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"; /** * A collection of active model animations. Access this using {@link Model#activeAnimations}. * * @alias ModelAnimationCollection * @internalConstructor * @class * * @see Model#activeAnimations */ function ModelAnimationCollection(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; } Object.defineProperties(ModelAnimationCollection.prototype, { /** * The number of animations in the collection. * * @memberof ModelAnimationCollection.prototype * * @type {Number} * @readonly */ length: { get: function () { return this._scheduledAnimations.length; }, }, }); function add(collection, index, options) { const model = collection._model; const animations = model._runtime.animations; const animation = animations[index]; const scheduledAnimation = new ModelAnimation(options, model, animation); collection._scheduledAnimations.push(scheduledAnimation); collection.animationAdded.raiseEvent(model, scheduledAnimation); return scheduledAnimation; } /** * Creates and adds an animation with the specified initial properties to the collection. *

* 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 if options.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. * @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. * @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. * @returns {ModelAnimation} The animation that was added to the collection. * * @exception {DeveloperError} Animations are not loaded. Wait for the {@link Model#readyPromise} to resolve. * @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 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; const animations = model._runtime.animations; //>>includeStart('debug', pragmas.debug); if (!defined(animations)) { throw new DeveloperError( "Animations are not loaded. Wait for Model.readyPromise to resolve." ); } 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'); if (defined(options.index)) { return add(this, options.index, options); } // Find the index of the animation with the given name let index; 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 add(this, index, options); }; /** * Creates and adds an animation with the specified initial properties to the collection * for each animation 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 is undefined, the animations starts at the next frame. * @param {Number} [options.delay=0.0] The delay, in seconds, from startTime to start playing. * @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. * @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. * @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); //>>includeStart('debug', pragmas.debug); if (!defined(this._model._runtime.animations)) { throw new DeveloperError( "Animations are not loaded. Wait for Model.readyPromise to resolve." ); } if (defined(options.multiplier) && options.multiplier <= 0.0) { throw new DeveloperError("options.multiplier must be greater than zero."); } //>>includeEnd('debug'); const scheduledAnimations = []; const model = this._model; const animations = model._runtime.animations; const length = animations.length; for (let i = 0; i < length; ++i) { scheduledAnimations.push(add(this, i, options)); } return scheduledAnimations; }; /** * 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 ModelAnimation#removeOnStop} to * true. The {@link ModelAnimationCollection#animationRemoved} event is still fired when the animation is removed. *

* * @param {ModelAnimation} animation The animation to remove. * @returns {Boolean} 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 (animation) { if (defined(animation)) { const animations = this._scheduledAnimations; const 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. *

* 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._scheduledAnimations; const length = animations.length; this._scheduledAnimations = []; for (let 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} true if this collection contains the animation, false 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. * 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."); } //>>includeEnd('debug'); return this._scheduledAnimations[index]; }; function animateChannels(runtimeAnimation, localAnimationTime) { const channelEvaluators = runtimeAnimation.channelEvaluators; const length = channelEvaluators.length; for (let i = 0; i < length; ++i) { channelEvaluators[i](localAnimationTime); } } const animationsToRemove = []; function createAnimationRemovedFunction( modelAnimationCollection, model, animation ) { return function () { modelAnimationCollection.animationRemoved.raiseEvent(model, animation); }; } /** * @private */ ModelAnimationCollection.prototype.update = function (frameState) { const scheduledAnimations = this._scheduledAnimations; let length = scheduledAnimations.length; if (length === 0) { // No animations - quick return for performance this._previousTime = undefined; return false; } 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); let animationOccured = false; const sceneTime = frameState.time; const model = this._model; for (let i = 0; i < length; ++i) { const scheduledAnimation = scheduledAnimations[i]; const 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.multiplier); } const startTime = scheduledAnimation._computedStartTime; const duration = scheduledAnimation._duration; const stopTime = scheduledAnimation.stopTime; // [0.0, 1.0] normalized local animation time let delta = duration !== 0.0 ? JulianDate.secondsDifference(sceneTime, startTime) / duration : 0.0; // Clamp delta to stop time, if defined. if ( duration !== 0.0 && defined(stopTime) && JulianDate.greaterThan(sceneTime, stopTime) ) { delta = JulianDate.secondsDifference(stopTime, startTime) / duration; } const pastStartTime = delta >= 0.0; // 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 = scheduledAnimation.loop === ModelAnimationLoop.REPEAT || scheduledAnimation.loop === ModelAnimationLoop.MIRRORED_REPEAT; const play = (pastStartTime || (repeat && !defined(scheduledAnimation.startTime))) && (delta <= 1.0 || repeat) && (!defined(stopTime) || JulianDate.lessThanOrEquals(sceneTime, stopTime)); // If it IS, or WAS, animating... if (play || scheduledAnimation._state === ModelAnimationState.ANIMATING) { // STOPPED -> ANIMATING state transition? if (play && 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 ) { const floor = Math.floor(delta); const 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; } let localAnimationTime = delta * duration * scheduledAnimation.multiplier; // 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; if (!play) { // ANIMATING -> STOPPED state transition? 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 (let j = 0; j < length; ++j) { const animationToRemove = animationsToRemove[j]; scheduledAnimations.splice( scheduledAnimations.indexOf(animationToRemove), 1 ); frameState.afterRender.push( createAnimationRemovedFunction(this, model, animationToRemove) ); } animationsToRemove.length = 0; return animationOccured; }; export default ModelAnimationCollection;