module BABYLON { /** * Defines a runtime animation */ export class RuntimeAnimation { /** * The current frame of the runtime animation */ private _currentFrame: number = 0; /** * The animation used by the runtime animation */ private _animation: Animation; /** * The target of the runtime animation */ private _target: any; /** * The initiating animatable */ private _host: Animatable; /** * The original value of the runtime animation */ private _originalValue: any; /** * The original blend value of the runtime animation */ private _originalBlendValue: any; /** * The offsets cache of the runtime animation */ private _offsetsCache: {[key: string]: any} = {}; /** * The high limits cache of the runtime animation */ private _highLimitsCache: {[key: string]: any} = {}; /** * Specifies if the runtime animation has been stopped */ private _stopped = false; /** * The blending factor of the runtime animation */ private _blendingFactor = 0; /** * The BabylonJS scene */ private _scene: Scene; /** * The current value of the runtime animation */ private _currentValue: any; /** @hidden */ public _workValue: any; /** * The active target of the runtime animation */ private _activeTarget: any; /** * The target path of the runtime animation */ private _targetPath: string = ""; /** * The weight of the runtime animation */ private _weight = 1.0; /** * The ratio offset of the runtime animation */ private _ratioOffset = 0; /** * The previous delay of the runtime animation */ private _previousDelay: number = 0; /** * The previous ratio of the runtime animation */ private _previousRatio: number = 0; /** * Gets the current frame of the runtime animation */ public get currentFrame(): number { return this._currentFrame; } /** * Gets the weight of the runtime animation */ public get weight(): number { return this._weight; } /** * Gets the original value of the runtime animation */ public get originalValue(): any { return this._originalValue; } /** * Gets the current value of the runtime animation */ public get currentValue(): any { return this._currentValue; } /** * Gets the target path of the runtime animation */ public get targetPath(): string { return this._targetPath; } /** * Gets the actual target of the runtime animation */ public get target(): any { return this._activeTarget; } /** * Create a new RuntimeAnimation object * @param target defines the target of the animation * @param animation defines the source animation object * @param scene defines the hosting scene * @param host defines the initiating Animatable */ public constructor(target: any, animation: Animation, scene: Scene, host: Animatable) { this._animation = animation; this._target = target; this._scene = scene; this._host = host; animation._runtimeAnimations.push(this); } /** * Gets the animation from the runtime animation */ public get animation(): Animation { return this._animation; } /** * Resets the runtime animation to the beginning * @param restoreOriginal defines whether to restore the target property to the original value */ public reset(restoreOriginal = false): void { if (restoreOriginal && this._originalValue != null) { this.setValue(this._originalValue, -1); } this._offsetsCache = {}; this._highLimitsCache = {}; this._currentFrame = 0; this._blendingFactor = 0; this._originalValue = null; } /** * Specifies if the runtime animation is stopped * @returns Boolean specifying if the runtime animation is stopped */ public isStopped(): boolean { return this._stopped; } /** * Disposes of the runtime animation */ public dispose(): void { let index = this._animation.runtimeAnimations.indexOf(this); if (index > -1) { this._animation.runtimeAnimations.splice(index, 1); } } /** * Interpolates the animation from the current frame * @param currentFrame The frame to interpolate the animation to * @param repeatCount The number of times that the animation should loop * @param loopMode The type of looping mode to use * @param offsetValue Animation offset value * @param highLimitValue The high limit value * @returns The interpolated value */ private _interpolate(currentFrame: number, repeatCount: number, loopMode?: number, offsetValue?: any, highLimitValue?: any): any { this._currentFrame = currentFrame; if (this._animation.dataType === Animation.ANIMATIONTYPE_MATRIX && !this._workValue) { this._workValue = Matrix.Zero(); } return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue); } /** * Apply the interpolated value to the target * @param currentValue defines the value computed by the animation * @param weight defines the weight to apply to this value (Defaults to 1.0) */ public setValue(currentValue: any, weight = 1.0): void { // Set value var path: any; var destination: any; let targetPropertyPath = this._animation.targetPropertyPath if (targetPropertyPath.length > 1) { var property = this._target[targetPropertyPath[0]]; for (var index = 1; index < targetPropertyPath.length - 1; index++) { property = property[targetPropertyPath[index]]; } path = targetPropertyPath[targetPropertyPath.length - 1]; destination = property; } else { path = targetPropertyPath[0]; destination = this._target; } this._targetPath = path; this._activeTarget = destination; this._weight = weight; if (!this._originalValue ) { let originalValue: any; if (destination.getRestPose && path === "_matrix") { // For bones originalValue = destination.getRestPose(); } else { originalValue = destination[path]; } if (originalValue && originalValue.clone) { this._originalValue = originalValue.clone(); } else { this._originalValue = originalValue; } } // Blending const enableBlending = this._target && this._target.animationPropertiesOverride ? this._target.animationPropertiesOverride.enableBlending : this._animation.enableBlending; if (enableBlending && this._blendingFactor <= 1.0) { if (!this._originalBlendValue) { let originalValue = destination[path]; if (originalValue.clone) { this._originalBlendValue = originalValue.clone(); } else { this._originalBlendValue = originalValue; } } if (this._originalBlendValue.m) { // Matrix if (Animation.AllowMatrixDecomposeForInterpolation) { if (this._currentValue) { Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue); } else { this._currentValue = Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor); } } else { if (this._currentValue) { Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue); } else { this._currentValue = Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor); } } } else { let constructor = this._originalBlendValue.constructor; if (constructor.Lerp) { // Lerp supported this._currentValue = constructor.Lerp(this._originalBlendValue, currentValue, this._blendingFactor); } else if (constructor.Slerp) { // Slerp supported this._currentValue = constructor.Slerp(this._originalBlendValue, currentValue, this._blendingFactor); } else if (this._originalBlendValue.toFixed) { // Number this._currentValue = this._originalBlendValue * (1.0 - this._blendingFactor) + this._blendingFactor * currentValue; } else { // Blending not supported this._currentValue = currentValue; } } const blendingSpeed = this._target && this._target.animationPropertiesOverride ? this._target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed; this._blendingFactor += blendingSpeed; } else { this._currentValue = currentValue; } if (weight !== -1.0) { this._scene._registerTargetForLateAnimationBinding(this); } else { destination[path] = this._currentValue; } if (this._target.markAsDirty) { this._target.markAsDirty(this._animation.targetProperty); } } /** * Gets the loop pmode of the runtime animation * @returns Loop Mode */ private _getCorrectLoopMode(): number | undefined { if ( this._target && this._target.animationPropertiesOverride) { return this._target.animationPropertiesOverride.loopMode; } return this._animation.loopMode; } /** * Move the current animation to a given frame * @param frame defines the frame to move to */ public goToFrame(frame: number): void { let keys = this._animation.getKeys(); if (frame < keys[0].frame) { frame = keys[0].frame; } else if (frame > keys[keys.length - 1].frame) { frame = keys[keys.length - 1].frame; } var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode()); this.setValue(currentValue, -1); } /** * @hidden Internal use only */ public _prepareForSpeedRatioChange(newSpeedRatio: number): void { let newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0; this._ratioOffset = this._previousRatio - newRatio; } /** * Execute the current animation * @param delay defines the delay to add to the current frame * @param from defines the lower bound of the animation range * @param to defines the upper bound of the animation range * @param loop defines if the current animation must loop * @param speedRatio defines the current speed ratio * @param weight defines the weight of the animation (default is -1 so no weight) * @returns a boolean indicating if the animation has ended */ public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight = -1.0): boolean { let targetPropertyPath = this._animation.targetPropertyPath if (!targetPropertyPath || targetPropertyPath.length < 1) { this._stopped = true; return false; } var returnValue = true; let keys = this._animation.getKeys(); // Adding a start key at frame 0 if missing if (keys[0].frame !== 0) { var newKey = { frame: 0, value: keys[0].value }; keys.splice(0, 0, newKey); } // Check limits if (from < keys[0].frame || from > keys[keys.length - 1].frame) { from = keys[0].frame; } if (to < keys[0].frame || to > keys[keys.length - 1].frame) { to = keys[keys.length - 1].frame; } //to and from cannot be the same key if(from === to) { if (from > keys[0].frame) { from--; } else if (to < keys[keys.length - 1].frame) { to++; } } // Compute ratio var range = to - from; var offsetValue; // ratio represents the frame delta between from and to var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset; var highLimitValue = 0; this._previousDelay = delay; this._previousRatio = ratio; if (((to > from && ratio > range) || (from > to && ratio < range)) && !loop) { // If we are out of range and not looping get back to caller returnValue = false; highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value); } else { // Get max value if required if (this._getCorrectLoopMode() !== Animation.ANIMATIONLOOPMODE_CYCLE) { var keyOffset = to.toString() + from.toString(); if (!this._offsetsCache[keyOffset]) { var fromValue = this._interpolate(from, 0, Animation.ANIMATIONLOOPMODE_CYCLE); var toValue = this._interpolate(to, 0, Animation.ANIMATIONLOOPMODE_CYCLE); switch (this._animation.dataType) { // Float case Animation.ANIMATIONTYPE_FLOAT: this._offsetsCache[keyOffset] = toValue - fromValue; break; // Quaternion case Animation.ANIMATIONTYPE_QUATERNION: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); break; // Vector3 case Animation.ANIMATIONTYPE_VECTOR3: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); // Vector2 case Animation.ANIMATIONTYPE_VECTOR2: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); // Size case Animation.ANIMATIONTYPE_SIZE: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); // Color3 case Animation.ANIMATIONTYPE_COLOR3: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); default: break; } this._highLimitsCache[keyOffset] = toValue; } highLimitValue = this._highLimitsCache[keyOffset]; offsetValue = this._offsetsCache[keyOffset]; } } if (offsetValue === undefined) { switch (this._animation.dataType) { // Float case Animation.ANIMATIONTYPE_FLOAT: offsetValue = 0; break; // Quaternion case Animation.ANIMATIONTYPE_QUATERNION: offsetValue = new Quaternion(0, 0, 0, 0); break; // Vector3 case Animation.ANIMATIONTYPE_VECTOR3: offsetValue = Vector3.Zero(); break; // Vector2 case Animation.ANIMATIONTYPE_VECTOR2: offsetValue = Vector2.Zero(); break; // Size case Animation.ANIMATIONTYPE_SIZE: offsetValue = Size.Zero(); break; // Color3 case Animation.ANIMATIONTYPE_COLOR3: offsetValue = Color3.Black(); } } // Compute value var repeatCount = (ratio / range) >> 0; var currentFrame = returnValue ? from + ratio % range : to; // Need to normalize? if (this._host && this._host.syncRoot) { let syncRoot = this._host.syncRoot; let hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame); currentFrame = from + (to - from) * hostNormalizedFrame; } var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue); // Set value this.setValue(currentValue, weight); // Check events let events = this._animation.getEvents(); for (var index = 0; index < events.length; index++) { // Make sure current frame has passed event frame and that event frame is within the current range // Also, handle both forward and reverse animations if ( (range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) || (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from) ){ var event = events[index]; if (!event.isDone) { // If event should be done only once, remove it. if (event.onlyOnce) { events.splice(index, 1); index--; } event.isDone = true; event.action(); } // Don't do anything if the event has already be done. } else if (events[index].isDone && !events[index].onlyOnce) { // reset event, the animation is looping events[index].isDone = false; } } if (!returnValue) { this._stopped = true; } return returnValue; } } }