// luma.gl // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors let channelHandles = 1; let animationHandles = 1; export class Timeline { time = 0; channels = new Map(); animations = new Map(); playing = false; lastEngineTime = -1; constructor() { } addChannel(props) { const { delay = 0, duration = Number.POSITIVE_INFINITY, rate = 1, repeat = 1 } = props; const channelId = channelHandles++; const channel = { time: 0, delay, duration, rate, repeat }; this._setChannelTime(channel, this.time); this.channels.set(channelId, channel); return channelId; } removeChannel(channelId) { this.channels.delete(channelId); for (const [animationHandle, animation] of this.animations) { if (animation.channel === channelId) { this.detachAnimation(animationHandle); } } } isFinished(channelId) { const channel = this.channels.get(channelId); if (channel === undefined) { return false; } return this.time >= channel.delay + channel.duration * channel.repeat; } getTime(channelId) { if (channelId === undefined) { return this.time; } const channel = this.channels.get(channelId); if (channel === undefined) { return -1; } return channel.time; } setTime(time) { this.time = Math.max(0, time); const channels = this.channels.values(); for (const channel of channels) { this._setChannelTime(channel, this.time); } const animations = this.animations.values(); for (const animationData of animations) { const { animation, channel } = animationData; animation.setTime(this.getTime(channel)); } } play() { this.playing = true; } pause() { this.playing = false; this.lastEngineTime = -1; } reset() { this.setTime(0); } attachAnimation(animation, channelHandle) { const animationHandle = animationHandles++; this.animations.set(animationHandle, { animation, channel: channelHandle }); animation.setTime(this.getTime(channelHandle)); return animationHandle; } detachAnimation(channelId) { this.animations.delete(channelId); } update(engineTime) { if (this.playing) { if (this.lastEngineTime === -1) { this.lastEngineTime = engineTime; } this.setTime(this.time + (engineTime - this.lastEngineTime)); this.lastEngineTime = engineTime; } } _setChannelTime(channel, time) { const offsetTime = time - channel.delay; const totalDuration = channel.duration * channel.repeat; // Note(Tarek): Don't loop on final repeat. if (offsetTime >= totalDuration) { channel.time = channel.duration * channel.rate; } else { channel.time = Math.max(0, offsetTime) % channel.duration; channel.time *= channel.rate; } } }