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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. */ import {property} from 'lit/decorators.js'; import {LoopOnce, LoopPingPong, LoopRepeat} from 'three'; import ModelViewerElementBase, {$getModelIsVisible, $needsRender, $onModelLoad, $renderer, $scene, $tick} from '../model-viewer-base.js'; import {Constructor} from '../utilities.js'; const MILLISECONDS_PER_SECOND = 1000.0 const $changeAnimation = Symbol('changeAnimation'); const $appendAnimation = Symbol('appendAnimation'); const $detachAnimation = Symbol('detachAnimation'); const $paused = Symbol('paused'); interface PlayAnimationOptions { repetitions: number, pingpong: boolean, } interface AppendAnimationOptions { pingpong: boolean, repetitions: number|null, weight: number, timeScale: number, fade: boolean|number, warp: boolean|number, relativeWarp: boolean, time: number|null } interface DetachAnimationOptions { fade: boolean|number } const DEFAULT_PLAY_OPTIONS: PlayAnimationOptions = { repetitions: Infinity, pingpong: false }; const DEFAULT_APPEND_OPTIONS: AppendAnimationOptions = { pingpong: false, repetitions: null, weight: 1, timeScale: 1, fade: false, warp: false, relativeWarp: true, time: null }; const DEFAULT_DETACH_OPTIONS: DetachAnimationOptions = { fade: true }; export declare interface AnimationInterface { autoplay: boolean; animationName: string|void; animationCrossfadeDuration: number; readonly availableAnimations: Array<string>; readonly paused: boolean; readonly duration: number; currentTime: number; timeScale: number; pause(): void; play(options?: PlayAnimationOptions): void; appendAnimation(animationName: string, options?: AppendAnimationOptions): void; detachAnimation(animationName: string, options?: DetachAnimationOptions): void; } export const AnimationMixin = <T extends Constructor<ModelViewerElementBase>>( ModelViewerElement: T): Constructor<AnimationInterface>&T => { class AnimationModelViewerElement extends ModelViewerElement { @property({type: Boolean}) autoplay: boolean = false; @property({type: String, attribute: 'animation-name'}) animationName: string|undefined = undefined; @property({type: Number, attribute: 'animation-crossfade-duration'}) animationCrossfadeDuration: number = 300; protected[$paused]: boolean = true; constructor(...args: any[]) { super(args); this[$scene].subscribeMixerEvent('loop', (e) => { const count = e.action._loopCount; const name = e.action._clip.name; const uuid = e.action._clip.uuid; const targetAnimation = this[$scene].markedAnimations.find(e => e.name === name); if (targetAnimation) { this[$scene].updateAnimationLoop( targetAnimation.name, targetAnimation.loopMode, targetAnimation.repetitionCount); const filtredArr = this[$scene].markedAnimations.filter(e => e.name !== name); this[$scene].markedAnimations = filtredArr; } this.dispatchEvent( new CustomEvent('loop', {detail: {count, name, uuid}})); }); this[$scene].subscribeMixerEvent('finished', (e) => { if (!this[$scene].appendedAnimations.includes(e.action._clip.name)) { this[$paused] = true; } else { const filterdList = this[$scene].appendedAnimations.filter( i => i !== e.action._clip.name); this[$scene].appendedAnimations = filterdList; } this.dispatchEvent(new CustomEvent('finished')); }); } /** * Returns an array */ get availableAnimations(): Array<string> { if (this.loaded) { return this[$scene].animationNames; } return []; } get duration(): number { return this[$scene].duration; } get paused(): boolean { return this[$paused]; } get currentTime(): number { return this[$scene].animationTime; } get appendedAnimations(): string[] { return this[$scene].appendedAnimations; } set currentTime(value: number) { this[$scene].animationTime = value; this[$needsRender](); } get timeScale(): number { return this[$scene].animationTimeScale; } set timeScale(value: number) { this[$scene].animationTimeScale = value; } pause() { if (this[$paused]) { return; } this[$paused] = true; this.dispatchEvent(new CustomEvent('pause')); } play(options?: PlayAnimationOptions) { if (this.availableAnimations.length > 0) { this[$paused] = false; this[$changeAnimation](options); this.dispatchEvent(new CustomEvent('play')); } } appendAnimation(animationName: string, options?: AppendAnimationOptions) { if (this.availableAnimations.length > 0) { this[$paused] = false; this[$appendAnimation](animationName, options); this.dispatchEvent(new CustomEvent('append-animation')); } } detachAnimation(animationName: string, options?: DetachAnimationOptions) { if (this.availableAnimations.length > 0) { this[$paused] = false; this[$detachAnimation](animationName, options); this.dispatchEvent(new CustomEvent('detach-animation')); } } [$onModelLoad]() { super[$onModelLoad](); this[$paused] = true; if (this.animationName != null) { this[$changeAnimation](); } if (this.autoplay) { this.play(); } } [$tick](_time: number, delta: number) { super[$tick](_time, delta); if (this[$paused] || (!this[$getModelIsVisible]() && !this[$renderer].isPresenting)) { return; } this[$scene].updateAnimation(delta / MILLISECONDS_PER_SECOND); this[$needsRender](); } updated(changedProperties: Map<string, any>) { super.updated(changedProperties); if (changedProperties.has('autoplay') && this.autoplay) { this.play(); } if (changedProperties.has('animationName')) { this[$changeAnimation](); } } [$changeAnimation](options: PlayAnimationOptions = DEFAULT_PLAY_OPTIONS) { const repetitions = options.repetitions ?? 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](); } } [$appendAnimation]( animationName: string = '', options: AppendAnimationOptions = DEFAULT_APPEND_OPTIONS) { const repetitions = options.repetitions ?? Infinity; const mode = options.pingpong ? LoopPingPong : (repetitions === 1 ? LoopOnce : LoopRepeat); const needsToStop = !!options.repetitions || 'pingpong' in options; this[$scene].appendAnimation( animationName ? animationName : this.animationName, mode, repetitions, options.weight, options.timeScale, options.fade, options.warp, options.relativeWarp, options.time, needsToStop); // 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[$needsRender](); } } [$detachAnimation]( animationName: string = '', options: DetachAnimationOptions = DEFAULT_DETACH_OPTIONS) { this[$scene].detachAnimation( animationName ? animationName : this.animationName, options.fade); // If we are currently paused, we need to force a render so that // the scene updates to the first frame of the new animation if (this[$paused]) { this[$scene].updateAnimation(0); this[$needsRender](); } } } return AnimationModelViewerElement; };