@playcanvas/web-components 0.15.0 → 0.16.0

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@@ -0,0 +1,649 @@
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+ import type { AnimComponent, Asset, ContainerResource } from 'playcanvas';
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+ import { ANIM_CONTROL_STATES, AnimTrack } from 'playcanvas';
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+
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+ import { AssetElement } from '../asset';
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+ import type { EntityBaseElement } from '../entity-base';
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+ import { ModelElement } from '../model';
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+ import { parseBool, parseNumber } from '../parse';
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+
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+ import type { AnimClipElement } from './anim-clip';
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+ import { ComponentElement } from './component';
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+
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+ /**
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+ * A container resource with the `animations` sub-assets the engine documents but does not type:
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+ * one `Asset` of type `animation` per glTF animation, each holding an `AnimTrack` resource.
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+ */
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+ type ContainerWithAnimations = ContainerResource & { animations: Asset[] };
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+
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+ /**
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+ * A playback snapshot captured before a clip-set rebuild and restored afterwards, so a rebuild
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+ * whose active clip survives it is seamless. Both playing flags are captured: the component's
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+ * gates the system tick, the layer controller's gates the layer, and they legitimately diverge —
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+ * {@link AnimComponentElement.pause} clears only the component's.
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+ */
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+ type PlaybackState = {
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+ state: string;
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+ time: number;
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+ playing: boolean;
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+ layerPlaying: boolean;
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+ };
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+
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+ /**
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+ * The AnimComponentElement interface provides properties and methods for manipulating
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+ * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-anim/ | `<pc-anim>`} elements.
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+ * The AnimComponentElement interface also inherits the properties and methods of the
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+ * {@link HTMLElement} interface.
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+ *
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+ * The element drives animation clips over the host entity's hierarchy. Clips come from
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+ * `<pc-anim-clip>` children — or, when the element is a direct child of a `<pc-model>` and
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+ * declares no clips, every animation of that model's container asset is assigned, named by track
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+ * name, in container order. The first clip plays automatically (opt out with `activate="false"`);
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+ * switch clips declaratively through the `clip` attribute, or imperatively through {@link play}
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+ * and {@link transition}. Tracks bind to scene nodes by name, so any hierarchy whose node names
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+ * match a clip's curves can be animated — a model's skeleton is simply the common case.
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+ *
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+ * The engine reports no clip completion: a non-looping clip holds its last pose silently. Poll
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+ * the underlying {@link AnimComponent} (via {@link component}) for playback state beyond what
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+ * this element exposes.
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+ *
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+ * @category Components
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+ */
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+ class AnimComponentElement extends ComponentElement {
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+ /**
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+ * Whether playback starts automatically once a clip is assigned.
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+ */
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+ private _activate = true;
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+
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+ /**
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+ * The clip elements whose states are currently assigned, by clip name. The single writer of
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+ * a state: a later clip child re-using an adopted name is rejected as a duplicate.
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+ */
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+ private _assignedClips = new Map<string, AnimClipElement>();
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+
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+ /**
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+ * Whether the current clip set was auto-assigned from the enclosing model rather than
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+ * declared by clip children.
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+ */
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+ private _autoAssigned = false;
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+
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+ /**
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+ * The name of the active clip.
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+ */
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+ private _clip = '';
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+
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+ /**
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+ * The element the model-readiness listener is attached to, held so disconnection can detach
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+ * it after `closestEntity` no longer resolves.
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+ */
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+ private _modelListenerTarget: EntityBaseElement | null = null;
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+
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+ /**
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+ * Incremented whenever the clip source changes, and captured by an auto-assign pass on
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+ * entry — a pass resuming from an await abandons itself if the value has moved on, so a
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+ * superseded pass cannot assign clips alongside declared children or a newer pass.
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+ */
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+ private _sourceGeneration = 0;
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+
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+ /**
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+ * The playback speed multiplier applied across all clips.
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+ */
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+ private _speed = 1;
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+
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+ /**
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+ * The cross-fade duration of declarative clip switches, in seconds.
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+ */
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+ private _transitionTime = 0;
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+
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+ /**
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+ * The unknown clip name already warned about, so a repeated selection of the same missing
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+ * name complains once.
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+ */
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+ private _warnedClip: string | null = null;
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+
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+ /**
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+ * Rebinds when a model under the host announces readiness. The engine resolves each curve
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+ * once, at the first tick after assignment, and never retries — and its mesh-instance
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+ * broadcast fires before an instantiated hierarchy is parented, so a model that loads after
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+ * the clips were assigned would otherwise stay silently unbound. A re-instantiation of the
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+ * implicit clip source (the parent `<pc-model>`) means a new container, so the clip set
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+ * refreshes instead — unless every clip declares its own asset, where a rebind suffices.
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+ */
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+ private _onModelReady = (event: Event) => {
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+ if (!(event.target instanceof ModelElement) || !this.component) {
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+ return;
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+ }
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+ if (event.target === this.parentElement) {
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+ const implicit = this._autoAssigned ||
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+ [...this._assignedClips.values()].some(clip => !clip.asset);
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+ if (implicit) {
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+ this._refreshClips();
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+ return;
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+ }
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+ }
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+ this.component.rebind();
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+ };
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+
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+ /** @ignore */
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+ constructor() {
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+ super('anim');
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+ }
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+
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+ protected getInitialComponentData() {
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+ // The engine assigns creation data in key order and `activate` gates playback, so it
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+ // must precede any future key that builds layers (e.g. a state graph)
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+ return {
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+ activate: this._activate,
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+ speed: this._speed
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+ };
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+ }
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+
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+ protected initComponent() {
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+ if (!this.component) {
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+ return;
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+ }
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+
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+ // A host readiness cycle can re-run this. An identical re-add is deduped by the DOM;
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+ // the explicit swap handles the listener target changing across connections.
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+ const host = this.closestEntity;
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+ if (host && host !== this._modelListenerTarget) {
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+ this._modelListenerTarget?.removeEventListener('ready', this._onModelReady);
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+ host.addEventListener('ready', this._onModelReady);
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+ this._modelListenerTarget = host;
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+ }
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+
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+ this._applyClips();
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+ }
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+
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+ disconnectedCallback() {
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+ this._modelListenerTarget?.removeEventListener('ready', this._onModelReady);
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+ this._modelListenerTarget = null;
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+
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+ // Invalidate any auto-assign still awaiting its model, and drop the adoption
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+ // bookkeeping so a reconnection starts clean
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+ this._sourceGeneration++;
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+ this._assignedClips.clear();
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+ this._autoAssigned = false;
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+
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+ super.disconnectedCallback();
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+ }
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+
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+ /**
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+ * The clip children in DOM order. Read afresh each pass — the DOM is the single source of
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+ * truth for the declared clip set.
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+ */
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+ private _clipElements(): AnimClipElement[] {
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+ return Array.from(this.querySelectorAll<AnimClipElement>(':scope > pc-anim-clip'));
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+ }
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+
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+ /**
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+ * Assigns a clip's state. Until the clip's real track resolves, the engine's own placeholder
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+ * track stands in — it keeps the layer playable, so `activate` can start playback and the
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+ * declared `clip` selection can apply before any asset has loaded.
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+ */
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+ private _assignClip(clip: AnimClipElement) {
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+ this.component.assignAnimation(clip.name, clip._track ?? AnimTrack.EMPTY, undefined, clip.speed, clip.loop);
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+ }
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+
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+ /**
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+ * Validates a clip child and, when valid, assigns its state and starts its track resolution.
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+ *
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+ * @param clip - The clip element.
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+ * @returns Whether the clip was adopted.
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+ */
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+ private _adoptClip(clip: AnimClipElement): boolean {
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+ const name = clip.name;
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+ if (!name) {
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+ clip._markInvalid('pc-anim-clip must have a name - clip not assigned');
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+ return false;
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+ }
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+ if (name.indexOf('.') !== -1) {
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+ clip._markInvalid(`pc-anim-clip '${name}' - '.' in a clip name is reserved for blend tree paths - clip not assigned`);
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+ return false;
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+ }
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+ if (this._assignedClips.has(name)) {
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+ clip._markInvalid(`pc-anim-clip '${name}' - an earlier clip already uses this name - clip not assigned`);
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+ return false;
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+ }
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+ this._assignedClips.set(name, clip);
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+ this._assignClip(clip);
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+ clip._resolveTrack(this);
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+ return true;
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+ }
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+
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+ /**
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+ * Assigns the current clip set: the declared clip children when there are any, otherwise the
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+ * enclosing model's clips. Runs against a fresh component after a host cycle, so the
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+ * adoption bookkeeping rebuilds from scratch.
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+ */
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+ private _applyClips(restore?: PlaybackState) {
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+ if (!this.component) {
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+ return;
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+ }
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+
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+ this._sourceGeneration++;
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+ this._assignedClips.clear();
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+ this._autoAssigned = false;
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+
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+ const clips = this._clipElements();
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+ if (clips.length === 0) {
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+ this._kickAutoAssign(restore);
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+ return;
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+ }
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+
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+ for (const clip of clips) {
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+ this._adoptClip(clip);
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+ }
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+ this._applySelection(restore);
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+ }
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+
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+ /**
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+ * Assigns every clip of the enclosing model's container, named by track name, in container
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+ * order. Names the engine cannot host — dotted (reserved for blend tree paths) or already
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+ * taken — are skipped with a warning naming each.
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+ */
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+ private async _kickAutoAssign(restore?: PlaybackState) {
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+ const generation = this._sourceGeneration;
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+
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+ const model = this.parentElement;
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+ if (!(model instanceof ModelElement)) {
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+ // Not inside a model: an empty component, driven through the JS API
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+ return;
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+ }
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+
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+ await model.ready();
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+
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+ // The source may have changed while the model loaded - a declared clip child appearing
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+ // flips the element over to declared mode, and wins
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+ const component = this.component;
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+ if (generation !== this._sourceGeneration || !component || this._clipElements().length > 0) {
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+ return;
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+ }
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+
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+ const container = AssetElement.get(model.asset)?.resource as ContainerWithAnimations | undefined;
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+ if (!container) {
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+ // The load failed; the model already reported it
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+ return;
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+ }
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+
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+ const label = this.id ? ` '${this.id}'` : '';
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+ if (container.animations.length === 0) {
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+ console.warn(`pc-anim${label} - model '${model.asset}' has no animations`);
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+ return;
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+ }
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+
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+ const seen = new Set<string>();
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+ for (const animationAsset of container.animations) {
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+ const track = animationAsset.resource;
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+ if (!(track instanceof AnimTrack)) {
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+ continue;
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+ }
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+ if (track.name.indexOf('.') !== -1) {
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+ console.warn(`pc-anim${label} - track '${track.name}' - '.' in a clip name is reserved for blend tree paths - track skipped`);
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+ continue;
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+ }
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+ if (seen.has(track.name)) {
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+ console.warn(`pc-anim${label} - duplicate track name '${track.name}' - track skipped`);
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+ continue;
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+ }
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+ seen.add(track.name);
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+ component.assignAnimation(track.name, track);
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+ }
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+
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+ this._autoAssigned = seen.size > 0;
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+ this._applySelection(restore);
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+ }
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+
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+ /**
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+ * Applies the active-clip selection: the declared `clip` when it names an assigned state,
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+ * else a captured pre-rebuild state when it survived, else the engine's default (the first
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+ * assigned clip). A restore also reinstates the playhead and both playing flags exactly as
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+ * captured — the reassignment that preceded it set both to the `activate` outcome, which is
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+ * not necessarily the state the rebuild interrupted.
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+ */
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+ private _applySelection(restore?: PlaybackState) {
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+ const component = this.component;
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+ const layer = component ? component.baseLayer : null;
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+ if (!component || !layer) {
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+ return;
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+ }
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+
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+ if (this._clip && !layer.states.includes(this._clip)) {
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+ this._warnUnknownClip(this._clip);
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+ }
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+
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+ let target: string | null = null;
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+ if (this._clip && layer.states.includes(this._clip)) {
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+ target = this._clip;
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+ } else if (restore && layer.states.includes(restore.state)) {
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+ target = restore.state;
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+ }
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+
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+ if (target && layer.activeState !== target) {
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+ layer.play(target);
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+ }
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+
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+ if (restore) {
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+ if (target === restore.state) {
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+ layer.activeStateCurrentTime = restore.time;
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+ }
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+ layer.playing = restore.layerPlaying;
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+ component.playing = restore.playing;
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+ }
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+ }
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+
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+ private _warnUnknownClip(name: string) {
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+ if (this._warnedClip === name) {
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+ return;
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+ }
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+ this._warnedClip = name;
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+ const label = this.id ? ` '${this.id}'` : '';
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+ console.warn(`pc-anim${label} has no clip named '${name}' - selection unchanged`);
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+ }
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+
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+ /**
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+ * Rebuilds the clip set from the DOM, restoring the active clip and playhead when they
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+ * survive the rebuild. The engine cannot remove a state from a loaded graph (unassigning
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+ * only empties the state's tracks), so removals, renames and source changes drop the whole
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+ * graph and reassign.
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+ *
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+ * @internal
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+ */
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+ _refreshClips() {
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+ const component = this.component;
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+ if (!component) {
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+ return;
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+ }
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+ const layer = component.baseLayer;
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+ const restore = layer ? {
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+ state: layer.activeState,
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+ time: layer.activeStateCurrentTime,
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+ playing: component.playing,
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+ layerPlaying: layer.playing
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+ } : undefined;
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+ component.removeStateGraph();
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+ this._applyClips(restore);
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+ }
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+
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+ /**
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+ * Adopts a clip child announced by its connectedCallback. The initComponent sweep adopts
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+ * children already present, so this is a no-op for those; it serves clips appended later,
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+ * and flips an auto-assigned element over to its declared children — declared clips win.
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+ *
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+ * @param clip - The clip element.
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+ * @internal
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+ */
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+ _registerClip(clip: AnimClipElement) {
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+ if (!this.component) {
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+ return;
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+ }
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+ if (this._autoAssigned) {
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+ this._refreshClips();
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+ return;
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+ }
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+ if (this._assignedClips.get(clip.name) === clip) {
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+ return;
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+ }
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+ // A clip child appearing supersedes an auto-assign still awaiting its model
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+ this._sourceGeneration++;
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+ if (this._adoptClip(clip)) {
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+ this._applySelection();
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+ }
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+ }
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+
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+ /**
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+ * Releases a disconnected clip child. Rebuilds the set — a state cannot be removed from a
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+ * live graph — and the removal of the last child inside a `<pc-model>` flips the element
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+ * back to auto-assigning the model's clips.
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+ *
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+ * @param clip - The clip element.
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+ * @internal
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+ */
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+ _unregisterClip(clip: AnimClipElement) {
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+ if (!this.component) {
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+ // The whole subtree is coming down (parents disconnect first) - nothing to rebuild
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+ return;
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+ }
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+ if (this._assignedClips.get(clip.name) !== clip) {
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+ // The clip never held a state (invalid or duplicate name)
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+ return;
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+ }
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+ this._refreshClips();
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+ }
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+
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+ /**
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+ * Swaps a clip's resolved track in for the placeholder (or for its previous track after an
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+ * asset change). A swap of the active clip restarts it: the engine preserves the playhead
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+ * through a track replacement, which would land mid-way into unrelated animation.
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+ *
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+ * @param clip - The clip element.
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+ * @returns Whether the clip still owns its state — the resolution may have been superseded
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+ * by a rebuild that dropped it.
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+ * @internal
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+ */
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+ _onClipResolved(clip: AnimClipElement): boolean {
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+ const component = this.component;
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+ if (!component || this._assignedClips.get(clip.name) !== clip) {
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+ return false;
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+ }
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+ this._assignClip(clip);
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+ const layer = component.baseLayer;
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+ if (layer && layer.activeState === clip.name) {
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+ layer.play(clip.name);
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+ }
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+ return true;
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+ }
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+
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+ /**
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+ * Applies a clip's changed speed or loop. The engine bakes both into the playback state it
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+ * creates on state entry, so a live change re-enters the state and restores the playhead.
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+ *
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+ * @param clip - The clip element.
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+ * @internal
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+ */
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+ _onClipParamsChanged(clip: AnimClipElement) {
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+ const component = this.component;
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+ if (!component || this._assignedClips.get(clip.name) !== clip) {
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+ return;
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+ }
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+ this._assignClip(clip);
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+ const layer = component.baseLayer;
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+ if (layer && layer.activeState === clip.name) {
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+ const time = layer.activeStateCurrentTime;
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+ layer.play(clip.name);
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+ layer.activeStateCurrentTime = time;
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+ }
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+ }
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+
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+ /**
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+ * Resumes playback, optionally switching to a named clip first (a hard cut). A name that
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+ * matches no clip leaves the selection unchanged.
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+ *
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+ * @param name - The name of the clip to play. Resumes the current clip when omitted.
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+ */
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+ play(name?: string) {
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+ const component = this.component;
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+ const layer = component ? component.baseLayer : null;
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+ if (!component || !layer) {
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+ return;
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+ }
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+ // layer.play sets the layer controller's playing flag; the component's is the system
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+ // gate. Setting both is what makes this a resume regardless of how playback stopped.
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+ if (name !== undefined) {
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+ if (!layer.states.includes(name)) {
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+ return;
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+ }
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+ layer.play(name);
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+ } else {
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+ layer.play();
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+ }
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+ component.playing = true;
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+ }
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+
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+ /**
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+ * Pauses playback, preserving the playhead — {@link play} resumes from where it stopped.
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+ */
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+ pause() {
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+ if (!this.component) {
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+ return;
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+ }
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+ // Only the component flag - the single gate the system tick reads - is cleared. The
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+ // layer controller's flag is left as-is so a pause is exactly reversible, whether
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+ // resumed through play() (which sets both) or through the component API directly.
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+ this.component.playing = false;
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+ }
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+
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+ /**
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+ * Cross-fades to a named clip and ensures playback is running. A name that matches no clip
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+ * leaves the selection unchanged.
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+ *
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+ * @param name - The name of the clip to fade to.
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+ * @param time - The fade duration in seconds. Defaults to the `transition-time` attribute.
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+ */
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+ transition(name: string, time?: number) {
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+ const component = this.component;
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+ const layer = component ? component.baseLayer : null;
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+ if (!component || !layer || !layer.states.includes(name)) {
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+ return;
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+ }
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+ layer.transition(name, Math.max(0, time ?? this._transitionTime));
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+ layer.playing = true;
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+ component.playing = true;
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+ }
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+
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+ /**
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+ * Gets the underlying PlayCanvas anim component.
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+ * @returns The anim component.
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+ */
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+ get component(): AnimComponent {
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+ return super.component as AnimComponent;
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+ }
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+
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+ /**
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+ * Gets the names of the assigned clips.
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+ * @returns The clip names, in assignment order.
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+ */
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+ get clips(): string[] {
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+ const layer = this.component ? this.component.baseLayer : null;
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+ return layer ? layer.states.filter(state => !ANIM_CONTROL_STATES.includes(state)) : [];
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+ }
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+
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+ /**
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+ * Sets whether playback starts automatically once a clip is assigned. Defaults to `true`.
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+ * Applies when clips are assigned — it does not stop a clip that is already playing.
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+ * @param value - Whether playback starts automatically.
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+ */
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+ set activate(value: boolean) {
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+ this._activate = value;
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+ if (this.component) {
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+ this.component.activate = value;
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+ }
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+ }
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+
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+ /**
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+ * Gets whether playback starts automatically once a clip is assigned.
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+ * @returns Whether playback starts automatically.
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+ */
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+ get activate() {
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+ return this._activate;
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+ }
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+
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+ /**
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+ * Sets the name of the active clip. Changing it switches playback, cross-fading over
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+ * `transition-time` seconds (a hard cut at 0). An empty value leaves the current clip
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+ * playing; a name that matches no clip warns and leaves the selection unchanged.
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+ * @param value - The name of the active clip.
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+ */
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+ set clip(value: string) {
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+ this._clip = value;
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+ const component = this.component;
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+ const layer = component ? component.baseLayer : null;
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+ if (!component || !layer || !value) {
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+ return;
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+ }
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+ if (!layer.states.includes(value)) {
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+ this._warnUnknownClip(value);
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+ return;
566
+ }
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+ if (layer.activeState === value) {
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+ return;
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+ }
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+ if (this._transitionTime > 0) {
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+ this.transition(value);
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+ } else {
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+ this.play(value);
574
+ }
575
+ }
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+
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+ /**
578
+ * Gets the name of the active clip.
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+ * @returns The name of the active clip.
580
+ */
581
+ get clip() {
582
+ return this._clip;
583
+ }
584
+
585
+ /**
586
+ * Sets the playback speed multiplier applied across all clips, where 0 freezes playback.
587
+ * Defaults to 1.
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+ * @param value - The playback speed multiplier.
589
+ */
590
+ set speed(value: number) {
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+ this._speed = value;
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+ if (this.component) {
593
+ this.component.speed = value;
594
+ }
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+ }
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+
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+ /**
598
+ * Gets the playback speed multiplier applied across all clips.
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+ * @returns The playback speed multiplier.
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+ */
601
+ get speed() {
602
+ return this._speed;
603
+ }
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+
605
+ /**
606
+ * Sets the cross-fade duration of clip switches made through the `clip` attribute, in
607
+ * seconds. Defaults to 0 (a hard cut).
608
+ * @param value - The cross-fade duration in seconds.
609
+ */
610
+ set transitionTime(value: number) {
611
+ this._transitionTime = value;
612
+ }
613
+
614
+ /**
615
+ * Gets the cross-fade duration of clip switches made through the `clip` attribute.
616
+ * @returns The cross-fade duration in seconds.
617
+ */
618
+ get transitionTime() {
619
+ return this._transitionTime;
620
+ }
621
+
622
+ static get observedAttributes() {
623
+ return [...super.observedAttributes, 'activate', 'clip', 'speed', 'transition-time'];
624
+ }
625
+
626
+ attributeChangedCallback(name: string, _oldValue: string | null, newValue: string | null) {
627
+ super.attributeChangedCallback(name, _oldValue, newValue);
628
+
629
+ switch (name) {
630
+ case 'activate':
631
+ this.activate = parseBool(newValue, true);
632
+ break;
633
+ case 'clip':
634
+ this.clip = newValue ?? '';
635
+ break;
636
+ case 'speed':
637
+ this.speed = parseNumber(newValue, 1, name);
638
+ break;
639
+ case 'transition-time':
640
+ this.transitionTime = parseNumber(newValue, 0, name);
641
+ break;
642
+ }
643
+ }
644
+ }
645
+
646
+ customElements.define('pc-anim', AnimComponentElement);
647
+
648
+ export { AnimComponentElement };
649
+ export type { ContainerWithAnimations };
package/src/index.ts CHANGED
@@ -15,6 +15,8 @@ import { ModuleElement } from './module';
15
15
  import { AppElement } from './app';
16
16
  import { EntityElement } from './entity';
17
17
  import { AssetElement } from './asset';
18
+ import { AnimComponentElement } from './components/anim-component';
19
+ import { AnimClipElement } from './components/anim-clip';
18
20
  import { ListenerComponentElement } from './components/listener-component';
19
21
  import { ButtonComponentElement } from './components/button-component';
20
22
  import { CameraComponentElement } from './components/camera-component';
@@ -58,6 +60,8 @@ declare global {
58
60
  }
59
61
 
60
62
  interface HTMLElementTagNameMap {
63
+ 'pc-anim': AnimComponentElement;
64
+ 'pc-anim-clip': AnimClipElement;
61
65
  'pc-app': AppElement;
62
66
  'pc-asset': AssetElement;
63
67
  'pc-button': ButtonComponentElement;
@@ -96,6 +100,8 @@ export {
96
100
  AppElement,
97
101
  EntityElement,
98
102
  AssetElement,
103
+ AnimComponentElement,
104
+ AnimClipElement,
99
105
  ButtonComponentElement,
100
106
  CameraComponentElement,
101
107
  CollisionComponentElement,
package/src/model.ts CHANGED
@@ -252,13 +252,6 @@ class ModelElement extends AsyncElement {
252
252
  const entity = container.instantiateRenderEntity();
253
253
  this._entity = entity;
254
254
 
255
- // @ts-ignore
256
- if (container.animations.length > 0) {
257
- entity.addComponent('anim');
258
- // @ts-ignore
259
- entity.anim.assignAnimation('animation', container.animations[0].resource);
260
- }
261
-
262
255
  // The parent's readiness re-arms when it is torn down, so these can resume in a later
263
256
  // connection cycle. The entity is captured above and the generation re-checked, so a
264
257
  // stale resume cannot parent an entity a newer cycle has already destroyed.