Package com.badlogic.gdx.graphics.g3d.utils

Source Code of com.badlogic.gdx.graphics.g3d.utils.AnimationController$AnimationDesc

/*******************************************************************************
* 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.Gdx;
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.graphics.g3d.model.NodeAnimation;
import com.badlogic.gdx.graphics.g3d.model.NodeKeyframe;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Quaternion;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.GdxRuntimeException;
import com.badlogic.gdx.utils.ObjectMap;
import com.badlogic.gdx.utils.ObjectMap.Entry;
import com.badlogic.gdx.utils.Pool;
import com.badlogic.gdx.utils.Pool.Poolable;

/** 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 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) {
        final float duration = animation.duration;
        final float diff = speed * delta;
        time += diff;
        int loops = (int)Math.abs(time / duration);
        if (time < 0f) {
          loops++;
          while (time < 0f)
            time += duration;
        }
        time = Math.abs(time % duration);
        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) ? duration : 0f;
            if (listener != null)
              listener.onEnd(this);
            return result;
          }
        }
        return 0f;
      } else
        return delta;
    }
  }
  protected final Pool<AnimationDesc> animationPool = new Pool<AnimationDesc>() {
    @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;
 
  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, 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.time = speed < 0 ? anim.duration : 0.f;
    return result;
  }
 
  private AnimationDesc obtain(final String id, 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, loopCount, speed, listener);
  }
 
  private AnimationDesc obtain(final AnimationDesc anim) {
    return obtain(anim.animation, anim.loopCount, anim.speed, anim.listener);
  }
 
  private boolean updating; //FIXME
  /** 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 (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;
    justChangedAnimation = false;
    updating = true;
    final float remain = current.update(delta);
    if (remain != 0f && queued != null) {
      inAction = false;
      animate(queued, queuedTransitionTime);
      queued = null;
      updating = false;
      update(remain);
      return;
    }
    if (previous != null)
      applyAnimations(previous.animation, previous.time, current.animation, current.time, transitionCurrentTime / transitionTargetTime);
    else
      applyAnimation(current.animation, current.time);
    updating = false;
  }
 
  /** 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(obtain(id, loopCount, speed, listener));
  }
 
  /** Set the active animation, replacing any current animation. */
  protected AnimationDesc setAnimation(final Animation anim, int loopCount, float speed, final AnimationListener listener) {
    return setAnimation(obtain(anim, loopCount, speed, listener));
  }
 
  /** Set the active animation, replacing any current animation. */
  protected AnimationDesc setAnimation(final AnimationDesc anim) {
    if (updating) // FIXME Remove this? Just intended for debugging
      throw new GdxRuntimeException("Cannot change animation during update");
    if (current == null)
      current = anim;
    else {
      if (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(obtain(id, 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, int loopCount, float speed, final AnimationListener listener, float transitionTime) {
    return animate(obtain(anim, 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 (anim != null && current.animation == anim.animation) {
      anim.time = current.time;
      animationPool.free(current);
      current = anim;
    } else {
      if (previous != null)
        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(obtain(id, 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, int loopCount, float speed, final AnimationListener listener, float transitionTime) {
    return queue(obtain(anim, 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(obtain(id, loopCount, speed, listener), transitionTime)
  }
 
  /** Apply an action animation on top of the current animation. */
  protected AnimationDesc action(final Animation anim, int loopCount, float speed, final AnimationListener listener, float transitionTime) {
    return action(obtain(anim, 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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