import defaultValue from "../../Core/defaultValue.js"; import defined from "../../Core/defined.js"; import DeveloperError from "../../Core/DeveloperError.js"; import Event from "../../Core/Event.js"; import JulianDate from "../../Core/JulianDate.js"; import CesiumMath from "../../Core/Math.js"; import ModelAnimation from "./ModelAnimation.js"; import ModelAnimationLoop from ".././ModelAnimationLoop.js"; import ModelAnimationState from ".././ModelAnimationState.js"; /** *
* This raises the {@link ModelAnimationCollection#animationAdded} event so, for example, a UI can stay in sync. *
* * @param {object} options Object with the following properties: * @param {string} [options.name] The glTF animation name that identifies the animation. Must be defined ifoptions.index
is undefined
.
* @param {number} [options.index] The glTF animation index that identifies the animation. Must be defined if options.name
is undefined
.
* @param {JulianDate} [options.startTime] The scene time to start playing the animation. When this is undefined
, the animation starts at the next frame.
* @param {number} [options.delay=0.0] The delay, in seconds, from startTime
to start playing. This will only affect the animation if options.loop
is ModelAnimationLoop.NONE.
* @param {JulianDate} [options.stopTime] The scene time to stop playing the animation. When this is undefined
, the animation is played for its full duration.
* @param {boolean} [options.removeOnStop=false] When true
, the animation is removed after it stops playing. This will only affect the animation if options.loop
is ModelAnimationLoop.NONE.
* @param {number} [options.multiplier=1.0] 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.
* @param {boolean} [options.reverse=false] When true
, the animation is played in reverse.
* @param {ModelAnimationLoop} [options.loop=ModelAnimationLoop.NONE] Determines if and how the animation is looped.
* @param {ModelAnimation.AnimationTimeCallback} [options.animationTime=undefined] If defined, computes the local animation time for this animation.
* @returns {ModelAnimation} The animation that was added to the collection.
*
* @exception {DeveloperError} Animations are not loaded. Wait for the {@link Model#ready} to return trues.
* @exception {DeveloperError} options.name must be a valid animation name.
* @exception {DeveloperError} options.index must be a valid animation index.
* @exception {DeveloperError} Either options.name or options.index must be defined.
* @exception {DeveloperError} options.multiplier must be greater than zero.
*
* @example
* // Example 1. Add an animation by name
* model.activeAnimations.add({
* name : 'animation name'
* });
*
* @example
* // Example 2. Add an animation by index
* model.activeAnimations.add({
* index : 0
* });
*
* @example
* // Example 3. Add an animation and provide all properties and events
* const startTime = Cesium.JulianDate.now();
*
* const 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)
* multiplier : 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);
const model = this._model;
//>>includeStart('debug', pragmas.debug);
if (!model.ready) {
throw new DeveloperError(
"Animations are not loaded. Wait for Model.ready to be true."
);
}
//>>includeEnd('debug');
const animations = model.sceneGraph.components.animations;
//>>includeStart('debug', pragmas.debug);
if (!defined(options.name) && !defined(options.index)) {
throw new DeveloperError(
"Either options.name or options.index must be defined."
);
}
if (defined(options.multiplier) && options.multiplier <= 0.0) {
throw new DeveloperError("options.multiplier must be greater than zero.");
}
if (
defined(options.index) &&
(options.index >= animations.length || options.index < 0)
) {
throw new DeveloperError("options.index must be a valid animation index.");
}
//>>includeEnd('debug');
let index = options.index;
if (defined(index)) {
return addAnimation(this, animations[index], options);
}
// Find the index of the animation with the given name
const length = animations.length;
for (let i = 0; i < length; ++i) {
if (animations[i].name === options.name) {
index = i;
break;
}
}
//>>includeStart('debug', pragmas.debug);
if (!defined(index)) {
throw new DeveloperError("options.name must be a valid animation name.");
}
//>>includeEnd('debug');
return addAnimation(this, animations[index], options);
};
/**
* Creates and adds animations with the specified initial properties to the collection
* for all animations in the model.
* * This raises the {@link ModelAnimationCollection#animationAdded} event for each model so, for example, a UI can stay in sync. *
* * @param {object} [options] Object with the following properties: * @param {JulianDate} [options.startTime] The scene time to start playing the animations. When this isundefined
, the animations starts at the next frame.
* @param {number} [options.delay=0.0] The delay, in seconds, from startTime
to start playing. This will only affect the animation if options.loop
is ModelAnimationLoop.NONE.
* @param {JulianDate} [options.stopTime] The scene time to stop playing the animations. When this is undefined
, the animations are played for its full duration.
* @param {boolean} [options.removeOnStop=false] When true
, the animations are removed after they stop playing. This will only affect the animation if options.loop
is ModelAnimationLoop.NONE.
* @param {number} [options.multiplier=1.0] Values greater than 1.0
increase the speed that the animations play relative to the scene clock speed; values less than 1.0
decrease the speed.
* @param {boolean} [options.reverse=false] When true
, the animations are played in reverse.
* @param {ModelAnimationLoop} [options.loop=ModelAnimationLoop.NONE] Determines if and how the animations are looped.
* @param {ModelAnimation.AnimationTimeCallback} [options.animationTime=undefined] If defined, computes the local animation time for all of the animations.
* @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#readyPromise} to resolve.
* @exception {DeveloperError} options.multiplier must be greater than zero.
*
* @example
* model.activeAnimations.addAll({
* multiplier : 0.5, // Play at half-speed
* loop : Cesium.ModelAnimationLoop.REPEAT // Loop the animations
* });
*/
ModelAnimationCollection.prototype.addAll = function (options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
const model = this._model;
//>>includeStart('debug', pragmas.debug);
if (!model.ready) {
throw new DeveloperError(
"Animations are not loaded. Wait for Model.ready to be true."
);
}
if (defined(options.multiplier) && options.multiplier <= 0.0) {
throw new DeveloperError("options.multiplier must be greater than zero.");
}
//>>includeEnd('debug');
const animations = model.sceneGraph.components.animations;
const addedAnimations = [];
const length = animations.length;
for (let i = 0; i < length; ++i) {
const animation = addAnimation(this, animations[i], options);
addedAnimations.push(animation);
}
return addedAnimations;
};
/**
* Removes an animation from the collection.
* * This raises the {@link ModelAnimationCollection#animationRemoved} event so, for example, a UI can stay in sync. *
*
* An animation can also be implicitly removed from the collection by setting {@link ModelAnimationCollection#removeOnStop} to
* true
. The {@link ModelAnimationCollection#animationRemoved} event is still fired when the animation is removed.
*
true
if the animation was removed; false
if the animation was not found in the collection.
*
* @example
* const a = model.activeAnimations.add({
* name : 'animation name'
* });
* model.activeAnimations.remove(a); // Returns true
*/
ModelAnimationCollection.prototype.remove = function (runtimeAnimation) {
if (!defined(runtimeAnimation)) {
return false;
}
const animations = this._runtimeAnimations;
const i = animations.indexOf(runtimeAnimation);
if (i !== -1) {
animations.splice(i, 1);
this.animationRemoved.raiseEvent(this._model, runtimeAnimation);
return true;
}
return false;
};
/**
* Removes all animations from the collection.
* * This raises the {@link ModelAnimationCollection#animationRemoved} event for each * animation so, for example, a UI can stay in sync. *
*/ ModelAnimationCollection.prototype.removeAll = function () { const model = this._model; const animations = this._runtimeAnimations; const length = animations.length; this._runtimeAnimations.length = 0; for (let i = 0; i < length; ++i) { this.animationRemoved.raiseEvent(model, animations[i]); } }; /** * Determines whether this collection contains a given animation. * * @param {ModelAnimation} runtimeAnimation The runtime animation to check for. * @returns {boolean}true
if this collection contains the animation, false
otherwise.
*/
ModelAnimationCollection.prototype.contains = function (runtimeAnimation) {
if (defined(runtimeAnimation)) {
return this._runtimeAnimations.indexOf(runtimeAnimation) !== -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 runtime animation at the specified index.
*
* @example
* // Output the names of all the animations in the collection.
* const animations = model.activeAnimations;
* const length = animations.length;
* for (let 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.");
}
if (index >= this._runtimeAnimations.length || index < 0) {
throw new DeveloperError(
"index must be valid within the range of the collection"
);
}
//>>includeEnd('debug');
return this._runtimeAnimations[index];
};
const animationsToRemove = [];
function createAnimationRemovedFunction(
modelAnimationCollection,
model,
animation
) {
return function () {
modelAnimationCollection.animationRemoved.raiseEvent(model, animation);
};
}
/**
* Updates the runtime animations in this collection, removing any animations
* that have stopped.
*
* @param {FrameState} frameState The current frame state.
* @returns {boolean} true
if an animation played during this update, false
otherwise.
*
* @private
*/
ModelAnimationCollection.prototype.update = function (frameState) {
const runtimeAnimations = this._runtimeAnimations;
let length = runtimeAnimations.length;
if (length === 0) {
this._previousTime = undefined;
return false;
}
if (
!this.animateWhilePaused &&
JulianDate.equals(frameState.time, this._previousTime)
) {
return false;
}
this._previousTime = JulianDate.clone(frameState.time, this._previousTime);
let animationOccurred = false;
const sceneTime = frameState.time;
const model = this._model;
for (let i = 0; i < length; ++i) {
const runtimeAnimation = runtimeAnimations[i];
if (!defined(runtimeAnimation._computedStartTime)) {
runtimeAnimation._computedStartTime = JulianDate.addSeconds(
defaultValue(runtimeAnimation.startTime, sceneTime),
runtimeAnimation.delay,
new JulianDate()
);
}
if (!defined(runtimeAnimation._duration)) {
runtimeAnimation._duration =
runtimeAnimation.localStopTime * (1.0 / runtimeAnimation.multiplier);
}
const startTime = runtimeAnimation._computedStartTime;
const duration = runtimeAnimation._duration;
const stopTime = runtimeAnimation.stopTime;
const pastStartTime = JulianDate.lessThanOrEquals(startTime, sceneTime);
const reachedStopTime =
defined(stopTime) && JulianDate.greaterThan(sceneTime, stopTime);
// [0.0, 1.0] normalized local animation time
let delta = 0.0;
if (duration !== 0.0) {
const seconds = JulianDate.secondsDifference(
reachedStopTime ? stopTime : sceneTime,
startTime
);
delta = defined(runtimeAnimation._animationTime)
? runtimeAnimation._animationTime(duration, seconds)
: seconds / duration;
}
// Play animation if
// * we are after the start time or the animation is being repeated, 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.
const repeat =
runtimeAnimation.loop === ModelAnimationLoop.REPEAT ||
runtimeAnimation.loop === ModelAnimationLoop.MIRRORED_REPEAT;
const play =
(pastStartTime || (repeat && !defined(runtimeAnimation.startTime))) &&
(delta <= 1.0 || repeat) &&
!reachedStopTime;
if (delta === runtimeAnimation._prevAnimationDelta) {
const animationStopped =
runtimeAnimation._state === ModelAnimationState.STOPPED;
// no change to delta, and no change to the animation state means we can
// skip the update this time around.
if (play !== animationStopped) {
continue;
}
}
runtimeAnimation._prevAnimationDelta = delta;
// If it IS, or WAS, animating...
if (play || runtimeAnimation._state === ModelAnimationState.ANIMATING) {
// ...transition from STOPPED to ANIMATING
if (play && runtimeAnimation._state === ModelAnimationState.STOPPED) {
runtimeAnimation._state = ModelAnimationState.ANIMATING;
if (runtimeAnimation.start.numberOfListeners > 0) {
frameState.afterRender.push(runtimeAnimation._raiseStartEvent);
}
}
// Truncate to [0.0, 1.0] for repeating animations
if (runtimeAnimation.loop === ModelAnimationLoop.REPEAT) {
delta = delta - Math.floor(delta);
} else if (runtimeAnimation.loop === ModelAnimationLoop.MIRRORED_REPEAT) {
const floor = Math.floor(delta);
const fract = delta - floor;
// When odd use (1.0 - fract) to mirror repeat
delta = floor % 2 === 1.0 ? 1.0 - fract : fract;
}
if (runtimeAnimation.reverse) {
delta = 1.0 - delta;
}
let localAnimationTime = delta * duration * runtimeAnimation.multiplier;
// Clamp in case floating-point roundoff goes outside the animation's first or last keyframe
localAnimationTime = CesiumMath.clamp(
localAnimationTime,
runtimeAnimation.localStartTime,
runtimeAnimation.localStopTime
);
runtimeAnimation.animate(localAnimationTime);
if (runtimeAnimation.update.numberOfListeners > 0) {
runtimeAnimation._updateEventTime = localAnimationTime;
frameState.afterRender.push(runtimeAnimation._raiseUpdateEvent);
}
animationOccurred = true;
if (!play) {
// transition from ANIMATING to STOPPED
runtimeAnimation._state = ModelAnimationState.STOPPED;
if (runtimeAnimation.stop.numberOfListeners > 0) {
frameState.afterRender.push(runtimeAnimation._raiseStopEvent);
}
if (runtimeAnimation.removeOnStop) {
animationsToRemove.push(runtimeAnimation);
}
}
}
}
// Remove animations that stopped
length = animationsToRemove.length;
for (let j = 0; j < length; ++j) {
const animationToRemove = animationsToRemove[j];
runtimeAnimations.splice(runtimeAnimations.indexOf(animationToRemove), 1);
frameState.afterRender.push(
createAnimationRemovedFunction(this, model, animationToRemove)
);
}
animationsToRemove.length = 0;
return animationOccurred;
};
export default ModelAnimationCollection;