API Documentation
Warning: DOMDocument::loadHTMLFile() [domdocument.loadhtmlfile]: htmlParseEntityRef: no name in jsdoc/symbols/src/src_animation_glge_action.js.html, line: 82 in /homepages/22/d163487924/htdocs/glge/wp-content/themes/glge/manual.php on line 29
Warning: DOMDocument::loadHTMLFile() [domdocument.loadhtmlfile]: htmlParseEntityRef: no name in jsdoc/symbols/src/src_animation_glge_action.js.html, line: 82 in /homepages/22/d163487924/htdocs/glge/wp-content/themes/glge/manual.php on line 29
Warning: DOMDocument::loadHTMLFile() [domdocument.loadhtmlfile]: htmlParseEntityRef: no name in jsdoc/symbols/src/src_animation_glge_action.js.html, line: 89 in /homepages/22/d163487924/htdocs/glge/wp-content/themes/glge/manual.php on line 29
Warning: DOMDocument::loadHTMLFile() [domdocument.loadhtmlfile]: htmlParseEntityRef: no name in jsdoc/symbols/src/src_animation_glge_action.js.html, line: 89 in /homepages/22/d163487924/htdocs/glge/wp-content/themes/glge/manual.php on line 29
1 /* 2 GLGE WebGL Graphics Engine 3 Copyright (c) 2010, Paul Brunt 4 All rights reserved. 5 6 Redistribution and use in source and binary forms, with or without 7 modification, are permitted provided that the following conditions are met: 8 * Redistributions of source code must retain the above copyright 9 notice, this list of conditions and the following disclaimer. 10 * Redistributions in binary form must reproduce the above copyright 11 notice, this list of conditions and the following disclaimer in the 12 documentation and/or other materials provided with the distribution. 13 * Neither the name of GLGE nor the 14 names of its contributors may be used to endorse or promote products 15 derived from this software without specific prior written permission. 16 17 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND 18 ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 19 WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 20 DISCLAIMED. IN NO EVENT SHALL PAUL BRUNT BE LIABLE FOR ANY 21 DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 22 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 23 LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 24 ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 25 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 26 SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 27 */ 28 29 /** 30 * @fileOverview 31 * @name glge_action.js 32 * @author me@paulbrunt.co.uk 33 */ 34 35 36 (function(GLGE){ 37 38 39 40 /** 41 * @class Class to describe and action on a skeleton 42 * @param {string} uid a unique reference string for this object 43 * @augments GLGE.QuickNotation 44 * @augments GLGE.JSONLoader 45 */ 46 GLGE.Action=function(uid){ 47 this.channels=[]; 48 GLGE.Assets.registerAsset(this,uid); 49 }; 50 GLGE.augment(GLGE.QuickNotation,GLGE.Action); 51 GLGE.augment(GLGE.JSONLoader,GLGE.Action); 52 /** 53 * @name Action#animFinished 54 * @event 55 * @param {object} data 56 */ 57 GLGE.augment(GLGE.Events,GLGE.Action); 58 59 /** 60 * Starts playing the action 61 */ 62 GLGE.Action.prototype.start=function(blendTime,loop,names){ 63 if(!loop) loop=false; 64 if(!blendTime) blendTime=0; 65 var channels=this.channels; 66 var start=(new Date()).getTime(); 67 this.animFinished=false; 68 69 for(var i=0;i<channels.length;i++){ 70 var animation=channels[i].getAnimation(); 71 var action=this; 72 var channel=channels[i]; 73 var target=channel.getTarget(); 74 if(typeof target=="string"){ 75 if(names && names[target]){ 76 target=names[target]; 77 } 78 } 79 var closure={}; 80 closure.finishEvent=function(data){ 81 target.removeEventListener("animFinished",closure.finishEvent); 82 if(!action.animFinished && target.animation==animation){ 83 action.fireEvent("animFinished",{}); 84 action.animFinished=true; 85 86 } 87 } 88 target.addEventListener("animFinished",closure.finishEvent); 89 90 target.setAnimation(animation,blendTime,start); 91 target.setLoop(loop); 92 93 } 94 }; 95 /** 96 * Sets the start frame for all animations 97 * @param {number} startFrame the starting frame for the animation 98 */ 99 GLGE.Action.prototype.setStartFrame=function(startFrame){ 100 for(var i=0;i<this.channels.length;i++){ 101 this.channels[i].getAnimation().setStartFrame(startFrame); 102 } 103 return this; 104 }; 105 /** 106 * Sets the number of frames to play 107 * @param {number} frame the number of frames to play 108 */ 109 GLGE.Action.prototype.setFrames=function(frames){ 110 for(var i=0;i<this.channels.length;i++){ 111 this.channels[i].getAnimation().setFrames(frames); 112 } 113 return this; 114 }; 115 116 117 /** 118 * Adds and action channel to this action 119 * @param {GLGE.ActionChannel} channel the channel to be added 120 */ 121 GLGE.Action.prototype.addActionChannel=function(channel){ 122 this.channels.push(channel); 123 return this; 124 }; 125 /** 126 * Removes and action channel to this action 127 * @param {GLGE.ActionChannel} channel the channel to be removed 128 */ 129 GLGE.Action.prototype.removeActionChannel=function(channel){ 130 for(var i=0;i<this.channels.length;i++){ 131 if(this.channels[i]==channels){ 132 this.channels.splice(i,1); 133 break; 134 } 135 } 136 }; 137 138 139 })(GLGE); 140