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contributor license agreements. See the NOTICE file distributed with
this work for additional information regarding copyright ownership.
The ASF licenses this file to You under the Apache License, Version 2.0
(the "License"); you may not use this file except in compliance with
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http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
package org.apache.batik.anim;
import org.apache.batik.anim.dom.AnimatableElement;
import org.apache.batik.anim.timing.TimedElement;
import org.apache.batik.anim.values.AnimatableValue;
import org.apache.batik.anim.values.AnimatableTransformListValue;
import org.w3c.dom.svg.SVGTransform;
An animation class for 'animateTransform' animations.
Author: Cameron McCormack Version: $Id: TransformAnimation.java 1733416 2016-03-03 07:07:13Z gadams $
/**
* An animation class for 'animateTransform' animations.
*
* @author <a href="mailto:cam%40mcc%2eid%2eau">Cameron McCormack</a>
* @version $Id: TransformAnimation.java 1733416 2016-03-03 07:07:13Z gadams $
*/
public class TransformAnimation extends SimpleAnimation {
The transform type. This should take one of the constants defined in SVGTransform
. /**
* The transform type. This should take one of the constants defined
* in {@link org.w3c.dom.svg.SVGTransform}.
*/
protected short type;
Time values to control the pacing of the second component of the
animation.
/**
* Time values to control the pacing of the second component of the
* animation.
*/
protected float[] keyTimes2;
Time values to control the pacing of the third component of the
animation.
/**
* Time values to control the pacing of the third component of the
* animation.
*/
protected float[] keyTimes3;
Creates a new TransformAnimation.
/**
* Creates a new TransformAnimation.
*/
public TransformAnimation(TimedElement timedElement,
AnimatableElement animatableElement,
int calcMode,
float[] keyTimes,
float[] keySplines,
boolean additive,
boolean cumulative,
AnimatableValue[] values,
AnimatableValue from,
AnimatableValue to,
AnimatableValue by,
short type) {
// pretend we didn't get a calcMode="paced", since we need specialised
// behaviour in sampledAtUnitTime.
super(timedElement, animatableElement,
calcMode == CALC_MODE_PACED ? CALC_MODE_LINEAR : calcMode,
calcMode == CALC_MODE_PACED ? null : keyTimes,
keySplines, additive, cumulative, values, from, to, by);
this.calcMode = calcMode;
this.type = type;
if (calcMode != CALC_MODE_PACED) {
return;
}
// Determine the equivalent keyTimes for the individual components
// of the transforms for CALC_MODE_PACED.
int count = this.values.length;
float[] cumulativeDistances1;
float[] cumulativeDistances2 = null;
float[] cumulativeDistances3 = null;
switch (type) {
case SVGTransform.SVG_TRANSFORM_ROTATE:
cumulativeDistances3 = new float[count];
cumulativeDistances3[0] = 0f;
// fall through
case SVGTransform.SVG_TRANSFORM_SCALE:
case SVGTransform.SVG_TRANSFORM_TRANSLATE:
cumulativeDistances2 = new float[count];
cumulativeDistances2[0] = 0f;
// fall through
default:
cumulativeDistances1 = new float[count];
cumulativeDistances1[0] = 0f;
}
for (int i = 1; i < this.values.length; i++) {
switch (type) {
case SVGTransform.SVG_TRANSFORM_ROTATE:
cumulativeDistances3[i] =
cumulativeDistances3[i - 1]
+ ((AnimatableTransformListValue)
this.values[i - 1]).distanceTo3(this.values[i]);
// fall through
case SVGTransform.SVG_TRANSFORM_SCALE:
case SVGTransform.SVG_TRANSFORM_TRANSLATE:
cumulativeDistances2[i] =
cumulativeDistances2[i - 1]
+ ((AnimatableTransformListValue)
this.values[i - 1]).distanceTo2(this.values[i]);
// fall through
default:
cumulativeDistances1[i] =
cumulativeDistances1[i - 1]
+ ((AnimatableTransformListValue)
this.values[i - 1]).distanceTo1(this.values[i]);
}
}
switch (type) {
case SVGTransform.SVG_TRANSFORM_ROTATE:
float totalLength = cumulativeDistances3[count - 1];
keyTimes3 = new float[count];
keyTimes3[0] = 0f;
for (int i = 1; i < count - 1; i++) {
keyTimes3[i] = cumulativeDistances3[i] / totalLength;
}
keyTimes3[count - 1] = 1f;
// fall through
case SVGTransform.SVG_TRANSFORM_SCALE:
case SVGTransform.SVG_TRANSFORM_TRANSLATE:
totalLength = cumulativeDistances2[count - 1];
keyTimes2 = new float[count];
keyTimes2[0] = 0f;
for (int i = 1; i < count - 1; i++) {
keyTimes2[i] = cumulativeDistances2[i] / totalLength;
}
keyTimes2[count - 1] = 1f;
// fall through
default:
totalLength = cumulativeDistances1[count - 1];
this.keyTimes = new float[count];
this.keyTimes[0] = 0f;
for (int i = 1; i < count - 1; i++) {
this.keyTimes[i] = cumulativeDistances1[i] / totalLength;
}
this.keyTimes[count - 1] = 1f;
}
}
Called when the element is sampled at the given unit time. This updates the AbstractAnimation.value
of the animation if active. /**
* Called when the element is sampled at the given unit time. This updates
* the {@link #value} of the animation if active.
*/
protected void sampledAtUnitTime(float unitTime, int repeatIteration) {
// Note that skews are handled by SimpleAnimation and not here, since
// they need just the one component of interpolation.
if (calcMode != CALC_MODE_PACED
|| type == SVGTransform.SVG_TRANSFORM_SKEWX
|| type == SVGTransform.SVG_TRANSFORM_SKEWY) {
super.sampledAtUnitTime(unitTime, repeatIteration);
return;
}
AnimatableTransformListValue
value1, value2, value3 = null, nextValue1, nextValue2,
nextValue3 = null, accumulation;
float interpolation1 = 0f, interpolation2 = 0f, interpolation3 = 0f;
if (unitTime != 1) {
switch (type) {
case SVGTransform.SVG_TRANSFORM_ROTATE:
int keyTimeIndex = 0;
while (keyTimeIndex < keyTimes3.length - 1
&& unitTime >= keyTimes3[keyTimeIndex + 1]) {
keyTimeIndex++;
}
value3 = (AnimatableTransformListValue)
this.values[keyTimeIndex];
nextValue3 = (AnimatableTransformListValue)
this.values[keyTimeIndex + 1];
interpolation3 = (unitTime - keyTimes3[keyTimeIndex])
/ (keyTimes3[keyTimeIndex + 1] -
keyTimes3[keyTimeIndex]);
// fall through
default:
keyTimeIndex = 0;
while (keyTimeIndex < keyTimes2.length - 1
&& unitTime >= keyTimes2[keyTimeIndex + 1]) {
keyTimeIndex++;
}
value2 = (AnimatableTransformListValue)
this.values[keyTimeIndex];
nextValue2 = (AnimatableTransformListValue)
this.values[keyTimeIndex + 1];
interpolation2 = (unitTime - keyTimes2[keyTimeIndex])
/ (keyTimes2[keyTimeIndex + 1] -
keyTimes2[keyTimeIndex]);
keyTimeIndex = 0;
while (keyTimeIndex < keyTimes.length - 1
&& unitTime >= keyTimes[keyTimeIndex + 1]) {
keyTimeIndex++;
}
value1 = (AnimatableTransformListValue)
this.values[keyTimeIndex];
nextValue1 = (AnimatableTransformListValue)
this.values[keyTimeIndex + 1];
interpolation1 = (unitTime - keyTimes[keyTimeIndex])
/ (keyTimes[keyTimeIndex + 1] -
keyTimes[keyTimeIndex]);
}
} else {
value1 = value2 = value3 = (AnimatableTransformListValue)
this.values[this.values.length - 1];
nextValue1 = nextValue2 = nextValue3 = null;
interpolation1 = interpolation2 = interpolation3 = 1f;
}
if (cumulative) {
accumulation = (AnimatableTransformListValue)
this.values[this.values.length - 1];
} else {
accumulation = null;
}
switch (type) {
case SVGTransform.SVG_TRANSFORM_ROTATE:
this.value = AnimatableTransformListValue.interpolate
((AnimatableTransformListValue) this.value, value1, value2,
value3, nextValue1, nextValue2, nextValue3, interpolation1,
interpolation2, interpolation3, accumulation,
repeatIteration);
break;
default:
this.value = AnimatableTransformListValue.interpolate
((AnimatableTransformListValue) this.value, value1, value2,
nextValue1, nextValue2, interpolation1, interpolation2,
accumulation, repeatIteration);
break;
}
if (this.value.hasChanged()) {
markDirty();
}
}
}