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- var BABYLON;
- (function (BABYLON) {
- var AnimationRange = (function () {
- function AnimationRange(name, from, to) {
- this.name = name;
- this.from = from;
- this.to = to;
- }
- return AnimationRange;
- })();
- BABYLON.AnimationRange = AnimationRange;
- /**
- * Composed of a frame, and an action function
- */
- var AnimationEvent = (function () {
- function AnimationEvent(frame, action, onlyOnce) {
- this.frame = frame;
- this.action = action;
- this.onlyOnce = onlyOnce;
- this.isDone = false;
- }
- return AnimationEvent;
- })();
- BABYLON.AnimationEvent = AnimationEvent;
- var Animation = (function () {
- function Animation(name, targetProperty, framePerSecond, dataType, loopMode) {
- this.name = name;
- this.targetProperty = targetProperty;
- this.framePerSecond = framePerSecond;
- this.dataType = dataType;
- this.loopMode = loopMode;
- this._offsetsCache = {};
- this._highLimitsCache = {};
- this._stopped = false;
- // The set of event that will be linked to this animation
- this._events = new Array();
- this.allowMatricesInterpolation = false;
- this._ranges = {};
- this.targetPropertyPath = targetProperty.split(".");
- this.dataType = dataType;
- this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
- }
- Animation._PrepareAnimation = function (targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
- var dataType = undefined;
- if (!isNaN(parseFloat(from)) && isFinite(from)) {
- dataType = Animation.ANIMATIONTYPE_FLOAT;
- }
- else if (from instanceof BABYLON.Quaternion) {
- dataType = Animation.ANIMATIONTYPE_QUATERNION;
- }
- else if (from instanceof BABYLON.Vector3) {
- dataType = Animation.ANIMATIONTYPE_VECTOR3;
- }
- else if (from instanceof BABYLON.Vector2) {
- dataType = Animation.ANIMATIONTYPE_VECTOR2;
- }
- else if (from instanceof BABYLON.Color3) {
- dataType = Animation.ANIMATIONTYPE_COLOR3;
- }
- if (dataType == undefined) {
- return null;
- }
- var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
- var keys = [];
- keys.push({ frame: 0, value: from });
- keys.push({ frame: totalFrame, value: to });
- animation.setKeys(keys);
- if (easingFunction !== undefined) {
- animation.setEasingFunction(easingFunction);
- }
- return animation;
- };
- Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
- var animation = Animation._PrepareAnimation(targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
- return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
- };
- Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
- var animation = Animation._PrepareAnimation(targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
- node.animations.push(animation);
- return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
- };
- // Methods
- /**
- * Add an event to this animation.
- */
- Animation.prototype.addEvent = function (event) {
- this._events.push(event);
- };
- /**
- * Remove all events found at the given frame
- * @param frame
- */
- Animation.prototype.removeEvents = function (frame) {
- for (var index = 0; index < this._events.length; index++) {
- if (this._events[index].frame === frame) {
- this._events.splice(index, 1);
- index--;
- }
- }
- };
- Animation.prototype.createRange = function (name, from, to) {
- // check name not already in use; could happen for bones after serialized
- if (!this._ranges[name]) {
- this._ranges[name] = new AnimationRange(name, from, to);
- }
- };
- Animation.prototype.deleteRange = function (name, deleteFrames) {
- if (deleteFrames === void 0) { deleteFrames = true; }
- if (this._ranges[name]) {
- if (deleteFrames) {
- var from = this._ranges[name].from;
- var to = this._ranges[name].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] = undefined; // said much faster than 'delete this._range[name]'
- }
- };
- Animation.prototype.getRange = function (name) {
- return this._ranges[name];
- };
- Animation.prototype.reset = function () {
- this._offsetsCache = {};
- this._highLimitsCache = {};
- this.currentFrame = 0;
- };
- Animation.prototype.isStopped = function () {
- return this._stopped;
- };
- Animation.prototype.getKeys = function () {
- return this._keys;
- };
- Animation.prototype.getHighestFrame = function () {
- 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;
- };
- Animation.prototype.getEasingFunction = function () {
- return this._easingFunction;
- };
- Animation.prototype.setEasingFunction = function (easingFunction) {
- this._easingFunction = easingFunction;
- };
- Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
- return startValue + (endValue - startValue) * gradient;
- };
- Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
- return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
- };
- Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
- return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
- };
- Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
- return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
- };
- Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
- return BABYLON.Color3.Lerp(startValue, endValue, gradient);
- };
- Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient) {
- return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
- };
- Animation.prototype.clone = function () {
- var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
- if (this._keys) {
- clone.setKeys(this._keys);
- }
- return clone;
- };
- Animation.prototype.setKeys = function (values) {
- this._keys = values.slice(0);
- this._offsetsCache = {};
- this._highLimitsCache = {};
- };
- Animation.prototype._getKeyValue = function (value) {
- if (typeof value === "function") {
- return value();
- }
- return value;
- };
- Animation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
- if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
- return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
- }
- this.currentFrame = currentFrame;
- // Try to get a hash to find the right key
- var startKey = Math.max(0, Math.min(this._keys.length - 1, Math.floor(this._keys.length * (currentFrame - this._keys[0].frame) / (this._keys[this._keys.length - 1].frame - this._keys[0].frame)) - 1));
- if (this._keys[startKey].frame >= currentFrame) {
- while (startKey - 1 >= 0 && this._keys[startKey].frame >= currentFrame) {
- startKey--;
- }
- }
- for (var key = startKey; key < this._keys.length; key++) {
- if (this._keys[key + 1].frame >= currentFrame) {
- var startValue = this._getKeyValue(this._keys[key].value);
- var endValue = this._getKeyValue(this._keys[key + 1].value);
- // gradient : percent of currentFrame between the frame inf and the frame sup
- var gradient = (currentFrame - this._keys[key].frame) / (this._keys[key + 1].frame - this._keys[key].frame);
- // check for easingFunction and correction of gradient
- if (this._easingFunction != null) {
- gradient = this._easingFunction.ease(gradient);
- }
- switch (this.dataType) {
- // Float
- case Animation.ANIMATIONTYPE_FLOAT:
- switch (loopMode) {
- case Animation.ANIMATIONLOOPMODE_CYCLE:
- case Animation.ANIMATIONLOOPMODE_CONSTANT:
- return this.floatInterpolateFunction(startValue, endValue, gradient);
- case Animation.ANIMATIONLOOPMODE_RELATIVE:
- return offsetValue * repeatCount + this.floatInterpolateFunction(startValue, endValue, gradient);
- }
- break;
- // Quaternion
- case Animation.ANIMATIONTYPE_QUATERNION:
- var quaternion = null;
- switch (loopMode) {
- case Animation.ANIMATIONLOOPMODE_CYCLE:
- case Animation.ANIMATIONLOOPMODE_CONSTANT:
- quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient);
- break;
- case Animation.ANIMATIONLOOPMODE_RELATIVE:
- quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
- break;
- }
- return quaternion;
- // Vector3
- case Animation.ANIMATIONTYPE_VECTOR3:
- switch (loopMode) {
- case Animation.ANIMATIONLOOPMODE_CYCLE:
- case Animation.ANIMATIONLOOPMODE_CONSTANT:
- return this.vector3InterpolateFunction(startValue, endValue, gradient);
- case Animation.ANIMATIONLOOPMODE_RELATIVE:
- return this.vector3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
- }
- // Vector2
- case Animation.ANIMATIONTYPE_VECTOR2:
- switch (loopMode) {
- case Animation.ANIMATIONLOOPMODE_CYCLE:
- case Animation.ANIMATIONLOOPMODE_CONSTANT:
- return this.vector2InterpolateFunction(startValue, endValue, gradient);
- case Animation.ANIMATIONLOOPMODE_RELATIVE:
- return this.vector2InterpolateFunction(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 (this.allowMatricesInterpolation) {
- return this.matrixInterpolateFunction(startValue, endValue, gradient);
- }
- case Animation.ANIMATIONLOOPMODE_RELATIVE:
- return startValue;
- }
- default:
- break;
- }
- break;
- }
- }
- return this._getKeyValue(this._keys[this._keys.length - 1].value);
- };
- Animation.prototype.setValue = function (currentValue) {
- // Set value
- if (this.targetPropertyPath.length > 1) {
- var property = this._target[this.targetPropertyPath[0]];
- for (var index = 1; index < this.targetPropertyPath.length - 1; index++) {
- property = property[this.targetPropertyPath[index]];
- }
- property[this.targetPropertyPath[this.targetPropertyPath.length - 1]] = currentValue;
- }
- else {
- this._target[this.targetPropertyPath[0]] = currentValue;
- }
- if (this._target.markAsDirty) {
- this._target.markAsDirty(this.targetProperty);
- }
- };
- Animation.prototype.goToFrame = function (frame) {
- if (frame < this._keys[0].frame) {
- frame = this._keys[0].frame;
- }
- else if (frame > this._keys[this._keys.length - 1].frame) {
- frame = this._keys[this._keys.length - 1].frame;
- }
- var currentValue = this._interpolate(frame, 0, this.loopMode);
- this.setValue(currentValue);
- };
- Animation.prototype.animate = function (delay, from, to, loop, speedRatio) {
- if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) {
- this._stopped = true;
- return false;
- }
- var returnValue = true;
- // Adding a start key at frame 0 if missing
- if (this._keys[0].frame !== 0) {
- var newKey = { frame: 0, value: this._keys[0].value };
- this._keys.splice(0, 0, newKey);
- }
- // Check limits
- if (from < this._keys[0].frame || from > this._keys[this._keys.length - 1].frame) {
- from = this._keys[0].frame;
- }
- if (to < this._keys[0].frame || to > this._keys[this._keys.length - 1].frame) {
- to = this._keys[this._keys.length - 1].frame;
- }
- // Compute ratio
- var range = to - from;
- var offsetValue;
- // ratio represents the frame delta between from and to
- var ratio = delay * (this.framePerSecond * speedRatio) / 1000.0;
- var highLimitValue = 0;
- if (ratio > range && !loop) {
- returnValue = false;
- highLimitValue = this._getKeyValue(this._keys[this._keys.length - 1].value);
- }
- else {
- // Get max value if required
- if (this.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {
- var keyOffset = to.toString() + from.toString();
- if (!this._offsetsCache[keyOffset]) {
- var fromValue = this._interpolate(from, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
- var toValue = this._interpolate(to, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
- switch (this.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);
- // Vector2
- case Animation.ANIMATIONTYPE_VECTOR2:
- this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
- // Color3
- case Animation.ANIMATIONTYPE_COLOR3:
- this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
- default:
- break;
- }
- this._highLimitsCache[keyOffset] = toValue;
- }
- highLimitValue = this._highLimitsCache[keyOffset];
- offsetValue = this._offsetsCache[keyOffset];
- }
- }
- if (offsetValue === undefined) {
- switch (this.dataType) {
- // Float
- case Animation.ANIMATIONTYPE_FLOAT:
- offsetValue = 0;
- break;
- // Quaternion
- case Animation.ANIMATIONTYPE_QUATERNION:
- offsetValue = new BABYLON.Quaternion(0, 0, 0, 0);
- break;
- // Vector3
- case Animation.ANIMATIONTYPE_VECTOR3:
- offsetValue = BABYLON.Vector3.Zero();
- break;
- // Vector2
- case Animation.ANIMATIONTYPE_VECTOR2:
- offsetValue = BABYLON.Vector2.Zero();
- break;
- // Color3
- case Animation.ANIMATIONTYPE_COLOR3:
- offsetValue = BABYLON.Color3.Black();
- }
- }
- // Compute value
- var repeatCount = (ratio / range) >> 0;
- var currentFrame = returnValue ? from + ratio % range : to;
- var currentValue = this._interpolate(currentFrame, repeatCount, this.loopMode, offsetValue, highLimitValue);
- // Check events
- for (var index = 0; index < this._events.length; index++) {
- if (currentFrame >= this._events[index].frame) {
- var event = this._events[index];
- if (!event.isDone) {
- // If event should be done only once, remove it.
- if (event.onlyOnce) {
- this._events.splice(index, 1);
- index--;
- }
- event.isDone = true;
- event.action();
- } // Don't do anything if the event has already be done.
- }
- else if (this._events[index].isDone && !this._events[index].onlyOnce) {
- // reset event, the animation is looping
- this._events[index].isDone = false;
- }
- }
- // Set value
- this.setValue(currentValue);
- if (!returnValue) {
- this._stopped = true;
- }
- return returnValue;
- };
- Animation.prototype.serialize = function () {
- var serializationObject = {};
- serializationObject.name = this.name;
- serializationObject.property = this.targetProperty;
- serializationObject.framePerSecond = this.framePerSecond;
- serializationObject.dataType = this.dataType;
- serializationObject.loopBehavior = this.loopMode;
- var dataType = this.dataType;
- serializationObject.keys = [];
- var keys = this.getKeys();
- for (var index = 0; index < keys.length; index++) {
- var animationKey = keys[index];
- var key = {};
- 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) {
- var range = {};
- range.name = name;
- range.from = this._ranges[name].from;
- range.to = this._ranges[name].to;
- serializationObject.ranges.push(range);
- }
- return serializationObject;
- };
- Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
- get: function () {
- return Animation._ANIMATIONTYPE_FLOAT;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
- get: function () {
- return Animation._ANIMATIONTYPE_VECTOR3;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
- get: function () {
- return Animation._ANIMATIONTYPE_VECTOR2;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
- get: function () {
- return Animation._ANIMATIONTYPE_QUATERNION;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
- get: function () {
- return Animation._ANIMATIONTYPE_MATRIX;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
- get: function () {
- return Animation._ANIMATIONTYPE_COLOR3;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
- get: function () {
- return Animation._ANIMATIONLOOPMODE_RELATIVE;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
- get: function () {
- return Animation._ANIMATIONLOOPMODE_CYCLE;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
- get: function () {
- return Animation._ANIMATIONLOOPMODE_CONSTANT;
- },
- enumerable: true,
- configurable: true
- });
- Animation.Parse = function (parsedAnimation) {
- var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
- var dataType = parsedAnimation.dataType;
- var keys = [];
- for (var index = 0; index < parsedAnimation.keys.length; index++) {
- var key = parsedAnimation.keys[index];
- var data;
- switch (dataType) {
- case Animation.ANIMATIONTYPE_FLOAT:
- data = key.values[0];
- break;
- case Animation.ANIMATIONTYPE_QUATERNION:
- data = BABYLON.Quaternion.FromArray(key.values);
- break;
- case Animation.ANIMATIONTYPE_MATRIX:
- data = BABYLON.Matrix.FromArray(key.values);
- break;
- case Animation.ANIMATIONTYPE_COLOR3:
- data = BABYLON.Color3.FromArray(key.values);
- break;
- case Animation.ANIMATIONTYPE_VECTOR3:
- default:
- data = BABYLON.Vector3.FromArray(key.values);
- break;
- }
- keys.push({
- frame: key.frame,
- value: data
- });
- }
- animation.setKeys(keys);
- if (parsedAnimation.ranges) {
- for (var index = 0; index < parsedAnimation.ranges.length; index++) {
- data = parsedAnimation.ranges[index];
- animation.createRange(data.name, data.from, data.to);
- }
- }
- return animation;
- };
- Animation.AppendSerializedAnimations = function (source, destination) {
- if (source.animations) {
- destination.animations = [];
- for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
- var animation = source.animations[animationIndex];
- destination.animations.push(animation.serialize());
- }
- }
- };
- // Statics
- Animation._ANIMATIONTYPE_FLOAT = 0;
- Animation._ANIMATIONTYPE_VECTOR3 = 1;
- Animation._ANIMATIONTYPE_QUATERNION = 2;
- Animation._ANIMATIONTYPE_MATRIX = 3;
- Animation._ANIMATIONTYPE_COLOR3 = 4;
- Animation._ANIMATIONTYPE_VECTOR2 = 5;
- Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
- Animation._ANIMATIONLOOPMODE_CYCLE = 1;
- Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
- return Animation;
- })();
- BABYLON.Animation = Animation;
- })(BABYLON || (BABYLON = {}));
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