r3-legacy/src/game-lib-system-animation.js

1144 lines
35 KiB
JavaScript

/**
* 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
);
this.animations = {};
this.latest = {};
this.textures = {};
this.textureIds = [];
this.animationMeshAddedSubscription = null;
this.animationMeshRemovedSubscription = null;
this.instanceCreatedSubscription = null;
this.removeComponentSubscription = null;
this.textureAnimatedSubscription = null;
/**
* Sometimes we want to animate texture instances directly, without the overhead of a GameLib.Texture
*/
this.animateTextureInstanceSubscription = null;
};
GameLib.System.Animation.prototype = Object.create(GameLib.System.prototype);
GameLib.System.Animation.prototype.constructor = GameLib.System.Animation;
GameLib.System.Animation.prototype.start = function() {
GameLib.System.prototype.start.call(this);
this.beforeRenderSubscription = GameLib.Event.Subscribe(
GameLib.Event.BEFORE_RENDER,
this.beforeRender.bind(this)
);
var animations = GameLib.EntityManager.Instance.queryComponents(GameLib.Component.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,
function(data) {
this.attachAnimation(data.animation, data.mesh);
}.bind(this)
);
this.animationMeshRemovedSubscription = GameLib.Event.Subscribe(
GameLib.Event.ANIMATION_MESH_REMOVED,
function(data) {
this.detachAnimation(data.mesh);
}.bind(this)
);
this.instanceCreatedSubscription = GameLib.Event.Subscribe(
GameLib.Event.INSTANCE_CREATED,
this.instanceCreated.bind(this)
);
this.removeComponentSubscription = GameLib.Event.Subscribe(
GameLib.Event.REMOVE_COMPONENT,
this.removeComponent.bind(this)
);
this.textureAnimatedSubscription = GameLib.Event.Subscribe(
GameLib.Event.TEXTURE_ANIMATED_CHANGE,
this.textureAnimatedChange.bind(this)
);
this.animateTextureInstanceSubscription = GameLib.Event.Subscribe(
GameLib.Event.ANIMATE_TEXTURE_INSTANCE,
this.animateTextureInstance.bind(this)
)
};
GameLib.System.Animation.prototype.instanceCreated = function(data) {
if (
data.component instanceof GameLib.D3.Texture &&
data.component.animated
) {
if (data.component.repeat.x > 1 || data.component.repeat.x < 0) {
console.warn('cannot animate a texture with repeat.x greater than 1 or less than 0');
data.component.animated = false;
return;
}
if (data.component.repeat.y > 1 || data.component.repeat.y < 0) {
console.warn('cannot animate a texture with repeat.y greater than 1 or less than 0');
data.component.animated = false;
return;
}
this.textures[data.component.id] = data.component;
this.textureIds = Object.keys(this.textures);
}
};
GameLib.System.Animation.prototype.removeComponent = function(data) {
if (
data.component instanceof GameLib.D3.Texture &&
data.component.animated
) {
if (GameLib.Utils.UndefinedOrNull(this.textures[data.component.id])) {
console.warn('tried to remove an animated texture, which should have been in the list but isnt: ' + data.component.name);
} else {
delete this.textures[data.component.id];
this.textureIds = Object.keys(this.textures);
}
}
};
GameLib.System.Animation.prototype.textureAnimatedChange = function(data) {
if (data.texture.animated) {
if (data.texture.repeat.x > 1 || data.texture.repeat.x < 0) {
console.warn('cannot animate a texture with repeat.x greater than 1 or less than 0');
data.texture.animated = false;
return;
}
if (data.texture.repeat.y > 1 || data.texture.repeat.y < 0) {
console.warn('cannot animate a texture with repeat.y greater than 1 or less than 0');
data.texture.animated = false;
return;
}
this.textures[data.texture.id] = data.texture;
this.textureIds = Object.keys(this.textures);
} else {
if (GameLib.Utils.UndefinedOrNull(this.textures[data.texture.id])) {
console.warn('tried to remove an animated texture, which should have been in the list but isnt: ' + data.texture.name);
} else {
delete this.textures[data.texture.id];
this.textureIds = Object.keys(this.textures);
}
}
};
/**
* This adds a texture instance directly on our textures to be animated - to bypass our GameLib component and linking
* system, which adds too much overhead for managing textures
* @param data
*/
GameLib.System.Animation.prototype.animateTextureInstance = function(data) {
if (data.texture.repeat.x > 1 || data.texture.repeat.x < 0) {
console.warn('cannot animate a texture with repeat.x greater than 1 or less than 0');
data.texture.userData.animated = false;
return;
}
if (data.texture.repeat.y > 1 || data.texture.repeat.y < 0) {
console.warn('cannot animate a texture with repeat.y greater than 1 or less than 0');
data.texture.userData.animated = false;
return;
}
data.texture.userData.animated = true;
this.textures[data.texture.id] = data.texture;
this.textureIds = Object.keys(this.textures);
};
GameLib.System.Animation.prototype.beforeRender = function(data) {
if (this.paused) {
return;
}
var delta = data.delta;
for (var property in this.animations) {
if (this.animations.hasOwnProperty(property)) {
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) {
var done = false;
var increment = 0;
if (animationObject.type === 'rotation') {
increment = animationObject.animation.rotationSpeed * delta;
}
if (animationObject.type === 'position') {
increment = animationObject.animation.translationSpeed * delta;
}
if (animationObject.type === 'scale') {
increment = animationObject.animation.scaleSpeed * delta;
}
if (animationObject.from < animationObject.to) {
animationObject.from += increment;
} else {
animationObject.from -= increment;
}
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;
}
if (done) {
var index = this.animations[__property].indexOf(animationObject);
this.animations[__property].splice(index, 1);
}
}.bind(this);
}.bind(this)(property)
);
}
}
this.textureIds.map(
function(textureId) {
var texture = this.textures[textureId];
if (texture.reverseAnimation || (texture.userData && texture.userData.reverseAnimation)) {
if (texture.forward === true || (texture.userData && texture.userData.forward === true)) {
texture.offset.x += texture.repeat.x;
if (texture.offset.x >= (1 - texture.repeat.x)) {
if (texture.offset.y >= (1 - texture.repeat.y)) {
texture.offset.x = (1 - texture.repeat.x);
texture.offset.y = (1 - texture.repeat.y);
if (texture.userData) {
texture.userData.forward = false;
} else {
texture.forward = false;
}
} else {
texture.offset.x = 0;
texture.offset.y += texture.repeat.y;
}
}
}
if (texture.forward === false || (texture.userData && texture.userData.forward === false)) {
texture.offset.x -= texture.repeat.x;
if (texture.offset.x <= 0) {
texture.offset.x = 0;
if (texture.offset.y < texture.repeat.y) {
texture.offset.x = texture.repeat.x;
texture.offset.y = 0;
if (texture.userData) {
texture.userData.forward = true;
} else {
texture.forward = true;
}
} else {
texture.offset.x = (1 - texture.repeat.x);
texture.offset.y -= texture.repeat.y;
}
}
}
} else {
texture.offset.x += texture.repeat.x;
if (texture.offset.x >= (1 - texture.repeat.x)) {
if (texture.offset.y >= (1 - texture.repeat.y)) {
texture.offset.x = 0;
texture.offset.y = 0;
} else {
texture.offset.x = 0;
texture.offset.y += texture.repeat.y;
}
}
}
if (!texture.userData) {
texture.updateInstance('offset');
}
}.bind(this)
)
};
GameLib.System.Animation.prototype.detachAnimation = function(mesh) {
var detached = false;
if (mesh.backupQuaternionAngleDescriptor) {
Object.defineProperty(
mesh.quaternion,
'angle',
mesh.backupQuaternionAngleDescriptor
);
delete mesh.backupQuaternionAngleDescriptor;
detached = true;
}
if (mesh.backupQuaternionAxisXDescriptor) {
Object.defineProperty(
mesh.quaternion.axis,
'x',
mesh.backupQuaternionAxisXDescriptor
);
delete mesh.backupQuaternionAxisXDescriptor;
detached = true;
}
if (mesh.backupQuaternionAxisYDescriptor) {
Object.defineProperty(
mesh.quaternion.axis,
'y',
mesh.backupQuaternionAxisYDescriptor
);
delete mesh.backupQuaternionAxisYDescriptor;
detached = true;
}
if (mesh.backupQuaternionAxisZDescriptor) {
Object.defineProperty(
mesh.quaternion.axis,
'z',
mesh.backupQuaternionAxisZDescriptor
);
delete mesh.backupQuaternionAxisXDescriptor;
detached = true;
}
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',
{
'get': this.getProperty(mesh, 'angle', 'quaternion'),
'set': this.setProperty(mesh, animation, 'angle', 'quaternion'),
'configurable': true
}
);
Object.defineProperty(
mesh.quaternion.axis,
'x',
{
'get': this.getSubProperty(mesh, 'x', 'quaternion', 'axis'),
'set': this.setSubProperty(mesh, animation, 'x', 'quaternion', 'axis'),
'configurable': true
}
);
Object.defineProperty(
mesh.quaternion.axis,
'y',
{
'get': this.getSubProperty(mesh, 'y', 'quaternion', 'axis'),
'set': this.setSubProperty(mesh, animation, 'y', 'quaternion', 'axis'),
'configurable': true
}
);
Object.defineProperty(
mesh.quaternion.axis,
'z',
{
'get': this.getSubProperty(mesh, 'z', 'quaternion', 'axis'),
'set': this.setSubProperty(mesh, animation, 'z', 'quaternion', 'axis'),
'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
}
);
};
// 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) {
return function() {
return this.latest[mesh.id][property][subProperty][axis];
}.bind(this);
};
GameLib.System.Animation.prototype.setSubProperty = function(mesh, animation, axis, property, subProperty) {
return function(value) {
var from = Number(this.latest[mesh.id][property][subProperty][axis]);
this.latest[mesh.id][property][subProperty][axis] = value;
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;
// }
}
this.animations[mesh.id].push(
{
type : property,
axis : axis,
from : from,
to : value,
animation : animation,
mesh : mesh
}
);
}.bind(this)
};
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;
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;
// }
}
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();
this.animationMeshRemovedSubscription.remove();
this.animations = {};
var meshes = GameLib.EntityManager.Instance.queryComponents(GameLib.Component.MESH);
meshes.map(
function(mesh) {
for (var property in this.latest) {
if (
this.latest.hasOwnProperty(property) &&
property === mesh.id
) {
this.detachAnimation(mesh);
}
}
}.bind(this)
);
this.instanceCreatedSubscription.remove();
this.removeComponentSubscription.remove();
this.textureAnimatedSubscription.remove();
this.animateTextureInstanceSubscription.remove();
};