com.jme3.cinematic.Cinematic Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of jme3-core Show documentation
Show all versions of jme3-core Show documentation
jMonkeyEngine is a 3D game engine for adventurous Java developers
The newest version!
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.cinematic;
import com.jme3.animation.LoopMode;
import com.jme3.app.Application;
import com.jme3.app.state.AppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.cinematic.events.AbstractCinematicEvent;
import com.jme3.cinematic.events.CinematicEvent;
import com.jme3.export.*;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.scene.CameraNode;
import com.jme3.scene.Node;
import com.jme3.scene.control.CameraControl;
import com.jme3.scene.control.CameraControl.ControlDirection;
import java.io.IOException;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* An appstate for composing and playing cut scenes in a game. The cineamtic
* schedules CinematicEvents over a timeline. Once the Cinematic created it has
* to be attched to the stateManager.
*
* You can add various CinematicEvents to a Cinematic, see package
* com.jme3.cinematic.events
*
* Two main methods can be used to add an event :
*
* @see Cinematic#addCinematicEvent(float,
* com.jme3.cinematic.events.CinematicEvent) , that adds an event at the given
* time form the cinematic start.
*
* @see
* Cinematic#enqueueCinematicEvent(com.jme3.cinematic.events.CinematicEvent)
* that enqueue events one after the other according to their initialDuration
*
* a cinematic has convenient mathods to handle the playback :
* @see Cinematic#play()
* @see Cinematic#pause()
* @see Cinematic#stop()
*
* A cinematic is itself a CinematicEvent, meaning you can embed several
* Cinematics Embed cinematics must not be added to the stateManager though.
*
* Cinematic has a way to handle several point of view by creating CameraNode
* over a cam and activating them on schedule.
* @see Cinematic#bindCamera(java.lang.String, com.jme3.renderer.Camera)
* @see Cinematic#activateCamera(float, java.lang.String)
* @see Cinematic#setActiveCamera(java.lang.String)
*
* @author Nehon
*/
public class Cinematic extends AbstractCinematicEvent implements AppState {
private static final Logger logger = Logger.getLogger(Application.class.getName());
private Node scene;
protected TimeLine timeLine = new TimeLine();
private int lastFetchedKeyFrame = -1;
private List cinematicEvents = new ArrayList();
private Map cameras = new HashMap();
private CameraNode currentCam;
private boolean initialized = false;
private Map> eventsData;
private float nextEnqueue = 0;
/**
* Used for serialization creates a cinematic, don't use this constructor
* directly
*/
public Cinematic() {
}
/**
* creates a cinematic
*
* @param scene the scene in which the cinematic should take place
*/
public Cinematic(Node scene) {
this.scene = scene;
}
/**
* creates a cinematic
*
* @param scene the scene in which the cinematic should take place
* @param initialDuration the duration of the cinematic (without considering
* the speed)
*/
public Cinematic(Node scene, float initialDuration) {
super(initialDuration);
this.scene = scene;
}
/**
* creates a cinematic
*
* @param scene the scene in which the cinematic should take place
* @param loopMode tells if this cinematic should be looped or not
*/
public Cinematic(Node scene, LoopMode loopMode) {
super(loopMode);
this.scene = scene;
}
/**
* creates a cinematic
*
* @param scene the scene in which the cinematic should take place
* @param initialDuration the duration of the cinematic (without considering
* the speed)
* @param loopMode tells if this cinematic should be looped or not
*/
public Cinematic(Node scene, float initialDuration, LoopMode loopMode) {
super(initialDuration, loopMode);
this.scene = scene;
}
/**
* called internally
*/
@Override
public void onPlay() {
if (isInitialized()) {
if (playState == PlayState.Paused) {
for (int i = 0; i < cinematicEvents.size(); i++) {
CinematicEvent ce = cinematicEvents.get(i);
if (ce.getPlayState() == PlayState.Paused) {
ce.play();
}
}
}
}
}
/**
* called internally
*/
@Override
public void onStop() {
time = 0;
lastFetchedKeyFrame = -1;
for (int i = 0; i < cinematicEvents.size(); i++) {
CinematicEvent ce = cinematicEvents.get(i);
ce.setTime(0);
ce.forceStop();
}
setEnableCurrentCam(false);
}
/**
* called internally
*/
@Override
public void onPause() {
for (int i = 0; i < cinematicEvents.size(); i++) {
CinematicEvent ce = cinematicEvents.get(i);
if (ce.getPlayState() == PlayState.Playing) {
ce.pause();
}
}
}
/**
* used internally for serialization
*
* @param ex
* @throws IOException
*/
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.writeSavableArrayList((ArrayList) cinematicEvents, "cinematicEvents", null);
oc.writeStringSavableMap(cameras, "cameras", null);
oc.write(timeLine, "timeLine", null);
}
/**
* used internally for srialization
*
* @param im
* @throws IOException
*/
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
cinematicEvents = ic.readSavableArrayList("cinematicEvents", null);
cameras = (Map) ic.readStringSavableMap("cameras", null);
timeLine = (TimeLine) ic.readSavable("timeLine", null);
}
/**
* sets the speed of the cinematic. Note that it will set the speed of all
* events in the cinematic. 1 is normal speed. use 0.5f to make the
* cinematic twice slower, use 2 to make it twice faster
*
* @param speed the speed
*/
@Override
public void setSpeed(float speed) {
super.setSpeed(speed);
for (int i = 0; i < cinematicEvents.size(); i++) {
CinematicEvent ce = cinematicEvents.get(i);
ce.setSpeed(speed);
}
}
/**
* used internally
*
* @param stateManager the state manager
* @param app the application
*/
public void initialize(AppStateManager stateManager, Application app) {
initEvent(app, this);
for (CinematicEvent cinematicEvent : cinematicEvents) {
cinematicEvent.initEvent(app, this);
}
initialized = true;
}
/**
* used internally
*
* @return
*/
public boolean isInitialized() {
return initialized;
}
/**
* passing true has the same effect as play() you should use play(),
* pause(), stop() to handle the cinemaic playing state.
*
* @param enabled true or false
*/
public void setEnabled(boolean enabled) {
if (enabled) {
play();
}
}
/**
* return true if the cinematic appstate is enabled (the cinematic is
* playing)
*
* @return true if enabled
*/
public boolean isEnabled() {
return playState == PlayState.Playing;
}
/**
* called internally
*
* @param stateManager the state manager
*/
public void stateAttached(AppStateManager stateManager) {
}
/**
* called internally
*
* @param stateManager the state manager
*/
public void stateDetached(AppStateManager stateManager) {
stop();
}
/**
* called internally don't call it directly.
*
* @param tpf
*/
public void update(float tpf) {
if (isInitialized()) {
internalUpdate(tpf);
}
}
/**
* used internally, don't call this directly.
*
* @param tpf
*/
@Override
public void onUpdate(float tpf) {
int keyFrameIndex = timeLine.getKeyFrameIndexFromTime(time);
//iterate to make sure every key frame is triggered
for (int i = lastFetchedKeyFrame + 1; i <= keyFrameIndex; i++) {
KeyFrame keyFrame = timeLine.get(i);
if (keyFrame != null) {
keyFrame.trigger();
}
}
for (int i = 0; i < cinematicEvents.size(); i++) {
CinematicEvent ce = cinematicEvents.get(i);
ce.internalUpdate(tpf);
}
lastFetchedKeyFrame = keyFrameIndex;
}
/**
* This is used internally but can be alled to shuffle through the
* cinematic.
*
* @param time the time to shuffle to.
*/
@Override
public void setTime(float time) {
//stopping all events
onStop();
super.setTime(time);
int keyFrameIndex = timeLine.getKeyFrameIndexFromTime(time);
//triggering all the event from start to "time"
//then computing timeOffset for each event
for (int i = 0; i <= keyFrameIndex; i++) {
KeyFrame keyFrame = timeLine.get(i);
if (keyFrame != null) {
for (CinematicEvent ce : keyFrame.getCinematicEvents()) {
float t = this.time - timeLine.getKeyFrameTime(keyFrame);
if (t >= 0 && (t <= ce.getInitialDuration() || ce.getLoopMode() != LoopMode.DontLoop)) {
ce.play();
}
ce.setTime(t);
}
}
}
lastFetchedKeyFrame = keyFrameIndex;
if (playState != PlayState.Playing) {
pause();
}
}
/**
* Adds a cinematic event to this cinematic at the given timestamp. This
* operation returns a keyFrame
*
* @param timeStamp the time when the event will start after the begining of
* the cinematic
* @param cinematicEvent the cinematic event
* @return the keyFrame for that event.
*/
public KeyFrame addCinematicEvent(float timeStamp, CinematicEvent cinematicEvent) {
KeyFrame keyFrame = timeLine.getKeyFrameAtTime(timeStamp);
if (keyFrame == null) {
keyFrame = new KeyFrame();
timeLine.addKeyFrameAtTime(timeStamp, keyFrame);
}
keyFrame.cinematicEvents.add(cinematicEvent);
cinematicEvents.add(cinematicEvent);
if (isInitialized()) {
cinematicEvent.initEvent(null, this);
}
return keyFrame;
}
/**
* enqueue a cinematic event to a cinematic. This is a handy method when you
* want to chain event of a given duration without knowing their initial
* duration
*
* @param cinematicEvent the cinematic event to enqueue
* @return the timestamp the evnt was scheduled.
*/
public float enqueueCinematicEvent(CinematicEvent cinematicEvent) {
float scheduleTime = nextEnqueue;
addCinematicEvent(scheduleTime, cinematicEvent);
nextEnqueue += cinematicEvent.getInitialDuration();
return scheduleTime;
}
/**
* removes the first occurrence found of the given cinematicEvent.
*
* @param cinematicEvent the cinematicEvent to remove
* @return true if the element has been removed
*/
public boolean removeCinematicEvent(CinematicEvent cinematicEvent) {
cinematicEvent.dispose();
cinematicEvents.remove(cinematicEvent);
for (KeyFrame keyFrame : timeLine.values()) {
if (keyFrame.cinematicEvents.remove(cinematicEvent)) {
return true;
}
}
return false;
}
/**
* removes the first occurrence found of the given cinematicEvent for the
* given time stamp.
*
* @param timeStamp the timestamp when the cinematicEvent has been added
* @param cinematicEvent the cinematicEvent to remove
* @return true if the element has been removed
*/
public boolean removeCinematicEvent(float timeStamp, CinematicEvent cinematicEvent) {
cinematicEvent.dispose();
KeyFrame keyFrame = timeLine.getKeyFrameAtTime(timeStamp);
return removeCinematicEvent(keyFrame, cinematicEvent);
}
/**
* removes the first occurrence found of the given cinematicEvent for the
* given keyFrame
*
* @param keyFrame the keyFrame returned by the addCinematicEvent method.
* @param cinematicEvent the cinematicEvent to remove
* @return true if the element has been removed
*/
public boolean removeCinematicEvent(KeyFrame keyFrame, CinematicEvent cinematicEvent) {
cinematicEvent.dispose();
boolean ret = keyFrame.cinematicEvents.remove(cinematicEvent);
cinematicEvents.remove(cinematicEvent);
if (keyFrame.isEmpty()) {
timeLine.removeKeyFrame(keyFrame.getIndex());
}
return ret;
}
/**
* called internally
*
* @see AppState#render(com.jme3.renderer.RenderManager)
*/
public void render(RenderManager rm) {
}
/**
* called internally
*
* @see AppState#postRender()
*/
public void postRender() {
}
/**
* called internally
*
* @see AppState#cleanup()
*/
public void cleanup() {
}
/**
* fits the duration of the cinamatic to the duration of all its child
* cinematic events
*/
public void fitDuration() {
KeyFrame kf = timeLine.getKeyFrameAtIndex(timeLine.getLastKeyFrameIndex());
float d = 0;
for (int i = 0; i < kf.getCinematicEvents().size(); i++) {
CinematicEvent ce = kf.getCinematicEvents().get(i);
float dur = timeLine.getKeyFrameTime(kf) + ce.getDuration() * ce.getSpeed();
if (d < dur) {
d = dur;
}
}
initialDuration = d;
}
/**
* Binds a camera to this cinematic, tagged by a unique name. This methods
* creates and returns a CameraNode for the cam and attach it to the scene.
* The control direction is set to SpatialToCamera. This camera Node can
* then be used in other events to handle the camera movements during the
* playback
*
* @param cameraName the unique tag the camera should have
* @param cam the scene camera.
* @return the created CameraNode.
*/
public CameraNode bindCamera(String cameraName, Camera cam) {
if (cameras.containsKey(cameraName)) {
throw new IllegalArgumentException("Camera " + cameraName + " is already binded to this cinematic");
}
CameraNode node = new CameraNode(cameraName, cam);
node.setControlDir(ControlDirection.SpatialToCamera);
node.getControl(CameraControl.class).setEnabled(false);
cameras.put(cameraName, node);
scene.attachChild(node);
return node;
}
/**
* returns a cameraNode given its name
*
* @param cameraName the camera name (as registerd in
* Cinematic#bindCamera())
* @return the cameraNode for this name
*/
public CameraNode getCamera(String cameraName) {
return cameras.get(cameraName);
}
/**
* enable/disable the camera control of the cameraNode of the current cam
*
* @param enabled
*/
private void setEnableCurrentCam(boolean enabled) {
if (currentCam != null) {
currentCam.getControl(CameraControl.class).setEnabled(enabled);
}
}
/**
* Sets the active camera instantly (use activateCamera if you want to
* schedule that event)
*
* @param cameraName the camera name (as registerd in
* Cinematic#bindCamera())
*/
public void setActiveCamera(String cameraName) {
setEnableCurrentCam(false);
currentCam = cameras.get(cameraName);
if (currentCam == null) {
logger.log(Level.WARNING, "{0} is not a camera bond to the cinematic, cannot activate", cameraName);
}
setEnableCurrentCam(true);
}
/**
* schedule an event that will activate the camera at the given time
*
* @param timeStamp the time to activate the cam
* @param cameraName the camera name (as registerd in
* Cinematic#bindCamera())
*/
public void activateCamera(final float timeStamp, final String cameraName) {
addCinematicEvent(timeStamp, new AbstractCinematicEvent() {
@Override
public void play() {
super.play();
stop();
}
@Override
public void onPlay() {
setActiveCamera(cameraName);
}
@Override
public void onUpdate(float tpf) {
}
@Override
public void onStop() {
}
@Override
public void onPause() {
}
@Override
public void forceStop() {
}
@Override
public void setTime(float time) {
play();
}
});
}
/**
* returns the complete eventdata map
*
* @return the eventdata map
*/
private Map> getEventsData() {
if (eventsData == null) {
eventsData = new HashMap>();
}
return eventsData;
}
/**
* used internally put an eventdata in the cinematic
*
* @param type the type of data
* @param key the key
* @param object the data
*/
public void putEventData(String type, Object key, Object object) {
Map> data = getEventsData();
Map
© 2015 - 2024 Weber Informatics LLC | Privacy Policy