2017-09-05 05:22:52 +02:00
|
|
|
/**
|
|
|
|
* System takes care of updating all the entities (based on their component data)
|
|
|
|
* @param apiSystem GameLib.API.System
|
|
|
|
* @constructor
|
|
|
|
*/
|
|
|
|
GameLib.System.Animation = function(
|
|
|
|
apiSystem
|
|
|
|
) {
|
|
|
|
GameLib.System.call(
|
|
|
|
this,
|
|
|
|
apiSystem
|
|
|
|
);
|
2017-10-03 14:50:34 +02:00
|
|
|
|
|
|
|
this.animations = {};
|
|
|
|
this.latest = {};
|
2017-09-05 05:22:52 +02:00
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.System.Animation.prototype = Object.create(GameLib.System.prototype);
|
|
|
|
GameLib.System.Animation.prototype.constructor = GameLib.System.Animation;
|
|
|
|
|
|
|
|
GameLib.System.Animation.prototype.start = function() {
|
2017-09-14 05:42:38 +02:00
|
|
|
|
|
|
|
GameLib.System.prototype.start.call(this);
|
|
|
|
|
2017-10-03 14:50:34 +02:00
|
|
|
this.beforeRenderSubscription = GameLib.Event.Subscribe(
|
|
|
|
GameLib.Event.BEFORE_RENDER,
|
2017-10-05 14:35:22 +02:00
|
|
|
this.beforeRender.bind(this)
|
|
|
|
);
|
|
|
|
|
|
|
|
var animations = GameLib.EntityManager.Instance.queryComponents(GameLib.D3.Animation);
|
|
|
|
|
|
|
|
animations.map(function(animation){
|
|
|
|
animation.meshes.map(
|
|
|
|
function(mesh) {
|
|
|
|
this.attachAnimation(animation, mesh);
|
|
|
|
}.bind(this)
|
|
|
|
)
|
|
|
|
}.bind(this));
|
|
|
|
|
|
|
|
this.animationMeshAddedSubscription = GameLib.Event.Subscribe(
|
|
|
|
GameLib.Event.ANIMATION_MESH_ADDED,
|
2017-10-03 14:50:34 +02:00
|
|
|
function(data) {
|
2017-10-05 14:35:22 +02:00
|
|
|
this.attachAnimation(data.animation, data.mesh);
|
|
|
|
}.bind(this)
|
|
|
|
);
|
2017-09-14 10:50:09 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
this.animationMeshRemovedSubscription = GameLib.Event.Subscribe(
|
|
|
|
GameLib.Event.ANIMATION_MESH_REMOVED,
|
|
|
|
function(data) {
|
|
|
|
this.detachAnimation(data.mesh);
|
|
|
|
}.bind(this)
|
|
|
|
)
|
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.System.Animation.prototype.beforeRender = function(data) {
|
|
|
|
|
|
|
|
if (this.paused) {
|
|
|
|
return;
|
|
|
|
}
|
2017-09-14 05:42:38 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
var delta = data.delta;
|
2017-09-14 10:50:09 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
for (var property in this.animations) {
|
|
|
|
if (this.animations.hasOwnProperty(property)) {
|
2017-09-14 10:50:09 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
var processing = [];
|
|
|
|
|
|
|
|
if (this.animations[property].length > 0) {
|
|
|
|
|
|
|
|
var rotationDone = false;
|
|
|
|
var positionDone = false;
|
|
|
|
var scaleDone = false;
|
|
|
|
|
|
|
|
for (var i = 0; i < this.animations[property].length; i++) {
|
|
|
|
if (this.animations[property][i].type === 'rotation' && !rotationDone) {
|
|
|
|
rotationDone = true;
|
|
|
|
processing.push(this.animations[property][i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.animations[property][i].type === 'position' && !positionDone) {
|
|
|
|
|
|
|
|
// if (this.animations[property][i].animation.blocking.position) {
|
|
|
|
// positionDone = true;
|
|
|
|
// }
|
|
|
|
|
|
|
|
processing.push(this.animations[property][i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.animations[property][i].type === 'scale' && !scaleDone) {
|
|
|
|
//scaleDone = true;
|
|
|
|
processing.push(this.animations[property][i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (scaleDone && positionDone && rotationDone) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
processing.map(
|
|
|
|
function(__property) {
|
|
|
|
return function(animationObject) {
|
2017-09-14 10:50:09 +02:00
|
|
|
|
2017-10-03 14:50:34 +02:00
|
|
|
var done = false;
|
2017-09-14 10:50:09 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
var increment = 0;
|
2017-09-17 19:12:45 +02:00
|
|
|
|
2017-10-03 14:50:34 +02:00
|
|
|
if (animationObject.type === 'rotation') {
|
2017-10-05 14:35:22 +02:00
|
|
|
increment = animationObject.animation.rotationSpeed * delta;
|
|
|
|
}
|
2017-09-18 15:39:40 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
if (animationObject.type === 'position') {
|
|
|
|
increment = animationObject.animation.translationSpeed * delta;
|
|
|
|
}
|
2017-09-18 15:39:40 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
if (animationObject.type === 'scale') {
|
|
|
|
increment = animationObject.animation.scaleSpeed * delta;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (animationObject.from < animationObject.to) {
|
2017-10-03 14:50:34 +02:00
|
|
|
animationObject.from += increment;
|
2017-10-05 14:35:22 +02:00
|
|
|
} else {
|
|
|
|
animationObject.from -= increment;
|
|
|
|
}
|
2017-09-17 19:12:45 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
if (Math.abs(animationObject.from - animationObject.to) < increment) {
|
|
|
|
animationObject.mesh.instance[animationObject.type][animationObject.axis] = animationObject.to;
|
|
|
|
done = true;
|
|
|
|
} else {
|
|
|
|
animationObject.mesh.instance[animationObject.type][animationObject.axis] = animationObject.from;
|
2017-10-03 14:50:34 +02:00
|
|
|
}
|
2017-09-18 15:39:40 +02:00
|
|
|
|
2017-10-03 14:50:34 +02:00
|
|
|
if (done) {
|
2017-10-05 14:35:22 +02:00
|
|
|
var index = this.animations[__property].indexOf(animationObject);
|
|
|
|
this.animations[__property].splice(index, 1);
|
2017-10-03 14:50:34 +02:00
|
|
|
}
|
2017-09-18 15:39:40 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
}.bind(this);
|
|
|
|
}.bind(this)(property)
|
|
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
2017-09-18 15:39:40 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
GameLib.System.Animation.prototype.detachAnimation = function(mesh) {
|
2017-09-18 15:39:40 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
var detached = false;
|
2017-09-17 19:12:45 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
if (mesh.backupQuaternionAngleDescriptor) {
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.quaternion,
|
|
|
|
'angle',
|
|
|
|
mesh.backupQuaternionAngleDescriptor
|
|
|
|
);
|
2017-10-03 14:50:34 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
delete mesh.backupQuaternionAngleDescriptor;
|
2017-10-03 14:50:34 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
detached = true;
|
|
|
|
}
|
2017-10-03 14:50:34 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
if (mesh.backupQuaternionAxisXDescriptor) {
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.quaternion.axis,
|
|
|
|
'x',
|
|
|
|
mesh.backupQuaternionAxisXDescriptor
|
|
|
|
);
|
2017-10-03 14:50:34 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
delete mesh.backupQuaternionAxisXDescriptor;
|
2017-10-03 14:50:34 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
detached = true;
|
|
|
|
}
|
2017-10-03 14:50:34 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
if (mesh.backupQuaternionAxisYDescriptor) {
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.quaternion.axis,
|
|
|
|
'y',
|
|
|
|
mesh.backupQuaternionAxisYDescriptor
|
|
|
|
);
|
2017-10-03 14:50:34 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
delete mesh.backupQuaternionAxisYDescriptor;
|
2017-10-03 14:50:34 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
detached = true;
|
|
|
|
}
|
2017-10-03 14:50:34 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
if (mesh.backupQuaternionAxisZDescriptor) {
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.quaternion.axis,
|
|
|
|
'z',
|
|
|
|
mesh.backupQuaternionAxisZDescriptor
|
|
|
|
);
|
2017-10-03 14:50:34 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
delete mesh.backupQuaternionAxisXDescriptor;
|
2017-10-03 14:50:34 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
detached = true;
|
|
|
|
}
|
2017-10-03 14:50:34 +02:00
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
if (mesh.backupRotationXDescriptor) {
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.rotation,
|
|
|
|
'x',
|
|
|
|
mesh.backupRotationXDescriptor
|
|
|
|
);
|
|
|
|
|
|
|
|
delete mesh.backupRotationXDescriptor;
|
|
|
|
|
|
|
|
detached = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mesh.backupRotationYDescriptor) {
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.rotation,
|
|
|
|
'y',
|
|
|
|
mesh.backupRotationYDescriptor
|
|
|
|
);
|
|
|
|
|
|
|
|
delete mesh.backupRotationYDescriptor;
|
|
|
|
|
|
|
|
detached = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mesh.backupRotationZDescriptor) {
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.rotation,
|
|
|
|
'z',
|
|
|
|
mesh.backupRotationZDescriptor
|
|
|
|
);
|
|
|
|
|
|
|
|
delete mesh.backupRotationZDescriptor;
|
|
|
|
|
|
|
|
detached = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mesh.backupPositionXDescriptor) {
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.position,
|
|
|
|
'x',
|
|
|
|
mesh.backupPositionXDescriptor
|
|
|
|
);
|
|
|
|
|
|
|
|
delete mesh.backupPositionXDescriptor;
|
|
|
|
|
|
|
|
detached = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mesh.backupPositionYDescriptor) {
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.position,
|
|
|
|
'y',
|
|
|
|
mesh.backupPositionYDescriptor
|
|
|
|
);
|
|
|
|
|
|
|
|
delete mesh.backupPositionYDescriptor;
|
|
|
|
|
|
|
|
detached = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mesh.backupPositionZDescriptor) {
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.position,
|
|
|
|
'z',
|
|
|
|
mesh.backupPositionZDescriptor
|
|
|
|
);
|
|
|
|
|
|
|
|
delete mesh.backupPositionZDescriptor;
|
|
|
|
|
|
|
|
detached = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mesh.backupScaleXDescriptor) {
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.scale,
|
|
|
|
'x',
|
|
|
|
mesh.backupScaleXDescriptor
|
|
|
|
);
|
|
|
|
|
|
|
|
delete mesh.backupScaleXDescriptor;
|
|
|
|
|
|
|
|
detached = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mesh.backupScaleYDescriptor) {
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.scale,
|
|
|
|
'y',
|
|
|
|
mesh.backupScaleYDescriptor
|
|
|
|
);
|
|
|
|
|
|
|
|
delete mesh.backupScaleYDescriptor;
|
|
|
|
|
|
|
|
detached = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mesh.backupScaleZDescriptor) {
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.scale,
|
|
|
|
'z',
|
|
|
|
mesh.backupScaleZDescriptor
|
|
|
|
);
|
|
|
|
|
|
|
|
delete mesh.backupScaleZDescriptor;
|
|
|
|
|
|
|
|
detached = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.latest[mesh.id]) {
|
|
|
|
|
|
|
|
mesh.rotation.x = this.latest[mesh.id].rotation.x;
|
|
|
|
mesh.rotation.y = this.latest[mesh.id].rotation.y;
|
|
|
|
mesh.rotation.z = this.latest[mesh.id].rotation.z;
|
|
|
|
|
|
|
|
mesh.position.x = this.latest[mesh.id].position.x;
|
|
|
|
mesh.position.y = this.latest[mesh.id].position.y;
|
|
|
|
mesh.position.z = this.latest[mesh.id].position.z;
|
|
|
|
|
|
|
|
mesh.scale.x = this.latest[mesh.id].scale.x;
|
|
|
|
mesh.scale.y = this.latest[mesh.id].scale.y;
|
|
|
|
mesh.scale.z = this.latest[mesh.id].scale.z;
|
|
|
|
|
|
|
|
mesh.quaternion.axis.x = this.latest[mesh.id].quaternion.axis.x;
|
|
|
|
mesh.quaternion.axis.y = this.latest[mesh.id].quaternion.axis.y;
|
|
|
|
mesh.quaternion.axis.z = this.latest[mesh.id].quaternion.axis.z;
|
|
|
|
|
|
|
|
mesh.quaternion.angle = this.latest[mesh.id].quaternion.angle;
|
|
|
|
|
|
|
|
delete this.latest[mesh.id];
|
|
|
|
|
|
|
|
detached = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.animations[mesh.id]) {
|
|
|
|
delete this.animations[mesh.id];
|
|
|
|
|
|
|
|
detached = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (detached) {
|
|
|
|
mesh.updateInstance();
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.System.Animation.prototype.attachAnimation = function(animation, mesh) {
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Initialize the property with the original mesh z value
|
|
|
|
*/
|
|
|
|
this.latest[mesh.id] = {
|
|
|
|
rotation : {
|
|
|
|
x : mesh.rotation.x,
|
|
|
|
y : mesh.rotation.y,
|
|
|
|
z : mesh.rotation.z
|
|
|
|
},
|
|
|
|
position : {
|
|
|
|
x : mesh.position.x,
|
|
|
|
y : mesh.position.y,
|
|
|
|
z : mesh.position.z
|
|
|
|
},
|
|
|
|
scale : {
|
|
|
|
x : mesh.scale.x,
|
|
|
|
y : mesh.scale.y,
|
|
|
|
z : mesh.scale.z
|
|
|
|
},
|
|
|
|
quaternion : {
|
|
|
|
axis : {
|
|
|
|
x : mesh.quaternion.axis.x,
|
|
|
|
y : mesh.quaternion.axis.y,
|
|
|
|
z : mesh.quaternion.axis.z
|
|
|
|
},
|
|
|
|
angle : mesh.quaternion.angle
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
this.animations[mesh.id] = [];
|
|
|
|
|
|
|
|
if (mesh.backupRotationXDescriptor) {
|
|
|
|
throw new Error('already a backed up x descriptor');
|
|
|
|
}
|
|
|
|
|
|
|
|
mesh.backupQuaternionAngleDescriptor = Object.getOwnPropertyDescriptor(mesh.quaternion, 'angle');
|
|
|
|
mesh.backupQuaternionAxisXDescriptor = Object.getOwnPropertyDescriptor(mesh.quaternion.axis, 'x');
|
|
|
|
mesh.backupQuaternionAxisYDescriptor = Object.getOwnPropertyDescriptor(mesh.quaternion.axis, 'y');
|
|
|
|
mesh.backupQuaternionAxisZDescriptor = Object.getOwnPropertyDescriptor(mesh.quaternion.axis, 'z');
|
|
|
|
mesh.backupRotationXDescriptor = Object.getOwnPropertyDescriptor(mesh.rotation, 'x');
|
|
|
|
mesh.backupRotationYDescriptor = Object.getOwnPropertyDescriptor(mesh.rotation, 'y');
|
|
|
|
mesh.backupRotationZDescriptor = Object.getOwnPropertyDescriptor(mesh.rotation, 'z');
|
|
|
|
mesh.backupPositionXDescriptor = Object.getOwnPropertyDescriptor(mesh.position, 'x');
|
|
|
|
mesh.backupPositionYDescriptor = Object.getOwnPropertyDescriptor(mesh.position, 'y');
|
|
|
|
mesh.backupPositionZDescriptor = Object.getOwnPropertyDescriptor(mesh.position, 'z');
|
|
|
|
mesh.backupScaleXDescriptor = Object.getOwnPropertyDescriptor(mesh.scale, 'x');
|
|
|
|
mesh.backupScaleYDescriptor = Object.getOwnPropertyDescriptor(mesh.scale, 'y');
|
|
|
|
mesh.backupScaleZDescriptor = Object.getOwnPropertyDescriptor(mesh.scale, 'z');
|
|
|
|
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.quaternion,
|
|
|
|
'angle',
|
|
|
|
{
|
2017-10-05 21:50:40 +02:00
|
|
|
'get': this.getProperty(mesh, 'angle', 'quaternion'),
|
|
|
|
'set': this.setProperty(mesh, animation, 'angle', 'quaternion'),
|
2017-10-05 14:35:22 +02:00
|
|
|
'configurable': true
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.quaternion.axis,
|
|
|
|
'x',
|
|
|
|
{
|
2017-10-05 21:50:40 +02:00
|
|
|
'get': this.getSubProperty(mesh, 'x', 'quaternion', 'axis'),
|
|
|
|
'set': this.setSubProperty(mesh, animation, 'x', 'quaternion', 'axis'),
|
2017-10-05 14:35:22 +02:00
|
|
|
'configurable': true
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.quaternion.axis,
|
|
|
|
'y',
|
|
|
|
{
|
2017-10-05 21:50:40 +02:00
|
|
|
'get': this.getSubProperty(mesh, 'y', 'quaternion', 'axis'),
|
|
|
|
'set': this.setSubProperty(mesh, animation, 'y', 'quaternion', 'axis'),
|
2017-10-05 14:35:22 +02:00
|
|
|
'configurable': true
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.quaternion.axis,
|
|
|
|
'z',
|
|
|
|
{
|
2017-10-05 21:50:40 +02:00
|
|
|
'get': this.getSubProperty(mesh, 'z', 'quaternion', 'axis'),
|
|
|
|
'set': this.setSubProperty(mesh, animation, 'z', 'quaternion', 'axis'),
|
2017-10-05 14:35:22 +02:00
|
|
|
'configurable': true
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.rotation,
|
|
|
|
'x',
|
|
|
|
{
|
|
|
|
'get': this.getProperty(mesh, 'x', 'rotation'),
|
|
|
|
'set': this.setProperty(mesh, animation, 'x', 'rotation'),
|
|
|
|
'configurable': true
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.rotation,
|
|
|
|
'y',
|
|
|
|
{
|
|
|
|
'get': this.getProperty(mesh, 'y', 'rotation'),
|
|
|
|
'set': this.setProperty(mesh, animation, 'y', 'rotation'),
|
|
|
|
'configurable': true
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.rotation,
|
|
|
|
'z',
|
|
|
|
{
|
|
|
|
'get': this.getProperty(mesh, 'z', 'rotation'),
|
|
|
|
'set': this.setProperty(mesh, animation, 'z', 'rotation'),
|
|
|
|
'configurable': true
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.scale,
|
|
|
|
'x',
|
|
|
|
{
|
|
|
|
'get': this.getProperty(mesh, 'x', 'scale'),
|
|
|
|
'set': this.setProperty(mesh, animation, 'x', 'scale'),
|
|
|
|
'configurable': true
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.scale,
|
|
|
|
'y',
|
|
|
|
{
|
|
|
|
'get': this.getProperty(mesh, 'y', 'scale'),
|
|
|
|
'set': this.setProperty(mesh, animation, 'y', 'scale'),
|
|
|
|
'configurable': true
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.scale,
|
|
|
|
'z',
|
|
|
|
{
|
|
|
|
'get': this.getProperty(mesh, 'z', 'scale'),
|
|
|
|
'set': this.setProperty(mesh, animation, 'z', 'scale'),
|
|
|
|
'configurable': true
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.position,
|
|
|
|
'x',
|
|
|
|
{
|
|
|
|
'get': this.getProperty(mesh, 'x', 'position'),
|
|
|
|
'set': this.setProperty(mesh, animation, 'x', 'position'),
|
|
|
|
'configurable': true
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.position,
|
|
|
|
'y',
|
|
|
|
{
|
|
|
|
'get': this.getProperty(mesh, 'y', 'position'),
|
|
|
|
'set': this.setProperty(mesh, animation, 'y', 'position'),
|
|
|
|
'configurable': true
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
Object.defineProperty(
|
|
|
|
mesh.position,
|
|
|
|
'z',
|
|
|
|
{
|
|
|
|
'get': this.getProperty(mesh, 'z', 'position'),
|
|
|
|
'set': this.setProperty(mesh, animation, 'z', 'position'),
|
|
|
|
'configurable': true
|
|
|
|
}
|
2017-09-17 19:12:45 +02:00
|
|
|
);
|
2017-09-14 05:42:38 +02:00
|
|
|
};
|
2017-09-05 05:22:52 +02:00
|
|
|
|
2017-10-05 21:50:40 +02:00
|
|
|
// GameLib.System.Animation.prototype.getQuaternionAngle = function(mesh, animation) {
|
|
|
|
//
|
|
|
|
// return function() {
|
|
|
|
// return;
|
|
|
|
// /**
|
|
|
|
// * TODO: fix this shit..
|
|
|
|
// * Back up the current property descriptor
|
|
|
|
// */
|
|
|
|
// mesh.animationObject = {
|
|
|
|
// backupAngleDescriptor: Object.getOwnPropertyDescriptor(mesh.quaternion, 'angle'),
|
|
|
|
// targetAngle: mesh.quaternion.angle,
|
|
|
|
// angleIncrement: true,
|
|
|
|
// intermediateAngle: mesh.quaternion.angle,
|
|
|
|
// subscription: null,
|
|
|
|
// inProcess: false,
|
|
|
|
// blocking: animation.blocking//,
|
|
|
|
// // callbacks : [],
|
|
|
|
// // storedValues : []
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// var getIntermediateAngle = function () {
|
|
|
|
// return mesh.animationObject.intermediateAngle;
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// var getTargetAngle = function () {
|
|
|
|
//
|
|
|
|
// // if (mesh.animationObject.storedValues.length > 0) {
|
|
|
|
// // return mesh.animationObject.storedValues[mesh.animationObject.storedValues.length - 1];
|
|
|
|
// // }
|
|
|
|
//
|
|
|
|
// return mesh.animationObject.targetAngle;
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// var animateRotation = function (value) {
|
|
|
|
//
|
|
|
|
// mesh.animationObject.intermediateAngle += value;
|
|
|
|
//
|
|
|
|
// var done = false;
|
|
|
|
//
|
|
|
|
// if (mesh.animationObject.angleIncrement) {
|
|
|
|
// /**
|
|
|
|
// * We are rotating upwards
|
|
|
|
// */
|
|
|
|
// if (mesh.animationObject.intermediateAngle >= mesh.animationObject.targetAngle) {
|
|
|
|
// /**
|
|
|
|
// * We need to stop
|
|
|
|
// */
|
|
|
|
// done = true;
|
|
|
|
// }
|
|
|
|
// } else {
|
|
|
|
// /**
|
|
|
|
// * We are rotating downwards
|
|
|
|
// */
|
|
|
|
// if (mesh.animationObject.intermediateAngle <= mesh.animationObject.targetAngle) {
|
|
|
|
// /**
|
|
|
|
// * We need to stop
|
|
|
|
// */
|
|
|
|
// done = true;
|
|
|
|
// }
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// if (done) {
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * We clamp to our target angle
|
|
|
|
// */
|
|
|
|
// mesh.animationObject.intermediateAngle = mesh.animationObject.targetAngle;
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * We limit our intermediate angle between values of -pi and pi
|
|
|
|
// */
|
|
|
|
// while (mesh.animationObject.intermediateAngle > Math.PI) {
|
|
|
|
// mesh.animationObject.intermediateAngle -= (Math.PI * 2);
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// while (mesh.animationObject.intermediateAngle < -(Math.PI)) {
|
|
|
|
// mesh.animationObject.intermediateAngle += (Math.PI * 2);
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * We apply our new intermediate angle to our target
|
|
|
|
// */
|
|
|
|
// mesh.animationObject.targetAngle = mesh.animationObject.intermediateAngle;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * Apply the actual rotation to the mesh
|
|
|
|
// */
|
|
|
|
// mesh.updateInstanceRotationFromAxisAngle(mesh.quaternion.axis, mesh.animationObject.intermediateAngle);
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * Check again if we are done, we need to do some additional work -
|
|
|
|
// */
|
|
|
|
// if (done) {
|
|
|
|
//
|
|
|
|
// if (!mesh.animationObject.subscription) {
|
|
|
|
// var message = 'mesh animation object subscription went missing for ';
|
|
|
|
// message += mesh.name + ': ';
|
|
|
|
// message += animation.name;
|
|
|
|
// console.warn(message);
|
|
|
|
// throw new Error(message);
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * Stop subscribing to before render events
|
|
|
|
// */
|
|
|
|
// mesh.animationObject.subscription.remove();
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * @type {null}
|
|
|
|
// */
|
|
|
|
// mesh.animationObject.subscription = null;
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * For some meshes, when we are done with the animation, we want to apply
|
|
|
|
// * the current state of the mesh to the object data itself (i.e. update
|
|
|
|
// * its vertices etc)
|
|
|
|
// */
|
|
|
|
// if (animation.applyToMeshWhenDone) {
|
|
|
|
// /**
|
|
|
|
// * Now we say that our intermediate angle is zero, because we will apply our rotation
|
|
|
|
// * and this will prevent us from re-registering a new 'animationRender' event
|
|
|
|
// */
|
|
|
|
// mesh.animationObject.targetAngle = 0;
|
|
|
|
// mesh.animationObject.intermediateAngle = 0;
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * Apply our position, rotation and scale to the mesh
|
|
|
|
// */
|
|
|
|
// mesh.applyPositionRotationScale();
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * Tell our animation component that it is no longer in process...
|
|
|
|
// * @type {boolean}
|
|
|
|
// */
|
|
|
|
// mesh.animationObject.inProcess = false;
|
|
|
|
//
|
|
|
|
// // if (mesh.animationObject.callbacks.length > 0) {
|
|
|
|
// // var callback = mesh.animationObject.callbacks[0];
|
|
|
|
// // mesh.animationObject.callbacks.splice(0,1);
|
|
|
|
// // callback();
|
|
|
|
// // }
|
|
|
|
//
|
|
|
|
// // mesh.animationObject.storedValues = [];
|
|
|
|
// }
|
|
|
|
// };
|
|
|
|
// }
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// GameLib.System.Animation.prototype.setQuaternionAngle = function(mesh, animation) {
|
|
|
|
//
|
|
|
|
// return function(value) {
|
|
|
|
// return;
|
|
|
|
// /**
|
|
|
|
// * TODO: update this shit
|
|
|
|
// */
|
|
|
|
// /**
|
|
|
|
// * Check if we have work to do
|
|
|
|
// */
|
|
|
|
// if (mesh.animationObject.intermediateAngle === value) {
|
|
|
|
//
|
|
|
|
// mesh.animationObject.inProcess = false;
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * Nothing to do
|
|
|
|
// */
|
|
|
|
// return;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * Check if we have another animation in process
|
|
|
|
// */
|
|
|
|
// if (mesh.animationObject.inProcess && mesh.animationObject.blocking) {
|
|
|
|
//
|
|
|
|
// console.log('another animation is already in process');
|
|
|
|
//
|
|
|
|
// // setTargetAngle(value);
|
|
|
|
//
|
|
|
|
// // GameLib.Utils.PushUnique(mesh.animationObject.storedValues, value);
|
|
|
|
// //
|
|
|
|
// // mesh.animationObject.callbacks.push(
|
|
|
|
// // function(__value) {
|
|
|
|
// // return function(){
|
|
|
|
// // mesh.quaternion.angle = __value;
|
|
|
|
// // }
|
|
|
|
// // }(value)
|
|
|
|
// // );
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * Respond that our angle is actually our target angle (it will be that soon)
|
|
|
|
// */
|
|
|
|
// return;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * We indicate that we now have an animation in process
|
|
|
|
// * @type {boolean}
|
|
|
|
// */
|
|
|
|
// mesh.animationObject.inProcess = true;
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * Ok - all good - lets start the animation
|
|
|
|
// */
|
|
|
|
// if (mesh.animationObject.intermediateAngle > value) {
|
|
|
|
// /**
|
|
|
|
// * We will rotate towards by decrementing
|
|
|
|
// */
|
|
|
|
// mesh.animationObject.angleIncrement = false;
|
|
|
|
// } else {
|
|
|
|
// /**
|
|
|
|
// * We will rotate towards by incrementing
|
|
|
|
// */
|
|
|
|
// mesh.animationObject.angleIncrement = true;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * We say what our target angle is - when we reach our target angle, we want
|
|
|
|
// * to stop our animation
|
|
|
|
// */
|
|
|
|
// mesh.animationObject.targetAngle = value;
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * Now we subscribe to 'before render' events, and slowly increment the value
|
|
|
|
// * @type {{fn, remove}}
|
|
|
|
// */
|
|
|
|
// mesh.animationObject.subscription = GameLib.Event.Subscribe(
|
|
|
|
// GameLib.Event.BEFORE_RENDER,
|
|
|
|
// function(data) {
|
|
|
|
//
|
|
|
|
// var increment = Math.abs(animation.rotationSpeed);
|
|
|
|
//
|
|
|
|
// if (!mesh.animationObject.angleIncrement) {
|
|
|
|
// increment *= -1;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// animateRotation(data.delta * increment);
|
|
|
|
// }
|
|
|
|
// );
|
|
|
|
// }
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// GameLib.System.Animation.prototype.getQuaternionAxisX = function(mesh, animation) {
|
|
|
|
// return function() {
|
|
|
|
// return this.latest[mesh.id].quaternion.axis.x;
|
|
|
|
// }.bind(this);
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// GameLib.System.Animation.prototype.setQuaternionAxisX = function(mesh, animation) {
|
|
|
|
// return function(value) {
|
|
|
|
// this.latest[mesh.id].quaternion.axis.x = value;
|
|
|
|
// }.bind(this);
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// GameLib.System.Animation.prototype.getQuaternionAxisY = function(mesh, animation) {
|
|
|
|
// return function() {
|
|
|
|
// return this.latest[mesh.id].quaternion.axis.y;
|
|
|
|
// }.bind(this);
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// GameLib.System.Animation.prototype.setQuaternionAxisY = function(mesh, animation) {
|
|
|
|
// return function(value) {
|
|
|
|
// this.latest[mesh.id].quaternion.axis.y = value;
|
|
|
|
// }.bind(this);
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// GameLib.System.Animation.prototype.getQuaternionAxisZ = function(mesh, animation) {
|
|
|
|
// return function() {
|
|
|
|
// return this.latest[mesh.id].quaternion.axis.z;
|
|
|
|
// }.bind(this);
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// GameLib.System.Animation.prototype.setQuaternionAxisZ = function(mesh, animation) {
|
|
|
|
// return function(value) {
|
|
|
|
// this.latest[mesh.id].quaternion.axis.z = value;
|
|
|
|
// }.bind(this);
|
|
|
|
// };
|
|
|
|
|
|
|
|
GameLib.System.Animation.prototype.getSubProperty = function(mesh, axis, property, subProperty) {
|
2017-10-03 14:50:34 +02:00
|
|
|
return function() {
|
2017-10-05 21:50:40 +02:00
|
|
|
return this.latest[mesh.id][property][subProperty][axis];
|
|
|
|
}.bind(this);
|
2017-10-03 14:50:34 +02:00
|
|
|
};
|
|
|
|
|
2017-10-05 21:50:40 +02:00
|
|
|
GameLib.System.Animation.prototype.setSubProperty = function(mesh, animation, axis, property, subProperty) {
|
2017-10-03 14:50:34 +02:00
|
|
|
return function(value) {
|
2017-09-17 19:12:45 +02:00
|
|
|
|
2017-10-05 21:50:40 +02:00
|
|
|
var from = Number(this.latest[mesh.id][property][subProperty][axis]);
|
|
|
|
|
|
|
|
this.latest[mesh.id][property][subProperty][axis] = value;
|
2017-09-17 19:12:45 +02:00
|
|
|
|
2017-10-05 21:50:40 +02:00
|
|
|
if (property === 'position') {
|
2017-10-03 14:50:34 +02:00
|
|
|
/**
|
2017-10-05 21:50:40 +02:00
|
|
|
* Look for other position animations
|
|
|
|
* TODO:check when not super exausted
|
2017-10-03 14:50:34 +02:00
|
|
|
*/
|
2017-10-05 21:50:40 +02:00
|
|
|
// var positionAnimationObject = this.animations[mesh.id].reduce(
|
|
|
|
// function(result, animationObject) {
|
2017-10-03 14:50:34 +02:00
|
|
|
//
|
2017-10-05 21:50:40 +02:00
|
|
|
// if (animationObject.type === 'position') {
|
|
|
|
// result = animationObject;
|
2017-10-03 14:50:34 +02:00
|
|
|
// }
|
2017-10-05 21:50:40 +02:00
|
|
|
//
|
|
|
|
// return result;
|
|
|
|
// },
|
|
|
|
// null
|
2017-10-03 14:50:34 +02:00
|
|
|
// );
|
2017-09-17 19:12:45 +02:00
|
|
|
|
2017-10-03 14:50:34 +02:00
|
|
|
/**
|
2017-10-05 21:50:40 +02:00
|
|
|
* We found another position animation - just update the 'to' property
|
2017-10-03 14:50:34 +02:00
|
|
|
*/
|
2017-10-05 21:50:40 +02:00
|
|
|
// if (positionAnimationObject) {
|
|
|
|
// positionAnimationObject.to = value;
|
|
|
|
// return;
|
|
|
|
// }
|
2017-10-03 14:50:34 +02:00
|
|
|
}
|
|
|
|
|
2017-10-05 21:50:40 +02:00
|
|
|
this.animations[mesh.id].push(
|
|
|
|
{
|
|
|
|
type : property,
|
|
|
|
axis : axis,
|
|
|
|
from : from,
|
|
|
|
to : value,
|
|
|
|
animation : animation,
|
|
|
|
mesh : mesh
|
2017-10-03 14:50:34 +02:00
|
|
|
}
|
|
|
|
);
|
|
|
|
|
2017-10-05 21:50:40 +02:00
|
|
|
}.bind(this)
|
2017-10-03 14:50:34 +02:00
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.System.Animation.prototype.getProperty = function(mesh, axis, property) {
|
|
|
|
return function() {
|
|
|
|
return this.latest[mesh.id][property][axis];
|
|
|
|
}.bind(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.System.Animation.prototype.setProperty = function(mesh, animation, axis, property) {
|
|
|
|
return function(value) {
|
|
|
|
|
|
|
|
var from = Number(this.latest[mesh.id][property][axis]);
|
|
|
|
|
|
|
|
this.latest[mesh.id][property][axis] = value;
|
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
if (property === 'position') {
|
|
|
|
/**
|
|
|
|
* Look for other position animations
|
|
|
|
* TODO:check when not super exausted
|
|
|
|
*/
|
|
|
|
// var positionAnimationObject = this.animations[mesh.id].reduce(
|
|
|
|
// function(result, animationObject) {
|
|
|
|
//
|
|
|
|
// if (animationObject.type === 'position') {
|
|
|
|
// result = animationObject;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// return result;
|
|
|
|
// },
|
|
|
|
// null
|
|
|
|
// );
|
|
|
|
|
|
|
|
/**
|
|
|
|
* We found another position animation - just update the 'to' property
|
|
|
|
*/
|
|
|
|
// if (positionAnimationObject) {
|
|
|
|
// positionAnimationObject.to = value;
|
|
|
|
// return;
|
|
|
|
// }
|
|
|
|
}
|
|
|
|
|
2017-10-03 14:50:34 +02:00
|
|
|
this.animations[mesh.id].push(
|
|
|
|
{
|
|
|
|
type : property,
|
|
|
|
axis : axis,
|
|
|
|
from : from,
|
|
|
|
to : value,
|
|
|
|
animation : animation,
|
|
|
|
mesh : mesh
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
}.bind(this)
|
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Stop Animation System
|
|
|
|
*/
|
|
|
|
GameLib.System.Animation.prototype.stop = function() {
|
|
|
|
|
|
|
|
GameLib.System.prototype.stop.call(this);
|
|
|
|
|
|
|
|
this.beforeRenderSubscription.remove();
|
|
|
|
|
|
|
|
this.animationMeshAddedSubscription.remove();
|
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
this.animationMeshRemovedSubscription.remove();
|
|
|
|
|
|
|
|
this.animations = {};
|
|
|
|
|
2017-10-03 14:50:34 +02:00
|
|
|
var meshes = GameLib.EntityManager.Instance.queryComponents(GameLib.D3.Mesh);
|
|
|
|
|
|
|
|
meshes.map(
|
|
|
|
function(mesh) {
|
|
|
|
|
2017-10-05 14:35:22 +02:00
|
|
|
for (var property in this.latest) {
|
|
|
|
if (
|
|
|
|
this.latest.hasOwnProperty(property) &&
|
|
|
|
property === mesh.id
|
|
|
|
) {
|
|
|
|
this.detachAnimation(mesh);
|
|
|
|
}
|
2017-10-03 14:50:34 +02:00
|
|
|
}
|
2017-10-05 14:35:22 +02:00
|
|
|
}.bind(this)
|
2017-09-17 19:12:45 +02:00
|
|
|
);
|
2017-09-05 05:22:52 +02:00
|
|
|
};
|
|
|
|
|