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diff --git a/js/helper-classes/RDGE/src/core/script/animation.js b/js/helper-classes/RDGE/src/core/script/animation.js
index 2e13cce6..0a4826c5 100755
--- a/js/helper-classes/RDGE/src/core/script/animation.js
+++ b/js/helper-classes/RDGE/src/core/script/animation.js
@@ -1,345 +1,345 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility, Inc
3All Rights Reserved. 3All Rights Reserved.
4BSD License. 4BSD License.
5 5
6Redistribution and use in source and binary forms, with or without 6Redistribution and use in source and binary forms, with or without
7modification, are permitted provided that the following conditions are met: 7modification, are permitted provided that the following conditions are met:
8 8
9 - Redistributions of source code must retain the above copyright notice, 9 - Redistributions of source code must retain the above copyright notice,
10 this list of conditions and the following disclaimer. 10 this list of conditions and the following disclaimer.
11 - Redistributions in binary form must reproduce the above copyright 11 - Redistributions in binary form must reproduce the above copyright
12 notice, this list of conditions and the following disclaimer in the 12 notice, this list of conditions and the following disclaimer in the
13 documentation and/or other materials provided with the distribution. 13 documentation and/or other materials provided with the distribution.
14 - Neither the name of Motorola Mobility nor the names of its contributors 14 - Neither the name of Motorola Mobility nor the names of its contributors
15 may be used to endorse or promote products derived from this software 15 may be used to endorse or promote products derived from this software
16 without specific prior written permission. 16 without specific prior written permission.
17 17
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
25INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 25INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
26CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 26CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
27ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 27ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
28POSSIBILITY OF SUCH DAMAGE. 28POSSIBILITY OF SUCH DAMAGE.
29</copyright> */ 29</copyright> */
30 30
31// RDGE namespaces 31// RDGE namespaces
32var RDGE = RDGE || {}; 32var RDGE = RDGE || {};
33RDGE.animation = RDGE.animation || {}; 33RDGE.animation = RDGE.animation || {};
34 34
35/** 35/**
36 * channelController 36 * channelController
37 * The channel controller is really the workhorse of the RDGE animation system. It handles timing, 37 * The channel controller is really the workhorse of the RDGE animation system. It handles timing,
38 * interpolation, and sampling of attributes over the lifetime of an animation. Each channel controller 38 * interpolation, and sampling of attributes over the lifetime of an animation. Each channel controller
39 * is responsible for animating a single attribute. The current implementation supports animating vector, 39 * is responsible for animating a single attribute. The current implementation supports animating vector,
40 * boolean, or quaternion attributes. This class is used internally by the animation system. 40 * boolean, or quaternion attributes. This class is used internally by the animation system.
41 * 41 *
42 * @param _animation - the animation resource 42 * @param _animation - the animation resource
43 * @param _channel - the channel id 43 * @param _channel - the channel id
44 * 44 *
45 */ 45 */
46RDGE.animation.channelController = function (_animation, _channel) { 46RDGE.animation.channelController = function (_animation, _channel) {
47 /** 47 /**
48 * this.interpolate - Enable/Disable interpolation between animation frames. 48 * this.interpolate - Enable/Disable interpolation between animation frames.
49 * Typically this should be enabled for smoother looking animation. However, 49 * Typically this should be enabled for smoother looking animation. However,
50 * there may be applications where interpolation is undesireable. 50 * there may be applications where interpolation is undesireable.
51 */ 51 */
52 this.interpolate = false; 52 this.interpolate = false;
53 53
54 /** 54 /**
55 * this.animation - the animation resource. 55 * this.animation - the animation resource.
56 * This is where the keyframes for the channel are stored. 56 * This is where the keyframes for the channel are stored.
57 */ 57 */
58 this.animation = _animation; 58 this.animation = _animation;
59 59
60 /** 60 /**
61 * this.channel - the channel id. This is used to look up the keyframe data for this channel. 61 * this.channel - the channel id. This is used to look up the keyframe data for this channel.
62 */ 62 */
63 this.channel = _channel; 63 this.channel = _channel;
64 64
65 /** 65 /**
66 * this.localTime - the current time, relative to the start time. 66 * this.localTime - the current time, relative to the start time.
67 */ 67 */
68 this.localTime = 0.0; 68 this.localTime = 0.0;
69 69
70 /** 70 /**
71 * this.startTime - the start time of the animation clip window. 71 * this.startTime - the start time of the animation clip window.
72 */ 72 */
73 this.startTime = this.animation.clipStart / this.animation.framesPerSec; 73 this.startTime = this.animation.clipStart / this.animation.framesPerSec;
74 74
75 /** 75 /**
76 * this.endTime - the end time of the animation clip window. 76 * this.endTime - the end time of the animation clip window.
77 */ 77 */
78 this.endTime = this.animation.clipEnd / this.animation.framesPerSec; 78 this.endTime = this.animation.clipEnd / this.animation.framesPerSec;
79 79
80 /** 80 /**
81 * this.cachedFrame - cached frame index, this optimizes best case scenario computeFrame calls. 81 * this.cachedFrame - cached frame index, this optimizes best case scenario computeFrame calls.
82 */ 82 */
83 this.cachedFrame = -1; 83 this.cachedFrame = -1;
84 84
85 /** 85 /**
86 * oneFrameInSecs - stores the interval of a single frame in seconds. This is used for internal calculations. 86 * oneFrameInSecs - stores the interval of a single frame in seconds. This is used for internal calculations.
87 */ 87 */
88 oneFrameInSecs = 1.0 / _animation.framesPerSec; 88 oneFrameInSecs = 1.0 / _animation.framesPerSec;
89 89
90 /** 90 /**
91 * this.channel.timeline - stores the animation timeline. 91 * this.channel.timeline - stores the animation timeline.
92 * Currently this is calculated based on the framePerSec settings of the animation. 92 * Currently this is calculated based on the framePerSec settings of the animation.
93 * Eventually the timeline should be exported with the animation. Individual channels 93 * Eventually the timeline should be exported with the animation. Individual channels
94 * may have different timelines depending on which frames are keyed. 94 * may have different timelines depending on which frames are keyed.
95 */ 95 */
96 this.channel.timeline = new Array(this.channel.numKeys + 1); 96 this.channel.timeline = new Array(this.channel.numKeys + 1);
97 for (i = 0; i <= this.channel.numKeys; ++i) { 97 for (i = 0; i <= this.channel.numKeys; ++i) {
98 this.channel.timeline[i] = i / this.animation.framesPerSec; 98 this.channel.timeline[i] = i / this.animation.framesPerSec;
99 } 99 }
100 100
101 /** this.computeFrame 101 /** this.computeFrame
102 * Calculates the current frame index of the animation at the current time. 102 * Calculates the current frame index of the animation at the current time.
103 * In the worst case, this function will perform a binary search for the frame 103 * In the worst case, this function will perform a binary search for the frame
104 * whose time is closest to and less than the current time. In the best case, 104 * whose time is closest to and less than the current time. In the best case,
105 * the current frame is near the most recently cached frame, or it remains unchanged. 105 * the current frame is near the most recently cached frame, or it remains unchanged.
106 */ 106 */
107 this.computeFrame = function () { 107 this.computeFrame = function () {
108 var absTime = this.localTime + this.startTime; 108 var absTime = this.localTime + this.startTime;
109 var start = this.animation.clipStart; 109 var start = this.animation.clipStart;
110 var end = this.animation.clipEnd; 110 var end = this.animation.clipEnd;
111 111
112 if (this.cachedFrame != -1) { 112 if (this.cachedFrame != -1) {
113 // if the current time is reasonably close to the last frame processed try searching 113 // if the current time is reasonably close to the last frame processed try searching
114 // forward or backward. best case it is the next frame. 114 // forward or backward. best case it is the next frame.
115 if (Math.abs(absTime - this.channel.timeline[this.cachedFrame]) < 5 * oneFrameInSecs) { 115 if (Math.abs(absTime - this.channel.timeline[this.cachedFrame]) < 5 * oneFrameInSecs) {
116 if (this.channel.timeline[this.cachedFrame] < absTime) { 116 if (this.channel.timeline[this.cachedFrame] < absTime) {
117 while (this.channel.timeline[this.cachedFrame + 1] <= absTime) { 117 while (this.channel.timeline[this.cachedFrame + 1] <= absTime) {
118 this.cachedFrame++; 118 this.cachedFrame++;
119 if (this.animation.looping) { 119 if (this.animation.looping) {
120 if (this.cachedFrame > this.numFrames - 1) { 120 if (this.cachedFrame > this.numFrames - 1) {
121 this.cachedFrame -= this.numFrames - 1; 121 this.cachedFrame -= this.numFrames - 1;
122 } 122 }
123 } else { 123 } else {
124 if (this.cachedFrame > this.numFrames - 1) { 124