@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.
Files changed (101) hide show
  1. package/CHANGELOG.md +10 -0
  2. package/dist/needle-engine.js +26116 -24881
  3. package/dist/needle-engine.min.js +384 -383
  4. package/dist/needle-engine.umd.cjs +372 -371
  5. package/lib/engine/codegen/register_types.js +50 -2
  6. package/lib/engine/codegen/register_types.js.map +1 -1
  7. package/lib/engine/engine_gameobject.d.ts +1 -1
  8. package/lib/engine/engine_gameobject.js +4 -2
  9. package/lib/engine/engine_gameobject.js.map +1 -1
  10. package/lib/engine/engine_three_utils.js +2 -2
  11. package/lib/engine/engine_three_utils.js.map +1 -1
  12. package/lib/engine-components/Animation.js +4 -0
  13. package/lib/engine-components/Animation.js.map +1 -1
  14. package/lib/engine-components/codegen/components.d.ts +25 -1
  15. package/lib/engine-components/codegen/components.js +25 -1
  16. package/lib/engine-components/codegen/components.js.map +1 -1
  17. package/lib/engine-components/export/usdz/Extension.d.ts +4 -4
  18. package/lib/engine-components/export/usdz/ThreeUSDZExporter.d.ts +86 -0
  19. package/lib/engine-components/export/usdz/ThreeUSDZExporter.js +830 -0
  20. package/lib/engine-components/export/usdz/ThreeUSDZExporter.js.map +1 -0
  21. package/lib/engine-components/export/usdz/USDZExporter.d.ts +6 -3
  22. package/lib/engine-components/export/usdz/USDZExporter.js +34 -11
  23. package/lib/engine-components/export/usdz/USDZExporter.js.map +1 -1
  24. package/lib/engine-components/export/usdz/extensions/Animation.d.ts +15 -15
  25. package/lib/engine-components/export/usdz/extensions/Animation.js +24 -29
  26. package/lib/engine-components/export/usdz/extensions/Animation.js.map +1 -1
  27. package/lib/engine-components/export/usdz/extensions/DocumentExtension.d.ts +5 -0
  28. package/lib/engine-components/export/usdz/extensions/DocumentExtension.js +7 -0
  29. package/lib/engine-components/export/usdz/extensions/DocumentExtension.js.map +1 -0
  30. package/lib/engine-components/export/usdz/extensions/USDZText.d.ts +47 -0
  31. package/lib/engine-components/export/usdz/extensions/USDZText.js +114 -0
  32. package/lib/engine-components/export/usdz/extensions/USDZText.js.map +1 -0
  33. package/lib/engine-components/export/usdz/extensions/behavior/Actions.d.ts +30 -0
  34. package/lib/engine-components/export/usdz/extensions/behavior/Actions.js +89 -0
  35. package/lib/engine-components/export/usdz/extensions/behavior/Actions.js.map +1 -0
  36. package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.d.ts +23 -0
  37. package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.js +114 -0
  38. package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.js.map +1 -0
  39. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.d.ts +96 -0
  40. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js +421 -0
  41. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js.map +1 -0
  42. package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.d.ts +111 -0
  43. package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.js +409 -0
  44. package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.js.map +1 -0
  45. package/lib/engine-components/postprocessing/PostProcessingHandler.js.map +1 -1
  46. package/lib/engine-components/ui/BaseUIComponent.d.ts +2 -0
  47. package/lib/engine-components/ui/BaseUIComponent.js +6 -0
  48. package/lib/engine-components/ui/BaseUIComponent.js.map +1 -1
  49. package/lib/engine-components/ui/Canvas.d.ts +11 -1
  50. package/lib/engine-components/ui/Canvas.js +72 -3
  51. package/lib/engine-components/ui/Canvas.js.map +1 -1
  52. package/lib/engine-components/ui/Graphic.js.map +1 -1
  53. package/lib/engine-components/ui/Image.js +4 -4
  54. package/lib/engine-components/ui/Image.js.map +1 -1
  55. package/lib/engine-components/ui/Interfaces.d.ts +11 -0
  56. package/lib/engine-components/ui/Interfaces.js +11 -0
  57. package/lib/engine-components/ui/Interfaces.js.map +1 -1
  58. package/lib/engine-components/ui/Layout.d.ts +65 -3
  59. package/lib/engine-components/ui/Layout.js +304 -3
  60. package/lib/engine-components/ui/Layout.js.map +1 -1
  61. package/lib/engine-components/ui/RectTransform.d.ts +8 -7
  62. package/lib/engine-components/ui/RectTransform.js +63 -35
  63. package/lib/engine-components/ui/RectTransform.js.map +1 -1
  64. package/lib/engine-components/utils/LookAt.d.ts +7 -1
  65. package/lib/engine-components/utils/LookAt.js +43 -6
  66. package/lib/engine-components/utils/LookAt.js.map +1 -1
  67. package/lib/engine-components/webxr/WebXRImageTracking.d.ts +4 -3
  68. package/lib/engine-components/webxr/WebXRImageTracking.js +81 -25
  69. package/lib/engine-components/webxr/WebXRImageTracking.js.map +1 -1
  70. package/lib/tsconfig.tsbuildinfo +1 -1
  71. package/package.json +1 -1
  72. package/plugins/vite/reload.js +13 -2
  73. package/src/engine/codegen/register_types.js +52 -4
  74. package/src/engine/engine_gameobject.ts +3 -2
  75. package/src/engine/engine_three_utils.ts +2 -2
  76. package/src/engine-components/Animation.ts +4 -0
  77. package/src/engine-components/codegen/components.ts +25 -1
  78. package/src/engine-components/export/usdz/Extension.ts +4 -5
  79. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +1280 -0
  80. package/src/engine-components/export/usdz/USDZExporter.ts +39 -17
  81. package/src/engine-components/export/usdz/extensions/Animation.ts +37 -45
  82. package/src/engine-components/export/usdz/extensions/DocumentExtension.ts +10 -0
  83. package/src/engine-components/export/usdz/extensions/USDZText.ts +142 -0
  84. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -0
  85. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +181 -0
  86. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +503 -0
  87. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +459 -0
  88. package/src/engine-components/postprocessing/PostProcessingHandler.ts +1 -1
  89. package/src/engine-components/ui/BaseUIComponent.ts +7 -1
  90. package/src/engine-components/ui/Canvas.ts +80 -5
  91. package/src/engine-components/ui/Graphic.ts +2 -0
  92. package/src/engine-components/ui/Image.ts +3 -3
  93. package/src/engine-components/ui/Interfaces.ts +30 -6
  94. package/src/engine-components/ui/Layout.ts +303 -4
  95. package/src/engine-components/ui/RectTransform.ts +65 -40
  96. package/src/engine-components/utils/LookAt.ts +60 -7
  97. package/src/engine-components/webxr/WebXRImageTracking.ts +100 -27
  98. package/lib/engine-components/export/usdz/types.d.ts +0 -34
  99. package/lib/engine-components/export/usdz/types.js +0 -2
  100. package/lib/engine-components/export/usdz/types.js.map +0 -1
  101. package/src/engine-components/export/usdz/types.ts +0 -39
@@ -0,0 +1,181 @@
1
+ import { Behaviour, GameObject } from "../../../../Component";
2
+ import { USDZExporter } from "../../USDZExporter";
3
+ import { IUSDExporterExtension } from "../../Extension";
4
+ import { USDObject, USDWriter } from "../../ThreeUSDZExporter";
5
+ import { BehaviorModel } from "./BehavioursBuilder";
6
+ import { IContext } from "../../../../../engine/engine_types";
7
+
8
+ export interface UsdzBehaviour {
9
+ createBehaviours?(ext: BehaviorExtension, model: USDObject, context: IContext): void;
10
+ beforeCreateDocument?(ext: BehaviorExtension, context: IContext): void;
11
+ afterCreateDocument?(ext: BehaviorExtension, context: IContext): void;
12
+ }
13
+
14
+ export class USDZBehaviours extends Behaviour {
15
+ start() {
16
+ const exporter = GameObject.findObjectOfType(USDZExporter);
17
+ if (exporter) {
18
+ exporter.extensions.push(new BehaviorExtension());
19
+ }
20
+ }
21
+ }
22
+
23
+ export class BehaviorExtension implements IUSDExporterExtension {
24
+
25
+ get extensionName(): string {
26
+ return "Behaviour";
27
+ }
28
+
29
+ private behaviours: BehaviorModel[] = [];
30
+
31
+ addBehavior(beh: BehaviorModel) {
32
+ this.behaviours.push(beh);
33
+ }
34
+
35
+ behaviourComponents: Array<UsdzBehaviour> = [];
36
+
37
+
38
+ onBeforeBuildDocument(context) {
39
+ context.root.traverse(e => {
40
+ GameObject.foreachComponent(e, (comp) => {
41
+ const c = comp as unknown as UsdzBehaviour;
42
+ if (
43
+ typeof c.createBehaviours === "function" ||
44
+ typeof c.beforeCreateDocument === "function" ||
45
+ typeof c.afterCreateDocument === "function"
46
+ ) {
47
+ this.behaviourComponents.push(c);
48
+ c.beforeCreateDocument?.call(c, this, context);
49
+ }
50
+ }, false);
51
+ });
52
+ }
53
+
54
+ onExportObject(_object, model: USDObject, context) {
55
+
56
+ for (const beh of this.behaviourComponents) {
57
+ beh.createBehaviours?.call(beh, this, model, context);
58
+ }
59
+ }
60
+
61
+ onAfterBuildDocument(context) {
62
+ for (const beh of this.behaviourComponents) {
63
+ if (typeof beh.afterCreateDocument === "function")
64
+ beh.afterCreateDocument(this, context);
65
+ }
66
+ this.behaviourComponents.length = 0;
67
+ }
68
+
69
+ onAfterHierarchy(context, writer : USDWriter) {
70
+ if (this.behaviours?.length) {
71
+
72
+ // this.combineBehavioursWithSameTapActions();
73
+
74
+ writer.beginBlock('def Scope "Behaviors"');
75
+
76
+ for (const beh of this.behaviours)
77
+ beh.writeTo(this, context.document, writer);
78
+
79
+ writer.closeBlock();
80
+ }
81
+ }
82
+
83
+ // combine behaviours that have tap triggers on the same object
84
+ // private combineBehavioursWithSameTapActions() {
85
+ // // TODO: if behaviours have different settings (e.g. one is exclusive and another one is not) this wont work - we need more logic for that
86
+
87
+ // const combined: { [key: string]: { behaviorId: string, trigger: TriggerModel, actions: IBehaviorElement[] } } = {};
88
+
89
+ // for (let i = this.behaviours.length - 1; i >= 0; i--) {
90
+ // const beh = this.behaviours[i];
91
+ // const trigger = beh.trigger as TriggerModel;
92
+ // if (!Array.isArray(trigger) && TriggerBuilder.isTapTrigger(trigger)) {
93
+ // const targetObject = trigger.targetId;
94
+ // if (!targetObject) continue;
95
+ // if (!combined[targetObject]) {
96
+ // combined[targetObject] = { behaviorId: beh.id, trigger: trigger, actions: [] };
97
+ // }
98
+ // const action = beh.action;
99
+ // combined[targetObject].actions.push(action);
100
+ // this.behaviours.splice(i, 1);
101
+ // }
102
+ // }
103
+ // for (const key in combined) {
104
+ // const val = combined[key];
105
+ // console.log("Combine " + val.actions.length + " actions on " + val.trigger.id, val.actions);
106
+ // const beh = new BehaviorModel(val.behaviorId, val.trigger, ActionBuilder.sequence(...val.actions));
107
+ // this.behaviours.push(beh);
108
+ // }
109
+ // }
110
+ }
111
+
112
+
113
+
114
+
115
+ // const playAnimationOnTap = new BehaviorModel("b_" + model.name + "_playanim", TriggerBuilder.tapTrigger(model),
116
+ // ActionBuilder.parallel(
117
+ // ActionBuilder.lookAtCameraAction(model),
118
+ // ActionBuilder.sequence(
119
+ // //ActionBuilder.startAnimationAction(model, 0, 0, 1, false, true),
120
+ // ActionBuilder.emphasize(model, 1, MotionType.Float),
121
+ // ActionBuilder.waitAction(1),
122
+ // ActionBuilder.emphasize(model, 1, MotionType.Blink),
123
+ // ActionBuilder.waitAction(1),
124
+ // ActionBuilder.emphasize(model, 1, MotionType.Jiggle),
125
+ // ActionBuilder.waitAction(1),
126
+ // ActionBuilder.emphasize(model, 1, MotionType.Pulse),
127
+ // ActionBuilder.waitAction(1),
128
+ // ActionBuilder.emphasize(model, 1, MotionType.Spin),
129
+ // ActionBuilder.waitAction(1),
130
+ // ActionBuilder.emphasize(model, 1, MotionType.Bounce),
131
+ // ActionBuilder.waitAction(1),
132
+ // ActionBuilder.emphasize(model, 1, MotionType.Flip),
133
+ // ActionBuilder.waitAction(1),
134
+ // ).makeLooping()
135
+ // ).makeLooping()
136
+ // );
137
+ // this.behaviours.push(playAnimationOnTap);
138
+ // return;
139
+
140
+ // const identityMatrix = new Matrix4().identity();
141
+
142
+ // const emptyParent = new USDZObject(model.name + "_empty", model.matrix);
143
+ // const parent = model.parent;
144
+ // parent.add(emptyParent);
145
+ // model.matrix = identityMatrix;
146
+ // emptyParent.add(model);
147
+
148
+
149
+ // const geometry = new THREE.SphereGeometry(.6, 32, 16);
150
+ // const modelVariant = new USDZObject(model.name + "_variant", identityMatrix, geometry, new MeshStandardMaterial({ color: 0xff0000 }));
151
+ // emptyParent.add(modelVariant);
152
+
153
+ // const matrix2 = new Matrix4();
154
+ // matrix2.makeTranslation(.5, 0, 0);
155
+ // const modelVariant2 = new USDZObject(model.name + "_variant2", matrix2, geometry, new MeshStandardMaterial({ color: 0xffff00 }));
156
+ // emptyParent.add(modelVariant2);
157
+
158
+ // const hideVariantOnStart = new BehaviorModel("b_" + model.name + "_start", TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(modelVariant, 0, false));
159
+ // this.behaviours.push(hideVariantOnStart);
160
+
161
+ // const showVariant = new BehaviorModel("b_" + model.name + "_show_variant", [TriggerBuilder.tapTrigger(model)], new GroupActionModel("group", [
162
+ // ActionBuilder.fadeAction(model, 0, false),
163
+ // ActionBuilder.fadeAction(modelVariant, 0, true),
164
+ // ]));
165
+ // this.behaviours.push(showVariant);
166
+
167
+ // const showOriginal = new BehaviorModel("b_" + model.name + "_show_original", [
168
+ // TriggerBuilder.tapTrigger(modelVariant),
169
+ // TriggerBuilder.tapTrigger(modelVariant2)
170
+ // ],
171
+ // new GroupActionModel("group", [
172
+ // ActionBuilder.fadeAction([modelVariant, modelVariant2], 0, false),
173
+ // //ActionBuilder.waitAction(1),
174
+ // ActionBuilder.fadeAction(model, 0, true),
175
+ // //ActionBuilder.waitAction(.2),
176
+ // ActionBuilder.startAnimationAction(model, 0, 1000, 1, false, true),
177
+ // //ActionBuilder.lookAtCameraAction(model, 2, Vec3.forward, Vec3.up),
178
+ // //ActionBuilder.waitAction(1),
179
+ // //ActionBuilder.fadeAction(modelVariant2, 0, true),
180
+ // ]).makeSequence());
181
+ // this.behaviours.push(showOriginal);
@@ -0,0 +1,503 @@
1
+ import { Behaviour, GameObject } from "../../../../Component";
2
+ import { Animator } from "../../../../Animator";
3
+ import { Renderer } from "../../../../Renderer";
4
+ import { serializable } from "../../../../../engine/engine_serialization_decorator";
5
+ import { IPointerClickHandler } from "../../../../ui/PointerEvents";
6
+ import { RegisteredAnimationInfo, UsdzAnimation } from "../Animation";
7
+ import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../../../../../engine/engine_three_utils";
8
+
9
+ import { Object3D, Material, Vector3, Quaternion } from "three";
10
+ import { USDObject } from "../../ThreeUSDZExporter";
11
+
12
+ import { BehaviorExtension, UsdzBehaviour } from "./Behaviour";
13
+ import { ActionBuilder, ActionModel, BehaviorModel, MotionType, Space, TriggerBuilder } from "./BehavioursBuilder";
14
+
15
+ export class ChangeTransformOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
16
+
17
+ @serializable(Object3D)
18
+ object?: Object3D;
19
+
20
+ @serializable(Object3D)
21
+ target?: Object3D;
22
+
23
+ @serializable()
24
+ duration: number = 1;
25
+
26
+ @serializable()
27
+ relativeMotion: boolean = false;
28
+
29
+ private coroutine: Generator | null = null;
30
+
31
+ private targetPos = new Vector3();
32
+ private targetRot = new Quaternion();
33
+ private targetScale = new Vector3();
34
+
35
+ private *moveToTarget() {
36
+
37
+ if (!this.target || !this.object) return;
38
+
39
+ const thisPos = getWorldPosition(this.object).clone();
40
+ const targetPos = getWorldPosition(this.target).clone();
41
+
42
+ const thisRot = getWorldQuaternion(this.object).clone();
43
+ const targetRot = getWorldQuaternion(this.target).clone();
44
+
45
+ const thisScale = getWorldScale(this.object).clone();
46
+ const targetScale = getWorldScale(this.target).clone();
47
+
48
+ const dist = thisPos.distanceTo(targetPos);
49
+ const rotDist = thisRot.angleTo(targetRot);
50
+ const scaleDist = thisScale.distanceTo(targetScale);
51
+
52
+ if (dist < 0.01 && rotDist < 0.01 && scaleDist < 0.01) {
53
+ setWorldPosition(this.object, targetPos);
54
+ setWorldQuaternion(this.object, targetRot);
55
+ setWorldScale(this.object, targetScale);
56
+ this.coroutine = null;
57
+ return;
58
+ }
59
+
60
+ let t01 = 0;
61
+ let eased = 0;
62
+ while (t01 < 1) {
63
+
64
+ t01 += this.context.time.deltaTime / this.duration;
65
+ if (t01 > 1) t01 = 1;
66
+
67
+ // apply ease-in-out
68
+ // https://easings.net/
69
+ eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
70
+
71
+ this.targetPos.lerpVectors(thisPos, targetPos, eased);
72
+ this.targetRot.slerpQuaternions(thisRot, targetRot, eased);
73
+ this.targetScale.lerpVectors(thisScale, targetScale, eased);
74
+
75
+ setWorldPosition(this.object, this.targetPos);
76
+ setWorldQuaternion(this.object, this.targetRot);
77
+ setWorldScale(this.object, this.targetScale);
78
+
79
+ yield;
80
+ }
81
+
82
+ this.coroutine = null;
83
+ }
84
+
85
+ private *moveRelative() {
86
+
87
+ if (!this.target || !this.object) return;
88
+
89
+ const thisPos = this.object.position.clone();
90
+ const thisRot = this.object.quaternion.clone();
91
+ const thisScale = this.object.scale.clone();
92
+
93
+ const posOffset = this.target.position.clone();
94
+ const rotOffset = this.target.quaternion.clone();
95
+ const scaleOffset = this.target.scale.clone();
96
+
97
+ // convert into right space
98
+ posOffset.applyQuaternion(this.object.quaternion);
99
+
100
+ this.targetPos.copy(this.object.position).add(posOffset);
101
+ this.targetRot.copy(this.object.quaternion).multiply(rotOffset);
102
+ this.targetScale.copy(this.object.scale).multiply(scaleOffset);
103
+
104
+ let t01 = 0;
105
+ let eased = 0;
106
+ while (t01 < 1) {
107
+
108
+ t01 += this.context.time.deltaTime / this.duration;
109
+ if (t01 > 1) t01 = 1;
110
+
111
+ // apply ease-in-out
112
+ // https://easings.net/
113
+ eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
114
+
115
+ this.object.position.lerpVectors(thisPos, this.targetPos, eased);
116
+ this.object.quaternion.slerpQuaternions(thisRot, this.targetRot, eased);
117
+ this.object.scale.lerpVectors(thisScale, this.targetScale, eased);
118
+
119
+ yield;
120
+ }
121
+
122
+ this.coroutine = null;
123
+ }
124
+
125
+ onPointerClick() {
126
+ if (this.coroutine) this.stopCoroutine(this.coroutine);
127
+ if (!this.relativeMotion)
128
+ this.coroutine = this.startCoroutine(this.moveToTarget());
129
+ else
130
+ this.coroutine = this.startCoroutine(this.moveRelative());
131
+ }
132
+
133
+ beforeCreateDocument(ext) {
134
+ if (this.target && this.object && this.gameObject) {
135
+ const moveForward = new BehaviorModel("Move to " + this.target?.name,
136
+ TriggerBuilder.tapTrigger(this.gameObject),
137
+ ActionBuilder.transformAction(this.object, this.target, this.duration, this.relativeMotion ? Space.Relative : Space.Absolute),
138
+ );
139
+ ext.addBehavior(moveForward);
140
+ }
141
+ }
142
+ }
143
+
144
+ export class ChangeMaterialOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
145
+
146
+ @serializable(Material)
147
+ materialToSwitch?: Material;
148
+
149
+ @serializable(Material)
150
+ variantMaterial?: Material;
151
+
152
+ private _objectsWithThisMaterial: Renderer[] = [];
153
+
154
+ awake() {
155
+ if (this.variantMaterial && this.materialToSwitch) {
156
+ const renderer = GameObject.findObjectsOfType(Renderer);
157
+ for (const rend of renderer) {
158
+ if (rend.sharedMaterial === this.materialToSwitch) {
159
+ this._objectsWithThisMaterial.push(rend);
160
+ }
161
+ }
162
+ }
163
+ }
164
+
165
+ onPointerClick() {
166
+ if (!this.variantMaterial) return;
167
+ for (const rend of this._objectsWithThisMaterial) {
168
+ rend.sharedMaterial = this.variantMaterial;
169
+ }
170
+ }
171
+
172
+ private selfModel!: USDObject;
173
+ private targetModels: USDObject[] = [];
174
+
175
+ private static _materialTriggersPerId: { [key: string]: ChangeMaterialOnClick[] } = {}
176
+
177
+ createBehaviours(_ext: BehaviorExtension, model: USDObject, _context) {
178
+
179
+ const shouldExport = this._objectsWithThisMaterial.find(o => o.gameObject.uuid === model.uuid);
180
+ if (shouldExport) {
181
+ this.targetModels.push(model);
182
+ }
183
+ if (this.gameObject.uuid === model.uuid) {
184
+ this.selfModel = model;
185
+ if (this.materialToSwitch) {
186
+ if (!ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid])
187
+ ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid] = [];
188
+ ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid].push(this);
189
+ }
190
+ }
191
+ }
192
+
193
+ afterCreateDocument(ext: BehaviorExtension, _context) {
194
+
195
+ if (!this.materialToSwitch) return;
196
+ const handlers = ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
197
+ if (handlers) {
198
+ const variants: { [key: string]: USDObject[] } = {}
199
+ for (const handler of handlers) {
200
+ const createdVariants = handler.createVariants();
201
+ if (createdVariants && createdVariants.length > 0)
202
+ variants[handler.selfModel.uuid] = createdVariants;
203
+ }
204
+ const otherVariants: any[] = [];
205
+ for (const handler of handlers) {
206
+ for (const key in variants) {
207
+ if (key !== handler.selfModel.uuid) {
208
+ otherVariants.push(variants[key]);
209
+ }
210
+ }
211
+ handler.createAndAttachBehaviors(ext, variants[handler.selfModel.uuid], otherVariants);
212
+ }
213
+ }
214
+ delete ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
215
+ }
216
+
217
+ private createAndAttachBehaviors(ext: BehaviorExtension, myVariants, otherVariants) {
218
+ const start: ActionModel[] = [];
219
+ const select: ActionModel[] = [];
220
+
221
+ // the order here matters
222
+ for (const target of this.targetModels) {
223
+ const hideOriginal = ActionBuilder.fadeAction(target, 0, false);
224
+ select.push(hideOriginal);
225
+ }
226
+ for (const v of otherVariants) {
227
+ select.push(ActionBuilder.fadeAction(v, 0, false));
228
+ }
229
+ for (const v of myVariants) {
230
+ start.push(ActionBuilder.fadeAction(v, 0, false));
231
+ select.push(ActionBuilder.fadeAction(v, 0, true));
232
+ }
233
+
234
+ ext.addBehavior(new BehaviorModel("Select " + this.selfModel.name,
235
+ TriggerBuilder.tapTrigger(this.selfModel),
236
+ ActionBuilder.parallel(...select))
237
+ );
238
+ ext.addBehavior(new BehaviorModel("Start hidden " + this.selfModel.name,
239
+ TriggerBuilder.sceneStartTrigger(),
240
+ ActionBuilder.parallel(...start))
241
+ );
242
+ }
243
+
244
+ private createVariants() {
245
+ if (!this.variantMaterial) return null;
246
+
247
+ const variantModels: USDObject[] = [];
248
+ for (const target of this.targetModels) {
249
+ const variant = target.clone();
250
+ variant.name += " variant_" + this.variantMaterial.name;
251
+ variant.name = variant.name.replace(/\s/g, "_");
252
+ variant.material = this.variantMaterial;
253
+ variant.geometry = target.geometry;
254
+ variant.matrix = target.matrix;
255
+
256
+ if (!target.parent || !target.parent.isEmpty()) {
257
+ USDObject.createEmptyParent(target);
258
+ }
259
+ if (target.parent) target.parent.add(variant);
260
+ variantModels.push(variant);
261
+ }
262
+ return variantModels;
263
+ }
264
+ }
265
+
266
+ export class SetActiveOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
267
+
268
+ @serializable(Object3D)
269
+ target?: Object3D;
270
+
271
+ // TODO bring back, doesn't work yet
272
+ private toggleOnClick: boolean = false;
273
+
274
+ @serializable()
275
+ targetState: boolean = true;
276
+
277
+ @serializable()
278
+ hideSelf: boolean = true;
279
+
280
+ onPointerClick() {
281
+ if (!this.toggleOnClick && this.hideSelf)
282
+ this.gameObject.visible = false;
283
+ if (this.target)
284
+ this.target.visible = this.toggleOnClick ? !this.target.visible : this.targetState;
285
+ }
286
+
287
+ private selfModel!: USDObject;
288
+ private otherModel?: USDObject;
289
+ private toggleModel?: USDObject;
290
+
291
+ createBehaviours(_, model, _context) {
292
+ if (model.uuid === this.gameObject.uuid) {
293
+ this.selfModel = model;
294
+ }
295
+ }
296
+
297
+ private stateBeforeCreatingDocument: boolean = false;
298
+
299
+ beforeCreateDocument() {
300
+ this.stateBeforeCreatingDocument = this.gameObject.visible;
301
+ this.gameObject.visible = true;
302
+ }
303
+
304
+ afterCreateDocument(ext, context) {
305
+ if (!this.target) return;
306
+
307
+ this.otherModel = context.document.findById(this.target.uuid);
308
+
309
+ if (this.selfModel && this.otherModel) {
310
+ let hideClickedObject = this.hideSelf;
311
+ let targetState = this.targetState;
312
+ if (this.toggleOnClick) {
313
+ hideClickedObject = true;
314
+ targetState = !this.target.visible;
315
+
316
+ // TODO check where we have to create the clone; here it doesn't show up
317
+ this.toggleModel = this.selfModel.clone();
318
+ this.toggleModel.name += "_toggle";
319
+ if (this.selfModel.parent)
320
+ this.selfModel.parent.add(this.toggleModel);
321
+ }
322
+
323
+ const sequence: ActionModel[] = [];
324
+ if (hideClickedObject)
325
+ sequence.push(ActionBuilder.fadeAction(this.selfModel, 0, false));
326
+ if (this.toggleModel)
327
+ sequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, true));
328
+ sequence.push(ActionBuilder.fadeAction(this.otherModel, 0, this.targetState));
329
+
330
+ ext.addBehavior(new BehaviorModel("Toggle_" + this.selfModel.name + "_hideSelf",
331
+ TriggerBuilder.tapTrigger(this.selfModel),
332
+ ActionBuilder.sequence(...sequence)
333
+ ));
334
+
335
+ // TODO this is relatively similar to the material variant switching logic, can we reuse that?
336
+ if (this.toggleOnClick && this.toggleModel) {
337
+ const toggleSequence: ActionModel[] = [];
338
+ toggleSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, false));
339
+ toggleSequence.push(ActionBuilder.fadeAction(this.selfModel, 0, true));
340
+ toggleSequence.push(ActionBuilder.fadeAction(this.otherModel, 0, !this.targetState));
341
+
342
+ ext.addBehavior(new BehaviorModel("Toggle_" + this.selfModel.name + "_toggleSelf",
343
+ TriggerBuilder.tapTrigger(this.toggleModel),
344
+ ActionBuilder.sequence(...toggleSequence)
345
+ ));
346
+
347
+ ext.addBehavior(new BehaviorModel("HideOnStart_" + this.gameObject.name,
348
+ TriggerBuilder.sceneStartTrigger(),
349
+ ActionBuilder.fadeAction(this.toggleModel, 0, false)
350
+ ));
351
+ }
352
+ }
353
+
354
+ this.gameObject.visible = this.stateBeforeCreatingDocument;
355
+ }
356
+ }
357
+
358
+ export class HideOnStart extends Behaviour implements UsdzBehaviour {
359
+
360
+ start() {
361
+ this.gameObject.visible = false;
362
+ }
363
+
364
+ createBehaviours(ext, model, _context) {
365
+ if (model.uuid === this.gameObject.uuid)
366
+ ext.addBehavior(new BehaviorModel("HideOnStart_" + this.gameObject.name,
367
+ TriggerBuilder.sceneStartTrigger(),
368
+ ActionBuilder.fadeAction(model, 0, false)
369
+ ));
370
+ }
371
+
372
+ beforeCreateDocument() {
373
+ this.gameObject.visible = true;
374
+ }
375
+
376
+ afterCreateDocument() {
377
+ this.gameObject.visible = false;
378
+ }
379
+ }
380
+
381
+ export class EmphasizeOnClick extends Behaviour implements UsdzBehaviour {
382
+
383
+ @serializable()
384
+ target?: Object3D;
385
+
386
+ @serializable()
387
+ duration: number = 0.5;
388
+
389
+ @serializable()
390
+ motionType: MotionType = MotionType.bounce;
391
+
392
+ beforeCreateDocument() { }
393
+
394
+ createBehaviours(ext, model, _context) {
395
+ if (!this.target) return;
396
+
397
+ if (model.uuid === this.gameObject.uuid)
398
+ {
399
+ const emphasize = new BehaviorModel("emphasize " + this.name,
400
+ TriggerBuilder.tapTrigger(this.gameObject),
401
+ ActionBuilder.emphasize(this.target, this.duration, this.motionType, undefined, "basic"),
402
+ );
403
+ ext.addBehavior(emphasize);
404
+ }
405
+ }
406
+
407
+ afterCreateDocument(_ext, _context) { }
408
+ }
409
+
410
+ export class PlayAnimationOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour, UsdzAnimation {
411
+
412
+ @serializable(Object3D)
413
+ target?: Object3D;
414
+
415
+ @serializable(Animator)
416
+ animator?: Animator;
417
+
418
+ @serializable()
419
+ stateName?: string;
420
+
421
+ onPointerClick() {
422
+ if (!this.target) return;
423
+ if (this.stateName)
424
+ this.animator?.play(this.stateName, 0, 0, .1);
425
+ }
426
+
427
+ private selfModel: any;
428
+ private registeredAnimationModel: any;
429
+ private registeredAnimation?: RegisteredAnimationInfo;
430
+
431
+ createBehaviours(_ext, model, _context) {
432
+ if (model.uuid === this.gameObject.uuid)
433
+ this.selfModel = model;
434
+ }
435
+
436
+ afterCreateDocument(ext, context) {
437
+ if (!this.registeredAnimation || !this.registeredAnimationModel) return;
438
+ const document = context.document;
439
+ document.traverse(model => {
440
+ if (model.uuid === this.target?.uuid && this.registeredAnimation) {
441
+ const playAnimationOnTap = new BehaviorModel("tap " + this.name + " for " + this.stateName + " on " + this.target?.name,
442
+ TriggerBuilder.tapTrigger(this.selfModel),
443
+ ActionBuilder.startAnimationAction(model, this.registeredAnimation.start, this.registeredAnimation.duration)
444
+ );
445
+ ext.addBehavior(playAnimationOnTap);
446
+ }
447
+ });
448
+ }
449
+
450
+ createAnimation(ext, model, _context) {
451
+ if (this.target && this.animator) {
452
+ const state = this.animator?.runtimeAnimatorController?.findState(this.stateName);
453
+ this.registeredAnimationModel = model;
454
+ this.registeredAnimation = ext.registerAnimation(this.target, state?.motion.clip);
455
+ }
456
+ }
457
+
458
+ }
459
+
460
+ export class PreliminaryAction extends Behaviour {
461
+ getType(): string | void { }
462
+ @serializable(Object3D)
463
+ target?: Object3D;
464
+
465
+
466
+ getDuration(): number | void { };
467
+ }
468
+
469
+ export class PreliminaryTrigger extends Behaviour {
470
+
471
+ @serializable(PreliminaryAction)
472
+ target?: PreliminaryAction;
473
+ }
474
+
475
+ export class VisibilityAction extends PreliminaryAction {
476
+
477
+ //@type int
478
+ @serializable()
479
+ type: VisibilityActionType = VisibilityActionType.Hide;
480
+
481
+ @serializable()
482
+ duration: number = 1;
483
+
484
+ getType() {
485
+ switch (this.type) {
486
+ case VisibilityActionType.Hide: return "hide";
487
+ case VisibilityActionType.Show: return "show";
488
+ }
489
+ }
490
+
491
+ getDuration() {
492
+ return this.duration;
493
+ }
494
+ }
495
+
496
+ export class TapGestureTrigger extends PreliminaryTrigger {
497
+
498
+ }
499
+
500
+ export enum VisibilityActionType {
501
+ Show = 0,
502
+ Hide = 1,
503
+ }