import { IEasingFunction, EasingFunction } from "./easing"; import { Vector3, Quaternion, Vector2, Color3, Size, Matrix } from "../Maths/math"; import { Scalar } from "../Maths/math.scalar"; import { Nullable } from "../types"; import { Scene } from "../scene"; import { IAnimatable } from "../Misc/tools"; import { SerializationHelper } from "../Misc/decorators"; import { _TypeStore } from '../Misc/typeStore'; import { IAnimationKey, AnimationKeyInterpolation } from './animationKey'; import { AnimationRange } from './animationRange'; import { AnimationEvent } from './animationEvent'; import { Node } from "../node"; declare type Animatable = import("./animatable").Animatable; declare type RuntimeAnimation = import("./runtimeAnimation").RuntimeAnimation; /** * Class used to store any kind of animation */ export class Animation { /** * Use matrix interpolation instead of using direct key value when animating matrices */ public static AllowMatricesInterpolation = false; /** * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower */ public static AllowMatrixDecomposeForInterpolation = true; /** * Stores the key frames of the animation */ private _keys: Array; /** * Stores the easing function of the animation */ private _easingFunction: IEasingFunction; /** * @hidden Internal use only */ public _runtimeAnimations = new Array(); /** * The set of event that will be linked to this animation */ private _events = new Array(); /** * Stores an array of target property paths */ public targetPropertyPath: string[]; /** * Stores the blending speed of the animation */ public blendingSpeed = 0.01; /** * Stores the animation ranges for the animation */ private _ranges: { [name: string]: Nullable } = {}; /** * @hidden Internal use */ public static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable { var dataType = undefined; if (!isNaN(parseFloat(from)) && isFinite(from)) { dataType = Animation.ANIMATIONTYPE_FLOAT; } else if (from instanceof Quaternion) { dataType = Animation.ANIMATIONTYPE_QUATERNION; } else if (from instanceof Vector3) { dataType = Animation.ANIMATIONTYPE_VECTOR3; } else if (from instanceof Vector2) { dataType = Animation.ANIMATIONTYPE_VECTOR2; } else if (from instanceof Color3) { dataType = Animation.ANIMATIONTYPE_COLOR3; } else if (from instanceof Size) { dataType = Animation.ANIMATIONTYPE_SIZE; } if (dataType == undefined) { return null; } var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode); var keys: Array = [{ frame: 0, value: from }, { frame: totalFrame, value: to }]; animation.setKeys(keys); if (easingFunction !== undefined) { animation.setEasingFunction(easingFunction); } return animation; } /** * Sets up an animation * @param property The property to animate * @param animationType The animation type to apply * @param framePerSecond The frames per second of the animation * @param easingFunction The easing function used in the animation * @returns The created animation */ public static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation { var animation: Animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT); animation.setEasingFunction(easingFunction); return animation; } /** * Create and start an animation on a node * @param name defines the name of the global animation that will be run on all nodes * @param node defines the root node where the animation will take place * @param targetProperty defines property to animate * @param framePerSecond defines the number of frame per second yo use * @param totalFrame defines the number of frames in total * @param from defines the initial value * @param to defines the final value * @param loopMode defines which loop mode you want to use (off by default) * @param easingFunction defines the easing function to use (linear by default) * @param onAnimationEnd defines the callback to call when animation end * @returns the animatable created for this animation */ public static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable { var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction); if (!animation) { return null; } return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd); } /** * Create and start an animation on a node and its descendants * @param name defines the name of the global animation that will be run on all nodes * @param node defines the root node where the animation will take place * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used * @param targetProperty defines property to animate * @param framePerSecond defines the number of frame per second to use * @param totalFrame defines the number of frames in total * @param from defines the initial value * @param to defines the final value * @param loopMode defines which loop mode you want to use (off by default) * @param easingFunction defines the easing function to use (linear by default) * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node) * @returns the list of animatables created for all nodes * @example https://www.babylonjs-playground.com/#MH0VLI */ public static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable { var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction); if (!animation) { return null; } let scene = node.getScene(); return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd); } /** * Creates a new animation, merges it with the existing animations and starts it * @param name Name of the animation * @param node Node which contains the scene that begins the animations * @param targetProperty Specifies which property to animate * @param framePerSecond The frames per second of the animation * @param totalFrame The total number of frames * @param from The frame at the beginning of the animation * @param to The frame at the end of the animation * @param loopMode Specifies the loop mode of the animation * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations * @param onAnimationEnd Callback to run once the animation is complete * @returns Nullable animation */ public static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable { var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction); if (!animation) { return null; } node.animations.push(animation); return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd); } /** * Transition property of an host to the target Value * @param property The property to transition * @param targetValue The target Value of the property * @param host The object where the property to animate belongs * @param scene Scene used to run the animation * @param frameRate Framerate (in frame/s) to use * @param transition The transition type we want to use * @param duration The duration of the animation, in milliseconds * @param onAnimationEnd Callback trigger at the end of the animation * @returns Nullable animation */ public static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd: Nullable<() => void> = null): Nullable { if (duration <= 0) { host[property] = targetValue; if (onAnimationEnd) { onAnimationEnd(); } return null; } var endFrame: number = frameRate * (duration / 1000); transition.setKeys([{ frame: 0, value: host[property].clone ? host[property].clone() : host[property] }, { frame: endFrame, value: targetValue }]); if (!host.animations) { host.animations = []; } host.animations.push(transition); var animation: Animatable = scene.beginAnimation(host, 0, endFrame, false); animation.onAnimationEnd = onAnimationEnd; return animation; } /** * Return the array of runtime animations currently using this animation */ public get runtimeAnimations(): RuntimeAnimation[] { return this._runtimeAnimations; } /** * Specifies if any of the runtime animations are currently running */ public get hasRunningRuntimeAnimations(): boolean { for (var runtimeAnimation of this._runtimeAnimations) { if (!runtimeAnimation.isStopped) { return true; } } return false; } /** * Initializes the animation * @param name Name of the animation * @param targetProperty Property to animate * @param framePerSecond The frames per second of the animation * @param dataType The data type of the animation * @param loopMode The loop mode of the animation * @param enableBlending Specifies if blending should be enabled */ constructor( /**Name of the animation */ public name: string, /**Property to animate */ public targetProperty: string, /**The frames per second of the animation */ public framePerSecond: number, /**The data type of the animation */ public dataType: number, /**The loop mode of the animation */ public loopMode?: number, /**Specifies if blending should be enabled */ public enableBlending?: boolean) { this.targetPropertyPath = targetProperty.split("."); this.dataType = dataType; this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode; } // Methods /** * Converts the animation to a string * @param fullDetails support for multiple levels of logging within scene loading * @returns String form of the animation */ public toString(fullDetails?: boolean): string { var ret = "Name: " + this.name + ", property: " + this.targetProperty; ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType]; ret += ", nKeys: " + (this._keys ? this._keys.length : "none"); ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none"); if (fullDetails) { ret += ", Ranges: {"; var first = true; for (var name in this._ranges) { if (first) { ret += ", "; first = false; } ret += name; } ret += "}"; } return ret; } /** * Add an event to this animation * @param event Event to add */ public addEvent(event: AnimationEvent): void { this._events.push(event); } /** * Remove all events found at the given frame * @param frame The frame to remove events from */ public removeEvents(frame: number): void { for (var index = 0; index < this._events.length; index++) { if (this._events[index].frame === frame) { this._events.splice(index, 1); index--; } } } /** * Retrieves all the events from the animation * @returns Events from the animation */ public getEvents(): AnimationEvent[] { return this._events; } /** * Creates an animation range * @param name Name of the animation range * @param from Starting frame of the animation range * @param to Ending frame of the animation */ public createRange(name: string, from: number, to: number): void { // check name not already in use; could happen for bones after serialized if (!this._ranges[name]) { this._ranges[name] = new AnimationRange(name, from, to); } } /** * Deletes an animation range by name * @param name Name of the animation range to delete * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false) */ public deleteRange(name: string, deleteFrames = true): void { let range = this._ranges[name]; if (!range) { return; } if (deleteFrames) { var from = range.from; var to = range.to; // this loop MUST go high to low for multiple splices to work for (var key = this._keys.length - 1; key >= 0; key--) { if (this._keys[key].frame >= from && this._keys[key].frame <= to) { this._keys.splice(key, 1); } } } this._ranges[name] = null; // said much faster than 'delete this._range[name]' } /** * Gets the animation range by name, or null if not defined * @param name Name of the animation range * @returns Nullable animation range */ public getRange(name: string): Nullable { return this._ranges[name]; } /** * Gets the key frames from the animation * @returns The key frames of the animation */ public getKeys(): Array { return this._keys; } /** * Gets the highest frame rate of the animation * @returns Highest frame rate of the animation */ public getHighestFrame(): number { var ret = 0; for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) { if (ret < this._keys[key].frame) { ret = this._keys[key].frame; } } return ret; } /** * Gets the easing function of the animation * @returns Easing function of the animation */ public getEasingFunction(): IEasingFunction { return this._easingFunction; } /** * Sets the easing function of the animation * @param easingFunction A custom mathematical formula for animation */ public setEasingFunction(easingFunction: EasingFunction): void { this._easingFunction = easingFunction; } /** * Interpolates a scalar linearly * @param startValue Start value of the animation curve * @param endValue End value of the animation curve * @param gradient Scalar amount to interpolate * @returns Interpolated scalar value */ public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number { return Scalar.Lerp(startValue, endValue, gradient); } /** * Interpolates a scalar cubically * @param startValue Start value of the animation curve * @param outTangent End tangent of the animation * @param endValue End value of the animation curve * @param inTangent Start tangent of the animation curve * @param gradient Scalar amount to interpolate * @returns Interpolated scalar value */ public floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number { return Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient); } /** * Interpolates a quaternion using a spherical linear interpolation * @param startValue Start value of the animation curve * @param endValue End value of the animation curve * @param gradient Scalar amount to interpolate * @returns Interpolated quaternion value */ public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion { return Quaternion.Slerp(startValue, endValue, gradient); } /** * Interpolates a quaternion cubically * @param startValue Start value of the animation curve * @param outTangent End tangent of the animation curve * @param endValue End value of the animation curve * @param inTangent Start tangent of the animation curve * @param gradient Scalar amount to interpolate * @returns Interpolated quaternion value */ public quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion { return Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize(); } /** * Interpolates a Vector3 linearl * @param startValue Start value of the animation curve * @param endValue End value of the animation curve * @param gradient Scalar amount to interpolate * @returns Interpolated scalar value */ public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3 { return Vector3.Lerp(startValue, endValue, gradient); } /** * Interpolates a Vector3 cubically * @param startValue Start value of the animation curve * @param outTangent End tangent of the animation * @param endValue End value of the animation curve * @param inTangent Start tangent of the animation curve * @param gradient Scalar amount to interpolate * @returns InterpolatedVector3 value */ public vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3 { return Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient); } /** * Interpolates a Vector2 linearly * @param startValue Start value of the animation curve * @param endValue End value of the animation curve * @param gradient Scalar amount to interpolate * @returns Interpolated Vector2 value */ public vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2 { return Vector2.Lerp(startValue, endValue, gradient); } /** * Interpolates a Vector2 cubically * @param startValue Start value of the animation curve * @param outTangent End tangent of the animation * @param endValue End value of the animation curve * @param inTangent Start tangent of the animation curve * @param gradient Scalar amount to interpolate * @returns Interpolated Vector2 value */ public vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2 { return Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient); } /** * Interpolates a size linearly * @param startValue Start value of the animation curve * @param endValue End value of the animation curve * @param gradient Scalar amount to interpolate * @returns Interpolated Size value */ public sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size { return Size.Lerp(startValue, endValue, gradient); } /** * Interpolates a Color3 linearly * @param startValue Start value of the animation curve * @param endValue End value of the animation curve * @param gradient Scalar amount to interpolate * @returns Interpolated Color3 value */ public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3 { return Color3.Lerp(startValue, endValue, gradient); } /** * @hidden Internal use only */ public _getKeyValue(value: any): any { if (typeof value === "function") { return value(); } return value; } /** * @hidden Internal use only */ public _interpolate(currentFrame: number, repeatCount: number, workValue?: any, loopMode?: number, offsetValue?: any, highLimitValue?: any): any { if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) { return highLimitValue.clone ? highLimitValue.clone() : highLimitValue; } const keys = this._keys; if (keys.length === 1) { return this._getKeyValue(keys[0].value); } // Try to get a hash to find the right key var startKeyIndex = Math.max(0, Math.min(keys.length - 1, Math.floor(keys.length * (currentFrame - keys[0].frame) / (keys[keys.length - 1].frame - keys[0].frame)) - 1)); if (keys[startKeyIndex].frame >= currentFrame) { while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) { startKeyIndex--; } } for (var key = startKeyIndex; key < keys.length; key++) { var endKey = keys[key + 1]; if (endKey.frame >= currentFrame) { var startKey = keys[key]; var startValue = this._getKeyValue(startKey.value); if (startKey.interpolation === AnimationKeyInterpolation.STEP) { return startValue; } var endValue = this._getKeyValue(endKey.value); var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined; var frameDelta = endKey.frame - startKey.frame; // gradient : percent of currentFrame between the frame inf and the frame sup var gradient = (currentFrame - startKey.frame) / frameDelta; // check for easingFunction and correction of gradient let easingFunction = this.getEasingFunction(); if (easingFunction != null) { gradient = easingFunction.ease(gradient); } switch (this.dataType) { // Float case Animation.ANIMATIONTYPE_FLOAT: var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient); switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: return floatValue; case Animation.ANIMATIONLOOPMODE_RELATIVE: return offsetValue * repeatCount + floatValue; } break; // Quaternion case Animation.ANIMATIONTYPE_QUATERNION: var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient); switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: return quatValue; case Animation.ANIMATIONLOOPMODE_RELATIVE: return quatValue.addInPlace(offsetValue.scale(repeatCount)); } return quatValue; // Vector3 case Animation.ANIMATIONTYPE_VECTOR3: var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient); switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: return vec3Value; case Animation.ANIMATIONLOOPMODE_RELATIVE: return vec3Value.add(offsetValue.scale(repeatCount)); } // Vector2 case Animation.ANIMATIONTYPE_VECTOR2: var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient); switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: return vec2Value; case Animation.ANIMATIONLOOPMODE_RELATIVE: return vec2Value.add(offsetValue.scale(repeatCount)); } // Size case Animation.ANIMATIONTYPE_SIZE: switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: return this.sizeInterpolateFunction(startValue, endValue, gradient); case Animation.ANIMATIONLOOPMODE_RELATIVE: return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount)); } // Color3 case Animation.ANIMATIONTYPE_COLOR3: switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: return this.color3InterpolateFunction(startValue, endValue, gradient); case Animation.ANIMATIONLOOPMODE_RELATIVE: return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount)); } // Matrix case Animation.ANIMATIONTYPE_MATRIX: switch (loopMode) { case Animation.ANIMATIONLOOPMODE_CYCLE: case Animation.ANIMATIONLOOPMODE_CONSTANT: if (Animation.AllowMatricesInterpolation) { return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue); } case Animation.ANIMATIONLOOPMODE_RELATIVE: return startValue; } default: break; } break; } } return this._getKeyValue(keys[keys.length - 1].value); } /** * Defines the function to use to interpolate matrices * @param startValue defines the start matrix * @param endValue defines the end matrix * @param gradient defines the gradient between both matrices * @param result defines an optional target matrix where to store the interpolation * @returns the interpolated matrix */ public matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix { if (Animation.AllowMatrixDecomposeForInterpolation) { if (result) { Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result); return result; } return Matrix.DecomposeLerp(startValue, endValue, gradient); } if (result) { Matrix.LerpToRef(startValue, endValue, gradient, result); return result; } return Matrix.Lerp(startValue, endValue, gradient); } /** * Makes a copy of the animation * @returns Cloned animation */ public clone(): Animation { var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode); clone.enableBlending = this.enableBlending; clone.blendingSpeed = this.blendingSpeed; if (this._keys) { clone.setKeys(this._keys); } if (this._ranges) { clone._ranges = {}; for (var name in this._ranges) { let range = this._ranges[name]; if (!range) { continue; } clone._ranges[name] = range.clone(); } } return clone; } /** * Sets the key frames of the animation * @param values The animation key frames to set */ public setKeys(values: Array): void { this._keys = values.slice(0); } /** * Serializes the animation to an object * @returns Serialized object */ public serialize(): any { var serializationObject: any = {}; serializationObject.name = this.name; serializationObject.property = this.targetProperty; serializationObject.framePerSecond = this.framePerSecond; serializationObject.dataType = this.dataType; serializationObject.loopBehavior = this.loopMode; serializationObject.enableBlending = this.enableBlending; serializationObject.blendingSpeed = this.blendingSpeed; var dataType = this.dataType; serializationObject.keys = []; var keys = this.getKeys(); for (var index = 0; index < keys.length; index++) { var animationKey = keys[index]; var key: any = {}; key.frame = animationKey.frame; switch (dataType) { case Animation.ANIMATIONTYPE_FLOAT: key.values = [animationKey.value]; break; case Animation.ANIMATIONTYPE_QUATERNION: case Animation.ANIMATIONTYPE_MATRIX: case Animation.ANIMATIONTYPE_VECTOR3: case Animation.ANIMATIONTYPE_COLOR3: key.values = animationKey.value.asArray(); break; } serializationObject.keys.push(key); } serializationObject.ranges = []; for (var name in this._ranges) { let source = this._ranges[name]; if (!source) { continue; } var range: any = {}; range.name = name; range.from = source.from; range.to = source.to; serializationObject.ranges.push(range); } return serializationObject; } // Statics /** * Float animation type */ private static _ANIMATIONTYPE_FLOAT = 0; /** * Vector3 animation type */ private static _ANIMATIONTYPE_VECTOR3 = 1; /** * Quaternion animation type */ private static _ANIMATIONTYPE_QUATERNION = 2; /** * Matrix animation type */ private static _ANIMATIONTYPE_MATRIX = 3; /** * Color3 animation type */ private static _ANIMATIONTYPE_COLOR3 = 4; /** * Vector2 animation type */ private static _ANIMATIONTYPE_VECTOR2 = 5; /** * Size animation type */ private static _ANIMATIONTYPE_SIZE = 6; /** * Relative Loop Mode */ private static _ANIMATIONLOOPMODE_RELATIVE = 0; /** * Cycle Loop Mode */ private static _ANIMATIONLOOPMODE_CYCLE = 1; /** * Constant Loop Mode */ private static _ANIMATIONLOOPMODE_CONSTANT = 2; /** * Get the float animation type */ public static get ANIMATIONTYPE_FLOAT(): number { return Animation._ANIMATIONTYPE_FLOAT; } /** * Get the Vector3 animation type */ public static get ANIMATIONTYPE_VECTOR3(): number { return Animation._ANIMATIONTYPE_VECTOR3; } /** * Get the Vector2 animation type */ public static get ANIMATIONTYPE_VECTOR2(): number { return Animation._ANIMATIONTYPE_VECTOR2; } /** * Get the Size animation type */ public static get ANIMATIONTYPE_SIZE(): number { return Animation._ANIMATIONTYPE_SIZE; } /** * Get the Quaternion animation type */ public static get ANIMATIONTYPE_QUATERNION(): number { return Animation._ANIMATIONTYPE_QUATERNION; } /** * Get the Matrix animation type */ public static get ANIMATIONTYPE_MATRIX(): number { return Animation._ANIMATIONTYPE_MATRIX; } /** * Get the Color3 animation type */ public static get ANIMATIONTYPE_COLOR3(): number { return Animation._ANIMATIONTYPE_COLOR3; } /** * Get the Relative Loop Mode */ public static get ANIMATIONLOOPMODE_RELATIVE(): number { return Animation._ANIMATIONLOOPMODE_RELATIVE; } /** * Get the Cycle Loop Mode */ public static get ANIMATIONLOOPMODE_CYCLE(): number { return Animation._ANIMATIONLOOPMODE_CYCLE; } /** * Get the Constant Loop Mode */ public static get ANIMATIONLOOPMODE_CONSTANT(): number { return Animation._ANIMATIONLOOPMODE_CONSTANT; } /** @hidden */ public static _UniversalLerp(left: any, right: any, amount: number): any { let constructor = left.constructor; if (constructor.Lerp) { // Lerp supported return constructor.Lerp(left, right, amount); } else if (constructor.Slerp) { // Slerp supported return constructor.Slerp(left, right, amount); } else if (left.toFixed) { // Number return left * (1.0 - amount) + amount * right; } else { // Blending not supported return right; } } /** * Parses an animation object and creates an animation * @param parsedAnimation Parsed animation object * @returns Animation object */ public static Parse(parsedAnimation: any): Animation { var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior); var dataType = parsedAnimation.dataType; var keys: Array = []; var data; var index: number; if (parsedAnimation.enableBlending) { animation.enableBlending = parsedAnimation.enableBlending; } if (parsedAnimation.blendingSpeed) { animation.blendingSpeed = parsedAnimation.blendingSpeed; } for (index = 0; index < parsedAnimation.keys.length; index++) { var key = parsedAnimation.keys[index]; var inTangent: any; var outTangent: any; switch (dataType) { case Animation.ANIMATIONTYPE_FLOAT: data = key.values[0]; if (key.values.length >= 1) { inTangent = key.values[1]; } if (key.values.length >= 2) { outTangent = key.values[2]; } break; case Animation.ANIMATIONTYPE_QUATERNION: data = Quaternion.FromArray(key.values); if (key.values.length >= 8) { var _inTangent = Quaternion.FromArray(key.values.slice(4, 8)); if (!_inTangent.equals(Quaternion.Zero())) { inTangent = _inTangent; } } if (key.values.length >= 12) { var _outTangent = Quaternion.FromArray(key.values.slice(8, 12)); if (!_outTangent.equals(Quaternion.Zero())) { outTangent = _outTangent; } } break; case Animation.ANIMATIONTYPE_MATRIX: data = Matrix.FromArray(key.values); break; case Animation.ANIMATIONTYPE_COLOR3: data = Color3.FromArray(key.values); break; case Animation.ANIMATIONTYPE_VECTOR3: default: data = Vector3.FromArray(key.values); break; } var keyData: any = {}; keyData.frame = key.frame; keyData.value = data; if (inTangent != undefined) { keyData.inTangent = inTangent; } if (outTangent != undefined) { keyData.outTangent = outTangent; } keys.push(keyData); } animation.setKeys(keys); if (parsedAnimation.ranges) { for (index = 0; index < parsedAnimation.ranges.length; index++) { data = parsedAnimation.ranges[index]; animation.createRange(data.name, data.from, data.to); } } return animation; } /** * Appends the serialized animations from the source animations * @param source Source containing the animations * @param destination Target to store the animations */ public static AppendSerializedAnimations(source: IAnimatable, destination: any): void { SerializationHelper.AppendSerializedAnimations(source, destination); } } _TypeStore.RegisteredTypes["BABYLON.Animation"] = Animation; Node._AnimationRangeFactory = (name: string, from: number, to: number) => new AnimationRange(name, from, to);