AnimationHandler.js 3.2 KB

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  1. /**
  2. * @author mikael emtinger / http://gomo.se/
  3. */
  4. THREE.AnimationHandler = (function() {
  5. var playing = [];
  6. var library = {};
  7. var that = {};
  8. //--- update ---
  9. that.update = function( deltaTimeMS ) {
  10. for( var i = 0; i < playing.length; i++ )
  11. playing[ i ].update( deltaTimeMS );
  12. };
  13. //--- add ---
  14. that.addToUpdate = function( animation ) {
  15. if( playing.indexOf( animation ) === -1 )
  16. playing.push( animation );
  17. };
  18. //--- remove ---
  19. that.removeFromUpdate = function( animation ) {
  20. var index = playing.indexOf( animation );
  21. if( index !== -1 )
  22. playing.splice( index, 1 );
  23. };
  24. //--- add ---
  25. that.add = function( data ) {
  26. if( library[ data.name ] !== undefined )
  27. console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
  28. library[ data.name ] = data;
  29. initData( data );
  30. };
  31. //--- get ---
  32. that.get = function( name ) {
  33. if( typeof name === "string" ) {
  34. if( library[ name ] ) {
  35. return library[ name ];
  36. } else {
  37. console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
  38. return null;
  39. }
  40. }
  41. else {
  42. // todo: add simple tween library
  43. }
  44. };
  45. //--- parse ---
  46. that.parse = function( root ) {
  47. // setup hierarchy
  48. var hierarchy = [];
  49. if ( root instanceof THREE.SkinnedMesh ) {
  50. for( var b = 0; b < root.bones.length; b++ ) {
  51. hierarchy.push( root.bones[ b ] );
  52. }
  53. } else {
  54. parseRecurseHierarchy( root, hierarchy );
  55. }
  56. return hierarchy;
  57. };
  58. var parseRecurseHierarchy = function( root, hierarchy ) {
  59. hierarchy.push( root );
  60. for( var c = 0; c < root.children.length; c++ )
  61. parseRecurseHierarchy( root.children[ c ], hierarchy );
  62. }
  63. //--- init data ---
  64. var initData = function( data ) {
  65. if( data.initialized === true )
  66. return;
  67. // THIS SHOULD BE REMOVED WHEN LENGTH IS UPDATED TO MS IN EXPORT FORMAT!
  68. data.length = parseInt( data.length * 1000, 10 );
  69. data.fps *= 0.001;
  70. // loop through all keys
  71. for( var h = 0; h < data.hierarchy.length; h++ ) {
  72. for( var k = 0; k < data.hierarchy[ h ].keys.length; k++ ) {
  73. // remove minus times
  74. if( data.hierarchy[ h ].keys[ k ].time < 0 )
  75. data.hierarchy[ h ].keys[ k ].time = 0;
  76. // THIS SHOULD BE REMOVED WHEN LENGTH IS UPDATED TO MS IN EXPORT FORMAT!
  77. data.hierarchy[ h ].keys[ k ].time = parseInt( data.hierarchy[ h ].keys[ k ].time * 1000, 10 );
  78. // set index
  79. data.hierarchy[ h ].keys[ k ].index = k;
  80. // create quaternions
  81. if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
  82. !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
  83. var quat = data.hierarchy[ h ].keys[ k ].rot;
  84. data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
  85. }
  86. }
  87. }
  88. // JIT
  89. var lengthInFrames = parseInt( data.length * data.fps * 0.001, 10 );
  90. data.JIT = {};
  91. data.JIT.hierarchy = [];
  92. for( var h = 0; h < data.hierarchy.length; h++ )
  93. data.JIT.hierarchy.push( new Array( lengthInFrames ));
  94. // done
  95. data.initialized = true;
  96. };
  97. // interpolation typess
  98. that.LINEAR = 0;
  99. that.CATMULLROM = 1;
  100. that.CATMULLROM_FORWARD = 2;
  101. return that;
  102. }());
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