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Add a multiplayer example #8
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You would need to create a component to sync all bones position and quaternion, and interpolate the position and rotation between two received states. AFRAME.registerComponent("avatar-bones", {
schema: {
neckQuat: {type: "vec4"},
spine2Quat: {type: "vec4"},
spine3Quat: {type: "vec4"},
lShoulderQuat: {type: "vec4"},
rShoulderQuat: {type: "vec4"},
lElbowQuat: {type: "vec4"},
rElbowQuat: {type: "vec4"},
lWristQuat: {type: "vec4"},
rWristQuat: {type: "vec4"},
lindex0: {type: "vec4"},
lindex1: {type: "vec4"},
lindex2: {type: "vec4"},
lmiddle0: {type: "vec4"},
lmiddle1: {type: "vec4"},
lmiddle2: {type: "vec4"},
lpinky0: {type: "vec4"},
lpinky1: {type: "vec4"},
lpinky2: {type: "vec4"},
lring0: {type: "vec4"},
lring1: {type: "vec4"},
lring2: {type: "vec4"},
lthumb0: {type: "vec4"},
lthumb1: {type: "vec4"},
lthumb2: {type: "vec4"},
rindex0: {type: "vec4"},
rindex1: {type: "vec4"},
rindex2: {type: "vec4"},
rmiddle0: {type: "vec4"},
rmiddle1: {type: "vec4"},
rmiddle2: {type: "vec4"},
rpinky0: {type: "vec4"},
rpinky1: {type: "vec4"},
rpinky2: {type: "vec4"},
rring0: {type: "vec4"},
rring1: {type: "vec4"},
rring2: {type: "vec4"},
rthumb0: {type: "vec4"},
rthumb1: {type: "vec4"},
rthumb2: {type: "vec4"},
},
init: function() {
if (this.el.id !== "cameraRig") {
this.neckBuffer = new InterpolationBuffer(InterpolationBuffer.MODE_LERP, 0.6);
this.spine2Buffer = new InterpolationBuffer(InterpolationBuffer.MODE_LERP, 0.6);
this.spine3Buffer = new InterpolationBuffer(InterpolationBuffer.MODE_LERP, 0.6);
this.lShoulderBuffer = new InterpolationBuffer(InterpolationBuffer.MODE_LERP, 0.6);
this.rShoulderBuffer = new InterpolationBuffer(InterpolationBuffer.MODE_LERP, 0.6);
this.lElbowBuffer = new InterpolationBuffer(InterpolationBuffer.MODE_LERP, 0.6);
this.rElbowBuffer = new InterpolationBuffer(InterpolationBuffer.MODE_LERP, 0.6);
this.lWristBuffer = new InterpolationBuffer(InterpolationBuffer.MODE_LERP, 0.6);
this.rWristBuffer = new InterpolationBuffer(InterpolationBuffer.MODE_LERP, 0.6);
}
this.tempQuaternion = new THREE.Quaternion();
},
update: function(oldData) {
if (!this.mesh) {
this.mesh = this.el.object3D.getObjectByName('mesh_1');
if (this.mesh) {
const bones = this.mesh.skeleton.bones;
const getBoneByName = THREE.SkeletonUtils.getBoneByName;
this.neck = getBoneByName("Neck", bones);
this.spine2 = getBoneByName("Spine2", bones);
this.spine3 = getBoneByName("Spine3", bones);
this.lShoulder = getBoneByName("L_Shoulder", bones);
this.rShoulder = getBoneByName("R_Shoulder", bones);
this.lElbow = getBoneByName("L_Elbow", bones);
this.rElbow = getBoneByName("R_Elbow", bones);
this.lWrist = getBoneByName("L_Wrist", bones);
this.rWrist = getBoneByName("R_Wrist", bones);
this.lindex0 = getBoneByName("lindex0", bones);
this.lindex1 = getBoneByName("lindex1", bones);
this.lindex2 = getBoneByName("lindex2", bones);
this.lmiddle0 = getBoneByName("lmiddle0", bones);
this.lmiddle1 = getBoneByName("lmiddle1", bones);
this.lmiddle2 = getBoneByName("lmiddle2", bones);
this.lpinky0 = getBoneByName("lpinky0", bones);
this.lpinky1 = getBoneByName("lpinky1", bones);
this.lpinky2 = getBoneByName("lpinky2", bones);
this.lring0 = getBoneByName("lring0", bones);
this.lring1 = getBoneByName("lring1", bones);
this.lring2 = getBoneByName("lring2", bones);
this.lthumb0 = getBoneByName("lthumb0", bones);
this.lthumb1 = getBoneByName("lthumb1", bones);
this.lthumb2 = getBoneByName("lthumb2", bones);
this.rindex0 = getBoneByName("lindex0", bones);
this.rindex1 = getBoneByName("rindex1", bones);
this.rindex2 = getBoneByName("rindex2", bones);
this.rmiddle0 = getBoneByName("rmiddle0", bones);
this.rmiddle1 = getBoneByName("rmiddle1", bones);
this.rmiddle2 = getBoneByName("rmiddle2", bones);
this.rpinky0 = getBoneByName("rpinky0", bones);
this.rpinky1 = getBoneByName("rpinky1", bones);
this.rpinky2 = getBoneByName("rpinky2", bones);
this.rring0 = getBoneByName("rring0", bones);
this.rring1 = getBoneByName("rring1", bones);
this.rring2 = getBoneByName("rring2", bones);
this.rthumb0 = getBoneByName("rthumb0", bones);
this.rthumb1 = getBoneByName("rthumb1", bones);
this.rthumb2 = getBoneByName("rthumb2", bones);
}
}
//if (NAF.utils.isMine(this.el)) {
if (this.el.id === "cameraRig") {
// console.log(this.data.neckQuat);
// if (this.neck) this.neck.quaternion.copy(this.data.neckQuat);
} else {
this.neckBuffer.setQuaternion(this.data.neckQuat);
this.spine2Buffer.setQuaternion(this.data.spine2Quat);
this.spine3Buffer.setQuaternion(this.data.spine3Quat);
this.lShoulderBuffer.setQuaternion(this.data.lShoulderQuat);
this.rShoulderBuffer.setQuaternion(this.data.rShoulderQuat);
this.lElbowBuffer.setQuaternion(this.data.lElbowQuat);
this.rElbowBuffer.setQuaternion(this.data.rElbowQuat);
this.lWristBuffer.setQuaternion(this.data.lWristQuat);
this.rWristBuffer.setQuaternion(this.data.rWristQuat);
if (this.lindex0) {
this.lindex0.quaternion.set(this.data.lindex0.x, this.data.lindex0.y, this.data.lindex0.z, this.data.lindex0.w);
this.lindex1.quaternion.set(this.data.lindex1.x, this.data.lindex1.y, this.data.lindex1.z, this.data.lindex1.w);
this.lindex2.quaternion.set(this.data.lindex2.x, this.data.lindex2.y, this.data.lindex2.z, this.data.lindex2.w);
this.lmiddle0.quaternion.set(this.data.lmiddle0.x, this.data.lmiddle0.y, this.data.lmiddle0.z, this.data.lmiddle0.w);
this.lmiddle1.quaternion.set(this.data.lmiddle1.x, this.data.lmiddle1.y, this.data.lmiddle1.z, this.data.lmiddle1.w);
this.lmiddle2.quaternion.set(this.data.lmiddle2.x, this.data.lmiddle2.y, this.data.lmiddle2.z, this.data.lmiddle2.w);
this.lpinky0.quaternion.set(this.data.lpinky0.x, this.data.lpinky0.y, this.data.lpinky0.z, this.data.lpinky0.w);
this.lpinky1.quaternion.set(this.data.lpinky1.x, this.data.lpinky1.y, this.data.lpinky1.z, this.data.lpinky1.w);
this.lpinky2.quaternion.set(this.data.lpinky2.x, this.data.lpinky2.y, this.data.lpinky2.z, this.data.lpinky2.w);
this.lring0.quaternion.set(this.data.lring0.x, this.data.lring0.y, this.data.lring0.z, this.data.lring0.w);
this.lring1.quaternion.set(this.data.lring1.x, this.data.lring1.y, this.data.lring1.z, this.data.lring1.w);
this.lring2.quaternion.set(this.data.lring2.x, this.data.lring2.y, this.data.lring2.z, this.data.lring2.w);
this.lthumb0.quaternion.set(this.data.lthumb0.x, this.data.lthumb0.y, this.data.lthumb0.z, this.data.lthumb0.w);
this.lthumb1.quaternion.set(this.data.lthumb1.x, this.data.lthumb1.y, this.data.lthumb1.z, this.data.lthumb1.w);
this.lthumb2.quaternion.set(this.data.lthumb2.x, this.data.lthumb2.y, this.data.lthumb2.z, this.data.lthumb2.w);
this.rindex0.quaternion.set(this.data.rindex0.x, this.data.rindex0.y, this.data.rindex0.z, this.data.rindex0.w);
this.rindex1.quaternion.set(this.data.rindex1.x, this.data.rindex1.y, this.data.rindex1.z, this.data.rindex1.w);
this.rindex2.quaternion.set(this.data.rindex2.x, this.data.rindex2.y, this.data.rindex2.z, this.data.rindex2.w);
this.rmiddle0.quaternion.set(this.data.rmiddle0.x, this.data.rmiddle0.y, this.data.rmiddle0.z, this.data.rmiddle0.w);
this.rmiddle1.quaternion.set(this.data.rmiddle1.x, this.data.rmiddle1.y, this.data.rmiddle1.z, this.data.rmiddle1.w);
this.rmiddle2.quaternion.set(this.data.rmiddle2.x, this.data.rmiddle2.y, this.data.rmiddle2.z, this.data.rmiddle2.w);
this.rpinky0.quaternion.set(this.data.rpinky0.x, this.data.rpinky0.y, this.data.rpinky0.z, this.data.rpinky0.w);
this.rpinky1.quaternion.set(this.data.rpinky1.x, this.data.rpinky1.y, this.data.rpinky1.z, this.data.rpinky1.w);
this.rpinky2.quaternion.set(this.data.rpinky2.x, this.data.rpinky2.y, this.data.rpinky2.z, this.data.rpinky2.w);
this.rring0.quaternion.set(this.data.rring0.x, this.data.rring0.y, this.data.rring0.z, this.data.rring0.w);
this.rring1.quaternion.set(this.data.rring1.x, this.data.rring1.y, this.data.rring1.z, this.data.rring1.w);
this.rring2.quaternion.set(this.data.rring2.x, this.data.rring2.y, this.data.rring2.z, this.data.rring2.w);
this.rthumb0.quaternion.set(this.data.rthumb0.x, this.data.rthumb0.y, this.data.rthumb0.z, this.data.rthumb0.w);
this.rthumb1.quaternion.set(this.data.rthumb1.x, this.data.rthumb1.y, this.data.rthumb1.z, this.data.rthumb1.w);
this.rthumb2.quaternion.set(this.data.rthumb2.x, this.data.rthumb2.y, this.data.rthumb2.z, this.data.rthumb2.w);
}
}
},
tick: function(time, dt) {
//if (!NAF.utils.isMine(this.el)) {
if (this.el.id !== "cameraRig") {
this.neckBuffer.update(dt);
this.spine2Buffer.update(dt);
this.spine3Buffer.update(dt);
this.lShoulderBuffer.update(dt);
this.rShoulderBuffer.update(dt);
this.lElbowBuffer.update(dt);
this.rElbowBuffer.update(dt);
this.lWristBuffer.update(dt);
this.rWristBuffer.update(dt);
if (this.neck) {
const quaternion = this.neckBuffer.getQuaternion();
this.neck.quaternion.copy(quaternion);
}
if (this.spine2) {
const quaternion = this.spine2Buffer.getQuaternion();
this.spine2.quaternion.copy(quaternion);
}
if (this.spine3) {
const quaternion = this.spine3Buffer.getQuaternion();
this.spine3.quaternion.copy(quaternion);
}
if (this.lShoulder) {
const quaternion = this.lShoulderBuffer.getQuaternion();
this.lShoulder.quaternion.copy(quaternion);
}
if (this.rShoulder) {
const quaternion = this.rShoulderBuffer.getQuaternion();
this.rShoulder.quaternion.copy(quaternion);
}
if (this.lElbow) {
const quaternion = this.lElbowBuffer.getQuaternion();
this.lElbow.quaternion.copy(quaternion);
}
if (this.rElbow) {
const quaternion = this.rElbowBuffer.getQuaternion();
this.rElbow.quaternion.copy(quaternion);
}
if (this.lWrist) {
const quaternion = this.lWristBuffer.getQuaternion();
this.lWrist.quaternion.copy(quaternion);
}
if (this.rWrist) {
const quaternion = this.rWristBuffer.getQuaternion();
this.rWrist.quaternion.copy(quaternion);
}
}
},
}); |
Could maybe leverage networked-aframe for it
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