Reputation: 33
I have a data, Time in milliseconds and position(x,y,z) of object to be at that time.
msec |poz_x |poz_y |poz_z
------------------------------
0 |318 |24 |3
25 |318 |24 |3
49 |318 |23 |3
70 |318 |22 |2
91 |318 |22 |2
113 |318 |21 |1
136 |318 |21 |1
e.t.c
The problem is that the time difference between actual and next data vary (coming from sensor).
I'm looking for a way to do the animation in real time.
If in my data I have 60 second of information, it need to animate in browser during 60 second.
I have read that requestAnimationFrame( animate );
will repeat the function 60 time per second, but if my scene is heavy I imagine the frame rate will go down. In any case this can't solve my problem.
I'm looking for a robust solution that doesn't depend on the current framerate of the browser. Please help.
Upvotes: 0
Views: 963
Reputation: 6986
There are a couple of ways to solve that, with and without libraries.
And you are right, it is not quite as simple as just counting the number of ticks of the animation-loop as there is no guarantee it happens every 1/60 second. But the animation-frame callback (loop
in the code below) will get a timestamp passed as first parameter that can be used to calculate animation-progress.
So, in javascript, that could be something like this:
// these are your keyframes, in a format compatible with THREE.Vector3.
// Please note that the time `t` is expected in milliseconds here.
// (must have properties named x, y and z - otherwise the copy below doesn't work)
const keyframes = [
{t: 0, x: 318, y: 24, z: 3},
{t: 25, x: 318, y: 24, z: 3},
// ... and so on
];
// find a pair of keyframes [a, b] such that `a.t < t` and `b.t > t`.
// In other words, find the previous and next keyframe given the
// specific time `t`. If no previous or next keyframes is found, null
// is returned instead.
function findNearestKeyframes(t) {
let prevKeyframe = null;
for (let i = 0; i < keyframes.length; i++) {
if (keyframes[i].t > t) {
return [prevKeyframe, keyframes[i]];
}
prevKeyframe = keyframes[i];
}
return [prevKeyframe, null];
}
const tmpV3 = new THREE.Vector3();
function loop(t) {
const [prevKeyframe, nextKeyframe] = findNearestKeyframes(t);
// (...not handling cases where there is no prev or next here)
// compute the progress of time between the two keyframes
// (0 when t === prevKeyframe.t and 1 when t === nextKeyframe.t)
let progress = (t - prevKeyframe.t) / (nextKeyframe.t - prevKeyframe.t);
// copy position from previous keyframe, and interpolate towards the
// next keyframe linearly
tmpV3.copy(nextKeyframe);
someObject.position
.copy(prevKeyframe)
.lerp(tmpV3, progress);
// (...render scene)
requestAnimationFrame(loop);
}
// start the animation-loop
requestAnimationFrame(loop);
EDIT: To address one question from the comments about optimizing the findNearestKeyframes
-function:
Once you get to several thousands of keyframes it might make sense to optimize that a bit, yes. For something like a few hundred it wouldn't be worth the effort (i'd categorize that as premature optimization).
To optimize, you could create an index-table in order to skip over irrelevant sections of the array. For instance, you could store the index in the keyframes-array for the start of every 10 seconds or something like that, that way - when you're searching for keyframes around t = 12.328s, you could start at a higher index based on precomputed information. There are probably a lot of other algorithms and structures that you could use to speed it up.
Upvotes: 2