import defaultValue from "../../Core/defaultValue.js"; import defined from "../../Core/defined.js"; import Event from "../../Core/Event.js"; import JulianDate from "../../Core/JulianDate.js"; import ModelAnimationLoop from "../ModelAnimationLoop.js"; import ModelAnimationState from "../ModelAnimationState.js"; import ModelAnimationChannel from "./ModelAnimationChannel.js"; /** *
true, 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._multiplier = defaultValue(options.multiplier, 1.0);
  this._reverse = defaultValue(options.reverse, false);
  this._loop = defaultValue(options.loop, ModelAnimationLoop.NONE);
  this._animationTime = options.animationTime;
  this._prevAnimationDelta = undefined;
  /**
   * 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; // Set during animation update this._computedStartTime = undefined; this._duration = undefined; // To avoid allocations in ModelAnimationCollection.update const 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); }; this._model = model; this._localStartTime = undefined; this._localStopTime = undefined; initialize(this); } Object.defineProperties(ModelAnimation.prototype, { /** * The glTF animation. * * @memberof ModelAnimation.prototype * * @type {ModelComponents.Animation} * @readonly * * @private */ animation: { get: function () { return this._animation; }, }, /** * The name that identifies this animation in the model, if it exists. * * @memberof ModelAnimation.prototype * * @type {string} * @readonly */ name: { get: function () { return this._name; }, }, /** * The runtime animation channels for this animation. * * @memberof ModelAnimation.prototype * * @type {ModelAnimationChannel[]} * @readonly * * @private */ runtimeChannels: { get: function () { return this._runtimeChannels; }, }, /** * The {@link Model} that owns this animation. * * @memberof ModelAnimation.prototype * * @type {Model} * @readonly * * @private */ model: { get: function () { return this._model; }, }, /** * The starting point of the animation in local animation time. This is the minimum * time value across all of the keyframes belonging to this animation. * * @memberof ModelAnimation.prototype * * @type {number} * @readonly * * @private */ localStartTime: { get: function () { return this._localStartTime; }, }, /** * The stopping point of the animation in local animation time. This is the maximum * time value across all of the keyframes belonging to this animation. * * @memberof ModelAnimation.prototype * * @type {number} * @readonly * * @private */ localStopTime: { get: function () { return this._localStopTime; }, }, /** * 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 multiplier is 1.0.
   *
   * @memberof ModelAnimation.prototype
   *
   * @type {number}
   * @readonly
   *
   * @default 1.0
   */
  multiplier: {
    get: function () {
      return this._multiplier;
    },
  },
  /**
   * 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;
    },
  },
  /**
   * If this is defined, it will be used to compute the local animation time
   * instead of the scene's time.
   *
   * @memberof ModelAnimation.prototype
   *
   * @type {ModelAnimation.AnimationTimeCallback}
   * @default undefined
   */
  animationTime: {
    get: function () {
      return this._animationTime;
    },
  },
});
function initialize(runtimeAnimation) {
  let localStartTime = Number.MAX_VALUE;
  let localStopTime = -Number.MAX_VALUE;
  const sceneGraph = runtimeAnimation._model.sceneGraph;
  const animation = runtimeAnimation._animation;
  const channels = animation.channels;
  const length = channels.length;
  const runtimeChannels = [];
  for (let i = 0; i < length; i++) {
    const channel = channels[i];
    const target = channel.target;
    // Ignore this channel if the target is invalid, i.e. if the node
    // it references doesn't exist.
    if (!defined(target)) {
      continue;
    }
    const nodeIndex = target.node.index;
    const runtimeNode = sceneGraph._runtimeNodes[nodeIndex];
    const runtimeChannel = new ModelAnimationChannel({
      channel: channel,
      runtimeAnimation: runtimeAnimation,
      runtimeNode: runtimeNode,
    });
    const times = channel.sampler.input;
    localStartTime = Math.min(localStartTime, times[0]);
    localStopTime = Math.max(localStopTime, times[times.length - 1]);
    runtimeChannels.push(runtimeChannel);
  }
  runtimeAnimation._runtimeChannels = runtimeChannels;
  runtimeAnimation._localStartTime = localStartTime;
  runtimeAnimation._localStopTime = localStopTime;
}
/**
 * Evaluate all animation channels to advance this animation.
 *
 * @param {number} time The local animation time.
 *
 * @private
 */
ModelAnimation.prototype.animate = function (time) {
  const runtimeChannels = this._runtimeChannels;
  const length = runtimeChannels.length;
  for (let i = 0; i < length; i++) {
    runtimeChannels[i].animate(time);
  }
};
/**
 * A function used to compute the local animation time for a ModelAnimation.
 * @callback ModelAnimation.AnimationTimeCallback
 *
 * @param {number} duration The animation's original duration in seconds.
 * @param {number} seconds The seconds since the animation started, in scene time.
 * @returns {number} Returns the local animation time.
 *
 * @example
 * // Use real time for model animation (assuming animateWhilePaused was set to true)
 * function animationTime(duration) {
 *     return Date.now() / 1000 / duration;
 * }
 *
 * @example
 * // Offset the phase of the animation, so it starts halfway through its cycle.
 * function animationTime(duration, seconds) {
 *     return seconds / duration + 0.5;
 * }
 */
export default ModelAnimation;