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- /*global define*/
- define([
- '../Core/clone',
- '../Core/defaultValue',
- '../Core/defined',
- '../Core/defineProperties',
- '../Core/DeveloperError',
- '../Core/Event',
- '../Core/JulianDate',
- '../Core/Math',
- './ModelAnimation',
- './ModelAnimationLoop',
- './ModelAnimationState'
- ], function(
- clone,
- defaultValue,
- defined,
- defineProperties,
- DeveloperError,
- Event,
- JulianDate,
- CesiumMath,
- ModelAnimation,
- ModelAnimationLoop,
- ModelAnimationState) {
- "use strict";
- /**
- * A collection of active model animations. Access this using {@link Model#activeAnimations}.
- *
- * @alias ModelAnimationCollection
- * @internalConstructor
- *
- * @see Model#activeAnimations
- */
- var ModelAnimationCollection = function(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;
- };
- defineProperties(ModelAnimationCollection.prototype, {
- /**
- * The number of animations in the collection.
- *
- * @memberof ModelAnimationCollection.prototype
- *
- * @type {Number}
- * @readonly
- */
- length : {
- get : function() {
- return this._scheduledAnimations.length;
- }
- }
- });
- /**
- * 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.
- * @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.speedup=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#readyToRender} event.
- * @exception {DeveloperError} options.name must be a valid animation name.
- * @exception {DeveloperError} options.speedup must be greater than zero.
- *
- * @example
- * // Example 1. Add an animation
- * model.activeAnimations.add({
- * name : 'animation name'
- * });
- *
- * @example
- * // Example 2. 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)
- * speedup : 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 the model\'s readyToRender event or ready property.');
- }
- //>>includeEnd('debug');
- var animation = animations[options.name];
- //>>includeStart('debug', pragmas.debug);
- if (!defined(animation)) {
- throw new DeveloperError('options.name must be a valid animation name.');
- }
- if (defined(options.speedup) && (options.speedup <= 0.0)) {
- throw new DeveloperError('options.speedup must be greater than zero.');
- }
- //>>includeEnd('debug');
- var scheduledAnimation = new ModelAnimation(options, model, animation);
- this._scheduledAnimations.push(scheduledAnimation);
- this.animationAdded.raiseEvent(model, scheduledAnimation);
- return scheduledAnimation;
- };
- /**
- * 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.speedup=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#readyToRender} event.
- * @exception {DeveloperError} options.speedup must be greater than zero.
- *
- * @example
- * model.activeAnimations.addAll({
- * speedup : 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 the model\'s readyToRender event or ready property.');
- }
- if (defined(options.speedup) && (options.speedup <= 0.0)) {
- throw new DeveloperError('options.speedup must be greater than zero.');
- }
- //>>includeEnd('debug');
- options = clone(options);
- var scheduledAnimations = [];
- var animationIds = this._model._animationIds;
- var length = animationIds.length;
- for (var i = 0; i < length; ++i) {
- options.name = animationIds[i];
- scheduledAnimations.push(this.add(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) {
- 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;
- var scheduledAnimations = this._scheduledAnimations;
- var length = scheduledAnimations.length;
- 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.speedup);
- }
- 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;
- var pastStartTime = (delta >= 0.0);
- // Play animation if
- // * we are after the start time, 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 play = pastStartTime &&
- ((delta <= 1.0) ||
- ((scheduledAnimation.loop === ModelAnimationLoop.REPEAT) ||
- (scheduledAnimation.loop === ModelAnimationLoop.MIRRORED_REPEAT))) &&
- (!defined(stopTime) || JulianDate.lessThanOrEquals(sceneTime, stopTime));
- if (play) {
- // STOPPED -> ANIMATING state transition?
- if (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.speedup;
- // 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;
- } else {
- // ANIMATING -> STOPPED state transition?
- if (pastStartTime && (scheduledAnimation._state === ModelAnimationState.ANIMATING)) {
- 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;
- };
- return ModelAnimationCollection;
- });
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