/*
* 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.cinematic.events;
import com.jme3.animation.AnimChannel;
import com.jme3.animation.AnimControl;
import com.jme3.animation.LoopMode;
import com.jme3.app.Application;
import com.jme3.cinematic.Cinematic;
import com.jme3.cinematic.PlayState;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.scene.Spatial;
import java.io.IOException;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Map;
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
*/
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
* contructors
*/
public AnimationEvent() {
}
/**
* 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.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 initialduration of the event
*/
public AnimationEvent(Spatial model, String animationName, float initialDuration) {
super(initialDuration);
this.model = model;
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.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 initialduration 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.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 initialduration of the event
* @param blendTime the time during the animation are gonna 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.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 during the animation are gonna 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.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 initialduration of the event
* @param loopMode the loopMode
* @see LoopMode
* @param blendTime the time during the animation are gonna 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.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.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.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 initialDuration the initialduration 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.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 initialduration 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.animationName = animationName;
this.channelIndex = channelIndex;
}
@Override
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<Integer, AnimChannel>();
cinematic.putEventData(MODEL_CHANNELS, model, s);
}
Map<Integer, AnimChannel> map = (Map<Integer, AnimChannel>) 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
//othewise it's an error
model = cinematic.getScene().getChild(modelName);
}
if (model != null) {
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(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 clonning 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 reflaxion 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
public void dispose() {
super.dispose();
Object o = cinematic.getEventData(MODEL_CHANNELS, model);
if (o != null) {
ArrayList<AnimChannel> list = (ArrayList<AnimChannel>) o;
list.remove(channel);
if (list.isEmpty()) {
cinematic.removeEventData(MODEL_CHANNELS, model);
}
}
cinematic = null;
channel = null;
}
}