@babylonjs/core 7.27.2 → 7.27.3

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Files changed (61) hide show
  1. package/Animations/animatable.core.d.ts +198 -0
  2. package/Animations/animatable.core.js +893 -0
  3. package/Animations/animatable.core.js.map +1 -0
  4. package/Animations/animatable.d.ts +4 -213
  5. package/Animations/animatable.js +5 -886
  6. package/Animations/animatable.js.map +1 -1
  7. package/Animations/animationGroup.d.ts +1 -1
  8. package/Animations/animationGroup.js.map +1 -1
  9. package/Animations/runtimeAnimation.d.ts +1 -0
  10. package/Animations/runtimeAnimation.js +25 -1
  11. package/Animations/runtimeAnimation.js.map +1 -1
  12. package/Audio/audioSceneComponent.d.ts +0 -4
  13. package/Audio/audioSceneComponent.js.map +1 -1
  14. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  15. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  16. package/Bones/skeleton.d.ts +1 -1
  17. package/Bones/skeleton.js.map +1 -1
  18. package/Culling/ray.core.d.ts +328 -0
  19. package/Culling/ray.core.js +934 -0
  20. package/Culling/ray.core.js.map +1 -0
  21. package/Culling/ray.d.ts +1 -220
  22. package/Culling/ray.js +12 -791
  23. package/Culling/ray.js.map +1 -1
  24. package/Engines/abstractEngine.js +2 -2
  25. package/Engines/abstractEngine.js.map +1 -1
  26. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.d.ts +1 -1
  27. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
  28. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +1 -1
  29. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  30. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.d.ts +1 -1
  31. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
  32. package/Inputs/scene.inputManager.js +1 -1
  33. package/Inputs/scene.inputManager.js.map +1 -1
  34. package/Layers/effectLayerSceneComponent.d.ts +0 -6
  35. package/Layers/effectLayerSceneComponent.js +0 -1
  36. package/Layers/effectLayerSceneComponent.js.map +1 -1
  37. package/Layers/layerSceneComponent.d.ts +0 -9
  38. package/Layers/layerSceneComponent.js +0 -1
  39. package/Layers/layerSceneComponent.js.map +1 -1
  40. package/LensFlares/lensFlareSystemSceneComponent.d.ts +0 -5
  41. package/LensFlares/lensFlareSystemSceneComponent.js +0 -1
  42. package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
  43. package/Lights/light.js.map +1 -1
  44. package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.d.ts +0 -10
  45. package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js +0 -1
  46. package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
  47. package/Misc/assetsManager.d.ts +1 -1
  48. package/Misc/assetsManager.js.map +1 -1
  49. package/Misc/tools.js +1 -13
  50. package/Misc/tools.js.map +1 -1
  51. package/Sprites/spriteSceneComponent.d.ts +1 -1
  52. package/Sprites/spriteSceneComponent.js +4 -4
  53. package/Sprites/spriteSceneComponent.js.map +1 -1
  54. package/assetContainer.d.ts +1 -1
  55. package/assetContainer.js.map +1 -1
  56. package/node.d.ts +1 -1
  57. package/node.js.map +1 -1
  58. package/package.json +1 -1
  59. package/scene.d.ts +41 -4
  60. package/scene.js +25 -6
  61. package/scene.js.map +1 -1
@@ -0,0 +1,893 @@
1
+ import { Observable } from "../Misc/observable.js";
2
+ import { RuntimeAnimation } from "./runtimeAnimation.js";
3
+ import { Animation } from "./animation.js";
4
+ import { PrecisionDate } from "../Misc/precisionDate.js";
5
+ import { Matrix, Quaternion, TmpVectors, Vector3 } from "../Maths/math.vector.js";
6
+ /**
7
+ * Class used to store an actual running animation
8
+ */
9
+ export class Animatable {
10
+ /**
11
+ * Gets the root Animatable used to synchronize and normalize animations
12
+ */
13
+ get syncRoot() {
14
+ return this._syncRoot;
15
+ }
16
+ /**
17
+ * Gets the current frame of the first RuntimeAnimation
18
+ * Used to synchronize Animatables
19
+ */
20
+ get masterFrame() {
21
+ if (this._runtimeAnimations.length === 0) {
22
+ return 0;
23
+ }
24
+ return this._runtimeAnimations[0].currentFrame;
25
+ }
26
+ /**
27
+ * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
28
+ */
29
+ get weight() {
30
+ return this._weight;
31
+ }
32
+ set weight(value) {
33
+ if (value === -1) {
34
+ // -1 is ok and means no weight
35
+ this._weight = -1;
36
+ return;
37
+ }
38
+ // Else weight must be in [0, 1] range
39
+ this._weight = Math.min(Math.max(value, 0), 1.0);
40
+ }
41
+ /**
42
+ * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
43
+ */
44
+ get speedRatio() {
45
+ return this._speedRatio;
46
+ }
47
+ set speedRatio(value) {
48
+ for (let index = 0; index < this._runtimeAnimations.length; index++) {
49
+ const animation = this._runtimeAnimations[index];
50
+ animation._prepareForSpeedRatioChange(value);
51
+ }
52
+ this._speedRatio = value;
53
+ // Resync _manualJumpDelay in case goToFrame was called before speedRatio was set.
54
+ if (this._goToFrame !== null) {
55
+ this.goToFrame(this._goToFrame);
56
+ }
57
+ }
58
+ /**
59
+ * Gets the elapsed time since the animatable started in milliseconds
60
+ */
61
+ get elapsedTime() {
62
+ return this._localDelayOffset === null ? 0 : this._scene._animationTime - this._localDelayOffset;
63
+ }
64
+ /**
65
+ * Creates a new Animatable
66
+ * @param scene defines the hosting scene
67
+ * @param target defines the target object
68
+ * @param fromFrame defines the starting frame number (default is 0)
69
+ * @param toFrame defines the ending frame number (default is 100)
70
+ * @param loopAnimation defines if the animation must loop (default is false)
71
+ * @param speedRatio defines the factor to apply to animation speed (default is 1)
72
+ * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
73
+ * @param animations defines a group of animation to add to the new Animatable
74
+ * @param onAnimationLoop defines a callback to call when animation loops
75
+ * @param isAdditive defines whether the animation should be evaluated additively
76
+ * @param playOrder defines the order in which this animatable should be processed in the list of active animatables (default: 0)
77
+ */
78
+ constructor(scene,
79
+ /** defines the target object */
80
+ target,
81
+ /** [0] defines the starting frame number (default is 0) */
82
+ fromFrame = 0,
83
+ /** [100] defines the ending frame number (default is 100) */
84
+ toFrame = 100,
85
+ /** [false] defines if the animation must loop (default is false) */
86
+ loopAnimation = false, speedRatio = 1.0,
87
+ /** defines a callback to call when animation ends if it is not looping */
88
+ onAnimationEnd, animations,
89
+ /** defines a callback to call when animation loops */
90
+ onAnimationLoop,
91
+ /** [false] defines whether the animation should be evaluated additively */
92
+ isAdditive = false,
93
+ /** [0] defines the order in which this animatable should be processed in the list of active animatables (default: 0) */
94
+ playOrder = 0) {
95
+ this.target = target;
96
+ this.fromFrame = fromFrame;
97
+ this.toFrame = toFrame;
98
+ this.loopAnimation = loopAnimation;
99
+ this.onAnimationEnd = onAnimationEnd;
100
+ this.onAnimationLoop = onAnimationLoop;
101
+ this.isAdditive = isAdditive;
102
+ this.playOrder = playOrder;
103
+ this._localDelayOffset = null;
104
+ this._pausedDelay = null;
105
+ this._manualJumpDelay = null;
106
+ /** @hidden */
107
+ this._runtimeAnimations = new Array();
108
+ this._paused = false;
109
+ this._speedRatio = 1;
110
+ this._weight = -1.0;
111
+ this._syncRoot = null;
112
+ this._frameToSyncFromJump = null;
113
+ this._goToFrame = null;
114
+ /**
115
+ * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
116
+ * This will only apply for non looping animation (default is true)
117
+ */
118
+ this.disposeOnEnd = true;
119
+ /**
120
+ * Gets a boolean indicating if the animation has started
121
+ */
122
+ this.animationStarted = false;
123
+ /**
124
+ * Observer raised when the animation ends
125
+ */
126
+ this.onAnimationEndObservable = new Observable();
127
+ /**
128
+ * Observer raised when the animation loops
129
+ */
130
+ this.onAnimationLoopObservable = new Observable();
131
+ this._scene = scene;
132
+ if (animations) {
133
+ this.appendAnimations(target, animations);
134
+ }
135
+ this._speedRatio = speedRatio;
136
+ scene._activeAnimatables.push(this);
137
+ }
138
+ // Methods
139
+ /**
140
+ * Synchronize and normalize current Animatable with a source Animatable
141
+ * This is useful when using animation weights and when animations are not of the same length
142
+ * @param root defines the root Animatable to synchronize with (null to stop synchronizing)
143
+ * @returns the current Animatable
144
+ */
145
+ syncWith(root) {
146
+ this._syncRoot = root;
147
+ if (root) {
148
+ // Make sure this animatable will animate after the root
149
+ const index = this._scene._activeAnimatables.indexOf(this);
150
+ if (index > -1) {
151
+ this._scene._activeAnimatables.splice(index, 1);
152
+ this._scene._activeAnimatables.push(this);
153
+ }
154
+ }
155
+ return this;
156
+ }
157
+ /**
158
+ * Gets the list of runtime animations
159
+ * @returns an array of RuntimeAnimation
160
+ */
161
+ getAnimations() {
162
+ return this._runtimeAnimations;
163
+ }
164
+ /**
165
+ * Adds more animations to the current animatable
166
+ * @param target defines the target of the animations
167
+ * @param animations defines the new animations to add
168
+ */
169
+ appendAnimations(target, animations) {
170
+ for (let index = 0; index < animations.length; index++) {
171
+ const animation = animations[index];
172
+ const newRuntimeAnimation = new RuntimeAnimation(target, animation, this._scene, this);
173
+ newRuntimeAnimation._onLoop = () => {
174
+ this.onAnimationLoopObservable.notifyObservers(this);
175
+ if (this.onAnimationLoop) {
176
+ this.onAnimationLoop();
177
+ }
178
+ };
179
+ this._runtimeAnimations.push(newRuntimeAnimation);
180
+ }
181
+ }
182
+ /**
183
+ * Gets the source animation for a specific property
184
+ * @param property defines the property to look for
185
+ * @returns null or the source animation for the given property
186
+ */
187
+ getAnimationByTargetProperty(property) {
188
+ const runtimeAnimations = this._runtimeAnimations;
189
+ for (let index = 0; index < runtimeAnimations.length; index++) {
190
+ if (runtimeAnimations[index].animation.targetProperty === property) {
191
+ return runtimeAnimations[index].animation;
192
+ }
193
+ }
194
+ return null;
195
+ }
196
+ /**
197
+ * Gets the runtime animation for a specific property
198
+ * @param property defines the property to look for
199
+ * @returns null or the runtime animation for the given property
200
+ */
201
+ getRuntimeAnimationByTargetProperty(property) {
202
+ const runtimeAnimations = this._runtimeAnimations;
203
+ for (let index = 0; index < runtimeAnimations.length; index++) {
204
+ if (runtimeAnimations[index].animation.targetProperty === property) {
205
+ return runtimeAnimations[index];
206
+ }
207
+ }
208
+ return null;
209
+ }
210
+ /**
211
+ * Resets the animatable to its original state
212
+ */
213
+ reset() {
214
+ const runtimeAnimations = this._runtimeAnimations;
215
+ for (let index = 0; index < runtimeAnimations.length; index++) {
216
+ runtimeAnimations[index].reset(true);
217
+ }
218
+ this._localDelayOffset = null;
219
+ this._pausedDelay = null;
220
+ }
221
+ /**
222
+ * Allows the animatable to blend with current running animations
223
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending
224
+ * @param blendingSpeed defines the blending speed to use
225
+ */
226
+ enableBlending(blendingSpeed) {
227
+ const runtimeAnimations = this._runtimeAnimations;
228
+ for (let index = 0; index < runtimeAnimations.length; index++) {
229
+ runtimeAnimations[index].animation.enableBlending = true;
230
+ runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
231
+ }
232
+ }
233
+ /**
234
+ * Disable animation blending
235
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending
236
+ */
237
+ disableBlending() {
238
+ const runtimeAnimations = this._runtimeAnimations;
239
+ for (let index = 0; index < runtimeAnimations.length; index++) {
240
+ runtimeAnimations[index].animation.enableBlending = false;
241
+ }
242
+ }
243
+ /**
244
+ * Jump directly to a given frame
245
+ * @param frame defines the frame to jump to
246
+ */
247
+ goToFrame(frame) {
248
+ const runtimeAnimations = this._runtimeAnimations;
249
+ if (runtimeAnimations[0]) {
250
+ const fps = runtimeAnimations[0].animation.framePerSecond;
251
+ this._frameToSyncFromJump = this._frameToSyncFromJump ?? runtimeAnimations[0].currentFrame;
252
+ const delay = this.speedRatio === 0 ? 0 : (((frame - this._frameToSyncFromJump) / fps) * 1000) / this.speedRatio;
253
+ this._manualJumpDelay = -delay;
254
+ }
255
+ for (let index = 0; index < runtimeAnimations.length; index++) {
256
+ runtimeAnimations[index].goToFrame(frame, this._weight);
257
+ }
258
+ this._goToFrame = frame;
259
+ }
260
+ /**
261
+ * Returns true if the animations for this animatable are paused
262
+ */
263
+ get paused() {
264
+ return this._paused;
265
+ }
266
+ /**
267
+ * Pause the animation
268
+ */
269
+ pause() {
270
+ if (this._paused) {
271
+ return;
272
+ }
273
+ this._paused = true;
274
+ }
275
+ /**
276
+ * Restart the animation
277
+ */
278
+ restart() {
279
+ this._paused = false;
280
+ }
281
+ _raiseOnAnimationEnd() {
282
+ if (this.onAnimationEnd) {
283
+ this.onAnimationEnd();
284
+ }
285
+ this.onAnimationEndObservable.notifyObservers(this);
286
+ }
287
+ /**
288
+ * Stop and delete the current animation
289
+ * @param animationName defines a string used to only stop some of the runtime animations instead of all
290
+ * @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)
291
+ * @param useGlobalSplice if true, the animatables will be removed by the caller of this function (false by default)
292
+ * @param skipOnAnimationEnd defines if the system should not raise onAnimationEnd. Default is false
293
+ */
294
+ stop(animationName, targetMask, useGlobalSplice = false, skipOnAnimationEnd = false) {
295
+ if (animationName || targetMask) {
296
+ const idx = this._scene._activeAnimatables.indexOf(this);
297
+ if (idx > -1) {
298
+ const runtimeAnimations = this._runtimeAnimations;
299
+ for (let index = runtimeAnimations.length - 1; index >= 0; index--) {
300
+ const runtimeAnimation = runtimeAnimations[index];
301
+ if (animationName && runtimeAnimation.animation.name != animationName) {
302
+ continue;
303
+ }
304
+ if (targetMask && !targetMask(runtimeAnimation.target)) {
305
+ continue;
306
+ }
307
+ runtimeAnimation.dispose();
308
+ runtimeAnimations.splice(index, 1);
309
+ }
310
+ if (runtimeAnimations.length == 0) {
311
+ if (!useGlobalSplice) {
312
+ this._scene._activeAnimatables.splice(idx, 1);
313
+ }
314
+ if (!skipOnAnimationEnd) {
315
+ this._raiseOnAnimationEnd();
316
+ }
317
+ }
318
+ }
319
+ }
320
+ else {
321
+ const index = this._scene._activeAnimatables.indexOf(this);
322
+ if (index > -1) {
323
+ if (!useGlobalSplice) {
324
+ this._scene._activeAnimatables.splice(index, 1);
325
+ }
326
+ const runtimeAnimations = this._runtimeAnimations;
327
+ for (let index = 0; index < runtimeAnimations.length; index++) {
328
+ runtimeAnimations[index].dispose();
329
+ }
330
+ this._runtimeAnimations.length = 0;
331
+ if (!skipOnAnimationEnd) {
332
+ this._raiseOnAnimationEnd();
333
+ }
334
+ }
335
+ }
336
+ }
337
+ /**
338
+ * Wait asynchronously for the animation to end
339
+ * @returns a promise which will be fulfilled when the animation ends
340
+ */
341
+ waitAsync() {
342
+ return new Promise((resolve) => {
343
+ this.onAnimationEndObservable.add(() => {
344
+ resolve(this);
345
+ }, undefined, undefined, this, true);
346
+ });
347
+ }
348
+ /**
349
+ * @internal
350
+ */
351
+ _animate(delay) {
352
+ if (this._paused) {
353
+ this.animationStarted = false;
354
+ if (this._pausedDelay === null) {
355
+ this._pausedDelay = delay;
356
+ }
357
+ return true;
358
+ }
359
+ if (this._localDelayOffset === null) {
360
+ this._localDelayOffset = delay;
361
+ this._pausedDelay = null;
362
+ }
363
+ else if (this._pausedDelay !== null) {
364
+ this._localDelayOffset += delay - this._pausedDelay;
365
+ this._pausedDelay = null;
366
+ }
367
+ if (this._manualJumpDelay !== null) {
368
+ this._localDelayOffset += this._manualJumpDelay;
369
+ this._manualJumpDelay = null;
370
+ this._frameToSyncFromJump = null;
371
+ }
372
+ this._goToFrame = null;
373
+ if (this._weight === 0) {
374
+ // We consider that an animatable with a weight === 0 is "actively" paused
375
+ return true;
376
+ }
377
+ // Animating
378
+ let running = false;
379
+ const runtimeAnimations = this._runtimeAnimations;
380
+ let index;
381
+ for (index = 0; index < runtimeAnimations.length; index++) {
382
+ const animation = runtimeAnimations[index];
383
+ const isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
384
+ running = running || isRunning;
385
+ }
386
+ this.animationStarted = running;
387
+ if (!running) {
388
+ if (this.disposeOnEnd) {
389
+ // Remove from active animatables
390
+ index = this._scene._activeAnimatables.indexOf(this);
391
+ this._scene._activeAnimatables.splice(index, 1);
392
+ // Dispose all runtime animations
393
+ for (index = 0; index < runtimeAnimations.length; index++) {
394
+ runtimeAnimations[index].dispose();
395
+ }
396
+ }
397
+ this._raiseOnAnimationEnd();
398
+ if (this.disposeOnEnd) {
399
+ this.onAnimationEnd = null;
400
+ this.onAnimationLoop = null;
401
+ this.onAnimationLoopObservable.clear();
402
+ this.onAnimationEndObservable.clear();
403
+ }
404
+ }
405
+ return running;
406
+ }
407
+ }
408
+ /** @internal */
409
+ function ProcessLateAnimationBindingsForMatrices(holder) {
410
+ if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {
411
+ return holder.originalValue;
412
+ }
413
+ let normalizer = 1.0;
414
+ const finalPosition = TmpVectors.Vector3[0];
415
+ const finalScaling = TmpVectors.Vector3[1];
416
+ const finalQuaternion = TmpVectors.Quaternion[0];
417
+ let startIndex = 0;
418
+ const originalAnimation = holder.animations[0];
419
+ const originalValue = holder.originalValue;
420
+ let scale = 1;
421
+ let skipOverride = false;
422
+ if (holder.totalWeight < 1.0) {
423
+ // We need to mix the original value in
424
+ scale = 1.0 - holder.totalWeight;
425
+ originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
426
+ }
427
+ else {
428
+ startIndex = 1;
429
+ // We need to normalize the weights
430
+ normalizer = holder.totalWeight;
431
+ scale = originalAnimation.weight / normalizer;
432
+ if (scale == 1) {
433
+ if (holder.totalAdditiveWeight) {
434
+ skipOverride = true;
435
+ }
436
+ else {
437
+ return originalAnimation.currentValue;
438
+ }
439
+ }
440
+ originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
441
+ }
442
+ // Add up the override animations
443
+ if (!skipOverride) {
444
+ finalScaling.scaleInPlace(scale);
445
+ finalPosition.scaleInPlace(scale);
446
+ finalQuaternion.scaleInPlace(scale);
447
+ for (let animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
448
+ const runtimeAnimation = holder.animations[animIndex];
449
+ if (runtimeAnimation.weight === 0) {
450
+ continue;
451
+ }
452
+ scale = runtimeAnimation.weight / normalizer;
453
+ const currentPosition = TmpVectors.Vector3[2];
454
+ const currentScaling = TmpVectors.Vector3[3];
455
+ const currentQuaternion = TmpVectors.Quaternion[1];
456
+ runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
457
+ currentScaling.scaleAndAddToRef(scale, finalScaling);
458
+ currentQuaternion.scaleAndAddToRef(Quaternion.Dot(finalQuaternion, currentQuaternion) > 0 ? scale : -scale, finalQuaternion);
459
+ currentPosition.scaleAndAddToRef(scale, finalPosition);
460
+ }
461
+ finalQuaternion.normalize();
462
+ }
463
+ // Add up the additive animations
464
+ for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {
465
+ const runtimeAnimation = holder.additiveAnimations[animIndex];
466
+ if (runtimeAnimation.weight === 0) {
467
+ continue;
468
+ }
469
+ const currentPosition = TmpVectors.Vector3[2];
470
+ const currentScaling = TmpVectors.Vector3[3];
471
+ const currentQuaternion = TmpVectors.Quaternion[1];
472
+ runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
473
+ currentScaling.multiplyToRef(finalScaling, currentScaling);
474
+ Vector3.LerpToRef(finalScaling, currentScaling, runtimeAnimation.weight, finalScaling);
475
+ finalQuaternion.multiplyToRef(currentQuaternion, currentQuaternion);
476
+ Quaternion.SlerpToRef(finalQuaternion, currentQuaternion, runtimeAnimation.weight, finalQuaternion);
477
+ currentPosition.scaleAndAddToRef(runtimeAnimation.weight, finalPosition);
478
+ }
479
+ const workValue = originalAnimation ? originalAnimation._animationState.workValue : TmpVectors.Matrix[0].clone();
480
+ Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, workValue);
481
+ return workValue;
482
+ }
483
+ /** @internal */
484
+ function ProcessLateAnimationBindingsForQuaternions(holder, refQuaternion) {
485
+ if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {
486
+ return refQuaternion;
487
+ }
488
+ const originalAnimation = holder.animations[0];
489
+ const originalValue = holder.originalValue;
490
+ let cumulativeQuaternion = refQuaternion;
491
+ if (holder.totalWeight === 0 && holder.totalAdditiveWeight > 0) {
492
+ cumulativeQuaternion.copyFrom(originalValue);
493
+ }
494
+ else if (holder.animations.length === 1) {
495
+ Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), cumulativeQuaternion);
496
+ if (holder.totalAdditiveWeight === 0) {
497
+ return cumulativeQuaternion;
498
+ }
499
+ }
500
+ else if (holder.animations.length > 1) {
501
+ // Add up the override animations
502
+ let normalizer = 1.0;
503
+ let quaternions;
504
+ let weights;
505
+ if (holder.totalWeight < 1.0) {
506
+ const scale = 1.0 - holder.totalWeight;
507
+ quaternions = [];
508
+ weights = [];
509
+ quaternions.push(originalValue);
510
+ weights.push(scale);
511
+ }
512
+ else {
513
+ if (holder.animations.length === 2) {
514
+ // Slerp as soon as we can
515
+ Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
516
+ if (holder.totalAdditiveWeight === 0) {
517
+ return refQuaternion;
518
+ }
519
+ }
520
+ quaternions = [];
521
+ weights = [];
522
+ normalizer = holder.totalWeight;
523
+ }
524
+ for (let animIndex = 0; animIndex < holder.animations.length; animIndex++) {
525
+ const runtimeAnimation = holder.animations[animIndex];
526
+ quaternions.push(runtimeAnimation.currentValue);
527
+ weights.push(runtimeAnimation.weight / normalizer);
528
+ }
529
+ // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
530
+ let cumulativeAmount = 0;
531
+ for (let index = 0; index < quaternions.length;) {
532
+ if (!index) {
533
+ Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
534
+ cumulativeQuaternion = refQuaternion;
535
+ cumulativeAmount = weights[index] + weights[index + 1];
536
+ index += 2;
537
+ continue;
538
+ }
539
+ cumulativeAmount += weights[index];
540
+ Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
541
+ index++;
542
+ }
543
+ }
544
+ // Add up the additive animations
545
+ for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {
546
+ const runtimeAnimation = holder.additiveAnimations[animIndex];
547
+ if (runtimeAnimation.weight === 0) {
548
+ continue;
549
+ }
550
+ cumulativeQuaternion.multiplyToRef(runtimeAnimation.currentValue, TmpVectors.Quaternion[0]);
551
+ Quaternion.SlerpToRef(cumulativeQuaternion, TmpVectors.Quaternion[0], runtimeAnimation.weight, cumulativeQuaternion);
552
+ }
553
+ return cumulativeQuaternion;
554
+ }
555
+ /** @internal */
556
+ function ProcessLateAnimationBindings(scene) {
557
+ if (!scene._registeredForLateAnimationBindings.length) {
558
+ return;
559
+ }
560
+ for (let index = 0; index < scene._registeredForLateAnimationBindings.length; index++) {
561
+ const target = scene._registeredForLateAnimationBindings.data[index];
562
+ for (const path in target._lateAnimationHolders) {
563
+ const holder = target._lateAnimationHolders[path];
564
+ const originalAnimation = holder.animations[0];
565
+ const originalValue = holder.originalValue;
566
+ if (originalValue === undefined || originalValue === null) {
567
+ continue;
568
+ }
569
+ const matrixDecomposeMode = Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
570
+ let finalValue = target[path];
571
+ if (matrixDecomposeMode) {
572
+ finalValue = ProcessLateAnimationBindingsForMatrices(holder);
573
+ }
574
+ else {
575
+ const quaternionMode = originalValue.w !== undefined;
576
+ if (quaternionMode) {
577
+ finalValue = ProcessLateAnimationBindingsForQuaternions(holder, finalValue || Quaternion.Identity());
578
+ }
579
+ else {
580
+ let startIndex = 0;
581
+ let normalizer = 1.0;
582
+ const originalAnimationIsLoopRelativeFromCurrent = originalAnimation && originalAnimation._animationState.loopMode === Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT;
583
+ if (holder.totalWeight < 1.0) {
584
+ // We need to mix the original value in
585
+ if (originalAnimationIsLoopRelativeFromCurrent) {
586
+ finalValue = originalValue.clone ? originalValue.clone() : originalValue;
587
+ }
588
+ else if (originalAnimation && originalValue.scale) {
589
+ finalValue = originalValue.scale(1.0 - holder.totalWeight);
590
+ }
591
+ else if (originalAnimation) {
592
+ finalValue = originalValue * (1.0 - holder.totalWeight);
593
+ }
594
+ else if (originalValue.clone) {
595
+ finalValue = originalValue.clone();
596
+ }
597
+ else {
598
+ finalValue = originalValue;
599
+ }
600
+ }
601
+ else if (originalAnimation) {
602
+ // We need to normalize the weights
603
+ normalizer = holder.totalWeight;
604
+ const scale = originalAnimation.weight / normalizer;
605
+ if (scale !== 1) {
606
+ if (originalAnimation.currentValue.scale) {
607
+ finalValue = originalAnimation.currentValue.scale(scale);
608
+ }
609
+ else {
610
+ finalValue = originalAnimation.currentValue * scale;
611
+ }
612
+ }
613
+ else {
614
+ finalValue = originalAnimation.currentValue;
615
+ }
616
+ if (originalAnimationIsLoopRelativeFromCurrent) {
617
+ if (finalValue.addToRef) {
618
+ finalValue.addToRef(originalValue, finalValue);
619
+ }
620
+ else {
621
+ finalValue += originalValue;
622
+ }
623
+ }
624
+ startIndex = 1;
625
+ }
626
+ // Add up the override animations
627
+ for (let animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
628
+ const runtimeAnimation = holder.animations[animIndex];
629
+ const scale = runtimeAnimation.weight / normalizer;
630
+ if (!scale) {
631
+ continue;
632
+ }
633
+ else if (runtimeAnimation.currentValue.scaleAndAddToRef) {
634
+ runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
635
+ }
636
+ else {
637
+ finalValue += runtimeAnimation.currentValue * scale;
638
+ }
639
+ }
640
+ // Add up the additive animations
641
+ for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {
642
+ const runtimeAnimation = holder.additiveAnimations[animIndex];
643
+ const scale = runtimeAnimation.weight;
644
+ if (!scale) {
645
+ continue;
646
+ }
647
+ else if (runtimeAnimation.currentValue.scaleAndAddToRef) {
648
+ runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
649
+ }
650
+ else {
651
+ finalValue += runtimeAnimation.currentValue * scale;
652
+ }
653
+ }
654
+ }
655
+ }
656
+ target[path] = finalValue;
657
+ }
658
+ target._lateAnimationHolders = {};
659
+ }
660
+ scene._registeredForLateAnimationBindings.reset();
661
+ }
662
+ /** @internal */
663
+ export function RegisterTargetForLateAnimationBinding(scene, runtimeAnimation, originalValue) {
664
+ const target = runtimeAnimation.target;
665
+ scene._registeredForLateAnimationBindings.pushNoDuplicate(target);
666
+ if (!target._lateAnimationHolders) {
667
+ target._lateAnimationHolders = {};
668
+ }
669
+ if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
670
+ target._lateAnimationHolders[runtimeAnimation.targetPath] = {
671
+ totalWeight: 0,
672
+ totalAdditiveWeight: 0,
673
+ animations: [],
674
+ additiveAnimations: [],
675
+ originalValue: originalValue,
676
+ };
677
+ }
678
+ if (runtimeAnimation.isAdditive) {
679
+ target._lateAnimationHolders[runtimeAnimation.targetPath].additiveAnimations.push(runtimeAnimation);
680
+ target._lateAnimationHolders[runtimeAnimation.targetPath].totalAdditiveWeight += runtimeAnimation.weight;
681
+ }
682
+ else {
683
+ target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
684
+ target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
685
+ }
686
+ }
687
+ /**
688
+ * Initialize all the inter dependecies between the animations and Scene and Bone
689
+ * @param sceneClass defines the scene prototype to use
690
+ * @param boneClass defines the bone prototype to use
691
+ */
692
+ export function AddAnimationExtensions(sceneClass, boneClass) {
693
+ if (boneClass) {
694
+ boneClass.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired = false, skelDimensionsRatio = null) {
695
+ // all animation may be coming from a library skeleton, so may need to create animation
696
+ if (this.animations.length === 0) {
697
+ this.animations.push(new Animation(this.name, "_matrix", source.animations[0].framePerSecond, Animation.ANIMATIONTYPE_MATRIX, 0));
698
+ this.animations[0].setKeys([]);
699
+ }
700
+ // get animation info / verify there is such a range from the source bone
701
+ const sourceRange = source.animations[0].getRange(rangeName);
702
+ if (!sourceRange) {
703
+ return false;
704
+ }
705
+ const from = sourceRange.from;
706
+ const to = sourceRange.to;
707
+ const sourceKeys = source.animations[0].getKeys();
708
+ // rescaling prep
709
+ const sourceBoneLength = source.length;
710
+ const sourceParent = source.getParent();
711
+ const parent = this.getParent();
712
+ const parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
713
+ const parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
714
+ const dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
715
+ const destKeys = this.animations[0].getKeys();
716
+ // loop vars declaration
717
+ let orig;
718
+ let origTranslation;
719
+ let mat;
720
+ for (let key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
721
+ orig = sourceKeys[key];
722
+ if (orig.frame >= from && orig.frame <= to) {
723
+ if (rescaleAsRequired) {
724
+ mat = orig.value.clone();
725
+ // scale based on parent ratio, when bone has parent
726
+ if (parentScalingReqd) {
727
+ origTranslation = mat.getTranslation();
728
+ mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
729
+ // scale based on skeleton dimension ratio when root bone, and value is passed
730
+ }
731
+ else if (dimensionsScalingReqd && skelDimensionsRatio) {
732
+ origTranslation = mat.getTranslation();
733
+ mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
734
+ // use original when root bone, and no data for skelDimensionsRatio
735
+ }
736
+ else {
737
+ mat = orig.value;
738
+ }
739
+ }
740
+ else {
741
+ mat = orig.value;
742
+ }
743
+ destKeys.push({ frame: orig.frame + frameOffset, value: mat });
744
+ }
745
+ }
746
+ this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
747
+ return true;
748
+ };
749
+ }
750
+ if (!sceneClass) {
751
+ return;
752
+ }
753
+ sceneClass.prototype._animate = function (customDeltaTime) {
754
+ if (!this.animationsEnabled) {
755
+ return;
756
+ }
757
+ // Getting time
758
+ const now = PrecisionDate.Now;
759
+ if (!this._animationTimeLast) {
760
+ if (this._pendingData.length > 0) {
761
+ return;
762
+ }
763
+ this._animationTimeLast = now;
764
+ }
765
+ this.deltaTime = customDeltaTime !== undefined ? customDeltaTime : this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
766
+ this._animationTimeLast = now;
767
+ const animatables = this._activeAnimatables;
768
+ if (animatables.length === 0) {
769
+ return;
770
+ }
771
+ this._animationTime += this.deltaTime;
772
+ const animationTime = this._animationTime;
773
+ for (let index = 0; index < animatables.length; index++) {
774
+ const animatable = animatables[index];
775
+ if (!animatable._animate(animationTime) && animatable.disposeOnEnd) {
776
+ index--; // Array was updated
777
+ }
778
+ }
779
+ // Late animation bindings
780
+ ProcessLateAnimationBindings(this);
781
+ };
782
+ sceneClass.prototype.sortActiveAnimatables = function () {
783
+ this._activeAnimatables.sort((a, b) => {
784
+ return a.playOrder - b.playOrder;
785
+ });
786
+ };
787
+ sceneClass.prototype.beginWeightedAnimation = function (target, from, to, weight = 1.0, loop, speedRatio = 1.0, onAnimationEnd, animatable, targetMask, onAnimationLoop, isAdditive = false) {
788
+ const returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask, onAnimationLoop, isAdditive);
789
+ returnedAnimatable.weight = weight;
790
+ return returnedAnimatable;
791
+ };
792
+ sceneClass.prototype.beginAnimation = function (target, from, to, loop, speedRatio = 1.0, onAnimationEnd, animatable, stopCurrent = true, targetMask, onAnimationLoop, isAdditive = false) {
793
+ // get speed speedRatio, to and from, based on the sign and value(s)
794
+ if (speedRatio < 0) {
795
+ const tmp = from;
796
+ from = to;
797
+ to = tmp;
798
+ speedRatio = -speedRatio;
799
+ }
800
+ // if from > to switch speed ratio
801
+ if (from > to) {
802
+ speedRatio = -speedRatio;
803
+ }
804
+ if (stopCurrent) {
805
+ this.stopAnimation(target, undefined, targetMask);
806
+ }
807
+ if (!animatable) {
808
+ animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, undefined, onAnimationLoop, isAdditive);
809
+ }
810
+ const shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
811
+ // Local animations
812
+ if (target.animations && shouldRunTargetAnimations) {
813
+ animatable.appendAnimations(target, target.animations);
814
+ }
815
+ // Children animations
816
+ if (target.getAnimatables) {
817
+ const animatables = target.getAnimatables();
818
+ for (let index = 0; index < animatables.length; index++) {
819
+ this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop);
820
+ }
821
+ }
822
+ animatable.reset();
823
+ return animatable;
824
+ };
825
+ sceneClass.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio = 1.0, onAnimationEnd, animatable, stopCurrent = true, targetMask, onAnimationLoop, isAdditive = false) {
826
+ const children = target.getDescendants(directDescendantsOnly);
827
+ const result = [];
828
+ result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, undefined, isAdditive));
829
+ for (const child of children) {
830
+ result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, undefined, isAdditive));
831
+ }
832
+ return result;
833
+ };
834
+ sceneClass.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio = 1.0, onAnimationEnd, onAnimationLoop, isAdditive = false) {
835
+ // get speed speedRatio, to and from, based on the sign and value(s)
836
+ if (speedRatio < 0) {
837
+ const tmp = from;
838
+ from = to;
839
+ to = tmp;
840
+ speedRatio = -speedRatio;
841
+ }
842
+ // if from > to switch speed ratio
843
+ if (from > to) {
844
+ speedRatio = -speedRatio;
845
+ }
846
+ const animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations, onAnimationLoop, isAdditive);
847
+ return animatable;
848
+ };
849
+ sceneClass.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop, isAdditive = false) {
850
+ const children = target.getDescendants(directDescendantsOnly);
851
+ const result = [];
852
+ result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop, isAdditive));
853
+ for (const child of children) {
854
+ result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop, isAdditive));
855
+ }
856
+ return result;
857
+ };
858
+ sceneClass.prototype.getAnimatableByTarget = function (target) {
859
+ for (let index = 0; index < this._activeAnimatables.length; index++) {
860
+ if (this._activeAnimatables[index].target === target) {
861
+ return this._activeAnimatables[index];
862
+ }
863
+ }
864
+ return null;
865
+ };
866
+ sceneClass.prototype.getAllAnimatablesByTarget = function (target) {
867
+ const result = [];
868
+ for (let index = 0; index < this._activeAnimatables.length; index++) {
869
+ if (this._activeAnimatables[index].target === target) {
870
+ result.push(this._activeAnimatables[index]);
871
+ }
872
+ }
873
+ return result;
874
+ };
875
+ sceneClass.prototype.stopAnimation = function (target, animationName, targetMask) {
876
+ const animatables = this.getAllAnimatablesByTarget(target);
877
+ for (const animatable of animatables) {
878
+ animatable.stop(animationName, targetMask);
879
+ }
880
+ };
881
+ sceneClass.prototype.stopAllAnimations = function () {
882
+ if (this._activeAnimatables) {
883
+ for (let i = 0; i < this._activeAnimatables.length; i++) {
884
+ this._activeAnimatables[i].stop(undefined, undefined, true);
885
+ }
886
+ this._activeAnimatables.length = 0;
887
+ }
888
+ for (const group of this.animationGroups) {
889
+ group.stop();
890
+ }
891
+ };
892
+ }
893
+ //# sourceMappingURL=animatable.core.js.map