@babylonjs/core
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JavaScript
import { __decorate } from "../tslib.es6.js";
import { serialize, expandToProperty, serializeAsTexture } from "../Misc/decorators.js";
import { Vector4 } from "../Maths/math.vector.js";
import { EngineStore } from "../Engines/engineStore.js";
import { SerializationHelper } from "../Misc/decorators.serialization.js";
/**
* This class is used to animate meshes using a baked vertex animation texture
* @see https://doc.babylonjs.com/features/featuresDeepDive/animation/baked_texture_animations
* @since 5.0
*/
export class BakedVertexAnimationManager {
/**
* Creates a new BakedVertexAnimationManager
* @param scene defines the current scene
*/
constructor(scene) {
this._texture = null;
this._isEnabled = true;
/**
* Enable or disable the vertex animation manager
*/
this.isEnabled = true;
/**
* The time counter, to pick the correct animation frame.
*/
this.time = 0;
scene = scene || EngineStore.LastCreatedScene;
if (!scene) {
return;
}
this._scene = scene;
this.animationParameters = new Vector4(0, 0, 0, 30);
}
/** @internal */
_markSubMeshesAsAttributesDirty() {
for (const mesh of this._scene.meshes) {
if (mesh.bakedVertexAnimationManager === this) {
mesh._markSubMeshesAsAttributesDirty();
}
}
}
/**
* Binds to the effect.
* @param effect The effect to bind to.
* @param useInstances True when it's an instance.
*/
bind(effect, useInstances = false) {
if (!this._texture || !this._isEnabled) {
return;
}
const size = this._texture.getSize();
effect.setFloat2("bakedVertexAnimationTextureSizeInverted", 1.0 / size.width, 1.0 / size.height);
effect.setFloat("bakedVertexAnimationTime", this.time);
if (!useInstances) {
effect.setVector4("bakedVertexAnimationSettings", this.animationParameters);
}
effect.setTexture("bakedVertexAnimationTexture", this._texture);
}
/**
* Clone the current manager
* @returns a new BakedVertexAnimationManager
*/
clone() {
const copy = new BakedVertexAnimationManager(this._scene);
this.copyTo(copy);
return copy;
}
/**
* Sets animation parameters.
* @param startFrame The first frame of the animation.
* @param endFrame The last frame of the animation.
* @param offset The offset when starting the animation.
* @param speedFramesPerSecond The frame rate.
*/
setAnimationParameters(startFrame, endFrame, offset = 0, speedFramesPerSecond = 30) {
this.animationParameters = new Vector4(startFrame, endFrame, offset, speedFramesPerSecond);
}
/**
* Disposes the resources of the manager.
* @param forceDisposeTextures - Forces the disposal of all textures.
*/
dispose(forceDisposeTextures) {
if (forceDisposeTextures) {
this._texture?.dispose();
}
}
/**
* Get the current class name useful for serialization or dynamic coding.
* @returns "BakedVertexAnimationManager"
*/
getClassName() {
return "BakedVertexAnimationManager";
}
/**
* Makes a duplicate of the current instance into another one.
* @param vatMap define the instance where to copy the info
*/
copyTo(vatMap) {
SerializationHelper.Clone(() => vatMap, this);
}
/**
* Serializes this vertex animation instance
* @returns - An object with the serialized instance.
*/
serialize() {
return SerializationHelper.Serialize(this);
}
/**
* Parses a vertex animation setting from a serialized object.
* @param source - Serialized object.
* @param scene Defines the scene we are parsing for
* @param rootUrl Defines the rootUrl to load from
*/
parse(source, scene, rootUrl) {
SerializationHelper.Parse(() => this, source, scene, rootUrl);
}
}
__decorate([
serializeAsTexture(),
expandToProperty("_markSubMeshesAsAttributesDirty")
], BakedVertexAnimationManager.prototype, "texture", void 0);
__decorate([
serialize(),
expandToProperty("_markSubMeshesAsAttributesDirty")
], BakedVertexAnimationManager.prototype, "isEnabled", void 0);
__decorate([
serialize()
], BakedVertexAnimationManager.prototype, "animationParameters", void 0);
__decorate([
serialize()
], BakedVertexAnimationManager.prototype, "time", void 0);
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