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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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