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jMonkeyEngine is a 3-D game engine for adventurous Java developers
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package com.jme3.animation;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Transform;
import com.jme3.math.Vector3f;
/**
* A convenience class to easily set up a spatial keyframe animation.
* You can add some keyFrames for a given time or a given keyFrameIndex, for translation, rotation, and scale.
* The animationFactory will then generate an appropriate SpatialAnimation by interpolating values between the keyFrames.
*
* Usage is :
* - Create the AnimationFactory
* - add some keyFrames
* - call the buildAnimation() method that will return a new Animation
* - add the generated Animation to any existing AnimationControl
*
* Note that the first keyFrame (index 0) is defaulted with the identity transform.
* If you want to change that you have to replace this keyFrame with the transform you want.
*
* @author Nehon
* @deprecated use {@link com.jme3.anim.AnimFactory}
*/
@Deprecated
public class AnimationFactory {
/**
* step for splitting rotations that have an angle above PI/2
*/
private final static float EULER_STEP = FastMath.QUARTER_PI * 3;
/**
* enum to determine the type of interpolation
*/
private enum Type {
Translation, Rotation, Scale;
}
/**
* inner class to keep track of a rotation using Euler angles
*/
@Deprecated
protected class Rotation {
/**
* The rotation Quaternion
*/
Quaternion rotation = new Quaternion();
/**
* This rotation expressed in Euler angles
*/
Vector3f eulerAngles = new Vector3f();
/**
* the index of the parent key frame is this keyFrame is a split rotation
*/
int masterKeyFrame = -1;
public Rotation() {
rotation.loadIdentity();
}
void set(Quaternion rot) {
rotation.set(rot);
float[] a = new float[3];
rotation.toAngles(a);
eulerAngles.set(a[0], a[1], a[2]);
}
void set(float x, float y, float z) {
float[] a = {x, y, z};
rotation.fromAngles(a);
eulerAngles.set(x, y, z);
}
}
/**
* Name of the animation
*/
protected String name;
/**
* frames per seconds
*/
protected int fps;
/**
* Animation duration in seconds
*/
protected float duration;
/**
* total number of frames
*/
protected int totalFrames;
/**
* time per frame
*/
protected float tpf;
/**
* Time array for this animation
*/
protected float[] times;
/**
* Translation array for this animation
*/
protected Vector3f[] translations;
/**
* rotation array for this animation
*/
protected Quaternion[] rotations;
/**
* scales array for this animation
*/
protected Vector3f[] scales;
/**
* The map of keyFrames to compute the animation. The key is the index of the frame
*/
protected Vector3f[] keyFramesTranslation;
protected Vector3f[] keyFramesScale;
protected Rotation[] keyFramesRotation;
/**
* Creates an AnimationFactory
* @param duration the desired duration for the resulting animation
* @param name the name of the resulting animation
*/
public AnimationFactory(float duration, String name) {
this(duration, name, 30);
}
/**
* Creates an AnimationFactory
* @param duration the desired duration for the resulting animation
* @param name the name of the resulting animation
* @param fps the number of frames per second for this animation (default is 30)
*/
public AnimationFactory(float duration, String name, int fps) {
this.name = name;
this.duration = duration;
this.fps = fps;
totalFrames = (int) (fps * duration) + 1;
tpf = 1 / (float) fps;
times = new float[totalFrames];
translations = new Vector3f[totalFrames];
rotations = new Quaternion[totalFrames];
scales = new Vector3f[totalFrames];
keyFramesTranslation = new Vector3f[totalFrames];
keyFramesTranslation[0] = new Vector3f();
keyFramesScale = new Vector3f[totalFrames];
keyFramesScale[0] = new Vector3f(1, 1, 1);
keyFramesRotation = new Rotation[totalFrames];
keyFramesRotation[0] = new Rotation();
}
/**
* Adds a key frame for the given Transform at the given time
* @param time the time at which the keyFrame must be inserted
* @param transform the transform to use for this keyFrame
*/
public void addTimeTransform(float time, Transform transform) {
addKeyFrameTransform((int) (time / tpf), transform);
}
/**
* Adds a key frame for the given Transform at the given keyFrame index
* @param keyFrameIndex the index at which the keyFrame must be inserted
* @param transform the transform to use for this keyFrame
*/
public void addKeyFrameTransform(int keyFrameIndex, Transform transform) {
addKeyFrameTranslation(keyFrameIndex, transform.getTranslation());
addKeyFrameScale(keyFrameIndex, transform.getScale());
addKeyFrameRotation(keyFrameIndex, transform.getRotation());
}
/**
* Adds a key frame for the given translation at the given time
* @param time the time at which the keyFrame must be inserted
* @param translation the translation to use for this keyFrame
*/
public void addTimeTranslation(float time, Vector3f translation) {
addKeyFrameTranslation((int) (time / tpf), translation);
}
/**
* Adds a key frame for the given translation at the given keyFrame index
* @param keyFrameIndex the index at which the keyFrame must be inserted
* @param translation the translation to use for this keyFrame
*/
public void addKeyFrameTranslation(int keyFrameIndex, Vector3f translation) {
Vector3f t = getTranslationForFrame(keyFrameIndex);
t.set(translation);
}
/**
* Adds a key frame for the given rotation at the given time
* This can't be used if the interpolated angle is higher than PI (180°)
* Use {@link #addTimeRotationAngles(float time, float x, float y, float z)} instead that uses Euler angle rotations.
* @param time the time at which the keyFrame must be inserted
* @param rotation the rotation Quaternion to use for this keyFrame
* @see #addTimeRotationAngles(float time, float x, float y, float z)
*/
public void addTimeRotation(float time, Quaternion rotation) {
addKeyFrameRotation((int) (time / tpf), rotation);
}
/**
* Adds a key frame for the given rotation at the given keyFrame index
* This can't be used if the interpolated angle is higher than PI (180°)
* Use {@link #addKeyFrameRotationAngles(int keyFrameIndex, float x, float y, float z)} instead that uses Euler angle rotations.
* @param keyFrameIndex the index at which the keyFrame must be inserted
* @param rotation the rotation Quaternion to use for this keyFrame
* @see #addKeyFrameRotationAngles(int keyFrameIndex, float x, float y, float z)
*/
public void addKeyFrameRotation(int keyFrameIndex, Quaternion rotation) {
Rotation r = getRotationForFrame(keyFrameIndex);
r.set(rotation);
}
/**
* Adds a key frame for the given rotation at the given time.
* Rotation is expressed by Euler angles in radians.
* Note that the generated rotation will be stored as a quaternion and interpolated using a spherical linear interpolation (slerp)
* Hence, this method may create intermediate keyFrames if the interpolation angle is higher than PI to ensure continuity in animation
*
* @param time the time at which the keyFrame must be inserted
* @param x the rotation around the x axis (aka yaw) in radians
* @param y the rotation around the y axis (aka roll) in radians
* @param z the rotation around the z axis (aka pitch) in radians
*/
public void addTimeRotationAngles(float time, float x, float y, float z) {
addKeyFrameRotationAngles((int) (time / tpf), x, y, z);
}
/**
* Adds a key frame for the given rotation at the given key frame index.
* Rotation is expressed by Euler angles in radians.
* Note that the generated rotation will be stored as a quaternion and interpolated using a spherical linear interpolation (slerp)
* Hence, this method may create intermediate keyFrames if the interpolation angle is higher than PI to ensure continuity in animation
*
* @param keyFrameIndex the index at which the keyFrame must be inserted
* @param x the rotation around the x axis (aka yaw) in radians
* @param y the rotation around the y axis (aka roll) in radians
* @param z the rotation around the z axis (aka pitch) in radians
*/
public void addKeyFrameRotationAngles(int keyFrameIndex, float x, float y, float z) {
Rotation r = getRotationForFrame(keyFrameIndex);
r.set(x, y, z);
// if the delta of Euler angles is higher than PI, we create intermediate keyframes
// since we are using quaternions and slerp for rotation interpolation, we cannot interpolate over an angle higher than PI
int prev = getPreviousKeyFrame(keyFrameIndex, keyFramesRotation);
if (prev != -1) {
//previous rotation keyframe
Rotation prevRot = keyFramesRotation[prev];
//the maximum delta angle (x,y or z)
float delta = Math.max(Math.abs(x - prevRot.eulerAngles.x), Math.abs(y - prevRot.eulerAngles.y));
delta = Math.max(delta, Math.abs(z - prevRot.eulerAngles.z));
//if delta > PI we have to create intermediates key frames
if (delta >= FastMath.PI) {
//frames delta
int dF = keyFrameIndex - prev;
//angle per frame for x,y ,z
float dXAngle = (x - prevRot.eulerAngles.x) / dF;
float dYAngle = (y - prevRot.eulerAngles.y) / dF;
float dZAngle = (z - prevRot.eulerAngles.z) / dF;
// the keyFrame step
int keyStep = (int) (dF / delta * EULER_STEP);
// the current keyFrame
int cursor = prev + keyStep;
while (cursor < keyFrameIndex) {
//for each step we create a new rotation by interpolating the angles
Rotation dr = getRotationForFrame(cursor);
dr.masterKeyFrame = keyFrameIndex;
dr.set(prevRot.eulerAngles.x + cursor * dXAngle, prevRot.eulerAngles.y + cursor * dYAngle, prevRot.eulerAngles.z + cursor * dZAngle);
cursor += keyStep;
}
}
}
}
/**
* Adds a key frame for the given scale at the given time
* @param time the time at which the keyFrame must be inserted
* @param scale the scale to use for this keyFrame
*/
public void addTimeScale(float time, Vector3f scale) {
addKeyFrameScale((int) (time / tpf), scale);
}
/**
* Adds a key frame for the given scale at the given keyFrame index
* @param keyFrameIndex the index at which the keyFrame must be inserted
* @param scale the scale to use for this keyFrame
*/
public void addKeyFrameScale(int keyFrameIndex, Vector3f scale) {
Vector3f s = getScaleForFrame(keyFrameIndex);
s.set(scale);
}
/**
* returns the translation for a given frame index
* creates the translation if it doesn't exist
* @param keyFrameIndex index
* @return the translation
*/
private Vector3f getTranslationForFrame(int keyFrameIndex) {
if (keyFrameIndex < 0 || keyFrameIndex > totalFrames) {
throw new ArrayIndexOutOfBoundsException("keyFrameIndex must be between 0 and " + totalFrames + " (received " + keyFrameIndex + ")");
}
Vector3f v = keyFramesTranslation[keyFrameIndex];
if (v == null) {
v = new Vector3f();
keyFramesTranslation[keyFrameIndex] = v;
}
return v;
}
/**
* returns the scale for a given frame index
* creates the scale if it doesn't exist
* @param keyFrameIndex index
* @return the scale
*/
private Vector3f getScaleForFrame(int keyFrameIndex) {
if (keyFrameIndex < 0 || keyFrameIndex > totalFrames) {
throw new ArrayIndexOutOfBoundsException("keyFrameIndex must be between 0 and " + totalFrames + " (received " + keyFrameIndex + ")");
}
Vector3f v = keyFramesScale[keyFrameIndex];
if (v == null) {
v = new Vector3f();
keyFramesScale[keyFrameIndex] = v;
}
return v;
}
/**
* returns the rotation for a given frame index
* creates the rotation if it doesn't exist
* @param keyFrameIndex index
* @return the rotation
*/
private Rotation getRotationForFrame(int keyFrameIndex) {
if (keyFrameIndex < 0 || keyFrameIndex > totalFrames) {
throw new ArrayIndexOutOfBoundsException("keyFrameIndex must be between 0 and " + totalFrames + " (received " + keyFrameIndex + ")");
}
Rotation v = keyFramesRotation[keyFrameIndex];
if (v == null) {
v = new Rotation();
keyFramesRotation[keyFrameIndex] = v;
}
return v;
}
/**
* Creates an Animation based on the keyFrames previously added to the factory.
* @return the generated animation
*/
public Animation buildAnimation() {
interpolateTime();
interpolate(keyFramesTranslation, Type.Translation);
interpolate(keyFramesRotation, Type.Rotation);
interpolate(keyFramesScale, Type.Scale);
SpatialTrack spatialTrack = new SpatialTrack(times, translations, rotations, scales);
//creating the animation
Animation spatialAnimation = new Animation(name, duration);
spatialAnimation.setTracks(new SpatialTrack[]{spatialTrack});
return spatialAnimation;
}
/**
* interpolates time values
*/
private void interpolateTime() {
for (int i = 0; i < totalFrames; i++) {
times[i] = i * tpf;
}
}
/**
* Interpolates over the key frames for the given keyFrame array and the given type of transform
* @param keyFrames the keyFrames array
* @param type the type of transforms
*/
private void interpolate(Object[] keyFrames, Type type) {
int i = 0;
while (i < totalFrames) {
//fetching the next keyFrame index transform in the array
int key = getNextKeyFrame(i, keyFrames);
if (key != -1) {
//computing the frame span to interpolate over
int span = key - i;
//iterating over the frames
for (int j = i; j <= key; j++) {
// computing interpolation value
float val = (j - i) / (float) span;
//interpolating depending on the transform type
switch (type) {
case Translation:
translations[j] = FastMath.interpolateLinear(val, (Vector3f) keyFrames[i], (Vector3f) keyFrames[key]);
break;
case Rotation:
Quaternion rot = new Quaternion();
rotations[j] = rot.slerp(((Rotation) keyFrames[i]).rotation, ((Rotation) keyFrames[key]).rotation, val);
break;
case Scale:
scales[j] = FastMath.interpolateLinear(val, (Vector3f) keyFrames[i], (Vector3f) keyFrames[key]);
break;
}
}
//jumping to the next keyFrame
i = key;
} else {
//No more key frame, filling the array with the last transform computed.
for (int j = i; j < totalFrames; j++) {
switch (type) {
case Translation:
translations[j] = ((Vector3f) keyFrames[i]).clone();
break;
case Rotation:
rotations[j] = ((Rotation) keyFrames[i]).rotation.clone();
break;
case Scale:
scales[j] = ((Vector3f) keyFrames[i]).clone();
break;
}
}
//we're done
i = totalFrames;
}
}
}
/**
* Get the index of the next keyFrame that as a transform
* @param index the start index
* @param keyFrames the keyFrames array
* @return the index of the next keyFrame
*/
private int getNextKeyFrame(int index, Object[] keyFrames) {
for (int i = index + 1; i < totalFrames; i++) {
if (keyFrames[i] != null) {
return i;
}
}
return -1;
}
/**
* Get the index of the previous keyFrame that as a transform
* @param index the start index
* @param keyFrames the keyFrames array
* @return the index of the previous keyFrame
*/
private int getPreviousKeyFrame(int index, Object[] keyFrames) {
for (int i = index - 1; i >= 0; i--) {
if (keyFrames[i] != null) {
return i;
}
}
return -1;
}
}
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