE); +JOINT_ORDER.push(JOINT_L_KNEE); +var ARM = 2; +JOINT_ORDER.push(JOINT_R_ARM); +JOINT_ORDER.push(JOINT_L_ARM); +var FOREARM = 3; +JOINT_ORDER.push(JOINT_R_FOREARM); +JOINT_ORDER.push(JOINT_L_FOREARM); +var FOOT = 4; +JOINT_ORDER.push(JOINT_R_FOOT); +JOINT_ORDER.push(JOINT_L_FOOT); +var TOE = 5; +JOINT_ORDER.push(JOINT_R_TOE); +JOINT_ORDER.push(JOINT_L_TOE); +//*** middle joints *** +var SPINE = 0; +JOINT_ORDER.push(JOINT_SPINE); + +//We have to store the angles so we can invert yaw and roll when making the animation +//symmetrical + +//Front refers to leg, not arm. +//Legs Extending +rightAngles[0][HIP] = [30.0, 0.0, 8.0]; +rightAngles[0][KNEE] = [-15.0, 0.0, 0.0]; +rightAngles[0][ARM] = [85.0, -25.0, 0.0]; +rightAngles[0][FOREARM] = [0.0, 0.0, -15.0]; +rightAngles[0][FOOT] = [0.0, 0.0, 0.0]; +rightAngles[0][TOE] = [0.0, 0.0, 0.0]; + +leftAngles[0][HIP] = [-15, 0.0, 8.0]; +leftAngles[0][KNEE] = [-26, 0.0, 0.0]; +leftAngles[0][ARM] = [85.0, 20.0, 0.0]; +leftAngles[0][FOREARM] = [10.0, 0.0, -25.0]; +leftAngles[0][FOOT] = [-13.0, 0.0, 0.0]; +leftAngles[0][TOE] = [34.0, 0.0, 0.0]; + +middleAngles[0][SPINE] = [0.0, -15.0, 5.0]; + +//Legs Passing +rightAngles[1][HIP] = [6.0, 0.0, 8.0]; +rightAngles[1][KNEE] = [-12.0, 0.0, 0.0]; +rightAngles[1][ARM] = [85.0, 0.0, 0.0]; +rightAngles[1][FOREARM] = [0.0, 0.0, -15.0]; +rightAngles[1][FOOT] = [6.0, -8.0, 0.0]; +rightAngles[1][TOE] = [0.0, 0.0, 0.0]; + +leftAngles[1][HIP] = [10.0, 0.0, 8.0]; +leftAngles[1][KNEE] = [-60.0, 0.0, 0.0]; +leftAngles[1][ARM] = [85.0, 0.0, 0.0]; +leftAngles[1][FOREARM] = [0.0, 0.0, -15.0]; +leftAngles[1][FOOT] = [0.0, 0.0, 0.0]; +leftAngles[1][TOE] = [0.0, 0.0, 0.0]; + +middleAngles[1][SPINE] = [0.0, 0.0, 0.0]; + +//Actual keyframes for the animation +var walkKeyFrames = procAnimAPI.generateKeyframes(rightAngles, leftAngles, middleAngles, NUM_FRAMES); + +// Animation Is Defined Above + +// Standing Key Frame +//We don't have to do any mirroring or anything, since this is just a single pose. +var rightQuats = []; +var leftQuats = []; +var middleQuats = []; + +rightQuats[HIP] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 7.0); +rightQuats[KNEE] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 0.0); +rightQuats[ARM] = Quat.fromPitchYawRollDegrees(85.0, 0.0, 0.0); +rightQuats[FOREARM] = Quat.fromPitchYawRollDegrees(0.0, 0.0, -10.0); +rightQuats[FOOT] = Quat.fromPitchYawRollDegrees(0.0, -8.0, 0.0); +rightQuats[TOE] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 0.0); + +leftQuats[HIP] = Quat.fromPitchYawRollDegrees(0, 0.0, -7.0); +leftQuats[KNEE] = Quat.fromPitchYawRollDegrees(0, 0.0, 0.0); +leftQuats[ARM] = Quat.fromPitchYawRollDegrees(85.0, 0.0, 0.0); +leftQuats[FOREARM] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 10.0); +leftQuats[FOOT] = Quat.fromPitchYawRollDegrees(0.0, 8.0, 0.0); +leftQuats[TOE] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 0.0); + +middleQuats[SPINE] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 0.0); + +var standingKeyFrame = new procAnimAPI.KeyFrame(rightQuats, leftQuats, middleQuats); + +// + +var currentFrame = 0; + +var walkTime = 0.0; + +var walkWheelRadius = 0.5; +var walkWheelRate = 2.0 * 3.141592 * walkWheelRadius / 8.0; + +var avatarAcceleration = 0.75; +var avatarVelocity = 0.0; +var avatarMaxVelocity = 1.4; + +function handleAnimation(deltaTime) { + + updateBlinking(deltaTime); + updateBlendShapes(deltaTime); + + if (Math.random() < 0.01) { + setRandomExpression(); + } + + if (avatarVelocity == 0.0) { + walkTime = 0.0; + currentFrame = 0; + } else { + walkTime += avatarVelocity * deltaTime; + if (walkTime > walkWheelRate) { + walkTime = 0.0; + currentFrame++; + if (currentFrame % 2 == 1) { + playRandomFootstepSound(); + } + if (currentFrame > 3) { + currentFrame = 0; + } + } + } + + var frame = walkKeyFrames[currentFrame]; + + var walkInterp = walkTime / walkWheelRate; + var animInterp = avatarVelocity / (avatarMaxVelocity / 1.3); + if (animInterp > 1.0) animInterp = 1.0; + + for (var i = 0; i < JOINT_ORDER.length; i++) { + var walkJoint = procAnimAPI.deCasteljau(frame.rotations[i], frame.nextFrame.rotations[i], frame.controlPoints[i][0], frame.controlPoints[i][1], walkInterp); + var standJoint = standingKeyFrame.rotations[i]; + var finalJoint = Quat.mix(standJoint, walkJoint, animInterp); + Avatar.setJointData(JOINT_ORDER[i], finalJoint); + } +} + +function jumpWithLoudness(deltaTime) { + // potentially change pelvis height depending on trailing average loudness + + pelvisOscillatorVelocity += deltaTime * Agent.lastReceivedAudioLoudness * 700.0 ; + + pelvisOscillatorVelocity -= pelvisOscillatorPosition * 0.75; + pelvisOscillatorVelocity *= 0.97; + pelvisOscillatorPosition += deltaTime * pelvisOscillatorVelocity; + Avatar.headPitch = pelvisOscillatorPosition * 60.0; + + var pelvisPosition = Avatar.position; + pelvisPosition.y = (Y_PELVIS - 0.35) + pelvisOscillatorPosition; + + if (pelvisPosition.y < Y_PELVIS) { + pelvisPosition.y = Y_PELVIS; + } else if (pelvisPosition.y > Y_PELVIS + 1.0) { + pelvisPosition.y = Y_PELVIS + 1.0; + } + + Avatar.position = pelvisPosition; +} + +var forcedMove = false; + +var wasMovingLastFrame = false; + +function handleHeadTurn() { + if (!isTurningHead && (Math.random() < CHANCE_OF_HEAD_TURNING)) { + targetHeadPitch = getRandomFloat(-PITCH_RANGE, PITCH_RANGE); + targetHeadYaw = getRandomFloat(-YAW_RANGE, YAW_RANGE); + isTurningHead = true; + } else { + Avatar.headPitch = Avatar.headPitch + (targetHeadPitch - Avatar.headPitch) * HEAD_TURN_RATE; + Avatar.headYaw = Avatar.headYaw + (targetHeadYaw - Avatar.headYaw) * HEAD_TURN_RATE; + if (Math.abs(Avatar.headPitch - targetHeadPitch) < STOP_TOLERANCE && + Math.abs(Avatar.headYaw - targetHeadYaw) < STOP_TOLERANCE) { + isTurningHead = false; + } + } +} + +function stopWalking() { + avatarVelocity = 0.0; + isMoving = false; + +} + + + +var pauseTimer; + + function pause(checkPoint, rotation, delay){ + + pauseTimer = Script.setTimeout(function() { + targetPosition = checkPoint; + targetOrientation = rotation; + + isMoving = true; + }, delay); + + + } + + +function handleWalking(deltaTime) { + + + if (!isMoving){ + if(targetPosition.x == 0){targetPosition = wayPoints[1]; isMoving = true;} //Start by heading for wayPoint1 + + else{ + for (var j = 0; j <= wayPoints.length; j++) { + if (targetPosition == wayPoints[j]) { + + if(j == wayPoints.length -1){ j= -1;} + var k = j + 1; + var toTarget = Vec3.normalize(Vec3.subtract(wayPoints[k], Avatar.position)); + var localVector = Vec3.multiplyQbyV(Avatar.orientation, { x: 0, y: 0, z: -1 }); + toTarget.y = 0; // I recommend doing that if you don't want weird rotation to occur that are not around Y. + + var axis = Vec3.normalize(Vec3.cross(toTarget, localVector)); + var angle = Math.acos(Vec3.dot(toTarget, localVector)) * 180 / Math.PI; + + if (Vec3.dot(Vec3.cross(axis, localVector), toTarget) < 0) { + angle = -angle; + } + var delta = 1; + + var quat = Quat.angleAxis(angle, axis); + Avatar.orientation = Quat.multiply(quat, Avatar.orientation); + + + pause(wayPoints[k], Avatar.orientation, pauseTimes[k]); + + + break; + } + } + } + } + + else + if (isMoving) { + + var targetVector = Vec3.subtract(targetPosition, Avatar.position); + var distance = Vec3.length(targetVector); + if (distance <= avatarVelocity * deltaTime) { + Avatar.position = targetPosition; + stopWalking(); + } else { + var direction = Vec3.normalize(targetVector); + //Figure out if we should be slowing down + var t = avatarVelocity / avatarAcceleration; + var d = (avatarVelocity / 2.0) * t; + if (distance < d) { + avatarVelocity -= avatarAcceleration * deltaTime; + if (avatarVelocity <= 0) { + stopWalking(); + } + } else { + avatarVelocity += avatarAcceleration * deltaTime; + if (avatarVelocity > avatarMaxVelocity) avatarVelocity = avatarMaxVelocity; + } + Avatar.position = Vec3.sum(Avatar.position, Vec3.multiply(direction, avatarVelocity * deltaTime)); + + + wasMovingLastFrame = true; + + } + } +} + +function handleTalking() { + if (Math.random() < CHANCE_OF_SOUND) { + playRandomSound(); + } +} + +function changePelvisHeight(newHeight) { + var newPosition = Avatar.position; + newPosition.y = newHeight; + Avatar.position = newPosition; +} + +function updateBehavior(deltaTime) { + + if (AvatarList.containsAvatarWithDisplayName("mrdj")) { + if (wasMovingLastFrame) { + isMoving = false; + } + + // we have a DJ, shouldn't we be dancing? + jumpWithLoudness(deltaTime); + } else { + + // no DJ, let's just chill on the dancefloor - randomly walking and talking + handleHeadTurn(); + handleAnimation(deltaTime); + handleWalking(deltaTime); + handleTalking(); + } +} + +Script.update.connect(updateBehavior); +