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- "use strict";
- var BABYLON = BABYLON || {};
- (function () {
- BABYLON.Animation = function (name, targetProperty, framePerSecond, dataType, loopMode) {
- this.name = name;
- this.targetProperty = targetProperty;
- this.targetPropertyPath = targetProperty.split(".");
- this.framePerSecond = framePerSecond;
- this.dataType = dataType;
- this.loopMode = loopMode === undefined ? BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
- this._keys = [];
-
- // Cache
- this._offsetsCache = {};
- this._highLimitsCache = {};
- };
- // Methods
- BABYLON.Animation.prototype.clone = function() {
- var clone = new BABYLON.Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
- clone.setKeys(this._keys);
- return clone;
- };
- BABYLON.Animation.prototype.setKeys = function(values) {
- this._keys = values.slice(0);
- this._offsetsCache = {};
- this._highLimitsCache = {};
- };
- BABYLON.Animation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
- if (loopMode === BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
- return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
- }
-
- 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 BABYLON.Animation.ANIMATIONTYPE_FLOAT:
- switch (loopMode) {
- case BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE:
- case BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT:
- return startValue + (endValue - startValue) * gradient;
- case BABYLON.Animation.ANIMATIONLOOPMODE_RELATIVE:
- return offsetValue * repeatCount + (startValue + (endValue - startValue) * gradient);
- }
- break;
- // Quaternion
- case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
- var quaternion = null;
- switch (loopMode) {
- case BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE:
- case BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT:
- quaternion = BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
- break;
- case BABYLON.Animation.ANIMATIONLOOPMODE_RELATIVE:
- quaternion = BABYLON.Quaternion.Slerp(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
- break;
- }
- return quaternion;
- // Vector3
- case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
- switch (loopMode) {
- case BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE:
- case BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT:
- return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
- case BABYLON.Animation.ANIMATIONLOOPMODE_RELATIVE:
- return BABYLON.Vector3.Lerp(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
- }
- // Matrix
- case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
- switch (loopMode) {
- case BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE:
- case BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT:
- case BABYLON.Animation.ANIMATIONLOOPMODE_RELATIVE:
- return startValue;
- }
- default:
- break;
- }
- break;
- }
- }
- return this._keys[this._keys.length - 1].value;
- };
- BABYLON.Animation.prototype.animate = function (target, delay, from, to, loop, speedRatio) {
- if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) {
- 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 ratio = delay * (this.framePerSecond * speedRatio) / 1000.0;
- if (ratio > range && !loop) { // If we are out of range and not looping get back to caller
- offsetValue = 0;
- returnValue = false;
- } else {
- // Get max value if required
- var offsetValue = 0;
- var highLimitValue = 0;
- if (this.loopMode != BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
- var keyOffset = to.toString() + from.toString();
- if (!this._offsetsCache[keyOffset]) {
- var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
- var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
- switch (this.dataType) {
- // Float
- case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
- this._offsetsCache[keyOffset] = toValue - fromValue;
- break;
- // Quaternion
- case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
- this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
- break;
- // Vector3
- case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
- this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
- default:
- break;
- }
- this._highLimitsCache[keyOffset] = toValue;
- }
- highLimitValue = this._highLimitsCache[keyOffset];
- offsetValue = this._offsetsCache[keyOffset];
- }
- }
- // 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 = 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 {
- target[this.targetPropertyPath[0]] = currentValue;
- }
-
- if (target.markAsDirty) {
- target.markAsDirty(this.targetProperty);
- }
- return returnValue;
- };
- // Statics
- BABYLON.Animation.ANIMATIONTYPE_FLOAT = 0;
- BABYLON.Animation.ANIMATIONTYPE_VECTOR3 = 1;
- BABYLON.Animation.ANIMATIONTYPE_QUATERNION = 2;
- BABYLON.Animation.ANIMATIONTYPE_MATRIX = 3;
- BABYLON.Animation.ANIMATIONLOOPMODE_RELATIVE = 0;
- BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE = 1;
- BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT = 2;
- })();
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