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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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/* @license * Copyright 2019 Google LLC. 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. */ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; import { property } from 'lit/decorators.js'; import { LoopOnce, LoopPingPong, LoopRepeat } from 'three'; import { $getModelIsVisible, $needsRender, $onModelLoad, $renderer, $scene, $tick } from '../model-viewer-base.js'; const MILLISECONDS_PER_SECOND = 1000.0; const $changeAnimation = Symbol('changeAnimation'); const $paused = Symbol('paused'); const DEFAULT_PLAY_OPTIONS = { repetitions: Infinity, pingpong: false }; export const AnimationMixin = (ModelViewerElement) => { var _a; class AnimationModelViewerElement extends ModelViewerElement { constructor(...args) { super(args); this.autoplay = false; this.animationName = undefined; this.animationCrossfadeDuration = 300; this[_a] = true; this[$scene].subscribeMixerEvent('loop', (e) => { const count = e.action._loopCount; this.dispatchEvent(new CustomEvent('loop', { detail: { count } })); }); this[$scene].subscribeMixerEvent('finished', () => { this[$paused] = true; this.dispatchEvent(new CustomEvent('finished')); }); } /** * Returns an array */ get availableAnimations() { if (this.loaded) { return this[$scene].animationNames; } return []; } get duration() { return this[$scene].duration; } get paused() { return this[$paused]; } get currentTime() { return this[$scene].animationTime; } set currentTime(value) { this[$scene].animationTime = value; this[$needsRender](); } get timeScale() { return this[$scene].animationTimeScale; } set timeScale(value) { this[$scene].animationTimeScale = value; } pause() { if (this[$paused]) { return; } this[$paused] = true; this.dispatchEvent(new CustomEvent('pause')); } play(options) { if (this.availableAnimations.length > 0) { this[$paused] = false; this[$changeAnimation](options); this.dispatchEvent(new CustomEvent('play')); } } [(_a = $paused, $onModelLoad)]() { super[$onModelLoad](); this[$paused] = true; if (this.animationName != null) { this[$changeAnimation](); } if (this.autoplay) { this.play(); } } [$tick](_time, delta) { super[$tick](_time, delta); if (this[$paused] || (!this[$getModelIsVisible]() && !this[$renderer].isPresenting)) { return; } this[$scene].updateAnimation(delta / MILLISECONDS_PER_SECOND); this[$needsRender](); } updated(changedProperties) { super.updated(changedProperties); if (changedProperties.has('autoplay') && this.autoplay) { this.play(); } if (changedProperties.has('animationName')) { this[$changeAnimation](); } } [$changeAnimation](options = DEFAULT_PLAY_OPTIONS) { var _b; const repetitions = (_b = options.repetitions) !== null && _b !== void 0 ? _b : Infinity; const mode = options.pingpong ? LoopPingPong : (repetitions === 1 ? LoopOnce : LoopRepeat); this[$scene].playAnimation(this.animationName, this.animationCrossfadeDuration / MILLISECONDS_PER_SECOND, mode, repetitions); // If we are currently paused, we need to force a render so that // the scene updates to the first frame of the new animation if (this[$paused]) { this[$scene].updateAnimation(0); this[$needsRender](); } } } __decorate([ property({ type: Boolean }) ], AnimationModelViewerElement.prototype, "autoplay", void 0); __decorate([ property({ type: String, attribute: 'animation-name' }) ], AnimationModelViewerElement.prototype, "animationName", void 0); __decorate([ property({ type: Number, attribute: 'animation-crossfade-duration' }) ], AnimationModelViewerElement.prototype, "animationCrossfadeDuration", void 0); return AnimationModelViewerElement; }; //# sourceMappingURL=animation.js.map