/*
VERSION: 1.0
DATE: 1/8/2009
ACTIONSCRIPT VERSION: 3.0 (AS2 version is also available)
UPDATES & MORE DETAILED DOCUMENTATION AT: http://www.TweenMax.com
DESCRIPTION:
Performs SLERP interpolation between 2 Quaternions. Each Quaternion should have x, y, z, and w properties.
Simply pass in an Object containing properties that correspond to your object's quaternion properties.
For example, if your myCamera3D has an "orientation" property that's a Quaternion and you want to
tween its values to x:1, y:0.5, z:0.25, w:0.5, you could do:
TweenLite.to(myCamera3D, 2, {quaternions:{orientation:new Quaternion(1, 0.5, 0.25, 0.5)}});
You can define as many quaternion properties as you want.
USAGE:
import gs.*;
import gs.plugins.*;
TweenPlugin.activate([QuaternionsPlugin]); //only do this once in your SWF to activate the plugin
TweenLite.to(myCamera3D, 2, {quaternions:{orientation:new Quaternion(1, 0.5, 0.25, 0.5)}});
BYTES ADDED TO SWF: 700 (not including dependencies)
AUTHOR: Jack Doyle, jack@greensock.com
Copyright 2009, GreenSock. All rights reserved. This work is subject to the terms in http://www.greensock.com/terms_of_use.html or for corporate Club GreenSock members, the software agreement that was issued with the corporate membership.
*/
package gs.plugins {
import gs.*;
public class QuaternionsPlugin extends TweenPlugin {
public static const VERSION:Number = 1.0;
public static const API:Number = 1.0; //If the API/Framework for plugins changes in the future, this number helps determine compatibility
protected static const _RAD2DEG:Number = 180 / Math.PI; //precalculate for speed
protected var _target:Object;
protected var _quaternions:Array = [];
public function QuaternionsPlugin() {
super();
this.propName = "quaternions"; //name of the special property that the plugin should intercept/manage
this.overwriteProps = [];
}
override public function onInitTween($target:Object, $value:*, $tween:TweenLite):Boolean {
if ($value == null) {
return false;
}
for (var p:String in $value) {
initQuaternion($target[p], $value[p], p);
}
return true;
}
public function initQuaternion($start:Object, $end:Object, $propName:String):void {
var angle:Number, q1:Object, q2:Object, x1:Number, x2:Number, y1:Number, y2:Number, z1:Number, z2:Number, w1:Number, w2:Number, theta:Number;
q1 = $start;
q2 = $end;
x1 = q1.x; x2 = q2.x;
y1 = q1.y; y2 = q2.y;
z1 = q1.z; z2 = q2.z;
w1 = q1.w; w2 = q2.w;
angle = x1 * x2 + y1 * y2 + z1 * z2 + w1 * w2;
if (angle < 0) {
x1 *= -1;
y1 *= -1;
z1 *= -1;
w1 *= -1;
angle *= -1;
}
if ((angle + 1) < 0.000001) {
y2 = -y1;
x2 = x1;
w2 = -w1;
z2 = z1;
}
theta = Math.acos(angle);
_quaternions[_quaternions.length] = [q1, $propName, x1, x2, y1, y2, z1, z2, w1, w2, angle, theta, 1 / Math.sin(theta)];
this.overwriteProps[this.overwriteProps.length] = $propName;
}
override public function killProps($lookup:Object):void {
for (var i:int = _quaternions.length - 1; i > -1; i--) {
if ($lookup[_quaternions[i][1]] != undefined) {
_quaternions.splice(i, 1);
}
}
super.killProps($lookup);
}
override public function set changeFactor($n:Number):void {
var i:int, q:Array, scale:Number, invScale:Number;
for (i = _quaternions.length - 1; i > -1; i--) {
q = _quaternions[i];
if ((q[10] + 1) > 0.000001) {
if ((1 - q[10]) >= 0.000001) {
scale = Math.sin(q[11] * (1 - $n)) * q[12];
invScale = Math.sin(q[11] * $n) * q[12];
} else {
scale = 1 - $n;
invScale = $n;
}
} else {
scale = Math.sin(Math.PI * (0.5 - $n));
invScale = Math.sin(Math.PI * $n);
}
q[0].x = scale * q[2] + invScale * q[3];
q[0].y = scale * q[4] + invScale * q[5];
q[0].z = scale * q[6] + invScale * q[7];
q[0].w = scale * q[8] + invScale * q[9];
}
/*
Array access is faster (though less readable). Here is the key:
0 - target
1 = propName
2 = x1
3 = x2
4 = y1
5 = y2
6 = z1
7 = z2
8 = w1
9 = w2
10 = angle
11 = theta
12 = invTheta
*/
}
}
}