123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523 |
- module BABYLON {
- export class RuntimeAnimation {
- public currentFrame: number = 0;
- private _animation: Animation;
- private _target: any;
- private _originalValue: any;
- private _originalBlendValue: any;
- private _offsetsCache: {[key: string]: any} = {};
- private _highLimitsCache: {[key: string]: any} = {};
- private _stopped = false;
- private _blendingFactor = 0;
- private _scene: Scene;
- private _currentValue: any;
- private _activeTarget: any;
- private _targetPath: string = "";
- private _weight = 1.0
- /**
- * 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 path where to store the animated value in the target
- */
- 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 {BABYLON.Animation} object
- * @param scene defines the hosting scene
- */
- public constructor(target: any, animation: Animation, scene: Scene) {
- this._animation = animation;
- this._target = target;
- this._scene = scene;
- animation._runtimeAnimations.push(this);
- }
- public get animation(): Animation {
- return this._animation;
- }
- public reset(): void {
- this._offsetsCache = {};
- this._highLimitsCache = {};
- this.currentFrame = 0;
- this._blendingFactor = 0;
- this._originalValue = null;
- }
- public isStopped(): boolean {
- return this._stopped;
- }
- public dispose(): void {
- let index = this._animation.runtimeAnimations.indexOf(this);
- if (index > -1) {
- this._animation.runtimeAnimations.splice(index, 1);
- }
- }
- private _getKeyValue(value: any): any {
- if (typeof value === "function") {
- return value();
- }
- return value;
- }
-
- private _interpolate(currentFrame: number, repeatCount: number, loopMode?: number, offsetValue?: any, highLimitValue?: any) {
- if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
- return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
- }
- this.currentFrame = currentFrame;
- let keys = this._animation.getKeys();
- // Try to get a hash to find the right key
- var startKeyIndex = Math.max(0, Math.min(keys.length - 1, Math.floor(keys.length * (currentFrame - keys[0].frame) / (keys[keys.length - 1].frame - keys[0].frame)) - 1));
- if (keys[startKeyIndex].frame >= currentFrame) {
- while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
- startKeyIndex--;
- }
- }
- for (var key = startKeyIndex; key < keys.length; key++) {
- var endKey = keys[key + 1];
- if (endKey.frame >= currentFrame) {
- var startKey = keys[key];
- var startValue = this._getKeyValue(startKey.value);
- if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
- return startValue;
- }
- var endValue = this._getKeyValue(endKey.value);
- var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
- var frameDelta = endKey.frame - startKey.frame;
- // gradient : percent of currentFrame between the frame inf and the frame sup
- var gradient = (currentFrame - startKey.frame) / frameDelta;
- // check for easingFunction and correction of gradient
- let easingFunction = this._animation.getEasingFunction();
- if (easingFunction != null) {
- gradient = easingFunction.ease(gradient);
- }
- switch (this._animation.dataType) {
- // Float
- case Animation.ANIMATIONTYPE_FLOAT:
- var floatValue = useTangent ? this._animation.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this._animation.floatInterpolateFunction(startValue, endValue, gradient);
- switch (loopMode) {
- case Animation.ANIMATIONLOOPMODE_CYCLE:
- case Animation.ANIMATIONLOOPMODE_CONSTANT:
- return floatValue;
- case Animation.ANIMATIONLOOPMODE_RELATIVE:
- return offsetValue * repeatCount + floatValue;
- }
- break;
- // Quaternion
- case Animation.ANIMATIONTYPE_QUATERNION:
- var quatValue = useTangent ? this._animation.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this._animation.quaternionInterpolateFunction(startValue, endValue, gradient);
- switch (loopMode) {
- case Animation.ANIMATIONLOOPMODE_CYCLE:
- case Animation.ANIMATIONLOOPMODE_CONSTANT:
- return quatValue;
- case Animation.ANIMATIONLOOPMODE_RELATIVE:
- return quatValue.add(offsetValue.scale(repeatCount));
- }
- return quatValue;
- // Vector3
- case Animation.ANIMATIONTYPE_VECTOR3:
- var vec3Value = useTangent ? this._animation.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this._animation.vector3InterpolateFunction(startValue, endValue, gradient);
- switch (loopMode) {
- case Animation.ANIMATIONLOOPMODE_CYCLE:
- case Animation.ANIMATIONLOOPMODE_CONSTANT:
- return vec3Value;
- case Animation.ANIMATIONLOOPMODE_RELATIVE:
- return vec3Value.add(offsetValue.scale(repeatCount));
- }
- // Vector2
- case Animation.ANIMATIONTYPE_VECTOR2:
- var vec2Value = useTangent ? this._animation.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this._animation.vector2InterpolateFunction(startValue, endValue, gradient);
- switch (loopMode) {
- case Animation.ANIMATIONLOOPMODE_CYCLE:
- case Animation.ANIMATIONLOOPMODE_CONSTANT:
- return vec2Value;
- case Animation.ANIMATIONLOOPMODE_RELATIVE:
- return vec2Value.add(offsetValue.scale(repeatCount));
- }
- // Size
- case Animation.ANIMATIONTYPE_SIZE:
- switch (loopMode) {
- case Animation.ANIMATIONLOOPMODE_CYCLE:
- case Animation.ANIMATIONLOOPMODE_CONSTANT:
- return this._animation.sizeInterpolateFunction(startValue, endValue, gradient);
- case Animation.ANIMATIONLOOPMODE_RELATIVE:
- return this._animation.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
- }
- // Color3
- case Animation.ANIMATIONTYPE_COLOR3:
- switch (loopMode) {
- case Animation.ANIMATIONLOOPMODE_CYCLE:
- case Animation.ANIMATIONLOOPMODE_CONSTANT:
- return this._animation.color3InterpolateFunction(startValue, endValue, gradient);
- case Animation.ANIMATIONLOOPMODE_RELATIVE:
- return this._animation.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
- }
- // Matrix
- case Animation.ANIMATIONTYPE_MATRIX:
- switch (loopMode) {
- case Animation.ANIMATIONLOOPMODE_CYCLE:
- case Animation.ANIMATIONLOOPMODE_CONSTANT:
- if (Animation.AllowMatricesInterpolation) {
- return this._animation.matrixInterpolateFunction(startValue, endValue, gradient);
- }
- case Animation.ANIMATIONLOOPMODE_RELATIVE:
- return startValue;
- }
- default:
- break;
- }
- break;
- }
- }
- return this._getKeyValue(keys[keys.length - 1].value);
- }
- /**
- * Affect 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
- */
- 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;
- // Blending
- let enableBlending = this._target && this._target.animationPropertiesOverride ? this._target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
- let blendingSpeed = this._target && this._target.animationPropertiesOverride ? this._target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
-
- 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 (weight !== -1.0) {
- if (!this._originalValue) {
- let originalValue: any;
- if (destination.getRestPose) { // For bones
- originalValue = destination.getRestPose();
- } else {
- originalValue = destination[path];
- }
- if (originalValue.clone) {
- this._originalValue = originalValue.clone();
- } else {
- this._originalValue = originalValue;
- }
- }
- }
- if (enableBlending && this._blendingFactor <= 1.0) {
- if (this._originalBlendValue.prototype) { // Complex value
-
- if (this._originalBlendValue.prototype.Lerp) { // Lerp supported
- this._currentValue = this._originalBlendValue.construtor.prototype.Lerp(currentValue, this._originalBlendValue, this._blendingFactor);
- } else { // Blending not supported
- this._currentValue = currentValue;
- }
- } else if (this._originalBlendValue.m) { // Matrix
- this._currentValue = Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
- } else { // Direct value
- this._currentValue = this._originalBlendValue * (1.0 - this._blendingFactor) + this._blendingFactor * currentValue;
- }
- 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);
- }
- }
- 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);
- }
- public _prepareForSpeedRatioChange(newSpeedRatio: number): void {
- let newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
- this._ratioOffset = this._previousRatio - newRatio;
- }
- private _ratioOffset = 0;
- private _previousDelay: number = 0;
- private _previousRatio: number = 0;
- /**
- * 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._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;
- 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;
- }
- }
- }
|