import { PropertyBinding } from './PropertyBinding.js'; import * as MathUtils from '../math/MathUtils.js'; /** * * A group of objects that receives a shared animation state. * * Usage: * * - Add objects you would otherwise pass as 'root' to the * constructor or the .clipAction method of AnimationMixer. * * - Instead pass this object as 'root'. * * - You can also add and remove objects later when the mixer * is running. * * Note: * * Objects of this class appear as one object to the mixer, * so cache control of the individual objects must be done * on the group. * * Limitation: * * - The animated properties must be compatible among the * all objects in the group. * * - A single property can either be controlled through a * target group or directly, but not both. */ class AnimationObjectGroup { constructor() { this.uuid = MathUtils.generateUUID(); // cached objects followed by the active ones this._objects = Array.prototype.slice.call(arguments); this.nCachedObjects_ = 0; // threshold // note: read by PropertyBinding.Composite const indices = {}; this._indicesByUUID = indices; // for bookkeeping for (let i = 0, n = arguments.length; i !== n; ++i) { indices[arguments[i].uuid] = i; } this._paths = []; // inside: string this._parsedPaths = []; // inside: { we don't care, here } this._bindings = []; // inside: Array< PropertyBinding > this._bindingsIndicesByPath = {}; // inside: indices in these arrays const scope = this; this.stats = { objects: { get total() { return scope._objects.length; }, get inUse() { return this.total - scope.nCachedObjects_; }, }, get bindingsPerObject() { return scope._bindings.length; }, }; } add() { const objects = this._objects, indicesByUUID = this._indicesByUUID, paths = this._paths, parsedPaths = this._parsedPaths, bindings = this._bindings, nBindings = bindings.length; let knownObject = undefined, nObjects = objects.length, nCachedObjects = this.nCachedObjects_; for (let i = 0, n = arguments.length; i !== n; ++i) { const object = arguments[i], uuid = object.uuid; let index = indicesByUUID[uuid]; if (index === undefined) { // unknown object -> add it to the ACTIVE region index = nObjects++; indicesByUUID[uuid] = index; objects.push(object); // accounting is done, now do the same for all bindings for (let j = 0, m = nBindings; j !== m; ++j) { bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j])); } } else if (index < nCachedObjects) { knownObject = objects[index]; // move existing object to the ACTIVE region const firstActiveIndex = --nCachedObjects, lastCachedObject = objects[firstActiveIndex]; indicesByUUID[lastCachedObject.uuid] = index; objects[index] = lastCachedObject; indicesByUUID[uuid] = firstActiveIndex; objects[firstActiveIndex] = object; // accounting is done, now do the same for all bindings for (let j = 0, m = nBindings; j !== m; ++j) { const bindingsForPath = bindings[j], lastCached = bindingsForPath[firstActiveIndex]; let binding = bindingsForPath[index]; bindingsForPath[index] = lastCached; if (binding === undefined) { // since we do not bother to create new bindings // for objects that are cached, the binding may // or may not exist binding = new PropertyBinding(object, paths[j], parsedPaths[j]); } bindingsForPath[firstActiveIndex] = binding; } } else if (objects[index] !== knownObject) { console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); } // else the object is already where we want it to be } // for arguments this.nCachedObjects_ = nCachedObjects; } remove() { const objects = this._objects, indicesByUUID = this._indicesByUUID, bindings = this._bindings, nBindings = bindings.length; let nCachedObjects = this.nCachedObjects_; for (let i = 0, n = arguments.length; i !== n; ++i) { const object = arguments[i], uuid = object.uuid, index = indicesByUUID[uuid]; if (index !== undefined && index >= nCachedObjects) { // move existing object into the CACHED region const lastCachedIndex = nCachedObjects++, firstActiveObject = objects[lastCachedIndex]; indicesByUUID[firstActiveObject.uuid] = index; objects[index] = firstActiveObject; indicesByUUID[uuid] = lastCachedIndex; objects[lastCachedIndex] = object; // accounting is done, now do the same for all bindings for (let j = 0, m = nBindings; j !== m; ++j) { const bindingsForPath = bindings[j], firstActive = bindingsForPath[lastCachedIndex], binding = bindingsForPath[index]; bindingsForPath[index] = firstActive; bindingsForPath[lastCachedIndex] = binding; } } } // for arguments this.nCachedObjects_ = nCachedObjects; } // remove & forget uncache() { const objects = this._objects, indicesByUUID = this._indicesByUUID, bindings = this._bindings, nBindings = bindings.length; let nCachedObjects = this.nCachedObjects_, nObjects = objects.length; for (let i = 0, n = arguments.length; i !== n; ++i) { const object = arguments[i], uuid = object.uuid, index = indicesByUUID[uuid]; if (index !== undefined) { delete indicesByUUID[uuid]; if (index < nCachedObjects) { // object is cached, shrink the CACHED region const firstActiveIndex = --nCachedObjects, lastCachedObject = objects[firstActiveIndex], lastIndex = --nObjects, lastObject = objects[lastIndex]; // last cached object takes this object's place indicesByUUID[lastCachedObject.uuid] = index; objects[index] = lastCachedObject; // last object goes to the activated slot and pop indicesByUUID[lastObject.uuid] = firstActiveIndex; objects[firstActiveIndex] = lastObject; objects.pop(); // accounting is done, now do the same for all bindings for (let j = 0, m = nBindings; j !== m; ++j) { const bindingsForPath = bindings[j], lastCached = bindingsForPath[firstActiveIndex], last = bindingsForPath[lastIndex]; bindingsForPath[index] = lastCached; bindingsForPath[firstActiveIndex] = last; bindingsForPath.pop(); } } else { // object is active, just swap with the last and pop const lastIndex = --nObjects, lastObject = objects[lastIndex]; if (lastIndex > 0) { indicesByUUID[lastObject.uuid] = index; } objects[index] = lastObject; objects.pop(); // accounting is done, now do the same for all bindings for (let j = 0, m = nBindings; j !== m; ++j) { const bindingsForPath = bindings[j]; bindingsForPath[index] = bindingsForPath[lastIndex]; bindingsForPath.pop(); } } // cached or active } // if object is known } // for arguments this.nCachedObjects_ = nCachedObjects; } // Internal interface used by befriended PropertyBinding.Composite: subscribe_(path, parsedPath) { // returns an array of bindings for the given path that is changed // according to the contained objects in the group const indicesByPath = this._bindingsIndicesByPath; let index = indicesByPath[path]; const bindings = this._bindings; if (index !== undefined) return bindings[index]; const paths = this._paths, parsedPaths = this._parsedPaths, objects = this._objects, nObjects = objects.length, nCachedObjects = this.nCachedObjects_, bindingsForPath = new Array(nObjects); index = bindings.length; indicesByPath[path] = index; paths.push(path); parsedPaths.push(parsedPath); bindings.push(bindingsForPath); for (let i = nCachedObjects, n = objects.length; i !== n; ++i) { const object = objects[i]; bindingsForPath[i] = new PropertyBinding(object, path, parsedPath); } return bindingsForPath; } unsubscribe_(path) { // tells the group to forget about a property path and no longer // update the array previously obtained with 'subscribe_' const indicesByPath = this._bindingsIndicesByPath, index = indicesByPath[path]; if (index !== undefined) { const paths = this._paths, parsedPaths = this._parsedPaths, bindings = this._bindings, lastBindingsIndex = bindings.length - 1, lastBindings = bindings[lastBindingsIndex], lastBindingsPath = path[lastBindingsIndex]; indicesByPath[lastBindingsPath] = index; bindings[index] = lastBindings; bindings.pop(); parsedPaths[index] = parsedPaths[lastBindingsIndex]; parsedPaths.pop(); paths[index] = paths[lastBindingsIndex]; paths.pop(); } } } AnimationObjectGroup.prototype.isAnimationObjectGroup = true; export { AnimationObjectGroup };