@babylonjs/core 8.15.0 → 8.16.0

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Files changed (173) hide show
  1. package/Animations/animatable.core.d.ts +6 -0
  2. package/Animations/animatable.core.js +7 -1
  3. package/Animations/animatable.core.js.map +1 -1
  4. package/Animations/animationGroup.d.ts +3 -1
  5. package/Animations/animationGroup.js +3 -2
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/AudioV2/webAudio/components/webAudioParameterComponent.d.ts +8 -0
  8. package/AudioV2/webAudio/components/webAudioParameterComponent.js +36 -3
  9. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
  10. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +10 -0
  11. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  12. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +11 -0
  13. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  14. package/AudioV2/webAudio/webAudioEngine.d.ts +7 -0
  15. package/AudioV2/webAudio/webAudioEngine.js +45 -0
  16. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  17. package/AudioV2/webAudio/webAudioStaticSound.d.ts +1 -0
  18. package/AudioV2/webAudio/webAudioStaticSound.js +4 -1
  19. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  20. package/Behaviors/Cameras/framingBehavior.js +3 -3
  21. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  22. package/Debug/directionalLightFrustumViewer.d.ts +6 -0
  23. package/Debug/directionalLightFrustumViewer.js +39 -1
  24. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  25. package/Engines/AbstractEngine/abstractEngine.alpha.d.ts +2 -1
  26. package/Engines/AbstractEngine/abstractEngine.alpha.js +9 -9
  27. package/Engines/AbstractEngine/abstractEngine.alpha.js.map +1 -1
  28. package/Engines/AbstractEngine/abstractEngine.states.d.ts +4 -104
  29. package/Engines/AbstractEngine/abstractEngine.states.js +4 -70
  30. package/Engines/AbstractEngine/abstractEngine.states.js.map +1 -1
  31. package/Engines/AbstractEngine/abstractEngine.stencil.d.ts +147 -0
  32. package/Engines/AbstractEngine/abstractEngine.stencil.js +93 -0
  33. package/Engines/AbstractEngine/abstractEngine.stencil.js.map +1 -0
  34. package/Engines/AbstractEngine/index.d.ts +1 -0
  35. package/Engines/AbstractEngine/index.js +1 -0
  36. package/Engines/AbstractEngine/index.js.map +1 -1
  37. package/Engines/Extensions/engine.alpha.d.ts +2 -1
  38. package/Engines/Extensions/engine.alpha.js +7 -78
  39. package/Engines/Extensions/engine.alpha.js.map +1 -1
  40. package/Engines/WebGL/webGL2ShaderProcessors.js +8 -1
  41. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  42. package/Engines/WebGPU/Extensions/engine.alpha.d.ts +2 -1
  43. package/Engines/WebGPU/Extensions/engine.alpha.js +12 -82
  44. package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
  45. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +12 -5
  46. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +139 -72
  47. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  48. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +13 -1
  49. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  50. package/Engines/WebGPU/webgpuStencilStateComposer.d.ts +8 -0
  51. package/Engines/WebGPU/webgpuStencilStateComposer.js +40 -0
  52. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  53. package/Engines/abstractEngine.d.ts +7 -3
  54. package/Engines/abstractEngine.js +12 -5
  55. package/Engines/abstractEngine.js.map +1 -1
  56. package/Engines/constants.d.ts +30 -28
  57. package/Engines/constants.js +30 -28
  58. package/Engines/constants.js.map +1 -1
  59. package/Engines/engine.d.ts +10 -0
  60. package/Engines/engine.js +1 -0
  61. package/Engines/engine.js.map +1 -1
  62. package/Engines/engineCapabilities.d.ts +4 -0
  63. package/Engines/engineCapabilities.js.map +1 -1
  64. package/Engines/nativeEngine.d.ts +2 -1
  65. package/Engines/nativeEngine.js +6 -3
  66. package/Engines/nativeEngine.js.map +1 -1
  67. package/Engines/nullEngine.d.ts +2 -1
  68. package/Engines/nullEngine.js +7 -4
  69. package/Engines/nullEngine.js.map +1 -1
  70. package/Engines/thinEngine.js +16 -3
  71. package/Engines/thinEngine.js.map +1 -1
  72. package/Engines/webgpuEngine.d.ts +1 -0
  73. package/Engines/webgpuEngine.js +6 -4
  74. package/Engines/webgpuEngine.js.map +1 -1
  75. package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +1 -1
  76. package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -1
  77. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +8 -1
  78. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +14 -6
  79. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  80. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +3 -0
  81. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  82. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +6 -5
  83. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  84. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  85. package/FrameGraph/Tasks/Texture/clearTextureTask.js +7 -5
  86. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  87. package/FrameGraph/frameGraph.d.ts +6 -0
  88. package/FrameGraph/frameGraph.js +8 -0
  89. package/FrameGraph/frameGraph.js.map +1 -1
  90. package/FrameGraph/frameGraphContext.d.ts +16 -0
  91. package/FrameGraph/frameGraphContext.js +23 -0
  92. package/FrameGraph/frameGraphContext.js.map +1 -1
  93. package/FrameGraph/frameGraphRenderContext.d.ts +9 -16
  94. package/FrameGraph/frameGraphRenderContext.js +15 -23
  95. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  96. package/FrameGraph/frameGraphUtils.d.ts +52 -0
  97. package/FrameGraph/frameGraphUtils.js +99 -0
  98. package/FrameGraph/frameGraphUtils.js.map +1 -0
  99. package/FrameGraph/index.d.ts +1 -0
  100. package/FrameGraph/index.js +1 -0
  101. package/FrameGraph/index.js.map +1 -1
  102. package/Gizmos/boundingBoxGizmo.js +2 -0
  103. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  104. package/Loading/Plugins/babylonFileLoader.js +35 -2
  105. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  106. package/Materials/material.d.ts +32 -12
  107. package/Materials/material.js +49 -17
  108. package/Materials/material.js.map +1 -1
  109. package/Materials/materialStencilState.d.ts +24 -0
  110. package/Materials/materialStencilState.js +53 -1
  111. package/Materials/materialStencilState.js.map +1 -1
  112. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +4 -4
  113. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  114. package/Meshes/geometry.js +1 -1
  115. package/Meshes/geometry.js.map +1 -1
  116. package/Meshes/instancedMesh.d.ts +5 -0
  117. package/Meshes/instancedMesh.js +3 -3
  118. package/Meshes/instancedMesh.js.map +1 -1
  119. package/Meshes/mesh.d.ts +28 -5
  120. package/Meshes/mesh.js +127 -57
  121. package/Meshes/mesh.js.map +1 -1
  122. package/Meshes/thinInstanceMesh.js +4 -0
  123. package/Meshes/thinInstanceMesh.js.map +1 -1
  124. package/Misc/snapshotRenderingHelper.js +2 -1
  125. package/Misc/snapshotRenderingHelper.js.map +1 -1
  126. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.d.ts +71 -0
  127. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +156 -0
  128. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -0
  129. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +13 -0
  130. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +79 -3
  131. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  132. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +4 -0
  133. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +5 -0
  134. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  135. package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.d.ts +12 -3
  136. package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js +22 -1
  137. package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js.map +1 -1
  138. package/PostProcesses/thinPassPostProcess.js +7 -3
  139. package/PostProcesses/thinPassPostProcess.js.map +1 -1
  140. package/PostProcesses/thinTAAPostProcess.d.ts +17 -0
  141. package/PostProcesses/thinTAAPostProcess.js +51 -0
  142. package/PostProcesses/thinTAAPostProcess.js.map +1 -1
  143. package/Rendering/edgesRenderer.js +3 -2
  144. package/Rendering/edgesRenderer.js.map +1 -1
  145. package/Rendering/geometryBufferRenderer.js +1 -1
  146. package/Rendering/geometryBufferRenderer.js.map +1 -1
  147. package/Rendering/outlineRenderer.js +1 -1
  148. package/Rendering/outlineRenderer.js.map +1 -1
  149. package/Shaders/lod.fragment.js +2 -3
  150. package/Shaders/lod.fragment.js.map +1 -1
  151. package/Shaders/taa.fragment.js +15 -1
  152. package/Shaders/taa.fragment.js.map +1 -1
  153. package/ShadersWGSL/lod.fragment.js +2 -2
  154. package/ShadersWGSL/lod.fragment.js.map +1 -1
  155. package/ShadersWGSL/taa.fragment.js +16 -2
  156. package/ShadersWGSL/taa.fragment.js.map +1 -1
  157. package/States/IStencilState.d.ts +6 -2
  158. package/States/IStencilState.js.map +1 -1
  159. package/States/alphaCullingState.d.ts +7 -5
  160. package/States/alphaCullingState.js +144 -33
  161. package/States/alphaCullingState.js.map +1 -1
  162. package/States/stencilState.d.ts +12 -0
  163. package/States/stencilState.js +29 -1
  164. package/States/stencilState.js.map +1 -1
  165. package/States/stencilStateComposer.d.ts +12 -0
  166. package/States/stencilStateComposer.js +48 -2
  167. package/States/stencilStateComposer.js.map +1 -1
  168. package/assetContainer.js +29 -8
  169. package/assetContainer.js.map +1 -1
  170. package/package.json +1 -1
  171. package/scene.d.ts +2 -1
  172. package/scene.js +1 -0
  173. package/scene.js.map +1 -1
@@ -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 @@
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 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"]}
@@ -4,6 +4,7 @@ import type { IMakeAnimationAdditiveOptions } from "./animation.js";
4
4
  import type { Scene, IDisposable } from "../scene.js";
5
5
  import { Observable } from "../Misc/observable.js";
6
6
  import type { Nullable } from "../types.js";
7
+ import type { Node } from "../node.js";
7
8
  import type { AnimationGroupMask } from "./animationGroupMask.js";
8
9
  import "./animatable.js";
9
10
  import type { IAssetContainer } from "../IAssetContainer.js";
@@ -329,9 +330,10 @@ export declare class AnimationGroup implements IDisposable {
329
330
  * Returns a new AnimationGroup object parsed from the source provided.
330
331
  * @param parsedAnimationGroup defines the source
331
332
  * @param scene defines the scene that will receive the animationGroup
333
+ * @param nodeMap a map of node.id to node in this scene, to accelerate node lookup
332
334
  * @returns a new AnimationGroup
333
335
  */
334
- static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
336
+ static Parse(parsedAnimationGroup: any, scene: Scene, nodeMap?: Map<Node["id"], Node>): AnimationGroup;
335
337
  /**
336
338
  * Convert the keyframes for all animations belonging to the group to be relative to a given reference frame.
337
339
  * @param sourceAnimationGroup defines the AnimationGroup containing animations to convert
@@ -781,9 +781,10 @@ export class AnimationGroup {
781
781
  * Returns a new AnimationGroup object parsed from the source provided.
782
782
  * @param parsedAnimationGroup defines the source
783
783
  * @param scene defines the scene that will receive the animationGroup
784
+ * @param nodeMap a map of node.id to node in this scene, to accelerate node lookup
784
785
  * @returns a new AnimationGroup
785
786
  */
786
- static Parse(parsedAnimationGroup, scene) {
787
+ static Parse(parsedAnimationGroup, scene, nodeMap) {
787
788
  const animationGroup = new AnimationGroup(parsedAnimationGroup.name, scene, parsedAnimationGroup.weight, parsedAnimationGroup.playOrder);
788
789
  for (let i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
789
790
  const targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
@@ -797,7 +798,7 @@ export class AnimationGroup {
797
798
  }
798
799
  }
799
800
  else {
800
- const targetNode = scene.getNodeById(id);
801
+ const targetNode = nodeMap ? nodeMap.get(id) : scene.getNodeById(id);
801
802
  if (targetNode != null) {
802
803
  animationGroup.addTargetedAnimation(animation, targetNode);
803
804
  }