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com.badlogic.gdx.graphics.g3d.utils.AnimationController Maven / Gradle / Ivy
/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.graphics.g3d.utils;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.graphics.g3d.model.Animation;
import com.badlogic.gdx.graphics.g3d.model.Node;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.utils.GdxRuntimeException;
import com.badlogic.gdx.utils.Pool;
/** Class to control one or more {@link Animation}s on a {@link ModelInstance}. Use the
* {@link #setAnimation(String, int, float, AnimationListener)} method to change the current animation. Use the
* {@link #animate(String, int, float, AnimationListener, float)} method to start an animation, optionally blending onto the
* current animation. Use the {@link #queue(String, int, float, AnimationListener, float)} method to queue an animation to be
* played when the current animation is finished. Use the {@link #action(String, int, float, AnimationListener, float)} method to
* play a (short) animation on top of the current animation.
*
* You can use multiple AnimationControllers on the same ModelInstance, as long as they don't interfere with each other (don't
* affect the same {@link Node}s).
*
* @author Xoppa */
public class AnimationController extends BaseAnimationController {
/** Listener that will be informed when an animation is looped or completed.
* @author Xoppa */
public interface AnimationListener {
/** Gets called when an animation is completed.
* @param animation The animation which just completed. */
void onEnd (final AnimationDesc animation);
/** Gets called when an animation is looped. The {@link AnimationDesc#loopCount} is updated prior to this call and can be
* read or written to alter the number of remaining loops.
* @param animation The animation which just looped. */
void onLoop (final AnimationDesc animation);
}
/** Class describing how to play and {@link Animation}. You can read the values within this class to get the progress of the
* animation. Do not change the values. Only valid when the animation is currently played.
* @author Xoppa */
public static class AnimationDesc {
/** Listener which will be informed when the animation is looped or ended. */
public AnimationListener listener;
/** The animation to be applied. */
public Animation animation;
/** The speed at which to play the animation (can be negative), 1.0 for normal speed. */
public float speed;
/** The current animation time. */
public float time;
/** The offset within the animation (animation time = offsetTime + time) */
public float offset;
/** The duration of the animation */
public float duration;
/** The number of remaining loops, negative for continuous, zero if stopped. */
public int loopCount;
protected AnimationDesc () {
}
/** @return the remaining time or 0 if still animating. */
protected float update (float delta) {
if (loopCount != 0 && animation != null) {
int loops;
final float diff = speed * delta;
if (!MathUtils.isZero(duration)) {
time += diff;
loops = (int)Math.abs(time / duration);
if (time < 0f) {
loops++;
while (time < 0f)
time += duration;
}
time = Math.abs(time % duration);
} else
loops = 1;
for (int i = 0; i < loops; i++) {
if (loopCount > 0) loopCount--;
if (loopCount != 0 && listener != null) listener.onLoop(this);
if (loopCount == 0) {
final float result = ((loops - 1) - i) * duration + (diff < 0f ? duration - time : time);
time = (diff < 0f) ? 0f : duration;
if (listener != null) listener.onEnd(this);
return result;
}
}
return 0f;
} else
return delta;
}
}
protected final Pool animationPool = new Pool() {
@Override
protected AnimationDesc newObject () {
return new AnimationDesc();
}
};
/** The animation currently playing. Do not alter this value. */
public AnimationDesc current;
/** The animation queued to be played when the {@link #current} animation is completed. Do not alter this value. */
public AnimationDesc queued;
/** The transition time which should be applied to the queued animation. Do not alter this value. */
public float queuedTransitionTime;
/** The animation which previously played. Do not alter this value. */
public AnimationDesc previous;
/** The current transition time. Do not alter this value. */
public float transitionCurrentTime;
/** The target transition time. Do not alter this value. */
public float transitionTargetTime;
/** Whether an action is being performed. Do not alter this value. */
public boolean inAction;
/** When true a call to {@link #update(float)} will not be processed. */
public boolean paused;
/** Whether to allow the same animation to be played while playing that animation. */
public boolean allowSameAnimation;
private boolean justChangedAnimation = false;
/** Construct a new AnimationController.
* @param target The {@link ModelInstance} on which the animations will be performed. */
public AnimationController (final ModelInstance target) {
super(target);
}
private AnimationDesc obtain (final Animation anim, float offset, float duration, int loopCount, float speed,
final AnimationListener listener) {
if (anim == null) return null;
final AnimationDesc result = animationPool.obtain();
result.animation = anim;
result.listener = listener;
result.loopCount = loopCount;
result.speed = speed;
result.offset = offset;
result.duration = duration < 0 ? (anim.duration - offset) : duration;
result.time = speed < 0 ? result.duration : 0.f;
return result;
}
private AnimationDesc obtain (final String id, float offset, float duration, int loopCount, float speed,
final AnimationListener listener) {
if (id == null) return null;
final Animation anim = target.getAnimation(id);
if (anim == null) throw new GdxRuntimeException("Unknown animation: " + id);
return obtain(anim, offset, duration, loopCount, speed, listener);
}
private AnimationDesc obtain (final AnimationDesc anim) {
return obtain(anim.animation, anim.offset, anim.duration, anim.loopCount, anim.speed, anim.listener);
}
/** Update any animations currently being played.
* @param delta The time elapsed since last update, change this to alter the overall speed (can be negative). */
public void update (float delta) {
if (paused) return;
if (previous != null && ((transitionCurrentTime += delta) >= transitionTargetTime)) {
removeAnimation(previous.animation);
justChangedAnimation = true;
animationPool.free(previous);
previous = null;
}
if (justChangedAnimation) {
target.calculateTransforms();
justChangedAnimation = false;
}
if (current == null || current.loopCount == 0 || current.animation == null) return;
final float remain = current.update(delta);
if (remain != 0f && queued != null) {
inAction = false;
animate(queued, queuedTransitionTime);
queued = null;
update(remain);
return;
}
if (previous != null)
applyAnimations(previous.animation, previous.offset + previous.time, current.animation, current.offset + current.time,
transitionCurrentTime / transitionTargetTime);
else
applyAnimation(current.animation, current.offset + current.time);
}
/** Set the active animation, replacing any current animation.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc setAnimation (final String id) {
return setAnimation(id, 1, 1.0f, null);
}
/** Set the active animation, replacing any current animation.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param loopCount The number of times to loop the animation, zero to play the animation only once, negative to continuously
* loop the animation.
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc setAnimation (final String id, int loopCount) {
return setAnimation(id, loopCount, 1.0f, null);
}
/** Set the active animation, replacing any current animation.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param listener The {@link AnimationListener} which will be informed when the animation is looped or completed.
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc setAnimation (final String id, final AnimationListener listener) {
return setAnimation(id, 1, 1.0f, listener);
}
/** Set the active animation, replacing any current animation.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param loopCount The number of times to loop the animation, zero to play the animation only once, negative to continuously
* loop the animation.
* @param listener The {@link AnimationListener} which will be informed when the animation is looped or completed.
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc setAnimation (final String id, int loopCount, final AnimationListener listener) {
return setAnimation(id, loopCount, 1.0f, listener);
}
/** Set the active animation, replacing any current animation.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param loopCount The number of times to loop the animation, zero to play the animation only once, negative to continuously
* loop the animation.
* @param speed The speed at which the animation should be played. Default is 1.0f. A value of 2.0f will play the animation at
* twice the normal speed, a value of 0.5f will play the animation at half the normal speed, etc. This value can be
* negative, causing the animation to played in reverse. This value cannot be zero.
* @param listener The {@link AnimationListener} which will be informed when the animation is looped or completed.
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc setAnimation (final String id, int loopCount, float speed, final AnimationListener listener) {
return setAnimation(id, 0f, -1f, loopCount, speed, listener);
}
/** Set the active animation, replacing any current animation.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param offset The offset in seconds to the start of the animation.
* @param duration The duration in seconds of the animation (or negative to play till the end of the animation).
* @param loopCount The number of times to loop the animation, zero to play the animation only once, negative to continuously
* loop the animation.
* @param speed The speed at which the animation should be played. Default is 1.0f. A value of 2.0f will play the animation at
* twice the normal speed, a value of 0.5f will play the animation at half the normal speed, etc. This value can be
* negative, causing the animation to played in reverse. This value cannot be zero.
* @param listener The {@link AnimationListener} which will be informed when the animation is looped or completed.
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc setAnimation (final String id, float offset, float duration, int loopCount, float speed,
final AnimationListener listener) {
return setAnimation(obtain(id, offset, duration, loopCount, speed, listener));
}
/** Set the active animation, replacing any current animation. */
protected AnimationDesc setAnimation (final Animation anim, float offset, float duration, int loopCount, float speed,
final AnimationListener listener) {
return setAnimation(obtain(anim, offset, duration, loopCount, speed, listener));
}
/** Set the active animation, replacing any current animation. */
protected AnimationDesc setAnimation (final AnimationDesc anim) {
if (current == null)
current = anim;
else {
if (!allowSameAnimation && anim != null && current.animation == anim.animation)
anim.time = current.time;
else
removeAnimation(current.animation);
animationPool.free(current);
current = anim;
}
justChangedAnimation = true;
return anim;
}
/** Changes the current animation by blending the new on top of the old during the transition time.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param transitionTime The time to transition the new animation on top of the currently playing animation (if any).
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc animate (final String id, float transitionTime) {
return animate(id, 1, 1.0f, null, transitionTime);
}
/** Changes the current animation by blending the new on top of the old during the transition time.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param listener The {@link AnimationListener} which will be informed when the animation is looped or completed.
* @param transitionTime The time to transition the new animation on top of the currently playing animation (if any).
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc animate (final String id, final AnimationListener listener, float transitionTime) {
return animate(id, 1, 1.0f, listener, transitionTime);
}
/** Changes the current animation by blending the new on top of the old during the transition time.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param loopCount The number of times to loop the animation, zero to play the animation only once, negative to continuously
* loop the animation.
* @param listener The {@link AnimationListener} which will be informed when the animation is looped or completed.
* @param transitionTime The time to transition the new animation on top of the currently playing animation (if any).
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc animate (final String id, int loopCount, final AnimationListener listener, float transitionTime) {
return animate(id, loopCount, 1.0f, listener, transitionTime);
}
/** Changes the current animation by blending the new on top of the old during the transition time.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param loopCount The number of times to loop the animation, zero to play the animation only once, negative to continuously
* loop the animation.
* @param speed The speed at which the animation should be played. Default is 1.0f. A value of 2.0f will play the animation at
* twice the normal speed, a value of 0.5f will play the animation at half the normal speed, etc. This value can be
* negative, causing the animation to played in reverse. This value cannot be zero.
* @param listener The {@link AnimationListener} which will be informed when the animation is looped or completed.
* @param transitionTime The time to transition the new animation on top of the currently playing animation (if any).
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc animate (final String id, int loopCount, float speed, final AnimationListener listener,
float transitionTime) {
return animate(id, 0f, -1f, loopCount, speed, listener, transitionTime);
}
/** Changes the current animation by blending the new on top of the old during the transition time.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param offset The offset in seconds to the start of the animation.
* @param duration The duration in seconds of the animation (or negative to play till the end of the animation).
* @param loopCount The number of times to loop the animation, zero to play the animation only once, negative to continuously
* loop the animation.
* @param speed The speed at which the animation should be played. Default is 1.0f. A value of 2.0f will play the animation at
* twice the normal speed, a value of 0.5f will play the animation at half the normal speed, etc. This value can be
* negative, causing the animation to played in reverse. This value cannot be zero.
* @param listener The {@link AnimationListener} which will be informed when the animation is looped or completed.
* @param transitionTime The time to transition the new animation on top of the currently playing animation (if any).
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc animate (final String id, float offset, float duration, int loopCount, float speed,
final AnimationListener listener, float transitionTime) {
return animate(obtain(id, offset, duration, loopCount, speed, listener), transitionTime);
}
/** Changes the current animation by blending the new on top of the old during the transition time. */
protected AnimationDesc animate (final Animation anim, float offset, float duration, int loopCount, float speed,
final AnimationListener listener, float transitionTime) {
return animate(obtain(anim, offset, duration, loopCount, speed, listener), transitionTime);
}
/** Changes the current animation by blending the new on top of the old during the transition time. */
protected AnimationDesc animate (final AnimationDesc anim, float transitionTime) {
if (current == null)
current = anim;
else if (inAction)
queue(anim, transitionTime);
else if (!allowSameAnimation && anim != null && current.animation == anim.animation) {
anim.time = current.time;
animationPool.free(current);
current = anim;
} else {
if (previous != null) {
removeAnimation(previous.animation);
animationPool.free(previous);
}
previous = current;
current = anim;
transitionCurrentTime = 0f;
transitionTargetTime = transitionTime;
}
return anim;
}
/** Queue an animation to be applied when the {@link #current} animation is finished. If the current animation is continuously
* looping it will be synchronized on next loop.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param loopCount The number of times to loop the animation, zero to play the animation only once, negative to continuously
* loop the animation.
* @param speed The speed at which the animation should be played. Default is 1.0f. A value of 2.0f will play the animation at
* twice the normal speed, a value of 0.5f will play the animation at half the normal speed, etc. This value can be
* negative, causing the animation to played in reverse. This value cannot be zero.
* @param listener The {@link AnimationListener} which will be informed when the animation is looped or completed.
* @param transitionTime The time to transition the new animation on top of the currently playing animation (if any).
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc queue (final String id, int loopCount, float speed, final AnimationListener listener, float transitionTime) {
return queue(id, 0f, -1f, loopCount, speed, listener, transitionTime);
}
/** Queue an animation to be applied when the {@link #current} animation is finished. If the current animation is continuously
* looping it will be synchronized on next loop.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param offset The offset in seconds to the start of the animation.
* @param duration The duration in seconds of the animation (or negative to play till the end of the animation).
* @param loopCount The number of times to loop the animation, zero to play the animation only once, negative to continuously
* loop the animation.
* @param speed The speed at which the animation should be played. Default is 1.0f. A value of 2.0f will play the animation at
* twice the normal speed, a value of 0.5f will play the animation at half the normal speed, etc. This value can be
* negative, causing the animation to played in reverse. This value cannot be zero.
* @param listener The {@link AnimationListener} which will be informed when the animation is looped or completed.
* @param transitionTime The time to transition the new animation on top of the currently playing animation (if any).
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc queue (final String id, float offset, float duration, int loopCount, float speed,
final AnimationListener listener, float transitionTime) {
return queue(obtain(id, offset, duration, loopCount, speed, listener), transitionTime);
}
/** Queue an animation to be applied when the current is finished. If current is continuous it will be synced on next loop. */
protected AnimationDesc queue (final Animation anim, float offset, float duration, int loopCount, float speed,
final AnimationListener listener, float transitionTime) {
return queue(obtain(anim, offset, duration, loopCount, speed, listener), transitionTime);
}
/** Queue an animation to be applied when the current is finished. If current is continuous it will be synced on next loop. */
protected AnimationDesc queue (final AnimationDesc anim, float transitionTime) {
if (current == null || current.loopCount == 0)
animate(anim, transitionTime);
else {
if (queued != null) animationPool.free(queued);
queued = anim;
queuedTransitionTime = transitionTime;
if (current.loopCount < 0) current.loopCount = 1;
}
return anim;
}
/** Apply an action animation on top of the current animation.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param loopCount The number of times to loop the animation, zero to play the animation only once, negative to continuously
* loop the animation.
* @param speed The speed at which the animation should be played. Default is 1.0f. A value of 2.0f will play the animation at
* twice the normal speed, a value of 0.5f will play the animation at half the normal speed, etc. This value can be
* negative, causing the animation to played in reverse. This value cannot be zero.
* @param listener The {@link AnimationListener} which will be informed when the animation is looped or completed.
* @param transitionTime The time to transition the new animation on top of the currently playing animation (if any).
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc action (final String id, int loopCount, float speed, final AnimationListener listener,
float transitionTime) {
return action(id, 0, -1f, loopCount, speed, listener, transitionTime);
}
/** Apply an action animation on top of the current animation.
* @param id The ID of the {@link Animation} within the {@link ModelInstance}.
* @param offset The offset in seconds to the start of the animation.
* @param duration The duration in seconds of the animation (or negative to play till the end of the animation).
* @param loopCount The number of times to loop the animation, zero to play the animation only once, negative to continuously
* loop the animation.
* @param speed The speed at which the animation should be played. Default is 1.0f. A value of 2.0f will play the animation at
* twice the normal speed, a value of 0.5f will play the animation at half the normal speed, etc. This value can be
* negative, causing the animation to played in reverse. This value cannot be zero.
* @param listener The {@link AnimationListener} which will be informed when the animation is looped or completed.
* @param transitionTime The time to transition the new animation on top of the currently playing animation (if any).
* @return The {@link AnimationDesc} which can be read to get the progress of the animation. Will be invalid when the animation
* is completed. */
public AnimationDesc action (final String id, float offset, float duration, int loopCount, float speed,
final AnimationListener listener, float transitionTime) {
return action(obtain(id, offset, duration, loopCount, speed, listener), transitionTime);
}
/** Apply an action animation on top of the current animation. */
protected AnimationDesc action (final Animation anim, float offset, float duration, int loopCount, float speed,
final AnimationListener listener, float transitionTime) {
return action(obtain(anim, offset, duration, loopCount, speed, listener), transitionTime);
}
/** Apply an action animation on top of the current animation. */
protected AnimationDesc action (final AnimationDesc anim, float transitionTime) {
if (anim.loopCount < 0) throw new GdxRuntimeException("An action cannot be continuous");
if (current == null || current.loopCount == 0)
animate(anim, transitionTime);
else {
AnimationDesc toQueue = inAction ? null : obtain(current);
inAction = false;
animate(anim, transitionTime);
inAction = true;
if (toQueue != null) queue(toQueue, transitionTime);
}
return anim;
}
}
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