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380b466098
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c2849cf3ef
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@ -64,20 +64,6 @@ function handsInLine(args: { wavy: boolean } & ({ which: ShortLinesPosition, fac
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]);
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}
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}
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function handToDancerToSideInCircleFacingAcross(which: CirclePosition): Map<Hand, HandConnection> {
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return new Map<Hand, HandConnection>([
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which.isOnLeftLookingAcross()
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? [Hand.Right, { hand: Hand.Left, to: HandTo.DancerRight }]
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: [Hand.Left, { hand: Hand.Right, to: HandTo.DancerLeft }]
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]);
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}
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function handToDancerToSideInCircleFacingUpOrDown(which: CirclePosition): Map<Hand, HandConnection> {
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return new Map<Hand, HandConnection>([
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which.isOnLeftLookingUpAndDown()
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? [Hand.Right, { hand: Hand.Left, to: HandTo.DancerRight }]
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: [Hand.Left, { hand: Hand.Right, to: HandTo.DancerLeft }]
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]);
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}
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function balanceCircleInAndOut(move: Move, startPos: SemanticPosition, balanceBeats?: number): [LowLevelMove, LowLevelMove] {
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if (startPos.kind !== PositionKind.Circle) {
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@ -464,8 +450,7 @@ function moveAsLowLevelMoves({ move, nextMove, startingPos, numProgessions }: {
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movementPattern: {
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// TODO Not sure loop should really be linear...
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kind: SemanticAnimationKind.Linear,
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minRotation: isCrossing ? undefined : circulateRight ? 180 : -180,
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handsDuring: "None",
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minRotation: isCrossing ? undefined : circulateRight ? 180 : -180
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}
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};
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return combine([...balance, circulate], startingPos);
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@ -1255,45 +1240,6 @@ function moveAsLowLevelMoves({ move, nextMove, startingPos, numProgessions }: {
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}], startingPos);
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});
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case "slice":
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if (move.parameters["slice increment"] === "dancer") {
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// TODO Maybe this only actually gets used to move an entire couple by going diagonal back?
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throw new Error("Slicing by a single dancer is unsupported.");
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}
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const sliceLeft = move.parameters.slide;
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const sliceReturns = move.parameters["slice return"] !== "none";
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const sliceForwardBeats = sliceReturns ? move.beats / 2 : move.beats;
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const sliceBackwardBeats = move.beats - sliceForwardBeats;
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return handleCircleMove(({ startPos }) => {
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const startingPos: SemanticPosition & { setOffset: number } = {
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kind: PositionKind.Circle,
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which: startPos.which,
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facing: startPos.which.facingAcross(),
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hands: handToDancerToSideInCircleFacingAcross(startPos.which),
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setOffset: startPos.setOffset ?? 0,
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lineOffset: startPos.lineOffset,
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};
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const sliceAmount = startingPos.which.isLeft() === sliceLeft ? +0.5 : -0.5;
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const forwardOffset = startingPos.setOffset + sliceAmount;
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const endOffset = move.parameters["slice return"] === "diagonal" ? forwardOffset + sliceAmount : forwardOffset;
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const sliceForward: PartialLowLevelMove = {
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beats: sliceForwardBeats,
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endPosition: { ...startingPos, setOffset: forwardOffset, longLines: LongLines.Forward },
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movementPattern: { kind: SemanticAnimationKind.Linear },
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};
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const maybeSliceBackward: PartialLowLevelMove[] = sliceReturns ? [{
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beats: sliceBackwardBeats,
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endPosition: { ...startingPos, setOffset: endOffset },
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movementPattern: { kind: SemanticAnimationKind.Linear },
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}] : [];
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return combine([sliceForward, ...maybeSliceBackward], startingPos);
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});
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case "down the hall":
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if (move.parameters.who !== "everyone") {
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throw new Error("Don't know what it means for not everyone to go down the hall.");
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@ -1737,26 +1683,6 @@ function moveAsLowLevelMoves({ move, nextMove, startingPos, numProgessions }: {
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return combine(heySteps.map(heyStepToPartialLowLevelMove), { ...startingPos, hands: undefined });
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});
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case "turn alone":
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if (move.parameters.who !== "everyone" || move.beats !== 0) {
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throw new Error("turn alone unsupported except for changing to new circle.");
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}
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return handleCircleMove(({startPos}) => {
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const which = startPos.which.swapUpAndDown();
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const startAndEndPos: SemanticPosition = {
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...startPos,
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which,
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facing: which.facingUpOrDown(),
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setOffset: (startPos.setOffset ?? 0) + (startPos.which.isTop() ? +0.5 : -0.5),
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}
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return combine([{
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beats: move.beats,
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endPosition: startAndEndPos,
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movementPattern: { kind: SemanticAnimationKind.StandStill },
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}], startAndEndPos);
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})
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case "custom":
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if (move.parameters.custom.includes("mirrored mad robin")) {
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return handleCircleMove(({ id, startPos }) => {
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@ -3,7 +3,7 @@ import * as common from "./danceCommon.js";
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import { DanceRole, DancerIdentity, Rotation } from "./danceCommon.js";
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import { BalanceWeight, CirclePosition, CircleSide, CircleSideOrCenter, DancerDistance, Facing, HandConnection, HandTo, LongLines, PositionKind, SemanticPosition, ShortLinesPosition, StarGrip } from "./interpreterCommon.js";
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import { Move } from "./libfigureMapper.js";
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import { DancerSetPosition, Hand, Offset, OffsetPlus, OffsetRotate, OffsetTimes, OffsetTranspose, dancerWidth, lineDistance, offsetZero, setDistance, setHeight, setSpacing, setWidth } from "./rendererConstants.js";
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import { DancerSetPosition, Hand, Offset, dancerWidth, lineDistance, setDistance, setHeight, setSpacing, setWidth } from "./rendererConstants.js";
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export enum SemanticAnimationKind {
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@ -238,7 +238,6 @@ function SemanticToSetPosition(semantic: SemanticPosition): DancerSetPosition {
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case LongLines.Forward:
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position.x *= 0.25;
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}
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let balanceOffset: Offset = offsetZero;
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if (semantic.balance) {
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if (semantic.facing === Facing.CenterOfCircle) {
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if (semantic.balance === BalanceWeight.Forward) {
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@ -248,40 +247,17 @@ function SemanticToSetPosition(semantic: SemanticPosition): DancerSetPosition {
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}
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} else if ((semantic.facing === Facing.Up || semantic.facing === Facing.Down)
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&& (semantic.balance === BalanceWeight.Backward || semantic.balance === BalanceWeight.Forward)) {
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balanceOffset = {
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x: 0,
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y: position.y * (
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position = {
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x: position.x,
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y: position.y + position.y * (
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semantic.balance === BalanceWeight.Forward
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? -balanceAmount
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: balanceAmount)
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};
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} else if ((semantic.facing === Facing.Left || semantic.facing === Facing.Right)
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&& (semantic.balance === BalanceWeight.Backward || semantic.balance === BalanceWeight.Forward)) {
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balanceOffset = {
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x: (semantic.balance === BalanceWeight.Forward) === (semantic.facing === Facing.Left)
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? -balanceAmount
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: balanceAmount,
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y: 0
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};
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} else if ((semantic.facing === Facing.Left || semantic.facing === Facing.Right)
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&& (semantic.balance === BalanceWeight.Left || semantic.balance === BalanceWeight.Right)) {
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balanceOffset = {
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x: 0,
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y: (semantic.balance === BalanceWeight.Left) === (semantic.facing === Facing.Left)
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? -balanceAmount
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: balanceAmount
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};
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} else if ((semantic.facing === Facing.Up || semantic.facing === Facing.Down)
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&& (semantic.balance === BalanceWeight.Left || semantic.balance === BalanceWeight.Right)) {
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balanceOffset = {
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x: (semantic.balance === BalanceWeight.Left) === (semantic.facing === Facing.Up)
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? -balanceAmount
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: balanceAmount,
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y: 0
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};
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}
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}
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position = OffsetPlus(position, balanceOffset, setOffset);
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position.x += setOffset.x;
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position.y += setOffset.y;
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const isFacingUpOrDown = semantic.facing === Facing.Up || semantic.facing === Facing.Down;
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if (semantic.dancerDistance === DancerDistance.SwingLark) {
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@ -316,12 +292,11 @@ function SemanticToSetPosition(semantic: SemanticPosition): DancerSetPosition {
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// TODO Hands. Might need more info? Or need context of nearby dancer SemanticPositions?
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if (!connection) return undefined;
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const balanceHandAdjustment = OffsetRotate(balanceOffset, -rotation);
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switch (connection.to) {
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case HandTo.DancerLeft:
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return OffsetPlus({ x: -1, y: 0 }, balanceHandAdjustment);
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return { x: -1, y: 0 };
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case HandTo.DancerRight:
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return OffsetPlus({ x: +1, y: 0 }, balanceHandAdjustment);
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return { x: +1, y: 0 };
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case HandTo.DancerForward:
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if (hand === connection.hand) {
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return { x: 0, y: +0.5 };
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@ -1,50 +1,32 @@
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import { DancerIdentity, Rotation } from "./danceCommon";
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import { DancerIdentity } from "./danceCommon";
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export interface Offset {
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x: number;
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y: number;
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}
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export function OffsetTranspose(a: Offset): Offset {
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return { x: a.y, y: a.x };
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}
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export function OffsetRotate(a: Offset, r: Rotation): Offset {
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const rad = degreesToRadians(r);
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const sin = Math.sin(rad);
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const cos = Math.cos(rad);
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return {
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x: a.x * cos - a.y * sin,
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y: a.x * sin + a.y * cos,
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};
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}
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function _OffsetPlus(a: Offset, b: Offset): Offset {
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export function OffsetPlus(a: Offset, b: Offset) {
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return {
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x: a.x + b.x,
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y: a.y + b.y,
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};
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}
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export function OffsetPlus(...args: Offset[]): Offset {
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return args.reduce(_OffsetPlus, offsetZero);
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}
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export function OffsetTimes(a: Offset, b: number): Offset {
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export function OffsetTimes(a: Offset, b: number) {
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return {
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x: a.x * b,
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y: a.y * b,
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};
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}
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export function OffsetMinus(a: Offset, b: Offset): Offset {
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export function OffsetMinus(a: Offset, b: Offset) {
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return {
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x: a.x - b.x,
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y: a.y - b.y,
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};
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}
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export function OffsetEquals(a: Offset, b: Offset): boolean {
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export function OffsetEquals(a: Offset, b: Offset) {
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return a.x === b.x && a.y === b.y;
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}
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