aboutsummaryrefslogtreecommitdiff
path: root/js/helper-classes/RDGE/src/core/script/animation.js
diff options
context:
space:
mode:
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/animation.js')
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/animation.js691
1 files changed, 346 insertions, 345 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/animation.js b/js/helper-classes/RDGE/src/core/script/animation.js
index 2e13cce6..5564179d 100755
--- a/js/helper-classes/RDGE/src/core/script/animation.js
+++ b/js/helper-classes/RDGE/src/core/script/animation.js
@@ -1,345 +1,346 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility LLC.
3All Rights Reserved. 3All Rights Reserved.
4BSD License. 4
5 5Redistribution and use in source and binary forms, with or without
6Redistribution and use in source and binary forms, with or without 6modification, are permitted provided that the following conditions are met:
7modification, are permitted provided that the following conditions are met: 7
8 8* Redistributions of source code must retain the above copyright notice,
9 - Redistributions of source code must retain the above copyright notice, 9 this list of conditions and the following disclaimer.
10 this list of conditions and the following disclaimer. 10
11 - Redistributions in binary form must reproduce the above copyright 11* Redistributions in binary form must reproduce the above copyright notice,
12 notice, this list of conditions and the following disclaimer in the 12 this list of conditions and the following disclaimer in the documentation
13 documentation and/or other materials provided with the distribution. 13 and/or other materials provided with the distribution.
14 - Neither the name of Motorola Mobility nor the names of its contributors 14
15 may be used to endorse or promote products derived from this software 15* Neither the name of Motorola Mobility LLC nor the names of its
16 without specific prior written permission. 16 contributors may be used to endorse or promote products derived from this
17 17 software without specific prior written permission.
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 18
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 19THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 20AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 21IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 22ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 23LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 24CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
25INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 25SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
26CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 26INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
27ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 27CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
28POSSIBILITY OF SUCH DAMAGE. 28ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
29</copyright> */ 29POSSIBILITY OF SUCH DAMAGE.
30 30</copyright> */
31// RDGE namespaces 31
32var RDGE = RDGE || {}; 32// RDGE namespaces
33RDGE.animation = RDGE.animation || {}; 33var RDGE = RDGE || {};
34 34RDGE.animation = RDGE.animation || {};
35/** 35
36 * channelController 36/**
37 * The channel controller is really the workhorse of the RDGE animation system. It handles timing, 37 * channelController
38 * interpolation, and sampling of attributes over the lifetime of an animation. Each channel controller 38 * The channel controller is really the workhorse of the RDGE animation system. It handles timing,
39 * is responsible for animating a single attribute. The current implementation supports animating vector, 39 * interpolation, and sampling of attributes over the lifetime of an animation. Each channel controller
40 * boolean, or quaternion attributes. This class is used internally by the animation system. 40 * is responsible for animating a single attribute. The current implementation supports animating vector,
41 * 41 * boolean, or quaternion attributes. This class is used internally by the animation system.
42 * @param _animation - the animation resource 42 *
43 * @param _channel - the channel id 43 * @param _animation - the animation resource
44 * 44 * @param _channel - the channel id
45 */ 45 *
46RDGE.animation.channelController = function (_animation, _channel) { 46 */
47 /** 47RDGE.animation.channelController = function (_animation, _channel) {
48 * this.interpolate - Enable/Disable interpolation between animation frames. 48 /**
49 * Typically this should be enabled for smoother looking animation. However, 49 * this.interpolate - Enable/Disable interpolation between animation frames.
50 * there may be applications where interpolation is undesireable. 50 * Typically this should be enabled for smoother looking animation. However,
51 */ 51 * there may be applications where interpolation is undesireable.
52 this.interpolate = false; 52 */
53 53 this.interpolate = false;
54 /** 54
55 * this.animation - the animation resource. 55 /**
56 * This is where the keyframes for the channel are stored. 56 * this.animation - the animation resource.
57 */ 57 * This is where the keyframes for the channel are stored.
58 this.animation = _animation; 58 */
59 59 this.animation = _animation;
60 /** 60
61 * this.channel - the channel id. This is used to look up the keyframe data for this channel. 61 /**
62 */ 62 * this.channel - the channel id. This is used to look up the keyframe data for this channel.
63 this.channel = _channel; 63 */
64 64 this.channel = _channel;
65 /** 65
66 * this.localTime - the current time, relative to the start time. 66 /**
67 */ 67 * this.localTime - the current time, relative to the start time.
68 this.localTime = 0.0; 68 */
69 69 this.localTime = 0.0;
70 /** 70
71 * this.startTime - the start time of the animation clip window. 71 /**
72 */ 72 * this.startTime - the start time of the animation clip window.
73 this.startTime = this.animation.clipStart / this.animation.framesPerSec; 73 */
74 74 this.startTime = this.animation.clipStart / this.animation.framesPerSec;
75 /** 75
76 * this.endTime - the end time of the animation clip window. 76 /**
77 */ 77 * this.endTime - the end time of the animation clip window.
78 this.endTime = this.animation.clipEnd / this.animation.framesPerSec; 78 */
79 79 this.endTime = this.animation.clipEnd / this.animation.framesPerSec;
80 /** 80
81 * this.cachedFrame - cached frame index, this optimizes best case scenario computeFrame calls. 81 /**
82 */ 82 * this.cachedFrame - cached frame index, this optimizes best case scenario computeFrame calls.
83 this.cachedFrame = -1; 83 */
84 84 this.cachedFrame = -1;
85 /** 85
86 * oneFrameInSecs - stores the interval of a single frame in seconds. This is used for internal calculations. 86 /**
87 */ 87 * oneFrameInSecs - stores the interval of a single frame in seconds. This is used for internal calculations.
88 oneFrameInSecs = 1.0 / _animation.framesPerSec; 88 */
89 89 oneFrameInSecs = 1.0 / _animation.framesPerSec;
90 /** 90
91 * this.channel.timeline - stores the animation timeline. 91 /**
92 * Currently this is calculated based on the framePerSec settings of the animation. 92 * this.channel.timeline - stores the animation timeline.
93 * Eventually the timeline should be exported with the animation. Individual channels 93 * Currently this is calculated based on the framePerSec settings of the animation.
94 * may have different timelines depending on which frames are keyed. 94 * Eventually the timeline should be exported with the animation. Individual channels
95 */ 95 * may have different timelines depending on which frames are keyed.
96 this.channel.timeline = new Array(this.channel.numKeys + 1); 96 */
97 for (i = 0; i <= this.channel.numKeys; ++i) { 97 this.channel.timeline = new Array(this.channel.numKeys + 1);
98 this.channel.timeline[i] = i / this.animation.framesPerSec; 98 for (i = 0; i <= this.channel.numKeys; ++i) {
99 } 99 this.channel.timeline[i] = i / this.animation.framesPerSec;
100 100 }
101 /** this.computeFrame 101
102 * Calculates the current frame index of the animation at the current time. 102 /** this.computeFrame
103 * In the worst case, this function will perform a binary search for the frame 103 * Calculates the current frame index of the animation at the current time.
104 * whose time is closest to and less than the current time. In the best case, 104 * In the worst case, this function will perform a binary search for the frame
105 * the current frame is near the most recently cached frame, or it remains unchanged. 105 * whose time is closest to and less than the current time. In the best case,
106 */ 106 * the current frame is near the most recently cached frame, or it remains unchanged.
107 this.computeFrame = function () { 107 */
108 var absTime = this.localTime + this.startTime; 108 this.computeFrame = function () {
109 var start = this.animation.clipStart; 109 var absTime = this.localTime + this.startTime;
110 var end = this.animation.clipEnd; 110 var start = this.animation.clipStart;
111 111 var end = this.animation.clipEnd;
112 if (this.cachedFrame != -1) { 112
113 // if the current time is reasonably close to the last frame processed try searching 113 if (this.cachedFrame != -1) {
114 // forward or backward. best case it is the next frame. 114 // if the current time is reasonably close to the last frame processed try searching
115 if (Math.abs(absTime - this.channel.timeline[this.cachedFrame]) < 5 * oneFrameInSecs) { 115 // forward or backward. best case it is the next frame.
116 if (this.channel.timeline[this.cachedFrame] < absTime) { 116 if (Math.abs(absTime - this.channel.timeline[this.cachedFrame]) < 5 * oneFrameInSecs) {
117 while (this.channel.timeline[this.cachedFrame + 1] <= absTime) { 117 if (this.channel.timeline[this.cachedFrame] < absTime) {
118 this.cachedFrame++; 118 while (this.channel.timeline[this.cachedFrame + 1] <= absTime) {
119 if (this.animation.looping) { 119 this.cachedFrame++;
120 if (this.cachedFrame > this.numFrames - 1) { 120 if (this.animation.looping) {
121 this.cachedFrame -= this.numFrames - 1; 121 if (this.cachedFrame > this.numFrames - 1) {
122 } 122 this.cachedFrame -= this.numFrames - 1;
123 } else { 123 }
124 if (this.cachedFrame > this.numFrames - 1) { 124 } else {
125 this.cachedFrame = this.numFrames - 1; 125 if (this.cachedFrame > this.numFrames - 1) {
126 } 126 this.cachedFrame = this.numFrames - 1;
127 } 127 }
128 } 128 }
129 return this.cachedFrame; 129 }
130 130 return this.cachedFrame;
131 } else { 131