@babylonjs/core 5.22.1 → 5.23.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (69) hide show
  1. package/Animations/animatable.js +2 -1
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/animation.js +137 -139
  4. package/Animations/animation.js.map +1 -1
  5. package/Animations/runtimeAnimation.js +6 -7
  6. package/Animations/runtimeAnimation.js.map +1 -1
  7. package/Audio/sound.d.ts +2 -1
  8. package/Audio/sound.js +21 -9
  9. package/Audio/sound.js.map +1 -1
  10. package/Bones/skeleton.js +9 -3
  11. package/Bones/skeleton.js.map +1 -1
  12. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +3 -22
  13. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  14. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -3
  15. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  16. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +1 -11
  17. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  18. package/Cameras/Inputs/flyCameraMouseInput.js +3 -3
  19. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  20. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -4
  21. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  22. package/Cameras/Inputs/freeCameraMouseInput.js +3 -3
  23. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  24. package/DeviceInput/webDeviceInputSystem.js +20 -2
  25. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  26. package/Engines/thinEngine.js +2 -2
  27. package/Engines/thinEngine.js.map +1 -1
  28. package/Events/deviceInputEvents.d.ts +11 -4
  29. package/Events/deviceInputEvents.js.map +1 -1
  30. package/Inputs/scene.inputManager.js +4 -4
  31. package/Inputs/scene.inputManager.js.map +1 -1
  32. package/Loading/Plugins/babylonFileLoader.js +3 -0
  33. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  34. package/Materials/Background/backgroundMaterial.js +4 -0
  35. package/Materials/Background/backgroundMaterial.js.map +1 -1
  36. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +4 -1
  37. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  38. package/Materials/Node/nodeMaterial.js +4 -0
  39. package/Materials/Node/nodeMaterial.js.map +1 -1
  40. package/Materials/PBR/pbrBaseMaterial.js +4 -1
  41. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  42. package/Materials/standardMaterial.js +4 -1
  43. package/Materials/standardMaterial.js.map +1 -1
  44. package/Meshes/abstractMesh.js +7 -1
  45. package/Meshes/abstractMesh.js.map +1 -1
  46. package/Meshes/groundMesh.d.ts +5 -4
  47. package/Meshes/groundMesh.js +5 -4
  48. package/Meshes/groundMesh.js.map +1 -1
  49. package/Meshes/transformNode.js +3 -0
  50. package/Meshes/transformNode.js.map +1 -1
  51. package/Misc/basis.js +16 -2
  52. package/Misc/basis.js.map +1 -1
  53. package/Misc/logger.js +1 -1
  54. package/Misc/logger.js.map +1 -1
  55. package/Offline/database.js +3 -3
  56. package/Offline/database.js.map +1 -1
  57. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +3 -3
  58. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  59. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +1 -2
  60. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  61. package/Sprites/spriteSceneComponent.js +4 -1
  62. package/Sprites/spriteSceneComponent.js.map +1 -1
  63. package/package.json +1 -1
  64. package/readme.md +0 -4
  65. package/scene.d.ts +19 -2
  66. package/scene.js +34 -0
  67. package/scene.js.map +1 -1
  68. package/sceneComponent.d.ts +1 -1
  69. package/sceneComponent.js.map +1 -1
@@ -1 +1 @@
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type { DeepImmutable, Nullable } from \"../types\";\r\nimport { Quaternion, Vector3, Vector2, Matrix } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { _IAnimationState } from \"./animation\";\r\nimport { Animation } from \"./animation\";\r\nimport type { AnimationEvent } from \"./animationEvent\";\r\n\r\ndeclare type Animatable = import(\"./animatable\").Animatable;\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { IAnimationKey } from \"./animationKey\";\r\nimport { Size } from \"../Maths/math.size\";\r\n\r\n// Static values to help the garbage collector\r\n\r\n// Quaternion\r\nconst _staticOffsetValueQuaternion: DeepImmutable<Quaternion> = Object.freeze(new Quaternion(0, 0, 0, 0));\r\n\r\n// Vector3\r\nconst _staticOffsetValueVector3: DeepImmutable<Vector3> = Object.freeze(Vector3.Zero());\r\n\r\n// Vector2\r\nconst _staticOffsetValueVector2: DeepImmutable<Vector2> = Object.freeze(Vector2.Zero());\r\n\r\n// Size\r\nconst _staticOffsetValueSize: DeepImmutable<Size> = Object.freeze(Size.Zero());\r\n\r\n// Color3\r\nconst _staticOffsetValueColor3: DeepImmutable<Color3> = Object.freeze(Color3.Black());\r\n\r\n/**\r\n * Defines a runtime animation\r\n */\r\nexport class RuntimeAnimation {\r\n private _events = new Array<AnimationEvent>();\r\n\r\n /**\r\n * The current frame of the runtime animation\r\n */\r\n private _currentFrame: number = 0;\r\n\r\n /**\r\n * The animation used by the runtime animation\r\n */\r\n private _animation: Animation;\r\n\r\n /**\r\n * The target of the runtime animation\r\n */\r\n private _target: any;\r\n\r\n /**\r\n * The initiating animatable\r\n */\r\n private _host: Animatable;\r\n\r\n /**\r\n * The original value of the runtime animation\r\n */\r\n private _originalValue = new Array<any>();\r\n\r\n /**\r\n * The original blend value of the runtime animation\r\n */\r\n private _originalBlendValue: Nullable<any> = null;\r\n\r\n /**\r\n * The offsets cache of the runtime animation\r\n */\r\n private _offsetsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * The high limits cache of the runtime animation\r\n */\r\n private _highLimitsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * Specifies if the runtime animation has been stopped\r\n */\r\n private _stopped = false;\r\n\r\n /**\r\n * The blending factor of the runtime animation\r\n */\r\n private _blendingFactor = 0;\r\n\r\n /**\r\n * The BabylonJS scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * The current value of the runtime animation\r\n */\r\n private _currentValue: Nullable<any> = null;\r\n\r\n /** @hidden */\r\n public _animationState: _IAnimationState;\r\n\r\n /**\r\n * The active target of the runtime animation\r\n */\r\n private _activeTargets: any[];\r\n private _currentActiveTarget: Nullable<any> = null;\r\n private _directTarget: Nullable<any> = null;\r\n\r\n /**\r\n * The target path of the runtime animation\r\n */\r\n private _targetPath: string = \"\";\r\n\r\n /**\r\n * The weight of the runtime animation\r\n */\r\n private _weight = 1.0;\r\n\r\n /**\r\n * The ratio offset of the runtime animation\r\n */\r\n private _ratioOffset = 0;\r\n\r\n /**\r\n * The previous delay of the runtime animation\r\n */\r\n private _previousDelay: number = 0;\r\n\r\n /**\r\n * The previous ratio of the runtime animation\r\n */\r\n private _previousRatio: number = 0;\r\n\r\n private _enableBlending: boolean;\r\n\r\n private _keys: IAnimationKey[];\r\n private _minFrame: number;\r\n private _maxFrame: number;\r\n private _minValue: any;\r\n private _maxValue: any;\r\n private _targetIsArray = false;\r\n\r\n /**\r\n * Gets the current frame of the runtime animation\r\n */\r\n public get currentFrame(): number {\r\n return this._currentFrame;\r\n }\r\n\r\n /**\r\n * Gets the weight of the runtime animation\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n /**\r\n * Gets the current value of the runtime animation\r\n */\r\n public get currentValue(): any {\r\n return this._currentValue;\r\n }\r\n\r\n /**\r\n * Gets or sets the target path of the runtime animation\r\n */\r\n public get targetPath(): string {\r\n return this._targetPath;\r\n }\r\n\r\n /**\r\n * Gets the actual target of the runtime animation\r\n */\r\n public get target(): any {\r\n return this._currentActiveTarget;\r\n }\r\n\r\n /**\r\n * Gets the additive state of the runtime animation\r\n */\r\n public get isAdditive(): boolean {\r\n return this._host && this._host.isAdditive;\r\n }\r\n\r\n /** @hidden */\r\n public _onLoop: () => void;\r\n\r\n /**\r\n * Create a new RuntimeAnimation object\r\n * @param target defines the target of the animation\r\n * @param animation defines the source animation object\r\n * @param scene defines the hosting scene\r\n * @param host defines the initiating Animatable\r\n */\r\n public constructor(target: any, animation: Animation, scene: Scene, host: Animatable) {\r\n this._animation = animation;\r\n this._target = target;\r\n this._scene = scene;\r\n this._host = host;\r\n this._activeTargets = [];\r\n\r\n animation._runtimeAnimations.push(this);\r\n\r\n // State\r\n this._animationState = {\r\n key: 0,\r\n repeatCount: 0,\r\n loopMode: this._getCorrectLoopMode(),\r\n };\r\n\r\n if (this._animation.dataType === Animation.ANIMATIONTYPE_MATRIX) {\r\n this._animationState.workValue = Matrix.Zero();\r\n }\r\n\r\n // Limits\r\n this._keys = this._animation.getKeys();\r\n this._minFrame = this._keys[0].frame;\r\n this._maxFrame = this._keys[this._keys.length - 1].frame;\r\n this._minValue = this._keys[0].value;\r\n this._maxValue = this._keys[this._keys.length - 1].value;\r\n\r\n // Add a start key at frame 0 if missing\r\n if (this._minFrame !== 0) {\r\n const newKey = { frame: 0, value: this._minValue };\r\n this._keys.splice(0, 0, newKey);\r\n }\r\n\r\n // Check data\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n this._preparePath(target, index);\r\n this._getOriginalValues(index);\r\n index++;\r\n }\r\n this._targetIsArray = true;\r\n } else {\r\n this._preparePath(this._target);\r\n this._getOriginalValues();\r\n this._targetIsArray = false;\r\n this._directTarget = this._activeTargets[0];\r\n }\r\n\r\n // Cloning events locally\r\n const events = animation.getEvents();\r\n if (events && events.length > 0) {\r\n events.forEach((e) => {\r\n this._events.push(e._clone());\r\n });\r\n }\r\n\r\n this._enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;\r\n }\r\n\r\n private _preparePath(target: any, targetIndex = 0) {\r\n const targetPropertyPath = this._animation.targetPropertyPath;\r\n\r\n if (targetPropertyPath.length > 1) {\r\n let property = target[targetPropertyPath[0]];\r\n\r\n for (let index = 1; index < targetPropertyPath.length - 1; index++) {\r\n property = property[targetPropertyPath[index]];\r\n }\r\n\r\n this._targetPath = targetPropertyPath[targetPropertyPath.length - 1];\r\n this._activeTargets[targetIndex] = property;\r\n } else {\r\n this._targetPath = targetPropertyPath[0];\r\n this._activeTargets[targetIndex] = target;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the animation from the runtime animation\r\n */\r\n public get animation(): Animation {\r\n return this._animation;\r\n }\r\n\r\n /**\r\n * Resets the runtime animation to the beginning\r\n * @param restoreOriginal defines whether to restore the target property to the original value\r\n */\r\n public reset(restoreOriginal = false): void {\r\n if (restoreOriginal) {\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n if (this._originalValue[index] !== undefined) {\r\n this._setValue(target, this._activeTargets[index], this._originalValue[index], -1, index);\r\n }\r\n index++;\r\n }\r\n } else {\r\n if (this._originalValue[0] !== undefined) {\r\n this._setValue(this._target, this._directTarget, this._originalValue[0], -1, 0);\r\n }\r\n }\r\n }\r\n\r\n this._offsetsCache = {};\r\n this._highLimitsCache = {};\r\n this._currentFrame = 0;\r\n this._blendingFactor = 0;\r\n\r\n // Events\r\n for (let index = 0; index < this._events.length; index++) {\r\n this._events[index].isDone = false;\r\n }\r\n }\r\n\r\n /**\r\n * Specifies if the runtime animation is stopped\r\n * @returns Boolean specifying if the runtime animation is stopped\r\n */\r\n public isStopped(): boolean {\r\n return this._stopped;\r\n }\r\n\r\n /**\r\n * Disposes of the runtime animation\r\n */\r\n public dispose(): void {\r\n const index = this._animation.runtimeAnimations.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._animation.runtimeAnimations.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Apply the interpolated value to the target\r\n * @param currentValue defines the value computed by the animation\r\n * @param weight defines the weight to apply to this value (Defaults to 1.0)\r\n */\r\n public setValue(currentValue: any, weight: number) {\r\n if (this._targetIsArray) {\r\n for (let index = 0; index < this._target.length; index++) {\r\n const target = this._target[index];\r\n this._setValue(target, this._activeTargets[index], currentValue, weight, index);\r\n }\r\n return;\r\n }\r\n this._setValue(this._target, this._directTarget, currentValue, weight, 0);\r\n }\r\n\r\n private _getOriginalValues(targetIndex = 0) {\r\n let originalValue: any;\r\n const target = this._activeTargets[targetIndex];\r\n\r\n if (target.getRestPose && this._targetPath === \"_matrix\") {\r\n // For bones\r\n originalValue = target.getRestPose();\r\n } else {\r\n originalValue = target[this._targetPath];\r\n }\r\n\r\n if (originalValue && originalValue.clone) {\r\n this._originalValue[targetIndex] = originalValue.clone();\r\n } else {\r\n this._originalValue[targetIndex] = originalValue;\r\n }\r\n }\r\n\r\n private _setValue(target: any, destination: any, currentValue: any, weight: number, targetIndex: number): void {\r\n // Set value\r\n this._currentActiveTarget = destination;\r\n\r\n this._weight = weight;\r\n\r\n if (this._enableBlending && this._blendingFactor <= 1.0) {\r\n if (!this._originalBlendValue) {\r\n const originalValue = destination[this._targetPath];\r\n\r\n if (originalValue.clone) {\r\n this._originalBlendValue = originalValue.clone();\r\n } else {\r\n this._originalBlendValue = originalValue;\r\n }\r\n }\r\n\r\n if (this._originalBlendValue.m) {\r\n // Matrix\r\n if (Animation.AllowMatrixDecomposeForInterpolation) {\r\n if (this._currentValue) {\r\n Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n } else {\r\n if (this._currentValue) {\r\n Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n }\r\n } else {\r\n this._currentValue = Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n\r\n const blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;\r\n this._blendingFactor += blendingSpeed;\r\n } else {\r\n if (!this._currentValue) {\r\n if (currentValue?.clone) {\r\n this._currentValue = currentValue.clone();\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n } else if (this._currentValue.copyFrom) {\r\n this._currentValue.copyFrom(currentValue);\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n }\r\n\r\n if (weight !== -1.0) {\r\n this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);\r\n } else {\r\n destination[this._targetPath] = this._currentValue;\r\n }\r\n\r\n if (target.markAsDirty) {\r\n target.markAsDirty(this._animation.targetProperty);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the loop pmode of the runtime animation\r\n * @returns Loop Mode\r\n */\r\n private _getCorrectLoopMode(): number | undefined {\r\n if (this._target && this._target.animationPropertiesOverride) {\r\n return this._target.animationPropertiesOverride.loopMode;\r\n }\r\n\r\n return this._animation.loopMode;\r\n }\r\n\r\n /**\r\n * Move the current animation to a given frame\r\n * @param frame defines the frame to move to\r\n */\r\n public goToFrame(frame: number): void {\r\n const keys = this._animation.getKeys();\r\n\r\n if (frame < keys[0].frame) {\r\n frame = keys[0].frame;\r\n } else if (frame > keys[keys.length - 1].frame) {\r\n frame = keys[keys.length - 1].frame;\r\n }\r\n\r\n // Need to reset animation events\r\n const events = this._events;\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset events in the future\r\n events[index].isDone = events[index].frame < frame;\r\n }\r\n }\r\n }\r\n\r\n this._currentFrame = frame;\r\n const currentValue = this._animation._interpolate(frame, this._animationState);\r\n\r\n this.setValue(currentValue, -1);\r\n }\r\n\r\n /**\r\n * @param newSpeedRatio\r\n * @hidden Internal use only\r\n */\r\n public _prepareForSpeedRatioChange(newSpeedRatio: number): void {\r\n const newRatio = (this._previousDelay * (this._animation.framePerSecond * newSpeedRatio)) / 1000.0;\r\n\r\n this._ratioOffset = this._previousRatio - newRatio;\r\n }\r\n\r\n /**\r\n * Execute the current animation\r\n * @param delay defines the delay to add to the current frame\r\n * @param from defines the lower bound of the animation range\r\n * @param to defines the upper bound of the animation range\r\n * @param loop defines if the current animation must loop\r\n * @param speedRatio defines the current speed ratio\r\n * @param weight defines the weight of the animation (default is -1 so no weight)\r\n * @returns a boolean indicating if the animation is running\r\n */\r\n public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight = -1.0): boolean {\r\n const animation = this._animation;\r\n const targetPropertyPath = animation.targetPropertyPath;\r\n if (!targetPropertyPath || targetPropertyPath.length < 1) {\r\n this._stopped = true;\r\n return false;\r\n }\r\n\r\n let returnValue = true;\r\n\r\n // Check limits\r\n if (from < this._minFrame || from > this._maxFrame) {\r\n from = this._minFrame;\r\n }\r\n if (to < this._minFrame || to > this._maxFrame) {\r\n to = this._maxFrame;\r\n }\r\n\r\n const range = to - from;\r\n let offsetValue: any;\r\n\r\n // Compute ratio which represents the frame delta between from and to\r\n const ratio = (delay * (animation.framePerSecond * speedRatio)) / 1000.0 + this._ratioOffset;\r\n let highLimitValue = 0;\r\n\r\n this._previousDelay = delay;\r\n this._previousRatio = ratio;\r\n\r\n if (!loop && to >= from && ratio >= range) {\r\n // If we are out of range and not looping get back to caller\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._maxValue);\r\n } else if (!loop && from >= to && ratio <= range) {\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._minValue);\r\n } else if (this._animationState.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {\r\n const keyOffset = to.toString() + from.toString();\r\n if (!this._offsetsCache[keyOffset]) {\r\n this._animationState.repeatCount = 0;\r\n this._animationState.loopMode = Animation.ANIMATIONLOOPMODE_CYCLE;\r\n const fromValue = animation._interpolate(from, this._animationState);\r\n const toValue = animation._interpolate(to, this._animationState);\r\n\r\n this._animationState.loopMode = this._getCorrectLoopMode();\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n this._offsetsCache[keyOffset] = toValue - fromValue;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n this._highLimitsCache[keyOffset] = toValue;\r\n }\r\n\r\n highLimitValue = this._highLimitsCache[keyOffset];\r\n offsetValue = this._offsetsCache[keyOffset];\r\n }\r\n\r\n if (offsetValue === undefined) {\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n offsetValue = 0;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n offsetValue = _staticOffsetValueQuaternion;\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n offsetValue = _staticOffsetValueVector3;\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n offsetValue = _staticOffsetValueVector2;\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n offsetValue = _staticOffsetValueSize;\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n offsetValue = _staticOffsetValueColor3;\r\n }\r\n }\r\n\r\n // Compute value\r\n let currentFrame: number;\r\n\r\n if (this._host && this._host.syncRoot) {\r\n const syncRoot = this._host.syncRoot;\r\n const hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);\r\n currentFrame = from + (to - from) * hostNormalizedFrame;\r\n } else {\r\n if ((ratio > 0 && from > to) || (ratio < 0 && from < to)) {\r\n currentFrame = returnValue && range !== 0 ? to + (ratio % range) : from;\r\n } else {\r\n currentFrame = returnValue && range !== 0 ? from + (ratio % range) : to;\r\n }\r\n }\r\n\r\n // Reset events if looping\r\n const events = this._events;\r\n\r\n if ((speedRatio > 0 && this.currentFrame > currentFrame) || (speedRatio < 0 && this.currentFrame < currentFrame)) {\r\n this._onLoop();\r\n\r\n // Need to reset animation events\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset event, the animation is looping\r\n events[index].isDone = false;\r\n }\r\n }\r\n }\r\n }\r\n this._currentFrame = currentFrame;\r\n this._animationState.repeatCount = range === 0 ? 0 : (ratio / range) >> 0;\r\n this._animationState.highLimitValue = highLimitValue;\r\n this._animationState.offsetValue = offsetValue;\r\n\r\n const currentValue = animation._interpolate(currentFrame, this._animationState);\r\n\r\n // Set value\r\n this.setValue(currentValue, weight);\r\n\r\n // Check events\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n // Make sure current frame has passed event frame and that event frame is within the current range\r\n // Also, handle both forward and reverse animations\r\n if (\r\n (range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||\r\n (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)\r\n ) {\r\n const event = events[index];\r\n if (!event.isDone) {\r\n // If event should be done only once, remove it.\r\n if (event.onlyOnce) {\r\n events.splice(index, 1);\r\n index--;\r\n }\r\n event.isDone = true;\r\n event.action(currentFrame);\r\n } // Don't do anything if the event has already be done.\r\n }\r\n }\r\n }\r\n\r\n if (!returnValue) {\r\n this._stopped = true;\r\n }\r\n\r\n return returnValue;\r\n }\r\n}\r\n"]}
1
+ 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type { DeepImmutable, Nullable } from \"../types\";\r\nimport { Quaternion, Vector3, Vector2, Matrix } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { _IAnimationState } from \"./animation\";\r\nimport { Animation } from \"./animation\";\r\nimport type { AnimationEvent } from \"./animationEvent\";\r\n\r\ndeclare type Animatable = import(\"./animatable\").Animatable;\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { IAnimationKey } from \"./animationKey\";\r\nimport { Size } from \"../Maths/math.size\";\r\n\r\n// Static values to help the garbage collector\r\n\r\n// Quaternion\r\nconst _staticOffsetValueQuaternion: DeepImmutable<Quaternion> = Object.freeze(new Quaternion(0, 0, 0, 0));\r\n\r\n// Vector3\r\nconst _staticOffsetValueVector3: DeepImmutable<Vector3> = Object.freeze(Vector3.Zero());\r\n\r\n// Vector2\r\nconst _staticOffsetValueVector2: DeepImmutable<Vector2> = Object.freeze(Vector2.Zero());\r\n\r\n// Size\r\nconst _staticOffsetValueSize: DeepImmutable<Size> = Object.freeze(Size.Zero());\r\n\r\n// Color3\r\nconst _staticOffsetValueColor3: DeepImmutable<Color3> = Object.freeze(Color3.Black());\r\n\r\n/**\r\n * Defines a runtime animation\r\n */\r\nexport class RuntimeAnimation {\r\n private _events = new Array<AnimationEvent>();\r\n\r\n /**\r\n * The current frame of the runtime animation\r\n */\r\n private _currentFrame: number = 0;\r\n\r\n /**\r\n * The animation used by the runtime animation\r\n */\r\n private _animation: Animation;\r\n\r\n /**\r\n * The target of the runtime animation\r\n */\r\n private _target: any;\r\n\r\n /**\r\n * The initiating animatable\r\n */\r\n private _host: Animatable;\r\n\r\n /**\r\n * The original value of the runtime animation\r\n */\r\n private _originalValue = new Array<any>();\r\n\r\n /**\r\n * The original blend value of the runtime animation\r\n */\r\n private _originalBlendValue: Nullable<any> = null;\r\n\r\n /**\r\n * The offsets cache of the runtime animation\r\n */\r\n private _offsetsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * The high limits cache of the runtime animation\r\n */\r\n private _highLimitsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * Specifies if the runtime animation has been stopped\r\n */\r\n private _stopped = false;\r\n\r\n /**\r\n * The blending factor of the runtime animation\r\n */\r\n private _blendingFactor = 0;\r\n\r\n /**\r\n * The BabylonJS scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * The current value of the runtime animation\r\n */\r\n private _currentValue: Nullable<any> = null;\r\n\r\n /** @hidden */\r\n public _animationState: _IAnimationState;\r\n\r\n /**\r\n * The active target of the runtime animation\r\n */\r\n private _activeTargets: any[];\r\n private _currentActiveTarget: Nullable<any> = null;\r\n private _directTarget: Nullable<any> = null;\r\n\r\n /**\r\n * The target path of the runtime animation\r\n */\r\n private _targetPath: string = \"\";\r\n\r\n /**\r\n * The weight of the runtime animation\r\n */\r\n private _weight = 1.0;\r\n\r\n /**\r\n * The ratio offset of the runtime animation\r\n */\r\n private _ratioOffset = 0;\r\n\r\n /**\r\n * The previous delay of the runtime animation\r\n */\r\n private _previousDelay: number = 0;\r\n\r\n /**\r\n * The previous ratio of the runtime animation\r\n */\r\n private _previousRatio: number = 0;\r\n\r\n private _enableBlending: boolean;\r\n\r\n private _keys: IAnimationKey[];\r\n private _minFrame: number;\r\n private _maxFrame: number;\r\n private _minValue: any;\r\n private _maxValue: any;\r\n private _targetIsArray = false;\r\n\r\n /**\r\n * Gets the current frame of the runtime animation\r\n */\r\n public get currentFrame(): number {\r\n return this._currentFrame;\r\n }\r\n\r\n /**\r\n * Gets the weight of the runtime animation\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n /**\r\n * Gets the current value of the runtime animation\r\n */\r\n public get currentValue(): any {\r\n return this._currentValue;\r\n }\r\n\r\n /**\r\n * Gets or sets the target path of the runtime animation\r\n */\r\n public get targetPath(): string {\r\n return this._targetPath;\r\n }\r\n\r\n /**\r\n * Gets the actual target of the runtime animation\r\n */\r\n public get target(): any {\r\n return this._currentActiveTarget;\r\n }\r\n\r\n /**\r\n * Gets the additive state of the runtime animation\r\n */\r\n public get isAdditive(): boolean {\r\n return this._host && this._host.isAdditive;\r\n }\r\n\r\n /** @hidden */\r\n public _onLoop: () => void;\r\n\r\n /**\r\n * Create a new RuntimeAnimation object\r\n * @param target defines the target of the animation\r\n * @param animation defines the source animation object\r\n * @param scene defines the hosting scene\r\n * @param host defines the initiating Animatable\r\n */\r\n public constructor(target: any, animation: Animation, scene: Scene, host: Animatable) {\r\n this._animation = animation;\r\n this._target = target;\r\n this._scene = scene;\r\n this._host = host;\r\n this._activeTargets = [];\r\n\r\n animation._runtimeAnimations.push(this);\r\n\r\n // State\r\n this._animationState = {\r\n key: 0,\r\n repeatCount: 0,\r\n loopMode: this._getCorrectLoopMode(),\r\n };\r\n\r\n if (this._animation.dataType === Animation.ANIMATIONTYPE_MATRIX) {\r\n this._animationState.workValue = Matrix.Zero();\r\n }\r\n\r\n // Limits\r\n this._keys = this._animation.getKeys();\r\n this._minFrame = this._keys[0].frame;\r\n this._maxFrame = this._keys[this._keys.length - 1].frame;\r\n this._minValue = this._keys[0].value;\r\n this._maxValue = this._keys[this._keys.length - 1].value;\r\n\r\n // Add a start key at frame 0 if missing\r\n if (this._minFrame !== 0) {\r\n const newKey = { frame: 0, value: this._minValue };\r\n this._keys.splice(0, 0, newKey);\r\n }\r\n\r\n // Check data\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n this._preparePath(target, index);\r\n this._getOriginalValues(index);\r\n index++;\r\n }\r\n this._targetIsArray = true;\r\n } else {\r\n this._preparePath(this._target);\r\n this._getOriginalValues();\r\n this._targetIsArray = false;\r\n this._directTarget = this._activeTargets[0];\r\n }\r\n\r\n // Cloning events locally\r\n const events = animation.getEvents();\r\n if (events && events.length > 0) {\r\n events.forEach((e) => {\r\n this._events.push(e._clone());\r\n });\r\n }\r\n\r\n this._enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;\r\n }\r\n\r\n private _preparePath(target: any, targetIndex = 0) {\r\n const targetPropertyPath = this._animation.targetPropertyPath;\r\n\r\n if (targetPropertyPath.length > 1) {\r\n let property = target[targetPropertyPath[0]];\r\n\r\n for (let index = 1; index < targetPropertyPath.length - 1; index++) {\r\n property = property[targetPropertyPath[index]];\r\n }\r\n\r\n this._targetPath = targetPropertyPath[targetPropertyPath.length - 1];\r\n this._activeTargets[targetIndex] = property;\r\n } else {\r\n this._targetPath = targetPropertyPath[0];\r\n this._activeTargets[targetIndex] = target;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the animation from the runtime animation\r\n */\r\n public get animation(): Animation {\r\n return this._animation;\r\n }\r\n\r\n /**\r\n * Resets the runtime animation to the beginning\r\n * @param restoreOriginal defines whether to restore the target property to the original value\r\n */\r\n public reset(restoreOriginal = false): void {\r\n if (restoreOriginal) {\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n if (this._originalValue[index] !== undefined) {\r\n this._setValue(target, this._activeTargets[index], this._originalValue[index], -1, index);\r\n }\r\n index++;\r\n }\r\n } else {\r\n if (this._originalValue[0] !== undefined) {\r\n this._setValue(this._target, this._directTarget, this._originalValue[0], -1, 0);\r\n }\r\n }\r\n }\r\n\r\n this._offsetsCache = {};\r\n this._highLimitsCache = {};\r\n this._currentFrame = 0;\r\n this._blendingFactor = 0;\r\n\r\n // Events\r\n for (let index = 0; index < this._events.length; index++) {\r\n this._events[index].isDone = false;\r\n }\r\n }\r\n\r\n /**\r\n * Specifies if the runtime animation is stopped\r\n * @returns Boolean specifying if the runtime animation is stopped\r\n */\r\n public isStopped(): boolean {\r\n return this._stopped;\r\n }\r\n\r\n /**\r\n * Disposes of the runtime animation\r\n */\r\n public dispose(): void {\r\n const index = this._animation.runtimeAnimations.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._animation.runtimeAnimations.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Apply the interpolated value to the target\r\n * @param currentValue defines the value computed by the animation\r\n * @param weight defines the weight to apply to this value (Defaults to 1.0)\r\n */\r\n public setValue(currentValue: any, weight: number) {\r\n if (this._targetIsArray) {\r\n for (let index = 0; index < this._target.length; index++) {\r\n const target = this._target[index];\r\n this._setValue(target, this._activeTargets[index], currentValue, weight, index);\r\n }\r\n return;\r\n }\r\n this._setValue(this._target, this._directTarget, currentValue, weight, 0);\r\n }\r\n\r\n private _getOriginalValues(targetIndex = 0) {\r\n let originalValue: any;\r\n const target = this._activeTargets[targetIndex];\r\n\r\n if (target.getRestPose && this._targetPath === \"_matrix\") {\r\n // For bones\r\n originalValue = target.getRestPose();\r\n } else {\r\n originalValue = target[this._targetPath];\r\n }\r\n\r\n if (originalValue && originalValue.clone) {\r\n this._originalValue[targetIndex] = originalValue.clone();\r\n } else {\r\n this._originalValue[targetIndex] = originalValue;\r\n }\r\n }\r\n\r\n private _setValue(target: any, destination: any, currentValue: any, weight: number, targetIndex: number): void {\r\n // Set value\r\n this._currentActiveTarget = destination;\r\n\r\n this._weight = weight;\r\n\r\n if (this._enableBlending && this._blendingFactor <= 1.0) {\r\n if (!this._originalBlendValue) {\r\n const originalValue = destination[this._targetPath];\r\n\r\n if (originalValue.clone) {\r\n this._originalBlendValue = originalValue.clone();\r\n } else {\r\n this._originalBlendValue = originalValue;\r\n }\r\n }\r\n\r\n if (this._originalBlendValue.m) {\r\n // Matrix\r\n if (Animation.AllowMatrixDecomposeForInterpolation) {\r\n if (this._currentValue) {\r\n Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n } else {\r\n if (this._currentValue) {\r\n Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n }\r\n } else {\r\n this._currentValue = Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n\r\n const blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;\r\n this._blendingFactor += blendingSpeed;\r\n } else {\r\n if (!this._currentValue) {\r\n if (currentValue?.clone) {\r\n this._currentValue = currentValue.clone();\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n } else if (this._currentValue.copyFrom) {\r\n this._currentValue.copyFrom(currentValue);\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n }\r\n\r\n if (weight !== -1.0) {\r\n this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);\r\n } else {\r\n destination[this._targetPath] = this._currentValue;\r\n }\r\n\r\n if (target.markAsDirty) {\r\n target.markAsDirty(this._animation.targetProperty);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the loop pmode of the runtime animation\r\n * @returns Loop Mode\r\n */\r\n private _getCorrectLoopMode(): number | undefined {\r\n if (this._target && this._target.animationPropertiesOverride) {\r\n return this._target.animationPropertiesOverride.loopMode;\r\n }\r\n\r\n return this._animation.loopMode;\r\n }\r\n\r\n /**\r\n * Move the current animation to a given frame\r\n * @param frame defines the frame to move to\r\n */\r\n public goToFrame(frame: number): void {\r\n const keys = this._animation.getKeys();\r\n\r\n if (frame < keys[0].frame) {\r\n frame = keys[0].frame;\r\n } else if (frame > keys[keys.length - 1].frame) {\r\n frame = keys[keys.length - 1].frame;\r\n }\r\n\r\n // Need to reset animation events\r\n const events = this._events;\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset events in the future\r\n events[index].isDone = events[index].frame < frame;\r\n }\r\n }\r\n }\r\n\r\n this._currentFrame = frame;\r\n const currentValue = this._animation._interpolate(frame, this._animationState);\r\n\r\n this.setValue(currentValue, -1);\r\n }\r\n\r\n /**\r\n * @param newSpeedRatio\r\n * @hidden Internal use only\r\n */\r\n public _prepareForSpeedRatioChange(newSpeedRatio: number): void {\r\n const newRatio = (this._previousDelay * (this._animation.framePerSecond * newSpeedRatio)) / 1000.0;\r\n\r\n this._ratioOffset = this._previousRatio - newRatio;\r\n }\r\n\r\n /**\r\n * Execute the current animation\r\n * @param delay defines the delay to add to the current frame\r\n * @param from defines the lower bound of the animation range\r\n * @param to defines the upper bound of the animation range\r\n * @param loop defines if the current animation must loop\r\n * @param speedRatio defines the current speed ratio\r\n * @param weight defines the weight of the animation (default is -1 so no weight)\r\n * @returns a boolean indicating if the animation is running\r\n */\r\n public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight = -1.0): boolean {\r\n const animation = this._animation;\r\n const targetPropertyPath = animation.targetPropertyPath;\r\n if (!targetPropertyPath || targetPropertyPath.length < 1) {\r\n this._stopped = true;\r\n return false;\r\n }\r\n\r\n let returnValue = true;\r\n\r\n // Check limits\r\n if (from < this._minFrame || from > this._maxFrame) {\r\n from = this._minFrame;\r\n }\r\n if (to < this._minFrame || to > this._maxFrame) {\r\n to = this._maxFrame;\r\n }\r\n\r\n const range = to - from;\r\n let offsetValue: any;\r\n\r\n // Compute ratio which represents the frame delta between from and to\r\n const ratio = (delay * (animation.framePerSecond * speedRatio)) / 1000.0 + this._ratioOffset;\r\n let highLimitValue = 0;\r\n\r\n this._previousDelay = delay;\r\n this._previousRatio = ratio;\r\n\r\n if (!loop && to >= from && ratio >= range) {\r\n // If we are out of range and not looping get back to caller\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._maxValue);\r\n } else if (!loop && from >= to && ratio <= range) {\r\n returnValue = false;\r\n highLimitValue = animation._getKeyValue(this._minValue);\r\n } else if (this._animationState.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {\r\n const keyOffset = to.toString() + from.toString();\r\n if (!this._offsetsCache[keyOffset]) {\r\n this._animationState.repeatCount = 0;\r\n this._animationState.loopMode = Animation.ANIMATIONLOOPMODE_CYCLE;\r\n const fromValue = animation._interpolate(from, this._animationState);\r\n const toValue = animation._interpolate(to, this._animationState);\r\n\r\n this._animationState.loopMode = this._getCorrectLoopMode();\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n this._offsetsCache[keyOffset] = toValue - fromValue;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n this._highLimitsCache[keyOffset] = toValue;\r\n }\r\n\r\n highLimitValue = this._highLimitsCache[keyOffset];\r\n offsetValue = this._offsetsCache[keyOffset];\r\n }\r\n\r\n if (offsetValue === undefined) {\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n offsetValue = 0;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n offsetValue = _staticOffsetValueQuaternion;\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n offsetValue = _staticOffsetValueVector3;\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n offsetValue = _staticOffsetValueVector2;\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n offsetValue = _staticOffsetValueSize;\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n offsetValue = _staticOffsetValueColor3;\r\n }\r\n }\r\n\r\n // Compute value\r\n let currentFrame: number;\r\n\r\n if (this._host && this._host.syncRoot) {\r\n const syncRoot = this._host.syncRoot;\r\n const hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);\r\n currentFrame = from + (to - from) * hostNormalizedFrame;\r\n } else {\r\n if ((ratio > 0 && from > to) || (ratio < 0 && from < to)) {\r\n currentFrame = returnValue && range !== 0 ? to + (ratio % range) : from;\r\n } else {\r\n currentFrame = returnValue && range !== 0 ? from + (ratio % range) : to;\r\n }\r\n }\r\n\r\n const events = this._events;\r\n\r\n // Reset event/state if looping\r\n if ((speedRatio > 0 && this.currentFrame > currentFrame) || (speedRatio < 0 && this.currentFrame < currentFrame)) {\r\n this._onLoop();\r\n\r\n // Need to reset animation events\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset event, the animation is looping\r\n events[index].isDone = false;\r\n }\r\n }\r\n\r\n this._animationState.key = speedRatio > 0 ? 0 : animation.getKeys().length - 1;\r\n }\r\n this._currentFrame = currentFrame;\r\n this._animationState.repeatCount = range === 0 ? 0 : (ratio / range) >> 0;\r\n this._animationState.highLimitValue = highLimitValue;\r\n this._animationState.offsetValue = offsetValue;\r\n\r\n const currentValue = animation._interpolate(currentFrame, this._animationState);\r\n\r\n // Set value\r\n this.setValue(currentValue, weight);\r\n\r\n // Check events\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n // Make sure current frame has passed event frame and that event frame is within the current range\r\n // Also, handle both forward and reverse animations\r\n if (\r\n (range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||\r\n (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)\r\n ) {\r\n const event = events[index];\r\n if (!event.isDone) {\r\n // If event should be done only once, remove it.\r\n if (event.onlyOnce) {\r\n events.splice(index, 1);\r\n index--;\r\n }\r\n event.isDone = true;\r\n event.action(currentFrame);\r\n } // Don't do anything if the event has already be done.\r\n }\r\n }\r\n }\r\n\r\n if (!returnValue) {\r\n this._stopped = true;\r\n }\r\n\r\n return returnValue;\r\n }\r\n}\r\n"]}
package/Audio/sound.d.ts CHANGED
@@ -128,7 +128,7 @@ export declare class Sound {
128
128
  /**
129
129
  * Create a sound and attach it to a scene
130
130
  * @param name Name of your sound
131
- * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
131
+ * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams and AudioBuffers
132
132
  * @param scene defines the scene the sound belongs to
133
133
  * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
134
134
  * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
@@ -148,6 +148,7 @@ export declare class Sound {
148
148
  * @returns current class name
149
149
  */
150
150
  getClassName(): string;
151
+ private _audioBufferLoaded;
151
152
  private _soundLoaded;
152
153
  /**
153
154
  * Sets the data of the sound from an audiobuffer
package/Audio/sound.js CHANGED
@@ -14,7 +14,7 @@ export class Sound {
14
14
  /**
15
15
  * Create a sound and attach it to a scene
16
16
  * @param name Name of your sound
17
- * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
17
+ * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams and AudioBuffers
18
18
  * @param scene defines the scene the sound belongs to
19
19
  * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
20
20
  * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
@@ -146,6 +146,9 @@ export class Sound {
146
146
  else if (urlOrArrayBuffer instanceof MediaStream) {
147
147
  this._urlType = "MediaStream";
148
148
  }
149
+ else if (urlOrArrayBuffer instanceof AudioBuffer) {
150
+ this._urlType = "AudioBuffer";
151
+ }
149
152
  else if (Array.isArray(urlOrArrayBuffer)) {
150
153
  this._urlType = "Array";
151
154
  }
@@ -180,6 +183,9 @@ export class Sound {
180
183
  this._soundLoaded(urlOrArrayBuffer);
181
184
  }
182
185
  break;
186
+ case "AudioBuffer":
187
+ this._audioBufferLoaded(urlOrArrayBuffer);
188
+ break;
183
189
  case "String":
184
190
  urls.push(urlOrArrayBuffer);
185
191
  // eslint-disable-next-line no-fallthrough
@@ -377,19 +383,25 @@ export class Sound {
377
383
  getClassName() {
378
384
  return "Sound";
379
385
  }
386
+ _audioBufferLoaded(buffer) {
387
+ if (!Engine.audioEngine?.audioContext) {
388
+ return;
389
+ }
390
+ this._audioBuffer = buffer;
391
+ this._isReadyToPlay = true;
392
+ if (this.autoplay) {
393
+ this.play(0, this._offset, this._length);
394
+ }
395
+ if (this._readyToPlayCallback) {
396
+ this._readyToPlayCallback();
397
+ }
398
+ }
380
399
  _soundLoaded(audioData) {
381
400
  if (!Engine.audioEngine?.audioContext) {
382
401
  return;
383
402
  }
384
403
  Engine.audioEngine.audioContext.decodeAudioData(audioData, (buffer) => {
385
- this._audioBuffer = buffer;
386
- this._isReadyToPlay = true;
387
- if (this.autoplay) {
388
- this.play(0, this._offset, this._length);
389
- }
390
- if (this._readyToPlayCallback) {
391
- this._readyToPlayCallback();
392
- }
404
+ this._audioBufferLoaded(buffer);
393
405
  }, (err) => {
394
406
  Logger.Error("Error while decoding audio data for: " + this.name + " / Error: " + err);
395
407
  });