animationcontroller.java

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/*
 * Copyright (c) 2003-2009 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.jme.animation;

import java.io.IOException;
import java.util.ArrayList;
import java.util.Set;

import com.jme.math.FastMath;
import com.jme.scene.Controller;
import com.jme.scene.Spatial;
import com.jme.util.export.InputCapsule;
import com.jme.util.export.JMEExporter;
import com.jme.util.export.JMEImporter;
import com.jme.util.export.OutputCapsule;
import com.jme.util.export.Savable;

/**
 * AnimationController provides a method for managing multiple BoneAnimations.
 * AnimationController maintains a list of available animations to play, and
 * a reference to the currently active animation. The currently active animation
 * can be set via index into the animation set, the name of the animation or
 * a reference to the animation itself. If blending is used, the active animation
 * is not immediately switched, but instead morphs with an incoming animation via
 * crossfading for a specified period of time. When the blend is complete, the
 * active animation is set to the incoming animation.
 * 
 * The 
 * 
 * @see com.jme.animation.BoneAnimation
 * @author mpowell
 *
 */
public class AnimationController extends Controller implements Savable {
    private static final long serialVersionUID = 1L;

    private ArrayList<BoneAnimation> animationSets;

    private Bone skeleton;
    
    private Spatial modelNode;

    private BoneAnimation activeAnimation;
    
//    private class ModifierData {
//        public BoneAnimation animation;
//        public float blendTime;
//    }
//    private ArrayList<ModifierData> activeAnimationsList = new ArrayList<ModifierData>();

    private BoneAnimation blendAnimation;

    private float currentBlendTime;

    private float endBlendTime;

    private boolean needsSync;

    private int previousTest = -1;

    private AnimationProperties props;
    
    public AnimationController() {
    }

    public void addAnimation(BoneAnimation bac) {
        if (bac == null) {
            return;
        }

        if (animationSets == null) {
            animationSets = new ArrayList<BoneAnimation>();
        }
        animationSets.add(bac);

        if (skeleton != null) {
            bac.assignSkeleton(skeleton);
        }
    }
    
    public boolean hasAnimation(String name) {
        if (animationSets != null) {
            for (int i = 0; i < animationSets.size(); i++) {
                if (animationSets.get(i).getName().equalsIgnoreCase(name)) {
                    return true;
                }
            }
        }
        
        return false;
    }
    
    public BoneAnimation getAnimation(String name) {
        if (animationSets != null) {
            for (int i = 0; i < animationSets.size(); i++) {
                if (animationSets.get(i).getName().equalsIgnoreCase(name)) {
                    return animationSets.get(i);
                }
            }
        }
        
        return null;
    }

    public void removeAnimation(BoneAnimation bac) {
        if (animationSets != null) {
            animationSets.remove(bac);

            if (animationSets.size() == 0) {
                activeAnimation = null;
            } else if (bac == activeAnimation) {
                activeAnimation = animationSets.get(0);
            }
        }

    }

    public void removeAnimation(int index) {
        if (animationSets == null || index < 0 || index >= animationSets.size()) {
            return;
        }

        BoneAnimation bac = animationSets.get(index);
        animationSets.remove(index);
        if (animationSets.size() == 0) {
            activeAnimation = null;
        } else if (bac == activeAnimation) {
            activeAnimation = animationSets.get(0);
        }

    }

    public BoneAnimation getActiveAnimation() {
        return activeAnimation;
    }

    public void setCurrentFrame(int frame) {
        if (activeAnimation != null) {
            activeAnimation.setCurrentFrame(frame);
        }
    }

    public void clearAnimations() {
        if (animationSets != null) {
            animationSets.clear();
        }
    }

    public BoneAnimation getAnimation(int i) {
        if (animationSets != null) {
            return animationSets.get(i);
        } else {
            return null;
        }
    }

    public ArrayList<BoneAnimation> getAnimations() {
        return animationSets;
    }

    public void clearActiveAnimation() {
        activeAnimation = null;
        blendAnimation = null;
    }

    public void setBlendAnimation(BoneAnimation blendAnimation,
            float blendTime, boolean sync) {
    	
    	// don't blend between the same animation
        if (blendAnimation == this.blendAnimation) {
            return;
        }

        if(blendAnimation == this.activeAnimation /*&& this.blendAnimation == null*/) {
            needsSync = false;
            this.blendAnimation = blendAnimation;
            this.blendAnimation.setCurrentFrame(this.activeAnimation.getCurrentFrame());
            currentBlendTime = 1;
        } else {
//            if (this.blendAnimation != null) {
//                ModifierData modifierData = new ModifierData();
//                modifierData.animation = this.blendAnimation;
//                modifierData.blendTime = this.currentBlendTime;
//                activeAnimationsList.add(modifierData);
//            }

            blendAnimation.reset();            

            this.blendAnimation = blendAnimation;
    
            if (sync) {
                needsSync = true;
                calculateSyncFrame();
            } else {
                needsSync = false;
            }
            
            currentBlendTime = 0f;
            endBlendTime = blendTime;
        }
    }

    private void calculateSyncFrame() {
        if (activeAnimation != null && blendAnimation != null
                && previousTest != activeAnimation.getCurrentFrame()) {

            previousTest = activeAnimation.getCurrentFrame();

            // Make sure current animation has sync tags.
            Set<String> activeTags = activeAnimation.getAllSyncTags();
            if (activeTags == null || activeTags.size() == 0) {
                needsSync = false;
                return;
            }

            // Make sure blend animation has sync tags.
            Set<String> blendTags = blendAnimation.getAllSyncTags();
            if (blendTags == null || blendTags.size() == 0) {
                needsSync = false;
                return;
            }

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