You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
504 lines
18 KiB
JavaScript
504 lines
18 KiB
JavaScript
import defaultValue from "../Core/defaultValue.js";
|
|
import defined from "../Core/defined.js";
|
|
import DeveloperError from "../Core/DeveloperError.js";
|
|
import Event from "../Core/Event.js";
|
|
import JulianDate from "../Core/JulianDate.js";
|
|
import CesiumMath from "../Core/Math.js";
|
|
import ModelAnimation from "./ModelAnimation.js";
|
|
import ModelAnimationLoop from "./ModelAnimationLoop.js";
|
|
import ModelAnimationState from "./ModelAnimationState.js";
|
|
|
|
/**
|
|
* A collection of active model animations. Access this using {@link Model#activeAnimations}.
|
|
*
|
|
* @alias ModelAnimationCollection
|
|
* @internalConstructor
|
|
* @class
|
|
*
|
|
* @see Model#activeAnimations
|
|
*/
|
|
function ModelAnimationCollection(model) {
|
|
/**
|
|
* The event fired when an animation is added to the collection. This can be used, for
|
|
* example, to keep a UI in sync.
|
|
*
|
|
* @type {Event}
|
|
* @default new Event()
|
|
*
|
|
* @example
|
|
* model.activeAnimations.animationAdded.addEventListener(function(model, animation) {
|
|
* console.log('Animation added: ' + animation.name);
|
|
* });
|
|
*/
|
|
this.animationAdded = new Event();
|
|
|
|
/**
|
|
* The event fired when an animation is removed from the collection. This can be used, for
|
|
* example, to keep a UI in sync.
|
|
*
|
|
* @type {Event}
|
|
* @default new Event()
|
|
*
|
|
* @example
|
|
* model.activeAnimations.animationRemoved.addEventListener(function(model, animation) {
|
|
* console.log('Animation removed: ' + animation.name);
|
|
* });
|
|
*/
|
|
this.animationRemoved = new Event();
|
|
|
|
this._model = model;
|
|
this._scheduledAnimations = [];
|
|
this._previousTime = undefined;
|
|
}
|
|
|
|
Object.defineProperties(ModelAnimationCollection.prototype, {
|
|
/**
|
|
* The number of animations in the collection.
|
|
*
|
|
* @memberof ModelAnimationCollection.prototype
|
|
*
|
|
* @type {Number}
|
|
* @readonly
|
|
*/
|
|
length: {
|
|
get: function () {
|
|
return this._scheduledAnimations.length;
|
|
},
|
|
},
|
|
});
|
|
|
|
function add(collection, index, options) {
|
|
var model = collection._model;
|
|
var animations = model._runtime.animations;
|
|
var animation = animations[index];
|
|
var scheduledAnimation = new ModelAnimation(options, model, animation);
|
|
collection._scheduledAnimations.push(scheduledAnimation);
|
|
collection.animationAdded.raiseEvent(model, scheduledAnimation);
|
|
return scheduledAnimation;
|
|
}
|
|
|
|
/**
|
|
* Creates and adds an animation with the specified initial properties to the collection.
|
|
* <p>
|
|
* This raises the {@link ModelAnimationCollection#animationAdded} event so, for example, a UI can stay in sync.
|
|
* </p>
|
|
*
|
|
* @param {Object} options Object with the following properties:
|
|
* @param {String} [options.name] The glTF animation name that identifies the animation. Must be defined if <code>options.index</code> is <code>undefined</code>.
|
|
* @param {Number} [options.index] The glTF animation index that identifies the animation. Must be defined if <code>options.name</code> is <code>undefined</code>.
|
|
* @param {JulianDate} [options.startTime] The scene time to start playing the animation. When this is <code>undefined</code>, the animation starts at the next frame.
|
|
* @param {Number} [options.delay=0.0] The delay, in seconds, from <code>startTime</code> to start playing.
|
|
* @param {JulianDate} [options.stopTime] The scene time to stop playing the animation. When this is <code>undefined</code>, the animation is played for its full duration.
|
|
* @param {Boolean} [options.removeOnStop=false] When <code>true</code>, the animation is removed after it stops playing.
|
|
* @param {Number} [options.multiplier=1.0] Values greater than <code>1.0</code> increase the speed that the animation is played relative to the scene clock speed; values less than <code>1.0</code> decrease the speed.
|
|
* @param {Boolean} [options.reverse=false] When <code>true</code>, the animation is played in reverse.
|
|
* @param {ModelAnimationLoop} [options.loop=ModelAnimationLoop.NONE] Determines if and how the animation is looped.
|
|
* @returns {ModelAnimation} The animation that was added to the collection.
|
|
*
|
|
* @exception {DeveloperError} Animations are not loaded. Wait for the {@link Model#readyPromise} to resolve.
|
|
* @exception {DeveloperError} options.name must be a valid animation name.
|
|
* @exception {DeveloperError} options.index must be a valid animation index.
|
|
* @exception {DeveloperError} Either options.name or options.index must be defined.
|
|
* @exception {DeveloperError} options.multiplier must be greater than zero.
|
|
*
|
|
* @example
|
|
* // Example 1. Add an animation by name
|
|
* model.activeAnimations.add({
|
|
* name : 'animation name'
|
|
* });
|
|
*
|
|
* // Example 2. Add an animation by index
|
|
* model.activeAnimations.add({
|
|
* index : 0
|
|
* });
|
|
*
|
|
* @example
|
|
* // Example 3. Add an animation and provide all properties and events
|
|
* var startTime = Cesium.JulianDate.now();
|
|
*
|
|
* var animation = model.activeAnimations.add({
|
|
* name : 'another animation name',
|
|
* startTime : startTime,
|
|
* delay : 0.0, // Play at startTime (default)
|
|
* stopTime : Cesium.JulianDate.addSeconds(startTime, 4.0, new Cesium.JulianDate()),
|
|
* removeOnStop : false, // Do not remove when animation stops (default)
|
|
* multiplier : 2.0, // Play at double speed
|
|
* reverse : true, // Play in reverse
|
|
* loop : Cesium.ModelAnimationLoop.REPEAT // Loop the animation
|
|
* });
|
|
*
|
|
* animation.start.addEventListener(function(model, animation) {
|
|
* console.log('Animation started: ' + animation.name);
|
|
* });
|
|
* animation.update.addEventListener(function(model, animation, time) {
|
|
* console.log('Animation updated: ' + animation.name + '. glTF animation time: ' + time);
|
|
* });
|
|
* animation.stop.addEventListener(function(model, animation) {
|
|
* console.log('Animation stopped: ' + animation.name);
|
|
* });
|
|
*/
|
|
ModelAnimationCollection.prototype.add = function (options) {
|
|
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
|
|
|
|
var model = this._model;
|
|
var animations = model._runtime.animations;
|
|
|
|
//>>includeStart('debug', pragmas.debug);
|
|
if (!defined(animations)) {
|
|
throw new DeveloperError(
|
|
"Animations are not loaded. Wait for Model.readyPromise to resolve."
|
|
);
|
|
}
|
|
if (!defined(options.name) && !defined(options.index)) {
|
|
throw new DeveloperError(
|
|
"Either options.name or options.index must be defined."
|
|
);
|
|
}
|
|
|
|
if (defined(options.multiplier) && options.multiplier <= 0.0) {
|
|
throw new DeveloperError("options.multiplier must be greater than zero.");
|
|
}
|
|
if (
|
|
defined(options.index) &&
|
|
(options.index >= animations.length || options.index < 0)
|
|
) {
|
|
throw new DeveloperError("options.index must be a valid animation index.");
|
|
}
|
|
//>>includeEnd('debug');
|
|
|
|
if (defined(options.index)) {
|
|
return add(this, options.index, options);
|
|
}
|
|
|
|
// Find the index of the animation with the given name
|
|
var index;
|
|
var length = animations.length;
|
|
for (var i = 0; i < length; ++i) {
|
|
if (animations[i].name === options.name) {
|
|
index = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//>>includeStart('debug', pragmas.debug);
|
|
if (!defined(index)) {
|
|
throw new DeveloperError("options.name must be a valid animation name.");
|
|
}
|
|
//>>includeEnd('debug');
|
|
|
|
return add(this, index, options);
|
|
};
|
|
|
|
/**
|
|
* Creates and adds an animation with the specified initial properties to the collection
|
|
* for each animation in the model.
|
|
* <p>
|
|
* This raises the {@link ModelAnimationCollection#animationAdded} event for each model so, for example, a UI can stay in sync.
|
|
* </p>
|
|
*
|
|
* @param {Object} [options] Object with the following properties:
|
|
* @param {JulianDate} [options.startTime] The scene time to start playing the animations. When this is <code>undefined</code>, the animations starts at the next frame.
|
|
* @param {Number} [options.delay=0.0] The delay, in seconds, from <code>startTime</code> to start playing.
|
|
* @param {JulianDate} [options.stopTime] The scene time to stop playing the animations. When this is <code>undefined</code>, the animations are played for its full duration.
|
|
* @param {Boolean} [options.removeOnStop=false] When <code>true</code>, the animations are removed after they stop playing.
|
|
* @param {Number} [options.multiplier=1.0] Values greater than <code>1.0</code> increase the speed that the animations play relative to the scene clock speed; values less than <code>1.0</code> decrease the speed.
|
|
* @param {Boolean} [options.reverse=false] When <code>true</code>, the animations are played in reverse.
|
|
* @param {ModelAnimationLoop} [options.loop=ModelAnimationLoop.NONE] Determines if and how the animations are looped.
|
|
* @returns {ModelAnimation[]} An array of {@link ModelAnimation} objects, one for each animation added to the collection. If there are no glTF animations, the array is empty.
|
|
*
|
|
* @exception {DeveloperError} Animations are not loaded. Wait for the {@link Model#readyPromise} to resolve.
|
|
* @exception {DeveloperError} options.multiplier must be greater than zero.
|
|
*
|
|
* @example
|
|
* model.activeAnimations.addAll({
|
|
* multiplier : 0.5, // Play at half-speed
|
|
* loop : Cesium.ModelAnimationLoop.REPEAT // Loop the animations
|
|
* });
|
|
*/
|
|
ModelAnimationCollection.prototype.addAll = function (options) {
|
|
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
|
|
|
|
//>>includeStart('debug', pragmas.debug);
|
|
if (!defined(this._model._runtime.animations)) {
|
|
throw new DeveloperError(
|
|
"Animations are not loaded. Wait for Model.readyPromise to resolve."
|
|
);
|
|
}
|
|
|
|
if (defined(options.multiplier) && options.multiplier <= 0.0) {
|
|
throw new DeveloperError("options.multiplier must be greater than zero.");
|
|
}
|
|
//>>includeEnd('debug');
|
|
|
|
var scheduledAnimations = [];
|
|
var model = this._model;
|
|
var animations = model._runtime.animations;
|
|
var length = animations.length;
|
|
for (var i = 0; i < length; ++i) {
|
|
scheduledAnimations.push(add(this, i, options));
|
|
}
|
|
return scheduledAnimations;
|
|
};
|
|
|
|
/**
|
|
* Removes an animation from the collection.
|
|
* <p>
|
|
* This raises the {@link ModelAnimationCollection#animationRemoved} event so, for example, a UI can stay in sync.
|
|
* </p>
|
|
* <p>
|
|
* An animation can also be implicitly removed from the collection by setting {@link ModelAnimation#removeOnStop} to
|
|
* <code>true</code>. The {@link ModelAnimationCollection#animationRemoved} event is still fired when the animation is removed.
|
|
* </p>
|
|
*
|
|
* @param {ModelAnimation} animation The animation to remove.
|
|
* @returns {Boolean} <code>true</code> if the animation was removed; <code>false</code> if the animation was not found in the collection.
|
|
*
|
|
* @example
|
|
* var a = model.activeAnimations.add({
|
|
* name : 'animation name'
|
|
* });
|
|
* model.activeAnimations.remove(a); // Returns true
|
|
*/
|
|
ModelAnimationCollection.prototype.remove = function (animation) {
|
|
if (defined(animation)) {
|
|
var animations = this._scheduledAnimations;
|
|
var i = animations.indexOf(animation);
|
|
if (i !== -1) {
|
|
animations.splice(i, 1);
|
|
this.animationRemoved.raiseEvent(this._model, animation);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* Removes all animations from the collection.
|
|
* <p>
|
|
* This raises the {@link ModelAnimationCollection#animationRemoved} event for each
|
|
* animation so, for example, a UI can stay in sync.
|
|
* </p>
|
|
*/
|
|
ModelAnimationCollection.prototype.removeAll = function () {
|
|
var model = this._model;
|
|
var animations = this._scheduledAnimations;
|
|
var length = animations.length;
|
|
|
|
this._scheduledAnimations = [];
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
this.animationRemoved.raiseEvent(model, animations[i]);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Determines whether this collection contains a given animation.
|
|
*
|
|
* @param {ModelAnimation} animation The animation to check for.
|
|
* @returns {Boolean} <code>true</code> if this collection contains the animation, <code>false</code> otherwise.
|
|
*/
|
|
ModelAnimationCollection.prototype.contains = function (animation) {
|
|
if (defined(animation)) {
|
|
return this._scheduledAnimations.indexOf(animation) !== -1;
|
|
}
|
|
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* Returns the animation in the collection at the specified index. Indices are zero-based
|
|
* and increase as animations are added. Removing an animation shifts all animations after
|
|
* it to the left, changing their indices. This function is commonly used to iterate over
|
|
* all the animations in the collection.
|
|
*
|
|
* @param {Number} index The zero-based index of the animation.
|
|
* @returns {ModelAnimation} The animation at the specified index.
|
|
*
|
|
* @example
|
|
* // Output the names of all the animations in the collection.
|
|
* var animations = model.activeAnimations;
|
|
* var length = animations.length;
|
|
* for (var i = 0; i < length; ++i) {
|
|
* console.log(animations.get(i).name);
|
|
* }
|
|
*/
|
|
ModelAnimationCollection.prototype.get = function (index) {
|
|
//>>includeStart('debug', pragmas.debug);
|
|
if (!defined(index)) {
|
|
throw new DeveloperError("index is required.");
|
|
}
|
|
//>>includeEnd('debug');
|
|
|
|
return this._scheduledAnimations[index];
|
|
};
|
|
|
|
function animateChannels(runtimeAnimation, localAnimationTime) {
|
|
var channelEvaluators = runtimeAnimation.channelEvaluators;
|
|
var length = channelEvaluators.length;
|
|
for (var i = 0; i < length; ++i) {
|
|
channelEvaluators[i](localAnimationTime);
|
|
}
|
|
}
|
|
|
|
var animationsToRemove = [];
|
|
|
|
function createAnimationRemovedFunction(
|
|
modelAnimationCollection,
|
|
model,
|
|
animation
|
|
) {
|
|
return function () {
|
|
modelAnimationCollection.animationRemoved.raiseEvent(model, animation);
|
|
};
|
|
}
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
ModelAnimationCollection.prototype.update = function (frameState) {
|
|
var scheduledAnimations = this._scheduledAnimations;
|
|
var length = scheduledAnimations.length;
|
|
|
|
if (length === 0) {
|
|
// No animations - quick return for performance
|
|
this._previousTime = undefined;
|
|
return false;
|
|
}
|
|
|
|
if (JulianDate.equals(frameState.time, this._previousTime)) {
|
|
// Animations are currently only time-dependent so do not animate when paused or picking
|
|
return false;
|
|
}
|
|
this._previousTime = JulianDate.clone(frameState.time, this._previousTime);
|
|
|
|
var animationOccured = false;
|
|
var sceneTime = frameState.time;
|
|
var model = this._model;
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
var scheduledAnimation = scheduledAnimations[i];
|
|
var runtimeAnimation = scheduledAnimation._runtimeAnimation;
|
|
|
|
if (!defined(scheduledAnimation._computedStartTime)) {
|
|
scheduledAnimation._computedStartTime = JulianDate.addSeconds(
|
|
defaultValue(scheduledAnimation.startTime, sceneTime),
|
|
scheduledAnimation.delay,
|
|
new JulianDate()
|
|
);
|
|
}
|
|
|
|
if (!defined(scheduledAnimation._duration)) {
|
|
scheduledAnimation._duration =
|
|
runtimeAnimation.stopTime * (1.0 / scheduledAnimation.multiplier);
|
|
}
|
|
|
|
var startTime = scheduledAnimation._computedStartTime;
|
|
var duration = scheduledAnimation._duration;
|
|
var stopTime = scheduledAnimation.stopTime;
|
|
|
|
// [0.0, 1.0] normalized local animation time
|
|
var delta =
|
|
duration !== 0.0
|
|
? JulianDate.secondsDifference(sceneTime, startTime) / duration
|
|
: 0.0;
|
|
|
|
// Clamp delta to stop time, if defined.
|
|
if (
|
|
duration !== 0.0 &&
|
|
defined(stopTime) &&
|
|
JulianDate.greaterThan(sceneTime, stopTime)
|
|
) {
|
|
delta = JulianDate.secondsDifference(stopTime, startTime) / duration;
|
|
}
|
|
|
|
var pastStartTime = delta >= 0.0;
|
|
|
|
// Play animation if
|
|
// * we are after the start time or the animation is being repeated, and
|
|
// * before the end of the animation's duration or the animation is being repeated, and
|
|
// * we did not reach a user-provided stop time.
|
|
|
|
var repeat =
|
|
scheduledAnimation.loop === ModelAnimationLoop.REPEAT ||
|
|
scheduledAnimation.loop === ModelAnimationLoop.MIRRORED_REPEAT;
|
|
|
|
var play =
|
|
(pastStartTime || (repeat && !defined(scheduledAnimation.startTime))) &&
|
|
(delta <= 1.0 || repeat) &&
|
|
(!defined(stopTime) || JulianDate.lessThanOrEquals(sceneTime, stopTime));
|
|
|
|
// If it IS, or WAS, animating...
|
|
if (play || scheduledAnimation._state === ModelAnimationState.ANIMATING) {
|
|
// STOPPED -> ANIMATING state transition?
|
|
if (play && scheduledAnimation._state === ModelAnimationState.STOPPED) {
|
|
scheduledAnimation._state = ModelAnimationState.ANIMATING;
|
|
if (scheduledAnimation.start.numberOfListeners > 0) {
|
|
frameState.afterRender.push(scheduledAnimation._raiseStartEvent);
|
|
}
|
|
}
|
|
|
|
// Truncate to [0.0, 1.0] for repeating animations
|
|
if (scheduledAnimation.loop === ModelAnimationLoop.REPEAT) {
|
|
delta = delta - Math.floor(delta);
|
|
} else if (
|
|
scheduledAnimation.loop === ModelAnimationLoop.MIRRORED_REPEAT
|
|
) {
|
|
var floor = Math.floor(delta);
|
|
var fract = delta - floor;
|
|
// When even use (1.0 - fract) to mirror repeat
|
|
delta = floor % 2 === 1.0 ? 1.0 - fract : fract;
|
|
}
|
|
|
|
if (scheduledAnimation.reverse) {
|
|
delta = 1.0 - delta;
|
|
}
|
|
|
|
var localAnimationTime = delta * duration * scheduledAnimation.multiplier;
|
|
// Clamp in case floating-point roundoff goes outside the animation's first or last keyframe
|
|
localAnimationTime = CesiumMath.clamp(
|
|
localAnimationTime,
|
|
runtimeAnimation.startTime,
|
|
runtimeAnimation.stopTime
|
|
);
|
|
|
|
animateChannels(runtimeAnimation, localAnimationTime);
|
|
|
|
if (scheduledAnimation.update.numberOfListeners > 0) {
|
|
scheduledAnimation._updateEventTime = localAnimationTime;
|
|
frameState.afterRender.push(scheduledAnimation._raiseUpdateEvent);
|
|
}
|
|
animationOccured = true;
|
|
|
|
if (!play) {
|
|
// ANIMATING -> STOPPED state transition?
|
|
scheduledAnimation._state = ModelAnimationState.STOPPED;
|
|
if (scheduledAnimation.stop.numberOfListeners > 0) {
|
|
frameState.afterRender.push(scheduledAnimation._raiseStopEvent);
|
|
}
|
|
|
|
if (scheduledAnimation.removeOnStop) {
|
|
animationsToRemove.push(scheduledAnimation);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Remove animations that stopped
|
|
length = animationsToRemove.length;
|
|
for (var j = 0; j < length; ++j) {
|
|
var animationToRemove = animationsToRemove[j];
|
|
scheduledAnimations.splice(
|
|
scheduledAnimations.indexOf(animationToRemove),
|
|
1
|
|
);
|
|
frameState.afterRender.push(
|
|
createAnimationRemovedFunction(this, model, animationToRemove)
|
|
);
|
|
}
|
|
animationsToRemove.length = 0;
|
|
|
|
return animationOccured;
|
|
};
|
|
export default ModelAnimationCollection;
|