From 04343eda8c2f870b0da55cfdc8003c99fe1cc4de Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:53:10 -0700 Subject: Remove trailing spaces --- .../RDGE/src/core/script/animation.js | 54 +++++++++++----------- 1 file changed, 27 insertions(+), 27 deletions(-) (limited to 'js/helper-classes/RDGE/src/core/script/animation.js') diff --git a/js/helper-classes/RDGE/src/core/script/animation.js b/js/helper-classes/RDGE/src/core/script/animation.js index 2e13cce6..2af5b207 100755 --- a/js/helper-classes/RDGE/src/core/script/animation.js +++ b/js/helper-classes/RDGE/src/core/script/animation.js @@ -32,11 +32,11 @@ POSSIBILITY OF SUCH DAMAGE. var RDGE = RDGE || {}; RDGE.animation = RDGE.animation || {}; -/** - * channelController - * The channel controller is really the workhorse of the RDGE animation system. It handles timing, - * interpolation, and sampling of attributes over the lifetime of an animation. Each channel controller - * is responsible for animating a single attribute. The current implementation supports animating vector, +/** + * channelController + * The channel controller is really the workhorse of the RDGE animation system. It handles timing, + * interpolation, and sampling of attributes over the lifetime of an animation. Each channel controller + * is responsible for animating a single attribute. The current implementation supports animating vector, * boolean, or quaternion attributes. This class is used internally by the animation system. * * @param _animation - the animation resource @@ -44,16 +44,16 @@ RDGE.animation = RDGE.animation || {}; * */ RDGE.animation.channelController = function (_animation, _channel) { - /** - * this.interpolate - Enable/Disable interpolation between animation frames. - * Typically this should be enabled for smoother looking animation. However, - * there may be applications where interpolation is undesireable. + /** + * this.interpolate - Enable/Disable interpolation between animation frames. + * Typically this should be enabled for smoother looking animation. However, + * there may be applications where interpolation is undesireable. */ this.interpolate = false; - /** - * this.animation - the animation resource. - * This is where the keyframes for the channel are stored. + /** + * this.animation - the animation resource. + * This is where the keyframes for the channel are stored. */ this.animation = _animation; @@ -77,20 +77,20 @@ RDGE.animation.channelController = function (_animation, _channel) { */ this.endTime = this.animation.clipEnd / this.animation.framesPerSec; - /** + /** * this.cachedFrame - cached frame index, this optimizes best case scenario computeFrame calls. */ this.cachedFrame = -1; - /** + /** * oneFrameInSecs - stores the interval of a single frame in seconds. This is used for internal calculations. */ oneFrameInSecs = 1.0 / _animation.framesPerSec; - /** - * this.channel.timeline - stores the animation timeline. - * Currently this is calculated based on the framePerSec settings of the animation. - * Eventually the timeline should be exported with the animation. Individual channels + /** + * this.channel.timeline - stores the animation timeline. + * Currently this is calculated based on the framePerSec settings of the animation. + * Eventually the timeline should be exported with the animation. Individual channels * may have different timelines depending on which frames are keyed. */ this.channel.timeline = new Array(this.channel.numKeys + 1); @@ -98,11 +98,11 @@ RDGE.animation.channelController = function (_animation, _channel) { this.channel.timeline[i] = i / this.animation.framesPerSec; } - /** this.computeFrame - * Calculates the current frame index of the animation at the current time. - * In the worst case, this function will perform a binary search for the frame - * whose time is closest to and less than the current time. In the best case, - * the current frame is near the most recently cached frame, or it remains unchanged. + /** this.computeFrame + * Calculates the current frame index of the animation at the current time. + * In the worst case, this function will perform a binary search for the frame + * whose time is closest to and less than the current time. In the best case, + * the current frame is near the most recently cached frame, or it remains unchanged. */ this.computeFrame = function () { var absTime = this.localTime + this.startTime; @@ -146,7 +146,7 @@ RDGE.animation.channelController = function (_animation, _channel) { } } - // binary search... + // binary search... while (start + 1 < end) { var mid = Math.floor((start + end) / 2); if (absTime > this.channel.timeline[mid]) { @@ -262,9 +262,9 @@ RDGE.animation.channelController = function (_animation, _channel) { }; }; -/** - * track - * Each track advances and samples from a list of channel controllers, and is assigned to a scene graph node. +/** + * track + * Each track advances and samples from a list of channel controllers, and is assigned to a scene graph node. * * @param _animation - the animation resource * @param _track - the track id -- cgit v1.2.3