@babylonjs/core 8.14.2 → 8.15.1

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.
@@ -24,6 +24,12 @@ export declare class Animatable {
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  isAdditive: boolean;
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  /** [0] defines the order in which this animatable should be processed in the list of active animatables (default: 0) */
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  playOrder: number;
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+ /**
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+ * If true, the animatable will be processed even if it is considered actively paused (weight of 0 and previous weight of 0).
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+ * This can be used to force the full processing of paused animatables in the animation engine.
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+ * Default is false.
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+ */
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+ static ProcessPausedAnimatables: boolean;
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  private _localDelayOffset;
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  private _pausedDelay;
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  private _manualJumpDelay;
@@ -372,7 +372,7 @@ export class Animatable {
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  this._frameToSyncFromJump = null;
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  }
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  this._goToFrame = null;
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- if (this._weight === 0 && this._previousWeight === 0) {
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+ if (!Animatable.ProcessPausedAnimatables && this._weight === 0 && this._previousWeight === 0) {
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  // We consider that an animatable with a weight === 0 is "actively" paused
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  return true;
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  }
@@ -408,6 +408,12 @@ export class Animatable {
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  return running;
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  }
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  }
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+ /**
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+ * If true, the animatable will be processed even if it is considered actively paused (weight of 0 and previous weight of 0).
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+ * This can be used to force the full processing of paused animatables in the animation engine.
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+ * Default is false.
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+ */
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+ Animatable.ProcessPausedAnimatables = false;
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  /** @internal */
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  function ProcessLateAnimationBindingsForMatrices(holder) {
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  if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {
@@ -1 +1 @@
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- 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{ Observable } from \"core/Misc/observable\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { RuntimeAnimation } from \"./runtimeAnimation\";\r\nimport { Animation } from \"./animation\";\r\nimport { PrecisionDate } from \"core/Misc/precisionDate\";\r\nimport { Matrix, Quaternion, TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Bone } from \"core/Bones/bone\";\r\nimport type { Node } from \"../node\";\r\n\r\n/**\r\n * Class used to store an actual running animation\r\n */\r\nexport class Animatable {\r\n private _localDelayOffset: Nullable<number> = null;\r\n private _pausedDelay: Nullable<number> = null;\r\n private _manualJumpDelay: Nullable<number> = null;\r\n /** @hidden */\r\n public _runtimeAnimations = new Array<RuntimeAnimation>();\r\n private _paused = false;\r\n private _scene: Scene;\r\n private _speedRatio = 1;\r\n private _weight = -1.0;\r\n private _previousWeight = -1.0;\r\n private _syncRoot: Nullable<Animatable> = null;\r\n private _frameToSyncFromJump: Nullable<number> = null;\r\n private _goToFrame: Nullable<number> = null;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.\r\n * This will only apply for non looping animation (default is true)\r\n */\r\n public disposeOnEnd = true;\r\n\r\n /**\r\n * Gets a boolean indicating if the animation has started\r\n */\r\n public animationStarted = false;\r\n\r\n /**\r\n * Observer raised when the animation ends\r\n */\r\n public onAnimationEndObservable = new Observable<Animatable>();\r\n\r\n /**\r\n * Observer raised when the animation loops\r\n */\r\n public onAnimationLoopObservable = new Observable<Animatable>();\r\n\r\n /**\r\n * Gets the root Animatable used to synchronize and normalize animations\r\n */\r\n public get syncRoot(): Nullable<Animatable> {\r\n return this._syncRoot;\r\n }\r\n\r\n /**\r\n * Gets the current frame of the first RuntimeAnimation\r\n * Used to synchronize Animatables\r\n */\r\n public get masterFrame(): number {\r\n if (this._runtimeAnimations.length === 0) {\r\n return 0;\r\n }\r\n\r\n return this._runtimeAnimations[0].currentFrame;\r\n }\r\n\r\n /**\r\n * Gets or sets the animatable weight (-1.0 by default meaning not weighted)\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n public set weight(value: number) {\r\n if (value === -1) {\r\n // -1 is ok and means no weight\r\n this._weight = -1;\r\n return;\r\n }\r\n\r\n // Else weight must be in [0, 1] range\r\n this._weight = Math.min(Math.max(value, 0), 1.0);\r\n }\r\n\r\n /**\r\n * Gets or sets the speed ratio to apply to the animatable (1.0 by default)\r\n */\r\n public get speedRatio(): number {\r\n return this._speedRatio;\r\n }\r\n\r\n public set speedRatio(value: number) {\r\n for (let index = 0; index < this._runtimeAnimations.length; index++) {\r\n const animation = this._runtimeAnimations[index];\r\n\r\n animation._prepareForSpeedRatioChange(value);\r\n }\r\n this._speedRatio = value;\r\n\r\n // Resync _manualJumpDelay in case goToFrame was called before speedRatio was set.\r\n if (this._goToFrame !== null) {\r\n this.goToFrame(this._goToFrame);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the elapsed time since the animatable started in milliseconds\r\n */\r\n public get elapsedTime(): number {\r\n return this._localDelayOffset === null ? 0 : this._scene._animationTime - this._localDelayOffset;\r\n }\r\n\r\n /**\r\n * Creates a new Animatable\r\n * @param scene defines the hosting scene\r\n * @param target defines the target object\r\n * @param fromFrame defines the starting frame number (default is 0)\r\n * @param toFrame defines the ending frame number (default is 100)\r\n * @param loopAnimation defines if the animation must loop (default is false)\r\n * @param speedRatio defines the factor to apply to animation speed (default is 1)\r\n * @param onAnimationEnd defines a callback to call when animation ends if it is not looping\r\n * @param animations defines a group of animation to add to the new Animatable\r\n * @param onAnimationLoop defines a callback to call when animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively\r\n * @param playOrder defines the order in which this animatable should be processed in the list of active animatables (default: 0)\r\n */\r\n constructor(\r\n scene: Scene,\r\n /** defines the target object */\r\n public target: any,\r\n /** [0] defines the starting frame number (default is 0) */\r\n public fromFrame: number = 0,\r\n /** [100] defines the ending frame number (default is 100) */\r\n public toFrame: number = 100,\r\n /** [false] defines if the animation must loop (default is false) */\r\n public loopAnimation: boolean = false,\r\n speedRatio: number = 1.0,\r\n /** defines a callback to call when animation ends if it is not looping */\r\n public onAnimationEnd?: Nullable<() => void>,\r\n animations?: Animation[],\r\n /** defines a callback to call when animation loops */\r\n public onAnimationLoop?: Nullable<() => void>,\r\n /** [false] defines whether the animation should be evaluated additively */\r\n public isAdditive: boolean = false,\r\n /** [0] defines the order in which this animatable should be processed in the list of active animatables (default: 0) */\r\n public playOrder = 0\r\n ) {\r\n this._scene = scene;\r\n if (animations) {\r\n this.appendAnimations(target, animations);\r\n }\r\n\r\n this._speedRatio = speedRatio;\r\n scene._activeAnimatables.push(this);\r\n }\r\n\r\n // Methods\r\n /**\r\n * Synchronize and normalize current Animatable with a source Animatable\r\n * This is useful when using animation weights and when animations are not of the same length\r\n * @param root defines the root Animatable to synchronize with (null to stop synchronizing)\r\n * @returns the current Animatable\r\n */\r\n public syncWith(root: Nullable<Animatable>): Animatable {\r\n this._syncRoot = root;\r\n\r\n if (root) {\r\n // Make sure this animatable will animate after the root\r\n const index = this._scene._activeAnimatables.indexOf(this);\r\n if (index > -1) {\r\n this._scene._activeAnimatables.splice(index, 1);\r\n this._scene._activeAnimatables.push(this);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the list of runtime animations\r\n * @returns an array of RuntimeAnimation\r\n */\r\n public getAnimations(): RuntimeAnimation[] {\r\n return this._runtimeAnimations;\r\n }\r\n\r\n /**\r\n * Adds more animations to the current animatable\r\n * @param target defines the target of the animations\r\n * @param animations defines the new animations to add\r\n */\r\n public appendAnimations(target: any, animations: Animation[]): void {\r\n for (let index = 0; index < animations.length; index++) {\r\n const animation = animations[index];\r\n\r\n const newRuntimeAnimation = new RuntimeAnimation(target, animation, this._scene, this);\r\n newRuntimeAnimation._onLoop = () => {\r\n this.onAnimationLoopObservable.notifyObservers(this);\r\n if (this.onAnimationLoop) {\r\n this.onAnimationLoop();\r\n }\r\n };\r\n\r\n this._runtimeAnimations.push(newRuntimeAnimation);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the source animation for a specific property\r\n * @param property defines the property to look for\r\n * @returns null or the source animation for the given property\r\n */\r\n public getAnimationByTargetProperty(property: string): Nullable<Animation> {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n if (runtimeAnimations[index].animation.targetProperty === property) {\r\n return runtimeAnimations[index].animation;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the runtime animation for a specific property\r\n * @param property defines the property to look for\r\n * @returns null or the runtime animation for the given property\r\n */\r\n public getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation> {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n if (runtimeAnimations[index].animation.targetProperty === property) {\r\n return runtimeAnimations[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Resets the animatable to its original state\r\n */\r\n public reset(): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].reset(true);\r\n }\r\n\r\n this._localDelayOffset = null;\r\n this._pausedDelay = null;\r\n }\r\n\r\n /**\r\n * Allows the animatable to blend with current running animations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending\r\n * @param blendingSpeed defines the blending speed to use\r\n */\r\n public enableBlending(blendingSpeed: number): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].animation.enableBlending = true;\r\n runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;\r\n }\r\n }\r\n\r\n /**\r\n * Disable animation blending\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending\r\n */\r\n public disableBlending(): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].animation.enableBlending = false;\r\n }\r\n }\r\n\r\n /**\r\n * Jump directly to a given frame\r\n * @param frame defines the frame to jump to\r\n * @param useWeight defines whether the animation weight should be applied to the image to be jumped to (false by default)\r\n */\r\n public goToFrame(frame: number, useWeight = false): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n if (runtimeAnimations[0]) {\r\n const fps = runtimeAnimations[0].animation.framePerSecond;\r\n this._frameToSyncFromJump = this._frameToSyncFromJump ?? runtimeAnimations[0].currentFrame;\r\n const delay = this.speedRatio === 0 ? 0 : (((frame - this._frameToSyncFromJump) / fps) * 1000) / this.speedRatio;\r\n this._manualJumpDelay = -delay;\r\n }\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].goToFrame(frame, useWeight ? this._weight : -1);\r\n }\r\n\r\n this._goToFrame = frame;\r\n }\r\n\r\n /**\r\n * Returns true if the animations for this animatable are paused\r\n */\r\n public get paused() {\r\n return this._paused;\r\n }\r\n\r\n /**\r\n * Pause the animation\r\n */\r\n public pause(): void {\r\n if (this._paused) {\r\n return;\r\n }\r\n this._paused = true;\r\n }\r\n\r\n /**\r\n * Restart the animation\r\n */\r\n public restart(): void {\r\n this._paused = false;\r\n }\r\n\r\n private _raiseOnAnimationEnd() {\r\n if (this.onAnimationEnd) {\r\n this.onAnimationEnd();\r\n }\r\n\r\n this.onAnimationEndObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Stop and delete the current animation\r\n * @param animationName defines a string used to only stop some of the runtime animations instead of all\r\n * @param targetMask a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)\r\n * @param useGlobalSplice if true, the animatables will be removed by the caller of this function (false by default)\r\n * @param skipOnAnimationEnd defines if the system should not raise onAnimationEnd. Default is false\r\n */\r\n public stop(animationName?: string, targetMask?: (target: any) => boolean, useGlobalSplice = false, skipOnAnimationEnd = false): void {\r\n if (animationName || targetMask) {\r\n const idx = this._scene._activeAnimatables.indexOf(this);\r\n\r\n if (idx > -1) {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = runtimeAnimations.length - 1; index >= 0; index--) {\r\n const runtimeAnimation = runtimeAnimations[index];\r\n if (animationName && runtimeAnimation.animation.name != animationName) {\r\n continue;\r\n }\r\n if (targetMask && !targetMask(runtimeAnimation.target)) {\r\n continue;\r\n }\r\n\r\n runtimeAnimation.dispose();\r\n runtimeAnimations.splice(index, 1);\r\n }\r\n\r\n if (runtimeAnimations.length == 0) {\r\n if (!useGlobalSplice) {\r\n this._scene._activeAnimatables.splice(idx, 1);\r\n }\r\n if (!skipOnAnimationEnd) {\r\n this._raiseOnAnimationEnd();\r\n }\r\n }\r\n }\r\n } else {\r\n const index = this._scene._activeAnimatables.indexOf(this);\r\n\r\n if (index > -1) {\r\n if (!useGlobalSplice) {\r\n this._scene._activeAnimatables.splice(index, 1);\r\n }\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].dispose();\r\n }\r\n\r\n this._runtimeAnimations.length = 0;\r\n\r\n if (!skipOnAnimationEnd) {\r\n this._raiseOnAnimationEnd();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Wait asynchronously for the animation to end\r\n * @returns a promise which will be fulfilled when the animation ends\r\n */\r\n public async waitAsync(): Promise<Animatable> {\r\n return await new Promise((resolve) => {\r\n this.onAnimationEndObservable.add(\r\n () => {\r\n resolve(this);\r\n },\r\n undefined,\r\n undefined,\r\n this,\r\n true\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _animate(delay: number): boolean {\r\n if (this._paused) {\r\n this.animationStarted = false;\r\n if (this._pausedDelay === null) {\r\n this._pausedDelay = delay;\r\n }\r\n return true;\r\n }\r\n\r\n if (this._localDelayOffset === null) {\r\n this._localDelayOffset = delay;\r\n this._pausedDelay = null;\r\n } else if (this._pausedDelay !== null) {\r\n this._localDelayOffset += delay - this._pausedDelay;\r\n this._pausedDelay = null;\r\n }\r\n\r\n if (this._manualJumpDelay !== null) {\r\n this._localDelayOffset += this.speedRatio < 0 ? -this._manualJumpDelay : this._manualJumpDelay;\r\n this._manualJumpDelay = null;\r\n this._frameToSyncFromJump = null;\r\n }\r\n\r\n this._goToFrame = null;\r\n\r\n if (this._weight === 0 && this._previousWeight === 0) {\r\n // We consider that an animatable with a weight === 0 is \"actively\" paused\r\n return true;\r\n }\r\n\r\n this._previousWeight = this._weight;\r\n\r\n // Animating\r\n let running = false;\r\n const runtimeAnimations = this._runtimeAnimations;\r\n let index: number;\r\n\r\n for (index = 0; index < runtimeAnimations.length; index++) {\r\n const animation = runtimeAnimations[index];\r\n const isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);\r\n running = running || isRunning;\r\n }\r\n\r\n this.animationStarted = running;\r\n\r\n if (!running) {\r\n if (this.disposeOnEnd) {\r\n // Remove from active animatables\r\n index = this._scene._activeAnimatables.indexOf(this);\r\n this._scene._activeAnimatables.splice(index, 1);\r\n\r\n // Dispose all runtime animations\r\n for (index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].dispose();\r\n }\r\n }\r\n\r\n this._raiseOnAnimationEnd();\r\n\r\n if (this.disposeOnEnd) {\r\n this.onAnimationEnd = null;\r\n this.onAnimationLoop = null;\r\n this.onAnimationLoopObservable.clear();\r\n this.onAnimationEndObservable.clear();\r\n }\r\n }\r\n\r\n return running;\r\n }\r\n}\r\n\r\n/** @internal */\r\nfunction ProcessLateAnimationBindingsForMatrices(holder: {\r\n totalWeight: number;\r\n totalAdditiveWeight: number;\r\n animations: RuntimeAnimation[];\r\n additiveAnimations: RuntimeAnimation[];\r\n originalValue: Matrix;\r\n}): any {\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {\r\n return holder.originalValue;\r\n }\r\n\r\n let normalizer = 1.0;\r\n const finalPosition = TmpVectors.Vector3[0];\r\n const finalScaling = TmpVectors.Vector3[1];\r\n const finalQuaternion = TmpVectors.Quaternion[0];\r\n let startIndex = 0;\r\n const originalAnimation = holder.animations[0];\r\n const originalValue = holder.originalValue;\r\n\r\n let scale = 1;\r\n let skipOverride = false;\r\n if (holder.totalWeight < 1.0) {\r\n // We need to mix the original value in\r\n scale = 1.0 - holder.totalWeight;\r\n originalValue.decompose(finalScaling, finalQuaternion, finalPosition);\r\n } else {\r\n startIndex = 1;\r\n // We need to normalize the weights\r\n normalizer = holder.totalWeight;\r\n scale = originalAnimation.weight / normalizer;\r\n if (scale == 1) {\r\n if (holder.totalAdditiveWeight) {\r\n skipOverride = true;\r\n } else {\r\n return originalAnimation.currentValue;\r\n }\r\n }\r\n\r\n originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);\r\n }\r\n\r\n // Add up the override animations\r\n if (!skipOverride) {\r\n finalScaling.scaleInPlace(scale);\r\n finalPosition.scaleInPlace(scale);\r\n finalQuaternion.scaleInPlace(scale);\r\n\r\n for (let animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {\r\n const runtimeAnimation = holder.animations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n scale = runtimeAnimation.weight / normalizer;\r\n const currentPosition = TmpVectors.Vector3[2];\r\n const currentScaling = TmpVectors.Vector3[3];\r\n const currentQuaternion = TmpVectors.Quaternion[1];\r\n\r\n runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);\r\n\r\n currentScaling.scaleAndAddToRef(scale, finalScaling);\r\n currentQuaternion.scaleAndAddToRef(Quaternion.Dot(finalQuaternion, currentQuaternion) > 0 ? scale : -scale, finalQuaternion);\r\n currentPosition.scaleAndAddToRef(scale, finalPosition);\r\n }\r\n\r\n finalQuaternion.normalize();\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n const runtimeAnimation = holder.additiveAnimations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n const currentPosition = TmpVectors.Vector3[2];\r\n const currentScaling = TmpVectors.Vector3[3];\r\n const currentQuaternion = TmpVectors.Quaternion[1];\r\n\r\n runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);\r\n currentScaling.multiplyToRef(finalScaling, currentScaling);\r\n Vector3.LerpToRef(finalScaling, currentScaling, runtimeAnimation.weight, finalScaling);\r\n finalQuaternion.multiplyToRef(currentQuaternion, currentQuaternion);\r\n Quaternion.SlerpToRef(finalQuaternion, currentQuaternion, runtimeAnimation.weight, finalQuaternion);\r\n currentPosition.scaleAndAddToRef(runtimeAnimation.weight, finalPosition);\r\n }\r\n\r\n const workValue = originalAnimation ? originalAnimation._animationState.workValue : TmpVectors.Matrix[0].clone();\r\n Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, workValue);\r\n return workValue;\r\n}\r\n\r\n/** @internal */\r\nfunction ProcessLateAnimationBindingsForQuaternions(\r\n holder: {\r\n totalWeight: number;\r\n totalAdditiveWeight: number;\r\n animations: RuntimeAnimation[];\r\n additiveAnimations: RuntimeAnimation[];\r\n originalValue: Quaternion;\r\n },\r\n refQuaternion: Quaternion\r\n): Quaternion {\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {\r\n return refQuaternion;\r\n }\r\n\r\n const originalAnimation = holder.animations[0];\r\n const originalValue = holder.originalValue;\r\n let cumulativeQuaternion = refQuaternion;\r\n\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight > 0) {\r\n cumulativeQuaternion.copyFrom(originalValue);\r\n } else if (holder.animations.length === 1) {\r\n Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), cumulativeQuaternion);\r\n\r\n if (holder.totalAdditiveWeight === 0) {\r\n return cumulativeQuaternion;\r\n }\r\n } else if (holder.animations.length > 1) {\r\n // Add up the override animations\r\n let normalizer = 1.0;\r\n let quaternions: Array<Quaternion>;\r\n let weights: Array<number>;\r\n\r\n if (holder.totalWeight < 1.0) {\r\n const scale = 1.0 - holder.totalWeight;\r\n\r\n quaternions = [];\r\n weights = [];\r\n\r\n quaternions.push(originalValue);\r\n weights.push(scale);\r\n } else {\r\n if (holder.animations.length === 2) {\r\n // Slerp as soon as we can\r\n Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);\r\n\r\n if (holder.totalAdditiveWeight === 0) {\r\n return refQuaternion;\r\n }\r\n }\r\n\r\n quaternions = [];\r\n weights = [];\r\n normalizer = holder.totalWeight;\r\n }\r\n\r\n for (let animIndex = 0; animIndex < holder.animations.length; animIndex++) {\r\n const runtimeAnimation = holder.animations[animIndex];\r\n quaternions.push(runtimeAnimation.currentValue);\r\n weights.push(runtimeAnimation.weight / normalizer);\r\n }\r\n\r\n // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions\r\n\r\n let cumulativeAmount = 0;\r\n for (let index = 0; index < quaternions.length; ) {\r\n if (!index) {\r\n Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);\r\n cumulativeQuaternion = refQuaternion;\r\n cumulativeAmount = weights[index] + weights[index + 1];\r\n index += 2;\r\n continue;\r\n }\r\n cumulativeAmount += weights[index];\r\n Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);\r\n index++;\r\n }\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n const runtimeAnimation = holder.additiveAnimations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n cumulativeQuaternion.multiplyToRef(runtimeAnimation.currentValue, TmpVectors.Quaternion[0]);\r\n Quaternion.SlerpToRef(cumulativeQuaternion, TmpVectors.Quaternion[0], runtimeAnimation.weight, cumulativeQuaternion);\r\n }\r\n\r\n return cumulativeQuaternion;\r\n}\r\n\r\n/** @internal */\r\nfunction ProcessLateAnimationBindings(scene: Scene): void {\r\n if (!scene._registeredForLateAnimationBindings.length) {\r\n return;\r\n }\r\n for (let index = 0; index < scene._registeredForLateAnimationBindings.length; index++) {\r\n const target = scene._registeredForLateAnimationBindings.data[index];\r\n\r\n for (const path in target._lateAnimationHolders) {\r\n const holder = target._lateAnimationHolders[path];\r\n const originalAnimation: RuntimeAnimation = holder.animations[0];\r\n const originalValue = holder.originalValue;\r\n if (originalValue === undefined || originalValue === null) {\r\n continue;\r\n }\r\n const matrixDecomposeMode = Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix\r\n\r\n let finalValue: any = target[path];\r\n if (matrixDecomposeMode) {\r\n finalValue = ProcessLateAnimationBindingsForMatrices(holder);\r\n } else {\r\n const quaternionMode = originalValue.w !== undefined;\r\n if (quaternionMode) {\r\n finalValue = ProcessLateAnimationBindingsForQuaternions(holder, finalValue || Quaternion.Identity());\r\n } else {\r\n let startIndex = 0;\r\n let normalizer = 1.0;\r\n\r\n const originalAnimationIsLoopRelativeFromCurrent =\r\n originalAnimation && originalAnimation._animationState.loopMode === Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT;\r\n\r\n if (holder.totalWeight < 1.0) {\r\n // We need to mix the original value in\r\n if (originalAnimationIsLoopRelativeFromCurrent) {\r\n finalValue = originalValue.clone ? originalValue.clone() : originalValue;\r\n } else if (originalAnimation && originalValue.scale) {\r\n finalValue = originalValue.scale(1.0 - holder.totalWeight);\r\n } else if (originalAnimation) {\r\n finalValue = originalValue * (1.0 - holder.totalWeight);\r\n } else if (originalValue.clone) {\r\n finalValue = originalValue.clone();\r\n } else {\r\n finalValue = originalValue;\r\n }\r\n } else if (originalAnimation) {\r\n // We need to normalize the weights\r\n normalizer = holder.totalWeight;\r\n const scale = originalAnimation.weight / normalizer;\r\n if (scale !== 1) {\r\n if (originalAnimation.currentValue.scale) {\r\n finalValue = originalAnimation.currentValue.scale(scale);\r\n } else {\r\n finalValue = originalAnimation.currentValue * scale;\r\n }\r\n } else {\r\n finalValue = originalAnimation.currentValue;\r\n }\r\n\r\n if (originalAnimationIsLoopRelativeFromCurrent) {\r\n if (finalValue.addToRef) {\r\n finalValue.addToRef(originalValue, finalValue);\r\n } else {\r\n finalValue += originalValue;\r\n }\r\n }\r\n\r\n startIndex = 1;\r\n }\r\n\r\n // Add up the override animations\r\n for (let animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {\r\n const runtimeAnimation = holder.animations[animIndex];\r\n const scale = runtimeAnimation.weight / normalizer;\r\n\r\n if (!scale) {\r\n continue;\r\n } else if (runtimeAnimation.currentValue.scaleAndAddToRef) {\r\n runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);\r\n } else {\r\n finalValue += runtimeAnimation.currentValue * scale;\r\n }\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n const runtimeAnimation = holder.additiveAnimations[animIndex];\r\n const scale: number = runtimeAnimation.weight;\r\n\r\n if (!scale) {\r\n continue;\r\n } else if (runtimeAnimation.currentValue.scaleAndAddToRef) {\r\n runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);\r\n } else {\r\n finalValue += runtimeAnimation.currentValue * scale;\r\n }\r\n }\r\n }\r\n }\r\n target[path] = finalValue;\r\n }\r\n\r\n target._lateAnimationHolders = {};\r\n }\r\n scene._registeredForLateAnimationBindings.reset();\r\n}\r\n\r\n/** @internal */\r\nexport function RegisterTargetForLateAnimationBinding(scene: Scene, runtimeAnimation: RuntimeAnimation, originalValue: any): void {\r\n const target = runtimeAnimation.target;\r\n scene._registeredForLateAnimationBindings.pushNoDuplicate(target);\r\n\r\n if (!target._lateAnimationHolders) {\r\n target._lateAnimationHolders = {};\r\n }\r\n\r\n if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath] = {\r\n totalWeight: 0,\r\n totalAdditiveWeight: 0,\r\n animations: [],\r\n additiveAnimations: [],\r\n originalValue: originalValue,\r\n };\r\n }\r\n\r\n if (runtimeAnimation.isAdditive) {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].additiveAnimations.push(runtimeAnimation);\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].totalAdditiveWeight += runtimeAnimation.weight;\r\n } else {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;\r\n }\r\n}\r\n\r\n/**\r\n * Initialize all the inter dependecies between the animations and Scene and Bone\r\n * @param sceneClass defines the scene prototype to use\r\n * @param boneClass defines the bone prototype to use\r\n */\r\nexport function AddAnimationExtensions(sceneClass: typeof Scene, boneClass: typeof Bone): void {\r\n if (boneClass) {\r\n boneClass.prototype.copyAnimationRange = function (\r\n source: Bone,\r\n rangeName: string,\r\n frameOffset: number,\r\n rescaleAsRequired = false,\r\n skelDimensionsRatio: Nullable<Vector3> = null\r\n ): boolean {\r\n // all animation may be coming from a library skeleton, so may need to create animation\r\n if (this.animations.length === 0) {\r\n this.animations.push(new Animation(this.name, \"_matrix\", source.animations[0].framePerSecond, Animation.ANIMATIONTYPE_MATRIX, 0));\r\n this.animations[0].setKeys([]);\r\n }\r\n\r\n // get animation info / verify there is such a range from the source bone\r\n const sourceRange = source.animations[0].getRange(rangeName);\r\n if (!sourceRange) {\r\n return false;\r\n }\r\n const from = sourceRange.from;\r\n const to = sourceRange.to;\r\n const sourceKeys = source.animations[0].getKeys();\r\n\r\n // rescaling prep\r\n const sourceBoneLength = source.length;\r\n const sourceParent = source.getParent();\r\n const parent = this.getParent();\r\n const parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;\r\n const parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;\r\n\r\n const dimensionsScalingReqd =\r\n rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);\r\n\r\n const destKeys = this.animations[0].getKeys();\r\n\r\n // loop vars declaration\r\n let orig: { frame: number; value: Matrix };\r\n let origTranslation: Vector3;\r\n let mat: Matrix;\r\n\r\n for (let key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {\r\n orig = sourceKeys[key];\r\n if (orig.frame >= from && orig.frame <= to) {\r\n if (rescaleAsRequired) {\r\n mat = orig.value.clone();\r\n\r\n // scale based on parent ratio, when bone has parent\r\n if (parentScalingReqd) {\r\n origTranslation = mat.getTranslation();\r\n mat.setTranslation(origTranslation.scaleInPlace(parentRatio));\r\n\r\n // scale based on skeleton dimension ratio when root bone, and value is passed\r\n } else if (dimensionsScalingReqd && skelDimensionsRatio) {\r\n origTranslation = mat.getTranslation();\r\n mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));\r\n\r\n // use original when root bone, and no data for skelDimensionsRatio\r\n } else {\r\n mat = orig.value;\r\n }\r\n } else {\r\n mat = orig.value;\r\n }\r\n destKeys.push({ frame: orig.frame + frameOffset, value: mat });\r\n }\r\n }\r\n this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);\r\n return true;\r\n };\r\n }\r\n\r\n if (!sceneClass) {\r\n return;\r\n }\r\n\r\n sceneClass.prototype._animate = function (customDeltaTime?: number): void {\r\n if (!this.animationsEnabled) {\r\n return;\r\n }\r\n\r\n // Getting time\r\n const now = PrecisionDate.Now;\r\n if (!this._animationTimeLast) {\r\n if (this._pendingData.length > 0) {\r\n return;\r\n }\r\n this._animationTimeLast = now;\r\n }\r\n\r\n this.deltaTime = customDeltaTime !== undefined ? customDeltaTime : this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;\r\n this._animationTimeLast = now;\r\n\r\n const animatables = this._activeAnimatables;\r\n if (animatables.length === 0) {\r\n return;\r\n }\r\n\r\n this._animationTime += this.deltaTime;\r\n const animationTime = this._animationTime;\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n const animatable = animatables[index];\r\n\r\n if (!animatable._animate(animationTime) && animatable.disposeOnEnd) {\r\n index--; // Array was updated\r\n }\r\n }\r\n\r\n // Late animation bindings\r\n ProcessLateAnimationBindings(this);\r\n };\r\n\r\n sceneClass.prototype.sortActiveAnimatables = function (): void {\r\n this._activeAnimatables.sort((a, b) => {\r\n return a.playOrder - b.playOrder;\r\n });\r\n };\r\n\r\n sceneClass.prototype.beginWeightedAnimation = function (\r\n target: any,\r\n from: number,\r\n to: number,\r\n weight = 1.0,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n ): Animatable {\r\n const returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask, onAnimationLoop, isAdditive);\r\n returnedAnimatable.weight = weight;\r\n\r\n return returnedAnimatable;\r\n };\r\n\r\n sceneClass.prototype.beginAnimation = function (\r\n target: any,\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n stopCurrent = true,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n ): Animatable {\r\n // get speed speedRatio, to and from, based on the sign and value(s)\r\n if (speedRatio < 0) {\r\n const tmp = from;\r\n from = to;\r\n to = tmp;\r\n speedRatio = -speedRatio;\r\n }\r\n // if from > to switch speed ratio\r\n if (from > to) {\r\n speedRatio = -speedRatio;\r\n }\r\n if (stopCurrent) {\r\n this.stopAnimation(target, undefined, targetMask);\r\n }\r\n\r\n if (!animatable) {\r\n animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, undefined, onAnimationLoop, isAdditive);\r\n }\r\n\r\n const shouldRunTargetAnimations = targetMask ? targetMask(target) : true;\r\n // Local animations\r\n if (target.animations && shouldRunTargetAnimations) {\r\n animatable.appendAnimations(target, target.animations);\r\n }\r\n\r\n // Children animations\r\n if (target.getAnimatables) {\r\n const animatables = target.getAnimatables();\r\n for (let index = 0; index < animatables.length; index++) {\r\n this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop);\r\n }\r\n }\r\n\r\n animatable.reset();\r\n\r\n return animatable;\r\n };\r\n\r\n sceneClass.prototype.beginHierarchyAnimation = function (\r\n target: any,\r\n directDescendantsOnly: boolean,\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n stopCurrent = true,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n ): Animatable[] {\r\n const children = target.getDescendants(directDescendantsOnly);\r\n\r\n const result = [];\r\n result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, undefined, isAdditive));\r\n for (const child of children) {\r\n result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, undefined, isAdditive));\r\n }\r\n\r\n return result;\r\n };\r\n\r\n sceneClass.prototype.beginDirectAnimation = function (\r\n target: any,\r\n animations: Animation[],\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n ): Animatable {\r\n // get speed speedRatio, to and from, based on the sign and value(s)\r\n if (speedRatio < 0) {\r\n const tmp = from;\r\n from = to;\r\n to = tmp;\r\n speedRatio = -speedRatio;\r\n }\r\n // if from > to switch speed ratio\r\n if (from > to) {\r\n speedRatio = -speedRatio;\r\n }\r\n const animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations, onAnimationLoop, isAdditive);\r\n\r\n return animatable;\r\n };\r\n\r\n sceneClass.prototype.beginDirectHierarchyAnimation = function (\r\n target: Node,\r\n directDescendantsOnly: boolean,\r\n animations: Animation[],\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n ): Animatable[] {\r\n const children = target.getDescendants(directDescendantsOnly);\r\n\r\n const result = [];\r\n result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop, isAdditive));\r\n for (const child of children) {\r\n result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop, isAdditive));\r\n }\r\n\r\n return result;\r\n };\r\n\r\n sceneClass.prototype.getAnimatableByTarget = function (target: any): Nullable<Animatable> {\r\n for (let index = 0; index < this._activeAnimatables.length; index++) {\r\n if (this._activeAnimatables[index].target === target) {\r\n return this._activeAnimatables[index];\r\n }\r\n }\r\n\r\n return null;\r\n };\r\n\r\n sceneClass.prototype.getAllAnimatablesByTarget = function (target: any): Array<Animatable> {\r\n const result = [];\r\n for (let index = 0; index < this._activeAnimatables.length; index++) {\r\n if (this._activeAnimatables[index].target === target) {\r\n result.push(this._activeAnimatables[index]);\r\n }\r\n }\r\n\r\n return result;\r\n };\r\n\r\n sceneClass.prototype.stopAnimation = function (target: any, animationName?: string, targetMask?: (target: any) => boolean): void {\r\n const animatables = this.getAllAnimatablesByTarget(target);\r\n\r\n for (const animatable of animatables) {\r\n animatable.stop(animationName, targetMask);\r\n }\r\n };\r\n\r\n sceneClass.prototype.stopAllAnimations = function (): void {\r\n if (this._activeAnimatables) {\r\n for (let i = 0; i < this._activeAnimatables.length; i++) {\r\n this._activeAnimatables[i].stop(undefined, undefined, true);\r\n }\r\n this._activeAnimatables.length = 0;\r\n }\r\n\r\n for (const group of this.animationGroups) {\r\n group.stop();\r\n }\r\n };\r\n}\r\n"]}
1
+ 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{ Observable } from \"core/Misc/observable\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { RuntimeAnimation } from \"./runtimeAnimation\";\r\nimport { Animation } from \"./animation\";\r\nimport { PrecisionDate } from \"core/Misc/precisionDate\";\r\nimport { Matrix, Quaternion, TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Bone } from \"core/Bones/bone\";\r\nimport type { Node } from \"../node\";\r\n\r\n/**\r\n * Class used to store an actual running animation\r\n */\r\nexport class Animatable {\r\n /**\r\n * If true, the animatable will be processed even if it is considered actively paused (weight of 0 and previous weight of 0).\r\n * This can be used to force the full processing of paused animatables in the animation engine.\r\n * Default is false.\r\n */\r\n public static ProcessPausedAnimatables = false;\r\n\r\n private _localDelayOffset: Nullable<number> = null;\r\n private _pausedDelay: Nullable<number> = null;\r\n private _manualJumpDelay: Nullable<number> = null;\r\n /** @hidden */\r\n public _runtimeAnimations = new Array<RuntimeAnimation>();\r\n private _paused = false;\r\n private _scene: Scene;\r\n private _speedRatio = 1;\r\n private _weight = -1.0;\r\n private _previousWeight = -1.0;\r\n private _syncRoot: Nullable<Animatable> = null;\r\n private _frameToSyncFromJump: Nullable<number> = null;\r\n private _goToFrame: Nullable<number> = null;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.\r\n * This will only apply for non looping animation (default is true)\r\n */\r\n public disposeOnEnd = true;\r\n\r\n /**\r\n * Gets a boolean indicating if the animation has started\r\n */\r\n public animationStarted = false;\r\n\r\n /**\r\n * Observer raised when the animation ends\r\n */\r\n public onAnimationEndObservable = new Observable<Animatable>();\r\n\r\n /**\r\n * Observer raised when the animation loops\r\n */\r\n public onAnimationLoopObservable = new Observable<Animatable>();\r\n\r\n /**\r\n * Gets the root Animatable used to synchronize and normalize animations\r\n */\r\n public get syncRoot(): Nullable<Animatable> {\r\n return this._syncRoot;\r\n }\r\n\r\n /**\r\n * Gets the current frame of the first RuntimeAnimation\r\n * Used to synchronize Animatables\r\n */\r\n public get masterFrame(): number {\r\n if (this._runtimeAnimations.length === 0) {\r\n return 0;\r\n }\r\n\r\n return this._runtimeAnimations[0].currentFrame;\r\n }\r\n\r\n /**\r\n * Gets or sets the animatable weight (-1.0 by default meaning not weighted)\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n public set weight(value: number) {\r\n if (value === -1) {\r\n // -1 is ok and means no weight\r\n this._weight = -1;\r\n return;\r\n }\r\n\r\n // Else weight must be in [0, 1] range\r\n this._weight = Math.min(Math.max(value, 0), 1.0);\r\n }\r\n\r\n /**\r\n * Gets or sets the speed ratio to apply to the animatable (1.0 by default)\r\n */\r\n public get speedRatio(): number {\r\n return this._speedRatio;\r\n }\r\n\r\n public set speedRatio(value: number) {\r\n for (let index = 0; index < this._runtimeAnimations.length; index++) {\r\n const animation = this._runtimeAnimations[index];\r\n\r\n animation._prepareForSpeedRatioChange(value);\r\n }\r\n this._speedRatio = value;\r\n\r\n // Resync _manualJumpDelay in case goToFrame was called before speedRatio was set.\r\n if (this._goToFrame !== null) {\r\n this.goToFrame(this._goToFrame);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the elapsed time since the animatable started in milliseconds\r\n */\r\n public get elapsedTime(): number {\r\n return this._localDelayOffset === null ? 0 : this._scene._animationTime - this._localDelayOffset;\r\n }\r\n\r\n /**\r\n * Creates a new Animatable\r\n * @param scene defines the hosting scene\r\n * @param target defines the target object\r\n * @param fromFrame defines the starting frame number (default is 0)\r\n * @param toFrame defines the ending frame number (default is 100)\r\n * @param loopAnimation defines if the animation must loop (default is false)\r\n * @param speedRatio defines the factor to apply to animation speed (default is 1)\r\n * @param onAnimationEnd defines a callback to call when animation ends if it is not looping\r\n * @param animations defines a group of animation to add to the new Animatable\r\n * @param onAnimationLoop defines a callback to call when animation loops\r\n * @param isAdditive defines whether the animation should be evaluated additively\r\n * @param playOrder defines the order in which this animatable should be processed in the list of active animatables (default: 0)\r\n */\r\n constructor(\r\n scene: Scene,\r\n /** defines the target object */\r\n public target: any,\r\n /** [0] defines the starting frame number (default is 0) */\r\n public fromFrame: number = 0,\r\n /** [100] defines the ending frame number (default is 100) */\r\n public toFrame: number = 100,\r\n /** [false] defines if the animation must loop (default is false) */\r\n public loopAnimation: boolean = false,\r\n speedRatio: number = 1.0,\r\n /** defines a callback to call when animation ends if it is not looping */\r\n public onAnimationEnd?: Nullable<() => void>,\r\n animations?: Animation[],\r\n /** defines a callback to call when animation loops */\r\n public onAnimationLoop?: Nullable<() => void>,\r\n /** [false] defines whether the animation should be evaluated additively */\r\n public isAdditive: boolean = false,\r\n /** [0] defines the order in which this animatable should be processed in the list of active animatables (default: 0) */\r\n public playOrder = 0\r\n ) {\r\n this._scene = scene;\r\n if (animations) {\r\n this.appendAnimations(target, animations);\r\n }\r\n\r\n this._speedRatio = speedRatio;\r\n scene._activeAnimatables.push(this);\r\n }\r\n\r\n // Methods\r\n /**\r\n * Synchronize and normalize current Animatable with a source Animatable\r\n * This is useful when using animation weights and when animations are not of the same length\r\n * @param root defines the root Animatable to synchronize with (null to stop synchronizing)\r\n * @returns the current Animatable\r\n */\r\n public syncWith(root: Nullable<Animatable>): Animatable {\r\n this._syncRoot = root;\r\n\r\n if (root) {\r\n // Make sure this animatable will animate after the root\r\n const index = this._scene._activeAnimatables.indexOf(this);\r\n if (index > -1) {\r\n this._scene._activeAnimatables.splice(index, 1);\r\n this._scene._activeAnimatables.push(this);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the list of runtime animations\r\n * @returns an array of RuntimeAnimation\r\n */\r\n public getAnimations(): RuntimeAnimation[] {\r\n return this._runtimeAnimations;\r\n }\r\n\r\n /**\r\n * Adds more animations to the current animatable\r\n * @param target defines the target of the animations\r\n * @param animations defines the new animations to add\r\n */\r\n public appendAnimations(target: any, animations: Animation[]): void {\r\n for (let index = 0; index < animations.length; index++) {\r\n const animation = animations[index];\r\n\r\n const newRuntimeAnimation = new RuntimeAnimation(target, animation, this._scene, this);\r\n newRuntimeAnimation._onLoop = () => {\r\n this.onAnimationLoopObservable.notifyObservers(this);\r\n if (this.onAnimationLoop) {\r\n this.onAnimationLoop();\r\n }\r\n };\r\n\r\n this._runtimeAnimations.push(newRuntimeAnimation);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the source animation for a specific property\r\n * @param property defines the property to look for\r\n * @returns null or the source animation for the given property\r\n */\r\n public getAnimationByTargetProperty(property: string): Nullable<Animation> {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n if (runtimeAnimations[index].animation.targetProperty === property) {\r\n return runtimeAnimations[index].animation;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the runtime animation for a specific property\r\n * @param property defines the property to look for\r\n * @returns null or the runtime animation for the given property\r\n */\r\n public getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation> {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n if (runtimeAnimations[index].animation.targetProperty === property) {\r\n return runtimeAnimations[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Resets the animatable to its original state\r\n */\r\n public reset(): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].reset(true);\r\n }\r\n\r\n this._localDelayOffset = null;\r\n this._pausedDelay = null;\r\n }\r\n\r\n /**\r\n * Allows the animatable to blend with current running animations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending\r\n * @param blendingSpeed defines the blending speed to use\r\n */\r\n public enableBlending(blendingSpeed: number): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].animation.enableBlending = true;\r\n runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;\r\n }\r\n }\r\n\r\n /**\r\n * Disable animation blending\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending\r\n */\r\n public disableBlending(): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].animation.enableBlending = false;\r\n }\r\n }\r\n\r\n /**\r\n * Jump directly to a given frame\r\n * @param frame defines the frame to jump to\r\n * @param useWeight defines whether the animation weight should be applied to the image to be jumped to (false by default)\r\n */\r\n public goToFrame(frame: number, useWeight = false): void {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n if (runtimeAnimations[0]) {\r\n const fps = runtimeAnimations[0].animation.framePerSecond;\r\n this._frameToSyncFromJump = this._frameToSyncFromJump ?? runtimeAnimations[0].currentFrame;\r\n const delay = this.speedRatio === 0 ? 0 : (((frame - this._frameToSyncFromJump) / fps) * 1000) / this.speedRatio;\r\n this._manualJumpDelay = -delay;\r\n }\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].goToFrame(frame, useWeight ? this._weight : -1);\r\n }\r\n\r\n this._goToFrame = frame;\r\n }\r\n\r\n /**\r\n * Returns true if the animations for this animatable are paused\r\n */\r\n public get paused() {\r\n return this._paused;\r\n }\r\n\r\n /**\r\n * Pause the animation\r\n */\r\n public pause(): void {\r\n if (this._paused) {\r\n return;\r\n }\r\n this._paused = true;\r\n }\r\n\r\n /**\r\n * Restart the animation\r\n */\r\n public restart(): void {\r\n this._paused = false;\r\n }\r\n\r\n private _raiseOnAnimationEnd() {\r\n if (this.onAnimationEnd) {\r\n this.onAnimationEnd();\r\n }\r\n\r\n this.onAnimationEndObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Stop and delete the current animation\r\n * @param animationName defines a string used to only stop some of the runtime animations instead of all\r\n * @param targetMask a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)\r\n * @param useGlobalSplice if true, the animatables will be removed by the caller of this function (false by default)\r\n * @param skipOnAnimationEnd defines if the system should not raise onAnimationEnd. Default is false\r\n */\r\n public stop(animationName?: string, targetMask?: (target: any) => boolean, useGlobalSplice = false, skipOnAnimationEnd = false): void {\r\n if (animationName || targetMask) {\r\n const idx = this._scene._activeAnimatables.indexOf(this);\r\n\r\n if (idx > -1) {\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = runtimeAnimations.length - 1; index >= 0; index--) {\r\n const runtimeAnimation = runtimeAnimations[index];\r\n if (animationName && runtimeAnimation.animation.name != animationName) {\r\n continue;\r\n }\r\n if (targetMask && !targetMask(runtimeAnimation.target)) {\r\n continue;\r\n }\r\n\r\n runtimeAnimation.dispose();\r\n runtimeAnimations.splice(index, 1);\r\n }\r\n\r\n if (runtimeAnimations.length == 0) {\r\n if (!useGlobalSplice) {\r\n this._scene._activeAnimatables.splice(idx, 1);\r\n }\r\n if (!skipOnAnimationEnd) {\r\n this._raiseOnAnimationEnd();\r\n }\r\n }\r\n }\r\n } else {\r\n const index = this._scene._activeAnimatables.indexOf(this);\r\n\r\n if (index > -1) {\r\n if (!useGlobalSplice) {\r\n this._scene._activeAnimatables.splice(index, 1);\r\n }\r\n const runtimeAnimations = this._runtimeAnimations;\r\n\r\n for (let index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].dispose();\r\n }\r\n\r\n this._runtimeAnimations.length = 0;\r\n\r\n if (!skipOnAnimationEnd) {\r\n this._raiseOnAnimationEnd();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Wait asynchronously for the animation to end\r\n * @returns a promise which will be fulfilled when the animation ends\r\n */\r\n public async waitAsync(): Promise<Animatable> {\r\n return await new Promise((resolve) => {\r\n this.onAnimationEndObservable.add(\r\n () => {\r\n resolve(this);\r\n },\r\n undefined,\r\n undefined,\r\n this,\r\n true\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _animate(delay: number): boolean {\r\n if (this._paused) {\r\n this.animationStarted = false;\r\n if (this._pausedDelay === null) {\r\n this._pausedDelay = delay;\r\n }\r\n return true;\r\n }\r\n\r\n if (this._localDelayOffset === null) {\r\n this._localDelayOffset = delay;\r\n this._pausedDelay = null;\r\n } else if (this._pausedDelay !== null) {\r\n this._localDelayOffset += delay - this._pausedDelay;\r\n this._pausedDelay = null;\r\n }\r\n\r\n if (this._manualJumpDelay !== null) {\r\n this._localDelayOffset += this.speedRatio < 0 ? -this._manualJumpDelay : this._manualJumpDelay;\r\n this._manualJumpDelay = null;\r\n this._frameToSyncFromJump = null;\r\n }\r\n\r\n this._goToFrame = null;\r\n\r\n if (!Animatable.ProcessPausedAnimatables && this._weight === 0 && this._previousWeight === 0) {\r\n // We consider that an animatable with a weight === 0 is \"actively\" paused\r\n return true;\r\n }\r\n\r\n this._previousWeight = this._weight;\r\n\r\n // Animating\r\n let running = false;\r\n const runtimeAnimations = this._runtimeAnimations;\r\n let index: number;\r\n\r\n for (index = 0; index < runtimeAnimations.length; index++) {\r\n const animation = runtimeAnimations[index];\r\n const isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);\r\n running = running || isRunning;\r\n }\r\n\r\n this.animationStarted = running;\r\n\r\n if (!running) {\r\n if (this.disposeOnEnd) {\r\n // Remove from active animatables\r\n index = this._scene._activeAnimatables.indexOf(this);\r\n this._scene._activeAnimatables.splice(index, 1);\r\n\r\n // Dispose all runtime animations\r\n for (index = 0; index < runtimeAnimations.length; index++) {\r\n runtimeAnimations[index].dispose();\r\n }\r\n }\r\n\r\n this._raiseOnAnimationEnd();\r\n\r\n if (this.disposeOnEnd) {\r\n this.onAnimationEnd = null;\r\n this.onAnimationLoop = null;\r\n this.onAnimationLoopObservable.clear();\r\n this.onAnimationEndObservable.clear();\r\n }\r\n }\r\n\r\n return running;\r\n }\r\n}\r\n\r\n/** @internal */\r\nfunction ProcessLateAnimationBindingsForMatrices(holder: {\r\n totalWeight: number;\r\n totalAdditiveWeight: number;\r\n animations: RuntimeAnimation[];\r\n additiveAnimations: RuntimeAnimation[];\r\n originalValue: Matrix;\r\n}): any {\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {\r\n return holder.originalValue;\r\n }\r\n\r\n let normalizer = 1.0;\r\n const finalPosition = TmpVectors.Vector3[0];\r\n const finalScaling = TmpVectors.Vector3[1];\r\n const finalQuaternion = TmpVectors.Quaternion[0];\r\n let startIndex = 0;\r\n const originalAnimation = holder.animations[0];\r\n const originalValue = holder.originalValue;\r\n\r\n let scale = 1;\r\n let skipOverride = false;\r\n if (holder.totalWeight < 1.0) {\r\n // We need to mix the original value in\r\n scale = 1.0 - holder.totalWeight;\r\n originalValue.decompose(finalScaling, finalQuaternion, finalPosition);\r\n } else {\r\n startIndex = 1;\r\n // We need to normalize the weights\r\n normalizer = holder.totalWeight;\r\n scale = originalAnimation.weight / normalizer;\r\n if (scale == 1) {\r\n if (holder.totalAdditiveWeight) {\r\n skipOverride = true;\r\n } else {\r\n return originalAnimation.currentValue;\r\n }\r\n }\r\n\r\n originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);\r\n }\r\n\r\n // Add up the override animations\r\n if (!skipOverride) {\r\n finalScaling.scaleInPlace(scale);\r\n finalPosition.scaleInPlace(scale);\r\n finalQuaternion.scaleInPlace(scale);\r\n\r\n for (let animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {\r\n const runtimeAnimation = holder.animations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n scale = runtimeAnimation.weight / normalizer;\r\n const currentPosition = TmpVectors.Vector3[2];\r\n const currentScaling = TmpVectors.Vector3[3];\r\n const currentQuaternion = TmpVectors.Quaternion[1];\r\n\r\n runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);\r\n\r\n currentScaling.scaleAndAddToRef(scale, finalScaling);\r\n currentQuaternion.scaleAndAddToRef(Quaternion.Dot(finalQuaternion, currentQuaternion) > 0 ? scale : -scale, finalQuaternion);\r\n currentPosition.scaleAndAddToRef(scale, finalPosition);\r\n }\r\n\r\n finalQuaternion.normalize();\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n const runtimeAnimation = holder.additiveAnimations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n const currentPosition = TmpVectors.Vector3[2];\r\n const currentScaling = TmpVectors.Vector3[3];\r\n const currentQuaternion = TmpVectors.Quaternion[1];\r\n\r\n runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);\r\n currentScaling.multiplyToRef(finalScaling, currentScaling);\r\n Vector3.LerpToRef(finalScaling, currentScaling, runtimeAnimation.weight, finalScaling);\r\n finalQuaternion.multiplyToRef(currentQuaternion, currentQuaternion);\r\n Quaternion.SlerpToRef(finalQuaternion, currentQuaternion, runtimeAnimation.weight, finalQuaternion);\r\n currentPosition.scaleAndAddToRef(runtimeAnimation.weight, finalPosition);\r\n }\r\n\r\n const workValue = originalAnimation ? originalAnimation._animationState.workValue : TmpVectors.Matrix[0].clone();\r\n Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, workValue);\r\n return workValue;\r\n}\r\n\r\n/** @internal */\r\nfunction ProcessLateAnimationBindingsForQuaternions(\r\n holder: {\r\n totalWeight: number;\r\n totalAdditiveWeight: number;\r\n animations: RuntimeAnimation[];\r\n additiveAnimations: RuntimeAnimation[];\r\n originalValue: Quaternion;\r\n },\r\n refQuaternion: Quaternion\r\n): Quaternion {\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight === 0) {\r\n return refQuaternion;\r\n }\r\n\r\n const originalAnimation = holder.animations[0];\r\n const originalValue = holder.originalValue;\r\n let cumulativeQuaternion = refQuaternion;\r\n\r\n if (holder.totalWeight === 0 && holder.totalAdditiveWeight > 0) {\r\n cumulativeQuaternion.copyFrom(originalValue);\r\n } else if (holder.animations.length === 1) {\r\n Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), cumulativeQuaternion);\r\n\r\n if (holder.totalAdditiveWeight === 0) {\r\n return cumulativeQuaternion;\r\n }\r\n } else if (holder.animations.length > 1) {\r\n // Add up the override animations\r\n let normalizer = 1.0;\r\n let quaternions: Array<Quaternion>;\r\n let weights: Array<number>;\r\n\r\n if (holder.totalWeight < 1.0) {\r\n const scale = 1.0 - holder.totalWeight;\r\n\r\n quaternions = [];\r\n weights = [];\r\n\r\n quaternions.push(originalValue);\r\n weights.push(scale);\r\n } else {\r\n if (holder.animations.length === 2) {\r\n // Slerp as soon as we can\r\n Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);\r\n\r\n if (holder.totalAdditiveWeight === 0) {\r\n return refQuaternion;\r\n }\r\n }\r\n\r\n quaternions = [];\r\n weights = [];\r\n normalizer = holder.totalWeight;\r\n }\r\n\r\n for (let animIndex = 0; animIndex < holder.animations.length; animIndex++) {\r\n const runtimeAnimation = holder.animations[animIndex];\r\n quaternions.push(runtimeAnimation.currentValue);\r\n weights.push(runtimeAnimation.weight / normalizer);\r\n }\r\n\r\n // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions\r\n\r\n let cumulativeAmount = 0;\r\n for (let index = 0; index < quaternions.length; ) {\r\n if (!index) {\r\n Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);\r\n cumulativeQuaternion = refQuaternion;\r\n cumulativeAmount = weights[index] + weights[index + 1];\r\n index += 2;\r\n continue;\r\n }\r\n cumulativeAmount += weights[index];\r\n Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);\r\n index++;\r\n }\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n const runtimeAnimation = holder.additiveAnimations[animIndex];\r\n if (runtimeAnimation.weight === 0) {\r\n continue;\r\n }\r\n\r\n cumulativeQuaternion.multiplyToRef(runtimeAnimation.currentValue, TmpVectors.Quaternion[0]);\r\n Quaternion.SlerpToRef(cumulativeQuaternion, TmpVectors.Quaternion[0], runtimeAnimation.weight, cumulativeQuaternion);\r\n }\r\n\r\n return cumulativeQuaternion;\r\n}\r\n\r\n/** @internal */\r\nfunction ProcessLateAnimationBindings(scene: Scene): void {\r\n if (!scene._registeredForLateAnimationBindings.length) {\r\n return;\r\n }\r\n for (let index = 0; index < scene._registeredForLateAnimationBindings.length; index++) {\r\n const target = scene._registeredForLateAnimationBindings.data[index];\r\n\r\n for (const path in target._lateAnimationHolders) {\r\n const holder = target._lateAnimationHolders[path];\r\n const originalAnimation: RuntimeAnimation = holder.animations[0];\r\n const originalValue = holder.originalValue;\r\n if (originalValue === undefined || originalValue === null) {\r\n continue;\r\n }\r\n const matrixDecomposeMode = Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix\r\n\r\n let finalValue: any = target[path];\r\n if (matrixDecomposeMode) {\r\n finalValue = ProcessLateAnimationBindingsForMatrices(holder);\r\n } else {\r\n const quaternionMode = originalValue.w !== undefined;\r\n if (quaternionMode) {\r\n finalValue = ProcessLateAnimationBindingsForQuaternions(holder, finalValue || Quaternion.Identity());\r\n } else {\r\n let startIndex = 0;\r\n let normalizer = 1.0;\r\n\r\n const originalAnimationIsLoopRelativeFromCurrent =\r\n originalAnimation && originalAnimation._animationState.loopMode === Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT;\r\n\r\n if (holder.totalWeight < 1.0) {\r\n // We need to mix the original value in\r\n if (originalAnimationIsLoopRelativeFromCurrent) {\r\n finalValue = originalValue.clone ? originalValue.clone() : originalValue;\r\n } else if (originalAnimation && originalValue.scale) {\r\n finalValue = originalValue.scale(1.0 - holder.totalWeight);\r\n } else if (originalAnimation) {\r\n finalValue = originalValue * (1.0 - holder.totalWeight);\r\n } else if (originalValue.clone) {\r\n finalValue = originalValue.clone();\r\n } else {\r\n finalValue = originalValue;\r\n }\r\n } else if (originalAnimation) {\r\n // We need to normalize the weights\r\n normalizer = holder.totalWeight;\r\n const scale = originalAnimation.weight / normalizer;\r\n if (scale !== 1) {\r\n if (originalAnimation.currentValue.scale) {\r\n finalValue = originalAnimation.currentValue.scale(scale);\r\n } else {\r\n finalValue = originalAnimation.currentValue * scale;\r\n }\r\n } else {\r\n finalValue = originalAnimation.currentValue;\r\n }\r\n\r\n if (originalAnimationIsLoopRelativeFromCurrent) {\r\n if (finalValue.addToRef) {\r\n finalValue.addToRef(originalValue, finalValue);\r\n } else {\r\n finalValue += originalValue;\r\n }\r\n }\r\n\r\n startIndex = 1;\r\n }\r\n\r\n // Add up the override animations\r\n for (let animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {\r\n const runtimeAnimation = holder.animations[animIndex];\r\n const scale = runtimeAnimation.weight / normalizer;\r\n\r\n if (!scale) {\r\n continue;\r\n } else if (runtimeAnimation.currentValue.scaleAndAddToRef) {\r\n runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);\r\n } else {\r\n finalValue += runtimeAnimation.currentValue * scale;\r\n }\r\n }\r\n\r\n // Add up the additive animations\r\n for (let animIndex = 0; animIndex < holder.additiveAnimations.length; animIndex++) {\r\n const runtimeAnimation = holder.additiveAnimations[animIndex];\r\n const scale: number = runtimeAnimation.weight;\r\n\r\n if (!scale) {\r\n continue;\r\n } else if (runtimeAnimation.currentValue.scaleAndAddToRef) {\r\n runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);\r\n } else {\r\n finalValue += runtimeAnimation.currentValue * scale;\r\n }\r\n }\r\n }\r\n }\r\n target[path] = finalValue;\r\n }\r\n\r\n target._lateAnimationHolders = {};\r\n }\r\n scene._registeredForLateAnimationBindings.reset();\r\n}\r\n\r\n/** @internal */\r\nexport function RegisterTargetForLateAnimationBinding(scene: Scene, runtimeAnimation: RuntimeAnimation, originalValue: any): void {\r\n const target = runtimeAnimation.target;\r\n scene._registeredForLateAnimationBindings.pushNoDuplicate(target);\r\n\r\n if (!target._lateAnimationHolders) {\r\n target._lateAnimationHolders = {};\r\n }\r\n\r\n if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath] = {\r\n totalWeight: 0,\r\n totalAdditiveWeight: 0,\r\n animations: [],\r\n additiveAnimations: [],\r\n originalValue: originalValue,\r\n };\r\n }\r\n\r\n if (runtimeAnimation.isAdditive) {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].additiveAnimations.push(runtimeAnimation);\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].totalAdditiveWeight += runtimeAnimation.weight;\r\n } else {\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);\r\n target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;\r\n }\r\n}\r\n\r\n/**\r\n * Initialize all the inter dependecies between the animations and Scene and Bone\r\n * @param sceneClass defines the scene prototype to use\r\n * @param boneClass defines the bone prototype to use\r\n */\r\nexport function AddAnimationExtensions(sceneClass: typeof Scene, boneClass: typeof Bone): void {\r\n if (boneClass) {\r\n boneClass.prototype.copyAnimationRange = function (\r\n source: Bone,\r\n rangeName: string,\r\n frameOffset: number,\r\n rescaleAsRequired = false,\r\n skelDimensionsRatio: Nullable<Vector3> = null\r\n ): boolean {\r\n // all animation may be coming from a library skeleton, so may need to create animation\r\n if (this.animations.length === 0) {\r\n this.animations.push(new Animation(this.name, \"_matrix\", source.animations[0].framePerSecond, Animation.ANIMATIONTYPE_MATRIX, 0));\r\n this.animations[0].setKeys([]);\r\n }\r\n\r\n // get animation info / verify there is such a range from the source bone\r\n const sourceRange = source.animations[0].getRange(rangeName);\r\n if (!sourceRange) {\r\n return false;\r\n }\r\n const from = sourceRange.from;\r\n const to = sourceRange.to;\r\n const sourceKeys = source.animations[0].getKeys();\r\n\r\n // rescaling prep\r\n const sourceBoneLength = source.length;\r\n const sourceParent = source.getParent();\r\n const parent = this.getParent();\r\n const parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;\r\n const parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;\r\n\r\n const dimensionsScalingReqd =\r\n rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);\r\n\r\n const destKeys = this.animations[0].getKeys();\r\n\r\n // loop vars declaration\r\n let orig: { frame: number; value: Matrix };\r\n let origTranslation: Vector3;\r\n let mat: Matrix;\r\n\r\n for (let key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {\r\n orig = sourceKeys[key];\r\n if (orig.frame >= from && orig.frame <= to) {\r\n if (rescaleAsRequired) {\r\n mat = orig.value.clone();\r\n\r\n // scale based on parent ratio, when bone has parent\r\n if (parentScalingReqd) {\r\n origTranslation = mat.getTranslation();\r\n mat.setTranslation(origTranslation.scaleInPlace(parentRatio));\r\n\r\n // scale based on skeleton dimension ratio when root bone, and value is passed\r\n } else if (dimensionsScalingReqd && skelDimensionsRatio) {\r\n origTranslation = mat.getTranslation();\r\n mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));\r\n\r\n // use original when root bone, and no data for skelDimensionsRatio\r\n } else {\r\n mat = orig.value;\r\n }\r\n } else {\r\n mat = orig.value;\r\n }\r\n destKeys.push({ frame: orig.frame + frameOffset, value: mat });\r\n }\r\n }\r\n this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);\r\n return true;\r\n };\r\n }\r\n\r\n if (!sceneClass) {\r\n return;\r\n }\r\n\r\n sceneClass.prototype._animate = function (customDeltaTime?: number): void {\r\n if (!this.animationsEnabled) {\r\n return;\r\n }\r\n\r\n // Getting time\r\n const now = PrecisionDate.Now;\r\n if (!this._animationTimeLast) {\r\n if (this._pendingData.length > 0) {\r\n return;\r\n }\r\n this._animationTimeLast = now;\r\n }\r\n\r\n this.deltaTime = customDeltaTime !== undefined ? customDeltaTime : this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;\r\n this._animationTimeLast = now;\r\n\r\n const animatables = this._activeAnimatables;\r\n if (animatables.length === 0) {\r\n return;\r\n }\r\n\r\n this._animationTime += this.deltaTime;\r\n const animationTime = this._animationTime;\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n const animatable = animatables[index];\r\n\r\n if (!animatable._animate(animationTime) && animatable.disposeOnEnd) {\r\n index--; // Array was updated\r\n }\r\n }\r\n\r\n // Late animation bindings\r\n ProcessLateAnimationBindings(this);\r\n };\r\n\r\n sceneClass.prototype.sortActiveAnimatables = function (): void {\r\n this._activeAnimatables.sort((a, b) => {\r\n return a.playOrder - b.playOrder;\r\n });\r\n };\r\n\r\n sceneClass.prototype.beginWeightedAnimation = function (\r\n target: any,\r\n from: number,\r\n to: number,\r\n weight = 1.0,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n ): Animatable {\r\n const returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask, onAnimationLoop, isAdditive);\r\n returnedAnimatable.weight = weight;\r\n\r\n return returnedAnimatable;\r\n };\r\n\r\n sceneClass.prototype.beginAnimation = function (\r\n target: any,\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n stopCurrent = true,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n ): Animatable {\r\n // get speed speedRatio, to and from, based on the sign and value(s)\r\n if (speedRatio < 0) {\r\n const tmp = from;\r\n from = to;\r\n to = tmp;\r\n speedRatio = -speedRatio;\r\n }\r\n // if from > to switch speed ratio\r\n if (from > to) {\r\n speedRatio = -speedRatio;\r\n }\r\n if (stopCurrent) {\r\n this.stopAnimation(target, undefined, targetMask);\r\n }\r\n\r\n if (!animatable) {\r\n animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, undefined, onAnimationLoop, isAdditive);\r\n }\r\n\r\n const shouldRunTargetAnimations = targetMask ? targetMask(target) : true;\r\n // Local animations\r\n if (target.animations && shouldRunTargetAnimations) {\r\n animatable.appendAnimations(target, target.animations);\r\n }\r\n\r\n // Children animations\r\n if (target.getAnimatables) {\r\n const animatables = target.getAnimatables();\r\n for (let index = 0; index < animatables.length; index++) {\r\n this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop);\r\n }\r\n }\r\n\r\n animatable.reset();\r\n\r\n return animatable;\r\n };\r\n\r\n sceneClass.prototype.beginHierarchyAnimation = function (\r\n target: any,\r\n directDescendantsOnly: boolean,\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n animatable?: Animatable,\r\n stopCurrent = true,\r\n targetMask?: (target: any) => boolean,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n ): Animatable[] {\r\n const children = target.getDescendants(directDescendantsOnly);\r\n\r\n const result = [];\r\n result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, undefined, isAdditive));\r\n for (const child of children) {\r\n result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, undefined, isAdditive));\r\n }\r\n\r\n return result;\r\n };\r\n\r\n sceneClass.prototype.beginDirectAnimation = function (\r\n target: any,\r\n animations: Animation[],\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio: number = 1.0,\r\n onAnimationEnd?: () => void,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n ): Animatable {\r\n // get speed speedRatio, to and from, based on the sign and value(s)\r\n if (speedRatio < 0) {\r\n const tmp = from;\r\n from = to;\r\n to = tmp;\r\n speedRatio = -speedRatio;\r\n }\r\n // if from > to switch speed ratio\r\n if (from > to) {\r\n speedRatio = -speedRatio;\r\n }\r\n const animatable = new Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations, onAnimationLoop, isAdditive);\r\n\r\n return animatable;\r\n };\r\n\r\n sceneClass.prototype.beginDirectHierarchyAnimation = function (\r\n target: Node,\r\n directDescendantsOnly: boolean,\r\n animations: Animation[],\r\n from: number,\r\n to: number,\r\n loop?: boolean,\r\n speedRatio?: number,\r\n onAnimationEnd?: () => void,\r\n onAnimationLoop?: () => void,\r\n isAdditive = false\r\n ): Animatable[] {\r\n const children = target.getDescendants(directDescendantsOnly);\r\n\r\n const result = [];\r\n result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop, isAdditive));\r\n for (const child of children) {\r\n result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop, isAdditive));\r\n }\r\n\r\n return result;\r\n };\r\n\r\n sceneClass.prototype.getAnimatableByTarget = function (target: any): Nullable<Animatable> {\r\n for (let index = 0; index < this._activeAnimatables.length; index++) {\r\n if (this._activeAnimatables[index].target === target) {\r\n return this._activeAnimatables[index];\r\n }\r\n }\r\n\r\n return null;\r\n };\r\n\r\n sceneClass.prototype.getAllAnimatablesByTarget = function (target: any): Array<Animatable> {\r\n const result = [];\r\n for (let index = 0; index < this._activeAnimatables.length; index++) {\r\n if (this._activeAnimatables[index].target === target) {\r\n result.push(this._activeAnimatables[index]);\r\n }\r\n }\r\n\r\n return result;\r\n };\r\n\r\n sceneClass.prototype.stopAnimation = function (target: any, animationName?: string, targetMask?: (target: any) => boolean): void {\r\n const animatables = this.getAllAnimatablesByTarget(target);\r\n\r\n for (const animatable of animatables) {\r\n animatable.stop(animationName, targetMask);\r\n }\r\n };\r\n\r\n sceneClass.prototype.stopAllAnimations = function (): void {\r\n if (this._activeAnimatables) {\r\n for (let i = 0; i < this._activeAnimatables.length; i++) {\r\n this._activeAnimatables[i].stop(undefined, undefined, true);\r\n }\r\n this._activeAnimatables.length = 0;\r\n }\r\n\r\n for (const group of this.animationGroups) {\r\n group.stop();\r\n }\r\n };\r\n}\r\n"]}
@@ -78,6 +78,7 @@ export declare class _WebAudioStaticSoundBuffer extends StaticSoundBuffer {
78
78
  declare class _WebAudioStaticSoundInstance extends _StaticSoundInstance implements IWebAudioOutNode {
79
79
  private _enginePlayTime;
80
80
  private _enginePauseTime;
81
+ private _isConnected;
81
82
  private _pitch;
82
83
  private _playbackRate;
83
84
  private _sourceNode;
@@ -232,6 +232,7 @@ class _WebAudioStaticSoundInstance extends _StaticSoundInstance {
232
232
  super(sound);
233
233
  this._enginePlayTime = 0;
234
234
  this._enginePauseTime = 0;
235
+ this._isConnected = false;
235
236
  this._pitch = null;
236
237
  this._playbackRate = null;
237
238
  this._sourceNode = null;
@@ -375,6 +376,7 @@ class _WebAudioStaticSoundInstance extends _StaticSoundInstance {
375
376
  // If the wrapped node is not available now, it will be connected later by the sound's subgraph.
376
377
  if (node instanceof _WebAudioStaticSound && node._inNode) {
377
378
  this._outNode?.connect(node._inNode);
379
+ this._isConnected = true;
378
380
  }
379
381
  return true;
380
382
  }
@@ -385,6 +387,7 @@ class _WebAudioStaticSoundInstance extends _StaticSoundInstance {
385
387
  }
386
388
  if (node instanceof _WebAudioStaticSound && node._inNode) {
387
389
  this._outNode?.disconnect(node._inNode);
390
+ this._isConnected = false;
388
391
  }
389
392
  return true;
390
393
  }
@@ -392,7 +395,7 @@ class _WebAudioStaticSoundInstance extends _StaticSoundInstance {
392
395
  if (!this._sourceNode) {
393
396
  return;
394
397
  }
395
- if (!this._disconnect(this._sound)) {
398
+ if (this._isConnected && !this._disconnect(this._sound)) {
396
399
  throw new Error("Disconnect failed");
397
400
  }
398
401
  this._sourceNode.disconnect(this._volumeNode);
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\nimport type { AbstractAudioNode } from \"../abstractAudio/abstractAudioNode\";\nimport type { IStaticSoundCloneOptions, IStaticSoundOptions, IStaticSoundPlayOptions, IStaticSoundStopOptions, IStaticSoundStoredOptions } from \"../abstractAudio/staticSound\";\nimport { StaticSound } from \"../abstractAudio/staticSound\";\nimport type { IStaticSoundBufferCloneOptions, IStaticSoundBufferOptions } from \"../abstractAudio/staticSoundBuffer\";\nimport { StaticSoundBuffer } from \"../abstractAudio/staticSoundBuffer\";\nimport type { IStaticSoundInstanceOptions } from \"../abstractAudio/staticSoundInstance\";\nimport { _StaticSoundInstance } from \"../abstractAudio/staticSoundInstance\";\nimport { _HasSpatialAudioOptions } from \"../abstractAudio/subProperties/abstractSpatialAudio\";\nimport type { _SpatialAudio } from \"../abstractAudio/subProperties/spatialAudio\";\nimport { _StereoAudio } from \"../abstractAudio/subProperties/stereoAudio\";\nimport { _CleanUrl, _FileExtensionRegex } from \"../audioUtils\";\nimport { SoundState } from \"../soundState\";\nimport { _WebAudioParameterComponent } from \"./components/webAudioParameterComponent\";\nimport { _WebAudioBusAndSoundSubGraph } from \"./subNodes/webAudioBusAndSoundSubGraph\";\nimport { _SpatialWebAudio } from \"./subProperties/spatialWebAudio\";\nimport type { _WebAudioEngine } from \"./webAudioEngine\";\nimport type { IWebAudioInNode, IWebAudioOutNode, IWebAudioSuperNode } from \"./webAudioNode\";\n\ntype StaticSoundSourceType = ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[];\n\n/** @internal */\nexport class _WebAudioStaticSound extends StaticSound implements IWebAudioSuperNode {\n private _buffer: _WebAudioStaticSoundBuffer;\n private _spatial: Nullable<_SpatialWebAudio> = null;\n private readonly _spatialAutoUpdate: boolean = true;\n private readonly _spatialMinUpdateTime: number = 0;\n private _stereo: Nullable<_StereoAudio> = null;\n\n protected override readonly _options: IStaticSoundStoredOptions;\n protected _subGraph: _WebAudioBusAndSoundSubGraph;\n\n /** @internal */\n public _audioContext: AudioContext | OfflineAudioContext;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(name: string, engine: _WebAudioEngine, options: Partial<IStaticSoundOptions>) {\n super(name, engine);\n\n if (typeof options.spatialAutoUpdate === \"boolean\") {\n this._spatialAutoUpdate = options.spatialAutoUpdate;\n }\n\n if (typeof options.spatialMinUpdateTime === \"number\") {\n this._spatialMinUpdateTime = options.spatialMinUpdateTime;\n }\n\n this._options = {\n autoplay: options.autoplay ?? false,\n duration: options.duration ?? 0,\n loop: options.loop ?? false,\n loopEnd: options.loopEnd ?? 0,\n loopStart: options.loopStart ?? 0,\n maxInstances: options.maxInstances ?? Infinity,\n pitch: options.pitch ?? 0,\n playbackRate: options.playbackRate ?? 1,\n startOffset: options.startOffset ?? 0,\n };\n\n this._subGraph = new _WebAudioStaticSound._SubGraph(this);\n }\n\n /** @internal */\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundOptions>): Promise<void> {\n this._audioContext = this.engine._audioContext;\n\n if (source instanceof _WebAudioStaticSoundBuffer) {\n this._buffer = source;\n } else if (typeof source === \"string\" || Array.isArray(source) || source instanceof ArrayBuffer || source instanceof AudioBuffer) {\n this._buffer = (await this.engine.createSoundBufferAsync(source, options)) as _WebAudioStaticSoundBuffer;\n }\n\n if (options.outBus) {\n this.outBus = options.outBus;\n } else if (options.outBusAutoDefault !== false) {\n await this.engine.isReadyPromise;\n this.outBus = this.engine.defaultMainBus;\n }\n\n await this._subGraph.initAsync(options);\n\n if (_HasSpatialAudioOptions(options)) {\n this._initSpatialProperty();\n }\n\n if (options.autoplay) {\n this.play();\n }\n\n this.engine._addNode(this);\n }\n\n /** @internal */\n public get buffer(): _WebAudioStaticSoundBuffer {\n return this._buffer;\n }\n\n /** @internal */\n public get _inNode() {\n return this._subGraph._inNode;\n }\n\n /** @internal */\n public get _outNode() {\n return this._subGraph._outNode;\n }\n\n /** @internal */\n public override get spatial(): _SpatialAudio {\n if (this._spatial) {\n return this._spatial;\n }\n return this._initSpatialProperty();\n }\n\n /** @internal */\n public override get stereo(): _StereoAudio {\n return this._stereo ?? (this._stereo = new _StereoAudio(this._subGraph));\n }\n\n /** @internal */\n public override async cloneAsync(options: Nullable<Partial<IStaticSoundCloneOptions>> = null): Promise<StaticSound> {\n const clone = await this.engine.createSoundAsync(this.name, options?.cloneBuffer ? this.buffer.clone() : this.buffer, this._options);\n\n clone.outBus = options?.outBus ? options.outBus : this.outBus;\n\n return clone;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._spatial?.dispose();\n this._spatial = null;\n\n this._stereo = null;\n\n this._subGraph.dispose();\n\n this.engine._removeNode(this);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSound\";\n }\n\n protected _createInstance(): _WebAudioStaticSoundInstance {\n return new _WebAudioStaticSoundInstance(this, this._options);\n }\n\n protected override _connect(node: IWebAudioInNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the subgraph.\n if (node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: IWebAudioInNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n private _initSpatialProperty(): _SpatialAudio {\n if (!this._spatial) {\n this._spatial = new _SpatialWebAudio(this._subGraph, this._spatialAutoUpdate, this._spatialMinUpdateTime);\n }\n\n return this._spatial;\n }\n\n private static _SubGraph = class extends _WebAudioBusAndSoundSubGraph {\n protected override _owner: _WebAudioStaticSound;\n\n protected get _downstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._downstreamNodes ?? null;\n }\n\n protected get _upstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._upstreamNodes ?? null;\n }\n };\n}\n\n/** @internal */\nexport class _WebAudioStaticSoundBuffer extends StaticSoundBuffer {\n /** @internal */\n public _audioBuffer: AudioBuffer;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(engine: _WebAudioEngine) {\n super(engine);\n }\n\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundBufferOptions>): Promise<void> {\n if (source instanceof AudioBuffer) {\n this._audioBuffer = source;\n } else if (typeof source === \"string\") {\n await this._initFromUrlAsync(source);\n } else if (Array.isArray(source)) {\n await this._initFromUrlsAsync(source, options.skipCodecCheck ?? false);\n } else if (source instanceof ArrayBuffer) {\n await this._initFromArrayBufferAsync(source);\n }\n }\n\n /** @internal */\n public get channelCount(): number {\n return this._audioBuffer.numberOfChannels;\n }\n\n /** @internal */\n public get duration(): number {\n return this._audioBuffer.duration;\n }\n\n /** @internal */\n public get length(): number {\n return this._audioBuffer.length;\n }\n\n /** @internal */\n public get sampleRate(): number {\n return this._audioBuffer.sampleRate;\n }\n\n /** @internal */\n public override clone(options: Nullable<Partial<IStaticSoundBufferCloneOptions>> = null): StaticSoundBuffer {\n const audioBuffer = new AudioBuffer({\n length: this._audioBuffer.length,\n numberOfChannels: this._audioBuffer.numberOfChannels,\n sampleRate: this._audioBuffer.sampleRate,\n });\n\n for (let i = 0; i < this._audioBuffer.numberOfChannels; i++) {\n audioBuffer.copyToChannel(this._audioBuffer.getChannelData(i), i);\n }\n\n const buffer = new _WebAudioStaticSoundBuffer(this.engine);\n buffer._audioBuffer = audioBuffer;\n buffer.name = options?.name ? options.name : this.name;\n\n return buffer;\n }\n\n private async _initFromArrayBufferAsync(arrayBuffer: ArrayBuffer): Promise<void> {\n this._audioBuffer = await this.engine._audioContext.decodeAudioData(arrayBuffer);\n }\n\n private async _initFromUrlAsync(url: string): Promise<void> {\n url = _CleanUrl(url);\n await this._initFromArrayBufferAsync(await (await fetch(url)).arrayBuffer());\n }\n\n private async _initFromUrlsAsync(urls: string[], skipCodecCheck: boolean): Promise<void> {\n for (const url of urls) {\n if (skipCodecCheck) {\n // eslint-disable-next-line no-await-in-loop\n await this._initFromUrlAsync(url);\n } else {\n const matches = url.match(_FileExtensionRegex);\n const format = matches?.at(1);\n if (format && this.engine.isFormatValid(format)) {\n try {\n // eslint-disable-next-line no-await-in-loop\n await this._initFromUrlAsync(url);\n } catch {\n if (format && 0 < format.length) {\n this.engine.flagInvalidFormat(format);\n }\n }\n }\n }\n\n if (this._audioBuffer) {\n break;\n }\n }\n }\n}\n\n/** @internal */\nclass _WebAudioStaticSoundInstance extends _StaticSoundInstance implements IWebAudioOutNode {\n private _enginePlayTime: number = 0;\n private _enginePauseTime: number = 0;\n private _pitch: Nullable<_WebAudioParameterComponent> = null;\n private _playbackRate: Nullable<_WebAudioParameterComponent> = null;\n private _sourceNode: Nullable<AudioBufferSourceNode> = null;\n private _volumeNode: GainNode;\n\n protected override readonly _options: IStaticSoundInstanceOptions;\n protected override _sound: _WebAudioStaticSound;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n public constructor(sound: _WebAudioStaticSound, options: IStaticSoundInstanceOptions) {\n super(sound);\n\n this._options = options;\n\n this._volumeNode = new GainNode(sound._audioContext);\n this._initSourceNode();\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._pitch?.dispose();\n this._playbackRate?.dispose();\n\n this._sourceNode = null;\n\n this.stop();\n\n this._deinitSourceNode();\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n /** @internal */\n public get currentTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n const timeSinceLastStart = this._state === SoundState.Paused ? 0 : this.engine.currentTime - this._enginePlayTime;\n return this._enginePauseTime + timeSinceLastStart + this._options.startOffset;\n }\n\n public set currentTime(value: number) {\n const restart = this._state === SoundState.Starting || this._state === SoundState.Started;\n\n if (restart) {\n this.stop();\n this._deinitSourceNode();\n }\n\n this._options.startOffset = value;\n\n if (restart) {\n this.play();\n }\n }\n\n public get _outNode(): Nullable<AudioNode> {\n return this._volumeNode;\n }\n\n /** @internal */\n public set pitch(value: number) {\n this._pitch?.setTargetValue(value);\n }\n\n /** @internal */\n public set playbackRate(value: number) {\n this._playbackRate?.setTargetValue(value);\n }\n\n /** @internal */\n public get startTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n return this._enginePlayTime;\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSoundInstance\";\n }\n\n /** @internal */\n public play(options: Partial<IStaticSoundPlayOptions> = {}): void {\n if (this._state === SoundState.Started) {\n return;\n }\n\n if (options.duration !== undefined) {\n this._options.duration = options.duration;\n }\n if (options.loop !== undefined) {\n this._options.loop = options.loop;\n }\n if (options.loopStart !== undefined) {\n this._options.loopStart = options.loopStart;\n }\n if (options.loopEnd !== undefined) {\n this._options.loopEnd = options.loopEnd;\n }\n if (options.startOffset !== undefined) {\n this._options.startOffset = options.startOffset;\n }\n\n let startOffset = this._options.startOffset;\n\n if (this._state === SoundState.Paused) {\n startOffset += this.currentTime;\n startOffset %= this._sound.buffer.duration;\n }\n\n this._enginePlayTime = this.engine.currentTime + (options.waitTime ?? 0);\n\n this._volumeNode.gain.value = options.volume ?? 1;\n\n this._initSourceNode();\n\n if (this.engine.state === \"running\") {\n this._setState(SoundState.Started);\n this._sourceNode?.start(this._enginePlayTime, startOffset, this._options.duration > 0 ? this._options.duration : undefined);\n } else if (this._options.loop) {\n this._setState(SoundState.Starting);\n this.engine.stateChangedObservable.add(this._onEngineStateChanged);\n }\n }\n\n /** @internal */\n public pause(): void {\n if (this._state === SoundState.Paused) {\n return;\n }\n\n this._setState(SoundState.Paused);\n this._enginePauseTime += this.engine.currentTime - this._enginePlayTime;\n\n this._sourceNode?.stop();\n this._deinitSourceNode();\n }\n\n /** @internal */\n public resume(): void {\n if (this._state === SoundState.Paused) {\n this.play();\n }\n }\n\n /** @internal */\n public stop(options: Partial<IStaticSoundStopOptions> = {}): void {\n if (this._state === SoundState.Stopped) {\n return;\n }\n\n this._setState(SoundState.Stopped);\n\n const engineStopTime = this.engine.currentTime + (options.waitTime ?? 0);\n this._sourceNode?.stop(engineStopTime);\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n protected override _connect(node: AbstractAudioNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the sound's subgraph.\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: AbstractAudioNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n protected _onEnded = () => {\n this._enginePlayTime = 0;\n\n this.onEndedObservable.notifyObservers(this);\n this._deinitSourceNode();\n };\n\n private _deinitSourceNode(): void {\n if (!this._sourceNode) {\n return;\n }\n\n if (!this._disconnect(this._sound)) {\n throw new Error(\"Disconnect failed\");\n }\n\n this._sourceNode.disconnect(this._volumeNode);\n this._sourceNode.removeEventListener(\"ended\", this._onEnded);\n\n this._sourceNode = null;\n }\n\n private _initSourceNode(): void {\n if (!this._sourceNode) {\n this._sourceNode = new AudioBufferSourceNode(this._sound._audioContext, { buffer: this._sound.buffer._audioBuffer });\n\n this._sourceNode.addEventListener(\"ended\", this._onEnded, { once: true });\n this._sourceNode.connect(this._volumeNode);\n\n if (!this._connect(this._sound)) {\n throw new Error(\"Connect failed\");\n }\n\n this._pitch = new _WebAudioParameterComponent(this.engine, this._sourceNode.detune);\n this._playbackRate = new _WebAudioParameterComponent(this.engine, this._sourceNode.playbackRate);\n }\n\n const node = this._sourceNode;\n node.detune.value = this._sound.pitch;\n node.loop = this._options.loop;\n node.loopEnd = this._options.loopEnd;\n node.loopStart = this._options.loopStart;\n node.playbackRate.value = this._sound.playbackRate;\n }\n\n private _onEngineStateChanged = () => {\n if (this.engine.state !== \"running\") {\n return;\n }\n\n if (this._options.loop && this.state === SoundState.Starting) {\n this.play();\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n };\n}\n"]}
1
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type { Nullable } from \"../../types\";\nimport type { AbstractAudioNode } from \"../abstractAudio/abstractAudioNode\";\nimport type { IStaticSoundCloneOptions, IStaticSoundOptions, IStaticSoundPlayOptions, IStaticSoundStopOptions, IStaticSoundStoredOptions } from \"../abstractAudio/staticSound\";\nimport { StaticSound } from \"../abstractAudio/staticSound\";\nimport type { IStaticSoundBufferCloneOptions, IStaticSoundBufferOptions } from \"../abstractAudio/staticSoundBuffer\";\nimport { StaticSoundBuffer } from \"../abstractAudio/staticSoundBuffer\";\nimport type { IStaticSoundInstanceOptions } from \"../abstractAudio/staticSoundInstance\";\nimport { _StaticSoundInstance } from \"../abstractAudio/staticSoundInstance\";\nimport { _HasSpatialAudioOptions } from \"../abstractAudio/subProperties/abstractSpatialAudio\";\nimport type { _SpatialAudio } from \"../abstractAudio/subProperties/spatialAudio\";\nimport { _StereoAudio } from \"../abstractAudio/subProperties/stereoAudio\";\nimport { _CleanUrl, _FileExtensionRegex } from \"../audioUtils\";\nimport { SoundState } from \"../soundState\";\nimport { _WebAudioParameterComponent } from \"./components/webAudioParameterComponent\";\nimport { _WebAudioBusAndSoundSubGraph } from \"./subNodes/webAudioBusAndSoundSubGraph\";\nimport { _SpatialWebAudio } from \"./subProperties/spatialWebAudio\";\nimport type { _WebAudioEngine } from \"./webAudioEngine\";\nimport type { IWebAudioInNode, IWebAudioOutNode, IWebAudioSuperNode } from \"./webAudioNode\";\n\ntype StaticSoundSourceType = ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[];\n\n/** @internal */\nexport class _WebAudioStaticSound extends StaticSound implements IWebAudioSuperNode {\n private _buffer: _WebAudioStaticSoundBuffer;\n private _spatial: Nullable<_SpatialWebAudio> = null;\n private readonly _spatialAutoUpdate: boolean = true;\n private readonly _spatialMinUpdateTime: number = 0;\n private _stereo: Nullable<_StereoAudio> = null;\n\n protected override readonly _options: IStaticSoundStoredOptions;\n protected _subGraph: _WebAudioBusAndSoundSubGraph;\n\n /** @internal */\n public _audioContext: AudioContext | OfflineAudioContext;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(name: string, engine: _WebAudioEngine, options: Partial<IStaticSoundOptions>) {\n super(name, engine);\n\n if (typeof options.spatialAutoUpdate === \"boolean\") {\n this._spatialAutoUpdate = options.spatialAutoUpdate;\n }\n\n if (typeof options.spatialMinUpdateTime === \"number\") {\n this._spatialMinUpdateTime = options.spatialMinUpdateTime;\n }\n\n this._options = {\n autoplay: options.autoplay ?? false,\n duration: options.duration ?? 0,\n loop: options.loop ?? false,\n loopEnd: options.loopEnd ?? 0,\n loopStart: options.loopStart ?? 0,\n maxInstances: options.maxInstances ?? Infinity,\n pitch: options.pitch ?? 0,\n playbackRate: options.playbackRate ?? 1,\n startOffset: options.startOffset ?? 0,\n };\n\n this._subGraph = new _WebAudioStaticSound._SubGraph(this);\n }\n\n /** @internal */\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundOptions>): Promise<void> {\n this._audioContext = this.engine._audioContext;\n\n if (source instanceof _WebAudioStaticSoundBuffer) {\n this._buffer = source;\n } else if (typeof source === \"string\" || Array.isArray(source) || source instanceof ArrayBuffer || source instanceof AudioBuffer) {\n this._buffer = (await this.engine.createSoundBufferAsync(source, options)) as _WebAudioStaticSoundBuffer;\n }\n\n if (options.outBus) {\n this.outBus = options.outBus;\n } else if (options.outBusAutoDefault !== false) {\n await this.engine.isReadyPromise;\n this.outBus = this.engine.defaultMainBus;\n }\n\n await this._subGraph.initAsync(options);\n\n if (_HasSpatialAudioOptions(options)) {\n this._initSpatialProperty();\n }\n\n if (options.autoplay) {\n this.play();\n }\n\n this.engine._addNode(this);\n }\n\n /** @internal */\n public get buffer(): _WebAudioStaticSoundBuffer {\n return this._buffer;\n }\n\n /** @internal */\n public get _inNode() {\n return this._subGraph._inNode;\n }\n\n /** @internal */\n public get _outNode() {\n return this._subGraph._outNode;\n }\n\n /** @internal */\n public override get spatial(): _SpatialAudio {\n if (this._spatial) {\n return this._spatial;\n }\n return this._initSpatialProperty();\n }\n\n /** @internal */\n public override get stereo(): _StereoAudio {\n return this._stereo ?? (this._stereo = new _StereoAudio(this._subGraph));\n }\n\n /** @internal */\n public override async cloneAsync(options: Nullable<Partial<IStaticSoundCloneOptions>> = null): Promise<StaticSound> {\n const clone = await this.engine.createSoundAsync(this.name, options?.cloneBuffer ? this.buffer.clone() : this.buffer, this._options);\n\n clone.outBus = options?.outBus ? options.outBus : this.outBus;\n\n return clone;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._spatial?.dispose();\n this._spatial = null;\n\n this._stereo = null;\n\n this._subGraph.dispose();\n\n this.engine._removeNode(this);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSound\";\n }\n\n protected _createInstance(): _WebAudioStaticSoundInstance {\n return new _WebAudioStaticSoundInstance(this, this._options);\n }\n\n protected override _connect(node: IWebAudioInNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the subgraph.\n if (node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: IWebAudioInNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n private _initSpatialProperty(): _SpatialAudio {\n if (!this._spatial) {\n this._spatial = new _SpatialWebAudio(this._subGraph, this._spatialAutoUpdate, this._spatialMinUpdateTime);\n }\n\n return this._spatial;\n }\n\n private static _SubGraph = class extends _WebAudioBusAndSoundSubGraph {\n protected override _owner: _WebAudioStaticSound;\n\n protected get _downstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._downstreamNodes ?? null;\n }\n\n protected get _upstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._upstreamNodes ?? null;\n }\n };\n}\n\n/** @internal */\nexport class _WebAudioStaticSoundBuffer extends StaticSoundBuffer {\n /** @internal */\n public _audioBuffer: AudioBuffer;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(engine: _WebAudioEngine) {\n super(engine);\n }\n\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundBufferOptions>): Promise<void> {\n if (source instanceof AudioBuffer) {\n this._audioBuffer = source;\n } else if (typeof source === \"string\") {\n await this._initFromUrlAsync(source);\n } else if (Array.isArray(source)) {\n await this._initFromUrlsAsync(source, options.skipCodecCheck ?? false);\n } else if (source instanceof ArrayBuffer) {\n await this._initFromArrayBufferAsync(source);\n }\n }\n\n /** @internal */\n public get channelCount(): number {\n return this._audioBuffer.numberOfChannels;\n }\n\n /** @internal */\n public get duration(): number {\n return this._audioBuffer.duration;\n }\n\n /** @internal */\n public get length(): number {\n return this._audioBuffer.length;\n }\n\n /** @internal */\n public get sampleRate(): number {\n return this._audioBuffer.sampleRate;\n }\n\n /** @internal */\n public override clone(options: Nullable<Partial<IStaticSoundBufferCloneOptions>> = null): StaticSoundBuffer {\n const audioBuffer = new AudioBuffer({\n length: this._audioBuffer.length,\n numberOfChannels: this._audioBuffer.numberOfChannels,\n sampleRate: this._audioBuffer.sampleRate,\n });\n\n for (let i = 0; i < this._audioBuffer.numberOfChannels; i++) {\n audioBuffer.copyToChannel(this._audioBuffer.getChannelData(i), i);\n }\n\n const buffer = new _WebAudioStaticSoundBuffer(this.engine);\n buffer._audioBuffer = audioBuffer;\n buffer.name = options?.name ? options.name : this.name;\n\n return buffer;\n }\n\n private async _initFromArrayBufferAsync(arrayBuffer: ArrayBuffer): Promise<void> {\n this._audioBuffer = await this.engine._audioContext.decodeAudioData(arrayBuffer);\n }\n\n private async _initFromUrlAsync(url: string): Promise<void> {\n url = _CleanUrl(url);\n await this._initFromArrayBufferAsync(await (await fetch(url)).arrayBuffer());\n }\n\n private async _initFromUrlsAsync(urls: string[], skipCodecCheck: boolean): Promise<void> {\n for (const url of urls) {\n if (skipCodecCheck) {\n // eslint-disable-next-line no-await-in-loop\n await this._initFromUrlAsync(url);\n } else {\n const matches = url.match(_FileExtensionRegex);\n const format = matches?.at(1);\n if (format && this.engine.isFormatValid(format)) {\n try {\n // eslint-disable-next-line no-await-in-loop\n await this._initFromUrlAsync(url);\n } catch {\n if (format && 0 < format.length) {\n this.engine.flagInvalidFormat(format);\n }\n }\n }\n }\n\n if (this._audioBuffer) {\n break;\n }\n }\n }\n}\n\n/** @internal */\nclass _WebAudioStaticSoundInstance extends _StaticSoundInstance implements IWebAudioOutNode {\n private _enginePlayTime: number = 0;\n private _enginePauseTime: number = 0;\n private _isConnected: boolean = false;\n private _pitch: Nullable<_WebAudioParameterComponent> = null;\n private _playbackRate: Nullable<_WebAudioParameterComponent> = null;\n private _sourceNode: Nullable<AudioBufferSourceNode> = null;\n private _volumeNode: GainNode;\n\n protected override readonly _options: IStaticSoundInstanceOptions;\n protected override _sound: _WebAudioStaticSound;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n public constructor(sound: _WebAudioStaticSound, options: IStaticSoundInstanceOptions) {\n super(sound);\n\n this._options = options;\n\n this._volumeNode = new GainNode(sound._audioContext);\n this._initSourceNode();\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._pitch?.dispose();\n this._playbackRate?.dispose();\n\n this._sourceNode = null;\n\n this.stop();\n\n this._deinitSourceNode();\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n /** @internal */\n public get currentTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n const timeSinceLastStart = this._state === SoundState.Paused ? 0 : this.engine.currentTime - this._enginePlayTime;\n return this._enginePauseTime + timeSinceLastStart + this._options.startOffset;\n }\n\n public set currentTime(value: number) {\n const restart = this._state === SoundState.Starting || this._state === SoundState.Started;\n\n if (restart) {\n this.stop();\n this._deinitSourceNode();\n }\n\n this._options.startOffset = value;\n\n if (restart) {\n this.play();\n }\n }\n\n public get _outNode(): Nullable<AudioNode> {\n return this._volumeNode;\n }\n\n /** @internal */\n public set pitch(value: number) {\n this._pitch?.setTargetValue(value);\n }\n\n /** @internal */\n public set playbackRate(value: number) {\n this._playbackRate?.setTargetValue(value);\n }\n\n /** @internal */\n public get startTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n return this._enginePlayTime;\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSoundInstance\";\n }\n\n /** @internal */\n public play(options: Partial<IStaticSoundPlayOptions> = {}): void {\n if (this._state === SoundState.Started) {\n return;\n }\n\n if (options.duration !== undefined) {\n this._options.duration = options.duration;\n }\n if (options.loop !== undefined) {\n this._options.loop = options.loop;\n }\n if (options.loopStart !== undefined) {\n this._options.loopStart = options.loopStart;\n }\n if (options.loopEnd !== undefined) {\n this._options.loopEnd = options.loopEnd;\n }\n if (options.startOffset !== undefined) {\n this._options.startOffset = options.startOffset;\n }\n\n let startOffset = this._options.startOffset;\n\n if (this._state === SoundState.Paused) {\n startOffset += this.currentTime;\n startOffset %= this._sound.buffer.duration;\n }\n\n this._enginePlayTime = this.engine.currentTime + (options.waitTime ?? 0);\n\n this._volumeNode.gain.value = options.volume ?? 1;\n\n this._initSourceNode();\n\n if (this.engine.state === \"running\") {\n this._setState(SoundState.Started);\n this._sourceNode?.start(this._enginePlayTime, startOffset, this._options.duration > 0 ? this._options.duration : undefined);\n } else if (this._options.loop) {\n this._setState(SoundState.Starting);\n this.engine.stateChangedObservable.add(this._onEngineStateChanged);\n }\n }\n\n /** @internal */\n public pause(): void {\n if (this._state === SoundState.Paused) {\n return;\n }\n\n this._setState(SoundState.Paused);\n this._enginePauseTime += this.engine.currentTime - this._enginePlayTime;\n\n this._sourceNode?.stop();\n this._deinitSourceNode();\n }\n\n /** @internal */\n public resume(): void {\n if (this._state === SoundState.Paused) {\n this.play();\n }\n }\n\n /** @internal */\n public stop(options: Partial<IStaticSoundStopOptions> = {}): void {\n if (this._state === SoundState.Stopped) {\n return;\n }\n\n this._setState(SoundState.Stopped);\n\n const engineStopTime = this.engine.currentTime + (options.waitTime ?? 0);\n this._sourceNode?.stop(engineStopTime);\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n protected override _connect(node: AbstractAudioNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the sound's subgraph.\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.connect(node._inNode);\n this._isConnected = true;\n }\n\n return true;\n }\n\n protected override _disconnect(node: AbstractAudioNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.disconnect(node._inNode);\n this._isConnected = false;\n }\n\n return true;\n }\n\n protected _onEnded = () => {\n this._enginePlayTime = 0;\n\n this.onEndedObservable.notifyObservers(this);\n this._deinitSourceNode();\n };\n\n private _deinitSourceNode(): void {\n if (!this._sourceNode) {\n return;\n }\n\n if (this._isConnected && !this._disconnect(this._sound)) {\n throw new Error(\"Disconnect failed\");\n }\n\n this._sourceNode.disconnect(this._volumeNode);\n this._sourceNode.removeEventListener(\"ended\", this._onEnded);\n\n this._sourceNode = null;\n }\n\n private _initSourceNode(): void {\n if (!this._sourceNode) {\n this._sourceNode = new AudioBufferSourceNode(this._sound._audioContext, { buffer: this._sound.buffer._audioBuffer });\n\n this._sourceNode.addEventListener(\"ended\", this._onEnded, { once: true });\n this._sourceNode.connect(this._volumeNode);\n\n if (!this._connect(this._sound)) {\n throw new Error(\"Connect failed\");\n }\n\n this._pitch = new _WebAudioParameterComponent(this.engine, this._sourceNode.detune);\n this._playbackRate = new _WebAudioParameterComponent(this.engine, this._sourceNode.playbackRate);\n }\n\n const node = this._sourceNode;\n node.detune.value = this._sound.pitch;\n node.loop = this._options.loop;\n node.loopEnd = this._options.loopEnd;\n node.loopStart = this._options.loopStart;\n node.playbackRate.value = this._sound.playbackRate;\n }\n\n private _onEngineStateChanged = () => {\n if (this.engine.state !== \"running\") {\n return;\n }\n\n if (this._options.loop && this.state === SoundState.Starting) {\n this.play();\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n };\n}\n"]}