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@google/model-viewer

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Easily display interactive 3D models on the web and in AR!

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/* * Copyright 2018 Google Inc. All Rights Reserved. * Licensed under the Apache License, Version 2.0 (the 'License'); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an 'AS IS' BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ import {property} from 'lit-element'; import ModelViewerElementBase, {$needsRender, $onModelLoad, $scene, $tick, $updateSource} from '../model-viewer-base.js'; import {Constructor} from '../utilities.js'; const MILLISECONDS_PER_SECOND = 1000.0 const $changeAnimation = Symbol('changeAnimation'); const $paused = Symbol('paused'); export const AnimationMixin = (ModelViewerElement: Constructor<ModelViewerElementBase>): Constructor<ModelViewerElementBase> => { class AnimationModelViewerElement extends ModelViewerElement { @property({type: Boolean}) autoplay: boolean = false; @property({type: String, attribute: 'animation-name'}) animationName: string|void = undefined; @property({type: Number, attribute: 'animation-crossfade-duration'}) animationCrossfadeDuration: number = 300; protected[$paused]: boolean = true; /** * Returns an array */ get availableAnimations(): Array<string> { if (this.loaded) { return (this as any)[$scene].model.animationNames; } return []; } get paused(): boolean { return this[$paused]; } get currentTime(): number { return (this as any)[$scene].model.animationTime; } set currentTime(value: number) { (this as any)[$scene].model.animationTime = value; } pause() { if (this[$paused]) { return; } this[$paused] = true; this.dispatchEvent(new CustomEvent('pause')); } play() { if (this[$paused] && this.availableAnimations.length > 0) { this[$paused] = false; if (!(this as any)[$scene].model.hasActiveAnimation) { this[$changeAnimation](); } this.dispatchEvent(new CustomEvent('play')); } } [$onModelLoad]() { this[$paused] = true; if (this.autoplay) { this[$changeAnimation](); this.play(); } } [$tick](_time: number, delta: number) { super[$tick](_time, delta); if (this[$paused]) { return; } const {model} = (this as any)[$scene]; model.updateAnimation(delta / MILLISECONDS_PER_SECOND); this[$needsRender](); } updated(changedProperties: Map<string, any>) { super.updated(changedProperties); if (changedProperties.has('autoplay') && this.autoplay) { this.play(); } if (changedProperties.has('animationName')) { this[$changeAnimation](); } } async[$updateSource]() { super[$updateSource](); // If we are loading a new model, we need to stop the animation of // the current one (if any is playing). Otherwise, we might lose // the reference to the scene root and running actions start to // throw exceptions and/or behave in unexpected ways: (this as any)[$scene].model.stopAnimation(); } [$changeAnimation]() { const {model} = (this as any)[$scene]; model.playAnimation( this.animationName, this.animationCrossfadeDuration / MILLISECONDS_PER_SECOND); // If we are currently paused, we need to force a render so that // the model updates to the first frame of the new animation if (this[$paused]) { model.updateAnimation(0); this[$needsRender](); } } } return AnimationModelViewerElement; };