@babylonjs/viewer
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The Babylon Viewer aims to simplify a specific but common Babylon.js use case: loading, viewing, and interacting with a 3D model.
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JavaScript
import { aR as Animation, M as Matrix, bL as _StaticOffsetValueColor4, bM as _StaticOffsetValueColor3, bN as _StaticOffsetValueSize, bO as _StaticOffsetValueVector2, bP as _StaticOffsetValueVector3, bQ as _StaticOffsetValueQuaternion, bR as PrecisionDate, O as Observable, T as TmpVectors, aD as Quaternion, V as Vector3, ao as Scene, a as EngineStore, bj as Tags, aG as AnimationMakeAnimationAdditive, aJ as AnimationParse, aX as UniqueIdGenerator } from './index-MZPybX0H.esm.js';
import { B as Bone } from './bone.pure-CjsCww39.esm.js';
/**
* Defines a runtime animation
*/
class RuntimeAnimation {
/**
* Gets the current frame of the runtime animation
*/
get currentFrame() {
return this._currentFrame;
}
/**
* Gets the weight of the runtime animation
*/
get weight() {
return this._weight;
}
/**
* Gets the current value of the runtime animation
*/
get currentValue() {
return this._currentValue;
}
/**
* Gets or sets the target path of the runtime animation
*/
get targetPath() {
return this._targetPath;
}
/**
* Gets the actual target of the runtime animation
*/
get target() {
return this._currentActiveTarget;
}
/**
* Gets the additive state of the runtime animation
*/
get isAdditive() {
return this._host && this._host.isAdditive;
}
/**
* Create a new RuntimeAnimation object
* @param target defines the target of the animation
* @param animation defines the source animation object
* @param scene defines the hosting scene
* @param host defines the initiating Animatable
*/
constructor(target, animation, scene, host) {
this._events = new Array();
/**
* The current frame of the runtime animation
*/
this._currentFrame = 0;
/**
* The original value of the runtime animation
*/
this._originalValue = new Array();
/**
* The original blend value of the runtime animation
*/
this._originalBlendValue = null;
/**
* The offsets cache of the runtime animation
*/
this._offsetsCache = {};
/**
* The high limits cache of the runtime animation
*/
this._highLimitsCache = {};
/**
* Specifies if the runtime animation has been stopped
*/
this._stopped = false;
/**
* The blending factor of the runtime animation
*/
this._blendingFactor = 0;
/**
* The current value of the runtime animation
*/
this._currentValue = null;
this._currentActiveTarget = null;
this._directTarget = null;
/**
* The target path of the runtime animation
*/
this._targetPath = "";
/**
* The weight of the runtime animation
*/
this._weight = 1.0;
/**
* The absolute frame offset of the runtime animation
*/
this._absoluteFrameOffset = 0;
/**
* The previous elapsed time (since start of animation) of the runtime animation
*/
this._previousElapsedTime = 0;
this._yoyoDirection = 1;
/**
* The previous absolute frame of the runtime animation (meaning, without taking into account the from/to values, only the elapsed time and the fps)
*/
this._previousAbsoluteFrame = 0;
this._targetIsArray = false;
/** @internal */
this._coreRuntimeAnimation = null;
this._animation = animation;
this._target = target;
this._scene = scene;
this._host = host;
this._activeTargets = [];
animation._runtimeAnimations.push(this);
// State
this._animationState = {
key: 0,
repeatCount: 0,
loopMode: this._getCorrectLoopMode(),
};
if (this._animation.dataType === Animation.ANIMATIONTYPE_MATRIX) {
this._animationState.workValue = Matrix.Zero();
}
// Limits
this._keys = this._animation.getKeys();
this._minFrame = this._keys[0].frame;
this._maxFrame = this._keys[this._keys.length - 1].frame;
// Add a start key at frame 0 if missing
if (this._minFrame !== 0) {
const newKey = { frame: 0, value: this._keys[0].value };
this._keys.splice(0, 0, newKey);
}
// Check data
if (this._target instanceof Array) {
let index = 0;
for (const target of this._target) {
this._preparePath(target, index);
this._getOriginalValues(index);
index++;
}
this._targetIsArray = true;
}
else {
this._preparePath(this._target);
this._getOriginalValues();
this._targetIsArray = false;
this._directTarget = this._activeTargets[0];
}
// Cloning events locally
const events = animation.getEvents();
if (events && events.length > 0) {
for (const e of events) {
this._events.push(e._clone());
}
}
this._enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
}
_preparePath(target, targetIndex = 0) {
const targetPropertyPath = this._animation.targetPropertyPath;
if (targetPropertyPath.length > 1) {
let property = target;
for (let index = 0; index < targetPropertyPath.length - 1; index++) {
const name = targetPropertyPath[index];
property = property[name];
if (property === undefined) {
throw new Error(`Invalid property (${name}) in property path (${targetPropertyPath.join(".")})`);
}
}
this._targetPath = targetPropertyPath[targetPropertyPath.length - 1];
this._activeTargets[targetIndex] = property;
}
else {
this._targetPath = targetPropertyPath[0];
this._activeTargets[targetIndex] = target;
}
if (this._activeTargets[targetIndex][this._targetPath] === undefined) {
throw new Error(`Invalid property (${this._targetPath}) in property path (${targetPropertyPath.join(".")})`);
}
}
/**
* Gets the animation from the runtime animation
*/
get animation() {
return this._animation;
}
/**
* Resets the runtime animation to the beginning
* @param restoreOriginal defines whether to restore the target property to the original value
*/
reset(restoreOriginal = false) {
if (restoreOriginal) {
if (this._target instanceof Array) {
let index = 0;
for (const target of this._target) {
if (this._originalValue[index] !== undefined) {
this._setValue(target, this._activeTargets[index], this._originalValue[index], -1, index);
}
index++;
}
}
else {
if (this._originalValue[0] !== undefined) {
this._setValue(this._target, this._directTarget, this._originalValue[0], -1, 0);
}
}
}
this._offsetsCache = {};
this._highLimitsCache = {};
this._currentFrame = 0;
this._blendingFactor = 0;
// Events
for (let index = 0; index < this._events.length; index++) {
this._events[index].isDone = false;
}
}
/**
* Specifies if the runtime animation is stopped
* @returns Boolean specifying if the runtime animation is stopped
*/
isStopped() {
return this._stopped;
}
/**
* Disposes of the runtime animation
*/
dispose() {
const index = this._animation.runtimeAnimations.indexOf(this);
if (index > -1) {
this._animation.runtimeAnimations.splice(index, 1);
}
}
/**
* Apply the interpolated value to the target
* @param currentValue defines the value computed by the animation
* @param weight defines the weight to apply to this value (Defaults to 1.0)
*/
setValue(currentValue, weight) {
if (this._targetIsArray) {
for (let index = 0; index < this._target.length; index++) {
const target = this._target[index];
this._setValue(target, this._activeTargets[index], currentValue, weight, index);
}
return;
}
this._setValue(this._target, this._directTarget, currentValue, weight, 0);
}
_getOriginalValues(targetIndex = 0) {
let originalValue;
const target = this._activeTargets[targetIndex];
if (Animation.InheritOriginalValueFromActiveAnimations) {
// When another active animation is already driving the same target+property,
// inherit its _originalValue instead of snapshotting the live (mid-animation) value.
// This prevents the "stuck value" bug when overlapping animations interrupt each other.
const activeAnimatables = this._scene._activeAnimatables;
for (let animIndex = 0; animIndex < activeAnimatables.length; animIndex++) {
const runtimeAnimations = activeAnimatables[animIndex]._runtimeAnimations;
for (let rtIndex = 0; rtIndex < runtimeAnimations.length; rtIndex++) {
const rtAnim = runtimeAnimations[rtIndex];
if (rtAnim === this) {
continue;
}
if (rtAnim._targetPath === this._targetPath) {
for (let i = 0; i < rtAnim._activeTargets.length; i++) {
if (rtAnim._activeTargets[i] === target && rtAnim._originalValue[i] !== undefined) {
if (rtAnim._originalValue[i] && rtAnim._originalValue[i].clone) {
this._originalValue[targetIndex] = rtAnim._originalValue[i].clone();
}
else {
this._originalValue[targetIndex] = rtAnim._originalValue[i];
}
return;
}
}
}
}
}
}
if (target.getLocalMatrix && this._targetPath === "_matrix") {
// For bones
originalValue = target.getLocalMatrix();
}
else {
originalValue = target[this._targetPath];
}
if (originalValue && originalValue.clone) {
this._originalValue[targetIndex] = originalValue.clone();
}
else {
this._originalValue[targetIndex] = originalValue;
}
}
_registerTargetForLateAnimationBinding(runtimeAnimation, originalValue) {
const target = runtimeAnimation.target;
this._scene._registeredForLateAnimationBindings.pushNoDuplicate(target);
if (!target._lateAnimationHolders) {
target._lateAnimationHolders = {};
}
if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
target._lateAnimationHolders[runtimeAnimation.targetPath] = {
totalWeight: 0,
totalAdditiveWeight: 0,
animations: [],
additiveAnimations: [],
originalValue: originalValue,
};
}
if (runtimeAnimation.isAdditive) {
target._lateAnimationHolders[runtimeAnimation.targetPath].additiveAnimations.push(runtimeAnimation);
target._lateAnimationHolders[runtimeAnimation.targetPath].totalAdditiveWeight += runtimeAnimation.weight;
}
else {
target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
}
}
_setValue(target, destination, currentValue, weight, targetIndex) {
// Set value
this._currentActiveTarget = destination;
this._weight = weight;
if (this._enableBlending && this._blendingFactor <= 1.0) {
if (!this._originalBlendValue) {
const originalValue = destination[this._targetPath];
if (originalValue.clone) {
this._originalBlendValue = originalValue.clone();
}
else {
this._originalBlendValue = originalValue;
}
}
if (this._originalBlendValue.m) {
// Matrix
if (Animation.AllowMatrixDecomposeForInterpolation) {
if (this._currentValue) {
Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
}
else {
this._currentValue = Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
}
}
else {
if (this._currentValue) {
Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
}
else {
this._currentValue = Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
}
}
}
else {
this._currentValue = Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
}
const blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
this._blendingFactor += blendingSpeed;
}
else {
if (!this._currentValue) {
if (currentValue?.clone) {
this._currentValue = currentValue.clone();
}
else {
this._currentValue = currentValue;
}
}
else if (this._currentValue.copyFrom) {
this._currentValue.copyFrom(currentValue);
}
else {
this._currentValue = currentValue;
}
}
if (weight !== -1) {
this._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
}
else {
if (this._animationState.loopMode === Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT) {
if (this._currentValue.addToRef) {
this._currentValue.addToRef(this._originalValue[targetIndex], destination[this._targetPath]);
}
else {
destination[this._targetPath] = this._originalValue[targetIndex] + this._currentValue;
}
}
else {
destination[this._targetPath] = this._currentValue;
}
}
if (target.markAsDirty) {
target.markAsDirty(this._animation.targetProperty);
}
}
/**
* Gets the loop pmode of the runtime animation
* @returns Loop Mode
*/
_getCorrectLoopMode() {
if (this._target && this._target.animationPropertiesOverride) {
// A morph target with no per-target override inherits the scene-level animationPropertiesOverride.
// That loop mode is meant for transform/bone animations: honoring it here would force the morph
// influence into (for example) RELATIVE mode and make it accumulate offset * repeatCount every loop.
// When the override is the inherited scene one, use the animation's own loop mode instead.
// An override set explicitly on the morph target is still respected.
const isMorphTarget = this._target.getClassName?.() === "MorphTarget";
// MorphTarget.animationPropertiesOverride getter inherits from the scene when no per-target override is set.
// Only bypass the override when it is truly inherited (ie. the target has no local override).
if (isMorphTarget && this._target._animationPropertiesOverride == null) {
return this._animation.loopMode;
}
return this._target.animationPropertiesOverride.loopMode;
}
return this._animation.loopMode;
}
/**
* Move the current animation to a given frame
* @param frame defines the frame to move to
* @param weight defines the weight to apply to the animation (-1.0 by default)
*/
goToFrame(frame, weight = -1) {
const keys = this._animation.getKeys();
if (frame < keys[0].frame) {
frame = keys[0].frame;
}
else if (frame > keys[keys.length - 1].frame) {
frame = keys[keys.length - 1].frame;
}
// Need to reset animation events
const events = this._events;
if (events.length) {
for (let index = 0; index < events.length; index++) {
if (!events[index].onlyOnce) {
// reset events in the future
events[index].isDone = events[index].frame < frame;
}
}
}
this._currentFrame = frame;
const currentValue = this._animation._interpolate(frame, this._animationState);
this.setValue(currentValue, weight);
}
/**
* @internal Internal use only
*/
_prepareForSpeedRatioChange(newSpeedRatio) {
const newAbsoluteFrame = (this._previousElapsedTime * (this._animation.framePerSecond * newSpeedRatio)) / 1000.0;
this._absoluteFrameOffset = this._previousAbsoluteFrame - newAbsoluteFrame;
}
/**
* Execute the current animation
* @param elapsedTimeSinceAnimationStart defines the elapsed time (in milliseconds) since the animation was started
* @param from defines the lower frame of the animation range
* @param to defines the upper frame of the animation range
* @param loop defines if the current animation must loop
* @param speedRatio defines the current speed ratio
* @param weight defines the weight of the animation (default is -1 so no weight)
* @returns a boolean indicating if the animation is running
*/
animate(elapsedTimeSinceAnimationStart, from, to, loop, speedRatio, weight = -1) {
const animation = this._animation;
const targetPropertyPath = animation.targetPropertyPath;
if (!targetPropertyPath || targetPropertyPath.length < 1) {
this._stopped = true;
return false;
}
let returnValue = true;
let currentFrame;
const events = this._events;
let frameRange;
if (!this._coreRuntimeAnimation) {
// Check limits
if (from < this._minFrame || from > this._maxFrame) {
from = this._minFrame;
}
if (to < this._minFrame || to > this._maxFrame) {
to = this._maxFrame;
}
frameRange = to - from;
let offsetValue;
// Compute the frame according to the elapsed time and the fps of the animation ("from" and "to" are not factored in!)
let absoluteFrame = (elapsedTimeSinceAnimationStart * (animation.framePerSecond * speedRatio)) / 1000.0 + this._absoluteFrameOffset;
let highLimitValue = 0;
// Apply the yoyo function if required
let yoyoLoop = false;
const yoyoMode = loop && this._animationState.loopMode === Animation.ANIMATIONLOOPMODE_YOYO;
if (yoyoMode) {
const position = (absoluteFrame - from) / frameRange;
// Apply the yoyo curve
const sin = Math.sin(position * Math.PI);
const yoyoPosition = Math.abs(sin);
// Map the yoyo position back to the range
absoluteFrame = yoyoPosition * frameRange + from;
const direction = sin >= 0 ? 1 : -1;
if (this._yoyoDirection !== direction) {
yoyoLoop = true;
}
this._yoyoDirection = direction;
}
this._previousElapsedTime = elapsedTimeSinceAnimationStart;
this._previousAbsoluteFrame = absoluteFrame;
if (!loop && to >= from && ((absoluteFrame >= frameRange && speedRatio > 0) || (absoluteFrame <= 0 && speedRatio < 0))) {
// If we are out of range and not looping get back to caller
returnValue = false;
highLimitValue = animation.evaluate(to);
}
else if (!loop && from >= to && ((absoluteFrame <= frameRange && speedRatio < 0) || (absoluteFrame >= 0 && speedRatio > 0))) {
returnValue = false;
highLimitValue = animation.evaluate(from);
}
else if (this._animationState.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {
const keyOffset = to.toString() + from.toString();
if (!this._offsetsCache[keyOffset]) {
this._animationState.repeatCount = 0;
this._animationState.loopMode = Animation.ANIMATIONLOOPMODE_CYCLE; // force a specific codepath in animation._interpolate()!
const fromValue = animation._interpolate(from, this._animationState);
const toValue = animation._interpolate(to, this._animationState);
this._animationState.loopMode = this._getCorrectLoopMode();
switch (animation.dataType) {
// Float
case Animation.ANIMATIONTYPE_FLOAT:
this._offsetsCache[keyOffset] = toValue - fromValue;
break;
// Quaternion
case Animation.ANIMATIONTYPE_QUATERNION:
this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
break;
// Vector3
case Animation.ANIMATIONTYPE_VECTOR3:
this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
break;
// Vector2
case Animation.ANIMATIONTYPE_VECTOR2:
this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
break;
// Size
case Animation.ANIMATIONTYPE_SIZE:
this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
break;
// Color3
case Animation.ANIMATIONTYPE_COLOR3:
this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
break;
}
this._highLimitsCache[keyOffset] = toValue;
}
highLimitValue = this._highLimitsCache[keyOffset];
offsetValue = this._offsetsCache[keyOffset];
}
if (offsetValue === undefined) {
switch (animation.dataType) {
// Float
case Animation.ANIMATIONTYPE_FLOAT:
offsetValue = 0;
break;
// Quaternion
case Animation.ANIMATIONTYPE_QUATERNION:
offsetValue = _StaticOffsetValueQuaternion;
break;
// Vector3
case Animation.ANIMATIONTYPE_VECTOR3:
offsetValue = _StaticOffsetValueVector3;
break;
// Vector2
case Animation.ANIMATIONTYPE_VECTOR2:
offsetValue = _StaticOffsetValueVector2;
break;
// Size
case Animation.ANIMATIONTYPE_SIZE:
offsetValue = _StaticOffsetValueSize;
break;
// Color3
case Animation.ANIMATIONTYPE_COLOR3:
offsetValue = _StaticOffsetValueColor3;
break;
case Animation.ANIMATIONTYPE_COLOR4:
offsetValue = _StaticOffsetValueColor4;
break;
}
}
// Compute value
if (this._host && this._host.syncRoot) {
// If we must sync with an animatable, calculate the current frame based on the frame of the root animatable
const syncRoot = this._host.syncRoot;
const hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
currentFrame = from + frameRange * hostNormalizedFrame;
}
else {
if ((absoluteFrame > 0 && from > to) || (absoluteFrame < 0 && from < to)) {
currentFrame = returnValue && frameRange !== 0 ? to + (absoluteFrame % frameRange) : from;
}
else {
currentFrame = returnValue && frameRange !== 0 ? from + (absoluteFrame % frameRange) : to;
}
}
// Reset event/state if looping
if ((!yoyoMode && ((speedRatio > 0 && this.currentFrame > currentFrame) || (speedRatio < 0 && this.currentFrame < currentFrame))) || (yoyoMode && yoyoLoop)) {
this._onLoop();
// Need to reset animation events
for (let index = 0; index < events.length; index++) {
if (!events[index].onlyOnce) {
// reset event, the animation is looping
events[index].isDone = false;
}
}
this._animationState.key = speedRatio > 0 ? 0 : animation.getKeys().length - 1;
}
this._currentFrame = currentFrame;
this._animationState.repeatCount = frameRange === 0 ? 0 : (absoluteFrame / frameRange) >> 0;
this._animationState.highLimitValue = highLimitValue;
this._animationState.offsetValue = offsetValue;
}
else {
frameRange = to - from;
currentFrame = this._coreRuntimeAnimation.currentFrame;
this._currentFrame = currentFrame;
this._animationState.repeatCount = this._coreRuntimeAnimation._animationState.repeatCount;
this._animationState.highLimitValue = this._coreRuntimeAnimation._animationState.highLimitValue;
this._animationState.offsetValue = this._coreRuntimeAnimation._animationState.offsetValue;
}
const currentValue = animation._interpolate(currentFrame, this._animationState);
// Set value
this.setValue(currentValue, weight);
// Check events
if (events.length) {
for (let index = 0; index < events.length; index++) {
// Make sure current frame has passed event frame and that event frame is within the current range
// Also, handle both forward and reverse animations
if ((frameRange >= 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
(frameRange < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
const event = events[index];
if (!event.isDone) {
// If event should be done only once, remove it.
if (event.onlyOnce) {
events.splice(index, 1);
index--;
}
event.isDone = true;
event.action(currentFrame);
} // Don't do anything if the event has already been done.
}
}
}
if (!returnValue) {
this._stopped = true;
}
return returnValue;
}
}
/**
* Class used to store an actual running animation
*/
class Animatable {
/**
* Gets the root Animatable used to synchronize and normalize animations
*/
get syncRoot() {
return this._syncRoot;
}
/**
* Gets the current frame of the first RuntimeAnimation
* Used to synchronize Animatables
*/
get masterFrame() {
if (this._runtimeAnimations.length === 0) {
return 0;
}
return this._runtimeAnimations[0].currentFrame;
}
/**
* Gets or sets the animatable weight (-1.0 by default meaning not weighted)
*/
get weight() {
return this._weight;
}
set weight(value) {
if (value === -1) {
// -1 is ok and means no weight
this._weight = -1;
return;
}
// Else weight must be in [0, 1] range
this._weight = Math.min(Math.max(value, 0), 1.0);
}
/**
* Gets or sets the speed ratio to apply to the animatable (1.0 by default)
*/
get speedRatio() {
return this._speedRatio;
}
set speedRatio(value) {
for (let index = 0; index < this._runtimeAnimations.length; index++) {
const animation = this._runtimeAnimations[index];
animation._prepareForSpeedRatioChange(value);
}
this._speedRatio = value;
// Resync _manualJumpDelay in case goToFrame was called before speedRatio was set.
if (this._goToFrame !== null) {
this.goToFrame(this._goToFrame);
}
}
/**
* Gets the elapsed time since the animatable started in milliseconds
*/
get elapsedTime() {
return this._localDelayOffset === null ? 0 : this._scene._animationTime - this._localDelayOffset;
}
/**
* Creates a new Animatable
* @param scene defines the hosting scene
* @param target defines the target object
* @param fromFrame defines the starting frame number (default is 0)
* @param toFrame defines the ending frame number (default is 100)
* @param loopAnimation defines if the animation must loop (default is false)
* @param speedRatio defines the factor to apply to animation speed (default is 1)
* @param onAnimationEnd defines a callback to call when animation ends if it is not looping
* @param animations defines a group of animation to add to the new Animatable
* @param onAnimationLoop defines a callback to call when animation loops
* @param isAdditive defines whether the animation should be evaluated additively
* @param playOrder defines the order in which this animatable should be processed in the list of active animatables (default: 0)
*/
constructor(scene,
/** defines the target object */
target,
/** [0] defines the starting frame number (default is 0) */
fromFrame = 0,
/** [100] defines the ending frame number (default is 100) */
toFrame = 100,
/** [false] defines if the animation must loop (default is false) */
loopAnimation = false, speedRatio = 1.0,
/** defines a callback to call when animation ends if it is not looping */
onAnimationEnd, animations,
/** defines a callback to call when animation loops */
onAnimationLoop,
/** [false] defines whether the animation should be evaluated additively */
isAdditive = false,
/** [0] defines the order in which this animatable should be processed in the list of active animatables (default: 0) */
playOrder = 0) {
this.target = target;
this.fromFrame = fromFrame;
this.toFrame = toFrame;
this.loopAnimation = loopAnimation;
this.onAnimationEnd = onAnimationEnd;
this.onAnimationLoop = onAnimationLoop;
this.isAdditive = isAdditive;
this.playOrder = playOrder;
this._localDelayOffset = null;
this._pausedDelay = null;
this._manualJumpDelay = null;
/** @hidden */
this._runtimeAnimations = new Array();
this._paused = false;
this._speedRatio = 1;
this._weight = -1;
this._previousWeight = -1;
this._syncRoot = null;
this._frameToSyncFromJump = null;
this._goToFrame = null;
/**
* Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
* This will only apply for non looping animation (default is true)
*/
this.disposeOnEnd = true;
/**
* Gets a boolean indicating if the animation has started
*/
this.animationStarted = false;
/**
* Observer raised when the animation ends
*/
this.onAnimationEndObservable = new Observable();
/**
* Observer raised when the animation loops
*/
this.onAnimationLoopObservable = new Observable();
this._scene = scene;
if (animations) {
this.appendAnimations(target, animations);
}
this._speedRatio = speedRatio;
scene._activeAnimatables.push(this);
}
// Methods
/**
* Synchronize and normalize current Animatable with a source Animatable
* This is useful when using animation weights and when animations are not of the same length
* @param root defines the root Animatable to synchronize with (null to stop synchronizing)
* @returns the current Animatable
*/
syncWith(root) {
this._syncRoot = root;
if (root) {
// Make sure this animatable will animate after the root
const index = this._scene._activeAnimatables.indexOf(this);
if (index > -1) {
this._scene._activeAnimatables.splice(index, 1);
this._scene._activeAnimatables.push(this);
}
}
return this;
}
/**
* Gets the list of runtime animations
* @returns an array of RuntimeAnimation
*/
getAnimations() {
return this._runtimeAnimations;
}
/**
* Adds more animations to the current animatable
* @param target defines the target of the animations
* @param animations defines the new animations to add
*/
appendAnimations(target, animations) {
for (let index = 0; index < animations.length; index++) {
const animation = animations[index];
const newRuntimeAnimation = new RuntimeAnimation(target, animation, this._scene, this);
newRuntimeAnimation._onLoop = () => {
this.onAnimationLoopObservable.notifyObservers(this);
if (this.onAnimationLoop) {
this.onAnimationLoop();
}
};
this._runtimeAnimations.push(newRuntimeAnimation);
}
}
/**
* Gets the source animation for a specific property
* @param property defines the property to look for
* @returns null or the source animation for the given property
*/
getAnimationByTargetProperty(property) {
const runtimeAnimations = this._runtimeAnimations;
for (let index = 0; index < runtimeAnimations.length; index++) {
if (runtimeAnimations[index].animation.targetProperty === property) {
return runtimeAnimations[index].animation;
}
}
return null;
}
/**
* Gets the runtime animation for a specific property
* @param property defines the property to look for
* @returns null or the runtime animation for the given property
*/
getRuntimeAnimationByTargetProperty(property) {
const runtimeAnimations = this._runtimeAnimations;
for (let index = 0; index < runtimeAnimations.length; index++) {
if (runtimeAnimations[index].animation.targetProperty === property) {
return runtimeAnimations[index];
}
}
return null;
}
/**
* Resets the animatable to its original state
*/
reset() {
const runtimeAnimations = this._runtimeAnimations;
for (let index = 0; index < runtimeAnimations.length; index++) {
runtimeAnimations[index].reset(true);
}
this._localDelayOffset = null;
this._pausedDelay = null;
}
/**
* Allows the animatable to blend with current running animations
* @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending
* @param blendingSpeed defines the blending speed to use
*/
enableBlending(blendingSpeed) {
const runtimeAnimations = this._runtimeAnimations;
for (let index = 0; index < runtimeAnimations.length; index++) {
runtimeAnimations[index].animation.enableBlending = true;
runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
}
}
/**
* Disable animation blending
* @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending
*/
disableBlending() {
const runtimeAnimations = this._runtimeAnimations;
for (let index = 0; index < runtimeAnimations.length; index++) {
runtimeAnimations[index].animation.enableBlending = false;
}
}
/**
* Jump directly to a given frame
* @param frame defines the frame to jump to
* @param useWeight defines whether the animation weight should be applied to the image to be jumped to (false by default)
*/
goToFrame(frame, useWeight = false) {
const runtimeAnimations = this._runtimeAnimations;
if (runtimeAnimations[0]) {
const fps = runtimeAnimations[0].animation.framePerSecond;
this._frameToSyncFromJump = this._frameToSyncFromJump ?? runtimeAnimations[0].currentFrame;
const delay = this.speedRatio === 0 ? 0 : (((frame - this._frameToSyncFromJump) / fps) * 1000) / this.speedRatio;
this._manualJumpDelay = -delay;
}
for (let index = 0; index < runtimeAnimations.length; index++) {
runtimeAnimations[index].goToFrame(frame, useWeight ? this._weight : -1);
}
this._goToFrame = frame;
}
/**
* Returns true if the animations for this animatable are paused
*/
get paused() {
return this._paused;
}
/**
* Pause the animation
*/
pause() {
if (this._paused) {
return;
}
this._paused = true;
}
/**
* Restart the animation
*/
restart() {
this._paused = false;
}
_raiseOnAnimationEnd() {
if (this.onAnimationEnd) {
this.onAnimationEnd();
}
this.onAnimationEndObservable.notifyObservers(this);
}
/**
* Stop and delete the current animation
* @param animationName defines a string used to only stop some of the runtime animations instead of all
* @param targetMask a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
* @param useGlobalSplice if true, the animatables will be removed by the caller of this function (false by default)
* @param skipOnAnimationEnd defines if the system should not raise onAnimationEnd. Default is false
*/
stop(animationName, targetMask, useGlobalSplice = false, skipOnAnimationEnd = false) {
if (animationName || targetMask) {
const idx = this._scene._activeAnimatables.indexOf(this);
if (idx > -1) {
const runtimeAnimations = this._runtimeAnimations;
for (let index = runtimeAnimations.length - 1; index >= 0; index--) {
const runtimeAnimation = runtimeAnimations[index];
if (animationName && runtimeAnimation.animation.name != animationName) {
continue;
}
if (targetMask && !targetMask(runtimeAnimation.target)) {
continue;
}
runtimeAnimation.dispose();
runtimeAnimations.splice(index, 1);
}
if (runtimeAnimations.length == 0) {
if (!useGlobalSplice) {
this._scene._activeAnimatables.splice(idx, 1);
}
if (!skipOnAnimationEnd) {
this._raiseOnAnimationEnd();
}
}
}
}
else {
const index = this._scene._activeAnimatables.indexOf(this);
if (index > -1) {
if (!useGlobalSplice) {
this._scene._activeAnimatables.splice(index, 1);
}
const runtimeAnimations = this._runtimeAnimations;
for (let index = 0; index < runtimeAnimations.length; index++) {
runtimeAnimations[index].dispose();
}
this._runtimeAnimations.length = 0;
if (!skipOnAnimationEnd) {
this._raiseOnAnimationEnd();
}
}
}
}
/**
* Wait asynchronously for the animation to end
* @returns a promise which will be fulfilled when the animation ends
*/
async waitAsync() {
return await new Promise((resolve) => {
this.onAnimationEndObservable.add(() => {
resolve(this);
}, undefined, undefined, this, true);
});
}
/**
* @internal
*/
_animate(delay) {
if (this._paused) {
this.animationStarted = false;
if (this._pausedDelay === null) {
this._pausedDelay = delay;
}
return true;
}
if (this._localDelayOffset === null) {
this._localDelayOffset = delay;
this._pausedDelay = null;
}
else if (this._pausedDelay !== null) {
this._localDelayOffset += delay - this._pausedDelay;
this._pausedDelay = null;
}
if (this._manualJumpDelay !== null) {
this._localDelayOffset += this.speedRatio < 0 ? -this._manualJumpDelay : this._manualJumpDelay;
this._manualJumpDelay = null;
this._frameToSyncFromJump = null;
}
this._goToFrame = null;
if (!Animatable.ProcessPausedAnimatables && this._weight === 0 && this._previousWeight === 0) {
// We consider that an animatable with a weight === 0 is "actively" paused
return true;
}
this._previousWeight = this._weight;
// Animating
let running = false;
const runtimeAnimations = this._runtimeAnimations;
let index;
for (index = 0; index < runtimeAnimations.length; index++) {
const animation = runtimeAnimations[index];
const isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
running = running || isRunning;
}
this.animationStarted = running;
if (!running) {
if (this.disposeOnEnd) {
// Remove from active animatables
index = this._scene._activeAnimatables.indexOf(this);
this._scene._activeAnimatables.splice(index, 1);
// Dispose all runtime animations
for (index = 0; index < runtimeAnimations.length; index++) {
runtimeAnimations[index].dispose();
}
}
this._raiseOnAnimationEnd();
if (this.disposeOnEnd) {
this.onAnimationEnd = null;
this.onAnimationLoop = null;
this.onAnimationLoopObservable.clear();
this.onAnimationEndObservable.clear();
}
}
return running;
}
}
/**
* If true, the animatable will be processed even if it is considered actively paused (weight of 0 and previous weight of 0).
* This can be used to force the full processing of paused animatables in the animation engine.
* Default is false.
*/
Animatable.ProcessPausedAnimatables = false;
/** @internal */
function ProcessLateAnimationBindingsForMatrices(holder) {
if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {
return holder.originalValue;
}
let normalizer = 1.0;
const finalPosition = TmpVectors.Vector3[0];
const finalScaling = TmpVectors.Vector3[1];
const finalQuaternion = TmpVectors.Quaternion[0];
let startIndex = 0;
const originalAnimation = holder.animations[0];
const originalValue = holder.originalValue;
let scale;
let skipOverride = false;
if (holder.totalWeight < 1.0) {
// We need to mix the original value in
scale = 1.0 - holder.totalWeight;
originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
}
else {
startIndex = 1;
// We need to normalize the weights
normalizer = holder.totalWeight;
scale = originalAnimation.weight / normalizer;
if (scale == 1) {
if (holder.totalAdditiveWeight) {
skipOverride = true;
}
else {
return originalAnimation.currentValue;
}
}
originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
}
// Add up the override animations
if (!skipOverride) {
finalScaling.scaleInPlace(scale);
finalPosition.scaleInPlace(scale);
finalQuaternion.scaleInPlace(scale);
for (let animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
const runtimeAnimation = holder.animations[animIndex];
if (runtimeAnimation.weight === 0) {
continue;
}
scale = runtimeAnimation.weight / normalizer;
const currentPosition = TmpVectors.Vector3[2];
const currentScaling = TmpVectors.Vector3[3];
const currentQuaternion = TmpVectors.Quaternion[1];
runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
currentScaling.scaleAndAddToRef(scale, finalScaling);
currentQuaternion.scaleAndAddToRef(Quaternion.Dot(finalQuaternion, currentQuaternion) > 0 ? scale : -scale, finalQuaternion);
currentPosition.scaleAndAddToRef(scale, finalPosition);
}
finalQuaternion.normalize();
}
// Add up the additive animations
for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {
const runtimeAnimation = holder.additiveAnimations[animIndex];
if (runtimeAnimation.weight === 0) {
continue;
}
const currentPosition = TmpVectors.Vector3[2];
const currentScaling = TmpVectors.Vector3[3];
const currentQuaternion = TmpVectors.Quaternion[1];
runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
currentScaling.multiplyToRef(finalScaling, currentScaling);
Vector3.LerpToRef(finalScaling, currentScaling, runtimeAnimation.weight, finalScaling);
finalQuaternion.multiplyToRef(currentQuaternion, currentQuaternion);
Quaternion.SlerpToRef(finalQuaternion, currentQuaternion, runtimeAnimation.weight, finalQuaternion);
currentPosition.scaleAndAddToRef(runtimeAnimation.weight, finalPosition);
}
const workValue = originalAnimation ? originalAnimation._animationState.workValue : TmpVectors.Matrix[0].clone();
Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, workValue);
return workValue;
}
/** @internal */
function ProcessLateAnimationBindingsForQuaternions(holder, refQuaternion) {
if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {
return refQuaternion;
}
const originalAnimation = holder.animations[0];
const originalValue = holder.originalValue;
let cumulativeQuaternion = refQuaternion;
if (holder.totalWeight === 0 && holder.totalAdditiveWeight > 0) {
cumulativeQuaternion.copyFrom(originalValue);
}
else if (holder.animations.length === 1) {
Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), cumulativeQuaternion);
if (holder.totalAdditiveWeight === 0) {
return cumulativeQuaternion;
}
}
else if (holder.animations.length > 1) {
// Add up the override animations
let normalizer = 1.0;
let quaternions;
let weights;
if (holder.totalWeight < 1.0) {
const scale = 1.0 - holder.totalWeight;
quaternions = [];
weights = [];
quaternions.push(originalValue);
weights.push(scale);
}
else {
if (holder.animations.length === 2) {
// Slerp as soon as we can
Quaternion.SlerpToRef(hold