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