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;