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odin

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Node.js Canvas/WebGL Javascript Game Framework

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if (typeof(define) !== "function") { var define = require("amdefine")(module); } define([ "odin/base/time", "odin/core/assets/assets", "odin/core/components/component", "odin/core/enums" ], function(Time, Assets, Component, Enums) { "use strict"; var abs = Math.abs, WrapMode = Enums.WrapMode; function MeshAnimation(opts) { opts || (opts = {}); Component.call(this, "MeshAnimation", opts); this.current = opts.current != undefined ? opts.current : "idle"; this.mode = opts.mode != undefined ? opts.mode : WrapMode.Loop; this.rate = opts.rate != undefined ? opts.rate : 1 / 24; this._time = 0; this._frame = 0; this._order = 1; this.playing = this.sheet ? true : false; } Component.extend(MeshAnimation); MeshAnimation.prototype.copy = function(other) { this.current = other.current; this.mode = other.mode; this.rate = other.rate; this._time = other._time; this._frame = other._frame; this._order = other._order; this.playing = other.playing; return this; }; MeshAnimation.prototype.play = function(name, mode, rate) { var meshFilter = this.meshFilter; if ((this.playing && this.current === name) || !meshFilter || !meshFilter.mesh.animations[name]) return this; this.current = name; this.rate = rate != undefined ? rate : (rate = this.rate); this.mode = mode || (mode = this.mode); this._frame = 0; this._order = 1; this._time = 0; this.playing = true; this.emit("play", name, mode, rate); return this; }; MeshAnimation.prototype.stop = function() { if (this.playing) this.emit("stop"); this.playing = false; this._frame = 0; this._order = 1; this._time = 0; return this; }; MeshAnimation.prototype.update = function() { if (!this.playing) return; var meshFilter = this.meshFilter, mesh, current, dt, count, length, order, frame, mode, animation; if (!meshFilter) return; mesh = meshFilter.mesh; current = mesh.animations[this.current]; if (!current) return; dt = Time.delta; order = this._order; frame = this._frame; mode = this.mode; if (!this.rate || this.rate === Infinity || this.rate < 0) { frame = abs(frame) % current.length; } else { this._time += dt; count = this._time / this.rate; if (count >= 1) { this._time = 0; length = current.length; frame += (order * (count | 0)); if (mode === WrapMode.Loop) { frame = frame % length; } else if (mode === WrapMode.Once) { if (order > 0) { if (frame >= length) { frame = length - 1; this.stop(); } } else { if (frame < 0) { frame = 0; this.stop(); } } } else if (mode === WrapMode.PingPong) { if (order > 0) { if (frame >= length) { this._order = -1; frame = length - 1; } } else { if (frame < 0) { this._order = 1; frame = 0; } } } else if (mode === WrapMode.Clamp) { if (order > 0) { if (frame >= length) frame = length - 1; } else { if (frame < 0) frame = 0; } } } } animation = current[frame]; this._frame = frame; }; MeshAnimation.prototype.toJSON = function(json) { json = Component.prototype.toJSON.call(this, json); json.current = this.current; json.mode = this.mode; json.rate = this.rate; json._time = this._time; json._frame = this._frame; json._order = this._order; json.playing = this.playing; return json; }; MeshAnimation.prototype.fromJSON = function(json) { Component.prototype.fromJSON.call(this, json); this.current = json.current; this.mode = json.mode; this.rate = json.rate; this._time = json._time; this._frame = json._frame; this._order = json._order; this.playing = json.playing; return this; }; return MeshAnimation; } );