com.jme3.cinematic.events.AnimationEvent 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 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 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.events;
import com.jme3.animation.*;
import com.jme3.app.Application;
import com.jme3.cinematic.Cinematic;
import com.jme3.cinematic.PlayState;
import com.jme3.export.*;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import java.io.IOException;
import java.util.*;
import java.util.logging.Logger;
/**
* An event based on an animation of a model. The model has to hold an
* AnimControl with valid animation (bone or spatial animations).
*
* It helps to schedule the playback of an animation on a model in a Cinematic.
*
*
* @author Nehon
* @deprecated use {@link AnimEvent}
*/
@Deprecated
public class AnimationEvent extends AbstractCinematicEvent {
// Version #2: directly keeping track on the model instead of trying to retrieve
//it from the scene according to its name, because the name is not supposed to be unique
//For backward compatibility, if the model is null it's looked up into the scene
public static final int SAVABLE_VERSION = 2;
private static final Logger log = Logger.getLogger(AnimationEvent.class.getName());
public static final String MODEL_CHANNELS = "modelChannels";
protected AnimChannel channel;
protected String animationName;
protected Spatial model;
//kept for backward compatibility
protected String modelName;
protected float blendTime = 0;
protected int channelIndex = 0;
// parent cinematic
protected Cinematic cinematic;
/**
* used for serialization don't call directly use one of the following
* constructors
*/
protected AnimationEvent() {
super();
}
/**
* creates an animation event
*
* @param model the model on which the animation will be played
* @param animationName the name of the animation to play
*/
public AnimationEvent(Spatial model, String animationName) {
this.model = model;
this.modelName = model.getName();
this.animationName = animationName;
initialDuration = model.getControl(AnimControl.class).getAnimationLength(animationName);
}
/**
* creates an animation event
*
* @param model the model on which the animation will be played
* @param animationName the name of the animation to play
* @param initialDuration the initial duration of the event
*/
public AnimationEvent(Spatial model, String animationName, float initialDuration) {
super(initialDuration);
this.model = model;
this.modelName = model.getName();
this.animationName = animationName;
}
/**
* creates an animation event
*
* @param model the model on which the animation will be played
* @param animationName the name of the animation to play
* @param loopMode the loopMode
* @see LoopMode
*/
public AnimationEvent(Spatial model, String animationName, LoopMode loopMode) {
super(loopMode);
initialDuration = model.getControl(AnimControl.class).getAnimationLength(animationName);
this.model = model;
this.modelName = model.getName();
this.animationName = animationName;
}
/**
* creates an animation event
*
* @param model the model on which the animation will be played
* @param animationName the name of the animation to play
* @param initialDuration the initial duration of the event
* @param loopMode the loopMode
* @see LoopMode
*/
public AnimationEvent(Spatial model, String animationName, float initialDuration, LoopMode loopMode) {
super(initialDuration, loopMode);
this.model = model;
this.modelName = model.getName();
this.animationName = animationName;
}
/**
* creates an animation event
*
* @param model the model on which the animation will be played
* @param animationName the name of the animation to play
* @param initialDuration the initial duration of the event
* @param blendTime the time interval during which the animation will be blended
* @see AnimChannel#setAnim(java.lang.String, float)
*/
public AnimationEvent(Spatial model, String animationName, float initialDuration, float blendTime) {
super(initialDuration);
this.model = model;
this.modelName = model.getName();
this.animationName = animationName;
this.blendTime = blendTime;
}
/**
* creates an animation event
*
* @param model the model on which the animation will be played
* @param animationName the name of the animation to play
* @param loopMode the loopMode
* @see LoopMode
* @param blendTime the time interval during which the animation will be blended
* @see AnimChannel#setAnim(java.lang.String, float)
*/
public AnimationEvent(Spatial model, String animationName, LoopMode loopMode, float blendTime) {
super(loopMode);
initialDuration = model.getControl(AnimControl.class).getAnimationLength(animationName);
this.model = model;
this.modelName = model.getName();
this.animationName = animationName;
this.blendTime = blendTime;
}
/**
* creates an animation event
*
* @param model the model on which the animation will be played
* @param animationName the name of the animation to play
* @param initialDuration the initial duration of the event
* @param loopMode the loopMode
* @see LoopMode
* @param blendTime the time interval during which the animation will be blended
* @see AnimChannel#setAnim(java.lang.String, float)
*/
public AnimationEvent(Spatial model, String animationName, float initialDuration, LoopMode loopMode, float blendTime) {
super(initialDuration, loopMode);
this.model = model;
this.modelName = model.getName();
this.animationName = animationName;
this.blendTime = blendTime;
}
/**
* creates an animation event
*
* @param model the model on which the animation will be played
* @param animationName the name of the animation to play
* @param loopMode the loopMode
* @see LoopMode
* @param channelIndex the index of the channel default is 0. Events on the
* same channelIndex will use the same channel.
*/
public AnimationEvent(Spatial model, String animationName, LoopMode loopMode, int channelIndex) {
super(loopMode);
initialDuration = model.getControl(AnimControl.class).getAnimationLength(animationName);
this.model = model;
this.modelName = model.getName();
this.animationName = animationName;
this.channelIndex = channelIndex;
}
/**
* creates an animation event
*
* @param model the model on which the animation will be played
* @param animationName the name of the animation to play
* @param channelIndex the index of the channel default is 0. Events on the
* same channelIndex will use the same channel.
*/
public AnimationEvent(Spatial model, String animationName, int channelIndex) {
this.model = model;
this.modelName = model.getName();
this.animationName = animationName;
initialDuration = model.getControl(AnimControl.class).getAnimationLength(animationName);
this.channelIndex = channelIndex;
}
/**
* creates an animation event
*
* @param model the model on which the animation will be played
* @param animationName the name of the animation to play
* @param loopMode the desired mode (Loop/DontLoop/Cycle)
* @param channelIndex the index of the channel default is 0. Events on the
* @param blendTime the time interval during which the animation will be blended
* same channelIndex will use the same channel.
*/
public AnimationEvent(Spatial model, String animationName, LoopMode loopMode, int channelIndex, float blendTime) {
this.model = model;
this.modelName = model.getName();
this.animationName = animationName;
this.loopMode = loopMode;
initialDuration = model.getControl(AnimControl.class).getAnimationLength(animationName);
this.channelIndex = channelIndex;
this.blendTime = blendTime;
}
/**
* creates an animation event
*
* @param model the model on which the animation will be played
* @param animationName the name of the animation to play
* @param initialDuration the initial duration of the event
* @param channelIndex the index of the channel default is 0. Events on the
* same channelIndex will use the same channel.
*/
public AnimationEvent(Spatial model, String animationName, float initialDuration, int channelIndex) {
super(initialDuration);
this.model = model;
this.modelName = model.getName();
this.animationName = animationName;
this.channelIndex = channelIndex;
}
/**
* creates an animation event
*
* @param model the model on which the animation will be played
* @param animationName the name of the animation to play
* @param initialDuration the initial duration of the event
* @param loopMode the loopMode
* @see LoopMode
* @param channelIndex the index of the channel default is 0. Events on the
* same channelIndex will use the same channel.
*/
public AnimationEvent(Spatial model, String animationName, float initialDuration, LoopMode loopMode, int channelIndex) {
super(initialDuration, loopMode);
this.model = model;
this.modelName = model.getName();
this.animationName = animationName;
this.channelIndex = channelIndex;
}
@Override
@SuppressWarnings("unchecked")
public void initEvent(Application app, Cinematic cinematic) {
super.initEvent(app, cinematic);
this.cinematic = cinematic;
if (channel == null) {
Object s = cinematic.getEventData(MODEL_CHANNELS, model);
if (s == null) {
s = new HashMap();
int numChannels = model.getControl(AnimControl.class).getNumChannels();
for (int i = 0; i < numChannels; i++) {
((HashMap) s)
.put(i, model.getControl(AnimControl.class).getChannel(i));
}
cinematic.putEventData(MODEL_CHANNELS, model, s);
}
Map map = (Map) s;
this.channel = map.get(channelIndex);
if (this.channel == null) {
if (model == null) {
//the model is null we try to find it according to the name
//this should occur only when loading an old saved cinematic
//otherwise it's an error
model = cinematic.getScene().getChild(modelName);
}
if (model != null) {
if (cinematic.getScene() != null) {
Spatial sceneModel = cinematic.getScene().getChild(model.getName());
if (sceneModel != null) {
Node parent = sceneModel.getParent();
parent.detachChild(sceneModel);
sceneModel = model;
parent.attachChild(sceneModel);
} else {
cinematic.getScene().attachChild(model);
}
}
channel = model.getControl(AnimControl.class).createChannel();
map.put(channelIndex, channel);
} else {
//it's an error
throw new UnsupportedOperationException("model should not be null");
}
}
}
}
@Override
public void setTime(float time) {
super.setTime(time);
if (!animationName.equals(channel.getAnimationName())) {
channel.setAnim(animationName, blendTime);
}
float t = time;
if (loopMode == LoopMode.Loop) {
t = t % channel.getAnimMaxTime();
}
if (loopMode == LoopMode.Cycle) {
float parity = (float) Math.ceil(time / channel.getAnimMaxTime());
if (parity > 0 && parity % 2 == 0) {
t = channel.getAnimMaxTime() - t % channel.getAnimMaxTime();
} else {
t = t % channel.getAnimMaxTime();
}
}
if (t < 0) {
channel.setTime(0);
channel.reset(true);
}
if (t > channel.getAnimMaxTime()) {
channel.setTime(t);
channel.getControl().update(0);
stop();
} else {
channel.setTime(t);
channel.getControl().update(0);
}
}
@Override
public void onPlay() {
channel.getControl().setEnabled(true);
if (playState == PlayState.Stopped) {
channel.setAnim(animationName, blendTime);
channel.setSpeed(speed);
channel.setLoopMode(loopMode);
channel.setTime(0);
}
}
@Override
public void setSpeed(float speed) {
super.setSpeed(speed);
if (channel != null) {
channel.setSpeed(speed);
}
}
@Override
public void onUpdate(float tpf) {
}
@Override
public void onStop() {
}
@Override
public void forceStop() {
if (channel != null) {
channel.setTime(time);
channel.reset(false);
}
super.forceStop();
}
@Override
public void onPause() {
if (channel != null) {
channel.getControl().setEnabled(false);
}
}
@Override
public void setLoopMode(LoopMode loopMode) {
super.setLoopMode(loopMode);
if (channel != null) {
channel.setLoopMode(loopMode);
}
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(model, "model", null);
oc.write(modelName, "modelName", null);
oc.write(animationName, "animationName", "");
oc.write(blendTime, "blendTime", 0f);
oc.write(channelIndex, "channelIndex", 0);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
// if (im.getFormatVersion() == 0) {
modelName = ic.readString("modelName", "");
// }
//FIXME always the same issue, because of the cloning of assets, this won't work
//we have to somehow store userdata in the spatial and then recurse the
//scene sub scenegraph to find the correct instance of the model
//This brings a reflection about the cinematic being an appstate,
//shouldn't it be a control over the scene
// this would allow to use the cloneForSpatial method and automatically
//rebind cloned references of original objects.
//for now as nobody probably ever saved a cinematic, this is not a critical issue
model = (Spatial) ic.readSavable("model", null);
animationName = ic.readString("animationName", "");
blendTime = ic.readFloat("blendTime", 0f);
channelIndex = ic.readInt("channelIndex", 0);
}
@Override
@SuppressWarnings("unchecked")
public void dispose() {
super.dispose();
if (cinematic != null) {
Object o = cinematic.getEventData(MODEL_CHANNELS, model);
if (o != null) {
Collection values = ((HashMap) o).values();
while (values.remove(channel));
if (values.isEmpty()) {
cinematic.removeEventData(MODEL_CHANNELS, model);
}
}
cinematic = null;
channel = null;
}
}
}
© 2015 - 2024 Weber Informatics LLC | Privacy Policy