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1 /*
2  * Copyright (c) 2009-2010 jMonkeyEngine
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * * Redistributions of source code must retain the above copyright
10  *   notice, this list of conditions and the following disclaimer.
11  *
12  * * Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  *
16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
17  *   may be used to endorse or promote products derived from this software
18  *   without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 package com.jme3.cinematic.events;
33 
34 import com.jme3.animation.LoopMode;
35 import com.jme3.app.Application;
36 import com.jme3.cinematic.Cinematic;
37 import com.jme3.cinematic.MotionPath;
38 import com.jme3.cinematic.PlayState;
39 import com.jme3.export.InputCapsule;
40 import com.jme3.export.JmeExporter;
41 import com.jme3.export.JmeImporter;
42 import com.jme3.export.OutputCapsule;
43 import com.jme3.math.Quaternion;
44 import com.jme3.math.Vector2f;
45 import com.jme3.math.Vector3f;
46 import com.jme3.renderer.RenderManager;
47 import com.jme3.renderer.ViewPort;
48 import com.jme3.scene.Spatial;
49 import com.jme3.scene.control.Control;
50 import com.jme3.util.TempVars;
51 import java.io.IOException;
52 
53 /**
54  * A MotionTrack is a control over the spatial that manage the position and direction of the spatial while following a motion Path
55  *
56  * You must first create a MotionPath and then create a MotionTrack to associate a spatial and the path.
57  *
58  * @author Nehon
59  */
60 public class MotionTrack extends AbstractCinematicEvent implements Control {
61 
62     protected Spatial spatial;
63     protected int currentWayPoint;
64     protected float currentValue;
65     protected Vector3f direction = new Vector3f();
66     protected Vector3f lookAt;
67     protected Vector3f upVector;
68     protected Quaternion rotation;
69     protected Direction directionType = Direction.None;
70     protected MotionPath path;
71     private boolean isControl = true;
72     /**
73      * the distance traveled by the spatial on the path
74      */
75     protected float traveledDistance = 0;
76 
77     /**
78      * Enum for the different type of target direction behavior
79      */
80     public enum Direction {
81 
82         /**
83          * the target stay in the starting direction
84          */
85         None,
86         /**
87          * The target rotates with the direction of the path
88          */
89         Path,
90         /**
91          * The target rotates with the direction of the path but with the additon of a rtotation
92          * you need to use the setRotation mathod when using this Direction
93          */
94         PathAndRotation,
95         /**
96          * The target rotates with the given rotation
97          */
98         Rotation,
99         /**
100          * The target looks at a point
101          * You need to use the setLookAt method when using this direction
102          */
103         LookAt
104     }
105 
106     /**
107      * Create MotionTrack,
108      * when using this constructor don't forget to assign spatial and path
109      */
MotionTrack()110     public MotionTrack() {
111         super();
112     }
113 
114     /**
115      * Creates a MotionPath for the given spatial on the given motion path
116      * @param spatial
117      * @param path
118      */
MotionTrack(Spatial spatial, MotionPath path)119     public MotionTrack(Spatial spatial, MotionPath path) {
120         super();
121         this.spatial = spatial;
122         spatial.addControl(this);
123         this.path = path;
124     }
125 
126     /**
127      * Creates a MotionPath for the given spatial on the given motion path
128      * @param spatial
129      * @param path
130      */
MotionTrack(Spatial spatial, MotionPath path, float initialDuration)131     public MotionTrack(Spatial spatial, MotionPath path, float initialDuration) {
132         super(initialDuration);
133         this.spatial = spatial;
134         spatial.addControl(this);
135         this.path = path;
136     }
137 
138     /**
139      * Creates a MotionPath for the given spatial on the given motion path
140      * @param spatial
141      * @param path
142      */
MotionTrack(Spatial spatial, MotionPath path, LoopMode loopMode)143     public MotionTrack(Spatial spatial, MotionPath path, LoopMode loopMode) {
144         super();
145         this.spatial = spatial;
146         spatial.addControl(this);
147         this.path = path;
148         this.loopMode = loopMode;
149     }
150 
151     /**
152      * Creates a MotionPath for the given spatial on the given motion path
153      * @param spatial
154      * @param path
155      */
MotionTrack(Spatial spatial, MotionPath path, float initialDuration, LoopMode loopMode)156     public MotionTrack(Spatial spatial, MotionPath path, float initialDuration, LoopMode loopMode) {
157         super(initialDuration);
158         this.spatial = spatial;
159         spatial.addControl(this);
160         this.path = path;
161         this.loopMode = loopMode;
162     }
163 
update(float tpf)164     public void update(float tpf) {
165         if (isControl) {
166 
167             if (playState == PlayState.Playing) {
168                 time = time + (tpf * speed);
169 
170                 if (time >= initialDuration && loopMode == loopMode.DontLoop) {
171                     stop();
172                 } else {
173                     onUpdate(tpf);
174                 }
175             }
176         }
177     }
178 
179     @Override
initEvent(Application app, Cinematic cinematic)180     public void initEvent(Application app, Cinematic cinematic) {
181         super.initEvent(app, cinematic);
182         isControl = false;
183     }
184 
185     @Override
setTime(float time)186     public void setTime(float time) {
187         super.setTime(time);
188         onUpdate(0);
189     }
190 
onUpdate(float tpf)191     public void onUpdate(float tpf) {
192         traveledDistance = path.interpolatePath(time, this);
193         computeTargetDirection();
194     }
195 
196     @Override
write(JmeExporter ex)197     public void write(JmeExporter ex) throws IOException {
198         super.write(ex);
199         OutputCapsule oc = ex.getCapsule(this);
200         oc.write(lookAt, "lookAt", Vector3f.ZERO);
201         oc.write(upVector, "upVector", Vector3f.UNIT_Y);
202         oc.write(rotation, "rotation", Quaternion.IDENTITY);
203         oc.write(directionType, "directionType", Direction.None);
204         oc.write(path, "path", null);
205     }
206 
207     @Override
read(JmeImporter im)208     public void read(JmeImporter im) throws IOException {
209         super.read(im);
210         InputCapsule in = im.getCapsule(this);
211         lookAt = (Vector3f) in.readSavable("lookAt", Vector3f.ZERO);
212         upVector = (Vector3f) in.readSavable("upVector", Vector3f.UNIT_Y);
213         rotation = (Quaternion) in.readSavable("rotation", Quaternion.IDENTITY);
214         directionType = in.readEnum("directionType", Direction.class, Direction.None);
215         path = (MotionPath) in.readSavable("path", null);
216     }
217 
218     /**
219      * this method is meant to be called by the motion path only
220      * @return
221      */
needsDirection()222     public boolean needsDirection() {
223         return directionType == Direction.Path || directionType == Direction.PathAndRotation;
224     }
225 
computeTargetDirection()226     private void computeTargetDirection() {
227         switch (directionType) {
228             case Path:
229                 Quaternion q = new Quaternion();
230                 q.lookAt(direction, Vector3f.UNIT_Y);
231                 spatial.setLocalRotation(q);
232                 break;
233             case LookAt:
234                 if (lookAt != null) {
235                     spatial.lookAt(lookAt, upVector);
236                 }
237                 break;
238             case PathAndRotation:
239                 if (rotation != null) {
240                     Quaternion q2 = new Quaternion();
241                     q2.lookAt(direction, Vector3f.UNIT_Y);
242                     q2.multLocal(rotation);
243                     spatial.setLocalRotation(q2);
244                 }
245                 break;
246             case Rotation:
247                 if (rotation != null) {
248                     spatial.setLocalRotation(rotation);
249                 }
250                 break;
251             case None:
252                 break;
253             default:
254                 break;
255         }
256     }
257 
258     /**
259      * Clone this control for the given spatial
260      * @param spatial
261      * @return
262      */
cloneForSpatial(Spatial spatial)263     public Control cloneForSpatial(Spatial spatial) {
264         MotionTrack control = new MotionTrack(spatial, path);
265         control.playState = playState;
266         control.currentWayPoint = currentWayPoint;
267         control.currentValue = currentValue;
268         control.direction = direction.clone();
269         control.lookAt = lookAt.clone();
270         control.upVector = upVector.clone();
271         control.rotation = rotation.clone();
272         control.initialDuration = initialDuration;
273         control.speed = speed;
274         control.loopMode = loopMode;
275         control.directionType = directionType;
276 
277         return control;
278     }
279 
280     @Override
onPlay()281     public void onPlay() {
282         traveledDistance = 0;
283     }
284 
285     @Override
onStop()286     public void onStop() {
287         currentWayPoint = 0;
288     }
289 
290     @Override
onPause()291     public void onPause() {
292     }
293 
294     /**
295      * this method is meant to be called by the motion path only
296      * @return
297      */
getCurrentValue()298     public float getCurrentValue() {
299         return currentValue;
300     }
301 
302     /**
303      * this method is meant to be called by the motion path only
304      *
305      */
setCurrentValue(float currentValue)306     public void setCurrentValue(float currentValue) {
307         this.currentValue = currentValue;
308     }
309 
310     /**
311      * this method is meant to be called by the motion path only
312      * @return
313      */
getCurrentWayPoint()314     public int getCurrentWayPoint() {
315         return currentWayPoint;
316     }
317 
318     /**
319      * this method is meant to be called by the motion path only
320      *
321      */
setCurrentWayPoint(int currentWayPoint)322     public void setCurrentWayPoint(int currentWayPoint) {
323         if (this.currentWayPoint != currentWayPoint) {
324             this.currentWayPoint = currentWayPoint;
325             path.triggerWayPointReach(currentWayPoint, this);
326         }
327     }
328 
329     /**
330      * returns the direction the spatial is moving
331      * @return
332      */
getDirection()333     public Vector3f getDirection() {
334         return direction;
335     }
336 
337     /**
338      * Sets the direction of the spatial
339      * This method is used by the motion path.
340      * @param direction
341      */
setDirection(Vector3f direction)342     public void setDirection(Vector3f direction) {
343         this.direction.set(direction);
344     }
345 
346     /**
347      * returns the direction type of the target
348      * @return the direction type
349      */
getDirectionType()350     public Direction getDirectionType() {
351         return directionType;
352     }
353 
354     /**
355      * Sets the direction type of the target
356      * On each update the direction given to the target can have different behavior
357      * See the Direction Enum for explanations
358      * @param directionType the direction type
359      */
setDirectionType(Direction directionType)360     public void setDirectionType(Direction directionType) {
361         this.directionType = directionType;
362     }
363 
364     /**
365      * Set the lookAt for the target
366      * This can be used only if direction Type is Direction.LookAt
367      * @param lookAt the position to look at
368      * @param upVector the up vector
369      */
setLookAt(Vector3f lookAt, Vector3f upVector)370     public void setLookAt(Vector3f lookAt, Vector3f upVector) {
371         this.lookAt = lookAt;
372         this.upVector = upVector;
373     }
374 
375     /**
376      * returns the rotation of the target
377      * @return the rotation quaternion
378      */
getRotation()379     public Quaternion getRotation() {
380         return rotation;
381     }
382 
383     /**
384      * sets the rotation of the target
385      * This can be used only if direction Type is Direction.PathAndRotation or Direction.Rotation
386      * With PathAndRotation the target will face the direction of the path multiplied by the given Quaternion.
387      * With Rotation the rotation of the target will be set with the given Quaternion.
388      * @param rotation the rotation quaternion
389      */
setRotation(Quaternion rotation)390     public void setRotation(Quaternion rotation) {
391         this.rotation = rotation;
392     }
393 
394     /**
395      * retun the motion path this control follows
396      * @return
397      */
getPath()398     public MotionPath getPath() {
399         return path;
400     }
401 
402     /**
403      * Sets the motion path to follow
404      * @param path
405      */
setPath(MotionPath path)406     public void setPath(MotionPath path) {
407         this.path = path;
408     }
409 
setEnabled(boolean enabled)410     public void setEnabled(boolean enabled) {
411         if (enabled) {
412             play();
413         } else {
414             pause();
415         }
416     }
417 
isEnabled()418     public boolean isEnabled() {
419         return playState != PlayState.Stopped;
420     }
421 
render(RenderManager rm, ViewPort vp)422     public void render(RenderManager rm, ViewPort vp) {
423     }
424 
setSpatial(Spatial spatial)425     public void setSpatial(Spatial spatial) {
426         this.spatial = spatial;
427     }
428 
getSpatial()429     public Spatial getSpatial() {
430         return spatial;
431     }
432 
433     /**
434      * return the distance traveled by the spatial on the path
435      * @return
436      */
getTraveledDistance()437     public float getTraveledDistance() {
438         return traveledDistance;
439     }
440 }
441