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class PropertyMixer {
constructor(binding, typeName, valueSize) {
this.binding = binding;
this.valueSize = valueSize;
let mixFunction, mixFunctionAdditive, setIdentity;
// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
//
// 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
//
// 'add' is used for additive cumulative results
//
// 'work' is optional and is only present for quaternion types. It is used
// to store intermediate quaternion multiplication results
switch (typeName) {
case 'quaternion':
mixFunction = this._slerp;
mixFunctionAdditive = this._slerpAdditive;
setIdentity = this._setAdditiveIdentityQuaternion;
this.buffer = new Float64Array(valueSize * 6);
this._workIndex = 5;
break;
case 'string':
case 'bool':
mixFunction = this._select;
// Use the regular mix function and for additive on these types,
// additive is not relevant for non-numeric types
mixFunctionAdditive = this._select;
setIdentity = this._setAdditiveIdentityOther;
this.buffer = new Array(valueSize * 5);
break;
default:
mixFunction = this._lerp;
mixFunctionAdditive = this._lerpAdditive;
setIdentity = this._setAdditiveIdentityNumeric;
this.buffer = new Float64Array(valueSize * 5);
}
this._mixBufferRegion = mixFunction;
this._mixBufferRegionAdditive = mixFunctionAdditive;
this._setIdentity = setIdentity;
this._origIndex = 3;
this._addIndex = 4;
this.cumulativeWeight = 0;
this.cumulativeWeightAdditive = 0;
this.useCount = 0;
this.referenceCount = 0;
}
// accumulate data in the 'incoming' region into 'accu<i>'
accumulate(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
const buffer = this.buffer,
stride = this.valueSize,
offset = accuIndex * stride + stride;
let currentWeight = this.cumulativeWeight;
if (currentWeight === 0) {
// accuN := incoming * weight
for (let i = 0; i !== stride; ++i) {
buffer[offset + i] = buffer[i];
}
currentWeight = weight;
} else {
// accuN := accuN + incoming * weight
currentWeight += weight;
const mix = weight / currentWeight;
this._mixBufferRegion(buffer, offset, 0, mix, stride);
}
this.cumulativeWeight = currentWeight;
}
// accumulate data in the 'incoming' region into 'add'
accumulateAdditive(weight) {
const buffer = this.buffer,
stride = this.valueSize,
offset = stride * this._addIndex;
if (this.cumulativeWeightAdditive === 0) {
// add = identity
this._setIdentity();
}
// add := add + incoming * weight
this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride);
this.cumulativeWeightAdditive += weight;
}
// apply the state of 'accu<i>' to the binding when accus differ
apply(accuIndex) {
const stride = this.valueSize,
buffer = this.buffer,
offset = accuIndex * stride + stride,
weight = this.cumulativeWeight,
weightAdditive = this.cumulativeWeightAdditive,
binding = this.binding;
this.cumulativeWeight = 0;
this.cumulativeWeightAdditive = 0;
if (weight < 1) {
// accuN := accuN + original * ( 1 - cumulativeWeight )
const originalValueOffset = stride * this._origIndex;
this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride);
}
if (weightAdditive > 0) {
// accuN := accuN + additive accuN
this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride);
}
for (let 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() {
const binding = this.binding;
const buffer = this.buffer,
stride = this.valueSize,
originalValueOffset = stride * this._origIndex;
binding.getValue(buffer, originalValueOffset);
// accu[0..1] := orig -- initially detect changes against the original
for (let i = stride, e = originalValueOffset; i !== e; ++i) {
buffer[i] = buffer[originalValueOffset + (i % stride)];
}
// Add to identity for additive
this._setIdentity();
this.cumulativeWeight = 0;
this.cumulativeWeightAdditive = 0;
}
// apply the state previously taken via 'saveOriginalState' to the binding
restoreOriginalState() {
const originalValueOffset = this.valueSize * 3;
this.binding.setValue(this.buffer, originalValueOffset);
}
_setAdditiveIdentityNumeric() {
const startIndex = this._addIndex * this.valueSize;
const endIndex = startIndex + this.valueSize;
for (let i = startIndex; i < endIndex; i++) {
this.buffer[i] = 0;
}
}
_setAdditiveIdentityQuaternion() {
this._setAdditiveIdentityNumeric();
this.buffer[this._addIndex * this.valueSize + 3] = 1;
}
_setAdditiveIdentityOther() {
const startIndex = this._origIndex * this.valueSize;
const targetIndex = this._addIndex * this.valueSize;
for (let i = 0; i < this.valueSize; i++) {
this.buffer[targetIndex + i] = this.buffer[startIndex + i];
}
}
// mix functions
_select(buffer, dstOffset, srcOffset, t, stride) {
if (t >= 0.5) {
for (let i = 0; i !== stride; ++i) {
buffer[dstOffset + i] = buffer[srcOffset + i];
}
}
}
_slerp(buffer, dstOffset, srcOffset, t) {
Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);
}
_slerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
const workOffset = this._workIndex * stride;
// Store result in intermediate buffer offset
Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset);
// Slerp to the intermediate result
Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t);
}
_lerp(buffer, dstOffset, srcOffset, t, stride) {
const s = 1 - t;
for (let i = 0; i !== stride; ++i) {
const j = dstOffset + i;
buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t;
}
}
_lerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
for (let i = 0; i !== stride; ++i) {
const j = dstOffset + i;
buffer[j] = buffer[j] + buffer[srcOffset + i] * t;
}
}
}
export { PropertyMixer };
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