From 54608b9cb33b3a626f72e3223101426ab31c07a6 Mon Sep 17 00:00:00 2001 From: DaveDubUK Date: Mon, 22 Jun 2015 14:18:07 +0700 Subject: [PATCH] walk.js version 1.25 --- examples/html/walkSettings.html | 84 ++ examples/libraries/walkApi.js | 1190 ++++++++++++++++---------- examples/libraries/walkFilters.js | 148 +--- examples/libraries/walkInterface.js | 340 -------- examples/libraries/walkSettings.js | 74 ++ examples/walk.js | 1224 ++++++++++----------------- 6 files changed, 1383 insertions(+), 1677 deletions(-) create mode 100644 examples/html/walkSettings.html delete mode 100644 examples/libraries/walkInterface.js create mode 100644 examples/libraries/walkSettings.js diff --git a/examples/html/walkSettings.html b/examples/html/walkSettings.html new file mode 100644 index 0000000000..6c0eaff2cc --- /dev/null +++ b/examples/html/walkSettings.html @@ -0,0 +1,84 @@ + + + + + + +
+ +
+ +
+ +
+ + + + +
+ +
+ + + + +
+ +
+ + + + +
+ +
+ + diff --git a/examples/libraries/walkApi.js b/examples/libraries/walkApi.js index f800682af5..2a64f8abed 100644 --- a/examples/libraries/walkApi.js +++ b/examples/libraries/walkApi.js @@ -1,229 +1,492 @@ // -// walkObjects.js +// walkApi.js +// version 1.3 // -// version 1.003 +// Created by David Wooldridge, June 2015 +// Copyright © 2014 - 2015 High Fidelity, Inc. // -// Created by David Wooldridge, Autumn 2014 +// Exposes API for use by walk.js version 1.2+. // -// Motion, state and Transition objects for use by the walk.js script v1.12 +// Editing tools for animation data files available here: https://github.com/DaveDubUK/walkTools // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // -// constructor for the Motion object -Motion = function() { - - // selected animations - this.selectedWalk = undefined; - this.selectedStand = undefined; - this.selectedFly = undefined; - this.selectedFlyUp = undefined; - this.selectedFlyDown = undefined; - this.selectedFlyBlend = undefined; - this.selectedHovering = undefined; - this.selectedSideStepLeft = undefined; - this.selectedSideStepRight = undefined; - +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() { - // function courtesy of Thijs Wenker (frisbee.js) var numberOfButtons = Controller.getNumberOfButtons(); var numberOfTriggers = Controller.getNumberOfTriggers(); var numberOfSpatialControls = Controller.getNumberOfSpatialControls(); var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers; - hydrasConnected = (numberOfButtons == 12 && numberOfTriggers == 2 && controllersPerTrigger == 2); - return hydrasConnected; + if (numberOfButtons == 12 && numberOfTriggers == 2 && controllersPerTrigger == 2) { + print('walk.js info: Razer Hydra detected. Setting arms free (not controlled by script)'); + return true; + } else { + print('walk.js info: Razer Hydra not detected. Arms will be controlled by script.'); + return false; + } } - // settings - this.armsFree = this.hydraCheck(); // automatically sets true for Hydra support - temporary fix - this.makesFootStepSounds = true; - this.avatarGender = undefined; - this.setGender = function(gender) { - - this.avatarGender = gender; - - switch(this.avatarGender) { - - case MALE: - - this.selectedWalk = walkAssets.maleStandardWalk; - this.selectedStand = walkAssets.maleStandOne; - this.selectedFlyUp = walkAssets.maleFlyingUp; - this.selectedFly = walkAssets.maleFlying; - this.selectedFlyDown = walkAssets.maleFlyingDown; - this.selectedFlyBlend = walkAssets.maleFlyingBlend; - this.selectedHovering = walkAssets.maleHovering; - this.selectedSideStepLeft = walkAssets.maleSideStepLeft; - this.selectedSideStepRight = walkAssets.maleSideStepRight; - this.currentAnimation = this.selectedStand; - return; - - case FEMALE: - - this.selectedWalk = walkAssets.femaleStandardWalk; - this.selectedStand = walkAssets.femaleStandOne; - this.selectedFlyUp = walkAssets.femaleFlyingUp; - this.selectedFly = walkAssets.femaleFlying; - this.selectedFlyDown = walkAssets.femaleFlyingDown; - this.selectedFlyBlend = walkAssets.femaleFlyingBlend; - this.selectedHovering = walkAssets.femaleHovering; - this.selectedSideStepLeft = walkAssets.femaleSideStepLeft; - this.selectedSideStepRight = walkAssets.femaleSideStepRight; - this.currentAnimation = this.selectedStand; + 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.isBlenderExport = false; // temporary fix + this.animationSet = undefined; // currently just one animation set + this.setAnimationSet = function(animationSet) { + this.animationSet = animationSet; + switch (animationSet) { + case 'standardMale': + this.selectedIdle = walkAssets.getAnimationDataFile("MaleIdle"); + this.selectedWalk = walkAssets.getAnimationDataFile("MaleWalk"); + this.selectedWalkBackwards = walkAssets.getAnimationDataFile("MaleWalkBackwards"); + 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"); + this.selectedFlyDown = walkAssets.getAnimationDataFile("MaleFlyDown"); + this.selectedFlyUp = walkAssets.getAnimationDataFile("MaleFlyUp"); + this.selectedFlyBlend = walkAssets.getAnimationDataFile("FlyBlend"); + this.currentAnimation = this.selectedIdle; return; } } - this.setGender(MALE); + this.setAnimationSet('standardMale'); + + this.startTime = new Date().getTime(); // calibration this.calibration = { + hipsToFeet: 1.011, + 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; + var extraAttempts = 0; + do { + for (joint in walkAssets.animationReference.joints) { + var IKChain = walkAssets.animationReference.joints[joint].IKChain; - pitchMax: 8, - maxWalkAcceleration: 5, - maxWalkDeceleration: 25, - rollMax: 80, - angularVelocityMax: 70, - hipsToFeet: MyAvatar.getJointPosition("Hips").y - MyAvatar.getJointPosition("RightFoot").y, + // only need to zero right leg IK chain and hips + if (IKChain === "RightLeg" || joint === "Hips" ) { + MyAvatar.setJointData(joint, Quat.fromPitchYawRollDegrees(0, 0, 0)); + } + } + this.calibration.hipsToFeet = MyAvatar.getJointPosition("Hips").y - MyAvatar.getJointPosition("RightToeBase").y; + + // maybe measuring before Blender pre-rotations have been applied? + if (this.calibration.hipsToFeet < 0 && this.isBlenderExport) { + this.calibration.hipsToFeet *= -1; + } + + if (this.calibration.hipsToFeet === 0 && extraAttempts < 100) { + attempts++; + extraAttempts++;// Interface can sometimes report zero for hips to feet. if so, we try again. + } + } while (attempts-- > 1) + + // just in case + if (this.calibration.hipsToFeet <= 0 || isNaN(this.calibration.hipsToFeet)) { + this.calibration.hipsToFeet = 1.0; + 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 { + print('walk.js info: Hips to feet calibrated to '+this.calibration.hipsToFeet.toFixed(3)+'m'); + } + } + + // pose the fingers + this.poseFingers = function() { + for (knuckle in walkAssets.animationReference.leftHand) { + if (walkAssets.animationReference.leftHand[knuckle].IKChain === "LeftHandThumb") { + MyAvatar.setJointData(knuckle, Quat.fromPitchYawRollDegrees(0, 0, -4)); + } else { + MyAvatar.setJointData(knuckle, Quat.fromPitchYawRollDegrees(16, 0, 5)); + } + } + for (knuckle in walkAssets.animationReference.rightHand) { + if (walkAssets.animationReference.rightHand[knuckle].IKChain === "RightHandThumb") { + MyAvatar.setJointData(knuckle, Quat.fromPitchYawRollDegrees(0, 0, 4)); + } else { + MyAvatar.setJointData(knuckle, Quat.fromPitchYawRollDegrees(16, 0, -5)); + } + } + }; + this.calibrate(); + this.poseFingers(); + + // footsteps + this.nextStep = RIGHT; // the first step is right, because the waveforms say so + 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; + 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); + this.nextStep = LEFT; + } else if (this.nextStep === LEFT) { + Audio.playSound(walkAssets.footsteps[1], options); + this.nextStep = RIGHT; + } + } +}; + +// constructor for the Motion object +Motion = function() { + // locomotion status + this.state = STATIC; + this.nextState = STATIC; + this.isMoving = false; + this.isWalkingSpeed = false; + this.isFlyingSpeed = false; + this.isAccelerating = false; + this.isDecelerating = false; + this.isDeceleratingFast = false; + this.isComingToHalt = false; + this.directedAcceleration = 0; + + // settings + this.isLive = true; + this.calibration = { + PITCH_MAX: 60, + ROLL_MAX: 80, + DELTA_YAW_MAX: 1.7 } // used to make sure at least one step has been taken when transitioning from a walk cycle this.elapsedFTDegrees = 0; - // the current animation and transition - this.currentAnimation = this.selectedStand; + // the current transition (any layered transitions are nested within this transition) this.currentTransition = null; - // zero out avi's joints and pose the fingers - this.avatarJointNames = MyAvatar.getJointNames(); - this.poseFingers = 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.yawDelta = 0; + this.yawDeltaAcceleration = 0; + this.direction = FORWARDS; + this.deltaTime = 0; - for (var i = 0; i < this.avatarJointNames.length; i++) { + // historical orientation, locomotion and timing + this.lastDirection = FORWARDS; + this.lastVelocity = {x:0, y:0, z:0}; + 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(); // - if (i > 17 || i < 34) { - // left hand fingers - MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(16, 0, 0)); - } else if (i > 33 || i < 38) { - // left hand thumb - MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(4, 0, 0)); - } else if (i > 41 || i < 58) { - // right hand fingers - MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(16, 0, 0)); - } else if (i > 57 || i < 62) { - // right hand thumb - MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(4, 0, 0)); - } + // assess locomotion state + this.assess = function(deltaTime) { + // calculate avatar frame speed, velocity and acceleration + this.deltaTime = deltaTime; + this.velocity = Vec3.multiplyQbyV(Quat.inverse(MyAvatar.orientation), MyAvatar.getVelocity()); + var lateralVelocity = Math.sqrt(Math.pow(this.velocity.x, 2) + Math.pow(this.velocity.z, 2)); + + // MyAvatar.getAcceleration() currently not working. bug report submitted: https://worklist.net/20527 + var acceleration = {x:0, y:0, z:0}; + this.acceleration.x = (this.velocity.x - this.lastVelocity.x) / deltaTime; + this.acceleration.y = (this.velocity.y - this.lastVelocity.y) / deltaTime; + this.acceleration.z = (this.velocity.z - this.lastVelocity.z) / deltaTime; + + // MyAvatar.getAngularVelocity and MyAvatar.getAngularAcceleration currently not working. bug report submitted + this.yaw = Quat.safeEulerAngles(MyAvatar.orientation).y; + if (this.lastYaw < 0 && this.yaw > 0 || this.lastYaw > 0 && this.yaw < 0) { + this.lastYaw *= -1; + } + var timeDelta = this.deltaTimeFilter.process(deltaTime); + this.yawDelta = filter.degToRad(this.yawFilter.process(this.lastYaw - this.yaw)) / timeDelta; + this.yawDeltaAcceleration = this.yawDeltaAccelerationFilter.process(this.lastYawDelta - this.yawDelta) / timeDelta; + + // how far above the surface is the avatar? (for testing / validation purposes) + var pickRay = {origin: MyAvatar.position, direction: {x:0, y:-1, z:0}}; + var distanceFromSurface = Entities.findRayIntersectionBlocking(pickRay).distance; + avatar.distanceFromSurface = distanceFromSurface - avatar.calibration.hipsToFeet; + + // determine principle direction of locomotion + var FWD_BACK_BIAS = 100; // helps prevent false sidestep condition detection when banking hard + if (Math.abs(this.velocity.x) > Math.abs(this.velocity.y) && + Math.abs(this.velocity.x) > FWD_BACK_BIAS * Math.abs(this.velocity.z)) { + if (this.velocity.x < 0) { + this.directedAcceleration = -this.acceleration.x; + this.direction = LEFT; + } else if (this.velocity.x > 0){ + this.directedAcceleration = this.acceleration.x; + this.direction = RIGHT; + } + } else if (Math.abs(this.velocity.y) > Math.abs(this.velocity.x) && + Math.abs(this.velocity.y) > Math.abs(this.velocity.z)) { + if (this.velocity.y > 0) { + this.directedAcceleration = this.acceleration.y; + this.direction = UP; + } else if (this.velocity.y < 0) { + this.directedAcceleration = -this.acceleration.y; + this.direction = DOWN; + } + } else if (FWD_BACK_BIAS * Math.abs(this.velocity.z) > Math.abs(this.velocity.x) && + Math.abs(this.velocity.z) > Math.abs(this.velocity.y)) { + if (this.velocity.z < 0) { + this.direction = FORWARDS; + this.directedAcceleration = -this.acceleration.z; + } else if (this.velocity.z > 0) { + this.directedAcceleration = this.acceleration.z; + this.direction = BACKWARDS; + } + } else { + this.direction = NONE; + this.directedAcceleration = 0; + } + + // set speed flags + if (Vec3.length(this.velocity) < MOVE_THRESHOLD) { + this.isMoving = false; + this.isWalkingSpeed = false; + this.isFlyingSpeed = false; + this.isComingToHalt = false; + } else if (Vec3.length(this.velocity) < MAX_WALK_SPEED) { + this.isMoving = true; + this.isWalkingSpeed = true; + this.isFlyingSpeed = false; + } else { + this.isMoving = true; + this.isWalkingSpeed = false; + this.isFlyingSpeed = true; + } + + // set acceleration flags + if (this.directedAcceleration > ACCELERATION_THRESHOLD) { + this.isAccelerating = true; + this.isDecelerating = false; + this.isDeceleratingFast = false; + this.isComingToHalt = false; + } else if (this.directedAcceleration < DECELERATION_THRESHOLD) { + this.isAccelerating = false; + this.isDecelerating = true; + this.isDeceleratingFast = (this.directedAcceleration < FAST_DECELERATION_THRESHOLD); + } else { + this.isAccelerating = false; + this.isDecelerating = false; + this.isDeceleratingFast = false; + } + + // use the gathered information to build up some spatial awareness + var isOnSurface = (avatar.distanceFromSurface < ON_SURFACE_THRESHOLD); + var isUnderGravity = (avatar.distanceFromSurface < GRAVITY_THRESHOLD); + var isTakingOff = (isUnderGravity && this.velocity.y > OVERCOME_GRAVITY_SPEED); + var isComingInToLand = (isUnderGravity && this.velocity.y < -OVERCOME_GRAVITY_SPEED); + var aboutToLand = isComingInToLand && avatar.distanceFromSurface < LANDING_THRESHOLD; + 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 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 || + (movingDirectlyUpOrDown && !isOnSurface)); + var staticToSurfaceMotion = surfaceMotion && !motion.isComingToHalt && !movingDirectlyUpOrDown && + !this.isDecelerating && lateralVelocity > MOVE_THRESHOLD; + if (staticToAirMotion) { + this.nextState = AIR_MOTION; + } else if (staticToSurfaceMotion) { + this.nextState = SURFACE_MOTION; + } else { + this.nextState = STATIC; + } + break; + + case SURFACE_MOTION: + 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) || + (!surfaceMotion && this.isMoving && !isComingInToLand); + if (surfaceMotionToStatic) { + // working on the assumption that stopping is now inevitable + if (!motion.isComingToHalt && isOnSurface) { + motion.isComingToHalt = true; + } + this.nextState = STATIC; + } else if (surfaceMotionToAirMotion) { + this.nextState = AIR_MOTION; + } else { + this.nextState = SURFACE_MOTION; + } + break; + + case AIR_MOTION: + var airMotionToSurfaceMotion = (surfaceMotion || aboutToLand) && !movingDirectlyUpOrDown; + var airMotionToStatic = !this.isMoving && this.direction === this.lastDirection; //|| + //this.isDeceleratingFast || isOnSurface; + if (airMotionToSurfaceMotion){ + this.nextState = SURFACE_MOTION; + } else if (airMotionToStatic) { + this.nextState = STATIC; + } else { + this.nextState = AIR_MOTION; + } + break; } - }; - if (!this.armsFree) { - this.poseFingers(); } // frequency time wheel (foot / ground speed matching) - this.direction = FORWARDS; - this.strideLength = this.selectedWalk.calibration.strideLengthForwards; this.frequencyTimeWheelPos = 0; this.frequencyTimeWheelRadius = 0.5; this.recentFrequencyTimeIncrements = []; - for(var i = 0; i < 8; i++) { - + for (var i = 0; i < 8; i++) { this.recentFrequencyTimeIncrements.push(0); } this.averageFrequencyTimeIncrement = 0; this.advanceFrequencyTimeWheel = function(angle){ - this.elapsedFTDegrees += angle; - + // keep a running average of increments for use in transitions (used during transitioning) this.recentFrequencyTimeIncrements.push(angle); this.recentFrequencyTimeIncrements.shift(); - for(increment in this.recentFrequencyTimeIncrements) { + for (increment in this.recentFrequencyTimeIncrements) { this.averageFrequencyTimeIncrement += this.recentFrequencyTimeIncrements[increment]; } this.averageFrequencyTimeIncrement /= this.recentFrequencyTimeIncrements.length; - this.frequencyTimeWheelPos += angle; if (this.frequencyTimeWheelPos >= 360) { this.frequencyTimeWheelPos = this.frequencyTimeWheelPos % 360; } } - // currently disabled due to breaking changes in js audio native objects - this.playFootStepSound = function(side) { - - //var options = new AudioInjectionOptions(); - //options.position = Camera.getPosition(); - //options.volume = 0.3; - //var soundNumber = 2; // 0 to 2 - //if (side === RIGHT && motion.makesFootStepSounds) { - // Audio.playS ound(walkAssets.footsteps[soundNumber + 1], options); - //} else if (side === LEFT && motion.makesFootStepSounds) { - // Audio.playSound(walkAssets.footsteps[soundNumber], options); - //} + this.saveHistory = function() { + this.lastDirection = this.direction; + this.lastVelocity = this.velocity; + this.lastYaw = this.yaw; + this.lastYawDelta = this.yawDelta; + this.lastYawDeltaAcceleration = this.yawDeltaAcceleration; } - - // history - this.lastDirection = 0; - this.lastSpeed = 0; - this.transitionCount = 0; - this.lastDistanceToVoxels = 0; - }; // end Motion constructor - -spatialInformation = (function() { +// animation manipulation object +animationOperations = (function() { return { - distanceToVoxels: function() { + // helper function for renderMotion(). calculate joint translations based on animation file settings and frequency * time + calculateTranslations: function(animation, ft, direction) { + var jointName = "Hips"; + var joint = animation.joints[jointName]; + var jointTranslations = {x:0, y:0, z:0}; - // use the blocking version of findRayIntersection to avoid errors - var pickRay = {origin: MyAvatar.position, direction: {x:0, y:-1, z:0}}; - - // TODO: change this to use entities? - return false; // Voxels.findRayIntersectionBlocking(pickRay).distance - motion.calibration.hipsToFeet;; - } - } + // gather modifiers and multipliers + modifiers = new FrequencyMultipliers(joint, direction); -})(); // end spatialInformation object literal + // calculate translations. Use synthesis filters where specified by the animation data file. + // sway (oscillation on the x-axis) + if (animation.filters.hasOwnProperty(jointName) && 'swayFilter' in animation.filters[jointName]) { + jointTranslations.x = joint.sway * animation.filters[jointName].swayFilter.calculate + (filter.degToRad(modifiers.swayFrequencyMultiplier * ft + joint.swayPhase)) + joint.swayOffset; + } else { + jointTranslations.x = joint.sway * Math.sin + (filter.degToRad(modifiers.swayFrequencyMultiplier * ft + joint.swayPhase)) + joint.swayOffset; + } + // bob (oscillation on the y-axis) + if (animation.filters.hasOwnProperty(jointName) && 'bobFilter' in animation.filters[jointName]) { + jointTranslations.y = joint.bob * animation.filters[jointName].bobFilter.calculate + (filter.degToRad(modifiers.bobFrequencyMultiplier * ft + joint.bobPhase)) + joint.bobOffset; + } else { + jointTranslations.y = joint.bob * Math.sin + (filter.degToRad(modifiers.bobFrequencyMultiplier * ft + joint.bobPhase)) + joint.bobOffset; -// animation file manipulation -animation = (function() { + if (animation.filters.hasOwnProperty(jointName) && 'bobLPFilter' in animation.filters[jointName]) { + jointTranslations.y = filter.clipTrough(jointTranslations.y, joint, 2); + jointTranslations.y = animation.filters[jointName].bobLPFilter.process(jointTranslations.y); + } + } + // thrust (oscillation on the z-axis) + if (animation.filters.hasOwnProperty(jointName) && 'thrustFilter' in animation.filters[jointName]) { + jointTranslations.z = joint.thrust * animation.filters[jointName].thrustFilter.calculate + (filter.degToRad(modifiers.thrustFrequencyMultiplier * ft + joint.thrustPhase)) + joint.thrustOffset; + } else { + jointTranslations.z = joint.thrust * Math.sin + (filter.degToRad(modifiers.thrustFrequencyMultiplier * ft + joint.thrustPhase)) + joint.thrustOffset; + } + return jointTranslations; + }, - return { + // helper function for renderMotion(). calculate joint rotations based on animation file settings and frequency * time + calculateRotations: function(jointName, animation, ft, direction) { + var joint = animation.joints[jointName]; + var jointRotations = {x:0, y:0, z:0}; + + if (avatar.isBlenderExport) { + jointRotations = Vec3.sum(jointRotations, walkAssets.blenderPreRotations.joints[jointName]); + } + + // gather frequency multipliers for this joint + modifiers = new FrequencyMultipliers(joint, direction); + + // calculate rotations. Use synthesis filters where specified by the animation data file. + + // calculate pitch + if (animation.filters.hasOwnProperty(jointName) && + 'pitchFilter' in animation.filters[jointName]) { + jointRotations.x += joint.pitch * animation.filters[jointName].pitchFilter.calculate + (filter.degToRad(ft * modifiers.pitchFrequencyMultiplier + joint.pitchPhase)) + joint.pitchOffset; + } else { + jointRotations.x += joint.pitch * Math.sin + (filter.degToRad(ft * modifiers.pitchFrequencyMultiplier + joint.pitchPhase)) + joint.pitchOffset; + } + // calculate yaw + if (animation.filters.hasOwnProperty(jointName) && + 'yawFilter' in animation.filters[jointName]) { + jointRotations.y += joint.yaw * animation.filters[jointName].yawFilter.calculate + (filter.degToRad(ft * modifiers.yawFrequencyMultiplier + joint.yawPhase)) + joint.yawOffset; + } else { + jointRotations.y += joint.yaw * Math.sin + (filter.degToRad(ft * modifiers.yawFrequencyMultiplier + joint.yawPhase)) + joint.yawOffset; + } + // calculate roll + if (animation.filters.hasOwnProperty(jointName) && + 'rollFilter' in animation.filters[jointName]) { + jointRotations.z += joint.roll * animation.filters[jointName].rollFilter.calculate + (filter.degToRad(ft * modifiers.rollFrequencyMultiplier + joint.rollPhase)) + joint.rollOffset; + } else { + jointRotations.z += joint.roll * Math.sin + (filter.degToRad(ft * modifiers.rollFrequencyMultiplier + joint.rollPhase)) + joint.rollOffset; + } + return jointRotations; + }, zeroAnimation: function(animation) { - for (i in animation.joints) { - - animation.joints[i].pitch = 0; - animation.joints[i].yaw = 0; - animation.joints[i].roll = 0; - animation.joints[i].pitchPhase = 0; - animation.joints[i].yawPhase = 0; - animation.joints[i].rollPhase = 0; - animation.joints[i].pitchOffset = 0; - animation.joints[i].yawOffset = 0; - animation.joints[i].rollOffset = 0; - if (i === 0) { - // Hips only - animation.joints[i].thrust = 0; - animation.joints[i].sway = 0; - animation.joints[i].bob = 0; - animation.joints[i].thrustPhase = 0; - animation.joints[i].swayPhase = 0; - animation.joints[i].bobPhase = 0; + for (j in animation.joints[i]) { + animation.joints[i][j] = 0; } } }, blendAnimation: function(sourceAnimation, targetAnimation, percent) { - for (i in targetAnimation.joints) { - targetAnimation.joints[i].pitch += percent * sourceAnimation.joints[i].pitch; targetAnimation.joints[i].yaw += percent * sourceAnimation.joints[i].yaw; targetAnimation.joints[i].roll += percent * sourceAnimation.joints[i].roll; @@ -233,7 +496,7 @@ animation = (function() { targetAnimation.joints[i].pitchOffset += percent * sourceAnimation.joints[i].pitchOffset; targetAnimation.joints[i].yawOffset += percent * sourceAnimation.joints[i].yawOffset; targetAnimation.joints[i].rollOffset += percent * sourceAnimation.joints[i].rollOffset; - if (i === 0) { + if (i === "Hips") { // Hips only targetAnimation.joints[i].thrust += percent * sourceAnimation.joints[i].thrust; targetAnimation.joints[i].sway += percent * sourceAnimation.joints[i].sway; @@ -241,368 +504,419 @@ animation = (function() { targetAnimation.joints[i].thrustPhase += percent * sourceAnimation.joints[i].thrustPhase; targetAnimation.joints[i].swayPhase += percent * sourceAnimation.joints[i].swayPhase; targetAnimation.joints[i].bobPhase += percent * sourceAnimation.joints[i].bobPhase; + targetAnimation.joints[i].thrustOffset += percent * sourceAnimation.joints[i].thrustOffset; + targetAnimation.joints[i].swayOffset += percent * sourceAnimation.joints[i].swayOffset; + targetAnimation.joints[i].bobOffset += percent * sourceAnimation.joints[i].bobOffset; } } + }, + + deepCopy: function(sourceAnimation, targetAnimation) { + // calibration + targetAnimation.calibration = JSON.parse(JSON.stringify(sourceAnimation.calibration)); + + // harmonics + targetAnimation.harmonics = {}; + if (isDefined(sourceAnimation.harmonics)) { + targetAnimation.harmonics = JSON.parse(JSON.stringify(sourceAnimation.harmonics)); + } + + // filters + targetAnimation.filters = {}; + for (i in sourceAnimation.filters) { + // are any filters specified for this joint? + if (isDefined(sourceAnimation.filters[i])) { + targetAnimation.filters[i] = sourceAnimation.filters[i]; + // wave shapers + if (isDefined(sourceAnimation.filters[i].pitchFilter)) { + targetAnimation.filters[i].pitchFilter = sourceAnimation.filters[i].pitchFilter; + } + if (isDefined(sourceAnimation.filters[i].yawFilter)) { + targetAnimation.filters[i].yawFilter = sourceAnimation.filters[i].yawFilter; + } + if (isDefined(sourceAnimation.filters[i].rollFilter)) { + targetAnimation.filters[i].rollFilter = sourceAnimation.filters[i].rollFilter; + } + // LP filters + if (isDefined(sourceAnimation.filters[i].swayLPFilter)) { + targetAnimation.filters[i].swayLPFilter = sourceAnimation.filters[i].swayLPFilter; + } + if (isDefined(sourceAnimation.filters[i].bobLPFilter)) { + targetAnimation.filters[i].bobLPFilter = sourceAnimation.filters[i].bobLPFilter; + } + if (isDefined(sourceAnimation.filters[i].thrustLPFilter)) { + targetAnimation.filters[i].thrustLPFilter = sourceAnimation.filters[i].thrustLPFilter; + } + } + } + // joints + targetAnimation.joints = JSON.parse(JSON.stringify(sourceAnimation.joints)); } } + })(); // end animation object literal -// finite state machine. Avatar locomotion modes represent states in the FSM -state = (function () { +// ReachPose datafile wrapper object +ReachPose = function(reachPoseName) { + this.name = reachPoseName; + this.reachPoseParameters = walkAssets.getReachPoseParameters(reachPoseName); + this.reachPoseDataFile = walkAssets.getReachPoseDataFile(reachPoseName); + this.progress = 0; + this.smoothingFilter = filter.createAveragingFilter(this.reachPoseParameters.smoothing); + this.currentStrength = function() { + // apply optionally smoothed (D)ASDR envelope to reach pose's strength / influence whilst active + var segmentProgress = undefined; // progress through chosen segment + var segmentTimeDelta = undefined; // total change in time over chosen segment + var segmentStrengthDelta = undefined; // total change in strength over chosen segment + var lastStrength = undefined; // the last value the previous segment held + var currentStrength = undefined; // return value - return { - - // the finite list of states - STANDING: 1, - WALKING: 2, - SIDE_STEP: 3, - FLYING: 4, - currentState: this.STANDING, - - // status vars - powerOn: true, - - setInternalState: function(newInternalState) { - - motion.elapsedFTDegrees = 0; - - switch (newInternalState) { - - case this.WALKING: - - this.currentState = this.WALKING; - return; - - case this.FLYING: - - this.currentState = this.FLYING; - return; - - case this.SIDE_STEP: - - this.currentState = this.SIDE_STEP; - return; - - case this.STANDING: - default: - - this.currentState = this.STANDING; - return; - } + // select parameters based on segment (a segment being one of (D),A,S,D or R) + if (this.progress >= this.reachPoseParameters.sustain.timing) { + // release segment + segmentProgress = this.progress - this.reachPoseParameters.sustain.timing; + segmentTimeDelta = this.reachPoseParameters.release.timing - this.reachPoseParameters.sustain.timing; + segmentStrengthDelta = this.reachPoseParameters.release.strength - this.reachPoseParameters.sustain.strength; + lastStrength = this.reachPoseParameters.sustain.strength; + } else if (this.progress >= this.reachPoseParameters.decay.timing) { + // sustain phase + segmentProgress = this.progress - this.reachPoseParameters.decay.timing; + segmentTimeDelta = this.reachPoseParameters.sustain.timing - this.reachPoseParameters.decay.timing; + segmentStrengthDelta = this.reachPoseParameters.sustain.strength - this.reachPoseParameters.decay.strength; + lastStrength = this.reachPoseParameters.decay.strength; + } else if (this.progress >= this.reachPoseParameters.attack.timing) { + // decay phase + segmentProgress = this.progress - this.reachPoseParameters.attack.timing; + segmentTimeDelta = this.reachPoseParameters.decay.timing - this.reachPoseParameters.attack.timing; + segmentStrengthDelta = this.reachPoseParameters.decay.strength - this.reachPoseParameters.attack.strength; + lastStrength = this.reachPoseParameters.attack.strength; + } else if (this.progress >= this.reachPoseParameters.delay.timing) { + // attack phase + segmentProgress = this.progress - this.reachPoseParameters.delay.timing; + segmentTimeDelta = this.reachPoseParameters.attack.timing - this.reachPoseParameters.delay.timing; + segmentStrengthDelta = this.reachPoseParameters.attack.strength - this.reachPoseParameters.delay.strength; + lastStrength = 0; //this.delay.strength; + } else { + // delay phase + segmentProgress = this.progress; + segmentTimeDelta = this.reachPoseParameters.delay.timing; + segmentStrengthDelta = this.reachPoseParameters.delay.strength; + lastStrength = 0; } + currentStrength = segmentTimeDelta > 0 ? lastStrength + segmentStrengthDelta * segmentProgress / segmentTimeDelta + : lastStrength; + // smooth off the response curve + currentStrength = this.smoothingFilter.process(currentStrength); + return currentStrength; } -})(); // end state object literal +}; + +// constructor with default parameters +TransitionParameters = function() { + this.duration = 0.5; + this.easingLower = {x:0.25, y:0.75}; + this.easingUpper = {x:0.75, y:0.25}; + this.reachPoseNames = []; +} // constructor for animation Transition -Transition = function(nextAnimation, lastAnimation, lastTransition) { +Transition = function(nextAnimation, lastAnimation, lastTransition, playTransitionReachPoses) { +//if (isDefined(lastAnimation) && isDefined(nextAnimation)) walkTools.toLog(lastAnimation.name + ' to '+ nextAnimation.name + ': started'); + if (playTransitionReachPoses === undefined) { + playTransitionReachPoses = true; + } // record the current state of animation this.nextAnimation = nextAnimation; this.lastAnimation = lastAnimation; this.lastTransition = lastTransition; - // deal with transition recursion (overlapping transitions) - this.id = motion.transitionCount++; // serial number for this transition - this.recursionDepth = 0; - this.incrementRecursion = function() { - - this.recursionDepth += 1; - - if(this.lastTransition !== nullTransition) { - - this.lastTransition.incrementRecursion(); - if(this.lastTransition.recursionDepth > 5) { - - delete this.lastTransition; - this.lastTransition = nullTransition; - } - } - } - if(lastTransition !== nullTransition) { - - this.lastTransition.incrementRecursion(); - } - - this.reachPoses = []; // placeholder / stub: work in progress - array of reach poses for squash and stretch techniques - this.transitionDuration = 0.5; // length of transition (seconds) - this.easingLower = {x:0.60, y:0.03}; // Bezier curve handle - this.easingUpper = {x:0.87, y:1.35}; // Bezier curve handle - this.startTime = new Date().getTime(); // Starting timestamp (seconds) - this.progress = 0; // how far are we through the transition? - this.lastDirection = motion.lastDirection; - // collect information about the currently playing animation + this.direction = motion.direction; this.lastDirection = motion.lastDirection; this.lastFrequencyTimeWheelPos = motion.frequencyTimeWheelPos; this.lastFrequencyTimeIncrement = motion.averageFrequencyTimeIncrement; this.lastFrequencyTimeWheelRadius = motion.frequencyTimeWheelRadius; - this.stopAngle = 0; // what angle should we stop turning this frequency time wheel? - this.percentToMove = 0; // if we need to keep moving to complete a step, this will be set to 100 - this.lastElapsedFTDegrees = motion.elapsedFTDegrees; - this.advancePreviousFrequencyTimeWheel = function() { + this.degreesToTurn = 0; // total degrees to turn the ft wheel before the avatar stops (walk only) + this.degreesRemaining = 0; // remaining degrees to turn the ft wheel before the avatar stops (walk only) + this.lastElapsedFTDegrees = motion.elapsedFTDegrees; // degrees elapsed since last transition start + motion.elapsedFTDegrees = 0; // reset ready for the next transition + motion.frequencyTimeWheelPos = 0; // start the next animation's frequency time wheel from zero - this.lastFrequencyTimeWheelPos += this.lastFrequencyTimeIncrement; + // set parameters for the transition + this.parameters = new TransitionParameters(); + this.liveReachPoses = []; + if (walkAssets && isDefined(lastAnimation) && isDefined(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 + if (playTransitionReachPoses) { + for (poseName in this.parameters.reachPoseNames) { + this.liveReachPoses.push(new ReachPose(this.parameters.reachPoseNames[poseName])); + } + } + } + this.startTime = new Date().getTime(); // Starting timestamp (seconds) + this.progress = 0; // how far are we through the transition? + this.filteredProgress = 0; - if (this.lastFrequencyTimeWheelPos >= 360) { + // 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; - this.lastFrequencyTimeWheelPos = this.lastFrequencyTimeWheelPos % 360; + // 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) { + // just stop the walk cycle right here and blend to idle + this.degreesToTurn = 0; + } else if (this.lastElapsedFTDegrees < HALF_CYCLE) { + // we have not taken a complete step yet, so we advance to the second stop angle + this.degreesToTurn = HALF_CYCLE - this.lastFrequencyTimeWheelPos; + } else if (this.lastFrequencyTimeWheelPos > 0 && this.lastFrequencyTimeWheelPos <= HALF_CYCLE_THRESHOLD) { + // complete the step and stop at 180 + this.degreesToTurn = HALF_CYCLE - this.lastFrequencyTimeWheelPos; + } else if (this.lastFrequencyTimeWheelPos > HALF_CYCLE_THRESHOLD && this.lastFrequencyTimeWheelPos <= HALF_CYCLE) { + // complete the step and next then stop at 0 + this.degreesToTurn = HALF_CYCLE - this.lastFrequencyTimeWheelPos + HALF_CYCLE; + } else if (this.lastFrequencyTimeWheelPos > HALF_CYCLE && this.lastFrequencyTimeWheelPos <= FULL_CYCLE_THRESHOLD) { + // complete the step and stop at 0 + this.degreesToTurn = FULL_CYCLE - this.lastFrequencyTimeWheelPos; + } else { + // complete the step and the next then stop at 180 + this.degreesToTurn = FULL_CYCLE - this.lastFrequencyTimeWheelPos + HALF_CYCLE; } - if(this.lastTransition !== nullTransition) { + // 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 + var lastFrequencyTimeIncrement = this.lastFrequencyTimeIncrement > MIN_FT_INCREMENT ? + this.lastFrequencyTimeIncrement : MIN_FT_INCREMENT; + var timeToFinish = Math.max(motion.deltaTime * this.degreesToTurn / lastFrequencyTimeIncrement, + MIN_TRANSITION_DURATION); + this.parameters.duration = timeToFinish; + this.degreesRemaining = this.degreesToTurn; + } - this.lastTransition.advancePreviousFrequencyTimeWheel(); - } - }; + // deal with transition recursion (overlapping transitions) + this.recursionDepth = 0; + this.incrementRecursion = function() { + this.recursionDepth += 1; - this.updateProgress = function() { + // cancel any continued motion + this.degreesToTurn = 0; - var elapasedTime = (new Date().getTime() - this.startTime) / 1000; - this.progress = elapasedTime / this.transitionDuration; - - this.progress = filter.bezier((1 - this.progress), - {x: 0, y: 0}, - this.easingLower, - this.easingUpper, - {x: 1, y: 1}).y; - - // ensure there is at least some progress - if(this.progress <= 0) { - - this.progress = VERY_SHORT_TIME; - } - if(this.lastTransition !== nullTransition) { - - if(this.lastTransition.updateProgress() >= 1) { - - // the previous transition is now complete - delete this.lastTransition; + // limit the number of layered / nested transitions + if (this.lastTransition !== nullTransition) { + this.lastTransition.incrementRecursion(); + if (this.lastTransition.recursionDepth > MAX_TRANSITION_RECURSION) { this.lastTransition = nullTransition; } } - return this.progress; + }; + 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 + this.advancePreviousFrequencyTimeWheel = function(deltaTime) { + var wheelAdvance = undefined; + + if (this.lastAnimation === avatar.selectedWalkBlend && + this.nextAnimation === avatar.selectedIdle) { + if (this.degreesRemaining <= 0) { + // stop continued motion + wheelAdvance = 0; + if (motion.isComingToHalt) { + if (this.lastFrequencyTimeWheelPos < 90) { + this.lastFrequencyTimeWheelPos = 0; + } else { + this.lastFrequencyTimeWheelPos = 180; + } + } + } else { + wheelAdvance = this.lastFrequencyTimeIncrement; + var distanceToTravel = avatar.calibration.strideLength * wheelAdvance / 180; + if (this.degreesRemaining <= 0) { + distanceToTravel = 0; + this.degreesRemaining = 0; + } else { + this.degreesRemaining -= wheelAdvance; + } + } + } else { + wheelAdvance = this.lastFrequencyTimeIncrement; + } + + // advance the ft wheel + this.lastFrequencyTimeWheelPos += wheelAdvance; + if (this.lastFrequencyTimeWheelPos >= 360) { + this.lastFrequencyTimeWheelPos = this.lastFrequencyTimeWheelPos % 360; + } + + // advance ft wheel for the nested (previous) Transition + if (this.lastTransition !== nullTransition) { + this.lastTransition.advancePreviousFrequencyTimeWheel(deltaTime); + } + // update the lastElapsedFTDegrees for short stepping + this.lastElapsedFTDegrees += wheelAdvance; + this.degreesTurned += wheelAdvance; + }; + + this.updateProgress = function() { + var elapasedTime = (new Date().getTime() - this.startTime) / 1000; + this.progress = elapasedTime / this.parameters.duration; + this.progress = Math.round(this.progress * 1000) / 1000; + + // updated nested transition/s + if (this.lastTransition !== nullTransition) { + if (this.lastTransition.updateProgress() === TRANSITION_COMPLETE) { + // the previous transition is now complete + this.lastTransition = nullTransition; + } + } + + // update any reachPoses + for (pose in this.liveReachPoses) { + // use independent timing for reachPoses + this.liveReachPoses[pose].progress += (motion.deltaTime / this.liveReachPoses[pose].reachPoseParameters.duration); + if (this.liveReachPoses[pose].progress >= 1) { + // time to kill off this reach pose + this.liveReachPoses.splice(pose, 1); + } + } + + // 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; }; this.blendTranslations = function(frequencyTimeWheelPos, direction) { - var lastTranslations = {x:0, y:0, z:0}; - if(!isDefined(this.nextAnimation)) { - - return lastTranslations; - } - var nextTranslations = calculateTranslations(this.nextAnimation, - frequencyTimeWheelPos, - direction); - + var nextTranslations = animationOperations.calculateTranslations(this.nextAnimation, + frequencyTimeWheelPos, + direction); // are we blending with a previous, still live transition? - if(this.lastTransition !== nullTransition) { - + if (this.lastTransition !== nullTransition) { lastTranslations = this.lastTransition.blendTranslations(this.lastFrequencyTimeWheelPos, this.lastDirection); - } else { - - lastTranslations = calculateTranslations(this.lastAnimation, + lastTranslations = animationOperations.calculateTranslations(this.lastAnimation, this.lastFrequencyTimeWheelPos, this.lastDirection); } - nextTranslations.x = this.progress * nextTranslations.x + - (1 - this.progress) * lastTranslations.x; + // blend last / next translations + nextTranslations = Vec3.multiply(this.filteredProgress, nextTranslations); + lastTranslations = Vec3.multiply((1 - this.filteredProgress), lastTranslations); + nextTranslations = Vec3.sum(nextTranslations, lastTranslations); - nextTranslations.y = this.progress * nextTranslations.y + - (1 - this.progress) * lastTranslations.y; - - nextTranslations.z = this.progress * nextTranslations.z + - (1 - this.progress) * lastTranslations.z; + if (this.liveReachPoses.length > 0) { + for (pose in this.liveReachPoses) { + var reachPoseStrength = this.liveReachPoses[pose].currentStrength(); + var poseTranslations = animationOperations.calculateTranslations( + this.liveReachPoses[pose].reachPoseDataFile, + frequencyTimeWheelPos, + direction); + // can't use Vec3 operations here, as if x,y or z is zero, the reachPose should have no influence at all + if (Math.abs(poseTranslations.x) > 0) { + nextTranslations.x = reachPoseStrength * poseTranslations.x + (1 - reachPoseStrength) * nextTranslations.x; + } + if (Math.abs(poseTranslations.y) > 0) { + nextTranslations.y = reachPoseStrength * poseTranslations.y + (1 - reachPoseStrength) * nextTranslations.y; + } + if (Math.abs(poseTranslations.z) > 0) { + nextTranslations.z = reachPoseStrength * poseTranslations.z + (1 - reachPoseStrength) * nextTranslations.z; + } + } + } return nextTranslations; }; this.blendRotations = function(jointName, frequencyTimeWheelPos, direction) { - var lastRotations = {x:0, y:0, z:0}; - var nextRotations = calculateRotations(jointName, + var nextRotations = animationOperations.calculateRotations(jointName, this.nextAnimation, frequencyTimeWheelPos, direction); // are we blending with a previous, still live transition? - if(this.lastTransition !== nullTransition) { - + if (this.lastTransition !== nullTransition) { lastRotations = this.lastTransition.blendRotations(jointName, this.lastFrequencyTimeWheelPos, this.lastDirection); } else { - - lastRotations = calculateRotations(jointName, + lastRotations = animationOperations.calculateRotations(jointName, this.lastAnimation, this.lastFrequencyTimeWheelPos, this.lastDirection); } + // blend last / next translations + nextRotations = Vec3.multiply(this.filteredProgress, nextRotations); + lastRotations = Vec3.multiply((1 - this.filteredProgress), lastRotations); + nextRotations = Vec3.sum(nextRotations, lastRotations); - nextRotations.x = this.progress * nextRotations.x + - (1 - this.progress) * lastRotations.x; - - nextRotations.y = this.progress * nextRotations.y + - (1 - this.progress) * lastRotations.y; - - nextRotations.z = this.progress * nextRotations.z + - (1 - this.progress) * lastRotations.z; + // are there reachPoses defined for this transition? + if (this.liveReachPoses.length > 0) { + for (pose in this.liveReachPoses) { + var reachPoseStrength = this.liveReachPoses[pose].currentStrength(); + var poseRotations = animationOperations.calculateRotations(jointName, + this.liveReachPoses[pose].reachPoseDataFile, + frequencyTimeWheelPos, + direction); + // don't use Vec3 operations here, as if x,y or z is zero, the reach pose should have no influence at all + if (Math.abs(poseRotations.x) > 0) { + nextRotations.x = reachPoseStrength * poseRotations.x + (1 - reachPoseStrength) * nextRotations.x; + } + if (Math.abs(poseRotations.y) > 0) { + nextRotations.y = reachPoseStrength * poseRotations.y + (1 - reachPoseStrength) * nextRotations.y; + } + if (Math.abs(poseRotations.z) > 0) { + nextRotations.z = reachPoseStrength * poseRotations.z + (1 - reachPoseStrength) * nextRotations.z; + } + } + } return nextRotations; }; - }; // end Transition constructor - -// individual joint modiers (mostly used to provide symmetry between left and right limbs) -JointModifiers = function(joint, direction) { - - // gather modifiers and multipliers +// individual joint modifiers +FrequencyMultipliers = function(joint, direction) { + // gather multipliers this.pitchFrequencyMultiplier = 1; - this.pitchPhaseModifier = 0; - this.pitchReverseModifier = 0; - this.yawReverseModifier = 0; - this.rollReverseModifier = 0; - this.pitchSign = 1; // for sidestepping and incorrectly rigged Ron ToeBases - this.yawSign = 1; - this.rollSign = 1; - this.pitchReverseInvert = 1; - this.pitchOffsetSign = 1; - this.yawOffsetSign = 1; - this.rollOffsetSign = 1; - this.bobReverseModifier = 0; + this.yawFrequencyMultiplier = 1; + this.rollFrequencyMultiplier = 1; + this.swayFrequencyMultiplier = 1; this.bobFrequencyMultiplier = 1; this.thrustFrequencyMultiplier = 1; - if (isDefined(joint.pitchFrequencyMultiplier)) { - this.pitchFrequencyMultiplier = joint.pitchFrequencyMultiplier; + if (isDefined(joint)) { + if (isDefined(joint.pitchFrequencyMultiplier)) { + this.pitchFrequencyMultiplier = joint.pitchFrequencyMultiplier; + } + if (isDefined(joint.yawFrequencyMultiplier)) { + this.yawFrequencyMultiplier = joint.yawFrequencyMultiplier; + } + if (isDefined(joint.rollFrequencyMultiplier)) { + this.rollFrequencyMultiplier = joint.rollFrequencyMultiplier; + } + if (isDefined(joint.swayFrequencyMultiplier)) { + this.swayFrequencyMultiplier = joint.swayFrequencyMultiplier; + } + if (isDefined(joint.bobFrequencyMultiplier)) { + this.bobFrequencyMultiplier = joint.bobFrequencyMultiplier; + } + if (isDefined(joint.thrustFrequencyMultiplier)) { + this.thrustFrequencyMultiplier = joint.thrustFrequencyMultiplier; + } } - if (isDefined(joint.pitchPhaseModifier)) { - this.pitchPhaseModifier = joint.pitchPhaseModifier; - } - if (isDefined(joint.pitchSign)) { - this.pitchSign = joint.pitchSign; - } - if (isDefined(joint.yawSign)) { - this.yawSign = joint.yawSign; - } - if (isDefined(joint.rollSign)) { - this.rollSign = joint.rollSign; - } - if (isDefined(joint.pitchReverseInvert) && direction === BACKWARDS) { - this.pitchReverseInvert = joint.pitchReverseInvert; - } - if (isDefined(joint.pitchReverseModifier) && direction === BACKWARDS) { - this.pitchReverseModifier = joint.pitchReverseModifier; - } - if (isDefined(joint.yawReverseModifier) && direction === BACKWARDS) { - this.yawReverseModifier = joint.yawReverseModifier; - } - if (isDefined(joint.rollReverseModifier) && direction === BACKWARDS) { - this.rollReverseModifier = joint.rollReverseModifier; - } - if (isDefined(joint.pitchOffsetSign)) { - this.pitchOffsetSign = joint.pitchOffsetSign; - } - if (isDefined(joint.yawOffsetSign)) { - this.yawOffsetSign = joint.yawOffsetSign; - } - if (isDefined(joint.rollOffsetSign)) { - this.rollOffsetSign = joint.rollOffsetSign; - } - if (isDefined(joint.bobReverseModifier) && direction === BACKWARDS) { - this.bobReverseModifier = joint.bobReverseModifier; - } - if (isDefined(joint.bobFrequencyMultiplier)) { - this.bobFrequencyMultiplier = joint.bobFrequencyMultiplier; - } - if (isDefined(joint.thrustFrequencyMultiplier)) { - this.thrustFrequencyMultiplier = joint.thrustFrequencyMultiplier; - } -}; - -walkAssets = (function () { - - // load the sounds - currently disabled due to breaking changes in js audio native objects - //var _pathToSounds = 'https://s3.amazonaws.com/hifi-public/sounds/Footsteps/'; - - //var _footsteps = []; - //_footsteps.push(new Sound(_pathToSounds+"FootstepW2Left-12db.wav")); - //_footsteps.push(new Sound(_pathToSounds+"FootstepW2Right-12db.wav")); - //_footsteps.push(new Sound(_pathToSounds+"FootstepW3Left-12db.wav")); - //_footsteps.push(new Sound(_pathToSounds+"FootstepW3Right-12db.wav")); - //_footsteps.push(new Sound(_pathToSounds+"FootstepW5Left-12db.wav")); - //_footsteps.push(new Sound(_pathToSounds+"FootstepW5Right-12db.wav")); - - // load the animation datafiles - Script.include(pathToAssets+"animations/dd-female-standard-walk-animation.js"); - Script.include(pathToAssets+"animations/dd-female-standing-one-animation.js"); - Script.include(pathToAssets+"animations/dd-female-flying-up-animation.js"); - Script.include(pathToAssets+"animations/dd-female-flying-animation.js"); - Script.include(pathToAssets+"animations/dd-female-flying-down-animation.js"); - Script.include(pathToAssets+"animations/dd-female-flying-blend-animation.js"); - Script.include(pathToAssets+"animations/dd-female-hovering-animation.js"); - Script.include(pathToAssets+"animations/dd-female-sidestep-left-animation.js"); - Script.include(pathToAssets+"animations/dd-female-sidestep-right-animation.js"); - Script.include(pathToAssets+"animations/dd-male-standard-walk-animation.js"); - Script.include(pathToAssets+"animations/dd-male-standing-one-animation.js"); - Script.include(pathToAssets+"animations/dd-male-flying-up-animation.js"); - Script.include(pathToAssets+"animations/dd-male-flying-animation.js"); - Script.include(pathToAssets+"animations/dd-male-flying-down-animation.js"); - Script.include(pathToAssets+"animations/dd-male-flying-blend-animation.js"); - Script.include(pathToAssets+"animations/dd-male-hovering-animation.js"); - Script.include(pathToAssets+"animations/dd-male-sidestep-left-animation.js"); - Script.include(pathToAssets+"animations/dd-male-sidestep-right-animation.js"); - Script.include(pathToAssets+"animations/dd-animation-reference.js"); - - var _femaleStandardWalk = new FemaleStandardWalk(); - var _femaleFlyingUp = new FemaleFlyingUp(); - var _femaleFlying = new FemaleFlying(); - var _femaleFlyingDown = new FemaleFlyingDown(); - var _femaleStandOne = new FemaleStandingOne(); - var _femaleSideStepLeft = new FemaleSideStepLeft(); - var _femaleSideStepRight = new FemaleSideStepRight(); - var _femaleFlyingBlend = new FemaleFlyingBlend(); - var _femaleHovering = new FemaleHovering(); - - var _maleStandardWalk = new MaleStandardWalk(filter); - var _maleStandOne = new MaleStandingOne(); - var _maleSideStepLeft = new MaleSideStepLeft(); - var _maleSideStepRight = new MaleSideStepRight(); - var _maleFlying = new MaleFlying(); - var _maleFlyingDown = new MaleFlyingDown(); - var _maleFlyingUp = new MaleFlyingUp(); - var _maleFlyingBlend = new MaleFlyingBlend(); - var _maleHovering = new MaleHovering(); - - var _animationReference = new AnimationReference(); - - return { - - // expose the sound assets - //footsteps: _footsteps, - - // expose the animation assets - femaleStandardWalk: _femaleStandardWalk, - femaleFlyingUp: _femaleFlyingUp, - femaleFlying: _femaleFlying, - femaleFlyingDown: _femaleFlyingDown, - femaleFlyingBlend: _femaleFlyingBlend, - femaleHovering: _femaleHovering, - femaleStandOne: _femaleStandOne, - femaleSideStepLeft: _femaleSideStepLeft, - femaleSideStepRight: _femaleSideStepRight, - maleStandardWalk: _maleStandardWalk, - maleFlyingUp: _maleFlyingUp, - maleFlying: _maleFlying, - maleFlyingDown: _maleFlyingDown, - maleFlyingBlend: _maleFlyingBlend, - maleHovering: _maleHovering, - maleStandOne: _maleStandOne, - maleSideStepLeft: _maleSideStepLeft, - maleSideStepRight: _maleSideStepRight, - animationReference: _animationReference, - } - -})(); \ No newline at end of file +}; \ No newline at end of file diff --git a/examples/libraries/walkFilters.js b/examples/libraries/walkFilters.js index 4e77fe6ec7..d4474f5dcf 100644 --- a/examples/libraries/walkFilters.js +++ b/examples/libraries/walkFilters.js @@ -1,134 +1,78 @@ // // walkFilters.js +// version 1.1 // -// version 1.002 +// Created by David Wooldridge, June 2015 +// Copyright © 2014 - 2015 High Fidelity, Inc. // -// Created by David Wooldridge, Autumn 2014 -// -// Provides a variety of filters for use by the walk.js script v1.12 +// Provides a variety of filters for use by the walk.js script v1.2+ // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // +// simple averaging (LP) filter for damping / smoothing AveragingFilter = function(length) { - - //this.name = name; + // initialise the array of past values this.pastValues = []; - - for(var i = 0; i < length; i++) { + for (var i = 0; i < length; i++) { this.pastValues.push(0); } - // single arg is the nextInputValue this.process = function() { - if (this.pastValues.length === 0 && arguments[0]) { - return arguments[0]; - } else if (arguments[0] !== null) { - - // 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]; + for (var value in this.pastValues) nextOutputValue += this.pastValues[value]; return nextOutputValue / this.pastValues.length; - } else { - return 0; } }; }; - -// 1st order Butterworth 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 (-3 dB @ 3 Hz) -ButterworthFilter1 = function() { - - this.gain = 7.313751515; - this.coeff = 0.7265425280; +// 2nd order 2Hz Butterworth LP filter +ButterworthFilter = function() { + // coefficients calculated at: http://www-users.cs.york.ac.uk/~fisher/mkfilter/trad.html + this.gain = 104.9784742; + this.coeffOne = -0.7436551950; + this.coeffTwo = 1.7055521455; // initialise the arrays this.xv = []; this.yv = []; - - for(var i = 0; i < 2; i++) { - + 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] = nextInputValue / this.gain; - - this.yv[0] = this.yv[1]; - this.yv[1] = this.xv[0] + this.xv[1] + this.coeff * this.yv[0]; - - return this.yv[1]; - }; - -}; // end Butterworth filter constructor - -// 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 -ButterworthFilter2 = function(cutOff) { - - switch(cutOff) { - - case 5: - default: - - this.gain = 20.20612010; - this.coeffOne = -0.4775922501; - this.coeffTwo = 1.2796324250; - break; - } - - // 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 constructor - // 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.smoothingFilter = new AveragingFilter(smoothing); // NB: frequency in radians this.calculate = function(frequency) { - // make some shapes var harmonics = 0; var multiplier = 0; @@ -136,20 +80,15 @@ WaveSynth = function(waveShape, numHarmonics, smoothing) { if (this.waveShape === TRIANGLE) { iterations++; } - - for(var n = 1; n < iterations; n++) { - - switch(this.waveShape) { - + for (var n = 1; 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 @@ -162,7 +101,6 @@ WaveSynth = function(waveShape, numHarmonics, smoothing) { } case SQUARE: { - if (n % 2 === 1) { multiplier = 1 / n; harmonics += multiplier * Math.sin(n * frequency); @@ -171,33 +109,31 @@ WaveSynth = function(waveShape, numHarmonics, smoothing) { } } } - // smooth the result and return return this.smoothingFilter.process(harmonics); }; }; -// Create a motion wave by summing pre-calcualted sinusoidal harmonics +// Create a motion wave by summing pre-calculated harmonics (Fourier synthesis) 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++) { + for (var n = 0; n < numHarmonics; n++) { harmonics += this.magnitudes[n] * Math.cos(n * twoPiFT - this.phaseAngles[n]); } return harmonics; }; }; - -// the main filter object +// the main filter object literal filter = (function() { + // Bezier private variables + var _C1 = {x:0, y:0}; + var _C4 = {x:1, y:1}; // Bezier private functions function _B1(t) { return t * t * t }; @@ -209,63 +145,52 @@ filter = (function() { // 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 + + // simple averaging (LP) filter for damping / smoothing createAveragingFilter: function(length) { - var newAveragingFilter = new AveragingFilter(length); return newAveragingFilter; }, - createButterworthFilter1: function() { - - var newButterworthFilter = new ButterworthFilter1(); - return newButterworthFilter; - }, - - createButterworthFilter2: function(cutoff) { - - var newButterworthFilter = new ButterworthFilter2(cutoff); + // provides LP filtering with improved frequency / phase response + createButterworthFilter: function() { + var newButterworthFilter = new ButterworthFilter(); return newButterworthFilter; }, + // generates sawtooth, triangle or square waves using harmonics createWaveSynth: function(waveShape, numHarmonics, smoothing) { - var newWaveSynth = new WaveSynth(waveShape, numHarmonics, smoothing); return newWaveSynth; }, + // generates arbitrary waveforms using pre-calculated harmonics 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 + + // 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/ - 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; + input = 1 - input; + return _C1.y * _B1(input) + C2.y * _B2(input) + C3.y * _B3(input) + _C4.y * _B4(input); }, - // simple clipping filter (clips bottom of wave only) + // simple clipping filter (special case for hips y-axis skeleton offset for walk animation) clipTrough: function(inputValue, peak, strength) { - var outputValue = inputValue * strength; if (outputValue < -peak) { outputValue = -peak; @@ -273,5 +198,4 @@ filter = (function() { return outputValue; } } - })(); \ No newline at end of file diff --git a/examples/libraries/walkInterface.js b/examples/libraries/walkInterface.js deleted file mode 100644 index 0375fb7bea..0000000000 --- a/examples/libraries/walkInterface.js +++ /dev/null @@ -1,340 +0,0 @@ -// -// walkInterface.js -// -// version 2.0 -// -// Created by David Wooldridge, Autumn 2014 -// -// Presents the UI for the walk.js script v1.12 -// -// Distributed under the Apache License, Version 2.0. -// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html -// - -walkInterface = (function() { - - // references to walk.js objects - var _motion = null; - var _walkAssets = null; - - // controller UI element positions and dimensions - var _backgroundWidth = 350; - var _backgroundHeight = 700; - var _backgroundX = Window.innerWidth - _backgroundWidth - 58; - var _backgroundY = Window.innerHeight / 2 - _backgroundHeight / 2; - var _bigButtonsY = 348; - - // Load up the overlays - var _buttonOverlays = []; - - // ui minimised tab - var _controlsMinimisedTab = Overlays.addOverlay("image", { - x: Window.innerWidth - 58, - y: Window.innerHeight - 145, - width: 50, height: 50, - imageURL: pathToAssets + 'overlay-images/minimised-tab.png', - visible: true, alpha: 0.9 - }); - - // ui background - var _controlsBackground = Overlays.addOverlay("image", { - bounds: { - x: _backgroundX, - y: _backgroundY, - width: _backgroundWidth, - height: _backgroundHeight - }, - imageURL: pathToAssets + "overlay-images/background.png", - alpha: 1, visible: false - }); - - // button overlays - var _controlsMinimiseButton = Overlays.addOverlay("image", { - bounds: { - x: _backgroundX + _backgroundWidth - 62, - y: _backgroundY + 40, - width: 25, height: 25 - }, - imageURL: pathToAssets + "overlay-images/minimise-button.png", - alpha: 1, visible: false - }); - _buttonOverlays.push(_controlsMinimiseButton); - - var _onButton = Overlays.addOverlay("image", { - bounds: { - x: _backgroundX + _backgroundWidth / 2 - 115, - y: _backgroundY + _bigButtonsY, - width: 230, height: 36 - }, - imageURL: pathToAssets + "overlay-images/power-button-selected.png", - alpha: 1, visible: false - }); - _buttonOverlays.push(_onButton); - - var _offButton = Overlays.addOverlay("image", { - bounds: { - x: _backgroundX + _backgroundWidth / 2 - 115, - y: _backgroundY + _bigButtonsY, - width: 230, height: 36 - }, - imageURL: pathToAssets + "overlay-images/power-button.png", - alpha: 1, visible: false - }); - _buttonOverlays.push(_offButton); - - var _femaleButton = Overlays.addOverlay("image", { - bounds: { - x: _backgroundX + _backgroundWidth / 2 - 115, - y: _backgroundY + _bigButtonsY + 60, - width: 230, height: 36 - }, - imageURL: pathToAssets + "overlay-images/female-button.png", - alpha: 1, visible: false - }); - _buttonOverlays.push(_femaleButton); - - var _femaleButtonSelected = Overlays.addOverlay("image", { - bounds: { - x: _backgroundX + _backgroundWidth / 2 - 115, - y: _backgroundY + _bigButtonsY + 60, - width: 230, height: 36 - }, - imageURL: pathToAssets + "overlay-images/female-button-selected.png", - alpha: 1, visible: false - }); - _buttonOverlays.push(_femaleButtonSelected); - - var _maleButton = Overlays.addOverlay("image", { - bounds: { - x: _backgroundX + _backgroundWidth / 2 - 115, - y: _backgroundY + _bigButtonsY + 120, - width: 230, height: 36 - }, - imageURL: pathToAssets + "overlay-images/male-button.png", - alpha: 1, visible: false - }); - _buttonOverlays.push(_maleButton); - - var _maleButtonSelected = Overlays.addOverlay("image", { - bounds: { - x: _backgroundX + _backgroundWidth / 2 - 115, - y: _backgroundY + _bigButtonsY + 120, - width: 230, height: 36 - }, - imageURL: pathToAssets + "overlay-images/male-button-selected.png", - alpha: 1, visible: false - }); - _buttonOverlays.push(_maleButtonSelected); - - var _armsFreeButton = Overlays.addOverlay("image", { - bounds: { - x: _backgroundX + _backgroundWidth / 2 - 115, - y: _backgroundY + _bigButtonsY + 180, - width: 230, height: 36 - }, - imageURL: pathToAssets + "overlay-images/arms-free-button.png", - alpha: 1, visible: false - }); - _buttonOverlays.push(_armsFreeButton); - - var _armsFreeButtonSelected = Overlays.addOverlay("image", { - bounds: { - x: _backgroundX + _backgroundWidth / 2 - 115, - y: _backgroundY + _bigButtonsY + 180, - width: 230, height: 36 - }, - imageURL: pathToAssets + "overlay-images/arms-free-button-selected.png", - alpha: 1, visible: false - }); - _buttonOverlays.push(_armsFreeButtonSelected); - - var _footstepsButton = Overlays.addOverlay("image", { - bounds: { - x: _backgroundX + _backgroundWidth / 2 - 115, - y: _backgroundY + _bigButtonsY + 240, - width: 230, height: 36 - }, - imageURL: pathToAssets + "overlay-images/footstep-sounds-button.png", - alpha: 1, visible: false - }); - _buttonOverlays.push(_footstepsButton); - - var _footstepsButtonSelected = Overlays.addOverlay("image", { - bounds: { - x: _backgroundX + _backgroundWidth / 2 - 115, - y: _backgroundY + _bigButtonsY + 240, - width: 230, height: 36 - }, - imageURL: pathToAssets + "overlay-images/footstep-sounds-button-selected.png", - alpha: 1, visible: false - }); - _buttonOverlays.push(_footstepsButtonSelected); - - - function minimiseDialog(minimise) { - - Overlays.editOverlay(_controlsBackground, {visible: !minimise}); - Overlays.editOverlay(_controlsMinimisedTab, {visible: minimise}); - Overlays.editOverlay(_controlsMinimiseButton, {visible: !minimise}); - - if(_state.powerOn) { - - Overlays.editOverlay(_onButton, {visible: !minimise}); - Overlays.editOverlay(_offButton, {visible: false}); - - } else { - - Overlays.editOverlay(_onButton, {visible: false}); - Overlays.editOverlay(_offButton, {visible: !minimise}); - - } - if (_motion.avatarGender === FEMALE) { - - Overlays.editOverlay(_femaleButtonSelected, {visible: !minimise}); - Overlays.editOverlay(_femaleButton, {visible: false}); - Overlays.editOverlay(_maleButtonSelected, {visible: false}); - Overlays.editOverlay(_maleButton, {visible: !minimise}); - - } else { - - Overlays.editOverlay(_femaleButtonSelected, {visible: false}); - Overlays.editOverlay(_femaleButton, {visible: !minimise}); - Overlays.editOverlay(_maleButtonSelected, {visible: !minimise}); - Overlays.editOverlay(_maleButton, {visible: false}); - } - if (_motion.armsFree) { - - Overlays.editOverlay(_armsFreeButtonSelected, {visible: !minimise}); - Overlays.editOverlay(_armsFreeButton, {visible: false}); - - } else { - - Overlays.editOverlay(_armsFreeButtonSelected, {visible: false}); - Overlays.editOverlay(_armsFreeButton, {visible: !minimise}); - } - if (_motion.makesFootStepSounds) { - - Overlays.editOverlay(_footstepsButtonSelected, {visible: !minimise}); - Overlays.editOverlay(_footstepsButton, {visible: false}); - - } else { - - Overlays.editOverlay(_footstepsButtonSelected, {visible: false}); - Overlays.editOverlay(_footstepsButton, {visible: !minimise}); - } - }; - - // mouse event handler - function mousePressEvent(event) { - - var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y}); - - switch (clickedOverlay) { - - case _controlsMinimiseButton: - - minimiseDialog(true); - _state.setInternalState(_state.STANDING); - return; - - case _controlsMinimisedTab: - - minimiseDialog(false); - _state.setInternalState(_state.STANDING); - return; - - case _onButton: - - _state.powerOn = false; - Overlays.editOverlay(_offButton, {visible: true}); - Overlays.editOverlay(_onButton, {visible: false}); - _state.setInternalState(state.STANDING); - return; - - case _offButton: - - _state.powerOn = true; - Overlays.editOverlay(_offButton, {visible: false}); - Overlays.editOverlay(_onButton, {visible: true}); - _state.setInternalState(state.STANDING); - return; - - - case _footstepsButton: - - _motion.makesFootStepSounds = true; - Overlays.editOverlay(_footstepsButtonSelected, {visible: true}); - Overlays.editOverlay(_footstepsButton, {visible: false}); - return; - - case _footstepsButtonSelected: - - _motion.makesFootStepSounds = false; - Overlays.editOverlay(_footstepsButton, {visible: true}); - Overlays.editOverlay(_footstepsButtonSelected, {visible: false}); - return; - - case _femaleButton: - case _maleButtonSelected: - - _motion.setGender(FEMALE); - Overlays.editOverlay(_femaleButtonSelected, {visible: true}); - Overlays.editOverlay(_femaleButton, {visible: false}); - Overlays.editOverlay(_maleButton, {visible: true}); - Overlays.editOverlay(_maleButtonSelected, {visible: false}); - return; - - case _maleButton: - case _femaleButtonSelected: - - _motion.setGender(MALE); - Overlays.editOverlay(_femaleButton, {visible: true}); - Overlays.editOverlay(_femaleButtonSelected, {visible: false}); - Overlays.editOverlay(_maleButtonSelected, {visible: true}); - Overlays.editOverlay(_maleButton, {visible: false}); - return; - - case _armsFreeButton: - - _motion.armsFree = true; - Overlays.editOverlay(_armsFreeButtonSelected, {visible: true}); - Overlays.editOverlay(_armsFreeButton, {visible: false}); - return; - - case _armsFreeButtonSelected: - - _motion.armsFree = false; - _motion.poseFingers(); - Overlays.editOverlay(_armsFreeButtonSelected, {visible: false}); - Overlays.editOverlay(_armsFreeButton, {visible: true}); - return; - } - }; - - Controller.mousePressEvent.connect(mousePressEvent); - - // delete overlays on script ending - Script.scriptEnding.connect(function() { - - // delete overlays - Overlays.deleteOverlay(_controlsBackground); - Overlays.deleteOverlay(_controlsMinimisedTab); - for (var i in _buttonOverlays) { - Overlays.deleteOverlay(_buttonOverlays[i]); - } - }); - - // public method - return { - - // gather references to objects from the walk.js script - initialise: function(state, motion, walkAssets) { - - _state = state; - _motion = motion; - _walkAssets = walkAssets; - } - - }; // end public methods (return) - -})(); \ No newline at end of file diff --git a/examples/libraries/walkSettings.js b/examples/libraries/walkSettings.js new file mode 100644 index 0000000000..ea35a54352 --- /dev/null +++ b/examples/libraries/walkSettings.js @@ -0,0 +1,74 @@ +// +// walkSettings.js +// version 1.0 +// +// Created by David Wooldridge, June 2015 +// Copyright © 2015 High Fidelity, Inc. +// +// Presents settings for walk.js +// +// Editing tools for animation data files available here: https://github.com/DaveDubUK/walkTools +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + +WalkSettings = function() { + var that = {}; + + // ui minimised tab + var _innerWidth = Window.innerWidth; + var visible = false; + var _minimisedTab = Overlays.addOverlay("image", { + x: _innerWidth - 58, y: Window.innerHeight - 145, + width: 50, height: 50, + imageURL: pathToAssets + 'overlay-images/ddpa-minimised-ddpa-tab.png', + visible: true, alpha: 0.9 + }); + function mousePressEvent(event) { + 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.scriptEnding.connect(cleanup); + + // web window + var url = Script.resolvePath('html/walkSettings.html'); + var webView = new WebWindow('Walk Settings', url, 200, 180, false); + webView.setVisible(false); + + 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 + })); + } else if (data.type == "powerToggle") { + motion.isLive = !motion.isLive; + } else if (data.type == "update") { + // receive settings from the dialog + avatar.armsFree = data.armsFree; + avatar.makesFootStepSounds = data.footstepSounds; + avatar.isBlenderExport = data.blenderPreRotations; + } + }); + + return that; +}; \ No newline at end of file diff --git a/examples/walk.js b/examples/walk.js index f0f42c0b4c..544a98512b 100644 --- a/examples/walk.js +++ b/examples/walk.js @@ -1,637 +1,56 @@ // // walk.js +// version 1.25 // -// version 1.12 +// Created by David Wooldridge, June 2015 +// Copyright © 2014 - 2015 High Fidelity, Inc. // -// Created by David Wooldridge, Autumn 2014 -// -// Animates an avatar using procedural animation techniques +// 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. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // -// constants -var MALE = 1; -var FEMALE = 2; -var MAX_WALK_SPEED = 2.5; -var TAKE_FLIGHT_SPEED = 4.55; -var TOP_SPEED = 300; +// locomotion states +var STATIC = 1; +var SURFACE_MOTION = 2; +var AIR_MOTION = 4; + +// directions var UP = 1; var DOWN = 2; var LEFT = 4; var RIGHT = 8; var FORWARDS = 16; var BACKWARDS = 32; -var PITCH = 64; -var YAW = 128; -var ROLL = 256; +var NONE = 64; + +// waveshapes var SAWTOOTH = 1; var TRIANGLE = 2; var SQUARE = 4; -var VERY_LONG_TIME = 1000000.0; -var VERY_SHORT_TIME = 0.000001; -// ovelay images location -var pathToAssets = 'http://s3.amazonaws.com/hifi-public/procedural-animator/'; - -// load the UI -Script.include("./libraries/walkInterface.js"); - -// load filters (Bezier, Butterworth, add harmonics, averaging) -Script.include("./libraries/walkFilters.js"); - -// load objects, constructors and assets (state, Motion, Transition, walkAssets) -Script.include("./libraries/walkApi.js"); - -// initialise the motion properties and history object -var motion = new Motion(); - -// initialise Transitions -var nullTransition = new Transition(); -motion.currentTransition = nullTransition; - -// initialise the UI -walkInterface.initialise(state, motion, walkAssets); - -// Begin by setting the STANDING internal state -state.setInternalState(state.STANDING); - -// smoothing filters -var leanPitchFilter = filter.createButterworthFilter1(); -var leanPitchSmoothingFilter = filter.createAveragingFilter(10); -var leanRollSmoothingFilter = filter.createAveragingFilter(10); -var flyUpFilter = filter.createAveragingFilter(30); -var flyFilter = filter.createAveragingFilter(30); - -// Main loop -Script.update.connect(function(deltaTime) { - - if (state.powerOn) { - - // calculate avi linear speed - var speed = Vec3.length(MyAvatar.getVelocity()); - - // decide which animation should be playing - selectAnimation(deltaTime, speed); - - // turn the frequency time wheels - turnFrequencyTimeWheels(deltaTime, speed); - - // calculate (or fetch pre-calculated) stride length for this avi - setStrideLength(speed); - - // update the progress of any live transition - updateTransition(); - - // apply translation and rotations - animateAvatar(deltaTime, speed); - } -}); - -// helper function for selectAnimation() -function determineLocomotionMode(speed) { - - var locomotionMode = undefined; - - if (speed < 0.1 && motion.currentAnimation !== motion.selectedFlyBlend) { - - locomotionMode = state.STANDING; - - } else if (speed === 0 && motion.currentAnimation === motion.selectedFlyBlend) { - - locomotionMode = state.STANDING; - - } else if (speed < TAKE_FLIGHT_SPEED) { - - locomotionMode = state.WALKING; - - } else if (speed >= TAKE_FLIGHT_SPEED) { - - locomotionMode = state.FLYING; - } - - // maybe travelling at walking speed, but sideways? - if (locomotionMode === state.WALKING && - (motion.direction === LEFT || - motion.direction === RIGHT)) { - - locomotionMode = state.SIDE_STEP; - } - - // maybe completing a final step during a walking to standing transition? - if (locomotionMode === state.WALKING && - motion.currentTransition.percentToMove > 0) { - - locomotionMode = state.STANDING; - } - - // maybe starting to fly up or down? - if (locomotionMode === state.WALKING && - motion.direction === UP || motion.direction === DOWN) { - - locomotionMode = state.FLYING; - } - - // are we on a voxel surface? - if(spatialInformation.distanceToVoxels() > 0.2 && speed > 0.1) { - - locomotionMode = state.FLYING; - } - - return locomotionMode; -} - -// helper function for selectAnimation() -function determineDirection(localVelocity) { - - if (Math.abs(localVelocity.x) > Math.abs(localVelocity.y) && - Math.abs(localVelocity.x) > Math.abs(localVelocity.z)) { - - if (localVelocity.x < 0) { - return LEFT; - } else { - return RIGHT; - } - - } else if (Math.abs(localVelocity.y) > Math.abs(localVelocity.x) && - Math.abs(localVelocity.y) > Math.abs(localVelocity.z)) { - - if (localVelocity.y > 0) { - return UP; - } else { - return DOWN; - } - - } else if (Math.abs(localVelocity.z) > Math.abs(localVelocity.x) && - Math.abs(localVelocity.z) > Math.abs(localVelocity.y)) { - - if (localVelocity.z < 0) { - return FORWARDS; - } else { - return BACKWARDS; - } - } -} - -// advance the animation's frequency time wheels. advance frequency time wheels for any live transitions also -function turnFrequencyTimeWheels(deltaTime, speed) { - - var wheelAdvance = 0; - - // turn the frequency time wheel - if (motion.currentAnimation === motion.selectedWalk || - motion.currentAnimation === motion.selectedSideStepLeft || - motion.currentAnimation === motion.selectedSideStepRight) { - - // Using technique described here: http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach - // wrap the stride length around a 'surveyor's wheel' twice and calculate the angular speed at the given (linear) speed - // omega = v / r , where r = circumference / 2 PI , where circumference = 2 * stride length - motion.frequencyTimeWheelRadius = motion.strideLength / Math.PI; - var angularVelocity = speed / motion.frequencyTimeWheelRadius; - - // calculate the degrees turned (at this angular speed) since last frame - wheelAdvance = filter.radToDeg(deltaTime * angularVelocity); - - } else { - - // turn the frequency time wheel by the amount specified for this animation - wheelAdvance = filter.radToDeg(motion.currentAnimation.calibration.frequency * deltaTime); - } - - if(motion.currentTransition !== nullTransition) { - - // the last animation is still playing so we turn it's frequency time wheel to maintain the animation - if (motion.currentTransition.lastAnimation === motion.selectedWalk) { - - // if at a stop angle (i.e. feet now under the avi) hold the wheel position for remainder of transition - var tolerance = motion.currentTransition.lastFrequencyTimeIncrement + 0.1; - if ((motion.currentTransition.lastFrequencyTimeWheelPos > - (motion.currentTransition.stopAngle - tolerance)) && - (motion.currentTransition.lastFrequencyTimeWheelPos < - (motion.currentTransition.stopAngle + tolerance))) { - - motion.currentTransition.lastFrequencyTimeIncrement = 0; - } - } - motion.currentTransition.advancePreviousFrequencyTimeWheel(); - } - - // advance the walk wheel the appropriate amount - motion.advanceFrequencyTimeWheel(wheelAdvance); -} - -// helper function for selectAnimation() -function setTransition(nextAnimation) { - - var lastTransition = motion.currentTransition; - motion.currentTransition = new Transition(nextAnimation, - motion.currentAnimation, - motion.currentTransition); - - if(motion.currentTransition.recursionDepth > 5) { - - delete motion.currentTransition; - motion.currentTransition = lastTransition; - } -} - -// select which animation should be played based on speed, mode of locomotion and direction of travel -function selectAnimation(deltaTime, speed) { - - var localVelocity = {x: 0, y: 0, z: 0}; - if (speed > 0) { - localVelocity = Vec3.multiplyQbyV(Quat.inverse(MyAvatar.orientation), MyAvatar.getVelocity()); - } - - // determine principle direction of movement - motion.direction = determineDirection(localVelocity); - - // determine mode of locomotion - var locomotionMode = determineLocomotionMode(speed); - - // select appropriate animation. If changing animation, initiate a new transition - // note: The transitions are work in progress: https://worklist.net/20186 - switch (locomotionMode) { - - case state.STANDING: { - - var onVoxelSurface = spatialInformation.distanceToVoxels() < 0.3 ? true : false; - - if (state.currentState !== state.STANDING) { - - if (onVoxelSurface) { - - setTransition(motion.selectedStand); - - } else { - - setTransition(motion.selectedHovering); - } - state.setInternalState(state.STANDING); - } - if (onVoxelSurface) { - - motion.currentAnimation = motion.selectedStand; - - } else { - - motion.currentAnimation = motion.selectedHovering; - } - break; - } - - case state.WALKING: { - - if (state.currentState !== state.WALKING) { - - setTransition(motion.selectedWalk); - // set the walk wheel to it's starting point for this animation - if (motion.direction === BACKWARDS) { - - motion.frequencyTimeWheelPos = motion.selectedWalk.calibration.startAngleBackwards; - - } else { - - motion.frequencyTimeWheelPos = motion.selectedWalk.calibration.startAngleForwards; - } - state.setInternalState(state.WALKING); - } - motion.currentAnimation = motion.selectedWalk; - break; - } - - case state.SIDE_STEP: { - - var selSideStep = undefined; - - if (state.currentState !== state.SIDE_STEP) { - - if (motion.direction === LEFT) { - // set the walk wheel to it's starting point for this animation - motion.frequencyTimeWheelPos = motion.selectedSideStepLeft.calibration.startAngle; - selSideStep = motion.selectedSideStepLeft; - - } else { - // set the walk wheel to it's starting point for this animation - motion.frequencyTimeWheelPos = motion.selectedSideStepRight.calibration.startAngle; - selSideStep = motion.selectedSideStepRight; - } - setTransition(selSideStep); - state.setInternalState(state.SIDE_STEP); - - } else if (motion.direction === LEFT) { - - if (motion.lastDirection !== LEFT) { - // set the walk wheel to it's starting point for this animation - motion.frequencyTimeWheelPos = motion.selectedSideStepLeft.calibration.startAngle; - setTransition(motion.selectedSideStepLeft); - } - selSideStep = motion.selectedSideStepLeft; - - } else { - - if (motion.lastDirection !== RIGHT) { - // set the walk wheel to it's starting point for this animation - motion.frequencyTimeWheelPos = motion.selectedSideStepRight.calibration.startAngle; - setTransition(motion.selectedSideStepRight); - } - selSideStep = motion.selectedSideStepRight; - } - motion.currentAnimation = selSideStep; - break; - } - - case state.FLYING: { - - // blend the up, down and forward flying animations relative to motion direction - animation.zeroAnimation(motion.selectedFlyBlend); - - var upVector = 0; - var forwardVector = 0; - - if (speed > 0) { - - // calculate directionals - upVector = localVelocity.y / speed; - forwardVector = -localVelocity.z / speed; - - // add damping - upVector = flyUpFilter.process(upVector); - forwardVector = flyFilter.process(forwardVector); - - // normalise - var denominator = Math.abs(upVector) + Math.abs(forwardVector); - upVector = upVector / denominator; - forwardVector = forwardVector / denominator; - } - - if (upVector > 0) { - - animation.blendAnimation(motion.selectedFlyUp, - motion.selectedFlyBlend, - upVector); - - } else if (upVector < 0) { - - animation.blendAnimation(motion.selectedFlyDown, - motion.selectedFlyBlend, - -upVector); - } else { - - forwardVector = 1; - } - animation.blendAnimation(motion.selectedFly, - motion.selectedFlyBlend, - Math.abs(forwardVector)); - - if (state.currentState !== state.FLYING) { - - state.setInternalState(state.FLYING); - setTransition(motion.selectedFlyBlend); - } - motion.currentAnimation = motion.selectedFlyBlend; - break; - } - - } // end switch(locomotionMode) - - // record frame details for future reference - motion.lastDirection = motion.direction; - motion.lastSpeed = localVelocity; - motion.lastDistanceToVoxels = motion.calibration.distanceToVoxels; - - return; -} - -// if the timing's right, recalculate the stride length. if not, fetch the previously calculated value -function setStrideLength(speed) { - - // if not at full speed the calculation could be wrong, as we may still be transitioning - var atMaxSpeed = speed / MAX_WALK_SPEED < 0.97 ? false : true; - - // walking? then get the stride length - if (motion.currentAnimation === motion.selectedWalk) { - - var strideMaxAt = motion.currentAnimation.calibration.forwardStrideMaxAt; - if (motion.direction === BACKWARDS) { - strideMaxAt = motion.currentAnimation.calibration.backwardsStrideMaxAt; - } - - var tolerance = 1.0; - if (motion.frequencyTimeWheelPos < (strideMaxAt + tolerance) && - motion.frequencyTimeWheelPos > (strideMaxAt - tolerance) && - atMaxSpeed && motion.currentTransition === nullTransition) { - - // measure and save stride length - var footRPos = MyAvatar.getJointPosition("RightFoot"); - var footLPos = MyAvatar.getJointPosition("LeftFoot"); - motion.strideLength = Vec3.distance(footRPos, footLPos); - - if (motion.direction === FORWARDS) { - motion.currentAnimation.calibration.strideLengthForwards = motion.strideLength; - } else if (motion.direction === BACKWARDS) { - motion.currentAnimation.calibration.strideLengthBackwards = motion.strideLength; - } - - } else { - - // use the previously saved value for stride length - if (motion.direction === FORWARDS) { - motion.strideLength = motion.currentAnimation.calibration.strideLengthForwards; - } else if (motion.direction === BACKWARDS) { - motion.strideLength = motion.currentAnimation.calibration.strideLengthBackwards; - } - } - } // end get walk stride length - - // sidestepping? get the stride length - if (motion.currentAnimation === motion.selectedSideStepLeft || - motion.currentAnimation === motion.selectedSideStepRight) { - - // if the timing's right, take a snapshot of the stride max and recalibrate the stride length - var tolerance = 1.0; - if (motion.direction === LEFT) { - - if (motion.frequencyTimeWheelPos < motion.currentAnimation.calibration.strideMaxAt + tolerance && - motion.frequencyTimeWheelPos > motion.currentAnimation.calibration.strideMaxAt - tolerance && - atMaxSpeed && motion.currentTransition === nullTransition) { - - var footRPos = MyAvatar.getJointPosition("RightFoot"); - var footLPos = MyAvatar.getJointPosition("LeftFoot"); - motion.strideLength = Vec3.distance(footRPos, footLPos); - motion.currentAnimation.calibration.strideLength = motion.strideLength; - - } else { - - motion.strideLength = motion.selectedSideStepLeft.calibration.strideLength; - } - - } else if (motion.direction === RIGHT) { - - if (motion.frequencyTimeWheelPos < motion.currentAnimation.calibration.strideMaxAt + tolerance && - motion.frequencyTimeWheelPos > motion.currentAnimation.calibration.strideMaxAt - tolerance && - atMaxSpeed && motion.currentTransition === nullTransition) { - - var footRPos = MyAvatar.getJointPosition("RightFoot"); - var footLPos = MyAvatar.getJointPosition("LeftFoot"); - motion.strideLength = Vec3.distance(footRPos, footLPos); - motion.currentAnimation.calibration.strideLength = motion.strideLength; - - } else { - - motion.strideLength = motion.selectedSideStepRight.calibration.strideLength; - } - } - } // end get sidestep stride length -} - -// initialise a new transition. update progress of a live transition -function updateTransition() { - - if (motion.currentTransition !== nullTransition) { - - // new transition? - if (motion.currentTransition.progress === 0) { - - // overlapping transitions? - if (motion.currentTransition.lastTransition !== nullTransition) { - - // is the last animation for the nested transition the same as the new animation? - if (motion.currentTransition.lastTransition.lastAnimation === motion.currentAnimation) { - - // sync the nested transitions's frequency time wheel for a smooth animation blend - motion.frequencyTimeWheelPos = motion.currentTransition.lastTransition.lastFrequencyTimeWheelPos; - } - } - - if (motion.currentTransition.lastAnimation === motion.selectedWalk) { - - // decide at which angle we should stop the frequency time wheel - var stopAngle = motion.selectedWalk.calibration.stopAngleForwards; - var percentToMove = 0; - var lastFrequencyTimeWheelPos = motion.currentTransition.lastFrequencyTimeWheelPos; - var lastElapsedFTDegrees = motion.currentTransition.lastElapsedFTDegrees; - - // set the stop angle depending on which quadrant of the walk cycle we are currently in - // and decide whether we need to take an extra step to complete the walk cycle or not - // - currently work in progress - if(lastFrequencyTimeWheelPos <= stopAngle && lastElapsedFTDegrees < 180) { - - // we have not taken a complete step yet, so we do need to do so before stopping - percentToMove = 100; - stopAngle += 180; - - } else if(lastFrequencyTimeWheelPos > stopAngle && lastFrequencyTimeWheelPos <= stopAngle + 90) { - - // take an extra step to complete the walk cycle and stop at the second stop angle - percentToMove = 100; - stopAngle += 180; - - } else if(lastFrequencyTimeWheelPos > stopAngle + 90 && lastFrequencyTimeWheelPos <= stopAngle + 180) { - - // stop on the other foot at the second stop angle for this walk cycle - percentToMove = 0; - if (motion.currentTransition.lastDirection === BACKWARDS) { - - percentToMove = 100; - - } else { - - stopAngle += 180; - } - - } else if(lastFrequencyTimeWheelPos > stopAngle + 180 && lastFrequencyTimeWheelPos <= stopAngle + 270) { - - // take an extra step to complete the walk cycle and stop at the first stop angle - percentToMove = 100; - } - - // set it all in motion - motion.currentTransition.stopAngle = stopAngle; - motion.currentTransition.percentToMove = percentToMove; - } - - } // end if new transition - - // update the Transition progress - if (motion.currentTransition.updateProgress() >= 1) { - - // it's time to kill off this transition - delete motion.currentTransition; - motion.currentTransition = nullTransition; - } - } -} - -// helper function for animateAvatar(). calculate the amount to lean forwards (or backwards) based on the avi's acceleration -function getLeanPitch(speed) { - - var leanProgress = undefined; - - if (motion.direction === LEFT || - motion.direction === RIGHT || - motion.direction === UP) { - - leanProgress = 0; - - } else { - - // boost lean for flying (leaning whilst walking is work in progress) - var signedSpeed = -Vec3.multiplyQbyV(Quat.inverse(MyAvatar.orientation), MyAvatar.getVelocity()).z; - var reverseMod = 1; - var BOOST = 6; - - if (signedSpeed < 0) { - - reverseMod = -1.9; - if (motion.direction === DOWN) { - - reverseMod *= -1; - } - } - leanProgress = reverseMod * BOOST * speed / TOP_SPEED; - } - - // use filters to shape the walking acceleration response - leanProgress = leanPitchFilter.process(leanProgress); - leanProgress = leanPitchSmoothingFilter.process(leanProgress); - return motion.calibration.pitchMax * leanProgress; -} - -// helper function for animateAvatar(). calculate the angle at which to bank into corners whilst turning -function getLeanRoll(deltaTime, speed) { - - var leanRollProgress = 0; - var angularVelocity = filter.radToDeg(MyAvatar.getAngularVelocity().y); - - leanRollProgress = speed / TOP_SPEED; - leanRollProgress *= Math.abs(angularVelocity) / motion.calibration.angularVelocityMax; - - // shape the response curve - leanRollProgress = filter.bezier((1 - leanRollProgress), - {x: 0, y: 0}, {x: 0, y: 1.3}, {x: 0.25, y: 0.5}, {x: 1, y: 1}).y; - - // which way to lean? - var turnSign = -1; - if (angularVelocity < 0.001) { - - turnSign = 1; - } - if (motion.direction === BACKWARDS || - motion.direction === LEFT) { - - turnSign *= -1; - } - - // add damping with averaging filter - leanRollProgress = leanRollSmoothingFilter.process(turnSign * leanRollProgress); - return motion.calibration.rollMax * leanRollProgress; -} - -// check for existence of object property (e.g. animation waveform synthesis filters) +// 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) { @@ -639,214 +58,445 @@ function isDefined(value) { } } -// helper function for animateAvatar(). calculate joint translations based on animation file settings and frequency * time -function calculateTranslations(animation, ft, direction) { +// path to animations, reach-poses, reachPoses, transitions, overlay images and reference files +var pathToAssets = HIFI_PUBLIC_BUCKET + "procedural-animator/assets/"; - var jointName = "Hips"; - var joint = animation.joints[jointName]; - var jointTranslations = {x:0, y:0, z:0}; +Script.include([ + "./libraries/walkFilters.js", + "./libraries/walkApi.js", + pathToAssets + "walkAssets.js" +]); - // gather modifiers and multipliers - modifiers = new JointModifiers(joint, direction); +// construct Avatar and Motion +var avatar = new Avatar(); +var motion = new Motion(); - // calculate translations. Use synthesis filters where specified by the animation file. +// create settings dialog +Script.include("./libraries/walkSettings.js"); +var walkSettings = WalkSettings(); - // sway (oscillation on the x-axis) - if(animation.filters.hasOwnProperty(jointName) && - 'swayFilter' in animation.filters[jointName]) { +// create and initialise Transition +var nullTransition = new Transition(); +motion.currentTransition = nullTransition; - jointTranslations.x = joint.sway * - animation.filters[jointName].swayFilter. - calculate(filter.degToRad(ft + joint.swayPhase)) + - joint.swayOffset; +// motion smoothing / damping filters +var FLY_BLEND_DAMPING = 50; +var leanPitchSmoothingFilter = filter.createButterworthFilter(); +var leanRollSmoothingFilter = filter.createButterworthFilter(); +var flyUpFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING); +var flyDownFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING); +var flyForwardFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING); +var flyBackwardFilter = filter.createAveragingFilter(FLY_BLEND_DAMPING); - } else { +// Main loop +Script.update.connect(function(deltaTime) { - jointTranslations.x = joint.sway * - Math.sin(filter.degToRad(ft + joint.swayPhase)) + - joint.swayOffset; + 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 + determineStride(); + + // update the progress of any live transitions + updateTransitions(); + + // apply translation and rotations + renderMotion(); + + // record this frame's parameters + motion.saveHistory(); } +}); - // bob (oscillation on the y-axis) - if(animation.filters.hasOwnProperty(jointName) && - 'bobFilter' in animation.filters[jointName]) { - - jointTranslations.y = joint.bob * - animation.filters[jointName].bobFilter.calculate - (filter.degToRad(modifiers.bobFrequencyMultiplier * ft + - joint.bobPhase + modifiers.bobReverseModifier)) + - joint.bobOffset; - - } else { - - jointTranslations.y = joint.bob * - Math.sin(filter.degToRad(modifiers.bobFrequencyMultiplier * ft + - joint.bobPhase + modifiers.bobReverseModifier)) + - joint.bobOffset; - - // check for specified low pass filter for this joint (currently Hips bob only) - if(animation.filters.hasOwnProperty(jointName) && - 'bobLPFilter' in animation.filters[jointName]) { - - jointTranslations.y = filter.clipTrough(jointTranslations.y, joint, 2); - jointTranslations.y = animation.filters[jointName].bobLPFilter.process(jointTranslations.y); +// helper function for selectAnimation() +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)) { + switch(lastAnimation.lastDirection) { + + case FORWARDS: + lastAnimation = avatar.selectedWalk; + break; + + case BACKWARDS: + lastAnimation = avatar.selectedWalkBackwards; + break; + + case LEFT: + lastAnimation = avatar.selectedSideStepLeft; + break; + + case RIGHT: + lastAnimation = avatar.selectedSideStepRight; + break; } } + + motion.currentTransition = new Transition(nextAnimation, lastAnimation, lastTransition, playTransitionReachPoses); + avatar.currentAnimation = nextAnimation; - // thrust (oscillation on the z-axis) - if(animation.filters.hasOwnProperty(jointName) && - 'thrustFilter' in animation.filters[jointName]) { - - jointTranslations.z = joint.thrust * - animation.filters[jointName].thrustFilter. - calculate(filter.degToRad(modifiers.thrustFrequencyMultiplier * ft + - joint.thrustPhase)) + - joint.thrustOffset; - - } else { - - jointTranslations.z = joint.thrust * - Math.sin(filter.degToRad(modifiers.thrustFrequencyMultiplier * ft + - joint.thrustPhase)) + - joint.thrustOffset; + // reset default first footstep + if (nextAnimation === avatar.selectedWalkBlend && lastTransition === nullTransition) { + avatar.nextStep = RIGHT; } - - return jointTranslations; } -// helper function for animateAvatar(). calculate joint rotations based on animation file settings and frequency * time -function calculateRotations(jointName, animation, ft, direction) { +// select / blend the appropriate animation for the current state of motion +function selectAnimation() { + var playTransitionReachPoses = true; - var joint = animation.joints[jointName]; - var jointRotations = {x:0, y:0, z:0}; + // select appropriate animation. create transitions where appropriate + switch (motion.nextState) { + case STATIC: { + if (avatar.distanceFromSurface < ON_SURFACE_THRESHOLD && + avatar.currentAnimation !== avatar.selectedIdle) { + setTransition(avatar.selectedIdle, playTransitionReachPoses); + } else if (!(avatar.distanceFromSurface < ON_SURFACE_THRESHOLD) && + avatar.currentAnimation !== avatar.selectedHover) { + setTransition(avatar.selectedHover, playTransitionReachPoses); + } + if (motion.state !== STATIC) { + motion.state = STATIC; + } + avatar.selectedWalkBlend.lastDirection = NONE; + break; + } - // gather modifiers and multipliers for this joint - modifiers = new JointModifiers(joint, direction); + case SURFACE_MOTION: { + // walk transition reach poses are currently only specified for starting to walk 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); + avatar.calibration.strideLength = avatar.selectedWalk.calibration.strideLength; + } + avatar.selectedWalkBlend.lastDirection = FORWARDS; + break; - // calculate rotations. Use synthesis filters where specified by the animation file. + case BACKWARDS: + if (avatar.selectedWalkBlend.lastDirection !== BACKWARDS) { + animationOperations.deepCopy(avatar.selectedWalkBackwards, avatar.selectedWalkBlend); + avatar.calibration.strideLength = avatar.selectedWalkBackwards.calibration.strideLength; + } + avatar.selectedWalkBlend.lastDirection = BACKWARDS; + break; - // calculate pitch - if(animation.filters.hasOwnProperty(jointName) && - 'pitchFilter' in animation.filters[jointName]) { + case LEFT: + animationOperations.deepCopy(avatar.selectedSideStepLeft, avatar.selectedWalkBlend); + avatar.selectedWalkBlend.lastDirection = LEFT; + avatar.calibration.strideLength = avatar.selectedSideStepLeft.calibration.strideLength; + break - jointRotations.x = modifiers.pitchReverseInvert * (modifiers.pitchSign * joint.pitch * - animation.filters[jointName].pitchFilter.calculate - (filter.degToRad(ft * modifiers.pitchFrequencyMultiplier + - joint.pitchPhase + modifiers.pitchPhaseModifier + modifiers.pitchReverseModifier)) + - modifiers.pitchOffsetSign * joint.pitchOffset); + case RIGHT: + animationOperations.deepCopy(avatar.selectedSideStepRight, avatar.selectedWalkBlend); + 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); + avatar.selectedWalkBlend.lastDirection = FORWARDS; + 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; + } + break; + } + case AIR_MOTION: { + // blend the up, down, forward and backward flying animations relative to motion speed and direction + animationOperations.zeroAnimation(avatar.selectedFlyBlend); + + // calculate influences based on velocity and direction + 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); + + // normalise directional components + var normaliser = upComponent + downComponent + forwardComponent + backwardComponent; + upComponent = upComponent / normaliser; + downComponent = downComponent / normaliser; + forwardComponent = forwardComponent / normaliser; + backwardComponent = backwardComponent / normaliser; + + // blend animations proportionally + if (upComponent > 0) { + animationOperations.blendAnimation(avatar.selectedFlyUp, + avatar.selectedFlyBlend, + upComponent); + } + if (downComponent > 0) { + animationOperations.blendAnimation(avatar.selectedFlyDown, + avatar.selectedFlyBlend, + downComponent); + } + if (forwardComponent > 0) { + animationOperations.blendAnimation(avatar.selectedFly, + avatar.selectedFlyBlend, + Math.abs(forwardComponent)); + } + if (backwardComponent > 0) { + animationOperations.blendAnimation(avatar.selectedFlyBackwards, + avatar.selectedFlyBlend, + Math.abs(backwardComponent)); + } + + if (avatar.currentAnimation !== avatar.selectedFlyBlend) { + setTransition(avatar.selectedFlyBlend, playTransitionReachPoses); + } + if (motion.state !== AIR_MOTION) { + motion.state = AIR_MOTION; + } + avatar.selectedWalkBlend.lastDirection = NONE; + break; + } + } // end switch next state of motion +} + +// determine the length of stride. advance the frequency time wheels. advance frequency time wheels for any live transitions +function determineStride() { + var wheelAdvance = 0; + + // turn the frequency time wheel + if (avatar.currentAnimation === avatar.selectedWalkBlend) { + // Using technique described here: http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach + // wrap the stride length around a 'surveyor's wheel' twice and calculate the angular speed at the given (linear) speed + // omega = v / r , where r = circumference / 2 PI and circumference = 2 * stride length + var speed = Vec3.length(motion.velocity); + motion.frequencyTimeWheelRadius = avatar.calibration.strideLength / Math.PI; + var ftWheelAngularVelocity = speed / motion.frequencyTimeWheelRadius; + // calculate the degrees turned (at this angular speed) since last frame + wheelAdvance = filter.radToDeg(motion.deltaTime * ftWheelAngularVelocity); } else { - - jointRotations.x = modifiers.pitchReverseInvert * (modifiers.pitchSign * joint.pitch * - Math.sin(filter.degToRad(ft * modifiers.pitchFrequencyMultiplier + - joint.pitchPhase + modifiers.pitchPhaseModifier + modifiers.pitchReverseModifier)) + - modifiers.pitchOffsetSign * joint.pitchOffset); + // turn the frequency time wheel by the amount specified for this animation + wheelAdvance = filter.radToDeg(avatar.currentAnimation.calibration.frequency * motion.deltaTime); } - // calculate yaw - if(animation.filters.hasOwnProperty(jointName) && - 'yawFilter' in animation.filters[jointName]) { - - jointRotations.y = modifiers.yawSign * joint.yaw * - animation.filters[jointName].yawFilter.calculate - (filter.degToRad(ft + joint.yawPhase + modifiers.yawReverseModifier)) + - modifiers.yawOffsetSign * joint.yawOffset; - - } else { - - jointRotations.y = modifiers.yawSign * joint.yaw * - Math.sin(filter.degToRad(ft + joint.yawPhase + modifiers.yawReverseModifier)) + - modifiers.yawOffsetSign * joint.yawOffset; + if (motion.currentTransition !== nullTransition) { + // the last animation is still playing so we turn it's frequency time wheel to maintain the animation + if (motion.currentTransition.lastAnimation === motion.selectedWalkBlend) { + // if at a stop angle (i.e. feet now under the avi) hold the wheel position for remainder of transition + var tolerance = motion.currentTransition.lastFrequencyTimeIncrement + 0.1; + if ((motion.currentTransition.lastFrequencyTimeWheelPos > + (motion.currentTransition.stopAngle - tolerance)) && + (motion.currentTransition.lastFrequencyTimeWheelPos < + (motion.currentTransition.stopAngle + tolerance))) { + motion.currentTransition.lastFrequencyTimeIncrement = 0; + } + } + motion.currentTransition.advancePreviousFrequencyTimeWheel(motion.deltaTime); } - - // calculate roll - if(animation.filters.hasOwnProperty(jointName) && - 'rollFilter' in animation.filters[jointName]) { - - jointRotations.z = modifiers.rollSign * joint.roll * - animation.filters[jointName].rollFilter.calculate - (filter.degToRad(ft + joint.rollPhase + modifiers.rollReverseModifier)) + - modifiers.rollOffsetSign * joint.rollOffset; - - } else { - - jointRotations.z = modifiers.rollSign * joint.roll * - Math.sin(filter.degToRad(ft + joint.rollPhase + modifiers.rollReverseModifier)) + - modifiers.rollOffsetSign * joint.rollOffset; + + // avoid unnaturally fast walking when landing at speed - simulates skimming / skidding + if (Math.abs(wheelAdvance) > MAX_FT_WHEEL_INCREMENT) { + wheelAdvance = 0; } - return jointRotations; + + // 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) + if (avatar.currentAnimation === avatar.selectedWalkBlend && + (Vec3.length(motion.velocity) / MAX_WALK_SPEED > 0.97)) { + + var strideMaxAt = avatar.currentAnimation.calibration.strideMaxAt; + var tolerance = 1.0; + + if (motion.frequencyTimeWheelPos < (strideMaxAt + tolerance) && + motion.frequencyTimeWheelPos > (strideMaxAt - tolerance) && + motion.currentTransition === nullTransition) { + // measure and save stride length + var footRPos = MyAvatar.getJointPosition("RightFoot"); + var footLPos = MyAvatar.getJointPosition("LeftFoot"); + avatar.calibration.strideLength = Vec3.distance(footRPos, footLPos); + avatar.currentAnimation.calibration.strideLength = avatar.calibration.strideLength; + } else { + // use the previously saved value for stride length + avatar.calibration.strideLength = avatar.currentAnimation.calibration.strideLength; + } + } // end get walk stride length +} + +// initialise a new transition. update progress of a live transition +function updateTransitions() { + + if (motion.currentTransition !== nullTransition) { + // is this a new transition? + if (motion.currentTransition.progress === 0) { + // do we have overlapping transitions? + if (motion.currentTransition.lastTransition !== nullTransition) { + // is the last animation for the nested transition the same as the new animation? + if (motion.currentTransition.lastTransition.lastAnimation === avatar.currentAnimation) { + // then sync the nested transition's frequency time wheel for a smooth animation blend + motion.frequencyTimeWheelPos = motion.currentTransition.lastTransition.lastFrequencyTimeWheelPos; + } + } + } + // update the Transition progress + if (motion.currentTransition.updateProgress() === TRANSITION_COMPLETE) { + motion.currentTransition = nullTransition; + } + } +} + +// 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) { + leanProgress = -motion.velocity.z / TOP_SPEED; + } + // use filters to shape the walking acceleration response + leanProgress = leanPitchSmoothingFilter.process(leanProgress); + return motion.calibration.PITCH_MAX * leanProgress; +} + +// helper function for renderMotion(). calculate the angle at which to bank into corners whilst turning +function getLeanRoll() { + var leanRollProgress = 0; + var linearContribution = 0; + + if (Vec3.length(motion.velocity) > 0) { + linearContribution = (Math.log(Vec3.length(motion.velocity) / TOP_SPEED) + 8) / 8; + } + var angularContribution = Math.abs(motion.yawDelta) / motion.calibration.DELTA_YAW_MAX; + leanRollProgress = linearContribution; + leanRollProgress *= angularContribution; + // shape the response curve + 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; + } + // filter progress + leanRollProgress = leanRollSmoothingFilter.process(turnSign * leanRollProgress); + return motion.calibration.ROLL_MAX * leanRollProgress; } // animate the avatar using sine waves, geometric waveforms and harmonic generators -function animateAvatar(deltaTime, speed) { +function renderMotion() { + // leaning in response to speed and acceleration + var leanPitch = motion.state === STATIC ? 0 : getLeanPitch(); + var leanRoll = motion.state === STATIC ? 0 : getLeanRoll(); + var lastDirection = motion.lastDirection; + // hips translations from currently playing animations + var hipsTranslations = {x:0, y:0, z:0}; - // adjust leaning direction for flying - var flyingModifier = 1; - if (state.currentState.FLYING) { - - flyingModifier = -1; - } - - // leaning in response to speed and acceleration (affects Hips pitch and z-axis acceleration driven offset) - var leanPitch = getLeanPitch(speed); - - // hips translations - var hipsTranslations = undefined; if (motion.currentTransition !== nullTransition) { - - hipsTranslations = motion.currentTransition.blendTranslations(motion.frequencyTimeWheelPos, motion.direction); - + // maintain previous direction when transitioning from a walk + if (motion.currentTransition.lastAnimation === avatar.selectedWalkBlend) { + motion.lastDirection = motion.currentTransition.lastDirection; + } + hipsTranslations = motion.currentTransition.blendTranslations(motion.frequencyTimeWheelPos, + motion.lastDirection); } else { - - hipsTranslations = calculateTranslations(motion.currentAnimation, - motion.frequencyTimeWheelPos, - motion.direction); + hipsTranslations = animationOperations.calculateTranslations(avatar.currentAnimation, + motion.frequencyTimeWheelPos, + motion.direction); } - - // factor in any acceleration driven leaning - hipsTranslations.z += motion.calibration.hipsToFeet * Math.sin(filter.degToRad(leanPitch)); - + // 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; + hipsTranslations.y = hipsTranslations.y > 1 ? 1 : hipsTranslations.y; + hipsTranslations.y = hipsTranslations.y < -1 ? -1 : hipsTranslations.y; + hipsTranslations.z = hipsTranslations.z > 1 ? 1 : hipsTranslations.z; + hipsTranslations.z = hipsTranslations.z < -1 ? -1 : hipsTranslations.z; // apply translations MyAvatar.setSkeletonOffset(hipsTranslations); - // joint rotations - for (jointName in walkAssets.animationReference.joints) { - - // ignore arms rotations if 'arms free' is selected for Leap / Hydra use - if((walkAssets.animationReference.joints[jointName].IKChain === "LeftArm" || - walkAssets.animationReference.joints[jointName].IKChain === "RightArm") && - motion.armsFree) { - - continue; - } - - if (isDefined(motion.currentAnimation.joints[jointName])) { - - var jointRotations = undefined; - - // if there's a live transition, blend the rotations with the last animation's rotations for this joint - if (motion.currentTransition !== nullTransition) { - - jointRotations = motion.currentTransition.blendRotations(jointName, - motion.frequencyTimeWheelPos, - motion.direction); - } else { - - jointRotations = calculateRotations(jointName, - motion.currentAnimation, - motion.frequencyTimeWheelPos, - motion.direction); - } - - // apply lean - if (jointName === "Hips") { - - jointRotations.x += leanPitch; - jointRotations.z += getLeanRoll(deltaTime, speed); - } - - // apply rotation - MyAvatar.setJointData(jointName, Quat.fromVec3Degrees(jointRotations)); + // 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) { + producingFootstepSounds = true; } } -} + if (producingFootstepSounds) { + var ftWheelPosition = motion.frequencyTimeWheelPos; + if (motion.currentTransition !== nullTransition && + motion.currentTransition.lastAnimation === avatar.selectedWalkBlend) { + ftWheelPosition = motion.currentTransition.lastFrequencyTimeWheelPos; + } + if (avatar.nextStep === LEFT && ftWheelPosition > 270) { + avatar.makeFootStepSound(); + } else if (avatar.nextStep === RIGHT && (ftWheelPosition < 270 && ftWheelPosition > 90)) { + avatar.makeFootStepSound(); + } + } + + // apply joint rotations + for (jointName in avatar.currentAnimation.joints) { + var joint = walkAssets.animationReference.joints[jointName]; + var jointRotations = undefined; + + // ignore arms / head rotations if options are selected + 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 (motion.currentTransition !== nullTransition) { + jointRotations = motion.currentTransition.blendRotations(jointName, + motion.frequencyTimeWheelPos, + motion.lastDirection); + } else { + jointRotations = animationOperations.calculateRotations(jointName, + avatar.currentAnimation, + 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)); + } +} \ No newline at end of file