@needle-tools/engine 3.28.6-beta → 3.28.7-beta.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (848) hide show
  1. package/CHANGELOG.md +2259 -2253
  2. package/LICENSE.md +10 -10
  3. package/README.md +52 -52
  4. package/dist/needle-engine.js +7 -10
  5. package/dist/needle-engine.light.js +7 -10
  6. package/dist/needle-engine.light.min.js +7 -10
  7. package/dist/needle-engine.light.umd.cjs +7 -10
  8. package/dist/needle-engine.min.js +7 -10
  9. package/dist/needle-engine.umd.cjs +7 -10
  10. package/lib/engine/api.d.ts +52 -52
  11. package/lib/engine/api.js +51 -51
  12. package/lib/engine/assets/index.d.ts +1 -1
  13. package/lib/engine/assets/index.js +4 -4
  14. package/lib/engine/codegen/register_types.d.ts +1 -1
  15. package/lib/engine/codegen/register_types.js +439 -439
  16. package/lib/engine/debug/debug.d.ts +12 -12
  17. package/lib/engine/debug/debug.js +26 -26
  18. package/lib/engine/debug/debug_console.d.ts +2 -2
  19. package/lib/engine/debug/debug_console.js +204 -204
  20. package/lib/engine/debug/debug_overlay.d.ts +10 -10
  21. package/lib/engine/debug/debug_overlay.js +277 -277
  22. package/lib/engine/debug/index.d.ts +1 -1
  23. package/lib/engine/debug/index.js +1 -1
  24. package/lib/engine/engine_addressables.d.ts +75 -75
  25. package/lib/engine/engine_addressables.js +441 -441
  26. package/lib/engine/engine_application.d.ts +19 -19
  27. package/lib/engine/engine_application.js +45 -45
  28. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  29. package/lib/engine/engine_assetdatabase.js +341 -341
  30. package/lib/engine/engine_camera.d.ts +6 -6
  31. package/lib/engine/engine_camera.js +23 -23
  32. package/lib/engine/engine_components.d.ts +17 -17
  33. package/lib/engine/engine_components.js +273 -273
  34. package/lib/engine/engine_components_internal.d.ts +11 -11
  35. package/lib/engine/engine_components_internal.js +41 -41
  36. package/lib/engine/engine_constants.d.ts +5 -5
  37. package/lib/engine/engine_constants.js +32 -32
  38. package/lib/engine/engine_context.d.ts +269 -269
  39. package/lib/engine/engine_context.js +1242 -1242
  40. package/lib/engine/engine_context_registry.d.ts +50 -50
  41. package/lib/engine/engine_context_registry.js +89 -89
  42. package/lib/engine/engine_coroutine.d.ts +4 -4
  43. package/lib/engine/engine_coroutine.js +21 -21
  44. package/lib/engine/engine_create_objects.d.ts +13 -13
  45. package/lib/engine/engine_create_objects.js +33 -33
  46. package/lib/engine/engine_default_parameters.d.ts +2 -2
  47. package/lib/engine/engine_default_parameters.js +3 -3
  48. package/lib/engine/engine_editor-sync.d.ts +17 -17
  49. package/lib/engine/engine_editor-sync.js +7 -7
  50. package/lib/engine/engine_element.d.ts +55 -55
  51. package/lib/engine/engine_element.js +559 -559
  52. package/lib/engine/engine_element_attributes.d.ts +49 -49
  53. package/lib/engine/engine_element_attributes.js +1 -1
  54. package/lib/engine/engine_element_extras.d.ts +6 -6
  55. package/lib/engine/engine_element_extras.js +13 -13
  56. package/lib/engine/engine_element_loading.d.ts +40 -40
  57. package/lib/engine/engine_element_loading.js +312 -312
  58. package/lib/engine/engine_element_overlay.d.ts +19 -19
  59. package/lib/engine/engine_element_overlay.js +143 -143
  60. package/lib/engine/engine_fileloader.d.ts +3 -3
  61. package/lib/engine/engine_fileloader.js +7 -7
  62. package/lib/engine/engine_gameobject.d.ts +39 -39
  63. package/lib/engine/engine_gameobject.js +559 -559
  64. package/lib/engine/engine_generic_utils.d.ts +1 -1
  65. package/lib/engine/engine_generic_utils.js +13 -13
  66. package/lib/engine/engine_gizmos.d.ts +26 -26
  67. package/lib/engine/engine_gizmos.js +282 -282
  68. package/lib/engine/engine_gltf.d.ts +13 -13
  69. package/lib/engine/engine_gltf.js +15 -15
  70. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  71. package/lib/engine/engine_gltf_builtin_components.js +298 -298
  72. package/lib/engine/engine_hot_reload.d.ts +5 -5
  73. package/lib/engine/engine_hot_reload.js +182 -182
  74. package/lib/engine/engine_input.d.ts +129 -129
  75. package/lib/engine/engine_input.js +799 -799
  76. package/lib/engine/engine_input_utils.d.ts +2 -2
  77. package/lib/engine/engine_input_utils.js +22 -22
  78. package/lib/engine/engine_instancing.d.ts +16 -16
  79. package/lib/engine/engine_instancing.js +36 -36
  80. package/lib/engine/engine_license.d.ts +4 -4
  81. package/lib/engine/engine_license.js +398 -398
  82. package/lib/engine/engine_lifecycle_api.d.ts +14 -14
  83. package/lib/engine/engine_lifecycle_api.js +24 -24
  84. package/lib/engine/engine_lifecycle_functions_internal.d.ts +6 -6
  85. package/lib/engine/engine_lifecycle_functions_internal.js +28 -28
  86. package/lib/engine/engine_lightdata.d.ts +23 -23
  87. package/lib/engine/engine_lightdata.js +86 -86
  88. package/lib/engine/engine_loaders.d.ts +7 -7
  89. package/lib/engine/engine_loaders.js +69 -69
  90. package/lib/engine/engine_mainloop_utils.d.ts +13 -13
  91. package/lib/engine/engine_mainloop_utils.js +426 -426
  92. package/lib/engine/engine_math.d.ts +43 -43
  93. package/lib/engine/engine_math.js +147 -147
  94. package/lib/engine/engine_networking.d.ts +176 -176
  95. package/lib/engine/engine_networking.js +649 -649
  96. package/lib/engine/engine_networking_auto.d.ts +24 -24
  97. package/lib/engine/engine_networking_auto.js +324 -324
  98. package/lib/engine/engine_networking_files.d.ts +23 -23
  99. package/lib/engine/engine_networking_files.js +176 -176
  100. package/lib/engine/engine_networking_files_default_components.d.ts +3 -3
  101. package/lib/engine/engine_networking_files_default_components.js +39 -39
  102. package/lib/engine/engine_networking_instantiate.d.ts +39 -39
  103. package/lib/engine/engine_networking_instantiate.js +302 -302
  104. package/lib/engine/engine_networking_peer.d.ts +15 -15
  105. package/lib/engine/engine_networking_peer.js +132 -132
  106. package/lib/engine/engine_networking_streams.d.ts +90 -90
  107. package/lib/engine/engine_networking_streams.js +428 -428
  108. package/lib/engine/engine_networking_types.d.ts +14 -14
  109. package/lib/engine/engine_networking_types.js +7 -7
  110. package/lib/engine/engine_networking_utils.d.ts +2 -2
  111. package/lib/engine/engine_networking_utils.js +20 -20
  112. package/lib/engine/engine_patcher.d.ts +10 -10
  113. package/lib/engine/engine_patcher.js +142 -142
  114. package/lib/engine/engine_physics.d.ts +115 -115
  115. package/lib/engine/engine_physics.js +228 -228
  116. package/lib/engine/engine_physics.types.d.ts +37 -37
  117. package/lib/engine/engine_physics.types.js +33 -33
  118. package/lib/engine/engine_physics_rapier.d.ts +112 -112
  119. package/lib/engine/engine_physics_rapier.js +1266 -1266
  120. package/lib/engine/engine_playerview.d.ts +26 -26
  121. package/lib/engine/engine_playerview.js +64 -64
  122. package/lib/engine/engine_scenelighting.d.ts +74 -74
  123. package/lib/engine/engine_scenelighting.js +285 -285
  124. package/lib/engine/engine_scenetools.d.ts +35 -35
  125. package/lib/engine/engine_scenetools.js +212 -212
  126. package/lib/engine/engine_serialization.d.ts +4 -4
  127. package/lib/engine/engine_serialization.js +4 -4
  128. package/lib/engine/engine_serialization_builtin_serializer.d.ts +62 -62
  129. package/lib/engine/engine_serialization_builtin_serializer.js +369 -369
  130. package/lib/engine/engine_serialization_core.d.ts +84 -84
  131. package/lib/engine/engine_serialization_core.js +576 -576
  132. package/lib/engine/engine_serialization_decorator.d.ts +15 -15
  133. package/lib/engine/engine_serialization_decorator.js +54 -54
  134. package/lib/engine/engine_setup.d.ts +1 -1
  135. package/lib/engine/engine_setup.js +2 -2
  136. package/lib/engine/engine_shaders.d.ts +31 -31
  137. package/lib/engine/engine_shaders.js +229 -229
  138. package/lib/engine/engine_shims.d.ts +3 -3
  139. package/lib/engine/engine_shims.js +22 -22
  140. package/lib/engine/engine_texture.d.ts +20 -20
  141. package/lib/engine/engine_texture.js +57 -57
  142. package/lib/engine/engine_three_utils.d.ts +51 -51
  143. package/lib/engine/engine_three_utils.js +342 -342
  144. package/lib/engine/engine_time.d.ts +19 -19
  145. package/lib/engine/engine_time.js +47 -47
  146. package/lib/engine/engine_types.d.ts +358 -358
  147. package/lib/engine/engine_types.js +72 -72
  148. package/lib/engine/engine_typestore.d.ts +16 -16
  149. package/lib/engine/engine_typestore.js +35 -35
  150. package/lib/engine/engine_util_decorator.d.ts +12 -12
  151. package/lib/engine/engine_util_decorator.js +115 -115
  152. package/lib/engine/engine_utils.d.ts +104 -104
  153. package/lib/engine/engine_utils.js +518 -518
  154. package/lib/engine/engine_utils_screenshot.d.ts +10 -10
  155. package/lib/engine/engine_utils_screenshot.js +70 -70
  156. package/lib/engine/engine_web_api.d.ts +12 -12
  157. package/lib/engine/engine_web_api.js +112 -112
  158. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  159. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  160. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +116 -116
  161. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +91 -91
  162. package/lib/engine/extensions/NEEDLE_components.d.ts +33 -33
  163. package/lib/engine/extensions/NEEDLE_components.js +206 -206
  164. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  165. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  166. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +38 -38
  167. package/lib/engine/extensions/NEEDLE_lighting_settings.js +183 -183
  168. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  169. package/lib/engine/extensions/NEEDLE_lightmaps.js +108 -108
  170. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  171. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  172. package/lib/engine/extensions/NEEDLE_progressive.d.ts +41 -41
  173. package/lib/engine/extensions/NEEDLE_progressive.js +366 -366
  174. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  175. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  176. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +39 -39
  177. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +544 -544
  178. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  179. package/lib/engine/extensions/extension_resolver.js +1 -1
  180. package/lib/engine/extensions/extension_utils.d.ts +2 -2
  181. package/lib/engine/extensions/extension_utils.js +140 -140
  182. package/lib/engine/extensions/extensions.d.ts +21 -21
  183. package/lib/engine/extensions/extensions.js +94 -94
  184. package/lib/engine/extensions/index.d.ts +5 -5
  185. package/lib/engine/extensions/index.js +5 -5
  186. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  187. package/lib/engine/extensions/usage_tracker.js +61 -61
  188. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  189. package/lib/engine/js-extensions/Camera.js +36 -36
  190. package/lib/engine/js-extensions/Layers.d.ts +3 -3
  191. package/lib/engine/js-extensions/Layers.js +19 -19
  192. package/lib/engine/js-extensions/index.d.ts +2 -2
  193. package/lib/engine/js-extensions/index.js +2 -2
  194. package/lib/engine/shaders/shaderData.d.ts +55 -55
  195. package/lib/engine/shaders/shaderData.js +58 -58
  196. package/lib/engine/tests/test_utils.d.ts +2 -2
  197. package/lib/engine/tests/test_utils.js +53 -53
  198. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  199. package/lib/engine-components/AlignmentConstraint.js +39 -39
  200. package/lib/engine-components/Animation.d.ts +53 -53
  201. package/lib/engine-components/Animation.js +333 -333
  202. package/lib/engine-components/AnimationCurve.d.ts +16 -16
  203. package/lib/engine-components/AnimationCurve.js +97 -97
  204. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  205. package/lib/engine-components/AnimationUtils.js +110 -110
  206. package/lib/engine-components/Animator.d.ts +81 -81
  207. package/lib/engine-components/Animator.js +229 -229
  208. package/lib/engine-components/AnimatorController.d.ts +57 -57
  209. package/lib/engine-components/AnimatorController.js +887 -887
  210. package/lib/engine-components/AudioListener.d.ts +7 -7
  211. package/lib/engine-components/AudioListener.js +30 -30
  212. package/lib/engine-components/AudioSource.d.ts +61 -61
  213. package/lib/engine-components/AudioSource.js +422 -422
  214. package/lib/engine-components/AvatarLoader.d.ts +19 -19
  215. package/lib/engine-components/AvatarLoader.js +173 -173
  216. package/lib/engine-components/AxesHelper.d.ts +9 -9
  217. package/lib/engine-components/AxesHelper.js +44 -44
  218. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  219. package/lib/engine-components/BasicIKConstraint.js +43 -43
  220. package/lib/engine-components/BoxHelperComponent.d.ts +16 -16
  221. package/lib/engine-components/BoxHelperComponent.js +89 -89
  222. package/lib/engine-components/Camera.d.ts +70 -70
  223. package/lib/engine-components/Camera.js +450 -450
  224. package/lib/engine-components/CameraUtils.d.ts +1 -1
  225. package/lib/engine-components/CameraUtils.js +77 -77
  226. package/lib/engine-components/CharacterController.d.ts +46 -46
  227. package/lib/engine-components/CharacterController.js +227 -227
  228. package/lib/engine-components/Collider.d.ts +46 -46
  229. package/lib/engine-components/Collider.js +153 -153
  230. package/lib/engine-components/Component.d.ts +228 -228
  231. package/lib/engine-components/Component.js +541 -541
  232. package/lib/engine-components/ContactShadows.d.ts +23 -23
  233. package/lib/engine-components/ContactShadows.js +233 -233
  234. package/lib/engine-components/DeleteBox.d.ts +9 -9
  235. package/lib/engine-components/DeleteBox.js +30 -30
  236. package/lib/engine-components/DeviceFlag.d.ts +12 -12
  237. package/lib/engine-components/DeviceFlag.js +43 -43
  238. package/lib/engine-components/DragControls.d.ts +51 -51
  239. package/lib/engine-components/DragControls.js +516 -516
  240. package/lib/engine-components/DropListener.d.ts +15 -15
  241. package/lib/engine-components/DropListener.js +120 -120
  242. package/lib/engine-components/Duplicatable.d.ts +16 -16
  243. package/lib/engine-components/Duplicatable.js +150 -150
  244. package/lib/engine-components/EventList.d.ts +28 -28
  245. package/lib/engine-components/EventList.js +105 -105
  246. package/lib/engine-components/EventTrigger.d.ts +12 -12
  247. package/lib/engine-components/EventTrigger.js +50 -50
  248. package/lib/engine-components/EventType.d.ts +19 -19
  249. package/lib/engine-components/EventType.js +71 -71
  250. package/lib/engine-components/FlyControls.d.ts +7 -7
  251. package/lib/engine-components/FlyControls.js +25 -25
  252. package/lib/engine-components/Fog.d.ts +20 -20
  253. package/lib/engine-components/Fog.js +60 -60
  254. package/lib/engine-components/Gizmos.d.ts +12 -12
  255. package/lib/engine-components/Gizmos.js +60 -60
  256. package/lib/engine-components/GridHelper.d.ts +12 -12
  257. package/lib/engine-components/GridHelper.js +47 -47
  258. package/lib/engine-components/GroundProjection.d.ts +21 -21
  259. package/lib/engine-components/GroundProjection.js +97 -97
  260. package/lib/engine-components/Interactable.d.ts +10 -10
  261. package/lib/engine-components/Interactable.js +11 -11
  262. package/lib/engine-components/Joints.d.ts +19 -19
  263. package/lib/engine-components/Joints.js +51 -51
  264. package/lib/engine-components/LODGroup.d.ts +30 -30
  265. package/lib/engine-components/LODGroup.js +145 -145
  266. package/lib/engine-components/Light.d.ts +75 -75
  267. package/lib/engine-components/Light.js +475 -475
  268. package/lib/engine-components/LookAtConstraint.d.ts +7 -7
  269. package/lib/engine-components/LookAtConstraint.js +17 -17
  270. package/lib/engine-components/NestedGltf.d.ts +11 -11
  271. package/lib/engine-components/NestedGltf.js +74 -74
  272. package/lib/engine-components/Networking.d.ts +11 -11
  273. package/lib/engine-components/Networking.js +70 -70
  274. package/lib/engine-components/OffsetConstraint.d.ts +14 -14
  275. package/lib/engine-components/OffsetConstraint.js +65 -65
  276. package/lib/engine-components/OrbitControls.d.ts +111 -111
  277. package/lib/engine-components/OrbitControls.js +646 -646
  278. package/lib/engine-components/ParticleSystem.d.ts +145 -145
  279. package/lib/engine-components/ParticleSystem.js +1077 -1077
  280. package/lib/engine-components/ParticleSystemModules.d.ts +489 -489
  281. package/lib/engine-components/ParticleSystemModules.js +1667 -1667
  282. package/lib/engine-components/ParticleSystemSubEmitter.d.ts +25 -25
  283. package/lib/engine-components/ParticleSystemSubEmitter.js +86 -86
  284. package/lib/engine-components/PlayerColor.d.ts +13 -13
  285. package/lib/engine-components/PlayerColor.js +83 -83
  286. package/lib/engine-components/ReflectionProbe.d.ts +22 -22
  287. package/lib/engine-components/ReflectionProbe.js +181 -181
  288. package/lib/engine-components/Renderer.d.ts +112 -112
  289. package/lib/engine-components/Renderer.js +1029 -1029
  290. package/lib/engine-components/RendererLightmap.d.ts +19 -19
  291. package/lib/engine-components/RendererLightmap.js +127 -127
  292. package/lib/engine-components/RigidBody.d.ts +120 -120
  293. package/lib/engine-components/RigidBody.js +452 -452
  294. package/lib/engine-components/SceneSwitcher.d.ts +72 -72
  295. package/lib/engine-components/SceneSwitcher.js +583 -583
  296. package/lib/engine-components/ScreenCapture.d.ts +64 -64
  297. package/lib/engine-components/ScreenCapture.js +405 -405
  298. package/lib/engine-components/ShadowCatcher.d.ts +18 -18
  299. package/lib/engine-components/ShadowCatcher.js +144 -144
  300. package/lib/engine-components/Skybox.d.ts +23 -23
  301. package/lib/engine-components/Skybox.js +287 -287
  302. package/lib/engine-components/SmoothFollow.d.ts +14 -14
  303. package/lib/engine-components/SmoothFollow.js +63 -63
  304. package/lib/engine-components/SpatialTrigger.d.ts +27 -27
  305. package/lib/engine-components/SpatialTrigger.js +144 -144
  306. package/lib/engine-components/SpectatorCamera.d.ts +45 -45
  307. package/lib/engine-components/SpectatorCamera.js +593 -593
  308. package/lib/engine-components/SpriteRenderer.d.ts +48 -48
  309. package/lib/engine-components/SpriteRenderer.js +257 -257
  310. package/lib/engine-components/SyncedCamera.d.ts +27 -27
  311. package/lib/engine-components/SyncedCamera.js +187 -187
  312. package/lib/engine-components/SyncedRoom.d.ts +24 -24
  313. package/lib/engine-components/SyncedRoom.js +162 -162
  314. package/lib/engine-components/SyncedTransform.d.ts +35 -35
  315. package/lib/engine-components/SyncedTransform.js +265 -265
  316. package/lib/engine-components/TestRunner.d.ts +13 -13
  317. package/lib/engine-components/TestRunner.js +99 -99
  318. package/lib/engine-components/TransformGizmo.d.ts +16 -16
  319. package/lib/engine-components/TransformGizmo.js +148 -148
  320. package/lib/engine-components/VideoPlayer.d.ts +86 -86
  321. package/lib/engine-components/VideoPlayer.js +792 -792
  322. package/lib/engine-components/Voip.d.ts +29 -29
  323. package/lib/engine-components/Voip.js +203 -203
  324. package/lib/engine-components/XRFlag.d.ts +33 -33
  325. package/lib/engine-components/XRFlag.js +128 -128
  326. package/lib/engine-components/api.d.ts +15 -15
  327. package/lib/engine-components/api.js +15 -15
  328. package/lib/engine-components/avatar/AvatarBlink_Simple.d.ts +10 -10
  329. package/lib/engine-components/avatar/AvatarBlink_Simple.js +75 -75
  330. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.d.ts +13 -13
  331. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.js +74 -74
  332. package/lib/engine-components/avatar/Avatar_Brain_LookAt.d.ts +27 -27
  333. package/lib/engine-components/avatar/Avatar_Brain_LookAt.js +119 -119
  334. package/lib/engine-components/avatar/Avatar_MouthShapes.d.ts +13 -13
  335. package/lib/engine-components/avatar/Avatar_MouthShapes.js +78 -78
  336. package/lib/engine-components/avatar/Avatar_MustacheShake.d.ts +8 -8
  337. package/lib/engine-components/avatar/Avatar_MustacheShake.js +28 -28
  338. package/lib/engine-components/codegen/components.d.ts +216 -216
  339. package/lib/engine-components/codegen/components.js +217 -217
  340. package/lib/engine-components/debug/LogStats.d.ts +5 -5
  341. package/lib/engine-components/debug/LogStats.js +18 -18
  342. package/lib/engine-components/export/gltf/GltfExport.d.ts +25 -25
  343. package/lib/engine-components/export/gltf/GltfExport.js +215 -215
  344. package/lib/engine-components/export/index.d.ts +1 -1
  345. package/lib/engine-components/export/index.js +1 -1
  346. package/lib/engine-components/export/usdz/Extension.d.ts +10 -10
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  684. package/src/engine-components/Interactable.ts +18 -18
  685. package/src/engine-components/Joints.ts +51 -51
  686. package/src/engine-components/LODGroup.ts +145 -145
  687. package/src/engine-components/Light.ts +493 -493
  688. package/src/engine-components/LookAtConstraint.ts +11 -11
  689. package/src/engine-components/NestedGltf.ts +70 -70
  690. package/src/engine-components/Networking.ts +72 -72
  691. package/src/engine-components/OffsetConstraint.ts +59 -59
  692. package/src/engine-components/OrbitControls.ts +653 -653
  693. package/src/engine-components/ParticleSystem.ts +1192 -1192
  694. package/src/engine-components/ParticleSystemModules.ts +1481 -1481
  695. package/src/engine-components/ParticleSystemSubEmitter.ts +110 -110
  696. package/src/engine-components/PlayerColor.ts +93 -93
  697. package/src/engine-components/ReflectionProbe.ts +192 -192
  698. package/src/engine-components/Renderer.ts +1125 -1125
  699. package/src/engine-components/RendererLightmap.ts +145 -145
  700. package/src/engine-components/RigidBody.ts +453 -453
  701. package/src/engine-components/SceneSwitcher.ts +594 -594
  702. package/src/engine-components/ScreenCapture.ts +437 -437
  703. package/src/engine-components/ShadowCatcher.ts +149 -149
  704. package/src/engine-components/Skybox.ts +281 -281
  705. package/src/engine-components/SmoothFollow.ts +57 -57
  706. package/src/engine-components/SpatialTrigger.ts +142 -142
  707. package/src/engine-components/SpectatorCamera.ts +675 -675
  708. package/src/engine-components/SphereCollider.ts +1 -1
  709. package/src/engine-components/SpriteRenderer.ts +244 -244
  710. package/src/engine-components/SyncedCamera.ts +208 -208
  711. package/src/engine-components/SyncedRoom.ts +166 -166
  712. package/src/engine-components/SyncedTransform.ts +336 -336
  713. package/src/engine-components/TestRunner.ts +114 -114
  714. package/src/engine-components/TransformGizmo.ts +157 -157
  715. package/src/engine-components/VideoPlayer.ts +831 -831
  716. package/src/engine-components/Voip.ts +214 -214
  717. package/src/engine-components/XRFlag.ts +138 -138
  718. package/src/engine-components/api.ts +22 -22
  719. package/src/engine-components/avatar/AvatarBlink_Simple.ts +67 -67
  720. package/src/engine-components/avatar/AvatarEyeLook_Rotation.ts +68 -68
  721. package/src/engine-components/avatar/Avatar_Brain_LookAt.ts +136 -136
  722. package/src/engine-components/avatar/Avatar_MouthShapes.ts +81 -81
  723. package/src/engine-components/avatar/Avatar_MustacheShake.ts +28 -28
  724. package/src/engine-components/codegen/components.ts +216 -216
  725. package/src/engine-components/debug/LogStats.ts +21 -21
  726. package/src/engine-components/export/gltf/GltfExport.ts +231 -231
  727. package/src/engine-components/export/usdz/Extension.ts +11 -11
  728. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +1773 -1773
  729. package/src/engine-components/export/usdz/USDZExporter.ts +477 -477
  730. package/src/engine-components/export/usdz/extensions/Animation.ts +774 -774
  731. package/src/engine-components/export/usdz/extensions/DocumentExtension.ts +9 -9
  732. package/src/engine-components/export/usdz/extensions/USDZText.ts +287 -287
  733. package/src/engine-components/export/usdz/extensions/USDZUI.ts +119 -119
  734. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +98 -98
  735. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +67 -67
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  738. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +517 -517
  739. package/src/engine-components/export/usdz/index.ts +2 -2
  740. package/src/engine-components/export/usdz/utils/animationutils.ts +100 -100
  741. package/src/engine-components/export/usdz/utils/quicklook.ts +42 -42
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  743. package/src/engine-components/js-extensions/ExtensionUtils.ts +81 -81
  744. package/src/engine-components/js-extensions/Object3D.ts +181 -181
  745. package/src/engine-components/js-extensions/RGBAColor.ts +54 -54
  746. package/src/engine-components/js-extensions/Vector.ts +16 -16
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  754. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +84 -84
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  756. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +55 -55
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  758. package/src/engine-components/postprocessing/Effects/Vignette.ts +54 -54
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  760. package/src/engine-components/postprocessing/PostProcessingHandler.ts +232 -232
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  762. package/src/engine-components/postprocessing/VolumeParameter.ts +92 -92
  763. package/src/engine-components/postprocessing/VolumeProfile.ts +40 -40
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  768. package/src/engine-components/timeline/TimelineTracks.ts +906 -906
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  778. package/src/engine-components/ui/Interfaces.ts +57 -57
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  780. package/src/engine-components/ui/Outline.ts +12 -12
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  782. package/src/engine-components/ui/RaycastUtils.ts +68 -68
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  784. package/src/engine-components/ui/RectTransform.ts +364 -364
  785. package/src/engine-components/ui/SpatialHtml.ts +63 -63
  786. package/src/engine-components/ui/Text.ts +572 -572
  787. package/src/engine-components/ui/Utils.ts +110 -110
  788. package/src/engine-components/utils/LookAt.ts +65 -65
  789. package/src/engine-components/utils/OpenURL.ts +118 -118
  790. package/src/engine-components/webxr/WebARCameraBackground.ts +224 -224
  791. package/src/engine-components/webxr/WebARSessionRoot.ts +446 -446
  792. package/src/engine-components/webxr/WebXR.ts +761 -761
  793. package/src/engine-components/webxr/WebXRAvatar.ts +356 -356
  794. package/src/engine-components/webxr/WebXRController.ts +1168 -1168
  795. package/src/engine-components/webxr/WebXRGrabRendering.ts +150 -150
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  797. package/src/engine-components/webxr/WebXRPlaneTracking.ts +429 -429
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  800. package/src/engine-components/webxr/index.ts +3 -3
  801. package/src/engine-components-experimental/Presentation.ts +12 -12
  802. package/src/engine-components-experimental/networking/PlayerSync.ts +217 -217
  803. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
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  806. package/src/engine-schemes/synced-camera-model.ts +92 -92
  807. package/src/engine-schemes/synced-transform-model.ts +90 -90
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  815. package/src/engine-schemes/vr-user-state-buffer.ts +138 -138
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  823. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
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  825. package/src/needle-engine.ts +55 -55
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  848. package/src/engine-schemes/flatc.exe +0 -0
@@ -1,825 +1,825 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { Behaviour, GameObject } from "../../../../Component.js";
8
- import { Animator } from "../../../../Animator.js";
9
- import { Renderer } from "../../../../Renderer.js";
10
- import { serializable } from "../../../../../engine/engine_serialization_decorator.js";
11
- import { AnimationExtension } from "../Animation.js";
12
- import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../../../../../engine/engine_three_utils.js";
13
- import { Object3D, Material, Vector3, Quaternion, Mesh, Group } from "three";
14
- import { USDDocument, USDObject } from "../../ThreeUSDZExporter.js";
15
- import { ActionBuilder, AuralMode, BehaviorModel, MotionType, PlayAction, Space, TriggerBuilder, MultiplePerformOperation } from "./BehavioursBuilder.js";
16
- import { AudioSource } from "../../../../AudioSource.js";
17
- import { NEEDLE_progressive } from "../../../../../engine/extensions/NEEDLE_progressive.js";
18
- import { isDevEnvironment, showBalloonWarning } from "../../../../../engine/debug/index.js";
19
- import { Raycaster, ObjectRaycaster } from "../../../../ui/Raycaster.js";
20
- function ensureRaycaster(obj) {
21
- if (!obj)
22
- return;
23
- if (!obj.getComponentInParent(Raycaster)) {
24
- if (isDevEnvironment())
25
- console.warn("Create Raycaster on " + obj.name + " because no raycaster was found in the hierarchy");
26
- obj.addNewComponent(ObjectRaycaster);
27
- }
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- }
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- export class ChangeTransformOnClick extends Behaviour {
30
- object;
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- target;
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- duration = 1;
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- relativeMotion = false;
34
- coroutine = null;
35
- targetPos = new Vector3();
36
- targetRot = new Quaternion();
37
- targetScale = new Vector3();
38
- start() {
39
- ensureRaycaster(this.gameObject);
40
- }
41
- onPointerClick(args) {
42
- args.use();
43
- if (this.coroutine)
44
- this.stopCoroutine(this.coroutine);
45
- if (!this.relativeMotion)
46
- this.coroutine = this.startCoroutine(this.moveToTarget());
47
- else
48
- this.coroutine = this.startCoroutine(this.moveRelative());
49
- }
50
- *moveToTarget() {
51
- if (!this.target || !this.object)
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- return;
53
- const thisPos = getWorldPosition(this.object).clone();
54
- const targetPos = getWorldPosition(this.target).clone();
55
- const thisRot = getWorldQuaternion(this.object).clone();
56
- const targetRot = getWorldQuaternion(this.target).clone();
57
- const thisScale = getWorldScale(this.object).clone();
58
- const targetScale = getWorldScale(this.target).clone();
59
- const dist = thisPos.distanceTo(targetPos);
60
- const rotDist = thisRot.angleTo(targetRot);
61
- const scaleDist = thisScale.distanceTo(targetScale);
62
- if (dist < 0.01 && rotDist < 0.01 && scaleDist < 0.01) {
63
- setWorldPosition(this.object, targetPos);
64
- setWorldQuaternion(this.object, targetRot);
65
- setWorldScale(this.object, targetScale);
66
- this.coroutine = null;
67
- return;
68
- }
69
- let t01 = 0;
70
- let eased = 0;
71
- while (t01 < 1) {
72
- t01 += this.context.time.deltaTime / this.duration;
73
- if (t01 > 1)
74
- t01 = 1;
75
- // apply ease-in-out
76
- // https://easings.net/
77
- eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
78
- this.targetPos.lerpVectors(thisPos, targetPos, eased);
79
- this.targetRot.slerpQuaternions(thisRot, targetRot, eased);
80
- this.targetScale.lerpVectors(thisScale, targetScale, eased);
81
- setWorldPosition(this.object, this.targetPos);
82
- setWorldQuaternion(this.object, this.targetRot);
83
- setWorldScale(this.object, this.targetScale);
84
- yield;
85
- }
86
- this.coroutine = null;
87
- }
88
- *moveRelative() {
89
- if (!this.target || !this.object)
90
- return;
91
- const thisPos = this.object.position.clone();
92
- const thisRot = this.object.quaternion.clone();
93
- const thisScale = this.object.scale.clone();
94
- const posOffset = this.target.position.clone();
95
- const rotOffset = this.target.quaternion.clone();
96
- const scaleOffset = this.target.scale.clone();
97
- // convert into right space
98
- posOffset.applyQuaternion(this.object.quaternion);
99
- this.targetPos.copy(this.object.position).add(posOffset);
100
- this.targetRot.copy(this.object.quaternion).multiply(rotOffset);
101
- this.targetScale.copy(this.object.scale).multiply(scaleOffset);
102
- let t01 = 0;
103
- let eased = 0;
104
- while (t01 < 1) {
105
- t01 += this.context.time.deltaTime / this.duration;
106
- if (t01 > 1)
107
- t01 = 1;
108
- // apply ease-in-out
109
- // https://easings.net/
110
- eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
111
- this.object.position.lerpVectors(thisPos, this.targetPos, eased);
112
- this.object.quaternion.slerpQuaternions(thisRot, this.targetRot, eased);
113
- this.object.scale.lerpVectors(thisScale, this.targetScale, eased);
114
- yield;
115
- }
116
- this.coroutine = null;
117
- }
118
- beforeCreateDocument(ext) {
119
- if (this.target && this.object && this.gameObject) {
120
- const moveForward = new BehaviorModel("Move to " + this.target?.name, TriggerBuilder.tapTrigger(this.gameObject), ActionBuilder.transformAction(this.object, this.target, this.duration, this.relativeMotion ? Space.Relative : Space.Absolute));
121
- ext.addBehavior(moveForward);
122
- }
123
- }
124
- }
125
- __decorate([
126
- serializable(Object3D)
127
- ], ChangeTransformOnClick.prototype, "object", void 0);
128
- __decorate([
129
- serializable(Object3D)
130
- ], ChangeTransformOnClick.prototype, "target", void 0);
131
- __decorate([
132
- serializable()
133
- ], ChangeTransformOnClick.prototype, "duration", void 0);
134
- __decorate([
135
- serializable()
136
- ], ChangeTransformOnClick.prototype, "relativeMotion", void 0);
137
- export class ChangeMaterialOnClick extends Behaviour {
138
- materialToSwitch;
139
- variantMaterial;
140
- fadeDuration = 0;
141
- _objectsWithThisMaterial = [];
142
- awake() {
143
- if (this.variantMaterial && this.materialToSwitch) {
144
- const renderer = GameObject.findObjectsOfType(Renderer);
145
- for (const rend of renderer) {
146
- for (let i = 0; i < rend.sharedMaterials.length; i++) {
147
- const mat = rend.sharedMaterials[i];
148
- if (mat === this.materialToSwitch) {
149
- if (rend.gameObject instanceof Mesh) {
150
- this._objectsWithThisMaterial.push(rend.gameObject);
151
- }
152
- else if (rend.gameObject instanceof Group) {
153
- for (const child of rend.gameObject.children) {
154
- if (child instanceof Mesh && child.material === mat) {
155
- this._objectsWithThisMaterial.push(child);
156
- }
157
- }
158
- }
159
- break;
160
- }
161
- }
162
- }
163
- }
164
- }
165
- start() {
166
- ensureRaycaster(this.gameObject);
167
- }
168
- onPointerClick(args) {
169
- args.use();
170
- if (!this.variantMaterial)
171
- return;
172
- for (let i = 0; i < this._objectsWithThisMaterial.length; i++) {
173
- const obj = this._objectsWithThisMaterial[i];
174
- obj.material = this.variantMaterial;
175
- }
176
- }
177
- selfModel;
178
- targetModels;
179
- static _materialTriggersPerId = {};
180
- async beforeCreateDocument(_ext, _context) {
181
- this.targetModels = [];
182
- ChangeMaterialOnClick._materialTriggersPerId = {};
183
- ChangeMaterialOnClick.variantSwitchIndex = 0;
184
- // Ensure that the progressive textures have been loaded for all variants and materials
185
- if (this.materialToSwitch) {
186
- await NEEDLE_progressive.assignTextureLOD(this.context, this.sourceId, this.materialToSwitch, 0);
187
- }
188
- if (this.variantMaterial) {
189
- await NEEDLE_progressive.assignTextureLOD(this.context, this.sourceId, this.variantMaterial, 0);
190
- }
191
- }
192
- createBehaviours(_ext, model, _context) {
193
- const shouldExport = this._objectsWithThisMaterial.find(o => o.uuid === model.uuid);
194
- if (shouldExport) {
195
- this.targetModels.push(model);
196
- }
197
- if (this.gameObject.uuid === model.uuid) {
198
- this.selfModel = model;
199
- if (this.materialToSwitch) {
200
- if (!ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid])
201
- ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid] = [];
202
- ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid].push(this);
203
- }
204
- }
205
- }
206
- afterCreateDocument(ext, _context) {
207
- if (!this.materialToSwitch)
208
- return;
209
- const handlers = ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
210
- if (handlers) {
211
- const variants = {};
212
- for (const handler of handlers) {
213
- const createdVariants = handler.createVariants();
214
- if (createdVariants && createdVariants.length > 0)
215
- variants[handler.selfModel.uuid] = createdVariants;
216
- }
217
- for (const handler of handlers) {
218
- const otherVariants = [];
219
- for (const key in variants) {
220
- if (key !== handler.selfModel.uuid) {
221
- otherVariants.push(...variants[key]);
222
- }
223
- }
224
- handler.createAndAttachBehaviors(ext, variants[handler.selfModel.uuid], otherVariants);
225
- }
226
- }
227
- delete ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
228
- }
229
- createAndAttachBehaviors(ext, myVariants, otherVariants) {
230
- const start = [];
231
- const select = [];
232
- const fadeDuration = Math.max(0, this.fadeDuration);
233
- select.push(ActionBuilder.fadeAction([...this.targetModels, ...otherVariants], fadeDuration, false));
234
- start.push(ActionBuilder.fadeAction(myVariants, fadeDuration, false));
235
- select.push(ActionBuilder.fadeAction(myVariants, fadeDuration, true));
236
- ext.addBehavior(new BehaviorModel("Select_" + this.selfModel.name, TriggerBuilder.tapTrigger(this.selfModel), ActionBuilder.parallel(...select)));
237
- ext.addBehavior(new BehaviorModel("StartHidden_" + this.selfModel.name, TriggerBuilder.sceneStartTrigger(), ActionBuilder.parallel(...start)));
238
- }
239
- static variantSwitchIndex = 0;
240
- createVariants() {
241
- if (!this.variantMaterial)
242
- return null;
243
- const variantModels = [];
244
- for (const target of this.targetModels) {
245
- const variant = target.clone();
246
- variant.name += " variant_" + this.variantMaterial.name + "_" + ChangeMaterialOnClick.variantSwitchIndex++;
247
- variant.name = variant.name.replace(/\s/g, "_");
248
- variant.material = this.variantMaterial;
249
- variant.geometry = target.geometry;
250
- variant.matrix = target.matrix;
251
- if (!target.parent || !target.parent.isEmpty()) {
252
- USDObject.createEmptyParent(target);
253
- }
254
- if (target.parent)
255
- target.parent.add(variant);
256
- variantModels.push(variant);
257
- }
258
- return variantModels;
259
- }
260
- }
261
- __decorate([
262
- serializable(Material)
263
- ], ChangeMaterialOnClick.prototype, "materialToSwitch", void 0);
264
- __decorate([
265
- serializable(Material)
266
- ], ChangeMaterialOnClick.prototype, "variantMaterial", void 0);
267
- __decorate([
268
- serializable()
269
- ], ChangeMaterialOnClick.prototype, "fadeDuration", void 0);
270
- export class SetActiveOnClick extends Behaviour {
271
- target;
272
- toggleOnClick = false;
273
- targetState = true;
274
- hideSelf = true;
275
- start() {
276
- ensureRaycaster(this.gameObject);
277
- }
278
- onPointerClick(args) {
279
- args.use();
280
- if (!this.toggleOnClick && this.hideSelf)
281
- this.gameObject.visible = false;
282
- if (this.target)
283
- this.target.visible = this.toggleOnClick ? !this.target.visible : this.targetState;
284
- }
285
- selfModel;
286
- selfModelClone;
287
- targetModel;
288
- toggleModel;
289
- createBehaviours(_, model, _context) {
290
- if (model.uuid === this.gameObject.uuid) {
291
- this.selfModel = model;
292
- this.selfModelClone = model.clone();
293
- }
294
- }
295
- stateBeforeCreatingDocument = false;
296
- targetStateBeforeCreatingDocument = false;
297
- static clonedToggleIndex = 0;
298
- static wasVisible = Symbol("usdz_SetActiveOnClick_wasVisible");
299
- static toggleClone = Symbol("clone for toggling");
300
- static reverseToggleClone = Symbol("clone for reverse toggling");
301
- beforeCreateDocument() {
302
- if (!this.target)
303
- return;
304
- // need to cache on the object itself, because otherwise different actions would override each other's visibility state
305
- // TODO would probably be better to have this somewhere on the exporter, not on this component
306
- if (this.gameObject[SetActiveOnClick.wasVisible] === undefined)
307
- this.gameObject[SetActiveOnClick.wasVisible] = this.gameObject.activeSelf;
308
- if (this.target[SetActiveOnClick.wasVisible] === undefined)
309
- this.target[SetActiveOnClick.wasVisible] = this.target.activeSelf;
310
- this.stateBeforeCreatingDocument = this.gameObject[SetActiveOnClick.wasVisible];
311
- this.targetStateBeforeCreatingDocument = this.target[SetActiveOnClick.wasVisible];
312
- // Objects need to be on so they are exported, as we're skipping invisible objects
313
- this.gameObject.visible = true;
314
- this.target.visible = true;
315
- }
316
- afterCreateDocument(ext, context) {
317
- if (!this.target)
318
- return;
319
- // Parameters:
320
- // - hideSelf: the trigger is hidden after clicking. Can basically only be used once.
321
- // - toggleOnClick: the target is toggled on/off when the trigger is clicked.
322
- // - targetState: the target is set to this state when the trigger is clicked.
323
- // Combinations:
324
- // - when toggleOnClick is on, hideSelf is ignored
325
- // - we need to make a copy of our object
326
- // - when the trigger is clicked
327
- // - hide the original trigger
328
- // - show the copied trigger
329
- // - set the target to targetState
330
- // - when the copied trigger is clicked
331
- // - hide the copied trigger
332
- // - show the original trigger again
333
- // - set the target to !targetState
334
- // - when toggleOnClick is off, hideSelf is used
335
- // - no copy is needed
336
- // - when the trigger is clicked
337
- // - hide the trigger
338
- // - set the target to the targetState
339
- this.targetModel = context.document.findById(this.target.uuid);
340
- const originalModel = this.selfModel;
341
- if (this.selfModel && this.targetModel) {
342
- let selfModel = this.selfModel;
343
- let targetState = this.targetState;
344
- // if we toggle, we need to create a copy of our object
345
- if (this.toggleOnClick) {
346
- // When toggling we want to respect the current state of the target,
347
- // so effectively this.targetState and this.hideSelf are ignored.
348
- targetState = !this.targetStateBeforeCreatingDocument;
349
- // Potentially it's easier/better to just "clone" and put the object as a sibling next
350
- // to the rest of the hierarchy. This way we would lose nested clicks (clicking on a child would not trigger events)
351
- // but we're not potentially duplicating tons of objects.
352
- // It's much easier to reason about nested actions when we're not duplicating tons of hierarchy...
353
- // We can probably only do a shallow clone when the tapped object has geometry of its own, otherwise
354
- // we end up with nothing to tap on.
355
- // Option A: we deep clone ourselves. This makes hierarchical cases and nested behaviours really complex.
356
- // We do this currently when the object doesn't have any geometry.
357
- if (!this.selfModelClone.geometry) {
358
- if (!this.selfModel.parent || this.selfModel.parent.isEmpty())
359
- USDDocument.createEmptyParent(this.selfModel);
360
- this.toggleModel = this.selfModel.deepClone();
361
- this.toggleModel.name += "_toggle";
362
- this.selfModel.parent.add(this.toggleModel);
363
- }
364
- else {
365
- // Option B: we shallow clone ourselves and put the clone next to us. This means childs are not clickable anymore.
366
- // We create clones exactly once for this gameObject, so that all SetActiveOnClick on the same object use the same trigger.
367
- if (!this.gameObject[SetActiveOnClick.toggleClone]) {
368
- const clone = this.selfModelClone.clone();
369
- clone.matrix.identity();
370
- clone.name += "_toggle" + (SetActiveOnClick.clonedToggleIndex++);
371
- originalModel.add(clone);
372
- this.gameObject[SetActiveOnClick.toggleClone] = clone;
373
- console.warn("USDZExport: Toggle " + this.gameObject.name + " doesn't have geometry. It will be deep cloned and nested behaviours will likely not work.");
374
- }
375
- const clonedSelfModel = this.gameObject[SetActiveOnClick.toggleClone];
376
- if (!this.gameObject[SetActiveOnClick.reverseToggleClone]) {
377
- const clone = this.selfModelClone.clone();
378
- clone.matrix.identity();
379
- clone.name += "_toggleReverse" + (SetActiveOnClick.clonedToggleIndex++);
380
- originalModel.add(clone);
381
- this.gameObject[SetActiveOnClick.reverseToggleClone] = clone;
382
- }
383
- this.toggleModel = this.gameObject[SetActiveOnClick.reverseToggleClone];
384
- if (!this.toggleModel.geometry || !clonedSelfModel.geometry) {
385
- console.error("triggers without childs and without geometry won't work!", this, originalModel.geometry);
386
- }
387
- // We're targeting the clone in the actions below, not the original object
388
- selfModel = clonedSelfModel;
389
- // Remove the geometry, we've duplicated it into the toggle/reverseToggle already
390
- originalModel.geometry = null;
391
- originalModel.material = null;
392
- // Known issues: clone() does not clone skinned mesh geometry, lights, cameras;
393
- // we still have them on the original object and the clones won't have it.
394
- }
395
- }
396
- // this.toggleOnClick is false, so we don't have a toggleModel – no need for clones,
397
- // just set the target object to targetState and optionally hide ourselves
398
- if (!this.toggleModel) {
399
- const sequence = [];
400
- if (this.hideSelf)
401
- sequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
402
- sequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
403
- ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_toggleTo" + (targetState ? "On" : "Off"), TriggerBuilder.tapTrigger(selfModel), ActionBuilder.parallel(...sequence)));
404
- }
405
- // We have a toggleModel, so we need to set up two sequences:
406
- // - one that hides the original object, shows the toggle and sets the target to targetState
407
- // - one that hides the toggle, shows the original object and sets the target to !targetState
408
- else if (this.toggleOnClick) {
409
- const toggleSequence = [];
410
- toggleSequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
411
- toggleSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, true));
412
- toggleSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
413
- ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_toggleTo" + (targetState ? "On" : "Off"), TriggerBuilder.tapTrigger(selfModel), ActionBuilder.parallel(...toggleSequence)));
414
- const reverseSequence = [];
415
- reverseSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, false));
416
- reverseSequence.push(ActionBuilder.fadeAction(selfModel, 0, true));
417
- reverseSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, !targetState));
418
- ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_toggleTo" + (!targetState ? "On" : "Off"), TriggerBuilder.tapTrigger(this.toggleModel), ActionBuilder.parallel(...reverseSequence)));
419
- }
420
- // Ensure initial states are set correctly so that we get the same result as was currently active in the runtime
421
- const objectsToHide = new Array();
422
- if (!this.targetStateBeforeCreatingDocument)
423
- objectsToHide.push(this.targetModel);
424
- if (!this.stateBeforeCreatingDocument)
425
- objectsToHide.push(originalModel);
426
- if (this.toggleModel)
427
- objectsToHide.push(this.toggleModel);
428
- ext.addBehavior(new BehaviorModel("HideOnStart_" + this.gameObject.name, TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(objectsToHide, 0, false)));
429
- }
430
- }
431
- afterSerialize(_ext, _context) {
432
- // cleanup visibility cache
433
- if (this.gameObject[SetActiveOnClick.wasVisible] !== undefined) {
434
- this.gameObject.visible = this.gameObject[SetActiveOnClick.wasVisible];
435
- delete this.gameObject[SetActiveOnClick.wasVisible];
436
- }
437
- if (this.target && this.target[SetActiveOnClick.wasVisible] !== undefined) {
438
- this.target.visible = this.target[SetActiveOnClick.wasVisible];
439
- delete this.target[SetActiveOnClick.wasVisible];
440
- }
441
- // cleanup trigger clones
442
- delete this.gameObject[SetActiveOnClick.toggleClone];
443
- delete this.gameObject[SetActiveOnClick.reverseToggleClone];
444
- }
445
- }
446
- __decorate([
447
- serializable(Object3D)
448
- ], SetActiveOnClick.prototype, "target", void 0);
449
- __decorate([
450
- serializable()
451
- ], SetActiveOnClick.prototype, "toggleOnClick", void 0);
452
- __decorate([
453
- serializable()
454
- ], SetActiveOnClick.prototype, "targetState", void 0);
455
- __decorate([
456
- serializable()
457
- ], SetActiveOnClick.prototype, "hideSelf", void 0);
458
- export class HideOnStart extends Behaviour {
459
- start() {
460
- this.gameObject.visible = false;
461
- }
462
- createBehaviours(ext, model, _context) {
463
- if (model.uuid === this.gameObject.uuid)
464
- ext.addBehavior(new BehaviorModel("HideOnStart_" + this.gameObject.name, TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(model, 0, false)));
465
- }
466
- beforeCreateDocument() {
467
- this.gameObject.visible = true;
468
- }
469
- afterCreateDocument() {
470
- this.gameObject.visible = false;
471
- }
472
- }
473
- export class EmphasizeOnClick extends Behaviour {
474
- target;
475
- duration = 0.5;
476
- motionType = MotionType.bounce;
477
- beforeCreateDocument() { }
478
- createBehaviours(ext, model, _context) {
479
- if (!this.target)
480
- return;
481
- if (model.uuid === this.gameObject.uuid) {
482
- const emphasize = new BehaviorModel("emphasize " + this.name, TriggerBuilder.tapTrigger(this.gameObject), ActionBuilder.emphasize(this.target, this.duration, this.motionType, undefined, "basic"));
483
- ext.addBehavior(emphasize);
484
- }
485
- }
486
- afterCreateDocument(_ext, _context) { }
487
- }
488
- __decorate([
489
- serializable()
490
- ], EmphasizeOnClick.prototype, "target", void 0);
491
- __decorate([
492
- serializable()
493
- ], EmphasizeOnClick.prototype, "duration", void 0);
494
- __decorate([
495
- serializable()
496
- ], EmphasizeOnClick.prototype, "motionType", void 0);
497
- export class PlayAudioOnClick extends Behaviour {
498
- target;
499
- clip = "";
500
- toggleOnClick = false;
501
- start() {
502
- ensureRaycaster(this.gameObject);
503
- }
504
- ensureAudioSource() {
505
- if (!this.target) {
506
- const newAudioSource = this.gameObject.addNewComponent(AudioSource);
507
- if (newAudioSource) {
508
- this.target = newAudioSource;
509
- newAudioSource.spatialBlend = 1;
510
- newAudioSource.volume = 1;
511
- newAudioSource.loop = false;
512
- }
513
- }
514
- }
515
- onPointerClick(args) {
516
- args.use();
517
- if (!this.target?.clip && !this.clip)
518
- return;
519
- this.ensureAudioSource();
520
- if (this.target) {
521
- if (this.target.isPlaying && this.toggleOnClick) {
522
- this.target.stop();
523
- }
524
- else {
525
- if (!this.toggleOnClick && this.target.isPlaying) {
526
- this.target.stop();
527
- }
528
- if (this.clip)
529
- this.target.play(this.clip);
530
- else
531
- this.target.play();
532
- }
533
- }
534
- }
535
- createBehaviours(ext, model, _context) {
536
- if (!this.target && !this.clip)
537
- return;
538
- if (model.uuid === this.gameObject.uuid) {
539
- const clipUrl = this.clip ? this.clip : this.target ? this.target.clip : undefined;
540
- if (!clipUrl)
541
- return;
542
- if (typeof clipUrl !== "string")
543
- return;
544
- const playbackTarget = this.target ? this.target.gameObject : this.gameObject;
545
- const clipName = clipUrl.split("/").pop();
546
- const volume = this.target ? this.target.volume : 1;
547
- const auralMode = this.target && this.target.spatialBlend == 0 ? AuralMode.NonSpatial : AuralMode.Spatial;
548
- // regular tap trigger
549
- {
550
- let playAction = ActionBuilder.playAudioAction(playbackTarget, "audio/" + clipName, PlayAction.Play, volume, auralMode);
551
- // does not seem to work in iOS / QuickLook...
552
- if (this.toggleOnClick)
553
- playAction.multiplePerformOperation = MultiplePerformOperation.Stop;
554
- if (this.target && this.target.loop)
555
- playAction = ActionBuilder.sequence(playAction).makeLooping();
556
- const playClipOnTap = new BehaviorModel("playAudio " + this.name, TriggerBuilder.tapTrigger(this.gameObject), playAction);
557
- ext.addBehavior(playClipOnTap);
558
- }
559
- // automatically play audio on start too if the referenced AudioSource has playOnAwake enabled
560
- if (this.target && this.target.playOnAwake && this.target.enabled) {
561
- let playAction = ActionBuilder.playAudioAction(playbackTarget, "audio/" + clipName, PlayAction.Play, volume, auralMode);
562
- if (this.target.loop)
563
- playAction = ActionBuilder.sequence(playAction).makeLooping();
564
- const playClipOnStart = new BehaviorModel("playAudioOnStart " + this.name, TriggerBuilder.sceneStartTrigger(), playAction);
565
- ext.addBehavior(playClipOnStart);
566
- }
567
- }
568
- }
569
- async afterSerialize(_ext, context) {
570
- if (!this.target && !this.clip)
571
- return;
572
- const clipUrl = this.clip ? this.clip : this.target ? this.target.clip : undefined;
573
- if (!clipUrl)
574
- return;
575
- if (typeof clipUrl !== "string")
576
- return;
577
- const clipName = clipUrl.split("/").pop();
578
- const audio = await fetch(clipUrl);
579
- const audioBlob = await audio.blob();
580
- const arrayBuffer = await audioBlob.arrayBuffer();
581
- const audioData = new Uint8Array(arrayBuffer);
582
- context.files["audio/" + clipName] = audioData;
583
- }
584
- }
585
- __decorate([
586
- serializable(AudioSource)
587
- ], PlayAudioOnClick.prototype, "target", void 0);
588
- __decorate([
589
- serializable(URL)
590
- ], PlayAudioOnClick.prototype, "clip", void 0);
591
- __decorate([
592
- serializable()
593
- ], PlayAudioOnClick.prototype, "toggleOnClick", void 0);
594
- export class PlayAnimationOnClick extends Behaviour {
595
- animator;
596
- stateName;
597
- // Not editable from the outside yet, but from code
598
- // we want to expose this once we have a nice drawer for "Triggers" (e.g. shows proximity distance)
599
- // and once we rename the component to "PlayAnimation" or "PlayAnimationOnTrigger"
600
- trigger = "tap"; // "proximity"
601
- get target() { return this.animator?.gameObject; }
602
- start() {
603
- ensureRaycaster(this.gameObject);
604
- }
605
- onPointerClick(args) {
606
- args.use();
607
- if (!this.target)
608
- return;
609
- if (this.stateName) {
610
- // TODO this is currently quite annoying to use,
611
- // as for the web we use the Animator component and its states directly,
612
- // while in QuickLook we use explicit animations / states.
613
- this.animator?.play(this.stateName, 0, 0, .1);
614
- }
615
- }
616
- selfModel;
617
- stateAnimationModel;
618
- animationSequence = new Array();
619
- animationLoopAfterSequence = new Array();
620
- createBehaviours(_ext, model, _context) {
621
- if (model.uuid === this.gameObject.uuid)
622
- this.selfModel = model;
623
- }
624
- static animationActions = [];
625
- static rootsWithExclusivePlayback = new Set();
626
- // Cleanup. TODO This is not the best way as it's called multiple times (once for each component).
627
- afterSerialize() {
628
- if (PlayAnimationOnClick.rootsWithExclusivePlayback.size > 1) {
629
- const message = "Multiple root objects targeted by more than one animation. To work around QuickLook bug FB13410767, animations will be set as \"exclusive\" and activating them will stop other animations being marked as exclusive.";
630
- if (isDevEnvironment())
631
- showBalloonWarning(message);
632
- console.warn(message, ...PlayAnimationOnClick.rootsWithExclusivePlayback);
633
- }
634
- PlayAnimationOnClick.animationActions = [];
635
- PlayAnimationOnClick.rootsWithExclusivePlayback = new Set();
636
- }
637
- afterCreateDocument(ext, context) {
638
- if (!this.animationSequence || !this.stateAnimationModel)
639
- return;
640
- if (!this.target)
641
- return;
642
- const document = context.document;
643
- // check if the AnimationExtension has been attached and what data it has for the current object
644
- const animationExt = context.extensions.find(ext => ext instanceof AnimationExtension);
645
- if (!animationExt)
646
- return;
647
- // This is a workaround for FB13410767 - StartAnimationAction in USDZ preliminary behaviours does not stop when another StartAnimationAction is called on the same prim
648
- // When we play multiple animations on the same root, QuickLook just overlaps them and glitches around instead of stopping an earlier one.
649
- // Once this is fixed, we can relax this check and just always make it non-exclusive again.
650
- // Setting exclusive playback has the side effect of unfortunately canceling all other playing actions that are exclusive too -
651
- // seems there is no finer-grained control over which actions should stop which other actions...
652
- const requiresExclusivePlayback = animationExt.getClipCount(this.target) > 1;
653
- if (requiresExclusivePlayback) {
654
- if (isDevEnvironment())
655
- console.warn("Setting exclusive playback for " + this.target.name + "@" + this.stateName + " because it has " + animationExt.getClipCount(this.target) + " animations. This works around QuickLook bug FB13410767.");
656
- PlayAnimationOnClick.rootsWithExclusivePlayback.add(this.target);
657
- }
658
- const getOrCacheAction = (model, anim) => {
659
- let action = PlayAnimationOnClick.animationActions.find(a => a.affectedObjects == model && a.start == anim.start && a.duration == anim.duration);
660
- if (!action) {
661
- action = ActionBuilder.startAnimationAction(model, anim.start, anim.duration);
662
- PlayAnimationOnClick.animationActions.push(action);
663
- }
664
- return action;
665
- };
666
- document.traverse(model => {
667
- if (model.uuid === this.target?.uuid) {
668
- const sequence = ActionBuilder.sequence();
669
- if (this.animationSequence !== undefined)
670
- for (const anim of this.animationSequence) {
671
- sequence.addAction(getOrCacheAction(model, anim));
672
- }
673
- if (this.animationLoopAfterSequence !== undefined) {
674
- // only make a new action group if there's already stuff in the existing one
675
- const loopSequence = sequence.actions.length == 0 ? sequence : ActionBuilder.sequence();
676
- for (const anim of this.animationLoopAfterSequence) {
677
- loopSequence.addAction(getOrCacheAction(model, anim));
678
- }
679
- loopSequence.makeLooping();
680
- if (sequence !== loopSequence)
681
- sequence.addAction(loopSequence);
682
- }
683
- const playAnimationOnTap = new BehaviorModel("tap " + this.name + " for " + this.stateName + " on " + this.target?.name, this.trigger == "tap" ? TriggerBuilder.tapTrigger(this.selfModel) : TriggerBuilder.sceneStartTrigger(), sequence);
684
- // See comment above for why exclusive playback is currently required when playing multiple animations on the same root.
685
- if (requiresExclusivePlayback)
686
- playAnimationOnTap.makeExclusive(true);
687
- ext.addBehavior(playAnimationOnTap);
688
- }
689
- });
690
- }
691
- createAnimation(ext, model, _context) {
692
- if (!this.target || !this.animator)
693
- return;
694
- // If there's a separate state specified to play after this one, we
695
- // play it automatically. Theoretically an animator state machine flow could be encoded here.
696
- // We're parsing the Animator states here and follow the transition chain until we find a loop.
697
- // There are some edge cases:
698
- // - (0 > 1.looping) should keep looping (1).
699
- // - (0 > 1 > 1) should keep looping (1).
700
- // - (0 > 1 > 2 > 3 > 2) should keep looping (2,3).
701
- // - (0 > 1 > 2 > 3 > 0) should keep looping (0,1,2,3).
702
- const runtimeController = this.animator?.runtimeAnimatorController;
703
- let currentState = runtimeController?.findState(this.stateName);
704
- let statesUntilLoop = [];
705
- let statesLooping = [];
706
- if (runtimeController && currentState) {
707
- // starting point – we have set this above already as startAction
708
- const visitedStates = new Array;
709
- visitedStates.push(currentState);
710
- let foundLoop = false;
711
- while (true && visitedStates.length < 100) {
712
- if (!currentState || currentState === null || !currentState.transitions || currentState.transitions.length === 0) {
713
- if (currentState.motion?.isLooping)
714
- foundLoop = true;
715
- break;
716
- }
717
- // find the first transition without parameters
718
- // TODO we could also find the first _valid_ transition here instead based on the current parameters.
719
- const transition = currentState.transitions.find(t => t.conditions.length === 0);
720
- const nextState = transition ? runtimeController["getState"](transition.destinationState, 0) : null;
721
- // abort: we found a state loop
722
- if (nextState && visitedStates.includes(nextState)) {
723
- currentState = nextState;
724
- foundLoop = true;
725
- break;
726
- }
727
- // keep looking: transition to another state
728
- else if (transition) {
729
- currentState = nextState;
730
- if (!currentState)
731
- break;
732
- visitedStates.push(currentState);
733
- }
734
- // abort: no transition found. check if last state is looping
735
- else {
736
- foundLoop = currentState.motion?.isLooping ?? false;
737
- break;
738
- }
739
- }
740
- if (foundLoop && currentState) {
741
- // check what the first state in the loop is – it must be matching the last one we added
742
- const firstStateInLoop = visitedStates.indexOf(currentState);
743
- statesUntilLoop = visitedStates.slice(0, firstStateInLoop); // can be empty, which means we're looping all
744
- statesLooping = visitedStates.slice(firstStateInLoop); // can be empty, which means nothing is looping
745
- console.log("found loop from " + this.stateName, "states until loop", statesUntilLoop, "states looping", statesLooping);
746
- }
747
- else {
748
- statesUntilLoop = visitedStates;
749
- statesLooping = [];
750
- console.log("found no loop from " + this.stateName, "states", statesUntilLoop);
751
- }
752
- }
753
- // filter out any states that don't have motion data
754
- statesUntilLoop = statesUntilLoop.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
755
- statesLooping = statesLooping.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
756
- // If none of the found states have motion, we need to warn
757
- if (statesUntilLoop.length === 0 && statesLooping.length === 0) {
758
- console.warn("No clips found for state " + this.stateName + " on " + this.animator?.name + ", can't export animation data");
759
- return;
760
- }
761
- this.stateAnimationModel = model;
762
- // Register all the animation states we found.
763
- if (statesUntilLoop.length > 0) {
764
- this.animationSequence = new Array();
765
- for (const state of statesUntilLoop) {
766
- this.animationSequence.push(ext.registerAnimation(this.target, state.motion.clip));
767
- }
768
- }
769
- if (statesLooping.length > 0) {
770
- this.animationLoopAfterSequence = new Array();
771
- for (const state of statesLooping) {
772
- this.animationLoopAfterSequence.push(ext.registerAnimation(this.target, state.motion.clip));
773
- }
774
- }
775
- }
776
- }
777
- __decorate([
778
- serializable(Animator)
779
- ], PlayAnimationOnClick.prototype, "animator", void 0);
780
- __decorate([
781
- serializable()
782
- ], PlayAnimationOnClick.prototype, "stateName", void 0);
783
- export class PreliminaryAction extends Behaviour {
784
- getType() { }
785
- target;
786
- getDuration() { }
787
- ;
788
- }
789
- __decorate([
790
- serializable(Object3D)
791
- ], PreliminaryAction.prototype, "target", void 0);
792
- export class PreliminaryTrigger extends Behaviour {
793
- target;
794
- }
795
- __decorate([
796
- serializable(PreliminaryAction)
797
- ], PreliminaryTrigger.prototype, "target", void 0);
798
- export class VisibilityAction extends PreliminaryAction {
799
- //@type int
800
- type = VisibilityActionType.Hide;
801
- duration = 1;
802
- getType() {
803
- switch (this.type) {
804
- case VisibilityActionType.Hide: return "hide";
805
- case VisibilityActionType.Show: return "show";
806
- }
807
- }
808
- getDuration() {
809
- return this.duration;
810
- }
811
- }
812
- __decorate([
813
- serializable()
814
- ], VisibilityAction.prototype, "type", void 0);
815
- __decorate([
816
- serializable()
817
- ], VisibilityAction.prototype, "duration", void 0);
818
- export class TapGestureTrigger extends PreliminaryTrigger {
819
- }
820
- export var VisibilityActionType;
821
- (function (VisibilityActionType) {
822
- VisibilityActionType[VisibilityActionType["Show"] = 0] = "Show";
823
- VisibilityActionType[VisibilityActionType["Hide"] = 1] = "Hide";
824
- })(VisibilityActionType || (VisibilityActionType = {}));
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { Behaviour, GameObject } from "../../../../Component.js";
8
+ import { Animator } from "../../../../Animator.js";
9
+ import { Renderer } from "../../../../Renderer.js";
10
+ import { serializable } from "../../../../../engine/engine_serialization_decorator.js";
11
+ import { AnimationExtension } from "../Animation.js";
12
+ import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../../../../../engine/engine_three_utils.js";
13
+ import { Object3D, Material, Vector3, Quaternion, Mesh, Group } from "three";
14
+ import { USDDocument, USDObject } from "../../ThreeUSDZExporter.js";
15
+ import { ActionBuilder, AuralMode, BehaviorModel, MotionType, PlayAction, Space, TriggerBuilder, MultiplePerformOperation } from "./BehavioursBuilder.js";
16
+ import { AudioSource } from "../../../../AudioSource.js";
17
+ import { NEEDLE_progressive } from "../../../../../engine/extensions/NEEDLE_progressive.js";
18
+ import { isDevEnvironment, showBalloonWarning } from "../../../../../engine/debug/index.js";
19
+ import { Raycaster, ObjectRaycaster } from "../../../../ui/Raycaster.js";
20
+ function ensureRaycaster(obj) {
21
+ if (!obj)
22
+ return;
23
+ if (!obj.getComponentInParent(Raycaster)) {
24
+ if (isDevEnvironment())
25
+ console.warn("Create Raycaster on " + obj.name + " because no raycaster was found in the hierarchy");
26
+ obj.addNewComponent(ObjectRaycaster);
27
+ }
28
+ }
29
+ export class ChangeTransformOnClick extends Behaviour {
30
+ object;
31
+ target;
32
+ duration = 1;
33
+ relativeMotion = false;
34
+ coroutine = null;
35
+ targetPos = new Vector3();
36
+ targetRot = new Quaternion();
37
+ targetScale = new Vector3();
38
+ start() {
39
+ ensureRaycaster(this.gameObject);
40
+ }
41
+ onPointerClick(args) {
42
+ args.use();
43
+ if (this.coroutine)
44
+ this.stopCoroutine(this.coroutine);
45
+ if (!this.relativeMotion)
46
+ this.coroutine = this.startCoroutine(this.moveToTarget());
47
+ else
48
+ this.coroutine = this.startCoroutine(this.moveRelative());
49
+ }
50
+ *moveToTarget() {
51
+ if (!this.target || !this.object)
52
+ return;
53
+ const thisPos = getWorldPosition(this.object).clone();
54
+ const targetPos = getWorldPosition(this.target).clone();
55
+ const thisRot = getWorldQuaternion(this.object).clone();
56
+ const targetRot = getWorldQuaternion(this.target).clone();
57
+ const thisScale = getWorldScale(this.object).clone();
58
+ const targetScale = getWorldScale(this.target).clone();
59
+ const dist = thisPos.distanceTo(targetPos);
60
+ const rotDist = thisRot.angleTo(targetRot);
61
+ const scaleDist = thisScale.distanceTo(targetScale);
62
+ if (dist < 0.01 && rotDist < 0.01 && scaleDist < 0.01) {
63
+ setWorldPosition(this.object, targetPos);
64
+ setWorldQuaternion(this.object, targetRot);
65
+ setWorldScale(this.object, targetScale);
66
+ this.coroutine = null;
67
+ return;
68
+ }
69
+ let t01 = 0;
70
+ let eased = 0;
71
+ while (t01 < 1) {
72
+ t01 += this.context.time.deltaTime / this.duration;
73
+ if (t01 > 1)
74
+ t01 = 1;
75
+ // apply ease-in-out
76
+ // https://easings.net/
77
+ eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
78
+ this.targetPos.lerpVectors(thisPos, targetPos, eased);
79
+ this.targetRot.slerpQuaternions(thisRot, targetRot, eased);
80
+ this.targetScale.lerpVectors(thisScale, targetScale, eased);
81
+ setWorldPosition(this.object, this.targetPos);
82
+ setWorldQuaternion(this.object, this.targetRot);
83
+ setWorldScale(this.object, this.targetScale);
84
+ yield;
85
+ }
86
+ this.coroutine = null;
87
+ }
88
+ *moveRelative() {
89
+ if (!this.target || !this.object)
90
+ return;
91
+ const thisPos = this.object.position.clone();
92
+ const thisRot = this.object.quaternion.clone();
93
+ const thisScale = this.object.scale.clone();
94
+ const posOffset = this.target.position.clone();
95
+ const rotOffset = this.target.quaternion.clone();
96
+ const scaleOffset = this.target.scale.clone();
97
+ // convert into right space
98
+ posOffset.applyQuaternion(this.object.quaternion);
99
+ this.targetPos.copy(this.object.position).add(posOffset);
100
+ this.targetRot.copy(this.object.quaternion).multiply(rotOffset);
101
+ this.targetScale.copy(this.object.scale).multiply(scaleOffset);
102
+ let t01 = 0;
103
+ let eased = 0;
104
+ while (t01 < 1) {
105
+ t01 += this.context.time.deltaTime / this.duration;
106
+ if (t01 > 1)
107
+ t01 = 1;
108
+ // apply ease-in-out
109
+ // https://easings.net/
110
+ eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
111
+ this.object.position.lerpVectors(thisPos, this.targetPos, eased);
112
+ this.object.quaternion.slerpQuaternions(thisRot, this.targetRot, eased);
113
+ this.object.scale.lerpVectors(thisScale, this.targetScale, eased);
114
+ yield;
115
+ }
116
+ this.coroutine = null;
117
+ }
118
+ beforeCreateDocument(ext) {
119
+ if (this.target && this.object && this.gameObject) {
120
+ const moveForward = new BehaviorModel("Move to " + this.target?.name, TriggerBuilder.tapTrigger(this.gameObject), ActionBuilder.transformAction(this.object, this.target, this.duration, this.relativeMotion ? Space.Relative : Space.Absolute));
121
+ ext.addBehavior(moveForward);
122
+ }
123
+ }
124
+ }
125
+ __decorate([
126
+ serializable(Object3D)
127
+ ], ChangeTransformOnClick.prototype, "object", void 0);
128
+ __decorate([
129
+ serializable(Object3D)
130
+ ], ChangeTransformOnClick.prototype, "target", void 0);
131
+ __decorate([
132
+ serializable()
133
+ ], ChangeTransformOnClick.prototype, "duration", void 0);
134
+ __decorate([
135
+ serializable()
136
+ ], ChangeTransformOnClick.prototype, "relativeMotion", void 0);
137
+ export class ChangeMaterialOnClick extends Behaviour {
138
+ materialToSwitch;
139
+ variantMaterial;
140
+ fadeDuration = 0;
141
+ _objectsWithThisMaterial = [];
142
+ awake() {
143
+ if (this.variantMaterial && this.materialToSwitch) {
144
+ const renderer = GameObject.findObjectsOfType(Renderer);
145
+ for (const rend of renderer) {
146
+ for (let i = 0; i < rend.sharedMaterials.length; i++) {
147
+ const mat = rend.sharedMaterials[i];
148
+ if (mat === this.materialToSwitch) {
149
+ if (rend.gameObject instanceof Mesh) {
150
+ this._objectsWithThisMaterial.push(rend.gameObject);
151
+ }
152
+ else if (rend.gameObject instanceof Group) {
153
+ for (const child of rend.gameObject.children) {
154
+ if (child instanceof Mesh && child.material === mat) {
155
+ this._objectsWithThisMaterial.push(child);
156
+ }
157
+ }
158
+ }
159
+ break;
160
+ }
161
+ }
162
+ }
163
+ }
164
+ }
165
+ start() {
166
+ ensureRaycaster(this.gameObject);
167
+ }
168
+ onPointerClick(args) {
169
+ args.use();
170
+ if (!this.variantMaterial)
171
+ return;
172
+ for (let i = 0; i < this._objectsWithThisMaterial.length; i++) {
173
+ const obj = this._objectsWithThisMaterial[i];
174
+ obj.material = this.variantMaterial;
175
+ }
176
+ }
177
+ selfModel;
178
+ targetModels;
179
+ static _materialTriggersPerId = {};
180
+ async beforeCreateDocument(_ext, _context) {
181
+ this.targetModels = [];
182
+ ChangeMaterialOnClick._materialTriggersPerId = {};
183
+ ChangeMaterialOnClick.variantSwitchIndex = 0;
184
+ // Ensure that the progressive textures have been loaded for all variants and materials
185
+ if (this.materialToSwitch) {
186
+ await NEEDLE_progressive.assignTextureLOD(this.context, this.sourceId, this.materialToSwitch, 0);
187
+ }
188
+ if (this.variantMaterial) {
189
+ await NEEDLE_progressive.assignTextureLOD(this.context, this.sourceId, this.variantMaterial, 0);
190
+ }
191
+ }
192
+ createBehaviours(_ext, model, _context) {
193
+ const shouldExport = this._objectsWithThisMaterial.find(o => o.uuid === model.uuid);
194
+ if (shouldExport) {
195
+ this.targetModels.push(model);
196
+ }
197
+ if (this.gameObject.uuid === model.uuid) {
198
+ this.selfModel = model;
199
+ if (this.materialToSwitch) {
200
+ if (!ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid])
201
+ ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid] = [];
202
+ ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid].push(this);
203
+ }
204
+ }
205
+ }
206
+ afterCreateDocument(ext, _context) {
207
+ if (!this.materialToSwitch)
208
+ return;
209
+ const handlers = ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
210
+ if (handlers) {
211
+ const variants = {};
212
+ for (const handler of handlers) {
213
+ const createdVariants = handler.createVariants();
214
+ if (createdVariants && createdVariants.length > 0)
215
+ variants[handler.selfModel.uuid] = createdVariants;
216
+ }
217
+ for (const handler of handlers) {
218
+ const otherVariants = [];
219
+ for (const key in variants) {
220
+ if (key !== handler.selfModel.uuid) {
221
+ otherVariants.push(...variants[key]);
222
+ }
223
+ }
224
+ handler.createAndAttachBehaviors(ext, variants[handler.selfModel.uuid], otherVariants);
225
+ }
226
+ }
227
+ delete ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
228
+ }
229
+ createAndAttachBehaviors(ext, myVariants, otherVariants) {
230
+ const start = [];
231
+ const select = [];
232
+ const fadeDuration = Math.max(0, this.fadeDuration);
233
+ select.push(ActionBuilder.fadeAction([...this.targetModels, ...otherVariants], fadeDuration, false));
234
+ start.push(ActionBuilder.fadeAction(myVariants, fadeDuration, false));
235
+ select.push(ActionBuilder.fadeAction(myVariants, fadeDuration, true));
236
+ ext.addBehavior(new BehaviorModel("Select_" + this.selfModel.name, TriggerBuilder.tapTrigger(this.selfModel), ActionBuilder.parallel(...select)));
237
+ ext.addBehavior(new BehaviorModel("StartHidden_" + this.selfModel.name, TriggerBuilder.sceneStartTrigger(), ActionBuilder.parallel(...start)));
238
+ }
239
+ static variantSwitchIndex = 0;
240
+ createVariants() {
241
+ if (!this.variantMaterial)
242
+ return null;
243
+ const variantModels = [];
244
+ for (const target of this.targetModels) {
245
+ const variant = target.clone();
246
+ variant.name += " variant_" + this.variantMaterial.name + "_" + ChangeMaterialOnClick.variantSwitchIndex++;
247
+ variant.name = variant.name.replace(/\s/g, "_");
248
+ variant.material = this.variantMaterial;
249
+ variant.geometry = target.geometry;
250
+ variant.matrix = target.matrix;
251
+ if (!target.parent || !target.parent.isEmpty()) {
252
+ USDObject.createEmptyParent(target);
253
+ }
254
+ if (target.parent)
255
+ target.parent.add(variant);
256
+ variantModels.push(variant);
257
+ }
258
+ return variantModels;
259
+ }
260
+ }
261
+ __decorate([
262
+ serializable(Material)
263
+ ], ChangeMaterialOnClick.prototype, "materialToSwitch", void 0);
264
+ __decorate([
265
+ serializable(Material)
266
+ ], ChangeMaterialOnClick.prototype, "variantMaterial", void 0);
267
+ __decorate([
268
+ serializable()
269
+ ], ChangeMaterialOnClick.prototype, "fadeDuration", void 0);
270
+ export class SetActiveOnClick extends Behaviour {
271
+ target;
272
+ toggleOnClick = false;
273
+ targetState = true;
274
+ hideSelf = true;
275
+ start() {
276
+ ensureRaycaster(this.gameObject);
277
+ }
278
+ onPointerClick(args) {
279
+ args.use();
280
+ if (!this.toggleOnClick && this.hideSelf)
281
+ this.gameObject.visible = false;
282
+ if (this.target)
283
+ this.target.visible = this.toggleOnClick ? !this.target.visible : this.targetState;
284
+ }
285
+ selfModel;
286
+ selfModelClone;
287
+ targetModel;
288
+ toggleModel;
289
+ createBehaviours(_, model, _context) {
290
+ if (model.uuid === this.gameObject.uuid) {
291
+ this.selfModel = model;
292
+ this.selfModelClone = model.clone();
293
+ }
294
+ }
295
+ stateBeforeCreatingDocument = false;
296
+ targetStateBeforeCreatingDocument = false;
297
+ static clonedToggleIndex = 0;
298
+ static wasVisible = Symbol("usdz_SetActiveOnClick_wasVisible");
299
+ static toggleClone = Symbol("clone for toggling");
300
+ static reverseToggleClone = Symbol("clone for reverse toggling");
301
+ beforeCreateDocument() {
302
+ if (!this.target)
303
+ return;
304
+ // need to cache on the object itself, because otherwise different actions would override each other's visibility state
305
+ // TODO would probably be better to have this somewhere on the exporter, not on this component
306
+ if (this.gameObject[SetActiveOnClick.wasVisible] === undefined)
307
+ this.gameObject[SetActiveOnClick.wasVisible] = this.gameObject.activeSelf;
308
+ if (this.target[SetActiveOnClick.wasVisible] === undefined)
309
+ this.target[SetActiveOnClick.wasVisible] = this.target.activeSelf;
310
+ this.stateBeforeCreatingDocument = this.gameObject[SetActiveOnClick.wasVisible];
311
+ this.targetStateBeforeCreatingDocument = this.target[SetActiveOnClick.wasVisible];
312
+ // Objects need to be on so they are exported, as we're skipping invisible objects
313
+ this.gameObject.visible = true;
314
+ this.target.visible = true;
315
+ }
316
+ afterCreateDocument(ext, context) {
317
+ if (!this.target)
318
+ return;
319
+ // Parameters:
320
+ // - hideSelf: the trigger is hidden after clicking. Can basically only be used once.
321
+ // - toggleOnClick: the target is toggled on/off when the trigger is clicked.
322
+ // - targetState: the target is set to this state when the trigger is clicked.
323
+ // Combinations:
324
+ // - when toggleOnClick is on, hideSelf is ignored
325
+ // - we need to make a copy of our object
326
+ // - when the trigger is clicked
327
+ // - hide the original trigger
328
+ // - show the copied trigger
329
+ // - set the target to targetState
330
+ // - when the copied trigger is clicked
331
+ // - hide the copied trigger
332
+ // - show the original trigger again
333
+ // - set the target to !targetState
334
+ // - when toggleOnClick is off, hideSelf is used
335
+ // - no copy is needed
336
+ // - when the trigger is clicked
337
+ // - hide the trigger
338
+ // - set the target to the targetState
339
+ this.targetModel = context.document.findById(this.target.uuid);
340
+ const originalModel = this.selfModel;
341
+ if (this.selfModel && this.targetModel) {
342
+ let selfModel = this.selfModel;
343
+ let targetState = this.targetState;
344
+ // if we toggle, we need to create a copy of our object
345
+ if (this.toggleOnClick) {
346
+ // When toggling we want to respect the current state of the target,
347
+ // so effectively this.targetState and this.hideSelf are ignored.
348
+ targetState = !this.targetStateBeforeCreatingDocument;
349
+ // Potentially it's easier/better to just "clone" and put the object as a sibling next
350
+ // to the rest of the hierarchy. This way we would lose nested clicks (clicking on a child would not trigger events)
351
+ // but we're not potentially duplicating tons of objects.
352
+ // It's much easier to reason about nested actions when we're not duplicating tons of hierarchy...
353
+ // We can probably only do a shallow clone when the tapped object has geometry of its own, otherwise
354
+ // we end up with nothing to tap on.
355
+ // Option A: we deep clone ourselves. This makes hierarchical cases and nested behaviours really complex.
356
+ // We do this currently when the object doesn't have any geometry.
357
+ if (!this.selfModelClone.geometry) {
358
+ if (!this.selfModel.parent || this.selfModel.parent.isEmpty())
359
+ USDDocument.createEmptyParent(this.selfModel);
360
+ this.toggleModel = this.selfModel.deepClone();
361
+ this.toggleModel.name += "_toggle";
362
+ this.selfModel.parent.add(this.toggleModel);
363
+ }
364
+ else {
365
+ // Option B: we shallow clone ourselves and put the clone next to us. This means childs are not clickable anymore.
366
+ // We create clones exactly once for this gameObject, so that all SetActiveOnClick on the same object use the same trigger.
367
+ if (!this.gameObject[SetActiveOnClick.toggleClone]) {
368
+ const clone = this.selfModelClone.clone();
369
+ clone.matrix.identity();
370
+ clone.name += "_toggle" + (SetActiveOnClick.clonedToggleIndex++);
371
+ originalModel.add(clone);
372
+ this.gameObject[SetActiveOnClick.toggleClone] = clone;
373
+ console.warn("USDZExport: Toggle " + this.gameObject.name + " doesn't have geometry. It will be deep cloned and nested behaviours will likely not work.");
374
+ }
375
+ const clonedSelfModel = this.gameObject[SetActiveOnClick.toggleClone];
376
+ if (!this.gameObject[SetActiveOnClick.reverseToggleClone]) {
377
+ const clone = this.selfModelClone.clone();
378
+ clone.matrix.identity();
379
+ clone.name += "_toggleReverse" + (SetActiveOnClick.clonedToggleIndex++);
380
+ originalModel.add(clone);
381
+ this.gameObject[SetActiveOnClick.reverseToggleClone] = clone;
382
+ }
383
+ this.toggleModel = this.gameObject[SetActiveOnClick.reverseToggleClone];
384
+ if (!this.toggleModel.geometry || !clonedSelfModel.geometry) {
385
+ console.error("triggers without childs and without geometry won't work!", this, originalModel.geometry);
386
+ }
387
+ // We're targeting the clone in the actions below, not the original object
388
+ selfModel = clonedSelfModel;
389
+ // Remove the geometry, we've duplicated it into the toggle/reverseToggle already
390
+ originalModel.geometry = null;
391
+ originalModel.material = null;
392
+ // Known issues: clone() does not clone skinned mesh geometry, lights, cameras;
393
+ // we still have them on the original object and the clones won't have it.
394
+ }
395
+ }
396
+ // this.toggleOnClick is false, so we don't have a toggleModel – no need for clones,
397
+ // just set the target object to targetState and optionally hide ourselves
398
+ if (!this.toggleModel) {
399
+ const sequence = [];
400
+ if (this.hideSelf)
401
+ sequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
402
+ sequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
403
+ ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_toggleTo" + (targetState ? "On" : "Off"), TriggerBuilder.tapTrigger(selfModel), ActionBuilder.parallel(...sequence)));
404
+ }
405
+ // We have a toggleModel, so we need to set up two sequences:
406
+ // - one that hides the original object, shows the toggle and sets the target to targetState
407
+ // - one that hides the toggle, shows the original object and sets the target to !targetState
408
+ else if (this.toggleOnClick) {
409
+ const toggleSequence = [];
410
+ toggleSequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
411
+ toggleSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, true));
412
+ toggleSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
413
+ ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_toggleTo" + (targetState ? "On" : "Off"), TriggerBuilder.tapTrigger(selfModel), ActionBuilder.parallel(...toggleSequence)));
414
+ const reverseSequence = [];
415
+ reverseSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, false));
416
+ reverseSequence.push(ActionBuilder.fadeAction(selfModel, 0, true));
417
+ reverseSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, !targetState));
418
+ ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_toggleTo" + (!targetState ? "On" : "Off"), TriggerBuilder.tapTrigger(this.toggleModel), ActionBuilder.parallel(...reverseSequence)));
419
+ }
420
+ // Ensure initial states are set correctly so that we get the same result as was currently active in the runtime
421
+ const objectsToHide = new Array();
422
+ if (!this.targetStateBeforeCreatingDocument)
423
+ objectsToHide.push(this.targetModel);
424
+ if (!this.stateBeforeCreatingDocument)
425
+ objectsToHide.push(originalModel);
426
+ if (this.toggleModel)
427
+ objectsToHide.push(this.toggleModel);
428
+ ext.addBehavior(new BehaviorModel("HideOnStart_" + this.gameObject.name, TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(objectsToHide, 0, false)));
429
+ }
430
+ }
431
+ afterSerialize(_ext, _context) {
432
+ // cleanup visibility cache
433
+ if (this.gameObject[SetActiveOnClick.wasVisible] !== undefined) {
434
+ this.gameObject.visible = this.gameObject[SetActiveOnClick.wasVisible];
435
+ delete this.gameObject[SetActiveOnClick.wasVisible];
436
+ }
437
+ if (this.target && this.target[SetActiveOnClick.wasVisible] !== undefined) {
438
+ this.target.visible = this.target[SetActiveOnClick.wasVisible];
439
+ delete this.target[SetActiveOnClick.wasVisible];
440
+ }
441
+ // cleanup trigger clones
442
+ delete this.gameObject[SetActiveOnClick.toggleClone];
443
+ delete this.gameObject[SetActiveOnClick.reverseToggleClone];
444
+ }
445
+ }
446
+ __decorate([
447
+ serializable(Object3D)
448
+ ], SetActiveOnClick.prototype, "target", void 0);
449
+ __decorate([
450
+ serializable()
451
+ ], SetActiveOnClick.prototype, "toggleOnClick", void 0);
452
+ __decorate([
453
+ serializable()
454
+ ], SetActiveOnClick.prototype, "targetState", void 0);
455
+ __decorate([
456
+ serializable()
457
+ ], SetActiveOnClick.prototype, "hideSelf", void 0);
458
+ export class HideOnStart extends Behaviour {
459
+ start() {
460
+ this.gameObject.visible = false;
461
+ }
462
+ createBehaviours(ext, model, _context) {
463
+ if (model.uuid === this.gameObject.uuid)
464
+ ext.addBehavior(new BehaviorModel("HideOnStart_" + this.gameObject.name, TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(model, 0, false)));
465
+ }
466
+ beforeCreateDocument() {
467
+ this.gameObject.visible = true;
468
+ }
469
+ afterCreateDocument() {
470
+ this.gameObject.visible = false;
471
+ }
472
+ }
473
+ export class EmphasizeOnClick extends Behaviour {
474
+ target;
475
+ duration = 0.5;
476
+ motionType = MotionType.bounce;
477
+ beforeCreateDocument() { }
478
+ createBehaviours(ext, model, _context) {
479
+ if (!this.target)
480
+ return;
481
+ if (model.uuid === this.gameObject.uuid) {
482
+ const emphasize = new BehaviorModel("emphasize " + this.name, TriggerBuilder.tapTrigger(this.gameObject), ActionBuilder.emphasize(this.target, this.duration, this.motionType, undefined, "basic"));
483
+ ext.addBehavior(emphasize);
484
+ }
485
+ }
486
+ afterCreateDocument(_ext, _context) { }
487
+ }
488
+ __decorate([
489
+ serializable()
490
+ ], EmphasizeOnClick.prototype, "target", void 0);
491
+ __decorate([
492
+ serializable()
493
+ ], EmphasizeOnClick.prototype, "duration", void 0);
494
+ __decorate([
495
+ serializable()
496
+ ], EmphasizeOnClick.prototype, "motionType", void 0);
497
+ export class PlayAudioOnClick extends Behaviour {
498
+ target;
499
+ clip = "";
500
+ toggleOnClick = false;
501
+ start() {
502
+ ensureRaycaster(this.gameObject);
503
+ }
504
+ ensureAudioSource() {
505
+ if (!this.target) {
506
+ const newAudioSource = this.gameObject.addNewComponent(AudioSource);
507
+ if (newAudioSource) {
508
+ this.target = newAudioSource;
509
+ newAudioSource.spatialBlend = 1;
510
+ newAudioSource.volume = 1;
511
+ newAudioSource.loop = false;
512
+ }
513
+ }
514
+ }
515
+ onPointerClick(args) {
516
+ args.use();
517
+ if (!this.target?.clip && !this.clip)
518
+ return;
519
+ this.ensureAudioSource();
520
+ if (this.target) {
521
+ if (this.target.isPlaying && this.toggleOnClick) {
522
+ this.target.stop();
523
+ }
524
+ else {
525
+ if (!this.toggleOnClick && this.target.isPlaying) {
526
+ this.target.stop();
527
+ }
528
+ if (this.clip)
529
+ this.target.play(this.clip);
530
+ else
531
+ this.target.play();
532
+ }
533
+ }
534
+ }
535
+ createBehaviours(ext, model, _context) {
536
+ if (!this.target && !this.clip)
537
+ return;
538
+ if (model.uuid === this.gameObject.uuid) {
539
+ const clipUrl = this.clip ? this.clip : this.target ? this.target.clip : undefined;
540
+ if (!clipUrl)
541
+ return;
542
+ if (typeof clipUrl !== "string")
543
+ return;
544
+ const playbackTarget = this.target ? this.target.gameObject : this.gameObject;
545
+ const clipName = clipUrl.split("/").pop();
546
+ const volume = this.target ? this.target.volume : 1;
547
+ const auralMode = this.target && this.target.spatialBlend == 0 ? AuralMode.NonSpatial : AuralMode.Spatial;
548
+ // regular tap trigger
549
+ {
550
+ let playAction = ActionBuilder.playAudioAction(playbackTarget, "audio/" + clipName, PlayAction.Play, volume, auralMode);
551
+ // does not seem to work in iOS / QuickLook...
552
+ if (this.toggleOnClick)
553
+ playAction.multiplePerformOperation = MultiplePerformOperation.Stop;
554
+ if (this.target && this.target.loop)
555
+ playAction = ActionBuilder.sequence(playAction).makeLooping();
556
+ const playClipOnTap = new BehaviorModel("playAudio " + this.name, TriggerBuilder.tapTrigger(this.gameObject), playAction);
557
+ ext.addBehavior(playClipOnTap);
558
+ }
559
+ // automatically play audio on start too if the referenced AudioSource has playOnAwake enabled
560
+ if (this.target && this.target.playOnAwake && this.target.enabled) {
561
+ let playAction = ActionBuilder.playAudioAction(playbackTarget, "audio/" + clipName, PlayAction.Play, volume, auralMode);
562
+ if (this.target.loop)
563
+ playAction = ActionBuilder.sequence(playAction).makeLooping();
564
+ const playClipOnStart = new BehaviorModel("playAudioOnStart " + this.name, TriggerBuilder.sceneStartTrigger(), playAction);
565
+ ext.addBehavior(playClipOnStart);
566
+ }
567
+ }
568
+ }
569
+ async afterSerialize(_ext, context) {
570
+ if (!this.target && !this.clip)
571
+ return;
572
+ const clipUrl = this.clip ? this.clip : this.target ? this.target.clip : undefined;
573
+ if (!clipUrl)
574
+ return;
575
+ if (typeof clipUrl !== "string")
576
+ return;
577
+ const clipName = clipUrl.split("/").pop();
578
+ const audio = await fetch(clipUrl);
579
+ const audioBlob = await audio.blob();
580
+ const arrayBuffer = await audioBlob.arrayBuffer();
581
+ const audioData = new Uint8Array(arrayBuffer);
582
+ context.files["audio/" + clipName] = audioData;
583
+ }
584
+ }
585
+ __decorate([
586
+ serializable(AudioSource)
587
+ ], PlayAudioOnClick.prototype, "target", void 0);
588
+ __decorate([
589
+ serializable(URL)
590
+ ], PlayAudioOnClick.prototype, "clip", void 0);
591
+ __decorate([
592
+ serializable()
593
+ ], PlayAudioOnClick.prototype, "toggleOnClick", void 0);
594
+ export class PlayAnimationOnClick extends Behaviour {
595
+ animator;
596
+ stateName;
597
+ // Not editable from the outside yet, but from code
598
+ // we want to expose this once we have a nice drawer for "Triggers" (e.g. shows proximity distance)
599
+ // and once we rename the component to "PlayAnimation" or "PlayAnimationOnTrigger"
600
+ trigger = "tap"; // "proximity"
601
+ get target() { return this.animator?.gameObject; }
602
+ start() {
603
+ ensureRaycaster(this.gameObject);
604
+ }
605
+ onPointerClick(args) {
606
+ args.use();
607
+ if (!this.target)
608
+ return;
609
+ if (this.stateName) {
610
+ // TODO this is currently quite annoying to use,
611
+ // as for the web we use the Animator component and its states directly,
612
+ // while in QuickLook we use explicit animations / states.
613
+ this.animator?.play(this.stateName, 0, 0, .1);
614
+ }
615
+ }
616
+ selfModel;
617
+ stateAnimationModel;
618
+ animationSequence = new Array();
619
+ animationLoopAfterSequence = new Array();
620
+ createBehaviours(_ext, model, _context) {
621
+ if (model.uuid === this.gameObject.uuid)
622
+ this.selfModel = model;
623
+ }
624
+ static animationActions = [];
625
+ static rootsWithExclusivePlayback = new Set();
626
+ // Cleanup. TODO This is not the best way as it's called multiple times (once for each component).
627
+ afterSerialize() {
628
+ if (PlayAnimationOnClick.rootsWithExclusivePlayback.size > 1) {
629
+ const message = "Multiple root objects targeted by more than one animation. To work around QuickLook bug FB13410767, animations will be set as \"exclusive\" and activating them will stop other animations being marked as exclusive.";
630
+ if (isDevEnvironment())
631
+ showBalloonWarning(message);
632
+ console.warn(message, ...PlayAnimationOnClick.rootsWithExclusivePlayback);
633
+ }
634
+ PlayAnimationOnClick.animationActions = [];
635
+ PlayAnimationOnClick.rootsWithExclusivePlayback = new Set();
636
+ }
637
+ afterCreateDocument(ext, context) {
638
+ if (!this.animationSequence || !this.stateAnimationModel)
639
+ return;
640
+ if (!this.target)
641
+ return;
642
+ const document = context.document;
643
+ // check if the AnimationExtension has been attached and what data it has for the current object
644
+ const animationExt = context.extensions.find(ext => ext instanceof AnimationExtension);
645
+ if (!animationExt)
646
+ return;
647
+ // This is a workaround for FB13410767 - StartAnimationAction in USDZ preliminary behaviours does not stop when another StartAnimationAction is called on the same prim
648
+ // When we play multiple animations on the same root, QuickLook just overlaps them and glitches around instead of stopping an earlier one.
649
+ // Once this is fixed, we can relax this check and just always make it non-exclusive again.
650
+ // Setting exclusive playback has the side effect of unfortunately canceling all other playing actions that are exclusive too -
651
+ // seems there is no finer-grained control over which actions should stop which other actions...
652
+ const requiresExclusivePlayback = animationExt.getClipCount(this.target) > 1;
653
+ if (requiresExclusivePlayback) {
654
+ if (isDevEnvironment())
655
+ console.warn("Setting exclusive playback for " + this.target.name + "@" + this.stateName + " because it has " + animationExt.getClipCount(this.target) + " animations. This works around QuickLook bug FB13410767.");
656
+ PlayAnimationOnClick.rootsWithExclusivePlayback.add(this.target);
657
+ }
658
+ const getOrCacheAction = (model, anim) => {
659
+ let action = PlayAnimationOnClick.animationActions.find(a => a.affectedObjects == model && a.start == anim.start && a.duration == anim.duration);
660
+ if (!action) {
661
+ action = ActionBuilder.startAnimationAction(model, anim.start, anim.duration);
662
+ PlayAnimationOnClick.animationActions.push(action);
663
+ }
664
+ return action;
665
+ };
666
+ document.traverse(model => {
667
+ if (model.uuid === this.target?.uuid) {
668
+ const sequence = ActionBuilder.sequence();
669
+ if (this.animationSequence !== undefined)
670
+ for (const anim of this.animationSequence) {
671
+ sequence.addAction(getOrCacheAction(model, anim));
672
+ }
673
+ if (this.animationLoopAfterSequence !== undefined) {
674
+ // only make a new action group if there's already stuff in the existing one
675
+ const loopSequence = sequence.actions.length == 0 ? sequence : ActionBuilder.sequence();
676
+ for (const anim of this.animationLoopAfterSequence) {
677
+ loopSequence.addAction(getOrCacheAction(model, anim));
678
+ }
679
+ loopSequence.makeLooping();
680
+ if (sequence !== loopSequence)
681
+ sequence.addAction(loopSequence);
682
+ }
683
+ const playAnimationOnTap = new BehaviorModel("tap " + this.name + " for " + this.stateName + " on " + this.target?.name, this.trigger == "tap" ? TriggerBuilder.tapTrigger(this.selfModel) : TriggerBuilder.sceneStartTrigger(), sequence);
684
+ // See comment above for why exclusive playback is currently required when playing multiple animations on the same root.
685
+ if (requiresExclusivePlayback)
686
+ playAnimationOnTap.makeExclusive(true);
687
+ ext.addBehavior(playAnimationOnTap);
688
+ }
689
+ });
690
+ }
691
+ createAnimation(ext, model, _context) {
692
+ if (!this.target || !this.animator)
693
+ return;
694
+ // If there's a separate state specified to play after this one, we
695
+ // play it automatically. Theoretically an animator state machine flow could be encoded here.
696
+ // We're parsing the Animator states here and follow the transition chain until we find a loop.
697
+ // There are some edge cases:
698
+ // - (0 > 1.looping) should keep looping (1).
699
+ // - (0 > 1 > 1) should keep looping (1).
700
+ // - (0 > 1 > 2 > 3 > 2) should keep looping (2,3).
701
+ // - (0 > 1 > 2 > 3 > 0) should keep looping (0,1,2,3).
702
+ const runtimeController = this.animator?.runtimeAnimatorController;
703
+ let currentState = runtimeController?.findState(this.stateName);
704
+ let statesUntilLoop = [];
705
+ let statesLooping = [];
706
+ if (runtimeController && currentState) {
707
+ // starting point – we have set this above already as startAction
708
+ const visitedStates = new Array;
709
+ visitedStates.push(currentState);
710
+ let foundLoop = false;
711
+ while (true && visitedStates.length < 100) {
712
+ if (!currentState || currentState === null || !currentState.transitions || currentState.transitions.length === 0) {
713
+ if (currentState.motion?.isLooping)
714
+ foundLoop = true;
715
+ break;
716
+ }
717
+ // find the first transition without parameters
718
+ // TODO we could also find the first _valid_ transition here instead based on the current parameters.
719
+ const transition = currentState.transitions.find(t => t.conditions.length === 0);
720
+ const nextState = transition ? runtimeController["getState"](transition.destinationState, 0) : null;
721
+ // abort: we found a state loop
722
+ if (nextState && visitedStates.includes(nextState)) {
723
+ currentState = nextState;
724
+ foundLoop = true;
725
+ break;
726
+ }
727
+ // keep looking: transition to another state
728
+ else if (transition) {
729
+ currentState = nextState;
730
+ if (!currentState)
731
+ break;
732
+ visitedStates.push(currentState);
733
+ }
734
+ // abort: no transition found. check if last state is looping
735
+ else {
736
+ foundLoop = currentState.motion?.isLooping ?? false;
737
+ break;
738
+ }
739
+ }
740
+ if (foundLoop && currentState) {
741
+ // check what the first state in the loop is – it must be matching the last one we added
742
+ const firstStateInLoop = visitedStates.indexOf(currentState);
743
+ statesUntilLoop = visitedStates.slice(0, firstStateInLoop); // can be empty, which means we're looping all
744
+ statesLooping = visitedStates.slice(firstStateInLoop); // can be empty, which means nothing is looping
745
+ console.log("found loop from " + this.stateName, "states until loop", statesUntilLoop, "states looping", statesLooping);
746
+ }
747
+ else {
748
+ statesUntilLoop = visitedStates;
749
+ statesLooping = [];
750
+ console.log("found no loop from " + this.stateName, "states", statesUntilLoop);
751
+ }
752
+ }
753
+ // filter out any states that don't have motion data
754
+ statesUntilLoop = statesUntilLoop.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
755
+ statesLooping = statesLooping.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
756
+ // If none of the found states have motion, we need to warn
757
+ if (statesUntilLoop.length === 0 && statesLooping.length === 0) {
758
+ console.warn("No clips found for state " + this.stateName + " on " + this.animator?.name + ", can't export animation data");
759
+ return;
760
+ }
761
+ this.stateAnimationModel = model;
762
+ // Register all the animation states we found.
763
+ if (statesUntilLoop.length > 0) {
764
+ this.animationSequence = new Array();
765
+ for (const state of statesUntilLoop) {
766
+ this.animationSequence.push(ext.registerAnimation(this.target, state.motion.clip));
767
+ }
768
+ }
769
+ if (statesLooping.length > 0) {
770
+ this.animationLoopAfterSequence = new Array();
771
+ for (const state of statesLooping) {
772
+ this.animationLoopAfterSequence.push(ext.registerAnimation(this.target, state.motion.clip));
773
+ }
774
+ }
775
+ }
776
+ }
777
+ __decorate([
778
+ serializable(Animator)
779
+ ], PlayAnimationOnClick.prototype, "animator", void 0);
780
+ __decorate([
781
+ serializable()
782
+ ], PlayAnimationOnClick.prototype, "stateName", void 0);
783
+ export class PreliminaryAction extends Behaviour {
784
+ getType() { }
785
+ target;
786
+ getDuration() { }
787
+ ;
788
+ }
789
+ __decorate([
790
+ serializable(Object3D)
791
+ ], PreliminaryAction.prototype, "target", void 0);
792
+ export class PreliminaryTrigger extends Behaviour {
793
+ target;
794
+ }
795
+ __decorate([
796
+ serializable(PreliminaryAction)
797
+ ], PreliminaryTrigger.prototype, "target", void 0);
798
+ export class VisibilityAction extends PreliminaryAction {
799
+ //@type int
800
+ type = VisibilityActionType.Hide;
801
+ duration = 1;
802
+ getType() {
803
+ switch (this.type) {
804
+ case VisibilityActionType.Hide: return "hide";
805
+ case VisibilityActionType.Show: return "show";
806
+ }
807
+ }
808
+ getDuration() {
809
+ return this.duration;
810
+ }
811
+ }
812
+ __decorate([
813
+ serializable()
814
+ ], VisibilityAction.prototype, "type", void 0);
815
+ __decorate([
816
+ serializable()
817
+ ], VisibilityAction.prototype, "duration", void 0);
818
+ export class TapGestureTrigger extends PreliminaryTrigger {
819
+ }
820
+ export var VisibilityActionType;
821
+ (function (VisibilityActionType) {
822
+ VisibilityActionType[VisibilityActionType["Show"] = 0] = "Show";
823
+ VisibilityActionType[VisibilityActionType["Hide"] = 1] = "Hide";
824
+ })(VisibilityActionType || (VisibilityActionType = {}));
825
825
  //# sourceMappingURL=BehaviourComponents.js.map