this.animationTime_set = function (value) { if (this.animationStartTime == null) { this.animationStartTime = 0; } if (this.animationStopTime == null) { this.animationStopTime = this.animationDuration; } // Save copies to avoid repeated reads. var duration = this.animationStopTime - this.animationStartTime, rate = this.animationRate; // Range limit the incoming value. value = Math.min(Math.max(this.animationStartTime, value), this.animationStopTime); // Keep paused if updating start/pause from null/null. Use t=0 instead of `this.time` so that // setting `node.animationTime` during initialization is consistent across multiple clients. if (this.animationStartSIM == null) { this.animationPauseSIM = 0; } // Calculate the start and stop times that makes the new time work. this.animationStartSIM = (this.animationPauseSIM != null ? this.animationPauseSIM : this.time) - (rate >= 0 ? value - this.animationStartTime : value - duration) / rate; this.animationStopSIM = this.animationStartSIM + (rate >= 0 ? duration : -duration) / rate; // Update the node and fire the changed event. if (value !== this.animationTimeUpdated) { this.animationTimeUpdated = value; this.animationUpdate(value, this.animationDuration); this.animationTimeChanged(value); } //@ sourceURL=animation.animationTime.set.vwf } this.animationTime_get = function () { // Save copies to avoid repeated reads. var startTime = this.animationStartTime; var stopTime = this.animationStopTime; var rate = this.animationRate; var animationPauseSIM = this.animationPauseSIM; var animationStartSIM = this.animationStartSIM; var time = this.time; // Calculate the time from the start and current/pause times. var value = ( (animationPauseSIM != null ? animationPauseSIM : time) - (animationStartSIM != null ? animationStartSIM : time) ) * rate + (rate >= 0 ? startTime : stopTime); // Range limit the value. value = Math.min(Math.max(startTime, value), stopTime); // If changed since last seen, update and fire the changed event. if (value !== this.animationTimeUpdated) { this.animationTimeUpdated = value; this.animationUpdate(value, this.animationDuration); this.animationTimeChanged(value); } return value; //@ sourceURL=animation.animationTime.get.vwf } this.animationDuration_set = function (value) { var duration = value, rate = this.animationRate; this.animationDuration = duration; this.animationDurationSIM = (rate >= 0 ? duration : -duration) / rate; } this.animationRate_set = function (value) { var duration = this.animationDuration, rate = value; this.animationRate = rate; this.animationDurationSIM = (rate >= 0 ? duration : -duration) / rate; } this.animationPlaying_set = function (value) { if (this.animationStartTime == null) { this.animationStartTime = 0; } if (this.animationStopTime == null) { this.animationStopTime = this.animationDuration; } if (this.animationStartSIM != null && this.animationPauseSIM == null) { if (!value) { // Mark as paused at the current time. this.animationPauseSIM = this.time; // Send the `animationStopped` event if stopping at the end. if (this.time == this.animationStopSIM) { this.animationStopped(); } } } else { if (value) { // Save copies to avoid repeated reads. var duration = this.animationStopTime - this.animationStartTime, rate = this.animationRate; // Start from the beginning if resuming from the end. if (this.animationPauseSIM == this.animationStopSIM) { this.animationPauseSIM = this.animationStartSIM; } // Recalculate the start and stop times to keep paused time unchanged, then resume. this.animationStartSIM = (this.animationStartSIM != null ? this.animationStartSIM : this.time) - (this.animationPauseSIM != null ? this.animationPauseSIM : this.time) + this.time; this.animationStopSIM = this.animationStartSIM + (rate >= 0 ? duration : -duration) / rate; this.animationPauseSIM = null; // Send the `animationStarted` event if starting from the beginning. if (this.time == this.animationStartSIM) { this.animationStarted(); } // Start the animation worker. this.logger.debug("scheduling animationTick"); this.animationTick(); } } //@ sourceURL=animation.animationPlaying.set.vwf } this.animationPlaying_get = function () { return this.animationStartSIM != null && this.animationPauseSIM == null; } this.animationStartTime_set = function (value) { this.animationStartTime = value ? Math.min(Math.max(0, value), this.animationDuration) : value; } this.animationStopTime_set = function (value) { this.animationStopTime = value ? Math.min(Math.max(0, value), this.animationDuration) : value; } this.animationStartFrame_set = function (value) { this.animationStartTime = value / this.animationFPS } this.animationStartFrame_get = function () { return Math.floor(this.animationStartTime * this.animationFPS) } this.animationStopFrame_set = function (value) { this.animationStopTime = value / this.animationFPS } this.animationStopFrame_get = function () { return Math.floor(this.animationStopTime * this.animationFPS) } this.animationFrames_set = function (value) { this.animationDuration = value / this.animationFPS } this.animationFrames_get = function () { return Math.ceil(this.animationFPS * this.animationDuration) } this.animationFrame_set = function (value) { if (this.animationFPS) { this.animationTime = value / this.animationFPS; } } this.animationFrame_get = function () { if (this.animationFPS) { return Math.floor(this.animationTime * this.animationFPS); } } //methods this.animationPlay = function (startTime, stopTime) { if (!isNaN(stopTime)) { this.animationStopTime = stopTime; } if (!isNaN(startTime)) { this.animationStartTime = startTime; } this.animationPlaying = true; } this.animationPause = function () { this.animationPlaying = false; } this.animationResume = function () { this.animationPlaying = true; } this.animationStop = function () { this.animationPlaying = false; this.animationTime = 0; } this.animationTick = function () { if (this.animationPlaying) { // Read the time to recognize the current time and update. // TODO: move side effects out of the getter!!! (says Kevin) this.animationTime; // Loop or stop after reaching the end. if (this.time === this.animationStopSIM) { if (this.animationLoop) { this.animationLooped(); this.animationTime = this.animationRate >= 0 ? this.animationStartTime : this.animationStopTime; } else { this.animationPlaying = false; } } // Schedule the next tick if still playing. if (this.animationPlaying) { if (this.animationStopSIM - this.time > 1 / this.animationTPS) { this.in(1 / this.animationTPS).animationTick(); // next interval } else { // TODO: When animationStopSIM is 0 (usually when a model does not actually have an // animation on it), we schedule a method call for a time in the past (at time 0). // That immediately calls animationTick again, but this.time does not equal // animationStopSIM as we would expect. So, it doesn't stop the animation and we get // caught in an infinite loop. // Ideally we should catch the case where animationStopSIM is 0 before this point. // But for now, we catch it here. if (this.animationStopSIM > 0) { this.at(this.animationStopSIM).animationTick(); // exactly at end } else { this.animationPlaying = false; } } } else { this.logger.debug("canceling animationTick"); } } //@ sourceURL=animation.animationTick.vwf } this.animationUpdate = function (time, duration) { //console.log("Do on animation update") } this.initialize = function () { // Locate child nodes that extend or implement "http://vwf.example.com/animation/position.vwf" // to identify themselves as animation key positions. var positions = this.find("./element(*,'proxy/animation/position.vwf')"); // Fill in missing `animationTime` properties, distributing evenly between the left and right // positions that define `animationTime`. // 1: [ - ] => [ 0 ] // 1: [ 0, - ] => [ 0, 1 ] // 1: [ -, 1 ] => [ 0, 1 ] // 1: [ 0, -, - ] => [ 0, 1/2, 1 ] // 1: [ -, -, 1 ] => [ 0, 1/2, 1 ] // 1: [ 0, - , -, 1 ] => [ 0, 1/3 , 2/3, 1 ] var leftTime, leftIndex; var rightTime, rightIndex = -Infinity; if (positions.length > 0) { positions.sort(function (a, b) { return a.sequence - b.sequence; }); if (positions[0].animationTime === null) { positions[0].animationTime = 0; } if (positions[positions.length - 1].animationTime === null) { positions[positions.length - 1].animationTime = this.animationDuration; } positions.forEach(function (position, index) { if (position.animationTime !== null) { leftTime = position.animationTime; leftIndex = index; } else { if (index > rightIndex) { for (rightIndex = index + 1; rightIndex < positions.length; rightIndex++) { if ((rightTime = /* assignment! */ positions[rightIndex].animationTime) !== null) { break; } } } position.animationTime = leftTime + (rightTime - leftTime) * (index - leftIndex) / (rightIndex - leftIndex); } }, this); } } //@ sourceURL=http://vwf.example.com/animation.vwf/scripts~initialize