diversions/parade.js

573 lines
21 KiB
JavaScript

var parade;
var interview_sorter;
var config = {
speedFactor: 0.01, // speed of the shapes
distanceFactor: 20, // distance between the shapes
startOffset: 0.001, // starting position
shapeWidth: 100, // 8 shape of animation: width
shapeHeight: 1300, // 8 shape of animation: height;
playDuration: 16, // seconds. how long should audio play after dragging/pressing next. Something like audio duration / nr of images. Note that if everything is sorted interview will just continue;
textColor: "orange",
font: "bold 70px Arial",
returnToSpectatorCamTimeout: 3000, // ms, when dragging weight slider, after release, how long should it take before reversing to spectator camera position
}
// polyfill
window.performance = window.performance || {};
performance.now = (function() {
return performance.now ||
performance.mozNow ||
performance.msNow ||
performance.oNow ||
performance.webkitNow ||
Date.now /*none found - fallback to browser default */
})();
const request = new Request('dataset/images_prop.json');
fetch(request)
.then(response => {
if (response.status === 200) {
return response.json();
} else {
throw new Error('Something went wrong on api server!');
}
})
.then(data => {
console.debug(data);
// loaded data from json, initialise interface
const canvas = document.getElementById("renderCanvas");
parade = new Parade(canvas, data['image'], config);
// parade.scene.debugLayer.show();
}).catch(error => {
console.error(error);
});
class Parade {
constructor(canvasEl, images, config) {
// animation parameters:
this.config = config;
this.canvasEl = canvasEl;
this.engine = new BABYLON.Engine(canvasEl, true); // create 3d engine
this.isPlaying = false;
this.t = 0; // playback timer
// initialise image objects:
this.images = [];
this.imagePositions = []; // index: position, value: image-index
let storedPositions = localStorage.getItem('imagePositions');
if(storedPositions) {
this.imagePositions = JSON.parse(storedPositions);
}
// else or invalid:
if(!storedPositions || this.imagePositions.length != images.length) {
// fill with default: order of the JSON file
for (let index = 0; index < images.length; index++) {
this.imagePositions[index] = index;
}
}
for(let i in images) {
i = parseInt(i);
let pos = this.imagePositions.indexOf(i);
// console.log('pos', , pos);
let img = new ParadeImage(images[i], pos);
this.images.push(img);
// for testing:
// if(this.images.length > 5)
// break;
}
this.setupSubtitles();
this.setupSorter();
this.restoreTime();
// Watch for browser/canvas resize events
window.addEventListener("resize", function () {
this.engine.resize();
}.bind(this));
//Register a render loop to repeatedly render the scene
this.engine.runRenderLoop(this.renderLoop.bind(this));
this.createScene();
// browsers block auto-play of audio
// if(this.imagesToSort.length < 1){
// this.play();
// }
}
setupSubtitles() {
this.audioEl = document.getElementById('interview'); // audio player
this.subtitleEls = {
'en': document.getElementById('sub_en'),
'nl': document.getElementById('sub_nl'),
};
this.trackEls = this.audioEl.querySelectorAll('track'); // the subtitle track
this.timeEl = document.getElementById('time'); // the subtitle track
// set up subtitles:
for(let trackEl of this.trackEls){
trackEl.addEventListener("cuechange", (event) => {
let lang = event.srcElement.srclang;
let cues = event.target.track.activeCues;
let content = "";
for(let cue of cues) {
content += "<p>"+cue.text+"</p>";
}
this.subtitleEls[lang].innerHTML = content;
});
}
for(let track of this.audioEl.textTracks){
// by default only one (or none) is set to showing.
// for some reason setting it on trackEl doesn't work, while this does the trick.
track.mode = 'showing';
}
this.audioEl.addEventListener('timeupdate', this.updateTimestring.bind(this));
this.audioEl.addEventListener('timeupdate', this.storeTime.bind(this));
this.updateTimestring();
}
updateTimestring() {
let now = this.audioEl.currentTime;
let duration = this.audioEl.duration;
let timestring = String(Math.floor(now/60)).padStart(2, '0') + ":"
+ String(Math.floor(now)%60).padStart(2, '0')
+ " / " + String(Math.floor(duration/60)).padStart(2, '0') + ":"
+ String(Math.floor(duration)%60).padStart(2, '0');
this.timeEl.innerHTML = timestring;
}
storeTime() {
// do we use this.t or audioEl...?
localStorage.setItem('playhead', String(this.audioEl.currentTime))
}
restoreTime() {
let time = localStorage.getItem('playhead');
this.audioEl.addEventListener('playing', (e) => {
if(!this.isPlaying) this.play(); // make sure we're playing.
});
// causes odd glitch
// this.audioEl.addEventListener('pause', (e) => {
// if(this.isPlaying) this.pause(true); // make sure we're playing.
// });
this.audioEl.addEventListener('seeking',(e)=>{
this.t = parseInt(e.target.currentTime * 1000);
// console.log('restore timer',this.t,e);
});
if(!time) return;
time = parseFloat(time);
this.audioEl.currentTime = time;
}
setupSorter() {
this.sorterTemplate = document.getElementById('annotationContentTemplate');
this.sorter = document.getElementById('annotation');
this.pauseTimeout = null;
let imagesToSort = localStorage.getItem('imagesToSort');
if(imagesToSort) {
this.imagesToSort = JSON.parse(imagesToSort);
}
// else or invalid:
if(!imagesToSort || this.imagesToSort.length > this.images.length) {
console.log('createimages to sort')
this.imagesToSort = []; // we will keep track of images that needs weighing
for (let index = 0; index < this.images.length; index++) {
this.imagesToSort[index] = index;
}
}
let nextButton = document.getElementById('nextButton');
nextButton.addEventListener('click', this.nextSorterImage.bind(this));
let resetButton = document.getElementById('resetButton');
resetButton.addEventListener('click', this.resetSortedImages.bind(this));
let resumeButton = document.getElementById('resumeButton');
resumeButton.addEventListener('click', this.play.bind(this));
// set maximum to last image index
this.sorterTemplate.content.querySelector('.weight').max = this.images.length - 1;
this.followCameraTimeout = null;
document.body.addEventListener('mouseup', () => {
// because the movement of the image can be a bit slower, we set a timeout instead
// of going straight back into spectator position
this.followCameraTimeout = setTimeout(this.stopFollowSortingImage.bind(this), this.config['returnToSpectatorCamTimeout']);
});
this.changeSorterImage();
}
resetSortedImages() {
this.imagesToSort = []; // we will keep track of images that needs weighing
for (let index = 0; index < this.images.length; index++) {
this.imagesToSort[index] = index;
}
this.changeSorterImage(); // display an image to sort
this.play(); // make sure playback timer gets set
}
changeSorterImage() {
let sorterContent = this.sorter.querySelector('#annotationContent');
if(!this.imagesToSort.length) {
document.body.classList.add('finished');
sorterContent.innerHTML = "";
this.audioEl.controls = true;
return;
} else {
document.body.classList.remove('finished');
this.audioEl.controls = false;
}
// pick random image
this.imageIdToSort = this.imagesToSort[Math.floor(Math.random()*this.imagesToSort.length)];
this.imageToSort = this.images[this.imageIdToSort];
let clone = this.sorterTemplate.content.cloneNode(true);
let imgEl = clone.querySelector(".img");
let descriptionEl = clone.querySelector(".description");
let nameEl = clone.querySelector(".name");
let weightEl = clone.querySelector(".weight");
imgEl.src = this.imageToSort.getImageUrl();
nameEl.innerHTML = this.imageToSort.info['image'];
descriptionEl.innerHTML = this.imageToSort.info['set'];
// weightEl.value = parseInt(image.info['weight']);
weightEl.value = parseInt(this.imageToSort.position); // don't use weight, but the image's actual position
weightEl.addEventListener('input', this.changeSorterWeight.bind(this));
weightEl.addEventListener('mousedown', this.followSortingImage.bind(this));
sorterContent.innerHTML = "";
sorterContent.appendChild(clone);
}
followSortingImage() {
clearTimeout(this.followCameraTimeout); // cancel any pending return to spectator cam
// this.imgCamera.lockedTarget = this.imageToSort.mesh;
this.imgCamera.parent = this.imageToSort.mesh;
this.scene.activeCamera = this.imgCamera;
}
stopFollowSortingImage() {
this.scene.activeCamera = this.spectatorCamera;
}
changeSorterWeight(ev) {
this.play();
// make sure nr is never too big.
let newIndex = Math.min(this.images.length -1 , parseInt(ev.target.value));
this.setImagePosition(this.imageToSort, newIndex);
}
setImagePosition(image, new_position) {
let id = this.images.indexOf(image);
let old_position = this.imagePositions.indexOf(id);
// move from old to new position in the array, see https://stackoverflow.com/a/5306832
this.imagePositions.splice(
new_position, 0,
this.imagePositions.splice(old_position, 1)[0]
);
// update positions of image objects
for(let i in this.images) {
i = parseInt(i);
this.images[i].setPosition(this.imagePositions.indexOf(i), this.t + 2000);
}
// save:
localStorage.setItem('imagePositions', JSON.stringify(this.imagePositions));
}
nextSorterImage() {
this.play();
let idx = this.imagesToSort.indexOf(this.imageIdToSort);
this.imagesToSort.splice(idx, 1); // remove from images to position
// store the array
localStorage.setItem('imagesToSort', JSON.stringify(this.imagesToSort));
this.changeSorterImage();
}
reset() {
// for use in terminal only. Quick way to test
localStorage.clear();
location.reload();
}
play() {
// play audio for n seconds:
// extend timeout if it's already playing
const duration = this.config.playDuration; // seconds
if(this.pauseTimeout) {
clearTimeout(this.pauseTimeout);
}
if(this.imagesToSort.length > 0){
this.pauseTimeout = setTimeout(() => {
this.pause();
}, duration * 1000);
} else {
// don't pause anymore when everything is sorted.
this.pauseTimeout = null;
}
this.audioEl.play();
document.body.classList.remove('paused');
this.isPlaying = true;
}
pause(dopause) {
if(this.imagesToSort.length < 1 && (typeof dopause == 'undefined' || false)){
console.log('do not pause');
return;
}
// pause audio and animation
document.body.classList.add('paused');
this.isPlaying = false;
this.audioEl.pause();
}
renderLoop() {
// limit camera movement:
// let camera = this.scene.cameras[0];
// if(camera.rotation['x'] < 0.1) {
// camera.rotation['x'] = 0.1
// }
// if(camera.rotation['x'] > .3) {
// camera.rotation['x'] = .3
// }
this.animate(); // update positions of the objects
this.scene.render();
}
animate() {
let n = window.performance.now();
let dt = 0;
if(this.isPlaying) {
// todo: make it come to a slow halt, instead of sudden;
dt = n - this.lastRenderTime;
if(dt < 0)
console.log('change',dt);
this.t += dt;
}
this.lastRenderTime = n; // also increment when paused;
// console.log(maxStepSize);
for(let i of this.images){
i.updateMeshPosition(this.t, dt, this.config);
}
}
createScene() {
// This creates a basic Babylon Scene object
this.scene = new BABYLON.Scene(this.engine);
this.scene.clearColor = new BABYLON.Color3(98,44,246); // color RGB
// this.scene.clearColor = new BABYLON.Color4(0.6, 0.6, 0.,0); // transparent - RGBA
this.scene.fogMode = BABYLON.Scene.FOGMODE_EXP;
this.scene.fogColor = this.scene.clearColor;
this.scene.fogDensity = 0.000;
// let camera = new BABYLON.UniversalCamera("camera1", new BABYLON.Vector3( 0.0, 0.0, 120.86337575312979), this.scene);
// camera.rotation = new BABYLON.Vector3(0, Math.PI, 0);
// camera.fov = 1.1; // default: 0.8
// CAM 1: the specatator position.
this.spectatorCamera = new BABYLON.UniversalCamera("SpectatorCam", new BABYLON.Vector3( -11.79906036421707, -0.7028999316894499, 32.43524104627659 ), this.scene);
this.spectatorCamera.rotation = new BABYLON.Vector3(-0.16070762395712468, 2.4005702973639886, 0);
this.spectatorCamera.fov = 1.5;
// this.spectatorCamera.rotation = new BABYLON.Vector3(0.1, 0,0);
// this.spectatorCamera.lowerRadiusLimit = 6;
// this.spectatorCamera.upperRadiusLimit = 20;
// This attaches the camera to the canvas
this.spectatorCamera.attachControl(this.canvasEl, true);
// CAM 2: follow/track the image when we're editing its weight.
// Parameters: name, position, scene
this.imgCamera = new BABYLON.ArcRotateCamera("FollowCam", 20, 20, 10, new BABYLON.Vector3(0, 0, 0), this.scene);
this.imgCamera.position = new BABYLON.Vector3(20,10,-20);
// // this.imgCamera = new BABYLON.FollowCamera("FollowCam", new BABYLON.Vector3(0, 10, -10), this.scene);
// // The goal distance of camera from target
// this.imgCamera.radius = 50;
// // The goal height of camera above local origin (centre) of target
// this.imgCamera.heightOffset = 20;
// // The goal rotation of camera around local origin (centre) of target in x y plane
// this.imgCamera.rotationOffset = 120; //degree
// // Acceleration of camera in moving from current to goal position
// this.imgCamera.cameraAcceleration = 0.1;
// // The speed at which acceleration is halted
// this.imgCamera.maxCameraSpeed = 100
// This attaches the camera to the canvas (disabled for now)
// this.imgCamera.attachControl(this.canvasEl, true);
// this.imgCamera.lockedTarget = null; // So far there's nothing to track yet
this.scene.activeCamera = this.spectatorCamera;
for(let i in this.images) {
// create the Meshes with the images in the scene
this.images[i].makeMesh(this.scene, this.config);
}
this.lastRenderTime = window.performance.now();
// this.scene.registerBeforeRender(this.animate.bind(this)); // we now do this in renderLoop().. for some reason works better/different?
return this.scene;
}
}
class ParadeImage {
constructor(info, position) {
this.info = info;
this.weight = info['weight'];
this.position = position; // index in list
this.target_position = position;
this.target_position_time = 0;
}
getImageUrl() {
return 'dataset/small/'+ this.info['image'];
}
/**
*
* @param {int} new_position new position in parade
* @param {float} time_complete time at which it should have transitioned to this position
*/
setPosition(new_position, time_complete) {
if(this.target_position == new_position) return;
// console.log('changepos', this.target_position, new_position);
this.target_position = new_position;
this.target_position_time = time_complete;
}
makeMesh(scene, config) {
this.mesh = new BABYLON.TransformNode();
var img = new Image();
let self = this; // use in callback
img.onload = function() {
// we preload the image, so we can create the plane based on image dimensions
// see https://www.html5gamedevs.com/topic/8917-textures-source-image-aspect-ratio/?do=findComment&comment=52949
var planeOptions = {
// TODO: should size be dynamic?
height: this.height/100,
width: this.width/100,
sideOrientation: BABYLON.Mesh.DOUBLESIDE // texture should be visible from front and back
};
let imagePlane = BABYLON.MeshBuilder.CreatePlane("image", planeOptions, scene);
var imageMat = new BABYLON.StandardMaterial("m", scene);
imageMat.diffuseTexture = new BABYLON.Texture(self.getImageUrl(), scene);
imageMat.roughness = 1;
imageMat.emissiveColor = new BABYLON.Color3.White();
imagePlane.material = imageMat;
imagePlane.parent = self.mesh;
}
img.src = this.getImageUrl();
// text https://www.babylonjs-playground.com/#TMHF80
// TODO: cleanup this mess of the dynamic texture:
let text = this.info['image'];
var temp = new BABYLON.DynamicTexture("DynamicTexture", 64, scene);
var tmpctx = temp.getContext();
let maxWidth = 1700; // at some point texture starts doing messy things.. let's avoid that by squeezing text.
tmpctx.font = config['font'];
var DTWidth = Math.min(tmpctx.measureText(text).width, maxWidth);
var planeHeight = 3;
var DTHeight = 256; //or set as wished
var ratio = planeHeight/DTHeight;
var planeWidth = DTWidth * ratio;
var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", {width:DTWidth, height:DTHeight}, scene, false);
dynamicTexture.hasAlpha = true;
var ctx = dynamicTexture.getContext();
ctx.font = config['font'];
ctx.fillStyle = config['textColor'];
ctx.fillText(text, 0, 50, maxWidth);
dynamicTexture.update();
var mat = new BABYLON.StandardMaterial("mat", scene);
mat.diffuseTexture = dynamicTexture;
mat.opacityTexture = dynamicTexture; // smoother transparency: https://www.html5gamedevs.com/topic/19647-quality-of-dynamictexture-text-with-transparent-background/?do=findComment&comment=111383
mat.roughness = 1;
mat.emissiveColor = new BABYLON.Color3.White();
// var textPlane = BABYLON.MeshBuilder.CreatePlane("text", {width:planeWidth, height:planeHeight, sideOrientation: BABYLON.Mesh.DOUBLESIDE}, scene);
// textPlane.material = mat;
// textPlane.parent = this.mesh;
// textPlane.position.y = -4.3;
this.mesh.rotation.y = Math.PI; // rotate 180 deg. to avoid looking at backside from the start.
}
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*p)*config.shapeWidth;
let target_z = Math.sin(p)*config.shapeHeight;
this.mesh.position.x = target_x;
this.mesh.position.z = target_z;
}
}