import { Matrix } from "../Maths/math.vector.js"; import { Animation, _staticOffsetValueColor3, _staticOffsetValueColor4, _staticOffsetValueQuaternion, _staticOffsetValueSize, _staticOffsetValueVector2, _staticOffsetValueVector3, } from "./animation.js"; /** * Defines a runtime animation */ export class RuntimeAnimation { /** * Gets the current frame of the runtime animation */ get currentFrame() { return this._currentFrame; } /** * Gets the weight of the runtime animation */ get weight() { return this._weight; } /** * Gets the current value of the runtime animation */ get currentValue() { return this._currentValue; } /** * Gets or sets the target path of the runtime animation */ get targetPath() { return this._targetPath; } /** * Gets the actual target of the runtime animation */ get target() { return this._currentActiveTarget; } /** * Gets the additive state of the runtime animation */ get isAdditive() { return this._host && this._host.isAdditive; } /** * Create a new RuntimeAnimation object * @param target defines the target of the animation * @param animation defines the source animation object * @param scene defines the hosting scene * @param host defines the initiating Animatable */ constructor(target, animation, scene, host) { this._events = new Array(); /** * The current frame of the runtime animation */ this._currentFrame = 0; /** * The original value of the runtime animation */ this._originalValue = new Array(); /** * The original blend value of the runtime animation */ this._originalBlendValue = null; /** * The offsets cache of the runtime animation */ this._offsetsCache = {}; /** * The high limits cache of the runtime animation */ this._highLimitsCache = {}; /** * Specifies if the runtime animation has been stopped */ this._stopped = false; /** * The blending factor of the runtime animation */ this._blendingFactor = 0; /** * The current value of the runtime animation */ this._currentValue = null; this._currentActiveTarget = null; this._directTarget = null; /** * The target path of the runtime animation */ this._targetPath = ""; /** * The weight of the runtime animation */ this._weight = 1.0; /** * The absolute frame offset of the runtime animation */ this._absoluteFrameOffset = 0; /** * The previous elapsed time (since start of animation) of the runtime animation */ this._previousElapsedTime = 0; this._yoyoDirection = 1; /** * The previous absolute frame of the runtime animation (meaning, without taking into account the from/to values, only the elapsed time and the fps) */ this._previousAbsoluteFrame = 0; this._targetIsArray = false; this._animation = animation; this._target = target; this._scene = scene; this._host = host; this._activeTargets = []; animation._runtimeAnimations.push(this); // State this._animationState = { key: 0, repeatCount: 0, loopMode: this._getCorrectLoopMode(), }; if (this._animation.dataType === Animation.ANIMATIONTYPE_MATRIX) { this._animationState.workValue = Matrix.Zero(); } // Limits this._keys = this._animation.getKeys(); this._minFrame = this._keys[0].frame; this._maxFrame = this._keys[this._keys.length - 1].frame; this._minValue = this._keys[0].value; this._maxValue = this._keys[this._keys.length - 1].value; // Add a start key at frame 0 if missing if (this._minFrame !== 0) { const newKey = { frame: 0, value: this._minValue }; this._keys.splice(0, 0, newKey); } // Check data if (this._target instanceof Array) { let index = 0; for (const target of this._target) { this._preparePath(target, index); this._getOriginalValues(index); index++; } this._targetIsArray = true; } else { this._preparePath(this._target); this._getOriginalValues(); this._targetIsArray = false; this._directTarget = this._activeTargets[0]; } // Cloning events locally const events = animation.getEvents(); if (events && events.length > 0) { events.forEach((e) => { this._events.push(e._clone()); }); } this._enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending; } _preparePath(target, targetIndex = 0) { const targetPropertyPath = this._animation.targetPropertyPath; if (targetPropertyPath.length > 1) { let property = target; for (let index = 0; index < targetPropertyPath.length - 1; index++) { const name = targetPropertyPath[index]; property = property[name]; if (property === undefined) { throw new Error(`Invalid property (${name}) in property path (${targetPropertyPath.join(".")})`); } } this._targetPath = targetPropertyPath[targetPropertyPath.length - 1]; this._activeTargets[targetIndex] = property; } else { this._targetPath = targetPropertyPath[0]; this._activeTargets[targetIndex] = target; } if (this._activeTargets[targetIndex][this._targetPath] === undefined) { throw new Error(`Invalid property (${this._targetPath}) in property path (${targetPropertyPath.join(".")})`); } } /** * Gets the animation from the runtime animation */ get animation() { return this._animation; } /** * Resets the runtime animation to the beginning * @param restoreOriginal defines whether to restore the target property to the original value */ reset(restoreOriginal = false) { if (restoreOriginal) { if (this._target instanceof Array) { let index = 0; for (const target of this._target) { if (this._originalValue[index] !== undefined) { this._setValue(target, this._activeTargets[index], this._originalValue[index], -1, index); } index++; } } else { if (this._originalValue[0] !== undefined) { this._setValue(this._target, this._directTarget, this._originalValue[0], -1, 0); } } } this._offsetsCache = {}; this._highLimitsCache = {}; this._currentFrame = 0; this._blendingFactor = 0; // Events for (let index = 0; index < this._events.length; index++) { this._events[index].isDone = false; } } /** * Specifies if the runtime animation is stopped * @returns Boolean specifying if the runtime animation is stopped */ isStopped() { return this._stopped; } /** * Disposes of the runtime animation */ dispose() { const index = this._animation.runtimeAnimations.indexOf(this); if (index > -1) { this._animation.runtimeAnimations.splice(index, 1); } } /** * Apply the interpolated value to the target * @param currentValue defines the value computed by the animation * @param weight defines the weight to apply to this value (Defaults to 1.0) */ setValue(currentValue, weight) { if (this._targetIsArray) { for (let index = 0; index < this._target.length; index++) { const target = this._target[index]; this._setValue(target, this._activeTargets[index], currentValue, weight, index); } return; } this._setValue(this._target, this._directTarget, currentValue, weight, 0); } _getOriginalValues(targetIndex = 0) { let originalValue; const target = this._activeTargets[targetIndex]; if (target.getLocalMatrix && this._targetPath === "_matrix") { // For bones originalValue = target.getLocalMatrix(); } else { originalValue = target[this._targetPath]; } if (originalValue && originalValue.clone) { this._originalValue[targetIndex] = originalValue.clone(); } else { this._originalValue[targetIndex] = originalValue; } } _setValue(target, destination, currentValue, weight, targetIndex) { // Set value this._currentActiveTarget = destination; this._weight = weight; if (this._enableBlending && this._blendingFactor <= 1.0) { if (!this._originalBlendValue) { const originalValue = destination[this._targetPath]; if (originalValue.clone) { this._originalBlendValue = originalValue.clone(); } else { this._originalBlendValue = originalValue; } } if (this._originalBlendValue.m) { // Matrix if (Animation.AllowMatrixDecomposeForInterpolation) { if (this._currentValue) { Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue); } else { this._currentValue = Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor); } } else { if (this._currentValue) { Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue); } else { this._currentValue = Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor); } } } else { this._currentValue = Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor); } const blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed; this._blendingFactor += blendingSpeed; } else { if (!this._currentValue) { if (currentValue?.clone) { this._currentValue = currentValue.clone(); } else { this._currentValue = currentValue; } } else if (this._currentValue.copyFrom) { this._currentValue.copyFrom(currentValue); } else { this._currentValue = currentValue; } } if (weight !== -1.0) { this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]); } else { if (this._animationState.loopMode === Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT) { if (this._currentValue.addToRef) { this._currentValue.addToRef(this._originalValue[targetIndex], destination[this._targetPath]); } else { destination[this._targetPath] = this._originalValue[targetIndex] + this._currentValue; } } else { destination[this._targetPath] = this._currentValue; } } if (target.markAsDirty) { target.markAsDirty(this._animation.targetProperty); } } /** * Gets the loop pmode of the runtime animation * @returns Loop Mode */ _getCorrectLoopMode() { if (this._target && this._target.animationPropertiesOverride) { return this._target.animationPropertiesOverride.loopMode; } return this._animation.loopMode; } /** * Move the current animation to a given frame * @param frame defines the frame to move to */ goToFrame(frame) { const keys = this._animation.getKeys(); if (frame < keys[0].frame) { frame = keys[0].frame; } else if (frame > keys[keys.length - 1].frame) { frame = keys[keys.length - 1].frame; } // Need to reset animation events const events = this._events; if (events.length) { for (let index = 0; index < events.length; index++) { if (!events[index].onlyOnce) { // reset events in the future events[index].isDone = events[index].frame < frame; } } } this._currentFrame = frame; const currentValue = this._animation._interpolate(frame, this._animationState); this.setValue(currentValue, -1); } /** * @internal Internal use only */ _prepareForSpeedRatioChange(newSpeedRatio) { const newAbsoluteFrame = (this._previousElapsedTime * (this._animation.framePerSecond * newSpeedRatio)) / 1000.0; this._absoluteFrameOffset = this._previousAbsoluteFrame - newAbsoluteFrame; } /** * Execute the current animation * @param elapsedTimeSinceAnimationStart defines the elapsed time (in milliseconds) since the animation was started * @param from defines the lower frame of the animation range * @param to defines the upper frame of the animation range * @param loop defines if the current animation must loop * @param speedRatio defines the current speed ratio * @param weight defines the weight of the animation (default is -1 so no weight) * @returns a boolean indicating if the animation is running */ animate(elapsedTimeSinceAnimationStart, from, to, loop, speedRatio, weight = -1.0) { const animation = this._animation; const targetPropertyPath = animation.targetPropertyPath; if (!targetPropertyPath || targetPropertyPath.length < 1) { this._stopped = true; return false; } let returnValue = true; // Check limits if (from < this._minFrame || from > this._maxFrame) { from = this._minFrame; } if (to < this._minFrame || to > this._maxFrame) { to = this._maxFrame; } const frameRange = to - from; let offsetValue; // Compute the frame according to the elapsed time and the fps of the animation ("from" and "to" are not factored in!) let absoluteFrame = (elapsedTimeSinceAnimationStart * (animation.framePerSecond * speedRatio)) / 1000.0 + this._absoluteFrameOffset; let highLimitValue = 0; // Apply the yoyo function if required let yoyoLoop = false; const yoyoMode = loop && this._animationState.loopMode === Animation.ANIMATIONLOOPMODE_YOYO; if (yoyoMode) { const position = (absoluteFrame - from) / frameRange; // Apply the yoyo curve const sin = Math.sin(position * Math.PI); const yoyoPosition = Math.abs(sin); // Map the yoyo position back to the range absoluteFrame = yoyoPosition * frameRange + from; const direction = sin >= 0 ? 1 : -1; if (this._yoyoDirection !== direction) { yoyoLoop = true; } this._yoyoDirection = direction; } this._previousElapsedTime = elapsedTimeSinceAnimationStart; this._previousAbsoluteFrame = absoluteFrame; if (!loop && to >= from && ((absoluteFrame >= frameRange && speedRatio > 0) || (absoluteFrame <= 0 && speedRatio < 0))) { // If we are out of range and not looping get back to caller returnValue = false; highLimitValue = animation._getKeyValue(this._maxValue); } else if (!loop && from >= to && ((absoluteFrame <= frameRange && speedRatio < 0) || (absoluteFrame >= 0 && speedRatio > 0))) { returnValue = false; highLimitValue = animation._getKeyValue(this._minValue); } else if (this._animationState.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) { const keyOffset = to.toString() + from.toString(); if (!this._offsetsCache[keyOffset]) { this._animationState.repeatCount = 0; this._animationState.loopMode = Animation.ANIMATIONLOOPMODE_CYCLE; // force a specific codepath in animation._interpolate()! const fromValue = animation._interpolate(from, this._animationState); const toValue = animation._interpolate(to, this._animationState); this._animationState.loopMode = this._getCorrectLoopMode(); switch (animation.dataType) { // Float case Animation.ANIMATIONTYPE_FLOAT: this._offsetsCache[keyOffset] = toValue - fromValue; break; // Quaternion case Animation.ANIMATIONTYPE_QUATERNION: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); break; // Vector3 case Animation.ANIMATIONTYPE_VECTOR3: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); break; // Vector2 case Animation.ANIMATIONTYPE_VECTOR2: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); break; // Size case Animation.ANIMATIONTYPE_SIZE: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); break; // Color3 case Animation.ANIMATIONTYPE_COLOR3: this._offsetsCache[keyOffset] = toValue.subtract(fromValue); break; default: break; } this._highLimitsCache[keyOffset] = toValue; } highLimitValue = this._highLimitsCache[keyOffset]; offsetValue = this._offsetsCache[keyOffset]; } if (offsetValue === undefined) { switch (animation.dataType) { // Float case Animation.ANIMATIONTYPE_FLOAT: offsetValue = 0; break; // Quaternion case Animation.ANIMATIONTYPE_QUATERNION: offsetValue = _staticOffsetValueQuaternion; break; // Vector3 case Animation.ANIMATIONTYPE_VECTOR3: offsetValue = _staticOffsetValueVector3; break; // Vector2 case Animation.ANIMATIONTYPE_VECTOR2: offsetValue = _staticOffsetValueVector2; break; // Size case Animation.ANIMATIONTYPE_SIZE: offsetValue = _staticOffsetValueSize; break; // Color3 case Animation.ANIMATIONTYPE_COLOR3: offsetValue = _staticOffsetValueColor3; break; case Animation.ANIMATIONTYPE_COLOR4: offsetValue = _staticOffsetValueColor4; break; } } // Compute value let currentFrame; if (this._host && this._host.syncRoot) { // If we must sync with an animatable, calculate the current frame based on the frame of the root animatable const syncRoot = this._host.syncRoot; const hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame); currentFrame = from + frameRange * hostNormalizedFrame; } else { if ((absoluteFrame > 0 && from > to) || (absoluteFrame < 0 && from < to)) { currentFrame = returnValue && frameRange !== 0 ? to + (absoluteFrame % frameRange) : from; } else { currentFrame = returnValue && frameRange !== 0 ? from + (absoluteFrame % frameRange) : to; } } const events = this._events; // Reset event/state if looping if ((!yoyoMode && ((speedRatio > 0 && this.currentFrame > currentFrame) || (speedRatio < 0 && this.currentFrame < currentFrame))) || (yoyoMode && yoyoLoop)) { this._onLoop(); // Need to reset animation events for (let index = 0; index < events.length; index++) { if (!events[index].onlyOnce) { // reset event, the animation is looping events[index].isDone = false; } } this._animationState.key = speedRatio > 0 ? 0 : animation.getKeys().length - 1; } this._currentFrame = currentFrame; this._animationState.repeatCount = frameRange === 0 ? 0 : (absoluteFrame / frameRange) >> 0; this._animationState.highLimitValue = highLimitValue; this._animationState.offsetValue = offsetValue; const currentValue = animation._interpolate(currentFrame, this._animationState); // Set value this.setValue(currentValue, weight); // Check events if (events.length) { for (let index = 0; index < events.length; index++) { // Make sure current frame has passed event frame and that event frame is within the current range // Also, handle both forward and reverse animations if ((frameRange >= 0 && currentFrame >= events[index].frame && events[index].frame >= from) || (frameRange < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) { const event = events[index]; if (!event.isDone) { // If event should be done only once, remove it. if (event.onlyOnce) { events.splice(index, 1); index--; } event.isDone = true; event.action(currentFrame); } // Don't do anything if the event has already been done. } } } if (!returnValue) { this._stopped = true; } return returnValue; } } //# sourceMappingURL=runtimeAnimation.js.map