@babylonjs/core 5.3.0 → 5.5.5

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Files changed (125) hide show
  1. package/Animations/animatable.js +1 -1
  2. package/Animations/animatable.js.map +1 -1
  3. package/Behaviors/Cameras/autoRotationBehavior.d.ts +7 -0
  4. package/Behaviors/Cameras/autoRotationBehavior.js +15 -0
  5. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  6. package/Cameras/camera.d.ts +2 -1
  7. package/Cameras/camera.js +4 -1
  8. package/Cameras/camera.js.map +1 -1
  9. package/Engines/Extensions/engine.renderTarget.js +4 -2
  10. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  11. package/Engines/Processors/shaderProcessor.js +1 -1
  12. package/Engines/Processors/shaderProcessor.js.map +1 -1
  13. package/Engines/WebGPU/Extensions/engine.renderTarget.js +13 -9
  14. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  15. package/Engines/WebGPU/webgpuBundleList.d.ts +1 -1
  16. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  17. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +2 -2
  18. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +28 -17
  19. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  20. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  21. package/Engines/WebGPU/webgpuClearQuad.js +3 -3
  22. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  23. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
  24. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
  25. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
  26. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  27. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -0
  28. package/Engines/WebGPU/webgpuTextureHelper.js +16 -3
  29. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  30. package/Engines/constants.d.ts +4 -0
  31. package/Engines/constants.js +4 -0
  32. package/Engines/constants.js.map +1 -1
  33. package/Engines/engine.d.ts +2 -2
  34. package/Engines/thinEngine.js +2 -2
  35. package/Engines/thinEngine.js.map +1 -1
  36. package/Engines/webgpuEngine.js +48 -32
  37. package/Engines/webgpuEngine.js.map +1 -1
  38. package/Gizmos/axisDragGizmo.js +1 -0
  39. package/Gizmos/axisDragGizmo.js.map +1 -1
  40. package/Gizmos/axisScaleGizmo.js +1 -0
  41. package/Gizmos/axisScaleGizmo.js.map +1 -1
  42. package/Layers/effectLayer.js +1 -1
  43. package/Layers/effectLayer.js.map +1 -1
  44. package/Loading/Plugins/babylonFileLoader.js +1 -1
  45. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  46. package/Materials/Background/backgroundMaterial.js +1 -1
  47. package/Materials/Background/backgroundMaterial.js.map +1 -1
  48. package/Materials/Node/Blocks/Dual/TBNBlock.d.ts +47 -0
  49. package/Materials/Node/Blocks/Dual/TBNBlock.js +154 -0
  50. package/Materials/Node/Blocks/Dual/TBNBlock.js.map +1 -0
  51. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  52. package/Materials/Node/Blocks/Dual/index.js +1 -0
  53. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  54. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +5 -1
  55. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +20 -1
  56. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  57. package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
  58. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  59. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +4 -0
  60. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +18 -1
  61. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  62. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +4 -0
  63. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +18 -1
  64. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  65. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +2 -1
  66. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  67. package/Materials/PBR/pbrBaseSimpleMaterial.d.ts +6 -5
  68. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  69. package/Materials/PBR/pbrMaterial.d.ts +9 -9
  70. package/Materials/PBR/pbrMaterial.js.map +1 -1
  71. package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +3 -2
  72. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  73. package/Materials/PBR/pbrSpecularGlossinessMaterial.d.ts +3 -2
  74. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  75. package/Materials/Textures/cubeTexture.js +3 -0
  76. package/Materials/Textures/cubeTexture.js.map +1 -1
  77. package/Materials/Textures/renderTargetTexture.d.ts +2 -1
  78. package/Materials/Textures/renderTargetTexture.js +24 -20
  79. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  80. package/Materials/Textures/textureCreationOptions.d.ts +2 -0
  81. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  82. package/Materials/materialHelper.js +4 -1
  83. package/Materials/materialHelper.js.map +1 -1
  84. package/Materials/shaderMaterial.js +1 -0
  85. package/Materials/shaderMaterial.js.map +1 -1
  86. package/Materials/standardMaterial.js +0 -3
  87. package/Materials/standardMaterial.js.map +1 -1
  88. package/Maths/math.vector.d.ts +4 -0
  89. package/Maths/math.vector.js +12 -0
  90. package/Maths/math.vector.js.map +1 -1
  91. package/Meshes/abstractMesh.d.ts +2 -2
  92. package/Meshes/abstractMesh.js.map +1 -1
  93. package/Meshes/instancedMesh.js +0 -1
  94. package/Meshes/instancedMesh.js.map +1 -1
  95. package/Meshes/subMesh.js +1 -1
  96. package/Meshes/subMesh.js.map +1 -1
  97. package/Meshes/thinInstanceMesh.js +34 -5
  98. package/Meshes/thinInstanceMesh.js.map +1 -1
  99. package/Meshes/transformNode.js +6 -6
  100. package/Meshes/transformNode.js.map +1 -1
  101. package/Misc/sceneOptimizer.d.ts +3 -2
  102. package/Misc/sceneOptimizer.js +4 -1
  103. package/Misc/sceneOptimizer.js.map +1 -1
  104. package/Physics/Plugins/oimoJSPlugin.js +1 -1
  105. package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
  106. package/Rendering/renderingGroup.js +14 -4
  107. package/Rendering/renderingGroup.js.map +1 -1
  108. package/Shaders/ShadersInclude/vertexColorMixing.d.ts +5 -0
  109. package/Shaders/ShadersInclude/vertexColorMixing.js +9 -0
  110. package/Shaders/ShadersInclude/vertexColorMixing.js.map +1 -0
  111. package/Shaders/color.vertex.d.ts +1 -0
  112. package/Shaders/color.vertex.js +2 -1
  113. package/Shaders/color.vertex.js.map +1 -1
  114. package/Shaders/default.vertex.d.ts +1 -0
  115. package/Shaders/default.vertex.js +2 -1
  116. package/Shaders/default.vertex.js.map +1 -1
  117. package/Shaders/pbr.vertex.d.ts +1 -0
  118. package/Shaders/pbr.vertex.js +2 -1
  119. package/Shaders/pbr.vertex.js.map +1 -1
  120. package/XR/features/WebXRControllerPointerSelection.js +1 -0
  121. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  122. package/package.json +1 -1
  123. package/scene.d.ts +3 -1
  124. package/scene.js +9 -5
  125. package/scene.js.map +1 -1
@@ -57,7 +57,7 @@ var Animatable = /** @class */ (function () {
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  this._speedRatio = 1;
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  this._weight = -1.0;
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  this._syncRoot = null;
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- this._frameToSyncFromJump = 0;
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+ this._frameToSyncFromJump = null;
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  /**
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  * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
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  * This will only apply for non looping animation (default is true)
@@ -1 +1 @@
1
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{ Animation } from \"./animation\";\r\nimport { RuntimeAnimation } from \"./runtimeAnimation\";\r\n\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Quaternion, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { PrecisionDate } from \"../Misc/precisionDate\";\r\nimport { Bone } from \"../Bones/bone\";\r\nimport type { Node } from \"../node\";\r\n\r\n/**\r\n * Class used to store an actual running animation\r\n */\r\nexport class Animatable {\r\n private _localDelayOffset: Nullable<number> = null;\r\n private _pausedDelay: Nullable<number> = null;\r\n private _manualJumpDelay: Nullable<number> = null;\r\n private _runtimeAnimations = new Array<RuntimeAnimation>();\r\n private _paused = false;\r\n private _scene: Scene;\r\n private _speedRatio = 1;\r\n private _weight = -1.0;\r\n private _syncRoot: Nullable<Animatable> = null;\r\n private _frameToSyncFromJump: Nullable<number> = 0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.\r\n * This will only apply for non looping animation (default is true)\r\n */\r\n public disposeOnEnd = true;\r\n\r\n /**\r\n * Gets a boolean indicating if the animation has started\r\n */\r\n public animationStarted = false;\r\n\r\n /**\r\n * Observer raised when the animation ends\r\n */\r\n public onAnimationEndObservable = new Observable<Animatable>();\r\n\r\n /**\r\n * Observer raised when the animation loops\r\n */\r\n public onAnimationLoopObservable = new Observable<Animatable>();\r\n\r\n /**\r\n * Gets the root Animatable used to synchronize and normalize animations\r\n */\r\n public get syncRoot(): Nullable<Animatable> {\r\n return this._syncRoot;\r\n }\r\n\r\n /**\r\n * Gets the current frame of the first RuntimeAnimation\r\n * Used to synchronize Animatables\r\n */\r\n public get masterFrame(): number {\r\n if (this._runtimeAnimations.length === 0) {\r\n return 0;\r\n }\r\n\r\n return this._runtimeAnimations[0].currentFrame;\r\n }\r\n\r\n /**\r\n * Gets or sets the animatable weight (-1.0 by default meaning not weighted)\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n public set weight(value: number) {\r\n if (value === -1) {\r\n // -1 is ok and means no weight\r\n this._weight = -1;\r\n return;\r\n }\r\n\r\n // Else weight must be in [0, 1] range\r\n this._weight = Math.min(Math.max(value, 0), 1.0);\r\n }\r\n\r\n /**\r\n * Gets or sets the speed ratio to apply to the animatable (1.0 by default)\r\n */\r\n public get speedRatio(): number {\r\n return this._speedRatio;\r\n }\r\n\r\n public set speedRatio(value: number) {\r\n for (let index = 0; index < this._runtimeAnimations.length; index++) {\r\n const animation = this._runtimeAnimations[index];\r\n\r\n animation._prepareForSpeedRatioChange(value);\r\n }\r\n this._speedRatio = value;\r\n }\r\n\r\n /**\r\n * Creates a new Animatable\r\n * @param scene defines the hosting scene\r\n * @param target defines the target object\r\n * @param fromFrame defines the starting frame number (default is 0)\r\n * @param toFrame defines the ending frame number (default is 100)\r\n * @param loopAnimation defines if the animation must loop (default is false)\r\n * @param speedRatio defines the factor to apply to animation speed (default is 1)\r\n * @param onAnimationEnd defines a callback to call when animation ends if it is not looping\r\n * @param animations defines a group of animation to add to the new Animatable\r\n * @param onAnimationLoop defines a callback to call when animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively\r\n */\r\n constructor(\r\n scene: Scene,\r\n /** defines the target object */\r\n public target: any,\r\n /** defines the starting frame number (default is 0) */\r\n public fromFrame: number = 0,\r\n /** defines the ending frame number (default is 100) */\r\n public toFrame: number = 100,\r\n /** defines if the animation must loop (default is false) */\r\n public loopAnimation: boolean = false,\r\n speedRatio: number = 1.0,\r\n /** defines a callback to call when animation ends if it is not looping */\r\n public onAnimationEnd?: Nullable<() => void>,\r\n animations?: Animation[],\r\n /** defines a callback to call when animation loops */\r\n public onAnimationLoop?: Nullable<() => void>,\r\n /** defines whether the animation should be evaluated additively */\r\n public isAdditive: boolean = false\r\n ) {\r\n this._scene = scene;\r\n if (animations) {\r\n this.appendAnimations(target, animations);\r\n }\r\n\r\n this._speedRatio = speedRatio;\r\n scene._activeAnimatables.push(this);\r\n }\r\n\r\n // Methods\r\n /**\r\n * Synchronize and normalize current Animatable with a source Animatable\r\n * This is useful when using animation weights and when animations are not of the same length\r\n * @param root defines the root Animatable to synchronize with (null to stop synchronizing)\r\n * @returns the current Animatable\r\n */\r\n public syncWith(root: Nullable<Animatable>): Animatable {\r\n this._syncRoot = root;\r\n\r\n if (root) {\r\n // Make sure this animatable will animate after the root\r\n const index = this._scene._activeAnimatables.indexOf(this);\r\n if (index > -1) {\r\n this._scene._activeAnimatables.splice(index, 1);\r\n this._scene._activeAnimatables.push(this);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the list of runtime animations\r\n * @returns an array of RuntimeAnimation\r\n */\r\n public getAnimations(): RuntimeAnimation[] {\r\n return this._runtimeAnimations;\r\n }\r\n\r\n /**\r\n * Adds more animations to the current animatable\r\n * @param target defines the target of the animations\r\n * @param animations defines the new animations to add\r\n */\r\n public appendAnimations(target: any, animations: Animation[]): void {\r\n for (let index = 0; index < animations.length; index++) {\r\n const animation = animations[index];\r\n\r\n const newRuntimeAnimation = new RuntimeAnimation(target, animation, this._scene, this);\r\n newRuntimeAnimation._onLoop = () => {\r\n this.onAnimationLoopObservable.notifyObservers(this);\r\n if (this.onAnimationLoop) {\r\n this.onAnimationLoop();\r\n }\r\n };\r\n\r\n this._runtimeAnimations.push(newRuntimeAnimation);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the source animation for a specific property\r\n * @param property defines the property to look for\r\n * @returns null or the source animation for the given property\r\n */\r\n public getAnimationByTargetProperty(property: string): Nullable<Animation> {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n if (runtimeAnimations[index].animation.targetProperty === property) {\r\n return runtimeAnimations[index].animation;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the runtime animation for a specific property\r\n * @param property defines the property to look for\r\n * @returns null or the runtime animation for the given property\r\n */\r\n public getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation> {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n if (runtimeAnimations[index].animation.targetProperty === property) {\r\n return runtimeAnimations[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Resets the animatable to its original state\r\n */\r\n public reset(): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].reset(true);\r\n }\r\n\r\n this._localDelayOffset = null;\r\n this._pausedDelay = null;\r\n }\r\n\r\n /**\r\n * Allows the animatable to blend with current running animations\r\n * @see https://doc.babylonjs.com/babylon101/animations#animation-blending\r\n * @param blendingSpeed defines the blending speed to use\r\n */\r\n public enableBlending(blendingSpeed: number): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].animation.enableBlending = true;\r\n runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;\r\n }\r\n }\r\n\r\n /**\r\n * Disable animation blending\r\n * @see https://doc.babylonjs.com/babylon101/animations#animation-blending\r\n */\r\n public disableBlending(): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].animation.enableBlending = false;\r\n }\r\n }\r\n\r\n /**\r\n * Jump directly to a given frame\r\n * @param frame defines the frame to jump to\r\n */\r\n public goToFrame(frame: number): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n if (runtimeAnimations[0]) {\r\n const fps = runtimeAnimations[0].animation.framePerSecond;\r\n this._frameToSyncFromJump = this._frameToSyncFromJump ?? runtimeAnimations[0].currentFrame;\r\n const delay = this.speedRatio === 0 ? 0 : (((frame - this._frameToSyncFromJump) / fps) * 1000) / this.speedRatio;\r\n this._manualJumpDelay = -delay;\r\n }\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].goToFrame(frame);\r\n }\r\n }\r\n\r\n /**\r\n * Pause the animation\r\n */\r\n public pause(): void {\r\n if (this._paused) {\r\n return;\r\n }\r\n this._paused = true;\r\n }\r\n\r\n /**\r\n * Restart the animation\r\n */\r\n public restart(): void {\r\n this._paused = false;\r\n }\r\n\r\n private _raiseOnAnimationEnd() {\r\n if (this.onAnimationEnd) {\r\n this.onAnimationEnd();\r\n }\r\n\r\n this.onAnimationEndObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Stop and delete the current animation\r\n * @param animationName defines a string used to only stop some of the runtime animations instead of all\r\n * @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)\r\n */\r\n public stop(animationName?: string, targetMask?: (target: any) => boolean): void {\r\n if (animationName || targetMask) {\r\n const idx = this._scene._activeAnimatables.indexOf(this);\r\n\r\n if (idx > -1) {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = runtimeAnimations.length - 1; index >= 0; index--) {\r\n const runtimeAnimation = runtimeAnimations[index];\r\n if (animationName && runtimeAnimation.animation.name != animationName) {\r\n continue;\r\n }\r\n if (targetMask && !targetMask(runtimeAnimation.target)) {\r\n continue;\r\n }\r\n\r\n runtimeAnimation.dispose();\r\n runtimeAnimations.splice(index, 1);\r\n }\r\n\r\n if (runtimeAnimations.length == 0) {\r\n this._scene._activeAnimatables.splice(idx, 1);\r\n this._raiseOnAnimationEnd();\r\n }\r\n }\r\n } else {\r\n const index = this._scene._activeAnimatables.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._scene._activeAnimatables.splice(index, 1);\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].dispose();\r\n }\r\n\r\n this._raiseOnAnimationEnd();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Wait asynchronously for the animation to end\r\n * @returns a promise which will be fulfilled when the animation ends\r\n */\r\n public waitAsync(): Promise<Animatable> {\r\n return new Promise((resolve) => {\r\n this.onAnimationEndObservable.add(\r\n () => {\r\n resolve(this);\r\n },\r\n undefined,\r\n undefined,\r\n this,\r\n true\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * @param delay\r\n * @hidden\r\n */\r\n public _animate(delay: number): boolean {\r\n if (this._paused) {\r\n this.animationStarted = false;\r\n if (this._pausedDelay === null) {\r\n this._pausedDelay = delay;\r\n }\r\n return true;\r\n }\r\n\r\n if (this._localDelayOffset === null) {\r\n this._localDelayOffset = delay;\r\n this._pausedDelay = null;\r\n } else if (this._pausedDelay !== null) {\r\n this._localDelayOffset += delay - this._pausedDelay;\r\n this._pausedDelay = null;\r\n }\r\n\r\n if (this._manualJumpDelay !== null) {\r\n this._localDelayOffset += this._manualJumpDelay;\r\n this._manualJumpDelay = null;\r\n this._frameToSyncFromJump = null;\r\n }\r\n\r\n if (this._weight === 0) {\r\n // We consider that an animation with a weight === 0 is \"actively\" paused\r\n return true;\r\n }\r\n\r\n // Animating\r\n let running = false;\r\n const runtimeAnimations = this._runtimeAnimations;\r\n let index: number;\r\n\r\n for (index = 0; index < runtimeAnimations.length; index++) {\r\n const animation = runtimeAnimations[index];\r\n const isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);\r\n running = running || isRunning;\r\n }\r\n\r\n this.animationStarted = running;\r\n\r\n if (!running) {\r\n if (this.disposeOnEnd) {\r\n // Remove from active animatables\r\n index = this._scene._activeAnimatables.indexOf(this);\r\n this._scene._activeAnimatables.splice(index, 1);\r\n\r\n // Dispose all runtime animations\r\n for (index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].dispose();\r\n }\r\n }\r\n\r\n this._raiseOnAnimationEnd();\r\n\r\n if (this.disposeOnEnd) {\r\n this.onAnimationEnd = null;\r\n this.onAnimationLoop = null;\r\n this.onAnimationLoopObservable.clear();\r\n this.onAnimationEndObservable.clear();\r\n }\r\n }\r\n\r\n return running;\r\n }\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;\r\n\r\n /** @hidden */\r\n _processLateAnimationBindingsForMatrices(holder: {\r\n totalWeight: number;\r\n totalAdditiveWeight: number;\r\n animations: RuntimeAnimation[];\r\n additiveAnimations: RuntimeAnimation[];\r\n originalValue: Matrix;\r\n }): any;\r\n\r\n /** @hidden */\r\n _processLateAnimationBindingsForQuaternions(\r\n holder: {\r\n totalWeight: number;\r\n totalAdditiveWeight: number;\r\n animations: RuntimeAnimation[];\r\n additiveAnimations: RuntimeAnimation[];\r\n originalValue: Quaternion;\r\n },\r\n refQuaternion: Quaternion\r\n ): Quaternion;\r\n\r\n /** @hidden */\r\n _processLateAnimationBindings(): void;\r\n\r\n /**\r\n * Will start the animation sequence of a given target\r\n * @param target defines the target\r\n * @param from defines from which frame should animation start\r\n * @param to defines until which frame should animation run.\r\n * @param weight defines the weight to apply to the animation (1.0 by default)\r\n * @param loop defines if the animation loops\r\n * @param speedRatio defines the speed in which to run the animation (1.0 by default)\r\n * @param onAnimationEnd defines the function to be executed when the animation ends\r\n * @param animatable defines an animatable object. If not provided a new one will be created from the given params\r\n * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the animatable object created for this animation\r\n */\r\n beginWeightedAnimation(\r\n target: any,\r\n from: number,\r\n to: number,\r\n weight: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive?: boolean\r\n ): Animatable;\r\n\r\n /**\r\n * Will start the animation sequence of a given target\r\n * @param target defines the target\r\n * @param from defines from which frame should animation start\r\n * @param to defines until which frame should animation run.\r\n * @param loop defines if the animation loops\r\n * @param speedRatio defines the speed in which to run the animation (1.0 by default)\r\n * @param onAnimationEnd defines the function to be executed when the animation ends\r\n * @param animatable defines an animatable object. If not provided a new one will be created from the given params\r\n * @param stopCurrent defines if the current animations must be stopped first (true by default)\r\n * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the animatable object created for this animation\r\n */\r\n beginAnimation(\r\n target: any,\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n stopCurrent?: boolean,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive?: boolean\r\n ): Animatable;\r\n\r\n /**\r\n * Will start the animation sequence of a given target and its hierarchy\r\n * @param target defines the target\r\n * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.\r\n * @param from defines from which frame should animation start\r\n * @param to defines until which frame should animation run.\r\n * @param loop defines if the animation loops\r\n * @param speedRatio defines the speed in which to run the animation (1.0 by default)\r\n * @param onAnimationEnd defines the function to be executed when the animation ends\r\n * @param animatable defines an animatable object. If not provided a new one will be created from the given params\r\n * @param stopCurrent defines if the current animations must be stopped first (true by default)\r\n * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the list of created animatables\r\n */\r\n beginHierarchyAnimation(\r\n target: any,\r\n directDescendantsOnly: boolean,\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n stopCurrent?: boolean,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive?: boolean\r\n ): Animatable[];\r\n\r\n /**\r\n * Begin a new animation on a given node\r\n * @param target defines the target where the animation will take place\r\n * @param animations defines the list of animations to start\r\n * @param from defines the initial value\r\n * @param to defines the final value\r\n * @param loop defines if you want animation to loop (off by default)\r\n * @param speedRatio defines the speed ratio to apply to all animations\r\n * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the list of created animatables\r\n */\r\n beginDirectAnimation(\r\n target: any,\r\n animations: Animation[],\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n onAnimationLoop?: () => void,\r\n isAdditive?: boolean\r\n ): Animatable;\r\n\r\n /**\r\n * Begin a new animation on a given node and its hierarchy\r\n * @param target defines the root node where the animation will take place\r\n * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.\r\n * @param animations defines the list of animations to start\r\n * @param from defines the initial value\r\n * @param to defines the final value\r\n * @param loop defines if you want animation to loop (off by default)\r\n * @param speedRatio defines the speed ratio to apply to all animations\r\n * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the list of animatables created for all nodes\r\n */\r\n beginDirectHierarchyAnimation(\r\n target: Node,\r\n directDescendantsOnly: boolean,\r\n animations: Animation[],\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n onAnimationLoop?: () => void,\r\n isAdditive?: boolean\r\n ): Animatable[];\r\n\r\n /**\r\n * Gets the animatable associated with a specific target\r\n * @param target defines the target of the animatable\r\n * @returns the required animatable if found\r\n */\r\n getAnimatableByTarget(target: any): Nullable<Animatable>;\r\n\r\n /**\r\n * Gets all animatables associated with a given target\r\n * @param target defines the target to look animatables for\r\n * @returns an array of Animatables\r\n */\r\n getAllAnimatablesByTarget(target: any): Array<Animatable>;\r\n\r\n /**\r\n * Stops and removes all animations that have been applied to the scene\r\n */\r\n stopAllAnimations(): void;\r\n\r\n /**\r\n * Gets the current delta time used by animation engine\r\n */\r\n deltaTime: number;\r\n }\r\n}\r\n\r\nScene.prototype._animate = function (): void {\r\n if (!this.animationsEnabled) {\r\n return;\r\n }\r\n\r\n // Getting time\r\n const now = PrecisionDate.Now;\r\n if (!this._animationTimeLast) {\r\n if (this._pendingData.length > 0) {\r\n return;\r\n }\r\n this._animationTimeLast = now;\r\n }\r\n\r\n this.deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;\r\n this._animationTimeLast = now;\r\n\r\n const animatables = this._activeAnimatables;\r\n if (animatables.length === 0) {\r\n return;\r\n }\r\n\r\n this._animationTime += this.deltaTime;\r\n const animationTime = this._animationTime;\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n const animatable = animatables[index];\r\n\r\n if (!animatable._animate(animationTime) && animatable.disposeOnEnd) {\r\n index--; // Array was updated\r\n }\r\n }\r\n\r\n // Late animation bindings\r\n this._processLateAnimationBindings();\r\n};\r\n\r\nScene.prototype.beginWeightedAnimation = function (\r\n target: any,\r\n from: number,\r\n to: number,\r\n weight = 1.0,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n): Animatable {\r\n const returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask, onAnimationLoop, isAdditive);\r\n returnedAnimatable.weight = weight;\r\n\r\n return returnedAnimatable;\r\n};\r\n\r\nScene.prototype.beginAnimation = function (\r\n target: any,\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n stopCurrent = true,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n): Animatable {\r\n if (from > to && speedRatio > 0) {\r\n speedRatio *= -1;\r\n }\r\n\r\n if (stopCurrent) {\r\n this.stopAnimation(target, undefined, targetMask);\r\n }\r\n\r\n if (!animatable) {\r\n animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, undefined, onAnimationLoop, isAdditive);\r\n }\r\n\r\n const shouldRunTargetAnimations = targetMask ? targetMask(target) : true;\r\n // Local animations\r\n if (target.animations && shouldRunTargetAnimations) {\r\n animatable.appendAnimations(target, target.animations);\r\n }\r\n\r\n // Children animations\r\n if (target.getAnimatables) {\r\n const animatables = target.getAnimatables();\r\n for (let index = 0; index < animatables.length; index++) {\r\n this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop);\r\n }\r\n }\r\n\r\n animatable.reset();\r\n\r\n return animatable;\r\n};\r\n\r\nScene.prototype.beginHierarchyAnimation = function (\r\n target: any,\r\n directDescendantsOnly: boolean,\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n stopCurrent = true,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n): Animatable[] {\r\n const children = target.getDescendants(directDescendantsOnly);\r\n\r\n const result = [];\r\n result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, undefined, isAdditive));\r\n for (const child of children) {\r\n result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, undefined, isAdditive));\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.beginDirectAnimation = function (\r\n target: any,\r\n animations: Animation[],\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n): Animatable {\r\n if (speedRatio === undefined) {\r\n speedRatio = 1.0;\r\n }\r\n\r\n if (from > to && speedRatio > 0) {\r\n speedRatio *= -1;\r\n } else if (to > from && speedRatio < 0) {\r\n const temp = to;\r\n to = from;\r\n from = temp;\r\n }\r\n\r\n const animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations, onAnimationLoop, isAdditive);\r\n\r\n return animatable;\r\n};\r\n\r\nScene.prototype.beginDirectHierarchyAnimation = function (\r\n target: Node,\r\n directDescendantsOnly: boolean,\r\n animations: Animation[],\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n): Animatable[] {\r\n const children = target.getDescendants(directDescendantsOnly);\r\n\r\n const result = [];\r\n result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop, isAdditive));\r\n for (const child of children) {\r\n result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop, isAdditive));\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.getAnimatableByTarget = function (target: any): Nullable<Animatable> {\r\n for (let index = 0; index < this._activeAnimatables.length; index++) {\r\n if (this._activeAnimatables[index].target === target) {\r\n return this._activeAnimatables[index];\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\nScene.prototype.getAllAnimatablesByTarget = function (target: any): Array<Animatable> {\r\n const result = [];\r\n for (let index = 0; index < this._activeAnimatables.length; index++) {\r\n if (this._activeAnimatables[index].target === target) {\r\n result.push(this._activeAnimatables[index]);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\n/**\r\n * Will stop the animation of the given target\r\n * @param target - the target\r\n * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)\r\n * @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)\r\n */\r\nScene.prototype.stopAnimation = function (target: any, animationName?: string, targetMask?: (target: any) => boolean): void {\r\n const animatables = this.getAllAnimatablesByTarget(target);\r\n\r\n for (const animatable of animatables) {\r\n animatable.stop(animationName, targetMask);\r\n }\r\n};\r\n\r\n/**\r\n * Stops and removes all animations that have been applied to the scene\r\n */\r\nScene.prototype.stopAllAnimations = function (): void {\r\n if (this._activeAnimatables) {\r\n for (let i = 0; i < this._activeAnimatables.length; i++) {\r\n this._activeAnimatables[i].stop();\r\n }\r\n this._activeAnimatables = [];\r\n }\r\n\r\n for (const group of this.animationGroups) {\r\n group.stop();\r\n }\r\n};\r\n\r\nScene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation: RuntimeAnimation, originalValue: any): void {\r\n const target = runtimeAnimation.target;\r\n this._registeredForLateAnimationBindings.pushNoDuplicate(target);\r\n\r\n if (!target._lateAnimationHolders) {\r\n target._lateAnimationHolders = {};\r\n }\r\n\r\n if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath] = {\r\n totalWeight: 0,\r\n totalAdditiveWeight: 0,\r\n animations: [],\r\n additiveAnimations: [],\r\n originalValue: originalValue,\r\n };\r\n }\r\n\r\n if (runtimeAnimation.isAdditive) {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].additiveAnimations.push(runtimeAnimation);\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].totalAdditiveWeight += runtimeAnimation.weight;\r\n } else {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;\r\n }\r\n};\r\n\r\nScene.prototype._processLateAnimationBindingsForMatrices = function (holder: {\r\n totalWeight: number;\r\n totalAdditiveWeight: number;\r\n animations: RuntimeAnimation[];\r\n additiveAnimations: RuntimeAnimation[];\r\n originalValue: Matrix;\r\n}): any {\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {\r\n return holder.originalValue;\r\n }\r\n\r\n let normalizer = 1.0;\r\n const finalPosition = TmpVectors.Vector3[0];\r\n const finalScaling = TmpVectors.Vector3[1];\r\n const finalQuaternion = TmpVectors.Quaternion[0];\r\n let startIndex = 0;\r\n const originalAnimation = holder.animations[0];\r\n const originalValue = holder.originalValue;\r\n\r\n let scale = 1;\r\n let skipOverride = false;\r\n if (holder.totalWeight < 1.0) {\r\n // We need to mix the original value in\r\n scale = 1.0 - holder.totalWeight;\r\n originalValue.decompose(finalScaling, finalQuaternion, finalPosition);\r\n } else {\r\n startIndex = 1;\r\n // We need to normalize the weights\r\n normalizer = holder.totalWeight;\r\n scale = originalAnimation.weight / normalizer;\r\n if (scale == 1) {\r\n if (holder.totalAdditiveWeight) {\r\n skipOverride = true;\r\n } else {\r\n return originalAnimation.currentValue;\r\n }\r\n }\r\n\r\n originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);\r\n }\r\n\r\n // Add up the override animations\r\n if (!skipOverride) {\r\n finalScaling.scaleInPlace(scale);\r\n finalPosition.scaleInPlace(scale);\r\n finalQuaternion.scaleInPlace(scale);\r\n\r\n for (let animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {\r\n const runtimeAnimation = holder.animations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n scale = runtimeAnimation.weight / normalizer;\r\n const currentPosition = TmpVectors.Vector3[2];\r\n const currentScaling = TmpVectors.Vector3[3];\r\n const currentQuaternion = TmpVectors.Quaternion[1];\r\n\r\n runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);\r\n currentScaling.scaleAndAddToRef(scale, finalScaling);\r\n currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);\r\n currentPosition.scaleAndAddToRef(scale, finalPosition);\r\n }\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n const runtimeAnimation = holder.additiveAnimations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n const currentPosition = TmpVectors.Vector3[2];\r\n const currentScaling = TmpVectors.Vector3[3];\r\n const currentQuaternion = TmpVectors.Quaternion[1];\r\n\r\n runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);\r\n currentScaling.multiplyToRef(finalScaling, currentScaling);\r\n Vector3.LerpToRef(finalScaling, currentScaling, runtimeAnimation.weight, finalScaling);\r\n finalQuaternion.multiplyToRef(currentQuaternion, currentQuaternion);\r\n Quaternion.SlerpToRef(finalQuaternion, currentQuaternion, runtimeAnimation.weight, finalQuaternion);\r\n currentPosition.scaleAndAddToRef(runtimeAnimation.weight, finalPosition);\r\n }\r\n\r\n const workValue = originalAnimation ? originalAnimation._animationState.workValue : TmpVectors.Matrix[0].clone();\r\n Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, workValue);\r\n return workValue;\r\n};\r\n\r\nScene.prototype._processLateAnimationBindingsForQuaternions = function (\r\n holder: {\r\n totalWeight: number;\r\n totalAdditiveWeight: number;\r\n animations: RuntimeAnimation[];\r\n additiveAnimations: RuntimeAnimation[];\r\n originalValue: Quaternion;\r\n },\r\n refQuaternion: Quaternion\r\n): Quaternion {\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {\r\n return refQuaternion;\r\n }\r\n\r\n const originalAnimation = holder.animations[0];\r\n const originalValue = holder.originalValue;\r\n let cumulativeQuaternion = refQuaternion;\r\n\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight > 0) {\r\n cumulativeQuaternion.copyFrom(originalValue);\r\n } else if (holder.animations.length === 1) {\r\n Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), cumulativeQuaternion);\r\n\r\n if (holder.totalAdditiveWeight === 0) {\r\n return cumulativeQuaternion;\r\n }\r\n } else if (holder.animations.length > 1) {\r\n // Add up the override animations\r\n let normalizer = 1.0;\r\n let quaternions: Array<Quaternion>;\r\n let weights: Array<number>;\r\n\r\n if (holder.totalWeight < 1.0) {\r\n const scale = 1.0 - holder.totalWeight;\r\n\r\n quaternions = [];\r\n weights = [];\r\n\r\n quaternions.push(originalValue);\r\n weights.push(scale);\r\n } else {\r\n if (holder.animations.length === 2) {\r\n // Slerp as soon as we can\r\n Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);\r\n\r\n if (holder.totalAdditiveWeight === 0) {\r\n return refQuaternion;\r\n }\r\n }\r\n\r\n quaternions = [];\r\n weights = [];\r\n normalizer = holder.totalWeight;\r\n }\r\n\r\n for (let animIndex = 0; animIndex < holder.animations.length; animIndex++) {\r\n const runtimeAnimation = holder.animations[animIndex];\r\n quaternions.push(runtimeAnimation.currentValue);\r\n weights.push(runtimeAnimation.weight / normalizer);\r\n }\r\n\r\n // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions\r\n\r\n let cumulativeAmount = 0;\r\n for (let index = 0; index < quaternions.length; ) {\r\n if (!index) {\r\n Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);\r\n cumulativeQuaternion = refQuaternion;\r\n cumulativeAmount = weights[index] + weights[index + 1];\r\n index += 2;\r\n continue;\r\n }\r\n cumulativeAmount += weights[index];\r\n Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);\r\n index++;\r\n }\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n const runtimeAnimation = holder.additiveAnimations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n cumulativeQuaternion.multiplyToRef(runtimeAnimation.currentValue, TmpVectors.Quaternion[0]);\r\n Quaternion.SlerpToRef(cumulativeQuaternion, TmpVectors.Quaternion[0], runtimeAnimation.weight, cumulativeQuaternion);\r\n }\r\n\r\n return cumulativeQuaternion!;\r\n};\r\n\r\nScene.prototype._processLateAnimationBindings = function (): void {\r\n if (!this._registeredForLateAnimationBindings.length) {\r\n return;\r\n }\r\n for (let index = 0; index < this._registeredForLateAnimationBindings.length; index++) {\r\n const target = this._registeredForLateAnimationBindings.data[index];\r\n\r\n for (const path in target._lateAnimationHolders) {\r\n const holder = target._lateAnimationHolders[path];\r\n const originalAnimation: RuntimeAnimation = holder.animations[0];\r\n const originalValue = holder.originalValue;\r\n\r\n const matrixDecomposeMode = Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix\r\n\r\n let finalValue: any = target[path];\r\n if (matrixDecomposeMode) {\r\n finalValue = this._processLateAnimationBindingsForMatrices(holder);\r\n } else {\r\n const quaternionMode = originalValue.w !== undefined;\r\n if (quaternionMode) {\r\n finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || Quaternion.Identity());\r\n } else {\r\n let startIndex = 0;\r\n let normalizer = 1.0;\r\n\r\n if (holder.totalWeight < 1.0) {\r\n // We need to mix the original value in\r\n if (originalAnimation && originalValue.scale) {\r\n finalValue = originalValue.scale(1.0 - holder.totalWeight);\r\n } else if (originalAnimation) {\r\n finalValue = originalValue * (1.0 - holder.totalWeight);\r\n } else if (originalValue.clone) {\r\n finalValue = originalValue.clone();\r\n } else {\r\n finalValue = originalValue;\r\n }\r\n } else if (originalAnimation) {\r\n // We need to normalize the weights\r\n normalizer = holder.totalWeight;\r\n const scale = originalAnimation.weight / normalizer;\r\n if (scale !== 1) {\r\n if (originalAnimation.currentValue.scale) {\r\n finalValue = originalAnimation.currentValue.scale(scale);\r\n } else {\r\n finalValue = originalAnimation.currentValue * scale;\r\n }\r\n } else {\r\n finalValue = originalAnimation.currentValue;\r\n }\r\n\r\n startIndex = 1;\r\n }\r\n\r\n // Add up the override animations\r\n for (let animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {\r\n const runtimeAnimation = holder.animations[animIndex];\r\n const scale = runtimeAnimation.weight / normalizer;\r\n\r\n if (!scale) {\r\n continue;\r\n } else if (runtimeAnimation.currentValue.scaleAndAddToRef) {\r\n runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);\r\n } else {\r\n finalValue += runtimeAnimation.currentValue * scale;\r\n }\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n const runtimeAnimation = holder.additiveAnimations[animIndex];\r\n const scale: number = runtimeAnimation.weight;\r\n\r\n if (!scale) {\r\n continue;\r\n } else if (runtimeAnimation.currentValue.scaleAndAddToRef) {\r\n runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);\r\n } else {\r\n finalValue += runtimeAnimation.currentValue * scale;\r\n }\r\n }\r\n }\r\n }\r\n target[path] = finalValue;\r\n }\r\n\r\n target._lateAnimationHolders = {};\r\n }\r\n this._registeredForLateAnimationBindings.reset();\r\n};\r\n\r\ndeclare module \"../Bones/bone\" {\r\n export interface Bone {\r\n /**\r\n * Copy an animation range from another bone\r\n * @param source defines the source bone\r\n * @param rangeName defines the range name to copy\r\n * @param frameOffset defines the frame offset\r\n * @param rescaleAsRequired defines if rescaling must be applied if required\r\n * @param skelDimensionsRatio defines the scaling ratio\r\n * @returns true if operation was successful\r\n */\r\n copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;\r\n }\r\n}\r\n\r\nBone.prototype.copyAnimationRange = function (\r\n source: Bone,\r\n rangeName: string,\r\n frameOffset: number,\r\n rescaleAsRequired = false,\r\n skelDimensionsRatio: Nullable<Vector3> = null\r\n): boolean {\r\n // all animation may be coming from a library skeleton, so may need to create animation\r\n if (this.animations.length === 0) {\r\n this.animations.push(new Animation(this.name, \"_matrix\", source.animations[0].framePerSecond, Animation.ANIMATIONTYPE_MATRIX, 0));\r\n this.animations[0].setKeys([]);\r\n }\r\n\r\n // get animation info / verify there is such a range from the source bone\r\n const sourceRange = source.animations[0].getRange(rangeName);\r\n if (!sourceRange) {\r\n return false;\r\n }\r\n const from = sourceRange.from;\r\n const to = sourceRange.to;\r\n const sourceKeys = source.animations[0].getKeys();\r\n\r\n // rescaling prep\r\n const sourceBoneLength = source.length;\r\n const sourceParent = source.getParent();\r\n const parent = this.getParent();\r\n const parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;\r\n const parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;\r\n\r\n const dimensionsScalingReqd =\r\n rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);\r\n\r\n const destKeys = this.animations[0].getKeys();\r\n\r\n // loop vars declaration\r\n let orig: { frame: number; value: Matrix };\r\n let origTranslation: Vector3;\r\n let mat: Matrix;\r\n\r\n for (let key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {\r\n orig = sourceKeys[key];\r\n if (orig.frame >= from && orig.frame <= to) {\r\n if (rescaleAsRequired) {\r\n mat = orig.value.clone();\r\n\r\n // scale based on parent ratio, when bone has parent\r\n if (parentScalingReqd) {\r\n origTranslation = mat.getTranslation();\r\n mat.setTranslation(origTranslation.scaleInPlace(parentRatio));\r\n\r\n // scale based on skeleton dimension ratio when root bone, and value is passed\r\n } else if (dimensionsScalingReqd && skelDimensionsRatio) {\r\n origTranslation = mat.getTranslation();\r\n mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));\r\n\r\n // use original when root bone, and no data for skelDimensionsRatio\r\n } else {\r\n mat = orig.value;\r\n }\r\n } else {\r\n mat = orig.value;\r\n }\r\n destKeys.push({ frame: orig.frame + frameOffset, value: mat });\r\n }\r\n }\r\n this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);\r\n return true;\r\n};\r\n"]}
1
+ 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{ Animation } from \"./animation\";\r\nimport { RuntimeAnimation } from \"./runtimeAnimation\";\r\n\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix, Quaternion, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { PrecisionDate } from \"../Misc/precisionDate\";\r\nimport { Bone } from \"../Bones/bone\";\r\nimport type { Node } from \"../node\";\r\n\r\n/**\r\n * Class used to store an actual running animation\r\n */\r\nexport class Animatable {\r\n private _localDelayOffset: Nullable<number> = null;\r\n private _pausedDelay: Nullable<number> = null;\r\n private _manualJumpDelay: Nullable<number> = null;\r\n private _runtimeAnimations = new Array<RuntimeAnimation>();\r\n private _paused = false;\r\n private _scene: Scene;\r\n private _speedRatio = 1;\r\n private _weight = -1.0;\r\n private _syncRoot: Nullable<Animatable> = null;\r\n private _frameToSyncFromJump: Nullable<number> = null;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.\r\n * This will only apply for non looping animation (default is true)\r\n */\r\n public disposeOnEnd = true;\r\n\r\n /**\r\n * Gets a boolean indicating if the animation has started\r\n */\r\n public animationStarted = false;\r\n\r\n /**\r\n * Observer raised when the animation ends\r\n */\r\n public onAnimationEndObservable = new Observable<Animatable>();\r\n\r\n /**\r\n * Observer raised when the animation loops\r\n */\r\n public onAnimationLoopObservable = new Observable<Animatable>();\r\n\r\n /**\r\n * Gets the root Animatable used to synchronize and normalize animations\r\n */\r\n public get syncRoot(): Nullable<Animatable> {\r\n return this._syncRoot;\r\n }\r\n\r\n /**\r\n * Gets the current frame of the first RuntimeAnimation\r\n * Used to synchronize Animatables\r\n */\r\n public get masterFrame(): number {\r\n if (this._runtimeAnimations.length === 0) {\r\n return 0;\r\n }\r\n\r\n return this._runtimeAnimations[0].currentFrame;\r\n }\r\n\r\n /**\r\n * Gets or sets the animatable weight (-1.0 by default meaning not weighted)\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n public set weight(value: number) {\r\n if (value === -1) {\r\n // -1 is ok and means no weight\r\n this._weight = -1;\r\n return;\r\n }\r\n\r\n // Else weight must be in [0, 1] range\r\n this._weight = Math.min(Math.max(value, 0), 1.0);\r\n }\r\n\r\n /**\r\n * Gets or sets the speed ratio to apply to the animatable (1.0 by default)\r\n */\r\n public get speedRatio(): number {\r\n return this._speedRatio;\r\n }\r\n\r\n public set speedRatio(value: number) {\r\n for (let index = 0; index < this._runtimeAnimations.length; index++) {\r\n const animation = this._runtimeAnimations[index];\r\n\r\n animation._prepareForSpeedRatioChange(value);\r\n }\r\n this._speedRatio = value;\r\n }\r\n\r\n /**\r\n * Creates a new Animatable\r\n * @param scene defines the hosting scene\r\n * @param target defines the target object\r\n * @param fromFrame defines the starting frame number (default is 0)\r\n * @param toFrame defines the ending frame number (default is 100)\r\n * @param loopAnimation defines if the animation must loop (default is false)\r\n * @param speedRatio defines the factor to apply to animation speed (default is 1)\r\n * @param onAnimationEnd defines a callback to call when animation ends if it is not looping\r\n * @param animations defines a group of animation to add to the new Animatable\r\n * @param onAnimationLoop defines a callback to call when animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively\r\n */\r\n constructor(\r\n scene: Scene,\r\n /** defines the target object */\r\n public target: any,\r\n /** defines the starting frame number (default is 0) */\r\n public fromFrame: number = 0,\r\n /** defines the ending frame number (default is 100) */\r\n public toFrame: number = 100,\r\n /** defines if the animation must loop (default is false) */\r\n public loopAnimation: boolean = false,\r\n speedRatio: number = 1.0,\r\n /** defines a callback to call when animation ends if it is not looping */\r\n public onAnimationEnd?: Nullable<() => void>,\r\n animations?: Animation[],\r\n /** defines a callback to call when animation loops */\r\n public onAnimationLoop?: Nullable<() => void>,\r\n /** defines whether the animation should be evaluated additively */\r\n public isAdditive: boolean = false\r\n ) {\r\n this._scene = scene;\r\n if (animations) {\r\n this.appendAnimations(target, animations);\r\n }\r\n\r\n this._speedRatio = speedRatio;\r\n scene._activeAnimatables.push(this);\r\n }\r\n\r\n // Methods\r\n /**\r\n * Synchronize and normalize current Animatable with a source Animatable\r\n * This is useful when using animation weights and when animations are not of the same length\r\n * @param root defines the root Animatable to synchronize with (null to stop synchronizing)\r\n * @returns the current Animatable\r\n */\r\n public syncWith(root: Nullable<Animatable>): Animatable {\r\n this._syncRoot = root;\r\n\r\n if (root) {\r\n // Make sure this animatable will animate after the root\r\n const index = this._scene._activeAnimatables.indexOf(this);\r\n if (index > -1) {\r\n this._scene._activeAnimatables.splice(index, 1);\r\n this._scene._activeAnimatables.push(this);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the list of runtime animations\r\n * @returns an array of RuntimeAnimation\r\n */\r\n public getAnimations(): RuntimeAnimation[] {\r\n return this._runtimeAnimations;\r\n }\r\n\r\n /**\r\n * Adds more animations to the current animatable\r\n * @param target defines the target of the animations\r\n * @param animations defines the new animations to add\r\n */\r\n public appendAnimations(target: any, animations: Animation[]): void {\r\n for (let index = 0; index < animations.length; index++) {\r\n const animation = animations[index];\r\n\r\n const newRuntimeAnimation = new RuntimeAnimation(target, animation, this._scene, this);\r\n newRuntimeAnimation._onLoop = () => {\r\n this.onAnimationLoopObservable.notifyObservers(this);\r\n if (this.onAnimationLoop) {\r\n this.onAnimationLoop();\r\n }\r\n };\r\n\r\n this._runtimeAnimations.push(newRuntimeAnimation);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the source animation for a specific property\r\n * @param property defines the property to look for\r\n * @returns null or the source animation for the given property\r\n */\r\n public getAnimationByTargetProperty(property: string): Nullable<Animation> {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n if (runtimeAnimations[index].animation.targetProperty === property) {\r\n return runtimeAnimations[index].animation;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the runtime animation for a specific property\r\n * @param property defines the property to look for\r\n * @returns null or the runtime animation for the given property\r\n */\r\n public getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation> {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n if (runtimeAnimations[index].animation.targetProperty === property) {\r\n return runtimeAnimations[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Resets the animatable to its original state\r\n */\r\n public reset(): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].reset(true);\r\n }\r\n\r\n this._localDelayOffset = null;\r\n this._pausedDelay = null;\r\n }\r\n\r\n /**\r\n * Allows the animatable to blend with current running animations\r\n * @see https://doc.babylonjs.com/babylon101/animations#animation-blending\r\n * @param blendingSpeed defines the blending speed to use\r\n */\r\n public enableBlending(blendingSpeed: number): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].animation.enableBlending = true;\r\n runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;\r\n }\r\n }\r\n\r\n /**\r\n * Disable animation blending\r\n * @see https://doc.babylonjs.com/babylon101/animations#animation-blending\r\n */\r\n public disableBlending(): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].animation.enableBlending = false;\r\n }\r\n }\r\n\r\n /**\r\n * Jump directly to a given frame\r\n * @param frame defines the frame to jump to\r\n */\r\n public goToFrame(frame: number): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n if (runtimeAnimations[0]) {\r\n const fps = runtimeAnimations[0].animation.framePerSecond;\r\n this._frameToSyncFromJump = this._frameToSyncFromJump ?? runtimeAnimations[0].currentFrame;\r\n const delay = this.speedRatio === 0 ? 0 : (((frame - this._frameToSyncFromJump) / fps) * 1000) / this.speedRatio;\r\n this._manualJumpDelay = -delay;\r\n }\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].goToFrame(frame);\r\n }\r\n }\r\n\r\n /**\r\n * Pause the animation\r\n */\r\n public pause(): void {\r\n if (this._paused) {\r\n return;\r\n }\r\n this._paused = true;\r\n }\r\n\r\n /**\r\n * Restart the animation\r\n */\r\n public restart(): void {\r\n this._paused = false;\r\n }\r\n\r\n private _raiseOnAnimationEnd() {\r\n if (this.onAnimationEnd) {\r\n this.onAnimationEnd();\r\n }\r\n\r\n this.onAnimationEndObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Stop and delete the current animation\r\n * @param animationName defines a string used to only stop some of the runtime animations instead of all\r\n * @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)\r\n */\r\n public stop(animationName?: string, targetMask?: (target: any) => boolean): void {\r\n if (animationName || targetMask) {\r\n const idx = this._scene._activeAnimatables.indexOf(this);\r\n\r\n if (idx > -1) {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = runtimeAnimations.length - 1; index >= 0; index--) {\r\n const runtimeAnimation = runtimeAnimations[index];\r\n if (animationName && runtimeAnimation.animation.name != animationName) {\r\n continue;\r\n }\r\n if (targetMask && !targetMask(runtimeAnimation.target)) {\r\n continue;\r\n }\r\n\r\n runtimeAnimation.dispose();\r\n runtimeAnimations.splice(index, 1);\r\n }\r\n\r\n if (runtimeAnimations.length == 0) {\r\n this._scene._activeAnimatables.splice(idx, 1);\r\n this._raiseOnAnimationEnd();\r\n }\r\n }\r\n } else {\r\n const index = this._scene._activeAnimatables.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._scene._activeAnimatables.splice(index, 1);\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].dispose();\r\n }\r\n\r\n this._raiseOnAnimationEnd();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Wait asynchronously for the animation to end\r\n * @returns a promise which will be fulfilled when the animation ends\r\n */\r\n public waitAsync(): Promise<Animatable> {\r\n return new Promise((resolve) => {\r\n this.onAnimationEndObservable.add(\r\n () => {\r\n resolve(this);\r\n },\r\n undefined,\r\n undefined,\r\n this,\r\n true\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * @param delay\r\n * @hidden\r\n */\r\n public _animate(delay: number): boolean {\r\n if (this._paused) {\r\n this.animationStarted = false;\r\n if (this._pausedDelay === null) {\r\n this._pausedDelay = delay;\r\n }\r\n return true;\r\n }\r\n\r\n if (this._localDelayOffset === null) {\r\n this._localDelayOffset = delay;\r\n this._pausedDelay = null;\r\n } else if (this._pausedDelay !== null) {\r\n this._localDelayOffset += delay - this._pausedDelay;\r\n this._pausedDelay = null;\r\n }\r\n\r\n if (this._manualJumpDelay !== null) {\r\n this._localDelayOffset += this._manualJumpDelay;\r\n this._manualJumpDelay = null;\r\n this._frameToSyncFromJump = null;\r\n }\r\n\r\n if (this._weight === 0) {\r\n // We consider that an animation with a weight === 0 is \"actively\" paused\r\n return true;\r\n }\r\n\r\n // Animating\r\n let running = false;\r\n const runtimeAnimations = this._runtimeAnimations;\r\n let index: number;\r\n\r\n for (index = 0; index < runtimeAnimations.length; index++) {\r\n const animation = runtimeAnimations[index];\r\n const isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);\r\n running = running || isRunning;\r\n }\r\n\r\n this.animationStarted = running;\r\n\r\n if (!running) {\r\n if (this.disposeOnEnd) {\r\n // Remove from active animatables\r\n index = this._scene._activeAnimatables.indexOf(this);\r\n this._scene._activeAnimatables.splice(index, 1);\r\n\r\n // Dispose all runtime animations\r\n for (index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].dispose();\r\n }\r\n }\r\n\r\n this._raiseOnAnimationEnd();\r\n\r\n if (this.disposeOnEnd) {\r\n this.onAnimationEnd = null;\r\n this.onAnimationLoop = null;\r\n this.onAnimationLoopObservable.clear();\r\n this.onAnimationEndObservable.clear();\r\n }\r\n }\r\n\r\n return running;\r\n }\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;\r\n\r\n /** @hidden */\r\n _processLateAnimationBindingsForMatrices(holder: {\r\n totalWeight: number;\r\n totalAdditiveWeight: number;\r\n animations: RuntimeAnimation[];\r\n additiveAnimations: RuntimeAnimation[];\r\n originalValue: Matrix;\r\n }): any;\r\n\r\n /** @hidden */\r\n _processLateAnimationBindingsForQuaternions(\r\n holder: {\r\n totalWeight: number;\r\n totalAdditiveWeight: number;\r\n animations: RuntimeAnimation[];\r\n additiveAnimations: RuntimeAnimation[];\r\n originalValue: Quaternion;\r\n },\r\n refQuaternion: Quaternion\r\n ): Quaternion;\r\n\r\n /** @hidden */\r\n _processLateAnimationBindings(): void;\r\n\r\n /**\r\n * Will start the animation sequence of a given target\r\n * @param target defines the target\r\n * @param from defines from which frame should animation start\r\n * @param to defines until which frame should animation run.\r\n * @param weight defines the weight to apply to the animation (1.0 by default)\r\n * @param loop defines if the animation loops\r\n * @param speedRatio defines the speed in which to run the animation (1.0 by default)\r\n * @param onAnimationEnd defines the function to be executed when the animation ends\r\n * @param animatable defines an animatable object. If not provided a new one will be created from the given params\r\n * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the animatable object created for this animation\r\n */\r\n beginWeightedAnimation(\r\n target: any,\r\n from: number,\r\n to: number,\r\n weight: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive?: boolean\r\n ): Animatable;\r\n\r\n /**\r\n * Will start the animation sequence of a given target\r\n * @param target defines the target\r\n * @param from defines from which frame should animation start\r\n * @param to defines until which frame should animation run.\r\n * @param loop defines if the animation loops\r\n * @param speedRatio defines the speed in which to run the animation (1.0 by default)\r\n * @param onAnimationEnd defines the function to be executed when the animation ends\r\n * @param animatable defines an animatable object. If not provided a new one will be created from the given params\r\n * @param stopCurrent defines if the current animations must be stopped first (true by default)\r\n * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the animatable object created for this animation\r\n */\r\n beginAnimation(\r\n target: any,\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n stopCurrent?: boolean,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive?: boolean\r\n ): Animatable;\r\n\r\n /**\r\n * Will start the animation sequence of a given target and its hierarchy\r\n * @param target defines the target\r\n * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.\r\n * @param from defines from which frame should animation start\r\n * @param to defines until which frame should animation run.\r\n * @param loop defines if the animation loops\r\n * @param speedRatio defines the speed in which to run the animation (1.0 by default)\r\n * @param onAnimationEnd defines the function to be executed when the animation ends\r\n * @param animatable defines an animatable object. If not provided a new one will be created from the given params\r\n * @param stopCurrent defines if the current animations must be stopped first (true by default)\r\n * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the list of created animatables\r\n */\r\n beginHierarchyAnimation(\r\n target: any,\r\n directDescendantsOnly: boolean,\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n stopCurrent?: boolean,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive?: boolean\r\n ): Animatable[];\r\n\r\n /**\r\n * Begin a new animation on a given node\r\n * @param target defines the target where the animation will take place\r\n * @param animations defines the list of animations to start\r\n * @param from defines the initial value\r\n * @param to defines the final value\r\n * @param loop defines if you want animation to loop (off by default)\r\n * @param speedRatio defines the speed ratio to apply to all animations\r\n * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the list of created animatables\r\n */\r\n beginDirectAnimation(\r\n target: any,\r\n animations: Animation[],\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n onAnimationLoop?: () => void,\r\n isAdditive?: boolean\r\n ): Animatable;\r\n\r\n /**\r\n * Begin a new animation on a given node and its hierarchy\r\n * @param target defines the root node where the animation will take place\r\n * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.\r\n * @param animations defines the list of animations to start\r\n * @param from defines the initial value\r\n * @param to defines the final value\r\n * @param loop defines if you want animation to loop (off by default)\r\n * @param speedRatio defines the speed ratio to apply to all animations\r\n * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)\r\n * @param onAnimationLoop defines the callback to call when an animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively (false by default)\r\n * @returns the list of animatables created for all nodes\r\n */\r\n beginDirectHierarchyAnimation(\r\n target: Node,\r\n directDescendantsOnly: boolean,\r\n animations: Animation[],\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n onAnimationLoop?: () => void,\r\n isAdditive?: boolean\r\n ): Animatable[];\r\n\r\n /**\r\n * Gets the animatable associated with a specific target\r\n * @param target defines the target of the animatable\r\n * @returns the required animatable if found\r\n */\r\n getAnimatableByTarget(target: any): Nullable<Animatable>;\r\n\r\n /**\r\n * Gets all animatables associated with a given target\r\n * @param target defines the target to look animatables for\r\n * @returns an array of Animatables\r\n */\r\n getAllAnimatablesByTarget(target: any): Array<Animatable>;\r\n\r\n /**\r\n * Stops and removes all animations that have been applied to the scene\r\n */\r\n stopAllAnimations(): void;\r\n\r\n /**\r\n * Gets the current delta time used by animation engine\r\n */\r\n deltaTime: number;\r\n }\r\n}\r\n\r\nScene.prototype._animate = function (): void {\r\n if (!this.animationsEnabled) {\r\n return;\r\n }\r\n\r\n // Getting time\r\n const now = PrecisionDate.Now;\r\n if (!this._animationTimeLast) {\r\n if (this._pendingData.length > 0) {\r\n return;\r\n }\r\n this._animationTimeLast = now;\r\n }\r\n\r\n this.deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;\r\n this._animationTimeLast = now;\r\n\r\n const animatables = this._activeAnimatables;\r\n if (animatables.length === 0) {\r\n return;\r\n }\r\n\r\n this._animationTime += this.deltaTime;\r\n const animationTime = this._animationTime;\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n const animatable = animatables[index];\r\n\r\n if (!animatable._animate(animationTime) && animatable.disposeOnEnd) {\r\n index--; // Array was updated\r\n }\r\n }\r\n\r\n // Late animation bindings\r\n this._processLateAnimationBindings();\r\n};\r\n\r\nScene.prototype.beginWeightedAnimation = function (\r\n target: any,\r\n from: number,\r\n to: number,\r\n weight = 1.0,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n): Animatable {\r\n const returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask, onAnimationLoop, isAdditive);\r\n returnedAnimatable.weight = weight;\r\n\r\n return returnedAnimatable;\r\n};\r\n\r\nScene.prototype.beginAnimation = function (\r\n target: any,\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n stopCurrent = true,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n): Animatable {\r\n if (from > to && speedRatio > 0) {\r\n speedRatio *= -1;\r\n }\r\n\r\n if (stopCurrent) {\r\n this.stopAnimation(target, undefined, targetMask);\r\n }\r\n\r\n if (!animatable) {\r\n animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, undefined, onAnimationLoop, isAdditive);\r\n }\r\n\r\n const shouldRunTargetAnimations = targetMask ? targetMask(target) : true;\r\n // Local animations\r\n if (target.animations && shouldRunTargetAnimations) {\r\n animatable.appendAnimations(target, target.animations);\r\n }\r\n\r\n // Children animations\r\n if (target.getAnimatables) {\r\n const animatables = target.getAnimatables();\r\n for (let index = 0; index < animatables.length; index++) {\r\n this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop);\r\n }\r\n }\r\n\r\n animatable.reset();\r\n\r\n return animatable;\r\n};\r\n\r\nScene.prototype.beginHierarchyAnimation = function (\r\n target: any,\r\n directDescendantsOnly: boolean,\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n stopCurrent = true,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n): Animatable[] {\r\n const children = target.getDescendants(directDescendantsOnly);\r\n\r\n const result = [];\r\n result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, undefined, isAdditive));\r\n for (const child of children) {\r\n result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, undefined, isAdditive));\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.beginDirectAnimation = function (\r\n target: any,\r\n animations: Animation[],\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n): Animatable {\r\n if (speedRatio === undefined) {\r\n speedRatio = 1.0;\r\n }\r\n\r\n if (from > to && speedRatio > 0) {\r\n speedRatio *= -1;\r\n } else if (to > from && speedRatio < 0) {\r\n const temp = to;\r\n to = from;\r\n from = temp;\r\n }\r\n\r\n const animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations, onAnimationLoop, isAdditive);\r\n\r\n return animatable;\r\n};\r\n\r\nScene.prototype.beginDirectHierarchyAnimation = function (\r\n target: Node,\r\n directDescendantsOnly: boolean,\r\n animations: Animation[],\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n): Animatable[] {\r\n const children = target.getDescendants(directDescendantsOnly);\r\n\r\n const result = [];\r\n result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop, isAdditive));\r\n for (const child of children) {\r\n result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop, isAdditive));\r\n }\r\n\r\n return result;\r\n};\r\n\r\nScene.prototype.getAnimatableByTarget = function (target: any): Nullable<Animatable> {\r\n for (let index = 0; index < this._activeAnimatables.length; index++) {\r\n if (this._activeAnimatables[index].target === target) {\r\n return this._activeAnimatables[index];\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\nScene.prototype.getAllAnimatablesByTarget = function (target: any): Array<Animatable> {\r\n const result = [];\r\n for (let index = 0; index < this._activeAnimatables.length; index++) {\r\n if (this._activeAnimatables[index].target === target) {\r\n result.push(this._activeAnimatables[index]);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\n/**\r\n * Will stop the animation of the given target\r\n * @param target - the target\r\n * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)\r\n * @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)\r\n */\r\nScene.prototype.stopAnimation = function (target: any, animationName?: string, targetMask?: (target: any) => boolean): void {\r\n const animatables = this.getAllAnimatablesByTarget(target);\r\n\r\n for (const animatable of animatables) {\r\n animatable.stop(animationName, targetMask);\r\n }\r\n};\r\n\r\n/**\r\n * Stops and removes all animations that have been applied to the scene\r\n */\r\nScene.prototype.stopAllAnimations = function (): void {\r\n if (this._activeAnimatables) {\r\n for (let i = 0; i < this._activeAnimatables.length; i++) {\r\n this._activeAnimatables[i].stop();\r\n }\r\n this._activeAnimatables = [];\r\n }\r\n\r\n for (const group of this.animationGroups) {\r\n group.stop();\r\n }\r\n};\r\n\r\nScene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation: RuntimeAnimation, originalValue: any): void {\r\n const target = runtimeAnimation.target;\r\n this._registeredForLateAnimationBindings.pushNoDuplicate(target);\r\n\r\n if (!target._lateAnimationHolders) {\r\n target._lateAnimationHolders = {};\r\n }\r\n\r\n if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath] = {\r\n totalWeight: 0,\r\n totalAdditiveWeight: 0,\r\n animations: [],\r\n additiveAnimations: [],\r\n originalValue: originalValue,\r\n };\r\n }\r\n\r\n if (runtimeAnimation.isAdditive) {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].additiveAnimations.push(runtimeAnimation);\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].totalAdditiveWeight += runtimeAnimation.weight;\r\n } else {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;\r\n }\r\n};\r\n\r\nScene.prototype._processLateAnimationBindingsForMatrices = function (holder: {\r\n totalWeight: number;\r\n totalAdditiveWeight: number;\r\n animations: RuntimeAnimation[];\r\n additiveAnimations: RuntimeAnimation[];\r\n originalValue: Matrix;\r\n}): any {\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {\r\n return holder.originalValue;\r\n }\r\n\r\n let normalizer = 1.0;\r\n const finalPosition = TmpVectors.Vector3[0];\r\n const finalScaling = TmpVectors.Vector3[1];\r\n const finalQuaternion = TmpVectors.Quaternion[0];\r\n let startIndex = 0;\r\n const originalAnimation = holder.animations[0];\r\n const originalValue = holder.originalValue;\r\n\r\n let scale = 1;\r\n let skipOverride = false;\r\n if (holder.totalWeight < 1.0) {\r\n // We need to mix the original value in\r\n scale = 1.0 - holder.totalWeight;\r\n originalValue.decompose(finalScaling, finalQuaternion, finalPosition);\r\n } else {\r\n startIndex = 1;\r\n // We need to normalize the weights\r\n normalizer = holder.totalWeight;\r\n scale = originalAnimation.weight / normalizer;\r\n if (scale == 1) {\r\n if (holder.totalAdditiveWeight) {\r\n skipOverride = true;\r\n } else {\r\n return originalAnimation.currentValue;\r\n }\r\n }\r\n\r\n originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);\r\n }\r\n\r\n // Add up the override animations\r\n if (!skipOverride) {\r\n finalScaling.scaleInPlace(scale);\r\n finalPosition.scaleInPlace(scale);\r\n finalQuaternion.scaleInPlace(scale);\r\n\r\n for (let animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {\r\n const runtimeAnimation = holder.animations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n scale = runtimeAnimation.weight / normalizer;\r\n const currentPosition = TmpVectors.Vector3[2];\r\n const currentScaling = TmpVectors.Vector3[3];\r\n const currentQuaternion = TmpVectors.Quaternion[1];\r\n\r\n runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);\r\n currentScaling.scaleAndAddToRef(scale, finalScaling);\r\n currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);\r\n currentPosition.scaleAndAddToRef(scale, finalPosition);\r\n }\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n const runtimeAnimation = holder.additiveAnimations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n const currentPosition = TmpVectors.Vector3[2];\r\n const currentScaling = TmpVectors.Vector3[3];\r\n const currentQuaternion = TmpVectors.Quaternion[1];\r\n\r\n runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);\r\n currentScaling.multiplyToRef(finalScaling, currentScaling);\r\n Vector3.LerpToRef(finalScaling, currentScaling, runtimeAnimation.weight, finalScaling);\r\n finalQuaternion.multiplyToRef(currentQuaternion, currentQuaternion);\r\n Quaternion.SlerpToRef(finalQuaternion, currentQuaternion, runtimeAnimation.weight, finalQuaternion);\r\n currentPosition.scaleAndAddToRef(runtimeAnimation.weight, finalPosition);\r\n }\r\n\r\n const workValue = originalAnimation ? originalAnimation._animationState.workValue : TmpVectors.Matrix[0].clone();\r\n Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, workValue);\r\n return workValue;\r\n};\r\n\r\nScene.prototype._processLateAnimationBindingsForQuaternions = function (\r\n holder: {\r\n totalWeight: number;\r\n totalAdditiveWeight: number;\r\n animations: RuntimeAnimation[];\r\n additiveAnimations: RuntimeAnimation[];\r\n originalValue: Quaternion;\r\n },\r\n refQuaternion: Quaternion\r\n): Quaternion {\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {\r\n return refQuaternion;\r\n }\r\n\r\n const originalAnimation = holder.animations[0];\r\n const originalValue = holder.originalValue;\r\n let cumulativeQuaternion = refQuaternion;\r\n\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight > 0) {\r\n cumulativeQuaternion.copyFrom(originalValue);\r\n } else if (holder.animations.length === 1) {\r\n Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), cumulativeQuaternion);\r\n\r\n if (holder.totalAdditiveWeight === 0) {\r\n return cumulativeQuaternion;\r\n }\r\n } else if (holder.animations.length > 1) {\r\n // Add up the override animations\r\n let normalizer = 1.0;\r\n let quaternions: Array<Quaternion>;\r\n let weights: Array<number>;\r\n\r\n if (holder.totalWeight < 1.0) {\r\n const scale = 1.0 - holder.totalWeight;\r\n\r\n quaternions = [];\r\n weights = [];\r\n\r\n quaternions.push(originalValue);\r\n weights.push(scale);\r\n } else {\r\n if (holder.animations.length === 2) {\r\n // Slerp as soon as we can\r\n Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);\r\n\r\n if (holder.totalAdditiveWeight === 0) {\r\n return refQuaternion;\r\n }\r\n }\r\n\r\n quaternions = [];\r\n weights = [];\r\n normalizer = holder.totalWeight;\r\n }\r\n\r\n for (let animIndex = 0; animIndex < holder.animations.length; animIndex++) {\r\n const runtimeAnimation = holder.animations[animIndex];\r\n quaternions.push(runtimeAnimation.currentValue);\r\n weights.push(runtimeAnimation.weight / normalizer);\r\n }\r\n\r\n // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions\r\n\r\n let cumulativeAmount = 0;\r\n for (let index = 0; index < quaternions.length; ) {\r\n if (!index) {\r\n Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);\r\n cumulativeQuaternion = refQuaternion;\r\n cumulativeAmount = weights[index] + weights[index + 1];\r\n index += 2;\r\n continue;\r\n }\r\n cumulativeAmount += weights[index];\r\n Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);\r\n index++;\r\n }\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n const runtimeAnimation = holder.additiveAnimations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n cumulativeQuaternion.multiplyToRef(runtimeAnimation.currentValue, TmpVectors.Quaternion[0]);\r\n Quaternion.SlerpToRef(cumulativeQuaternion, TmpVectors.Quaternion[0], runtimeAnimation.weight, cumulativeQuaternion);\r\n }\r\n\r\n return cumulativeQuaternion!;\r\n};\r\n\r\nScene.prototype._processLateAnimationBindings = function (): void {\r\n if (!this._registeredForLateAnimationBindings.length) {\r\n return;\r\n }\r\n for (let index = 0; index < this._registeredForLateAnimationBindings.length; index++) {\r\n const target = this._registeredForLateAnimationBindings.data[index];\r\n\r\n for (const path in target._lateAnimationHolders) {\r\n const holder = target._lateAnimationHolders[path];\r\n const originalAnimation: RuntimeAnimation = holder.animations[0];\r\n const originalValue = holder.originalValue;\r\n\r\n const matrixDecomposeMode = Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix\r\n\r\n let finalValue: any = target[path];\r\n if (matrixDecomposeMode) {\r\n finalValue = this._processLateAnimationBindingsForMatrices(holder);\r\n } else {\r\n const quaternionMode = originalValue.w !== undefined;\r\n if (quaternionMode) {\r\n finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || Quaternion.Identity());\r\n } else {\r\n let startIndex = 0;\r\n let normalizer = 1.0;\r\n\r\n if (holder.totalWeight < 1.0) {\r\n // We need to mix the original value in\r\n if (originalAnimation && originalValue.scale) {\r\n finalValue = originalValue.scale(1.0 - holder.totalWeight);\r\n } else if (originalAnimation) {\r\n finalValue = originalValue * (1.0 - holder.totalWeight);\r\n } else if (originalValue.clone) {\r\n finalValue = originalValue.clone();\r\n } else {\r\n finalValue = originalValue;\r\n }\r\n } else if (originalAnimation) {\r\n // We need to normalize the weights\r\n normalizer = holder.totalWeight;\r\n const scale = originalAnimation.weight / normalizer;\r\n if (scale !== 1) {\r\n if (originalAnimation.currentValue.scale) {\r\n finalValue = originalAnimation.currentValue.scale(scale);\r\n } else {\r\n finalValue = originalAnimation.currentValue * scale;\r\n }\r\n } else {\r\n finalValue = originalAnimation.currentValue;\r\n }\r\n\r\n startIndex = 1;\r\n }\r\n\r\n // Add up the override animations\r\n for (let animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {\r\n const runtimeAnimation = holder.animations[animIndex];\r\n const scale = runtimeAnimation.weight / normalizer;\r\n\r\n if (!scale) {\r\n continue;\r\n } else if (runtimeAnimation.currentValue.scaleAndAddToRef) {\r\n runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);\r\n } else {\r\n finalValue += runtimeAnimation.currentValue * scale;\r\n }\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n const runtimeAnimation = holder.additiveAnimations[animIndex];\r\n const scale: number = runtimeAnimation.weight;\r\n\r\n if (!scale) {\r\n continue;\r\n } else if (runtimeAnimation.currentValue.scaleAndAddToRef) {\r\n runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);\r\n } else {\r\n finalValue += runtimeAnimation.currentValue * scale;\r\n }\r\n }\r\n }\r\n }\r\n target[path] = finalValue;\r\n }\r\n\r\n target._lateAnimationHolders = {};\r\n }\r\n this._registeredForLateAnimationBindings.reset();\r\n};\r\n\r\ndeclare module \"../Bones/bone\" {\r\n export interface Bone {\r\n /**\r\n * Copy an animation range from another bone\r\n * @param source defines the source bone\r\n * @param rangeName defines the range name to copy\r\n * @param frameOffset defines the frame offset\r\n * @param rescaleAsRequired defines if rescaling must be applied if required\r\n * @param skelDimensionsRatio defines the scaling ratio\r\n * @returns true if operation was successful\r\n */\r\n copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;\r\n }\r\n}\r\n\r\nBone.prototype.copyAnimationRange = function (\r\n source: Bone,\r\n rangeName: string,\r\n frameOffset: number,\r\n rescaleAsRequired = false,\r\n skelDimensionsRatio: Nullable<Vector3> = null\r\n): boolean {\r\n // all animation may be coming from a library skeleton, so may need to create animation\r\n if (this.animations.length === 0) {\r\n this.animations.push(new Animation(this.name, \"_matrix\", source.animations[0].framePerSecond, Animation.ANIMATIONTYPE_MATRIX, 0));\r\n this.animations[0].setKeys([]);\r\n }\r\n\r\n // get animation info / verify there is such a range from the source bone\r\n const sourceRange = source.animations[0].getRange(rangeName);\r\n if (!sourceRange) {\r\n return false;\r\n }\r\n const from = sourceRange.from;\r\n const to = sourceRange.to;\r\n const sourceKeys = source.animations[0].getKeys();\r\n\r\n // rescaling prep\r\n const sourceBoneLength = source.length;\r\n const sourceParent = source.getParent();\r\n const parent = this.getParent();\r\n const parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;\r\n const parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;\r\n\r\n const dimensionsScalingReqd =\r\n rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);\r\n\r\n const destKeys = this.animations[0].getKeys();\r\n\r\n // loop vars declaration\r\n let orig: { frame: number; value: Matrix };\r\n let origTranslation: Vector3;\r\n let mat: Matrix;\r\n\r\n for (let key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {\r\n orig = sourceKeys[key];\r\n if (orig.frame >= from && orig.frame <= to) {\r\n if (rescaleAsRequired) {\r\n mat = orig.value.clone();\r\n\r\n // scale based on parent ratio, when bone has parent\r\n if (parentScalingReqd) {\r\n origTranslation = mat.getTranslation();\r\n mat.setTranslation(origTranslation.scaleInPlace(parentRatio));\r\n\r\n // scale based on skeleton dimension ratio when root bone, and value is passed\r\n } else if (dimensionsScalingReqd && skelDimensionsRatio) {\r\n origTranslation = mat.getTranslation();\r\n mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));\r\n\r\n // use original when root bone, and no data for skelDimensionsRatio\r\n } else {\r\n mat = orig.value;\r\n }\r\n } else {\r\n mat = orig.value;\r\n }\r\n destKeys.push({ frame: orig.frame + frameOffset, value: mat });\r\n }\r\n }\r\n this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);\r\n return true;\r\n};\r\n"]}
@@ -1,5 +1,6 @@
1
1
  import type { Behavior } from "../../Behaviors/behavior";
2
2
  import type { ArcRotateCamera } from "../../Cameras/arcRotateCamera";
3
+ import type { Nullable } from "../../types";
3
4
  /**
4
5
  * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
5
6
  * @see https://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
@@ -13,6 +14,7 @@ export declare class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
13
14
  private _idleRotationSpeed;
14
15
  private _idleRotationWaitTime;
15
16
  private _idleRotationSpinupTime;
17
+ targetAlpha: Nullable<number>;
16
18
  /**
17
19
  * Sets the flag that indicates if user zooming should stop animation.
18
20
  */
@@ -74,6 +76,11 @@ export declare class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
74
76
  * @param customTime an optional time that will be used instead of the current last interaction time. For example `Date.now()`
75
77
  */
76
78
  resetLastInteractionTime(customTime?: number): void;
79
+ /**
80
+ * Returns true if camera alpha reaches the target alpha
81
+ * @returns true if camera alpha reaches the target alpha
82
+ */
83
+ private _reachTargetAlpha;
77
84
  /**
78
85
  * Returns true if user is scrolling.
79
86
  * @return true if user is scrolling.
@@ -1,5 +1,6 @@
1
1
  import { PointerEventTypes } from "../../Events/pointerEvents.js";
2
2
  import { PrecisionDate } from "../../Misc/precisionDate.js";
3
+ import { Epsilon } from "../../Maths/math.constants.js";
3
4
  /**
4
5
  * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
5
6
  * @see https://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
@@ -10,6 +11,7 @@ var AutoRotationBehavior = /** @class */ (function () {
10
11
  this._idleRotationSpeed = 0.05;
11
12
  this._idleRotationWaitTime = 2000;
12
13
  this._idleRotationSpinupTime = 2000;
14
+ this.targetAlpha = null;
13
15
  this._isPointerDown = false;
14
16
  this._lastFrameTime = null;
15
17
  this._lastInteractionTime = -Infinity;
@@ -124,6 +126,9 @@ var AutoRotationBehavior = /** @class */ (function () {
124
126
  }
125
127
  });
126
128
  this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
129
+ if (_this._reachTargetAlpha()) {
130
+ return;
131
+ }
127
132
  var now = PrecisionDate.Now;
128
133
  var dt = 0;
129
134
  if (_this._lastFrameTime != null) {
@@ -162,6 +167,16 @@ var AutoRotationBehavior = /** @class */ (function () {
162
167
  AutoRotationBehavior.prototype.resetLastInteractionTime = function (customTime) {
163
168
  this._lastInteractionTime = customTime !== null && customTime !== void 0 ? customTime : PrecisionDate.Now;
164
169
  };
170
+ /**
171
+ * Returns true if camera alpha reaches the target alpha
172
+ * @returns true if camera alpha reaches the target alpha
173
+ */
174
+ AutoRotationBehavior.prototype._reachTargetAlpha = function () {
175
+ if (this._attachedCamera && this.targetAlpha) {
176
+ return Math.abs(this._attachedCamera.alpha - this.targetAlpha) < Epsilon;
177
+ }
178
+ return false;
179
+ };
165
180
  /**
166
181
  * Returns true if user is scrolling.
167
182
  * @return true if user is scrolling.
@@ -1 +1 @@
1
- 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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { PointerInfoPre } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\n\r\n/**\r\n * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.\r\n * @see https://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior\r\n */\r\nexport class AutoRotationBehavior implements Behavior<ArcRotateCamera> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"AutoRotation\";\r\n }\r\n\r\n private _zoomStopsAnimation = false;\r\n private _idleRotationSpeed = 0.05;\r\n private _idleRotationWaitTime = 2000;\r\n private _idleRotationSpinupTime = 2000;\r\n\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n public set zoomStopsAnimation(flag: boolean) {\r\n this._zoomStopsAnimation = flag;\r\n }\r\n\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n public get zoomStopsAnimation(): boolean {\r\n return this._zoomStopsAnimation;\r\n }\r\n\r\n /**\r\n * Sets the default speed at which the camera rotates around the model.\r\n */\r\n public set idleRotationSpeed(speed: number) {\r\n this._idleRotationSpeed = speed;\r\n }\r\n\r\n /**\r\n * Gets the default speed at which the camera rotates around the model.\r\n */\r\n public get idleRotationSpeed() {\r\n return this._idleRotationSpeed;\r\n }\r\n\r\n /**\r\n * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n public set idleRotationWaitTime(time: number) {\r\n this._idleRotationWaitTime = time;\r\n }\r\n\r\n /**\r\n * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n public get idleRotationWaitTime() {\r\n return this._idleRotationWaitTime;\r\n }\r\n\r\n /**\r\n * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n public set idleRotationSpinupTime(time: number) {\r\n this._idleRotationSpinupTime = time;\r\n }\r\n\r\n /**\r\n * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n public get idleRotationSpinupTime() {\r\n return this._idleRotationSpinupTime;\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the camera is currently rotating because of this behavior\r\n */\r\n public get rotationInProgress(): boolean {\r\n return Math.abs(this._cameraRotationSpeed) > 0;\r\n }\r\n\r\n // Default behavior functions\r\n private _onPrePointerObservableObserver: Nullable<Observer<PointerInfoPre>>;\r\n private _onAfterCheckInputsObserver: Nullable<Observer<Camera>>;\r\n private _attachedCamera: Nullable<ArcRotateCamera>;\r\n private _isPointerDown = false;\r\n private _lastFrameTime: Nullable<number> = null;\r\n private _lastInteractionTime = -Infinity;\r\n private _cameraRotationSpeed: number = 0;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n const scene = this._attachedCamera.getScene();\r\n\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add((pointerInfoPre) => {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n this._isPointerDown = true;\r\n return;\r\n }\r\n\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n this._isPointerDown = false;\r\n }\r\n });\r\n\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n const now = PrecisionDate.Now;\r\n let dt = 0;\r\n if (this._lastFrameTime != null) {\r\n dt = now - this._lastFrameTime;\r\n }\r\n this._lastFrameTime = now;\r\n\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n this._applyUserInteraction();\r\n\r\n const timeToRotation = now - this._lastInteractionTime - this._idleRotationWaitTime;\r\n const scale = Math.max(Math.min(timeToRotation / this._idleRotationSpinupTime, 1), 0);\r\n this._cameraRotationSpeed = this._idleRotationSpeed * scale;\r\n\r\n // Step camera rotation by rotation speed\r\n if (this._attachedCamera) {\r\n this._attachedCamera.alpha -= this._cameraRotationSpeed * (dt / 1000);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n const scene = this._attachedCamera.getScene();\r\n\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n this._attachedCamera = null;\r\n }\r\n\r\n /**\r\n * Force-reset the last interaction time\r\n * @param customTime an optional time that will be used instead of the current last interaction time. For example `Date.now()`\r\n */\r\n public resetLastInteractionTime(customTime?: number): void {\r\n this._lastInteractionTime = customTime ?? PrecisionDate.Now;\r\n }\r\n\r\n /**\r\n * Returns true if user is scrolling.\r\n * @return true if user is scrolling.\r\n */\r\n private _userIsZooming(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n return this._attachedCamera.inertialRadiusOffset !== 0;\r\n }\r\n\r\n private _lastFrameRadius = 0;\r\n private _shouldAnimationStopForInteraction(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n let zoomHasHitLimit = false;\r\n if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {\r\n zoomHasHitLimit = true;\r\n }\r\n\r\n // Update the record of previous radius - works as an approx. indicator of hitting radius limits\r\n this._lastFrameRadius = this._attachedCamera.radius;\r\n return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();\r\n }\r\n\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n private _applyUserInteraction(): void {\r\n if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n }\r\n }\r\n\r\n // Tools\r\n private _userIsMoving(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n return (\r\n this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown\r\n );\r\n }\r\n}\r\n"]}
1
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { PointerInfoPre } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.\r\n * @see https://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior\r\n */\r\nexport class AutoRotationBehavior implements Behavior<ArcRotateCamera> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"AutoRotation\";\r\n }\r\n\r\n private _zoomStopsAnimation = false;\r\n private _idleRotationSpeed = 0.05;\r\n private _idleRotationWaitTime = 2000;\r\n private _idleRotationSpinupTime = 2000;\r\n\r\n public targetAlpha: Nullable<number> = null;\r\n\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n public set zoomStopsAnimation(flag: boolean) {\r\n this._zoomStopsAnimation = flag;\r\n }\r\n\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n public get zoomStopsAnimation(): boolean {\r\n return this._zoomStopsAnimation;\r\n }\r\n\r\n /**\r\n * Sets the default speed at which the camera rotates around the model.\r\n */\r\n public set idleRotationSpeed(speed: number) {\r\n this._idleRotationSpeed = speed;\r\n }\r\n\r\n /**\r\n * Gets the default speed at which the camera rotates around the model.\r\n */\r\n public get idleRotationSpeed() {\r\n return this._idleRotationSpeed;\r\n }\r\n\r\n /**\r\n * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n public set idleRotationWaitTime(time: number) {\r\n this._idleRotationWaitTime = time;\r\n }\r\n\r\n /**\r\n * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n public get idleRotationWaitTime() {\r\n return this._idleRotationWaitTime;\r\n }\r\n\r\n /**\r\n * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n public set idleRotationSpinupTime(time: number) {\r\n this._idleRotationSpinupTime = time;\r\n }\r\n\r\n /**\r\n * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n public get idleRotationSpinupTime() {\r\n return this._idleRotationSpinupTime;\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the camera is currently rotating because of this behavior\r\n */\r\n public get rotationInProgress(): boolean {\r\n return Math.abs(this._cameraRotationSpeed) > 0;\r\n }\r\n\r\n // Default behavior functions\r\n private _onPrePointerObservableObserver: Nullable<Observer<PointerInfoPre>>;\r\n private _onAfterCheckInputsObserver: Nullable<Observer<Camera>>;\r\n private _attachedCamera: Nullable<ArcRotateCamera>;\r\n private _isPointerDown = false;\r\n private _lastFrameTime: Nullable<number> = null;\r\n private _lastInteractionTime = -Infinity;\r\n private _cameraRotationSpeed: number = 0;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n const scene = this._attachedCamera.getScene();\r\n\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add((pointerInfoPre) => {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n this._isPointerDown = true;\r\n return;\r\n }\r\n\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n this._isPointerDown = false;\r\n }\r\n });\r\n\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n if (this._reachTargetAlpha()) {\r\n return;\r\n }\r\n const now = PrecisionDate.Now;\r\n let dt = 0;\r\n if (this._lastFrameTime != null) {\r\n dt = now - this._lastFrameTime;\r\n }\r\n this._lastFrameTime = now;\r\n\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n this._applyUserInteraction();\r\n\r\n const timeToRotation = now - this._lastInteractionTime - this._idleRotationWaitTime;\r\n const scale = Math.max(Math.min(timeToRotation / this._idleRotationSpinupTime, 1), 0);\r\n this._cameraRotationSpeed = this._idleRotationSpeed * scale;\r\n\r\n // Step camera rotation by rotation speed\r\n if (this._attachedCamera) {\r\n this._attachedCamera.alpha -= this._cameraRotationSpeed * (dt / 1000);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n const scene = this._attachedCamera.getScene();\r\n\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n this._attachedCamera = null;\r\n }\r\n\r\n /**\r\n * Force-reset the last interaction time\r\n * @param customTime an optional time that will be used instead of the current last interaction time. For example `Date.now()`\r\n */\r\n public resetLastInteractionTime(customTime?: number): void {\r\n this._lastInteractionTime = customTime ?? PrecisionDate.Now;\r\n }\r\n\r\n /**\r\n * Returns true if camera alpha reaches the target alpha\r\n * @returns true if camera alpha reaches the target alpha\r\n */\r\n private _reachTargetAlpha(): boolean {\r\n if (this._attachedCamera && this.targetAlpha) {\r\n return Math.abs(this._attachedCamera.alpha - this.targetAlpha) < Epsilon;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if user is scrolling.\r\n * @return true if user is scrolling.\r\n */\r\n private _userIsZooming(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n return this._attachedCamera.inertialRadiusOffset !== 0;\r\n }\r\n\r\n private _lastFrameRadius = 0;\r\n private _shouldAnimationStopForInteraction(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n let zoomHasHitLimit = false;\r\n if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {\r\n zoomHasHitLimit = true;\r\n }\r\n\r\n // Update the record of previous radius - works as an approx. indicator of hitting radius limits\r\n this._lastFrameRadius = this._attachedCamera.radius;\r\n return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();\r\n }\r\n\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n private _applyUserInteraction(): void {\r\n if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n }\r\n }\r\n\r\n // Tools\r\n private _userIsMoving(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n return (\r\n this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown\r\n );\r\n }\r\n}\r\n"]}
@@ -542,9 +542,10 @@ export declare class Camera extends Node {
542
542
  /**
543
543
  * Clones the current camera.
544
544
  * @param name The cloned camera name
545
+ * @param newParent The cloned camera's new parent (none by default)
545
546
  * @returns the cloned camera
546
547
  */
547
- clone(name: string): Camera;
548
+ clone(name: string, newParent?: Nullable<Node>): Camera;
548
549
  /**
549
550
  * Gets the direction of the camera relative to a given local axis.
550
551
  * @param localAxis Defines the reference axis to provide a relative direction.
package/Cameras/camera.js CHANGED
@@ -982,11 +982,14 @@ var Camera = /** @class */ (function (_super) {
982
982
  /**
983
983
  * Clones the current camera.
984
984
  * @param name The cloned camera name
985
+ * @param newParent The cloned camera's new parent (none by default)
985
986
  * @returns the cloned camera
986
987
  */
987
- Camera.prototype.clone = function (name) {
988
+ Camera.prototype.clone = function (name, newParent) {
989
+ if (newParent === void 0) { newParent = null; }
988
990
  var camera = SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
989
991
  camera.name = name;
992
+ camera.parent = newParent;
990
993
  this.onClonedObservable.notifyObservers(camera);
991
994
  return camera;
992
995
  };