提交 cbccd87d 编写于 作者: E Erik Kitson

Reverted changes to Animation class and moved to new KeyFrameAnimation class.

上级 d906f301
......@@ -10,7 +10,7 @@ THREE.Animation = function( root, data, interpolationType, JITCompile ) {
this.data = THREE.AnimationHandler.get( data );
this.hierarchy = THREE.AnimationHandler.parse( root );
this.currentTime = 0;
this.timeScale = 0.001;
this.timeScale = 1;
this.isPlaying = false;
this.isPaused = true;
this.loop = true;
......@@ -20,37 +20,6 @@ THREE.Animation = function( root, data, interpolationType, JITCompile ) {
this.points = [];
this.target = new THREE.Vector3();
// initialize to first keyframes
for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
var keys = this.data.hierarchy[h].keys,
sids = this.data.hierarchy[h].sids,
obj = this.hierarchy[h];
if ( keys.length ) {
for ( var s = 0; s < sids.length; s++ ) {
var sid = sids[ s ],
next = this.getNextKeyWith( sid, h, 0 );
if ( next ) {
next.apply( sid );
}
}
obj.matrixAutoUpdate = false;
this.data.hierarchy[h].node.updateMatrix();
obj.matrixWorldNeedsUpdate = true;
}
}
};
// Play
......@@ -62,21 +31,16 @@ THREE.Animation.prototype.play = function( loop, startTimeMS ) {
this.isPlaying = true;
this.loop = loop !== undefined ? loop : true;
this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
this.startTimeMs = startTimeMS;
this.startTime = 10000000;
this.endTime = -this.startTime;
// reset key cache
var h, hl = this.hierarchy.length,
object,
node;
object;
for ( h = 0; h < hl; h++ ) {
object = this.hierarchy[ h ];
node = this.data.hierarchy[ h ];
if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {
......@@ -84,26 +48,27 @@ THREE.Animation.prototype.play = function( loop, startTimeMS ) {
}
if ( node.animationCache === undefined ) {
node.animationCache = {};
node.animationCache.prevKey = null;
node.animationCache.nextKey = null;
node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
object.matrixAutoUpdate = true;
}
if ( object.animationCache === undefined ) {
var keys = this.data.hierarchy[h].keys;
object.animationCache = {};
object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
if (keys.length) {
}
node.animationCache.prevKey = keys[ 0 ];
node.animationCache.nextKey = keys[ 1 ];
var prevKey = object.animationCache.prevKey;
var nextKey = object.animationCache.nextKey;
this.startTime = Math.min( keys[0].time, this.startTime );
this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
}
nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
}
......@@ -151,25 +116,20 @@ THREE.Animation.prototype.stop = function() {
for ( var h = 0; h < this.hierarchy.length; h++ ) {
var obj = this.hierarchy[ h ];
if ( obj.animationCache !== undefined ) {
if ( this.hierarchy[ h ].animationCache !== undefined ) {
var original = obj.animationCache.originalMatrix;
if( obj instanceof THREE.Bone ) {
if( this.hierarchy[ h ] instanceof THREE.Bone ) {
original.copy( obj.skinMatrix );
obj.skinMatrix = original;
this.hierarchy[ h ].skinMatrix = this.hierarchy[ h ].animationCache.originalMatrix;
} else {
original.copy( obj.matrix );
obj.matrix = original;
this.hierarchy[ h ].matrix = this.hierarchy[ h ].animationCache.originalMatrix;
}
delete obj.animationCache;
delete this.hierarchy[ h ].animationCache;
}
......@@ -189,13 +149,18 @@ THREE.Animation.prototype.update = function( deltaTimeMS ) {
// vars
var types = [ "pos", "rot", "scl" ];
var type;
var scale;
var vector;
var prevXYZ, nextXYZ;
var prevKey, nextKey;
var object;
var node;
var animationCache;
var frame;
var JIThierarchy = this.data.JIT.hierarchy;
var currentTime, unloopedCurrentTime;
var looped;
var currentPoint, forwardPoint, angle;
// update
......@@ -204,154 +169,187 @@ THREE.Animation.prototype.update = function( deltaTimeMS ) {
unloopedCurrentTime = this.currentTime;
currentTime = this.currentTime = this.currentTime % this.data.length;
frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
// if looped around, the current time should be based on the startTime
if ( currentTime < this.startTimeMs ) {
currentTime = this.currentTime = this.startTimeMs + currentTime;
// update
}
for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
looped = currentTime < unloopedCurrentTime;
object = this.hierarchy[ h ];
animationCache = object.animationCache;
if ( looped && !this.loop ) {
// use JIT?
// Set the animation to the last keyframes and stop
for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
var keys = this.data.hierarchy[h].keys,
sids = this.data.hierarchy[h].sids,
end = keys.length-1,
obj = this.hierarchy[h];
if( object instanceof THREE.Bone ) {
if ( keys.length ) {
object.skinMatrix = JIThierarchy[ h ][ frame ];
for ( var s = 0; s < sids.length; s++ ) {
object.matrixAutoUpdate = false;
object.matrixWorldNeedsUpdate = false;
var sid = sids[ s ],
prev = this.getPrevKeyWith( sid, h, end );
} else {
if ( prev ) {
object.matrix = JIThierarchy[ h ][ frame ];
prev.apply( sid );
object.matrixAutoUpdate = false;
object.matrixWorldNeedsUpdate = true;
}
}
// use interpolation
} else {
// make sure so original matrix and not JIT matrix is set
if ( this.JITCompile ) {
if( object instanceof THREE.Bone ) {
object.skinMatrix = object.animationCache.originalMatrix;
this.data.hierarchy[h].node.updateMatrix();
obj.matrixWorldNeedsUpdate = true;
} else {
object.matrix = object.animationCache.originalMatrix;
}
}
this.stop();
return;
}
// loop through pos/rot/scl
// check pre-infinity
if ( currentTime < this.startTime ) {
for ( var t = 0; t < 3; t++ ) {
return;
// get keys
}
type = types[ t ];
prevKey = animationCache.prevKey[ type ];
nextKey = animationCache.nextKey[ type ];
// update
// switch keys?
for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
if ( nextKey.time <= unloopedCurrentTime ) {
object = this.hierarchy[ h ];
node = this.data.hierarchy[ h ];
// did we loop?
var keys = node.keys,
animationCache = node.animationCache;
if ( currentTime < unloopedCurrentTime ) {
// use JIT?
if ( this.loop ) {
if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
prevKey = this.data.hierarchy[ h ].keys[ 0 ];
nextKey = this.getNextKeyWith( type, h, 1 );
if( object instanceof THREE.Bone ) {
while( nextKey.time < currentTime ) {
object.skinMatrix = JIThierarchy[ h ][ frame ];
object.matrixWorldNeedsUpdate = false;
prevKey = nextKey;
nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
}
} else {
object.matrix = JIThierarchy[ h ][ frame ];
object.matrixWorldNeedsUpdate = true;
this.stop();
return;
}
// use interpolation
} else {
} else if ( keys.length ) {
do {
// make sure so original matrix and not JIT matrix is set
prevKey = nextKey;
nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
if ( this.JITCompile && animationCache ) {
} while( nextKey.time < currentTime )
if( object instanceof THREE.Bone ) {
}
object.skinMatrix = animationCache.originalMatrix;
animationCache.prevKey[ type ] = prevKey;
animationCache.nextKey[ type ] = nextKey;
} else {
}
object.matrix = animationCache.originalMatrix;
}
object.matrixAutoUpdate = true;
object.matrixWorldNeedsUpdate = true;
scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
prevXYZ = prevKey[ type ];
nextXYZ = nextKey[ type ];
// check scale error
if ( scale < 0 || scale > 1 ) {
console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
scale = scale < 0 ? 0 : 1;
}
prevKey = animationCache.prevKey;
nextKey = animationCache.nextKey;
// interpolate
if ( prevKey && nextKey ) {
if ( type === "pos" ) {
// switch keys?
vector = object.position;
if ( nextKey.time <= unloopedCurrentTime ) {
if( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
// did we loop?
vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
if ( looped && this.loop ) {
} else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
prevKey = keys[ 0 ];
nextKey = keys[ 1 ];
this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
this.points[ 1 ] = prevXYZ;
this.points[ 2 ] = nextXYZ;
this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
while ( nextKey.time < currentTime ) {
scale = scale * 0.33 + 0.33;
prevKey = nextKey;
nextKey = keys[ prevKey.index + 1 ];
currentPoint = this.interpolateCatmullRom( this.points, scale );
}
vector.x = currentPoint[ 0 ];
vector.y = currentPoint[ 1 ];
vector.z = currentPoint[ 2 ];
} else if ( !looped ) {
if( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
var lastIndex = keys.length - 1;
forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
this.target.subSelf( vector );
this.target.y = 0;
this.target.normalize();
prevKey = nextKey;
nextKey = keys[ prevKey.index + 1 ];
angle = Math.atan2( this.target.x, this.target.z );
object.rotation.set( 0, angle, 0 );
}
}
animationCache.prevKey = prevKey;
animationCache.nextKey = nextKey;
} else if ( type === "rot" ) {
}
THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
} else if( type === "scl" ) {
prevKey.interpolate( nextKey, currentTime );
vector = object.scale;
vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
}
this.data.hierarchy[h].node.updateMatrix();
object.matrixWorldNeedsUpdate = true;
}
}
......@@ -431,7 +429,7 @@ THREE.Animation.prototype.interpolate = function( p0, p1, p2, p3, t, t2, t3 ) {
// Get next key with
THREE.Animation.prototype.getNextKeyWith = function( sid, h, key ) {
THREE.Animation.prototype.getNextKeyWith = function( type, h, key ) {
var keys = this.data.hierarchy[ h ].keys;
......@@ -448,7 +446,7 @@ THREE.Animation.prototype.getNextKeyWith = function( sid, h, key ) {
for ( ; key < keys.length; key++ ) {
if ( keys[ key ].hasTarget( sid ) ) {
if ( keys[ key ][ type ] !== undefined ) {
return keys[ key ];
......@@ -456,13 +454,13 @@ THREE.Animation.prototype.getNextKeyWith = function( sid, h, key ) {
}
return keys[ 0 ];
return this.data.hierarchy[ h ].keys[ 0 ];
};
// Get previous key with
THREE.Animation.prototype.getPrevKeyWith = function( sid, h, key ) {
THREE.Animation.prototype.getPrevKeyWith = function( type, h, key ) {
var keys = this.data.hierarchy[ h ].keys;
......@@ -480,7 +478,7 @@ THREE.Animation.prototype.getPrevKeyWith = function( sid, h, key ) {
for ( ; key >= 0; key-- ) {
if ( keys[ key ].hasTarget( sid ) ) {
if ( keys[ key ][ type ] !== undefined ) {
return keys[ key ];
......@@ -488,6 +486,6 @@ THREE.Animation.prototype.getPrevKeyWith = function( sid, h, key ) {
}
return keys[ keys.length - 1 ];
return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
};
\ No newline at end of file
/**
* @author mikael emtinger / http://gomo.se/
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
* @author khang duong
* @author erik kitson
*/
THREE.KeyFrameAnimation = function( root, data, JITCompile ) {
this.root = root;
this.data = THREE.AnimationHandler.get( data );
this.hierarchy = THREE.AnimationHandler.parse( root );
this.currentTime = 0;
this.timeScale = 0.001;
this.isPlaying = false;
this.isPaused = true;
this.loop = true;
this.JITCompile = JITCompile !== undefined ? JITCompile : true;
// initialize to first keyframes
for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
var keys = this.data.hierarchy[h].keys,
sids = this.data.hierarchy[h].sids,
obj = this.hierarchy[h];
if ( keys.length && sids ) {
for ( var s = 0; s < sids.length; s++ ) {
var sid = sids[ s ],
next = this.getNextKeyWith( sid, h, 0 );
if ( next ) {
next.apply( sid );
}
}
obj.matrixAutoUpdate = false;
this.data.hierarchy[h].node.updateMatrix();
obj.matrixWorldNeedsUpdate = true;
}
}
};
// Play
THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {
if( !this.isPlaying ) {
this.isPlaying = true;
this.loop = loop !== undefined ? loop : true;
this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
this.startTimeMs = startTimeMS;
this.startTime = 10000000;
this.endTime = -this.startTime;
// reset key cache
var h, hl = this.hierarchy.length,
object,
node;
for ( h = 0; h < hl; h++ ) {
object = this.hierarchy[ h ];
node = this.data.hierarchy[ h ];
object.useQuaternion = true;
if ( node.animationCache === undefined ) {
node.animationCache = {};
node.animationCache.prevKey = null;
node.animationCache.nextKey = null;
node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
}
var keys = this.data.hierarchy[h].keys;
if (keys.length) {
node.animationCache.prevKey = keys[ 0 ];
node.animationCache.nextKey = keys[ 1 ];
this.startTime = Math.min( keys[0].time, this.startTime );
this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
}
}
this.update( 0 );
}
this.isPaused = false;
THREE.AnimationHandler.addToUpdate( this );
};
// Pause
THREE.KeyFrameAnimation.prototype.pause = function() {
if( this.isPaused ) {
THREE.AnimationHandler.addToUpdate( this );
} else {
THREE.AnimationHandler.removeFromUpdate( this );
}
this.isPaused = !this.isPaused;
};
// Stop
THREE.KeyFrameAnimation.prototype.stop = function() {
this.isPlaying = false;
this.isPaused = false;
THREE.AnimationHandler.removeFromUpdate( this );
// reset JIT matrix and remove cache
for ( var h = 0; h < this.hierarchy.length; h++ ) {
var obj = this.hierarchy[ h ];
if ( obj.animationCache !== undefined ) {
var original = obj.animationCache.originalMatrix;
if( obj instanceof THREE.Bone ) {
original.copy( obj.skinMatrix );
obj.skinMatrix = original;
} else {
original.copy( obj.matrix );
obj.matrix = original;
}
delete obj.animationCache;
}
}
};
// Update
THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {
// early out
if( !this.isPlaying ) return;
// vars
var prevKey, nextKey;
var object;
var node;
var frame;
var JIThierarchy = this.data.JIT.hierarchy;
var currentTime, unloopedCurrentTime;
var looped;
// update
this.currentTime += deltaTimeMS * this.timeScale;
unloopedCurrentTime = this.currentTime;
currentTime = this.currentTime = this.currentTime % this.data.length;
// if looped around, the current time should be based on the startTime
if ( currentTime < this.startTimeMs ) {
currentTime = this.currentTime = this.startTimeMs + currentTime;
}
frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
looped = currentTime < unloopedCurrentTime;
if ( looped && !this.loop ) {
// Set the animation to the last keyframes and stop
for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
var keys = this.data.hierarchy[h].keys,
sids = this.data.hierarchy[h].sids,
end = keys.length-1,
obj = this.hierarchy[h];
if ( keys.length ) {
for ( var s = 0; s < sids.length; s++ ) {
var sid = sids[ s ],
prev = this.getPrevKeyWith( sid, h, end );
if ( prev ) {
prev.apply( sid );
}
}
this.data.hierarchy[h].node.updateMatrix();
obj.matrixWorldNeedsUpdate = true;
}
}
this.stop();
return;
}
// check pre-infinity
if ( currentTime < this.startTime ) {
return;
}
// update
for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
object = this.hierarchy[ h ];
node = this.data.hierarchy[ h ];
var keys = node.keys,
animationCache = node.animationCache;
// use JIT?
if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
if( object instanceof THREE.Bone ) {
object.skinMatrix = JIThierarchy[ h ][ frame ];
object.matrixWorldNeedsUpdate = false;
} else {
object.matrix = JIThierarchy[ h ][ frame ];
object.matrixWorldNeedsUpdate = true;
}
// use interpolation
} else if ( keys.length ) {
// make sure so original matrix and not JIT matrix is set
if ( this.JITCompile && animationCache ) {
if( object instanceof THREE.Bone ) {
object.skinMatrix = animationCache.originalMatrix;
} else {
object.matrix = animationCache.originalMatrix;
}
}
prevKey = animationCache.prevKey;
nextKey = animationCache.nextKey;
if ( prevKey && nextKey ) {
// switch keys?
if ( nextKey.time <= unloopedCurrentTime ) {
// did we loop?
if ( looped && this.loop ) {
prevKey = keys[ 0 ];
nextKey = keys[ 1 ];
while ( nextKey.time < currentTime ) {
prevKey = nextKey;
nextKey = keys[ prevKey.index + 1 ];
}
} else if ( !looped ) {
var lastIndex = keys.length - 1;
while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
prevKey = nextKey;
nextKey = keys[ prevKey.index + 1 ];
}
}
animationCache.prevKey = prevKey;
animationCache.nextKey = nextKey;
}
prevKey.interpolate( nextKey, currentTime );
}
this.data.hierarchy[h].node.updateMatrix();
object.matrixWorldNeedsUpdate = true;
}
}
// update JIT?
if ( this.JITCompile ) {
if ( JIThierarchy[ 0 ][ frame ] === undefined ) {
this.hierarchy[ 0 ].updateMatrixWorld( true );
for ( var h = 0; h < this.hierarchy.length; h++ ) {
if( this.hierarchy[ h ] instanceof THREE.Bone ) {
JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();
} else {
JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();
}
}
}
}
};
// Get next key with
THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
var keys = this.data.hierarchy[ h ].keys;
key = key % keys.length;
for ( ; key < keys.length; key++ ) {
if ( keys[ key ].hasTarget( sid ) ) {
return keys[ key ];
}
}
return keys[ 0 ];
};
// Get previous key with
THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
var keys = this.data.hierarchy[ h ].keys;
key = key >= 0 ? key : key + keys.length;
for ( ; key >= 0; key-- ) {
if ( keys[ key ].hasTarget( sid ) ) {
return keys[ key ];
}
}
return keys[ keys.length - 1 ];
};
......@@ -98,6 +98,7 @@ EXTRAS_FILES = [
'extras/core/TextPath.js',
'extras/animation/AnimationHandler.js',
'extras/animation/Animation.js',
'extras/animation/KeyFrameAnimation.js',
'extras/cameras/CubeCamera.js',
'extras/cameras/FirstPersonCamera.js',
'extras/cameras/PathCamera.js',
......
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