@babylonjs/viewer 7.41.0-alpha → 7.41.0

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 (619) hide show
  1. package/configuration/configuration.d.ts +107 -0
  2. package/configuration/configuration.js +16 -0
  3. package/configuration/configuration.js.map +1 -0
  4. package/configuration/configurationCompatibility.d.ts +8 -0
  5. package/configuration/configurationCompatibility.js +66 -0
  6. package/configuration/configurationCompatibility.js.map +1 -0
  7. package/configuration/configurationContainer.d.ts +10 -0
  8. package/configuration/configurationContainer.js +10 -0
  9. package/configuration/configurationContainer.js.map +1 -0
  10. package/configuration/globals.d.ts +6 -0
  11. package/configuration/globals.js +18 -0
  12. package/configuration/globals.js.map +1 -0
  13. package/configuration/index.d.ts +2 -0
  14. package/configuration/index.js +4 -0
  15. package/configuration/index.js.map +1 -0
  16. package/configuration/interfaces/cameraConfiguration.d.ts +31 -0
  17. package/configuration/interfaces/cameraConfiguration.js +2 -0
  18. package/configuration/interfaces/cameraConfiguration.js.map +1 -0
  19. package/configuration/interfaces/colorGradingConfiguration.d.ts +81 -0
  20. package/configuration/interfaces/colorGradingConfiguration.js +2 -0
  21. package/configuration/interfaces/colorGradingConfiguration.js.map +1 -0
  22. package/configuration/interfaces/defaultRenderingPipelineConfiguration.d.ts +20 -0
  23. package/configuration/interfaces/defaultRenderingPipelineConfiguration.js +2 -0
  24. package/configuration/interfaces/defaultRenderingPipelineConfiguration.js.map +1 -0
  25. package/configuration/interfaces/environmentMapConfiguration.d.ts +22 -0
  26. package/configuration/interfaces/environmentMapConfiguration.js +2 -0
  27. package/configuration/interfaces/environmentMapConfiguration.js.map +1 -0
  28. package/configuration/interfaces/groundConfiguration.d.ts +24 -0
  29. package/configuration/interfaces/groundConfiguration.js +2 -0
  30. package/configuration/interfaces/groundConfiguration.js.map +1 -0
  31. package/configuration/interfaces/imageProcessingConfiguration.d.ts +45 -0
  32. package/configuration/interfaces/imageProcessingConfiguration.js +2 -0
  33. package/configuration/interfaces/imageProcessingConfiguration.js.map +1 -0
  34. package/configuration/interfaces/index.d.ts +15 -0
  35. package/configuration/interfaces/index.js +16 -0
  36. package/configuration/interfaces/index.js.map +1 -0
  37. package/configuration/interfaces/lightConfiguration.d.ts +60 -0
  38. package/configuration/interfaces/lightConfiguration.js +2 -0
  39. package/configuration/interfaces/lightConfiguration.js.map +1 -0
  40. package/configuration/interfaces/modelAnimationConfiguration.d.ts +26 -0
  41. package/configuration/interfaces/modelAnimationConfiguration.js +2 -0
  42. package/configuration/interfaces/modelAnimationConfiguration.js.map +1 -0
  43. package/configuration/interfaces/modelConfiguration.d.ts +65 -0
  44. package/configuration/interfaces/modelConfiguration.js +2 -0
  45. package/configuration/interfaces/modelConfiguration.js.map +1 -0
  46. package/configuration/interfaces/observersConfiguration.d.ts +5 -0
  47. package/configuration/interfaces/observersConfiguration.js +2 -0
  48. package/configuration/interfaces/observersConfiguration.js.map +1 -0
  49. package/configuration/interfaces/sceneConfiguration.d.ts +48 -0
  50. package/configuration/interfaces/sceneConfiguration.js +2 -0
  51. package/configuration/interfaces/sceneConfiguration.js.map +1 -0
  52. package/configuration/interfaces/sceneOptimizerConfiguration.d.ts +23 -0
  53. package/configuration/interfaces/sceneOptimizerConfiguration.js +2 -0
  54. package/configuration/interfaces/sceneOptimizerConfiguration.js.map +1 -0
  55. package/configuration/interfaces/skyboxConfiguration.d.ts +21 -0
  56. package/configuration/interfaces/skyboxConfiguration.js +2 -0
  57. package/configuration/interfaces/skyboxConfiguration.js.map +1 -0
  58. package/configuration/interfaces/templateConfiguration.d.ts +67 -0
  59. package/configuration/interfaces/templateConfiguration.js +2 -0
  60. package/configuration/interfaces/templateConfiguration.js.map +1 -0
  61. package/configuration/interfaces/vrConfiguration.d.ts +16 -0
  62. package/configuration/interfaces/vrConfiguration.js +2 -0
  63. package/configuration/interfaces/vrConfiguration.js.map +1 -0
  64. package/configuration/loader.d.ts +4 -0
  65. package/configuration/loader.js +17 -0
  66. package/configuration/loader.js.map +1 -0
  67. package/configuration/mappers.d.ts +43 -0
  68. package/configuration/mappers.js +193 -0
  69. package/configuration/mappers.js.map +1 -0
  70. package/configuration/renderOnlyLoader.d.ts +33 -0
  71. package/configuration/renderOnlyLoader.js +162 -0
  72. package/configuration/renderOnlyLoader.js.map +1 -0
  73. package/configuration/types/default.d.ts +6 -0
  74. package/configuration/types/default.js +121 -0
  75. package/configuration/types/default.js.map +1 -0
  76. package/configuration/types/environmentMap.d.ts +5 -0
  77. package/configuration/types/environmentMap.js +14 -0
  78. package/configuration/types/environmentMap.js.map +1 -0
  79. package/configuration/types/extended.d.ts +6 -0
  80. package/configuration/types/extended.js +317 -0
  81. package/configuration/types/extended.js.map +1 -0
  82. package/configuration/types/index.d.ts +14 -0
  83. package/configuration/types/index.js +51 -0
  84. package/configuration/types/index.js.map +1 -0
  85. package/configuration/types/minimal.d.ts +6 -0
  86. package/configuration/types/minimal.js +43 -0
  87. package/configuration/types/minimal.js.map +1 -0
  88. package/configuration/types/renderOnlyDefault.d.ts +30 -0
  89. package/configuration/types/renderOnlyDefault.js +31 -0
  90. package/configuration/types/renderOnlyDefault.js.map +1 -0
  91. package/configuration/types/shadowLight.d.ts +9 -0
  92. package/configuration/types/shadowLight.js +64 -0
  93. package/configuration/types/shadowLight.js.map +1 -0
  94. package/helper/index.d.ts +29 -0
  95. package/helper/index.js +66 -0
  96. package/helper/index.js.map +1 -0
  97. package/index.d.ts +30 -0
  98. package/index.js +46 -0
  99. package/index.js.map +1 -0
  100. package/initializer.d.ts +11 -0
  101. package/initializer.js +35 -0
  102. package/initializer.js.map +1 -0
  103. package/interfaces.d.ts +5 -0
  104. package/interfaces.js +7 -0
  105. package/interfaces.js.map +1 -0
  106. package/labs/environmentSerializer.d.ts +126 -0
  107. package/labs/environmentSerializer.js +191 -0
  108. package/labs/environmentSerializer.js.map +1 -0
  109. package/labs/texture.d.ts +183 -0
  110. package/labs/texture.js +351 -0
  111. package/labs/texture.js.map +1 -0
  112. package/labs/viewerLabs.d.ts +51 -0
  113. package/labs/viewerLabs.js +134 -0
  114. package/labs/viewerLabs.js.map +1 -0
  115. package/loader/modelLoader.d.ts +56 -0
  116. package/loader/modelLoader.js +202 -0
  117. package/loader/modelLoader.js.map +1 -0
  118. package/loader/plugins/applyMaterialConfig.d.ts +12 -0
  119. package/loader/plugins/applyMaterialConfig.js +16 -0
  120. package/loader/plugins/applyMaterialConfig.js.map +1 -0
  121. package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +9 -0
  122. package/loader/plugins/extendedMaterialLoaderPlugin.js +16 -0
  123. package/loader/plugins/extendedMaterialLoaderPlugin.js.map +1 -0
  124. package/loader/plugins/index.d.ts +19 -0
  125. package/loader/plugins/index.js +44 -0
  126. package/loader/plugins/index.js.map +1 -0
  127. package/loader/plugins/loaderPlugin.d.ts +24 -0
  128. package/loader/plugins/loaderPlugin.js +2 -0
  129. package/loader/plugins/loaderPlugin.js.map +1 -0
  130. package/loader/plugins/msftLodLoaderPlugin.d.ts +12 -0
  131. package/loader/plugins/msftLodLoaderPlugin.js +21 -0
  132. package/loader/plugins/msftLodLoaderPlugin.js.map +1 -0
  133. package/loader/plugins/telemetryLoaderPlugin.d.ts +12 -0
  134. package/loader/plugins/telemetryLoaderPlugin.js +36 -0
  135. package/loader/plugins/telemetryLoaderPlugin.js.map +1 -0
  136. package/managers/observablesManager.d.ts +66 -0
  137. package/managers/observablesManager.js +35 -0
  138. package/managers/observablesManager.js.map +1 -0
  139. package/managers/sceneManager.d.ts +245 -0
  140. package/managers/sceneManager.js +1375 -0
  141. package/managers/sceneManager.js.map +1 -0
  142. package/managers/telemetryManager.d.ts +78 -0
  143. package/managers/telemetryManager.js +117 -0
  144. package/managers/telemetryManager.js.map +1 -0
  145. package/model/modelAnimation.d.ts +215 -0
  146. package/model/modelAnimation.js +237 -0
  147. package/model/modelAnimation.js.map +1 -0
  148. package/model/viewerModel.d.ts +233 -0
  149. package/model/viewerModel.js +673 -0
  150. package/model/viewerModel.js.map +1 -0
  151. package/optimizer/custom/extended.d.ts +13 -0
  152. package/optimizer/custom/extended.js +101 -0
  153. package/optimizer/custom/extended.js.map +1 -0
  154. package/optimizer/custom/index.d.ts +9 -0
  155. package/optimizer/custom/index.js +26 -0
  156. package/optimizer/custom/index.js.map +1 -0
  157. package/package.json +28 -19
  158. package/readme.md +28 -28
  159. package/renderOnlyIndex.d.ts +11 -0
  160. package/renderOnlyIndex.js +18 -0
  161. package/renderOnlyIndex.js.map +1 -0
  162. package/templating/eventManager.d.ts +35 -0
  163. package/templating/eventManager.js +66 -0
  164. package/templating/eventManager.js.map +1 -0
  165. package/templating/plugins/hdButtonPlugin.d.ts +9 -0
  166. package/templating/plugins/hdButtonPlugin.js +22 -0
  167. package/templating/plugins/hdButtonPlugin.js.map +1 -0
  168. package/templating/plugins/printButton.d.ts +9 -0
  169. package/templating/plugins/printButton.js +41 -0
  170. package/templating/plugins/printButton.js.map +1 -0
  171. package/templating/templateManager.d.ts +197 -0
  172. package/templating/templateManager.js +561 -0
  173. package/templating/templateManager.js.map +1 -0
  174. package/templating/viewerTemplatePlugin.d.ts +21 -0
  175. package/templating/viewerTemplatePlugin.js +69 -0
  176. package/templating/viewerTemplatePlugin.js.map +1 -0
  177. package/viewer/defaultViewer.d.ts +130 -0
  178. package/viewer/defaultViewer.js +672 -0
  179. package/viewer/defaultViewer.js.map +1 -0
  180. package/viewer/renderOnlyViewer.d.ts +9 -0
  181. package/viewer/renderOnlyViewer.js +46 -0
  182. package/viewer/renderOnlyViewer.js.map +1 -0
  183. package/viewer/viewer.d.ts +258 -0
  184. package/viewer/viewer.js +783 -0
  185. package/viewer/viewer.js.map +1 -0
  186. package/viewer/viewerManager.d.ts +58 -0
  187. package/viewer/viewerManager.js +91 -0
  188. package/viewer/viewerManager.js.map +1 -0
  189. package/viewer/viewerWithTemplate.d.ts +9 -0
  190. package/viewer/viewerWithTemplate.js +20 -0
  191. package/viewer/viewerWithTemplate.js.map +1 -0
  192. package/assets/photoStudio.env +0 -0
  193. package/dist/babylon-viewer.esm.js +0 -2
  194. package/dist/babylon-viewer.esm.js.map +0 -1
  195. package/dist/babylon-viewer.esm.min.js +0 -2
  196. package/dist/babylon-viewer.esm.min.js.map +0 -1
  197. package/dist/chunks/EXT_lights_ies-CFzvmxxg.esm.min.js +0 -2
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  201. package/dist/chunks/EXT_lights_image_based-BNmSqx40.esm.min.js +0 -2
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  203. package/dist/chunks/EXT_lights_image_based-CC48JVU0.esm.js +0 -171
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  205. package/dist/chunks/EXT_mesh_gpu_instancing-B2qj3kQu.esm.js +0 -86
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  221. package/dist/chunks/ExtrasAsMetadata-BUQ3X3M6.esm.js +0 -64
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  225. package/dist/chunks/KHR_animation_pointer-BdFZyLUq.esm.js +0 -352
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  229. package/dist/chunks/KHR_draco_mesh_compression-DU2Rk2nj.esm.min.js +0 -2
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  233. package/dist/chunks/KHR_interactivity-COE1p684.esm.min.js +0 -2
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  249. package/dist/chunks/KHR_materials_diffuse_transmission-BDuGIkOh.esm.min.js +0 -2
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@@ -0,0 +1,215 @@
1
+ import type { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
2
+ import type { AnimationGroup } from "@babylonjs/core/Animations/index.js";
3
+ /**
4
+ * Animation play mode enum - is the animation looping or playing once
5
+ */
6
+ export declare enum AnimationPlayMode {
7
+ ONCE = 0,
8
+ LOOP = 1
9
+ }
10
+ /**
11
+ * An enum representing the current state of an animation object
12
+ */
13
+ export declare enum AnimationState {
14
+ INIT = 0,
15
+ PLAYING = 1,
16
+ PAUSED = 2,
17
+ STOPPED = 3,
18
+ ENDED = 4
19
+ }
20
+ /**
21
+ * The different type of easing functions available
22
+ */
23
+ export declare enum EasingFunction {
24
+ Linear = 0,
25
+ CircleEase = 1,
26
+ BackEase = 2,
27
+ BounceEase = 3,
28
+ CubicEase = 4,
29
+ ElasticEase = 5,
30
+ ExponentialEase = 6,
31
+ PowerEase = 7,
32
+ QuadraticEase = 8,
33
+ QuarticEase = 9,
34
+ QuinticEase = 10,
35
+ SineEase = 11
36
+ }
37
+ /**
38
+ * Defines a simple animation to be applied to a model (scale).
39
+ */
40
+ export interface ModelAnimationConfiguration {
41
+ /**
42
+ * Time of animation, in seconds
43
+ */
44
+ time: number;
45
+ /**
46
+ * Scale to apply
47
+ */
48
+ scaling?: Vector3;
49
+ /**
50
+ * Easing function to apply
51
+ * See SPECTRE.EasingFunction
52
+ */
53
+ easingFunction?: number;
54
+ /**
55
+ * An Easing mode to apply to the easing function
56
+ * See BABYLON.EasingFunction
57
+ */
58
+ easingMode?: number;
59
+ }
60
+ /**
61
+ * This interface can be implemented to define new types of ModelAnimation objects.
62
+ */
63
+ export interface IModelAnimation {
64
+ /**
65
+ * Current animation state (playing, stopped etc')
66
+ */
67
+ readonly state: AnimationState;
68
+ /**
69
+ * the name of the animation
70
+ */
71
+ readonly name: string;
72
+ /**
73
+ * Get the max numbers of frame available in the animation group
74
+ *
75
+ * In correlation to an array, this would be ".length"
76
+ */
77
+ readonly frames: number;
78
+ /**
79
+ * Get the current frame playing right now.
80
+ * This can be used to poll the frame currently playing (and, for example, display a progress bar with the data)
81
+ *
82
+ * In correlation to an array, this would be the current index
83
+ */
84
+ readonly currentFrame: number;
85
+ /**
86
+ * Animation's FPS value
87
+ */
88
+ readonly fps: number;
89
+ /**
90
+ * Get or set the animation's speed ration (Frame-to-fps)
91
+ */
92
+ speedRatio: number;
93
+ /**
94
+ * Gets or sets the aimation's play mode.
95
+ */
96
+ playMode: AnimationPlayMode;
97
+ /**
98
+ * Start the animation
99
+ */
100
+ start(): void;
101
+ /**
102
+ * Stop the animation.
103
+ * This will fail silently if the animation group is already stopped.
104
+ */
105
+ stop(): void;
106
+ /**
107
+ * Pause the animation
108
+ * This will fail silently if the animation is not currently playing
109
+ */
110
+ pause(): void;
111
+ /**
112
+ * Reset this animation
113
+ */
114
+ reset(): void;
115
+ /**
116
+ * Restart the animation
117
+ */
118
+ restart(): void;
119
+ /**
120
+ * Go to a specific
121
+ * @param frameNumber the frame number to go to
122
+ */
123
+ goToFrame(frameNumber: number): void;
124
+ /**
125
+ * Dispose this animation
126
+ */
127
+ dispose(): void;
128
+ }
129
+ /**
130
+ * The GroupModelAnimation is an implementation of the IModelAnimation interface using BABYLON's
131
+ * native GroupAnimation class.
132
+ */
133
+ export declare class GroupModelAnimation implements IModelAnimation {
134
+ private _animationGroup;
135
+ private _playMode;
136
+ private _state;
137
+ /**
138
+ * Create a new GroupModelAnimation object using an AnimationGroup object
139
+ * @param _animationGroup The animation group to base the class on
140
+ */
141
+ constructor(_animationGroup: AnimationGroup);
142
+ /**
143
+ * Get the animation's name
144
+ */
145
+ get name(): string;
146
+ /**
147
+ * Get the current animation's state
148
+ */
149
+ get state(): AnimationState;
150
+ /**
151
+ * Gets the speed ratio to use for all animations
152
+ */
153
+ get speedRatio(): number;
154
+ /**
155
+ * Sets the speed ratio to use for all animations
156
+ */
157
+ set speedRatio(value: number);
158
+ /**
159
+ * Get the max numbers of frame available in the animation group
160
+ *
161
+ * In correlation to an array, this would be ".length"
162
+ */
163
+ get frames(): number;
164
+ /**
165
+ * Get the current frame playing right now.
166
+ * This can be used to poll the frame currently playing (and, for example, display a progress bar with the data)
167
+ *
168
+ * In correlation to an array, this would be the current index
169
+ */
170
+ get currentFrame(): number;
171
+ /**
172
+ * Get the FPS value of this animation
173
+ */
174
+ get fps(): number;
175
+ /**
176
+ * What is the animation'S play mode (looping or played once)
177
+ */
178
+ get playMode(): AnimationPlayMode;
179
+ /**
180
+ * Set the play mode.
181
+ * If the animation is played, it will continue playing at least once more, depending on the new play mode set.
182
+ * If the animation is not set, the will be initialized and will wait for the user to start playing it.
183
+ */
184
+ set playMode(value: AnimationPlayMode);
185
+ /**
186
+ * Reset the animation group
187
+ */
188
+ reset(): void;
189
+ /**
190
+ * Restart the animation group
191
+ */
192
+ restart(): void;
193
+ /**
194
+ *
195
+ * @param frameNumber Go to a specific frame in the animation
196
+ */
197
+ goToFrame(frameNumber: number): void;
198
+ /**
199
+ * Start playing the animation.
200
+ */
201
+ start(): void;
202
+ /**
203
+ * Pause the animation
204
+ */
205
+ pause(): void;
206
+ /**
207
+ * Stop the animation.
208
+ * This will fail silently if the animation group is already stopped.
209
+ */
210
+ stop(): void;
211
+ /**
212
+ * Dispose this animation object.
213
+ */
214
+ dispose(): void;
215
+ }
@@ -0,0 +1,237 @@
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._state = AnimationState.ENDED;
54
+ _this.stop();
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
+ // do not trigger stop if animation state is ended.
220
+ if (this._state === AnimationState.ENDED) {
221
+ return;
222
+ }
223
+ this._animationGroup.stop();
224
+ if (!this._animationGroup.isStarted) {
225
+ this._state = AnimationState.STOPPED;
226
+ }
227
+ };
228
+ /**
229
+ * Dispose this animation object.
230
+ */
231
+ GroupModelAnimation.prototype.dispose = function () {
232
+ this._animationGroup.dispose();
233
+ };
234
+ return GroupModelAnimation;
235
+ }());
236
+ export { GroupModelAnimation };
237
+ //# sourceMappingURL=modelAnimation.js.map
@@ -0,0 +1 @@
1
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is the animation looping or playing once\r\n */\r\nexport enum AnimationPlayMode {\r\n ONCE,\r\n LOOP,\r\n}\r\n\r\n/**\r\n * An enum representing the current state of an animation object\r\n */\r\nexport enum AnimationState {\r\n INIT,\r\n PLAYING,\r\n PAUSED,\r\n STOPPED,\r\n ENDED,\r\n}\r\n\r\n/**\r\n * The different type of easing functions available\r\n */\r\nexport enum EasingFunction {\r\n Linear = 0,\r\n CircleEase = 1,\r\n BackEase = 2,\r\n BounceEase = 3,\r\n CubicEase = 4,\r\n ElasticEase = 5,\r\n ExponentialEase = 6,\r\n PowerEase = 7,\r\n QuadraticEase = 8,\r\n QuarticEase = 9,\r\n QuinticEase = 10,\r\n SineEase = 11,\r\n}\r\n\r\n/**\r\n * Defines a simple animation to be applied to a model (scale).\r\n */\r\nexport interface ModelAnimationConfiguration {\r\n /**\r\n * Time of animation, in seconds\r\n */\r\n time: number;\r\n\r\n /**\r\n * Scale to apply\r\n */\r\n scaling?: Vector3;\r\n\r\n /**\r\n * Easing function to apply\r\n * See SPECTRE.EasingFunction\r\n */\r\n easingFunction?: number;\r\n\r\n /**\r\n * An Easing mode to apply to the easing function\r\n * See BABYLON.EasingFunction\r\n */\r\n easingMode?: number;\r\n}\r\n\r\n/**\r\n * This interface can be implemented to define new types of ModelAnimation objects.\r\n */\r\nexport interface IModelAnimation {\r\n /**\r\n * Current animation state (playing, stopped etc')\r\n */\r\n readonly state: AnimationState;\r\n /**\r\n * the name of the animation\r\n */\r\n readonly name: string;\r\n /**\r\n * Get the max numbers of frame available in the animation group\r\n *\r\n * In correlation to an array, this would be \".length\"\r\n */\r\n readonly frames: number;\r\n /**\r\n * Get the current frame playing right now.\r\n * This can be used to poll the frame currently playing (and, for example, display a progress bar with the data)\r\n *\r\n * In correlation to an array, this would be the current index\r\n */\r\n readonly currentFrame: number;\r\n /**\r\n * Animation's FPS value\r\n */\r\n readonly fps: number;\r\n /**\r\n * Get or set the animation's speed ration (Frame-to-fps)\r\n */\r\n speedRatio: number;\r\n /**\r\n * Gets or sets the aimation's play mode.\r\n */\r\n playMode: AnimationPlayMode;\r\n /**\r\n * Start the animation\r\n */\r\n start(): void;\r\n /**\r\n * Stop the animation.\r\n * This will fail silently if the animation group is already stopped.\r\n */\r\n stop(): void;\r\n /**\r\n * Pause the animation\r\n * This will fail silently if the animation is not currently playing\r\n */\r\n pause(): void;\r\n /**\r\n * Reset this animation\r\n */\r\n reset(): void;\r\n /**\r\n * Restart the animation\r\n */\r\n restart(): void;\r\n /**\r\n * Go to a specific\r\n * @param frameNumber the frame number to go to\r\n */\r\n goToFrame(frameNumber: number): void;\r\n /**\r\n * Dispose this animation\r\n */\r\n dispose(): void;\r\n}\r\n\r\n/**\r\n * The GroupModelAnimation is an implementation of the IModelAnimation interface using BABYLON's\r\n * native GroupAnimation class.\r\n */\r\nexport class GroupModelAnimation implements IModelAnimation {\r\n private _playMode: AnimationPlayMode;\r\n private _state: AnimationState;\r\n\r\n /**\r\n * Create a new GroupModelAnimation object using an AnimationGroup object\r\n * @param _animationGroup The animation group to base the class on\r\n */\r\n constructor(private _animationGroup: AnimationGroup) {\r\n this._state = AnimationState.INIT;\r\n this._playMode = AnimationPlayMode.LOOP;\r\n\r\n this._animationGroup.onAnimationEndObservable.add(() => {\r\n this._state = AnimationState.ENDED;\r\n this.stop();\r\n });\r\n }\r\n\r\n /**\r\n * Get the animation's name\r\n */\r\n public get name() {\r\n return this._animationGroup.name;\r\n }\r\n\r\n /**\r\n * Get the current animation's state\r\n */\r\n public get state() {\r\n return this._state;\r\n }\r\n\r\n /**\r\n * Gets the speed ratio to use for all animations\r\n */\r\n public get speedRatio(): number {\r\n return this._animationGroup.speedRatio;\r\n }\r\n\r\n /**\r\n * Sets the speed ratio to use for all animations\r\n */\r\n public set speedRatio(value: number) {\r\n this._animationGroup.speedRatio = value;\r\n }\r\n\r\n /**\r\n * Get the max numbers of frame available in the animation group\r\n *\r\n * In correlation to an array, this would be \".length\"\r\n */\r\n public get frames(): number {\r\n return this._animationGroup.to - this._animationGroup.from;\r\n }\r\n\r\n /**\r\n * Get the current frame playing right now.\r\n * This can be used to poll the frame currently playing (and, for example, display a progress bar with the data)\r\n *\r\n * In correlation to an array, this would be the current index\r\n */\r\n public get currentFrame(): number {\r\n if (this._animationGroup.targetedAnimations[0] && this._animationGroup.targetedAnimations[0].animation.runtimeAnimations[0]) {\r\n return this._animationGroup.targetedAnimations[0].animation.runtimeAnimations[0].currentFrame - this._animationGroup.from;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /**\r\n * Get the FPS value of this animation\r\n */\r\n public get fps(): number {\r\n // get the first currentFrame found\r\n for (let i = 0; i < this._animationGroup.animatables.length; ++i) {\r\n const animatable: Animatable = this._animationGroup.animatables[i];\r\n const animations = animatable.getAnimations();\r\n if (!animations || !animations.length) {\r\n continue;\r\n }\r\n for (let idx = 0; idx < animations.length; ++idx) {\r\n if (animations[idx].animation && animations[idx].animation.framePerSecond) {\r\n return animations[idx].animation.framePerSecond;\r\n }\r\n }\r\n }\r\n return 0;\r\n }\r\n\r\n /**\r\n * What is the animation'S play mode (looping or played once)\r\n */\r\n public get playMode(): AnimationPlayMode {\r\n return this._playMode;\r\n }\r\n\r\n /**\r\n * Set the play mode.\r\n * If the animation is played, it will continue playing at least once more, depending on the new play mode set.\r\n * If the animation is not set, the will be initialized and will wait for the user to start playing it.\r\n */\r\n public set playMode(value: AnimationPlayMode) {\r\n if (value === this._playMode) {\r\n return;\r\n }\r\n\r\n this._playMode = value;\r\n\r\n if (this.state === AnimationState.PLAYING) {\r\n this._animationGroup.play(this._playMode === AnimationPlayMode.LOOP);\r\n } else {\r\n this._animationGroup.reset();\r\n this._state = AnimationState.INIT;\r\n }\r\n }\r\n\r\n /**\r\n * Reset the animation group\r\n */\r\n reset() {\r\n this._animationGroup.reset();\r\n }\r\n\r\n /**\r\n * Restart the animation group\r\n */\r\n restart() {\r\n if (this.state === AnimationState.PAUSED) {\r\n this._animationGroup.restart();\r\n } else {\r\n this.start();\r\n }\r\n }\r\n\r\n /**\r\n *\r\n * @param frameNumber Go to a specific frame in the animation\r\n */\r\n goToFrame(frameNumber: number) {\r\n this._animationGroup.goToFrame(frameNumber + this._animationGroup.from);\r\n }\r\n\r\n /**\r\n * Start playing the animation.\r\n */\r\n public start() {\r\n this._animationGroup.start(this.playMode === AnimationPlayMode.LOOP, this.speedRatio);\r\n if (this._animationGroup.isStarted) {\r\n this._state = AnimationState.PLAYING;\r\n }\r\n }\r\n\r\n /**\r\n * Pause the animation\r\n */\r\n pause() {\r\n this._animationGroup.pause();\r\n this._state = AnimationState.PAUSED;\r\n }\r\n\r\n /**\r\n * Stop the animation.\r\n * This will fail silently if the animation group is already stopped.\r\n */\r\n public stop() {\r\n // do not trigger stop if animation state is ended.\r\n if (this._state === AnimationState.ENDED) {\r\n return;\r\n }\r\n this._animationGroup.stop();\r\n if (!this._animationGroup.isStarted) {\r\n this._state = AnimationState.STOPPED;\r\n }\r\n }\r\n\r\n /**\r\n * Dispose this animation object.\r\n */\r\n public dispose() {\r\n this._animationGroup.dispose();\r\n }\r\n}\r\n"]}