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/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
</copyright> */
// RDGE namespaces
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,
* boolean, or quaternion attributes. This class is used internally by the animation system.
*
* @param _animation - the animation resource
* @param _channel - the channel id
*
*/
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 = false;
/**
* this.animation - the animation resource.
* This is where the keyframes for the channel are stored.
*/
this.animation = _animation;
/**
* this.channel - the channel id. This is used to look up the keyframe data for this channel.
*/
this.channel = _channel;
/**
* this.localTime - the current time, relative to the start time.
*/
this.localTime = 0.0;
/**
* this.startTime - the start time of the animation clip window.
*/
this.startTime = this.animation.clipStart / this.animation.framesPerSec;
/**
* this.endTime - the end time of the animation clip window.
*/
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
* may have different timelines depending on which frames are keyed.
*/
this.channel.timeline = new Array(this.channel.numKeys + 1);
for (i = 0; i <= this.channel.numKeys; ++i) {
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 = function () {
var absTime = this.localTime + this.startTime;
var start = this.animation.clipStart;
var end = this.animation.clipEnd;
if (this.cachedFrame != -1) {
// if the current time is reasonably close to the last frame processed try searching
// forward or backward. best case it is the next frame.
if (Math.abs(absTime - this.channel.timeline[this.cachedFrame]) < 5 * oneFrameInSecs) {
if (this.channel.timeline[this.cachedFrame] < absTime) {
while (this.channel.timeline[this.cachedFrame + 1] <= absTime) {
this.cachedFrame++;
if (this.animation.looping) {
if (this.cachedFrame > this.numFrames - 1) {
this.cachedFrame -= this.numFrames - 1;
}
} else {
if (this.cachedFrame > this.numFrames - 1) {
this.cachedFrame = this.numFrames - 1;
}
}
}
return this.cachedFrame;
} else {
while (this.channel.timeline[this.cachedFrame] > absTime) {
this.cachedFrame--;
if (this.animation.looping) {
if (this.cachedFrame < 0) {
this.cachedFrame += this.numFrames - 1;
}
} else {
if (this.cachedFrame > this.numFrames - 1) {
this.cachedFrame = this.numFrames - 1;
}
}
}
return this.cachedFrame;
}
}
}
// binary search...
while (start + 1 < end) {
var mid = Math.floor((start + end) / 2);
if (absTime > this.channel.timeline[mid]) {
start = mid + 1;
} else {
end = mid - 1;
}
}
this.cachedFrame = start;
return start;
};
/* this.sampleBool - Sample a boolean at the current frame, booleans are not interpolated.
* This function is used internally.
*/
this.sampleBool = function () {
// no interpolation on flags...
var index = this.computeFrame();
return this.channel.keys[index];
};
/* this.sampleQuat - Sample a quaternion at the current frame.
* if this.interpolate == true, quaternions are interpolated inbetween frames using spherical linear interpolation (SLERP).
*/
this.sampleQuat = function () {
var frame0 = this.computeFrame();
var frame1 = frame0 + 1;
var k0 = this.channel.timeline[frame0];
var k1 = this.channel.timeline[frame1];
var index0 = frame0 * 4;
var index1 = frame1 * 4;
if (this.interpolate) {
var absTime = this.localTime + this.startTime;
var t = (absTime - k0) / (k1 - k0);
var a = [this.channel.keys[index0 + 0], this.channel.keys[index0 + 1], this.channel.keys[index0 + 2], this.channel.keys[index0 + 3]];
var b = [this.channel.keys[index1 + 0], this.channel.keys[index1 + 1], this.channel.keys[index1 + 2], this.channel.keys[index1 + 3]];
return RDGE.quat.slerp(a, b, t);
}
return [this.channel.keys[index0 + 0], this.channel.keys[index0 + 1], this.channel.keys[index0 + 2], this.channel.keys[index0 + 3]];
};
/* this.sampleVec3 - Sample a vector3 at the current frame.
* if this.interpolate == true, vectors are interpolated inbetween frames using linear interpolation (LERP).
*/
this.sampleVec3 = function () {
var frame0 = this.computeFrame();
var frame1 = frame0 + 1;
var k0 = this.channel.timeline[frame0];
var k1 = this.channel.timeline[frame1];
var index0 = frame0 * 3;
var index1 = frame1 * 3;
if (this.interpolate) {
var absTime = this.localTime + this.startTime;
var t = (absTime - k0) / (k1 - k0);
var a = [this.channel.keys[index0 + 0], this.channel.keys[index0 + 1], this.channel.keys[index0 + 2]];
var b = [this.channel.keys[index1 + 0], this.channel.keys[index1 + 1], this.channel.keys[index1 + 2]];
return RDGE.vec3.lerp(a, b, t);
}
return [this.channel.keys[index0 + 0], this.channel.keys[index0 + 1], this.channel.keys[index0 + 2]];
};
/* this.setTime - set the current time.
*/
this.setTime = function (t) {
this.localTime = t;
if (this.localTime < 0.0) {
this.localTime = 0.0;
}
if (this.localTime > this.animation.duration - oneFrameInSecs) {
this.localTime = this.animation.duration - oneFrameInSecs;
}
};
/* this.setProgress - set the current time as a percentage of the duration.
*/
this.setProgress = function (f) {
this.setTime(f * this.animation.duration);
};
/* this.setFrame - set the current time by frame number.
*/
this.setFrame = function (f) {
this.setTime(f / this.animation.framesPerSec);
};
/* this.step - advance time by the given timestep and wrap if looping.
*/
this.step = function (_dt) {
this.localTime += _dt;
if (this.animation.looping) {
while (this.localTime < 0.0) {
this.localTime += this.animation.duration - oneFrameInSecs;
}
while (this.localTime >= this.animation.duration - oneFrameInSecs) {
this.localTime -= this.animation.duration - oneFrameInSecs;
}
} else {
if (this.localTime < 0.0) {
this.localTime = 0.0;
}
if (this.localTime > this.animation.duration) {
this.localTime = this.animation.duration;
}
}
};
};
/**
* 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
* @param _node - the scene node
*
*/
RDGE.animation.track = function (_animation, _track, _node) {
this.track = _track;
this.node = _node;
this.channelControllers = new Array();
for (ch in _track) {
this.channelControllers[ch] = new RDGE.animation.channelController(_animation, _track[ch]);
}
this.step = function (_dt) {
for (cc in this.channelControllers) {
this.channelControllers[cc].step(_dt);
}
var rotate = this.channelControllers["rotate"].sampleQuat();
var scale = this.channelControllers["scale"].sampleVec3();
var translate = this.channelControllers["translate"].sampleVec3();
if (this.channelControllers["vis"] != null) {
var vis = this.channelControllers["vis"].sampleBool();
this.node.hide = !vis;
}
var m = RDGE.mat4.identity();
m = RDGE.mat4.scale(m, scale);
m = RDGE.mat4.mul(m, RDGE.quat.toMatrix(rotate));
m = RDGE.mat4.translate(m, translate);
this.node.local = m;
}
};
RDGE.animation.animation = function (_scene, _clipStart, _clipEnd, _loop) {
this.animation = _scene.scene.animation;
this.clipStart = _clipStart;
// this is a little hacky, but it works for now.
if (_clipEnd == -1) {
for (tr in this.animation) {
for (ch in this.animation[tr]) {
_clipEnd = this.animation[tr][ch].numKeys - 1;
break;
}
break;
}
}
this.clipEnd = _clipEnd;
this.numFrames = _clipEnd - _clipStart;
this.framesPerSec = 30.0;
this.duration = this.numFrames / this.framesPerSec;
this.rate = 1.0;
this.looping = _loop;
this.tracks = new Array();
// creating a mapping here to make binding tracks a little more
// straightforward.
mapping = new Array();
mapping.process = function (trNode, parent) {
mapping[trNode.name] = trNode;
}
RDGE.globals.engine.getContext().getScene().Traverse(mapping);
//g_sg.Traverse(mapping);
for (tr in this.animation) {
if (mapping[tr] !== undefined) {
this.tracks.push(new RDGE.animation.track(this, this.animation[tr], mapping[tr]));
}
}
this.step = function (_dt) {
for (tr in this.tracks) {
this.tracks[tr].step(g_animationRate * this.rate * _dt);
}
}
};
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