@needle-tools/engine 3.3.0-alpha → 3.4.0-alpha
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.
- package/CHANGELOG.md +10 -0
- package/dist/needle-engine.js +26116 -24881
- package/dist/needle-engine.min.js +384 -383
- package/dist/needle-engine.umd.cjs +372 -371
- package/lib/engine/codegen/register_types.js +50 -2
- package/lib/engine/codegen/register_types.js.map +1 -1
- package/lib/engine/engine_gameobject.d.ts +1 -1
- package/lib/engine/engine_gameobject.js +4 -2
- package/lib/engine/engine_gameobject.js.map +1 -1
- package/lib/engine/engine_three_utils.js +2 -2
- package/lib/engine/engine_three_utils.js.map +1 -1
- package/lib/engine-components/Animation.js +4 -0
- package/lib/engine-components/Animation.js.map +1 -1
- package/lib/engine-components/codegen/components.d.ts +25 -1
- package/lib/engine-components/codegen/components.js +25 -1
- package/lib/engine-components/codegen/components.js.map +1 -1
- package/lib/engine-components/export/usdz/Extension.d.ts +4 -4
- package/lib/engine-components/export/usdz/ThreeUSDZExporter.d.ts +86 -0
- package/lib/engine-components/export/usdz/ThreeUSDZExporter.js +830 -0
- package/lib/engine-components/export/usdz/ThreeUSDZExporter.js.map +1 -0
- package/lib/engine-components/export/usdz/USDZExporter.d.ts +6 -3
- package/lib/engine-components/export/usdz/USDZExporter.js +34 -11
- package/lib/engine-components/export/usdz/USDZExporter.js.map +1 -1
- package/lib/engine-components/export/usdz/extensions/Animation.d.ts +15 -15
- package/lib/engine-components/export/usdz/extensions/Animation.js +24 -29
- package/lib/engine-components/export/usdz/extensions/Animation.js.map +1 -1
- package/lib/engine-components/export/usdz/extensions/DocumentExtension.d.ts +5 -0
- package/lib/engine-components/export/usdz/extensions/DocumentExtension.js +7 -0
- package/lib/engine-components/export/usdz/extensions/DocumentExtension.js.map +1 -0
- package/lib/engine-components/export/usdz/extensions/USDZText.d.ts +47 -0
- package/lib/engine-components/export/usdz/extensions/USDZText.js +114 -0
- package/lib/engine-components/export/usdz/extensions/USDZText.js.map +1 -0
- package/lib/engine-components/export/usdz/extensions/behavior/Actions.d.ts +30 -0
- package/lib/engine-components/export/usdz/extensions/behavior/Actions.js +89 -0
- package/lib/engine-components/export/usdz/extensions/behavior/Actions.js.map +1 -0
- package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.d.ts +23 -0
- package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.js +114 -0
- package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.js.map +1 -0
- package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.d.ts +96 -0
- package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js +421 -0
- package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js.map +1 -0
- package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.d.ts +111 -0
- package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.js +409 -0
- package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.js.map +1 -0
- package/lib/engine-components/postprocessing/PostProcessingHandler.js.map +1 -1
- package/lib/engine-components/ui/BaseUIComponent.d.ts +2 -0
- package/lib/engine-components/ui/BaseUIComponent.js +6 -0
- package/lib/engine-components/ui/BaseUIComponent.js.map +1 -1
- package/lib/engine-components/ui/Canvas.d.ts +11 -1
- package/lib/engine-components/ui/Canvas.js +72 -3
- package/lib/engine-components/ui/Canvas.js.map +1 -1
- package/lib/engine-components/ui/Graphic.js.map +1 -1
- package/lib/engine-components/ui/Image.js +4 -4
- package/lib/engine-components/ui/Image.js.map +1 -1
- package/lib/engine-components/ui/Interfaces.d.ts +11 -0
- package/lib/engine-components/ui/Interfaces.js +11 -0
- package/lib/engine-components/ui/Interfaces.js.map +1 -1
- package/lib/engine-components/ui/Layout.d.ts +65 -3
- package/lib/engine-components/ui/Layout.js +304 -3
- package/lib/engine-components/ui/Layout.js.map +1 -1
- package/lib/engine-components/ui/RectTransform.d.ts +8 -7
- package/lib/engine-components/ui/RectTransform.js +63 -35
- package/lib/engine-components/ui/RectTransform.js.map +1 -1
- package/lib/engine-components/utils/LookAt.d.ts +7 -1
- package/lib/engine-components/utils/LookAt.js +43 -6
- package/lib/engine-components/utils/LookAt.js.map +1 -1
- package/lib/engine-components/webxr/WebXRImageTracking.d.ts +4 -3
- package/lib/engine-components/webxr/WebXRImageTracking.js +81 -25
- package/lib/engine-components/webxr/WebXRImageTracking.js.map +1 -1
- package/lib/tsconfig.tsbuildinfo +1 -1
- package/package.json +1 -1
- package/plugins/vite/reload.js +13 -2
- package/src/engine/codegen/register_types.js +52 -4
- package/src/engine/engine_gameobject.ts +3 -2
- package/src/engine/engine_three_utils.ts +2 -2
- package/src/engine-components/Animation.ts +4 -0
- package/src/engine-components/codegen/components.ts +25 -1
- package/src/engine-components/export/usdz/Extension.ts +4 -5
- package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +1280 -0
- package/src/engine-components/export/usdz/USDZExporter.ts +39 -17
- package/src/engine-components/export/usdz/extensions/Animation.ts +37 -45
- package/src/engine-components/export/usdz/extensions/DocumentExtension.ts +10 -0
- package/src/engine-components/export/usdz/extensions/USDZText.ts +142 -0
- package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -0
- package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +181 -0
- package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +503 -0
- package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +459 -0
- package/src/engine-components/postprocessing/PostProcessingHandler.ts +1 -1
- package/src/engine-components/ui/BaseUIComponent.ts +7 -1
- package/src/engine-components/ui/Canvas.ts +80 -5
- package/src/engine-components/ui/Graphic.ts +2 -0
- package/src/engine-components/ui/Image.ts +3 -3
- package/src/engine-components/ui/Interfaces.ts +30 -6
- package/src/engine-components/ui/Layout.ts +303 -4
- package/src/engine-components/ui/RectTransform.ts +65 -40
- package/src/engine-components/utils/LookAt.ts +60 -7
- package/src/engine-components/webxr/WebXRImageTracking.ts +100 -27
- package/lib/engine-components/export/usdz/types.d.ts +0 -34
- package/lib/engine-components/export/usdz/types.js +0 -2
- package/lib/engine-components/export/usdz/types.js.map +0 -1
- package/src/engine-components/export/usdz/types.ts +0 -39
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var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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return c > 3 && r && Object.defineProperty(target, key, r), r;
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};
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import { Behaviour, GameObject } from "../../../../Component";
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import { Animator } from "../../../../Animator";
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import { Renderer } from "../../../../Renderer";
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import { serializable } from "../../../../../engine/engine_serialization_decorator";
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import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../../../../../engine/engine_three_utils";
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import { Object3D, Material, Vector3, Quaternion } from "three";
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import { USDObject } from "../../ThreeUSDZExporter";
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import { ActionBuilder, BehaviorModel, MotionType, Space, TriggerBuilder } from "./BehavioursBuilder";
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export class ChangeTransformOnClick extends Behaviour {
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object;
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target;
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duration = 1;
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relativeMotion = false;
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coroutine = null;
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targetPos = new Vector3();
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targetRot = new Quaternion();
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targetScale = new Vector3();
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*moveToTarget() {
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if (!this.target || !this.object)
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return;
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const thisPos = getWorldPosition(this.object).clone();
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const targetPos = getWorldPosition(this.target).clone();
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const thisRot = getWorldQuaternion(this.object).clone();
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const targetRot = getWorldQuaternion(this.target).clone();
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const thisScale = getWorldScale(this.object).clone();
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const targetScale = getWorldScale(this.target).clone();
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const dist = thisPos.distanceTo(targetPos);
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const rotDist = thisRot.angleTo(targetRot);
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const scaleDist = thisScale.distanceTo(targetScale);
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if (dist < 0.01 && rotDist < 0.01 && scaleDist < 0.01) {
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setWorldPosition(this.object, targetPos);
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setWorldQuaternion(this.object, targetRot);
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setWorldScale(this.object, targetScale);
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this.coroutine = null;
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return;
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}
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let t01 = 0;
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let eased = 0;
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while (t01 < 1) {
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t01 += this.context.time.deltaTime / this.duration;
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if (t01 > 1)
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t01 = 1;
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// apply ease-in-out
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// https://easings.net/
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eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
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this.targetPos.lerpVectors(thisPos, targetPos, eased);
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this.targetRot.slerpQuaternions(thisRot, targetRot, eased);
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this.targetScale.lerpVectors(thisScale, targetScale, eased);
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setWorldPosition(this.object, this.targetPos);
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setWorldQuaternion(this.object, this.targetRot);
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setWorldScale(this.object, this.targetScale);
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yield;
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}
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this.coroutine = null;
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}
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*moveRelative() {
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if (!this.target || !this.object)
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return;
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const thisPos = this.object.position.clone();
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const thisRot = this.object.quaternion.clone();
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const thisScale = this.object.scale.clone();
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const posOffset = this.target.position.clone();
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const rotOffset = this.target.quaternion.clone();
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const scaleOffset = this.target.scale.clone();
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// convert into right space
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posOffset.applyQuaternion(this.object.quaternion);
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this.targetPos.copy(this.object.position).add(posOffset);
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this.targetRot.copy(this.object.quaternion).multiply(rotOffset);
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this.targetScale.copy(this.object.scale).multiply(scaleOffset);
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let t01 = 0;
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let eased = 0;
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while (t01 < 1) {
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t01 += this.context.time.deltaTime / this.duration;
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if (t01 > 1)
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t01 = 1;
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// apply ease-in-out
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// https://easings.net/
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eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
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this.object.position.lerpVectors(thisPos, this.targetPos, eased);
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this.object.quaternion.slerpQuaternions(thisRot, this.targetRot, eased);
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this.object.scale.lerpVectors(thisScale, this.targetScale, eased);
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yield;
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}
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this.coroutine = null;
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}
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onPointerClick() {
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if (this.coroutine)
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this.stopCoroutine(this.coroutine);
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if (!this.relativeMotion)
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this.coroutine = this.startCoroutine(this.moveToTarget());
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else
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this.coroutine = this.startCoroutine(this.moveRelative());
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}
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beforeCreateDocument(ext) {
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if (this.target && this.object && this.gameObject) {
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const moveForward = new BehaviorModel("Move to " + this.target?.name, TriggerBuilder.tapTrigger(this.gameObject), ActionBuilder.transformAction(this.object, this.target, this.duration, this.relativeMotion ? Space.Relative : Space.Absolute));
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ext.addBehavior(moveForward);
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}
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}
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}
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__decorate([
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serializable(Object3D)
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], ChangeTransformOnClick.prototype, "object", void 0);
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__decorate([
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serializable(Object3D)
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], ChangeTransformOnClick.prototype, "target", void 0);
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__decorate([
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serializable()
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], ChangeTransformOnClick.prototype, "duration", void 0);
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__decorate([
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serializable()
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], ChangeTransformOnClick.prototype, "relativeMotion", void 0);
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export class ChangeMaterialOnClick extends Behaviour {
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materialToSwitch;
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variantMaterial;
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_objectsWithThisMaterial = [];
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awake() {
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if (this.variantMaterial && this.materialToSwitch) {
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const renderer = GameObject.findObjectsOfType(Renderer);
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for (const rend of renderer) {
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if (rend.sharedMaterial === this.materialToSwitch) {
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this._objectsWithThisMaterial.push(rend);
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}
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}
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}
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}
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onPointerClick() {
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if (!this.variantMaterial)
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return;
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for (const rend of this._objectsWithThisMaterial) {
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rend.sharedMaterial = this.variantMaterial;
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}
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}
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selfModel;
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targetModels = [];
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static _materialTriggersPerId = {};
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createBehaviours(_ext, model, _context) {
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const shouldExport = this._objectsWithThisMaterial.find(o => o.gameObject.uuid === model.uuid);
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if (shouldExport) {
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this.targetModels.push(model);
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}
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if (this.gameObject.uuid === model.uuid) {
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this.selfModel = model;
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if (this.materialToSwitch) {
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if (!ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid])
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ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid] = [];
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ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid].push(this);
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}
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}
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}
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afterCreateDocument(ext, _context) {
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if (!this.materialToSwitch)
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return;
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const handlers = ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
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if (handlers) {
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const variants = {};
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for (const handler of handlers) {
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const createdVariants = handler.createVariants();
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if (createdVariants && createdVariants.length > 0)
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variants[handler.selfModel.uuid] = createdVariants;
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}
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const otherVariants = [];
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for (const handler of handlers) {
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for (const key in variants) {
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if (key !== handler.selfModel.uuid) {
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otherVariants.push(variants[key]);
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}
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}
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handler.createAndAttachBehaviors(ext, variants[handler.selfModel.uuid], otherVariants);
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}
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}
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delete ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
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}
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createAndAttachBehaviors(ext, myVariants, otherVariants) {
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const start = [];
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const select = [];
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// the order here matters
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for (const target of this.targetModels) {
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const hideOriginal = ActionBuilder.fadeAction(target, 0, false);
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select.push(hideOriginal);
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}
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for (const v of otherVariants) {
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select.push(ActionBuilder.fadeAction(v, 0, false));
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}
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for (const v of myVariants) {
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start.push(ActionBuilder.fadeAction(v, 0, false));
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select.push(ActionBuilder.fadeAction(v, 0, true));
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}
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ext.addBehavior(new BehaviorModel("Select " + this.selfModel.name, TriggerBuilder.tapTrigger(this.selfModel), ActionBuilder.parallel(...select)));
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ext.addBehavior(new BehaviorModel("Start hidden " + this.selfModel.name, TriggerBuilder.sceneStartTrigger(), ActionBuilder.parallel(...start)));
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}
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createVariants() {
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if (!this.variantMaterial)
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return null;
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const variantModels = [];
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for (const target of this.targetModels) {
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const variant = target.clone();
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variant.name += " variant_" + this.variantMaterial.name;
|
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205
|
+
variant.name = variant.name.replace(/\s/g, "_");
|
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206
|
+
variant.material = this.variantMaterial;
|
|
207
|
+
variant.geometry = target.geometry;
|
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208
|
+
variant.matrix = target.matrix;
|
|
209
|
+
if (!target.parent || !target.parent.isEmpty()) {
|
|
210
|
+
USDObject.createEmptyParent(target);
|
|
211
|
+
}
|
|
212
|
+
if (target.parent)
|
|
213
|
+
target.parent.add(variant);
|
|
214
|
+
variantModels.push(variant);
|
|
215
|
+
}
|
|
216
|
+
return variantModels;
|
|
217
|
+
}
|
|
218
|
+
}
|
|
219
|
+
__decorate([
|
|
220
|
+
serializable(Material)
|
|
221
|
+
], ChangeMaterialOnClick.prototype, "materialToSwitch", void 0);
|
|
222
|
+
__decorate([
|
|
223
|
+
serializable(Material)
|
|
224
|
+
], ChangeMaterialOnClick.prototype, "variantMaterial", void 0);
|
|
225
|
+
export class SetActiveOnClick extends Behaviour {
|
|
226
|
+
target;
|
|
227
|
+
// TODO bring back, doesn't work yet
|
|
228
|
+
toggleOnClick = false;
|
|
229
|
+
targetState = true;
|
|
230
|
+
hideSelf = true;
|
|
231
|
+
onPointerClick() {
|
|
232
|
+
if (!this.toggleOnClick && this.hideSelf)
|
|
233
|
+
this.gameObject.visible = false;
|
|
234
|
+
if (this.target)
|
|
235
|
+
this.target.visible = this.toggleOnClick ? !this.target.visible : this.targetState;
|
|
236
|
+
}
|
|
237
|
+
selfModel;
|
|
238
|
+
otherModel;
|
|
239
|
+
toggleModel;
|
|
240
|
+
createBehaviours(_, model, _context) {
|
|
241
|
+
if (model.uuid === this.gameObject.uuid) {
|
|
242
|
+
this.selfModel = model;
|
|
243
|
+
}
|
|
244
|
+
}
|
|
245
|
+
stateBeforeCreatingDocument = false;
|
|
246
|
+
beforeCreateDocument() {
|
|
247
|
+
this.stateBeforeCreatingDocument = this.gameObject.visible;
|
|
248
|
+
this.gameObject.visible = true;
|
|
249
|
+
}
|
|
250
|
+
afterCreateDocument(ext, context) {
|
|
251
|
+
if (!this.target)
|
|
252
|
+
return;
|
|
253
|
+
this.otherModel = context.document.findById(this.target.uuid);
|
|
254
|
+
if (this.selfModel && this.otherModel) {
|
|
255
|
+
let hideClickedObject = this.hideSelf;
|
|
256
|
+
let targetState = this.targetState;
|
|
257
|
+
if (this.toggleOnClick) {
|
|
258
|
+
hideClickedObject = true;
|
|
259
|
+
targetState = !this.target.visible;
|
|
260
|
+
// TODO check where we have to create the clone; here it doesn't show up
|
|
261
|
+
this.toggleModel = this.selfModel.clone();
|
|
262
|
+
this.toggleModel.name += "_toggle";
|
|
263
|
+
if (this.selfModel.parent)
|
|
264
|
+
this.selfModel.parent.add(this.toggleModel);
|
|
265
|
+
}
|
|
266
|
+
const sequence = [];
|
|
267
|
+
if (hideClickedObject)
|
|
268
|
+
sequence.push(ActionBuilder.fadeAction(this.selfModel, 0, false));
|
|
269
|
+
if (this.toggleModel)
|
|
270
|
+
sequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, true));
|
|
271
|
+
sequence.push(ActionBuilder.fadeAction(this.otherModel, 0, this.targetState));
|
|
272
|
+
ext.addBehavior(new BehaviorModel("Toggle_" + this.selfModel.name + "_hideSelf", TriggerBuilder.tapTrigger(this.selfModel), ActionBuilder.sequence(...sequence)));
|
|
273
|
+
// TODO this is relatively similar to the material variant switching logic, can we reuse that?
|
|
274
|
+
if (this.toggleOnClick && this.toggleModel) {
|
|
275
|
+
const toggleSequence = [];
|
|
276
|
+
toggleSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, false));
|
|
277
|
+
toggleSequence.push(ActionBuilder.fadeAction(this.selfModel, 0, true));
|
|
278
|
+
toggleSequence.push(ActionBuilder.fadeAction(this.otherModel, 0, !this.targetState));
|
|
279
|
+
ext.addBehavior(new BehaviorModel("Toggle_" + this.selfModel.name + "_toggleSelf", TriggerBuilder.tapTrigger(this.toggleModel), ActionBuilder.sequence(...toggleSequence)));
|
|
280
|
+
ext.addBehavior(new BehaviorModel("HideOnStart_" + this.gameObject.name, TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(this.toggleModel, 0, false)));
|
|
281
|
+
}
|
|
282
|
+
}
|
|
283
|
+
this.gameObject.visible = this.stateBeforeCreatingDocument;
|
|
284
|
+
}
|
|
285
|
+
}
|
|
286
|
+
__decorate([
|
|
287
|
+
serializable(Object3D)
|
|
288
|
+
], SetActiveOnClick.prototype, "target", void 0);
|
|
289
|
+
__decorate([
|
|
290
|
+
serializable()
|
|
291
|
+
], SetActiveOnClick.prototype, "targetState", void 0);
|
|
292
|
+
__decorate([
|
|
293
|
+
serializable()
|
|
294
|
+
], SetActiveOnClick.prototype, "hideSelf", void 0);
|
|
295
|
+
export class HideOnStart extends Behaviour {
|
|
296
|
+
start() {
|
|
297
|
+
this.gameObject.visible = false;
|
|
298
|
+
}
|
|
299
|
+
createBehaviours(ext, model, _context) {
|
|
300
|
+
if (model.uuid === this.gameObject.uuid)
|
|
301
|
+
ext.addBehavior(new BehaviorModel("HideOnStart_" + this.gameObject.name, TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(model, 0, false)));
|
|
302
|
+
}
|
|
303
|
+
beforeCreateDocument() {
|
|
304
|
+
this.gameObject.visible = true;
|
|
305
|
+
}
|
|
306
|
+
afterCreateDocument() {
|
|
307
|
+
this.gameObject.visible = false;
|
|
308
|
+
}
|
|
309
|
+
}
|
|
310
|
+
export class EmphasizeOnClick extends Behaviour {
|
|
311
|
+
target;
|
|
312
|
+
duration = 0.5;
|
|
313
|
+
motionType = MotionType.bounce;
|
|
314
|
+
beforeCreateDocument() { }
|
|
315
|
+
createBehaviours(ext, model, _context) {
|
|
316
|
+
if (!this.target)
|
|
317
|
+
return;
|
|
318
|
+
if (model.uuid === this.gameObject.uuid) {
|
|
319
|
+
const emphasize = new BehaviorModel("emphasize " + this.name, TriggerBuilder.tapTrigger(this.gameObject), ActionBuilder.emphasize(this.target, this.duration, this.motionType, undefined, "basic"));
|
|
320
|
+
ext.addBehavior(emphasize);
|
|
321
|
+
}
|
|
322
|
+
}
|
|
323
|
+
afterCreateDocument(_ext, _context) { }
|
|
324
|
+
}
|
|
325
|
+
__decorate([
|
|
326
|
+
serializable()
|
|
327
|
+
], EmphasizeOnClick.prototype, "target", void 0);
|
|
328
|
+
__decorate([
|
|
329
|
+
serializable()
|
|
330
|
+
], EmphasizeOnClick.prototype, "duration", void 0);
|
|
331
|
+
__decorate([
|
|
332
|
+
serializable()
|
|
333
|
+
], EmphasizeOnClick.prototype, "motionType", void 0);
|
|
334
|
+
export class PlayAnimationOnClick extends Behaviour {
|
|
335
|
+
target;
|
|
336
|
+
animator;
|
|
337
|
+
stateName;
|
|
338
|
+
onPointerClick() {
|
|
339
|
+
if (!this.target)
|
|
340
|
+
return;
|
|
341
|
+
if (this.stateName)
|
|
342
|
+
this.animator?.play(this.stateName, 0, 0, .1);
|
|
343
|
+
}
|
|
344
|
+
selfModel;
|
|
345
|
+
registeredAnimationModel;
|
|
346
|
+
registeredAnimation;
|
|
347
|
+
createBehaviours(_ext, model, _context) {
|
|
348
|
+
if (model.uuid === this.gameObject.uuid)
|
|
349
|
+
this.selfModel = model;
|
|
350
|
+
}
|
|
351
|
+
afterCreateDocument(ext, context) {
|
|
352
|
+
if (!this.registeredAnimation || !this.registeredAnimationModel)
|
|
353
|
+
return;
|
|
354
|
+
const document = context.document;
|
|
355
|
+
document.traverse(model => {
|
|
356
|
+
if (model.uuid === this.target?.uuid && this.registeredAnimation) {
|
|
357
|
+
const playAnimationOnTap = new BehaviorModel("tap " + this.name + " for " + this.stateName + " on " + this.target?.name, TriggerBuilder.tapTrigger(this.selfModel), ActionBuilder.startAnimationAction(model, this.registeredAnimation.start, this.registeredAnimation.duration));
|
|
358
|
+
ext.addBehavior(playAnimationOnTap);
|
|
359
|
+
}
|
|
360
|
+
});
|
|
361
|
+
}
|
|
362
|
+
createAnimation(ext, model, _context) {
|
|
363
|
+
if (this.target && this.animator) {
|
|
364
|
+
const state = this.animator?.runtimeAnimatorController?.findState(this.stateName);
|
|
365
|
+
this.registeredAnimationModel = model;
|
|
366
|
+
this.registeredAnimation = ext.registerAnimation(this.target, state?.motion.clip);
|
|
367
|
+
}
|
|
368
|
+
}
|
|
369
|
+
}
|
|
370
|
+
__decorate([
|
|
371
|
+
serializable(Object3D)
|
|
372
|
+
], PlayAnimationOnClick.prototype, "target", void 0);
|
|
373
|
+
__decorate([
|
|
374
|
+
serializable(Animator)
|
|
375
|
+
], PlayAnimationOnClick.prototype, "animator", void 0);
|
|
376
|
+
__decorate([
|
|
377
|
+
serializable()
|
|
378
|
+
], PlayAnimationOnClick.prototype, "stateName", void 0);
|
|
379
|
+
export class PreliminaryAction extends Behaviour {
|
|
380
|
+
getType() { }
|
|
381
|
+
target;
|
|
382
|
+
getDuration() { }
|
|
383
|
+
;
|
|
384
|
+
}
|
|
385
|
+
__decorate([
|
|
386
|
+
serializable(Object3D)
|
|
387
|
+
], PreliminaryAction.prototype, "target", void 0);
|
|
388
|
+
export class PreliminaryTrigger extends Behaviour {
|
|
389
|
+
target;
|
|
390
|
+
}
|
|
391
|
+
__decorate([
|
|
392
|
+
serializable(PreliminaryAction)
|
|
393
|
+
], PreliminaryTrigger.prototype, "target", void 0);
|
|
394
|
+
export class VisibilityAction extends PreliminaryAction {
|
|
395
|
+
//@type int
|
|
396
|
+
type = VisibilityActionType.Hide;
|
|
397
|
+
duration = 1;
|
|
398
|
+
getType() {
|
|
399
|
+
switch (this.type) {
|
|
400
|
+
case VisibilityActionType.Hide: return "hide";
|
|
401
|
+
case VisibilityActionType.Show: return "show";
|
|
402
|
+
}
|
|
403
|
+
}
|
|
404
|
+
getDuration() {
|
|
405
|
+
return this.duration;
|
|
406
|
+
}
|
|
407
|
+
}
|
|
408
|
+
__decorate([
|
|
409
|
+
serializable()
|
|
410
|
+
], VisibilityAction.prototype, "type", void 0);
|
|
411
|
+
__decorate([
|
|
412
|
+
serializable()
|
|
413
|
+
], VisibilityAction.prototype, "duration", void 0);
|
|
414
|
+
export class TapGestureTrigger extends PreliminaryTrigger {
|
|
415
|
+
}
|
|
416
|
+
export var VisibilityActionType;
|
|
417
|
+
(function (VisibilityActionType) {
|
|
418
|
+
VisibilityActionType[VisibilityActionType["Show"] = 0] = "Show";
|
|
419
|
+
VisibilityActionType[VisibilityActionType["Hide"] = 1] = "Hide";
|
|
420
|
+
})(VisibilityActionType || (VisibilityActionType = {}));
|
|
421
|
+
//# sourceMappingURL=BehaviourComponents.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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@@ -0,0 +1,111 @@
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1
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+
import { Object3D } from "three";
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2
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+
import { USDDocument, USDObject, USDWriter } from "../../ThreeUSDZExporter";
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3
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+
import { BehaviorExtension } from "./Behaviour";
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4
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+
export interface IBehaviorElement {
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5
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+
id: string;
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6
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+
writeTo(document: USDDocument, writer: USDWriter): any;
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|
7
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+
}
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8
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+
export declare class BehaviorModel {
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|
9
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+
static global_id: number;
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10
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+
id: string;
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11
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+
trigger: IBehaviorElement | IBehaviorElement[];
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12
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+
action: IBehaviorElement;
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|
13
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+
exclusive: boolean;
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|
14
|
+
makeExclusive(exclusive: boolean): BehaviorModel;
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|
15
|
+
constructor(id: string, trigger: IBehaviorElement | IBehaviorElement[], action: IBehaviorElement);
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|
16
|
+
writeTo(_ext: BehaviorExtension, document: USDDocument, writer: USDWriter): void;
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|
17
|
+
}
|
|
18
|
+
type Target = USDObject | USDObject[] | Object3D | Object3D[];
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|
19
|
+
export declare class TriggerModel implements IBehaviorElement {
|
|
20
|
+
static global_id: number;
|
|
21
|
+
id: string;
|
|
22
|
+
targetId?: string | Target;
|
|
23
|
+
tokenId?: string;
|
|
24
|
+
type?: string;
|
|
25
|
+
constructor(targetId?: string | Target, id?: string);
|
|
26
|
+
writeTo(document: USDDocument, writer: USDWriter): void;
|
|
27
|
+
}
|
|
28
|
+
export declare class TriggerBuilder {
|
|
29
|
+
static sceneStartTrigger(): TriggerModel;
|
|
30
|
+
static tapTrigger(targetObject: Target): TriggerModel;
|
|
31
|
+
static isTapTrigger(trigger?: TriggerModel): boolean;
|
|
32
|
+
}
|
|
33
|
+
export declare class GroupActionModel implements IBehaviorElement {
|
|
34
|
+
static global_id: number;
|
|
35
|
+
static getId(): number;
|
|
36
|
+
id: string;
|
|
37
|
+
actions: IBehaviorElement[];
|
|
38
|
+
loops: number;
|
|
39
|
+
performCount: number;
|
|
40
|
+
type: string;
|
|
41
|
+
constructor(id: string, actions: IBehaviorElement[]);
|
|
42
|
+
addAction(el: IBehaviorElement): GroupActionModel;
|
|
43
|
+
makeParallel(): GroupActionModel;
|
|
44
|
+
makeSequence(): GroupActionModel;
|
|
45
|
+
makeLooping(): this;
|
|
46
|
+
makeRepeat(count: number): this;
|
|
47
|
+
writeTo(document: USDDocument, writer: USDWriter): void;
|
|
48
|
+
}
|
|
49
|
+
export declare enum MotionType {
|
|
50
|
+
pop = 0,
|
|
51
|
+
blink = 1,
|
|
52
|
+
bounce = 2,
|
|
53
|
+
flip = 3,
|
|
54
|
+
float = 4,
|
|
55
|
+
jiggle = 5,
|
|
56
|
+
pulse = 6,
|
|
57
|
+
spin = 7
|
|
58
|
+
}
|
|
59
|
+
export declare enum Space {
|
|
60
|
+
Relative = "relative",
|
|
61
|
+
Absolute = "absolute"
|
|
62
|
+
}
|
|
63
|
+
export declare class ActionModel implements IBehaviorElement {
|
|
64
|
+
private static global_id;
|
|
65
|
+
id: string;
|
|
66
|
+
tokenId?: string;
|
|
67
|
+
affectedObjects?: string | Target;
|
|
68
|
+
easeType?: string;
|
|
69
|
+
motionType?: string;
|
|
70
|
+
duration?: number;
|
|
71
|
+
moveDistance?: number;
|
|
72
|
+
style?: string;
|
|
73
|
+
type?: string;
|
|
74
|
+
front?: Vec3;
|
|
75
|
+
up?: Vec3;
|
|
76
|
+
start?: number;
|
|
77
|
+
animationSpeed?: number;
|
|
78
|
+
reversed?: boolean;
|
|
79
|
+
pingPong?: boolean;
|
|
80
|
+
xFormTarget?: Target | string;
|
|
81
|
+
clone(): ActionModel;
|
|
82
|
+
constructor(affectedObjects?: string | Target, id?: string);
|
|
83
|
+
writeTo(document: USDDocument, writer: USDWriter): void;
|
|
84
|
+
}
|
|
85
|
+
declare class Vec3 {
|
|
86
|
+
x: number;
|
|
87
|
+
y: number;
|
|
88
|
+
z: number;
|
|
89
|
+
constructor(x: number, y: number, z: number);
|
|
90
|
+
static get up(): Vec3;
|
|
91
|
+
static get right(): Vec3;
|
|
92
|
+
static get forward(): Vec3;
|
|
93
|
+
static get back(): Vec3;
|
|
94
|
+
static get zero(): Vec3;
|
|
95
|
+
}
|
|
96
|
+
export declare class ActionBuilder {
|
|
97
|
+
static sequence(...params: IBehaviorElement[]): GroupActionModel;
|
|
98
|
+
static parallel(...params: IBehaviorElement[]): GroupActionModel;
|
|
99
|
+
static fadeAction(targetObject: Target, duration: number, show: boolean): ActionModel;
|
|
100
|
+
/**
|
|
101
|
+
* creates an action that plays an animation
|
|
102
|
+
* @param start offset in seconds!
|
|
103
|
+
* @param duration in seconds! 0 means play to end
|
|
104
|
+
*/
|
|
105
|
+
static startAnimationAction(targetObject: Target, start: number, duration?: number, animationSpeed?: number, reversed?: boolean, pingPong?: boolean): IBehaviorElement;
|
|
106
|
+
static waitAction(duration: number): ActionModel;
|
|
107
|
+
static lookAtCameraAction(targets: Target, duration?: number, front?: Vec3, up?: Vec3): ActionModel;
|
|
108
|
+
static emphasize(targets: Target, duration: number, motionType?: MotionType, moveDistance?: number, style?: string): ActionModel;
|
|
109
|
+
static transformAction(targets: Target, transformTarget: Target, duration: number, transformType: Space, easeType?: string): ActionModel;
|
|
110
|
+
}
|
|
111
|
+
export { Vec3 as USDVec3 };
|