Animation improvements, exposed roll/yaw head control.

This commit is contained in:
barnold1953 2014-07-30 15:23:03 -07:00
parent c4a7c2783c
commit 66c1aba7f7
2 changed files with 66 additions and 22 deletions

View file

@ -27,9 +27,9 @@ function printVector(string, vector) {
print(string + " " + vector.x + ", " + vector.y + ", " + vector.z);
}
var CHANCE_OF_MOVING = 0.00;
var CHANCE_OF_SOUND = 0.005;
var CHANCE_OF_HEAD_TURNING = 0.05;
var CHANCE_OF_MOVING = 0.000;
var CHANCE_OF_SOUND = 0;//0.005;
var CHANCE_OF_HEAD_TURNING = 0.01;
var CHANCE_OF_BIG_MOVE = 1.0;
var isMoving = false;
@ -51,8 +51,9 @@ var TURN_RANGE = 70.0;
var STOP_TOLERANCE = 0.05;
var MOVE_RATE = 0.05;
var TURN_RATE = 0.2;
var PITCH_RATE = 0.05;
var PITCH_RANGE = 20.0;
var HEAD_TURN_RATE = 0.05;
var PITCH_RANGE = 15.0;
var YAW_RANGE = 35.0;
//var firstPosition = { x: getRandomFloat(X_MIN, X_MAX), y: Y_PELVIS, z: getRandomFloat(Z_MIN, Z_MAX) };
var firstPosition = { x: 0.5, y: Y_PELVIS, z: 0.5 };
@ -60,6 +61,7 @@ var targetPosition = { x: 0, y: 0, z: 0 };
var targetOrientation = { x: 0, y: 0, z: 0, w: 0 };
var currentOrientation = { x: 0, y: 0, z: 0, w: 0 };
var targetHeadPitch = 0.0;
var targetHeadYaw = 0.0;
var basePelvisHeight = 0.0;
var pelvisOscillatorPosition = 0.0;
@ -93,8 +95,8 @@ if (botNumber <= 20) {
newBodyFilePrefix = "bot" + botNumber;
}
newFaceFilePrefix = "ron";
newBodyFilePrefix = "bot" + 63;
// newFaceFilePrefix = "ron";
// newBodyFilePrefix = "bot" + 63;
// set the face model fst using the bot number
// there is no need to change the body model - we're using the default
@ -379,6 +381,10 @@ var JOINT_R_FOREARM = 16;
var JOINT_L_ARM = 39;
var JOINT_L_FOREARM = 40;
var JOINT_SPINE = 11;
var JOINT_R_FOOT = 3;
var JOINT_L_FOOT = 8;
var JOINT_R_TOE = 4;
var JOINT_L_TOE = 9;
// ******************************* Animation Is Defined Below *************************************
@ -389,15 +395,29 @@ for (var i = 0; i < NUM_FRAMES; i++) {
middleAngles[i] = [];
}
//Joint order for actual joint mappings, should be interleaved R,L,R,L,...S,S,S for R = right, L = left, S = single
var JOINT_ORDER = [JOINT_R_HIP, JOINT_L_HIP, JOINT_R_KNEE, JOINT_L_KNEE, JOINT_R_ARM, JOINT_L_ARM, JOINT_R_FOREARM, JOINT_L_FOREARM, JOINT_SPINE];
//Joint indices for joints that are duplicated, such as arms, It must match JOINT_ORDER
var JOINT_ORDER = [];
//*** right / left joints ***
var HIP = 0;
JOINT_ORDER.push(JOINT_R_HIP);
JOINT_ORDER.push(JOINT_L_HIP);
var KNEE = 1;
JOINT_ORDER.push(JOINT_R_KNEE);
JOINT_ORDER.push(JOINT_L_KNEE);
var ARM = 2;
JOINT_ORDER.push(JOINT_R_ARM);
JOINT_ORDER.push(JOINT_L_ARM);
var FOREARM = 3;
//Joint indices for single joints
JOINT_ORDER.push(JOINT_R_FOREARM);
JOINT_ORDER.push(JOINT_L_FOREARM);
var FOOT = 4;
JOINT_ORDER.push(JOINT_R_FOOT);
JOINT_ORDER.push(JOINT_L_FOOT);
var TOE = 5;
JOINT_ORDER.push(JOINT_R_TOE);
JOINT_ORDER.push(JOINT_L_TOE);
//*** middle joints ***
var SPINE = 0;
JOINT_ORDER.push(JOINT_SPINE);
//We have to store the angles so we can invert yaw and roll when making the animation
//symmetrical
@ -408,11 +428,15 @@ rightAngles[0][HIP] = [30.0, 0.0, 8.0];
rightAngles[0][KNEE] = [-15.0, 0.0, 0.0];
rightAngles[0][ARM] = [85.0, -25.0, 0.0];
rightAngles[0][FOREARM] = [0.0, 0.0, -15.0];
rightAngles[0][FOOT] = [0.0, 0.0, 0.0];
rightAngles[0][TOE] = [0.0, 0.0, 0.0];
leftAngles[0][HIP] = [-15, 0.0, 8.0];
leftAngles[0][KNEE] = [-28, 0.0, 0.0];
leftAngles[0][KNEE] = [-26, 0.0, 0.0];
leftAngles[0][ARM] = [85.0, 20.0, 0.0];
leftAngles[0][FOREARM] = [10.0, 0.0, -25.0];
leftAngles[0][FOOT] = [-13.0, 0.0, 0.0];
leftAngles[0][TOE] = [34.0, 0.0, 0.0];
middleAngles[0][SPINE] = [0.0, -15.0, 5.0];
@ -421,11 +445,15 @@ rightAngles[1][HIP] = [6.0, 0.0, 8.0];
rightAngles[1][KNEE] = [-12.0, 0.0, 0.0];
rightAngles[1][ARM] = [85.0, 0.0, 0.0];
rightAngles[1][FOREARM] = [0.0, 0.0, -15.0];
rightAngles[1][FOOT] = [6.0, -8.0, 0.0];
rightAngles[1][TOE] = [0.0, 0.0, 0.0];
leftAngles[1][HIP] = [10.0, 0.0, 8.0];
leftAngles[1][KNEE] = [-55.0, 0.0, 0.0];
leftAngles[1][KNEE] = [-60.0, 0.0, 0.0];
leftAngles[1][ARM] = [85.0, 0.0, 0.0];
leftAngles[1][FOREARM] = [0.0, 0.0, -15.0];
leftAngles[1][FOOT] = [0.0, 0.0, 0.0];
leftAngles[1][TOE] = [0.0, 0.0, 0.0];
middleAngles[1][SPINE] = [0.0, 0.0, 0.0];
@ -444,11 +472,15 @@ rightQuats[HIP] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 7.0);
rightQuats[KNEE] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 0.0);
rightQuats[ARM] = Quat.fromPitchYawRollDegrees(85.0, 0.0, 0.0);
rightQuats[FOREARM] = Quat.fromPitchYawRollDegrees(0.0, 0.0, -10.0);
rightQuats[FOOT] = Quat.fromPitchYawRollDegrees(0.0, -8.0, 0.0);
rightQuats[TOE] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 0.0);
leftQuats[HIP] = Quat.fromPitchYawRollDegrees(0, 0.0, -7.0);
leftQuats[KNEE] = Quat.fromPitchYawRollDegrees(0, 0.0, 0.0);
leftQuats[ARM] = Quat.fromPitchYawRollDegrees(85.0, 0.0, 0.0);
leftQuats[FOREARM] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 10.0);
leftQuats[FOOT] = Quat.fromPitchYawRollDegrees(0.0, 8.0, 0.0);
leftQuats[TOE] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 0.0);
middleQuats[SPINE] = Quat.fromPitchYawRollDegrees(0.0, 0.0, 0.0);
@ -477,12 +509,12 @@ function handleAnimation(deltaTime) {
setRandomExpression();
}
if (avatarVelocity == 0.0) {
walkTime = 0.0;
currentFrame = 0;
} else {
walkTime += avatarVelocity * deltaTime;
if (walkTime > walkWheelRate) {
if (avatarVelocity == 0.0) {
walkTime = 0.0;
currentFrame = 0;
} else {
walkTime += avatarVelocity * deltaTime;
if (walkTime > walkWheelRate) {
walkTime = 0.0;
currentFrame++;
if (currentFrame % 2 == 1) {
@ -493,6 +525,7 @@ function handleAnimation(deltaTime) {
}
}
}
var frame = walkKeyFrames[currentFrame];
var walkInterp = walkTime / walkWheelRate;
@ -536,10 +569,13 @@ var wasMovingLastFrame = false;
function handleHeadTurn() {
if (!isTurningHead && (Math.random() < CHANCE_OF_HEAD_TURNING)) {
targetHeadPitch = getRandomFloat(-PITCH_RANGE, PITCH_RANGE);
targetHeadYaw = getRandomFloat(-YAW_RANGE, YAW_RANGE);
isTurningHead = true;
} else {
Avatar.headPitch = Avatar.headPitch + (targetHeadPitch - Avatar.headPitch) * PITCH_RATE;
if (Math.abs(Avatar.headPitch - targetHeadPitch) < STOP_TOLERANCE) {
Avatar.headPitch = Avatar.headPitch + (targetHeadPitch - Avatar.headPitch) * HEAD_TURN_RATE;
Avatar.headYaw = Avatar.headYaw + (targetHeadYaw - Avatar.headYaw) * HEAD_TURN_RATE;
if (Math.abs(Avatar.headPitch - targetHeadPitch) < STOP_TOLERANCE &&
Math.abs(Avatar.headYaw - targetHeadYaw) < STOP_TOLERANCE) {
isTurningHead = false;
}
}

View file

@ -120,6 +120,8 @@ class AvatarData : public QObject {
Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientation)
Q_PROPERTY(glm::quat headOrientation READ getHeadOrientation WRITE setHeadOrientation)
Q_PROPERTY(float headPitch READ getHeadPitch WRITE setHeadPitch)
Q_PROPERTY(float headYaw READ getHeadYaw WRITE setHeadYaw)
Q_PROPERTY(float headRoll READ getHeadRoll WRITE setHeadRoll)
Q_PROPERTY(float audioLoudness READ getAudioLoudness WRITE setAudioLoudness)
Q_PROPERTY(float audioAverageLoudness READ getAudioAverageLoudness WRITE setAudioAverageLoudness)
@ -171,7 +173,13 @@ public:
// access to Head().set/getMousePitch (degrees)
float getHeadPitch() const { return _headData->getBasePitch(); }
void setHeadPitch(float value) { _headData->setBasePitch(value); };
void setHeadPitch(float value) { _headData->setBasePitch(value); }
float getHeadYaw() const { return _headData->getBaseYaw(); }
void setHeadYaw(float value) { _headData->setBaseYaw(value); }
float getHeadRoll() const { return _headData->getBaseRoll(); }
void setHeadRoll(float value) { _headData->setBaseRoll(value); }
// access to Head().set/getAverageLoudness
float getAudioLoudness() const { return _headData->getAudioLoudness(); }