让pv3d(papervision3D)支持单帧前进、后退(nextFrame)。

下载最新的源码,找到animationController.

修改如下:

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package org.papervision3d.core.controller
{
    import flash.events.EventDispatcher;
    import flash.utils.getTimer;
     
    import org.papervision3d.core.animation.IAnimatable;
    import org.papervision3d.core.animation.channel.Channel3D;
    import org.papervision3d.core.animation.clip.AnimationClip3D;
    import org.papervision3d.events.AnimationEvent;
     
    /**
     * The AnimationController class controls an animation.
     *
     * @author Tim Knip / floorplanner.com
     */
    public class AnimationController extends EventDispatcher implements IObjectController, IAnimatable
    {
        /**
         * Start time of animation in seconds.
         */
        public var startTime : Number;
         
        /**
         * End time of animation in seconds.
         */
        public var endTime : Number;
         
        /**
         *
         */
        private var _channels : Array;
         
        /**
         *
         */
        private var _isPlaying : Boolean;
         
        /**
         *
         */
        private var _isPaused : Boolean;
         
        /**
         *
         */
        private var _isStepping : Boolean = false;
         
        /**
         *
         */
        private var _currentTime : Number;
         
        /**
         *
         */
        private var _currentTimeStamp : int;
         
        /**
         *
         */
        private var _pauseTime : Number;
         
        /**
         *
         */
        private var _loop : Boolean;
         
        /** */
        private var _clip : AnimationClip3D;
         
        /** */
        private var _clips : Array;
         
        /** */
        private var _clipByName : Object;
         
        /** */
        private var _dispatchEvents : Boolean;
         
        /** 帧计算 */
        private var _frameIndex:int = 0;
         
        /**
         * Constructor.
         */
        public function AnimationController(dispatchEvents:Boolean=true)
        {
            super();
             
            _dispatchEvents = dispatchEvents;
             
            init();        
        }
 
        /**
         *
         */
        public function addChannel(channel : Channel3D) : Channel3D
        {
            if(_channels.indexOf(channel) == -1)
            {
                _channels.push(channel);
                updateStartAndEndTime();
                return channel;
            }
            return null;
        }
 
        /**
         *
         */
        public function addClip(clip : AnimationClip3D) : AnimationClip3D
        {
            if(_clips.indexOf(clip) == -1)
            {
                _clips.push(clip);
                _clipByName[clip.name] = clip;
                return clip;
            }
            return null;   
        }
 
        /**
         *
         */
        public function clone() : AnimationController
        {
            var controller : AnimationController = new AnimationController();
            var channel : Channel3D;
            var cloned : Channel3D;
            var i : int;
             
            for(i = 0; i < _channels.length; i++)
            {
                channel = _channels[i];
                cloned = channel.clone();
                controller.addChannel(cloned);
            }
            return controller;
        }
 
        /**
         * Initialize.
         */
        protected function init() : void
        {
            _channels = new Array();
            _clips = new Array();
            _clipByName = new Object();
            _isPlaying = false;
            _isPaused = false;
            _currentTime = 0;
            _loop = false;
            updateStartAndEndTime();
        }
         
        /**
         * Pause the animation.
         */
        public function pause() : void
        {
            _pauseTime = _currentTime;
            _isPaused = true;
            _isPlaying = false;
             
            if (_dispatchEvents)
            {
                var clipName :String = _clip ? _clip.name : "all";
 
                dispatchEvent(new AnimationEvent(AnimationEvent.PAUSE, _pauseTime, clipName));
            }
        }
        /**
         * Plays the animation.
         *
         * @param   clip    Clip to play. Default is "all"
         * @param   loop    Whether the animation should loop. Default is true.
         */
        public function play(clip:String="all", loop:Boolean=true) : void
        {
            if(clip && clip.length && _clipByName[clip] is AnimationClip3D)
            {  
                _clip = _clipByName[clip];
            }
            else
            {
                _clip = null;
            }
             
            if(_channels.length)
            {
                _loop = loop;
                _currentTimeStamp = getTimer();
                if(_clip)
                {
                    _currentTimeStamp -= (_clip.startTime * 1000); 
                }
                _isPlaying = true;
                _isPaused = false;
            }
             
            if (_dispatchEvents)
            {
                var clipName :String = _clip ? _clip.name : "all";
                var time :Number = _clip ? _clip.startTime : 0;
                 
                dispatchEvent(new AnimationEvent(AnimationEvent.START, time, clipName));
            }
        }
 
        /**
         * 显示下一帧
         */
        public function next():void{
            _frameIndex++;
            if(_frameIndex >= totalFrames)
            {
                _frameIndex = 0;
            }
            _currentTime =  endTime / totalFrames * _frameIndex;
            this._isStepping = true;
        }
         
        public function get totalFrames():int{
            var count:int = 0;
            if(!this._channels)
                return count;
            for each(var _channel:Channel3D in this._channels)
            {
                if(_channel.output == null)
                    continue;
                count = Math.max(_channel.output.length, count);
            }
            return count;
        }
         
        /**
         *
         */
        public function removeAllChannels() : void
        {
            while(_channels.length)
            {
                _channels.pop();
            }
            updateStartAndEndTime();
        }
         
        /**
         *
         */
        public function removeChannel(channel : Channel3D) : Channel3D
        {
            var pos : int = _channels.indexOf(channel);
            if(pos >= 0)
            {
                _channels.splice(pos, 1);
                updateStartAndEndTime();
                return channel;
            }
            return null;
        }
         
        /**
         * Removes a clip.
         *
         * @param clip
         *
         * @return  The removed clip or null on failure.
         */
        public function removeClip(clip : AnimationClip3D) : AnimationClip3D
        {
            var pos : int = _clips.indexOf(clip);
            if(pos >= 0)
            {
                _clips.splice(pos, 1);
                _clipByName[clip.name] = null;
                return clip;
            }
            return null;
        }
         
        /**
         * Resumes the animation.
         *
         *  @param loop Whether the animation should loop. Defaults to true;
         */
        public function resume(loop:Boolean=true) : void
        {
            if(_channels.length)
            {
                _loop = loop;
                _currentTimeStamp = getTimer();
                if(_isPaused)
                {
                    _currentTimeStamp = getTimer() - _pauseTime * 1000;
                }
                _isPlaying = true;
                _isPaused = false;
                 
                if (_dispatchEvents)
                {
                    var clipName :String = _clip ? _clip.name : "all";
 
                    dispatchEvent(new AnimationEvent(AnimationEvent.RESUME, _pauseTime, clipName));
                }
            }
        }
 
        /**
         * Stops the animation.
         */
        public function stop() : void
        {  
            _isPlaying = false;
             
            if (_dispatchEvents)
            {
                var endTime :Number = _clip ? _clip.endTime : this.endTime;
                var clipName :String = _clip ? _clip.name : "all";
             
                dispatchEvent(new AnimationEvent(AnimationEvent.STOP, endTime, clipName));
            }
        }
         
        /**
         * Update.
         */
        public function update() : void
        {
            if(_isStepping)
            {
                stepping();
                _isStepping = false;
                return;
            }
             
            if(!_isPlaying || _isPaused || !_channels.length)
            {
                return;
            }
             
            var t : int = getTimer();
            var elapsed : int = t - _currentTimeStamp;
            var channel : Channel3D;
            var et : Number = _clip ? _clip.endTime : endTime;
            var clipName :String = _clip ? _clip.name : "all";
             
            _currentTime =  (elapsed * 0.001);
 
            if(_currentTime > et)
            {
                if (_dispatchEvents)
                {
                    dispatchEvent(new AnimationEvent(AnimationEvent.COMPLETE, et, clipName));
                }
                     
                if(!_loop)
                {
                    stop();
                    return;
                }
                _currentTimeStamp = t;
                if(_clip)
                {
                    _currentTimeStamp -= (_clip.startTime * 1000);
                }
                _currentTime = _clip ? _clip.startTime : startTime;
            }
             
            for each(channel in _channels)
            {
                channel.update(_currentTime);
            }
             
            if (_isPlaying && _dispatchEvents)
            {
                dispatchEvent(new AnimationEvent(AnimationEvent.NEXT_FRAME, _currentTime, clipName));
            }
        }
         
        private function stepping():void
        {
            var channel : Channel3D;
            var et : Number = _clip ? _clip.endTime : endTime;
            var clipName :String = _clip ? _clip.name : "all";
             
            if(_currentTime > et)
            {
                if (_dispatchEvents)
                {
                    dispatchEvent(new AnimationEvent(AnimationEvent.COMPLETE, et, clipName));
                }
                 
                if(!_loop)
                {
                    stop();
                    return;
                }
                if(_clip)
                {
                    _currentTimeStamp -= (_clip.startTime * 1000);
                }
                _currentTime = _clip ? _clip.startTime : startTime;
            }
             
            for each(channel in _channels)
            {
                channel.update(_currentTime);
            }
             
            if (_isPlaying && _dispatchEvents)
            {
                dispatchEvent(new AnimationEvent(AnimationEvent.NEXT_FRAME, _currentTime, clipName));
            }
        }
         
        /**
         * Updates the startTime and endTime of this animation controller.
         */
        protected function updateStartAndEndTime() : void
        {
            var channel : Channel3D;
             
            if(_channels.length == 0)
            {
                startTime = endTime = 0;
                return;
            }
             
            startTime = Number.MAX_VALUE;
            endTime = -startTime;
         
            for each(channel in _channels)
            {
                startTime = Math.min(startTime, channel.startTime);
                endTime = Math.max(endTime, channel.endTime);
            }
        }
         
        /**
         *
         */
        override public function toString() : String
        {
            return "[AnimationController] #channels: " + _channels.length + " startTime: " + startTime + " endTime: " + endTime;
        }
         
        public function set channels(value : Array) : void
        {
            _channels = value; 
        }
         
        public function get channels() : Array
        {
            return _channels;
        }
         
        public function get currentTime():Number
        {
            return _currentTime;   
        }
 
        /**
         * Gets all defined clip names. This property is read-only.
         *
         * @return Array containing clip names.
         */
        public function get clipNames() : Array
        {
            var names : Array = new Array();   
            var clip : AnimationClip3D;
             
            for each(clip in _clips)
            {
                names.push(clip.name);
            }
            return names;
        }
         
        /**
         * Gets all defined clips. This property is read-only.
         *
         * @return Array containing clips.
         *
         * @see org.papervision3d.core.animation.clip.AnimationClip3D
         */
        public function get clips() : Array
        {
            return _clips;
        }
         
        /**
         *
         */
        public function get dispatchEvents():Boolean
        {
            return _dispatchEvents;
        }
         
        /**
         *
         */
        public function set dispatchEvents(value:Boolean):void
        {
            _dispatchEvents = value;   
        }
         
        /**
         * Number of channels.
         */
        public function get numChannels() : uint
        {
            return _channels.length;
        }
         
        /**
         * Whether the animation is playing. This property is read-only.
         */
        public function get playing() : Boolean
        {
            return _isPlaying;
        }
    }
}

  

增加了next方法。每次调用,就会进入下一帧。然后调用 onRenderTick即可。

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