🫏 Adds animation experiment
This commit is contained in:
@@ -490,4 +490,454 @@ const comb = (n: number, k: number): number => {
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let c = 1
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for (let i = 0; i < k; i++) c = (c * (n - i)) / (i + 1)
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return c
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};
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/*
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Units: meters, radians, seconds / beats
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*/
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// interface Options {
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// controls: 'body' | 'legs' | 'both';
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// extendable?: boolean; // if true, the animation can loop
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// description?: string; // a description of the animation
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// }
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interface Frame {
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time: number;
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position: number[];
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orientation: number[];
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feet?: number[][];
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}
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type Parameter = {
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// name: string;
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min: number;
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max: number;
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default: number;
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};
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type Parameters = Record<string, Parameter>;
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interface Animation {
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// options: Options = {};
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parameters: Parameters;
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frames: Frame[];
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}
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const generateCircleAnimation = (
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radius: number,
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y: number,
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duration: number,
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segments: number
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): Animation => {
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const frames: Frame[] = [];
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const deltaTime = duration / segments;
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for (let i = 0; i <= segments; i++) {
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const angle = (2 * Math.PI * i) / segments; // Angle in radians
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const x = radius * Math.cos(angle);
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const z = radius * Math.sin(angle);
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frames.push({
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time: i * deltaTime,
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position: [x, y, z],
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orientation: [0, 0, 0]
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});
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}
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return {
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parameters: {
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speed: { min: 0.1, max: 2, default: 1 },
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x_offset: { min: -0.1, max: 0.1, default: 0 }
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},
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frames
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};
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};
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const kinematicShowCaseGen = generateCircleAnimation(0.5, 0.7, 4000, 32);
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const kinematicShowCase: Animation = {
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parameters: {
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speed: { min: 0.1, max: 2, default: 1 },
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x_offset: { min: -0.1, max: 0.1, default: 0 }
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},
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frames: [
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{
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time: 0,
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position: [0.5, 0.7, 0],
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orientation: [0, 0, 0],
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feet: [
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[1, -1, 1, 1],
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[1, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 500,
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position: [0.3, 0.7, 0.3],
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orientation: [0, 0, 0]
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},
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{
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time: 1000,
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position: [0, 0.7, 0.5],
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orientation: [0, 0, 0]
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},
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{
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time: 1500,
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position: [-0.3, 0.7, 0.3],
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orientation: [0, 0, 0]
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},
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{
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time: 2000,
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position: [-0.5, 0.7, 0],
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orientation: [0, 0, 0]
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},
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{
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time: 2500,
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position: [-0.3, 0.7, -0.3],
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orientation: [0, 0, 0]
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},
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{
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time: 3000,
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position: [0, 0.7, -0.5],
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orientation: [0, 0, 0]
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},
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{
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time: 3500,
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position: [0.3, 0.7, -0.3],
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orientation: [0, 0, 0]
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},
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{
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time: 4000,
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position: [0.5, 0.7, 0],
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orientation: [0, 0, 0]
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}
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]
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};
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const stretch: Animation = {
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parameters: {
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speed: { min: 0.1, max: 2, default: 1 },
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x_offset: { min: -0.1, max: 0.1, default: 0 }
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},
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frames: [
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// Step forward
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{
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time: 0,
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position: [0, 0.7, 0],
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orientation: [0, 0, 0],
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feet: [
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[1, -1, 1, 1],
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[1, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 250,
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position: [0, 0.7, -0.2],
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orientation: [0, 0, 0],
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feet: [
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[1.5, -0.5, 1, 1],
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[1, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 500,
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position: [0, 0.7, -0.2],
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orientation: [0, 0, 0],
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feet: [
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[2, -1, 1, 1],
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[1, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 750,
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position: [0, 0.7, 0.2],
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orientation: [0, 0, 0],
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feet: [
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[2, -1, 1, 1],
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[1, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 1000,
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position: [0, 0.7, 0.2],
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orientation: [0, 0, 0],
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feet: [
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[2, -1, 1, 1],
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[1.5, -0.5, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 1250,
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position: [0, 0.7, 0.2],
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orientation: [0, 0, 0],
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feet: [
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[2, -1, 1, 1],
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[2, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 2500,
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position: [0.5, 0.7, 0],
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orientation: [0, 0, 25]
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},
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{
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time: 4000,
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position: [-0.7, 0.7, 0],
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orientation: [0, 0, -20]
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},
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{
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time: 5000,
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position: [-0.7, 0.7, 0],
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orientation: [0, 0, -20]
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},
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{
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time: 6000,
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position: [0, 0.7, 0],
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orientation: [0, 0, 0]
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},
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{
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time: 6000,
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position: [-0.2, 0.7, -0.2],
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orientation: [0, 0, 0],
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feet: [
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[2, -1, 1, 1],
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[2, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 6500,
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position: [-0.2, 0.7, -0.2],
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orientation: [0, 0, 0],
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feet: [
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[0.5, -0.5, 1, 1],
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[2, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 7000,
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position: [-0.2, 0.7, 0.2],
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orientation: [0, 0, 0],
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feet: [
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[1, -1, 1, 1],
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[2, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 7500,
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position: [-0.2, 0.7, 0.2],
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orientation: [0, 0, 0],
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feet: [
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[1, -1, 1, 1],
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[0.5, -0.5, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 8000,
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position: [0, 0.7, 0],
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orientation: [0, 0, 0],
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feet: [
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[1, -1, 1, 1],
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[1, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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}
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]
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};
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const pee: Animation = {
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parameters: {
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speed: { min: 0.1, max: 2, default: 1 },
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x_offset: { min: -0.1, max: 0.1, default: 0 }
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},
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frames: [
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{
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time: 0,
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position: [0, 0.7, 0],
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orientation: [0, 0, 0],
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feet: [
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[1, -1, 1, 1],
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[1, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 1000,
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position: [0, 0.7, 0],
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orientation: [0, 0, 0],
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feet: [
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[1, -1, 1, 1],
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[1, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 2000,
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position: [0.2, 0.7, 0.45],
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orientation: [0, 0, 0],
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feet: [
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[1, -1, 1, 1],
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[1, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 3000,
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position: [0.2, 0.7, 0.45],
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orientation: [0, 0, 0],
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feet: [
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[1, -1, 1, 1],
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[1, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 4000,
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position: [0.2, 0.7, 0.45],
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orientation: [0, 0, 0],
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feet: [
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[1, -1, 1, 1],
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[1, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, 0, -1, 1]
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]
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},
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{
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time: 5000,
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position: [0.2, 0.7, 0.45],
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orientation: [0, 0, 0],
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feet: [
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[1, -1, 1, 1],
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[1, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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},
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{
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time: 6000,
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position: [0, 0.7, 0],
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orientation: [0, 0, 0],
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feet: [
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[1, -1, 1, 1],
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[1, -1, -1, 1],
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[-1, -1, 1, 1],
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[-1, -1, -1, 1]
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]
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}
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]
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};
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export class Animater extends GaitState {
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protected name = 'Bezier';
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time = 0;
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animation = pee; // stretch;
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begin() {
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this.time = 0;
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super.begin();
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}
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end() {
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this.time = 0;
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super.end();
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}
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step(body_state: body_state_t, command: ControllerCommand, dt: number = 0.02) {
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return this.step_animation(body_state, dt);
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}
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step_animation(body_state: body_state_t, dt: number = 0.02) {
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this.dt = dt / 1000;
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this.time += dt;
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const duration = this.animation.frames[this.animation.frames.length - 1].time;
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if (this.time > duration) {
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this.time = this.time % duration;
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}
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const { prevFrame, nextFrame } = this.getBoundingFrames();
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const t = this.getInterpolationFactor(prevFrame, nextFrame);
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const position = this.interpolatePosition(prevFrame.position, nextFrame.position, t);
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const orientation = this.interpolatePosition(
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prevFrame.orientation,
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nextFrame.orientation,
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t
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);
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// Apply x_offset
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// position[0] += this.xOffset;
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body_state.xm = position[0];
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body_state.ym = position[1];
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body_state.zm = position[2];
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body_state.omega = orientation[0];
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body_state.phi = orientation[1];
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body_state.psi = orientation[2];
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if (prevFrame.feet && nextFrame.feet) {
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for (let i = 0; i < 4; i++) {
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body_state.feet[i] = this.interpolatePosition(
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prevFrame.feet[i],
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nextFrame.feet[i],
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t
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);
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}
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}
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return body_state;
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}
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private getBoundingFrames(): { prevFrame: Frame; nextFrame: Frame } {
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const frames = this.animation.frames;
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for (let i = 0; i < frames.length - 1; i++) {
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const prevFrame = frames[i];
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const nextFrame = frames[i + 1];
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if (this.time >= prevFrame.time && this.time <= nextFrame.time) {
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return { prevFrame, nextFrame };
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}
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}
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// Fallback (should not be reached if looping correctly)
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return { prevFrame: frames[frames.length - 1], nextFrame: frames[0] };
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}
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private getInterpolationFactor(prevFrame: Frame, nextFrame: Frame): number {
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const timeRange = nextFrame.time - prevFrame.time;
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const elapsed = this.time - prevFrame.time;
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return elapsed / timeRange;
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}
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private interpolatePosition(pos1: number[], pos2: number[], t: number): number[] {
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return pos1.map((val, index) => val + t * (pos2[index] - val));
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}
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}
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Reference in New Issue
Block a user