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