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- 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
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