import { __decorate } from "../tslib.es6.js"; import { serialize, expandToProperty, serializeAsTexture } from "../Misc/decorators.js"; import { Vector4 } from "../Maths/math.vector.js"; import { EngineStore } from "../Engines/engineStore.js"; import { SerializationHelper } from "../Misc/decorators.serialization.js"; /** * This class is used to animate meshes using a baked vertex animation texture * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/baked_texture_animations * @since 5.0 */ export class BakedVertexAnimationManager { /** * Creates a new BakedVertexAnimationManager * @param scene defines the current scene */ constructor(scene) { this._texture = null; this._isEnabled = true; /** * Enable or disable the vertex animation manager */ this.isEnabled = true; /** * The time counter, to pick the correct animation frame. */ this.time = 0; scene = scene || EngineStore.LastCreatedScene; if (!scene) { return; } this._scene = scene; this.animationParameters = new Vector4(0, 0, 0, 30); } /** @internal */ _markSubMeshesAsAttributesDirty() { for (const mesh of this._scene.meshes) { if (mesh.bakedVertexAnimationManager === this) { mesh._markSubMeshesAsAttributesDirty(); } } } /** * Binds to the effect. * @param effect The effect to bind to. * @param useInstances True when it's an instance. */ bind(effect, useInstances = false) { if (!this._texture || !this._isEnabled) { return; } const size = this._texture.getSize(); effect.setFloat2("bakedVertexAnimationTextureSizeInverted", 1.0 / size.width, 1.0 / size.height); effect.setFloat("bakedVertexAnimationTime", this.time); if (!useInstances) { effect.setVector4("bakedVertexAnimationSettings", this.animationParameters); } effect.setTexture("bakedVertexAnimationTexture", this._texture); } /** * Clone the current manager * @returns a new BakedVertexAnimationManager */ clone() { const copy = new BakedVertexAnimationManager(this._scene); this.copyTo(copy); return copy; } /** * Sets animation parameters. * @param startFrame The first frame of the animation. * @param endFrame The last frame of the animation. * @param offset The offset when starting the animation. * @param speedFramesPerSecond The frame rate. */ setAnimationParameters(startFrame, endFrame, offset = 0, speedFramesPerSecond = 30) { this.animationParameters = new Vector4(startFrame, endFrame, offset, speedFramesPerSecond); } /** * Disposes the resources of the manager. * @param forceDisposeTextures - Forces the disposal of all textures. */ dispose(forceDisposeTextures) { if (forceDisposeTextures) { this._texture?.dispose(); } } /** * Get the current class name useful for serialization or dynamic coding. * @returns "BakedVertexAnimationManager" */ getClassName() { return "BakedVertexAnimationManager"; } /** * Makes a duplicate of the current instance into another one. * @param vatMap define the instance where to copy the info */ copyTo(vatMap) { SerializationHelper.Clone(() => vatMap, this); } /** * Serializes this vertex animation instance * @returns - An object with the serialized instance. */ serialize() { return SerializationHelper.Serialize(this); } /** * Parses a vertex animation setting from a serialized object. * @param source - Serialized object. * @param scene Defines the scene we are parsing for * @param rootUrl Defines the rootUrl to load from */ parse(source, scene, rootUrl) { SerializationHelper.Parse(() => this, source, scene, rootUrl); } } __decorate([ serializeAsTexture(), expandToProperty("_markSubMeshesAsAttributesDirty") ], BakedVertexAnimationManager.prototype, "texture", void 0); __decorate([ serialize(), expandToProperty("_markSubMeshesAsAttributesDirty") ], BakedVertexAnimationManager.prototype, "isEnabled", void 0); __decorate([ serialize() ], BakedVertexAnimationManager.prototype, "animationParameters", void 0); __decorate([ serialize() ], BakedVertexAnimationManager.prototype, "time", void 0); //# sourceMappingURL=bakedVertexAnimationManager.js.map