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authorJohn Mayhew2012-04-02 14:57:31 -0700
committerJohn Mayhew2012-04-02 14:57:31 -0700
commitfb0a659c9ca3479fd6799325498b11f074689936 (patch)
tree46342298281aa93e48756e040715f42770ccc526 /js/helper-classes/RDGE/src/core/script/animation.js
parentc24f58c10231c30d3a8a4c9fb9a4f395dd746180 (diff)
downloadninja-fb0a659c9ca3479fd6799325498b11f074689936.tar.gz
-Namespaced all RDGE javascript.
-Removed the following unused files from the build script /core/script/fx/blur.js /core/script/fx/ssao.js /core/script/animation.js - Fully removed the following from the build and from source control as they are unused or no longer needed /core/script/util/dbgpanel.js /core/script/util/fpsTracker.js /core/script/util/statTracker.js /core/script/input.js /core/script/TextureManager.js /core/script/ubershader.js
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/animation.js')
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/animation.js191
1 files changed, 95 insertions, 96 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/animation.js b/js/helper-classes/RDGE/src/core/script/animation.js
index 63eca0a2..c82a0e76 100755
--- a/js/helper-classes/RDGE/src/core/script/animation.js
+++ b/js/helper-classes/RDGE/src/core/script/animation.js
@@ -4,8 +4,9 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot
4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. 4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5</copyright> */ 5</copyright> */
6 6
7var g_numChannels = new stat( "animation", "numChannels", 0, null, false ); 7// RDGE namespaces
8var g_numTracks = new stat( "animation", "numTracks", 0, null, false ); 8var RDGE = RDGE || {};
9RDGE.animation = RDGE.animation || {};
9 10
10/** 11/**
11 * channelController 12 * channelController
@@ -18,68 +19,68 @@ var g_numTracks = new stat( "animation", "numTracks", 0, null, false );
18 * @param _channel - the channel id 19 * @param _channel - the channel id
19 * 20 *
20 */ 21 */
21channelController = function(_animation, _channel) { 22RDGE.animation.channelController = function (_animation, _channel) {
22 /** 23 /**
23 * this.interpolate - Enable/Disable interpolation between animation frames. 24 * this.interpolate - Enable/Disable interpolation between animation frames.
24 * Typically this should be enabled for smoother looking animation. However, 25 * Typically this should be enabled for smoother looking animation. However,
25 * there may be applications where interpolation is undesireable. 26 * there may be applications where interpolation is undesireable.
26 */ 27 */
27 this.interpolate = false; 28 this.interpolate = false;
28 29
29 /** 30 /**
30 * this.animation - the animation resource. 31 * this.animation - the animation resource.
31 * This is where the keyframes for the channel are stored. 32 * This is where the keyframes for the channel are stored.
32 */ 33 */
33 this.animation = _animation; 34 this.animation = _animation;
34 35
35 /** 36 /**
36 * this.channel - the channel id. This is used to look up the keyframe data for this channel. 37 * this.channel - the channel id. This is used to look up the keyframe data for this channel.
37 */ 38 */
38 this.channel = _channel; 39 this.channel = _channel;
39 40
40 /** 41 /**
41 * this.localTime - the current time, relative to the start time. 42 * this.localTime - the current time, relative to the start time.
42 */ 43 */
43 this.localTime = 0.0; 44 this.localTime = 0.0;
44 45
45 /** 46 /**
46 * this.startTime - the start time of the animation clip window. 47 * this.startTime - the start time of the animation clip window.
47 */ 48 */
48 this.startTime = this.animation.clipStart / this.animation.framesPerSec; 49 this.startTime = this.animation.clipStart / this.animation.framesPerSec;
49 50
50 /** 51 /**
51 * this.endTime - the end time of the animation clip window. 52 * this.endTime - the end time of the animation clip window.
52 */ 53 */
53 this.endTime = this.animation.clipEnd / this.animation.framesPerSec; 54 this.endTime = this.animation.clipEnd / this.animation.framesPerSec;
54 55
55 /** 56 /**
56 * this.cachedFrame - cached frame index, this optimizes best case scenario computeFrame calls. 57 * this.cachedFrame - cached frame index, this optimizes best case scenario computeFrame calls.
57 */ 58 */
58 this.cachedFrame = -1; 59 this.cachedFrame = -1;
59 60
60 /** 61 /**
61 * oneFrameInSecs - stores the interval of a single frame in seconds. This is used for internal calculations. 62 * oneFrameInSecs - stores the interval of a single frame in seconds. This is used for internal calculations.
62 */ 63 */
63 oneFrameInSecs = 1.0 / _animation.framesPerSec; 64 oneFrameInSecs = 1.0 / _animation.framesPerSec;
64 65
65 /** 66 /**
66 * this.channel.timeline - stores the animation timeline. 67 * this.channel.timeline - stores the animation timeline.
67 * Currently this is calculated based on the framePerSec settings of the animation. 68 * 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 * Eventually the timeline should be exported with the animation. Individual channels
69 * may have different timelines depending on which frames are keyed. 70 * may have different timelines depending on which frames are keyed.
70 */ 71 */
71 this.channel.timeline = new Array(this.channel.numKeys + 1); 72 this.channel.timeline = new Array(this.channel.numKeys + 1);
72 for (i = 0; i <= this.channel.numKeys; ++i) { 73 for (i = 0; i <= this.channel.numKeys; ++i) {
73 this.channel.timeline[i] = i / this.animation.framesPerSec; 74 this.channel.timeline[i] = i / this.animation.framesPerSec;
74 } 75 }
75 76
76 /** this.computeFrame 77 /** this.computeFrame
77 * Calculates the current frame index of the animation at the current time. 78 * 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 * 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 * 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 * the current frame is near the most recently cached frame, or it remains unchanged.
81 */ 82 */
82 this.computeFrame = function() { 83 this.computeFrame = function () {
83 var absTime = this.localTime + this.startTime; 84 var absTime = this.localTime + this.startTime;
84 var start = this.animation.clipStart; 85 var start = this.animation.clipStart;
85 var end = this.animation.clipEnd; 86 var end = this.animation.clipEnd;
@@ -134,21 +135,21 @@ channelController = function(_animation, _channel) {
134 this.cachedFrame = start; 135 this.cachedFrame = start;
135 136
136 return start; 137 return start;
137 } 138 };
138 139
139 /* this.sampleBool - Sample a boolean at the current frame, booleans are not interpolated. 140 /* this.sampleBool - Sample a boolean at the current frame, booleans are not interpolated.
140 * This function is used internally. 141 * This function is used internally.
141 */ 142 */
142 this.sampleBool = function() { 143 this.sampleBool = function () {
143 // no interpolation on flags... 144 // no interpolation on flags...
144 var index = this.computeFrame(); 145 var index = this.computeFrame();
145 return this.channel.keys[index]; 146 return this.channel.keys[index];
146 } 147 };
147 148
148 /* this.sampleQuat - Sample a quaternion at the current frame. 149 /* 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 * if this.interpolate == true, quaternions are interpolated inbetween frames using spherical linear interpolation (SLERP).
150 */ 151 */
151 this.sampleQuat = function() { 152 this.sampleQuat = function () {
152 var frame0 = this.computeFrame(); 153 var frame0 = this.computeFrame();
153 var frame1 = frame0 + 1; 154 var frame1 = frame0 + 1;
154 155
@@ -162,16 +163,16 @@ channelController = function(_animation, _channel) {
162 var t = (absTime - k0) / (k1 - k0); 163 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 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 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 return RDGE.quat.slerp(a, b, t);
166 } 167 }
167 168
168 return [this.channel.keys[index0 + 0], this.channel.keys[index0 + 1], this.channel.keys[index0 + 2], this.channel.keys[index0 + 3]]; 169 return [this.channel.keys[index0 + 0], this.channel.keys[index0 + 1], this.channel.keys[index0 + 2], this.channel.keys[index0 + 3]];
169 } 170 };
170 171
171 /* this.sampleVec3 - Sample a vector3 at the current frame. 172 /* this.sampleVec3 - Sample a vector3 at the current frame.
172 * if this.interpolate == true, vectors are interpolated inbetween frames using linear interpolation (LERP). 173 * if this.interpolate == true, vectors are interpolated inbetween frames using linear interpolation (LERP).
173 */ 174 */
174 this.sampleVec3 = function() { 175 this.sampleVec3 = function () {
175 var frame0 = this.computeFrame(); 176 var frame0 = this.computeFrame();
176 var frame1 = frame0 + 1; 177 var frame1 = frame0 + 1;
177 178
@@ -186,14 +187,14 @@ channelController = function(_animation, _channel) {
186 var a = [this.channel.keys[index0 + 0], this.channel.keys[index0 + 1], this.channel.keys[index0 + 2]]; 187 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 var b = [this.channel.keys[index1 + 0], this.channel.keys[index1 + 1], this.channel.keys[index1 + 2]];
188 189
189 return vec3.lerp(a, b, t); 190 return RDGE.vec3.lerp(a, b, t);
190 } 191 }
191 return [this.channel.keys[index0 + 0], this.channel.keys[index0 + 1], this.channel.keys[index0 + 2]]; 192 return [this.channel.keys[index0 + 0], this.channel.keys[index0 + 1], this.channel.keys[index0 + 2]];
192 } 193 };
193 194
194 /* this.setTime - set the current time. 195 /* this.setTime - set the current time.
195 */ 196 */
196 this.setTime = function(t) { 197 this.setTime = function (t) {
197<