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- import o0 from "./o0.js"
- module.exports = {
- Filter: class {
- constructor() {
- this.stableAcceleration = null;
- this.maxrecordCount = 999999;
- this.frame = [];
- this.frameHit = []; //打击后的n帧
- for (var i = 0; i < 200; ++i) {
- var o = new Object();
- o.time = new Date().getTime();
- o.timeGap = 20;
- o.acc = new o0.Vector2(0, 0);
- o.gyr = new o0.Vector2(0, 0);
- o.accFixed = 0;
- o.accSlope = 0;
- o.pos = new o0.Vector2(0, 0);
- o.predict = new o0.Vector2(0, 0);
- o.shake = 0;
- o.shakeFixed = 1;
- o.shakeSlope = 0;
- o.reliable = 1;
- o.speed = new o0.Vector2(0, 0);
- o.hit = 0;
- this.frame.push(o);
- //this.frameHit.push(o);
- }
- this.frameSwing = this.frame[0];
- //this.frame = 0;
- this.force = new o0.Vector2(0, 0);
- this.forceChanged = 0;
- this.momentum = 999999;
- this.momentunTime = 0;
- this.momentunSeek = 0.1;
- this.momentunPunch = false;
- this.punchCount = 0;
- this.leftRight = false;
- this.forceRecord = [];
- for (var i = 0; i < 1; ++i) {
- this.forceRecord.push(new o0.Vector2(0, 0));
- } /** */
- this.angle = 0;
- this.quitHitCount = 0;
- }
- Update(vector3, timeGap, gyr, callback) {
- if (this.stableAcceleration == null) {
- this.stableAcceleration = vector3;
- this.recordCount = 1;
- } else {
- this.recordCount += 1;
- if (this.recordCount > this.maxrecordCount) {
- this.recordCount = this.maxrecordCount;
- }
- let recordCount = this.recordCount;
- this.stableAcceleration = this.stableAcceleration.multiply((recordCount - 1) / recordCount).plus(vector3.multiply(
- 1 / recordCount));
- }
- //++this.frame;
- var newForce = vector3.minus(this.stableAcceleration);
- var newFrame = new Object();
- newFrame.time = new Date().getTime();
- newFrame.timeGap = timeGap;
- newFrame.acc = new o0.Vector2(newForce.x, newForce.z);
- newFrame.gyr = new o0.Vector2(gyr.z, -gyr.x);
- let lastFrame = this.frame[this.frame.length - 1];
- let last2Frame = this.frame[this.frame.length - 2];
- let last3Frame = this.frame[this.frame.length - 3];
- let last4Frame = this.frame[this.frame.length - 4];
- let last5Frame = this.frame[this.frame.length - 5];
- //////////////////////////////////////////////////////////////////////
- newFrame.accFixed = newFrame.acc.length * 100;
- if (newFrame.accFixed < lastFrame.accFixed * 0.85) {
- newFrame.accFixed = lastFrame.accFixed * 0.85;
- }
- lastFrame.accFixed = Math.max(lastFrame.accFixed, Math.min(newFrame.accFixed, last2Frame.accFixed), Math.min(
- newFrame.accFixed, last3Frame.accFixed));
- ///////////////////////////////////////////////////////////////////////
- //newFrame.pos = lastFrame.pos.plus(lastFrame.acc.plus(newFrame.acc).multiply(timeGap/60)).multiply(Math.max(1-timeGap/200,0));
- newFrame.pos = lastFrame.pos.plus(newFrame.acc.multiply(timeGap / 30)).multiply(Math.max(1 - timeGap / 1000, 0));
- ////////////////////////////////////////////
- var accSlpoe1 = (newFrame.accFixed - lastFrame.accFixed);
- var accSlpoe2 = (newFrame.accFixed - last2Frame.accFixed);
- var accSlpoe3 = (newFrame.accFixed - last3Frame.accFixed);
- //newFrame.accSlope = accSlpoe1;
- //newFrame.accSlope = Math.min(accSlpoe1,accSlpoe2);
- //newFrame.accSlope = Math.min(accSlpoe1,accSlpoe2,accSlpoe3);
- newFrame.accSlope = Math.max(newFrame.accFixed - lastFrame.accFixed, 0);
- /*
- if(newFrame.accSlope > 8){
- newFrame.accSlope = 1;
- }else if(newFrame.accSlope <= 8){
- newFrame.accSlope = 0;
- }/** */
- /////////////////////////////////////////////////
- var lastI = this.frame.length - 1;
- var t2 = this.frame[lastI - 1].timeGap;
- var t3 = this.frame[lastI].timeGap + t2;
- var t4 = newFrame.timeGap + t3;
- /*newFrame.predict = new o0.Vector2(
- new o0.QuadraticEquation(0,this.frame[lastI-2].acc.x,t2,this.frame[lastI-1].acc.x,t3,this.frame[lastI].acc.x).y(t4),
- new o0.QuadraticEquation(0,this.frame[lastI-2].acc.y,t2,this.frame[lastI-1].acc.y,t3,this.frame[lastI].acc.y).y(t4));/** */
- /*
- newFrame.predict = new o0.Vector2(
- new o0.QuadraticEquation(0,this.frame[lastI-2].pos.x,t2,this.frame[lastI-1].pos.x,t3,this.frame[lastI].pos.x).y(t4),
- new o0.QuadraticEquation(0,this.frame[lastI-2].pos.y,t2,this.frame[lastI-1].pos.y,t3,this.frame[lastI].pos.y).y(t4));/** */
- newFrame.predict = new o0.Vector2(
- new o0.QuadraticEquation(0, this.frame[lastI - 2].pos.x, t2, this.frame[lastI - 1].pos.x, t3, this.frame[lastI]
- .pos.x).y(t4),
- new o0.QuadraticEquation(0, this.frame[lastI - 2].pos.y, t2, this.frame[lastI - 1].pos.y, t3, this.frame[lastI]
- .pos.y).y(t4)); /** */
- //console.log(newFrame.pos);
- //////////////////////////////////////////
- //newFrame.shake = o0.distance2(newFrame.predict,newFrame.pos) * 500;
- //console.log(newFrame.pos.minus(lastFrame.pos).mod.angle(newFrame.predict.minus(lastFrame.pos).mod));
- //newFrame.shake = o0.distance2(newFrame.predict,newFrame.acc) * 100;
- newFrame.shake = o0.distance2(newFrame.predict, newFrame.pos) * 100;
- //newFrame.shake = o0.distance2(newFrame.predict,lastFrame.pos) * newFrame.acc.length / timeGap * 2000;
- if (isNaN(newFrame.shake)) {
- newFrame.shake = 0.0;
- } /** */
- //newFrame.shake = Math.pow(o0.distance2(newFrame.predict,newFrame.pos) * newFrame.acc.length / timeGap,0.5) * 500;
- /////////////////////////////下面的代码有优化空间
- //newFrame.shakeFixed = lastFrame.shakeFixed * 0.9;
- //newFrame.shakeFixed = lastFrame.shakeFixed*(1.0+newFrame.shake)*0.9;
- //newFrame.shakeFixed = Math.pow(lastFrame.shakeFixed*(1.0+newFrame.shake),0.5)+1;
- //console.log(newFrame.shakeFixed+1);
- //newFrame.shakeFixed = newFrame.shake;
- newFrame.shakeFixed = lastFrame.shakeFixed * 0.85;
- if (newFrame.shake > newFrame.shakeFixed) {
- newFrame.shakeFixed = newFrame.shake;
- } /* */
- lastFrame.shakeFixed = Math.max(lastFrame.shakeFixed, Math.min(newFrame.shakeFixed, last2Frame.shakeFixed), Math.min(
- newFrame.shakeFixed, last3Frame.shakeFixed));
- ////////////////////////////////////////////////////////////////
- /*
- var shakeSlpoe1 = (newFrame.shakeFixed-lastFrame.shakeFixed);
- var shakeSlpoe2 = (newFrame.shakeFixed-last2Frame.shakeFixed);
- var shakeSlpoe3 = (newFrame.shakeFixed-last3Frame.shakeFixed);
- //newFrame.accSlope = accSlpoe1;
- //newFrame.accSlope = Math.min(accSlpoe1,accSlpoe2);
- newFrame.shakeSlope = Math.min(shakeSlpoe1,shakeSlpoe2,shakeSlpoe3);
- newFrame.shakeSlope = Math.max(newFrame.shakeSlope,0);/** */
- newFrame.shakeSlope = Math.max(newFrame.shakeFixed - lastFrame.shakeFixed, 0);
- /*
- if(newFrame.shakeSlope > 40){
- newFrame.shakeSlope = 1;
- }else{
- newFrame.shakeSlope = 0;
- }/** */
- //////////////////////////////////////////////
- /*
- var slopeChange = newFrame.shakeFixed - lastFrame.shakeFixed;
- if(slopeChange < 0){
- newFrame.slope = (lastFrame.slope + (newFrame.shakeFixed - lastFrame.shakeFixed) / timeGap * 100) * 0.8;
- }else{
- newFrame.slope = (lastFrame.slope + (newFrame.shakeFixed - lastFrame.shakeFixed) / timeGap * 20) * 0.8;
- }
- if(newFrame.slope<0){
- newFrame.slope = 0;
- }/** */
- /////////////////////////////下面的代码有很大优化空间
- if (lastFrame.hit == 0 &&
- last2Frame.hit == 0 &&
- last3Frame.hit == 0 &&
- last4Frame.hit == 0 &&
- last5Frame.hit == 0 &&
- (newFrame.accSlope >= 15 || lastFrame.accSlope >= 20) &&
- (newFrame.shakeSlope >= 20 || lastFrame.shakeSlope >= 40)) {
- newFrame.hit = newFrame.shake;
- this.frameHit = [];
- //this.frameSwing = last2Frame;
- for (var i = this.frame.length - 3; i >= 1; --i) {
- let io = this.frame[i];
- let pio = this.frame[i - 1];
- if (io.accFixed * 0.85 <= pio.accFixed && io.accFixed >= pio.accFixed * 0.85) {
- this.frameSwing = io;
- }
- }
- } else {
- newFrame.hit = 0;
- }
- /*
- if(lastFrame.hit == 0
- && this.frame[this.frame.length-2].hit == 0
- && this.frame[this.frame.length-3].hit == 0
- && newFrame.shakeFixed > 150
- && newFrame.shakeFixed > lastFrame.shakeFixed * 2){
- newFrame.hit = newFrame.shakeFixed;
- }else{
- newFrame.hit = 0;
- }/** */
- /////////////力量大小
- if (lastFrame.hit != 0) {
- lastFrame.hit = lastFrame.hit + newFrame.shake;
- } else if (last2Frame.hit != 0) {
- last2Frame.hit = last2Frame.hit + newFrame.shake;
- } else if (last3Frame.hit != 0) {
- last3Frame.hit = last3Frame.hit + newFrame.shake;
- } else if (last4Frame.hit != 0) {
- last4Frame.hit = last4Frame.hit + newFrame.shake;
- } else if (last5Frame.hit != 0) {
- last5Frame.hit = last5Frame.hit + newFrame.shake;
- this.getDirection(last5Frame.hit, callback);
- } /** */
- //newFrame.shake = o0.distance2(newFrame.predict,newFrame.pos) * o0.distance2(lastFrame.pos,newFrame.pos);
- //////////////////////////////////////////////////////////////////////////////////
- newFrame.reliable = Math.pow((Math.PI / 2 - Math.atan(newFrame.shakeFixed / 10000)) / (Math.PI / 2), 2000);
- let lastFrameAddSpeed = lastFrame.acc.multiply(lastFrame.timeGap / 20).multiply(lastFrame.reliable);
- let newFrameAddSpeed = newFrame.acc.multiply(newFrame.timeGap / 20).multiply(newFrame.reliable);
- newFrame.speed = lastFrame.speed.multiply(0.8);
- var lastFrameAngle = newFrame.speed.angle(lastFrameAddSpeed);
- if (isNaN(lastFrameAngle)) {
- lastFrameAngle = 180.0;
- }
- //newFrame.speed = newFrame.speed.plus(lastFrameAddSpeed.multiply(Math.max(1,lastFrameAngle/60.0 - 1)));
- //newFrame.speed = newFrame.speed.multiply(1).plus(lastFrameAddSpeed.multiply(Math.max(1,lastFrameAngle/60.0 - 1)));
- newFrame.speed = newFrame.speed.multiply(1 - lastFrameAngle / 360.0).plus(lastFrameAddSpeed.multiply(Math.max(1,
- lastFrameAngle / 60.0 - 1)));
- var newFrameAngle = newFrame.speed.angle(newFrameAddSpeed);
- if (isNaN(newFrameAngle)) {
- newFrameAngle = 180.0;
- }
- //newFrame.speed = newFrame.speed.plus(newFrameAddSpeed.multiply(Math.min(1,newFrameAngle/60.0-1)));
- newFrame.speed = newFrame.speed.multiply(1 - newFrameAngle / 360.0).plus(newFrameAddSpeed.multiply(Math.max(1,
- newFrameAngle / 60.0 - 1)));
- //////////////////////
- this.frame.shift();
- this.frame.push(newFrame);
- if (this.frameHit.length <= 10) {
- var o = new Object();
- o.time = newFrame.time;
- o.timeGap = newFrame.timeGap;
- o.acc = newFrame.acc;
- o.gyr = newFrame.gyr;
- let frameHitLength = this.frameHit.length + 1;
- let lastFrameHit = this.frameHit[this.frameHit.length - 1];
- if (frameHitLength == 1) {
- o.allShakeLength = newFrame.shakeFixed;
- } else {
- o.allShakeLength = lastFrameHit.allShakeLength + newFrame.shakeFixed;
- }
- o.accFixed = o.acc.multiply(Math.pow(Math.max(0, 1 - newFrame.shakeFixed * frameHitLength / o.allShakeLength), 5) *
- 20); //数字越大越忽略历史数据
- if (frameHitLength == 1) {
- o.pos = o.accFixed.multiply(o.timeGap / 60);
- } else {
- o.pos = lastFrameHit.pos.plus(lastFrameHit.accFixed.plus(o.accFixed).multiply(o.timeGap / 60));
- }
- this.frameHit.push(o);
- }
- var vectorChanged = newForce.minus(this.force);
- var forceLength = this.force.length;
- var ForceChanged = newForce.length - forceLength;
- this.force = newForce;
- var currentLeftRight;
- if (Math.abs(newForce.x + newForce.z) > Math.abs(newForce.x - newForce.z)) {
- currentLeftRight = Math.abs(newForce.x + newForce.z);
- } else {
- currentLeftRight = -Math.abs(newForce.x - newForce.z);
- }
- this.forceRecord.shift();
- this.forceRecord.push(newForce);
- if (this.forceChanged > 0 && ForceChanged < 0) { // && forceLength > 0.1
- //&& this.momentum * Math.pow(0.9,(new Date().getTime()-this.momentunTime)/1) < forceLength){
- /*console.log(forceLength.toFixed(2));
- if( forceLength > 0.1 && forceLength >= this.momentum * 1.5){
- console.log(this.frame+" "+forceLength);
- }/** */
- if (forceLength > 0.1 && this.momentum != 999999) {
- if (!this.momentunPunch) { //等待击打
- if (this.momentunSeek > this.momentum) {
- this.momentunSeek = this.momentum;
- } else {
- if (this.momentunSeek < this.momentum * 0.8 - 0.1) {
- this.momentunPunch = !this.momentunPunch;
- this.punchCount++;
- //this.leftRight = (newForce.x+this.force.x) < 0;
- /*
- var largestForce = new o0.Vector3(0,0,0)
- for(var i = 0;i<this.forceRecord.length;++i){
- var element = this.forceRecord[i];
- if(largestForce.length < element.length){
- largestForce = element;
- }
- }
- if(Math.abs(largestForce.x + largestForce.z) > Math.abs(largestForce.x - largestForce.z)){
- currentLeftRight = Math.abs(largestForce.x + largestForce.z);
- }else{
- currentLeftRight = -Math.abs(largestForce.x - largestForce.z);
- }/** */
- this.leftRight = currentLeftRight < 0 ? "Right" : "Left";
- this.angle = new o0.Vector2(newForce.x, newForce.z).mod.angle(new o0.Vector2(0, 1));
- if (this.angle > 90) {
- this.angle = 180 - this.angle;
- }
- if (currentLeftRight > 0) {
- this.angle = -this.angle;
- } /** */
- //this.leftRight = (largestChange.x > 0 && largestChange.z > 0) || (largestChange.x < 0 && largestChange.z < 0);
- /* */
- //console.log(this.momentum);
- }
- }
- } else { //打完了
- if (this.momentunSeek < this.momentum) {
- this.momentunSeek = this.momentum;
- } else if (this.momentunSeek > this.momentum * 1.2 + 0.1) {
- this.momentunPunch = !this.momentunPunch;
- }
- }
- }
- this.momentum = forceLength;
- this.momentunTime = new Date().getTime();
- }
- this.forceChanged = ForceChanged;
- //console.log(vector3.x);
- return [new o0.Vector3(newForce), currentLeftRight, this.momentum];
- }
- test() {
- return "123123131";
- }
- getDirection(hitValue, callback) {
- var direction = new o0.Vector2(0, 0);
- var directionDistance = 0;
- for (var fi = 1; fi < this.frameHit.length - 1; ++fi) {
- for (var li = fi + 1; li < this.frameHit.length; ++li) {
- let firstGyr = this.frameHit[fi].gyr;
- let lastGyr = this.frameHit[li].gyr;
- let newDirectionDistance = o0.distance2(firstGyr, lastGyr);
- if (directionDistance < newDirectionDistance) {
- directionDistance = newDirectionDistance;
- direction = lastGyr.minus(firstGyr);
- }
- }
- }
- let curAngle = new o0.Vector2(direction.x, direction.y).mod.angle(new o0.Vector2(0, 1));
- let directionPunch = "all",
- name = "击中",
- ename = "hit";
- let curAngleCeil = Math.ceil(curAngle);
- //已坐标 (0,1) 向量为参考
- if (direction.y < 0) {
- //相反方向击打
- //正方向
- if (curAngleCeil > 150) {
- directionPunch = "straightPunch";
- name = "负向的直拳";
- ename = "back-straight";
- } else if (direction.x > 0) {
- directionPunch = "rightPunch";
- name = "负向的右拳";
- ename = "back-right";
- } else if (direction.x < 0) {
- directionPunch = "leftPunch";
- name = "负向的左拳";
- ename = "back-left";
- }
- } else {
- // y 大于零 手柄正方向击打
- if (curAngleCeil < 30) {
- directionPunch = "straightPunch";
- name = "正向的直拳";
- ename = "front-straight";
- } else if (direction.x < 0) {
- directionPunch = "rightPunch";
- name = "正向的右拳";
- ename = "front-right";
- } else if (direction.x > 0) {
- directionPunch = "leftPunch";
- name = "正向的左拳";
- ename = "front-left";
- }
- }
- this.quitHitCount++;
- if (callback) {
- let temp = {
- type: 'hit',
- hit: hitValue / 5,
- hitCount: this.quitHitCount,
- direction: directionPunch,
- directionVect: {
- 'x': direction.x,
- 'y': direction.y
- },
- angle: curAngleCeil,
- name: name,
- ename: ename
- }
- callback(temp);
- }
- }
- }
- };
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