diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000000..4efc7667f9 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,27 @@ +*.cfg text +*.cpp text +*.css text +*.c text +*.frag text +*.fst text +*.h text +*.html text +*.ini text +*.json text +*.js text +*.qml text +*.slf text +*.slh text +*.slv text +*.ts text +*.txt text +*.vert text + +# Denote all files that are truly binary and should not be modified. +*.dds binary +*.fbx binary +*.jpg binary +*.png binary +*.svg binary +*.ttf binary +*.wav binary diff --git a/domain-server/resources/web/settings/js/form2js.min.js b/domain-server/resources/web/settings/js/form2js.min.js index f1e610f7c3..2279102b25 100644 --- a/domain-server/resources/web/settings/js/form2js.min.js +++ b/domain-server/resources/web/settings/js/form2js.min.js @@ -1,26 +1,26 @@ -/** - * Copyright (c) 2010 Maxim Vasiliev - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in - * all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - * THE SOFTWARE. - * - * @author Maxim Vasiliev - * Date: 09.09.2010 - * Time: 19:02:33 - */ -(function(e,t){if(typeof define==="function"&&define.amd){define(t)}else{e.form2js=t()}})(this,function(){"use strict";function e(e,r,i,s,o,u){u=u?true:false;if(typeof i=="undefined"||i==null)i=true;if(typeof r=="undefined"||r==null)r=".";if(arguments.length<5)o=false;e=typeof e=="string"?document.getElementById(e):e;var a=[],f,l=0;if(e.constructor==Array||typeof NodeList!="undefined"&&e.constructor==NodeList){while(f=e[l++]){a=a.concat(n(f,s,o,u))}}else{a=n(e,s,o,u)}return t(a,i,r)}function t(e,t,n){var r={},i={},s,o,u,a,f,l,c,h,p,d,v,m,g;for(s=0;s1){for(u=0;u-1&&o==l.length-1){p=v.substr(0,v.indexOf("["));h+=p;if(!c[p])c[p]=[];c[p].push(f)}else if(v.indexOf("[")>-1){p=v.substr(0,v.indexOf("["));d=v.replace(/(^([a-z_]+)?\[)|(\]$)/gi,"");h+="_"+p+"_"+d;if(!i[h])i[h]={};if(p!=""&&!c[p])c[p]=[];if(o==l.length-1){if(p==""){c.push(f);i[h][d]=c[c.length-1]}else{c[p].push(f);i[h][d]=c[p][c[p].length-1]}}else{if(!i[h][d]){if(/^[0-9a-z_]+\[?/i.test(l[o+1]))c[p].push({});else c[p].push([]);i[h][d]=c[p][c[p].length-1]}}c=i[h][d]}else{h+=v;if(o0?o:r(e,t,n,s)}function r(e,t,n,r){var s=[],o=e.firstChild;while(o){s=s.concat(i(o,t,n,r));o=o.nextSibling}return s}function i(e,t,n,i){if(e.disabled&&!i)return[];var u,a,f,l=s(e,n);u=t&&t(e);if(u&&u.name){f=[u]}else if(l!=""&&e.nodeName.match(/INPUT|TEXTAREA/i)){a=o(e,i);if(null===a){f=[]}else{f=[{name:l,value:a}]}}else if(l!=""&&e.nodeName.match(/SELECT/i)){a=o(e,i);f=[{name:l.replace(/\[\]$/,""),value:a}]}else{f=r(e,t,n,i)}return f}function s(e,t){if(e.name&&e.name!="")return e.name;else if(t&&e.id&&e.id!="")return e.id;else return""}function o(e,t){if(e.disabled&&!t)return null;switch(e.nodeName){case"INPUT":case"TEXTAREA":switch(e.type.toLowerCase()){case"radio":if(e.checked&&e.value==="false")return false;case"checkbox":if(e.checked&&e.value==="true")return true;if(!e.checked&&e.value==="true")return false;if(e.checked)return e.value;break;case"button":case"reset":case"submit":case"image":return"";break;default:return e.value;break}break;case"SELECT":return u(e);break;default:break}return null}function u(e){var t=e.multiple,n=[],r,i,s;if(!t)return e.value;for(r=e.getElementsByTagName("option"),i=0,s=r.length;i1){for(u=0;u-1&&o==l.length-1){p=v.substr(0,v.indexOf("["));h+=p;if(!c[p])c[p]=[];c[p].push(f)}else if(v.indexOf("[")>-1){p=v.substr(0,v.indexOf("["));d=v.replace(/(^([a-z_]+)?\[)|(\]$)/gi,"");h+="_"+p+"_"+d;if(!i[h])i[h]={};if(p!=""&&!c[p])c[p]=[];if(o==l.length-1){if(p==""){c.push(f);i[h][d]=c[c.length-1]}else{c[p].push(f);i[h][d]=c[p][c[p].length-1]}}else{if(!i[h][d]){if(/^[0-9a-z_]+\[?/i.test(l[o+1]))c[p].push({});else c[p].push([]);i[h][d]=c[p][c[p].length-1]}}c=i[h][d]}else{h+=v;if(o0?o:r(e,t,n,s)}function r(e,t,n,r){var s=[],o=e.firstChild;while(o){s=s.concat(i(o,t,n,r));o=o.nextSibling}return s}function i(e,t,n,i){if(e.disabled&&!i)return[];var u,a,f,l=s(e,n);u=t&&t(e);if(u&&u.name){f=[u]}else if(l!=""&&e.nodeName.match(/INPUT|TEXTAREA/i)){a=o(e,i);if(null===a){f=[]}else{f=[{name:l,value:a}]}}else if(l!=""&&e.nodeName.match(/SELECT/i)){a=o(e,i);f=[{name:l.replace(/\[\]$/,""),value:a}]}else{f=r(e,t,n,i)}return f}function s(e,t){if(e.name&&e.name!="")return e.name;else if(t&&e.id&&e.id!="")return e.id;else return""}function o(e,t){if(e.disabled&&!t)return null;switch(e.nodeName){case"INPUT":case"TEXTAREA":switch(e.type.toLowerCase()){case"radio":if(e.checked&&e.value==="false")return false;case"checkbox":if(e.checked&&e.value==="true")return true;if(!e.checked&&e.value==="true")return false;if(e.checked)return e.value;break;case"button":case"reset":case"submit":case"image":return"";break;default:return e.value;break}break;case"SELECT":return u(e);break;default:break}return null}function u(e){var t=e.multiple,n=[],r,i,s;if(!t)return e.value;for(r=e.getElementsByTagName("option"),i=0,s=r.length;i=f.min&&c<=f.max)for(h=b[k+1],c=d===u?0:d+1,d=b[k+1]?T(x(0,K((e.clientX+(h?h.wrappedClientX||h.clientX:g))/2)),g):g;0<=c&&c<=d;)l[c++]=e;this.tooltipPoints=l}},show:function(){this.setVisible(!0)}, hide:function(){this.setVisible(!1)},select:function(a){this.selected=a=a===u?!this.selected:a;this.checkbox&&(this.checkbox.checked=a);B(this,a?"select":"unselect")},drawTracker:$a.drawTrackerGraph});v(U,{Axis:ma,Chart:Ea,Color:za,Point:Ca,Tick:xa,Renderer:Ja,Series:fa,SVGElement:O,SVGRenderer:Ja,arrayMin:La,arrayMax:va,charts:Y,dateFormat:Ka,format:ua,pathAnim:ib,getOptions:function(){return M},hasBidiBug:Db,isTouchDevice:wb,numberFormat:ka,seriesTypes:P,setOptions:function(a){M=G(!0,M,a);pb(); 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- -var panel = new Panel(10, 400); - -panel.newSlider("Origin Longitude", -180, 180, - function(value) { Scene.setStageLocation(value, Scene.getStageLocationLatitude(), Scene.getStageLocationAltitude()); }, - function() { return Scene.getStageLocationLongitude(); }, - function(value) { return value.toFixed(0) + " deg"; } -); - -panel.newSlider("Origin Latitude", -90, 90, - function(value) { Scene.setStageLocation(Scene.getStageLocationLongitude(), value, Scene.getStageLocationAltitude()); }, - function() { return Scene.getStageLocationLatitude(); }, - function(value) { return value.toFixed(0) + " deg"; } -); - -panel.newSlider("Origin Altitude", 0, 1000, - function(value) { Scene.setStageLocation(Scene.getStageLocationLongitude(), Scene.getStageLocationLatitude(), value); }, - function() { return Scene.getStageLocationAltitude(); }, - function(value) { return (value).toFixed(0) + " km"; } -); - -panel.newSlider("Year Time", 0, 364, - function(value) { Scene.setStageYearTime(value); }, - function() { return Scene.getStageYearTime(); }, - function(value) { - var numDaysPerMonth = 365.0 / 12.0; - var monthly = (value / numDaysPerMonth); - var month = Math.floor(monthly); - return (month + 1).toFixed(0) + "/" + Math.ceil(0.5 + (monthly - month)*Math.ceil(numDaysPerMonth)).toFixed(0); } -); - -panel.newSlider("Day Time", 0, 24, - - function(value) { Scene.setStageDayTime(value); panel.update("Light Direction"); }, - function() { return Scene.getStageDayTime(); }, - function(value) { - var hour = Math.floor(value); - return (hour).toFixed(0) + ":" + ((value - hour)*60.0).toFixed(0); - } -); - -var tickTackPeriod = 50; -var tickTackSpeed = 0.0; -panel.newSlider("Tick tack time", -1.0, 1.0, - function(value) { tickTackSpeed = value; }, - function() { return tickTackSpeed; }, - function(value) { return (value).toFixed(2); } -); - -function runStageTime() { - if (tickTackSpeed != 0.0) { - var hour = panel.get("Day Time"); - hour += tickTackSpeed; - panel.set("Day Time", hour); - - if (hour >= 24.0) { - panel.set("Year Time", panel.get("Year Time") + 1); - } else if (hour < 0.0) { - panel.set("Year Time", panel.get("Year Time") - 1); - } - } -} -Script.setInterval(runStageTime, tickTackPeriod); - -panel.newCheckbox("Enable Sun Model", - function(value) { Scene.setStageSunModelEnable((value != 0)); }, - function() { return Scene.isStageSunModelEnabled(); }, - function(value) { return (value); } -); - -panel.newDirectionBox("Light Direction", - function(value) { Scene.setKeyLightDirection(value); }, - function() { return Scene.getKeyLightDirection(); }, - function(value) { return value.x.toFixed(2) + "," + value.y.toFixed(2) + "," + value.z.toFixed(2); } -); - -panel.newSlider("Light Intensity", 0.0, 5, - function(value) { Scene.setKeyLightIntensity(value); }, - function() { return Scene.getKeyLightIntensity(); }, - function(value) { return (value).toFixed(2); } -); - -panel.newSlider("Ambient Light Intensity", 0.0, 1.0, - function(value) { Scene.setKeyLightAmbientIntensity(value); }, - function() { return Scene.getKeyLightAmbientIntensity(); }, - function(value) { return (value).toFixed(2); } -); - -panel.newColorBox("Light Color", - function(value) { Scene.setKeyLightColor(value); }, - function() { return Scene.getKeyLightColor(); }, - function(value) { return (value); } // "(" + value.x + "," = value.y + "," + value.z + ")"; } -); - -Controller.mouseMoveEvent.connect(function panelMouseMoveEvent(event) { return panel.mouseMoveEvent(event); }); -Controller.mousePressEvent.connect( function panelMousePressEvent(event) { return panel.mousePressEvent(event); }); -Controller.mouseReleaseEvent.connect(function(event) { return panel.mouseReleaseEvent(event); }); - -function scriptEnding() { - Menu.removeMenu("Developer > Scene"); - panel.destroy(); -} -Script.scriptEnding.connect(scriptEnding); +// +// SunLightExample.js +// examples +// Sam Gateau +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + +Script.include("../../utilities/tools/cookies.js"); + +var panel = new Panel(10, 400); + +panel.newSlider("Origin Longitude", -180, 180, + function(value) { Scene.setStageLocation(value, Scene.getStageLocationLatitude(), Scene.getStageLocationAltitude()); }, + function() { return Scene.getStageLocationLongitude(); }, + function(value) { return value.toFixed(0) + " deg"; } +); + +panel.newSlider("Origin Latitude", -90, 90, + function(value) { Scene.setStageLocation(Scene.getStageLocationLongitude(), value, Scene.getStageLocationAltitude()); }, + function() { return Scene.getStageLocationLatitude(); }, + function(value) { return value.toFixed(0) + " deg"; } +); + +panel.newSlider("Origin Altitude", 0, 1000, + function(value) { Scene.setStageLocation(Scene.getStageLocationLongitude(), Scene.getStageLocationLatitude(), value); }, + function() { return Scene.getStageLocationAltitude(); }, + function(value) { return (value).toFixed(0) + " km"; } +); + +panel.newSlider("Year Time", 0, 364, + function(value) { Scene.setStageYearTime(value); }, + function() { return Scene.getStageYearTime(); }, + function(value) { + var numDaysPerMonth = 365.0 / 12.0; + var monthly = (value / numDaysPerMonth); + var month = Math.floor(monthly); + return (month + 1).toFixed(0) + "/" + Math.ceil(0.5 + (monthly - month)*Math.ceil(numDaysPerMonth)).toFixed(0); } +); + +panel.newSlider("Day Time", 0, 24, + + function(value) { Scene.setStageDayTime(value); panel.update("Light Direction"); }, + function() { return Scene.getStageDayTime(); }, + function(value) { + var hour = Math.floor(value); + return (hour).toFixed(0) + ":" + ((value - hour)*60.0).toFixed(0); + } +); + +var tickTackPeriod = 50; +var tickTackSpeed = 0.0; +panel.newSlider("Tick tack time", -1.0, 1.0, + function(value) { tickTackSpeed = value; }, + function() { return tickTackSpeed; }, + function(value) { return (value).toFixed(2); } +); + +function runStageTime() { + if (tickTackSpeed != 0.0) { + var hour = panel.get("Day Time"); + hour += tickTackSpeed; + panel.set("Day Time", hour); + + if (hour >= 24.0) { + panel.set("Year Time", panel.get("Year Time") + 1); + } else if (hour < 0.0) { + panel.set("Year Time", panel.get("Year Time") - 1); + } + } +} +Script.setInterval(runStageTime, tickTackPeriod); + +panel.newCheckbox("Enable Sun Model", + function(value) { Scene.setStageSunModelEnable((value != 0)); }, + function() { return Scene.isStageSunModelEnabled(); }, + function(value) { return (value); } +); + +panel.newDirectionBox("Light Direction", + function(value) { Scene.setKeyLightDirection(value); }, + function() { return Scene.getKeyLightDirection(); }, + function(value) { return value.x.toFixed(2) + "," + value.y.toFixed(2) + "," + value.z.toFixed(2); } +); + +panel.newSlider("Light Intensity", 0.0, 5, + function(value) { Scene.setKeyLightIntensity(value); }, + function() { return Scene.getKeyLightIntensity(); }, + function(value) { return (value).toFixed(2); } +); + +panel.newSlider("Ambient Light Intensity", 0.0, 1.0, + function(value) { Scene.setKeyLightAmbientIntensity(value); }, + function() { return Scene.getKeyLightAmbientIntensity(); }, + function(value) { return (value).toFixed(2); } +); + +panel.newColorBox("Light Color", + function(value) { Scene.setKeyLightColor(value); }, + function() { return Scene.getKeyLightColor(); }, + function(value) { return (value); } // "(" + value.x + "," = value.y + "," + value.z + ")"; } +); + +Controller.mouseMoveEvent.connect(function panelMouseMoveEvent(event) { return panel.mouseMoveEvent(event); }); +Controller.mousePressEvent.connect( function panelMousePressEvent(event) { return panel.mousePressEvent(event); }); +Controller.mouseReleaseEvent.connect(function(event) { return panel.mouseReleaseEvent(event); }); + +function scriptEnding() { + Menu.removeMenu("Developer > Scene"); + panel.destroy(); +} +Script.scriptEnding.connect(scriptEnding); diff --git a/examples/html/walkStyle.css b/examples/html/walkStyle.css index 22f465411a..b59f7c63f0 100644 --- a/examples/html/walkStyle.css +++ b/examples/html/walkStyle.css @@ -1,48 +1,48 @@ -* { -} - -body { - margin: 0; - padding: 0; - - background-color: rgb(76, 76, 76); - color: rgb(204, 204, 204); - font-family: Arial; - font-size: 9pt; - - -webkit-touch-callout: none; - -webkit-user-select: none; - -khtml-user-select: none; - -moz-user-select: none; - -ms-user-select: none; - user-select: none; -} - -#walk-settings-header { - padding: 0.5em; -} - -.settings-section { - display: block; - margin: 10 10; - height: 22.5pt; -} - -.settings-section label { - font-weight: bold; -} - -.settings-section span { - float: right; -} - -input[type=button] { - cursor: pointer; - background-color: #608e96; - border-color: #608e96; - border-radius: 3.75pt; - padding: 3.75pt 7.5pt; - border: 0; - color: #fff; - font-weight: bold; -} +* { +} + +body { + margin: 0; + padding: 0; + + background-color: rgb(76, 76, 76); + color: rgb(204, 204, 204); + font-family: Arial; + font-size: 9pt; + + -webkit-touch-callout: none; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; +} + +#walk-settings-header { + padding: 0.5em; +} + +.settings-section { + display: block; + margin: 10 10; + height: 22.5pt; +} + +.settings-section label { + font-weight: bold; +} + +.settings-section span { + float: right; +} + +input[type=button] { + cursor: pointer; + background-color: #608e96; + border-color: #608e96; + border-radius: 3.75pt; + padding: 3.75pt 7.5pt; + border: 0; + color: #fff; + font-weight: bold; +} diff --git a/examples/leaves.js b/examples/leaves.js index 4610cd2ef0..40398822c2 100755 --- a/examples/leaves.js +++ b/examples/leaves.js @@ -1,331 +1,331 @@ -// -// Leaves.js -// examples -// -// Created by Bing Shearer on 14 Jul 2015 -// Copyright 2015 High Fidelity, Inc. -// -// Distributed under the Apache License, Version 2.0. -// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html -// -var leafName = "scriptLeaf"; -var leafSquall = function (properties) { - var // Properties - squallOrigin, - squallRadius, - leavesPerMinute = 60, - leafSize = { - x: 0.1, - y: 0.1, - z: 0.1 - }, - leafFallSpeed = 1, // m/s - leafLifetime = 60, // Seconds - leafSpinMax = 0, // Maximum angular velocity per axis; deg/s - debug = false, // Display origin circle; don't use running on Stack Manager - // Other - squallCircle, - SQUALL_CIRCLE_COLOR = { - red: 255, - green: 0, - blue: 0 - }, - SQUALL_CIRCLE_ALPHA = 0.5, - SQUALL_CIRCLE_ROTATION = Quat.fromPitchYawRollDegrees(90, 0, 0), - leafProperties, - leaf_MODEL_URL = "https://hifi-public.s3.amazonaws.com/ozan/support/forBing/palmLeaf.fbx", - leafTimer, - leaves = [], // HACK: Work around leaves not always getting velocities - leafVelocities = [], // HACK: Work around leaves not always getting velocities - DEGREES_TO_RADIANS = Math.PI / 180, - leafDeleteOnTearDown = true, - maxLeaves, - leafCount, - nearbyEntities, - complexMovement = false, - movementTime = 0, - maxSpinRadians = properties.leafSpinMax * DEGREES_TO_RADIANS, - windFactor, - leafDeleteOnGround = false, - floorHeight = null; - - - function processProperties() { - if (!properties.hasOwnProperty("origin")) { - print("ERROR: Leaf squall origin must be specified"); - return; - } - squallOrigin = properties.origin; - - if (!properties.hasOwnProperty("radius")) { - print("ERROR: Leaf squall radius must be specified"); - return; - } - squallRadius = properties.radius; - - if (properties.hasOwnProperty("leavesPerMinute")) { - leavesPerMinute = properties.leavesPerMinute; - } - - if (properties.hasOwnProperty("leafSize")) { - leafSize = properties.leafSize; - } - - if (properties.hasOwnProperty("leafFallSpeed")) { - leafFallSpeed = properties.leafFallSpeed; - } - - if (properties.hasOwnProperty("leafLifetime")) { - leafLifetime = properties.leafLifetime; - } - - if (properties.hasOwnProperty("leafSpinMax")) { - leafSpinMax = properties.leafSpinMax; - } - - if (properties.hasOwnProperty("debug")) { - debug = properties.debug; - } - if (properties.hasOwnProperty("floorHeight")) { - floorHeight = properties.floorHeight; - } - if (properties.hasOwnProperty("maxLeaves")) { - maxLeaves = properties.maxLeaves; - } - if (properties.hasOwnProperty("complexMovement")) { - complexMovement = properties.complexMovement; - } - if (properties.hasOwnProperty("leafDeleteOnGround")) { - leafDeleteOnGround = properties.leafDeleteOnGround; - } - if (properties.hasOwnProperty("windFactor")) { - windFactor = properties.windFactor; - } else if (complexMovement == true){ - print("ERROR: Wind Factor must be defined for complex movement") - } - - leafProperties = { - type: "Model", - name: leafName, - modelURL: leaf_MODEL_URL, - lifetime: leafLifetime, - dimensions: leafSize, - velocity: { - x: 0, - y: -leafFallSpeed, - z: 0 - }, - damping: 0, - angularDamping: 0, - ignoreForCollisions: true - - }; - } - - function createleaf() { - var angle, - radius, - offset, - leaf, - spin = { - x: 0, - y: 0, - z: 0 - }, - i; - - // HACK: Work around leaves not always getting velocities set at creation - for (i = 0; i < leaves.length; i++) { - Entities.editEntity(leaves[i], leafVelocities[i]); - } - - angle = Math.random() * leafSpinMax; - radius = Math.random() * squallRadius; - offset = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, angle, 0), { - x: 0, - y: -0.1, - z: radius - }); - leafProperties.position = Vec3.sum(squallOrigin, offset); - if (properties.leafSpinMax > 0 && !complexMovement) { - spin = { - x: Math.random() * maxSpinRadians, - y: Math.random() * maxSpinRadians, - z: Math.random() * maxSpinRadians - }; - leafProperties.angularVelocity = spin; - } else if (complexMovement) { - spin = { - x: 0, - y: 0, - z: 0 - }; - leafProperties.angularVelocity = spin - } - leaf = Entities.addEntity(leafProperties); - - // HACK: Work around leaves not always getting velocities set at creation - leaves.push(leaf); - leafVelocities.push({ - velocity: leafProperties.velocity, - angularVelocity: spin - }); - if (leaves.length > 5) { - leaves.shift(); - leafVelocities.shift(); - } - } - - function setUp() { - if (debug) { - squallCircle = Overlays.addOverlay("circle3d", { - size: { - x: 2 * squallRadius, - y: 2 * squallRadius - }, - color: SQUALL_CIRCLE_COLOR, - alpha: SQUALL_CIRCLE_ALPHA, - solid: true, - visible: debug, - position: squallOrigin, - rotation: SQUALL_CIRCLE_ROTATION - }); - } - - leafTimer = Script.setInterval(function () { - if (leafCount <= maxLeaves - 1) { - createleaf() - } - }, 60000 / leavesPerMinute); - } - Script.setInterval(function () { - nearbyEntities = Entities.findEntities(squallOrigin, squallRadius); - newLeafMovement() - }, 100); - - function newLeafMovement() { //new additions to leaf code. Operates at 10 Hz or every 100 ms - movementTime += 0.1; - var currentLeaf, - randomRotationSpeed = { - x: maxSpinRadians * Math.sin(movementTime), - y: maxSpinRadians * Math.random(), - z: maxSpinRadians * Math.sin(movementTime / 7) - }; - for (var i = 0; i < nearbyEntities.length; i++) { - var entityProperties = Entities.getEntityProperties(nearbyEntities[i]); - var entityName = entityProperties.name; - if (leafName === entityName) { - currentLeaf = nearbyEntities[i]; - var leafHeight = entityProperties.position.y; - if (complexMovement && leafHeight > floorHeight || complexMovement && floorHeight == null) { //actual new movement code; - var leafCurrentVel = entityProperties.velocity, - leafCurrentRot = entityProperties.rotation, - yVec = { - x: 0, - y: 1, - z: 0 - }, - leafYinWFVec = Vec3.multiplyQbyV(leafCurrentRot, yVec), - leafLocalHorVec = Vec3.cross(leafYinWFVec, yVec), - leafMostDownVec = Vec3.cross(leafYinWFVec, leafLocalHorVec), - leafDesiredVel = Vec3.multiply(leafMostDownVec, windFactor), - leafVelDelt = Vec3.subtract(leafDesiredVel, leafCurrentVel), - leafNewVel = Vec3.sum(leafCurrentVel, Vec3.multiply(leafVelDelt, windFactor)); - Entities.editEntity(currentLeaf, { - angularVelocity: randomRotationSpeed, - velocity: leafNewVel - }) - } else if (leafHeight <= floorHeight) { - if (!leafDeleteOnGround) { - Entities.editEntity(nearbyEntities[i], { - locked: false, - velocity: { - x: 0, - y: 0, - z: 0 - }, - angularVelocity: { - x: 0, - y: 0, - z: 0 - } - }) - } else { - Entity.deleteEntity(currentLeaf); - } - } - } - } - } - - - - getLeafCount = Script.setInterval(function () { - leafCount = 0 - for (var i = 0; i < nearbyEntities.length; i++) { - var entityName = Entities.getEntityProperties(nearbyEntities[i]).name; - //Stop Leaves at floorHeight - if (leafName === entityName) { - leafCount++; - if (i == nearbyEntities.length - 1) { - //print(leafCount); - } - } - } - }, 1000) - - - - function tearDown() { - Script.clearInterval(leafTimer); - Overlays.deleteOverlay(squallCircle); - if (leafDeleteOnTearDown) { - for (var i = 0; i < nearbyEntities.length; i++) { - var entityName = Entities.getEntityProperties(nearbyEntities[i]).name; - if (leafName === entityName) { - //We have a match - delete this entity - Entities.editEntity(nearbyEntities[i], { - locked: false - }); - Entities.deleteEntity(nearbyEntities[i]); - } - } - } - } - - - - processProperties(); - setUp(); - Script.scriptEnding.connect(tearDown); - - return {}; -}; - -var leafSquall1 = new leafSquall({ - origin: { - x: 3071.5, - y: 2170, - z: 6765.3 - }, - radius: 100, - leavesPerMinute: 30, - leafSize: { - x: 0.3, - y: 0.00, - z: 0.3 - }, - leafFallSpeed: 0.4, - leafLifetime: 100, - leafSpinMax: 30, - debug: false, - maxLeaves: 100, - leafDeleteOnTearDown: true, - complexMovement: true, - floorHeight: 2143.5, - windFactor: 0.5, - leafDeleteOnGround: false -}); - -// todo -//deal with depth issue \ No newline at end of file +// +// Leaves.js +// examples +// +// Created by Bing Shearer on 14 Jul 2015 +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// +var leafName = "scriptLeaf"; +var leafSquall = function (properties) { + var // Properties + squallOrigin, + squallRadius, + leavesPerMinute = 60, + leafSize = { + x: 0.1, + y: 0.1, + z: 0.1 + }, + leafFallSpeed = 1, // m/s + leafLifetime = 60, // Seconds + leafSpinMax = 0, // Maximum angular velocity per axis; deg/s + debug = false, // Display origin circle; don't use running on Stack Manager + // Other + squallCircle, + SQUALL_CIRCLE_COLOR = { + red: 255, + green: 0, + blue: 0 + }, + SQUALL_CIRCLE_ALPHA = 0.5, + SQUALL_CIRCLE_ROTATION = Quat.fromPitchYawRollDegrees(90, 0, 0), + leafProperties, + leaf_MODEL_URL = "https://hifi-public.s3.amazonaws.com/ozan/support/forBing/palmLeaf.fbx", + leafTimer, + leaves = [], // HACK: Work around leaves not always getting velocities + leafVelocities = [], // HACK: Work around leaves not always getting velocities + DEGREES_TO_RADIANS = Math.PI / 180, + leafDeleteOnTearDown = true, + maxLeaves, + leafCount, + nearbyEntities, + complexMovement = false, + movementTime = 0, + maxSpinRadians = properties.leafSpinMax * DEGREES_TO_RADIANS, + windFactor, + leafDeleteOnGround = false, + floorHeight = null; + + + function processProperties() { + if (!properties.hasOwnProperty("origin")) { + print("ERROR: Leaf squall origin must be specified"); + return; + } + squallOrigin = properties.origin; + + if (!properties.hasOwnProperty("radius")) { + print("ERROR: Leaf squall radius must be specified"); + return; + } + squallRadius = properties.radius; + + if (properties.hasOwnProperty("leavesPerMinute")) { + leavesPerMinute = properties.leavesPerMinute; + } + + if (properties.hasOwnProperty("leafSize")) { + leafSize = properties.leafSize; + } + + if (properties.hasOwnProperty("leafFallSpeed")) { + leafFallSpeed = properties.leafFallSpeed; + } + + if (properties.hasOwnProperty("leafLifetime")) { + leafLifetime = properties.leafLifetime; + } + + if (properties.hasOwnProperty("leafSpinMax")) { + leafSpinMax = properties.leafSpinMax; + } + + if (properties.hasOwnProperty("debug")) { + debug = properties.debug; + } + if (properties.hasOwnProperty("floorHeight")) { + floorHeight = properties.floorHeight; + } + if (properties.hasOwnProperty("maxLeaves")) { + maxLeaves = properties.maxLeaves; + } + if (properties.hasOwnProperty("complexMovement")) { + complexMovement = properties.complexMovement; + } + if (properties.hasOwnProperty("leafDeleteOnGround")) { + leafDeleteOnGround = properties.leafDeleteOnGround; + } + if (properties.hasOwnProperty("windFactor")) { + windFactor = properties.windFactor; + } else if (complexMovement == true){ + print("ERROR: Wind Factor must be defined for complex movement") + } + + leafProperties = { + type: "Model", + name: leafName, + modelURL: leaf_MODEL_URL, + lifetime: leafLifetime, + dimensions: leafSize, + velocity: { + x: 0, + y: -leafFallSpeed, + z: 0 + }, + damping: 0, + angularDamping: 0, + ignoreForCollisions: true + + }; + } + + function createleaf() { + var angle, + radius, + offset, + leaf, + spin = { + x: 0, + y: 0, + z: 0 + }, + i; + + // HACK: Work around leaves not always getting velocities set at creation + for (i = 0; i < leaves.length; i++) { + Entities.editEntity(leaves[i], leafVelocities[i]); + } + + angle = Math.random() * leafSpinMax; + radius = Math.random() * squallRadius; + offset = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, angle, 0), { + x: 0, + y: -0.1, + z: radius + }); + leafProperties.position = Vec3.sum(squallOrigin, offset); + if (properties.leafSpinMax > 0 && !complexMovement) { + spin = { + x: Math.random() * maxSpinRadians, + y: Math.random() * maxSpinRadians, + z: Math.random() * maxSpinRadians + }; + leafProperties.angularVelocity = spin; + } else if (complexMovement) { + spin = { + x: 0, + y: 0, + z: 0 + }; + leafProperties.angularVelocity = spin + } + leaf = Entities.addEntity(leafProperties); + + // HACK: Work around leaves not always getting velocities set at creation + leaves.push(leaf); + leafVelocities.push({ + velocity: leafProperties.velocity, + angularVelocity: spin + }); + if (leaves.length > 5) { + leaves.shift(); + leafVelocities.shift(); + } + } + + function setUp() { + if (debug) { + squallCircle = Overlays.addOverlay("circle3d", { + size: { + x: 2 * squallRadius, + y: 2 * squallRadius + }, + color: SQUALL_CIRCLE_COLOR, + alpha: SQUALL_CIRCLE_ALPHA, + solid: true, + visible: debug, + position: squallOrigin, + rotation: SQUALL_CIRCLE_ROTATION + }); + } + + leafTimer = Script.setInterval(function () { + if (leafCount <= maxLeaves - 1) { + createleaf() + } + }, 60000 / leavesPerMinute); + } + Script.setInterval(function () { + nearbyEntities = Entities.findEntities(squallOrigin, squallRadius); + newLeafMovement() + }, 100); + + function newLeafMovement() { //new additions to leaf code. Operates at 10 Hz or every 100 ms + movementTime += 0.1; + var currentLeaf, + randomRotationSpeed = { + x: maxSpinRadians * Math.sin(movementTime), + y: maxSpinRadians * Math.random(), + z: maxSpinRadians * Math.sin(movementTime / 7) + }; + for (var i = 0; i < nearbyEntities.length; i++) { + var entityProperties = Entities.getEntityProperties(nearbyEntities[i]); + var entityName = entityProperties.name; + if (leafName === entityName) { + currentLeaf = nearbyEntities[i]; + var leafHeight = entityProperties.position.y; + if (complexMovement && leafHeight > floorHeight || complexMovement && floorHeight == null) { //actual new movement code; + var leafCurrentVel = entityProperties.velocity, + leafCurrentRot = entityProperties.rotation, + yVec = { + x: 0, + y: 1, + z: 0 + }, + leafYinWFVec = Vec3.multiplyQbyV(leafCurrentRot, yVec), + leafLocalHorVec = Vec3.cross(leafYinWFVec, yVec), + leafMostDownVec = Vec3.cross(leafYinWFVec, leafLocalHorVec), + leafDesiredVel = Vec3.multiply(leafMostDownVec, windFactor), + leafVelDelt = Vec3.subtract(leafDesiredVel, leafCurrentVel), + leafNewVel = Vec3.sum(leafCurrentVel, Vec3.multiply(leafVelDelt, windFactor)); + Entities.editEntity(currentLeaf, { + angularVelocity: randomRotationSpeed, + velocity: leafNewVel + }) + } else if (leafHeight <= floorHeight) { + if (!leafDeleteOnGround) { + Entities.editEntity(nearbyEntities[i], { + locked: false, + velocity: { + x: 0, + y: 0, + z: 0 + }, + angularVelocity: { + x: 0, + y: 0, + z: 0 + } + }) + } else { + Entity.deleteEntity(currentLeaf); + } + } + } + } + } + + + + getLeafCount = Script.setInterval(function () { + leafCount = 0 + for (var i = 0; i < nearbyEntities.length; i++) { + var entityName = Entities.getEntityProperties(nearbyEntities[i]).name; + //Stop Leaves at floorHeight + if (leafName === entityName) { + leafCount++; + if (i == nearbyEntities.length - 1) { + //print(leafCount); + } + } + } + }, 1000) + + + + function tearDown() { + Script.clearInterval(leafTimer); + Overlays.deleteOverlay(squallCircle); + if (leafDeleteOnTearDown) { + for (var i = 0; i < nearbyEntities.length; i++) { + var entityName = Entities.getEntityProperties(nearbyEntities[i]).name; + if (leafName === entityName) { + //We have a match - delete this entity + Entities.editEntity(nearbyEntities[i], { + locked: false + }); + Entities.deleteEntity(nearbyEntities[i]); + } + } + } + } + + + + processProperties(); + setUp(); + Script.scriptEnding.connect(tearDown); + + return {}; +}; + +var leafSquall1 = new leafSquall({ + origin: { + x: 3071.5, + y: 2170, + z: 6765.3 + }, + radius: 100, + leavesPerMinute: 30, + leafSize: { + x: 0.3, + y: 0.00, + z: 0.3 + }, + leafFallSpeed: 0.4, + leafLifetime: 100, + leafSpinMax: 30, + debug: false, + maxLeaves: 100, + leafDeleteOnTearDown: true, + complexMovement: true, + floorHeight: 2143.5, + windFactor: 0.5, + leafDeleteOnGround: false +}); + +// todo +//deal with depth issue diff --git a/examples/libraries/walkApi.js b/examples/libraries/walkApi.js index d1192deee7..2a4471bfbf 100644 --- a/examples/libraries/walkApi.js +++ b/examples/libraries/walkApi.js @@ -1,943 +1,943 @@ -// -// walkApi.js -// version 1.3 -// -// Created by David Wooldridge, June 2015 -// Copyright © 2014 - 2015 High Fidelity, Inc. -// -// Exposes API for use by walk.js version 1.2+. -// -// 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 -// - -// included here to ensure walkApi.js can be used as an API, separate from walk.js -Script.include("./libraries/walkConstants.js"); - -Avatar = function() { - // if Hydras are connected, the only way to enable use is to never set any arm joint rotation - this.hydraCheck = function() { - // function courtesy of Thijs Wenker (frisbee.js) - var numberOfButtons = Controller.getNumberOfButtons(); - var numberOfTriggers = Controller.getNumberOfTriggers(); - var numberOfSpatialControls = Controller.getNumberOfSpatialControls(); - const HYDRA_BUTTONS = 12; - const HYDRA_TRIGGERS = 2; - const HYDRA_CONTROLLERS_PER_TRIGGER = 2; - var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers; - if (numberOfButtons == HYDRA_BUTTONS && - numberOfTriggers == HYDRA_TRIGGERS && - controllersPerTrigger == HYDRA_CONTROLLERS_PER_TRIGGER) { - 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.headFree = true; - this.armsFree = this.hydraCheck(); // automatically sets true to enable Hydra support - temporary fix - this.makesFootStepSounds = false; - this.blenderPreRotations = 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.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.setAnimationSet('standardMale'); - - // calibration - this.calibration = { - hipsToFeet: 1, - 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 - const MAX_ATTEMPTS = 3; - var attempts = MAX_ATTEMPTS; - var extraAttempts = 0; - do { - for (joint in walkAssets.animationReference.joints) { - var IKChain = walkAssets.animationReference.joints[joint].IKChain; - - // only need to zero right leg IK chain and hips - if (IKChain === "RightLeg" || joint === "Hips" ) { - MyAvatar.setJointRotation(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.blenderPreRotations) { - 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; - 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.setJointRotation(knuckle, Quat.fromPitchYawRollDegrees(0, 0, -4)); - } else { - MyAvatar.setJointRotation(knuckle, Quat.fromPitchYawRollDegrees(16, 0, 5)); - } - } - for (knuckle in walkAssets.animationReference.rightHand) { - if (walkAssets.animationReference.rightHand[knuckle].IKChain === "RightHandThumb") { - MyAvatar.setJointRotation(knuckle, Quat.fromPitchYawRollDegrees(0, 0, 4)); - } else { - MyAvatar.setJointRotation(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.leftAudioInjector = null; - this.rightAudioInjector = null; - this.makeFootStepSound = function() { - // correlate footstep volume with avatar speed. place the audio source at the feet, not the hips - const SPEED_THRESHOLD = 0.4; - const VOLUME_ATTENUATION = 0.8; - const MIN_VOLUME = 0.5; - var volume = Vec3.length(motion.velocity) > SPEED_THRESHOLD ? - VOLUME_ATTENUATION * Vec3.length(motion.velocity) / MAX_WALK_SPEED : MIN_VOLUME; - volume = volume > 1 ? 1 : volume; // occurs when landing at speed - can walk faster than max walking speed - var options = { - position: Vec3.sum(MyAvatar.position, {x:0, y: -this.calibration.hipsToFeet, z:0}), - volume: volume - }; - if (this.nextStep === RIGHT) { - if (this.rightAudioInjector === null) { - this.rightAudioInjector = Audio.playSound(walkAssets.footsteps[0], options); - } else { - this.rightAudioInjector.setOptions(options); - this.rightAudioInjector.restart(); - } - this.nextStep = LEFT; - } else if (this.nextStep === LEFT) { - if (this.leftAudioInjector === null) { - this.leftAudioInjector = Audio.playSound(walkAssets.footsteps[1], options); - } else { - this.leftAudioInjector.setOptions(options); - this.leftAudioInjector.restart(); - } - this.nextStep = RIGHT; - } - } -}; - -// constructor for the Motion object -Motion = function() { - this.isLive = true; - // 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; - - // used to make sure at least one step has been taken when transitioning from a walk cycle - this.elapsedFTDegrees = 0; - - // the current transition (any layered transitions are nested within this transition) - this.currentTransition = null; - - // 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; - this.yawDelta = 0; - this.yawDeltaAcceleration = 0; - this.direction = FORWARDS; - this.deltaTime = 0; - - // 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); - this.deltaTimeFilter = filter.createAveragingFilter(YAW_SMOOTHING); - this.yawDeltaAccelerationFilter = filter.createAveragingFilter(YAW_SMOOTHING); - - // 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) - 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; - - if (airMotionToSurfaceMotion){ - this.nextState = SURFACE_MOTION; - } else if (airMotionToStatic) { - this.nextState = STATIC; - } else { - this.nextState = AIR_MOTION; - } - break; - } - } - - // frequency time wheel (foot / ground speed matching) - const DEFAULT_HIPS_TO_FEET = 1; - this.frequencyTimeWheelPos = 0; - this.frequencyTimeWheelRadius = DEFAULT_HIPS_TO_FEET / 2; - this.recentFrequencyTimeIncrements = []; - const FT_WHEEL_HISTORY_LENGTH = 8; - for (var i = 0; i < FT_WHEEL_HISTORY_LENGTH; 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) { - this.averageFrequencyTimeIncrement += this.recentFrequencyTimeIncrements[increment]; - } - this.averageFrequencyTimeIncrement /= this.recentFrequencyTimeIncrements.length; - this.frequencyTimeWheelPos += angle; - const FULL_CIRCLE = 360; - if (this.frequencyTimeWheelPos >= FULL_CIRCLE) { - this.frequencyTimeWheelPos = this.frequencyTimeWheelPos % FULL_CIRCLE; - } - } - - this.saveHistory = function() { - this.lastDirection = this.direction; - this.lastVelocity = this.velocity; - this.lastYaw = this.yaw; - this.lastYawDelta = this.yawDelta; - this.lastYawDeltaAcceleration = this.yawDeltaAcceleration; - } -}; // end Motion constructor - -// animation manipulation object -animationOperations = (function() { - - return { - - // 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}; - - // gather modifiers and multipliers - modifiers = new FrequencyMultipliers(joint, direction); - - // 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; - - 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; - }, - - // 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.blenderPreRotations) { - 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) { - 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; - 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 === "Hips") { - // 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; - 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 (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 (sourceAnimation.filters[i]) { - targetAnimation.filters[i] = sourceAnimation.filters[i]; - // wave shapers - if (sourceAnimation.filters[i].pitchFilter) { - targetAnimation.filters[i].pitchFilter = sourceAnimation.filters[i].pitchFilter; - } - if (sourceAnimation.filters[i].yawFilter) { - targetAnimation.filters[i].yawFilter = sourceAnimation.filters[i].yawFilter; - } - if (sourceAnimation.filters[i].rollFilter) { - targetAnimation.filters[i].rollFilter = sourceAnimation.filters[i].rollFilter; - } - // LP filters - if (sourceAnimation.filters[i].swayLPFilter) { - targetAnimation.filters[i].swayLPFilter = sourceAnimation.filters[i].swayLPFilter; - } - if (sourceAnimation.filters[i].bobLPFilter) { - targetAnimation.filters[i].bobLPFilter = sourceAnimation.filters[i].bobLPFilter; - } - if (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 - -// 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 - - // 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; - } -}; - -// 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.reachPoses = []; -} - -const QUARTER_CYCLE = 90; -const HALF_CYCLE = 180; -const THREE_QUARTER_CYCLE = 270; -const FULL_CYCLE = 360; - -// constructor for animation Transition -Transition = function(nextAnimation, lastAnimation, lastTransition, playTransitionReachPoses) { - - if (playTransitionReachPoses === undefined) { - playTransitionReachPoses = true; - } - - // record the current state of animation - this.nextAnimation = nextAnimation; - this.lastAnimation = lastAnimation; - this.lastTransition = lastTransition; - - // 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.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 - - // set parameters for the transition - this.parameters = new TransitionParameters(); - this.liveReachPoses = []; - if (walkAssets && lastAnimation && 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.reachPoses) { - this.liveReachPoses.push(new ReachPose(this.parameters.reachPoses[poseName])); - } - } - } - this.startTime = new Date().getTime(); // Starting timestamp (seconds) - this.progress = 0; // how far are we through the transition? - this.filteredProgress = 0; - - // coming to a halt whilst walking? if so, will need a clean stopping point defined - if (motion.isComingToHalt) { - - const FULL_CYCLE_THRESHOLD = 320; - const HALF_CYCLE_THRESHOLD = 140; - const CYCLE_COMMIT_THRESHOLD = 5; - - // 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; - } - - // 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; - const TWO_THIRDS = 0.6667; - this.lastFrequencyTimeIncrement *= TWO_THIRDS; // 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; - } - - // deal with transition recursion (overlapping transitions) - this.recursionDepth = 0; - this.incrementRecursion = function() { - this.recursionDepth += 1; - - // cancel any continued motion - this.degreesToTurn = 0; - - // limit the number of layered / nested transitions - if (this.lastTransition !== nullTransition) { - this.lastTransition.incrementRecursion(); - if (this.lastTransition.recursionDepth > MAX_TRANSITION_RECURSION) { - this.lastTransition = nullTransition; - } - } - }; - 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 < QUARTER_CYCLE) { - this.lastFrequencyTimeWheelPos = 0; - } else { - this.lastFrequencyTimeWheelPos = HALF_CYCLE; - } - } - } else { - wheelAdvance = this.lastFrequencyTimeIncrement; - var distanceToTravel = avatar.calibration.strideLength * wheelAdvance / HALF_CYCLE; - 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 >= FULL_CYCLE) { - this.lastFrequencyTimeWheelPos = this.lastFrequencyTimeWheelPos % FULL_CYCLE; - } - - // 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() { - const MILLISECONDS_CONVERT = 1000; - const ACCURACY_INCREASER = 1000; - var elapasedTime = (new Date().getTime() - this.startTime) / MILLISECONDS_CONVERT; - this.progress = elapasedTime / this.parameters.duration; - this.progress = Math.round(this.progress * ACCURACY_INCREASER) / ACCURACY_INCREASER; - - // 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); - return this.progress >= 1 ? TRANSITION_COMPLETE : false; - }; - - this.blendTranslations = function(frequencyTimeWheelPos, direction) { - var lastTranslations = {x:0, y:0, z:0}; - var nextTranslations = animationOperations.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 = animationOperations.calculateTranslations(this.lastAnimation, - this.lastFrequencyTimeWheelPos, - this.lastDirection); - } - - // blend last / next translations - nextTranslations = Vec3.multiply(this.filteredProgress, nextTranslations); - lastTranslations = Vec3.multiply((1 - this.filteredProgress), lastTranslations); - nextTranslations = Vec3.sum(nextTranslations, lastTranslations); - - 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 = animationOperations.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 = 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); - - // 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 modifiers -FrequencyMultipliers = function(joint, direction) { - // gather multipliers - this.pitchFrequencyMultiplier = 1; - this.yawFrequencyMultiplier = 1; - this.rollFrequencyMultiplier = 1; - this.swayFrequencyMultiplier = 1; - this.bobFrequencyMultiplier = 1; - this.thrustFrequencyMultiplier = 1; - - if (joint) { - if (joint.pitchFrequencyMultiplier) { - this.pitchFrequencyMultiplier = joint.pitchFrequencyMultiplier; - } - if (joint.yawFrequencyMultiplier) { - this.yawFrequencyMultiplier = joint.yawFrequencyMultiplier; - } - if (joint.rollFrequencyMultiplier) { - this.rollFrequencyMultiplier = joint.rollFrequencyMultiplier; - } - if (joint.swayFrequencyMultiplier) { - this.swayFrequencyMultiplier = joint.swayFrequencyMultiplier; - } - if (joint.bobFrequencyMultiplier) { - this.bobFrequencyMultiplier = joint.bobFrequencyMultiplier; - } - if (joint.thrustFrequencyMultiplier) { - this.thrustFrequencyMultiplier = joint.thrustFrequencyMultiplier; - } - } -}; \ No newline at end of file +// +// walkApi.js +// version 1.3 +// +// Created by David Wooldridge, June 2015 +// Copyright © 2014 - 2015 High Fidelity, Inc. +// +// Exposes API for use by walk.js version 1.2+. +// +// 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 +// + +// included here to ensure walkApi.js can be used as an API, separate from walk.js +Script.include("./libraries/walkConstants.js"); + +Avatar = function() { + // if Hydras are connected, the only way to enable use is to never set any arm joint rotation + this.hydraCheck = function() { + // function courtesy of Thijs Wenker (frisbee.js) + var numberOfButtons = Controller.getNumberOfButtons(); + var numberOfTriggers = Controller.getNumberOfTriggers(); + var numberOfSpatialControls = Controller.getNumberOfSpatialControls(); + const HYDRA_BUTTONS = 12; + const HYDRA_TRIGGERS = 2; + const HYDRA_CONTROLLERS_PER_TRIGGER = 2; + var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers; + if (numberOfButtons == HYDRA_BUTTONS && + numberOfTriggers == HYDRA_TRIGGERS && + controllersPerTrigger == HYDRA_CONTROLLERS_PER_TRIGGER) { + 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.headFree = true; + this.armsFree = this.hydraCheck(); // automatically sets true to enable Hydra support - temporary fix + this.makesFootStepSounds = false; + this.blenderPreRotations = 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.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.setAnimationSet('standardMale'); + + // calibration + this.calibration = { + hipsToFeet: 1, + 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 + const MAX_ATTEMPTS = 3; + var attempts = MAX_ATTEMPTS; + var extraAttempts = 0; + do { + for (joint in walkAssets.animationReference.joints) { + var IKChain = walkAssets.animationReference.joints[joint].IKChain; + + // only need to zero right leg IK chain and hips + if (IKChain === "RightLeg" || joint === "Hips" ) { + MyAvatar.setJointRotation(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.blenderPreRotations) { + 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; + 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.setJointRotation(knuckle, Quat.fromPitchYawRollDegrees(0, 0, -4)); + } else { + MyAvatar.setJointRotation(knuckle, Quat.fromPitchYawRollDegrees(16, 0, 5)); + } + } + for (knuckle in walkAssets.animationReference.rightHand) { + if (walkAssets.animationReference.rightHand[knuckle].IKChain === "RightHandThumb") { + MyAvatar.setJointRotation(knuckle, Quat.fromPitchYawRollDegrees(0, 0, 4)); + } else { + MyAvatar.setJointRotation(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.leftAudioInjector = null; + this.rightAudioInjector = null; + this.makeFootStepSound = function() { + // correlate footstep volume with avatar speed. place the audio source at the feet, not the hips + const SPEED_THRESHOLD = 0.4; + const VOLUME_ATTENUATION = 0.8; + const MIN_VOLUME = 0.5; + var volume = Vec3.length(motion.velocity) > SPEED_THRESHOLD ? + VOLUME_ATTENUATION * Vec3.length(motion.velocity) / MAX_WALK_SPEED : MIN_VOLUME; + volume = volume > 1 ? 1 : volume; // occurs when landing at speed - can walk faster than max walking speed + var options = { + position: Vec3.sum(MyAvatar.position, {x:0, y: -this.calibration.hipsToFeet, z:0}), + volume: volume + }; + if (this.nextStep === RIGHT) { + if (this.rightAudioInjector === null) { + this.rightAudioInjector = Audio.playSound(walkAssets.footsteps[0], options); + } else { + this.rightAudioInjector.setOptions(options); + this.rightAudioInjector.restart(); + } + this.nextStep = LEFT; + } else if (this.nextStep === LEFT) { + if (this.leftAudioInjector === null) { + this.leftAudioInjector = Audio.playSound(walkAssets.footsteps[1], options); + } else { + this.leftAudioInjector.setOptions(options); + this.leftAudioInjector.restart(); + } + this.nextStep = RIGHT; + } + } +}; + +// constructor for the Motion object +Motion = function() { + this.isLive = true; + // 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; + + // used to make sure at least one step has been taken when transitioning from a walk cycle + this.elapsedFTDegrees = 0; + + // the current transition (any layered transitions are nested within this transition) + this.currentTransition = null; + + // 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; + this.yawDelta = 0; + this.yawDeltaAcceleration = 0; + this.direction = FORWARDS; + this.deltaTime = 0; + + // 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); + this.deltaTimeFilter = filter.createAveragingFilter(YAW_SMOOTHING); + this.yawDeltaAccelerationFilter = filter.createAveragingFilter(YAW_SMOOTHING); + + // 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) + 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; + + if (airMotionToSurfaceMotion){ + this.nextState = SURFACE_MOTION; + } else if (airMotionToStatic) { + this.nextState = STATIC; + } else { + this.nextState = AIR_MOTION; + } + break; + } + } + + // frequency time wheel (foot / ground speed matching) + const DEFAULT_HIPS_TO_FEET = 1; + this.frequencyTimeWheelPos = 0; + this.frequencyTimeWheelRadius = DEFAULT_HIPS_TO_FEET / 2; + this.recentFrequencyTimeIncrements = []; + const FT_WHEEL_HISTORY_LENGTH = 8; + for (var i = 0; i < FT_WHEEL_HISTORY_LENGTH; 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) { + this.averageFrequencyTimeIncrement += this.recentFrequencyTimeIncrements[increment]; + } + this.averageFrequencyTimeIncrement /= this.recentFrequencyTimeIncrements.length; + this.frequencyTimeWheelPos += angle; + const FULL_CIRCLE = 360; + if (this.frequencyTimeWheelPos >= FULL_CIRCLE) { + this.frequencyTimeWheelPos = this.frequencyTimeWheelPos % FULL_CIRCLE; + } + } + + this.saveHistory = function() { + this.lastDirection = this.direction; + this.lastVelocity = this.velocity; + this.lastYaw = this.yaw; + this.lastYawDelta = this.yawDelta; + this.lastYawDeltaAcceleration = this.yawDeltaAcceleration; + } +}; // end Motion constructor + +// animation manipulation object +animationOperations = (function() { + + return { + + // 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}; + + // gather modifiers and multipliers + modifiers = new FrequencyMultipliers(joint, direction); + + // 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; + + 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; + }, + + // 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.blenderPreRotations) { + 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) { + 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; + 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 === "Hips") { + // 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; + 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 (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 (sourceAnimation.filters[i]) { + targetAnimation.filters[i] = sourceAnimation.filters[i]; + // wave shapers + if (sourceAnimation.filters[i].pitchFilter) { + targetAnimation.filters[i].pitchFilter = sourceAnimation.filters[i].pitchFilter; + } + if (sourceAnimation.filters[i].yawFilter) { + targetAnimation.filters[i].yawFilter = sourceAnimation.filters[i].yawFilter; + } + if (sourceAnimation.filters[i].rollFilter) { + targetAnimation.filters[i].rollFilter = sourceAnimation.filters[i].rollFilter; + } + // LP filters + if (sourceAnimation.filters[i].swayLPFilter) { + targetAnimation.filters[i].swayLPFilter = sourceAnimation.filters[i].swayLPFilter; + } + if (sourceAnimation.filters[i].bobLPFilter) { + targetAnimation.filters[i].bobLPFilter = sourceAnimation.filters[i].bobLPFilter; + } + if (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 + +// 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 + + // 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; + } +}; + +// 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.reachPoses = []; +} + +const QUARTER_CYCLE = 90; +const HALF_CYCLE = 180; +const THREE_QUARTER_CYCLE = 270; +const FULL_CYCLE = 360; + +// constructor for animation Transition +Transition = function(nextAnimation, lastAnimation, lastTransition, playTransitionReachPoses) { + + if (playTransitionReachPoses === undefined) { + playTransitionReachPoses = true; + } + + // record the current state of animation + this.nextAnimation = nextAnimation; + this.lastAnimation = lastAnimation; + this.lastTransition = lastTransition; + + // 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.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 + + // set parameters for the transition + this.parameters = new TransitionParameters(); + this.liveReachPoses = []; + if (walkAssets && lastAnimation && 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.reachPoses) { + this.liveReachPoses.push(new ReachPose(this.parameters.reachPoses[poseName])); + } + } + } + this.startTime = new Date().getTime(); // Starting timestamp (seconds) + this.progress = 0; // how far are we through the transition? + this.filteredProgress = 0; + + // coming to a halt whilst walking? if so, will need a clean stopping point defined + if (motion.isComingToHalt) { + + const FULL_CYCLE_THRESHOLD = 320; + const HALF_CYCLE_THRESHOLD = 140; + const CYCLE_COMMIT_THRESHOLD = 5; + + // 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; + } + + // 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; + const TWO_THIRDS = 0.6667; + this.lastFrequencyTimeIncrement *= TWO_THIRDS; // 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; + } + + // deal with transition recursion (overlapping transitions) + this.recursionDepth = 0; + this.incrementRecursion = function() { + this.recursionDepth += 1; + + // cancel any continued motion + this.degreesToTurn = 0; + + // limit the number of layered / nested transitions + if (this.lastTransition !== nullTransition) { + this.lastTransition.incrementRecursion(); + if (this.lastTransition.recursionDepth > MAX_TRANSITION_RECURSION) { + this.lastTransition = nullTransition; + } + } + }; + 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 < QUARTER_CYCLE) { + this.lastFrequencyTimeWheelPos = 0; + } else { + this.lastFrequencyTimeWheelPos = HALF_CYCLE; + } + } + } else { + wheelAdvance = this.lastFrequencyTimeIncrement; + var distanceToTravel = avatar.calibration.strideLength * wheelAdvance / HALF_CYCLE; + 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 >= FULL_CYCLE) { + this.lastFrequencyTimeWheelPos = this.lastFrequencyTimeWheelPos % FULL_CYCLE; + } + + // 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() { + const MILLISECONDS_CONVERT = 1000; + const ACCURACY_INCREASER = 1000; + var elapasedTime = (new Date().getTime() - this.startTime) / MILLISECONDS_CONVERT; + this.progress = elapasedTime / this.parameters.duration; + this.progress = Math.round(this.progress * ACCURACY_INCREASER) / ACCURACY_INCREASER; + + // 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); + return this.progress >= 1 ? TRANSITION_COMPLETE : false; + }; + + this.blendTranslations = function(frequencyTimeWheelPos, direction) { + var lastTranslations = {x:0, y:0, z:0}; + var nextTranslations = animationOperations.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 = animationOperations.calculateTranslations(this.lastAnimation, + this.lastFrequencyTimeWheelPos, + this.lastDirection); + } + + // blend last / next translations + nextTranslations = Vec3.multiply(this.filteredProgress, nextTranslations); + lastTranslations = Vec3.multiply((1 - this.filteredProgress), lastTranslations); + nextTranslations = Vec3.sum(nextTranslations, lastTranslations); + + 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 = animationOperations.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 = 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); + + // 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 modifiers +FrequencyMultipliers = function(joint, direction) { + // gather multipliers + this.pitchFrequencyMultiplier = 1; + this.yawFrequencyMultiplier = 1; + this.rollFrequencyMultiplier = 1; + this.swayFrequencyMultiplier = 1; + this.bobFrequencyMultiplier = 1; + this.thrustFrequencyMultiplier = 1; + + if (joint) { + if (joint.pitchFrequencyMultiplier) { + this.pitchFrequencyMultiplier = joint.pitchFrequencyMultiplier; + } + if (joint.yawFrequencyMultiplier) { + this.yawFrequencyMultiplier = joint.yawFrequencyMultiplier; + } + if (joint.rollFrequencyMultiplier) { + this.rollFrequencyMultiplier = joint.rollFrequencyMultiplier; + } + if (joint.swayFrequencyMultiplier) { + this.swayFrequencyMultiplier = joint.swayFrequencyMultiplier; + } + if (joint.bobFrequencyMultiplier) { + this.bobFrequencyMultiplier = joint.bobFrequencyMultiplier; + } + if (joint.thrustFrequencyMultiplier) { + this.thrustFrequencyMultiplier = joint.thrustFrequencyMultiplier; + } + } +}; diff --git a/examples/libraries/walkConstants.js b/examples/libraries/walkConstants.js index abc9a4bc5f..379986e79b 100644 --- a/examples/libraries/walkConstants.js +++ b/examples/libraries/walkConstants.js @@ -1,54 +1,54 @@ -// -// walkConstants.js -// version 1.0 -// -// Created by David Wooldridge, June 2015 -// Copyright © 2015 High Fidelity, Inc. -// -// Provides constants necessary for the operation of the walk.js script and the walkApi.js script -// -// 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 -// - -// locomotion states -STATIC = 1; -SURFACE_MOTION = 2; -AIR_MOTION = 4; - -// directions -UP = 1; -DOWN = 2; -LEFT = 4; -RIGHT = 8; -FORWARDS = 16; -BACKWARDS = 32; -NONE = 64; - -// waveshapes -SAWTOOTH = 1; -TRIANGLE = 2; -SQUARE = 4; - -// used by walk.js and walkApi.js -MAX_WALK_SPEED = 2.9; // peak, by observation -MAX_FT_WHEEL_INCREMENT = 25; // avoid fast walk when landing -TOP_SPEED = 300; -ON_SURFACE_THRESHOLD = 0.1; // height above surface to be considered as on the surface -TRANSITION_COMPLETE = 1000; -PITCH_MAX = 60; // maximum speed induced pitch -ROLL_MAX = 80; // maximum speed induced leaning / banking -DELTA_YAW_MAX = 1.7; // maximum change in yaw in rad/s - -// used by walkApi.js only -MOVE_THRESHOLD = 0.075; // movement dead zone -ACCELERATION_THRESHOLD = 0.2; // detect stop to walking -DECELERATION_THRESHOLD = -6; // detect walking to stop -FAST_DECELERATION_THRESHOLD = -150; // detect flying to stop -BOUNCE_ACCELERATION_THRESHOLD = 25; // used to ignore gravity influence fluctuations after landing -GRAVITY_THRESHOLD = 3.0; // height above surface where gravity is in effect -OVERCOME_GRAVITY_SPEED = 0.5; // reaction sensitivity to jumping under gravity -LANDING_THRESHOLD = 0.35; // metres from a surface below which need to prepare for impact -MAX_TRANSITION_RECURSION = 10; // how many nested transitions are permitted \ No newline at end of file +// +// walkConstants.js +// version 1.0 +// +// Created by David Wooldridge, June 2015 +// Copyright © 2015 High Fidelity, Inc. +// +// Provides constants necessary for the operation of the walk.js script and the walkApi.js script +// +// 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 +// + +// locomotion states +STATIC = 1; +SURFACE_MOTION = 2; +AIR_MOTION = 4; + +// directions +UP = 1; +DOWN = 2; +LEFT = 4; +RIGHT = 8; +FORWARDS = 16; +BACKWARDS = 32; +NONE = 64; + +// waveshapes +SAWTOOTH = 1; +TRIANGLE = 2; +SQUARE = 4; + +// used by walk.js and walkApi.js +MAX_WALK_SPEED = 2.9; // peak, by observation +MAX_FT_WHEEL_INCREMENT = 25; // avoid fast walk when landing +TOP_SPEED = 300; +ON_SURFACE_THRESHOLD = 0.1; // height above surface to be considered as on the surface +TRANSITION_COMPLETE = 1000; +PITCH_MAX = 60; // maximum speed induced pitch +ROLL_MAX = 80; // maximum speed induced leaning / banking +DELTA_YAW_MAX = 1.7; // maximum change in yaw in rad/s + +// used by walkApi.js only +MOVE_THRESHOLD = 0.075; // movement dead zone +ACCELERATION_THRESHOLD = 0.2; // detect stop to walking +DECELERATION_THRESHOLD = -6; // detect walking to stop +FAST_DECELERATION_THRESHOLD = -150; // detect flying to stop +BOUNCE_ACCELERATION_THRESHOLD = 25; // used to ignore gravity influence fluctuations after landing +GRAVITY_THRESHOLD = 3.0; // height above surface where gravity is in effect +OVERCOME_GRAVITY_SPEED = 0.5; // reaction sensitivity to jumping under gravity +LANDING_THRESHOLD = 0.35; // metres from a surface below which need to prepare for impact +MAX_TRANSITION_RECURSION = 10; // how many nested transitions are permitted diff --git a/examples/libraries/walkFilters.js b/examples/libraries/walkFilters.js index 1f8077d9eb..90dee5512f 100644 --- a/examples/libraries/walkFilters.js +++ b/examples/libraries/walkFilters.js @@ -1,204 +1,204 @@ -// -// walkFilters.js -// version 1.1 -// -// Created by David Wooldridge, June 2015 -// Copyright © 2014 - 2015 High Fidelity, Inc. -// -// 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) { - // initialise the array of past values - this.pastValues = []; - 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) { - this.pastValues.push(arguments[0]); - this.pastValues.shift(); - var nextOutputValue = 0; - for (var value in this.pastValues) nextOutputValue += this.pastValues[value]; - return nextOutputValue / this.pastValues.length; - } else { - return 0; - } - }; -}; - -// 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 < 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; - var iterations = this.numHarmonics * 2 + 2; - if (this.waveShape === TRIANGLE) { - iterations++; - } - 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 - if (n === 3 || n === 7 || n === 11 || n === 15) { - mulitplier *= -1; - } - harmonics += mulitplier * Math.sin(n * frequency); - } - break; - } - - case SQUARE: { - if (n % 2 === 1) { - multiplier = 1 / n; - harmonics += multiplier * Math.sin(n * frequency); - } - break; - } - } - } - // smooth the result and return - return this.smoothingFilter.process(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++) { - harmonics += this.magnitudes[n] * Math.cos(n * twoPiFT - this.phaseAngles[n]); - } - return harmonics; - }; -}; - -// the main filter object literal -filter = (function() { - - const HALF_CYCLE = 180; - - // 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 }; - function _B2(t) { return 3 * t * t * (1 - t) }; - function _B3(t) { return 3 * t * (1 - t) * (1 - t) }; - function _B4(t) { return (1 - t) * (1 - t) * (1 - t) }; - - return { - - // helper methods - degToRad: function(degrees) { - var convertedValue = degrees * Math.PI / HALF_CYCLE; - return convertedValue; - }, - - radToDeg: function(radians) { - var convertedValue = radians * HALF_CYCLE / 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; - }, - - // 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 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/ - input = 1 - input; - return _C1.y * _B1(input) + C2.y * _B2(input) + C3.y * _B3(input) + _C4.y * _B4(input); - }, - - // 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; - } - return outputValue; - } - } -})(); \ No newline at end of file +// +// walkFilters.js +// version 1.1 +// +// Created by David Wooldridge, June 2015 +// Copyright © 2014 - 2015 High Fidelity, Inc. +// +// 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) { + // initialise the array of past values + this.pastValues = []; + 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) { + this.pastValues.push(arguments[0]); + this.pastValues.shift(); + var nextOutputValue = 0; + for (var value in this.pastValues) nextOutputValue += this.pastValues[value]; + return nextOutputValue / this.pastValues.length; + } else { + return 0; + } + }; +}; + +// 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 < 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; + var iterations = this.numHarmonics * 2 + 2; + if (this.waveShape === TRIANGLE) { + iterations++; + } + 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 + if (n === 3 || n === 7 || n === 11 || n === 15) { + mulitplier *= -1; + } + harmonics += mulitplier * Math.sin(n * frequency); + } + break; + } + + case SQUARE: { + if (n % 2 === 1) { + multiplier = 1 / n; + harmonics += multiplier * Math.sin(n * frequency); + } + break; + } + } + } + // smooth the result and return + return this.smoothingFilter.process(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++) { + harmonics += this.magnitudes[n] * Math.cos(n * twoPiFT - this.phaseAngles[n]); + } + return harmonics; + }; +}; + +// the main filter object literal +filter = (function() { + + const HALF_CYCLE = 180; + + // 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 }; + function _B2(t) { return 3 * t * t * (1 - t) }; + function _B3(t) { return 3 * t * (1 - t) * (1 - t) }; + function _B4(t) { return (1 - t) * (1 - t) * (1 - t) }; + + return { + + // helper methods + degToRad: function(degrees) { + var convertedValue = degrees * Math.PI / HALF_CYCLE; + return convertedValue; + }, + + radToDeg: function(radians) { + var convertedValue = radians * HALF_CYCLE / 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; + }, + + // 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 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/ + input = 1 - input; + return _C1.y * _B1(input) + C2.y * _B2(input) + C3.y * _B3(input) + _C4.y * _B4(input); + }, + + // 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; + } + return outputValue; + } + } +})(); diff --git a/examples/libraries/walkSettings.js b/examples/libraries/walkSettings.js index e997e4f29e..3e5ac53572 100644 --- a/examples/libraries/walkSettings.js +++ b/examples/libraries/walkSettings.js @@ -1,97 +1,97 @@ -// -// walkSettings.js -// version 0.1 -// -// 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 _visible = false; - var _innerWidth = Window.innerWidth; - const MARGIN_RIGHT = 58; - const MARGIN_TOP = 145; - const ICON_SIZE = 50; - const ICON_ALPHA = 0.9; - - var minimisedTab = Overlays.addOverlay("image", { - x: _innerWidth - MARGIN_RIGHT, y: Window.innerHeight - MARGIN_TOP, - width: ICON_SIZE, height: ICON_SIZE, - imageURL: pathToAssets + 'overlay-images/ddpa-minimised-ddpa-tab.png', - visible: true, alpha: ICON_ALPHA - }); - - function mousePressEvent(event) { - if (Overlays.getOverlayAtPoint(event) === minimisedTab) { - _visible = !_visible; - _webWindow.setVisible(_visible); - } - } - Controller.mousePressEvent.connect(mousePressEvent); - - Script.update.connect(function(deltaTime) { - if (window.innerWidth !== _innerWidth) { - _innerWidth = window.innerWidth; - Overlays.EditOverlay(minimisedTab, {x: _innerWidth - MARGIN_RIGHT}); - } - }); - - function cleanup() { - Overlays.deleteOverlay(minimisedTab); - } - Script.scriptEnding.connect(cleanup); - - var _shift = false; - function keyPressEvent(event) { - if (event.text === "SHIFT") { - _shift = true; - } - if (_shift && (event.text === 'o' || event.text === 'O')) { - _visible = !_visible; - _webWindow.setVisible(_visible); - } - } - function keyReleaseEvent(event) { - if (event.text === "SHIFT") { - _shift = false; - } - } - Controller.keyPressEvent.connect(keyPressEvent); - Controller.keyReleaseEvent.connect(keyReleaseEvent); - - // web window - const PANEL_WIDTH = 200; - const PANEL_HEIGHT = 180; - var _url = Script.resolvePath('html/walkSettings.html'); - var _webWindow = new WebWindow('Walk Settings', _url, PANEL_WIDTH, PANEL_HEIGHT, false); - _webWindow.setVisible(false); - _webWindow.eventBridge.webEventReceived.connect(function(data) { - data = JSON.parse(data); - - if (data.type == "init") { - // send the current settings to the window - _webWindow.eventBridge.emitScriptEvent(JSON.stringify({ - type: "update", - armsFree: avatar.armsFree, - makesFootStepSounds: avatar.makesFootStepSounds, - blenderPreRotations: avatar.blenderPreRotations - })); - } else if (data.type == "powerToggle") { - motion.isLive = !motion.isLive; - } else if (data.type == "update") { - // receive settings from the window - avatar.armsFree = data.armsFree; - avatar.makesFootStepSounds = data.makesFootStepSounds; - avatar.blenderPreRotations = data.blenderPreRotations; - } - }); -}; - -walkSettings = WalkSettings(); \ No newline at end of file +// +// walkSettings.js +// version 0.1 +// +// 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 _visible = false; + var _innerWidth = Window.innerWidth; + const MARGIN_RIGHT = 58; + const MARGIN_TOP = 145; + const ICON_SIZE = 50; + const ICON_ALPHA = 0.9; + + var minimisedTab = Overlays.addOverlay("image", { + x: _innerWidth - MARGIN_RIGHT, y: Window.innerHeight - MARGIN_TOP, + width: ICON_SIZE, height: ICON_SIZE, + imageURL: pathToAssets + 'overlay-images/ddpa-minimised-ddpa-tab.png', + visible: true, alpha: ICON_ALPHA + }); + + function mousePressEvent(event) { + if (Overlays.getOverlayAtPoint(event) === minimisedTab) { + _visible = !_visible; + _webWindow.setVisible(_visible); + } + } + Controller.mousePressEvent.connect(mousePressEvent); + + Script.update.connect(function(deltaTime) { + if (window.innerWidth !== _innerWidth) { + _innerWidth = window.innerWidth; + Overlays.EditOverlay(minimisedTab, {x: _innerWidth - MARGIN_RIGHT}); + } + }); + + function cleanup() { + Overlays.deleteOverlay(minimisedTab); + } + Script.scriptEnding.connect(cleanup); + + var _shift = false; + function keyPressEvent(event) { + if (event.text === "SHIFT") { + _shift = true; + } + if (_shift && (event.text === 'o' || event.text === 'O')) { + _visible = !_visible; + _webWindow.setVisible(_visible); + } + } + function keyReleaseEvent(event) { + if (event.text === "SHIFT") { + _shift = false; + } + } + Controller.keyPressEvent.connect(keyPressEvent); + Controller.keyReleaseEvent.connect(keyReleaseEvent); + + // web window + const PANEL_WIDTH = 200; + const PANEL_HEIGHT = 180; + var _url = Script.resolvePath('html/walkSettings.html'); + var _webWindow = new WebWindow('Walk Settings', _url, PANEL_WIDTH, PANEL_HEIGHT, false); + _webWindow.setVisible(false); + _webWindow.eventBridge.webEventReceived.connect(function(data) { + data = JSON.parse(data); + + if (data.type == "init") { + // send the current settings to the window + _webWindow.eventBridge.emitScriptEvent(JSON.stringify({ + type: "update", + armsFree: avatar.armsFree, + makesFootStepSounds: avatar.makesFootStepSounds, + blenderPreRotations: avatar.blenderPreRotations + })); + } else if (data.type == "powerToggle") { + motion.isLive = !motion.isLive; + } else if (data.type == "update") { + // receive settings from the window + avatar.armsFree = data.armsFree; + avatar.makesFootStepSounds = data.makesFootStepSounds; + avatar.blenderPreRotations = data.blenderPreRotations; + } + }); +}; + +walkSettings = WalkSettings(); diff --git a/examples/toys/flashlight/createFlashlight.js b/examples/toys/flashlight/createFlashlight.js index 73b10d3189..490792027a 100644 --- a/examples/toys/flashlight/createFlashlight.js +++ b/examples/toys/flashlight/createFlashlight.js @@ -1,32 +1,32 @@ -// -// createFlashlight.js -// examples/entityScripts -// -// Created by Sam Gateau on 9/9/15. -// Copyright 2015 High Fidelity, Inc. -// -// This is a toy script that create a flashlight entity that lit when grabbed -// This can be run from an interface and the flashlight will get deleted from the domain when quitting -// -// Distributed under the Apache License, Version 2.0. -// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html -// -/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */ -Script.include("https://hifi-public.s3.amazonaws.com/scripts/utilities.js"); - - -var scriptURL = Script.resolvePath('flashlight.js?123123'); - -var modelURL = "https://hifi-public.s3.amazonaws.com/models/props/flashlight.fbx"; - -var center = Vec3.sum(Vec3.sum(MyAvatar.position, {x: 0, y: 0.5, z: 0}), Vec3.multiply(0.5, Quat.getFront(Camera.getOrientation()))); - -var flashlight = Entities.addEntity({ - type: "Model", - modelURL: modelURL, - position: center, - dimensions: { x: 0.08, y: 0.30, z: 0.08}, - collisionsWillMove: true, - shapeType: 'box', - script: scriptURL -}); +// +// createFlashlight.js +// examples/entityScripts +// +// Created by Sam Gateau on 9/9/15. +// Copyright 2015 High Fidelity, Inc. +// +// This is a toy script that create a flashlight entity that lit when grabbed +// This can be run from an interface and the flashlight will get deleted from the domain when quitting +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// +/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */ +Script.include("https://hifi-public.s3.amazonaws.com/scripts/utilities.js"); + + +var scriptURL = Script.resolvePath('flashlight.js?123123'); + +var modelURL = "https://hifi-public.s3.amazonaws.com/models/props/flashlight.fbx"; + +var center = Vec3.sum(Vec3.sum(MyAvatar.position, {x: 0, y: 0.5, z: 0}), Vec3.multiply(0.5, Quat.getFront(Camera.getOrientation()))); + +var flashlight = Entities.addEntity({ + type: "Model", + modelURL: modelURL, + position: center, + dimensions: { x: 0.08, y: 0.30, z: 0.08}, + collisionsWillMove: true, + shapeType: 'box', + script: scriptURL +}); diff --git a/examples/toys/flashlight/flashlight.js b/examples/toys/flashlight/flashlight.js index a775f185e3..722a5c1bfc 100644 --- a/examples/toys/flashlight/flashlight.js +++ b/examples/toys/flashlight/flashlight.js @@ -1,269 +1,269 @@ -// -// flashlight.js -// -// Script Type: Entity -// -// Created by Sam Gateau on 9/9/15. -// Additions by James B. Pollack @imgntn on 9/21/2015 -// Copyright 2015 High Fidelity, Inc. -// -// This is a toy script that can be added to the Flashlight model entity: -// "https://hifi-public.s3.amazonaws.com/models/props/flashlight.fbx" -// that creates a spotlight attached with the flashlight model while the entity is grabbed -// -// Distributed under the Apache License, Version 2.0. -// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html -// -/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, Audio, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */ -(function() { - - Script.include("../../libraries/utils.js"); - - var ON_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_on.wav'; - var OFF_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_off.wav'; - - //we are creating lights that we don't want to get stranded so lets make sure that we can get rid of them - var startTime = Date.now(); - //if you're going to be using this in a dungeon or something and holding it for a long time, increase this lifetime value. - var LIFETIME = 25; - var MSEC_PER_SEC = 1000.0; - - // this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember - // our this object, so we can access it in cases where we're called without a this (like in the case of various global signals) - function Flashlight() { - return; - } - - //if the trigger value goes below this while held, the flashlight will turn off. if it goes above, it will - var DISABLE_LIGHT_THRESHOLD = 0.7; - - // These constants define the Spotlight position and orientation relative to the model - var MODEL_LIGHT_POSITION = { - x: 0, - y: -0.3, - z: 0 - }; - var MODEL_LIGHT_ROTATION = Quat.angleAxis(-90, { - x: 1, - y: 0, - z: 0 - }); - - var GLOW_LIGHT_POSITION = { - x: 0, - y: -0.1, - z: 0 - }; - - // Evaluate the world light entity positions and orientations from the model ones - function evalLightWorldTransform(modelPos, modelRot) { - - return { - p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, MODEL_LIGHT_POSITION)), - q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION) - }; - } - - function glowLightWorldTransform(modelPos, modelRot) { - return { - p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, GLOW_LIGHT_POSITION)), - q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION) - }; - } - - Flashlight.prototype = { - lightOn: false, - hand: null, - whichHand: null, - hasSpotlight: false, - spotlight: null, - setRightHand: function() { - this.hand = 'RIGHT'; - }, - - setLeftHand: function() { - this.hand = 'LEFT'; - }, - - startNearGrab: function() { - if (!this.hasSpotlight) { - - //this light casts the beam - this.spotlight = Entities.addEntity({ - type: "Light", - isSpotlight: true, - dimensions: { - x: 2, - y: 2, - z: 20 - }, - color: { - red: 255, - green: 255, - blue: 255 - }, - intensity: 2, - exponent: 0.3, - cutoff: 20, - lifetime: LIFETIME - }); - - //this light creates the effect of a bulb at the end of the flashlight - this.glowLight = Entities.addEntity({ - type: "Light", - dimensions: { - x: 0.25, - y: 0.25, - z: 0.25 - }, - isSpotlight: false, - color: { - red: 255, - green: 255, - blue: 255 - }, - exponent: 0, - cutoff: 90, // in degrees - lifetime: LIFETIME - }); - - this.hasSpotlight = true; - - } - - }, - - setWhichHand: function() { - this.whichHand = this.hand; - }, - - continueNearGrab: function() { - if (this.whichHand === null) { - //only set the active hand once -- if we always read the current hand, our 'holding' hand will get overwritten - this.setWhichHand(); - } else { - this.updateLightPositions(); - this.changeLightWithTriggerPressure(this.whichHand); - } - }, - - releaseGrab: function() { - //delete the lights and reset state - if (this.hasSpotlight) { - Entities.deleteEntity(this.spotlight); - Entities.deleteEntity(this.glowLight); - this.hasSpotlight = false; - this.glowLight = null; - this.spotlight = null; - this.whichHand = null; - this.lightOn = false; - } - }, - - updateLightPositions: function() { - var modelProperties = Entities.getEntityProperties(this.entityID, ['position', 'rotation']); - - //move the two lights along the vectors we set above - var lightTransform = evalLightWorldTransform(modelProperties.position, modelProperties.rotation); - var glowLightTransform = glowLightWorldTransform(modelProperties.position, modelProperties.rotation); - - //move them with the entity model - Entities.editEntity(this.spotlight, { - position: lightTransform.p, - rotation: lightTransform.q, - lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME - }); - - Entities.editEntity(this.glowLight, { - position: glowLightTransform.p, - rotation: glowLightTransform.q, - lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME - }); - - }, - - changeLightWithTriggerPressure: function(flashLightHand) { - var handClickString = flashLightHand + "_HAND_CLICK"; - - var handClick = Controller.findAction(handClickString); - - this.triggerValue = Controller.getActionValue(handClick); - - if (this.triggerValue < DISABLE_LIGHT_THRESHOLD && this.lightOn === true) { - this.turnLightOff(); - } else if (this.triggerValue >= DISABLE_LIGHT_THRESHOLD && this.lightOn === false) { - this.turnLightOn(); - } - return; - }, - - turnLightOff: function() { - this.playSoundAtCurrentPosition(false); - Entities.editEntity(this.spotlight, { - intensity: 0 - }); - Entities.editEntity(this.glowLight, { - intensity: 0 - }); - this.lightOn = false; - }, - - turnLightOn: function() { - this.playSoundAtCurrentPosition(true); - - Entities.editEntity(this.glowLight, { - intensity: 2 - }); - Entities.editEntity(this.spotlight, { - intensity: 2 - }); - this.lightOn = true; - }, - - playSoundAtCurrentPosition: function(playOnSound) { - var position = Entities.getEntityProperties(this.entityID, "position").position; - - var audioProperties = { - volume: 0.25, - position: position - }; - - if (playOnSound) { - Audio.playSound(this.ON_SOUND, audioProperties); - } else { - Audio.playSound(this.OFF_SOUND, audioProperties); - } - }, - - preload: function(entityID) { - - // preload() will be called when the entity has become visible (or known) to the interface - // it gives us a chance to set our local JavaScript object up. In this case it means: - // * remembering our entityID, so we can access it in cases where we're called without an entityID - // * preloading sounds - this.entityID = entityID; - this.ON_SOUND = SoundCache.getSound(ON_SOUND_URL); - this.OFF_SOUND = SoundCache.getSound(OFF_SOUND_URL); - - }, - - unload: function() { - // unload() will be called when our entity is no longer available. It may be because we were deleted, - // or because we've left the domain or quit the application. - if (this.hasSpotlight) { - Entities.deleteEntity(this.spotlight); - Entities.deleteEntity(this.glowLight); - this.hasSpotlight = false; - this.glowLight = null; - this.spotlight = null; - this.whichHand = null; - this.lightOn = false; - } - - }, - - }; - - // entity scripts always need to return a newly constructed object of our type - return new Flashlight(); -}); \ No newline at end of file +// +// flashlight.js +// +// Script Type: Entity +// +// Created by Sam Gateau on 9/9/15. +// Additions by James B. Pollack @imgntn on 9/21/2015 +// Copyright 2015 High Fidelity, Inc. +// +// This is a toy script that can be added to the Flashlight model entity: +// "https://hifi-public.s3.amazonaws.com/models/props/flashlight.fbx" +// that creates a spotlight attached with the flashlight model while the entity is grabbed +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// +/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, Audio, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */ +(function() { + + Script.include("../../libraries/utils.js"); + + var ON_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_on.wav'; + var OFF_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_off.wav'; + + //we are creating lights that we don't want to get stranded so lets make sure that we can get rid of them + var startTime = Date.now(); + //if you're going to be using this in a dungeon or something and holding it for a long time, increase this lifetime value. + var LIFETIME = 25; + var MSEC_PER_SEC = 1000.0; + + // this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember + // our this object, so we can access it in cases where we're called without a this (like in the case of various global signals) + function Flashlight() { + return; + } + + //if the trigger value goes below this while held, the flashlight will turn off. if it goes above, it will + var DISABLE_LIGHT_THRESHOLD = 0.7; + + // These constants define the Spotlight position and orientation relative to the model + var MODEL_LIGHT_POSITION = { + x: 0, + y: -0.3, + z: 0 + }; + var MODEL_LIGHT_ROTATION = Quat.angleAxis(-90, { + x: 1, + y: 0, + z: 0 + }); + + var GLOW_LIGHT_POSITION = { + x: 0, + y: -0.1, + z: 0 + }; + + // Evaluate the world light entity positions and orientations from the model ones + function evalLightWorldTransform(modelPos, modelRot) { + + return { + p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, MODEL_LIGHT_POSITION)), + q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION) + }; + } + + function glowLightWorldTransform(modelPos, modelRot) { + return { + p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, GLOW_LIGHT_POSITION)), + q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION) + }; + } + + Flashlight.prototype = { + lightOn: false, + hand: null, + whichHand: null, + hasSpotlight: false, + spotlight: null, + setRightHand: function() { + this.hand = 'RIGHT'; + }, + + setLeftHand: function() { + this.hand = 'LEFT'; + }, + + startNearGrab: function() { + if (!this.hasSpotlight) { + + //this light casts the beam + this.spotlight = Entities.addEntity({ + type: "Light", + isSpotlight: true, + dimensions: { + x: 2, + y: 2, + z: 20 + }, + color: { + red: 255, + green: 255, + blue: 255 + }, + intensity: 2, + exponent: 0.3, + cutoff: 20, + lifetime: LIFETIME + }); + + //this light creates the effect of a bulb at the end of the flashlight + this.glowLight = Entities.addEntity({ + type: "Light", + dimensions: { + x: 0.25, + y: 0.25, + z: 0.25 + }, + isSpotlight: false, + color: { + red: 255, + green: 255, + blue: 255 + }, + exponent: 0, + cutoff: 90, // in degrees + lifetime: LIFETIME + }); + + this.hasSpotlight = true; + + } + + }, + + setWhichHand: function() { + this.whichHand = this.hand; + }, + + continueNearGrab: function() { + if (this.whichHand === null) { + //only set the active hand once -- if we always read the current hand, our 'holding' hand will get overwritten + this.setWhichHand(); + } else { + this.updateLightPositions(); + this.changeLightWithTriggerPressure(this.whichHand); + } + }, + + releaseGrab: function() { + //delete the lights and reset state + if (this.hasSpotlight) { + Entities.deleteEntity(this.spotlight); + Entities.deleteEntity(this.glowLight); + this.hasSpotlight = false; + this.glowLight = null; + this.spotlight = null; + this.whichHand = null; + this.lightOn = false; + } + }, + + updateLightPositions: function() { + var modelProperties = Entities.getEntityProperties(this.entityID, ['position', 'rotation']); + + //move the two lights along the vectors we set above + var lightTransform = evalLightWorldTransform(modelProperties.position, modelProperties.rotation); + var glowLightTransform = glowLightWorldTransform(modelProperties.position, modelProperties.rotation); + + //move them with the entity model + Entities.editEntity(this.spotlight, { + position: lightTransform.p, + rotation: lightTransform.q, + lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME + }); + + Entities.editEntity(this.glowLight, { + position: glowLightTransform.p, + rotation: glowLightTransform.q, + lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME + }); + + }, + + changeLightWithTriggerPressure: function(flashLightHand) { + var handClickString = flashLightHand + "_HAND_CLICK"; + + var handClick = Controller.findAction(handClickString); + + this.triggerValue = Controller.getActionValue(handClick); + + if (this.triggerValue < DISABLE_LIGHT_THRESHOLD && this.lightOn === true) { + this.turnLightOff(); + } else if (this.triggerValue >= DISABLE_LIGHT_THRESHOLD && this.lightOn === false) { + this.turnLightOn(); + } + return; + }, + + turnLightOff: function() { + this.playSoundAtCurrentPosition(false); + Entities.editEntity(this.spotlight, { + intensity: 0 + }); + Entities.editEntity(this.glowLight, { + intensity: 0 + }); + this.lightOn = false; + }, + + turnLightOn: function() { + this.playSoundAtCurrentPosition(true); + + Entities.editEntity(this.glowLight, { + intensity: 2 + }); + Entities.editEntity(this.spotlight, { + intensity: 2 + }); + this.lightOn = true; + }, + + playSoundAtCurrentPosition: function(playOnSound) { + var position = Entities.getEntityProperties(this.entityID, "position").position; + + var audioProperties = { + volume: 0.25, + position: position + }; + + if (playOnSound) { + Audio.playSound(this.ON_SOUND, audioProperties); + } else { + Audio.playSound(this.OFF_SOUND, audioProperties); + } + }, + + preload: function(entityID) { + + // preload() will be called when the entity has become visible (or known) to the interface + // it gives us a chance to set our local JavaScript object up. In this case it means: + // * remembering our entityID, so we can access it in cases where we're called without an entityID + // * preloading sounds + this.entityID = entityID; + this.ON_SOUND = SoundCache.getSound(ON_SOUND_URL); + this.OFF_SOUND = SoundCache.getSound(OFF_SOUND_URL); + + }, + + unload: function() { + // unload() will be called when our entity is no longer available. It may be because we were deleted, + // or because we've left the domain or quit the application. + if (this.hasSpotlight) { + Entities.deleteEntity(this.spotlight); + Entities.deleteEntity(this.glowLight); + this.hasSpotlight = false; + this.glowLight = null; + this.spotlight = null; + this.whichHand = null; + this.lightOn = false; + } + + }, + + }; + + // entity scripts always need to return a newly constructed object of our type + return new Flashlight(); +}); diff --git a/examples/utilities/tools/renderEngineDebug.js b/examples/utilities/tools/renderEngineDebug.js index 49ac923436..3271741985 100755 --- a/examples/utilities/tools/renderEngineDebug.js +++ b/examples/utilities/tools/renderEngineDebug.js @@ -1,87 +1,87 @@ -// -// SunLightExample.js -// examples -// Sam Gateau -// Copyright 2015 High Fidelity, Inc. -// -// Distributed under the Apache License, Version 2.0. -// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html -// - -Script.include("cookies.js"); - -var panel = new Panel(10, 100); - -function CounterWidget(parentPanel, name, feedGetter, drawGetter, capSetter, capGetter) { - this.subPanel = panel.newSubPanel(name); - - this.subPanel.newSlider("Num Feed", 0, 1, - function(value) { }, - feedGetter, - function(value) { return (value); }); - this.subPanel.newSlider("Num Drawn", 0, 1, - function(value) { }, - drawGetter, - function(value) { return (value); }); - this.subPanel.newSlider("Max Drawn", -1, 1, - capSetter, - capGetter, - function(value) { return (value); }); - - this.update = function () { - var numFeed = this.subPanel.get("Num Feed"); - this.subPanel.set("Num Feed", numFeed); - this.subPanel.set("Num Drawn", this.subPanel.get("Num Drawn")); - - var numMax = Math.max(numFeed, 1); - this.subPanel.getWidget("Num Feed").setMaxValue(numMax); - this.subPanel.getWidget("Num Drawn").setMaxValue(numMax); - this.subPanel.getWidget("Max Drawn").setMaxValue(numMax); - }; -}; - -var opaquesCounter = new CounterWidget(panel, "Opaques", - function () { return Scene.getEngineNumFeedOpaqueItems(); }, - function () { return Scene.getEngineNumDrawnOpaqueItems(); }, - function(value) { Scene.setEngineMaxDrawnOpaqueItems(value); }, - function () { return Scene.getEngineMaxDrawnOpaqueItems(); } -); - -var transparentsCounter = new CounterWidget(panel, "Transparents", - function () { return Scene.getEngineNumFeedTransparentItems(); }, - function () { return Scene.getEngineNumDrawnTransparentItems(); }, - function(value) { Scene.setEngineMaxDrawnTransparentItems(value); }, - function () { return Scene.getEngineMaxDrawnTransparentItems(); } -); - -var overlaysCounter = new CounterWidget(panel, "Overlays", - function () { return Scene.getEngineNumFeedOverlay3DItems(); }, - function () { return Scene.getEngineNumDrawnOverlay3DItems(); }, - function(value) { Scene.setEngineMaxDrawnOverlay3DItems(value); }, - function () { return Scene.getEngineMaxDrawnOverlay3DItems(); } -); - - -panel.newCheckbox("Display status", - function(value) { Scene.setEngineDisplayItemStatus(value); }, - function() { return Scene.doEngineDisplayItemStatus(); }, - function(value) { return (value); } -); - -var tickTackPeriod = 500; - -function updateCounters() { - opaquesCounter.update(); - transparentsCounter.update(); - overlaysCounter.update(); -} -Script.setInterval(updateCounters, tickTackPeriod); - -Controller.mouseMoveEvent.connect(function panelMouseMoveEvent(event) { return panel.mouseMoveEvent(event); }); -Controller.mousePressEvent.connect( function panelMousePressEvent(event) { return panel.mousePressEvent(event); }); -Controller.mouseReleaseEvent.connect(function(event) { return panel.mouseReleaseEvent(event); }); - -function scriptEnding() { - panel.destroy(); -} -Script.scriptEnding.connect(scriptEnding); +// +// SunLightExample.js +// examples +// Sam Gateau +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + +Script.include("cookies.js"); + +var panel = new Panel(10, 100); + +function CounterWidget(parentPanel, name, feedGetter, drawGetter, capSetter, capGetter) { + this.subPanel = panel.newSubPanel(name); + + this.subPanel.newSlider("Num Feed", 0, 1, + function(value) { }, + feedGetter, + function(value) { return (value); }); + this.subPanel.newSlider("Num Drawn", 0, 1, + function(value) { }, + drawGetter, + function(value) { return (value); }); + this.subPanel.newSlider("Max Drawn", -1, 1, + capSetter, + capGetter, + function(value) { return (value); }); + + this.update = function () { + var numFeed = this.subPanel.get("Num Feed"); + this.subPanel.set("Num Feed", numFeed); + this.subPanel.set("Num Drawn", this.subPanel.get("Num Drawn")); + + var numMax = Math.max(numFeed, 1); + this.subPanel.getWidget("Num Feed").setMaxValue(numMax); + this.subPanel.getWidget("Num Drawn").setMaxValue(numMax); + this.subPanel.getWidget("Max Drawn").setMaxValue(numMax); + }; +}; + +var opaquesCounter = new CounterWidget(panel, "Opaques", + function () { return Scene.getEngineNumFeedOpaqueItems(); }, + function () { return Scene.getEngineNumDrawnOpaqueItems(); }, + function(value) { Scene.setEngineMaxDrawnOpaqueItems(value); }, + function () { return Scene.getEngineMaxDrawnOpaqueItems(); } +); + +var transparentsCounter = new CounterWidget(panel, "Transparents", + function () { return Scene.getEngineNumFeedTransparentItems(); }, + function () { return Scene.getEngineNumDrawnTransparentItems(); }, + function(value) { Scene.setEngineMaxDrawnTransparentItems(value); }, + function () { return Scene.getEngineMaxDrawnTransparentItems(); } +); + +var overlaysCounter = new CounterWidget(panel, "Overlays", + function () { return Scene.getEngineNumFeedOverlay3DItems(); }, + function () { return Scene.getEngineNumDrawnOverlay3DItems(); }, + function(value) { Scene.setEngineMaxDrawnOverlay3DItems(value); }, + function () { return Scene.getEngineMaxDrawnOverlay3DItems(); } +); + + +panel.newCheckbox("Display status", + function(value) { Scene.setEngineDisplayItemStatus(value); }, + function() { return Scene.doEngineDisplayItemStatus(); }, + function(value) { return (value); } +); + +var tickTackPeriod = 500; + +function updateCounters() { + opaquesCounter.update(); + transparentsCounter.update(); + overlaysCounter.update(); +} +Script.setInterval(updateCounters, tickTackPeriod); + +Controller.mouseMoveEvent.connect(function panelMouseMoveEvent(event) { return panel.mouseMoveEvent(event); }); +Controller.mousePressEvent.connect( function panelMousePressEvent(event) { return panel.mousePressEvent(event); }); +Controller.mouseReleaseEvent.connect(function(event) { return panel.mouseReleaseEvent(event); }); + +function scriptEnding() { + panel.destroy(); +} +Script.scriptEnding.connect(scriptEnding); diff --git a/examples/walk.js b/examples/walk.js index 0b5bcab65a..048a192522 100644 --- a/examples/walk.js +++ b/examples/walk.js @@ -1,454 +1,454 @@ -// -// walk.js -// version 1.25 -// -// Created by David Wooldridge, June 2015 -// Copyright © 2014 - 2015 High Fidelity, Inc. -// -// 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 -// - -// animations, reach poses, reach pose parameters, transitions, transition parameters, sounds, image/s and reference files -const HIFI_PUBLIC_BUCKET = "https://hifi-public.s3.amazonaws.com/"; -var pathToAssets = HIFI_PUBLIC_BUCKET + "procedural-animator/assets/"; - -Script.include([ - "./libraries/walkConstants.js", - "./libraries/walkFilters.js", - "./libraries/walkApi.js", - pathToAssets + "walkAssets.js" -]); - -// construct Avatar, Motion and (null) Transition -var avatar = new Avatar(); -var motion = new Motion(); -var nullTransition = new Transition(); -motion.currentTransition = nullTransition; - -// create settings (gets initial values from avatar) -Script.include("./libraries/walkSettings.js"); - -// Main loop -Script.update.connect(function(deltaTime) { - - if (motion.isLive) { - - // assess current locomotion state - motion.assess(deltaTime); - - // decide which animation should be playing - selectAnimation(); - - // advance the animation cycle/s by the correct amount/s - advanceAnimations(); - - // update the progress of any live transitions - updateTransitions(); - - // apply translation and rotations - renderMotion(); - - // save this frame's parameters - motion.saveHistory(); - } -}); - -// 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 (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; - - // reset default first footstep - if (nextAnimation === avatar.selectedWalkBlend && lastTransition === nullTransition) { - avatar.nextStep = RIGHT; - } -} - -// fly animation blending: smoothing / damping filters -const FLY_BLEND_DAMPING = 50; -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); - -// select / blend the appropriate animation for the current state of motion -function selectAnimation() { - var playTransitionReachPoses = true; - - // 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); - } - motion.state = STATIC; - avatar.selectedWalkBlend.lastDirection = NONE; - break; - } - - 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; - - 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; - - case LEFT: - animationOperations.deepCopy(avatar.selectedSideStepLeft, avatar.selectedWalkBlend); - avatar.selectedWalkBlend.lastDirection = LEFT; - avatar.calibration.strideLength = avatar.selectedSideStepLeft.calibration.strideLength; - break - - 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); - } - 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); - } - 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 advanceAnimations() { - 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 { - // turn the frequency time wheel by the amount specified for this animation - wheelAdvance = filter.radToDeg(avatar.currentAnimation.calibration.frequency * motion.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.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); - } - - // avoid unnaturally fast walking when landing at speed - simulates skimming / skidding - if (Math.abs(wheelAdvance) > MAX_FT_WHEEL_INCREMENT) { - wheelAdvance = 0; - } - - // 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) - const ALMOST_ONE = 0.97; - if (avatar.currentAnimation === avatar.selectedWalkBlend && - (Vec3.length(motion.velocity) / MAX_WALK_SPEED > ALMOST_ONE)) { - - var strideMaxAt = avatar.currentAnimation.calibration.strideMaxAt; - const 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; - } - } - } - 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 -var leanPitchSmoothingFilter = filter.createButterworthFilter(); -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 PITCH_MAX * leanProgress; -} - -// helper function for renderMotion(). calculate the angle at which to bank into corners whilst turning -var leanRollSmoothingFilter = filter.createButterworthFilter(); -function getLeanRoll() { - var leanRollProgress = 0; - var linearContribution = 0; - const LOG_SCALER = 8; - - if (Vec3.length(motion.velocity) > 0) { - linearContribution = (Math.log(Vec3.length(motion.velocity) / TOP_SPEED) + LOG_SCALER) / LOG_SCALER; - } - var angularContribution = Math.abs(motion.yawDelta) / 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 ROLL_MAX * leanRollProgress; -} - -// animate the avatar using sine waves, geometric waveforms and harmonic generators -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}; - - if (motion.currentTransition !== nullTransition) { - // 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 = animationOperations.calculateTranslations(avatar.currentAnimation, - motion.frequencyTimeWheelPos, - motion.direction); - } - // 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); - - // 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) { - const QUARTER_CYCLE = 90; - const THREE_QUARTER_CYCLE = 270; - var ftWheelPosition = motion.frequencyTimeWheelPos; - - if (motion.currentTransition !== nullTransition && - motion.currentTransition.lastAnimation === avatar.selectedWalkBlend) { - ftWheelPosition = motion.currentTransition.lastFrequencyTimeWheelPos; - } - if (avatar.nextStep === LEFT && ftWheelPosition > THREE_QUARTER_CYCLE) { - avatar.makeFootStepSound(); - } else if (avatar.nextStep === RIGHT && (ftWheelPosition < THREE_QUARTER_CYCLE && ftWheelPosition > QUARTER_CYCLE)) { - 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 in the settings - if (avatar.armsFree && (joint.IKChain === "LeftArm" || joint.IKChain === "RightArm")) { - continue; - } - if (avatar.headFree && joint.IKChain === "Head") { - continue; - } - - // if there's a live transition, blend the 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.setJointRotation(jointName, Quat.fromVec3Degrees(jointRotations)); - } -} \ No newline at end of file +// +// walk.js +// version 1.25 +// +// Created by David Wooldridge, June 2015 +// Copyright © 2014 - 2015 High Fidelity, Inc. +// +// 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 +// + +// animations, reach poses, reach pose parameters, transitions, transition parameters, sounds, image/s and reference files +const HIFI_PUBLIC_BUCKET = "https://hifi-public.s3.amazonaws.com/"; +var pathToAssets = HIFI_PUBLIC_BUCKET + "procedural-animator/assets/"; + +Script.include([ + "./libraries/walkConstants.js", + "./libraries/walkFilters.js", + "./libraries/walkApi.js", + pathToAssets + "walkAssets.js" +]); + +// construct Avatar, Motion and (null) Transition +var avatar = new Avatar(); +var motion = new Motion(); +var nullTransition = new Transition(); +motion.currentTransition = nullTransition; + +// create settings (gets initial values from avatar) +Script.include("./libraries/walkSettings.js"); + +// Main loop +Script.update.connect(function(deltaTime) { + + if (motion.isLive) { + + // assess current locomotion state + motion.assess(deltaTime); + + // decide which animation should be playing + selectAnimation(); + + // advance the animation cycle/s by the correct amount/s + advanceAnimations(); + + // update the progress of any live transitions + updateTransitions(); + + // apply translation and rotations + renderMotion(); + + // save this frame's parameters + motion.saveHistory(); + } +}); + +// 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 (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; + + // reset default first footstep + if (nextAnimation === avatar.selectedWalkBlend && lastTransition === nullTransition) { + avatar.nextStep = RIGHT; + } +} + +// fly animation blending: smoothing / damping filters +const FLY_BLEND_DAMPING = 50; +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); + +// select / blend the appropriate animation for the current state of motion +function selectAnimation() { + var playTransitionReachPoses = true; + + // 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); + } + motion.state = STATIC; + avatar.selectedWalkBlend.lastDirection = NONE; + break; + } + + 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; + + 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; + + case LEFT: + animationOperations.deepCopy(avatar.selectedSideStepLeft, avatar.selectedWalkBlend); + avatar.selectedWalkBlend.lastDirection = LEFT; + avatar.calibration.strideLength = avatar.selectedSideStepLeft.calibration.strideLength; + break + + 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); + } + 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); + } + 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 advanceAnimations() { + 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 { + // turn the frequency time wheel by the amount specified for this animation + wheelAdvance = filter.radToDeg(avatar.currentAnimation.calibration.frequency * motion.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.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); + } + + // avoid unnaturally fast walking when landing at speed - simulates skimming / skidding + if (Math.abs(wheelAdvance) > MAX_FT_WHEEL_INCREMENT) { + wheelAdvance = 0; + } + + // 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) + const ALMOST_ONE = 0.97; + if (avatar.currentAnimation === avatar.selectedWalkBlend && + (Vec3.length(motion.velocity) / MAX_WALK_SPEED > ALMOST_ONE)) { + + var strideMaxAt = avatar.currentAnimation.calibration.strideMaxAt; + const 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; + } + } + } + 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 +var leanPitchSmoothingFilter = filter.createButterworthFilter(); +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 PITCH_MAX * leanProgress; +} + +// helper function for renderMotion(). calculate the angle at which to bank into corners whilst turning +var leanRollSmoothingFilter = filter.createButterworthFilter(); +function getLeanRoll() { + var leanRollProgress = 0; + var linearContribution = 0; + const LOG_SCALER = 8; + + if (Vec3.length(motion.velocity) > 0) { + linearContribution = (Math.log(Vec3.length(motion.velocity) / TOP_SPEED) + LOG_SCALER) / LOG_SCALER; + } + var angularContribution = Math.abs(motion.yawDelta) / 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 ROLL_MAX * leanRollProgress; +} + +// animate the avatar using sine waves, geometric waveforms and harmonic generators +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}; + + if (motion.currentTransition !== nullTransition) { + // 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 = animationOperations.calculateTranslations(avatar.currentAnimation, + motion.frequencyTimeWheelPos, + motion.direction); + } + // 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); + + // 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) { + const QUARTER_CYCLE = 90; + const THREE_QUARTER_CYCLE = 270; + var ftWheelPosition = motion.frequencyTimeWheelPos; + + if (motion.currentTransition !== nullTransition && + motion.currentTransition.lastAnimation === avatar.selectedWalkBlend) { + ftWheelPosition = motion.currentTransition.lastFrequencyTimeWheelPos; + } + if (avatar.nextStep === LEFT && ftWheelPosition > THREE_QUARTER_CYCLE) { + avatar.makeFootStepSound(); + } else if (avatar.nextStep === RIGHT && (ftWheelPosition < THREE_QUARTER_CYCLE && ftWheelPosition > QUARTER_CYCLE)) { + 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 in the settings + if (avatar.armsFree && (joint.IKChain === "LeftArm" || joint.IKChain === "RightArm")) { + continue; + } + if (avatar.headFree && joint.IKChain === "Head") { + continue; + } + + // if there's a live transition, blend the 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.setJointRotation(jointName, Quat.fromVec3Degrees(jointRotations)); + } +} diff --git a/interface/resources/visage/tracker.cfg b/interface/resources/visage/tracker.cfg index 2efb7f3463..7eb4198654 100644 --- a/interface/resources/visage/tracker.cfg +++ b/interface/resources/visage/tracker.cfg @@ -1,334 +1,334 @@ -display_width 800 - -max_init_image_width 800 -max_work_image_width 384 -fast_image_resize 1 - -camera_input 0 -camera_device 0 -camera_width 800 -camera_height 600 -camera_frame_rate 30 -camera_mirror 1 -camera_settings_dialog 0 -camera_auto_settings 0 - -video_file_sync 1 - -automatic_initialisation 1 -init_yaw_threshold 0.005 -init_roll_threshold 10 -init_velocity_threshold 0.015 -init_timeout 1000 -init_timeout_enable 6 -init_display_status 1 -recovery_timeout 800 - -display_video 1 -display_model_texture 0 -display_tri_mask 0 -display_model_wireframe 0 -display_results 1 -display_track_points 0 - -detect_strip_area_threshold 1000 -detect_strip_angle_threshold 0.15 -detect_strip_ratio_threshold 0.2 -detect_strip_perfect_ratio 6.848 -detect_strip_roi_y_offset 0 -detect_strip_roi_width 2 -detect_strip_roi_height 4 - -smoothing_factors - 5 25 -2 100 -1 50 25 0 -#translation rotation action_units eyebrows mouth gaze eye_closure other - -process_eyes 1 -leye_closing_au 12 -reye_closing_au 12 -eye_h_rotation_au 15 -eye_v_rotation_au 16 -eye_points_coords -162 1.0 0.0 0.0 -157 0.0 0.0 1.0 - -bdts_points_use - 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 -#3.5 3.6 3.7 3.8 3.11 3.12 8.1 8.2 8.3 8.4 9.1 9.2 9.3 4.1 4.2 4.3 4.4 4.5 4.6 2.1 - -bdts_points_angle - 0 0 20 -20 20 -20 0 0 20 -20 20 -20 0 25 -25 20 -20 20 -20 0 0 - -model_filename candide3-exp.wfm -fdp_filename candide3.fdp -bdts_data_path bdtsdata - -au_use - 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 -#AU1 AU2 AU3 AU4 AU5 AU6 AU7 AU8 AU9 AU10 AU11 AU12 AU13 AU14 AU15 AU16 AU17 AU18 AU19 AU20 AU21 AU22 AU23 - -au_names -au_nose_wrinkler -au_jaw_z_push -au_jaw_x_push -au_jaw_drop -au_lower_lip_drop -au_upper_lip_raiser -au_lip_stretcher_left -au_lip_corner_depressor -au_lip_presser -au_left_outer_brow_raiser -au_left_inner_brow_raiser -au_left_brow_lowerer -au_leye_closed -au_lid_tightener -au_upper_lid_raiser -au_rotate_eyes_left -au_rotate_eyes_down -au_lower_lip_x_push -au_lip_stretcher_right -au_right_outer_brow_raiser -au_right_inner_brow_raiser -au_right_brow_lowerer -au_reye_closed - - -ekf_sensitivity - 100 100 100 100 100 100 100 100 100 100 100 200 200 100 100 400 400 100 100 100 100 300 300 100 100 400 400 100 100 -#x y z rx ry rz AU1 AU2 AU3 AU4 AU5 AU6 AU7 AU8 AU9 AU10 AU11 AU12 AU13 AU14 AU15 AU16 AU17 AU18 AU19 AU20 AU21 AU22 AU23 - -au_gravity - 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -#AU1 AU2 AU3 AU4 AU5 AU6 AU7 AU8 AU9 AU10 AU11 AU12 AU13 AU14 AU15 AU16 AU17 AU18 AU19 AU20 AU21 AU22 AU23 - -gravity_threshold 0.0 - -camera_focus 3 - -tex_size 512 - -ROI_num 14 - -#ROI 0 - nose region (setting default values) -feature_points_num[0] 7 -feature_points_tri_use_num[0] 21 -feature_points_tri_use_list[0] -48 154 54 55 152 45 46 47 103 109 -108 107 106 101 104 110 111 105 99 102 -100 -bound_rect_modifiers[0] -10 -10 -20 10 -feature_points_min_distance[0] 0.78125 -feature_point_block_size[0] 0.46875 -search_range[0] 4.0625 4.0625 -refine_range[0] 0.3125 0.3125 -patch_size[0] 4.6875 -match_method[0] 5 -bad_match_threshold[0] 0.35 -sensitivity_falloff[0] 10 -init_angle[0] 0 -feature_points_coords[0] -97 0.18 0.54 0.28 -90 0.18 0.28 0.54 -51 0.76 0.09 0.15 -97 0.36 0.10 0.54 -90 0.36 0.54 0.10 -69 0.55 0.10 0.35 -67 0.55 0.35 0.10 - -#ROI 1 - left eyebrow region -feature_points_num[1] 4 -feature_points_tri_use_num[1] 2 -feature_points_tri_use_list[1] -25 26 -bound_rect_modifiers[1] 2 2 40 2 -feature_points_coords[1] -25 0.0 0.0 1.0 -26 0.15 0.1 0.75 -25 1.0 0.0 0.0 -26 0.2 0.4 0.4 - -#ROI 2 - right eyebrow region -feature_points_num[2] 4 -feature_points_tri_use_num[2] 2 -feature_points_tri_use_list[2] -33 34 -bound_rect_modifiers[2] 2 2 40 2 -feature_points_coords[2] -33 0.15 0.75 0.1 -34 1.0 0.0 0.0 -33 0.0 0.0 1.0 -33 0.2 0.4 0.4 - -#ROI 3 - left outer eye corner region -feature_points_num[3] 3 -feature_points_tri_use_num[3] 4 -feature_points_tri_use_list[3] -112 23 39 115 -bound_rect_modifiers[3] -5 -5 -25 -25 -feature_points_coords[3] -23 0 0.2 0.8 -119 0.8351877 0.08414026 0.08067206 -116 0.3218788 0.4626164 0.2155048 - -#ROI 4 - right outer eye corner region -feature_points_num[4] 3 -feature_points_tri_use_num[4] 4 -feature_points_tri_use_list[4] -142 36 42 145 -bound_rect_modifiers[4] -5 -5 -25 -25 -feature_points_coords[4] -36 0 0.8 0.2 -151 0.8566859 0.0405132 0.1028009 -146 0.2871178 0.3467231 0.366159 - -#ROI 5 - left inner eye corner region -feature_points_num[5] 3 -feature_points_tri_use_num[5] 5 -feature_points_tri_use_list[5] -122 28 99 100 125 -bound_rect_modifiers[5] -5 -5 -25 -40 -feature_points_coords[5] -99 0.2 0.1 0.7 -122 0.2664618 0.3707059 0.3628323 -125 0.387767 0.4655813 0.1466517 - -#ROI 6 - right inner eye corner region -feature_points_num[6] 3 -feature_points_tri_use_num[6] 5 -feature_points_tri_use_list[6] -132 31 102 104 135 -bound_rect_modifiers[6] -5 -5 -25 -40 -feature_points_coords[6] -102 0.2 0.7 0.1 -132 0.3673472 0.2426805 0.3899724 -135 0.2833096 0.1345753 0.5821151 - -#ROI 7 - lower lip region -feature_points_num[7] 6 -feature_points_tri_use_num[7] 6 -feature_points_tri_use_list[7] -79 80 82 84 52 53 -bound_rect_modifiers[7] 0 0 0 -80 -refine_range[7] 0.5 1 -patch_size[7] 7 -feature_points_coords[7] -80 0.0 0.0 1.0 -80 1.0 0.0 0.0 -80 0.0 1.0 0.0 -79 0.0 0.0 1.0 -82 0.1 0.3 0.6 -84 0.1 0.6 0.3 - -#ROI 8 - upper lip region -feature_points_num[8] 6 -feature_points_tri_use_num[8] 10 -feature_points_tri_use_list[8] -69 49 155 51 50 153 44 67 57 60 -bound_rect_modifiers[8] 0 0 -70 0 -refine_range[8] 0.5 1 -patch_size[8] 7 -feature_points_coords[8] -67 0.1 0.45 0.45 -69 0.1 0.45 0.45 -57 0.0 0.0 1.0 -60 0.0 1.0 0.0 -51 0.0 1.0 0.0 -51 0.3 0.7 0.0 - -#ROI 9 - left lip corner region -feature_points_num[9] 4 -feature_points_tri_use_num[9] 4 -feature_points_tri_use_list[9] -87 89 81 68 -bound_rect_modifiers[9] 0 0 -35 -35 -refine_range[9] 1 1 -patch_size[9] 7 -feature_points_coords[9] -87 0.0 0.0 1.0 -87 0.2 0.0 0.8 -66 0.33 0.33 0.34 -72 0.33 0.33 0.34 - -#ROI 10 - right lip corner region -feature_points_num[10] 4 -feature_points_tri_use_num[10] 4 -feature_points_tri_use_list[10] -94 96 83 70 -bound_rect_modifiers[10] 0 0 -35 -35 -refine_range[10] 1 1 -patch_size[10] 7 -feature_points_coords[10] -94 0.0 1.0 0.0 -94 0.2 0.8 0.0 -64 0.33 0.33 0.34 -78 0.33 0.33 0.34 - -#ROI 11 - jaw region -feature_points_num[11] 4 -feature_points_tri_use_num[11] 2 -feature_points_tri_use_list[11] -52 53 -bound_rect_modifiers[11] 0 0 -30 0 -refine_range[11] 0.5 1 -patch_size[11] 7 -bad_match_threshold[11] 0.6 -feature_points_coords[11] -52 0.4 0.3 0.3 -53 0.4 0.3 0.3 -87 0.0 0.5 0.5 -94 0.0 0.5 0.5 - -feature_points_num[12] 6 -feature_points_tri_use_num[12] 3 -feature_points_tri_use_list[12] -188 189 190 191 -bound_rect_modifiers[12] -30 0 0 -30 -init_angle[12] -20 - -feature_points_num[13] 6 -feature_points_tri_use_num[13] 3 -feature_points_tri_use_list[13] -192 193 194 195 -bound_rect_modifiers[13] 0 -30 0 -30 -init_angle[13] 20 - -recovery_frames 4 -global_bad_match_threshold 0.5 -visibility_check 1 - -rotation_limit --1.570796 1.570796 - 1.570796 4.712389 --3.2 3.2 - -translation_limit --4 4 --3 3 - 0 11 - -action_unit_limit --0.5 0.5 --0.5 0.5 --1.0 1.0 --0.05 1.2 --0.05 1.5 --0.05 1.5 --1.0 1.0 --1.5 1.5 --1.5 1.5 --1.5 2 --1.5 2 --1 1.5 --2.8 2.8 --1.5 1.5 --1.5 1.5 --100 100 --100 100 --1.5 1.5 --1.5 1.5 --1.5 1.5 --1.5 1.5 --1.5 1.5 --2.8 2.8 - - +display_width 800 + +max_init_image_width 800 +max_work_image_width 384 +fast_image_resize 1 + +camera_input 0 +camera_device 0 +camera_width 800 +camera_height 600 +camera_frame_rate 30 +camera_mirror 1 +camera_settings_dialog 0 +camera_auto_settings 0 + +video_file_sync 1 + +automatic_initialisation 1 +init_yaw_threshold 0.005 +init_roll_threshold 10 +init_velocity_threshold 0.015 +init_timeout 1000 +init_timeout_enable 6 +init_display_status 1 +recovery_timeout 800 + +display_video 1 +display_model_texture 0 +display_tri_mask 0 +display_model_wireframe 0 +display_results 1 +display_track_points 0 + +detect_strip_area_threshold 1000 +detect_strip_angle_threshold 0.15 +detect_strip_ratio_threshold 0.2 +detect_strip_perfect_ratio 6.848 +detect_strip_roi_y_offset 0 +detect_strip_roi_width 2 +detect_strip_roi_height 4 + +smoothing_factors + 5 25 -2 100 -1 50 25 0 +#translation rotation action_units eyebrows mouth gaze eye_closure other + +process_eyes 1 +leye_closing_au 12 +reye_closing_au 12 +eye_h_rotation_au 15 +eye_v_rotation_au 16 +eye_points_coords +162 1.0 0.0 0.0 +157 0.0 0.0 1.0 + +bdts_points_use + 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 +#3.5 3.6 3.7 3.8 3.11 3.12 8.1 8.2 8.3 8.4 9.1 9.2 9.3 4.1 4.2 4.3 4.4 4.5 4.6 2.1 + +bdts_points_angle + 0 0 20 -20 20 -20 0 0 20 -20 20 -20 0 25 -25 20 -20 20 -20 0 0 + +model_filename candide3-exp.wfm +fdp_filename candide3.fdp +bdts_data_path bdtsdata + +au_use + 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 +#AU1 AU2 AU3 AU4 AU5 AU6 AU7 AU8 AU9 AU10 AU11 AU12 AU13 AU14 AU15 AU16 AU17 AU18 AU19 AU20 AU21 AU22 AU23 + +au_names +au_nose_wrinkler +au_jaw_z_push +au_jaw_x_push +au_jaw_drop +au_lower_lip_drop +au_upper_lip_raiser +au_lip_stretcher_left +au_lip_corner_depressor +au_lip_presser +au_left_outer_brow_raiser +au_left_inner_brow_raiser +au_left_brow_lowerer +au_leye_closed +au_lid_tightener +au_upper_lid_raiser +au_rotate_eyes_left +au_rotate_eyes_down +au_lower_lip_x_push +au_lip_stretcher_right +au_right_outer_brow_raiser +au_right_inner_brow_raiser +au_right_brow_lowerer +au_reye_closed + + +ekf_sensitivity + 100 100 100 100 100 100 100 100 100 100 100 200 200 100 100 400 400 100 100 100 100 300 300 100 100 400 400 100 100 +#x y z rx ry rz AU1 AU2 AU3 AU4 AU5 AU6 AU7 AU8 AU9 AU10 AU11 AU12 AU13 AU14 AU15 AU16 AU17 AU18 AU19 AU20 AU21 AU22 AU23 + +au_gravity + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 +#AU1 AU2 AU3 AU4 AU5 AU6 AU7 AU8 AU9 AU10 AU11 AU12 AU13 AU14 AU15 AU16 AU17 AU18 AU19 AU20 AU21 AU22 AU23 + +gravity_threshold 0.0 + +camera_focus 3 + +tex_size 512 + +ROI_num 14 + +#ROI 0 - nose region (setting default values) +feature_points_num[0] 7 +feature_points_tri_use_num[0] 21 +feature_points_tri_use_list[0] +48 154 54 55 152 45 46 47 103 109 +108 107 106 101 104 110 111 105 99 102 +100 +bound_rect_modifiers[0] -10 -10 -20 10 +feature_points_min_distance[0] 0.78125 +feature_point_block_size[0] 0.46875 +search_range[0] 4.0625 4.0625 +refine_range[0] 0.3125 0.3125 +patch_size[0] 4.6875 +match_method[0] 5 +bad_match_threshold[0] 0.35 +sensitivity_falloff[0] 10 +init_angle[0] 0 +feature_points_coords[0] +97 0.18 0.54 0.28 +90 0.18 0.28 0.54 +51 0.76 0.09 0.15 +97 0.36 0.10 0.54 +90 0.36 0.54 0.10 +69 0.55 0.10 0.35 +67 0.55 0.35 0.10 + +#ROI 1 - left eyebrow region +feature_points_num[1] 4 +feature_points_tri_use_num[1] 2 +feature_points_tri_use_list[1] +25 26 +bound_rect_modifiers[1] 2 2 40 2 +feature_points_coords[1] +25 0.0 0.0 1.0 +26 0.15 0.1 0.75 +25 1.0 0.0 0.0 +26 0.2 0.4 0.4 + +#ROI 2 - right eyebrow region +feature_points_num[2] 4 +feature_points_tri_use_num[2] 2 +feature_points_tri_use_list[2] +33 34 +bound_rect_modifiers[2] 2 2 40 2 +feature_points_coords[2] +33 0.15 0.75 0.1 +34 1.0 0.0 0.0 +33 0.0 0.0 1.0 +33 0.2 0.4 0.4 + +#ROI 3 - left outer eye corner region +feature_points_num[3] 3 +feature_points_tri_use_num[3] 4 +feature_points_tri_use_list[3] +112 23 39 115 +bound_rect_modifiers[3] -5 -5 -25 -25 +feature_points_coords[3] +23 0 0.2 0.8 +119 0.8351877 0.08414026 0.08067206 +116 0.3218788 0.4626164 0.2155048 + +#ROI 4 - right outer eye corner region +feature_points_num[4] 3 +feature_points_tri_use_num[4] 4 +feature_points_tri_use_list[4] +142 36 42 145 +bound_rect_modifiers[4] -5 -5 -25 -25 +feature_points_coords[4] +36 0 0.8 0.2 +151 0.8566859 0.0405132 0.1028009 +146 0.2871178 0.3467231 0.366159 + +#ROI 5 - left inner eye corner region +feature_points_num[5] 3 +feature_points_tri_use_num[5] 5 +feature_points_tri_use_list[5] +122 28 99 100 125 +bound_rect_modifiers[5] -5 -5 -25 -40 +feature_points_coords[5] +99 0.2 0.1 0.7 +122 0.2664618 0.3707059 0.3628323 +125 0.387767 0.4655813 0.1466517 + +#ROI 6 - right inner eye corner region +feature_points_num[6] 3 +feature_points_tri_use_num[6] 5 +feature_points_tri_use_list[6] +132 31 102 104 135 +bound_rect_modifiers[6] -5 -5 -25 -40 +feature_points_coords[6] +102 0.2 0.7 0.1 +132 0.3673472 0.2426805 0.3899724 +135 0.2833096 0.1345753 0.5821151 + +#ROI 7 - lower lip region +feature_points_num[7] 6 +feature_points_tri_use_num[7] 6 +feature_points_tri_use_list[7] +79 80 82 84 52 53 +bound_rect_modifiers[7] 0 0 0 -80 +refine_range[7] 0.5 1 +patch_size[7] 7 +feature_points_coords[7] +80 0.0 0.0 1.0 +80 1.0 0.0 0.0 +80 0.0 1.0 0.0 +79 0.0 0.0 1.0 +82 0.1 0.3 0.6 +84 0.1 0.6 0.3 + +#ROI 8 - upper lip region +feature_points_num[8] 6 +feature_points_tri_use_num[8] 10 +feature_points_tri_use_list[8] +69 49 155 51 50 153 44 67 57 60 +bound_rect_modifiers[8] 0 0 -70 0 +refine_range[8] 0.5 1 +patch_size[8] 7 +feature_points_coords[8] +67 0.1 0.45 0.45 +69 0.1 0.45 0.45 +57 0.0 0.0 1.0 +60 0.0 1.0 0.0 +51 0.0 1.0 0.0 +51 0.3 0.7 0.0 + +#ROI 9 - left lip corner region +feature_points_num[9] 4 +feature_points_tri_use_num[9] 4 +feature_points_tri_use_list[9] +87 89 81 68 +bound_rect_modifiers[9] 0 0 -35 -35 +refine_range[9] 1 1 +patch_size[9] 7 +feature_points_coords[9] +87 0.0 0.0 1.0 +87 0.2 0.0 0.8 +66 0.33 0.33 0.34 +72 0.33 0.33 0.34 + +#ROI 10 - right lip corner region +feature_points_num[10] 4 +feature_points_tri_use_num[10] 4 +feature_points_tri_use_list[10] +94 96 83 70 +bound_rect_modifiers[10] 0 0 -35 -35 +refine_range[10] 1 1 +patch_size[10] 7 +feature_points_coords[10] +94 0.0 1.0 0.0 +94 0.2 0.8 0.0 +64 0.33 0.33 0.34 +78 0.33 0.33 0.34 + +#ROI 11 - jaw region +feature_points_num[11] 4 +feature_points_tri_use_num[11] 2 +feature_points_tri_use_list[11] +52 53 +bound_rect_modifiers[11] 0 0 -30 0 +refine_range[11] 0.5 1 +patch_size[11] 7 +bad_match_threshold[11] 0.6 +feature_points_coords[11] +52 0.4 0.3 0.3 +53 0.4 0.3 0.3 +87 0.0 0.5 0.5 +94 0.0 0.5 0.5 + +feature_points_num[12] 6 +feature_points_tri_use_num[12] 3 +feature_points_tri_use_list[12] +188 189 190 191 +bound_rect_modifiers[12] -30 0 0 -30 +init_angle[12] -20 + +feature_points_num[13] 6 +feature_points_tri_use_num[13] 3 +feature_points_tri_use_list[13] +192 193 194 195 +bound_rect_modifiers[13] 0 -30 0 -30 +init_angle[13] 20 + +recovery_frames 4 +global_bad_match_threshold 0.5 +visibility_check 1 + +rotation_limit +-1.570796 1.570796 + 1.570796 4.712389 +-3.2 3.2 + +translation_limit +-4 4 +-3 3 + 0 11 + +action_unit_limit +-0.5 0.5 +-0.5 0.5 +-1.0 1.0 +-0.05 1.2 +-0.05 1.5 +-0.05 1.5 +-1.0 1.0 +-1.5 1.5 +-1.5 1.5 +-1.5 2 +-1.5 2 +-1 1.5 +-2.8 2.8 +-1.5 1.5 +-1.5 1.5 +-100 100 +-100 100 +-1.5 1.5 +-1.5 1.5 +-1.5 1.5 +-1.5 1.5 +-1.5 1.5 +-2.8 2.8 + +