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dreemgl

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DreemGL is an open-source multi-screen prototyping framework for mediated environments, with a visual editor and shader styling for webGL and DALi runtimes written in JavaScript. As a toolkit for gpu-accelerated multiscreen development, DreemGL includes

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/* DreemGL is a collaboration between Teeming Society & Samsung Electronics, sponsored by Samsung and others. Copyright 2015-2016 Teeming Society. 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.*/ define.class(function(require, exports){ // internal, instance of checkable end object this.End = function(){ } this.delay = 0 this.interrupt = false this.repeat = 1 this.bounce = false this.type = float32 this.motion = float.ease.linear this.speed = 1 this.interpolator = mix this.atConstructor = function(config, obj, key, track, first_value, last_value){ this.config = config this.obj = obj this.key = key // the internal track construct this.track = track //else this.track = config if (config.motion) this.motion = config.motion if (track) { if (track.bounce) this.bounce = track.bounce if (track.repeat) this.repeat = track.repeat if (track.speed) this.speed = track.speed } if(typeof this.motion === 'string') this.motion = float.ease[this.motion] || float.ease.linear if(!config) debugger if(config.type) this.type = config.type this.first_value = first_value this.last_value = last_value } this.compute = function(local_time, time_skew){ // lazily initialize order if(!this.order){ this.order = [0] this.values = {} this.end_time = 0 for(var key in this.track){ var time = parseFloat(key) if(parseFloat(key) == time){ var desc = {} var value = this.track[key] if(value === undefined) continue //check if we have a descriptor object in the key if(value && typeof value == 'object' && value.value !== undefined){ desc.value = this.type(value.value) // parse it if(value.motion) desc.motion = (typeof value.motion === 'string'? float.ease[value.motion]: value.motion) || this.motion } else{ desc.value = this.type(value) } this.values[key] = desc this.order.push(key) if(time > this.end_time) this.end_time = time } } if(!this.track && this.config.duration !== undefined){ var duration = this.config.duration this.order.push(duration) this.values[duration] = {value:this.type(this.last_value)} if(duration > this.end_time) this.end_time = duration } this.order.sort() } // alright lets process the tracks. /*if(this.reset_time){ this.last_time_stamp = time_stamp this.start_time_stamp = time_stamp - (time_skew || 0) // initialize slot 0 if(this.values[0] === undefined){ this.first_value = first_value !== undefined? first_value: (this.first_value || 0) } this.reset_time = false } if(this.pause_time !== undefined){ // just skid the start_time for as long as it is stopped this.start_time_stamp = time_stamp - this.pause_time return this.value } //var local_time = (time_stamp - this.start_time_stamp ) */ // alright now, we have to compute the right time. if(this.delay !== undefined){ if(local_time - this.delay <= 0) local_time = 0 else local_time -= this.delay } if(this.reverse_time !== undefined){ // essentially we are going to count backwards starting this.reverse_time local_time = this.reverse_time - (local_time - this.reverse_time) } // norm time goes from 0 to 1 over the length of the track var norm_time = (local_time / this.end_time) * this.speed // lets check the looping var end_gap = undefined if (this.bounce){ if(norm_time >= this.repeat) end_gap = norm_time - this.repeat, norm_time = this.repeat norm_time = norm_time % 2 if(norm_time > 1) norm_time = 2 - norm_time } else if (this.repeat){ if(norm_time >= this.repeat) end_gap = norm_time - this.repeat, norm_time = this.repeat - 0.000001 norm_time = norm_time % 1 } if(norm_time < 0){ end_gap = -norm_time } if(end_gap !== undefined){ // alright we are stopping var end = new this.End() // fetch the last key of our track and pass it in as the new first for the next one end.last_value = norm_time >= 0.99? this.values[this.order[this.order.length - 1]].value: this.values[this.order[0]].value end.skew = end_gap * this.end_time return end } if(norm_time > 1) norm_time = 1 if(norm_time < 0) norm_time = 0 var motion_time = this.motion(norm_time) if(motion_time < 0.001 ) motion_time = 0 if(motion_time > 0.999 ) motion_time = 1 // lets convert it back to keyspace time var track_time = motion_time * this.end_time // the key pair to interpolate between var key1, key2 // find the right keys if(!this.clamped && (track_time <= this.order[0] || track_time >= this.order[this.order.length-1])){ if(track_time <= this.order[0]){ key1 = this.order[0] key2 = this.order[1] } else{ key1 = this.order[this.order.length - 2] || 0 key2 = this.order[this.order.length - 1] } } else{ // scan for it for(var i = 0, len = this.order.length; i<len; i++){ var key = this.order[i] if(track_time <= key){ key1 = this.order[i-1] || 0 key2 = key break } } } // if has atleast 1 key, do something if(key1 !== undefined){ // only key1, the check is to deal with the 'computed' 0 key if(key2 === undefined) return key1 in this.values? this.values[key1].value: this.first_value else{ // interpolate var inter_key_time if(Math.abs(key2 - key1) <0.0001) inter_key_time = 0 else inter_key_time = (track_time - key1) / (key2 - key1) var value1 = key1 in this.values? this.values[key1]: {value:this.first_value} var value2 = this.values[key2] if(value2.motion) inter_key_time = value2.motion(inter_key_time) var out = mix(value1.value, value2.value, inter_key_time) return out } } } /* // stops an animation, untill resumed this.pause = function(){ this.pause_time = this.last_time_stamp - this.start_time_stamp } // resume a paused track this.resume = function(){ this.pause_time = undefined } // this reverses the playback. it will just play the current trackbackwards starting now this.reverse = function(){ // alright if we have reverse time, calculate the right start_time_stamp if(this.reverse_time !== undefined){ // calculate the current time this.start_time_stamp = 2*(this.last_time_stamp - this.reverse_time) - this.start_time_stamp //this.start_time_stamp = this.last_time_stamp-this.reverse_time this.reverse_time = undefined } else{ this.reverse_time = this.last_time_stamp - this.start_time_stamp } }*/ })