away.js: simplify kneel animation handling
Instead of manually setting anim vars to play the kneel animation and enable/disable IK, use the MyAvatar.overrideAnimation() and MyAvatar.restoreAnimtion() functions, which did not exist when away.js was written. This should make it more robust and eliminate the issue with IK being stuck in the disabled state.
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@ -34,49 +34,23 @@ var OVERLAY_DATA_HMD = {
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alpha: 1,
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scale: 2,
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isFacingAvatar: true,
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drawInFront: true
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drawInFront: true
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};
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var AWAY_INTRO = {
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url: "http://hifi-content.s3.amazonaws.com/ozan/dev/anim/standard_anims_160127/kneel.fbx",
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playbackRate: 30.0,
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loopFlag: false,
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startFrame: 0.0,
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endFrame: 83.0
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};
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// ANIMATION
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// We currently don't have play/stopAnimation integrated with the animation graph, but we can get the same effect
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// using an animation graph with a state that we turn on and off through the animation var defined with that state.
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var awayAnimationHandlerId, activeAnimationHandlerId, stopper;
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function playAwayAnimation() {
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function animateAway() {
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return {isAway: true, isNotAway: false, isNotMoving: false, ikOverlayAlpha: 0.0};
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}
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if (stopper) {
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stopper = false;
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MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); // do it now, before making new assignment
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}
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awayAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateAway, null);
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MyAvatar.overrideAnimation(AWAY_INTRO.url, AWAY_INTRO.playbackRate, AWAY_INTRO.loopFlag, AWAY_INTRO.startFrame, AWAY_INTRO.endFrame);
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}
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function stopAwayAnimation() {
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MyAvatar.removeAnimationStateHandler(awayAnimationHandlerId);
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if (stopper) {
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print('WARNING: unexpected double stop');
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return;
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}
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// How do we know when to turn ikOverlayAlpha back on?
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// It cannot be as soon as we want to stop the away animation, because then things will look goofy as we come out of that animation.
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// (Imagine an away animation that sits or kneels, and then stands back up when coming out of it. If head is at the HMD, then it won't
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// want to track the standing up animation.)
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// The anim graph will trigger awayOutroOnDone when awayOutro is finished.
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var backToNormal = false;
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stopper = true;
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function animateActive(state) {
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if (state.awayOutroOnDone) {
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backToNormal = true;
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stopper = false;
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} else if (state.ikOverlayAlpha) {
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// Once the right state gets reflected back to us, we don't need the hander any more.
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// But we are locked against handler changes during the execution of a handler, so remove asynchronously.
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Script.setTimeout(function () { MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); }, 0);
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}
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// It might be cool to "come back to life" by fading the ik overlay back in over a short time. But let's see how this goes.
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return {isAway: false, isNotAway: true, ikOverlayAlpha: backToNormal ? 1.0 : 0.0}; // IWBNI we had a way of deleting an anim var.
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}
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activeAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateActive, ['ikOverlayAlpha', 'awayOutroOnDone']);
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MyAvatar.restoreAnimation();
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}
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// OVERLAY
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@ -112,15 +86,17 @@ function showOverlay() {
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var screen = Controller.getViewportDimensions();
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// keep the overlay it's natural size and always center it...
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Overlays.editOverlay(overlay, { visible: true,
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x: ((screen.x - OVERLAY_WIDTH) / 2),
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Overlays.editOverlay(overlay, { visible: true,
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x: ((screen.x - OVERLAY_WIDTH) / 2),
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y: ((screen.y - OVERLAY_HEIGHT) / 2) });
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}
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}
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function hideOverlay() {
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Overlays.editOverlay(overlay, {visible: false});
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Overlays.editOverlay(overlayHMD, {visible: false});
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}
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hideOverlay();
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function maybeMoveOverlay() {
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@ -163,6 +139,7 @@ function safeGetHMDMounted() {
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}
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return HMD.mounted;
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}
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var wasHmdMounted = safeGetHMDMounted();
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function goAway() {
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@ -263,7 +240,7 @@ Script.update.connect(maybeGoAway);
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Controller.mousePressEvent.connect(goActive);
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Controller.keyPressEvent.connect(maybeGoActive);
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// Note peek() so as to not interfere with other mappings.
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eventMapping.from(Controller.Standard.LeftPrimaryThumb).peek().to(goActive);
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eventMapping.from(Controller.Standard.LeftPrimaryThumb).peek().to(goActive);
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eventMapping.from(Controller.Standard.RightPrimaryThumb).peek().to(goActive);
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eventMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(goActive);
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eventMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(goActive);
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