Merge pull request #3898 from DaveDubUK/walk-JS-1.12

Version 1.12 of the walk.js script
This commit is contained in:
Philip Rosedale 2014-12-04 16:29:19 -08:00
commit dbf64b2de7
4 changed files with 2072 additions and 5937 deletions

View file

@ -1,11 +1,11 @@
//
// walkObjects.js
//
// version 1.001
// version 1.003
//
// Created by David Wooldridge, Autumn 2014
//
// Motion, state and Transition objects for use by the walk.js script v1.1
// Motion, state and Transition objects for use by 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
@ -14,41 +14,21 @@
// constructor for the Motion object
Motion = function() {
this.setGender = function(gender) {
this.avatarGender = gender;
switch(this.avatarGender) {
case MALE:
this.selWalk = walkAssets.maleStandardWalk;
this.selStand = walkAssets.maleStandOne;
this.selFlyUp = walkAssets.maleFlyingUp;
this.selFly = walkAssets.maleFlying;
this.selFlyDown = walkAssets.maleFlyingDown;
this.selSideStepLeft = walkAssets.maleSideStepLeft;
this.selSideStepRight = walkAssets.maleSideStepRight;
this.curAnim = this.selStand;
return;
case FEMALE:
this.selWalk = walkAssets.femaleStandardWalk;
this.selStand = walkAssets.femaleStandOne;
this.selFlyUp = walkAssets.femaleFlyingUp;
this.selFly = walkAssets.femaleFlying;
this.selFlyDown = walkAssets.femaleFlyingDown;
this.selSideStepLeft = walkAssets.femaleSideStepLeft;
this.selSideStepRight = walkAssets.femaleSideStepRight;
this.curAnim = this.selStand;
return;
}
}
// 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;
// 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
// function courtesy of Thijs Wenker (frisbee.js)
var numberOfButtons = Controller.getNumberOfButtons();
var numberOfTriggers = Controller.getNumberOfTriggers();
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
@ -60,33 +40,65 @@ Motion = function() {
// settings
this.armsFree = this.hydraCheck(); // automatically sets true for Hydra support - temporary fix
this.makesFootStepSounds = true;
this.avatarGender = MALE;
this.motionPitchMax = 60;
this.motionRollMax = 40;
this.avatarGender = undefined;
this.setGender = function(gender) {
// timing
this.frameStartTime = 0; // used for measuring frame execution times
this.frameExecutionTimeMax = 0; // keep track of the longest frame execution time
this.cumulativeTime = 0.0;
this.lastWalkStartTime = 0;
this.avatarGender = gender;
// selected animations
this.selWalk = walkAssets.maleStandardWalk;
this.selStand = walkAssets.maleStandOne;
this.selFlyUp = walkAssets.maleFlyingUp;
this.selFly = walkAssets.maleFlying;
this.selFlyDown = walkAssets.maleFlyingDown;
this.selSideStepLeft = walkAssets.maleSideStepLeft;
this.selSideStepRight = walkAssets.maleSideStepRight;
switch(this.avatarGender) {
// the currently selected animation, joint and transition
this.curAnim = this.selStand;
this.curJointIndex = 0;
this.curTransition = null;
case MALE:
// zero out avi's joints, curl the fingers nicely then take some measurements
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;
return;
}
}
this.setGender(MALE);
// calibration
this.calibration = {
pitchMax: 8,
maxWalkAcceleration: 5,
maxWalkDeceleration: 25,
rollMax: 80,
angularVelocityMax: 70,
hipsToFeet: MyAvatar.getJointPosition("Hips").y - MyAvatar.getJointPosition("RightFoot").y,
}
// 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;
this.currentTransition = null;
// zero out avi's joints and pose the fingers
this.avatarJointNames = MyAvatar.getJointNames();
if (!this.armsFree) {
this.poseFingers = function() {
for (var i = 0; i < this.avatarJointNames.length; i++) {
@ -102,38 +114,138 @@ Motion = function() {
} else if (i > 57 || i < 62) {
// right hand thumb
MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(4, 0, 0));
} else {
// zero out the remaining joints
MyAvatar.clearJointData(this.avatarJointNames[i]);
}
}
};
if (!this.armsFree) {
this.poseFingers();
}
this.footRPos = MyAvatar.getJointPosition("RightFoot");
this.hipsToFeet = MyAvatar.getJointPosition("Hips").y - this.footRPos.y;
// walkwheel (foot / ground speed matching)
// frequency time wheel (foot / ground speed matching)
this.direction = FORWARDS;
this.nextStep = RIGHT;
this.nFrames = 0;
this.strideLength = this.selWalk.calibration.strideLengthForwards;
this.walkWheelPos = 0;
this.strideLength = this.selectedWalk.calibration.strideLengthForwards;
this.frequencyTimeWheelPos = 0;
this.frequencyTimeWheelRadius = 0.5;
this.recentFrequencyTimeIncrements = [];
for(var i = 0; i < 8; i++) {
this.advanceWalkWheel = function(angle){
this.walkWheelPos += angle;
if (motion.walkWheelPos >= 360) {
this.walkWheelPos = this.walkWheelPos % 360;
this.recentFrequencyTimeIncrements.push(0);
}
this.averageFrequencyTimeIncrement = 0;
this.advanceFrequencyTimeWheel = function(angle){
this.elapsedFTDegrees += angle;
this.recentFrequencyTimeIncrements.push(angle);
this.recentFrequencyTimeIncrements.shift();
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;
}
}
// last frame history
// 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);
//}
}
// history
this.lastDirection = 0;
this.lastVelocity = 0;
this.lastStrideLength = 0; // kept for use during transitions
this.lastSpeed = 0;
this.transitionCount = 0;
this.lastDistanceToVoxels = 0;
}; // end Motion constructor
// finite state machine
spatialInformation = (function() {
return {
distanceToVoxels: function() {
// use the blocking version of findRayIntersection to avoid errors
var pickRay = {origin: MyAvatar.position, direction: {x:0, y:-1, z:0}};
return Voxels.findRayIntersectionBlocking(pickRay).distance - motion.calibration.hipsToFeet;;
}
}
})(); // end spatialInformation object literal
// animation file manipulation
animation = (function() {
return {
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;
}
}
},
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;
targetAnimation.joints[i].pitchPhase += percent * sourceAnimation.joints[i].pitchPhase;
targetAnimation.joints[i].yawPhase += percent * sourceAnimation.joints[i].yawPhase;
targetAnimation.joints[i].rollPhase += percent * sourceAnimation.joints[i].rollPhase;
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) {
// Hips only
targetAnimation.joints[i].thrust += percent * sourceAnimation.joints[i].thrust;
targetAnimation.joints[i].sway += percent * sourceAnimation.joints[i].sway;
targetAnimation.joints[i].bob += percent * sourceAnimation.joints[i].bob;
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;
}
}
}
}
})(); // end animation object literal
// finite state machine. Avatar locomotion modes represent states in the FSM
state = (function () {
return {
@ -143,151 +255,36 @@ state = (function () {
WALKING: 2,
SIDE_STEP: 3,
FLYING: 4,
EDIT_WALK_STYLES: 5,
EDIT_WALK_TWEAKS: 6,
EDIT_WALK_JOINTS: 7,
EDIT_STANDING: 8,
EDIT_FLYING: 9,
EDIT_FLYING_UP: 10,
EDIT_FLYING_DOWN: 11,
EDIT_SIDESTEP_LEFT: 12,
EDIT_SIDESTEP_RIGHT: 14,
currentState: this.STANDING,
// status vars
powerOn: true,
minimised: true,
editing: false,
editingTranslation: false,
setInternalState: function(newInternalState) {
motion.elapsedFTDegrees = 0;
switch (newInternalState) {
case this.WALKING:
this.currentState = this.WALKING;
this.editing = false;
motion.lastWalkStartTime = new Date().getTime();
walkInterface.updateMenu();
return;
case this.FLYING:
this.currentState = this.FLYING;
this.editing = false;
motion.lastWalkStartTime = 0;
walkInterface.updateMenu();
return;
case this.SIDE_STEP:
this.currentState = this.SIDE_STEP;
this.editing = false;
motion.lastWalkStartTime = new Date().getTime();
walkInterface.updateMenu();
return;
case this.EDIT_WALK_STYLES:
this.currentState = this.EDIT_WALK_STYLES;
this.editing = true;
motion.lastWalkStartTime = new Date().getTime();
motion.curAnim = motion.selWalk;
walkInterface.updateMenu();
return;
case this.EDIT_WALK_TWEAKS:
this.currentState = this.EDIT_WALK_TWEAKS;
this.editing = true;
motion.lastWalkStartTime = new Date().getTime();
motion.curAnim = motion.selWalk;
walkInterface.updateMenu();
return;
case this.EDIT_WALK_JOINTS:
this.currentState = this.EDIT_WALK_JOINTS;
this.editing = true;
motion.lastWalkStartTime = new Date().getTime();
motion.curAnim = motion.selWalk;
walkInterface.updateMenu();
return;
case this.EDIT_STANDING:
this.currentState = this.EDIT_STANDING;
this.editing = true;
motion.lastWalkStartTime = 0;
motion.curAnim = motion.selStand;
walkInterface.updateMenu();
return;
case this.EDIT_SIDESTEP_LEFT:
this.currentState = this.EDIT_SIDESTEP_LEFT;
this.editing = true;
motion.lastWalkStartTime = new Date().getTime();
motion.curAnim = motion.selSideStepLeft;
walkInterface.updateMenu();
return;
case this.EDIT_SIDESTEP_RIGHT:
this.currentState = this.EDIT_SIDESTEP_RIGHT;
this.editing = true;
motion.lastWalkStartTime = new Date().getTime();
motion.curAnim = motion.selSideStepRight;
walkInterface.updateMenu();
return;
case this.EDIT_FLYING:
this.currentState = this.EDIT_FLYING;
this.editing = true;
motion.lastWalkStartTime = 0;
motion.curAnim = motion.selFly;
walkInterface.updateMenu();
return;
case this.EDIT_FLYING_UP:
this.currentState = this.EDIT_FLYING_UP;
this.editing = true;
motion.lastWalkStartTime = 0;
motion.curAnim = motion.selFlyUp;
walkInterface.updateMenu();
return;
case this.EDIT_FLYING_DOWN:
this.currentState = this.EDIT_FLYING_DOWN;
this.editing = true;
motion.lastWalkStartTime = 0;
motion.curAnim = motion.selFlyDown;
walkInterface.updateMenu();
return;
case this.STANDING:
default:
this.currentState = this.STANDING;
this.editing = false;
motion.lastWalkStartTime = 0;
motion.curAnim = motion.selStand;
walkInterface.updateMenu();
// initialisation - runs at script startup only
if (motion.strideLength === 0) {
motion.setGender(MALE);
if (motion.direction === BACKWARDS) {
motion.strideLength = motion.selWalk.calibration.strideLengthBackwards;
} else {
motion.strideLength = motion.selWalk.calibration.strideLengthForwards;
}
}
return;
}
}
@ -295,109 +292,302 @@ state = (function () {
})(); // end state object literal
// constructor for animation Transition
Transition = function(lastAnimation, nextAnimation, reachPoses, transitionDuration, easingLower, easingUpper) {
Transition = function(nextAnimation, lastAnimation, lastTransition) {
this.lastAnim = lastAnimation; // name of last animation
this.nextAnimation = nextAnimation; // name of next animation
if (lastAnimation === motion.selWalk ||
nextAnimation === motion.selSideStepLeft ||
nextAnimation === motion.selSideStepRight) {
// boolean - is the last animation a walking animation?
this.walkingAtStart = true;
} else {
this.walkingAtStart = false;
// 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 (nextAnimation === motion.selWalk ||
nextAnimation === motion.selSideStepLeft ||
nextAnimation === motion.selSideStepRight) {
// boolean - is the next animation a walking animation?
this.walkingAtEnd = true;
} else {
this.walkingAtEnd = false;
}
this.reachPoses = reachPoses; // placeholder / stub: array of reach poses for squash and stretch techniques
this.transitionDuration = transitionDuration; // length of transition (seconds)
this.easingLower = easingLower; // Bezier curve handle (normalised)
this.easingUpper = easingUpper; // Bezier curve handle (normalised)
}
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.walkWheelIncrement = 3; // how much to turn the walkwheel each frame when transitioning to / from walking
this.walkWheelAdvance = 0; // how many degrees the walk wheel has been advanced during the transition
this.walkStopAngle = 0; // what angle should we stop the walk cycle?
this.lastDirection = motion.lastDirection;
// collect information about the currently playing animation
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.lastFrequencyTimeWheelPos += this.lastFrequencyTimeIncrement;
if (this.lastFrequencyTimeWheelPos >= 360) {
this.lastFrequencyTimeWheelPos = this.lastFrequencyTimeWheelPos % 360;
}
if(this.lastTransition !== nullTransition) {
this.lastTransition.advancePreviousFrequencyTimeWheel();
}
};
this.updateProgress = function() {
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;
this.lastTransition = nullTransition;
}
}
return this.progress;
};
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);
// are we blending with a previous, still live transition?
if(this.lastTransition !== nullTransition) {
lastTranslations = this.lastTransition.blendTranslations(this.lastFrequencyTimeWheelPos,
this.lastDirection);
} else {
lastTranslations = calculateTranslations(this.lastAnimation,
this.lastFrequencyTimeWheelPos,
this.lastDirection);
}
nextTranslations.x = this.progress * nextTranslations.x +
(1 - this.progress) * lastTranslations.x;
nextTranslations.y = this.progress * nextTranslations.y +
(1 - this.progress) * lastTranslations.y;
nextTranslations.z = this.progress * nextTranslations.z +
(1 - this.progress) * lastTranslations.z;
return nextTranslations;
};
this.blendRotations = function(jointName, frequencyTimeWheelPos, direction) {
var lastRotations = {x:0, y:0, z:0};
var nextRotations = calculateRotations(jointName,
this.nextAnimation,
frequencyTimeWheelPos,
direction);
// are we blending with a previous, still live transition?
if(this.lastTransition !== nullTransition) {
lastRotations = this.lastTransition.blendRotations(jointName,
this.lastFrequencyTimeWheelPos,
this.lastDirection);
} else {
lastRotations = calculateRotations(jointName,
this.lastAnimation,
this.lastFrequencyTimeWheelPos,
this.lastDirection);
}
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;
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
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.bobFrequencyMultiplier = 1;
this.thrustFrequencyMultiplier = 1;
if (isDefined(joint.pitchFrequencyMultiplier)) {
this.pitchFrequencyMultiplier = joint.pitchFrequencyMultiplier;
}
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 () {
// path to the sounds used for the footsteps
var _pathToSounds = 'https://s3.amazonaws.com/hifi-public/sounds/Footsteps/';
// load the sounds - currently disabled due to breaking changes in js audio native objects
//var _pathToSounds = 'https://s3.amazonaws.com/hifi-public/sounds/Footsteps/';
// read in the sounds
var _footsteps = [];
_footsteps.push(SoundCache.getSound(_pathToSounds+"FootstepW2Left-12db.wav"));
_footsteps.push(SoundCache.getSound(_pathToSounds+"FootstepW2Right-12db.wav"));
_footsteps.push(SoundCache.getSound(_pathToSounds+"FootstepW3Left-12db.wav"));
_footsteps.push(SoundCache.getSound(_pathToSounds+"FootstepW3Right-12db.wav"));
_footsteps.push(SoundCache.getSound(_pathToSounds+"FootstepW5Left-12db.wav"));
_footsteps.push(SoundCache.getSound(_pathToSounds+"FootstepW5Right-12db.wav"));
//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-standing-one-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-standing-one-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");
// read in the animation files
var _FemaleStandardWalkFile = new FemaleStandardWalk();
var _femaleStandardWalk = _FemaleStandardWalkFile.loadAnimation();
var _FemaleFlyingUpFile = new FemaleFlyingUp();
var _femaleFlyingUp = _FemaleFlyingUpFile.loadAnimation();
var _FemaleFlyingFile = new FemaleFlying();
var _femaleFlying = _FemaleFlyingFile.loadAnimation();
var _FemaleFlyingDownFile = new FemaleFlyingDown();
var _femaleFlyingDown = _FemaleFlyingDownFile.loadAnimation();
var _FemaleStandOneFile = new FemaleStandingOne();
var _femaleStandOne = _FemaleStandOneFile.loadAnimation();
var _FemaleSideStepLeftFile = new FemaleSideStepLeft();
var _femaleSideStepLeft = _FemaleSideStepLeftFile.loadAnimation();
var _FemaleSideStepRightFile = new FemaleSideStepRight();
var _femaleSideStepRight = _FemaleSideStepRightFile.loadAnimation();
var _MaleStandardWalkFile = new MaleStandardWalk(filter);
var _maleStandardWalk = _MaleStandardWalkFile.loadAnimation();
var _MaleFlyingUpFile = new MaleFlyingUp();
var _maleFlyingUp = _MaleFlyingUpFile.loadAnimation();
var _MaleFlyingFile = new MaleFlying();
var _maleFlying = _MaleFlyingFile.loadAnimation();
var _MaleFlyingDownFile = new MaleFlyingDown();
var _maleFlyingDown = _MaleFlyingDownFile.loadAnimation();
var _MaleStandOneFile = new MaleStandingOne();
var _maleStandOne = _MaleStandOneFile.loadAnimation();
var _MaleSideStepLeftFile = new MaleSideStepLeft();
var _maleSideStepLeft = _MaleSideStepLeftFile.loadAnimation();
var _MaleSideStepRightFile = new MaleSideStepRight();
var _maleSideStepRight = _MaleSideStepRightFile.loadAnimation();
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,
//footsteps: _footsteps,
// expose the animation assets
femaleStandardWalk: _femaleStandardWalk,
femaleFlyingUp: _femaleFlyingUp,
femaleFlying: _femaleFlying,
femaleFlyingDown: _femaleFlyingDown,
femaleFlyingBlend: _femaleFlyingBlend,
femaleHovering: _femaleHovering,
femaleStandOne: _femaleStandOne,
femaleSideStepLeft: _femaleSideStepLeft,
femaleSideStepRight: _femaleSideStepRight,
@ -405,8 +595,12 @@ walkAssets = (function () {
maleFlyingUp: _maleFlyingUp,
maleFlying: _maleFlying,
maleFlyingDown: _maleFlyingDown,
maleFlyingBlend: _maleFlyingBlend,
maleHovering: _maleHovering,
maleStandOne: _maleStandOne,
maleSideStepLeft: _maleSideStepLeft,
maleSideStepRight: _maleSideStepRight,
animationReference: _animationReference,
}
})();

View file

@ -1,11 +1,11 @@
//
// walkFilters.js
//
// version 1.001
// version 1.002
//
// Created by David Wooldridge, Autumn 2014
//
// Provides a variety of filters for use by the walk.js script v1.1
// Provides a variety of filters for use by 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
@ -24,33 +24,77 @@ AveragingFilter = function(length) {
this.process = function() {
if (this.pastValues.length === 0 && arguments[0]) {
return arguments[0];
} else if (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];
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;
// initialise the arrays
this.xv = [];
this.yv = [];
for(var i = 0; i < 2; 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
ButterworthFilter = function(cutOff) {
ButterworthFilter2 = function(cutOff) {
switch(cutOff) {
case 5:
default:
// cut off frequency = 5Hz
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);
}
@ -71,7 +115,8 @@ ButterworthFilter = function(cutOff) {
return this.yv[2];
};
}; // end Butterworth filter contructor
}; // 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
@ -79,10 +124,10 @@ WaveSynth = function(waveShape, numHarmonics, smoothing) {
this.numHarmonics = numHarmonics;
this.waveShape = waveShape;
this.averagingFilter = new AveragingFilter(smoothing);
this.smoothingFilter = new AveragingFilter(smoothing);
// NB: frequency in radians
this.shapeWave = function(frequency) {
this.calculate = function(frequency) {
// make some shapes
var harmonics = 0;
@ -92,7 +137,7 @@ WaveSynth = function(waveShape, numHarmonics, smoothing) {
iterations++;
}
for(var n = 2; n < iterations; n++) {
for(var n = 1; n < iterations; n++) {
switch(this.waveShape) {
@ -128,11 +173,11 @@ WaveSynth = function(waveShape, numHarmonics, smoothing) {
}
// smooth the result and return
return this.averagingFilter.process(harmonics);
return this.smoothingFilter.process(harmonics);
};
};
// Create a wave shape by summing pre-calcualted sinusoidal harmonics
// Create a motion wave by summing pre-calcualted sinusoidal harmonics
HarmonicsFilter = function(magnitudes, phaseAngles) {
this.magnitudes = magnitudes;
@ -150,7 +195,8 @@ HarmonicsFilter = function(magnitudes, phaseAngles) {
};
};
// the main filter object literal
// the main filter object
filter = (function() {
// Bezier private functions
@ -181,9 +227,15 @@ filter = (function() {
return newAveragingFilter;
},
createButterworthFilter: function(cutoff) {
createButterworthFilter1: function() {
var newButterworthFilter = new ButterworthFilter(cutoff);
var newButterworthFilter = new ButterworthFilter1();
return newButterworthFilter;
},
createButterworthFilter2: function(cutoff) {
var newButterworthFilter = new ButterworthFilter2(cutoff);
return newButterworthFilter;
},
@ -211,7 +263,7 @@ filter = (function() {
return pos;
},
// simple clipping filter (clips bottom of wave only, special case for hips y-axis skeleton offset)
// simple clipping filter (clips bottom of wave only)
clipTrough: function(inputValue, peak, strength) {
var outputValue = inputValue * strength;

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