@babylonjs/core 8.7.0 → 8.7.1

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Files changed (125) hide show
  1. package/Animations/animatable.core.js +2 -2
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/AudioV2/abstractAudio/abstractSound.d.ts +3 -35
  4. package/AudioV2/abstractAudio/abstractSound.js +2 -58
  5. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  6. package/AudioV2/abstractAudio/abstractSoundSource.d.ts +57 -0
  7. package/AudioV2/abstractAudio/abstractSoundSource.js +72 -0
  8. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -0
  9. package/AudioV2/abstractAudio/audioEngineV2.d.ts +33 -0
  10. package/AudioV2/abstractAudio/audioEngineV2.js +23 -0
  11. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  12. package/AudioV2/webAudio/index.d.ts +1 -0
  13. package/AudioV2/webAudio/index.js +1 -0
  14. package/AudioV2/webAudio/index.js.map +1 -1
  15. package/AudioV2/webAudio/webAudioEngine.d.ts +5 -0
  16. package/AudioV2/webAudio/webAudioEngine.js +18 -0
  17. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  18. package/AudioV2/webAudio/webAudioSoundSource.d.ts +41 -0
  19. package/AudioV2/webAudio/webAudioSoundSource.js +115 -0
  20. package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -0
  21. package/AudioV2/webAudio/webAudioStaticSound.js +1 -1
  22. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  23. package/Collisions/collider.d.ts +1 -1
  24. package/Collisions/collider.js +14 -3
  25. package/Collisions/collider.js.map +1 -1
  26. package/Collisions/collisionCoordinator.d.ts +2 -2
  27. package/Collisions/collisionCoordinator.js +9 -5
  28. package/Collisions/collisionCoordinator.js.map +1 -1
  29. package/Culling/ray.core.d.ts +1 -1
  30. package/Culling/ray.core.js +1 -1
  31. package/Culling/ray.core.js.map +1 -1
  32. package/Engines/abstractEngine.d.ts +2 -2
  33. package/Engines/abstractEngine.js +3 -3
  34. package/Engines/abstractEngine.js.map +1 -1
  35. package/Engines/constants.d.ts +1 -1
  36. package/Engines/constants.js +1 -1
  37. package/Engines/constants.js.map +1 -1
  38. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +46 -0
  39. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +107 -0
  40. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -0
  41. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  42. package/FrameGraph/Node/Blocks/index.js +1 -0
  43. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  44. package/FrameGraph/Passes/renderPass.d.ts +1 -1
  45. package/FrameGraph/Passes/renderPass.js +3 -0
  46. package/FrameGraph/Passes/renderPass.js.map +1 -1
  47. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.d.ts +27 -0
  48. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js +41 -0
  49. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -0
  50. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +12 -0
  51. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +30 -1
  52. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  53. package/FrameGraph/index.d.ts +2 -1
  54. package/FrameGraph/index.js +2 -1
  55. package/FrameGraph/index.js.map +1 -1
  56. package/Gizmos/cameraGizmo.js +2 -2
  57. package/Gizmos/cameraGizmo.js.map +1 -1
  58. package/Maths/ThinMaths/index.d.ts +2 -0
  59. package/Maths/ThinMaths/index.js +3 -0
  60. package/Maths/ThinMaths/index.js.map +1 -0
  61. package/Maths/ThinMaths/thinMath.matrix.d.ts +20 -0
  62. package/Maths/ThinMaths/thinMath.matrix.functions.d.ts +53 -0
  63. package/Maths/ThinMaths/thinMath.matrix.functions.js +190 -0
  64. package/Maths/ThinMaths/thinMath.matrix.functions.js.map +1 -0
  65. package/Maths/ThinMaths/thinMath.matrix.js +23 -0
  66. package/Maths/ThinMaths/thinMath.matrix.js.map +1 -0
  67. package/Maths/index.d.ts +1 -0
  68. package/Maths/index.js +2 -0
  69. package/Maths/index.js.map +1 -1
  70. package/Maths/math.vector.js +7 -89
  71. package/Maths/math.vector.js.map +1 -1
  72. package/Meshes/abstractMesh.d.ts +2 -1
  73. package/Meshes/abstractMesh.js +3 -2
  74. package/Meshes/abstractMesh.js.map +1 -1
  75. package/Misc/screenshotTools.js +2 -0
  76. package/Misc/screenshotTools.js.map +1 -1
  77. package/Particles/flowMap.d.ts +18 -3
  78. package/Particles/flowMap.js +19 -7
  79. package/Particles/flowMap.js.map +1 -1
  80. package/Particles/particleSystem.js +2 -1
  81. package/Particles/particleSystem.js.map +1 -1
  82. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +0 -3
  83. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  84. package/PostProcesses/index.d.ts +1 -0
  85. package/PostProcesses/index.js +1 -0
  86. package/PostProcesses/index.js.map +1 -1
  87. package/PostProcesses/motionBlurPostProcess.d.ts +4 -11
  88. package/PostProcesses/motionBlurPostProcess.js +40 -62
  89. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  90. package/PostProcesses/thinMotionBlurPostProcess.d.ts +67 -0
  91. package/PostProcesses/thinMotionBlurPostProcess.js +127 -0
  92. package/PostProcesses/thinMotionBlurPostProcess.js.map +1 -0
  93. package/PostProcesses/thinSSRPostProcess.js +1 -2
  94. package/PostProcesses/thinSSRPostProcess.js.map +1 -1
  95. package/Rendering/depthRenderer.js +1 -1
  96. package/Rendering/depthRenderer.js.map +1 -1
  97. package/Rendering/geometryBufferRenderer.js +1 -1
  98. package/Rendering/geometryBufferRenderer.js.map +1 -1
  99. package/Rendering/prePassRenderer.js +1 -1
  100. package/Rendering/prePassRenderer.js.map +1 -1
  101. package/Shaders/ShadersInclude/pbrBlockReflection.js +1 -1
  102. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  103. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +4 -4
  104. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  105. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +3 -2
  106. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  107. package/Shaders/motionBlur.fragment.js +6 -17
  108. package/Shaders/motionBlur.fragment.js.map +1 -1
  109. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +4 -4
  110. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  111. package/ShadersWGSL/ShadersInclude/bonesVertex.js +8 -8
  112. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  113. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +1 -1
  114. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  115. package/ShadersWGSL/ShadersInclude/prePassVertex.js +8 -8
  116. package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -1
  117. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +3 -0
  118. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  119. package/ShadersWGSL/geometry.vertex.js +8 -8
  120. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  121. package/ShadersWGSL/motionBlur.fragment.js +6 -17
  122. package/ShadersWGSL/motionBlur.fragment.js.map +1 -1
  123. package/assetContainer.js +3 -0
  124. package/assetContainer.js.map +1 -1
  125. package/package.json +5 -2
@@ -252,7 +252,7 @@ export class Animatable {
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  const fps = runtimeAnimations[0].animation.framePerSecond;
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  this._frameToSyncFromJump = this._frameToSyncFromJump ?? runtimeAnimations[0].currentFrame;
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  const delay = this.speedRatio === 0 ? 0 : (((frame - this._frameToSyncFromJump) / fps) * 1000) / this.speedRatio;
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- this._manualJumpDelay = -delay;
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+ this._manualJumpDelay = Math.abs(delay);
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  }
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  for (let index = 0; index < runtimeAnimations.length; index++) {
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  runtimeAnimations[index].goToFrame(frame, useWeight ? this._weight : -1);
@@ -367,7 +367,7 @@ export class Animatable {
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  this._pausedDelay = null;
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  }
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  if (this._manualJumpDelay !== null) {
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- this._localDelayOffset += this._manualJumpDelay;
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+ this._localDelayOffset -= this._manualJumpDelay;
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  this._manualJumpDelay = null;
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  this._frameToSyncFromJump = null;
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  }
@@ -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 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._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 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 = Math.abs(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 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._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"]}
@@ -1,15 +1,11 @@
1
1
  import { Observable } from "../../Misc/observable.js";
2
2
  import type { Nullable } from "../../types.js";
3
3
  import { SoundState } from "../soundState.js";
4
- import { AbstractNamedAudioNode } from "./abstractAudioNode.js";
5
4
  import type { _AbstractSoundInstance } from "./abstractSoundInstance.js";
5
+ import { AbstractSoundSource, type ISoundSourceOptions } from "./abstractSoundSource.js";
6
6
  import type { PrimaryAudioBus } from "./audioBus.js";
7
7
  import type { AudioEngineV2 } from "./audioEngineV2.js";
8
- import type { _AbstractAudioSubGraph } from "./subNodes/abstractAudioSubGraph.js";
9
8
  import type { IVolumeAudioOptions } from "./subNodes/volumeAudioSubNode.js";
10
- import type { AbstractAudioAnalyzer, IAudioAnalyzerOptions } from "./subProperties/abstractAudioAnalyzer.js";
11
- import type { AbstractSpatialAudio, ISpatialAudioOptions } from "./subProperties/abstractSpatialAudio.js";
12
- import type { AbstractStereoAudio, IStereoAudioOptions } from "./subProperties/abstractStereoAudio.js";
13
9
  /** @internal */
14
10
  export interface IAbstractSoundOptionsBase {
15
11
  /**
@@ -35,7 +31,7 @@ export interface IAbstractSoundPlayOptionsBase {
35
31
  /**
36
32
  * Options for creating a sound.
37
33
  */
38
- export interface IAbstractSoundOptions extends IAbstractSoundOptionsBase, IAbstractSoundPlayOptions, IAudioAnalyzerOptions, ISpatialAudioOptions, IStereoAudioOptions {
34
+ export interface IAbstractSoundOptions extends IAbstractSoundOptionsBase, IAbstractSoundPlayOptions, ISoundSourceOptions {
39
35
  /**
40
36
  * The output bus for the sound. Defaults to `null`.
41
37
  * - If not set or `null`, the sound is automatically connected to the audio engine's default main bus.
@@ -57,24 +53,17 @@ export interface IAbstractSoundStoredOptions extends IAbstractSoundOptionsBase,
57
53
  /**
58
54
  * Abstract class representing a sound in the audio engine.
59
55
  */
60
- export declare abstract class AbstractSound extends AbstractNamedAudioNode {
61
- private _analyzer;
56
+ export declare abstract class AbstractSound extends AbstractSoundSource {
62
57
  private _newestInstance;
63
- private _outBus;
64
58
  private _privateInstances;
65
59
  private _state;
66
60
  protected _instances: ReadonlySet<_AbstractSoundInstance>;
67
61
  protected abstract readonly _options: IAbstractSoundStoredOptions;
68
- protected abstract _subGraph: _AbstractAudioSubGraph;
69
62
  /**
70
63
  * Observable for when the sound stops playing.
71
64
  */
72
65
  readonly onEndedObservable: Observable<AbstractSound>;
73
66
  protected constructor(name: string, engine: AudioEngineV2);
74
- /**
75
- * The analyzer features of the sound.
76
- */
77
- get analyzer(): AbstractAudioAnalyzer;
78
67
  /**
79
68
  * Whether the sound should start playing automatically. Defaults to `false`.
80
69
  */
@@ -94,17 +83,6 @@ export declare abstract class AbstractSound extends AbstractNamedAudioNode {
94
83
  */
95
84
  get maxInstances(): number;
96
85
  set maxInstances(value: number);
97
- /**
98
- * The output bus for the sound. Defaults to `null`.
99
- * - If not set or `null`, the sound is automatically connected to the audio engine's default main bus.
100
- * @see {@link AudioEngineV2.defaultMainBus}
101
- */
102
- get outBus(): Nullable<PrimaryAudioBus>;
103
- set outBus(outBus: Nullable<PrimaryAudioBus>);
104
- /**
105
- * The spatial features of the sound.
106
- */
107
- abstract spatial: AbstractSpatialAudio;
108
86
  /**
109
87
  * The time within the sound buffer to start playing at, in seconds. Defaults to `0`.
110
88
  */
@@ -114,15 +92,6 @@ export declare abstract class AbstractSound extends AbstractNamedAudioNode {
114
92
  * The state of the sound.
115
93
  */
116
94
  get state(): SoundState;
117
- /**
118
- * The stereo features of the sound.
119
- */
120
- abstract stereo: AbstractStereoAudio;
121
- /**
122
- * The output volume of the sound.
123
- */
124
- get volume(): number;
125
- set volume(value: number);
126
95
  /**
127
96
  * Releases associated resources.
128
97
  */
@@ -153,5 +122,4 @@ export declare abstract class AbstractSound extends AbstractNamedAudioNode {
153
122
  protected abstract _createInstance(): _AbstractSoundInstance;
154
123
  protected _stopExcessInstances(): void;
155
124
  private _onInstanceEnded;
156
- private _onOutBusDisposed;
157
125
  }
@@ -1,16 +1,12 @@
1
1
  import { Observable } from "../../Misc/observable.js";
2
- import { AbstractNamedAudioNode } from "./abstractAudioNode.js";
3
- import { _GetVolumeAudioProperty, _GetVolumeAudioSubNode } from "./subNodes/volumeAudioSubNode.js";
4
- import { _AudioAnalyzer } from "./subProperties/audioAnalyzer.js";
2
+ import { AbstractSoundSource } from "./abstractSoundSource.js";
5
3
  /**
6
4
  * Abstract class representing a sound in the audio engine.
7
5
  */
8
- export class AbstractSound extends AbstractNamedAudioNode {
6
+ export class AbstractSound extends AbstractSoundSource {
9
7
  constructor(name, engine) {
10
8
  super(name, engine, 3 /* AudioNodeType.HAS_INPUTS_AND_OUTPUTS */); // Inputs are for instances.
11
- this._analyzer = null;
12
9
  this._newestInstance = null;
13
- this._outBus = null;
14
10
  this._privateInstances = new Set();
15
11
  this._state = 1 /* SoundState.Stopped */;
16
12
  this._instances = this._privateInstances;
@@ -28,15 +24,6 @@ export class AbstractSound extends AbstractNamedAudioNode {
28
24
  this.onEndedObservable.notifyObservers(this);
29
25
  }
30
26
  };
31
- this._onOutBusDisposed = () => {
32
- this._outBus = null;
33
- };
34
- }
35
- /**
36
- * The analyzer features of the sound.
37
- */
38
- get analyzer() {
39
- return this._analyzer ?? (this._analyzer = new _AudioAnalyzer(this._subGraph));
40
27
  }
41
28
  /**
42
29
  * Whether the sound should start playing automatically. Defaults to `false`.
@@ -76,32 +63,6 @@ export class AbstractSound extends AbstractNamedAudioNode {
76
63
  set maxInstances(value) {
77
64
  this._options.maxInstances = value;
78
65
  }
79
- /**
80
- * The output bus for the sound. Defaults to `null`.
81
- * - If not set or `null`, the sound is automatically connected to the audio engine's default main bus.
82
- * @see {@link AudioEngineV2.defaultMainBus}
83
- */
84
- get outBus() {
85
- return this._outBus;
86
- }
87
- set outBus(outBus) {
88
- if (this._outBus === outBus) {
89
- return;
90
- }
91
- if (this._outBus) {
92
- this._outBus.onDisposeObservable.removeCallback(this._onOutBusDisposed);
93
- if (!this._disconnect(this._outBus)) {
94
- throw new Error("Disconnect failed");
95
- }
96
- }
97
- this._outBus = outBus;
98
- if (this._outBus) {
99
- this._outBus.onDisposeObservable.add(this._onOutBusDisposed);
100
- if (!this._connect(this._outBus)) {
101
- throw new Error("Connect failed");
102
- }
103
- }
104
- }
105
66
  /**
106
67
  * The time within the sound buffer to start playing at, in seconds. Defaults to `0`.
107
68
  */
@@ -117,30 +78,13 @@ export class AbstractSound extends AbstractNamedAudioNode {
117
78
  get state() {
118
79
  return this._state;
119
80
  }
120
- /**
121
- * The output volume of the sound.
122
- */
123
- get volume() {
124
- return _GetVolumeAudioProperty(this._subGraph, "volume");
125
- }
126
- set volume(value) {
127
- // The volume subnode is created on initialization and should always exist.
128
- const node = _GetVolumeAudioSubNode(this._subGraph);
129
- if (!node) {
130
- throw new Error("No volume subnode");
131
- }
132
- node.volume = value;
133
- }
134
81
  /**
135
82
  * Releases associated resources.
136
83
  */
137
84
  dispose() {
138
85
  super.dispose();
139
86
  this.stop();
140
- this._analyzer?.dispose();
141
- this._analyzer = null;
142
87
  this._newestInstance = null;
143
- this._outBus = null;
144
88
  this._privateInstances.clear();
145
89
  this.onEndedObservable.clear();
146
90
  }