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author | Pierre Frisch | 2011-12-22 07:25:50 -0800 |
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committer | Valerio Virgillito | 2012-01-27 11:18:17 -0800 |
commit | b89a7ee8b956c96a1dcee995ea840feddc5d4b27 (patch) | |
tree | 0f3136ab0ecdbbbed6a83576581af0a53124d6f1 /js/helper-classes/RDGE/src/core/script/animation.js | |
parent | 2401f05d1f4b94d45e4568b81fc73e67b969d980 (diff) | |
download | ninja-b89a7ee8b956c96a1dcee995ea840feddc5d4b27.tar.gz |
First commit of Ninja to ninja-internal
Signed-off-by: Valerio Virgillito <rmwh84@motorola.com>
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/animation.js')
-rw-r--r-- | js/helper-classes/RDGE/src/core/script/animation.js | 322 |
1 files changed, 322 insertions, 0 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/animation.js b/js/helper-classes/RDGE/src/core/script/animation.js new file mode 100644 index 00000000..63eca0a2 --- /dev/null +++ b/js/helper-classes/RDGE/src/core/script/animation.js | |||
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1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> | ||
4 | (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. | ||
5 | </copyright> */ | ||
6 | |||
7 | var g_numChannels = new stat( "animation", "numChannels", 0, null, false ); | ||
8 | var g_numTracks = new stat( "animation", "numTracks", 0, null, false ); | ||
9 | |||
10 | /** | ||
11 | * channelController | ||
12 | * The channel controller is really the workhorse of the RDGE animation system. It handles timing, | ||
13 | * interpolation, and sampling of attributes over the lifetime of an animation. Each channel controller | ||
14 | * is responsible for animating a single attribute. The current implementation supports animating vector, | ||
15 | * boolean, or quaternion attributes. This class is used internally by the animation system. | ||
16 | * | ||
17 | * @param _animation - the animation resource | ||
18 | * @param _channel - the channel id | ||
19 | * | ||
20 | */ | ||
21 | channelController = function(_animation, _channel) { | ||
22 | /** | ||
23 | * this.interpolate - Enable/Disable interpolation between animation frames. | ||
24 | * Typically this should be enabled for smoother looking animation. However, | ||
25 | * there may be applications where interpolation is undesireable. | ||
26 | */ | ||
27 | this.interpolate = false; | ||
28 | |||
29 | /** | ||
30 | * this.animation - the animation resource. | ||
31 | * This is where the keyframes for the channel are stored. | ||
32 | */ | ||
33 | this.animation = _animation; | ||
34 | |||
35 | /** | ||
36 | * this.channel - the channel id. This is used to look up the keyframe data for this channel. | ||
37 | */ | ||
38 | this.channel = _channel; | ||
39 | |||
40 | /** | ||
41 | * this.localTime - the current time, relative to the start time. | ||
42 | */ | ||
43 | this.localTime = 0.0; | ||
44 | |||
45 | /** | ||
46 | * this.startTime - the start time of the animation clip window. | ||
47 | */ | ||
48 | this.startTime = this.animation.clipStart / this.animation.framesPerSec; | ||
49 | |||
50 | /** | ||
51 | * this.endTime - the end time of the animation clip window. | ||
52 | */ | ||
53 | this.endTime = this.animation.clipEnd / this.animation.framesPerSec; | ||
54 | |||
55 | /** | ||
56 | * this.cachedFrame - cached frame index, this optimizes best case scenario computeFrame calls. | ||
57 | */ | ||
58 | this.cachedFrame = -1; | ||
59 | |||
60 | /** | ||
61 | * oneFrameInSecs - stores the interval of a single frame in seconds. This is used for internal calculations. | ||
62 | */ | ||
63 | oneFrameInSecs = 1.0 / _animation.framesPerSec; | ||
64 | |||
65 | /** | ||
66 | * this.channel.timeline - stores the animation timeline. | ||
67 | * Currently this is calculated based on the framePerSec settings of the animation. | ||
68 | * Eventually the timeline should be exported with the animation. Individual channels | ||
69 | * may have different timelines depending on which frames are keyed. | ||
70 | */ | ||
71 | this.channel.timeline = new Array(this.channel.numKeys + 1); | ||
72 | for (i = 0; i <= this.channel.numKeys; ++i) { | ||
73 | this.channel.timeline[i] = i / this.animation.framesPerSec; | ||
74 | } | ||
75 | |||
76 | /** this.computeFrame | ||
77 | * Calculates the current frame index of the animation at the current time. | ||
78 | * In the worst case, this function will perform a binary search for the frame | ||
79 | * whose time is closest to and less than the current time. In the best case, | ||
80 | * the current frame is near the most recently cached frame, or it remains unchanged. | ||
81 | */ | ||
82 | this.computeFrame = function() { | ||
83 | var absTime = this.localTime + this.startTime; | ||
84 | var start = this.animation.clipStart; | ||
85 | var end = this.animation.clipEnd; | ||
86 | |||
87 | if (this.cachedFrame != -1) { | ||
88 | // if the current time is reasonably close to the last frame processed try searching | ||
89 | // forward or backward. best case it is the next frame. | ||
90 | if (Math.abs(absTime - this.channel.timeline[this.cachedFrame]) < 5 * oneFrameInSecs) { | ||
91 | if (this.channel.timeline[this.cachedFrame] < absTime) { | ||
92 | while (this.channel.timeline[this.cachedFrame + 1] <= absTime) { | ||
93 | this.cachedFrame++; | ||
94 | if (this.animation.looping) { | ||
95 | if (this.cachedFrame > this.numFrames - 1) { | ||
96 | this.cachedFrame -= this.numFrames - 1; | ||
97 | } | ||
98 | } else { | ||
99 | if (this.cachedFrame > this.numFrames - 1) { | ||
100 | this.cachedFrame = this.numFrames - 1; | ||
101 | } | ||
102 | } | ||
103 | } | ||
104 | return this.cachedFrame; | ||
105 | |||
106 | } else { | ||
107 | while (this.channel.timeline[this.cachedFrame] > absTime) { | ||
108 | this.cachedFrame--; | ||
109 | if (this.animation.looping) { | ||
110 | if (this.cachedFrame < 0) { | ||
111 | this.cachedFrame += this.numFrames - 1; | ||
112 | } | ||
113 | } else { | ||
114 | if (this.cachedFrame > this.numFrames - 1) { | ||
115 | this.cachedFrame = this.numFrames - 1; | ||
116 | } | ||
117 | } | ||
118 | } | ||
119 | return this.cachedFrame; | ||
120 | } | ||
121 | } | ||
122 | } | ||
123 | |||
124 | // binary search... | ||
125 | while (start + 1 < end) { | ||
126 | var mid = Math.floor((start + end) / 2); | ||
127 | if (absTime > this.channel.timeline[mid]) { | ||
128 | start = mid + 1; | ||
129 | } else { | ||
130 | end = mid - 1; | ||
131 | } | ||
132 | } | ||
133 | |||
134 | this.cachedFrame = start; | ||
135 | |||
136 | return start; | ||
137 | } | ||
138 | |||
139 | /* this.sampleBool - Sample a boolean at the current frame, booleans are not interpolated. | ||
140 | * This function is used internally. | ||
141 | */ | ||
142 | this.sampleBool = function() { | ||
143 | // no interpolation on flags... | ||
144 | var index = this.computeFrame(); | ||
145 | return this.channel.keys[index]; | ||
146 | } | ||
147 | |||
148 | /* this.sampleQuat - Sample a quaternion at the current frame. | ||
149 | * if this.interpolate == true, quaternions are interpolated inbetween frames using spherical linear interpolation (SLERP). | ||
150 | */ | ||
151 | this.sampleQuat = function() { | ||
152 | var frame0 = this.computeFrame(); | ||
153 | var frame1 = frame0 + 1; | ||
154 | |||
155 | var k0 = this.channel.timeline[frame0]; | ||
156 | var k1 = this.channel.timeline[frame1]; | ||
157 | var index0 = frame0 * 4; | ||
158 | var index1 = frame1 * 4; | ||
159 | |||
160 | if (this.interpolate) { | ||
161 | var absTime = this.localTime + this.startTime; | ||
162 | var t = (absTime - k0) / (k1 - k0); | ||
163 | var a = [this.channel.keys[index0 + 0], this.channel.keys[index0 + 1], this.channel.keys[index0 + 2], this.channel.keys[index0 + 3]]; | ||
164 | var b = [this.channel.keys[index1 + 0], this.channel.keys[index1 + 1], this.channel.keys[index1 + 2], this.channel.keys[index1 + 3]]; | ||
165 | return quat.slerp(a, b, t); | ||
166 | } | ||
167 | |||
168 | return [this.channel.keys[index0 + 0], this.channel.keys[index0 + 1], this.channel.keys[index0 + 2], this.channel.keys[index0 + 3]]; | ||
169 | } | ||
170 | |||
171 | /* this.sampleVec3 - Sample a vector3 at the current frame. | ||
172 | * if this.interpolate == true, vectors are interpolated inbetween frames using linear interpolation (LERP). | ||
173 | */ | ||
174 | this.sampleVec3 = function() { | ||
175 | var frame0 = this.computeFrame(); | ||
176 | var frame1 = frame0 + 1; | ||
177 | |||
178 | var k0 = this.channel.timeline[frame0]; | ||
179 | var k1 = this.channel.timeline[frame1]; | ||
180 | var index0 = frame0 * 3; | ||
181 | var index1 = frame1 * 3; | ||
182 | |||
183 | if (this.interpolate) { | ||
184 | var absTime = this.localTime + this.startTime; | ||
185 | var t = (absTime - k0) / (k1 - k0); | ||
186 | var a = [this.channel.keys[index0 + 0], this.channel.keys[index0 + 1], this.channel.keys[index0 + 2]]; | ||
187 | var b = [this.channel.keys[index1 + 0], this.channel.keys[index1 + 1], this.channel.keys[index1 + 2]]; | ||
188 | |||
189 | return vec3.lerp(a, b, t); | ||
190 | } | ||
191 | return [this.channel.keys[index0 + 0], this.channel.keys[index0 + 1], this.channel.keys[index0 + 2]]; | ||
192 | } | ||
193 | |||
194 | /* this.setTime - set the current time. | ||
195 | */ | ||
196 | this.setTime = function(t) { | ||
197 | this.localTime = t; | ||
198 | if (this.localTime < 0.0) { | ||
199 | this.localTime = 0.0; | ||
200 | } | ||
201 | if (this.localTime > this.animation.duration - oneFrameInSecs) { | ||
202 | this.localTime = this.animation.duration - oneFrameInSecs; | ||
203 | } | ||
204 | } | ||
205 | |||
206 | /* this.setProgress - set the current time as a percentage of the duration. | ||
207 | */ | ||
208 | this.setProgress = function(f) { | ||