| 1 |
<?xml version="1.0" encoding="UTF-8"?>
|
| 2 |
<!DOCTYPE X3D PUBLIC "ISO//Web3D//DTD X3D 3.2//EN" "https://www.web3d.org/specifications/x3d-3.2.dtd">
|
| 3 | <X3D profile='Immersive' version='3.2' xmlns:xsd='http://www.w3.org/2001/XMLSchema-instance' xsd:noNamespaceSchemaLocation='https://www.web3d.org/specifications/x3d-3.2.xsd'> |
| 4 | <head> |
| 5 | <meta name='title' content=' FollowerPrototypeDeclarations.x3d '/> |
| 6 | <meta name='description' content='Original implementation pattern as prototype declarations for Follower (Chaser and Damper) nodes, useful for browser developers.'/> |
| 7 | <meta name='creator' content='Herbert Stocker'/> |
| 8 | <meta name='translator' content='Don Brutzman'/> |
| 9 | <meta name='created' content='18 April 2006'/> |
| 10 | <meta name='translated' content='2 December 2011'/> |
| 11 | <meta name='modified' content='2 January 2025'/> |
| 12 | <meta name=' warning ' content=' This scene was used for X3D development and is no longer correct. '/> |
| 13 | <meta name='specificationSection' content='X3D Architecture, clause 39 Followers component'/> |
| 14 | <meta name='specificationUrl' content=' https://www.web3d.org/specifications/X3Dv4/ISO-IEC19775-1v4-IS/Part01/components/followers.html '/> |
| 15 | <meta name='reference' content=' FollowerExternalPrototypeDeclarations.x3d '/> |
| 16 | <meta name='reference' content='originals/Chasers.wrl'/> |
| 17 | <meta name='reference' content='originals/Dampers.wrl'/> |
| 18 | <meta name='reference' content=' Stocker_06_Followers.pdf '/> |
| 19 | <meta name='reference' content='http://www.hersto.com/Publications/Followers'/> |
| 20 | <meta name='requires' content='X3D version 3.0, 3.1'/> |
| 21 | <meta name='subject' content='X3D Follower Chaser Damper'/> |
| 22 | <meta name='reference' content=' https://www.web3d.org/x3d/specifications/ISO-IEC-19775-1.2-X3D-AbstractSpecification/Part01/components/followers.html '/> |
| 23 | <meta name='reference' content=' https://www.web3d.org/x3d/content/examples/X3dSceneAuthoringHints.html '/> |
| 24 | <meta name='identifier' content=' https://www.web3d.org/x3d/content/examples/Basic/Followers/FollowerPrototypeDeclarations.x3d '/> |
| 25 | <meta name='generator' content=' Vrml97ToX3dNist, http://ovrt.nist.gov/v2_x3d.html '/> |
| 26 | <meta name='generator' content='X3D-Edit 3.3, https://www.web3d.org/x3d/tools/X3D-Edit'/> |
| 27 | <meta name='license' content='../../license.html'/> |
| 28 | <!-- meta content='Rename and test these prototypes to match final names in X3D Specification Followers Component' name='TODO'> --> |
| 29 | <!-- meta content='Ensure full coverage of follower nodes in order to provide backwards compatibility with X3D v3.0 and v3.1.' name='TO DO' --> |
| 30 | <!-- meta content='Xj3D Player Bugzilla Issue http://bugzilla.xj3d.org/show_bug.cgi?id=639' name='TODO' --> |
| 31 | </head> |
| 32 | <Scene> |
| 33 | <WorldInfo info=' "The ExternProto nodes found in this file implement principles described in the paper" "Linear Filters - Animating Objects in a Flexible and Pleasing Way" "They have been proposed and added to the X3D standard in 2006." "Webpage: "http://www.hersto.net/Followers" "" "Please use the code in this file in any content or application you like" "or modify it in any way." "" "The code here works, however things like detecting when a transition has ended" "and when the node can stop calculating and updating the output or secondary fields" "like set_value or initial_destination are not yet implemented." "Nevertheless, set_destination and value_changed do work." ' title='Damper nodes'/> |
| 34 | <ProtoDeclare name='PositionChaser'> |
| 35 | <ProtoInterface> |
| 36 | <field name='value_changed' type='SFVec3f' accessType='outputOnly'/> |
| 37 | <field name='set_value' type='SFVec3f' accessType='inputOnly'/> |
| 38 | <field name='credits' type='MFString' value=' "Initial idea and copyright by Herbert Stocker "http://www.hersto.net"' accessType='initializeOnly'/> |
| 39 | <field name='isActive' type='SFBool' accessType='outputOnly'/> |
| 40 | <field name='set_destination' type='SFVec3f' accessType='inputOnly'/> |
| 41 | <field name='duration' type='SFTime' value='1.0' accessType='initializeOnly'/> |
| 42 | <field name='initial_destination' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 43 | <field name='initial_value' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 44 | </ProtoInterface> |
| 45 | <ProtoBody> |
| 46 |
<!-- ROUTE information for ScreenPositionDamper_PositionChaser node:
[from Tmer_PositionChaser.time to Tick
]
-->
<Script DEF='ScreenPositionDamper_PositionChaser'> |
| 47 | <field name='Tick' type='SFTime' accessType='inputOnly'/> |
| 48 | <field name='set_value' type='SFVec3f' accessType='inputOnly'/> |
| 49 | <field name='duration' type='SFTime' accessType='initializeOnly'/> |
| 50 | <field name='Buffer' type='MFVec3f' accessType='initializeOnly'/> |
| 51 | <field name='bInitialized' type='SFBool' value='false' accessType='initializeOnly'/> |
| 52 | <field name='BufferEndTime' type='SFTime' value='0.0' accessType='initializeOnly'/> |
| 53 | <field name='cNumSupports' type='SFInt32' value='10' accessType='initializeOnly'/> |
| 54 | <field name='set_destination' type='SFVec3f' accessType='inputOnly'/> |
| 55 | <field name='value_changed' type='SFVec3f' accessType='outputOnly'/> |
| 56 | <field name='cStepTime' type='SFTime' value='0.0' accessType='initializeOnly'/> |
| 57 | <field name='previousValue' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 58 | <field name='initial_destination' type='SFVec3f' accessType='initializeOnly'/> |
| 59 | <field name='destination' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 60 | <field name='isActive' type='SFBool' accessType='outputOnly'/> |
| 61 | <field name='initial_value' type='SFVec3f' accessType='initializeOnly'/> |
| 62 | <IS> |
| 63 | <connect nodeField='set_value' protoField='set_value'/> |
| 64 | <connect nodeField='duration' protoField='duration'/> |
| 65 | <connect nodeField='set_destination' protoField='set_destination'/> |
| 66 | <connect nodeField='value_changed' protoField='value_changed'/> |
| 67 | <connect nodeField='initial_destination' protoField='initial_destination'/> |
| 68 | <connect nodeField='isActive' protoField='isActive'/> |
| 69 | <connect nodeField='initial_value' protoField='initial_value'/> |
| 70 | </IS> |
<![CDATA[
ecmascript:
function initialize()
{
CheckInit();
}
function CheckInit()
{
if(!bInitialized)
{
bInitialized= true; // Init() may call other functions that call CheckInit(). In that case it's better the flag is already set, otherwise an endless loop would occur.
Init();
}
}
function Init()
{
destination= initial_destination;
Buffer.length= cNumSupports;
Buffer[0]= initial_destination;
for(var C= 1; C<Buffer.length; C++ )
Buffer[C]= initial_value;
previousValue= initial_value;
cStepTime= duration / cNumSupports;
}
function set_destination(Dest, Now)
{
CheckInit();
destination= Dest;
// Somehow we assign to Buffer[-1] and wait untill this gets shifted into the real buffer.
// Would we assign to Buffer[0] instead, we'd have no delay, but this would create a jump in the
// output because Buffer[0] is associated with a value in the past.
UpdateBuffer(Now);
}
function Tick(Now)
{
CheckInit();
if(!BufferEndTime)
{
BufferEndTime= Now; // first event we received, so we are in the initialization phase.
value_changed= initial_value;
return;
}
var Frac= UpdateBuffer(Now);
// Frac is a value in 0 <= Frac < 1.
// Now we can calculate the output.
// This means we calculate the delta between each entry in Buffer and its previous
// entries, calculate the step response of each such step and add it to form the output.
// The oldest vaule Buffer[Buffer.length - 1] needs some extra thought, because it has
// no previous value. More exactly, we haven't stored a previous value anymore.
// However, the step response of that missing previous value has already reached its
// destination, so we can - would we have that previous value - use this as a start point
// for adding the step responses.
// Actually UpdateBuffer(.) maintains this value in
var Output= previousValue;
var DeltaIn= Buffer[Buffer.length - 1].subtract(previousValue);
var DeltaOut= DeltaIn.multiply(StepResponse((Buffer.length - 1 + Frac) * cStepTime));
Output= Output.add(DeltaOut);
for(var C= Buffer.length - 2; C>=0; C-- )
{
var DeltaIn= Buffer[C].subtract(Buffer[C + 1]);
var DeltaOut= DeltaIn.multiply(StepResponse((C + Frac) * cStepTime));
Output= Output.add(DeltaOut);
}
if(Output != value_changed)
value_changed= Output;
}
function UpdateBuffer(Now)
{
var Frac= (Now - BufferEndTime) / cStepTime;
// is normally < 1. When it has grown to be larger than 1, we have to shift the array because the step response
// of the oldest entry has already reached its destination, and it's time for a newer entry.
// has already reached it
// In the case of a very low frame rate, or a very short cStepTime we may need to shift by more than one entry.
if(Frac >= 1)
{
var NumToShift= Math.floor(Frac);
Frac-= NumToShift;
if(NumToShift < Buffer.length)
{ // normal case.
previousValue= Buffer[Buffer.length - NumToShift];
for(var C= Buffer.length - 1; C>=NumToShift; C-- )
Buffer[C]= Buffer[C - NumToShift];
for(var C= 0; C<NumToShift; C++ )
{
// Hmm, we have a destination value, but don't know how it has
// reached the current state.
// Therefore we do a linear interpolation from the latest value in the buffer to destination.
var Alpha= C / NumToShift;
Buffer[C]= Buffer[NumToShift].multiply(Alpha).add(destination.multiply((1 - Alpha)));
}
}else
{
// degenerated case:
//
// We have a _VERY_ low frame rate...
// we can only guess how we should fill the array.
// Maybe we could write part of a linear interpolation
// from Buffer[0] to destination, that goes from BufferEndTime to Now
// (possibly only the end of the interpolation is to be written),
// but if we rech here we are in a very degenerate case...
// Thus we just write destination to the buffer.
previousValue= NumToShift == Buffer.length? Buffer[0] : destination;
for(var C= 0; C<Buffer.length; C++ )
Buffer[C]= destination;
}
BufferEndTime+= NumToShift * cStepTime;
}
return Frac;
}
function StepResponse(t)
{
if(t < 0)
return 0;
if(t > duration)
return 1;
// When optimizing for speed, the above two if(.) cases can be omitted,
// as this funciton will not be called for values outside of 0..duration.
return StepResponseCore(t / duration);
}
// This function defines the shape of how the output responds to the input.
// It must accept values for T in the range 0 <= T <= 1.
// In order to create a smooth animation, it should return 0 for T == 0,
// 1 for T == 1 and be sufficient smooth in the range 0 <= T <= 1.
// It should be optimized for speed, in order for high performance. It's
// executed Buffer.length + 1 times each simulation tick.
function StepResponseCore(T)
{
return .5 - .5 * Math.cos(T * Math.PI);
}
// The following functions are not used. They provide other responses (for fun).
function StepResponseCoreF(T)
{
var cTau= .3;
var cFrequency= 2.5;
return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (1 - T);
// return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (1 - T) * (1 - T);
// return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (.5 + .5 * Math.cos(T * Math.PI));
// return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (.5 + .5 * Math.cos(T * Math.PI))* (.5 + .5 * Math.cos(T * Math.PI));
}
function StepResponseCoreE(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cFrequency= 2.5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.sin(Math.sqrt(1 - T) * Math.PI/2);
return A * .8 + B * .2;
}
function StepResponseCoreD(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cFrequency= 2.5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.sin((1 - T) * Math.PI/2);
return A * .8 + B * .2;
}
function StepResponseCoreC(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cTau= .3;
var cFrequency= 5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (1 - T);
return A * .8 + B * .2;
}
function StepResponseCoreB(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cTau= .3;
var cFrequency= 5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) /** Math.exp(-T / cTau)*/ * (1 - T);
return A * .8 + B * .2;
}
function StepResponseCoreA(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cTau= .3;
var cFrequency= 5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) /** Math.exp(-T / cTau)*/ * (1 - T);
var Alpha= .2 * T;
return A * (1 - Alpha) + B * Alpha;
}
]]>
|
|
| 72 | </Script> |
| 73 |
<!-- ROUTE information for Tmer_PositionChaser node:
[from time to ScreenPositionDamper_PositionChaser.Tick
]
-->
<TimeSensor DEF='Tmer_PositionChaser' loop='true'/> |
| 74 | < ROUTE fromNode='Tmer_PositionChaser' fromField='time' toNode='ScreenPositionDamper_PositionChaser' toField='Tick'/> |
| 75 | </ProtoBody> |
| 76 | </ProtoDeclare> |
| 77 | <ProtoDeclare name='OrientationChaser'> |
| 78 | <ProtoInterface> |
| 79 | <field name='value_changed' type='SFRotation' accessType='outputOnly'/> |
| 80 | <field name='set_value' type='SFRotation' accessType='inputOnly'/> |
| 81 | <field name='credits' type='MFString' value=' "Initial idea and copyright by Herbert Stocker "http://www.hersto.net/"' accessType='initializeOnly'/> |
| 82 | <field name='isActive' type='SFBool' accessType='outputOnly'/> |
| 83 | <field name='set_destination' type='SFRotation' accessType='inputOnly'/> |
| 84 | <field name='duration' type='SFTime' value='1.0' accessType='initializeOnly'/> |
| 85 | <field name='initial_destination' type='SFRotation' value='0.0 0.0 1.0 0.0' accessType='initializeOnly'/> |
| 86 | <field name='initial_value' type='SFRotation' value='0.0 0.0 1.0 0.0' accessType='initializeOnly'/> |
| 87 | </ProtoInterface> |
| 88 | <ProtoBody> |
| 89 |
<!-- ROUTE information for ScreenPositionDamper_OrientationChaser node:
[from Tmer_OrientationChaser.time to Tick
]
-->
<Script DEF='ScreenPositionDamper_OrientationChaser'> |
| 90 | <field name='Tick' type='SFTime' accessType='inputOnly'/> |
| 91 | <field name='set_value' type='SFRotation' accessType='inputOnly'/> |
| 92 | <field name='duration' type='SFTime' accessType='initializeOnly'/> |
| 93 | <field name='Buffer' type='MFRotation' accessType='initializeOnly'/> |
| 94 | <field name='bInitialized' type='SFBool' value='false' accessType='initializeOnly'/> |
| 95 | <field name='BufferEndTime' type='SFTime' value='0.0' accessType='initializeOnly'/> |
| 96 | <field name='cNumSupports' type='SFInt32' value='10' accessType='initializeOnly'/> |
| 97 | <field name='set_destination' type='SFRotation' accessType='inputOnly'/> |
| 98 | <field name='value_changed' type='SFRotation' accessType='outputOnly'/> |
| 99 | <field name='cStepTime' type='SFTime' value='0.0' accessType='initializeOnly'/> |
| 100 | <field name='previousValue' type='SFRotation' value='0.0 0.0 1.0 0.0' accessType='initializeOnly'/> |
| 101 | <field name='initial_destination' type='SFRotation' accessType='initializeOnly'/> |
| 102 | <field name='destination' type='SFRotation' value='0.0 0.0 1.0 0.0' accessType='initializeOnly'/> |
| 103 | <field name='isActive' type='SFBool' accessType='outputOnly'/> |
| 104 | <field name='initial_value' type='SFRotation' accessType='initializeOnly'/> |
| 105 | <IS> |
| 106 | <connect nodeField='set_value' protoField='set_value'/> |
| 107 | <connect nodeField='duration' protoField='duration'/> |
| 108 | <connect nodeField='set_destination' protoField='set_destination'/> |
| 109 | <connect nodeField='value_changed' protoField='value_changed'/> |
| 110 | <connect nodeField='initial_destination' protoField='initial_destination'/> |
| 111 | <connect nodeField='isActive' protoField='isActive'/> |
| 112 | <connect nodeField='initial_value' protoField='initial_value'/> |
| 113 | </IS> |
<![CDATA[
ecmascript:
function initialize()
{
CheckInit();
}
function CheckInit()
{
if(!bInitialized)
{
bInitialized= true; // Init() may call other functions that call CheckInit(). In that case it's better the flag is already set, otherwise an endless loop would occur.
Init();
}
}
function Init()
{
destination= initial_destination;
Buffer.length= cNumSupports;
Buffer[0]= initial_destination;
for(var C= 1; C<Buffer.length; C++ )
Buffer[C]= initial_value;
previousValue= initial_value;
cStepTime= duration / cNumSupports;
}
function set_destination(Dest, Now)
{
CheckInit();
destination= Dest;
// Somehow we assign to Buffer[-1] and wait untill this gets shifted into the real buffer.
// Would we assign to Buffer[0] instead, we'd have no delay, but this would create a jump in the
// output because Buffer[0] is associated with a value in the past.
UpdateBuffer(Now);
}
function Tick(Now)
{
CheckInit();
if(!BufferEndTime)
{
BufferEndTime= Now; // first event we received, so we are in the initialization phase.
value_changed= initial_value;
return;
}
var Frac= UpdateBuffer(Now);
// Frac is a value in 0 <= Frac < 1.
// Now we can calculate the output.
// This means we calculate the delta between each entry in Buffer and its previous
// entries, calculate the step response of each such step and add it to form the output.
// The oldest vaule Buffer[Buffer.length - 1] needs some extra thought, because it has
// no previous value. More exactly, we haven't stored a previous value anymore.
// However, the step response of that missing previous value has already reached its
// destination, so we can - would we have that previous value - use this as a start point
// for adding the step responses.
// Actually UpdateBuffer(.) maintains this value in
var Output= previousValue;
var DeltaIn= previousValue.inverse().multiply(Buffer[Buffer.length - 1]);
Output= Output.slerp(Output.multiply(DeltaIn), StepResponse((Buffer.length - 1 + Frac) * cStepTime));
for(var C= Buffer.length - 2; C>=0; C-- )
{
var DeltaIn= Buffer[C + 1].inverse().multiply(Buffer[C]);
Output= Output.slerp(Output.multiply(DeltaIn), StepResponse((C + Frac) * cStepTime));
}
if(Output != value_changed)
value_changed= Output;
}
function UpdateBuffer(Now)
{
var Frac= (Now - BufferEndTime) / cStepTime;
// is normally < 1. When it has grown to be larger than 1, we have to shift the array because the step response
// of the oldest entry has already reached its destination, and it's time for a newer entry.
// has already reached it
// In the case of a very low frame rate, or a very short cStepTime we may need to shift by more than one entry.
if(Frac >= 1)
{
var NumToShift= Math.floor(Frac);
Frac-= NumToShift;
if(NumToShift < Buffer.length)
{ // normal case.
previousValue= Buffer[Buffer.length - NumToShift];
for(var C= Buffer.length - 1; C>=NumToShift; C-- )
Buffer[C]= Buffer[C - NumToShift];
for(var C= 0; C<NumToShift; C++ )
{
// Hmm, we have a destination value, but don't know how it has
// reached the current state.
// Therefore we do a linear interpolation from the latest value in the buffer to destination.
Buffer[C]= destination.slerp(Buffer[NumToShift], C / NumToShift);
}
}else
{
// degenerated case:
//
// We have a _VERY_ low frame rate...
// we can only guess how we should fill the array.
// Maybe we could write part of a linear interpolation
// from Buffer[0] to destination, that goes from BufferEndTime to Now
// (possibly only the end of the interpolation is to be written),
// but if we rech here we are in a very degenerate case...
// Thus we just write destination to the buffer.
previousValue= NumToShift == Buffer.length? Buffer[0] : destination;
for(var C= 0; C<Buffer.length; C++ )
Buffer[C]= destination;
}
BufferEndTime+= NumToShift * cStepTime;
}
return Frac;
}
function StepResponse(t)
{
if(t < 0)
return 0;
if(t > duration)
return 1;
// When optimizing for speed, the above two if(.) cases can be omitted,
// as this funciton will not be called for values outside of 0..duration.
return StepResponseCore(t / duration);
}
// This function defines the shape of how the output responds to the input.
// It must accept values for T in the range 0 <= T <= 1.
// In order to create a smooth animation, it should return 0 for T == 0,
// 1 for T == 1 and be sufficient smooth in the range 0 <= T <= 1.
// It should be optimized for speed, in order for high performance. It's
// executed Buffer.length + 1 times each simulation tick.
function StepResponseCore(T)
{
return .5 - .5 * Math.cos(T * Math.PI);
}
// The following functions are not used. They provide other responses (for fun).
function StepResponseCoreG(T)
{
var cTau= .3;
var cFrequency= 5;
return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (.5 + .5 * Math.cos(T * Math.PI));
}
function StepResponseCoreF(T)
{
var cTau= .3;
var cFrequency= 2.5;
// return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (1 - T);
// return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (1 - T) * (1 - T);
// return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (.5 + .5 * Math.cos(T * Math.PI));
// return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (.5 + .5 * Math.cos(T * Math.PI))* (.5 + .5 * Math.cos(T * Math.PI));
}
function StepResponseCoreE(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cFrequency= 2.5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.sin(Math.sqrt(1 - T) * Math.PI/2);
return A * .8 + B * .2;
}
function StepResponseCoreD(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cFrequency= 2.5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.sin((1 - T) * Math.PI/2);
return A * .8 + B * .2;
}
function StepResponseCoreC(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cTau= .3;
var cFrequency= 5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (1 - T);
return A * .8 + B * .2;
}
function StepResponseCoreB(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cTau= .3;
var cFrequency= 5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) /** Math.exp(-T / cTau)*/ * (1 - T);
return A * .8 + B * .2;
}
function StepResponseCoreA(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cTau= .3;
var cFrequency= 5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) /** Math.exp(-T / cTau)*/ * (1 - T);
var Alpha= .2 * T;
return A * (1 - Alpha) + B * Alpha;
}
]]>
|
|
| 115 | </Script> |
| 116 |
<!-- ROUTE information for Tmer_OrientationChaser node:
[from time to ScreenPositionDamper_OrientationChaser.Tick
]
-->
<TimeSensor DEF='Tmer_OrientationChaser' loop='true'/> |
| 117 | < ROUTE fromNode='Tmer_OrientationChaser' fromField='time' toNode='ScreenPositionDamper_OrientationChaser' toField='Tick'/> |
| 118 | </ProtoBody> |
| 119 | </ProtoDeclare> |
| 120 | <ProtoDeclare name='Position2fChaser'> |
| 121 | <ProtoInterface> |
| 122 | <field name='value_changed' type='SFVec2f' accessType='outputOnly'/> |
| 123 | <field name='set_value' type='SFVec2f' accessType='inputOnly'/> |
| 124 | <field name='credits' type='MFString' value=' "Initial idea and copyright by Herbert Stocker "http://www.hersto.net/"' accessType='initializeOnly'/> |
| 125 | <field name='isActive' type='SFBool' accessType='outputOnly'/> |
| 126 | <field name='set_destination' type='SFVec2f' accessType='inputOnly'/> |
| 127 | <field name='duration' type='SFTime' value='1.0' accessType='initializeOnly'/> |
| 128 | <field name='initial_destination' type='SFVec2f' value='0.0 0.0' accessType='initializeOnly'/> |
| 129 | <field name='initial_value' type='SFVec2f' value='0.0 0.0' accessType='initializeOnly'/> |
| 130 | </ProtoInterface> |
| 131 | <ProtoBody> |
| 132 |
<!-- ROUTE information for ScreenPositionDamper_Position2fChaser node:
[from Tmer_Position2fChaser.time to Tick
]
-->
<Script DEF='ScreenPositionDamper_Position2fChaser'> |
| 133 | <field name='Tick' type='SFTime' accessType='inputOnly'/> |
| 134 | <field name='set_value' type='SFVec2f' accessType='inputOnly'/> |
| 135 | <field name='duration' type='SFTime' accessType='initializeOnly'/> |
| 136 | <field name='Buffer' type='MFVec2f' accessType='initializeOnly'/> |
| 137 | <field name='bInitialized' type='SFBool' value='false' accessType='initializeOnly'/> |
| 138 | <field name='BufferEndTime' type='SFTime' value='0.0' accessType='initializeOnly'/> |
| 139 | <field name='cNumSupports' type='SFInt32' value='10' accessType='initializeOnly'/> |
| 140 | <field name='set_destination' type='SFVec2f' accessType='inputOnly'/> |
| 141 | <field name='value_changed' type='SFVec2f' accessType='outputOnly'/> |
| 142 | <field name='cStepTime' type='SFTime' value='0.0' accessType='initializeOnly'/> |
| 143 | <field name='previousValue' type='SFVec2f' value='0.0 0.0' accessType='initializeOnly'/> |
| 144 | <field name='initial_destination' type='SFVec2f' accessType='initializeOnly'/> |
| 145 | <field name='destination' type='SFVec2f' value='0.0 0.0' accessType='initializeOnly'/> |
| 146 | <field name='isActive' type='SFBool' accessType='outputOnly'/> |
| 147 | <field name='initial_value' type='SFVec2f' accessType='initializeOnly'/> |
| 148 | <IS> |
| 149 | <connect nodeField='set_value' protoField='set_value'/> |
| 150 | <connect nodeField='duration' protoField='duration'/> |
| 151 | <connect nodeField='set_destination' protoField='set_destination'/> |
| 152 | <connect nodeField='value_changed' protoField='value_changed'/> |
| 153 | <connect nodeField='initial_destination' protoField='initial_destination'/> |
| 154 | <connect nodeField='isActive' protoField='isActive'/> |
| 155 | <connect nodeField='initial_value' protoField='initial_value'/> |
| 156 | </IS> |
<![CDATA[
ecmascript:
function initialize()
{
CheckInit();
}
function CheckInit()
{
if(!bInitialized)
{
bInitialized= true; // Init() may call other functions that call CheckInit(). In that case it's better the flag is already set, otherwise an endless loop would occur.
Init();
}
}
function Init()
{
destination= initial_destination;
Buffer.length= cNumSupports;
Buffer[0]= initial_destination;
for(var C= 1; C<Buffer.length; C++ )
Buffer[C]= initial_value;
previousValue= initial_value;
cStepTime= duration / cNumSupports;
}
function set_destination(Dest, Now)
{
CheckInit();
destination= Dest;
// Somehow we assign to Buffer[-1] and wait untill this gets shifted into the real buffer.
// Would we assign to Buffer[0] instead, we'd have no delay, but this would create a jump in the
// output because Buffer[0] is associated with a value in the past.
UpdateBuffer(Now);
}
function Tick(Now)
{
CheckInit();
if(!BufferEndTime)
{
BufferEndTime= Now; // first event we received, so we are in the initialization phase.
value_changed= initial_value;
return;
}
var Frac= UpdateBuffer(Now);
// Frac is a value in 0 <= Frac < 1.
// Now we can calculate the output.
// This means we calculate the delta between each entry in Buffer and its previous
// entries, calculate the step response of each such step and add it to form the output.
// The oldest vaule Buffer[Buffer.length - 1] needs some extra thought, because it has
// no previous value. More exactly, we haven't stored a previous value anymore.
// However, the step response of that missing previous value has already reached its
// destination, so we can - would we have that previous value - use this as a start point
// for adding the step responses.
// Actually UpdateBuffer(.) maintains this value in
var Output= previousValue;
var DeltaIn= Buffer[Buffer.length - 1].subtract(previousValue);
var DeltaOut= DeltaIn.multiply(StepResponse((Buffer.length - 1 + Frac) * cStepTime));
Output= Output.add(DeltaOut);
for(var C= Buffer.length - 2; C>=0; C-- )
{
var DeltaIn= Buffer[C].subtract(Buffer[C + 1]);
var DeltaOut= DeltaIn.multiply(StepResponse((C + Frac) * cStepTime));
Output= Output.add(DeltaOut);
}
if(Output != value_changed)
value_changed= Output;
}
function UpdateBuffer(Now)
{
var Frac= (Now - BufferEndTime) / cStepTime;
// is normally < 1. When it has grown to be larger than 1, we have to shift the array because the step response
// of the oldest entry has already reached its destination, and it's time for a newer entry.
// has already reached it
// In the case of a very low frame rate, or a very short cStepTime we may need to shift by more than one entry.
if(Frac >= 1)
{
var NumToShift= Math.floor(Frac);
Frac-= NumToShift;
if(NumToShift < Buffer.length)
{ // normal case.
previousValue= Buffer[Buffer.length - NumToShift];
for(var C= Buffer.length - 1; C>=NumToShift; C-- )
Buffer[C]= Buffer[C - NumToShift];
for(var C= 0; C<NumToShift; C++ )
{
// Hmm, we have a destination value, but don't know how it has
// reached the current state.
// Therefore we do a linear interpolation from the latest value in the buffer to destination.
var Alpha= C / NumToShift;
Buffer[C]= Buffer[NumToShift].multiply(Alpha).add(destination.multiply((1 - Alpha)));
}
}else
{
// degenerated case:
//
// We have a _VERY_ low frame rate...
// we can only guess how we should fill the array.
// Maybe we could write part of a linear interpolation
// from Buffer[0] to destination, that goes from BufferEndTime to Now
// (possibly only the end of the interpolation is to be written),
// but if we rech here we are in a very degenerate case...
// Thus we just write destination to the buffer.
previousValue= NumToShift == Buffer.length? Buffer[0] : destination;
for(var C= 0; C<Buffer.length; C++ )
Buffer[C]= destination;
}
BufferEndTime+= NumToShift * cStepTime;
}
return Frac;
}
function StepResponse(t)
{
if(t < 0)
return 0;
if(t > duration)
return 1;
// When optimizing for speed, the above two if(.) cases can be omitted,
// as this funciton will not be called for values outside of 0..duration.
return StepResponseCore(t / duration);
}
// This function defines the shape of how the output responds to the input.
// It must accept values for T in the range 0 <= T <= 1.
// In order to create a smooth animation, it should return 0 for T == 0,
// 1 for T == 1 and be sufficient smooth in the range 0 <= T <= 1.
// It should be optimized for speed, in order for high performance. It's
// executed Buffer.length + 1 times each simulation tick.
function StepResponseCore(T)
{
return .5 - .5 * Math.cos(T * Math.PI);
}
// The following functions are not used. They provide other responses (for fun).
function StepResponseCoreF(T)
{
var cTau= .3;
var cFrequency= 2.5;
return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (1 - T);
// return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (1 - T) * (1 - T);
// return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (.5 + .5 * Math.cos(T * Math.PI));
// return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (.5 + .5 * Math.cos(T * Math.PI))* (.5 + .5 * Math.cos(T * Math.PI));
}
function StepResponseCoreE(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cFrequency= 2.5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.sin(Math.sqrt(1 - T) * Math.PI/2);
return A * .8 + B * .2;
}
function StepResponseCoreD(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cFrequency= 2.5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.sin((1 - T) * Math.PI/2);
return A * .8 + B * .2;
}
function StepResponseCoreC(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cTau= .3;
var cFrequency= 5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (1 - T);
return A * .8 + B * .2;
}
function StepResponseCoreB(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cTau= .3;
var cFrequency= 5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) /** Math.exp(-T / cTau)*/ * (1 - T);
return A * .8 + B * .2;
}
function StepResponseCoreA(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cTau= .3;
var cFrequency= 5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) /** Math.exp(-T / cTau)*/ * (1 - T);
var Alpha= .2 * T;
return A * (1 - Alpha) + B * Alpha;
}
]]>
|
|
| 158 | </Script> |
| 159 |
<!-- ROUTE information for Tmer_Position2fChaser node:
[from time to ScreenPositionDamper_Position2fChaser.Tick
]
-->
<TimeSensor DEF='Tmer_Position2fChaser' loop='true'/> |
| 160 | < ROUTE fromNode='Tmer_Position2fChaser' fromField='time' toNode='ScreenPositionDamper_Position2fChaser' toField='Tick'/> |
| 161 | </ProtoBody> |
| 162 | </ProtoDeclare> |
| 163 | <ProtoDeclare name='PlacementChaser'> |
| 164 | <ProtoInterface> |
| 165 | <field name='isLoaded' type='SFBool' accessType='outputOnly'/> |
| 166 | <field name='set_valuePos' type='SFVec3f' accessType='inputOnly'/> |
| 167 | <field name='set_valueOri' type='SFRotation' accessType='inputOnly'/> |
| 168 | <field name='set_destinationPos' type='SFVec3f' accessType='inputOnly'/> |
| 169 | <field name='credits' type='MFString' value=' "Initial idea and copyright by Herbert Stocker "http://www.hersto.net/"' accessType='initializeOnly'/> |
| 170 | <field name='duration' type='SFTime' value='1.0' accessType='initializeOnly'/> |
| 171 | <field name='set_destinationOri' type='SFRotation' accessType='inputOnly'/> |
| 172 | <field name='initial_valuePos' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 173 | <field name='initial_destinationPos' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 174 | <field name='valuePos_changed' type='SFVec3f' accessType='outputOnly'/> |
| 175 | <field name='initial_valueOri' type='SFRotation' value='0.0 0.0 1.0 0.0' accessType='initializeOnly'/> |
| 176 | <field name='initial_destinationOri' type='SFRotation' value='0.0 0.0 1.0 0.0' accessType='initializeOnly'/> |
| 177 | <field name='valueOri_changed' type='SFRotation' accessType='outputOnly'/> |
| 178 | <field name='isActive' type='SFBool' accessType='outputOnly'/> |
| 179 | </ProtoInterface> |
| 180 | <ProtoBody> |
| 181 |
<!-- ROUTE information for ScreenPositionDamper_PlacementChaser node:
[from Tmer_PlacementChaser.time to Tick
]
-->
<Script DEF='ScreenPositionDamper_PlacementChaser'> |
| 182 | <field name='previousValueOri' type='SFRotation' value='0.0 0.0 1.0 0.0' accessType='initializeOnly'/> |
| 183 | <field name='Tick' type='SFTime' accessType='inputOnly'/> |
| 184 | <field name='duration' type='SFTime' accessType='initializeOnly'/> |
| 185 | <field name='set_destinationOri' type='SFRotation' accessType='inputOnly'/> |
| 186 | <field name='bInitialized' type='SFBool' value='false' accessType='initializeOnly'/> |
| 187 | <field name='set_valueOri' type='SFRotation' accessType='inputOnly'/> |
| 188 | <field name='previousValuePos' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 189 | <field name='destinationOri' type='SFRotation' value='0.0 0.0 1.0 0.0' accessType='initializeOnly'/> |
| 190 | <field name='initial_valueOri' type='SFRotation' accessType='initializeOnly'/> |
| 191 | <field name='set_destinationPos' type='SFVec3f' accessType='inputOnly'/> |
| 192 | <field name='BufferEndTime' type='SFTime' value='0.0' accessType='initializeOnly'/> |
| 193 | <field name='cNumSupports' type='SFInt32' value='10' accessType='initializeOnly'/> |
| 194 | <field name='set_valuePos' type='SFVec3f' accessType='inputOnly'/> |
| 195 | <field name='cStepTime' type='SFTime' value='0.0' accessType='initializeOnly'/> |
| 196 | <field name='initial_destinationOri' type='SFRotation' accessType='initializeOnly'/> |
| 197 | <field name='BufferOri' type='MFRotation' accessType='initializeOnly'/> |
| 198 | <field name='destinationPos' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 199 | <field name='initial_valuePos' type='SFVec3f' accessType='initializeOnly'/> |
| 200 | <field name='valuePos_changed' type='SFVec3f' accessType='outputOnly'/> |
| 201 | <field name='isActive' type='SFBool' accessType='outputOnly'/> |
| 202 | <field name='initial_destinationPos' type='SFVec3f' accessType='initializeOnly'/> |
| 203 | <field name='valueOri_changed' type='SFRotation' accessType='outputOnly'/> |
| 204 | <field name='BufferPos' type='MFVec3f' accessType='initializeOnly'/> |
| 205 | <IS> |
| 206 | <connect nodeField='duration' protoField='duration'/> |
| 207 | <connect nodeField='set_destinationOri' protoField='set_destinationOri'/> |
| 208 | <connect nodeField='set_valueOri' protoField='set_valueOri'/> |
| 209 | <connect nodeField='initial_valueOri' protoField='initial_valueOri'/> |
| 210 | <connect nodeField='set_destinationPos' protoField='set_destinationPos'/> |
| 211 | <connect nodeField='set_valuePos' protoField='set_valuePos'/> |
| 212 | <connect nodeField='initial_destinationOri' protoField='initial_destinationOri'/> |
| 213 | <connect nodeField='initial_valuePos' protoField='initial_valuePos'/> |
| 214 | <connect nodeField='valuePos_changed' protoField='valuePos_changed'/> |
| 215 | <connect nodeField='isActive' protoField='isActive'/> |
| 216 | <connect nodeField='initial_destinationPos' protoField='initial_destinationPos'/> |
| 217 | <connect nodeField='valueOri_changed' protoField='valueOri_changed'/> |
| 218 | </IS> |
<![CDATA[
ecmascript:
function initialize()
{
CheckInit();
}
function CheckInit()
{
if(!bInitialized)
{
bInitialized= true; // Init() may call other functions that call CheckInit(). In that case it's better the flag is already set, otherwise an endless loop would occur.
Init();
}
}
function Init()
{
destinationPos= initial_destinationPos;
destinationOri= initial_destinationOri;
BufferPos.length=
BufferOri.length= cNumSupports;
BufferPos[0]= initial_destinationPos;
BufferOri[0]= initial_destinationOri;
for(var C= 1; C<BufferPos.length; C++ )
{
BufferPos[C]= initial_valuePos;
BufferOri[C]= initial_valueOri;
}
previousValuePos= initial_valuePos;
previousValueOri= initial_valueOri;
cStepTime= duration / cNumSupports;
}
function set_destinationPos(Dest, Now)
{
CheckInit();
destinationPos= Dest;
// Somehow we assign to Buffer[-1] and wait untill this gets shifted into the real buffer.
// Would we assign to Buffer[0] instead, we'd have no delay, but this would create a jump in the
// output because Buffer[0] is associated with a value in the past.
//UpdateBuffer(Now);
}
function set_destinationOri(Dest, Now)
{
CheckInit();
destinationOri= Dest;
// Somehow we assign to Buffer[-1] and wait untill this gets shifted into the real buffer.
// Would we assign to Buffer[0] instead, we'd have no delay, but this would create a jump in the
// output because Buffer[0] is associated with a value in the past.
//UpdateBuffer(Now);
}
function Tick(Now)
{
CheckInit();
if(!BufferEndTime)
{
BufferEndTime= Now; // first event we received, so we are in the initialization phase.
valuePos_changed= initial_valuePos;
valueOri_changed= initial_valueOri;
return;
}
var Frac= UpdateBuffer(Now);
// Frac is a value in 0 <= Frac < 1.
// Now we can calculate the output.
// This means we calculate the delta between each entry in Buffer and its previous
// entries, calculate the step response of each such step and add it to form the output.
// The oldest vaule Buffer[Buffer.length - 1] needs some extra thought, because it has
// no previous value. More exactly, we haven't stored a previous value anymore.
// However, the step response of that missing previous value has already reached its
// destination, so we can - would we have that previous value - use this as a start point
// for adding the step responses.
// Actually UpdateBuffer(.) maintains this value in
var OutputPos= previousValuePos;
var OutputOri= previousValueOri;
var DeltaInPos= BufferPos[BufferPos.length - 1].subtract(previousValuePos);
var DeltaInOri= previousValueOri.inverse().multiply(BufferOri[BufferOri.length - 1]);
var DeltaOutPos= DeltaInPos.multiply(StepResponse((BufferPos.length - 1 + Frac) * cStepTime));
OutputPos= OutputPos.add(DeltaOutPos);
OutputOri= OutputOri.slerp(OutputOri.multiply(DeltaInOri), StepResponse((BufferOri.length - 1 + Frac) * cStepTime));
for(var C= BufferPos.length - 2; C>=0; C-- )
{
var DeltaInPos= BufferPos[C].subtract(BufferPos[C + 1]);
var DeltaInOri= BufferOri[C + 1].inverse().multiply(BufferOri[C]);
var DeltaOutPos= DeltaInPos.multiply(StepResponse((C + Frac) * cStepTime));
OutputPos= OutputPos.add(DeltaOutPos);
OutputOri= OutputOri.slerp(OutputOri.multiply(DeltaInOri), StepResponse((C + Frac) * cStepTime));
}
if(OutputPos != valuePos_changed)
valuePos_changed= OutputPos;
if(OutputOri != valueOri_changed)
valueOri_changed= OutputOri;
}
function UpdateBuffer(Now)
{
var Frac= (Now - BufferEndTime) / cStepTime;
// is normally < 1. When it has grown to be larger than 1, we have to shift the array because the step response
// of the oldest entry has already reached its destination, and it's time for a newer entry.
// has already reached it
// In the case of a very low frame rate, or a very short cStepTime we may need to shift by more than one entry.
if(Frac >= 1)
{
var NumToShift= Math.floor(Frac);
Frac-= NumToShift;
if(NumToShift < BufferPos.length)
{ // normal case.
previousValuePos= BufferPos[BufferPos.length - NumToShift];
previousValueOri= BufferOri[BufferOri.length - NumToShift];
for(var C= BufferPos.length - 1; C>=NumToShift; C-- )
{
BufferPos[C]= BufferPos[C - NumToShift];
BufferOri[C]= BufferOri[C - NumToShift];
}
for(var C= 0; C<NumToShift; C++ )
{
// Hmm, we have a destination value, but don't know how it has
// reached the current state.
// Therefore we do a linear interpolation from the latest value in the buffer to destination.
var Alpha= C / NumToShift;
BufferPos[C]= BufferPos[NumToShift].multiply(Alpha).add(destinationPos.multiply((1 - Alpha)));
BufferOri[C]= destinationOri.slerp(BufferOri[NumToShift], Alpha);
}
}else
{
// degenerated case:
//
// We have a _VERY_ low frame rate...
// we can only guess how we should fill the array.
// Maybe we could write part of a linear interpolation
// from Buffer[0] to destination, that goes from BufferEndTime to Now
// (possibly only the end of the interpolation is to be written),
// but if we rech here we are in a very degenerate case...
// Thus we just write destination to the buffer.
previousValuePos= NumToShift == BufferPos.length? BufferPos[0] : destinationPos;
previousValueOri= NumToShift == BufferOri.length? BufferOri[0] : destinationOri;
for(var C= 0; C<BufferPos.length; C++ )
{
BufferPos[C]= destinationPos;
BufferOri[C]= destinationOri;
}
}
BufferEndTime+= NumToShift * cStepTime;
}
return Frac;
}
function StepResponse(t)
{
if(t < 0)
return 0;
if(t > duration)
return 1;
// When optimizing for speed, the above two if(.) cases can be omitted,
// as this funciton will not be called for values outside of 0..duration.
return StepResponseCore(t / duration);
}
// This function defines the shape of how the output responds to the input.
// It must accept values for T in the range 0 <= T <= 1.
// In order to create a smooth animation, it should return 0 for T == 0,
// 1 for T == 1 and be sufficient smooth in the range 0 <= T <= 1.
// It should be optimized for speed, in order for high performance. It's
// executed Buffer.length + 1 times each simulation tick.
function StepResponseCore(T)
{
return .5 - .5 * Math.cos(T * Math.PI);
}
// The following functions are not used. They provide other responses (for fun).
function StepResponseCoreF(T)
{
var cTau= .3;
var cFrequency= 2.5;
return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (1 - T);
// return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (1 - T) * (1 - T);
// return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (.5 + .5 * Math.cos(T * Math.PI));
// return 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (.5 + .5 * Math.cos(T * Math.PI))* (.5 + .5 * Math.cos(T * Math.PI));
}
function StepResponseCoreE(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cFrequency= 2.5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.sin(Math.sqrt(1 - T) * Math.PI/2);
return A * .8 + B * .2;
}
function StepResponseCoreD(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cFrequency= 2.5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.sin((1 - T) * Math.PI/2);
return A * .8 + B * .2;
}
function StepResponseCoreC(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cTau= .3;
var cFrequency= 5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) * Math.exp(-T / cTau) * (1 - T);
return A * .8 + B * .2;
}
function StepResponseCoreB(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cTau= .3;
var cFrequency= 5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) /** Math.exp(-T / cTau)*/ * (1 - T);
return A * .8 + B * .2;
}
function StepResponseCoreA(T)
{
var A= .5 - .5 * Math.cos(T * Math.PI);
var cTau= .3;
var cFrequency= 5;
var B= 1 - Math.cos(T * 2 * Math.PI * cFrequency) /** Math.exp(-T / cTau)*/ * (1 - T);
var Alpha= .2 * T;
return A * (1 - Alpha) + B * Alpha;
}
]]>
|
|
| 220 | </Script> |
| 221 |
<!-- ROUTE information for Tmer_PlacementChaser node:
[from time to ScreenPositionDamper_PlacementChaser.Tick
]
-->
<TimeSensor DEF='Tmer_PlacementChaser' loop='true'/> |
| 222 | < ROUTE fromNode='Tmer_PlacementChaser' fromField='time' toNode='ScreenPositionDamper_PlacementChaser' toField='Tick'/> |
| 223 | <Script DEF='LastNode'> |
| 224 | <field name='isLoaded' type='SFBool' accessType='outputOnly'/> |
| 225 | <IS> |
| 226 | <connect nodeField='isLoaded' protoField='isLoaded'/> |
| 227 | </IS> |
<![CDATA[
ecmascript:
function initialize()
{
isLoaded= true;
}
]]>
|
|
| 229 | </Script> |
| 230 | </ProtoBody> |
| 231 | </ProtoDeclare> |
| 232 | <ProtoDeclare name='PositionDamper'> |
| 233 | <ProtoInterface> |
| 234 | <field name='isLoaded' type='SFBool' accessType='outputOnly'/> |
| 235 | <field name='value_changed' type='SFVec3f' accessType='outputOnly'/> |
| 236 | <field name='set_destination' type='SFVec3f' accessType='inputOnly'/> |
| 237 | <field name='takeFirstInput' type='SFBool' value='true' accessType='initializeOnly'/> |
| 238 | <field name='initial_destination' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 239 | <field name='order' type='SFInt32' value='1' accessType='initializeOnly'/> |
| 240 | <field name='credits' type='MFString' value=' "Initial idea and copyright by Herbert Stocker "http://www.hersto.net/"' accessType='initializeOnly'/> |
| 241 | <field name='reachThreshold' type='SFFloat' value='0.01' accessType='initializeOnly'/> |
| 242 | <field name='tau' type='SFFloat' value='1.0' accessType='inputOutput'/> |
| 243 | <field name='set_value' type='SFVec3f' accessType='inputOnly'/> |
| 244 | <field name='reached' type='SFBool' accessType='outputOnly'/> |
| 245 | <field name='initial_value' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 246 | <field name='isActive' type='SFBool' accessType='outputOnly'/> |
| 247 | <field name='eps' type='SFFloat' value='0.0010' accessType='initializeOnly'/> |
| 248 | </ProtoInterface> |
| 249 | <ProtoBody> |
| 250 | <ProtoDeclare name='EFFS'> |
| 251 | <ProtoInterface> |
| 252 | <field name='tau' type='SFFloat' value='1.0' accessType='inputOutput'/> |
| 253 | </ProtoInterface> |
| 254 | <ProtoBody> |
| 255 | <Group/> |
| 256 | </ProtoBody> |
| 257 | </ProtoDeclare> |
| 258 | |
| 259 | <fieldValue name='tau' value='1.0'/> |
| 260 | </ProtoInstance> |
| 261 |
<!-- ROUTE information for Worker node:
[from Timer_PositionDamper.time to tick
]
[from needTimer to Timer_PositionDamper.enabled
]
-->
<Script DEF='Worker'> |
| 262 | <field name='set_value' type='SFVec3f' accessType='inputOnly'/> |
| 263 | <field name='IsCortona' type='SFBool' value='false' accessType='initializeOnly'/> |
| 264 | <field name='bInitialized' type='SFBool' value='false' accessType='initializeOnly'/> |
| 265 | <field name='reachThreshold' type='SFFloat' accessType='initializeOnly'/> |
| 266 | <field name='lastTick' type='SFTime' value='0.0' accessType='initializeOnly'/> |
| 267 | <field name='bNeedToTakeFirstInput' type='SFBool' value='true' accessType='initializeOnly'/> |
| 268 | <field name='value5' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 269 | <field name='value4' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 270 | <field name='value3' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 271 | <field name='value2' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 272 | <field name='input' type='SFVec3f' accessType='initializeOnly'/> |
| 273 | <field name='value1' type='SFVec3f' value='0.0 0.0 0.0' accessType='initializeOnly'/> |
| 274 | <field name='eps' type='SFFloat' accessType='initializeOnly'/> |
| 275 | <field name='set_destination' type='SFVec3f' accessType='inputOnly'/> |
| 276 | <field name='value_changed' type='SFVec3f' accessType='outputOnly'/> |
| 277 | <field name='tau' type='SFFloat' value='1.0' accessType='initializeOnly'/> |
| 278 | <field name='effs' type='SFNode' accessType='initializeOnly'> |
| 279 | <ProtoInstance USE='EFFS'/> |
| 280 | </field> |
| 281 | <field name='order' type='SFInt32' accessType='initializeOnly'/> |
| 282 | <field name='needTimer' type='SFBool' accessType='outputOnly'/> |
| 283 | <field name='tick' type='SFTime' accessType='inputOnly'/> |
| 284 | <field name='set_tau' type='SFFloat' accessType='inputOnly'/> |
| 285 | <field name='initial_value' type='SFVec3f' accessType='initializeOnly'/> |
| 286 | <field name='reached' type='SFBool' accessType='outputOnly'/> |
| 287 | <field name='takeFirstInput' type='SFBool' accessType='initializeOnly'/> |
| 288 | <IS> |
| 289 | <connect nodeField='set_value' protoField='set_value'/> |
| 290 | <connect nodeField='reachThreshold' protoField='reachThreshold'/> |
| 291 | <connect nodeField='input' protoField='initial_destination'/> |
| 292 | <connect nodeField='eps' protoField='eps'/> |
| 293 | <connect nodeField='set_destination' protoField='set_destination'/> |
| 294 | <connect nodeField='value_changed' protoField='value_changed'/> |
| 295 | <connect nodeField='order' protoField='order'/> |
| 296 | <connect nodeField='needTimer' protoField='isActive'/> |
| 297 | <connect nodeField='initial_value' protoField='initial_value'/> |
| 298 | <connect nodeField='reached' protoField='reached'/> |
| 299 | <connect nodeField='takeFirstInput' protoField='takeFirstInput'/> |
| 300 | </IS> |
<![CDATA[
ecmascript:
function StartTimer()
{
if(IsCortona)
return;
if(!needTimer)
{
lastTick= 0;
needTimer= true;
}
}
function StopTimer()
{
if(IsCortona)
return;
if(needTimer)
{
needTimer= false;
}
}
function initialize()
{
CheckInit();
}
function CheckInit()
{
if(!bInitialized)
{
bInitialized= true;
Init();
}
}
function Init()
{
IsCortona= false && Browser.getName().indexOf('Cortona') != -1;
bNeedToTakeFirstInput= takeFirstInput;
tau= effs.tau;
set_value(initial_value);
if(IsCortona)
needTimer= true;
else
needTimer= input.x != initial_value.x
|| input.y != initial_value.y
|| input.z != initial_value.z
;
}
function set_tau(t)
{
CheckInit();
tau= t;
}
function set_destination(i)
{
CheckInit();
if(bNeedToTakeFirstInput)
{
bNeedToTakeFirstInput= false;
set_value(i);
}
if(i != input)
{
input= i;
StartTimer();
}
}
function set_value(o)
{
CheckInit();
bNeedToTakeFirstInput= false;
value1= value2= value3= value4= value5= o;
value_changed= o;
UpdateReached();
StartTimer();
}
function tick(now)
{
CheckInit();
if(!lastTick)
{
lastTick= now;
return;
}
var delta= now - lastTick;
lastTick= now;
var alpha= Math.exp(-delta / tau);
if(bNeedToTakeFirstInput) // then don't do any processing.
return;
value1= order > 0 && tau
? input .add(value1.subtract(input ).multiply(alpha))
: input;
value2= order > 1 && tau
? value1.add(value2.subtract(value1).multiply(alpha))
: value1;
value3= order > 2 && tau
? value2.add(value3.subtract(value2).multiply(alpha))
: value2;
value4= order > 3 && tau
? value3.add(value4.subtract(value3).multiply(alpha))
: value3;
value5= order > 4 && tau
? value4.add(value5.subtract(value4).multiply(alpha))
: value4;
var dist= GetDist();
if(dist < eps)
{
value1= value2= value3= value4= value5= input;
value_changed= input;
UpdateReached2(dist);
StopTimer();
return;
}
value_changed= value5;
UpdateReached2(dist);
}
function GetDist()
{
var dist= value1.subtract(input).length();
if(order > 1)
{
var dist2= value2.subtract(value1).length();
if( dist2 > dist) dist= dist2;
}
if(order > 2)
{
var dist3= value3.subtract(value2).length();
if( dist3 > dist) dist= dist3;
}
if(order > 3)
{
var dist4= value4.subtract(value3).length();
if( dist4 > dist) dist= dist4;
}
if(order > 4)
{
var dist5= value5.subtract(value4).length();
if( dist5 > dist) dist= dist5;
}
return dist;
}
function UpdateReached()
{
return UpdateReached2(GetDist());
}
function UpdateReached2(Dist)
{
if(reached)
{
if(Dist > reachThreshold)
reached= false;
}else
{
if(Dist <= reachThreshold)
reached= true;
}
}
]]>
|
|
| 302 | </Script> |
| 303 |
<!-- ROUTE information for Timer_PositionDamper node:
[from Worker.needTimer to enabled
]
[from time to Worker.tick
]
-->
<TimeSensor DEF='Timer_PositionDamper' loop='true'/> |
| 304 | < ROUTE fromNode='Worker' fromField='needTimer' toNode='Timer_PositionDamper' toField='enabled'/> |
| 305 | < ROUTE fromNode='Timer_PositionDamper' fromField='time' toNode='Worker' toField='tick'/> |
| 306 | </ProtoBody> |
| 307 | </ProtoDeclare> |
| 308 | </Scene> |
| 309 | </X3D> |
Event Graph ROUTE Table entries with 6 ROUTE connections total, showing X3D event-model relationships for this scene.
Each row shows an event cascade that may occur during a single timestamp interval between frame renderings, as part of the X3D execution model.
|
Tmer_OrientationChaser
TimeSensor time SFTime |
ScreenPositionDamper_OrientationChaser
Script Tick SFTime |
|
Tmer_PlacementChaser
TimeSensor time SFTime |
ScreenPositionDamper_PlacementChaser
Script Tick SFTime |
|
Tmer_Position2fChaser
TimeSensor time SFTime |
ScreenPositionDamper_Position2fChaser
Script Tick SFTime |
|
Tmer_PositionChaser
TimeSensor time SFTime |
ScreenPositionDamper_PositionChaser
Script Tick SFTime |
|
LastNode
Script |
No direct ROUTE connection found for events to/from this node. This Script has no direct access to other nodes. |
|
ScreenPositionDamper_OrientationChaser
Script |
No direct ROUTE connection found for events to/from this node. This Script has no direct access to other nodes. |
|
ScreenPositionDamper_PlacementChaser
Script |
No direct ROUTE connection found for events to/from this node. This Script has no direct access to other nodes. |
|
ScreenPositionDamper_Position2fChaser
Script |
No direct ROUTE connection found for events to/from this node. This Script has no direct access to other nodes. |
|
ScreenPositionDamper_PositionChaser
Script |
No direct ROUTE connection found for events to/from this node. This Script has no direct access to other nodes. |
|
The following
ROUTE
chain begins an event-routing loop! Loop occurs at nodeDepth=3.
ROUTE Worker.needTimer TO Timer_PositionDamper.enabled |
||||||||||||||||||||||
|
Worker
Script needTimer SFBool |
Timer_PositionDamper
TimeSensor enabled SFBool |
then
|
Timer_PositionDamper
TimeSensor time SFTime |
Worker
Script tick SFTime |
then
|
Worker
Script needTimer SFBool |
Timer_PositionDamper
TimeSensor enabled SFBool |
then
|
Timer_PositionDamper
TimeSensor time SFTime |
Worker
Script tick SFTime |
then
|
Worker
Script needTimer SFBool |
Timer_PositionDamper
TimeSensor enabled SFBool |
then
|
Timer_PositionDamper
TimeSensor time SFTime |
Worker
Script tick SFTime |
||||||
|
EFFS
ProtoInstance EFFS |
No direct ROUTE connection found for events to/from this node. This ProtoInstance contains SFNode/MFNode fieldValue declarations with direct access to other nodes, and thus has potential to produce run-time animation. |
<!--
Color-coding legend: X3D terminology
<X3dNode
DEF='idName' field='value'/>
matches XML terminology
<XmlElement
DEF='idName' attribute='value'/>
(Light-blue background: event-based behavior node or statement)
(Grey background inside box: inserted documentation)
(Magenta background: X3D Extensibility)
<ProtoInstance name='ProtoName'>
<field
name='fieldName'/> </ProtoInstance>
-->
<!--
For additional help information about X3D scenes, please see X3D Tooltips, X3D Resources, and X3D Scene Authoring Hints.
-->