| /* |
| * Copyright (c) 2009-2010 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.LoopMode; |
| import com.jme3.app.Application; |
| import com.jme3.cinematic.Cinematic; |
| import com.jme3.cinematic.MotionPath; |
| 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.math.Quaternion; |
| import com.jme3.math.Vector2f; |
| import com.jme3.math.Vector3f; |
| import com.jme3.renderer.RenderManager; |
| import com.jme3.renderer.ViewPort; |
| import com.jme3.scene.Spatial; |
| import com.jme3.scene.control.Control; |
| import com.jme3.util.TempVars; |
| import java.io.IOException; |
| |
| /** |
| * A MotionTrack is a control over the spatial that manage the position and direction of the spatial while following a motion Path |
| * |
| * You must first create a MotionPath and then create a MotionTrack to associate a spatial and the path. |
| * |
| * @author Nehon |
| */ |
| public class MotionTrack extends AbstractCinematicEvent implements Control { |
| |
| protected Spatial spatial; |
| protected int currentWayPoint; |
| protected float currentValue; |
| protected Vector3f direction = new Vector3f(); |
| protected Vector3f lookAt; |
| protected Vector3f upVector; |
| protected Quaternion rotation; |
| protected Direction directionType = Direction.None; |
| protected MotionPath path; |
| private boolean isControl = true; |
| /** |
| * the distance traveled by the spatial on the path |
| */ |
| protected float traveledDistance = 0; |
| |
| /** |
| * Enum for the different type of target direction behavior |
| */ |
| public enum Direction { |
| |
| /** |
| * the target stay in the starting direction |
| */ |
| None, |
| /** |
| * The target rotates with the direction of the path |
| */ |
| Path, |
| /** |
| * The target rotates with the direction of the path but with the additon of a rtotation |
| * you need to use the setRotation mathod when using this Direction |
| */ |
| PathAndRotation, |
| /** |
| * The target rotates with the given rotation |
| */ |
| Rotation, |
| /** |
| * The target looks at a point |
| * You need to use the setLookAt method when using this direction |
| */ |
| LookAt |
| } |
| |
| /** |
| * Create MotionTrack, |
| * when using this constructor don't forget to assign spatial and path |
| */ |
| public MotionTrack() { |
| super(); |
| } |
| |
| /** |
| * Creates a MotionPath for the given spatial on the given motion path |
| * @param spatial |
| * @param path |
| */ |
| public MotionTrack(Spatial spatial, MotionPath path) { |
| super(); |
| this.spatial = spatial; |
| spatial.addControl(this); |
| this.path = path; |
| } |
| |
| /** |
| * Creates a MotionPath for the given spatial on the given motion path |
| * @param spatial |
| * @param path |
| */ |
| public MotionTrack(Spatial spatial, MotionPath path, float initialDuration) { |
| super(initialDuration); |
| this.spatial = spatial; |
| spatial.addControl(this); |
| this.path = path; |
| } |
| |
| /** |
| * Creates a MotionPath for the given spatial on the given motion path |
| * @param spatial |
| * @param path |
| */ |
| public MotionTrack(Spatial spatial, MotionPath path, LoopMode loopMode) { |
| super(); |
| this.spatial = spatial; |
| spatial.addControl(this); |
| this.path = path; |
| this.loopMode = loopMode; |
| } |
| |
| /** |
| * Creates a MotionPath for the given spatial on the given motion path |
| * @param spatial |
| * @param path |
| */ |
| public MotionTrack(Spatial spatial, MotionPath path, float initialDuration, LoopMode loopMode) { |
| super(initialDuration); |
| this.spatial = spatial; |
| spatial.addControl(this); |
| this.path = path; |
| this.loopMode = loopMode; |
| } |
| |
| public void update(float tpf) { |
| if (isControl) { |
| |
| if (playState == PlayState.Playing) { |
| time = time + (tpf * speed); |
| |
| if (time >= initialDuration && loopMode == loopMode.DontLoop) { |
| stop(); |
| } else { |
| onUpdate(tpf); |
| } |
| } |
| } |
| } |
| |
| @Override |
| public void initEvent(Application app, Cinematic cinematic) { |
| super.initEvent(app, cinematic); |
| isControl = false; |
| } |
| |
| @Override |
| public void setTime(float time) { |
| super.setTime(time); |
| onUpdate(0); |
| } |
| |
| public void onUpdate(float tpf) { |
| traveledDistance = path.interpolatePath(time, this); |
| computeTargetDirection(); |
| } |
| |
| @Override |
| public void write(JmeExporter ex) throws IOException { |
| super.write(ex); |
| OutputCapsule oc = ex.getCapsule(this); |
| oc.write(lookAt, "lookAt", Vector3f.ZERO); |
| oc.write(upVector, "upVector", Vector3f.UNIT_Y); |
| oc.write(rotation, "rotation", Quaternion.IDENTITY); |
| oc.write(directionType, "directionType", Direction.None); |
| oc.write(path, "path", null); |
| } |
| |
| @Override |
| public void read(JmeImporter im) throws IOException { |
| super.read(im); |
| InputCapsule in = im.getCapsule(this); |
| lookAt = (Vector3f) in.readSavable("lookAt", Vector3f.ZERO); |
| upVector = (Vector3f) in.readSavable("upVector", Vector3f.UNIT_Y); |
| rotation = (Quaternion) in.readSavable("rotation", Quaternion.IDENTITY); |
| directionType = in.readEnum("directionType", Direction.class, Direction.None); |
| path = (MotionPath) in.readSavable("path", null); |
| } |
| |
| /** |
| * this method is meant to be called by the motion path only |
| * @return |
| */ |
| public boolean needsDirection() { |
| return directionType == Direction.Path || directionType == Direction.PathAndRotation; |
| } |
| |
| private void computeTargetDirection() { |
| switch (directionType) { |
| case Path: |
| Quaternion q = new Quaternion(); |
| q.lookAt(direction, Vector3f.UNIT_Y); |
| spatial.setLocalRotation(q); |
| break; |
| case LookAt: |
| if (lookAt != null) { |
| spatial.lookAt(lookAt, upVector); |
| } |
| break; |
| case PathAndRotation: |
| if (rotation != null) { |
| Quaternion q2 = new Quaternion(); |
| q2.lookAt(direction, Vector3f.UNIT_Y); |
| q2.multLocal(rotation); |
| spatial.setLocalRotation(q2); |
| } |
| break; |
| case Rotation: |
| if (rotation != null) { |
| spatial.setLocalRotation(rotation); |
| } |
| break; |
| case None: |
| break; |
| default: |
| break; |
| } |
| } |
| |
| /** |
| * Clone this control for the given spatial |
| * @param spatial |
| * @return |
| */ |
| public Control cloneForSpatial(Spatial spatial) { |
| MotionTrack control = new MotionTrack(spatial, path); |
| control.playState = playState; |
| control.currentWayPoint = currentWayPoint; |
| control.currentValue = currentValue; |
| control.direction = direction.clone(); |
| control.lookAt = lookAt.clone(); |
| control.upVector = upVector.clone(); |
| control.rotation = rotation.clone(); |
| control.initialDuration = initialDuration; |
| control.speed = speed; |
| control.loopMode = loopMode; |
| control.directionType = directionType; |
| |
| return control; |
| } |
| |
| @Override |
| public void onPlay() { |
| traveledDistance = 0; |
| } |
| |
| @Override |
| public void onStop() { |
| currentWayPoint = 0; |
| } |
| |
| @Override |
| public void onPause() { |
| } |
| |
| /** |
| * this method is meant to be called by the motion path only |
| * @return |
| */ |
| public float getCurrentValue() { |
| return currentValue; |
| } |
| |
| /** |
| * this method is meant to be called by the motion path only |
| * |
| */ |
| public void setCurrentValue(float currentValue) { |
| this.currentValue = currentValue; |
| } |
| |
| /** |
| * this method is meant to be called by the motion path only |
| * @return |
| */ |
| public int getCurrentWayPoint() { |
| return currentWayPoint; |
| } |
| |
| /** |
| * this method is meant to be called by the motion path only |
| * |
| */ |
| public void setCurrentWayPoint(int currentWayPoint) { |
| if (this.currentWayPoint != currentWayPoint) { |
| this.currentWayPoint = currentWayPoint; |
| path.triggerWayPointReach(currentWayPoint, this); |
| } |
| } |
| |
| /** |
| * returns the direction the spatial is moving |
| * @return |
| */ |
| public Vector3f getDirection() { |
| return direction; |
| } |
| |
| /** |
| * Sets the direction of the spatial |
| * This method is used by the motion path. |
| * @param direction |
| */ |
| public void setDirection(Vector3f direction) { |
| this.direction.set(direction); |
| } |
| |
| /** |
| * returns the direction type of the target |
| * @return the direction type |
| */ |
| public Direction getDirectionType() { |
| return directionType; |
| } |
| |
| /** |
| * Sets the direction type of the target |
| * On each update the direction given to the target can have different behavior |
| * See the Direction Enum for explanations |
| * @param directionType the direction type |
| */ |
| public void setDirectionType(Direction directionType) { |
| this.directionType = directionType; |
| } |
| |
| /** |
| * Set the lookAt for the target |
| * This can be used only if direction Type is Direction.LookAt |
| * @param lookAt the position to look at |
| * @param upVector the up vector |
| */ |
| public void setLookAt(Vector3f lookAt, Vector3f upVector) { |
| this.lookAt = lookAt; |
| this.upVector = upVector; |
| } |
| |
| /** |
| * returns the rotation of the target |
| * @return the rotation quaternion |
| */ |
| public Quaternion getRotation() { |
| return rotation; |
| } |
| |
| /** |
| * sets the rotation of the target |
| * This can be used only if direction Type is Direction.PathAndRotation or Direction.Rotation |
| * With PathAndRotation the target will face the direction of the path multiplied by the given Quaternion. |
| * With Rotation the rotation of the target will be set with the given Quaternion. |
| * @param rotation the rotation quaternion |
| */ |
| public void setRotation(Quaternion rotation) { |
| this.rotation = rotation; |
| } |
| |
| /** |
| * retun the motion path this control follows |
| * @return |
| */ |
| public MotionPath getPath() { |
| return path; |
| } |
| |
| /** |
| * Sets the motion path to follow |
| * @param path |
| */ |
| public void setPath(MotionPath path) { |
| this.path = path; |
| } |
| |
| public void setEnabled(boolean enabled) { |
| if (enabled) { |
| play(); |
| } else { |
| pause(); |
| } |
| } |
| |
| public boolean isEnabled() { |
| return playState != PlayState.Stopped; |
| } |
| |
| public void render(RenderManager rm, ViewPort vp) { |
| } |
| |
| public void setSpatial(Spatial spatial) { |
| this.spatial = spatial; |
| } |
| |
| public Spatial getSpatial() { |
| return spatial; |
| } |
| |
| /** |
| * return the distance traveled by the spatial on the path |
| * @return |
| */ |
| public float getTraveledDistance() { |
| return traveledDistance; |
| } |
| } |