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- # Copyright 2012 United States Government, as represented by the Secretary of Defense, Under
- # Secretary of Defense (Personnel & Readiness).
- #
- # Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
- # in compliance with the License. You may obtain a copy of the License at
- #
- # http://www.apache.org/licenses/LICENSE-2.0
- #
- # Unless required by applicable law or agreed to in writing, software distributed under the License
- # is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
- # or implied. See the License for the specific language governing permissions and limitations under
- # the License.
- ## `animation.vwf` adds standard animation functions to a node.
- ##
- ## Animations play over a given `animationDuration` and at a given `animationRate` with respect to
- ## simulation time. `animationTime` tracks time as the animation plays. Setting `animationTime`
- ## moves the animation. The animation plays once to the end, or with `animationLoop` repeats
- ## indefinitely.
- ##
- ## Events are sent to indicate `animationStarted`, `animationStopped` and `animationLooped`. Changes
- ## to the animation time are announced with `animationTimeChanged.`
- ##
- ## A node may provide an `animationUpdate` method to calculate its own animation state, or it may
- ## use a specialized behavior that implements a standard animation.
- ##
- ## @name animation.vwf
- ## @namespace
- # The duration must be a non-negative number, times are always in the range [ `0`, `duration` ], and
- # the rate may be any number (although there is little protection against rates very near zero).
- #
- # 0 <= animationDuration
- # 0 <= animationTime <= animationDuration
- # -Infinity < animationRate < Infinity
- #
- # The animation play state and time index are maintained in `animationStartSIM` and
- # `animationPauseSIM`. `animationPauseSIM` is `null` while the animation is playing. The
- # distance from `animationStartSIM` to the current time (when playing) or `animationPauseSIM`
- # (when paused) gives the time index, after accounting for the play rate.
- #
- # animationTime = ( ( animationPauseSIM || time ) - ( animationStartSIM || time ) ) *
- # animationRate (positive rates)
- # animationTime = ( ( animationPauseSIM || time ) - ( animationStartSIM || time ) ) *
- # animationRate + animationDuration (negative rates)
- #
- # animationPlaying = this.animationStartSIM != null && this.animationPauseSIM == null
- #
- # `animationStartSIM` and `animationPauseSIM` are `null` before the animation is first played.
- # This state is interpreted as `animationPlaying` == `false` and `animationTime` == `0`.
- #
- # animationStartSIM == null => animationPauseSIM == null
- # animationStartSIM == null => animationStopSIM == null
- #
- # animationStartSIM != null => animationStartSIM <= time
- # animationPauseSIM != null => animationStartSIM <= animationPauseSIM <= time
- # animationStopSIM != null => animationStartSIM + animationDurationSIM == animationStopSIM
- #
- # animationDurationSIM == animationDuration / animationRate (positive rates)
- # animationDurationSIM == -animationDuration / animationRate (negative rates)
- #
- # Properties named with a`SIM` suffix refer to times or durations on the simulation timeline. All
- # other time-related properties refer to the animation timeline.
- ---
- properties:
- ## The current animation position in seconds.
- ##
- ## `animationTime` automatically moves with the simulation time while the animation is playing,
- ## tracking the change in time multiplied by `animationRate`. A negative `animationRate` will
- ## cause `animationTime` to move backwards. Setting `animationTime` updates the postion whether or
- ## not the animation is currently playing.
- animationTime:
- set: |
- 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
- get: |
- // 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
- ## The length of the animation in seconds.
- ##
- ## `animationTime` will always be within the range [ `0`, `animationDuration` ]. Animations
- ## automatically stop playing once `animationTime` reaches `animationDuration` unless
- ## `animationLoop` is set. Animations with a negative `animationRate` start at
- ## `animationDuration` and stop at `0`.
- animationDuration: # TODO: allow changes while playing
- set: |
- var duration = value, rate = this.animationRate;
- this.animationDuration = duration;
- this.animationDurationSIM = ( rate >= 0 ? duration : -duration ) / rate;
- value: 1
- ## The animation playback rate.
- ##
- ## Set `animationRate` to a value greater than `1` to increase the rate. Set a value between `0`
- ## and `1` to decrease it. Negative rates will cause the animation to play backwards.
- animationRate: # TODO: allow changes while playing
- set: |
- var duration = this.animationDuration, rate = value;
- this.animationRate = rate;
- this.animationDurationSIM = ( rate >= 0 ? duration : -duration ) / rate;
- value: 1
- ## Automatically replay the animation from the start after reaching the end.
- animationLoop: false
- ## The animation's play/pause control.
- animationPlaying:
- set: |
- 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
- get: |
- return this.animationStartSIM != null && this.animationPauseSIM == null;
- ## The most recent value of `animationTime` recognized by this behavior.
- ##
- ## Each `animationTime` change causes `animationUpdate` to be called. `animationTimeUpdated`
- ## records the value of `animationTime` from the last time this occurred.
- ##
- ## `animationTimeUpdated` is for internal use. Do not set this property.
- animationTimeUpdated: null
- ## The simulation time corresponding to the start of the animation.
- ##
- ## `animationStartSIM` is `null` until the animation is first played. `animationPlaying` is
- ## `false` and `animationTime` is `0` while `animationStartSIM` is `null`.
- ##
- ## `animationStartSIM` is for internal use. Do not set this property.
- animationStartSIM: null
- ## The simulation time corresponding to the animation's pause position.
- ##
- ## `animationPauseSIM` is `null` while the animation is playing and before the animation is
- ## first played.
- ##
- ## `animationPauseSIM` is for internal use. Do not set this property.
- animationPauseSIM: null
- ## The simulation time corresponding to the end of the animation. The animation worker function
- ## loops or stops the animation when `time` reaches this value.
- ##
- ## `animationStopSIM` is for internal use. Do not set this property.
- animationStopSIM: null
- ## The animation's duration in simulation time, after considering `animationRate`.
- ##
- ## `animationDurationSIM` is for internal use. Do not set this property.
- animationDurationSIM: null
- ## The time that the animation should start at. Used with animationStopTime to play
- ## a subsection of the animation. Defaults to 0 when the animation starts to play
- ## if it is not assigned another value. 'animationStartTime' will always be within
- ## the range [ `0`, `animationDuration` ]
- animationStartTime:
- set: |
- this.animationStartTime = value ? Math.min( Math.max( 0, value ), this.animationDuration ) : value;
- value: null
- ## The time that the animation should stop at. Used with animationStartTime to play
- ## a subsection of the animation. Defaults to 'animationDuration' when the animation
- ## starts to play if it is not assigned another value. 'animationStopTime' will always
- ## be within the range [ `0`, `animationDuration` ]
- animationStopTime:
- set: |
- this.animationStopTime = value ? Math.min( Math.max( 0, value ), this.animationDuration ) : value;
- value: null
- ## The frame that the animation should start at. Setting this value automatically updates the "animationStartTime"
- ## to the "animationStartFrame" / "fps"
- animationStartFrame:
- set: |
- this.animationStartTime = value / this.animationFPS;
- get: |
- return Math.floor(this.animationStartTime * this.animationFPS);
- ## The frame that the animation should stop at. Setting this value automatically updates the "animationStopTime"
- ## to the "animationStopFrame" / "fps"
- animationStopFrame:
- set: |
- this.animationStopTime = value / this.animationFPS;
- get: |
- return Math.floor(this.animationStopTime * this.animationFPS);
- ## The frames per second of the animation loaded from the source model.
- animationFPS: 30
- ## The number of frames of the animation loaded from the source model.
- animationFrames:
- set: |
- this.animationDuration = value / this.animationFPS;
- get: |
- return Math.ceil(this.animationFPS * this.animationDuration);
- ## The current frame the animation is on. Equivalent to animationTime.
- animationFrame:
- set: |
- if(this.animationFPS) {
- this.animationTime = value / this.animationFPS;
- }
- get: |
- if(this.animationFPS) {
- return Math.floor(this.animationTime * this.animationFPS);
- }
- ## The animation update rate in ticks per second of simulation time.
- animationTPS: 60
- methods:
- # Play the animation from the start.
- animationPlay:
- parameters:
- - startTime
- - stopTime
- body: |
- if(!isNaN(stopTime)) {
- this.animationStopTime = stopTime;
- }
- if(!isNaN(startTime)) {
- this.animationStartTime = startTime;
- }
- this.animationPlaying = true;
- # Pause the animation at the current position.
- animationPause: |
- this.animationPlaying = false;
- # Resume the animation from the current position.
- animationResume: |
- this.animationPlaying = true;
- # Stop the animation and reset the position to the start.
- animationStop: |
- this.animationPlaying = false;
- this.animationTime = 0;
- ## Update the animation. If `animationTime` has reached the end, stop or loop depending on the
- ## `animationLoop` setting. Schedule the next tick if the animation did not stop.
- ##
- ## `animationTick` is for internal use. Do not call this method directly.
- animationTick: |
- 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
- ## `animation.vwf` calls `animationUpdate` each time `animationTime` changes. Nodes that
- ## implement `animation.vwf` should provide an `animationUpdate` method to calculate the animation
- ## state appropriate for the node.
- ##
- ## Since this event is sent within the `animationTime` getter function, references to
- ## `this.animationTime` will return `undefined` due to reentrancy protections. Use the provided
- ## `time` parameter instead.
- ##
- ## @param {Number} time
- ## The animation's `animationTime`.
- ## @param {Number} duration
- ## The animation's `animationDuration`.
- animationUpdate:
- parameters:
- - time
- - duration
- events:
- # Sent when the animation starts playing from the beginning.
- animationStarted:
- # Sent when the animation reaches the end and `animationLoop` is not set.
- animationStopped:
- # Sent when the animation reaches the end and `animationLoop` is set.
- animationLooped:
- ## Sent each time `animationTime` changes.
- ##
- ## Since this event is sent within the `animationTime` getter function, references to
- ## `this.animationTime` will return `undefined` due to reentrancy protections. Use the provided
- ## `time` parameter instead.
- ##
- ## @param {Number} time
- ## The animation's `animationTime`.
- animationTimeChanged:
- parameters:
- - time
- scripts:
- - |
- 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(*,'http://vwf.example.com/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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