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- 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
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