@onerjs/core 8.56.4 → 9.0.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (722) hide show
  1. package/Animations/animatable.core.js +36 -0
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animationGroup.pure.d.ts +61 -1
  4. package/Animations/animationGroup.pure.js +191 -2
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/index.d.ts +1 -0
  7. package/Animations/index.js +1 -0
  8. package/Animations/index.js.map +1 -1
  9. package/Animations/pure.d.ts +1 -0
  10. package/Animations/pure.js +1 -0
  11. package/Animations/pure.js.map +1 -1
  12. package/Animations/rootMotion.d.ts +560 -0
  13. package/Animations/rootMotion.js +1709 -0
  14. package/Animations/rootMotion.js.map +1 -0
  15. package/Animations/runtimeAnimation.d.ts +57 -0
  16. package/Animations/runtimeAnimation.js +127 -3
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Cameras/arcRotateCamera.pure.d.ts +2 -0
  19. package/Cameras/arcRotateCamera.pure.js +2 -0
  20. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  21. package/Cameras/targetCamera.pure.d.ts +2 -0
  22. package/Cameras/targetCamera.pure.js +13 -2
  23. package/Cameras/targetCamera.pure.js.map +1 -1
  24. package/Collisions/gpuPicker.js +5 -5
  25. package/Collisions/gpuPicker.js.map +1 -1
  26. package/Engines/AbstractEngine/abstractEngine.query.pure.js +4 -2
  27. package/Engines/AbstractEngine/abstractEngine.query.pure.js.map +1 -1
  28. package/Engines/AbstractEngine/abstractEngine.query.types.d.ts +11 -2
  29. package/Engines/AbstractEngine/abstractEngine.query.types.js.map +1 -1
  30. package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js +1 -0
  31. package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js.map +1 -1
  32. package/Engines/Extensions/engine.multiRender.pure.js +63 -0
  33. package/Engines/Extensions/engine.multiRender.pure.js.map +1 -1
  34. package/Engines/Extensions/engine.multiRender.types.d.ts +13 -0
  35. package/Engines/Extensions/engine.multiRender.types.js.map +1 -1
  36. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +2 -2
  37. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
  38. package/Engines/Extensions/engine.prefilteredCubeTexture.types.d.ts +2 -1
  39. package/Engines/Extensions/engine.prefilteredCubeTexture.types.js.map +1 -1
  40. package/Engines/Extensions/index.d.ts +1 -0
  41. package/Engines/Extensions/index.js +1 -0
  42. package/Engines/Extensions/index.js.map +1 -1
  43. package/Engines/Extensions/pure.d.ts +1 -1
  44. package/Engines/Extensions/pure.js +1 -1
  45. package/Engines/Extensions/pure.js.map +1 -1
  46. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +88 -39
  47. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
  48. package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.d.ts +20 -2
  49. package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.js.map +1 -1
  50. package/Engines/Native/nativeHardwareTexture.d.ts +8 -1
  51. package/Engines/Native/nativeHardwareTexture.js +7 -0
  52. package/Engines/Native/nativeHardwareTexture.js.map +1 -1
  53. package/Engines/Native/nativeHelpers.js +56 -1
  54. package/Engines/Native/nativeHelpers.js.map +1 -1
  55. package/Engines/Native/nativeInterfaces.d.ts +37 -8
  56. package/Engines/Native/nativeInterfaces.js.map +1 -1
  57. package/Engines/Native/nativeRenderTargetWrapper.d.ts +40 -0
  58. package/Engines/Native/nativeRenderTargetWrapper.js +265 -5
  59. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  60. package/Engines/Processors/shaderCodeCursor.d.ts +1 -0
  61. package/Engines/Processors/shaderCodeCursor.js +40 -3
  62. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  63. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +4 -0
  64. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
  65. package/Engines/WebGPU/Extensions/engine.multiRender.types.d.ts +13 -0
  66. package/Engines/WebGPU/Extensions/engine.multiRender.types.js.map +1 -1
  67. package/Engines/WebGPU/Extensions/engine.query.pure.js +11 -3
  68. package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
  69. package/Engines/WebGPU/Extensions/engine.renderTarget.pure.js +1 -0
  70. package/Engines/WebGPU/Extensions/engine.renderTarget.pure.js.map +1 -1
  71. package/Engines/WebGPU/Extensions/index.d.ts +1 -0
  72. package/Engines/WebGPU/Extensions/index.js +1 -0
  73. package/Engines/WebGPU/Extensions/index.js.map +1 -1
  74. package/Engines/WebGPU/Extensions/pure.d.ts +1 -1
  75. package/Engines/WebGPU/Extensions/pure.js +1 -1
  76. package/Engines/WebGPU/Extensions/pure.js.map +1 -1
  77. package/Engines/WebGPU/webgpuBundleList.d.ts +2 -0
  78. package/Engines/WebGPU/webgpuBundleList.js +4 -0
  79. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  80. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -2
  81. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  82. package/Engines/WebGPU/webgpuHardwareTexture.js +3 -1
  83. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  84. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  85. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  86. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +4 -0
  87. package/Engines/WebGPU/webgpuSnapshotRendering.js +40 -7
  88. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  89. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
  90. package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
  91. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  92. package/Engines/WebGPU/webgpuTextureManager.d.ts +2 -0
  93. package/Engines/WebGPU/webgpuTextureManager.js +286 -13
  94. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  95. package/Engines/abstractEngine.pure.d.ts +17 -1
  96. package/Engines/abstractEngine.pure.js +17 -5
  97. package/Engines/abstractEngine.pure.js.map +1 -1
  98. package/Engines/constants.d.ts +4 -0
  99. package/Engines/constants.js +4 -0
  100. package/Engines/constants.js.map +1 -1
  101. package/Engines/engine.pure.d.ts +0 -1
  102. package/Engines/engine.pure.js +0 -7
  103. package/Engines/engine.pure.js.map +1 -1
  104. package/Engines/nativeEngine.pure.js +1 -1
  105. package/Engines/nativeEngine.pure.js.map +1 -1
  106. package/Engines/thinEngine.pure.d.ts +15 -0
  107. package/Engines/thinEngine.pure.js +61 -14
  108. package/Engines/thinEngine.pure.js.map +1 -1
  109. package/Engines/thinNativeEngine.pure.d.ts +218 -17
  110. package/Engines/thinNativeEngine.pure.js +1438 -165
  111. package/Engines/thinNativeEngine.pure.js.map +1 -1
  112. package/Engines/thinWebGPUEngine.d.ts +4 -0
  113. package/Engines/thinWebGPUEngine.js +16 -2
  114. package/Engines/thinWebGPUEngine.js.map +1 -1
  115. package/Engines/webgpuEngine.pure.d.ts +17 -3
  116. package/Engines/webgpuEngine.pure.js +56 -13
  117. package/Engines/webgpuEngine.pure.js.map +1 -1
  118. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js +2 -2
  119. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js.map +1 -1
  120. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.d.ts +10 -0
  121. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.js +24 -12
  122. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.pure.js.map +1 -1
  123. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.d.ts +11 -2
  124. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js +1 -1
  125. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js.map +1 -1
  126. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.d.ts +7 -0
  127. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.js +43 -0
  128. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.pure.js.map +1 -1
  129. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.d.ts +9 -1
  130. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js +6 -8
  131. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js.map +1 -1
  132. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.d.ts +2 -0
  133. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js +5 -1
  134. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js.map +1 -1
  135. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.d.ts +2 -0
  136. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js +5 -1
  137. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js.map +1 -1
  138. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.d.ts +9 -0
  139. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js +34 -9
  140. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js.map +1 -1
  141. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.d.ts +2 -0
  142. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js +4 -0
  143. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js.map +1 -1
  144. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.d.ts +18 -4
  145. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js +24 -6
  146. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js.map +1 -1
  147. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js +19 -7
  148. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js.map +1 -1
  149. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  150. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  151. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.d.ts +20 -2
  152. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js +85 -25
  153. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js.map +1 -1
  154. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.d.ts +16 -1
  155. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js +64 -14
  156. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js.map +1 -1
  157. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.d.ts +12 -1
  158. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js +8 -0
  159. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js.map +1 -1
  160. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.pure.js +4 -1
  161. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.pure.js.map +1 -1
  162. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.d.ts +12 -1
  163. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.js +5 -1
  164. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.pure.js.map +1 -1
  165. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js +64 -16
  166. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js.map +1 -1
  167. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.d.ts +2 -0
  168. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.js +14 -2
  169. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.pure.js.map +1 -1
  170. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.d.ts +5 -1
  171. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.js +23 -8
  172. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.pure.js.map +1 -1
  173. package/FlowGraph/CustomTypes/flowGraphInteger.pure.d.ts +5 -0
  174. package/FlowGraph/CustomTypes/flowGraphInteger.pure.js +7 -0
  175. package/FlowGraph/CustomTypes/flowGraphInteger.pure.js.map +1 -1
  176. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +10 -0
  177. package/FlowGraph/CustomTypes/flowGraphMatrix.js +14 -0
  178. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  179. package/FlowGraph/flowGraph.d.ts +6 -1
  180. package/FlowGraph/flowGraph.js +41 -9
  181. package/FlowGraph/flowGraph.js.map +1 -1
  182. package/FlowGraph/flowGraphAnimationHelpers.d.ts +24 -0
  183. package/FlowGraph/flowGraphAnimationHelpers.js +21 -0
  184. package/FlowGraph/flowGraphAnimationHelpers.js.map +1 -0
  185. package/FlowGraph/flowGraphBlock.js +3 -0
  186. package/FlowGraph/flowGraphBlock.js.map +1 -1
  187. package/FlowGraph/flowGraphConnection.d.ts +7 -0
  188. package/FlowGraph/flowGraphConnection.js +7 -0
  189. package/FlowGraph/flowGraphConnection.js.map +1 -1
  190. package/FlowGraph/flowGraphContext.d.ts +2 -1
  191. package/FlowGraph/flowGraphContext.js +5 -3
  192. package/FlowGraph/flowGraphContext.js.map +1 -1
  193. package/FlowGraph/flowGraphCoordinator.d.ts +15 -1
  194. package/FlowGraph/flowGraphCoordinator.js +47 -16
  195. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  196. package/FlowGraph/flowGraphEventBlock.d.ts +5 -0
  197. package/FlowGraph/flowGraphEventBlock.js +7 -0
  198. package/FlowGraph/flowGraphEventBlock.js.map +1 -1
  199. package/FlowGraph/flowGraphHostResolver.d.ts +2 -1
  200. package/FlowGraph/flowGraphHostResolver.js.map +1 -1
  201. package/FlowGraph/flowGraphParser.js +60 -2
  202. package/FlowGraph/flowGraphParser.js.map +1 -1
  203. package/FlowGraph/flowGraphValidator.js +0 -4
  204. package/FlowGraph/flowGraphValidator.js.map +1 -1
  205. package/FlowGraph/index.d.ts +2 -0
  206. package/FlowGraph/index.js +2 -0
  207. package/FlowGraph/index.js.map +1 -1
  208. package/FlowGraph/pure.d.ts +2 -0
  209. package/FlowGraph/pure.js +2 -0
  210. package/FlowGraph/pure.js.map +1 -1
  211. package/FlowGraph/serialization.d.ts +4 -2
  212. package/FlowGraph/serialization.js +12 -24
  213. package/FlowGraph/serialization.js.map +1 -1
  214. package/FlowGraph/typeDefinitions.d.ts +9 -1
  215. package/FlowGraph/typeDefinitions.js.map +1 -1
  216. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.d.ts +5 -0
  217. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js +8 -0
  218. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js.map +1 -0
  219. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.d.ts +87 -0
  220. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js +295 -0
  221. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js.map +1 -0
  222. package/FrameGraph/Node/Blocks/PostProcesses/pure.d.ts +1 -0
  223. package/FrameGraph/Node/Blocks/PostProcesses/pure.js +1 -0
  224. package/FrameGraph/Node/Blocks/PostProcesses/pure.js.map +1 -1
  225. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +4 -4
  226. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  227. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +5 -1
  228. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +13 -1
  229. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  230. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.d.ts +1 -0
  231. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.js +4 -0
  232. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.js.map +1 -0
  233. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.d.ts +54 -0
  234. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.js +155 -0
  235. package/FrameGraph/Node/Blocks/Textures/minMaxReducerBlock.pure.js.map +1 -0
  236. package/FrameGraph/Node/Blocks/Textures/pure.d.ts +1 -0
  237. package/FrameGraph/Node/Blocks/Textures/pure.js +1 -0
  238. package/FrameGraph/Node/Blocks/Textures/pure.js.map +1 -1
  239. package/FrameGraph/Node/Blocks/allBlocks.pure.js +4 -0
  240. package/FrameGraph/Node/Blocks/allBlocks.pure.js.map +1 -1
  241. package/FrameGraph/Node/Blocks/index.d.ts +2 -0
  242. package/FrameGraph/Node/Blocks/index.js +2 -0
  243. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  244. package/FrameGraph/Node/Blocks/inputBlock.pure.js +20 -1
  245. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  246. package/FrameGraph/Node/Blocks/pure.d.ts +2 -0
  247. package/FrameGraph/Node/Blocks/pure.js +2 -0
  248. package/FrameGraph/Node/Blocks/pure.js.map +1 -1
  249. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
  250. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +4 -2
  251. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  252. package/FrameGraph/Node/nodeRenderGraph.js +1 -1
  253. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  254. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +1 -0
  255. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -1
  256. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +5 -1
  257. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  258. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +1 -0
  259. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  260. package/FrameGraph/Tasks/Misc/minMaxReducerTask.d.ts +62 -0
  261. package/FrameGraph/Tasks/Misc/minMaxReducerTask.js +159 -0
  262. package/FrameGraph/Tasks/Misc/minMaxReducerTask.js.map +1 -0
  263. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.d.ts +69 -0
  264. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js +223 -0
  265. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js.map +1 -0
  266. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +25 -3
  267. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +72 -34
  268. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  269. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -1
  270. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  271. package/FrameGraph/frameGraph.d.ts +4 -0
  272. package/FrameGraph/frameGraph.js +14 -0
  273. package/FrameGraph/frameGraph.js.map +1 -1
  274. package/FrameGraph/frameGraphObjectList.d.ts +6 -1
  275. package/FrameGraph/frameGraphObjectList.js.map +1 -1
  276. package/FrameGraph/frameGraphRenderContext.d.ts +3 -1
  277. package/FrameGraph/frameGraphRenderContext.js +5 -5
  278. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  279. package/FrameGraph/index.d.ts +2 -0
  280. package/FrameGraph/index.js +2 -0
  281. package/FrameGraph/index.js.map +1 -1
  282. package/FrameGraph/pure.d.ts +2 -0
  283. package/FrameGraph/pure.js +2 -0
  284. package/FrameGraph/pure.js.map +1 -1
  285. package/Inputs/scene.inputManager.d.ts +4 -0
  286. package/Inputs/scene.inputManager.js +50 -8
  287. package/Inputs/scene.inputManager.js.map +1 -1
  288. package/Lights/Clustered/clusteredLightingSceneComponent.pure.d.ts +5 -0
  289. package/Lights/Clustered/clusteredLightingSceneComponent.pure.js +22 -1
  290. package/Lights/Clustered/clusteredLightingSceneComponent.pure.js.map +1 -1
  291. package/Lights/Shadows/cascadedShadowGenerator.pure.js +7 -3
  292. package/Lights/Shadows/cascadedShadowGenerator.pure.js.map +1 -1
  293. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.d.ts +7 -0
  294. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.js +8 -0
  295. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.js.map +1 -0
  296. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.d.ts +54 -0
  297. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.js +81 -0
  298. package/Materials/GaussianSplatting/gaussianPointSplattingBlitMaterial.pure.js.map +1 -0
  299. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.d.ts +7 -0
  300. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.js +8 -0
  301. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.js.map +1 -0
  302. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.d.ts +60 -0
  303. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.js +90 -0
  304. package/Materials/GaussianSplatting/gaussianPointSplattingDepthBlitMaterial.pure.js.map +1 -0
  305. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.d.ts +31 -0
  306. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +103 -5
  307. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
  308. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +6 -6
  309. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  310. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +26 -1
  311. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +153 -49
  312. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  313. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.d.ts +1 -0
  314. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.js +4 -0
  315. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.js.map +1 -0
  316. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.d.ts +83 -0
  317. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.js +191 -0
  318. package/Materials/GaussianSplatting/gaussianSplattingOverdrawMaterialPlugin.pure.js.map +1 -0
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  645. package/ShadersWGSL/gaussianSplatting.vertex.js +82 -1
  646. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  647. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -1
  648. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  649. package/ShadersWGSL/gaussianSplattingVoxel.vertex.js +2 -1
  650. package/ShadersWGSL/gaussianSplattingVoxel.vertex.js.map +1 -1
  651. package/ShadersWGSL/geometry.fragment.js +37 -2
  652. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  653. package/ShadersWGSL/gpsHiZBuild.compute.d.ts +5 -0
  654. package/ShadersWGSL/gpsHiZBuild.compute.js +16 -0
  655. package/ShadersWGSL/gpsHiZBuild.compute.js.map +1 -0
  656. package/ShadersWGSL/gpsPartition.compute.d.ts +5 -0
  657. package/ShadersWGSL/gpsPartition.compute.js +27 -0
  658. package/ShadersWGSL/gpsPartition.compute.js.map +1 -0
  659. package/ShadersWGSL/gpsPreprocess.compute.d.ts +5 -0
  660. package/ShadersWGSL/gpsPreprocess.compute.js +86 -0
  661. package/ShadersWGSL/gpsPreprocess.compute.js.map +1 -0
  662. package/ShadersWGSL/gpsResolve.compute.d.ts +5 -0
  663. package/ShadersWGSL/gpsResolve.compute.js +41 -0
  664. package/ShadersWGSL/gpsResolve.compute.js.map +1 -0
  665. package/ShadersWGSL/gpsScanAdd.compute.d.ts +5 -0
  666. package/ShadersWGSL/gpsScanAdd.compute.js +22 -0
  667. package/ShadersWGSL/gpsScanAdd.compute.js.map +1 -0
  668. package/ShadersWGSL/gpsScanBlocks.compute.d.ts +5 -0
  669. package/ShadersWGSL/gpsScanBlocks.compute.js +23 -0
  670. package/ShadersWGSL/gpsScanBlocks.compute.js.map +1 -0
  671. package/ShadersWGSL/gpsScanSums.compute.d.ts +5 -0
  672. package/ShadersWGSL/gpsScanSums.compute.js +30 -0
  673. package/ShadersWGSL/gpsScanSums.compute.js.map +1 -0
  674. package/ShadersWGSL/gpsSplat.compute.d.ts +5 -0
  675. package/ShadersWGSL/gpsSplat.compute.js +37 -0
  676. package/ShadersWGSL/gpsSplat.compute.js.map +1 -0
  677. package/ShadersWGSL/gpuRenderParticles.fragment.js +47 -2
  678. package/ShadersWGSL/gpuRenderParticles.fragment.js.map +1 -1
  679. package/ShadersWGSL/gpuRenderParticles.vertex.js +110 -7
  680. package/ShadersWGSL/gpuRenderParticles.vertex.js.map +1 -1
  681. package/ShadersWGSL/meshBlending.fragment.d.ts +5 -0
  682. package/ShadersWGSL/meshBlending.fragment.js +576 -0
  683. package/ShadersWGSL/meshBlending.fragment.js.map +1 -0
  684. package/ShadersWGSL/minmaxRedux.fragment.js +20 -3
  685. package/ShadersWGSL/minmaxRedux.fragment.js.map +1 -1
  686. package/ShadersWGSL/openpbr.fragment.js +2 -1
  687. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  688. package/ShadersWGSL/particles.fragment.js +45 -1
  689. package/ShadersWGSL/particles.fragment.js.map +1 -1
  690. package/ShadersWGSL/particles.vertex.js +86 -4
  691. package/ShadersWGSL/particles.vertex.js.map +1 -1
  692. package/ShadersWGSL/pbr.fragment.js +2 -1
  693. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  694. package/ShadersWGSL/sprites.fragment.js +56 -2
  695. package/ShadersWGSL/sprites.fragment.js.map +1 -1
  696. package/ShadersWGSL/sprites.vertex.js +62 -1
  697. package/ShadersWGSL/sprites.vertex.js.map +1 -1
  698. package/Sprites/spriteManager.d.ts +13 -0
  699. package/Sprites/spriteManager.js +15 -0
  700. package/Sprites/spriteManager.js.map +1 -1
  701. package/Sprites/spriteRenderer.d.ts +24 -1
  702. package/Sprites/spriteRenderer.js +368 -50
  703. package/Sprites/spriteRenderer.js.map +1 -1
  704. package/Sprites/thinSprite.d.ts +4 -0
  705. package/Sprites/thinSprite.js +4 -0
  706. package/Sprites/thinSprite.js.map +1 -1
  707. package/States/alphaCullingState.d.ts +3 -1
  708. package/States/alphaCullingState.js +18 -3
  709. package/States/alphaCullingState.js.map +1 -1
  710. package/XR/features/WebXRSpaceWarp.pure.js +2 -1
  711. package/XR/features/WebXRSpaceWarp.pure.js.map +1 -1
  712. package/XR/webXRDefaultExperience.d.ts +5 -1
  713. package/XR/webXRDefaultExperience.js.map +1 -1
  714. package/XR/webXREnterExitUI.d.ts +2 -1
  715. package/XR/webXREnterExitUI.js.map +1 -1
  716. package/assetContainer.d.ts +1 -0
  717. package/assetContainer.js +5 -1
  718. package/assetContainer.js.map +1 -1
  719. package/package.json +1 -1
  720. package/scene.pure.d.ts +36 -2
  721. package/scene.pure.js +63 -4
  722. package/scene.pure.js.map +1 -1
@@ -10,6 +10,46 @@ export class RuntimeAnimation {
10
10
  get currentFrame() {
11
11
  return this._currentFrame;
12
12
  }
13
+ /**
14
+ * @internal
15
+ * The first frame of the range the animation was last evaluated over: the requested range, clamped to its keys.
16
+ */
17
+ get _evaluatedFrom() {
18
+ return this._playbackFrom;
19
+ }
20
+ /**
21
+ * @internal
22
+ * The last frame of the range the animation was last evaluated over.
23
+ */
24
+ get _evaluatedTo() {
25
+ return this._playbackTo;
26
+ }
27
+ /**
28
+ * @internal
29
+ * How far the pose last evaluated had played from _evaluatedFrom, in frames, unwrapped across loops: folding it into
30
+ * the range gives the frame that was evaluated, and dividing it by the range counts the whole cycles the pose has been
31
+ * through. It follows a synchronization root, swings with a yoyo loop and holds where a constant loop or a playback
32
+ * that does not loop holds its pose, so it always describes the pose that was evaluated.
33
+ */
34
+ get _evaluatedProgress() {
35
+ return this._playbackProgress;
36
+ }
37
+ /**
38
+ * @internal
39
+ * The animatable the evaluation was clocked by, captured as it was made: the pose of a step stays that of the root
40
+ * it was synchronized with then, whatever the host has been synchronized with since.
41
+ */
42
+ get _evaluatedSyncRoot() {
43
+ return this._playbackSyncRoot;
44
+ }
45
+ /**
46
+ * @internal
47
+ * Whether the evaluated progress jumped rather than playing on from the one before: the pose of a follower snapped
48
+ * back to the start of its range by a root whose own clock cannot carry it to the end.
49
+ */
50
+ get _evaluatedJump() {
51
+ return this._playbackJumped;
52
+ }
13
53
  /**
14
54
  * Gets the weight of the runtime animation
15
55
  */
@@ -104,6 +144,14 @@ export class RuntimeAnimation {
104
144
  * The previous absolute frame of the runtime animation (meaning, without taking into account the from/to values, only the elapsed time and the fps)
105
145
  */
106
146
  this._previousAbsoluteFrame = 0;
147
+ this._playbackFrom = 0;
148
+ this._playbackTo = 0;
149
+ this._playbackFrames = 0;
150
+ this._playbackProgress = 0;
151
+ this._playbackSyncRoot = null;
152
+ this._playbackJumped = false;
153
+ this._playbackSyncMasterPlayed = 0;
154
+ this._playbackSyncMasterFrame = 0;
107
155
  this._targetIsArray = false;
108
156
  /** @internal */
109
157
  this._coreRuntimeAnimation = null;
@@ -315,6 +363,19 @@ export class RuntimeAnimation {
315
363
  }
316
364
  }
317
365
  _setValue(target, destination, currentValue, weight, targetIndex) {
366
+ // Recorded as written - the target, the weight and whether additively, as the bindings take it - so what an
367
+ // animation step wrote can be read after the step from these records alone, whatever a callback did since.
368
+ const writes = this._scene._animationWrites;
369
+ const count = this._scene._animationWriteCount++;
370
+ let write = writes[count];
371
+ if (!write) {
372
+ write = writes[count] = { runtimeAnimation: this, target, weight, additive: false, blendingFactor: 1, carried: false };
373
+ }
374
+ write.runtimeAnimation = this;
375
+ write.target = target;
376
+ write.weight = weight;
377
+ write.additive = this.isAdditive;
378
+ write.carried = false;
318
379
  // Set value
319
380
  this._currentActiveTarget = destination;
320
381
  this._weight = weight;
@@ -351,9 +412,13 @@ export class RuntimeAnimation {
351
412
  this._currentValue = Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
352
413
  }
353
414
  const blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
415
+ // The record carries the factor this very write blended in with, so what the step blended can be read
416
+ // after the step whatever a write made since has moved the animation's own factor on to.
417
+ write.blendingFactor = this._blendingFactor;
354
418
  this._blendingFactor += blendingSpeed;
355
419
  }
356
420
  else {
421
+ write.blendingFactor = 1;
357
422
  if (!this._currentValue) {
358
423
  if (currentValue?.clone) {
359
424
  this._currentValue = currentValue.clone();
@@ -587,11 +652,40 @@ export class RuntimeAnimation {
587
652
  }
588
653
  }
589
654
  // Compute value
590
- if (this._host && this._host.syncRoot) {
655
+ // The root this evaluation is clocked by, and the progress of the pose it gives, taken before any callback of
656
+ // the evaluation - a loop callback, an event - can synchronize the host with another root or move this one
657
+ const syncRoot = this._host ? this._host.syncRoot : null;
658
+ let syncFrames = this._playbackFrames;
659
+ let syncJumped = false;
660
+ if (syncRoot) {
591
661
  // If we must sync with an animatable, calculate the current frame based on the frame of the root animatable
592
- const syncRoot = this._host.syncRoot;
593
- const hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
662
+ const syncRange = syncRoot.toFrame - syncRoot.fromFrame;
663
+ const masterFrame = syncRoot.masterFrame;
664
+ const hostNormalizedFrame = (masterFrame - syncRoot.fromFrame) / syncRange;
594
665
  currentFrame = from + frameRange * hostNormalizedFrame;
666
+ const master = syncRoot.getAnimations()[0];
667
+ if (master && syncRange !== 0) {
668
+ const phase = frameRange * hostNormalizedFrame;
669
+ const masterEvaluated = master._playbackTo - master._playbackFrom;
670
+ if (masterEvaluated !== 0 && master._playbackFrom <= syncRoot.fromFrame && master._playbackTo >= syncRoot.toFrame) {
671
+ // The root's clock covers the range synchronized over: its whole cycles are whole cycles of the follower
672
+ const masterCycles = Math.round((master._playbackFrames - (master._currentFrame - master._playbackFrom)) / masterEvaluated);
673
+ syncFrames = frameRange * masterCycles + phase;
674
+ }
675
+ else {
676
+ // Keyed shorter, the root never carries the follower to its end but snaps it back across its range,
677
+ // which happens exactly when the root's own frame wraps: when that frame moves against the root's
678
+ // playback. Both are the root's frames, so neither the follower's range nor the root's, whichever
679
+ // way round each is, changes the comparison.
680
+ syncJumped = (masterFrame - this._playbackSyncMasterFrame) * (master._playbackFrames - this._playbackSyncMasterPlayed) < 0;
681
+ syncFrames = phase;
682
+ }
683
+ // A jump of the root is a jump of whatever follows it, down the chain
684
+ syncJumped = syncJumped || master._playbackJumped;
685
+ this._playbackSyncMasterPlayed = master._playbackFrames;
686
+ this._playbackSyncMasterFrame = masterFrame;
687
+ }
688
+ // A root with no runtime animation reads as frame 0: the pose snaps there and holds, and so does the progress
595
689
  }
596
690
  else {
597
691
  if ((absoluteFrame > 0 && from > to) || (absoluteFrame < 0 && from < to)) {
@@ -619,6 +713,30 @@ export class RuntimeAnimation {
619
713
  this._animationState.repeatCount = frameRange === 0 ? 0 : (absoluteFrame / frameRange) >> 0;
620
714
  this._animationState.highLimitValue = highLimitValue;
621
715
  this._animationState.offsetValue = offsetValue;
716
+ // The frame evaluated, unwrapped across loops, then the progress of the pose it gave
717
+ this._playbackFrom = from;
718
+ this._playbackTo = to;
719
+ this._playbackJumped = syncJumped;
720
+ this._playbackSyncRoot = syncRoot;
721
+ let frames;
722
+ if (syncRoot) {
723
+ frames = syncFrames;
724
+ }
725
+ else if (!returnValue) {
726
+ // The end of the cycle the playback was in - however many it had been through before it stopped looping - or that cycle's start when it ran backwards
727
+ const cycles = frameRange !== 0 ? Math.floor(this._playbackFrames / frameRange) : 0;
728
+ frames = (currentFrame === to ? cycles + 1 : cycles) * frameRange;
729
+ }
730
+ else if (yoyoMode) {
731
+ // At the far end of the swing the mapped frame is exactly `to`, which the fold above lands on `from`: the same pose, so the whole range
732
+ frames = currentFrame === from && absoluteFrame === to ? frameRange : currentFrame - from;
733
+ }
734
+ else {
735
+ frames = absoluteFrame;
736
+ }
737
+ this._playbackFrames = frames;
738
+ // A constant loop holds its last value from its own second cycle on, whatever frame is evaluated
739
+ this._playbackProgress = this._animationState.loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && this._animationState.repeatCount > 0 ? frameRange : frames;
622
740
  }
623
741
  else {
624
742
  frameRange = to - from;
@@ -627,6 +745,12 @@ export class RuntimeAnimation {
627
745
  this._animationState.repeatCount = this._coreRuntimeAnimation._animationState.repeatCount;
628
746
  this._animationState.highLimitValue = this._coreRuntimeAnimation._animationState.highLimitValue;
629
747
  this._animationState.offsetValue = this._coreRuntimeAnimation._animationState.offsetValue;
748
+ this._playbackFrom = this._coreRuntimeAnimation._playbackFrom;
749
+ this._playbackTo = this._coreRuntimeAnimation._playbackTo;
750
+ this._playbackFrames = this._coreRuntimeAnimation._playbackFrames;
751
+ this._playbackProgress = this._coreRuntimeAnimation._playbackProgress;
752
+ this._playbackJumped = this._coreRuntimeAnimation._playbackJumped;
753
+ this._playbackSyncRoot = this._coreRuntimeAnimation._playbackSyncRoot;
630
754
  }
631
755
  const currentValue = animation._interpolate(currentFrame, this._animationState);
632
756
  // Set value
@@ -1 +1 @@
1
- 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{ type Nullable } from \"../types\";\r\nimport { Matrix } from \"../Maths/math.vector.pure\";\r\nimport {\r\n type _IAnimationState,\r\n Animation,\r\n _StaticOffsetValueColor3,\r\n _StaticOffsetValueColor4,\r\n _StaticOffsetValueQuaternion,\r\n _StaticOffsetValueSize,\r\n _StaticOffsetValueVector2,\r\n _StaticOffsetValueVector3,\r\n} from \"./animation.pure\";\r\nimport { type AnimationEvent } from \"./animationEvent\";\r\nimport { type Animatable } from \"./animatable\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type IAnimationKey } from \"./animationKey\";\r\n\r\n/**\r\n * Defines a runtime animation\r\n */\r\nexport class RuntimeAnimation {\r\n private _events = new Array<AnimationEvent>();\r\n\r\n /**\r\n * The current frame of the runtime animation\r\n */\r\n private _currentFrame: number = 0;\r\n\r\n /**\r\n * The animation used by the runtime animation\r\n */\r\n public _animation: Animation;\r\n\r\n /**\r\n * The target of the runtime animation\r\n */\r\n private _target: any;\r\n\r\n /**\r\n * The initiating animatable\r\n */\r\n private _host: Animatable;\r\n\r\n /**\r\n * The original value of the runtime animation\r\n */\r\n private _originalValue = new Array<any>();\r\n\r\n /**\r\n * The original blend value of the runtime animation\r\n */\r\n private _originalBlendValue: Nullable<any> = null;\r\n\r\n /**\r\n * The offsets cache of the runtime animation\r\n */\r\n private _offsetsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * The high limits cache of the runtime animation\r\n */\r\n private _highLimitsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * Specifies if the runtime animation has been stopped\r\n */\r\n private _stopped = false;\r\n\r\n /**\r\n * The blending factor of the runtime animation\r\n */\r\n private _blendingFactor = 0;\r\n\r\n /**\r\n * The BabylonJS scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * The current value of the runtime animation\r\n */\r\n private _currentValue: Nullable<any> = null;\r\n\r\n /** @internal */\r\n public _animationState: _IAnimationState;\r\n\r\n /**\r\n * The active target of the runtime animation\r\n */\r\n private _activeTargets: any[];\r\n private _currentActiveTarget: Nullable<any> = null;\r\n private _directTarget: Nullable<any> = null;\r\n\r\n /**\r\n * The target path of the runtime animation\r\n */\r\n private _targetPath: string = \"\";\r\n\r\n /**\r\n * The weight of the runtime animation\r\n */\r\n private _weight = 1.0;\r\n\r\n /**\r\n * The absolute frame offset of the runtime animation\r\n */\r\n private _absoluteFrameOffset = 0;\r\n\r\n /**\r\n * The previous elapsed time (since start of animation) of the runtime animation\r\n */\r\n private _previousElapsedTime: number = 0;\r\n\r\n private _yoyoDirection: number = 1;\r\n\r\n /**\r\n * The previous absolute frame of the runtime animation (meaning, without taking into account the from/to values, only the elapsed time and the fps)\r\n */\r\n private _previousAbsoluteFrame: number = 0;\r\n\r\n private _enableBlending: boolean;\r\n\r\n private _keys: IAnimationKey[];\r\n private _minFrame: number;\r\n private _maxFrame: number;\r\n private _targetIsArray = false;\r\n\r\n /** @internal */\r\n public _coreRuntimeAnimation: RuntimeAnimation | null = null;\r\n\r\n /**\r\n * Gets the current frame of the runtime animation\r\n */\r\n public get currentFrame(): number {\r\n return this._currentFrame;\r\n }\r\n\r\n /**\r\n * Gets the weight of the runtime animation\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n /**\r\n * Gets the current value of the runtime animation\r\n */\r\n public get currentValue(): any {\r\n return this._currentValue;\r\n }\r\n\r\n /**\r\n * Gets or sets the target path of the runtime animation\r\n */\r\n public get targetPath(): string {\r\n return this._targetPath;\r\n }\r\n\r\n /**\r\n * Gets the actual target of the runtime animation\r\n */\r\n public get target(): any {\r\n return this._currentActiveTarget;\r\n }\r\n\r\n /**\r\n * Gets the additive state of the runtime animation\r\n */\r\n public get isAdditive(): boolean {\r\n return this._host && this._host.isAdditive;\r\n }\r\n\r\n /** @internal */\r\n public _onLoop: () => void;\r\n\r\n /**\r\n * Create a new RuntimeAnimation object\r\n * @param target defines the target of the animation\r\n * @param animation defines the source animation object\r\n * @param scene defines the hosting scene\r\n * @param host defines the initiating Animatable\r\n */\r\n public constructor(target: any, animation: Animation, scene: Scene, host: Animatable) {\r\n this._animation = animation;\r\n this._target = target;\r\n this._scene = scene;\r\n this._host = host;\r\n this._activeTargets = [];\r\n\r\n animation._runtimeAnimations.push(this);\r\n\r\n // State\r\n this._animationState = {\r\n key: 0,\r\n repeatCount: 0,\r\n loopMode: this._getCorrectLoopMode(),\r\n };\r\n\r\n if (this._animation.dataType === Animation.ANIMATIONTYPE_MATRIX) {\r\n this._animationState.workValue = Matrix.Zero();\r\n }\r\n\r\n // Limits\r\n this._keys = this._animation.getKeys();\r\n this._minFrame = this._keys[0].frame;\r\n this._maxFrame = this._keys[this._keys.length - 1].frame;\r\n\r\n // Add a start key at frame 0 if missing\r\n if (this._minFrame !== 0) {\r\n const newKey = { frame: 0, value: this._keys[0].value };\r\n this._keys.splice(0, 0, newKey);\r\n }\r\n\r\n // Check data\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n this._preparePath(target, index);\r\n this._getOriginalValues(index);\r\n index++;\r\n }\r\n this._targetIsArray = true;\r\n } else {\r\n this._preparePath(this._target);\r\n this._getOriginalValues();\r\n this._targetIsArray = false;\r\n this._directTarget = this._activeTargets[0];\r\n }\r\n\r\n // Cloning events locally\r\n const events = animation.getEvents();\r\n if (events && events.length > 0) {\r\n for (const e of events) {\r\n this._events.push(e._clone());\r\n }\r\n }\r\n\r\n this._enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;\r\n }\r\n\r\n private _preparePath(target: any, targetIndex = 0) {\r\n const targetPropertyPath = this._animation.targetPropertyPath;\r\n\r\n if (targetPropertyPath.length > 1) {\r\n let property = target;\r\n for (let index = 0; index < targetPropertyPath.length - 1; index++) {\r\n const name = targetPropertyPath[index];\r\n property = property[name];\r\n if (property === undefined) {\r\n throw new Error(`Invalid property (${name}) in property path (${targetPropertyPath.join(\".\")})`);\r\n }\r\n }\r\n\r\n this._targetPath = targetPropertyPath[targetPropertyPath.length - 1];\r\n this._activeTargets[targetIndex] = property;\r\n } else {\r\n this._targetPath = targetPropertyPath[0];\r\n this._activeTargets[targetIndex] = target;\r\n }\r\n\r\n if (this._activeTargets[targetIndex][this._targetPath] === undefined) {\r\n throw new Error(`Invalid property (${this._targetPath}) in property path (${targetPropertyPath.join(\".\")})`);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the animation from the runtime animation\r\n */\r\n public get animation(): Animation {\r\n return this._animation;\r\n }\r\n\r\n /**\r\n * Resets the runtime animation to the beginning\r\n * @param restoreOriginal defines whether to restore the target property to the original value\r\n */\r\n public reset(restoreOriginal = false): void {\r\n if (restoreOriginal) {\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n if (this._originalValue[index] !== undefined) {\r\n this._setValue(target, this._activeTargets[index], this._originalValue[index], -1, index);\r\n }\r\n index++;\r\n }\r\n } else {\r\n if (this._originalValue[0] !== undefined) {\r\n this._setValue(this._target, this._directTarget, this._originalValue[0], -1, 0);\r\n }\r\n }\r\n }\r\n\r\n this._offsetsCache = {};\r\n this._highLimitsCache = {};\r\n this._currentFrame = 0;\r\n this._blendingFactor = 0;\r\n\r\n // Events\r\n for (let index = 0; index < this._events.length; index++) {\r\n this._events[index].isDone = false;\r\n }\r\n }\r\n\r\n /**\r\n * Specifies if the runtime animation is stopped\r\n * @returns Boolean specifying if the runtime animation is stopped\r\n */\r\n public isStopped(): boolean {\r\n return this._stopped;\r\n }\r\n\r\n /**\r\n * Disposes of the runtime animation\r\n */\r\n public dispose(): void {\r\n const index = this._animation.runtimeAnimations.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._animation.runtimeAnimations.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Apply the interpolated value to the target\r\n * @param currentValue defines the value computed by the animation\r\n * @param weight defines the weight to apply to this value (Defaults to 1.0)\r\n */\r\n public setValue(currentValue: any, weight: number) {\r\n if (this._targetIsArray) {\r\n for (let index = 0; index < this._target.length; index++) {\r\n const target = this._target[index];\r\n this._setValue(target, this._activeTargets[index], currentValue, weight, index);\r\n }\r\n return;\r\n }\r\n this._setValue(this._target, this._directTarget, currentValue, weight, 0);\r\n }\r\n\r\n private _getOriginalValues(targetIndex = 0) {\r\n let originalValue: any;\r\n const target = this._activeTargets[targetIndex];\r\n\r\n if (Animation.InheritOriginalValueFromActiveAnimations) {\r\n // When another active animation is already driving the same target+property,\r\n // inherit its _originalValue instead of snapshotting the live (mid-animation) value.\r\n // This prevents the \"stuck value\" bug when overlapping animations interrupt each other.\r\n const activeAnimatables = this._scene._activeAnimatables;\r\n for (let animIndex = 0; animIndex < activeAnimatables.length; animIndex++) {\r\n const runtimeAnimations = activeAnimatables[animIndex]._runtimeAnimations;\r\n for (let rtIndex = 0; rtIndex < runtimeAnimations.length; rtIndex++) {\r\n const rtAnim = runtimeAnimations[rtIndex];\r\n if (rtAnim === this) {\r\n continue;\r\n }\r\n if (rtAnim._targetPath === this._targetPath) {\r\n for (let i = 0; i < rtAnim._activeTargets.length; i++) {\r\n if (rtAnim._activeTargets[i] === target && rtAnim._originalValue[i] !== undefined) {\r\n if (rtAnim._originalValue[i] && rtAnim._originalValue[i].clone) {\r\n this._originalValue[targetIndex] = rtAnim._originalValue[i].clone();\r\n } else {\r\n this._originalValue[targetIndex] = rtAnim._originalValue[i];\r\n }\r\n return;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (target.getLocalMatrix && this._targetPath === \"_matrix\") {\r\n // For bones\r\n originalValue = target.getLocalMatrix();\r\n } else {\r\n originalValue = target[this._targetPath];\r\n }\r\n\r\n if (originalValue && originalValue.clone) {\r\n this._originalValue[targetIndex] = originalValue.clone();\r\n } else {\r\n this._originalValue[targetIndex] = originalValue;\r\n }\r\n }\r\n\r\n private _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void {\r\n const target = runtimeAnimation.target;\r\n this._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 private _setValue(target: any, destination: any, currentValue: any, weight: number, targetIndex: number): void {\r\n // Set value\r\n this._currentActiveTarget = destination;\r\n\r\n this._weight = weight;\r\n\r\n if (this._enableBlending && this._blendingFactor <= 1.0) {\r\n if (!this._originalBlendValue) {\r\n const originalValue = destination[this._targetPath];\r\n\r\n if (originalValue.clone) {\r\n this._originalBlendValue = originalValue.clone();\r\n } else {\r\n this._originalBlendValue = originalValue;\r\n }\r\n }\r\n\r\n if (this._originalBlendValue.m) {\r\n // Matrix\r\n if (Animation.AllowMatrixDecomposeForInterpolation) {\r\n if (this._currentValue) {\r\n Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n } else {\r\n if (this._currentValue) {\r\n Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n }\r\n } else {\r\n this._currentValue = Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n\r\n const blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;\r\n this._blendingFactor += blendingSpeed;\r\n } else {\r\n if (!this._currentValue) {\r\n if (currentValue?.clone) {\r\n this._currentValue = currentValue.clone();\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n } else if (this._currentValue.copyFrom) {\r\n if (currentValue !== null) {\r\n this._currentValue.copyFrom(currentValue);\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n }\r\n\r\n if (weight !== -1.0) {\r\n this._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);\r\n } else {\r\n if (this._animationState.loopMode === Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT) {\r\n if (this._currentValue.addToRef) {\r\n this._currentValue.addToRef(this._originalValue[targetIndex], destination[this._targetPath]);\r\n } else {\r\n destination[this._targetPath] = this._originalValue[targetIndex] + this._currentValue;\r\n }\r\n } else {\r\n destination[this._targetPath] = this._currentValue;\r\n }\r\n }\r\n\r\n if (target.markAsDirty) {\r\n target.markAsDirty(this._animation.targetProperty);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the loop pmode of the runtime animation\r\n * @returns Loop Mode\r\n */\r\n private _getCorrectLoopMode(): number | undefined {\r\n if (this._target && this._target.animationPropertiesOverride) {\r\n // A morph target with no per-target override inherits the scene-level animationPropertiesOverride.\r\n // That loop mode is meant for transform/bone animations: honoring it here would force the morph\r\n // influence into (for example) RELATIVE mode and make it accumulate offset * repeatCount every loop.\r\n // When the override is the inherited scene one, use the animation's own loop mode instead.\r\n // An override set explicitly on the morph target is still respected.\r\n const isMorphTarget = this._target.getClassName?.() === \"MorphTarget\";\r\n\r\n // MorphTarget.animationPropertiesOverride getter inherits from the scene when no per-target override is set.\r\n\r\n // Only bypass the override when it is truly inherited (ie. the target has no local override).\r\n\r\n if (isMorphTarget && (this._target as any)._animationPropertiesOverride == null) {\r\n return this._animation.loopMode;\r\n }\r\n\r\n return this._target.animationPropertiesOverride.loopMode as number;\r\n }\r\n\r\n return this._animation.loopMode;\r\n }\r\n\r\n /**\r\n * Move the current animation to a given frame\r\n * @param frame defines the frame to move to\r\n * @param weight defines the weight to apply to the animation (-1.0 by default)\r\n */\r\n public goToFrame(frame: number, weight = -1): void {\r\n const keys = this._animation.getKeys();\r\n\r\n if (frame < keys[0].frame) {\r\n frame = keys[0].frame;\r\n } else if (frame > keys[keys.length - 1].frame) {\r\n frame = keys[keys.length - 1].frame;\r\n }\r\n\r\n // Need to reset animation events\r\n const events = this._events;\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset events in the future\r\n events[index].isDone = events[index].frame < frame;\r\n }\r\n }\r\n }\r\n\r\n this._currentFrame = frame;\r\n const currentValue = this._animation._interpolate(frame, this._animationState);\r\n\r\n this.setValue(currentValue, weight);\r\n }\r\n\r\n /**\r\n * @internal Internal use only\r\n */\r\n public _prepareForSpeedRatioChange(newSpeedRatio: number): void {\r\n const newAbsoluteFrame = (this._previousElapsedTime * (this._animation.framePerSecond * newSpeedRatio)) / 1000.0;\r\n\r\n this._absoluteFrameOffset = this._previousAbsoluteFrame - newAbsoluteFrame;\r\n }\r\n\r\n /**\r\n * Execute the current animation\r\n * @param elapsedTimeSinceAnimationStart defines the elapsed time (in milliseconds) since the animation was started\r\n * @param from defines the lower frame of the animation range\r\n * @param to defines the upper frame of the animation range\r\n * @param loop defines if the current animation must loop\r\n * @param speedRatio defines the current speed ratio\r\n * @param weight defines the weight of the animation (default is -1 so no weight)\r\n * @returns a boolean indicating if the animation is running\r\n */\r\n public animate(elapsedTimeSinceAnimationStart: number, from: number, to: number, loop: boolean, speedRatio: number, weight = -1.0): boolean {\r\n const animation = this._animation;\r\n const targetPropertyPath = animation.targetPropertyPath;\r\n if (!targetPropertyPath || targetPropertyPath.length < 1) {\r\n this._stopped = true;\r\n return false;\r\n }\r\n\r\n let returnValue = true;\r\n let currentFrame: number;\r\n const events = this._events;\r\n let frameRange: number;\r\n\r\n if (!this._coreRuntimeAnimation) {\r\n // Check limits\r\n if (from < this._minFrame || from > this._maxFrame) {\r\n from = this._minFrame;\r\n }\r\n if (to < this._minFrame || to > this._maxFrame) {\r\n to = this._maxFrame;\r\n }\r\n\r\n frameRange = to - from;\r\n let offsetValue: any;\r\n\r\n // Compute the frame according to the elapsed time and the fps of the animation (\"from\" and \"to\" are not factored in!)\r\n let absoluteFrame = (elapsedTimeSinceAnimationStart * (animation.framePerSecond * speedRatio)) / 1000.0 + this._absoluteFrameOffset;\r\n let highLimitValue = 0;\r\n\r\n // Apply the yoyo function if required\r\n let yoyoLoop = false;\r\n const yoyoMode = loop && this._animationState.loopMode === Animation.ANIMATIONLOOPMODE_YOYO;\r\n if (yoyoMode) {\r\n const position = (absoluteFrame - from) / frameRange;\r\n\r\n // Apply the yoyo curve\r\n const sin = Math.sin(position * Math.PI);\r\n const yoyoPosition = Math.abs(sin);\r\n\r\n // Map the yoyo position back to the range\r\n absoluteFrame = yoyoPosition * frameRange + from;\r\n\r\n const direction = sin >= 0 ? 1 : -1;\r\n if (this._yoyoDirection !== direction) {\r\n yoyoLoop = true;\r\n }\r\n\r\n this._yoyoDirection = direction;\r\n }\r\n\r\n this._previousElapsedTime = elapsedTimeSinceAnimationStart;\r\n this._previousAbsoluteFrame = absoluteFrame;\r\n\r\n if (!loop && to >= from && ((absoluteFrame >= frameRange && speedRatio > 0) || (absoluteFrame <= 0 && speedRatio < 0))) {\r\n // If we are out of range and not looping get back to caller\r\n returnValue = false;\r\n highLimitValue = animation.evaluate(to);\r\n } else if (!loop && from >= to && ((absoluteFrame <= frameRange && speedRatio < 0) || (absoluteFrame >= 0 && speedRatio > 0))) {\r\n returnValue = false;\r\n highLimitValue = animation.evaluate(from);\r\n } else if (this._animationState.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {\r\n const keyOffset = to.toString() + from.toString();\r\n if (!this._offsetsCache[keyOffset]) {\r\n this._animationState.repeatCount = 0;\r\n this._animationState.loopMode = Animation.ANIMATIONLOOPMODE_CYCLE; // force a specific codepath in animation._interpolate()!\r\n const fromValue = animation._interpolate(from, this._animationState);\r\n const toValue = animation._interpolate(to, this._animationState);\r\n\r\n this._animationState.loopMode = this._getCorrectLoopMode();\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n this._offsetsCache[keyOffset] = toValue - fromValue;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Color4\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n this._highLimitsCache[keyOffset] = toValue;\r\n }\r\n\r\n highLimitValue = this._highLimitsCache[keyOffset];\r\n offsetValue = this._offsetsCache[keyOffset];\r\n }\r\n\r\n if (offsetValue === undefined) {\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n offsetValue = 0;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n offsetValue = _StaticOffsetValueQuaternion;\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n offsetValue = _StaticOffsetValueVector3;\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n offsetValue = _StaticOffsetValueVector2;\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n offsetValue = _StaticOffsetValueSize;\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n offsetValue = _StaticOffsetValueColor3;\r\n break;\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n offsetValue = _StaticOffsetValueColor4;\r\n break;\r\n }\r\n }\r\n\r\n // Compute value\r\n\r\n if (this._host && this._host.syncRoot) {\r\n // If we must sync with an animatable, calculate the current frame based on the frame of the root animatable\r\n const syncRoot = this._host.syncRoot;\r\n const hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);\r\n currentFrame = from + frameRange * hostNormalizedFrame;\r\n } else {\r\n if ((absoluteFrame > 0 && from > to) || (absoluteFrame < 0 && from < to)) {\r\n currentFrame = returnValue && frameRange !== 0 ? to + (absoluteFrame % frameRange) : from;\r\n } else {\r\n currentFrame = returnValue && frameRange !== 0 ? from + (absoluteFrame % frameRange) : to;\r\n }\r\n }\r\n\r\n // Reset event/state if looping\r\n if ((!yoyoMode && ((speedRatio > 0 && this.currentFrame > currentFrame) || (speedRatio < 0 && this.currentFrame < currentFrame))) || (yoyoMode && yoyoLoop)) {\r\n if (this._onLoop) {\r\n this._onLoop();\r\n }\r\n\r\n // Need to reset animation events\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset event, the animation is looping\r\n events[index].isDone = false;\r\n }\r\n }\r\n\r\n this._animationState.key = speedRatio > 0 ? 0 : animation.getKeys().length - 1;\r\n }\r\n this._currentFrame = currentFrame;\r\n this._animationState.repeatCount = frameRange === 0 ? 0 : (absoluteFrame / frameRange) >> 0;\r\n this._animationState.highLimitValue = highLimitValue;\r\n this._animationState.offsetValue = offsetValue;\r\n } else {\r\n frameRange = to - from;\r\n currentFrame = this._coreRuntimeAnimation.currentFrame;\r\n this._currentFrame = currentFrame;\r\n this._animationState.repeatCount = this._coreRuntimeAnimation._animationState.repeatCount;\r\n this._animationState.highLimitValue = this._coreRuntimeAnimation._animationState.highLimitValue;\r\n this._animationState.offsetValue = this._coreRuntimeAnimation._animationState.offsetValue;\r\n }\r\n\r\n const currentValue = animation._interpolate(currentFrame, this._animationState);\r\n\r\n // Set value\r\n this.setValue(currentValue, weight);\r\n\r\n // Check events\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n // Make sure current frame has passed event frame and that event frame is within the current range\r\n // Also, handle both forward and reverse animations\r\n if (\r\n (frameRange >= 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||\r\n (frameRange < 0 && currentFrame <= events[index].frame && events[index].frame <= from)\r\n ) {\r\n const event = events[index];\r\n if (!event.isDone) {\r\n // If event should be done only once, remove it.\r\n if (event.onlyOnce) {\r\n events.splice(index, 1);\r\n index--;\r\n }\r\n event.isDone = true;\r\n event.action(currentFrame);\r\n } // Don't do anything if the event has already been done.\r\n }\r\n }\r\n }\r\n\r\n if (!returnValue) {\r\n this._stopped = true;\r\n }\r\n\r\n return returnValue;\r\n }\r\n}\r\n"]}
1
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{ type Nullable } from \"../types\";\r\nimport { Matrix } from \"../Maths/math.vector.pure\";\r\nimport {\r\n type _IAnimationState,\r\n Animation,\r\n _StaticOffsetValueColor3,\r\n _StaticOffsetValueColor4,\r\n _StaticOffsetValueQuaternion,\r\n _StaticOffsetValueSize,\r\n _StaticOffsetValueVector2,\r\n _StaticOffsetValueVector3,\r\n} from \"./animation.pure\";\r\nimport { type AnimationEvent } from \"./animationEvent\";\r\nimport { type Animatable } from \"./animatable\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type IAnimationKey } from \"./animationKey\";\r\n\r\n/**\r\n * @internal\r\n * A write of a runtime animation to one of its targets in an animation step, recorded as it is made.\r\n */\r\nexport interface IRuntimeAnimationWrite {\r\n /** The runtime animation that wrote; null once the record is emptied, after its step. */\r\n runtimeAnimation: Nullable<RuntimeAnimation>;\r\n /** The object it wrote a property of; null once the record is emptied. */\r\n target: any;\r\n /** The weight it wrote with, -1 for a direct write. */\r\n weight: number;\r\n /** Whether it wrote additively. */\r\n additive: boolean;\r\n /** The factor the value it wrote was blended in with, one once the animation has blended in. */\r\n blendingFactor: number;\r\n /** Whether a step prologue has already held the record over; a direct write is held over one step and no more. */\r\n carried: boolean;\r\n}\r\n\r\n/**\r\n * Defines a runtime animation\r\n */\r\nexport class RuntimeAnimation {\r\n private _events = new Array<AnimationEvent>();\r\n\r\n /**\r\n * The current frame of the runtime animation\r\n */\r\n private _currentFrame: number = 0;\r\n\r\n /**\r\n * The animation used by the runtime animation\r\n */\r\n public _animation: Animation;\r\n\r\n /**\r\n * The target of the runtime animation\r\n */\r\n private _target: any;\r\n\r\n /**\r\n * The initiating animatable\r\n */\r\n private _host: Animatable;\r\n\r\n /**\r\n * The original value of the runtime animation\r\n */\r\n private _originalValue = new Array<any>();\r\n\r\n /**\r\n * The original blend value of the runtime animation\r\n */\r\n private _originalBlendValue: Nullable<any> = null;\r\n\r\n /**\r\n * The offsets cache of the runtime animation\r\n */\r\n private _offsetsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * The high limits cache of the runtime animation\r\n */\r\n private _highLimitsCache: { [key: string]: any } = {};\r\n\r\n /**\r\n * Specifies if the runtime animation has been stopped\r\n */\r\n private _stopped = false;\r\n\r\n /**\r\n * The blending factor of the runtime animation\r\n */\r\n private _blendingFactor = 0;\r\n\r\n /**\r\n * The BabylonJS scene\r\n */\r\n private _scene: Scene;\r\n\r\n /**\r\n * The current value of the runtime animation\r\n */\r\n private _currentValue: Nullable<any> = null;\r\n\r\n /** @internal */\r\n public _animationState: _IAnimationState;\r\n\r\n /**\r\n * The active target of the runtime animation\r\n */\r\n private _activeTargets: any[];\r\n private _currentActiveTarget: Nullable<any> = null;\r\n private _directTarget: Nullable<any> = null;\r\n\r\n /**\r\n * The target path of the runtime animation\r\n */\r\n private _targetPath: string = \"\";\r\n\r\n /**\r\n * The weight of the runtime animation\r\n */\r\n private _weight = 1.0;\r\n\r\n /**\r\n * The absolute frame offset of the runtime animation\r\n */\r\n private _absoluteFrameOffset = 0;\r\n\r\n /**\r\n * The previous elapsed time (since start of animation) of the runtime animation\r\n */\r\n private _previousElapsedTime: number = 0;\r\n\r\n private _yoyoDirection: number = 1;\r\n\r\n /**\r\n * The previous absolute frame of the runtime animation (meaning, without taking into account the from/to values, only the elapsed time and the fps)\r\n */\r\n private _previousAbsoluteFrame: number = 0;\r\n private _playbackFrom = 0;\r\n private _playbackTo = 0;\r\n private _playbackFrames = 0;\r\n private _playbackProgress = 0;\r\n private _playbackSyncRoot: Nullable<Animatable> = null;\r\n private _playbackJumped = false;\r\n private _playbackSyncMasterPlayed = 0;\r\n private _playbackSyncMasterFrame = 0;\r\n\r\n private _enableBlending: boolean;\r\n\r\n private _keys: IAnimationKey[];\r\n private _minFrame: number;\r\n private _maxFrame: number;\r\n private _targetIsArray = false;\r\n\r\n /** @internal */\r\n public _coreRuntimeAnimation: RuntimeAnimation | null = null;\r\n\r\n /**\r\n * Gets the current frame of the runtime animation\r\n */\r\n public get currentFrame(): number {\r\n return this._currentFrame;\r\n }\r\n\r\n /**\r\n * @internal\r\n * The first frame of the range the animation was last evaluated over: the requested range, clamped to its keys.\r\n */\r\n public get _evaluatedFrom(): number {\r\n return this._playbackFrom;\r\n }\r\n\r\n /**\r\n * @internal\r\n * The last frame of the range the animation was last evaluated over.\r\n */\r\n public get _evaluatedTo(): number {\r\n return this._playbackTo;\r\n }\r\n\r\n /**\r\n * @internal\r\n * How far the pose last evaluated had played from _evaluatedFrom, in frames, unwrapped across loops: folding it into\r\n * the range gives the frame that was evaluated, and dividing it by the range counts the whole cycles the pose has been\r\n * through. It follows a synchronization root, swings with a yoyo loop and holds where a constant loop or a playback\r\n * that does not loop holds its pose, so it always describes the pose that was evaluated.\r\n */\r\n public get _evaluatedProgress(): number {\r\n return this._playbackProgress;\r\n }\r\n\r\n /**\r\n * @internal\r\n * The animatable the evaluation was clocked by, captured as it was made: the pose of a step stays that of the root\r\n * it was synchronized with then, whatever the host has been synchronized with since.\r\n */\r\n public get _evaluatedSyncRoot(): Nullable<Animatable> {\r\n return this._playbackSyncRoot;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Whether the evaluated progress jumped rather than playing on from the one before: the pose of a follower snapped\r\n * back to the start of its range by a root whose own clock cannot carry it to the end.\r\n */\r\n public get _evaluatedJump(): boolean {\r\n return this._playbackJumped;\r\n }\r\n\r\n /**\r\n * Gets the weight of the runtime animation\r\n */\r\n public get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n /**\r\n * Gets the current value of the runtime animation\r\n */\r\n public get currentValue(): any {\r\n return this._currentValue;\r\n }\r\n\r\n /**\r\n * Gets or sets the target path of the runtime animation\r\n */\r\n public get targetPath(): string {\r\n return this._targetPath;\r\n }\r\n\r\n /**\r\n * Gets the actual target of the runtime animation\r\n */\r\n public get target(): any {\r\n return this._currentActiveTarget;\r\n }\r\n\r\n /**\r\n * Gets the additive state of the runtime animation\r\n */\r\n public get isAdditive(): boolean {\r\n return this._host && this._host.isAdditive;\r\n }\r\n\r\n /** @internal */\r\n public _onLoop: () => void;\r\n\r\n /**\r\n * Create a new RuntimeAnimation object\r\n * @param target defines the target of the animation\r\n * @param animation defines the source animation object\r\n * @param scene defines the hosting scene\r\n * @param host defines the initiating Animatable\r\n */\r\n public constructor(target: any, animation: Animation, scene: Scene, host: Animatable) {\r\n this._animation = animation;\r\n this._target = target;\r\n this._scene = scene;\r\n this._host = host;\r\n this._activeTargets = [];\r\n\r\n animation._runtimeAnimations.push(this);\r\n\r\n // State\r\n this._animationState = {\r\n key: 0,\r\n repeatCount: 0,\r\n loopMode: this._getCorrectLoopMode(),\r\n };\r\n\r\n if (this._animation.dataType === Animation.ANIMATIONTYPE_MATRIX) {\r\n this._animationState.workValue = Matrix.Zero();\r\n }\r\n\r\n // Limits\r\n this._keys = this._animation.getKeys();\r\n this._minFrame = this._keys[0].frame;\r\n this._maxFrame = this._keys[this._keys.length - 1].frame;\r\n\r\n // Add a start key at frame 0 if missing\r\n if (this._minFrame !== 0) {\r\n const newKey = { frame: 0, value: this._keys[0].value };\r\n this._keys.splice(0, 0, newKey);\r\n }\r\n\r\n // Check data\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n this._preparePath(target, index);\r\n this._getOriginalValues(index);\r\n index++;\r\n }\r\n this._targetIsArray = true;\r\n } else {\r\n this._preparePath(this._target);\r\n this._getOriginalValues();\r\n this._targetIsArray = false;\r\n this._directTarget = this._activeTargets[0];\r\n }\r\n\r\n // Cloning events locally\r\n const events = animation.getEvents();\r\n if (events && events.length > 0) {\r\n for (const e of events) {\r\n this._events.push(e._clone());\r\n }\r\n }\r\n\r\n this._enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;\r\n }\r\n\r\n private _preparePath(target: any, targetIndex = 0) {\r\n const targetPropertyPath = this._animation.targetPropertyPath;\r\n\r\n if (targetPropertyPath.length > 1) {\r\n let property = target;\r\n for (let index = 0; index < targetPropertyPath.length - 1; index++) {\r\n const name = targetPropertyPath[index];\r\n property = property[name];\r\n if (property === undefined) {\r\n throw new Error(`Invalid property (${name}) in property path (${targetPropertyPath.join(\".\")})`);\r\n }\r\n }\r\n\r\n this._targetPath = targetPropertyPath[targetPropertyPath.length - 1];\r\n this._activeTargets[targetIndex] = property;\r\n } else {\r\n this._targetPath = targetPropertyPath[0];\r\n this._activeTargets[targetIndex] = target;\r\n }\r\n\r\n if (this._activeTargets[targetIndex][this._targetPath] === undefined) {\r\n throw new Error(`Invalid property (${this._targetPath}) in property path (${targetPropertyPath.join(\".\")})`);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the animation from the runtime animation\r\n */\r\n public get animation(): Animation {\r\n return this._animation;\r\n }\r\n\r\n /**\r\n * Resets the runtime animation to the beginning\r\n * @param restoreOriginal defines whether to restore the target property to the original value\r\n */\r\n public reset(restoreOriginal = false): void {\r\n if (restoreOriginal) {\r\n if (this._target instanceof Array) {\r\n let index = 0;\r\n for (const target of this._target) {\r\n if (this._originalValue[index] !== undefined) {\r\n this._setValue(target, this._activeTargets[index], this._originalValue[index], -1, index);\r\n }\r\n index++;\r\n }\r\n } else {\r\n if (this._originalValue[0] !== undefined) {\r\n this._setValue(this._target, this._directTarget, this._originalValue[0], -1, 0);\r\n }\r\n }\r\n }\r\n\r\n this._offsetsCache = {};\r\n this._highLimitsCache = {};\r\n this._currentFrame = 0;\r\n this._blendingFactor = 0;\r\n\r\n // Events\r\n for (let index = 0; index < this._events.length; index++) {\r\n this._events[index].isDone = false;\r\n }\r\n }\r\n\r\n /**\r\n * Specifies if the runtime animation is stopped\r\n * @returns Boolean specifying if the runtime animation is stopped\r\n */\r\n public isStopped(): boolean {\r\n return this._stopped;\r\n }\r\n\r\n /**\r\n * Disposes of the runtime animation\r\n */\r\n public dispose(): void {\r\n const index = this._animation.runtimeAnimations.indexOf(this);\r\n\r\n if (index > -1) {\r\n this._animation.runtimeAnimations.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Apply the interpolated value to the target\r\n * @param currentValue defines the value computed by the animation\r\n * @param weight defines the weight to apply to this value (Defaults to 1.0)\r\n */\r\n public setValue(currentValue: any, weight: number) {\r\n if (this._targetIsArray) {\r\n for (let index = 0; index < this._target.length; index++) {\r\n const target = this._target[index];\r\n this._setValue(target, this._activeTargets[index], currentValue, weight, index);\r\n }\r\n return;\r\n }\r\n this._setValue(this._target, this._directTarget, currentValue, weight, 0);\r\n }\r\n\r\n private _getOriginalValues(targetIndex = 0) {\r\n let originalValue: any;\r\n const target = this._activeTargets[targetIndex];\r\n\r\n if (Animation.InheritOriginalValueFromActiveAnimations) {\r\n // When another active animation is already driving the same target+property,\r\n // inherit its _originalValue instead of snapshotting the live (mid-animation) value.\r\n // This prevents the \"stuck value\" bug when overlapping animations interrupt each other.\r\n const activeAnimatables = this._scene._activeAnimatables;\r\n for (let animIndex = 0; animIndex < activeAnimatables.length; animIndex++) {\r\n const runtimeAnimations = activeAnimatables[animIndex]._runtimeAnimations;\r\n for (let rtIndex = 0; rtIndex < runtimeAnimations.length; rtIndex++) {\r\n const rtAnim = runtimeAnimations[rtIndex];\r\n if (rtAnim === this) {\r\n continue;\r\n }\r\n if (rtAnim._targetPath === this._targetPath) {\r\n for (let i = 0; i < rtAnim._activeTargets.length; i++) {\r\n if (rtAnim._activeTargets[i] === target && rtAnim._originalValue[i] !== undefined) {\r\n if (rtAnim._originalValue[i] && rtAnim._originalValue[i].clone) {\r\n this._originalValue[targetIndex] = rtAnim._originalValue[i].clone();\r\n } else {\r\n this._originalValue[targetIndex] = rtAnim._originalValue[i];\r\n }\r\n return;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (target.getLocalMatrix && this._targetPath === \"_matrix\") {\r\n // For bones\r\n originalValue = target.getLocalMatrix();\r\n } else {\r\n originalValue = target[this._targetPath];\r\n }\r\n\r\n if (originalValue && originalValue.clone) {\r\n this._originalValue[targetIndex] = originalValue.clone();\r\n } else {\r\n this._originalValue[targetIndex] = originalValue;\r\n }\r\n }\r\n\r\n private _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void {\r\n const target = runtimeAnimation.target;\r\n this._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 private _setValue(target: any, destination: any, currentValue: any, weight: number, targetIndex: number): void {\r\n // Recorded as written - the target, the weight and whether additively, as the bindings take it - so what an\r\n // animation step wrote can be read after the step from these records alone, whatever a callback did since.\r\n const writes = this._scene._animationWrites;\r\n const count = this._scene._animationWriteCount++;\r\n let write = writes[count];\r\n if (!write) {\r\n write = writes[count] = { runtimeAnimation: this, target, weight, additive: false, blendingFactor: 1, carried: false };\r\n }\r\n write.runtimeAnimation = this;\r\n write.target = target;\r\n write.weight = weight;\r\n write.additive = this.isAdditive;\r\n write.carried = false;\r\n\r\n // Set value\r\n this._currentActiveTarget = destination;\r\n\r\n this._weight = weight;\r\n\r\n if (this._enableBlending && this._blendingFactor <= 1.0) {\r\n if (!this._originalBlendValue) {\r\n const originalValue = destination[this._targetPath];\r\n\r\n if (originalValue.clone) {\r\n this._originalBlendValue = originalValue.clone();\r\n } else {\r\n this._originalBlendValue = originalValue;\r\n }\r\n }\r\n\r\n if (this._originalBlendValue.m) {\r\n // Matrix\r\n if (Animation.AllowMatrixDecomposeForInterpolation) {\r\n if (this._currentValue) {\r\n Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n } else {\r\n if (this._currentValue) {\r\n Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);\r\n } else {\r\n this._currentValue = Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n }\r\n } else {\r\n this._currentValue = Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);\r\n }\r\n\r\n const blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;\r\n // The record carries the factor this very write blended in with, so what the step blended can be read\r\n // after the step whatever a write made since has moved the animation's own factor on to.\r\n write.blendingFactor = this._blendingFactor;\r\n this._blendingFactor += blendingSpeed;\r\n } else {\r\n write.blendingFactor = 1;\r\n if (!this._currentValue) {\r\n if (currentValue?.clone) {\r\n this._currentValue = currentValue.clone();\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n } else if (this._currentValue.copyFrom) {\r\n if (currentValue !== null) {\r\n this._currentValue.copyFrom(currentValue);\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n } else {\r\n this._currentValue = currentValue;\r\n }\r\n }\r\n\r\n if (weight !== -1.0) {\r\n this._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);\r\n } else {\r\n if (this._animationState.loopMode === Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT) {\r\n if (this._currentValue.addToRef) {\r\n this._currentValue.addToRef(this._originalValue[targetIndex], destination[this._targetPath]);\r\n } else {\r\n destination[this._targetPath] = this._originalValue[targetIndex] + this._currentValue;\r\n }\r\n } else {\r\n destination[this._targetPath] = this._currentValue;\r\n }\r\n }\r\n\r\n if (target.markAsDirty) {\r\n target.markAsDirty(this._animation.targetProperty);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the loop pmode of the runtime animation\r\n * @returns Loop Mode\r\n */\r\n private _getCorrectLoopMode(): number | undefined {\r\n if (this._target && this._target.animationPropertiesOverride) {\r\n // A morph target with no per-target override inherits the scene-level animationPropertiesOverride.\r\n // That loop mode is meant for transform/bone animations: honoring it here would force the morph\r\n // influence into (for example) RELATIVE mode and make it accumulate offset * repeatCount every loop.\r\n // When the override is the inherited scene one, use the animation's own loop mode instead.\r\n // An override set explicitly on the morph target is still respected.\r\n const isMorphTarget = this._target.getClassName?.() === \"MorphTarget\";\r\n\r\n // MorphTarget.animationPropertiesOverride getter inherits from the scene when no per-target override is set.\r\n\r\n // Only bypass the override when it is truly inherited (ie. the target has no local override).\r\n\r\n if (isMorphTarget && (this._target as any)._animationPropertiesOverride == null) {\r\n return this._animation.loopMode;\r\n }\r\n\r\n return this._target.animationPropertiesOverride.loopMode as number;\r\n }\r\n\r\n return this._animation.loopMode;\r\n }\r\n\r\n /**\r\n * Move the current animation to a given frame\r\n * @param frame defines the frame to move to\r\n * @param weight defines the weight to apply to the animation (-1.0 by default)\r\n */\r\n public goToFrame(frame: number, weight = -1): void {\r\n const keys = this._animation.getKeys();\r\n\r\n if (frame < keys[0].frame) {\r\n frame = keys[0].frame;\r\n } else if (frame > keys[keys.length - 1].frame) {\r\n frame = keys[keys.length - 1].frame;\r\n }\r\n\r\n // Need to reset animation events\r\n const events = this._events;\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset events in the future\r\n events[index].isDone = events[index].frame < frame;\r\n }\r\n }\r\n }\r\n\r\n this._currentFrame = frame;\r\n const currentValue = this._animation._interpolate(frame, this._animationState);\r\n\r\n this.setValue(currentValue, weight);\r\n }\r\n\r\n /**\r\n * @internal Internal use only\r\n */\r\n public _prepareForSpeedRatioChange(newSpeedRatio: number): void {\r\n const newAbsoluteFrame = (this._previousElapsedTime * (this._animation.framePerSecond * newSpeedRatio)) / 1000.0;\r\n\r\n this._absoluteFrameOffset = this._previousAbsoluteFrame - newAbsoluteFrame;\r\n }\r\n\r\n /**\r\n * Execute the current animation\r\n * @param elapsedTimeSinceAnimationStart defines the elapsed time (in milliseconds) since the animation was started\r\n * @param from defines the lower frame of the animation range\r\n * @param to defines the upper frame of the animation range\r\n * @param loop defines if the current animation must loop\r\n * @param speedRatio defines the current speed ratio\r\n * @param weight defines the weight of the animation (default is -1 so no weight)\r\n * @returns a boolean indicating if the animation is running\r\n */\r\n public animate(elapsedTimeSinceAnimationStart: number, from: number, to: number, loop: boolean, speedRatio: number, weight = -1.0): boolean {\r\n const animation = this._animation;\r\n const targetPropertyPath = animation.targetPropertyPath;\r\n if (!targetPropertyPath || targetPropertyPath.length < 1) {\r\n this._stopped = true;\r\n return false;\r\n }\r\n\r\n let returnValue = true;\r\n let currentFrame: number;\r\n const events = this._events;\r\n let frameRange: number;\r\n\r\n if (!this._coreRuntimeAnimation) {\r\n // Check limits\r\n if (from < this._minFrame || from > this._maxFrame) {\r\n from = this._minFrame;\r\n }\r\n if (to < this._minFrame || to > this._maxFrame) {\r\n to = this._maxFrame;\r\n }\r\n\r\n frameRange = to - from;\r\n let offsetValue: any;\r\n\r\n // Compute the frame according to the elapsed time and the fps of the animation (\"from\" and \"to\" are not factored in!)\r\n let absoluteFrame = (elapsedTimeSinceAnimationStart * (animation.framePerSecond * speedRatio)) / 1000.0 + this._absoluteFrameOffset;\r\n let highLimitValue = 0;\r\n\r\n // Apply the yoyo function if required\r\n let yoyoLoop = false;\r\n const yoyoMode = loop && this._animationState.loopMode === Animation.ANIMATIONLOOPMODE_YOYO;\r\n if (yoyoMode) {\r\n const position = (absoluteFrame - from) / frameRange;\r\n\r\n // Apply the yoyo curve\r\n const sin = Math.sin(position * Math.PI);\r\n const yoyoPosition = Math.abs(sin);\r\n\r\n // Map the yoyo position back to the range\r\n absoluteFrame = yoyoPosition * frameRange + from;\r\n\r\n const direction = sin >= 0 ? 1 : -1;\r\n if (this._yoyoDirection !== direction) {\r\n yoyoLoop = true;\r\n }\r\n\r\n this._yoyoDirection = direction;\r\n }\r\n\r\n this._previousElapsedTime = elapsedTimeSinceAnimationStart;\r\n this._previousAbsoluteFrame = absoluteFrame;\r\n\r\n if (!loop && to >= from && ((absoluteFrame >= frameRange && speedRatio > 0) || (absoluteFrame <= 0 && speedRatio < 0))) {\r\n // If we are out of range and not looping get back to caller\r\n returnValue = false;\r\n highLimitValue = animation.evaluate(to);\r\n } else if (!loop && from >= to && ((absoluteFrame <= frameRange && speedRatio < 0) || (absoluteFrame >= 0 && speedRatio > 0))) {\r\n returnValue = false;\r\n highLimitValue = animation.evaluate(from);\r\n } else if (this._animationState.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {\r\n const keyOffset = to.toString() + from.toString();\r\n if (!this._offsetsCache[keyOffset]) {\r\n this._animationState.repeatCount = 0;\r\n this._animationState.loopMode = Animation.ANIMATIONLOOPMODE_CYCLE; // force a specific codepath in animation._interpolate()!\r\n const fromValue = animation._interpolate(from, this._animationState);\r\n const toValue = animation._interpolate(to, this._animationState);\r\n\r\n this._animationState.loopMode = this._getCorrectLoopMode();\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n this._offsetsCache[keyOffset] = toValue - fromValue;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n // Color4\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n this._offsetsCache[keyOffset] = toValue.subtract(fromValue);\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n this._highLimitsCache[keyOffset] = toValue;\r\n }\r\n\r\n highLimitValue = this._highLimitsCache[keyOffset];\r\n offsetValue = this._offsetsCache[keyOffset];\r\n }\r\n\r\n if (offsetValue === undefined) {\r\n switch (animation.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n offsetValue = 0;\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n offsetValue = _StaticOffsetValueQuaternion;\r\n break;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n offsetValue = _StaticOffsetValueVector3;\r\n break;\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n offsetValue = _StaticOffsetValueVector2;\r\n break;\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n offsetValue = _StaticOffsetValueSize;\r\n break;\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n offsetValue = _StaticOffsetValueColor3;\r\n break;\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n offsetValue = _StaticOffsetValueColor4;\r\n break;\r\n }\r\n }\r\n\r\n // Compute value\r\n\r\n // The root this evaluation is clocked by, and the progress of the pose it gives, taken before any callback of\r\n // the evaluation - a loop callback, an event - can synchronize the host with another root or move this one\r\n const syncRoot = this._host ? this._host.syncRoot : null;\r\n let syncFrames = this._playbackFrames;\r\n let syncJumped = false;\r\n if (syncRoot) {\r\n // If we must sync with an animatable, calculate the current frame based on the frame of the root animatable\r\n const syncRange = syncRoot.toFrame - syncRoot.fromFrame;\r\n const masterFrame = syncRoot.masterFrame;\r\n const hostNormalizedFrame = (masterFrame - syncRoot.fromFrame) / syncRange;\r\n currentFrame = from + frameRange * hostNormalizedFrame;\r\n\r\n const master = syncRoot.getAnimations()[0];\r\n if (master && syncRange !== 0) {\r\n const phase = frameRange * hostNormalizedFrame;\r\n const masterEvaluated = master._playbackTo - master._playbackFrom;\r\n if (masterEvaluated !== 0 && master._playbackFrom <= syncRoot.fromFrame && master._playbackTo >= syncRoot.toFrame) {\r\n // The root's clock covers the range synchronized over: its whole cycles are whole cycles of the follower\r\n const masterCycles = Math.round((master._playbackFrames - (master._currentFrame - master._playbackFrom)) / masterEvaluated);\r\n syncFrames = frameRange * masterCycles + phase;\r\n } else {\r\n // Keyed shorter, the root never carries the follower to its end but snaps it back across its range,\r\n // which happens exactly when the root's own frame wraps: when that frame moves against the root's\r\n // playback. Both are the root's frames, so neither the follower's range nor the root's, whichever\r\n // way round each is, changes the comparison.\r\n syncJumped = (masterFrame - this._playbackSyncMasterFrame) * (master._playbackFrames - this._playbackSyncMasterPlayed) < 0;\r\n syncFrames = phase;\r\n }\r\n // A jump of the root is a jump of whatever follows it, down the chain\r\n syncJumped = syncJumped || master._playbackJumped;\r\n this._playbackSyncMasterPlayed = master._playbackFrames;\r\n this._playbackSyncMasterFrame = masterFrame;\r\n }\r\n // A root with no runtime animation reads as frame 0: the pose snaps there and holds, and so does the progress\r\n } else {\r\n if ((absoluteFrame > 0 && from > to) || (absoluteFrame < 0 && from < to)) {\r\n currentFrame = returnValue && frameRange !== 0 ? to + (absoluteFrame % frameRange) : from;\r\n } else {\r\n currentFrame = returnValue && frameRange !== 0 ? from + (absoluteFrame % frameRange) : to;\r\n }\r\n }\r\n\r\n // Reset event/state if looping\r\n if ((!yoyoMode && ((speedRatio > 0 && this.currentFrame > currentFrame) || (speedRatio < 0 && this.currentFrame < currentFrame))) || (yoyoMode && yoyoLoop)) {\r\n if (this._onLoop) {\r\n this._onLoop();\r\n }\r\n\r\n // Need to reset animation events\r\n for (let index = 0; index < events.length; index++) {\r\n if (!events[index].onlyOnce) {\r\n // reset event, the animation is looping\r\n events[index].isDone = false;\r\n }\r\n }\r\n\r\n this._animationState.key = speedRatio > 0 ? 0 : animation.getKeys().length - 1;\r\n }\r\n this._currentFrame = currentFrame;\r\n this._animationState.repeatCount = frameRange === 0 ? 0 : (absoluteFrame / frameRange) >> 0;\r\n this._animationState.highLimitValue = highLimitValue;\r\n this._animationState.offsetValue = offsetValue;\r\n\r\n // The frame evaluated, unwrapped across loops, then the progress of the pose it gave\r\n this._playbackFrom = from;\r\n this._playbackTo = to;\r\n this._playbackJumped = syncJumped;\r\n this._playbackSyncRoot = syncRoot;\r\n let frames: number;\r\n if (syncRoot) {\r\n frames = syncFrames;\r\n } else if (!returnValue) {\r\n // The end of the cycle the playback was in - however many it had been through before it stopped looping - or that cycle's start when it ran backwards\r\n const cycles = frameRange !== 0 ? Math.floor(this._playbackFrames / frameRange) : 0;\r\n frames = (currentFrame === to ? cycles + 1 : cycles) * frameRange;\r\n } else if (yoyoMode) {\r\n // At the far end of the swing the mapped frame is exactly `to`, which the fold above lands on `from`: the same pose, so the whole range\r\n frames = currentFrame === from && absoluteFrame === to ? frameRange : currentFrame - from;\r\n } else {\r\n frames = absoluteFrame;\r\n }\r\n this._playbackFrames = frames;\r\n // A constant loop holds its last value from its own second cycle on, whatever frame is evaluated\r\n this._playbackProgress = this._animationState.loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && this._animationState.repeatCount > 0 ? frameRange : frames;\r\n } else {\r\n frameRange = to - from;\r\n currentFrame = this._coreRuntimeAnimation.currentFrame;\r\n this._currentFrame = currentFrame;\r\n this._animationState.repeatCount = this._coreRuntimeAnimation._animationState.repeatCount;\r\n this._animationState.highLimitValue = this._coreRuntimeAnimation._animationState.highLimitValue;\r\n this._animationState.offsetValue = this._coreRuntimeAnimation._animationState.offsetValue;\r\n this._playbackFrom = this._coreRuntimeAnimation._playbackFrom;\r\n this._playbackTo = this._coreRuntimeAnimation._playbackTo;\r\n this._playbackFrames = this._coreRuntimeAnimation._playbackFrames;\r\n this._playbackProgress = this._coreRuntimeAnimation._playbackProgress;\r\n this._playbackJumped = this._coreRuntimeAnimation._playbackJumped;\r\n this._playbackSyncRoot = this._coreRuntimeAnimation._playbackSyncRoot;\r\n }\r\n\r\n const currentValue = animation._interpolate(currentFrame, this._animationState);\r\n\r\n // Set value\r\n this.setValue(currentValue, weight);\r\n\r\n // Check events\r\n if (events.length) {\r\n for (let index = 0; index < events.length; index++) {\r\n // Make sure current frame has passed event frame and that event frame is within the current range\r\n // Also, handle both forward and reverse animations\r\n if (\r\n (frameRange >= 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||\r\n (frameRange < 0 && currentFrame <= events[index].frame && events[index].frame <= from)\r\n ) {\r\n const event = events[index];\r\n if (!event.isDone) {\r\n // If event should be done only once, remove it.\r\n if (event.onlyOnce) {\r\n events.splice(index, 1);\r\n index--;\r\n }\r\n event.isDone = true;\r\n event.action(currentFrame);\r\n } // Don't do anything if the event has already been done.\r\n }\r\n }\r\n }\r\n\r\n if (!returnValue) {\r\n this._stopped = true;\r\n }\r\n\r\n return returnValue;\r\n }\r\n}\r\n"]}
@@ -323,6 +323,8 @@ export declare class ArcRotateCamera extends TargetCamera {
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  * See {@link InputMapper} for the full inputMap API (e.g. `setInteraction`, `getEntry`, `addEntry`).
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  */
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  movement: ArcRotateCameraMovement;
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+ /** @internal */
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+ protected _processMovementAsTargetCamera: boolean;
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  /**
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  * Gets or sets whether ctrl+keyboard triggers panning.
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  * Setting this updates the keyboard→pan inputMap entry.
@@ -806,6 +806,8 @@ let ArcRotateCamera = (() => {
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  this._viewMatrix = new Matrix();
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  this._useCtrlForPanningInternal = true;
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  this._panningMouseButtonInternal = 2;
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+ /** @internal */
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+ this._processMovementAsTargetCamera = false;
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  /**
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  * Defines the allowed panning axis.
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  */