import { Vector3D } from '@awayjs/core'; import { JointPose } from '../data/JointPose'; import { Skeleton } from '../data/Skeleton'; import { SkeletonPose } from '../data/SkeletonPose'; import { SkeletonBinaryLERPNode } from '../nodes/SkeletonBinaryLERPNode'; import { AnimationStateBase } from './AnimationStateBase'; import { ISkeletonAnimationState } from './ISkeletonAnimationState'; import { AnimatorBase } from '../AnimatorBase'; /** * */ export class SkeletonBinaryLERPState extends AnimationStateBase implements ISkeletonAnimationState { private _blendWeight: number = 0; private _skeletonAnimationNode: SkeletonBinaryLERPNode; private _skeletonPose: SkeletonPose = new SkeletonPose(); private _skeletonPoseDirty: boolean = true; private _inputA: ISkeletonAnimationState; private _inputB: ISkeletonAnimationState; /** * Defines a fractional value between 0 and 1 representing the blending ratio between inputA (0) and inputB (1), * used to produce the skeleton pose output. * * @see inputA * @see inputB */ public get blendWeight(): number { return this._blendWeight; } public set blendWeight(value: number) { this._blendWeight = value; this._pPositionDeltaDirty = true; this._skeletonPoseDirty = true; } constructor(animator: AnimatorBase, skeletonAnimationNode: SkeletonBinaryLERPNode) { super(animator, skeletonAnimationNode); this._skeletonAnimationNode = skeletonAnimationNode; this._inputA = animator.getAnimationState(this._skeletonAnimationNode.inputA); this._inputB = animator.getAnimationState(this._skeletonAnimationNode.inputB); } /** * @inheritDoc */ public phase(value: number): void { this._skeletonPoseDirty = true; this._pPositionDeltaDirty = true; this._inputA.phase(value); this._inputB.phase(value); } /** * @inheritDoc */ public _pUpdateTime(time: number): void { this._skeletonPoseDirty = true; this._inputA.update(time); this._inputB.update(time); super._pUpdateTime(time); } /** * Returns the current skeleton pose of the animation in the clip based on the internal playhead position. */ public getSkeletonPose(skeleton: Skeleton): SkeletonPose { if (this._skeletonPoseDirty) this.updateSkeletonPose(skeleton); return this._skeletonPose; } /** * @inheritDoc */ public _pUpdatePositionDelta(): void { this._pPositionDeltaDirty = false; const deltA: Vector3D = this._inputA.positionDelta; const deltB: Vector3D = this._inputB.positionDelta; this._pRootDelta.x = deltA.x + this._blendWeight * (deltB.x - deltA.x); this._pRootDelta.y = deltA.y + this._blendWeight * (deltB.y - deltA.y); this._pRootDelta.z = deltA.z + this._blendWeight * (deltB.z - deltA.z); } /** * Updates the output skeleton pose of the node based on the blendWeight value between input nodes. * * @param skeleton The skeleton used by the animator requesting the ouput pose. */ private updateSkeletonPose(skeleton: Skeleton): void { this._skeletonPoseDirty = false; let endPose: JointPose; const endPoses: Array = this._skeletonPose.jointPoses; const poses1: Array = this._inputA.getSkeletonPose(skeleton).jointPoses; const poses2: Array = this._inputB.getSkeletonPose(skeleton).jointPoses; let pose1: JointPose, pose2: JointPose; let p1: Vector3D, p2: Vector3D; let tr: Vector3D; const numJoints: number = skeleton.numJoints; // :s if (endPoses.length != numJoints) endPoses.length = numJoints; for (let i: number = 0; i < numJoints; ++i) { endPose = endPoses[i]; if (endPose == null) endPose = endPoses[i] = new JointPose(); pose1 = poses1[i]; pose2 = poses2[i]; p1 = pose1.translation; p2 = pose2.translation; endPose.orientation.lerp(pose1.orientation, pose2.orientation, this._blendWeight); tr = endPose.translation; tr.x = p1.x + this._blendWeight * (p2.x - p1.x); tr.y = p1.y + this._blendWeight * (p2.y - p1.y); tr.z = p1.z + this._blendWeight * (p2.z - p1.z); } } }