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@@ -1,255 +1,266 @@
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-var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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- return c > 3 && r && Object.defineProperty(target, key, r), r;
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-};
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-var BABYLON;
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-(function (BABYLON) {
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- /**
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- * Node is the basic class for all scene objects (Mesh, Light Camera).
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- */
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- var Node = (function () {
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- /**
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- * @constructor
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- * @param {string} name - the name and id to be given to this node
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- * @param {BABYLON.Scene} the scene this node will be added to
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- */
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- function Node(name, scene) {
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- this.state = "";
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- this.animations = new Array();
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- this._ranges = {};
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- this._childrenFlag = -1;
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- this._isEnabled = true;
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- this._isReady = true;
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- this._currentRenderId = -1;
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- this._parentRenderId = -1;
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- this.name = name;
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- this.id = name;
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- this._scene = scene;
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- this._initCache();
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- }
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- Node.prototype.getScene = function () {
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- return this._scene;
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- };
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- Node.prototype.getEngine = function () {
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- return this._scene.getEngine();
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- };
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- // override it in derived class
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- Node.prototype.getWorldMatrix = function () {
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- return BABYLON.Matrix.Identity();
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- };
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- // override it in derived class if you add new variables to the cache
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- // and call the parent class method
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- Node.prototype._initCache = function () {
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- this._cache = {};
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- this._cache.parent = undefined;
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- };
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- Node.prototype.updateCache = function (force) {
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- if (!force && this.isSynchronized())
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- return;
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- this._cache.parent = this.parent;
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- this._updateCache();
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- };
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- // override it in derived class if you add new variables to the cache
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- // and call the parent class method if !ignoreParentClass
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- Node.prototype._updateCache = function (ignoreParentClass) {
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- };
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- // override it in derived class if you add new variables to the cache
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- Node.prototype._isSynchronized = function () {
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- return true;
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- };
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- Node.prototype._markSyncedWithParent = function () {
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- this._parentRenderId = this.parent._currentRenderId;
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- };
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- Node.prototype.isSynchronizedWithParent = function () {
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- if (!this.parent) {
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- return true;
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- }
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- if (this._parentRenderId !== this.parent._currentRenderId) {
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- return false;
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- }
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- return this.parent.isSynchronized();
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- };
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- Node.prototype.isSynchronized = function (updateCache) {
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- var check = this.hasNewParent();
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- check = check || !this.isSynchronizedWithParent();
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- check = check || !this._isSynchronized();
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- if (updateCache)
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- this.updateCache(true);
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- return !check;
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- };
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- Node.prototype.hasNewParent = function (update) {
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- if (this._cache.parent === this.parent)
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- return false;
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- if (update)
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- this._cache.parent = this.parent;
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- return true;
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- };
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- /**
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- * Is this node ready to be used/rendered
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- * @return {boolean} is it ready
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- */
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- Node.prototype.isReady = function () {
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- return this._isReady;
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- };
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- /**
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- * Is this node enabled.
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- * If the node has a parent and is enabled, the parent will be inspected as well.
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- * @return {boolean} whether this node (and its parent) is enabled.
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- * @see setEnabled
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- */
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- Node.prototype.isEnabled = function () {
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- if (!this._isEnabled) {
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- return false;
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- }
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- if (this.parent) {
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- return this.parent.isEnabled();
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- }
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- return true;
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- };
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- /**
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- * Set the enabled state of this node.
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- * @param {boolean} value - the new enabled state
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- * @see isEnabled
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- */
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- Node.prototype.setEnabled = function (value) {
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- this._isEnabled = value;
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- };
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- /**
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- * Is this node a descendant of the given node.
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- * The function will iterate up the hierarchy until the ancestor was found or no more parents defined.
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- * @param {BABYLON.Node} ancestor - The parent node to inspect
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- * @see parent
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- */
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- Node.prototype.isDescendantOf = function (ancestor) {
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- if (this.parent) {
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- if (this.parent === ancestor) {
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- return true;
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- }
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- return this.parent.isDescendantOf(ancestor);
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- }
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- return false;
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- };
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- Node.prototype._getDescendants = function (list, results, directDecendantsOnly) {
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- if (directDecendantsOnly === void 0) { directDecendantsOnly = false; }
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- for (var index = 0; index < list.length; index++) {
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- var item = list[index];
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- if ((directDecendantsOnly && item.parent === this) || (!directDecendantsOnly && item.isDescendantOf(this))) {
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- results.push(item);
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- }
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- }
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- };
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- /**
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- * Will return all nodes that have this node as parent.
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- * @return {BABYLON.Node[]} all children nodes of all types.
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- */
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- Node.prototype.getDescendants = function (directDecendantsOnly) {
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- var results = [];
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- this._getDescendants(this._scene.meshes, results, directDecendantsOnly);
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- this._getDescendants(this._scene.lights, results, directDecendantsOnly);
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- this._getDescendants(this._scene.cameras, results, directDecendantsOnly);
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- return results;
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- };
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- /**
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- * @Deprecated, legacy support.
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- * use getDecendants instead.
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- */
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- Node.prototype.getChildren = function () {
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- return this.getDescendants(true);
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- };
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- /**
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- * Get all child-meshes of this node.
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- */
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- Node.prototype.getChildMeshes = function (directDecendantsOnly) {
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- var results = [];
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- this._getDescendants(this._scene.meshes, results, directDecendantsOnly);
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- return results;
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- };
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- Node.prototype._setReady = function (state) {
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- if (state === this._isReady) {
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- return;
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- }
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- if (!state) {
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- this._isReady = false;
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- return;
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- }
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- this._isReady = true;
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- if (this.onReady) {
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- this.onReady(this);
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- }
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- };
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- Node.prototype.getAnimationByName = function (name) {
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- for (var i = 0; i < this.animations.length; i++) {
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- var animation = this.animations[i];
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- if (animation.name === name) {
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- return animation;
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- }
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- }
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- return null;
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- };
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- Node.prototype.createAnimationRange = function (name, from, to) {
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- // check name not already in use
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- if (!this._ranges[name]) {
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- this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
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- for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
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- if (this.animations[i]) {
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- this.animations[i].createRange(name, from, to);
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- }
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- }
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- }
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- };
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- Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
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- if (deleteFrames === void 0) { deleteFrames = true; }
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- for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
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- if (this.animations[i]) {
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- this.animations[i].deleteRange(name, deleteFrames);
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- }
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- }
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- this._ranges[name] = undefined; // said much faster than 'delete this._range[name]'
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- };
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- Node.prototype.getAnimationRange = function (name) {
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- return this._ranges[name];
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- };
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- Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
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- var range = this.getAnimationRange(name);
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- if (!range) {
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- return null;
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- }
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- this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
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- };
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- Node.prototype.serializeAnimationRanges = function () {
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- var serializationRanges = [];
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- for (var name in this._ranges) {
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- var range = {};
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- range.name = name;
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- range.from = this._ranges[name].from;
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- range.to = this._ranges[name].to;
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- serializationRanges.push(range);
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- }
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- return serializationRanges;
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- };
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- Node.ParseAnimationRanges = function (node, parsedNode, scene) {
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- if (parsedNode.ranges) {
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- for (var index = 0; index < parsedNode.ranges.length; index++) {
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- var data = parsedNode.ranges[index];
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- node.createAnimationRange(data.name, data.from, data.to);
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- }
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- }
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- };
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- __decorate([
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- BABYLON.serialize()
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- ], Node.prototype, "name", void 0);
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- __decorate([
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- BABYLON.serialize()
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- ], Node.prototype, "id", void 0);
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- __decorate([
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- BABYLON.serialize()
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- ], Node.prototype, "uniqueId", void 0);
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- __decorate([
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- BABYLON.serialize()
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- ], Node.prototype, "state", void 0);
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- return Node;
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- })();
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- BABYLON.Node = Node;
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-})(BABYLON || (BABYLON = {}));
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+var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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+ return c > 3 && r && Object.defineProperty(target, key, r), r;
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+};
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+var BABYLON;
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+(function (BABYLON) {
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+ /**
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+ * Node is the basic class for all scene objects (Mesh, Light Camera).
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+ */
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+ var Node = (function () {
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+ /**
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+ * @constructor
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+ * @param {string} name - the name and id to be given to this node
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+ * @param {BABYLON.Scene} the scene this node will be added to
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+ */
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+ function Node(name, scene) {
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+ this.state = "";
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+ this.animations = new Array();
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+ this._ranges = {};
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+ this._childrenFlag = -1;
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+ this._isEnabled = true;
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+ this._isReady = true;
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+ this._currentRenderId = -1;
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+ this._parentRenderId = -1;
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+ this.name = name;
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+ this.id = name;
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+ this._scene = scene;
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+ this._initCache();
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+ }
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+ Node.prototype.getScene = function () {
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+ return this._scene;
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+ };
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+ Node.prototype.getEngine = function () {
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+ return this._scene.getEngine();
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+ };
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+ // override it in derived class
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+ Node.prototype.getWorldMatrix = function () {
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+ return BABYLON.Matrix.Identity();
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+ };
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+ // override it in derived class if you add new variables to the cache
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+ // and call the parent class method
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+ Node.prototype._initCache = function () {
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+ this._cache = {};
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+ this._cache.parent = undefined;
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+ };
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+ Node.prototype.updateCache = function (force) {
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+ if (!force && this.isSynchronized())
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+ return;
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+ this._cache.parent = this.parent;
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+ this._updateCache();
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+ };
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+ // override it in derived class if you add new variables to the cache
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+ // and call the parent class method if !ignoreParentClass
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+ Node.prototype._updateCache = function (ignoreParentClass) {
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+ };
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+ // override it in derived class if you add new variables to the cache
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+ Node.prototype._isSynchronized = function () {
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+ return true;
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+ };
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+ Node.prototype._markSyncedWithParent = function () {
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+ this._parentRenderId = this.parent._currentRenderId;
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+ };
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+ Node.prototype.isSynchronizedWithParent = function () {
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+ if (!this.parent) {
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+ return true;
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+ }
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+ if (this._parentRenderId !== this.parent._currentRenderId) {
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+ return false;
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+ }
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+ return this.parent.isSynchronized();
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+ };
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+ Node.prototype.isSynchronized = function (updateCache) {
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+ var check = this.hasNewParent();
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+ check = check || !this.isSynchronizedWithParent();
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+ check = check || !this._isSynchronized();
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+ if (updateCache)
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+ this.updateCache(true);
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+ return !check;
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+ };
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+ Node.prototype.hasNewParent = function (update) {
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+ if (this._cache.parent === this.parent)
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+ return false;
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+ if (update)
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+ this._cache.parent = this.parent;
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+ return true;
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+ };
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+ /**
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+ * Is this node ready to be used/rendered
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+ * @return {boolean} is it ready
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+ */
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+ Node.prototype.isReady = function () {
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+ return this._isReady;
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+ };
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+ /**
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|
|
|
+ * Is this node enabled.
|
|
|
|
+ * If the node has a parent and is enabled, the parent will be inspected as well.
|
|
|
|
+ * @return {boolean} whether this node (and its parent) is enabled.
|
|
|
|
+ * @see setEnabled
|
|
|
|
+ */
|
|
|
|
+ Node.prototype.isEnabled = function () {
|
|
|
|
+ if (!this._isEnabled) {
|
|
|
|
+ return false;
|
|
|
|
+ }
|
|
|
|
+ if (this.parent) {
|
|
|
|
+ return this.parent.isEnabled();
|
|
|
|
+ }
|
|
|
|
+ return true;
|
|
|
|
+ };
|
|
|
|
+ /**
|
|
|
|
+ * Set the enabled state of this node.
|
|
|
|
+ * @param {boolean} value - the new enabled state
|
|
|
|
+ * @see isEnabled
|
|
|
|
+ */
|
|
|
|
+ Node.prototype.setEnabled = function (value) {
|
|
|
|
+ this._isEnabled = value;
|
|
|
|
+ };
|
|
|
|
+ /**
|
|
|
|
+ * Is this node a descendant of the given node.
|
|
|
|
+ * The function will iterate up the hierarchy until the ancestor was found or no more parents defined.
|
|
|
|
+ * @param {BABYLON.Node} ancestor - The parent node to inspect
|
|
|
|
+ * @see parent
|
|
|
|
+ */
|
|
|
|
+ Node.prototype.isDescendantOf = function (ancestor) {
|
|
|
|
+ if (this.parent) {
|
|
|
|
+ if (this.parent === ancestor) {
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+ return this.parent.isDescendantOf(ancestor);
|
|
|
|
+ }
|
|
|
|
+ return false;
|
|
|
|
+ };
|
|
|
|
+ /**
|
|
|
|
+ * Evaluate a list of nodes and determine if they should be considered as descendants considering the given criterias
|
|
|
|
+ * @param {BABYLON.Node[]} list the input array of nodes to evaluate
|
|
|
|
+ * @param {BABYLON.Node[]} results the result array containing the nodes matching the given criterias
|
|
|
|
+ * @param {boolean} directDecendantsOnly if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered.
|
|
|
|
+ * @param predicate: an optional predicate that will be called on every evaluated children, the predicate must return true for a given child to be part of the result, otherwise it will be ignored.
|
|
|
|
+ */
|
|
|
|
+ Node.prototype._getDescendants = function (list, results, directDecendantsOnly, predicate) {
|
|
|
|
+ if (directDecendantsOnly === void 0) { directDecendantsOnly = false; }
|
|
|
|
+ for (var index = 0; index < list.length; index++) {
|
|
|
|
+ var item = list[index];
|
|
|
|
+ if (((directDecendantsOnly && item.parent === this) || (!directDecendantsOnly && item.isDescendantOf(this))) && (predicate == null || predicate(item))) {
|
|
|
|
+ results.push(item);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ };
|
|
|
|
+ /**
|
|
|
|
+ * Will return all nodes that have this node as parent.
|
|
|
|
+ * @param {boolean} directDecendantsOnly if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered.
|
|
|
|
+ * @param predicate: an optional predicate that will be called on every evaluated children, the predicate must return true for a given child to be part of the result, otherwise it will be ignored.
|
|
|
|
+ * @return {BABYLON.Node[]} all children nodes of all types.
|
|
|
|
+ */
|
|
|
|
+ Node.prototype.getDescendants = function (directDecendantsOnly, predicate) {
|
|
|
|
+ var results = [];
|
|
|
|
+ this._getDescendants(this._scene.meshes, results, directDecendantsOnly, predicate);
|
|
|
|
+ this._getDescendants(this._scene.lights, results, directDecendantsOnly, predicate);
|
|
|
|
+ this._getDescendants(this._scene.cameras, results, directDecendantsOnly, predicate);
|
|
|
|
+ return results;
|
|
|
|
+ };
|
|
|
|
+ /**
|
|
|
|
+ * @param predicate: an optional predicate that will be called on every evaluated children, the predicate must return true for a given child to be part of the result, otherwise it will be ignored.
|
|
|
|
+ * @Deprecated, legacy support.
|
|
|
|
+ * use getDecendants instead.
|
|
|
|
+ */
|
|
|
|
+ Node.prototype.getChildren = function (predicate) {
|
|
|
|
+ return this.getDescendants(true, predicate);
|
|
|
|
+ };
|
|
|
|
+ /**
|
|
|
|
+ * Get all child-meshes of this node.
|
|
|
|
+ */
|
|
|
|
+ Node.prototype.getChildMeshes = function (directDecendantsOnly, predicate) {
|
|
|
|
+ var results = [];
|
|
|
|
+ this._getDescendants(this._scene.meshes, results, directDecendantsOnly, predicate);
|
|
|
|
+ return results;
|
|
|
|
+ };
|
|
|
|
+ Node.prototype._setReady = function (state) {
|
|
|
|
+ if (state === this._isReady) {
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+ if (!state) {
|
|
|
|
+ this._isReady = false;
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+ this._isReady = true;
|
|
|
|
+ if (this.onReady) {
|
|
|
|
+ this.onReady(this);
|
|
|
|
+ }
|
|
|
|
+ };
|
|
|
|
+ Node.prototype.getAnimationByName = function (name) {
|
|
|
|
+ for (var i = 0; i < this.animations.length; i++) {
|
|
|
|
+ var animation = this.animations[i];
|
|
|
|
+ if (animation.name === name) {
|
|
|
|
+ return animation;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return null;
|
|
|
|
+ };
|
|
|
|
+ Node.prototype.createAnimationRange = function (name, from, to) {
|
|
|
|
+ // check name not already in use
|
|
|
|
+ if (!this._ranges[name]) {
|
|
|
|
+ this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
|
|
|
|
+ for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
|
|
|
|
+ if (this.animations[i]) {
|
|
|
|
+ this.animations[i].createRange(name, from, to);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ };
|
|
|
|
+ Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
|
|
|
|
+ if (deleteFrames === void 0) { deleteFrames = true; }
|
|
|
|
+ for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
|
|
|
|
+ if (this.animations[i]) {
|
|
|
|
+ this.animations[i].deleteRange(name, deleteFrames);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ this._ranges[name] = undefined; // said much faster than 'delete this._range[name]'
|
|
|
|
+ };
|
|
|
|
+ Node.prototype.getAnimationRange = function (name) {
|
|
|
|
+ return this._ranges[name];
|
|
|
|
+ };
|
|
|
|
+ Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
|
|
|
|
+ var range = this.getAnimationRange(name);
|
|
|
|
+ if (!range) {
|
|
|
|
+ return null;
|
|
|
|
+ }
|
|
|
|
+ this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
|
|
|
|
+ };
|
|
|
|
+ Node.prototype.serializeAnimationRanges = function () {
|
|
|
|
+ var serializationRanges = [];
|
|
|
|
+ for (var name in this._ranges) {
|
|
|
|
+ var range = {};
|
|
|
|
+ range.name = name;
|
|
|
|
+ range.from = this._ranges[name].from;
|
|
|
|
+ range.to = this._ranges[name].to;
|
|
|
|
+ serializationRanges.push(range);
|
|
|
|
+ }
|
|
|
|
+ return serializationRanges;
|
|
|
|
+ };
|
|
|
|
+ Node.ParseAnimationRanges = function (node, parsedNode, scene) {
|
|
|
|
+ if (parsedNode.ranges) {
|
|
|
|
+ for (var index = 0; index < parsedNode.ranges.length; index++) {
|
|
|
|
+ var data = parsedNode.ranges[index];
|
|
|
|
+ node.createAnimationRange(data.name, data.from, data.to);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ };
|
|
|
|
+ __decorate([
|
|
|
|
+ BABYLON.serialize()
|
|
|
|
+ ], Node.prototype, "name", void 0);
|
|
|
|
+ __decorate([
|
|
|
|
+ BABYLON.serialize()
|
|
|
|
+ ], Node.prototype, "id", void 0);
|
|
|
|
+ __decorate([
|
|
|
|
+ BABYLON.serialize()
|
|
|
|
+ ], Node.prototype, "uniqueId", void 0);
|
|
|
|
+ __decorate([
|
|
|
|
+ BABYLON.serialize()
|
|
|
|
+ ], Node.prototype, "state", void 0);
|
|
|
|
+ return Node;
|
|
|
|
+ })();
|
|
|
|
+ BABYLON.Node = Node;
|
|
|
|
+})(BABYLON || (BABYLON = {}));
|
|
|
|
+//# sourceMappingURL=babylon.node.js.map
|