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ModelAnimation.js
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ModelAnimation.js
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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";
/**
* <div class="notice">
* Create animations by calling {@link ModelAnimationCollection#add}. Do not call the constructor directly.
* </div>
*
* An active animation derived from a glTF asset. An active animation is an
* animation that is either currently playing or scheduled to be played due to
* being added to a model's {@link ModelAnimationCollection}. An active animation
* is an instance of an animation; for example, there can be multiple active
* animations for the same glTF animation, each with a different start time.
*
* @alias ModelAnimation
* @internalConstructor
* @class
*
* @see ModelAnimationCollection#add
*/
function ModelAnimation(model, animation, options) {
this._animation = animation;
this._name = animation.name;
this._runtimeChannels = undefined;
this._startTime = JulianDate.clone(options.startTime);
this._delay = defaultValue(options.delay, 0.0); // in seconds
this._stopTime = JulianDate.clone(options.stopTime);
/**
* When <code>true</code>, 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.
* <p>
* This event is fired at the end of the frame after the scene is rendered.
* </p>
*
* @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.
* <p>
* This event is fired at the end of the frame after the scene is rendered.
* </p>
*
* @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.
* <p>
* This event is fired at the end of the frame after the scene is rendered.
* </p>
*
* @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 is <code>undefined</code>,
* 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 <code>undefined</code>,
* 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 <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. A value of
* <code>1.0</code> 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 <code>multiplier</code> is <code>1.0</code>.
*
* @memberof ModelAnimation.prototype
*
* @type {Number}
* @readonly
*
* @default 1.0
*/
multiplier: {
get: function () {
return this._multiplier;
},
},
/**
* When <code>true</code>, 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;