module BABYLON { export class Animation { private _keys: Array; private _offsetsCache = {}; private _highLimitsCache = {}; private _stopped = false; public _target; public targetPropertyPath: string[]; public currentFrame: number; constructor(public name: string, public targetProperty: string, public framePerSecond: number, public dataType: number, public loopMode?: number) { this.targetPropertyPath = targetProperty.split("."); this.dataType = dataType; this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode; } // Methods public isStopped(): boolean { return this._stopped; } public getKeys(): any[] { return this._keys; } public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number { return startValue + (endValue - startValue) * gradient; } public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion { return BABYLON.Quaternion.Slerp(startValue, endValue, gradient); } public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3 { return BABYLON.Vector3.Lerp(startValue, endValue, gradient); } public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3 { return BABYLON.Color3.Lerp(startValue, endValue, gradient); } public clone(): Animation { var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode); clone.setKeys(this._keys); return clone; } public setKeys(values: Array): void { this._keys = values.slice(0); this._offsetsCache = {}; this._highLimitsCache = {}; } private _interpolate(currentFrame: number, repeatCount: number, loopMode: number, offsetValue? , highLimitValue?) { if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) { return highLimitValue.clone ? highLimitValue.clone() : highLimitValue; } this.currentFrame = currentFrame; for (var key = 0; key < this._keys.length; key++) { if (this._keys[key + 1].frame >= currentFrame) { var startValue = this._keys[key].value; var endValue = this._keys[key + 1].value; var gradient = (currentFrame - this._keys[key].frame) / (this._keys[key + 1].frame - this._keys[key].frame); switch (this.dataType) { // Float case Animation.ANIMATIONTYPE_FLOAT: switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: return this.floatInterpolateFunction(startValue, endValue, gradient); case Animation.ANIMATIONLOOPMODE_RELATIVE: return offsetValue * repeatCount + this.floatInterpolateFunction(startValue, endValue, gradient); } break; // Quaternion case Animation.ANIMATIONTYPE_QUATERNION: var quaternion = null; switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient); break; case Animation.ANIMATIONLOOPMODE_RELATIVE: quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount)); break; } return quaternion; // Vector3 case Animation.ANIMATIONTYPE_VECTOR3: switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: return this.vector3InterpolateFunction(startValue, endValue, gradient); case Animation.ANIMATIONLOOPMODE_RELATIVE: return this.vector3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount)); } // Color3 case Animation.ANIMATIONTYPE_COLOR3: switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: return this.color3InterpolateFunction(startValue, endValue, gradient); case Animation.ANIMATIONLOOPMODE_RELATIVE: return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount)); } // Matrix case Animation.ANIMATIONTYPE_MATRIX: switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: case Animation.ANIMATIONLOOPMODE_RELATIVE: return startValue; } default: break; } break; } } return this._keys[this._keys.length - 1].value; } public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean { if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) { this._stopped = true; return false; } var returnValue = true; // Adding a start key at frame 0 if missing if (this._keys[0].frame != 0) { var newKey = { frame: 0, value: this._keys[0].value }; this._keys.splice(0, 0, newKey); } // Check limits if (from < this._keys[0].frame || from > this._keys[this._keys.length - 1].frame) { from = this._keys[0].frame; } if (to < this._keys[0].frame || to > this._keys[this._keys.length - 1].frame) { to = this._keys[this._keys.length - 1].frame; } // Compute ratio var range = to - from; var offsetValue; var ratio = delay * (this.framePerSecond * speedRatio) / 1000.0; if (ratio > range && !loop) { // If we are out of range and not looping get back to caller returnValue = false; highLimitValue = this._keys[this._keys.length - 1].value; } else { // Get max value if required var highLimitValue = 0; if (this.loopMode != 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.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); // 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.dataType) { // Float case Animation.ANIMATIONTYPE_FLOAT: offsetValue = 0; break; // Quaternion case Animation.ANIMATIONTYPE_QUATERNION: offsetValue = new Quaternion(); break; // Vector3 case Animation.ANIMATIONTYPE_VECTOR3: offsetValue = Vector3.Zero(); break; // Color3 case Animation.ANIMATIONTYPE_COLOR3: offsetValue = Color3.Black(); } } // Compute value var repeatCount = (ratio / range) >> 0; var currentFrame = returnValue ? from + ratio % range : to; var currentValue = this._interpolate(currentFrame, repeatCount, this.loopMode, offsetValue, highLimitValue); // Set value if (this.targetPropertyPath.length > 1) { var property = this._target[this.targetPropertyPath[0]]; for (var index = 1; index < this.targetPropertyPath.length - 1; index++) { property = property[this.targetPropertyPath[index]]; } property[this.targetPropertyPath[this.targetPropertyPath.length - 1]] = currentValue; } else { this._target[this.targetPropertyPath[0]] = currentValue; } if (this._target.markAsDirty) { this._target.markAsDirty(this.targetProperty); } if (!returnValue) { this._stopped = true; } return returnValue; } // Statics private static _ANIMATIONTYPE_FLOAT = 0; private static _ANIMATIONTYPE_VECTOR3 = 1; private static _ANIMATIONTYPE_QUATERNION = 2; private static _ANIMATIONTYPE_MATRIX = 3; private static _ANIMATIONTYPE_COLOR3 = 4; private static _ANIMATIONLOOPMODE_RELATIVE = 0; private static _ANIMATIONLOOPMODE_CYCLE = 1; private static _ANIMATIONLOOPMODE_CONSTANT = 2; public static get ANIMATIONTYPE_FLOAT(): number { return Animation._ANIMATIONTYPE_FLOAT; } public static get ANIMATIONTYPE_VECTOR3(): number { return Animation._ANIMATIONTYPE_VECTOR3; } public static get ANIMATIONTYPE_QUATERNION(): number { return Animation._ANIMATIONTYPE_QUATERNION; } public static get ANIMATIONTYPE_MATRIX(): number { return Animation._ANIMATIONTYPE_MATRIX; } public static get ANIMATIONTYPE_COLOR3(): number { return Animation._ANIMATIONTYPE_COLOR3; } public static get ANIMATIONLOOPMODE_RELATIVE(): number { return Animation._ANIMATIONLOOPMODE_RELATIVE; } public static get ANIMATIONLOOPMODE_CYCLE(): number { return Animation._ANIMATIONLOOPMODE_CYCLE; } public static get ANIMATIONLOOPMODE_CONSTANT(): number { return Animation._ANIMATIONLOOPMODE_CONSTANT; } } }