@babylonjs/viewer 5.0.0 → 5.0.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (127) hide show
  1. package/configuration/configuration.d.ts +107 -107
  2. package/configuration/configuration.js +15 -15
  3. package/configuration/configurationCompatibility.d.ts +8 -8
  4. package/configuration/configurationCompatibility.js +65 -65
  5. package/configuration/configurationContainer.d.ts +10 -10
  6. package/configuration/configurationContainer.js +9 -9
  7. package/configuration/globals.d.ts +6 -6
  8. package/configuration/globals.js +17 -17
  9. package/configuration/index.d.ts +2 -2
  10. package/configuration/index.js +3 -3
  11. package/configuration/interfaces/cameraConfiguration.d.ts +31 -31
  12. package/configuration/interfaces/cameraConfiguration.js +1 -1
  13. package/configuration/interfaces/colorGradingConfiguration.d.ts +81 -81
  14. package/configuration/interfaces/colorGradingConfiguration.js +1 -1
  15. package/configuration/interfaces/defaultRenderingPipelineConfiguration.d.ts +20 -20
  16. package/configuration/interfaces/defaultRenderingPipelineConfiguration.js +1 -1
  17. package/configuration/interfaces/environmentMapConfiguration.d.ts +22 -22
  18. package/configuration/interfaces/environmentMapConfiguration.js +1 -1
  19. package/configuration/interfaces/groundConfiguration.d.ts +24 -24
  20. package/configuration/interfaces/groundConfiguration.js +1 -1
  21. package/configuration/interfaces/imageProcessingConfiguration.d.ts +43 -43
  22. package/configuration/interfaces/imageProcessingConfiguration.js +1 -1
  23. package/configuration/interfaces/index.d.ts +15 -15
  24. package/configuration/interfaces/index.js +15 -15
  25. package/configuration/interfaces/lightConfiguration.d.ts +60 -60
  26. package/configuration/interfaces/lightConfiguration.js +1 -1
  27. package/configuration/interfaces/modelAnimationConfiguration.d.ts +26 -26
  28. package/configuration/interfaces/modelAnimationConfiguration.js +1 -1
  29. package/configuration/interfaces/modelConfiguration.d.ts +65 -65
  30. package/configuration/interfaces/modelConfiguration.js +1 -1
  31. package/configuration/interfaces/observersConfiguration.d.ts +5 -5
  32. package/configuration/interfaces/observersConfiguration.js +1 -1
  33. package/configuration/interfaces/sceneConfiguration.d.ts +48 -48
  34. package/configuration/interfaces/sceneConfiguration.js +1 -1
  35. package/configuration/interfaces/sceneOptimizerConfiguration.d.ts +23 -23
  36. package/configuration/interfaces/sceneOptimizerConfiguration.js +1 -1
  37. package/configuration/interfaces/skyboxConfiguration.d.ts +21 -21
  38. package/configuration/interfaces/skyboxConfiguration.js +1 -1
  39. package/configuration/interfaces/templateConfiguration.d.ts +67 -67
  40. package/configuration/interfaces/templateConfiguration.js +1 -1
  41. package/configuration/interfaces/vrConfiguration.d.ts +16 -16
  42. package/configuration/interfaces/vrConfiguration.js +1 -1
  43. package/configuration/loader.d.ts +4 -4
  44. package/configuration/loader.js +16 -16
  45. package/configuration/mappers.d.ts +42 -42
  46. package/configuration/mappers.js +190 -190
  47. package/configuration/renderOnlyLoader.d.ts +33 -33
  48. package/configuration/renderOnlyLoader.js +161 -161
  49. package/configuration/types/default.d.ts +6 -6
  50. package/configuration/types/default.js +120 -120
  51. package/configuration/types/environmentMap.d.ts +5 -5
  52. package/configuration/types/environmentMap.js +13 -13
  53. package/configuration/types/extended.d.ts +6 -6
  54. package/configuration/types/extended.js +316 -316
  55. package/configuration/types/index.d.ts +13 -13
  56. package/configuration/types/index.js +49 -49
  57. package/configuration/types/minimal.d.ts +6 -6
  58. package/configuration/types/minimal.js +42 -42
  59. package/configuration/types/renderOnlyDefault.d.ts +30 -30
  60. package/configuration/types/renderOnlyDefault.js +30 -30
  61. package/configuration/types/shadowLight.d.ts +9 -9
  62. package/configuration/types/shadowLight.js +63 -63
  63. package/helper/index.d.ts +26 -26
  64. package/helper/index.js +62 -62
  65. package/index.d.ts +30 -30
  66. package/index.js +45 -45
  67. package/initializer.d.ts +11 -11
  68. package/initializer.js +34 -34
  69. package/interfaces.d.ts +5 -5
  70. package/interfaces.js +1 -1
  71. package/labs/environmentSerializer.d.ts +126 -126
  72. package/labs/environmentSerializer.js +190 -190
  73. package/labs/texture.d.ts +183 -183
  74. package/labs/texture.js +300 -300
  75. package/labs/viewerLabs.d.ts +51 -51
  76. package/labs/viewerLabs.js +133 -133
  77. package/loader/modelLoader.d.ts +47 -47
  78. package/loader/modelLoader.js +189 -189
  79. package/loader/plugins/applyMaterialConfig.d.ts +12 -12
  80. package/loader/plugins/applyMaterialConfig.js +15 -15
  81. package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +9 -9
  82. package/loader/plugins/extendedMaterialLoaderPlugin.js +15 -15
  83. package/loader/plugins/index.d.ts +18 -18
  84. package/loader/plugins/index.js +42 -42
  85. package/loader/plugins/loaderPlugin.d.ts +24 -24
  86. package/loader/plugins/loaderPlugin.js +1 -1
  87. package/loader/plugins/msftLodLoaderPlugin.d.ts +12 -12
  88. package/loader/plugins/msftLodLoaderPlugin.js +20 -20
  89. package/loader/plugins/telemetryLoaderPlugin.d.ts +12 -12
  90. package/loader/plugins/telemetryLoaderPlugin.js +35 -35
  91. package/managers/observablesManager.d.ts +66 -66
  92. package/managers/observablesManager.js +34 -34
  93. package/managers/sceneManager.d.ts +243 -243
  94. package/managers/sceneManager.js +1388 -1388
  95. package/managers/telemetryManager.d.ts +57 -57
  96. package/managers/telemetryManager.js +113 -113
  97. package/model/modelAnimation.d.ts +215 -215
  98. package/model/modelAnimation.js +232 -232
  99. package/model/viewerModel.d.ts +228 -228
  100. package/model/viewerModel.js +669 -669
  101. package/optimizer/custom/extended.d.ts +11 -11
  102. package/optimizer/custom/extended.js +98 -98
  103. package/optimizer/custom/index.d.ts +8 -8
  104. package/optimizer/custom/index.js +24 -24
  105. package/package.json +5 -5
  106. package/renderOnlyIndex.d.ts +11 -11
  107. package/renderOnlyIndex.js +17 -17
  108. package/templating/eventManager.d.ts +35 -35
  109. package/templating/eventManager.js +65 -65
  110. package/templating/plugins/hdButtonPlugin.d.ts +9 -9
  111. package/templating/plugins/hdButtonPlugin.js +21 -21
  112. package/templating/plugins/printButton.d.ts +9 -9
  113. package/templating/plugins/printButton.js +40 -40
  114. package/templating/templateManager.d.ts +190 -190
  115. package/templating/templateManager.js +553 -553
  116. package/templating/viewerTemplatePlugin.d.ts +21 -21
  117. package/templating/viewerTemplatePlugin.js +68 -68
  118. package/viewer/defaultViewer.d.ts +122 -122
  119. package/viewer/defaultViewer.js +665 -665
  120. package/viewer/renderOnlyViewer.d.ts +8 -8
  121. package/viewer/renderOnlyViewer.js +43 -43
  122. package/viewer/viewer.d.ts +254 -254
  123. package/viewer/viewer.js +777 -777
  124. package/viewer/viewerManager.d.ts +55 -55
  125. package/viewer/viewerManager.js +87 -87
  126. package/viewer/viewerWithTemplate.d.ts +9 -9
  127. package/viewer/viewerWithTemplate.js +19 -19
@@ -1,233 +1,233 @@
1
- /**
2
- * Animation play mode enum - is the animation looping or playing once
3
- */
4
- export var AnimationPlayMode;
5
- (function (AnimationPlayMode) {
6
- AnimationPlayMode[AnimationPlayMode["ONCE"] = 0] = "ONCE";
7
- AnimationPlayMode[AnimationPlayMode["LOOP"] = 1] = "LOOP";
8
- })(AnimationPlayMode || (AnimationPlayMode = {}));
9
- /**
10
- * An enum representing the current state of an animation object
11
- */
12
- export var AnimationState;
13
- (function (AnimationState) {
14
- AnimationState[AnimationState["INIT"] = 0] = "INIT";
15
- AnimationState[AnimationState["PLAYING"] = 1] = "PLAYING";
16
- AnimationState[AnimationState["PAUSED"] = 2] = "PAUSED";
17
- AnimationState[AnimationState["STOPPED"] = 3] = "STOPPED";
18
- AnimationState[AnimationState["ENDED"] = 4] = "ENDED";
19
- })(AnimationState || (AnimationState = {}));
20
- /**
21
- * The different type of easing functions available
22
- */
23
- export var EasingFunction;
24
- (function (EasingFunction) {
25
- EasingFunction[EasingFunction["Linear"] = 0] = "Linear";
26
- EasingFunction[EasingFunction["CircleEase"] = 1] = "CircleEase";
27
- EasingFunction[EasingFunction["BackEase"] = 2] = "BackEase";
28
- EasingFunction[EasingFunction["BounceEase"] = 3] = "BounceEase";
29
- EasingFunction[EasingFunction["CubicEase"] = 4] = "CubicEase";
30
- EasingFunction[EasingFunction["ElasticEase"] = 5] = "ElasticEase";
31
- EasingFunction[EasingFunction["ExponentialEase"] = 6] = "ExponentialEase";
32
- EasingFunction[EasingFunction["PowerEase"] = 7] = "PowerEase";
33
- EasingFunction[EasingFunction["QuadraticEase"] = 8] = "QuadraticEase";
34
- EasingFunction[EasingFunction["QuarticEase"] = 9] = "QuarticEase";
35
- EasingFunction[EasingFunction["QuinticEase"] = 10] = "QuinticEase";
36
- EasingFunction[EasingFunction["SineEase"] = 11] = "SineEase";
37
- })(EasingFunction || (EasingFunction = {}));
38
- /**
39
- * The GroupModelAnimation is an implementation of the IModelAnimation interface using BABYLON's
40
- * native GroupAnimation class.
41
- */
42
- var GroupModelAnimation = /** @class */ (function () {
43
- /**
44
- * Create a new GroupModelAnimation object using an AnimationGroup object
45
- * @param _animationGroup The animation group to base the class on
46
- */
47
- function GroupModelAnimation(_animationGroup) {
48
- var _this = this;
49
- this._animationGroup = _animationGroup;
50
- this._state = AnimationState.INIT;
51
- this._playMode = AnimationPlayMode.LOOP;
52
- this._animationGroup.onAnimationEndObservable.add(function () {
53
- _this.stop();
54
- _this._state = AnimationState.ENDED;
55
- });
56
- }
57
- Object.defineProperty(GroupModelAnimation.prototype, "name", {
58
- /**
59
- * Get the animation's name
60
- */
61
- get: function () {
62
- return this._animationGroup.name;
63
- },
64
- enumerable: false,
65
- configurable: true
66
- });
67
- Object.defineProperty(GroupModelAnimation.prototype, "state", {
68
- /**
69
- * Get the current animation's state
70
- */
71
- get: function () {
72
- return this._state;
73
- },
74
- enumerable: false,
75
- configurable: true
76
- });
77
- Object.defineProperty(GroupModelAnimation.prototype, "speedRatio", {
78
- /**
79
- * Gets the speed ratio to use for all animations
80
- */
81
- get: function () {
82
- return this._animationGroup.speedRatio;
83
- },
84
- /**
85
- * Sets the speed ratio to use for all animations
86
- */
87
- set: function (value) {
88
- this._animationGroup.speedRatio = value;
89
- },
90
- enumerable: false,
91
- configurable: true
92
- });
93
- Object.defineProperty(GroupModelAnimation.prototype, "frames", {
94
- /**
95
- * Get the max numbers of frame available in the animation group
96
- *
97
- * In correlation to an array, this would be ".length"
98
- */
99
- get: function () {
100
- return this._animationGroup.to - this._animationGroup.from;
101
- },
102
- enumerable: false,
103
- configurable: true
104
- });
105
- Object.defineProperty(GroupModelAnimation.prototype, "currentFrame", {
106
- /**
107
- * Get the current frame playing right now.
108
- * This can be used to poll the frame currently playing (and, for example, display a progress bar with the data)
109
- *
110
- * In correlation to an array, this would be the current index
111
- */
112
- get: function () {
113
- if (this._animationGroup.targetedAnimations[0] && this._animationGroup.targetedAnimations[0].animation.runtimeAnimations[0]) {
114
- return this._animationGroup.targetedAnimations[0].animation.runtimeAnimations[0].currentFrame - this._animationGroup.from;
115
- }
116
- else {
117
- return 0;
118
- }
119
- },
120
- enumerable: false,
121
- configurable: true
122
- });
123
- Object.defineProperty(GroupModelAnimation.prototype, "fps", {
124
- /**
125
- * Get the FPS value of this animation
126
- */
127
- get: function () {
128
- // get the first currentFrame found
129
- for (var i = 0; i < this._animationGroup.animatables.length; ++i) {
130
- var animatable = this._animationGroup.animatables[i];
131
- var animations = animatable.getAnimations();
132
- if (!animations || !animations.length) {
133
- continue;
134
- }
135
- for (var idx = 0; idx < animations.length; ++idx) {
136
- if (animations[idx].animation && animations[idx].animation.framePerSecond) {
137
- return animations[idx].animation.framePerSecond;
138
- }
139
- }
140
- }
141
- return 0;
142
- },
143
- enumerable: false,
144
- configurable: true
145
- });
146
- Object.defineProperty(GroupModelAnimation.prototype, "playMode", {
147
- /**
148
- * What is the animation'S play mode (looping or played once)
149
- */
150
- get: function () {
151
- return this._playMode;
152
- },
153
- /**
154
- * Set the play mode.
155
- * If the animation is played, it will continue playing at least once more, depending on the new play mode set.
156
- * If the animation is not set, the will be initialized and will wait for the user to start playing it.
157
- */
158
- set: function (value) {
159
- if (value === this._playMode) {
160
- return;
161
- }
162
- this._playMode = value;
163
- if (this.state === AnimationState.PLAYING) {
164
- this._animationGroup.play(this._playMode === AnimationPlayMode.LOOP);
165
- }
166
- else {
167
- this._animationGroup.reset();
168
- this._state = AnimationState.INIT;
169
- }
170
- },
171
- enumerable: false,
172
- configurable: true
173
- });
174
- /**
175
- * Reset the animation group
176
- */
177
- GroupModelAnimation.prototype.reset = function () {
178
- this._animationGroup.reset();
179
- };
180
- /**
181
- * Restart the animation group
182
- */
183
- GroupModelAnimation.prototype.restart = function () {
184
- if (this.state === AnimationState.PAUSED) {
185
- this._animationGroup.restart();
186
- }
187
- else {
188
- this.start();
189
- }
190
- };
191
- /**
192
- *
193
- * @param frameNumber Go to a specific frame in the animation
194
- */
195
- GroupModelAnimation.prototype.goToFrame = function (frameNumber) {
196
- this._animationGroup.goToFrame(frameNumber + this._animationGroup.from);
197
- };
198
- /**
199
- * Start playing the animation.
200
- */
201
- GroupModelAnimation.prototype.start = function () {
202
- this._animationGroup.start(this.playMode === AnimationPlayMode.LOOP, this.speedRatio);
203
- if (this._animationGroup.isStarted) {
204
- this._state = AnimationState.PLAYING;
205
- }
206
- };
207
- /**
208
- * Pause the animation
209
- */
210
- GroupModelAnimation.prototype.pause = function () {
211
- this._animationGroup.pause();
212
- this._state = AnimationState.PAUSED;
213
- };
214
- /**
215
- * Stop the animation.
216
- * This will fail silently if the animation group is already stopped.
217
- */
218
- GroupModelAnimation.prototype.stop = function () {
219
- this._animationGroup.stop();
220
- if (!this._animationGroup.isStarted) {
221
- this._state = AnimationState.STOPPED;
222
- }
223
- };
224
- /**
225
- * Dispose this animation object.
226
- */
227
- GroupModelAnimation.prototype.dispose = function () {
228
- this._animationGroup.dispose();
229
- };
230
- return GroupModelAnimation;
231
- }());
232
- export { GroupModelAnimation };
1
+ /**
2
+ * Animation play mode enum - is the animation looping or playing once
3
+ */
4
+ export var AnimationPlayMode;
5
+ (function (AnimationPlayMode) {
6
+ AnimationPlayMode[AnimationPlayMode["ONCE"] = 0] = "ONCE";
7
+ AnimationPlayMode[AnimationPlayMode["LOOP"] = 1] = "LOOP";
8
+ })(AnimationPlayMode || (AnimationPlayMode = {}));
9
+ /**
10
+ * An enum representing the current state of an animation object
11
+ */
12
+ export var AnimationState;
13
+ (function (AnimationState) {
14
+ AnimationState[AnimationState["INIT"] = 0] = "INIT";
15
+ AnimationState[AnimationState["PLAYING"] = 1] = "PLAYING";
16
+ AnimationState[AnimationState["PAUSED"] = 2] = "PAUSED";
17
+ AnimationState[AnimationState["STOPPED"] = 3] = "STOPPED";
18
+ AnimationState[AnimationState["ENDED"] = 4] = "ENDED";
19
+ })(AnimationState || (AnimationState = {}));
20
+ /**
21
+ * The different type of easing functions available
22
+ */
23
+ export var EasingFunction;
24
+ (function (EasingFunction) {
25
+ EasingFunction[EasingFunction["Linear"] = 0] = "Linear";
26
+ EasingFunction[EasingFunction["CircleEase"] = 1] = "CircleEase";
27
+ EasingFunction[EasingFunction["BackEase"] = 2] = "BackEase";
28
+ EasingFunction[EasingFunction["BounceEase"] = 3] = "BounceEase";
29
+ EasingFunction[EasingFunction["CubicEase"] = 4] = "CubicEase";
30
+ EasingFunction[EasingFunction["ElasticEase"] = 5] = "ElasticEase";
31
+ EasingFunction[EasingFunction["ExponentialEase"] = 6] = "ExponentialEase";
32
+ EasingFunction[EasingFunction["PowerEase"] = 7] = "PowerEase";
33
+ EasingFunction[EasingFunction["QuadraticEase"] = 8] = "QuadraticEase";
34
+ EasingFunction[EasingFunction["QuarticEase"] = 9] = "QuarticEase";
35
+ EasingFunction[EasingFunction["QuinticEase"] = 10] = "QuinticEase";
36
+ EasingFunction[EasingFunction["SineEase"] = 11] = "SineEase";
37
+ })(EasingFunction || (EasingFunction = {}));
38
+ /**
39
+ * The GroupModelAnimation is an implementation of the IModelAnimation interface using BABYLON's
40
+ * native GroupAnimation class.
41
+ */
42
+ var GroupModelAnimation = /** @class */ (function () {
43
+ /**
44
+ * Create a new GroupModelAnimation object using an AnimationGroup object
45
+ * @param _animationGroup The animation group to base the class on
46
+ */
47
+ function GroupModelAnimation(_animationGroup) {
48
+ var _this = this;
49
+ this._animationGroup = _animationGroup;
50
+ this._state = AnimationState.INIT;
51
+ this._playMode = AnimationPlayMode.LOOP;
52
+ this._animationGroup.onAnimationEndObservable.add(function () {
53
+ _this.stop();
54
+ _this._state = AnimationState.ENDED;
55
+ });
56
+ }
57
+ Object.defineProperty(GroupModelAnimation.prototype, "name", {
58
+ /**
59
+ * Get the animation's name
60
+ */
61
+ get: function () {
62
+ return this._animationGroup.name;
63
+ },
64
+ enumerable: false,
65
+ configurable: true
66
+ });
67
+ Object.defineProperty(GroupModelAnimation.prototype, "state", {
68
+ /**
69
+ * Get the current animation's state
70
+ */
71
+ get: function () {
72
+ return this._state;
73
+ },
74
+ enumerable: false,
75
+ configurable: true
76
+ });
77
+ Object.defineProperty(GroupModelAnimation.prototype, "speedRatio", {
78
+ /**
79
+ * Gets the speed ratio to use for all animations
80
+ */
81
+ get: function () {
82
+ return this._animationGroup.speedRatio;
83
+ },
84
+ /**
85
+ * Sets the speed ratio to use for all animations
86
+ */
87
+ set: function (value) {
88
+ this._animationGroup.speedRatio = value;
89
+ },
90
+ enumerable: false,
91
+ configurable: true
92
+ });
93
+ Object.defineProperty(GroupModelAnimation.prototype, "frames", {
94
+ /**
95
+ * Get the max numbers of frame available in the animation group
96
+ *
97
+ * In correlation to an array, this would be ".length"
98
+ */
99
+ get: function () {
100
+ return this._animationGroup.to - this._animationGroup.from;
101
+ },
102
+ enumerable: false,
103
+ configurable: true
104
+ });
105
+ Object.defineProperty(GroupModelAnimation.prototype, "currentFrame", {
106
+ /**
107
+ * Get the current frame playing right now.
108
+ * This can be used to poll the frame currently playing (and, for example, display a progress bar with the data)
109
+ *
110
+ * In correlation to an array, this would be the current index
111
+ */
112
+ get: function () {
113
+ if (this._animationGroup.targetedAnimations[0] && this._animationGroup.targetedAnimations[0].animation.runtimeAnimations[0]) {
114
+ return this._animationGroup.targetedAnimations[0].animation.runtimeAnimations[0].currentFrame - this._animationGroup.from;
115
+ }
116
+ else {
117
+ return 0;
118
+ }
119
+ },
120
+ enumerable: false,
121
+ configurable: true
122
+ });
123
+ Object.defineProperty(GroupModelAnimation.prototype, "fps", {
124
+ /**
125
+ * Get the FPS value of this animation
126
+ */
127
+ get: function () {
128
+ // get the first currentFrame found
129
+ for (var i = 0; i < this._animationGroup.animatables.length; ++i) {
130
+ var animatable = this._animationGroup.animatables[i];
131
+ var animations = animatable.getAnimations();
132
+ if (!animations || !animations.length) {
133
+ continue;
134
+ }
135
+ for (var idx = 0; idx < animations.length; ++idx) {
136
+ if (animations[idx].animation && animations[idx].animation.framePerSecond) {
137
+ return animations[idx].animation.framePerSecond;
138
+ }
139
+ }
140
+ }
141
+ return 0;
142
+ },
143
+ enumerable: false,
144
+ configurable: true
145
+ });
146
+ Object.defineProperty(GroupModelAnimation.prototype, "playMode", {
147
+ /**
148
+ * What is the animation'S play mode (looping or played once)
149
+ */
150
+ get: function () {
151
+ return this._playMode;
152
+ },
153
+ /**
154
+ * Set the play mode.
155
+ * If the animation is played, it will continue playing at least once more, depending on the new play mode set.
156
+ * If the animation is not set, the will be initialized and will wait for the user to start playing it.
157
+ */
158
+ set: function (value) {
159
+ if (value === this._playMode) {
160
+ return;
161
+ }
162
+ this._playMode = value;
163
+ if (this.state === AnimationState.PLAYING) {
164
+ this._animationGroup.play(this._playMode === AnimationPlayMode.LOOP);
165
+ }
166
+ else {
167
+ this._animationGroup.reset();
168
+ this._state = AnimationState.INIT;
169
+ }
170
+ },
171
+ enumerable: false,
172
+ configurable: true
173
+ });
174
+ /**
175
+ * Reset the animation group
176
+ */
177
+ GroupModelAnimation.prototype.reset = function () {
178
+ this._animationGroup.reset();
179
+ };
180
+ /**
181
+ * Restart the animation group
182
+ */
183
+ GroupModelAnimation.prototype.restart = function () {
184
+ if (this.state === AnimationState.PAUSED) {
185
+ this._animationGroup.restart();
186
+ }
187
+ else {
188
+ this.start();
189
+ }
190
+ };
191
+ /**
192
+ *
193
+ * @param frameNumber Go to a specific frame in the animation
194
+ */
195
+ GroupModelAnimation.prototype.goToFrame = function (frameNumber) {
196
+ this._animationGroup.goToFrame(frameNumber + this._animationGroup.from);
197
+ };
198
+ /**
199
+ * Start playing the animation.
200
+ */
201
+ GroupModelAnimation.prototype.start = function () {
202
+ this._animationGroup.start(this.playMode === AnimationPlayMode.LOOP, this.speedRatio);
203
+ if (this._animationGroup.isStarted) {
204
+ this._state = AnimationState.PLAYING;
205
+ }
206
+ };
207
+ /**
208
+ * Pause the animation
209
+ */
210
+ GroupModelAnimation.prototype.pause = function () {
211
+ this._animationGroup.pause();
212
+ this._state = AnimationState.PAUSED;
213
+ };
214
+ /**
215
+ * Stop the animation.
216
+ * This will fail silently if the animation group is already stopped.
217
+ */
218
+ GroupModelAnimation.prototype.stop = function () {
219
+ this._animationGroup.stop();
220
+ if (!this._animationGroup.isStarted) {
221
+ this._state = AnimationState.STOPPED;
222
+ }
223
+ };
224
+ /**
225
+ * Dispose this animation object.
226
+ */
227
+ GroupModelAnimation.prototype.dispose = function () {
228
+ this._animationGroup.dispose();
229
+ };
230
+ return GroupModelAnimation;
231
+ }());
232
+ export { GroupModelAnimation };
233
233
  //# sourceMappingURL=modelAnimation.js.map