WIP with most necessary features
This commit is contained in:
parent
62b6717d1b
commit
58bcc0729f
3 changed files with 327 additions and 103 deletions
2
.gitignore
vendored
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2
.gitignore
vendored
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@ -0,0 +1,2 @@
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dataset/*
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interview/*.mp3
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79
index.html
79
index.html
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@ -11,10 +11,22 @@
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height: 100%;
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font-family: sans-serif;
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}
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body.paused canvas{
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opacity: .6;
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}
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canvas{
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margin:0;
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width:100vw;
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height:100vh;
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opacity: 1;
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transition: opacity 1s;
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}
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body.paused #subtitles{
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color:darkgray;
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}
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/* audio{
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@ -29,7 +41,48 @@
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color:white;
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text-shadow: black 0 0 10px;;
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text-align: center;
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font-size: 20px;
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font-size: 25px;
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}
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#annotation{
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position: absolute;
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top:0;
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left:0;
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padding: 5px;
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background:white;
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}
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#annotation img{
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height: 300px;
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}
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#annotation .description{
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display:none;
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}
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#time{
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position: fixed;
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bottom: 0;
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right: 0;
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padding: 5px;
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color:white;
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}
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#workmsg{
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display:none;
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}
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body.paused #workmsg{
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position:absolute;
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top: calc(50vh - 20px);
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text-align: center;
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color:gray;
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display: block;
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width: 520px;
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left: calc(50% - 150px);
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font-size: 30px;
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}
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</style>
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@ -41,14 +94,22 @@
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<!-- Will automatically be injected if needed: <script src=https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js></script> -->
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</head>
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<body>
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<body class='paused'>
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<canvas id="renderCanvas" touch-action="none"></canvas> <!--touch-action="none" for best results from PEP-->
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<div id='annotation'>
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<template id="annotationContent">
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<img id='img'>
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<input type='number' id='weight'>
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<template id="annotationContentTemplate">
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<img class='img'>
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<div class='name'></div>
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<div class='description'></div>
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Position of image in parade:
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<input type='range' min="0" max="110" class='weight'>
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</template>
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<div id='annotationContent'>
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<!-- contents of template will come here through the javascript -->
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</div>
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<input type='button' value='Next image' id='nextButton'>
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</div>
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<audio id='interview'
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@ -64,6 +125,14 @@
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</div>
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<div id='workmsg'>
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<h2>Annotate to listen...</h2>
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</div>
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<div id='time'>
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</div>
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<script src="https://cdn.babylonjs.com/babylon.js"></script>
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<script src="https://preview.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>
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343
parade.js
343
parade.js
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@ -1,6 +1,14 @@
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var parade;
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var interview_sorter;
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var config = {
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speedFactor: 0.01, // speed of the shapes
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distanceFactor: 20, // distance between the shapes
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startOffset: 0.001, // starting position
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shapeWidth: 100, // 8 shape of animation: width
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shapeHeight: 1300 // 8 shape of animation: height;
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}
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// polyfill
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window.performance = window.performance || {};
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performance.now = (function() {
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@ -26,7 +34,7 @@ fetch(request)
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console.debug(data);
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// loaded data from json, initialise interface
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const canvas = document.getElementById("renderCanvas");
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parade = new Parade(canvas, data['image']);
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parade = new Parade(canvas, data['image'], config);
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parade.createScene();
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// parade.scene.debugLayer.show();
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}).catch(error => {
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@ -35,24 +43,61 @@ fetch(request)
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class Parade {
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constructor(canvasEl, images) {
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this.speedFactor = -.05;
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this.distanceFactor = 20;
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this.startOffset = 800;
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this.maxStepSize = 1;
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constructor(canvasEl, images, config) {
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// animation parameters:
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this.config = config;
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this.prevRenderTime = null;
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this.canvasEl = canvasEl;
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this.engine = new BABYLON.Engine(canvasEl, true);
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this.engine = new BABYLON.Engine(canvasEl, true); // create 3d engine
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this.isPlaying = false;
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// initialise image objects:
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this.images = [];
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this.imagePositions = []; // index: position, value: image-index
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let storedPositions = localStorage.getItem('imagePositions');
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if(storedPositions) {
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this.imagePositions = JSON.parse(storedPositions);
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}
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// else or invalid:
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if(!storedPositions || this.imagePositions.length != images.length) {
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// fill with default: order of the JSON file
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for (let index = 0; index < images.length; index++) {
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this.imagePositions[index] = index;
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}
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}
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for(let i in images) {
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i = parseInt(i);
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let pos = this.imagePositions.indexOf(i);
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// console.log('pos', , pos);
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let img = new ParadeImage(images[i], pos);
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this.images.push(img);
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// for testing:
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// if(this.images.length > 5)
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// break;
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}
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this.setupSubtitles();
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this.setupSorter();
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// Watch for browser/canvas resize events
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window.addEventListener("resize", function () {
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this.engine.resize();
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}.bind(this));
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//Register a render loop to repeatedly render the scene
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this.engine.runRenderLoop(this.renderLoop.bind(this));
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}
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setupSubtitles() {
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this.audioEl = document.getElementById('interview'); // audio player
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this.subtitleEl = document.getElementById('subtitles'); // the subtitle div
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this.trackEl = this.audioEl.querySelector('track'); // the subtitle track
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this.timeEl = document.getElementById('time'); // the subtitle track
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// set up subtitles:
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this.trackEl.addEventListener("cuechange", (event) => {
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console.log(event);
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let cues = event.target.track.activeCues;
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let content = "";
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for(let cue of cues) {
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});
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// initialise image objects:
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this.images = [];
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for(let i in images) {
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this.images.push(new ParadeImage(images[i], i));
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// for testing:
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// if(this.images.length > 5)
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// break;
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this.audioEl.addEventListener('timeupdate', this.updateTimestring.bind(this));
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this.updateTimestring();
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}
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updateTimestring() {
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let now = this.audioEl.currentTime;
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let duration = this.audioEl.duration;
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let timestring = String(Math.floor(now/60)).padStart(2, '0') + ":"
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+ String(Math.floor(now)%60).padStart(2, '0')
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+ " / " + String(Math.floor(duration/60)).padStart(2, '0') + ":"
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+ String(Math.floor(duration)%60).padStart(2, '0');
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this.timeEl.innerHTML = timestring;
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}
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setupSorter() {
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this.sorterTemplate = document.getElementById('annotationContentTemplate');
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this.sorter = document.getElementById('annotation');
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this.pauseTimeout = null;
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this.imagesToSort = this.images.slice(); // we will keep track of images that needs weighing (clone by reference)
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let nextButton = document.getElementById('nextButton');
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nextButton.addEventListener('click', this.nextSorterImage.bind(this));
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// set maximum to last image index
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this.sorterTemplate.content.querySelector('.weight').max = this.images.length - 1;
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this.changeSorterImage();
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}
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changeSorterImage() {
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// pick random image
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this.imageToSort = this.imagesToSort[Math.floor(Math.random()*this.imagesToSort.length)];
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// this.imageToSort = this.imagesToSort[0]; // always the first instead of random
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let clone = this.sorterTemplate.content.cloneNode(true);
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let imgEl = clone.querySelector(".img");
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let descriptionEl = clone.querySelector(".description");
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let nameEl = clone.querySelector(".name");
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let weightEl = clone.querySelector(".weight");
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imgEl.src = this.imageToSort.getImageUrl();
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nameEl.innerHTML = this.imageToSort.info['image'];
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descriptionEl.innerHTML = this.imageToSort.info['set'];
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// weightEl.value = parseInt(image.info['weight']);
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weightEl.value = parseInt(this.imageToSort.position); // don't use weight, but the image's actual position
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weightEl.addEventListener('input', this.changeSorterWeight.bind(this));
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let sorterContent = this.sorter.querySelector('#annotationContent');
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sorterContent.innerHTML = "";
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sorterContent.appendChild(clone);
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}
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changeSorterWeight(ev) {
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this.play();
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// make sure nr is never too big.
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let newIndex = Math.min(this.images.length -1 , parseInt(ev.target.value));
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this.setImagePosition(this.imageToSort, newIndex);
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}
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setImagePosition(image, new_position) {
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let id = this.images.indexOf(image);
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let old_position = this.imagePositions.indexOf(id);
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// move from old to new position in the array, see https://stackoverflow.com/a/5306832
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this.imagePositions.splice(
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new_position, 0,
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this.imagePositions.splice(old_position, 1)[0]
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);
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// update positions of image objects
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for(let i in this.images) {
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i = parseInt(i);
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this.images[i].setPosition(this.imagePositions.indexOf(i), this.t + 2000);
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}
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// Watch for browser/canvas resize events
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window.addEventListener("resize", function () {
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this.engine.resize();
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}.bind(this));
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// save:
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localStorage.setItem('imagePositions', JSON.stringify(this.imagePositions));
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}
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//Register a render loop to repeatedly render the scene
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this.engine.runRenderLoop(this.renderLoop.bind(this));
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nextSorterImage() {
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this.play();
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let i = this.imagesToSort.indexOf(this.imageToSort);
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this.imagesToSort.splice(i, 1); // remove from images to position
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this.changeSorterImage();
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}
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play() {
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// play audio for n seconds:
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// extend timeout if it's already playing
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const duration = 10; // seconds
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if(this.pauseTimeout) {
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clearTimeout(this.pauseTimeout);
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}
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this.pauseTimeout = setTimeout(() => {
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this.pause();
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}, duration * 1000);
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this.audioEl.play();
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document.body.classList.remove('paused');
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this.isPlaying = true;
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}
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pause() {
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// pause audio and animation
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this.audioEl.pause();
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document.body.classList.add('paused');
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this.isPlaying = false;
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}
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renderLoop() {
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// if(camera.rotation['x'] > .3) {
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// camera.rotation['x'] = .3
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// }
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this.animate();
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this.animate(); // update positions of the objects
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this.scene.render();
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}
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animate() {
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let t = window.performance.now() - this.startTime;
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// let maxStepSize = Math.inf;
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let n = window.performance.now();
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let dt = 0;
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if(this.isPlaying) {
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// todo: make it come to a slow halt, instead of sudden;
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dt = n - this.lastRenderTime;
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this.t += dt;
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}
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this.lastRenderTime = n; // also increment when paused;
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// if (this.prevRenderTime === null) {
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// } else {
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// let tdiff = t - this.prevRenderTime;
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// if(tdiff < 1) {
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// // sometimes multiple render calls within very short moment??
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// // skip some work.
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// return;
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// }
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// maxStepSize = Math.abs(this.maxStepSize * tdiff * this.speedFactor);
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// }
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// this.prevRenderTime = t;
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// console.log(tdiff);
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t -= 800/this.speedFactor; // start offset ( milliseconds)
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// console.log(maxStepSize);
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for(let i of this.images){
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i.updateMeshPosition(t*this.speedFactor/1000);
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t-= this.distanceFactor/this.speedFactor;
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i.updateMeshPosition(this.t, dt, this.config);
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}
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}
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createScene() {
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// This creates a basic Babylon Scene object (non-mesh)
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// This creates a basic Babylon Scene object
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this.scene = new BABYLON.Scene(this.engine);
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// return this.scene;
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// this.scene.clearColor = new BABYLON.Color3(0.6, 0.6, 0.); // color RGB
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this.scene.clearColor = new BABYLON.Color3(.22,0.27,0.38); // color RGB
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// this.scene.clearColor = new BABYLON.Color4(0.6, 0.6, 0.,0); // transparent - RGBA
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this.scene.fogMode = BABYLON.Scene.FOGMODE_EXP;
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this.scene.fogColor = this.scene.clearColor;
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// let camera = new BABYLON.UniversalCamera("camera1", new BABYLON.Vector3( 0.0, 0.0, 120.86337575312979), this.scene);
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// camera.rotation = new BABYLON.Vector3(0, Math.PI, 0);
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// camera.fov = 1.1; // default: 0.8
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let camera = new BABYLON.UniversalCamera("camera2", new BABYLON.Vector3( -14.40894348196419, 0.9954991699417852, 17.582966906902247), this.scene);
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camera.rotation = new BABYLON.Vector3(0.023121520223909536, 2.5494248799675163, 0);
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let camera = new BABYLON.UniversalCamera("camera2", new BABYLON.Vector3( -11.79906036421707, -0.7028999316894499, 32.43524104627659 ), this.scene);
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camera.rotation = new BABYLON.Vector3(-0.16070762395712468, 2.4005702973639886, 0);
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camera.fov = 1.5;
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// camera.rotation = new BABYLON.Vector3(0.1, 0,0);
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// camera.lowerRadiusLimit = 6;
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let radius = 60;
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for(let i in this.images) {
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// console.log(i, this.images, this);
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// create the Meshes with the images in the scene
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this.images[i].makeMesh(this.scene);
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}
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this.startTime = window.performance.now();
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// this.scene.registerBeforeRender(this.animate.bind(this));
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this.lastRenderTime = window.performance.now();
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this.t = 0; // playback timer
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return this.scene;
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}
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}
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this.info = info;
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this.weight = info['weight'];
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this.position = position; // index in list
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this.target_position = position;
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this.target_position_time = 0;
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}
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getImageUrl() {
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return 'dataset/small/'+ this.info['image'];
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}
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/**
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*
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* @param {int} new_position new position in parade
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* @param {float} time_complete time at which it should have transitioned to this position
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*/
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setPosition(new_position, time_complete) {
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if(this.target_position == new_position) return;
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// console.log('changepos', this.target_position, new_position);
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this.target_position = new_position;
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this.target_position_time = time_complete;
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}
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makeMesh(scene) {
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// let videoSrc = this.images[i]['image'];
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// random fluctuation in radius
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let i = 1;
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let radius = 60
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let localRadius = (Math.random() * .2 + 1) * radius;
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let x = Math.sin(2*Math.PI * i / 1) * localRadius;
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let y = Math.cos(2*Math.PI * i / 1) * localRadius;
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var planeOpts = {
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height: 5.4762,
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width: 7.3967,
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sideOrientation: BABYLON.Mesh.DOUBLESIDE
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};
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this.mesh = BABYLON.MeshBuilder.CreatePlane("plane", planeOpts, scene);
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var planeOptions = {
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// TODO: should size be dynamic?
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height: 5.4762,
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width: 7.3967,
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sideOrientation: BABYLON.Mesh.DOUBLESIDE // texture should be visible from front and back
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};
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var ANote0VideoMat = new BABYLON.StandardMaterial("m", scene);
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this.mesh = BABYLON.MeshBuilder.CreatePlane("plane", planeOptions, scene);
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let imgUrl = 'dataset/small/'+ this.info['image'];
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// console.log(imgUrl);
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ANote0VideoMat.diffuseTexture = new BABYLON.Texture(imgUrl, scene);
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||||
ANote0VideoMat.roughness = 1;
|
||||
ANote0VideoMat.emissiveColor = new BABYLON.Color3.White();
|
||||
this.mesh.material = ANote0VideoMat;
|
||||
var mat = new BABYLON.StandardMaterial("m", scene);
|
||||
|
||||
mat.diffuseTexture = new BABYLON.Texture(this.getImageUrl(), scene);
|
||||
mat.roughness = 1;
|
||||
mat.emissiveColor = new BABYLON.Color3.White();
|
||||
this.mesh.material = mat;
|
||||
|
||||
this.mesh.rotation.y = Math.PI; // rotate 180 deg. to avoid looking at backside from the start.
|
||||
|
||||
// this.updateMeshPosition(1, Math.inf); //TODO: remove when animating
|
||||
}
|
||||
|
||||
updateMeshPosition(t){
|
||||
updateMeshPosition(t, dt, config){
|
||||
// first see how we are with our moving positions:
|
||||
|
||||
if(dt < 1) {
|
||||
// don't change positions, because we're paused
|
||||
}
|
||||
else if(Math.abs(this.position - this.target_position) > 0.00001) {
|
||||
if(t > this.target_position_time) {
|
||||
console.error('were we too slow?');
|
||||
this.position = this.target_position;
|
||||
}
|
||||
|
||||
let tdiff = this.target_position_time - t;
|
||||
if(tdiff != 0) {
|
||||
if(tdiff < dt) {
|
||||
// never place it too far...
|
||||
this.position = this.target_position;
|
||||
} else {
|
||||
this.position += (this.target_position - this.position) / (tdiff/dt);
|
||||
// console.log(this.position, this.target_position_time, t);
|
||||
}
|
||||
}
|
||||
|
||||
} else{
|
||||
// it's practically the same, but set it to avoid any rounding uglyness.
|
||||
this.position = this.target_position;
|
||||
}
|
||||
|
||||
let p = t; //0; // if 0, disable movement for a bit.
|
||||
p *= config.speedFactor/1000
|
||||
p -= config.startOffset/config.speedFactor; // start offset ( milliseconds)
|
||||
p -= config.distanceFactor * this.position / 1000;
|
||||
|
||||
// factors determine scale of animation
|
||||
let target_x = Math.sin(2*t)*100;
|
||||
let target_z = Math.sin(t)*1300;
|
||||
|
||||
// let diff_x = target_x - this.mesh.position.x;
|
||||
// let diff_z = target_z - this.mesh.position.z;
|
||||
|
||||
// let stepSize = Math.sqrt( Math.pow(diff_x, 2) + Math.pow(diff_z, 2) );
|
||||
|
||||
// if(stepSize > maxStepSize) {
|
||||
// // console.log('throttle', maxStepSize, stepSize);
|
||||
// // throttle the step, so switching items looks like movement
|
||||
// diff_x *= maxStepSize/stepSize;
|
||||
// diff_z *= maxStepSize/stepSize;
|
||||
// }
|
||||
|
||||
// // console.log(diff_x, diff_z, stepSize);
|
||||
// this.mesh.position.x += diff_x;
|
||||
// this.mesh.position.z += diff_z;
|
||||
let target_x = Math.sin(2*p)*config.shapeWidth;
|
||||
let target_z = Math.sin(p)*config.shapeHeight;
|
||||
this.mesh.position.x = target_x;
|
||||
this.mesh.position.z = target_z;
|
||||
|
||||
// this.mesh.position = new BABYLON.Vector3(x,0,y);
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue