@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
  736. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +202 -202
  737. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +963 -963
  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
  742. package/src/engine-components/export/usdz/utils/timeutils.ts +19 -19
  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
  747. package/src/engine-components/js-extensions/index.ts +2 -2
  748. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +51 -51
  749. package/src/engine-components/postprocessing/Effects/Bloom.ts +76 -76
  750. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +35 -35
  751. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +96 -96
  752. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +93 -93
  753. package/src/engine-components/postprocessing/Effects/Pixelation.ts +26 -26
  754. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +84 -84
  755. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +98 -98
  756. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +55 -55
  757. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +54 -54
  758. package/src/engine-components/postprocessing/Effects/Vignette.ts +54 -54
  759. package/src/engine-components/postprocessing/PostProcessingEffect.ts +148 -148
  760. package/src/engine-components/postprocessing/PostProcessingHandler.ts +232 -232
  761. package/src/engine-components/postprocessing/Volume.ts +216 -216
  762. package/src/engine-components/postprocessing/VolumeParameter.ts +92 -92
  763. package/src/engine-components/postprocessing/VolumeProfile.ts +40 -40
  764. package/src/engine-components/postprocessing/index.ts +3 -3
  765. package/src/engine-components/timeline/PlayableDirector.ts +666 -666
  766. package/src/engine-components/timeline/SignalAsset.ts +138 -138
  767. package/src/engine-components/timeline/TimelineModels.ts +93 -93
  768. package/src/engine-components/timeline/TimelineTracks.ts +906 -906
  769. package/src/engine-components/timeline/index.ts +3 -3
  770. package/src/engine-components/ui/BaseUIComponent.ts +195 -195
  771. package/src/engine-components/ui/Button.ts +283 -283
  772. package/src/engine-components/ui/Canvas.ts +390 -390
  773. package/src/engine-components/ui/CanvasGroup.ts +49 -49
  774. package/src/engine-components/ui/EventSystem.ts +736 -736
  775. package/src/engine-components/ui/Graphic.ts +255 -255
  776. package/src/engine-components/ui/Image.ts +102 -102
  777. package/src/engine-components/ui/InputField.ts +290 -290
  778. package/src/engine-components/ui/Interfaces.ts +57 -57
  779. package/src/engine-components/ui/Layout.ts +322 -322
  780. package/src/engine-components/ui/Outline.ts +12 -12
  781. package/src/engine-components/ui/PointerEvents.ts +118 -118
  782. package/src/engine-components/ui/RaycastUtils.ts +68 -68
  783. package/src/engine-components/ui/Raycaster.ts +73 -73
  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
  796. package/src/engine-components/webxr/WebXRImageTracking.ts +371 -371
  797. package/src/engine-components/webxr/WebXRPlaneTracking.ts +429 -429
  798. package/src/engine-components/webxr/WebXRRig.ts +21 -21
  799. package/src/engine-components/webxr/WebXRSync.ts +463 -463
  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
  804. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  805. package/src/engine-schemes/schemes.ts +27 -27
  806. package/src/engine-schemes/synced-camera-model.ts +92 -92
  807. package/src/engine-schemes/synced-transform-model.ts +90 -90
  808. package/src/engine-schemes/syncedCamera.fbs +10 -10
  809. package/src/engine-schemes/transform.ts +50 -50
  810. package/src/engine-schemes/transforms.fbs +25 -25
  811. package/src/engine-schemes/vec.fbs +19 -19
  812. package/src/engine-schemes/vec2.ts +33 -33
  813. package/src/engine-schemes/vec3.ts +38 -38
  814. package/src/engine-schemes/vec4.ts +43 -43
  815. package/src/engine-schemes/vr-user-state-buffer.ts +138 -138
  816. package/src/engine-schemes/vrUserStateBuffer.fbs +16 -16
  817. package/src/include/draco/draco_decoder.js +34 -34
  818. package/src/include/draco/draco_wasm_wrapper.js +117 -117
  819. package/src/include/ktx2/basis_transcoder.js +21 -21
  820. package/src/include/needle/arial-msdf.json +1471 -1471
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  823. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  824. package/src/include/three/VRButton.js +194 -194
  825. package/src/needle-engine.ts +55 -55
  826. package/src/engine/dist/api.js +0 -73
  827. package/src/engine/dist/api.js.meta +0 -7
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  848. package/src/engine-schemes/flatc.exe +0 -0
@@ -1,964 +1,964 @@
1
- import { Behaviour, GameObject } from "../../../../Component.js";
2
- import { Animator } from "../../../../Animator.js";
3
- import { Renderer } from "../../../../Renderer.js";
4
- import { serializable } from "../../../../../engine/engine_serialization_decorator.js";
5
- import type { IPointerClickHandler, PointerEventData } from "../../../../ui/PointerEvents.js";
6
- import { AnimationExtension, RegisteredAnimationInfo, type UsdzAnimation } from "../Animation.js";
7
- import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../../../../../engine/engine_three_utils.js";
8
-
9
- import { Object3D, Material, Vector3, Quaternion, Mesh, Group } from "three";
10
- import { USDDocument, USDObject, USDZExporterContext } from "../../ThreeUSDZExporter.js";
11
-
12
- import type { BehaviorExtension, UsdzBehaviour } from "./Behaviour.js";
13
- import { ActionBuilder, ActionModel, AuralMode, BehaviorModel, type IBehaviorElement, MotionType, PlayAction, Space, TriggerBuilder, GroupActionModel, MultiplePerformOperation } from "./BehavioursBuilder.js";
14
- import { AudioSource } from "../../../../AudioSource.js";
15
- import { NEEDLE_progressive } from "../../../../../engine/extensions/NEEDLE_progressive.js";
16
- import { isDevEnvironment, showBalloonWarning } from "../../../../../engine/debug/index.js";
17
- import { Raycaster, ObjectRaycaster } from "../../../../ui/Raycaster.js";
18
- import type { State } from "../../../../../engine/extensions/NEEDLE_animator_controller_model.js";
19
-
20
- function ensureRaycaster(obj: GameObject) {
21
- if (!obj) return;
22
- if (!obj.getComponentInParent(Raycaster)) {
23
- if (isDevEnvironment()) console.warn("Create Raycaster on " + obj.name + " because no raycaster was found in the hierarchy")
24
- obj.addNewComponent(ObjectRaycaster);
25
- }
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- }
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-
28
- export class ChangeTransformOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
29
-
30
- @serializable(Object3D)
31
- object?: Object3D;
32
-
33
- @serializable(Object3D)
34
- target?: Object3D;
35
-
36
- @serializable()
37
- duration: number = 1;
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-
39
- @serializable()
40
- relativeMotion: boolean = false;
41
-
42
- private coroutine: Generator | null = null;
43
-
44
- private targetPos = new Vector3();
45
- private targetRot = new Quaternion();
46
- private targetScale = new Vector3();
47
-
48
- start(): void {
49
- ensureRaycaster(this.gameObject);
50
- }
51
-
52
- onPointerClick(args: PointerEventData) {
53
- args.use();
54
- if (this.coroutine) this.stopCoroutine(this.coroutine);
55
- if (!this.relativeMotion)
56
- this.coroutine = this.startCoroutine(this.moveToTarget());
57
- else
58
- this.coroutine = this.startCoroutine(this.moveRelative());
59
- }
60
-
61
- private *moveToTarget() {
62
-
63
- if (!this.target || !this.object) return;
64
-
65
- const thisPos = getWorldPosition(this.object).clone();
66
- const targetPos = getWorldPosition(this.target).clone();
67
-
68
- const thisRot = getWorldQuaternion(this.object).clone();
69
- const targetRot = getWorldQuaternion(this.target).clone();
70
-
71
- const thisScale = getWorldScale(this.object).clone();
72
- const targetScale = getWorldScale(this.target).clone();
73
-
74
- const dist = thisPos.distanceTo(targetPos);
75
- const rotDist = thisRot.angleTo(targetRot);
76
- const scaleDist = thisScale.distanceTo(targetScale);
77
-
78
- if (dist < 0.01 && rotDist < 0.01 && scaleDist < 0.01) {
79
- setWorldPosition(this.object, targetPos);
80
- setWorldQuaternion(this.object, targetRot);
81
- setWorldScale(this.object, targetScale);
82
- this.coroutine = null;
83
- return;
84
- }
85
-
86
- let t01 = 0;
87
- let eased = 0;
88
- while (t01 < 1) {
89
-
90
- t01 += this.context.time.deltaTime / this.duration;
91
- if (t01 > 1) t01 = 1;
92
-
93
- // apply ease-in-out
94
- // https://easings.net/
95
- eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
96
-
97
- this.targetPos.lerpVectors(thisPos, targetPos, eased);
98
- this.targetRot.slerpQuaternions(thisRot, targetRot, eased);
99
- this.targetScale.lerpVectors(thisScale, targetScale, eased);
100
-
101
- setWorldPosition(this.object, this.targetPos);
102
- setWorldQuaternion(this.object, this.targetRot);
103
- setWorldScale(this.object, this.targetScale);
104
-
105
- yield;
106
- }
107
-
108
- this.coroutine = null;
109
- }
110
-
111
- private *moveRelative() {
112
-
113
- if (!this.target || !this.object) return;
114
-
115
- const thisPos = this.object.position.clone();
116
- const thisRot = this.object.quaternion.clone();
117
- const thisScale = this.object.scale.clone();
118
-
119
- const posOffset = this.target.position.clone();
120
- const rotOffset = this.target.quaternion.clone();
121
- const scaleOffset = this.target.scale.clone();
122
-
123
- // convert into right space
124
- posOffset.applyQuaternion(this.object.quaternion);
125
-
126
- this.targetPos.copy(this.object.position).add(posOffset);
127
- this.targetRot.copy(this.object.quaternion).multiply(rotOffset);
128
- this.targetScale.copy(this.object.scale).multiply(scaleOffset);
129
-
130
- let t01 = 0;
131
- let eased = 0;
132
- while (t01 < 1) {
133
-
134
- t01 += this.context.time.deltaTime / this.duration;
135
- if (t01 > 1) t01 = 1;
136
-
137
- // apply ease-in-out
138
- // https://easings.net/
139
- eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
140
-
141
- this.object.position.lerpVectors(thisPos, this.targetPos, eased);
142
- this.object.quaternion.slerpQuaternions(thisRot, this.targetRot, eased);
143
- this.object.scale.lerpVectors(thisScale, this.targetScale, eased);
144
-
145
- yield;
146
- }
147
-
148
- this.coroutine = null;
149
- }
150
-
151
- beforeCreateDocument(ext) {
152
- if (this.target && this.object && this.gameObject) {
153
- const moveForward = new BehaviorModel("Move to " + this.target?.name,
154
- TriggerBuilder.tapTrigger(this.gameObject),
155
- ActionBuilder.transformAction(this.object, this.target, this.duration, this.relativeMotion ? Space.Relative : Space.Absolute),
156
- );
157
- ext.addBehavior(moveForward);
158
- }
159
- }
160
- }
161
-
162
- export class ChangeMaterialOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
163
-
164
- @serializable(Material)
165
- materialToSwitch?: Material;
166
-
167
- @serializable(Material)
168
- variantMaterial?: Material;
169
-
170
- @serializable()
171
- fadeDuration: number = 0;
172
-
173
- private _objectsWithThisMaterial: Mesh[] = [];
174
-
175
- awake() {
176
- if (this.variantMaterial && this.materialToSwitch) {
177
- const renderer = GameObject.findObjectsOfType(Renderer);
178
- for (const rend of renderer) {
179
- for (let i = 0; i < rend.sharedMaterials.length; i++) {
180
- const mat = rend.sharedMaterials[i];
181
- if (mat === this.materialToSwitch) {
182
- if (rend.gameObject instanceof Mesh) {
183
- this._objectsWithThisMaterial.push(rend.gameObject);
184
- }
185
- else if (rend.gameObject instanceof Group) {
186
- for (const child of rend.gameObject.children) {
187
- if (child instanceof Mesh && child.material === mat) {
188
- this._objectsWithThisMaterial.push(child);
189
- }
190
- }
191
- }
192
- break;
193
- }
194
- }
195
- }
196
- }
197
- }
198
-
199
- start(): void {
200
- ensureRaycaster(this.gameObject);
201
- }
202
-
203
- onPointerClick(args: PointerEventData) {
204
- args.use();
205
- if (!this.variantMaterial) return;
206
- for (let i = 0; i < this._objectsWithThisMaterial.length; i++) {
207
- const obj = this._objectsWithThisMaterial[i];
208
- obj.material = this.variantMaterial;
209
- }
210
- }
211
-
212
- private selfModel!: USDObject;
213
- private targetModels!: USDObject[];
214
-
215
- private static _materialTriggersPerId: { [key: string]: ChangeMaterialOnClick[] } = {}
216
-
217
-
218
- async beforeCreateDocument(_ext: BehaviorExtension, _context) {
219
- this.targetModels = [];
220
- ChangeMaterialOnClick._materialTriggersPerId = {}
221
- ChangeMaterialOnClick.variantSwitchIndex = 0;
222
-
223
- // Ensure that the progressive textures have been loaded for all variants and materials
224
- if (this.materialToSwitch) {
225
- await NEEDLE_progressive.assignTextureLOD(this.context, this.sourceId, this.materialToSwitch, 0);
226
- }
227
- if (this.variantMaterial) {
228
- await NEEDLE_progressive.assignTextureLOD(this.context, this.sourceId, this.variantMaterial, 0);
229
- }
230
- }
231
-
232
-
233
- createBehaviours(_ext: BehaviorExtension, model: USDObject, _context) {
234
-
235
- const shouldExport = this._objectsWithThisMaterial.find(o => o.uuid === model.uuid);
236
- if (shouldExport) {
237
- this.targetModels.push(model);
238
- }
239
- if (this.gameObject.uuid === model.uuid) {
240
- this.selfModel = model;
241
- if (this.materialToSwitch) {
242
- if (!ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid])
243
- ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid] = [];
244
- ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid].push(this);
245
- }
246
- }
247
- }
248
-
249
- afterCreateDocument(ext: BehaviorExtension, _context) {
250
-
251
- if (!this.materialToSwitch) return;
252
- const handlers = ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
253
- if (handlers) {
254
- const variants: { [key: string]: Array<USDObject> } = {}
255
- for (const handler of handlers) {
256
- const createdVariants = handler.createVariants();
257
- if (createdVariants && createdVariants.length > 0)
258
- variants[handler.selfModel.uuid] = createdVariants;
259
- }
260
- for (const handler of handlers) {
261
- const otherVariants: Array<USDObject> = [];
262
- for (const key in variants) {
263
- if (key !== handler.selfModel.uuid) {
264
- otherVariants.push(...variants[key]);
265
- }
266
- }
267
- handler.createAndAttachBehaviors(ext, variants[handler.selfModel.uuid], otherVariants);
268
- }
269
- }
270
- delete ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
271
- }
272
-
273
- private createAndAttachBehaviors(ext: BehaviorExtension, myVariants: Array<USDObject>, otherVariants: Array<USDObject>) {
274
- const start: ActionModel[] = [];
275
- const select: ActionModel[] = [];
276
-
277
- const fadeDuration = Math.max(0, this.fadeDuration);
278
-
279
- select.push(ActionBuilder.fadeAction([...this.targetModels, ...otherVariants], fadeDuration, false));
280
- start.push(ActionBuilder.fadeAction(myVariants, fadeDuration, false));
281
- select.push(ActionBuilder.fadeAction(myVariants, fadeDuration, true));
282
-
283
- ext.addBehavior(new BehaviorModel("Select_" + this.selfModel.name,
284
- TriggerBuilder.tapTrigger(this.selfModel),
285
- ActionBuilder.parallel(...select))
286
- );
287
- ext.addBehavior(new BehaviorModel("StartHidden_" + this.selfModel.name,
288
- TriggerBuilder.sceneStartTrigger(),
289
- ActionBuilder.parallel(...start))
290
- );
291
- }
292
-
293
- static variantSwitchIndex: number = 0;
294
- private createVariants() {
295
- if (!this.variantMaterial) return null;
296
-
297
- const variantModels: USDObject[] = [];
298
- for (const target of this.targetModels) {
299
- const variant = target.clone();
300
- variant.name += " variant_" + this.variantMaterial.name + "_" + ChangeMaterialOnClick.variantSwitchIndex++;
301
- variant.name = variant.name.replace(/\s/g, "_");
302
- variant.material = this.variantMaterial;
303
- variant.geometry = target.geometry;
304
- variant.matrix = target.matrix;
305
-
306
- if (!target.parent || !target.parent.isEmpty()) {
307
- USDObject.createEmptyParent(target);
308
- }
309
- if (target.parent) target.parent.add(variant);
310
- variantModels.push(variant);
311
- }
312
- return variantModels;
313
- }
314
- }
315
-
316
- export class SetActiveOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
317
-
318
- @serializable(Object3D)
319
- target?: Object3D;
320
-
321
- @serializable()
322
- toggleOnClick: boolean = false;
323
-
324
- @serializable()
325
- targetState: boolean = true;
326
-
327
- @serializable()
328
- hideSelf: boolean = true;
329
-
330
- start(): void {
331
- ensureRaycaster(this.gameObject);
332
- }
333
-
334
- onPointerClick(args: PointerEventData) {
335
- args.use();
336
-
337
- if (!this.toggleOnClick && this.hideSelf)
338
- this.gameObject.visible = false;
339
-
340
- if (this.target)
341
- this.target.visible = this.toggleOnClick ? !this.target.visible : this.targetState;
342
- }
343
-
344
- private selfModel!: USDObject;
345
- private selfModelClone!: USDObject;
346
- private targetModel?: USDObject;
347
- private toggleModel?: USDObject;
348
-
349
- createBehaviours(_, model, _context) {
350
- if (model.uuid === this.gameObject.uuid) {
351
- this.selfModel = model;
352
- this.selfModelClone = model.clone();
353
- }
354
- }
355
-
356
- private stateBeforeCreatingDocument: boolean = false;
357
- private targetStateBeforeCreatingDocument: boolean = false;
358
- private static clonedToggleIndex = 0;
359
- private static wasVisible = Symbol("usdz_SetActiveOnClick_wasVisible");
360
- private static toggleClone = Symbol("clone for toggling");
361
- private static reverseToggleClone = Symbol("clone for reverse toggling");
362
-
363
- beforeCreateDocument() {
364
- if (!this.target) return;
365
-
366
- // need to cache on the object itself, because otherwise different actions would override each other's visibility state
367
- // TODO would probably be better to have this somewhere on the exporter, not on this component
368
- if (this.gameObject[SetActiveOnClick.wasVisible] === undefined)
369
- this.gameObject[SetActiveOnClick.wasVisible] = this.gameObject.activeSelf;
370
- if (this.target[SetActiveOnClick.wasVisible] === undefined)
371
- this.target[SetActiveOnClick.wasVisible] = (this.target as GameObject).activeSelf;
372
-
373
- this.stateBeforeCreatingDocument = this.gameObject[SetActiveOnClick.wasVisible];
374
- this.targetStateBeforeCreatingDocument = this.target[SetActiveOnClick.wasVisible];
375
-
376
- // Objects need to be on so they are exported, as we're skipping invisible objects
377
- this.gameObject.visible = true;
378
- this.target.visible = true;
379
- }
380
-
381
- afterCreateDocument(ext, context) {
382
- if (!this.target) return;
383
-
384
- // Parameters:
385
- // - hideSelf: the trigger is hidden after clicking. Can basically only be used once.
386
- // - toggleOnClick: the target is toggled on/off when the trigger is clicked.
387
- // - targetState: the target is set to this state when the trigger is clicked.
388
-
389
- // Combinations:
390
- // - when toggleOnClick is on, hideSelf is ignored
391
- // - we need to make a copy of our object
392
- // - when the trigger is clicked
393
- // - hide the original trigger
394
- // - show the copied trigger
395
- // - set the target to targetState
396
- // - when the copied trigger is clicked
397
- // - hide the copied trigger
398
- // - show the original trigger again
399
- // - set the target to !targetState
400
- // - when toggleOnClick is off, hideSelf is used
401
- // - no copy is needed
402
- // - when the trigger is clicked
403
- // - hide the trigger
404
- // - set the target to the targetState
405
-
406
- this.targetModel = context.document.findById(this.target.uuid);
407
- const originalModel = this.selfModel;
408
-
409
- if (this.selfModel && this.targetModel) {
410
- let selfModel = this.selfModel;
411
- let targetState = this.targetState;
412
-
413
- // if we toggle, we need to create a copy of our object
414
- if (this.toggleOnClick) {
415
- // When toggling we want to respect the current state of the target,
416
- // so effectively this.targetState and this.hideSelf are ignored.
417
- targetState = !this.targetStateBeforeCreatingDocument;
418
-
419
-
420
- // Potentially it's easier/better to just "clone" and put the object as a sibling next
421
- // to the rest of the hierarchy. This way we would lose nested clicks (clicking on a child would not trigger events)
422
- // but we're not potentially duplicating tons of objects.
423
- // It's much easier to reason about nested actions when we're not duplicating tons of hierarchy...
424
- // We can probably only do a shallow clone when the tapped object has geometry of its own, otherwise
425
- // we end up with nothing to tap on.
426
-
427
- // Option A: we deep clone ourselves. This makes hierarchical cases and nested behaviours really complex.
428
- // We do this currently when the object doesn't have any geometry.
429
- if (!this.selfModelClone.geometry) {
430
- if (!this.selfModel.parent || this.selfModel.parent.isEmpty())
431
- USDDocument.createEmptyParent(this.selfModel);
432
- this.toggleModel = this.selfModel.deepClone();
433
- this.toggleModel.name += "_toggle";
434
- this.selfModel.parent!.add(this.toggleModel);
435
- }
436
- else {
437
- // Option B: we shallow clone ourselves and put the clone next to us. This means childs are not clickable anymore.
438
- // We create clones exactly once for this gameObject, so that all SetActiveOnClick on the same object use the same trigger.
439
- if (!this.gameObject[SetActiveOnClick.toggleClone]) {
440
- const clone = this.selfModelClone.clone();
441
- clone.matrix.identity();
442
- clone.name += "_toggle" + (SetActiveOnClick.clonedToggleIndex++);
443
- originalModel.add(clone);
444
- this.gameObject[SetActiveOnClick.toggleClone] = clone;
445
-
446
- console.warn("USDZExport: Toggle " + this.gameObject.name + " doesn't have geometry. It will be deep cloned and nested behaviours will likely not work.");
447
- }
448
- const clonedSelfModel = this.gameObject[SetActiveOnClick.toggleClone];
449
-
450
- if (!this.gameObject[SetActiveOnClick.reverseToggleClone]) {
451
- const clone = this.selfModelClone.clone();
452
- clone.matrix.identity();
453
- clone.name += "_toggleReverse" + (SetActiveOnClick.clonedToggleIndex++);
454
- originalModel.add(clone);
455
- this.gameObject[SetActiveOnClick.reverseToggleClone] = clone;
456
- }
457
- this.toggleModel = this.gameObject[SetActiveOnClick.reverseToggleClone];
458
-
459
- if (!this.toggleModel!.geometry || !clonedSelfModel.geometry) {
460
- console.error("triggers without childs and without geometry won't work!", this, originalModel.geometry)
461
- }
462
-
463
- // We're targeting the clone in the actions below, not the original object
464
- selfModel = clonedSelfModel;
465
-
466
- // Remove the geometry, we've duplicated it into the toggle/reverseToggle already
467
- originalModel.geometry = null;
468
- originalModel.material = null;
469
-
470
- // Known issues: clone() does not clone skinned mesh geometry, lights, cameras;
471
- // we still have them on the original object and the clones won't have it.
472
- }
473
- }
474
-
475
- // this.toggleOnClick is false, so we don't have a toggleModel – no need for clones,
476
- // just set the target object to targetState and optionally hide ourselves
477
- if (!this.toggleModel) {
478
- const sequence: ActionModel[] = [];
479
- if (this.hideSelf)
480
- sequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
481
- sequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
482
-
483
- ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_toggleTo" + (targetState ? "On" : "Off"),
484
- TriggerBuilder.tapTrigger(selfModel),
485
- ActionBuilder.parallel(...sequence)
486
- ));
487
- }
488
- // We have a toggleModel, so we need to set up two sequences:
489
- // - one that hides the original object, shows the toggle and sets the target to targetState
490
- // - one that hides the toggle, shows the original object and sets the target to !targetState
491
- else if (this.toggleOnClick) {
492
- const toggleSequence: ActionModel[] = [];
493
- toggleSequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
494
- toggleSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, true));
495
- toggleSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
496
-
497
- ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_toggleTo" + (targetState ? "On" : "Off"),
498
- TriggerBuilder.tapTrigger(selfModel),
499
- ActionBuilder.parallel(...toggleSequence)
500
- ));
501
-
502
- const reverseSequence: ActionModel[] = [];
503
- reverseSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, false));
504
- reverseSequence.push(ActionBuilder.fadeAction(selfModel, 0, true));
505
- reverseSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, !targetState));
506
-
507
- ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_toggleTo" + (!targetState ? "On" : "Off"),
508
- TriggerBuilder.tapTrigger(this.toggleModel),
509
- ActionBuilder.parallel(...reverseSequence)
510
- ));
511
- }
512
-
513
- // Ensure initial states are set correctly so that we get the same result as was currently active in the runtime
514
- const objectsToHide = new Array<USDObject>();
515
- if (!this.targetStateBeforeCreatingDocument)
516
- objectsToHide.push(this.targetModel);
517
- if (!this.stateBeforeCreatingDocument)
518
- objectsToHide.push(originalModel);
519
- if (this.toggleModel)
520
- objectsToHide.push(this.toggleModel);
521
-
522
- ext.addBehavior(new BehaviorModel("HideOnStart_" + this.gameObject.name,
523
- TriggerBuilder.sceneStartTrigger(),
524
- ActionBuilder.fadeAction(objectsToHide, 0, false)
525
- ));
526
- }
527
- }
528
-
529
- afterSerialize(_ext: BehaviorExtension, _context: USDZExporterContext): void {
530
- // cleanup visibility cache
531
- if (this.gameObject[SetActiveOnClick.wasVisible] !== undefined) {
532
- this.gameObject.visible = this.gameObject[SetActiveOnClick.wasVisible];
533
- delete this.gameObject[SetActiveOnClick.wasVisible];
534
- }
535
- if (this.target && this.target[SetActiveOnClick.wasVisible] !== undefined) {
536
- this.target.visible = this.target[SetActiveOnClick.wasVisible];
537
- delete this.target[SetActiveOnClick.wasVisible];
538
- }
539
-
540
- // cleanup trigger clones
541
- delete this.gameObject[SetActiveOnClick.toggleClone];
542
- delete this.gameObject[SetActiveOnClick.reverseToggleClone];
543
- }
544
- }
545
-
546
- export class HideOnStart extends Behaviour implements UsdzBehaviour {
547
-
548
- start() {
549
- this.gameObject.visible = false;
550
- }
551
-
552
- createBehaviours(ext, model, _context) {
553
- if (model.uuid === this.gameObject.uuid)
554
- ext.addBehavior(new BehaviorModel("HideOnStart_" + this.gameObject.name,
555
- TriggerBuilder.sceneStartTrigger(),
556
- ActionBuilder.fadeAction(model, 0, false)
557
- ));
558
- }
559
-
560
- beforeCreateDocument() {
561
- this.gameObject.visible = true;
562
- }
563
-
564
- afterCreateDocument() {
565
- this.gameObject.visible = false;
566
- }
567
- }
568
-
569
- export class EmphasizeOnClick extends Behaviour implements UsdzBehaviour {
570
-
571
- @serializable()
572
- target?: Object3D;
573
-
574
- @serializable()
575
- duration: number = 0.5;
576
-
577
- @serializable()
578
- motionType: MotionType = MotionType.bounce;
579
-
580
- beforeCreateDocument() { }
581
-
582
- createBehaviours(ext, model, _context) {
583
- if (!this.target) return;
584
-
585
- if (model.uuid === this.gameObject.uuid) {
586
- const emphasize = new BehaviorModel("emphasize " + this.name,
587
- TriggerBuilder.tapTrigger(this.gameObject),
588
- ActionBuilder.emphasize(this.target, this.duration, this.motionType, undefined, "basic"),
589
- );
590
- ext.addBehavior(emphasize);
591
- }
592
- }
593
-
594
- afterCreateDocument(_ext, _context) { }
595
- }
596
-
597
- export class PlayAudioOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
598
-
599
- @serializable(AudioSource)
600
- target?: AudioSource;
601
-
602
- @serializable(URL)
603
- clip: string = "";
604
-
605
- @serializable()
606
- toggleOnClick: boolean = false;
607
-
608
- start(): void {
609
- ensureRaycaster(this.gameObject);
610
- }
611
-
612
- ensureAudioSource() {
613
- if (!this.target) {
614
- const newAudioSource = this.gameObject.addNewComponent(AudioSource);
615
- if (newAudioSource) {
616
- this.target = newAudioSource;
617
- newAudioSource.spatialBlend = 1;
618
- newAudioSource.volume = 1;
619
- newAudioSource.loop = false;
620
- }
621
- }
622
- }
623
-
624
- onPointerClick(args: PointerEventData) {
625
- args.use();
626
-
627
- if (!this.target?.clip && !this.clip) return;
628
-
629
- this.ensureAudioSource();
630
-
631
- if (this.target) {
632
-
633
- if (this.target.isPlaying && this.toggleOnClick) {
634
- this.target.stop();
635
- }
636
- else {
637
- if (!this.toggleOnClick && this.target.isPlaying) {
638
- this.target.stop();
639
- }
640
- if (this.clip) this.target.play(this.clip);
641
- else this.target.play();
642
- }
643
- }
644
- }
645
-
646
- createBehaviours(ext, model, _context) {
647
- if (!this.target && !this.clip) return;
648
- if (model.uuid === this.gameObject.uuid) {
649
-
650
- const clipUrl = this.clip ? this.clip : this.target ? this.target.clip : undefined;
651
- if (!clipUrl) return;
652
- if (typeof clipUrl !== "string") return;
653
-
654
- const playbackTarget = this.target ? this.target.gameObject : this.gameObject;
655
- const clipName = clipUrl.split("/").pop();
656
- const volume = this.target ? this.target.volume : 1;
657
- const auralMode = this.target && this.target.spatialBlend == 0 ? AuralMode.NonSpatial : AuralMode.Spatial;
658
-
659
- // regular tap trigger
660
- {
661
- let playAction: IBehaviorElement = ActionBuilder.playAudioAction(playbackTarget, "audio/" + clipName, PlayAction.Play, volume, auralMode);
662
- // does not seem to work in iOS / QuickLook...
663
- if (this.toggleOnClick) (playAction as ActionModel).multiplePerformOperation = MultiplePerformOperation.Stop;
664
- if (this.target && this.target.loop)
665
- playAction = ActionBuilder.sequence(playAction).makeLooping();
666
- const playClipOnTap = new BehaviorModel("playAudio " + this.name,
667
- TriggerBuilder.tapTrigger(this.gameObject),
668
- playAction,
669
- );
670
- ext.addBehavior(playClipOnTap);
671
- }
672
-
673
- // automatically play audio on start too if the referenced AudioSource has playOnAwake enabled
674
- if (this.target && this.target.playOnAwake && this.target.enabled) {
675
- let playAction: IBehaviorElement = ActionBuilder.playAudioAction(playbackTarget, "audio/" + clipName, PlayAction.Play, volume, auralMode);
676
- if (this.target.loop)
677
- playAction = ActionBuilder.sequence(playAction).makeLooping();
678
- const playClipOnStart = new BehaviorModel("playAudioOnStart " + this.name,
679
- TriggerBuilder.sceneStartTrigger(),
680
- playAction,
681
- );
682
- ext.addBehavior(playClipOnStart);
683
- }
684
- }
685
- }
686
-
687
- async afterSerialize(_ext, context) {
688
- if (!this.target && !this.clip) return;
689
- const clipUrl = this.clip ? this.clip : this.target ? this.target.clip : undefined;
690
- if (!clipUrl) return;
691
- if (typeof clipUrl !== "string") return;
692
- const clipName = clipUrl.split("/").pop();
693
-
694
- const audio = await fetch(clipUrl);
695
- const audioBlob = await audio.blob();
696
- const arrayBuffer = await audioBlob.arrayBuffer();
697
-
698
- const audioData: Uint8Array = new Uint8Array(arrayBuffer)
699
-
700
- context.files["audio/" + clipName] = audioData;
701
- }
702
- }
703
-
704
- export class PlayAnimationOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour, UsdzAnimation {
705
-
706
- @serializable(Animator)
707
- animator?: Animator;
708
-
709
- @serializable()
710
- stateName?: string;
711
-
712
- // Not editable from the outside yet, but from code
713
- // we want to expose this once we have a nice drawer for "Triggers" (e.g. shows proximity distance)
714
- // and once we rename the component to "PlayAnimation" or "PlayAnimationOnTrigger"
715
- trigger: "tap" | "start" = "tap"; // "proximity"
716
-
717
- private get target() { return this.animator?.gameObject }
718
-
719
- start(): void {
720
- ensureRaycaster(this.gameObject);
721
- }
722
-
723
- onPointerClick(args: PointerEventData) {
724
- args.use();
725
- if (!this.target) return;
726
- if (this.stateName) {
727
- // TODO this is currently quite annoying to use,
728
- // as for the web we use the Animator component and its states directly,
729
- // while in QuickLook we use explicit animations / states.
730
- this.animator?.play(this.stateName, 0, 0, .1);
731
- }
732
- }
733
-
734
- private selfModel: any;
735
-
736
- private stateAnimationModel: any;
737
-
738
- private animationSequence? = new Array<RegisteredAnimationInfo>();
739
- private animationLoopAfterSequence? = new Array<RegisteredAnimationInfo>();
740
-
741
- createBehaviours(_ext, model, _context) {
742
- if (model.uuid === this.gameObject.uuid)
743
- this.selfModel = model;
744
- }
745
-
746
- private static animationActions: ActionModel[] = [];
747
- private static rootsWithExclusivePlayback: Set<Object3D> = new Set();
748
-
749
- // Cleanup. TODO This is not the best way as it's called multiple times (once for each component).
750
- afterSerialize() {
751
- if (PlayAnimationOnClick.rootsWithExclusivePlayback.size > 1) {
752
- 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.";
753
- if (isDevEnvironment()) showBalloonWarning(message);
754
- console.warn(message, ...PlayAnimationOnClick.rootsWithExclusivePlayback);
755
- }
756
- PlayAnimationOnClick.animationActions = [];
757
- PlayAnimationOnClick.rootsWithExclusivePlayback = new Set();
758
- }
759
-
760
- afterCreateDocument(ext: BehaviorExtension, context: USDZExporterContext) {
761
- if (!this.animationSequence || !this.stateAnimationModel) return;
762
- if (!this.target) return;
763
-
764
- const document = context.document;
765
-
766
- // check if the AnimationExtension has been attached and what data it has for the current object
767
- const animationExt = context.extensions.find(ext => ext instanceof AnimationExtension) as AnimationExtension;
768
- if (!animationExt) return;
769
-
770
- // This is a workaround for FB13410767 - StartAnimationAction in USDZ preliminary behaviours does not stop when another StartAnimationAction is called on the same prim
771
- // When we play multiple animations on the same root, QuickLook just overlaps them and glitches around instead of stopping an earlier one.
772
- // Once this is fixed, we can relax this check and just always make it non-exclusive again.
773
- // Setting exclusive playback has the side effect of unfortunately canceling all other playing actions that are exclusive too -
774
- // seems there is no finer-grained control over which actions should stop which other actions...
775
- const requiresExclusivePlayback = animationExt.getClipCount(this.target) > 1;
776
- if (requiresExclusivePlayback) {
777
- if (isDevEnvironment())
778
- 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.");
779
-
780
- PlayAnimationOnClick.rootsWithExclusivePlayback.add(this.target);
781
- }
782
-
783
- const getOrCacheAction = (model: USDObject, anim: RegisteredAnimationInfo) => {
784
- let action = PlayAnimationOnClick.animationActions.find(a => a.affectedObjects == model && a.start == anim.start && a.duration == anim.duration);
785
- if (!action) {
786
- action = ActionBuilder.startAnimationAction(model, anim.start, anim.duration) as ActionModel;
787
- PlayAnimationOnClick.animationActions.push(action);
788
- }
789
- return action;
790
- }
791
-
792
- document.traverse(model => {
793
- if (model.uuid === this.target?.uuid) {
794
- const sequence = ActionBuilder.sequence();
795
-
796
- if (this.animationSequence !== undefined)
797
- for (const anim of this.animationSequence) {
798
- sequence.addAction(getOrCacheAction(model, anim));
799
- }
800
-
801
- if (this.animationLoopAfterSequence !== undefined) {
802
- // only make a new action group if there's already stuff in the existing one
803
- const loopSequence = sequence.actions.length == 0 ? sequence : ActionBuilder.sequence();
804
- for (const anim of this.animationLoopAfterSequence) {
805
- loopSequence.addAction(getOrCacheAction(model, anim));
806
- }
807
- loopSequence.makeLooping();
808
- if (sequence !== loopSequence)
809
- sequence.addAction(loopSequence);
810
- }
811
-
812
- const playAnimationOnTap = new BehaviorModel("tap " + this.name + " for " + this.stateName + " on " + this.target?.name,
813
- this.trigger == "tap" ? TriggerBuilder.tapTrigger(this.selfModel) : TriggerBuilder.sceneStartTrigger(),
814
- sequence
815
- );
816
-
817
- // See comment above for why exclusive playback is currently required when playing multiple animations on the same root.
818
- if (requiresExclusivePlayback)
819
- playAnimationOnTap.makeExclusive(true);
820
- ext.addBehavior(playAnimationOnTap);
821
- }
822
- });
823
- }
824
-
825
- createAnimation(ext, model, _context) {
826
- if (!this.target || !this.animator) return;
827
-
828
- // If there's a separate state specified to play after this one, we
829
- // play it automatically. Theoretically an animator state machine flow could be encoded here.
830
-
831
- // We're parsing the Animator states here and follow the transition chain until we find a loop.
832
- // There are some edge cases:
833
- // - (0 > 1.looping) should keep looping (1).
834
- // - (0 > 1 > 1) should keep looping (1).
835
- // - (0 > 1 > 2 > 3 > 2) should keep looping (2,3).
836
- // - (0 > 1 > 2 > 3 > 0) should keep looping (0,1,2,3).
837
- const runtimeController = this.animator?.runtimeAnimatorController;
838
- let currentState = runtimeController?.findState(this.stateName);
839
- let statesUntilLoop: State[] = [];
840
- let statesLooping: State[] = [];
841
-
842
- if (runtimeController && currentState) {
843
- // starting point – we have set this above already as startAction
844
- const visitedStates = new Array<State>;
845
- visitedStates.push(currentState);
846
- let foundLoop = false;
847
-
848
- while (true && visitedStates.length < 100) {
849
- if (!currentState || currentState === null || !currentState.transitions || currentState.transitions.length === 0) {
850
- if (currentState.motion?.isLooping)
851
- foundLoop = true;
852
- break;
853
- }
854
-
855
- // find the first transition without parameters
856
- // TODO we could also find the first _valid_ transition here instead based on the current parameters.
857
- const transition = currentState.transitions.find(t => t.conditions.length === 0);
858
- const nextState = transition ? runtimeController["getState"](transition.destinationState, 0) : null;
859
- // abort: we found a state loop
860
- if (nextState && visitedStates.includes(nextState)) {
861
- currentState = nextState;
862
- foundLoop = true;
863
- break;
864
- }
865
- // keep looking: transition to another state
866
- else if (transition) {
867
- currentState = nextState;
868
- if (!currentState)
869
- break;
870
- visitedStates.push(currentState);
871
- }
872
- // abort: no transition found. check if last state is looping
873
- else {
874
- foundLoop = currentState.motion?.isLooping ?? false;
875
- break;
876
- }
877
- }
878
-
879
- if (foundLoop && currentState) {
880
- // check what the first state in the loop is – it must be matching the last one we added
881
- const firstStateInLoop = visitedStates.indexOf(currentState);
882
- statesUntilLoop = visitedStates.slice(0, firstStateInLoop); // can be empty, which means we're looping all
883
- statesLooping = visitedStates.slice(firstStateInLoop); // can be empty, which means nothing is looping
884
- console.log("found loop from " + this.stateName, "states until loop", statesUntilLoop, "states looping", statesLooping);
885
- }
886
- else {
887
- statesUntilLoop = visitedStates;
888
- statesLooping = [];
889
- console.log("found no loop from " + this.stateName, "states", statesUntilLoop);
890
- }
891
- }
892
-
893
- // filter out any states that don't have motion data
894
- statesUntilLoop = statesUntilLoop.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
895
- statesLooping = statesLooping.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
896
-
897
- // If none of the found states have motion, we need to warn
898
- if (statesUntilLoop.length === 0 && statesLooping.length === 0) {
899
- console.warn("No clips found for state " + this.stateName + " on " + this.animator?.name + ", can't export animation data");
900
- return;
901
- }
902
- this.stateAnimationModel = model;
903
-
904
- // Register all the animation states we found.
905
- if (statesUntilLoop.length > 0) {
906
- this.animationSequence = new Array<RegisteredAnimationInfo>();
907
- for (const state of statesUntilLoop) {
908
- this.animationSequence.push(ext.registerAnimation(this.target, state.motion.clip));
909
- }
910
- }
911
- if (statesLooping.length > 0) {
912
- this.animationLoopAfterSequence = new Array<RegisteredAnimationInfo>();
913
- for (const state of statesLooping) {
914
- this.animationLoopAfterSequence.push(ext.registerAnimation(this.target, state.motion.clip));
915
- }
916
- }
917
- }
918
-
919
- }
920
-
921
- export class PreliminaryAction extends Behaviour {
922
- getType(): string | void { }
923
- @serializable(Object3D)
924
- target?: Object3D;
925
-
926
-
927
- getDuration(): number | void { };
928
- }
929
-
930
- export class PreliminaryTrigger extends Behaviour {
931
-
932
- @serializable(PreliminaryAction)
933
- target?: PreliminaryAction;
934
- }
935
-
936
- export class VisibilityAction extends PreliminaryAction {
937
-
938
- //@type int
939
- @serializable()
940
- type: VisibilityActionType = VisibilityActionType.Hide;
941
-
942
- @serializable()
943
- duration: number = 1;
944
-
945
- getType() {
946
- switch (this.type) {
947
- case VisibilityActionType.Hide: return "hide";
948
- case VisibilityActionType.Show: return "show";
949
- }
950
- }
951
-
952
- getDuration() {
953
- return this.duration;
954
- }
955
- }
956
-
957
- export class TapGestureTrigger extends PreliminaryTrigger {
958
-
959
- }
960
-
961
- export enum VisibilityActionType {
962
- Show = 0,
963
- Hide = 1,
1
+ import { Behaviour, GameObject } from "../../../../Component.js";
2
+ import { Animator } from "../../../../Animator.js";
3
+ import { Renderer } from "../../../../Renderer.js";
4
+ import { serializable } from "../../../../../engine/engine_serialization_decorator.js";
5
+ import type { IPointerClickHandler, PointerEventData } from "../../../../ui/PointerEvents.js";
6
+ import { AnimationExtension, RegisteredAnimationInfo, type UsdzAnimation } from "../Animation.js";
7
+ import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../../../../../engine/engine_three_utils.js";
8
+
9
+ import { Object3D, Material, Vector3, Quaternion, Mesh, Group } from "three";
10
+ import { USDDocument, USDObject, USDZExporterContext } from "../../ThreeUSDZExporter.js";
11
+
12
+ import type { BehaviorExtension, UsdzBehaviour } from "./Behaviour.js";
13
+ import { ActionBuilder, ActionModel, AuralMode, BehaviorModel, type IBehaviorElement, MotionType, PlayAction, Space, TriggerBuilder, GroupActionModel, MultiplePerformOperation } from "./BehavioursBuilder.js";
14
+ import { AudioSource } from "../../../../AudioSource.js";
15
+ import { NEEDLE_progressive } from "../../../../../engine/extensions/NEEDLE_progressive.js";
16
+ import { isDevEnvironment, showBalloonWarning } from "../../../../../engine/debug/index.js";
17
+ import { Raycaster, ObjectRaycaster } from "../../../../ui/Raycaster.js";
18
+ import type { State } from "../../../../../engine/extensions/NEEDLE_animator_controller_model.js";
19
+
20
+ function ensureRaycaster(obj: GameObject) {
21
+ if (!obj) return;
22
+ if (!obj.getComponentInParent(Raycaster)) {
23
+ if (isDevEnvironment()) console.warn("Create Raycaster on " + obj.name + " because no raycaster was found in the hierarchy")
24
+ obj.addNewComponent(ObjectRaycaster);
25
+ }
26
+ }
27
+
28
+ export class ChangeTransformOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
29
+
30
+ @serializable(Object3D)
31
+ object?: Object3D;
32
+
33
+ @serializable(Object3D)
34
+ target?: Object3D;
35
+
36
+ @serializable()
37
+ duration: number = 1;
38
+
39
+ @serializable()
40
+ relativeMotion: boolean = false;
41
+
42
+ private coroutine: Generator | null = null;
43
+
44
+ private targetPos = new Vector3();
45
+ private targetRot = new Quaternion();
46
+ private targetScale = new Vector3();
47
+
48
+ start(): void {
49
+ ensureRaycaster(this.gameObject);
50
+ }
51
+
52
+ onPointerClick(args: PointerEventData) {
53
+ args.use();
54
+ if (this.coroutine) this.stopCoroutine(this.coroutine);
55
+ if (!this.relativeMotion)
56
+ this.coroutine = this.startCoroutine(this.moveToTarget());
57
+ else
58
+ this.coroutine = this.startCoroutine(this.moveRelative());
59
+ }
60
+
61
+ private *moveToTarget() {
62
+
63
+ if (!this.target || !this.object) return;
64
+
65
+ const thisPos = getWorldPosition(this.object).clone();
66
+ const targetPos = getWorldPosition(this.target).clone();
67
+
68
+ const thisRot = getWorldQuaternion(this.object).clone();
69
+ const targetRot = getWorldQuaternion(this.target).clone();
70
+
71
+ const thisScale = getWorldScale(this.object).clone();
72
+ const targetScale = getWorldScale(this.target).clone();
73
+
74
+ const dist = thisPos.distanceTo(targetPos);
75
+ const rotDist = thisRot.angleTo(targetRot);
76
+ const scaleDist = thisScale.distanceTo(targetScale);
77
+
78
+ if (dist < 0.01 && rotDist < 0.01 && scaleDist < 0.01) {
79
+ setWorldPosition(this.object, targetPos);
80
+ setWorldQuaternion(this.object, targetRot);
81
+ setWorldScale(this.object, targetScale);
82
+ this.coroutine = null;
83
+ return;
84
+ }
85
+
86
+ let t01 = 0;
87
+ let eased = 0;
88
+ while (t01 < 1) {
89
+
90
+ t01 += this.context.time.deltaTime / this.duration;
91
+ if (t01 > 1) t01 = 1;
92
+
93
+ // apply ease-in-out
94
+ // https://easings.net/
95
+ eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
96
+
97
+ this.targetPos.lerpVectors(thisPos, targetPos, eased);
98
+ this.targetRot.slerpQuaternions(thisRot, targetRot, eased);
99
+ this.targetScale.lerpVectors(thisScale, targetScale, eased);
100
+
101
+ setWorldPosition(this.object, this.targetPos);
102
+ setWorldQuaternion(this.object, this.targetRot);
103
+ setWorldScale(this.object, this.targetScale);
104
+
105
+ yield;
106
+ }
107
+
108
+ this.coroutine = null;
109
+ }
110
+
111
+ private *moveRelative() {
112
+
113
+ if (!this.target || !this.object) return;
114
+
115
+ const thisPos = this.object.position.clone();
116
+ const thisRot = this.object.quaternion.clone();
117
+ const thisScale = this.object.scale.clone();
118
+
119
+ const posOffset = this.target.position.clone();
120
+ const rotOffset = this.target.quaternion.clone();
121
+ const scaleOffset = this.target.scale.clone();
122
+
123
+ // convert into right space
124
+ posOffset.applyQuaternion(this.object.quaternion);
125
+
126
+ this.targetPos.copy(this.object.position).add(posOffset);
127
+ this.targetRot.copy(this.object.quaternion).multiply(rotOffset);
128
+ this.targetScale.copy(this.object.scale).multiply(scaleOffset);
129
+
130
+ let t01 = 0;
131
+ let eased = 0;
132
+ while (t01 < 1) {
133
+
134
+ t01 += this.context.time.deltaTime / this.duration;
135
+ if (t01 > 1) t01 = 1;
136
+
137
+ // apply ease-in-out
138
+ // https://easings.net/
139
+ eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
140
+
141
+ this.object.position.lerpVectors(thisPos, this.targetPos, eased);
142
+ this.object.quaternion.slerpQuaternions(thisRot, this.targetRot, eased);
143
+ this.object.scale.lerpVectors(thisScale, this.targetScale, eased);
144
+
145
+ yield;
146
+ }
147
+
148
+ this.coroutine = null;
149
+ }
150
+
151
+ beforeCreateDocument(ext) {
152
+ if (this.target && this.object && this.gameObject) {
153
+ const moveForward = new BehaviorModel("Move to " + this.target?.name,
154
+ TriggerBuilder.tapTrigger(this.gameObject),
155
+ ActionBuilder.transformAction(this.object, this.target, this.duration, this.relativeMotion ? Space.Relative : Space.Absolute),
156
+ );
157
+ ext.addBehavior(moveForward);
158
+ }
159
+ }
160
+ }
161
+
162
+ export class ChangeMaterialOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
163
+
164
+ @serializable(Material)
165
+ materialToSwitch?: Material;
166
+
167
+ @serializable(Material)
168
+ variantMaterial?: Material;
169
+
170
+ @serializable()
171
+ fadeDuration: number = 0;
172
+
173
+ private _objectsWithThisMaterial: Mesh[] = [];
174
+
175
+ awake() {
176
+ if (this.variantMaterial && this.materialToSwitch) {
177
+ const renderer = GameObject.findObjectsOfType(Renderer);
178
+ for (const rend of renderer) {
179
+ for (let i = 0; i < rend.sharedMaterials.length; i++) {
180
+ const mat = rend.sharedMaterials[i];
181
+ if (mat === this.materialToSwitch) {
182
+ if (rend.gameObject instanceof Mesh) {
183
+ this._objectsWithThisMaterial.push(rend.gameObject);
184
+ }
185
+ else if (rend.gameObject instanceof Group) {
186
+ for (const child of rend.gameObject.children) {
187
+ if (child instanceof Mesh && child.material === mat) {
188
+ this._objectsWithThisMaterial.push(child);
189
+ }
190
+ }
191
+ }
192
+ break;
193
+ }
194
+ }
195
+ }
196
+ }
197
+ }
198
+
199
+ start(): void {
200
+ ensureRaycaster(this.gameObject);
201
+ }
202
+
203
+ onPointerClick(args: PointerEventData) {
204
+ args.use();
205
+ if (!this.variantMaterial) return;
206
+ for (let i = 0; i < this._objectsWithThisMaterial.length; i++) {
207
+ const obj = this._objectsWithThisMaterial[i];
208
+ obj.material = this.variantMaterial;
209
+ }
210
+ }
211
+
212
+ private selfModel!: USDObject;
213
+ private targetModels!: USDObject[];
214
+
215
+ private static _materialTriggersPerId: { [key: string]: ChangeMaterialOnClick[] } = {}
216
+
217
+
218
+ async beforeCreateDocument(_ext: BehaviorExtension, _context) {
219
+ this.targetModels = [];
220
+ ChangeMaterialOnClick._materialTriggersPerId = {}
221
+ ChangeMaterialOnClick.variantSwitchIndex = 0;
222
+
223
+ // Ensure that the progressive textures have been loaded for all variants and materials
224
+ if (this.materialToSwitch) {
225
+ await NEEDLE_progressive.assignTextureLOD(this.context, this.sourceId, this.materialToSwitch, 0);
226
+ }
227
+ if (this.variantMaterial) {
228
+ await NEEDLE_progressive.assignTextureLOD(this.context, this.sourceId, this.variantMaterial, 0);
229
+ }
230
+ }
231
+
232
+
233
+ createBehaviours(_ext: BehaviorExtension, model: USDObject, _context) {
234
+
235
+ const shouldExport = this._objectsWithThisMaterial.find(o => o.uuid === model.uuid);
236
+ if (shouldExport) {
237
+ this.targetModels.push(model);
238
+ }
239
+ if (this.gameObject.uuid === model.uuid) {
240
+ this.selfModel = model;
241
+ if (this.materialToSwitch) {
242
+ if (!ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid])
243
+ ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid] = [];
244
+ ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid].push(this);
245
+ }
246
+ }
247
+ }
248
+
249
+ afterCreateDocument(ext: BehaviorExtension, _context) {
250
+
251
+ if (!this.materialToSwitch) return;
252
+ const handlers = ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
253
+ if (handlers) {
254
+ const variants: { [key: string]: Array<USDObject> } = {}
255
+ for (const handler of handlers) {
256
+ const createdVariants = handler.createVariants();
257
+ if (createdVariants && createdVariants.length > 0)
258
+ variants[handler.selfModel.uuid] = createdVariants;
259
+ }
260
+ for (const handler of handlers) {
261
+ const otherVariants: Array<USDObject> = [];
262
+ for (const key in variants) {
263
+ if (key !== handler.selfModel.uuid) {
264
+ otherVariants.push(...variants[key]);
265
+ }
266
+ }
267
+ handler.createAndAttachBehaviors(ext, variants[handler.selfModel.uuid], otherVariants);
268
+ }
269
+ }
270
+ delete ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
271
+ }
272
+
273
+ private createAndAttachBehaviors(ext: BehaviorExtension, myVariants: Array<USDObject>, otherVariants: Array<USDObject>) {
274
+ const start: ActionModel[] = [];
275
+ const select: ActionModel[] = [];
276
+
277
+ const fadeDuration = Math.max(0, this.fadeDuration);
278
+
279
+ select.push(ActionBuilder.fadeAction([...this.targetModels, ...otherVariants], fadeDuration, false));
280
+ start.push(ActionBuilder.fadeAction(myVariants, fadeDuration, false));
281
+ select.push(ActionBuilder.fadeAction(myVariants, fadeDuration, true));
282
+
283
+ ext.addBehavior(new BehaviorModel("Select_" + this.selfModel.name,
284
+ TriggerBuilder.tapTrigger(this.selfModel),
285
+ ActionBuilder.parallel(...select))
286
+ );
287
+ ext.addBehavior(new BehaviorModel("StartHidden_" + this.selfModel.name,
288
+ TriggerBuilder.sceneStartTrigger(),
289
+ ActionBuilder.parallel(...start))
290
+ );
291
+ }
292
+
293
+ static variantSwitchIndex: number = 0;
294
+ private createVariants() {
295
+ if (!this.variantMaterial) return null;
296
+
297
+ const variantModels: USDObject[] = [];
298
+ for (const target of this.targetModels) {
299
+ const variant = target.clone();
300
+ variant.name += " variant_" + this.variantMaterial.name + "_" + ChangeMaterialOnClick.variantSwitchIndex++;
301
+ variant.name = variant.name.replace(/\s/g, "_");
302
+ variant.material = this.variantMaterial;
303
+ variant.geometry = target.geometry;
304
+ variant.matrix = target.matrix;
305
+
306
+ if (!target.parent || !target.parent.isEmpty()) {
307
+ USDObject.createEmptyParent(target);
308
+ }
309
+ if (target.parent) target.parent.add(variant);
310
+ variantModels.push(variant);
311
+ }
312
+ return variantModels;
313
+ }
314
+ }
315
+
316
+ export class SetActiveOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
317
+
318
+ @serializable(Object3D)
319
+ target?: Object3D;
320
+
321
+ @serializable()
322
+ toggleOnClick: boolean = false;
323
+
324
+ @serializable()
325
+ targetState: boolean = true;
326
+
327
+ @serializable()
328
+ hideSelf: boolean = true;
329
+
330
+ start(): void {
331
+ ensureRaycaster(this.gameObject);
332
+ }
333
+
334
+ onPointerClick(args: PointerEventData) {
335
+ args.use();
336
+
337
+ if (!this.toggleOnClick && this.hideSelf)
338
+ this.gameObject.visible = false;
339
+
340
+ if (this.target)
341
+ this.target.visible = this.toggleOnClick ? !this.target.visible : this.targetState;
342
+ }
343
+
344
+ private selfModel!: USDObject;
345
+ private selfModelClone!: USDObject;
346
+ private targetModel?: USDObject;
347
+ private toggleModel?: USDObject;
348
+
349
+ createBehaviours(_, model, _context) {
350
+ if (model.uuid === this.gameObject.uuid) {
351
+ this.selfModel = model;
352
+ this.selfModelClone = model.clone();
353
+ }
354
+ }
355
+
356
+ private stateBeforeCreatingDocument: boolean = false;
357
+ private targetStateBeforeCreatingDocument: boolean = false;
358
+ private static clonedToggleIndex = 0;
359
+ private static wasVisible = Symbol("usdz_SetActiveOnClick_wasVisible");
360
+ private static toggleClone = Symbol("clone for toggling");
361
+ private static reverseToggleClone = Symbol("clone for reverse toggling");
362
+
363
+ beforeCreateDocument() {
364
+ if (!this.target) return;
365
+
366
+ // need to cache on the object itself, because otherwise different actions would override each other's visibility state
367
+ // TODO would probably be better to have this somewhere on the exporter, not on this component
368
+ if (this.gameObject[SetActiveOnClick.wasVisible] === undefined)
369
+ this.gameObject[SetActiveOnClick.wasVisible] = this.gameObject.activeSelf;
370
+ if (this.target[SetActiveOnClick.wasVisible] === undefined)
371
+ this.target[SetActiveOnClick.wasVisible] = (this.target as GameObject).activeSelf;
372
+
373
+ this.stateBeforeCreatingDocument = this.gameObject[SetActiveOnClick.wasVisible];
374
+ this.targetStateBeforeCreatingDocument = this.target[SetActiveOnClick.wasVisible];
375
+
376
+ // Objects need to be on so they are exported, as we're skipping invisible objects
377
+ this.gameObject.visible = true;
378
+ this.target.visible = true;
379
+ }
380
+
381
+ afterCreateDocument(ext, context) {
382
+ if (!this.target) return;
383
+
384
+ // Parameters:
385
+ // - hideSelf: the trigger is hidden after clicking. Can basically only be used once.
386
+ // - toggleOnClick: the target is toggled on/off when the trigger is clicked.
387
+ // - targetState: the target is set to this state when the trigger is clicked.
388
+
389
+ // Combinations:
390
+ // - when toggleOnClick is on, hideSelf is ignored
391
+ // - we need to make a copy of our object
392
+ // - when the trigger is clicked
393
+ // - hide the original trigger
394
+ // - show the copied trigger
395
+ // - set the target to targetState
396
+ // - when the copied trigger is clicked
397
+ // - hide the copied trigger
398
+ // - show the original trigger again
399
+ // - set the target to !targetState
400
+ // - when toggleOnClick is off, hideSelf is used
401
+ // - no copy is needed
402
+ // - when the trigger is clicked
403
+ // - hide the trigger
404
+ // - set the target to the targetState
405
+
406
+ this.targetModel = context.document.findById(this.target.uuid);
407
+ const originalModel = this.selfModel;
408
+
409
+ if (this.selfModel && this.targetModel) {
410
+ let selfModel = this.selfModel;
411
+ let targetState = this.targetState;
412
+
413
+ // if we toggle, we need to create a copy of our object
414
+ if (this.toggleOnClick) {
415
+ // When toggling we want to respect the current state of the target,
416
+ // so effectively this.targetState and this.hideSelf are ignored.
417
+ targetState = !this.targetStateBeforeCreatingDocument;
418
+
419
+
420
+ // Potentially it's easier/better to just "clone" and put the object as a sibling next
421
+ // to the rest of the hierarchy. This way we would lose nested clicks (clicking on a child would not trigger events)
422
+ // but we're not potentially duplicating tons of objects.
423
+ // It's much easier to reason about nested actions when we're not duplicating tons of hierarchy...
424
+ // We can probably only do a shallow clone when the tapped object has geometry of its own, otherwise
425
+ // we end up with nothing to tap on.
426
+
427
+ // Option A: we deep clone ourselves. This makes hierarchical cases and nested behaviours really complex.
428
+ // We do this currently when the object doesn't have any geometry.
429
+ if (!this.selfModelClone.geometry) {
430
+ if (!this.selfModel.parent || this.selfModel.parent.isEmpty())
431
+ USDDocument.createEmptyParent(this.selfModel);
432
+ this.toggleModel = this.selfModel.deepClone();
433
+ this.toggleModel.name += "_toggle";
434
+ this.selfModel.parent!.add(this.toggleModel);
435
+ }
436
+ else {
437
+ // Option B: we shallow clone ourselves and put the clone next to us. This means childs are not clickable anymore.
438
+ // We create clones exactly once for this gameObject, so that all SetActiveOnClick on the same object use the same trigger.
439
+ if (!this.gameObject[SetActiveOnClick.toggleClone]) {
440
+ const clone = this.selfModelClone.clone();
441
+ clone.matrix.identity();
442
+ clone.name += "_toggle" + (SetActiveOnClick.clonedToggleIndex++);
443
+ originalModel.add(clone);
444
+ this.gameObject[SetActiveOnClick.toggleClone] = clone;
445
+
446
+ console.warn("USDZExport: Toggle " + this.gameObject.name + " doesn't have geometry. It will be deep cloned and nested behaviours will likely not work.");
447
+ }
448
+ const clonedSelfModel = this.gameObject[SetActiveOnClick.toggleClone];
449
+
450
+ if (!this.gameObject[SetActiveOnClick.reverseToggleClone]) {
451
+ const clone = this.selfModelClone.clone();
452
+ clone.matrix.identity();
453
+ clone.name += "_toggleReverse" + (SetActiveOnClick.clonedToggleIndex++);
454
+ originalModel.add(clone);
455
+ this.gameObject[SetActiveOnClick.reverseToggleClone] = clone;
456
+ }
457
+ this.toggleModel = this.gameObject[SetActiveOnClick.reverseToggleClone];
458
+
459
+ if (!this.toggleModel!.geometry || !clonedSelfModel.geometry) {
460
+ console.error("triggers without childs and without geometry won't work!", this, originalModel.geometry)
461
+ }
462
+
463
+ // We're targeting the clone in the actions below, not the original object
464
+ selfModel = clonedSelfModel;
465
+
466
+ // Remove the geometry, we've duplicated it into the toggle/reverseToggle already
467
+ originalModel.geometry = null;
468
+ originalModel.material = null;
469
+
470
+ // Known issues: clone() does not clone skinned mesh geometry, lights, cameras;
471
+ // we still have them on the original object and the clones won't have it.
472
+ }
473
+ }
474
+
475
+ // this.toggleOnClick is false, so we don't have a toggleModel – no need for clones,
476
+ // just set the target object to targetState and optionally hide ourselves
477
+ if (!this.toggleModel) {
478
+ const sequence: ActionModel[] = [];
479
+ if (this.hideSelf)
480
+ sequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
481
+ sequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
482
+
483
+ ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_toggleTo" + (targetState ? "On" : "Off"),
484
+ TriggerBuilder.tapTrigger(selfModel),
485
+ ActionBuilder.parallel(...sequence)
486
+ ));
487
+ }
488
+ // We have a toggleModel, so we need to set up two sequences:
489
+ // - one that hides the original object, shows the toggle and sets the target to targetState
490
+ // - one that hides the toggle, shows the original object and sets the target to !targetState
491
+ else if (this.toggleOnClick) {
492
+ const toggleSequence: ActionModel[] = [];
493
+ toggleSequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
494
+ toggleSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, true));
495
+ toggleSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
496
+
497
+ ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_toggleTo" + (targetState ? "On" : "Off"),
498
+ TriggerBuilder.tapTrigger(selfModel),
499
+ ActionBuilder.parallel(...toggleSequence)
500
+ ));
501
+
502
+ const reverseSequence: ActionModel[] = [];
503
+ reverseSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, false));
504
+ reverseSequence.push(ActionBuilder.fadeAction(selfModel, 0, true));
505
+ reverseSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, !targetState));
506
+
507
+ ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_toggleTo" + (!targetState ? "On" : "Off"),
508
+ TriggerBuilder.tapTrigger(this.toggleModel),
509
+ ActionBuilder.parallel(...reverseSequence)
510
+ ));
511
+ }
512
+
513
+ // Ensure initial states are set correctly so that we get the same result as was currently active in the runtime
514
+ const objectsToHide = new Array<USDObject>();
515
+ if (!this.targetStateBeforeCreatingDocument)
516
+ objectsToHide.push(this.targetModel);
517
+ if (!this.stateBeforeCreatingDocument)
518
+ objectsToHide.push(originalModel);
519
+ if (this.toggleModel)
520
+ objectsToHide.push(this.toggleModel);
521
+
522
+ ext.addBehavior(new BehaviorModel("HideOnStart_" + this.gameObject.name,
523
+ TriggerBuilder.sceneStartTrigger(),
524
+ ActionBuilder.fadeAction(objectsToHide, 0, false)
525
+ ));
526
+ }
527
+ }
528
+
529
+ afterSerialize(_ext: BehaviorExtension, _context: USDZExporterContext): void {
530
+ // cleanup visibility cache
531
+ if (this.gameObject[SetActiveOnClick.wasVisible] !== undefined) {
532
+ this.gameObject.visible = this.gameObject[SetActiveOnClick.wasVisible];
533
+ delete this.gameObject[SetActiveOnClick.wasVisible];
534
+ }
535
+ if (this.target && this.target[SetActiveOnClick.wasVisible] !== undefined) {
536
+ this.target.visible = this.target[SetActiveOnClick.wasVisible];
537
+ delete this.target[SetActiveOnClick.wasVisible];
538
+ }
539
+
540
+ // cleanup trigger clones
541
+ delete this.gameObject[SetActiveOnClick.toggleClone];
542
+ delete this.gameObject[SetActiveOnClick.reverseToggleClone];
543
+ }
544
+ }
545
+
546
+ export class HideOnStart extends Behaviour implements UsdzBehaviour {
547
+
548
+ start() {
549
+ this.gameObject.visible = false;
550
+ }
551
+
552
+ createBehaviours(ext, model, _context) {
553
+ if (model.uuid === this.gameObject.uuid)
554
+ ext.addBehavior(new BehaviorModel("HideOnStart_" + this.gameObject.name,
555
+ TriggerBuilder.sceneStartTrigger(),
556
+ ActionBuilder.fadeAction(model, 0, false)
557
+ ));
558
+ }
559
+
560
+ beforeCreateDocument() {
561
+ this.gameObject.visible = true;
562
+ }
563
+
564
+ afterCreateDocument() {
565
+ this.gameObject.visible = false;
566
+ }
567
+ }
568
+
569
+ export class EmphasizeOnClick extends Behaviour implements UsdzBehaviour {
570
+
571
+ @serializable()
572
+ target?: Object3D;
573
+
574
+ @serializable()
575
+ duration: number = 0.5;
576
+
577
+ @serializable()
578
+ motionType: MotionType = MotionType.bounce;
579
+
580
+ beforeCreateDocument() { }
581
+
582
+ createBehaviours(ext, model, _context) {
583
+ if (!this.target) return;
584
+
585
+ if (model.uuid === this.gameObject.uuid) {
586
+ const emphasize = new BehaviorModel("emphasize " + this.name,
587
+ TriggerBuilder.tapTrigger(this.gameObject),
588
+ ActionBuilder.emphasize(this.target, this.duration, this.motionType, undefined, "basic"),
589
+ );
590
+ ext.addBehavior(emphasize);
591
+ }
592
+ }
593
+
594
+ afterCreateDocument(_ext, _context) { }
595
+ }
596
+
597
+ export class PlayAudioOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
598
+
599
+ @serializable(AudioSource)
600
+ target?: AudioSource;
601
+
602
+ @serializable(URL)
603
+ clip: string = "";
604
+
605
+ @serializable()
606
+ toggleOnClick: boolean = false;
607
+
608
+ start(): void {
609
+ ensureRaycaster(this.gameObject);
610
+ }
611
+
612
+ ensureAudioSource() {
613
+ if (!this.target) {
614
+ const newAudioSource = this.gameObject.addNewComponent(AudioSource);
615
+ if (newAudioSource) {
616
+ this.target = newAudioSource;
617
+ newAudioSource.spatialBlend = 1;
618
+ newAudioSource.volume = 1;
619
+ newAudioSource.loop = false;
620
+ }
621
+ }
622
+ }
623
+
624
+ onPointerClick(args: PointerEventData) {
625
+ args.use();
626
+
627
+ if (!this.target?.clip && !this.clip) return;
628
+
629
+ this.ensureAudioSource();
630
+
631
+ if (this.target) {
632
+
633
+ if (this.target.isPlaying && this.toggleOnClick) {
634
+ this.target.stop();
635
+ }
636
+ else {
637
+ if (!this.toggleOnClick && this.target.isPlaying) {
638
+ this.target.stop();
639
+ }
640
+ if (this.clip) this.target.play(this.clip);
641
+ else this.target.play();
642
+ }
643
+ }
644
+ }
645
+
646
+ createBehaviours(ext, model, _context) {
647
+ if (!this.target && !this.clip) return;
648
+ if (model.uuid === this.gameObject.uuid) {
649
+
650
+ const clipUrl = this.clip ? this.clip : this.target ? this.target.clip : undefined;
651
+ if (!clipUrl) return;
652
+ if (typeof clipUrl !== "string") return;
653
+
654
+ const playbackTarget = this.target ? this.target.gameObject : this.gameObject;
655
+ const clipName = clipUrl.split("/").pop();
656
+ const volume = this.target ? this.target.volume : 1;
657
+ const auralMode = this.target && this.target.spatialBlend == 0 ? AuralMode.NonSpatial : AuralMode.Spatial;
658
+
659
+ // regular tap trigger
660
+ {
661
+ let playAction: IBehaviorElement = ActionBuilder.playAudioAction(playbackTarget, "audio/" + clipName, PlayAction.Play, volume, auralMode);
662
+ // does not seem to work in iOS / QuickLook...
663
+ if (this.toggleOnClick) (playAction as ActionModel).multiplePerformOperation = MultiplePerformOperation.Stop;
664
+ if (this.target && this.target.loop)
665
+ playAction = ActionBuilder.sequence(playAction).makeLooping();
666
+ const playClipOnTap = new BehaviorModel("playAudio " + this.name,
667
+ TriggerBuilder.tapTrigger(this.gameObject),
668
+ playAction,
669
+ );
670
+ ext.addBehavior(playClipOnTap);
671
+ }
672
+
673
+ // automatically play audio on start too if the referenced AudioSource has playOnAwake enabled
674
+ if (this.target && this.target.playOnAwake && this.target.enabled) {
675
+ let playAction: IBehaviorElement = ActionBuilder.playAudioAction(playbackTarget, "audio/" + clipName, PlayAction.Play, volume, auralMode);
676
+ if (this.target.loop)
677
+ playAction = ActionBuilder.sequence(playAction).makeLooping();
678
+ const playClipOnStart = new BehaviorModel("playAudioOnStart " + this.name,
679
+ TriggerBuilder.sceneStartTrigger(),
680
+ playAction,
681
+ );
682
+ ext.addBehavior(playClipOnStart);
683
+ }
684
+ }
685
+ }
686
+
687
+ async afterSerialize(_ext, context) {
688
+ if (!this.target && !this.clip) return;
689
+ const clipUrl = this.clip ? this.clip : this.target ? this.target.clip : undefined;
690
+ if (!clipUrl) return;
691
+ if (typeof clipUrl !== "string") return;
692
+ const clipName = clipUrl.split("/").pop();
693
+
694
+ const audio = await fetch(clipUrl);
695
+ const audioBlob = await audio.blob();
696
+ const arrayBuffer = await audioBlob.arrayBuffer();
697
+
698
+ const audioData: Uint8Array = new Uint8Array(arrayBuffer)
699
+
700
+ context.files["audio/" + clipName] = audioData;
701
+ }
702
+ }
703
+
704
+ export class PlayAnimationOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour, UsdzAnimation {
705
+
706
+ @serializable(Animator)
707
+ animator?: Animator;
708
+
709
+ @serializable()
710
+ stateName?: string;
711
+
712
+ // Not editable from the outside yet, but from code
713
+ // we want to expose this once we have a nice drawer for "Triggers" (e.g. shows proximity distance)
714
+ // and once we rename the component to "PlayAnimation" or "PlayAnimationOnTrigger"
715
+ trigger: "tap" | "start" = "tap"; // "proximity"
716
+
717
+ private get target() { return this.animator?.gameObject }
718
+
719
+ start(): void {
720
+ ensureRaycaster(this.gameObject);
721
+ }
722
+
723
+ onPointerClick(args: PointerEventData) {
724
+ args.use();
725
+ if (!this.target) return;
726
+ if (this.stateName) {
727
+ // TODO this is currently quite annoying to use,
728
+ // as for the web we use the Animator component and its states directly,
729
+ // while in QuickLook we use explicit animations / states.
730
+ this.animator?.play(this.stateName, 0, 0, .1);
731
+ }
732
+ }
733
+
734
+ private selfModel: any;
735
+
736
+ private stateAnimationModel: any;
737
+
738
+ private animationSequence? = new Array<RegisteredAnimationInfo>();
739
+ private animationLoopAfterSequence? = new Array<RegisteredAnimationInfo>();
740
+
741
+ createBehaviours(_ext, model, _context) {
742
+ if (model.uuid === this.gameObject.uuid)
743
+ this.selfModel = model;
744
+ }
745
+
746
+ private static animationActions: ActionModel[] = [];
747
+ private static rootsWithExclusivePlayback: Set<Object3D> = new Set();
748
+
749
+ // Cleanup. TODO This is not the best way as it's called multiple times (once for each component).
750
+ afterSerialize() {
751
+ if (PlayAnimationOnClick.rootsWithExclusivePlayback.size > 1) {
752
+ 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.";
753
+ if (isDevEnvironment()) showBalloonWarning(message);
754
+ console.warn(message, ...PlayAnimationOnClick.rootsWithExclusivePlayback);
755
+ }
756
+ PlayAnimationOnClick.animationActions = [];
757
+ PlayAnimationOnClick.rootsWithExclusivePlayback = new Set();
758
+ }
759
+
760
+ afterCreateDocument(ext: BehaviorExtension, context: USDZExporterContext) {
761
+ if (!this.animationSequence || !this.stateAnimationModel) return;
762
+ if (!this.target) return;
763
+
764
+ const document = context.document;
765
+
766
+ // check if the AnimationExtension has been attached and what data it has for the current object
767
+ const animationExt = context.extensions.find(ext => ext instanceof AnimationExtension) as AnimationExtension;
768
+ if (!animationExt) return;
769
+
770
+ // This is a workaround for FB13410767 - StartAnimationAction in USDZ preliminary behaviours does not stop when another StartAnimationAction is called on the same prim
771
+ // When we play multiple animations on the same root, QuickLook just overlaps them and glitches around instead of stopping an earlier one.
772
+ // Once this is fixed, we can relax this check and just always make it non-exclusive again.
773
+ // Setting exclusive playback has the side effect of unfortunately canceling all other playing actions that are exclusive too -
774
+ // seems there is no finer-grained control over which actions should stop which other actions...
775
+ const requiresExclusivePlayback = animationExt.getClipCount(this.target) > 1;
776
+ if (requiresExclusivePlayback) {
777
+ if (isDevEnvironment())
778
+ 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.");
779
+
780
+ PlayAnimationOnClick.rootsWithExclusivePlayback.add(this.target);
781
+ }
782
+
783
+ const getOrCacheAction = (model: USDObject, anim: RegisteredAnimationInfo) => {
784
+ let action = PlayAnimationOnClick.animationActions.find(a => a.affectedObjects == model && a.start == anim.start && a.duration == anim.duration);
785
+ if (!action) {
786
+ action = ActionBuilder.startAnimationAction(model, anim.start, anim.duration) as ActionModel;
787
+ PlayAnimationOnClick.animationActions.push(action);
788
+ }
789
+ return action;
790
+ }
791
+
792
+ document.traverse(model => {
793
+ if (model.uuid === this.target?.uuid) {
794
+ const sequence = ActionBuilder.sequence();
795
+
796
+ if (this.animationSequence !== undefined)
797
+ for (const anim of this.animationSequence) {
798
+ sequence.addAction(getOrCacheAction(model, anim));
799
+ }
800
+
801
+ if (this.animationLoopAfterSequence !== undefined) {
802
+ // only make a new action group if there's already stuff in the existing one
803
+ const loopSequence = sequence.actions.length == 0 ? sequence : ActionBuilder.sequence();
804
+ for (const anim of this.animationLoopAfterSequence) {
805
+ loopSequence.addAction(getOrCacheAction(model, anim));
806
+ }
807
+ loopSequence.makeLooping();
808
+ if (sequence !== loopSequence)
809
+ sequence.addAction(loopSequence);
810
+ }
811
+
812
+ const playAnimationOnTap = new BehaviorModel("tap " + this.name + " for " + this.stateName + " on " + this.target?.name,
813
+ this.trigger == "tap" ? TriggerBuilder.tapTrigger(this.selfModel) : TriggerBuilder.sceneStartTrigger(),
814
+ sequence
815
+ );
816
+
817
+ // See comment above for why exclusive playback is currently required when playing multiple animations on the same root.
818
+ if (requiresExclusivePlayback)
819
+ playAnimationOnTap.makeExclusive(true);
820
+ ext.addBehavior(playAnimationOnTap);
821
+ }
822
+ });
823
+ }
824
+
825
+ createAnimation(ext, model, _context) {
826
+ if (!this.target || !this.animator) return;
827
+
828
+ // If there's a separate state specified to play after this one, we
829
+ // play it automatically. Theoretically an animator state machine flow could be encoded here.
830
+
831
+ // We're parsing the Animator states here and follow the transition chain until we find a loop.
832
+ // There are some edge cases:
833
+ // - (0 > 1.looping) should keep looping (1).
834
+ // - (0 > 1 > 1) should keep looping (1).
835
+ // - (0 > 1 > 2 > 3 > 2) should keep looping (2,3).
836
+ // - (0 > 1 > 2 > 3 > 0) should keep looping (0,1,2,3).
837
+ const runtimeController = this.animator?.runtimeAnimatorController;
838
+ let currentState = runtimeController?.findState(this.stateName);
839
+ let statesUntilLoop: State[] = [];
840
+ let statesLooping: State[] = [];
841
+
842
+ if (runtimeController && currentState) {
843
+ // starting point – we have set this above already as startAction
844
+ const visitedStates = new Array<State>;
845
+ visitedStates.push(currentState);
846
+ let foundLoop = false;
847
+
848
+ while (true && visitedStates.length < 100) {
849
+ if (!currentState || currentState === null || !currentState.transitions || currentState.transitions.length === 0) {
850
+ if (currentState.motion?.isLooping)
851
+ foundLoop = true;
852
+ break;
853
+ }
854
+
855
+ // find the first transition without parameters
856
+ // TODO we could also find the first _valid_ transition here instead based on the current parameters.
857
+ const transition = currentState.transitions.find(t => t.conditions.length === 0);
858
+ const nextState = transition ? runtimeController["getState"](transition.destinationState, 0) : null;
859
+ // abort: we found a state loop
860
+ if (nextState && visitedStates.includes(nextState)) {
861
+ currentState = nextState;
862
+ foundLoop = true;
863
+ break;
864
+ }
865
+ // keep looking: transition to another state
866
+ else if (transition) {
867
+ currentState = nextState;
868
+ if (!currentState)
869
+ break;
870
+ visitedStates.push(currentState);
871
+ }
872
+ // abort: no transition found. check if last state is looping
873
+ else {
874
+ foundLoop = currentState.motion?.isLooping ?? false;
875
+ break;
876
+ }
877
+ }
878
+
879
+ if (foundLoop && currentState) {
880
+ // check what the first state in the loop is – it must be matching the last one we added
881
+ const firstStateInLoop = visitedStates.indexOf(currentState);
882
+ statesUntilLoop = visitedStates.slice(0, firstStateInLoop); // can be empty, which means we're looping all
883
+ statesLooping = visitedStates.slice(firstStateInLoop); // can be empty, which means nothing is looping
884
+ console.log("found loop from " + this.stateName, "states until loop", statesUntilLoop, "states looping", statesLooping);
885
+ }
886
+ else {
887
+ statesUntilLoop = visitedStates;
888
+ statesLooping = [];
889
+ console.log("found no loop from " + this.stateName, "states", statesUntilLoop);
890
+ }
891
+ }
892
+
893
+ // filter out any states that don't have motion data
894
+ statesUntilLoop = statesUntilLoop.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
895
+ statesLooping = statesLooping.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
896
+
897
+ // If none of the found states have motion, we need to warn
898
+ if (statesUntilLoop.length === 0 && statesLooping.length === 0) {
899
+ console.warn("No clips found for state " + this.stateName + " on " + this.animator?.name + ", can't export animation data");
900
+ return;
901
+ }
902
+ this.stateAnimationModel = model;
903
+
904
+ // Register all the animation states we found.
905
+ if (statesUntilLoop.length > 0) {
906
+ this.animationSequence = new Array<RegisteredAnimationInfo>();
907
+ for (const state of statesUntilLoop) {
908
+ this.animationSequence.push(ext.registerAnimation(this.target, state.motion.clip));
909
+ }
910
+ }
911
+ if (statesLooping.length > 0) {
912
+ this.animationLoopAfterSequence = new Array<RegisteredAnimationInfo>();
913
+ for (const state of statesLooping) {
914
+ this.animationLoopAfterSequence.push(ext.registerAnimation(this.target, state.motion.clip));
915
+ }
916
+ }
917
+ }
918
+
919
+ }
920
+
921
+ export class PreliminaryAction extends Behaviour {
922
+ getType(): string | void { }
923
+ @serializable(Object3D)
924
+ target?: Object3D;
925
+
926
+
927
+ getDuration(): number | void { };
928
+ }
929
+
930
+ export class PreliminaryTrigger extends Behaviour {
931
+
932
+ @serializable(PreliminaryAction)
933
+ target?: PreliminaryAction;
934
+ }
935
+
936
+ export class VisibilityAction extends PreliminaryAction {
937
+
938
+ //@type int
939
+ @serializable()
940
+ type: VisibilityActionType = VisibilityActionType.Hide;
941
+
942
+ @serializable()
943
+ duration: number = 1;
944
+
945
+ getType() {
946
+ switch (this.type) {
947
+ case VisibilityActionType.Hide: return "hide";
948
+ case VisibilityActionType.Show: return "show";
949
+ }
950
+ }
951
+
952
+ getDuration() {
953
+ return this.duration;
954
+ }
955
+ }
956
+
957
+ export class TapGestureTrigger extends PreliminaryTrigger {
958
+
959
+ }
960
+
961
+ export enum VisibilityActionType {
962
+ Show = 0,
963
+ Hide = 1,
964
964
  }