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+/*
+ * 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;
+ }
+}