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AnimationTrack (Mobile 3D Graphics API (M3G))
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<EM><B>Nov 19, 2003</B></EM></EM>
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javax.microedition.m3g</FONT>
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Class AnimationTrack</H2>
<PRE>
java.lang.Object
  |
  +--<A HREF="../../../javax/microedition/m3g/Object3D.html">javax.microedition.m3g.Object3D</A>
        |
        +--<B>javax.microedition.m3g.AnimationTrack</B>
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<DL>
<DT>public class <B>AnimationTrack</B><DT>extends <A HREF="../../../javax/microedition/m3g/Object3D.html">Object3D</A></DL>

<P>
<p>Associates a KeyframeSequence with an AnimationController and ananimatable property.</p><p>An <i>animatable property</i> is a scalar or vector variable that theanimation system can directly update; for instance, the orientation of aNode. Animatable properties are identified by the symbolic constants listedbelow. Some animatable properties are only applicable to one class, such asthe <code>SHININESS</code> of a Material, while others apply to two or moreclasses.</p><p>Most classes derived from Object3D have one or more animatable properties.An Object3D instance with animatable properties is called an <i>animatableobject</i>. Each animatable property of an animatable object constitutes aunique <i>animation target</i>.</p><p>Each animatable object may reference zero or more AnimationTracks. Each ofthese, when activated by their respective AnimationControllers, is in chargeof updating one of the animation targets of the animatable object. The valuesassigned to the targets are determined by sampling the KeyframeSequence objectsreferenced by the AnimationTrack objects. Each KeyframeSequence can bereferenced by multiple AnimationTracks, allowing the keyframe data to beshared.</p><p>Each AnimationTrack is associated with exactly one AnimationController,one KeyframeSequence, and one animatable property, but it may be associatedwith multiple animation targets. In other words, it can animate the sameproperty in many different objects simultaneously. It is also possible tohave several AnimationTrack objects associated with a single animation target.In this case, the final value of the animation target is a linear combinationof the values derived from the individual AnimationTracks, weighted by theirrespective AnimationController weights.</p><h3>Implementation guidelines</h3><H4>Clamping of interpolated values</H4><p>Animation keyframes are input as floating point, and the valuesproduced after interpolation and blending are also in floatingpoint. When applied to their target property, the values must bemapped to the closest representable value that is valid for theproperty in question. For example, values for a floating pointproperty must be clamped to the valid range for that property; valuesfor an integer property rounded to the closest integer; and values fora boolean property interpreted as <i>true</i> when the value producedby animation is greater than or equal to 0.5, <i>false</i> if less.Exceptions to this rule are stated explicitly if necessary.</p><p>In summary, applying an animated quantity to its target propertymust never result in an exception or otherwise illegal state.</p><H4>Example implementation</H4><p>When the whole scene graph or a subtree of objects is updated(using a call to <code>Object3D.animate</code>), the <i>worldtime</i>, maintained by the controlling application, is passedto each animatable object. In turn, each animatable object passesthe world time to each of the AnimationTrack objects which arebound to it.</p><p>The AnimationTrack object then checks to see if the currentworld time falls within the active interval of its associatedAnimationController object. If not, then no further action is takenby this AnimationTrack. If no active AnimationTrack objects arefound for an animation target, the value of that target isunchanged. Note, however, that animation targets are independentof each other, and other targets in the same object may stillchange.</p><p>If the AnimationController is active, it is used to determinethe <i>sequence time</i> for the animation. (Details of thiscalculation can be found in the AnimationController classdescription.) The sequence time is then used to obtain aninterpolated value from the KeyframeSequence object. (Details ofinterpolation are in the KeyframeSequence class description.)This sample is then multiplied by the weight factor of theAnimationController object and applied to the target property. Ifmultiple AnimationTrack objects target the same property, they areblended together according to the weights of their respectiveAnimationController objects; see AnimationController for moredetails on animation blending.</p>
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<DL>
<DT><B>See Also:</B><DD><a href="../../../file-format.html#AnimationTrack">Binary format</a>, <A HREF="../../../javax/microedition/m3g/KeyframeSequence.html"><CODE>KeyframeSequence</CODE></A>, <A HREF="../../../javax/microedition/m3g/AnimationController.html"><CODE>AnimationController</CODE></A>, <A HREF="../../../javax/microedition/m3g/Object3D.html#addAnimationTrack(javax.microedition.m3g.AnimationTrack)"><CODE>Object3D.addAnimationTrack</CODE></A></DL>
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<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#ALPHA">ALPHA</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the alpha factor of a Node, or the alpha component of the Background color, Material diffuse color, or VertexBuffer default color as an animation target. </TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#AMBIENT_COLOR">AMBIENT_COLOR</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the ambient color of a Material as an animation target. </TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#COLOR">COLOR</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the color of a Light, Background, or Fog, or the texture blend color in Texture2D, or the VertexBuffer default color as an animation target. </TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#CROP">CROP</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the cropping parameters of a Sprite3D or Background as an animation target. </TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#DENSITY">DENSITY</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the fog density in Fog as an animation target. </TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#DIFFUSE_COLOR">DIFFUSE_COLOR</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the diffuse color of a Material as an animation target. </TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#EMISSIVE_COLOR">EMISSIVE_COLOR</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the emissive color of a Material as an animation target. </TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#FAR_DISTANCE">FAR_DISTANCE</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the far distance of a Camera or Fog as an animation target. </TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#FIELD_OF_VIEW">FIELD_OF_VIEW</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the field of view of a Camera as an animation target. </TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#INTENSITY">INTENSITY</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the intensity of a Light as an animation target.</TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#MORPH_WEIGHTS">MORPH_WEIGHTS</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the morph target weights of a <A HREF="../../../javax/microedition/m3g/MorphingMesh.html"><CODE>MorphingMesh</CODE></A> as an animation target. </TD>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#NEAR_DISTANCE">NEAR_DISTANCE</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the near distance of a Camera or Fog as an animation target. </TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
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<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#ORIENTATION">ORIENTATION</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the orientation component of the transformation of a Transformable object as an animation target.</TD>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#PICKABILITY">PICKABILITY</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the picking enable flag of a Node as an animation target.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#SCALE">SCALE</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the scaling component of the transformation of a Transformable object as an animation target. </TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#SHININESS">SHININESS</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the shininess of a Material as an animation target. </TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#SPECULAR_COLOR">SPECULAR_COLOR</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies the specular color of a Material as an animation target. </TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/AnimationTrack.html#SPOT_ANGLE">SPOT_ANGLE</A></B></CODE>

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