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- import o0 from "./o0.js"
- module.exports = {
- SandbagAlgorithm: class {
- constructor() {
- this.stableAcc = new o0.Vector2(0, 0);
- this.stableGyr = new o0.Vector2(0, 0);
- this.stableCount = 0;
- this.stableCountMax = 3000;
- this.frameCapacity = 6;
- this.frame = [];
- this.frameLength = 5;
- this.frameOffset = 0;
- this.frameHitCapacity = 11;
- this.frameHit = []; //打击后的n帧
- for (var i = 0; i < this.frameCapacity; ++i) {
- var o = new Object();
- o.acc = new o0.Vector2(0, 0);
- o.gyr = new o0.Vector2(0, 0);
- o.timeGap = 20;
- 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 = 0;
- o.shakeSlope = 0;
- o.hit = 0;
- this.frame.push(o);
- }
- this.quitHitCount = 0;
- }
- //这个函数不建议外部调用
- GetDirection() {
- var direction = new o0.Vector2(0, 0);
- var directionDistance = 0.0;
- for (var fi = 0; fi < this.frameHit.length - 1; ++fi) {
- for (var li = fi + 1; li < this.frameHit.length; ++li) {
- var newDirection = this.frameHit[li].gyr.minus(this.frameHit[fi].gyr);
- var newDirectionDistance = newDirection.length;
- if (directionDistance < newDirectionDistance) {
- directionDistance = newDirectionDistance;
- direction = newDirection.multiply(this.frameHit[this.frameHit.length - 1].time -
- this.frameHit[0].time);
- } else {
- //cout << "false" << endl;
- }
- }
- }
- return direction;
- }
- // 输入俯视的平面坐标系下的xy轴坐标 的 加速计向量/陀螺仪向量。
- // timeGap 代表当前帧读取传感器与上一帧读取传感器 之间的时间差
- Update(accX, accY, gyrX, gyrY, timeGap) {
- var rawAcc = new o0.Vector2(accX, accY);
- var rawGyr = new o0.Vector2(gyrX, gyrY);
- let lastFrame = this.frame[(this.frameOffset + this.frameLength - 1) % this.frameCapacity];
- let last2Frame = this.frame[(this.frameOffset + this.frameLength - 2) % this.frameCapacity];
- let last3Frame = this.frame[(this.frameOffset + this.frameLength - 3) % this.frameCapacity];
- let last4Frame = this.frame[(this.frameOffset + this.frameLength - 4) % this.frameCapacity];
- let last5Frame = this.frame[(this.frameOffset + this.frameLength - 5) % this.frameCapacity];
- var newFrame = this.frame[(this.frameOffset + this.frameLength) % this.frameCapacity];
- newFrame.timeGap = timeGap;
- newFrame.acc = rawAcc.minus(this.stableAcc);
- newFrame.gyr = rawGyr.minus(this.stableGyr);
- if (this.stableCount < this.stableCountMax) {
- this.stableCount += 1;
- }
- this.stableAcc = this.stableAcc.multiply((this.stableCount - 1.0) / this.stableCount).plus(
- rawAcc.multiply(1 / this.stableCount));
- this.stableGyr = this.stableGyr.multiply((this.stableCount - 1.0) / this.stableCount).plus(
- rawGyr.multiply(1 / this.stableCount));
- //////////////////////////////////////////////////////////////////////////////////
- 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));
- ////////////////////////////////////////////
- newFrame.accSlope = Math.max(newFrame.accFixed - lastFrame.accFixed, 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].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.shake = o0.distance2(newFrame.predict, newFrame.pos) * 100;
- if (isNaN(newFrame.shake)) {
- newFrame.shake = 0.0;
- }
- 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));
- ////////////////////////////////////////////////////////////////
- newFrame.shakeSlope = Math.max(newFrame.shakeFixed - lastFrame.shakeFixed, 0);
- ///////////////////////////////////////////////////////////////
- var direction = undefined;
- //15 20 20 40 , 13 17 17 35
- let slopeArr = [15, 20, 20, 40];
- if (lastFrame.hit == 0 &&
- last2Frame.hit == 0 &&
- last3Frame.hit == 0 &&
- last4Frame.hit == 0 &&
- last5Frame.hit == 0 &&
- (newFrame.accSlope >= slopeArr[0] || lastFrame.accSlope >= slopeArr[1]) &&
- (newFrame.shakeSlope >= slopeArr[2] || lastFrame.shakeSlope >= slopeArr[3])) {
- newFrame.hit = 1;
- if (this.frameHit.length < this.frameHitCapacity && this.frameHit.length !=
- 0) { //判断到第二次hit,但还未输出第一次hit的方向,强制输出方向
- direction = this.GetDirection();
- } /**/
- this.frameHit = [];
- /*
- var o3 = new Object();
- o3.time = 0;
- o3.gyr = lastFrame3.gyr;
- this.frameHit.push(o3);/* */
- var o2 = new Object();
- o2.time = last2Frame.timeGap;
- o2.gyr = last2Frame.gyr;
- this.frameHit.push(o2);
- var o = new Object();
- o.time = last2Frame.timeGap + lastFrame.timeGap;
- o.gyr = lastFrame.gyr;
- this.frameHit.push(o);
- } else {
- newFrame.hit = 0;
- }
- if (this.frameHit.length < this.frameHitCapacity && this.frameHit.length != 0) {
- var o = new Object();
- o.time = this.frameHit[this.frameHit.length - 1].time + newFrame.timeGap;
- //o.gyr = this.frameHit[this.frameHit.length-1].gyr.plus(newFrame.gyr);
- o.gyr = newFrame.gyr;
- this.frameHit.push(o);
- if (this.frameHit.length == this.frameHitCapacity) { //累计达到设定的延迟帧数,输出方向
- direction = this.GetDirection();
- }
- }
- if ((this.frameOffset += 1) >= this.frameCapacity) {
- this.frameOffset -= this.frameCapacity;
- }
- return [newFrame.hit, direction];
- }
- getTempValue(curDirection) {
- let result = Math.atan2(curDirection.y, curDirection.x) * 180 / (Math.PI);
- result = Math.round(result);
- let curAngle = result > 0 ? result : (360 + result);
- let directionPunch = "all",
- name = "击中",
- ename = "hit";
- let positiveMidSlope = [70,110];//min max
- let negativeMidSlope = [250,290];//min max
- if (curAngle < positiveMidSlope[1] && curAngle >= positiveMidSlope[0]) {
- directionPunch = "straightPunch";
- name = "正向的直拳";
- ename = "front-straight";
- } else if (curAngle < positiveMidSlope[0] && curAngle >= 0) {
- directionPunch = "rightPunch";
- name = "正向的右拳";
- ename = "front-right";
- } else if (curAngle <= 180 && curAngle >= positiveMidSlope[1]) {
- directionPunch = "leftPunch";
- name = "正向的左拳";
- ename = "front-left";
- }
- //相反方向击打
- //正方向
- else if (curAngle <= negativeMidSlope[1] && curAngle > negativeMidSlope[0]) {
- directionPunch = "straightPunch";
- name = "负向的直拳";
- ename = "back-straight";
- } else if (curAngle <= negativeMidSlope[0] && curAngle > 180) {
- directionPunch = "rightPunch";
- name = "负向的右拳";
- ename = "back-right";
- } else if (curAngle <= 360 && curAngle > negativeMidSlope[1]) {
- directionPunch = "leftPunch";
- name = "负向的左拳";
- ename = "back-left";
- }
- this.quitHitCount++;
- let temp = {
- type: 'hit',
- hit: curDirection.length,
- hitCount: this.quitHitCount,
- direction: directionPunch,
- directionVect: {
- 'x': curDirection.x,
- 'y': curDirection.y
- },
- angle: curAngle,
- name: name,
- ename: ename
- }
- return temp;
- }
- }
- };
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