/*global define*/ define([ '../Core/defaultValue', '../Core/defineProperties', '../Core/Event', '../Core/JulianDate', './ModelAnimationLoop', './ModelAnimationState' ], function( defaultValue, defineProperties, Event, JulianDate, ModelAnimationLoop, ModelAnimationState) { "use strict"; /** * An active glTF animation. A glTF asset can contain animations. An active animation * is an animation that is currently playing or scheduled to be played because it was * added to a model's {@link ModelAnimationCollection}. An active animation is an * instance of an animation; for example, there can be multiple active animations * for the same glTF animation, each with a different start time. *
* Create this by calling {@link ModelAnimationCollection#add}. *
* * @alias ModelAnimation * @internalConstructor * * @see ModelAnimationCollection#add */ var ModelAnimation = function(options, model, runtimeAnimation) { this._name = options.name; this._startTime = JulianDate.clone(options.startTime); this._delay = defaultValue(options.delay, 0.0); // in seconds this._stopTime = options.stopTime; /** * Whentrue
, the animation is removed after it stops playing.
* This is slightly more efficient that not removing it, but if, for example,
* time is reversed, the animation is not played again.
*
* @type {Boolean}
* @default false
*/
this.removeOnStop = defaultValue(options.removeOnStop, false);
this._speedup = defaultValue(options.speedup, 1.0);
this._reverse = defaultValue(options.reverse, false);
this._loop = defaultValue(options.loop, ModelAnimationLoop.NONE);
/**
* The event fired when this animation is started. This can be used, for
* example, to play a sound or start a particle system, when the animation starts.
* * This event is fired at the end of the frame after the scene is rendered. *
* * @type {Event} * @default new Event() * * @example * animation.start.addEventListener(function(model, animation) { * console.log('Animation started: ' + animation.name); * }); */ this.start = new Event(); /** * The event fired when on each frame when this animation is updated. The * current time of the animation, relative to the glTF animation time span, is * passed to the event, which allows, for example, starting new animations at a * specific time relative to a playing animation. ** This event is fired at the end of the frame after the scene is rendered. *
* * @type {Event} * @default new Event() * * @example * animation.update.addEventListener(function(model, animation, time) { * console.log('Animation updated: ' + animation.name + '. glTF animation time: ' + time); * }); */ this.update = new Event(); /** * The event fired when this animation is stopped. This can be used, for * example, to play a sound or start a particle system, when the animation stops. ** This event is fired at the end of the frame after the scene is rendered. *
* * @type {Event} * @default new Event() * * @example * animation.stop.addEventListener(function(model, animation) { * console.log('Animation stopped: ' + animation.name); * }); */ this.stop = new Event(); this._state = ModelAnimationState.STOPPED; this._runtimeAnimation = runtimeAnimation; // Set during animation update this._computedStartTime = undefined; this._duration = undefined; // To avoid allocations in ModelAnimationCollection.update var that = this; this._raiseStartEvent = function() { that.start.raiseEvent(model, that); }; this._updateEventTime = 0.0; this._raiseUpdateEvent = function() { that.update.raiseEvent(model, that, that._updateEventTime); }; this._raiseStopEvent = function() { that.stop.raiseEvent(model, that); }; }; defineProperties(ModelAnimation.prototype, { /** * The glTF animation name that identifies this animation. * * @memberof ModelAnimation.prototype * * @type {String} * @readonly */ name : { get : function() { return this._name; } }, /** * The scene time to start playing this animation. When this isundefined
,
* the animation starts at the next frame.
*
* @memberof ModelAnimation.prototype
*
* @type {JulianDate}
* @readonly
*
* @default undefined
*/
startTime : {
get : function() {
return this._startTime;
}
},
/**
* The delay, in seconds, from {@link ModelAnimation#startTime} to start playing.
*
* @memberof ModelAnimation.prototype
*
* @type {Number}
* @readonly
*
* @default undefined
*/
delay : {
get : function() {
return this._delay;
}
},
/**
* The scene time to stop playing this animation. When this is undefined
,
* the animation is played for its full duration and perhaps repeated depending on
* {@link ModelAnimation#loop}.
*
* @memberof ModelAnimation.prototype
*
* @type {JulianDate}
* @readonly
*
* @default undefined
*/
stopTime : {
get : function() {
return this._stopTime;
}
},
/**
* Values greater than 1.0
increase the speed that the animation is played relative
* to the scene clock speed; values less than 1.0
decrease the speed. A value of
* 1.0
plays the animation at the speed in the glTF animation mapped to the scene
* clock speed. For example, if the scene is played at 2x real-time, a two-second glTF animation
* will play in one second even if speedup
is 1.0
.
*
* @memberof ModelAnimation.prototype
*
* @type {Number}
* @readonly
*
* @default 1.0
*/
speedup : {
get : function() {
return this._speedup;
}
},
/**
* When true
, the animation is played in reverse.
*
* @memberof ModelAnimation.prototype
*
* @type {Boolean}
* @readonly
*
* @default false
*/
reverse : {
get : function() {
return this._reverse;
}
},
/**
* Determines if and how the animation is looped.
*
* @memberof ModelAnimation.prototype
*
* @type {ModelAnimationLoop}
* @readonly
*
* @default {@link ModelAnimationLoop.NONE}
*/
loop : {
get : function() {
return this._loop;
}
}
});
return ModelAnimation;
});