@babylonjs/core 6.19.1 → 6.20.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/actionManager.js +2 -2
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animation.d.ts +51 -3
- package/Animations/animation.js +92 -106
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.d.ts +60 -8
- package/Animations/animationGroup.js +132 -29
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/runtimeAnimation.js +2 -2
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +2 -7
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +2 -7
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +4 -14
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js +2 -1
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/arcRotateCamera.js +2 -7
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +2 -0
- package/Cameras/camera.js +8 -0
- package/Cameras/camera.js.map +1 -1
- package/Compute/computeShader.d.ts +15 -0
- package/Compute/computeShader.js +39 -0
- package/Compute/computeShader.js.map +1 -1
- package/Debug/physicsViewer.d.ts +33 -0
- package/Debug/physicsViewer.js +205 -0
- package/Debug/physicsViewer.js.map +1 -1
- package/Engines/Extensions/engine.computeShader.d.ts +2 -1
- package/Engines/Extensions/engine.computeShader.js +1 -0
- package/Engines/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/Extensions/engine.query.js +1 -1
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -2
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -0
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +15 -0
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +3 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +18 -6
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +2 -1
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +6 -1
- package/Engines/renderTargetWrapper.js +3 -1
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +5 -3
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphAddBlock.d.ts +23 -0
- package/FlowGraph/Blocks/Data/flowGraphAddBlock.js +18 -0
- package/FlowGraph/Blocks/Data/flowGraphAddBlock.js.map +1 -0
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.d.ts +30 -0
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js +22 -0
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -0
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.d.ts +33 -0
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js +30 -0
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -0
- package/FlowGraph/Blocks/Data/index.d.ts +3 -1
- package/FlowGraph/Blocks/Data/index.js +3 -1
- package/FlowGraph/Blocks/Data/index.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +12 -10
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +25 -29
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +25 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +31 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +3 -7
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +11 -11
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/index.d.ts +1 -0
- package/FlowGraph/Blocks/Event/index.js +1 -0
- package/FlowGraph/Blocks/Event/index.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConditionalBlock.d.ts +24 -0
- package/FlowGraph/Blocks/Execution/flowGraphConditionalBlock.js +23 -0
- package/FlowGraph/Blocks/Execution/flowGraphConditionalBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.d.ts +10 -13
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js +28 -22
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.d.ts +5 -5
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +8 -6
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphPlayAnimationBlock.d.ts +56 -0
- package/FlowGraph/Blocks/Execution/flowGraphPlayAnimationBlock.js +66 -0
- package/FlowGraph/Blocks/Execution/flowGraphPlayAnimationBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.d.ts +18 -0
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +19 -0
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +26 -0
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +36 -0
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +23 -0
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +25 -0
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphStopAnimationBlock.d.ts +16 -0
- package/FlowGraph/Blocks/Execution/flowGraphStopAnimationBlock.js +18 -0
- package/FlowGraph/Blocks/Execution/flowGraphStopAnimationBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphTimerBlock.d.ts +32 -0
- package/FlowGraph/Blocks/Execution/flowGraphTimerBlock.js +62 -0
- package/FlowGraph/Blocks/Execution/flowGraphTimerBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/index.d.ts +7 -0
- package/FlowGraph/Blocks/Execution/index.js +7 -0
- package/FlowGraph/Blocks/Execution/index.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +42 -12
- package/FlowGraph/flowGraph.js +37 -23
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphAsyncExecutionBlock.d.ts +29 -0
- package/FlowGraph/flowGraphAsyncExecutionBlock.js +21 -0
- package/FlowGraph/flowGraphAsyncExecutionBlock.js.map +1 -0
- package/FlowGraph/flowGraphBlock.d.ts +9 -11
- package/FlowGraph/flowGraphBlock.js +12 -8
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphConnection.d.ts +17 -7
- package/FlowGraph/flowGraphConnection.js +26 -9
- package/FlowGraph/flowGraphConnection.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +102 -0
- package/FlowGraph/flowGraphContext.js +111 -0
- package/FlowGraph/flowGraphContext.js.map +1 -0
- package/FlowGraph/flowGraphCustomEvent.d.ts +5 -0
- package/FlowGraph/flowGraphCustomEvent.js +2 -0
- package/FlowGraph/flowGraphCustomEvent.js.map +1 -0
- package/FlowGraph/flowGraphDataConnection.d.ts +10 -2
- package/FlowGraph/flowGraphDataConnection.js +16 -8
- package/FlowGraph/flowGraphDataConnection.js.map +1 -1
- package/FlowGraph/flowGraphEventBlock.d.ts +5 -12
- package/FlowGraph/flowGraphEventBlock.js +5 -5
- package/FlowGraph/flowGraphEventBlock.js.map +1 -1
- package/FlowGraph/flowGraphEventCoordinator.d.ts +23 -0
- package/FlowGraph/flowGraphEventCoordinator.js +37 -0
- package/FlowGraph/flowGraphEventCoordinator.js.map +1 -0
- package/FlowGraph/flowGraphExecutionBlock.d.ts +5 -5
- package/FlowGraph/flowGraphExecutionBlock.js +3 -3
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
- package/FlowGraph/flowGraphRichTypes.d.ts +28 -0
- package/FlowGraph/flowGraphRichTypes.js +43 -0
- package/FlowGraph/flowGraphRichTypes.js.map +1 -0
- package/FlowGraph/flowGraphSignalConnection.d.ts +7 -1
- package/FlowGraph/flowGraphSignalConnection.js +11 -4
- package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
- package/FlowGraph/flowGraphVariableDefinitions.d.ts +12 -0
- package/FlowGraph/flowGraphVariableDefinitions.js +22 -0
- package/FlowGraph/flowGraphVariableDefinitions.js.map +1 -0
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.d.ts +10 -2
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js +8 -2
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +1 -1
- package/FlowGraph/index.d.ts +3 -0
- package/FlowGraph/index.js +3 -0
- package/FlowGraph/index.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +6 -1
- package/Materials/Node/nodeMaterial.js +36 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
- package/Materials/PBR/pbrBaseMaterial.js +1 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +5 -0
- package/Materials/Textures/videoTexture.js +6 -0
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/materialHelper.js +1 -0
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/standardMaterial.d.ts +1 -0
- package/Materials/standardMaterial.js +1 -0
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +7 -0
- package/Materials/uniformBuffer.js +8 -0
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.vector.d.ts +5 -0
- package/Maths/math.vector.js +7 -0
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateBlock.d.ts +11 -5
- package/Meshes/Node/Blocks/Instances/instantiateBlock.js +24 -11
- package/Meshes/Node/Blocks/Instances/instantiateBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +15 -9
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +28 -15
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +15 -9
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +28 -15
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +15 -9
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +28 -15
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setColorsBlock.d.ts +12 -0
- package/Meshes/Node/Blocks/Set/setColorsBlock.js +65 -27
- package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.d.ts +7 -0
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js +20 -0
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setNormalsBlock.d.ts +12 -0
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js +65 -27
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setPositionsBlock.d.ts +12 -0
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js +57 -19
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setTangentsBlock.d.ts +12 -0
- package/Meshes/Node/Blocks/Set/setTangentsBlock.js +65 -27
- package/Meshes/Node/Blocks/Set/setTangentsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setUVsBlock.d.ts +5 -0
- package/Meshes/Node/Blocks/Set/setUVsBlock.js +68 -46
- package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/discBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/gridBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/meshBlock.js +4 -1
- package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/planeBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/sphereBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/torusBlock.js +3 -1
- package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
- package/Meshes/Node/Blocks/debugBlock.js +5 -1
- package/Meshes/Node/Blocks/debugBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryCollectionBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryCollectionBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryInputBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryTransformBlock.js +1 -0
- package/Meshes/Node/Blocks/geometryTransformBlock.js.map +1 -1
- package/Meshes/Node/Blocks/intFloatConverterBlock.js +2 -2
- package/Meshes/Node/Blocks/intFloatConverterBlock.js.map +1 -1
- package/Meshes/Node/Blocks/mapRangeBlock.js +8 -1
- package/Meshes/Node/Blocks/mapRangeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/mathBlock.js +1 -0
- package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
- package/Meshes/Node/Blocks/matrixComposeBlock.d.ts +30 -0
- package/Meshes/Node/Blocks/matrixComposeBlock.js +58 -0
- package/Meshes/Node/Blocks/matrixComposeBlock.js.map +1 -0
- package/Meshes/Node/Blocks/mergeGeometryBlock.js +1 -0
- package/Meshes/Node/Blocks/mergeGeometryBlock.js.map +1 -1
- package/Meshes/Node/Enums/nodeGeometryContextualSources.d.ts +3 -1
- package/Meshes/Node/Enums/nodeGeometryContextualSources.js +2 -0
- package/Meshes/Node/Enums/nodeGeometryContextualSources.js.map +1 -1
- package/Meshes/Node/Interfaces/nodeGeometryInstancingContext.d.ts +10 -0
- package/Meshes/Node/Interfaces/nodeGeometryInstancingContext.js +2 -0
- package/Meshes/Node/Interfaces/nodeGeometryInstancingContext.js.map +1 -0
- package/Meshes/Node/index.d.ts +1 -0
- package/Meshes/Node/index.js +1 -0
- package/Meshes/Node/index.js.map +1 -1
- package/Meshes/Node/nodeGeometry.js +2 -2
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlock.js +10 -6
- package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometryBuildState.d.ts +41 -2
- package/Meshes/Node/nodeGeometryBuildState.js +82 -4
- package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
- package/Meshes/abstractMesh.js +4 -1
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.js +10 -10
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/mesh.js +7 -5
- package/Meshes/mesh.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +2 -1
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
- package/Misc/dumpTools.js +3 -2
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/equirectangularCapture.d.ts +39 -0
- package/Misc/equirectangularCapture.js +56 -0
- package/Misc/equirectangularCapture.js.map +1 -0
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +10 -0
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +8 -1
- package/Physics/v2/Plugins/havokPlugin.js +34 -0
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/physicsConstraint.d.ts +11 -1
- package/Physics/v2/physicsConstraint.js +7 -0
- package/Physics/v2/physicsConstraint.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +6 -0
- package/Rendering/prePassRenderer.js +14 -0
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js +3 -0
- package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
- package/Shaders/default.fragment.js +4 -0
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/equirectangularPanorama.fragment.d.ts +5 -0
- package/Shaders/equirectangularPanorama.fragment.js +17 -0
- package/Shaders/equirectangularPanorama.fragment.js.map +1 -0
- package/Shaders/pbr.fragment.js +4 -0
- package/Shaders/pbr.fragment.js.map +1 -1
- package/package.json +1 -1
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.d.ts +0 -34
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js +0 -29
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js.map +0 -1
package/Actions/actionManager.js
CHANGED
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@@ -45,8 +45,8 @@ export class ActionManager extends AbstractActionManager {
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if (sceneIndex > -1) {
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this._scene.actionManagers.splice(sceneIndex, 1);
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}
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const
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const ownerMeshes = this._scene.meshes.filter((m) => m.actionManager === this);
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for (const ownerMesh of ownerMeshes) {
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ownerMesh.actionManager = null;
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}
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}
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type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition, ValueCondition } from \"./condition\";\r\nimport type { IAction } from \"./action\";\r\nimport { Action } from \"./action\";\r\nimport { DoNothingAction } from \"./directActions\";\r\n\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IActionEvent } from \"../Actions/actionEvent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { AbstractActionManager } from \"./abstractActionManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Action Manager manages all events to be triggered on a given mesh or the global scene.\r\n * A single scene can have many Action Managers to handle predefined actions on specific meshes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions\r\n */\r\nexport class ActionManager extends AbstractActionManager {\r\n /**\r\n * Nothing\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly NothingTrigger = Constants.ACTION_NothingTrigger;\r\n\r\n /**\r\n * On pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickTrigger = Constants.ACTION_OnPickTrigger;\r\n\r\n /**\r\n * On left pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLeftPickTrigger = Constants.ACTION_OnLeftPickTrigger;\r\n\r\n /**\r\n * On right pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnRightPickTrigger = Constants.ACTION_OnRightPickTrigger;\r\n\r\n /**\r\n * On center pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnCenterPickTrigger = Constants.ACTION_OnCenterPickTrigger;\r\n\r\n /**\r\n * On pick down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickDownTrigger = Constants.ACTION_OnPickDownTrigger;\r\n\r\n /**\r\n * On double pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnDoublePickTrigger = Constants.ACTION_OnDoublePickTrigger;\r\n\r\n /**\r\n * On pick up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickUpTrigger = Constants.ACTION_OnPickUpTrigger;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickOutTrigger = Constants.ACTION_OnPickOutTrigger;\r\n\r\n /**\r\n * On long press\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLongPressTrigger = Constants.ACTION_OnLongPressTrigger;\r\n\r\n /**\r\n * On pointer over\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOverTrigger = Constants.ACTION_OnPointerOverTrigger;\r\n\r\n /**\r\n * On pointer out\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOutTrigger = Constants.ACTION_OnPointerOutTrigger;\r\n\r\n /**\r\n * On every frame\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnEveryFrameTrigger = Constants.ACTION_OnEveryFrameTrigger;\r\n /**\r\n * On intersection enter\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionEnterTrigger = Constants.ACTION_OnIntersectionEnterTrigger;\r\n\r\n /**\r\n * On intersection exit\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionExitTrigger = Constants.ACTION_OnIntersectionExitTrigger;\r\n\r\n /**\r\n * On key down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyDownTrigger = Constants.ACTION_OnKeyDownTrigger;\r\n\r\n /**\r\n * On key up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyUpTrigger = Constants.ACTION_OnKeyUpTrigger;\r\n\r\n // Members\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new action manager\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n\r\n scene.actionManagers.push(this);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose(): void {\r\n const sceneIndex = this._scene.actionManagers.indexOf(this);\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const action = this.actions[i];\r\n ActionManager.Triggers[action.trigger]--;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n }\r\n\r\n this.actions.length = 0;\r\n\r\n if (sceneIndex > -1) {\r\n this._scene.actionManagers.splice(sceneIndex, 1);\r\n }\r\n\r\n const ownerMesh = this._scene.meshes.find((m) => m.actionManager === this);\r\n if (ownerMesh) {\r\n ownerMesh.actionManager = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets hosting scene\r\n * @returns the hosting scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers(triggers: number[]): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggers.indexOf(action.trigger) > -1) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers2(triggerA: number, triggerB: number): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggerA == action.trigger || triggerB == action.trigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @returns whether the trigger is handled\r\n */\r\n public hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (parameterPredicate) {\r\n if (parameterPredicate(action.getTriggerParameter())) {\r\n return true;\r\n }\r\n } else {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public get hasPointerTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public get hasPickTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @returns the action amended (prepared) after registration\r\n */\r\n public registerAction(action: IAction): Nullable<IAction> {\r\n if (action.trigger === ActionManager.OnEveryFrameTrigger) {\r\n if (this.getScene().actionManager !== this) {\r\n Logger.Warn(\"OnEveryFrameTrigger can only be used with scene.actionManager\");\r\n return null;\r\n }\r\n }\r\n\r\n this.actions.push(action);\r\n this.getScene()._registeredActions++;\r\n\r\n if (ActionManager.Triggers[action.trigger]) {\r\n ActionManager.Triggers[action.trigger]++;\r\n } else {\r\n ActionManager.Triggers[action.trigger] = 1;\r\n }\r\n\r\n action._actionManager = this;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @returns a boolean indicating whether the action has been unregistered\r\n */\r\n public unregisterAction(action: IAction): Boolean {\r\n const index = this.actions.indexOf(action);\r\n if (index !== -1) {\r\n this.actions.splice(index, 1);\r\n ActionManager.Triggers[action.trigger] -= 1;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n action._actionManager = null;\r\n this.getScene()._registeredActions--;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public processTrigger(trigger: number, evt?: IActionEvent): void {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (evt) {\r\n if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {\r\n const parameter = action.getTriggerParameter();\r\n\r\n if (typeof parameter === \"function\") {\r\n if (!parameter(evt)) {\r\n continue;\r\n }\r\n } else if (parameter && parameter !== evt.sourceEvent.keyCode) {\r\n if (!parameter.toLowerCase) {\r\n continue;\r\n }\r\n const lowerCase = parameter.toLowerCase();\r\n\r\n if (lowerCase !== evt.sourceEvent.key) {\r\n const unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;\r\n const actualkey = String.fromCharCode(unicode).toLowerCase();\r\n if (actualkey !== lowerCase) {\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n action._executeCurrent(evt);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n const properties = propertyPath.split(\".\");\r\n\r\n for (let index = 0; index < properties.length - 1; index++) {\r\n target = target[properties[index]];\r\n }\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n const properties = propertyPath.split(\".\");\r\n\r\n return properties[properties.length - 1];\r\n }\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public serialize(name: string): any {\r\n const root = {\r\n children: new Array(),\r\n name: name,\r\n type: 3, // Root node\r\n properties: new Array(), // Empty for root but required\r\n };\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const triggerObject = {\r\n type: 0, // Trigger\r\n children: new Array(),\r\n name: ActionManager.GetTriggerName(this.actions[i].trigger),\r\n properties: new Array(),\r\n };\r\n\r\n const triggerOptions = this.actions[i].triggerOptions;\r\n\r\n if (triggerOptions && typeof triggerOptions !== \"number\") {\r\n if (triggerOptions.parameter instanceof Node) {\r\n triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));\r\n } else if (typeof triggerOptions.parameter === \"object\") {\r\n const parameter = <any>{};\r\n DeepCopier.DeepCopy(triggerOptions.parameter, parameter, [\"mesh\"]);\r\n\r\n if (triggerOptions.parameter && triggerOptions.parameter.mesh) {\r\n parameter._meshId = triggerOptions.parameter.mesh.id;\r\n }\r\n\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: parameter });\r\n } else {\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: triggerOptions.parameter });\r\n }\r\n }\r\n\r\n // Serialize child action, recursively\r\n this.actions[i].serialize(triggerObject);\r\n\r\n // Add serialized trigger\r\n root.children.push(triggerObject);\r\n }\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Creates a new ActionManager from a JSON data\r\n * @param parsedActions defines the JSON data to read from\r\n * @param object defines the hosting mesh\r\n * @param scene defines the hosting scene\r\n */\r\n public static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void {\r\n const actionManager = new ActionManager(scene);\r\n if (object === null) {\r\n scene.actionManager = actionManager;\r\n } else {\r\n object.actionManager = actionManager;\r\n }\r\n\r\n // instantiate a new object\r\n const instantiate = (name: string, params: Array<any>): any => {\r\n const internalClassType = GetClass(\"BABYLON.\" + name);\r\n return internalClassType && new internalClassType(...params);\r\n };\r\n\r\n const parseParameter = (name: string, value: string, target: any, propertyPath: Nullable<string>): any => {\r\n if (propertyPath === null) {\r\n // String, boolean or float\r\n const floatValue = parseFloat(value);\r\n\r\n if (value === \"true\" || value === \"false\") {\r\n return value === \"true\";\r\n } else {\r\n return isNaN(floatValue) ? value : floatValue;\r\n }\r\n }\r\n\r\n const effectiveTarget = propertyPath.split(\".\");\r\n const values = value.split(\",\");\r\n\r\n // Get effective Target\r\n for (let i = 0; i < effectiveTarget.length; i++) {\r\n target = target[effectiveTarget[i]];\r\n }\r\n\r\n // Return appropriate value with its type\r\n if (typeof target === \"boolean\") {\r\n return values[0] === \"true\";\r\n }\r\n\r\n if (typeof target === \"string\") {\r\n return values[0];\r\n }\r\n\r\n // Parameters with multiple values such as Vector3 etc.\r\n const split = new Array<number>();\r\n for (let i = 0; i < values.length; i++) {\r\n split.push(parseFloat(values[i]));\r\n }\r\n\r\n if (target instanceof Vector3) {\r\n return Vector3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Vector4) {\r\n return Vector4.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color3) {\r\n return Color3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color4) {\r\n return Color4.FromArray(split);\r\n }\r\n\r\n return parseFloat(values[0]);\r\n };\r\n\r\n // traverse graph per trigger\r\n const traverse = (parsedAction: any, trigger: any, condition: Nullable<Condition>, action: Nullable<Action>, combineArray: Nullable<Array<Action>> = null) => {\r\n if (parsedAction.detached) {\r\n return;\r\n }\r\n\r\n const parameters = new Array<any>();\r\n let target: any = null;\r\n let propertyPath: Nullable<string> = null;\r\n const combine = parsedAction.combine && parsedAction.combine.length > 0;\r\n\r\n // Parameters\r\n if (parsedAction.type === 2) {\r\n parameters.push(actionManager);\r\n } else {\r\n parameters.push(trigger);\r\n }\r\n\r\n if (combine) {\r\n const actions = new Array<Action>();\r\n for (let j = 0; j < parsedAction.combine.length; j++) {\r\n traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);\r\n }\r\n parameters.push(actions);\r\n } else {\r\n for (let i = 0; i < parsedAction.properties.length; i++) {\r\n let value = parsedAction.properties[i].value;\r\n const name = parsedAction.properties[i].name;\r\n const targetType = parsedAction.properties[i].targetType;\r\n\r\n if (name === \"target\") {\r\n if (targetType === \"SceneProperties\") {\r\n value = target = scene;\r\n } else if (targetType === \"MaterialProperties\") {\r\n value = target = scene.getMaterialByName(value);\r\n } else {\r\n value = target = scene.getNodeByName(value);\r\n }\r\n } else if (name === \"parent\") {\r\n value = scene.getNodeByName(value);\r\n } else if (name === \"sound\") {\r\n // Can not externalize to component, so only checks for the presence off the API.\r\n if (scene.getSoundByName) {\r\n value = scene.getSoundByName(value);\r\n }\r\n } else if (name !== \"propertyPath\") {\r\n if (parsedAction.type === 2 && name === \"operator\") {\r\n value = (<any>ValueCondition)[value];\r\n } else {\r\n value = parseParameter(name, value, target, name === \"value\" ? propertyPath : null);\r\n }\r\n } else {\r\n propertyPath = value;\r\n }\r\n\r\n parameters.push(value);\r\n }\r\n }\r\n\r\n if (combineArray === null) {\r\n parameters.push(condition);\r\n } else {\r\n parameters.push(null);\r\n }\r\n\r\n // If interpolate value action\r\n if (parsedAction.name === \"InterpolateValueAction\") {\r\n const param = parameters[parameters.length - 2];\r\n parameters[parameters.length - 1] = param;\r\n parameters[parameters.length - 2] = condition;\r\n }\r\n\r\n // Action or condition(s) and not CombineAction\r\n let newAction = instantiate(parsedAction.name, parameters);\r\n\r\n if (newAction instanceof Condition && condition !== null) {\r\n const nothing = new DoNothingAction(trigger, condition);\r\n\r\n if (action) {\r\n action.then(nothing);\r\n } else {\r\n actionManager.registerAction(nothing);\r\n }\r\n\r\n action = nothing;\r\n }\r\n\r\n if (combineArray === null) {\r\n if (newAction instanceof Condition) {\r\n condition = newAction;\r\n newAction = action;\r\n } else {\r\n condition = null;\r\n if (action) {\r\n action.then(newAction);\r\n } else {\r\n actionManager.registerAction(newAction);\r\n }\r\n }\r\n } else {\r\n combineArray.push(newAction);\r\n }\r\n\r\n for (let i = 0; i < parsedAction.children.length; i++) {\r\n traverse(parsedAction.children[i], trigger, condition, newAction, null);\r\n }\r\n };\r\n\r\n // triggers\r\n for (let i = 0; i < parsedActions.children.length; i++) {\r\n let triggerParams: any;\r\n const trigger = parsedActions.children[i];\r\n\r\n if (trigger.properties.length > 0) {\r\n const param = trigger.properties[0].value;\r\n const value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);\r\n\r\n if (value._meshId) {\r\n value.mesh = scene.getMeshById(value._meshId);\r\n }\r\n\r\n triggerParams = { trigger: (<any>ActionManager)[trigger.name], parameter: value };\r\n } else {\r\n triggerParams = (<any>ActionManager)[trigger.name];\r\n }\r\n\r\n for (let j = 0; j < trigger.children.length; j++) {\r\n if (!trigger.detached) {\r\n traverse(trigger.children[j], triggerParams, null, null);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a trigger name by index\r\n * @param trigger defines the trigger index\r\n * @returns a trigger name\r\n */\r\n public static GetTriggerName(trigger: number): string {\r\n switch (trigger) {\r\n case Constants.ACTION_NothingTrigger:\r\n return \"NothingTrigger\";\r\n case Constants.ACTION_OnPickTrigger:\r\n return \"OnPickTrigger\";\r\n case Constants.ACTION_OnLeftPickTrigger:\r\n return \"OnLeftPickTrigger\";\r\n case Constants.ACTION_OnRightPickTrigger:\r\n return \"OnRightPickTrigger\";\r\n case Constants.ACTION_OnCenterPickTrigger:\r\n return \"OnCenterPickTrigger\";\r\n case Constants.ACTION_OnPickDownTrigger:\r\n return \"OnPickDownTrigger\";\r\n case Constants.ACTION_OnDoublePickTrigger:\r\n return \"OnDoublePickTrigger\"; // start;\r\n case Constants.ACTION_OnPickUpTrigger:\r\n return \"OnPickUpTrigger\";\r\n case Constants.ACTION_OnLongPressTrigger:\r\n return \"OnLongPressTrigger\";\r\n case Constants.ACTION_OnPointerOverTrigger:\r\n return \"OnPointerOverTrigger\";\r\n case Constants.ACTION_OnPointerOutTrigger:\r\n return \"OnPointerOutTrigger\";\r\n case Constants.ACTION_OnEveryFrameTrigger:\r\n return \"OnEveryFrameTrigger\";\r\n case Constants.ACTION_OnIntersectionEnterTrigger:\r\n return \"OnIntersectionEnterTrigger\";\r\n case Constants.ACTION_OnIntersectionExitTrigger:\r\n return \"OnIntersectionExitTrigger\";\r\n case Constants.ACTION_OnKeyDownTrigger:\r\n return \"OnKeyDownTrigger\";\r\n case Constants.ACTION_OnKeyUpTrigger:\r\n return \"OnKeyUpTrigger\";\r\n case Constants.ACTION_OnPickOutTrigger:\r\n return \"OnPickOutTrigger\";\r\n default:\r\n return \"\";\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
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type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Condition, ValueCondition } from \"./condition\";\r\nimport type { IAction } from \"./action\";\r\nimport { Action } from \"./action\";\r\nimport { DoNothingAction } from \"./directActions\";\r\n\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IActionEvent } from \"../Actions/actionEvent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\nimport { AbstractActionManager } from \"./abstractActionManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Action Manager manages all events to be triggered on a given mesh or the global scene.\r\n * A single scene can have many Action Managers to handle predefined actions on specific meshes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions\r\n */\r\nexport class ActionManager extends AbstractActionManager {\r\n /**\r\n * Nothing\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly NothingTrigger = Constants.ACTION_NothingTrigger;\r\n\r\n /**\r\n * On pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickTrigger = Constants.ACTION_OnPickTrigger;\r\n\r\n /**\r\n * On left pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLeftPickTrigger = Constants.ACTION_OnLeftPickTrigger;\r\n\r\n /**\r\n * On right pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnRightPickTrigger = Constants.ACTION_OnRightPickTrigger;\r\n\r\n /**\r\n * On center pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnCenterPickTrigger = Constants.ACTION_OnCenterPickTrigger;\r\n\r\n /**\r\n * On pick down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickDownTrigger = Constants.ACTION_OnPickDownTrigger;\r\n\r\n /**\r\n * On double pick\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnDoublePickTrigger = Constants.ACTION_OnDoublePickTrigger;\r\n\r\n /**\r\n * On pick up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickUpTrigger = Constants.ACTION_OnPickUpTrigger;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPickOutTrigger = Constants.ACTION_OnPickOutTrigger;\r\n\r\n /**\r\n * On long press\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnLongPressTrigger = Constants.ACTION_OnLongPressTrigger;\r\n\r\n /**\r\n * On pointer over\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOverTrigger = Constants.ACTION_OnPointerOverTrigger;\r\n\r\n /**\r\n * On pointer out\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnPointerOutTrigger = Constants.ACTION_OnPointerOutTrigger;\r\n\r\n /**\r\n * On every frame\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnEveryFrameTrigger = Constants.ACTION_OnEveryFrameTrigger;\r\n /**\r\n * On intersection enter\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionEnterTrigger = Constants.ACTION_OnIntersectionEnterTrigger;\r\n\r\n /**\r\n * On intersection exit\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnIntersectionExitTrigger = Constants.ACTION_OnIntersectionExitTrigger;\r\n\r\n /**\r\n * On key down\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyDownTrigger = Constants.ACTION_OnKeyDownTrigger;\r\n\r\n /**\r\n * On key up\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions#triggers\r\n */\r\n public static readonly OnKeyUpTrigger = Constants.ACTION_OnKeyUpTrigger;\r\n\r\n // Members\r\n private _scene: Scene;\r\n\r\n /**\r\n * Creates a new action manager\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n super();\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n\r\n scene.actionManagers.push(this);\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose(): void {\r\n const sceneIndex = this._scene.actionManagers.indexOf(this);\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const action = this.actions[i];\r\n ActionManager.Triggers[action.trigger]--;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n }\r\n\r\n this.actions.length = 0;\r\n\r\n if (sceneIndex > -1) {\r\n this._scene.actionManagers.splice(sceneIndex, 1);\r\n }\r\n\r\n const ownerMeshes = this._scene.meshes.filter((m) => m.actionManager === this);\r\n for (const ownerMesh of ownerMeshes) {\r\n ownerMesh.actionManager = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets hosting scene\r\n * @returns the hosting scene\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers\r\n * @param triggers defines the triggers to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers(triggers: number[]): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggers.indexOf(action.trigger) > -1) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of any of the given triggers. This function takes two arguments for\r\n * speed.\r\n * @param triggerA defines the trigger to be tested\r\n * @param triggerB defines the trigger to be tested\r\n * @returns a boolean indicating whether one (or more) of the triggers is handled\r\n */\r\n public hasSpecificTriggers2(triggerA: number, triggerB: number): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (triggerA == action.trigger || triggerB == action.trigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @param parameterPredicate defines an optional predicate to filter triggers by parameter\r\n * @returns whether the trigger is handled\r\n */\r\n public hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (parameterPredicate) {\r\n if (parameterPredicate(action.getTriggerParameter())) {\r\n return true;\r\n }\r\n } else {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pointer triggers\r\n */\r\n public get hasPointerTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Does this action manager has pick triggers\r\n */\r\n public get hasPickTriggers(): boolean {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Registers an action to this action manager\r\n * @param action defines the action to be registered\r\n * @returns the action amended (prepared) after registration\r\n */\r\n public registerAction(action: IAction): Nullable<IAction> {\r\n if (action.trigger === ActionManager.OnEveryFrameTrigger) {\r\n if (this.getScene().actionManager !== this) {\r\n Logger.Warn(\"OnEveryFrameTrigger can only be used with scene.actionManager\");\r\n return null;\r\n }\r\n }\r\n\r\n this.actions.push(action);\r\n this.getScene()._registeredActions++;\r\n\r\n if (ActionManager.Triggers[action.trigger]) {\r\n ActionManager.Triggers[action.trigger]++;\r\n } else {\r\n ActionManager.Triggers[action.trigger] = 1;\r\n }\r\n\r\n action._actionManager = this;\r\n action._prepare();\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Unregisters an action to this action manager\r\n * @param action defines the action to be unregistered\r\n * @returns a boolean indicating whether the action has been unregistered\r\n */\r\n public unregisterAction(action: IAction): Boolean {\r\n const index = this.actions.indexOf(action);\r\n if (index !== -1) {\r\n this.actions.splice(index, 1);\r\n ActionManager.Triggers[action.trigger] -= 1;\r\n if (ActionManager.Triggers[action.trigger] === 0) {\r\n delete ActionManager.Triggers[action.trigger];\r\n }\r\n action._actionManager = null;\r\n this.getScene()._registeredActions--;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Process a specific trigger\r\n * @param trigger defines the trigger to process\r\n * @param evt defines the event details to be processed\r\n */\r\n public processTrigger(trigger: number, evt?: IActionEvent): void {\r\n for (let index = 0; index < this.actions.length; index++) {\r\n const action = this.actions[index];\r\n\r\n if (action.trigger === trigger) {\r\n if (evt) {\r\n if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {\r\n const parameter = action.getTriggerParameter();\r\n\r\n if (typeof parameter === \"function\") {\r\n if (!parameter(evt)) {\r\n continue;\r\n }\r\n } else if (parameter && parameter !== evt.sourceEvent.keyCode) {\r\n if (!parameter.toLowerCase) {\r\n continue;\r\n }\r\n const lowerCase = parameter.toLowerCase();\r\n\r\n if (lowerCase !== evt.sourceEvent.key) {\r\n const unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;\r\n const actualkey = String.fromCharCode(unicode).toLowerCase();\r\n if (actualkey !== lowerCase) {\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n action._executeCurrent(evt);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getEffectiveTarget(target: any, propertyPath: string): any {\r\n const properties = propertyPath.split(\".\");\r\n\r\n for (let index = 0; index < properties.length - 1; index++) {\r\n target = target[properties[index]];\r\n }\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getProperty(propertyPath: string): string {\r\n const properties = propertyPath.split(\".\");\r\n\r\n return properties[properties.length - 1];\r\n }\r\n\r\n /**\r\n * Serialize this manager to a JSON object\r\n * @param name defines the property name to store this manager\r\n * @returns a JSON representation of this manager\r\n */\r\n public serialize(name: string): any {\r\n const root = {\r\n children: new Array(),\r\n name: name,\r\n type: 3, // Root node\r\n properties: new Array(), // Empty for root but required\r\n };\r\n\r\n for (let i = 0; i < this.actions.length; i++) {\r\n const triggerObject = {\r\n type: 0, // Trigger\r\n children: new Array(),\r\n name: ActionManager.GetTriggerName(this.actions[i].trigger),\r\n properties: new Array(),\r\n };\r\n\r\n const triggerOptions = this.actions[i].triggerOptions;\r\n\r\n if (triggerOptions && typeof triggerOptions !== \"number\") {\r\n if (triggerOptions.parameter instanceof Node) {\r\n triggerObject.properties.push(Action._GetTargetProperty(triggerOptions.parameter));\r\n } else if (typeof triggerOptions.parameter === \"object\") {\r\n const parameter = <any>{};\r\n DeepCopier.DeepCopy(triggerOptions.parameter, parameter, [\"mesh\"]);\r\n\r\n if (triggerOptions.parameter && triggerOptions.parameter.mesh) {\r\n parameter._meshId = triggerOptions.parameter.mesh.id;\r\n }\r\n\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: parameter });\r\n } else {\r\n triggerObject.properties.push({ name: \"parameter\", targetType: null, value: triggerOptions.parameter });\r\n }\r\n }\r\n\r\n // Serialize child action, recursively\r\n this.actions[i].serialize(triggerObject);\r\n\r\n // Add serialized trigger\r\n root.children.push(triggerObject);\r\n }\r\n\r\n return root;\r\n }\r\n\r\n /**\r\n * Creates a new ActionManager from a JSON data\r\n * @param parsedActions defines the JSON data to read from\r\n * @param object defines the hosting mesh\r\n * @param scene defines the hosting scene\r\n */\r\n public static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void {\r\n const actionManager = new ActionManager(scene);\r\n if (object === null) {\r\n scene.actionManager = actionManager;\r\n } else {\r\n object.actionManager = actionManager;\r\n }\r\n\r\n // instantiate a new object\r\n const instantiate = (name: string, params: Array<any>): any => {\r\n const internalClassType = GetClass(\"BABYLON.\" + name);\r\n return internalClassType && new internalClassType(...params);\r\n };\r\n\r\n const parseParameter = (name: string, value: string, target: any, propertyPath: Nullable<string>): any => {\r\n if (propertyPath === null) {\r\n // String, boolean or float\r\n const floatValue = parseFloat(value);\r\n\r\n if (value === \"true\" || value === \"false\") {\r\n return value === \"true\";\r\n } else {\r\n return isNaN(floatValue) ? value : floatValue;\r\n }\r\n }\r\n\r\n const effectiveTarget = propertyPath.split(\".\");\r\n const values = value.split(\",\");\r\n\r\n // Get effective Target\r\n for (let i = 0; i < effectiveTarget.length; i++) {\r\n target = target[effectiveTarget[i]];\r\n }\r\n\r\n // Return appropriate value with its type\r\n if (typeof target === \"boolean\") {\r\n return values[0] === \"true\";\r\n }\r\n\r\n if (typeof target === \"string\") {\r\n return values[0];\r\n }\r\n\r\n // Parameters with multiple values such as Vector3 etc.\r\n const split = new Array<number>();\r\n for (let i = 0; i < values.length; i++) {\r\n split.push(parseFloat(values[i]));\r\n }\r\n\r\n if (target instanceof Vector3) {\r\n return Vector3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Vector4) {\r\n return Vector4.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color3) {\r\n return Color3.FromArray(split);\r\n }\r\n\r\n if (target instanceof Color4) {\r\n return Color4.FromArray(split);\r\n }\r\n\r\n return parseFloat(values[0]);\r\n };\r\n\r\n // traverse graph per trigger\r\n const traverse = (parsedAction: any, trigger: any, condition: Nullable<Condition>, action: Nullable<Action>, combineArray: Nullable<Array<Action>> = null) => {\r\n if (parsedAction.detached) {\r\n return;\r\n }\r\n\r\n const parameters = new Array<any>();\r\n let target: any = null;\r\n let propertyPath: Nullable<string> = null;\r\n const combine = parsedAction.combine && parsedAction.combine.length > 0;\r\n\r\n // Parameters\r\n if (parsedAction.type === 2) {\r\n parameters.push(actionManager);\r\n } else {\r\n parameters.push(trigger);\r\n }\r\n\r\n if (combine) {\r\n const actions = new Array<Action>();\r\n for (let j = 0; j < parsedAction.combine.length; j++) {\r\n traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);\r\n }\r\n parameters.push(actions);\r\n } else {\r\n for (let i = 0; i < parsedAction.properties.length; i++) {\r\n let value = parsedAction.properties[i].value;\r\n const name = parsedAction.properties[i].name;\r\n const targetType = parsedAction.properties[i].targetType;\r\n\r\n if (name === \"target\") {\r\n if (targetType === \"SceneProperties\") {\r\n value = target = scene;\r\n } else if (targetType === \"MaterialProperties\") {\r\n value = target = scene.getMaterialByName(value);\r\n } else {\r\n value = target = scene.getNodeByName(value);\r\n }\r\n } else if (name === \"parent\") {\r\n value = scene.getNodeByName(value);\r\n } else if (name === \"sound\") {\r\n // Can not externalize to component, so only checks for the presence off the API.\r\n if (scene.getSoundByName) {\r\n value = scene.getSoundByName(value);\r\n }\r\n } else if (name !== \"propertyPath\") {\r\n if (parsedAction.type === 2 && name === \"operator\") {\r\n value = (<any>ValueCondition)[value];\r\n } else {\r\n value = parseParameter(name, value, target, name === \"value\" ? propertyPath : null);\r\n }\r\n } else {\r\n propertyPath = value;\r\n }\r\n\r\n parameters.push(value);\r\n }\r\n }\r\n\r\n if (combineArray === null) {\r\n parameters.push(condition);\r\n } else {\r\n parameters.push(null);\r\n }\r\n\r\n // If interpolate value action\r\n if (parsedAction.name === \"InterpolateValueAction\") {\r\n const param = parameters[parameters.length - 2];\r\n parameters[parameters.length - 1] = param;\r\n parameters[parameters.length - 2] = condition;\r\n }\r\n\r\n // Action or condition(s) and not CombineAction\r\n let newAction = instantiate(parsedAction.name, parameters);\r\n\r\n if (newAction instanceof Condition && condition !== null) {\r\n const nothing = new DoNothingAction(trigger, condition);\r\n\r\n if (action) {\r\n action.then(nothing);\r\n } else {\r\n actionManager.registerAction(nothing);\r\n }\r\n\r\n action = nothing;\r\n }\r\n\r\n if (combineArray === null) {\r\n if (newAction instanceof Condition) {\r\n condition = newAction;\r\n newAction = action;\r\n } else {\r\n condition = null;\r\n if (action) {\r\n action.then(newAction);\r\n } else {\r\n actionManager.registerAction(newAction);\r\n }\r\n }\r\n } else {\r\n combineArray.push(newAction);\r\n }\r\n\r\n for (let i = 0; i < parsedAction.children.length; i++) {\r\n traverse(parsedAction.children[i], trigger, condition, newAction, null);\r\n }\r\n };\r\n\r\n // triggers\r\n for (let i = 0; i < parsedActions.children.length; i++) {\r\n let triggerParams: any;\r\n const trigger = parsedActions.children[i];\r\n\r\n if (trigger.properties.length > 0) {\r\n const param = trigger.properties[0].value;\r\n const value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);\r\n\r\n if (value._meshId) {\r\n value.mesh = scene.getMeshById(value._meshId);\r\n }\r\n\r\n triggerParams = { trigger: (<any>ActionManager)[trigger.name], parameter: value };\r\n } else {\r\n triggerParams = (<any>ActionManager)[trigger.name];\r\n }\r\n\r\n for (let j = 0; j < trigger.children.length; j++) {\r\n if (!trigger.detached) {\r\n traverse(trigger.children[j], triggerParams, null, null);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a trigger name by index\r\n * @param trigger defines the trigger index\r\n * @returns a trigger name\r\n */\r\n public static GetTriggerName(trigger: number): string {\r\n switch (trigger) {\r\n case Constants.ACTION_NothingTrigger:\r\n return \"NothingTrigger\";\r\n case Constants.ACTION_OnPickTrigger:\r\n return \"OnPickTrigger\";\r\n case Constants.ACTION_OnLeftPickTrigger:\r\n return \"OnLeftPickTrigger\";\r\n case Constants.ACTION_OnRightPickTrigger:\r\n return \"OnRightPickTrigger\";\r\n case Constants.ACTION_OnCenterPickTrigger:\r\n return \"OnCenterPickTrigger\";\r\n case Constants.ACTION_OnPickDownTrigger:\r\n return \"OnPickDownTrigger\";\r\n case Constants.ACTION_OnDoublePickTrigger:\r\n return \"OnDoublePickTrigger\"; // start;\r\n case Constants.ACTION_OnPickUpTrigger:\r\n return \"OnPickUpTrigger\";\r\n case Constants.ACTION_OnLongPressTrigger:\r\n return \"OnLongPressTrigger\";\r\n case Constants.ACTION_OnPointerOverTrigger:\r\n return \"OnPointerOverTrigger\";\r\n case Constants.ACTION_OnPointerOutTrigger:\r\n return \"OnPointerOutTrigger\";\r\n case Constants.ACTION_OnEveryFrameTrigger:\r\n return \"OnEveryFrameTrigger\";\r\n case Constants.ACTION_OnIntersectionEnterTrigger:\r\n return \"OnIntersectionEnterTrigger\";\r\n case Constants.ACTION_OnIntersectionExitTrigger:\r\n return \"OnIntersectionExitTrigger\";\r\n case Constants.ACTION_OnKeyDownTrigger:\r\n return \"OnKeyDownTrigger\";\r\n case Constants.ACTION_OnKeyUpTrigger:\r\n return \"OnKeyUpTrigger\";\r\n case Constants.ACTION_OnPickOutTrigger:\r\n return \"OnPickOutTrigger\";\r\n default:\r\n return \"\";\r\n }\r\n }\r\n}\r\n"]}
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@@ -11,6 +11,41 @@ import type { IAnimatable } from "./animatable.interface";
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import { Size } from "../Maths/math.size";
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import type { Animatable } from "./animatable";
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import type { RuntimeAnimation } from "./runtimeAnimation";
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/**
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* Options to be used when creating an additive animation
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*/
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export interface IMakeAnimationAdditiveOptions {
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/**
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* The frame that the animation should be relative to (if not provided, 0 will be used)
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*/
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referenceFrame?: number;
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/**
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* The name of the animation range to convert to additive. If not provided, fromFrame / toFrame will be used
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* If fromFrame / toFrame are not provided either, the whole animation will be converted to additive
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*/
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range?: string;
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/**
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* If true, the original animation will be cloned and converted to additive. If false, the original animation will be converted to additive (default is false)
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*/
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+
cloneOriginalAnimation?: boolean;
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+
/**
|
|
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|
+
* The name of the cloned animation if cloneOriginalAnimation is true. If not provided, use the original animation name
|
|
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|
+
*/
|
|
34
|
+
clonedAnimationName?: string;
|
|
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|
+
/**
|
|
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|
+
* Together with toFrame, defines the range of the animation to convert to additive. Will only be used if range is not provided
|
|
37
|
+
* If range and fromFrame / toFrame are not provided, the whole animation will be converted to additive
|
|
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|
+
*/
|
|
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|
+
fromFrame?: number;
|
|
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|
+
/**
|
|
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|
+
* Together with fromFrame, defines the range of the animation to convert to additive.
|
|
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|
+
*/
|
|
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|
+
toFrame?: number;
|
|
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|
+
/**
|
|
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|
+
* If true, the key frames will be clipped to the range specified by range or fromFrame / toFrame (default is false)
|
|
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|
+
*/
|
|
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|
+
clipKeys?: boolean;
|
|
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|
+
}
|
|
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49
|
/**
|
|
15
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|
* @internal
|
|
16
51
|
*/
|
|
@@ -145,15 +180,22 @@ export declare class Animation {
|
|
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|
*/
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|
static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
|
|
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|
/**
|
|
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|
-
* Convert the keyframes
|
|
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|
+
* Convert the keyframes of an animation to be relative to a given reference frame.
|
|
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|
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|
|
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|
-
* @param referenceFrame defines the frame that keyframes in the range will be relative to
|
|
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|
+
* @param referenceFrame defines the frame that keyframes in the range will be relative to (default: 0)
|
|
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|
* @param range defines the name of the AnimationRange belonging to the Animation to convert
|
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* @param cloneOriginal defines whether or not to clone the animation and convert the clone or convert the original animation (default is false)
|
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|
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|
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*/
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|
static MakeAnimationAdditive(sourceAnimation: Animation, referenceFrame?: number, range?: string, cloneOriginal?: boolean, clonedName?: string): Animation;
|
|
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|
+
/**
|
|
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|
+
* Convert the keyframes of an animation to be relative to a given reference frame.
|
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|
+
* @param sourceAnimation defines the Animation containing keyframes to convert
|
|
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|
+
* @param options defines the options to use when converting ey keyframes
|
|
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|
+
* @returns a new Animation if options.cloneOriginalAnimation is true or the original Animation if options.cloneOriginalAnimation is false
|
|
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|
+
*/
|
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|
+
static MakeAnimationAdditive(sourceAnimation: Animation, options?: IMakeAnimationAdditiveOptions): Animation;
|
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|
/**
|
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|
* Transition property of an host to the target Value
|
|
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* @param property The property to transition
|
|
@@ -386,7 +428,7 @@ export declare class Animation {
|
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/**
|
|
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|
* @internal Internal use only
|
|
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|
*/
|
|
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|
-
_interpolate(currentFrame: number, state: _IAnimationState): any;
|
|
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|
+
_interpolate(currentFrame: number, state: _IAnimationState, searchClosestKeyOnly?: boolean): any;
|
|
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|
/**
|
|
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|
* Defines the function to use to interpolate matrices
|
|
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|
* @param startValue defines the start matrix
|
|
@@ -407,6 +449,12 @@ export declare class Animation {
|
|
|
407
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|
* @param dontClone Whether to clone the keys or not (default is false, so the array of keys is cloned)
|
|
408
450
|
*/
|
|
409
451
|
setKeys(values: Array<IAnimationKey>, dontClone?: boolean): void;
|
|
452
|
+
/**
|
|
453
|
+
* Creates a key for the frame passed as a parameter and adds it to the animation IF a key doesn't already exist for that frame
|
|
454
|
+
* @param frame Frame number
|
|
455
|
+
* @returns The key index if the key was added or the index of the pre existing key if the frame passed as parameter already has a corresponding key
|
|
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|
+
*/
|
|
457
|
+
createKeyForFrame(frame: number): number;
|
|
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458
|
/**
|
|
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459
|
* Serializes the animation to an object
|
|
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|
* @returns Serialized object
|
package/Animations/animation.js
CHANGED
|
@@ -15,6 +15,11 @@ import { WebRequest } from "../Misc/webRequest.js";
|
|
|
15
15
|
// eslint-disable-next-line @typescript-eslint/naming-convention
|
|
16
16
|
export class _IAnimationState {
|
|
17
17
|
}
|
|
18
|
+
const evaluateAnimationState = {
|
|
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|
+
key: 0,
|
|
20
|
+
repeatCount: 0,
|
|
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|
+
loopMode: 2 /*Animation.ANIMATIONLOOPMODE_CONSTANT*/,
|
|
22
|
+
};
|
|
18
23
|
/**
|
|
19
24
|
* Class used to store any kind of animation
|
|
20
25
|
*/
|
|
@@ -146,25 +151,30 @@ export class Animation {
|
|
|
146
151
|
node.animations.push(animation);
|
|
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|
return node.getScene().beginAnimation(node, 0, totalFrame, animation.loopMode === 1, 1.0, onAnimationEnd);
|
|
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153
|
}
|
|
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|
-
/**
|
|
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|
-
|
|
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|
-
|
|
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|
-
|
|
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|
-
|
|
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|
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|
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|
-
|
|
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|
-
|
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|
-
|
|
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|
-
|
|
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|
+
/** @internal */
|
|
155
|
+
static MakeAnimationAdditive(sourceAnimation, referenceFrameOrOptions, range, cloneOriginal = false, clonedName) {
|
|
156
|
+
var _a, _b;
|
|
157
|
+
let options;
|
|
158
|
+
if (typeof referenceFrameOrOptions === "object") {
|
|
159
|
+
options = referenceFrameOrOptions;
|
|
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|
+
}
|
|
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|
+
else {
|
|
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|
+
options = {
|
|
163
|
+
referenceFrame: referenceFrameOrOptions !== null && referenceFrameOrOptions !== void 0 ? referenceFrameOrOptions : 0,
|
|
164
|
+
range: range,
|
|
165
|
+
cloneOriginalAnimation: cloneOriginal,
|
|
166
|
+
clonedAnimationName: clonedName,
|
|
167
|
+
};
|
|
168
|
+
}
|
|
159
169
|
let animation = sourceAnimation;
|
|
160
|
-
if (
|
|
170
|
+
if (options.cloneOriginalAnimation) {
|
|
161
171
|
animation = sourceAnimation.clone();
|
|
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|
-
animation.name =
|
|
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|
+
animation.name = options.clonedAnimationName || animation.name;
|
|
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173
|
}
|
|
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174
|
if (!animation._keys.length) {
|
|
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175
|
return animation;
|
|
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176
|
}
|
|
167
|
-
referenceFrame = referenceFrame >= 0 ? referenceFrame : 0;
|
|
177
|
+
const referenceFrame = options.referenceFrame && options.referenceFrame >= 0 ? options.referenceFrame : 0;
|
|
168
178
|
let startIndex = 0;
|
|
169
179
|
const firstKey = animation._keys[0];
|
|
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180
|
let endIndex = animation._keys.length - 1;
|
|
@@ -178,110 +188,45 @@ export class Animation {
|
|
|
178
188
|
keyQuaternion: TmpVectors.Quaternion[1],
|
|
179
189
|
keyScaling: TmpVectors.Vector3[3],
|
|
180
190
|
};
|
|
181
|
-
let referenceFound = false;
|
|
182
191
|
let from = firstKey.frame;
|
|
183
192
|
let to = lastKey.frame;
|
|
184
|
-
if (range) {
|
|
185
|
-
const rangeValue = animation.getRange(range);
|
|
193
|
+
if (options.range) {
|
|
194
|
+
const rangeValue = animation.getRange(options.range);
|
|
186
195
|
if (rangeValue) {
|
|
187
196
|
from = rangeValue.from;
|
|
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197
|
to = rangeValue.to;
|
|
189
198
|
}
|
|
190
199
|
}
|
|
191
|
-
|
|
192
|
-
|
|
200
|
+
else {
|
|
201
|
+
from = (_a = options.fromFrame) !== null && _a !== void 0 ? _a : from;
|
|
202
|
+
to = (_b = options.toFrame) !== null && _b !== void 0 ? _b : to;
|
|
203
|
+
}
|
|
204
|
+
if (from !== firstKey.frame) {
|
|
205
|
+
startIndex = animation.createKeyForFrame(from);
|
|
206
|
+
}
|
|
207
|
+
if (to !== lastKey.frame) {
|
|
208
|
+
endIndex = animation.createKeyForFrame(to);
|
|
209
|
+
}
|
|
193
210
|
// There's only one key, so use it
|
|
194
211
|
if (animation._keys.length === 1) {
|
|
195
212
|
const value = animation._getKeyValue(animation._keys[0]);
|
|
196
213
|
valueStore.referenceValue = value.clone ? value.clone() : value;
|
|
197
|
-
referenceFound = true;
|
|
198
214
|
}
|
|
199
215
|
// Reference frame is before the first frame, so just use the first frame
|
|
200
216
|
else if (referenceFrame <= firstKey.frame) {
|
|
201
217
|
const value = animation._getKeyValue(firstKey.value);
|
|
202
218
|
valueStore.referenceValue = value.clone ? value.clone() : value;
|
|
203
|
-
referenceFound = true;
|
|
204
219
|
}
|
|
205
220
|
// Reference frame is after the last frame, so just use the last frame
|
|
206
221
|
else if (referenceFrame >= lastKey.frame) {
|
|
207
222
|
const value = animation._getKeyValue(lastKey.value);
|
|
208
223
|
valueStore.referenceValue = value.clone ? value.clone() : value;
|
|
209
|
-
|
|
210
|
-
|
|
211
|
-
|
|
212
|
-
|
|
213
|
-
|
|
214
|
-
|
|
215
|
-
const nextKey = animation._keys[index + 1];
|
|
216
|
-
// If reference frame wasn't found yet, check if we can interpolate to it
|
|
217
|
-
if (!referenceFound && referenceFrame >= currentKey.frame && referenceFrame <= nextKey.frame) {
|
|
218
|
-
let value;
|
|
219
|
-
if (referenceFrame === currentKey.frame) {
|
|
220
|
-
value = animation._getKeyValue(currentKey.value);
|
|
221
|
-
}
|
|
222
|
-
else if (referenceFrame === nextKey.frame) {
|
|
223
|
-
value = animation._getKeyValue(nextKey.value);
|
|
224
|
-
}
|
|
225
|
-
else {
|
|
226
|
-
const animationState = {
|
|
227
|
-
key: index,
|
|
228
|
-
repeatCount: 0,
|
|
229
|
-
loopMode: this.ANIMATIONLOOPMODE_CONSTANT,
|
|
230
|
-
};
|
|
231
|
-
value = animation._interpolate(referenceFrame, animationState);
|
|
232
|
-
}
|
|
233
|
-
valueStore.referenceValue = value.clone ? value.clone() : value;
|
|
234
|
-
referenceFound = true;
|
|
235
|
-
}
|
|
236
|
-
// If from key wasn't found yet, check if we can interpolate to it
|
|
237
|
-
if (!fromKeyFound && from >= currentKey.frame && from <= nextKey.frame) {
|
|
238
|
-
if (from === currentKey.frame) {
|
|
239
|
-
startIndex = index;
|
|
240
|
-
}
|
|
241
|
-
else if (from === nextKey.frame) {
|
|
242
|
-
startIndex = index + 1;
|
|
243
|
-
}
|
|
244
|
-
else {
|
|
245
|
-
const animationState = {
|
|
246
|
-
key: index,
|
|
247
|
-
repeatCount: 0,
|
|
248
|
-
loopMode: this.ANIMATIONLOOPMODE_CONSTANT,
|
|
249
|
-
};
|
|
250
|
-
const value = animation._interpolate(from, animationState);
|
|
251
|
-
const key = {
|
|
252
|
-
frame: from,
|
|
253
|
-
value: value.clone ? value.clone() : value,
|
|
254
|
-
};
|
|
255
|
-
animation._keys.splice(index + 1, 0, key);
|
|
256
|
-
startIndex = index + 1;
|
|
257
|
-
}
|
|
258
|
-
fromKeyFound = true;
|
|
259
|
-
}
|
|
260
|
-
// If to key wasn't found yet, check if we can interpolate to it
|
|
261
|
-
if (!toKeyFound && to >= currentKey.frame && to <= nextKey.frame) {
|
|
262
|
-
if (to === currentKey.frame) {
|
|
263
|
-
endIndex = index;
|
|
264
|
-
}
|
|
265
|
-
else if (to === nextKey.frame) {
|
|
266
|
-
endIndex = index + 1;
|
|
267
|
-
}
|
|
268
|
-
else {
|
|
269
|
-
const animationState = {
|
|
270
|
-
key: index,
|
|
271
|
-
repeatCount: 0,
|
|
272
|
-
loopMode: this.ANIMATIONLOOPMODE_CONSTANT,
|
|
273
|
-
};
|
|
274
|
-
const value = animation._interpolate(to, animationState);
|
|
275
|
-
const key = {
|
|
276
|
-
frame: to,
|
|
277
|
-
value: value.clone ? value.clone() : value,
|
|
278
|
-
};
|
|
279
|
-
animation._keys.splice(index + 1, 0, key);
|
|
280
|
-
endIndex = index + 1;
|
|
281
|
-
}
|
|
282
|
-
toKeyFound = true;
|
|
283
|
-
}
|
|
284
|
-
index++;
|
|
224
|
+
}
|
|
225
|
+
// Interpolate the reference value from the animation
|
|
226
|
+
else {
|
|
227
|
+
evaluateAnimationState.key = 0;
|
|
228
|
+
const value = animation._interpolate(referenceFrame, evaluateAnimationState);
|
|
229
|
+
valueStore.referenceValue = value.clone ? value.clone() : value;
|
|
285
230
|
}
|
|
286
231
|
// Conjugate the quaternion
|
|
287
232
|
if (animation.dataType === Animation.ANIMATIONTYPE_QUATERNION) {
|
|
@@ -292,9 +237,26 @@ export class Animation {
|
|
|
292
237
|
valueStore.referenceValue.decompose(valueStore.referenceScaling, valueStore.referenceQuaternion, valueStore.referencePosition);
|
|
293
238
|
valueStore.referenceQuaternion.normalize().conjugateInPlace();
|
|
294
239
|
}
|
|
240
|
+
let startFrame = Number.MAX_VALUE;
|
|
241
|
+
const clippedKeys = options.clipKeys ? [] : null;
|
|
295
242
|
// Subtract the reference value from all of the key values
|
|
296
|
-
for (index = startIndex; index <= endIndex; index++) {
|
|
297
|
-
|
|
243
|
+
for (let index = startIndex; index <= endIndex; index++) {
|
|
244
|
+
let key = animation._keys[index];
|
|
245
|
+
if (clippedKeys) {
|
|
246
|
+
key = {
|
|
247
|
+
frame: key.frame,
|
|
248
|
+
value: key.value.clone ? key.value.clone() : key.value,
|
|
249
|
+
inTangent: key.inTangent,
|
|
250
|
+
outTangent: key.outTangent,
|
|
251
|
+
interpolation: key.interpolation,
|
|
252
|
+
lockedTangent: key.lockedTangent,
|
|
253
|
+
};
|
|
254
|
+
if (startFrame === Number.MAX_VALUE) {
|
|
255
|
+
startFrame = key.frame;
|
|
256
|
+
}
|
|
257
|
+
key.frame -= startFrame;
|
|
258
|
+
clippedKeys.push(key);
|
|
259
|
+
}
|
|
298
260
|
// If this key was duplicated to create a frame 0 key, skip it because its value has already been updated
|
|
299
261
|
if (index && animation.dataType !== Animation.ANIMATIONTYPE_FLOAT && key.value === firstKey.value) {
|
|
300
262
|
continue;
|
|
@@ -324,6 +286,9 @@ export class Animation {
|
|
|
324
286
|
key.value -= valueStore.referenceValue;
|
|
325
287
|
}
|
|
326
288
|
}
|
|
289
|
+
if (clippedKeys) {
|
|
290
|
+
animation.setKeys(clippedKeys, true);
|
|
291
|
+
}
|
|
327
292
|
return animation;
|
|
328
293
|
}
|
|
329
294
|
/**
|
|
@@ -720,16 +685,13 @@ export class Animation {
|
|
|
720
685
|
* @returns the animation value
|
|
721
686
|
*/
|
|
722
687
|
evaluate(currentFrame) {
|
|
723
|
-
|
|
724
|
-
|
|
725
|
-
repeatCount: 0,
|
|
726
|
-
loopMode: Animation.ANIMATIONLOOPMODE_CONSTANT,
|
|
727
|
-
});
|
|
688
|
+
evaluateAnimationState.key = 0;
|
|
689
|
+
return this._interpolate(currentFrame, evaluateAnimationState);
|
|
728
690
|
}
|
|
729
691
|
/**
|
|
730
692
|
* @internal Internal use only
|
|
731
693
|
*/
|
|
732
|
-
_interpolate(currentFrame, state) {
|
|
694
|
+
_interpolate(currentFrame, state, searchClosestKeyOnly = false) {
|
|
733
695
|
if (state.loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && state.repeatCount > 0) {
|
|
734
696
|
return state.highLimitValue.clone ? state.highLimitValue.clone() : state.highLimitValue;
|
|
735
697
|
}
|
|
@@ -744,13 +706,16 @@ export class Animation {
|
|
|
744
706
|
}
|
|
745
707
|
state.key = key;
|
|
746
708
|
if (key < 0) {
|
|
747
|
-
return this._getKeyValue(keys[0].value);
|
|
709
|
+
return searchClosestKeyOnly ? undefined : this._getKeyValue(keys[0].value);
|
|
748
710
|
}
|
|
749
711
|
else if (key + 1 > keysLength - 1) {
|
|
750
|
-
return this._getKeyValue(keys[keysLength - 1].value);
|
|
712
|
+
return searchClosestKeyOnly ? undefined : this._getKeyValue(keys[keysLength - 1].value);
|
|
751
713
|
}
|
|
752
714
|
const startKey = keys[key];
|
|
753
715
|
const endKey = keys[key + 1];
|
|
716
|
+
if (searchClosestKeyOnly && (currentFrame === startKey.frame || currentFrame === endKey.frame)) {
|
|
717
|
+
return undefined;
|
|
718
|
+
}
|
|
754
719
|
const startValue = this._getKeyValue(startKey.value);
|
|
755
720
|
const endValue = this._getKeyValue(endKey.value);
|
|
756
721
|
if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
|
|
@@ -946,6 +911,27 @@ export class Animation {
|
|
|
946
911
|
setKeys(values, dontClone = false) {
|
|
947
912
|
this._keys = !dontClone ? values.slice(0) : values;
|
|
948
913
|
}
|
|
914
|
+
/**
|
|
915
|
+
* Creates a key for the frame passed as a parameter and adds it to the animation IF a key doesn't already exist for that frame
|
|
916
|
+
* @param frame Frame number
|
|
917
|
+
* @returns The key index if the key was added or the index of the pre existing key if the frame passed as parameter already has a corresponding key
|
|
918
|
+
*/
|
|
919
|
+
createKeyForFrame(frame) {
|
|
920
|
+
// Find the key corresponding to frame
|
|
921
|
+
evaluateAnimationState.key = 0;
|
|
922
|
+
const value = this._interpolate(frame, evaluateAnimationState, true);
|
|
923
|
+
if (!value) {
|
|
924
|
+
// A key corresponding to this frame already exists
|
|
925
|
+
return evaluateAnimationState.key === frame ? evaluateAnimationState.key : evaluateAnimationState.key + 1;
|
|
926
|
+
}
|
|
927
|
+
// The frame is between two keys, so create a new key
|
|
928
|
+
const newKey = {
|
|
929
|
+
frame,
|
|
930
|
+
value: value.clone ? value.clone() : value,
|
|
931
|
+
};
|
|
932
|
+
this._keys.splice(evaluateAnimationState.key + 1, 0, newKey);
|
|
933
|
+
return evaluateAnimationState.key + 1;
|
|
934
|
+
}
|
|
949
935
|
/**
|
|
950
936
|
* Serializes the animation to an object
|
|
951
937
|
* @returns Serialized object
|