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- module BABYLON {
- /**
- * This defines an action responsible to toggle a boolean once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- export class SwitchBooleanAction extends Action {
- /**
- * The path to the boolean property in the target object
- */
- public propertyPath: string;
- private _target: any;
- private _effectiveTarget: any;
- private _property: string;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the object containing the boolean
- * @param propertyPath defines the path to the boolean property in the target object
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition) {
- super(triggerOptions, condition);
- this.propertyPath = propertyPath;
- this._target = this._effectiveTarget = target;
- }
- /** @hidden */
- public _prepare(): void {
- this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
- this._property = this._getProperty(this.propertyPath);
- }
- /**
- * Execute the action toggle the boolean value.
- */
- public execute(): void {
- this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
- }
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- public serialize(parent: any): any {
- return super._serialize({
- name: "SwitchBooleanAction",
- properties: [
- Action._GetTargetProperty(this._target),
- { name: "propertyPath", value: this.propertyPath }
- ]
- }, parent);
- }
- }
- /**
- * This defines an action responsible to set a the state field of the target
- * to a desired value once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- export class SetStateAction extends Action {
- /**
- * The value to store in the state field.
- */
- public value: string;
- private _target: any;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the object containing the state property
- * @param value defines the value to store in the state field
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, value: string, condition?: Condition) {
- super(triggerOptions, condition);
- this.value = value;
- this._target = target;
- }
- /**
- * Execute the action and store the value on the target state property.
- */
- public execute(): void {
- this._target.state = this.value;
- }
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- public serialize(parent: any): any {
- return super._serialize({
- name: "SetStateAction",
- properties: [
- Action._GetTargetProperty(this._target),
- { name: "value", value: this.value }
- ]
- }, parent);
- }
- }
- /**
- * This defines an action responsible to set a property of the target
- * to a desired value once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- export class SetValueAction extends Action {
- /**
- * The path of the property to set in the target.
- */
- public propertyPath: string;
- /**
- * The value to set in the property
- */
- public value: any;
- private _target: any;
- private _effectiveTarget: any;
- private _property: string;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the object containing the property
- * @param propertyPath defines the path of the property to set in the target
- * @param value defines the value to set in the property
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition) {
- super(triggerOptions, condition);
- this.propertyPath = propertyPath;
- this.value = value;
- this._target = this._effectiveTarget = target;
- }
- /** @hidden */
- public _prepare(): void {
- this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
- this._property = this._getProperty(this.propertyPath);
- }
- /**
- * Execute the action and set the targetted property to the desired value.
- */
- public execute(): void {
- this._effectiveTarget[this._property] = this.value;
- if (this._target.markAsDirty) {
- this._target.markAsDirty(this._property);
- }
- }
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- public serialize(parent: any): any {
- return super._serialize({
- name: "SetValueAction",
- properties: [
- Action._GetTargetProperty(this._target),
- { name: "propertyPath", value: this.propertyPath },
- { name: "value", value: Action._SerializeValueAsString(this.value) }
- ]
- }, parent);
- }
- }
- /**
- * This defines an action responsible to increment the target value
- * to a desired value once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- export class IncrementValueAction extends Action {
- /**
- * The path of the property to increment in the target.
- */
- public propertyPath: string;
- /**
- * The value we should increment the property by.
- */
- public value: any;
- private _target: any;
- private _effectiveTarget: any;
- private _property: string;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the object containing the property
- * @param propertyPath defines the path of the property to increment in the target
- * @param value defines the value value we should increment the property by
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition) {
- super(triggerOptions, condition);
- this.propertyPath = propertyPath;
- this.value = value;
- this._target = this._effectiveTarget = target;
- }
- /** @hidden */
- public _prepare(): void {
- this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
- this._property = this._getProperty(this.propertyPath);
- if (typeof this._effectiveTarget[this._property] !== "number") {
- Tools.Warn("Warning: IncrementValueAction can only be used with number values");
- }
- }
- /**
- * Execute the action and increment the target of the value amount.
- */
- public execute(): void {
- this._effectiveTarget[this._property] += this.value;
- if (this._target.markAsDirty) {
- this._target.markAsDirty(this._property);
- }
- }
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- public serialize(parent: any): any {
- return super._serialize({
- name: "IncrementValueAction",
- properties: [
- Action._GetTargetProperty(this._target),
- { name: "propertyPath", value: this.propertyPath },
- { name: "value", value: Action._SerializeValueAsString(this.value) }
- ]
- }, parent);
- }
- }
- /**
- * This defines an action responsible to start an animation once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- export class PlayAnimationAction extends Action {
- /**
- * Where the animation should start (animation frame)
- */
- public from: number;
- /**
- * Where the animation should stop (animation frame)
- */
- public to: number;
- /**
- * Define if the animation should loop or stop after the first play.
- */
- public loop?: boolean;
- private _target: any;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the target animation or animation name
- * @param from defines from where the animation should start (animation frame)
- * @param end defines where the animation should stop (animation frame)
- * @param loop defines if the animation should loop or stop after the first play
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition) {
- super(triggerOptions, condition);
- this.from = from;
- this.to = to;
- this.loop = loop;
- this._target = target;
- }
- /** @hidden */
- public _prepare(): void {
- }
- /**
- * Execute the action and play the animation.
- */
- public execute(): void {
- var scene = this._actionManager.getScene();
- scene.beginAnimation(this._target, this.from, this.to, this.loop);
- }
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- public serialize(parent: any): any {
- return super._serialize({
- name: "PlayAnimationAction",
- properties: [
- Action._GetTargetProperty(this._target),
- { name: "from", value: String(this.from) },
- { name: "to", value: String(this.to) },
- { name: "loop", value: Action._SerializeValueAsString(this.loop) || false }
- ]
- }, parent);
- }
- }
- /**
- * This defines an action responsible to stop an animation once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- export class StopAnimationAction extends Action {
- private _target: any;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the target animation or animation name
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, condition?: Condition) {
- super(triggerOptions, condition);
- this._target = target;
- }
- /** @hidden */
- public _prepare(): void {
- }
- /**
- * Execute the action and stop the animation.
- */
- public execute(): void {
- var scene = this._actionManager.getScene();
- scene.stopAnimation(this._target);
- }
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- public serialize(parent: any): any {
- return super._serialize({
- name: "StopAnimationAction",
- properties: [Action._GetTargetProperty(this._target)]
- }, parent);
- }
- }
- /**
- * This defines an action responsible that does nothing once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- export class DoNothingAction extends Action {
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any = ActionManager.NothingTrigger, condition?: Condition) {
- super(triggerOptions, condition);
- }
- /**
- * Execute the action and do nothing.
- */
- public execute(): void {
- }
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- public serialize(parent: any): any {
- return super._serialize({
- name: "DoNothingAction",
- properties: []
- }, parent);
- }
- }
- /**
- * This defines an action responsible to trigger several actions once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- export class CombineAction extends Action {
- /**
- * The list of aggregated animations to run.
- */
- public children: Action[];
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param children defines the list of aggregated animations to run
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, children: Action[], condition?: Condition) {
- super(triggerOptions, condition);
- this.children = children;
- }
- /** @hidden */
- public _prepare(): void {
- for (var index = 0; index < this.children.length; index++) {
- this.children[index]._actionManager = this._actionManager;
- this.children[index]._prepare();
- }
- }
- /**
- * Execute the action and executes all the aggregated actions.
- */
- public execute(evt: ActionEvent): void {
- for (var index = 0; index < this.children.length; index++) {
- this.children[index].execute(evt);
- }
- }
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- public serialize(parent: any): any {
- var serializationObject = super._serialize({
- name: "CombineAction",
- properties: [],
- combine: []
- }, parent);
- for (var i = 0; i < this.children.length; i++) {
- serializationObject.combine.push(this.children[i].serialize(null));
- }
- return serializationObject;
- }
- }
- /**
- * This defines an action responsible to run code (external event) once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- export class ExecuteCodeAction extends Action {
- /**
- * The callback function to run.
- */
- public func: (evt: ActionEvent) => void;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param func defines the callback function to run
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition) {
- super(triggerOptions, condition);
- this.func = func;
- }
- /**
- * Execute the action and run the attached code.
- */
- public execute(evt: ActionEvent): void {
- this.func(evt);
- }
- }
- /**
- * This defines an action responsible to set the parent property of the target once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- export class SetParentAction extends Action {
- private _parent: any;
- private _target: any;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the target containing the parent property
- * @param parent defines from where the animation should start (animation frame)
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, parent: any, condition?: Condition) {
- super(triggerOptions, condition);
- this._target = target;
- this._parent = parent;
- }
- /** @hidden */
- public _prepare(): void {
- }
- /**
- * Execute the action and set the parent property.
- */
- public execute(): void {
- if (this._target.parent === this._parent) {
- return;
- }
- var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
- invertParentWorldMatrix.invert();
- this._target.position = Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
- this._target.parent = this._parent;
- }
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- public serialize(parent: any): any {
- return super._serialize({
- name: "SetParentAction",
- properties: [
- Action._GetTargetProperty(this._target),
- Action._GetTargetProperty(this._parent),
- ]
- }, parent);
- }
- }
- }
|