210 lines
4.0 KiB
JavaScript
210 lines
4.0 KiB
JavaScript
import { Quaternion } from '../math/Quaternion.js';
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/**
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*
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* Buffered scene graph property that allows weighted accumulation.
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*
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*
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* @author Ben Houston / http://clara.io/
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* @author David Sarno / http://lighthaus.us/
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* @author tschw
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*/
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function PropertyMixer( binding, typeName, valueSize ) {
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this.binding = binding;
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this.valueSize = valueSize;
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var bufferType = Float64Array,
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mixFunction;
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switch ( typeName ) {
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case 'quaternion':
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mixFunction = this._slerp;
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break;
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case 'string':
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case 'bool':
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bufferType = Array;
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mixFunction = this._select;
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break;
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default:
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mixFunction = this._lerp;
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}
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this.buffer = new bufferType( valueSize * 4 );
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// layout: [ incoming | accu0 | accu1 | orig ]
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//
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// interpolators can use .buffer as their .result
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// the data then goes to 'incoming'
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//
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// 'accu0' and 'accu1' are used frame-interleaved for
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// the cumulative result and are compared to detect
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// changes
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//
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// 'orig' stores the original state of the property
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this._mixBufferRegion = mixFunction;
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this.cumulativeWeight = 0;
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this.useCount = 0;
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this.referenceCount = 0;
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}
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Object.assign( PropertyMixer.prototype, {
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// accumulate data in the 'incoming' region into 'accu<i>'
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accumulate: function ( accuIndex, weight ) {
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// note: happily accumulating nothing when weight = 0, the caller knows
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// the weight and shouldn't have made the call in the first place
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var buffer = this.buffer,
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stride = this.valueSize,
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offset = accuIndex * stride + stride,
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currentWeight = this.cumulativeWeight;
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if ( currentWeight === 0 ) {
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// accuN := incoming * weight
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for ( var i = 0; i !== stride; ++ i ) {
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buffer[ offset + i ] = buffer[ i ];
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}
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currentWeight = weight;
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} else {
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// accuN := accuN + incoming * weight
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currentWeight += weight;
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var mix = weight / currentWeight;
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this._mixBufferRegion( buffer, offset, 0, mix, stride );
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}
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this.cumulativeWeight = currentWeight;
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},
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// apply the state of 'accu<i>' to the binding when accus differ
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apply: function ( accuIndex ) {
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var stride = this.valueSize,
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buffer = this.buffer,
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offset = accuIndex * stride + stride,
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weight = this.cumulativeWeight,
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binding = this.binding;
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this.cumulativeWeight = 0;
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if ( weight < 1 ) {
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// accuN := accuN + original * ( 1 - cumulativeWeight )
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var originalValueOffset = stride * 3;
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this._mixBufferRegion(
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buffer, offset, originalValueOffset, 1 - weight, stride );
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}
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for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
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if ( buffer[ i ] !== buffer[ i + stride ] ) {
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// value has changed -> update scene graph
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binding.setValue( buffer, offset );
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break;
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}
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}
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},
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// remember the state of the bound property and copy it to both accus
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saveOriginalState: function () {
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var binding = this.binding;
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var buffer = this.buffer,
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stride = this.valueSize,
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originalValueOffset = stride * 3;
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binding.getValue( buffer, originalValueOffset );
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// accu[0..1] := orig -- initially detect changes against the original
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for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
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buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
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}
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this.cumulativeWeight = 0;
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},
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// apply the state previously taken via 'saveOriginalState' to the binding
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restoreOriginalState: function () {
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var originalValueOffset = this.valueSize * 3;
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this.binding.setValue( this.buffer, originalValueOffset );
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},
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// mix functions
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_select: function ( buffer, dstOffset, srcOffset, t, stride ) {
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if ( t >= 0.5 ) {
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for ( var i = 0; i !== stride; ++ i ) {
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buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
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}
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}
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},
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_slerp: function ( buffer, dstOffset, srcOffset, t ) {
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Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
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},
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_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
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var s = 1 - t;
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for ( var i = 0; i !== stride; ++ i ) {
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var j = dstOffset + i;
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buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
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}
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}
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} );
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export { PropertyMixer };
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