overte/script-archive/acScripts/bot_randomExpression.js

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4.1 KiB
JavaScript

//
// bot_randomExpression.js
// examples
//
// Created by Ben Arnold on 7/23/14.
// Copyright 2014 High Fidelity, Inc.
//
// This is an example script that demonstrates an NPC avatar with
// random facial expressions.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
function getRandomFloat(min, max) {
return Math.random() * (max - min) + min;
}
function getRandomInt (min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function printVector(string, vector) {
print(string + " " + vector.x + ", " + vector.y + ", " + vector.z);
}
var timePassed = 0.0;
var updateSpeed = 3.0;
var X_MIN = 5.0;
var X_MAX = 15.0;
var Z_MIN = 5.0;
var Z_MAX = 15.0;
var Y_PELVIS = 1.0;
// pick an integer between 1 and 100 for the body model for this bot
botNumber = getRandomInt(1, 100);
newFaceFilePrefix = "ron";
newBodyFilePrefix = "bot" + botNumber;
// set the face model fst using the bot number
// there is no need to change the body model - we're using the default
Avatar.faceModelURL = Script.getExternalPath(Script.ExternalPaths.Assets, "meshes/" + newFaceFilePrefix + ".fst");
Avatar.skeletonModelURL = Script.getExternalPath(Script.ExternalPaths.Assets, "meshes/" + newBodyFilePrefix + ".fst");
Avatar.billboardURL = Script.getExternalPath(Script.ExternalPaths.Assets, "meshes/billboards/bot" + botNumber + ".png");
Agent.isAvatar = true;
Agent.isListeningToAudioStream = true;
// change the avatar's position to the random one
Avatar.position = { x: getRandomFloat(X_MIN, X_MAX), y: Y_PELVIS, z: getRandomFloat(Z_MIN, Z_MAX) };;
printVector("New bot, position = ", Avatar.position);
var allBlendShapes = [];
var targetBlendCoefficient = [];
var currentBlendCoefficient = [];
function addBlendShape(s) {
allBlendShapes[allBlendShapes.length] = s;
}
//It is imperative that the following blendshapes are all present and are in the correct order
addBlendShape("EyeBlink_L");
addBlendShape("EyeBlink_R");
addBlendShape("EyeSquint_L");
addBlendShape("EyeSquint_R");
addBlendShape("EyeDown_L");
addBlendShape("EyeDown_R");
addBlendShape("EyeIn_L");
addBlendShape("EyeIn_R");
addBlendShape("EyeOpen_L");
addBlendShape("EyeOpen_R");
addBlendShape("EyeOut_L");
addBlendShape("EyeOut_R");
addBlendShape("EyeUp_L");
addBlendShape("EyeUp_R");
addBlendShape("BrowsD_L");
addBlendShape("BrowsD_R");
addBlendShape("BrowsU_C");
addBlendShape("BrowsU_L");
addBlendShape("BrowsU_R");
addBlendShape("JawFwd");
addBlendShape("JawLeft");
addBlendShape("JawOpen");
addBlendShape("JawChew");
addBlendShape("JawRight");
addBlendShape("MouthLeft");
addBlendShape("MouthRight");
addBlendShape("MouthFrown_L");
addBlendShape("MouthFrown_R");
addBlendShape("MouthSmile_L");
addBlendShape("MouthSmile_R");
addBlendShape("MouthDimple_L");
addBlendShape("MouthDimple_R");
addBlendShape("LipsStretch_L");
addBlendShape("LipsStretch_R");
addBlendShape("LipsUpperClose");
addBlendShape("LipsLowerClose");
addBlendShape("LipsUpperUp");
addBlendShape("LipsLowerDown");
addBlendShape("LipsUpperOpen");
addBlendShape("LipsLowerOpen");
addBlendShape("LipsFunnel");
addBlendShape("LipsPucker");
addBlendShape("ChinLowerRaise");
addBlendShape("ChinUpperRaise");
addBlendShape("Sneer");
addBlendShape("Puff");
addBlendShape("CheekSquint_L");
addBlendShape("CheekSquint_R");
for (var i = 0; i < allBlendShapes.length; i++) {
targetBlendCoefficient[i] = 0;
currentBlendCoefficient[i] = 0;
}
function setRandomExpression() {
for (var i = 0; i < allBlendShapes.length; i++) {
targetBlendCoefficient[i] = Math.random();
}
}
var expressionChangeSpeed = 0.1;
function updateBlendShapes(deltaTime) {
for (var i = 0; i < allBlendShapes.length; i++) {
currentBlendCoefficient[i] += (targetBlendCoefficient[i] - currentBlendCoefficient[i]) * expressionChangeSpeed;
Avatar.setBlendshape(allBlendShapes[i], currentBlendCoefficient[i]);
}
}
function update(deltaTime) {
timePassed += deltaTime;
if (timePassed > updateSpeed) {
timePassed = 0;
setRandomExpression();
}
updateBlendShapes(deltaTime);
}
Script.update.connect(update);