overte/examples/libraries/walkApi.js
2014-12-04 18:15:25 +00:00

606 lines
No EOL
24 KiB
JavaScript

//
// walkObjects.js
//
// version 1.003
//
// Created by David Wooldridge, Autumn 2014
//
// Motion, state and Transition objects for use by the walk.js script v1.12
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// constructor for the Motion object
Motion = function() {
// selected animations
this.selectedWalk = undefined;
this.selectedStand = undefined;
this.selectedFly = undefined;
this.selectedFlyUp = undefined;
this.selectedFlyDown = undefined;
this.selectedFlyBlend = undefined;
this.selectedHovering = undefined;
this.selectedSideStepLeft = undefined;
this.selectedSideStepRight = undefined;
// if Hydras are connected, the only way to enable use is by never setting any rotations on the arm joints
this.hydraCheck = function() {
// function courtesy of Thijs Wenker (frisbee.js)
var numberOfButtons = Controller.getNumberOfButtons();
var numberOfTriggers = Controller.getNumberOfTriggers();
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
hydrasConnected = (numberOfButtons == 12 && numberOfTriggers == 2 && controllersPerTrigger == 2);
return hydrasConnected;
}
// settings
this.armsFree = this.hydraCheck(); // automatically sets true for Hydra support - temporary fix
this.makesFootStepSounds = true;
this.avatarGender = undefined;
this.setGender = function(gender) {
this.avatarGender = gender;
switch(this.avatarGender) {
case MALE:
this.selectedWalk = walkAssets.maleStandardWalk;
this.selectedStand = walkAssets.maleStandOne;
this.selectedFlyUp = walkAssets.maleFlyingUp;
this.selectedFly = walkAssets.maleFlying;
this.selectedFlyDown = walkAssets.maleFlyingDown;
this.selectedFlyBlend = walkAssets.maleFlyingBlend;
this.selectedHovering = walkAssets.maleHovering;
this.selectedSideStepLeft = walkAssets.maleSideStepLeft;
this.selectedSideStepRight = walkAssets.maleSideStepRight;
this.currentAnimation = this.selectedStand;
return;
case FEMALE:
this.selectedWalk = walkAssets.femaleStandardWalk;
this.selectedStand = walkAssets.femaleStandOne;
this.selectedFlyUp = walkAssets.femaleFlyingUp;
this.selectedFly = walkAssets.femaleFlying;
this.selectedFlyDown = walkAssets.femaleFlyingDown;
this.selectedFlyBlend = walkAssets.femaleFlyingBlend;
this.selectedHovering = walkAssets.femaleHovering;
this.selectedSideStepLeft = walkAssets.femaleSideStepLeft;
this.selectedSideStepRight = walkAssets.femaleSideStepRight;
this.currentAnimation = this.selectedStand;
return;
}
}
this.setGender(MALE);
// calibration
this.calibration = {
pitchMax: 8,
maxWalkAcceleration: 5,
maxWalkDeceleration: 25,
rollMax: 80,
angularVelocityMax: 70,
hipsToFeet: MyAvatar.getJointPosition("Hips").y - MyAvatar.getJointPosition("RightFoot").y,
}
// used to make sure at least one step has been taken when transitioning from a walk cycle
this.elapsedFTDegrees = 0;
// the current animation and transition
this.currentAnimation = this.selectedStand;
this.currentTransition = null;
// zero out avi's joints and pose the fingers
this.avatarJointNames = MyAvatar.getJointNames();
this.poseFingers = function() {
for (var i = 0; i < this.avatarJointNames.length; i++) {
if (i > 17 || i < 34) {
// left hand fingers
MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(16, 0, 0));
} else if (i > 33 || i < 38) {
// left hand thumb
MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(4, 0, 0));
} else if (i > 41 || i < 58) {
// right hand fingers
MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(16, 0, 0));
} else if (i > 57 || i < 62) {
// right hand thumb
MyAvatar.setJointData(this.avatarJointNames[i], Quat.fromPitchYawRollDegrees(4, 0, 0));
}
}
};
if (!this.armsFree) {
this.poseFingers();
}
// frequency time wheel (foot / ground speed matching)
this.direction = FORWARDS;
this.strideLength = this.selectedWalk.calibration.strideLengthForwards;
this.frequencyTimeWheelPos = 0;
this.frequencyTimeWheelRadius = 0.5;
this.recentFrequencyTimeIncrements = [];
for(var i = 0; i < 8; i++) {
this.recentFrequencyTimeIncrements.push(0);
}
this.averageFrequencyTimeIncrement = 0;
this.advanceFrequencyTimeWheel = function(angle){
this.elapsedFTDegrees += angle;
this.recentFrequencyTimeIncrements.push(angle);
this.recentFrequencyTimeIncrements.shift();
for(increment in this.recentFrequencyTimeIncrements) {
this.averageFrequencyTimeIncrement += this.recentFrequencyTimeIncrements[increment];
}
this.averageFrequencyTimeIncrement /= this.recentFrequencyTimeIncrements.length;
this.frequencyTimeWheelPos += angle;
if (this.frequencyTimeWheelPos >= 360) {
this.frequencyTimeWheelPos = this.frequencyTimeWheelPos % 360;
}
}
// currently disabled due to breaking changes in js audio native objects
this.playFootStepSound = function(side) {
//var options = new AudioInjectionOptions();
//options.position = Camera.getPosition();
//options.volume = 0.3;
//var soundNumber = 2; // 0 to 2
//if (side === RIGHT && motion.makesFootStepSounds) {
// Audio.playS ound(walkAssets.footsteps[soundNumber + 1], options);
//} else if (side === LEFT && motion.makesFootStepSounds) {
// Audio.playSound(walkAssets.footsteps[soundNumber], options);
//}
}
// history
this.lastDirection = 0;
this.lastSpeed = 0;
this.transitionCount = 0;
this.lastDistanceToVoxels = 0;
}; // end Motion constructor
spatialInformation = (function() {
return {
distanceToVoxels: function() {
// use the blocking version of findRayIntersection to avoid errors
var pickRay = {origin: MyAvatar.position, direction: {x:0, y:-1, z:0}};
return Voxels.findRayIntersectionBlocking(pickRay).distance - motion.calibration.hipsToFeet;;
}
}
})(); // end spatialInformation object literal
// animation file manipulation
animation = (function() {
return {
zeroAnimation: function(animation) {
for (i in animation.joints) {
animation.joints[i].pitch = 0;
animation.joints[i].yaw = 0;
animation.joints[i].roll = 0;
animation.joints[i].pitchPhase = 0;
animation.joints[i].yawPhase = 0;
animation.joints[i].rollPhase = 0;
animation.joints[i].pitchOffset = 0;
animation.joints[i].yawOffset = 0;
animation.joints[i].rollOffset = 0;
if (i === 0) {
// Hips only
animation.joints[i].thrust = 0;
animation.joints[i].sway = 0;
animation.joints[i].bob = 0;
animation.joints[i].thrustPhase = 0;
animation.joints[i].swayPhase = 0;
animation.joints[i].bobPhase = 0;
}
}
},
blendAnimation: function(sourceAnimation, targetAnimation, percent) {
for (i in targetAnimation.joints) {
targetAnimation.joints[i].pitch += percent * sourceAnimation.joints[i].pitch;
targetAnimation.joints[i].yaw += percent * sourceAnimation.joints[i].yaw;
targetAnimation.joints[i].roll += percent * sourceAnimation.joints[i].roll;
targetAnimation.joints[i].pitchPhase += percent * sourceAnimation.joints[i].pitchPhase;
targetAnimation.joints[i].yawPhase += percent * sourceAnimation.joints[i].yawPhase;
targetAnimation.joints[i].rollPhase += percent * sourceAnimation.joints[i].rollPhase;
targetAnimation.joints[i].pitchOffset += percent * sourceAnimation.joints[i].pitchOffset;
targetAnimation.joints[i].yawOffset += percent * sourceAnimation.joints[i].yawOffset;
targetAnimation.joints[i].rollOffset += percent * sourceAnimation.joints[i].rollOffset;
if (i === 0) {
// Hips only
targetAnimation.joints[i].thrust += percent * sourceAnimation.joints[i].thrust;
targetAnimation.joints[i].sway += percent * sourceAnimation.joints[i].sway;
targetAnimation.joints[i].bob += percent * sourceAnimation.joints[i].bob;
targetAnimation.joints[i].thrustPhase += percent * sourceAnimation.joints[i].thrustPhase;
targetAnimation.joints[i].swayPhase += percent * sourceAnimation.joints[i].swayPhase;
targetAnimation.joints[i].bobPhase += percent * sourceAnimation.joints[i].bobPhase;
}
}
}
}
})(); // end animation object literal
// finite state machine. Avatar locomotion modes represent states in the FSM
state = (function () {
return {
// the finite list of states
STANDING: 1,
WALKING: 2,
SIDE_STEP: 3,
FLYING: 4,
currentState: this.STANDING,
// status vars
powerOn: true,
setInternalState: function(newInternalState) {
motion.elapsedFTDegrees = 0;
switch (newInternalState) {
case this.WALKING:
this.currentState = this.WALKING;
return;
case this.FLYING:
this.currentState = this.FLYING;
return;
case this.SIDE_STEP:
this.currentState = this.SIDE_STEP;
return;
case this.STANDING:
default:
this.currentState = this.STANDING;
return;
}
}
}
})(); // end state object literal
// constructor for animation Transition
Transition = function(nextAnimation, lastAnimation, lastTransition) {
// record the current state of animation
this.nextAnimation = nextAnimation;
this.lastAnimation = lastAnimation;
this.lastTransition = lastTransition;
// deal with transition recursion (overlapping transitions)
this.id = motion.transitionCount++; // serial number for this transition
this.recursionDepth = 0;
this.incrementRecursion = function() {
this.recursionDepth += 1;
if(this.lastTransition !== nullTransition) {
this.lastTransition.incrementRecursion();
if(this.lastTransition.recursionDepth > 5) {
delete this.lastTransition;
this.lastTransition = nullTransition;
}
}
}
if(lastTransition !== nullTransition) {
this.lastTransition.incrementRecursion();
}
this.reachPoses = []; // placeholder / stub: work in progress - array of reach poses for squash and stretch techniques
this.transitionDuration = 0.5; // length of transition (seconds)
this.easingLower = {x:0.60, y:0.03}; // Bezier curve handle
this.easingUpper = {x:0.87, y:1.35}; // Bezier curve handle
this.startTime = new Date().getTime(); // Starting timestamp (seconds)
this.progress = 0; // how far are we through the transition?
this.lastDirection = motion.lastDirection;
// collect information about the currently playing animation
this.lastDirection = motion.lastDirection;
this.lastFrequencyTimeWheelPos = motion.frequencyTimeWheelPos;
this.lastFrequencyTimeIncrement = motion.averageFrequencyTimeIncrement;
this.lastFrequencyTimeWheelRadius = motion.frequencyTimeWheelRadius;
this.stopAngle = 0; // what angle should we stop turning this frequency time wheel?
this.percentToMove = 0; // if we need to keep moving to complete a step, this will be set to 100
this.lastElapsedFTDegrees = motion.elapsedFTDegrees;
this.advancePreviousFrequencyTimeWheel = function() {
this.lastFrequencyTimeWheelPos += this.lastFrequencyTimeIncrement;
if (this.lastFrequencyTimeWheelPos >= 360) {
this.lastFrequencyTimeWheelPos = this.lastFrequencyTimeWheelPos % 360;
}
if(this.lastTransition !== nullTransition) {
this.lastTransition.advancePreviousFrequencyTimeWheel();
}
};
this.updateProgress = function() {
var elapasedTime = (new Date().getTime() - this.startTime) / 1000;
this.progress = elapasedTime / this.transitionDuration;
this.progress = filter.bezier((1 - this.progress),
{x: 0, y: 0},
this.easingLower,
this.easingUpper,
{x: 1, y: 1}).y;
// ensure there is at least some progress
if(this.progress <= 0) {
this.progress = VERY_SHORT_TIME;
}
if(this.lastTransition !== nullTransition) {
if(this.lastTransition.updateProgress() >= 1) {
// the previous transition is now complete
delete this.lastTransition;
this.lastTransition = nullTransition;
}
}
return this.progress;
};
this.blendTranslations = function(frequencyTimeWheelPos, direction) {
var lastTranslations = {x:0, y:0, z:0};
if(!isDefined(this.nextAnimation)) {
return lastTranslations;
}
var nextTranslations = calculateTranslations(this.nextAnimation,
frequencyTimeWheelPos,
direction);
// are we blending with a previous, still live transition?
if(this.lastTransition !== nullTransition) {
lastTranslations = this.lastTransition.blendTranslations(this.lastFrequencyTimeWheelPos,
this.lastDirection);
} else {
lastTranslations = calculateTranslations(this.lastAnimation,
this.lastFrequencyTimeWheelPos,
this.lastDirection);
}
nextTranslations.x = this.progress * nextTranslations.x +
(1 - this.progress) * lastTranslations.x;
nextTranslations.y = this.progress * nextTranslations.y +
(1 - this.progress) * lastTranslations.y;
nextTranslations.z = this.progress * nextTranslations.z +
(1 - this.progress) * lastTranslations.z;
return nextTranslations;
};
this.blendRotations = function(jointName, frequencyTimeWheelPos, direction) {
var lastRotations = {x:0, y:0, z:0};
var nextRotations = calculateRotations(jointName,
this.nextAnimation,
frequencyTimeWheelPos,
direction);
// are we blending with a previous, still live transition?
if(this.lastTransition !== nullTransition) {
lastRotations = this.lastTransition.blendRotations(jointName,
this.lastFrequencyTimeWheelPos,
this.lastDirection);
} else {
lastRotations = calculateRotations(jointName,
this.lastAnimation,
this.lastFrequencyTimeWheelPos,
this.lastDirection);
}
nextRotations.x = this.progress * nextRotations.x +
(1 - this.progress) * lastRotations.x;
nextRotations.y = this.progress * nextRotations.y +
(1 - this.progress) * lastRotations.y;
nextRotations.z = this.progress * nextRotations.z +
(1 - this.progress) * lastRotations.z;
return nextRotations;
};
}; // end Transition constructor
// individual joint modiers (mostly used to provide symmetry between left and right limbs)
JointModifiers = function(joint, direction) {
// gather modifiers and multipliers
this.pitchFrequencyMultiplier = 1;
this.pitchPhaseModifier = 0;
this.pitchReverseModifier = 0;
this.yawReverseModifier = 0;
this.rollReverseModifier = 0;
this.pitchSign = 1; // for sidestepping and incorrectly rigged Ron ToeBases
this.yawSign = 1;
this.rollSign = 1;
this.pitchReverseInvert = 1;
this.pitchOffsetSign = 1;
this.yawOffsetSign = 1;
this.rollOffsetSign = 1;
this.bobReverseModifier = 0;
this.bobFrequencyMultiplier = 1;
this.thrustFrequencyMultiplier = 1;
if (isDefined(joint.pitchFrequencyMultiplier)) {
this.pitchFrequencyMultiplier = joint.pitchFrequencyMultiplier;
}
if (isDefined(joint.pitchPhaseModifier)) {
this.pitchPhaseModifier = joint.pitchPhaseModifier;
}
if (isDefined(joint.pitchSign)) {
this.pitchSign = joint.pitchSign;
}
if (isDefined(joint.yawSign)) {
this.yawSign = joint.yawSign;
}
if (isDefined(joint.rollSign)) {
this.rollSign = joint.rollSign;
}
if (isDefined(joint.pitchReverseInvert) && direction === BACKWARDS) {
this.pitchReverseInvert = joint.pitchReverseInvert;
}
if (isDefined(joint.pitchReverseModifier) && direction === BACKWARDS) {
this.pitchReverseModifier = joint.pitchReverseModifier;
}
if (isDefined(joint.yawReverseModifier) && direction === BACKWARDS) {
this.yawReverseModifier = joint.yawReverseModifier;
}
if (isDefined(joint.rollReverseModifier) && direction === BACKWARDS) {
this.rollReverseModifier = joint.rollReverseModifier;
}
if (isDefined(joint.pitchOffsetSign)) {
this.pitchOffsetSign = joint.pitchOffsetSign;
}
if (isDefined(joint.yawOffsetSign)) {
this.yawOffsetSign = joint.yawOffsetSign;
}
if (isDefined(joint.rollOffsetSign)) {
this.rollOffsetSign = joint.rollOffsetSign;
}
if (isDefined(joint.bobReverseModifier) && direction === BACKWARDS) {
this.bobReverseModifier = joint.bobReverseModifier;
}
if (isDefined(joint.bobFrequencyMultiplier)) {
this.bobFrequencyMultiplier = joint.bobFrequencyMultiplier;
}
if (isDefined(joint.thrustFrequencyMultiplier)) {
this.thrustFrequencyMultiplier = joint.thrustFrequencyMultiplier;
}
};
walkAssets = (function () {
// load the sounds - currently disabled due to breaking changes in js audio native objects
//var _pathToSounds = 'https://s3.amazonaws.com/hifi-public/sounds/Footsteps/';
//var _footsteps = [];
//_footsteps.push(new Sound(_pathToSounds+"FootstepW2Left-12db.wav"));
//_footsteps.push(new Sound(_pathToSounds+"FootstepW2Right-12db.wav"));
//_footsteps.push(new Sound(_pathToSounds+"FootstepW3Left-12db.wav"));
//_footsteps.push(new Sound(_pathToSounds+"FootstepW3Right-12db.wav"));
//_footsteps.push(new Sound(_pathToSounds+"FootstepW5Left-12db.wav"));
//_footsteps.push(new Sound(_pathToSounds+"FootstepW5Right-12db.wav"));
// load the animation datafiles
Script.include(pathToAssets+"animations/dd-female-standard-walk-animation.js");
Script.include(pathToAssets+"animations/dd-female-standing-one-animation.js");
Script.include(pathToAssets+"animations/dd-female-flying-up-animation.js");
Script.include(pathToAssets+"animations/dd-female-flying-animation.js");
Script.include(pathToAssets+"animations/dd-female-flying-down-animation.js");
Script.include(pathToAssets+"animations/dd-female-flying-blend-animation.js");
Script.include(pathToAssets+"animations/dd-female-hovering-animation.js");
Script.include(pathToAssets+"animations/dd-female-sidestep-left-animation.js");
Script.include(pathToAssets+"animations/dd-female-sidestep-right-animation.js");
Script.include(pathToAssets+"animations/dd-male-standard-walk-animation.js");
Script.include(pathToAssets+"animations/dd-male-standing-one-animation.js");
Script.include(pathToAssets+"animations/dd-male-flying-up-animation.js");
Script.include(pathToAssets+"animations/dd-male-flying-animation.js");
Script.include(pathToAssets+"animations/dd-male-flying-down-animation.js");
Script.include(pathToAssets+"animations/dd-male-flying-blend-animation.js");
Script.include(pathToAssets+"animations/dd-male-hovering-animation.js");
Script.include(pathToAssets+"animations/dd-male-sidestep-left-animation.js");
Script.include(pathToAssets+"animations/dd-male-sidestep-right-animation.js");
Script.include(pathToAssets+"animations/dd-animation-reference.js");
var _femaleStandardWalk = new FemaleStandardWalk();
var _femaleFlyingUp = new FemaleFlyingUp();
var _femaleFlying = new FemaleFlying();
var _femaleFlyingDown = new FemaleFlyingDown();
var _femaleStandOne = new FemaleStandingOne();
var _femaleSideStepLeft = new FemaleSideStepLeft();
var _femaleSideStepRight = new FemaleSideStepRight();
var _femaleFlyingBlend = new FemaleFlyingBlend();
var _femaleHovering = new FemaleHovering();
var _maleStandardWalk = new MaleStandardWalk(filter);
var _maleStandOne = new MaleStandingOne();
var _maleSideStepLeft = new MaleSideStepLeft();
var _maleSideStepRight = new MaleSideStepRight();
var _maleFlying = new MaleFlying();
var _maleFlyingDown = new MaleFlyingDown();
var _maleFlyingUp = new MaleFlyingUp();
var _maleFlyingBlend = new MaleFlyingBlend();
var _maleHovering = new MaleHovering();
var _animationReference = new AnimationReference();
return {
// expose the sound assets
//footsteps: _footsteps,
// expose the animation assets
femaleStandardWalk: _femaleStandardWalk,
femaleFlyingUp: _femaleFlyingUp,
femaleFlying: _femaleFlying,
femaleFlyingDown: _femaleFlyingDown,
femaleFlyingBlend: _femaleFlyingBlend,
femaleHovering: _femaleHovering,
femaleStandOne: _femaleStandOne,
femaleSideStepLeft: _femaleSideStepLeft,
femaleSideStepRight: _femaleSideStepRight,
maleStandardWalk: _maleStandardWalk,
maleFlyingUp: _maleFlyingUp,
maleFlying: _maleFlying,
maleFlyingDown: _maleFlyingDown,
maleFlyingBlend: _maleFlyingBlend,
maleHovering: _maleHovering,
maleStandOne: _maleStandOne,
maleSideStepLeft: _maleSideStepLeft,
maleSideStepRight: _maleSideStepRight,
animationReference: _animationReference,
}
})();