playcanvas
Version:
PlayCanvas WebGL game engine
110 lines (107 loc) • 3.4 kB
JavaScript
import { AnimEvents } from './anim-events.js';
/**
* @import { AnimCurve } from './anim-curve.js'
* @import { AnimData } from './anim-data.js'
*/ /**
* An AnimTrack stores the curve data necessary to animate a set of target nodes. It can be linked
* to the nodes it should animate using the {@link AnimComponent#assignAnimation} method.
*
* @category Animation
*/ class AnimTrack {
static{
/**
* This AnimTrack can be used as a placeholder track when creating a state graph before having all associated animation data available.
*
* @type {AnimTrack}
*/ this.EMPTY = Object.freeze(new AnimTrack('empty', Number.MAX_VALUE, [], [], []));
}
/**
* Create a new AnimTrack instance.
*
* @param {string} name - The track name.
* @param {number} duration - The duration of the track in seconds.
* @param {AnimData[]} inputs - List of curve key data.
* @param {AnimData[]} outputs - List of curve value data.
* @param {AnimCurve[]} curves - The list of curves.
* @param {AnimEvents} animEvents - A sequence of animation events.
* @ignore
*/ constructor(name, duration, inputs, outputs, curves, animEvents = new AnimEvents([])){
this._name = name;
this._duration = duration;
this._inputs = inputs;
this._outputs = outputs;
this._curves = curves;
this._animEvents = animEvents;
}
/**
* Gets the name of the AnimTrack.
*
* @type {string}
*/ get name() {
return this._name;
}
/**
* Gets the duration of the AnimTrack.
*
* @type {number}
*/ get duration() {
return this._duration;
}
/**
* Gets the list of curve key data contained in the AnimTrack.
*
* @type {AnimData[]}
*/ get inputs() {
return this._inputs;
}
/**
* Gets the list of curve values contained in the AnimTrack.
*
* @type {AnimData[]}
*/ get outputs() {
return this._outputs;
}
/**
* Gets the list of curves contained in the AnimTrack.
*
* @type {AnimCurve[]}
*/ get curves() {
return this._curves;
}
/**
* Sets the animation events that will fire during the playback of this anim track.
*
* @type {AnimEvents}
*/ set events(animEvents) {
this._animEvents = animEvents;
}
/**
* Gets the animation events that will fire during the playback of this anim track.
*
* @type {AnimEvents}
*/ get events() {
return this._animEvents.events;
}
// evaluate all track curves at the specified time and store results
// in the provided snapshot.
eval(time, snapshot) {
snapshot._time = time;
const inputs = this._inputs;
const outputs = this._outputs;
const curves = this._curves;
const cache = snapshot._cache;
const results = snapshot._results;
// evaluate inputs
for(let i = 0; i < inputs.length; ++i){
cache[i].update(time, inputs[i]._data);
}
// evaluate outputs
for(let i = 0; i < curves.length; ++i){
const curve = curves[i];
const output = outputs[curve._output];
const result = results[i];
cache[curve._input].eval(result, curve._interpolation, output);
}
}
}
export { AnimTrack };