339 lines
15 KiB
TypeScript
339 lines
15 KiB
TypeScript
import * as animation from "./animation.js";
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import { CoupleRole, DanceRole, DancerIdentity } from "./danceCommon.js";
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import * as common from "./danceCommon.js";
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import { Hand, setDistance } from "./rendererConstants.js";
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import { nameLibFigureParameters, Move, chooser_pairz } from "./libfigureMapper.js";
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import { LowLevelMove, SemanticAnimation, SemanticAnimationKind, animateFromLowLevelMoves } from "./lowLevelMove.js";
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import { BalanceWeight, CirclePosition, CircleSide, CircleSideOrCenter, DancerDistance, Facing, HandConnection, HandTo, LongLines, PositionKind, SemanticPosition, ShortLinesPosition, StarGrip, handToDancerToSideInCircleFacingAcross, handsFourImproper, handsInCircle, handsInLine, handsInShortLine, oppositeFacing } from "./interpreterCommon.js";
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import { ContraDBDance } from "./danceLibrary.js";
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import { AllVariantsForMoveArgs, ErrorMoveInterpreter, LowLevelMovesForAllDancers, MoveAsLowLevelMovesArgs, SemanticPositionsForAllDancers, Variant, VariantCollection, errorMoveInterpreterCtor, moveInterpreters } from "./moves/_moveInterpreter.js";
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// Import all individual move files.
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// ls [a-z]*.js | sed 's@.*@import "./moves/\0";@'
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import "./moves/allemande.js";
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import "./moves/balance.js";
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import "./moves/balanceTheRing.js";
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import "./moves/boxCirculate.js";
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import "./moves/boxTheGnat.js";
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import "./moves/butterflyWhirl.js";
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import "./moves/californiaTwirl.js";
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import "./moves/chain.js";
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import "./moves/circle.js";
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import "./moves/custom.js";
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import "./moves/doSiDo.js";
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import "./moves/downTheHall.js";
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import "./moves/formAnOceanWave.js";
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import "./moves/formLongWaves.js";
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import "./moves/giveTake.js";
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import "./moves/hey.js";
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import "./moves/longLines.js";
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import "./moves/madRobin.js";
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import "./moves/passBy.js";
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import "./moves/passThrough.js";
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import "./moves/petronella.js";
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import "./moves/promenade.js";
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import "./moves/pullByDancers.js";
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import "./moves/revolvingDoor.js";
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import "./moves/rightLeftThrough.js";
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import "./moves/rollAway.js";
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import "./moves/roryOMore.js";
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import "./moves/slice.js";
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import "./moves/slideAlongSet.js";
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import "./moves/star.js";
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import "./moves/starPromenade.js";
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import "./moves/swing.js";
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import "./moves/turnAlone.js";
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import "./moves/upTheHall.js";
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// TODO Get rid of nextMove here once variants are actually supported by Swing.
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function allVariantsForMove({ move, nextMove, startingVariants, numProgessions }: { move: Move; nextMove: Move; startingVariants: AllVariantsForMoveArgs; numProgessions: number; }): VariantCollection {
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const moveInterpreter = moveInterpreters.get(move.move) ?? errorMoveInterpreterCtor;
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return new moveInterpreter({ move, nextMove, numProgessions }).allVariantsForMove(startingVariants);
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}
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function danceAsLowLevelMoves(moves: Move[], startingVariants: AllVariantsForMoveArgs): Map<DancerIdentity, LowLevelMove[]> {
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let currentVariants = new Map<string, MoveAsLowLevelMovesArgs>(startingVariants);
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let currentVariantMoves: Map<string, LowLevelMovesForAllDancers> = new Map<string, LowLevelMovesForAllDancers>(
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[...startingVariants.keys()].map(name => [name, new Map<DancerIdentity, LowLevelMove[]>(DancerIdentity.all().map(id => [id, []]))]));
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let numProgessions = 0;
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for (let i = 0; i < moves.length; i++) {
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const move = moves[i];
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const nextMove = i === moves.length - 1 ? moves[0] : moves[i + 1];
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function updateVariants(newVariants: VariantCollection) {
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let previousVariants = currentVariants;
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let previousVariantMoves = currentVariantMoves;
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try {
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currentVariants = new Map<string, MoveAsLowLevelMovesArgs>();
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currentVariantMoves = new Map<string, LowLevelMovesForAllDancers>();
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variant: for (const [name, variant] of newVariants) {
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const oldMoves = previousVariantMoves.get(variant.previousMoveVariant);
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const oldPos = previousVariants.get(variant.previousMoveVariant);
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if (!oldMoves || !oldPos) {
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throw new Error("Referenced unknown previous variant: " + variant.previousMoveVariant);
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}
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const newMoves: LowLevelMovesForAllDancers = new Map<DancerIdentity, LowLevelMove[]>();
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const newPositions = new Map<DancerIdentity, SemanticPosition>();
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for (const [id, newMoveList] of variant.lowLevelMoves.entries()) {
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const prevEnd = oldPos.startingPos.get(id)!;
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const newStart = newMoveList[0].startPosition;
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if ((prevEnd.setOffset ?? 0) != (newStart.setOffset ?? 0)
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|| (prevEnd.lineOffset ?? 0) != (newStart.lineOffset ?? 0)
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|| prevEnd.kind != newStart.kind
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|| prevEnd.which != newStart.which
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|| prevEnd.balance != newStart.balance
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|| prevEnd.dancerDistance != newStart.dancerDistance) {
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// TODO Should this be considered a bug?
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// TODO Require more properties to match? facing? probably not hands.
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//throw new Error("Moves start/end did not line up.");
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continue variant;
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}
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newMoves.set(id, [...oldMoves.get(id)!, ...newMoveList]);
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newPositions.set(id, newMoveList.at(-1)!.endPosition);
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}
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currentVariants.set(name, { startingPos: newPositions });
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currentVariantMoves.set(name, newMoves);
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}
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} catch (ex) {
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currentVariants = previousVariants;
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currentVariantMoves = previousVariantMoves;
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throw ex;
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}
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if (currentVariantMoves.size === 0) {
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currentVariants = previousVariants;
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currentVariantMoves = previousVariantMoves;
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throw new Error("All variants were eliminated as possibilities.");
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}
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}
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try {
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if (i > 0 && move.beats === 0 && move.move === "slide along set") {
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const slideLeft: boolean = move.parameters.slide;
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for (const [name, currentPos] of currentVariants.entries()) {
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for (const [id, currPos] of currentPos.startingPos.entries()) {
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const slideAmount = (currPos.which.leftRightSide() === CircleSide.Left) === slideLeft ? +0.5 : -0.5;
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const setOffset = (currPos.setOffset ?? 0) + slideAmount;
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currentPos.startingPos.set(id, { ...currPos, setOffset });
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const prevMove = currentVariantMoves.get(name)!.get(id)!.at(-1)!;
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prevMove.movementPattern.setSlideAmount = slideAmount;
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prevMove.endPosition.setOffset = setOffset;
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}
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}
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} else {
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const newMoves = allVariantsForMove({ move, nextMove, startingVariants: currentVariants, numProgessions });
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if (newMoves.size === 0) {
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updateVariants(new ErrorMoveInterpreter({ move, nextMove, numProgessions },
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"ERROR: " + move.move + " has no valid starting variants.").allVariantsForMove(currentVariants));
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} else {
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updateVariants(newMoves);
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}
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if (currentVariantMoves.size === 0) {
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throw new Error("Variants selection somehow went down to zero?");
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}
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}
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}
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catch (ex) {
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if (currentVariantMoves.size === 0) throw ex;
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// catch exception so something can be displayed
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const errorMessage: string = ex instanceof Error ? ex.message : ex;
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const errorVariants = new ErrorMoveInterpreter({ move, nextMove, numProgessions }, errorMessage).allVariantsForMove(currentVariants);
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updateVariants(errorVariants);
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}
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if (move.progression) numProgessions++;
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}
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// If there's multiple variants, check if there's fewer that flow into the first move.
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if (currentVariantMoves.size !== 1) {
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let newMoves: VariantCollection | undefined;
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try {
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newMoves = allVariantsForMove({ move: moves[0], nextMove: moves[1], startingVariants: currentVariants, numProgessions });
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} catch {
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newMoves = undefined;
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}
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if (newMoves) {
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const firstMoveVariants = [...newMoves.values()].map(v => v.previousMoveVariant);
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if (firstMoveVariants.length > 0) {
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for (const variant of [...currentVariantMoves.keys()]) {
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if (!firstMoveVariants.includes(variant)) {
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currentVariantMoves.delete(variant);
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}
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}
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}
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}
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}
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const res = [...currentVariantMoves.values()].at(-1)!;
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if (currentVariantMoves.size !== 1) {
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res.get(DancerIdentity.OnesRobin)![0].interpreterError = "Expected exactly one variant. Found "
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+ currentVariantMoves.size + ": " + [...currentVariantMoves.keys()].join(", ");
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}
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try {
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const progression = animateFromLowLevelMoves(res).progression;
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const progressionInSets = progression.y / setDistance;
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// fixup end positions to match start of next move
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for (const [id, lowLevelMoves] of res.entries()) {
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for (let i = 0; i < lowLevelMoves.length - 1; i++) {
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if (!lowLevelMoves[i].endPosition) throw "endPosition is undefined";
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lowLevelMoves[i].endPosition = lowLevelMoves[i + 1].startPosition;
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if (!lowLevelMoves[i].endPosition) throw "endPosition is undefined now";
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// TODO Exactly what is the StandStill fixup needed for? Can it be handled in other ways? Should it be rotation only?
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/*
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if (lowLevelMoves[i].movementPattern.kind === SemanticAnimationKind.StandStill) {
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lowLevelMoves[i].startPosition = lowLevelMoves[i].endPosition;
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if (i > 0) {
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lowLevelMoves[i - 1].endPosition = lowLevelMoves[i].startPosition;
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}
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}
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*/
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}
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// If progression isn't detected properly, do nothing.
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if (progressionInSets === 0) {
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lowLevelMoves[lowLevelMoves.length - 1].interpreterError = "No progression detected. Not lining up end with start of dance.";
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} else {
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const startPos = lowLevelMoves[0].startPosition;
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lowLevelMoves[lowLevelMoves.length - 1].endPosition = {
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...lowLevelMoves[0].startPosition,
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// progressed
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setOffset: (startPos.setOffset ?? 0) + (id.coupleRole == CoupleRole.Ones ? 1 : -1) * progressionInSets,
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};
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}
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}
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return res;
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}
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catch (ex) {
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res.get(DancerIdentity.OnesLark)![0].interpreterError = "Error detecting progression: " + (ex instanceof Error ? ex.message : ex);
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return res;
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}
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}
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function improperShortWaves(slideTo: Hand) {
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return new Map<DancerIdentity, SemanticPosition>([...handsFourImproper.entries()].map(
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([id, pos]) => ([id, {
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kind: PositionKind.ShortLines,
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which: pos.which.toShortLines(slideTo),
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facing: pos.which.facingUpOrDown(),
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}])
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));
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}
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function improperUnfoldToShortLines(center: CircleSide.Bottom | CircleSide.Top) {
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return new Map<DancerIdentity, SemanticPosition>([...handsFourImproper.entries()].map(
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([id, pos]) => ([id, {
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kind: PositionKind.ShortLines,
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which: pos.which.unfoldToShortLines(center),
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facing: center === CircleSide.Top ? Facing.Down : Facing.Up,
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}])
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));
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}
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function improperLongWaves(facingOut: DanceRole) {
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return new Map<DancerIdentity, SemanticPosition>([...handsFourImproper.entries()].map(
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([id, pos]) => ([id, {
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...pos,
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facing: id.danceRole === facingOut ? pos.which.facingOut() : pos.which.facingAcross(),
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hands: handsInLine({ wavy: true, which: pos.which, facing: undefined })
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}])
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));
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}
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function StartingPosForFormation(formation: common.StartFormation, dance?: ContraDBDance): Map<DancerIdentity, SemanticPosition> {
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const preamble = dance?.preamble ?? "";
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if (preamble.includes("Starts in short waves, right hands to neighbors")) {
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return improperShortWaves(Hand.Left);
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} else if (preamble.includes("face down the hall in lines of 4, 1s splitting the 2s")) {
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return improperUnfoldToShortLines(CircleSide.Top);
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} else if (preamble.includes("Long waves, larks face out")) {
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return improperLongWaves(DanceRole.Lark);
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}
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switch (formation) {
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case "improper":
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return handsFourImproper;
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case "Becket":
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return new Map<DancerIdentity, SemanticPosition>([...handsFourImproper.entries()].map(
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([id, pos]) => ([id, {...pos, which: pos.which.circleLeft(1)}])
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));
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case "Becket ccw":
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return new Map<DancerIdentity, SemanticPosition>([...handsFourImproper.entries()].map(
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([id, pos]) => ([id, {...pos, which: pos.which.circleRight(1)}])
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));
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case "Sawtooth Becket":
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// Dancers start becket, then slide one person to the right. https://contradb.com/dances/848
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// TODO Not sure this is right.
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return new Map<common.DancerIdentity, SemanticPosition>([
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[DancerIdentity.OnesLark, {
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kind: PositionKind.Circle,
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which: CirclePosition.BottomLeft,
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facing: Facing.CenterOfCircle,
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hands: handsInCircle,
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}],
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[DancerIdentity.OnesRobin, {
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kind: PositionKind.Circle,
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which: CirclePosition.TopLeft,
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facing: Facing.CenterOfCircle,
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hands: handsInCircle,
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}],
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[DancerIdentity.TwosLark, {
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kind: PositionKind.Circle,
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which: CirclePosition.BottomRight,
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facing: Facing.CenterOfCircle,
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hands: handsInCircle,
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}],
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[DancerIdentity.TwosRobin, {
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kind: PositionKind.Circle,
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which: CirclePosition.TopRight,
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facing: Facing.CenterOfCircle,
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hands: handsInCircle,
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setOffset: 1,
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}],
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]);
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}
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}
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function startingVariantsForFormation(formation: common.StartFormation, dance?: ContraDBDance) : AllVariantsForMoveArgs {
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const defaultFormation = StartingPosForFormation(formation, dance);
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if (formation !== "improper" || defaultFormation !== handsFourImproper) {
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return new Map<string, MoveAsLowLevelMovesArgs>([
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["Initial", { startingPos: defaultFormation }]
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]);
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} else {
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// Handle various different starting position that all count as "improper" like short/long waves, etc.
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return new Map<string, MoveAsLowLevelMovesArgs>([
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["InitialCircle", { startingPos: handsFourImproper }],
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["InitialShortWavesLeft", { startingPos: improperShortWaves(Hand.Left) }],
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["InitialShortWavesRight", { startingPos: improperShortWaves(Hand.Right) }],
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["InitialShortLinesDown", { startingPos: improperUnfoldToShortLines(CircleSide.Top) }],
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["InitialShortLinesUp", { startingPos: improperUnfoldToShortLines(CircleSide.Bottom) }],
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["InitialLongWavesLarksOut", { startingPos: improperLongWaves(DanceRole.Lark) }],
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["InitialLongWavesRobinsOut", { startingPos: improperLongWaves(DanceRole.Robin) }],
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]);
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}
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}
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export let mappedDance: Move[];
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export let interpretedDance: Map<DancerIdentity, LowLevelMove[]>;
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export let interpretedAnimation: animation.Animation;
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export function loadDance(dance: ContraDBDance): animation.Animation {
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mappedDance = dance.figures.map(nameLibFigureParameters);
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interpretedDance = danceAsLowLevelMoves(mappedDance, startingVariantsForFormation(dance.start_type, dance));
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interpretedAnimation = animateFromLowLevelMoves(interpretedDance);
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return interpretedAnimation;
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}
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