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Merge pull request #2520 from webaverse/2519-app-avatar.js-should-be-…
…broken-up-to-better-separate-concerns 2519 app avatar.js should be broken up to better separate concerns
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class AnimationMapping { | ||
constructor(animationTrackName, boneName, isTop, isPosition) { | ||
this.animationTrackName = animationTrackName; | ||
this.boneName = boneName; | ||
this.isTop = isTop; | ||
this.isPosition = isPosition; | ||
} | ||
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clone() { | ||
return new AnimationMapping(this.animationTrackName, this.boneName, this.isTop, this.isPosition); | ||
} | ||
} | ||
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export const animationMappingConfig = [ | ||
new AnimationMapping('mixamorigHips.position', 'Hips', false, true), | ||
new AnimationMapping('mixamorigHips.quaternion', 'Hips', false, false), | ||
new AnimationMapping('mixamorigSpine.quaternion', 'Spine', true, false), | ||
new AnimationMapping('mixamorigSpine1.quaternion', 'Chest', true, false), | ||
new AnimationMapping('mixamorigSpine2.quaternion', 'UpperChest', true, false), | ||
new AnimationMapping('mixamorigNeck.quaternion', 'Neck', true, false), | ||
new AnimationMapping('mixamorigHead.quaternion', 'Head', true, false), | ||
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new AnimationMapping('mixamorigLeftShoulder.quaternion', 'Left_shoulder', true, false), | ||
new AnimationMapping('mixamorigLeftArm.quaternion', 'Left_arm', true, false), | ||
new AnimationMapping('mixamorigLeftForeArm.quaternion', 'Left_elbow', true, false), | ||
new AnimationMapping('mixamorigLeftHand.quaternion', 'Left_wrist', true, false), | ||
new AnimationMapping('mixamorigLeftHandMiddle1.quaternion', 'Left_middleFinger1', true, false), | ||
new AnimationMapping('mixamorigLeftHandMiddle2.quaternion', 'Left_middleFinger2', true, false), | ||
new AnimationMapping('mixamorigLeftHandMiddle3.quaternion', 'Left_middleFinger3', true, false), | ||
new AnimationMapping('mixamorigLeftHandThumb1.quaternion', 'Left_thumb0', true, false), | ||
new AnimationMapping('mixamorigLeftHandThumb2.quaternion', 'Left_thumb1', true, false), | ||
new AnimationMapping('mixamorigLeftHandThumb3.quaternion', 'Left_thumb2', true, false), | ||
new AnimationMapping('mixamorigLeftHandIndex1.quaternion', 'Left_indexFinger1', true, false), | ||
new AnimationMapping('mixamorigLeftHandIndex2.quaternion', 'Left_indexFinger2', true, false), | ||
new AnimationMapping('mixamorigLeftHandIndex3.quaternion', 'Left_indexFinger3', true, false), | ||
new AnimationMapping('mixamorigLeftHandRing1.quaternion', 'Left_ringFinger1', true, false), | ||
new AnimationMapping('mixamorigLeftHandRing2.quaternion', 'Left_ringFinger2', true, false), | ||
new AnimationMapping('mixamorigLeftHandRing3.quaternion', 'Left_ringFinger3', true, false), | ||
new AnimationMapping('mixamorigLeftHandPinky1.quaternion', 'Left_littleFinger1', true, false), | ||
new AnimationMapping('mixamorigLeftHandPinky2.quaternion', 'Left_littleFinger2', true, false), | ||
new AnimationMapping('mixamorigLeftHandPinky3.quaternion', 'Left_littleFinger3', true, false), | ||
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new AnimationMapping('mixamorigRightShoulder.quaternion', 'Right_shoulder', true, false), | ||
new AnimationMapping('mixamorigRightArm.quaternion', 'Right_arm', true, false), | ||
new AnimationMapping('mixamorigRightForeArm.quaternion', 'Right_elbow', true, false), | ||
new AnimationMapping('mixamorigRightHand.quaternion', 'Right_wrist', true, false), | ||
new AnimationMapping('mixamorigRightHandMiddle1.quaternion', 'Right_middleFinger1', true, false), | ||
new AnimationMapping('mixamorigRightHandMiddle2.quaternion', 'Right_middleFinger2', true, false), | ||
new AnimationMapping('mixamorigRightHandMiddle3.quaternion', 'Right_middleFinger3', true, false), | ||
new AnimationMapping('mixamorigRightHandThumb1.quaternion', 'Right_thumb0', true, false), | ||
new AnimationMapping('mixamorigRightHandThumb2.quaternion', 'Right_thumb1', true, false), | ||
new AnimationMapping('mixamorigRightHandThumb3.quaternion', 'Right_thumb2', true, false), | ||
new AnimationMapping('mixamorigRightHandIndex1.quaternion', 'Right_indexFinger1', true, false), | ||
new AnimationMapping('mixamorigRightHandIndex2.quaternion', 'Right_indexFinger2', true, false), | ||
new AnimationMapping('mixamorigRightHandIndex3.quaternion', 'Right_indexFinger3', true, false), | ||
new AnimationMapping('mixamorigRightHandRing1.quaternion', 'Right_ringFinger1', true, false), | ||
new AnimationMapping('mixamorigRightHandRing2.quaternion', 'Right_ringFinger2', true, false), | ||
new AnimationMapping('mixamorigRightHandRing3.quaternion', 'Right_ringFinger3', true, false), | ||
new AnimationMapping('mixamorigRightHandPinky1.quaternion', 'Right_littleFinger1', true, false), | ||
new AnimationMapping('mixamorigRightHandPinky2.quaternion', 'Right_littleFinger2', true, false), | ||
new AnimationMapping('mixamorigRightHandPinky3.quaternion', 'Right_littleFinger3', true, false), | ||
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new AnimationMapping('mixamorigRightUpLeg.quaternion', 'Right_leg', false, false), | ||
new AnimationMapping('mixamorigRightLeg.quaternion', 'Right_knee', false, false), | ||
new AnimationMapping('mixamorigRightFoot.quaternion', 'Right_ankle', false, false), | ||
new AnimationMapping('mixamorigRightToeBase.quaternion', 'Right_toe', false, false), | ||
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new AnimationMapping('mixamorigLeftUpLeg.quaternion', 'Left_leg', false, false), | ||
new AnimationMapping('mixamorigLeftLeg.quaternion', 'Left_knee', false, false), | ||
new AnimationMapping('mixamorigLeftFoot.quaternion', 'Left_ankle', false, false), | ||
new AnimationMapping('mixamorigLeftToeBase.quaternion', 'Left_toe', false, false), | ||
]; |
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export default class Blinker { | ||
constructor() { | ||
this.mode = 'ready'; | ||
this.waitTime = 0; | ||
this.lastTimestamp = 0; | ||
} | ||
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update(now) { | ||
const _setOpen = () => { | ||
this.mode = 'open'; | ||
this.waitTime = (0.5 + 0.5 * Math.random()) * 3000; | ||
this.lastTimestamp = now; | ||
}; | ||
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switch (this.mode) { | ||
case 'ready': { | ||
_setOpen(); | ||
return 0; | ||
} | ||
case 'open': { | ||
const timeDiff = now - this.lastTimestamp; | ||
if (timeDiff > this.waitTime) { | ||
this.mode = 'closing'; | ||
this.waitTime = 100; | ||
this.lastTimestamp = now; | ||
} | ||
return 0; | ||
} | ||
case 'closing': { | ||
const f = Math.min(Math.max((now - this.lastTimestamp) / this.waitTime, 0), 1); | ||
if (f < 1) { | ||
return f; | ||
} else { | ||
this.mode = 'opening'; | ||
this.waitTime = 100; | ||
this.lastTimestamp = now; | ||
return 1; | ||
} | ||
} | ||
case 'opening': { | ||
const f = Math.min(Math.max((now - this.lastTimestamp) / this.waitTime, 0), 1); | ||
if (f < 1) { | ||
return 1 - f; | ||
} else { | ||
_setOpen(); | ||
return 0; | ||
} | ||
} | ||
} | ||
} | ||
} |
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export default class Emoter { | ||
constructor() { | ||
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} | ||
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update() { | ||
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} | ||
} |
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import * as THREE from 'three'; | ||
import { | ||
getEyePosition, | ||
} from './util.mjs'; | ||
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const localVector = new THREE.Vector3(); | ||
const localVector2 = new THREE.Vector3(); | ||
const localQuaternion = new THREE.Quaternion(); | ||
const localPlane = new THREE.Plane(); | ||
export default class Looker { | ||
constructor(avatar) { | ||
this.avatar = avatar; | ||
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this.mode = 'ready'; | ||
this.startTarget = new THREE.Vector3(); | ||
this.endTarget = new THREE.Vector3(); | ||
this.waitTime = 0; | ||
this.lastTimestamp = 0; | ||
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this._target = new THREE.Vector3(); | ||
} | ||
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// returns the world space eye target | ||
update(now) { | ||
const _getEndTargetRandom = target => { | ||
const root = this.avatar.modelBoneOutputs.Root; | ||
const eyePosition = getEyePosition(this.avatar.modelBones); | ||
return target.copy(eyePosition) | ||
.add( | ||
localVector.set(0, 0, 1.5 + 3 * Math.random()) | ||
.applyQuaternion(localQuaternion.setFromRotationMatrix(root.matrixWorld)), | ||
) | ||
.add( | ||
localVector.set(-0.5 + Math.random(), (-0.5 + Math.random()) * 0.3, -0.5 + Math.random()) | ||
.normalize(), | ||
// .multiplyScalar(1) | ||
); | ||
}; | ||
const _getEndTargetForward = target => { | ||
const root = this.avatar.modelBoneOutputs.Root; | ||
const eyePosition = getEyePosition(this.avatar.modelBones); | ||
return target.copy(eyePosition) | ||
.add( | ||
localVector.set(0, 0, 2) | ||
.applyQuaternion(localQuaternion.setFromRotationMatrix(root.matrixWorld)), | ||
); | ||
}; | ||
const _startMove = () => { | ||
this.mode = 'moving'; | ||
// const head = this.avatar.modelBoneOutputs['Head']; | ||
// const root = this.avatar.modelBoneOutputs['Root']; | ||
this.startTarget.copy(this.endTarget); | ||
_getEndTargetRandom(this.endTarget); | ||
this.waitTime = 100; | ||
this.lastTimestamp = now; | ||
}; | ||
const _startDelay = () => { | ||
this.mode = 'delay'; | ||
this.waitTime = Math.random() * 2000; | ||
this.lastTimestamp = now; | ||
}; | ||
const _startWaiting = () => { | ||
this.mode = 'waiting'; | ||
this.waitTime = Math.random() * 3000; | ||
this.lastTimestamp = now; | ||
}; | ||
const _isSpeedTooFast = () => this.avatar.velocity.length() > 0.5; | ||
const _isPointTooClose = () => { | ||
const root = this.avatar.modelBoneOutputs.Root; | ||
// const head = this.avatar.modelBoneOutputs['Head']; | ||
localVector.set(0, 0, 1) | ||
.applyQuaternion(localQuaternion.setFromRotationMatrix(root.matrixWorld)); | ||
localVector2.setFromMatrixPosition(root.matrixWorld); | ||
localPlane.setFromNormalAndCoplanarPoint( | ||
localVector, | ||
localVector2, | ||
); | ||
const distance = localPlane.distanceToPoint(this.endTarget); | ||
return distance < 1; | ||
}; | ||
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// console.log('got mode', this.mode, this.waitTime); | ||
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if (_isSpeedTooFast()) { | ||
_getEndTargetForward(this.endTarget); | ||
// this.startTarget.copy(this.endTarget); | ||
_startDelay(); | ||
return null; | ||
} else if (_isPointTooClose()) { | ||
_getEndTargetForward(this.endTarget); | ||
// this.startTarget.copy(this.endTarget); | ||
_startDelay(); | ||
return null; | ||
} else { | ||
switch (this.mode) { | ||
case 'ready': { | ||
_startMove(); | ||
return this.startTarget; | ||
} | ||
case 'delay': { | ||
const timeDiff = now - this.lastTimestamp; | ||
if (timeDiff > this.waitTime) { | ||
_startMove(); | ||
return this.startTarget; | ||
} else { | ||
return null; | ||
} | ||
} | ||
case 'moving': { | ||
const timeDiff = now - this.lastTimestamp; | ||
const f = Math.min(Math.max(timeDiff / this.waitTime, 0), 1); | ||
// console.log('got time diff', timeDiff, this.waitTime, f); | ||
const target = this._target.copy(this.startTarget) | ||
.lerp(this.endTarget, f); | ||
// _setTarget(target); | ||
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if (f >= 1) { | ||
_startWaiting(); | ||
} | ||
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return target; | ||
} | ||
case 'waiting': { | ||
const f = Math.min(Math.max((now - this.lastTimestamp) / this.waitTime, 0), 1); | ||
if (f >= 1) { | ||
_startMove(); | ||
return this.startTarget; | ||
} else { | ||
return this.endTarget; | ||
} | ||
} | ||
} | ||
} | ||
} | ||
} |
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export default class Nodder { | ||
constructor() { | ||
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} | ||
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update() { | ||
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} | ||
} |
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