@onerjs/serializers 8.23.5 → 8.23.7

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.
@@ -17,11 +17,11 @@ var _TangentType;
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  /**
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  * Specifies that input tangents are used.
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  */
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- _TangentType[_TangentType["INTANGENT"] = 0] = "INTANGENT";
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+ _TangentType[(_TangentType["INTANGENT"] = 0)] = "INTANGENT";
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  /**
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  * Specifies that output tangents are used.
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  */
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- _TangentType[_TangentType["OUTTANGENT"] = 1] = "OUTTANGENT";
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+ _TangentType[(_TangentType["OUTTANGENT"] = 1)] = "OUTTANGENT";
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  })(_TangentType || (_TangentType = {}));
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  /**
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  * @internal
@@ -56,17 +56,38 @@ export class _GLTFAnimation {
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  const interpolation = interpolationOrBake.interpolationType;
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  const shouldBakeAnimation = interpolationOrBake.shouldBakeAnimation;
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  if (shouldBakeAnimation) {
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- _GLTFAnimation._CreateBakedAnimation(babylonTransformNode, animation, animationChannelTargetPath, minMaxKeyFrames.min, minMaxKeyFrames.max, animation.framePerSecond, animationSampleRate, inputs, outputs, minMaxKeyFrames, useQuaternion);
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- }
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- else {
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+ _GLTFAnimation._CreateBakedAnimation(
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+ babylonTransformNode,
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+ animation,
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+ animationChannelTargetPath,
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+ minMaxKeyFrames.min,
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+ minMaxKeyFrames.max,
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+ animation.framePerSecond,
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+ animationSampleRate,
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+ inputs,
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+ outputs,
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+ minMaxKeyFrames,
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+ useQuaternion
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+ );
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+ } else {
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  if (interpolation === "LINEAR" /* AnimationSamplerInterpolation.LINEAR */ || interpolation === "STEP" /* AnimationSamplerInterpolation.STEP */) {
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  _GLTFAnimation._CreateLinearOrStepAnimation(babylonTransformNode, animation, animationChannelTargetPath, inputs, outputs, useQuaternion);
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- }
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- else if (interpolation === "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */) {
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+ } else if (interpolation === "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */) {
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  _GLTFAnimation._CreateCubicSplineAnimation(babylonTransformNode, animation, animationChannelTargetPath, inputs, outputs, useQuaternion);
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- }
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- else {
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- _GLTFAnimation._CreateBakedAnimation(babylonTransformNode, animation, animationChannelTargetPath, minMaxKeyFrames.min, minMaxKeyFrames.max, animation.framePerSecond, animationSampleRate, inputs, outputs, minMaxKeyFrames, useQuaternion);
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+ } else {
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+ _GLTFAnimation._CreateBakedAnimation(
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+ babylonTransformNode,
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+ animation,
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+ animationChannelTargetPath,
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+ minMaxKeyFrames.min,
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+ minMaxKeyFrames.max,
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+ animation.framePerSecond,
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+ animationSampleRate,
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+ inputs,
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+ outputs,
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+ minMaxKeyFrames,
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+ useQuaternion
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+ );
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  }
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  }
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  if (inputs.length && outputs.length) {
@@ -84,7 +105,7 @@ export class _GLTFAnimation {
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  }
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  static _DeduceAnimationInfo(animation) {
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  let animationChannelTargetPath = null;
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- let dataAccessorType = "VEC3" /* AccessorType.VEC3 */;
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+ let dataAccessorType = "VEC3"; /* AccessorType.VEC3 */
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  let useQuaternion = false;
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  const property = animation.targetProperty.split(".");
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  switch (property[0]) {
@@ -118,8 +139,7 @@ export class _GLTFAnimation {
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  }
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  if (animationChannelTargetPath) {
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  return { animationChannelTargetPath: animationChannelTargetPath, dataAccessorType: dataAccessorType, useQuaternion: useQuaternion };
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- }
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- else {
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+ } else {
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  Tools.Error("animation channel target path and data accessor type could be deduced");
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  }
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  return null;
@@ -137,7 +157,19 @@ export class _GLTFAnimation {
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  * @param accessors
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  * @param animationSampleRate
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  */
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- static _CreateNodeAnimationFromNodeAnimations(babylonNode, runtimeGLTFAnimation, idleGLTFAnimations, nodeMap, nodes, bufferManager, bufferViews, accessors, animationSampleRate, useRightHanded, shouldExportAnimation) {
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+ static _CreateNodeAnimationFromNodeAnimations(
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+ babylonNode,
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+ runtimeGLTFAnimation,
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+ idleGLTFAnimations,
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+ nodeMap,
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+ nodes,
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+ bufferManager,
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+ bufferViews,
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+ accessors,
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+ animationSampleRate,
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+ useRightHanded,
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+ shouldExportAnimation
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+ ) {
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  let glTFAnimation;
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  if (_GLTFAnimation._IsTransformable(babylonNode)) {
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  if (babylonNode.animations) {
@@ -152,7 +184,21 @@ export class _GLTFAnimation {
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  samplers: [],
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  channels: [],
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  };
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- _GLTFAnimation._AddAnimation(`${animation.name}`, animation.hasRunningRuntimeAnimations ? runtimeGLTFAnimation : glTFAnimation, babylonNode, animation, animationInfo.dataAccessorType, animationInfo.animationChannelTargetPath, nodeMap, bufferManager, bufferViews, accessors, animationInfo.useQuaternion, animationSampleRate, useRightHanded);
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+ _GLTFAnimation._AddAnimation(
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+ `${animation.name}`,
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+ animation.hasRunningRuntimeAnimations ? runtimeGLTFAnimation : glTFAnimation,
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+ babylonNode,
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+ animation,
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+ animationInfo.dataAccessorType,
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+ animationInfo.animationChannelTargetPath,
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+ nodeMap,
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+ bufferManager,
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+ bufferViews,
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+ accessors,
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+ animationInfo.useQuaternion,
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+ animationSampleRate,
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+ useRightHanded
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+ );
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  if (glTFAnimation.samplers.length && glTFAnimation.channels.length) {
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  idleGLTFAnimations.push(glTFAnimation);
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  }
@@ -174,7 +220,19 @@ export class _GLTFAnimation {
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  * @param accessors
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  * @param animationSampleRate
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  */
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- static _CreateMorphTargetAnimationFromMorphTargetAnimations(babylonNode, runtimeGLTFAnimation, idleGLTFAnimations, nodeMap, nodes, bufferManager, bufferViews, accessors, animationSampleRate, useRightHanded, shouldExportAnimation) {
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+ static _CreateMorphTargetAnimationFromMorphTargetAnimations(
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+ babylonNode,
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+ runtimeGLTFAnimation,
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+ idleGLTFAnimations,
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+ nodeMap,
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+ nodes,
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+ bufferManager,
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+ bufferViews,
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+ accessors,
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+ animationSampleRate,
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+ useRightHanded,
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+ shouldExportAnimation
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+ ) {
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  let glTFAnimation;
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  if (babylonNode instanceof Mesh) {
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  const morphTargetManager = babylonNode.morphTargetManager;
@@ -185,7 +243,14 @@ export class _GLTFAnimation {
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  if (shouldExportAnimation && !shouldExportAnimation(animation)) {
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  continue;
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  }
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- const combinedAnimation = new Animation(`${animation.name}`, "influence", animation.framePerSecond, animation.dataType, animation.loopMode, animation.enableBlending);
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+ const combinedAnimation = new Animation(
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+ `${animation.name}`,
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+ "influence",
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+ animation.framePerSecond,
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+ animation.dataType,
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+ animation.loopMode,
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+ animation.enableBlending
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+ );
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  const combinedAnimationKeys = [];
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  const animationKeys = animation.getKeys();
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  for (let j = 0; j < animationKeys.length; ++j) {
@@ -193,8 +258,7 @@ export class _GLTFAnimation {
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  for (let k = 0; k < morphTargetManager.numTargets; ++k) {
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  if (k == i) {
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  combinedAnimationKeys.push(animationKey);
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- }
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- else {
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+ } else {
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  combinedAnimationKeys.push({ frame: animationKey.frame, value: 0 });
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  }
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  }
@@ -207,7 +271,22 @@ export class _GLTFAnimation {
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  samplers: [],
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  channels: [],
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  };
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- _GLTFAnimation._AddAnimation(animation.name, animation.hasRunningRuntimeAnimations ? runtimeGLTFAnimation : glTFAnimation, babylonNode, combinedAnimation, animationInfo.dataAccessorType, animationInfo.animationChannelTargetPath, nodeMap, bufferManager, bufferViews, accessors, animationInfo.useQuaternion, animationSampleRate, useRightHanded, morphTargetManager.numTargets);
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+ _GLTFAnimation._AddAnimation(
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+ animation.name,
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+ animation.hasRunningRuntimeAnimations ? runtimeGLTFAnimation : glTFAnimation,
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+ babylonNode,
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+ combinedAnimation,
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+ animationInfo.dataAccessorType,
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+ animationInfo.animationChannelTargetPath,
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+ nodeMap,
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+ bufferManager,
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+ bufferViews,
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+ accessors,
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+ animationInfo.useQuaternion,
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+ animationSampleRate,
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+ useRightHanded,
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+ morphTargetManager.numTargets
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+ );
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  if (glTFAnimation.samplers.length && glTFAnimation.channels.length) {
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  idleGLTFAnimations.push(glTFAnimation);
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  }
@@ -229,7 +308,17 @@ export class _GLTFAnimation {
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  * @param accessors
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  * @param animationSampleRate
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  */
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- static _CreateNodeAndMorphAnimationFromAnimationGroups(babylonScene, glTFAnimations, nodeMap, bufferManager, bufferViews, accessors, animationSampleRate, leftHandedNodes, shouldExportAnimation) {
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+ static _CreateNodeAndMorphAnimationFromAnimationGroups(
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+ babylonScene,
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+ glTFAnimations,
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+ nodeMap,
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+ bufferManager,
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+ bufferViews,
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+ accessors,
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+ animationSampleRate,
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+ leftHandedNodes,
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+ shouldExportAnimation
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+ ) {
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  let glTFAnimation;
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  if (babylonScene.animationGroups) {
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  const animationGroups = babylonScene.animationGroups;
@@ -242,6 +331,7 @@ export class _GLTFAnimation {
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  name: animationGroup.name,
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  channels: [],
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  samplers: [],
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+ extras: animationGroup.metadata,
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  };
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  for (let i = 0; i < animationGroup.targetedAnimations.length; ++i) {
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  const targetAnimation = animationGroup.targetedAnimations[i];
@@ -256,11 +346,24 @@ export class _GLTFAnimation {
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  if (animationInfo) {
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  const babylonTransformNode = this._IsTransformable(target) ? target : this._IsTransformable(target[0]) ? target[0] : null;
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  if (babylonTransformNode) {
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- _GLTFAnimation._AddAnimation(`${animation.name}`, glTFAnimation, babylonTransformNode, animation, animationInfo.dataAccessorType, animationInfo.animationChannelTargetPath, nodeMap, bufferManager, bufferViews, accessors, animationInfo.useQuaternion, animationSampleRate, convertToRightHanded);
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+ _GLTFAnimation._AddAnimation(
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+ `${animation.name}`,
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+ glTFAnimation,
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+ babylonTransformNode,
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+ animation,
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+ animationInfo.dataAccessorType,
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+ animationInfo.animationChannelTargetPath,
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+ nodeMap,
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+ bufferManager,
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+ bufferViews,
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+ accessors,
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+ animationInfo.useQuaternion,
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+ animationSampleRate,
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+ convertToRightHanded
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+ );
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  }
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  }
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- }
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- else if (target instanceof MorphTarget || (target.length === 1 && target[0] instanceof MorphTarget)) {
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+ } else if (target instanceof MorphTarget || (target.length === 1 && target[0] instanceof MorphTarget)) {
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  const animationInfo = _GLTFAnimation._DeduceAnimationInfo(targetAnimation.animation);
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  if (animationInfo) {
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  const babylonMorphTarget = target instanceof MorphTarget ? target : target[0];
@@ -288,8 +391,7 @@ export class _GLTFAnimation {
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  }
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  }
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  }
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- }
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- else {
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+ } else {
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  // this is the place for the KHR_animation_pointer.
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  }
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  }
@@ -317,11 +419,17 @@ export class _GLTFAnimation {
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  const morphTargetAnimation = animationsByMorphTarget.get(morphTarget);
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  if (morphTargetAnimation) {
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  if (!combinedAnimationGroup) {
320
- combinedAnimationGroup = new Animation(`${animationGroup.name}_${mesh.name}_MorphWeightAnimation`, "influence", morphTargetAnimation.framePerSecond, Animation.ANIMATIONTYPE_FLOAT, morphTargetAnimation.loopMode, morphTargetAnimation.enableBlending);
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+ combinedAnimationGroup = new Animation(
423
+ `${animationGroup.name}_${mesh.name}_MorphWeightAnimation`,
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+ "influence",
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+ morphTargetAnimation.framePerSecond,
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+ Animation.ANIMATIONTYPE_FLOAT,
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+ morphTargetAnimation.loopMode,
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+ morphTargetAnimation.enableBlending
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+ );
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  }
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  animationKeys.push(morphTargetAnimation.getKeys()[i]);
323
- }
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- else {
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+ } else {
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  animationKeys.push({
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  frame: animationGroup.from + (animationGroupFrameDiff / numAnimationKeys) * i,
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  value: morphTarget.influence,
@@ -335,7 +443,22 @@ export class _GLTFAnimation {
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  combinedAnimationGroup.setKeys(animationKeys);
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  const animationInfo = _GLTFAnimation._DeduceAnimationInfo(combinedAnimationGroup);
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  if (animationInfo) {
338
- _GLTFAnimation._AddAnimation(`${animationGroup.name}_${mesh.name}_MorphWeightAnimation`, glTFAnimation, mesh, combinedAnimationGroup, animationInfo.dataAccessorType, animationInfo.animationChannelTargetPath, nodeMap, bufferManager, bufferViews, accessors, animationInfo.useQuaternion, animationSampleRate, false, morphTargetManager?.numTargets);
446
+ _GLTFAnimation._AddAnimation(
447
+ `${animationGroup.name}_${mesh.name}_MorphWeightAnimation`,
448
+ glTFAnimation,
449
+ mesh,
450
+ combinedAnimationGroup,
451
+ animationInfo.dataAccessorType,
452
+ animationInfo.animationChannelTargetPath,
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+ nodeMap,
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+ bufferManager,
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+ bufferViews,
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+ accessors,
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+ animationInfo.useQuaternion,
458
+ animationSampleRate,
459
+ false,
460
+ morphTargetManager?.numTargets
461
+ );
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  }
340
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  });
341
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  if (glTFAnimation.channels.length && glTFAnimation.samplers.length) {
@@ -344,7 +467,22 @@ export class _GLTFAnimation {
344
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  }
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  }
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469
  }
347
- static _AddAnimation(name, glTFAnimation, babylonTransformNode, animation, dataAccessorType, animationChannelTargetPath, nodeMap, bufferManager, bufferViews, accessors, useQuaternion, animationSampleRate, convertToRightHanded, morphAnimationChannels) {
470
+ static _AddAnimation(
471
+ name,
472
+ glTFAnimation,
473
+ babylonTransformNode,
474
+ animation,
475
+ dataAccessorType,
476
+ animationChannelTargetPath,
477
+ nodeMap,
478
+ bufferManager,
479
+ bufferViews,
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+ accessors,
481
+ useQuaternion,
482
+ animationSampleRate,
483
+ convertToRightHanded,
484
+ morphAnimationChannels
485
+ ) {
348
486
  const animationData = _GLTFAnimation._CreateNodeAnimation(babylonTransformNode, animation, animationChannelTargetPath, useQuaternion, animationSampleRate);
349
487
  let bufferView;
350
488
  let accessor;
@@ -375,10 +513,17 @@ export class _GLTFAnimation {
375
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  // Create buffer view and accessor for key frames.
376
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  const inputData = new Float32Array(animationData.inputs);
377
515
  bufferView = bufferManager.createBufferView(inputData);
378
- accessor = bufferManager.createAccessor(bufferView, "SCALAR" /* AccessorType.SCALAR */, 5126 /* AccessorComponentType.FLOAT */, animationData.inputs.length, undefined, {
379
- min: [animationData.inputsMin],
380
- max: [animationData.inputsMax],
381
- });
516
+ accessor = bufferManager.createAccessor(
517
+ bufferView,
518
+ "SCALAR" /* AccessorType.SCALAR */,
519
+ 5126 /* AccessorComponentType.FLOAT */,
520
+ animationData.inputs.length,
521
+ undefined,
522
+ {
523
+ min: [animationData.inputsMin],
524
+ max: [animationData.inputsMax],
525
+ }
526
+ );
382
527
  accessors.push(accessor);
383
528
  keyframeAccessorIndex = accessors.length - 1;
384
529
  // Perform conversions on keyed values while also building their buffer.
@@ -401,8 +546,7 @@ export class _GLTFAnimation {
401
546
  case "rotation" /* AnimationChannelTargetPath.ROTATION */:
402
547
  if (output.length === 4) {
403
548
  Quaternion.FromArrayToRef(output, 0, rotationQuaternion);
404
- }
405
- else {
549
+ } else {
406
550
  outputToWrite = new Array(4); // Will need 4, not 3, for a quaternion
407
551
  Vector3.FromArrayToRef(output, 0, eulerVec3);
408
552
  Quaternion.FromEulerVectorToRef(eulerVec3, rotationQuaternion);
@@ -478,22 +622,18 @@ export class _GLTFAnimation {
478
622
  if (i === 0) {
479
623
  // set the first frame to itself
480
624
  endFrame = currKeyFrame.frame;
481
- }
482
- else {
625
+ } else {
483
626
  continue;
484
627
  }
485
- }
486
- else {
628
+ } else {
487
629
  endFrame = nextKeyFrame.frame;
488
630
  }
489
- }
490
- else {
631
+ } else {
491
632
  // at the last key frame
492
633
  prevKeyFrame = keyFrames[i - 1];
493
634
  if ((currKeyFrame.value.equals && currKeyFrame.value.equals(prevKeyFrame.value)) || currKeyFrame.value === prevKeyFrame.value) {
494
635
  continue;
495
- }
496
- else {
636
+ } else {
497
637
  endFrame = maxFrame;
498
638
  }
499
639
  }
@@ -555,14 +695,12 @@ export class _GLTFAnimation {
555
695
  if (animationChannelTargetPath === "rotation" /* AnimationChannelTargetPath.ROTATION */) {
556
696
  if (useQuaternion) {
557
697
  quaternionCache = value;
558
- }
559
- else {
698
+ } else {
560
699
  cacheValue = value;
561
700
  Quaternion.RotationYawPitchRollToRef(cacheValue.y, cacheValue.x, cacheValue.z, quaternionCache);
562
701
  }
563
702
  outputs.push(quaternionCache.asArray());
564
- }
565
- else {
703
+ } else {
566
704
  // scaling and position animation
567
705
  cacheValue = value;
568
706
  outputs.push(cacheValue.asArray());
@@ -595,9 +733,23 @@ export class _GLTFAnimation {
595
733
  static _CreateCubicSplineAnimation(babylonTransformNode, animation, animationChannelTargetPath, inputs, outputs, useQuaternion) {
596
734
  animation.getKeys().forEach(function (keyFrame) {
597
735
  inputs.push(keyFrame.frame / animation.framePerSecond); // keyframes in seconds.
598
- _GLTFAnimation._AddSplineTangent(_TangentType.INTANGENT, outputs, animationChannelTargetPath, "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */, keyFrame, useQuaternion);
736
+ _GLTFAnimation._AddSplineTangent(
737
+ _TangentType.INTANGENT,
738
+ outputs,
739
+ animationChannelTargetPath,
740
+ "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */,
741
+ keyFrame,
742
+ useQuaternion
743
+ );
599
744
  _GLTFAnimation._AddKeyframeValue(keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, useQuaternion);
600
- _GLTFAnimation._AddSplineTangent(_TangentType.OUTTANGENT, outputs, animationChannelTargetPath, "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */, keyFrame, useQuaternion);
745
+ _GLTFAnimation._AddSplineTangent(
746
+ _TangentType.OUTTANGENT,
747
+ outputs,
748
+ animationChannelTargetPath,
749
+ "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */,
750
+ keyFrame,
751
+ useQuaternion
752
+ );
601
753
  });
602
754
  }
603
755
  static _GetBasePositionRotationOrScale(babylonTransformNode, animationChannelTargetPath, useQuaternion) {
@@ -606,17 +758,14 @@ export class _GLTFAnimation {
606
758
  if (useQuaternion) {
607
759
  const q = babylonTransformNode.rotationQuaternion;
608
760
  basePositionRotationOrScale = (q ?? Quaternion.Identity()).asArray();
609
- }
610
- else {
761
+ } else {
611
762
  const r = babylonTransformNode.rotation;
612
763
  basePositionRotationOrScale = (r ?? Vector3.Zero()).asArray();
613
764
  }
614
- }
615
- else if (animationChannelTargetPath === "translation" /* AnimationChannelTargetPath.TRANSLATION */) {
765
+ } else if (animationChannelTargetPath === "translation" /* AnimationChannelTargetPath.TRANSLATION */) {
616
766
  const p = babylonTransformNode.position;
617
767
  basePositionRotationOrScale = (p ?? Vector3.Zero()).asArray();
618
- }
619
- else {
768
+ } else {
620
769
  // scale
621
770
  const s = babylonTransformNode.scaling;
622
771
  basePositionRotationOrScale = (s ?? Vector3.One()).asArray();
@@ -643,12 +792,10 @@ export class _GLTFAnimation {
643
792
  value = rotationQuaternion.asArray();
644
793
  }
645
794
  outputs.push(value); // scale vector.
646
- }
647
- else if (animationType === Animation.ANIMATIONTYPE_FLOAT) {
795
+ } else if (animationType === Animation.ANIMATIONTYPE_FLOAT) {
648
796
  if (animationChannelTargetPath === "weights" /* AnimationChannelTargetPath.WEIGHTS */) {
649
797
  outputs.push([keyFrame.value]);
650
- }
651
- else {
798
+ } else {
652
799
  // handles single component x, y, z or w component animation by using a base property and animating over a component.
653
800
  newPositionRotationOrScale = this._ConvertFactorToVector3OrQuaternion(keyFrame.value, babylonTransformNode, animation, animationChannelTargetPath, useQuaternion);
654
801
  if (newPositionRotationOrScale) {
@@ -661,11 +808,9 @@ export class _GLTFAnimation {
661
808
  outputs.push(newPositionRotationOrScale.asArray());
662
809
  }
663
810
  }
664
- }
665
- else if (animationType === Animation.ANIMATIONTYPE_QUATERNION) {
811
+ } else if (animationType === Animation.ANIMATIONTYPE_QUATERNION) {
666
812
  outputs.push(keyFrame.value.normalize().asArray());
667
- }
668
- else {
813
+ } else {
669
814
  Tools.Error("glTFAnimation: Unsupported key frame values for animation!");
670
815
  }
671
816
  }
@@ -692,25 +837,23 @@ export class _GLTFAnimation {
692
837
  shouldBakeAnimation = true;
693
838
  break;
694
839
  }
695
- }
696
- else {
840
+ } else {
697
841
  interpolationType = "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */;
698
842
  }
699
- }
700
- else {
843
+ } else {
701
844
  if (interpolationType) {
702
- if (interpolationType === "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */ ||
703
- (key.interpolation && key.interpolation === 1 /* AnimationKeyInterpolation.STEP */ && interpolationType !== "STEP" /* AnimationSamplerInterpolation.STEP */)) {
845
+ if (
846
+ interpolationType === "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */ ||
847
+ (key.interpolation && key.interpolation === 1 /* AnimationKeyInterpolation.STEP */ && interpolationType !== "STEP") /* AnimationSamplerInterpolation.STEP */
848
+ ) {
704
849
  interpolationType = "LINEAR" /* AnimationSamplerInterpolation.LINEAR */;
705
850
  shouldBakeAnimation = true;
706
851
  break;
707
852
  }
708
- }
709
- else {
853
+ } else {
710
854
  if (key.interpolation && key.interpolation === 1 /* AnimationKeyInterpolation.STEP */) {
711
855
  interpolationType = "STEP" /* AnimationSamplerInterpolation.STEP */;
712
- }
713
- else {
856
+ } else {
714
857
  interpolationType = "LINEAR" /* AnimationSamplerInterpolation.LINEAR */;
715
858
  }
716
859
  }
@@ -739,29 +882,23 @@ export class _GLTFAnimation {
739
882
  if (tangentValue) {
740
883
  if (useQuaternion) {
741
884
  tangent = tangentValue.asArray();
742
- }
743
- else {
885
+ } else {
744
886
  const array = tangentValue;
745
887
  tangent = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z).asArray();
746
888
  }
747
- }
748
- else {
889
+ } else {
749
890
  tangent = [0, 0, 0, 0];
750
891
  }
751
- }
752
- else if (animationChannelTargetPath === "weights" /* AnimationChannelTargetPath.WEIGHTS */) {
892
+ } else if (animationChannelTargetPath === "weights" /* AnimationChannelTargetPath.WEIGHTS */) {
753
893
  if (tangentValue) {
754
894
  tangent = [tangentValue];
755
- }
756
- else {
895
+ } else {
757
896
  tangent = [0];
758
897
  }
759
- }
760
- else {
898
+ } else {
761
899
  if (tangentValue) {
762
900
  tangent = tangentValue.asArray();
763
- }
764
- else {
901
+ } else {
765
902
  tangent = [0, 0, 0];
766
903
  }
767
904
  }
@@ -1 +1 @@
1
- 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"sourcesContent":["import type { IAnimation, INode, IBufferView, IAccessor, IAnimationSampler, IAnimationChannel } from \"babylonjs-gltf2interface\";\r\nimport { AnimationSamplerInterpolation, AnimationChannelTargetPath, AccessorType, AccessorComponentType } from \"babylonjs-gltf2interface\";\r\nimport type { Node } from \"core/node\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Vector3, Quaternion } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { Animation } from \"core/Animations/animation\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { MorphTarget } from \"core/Morph/morphTarget\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\n\r\nimport type { IAnimationKey } from \"core/Animations/animationKey\";\r\nimport { AnimationKeyInterpolation } from \"core/Animations/animationKey\";\r\n\r\nimport { Camera } from \"core/Cameras/camera\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport type { BufferManager } from \"./bufferManager\";\r\nimport { GetAccessorElementCount, ConvertToRightHandedPosition, Rotate180Y, ConvertToRightHandedRotation } from \"./glTFUtilities\";\r\n\r\n/**\r\n * @internal\r\n * Interface to store animation data.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _IAnimationData {\r\n /**\r\n * Keyframe data.\r\n */\r\n inputs: number[];\r\n /**\r\n * Value data.\r\n */\r\n outputs: number[][];\r\n /**\r\n * Animation interpolation data.\r\n */\r\n samplerInterpolation: AnimationSamplerInterpolation;\r\n /**\r\n * Minimum keyframe value.\r\n */\r\n inputsMin: number;\r\n /**\r\n * Maximum keyframe value.\r\n */\r\n inputsMax: number;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _IAnimationInfo {\r\n /**\r\n * The target channel for the animation\r\n */\r\n animationChannelTargetPath: AnimationChannelTargetPath;\r\n /**\r\n * The glTF accessor type for the data.\r\n */\r\n dataAccessorType: AccessorType.VEC3 | AccessorType.VEC4 | AccessorType.SCALAR;\r\n /**\r\n * Specifies if quaternions should be used.\r\n */\r\n useQuaternion: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n * Enum for handling in tangent and out tangent.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nenum _TangentType {\r\n /**\r\n * Specifies that input tangents are used.\r\n */\r\n INTANGENT,\r\n /**\r\n * Specifies that output tangents are used.\r\n */\r\n OUTTANGENT,\r\n}\r\n\r\n/**\r\n * @internal\r\n * Utility class for generating glTF animation data from BabylonJS.\r\n */\r\nexport class _GLTFAnimation {\r\n /**\r\n * Determine if a node is transformable - ie has properties it should be part of animation of transformation.\r\n * @param babylonNode the node to test\r\n * @returns true if can be animated, false otherwise. False if the parameter is null or undefined.\r\n */\r\n private static _IsTransformable(babylonNode: Node): boolean {\r\n return babylonNode && (babylonNode instanceof TransformNode || babylonNode instanceof Camera || babylonNode instanceof Light);\r\n }\r\n\r\n /**\r\n * @ignore\r\n *\r\n * Creates glTF channel animation from BabylonJS animation.\r\n * @param babylonTransformNode - BabylonJS mesh.\r\n * @param animation - animation.\r\n * @param animationChannelTargetPath - The target animation channel.\r\n * @param useQuaternion - Specifies if quaternions are used.\r\n * @returns nullable IAnimationData\r\n */\r\n public static _CreateNodeAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n useQuaternion: boolean,\r\n animationSampleRate: number\r\n ): Nullable<_IAnimationData> {\r\n if (this._IsTransformable(babylonTransformNode)) {\r\n const inputs: number[] = [];\r\n const outputs: number[][] = [];\r\n const keyFrames = animation.getKeys();\r\n const minMaxKeyFrames = _GLTFAnimation._CalculateMinMaxKeyFrames(keyFrames);\r\n const interpolationOrBake = _GLTFAnimation._DeduceInterpolation(keyFrames, animationChannelTargetPath, useQuaternion);\r\n\r\n const interpolation = interpolationOrBake.interpolationType;\r\n const shouldBakeAnimation = interpolationOrBake.shouldBakeAnimation;\r\n\r\n if (shouldBakeAnimation) {\r\n _GLTFAnimation._CreateBakedAnimation(\r\n babylonTransformNode,\r\n animation,\r\n animationChannelTargetPath,\r\n minMaxKeyFrames.min,\r\n minMaxKeyFrames.max,\r\n animation.framePerSecond,\r\n animationSampleRate,\r\n inputs,\r\n outputs,\r\n minMaxKeyFrames,\r\n useQuaternion\r\n );\r\n } else {\r\n if (interpolation === AnimationSamplerInterpolation.LINEAR || interpolation === AnimationSamplerInterpolation.STEP) {\r\n _GLTFAnimation._CreateLinearOrStepAnimation(babylonTransformNode, animation, animationChannelTargetPath, inputs, outputs, useQuaternion);\r\n } else if (interpolation === AnimationSamplerInterpolation.CUBICSPLINE) {\r\n _GLTFAnimation._CreateCubicSplineAnimation(babylonTransformNode, animation, animationChannelTargetPath, inputs, outputs, useQuaternion);\r\n } else {\r\n _GLTFAnimation._CreateBakedAnimation(\r\n babylonTransformNode,\r\n animation,\r\n animationChannelTargetPath,\r\n minMaxKeyFrames.min,\r\n minMaxKeyFrames.max,\r\n animation.framePerSecond,\r\n animationSampleRate,\r\n inputs,\r\n outputs,\r\n minMaxKeyFrames,\r\n useQuaternion\r\n );\r\n }\r\n }\r\n\r\n if (inputs.length && outputs.length) {\r\n const result: _IAnimationData = {\r\n inputs: inputs,\r\n outputs: outputs,\r\n samplerInterpolation: interpolation,\r\n inputsMin: shouldBakeAnimation ? minMaxKeyFrames.min : Tools.FloatRound(minMaxKeyFrames.min / animation.framePerSecond),\r\n inputsMax: shouldBakeAnimation ? minMaxKeyFrames.max : Tools.FloatRound(minMaxKeyFrames.max / animation.framePerSecond),\r\n };\r\n\r\n return result;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private static _DeduceAnimationInfo(animation: Animation): Nullable<_IAnimationInfo> {\r\n let animationChannelTargetPath: Nullable<AnimationChannelTargetPath> = null;\r\n let dataAccessorType = AccessorType.VEC3;\r\n let useQuaternion: boolean = false;\r\n const property = animation.targetProperty.split(\".\");\r\n switch (property[0]) {\r\n case \"scaling\": {\r\n animationChannelTargetPath = AnimationChannelTargetPath.SCALE;\r\n break;\r\n }\r\n case \"position\": {\r\n animationChannelTargetPath = AnimationChannelTargetPath.TRANSLATION;\r\n break;\r\n }\r\n case \"rotation\": {\r\n dataAccessorType = AccessorType.VEC4;\r\n animationChannelTargetPath = AnimationChannelTargetPath.ROTATION;\r\n break;\r\n }\r\n case \"rotationQuaternion\": {\r\n dataAccessorType = AccessorType.VEC4;\r\n useQuaternion = true;\r\n animationChannelTargetPath = AnimationChannelTargetPath.ROTATION;\r\n break;\r\n }\r\n case \"influence\": {\r\n dataAccessorType = AccessorType.SCALAR;\r\n animationChannelTargetPath = AnimationChannelTargetPath.WEIGHTS;\r\n break;\r\n }\r\n default: {\r\n Tools.Error(`Unsupported animatable property ${property[0]}`);\r\n }\r\n }\r\n if (animationChannelTargetPath) {\r\n return { animationChannelTargetPath: animationChannelTargetPath, dataAccessorType: dataAccessorType, useQuaternion: useQuaternion };\r\n } else {\r\n Tools.Error(\"animation channel target path and data accessor type could be deduced\");\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @ignore\r\n * Create node animations from the transform node animations\r\n * @param babylonNode\r\n * @param runtimeGLTFAnimation\r\n * @param idleGLTFAnimations\r\n * @param nodeMap\r\n * @param nodes\r\n * @param bufferManager\r\n * @param bufferViews\r\n * @param accessors\r\n * @param animationSampleRate\r\n */\r\n public static _CreateNodeAnimationFromNodeAnimations(\r\n babylonNode: Node,\r\n runtimeGLTFAnimation: IAnimation,\r\n idleGLTFAnimations: IAnimation[],\r\n nodeMap: Map<Node, number>,\r\n nodes: INode[],\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n animationSampleRate: number,\r\n useRightHanded: boolean,\r\n shouldExportAnimation?: (animation: Animation) => boolean\r\n ) {\r\n let glTFAnimation: IAnimation;\r\n if (_GLTFAnimation._IsTransformable(babylonNode)) {\r\n if (babylonNode.animations) {\r\n for (const animation of babylonNode.animations) {\r\n if (shouldExportAnimation && !shouldExportAnimation(animation)) {\r\n continue;\r\n }\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(animation);\r\n if (animationInfo) {\r\n glTFAnimation = {\r\n name: animation.name,\r\n samplers: [],\r\n channels: [],\r\n };\r\n _GLTFAnimation._AddAnimation(\r\n `${animation.name}`,\r\n animation.hasRunningRuntimeAnimations ? runtimeGLTFAnimation : glTFAnimation,\r\n babylonNode,\r\n animation,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n useRightHanded\r\n );\r\n if (glTFAnimation.samplers.length && glTFAnimation.channels.length) {\r\n idleGLTFAnimations.push(glTFAnimation);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @ignore\r\n * Create individual morph animations from the mesh's morph target animation tracks\r\n * @param babylonNode\r\n * @param runtimeGLTFAnimation\r\n * @param idleGLTFAnimations\r\n * @param nodeMap\r\n * @param nodes\r\n * @param bufferManager\r\n * @param bufferViews\r\n * @param accessors\r\n * @param animationSampleRate\r\n */\r\n public static _CreateMorphTargetAnimationFromMorphTargetAnimations(\r\n babylonNode: Node,\r\n runtimeGLTFAnimation: IAnimation,\r\n idleGLTFAnimations: IAnimation[],\r\n nodeMap: Map<Node, number>,\r\n nodes: INode[],\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n animationSampleRate: number,\r\n useRightHanded: boolean,\r\n shouldExportAnimation?: (animation: Animation) => boolean\r\n ) {\r\n let glTFAnimation: IAnimation;\r\n if (babylonNode instanceof Mesh) {\r\n const morphTargetManager = babylonNode.morphTargetManager;\r\n if (morphTargetManager) {\r\n for (let i = 0; i < morphTargetManager.numTargets; ++i) {\r\n const morphTarget = morphTargetManager.getTarget(i);\r\n for (const animation of morphTarget.animations) {\r\n if (shouldExportAnimation && !shouldExportAnimation(animation)) {\r\n continue;\r\n }\r\n const combinedAnimation = new Animation(\r\n `${animation.name}`,\r\n \"influence\",\r\n animation.framePerSecond,\r\n animation.dataType,\r\n animation.loopMode,\r\n animation.enableBlending\r\n );\r\n const combinedAnimationKeys: IAnimationKey[] = [];\r\n const animationKeys = animation.getKeys();\r\n\r\n for (let j = 0; j < animationKeys.length; ++j) {\r\n const animationKey = animationKeys[j];\r\n for (let k = 0; k < morphTargetManager.numTargets; ++k) {\r\n if (k == i) {\r\n combinedAnimationKeys.push(animationKey);\r\n } else {\r\n combinedAnimationKeys.push({ frame: animationKey.frame, value: 0 });\r\n }\r\n }\r\n }\r\n combinedAnimation.setKeys(combinedAnimationKeys);\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(combinedAnimation);\r\n if (animationInfo) {\r\n glTFAnimation = {\r\n name: combinedAnimation.name,\r\n samplers: [],\r\n channels: [],\r\n };\r\n _GLTFAnimation._AddAnimation(\r\n animation.name,\r\n animation.hasRunningRuntimeAnimations ? runtimeGLTFAnimation : glTFAnimation,\r\n babylonNode,\r\n combinedAnimation,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n useRightHanded,\r\n morphTargetManager.numTargets\r\n );\r\n if (glTFAnimation.samplers.length && glTFAnimation.channels.length) {\r\n idleGLTFAnimations.push(glTFAnimation);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Create node and morph animations from the animation groups\r\n * @param babylonScene\r\n * @param glTFAnimations\r\n * @param nodeMap\r\n * @param nodes\r\n * @param bufferManager\r\n * @param bufferViews\r\n * @param accessors\r\n * @param animationSampleRate\r\n */\r\n public static _CreateNodeAndMorphAnimationFromAnimationGroups(\r\n babylonScene: Scene,\r\n glTFAnimations: IAnimation[],\r\n nodeMap: Map<Node, number>,\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n animationSampleRate: number,\r\n leftHandedNodes: Set<Node>,\r\n shouldExportAnimation?: (animation: Animation) => boolean\r\n ) {\r\n let glTFAnimation: IAnimation;\r\n if (babylonScene.animationGroups) {\r\n const animationGroups = babylonScene.animationGroups;\r\n for (const animationGroup of animationGroups) {\r\n const morphAnimations: Map<Mesh, Map<MorphTarget, Animation>> = new Map();\r\n const sampleAnimations: Map<Mesh, Animation> = new Map();\r\n const morphAnimationMeshes: Set<Mesh> = new Set();\r\n const animationGroupFrameDiff = animationGroup.to - animationGroup.from;\r\n glTFAnimation = {\r\n name: animationGroup.name,\r\n channels: [],\r\n samplers: [],\r\n };\r\n for (let i = 0; i < animationGroup.targetedAnimations.length; ++i) {\r\n const targetAnimation = animationGroup.targetedAnimations[i];\r\n const target = targetAnimation.target;\r\n const animation = targetAnimation.animation;\r\n if (shouldExportAnimation && !shouldExportAnimation(animation)) {\r\n continue;\r\n }\r\n\r\n const convertToRightHanded = leftHandedNodes.has(target);\r\n\r\n if (this._IsTransformable(target) || (target.length === 1 && this._IsTransformable(target[0]))) {\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(targetAnimation.animation);\r\n if (animationInfo) {\r\n const babylonTransformNode = this._IsTransformable(target) ? target : this._IsTransformable(target[0]) ? target[0] : null;\r\n if (babylonTransformNode) {\r\n _GLTFAnimation._AddAnimation(\r\n `${animation.name}`,\r\n glTFAnimation,\r\n babylonTransformNode,\r\n animation,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n convertToRightHanded\r\n );\r\n }\r\n }\r\n } else if (target instanceof MorphTarget || (target.length === 1 && target[0] instanceof MorphTarget)) {\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(targetAnimation.animation);\r\n if (animationInfo) {\r\n const babylonMorphTarget = target instanceof MorphTarget ? target : (target[0] as MorphTarget);\r\n if (babylonMorphTarget) {\r\n const babylonMorphTargetManager = babylonScene.morphTargetManagers.find((morphTargetManager) => {\r\n for (let j = 0; j < morphTargetManager.numTargets; ++j) {\r\n if (morphTargetManager.getTarget(j) === babylonMorphTarget) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n });\r\n if (babylonMorphTargetManager) {\r\n const babylonMesh = babylonScene.meshes.find((mesh) => {\r\n return (mesh as Mesh).morphTargetManager === babylonMorphTargetManager;\r\n }) as Mesh;\r\n if (babylonMesh) {\r\n if (!morphAnimations.has(babylonMesh)) {\r\n morphAnimations.set(babylonMesh, new Map());\r\n }\r\n morphAnimations.get(babylonMesh)?.set(babylonMorphTarget, animation);\r\n morphAnimationMeshes.add(babylonMesh);\r\n sampleAnimations.set(babylonMesh, animation);\r\n }\r\n }\r\n }\r\n }\r\n } else {\r\n // this is the place for the KHR_animation_pointer.\r\n }\r\n }\r\n morphAnimationMeshes.forEach((mesh) => {\r\n const morphTargetManager = mesh.morphTargetManager!;\r\n let combinedAnimationGroup: Nullable<Animation> = null;\r\n const animationKeys: IAnimationKey[] = [];\r\n const sampleAnimation = sampleAnimations.get(mesh)!;\r\n const sampleAnimationKeys = sampleAnimation.getKeys();\r\n const numAnimationKeys = sampleAnimationKeys.length;\r\n /*\r\n Due to how glTF expects morph target animation data to be formatted, we need to rearrange the individual morph target animation tracks,\r\n such that we have a single animation, where a given keyframe input value has successive output values for each morph target belonging to the manager.\r\n See: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\r\n\r\n We do this via constructing a new Animation track, and interleaving the frames of each morph target animation track in the current Animation Group\r\n We reuse the Babylon Animation data structure for ease of handling export of cubic spline animation keys, and to reuse the\r\n existing _GLTFAnimation.AddAnimation codepath with minimal modification, however the constructed Babylon Animation is NOT intended for use in-engine.\r\n */\r\n for (let i = 0; i < numAnimationKeys; ++i) {\r\n for (let j = 0; j < morphTargetManager.numTargets; ++j) {\r\n const morphTarget = morphTargetManager.getTarget(j);\r\n const animationsByMorphTarget = morphAnimations.get(mesh);\r\n if (animationsByMorphTarget) {\r\n const morphTargetAnimation = animationsByMorphTarget.get(morphTarget);\r\n if (morphTargetAnimation) {\r\n if (!combinedAnimationGroup) {\r\n combinedAnimationGroup = new Animation(\r\n `${animationGroup.name}_${mesh.name}_MorphWeightAnimation`,\r\n \"influence\",\r\n morphTargetAnimation.framePerSecond,\r\n Animation.ANIMATIONTYPE_FLOAT,\r\n morphTargetAnimation.loopMode,\r\n morphTargetAnimation.enableBlending\r\n );\r\n }\r\n animationKeys.push(morphTargetAnimation.getKeys()[i]);\r\n } else {\r\n animationKeys.push({\r\n frame: animationGroup.from + (animationGroupFrameDiff / numAnimationKeys) * i,\r\n value: morphTarget.influence,\r\n inTangent: sampleAnimationKeys[0].inTangent ? 0 : undefined,\r\n outTangent: sampleAnimationKeys[0].outTangent ? 0 : undefined,\r\n });\r\n }\r\n }\r\n }\r\n }\r\n combinedAnimationGroup!.setKeys(animationKeys);\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(combinedAnimationGroup!);\r\n if (animationInfo) {\r\n _GLTFAnimation._AddAnimation(\r\n `${animationGroup.name}_${mesh.name}_MorphWeightAnimation`,\r\n glTFAnimation,\r\n mesh,\r\n combinedAnimationGroup!,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n false,\r\n morphTargetManager?.numTargets\r\n );\r\n }\r\n });\r\n if (glTFAnimation.channels.length && glTFAnimation.samplers.length) {\r\n glTFAnimations.push(glTFAnimation);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static _AddAnimation(\r\n name: string,\r\n glTFAnimation: IAnimation,\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n dataAccessorType: AccessorType,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n nodeMap: Map<Node, number>,\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n useQuaternion: boolean,\r\n animationSampleRate: number,\r\n convertToRightHanded: boolean,\r\n morphAnimationChannels?: number\r\n ) {\r\n const animationData = _GLTFAnimation._CreateNodeAnimation(babylonTransformNode, animation, animationChannelTargetPath, useQuaternion, animationSampleRate);\r\n let bufferView: IBufferView;\r\n let accessor: IAccessor;\r\n let keyframeAccessorIndex: number;\r\n let dataAccessorIndex: number;\r\n let animationSampler: IAnimationSampler;\r\n let animationChannel: IAnimationChannel;\r\n\r\n if (animationData) {\r\n /*\r\n * Now that we have the glTF converted morph target animation data,\r\n * we can remove redundant input data so that we have n input frames,\r\n * and morphAnimationChannels * n output frames\r\n */\r\n if (morphAnimationChannels) {\r\n let index = 0;\r\n let currentInput: number = 0;\r\n const newInputs: number[] = [];\r\n while (animationData.inputs.length > 0) {\r\n currentInput = animationData.inputs.shift()!;\r\n if (index % morphAnimationChannels == 0) {\r\n newInputs.push(currentInput);\r\n }\r\n index++;\r\n }\r\n animationData.inputs = newInputs;\r\n }\r\n\r\n const nodeIndex = nodeMap.get(babylonTransformNode);\r\n\r\n // Create buffer view and accessor for key frames.\r\n const inputData = new Float32Array(animationData.inputs);\r\n bufferView = bufferManager.createBufferView(inputData);\r\n accessor = bufferManager.createAccessor(bufferView, AccessorType.SCALAR, AccessorComponentType.FLOAT, animationData.inputs.length, undefined, {\r\n min: [animationData.inputsMin],\r\n max: [animationData.inputsMax],\r\n });\r\n accessors.push(accessor);\r\n keyframeAccessorIndex = accessors.length - 1;\r\n\r\n // Perform conversions on keyed values while also building their buffer.\r\n const rotationQuaternion = new Quaternion();\r\n const eulerVec3 = new Vector3();\r\n const position = new Vector3();\r\n const isCamera = babylonTransformNode instanceof Camera;\r\n\r\n const elementCount = GetAccessorElementCount(dataAccessorType);\r\n const outputData = new Float32Array(animationData.outputs.length * elementCount);\r\n animationData.outputs.forEach(function (output: number[], index: number) {\r\n let outputToWrite: number[] = output;\r\n switch (animationChannelTargetPath) {\r\n case AnimationChannelTargetPath.TRANSLATION:\r\n if (convertToRightHanded) {\r\n Vector3.FromArrayToRef(output, 0, position);\r\n ConvertToRightHandedPosition(position);\r\n position.toArray(outputToWrite);\r\n }\r\n break;\r\n case AnimationChannelTargetPath.ROTATION:\r\n if (output.length === 4) {\r\n Quaternion.FromArrayToRef(output, 0, rotationQuaternion);\r\n } else {\r\n outputToWrite = new Array(4); // Will need 4, not 3, for a quaternion\r\n Vector3.FromArrayToRef(output, 0, eulerVec3);\r\n Quaternion.FromEulerVectorToRef(eulerVec3, rotationQuaternion);\r\n }\r\n\r\n if (convertToRightHanded) {\r\n ConvertToRightHandedRotation(rotationQuaternion);\r\n if (isCamera) {\r\n Rotate180Y(rotationQuaternion);\r\n }\r\n }\r\n\r\n rotationQuaternion.toArray(outputToWrite);\r\n break;\r\n }\r\n outputData.set(outputToWrite, index * elementCount);\r\n });\r\n\r\n // Create buffer view and accessor for keyed values.\r\n bufferView = bufferManager.createBufferView(outputData);\r\n accessor = bufferManager.createAccessor(bufferView, dataAccessorType, AccessorComponentType.FLOAT, animationData.outputs.length);\r\n accessors.push(accessor);\r\n dataAccessorIndex = accessors.length - 1;\r\n\r\n // create sampler\r\n animationSampler = {\r\n interpolation: animationData.samplerInterpolation,\r\n input: keyframeAccessorIndex,\r\n output: dataAccessorIndex,\r\n };\r\n glTFAnimation.samplers.push(animationSampler);\r\n\r\n // create channel\r\n animationChannel = {\r\n sampler: glTFAnimation.samplers.length - 1,\r\n target: {\r\n node: nodeIndex,\r\n path: animationChannelTargetPath,\r\n },\r\n };\r\n glTFAnimation.channels.push(animationChannel);\r\n }\r\n }\r\n\r\n /**\r\n * Create a baked animation\r\n * @param babylonTransformNode BabylonJS mesh\r\n * @param animation BabylonJS animation corresponding to the BabylonJS mesh\r\n * @param animationChannelTargetPath animation target channel\r\n * @param minFrame minimum animation frame\r\n * @param maxFrame maximum animation frame\r\n * @param fps frames per second of the animation\r\n * @param sampleRate\r\n * @param inputs input key frames of the animation\r\n * @param outputs output key frame data of the animation\r\n * @param minMaxFrames\r\n * @param minMaxFrames.min\r\n * @param minMaxFrames.max\r\n * @param useQuaternion specifies if quaternions should be used\r\n */\r\n private static _CreateBakedAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n minFrame: number,\r\n maxFrame: number,\r\n fps: number,\r\n sampleRate: number,\r\n inputs: number[],\r\n outputs: number[][],\r\n minMaxFrames: { min: number; max: number },\r\n useQuaternion: boolean\r\n ) {\r\n let value: number | Vector3 | Quaternion;\r\n const quaternionCache: Quaternion = Quaternion.Identity();\r\n let previousTime: Nullable<number> = null;\r\n let time: number;\r\n let maxUsedFrame: Nullable<number> = null;\r\n let currKeyFrame: Nullable<IAnimationKey> = null;\r\n let nextKeyFrame: Nullable<IAnimationKey> = null;\r\n let prevKeyFrame: Nullable<IAnimationKey> = null;\r\n let endFrame: Nullable<number> = null;\r\n minMaxFrames.min = Tools.FloatRound(minFrame / fps);\r\n\r\n const keyFrames = animation.getKeys();\r\n\r\n for (let i = 0, length = keyFrames.length; i < length; ++i) {\r\n endFrame = null;\r\n currKeyFrame = keyFrames[i];\r\n\r\n if (i + 1 < length) {\r\n nextKeyFrame = keyFrames[i + 1];\r\n if ((currKeyFrame.value.equals && currKeyFrame.value.equals(nextKeyFrame.value)) || currKeyFrame.value === nextKeyFrame.value) {\r\n if (i === 0) {\r\n // set the first frame to itself\r\n endFrame = currKeyFrame.frame;\r\n } else {\r\n continue;\r\n }\r\n } else {\r\n endFrame = nextKeyFrame.frame;\r\n }\r\n } else {\r\n // at the last key frame\r\n prevKeyFrame = keyFrames[i - 1];\r\n if ((currKeyFrame.value.equals && currKeyFrame.value.equals(prevKeyFrame.value)) || currKeyFrame.value === prevKeyFrame.value) {\r\n continue;\r\n } else {\r\n endFrame = maxFrame;\r\n }\r\n }\r\n if (endFrame) {\r\n for (let f = currKeyFrame.frame; f <= endFrame; f += sampleRate) {\r\n time = Tools.FloatRound(f / fps);\r\n if (time === previousTime) {\r\n continue;\r\n }\r\n previousTime = time;\r\n maxUsedFrame = time;\r\n const state = {\r\n key: 0,\r\n repeatCount: 0,\r\n loopMode: animation.loopMode,\r\n };\r\n value = animation._interpolate(f, state);\r\n\r\n _GLTFAnimation._SetInterpolatedValue(babylonTransformNode, value, time, animation, animationChannelTargetPath, quaternionCache, inputs, outputs, useQuaternion);\r\n }\r\n }\r\n }\r\n if (maxUsedFrame) {\r\n minMaxFrames.max = maxUsedFrame;\r\n }\r\n }\r\n\r\n private static _ConvertFactorToVector3OrQuaternion(\r\n factor: number,\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n useQuaternion: boolean\r\n ): Vector3 | Quaternion {\r\n const basePositionRotationOrScale = _GLTFAnimation._GetBasePositionRotationOrScale(babylonTransformNode, animationChannelTargetPath, useQuaternion);\r\n // handles single component x, y, z or w component animation by using a base property and animating over a component.\r\n const property = animation.targetProperty.split(\".\");\r\n const componentName = property ? property[1] : \"\"; // x, y, z, or w component\r\n const value = useQuaternion ? Quaternion.FromArray(basePositionRotationOrScale).normalize() : Vector3.FromArray(basePositionRotationOrScale);\r\n\r\n switch (componentName) {\r\n case \"x\":\r\n case \"y\":\r\n case \"z\": {\r\n value[componentName] = factor;\r\n break;\r\n }\r\n case \"w\": {\r\n (value as Quaternion).w = factor;\r\n break;\r\n }\r\n default: {\r\n Tools.Error(`glTFAnimation: Unsupported component name \"${componentName}\"!`);\r\n }\r\n }\r\n\r\n return value;\r\n }\r\n\r\n private static _SetInterpolatedValue(\r\n babylonTransformNode: Node,\r\n value: number | Vector3 | Quaternion,\r\n time: number,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n quaternionCache: Quaternion,\r\n inputs: number[],\r\n outputs: number[][],\r\n useQuaternion: boolean\r\n ) {\r\n let cacheValue: Vector3 | Quaternion | number;\r\n inputs.push(time);\r\n\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.WEIGHTS) {\r\n outputs.push([value as number]);\r\n return;\r\n }\r\n\r\n if (animation.dataType === Animation.ANIMATIONTYPE_FLOAT) {\r\n value = this._ConvertFactorToVector3OrQuaternion(value as number, babylonTransformNode, animation, animationChannelTargetPath, useQuaternion);\r\n }\r\n\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n if (useQuaternion) {\r\n quaternionCache = value as Quaternion;\r\n } else {\r\n cacheValue = value as Vector3;\r\n Quaternion.RotationYawPitchRollToRef(cacheValue.y, cacheValue.x, cacheValue.z, quaternionCache);\r\n }\r\n outputs.push(quaternionCache.asArray());\r\n } else {\r\n // scaling and position animation\r\n cacheValue = value as Vector3;\r\n outputs.push(cacheValue.asArray());\r\n }\r\n }\r\n\r\n /**\r\n * Creates linear animation from the animation key frames\r\n * @param babylonTransformNode BabylonJS mesh\r\n * @param animation BabylonJS animation\r\n * @param animationChannelTargetPath The target animation channel\r\n * @param inputs Array to store the key frame times\r\n * @param outputs Array to store the key frame data\r\n * @param useQuaternion Specifies if quaternions are used in the animation\r\n */\r\n private static _CreateLinearOrStepAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n inputs: number[],\r\n outputs: number[][],\r\n useQuaternion: boolean\r\n ) {\r\n for (const keyFrame of animation.getKeys()) {\r\n inputs.push(keyFrame.frame / animation.framePerSecond); // keyframes in seconds.\r\n _GLTFAnimation._AddKeyframeValue(keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, useQuaternion);\r\n }\r\n }\r\n\r\n /**\r\n * Creates cubic spline animation from the animation key frames\r\n * @param babylonTransformNode BabylonJS mesh\r\n * @param animation BabylonJS animation\r\n * @param animationChannelTargetPath The target animation channel\r\n * @param inputs Array to store the key frame times\r\n * @param outputs Array to store the key frame data\r\n * @param useQuaternion Specifies if quaternions are used in the animation\r\n */\r\n private static _CreateCubicSplineAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n inputs: number[],\r\n outputs: number[][],\r\n useQuaternion: boolean\r\n ) {\r\n animation.getKeys().forEach(function (keyFrame) {\r\n inputs.push(keyFrame.frame / animation.framePerSecond); // keyframes in seconds.\r\n _GLTFAnimation._AddSplineTangent(_TangentType.INTANGENT, outputs, animationChannelTargetPath, AnimationSamplerInterpolation.CUBICSPLINE, keyFrame, useQuaternion);\r\n _GLTFAnimation._AddKeyframeValue(keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, useQuaternion);\r\n\r\n _GLTFAnimation._AddSplineTangent(_TangentType.OUTTANGENT, outputs, animationChannelTargetPath, AnimationSamplerInterpolation.CUBICSPLINE, keyFrame, useQuaternion);\r\n });\r\n }\r\n\r\n private static _GetBasePositionRotationOrScale(babylonTransformNode: Node, animationChannelTargetPath: AnimationChannelTargetPath, useQuaternion: boolean) {\r\n let basePositionRotationOrScale: number[];\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n if (useQuaternion) {\r\n const q = (babylonTransformNode as TransformNode).rotationQuaternion;\r\n basePositionRotationOrScale = (q ?? Quaternion.Identity()).asArray();\r\n } else {\r\n const r: Vector3 = (babylonTransformNode as TransformNode).rotation;\r\n basePositionRotationOrScale = (r ?? Vector3.Zero()).asArray();\r\n }\r\n } else if (animationChannelTargetPath === AnimationChannelTargetPath.TRANSLATION) {\r\n const p: Vector3 = (babylonTransformNode as TransformNode).position;\r\n basePositionRotationOrScale = (p ?? Vector3.Zero()).asArray();\r\n } else {\r\n // scale\r\n const s: Vector3 = (babylonTransformNode as TransformNode).scaling;\r\n basePositionRotationOrScale = (s ?? Vector3.One()).asArray();\r\n }\r\n return basePositionRotationOrScale;\r\n }\r\n\r\n /**\r\n * Adds a key frame value\r\n * @param keyFrame\r\n * @param animation\r\n * @param outputs\r\n * @param animationChannelTargetPath\r\n * @param babylonTransformNode\r\n * @param useQuaternion\r\n */\r\n private static _AddKeyframeValue(\r\n keyFrame: IAnimationKey,\r\n animation: Animation,\r\n outputs: number[][],\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n babylonTransformNode: Node,\r\n useQuaternion: boolean\r\n ) {\r\n let newPositionRotationOrScale: Nullable<Vector3 | Quaternion | number>;\r\n const animationType = animation.dataType;\r\n if (animationType === Animation.ANIMATIONTYPE_VECTOR3) {\r\n let value = keyFrame.value.asArray();\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n const array = Vector3.FromArray(value);\r\n const rotationQuaternion = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z);\r\n value = rotationQuaternion.asArray();\r\n }\r\n outputs.push(value); // scale vector.\r\n } else if (animationType === Animation.ANIMATIONTYPE_FLOAT) {\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.WEIGHTS) {\r\n outputs.push([keyFrame.value]);\r\n } else {\r\n // handles single component x, y, z or w component animation by using a base property and animating over a component.\r\n newPositionRotationOrScale = this._ConvertFactorToVector3OrQuaternion(\r\n keyFrame.value as number,\r\n babylonTransformNode,\r\n animation,\r\n animationChannelTargetPath,\r\n useQuaternion\r\n );\r\n if (newPositionRotationOrScale) {\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n const posRotScale = useQuaternion\r\n ? (newPositionRotationOrScale as Quaternion)\r\n : Quaternion.RotationYawPitchRoll(newPositionRotationOrScale.y, newPositionRotationOrScale.x, newPositionRotationOrScale.z).normalize();\r\n outputs.push(posRotScale.asArray());\r\n }\r\n outputs.push(newPositionRotationOrScale.asArray());\r\n }\r\n }\r\n } else if (animationType === Animation.ANIMATIONTYPE_QUATERNION) {\r\n outputs.push((keyFrame.value as Quaternion).normalize().asArray());\r\n } else {\r\n Tools.Error(\"glTFAnimation: Unsupported key frame values for animation!\");\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Determine the interpolation based on the key frames\r\n * @param keyFrames\r\n * @param animationChannelTargetPath\r\n * @param useQuaternion\r\n */\r\n private static _DeduceInterpolation(\r\n keyFrames: IAnimationKey[],\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n useQuaternion: boolean\r\n ): { interpolationType: AnimationSamplerInterpolation; shouldBakeAnimation: boolean } {\r\n let interpolationType: AnimationSamplerInterpolation | undefined;\r\n let shouldBakeAnimation = false;\r\n let key: IAnimationKey;\r\n\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION && !useQuaternion) {\r\n return { interpolationType: AnimationSamplerInterpolation.LINEAR, shouldBakeAnimation: true };\r\n }\r\n\r\n for (let i = 0, length = keyFrames.length; i < length; ++i) {\r\n key = keyFrames[i];\r\n if (key.inTangent || key.outTangent) {\r\n if (interpolationType) {\r\n if (interpolationType !== AnimationSamplerInterpolation.CUBICSPLINE) {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n shouldBakeAnimation = true;\r\n break;\r\n }\r\n } else {\r\n interpolationType = AnimationSamplerInterpolation.CUBICSPLINE;\r\n }\r\n } else {\r\n if (interpolationType) {\r\n if (\r\n interpolationType === AnimationSamplerInterpolation.CUBICSPLINE ||\r\n (key.interpolation && key.interpolation === AnimationKeyInterpolation.STEP && interpolationType !== AnimationSamplerInterpolation.STEP)\r\n ) {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n shouldBakeAnimation = true;\r\n break;\r\n }\r\n } else {\r\n if (key.interpolation && key.interpolation === AnimationKeyInterpolation.STEP) {\r\n interpolationType = AnimationSamplerInterpolation.STEP;\r\n } else {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n }\r\n }\r\n }\r\n }\r\n if (!interpolationType) {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n }\r\n\r\n return { interpolationType: interpolationType, shouldBakeAnimation: shouldBakeAnimation };\r\n }\r\n\r\n /**\r\n * Adds an input tangent or output tangent to the output data\r\n * If an input tangent or output tangent is missing, it uses the zero vector or zero quaternion\r\n * @param tangentType Specifies which type of tangent to handle (inTangent or outTangent)\r\n * @param outputs The animation data by keyframe\r\n * @param animationChannelTargetPath The target animation channel\r\n * @param interpolation The interpolation type\r\n * @param keyFrame The key frame with the animation data\r\n * @param useQuaternion Specifies if quaternions are used\r\n */\r\n private static _AddSplineTangent(\r\n tangentType: _TangentType,\r\n outputs: number[][],\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n interpolation: AnimationSamplerInterpolation,\r\n keyFrame: IAnimationKey,\r\n useQuaternion: boolean\r\n ) {\r\n let tangent: number[];\r\n const tangentValue: Vector3 | Quaternion | number = tangentType === _TangentType.INTANGENT ? keyFrame.inTangent : keyFrame.outTangent;\r\n if (interpolation === AnimationSamplerInterpolation.CUBICSPLINE) {\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n if (tangentValue) {\r\n if (useQuaternion) {\r\n tangent = (tangentValue as Quaternion).asArray();\r\n } else {\r\n const array = tangentValue as Vector3;\r\n tangent = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z).asArray();\r\n }\r\n } else {\r\n tangent = [0, 0, 0, 0];\r\n }\r\n } else if (animationChannelTargetPath === AnimationChannelTargetPath.WEIGHTS) {\r\n if (tangentValue) {\r\n tangent = [tangentValue as number];\r\n } else {\r\n tangent = [0];\r\n }\r\n } else {\r\n if (tangentValue) {\r\n tangent = (tangentValue as Vector3).asArray();\r\n } else {\r\n tangent = [0, 0, 0];\r\n }\r\n }\r\n\r\n outputs.push(tangent);\r\n }\r\n }\r\n\r\n /**\r\n * Get the minimum and maximum key frames' frame values\r\n * @param keyFrames animation key frames\r\n * @returns the minimum and maximum key frame value\r\n */\r\n private static _CalculateMinMaxKeyFrames(keyFrames: IAnimationKey[]): { min: number; max: number } {\r\n let min: number = Infinity;\r\n let max: number = -Infinity;\r\n keyFrames.forEach(function (keyFrame) {\r\n min = Math.min(min, keyFrame.frame);\r\n max = Math.max(max, keyFrame.frame);\r\n });\r\n\r\n return { min: min, max: max };\r\n }\r\n}\r\n"]}
1
+ 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type { IAnimation, INode, IBufferView, IAccessor, IAnimationSampler, IAnimationChannel } from \"babylonjs-gltf2interface\";\r\nimport { AnimationSamplerInterpolation, AnimationChannelTargetPath, AccessorType, AccessorComponentType } from \"babylonjs-gltf2interface\";\r\nimport type { Node } from \"core/node\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Vector3, Quaternion } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { Animation } from \"core/Animations/animation\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { MorphTarget } from \"core/Morph/morphTarget\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\n\r\nimport type { IAnimationKey } from \"core/Animations/animationKey\";\r\nimport { AnimationKeyInterpolation } from \"core/Animations/animationKey\";\r\n\r\nimport { Camera } from \"core/Cameras/camera\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport type { BufferManager } from \"./bufferManager\";\r\nimport { GetAccessorElementCount, ConvertToRightHandedPosition, Rotate180Y, ConvertToRightHandedRotation } from \"./glTFUtilities\";\r\n\r\n/**\r\n * @internal\r\n * Interface to store animation data.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _IAnimationData {\r\n /**\r\n * Keyframe data.\r\n */\r\n inputs: number[];\r\n /**\r\n * Value data.\r\n */\r\n outputs: number[][];\r\n /**\r\n * Animation interpolation data.\r\n */\r\n samplerInterpolation: AnimationSamplerInterpolation;\r\n /**\r\n * Minimum keyframe value.\r\n */\r\n inputsMin: number;\r\n /**\r\n * Maximum keyframe value.\r\n */\r\n inputsMax: number;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _IAnimationInfo {\r\n /**\r\n * The target channel for the animation\r\n */\r\n animationChannelTargetPath: AnimationChannelTargetPath;\r\n /**\r\n * The glTF accessor type for the data.\r\n */\r\n dataAccessorType: AccessorType.VEC3 | AccessorType.VEC4 | AccessorType.SCALAR;\r\n /**\r\n * Specifies if quaternions should be used.\r\n */\r\n useQuaternion: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n * Enum for handling in tangent and out tangent.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nenum _TangentType {\r\n /**\r\n * Specifies that input tangents are used.\r\n */\r\n INTANGENT,\r\n /**\r\n * Specifies that output tangents are used.\r\n */\r\n OUTTANGENT,\r\n}\r\n\r\n/**\r\n * @internal\r\n * Utility class for generating glTF animation data from BabylonJS.\r\n */\r\nexport class _GLTFAnimation {\r\n /**\r\n * Determine if a node is transformable - ie has properties it should be part of animation of transformation.\r\n * @param babylonNode the node to test\r\n * @returns true if can be animated, false otherwise. False if the parameter is null or undefined.\r\n */\r\n private static _IsTransformable(babylonNode: Node): boolean {\r\n return babylonNode && (babylonNode instanceof TransformNode || babylonNode instanceof Camera || babylonNode instanceof Light);\r\n }\r\n\r\n /**\r\n * @ignore\r\n *\r\n * Creates glTF channel animation from BabylonJS animation.\r\n * @param babylonTransformNode - BabylonJS mesh.\r\n * @param animation - animation.\r\n * @param animationChannelTargetPath - The target animation channel.\r\n * @param useQuaternion - Specifies if quaternions are used.\r\n * @returns nullable IAnimationData\r\n */\r\n public static _CreateNodeAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n useQuaternion: boolean,\r\n animationSampleRate: number\r\n ): Nullable<_IAnimationData> {\r\n if (this._IsTransformable(babylonTransformNode)) {\r\n const inputs: number[] = [];\r\n const outputs: number[][] = [];\r\n const keyFrames = animation.getKeys();\r\n const minMaxKeyFrames = _GLTFAnimation._CalculateMinMaxKeyFrames(keyFrames);\r\n const interpolationOrBake = _GLTFAnimation._DeduceInterpolation(keyFrames, animationChannelTargetPath, useQuaternion);\r\n\r\n const interpolation = interpolationOrBake.interpolationType;\r\n const shouldBakeAnimation = interpolationOrBake.shouldBakeAnimation;\r\n\r\n if (shouldBakeAnimation) {\r\n _GLTFAnimation._CreateBakedAnimation(\r\n babylonTransformNode,\r\n animation,\r\n animationChannelTargetPath,\r\n minMaxKeyFrames.min,\r\n minMaxKeyFrames.max,\r\n animation.framePerSecond,\r\n animationSampleRate,\r\n inputs,\r\n outputs,\r\n minMaxKeyFrames,\r\n useQuaternion\r\n );\r\n } else {\r\n if (interpolation === AnimationSamplerInterpolation.LINEAR || interpolation === AnimationSamplerInterpolation.STEP) {\r\n _GLTFAnimation._CreateLinearOrStepAnimation(babylonTransformNode, animation, animationChannelTargetPath, inputs, outputs, useQuaternion);\r\n } else if (interpolation === AnimationSamplerInterpolation.CUBICSPLINE) {\r\n _GLTFAnimation._CreateCubicSplineAnimation(babylonTransformNode, animation, animationChannelTargetPath, inputs, outputs, useQuaternion);\r\n } else {\r\n _GLTFAnimation._CreateBakedAnimation(\r\n babylonTransformNode,\r\n animation,\r\n animationChannelTargetPath,\r\n minMaxKeyFrames.min,\r\n minMaxKeyFrames.max,\r\n animation.framePerSecond,\r\n animationSampleRate,\r\n inputs,\r\n outputs,\r\n minMaxKeyFrames,\r\n useQuaternion\r\n );\r\n }\r\n }\r\n\r\n if (inputs.length && outputs.length) {\r\n const result: _IAnimationData = {\r\n inputs: inputs,\r\n outputs: outputs,\r\n samplerInterpolation: interpolation,\r\n inputsMin: shouldBakeAnimation ? minMaxKeyFrames.min : Tools.FloatRound(minMaxKeyFrames.min / animation.framePerSecond),\r\n inputsMax: shouldBakeAnimation ? minMaxKeyFrames.max : Tools.FloatRound(minMaxKeyFrames.max / animation.framePerSecond),\r\n };\r\n\r\n return result;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private static _DeduceAnimationInfo(animation: Animation): Nullable<_IAnimationInfo> {\r\n let animationChannelTargetPath: Nullable<AnimationChannelTargetPath> = null;\r\n let dataAccessorType = AccessorType.VEC3;\r\n let useQuaternion: boolean = false;\r\n const property = animation.targetProperty.split(\".\");\r\n switch (property[0]) {\r\n case \"scaling\": {\r\n animationChannelTargetPath = AnimationChannelTargetPath.SCALE;\r\n break;\r\n }\r\n case \"position\": {\r\n animationChannelTargetPath = AnimationChannelTargetPath.TRANSLATION;\r\n break;\r\n }\r\n case \"rotation\": {\r\n dataAccessorType = AccessorType.VEC4;\r\n animationChannelTargetPath = AnimationChannelTargetPath.ROTATION;\r\n break;\r\n }\r\n case \"rotationQuaternion\": {\r\n dataAccessorType = AccessorType.VEC4;\r\n useQuaternion = true;\r\n animationChannelTargetPath = AnimationChannelTargetPath.ROTATION;\r\n break;\r\n }\r\n case \"influence\": {\r\n dataAccessorType = AccessorType.SCALAR;\r\n animationChannelTargetPath = AnimationChannelTargetPath.WEIGHTS;\r\n break;\r\n }\r\n default: {\r\n Tools.Error(`Unsupported animatable property ${property[0]}`);\r\n }\r\n }\r\n if (animationChannelTargetPath) {\r\n return { animationChannelTargetPath: animationChannelTargetPath, dataAccessorType: dataAccessorType, useQuaternion: useQuaternion };\r\n } else {\r\n Tools.Error(\"animation channel target path and data accessor type could be deduced\");\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @ignore\r\n * Create node animations from the transform node animations\r\n * @param babylonNode\r\n * @param runtimeGLTFAnimation\r\n * @param idleGLTFAnimations\r\n * @param nodeMap\r\n * @param nodes\r\n * @param bufferManager\r\n * @param bufferViews\r\n * @param accessors\r\n * @param animationSampleRate\r\n */\r\n public static _CreateNodeAnimationFromNodeAnimations(\r\n babylonNode: Node,\r\n runtimeGLTFAnimation: IAnimation,\r\n idleGLTFAnimations: IAnimation[],\r\n nodeMap: Map<Node, number>,\r\n nodes: INode[],\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n animationSampleRate: number,\r\n useRightHanded: boolean,\r\n shouldExportAnimation?: (animation: Animation) => boolean\r\n ) {\r\n let glTFAnimation: IAnimation;\r\n if (_GLTFAnimation._IsTransformable(babylonNode)) {\r\n if (babylonNode.animations) {\r\n for (const animation of babylonNode.animations) {\r\n if (shouldExportAnimation && !shouldExportAnimation(animation)) {\r\n continue;\r\n }\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(animation);\r\n if (animationInfo) {\r\n glTFAnimation = {\r\n name: animation.name,\r\n samplers: [],\r\n channels: [],\r\n };\r\n _GLTFAnimation._AddAnimation(\r\n `${animation.name}`,\r\n animation.hasRunningRuntimeAnimations ? runtimeGLTFAnimation : glTFAnimation,\r\n babylonNode,\r\n animation,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n useRightHanded\r\n );\r\n if (glTFAnimation.samplers.length && glTFAnimation.channels.length) {\r\n idleGLTFAnimations.push(glTFAnimation);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @ignore\r\n * Create individual morph animations from the mesh's morph target animation tracks\r\n * @param babylonNode\r\n * @param runtimeGLTFAnimation\r\n * @param idleGLTFAnimations\r\n * @param nodeMap\r\n * @param nodes\r\n * @param bufferManager\r\n * @param bufferViews\r\n * @param accessors\r\n * @param animationSampleRate\r\n */\r\n public static _CreateMorphTargetAnimationFromMorphTargetAnimations(\r\n babylonNode: Node,\r\n runtimeGLTFAnimation: IAnimation,\r\n idleGLTFAnimations: IAnimation[],\r\n nodeMap: Map<Node, number>,\r\n nodes: INode[],\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n animationSampleRate: number,\r\n useRightHanded: boolean,\r\n shouldExportAnimation?: (animation: Animation) => boolean\r\n ) {\r\n let glTFAnimation: IAnimation;\r\n if (babylonNode instanceof Mesh) {\r\n const morphTargetManager = babylonNode.morphTargetManager;\r\n if (morphTargetManager) {\r\n for (let i = 0; i < morphTargetManager.numTargets; ++i) {\r\n const morphTarget = morphTargetManager.getTarget(i);\r\n for (const animation of morphTarget.animations) {\r\n if (shouldExportAnimation && !shouldExportAnimation(animation)) {\r\n continue;\r\n }\r\n const combinedAnimation = new Animation(\r\n `${animation.name}`,\r\n \"influence\",\r\n animation.framePerSecond,\r\n animation.dataType,\r\n animation.loopMode,\r\n animation.enableBlending\r\n );\r\n const combinedAnimationKeys: IAnimationKey[] = [];\r\n const animationKeys = animation.getKeys();\r\n\r\n for (let j = 0; j < animationKeys.length; ++j) {\r\n const animationKey = animationKeys[j];\r\n for (let k = 0; k < morphTargetManager.numTargets; ++k) {\r\n if (k == i) {\r\n combinedAnimationKeys.push(animationKey);\r\n } else {\r\n combinedAnimationKeys.push({ frame: animationKey.frame, value: 0 });\r\n }\r\n }\r\n }\r\n combinedAnimation.setKeys(combinedAnimationKeys);\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(combinedAnimation);\r\n if (animationInfo) {\r\n glTFAnimation = {\r\n name: combinedAnimation.name,\r\n samplers: [],\r\n channels: [],\r\n };\r\n _GLTFAnimation._AddAnimation(\r\n animation.name,\r\n animation.hasRunningRuntimeAnimations ? runtimeGLTFAnimation : glTFAnimation,\r\n babylonNode,\r\n combinedAnimation,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n useRightHanded,\r\n morphTargetManager.numTargets\r\n );\r\n if (glTFAnimation.samplers.length && glTFAnimation.channels.length) {\r\n idleGLTFAnimations.push(glTFAnimation);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Create node and morph animations from the animation groups\r\n * @param babylonScene\r\n * @param glTFAnimations\r\n * @param nodeMap\r\n * @param nodes\r\n * @param bufferManager\r\n * @param bufferViews\r\n * @param accessors\r\n * @param animationSampleRate\r\n */\r\n public static _CreateNodeAndMorphAnimationFromAnimationGroups(\r\n babylonScene: Scene,\r\n glTFAnimations: IAnimation[],\r\n nodeMap: Map<Node, number>,\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n animationSampleRate: number,\r\n leftHandedNodes: Set<Node>,\r\n shouldExportAnimation?: (animation: Animation) => boolean\r\n ) {\r\n let glTFAnimation: IAnimation;\r\n if (babylonScene.animationGroups) {\r\n const animationGroups = babylonScene.animationGroups;\r\n for (const animationGroup of animationGroups) {\r\n const morphAnimations: Map<Mesh, Map<MorphTarget, Animation>> = new Map();\r\n const sampleAnimations: Map<Mesh, Animation> = new Map();\r\n const morphAnimationMeshes: Set<Mesh> = new Set();\r\n const animationGroupFrameDiff = animationGroup.to - animationGroup.from;\r\n glTFAnimation = {\r\n name: animationGroup.name,\r\n channels: [],\r\n samplers: [],\r\n metadata: animationGroup.metadata,\r\n };\r\n for (let i = 0; i < animationGroup.targetedAnimations.length; ++i) {\r\n const targetAnimation = animationGroup.targetedAnimations[i];\r\n const target = targetAnimation.target;\r\n const animation = targetAnimation.animation;\r\n if (shouldExportAnimation && !shouldExportAnimation(animation)) {\r\n continue;\r\n }\r\n\r\n const convertToRightHanded = leftHandedNodes.has(target);\r\n\r\n if (this._IsTransformable(target) || (target.length === 1 && this._IsTransformable(target[0]))) {\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(targetAnimation.animation);\r\n if (animationInfo) {\r\n const babylonTransformNode = this._IsTransformable(target) ? target : this._IsTransformable(target[0]) ? target[0] : null;\r\n if (babylonTransformNode) {\r\n _GLTFAnimation._AddAnimation(\r\n `${animation.name}`,\r\n glTFAnimation,\r\n babylonTransformNode,\r\n animation,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n convertToRightHanded\r\n );\r\n }\r\n }\r\n } else if (target instanceof MorphTarget || (target.length === 1 && target[0] instanceof MorphTarget)) {\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(targetAnimation.animation);\r\n if (animationInfo) {\r\n const babylonMorphTarget = target instanceof MorphTarget ? target : (target[0] as MorphTarget);\r\n if (babylonMorphTarget) {\r\n const babylonMorphTargetManager = babylonScene.morphTargetManagers.find((morphTargetManager) => {\r\n for (let j = 0; j < morphTargetManager.numTargets; ++j) {\r\n if (morphTargetManager.getTarget(j) === babylonMorphTarget) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n });\r\n if (babylonMorphTargetManager) {\r\n const babylonMesh = babylonScene.meshes.find((mesh) => {\r\n return (mesh as Mesh).morphTargetManager === babylonMorphTargetManager;\r\n }) as Mesh;\r\n if (babylonMesh) {\r\n if (!morphAnimations.has(babylonMesh)) {\r\n morphAnimations.set(babylonMesh, new Map());\r\n }\r\n morphAnimations.get(babylonMesh)?.set(babylonMorphTarget, animation);\r\n morphAnimationMeshes.add(babylonMesh);\r\n sampleAnimations.set(babylonMesh, animation);\r\n }\r\n }\r\n }\r\n }\r\n } else {\r\n // this is the place for the KHR_animation_pointer.\r\n }\r\n }\r\n morphAnimationMeshes.forEach((mesh) => {\r\n const morphTargetManager = mesh.morphTargetManager!;\r\n let combinedAnimationGroup: Nullable<Animation> = null;\r\n const animationKeys: IAnimationKey[] = [];\r\n const sampleAnimation = sampleAnimations.get(mesh)!;\r\n const sampleAnimationKeys = sampleAnimation.getKeys();\r\n const numAnimationKeys = sampleAnimationKeys.length;\r\n /*\r\n Due to how glTF expects morph target animation data to be formatted, we need to rearrange the individual morph target animation tracks,\r\n such that we have a single animation, where a given keyframe input value has successive output values for each morph target belonging to the manager.\r\n See: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\r\n\r\n We do this via constructing a new Animation track, and interleaving the frames of each morph target animation track in the current Animation Group\r\n We reuse the Babylon Animation data structure for ease of handling export of cubic spline animation keys, and to reuse the\r\n existing _GLTFAnimation.AddAnimation codepath with minimal modification, however the constructed Babylon Animation is NOT intended for use in-engine.\r\n */\r\n for (let i = 0; i < numAnimationKeys; ++i) {\r\n for (let j = 0; j < morphTargetManager.numTargets; ++j) {\r\n const morphTarget = morphTargetManager.getTarget(j);\r\n const animationsByMorphTarget = morphAnimations.get(mesh);\r\n if (animationsByMorphTarget) {\r\n const morphTargetAnimation = animationsByMorphTarget.get(morphTarget);\r\n if (morphTargetAnimation) {\r\n if (!combinedAnimationGroup) {\r\n combinedAnimationGroup = new Animation(\r\n `${animationGroup.name}_${mesh.name}_MorphWeightAnimation`,\r\n \"influence\",\r\n morphTargetAnimation.framePerSecond,\r\n Animation.ANIMATIONTYPE_FLOAT,\r\n morphTargetAnimation.loopMode,\r\n morphTargetAnimation.enableBlending\r\n );\r\n }\r\n animationKeys.push(morphTargetAnimation.getKeys()[i]);\r\n } else {\r\n animationKeys.push({\r\n frame: animationGroup.from + (animationGroupFrameDiff / numAnimationKeys) * i,\r\n value: morphTarget.influence,\r\n inTangent: sampleAnimationKeys[0].inTangent ? 0 : undefined,\r\n outTangent: sampleAnimationKeys[0].outTangent ? 0 : undefined,\r\n });\r\n }\r\n }\r\n }\r\n }\r\n combinedAnimationGroup!.setKeys(animationKeys);\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(combinedAnimationGroup!);\r\n if (animationInfo) {\r\n _GLTFAnimation._AddAnimation(\r\n `${animationGroup.name}_${mesh.name}_MorphWeightAnimation`,\r\n glTFAnimation,\r\n mesh,\r\n combinedAnimationGroup!,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n false,\r\n morphTargetManager?.numTargets\r\n );\r\n }\r\n });\r\n if (glTFAnimation.channels.length && glTFAnimation.samplers.length) {\r\n glTFAnimations.push(glTFAnimation);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static _AddAnimation(\r\n name: string,\r\n glTFAnimation: IAnimation,\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n dataAccessorType: AccessorType,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n nodeMap: Map<Node, number>,\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n useQuaternion: boolean,\r\n animationSampleRate: number,\r\n convertToRightHanded: boolean,\r\n morphAnimationChannels?: number\r\n ) {\r\n const animationData = _GLTFAnimation._CreateNodeAnimation(babylonTransformNode, animation, animationChannelTargetPath, useQuaternion, animationSampleRate);\r\n let bufferView: IBufferView;\r\n let accessor: IAccessor;\r\n let keyframeAccessorIndex: number;\r\n let dataAccessorIndex: number;\r\n let animationSampler: IAnimationSampler;\r\n let animationChannel: IAnimationChannel;\r\n\r\n if (animationData) {\r\n /*\r\n * Now that we have the glTF converted morph target animation data,\r\n * we can remove redundant input data so that we have n input frames,\r\n * and morphAnimationChannels * n output frames\r\n */\r\n if (morphAnimationChannels) {\r\n let index = 0;\r\n let currentInput: number = 0;\r\n const newInputs: number[] = [];\r\n while (animationData.inputs.length > 0) {\r\n currentInput = animationData.inputs.shift()!;\r\n if (index % morphAnimationChannels == 0) {\r\n newInputs.push(currentInput);\r\n }\r\n index++;\r\n }\r\n animationData.inputs = newInputs;\r\n }\r\n\r\n const nodeIndex = nodeMap.get(babylonTransformNode);\r\n\r\n // Create buffer view and accessor for key frames.\r\n const inputData = new Float32Array(animationData.inputs);\r\n bufferView = bufferManager.createBufferView(inputData);\r\n accessor = bufferManager.createAccessor(bufferView, AccessorType.SCALAR, AccessorComponentType.FLOAT, animationData.inputs.length, undefined, {\r\n min: [animationData.inputsMin],\r\n max: [animationData.inputsMax],\r\n });\r\n accessors.push(accessor);\r\n keyframeAccessorIndex = accessors.length - 1;\r\n\r\n // Perform conversions on keyed values while also building their buffer.\r\n const rotationQuaternion = new Quaternion();\r\n const eulerVec3 = new Vector3();\r\n const position = new Vector3();\r\n const isCamera = babylonTransformNode instanceof Camera;\r\n\r\n const elementCount = GetAccessorElementCount(dataAccessorType);\r\n const outputData = new Float32Array(animationData.outputs.length * elementCount);\r\n animationData.outputs.forEach(function (output: number[], index: number) {\r\n let outputToWrite: number[] = output;\r\n switch (animationChannelTargetPath) {\r\n case AnimationChannelTargetPath.TRANSLATION:\r\n if (convertToRightHanded) {\r\n Vector3.FromArrayToRef(output, 0, position);\r\n ConvertToRightHandedPosition(position);\r\n position.toArray(outputToWrite);\r\n }\r\n break;\r\n case AnimationChannelTargetPath.ROTATION:\r\n if (output.length === 4) {\r\n Quaternion.FromArrayToRef(output, 0, rotationQuaternion);\r\n } else {\r\n outputToWrite = new Array(4); // Will need 4, not 3, for a quaternion\r\n Vector3.FromArrayToRef(output, 0, eulerVec3);\r\n Quaternion.FromEulerVectorToRef(eulerVec3, rotationQuaternion);\r\n }\r\n\r\n if (convertToRightHanded) {\r\n ConvertToRightHandedRotation(rotationQuaternion);\r\n if (isCamera) {\r\n Rotate180Y(rotationQuaternion);\r\n }\r\n }\r\n\r\n rotationQuaternion.toArray(outputToWrite);\r\n break;\r\n }\r\n outputData.set(outputToWrite, index * elementCount);\r\n });\r\n\r\n // Create buffer view and accessor for keyed values.\r\n bufferView = bufferManager.createBufferView(outputData);\r\n accessor = bufferManager.createAccessor(bufferView, dataAccessorType, AccessorComponentType.FLOAT, animationData.outputs.length);\r\n accessors.push(accessor);\r\n dataAccessorIndex = accessors.length - 1;\r\n\r\n // create sampler\r\n animationSampler = {\r\n interpolation: animationData.samplerInterpolation,\r\n input: keyframeAccessorIndex,\r\n output: dataAccessorIndex,\r\n };\r\n glTFAnimation.samplers.push(animationSampler);\r\n\r\n // create channel\r\n animationChannel = {\r\n sampler: glTFAnimation.samplers.length - 1,\r\n target: {\r\n node: nodeIndex,\r\n path: animationChannelTargetPath,\r\n },\r\n };\r\n glTFAnimation.channels.push(animationChannel);\r\n }\r\n }\r\n\r\n /**\r\n * Create a baked animation\r\n * @param babylonTransformNode BabylonJS mesh\r\n * @param animation BabylonJS animation corresponding to the BabylonJS mesh\r\n * @param animationChannelTargetPath animation target channel\r\n * @param minFrame minimum animation frame\r\n * @param maxFrame maximum animation frame\r\n * @param fps frames per second of the animation\r\n * @param sampleRate\r\n * @param inputs input key frames of the animation\r\n * @param outputs output key frame data of the animation\r\n * @param minMaxFrames\r\n * @param minMaxFrames.min\r\n * @param minMaxFrames.max\r\n * @param useQuaternion specifies if quaternions should be used\r\n */\r\n private static _CreateBakedAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n minFrame: number,\r\n maxFrame: number,\r\n fps: number,\r\n sampleRate: number,\r\n inputs: number[],\r\n outputs: number[][],\r\n minMaxFrames: { min: number; max: number },\r\n useQuaternion: boolean\r\n ) {\r\n let value: number | Vector3 | Quaternion;\r\n const quaternionCache: Quaternion = Quaternion.Identity();\r\n let previousTime: Nullable<number> = null;\r\n let time: number;\r\n let maxUsedFrame: Nullable<number> = null;\r\n let currKeyFrame: Nullable<IAnimationKey> = null;\r\n let nextKeyFrame: Nullable<IAnimationKey> = null;\r\n let prevKeyFrame: Nullable<IAnimationKey> = null;\r\n let endFrame: Nullable<number> = null;\r\n minMaxFrames.min = Tools.FloatRound(minFrame / fps);\r\n\r\n const keyFrames = animation.getKeys();\r\n\r\n for (let i = 0, length = keyFrames.length; i < length; ++i) {\r\n endFrame = null;\r\n currKeyFrame = keyFrames[i];\r\n\r\n if (i + 1 < length) {\r\n nextKeyFrame = keyFrames[i + 1];\r\n if ((currKeyFrame.value.equals && currKeyFrame.value.equals(nextKeyFrame.value)) || currKeyFrame.value === nextKeyFrame.value) {\r\n if (i === 0) {\r\n // set the first frame to itself\r\n endFrame = currKeyFrame.frame;\r\n } else {\r\n continue;\r\n }\r\n } else {\r\n endFrame = nextKeyFrame.frame;\r\n }\r\n } else {\r\n // at the last key frame\r\n prevKeyFrame = keyFrames[i - 1];\r\n if ((currKeyFrame.value.equals && currKeyFrame.value.equals(prevKeyFrame.value)) || currKeyFrame.value === prevKeyFrame.value) {\r\n continue;\r\n } else {\r\n endFrame = maxFrame;\r\n }\r\n }\r\n if (endFrame) {\r\n for (let f = currKeyFrame.frame; f <= endFrame; f += sampleRate) {\r\n time = Tools.FloatRound(f / fps);\r\n if (time === previousTime) {\r\n continue;\r\n }\r\n previousTime = time;\r\n maxUsedFrame = time;\r\n const state = {\r\n key: 0,\r\n repeatCount: 0,\r\n loopMode: animation.loopMode,\r\n };\r\n value = animation._interpolate(f, state);\r\n\r\n _GLTFAnimation._SetInterpolatedValue(babylonTransformNode, value, time, animation, animationChannelTargetPath, quaternionCache, inputs, outputs, useQuaternion);\r\n }\r\n }\r\n }\r\n if (maxUsedFrame) {\r\n minMaxFrames.max = maxUsedFrame;\r\n }\r\n }\r\n\r\n private static _ConvertFactorToVector3OrQuaternion(\r\n factor: number,\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n useQuaternion: boolean\r\n ): Vector3 | Quaternion {\r\n const basePositionRotationOrScale = _GLTFAnimation._GetBasePositionRotationOrScale(babylonTransformNode, animationChannelTargetPath, useQuaternion);\r\n // handles single component x, y, z or w component animation by using a base property and animating over a component.\r\n const property = animation.targetProperty.split(\".\");\r\n const componentName = property ? property[1] : \"\"; // x, y, z, or w component\r\n const value = useQuaternion ? Quaternion.FromArray(basePositionRotationOrScale).normalize() : Vector3.FromArray(basePositionRotationOrScale);\r\n\r\n switch (componentName) {\r\n case \"x\":\r\n case \"y\":\r\n case \"z\": {\r\n value[componentName] = factor;\r\n break;\r\n }\r\n case \"w\": {\r\n (value as Quaternion).w = factor;\r\n break;\r\n }\r\n default: {\r\n Tools.Error(`glTFAnimation: Unsupported component name \"${componentName}\"!`);\r\n }\r\n }\r\n\r\n return value;\r\n }\r\n\r\n private static _SetInterpolatedValue(\r\n babylonTransformNode: Node,\r\n value: number | Vector3 | Quaternion,\r\n time: number,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n quaternionCache: Quaternion,\r\n inputs: number[],\r\n outputs: number[][],\r\n useQuaternion: boolean\r\n ) {\r\n let cacheValue: Vector3 | Quaternion | number;\r\n inputs.push(time);\r\n\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.WEIGHTS) {\r\n outputs.push([value as number]);\r\n return;\r\n }\r\n\r\n if (animation.dataType === Animation.ANIMATIONTYPE_FLOAT) {\r\n value = this._ConvertFactorToVector3OrQuaternion(value as number, babylonTransformNode, animation, animationChannelTargetPath, useQuaternion);\r\n }\r\n\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n if (useQuaternion) {\r\n quaternionCache = value as Quaternion;\r\n } else {\r\n cacheValue = value as Vector3;\r\n Quaternion.RotationYawPitchRollToRef(cacheValue.y, cacheValue.x, cacheValue.z, quaternionCache);\r\n }\r\n outputs.push(quaternionCache.asArray());\r\n } else {\r\n // scaling and position animation\r\n cacheValue = value as Vector3;\r\n outputs.push(cacheValue.asArray());\r\n }\r\n }\r\n\r\n /**\r\n * Creates linear animation from the animation key frames\r\n * @param babylonTransformNode BabylonJS mesh\r\n * @param animation BabylonJS animation\r\n * @param animationChannelTargetPath The target animation channel\r\n * @param inputs Array to store the key frame times\r\n * @param outputs Array to store the key frame data\r\n * @param useQuaternion Specifies if quaternions are used in the animation\r\n */\r\n private static _CreateLinearOrStepAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n inputs: number[],\r\n outputs: number[][],\r\n useQuaternion: boolean\r\n ) {\r\n for (const keyFrame of animation.getKeys()) {\r\n inputs.push(keyFrame.frame / animation.framePerSecond); // keyframes in seconds.\r\n _GLTFAnimation._AddKeyframeValue(keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, useQuaternion);\r\n }\r\n }\r\n\r\n /**\r\n * Creates cubic spline animation from the animation key frames\r\n * @param babylonTransformNode BabylonJS mesh\r\n * @param animation BabylonJS animation\r\n * @param animationChannelTargetPath The target animation channel\r\n * @param inputs Array to store the key frame times\r\n * @param outputs Array to store the key frame data\r\n * @param useQuaternion Specifies if quaternions are used in the animation\r\n */\r\n private static _CreateCubicSplineAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n inputs: number[],\r\n outputs: number[][],\r\n useQuaternion: boolean\r\n ) {\r\n animation.getKeys().forEach(function (keyFrame) {\r\n inputs.push(keyFrame.frame / animation.framePerSecond); // keyframes in seconds.\r\n _GLTFAnimation._AddSplineTangent(_TangentType.INTANGENT, outputs, animationChannelTargetPath, AnimationSamplerInterpolation.CUBICSPLINE, keyFrame, useQuaternion);\r\n _GLTFAnimation._AddKeyframeValue(keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, useQuaternion);\r\n\r\n _GLTFAnimation._AddSplineTangent(_TangentType.OUTTANGENT, outputs, animationChannelTargetPath, AnimationSamplerInterpolation.CUBICSPLINE, keyFrame, useQuaternion);\r\n });\r\n }\r\n\r\n private static _GetBasePositionRotationOrScale(babylonTransformNode: Node, animationChannelTargetPath: AnimationChannelTargetPath, useQuaternion: boolean) {\r\n let basePositionRotationOrScale: number[];\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n if (useQuaternion) {\r\n const q = (babylonTransformNode as TransformNode).rotationQuaternion;\r\n basePositionRotationOrScale = (q ?? Quaternion.Identity()).asArray();\r\n } else {\r\n const r: Vector3 = (babylonTransformNode as TransformNode).rotation;\r\n basePositionRotationOrScale = (r ?? Vector3.Zero()).asArray();\r\n }\r\n } else if (animationChannelTargetPath === AnimationChannelTargetPath.TRANSLATION) {\r\n const p: Vector3 = (babylonTransformNode as TransformNode).position;\r\n basePositionRotationOrScale = (p ?? Vector3.Zero()).asArray();\r\n } else {\r\n // scale\r\n const s: Vector3 = (babylonTransformNode as TransformNode).scaling;\r\n basePositionRotationOrScale = (s ?? Vector3.One()).asArray();\r\n }\r\n return basePositionRotationOrScale;\r\n }\r\n\r\n /**\r\n * Adds a key frame value\r\n * @param keyFrame\r\n * @param animation\r\n * @param outputs\r\n * @param animationChannelTargetPath\r\n * @param babylonTransformNode\r\n * @param useQuaternion\r\n */\r\n private static _AddKeyframeValue(\r\n keyFrame: IAnimationKey,\r\n animation: Animation,\r\n outputs: number[][],\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n babylonTransformNode: Node,\r\n useQuaternion: boolean\r\n ) {\r\n let newPositionRotationOrScale: Nullable<Vector3 | Quaternion | number>;\r\n const animationType = animation.dataType;\r\n if (animationType === Animation.ANIMATIONTYPE_VECTOR3) {\r\n let value = keyFrame.value.asArray();\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n const array = Vector3.FromArray(value);\r\n const rotationQuaternion = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z);\r\n value = rotationQuaternion.asArray();\r\n }\r\n outputs.push(value); // scale vector.\r\n } else if (animationType === Animation.ANIMATIONTYPE_FLOAT) {\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.WEIGHTS) {\r\n outputs.push([keyFrame.value]);\r\n } else {\r\n // handles single component x, y, z or w component animation by using a base property and animating over a component.\r\n newPositionRotationOrScale = this._ConvertFactorToVector3OrQuaternion(\r\n keyFrame.value as number,\r\n babylonTransformNode,\r\n animation,\r\n animationChannelTargetPath,\r\n useQuaternion\r\n );\r\n if (newPositionRotationOrScale) {\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n const posRotScale = useQuaternion\r\n ? (newPositionRotationOrScale as Quaternion)\r\n : Quaternion.RotationYawPitchRoll(newPositionRotationOrScale.y, newPositionRotationOrScale.x, newPositionRotationOrScale.z).normalize();\r\n outputs.push(posRotScale.asArray());\r\n }\r\n outputs.push(newPositionRotationOrScale.asArray());\r\n }\r\n }\r\n } else if (animationType === Animation.ANIMATIONTYPE_QUATERNION) {\r\n outputs.push((keyFrame.value as Quaternion).normalize().asArray());\r\n } else {\r\n Tools.Error(\"glTFAnimation: Unsupported key frame values for animation!\");\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Determine the interpolation based on the key frames\r\n * @param keyFrames\r\n * @param animationChannelTargetPath\r\n * @param useQuaternion\r\n */\r\n private static _DeduceInterpolation(\r\n keyFrames: IAnimationKey[],\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n useQuaternion: boolean\r\n ): { interpolationType: AnimationSamplerInterpolation; shouldBakeAnimation: boolean } {\r\n let interpolationType: AnimationSamplerInterpolation | undefined;\r\n let shouldBakeAnimation = false;\r\n let key: IAnimationKey;\r\n\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION && !useQuaternion) {\r\n return { interpolationType: AnimationSamplerInterpolation.LINEAR, shouldBakeAnimation: true };\r\n }\r\n\r\n for (let i = 0, length = keyFrames.length; i < length; ++i) {\r\n key = keyFrames[i];\r\n if (key.inTangent || key.outTangent) {\r\n if (interpolationType) {\r\n if (interpolationType !== AnimationSamplerInterpolation.CUBICSPLINE) {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n shouldBakeAnimation = true;\r\n break;\r\n }\r\n } else {\r\n interpolationType = AnimationSamplerInterpolation.CUBICSPLINE;\r\n }\r\n } else {\r\n if (interpolationType) {\r\n if (\r\n interpolationType === AnimationSamplerInterpolation.CUBICSPLINE ||\r\n (key.interpolation && key.interpolation === AnimationKeyInterpolation.STEP && interpolationType !== AnimationSamplerInterpolation.STEP)\r\n ) {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n shouldBakeAnimation = true;\r\n break;\r\n }\r\n } else {\r\n if (key.interpolation && key.interpolation === AnimationKeyInterpolation.STEP) {\r\n interpolationType = AnimationSamplerInterpolation.STEP;\r\n } else {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n }\r\n }\r\n }\r\n }\r\n if (!interpolationType) {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n }\r\n\r\n return { interpolationType: interpolationType, shouldBakeAnimation: shouldBakeAnimation };\r\n }\r\n\r\n /**\r\n * Adds an input tangent or output tangent to the output data\r\n * If an input tangent or output tangent is missing, it uses the zero vector or zero quaternion\r\n * @param tangentType Specifies which type of tangent to handle (inTangent or outTangent)\r\n * @param outputs The animation data by keyframe\r\n * @param animationChannelTargetPath The target animation channel\r\n * @param interpolation The interpolation type\r\n * @param keyFrame The key frame with the animation data\r\n * @param useQuaternion Specifies if quaternions are used\r\n */\r\n private static _AddSplineTangent(\r\n tangentType: _TangentType,\r\n outputs: number[][],\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n interpolation: AnimationSamplerInterpolation,\r\n keyFrame: IAnimationKey,\r\n useQuaternion: boolean\r\n ) {\r\n let tangent: number[];\r\n const tangentValue: Vector3 | Quaternion | number = tangentType === _TangentType.INTANGENT ? keyFrame.inTangent : keyFrame.outTangent;\r\n if (interpolation === AnimationSamplerInterpolation.CUBICSPLINE) {\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n if (tangentValue) {\r\n if (useQuaternion) {\r\n tangent = (tangentValue as Quaternion).asArray();\r\n } else {\r\n const array = tangentValue as Vector3;\r\n tangent = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z).asArray();\r\n }\r\n } else {\r\n tangent = [0, 0, 0, 0];\r\n }\r\n } else if (animationChannelTargetPath === AnimationChannelTargetPath.WEIGHTS) {\r\n if (tangentValue) {\r\n tangent = [tangentValue as number];\r\n } else {\r\n tangent = [0];\r\n }\r\n } else {\r\n if (tangentValue) {\r\n tangent = (tangentValue as Vector3).asArray();\r\n } else {\r\n tangent = [0, 0, 0];\r\n }\r\n }\r\n\r\n outputs.push(tangent);\r\n }\r\n }\r\n\r\n /**\r\n * Get the minimum and maximum key frames' frame values\r\n * @param keyFrames animation key frames\r\n * @returns the minimum and maximum key frame value\r\n */\r\n private static _CalculateMinMaxKeyFrames(keyFrames: IAnimationKey[]): { min: number; max: number } {\r\n let min: number = Infinity;\r\n let max: number = -Infinity;\r\n keyFrames.forEach(function (keyFrame) {\r\n min = Math.min(min, keyFrame.frame);\r\n max = Math.max(max, keyFrame.frame);\r\n });\r\n\r\n return { min: min, max: max };\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@onerjs/serializers",
3
- "version": "8.23.5",
3
+ "version": "8.23.7",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,7 +18,7 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@onerjs/core": "^8.23.5",
21
+ "@onerjs/core": "^8.23.7",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/serializers": "^1.0.0",
24
24
  "babylonjs-gltf2interface": "^8.23.1"