@needle-tools/engine 4.11.5-next.f5ee735 → 4.11.6

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 (1116) hide show
  1. package/CHANGELOG.md +3958 -3958
  2. package/LICENSE.md +10 -10
  3. package/README.md +84 -84
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-DwpFkqPR.js +21 -0
  6. package/dist/{gltf-progressive-DZrY8VT6.min.js → gltf-progressive-BmSygnAC.min.js} +2 -2
  7. package/dist/{gltf-progressive-DgYz5BYa.js → gltf-progressive-DnLBuGK5.js} +24 -24
  8. package/dist/{gltf-progressive-DWcmTMCh.umd.cjs → gltf-progressive-Rs-ojtXy.umd.cjs} +1 -1
  9. package/dist/{loader.worker-Dip-PthR.js → loader.worker-DWzfDpAl.js} +4 -4
  10. package/dist/{needle-engine.bundle-CpC_7cRL.umd.cjs → needle-engine.bundle-B8HwiMM3.umd.cjs} +125 -133
  11. package/dist/{needle-engine.bundle-DtudWpG2.js → needle-engine.bundle-Cxvg_Ilj.js} +3622 -3735
  12. package/dist/{needle-engine.bundle-DvGMCIAT.min.js → needle-engine.bundle-PcoEsc5V.min.js} +113 -121
  13. package/dist/needle-engine.d.ts +176 -179
  14. package/dist/needle-engine.js +343 -344
  15. package/dist/needle-engine.min.js +1 -1
  16. package/dist/needle-engine.umd.cjs +1 -1
  17. package/dist/{postprocessing-Dzq4RXcy.min.js → postprocessing-B5ksn9-G.min.js} +223 -147
  18. package/dist/{postprocessing-DEkzT9iD.umd.cjs → postprocessing-DZtb9Nnn.umd.cjs} +222 -146
  19. package/dist/{postprocessing-DqdcvaFn.js → postprocessing-__7s9wON.js} +1656 -1542
  20. package/dist/{three-DfMvBzXi.js → three-BCCkyCA5.js} +1 -7
  21. package/dist/{three-qj71I7J3.umd.cjs → three-Bf2NBxAw.umd.cjs} +2 -2
  22. package/dist/{three-B7CT31Bt.min.js → three-W7zWTcfP.min.js} +1 -1
  23. package/dist/{three-examples-CsW4_6LI.umd.cjs → three-examples-Dho7cuu4.umd.cjs} +4 -4
  24. package/dist/{three-examples-D1P7eEhn.min.js → three-examples-MsJjauyk.min.js} +10 -10
  25. package/dist/{three-examples-D1SK93ek.js → three-examples-y2GeYlze.js} +2 -20
  26. package/dist/{three-mesh-ui-C_uSB5dD.js → three-mesh-ui-3nSSizT4.js} +1 -1
  27. package/dist/{three-mesh-ui-LQ44s0AL.min.js → three-mesh-ui-CIez6qJQ.min.js} +1 -1
  28. package/dist/{three-mesh-ui-DpATDXwU.umd.cjs → three-mesh-ui-zsOOA5Pq.umd.cjs} +1 -1
  29. package/dist/{vendor-DhTcel4c.umd.cjs → vendor-BrxSfR_8.umd.cjs} +38 -38
  30. package/dist/{vendor-DtTGRuXh.min.js → vendor-C0rT6Ytq.min.js} +45 -45
  31. package/dist/{vendor-Dkpn1a8s.js → vendor-CoLbzydV.js} +3068 -3134
  32. package/lib/asap/needle-asap.d.ts +1 -1
  33. package/lib/asap/needle-asap.js +95 -95
  34. package/lib/asap/sessiongranted.d.ts +3 -3
  35. package/lib/asap/sessiongranted.js +65 -65
  36. package/lib/asap/utils.d.ts +1 -1
  37. package/lib/asap/utils.js +3 -3
  38. package/lib/engine/analytics/index.d.ts +6 -6
  39. package/lib/engine/analytics/index.js +12 -12
  40. package/lib/engine/analytics/lcp.d.ts +3 -3
  41. package/lib/engine/analytics/lcp.js +34 -34
  42. package/lib/engine/api.d.ts +86 -86
  43. package/lib/engine/api.js +85 -85
  44. package/lib/engine/assets/index.d.ts +11 -11
  45. package/lib/engine/assets/index.js +47 -47
  46. package/lib/engine/assets/static.d.ts +1 -1
  47. package/lib/engine/assets/static.js +4 -4
  48. package/lib/engine/codegen/register_types.d.ts +1 -1
  49. package/lib/engine/codegen/register_types.js +320 -320
  50. package/lib/engine/debug/debug.d.ts +15 -15
  51. package/lib/engine/debug/debug.js +44 -44
  52. package/lib/engine/debug/debug_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_console.js +277 -277
  54. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  55. package/lib/engine/debug/debug_overlay.js +316 -316
  56. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  57. package/lib/engine/debug/debug_spatial_console.js +390 -390
  58. package/lib/engine/debug/debug_spector.d.ts +16 -16
  59. package/lib/engine/debug/debug_spector.js +27 -27
  60. package/lib/engine/debug/index.d.ts +2 -2
  61. package/lib/engine/debug/index.js +2 -2
  62. package/lib/engine/engine_addressables.d.ts +232 -232
  63. package/lib/engine/engine_addressables.js +684 -684
  64. package/lib/engine/engine_animation.d.ts +61 -61
  65. package/lib/engine/engine_animation.js +170 -170
  66. package/lib/engine/engine_application.d.ts +45 -52
  67. package/lib/engine/engine_application.js +104 -111
  68. package/lib/engine/engine_application.js.map +1 -1
  69. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  70. package/lib/engine/engine_assetdatabase.js +352 -352
  71. package/lib/engine/engine_audio.d.ts +4 -4
  72. package/lib/engine/engine_audio.js +23 -23
  73. package/lib/engine/engine_camera.d.ts +39 -39
  74. package/lib/engine/engine_camera.fit.d.ts +113 -113
  75. package/lib/engine/engine_camera.fit.js +194 -194
  76. package/lib/engine/engine_camera.js +102 -102
  77. package/lib/engine/engine_components.d.ts +110 -110
  78. package/lib/engine/engine_components.js +374 -374
  79. package/lib/engine/engine_components_internal.d.ts +9 -9
  80. package/lib/engine/engine_components_internal.js +36 -36
  81. package/lib/engine/engine_constants.d.ts +10 -10
  82. package/lib/engine/engine_constants.js +41 -41
  83. package/lib/engine/engine_context.d.ts +523 -523
  84. package/lib/engine/engine_context.js +1781 -1784
  85. package/lib/engine/engine_context.js.map +1 -1
  86. package/lib/engine/engine_context_registry.d.ts +71 -71
  87. package/lib/engine/engine_context_registry.js +117 -117
  88. package/lib/engine/engine_coroutine.d.ts +35 -35
  89. package/lib/engine/engine_coroutine.js +52 -52
  90. package/lib/engine/engine_create_objects.d.ts +119 -119
  91. package/lib/engine/engine_create_objects.js +344 -344
  92. package/lib/engine/engine_default_parameters.d.ts +2 -2
  93. package/lib/engine/engine_default_parameters.js +3 -3
  94. package/lib/engine/engine_editor-sync.d.ts +21 -21
  95. package/lib/engine/engine_editor-sync.js +4 -4
  96. package/lib/engine/engine_feature_flags.d.ts +3 -3
  97. package/lib/engine/engine_feature_flags.js +5 -5
  98. package/lib/engine/engine_fileloader.d.ts +2 -2
  99. package/lib/engine/engine_fileloader.js +8 -8
  100. package/lib/engine/engine_gameobject.d.ts +68 -68
  101. package/lib/engine/engine_gameobject.js +676 -676
  102. package/lib/engine/engine_generic_utils.d.ts +1 -1
  103. package/lib/engine/engine_generic_utils.js +13 -13
  104. package/lib/engine/engine_gizmos.d.ts +151 -151
  105. package/lib/engine/engine_gizmos.js +549 -549
  106. package/lib/engine/engine_gltf.d.ts +12 -12
  107. package/lib/engine/engine_gltf.js +15 -15
  108. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  109. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  110. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  111. package/lib/engine/engine_hot_reload.d.ts +8 -8
  112. package/lib/engine/engine_hot_reload.js +197 -197
  113. package/lib/engine/engine_input.d.ts +362 -362
  114. package/lib/engine/engine_input.js +1297 -1297
  115. package/lib/engine/engine_input_utils.d.ts +2 -2
  116. package/lib/engine/engine_input_utils.js +22 -22
  117. package/lib/engine/engine_instancing.d.ts +19 -19
  118. package/lib/engine/engine_instancing.js +39 -39
  119. package/lib/engine/engine_license.d.ts +11 -11
  120. package/lib/engine/engine_license.js +369 -369
  121. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  122. package/lib/engine/engine_lifecycle_api.js +106 -106
  123. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  124. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  125. package/lib/engine/engine_lightdata.d.ts +23 -23
  126. package/lib/engine/engine_lightdata.js +103 -103
  127. package/lib/engine/engine_loaders.callbacks.d.ts +98 -98
  128. package/lib/engine/engine_loaders.callbacks.js +87 -87
  129. package/lib/engine/engine_loaders.d.ts +42 -42
  130. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  131. package/lib/engine/engine_loaders.gltf.js +62 -62
  132. package/lib/engine/engine_loaders.js +341 -341
  133. package/lib/engine/engine_lods.d.ts +37 -37
  134. package/lib/engine/engine_lods.js +162 -162
  135. package/lib/engine/engine_mainloop_utils.d.ts +33 -33
  136. package/lib/engine/engine_mainloop_utils.js +478 -478
  137. package/lib/engine/engine_math.d.ts +114 -114
  138. package/lib/engine/engine_math.js +247 -247
  139. package/lib/engine/engine_modules.d.ts +36 -36
  140. package/lib/engine/engine_modules.js +85 -85
  141. package/lib/engine/engine_networking.d.ts +260 -260
  142. package/lib/engine/engine_networking.js +764 -764
  143. package/lib/engine/engine_networking_auto.d.ts +24 -24
  144. package/lib/engine/engine_networking_auto.js +310 -310
  145. package/lib/engine/engine_networking_blob.d.ts +48 -48
  146. package/lib/engine/engine_networking_blob.js +228 -228
  147. package/lib/engine/engine_networking_files.d.ts +35 -35
  148. package/lib/engine/engine_networking_files.js +172 -172
  149. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  150. package/lib/engine/engine_networking_files_default_components.js +42 -42
  151. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  152. package/lib/engine/engine_networking_instantiate.js +362 -362
  153. package/lib/engine/engine_networking_peer.d.ts +15 -15
  154. package/lib/engine/engine_networking_peer.js +132 -132
  155. package/lib/engine/engine_networking_streams.d.ts +123 -123
  156. package/lib/engine/engine_networking_streams.js +656 -656
  157. package/lib/engine/engine_networking_types.d.ts +22 -22
  158. package/lib/engine/engine_networking_types.js +7 -7
  159. package/lib/engine/engine_networking_utils.d.ts +2 -2
  160. package/lib/engine/engine_networking_utils.js +20 -20
  161. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  162. package/lib/engine/engine_networking_websocket.js +2 -2
  163. package/lib/engine/engine_patcher.d.ts +10 -10
  164. package/lib/engine/engine_patcher.js +142 -142
  165. package/lib/engine/engine_physics.d.ts +164 -164
  166. package/lib/engine/engine_physics.js +687 -691
  167. package/lib/engine/engine_physics.js.map +1 -1
  168. package/lib/engine/engine_physics.types.d.ts +40 -40
  169. package/lib/engine/engine_physics.types.js +33 -33
  170. package/lib/engine/engine_physics_rapier.d.ts +156 -156
  171. package/lib/engine/engine_physics_rapier.js +1460 -1460
  172. package/lib/engine/engine_playerview.d.ts +26 -26
  173. package/lib/engine/engine_playerview.js +64 -64
  174. package/lib/engine/engine_pmrem.d.ts +8 -8
  175. package/lib/engine/engine_pmrem.js +68 -68
  176. package/lib/engine/engine_scenelighting.d.ts +82 -82
  177. package/lib/engine/engine_scenelighting.js +245 -245
  178. package/lib/engine/engine_serialization.d.ts +3 -3
  179. package/lib/engine/engine_serialization.js +3 -3
  180. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  181. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  182. package/lib/engine/engine_serialization_core.d.ts +94 -94
  183. package/lib/engine/engine_serialization_core.js +607 -607
  184. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  185. package/lib/engine/engine_serialization_decorator.js +67 -67
  186. package/lib/engine/engine_setup.d.ts +1 -1
  187. package/lib/engine/engine_setup.js +2 -2
  188. package/lib/engine/engine_shaders.d.ts +53 -53
  189. package/lib/engine/engine_shaders.js +252 -252
  190. package/lib/engine/engine_shims.d.ts +4 -4
  191. package/lib/engine/engine_shims.js +24 -24
  192. package/lib/engine/engine_test_utils.d.ts +39 -39
  193. package/lib/engine/engine_test_utils.js +83 -83
  194. package/lib/engine/engine_texture.d.ts +28 -28
  195. package/lib/engine/engine_texture.js +64 -64
  196. package/lib/engine/engine_three_utils.d.ts +210 -210
  197. package/lib/engine/engine_three_utils.js +792 -792
  198. package/lib/engine/engine_time.d.ts +51 -51
  199. package/lib/engine/engine_time.js +82 -82
  200. package/lib/engine/engine_time_utils.d.ts +88 -88
  201. package/lib/engine/engine_time_utils.js +215 -215
  202. package/lib/engine/engine_tonemapping.d.ts +6 -6
  203. package/lib/engine/engine_tonemapping.js +198 -198
  204. package/lib/engine/engine_types.d.ts +585 -585
  205. package/lib/engine/engine_types.js +95 -95
  206. package/lib/engine/engine_typestore.d.ts +28 -28
  207. package/lib/engine/engine_typestore.js +55 -55
  208. package/lib/engine/engine_util_decorator.d.ts +13 -13
  209. package/lib/engine/engine_util_decorator.js +116 -116
  210. package/lib/engine/engine_utils.d.ts +227 -227
  211. package/lib/engine/engine_utils.js +821 -821
  212. package/lib/engine/engine_utils_attributes.d.ts +48 -48
  213. package/lib/engine/engine_utils_attributes.js +69 -69
  214. package/lib/engine/engine_utils_format.d.ts +24 -24
  215. package/lib/engine/engine_utils_format.js +245 -245
  216. package/lib/engine/engine_utils_qrcode.d.ts +23 -23
  217. package/lib/engine/engine_utils_qrcode.js +233 -233
  218. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  219. package/lib/engine/engine_utils_screenshot.js +522 -522
  220. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  221. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  222. package/lib/engine/engine_xr.d.ts +1 -1
  223. package/lib/engine/engine_xr.js +1 -1
  224. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  225. package/lib/engine/export/gltf/Writers.js +24 -24
  226. package/lib/engine/export/gltf/index.d.ts +11 -11
  227. package/lib/engine/export/gltf/index.js +123 -123
  228. package/lib/engine/export/index.d.ts +2 -2
  229. package/lib/engine/export/index.js +2 -2
  230. package/lib/engine/export/state.d.ts +7 -7
  231. package/lib/engine/export/state.js +17 -17
  232. package/lib/engine/export/utils.d.ts +2 -2
  233. package/lib/engine/export/utils.js +7 -7
  234. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  235. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  236. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  237. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  238. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  239. package/lib/engine/extensions/NEEDLE_components.js +239 -239
  240. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  241. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  242. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  243. package/lib/engine/extensions/NEEDLE_lighting_settings.js +160 -160
  244. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  245. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  246. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  247. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  248. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  249. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  250. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  251. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  252. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  253. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  254. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  255. package/lib/engine/extensions/extension_resolver.js +1 -1
  256. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  257. package/lib/engine/extensions/extension_utils.js +152 -152
  258. package/lib/engine/extensions/extensions.d.ts +32 -32
  259. package/lib/engine/extensions/extensions.js +113 -113
  260. package/lib/engine/extensions/index.d.ts +6 -6
  261. package/lib/engine/extensions/index.js +6 -6
  262. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  263. package/lib/engine/extensions/usage_tracker.js +65 -65
  264. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  265. package/lib/engine/js-extensions/Camera.js +39 -39
  266. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  267. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  268. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  269. package/lib/engine/js-extensions/Layers.js +22 -22
  270. package/lib/engine/js-extensions/Object3D.d.ts +141 -141
  271. package/lib/engine/js-extensions/Object3D.js +190 -190
  272. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  273. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  274. package/lib/engine/js-extensions/Vector.d.ts +8 -8
  275. package/lib/engine/js-extensions/Vector.js +13 -13
  276. package/lib/engine/js-extensions/index.d.ts +6 -6
  277. package/lib/engine/js-extensions/index.js +5 -5
  278. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  279. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +80 -80
  280. package/lib/engine/shaders/shaderData.d.ts +55 -55
  281. package/lib/engine/shaders/shaderData.js +58 -58
  282. package/lib/engine/tests/test_utils.d.ts +2 -2
  283. package/lib/engine/tests/test_utils.js +53 -53
  284. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  285. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  286. package/lib/engine/webcomponents/api.d.ts +5 -5
  287. package/lib/engine/webcomponents/api.js +4 -4
  288. package/lib/engine/webcomponents/buttons.d.ts +53 -53
  289. package/lib/engine/webcomponents/buttons.js +270 -270
  290. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  291. package/lib/engine/webcomponents/fonts.js +32 -32
  292. package/lib/engine/webcomponents/icons.d.ts +9 -9
  293. package/lib/engine/webcomponents/icons.js +52 -52
  294. package/lib/engine/webcomponents/index.d.ts +1 -1
  295. package/lib/engine/webcomponents/index.js +1 -1
  296. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  297. package/lib/engine/webcomponents/logo-element.js +91 -91
  298. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  299. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  300. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +192 -192
  301. package/lib/engine/webcomponents/needle menu/needle-menu.js +1077 -1077
  302. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  303. package/lib/engine/webcomponents/needle-button.js +161 -161
  304. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  305. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  306. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +70 -70
  307. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  308. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  309. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  310. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  311. package/lib/engine/webcomponents/needle-engine.js +906 -906
  312. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  313. package/lib/engine/webcomponents/needle-engine.loading.js +336 -336
  314. package/lib/engine/xr/NeedleXRController.d.ts +314 -314
  315. package/lib/engine/xr/NeedleXRController.js +1057 -1057
  316. package/lib/engine/xr/NeedleXRSession.d.ts +342 -342
  317. package/lib/engine/xr/NeedleXRSession.js +1491 -1492
  318. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  319. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  320. package/lib/engine/xr/NeedleXRSync.js +188 -188
  321. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  322. package/lib/engine/xr/SceneTransition.js +69 -69
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  1002. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  1003. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  1004. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  1005. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  1006. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1253 -1253
  1007. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  1008. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  1009. package/src/engine-components/export/usdz/index.ts +2 -2
  1010. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  1011. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  1012. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
  1013. package/src/engine-components/particlesystem/ParticleSystemModules.ts +1765 -1765
  1014. package/src/engine-components/particlesystem/ParticleSystemSubEmitter.ts +111 -111
  1015. package/src/engine-components/particlesystem/api.ts +1 -1
  1016. package/src/engine-components/physics/Attractor.ts +44 -44
  1017. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +64 -64
  1018. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +116 -116
  1019. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +37 -37
  1020. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +106 -106
  1021. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +103 -103
  1022. package/src/engine-components/postprocessing/Effects/EffectWrapper.ts +25 -25
  1023. package/src/engine-components/postprocessing/Effects/Pixelation.ts +32 -32
  1024. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +90 -90
  1025. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +192 -192
  1026. package/src/engine-components/postprocessing/Effects/Sharpening.ts +143 -143
  1027. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +61 -61
  1028. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +103 -103
  1029. package/src/engine-components/postprocessing/Effects/Tonemapping.utils.ts +60 -60
  1030. package/src/engine-components/postprocessing/Effects/Vignette.ts +59 -59
  1031. package/src/engine-components/postprocessing/PostProcessingEffect.ts +192 -192
  1032. package/src/engine-components/postprocessing/PostProcessingHandler.ts +586 -586
  1033. package/src/engine-components/postprocessing/Volume.ts +427 -427
  1034. package/src/engine-components/postprocessing/VolumeParameter.ts +158 -158
  1035. package/src/engine-components/postprocessing/VolumeProfile.ts +61 -61
  1036. package/src/engine-components/postprocessing/index.ts +5 -5
  1037. package/src/engine-components/postprocessing/utils.ts +154 -154
  1038. package/src/engine-components/splines/Spline.ts +287 -287
  1039. package/src/engine-components/splines/SplineUtils.ts +33 -33
  1040. package/src/engine-components/splines/SplineWalker.ts +195 -195
  1041. package/src/engine-components/splines/index.ts +2 -2
  1042. package/src/engine-components/timeline/PlayableDirector.ts +782 -782
  1043. package/src/engine-components/timeline/SignalAsset.ts +155 -155
  1044. package/src/engine-components/timeline/TimelineModels.ts +136 -136
  1045. package/src/engine-components/timeline/TimelineTracks.ts +994 -994
  1046. package/src/engine-components/timeline/index.ts +3 -3
  1047. package/src/engine-components/ui/BaseUIComponent.ts +203 -203
  1048. package/src/engine-components/ui/Button.ts +307 -307
  1049. package/src/engine-components/ui/Canvas.ts +419 -419
  1050. package/src/engine-components/ui/CanvasGroup.ts +54 -54
  1051. package/src/engine-components/ui/EventSystem.ts +853 -853
  1052. package/src/engine-components/ui/Graphic.ts +287 -287
  1053. package/src/engine-components/ui/Image.ts +112 -112
  1054. package/src/engine-components/ui/InputField.ts +321 -321
  1055. package/src/engine-components/ui/Interfaces.ts +57 -57
  1056. package/src/engine-components/ui/Layout.ts +334 -334
  1057. package/src/engine-components/ui/Outline.ts +13 -13
  1058. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1059. package/src/engine-components/ui/RaycastUtils.ts +70 -70
  1060. package/src/engine-components/ui/Raycaster.ts +121 -121
  1061. package/src/engine-components/ui/RectTransform.ts +375 -375
  1062. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1063. package/src/engine-components/ui/Symbols.ts +1 -1
  1064. package/src/engine-components/ui/Text.ts +587 -587
  1065. package/src/engine-components/ui/Utils.ts +113 -113
  1066. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1067. package/src/engine-components/utils/LookAt.ts +98 -98
  1068. package/src/engine-components/utils/OpenURL.ts +115 -115
  1069. package/src/engine-components/web/Clickthrough.ts +105 -105
  1070. package/src/engine-components/web/CursorFollow.ts +144 -144
  1071. package/src/engine-components/web/HoverAnimation.ts +101 -101
  1072. package/src/engine-components/web/ScrollFollow.ts +513 -513
  1073. package/src/engine-components/web/ViewBox.ts +320 -320
  1074. package/src/engine-components/web/index.ts +4 -4
  1075. package/src/engine-components/webxr/Avatar.ts +265 -265
  1076. package/src/engine-components/webxr/TeleportTarget.ts +13 -13
  1077. package/src/engine-components/webxr/WebARCameraBackground.ts +180 -180
  1078. package/src/engine-components/webxr/WebARSessionRoot.ts +882 -882
  1079. package/src/engine-components/webxr/WebXR.ts +612 -616
  1080. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1081. package/src/engine-components/webxr/WebXRImageTracking.ts +649 -649
  1082. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1083. package/src/engine-components/webxr/WebXRRig.ts +81 -81
  1084. package/src/engine-components/webxr/XRFlag.ts +150 -150
  1085. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +130 -130
  1086. package/src/engine-components/webxr/controllers/XRControllerModel.ts +377 -377
  1087. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +561 -561
  1088. package/src/engine-components/webxr/index.ts +2 -2
  1089. package/src/engine-components/webxr/types.ts +3 -3
  1090. package/src/engine-components-experimental/Presentation.ts +13 -13
  1091. package/src/engine-components-experimental/api.ts +4 -4
  1092. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1093. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1094. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1095. package/src/engine-schemes/README.md +1 -1
  1096. package/src/engine-schemes/api.ts +12 -12
  1097. package/src/engine-schemes/schemes.ts +28 -28
  1098. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1099. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1100. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1101. package/src/engine-schemes/transform.ts +50 -50
  1102. package/src/engine-schemes/transforms.fbs +25 -25
  1103. package/src/engine-schemes/vec.fbs +19 -19
  1104. package/src/engine-schemes/vec2.ts +33 -33
  1105. package/src/engine-schemes/vec3.ts +38 -38
  1106. package/src/engine-schemes/vec4.ts +43 -43
  1107. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1108. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1109. package/src/include/draco/draco_decoder.js +34 -34
  1110. package/src/include/ktx2/basis_transcoder.js +19 -19
  1111. package/src/include/needle/arial-msdf.json +1471 -1471
  1112. package/src/include/three/DragControls.js +231 -231
  1113. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1114. package/src/needle-engine.ts +70 -72
  1115. package/dist/generateMeshBVH.worker-D1Vr8UHG.js +0 -21
  1116. package/src/engine/debug/debug_spector.ts +0 -43
@@ -1,2539 +1,2539 @@
1
- import '../../../engine/engine_shims.js';
2
-
3
- import {
4
- AnimationClip,
5
- Bone,
6
- BufferAttribute,
7
- BufferGeometry,
8
- Color,
9
- DoubleSide,
10
- InterleavedBufferAttribute,
11
- LinearFilter,
12
- Material,
13
- MathUtils,
14
- Matrix4,
15
- Mesh,
16
- MeshBasicMaterial,
17
- MeshPhysicalMaterial,
18
- MeshStandardMaterial,
19
- Object3D,
20
- OrthographicCamera,
21
- PerspectiveCamera,
22
- PlaneGeometry,
23
- Quaternion,
24
- RGBAFormat,
25
- Scene,
26
- ShaderMaterial,
27
- SkinnedMesh,
28
- SRGBColorSpace,
29
- Texture,
30
- Uniform,
31
- UnsignedByteType,
32
- Vector3,
33
- Vector4,
34
- WebGLRenderer,
35
- WebGLRenderTarget
36
- } from 'three';
37
- import * as fflate from 'three/examples/jsm/libs/fflate.module.js';
38
-
39
- import { VERSION } from "../../../engine/engine_constants.js";
40
- import type { OffscreenCanvasExt } from '../../../engine/engine_shims.js';
41
- import { Progress } from '../../../engine/engine_time_utils.js';
42
- // import { BehaviorExtension } from '../../api.js';
43
- import type { IUSDExporterExtension } from './Extension.js';
44
- import type { AnimationExtension } from './extensions/Animation.js';
45
- import { BehaviorExtension } from './extensions/behavior/Behaviour.js';
46
- import type { PhysicsExtension } from './extensions/behavior/PhysicsExtension.js';
47
- import {buildNodeMaterial} from './extensions/NodeMaterialConverter.js';
48
-
49
- type MeshPhysicalNodeMaterial = import("three/src/materials/nodes/MeshPhysicalNodeMaterial.js").default;
50
-
51
- function makeNameSafe( str ) {
52
- // Remove characters that are not allowed in USD ASCII identifiers
53
- str = str.replace( /[^a-zA-Z0-9_]/g, '' );
54
-
55
- // If name doesn't start with a-zA-Z_, add _ to the beginning – required by USD
56
- if ( !str.match( /^[a-zA-Z_]/ ) )
57
- str = '_' + str;
58
-
59
- return str;
60
- }
61
-
62
- function makeDisplayNameSafe(str) {
63
- str = str.replace("\"", "\\\"");
64
- return str;
65
- }
66
-
67
- // TODO check if this works when bones in the skeleton are completely unordered
68
- function findCommonAncestor(objects: Object3D[]): Object3D | null {
69
- if (objects.length === 0) return null;
70
-
71
- const ancestors = objects.map((obj) => {
72
- const objAncestors = new Array<Object3D>();
73
- while (obj.parent) {
74
- objAncestors.unshift(obj.parent);
75
- obj = obj.parent;
76
- }
77
- return objAncestors;
78
- });
79
-
80
- //@ts-ignore – findLast seems to be missing in TypeScript types pre-5.x
81
- const commonAncestor = ancestors[0].findLast((ancestor) => {
82
- return ancestors.every((a) => a.includes(ancestor));
83
- });
84
-
85
- return commonAncestor || null;
86
- }
87
-
88
- function findStructuralNodesInBoneHierarchy(bones: Array<Object3D>) {
89
-
90
- const commonAncestor = findCommonAncestor(bones);
91
- // find all structural nodes – parents of bones that are not bones themselves
92
- const structuralNodes = new Set<Object3D>();
93
- for ( const bone of bones ) {
94
- let current = bone.parent;
95
- while ( current && current !== commonAncestor ) {
96
- if ( !bones.includes(current) ) {
97
- structuralNodes.add(current);
98
- }
99
- current = current.parent;
100
- }
101
- }
102
-
103
- return structuralNodes;
104
- }
105
-
106
- declare type USDObjectTransform = {
107
- position: Vector3 | null;
108
- quaternion: Quaternion | null;
109
- scale: Vector3 | null;
110
- }
111
-
112
- const PositionIdentity = new Vector3();
113
- const QuaternionIdentity = new Quaternion();
114
- const ScaleIdentity = new Vector3(1,1,1);
115
-
116
- // #region USDObject
117
-
118
- type USDObjectEventType = "serialize" & ({} & string);
119
-
120
- class USDObject {
121
-
122
- static USDObject_export_id = 0;
123
-
124
- uuid: string;
125
- name: string;
126
- /** If no type is provided, type is chosen automatically (Xform or Mesh) */
127
- type?: string;
128
- /** MaterialBindingAPI and SkelBindingAPI are handled automatically, extra schemas can be added here */
129
- extraSchemas: string[] = [];
130
- displayName?: string;
131
- visibility?: "inherited" | "invisible"; // defaults to "inherited" in USD
132
- getMatrix(): Matrix4 {
133
- if (!this.transform) return new Matrix4();
134
- const { position, quaternion, scale } = this.transform;
135
- const matrix = new Matrix4();
136
- matrix.compose(position || PositionIdentity, quaternion || QuaternionIdentity, scale || ScaleIdentity);
137
- return matrix;
138
- }
139
- setMatrix( value ) {
140
- if (!value || !(value instanceof Matrix4)) {
141
- this.transform = null;
142
- return;
143
- }
144
- const position = new Vector3();
145
- const quaternion = new Quaternion();
146
- const scale = new Vector3();
147
- value.decompose(position, quaternion, scale);
148
- this.transform = { position, quaternion, scale };
149
- }
150
- /** @deprecated Use `transform`, or `getMatrix()` if you really need the matrix */
151
- get matrix() { return this.getMatrix(); }
152
- /** @deprecated Use `transform`, or `setMatrix()` if you really need the matrix */
153
- set matrix( value ) { this.setMatrix( value ); }
154
-
155
- transform: USDObjectTransform | null = null;
156
- private _isDynamic: boolean;
157
- get isDynamic() { return this._isDynamic; }
158
- private set isDynamic( value ) { this._isDynamic = value; }
159
- geometry: BufferGeometry | null;
160
- material: MeshStandardMaterial | MeshBasicMaterial | Material | MeshPhysicalNodeMaterial | null;
161
- // usdMaterial?: USDMaterial;
162
- camera: PerspectiveCamera | OrthographicCamera | null;
163
- parent: USDObject | null;
164
- skinnedMesh: SkinnedMesh | null;
165
- children: Array<USDObject | null> = [];
166
- animations: AnimationClip[] | null;
167
- _eventListeners: Record<USDObjectEventType, Function[]>;
168
-
169
- // these are for tracking which xformops are needed
170
- needsTranslate: boolean = false;
171
- needsOrient: boolean = false;
172
- needsScale: boolean = false;
173
-
174
- static createEmptyParent( object: USDObject ) {
175
-
176
- const emptyParent = new USDObject( MathUtils.generateUUID(), object.name + '_empty_' + ( USDObject.USDObject_export_id ++ ), object.transform );
177
- const parent = object.parent;
178
- if (parent) parent.add( emptyParent );
179
- emptyParent.add( object );
180
- emptyParent.isDynamic = true;
181
- object.transform = null;
182
- return emptyParent;
183
-
184
- }
185
-
186
- static createEmpty() {
187
-
188
- const empty = new USDObject( MathUtils.generateUUID(), 'Empty_' + ( USDObject.USDObject_export_id ++ ) );
189
- empty.isDynamic = true;
190
- return empty;
191
- }
192
-
193
- constructor( id, name, transform: USDObjectTransform | null = null, mesh: BufferGeometry | null = null, material: MeshStandardMaterial | MeshBasicMaterial | MeshPhysicalNodeMaterial | Material | null = null, camera: PerspectiveCamera | OrthographicCamera | null = null, skinnedMesh: SkinnedMesh | null = null, animations: AnimationClip[] | null = null ) {
194
-
195
- this.uuid = id;
196
- this.name = makeNameSafe( name );
197
- this.displayName = name;
198
-
199
- if (!transform) this.transform = null;
200
- else this.transform = {
201
- position: transform.position?.clone() || null,
202
- quaternion: transform.quaternion?.clone() || null,
203
- scale: transform.scale?.clone() || null
204
- };
205
- this.geometry = mesh;
206
- this.material = material;
207
- this.camera = camera;
208
- this.parent = null;
209
- this.children = [];
210
- this._eventListeners = {} as Record<USDObjectEventType, Function[]>;
211
- this._isDynamic = false;
212
- this.skinnedMesh = skinnedMesh;
213
- this.animations = animations;
214
-
215
- }
216
-
217
- is( obj ) {
218
-
219
- if ( ! obj ) return false;
220
- return this.uuid === obj.uuid;
221
-
222
- }
223
-
224
- isEmpty() {
225
-
226
- return ! this.geometry;
227
-
228
- }
229
-
230
- clone() {
231
-
232
- const clone = new USDObject( MathUtils.generateUUID(), this.name, this.transform, this.geometry, this.material );
233
- clone.isDynamic = this.isDynamic;
234
- return clone;
235
-
236
- }
237
-
238
- deepClone() {
239
-
240
- const clone = this.clone();
241
- for ( const child of this.children ) {
242
-
243
- if ( !child ) continue;
244
- clone.add( child.deepClone() );
245
-
246
- }
247
-
248
- return clone;
249
-
250
- }
251
-
252
- getPath() {
253
-
254
- let current = this.parent;
255
- let path = this.name;
256
- while ( current ) {
257
-
258
- // StageRoot has a special path right now since there's additional Xforms for encapsulation.
259
- // Better would be to actually model them as part of our object graph, but they're written separately,
260
- // so currently we don't and instead work around that here.
261
- const currentName = current.parent ? current.name : (current.name + "/Scenes/Scene");
262
- path = currentName + '/' + path;
263
- current = current.parent;
264
-
265
- }
266
-
267
- return '</' + path + '>';
268
-
269
- }
270
-
271
- add( child ) {
272
-
273
- if ( child.parent ) {
274
-
275
- child.parent.remove( child );
276
-
277
- }
278
-
279
- child.parent = this;
280
- this.children.push( child );
281
-
282
- }
283
-
284
- remove( child ) {
285
-
286
- const index = this.children.indexOf( child );
287
- if ( index >= 0 ) {
288
-
289
- if ( child.parent === this ) child.parent = null;
290
- this.children.splice( index, 1 );
291
-
292
- }
293
-
294
- }
295
-
296
- addEventListener( evt : USDObjectEventType, listener: ( writer: USDWriter, context: USDZExporterContext ) => void ) {
297
-
298
- if ( ! this._eventListeners[ evt ] ) this._eventListeners[ evt ] = [];
299
- this._eventListeners[ evt ].push( listener );
300
-
301
- }
302
-
303
- removeEventListener( evt, listener: ( writer: USDWriter, context: USDZExporterContext ) => void ) {
304
-
305
- if ( ! this._eventListeners[ evt ] ) return;
306
- const index = this._eventListeners[ evt ].indexOf( listener );
307
- if ( index >= 0 ) {
308
-
309
- this._eventListeners[ evt ].splice( index, 1 );
310
-
311
- }
312
-
313
- }
314
-
315
- onSerialize( writer, context ) {
316
-
317
- const listeners = this._eventListeners[ 'serialize' ];
318
- if ( listeners ) listeners.forEach( listener => listener( writer, context ) );
319
-
320
- }
321
-
322
- }
323
-
324
-
325
- // #region USDMaterial
326
-
327
- // class MaterialInput {
328
- // name: string;
329
- // }
330
-
331
- class USDMaterial {
332
-
333
- static USDMaterial_id = 0;
334
-
335
- readonly material: Material;
336
- readonly id: number;
337
-
338
- name: string;
339
-
340
- isOverride: boolean = false;
341
- isInstanceable: boolean = false;
342
-
343
- constructor( material: Material ) {
344
- this.material = material;
345
- this.id = USDMaterial.USDMaterial_id ++;
346
- this.name = makeNameSafe( material.name || 'Material_' + this.id );
347
- }
348
-
349
- readonly inputs: Record<string, string | number | boolean | number[] | undefined> = {};
350
-
351
- // addInput( name: string, value: "" ) {
352
-
353
-
354
-
355
- // }
356
-
357
-
358
- serialize( writer: USDWriter, _context: USDZExporterContext ) {
359
-
360
- const name = this.name;
361
-
362
- writer.appendLine( `def Material "${this.name}" ${name ?`( displayName = "${makeDisplayNameSafe(name)}" )` : ''}` );
363
- writer.beginBlock();
364
-
365
-
366
- writer.closeBlock();
367
-
368
- // def Material "${materialName}" ${material.name ?`(
369
- // displayName = "${material.name}"
370
- // )` : ''}
371
- // {
372
- // token outputs:mtlx:surface.connect = ${materialRoot}/${materialName}/Occlusion.outputs:out>
373
-
374
- // def Shader "Occlusion"
375
- // {
376
- // uniform token info:id = "${mode}"
377
- // token outputs:out
378
- // }
379
- // }`;
380
-
381
- }
382
- }
383
-
384
- // #region USDDocument
385
-
386
- class USDDocument extends USDObject {
387
-
388
- stageLength: number;
389
-
390
- get isDocumentRoot() {
391
-
392
- return true;
393
-
394
- }
395
- get isDynamic() {
396
-
397
- return false;
398
-
399
- }
400
-
401
- constructor() {
402
-
403
- super(undefined, 'StageRoot', null, null, null, null);
404
- this.children = [];
405
- this.stageLength = 200;
406
-
407
- }
408
-
409
- add( child: USDObject ) {
410
-
411
- child.parent = this;
412
- this.children.push( child );
413
-
414
- }
415
-
416
- remove( child: USDObject ) {
417
-
418
- const index = this.children.indexOf( child );
419
- if ( index >= 0 ) {
420
-
421
- if ( child.parent === this ) child.parent = null;
422
- this.children.splice( index, 1 );
423
-
424
- }
425
-
426
- }
427
-
428
- traverse( callback: ( object: USDObject ) => void, current: USDObject | null = null ) {
429
-
430
- if ( current !== null ) callback( current );
431
- else current = this;
432
- if ( current.children ) {
433
-
434
- for ( const child of current.children ) {
435
-
436
- this.traverse( callback, child );
437
-
438
- }
439
-
440
- }
441
-
442
- }
443
-
444
- findById( uuid: string ) {
445
-
446
- let found = false;
447
- function search( current: USDObject ): USDObject | undefined {
448
-
449
- if ( found ) return undefined;
450
- if ( current.uuid === uuid ) {
451
-
452
- found = true;
453
- return current;
454
-
455
- }
456
-
457
- if ( current.children ) {
458
-
459
- for ( const child of current.children ) {
460
-
461
- if (!child) continue;
462
- const res = search( child );
463
- if ( res ) return res;
464
-
465
- }
466
-
467
- }
468
- return undefined;
469
- }
470
-
471
- return search( this );
472
-
473
- }
474
-
475
- buildHeader( _context: USDZExporterContext ) {
476
- const animationExtension = _context.extensions?.find( ext => ext?.extensionName === 'animation' ) as AnimationExtension | undefined;
477
- const behaviorExtension = _context.extensions?.find( ext => ext?.extensionName === 'Behaviour' ) as BehaviorExtension | undefined;
478
- const physicsExtension = _context.extensions?.find( ext => ext?.extensionName === 'Physics' ) as PhysicsExtension | undefined;
479
- const startTimeCode = animationExtension?.getStartTimeCode() ?? 0;
480
- const endTimeCode = animationExtension?.getEndTimeCode() ?? 0;
481
-
482
- let comment = "";
483
- const registeredClips = animationExtension?.registeredClips;
484
- if (registeredClips) {
485
- for ( const clip of registeredClips ) {
486
- comment += `\t# Animation: ${clip.name}, start=${animationExtension.getStartTimeByClip(clip) * 60}, length=${clip.duration * 60}\n`;
487
- }
488
- }
489
- const comments = comment;
490
-
491
- return `#usda 1.0
492
- (
493
- customLayerData = {
494
- string creator = "Needle Engine ${VERSION}"
495
- dictionary Needle = {
496
- bool animations = ${animationExtension ? 1 : 0}
497
- bool interactive = ${behaviorExtension ? 1 : 0}
498
- bool physics = ${physicsExtension ? 1 : 0}
499
- bool quickLookCompatible = ${_context.quickLookCompatible ? 1 : 0}
500
- }
501
- }
502
- defaultPrim = "${makeNameSafe( this.name )}"
503
- metersPerUnit = 1
504
- upAxis = "Y"
505
- startTimeCode = ${startTimeCode}
506
- endTimeCode = ${endTimeCode}
507
- timeCodesPerSecond = 60
508
- framesPerSecond = 60
509
- doc = """Generated by Needle Engine USDZ Exporter ${VERSION}"""
510
- ${comments}
511
- )
512
- `;
513
-
514
- }
515
-
516
- }
517
-
518
-
519
- const newLine = '\n';
520
- const materialRoot = '</StageRoot/Materials';
521
-
522
- class USDWriter {
523
- str: string;
524
- indent: number;
525
-
526
- constructor() {
527
-
528
- this.str = '';
529
- this.indent = 0;
530
-
531
- }
532
-
533
- clear() {
534
-
535
- this.str = '';
536
- this.indent = 0;
537
-
538
- }
539
-
540
- beginBlock( str: string | undefined = undefined, char = '{', createNewLine = true ) {
541
-
542
- if ( str !== undefined ) {
543
- str = this.applyIndent( str );
544
- this.str += str;
545
- if ( createNewLine ) {
546
- this.str += newLine;
547
- this.str += this.applyIndent( char );
548
- }
549
- else {
550
- this.str += " " + char;
551
- }
552
- }
553
- else {
554
- this.str += this.applyIndent( char );
555
- }
556
-
557
- this.str += newLine;
558
- this.indent += 1;
559
-
560
- }
561
-
562
- closeBlock( char = '}' ) {
563
-
564
- this.indent -= 1;
565
- this.str += this.applyIndent( char ) + newLine;
566
-
567
- }
568
-
569
- beginArray( str ) {
570
-
571
- str = this.applyIndent( str + ' = [' );
572
- this.str += str;
573
- this.str += newLine;
574
- this.indent += 1;
575
-
576
- }
577
-
578
- closeArray() {
579
-
580
- this.indent -= 1;
581
- this.str += this.applyIndent( ']' ) + newLine;
582
-
583
- }
584
-
585
- appendLine( str = '' ) {
586
-
587
- str = this.applyIndent( str );
588
- this.str += str;
589
- this.str += newLine;
590
-
591
- }
592
-
593
- toString() {
594
-
595
- return this.str;
596
-
597
- }
598
-
599
- applyIndent( str ) {
600
-
601
- let indents = '';
602
- for ( let i = 0; i < this.indent; i ++ ) indents += '\t';
603
- return indents + str;
604
-
605
- }
606
-
607
- }
608
-
609
- declare type TextureMap = {[name: string]: {texture: Texture, scale?: Vector4}};
610
-
611
- // #region USDZExporterContext
612
-
613
- class USDZExporterContext {
614
- root?: Object3D;
615
- exporter: USDZExporter;
616
- extensions: Array<IUSDExporterExtension> = [];
617
- quickLookCompatible: boolean;
618
- exportInvisible: boolean;
619
- materials: Map<string, Material>;
620
- textures: TextureMap;
621
- files: { [path: string]: Uint8Array | [Uint8Array, fflate.ZipOptions] | null | any }
622
- document: USDDocument;
623
- output: string;
624
- animations: AnimationClip[];
625
-
626
- constructor( root: Object3D | null | undefined, exporter: USDZExporter, options: {
627
- extensions?: Array<IUSDExporterExtension>,
628
- quickLookCompatible: boolean,
629
- exportInvisible: boolean,
630
- } ) {
631
-
632
- this.root = root || undefined;
633
- this.exporter = exporter;
634
- this.quickLookCompatible = options.quickLookCompatible;
635
- this.exportInvisible = options.exportInvisible;
636
-
637
- if ( options.extensions )
638
- this.extensions = options.extensions;
639
-
640
- this.materials = new Map();
641
- this.textures = {};
642
- this.files = {};
643
- this.document = new USDDocument();
644
- this.output = '';
645
- this.animations = [];
646
-
647
- }
648
-
649
- makeNameSafe( str ) {
650
- return makeNameSafe( str );
651
- }
652
-
653
- }
654
-
655
- /**[documentation](https://developer.apple.com/documentation/arkit/usdz_schemas_for_ar/preliminary_anchoringapi/preliminary_anchoring_type) */
656
- export type Anchoring = "plane" | "image" | "face" | "none"
657
- /**[documentation](https://developer.apple.com/documentation/arkit/usdz_schemas_for_ar/preliminary_anchoringapi/preliminary_planeanchoring_alignment) */
658
- export type Alignment = "horizontal" | "vertical" | "any";
659
-
660
- type USDZExporterOptions = {
661
- ar: {
662
- anchoring: { type: Anchoring },
663
- planeAnchoring: { alignment: Alignment },
664
- }
665
- quickLookCompatible: boolean;
666
- extensions: Array<IUSDExporterExtension>;
667
- maxTextureSize: number;
668
- exportInvisible: boolean;
669
- }
670
-
671
- const getDefaultExporterOptions : () => USDZExporterOptions = () => {
672
- return {
673
- ar: {
674
- anchoring: { type: 'plane' },
675
- planeAnchoring: { alignment: 'horizontal' }
676
- },
677
- quickLookCompatible: false,
678
- extensions: [],
679
- maxTextureSize: 4096,
680
- exportInvisible: false
681
- }
682
- }
683
-
684
- // #region USDZExporter
685
-
686
- class USDZExporter {
687
- debug: boolean;
688
- pruneUnusedNodes: boolean;
689
- sceneAnchoringOptions: USDZExporterOptions = getDefaultExporterOptions();
690
- extensions: Array<IUSDExporterExtension> = [];
691
- keepObject?: (object: Object3D) => boolean;
692
- beforeWritingDocument?: () => void;
693
-
694
- constructor() {
695
-
696
- this.debug = false;
697
- this.pruneUnusedNodes = true;
698
-
699
- }
700
-
701
- async parse(scene: Object3D | null | undefined, options: USDZExporterOptions = getDefaultExporterOptions()) {
702
-
703
- // clone options to avoid modifying the original object
704
- options = Object.assign({}, options );
705
-
706
- this.sceneAnchoringOptions = options;
707
- const context = new USDZExporterContext( scene, this, options );
708
- this.extensions = context.extensions;
709
-
710
- const files = context.files;
711
- const modelFileName = 'model.usda';
712
-
713
- // model file should be first in USDZ archive so we init it here
714
- files[ modelFileName ] = null;
715
-
716
- const materials = context.materials;
717
- const textures = context.textures;
718
-
719
- Progress.report('export-usdz', "Invoking onBeforeBuildDocument");
720
- await invokeAll( context, 'onBeforeBuildDocument' );
721
- Progress.report('export-usdz', "Done onBeforeBuildDocument");
722
-
723
- Progress.report('export-usdz', "Reparent bones to common ancestor");
724
-
725
- // Find all skeletons and reparent them to their skelroot / armature / uppermost bone parent.
726
- // This may not be correct in all cases.
727
- const reparentings: Array<{ object: Object3D, originalParent: Object3D | null, newParent: Object3D }> = [];
728
- const allReparentingObjects = new Set<string>();
729
- scene?.traverse(object => {
730
- if (!options.exportInvisible && !object.visible) return;
731
-
732
- if (object instanceof SkinnedMesh) {
733
- const bones = object.skeleton.bones as Bone[];
734
-
735
- const commonAncestor = findCommonAncestor(bones);
736
- if (commonAncestor) {
737
- const newReparenting = { object, originalParent: object.parent, newParent: commonAncestor };
738
- reparentings.push( newReparenting );
739
-
740
- // keep track of which nodes are important for skeletal export consistency
741
- allReparentingObjects.add(newReparenting.object.uuid);
742
- if (newReparenting.newParent) allReparentingObjects.add(newReparenting.newParent.uuid);
743
- if (newReparenting.originalParent) allReparentingObjects.add(newReparenting.originalParent.uuid);
744
- }
745
- }
746
- });
747
-
748
- for ( const reparenting of reparentings ) {
749
- const { object, originalParent, newParent } = reparenting;
750
- newParent.add( object );
751
- }
752
-
753
- Progress.report('export-usdz', "Traversing hierarchy");
754
- if (scene) traverse( scene, context.document, context, this.keepObject);
755
-
756
- // Root object should have identity matrix
757
- // so that root transformations don't end up in the resulting file.
758
- // if (context.document.children?.length > 0)
759
- // context.document.children[0]?.matrix.identity(); //.multiply(new Matrix4().makeRotationY(Math.PI));
760
-
761
- Progress.report('export-usdz', "Invoking onAfterBuildDocument");
762
- await invokeAll( context, 'onAfterBuildDocument' );
763
-
764
- // At this point, we know all animated objects, all skinned mesh objects, and all objects targeted by behaviors.
765
- // We can prune all empty nodes (no geometry or material) depth-first.
766
- // This avoids unnecessary export of e.g. animated bones as nodes when they have no children
767
- // (for example, a sword attached to a hand still needs that entire hierarchy exported)
768
- const behaviorExt = context.extensions.find( ext => ext.extensionName === 'Behaviour' ) as BehaviorExtension | undefined;
769
- const allBehaviorTargets = behaviorExt?.getAllTargetUuids() ?? new Set<string>();
770
-
771
- // Prune pass. Depth-first removal of nodes that don't affect the outcome of the scene.
772
- if (this.pruneUnusedNodes) {
773
- const options = {
774
- allBehaviorTargets,
775
- debug: false,
776
- boneReparentings: allReparentingObjects,
777
- quickLookCompatible: context.quickLookCompatible,
778
- };
779
- if (this.debug) logUsdHierarchy(context.document, "Hierarchy BEFORE pruning", options);
780
- prune( context.document, options );
781
- if (this.debug) logUsdHierarchy(context.document, "Hierarchy AFTER pruning");
782
- }
783
- else if (this.debug) {
784
- console.log("Pruning of empty nodes is disabled. This may result in a larger USDZ file.");
785
- }
786
-
787
- Progress.report('export-usdz', { message: "Parsing document", autoStep: 10 });
788
- await parseDocument( context, options );
789
-
790
- Progress.report("export-usdz", "Invoking onAfterSerialize");
791
- await invokeAll( context, 'onAfterSerialize' );
792
-
793
- // repair the parenting again
794
- for ( const reparenting of reparentings ) {
795
- const { object, originalParent, newParent } = reparenting;
796
- if (originalParent)
797
- originalParent.add( object );
798
- }
799
-
800
- // Moved into parseDocument callback for proper defaultPrim encapsulation
801
- // context.output += buildMaterials( materials, textures, options.quickLookCompatible );
802
-
803
- // callback for validating after all export has been done
804
- context.exporter?.beforeWritingDocument?.();
805
-
806
- const header = context.document.buildHeader( context );
807
- const final = header + '\n' + context.output;
808
-
809
- // full output file
810
- if ( this.debug ) console.debug( final );
811
-
812
- files[ modelFileName ] = fflate.strToU8( final );
813
- context.output = '';
814
-
815
- Progress.report("export-usdz", { message: "Exporting textures", autoStep: 10 });
816
- Progress.start("export-usdz-textures", { parentScope: "export-usdz", logTimings: false });
817
- const decompressionRenderer = new WebGLRenderer( {
818
- antialias: false,
819
- alpha: true,
820
- premultipliedAlpha: false,
821
- preserveDrawingBuffer: true
822
- } );
823
-
824
- const textureCount = Object.keys(textures).length;
825
- Progress.report("export-usdz-textures", { totalSteps: textureCount * 3, currentStep: 0 });
826
- const convertTexture = async (id: string) => {
827
-
828
- const textureData = textures[ id ];
829
- const texture = textureData.texture;
830
-
831
- const isRGBA = formatsWithAlphaChannel.includes( texture.format );
832
-
833
- // Change: we need to always read back the texture now, otherwise the unpremultiplied workflow doesn't work.
834
- let img: ImageReadbackResult = {
835
- imageData: texture.image
836
- };
837
-
838
- Progress.report("export-usdz-textures", { message: "read back texture", autoStep: true });
839
- const anyColorScale = textureData.scale !== undefined && textureData.scale.x !== 1 && textureData.scale.y !== 1 && textureData.scale.z !== 1 && textureData.scale.w !== 1;
840
- // @ts-ignore
841
- if ( texture.isCompressedTexture || texture.isRenderTargetTexture || anyColorScale ) {
842
- img = await decompressGpuTexture( texture, options.maxTextureSize, decompressionRenderer, textureData.scale );
843
- }
844
-
845
- Progress.report("export-usdz-textures", { message: "convert texture to canvas", autoStep: true });
846
- const canvas = await imageToCanvasUnpremultiplied( img.imageBitmap || img.imageData, options.maxTextureSize ).catch( err => {
847
- console.error("Error converting texture to canvas", texture, err);
848
- });
849
-
850
- if ( canvas ) {
851
-
852
- Progress.report("export-usdz-textures", { message: "convert canvas to blob", autoStep: true });
853
- const blob = await canvas.convertToBlob( {type: isRGBA ? 'image/png' : 'image/jpeg', quality: 0.95 } );
854
- files[ `textures/${id}.${isRGBA ? 'png' : 'jpg'}` ] = new Uint8Array( await blob.arrayBuffer() );
855
-
856
- } else {
857
-
858
- console.warn( 'Can`t export texture: ', texture );
859
-
860
- }
861
- };
862
-
863
- for ( const id in textures ) {
864
-
865
- await convertTexture( id );
866
- }
867
-
868
- decompressionRenderer.dispose();
869
-
870
- // 64 byte alignment
871
- // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109
872
-
873
- Progress.end("export-usdz-textures");
874
-
875
- let offset = 0;
876
-
877
- for ( const filename in files ) {
878
-
879
- const file = files[ filename ];
880
- const headerSize = 34 + filename.length;
881
-
882
- offset += headerSize;
883
-
884
- const offsetMod64 = offset & 63;
885
-
886
- if ( offsetMod64 !== 4 ) {
887
-
888
- const padLength = 64 - offsetMod64;
889
- const padding = new Uint8Array( padLength );
890
-
891
- files[ filename ] = [ file, { extra: { 12345: padding } } ];
892
-
893
- }
894
-
895
- offset = file.length;
896
-
897
- }
898
-
899
- Progress.report("export-usdz", "zip archive");
900
- return fflate.zipSync( files, { level: 0 } );
901
-
902
- }
903
-
904
- }
905
-
906
- // #endregion
907
-
908
- // #region traverse
909
- function traverse( object: Object3D, parentModel: USDObject, context: USDZExporterContext, keepObject?: (object: Object3D) => boolean ) {
910
-
911
- if (!context.exportInvisible && !object.visible) return;
912
-
913
- let model: USDObject | undefined = undefined;
914
- let geometry: BufferGeometry | undefined = undefined;
915
- let material: Material | Material[] | undefined = undefined;
916
-
917
- const transform: USDObjectTransform = { position: object.position, quaternion: object.quaternion, scale: object.scale };
918
- if (object.position.x === 0 && object.position.y === 0 && object.position.z === 0)
919
- transform.position = null;
920
- if (object.quaternion.x === 0 && object.quaternion.y === 0 && object.quaternion.z === 0 && object.quaternion.w === 1)
921
- transform.quaternion = null;
922
- if (object.scale.x === 1 && object.scale.y === 1 && object.scale.z === 1)
923
- transform.scale = null;
924
-
925
- if (object instanceof Mesh || object instanceof SkinnedMesh) {
926
- geometry = object.geometry;
927
- material = object.material;
928
- }
929
-
930
- // API for an explicit choice to discard this object – for example, a geometry that should not be exported,
931
- // but childs should still be exported.
932
- if (keepObject && !keepObject(object)) {
933
- geometry = undefined;
934
- material = undefined;
935
- }
936
-
937
- if ( (object instanceof Mesh || object instanceof SkinnedMesh) &&
938
- material && typeof material === 'object' &&
939
- (material instanceof MeshStandardMaterial ||
940
- material instanceof MeshBasicMaterial ||
941
- // material instanceof MeshPhysicalNodeMaterial ||
942
- (material as any).isMeshPhysicalNodeMaterial ||
943
- (material instanceof Material && material.type === "MeshLineMaterial"))) {
944
-
945
- const name = getObjectId( object );
946
- const skinnedMeshObject = object instanceof SkinnedMesh ? object : null;
947
- model = new USDObject( object.uuid, name, transform, geometry, material as any, undefined, skinnedMeshObject, object.animations );
948
-
949
- } else if ( object instanceof PerspectiveCamera || object instanceof OrthographicCamera ) {
950
-
951
- const name = getObjectId( object );
952
- model = new USDObject( object.uuid, name, transform, undefined, undefined, object );
953
-
954
- } else {
955
-
956
- const name = getObjectId( object );
957
- model = new USDObject( object.uuid, name, transform, undefined, undefined, undefined, undefined, object.animations );
958
-
959
- }
960
-
961
- if ( model ) {
962
-
963
- model.displayName = object.userData?.name || object.name;
964
- model.visibility = object.visible ? undefined : "invisible";
965
-
966
- if ( parentModel ) {
967
-
968
- parentModel.add( model );
969
-
970
- }
971
-
972
- parentModel = model;
973
-
974
- if ( context.extensions ) {
975
-
976
- for ( const ext of context.extensions ) {
977
-
978
- if ( ext.onExportObject ) ext.onExportObject.call( ext, object, model, context );
979
-
980
- }
981
-
982
- }
983
-
984
- } else {
985
-
986
- const name = getObjectId( object );
987
- const empty = new USDObject( object.uuid, name, { position: object.position, quaternion: object.quaternion, scale: object.scale } );
988
- if ( parentModel ) {
989
-
990
- parentModel.add( empty );
991
-
992
- }
993
-
994
- parentModel = empty;
995
-
996
- }
997
-
998
- for ( const ch of object.children ) {
999
-
1000
- traverse( ch, parentModel, context, keepObject );
1001
-
1002
- }
1003
-
1004
- }
1005
-
1006
- // #endregion
1007
-
1008
- function logUsdHierarchy( object: USDObject, prefix: string, ...extraLogObjects: any[] ) {
1009
-
1010
- const item = {};
1011
- let itemCount = 0;
1012
-
1013
- function collectItem( object: USDObject, current) {
1014
- itemCount++;
1015
- let name = object.displayName || object.name;
1016
- name += " (" + object.uuid + ")";
1017
- const hasAny = object.geometry || object.material || object.camera || object.skinnedMesh;
1018
- if (hasAny) {
1019
- name += " (" + (object.geometry ? "geo, " : "") + (object.material ? "mat, " : "") + (object.camera ? "cam, " : "") + (object.skinnedMesh ? "skin, " : "") + ")";
1020
- }
1021
- current[name] = {};
1022
- const props = { object };
1023
- if (object.material) props['mat'] = true;
1024
- if (object.geometry) props['geo'] = true;
1025
- if (object.camera) props['cam'] = true;
1026
- if (object.skinnedMesh) props['skin'] = true;
1027
-
1028
- current[name]._self = props;
1029
- for ( const child of object.children ) {
1030
- if (child) {
1031
- collectItem(child, current[name]);
1032
- }
1033
- }
1034
- }
1035
-
1036
- collectItem(object, item);
1037
-
1038
- console.log(prefix + " (" + itemCount + " nodes)", item, ...extraLogObjects);
1039
- }
1040
-
1041
- function prune ( object: USDObject, options : {
1042
- allBehaviorTargets: Set<string>,
1043
- debug: boolean,
1044
- boneReparentings: Set<string>,
1045
- quickLookCompatible: boolean,
1046
- } ) {
1047
-
1048
- let allChildsWerePruned = true;
1049
-
1050
- const prunedChilds = new Array<USDObject>();
1051
- const keptChilds = new Array<USDObject>();
1052
-
1053
- if (object.children.length === 0) {
1054
- allChildsWerePruned = true;
1055
- }
1056
- else {
1057
- const childs = [...object.children];
1058
- for ( const child of childs ) {
1059
- if (child) {
1060
- const childWasPruned = prune(child, options);
1061
- if (options.debug) {
1062
- if (childWasPruned) prunedChilds.push(child);
1063
- else keptChilds.push(child);
1064
- }
1065
- allChildsWerePruned = allChildsWerePruned && childWasPruned;
1066
- }
1067
- }
1068
- }
1069
-
1070
- // check if this object is referenced by any behavior
1071
- const isBehaviorSourceOrTarget = options.allBehaviorTargets.has(object.uuid);
1072
-
1073
- // check if this object has any material or geometry
1074
- const isVisible = object.geometry || object.material || (object.camera && !options.quickLookCompatible) || object.skinnedMesh || false;
1075
-
1076
- // check if this object is part of any reparenting
1077
- const isBoneReparenting = options.boneReparentings.has(object.uuid);
1078
-
1079
- const canBePruned = allChildsWerePruned && !isBehaviorSourceOrTarget && !isVisible && !isBoneReparenting;
1080
-
1081
- if (canBePruned) {
1082
- if (options.debug) console.log("Pruned object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
1083
- isVisible,
1084
- isBehaviorSourceOrTarget,
1085
- allChildsWerePruned,
1086
- isBoneReparenting,
1087
- object,
1088
- prunedChilds,
1089
- keptChilds
1090
- });
1091
- object.parent?.remove(object);
1092
- }
1093
- else {
1094
- if (options.debug) console.log("Kept object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
1095
- isVisible,
1096
- isBehaviorSourceOrTarget,
1097
- allChildsWerePruned,
1098
- isBoneReparenting,
1099
- object,
1100
- prunedChilds,
1101
- keptChilds
1102
- });
1103
- }
1104
-
1105
- // if it has no children and is not a behavior source or target, and is not visible, prune it
1106
- return canBePruned;
1107
- }
1108
-
1109
- // #region parseDocument
1110
- async function parseDocument( context: USDZExporterContext, options: USDZExporterOptions ) {
1111
-
1112
- Progress.start("export-usdz-resources", "export-usdz");
1113
- const resources: Array<() => void> = [];
1114
- for ( const child of context.document.children ) {
1115
- addResources( child, context, resources );
1116
- }
1117
- // addResources now only collects promises for better progress reporting.
1118
- // We are resolving them here and reporting progress on that:
1119
- const total = resources.length;
1120
- for (let i = 0; i < total; i++) {
1121
- Progress.report("export-usdz-resources", { totalSteps: total, currentStep: i });
1122
- await new Promise<void>((resolve, _reject) => {
1123
- resources[i]();
1124
- resolve();
1125
- });
1126
- }
1127
- Progress.end("export-usdz-resources");
1128
-
1129
- const writer = new USDWriter();
1130
- const arAnchoringOptions = context.exporter.sceneAnchoringOptions.ar;
1131
-
1132
- writer.beginBlock( `def Xform "${context.document.name}"` );
1133
-
1134
- writer.beginBlock( `def Scope "Scenes" (
1135
- kind = "sceneLibrary"
1136
- )` );
1137
-
1138
- writer.beginBlock( `def Xform "Scene"`, '(', false);
1139
- writer.appendLine( `apiSchemas = ["Preliminary_AnchoringAPI"]` );
1140
- writer.appendLine( `customData = {`);
1141
- writer.appendLine( ` bool preliminary_collidesWithEnvironment = 0` );
1142
- writer.appendLine( ` string sceneName = "Scene"`);
1143
- writer.appendLine( `}` );
1144
- writer.appendLine( `sceneName = "Scene"` );
1145
- writer.closeBlock( ')' );
1146
- writer.beginBlock();
1147
-
1148
- writer.appendLine( `token preliminary:anchoring:type = "${arAnchoringOptions.anchoring.type}"` );
1149
- if (arAnchoringOptions.anchoring.type === 'plane')
1150
- writer.appendLine( `token preliminary:planeAnchoring:alignment = "${arAnchoringOptions.planeAnchoring.alignment}"` );
1151
- // bit hacky as we don't have a callback here yet. Relies on the fact that the image is named identical in the ImageTracking extension.
1152
- if (arAnchoringOptions.anchoring.type === 'image')
1153
- writer.appendLine( `rel preliminary:imageAnchoring:referenceImage = </${context.document.name}/Scenes/Scene/AnchoringReferenceImage>` );
1154
- writer.appendLine();
1155
-
1156
- const count = (object: USDObject | null) => {
1157
- if (!object) return 0;
1158
- let total = 1;
1159
- for ( const child of object.children ) total += count( child );
1160
- return total;
1161
- }
1162
- const totalXformCount = count(context.document);
1163
- Progress.start("export-usdz-xforms", "export-usdz");
1164
- Progress.report("export-usdz-xforms", { totalSteps: totalXformCount, currentStep: 1 });
1165
-
1166
- for ( const child of context.document.children ) {
1167
- buildXform( child, writer, context );
1168
- }
1169
- Progress.end("export-usdz-xforms");
1170
-
1171
- Progress.report("export-usdz", "invoke onAfterHierarchy");
1172
- await invokeAll( context, 'onAfterHierarchy', writer );
1173
-
1174
- writer.closeBlock();
1175
- writer.closeBlock();
1176
-
1177
- // TODO property use context/writer instead of string concat
1178
- Progress.report('export-usdz', "Building materials");
1179
- const result = buildMaterials( context.materials, context.textures, options.quickLookCompatible );
1180
- writer.appendLine(result);
1181
-
1182
- writer.closeBlock();
1183
-
1184
- Progress.report("export-usdz", "write to string")
1185
- context.output += writer.toString();
1186
-
1187
- }
1188
- // #endregion
1189
-
1190
- // #region addResources
1191
- function addResources( object: USDObject | null, context: USDZExporterContext, resources: Array<() => void>) {
1192
-
1193
- if ( !object ) return;
1194
-
1195
- const geometry = object.geometry;
1196
- const material = object.material;
1197
-
1198
- if ( geometry ) {
1199
-
1200
- if ( material && (
1201
- 'isMeshStandardMaterial' in material && material.isMeshStandardMaterial ||
1202
- 'isMeshBasicMaterial' in material && material.isMeshBasicMaterial ||
1203
- material.type === "MeshLineMaterial"
1204
- ) ) { // TODO convert unlit to lit+emissive
1205
-
1206
- const geometryFileName = 'geometries/' + getGeometryName(geometry, object.name) + '.usda';
1207
-
1208
- if ( ! ( geometryFileName in context.files ) ) {
1209
-
1210
- const action = () => {
1211
- const meshObject = buildMeshObject( geometry, object.skinnedMesh?.skeleton?.bones, context.quickLookCompatible );
1212
- context.files[ geometryFileName ] = buildUSDFileAsString( meshObject, context);
1213
- };
1214
-
1215
- resources.push(action);
1216
-
1217
- }
1218
-
1219
- } else {
1220
-
1221
- console.warn( 'NeedleUSDZExporter: Unsupported material type (USDZ only supports MeshStandardMaterial)', material?.name );
1222
-
1223
- }
1224
-
1225
- }
1226
-
1227
- if ( material ) {
1228
-
1229
- if ( context.materials.get( material.uuid ) === undefined ) {
1230
-
1231
- context.materials[ material.uuid ] = material;
1232
-
1233
- }
1234
- }
1235
-
1236
- for ( const ch of object.children ) {
1237
-
1238
- addResources( ch, context, resources );
1239
-
1240
- }
1241
-
1242
- }
1243
-
1244
- async function invokeAll( context: USDZExporterContext, name: string, writer: USDWriter | null = null ) {
1245
-
1246
- if ( context.extensions ) {
1247
-
1248
- for ( const ext of context.extensions ) {
1249
-
1250
- if ( !ext ) continue;
1251
-
1252
- if ( typeof ext[ name ] === 'function' ) {
1253
-
1254
- const method = ext[ name ];
1255
- const res = method.call( ext, context, writer );
1256
- if(res instanceof Promise) {
1257
- await res;
1258
- }
1259
- }
1260
-
1261
- }
1262
-
1263
- }
1264
-
1265
- }
1266
-
1267
- // #endregion
1268
-
1269
- // #region GPU utils
1270
- let _renderer: WebGLRenderer | null = null;
1271
- let renderTarget: WebGLRenderTarget | null = null;
1272
- let fullscreenQuadGeometry: PlaneGeometry | null;
1273
- let fullscreenQuadMaterial: ShaderMaterial | null;
1274
- let fullscreenQuad: Mesh | null;
1275
-
1276
- declare type ImageReadbackResult = {
1277
- imageData: ImageData;
1278
- imageBitmap?: ImageBitmap;
1279
- }
1280
-
1281
- /** Reads back a texture from the GPU (can be compressed, a render texture, or anything), optionally applies RGBA colorScale to it, and returns CPU data for further usage.
1282
- * Note that there are WebGL / WebGPU rules preventing some use of data between WebGL contexts.
1283
- */
1284
- async function decompressGpuTexture( texture, maxTextureSize = Infinity, renderer: WebGLRenderer | null = null, colorScale: Vector4 | undefined = undefined): Promise<ImageReadbackResult> {
1285
-
1286
- if ( ! fullscreenQuadGeometry ) fullscreenQuadGeometry = new PlaneGeometry( 2, 2, 1, 1 );
1287
- if ( ! fullscreenQuadMaterial ) fullscreenQuadMaterial = new ShaderMaterial( {
1288
- uniforms: {
1289
- blitTexture: new Uniform( texture ),
1290
- flipY: new Uniform( false ),
1291
- scale: new Uniform( new Vector4( 1, 1, 1, 1 ) ),
1292
- },
1293
- vertexShader: `
1294
- varying vec2 vUv;
1295
- uniform bool flipY;
1296
- void main(){
1297
- vUv = uv;
1298
- if (flipY)
1299
- vUv.y = 1. - vUv.y;
1300
- gl_Position = vec4(position.xy * 1.0,0.,.999999);
1301
- }`,
1302
- fragmentShader: `
1303
- uniform sampler2D blitTexture;
1304
- uniform vec4 scale;
1305
- varying vec2 vUv;
1306
-
1307
- void main(){
1308
- gl_FragColor = vec4(vUv.xy, 0, 1);
1309
-
1310
- #ifdef IS_SRGB
1311
- gl_FragColor = sRGBTransferOETF( texture2D( blitTexture, vUv) );
1312
- #else
1313
- gl_FragColor = texture2D( blitTexture, vUv);
1314
- #endif
1315
-
1316
- gl_FragColor.rgba *= scale.rgba;
1317
- }`
1318
- } );
1319
-
1320
- // update uniforms
1321
- const uniforms = fullscreenQuadMaterial.uniforms;
1322
- uniforms.blitTexture.value = texture;
1323
- uniforms.flipY.value = false;
1324
- uniforms.scale.value = new Vector4( 1, 1, 1, 1 );
1325
- if ( colorScale !== undefined ) uniforms.scale.value.copy( colorScale );
1326
-
1327
- fullscreenQuadMaterial.defines.IS_SRGB = texture.colorSpace == SRGBColorSpace;
1328
- fullscreenQuadMaterial.needsUpdate = true;
1329
-
1330
- if ( ! fullscreenQuad ) {
1331
-
1332
- fullscreenQuad = new Mesh( fullscreenQuadGeometry, fullscreenQuadMaterial );
1333
- fullscreenQuad.frustumCulled = false;
1334
-
1335
- }
1336
-
1337
- const _camera = new PerspectiveCamera();
1338
- const _scene = new Scene();
1339
- _scene.add( fullscreenQuad );
1340
-
1341
- if ( ! renderer ) {
1342
-
1343
- renderer = _renderer = new WebGLRenderer( { antialias: false, alpha: true, premultipliedAlpha: false, preserveDrawingBuffer: true } );
1344
-
1345
- }
1346
-
1347
- const width = Math.min( texture.image.width, maxTextureSize );
1348
- const height = Math.min( texture.image.height, maxTextureSize );
1349
-
1350
- // dispose render target if the size is wrong
1351
- if ( renderTarget && ( renderTarget.width !== width || renderTarget.height !== height ) ) {
1352
-
1353
- renderTarget.dispose();
1354
- renderTarget = null;
1355
-
1356
- }
1357
-
1358
- if ( ! renderTarget ) {
1359
-
1360
- renderTarget = new WebGLRenderTarget( width, height, { format: RGBAFormat, type: UnsignedByteType, minFilter: LinearFilter, magFilter: LinearFilter } );
1361
- }
1362
-
1363
- renderer.setRenderTarget( renderTarget );
1364
- renderer.setSize( width, height );
1365
- renderer.clear();
1366
- renderer.render( _scene, _camera );
1367
-
1368
- if ( _renderer ) {
1369
-
1370
- _renderer.dispose();
1371
- _renderer = null;
1372
-
1373
- }
1374
-
1375
- const buffer = new Uint8ClampedArray( renderTarget.width * renderTarget.height * 4 );
1376
- renderer.readRenderTargetPixels( renderTarget, 0, 0, renderTarget.width, renderTarget.height, buffer );
1377
- const imageData = new ImageData( buffer, renderTarget.width, renderTarget.height, undefined );
1378
- const bmp = await createImageBitmap( imageData, { premultiplyAlpha: "none" } );
1379
- return {
1380
- imageData,
1381
- imageBitmap: bmp
1382
- };
1383
-
1384
- }
1385
-
1386
- /** Checks if the given image is of a type with readable data and width/height */
1387
- function isImageBitmap( image ) {
1388
-
1389
- return ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
1390
- ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
1391
- ( typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas ) ||
1392
- ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap );
1393
-
1394
- }
1395
-
1396
- /** This method uses a 'bitmaprenderer' context and doesn't do any pixel manipulation.
1397
- * This way, we can keep the alpha channel as it was, but we're losing the ability to do pixel manipulations or resize operations. */
1398
- async function imageToCanvasUnpremultiplied( image: ImageBitmapSource & { width: number, height: number }, maxTextureSize = 4096) {
1399
-
1400
- const scale = maxTextureSize / Math.max( image.width, image.height );
1401
- const width = image.width * Math.min( 1, scale );
1402
- const height = image.height * Math.min( 1, scale );
1403
-
1404
- const canvas = new OffscreenCanvas( width, height );
1405
- const settings: ImageBitmapOptions = { premultiplyAlpha: "none" };
1406
- if (image.width !== width) settings.resizeWidth = width;
1407
- if (image.height !== height) settings.resizeHeight = height;
1408
-
1409
- const imageBitmap = await createImageBitmap(image, settings);
1410
- const ctx = canvas.getContext("bitmaprenderer") as ImageBitmapRenderingContext | null;
1411
- if (ctx) {
1412
- ctx.transferFromImageBitmap(imageBitmap);
1413
- }
1414
- return canvas as OffscreenCanvasExt;
1415
- }
1416
-
1417
- /** This method uses a '2d' canvas context for pixel manipulation, and can apply a color scale or Y flip to the given image.
1418
- * Unfortunately, canvas always uses premultiplied data, and thus images with low alpha values (or multiplying by a=0) will result in black pixels.
1419
- */
1420
- async function imageToCanvas( image: HTMLImageElement | HTMLCanvasElement | OffscreenCanvas | ImageBitmap, color: Vector4 | undefined = undefined, flipY = false, maxTextureSize = 4096 ) {
1421
-
1422
- if ( isImageBitmap( image ) ) {
1423
-
1424
- // max. canvas size on Safari is still 4096x4096
1425
- const scale = maxTextureSize / Math.max( image.width, image.height );
1426
-
1427
- const canvas = new OffscreenCanvas( image.width * Math.min( 1, scale ), image.height * Math.min( 1, scale ) );
1428
-
1429
- const context = canvas.getContext( '2d', { alpha: true, premultipliedAlpha: false } ) as OffscreenCanvasRenderingContext2D;
1430
- if (!context) throw new Error('Could not get canvas 2D context');
1431
-
1432
- if ( flipY === true ) {
1433
-
1434
- context.translate( 0, canvas.height );
1435
- context.scale( 1, - 1 );
1436
-
1437
- }
1438
-
1439
- context.drawImage( image, 0, 0, canvas.width, canvas.height );
1440
-
1441
- // Currently only used to apply opacity scale since QuickLook and usdview don't support that yet
1442
- if ( color !== undefined ) {
1443
-
1444
- const r = color.x;
1445
- const g = color.y;
1446
- const b = color.z;
1447
- const a = color.w;
1448
-
1449
- const imagedata = context.getImageData( 0, 0, canvas.width, canvas.height );
1450
- const data = imagedata.data;
1451
-
1452
- for ( let i = 0; i < data.length; i += 4 ) {
1453
-
1454
- data[ i + 0 ] = data[ i + 0 ] * r;
1455
- data[ i + 1 ] = data[ i + 1 ] * g;
1456
- data[ i + 2 ] = data[ i + 2 ] * b;
1457
- data[ i + 3 ] = data[ i + 3 ] * a;
1458
-
1459
- }
1460
-
1461
- context.putImageData( imagedata, 0, 0 );
1462
-
1463
- }
1464
-
1465
- return canvas as OffscreenCanvasExt;
1466
-
1467
- } else {
1468
-
1469
- throw new Error( 'NeedleUSDZExporter: No valid image data found. Unable to process texture.' );
1470
-
1471
- }
1472
-
1473
- }
1474
-
1475
- //
1476
-
1477
- const PRECISION = 7;
1478
-
1479
- function buildHeader() {
1480
-
1481
- return `#usda 1.0
1482
- (
1483
- customLayerData = {
1484
- string creator = "Needle Engine USDZExporter"
1485
- }
1486
- metersPerUnit = 1
1487
- upAxis = "Y"
1488
- )
1489
- `;
1490
-
1491
- }
1492
-
1493
- function buildUSDFileAsString( dataToInsert, _context: USDZExporterContext ) {
1494
-
1495
- let output = buildHeader();
1496
- output += dataToInsert;
1497
- return fflate.strToU8( output );
1498
-
1499
- }
1500
-
1501
- function getObjectId( object ) {
1502
-
1503
- return object.name.replace( /[-<>\(\)\[\]§$%&\/\\\=\?\,\;]/g, '' ) + '_' + object.id;
1504
-
1505
- }
1506
-
1507
- function getBoneName(bone: Object3D) {
1508
- return makeNameSafe(bone.name || 'bone_' + bone.uuid);
1509
- }
1510
-
1511
- function getGeometryName(geometry: BufferGeometry, _fallbackName: string) {
1512
- // Using object names here breaks instancing...
1513
- // So we removed fallbackName again. Downside: geometries don't have nice names...
1514
- // A better workaround would be that we actually name them on glTF import (so the geometry has a name, not the object)
1515
- return makeNameSafe(geometry.name || 'Geometry') + "_" + geometry.id;
1516
- }
1517
-
1518
- function getMaterialName(material: Material) {
1519
- return makeNameSafe(material.name || 'Material') + "_" + material.id;
1520
- }
1521
-
1522
- function getPathToSkeleton(bone: Object3D, assumedRoot: Object3D) {
1523
- let path = getBoneName(bone);
1524
- let current = bone.parent;
1525
- while ( current && current !== assumedRoot ) {
1526
- path = getBoneName(current) + '/' + path;
1527
- current = current.parent;
1528
- }
1529
- return path;
1530
- }
1531
-
1532
- // #endregion
1533
-
1534
- // #region XForm
1535
-
1536
- export function buildXform( model: USDObject | null, writer: USDWriter, context: USDZExporterContext ) {
1537
-
1538
- if ( model == null)
1539
- return;
1540
-
1541
- Progress.report("export-usdz-xforms", { message: "buildXform " + model.displayName || model.name, autoStep: true });
1542
-
1543
- // const matrix = model.matrix;
1544
- const transform = model.transform;
1545
- const geometry = model.geometry;
1546
- const material = model.material;
1547
- const camera = model.camera;
1548
- const name = model.name;
1549
-
1550
- if ( model.animations ) {
1551
- for ( const animation of model.animations ) {
1552
- context.animations.push( animation )
1553
- }
1554
- }
1555
-
1556
- // const transform = buildMatrix( matrix );
1557
-
1558
- /*
1559
- if ( matrix.determinant() < 0 ) {
1560
-
1561
- console.warn( 'NeedleUSDZExporter: USDZ does not support negative scales', name );
1562
-
1563
- }
1564
- */
1565
-
1566
- const isSkinnedMesh = geometry && geometry.isBufferGeometry && geometry.attributes.skinIndex !== undefined && geometry.attributes.skinIndex.count > 0;
1567
- const objType = isSkinnedMesh ? 'SkelRoot' : 'Xform';
1568
- const _apiSchemas = new Array<string>();
1569
-
1570
- // Specific case: the material is white unlit, the mesh has vertex colors, so we can
1571
- // export as displayColor directly
1572
- const isUnlitDisplayColor =
1573
- material && material instanceof MeshBasicMaterial &&
1574
- material.color && material.color.r === 1 && material.color.g === 1 && material.color.b === 1 &&
1575
- !material.map && material.opacity === 1 &&
1576
- geometry?.attributes.color;
1577
-
1578
- if (geometry?.attributes.color && !isUnlitDisplayColor) {
1579
- console.warn("NeedleUSDZExporter: Geometry has vertex colors. Vertex colors will only be shown in QuickLook for unlit materials with white color and no texture. Otherwise, they will be ignored.", model.displayName);
1580
- }
1581
-
1582
- writer.appendLine();
1583
- if ( geometry ) {
1584
- writer.beginBlock( `def ${objType} "${name}"`, "(", false );
1585
- // NE-4084: To use the doubleSided workaround with skeletal meshes we'd have to
1586
- // also emit extra data for jointIndices etc., so we're skipping skinned meshes here.
1587
- if (context.quickLookCompatible && material && material.side === DoubleSide && !isSkinnedMesh)
1588
- writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry_doubleSided>`);
1589
- else
1590
- writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry>`);
1591
- if (!isUnlitDisplayColor)
1592
- _apiSchemas.push("MaterialBindingAPI");
1593
- if (isSkinnedMesh)
1594
- _apiSchemas.push("SkelBindingAPI");
1595
- }
1596
- else if ( camera && !context.quickLookCompatible)
1597
- writer.beginBlock( `def Camera "${name}"`, "(", false );
1598
- else if ( model.type !== undefined)
1599
- writer.beginBlock( `def ${model.type} "${name}"` );
1600
- else // if (model.type === undefined)
1601
- writer.beginBlock( `def Xform "${name}"`, "(", false);
1602
-
1603
- if (model.type === undefined) {
1604
- if (model.extraSchemas?.length)
1605
- _apiSchemas.push(...model.extraSchemas);
1606
- if (_apiSchemas.length)
1607
- writer.appendLine(`prepend apiSchemas = [${_apiSchemas.map(s => `"${s}"`).join(', ')}]`);
1608
- }
1609
-
1610
- if (model.displayName)
1611
- writer.appendLine(`displayName = "${makeDisplayNameSafe(model.displayName)}"`);
1612
-
1613
- if ( camera || model.type === undefined) {
1614
- writer.closeBlock( ")" );
1615
- writer.beginBlock();
1616
- }
1617
-
1618
- if ( geometry && material ) {
1619
- if (!isUnlitDisplayColor) {
1620
- const materialName = getMaterialName(material);
1621
- writer.appendLine( `rel material:binding = </StageRoot/Materials/${materialName}>` );
1622
- }
1623
-
1624
- // Turns out QuickLook / RealityKit doesn't support the doubleSided attribute, so we
1625
- // work around that by emitting additional indices above, and then we shouldn't emit the attribute either as geometry is
1626
- // already doubleSided then.
1627
- if (!context.quickLookCompatible && material.side === DoubleSide ) {
1628
- // double-sided is a mesh property in USD, we can apply it as `over` here
1629
- writer.beginBlock( `over "Geometry" `);
1630
- writer.appendLine( `uniform bool doubleSided = 1` );
1631
- writer.closeBlock();
1632
- }
1633
- }
1634
- let haveWrittenAnyXformOps = false;
1635
- if ( isSkinnedMesh ) {
1636
- writer.appendLine( `rel skel:skeleton = <Rig>` );
1637
- writer.appendLine( `rel skel:animationSource = <Rig/_anim>`);
1638
- haveWrittenAnyXformOps = false;
1639
- // writer.appendLine( `matrix4d xformOp:transform = ${buildMatrix(new Matrix4())}` ); // always identity / in world space
1640
- }
1641
- else if (model.type === undefined) {
1642
- if (transform) {
1643
- haveWrittenAnyXformOps = haveWrittenAnyXformOps || (transform.position !== null || transform.quaternion !== null || transform.scale !== null);
1644
- if (transform.position) {
1645
- model.needsTranslate = true;
1646
- writer.appendLine( `double3 xformOp:translate = (${fn(transform.position.x)}, ${fn(transform.position.y)}, ${fn(transform.position.z)})` );
1647
- }
1648
- if (transform.quaternion) {
1649
- model.needsOrient = true;
1650
- writer.appendLine( `quatf xformOp:orient = (${fn(transform.quaternion.w)}, ${fn(transform.quaternion.x)}, ${fn(transform.quaternion.y)}, ${fn(transform.quaternion.z)})` );
1651
- }
1652
- if (transform.scale) {
1653
- model.needsScale = true;
1654
- writer.appendLine( `double3 xformOp:scale = (${fn(transform.scale.x)}, ${fn(transform.scale.y)}, ${fn(transform.scale.z)})` );
1655
- }
1656
- }
1657
- }
1658
-
1659
- if (model.visibility !== undefined)
1660
- writer.appendLine(`token visibility = "${model.visibility}"`);
1661
-
1662
- if ( camera && !context.quickLookCompatible) {
1663
-
1664
- if ( 'isOrthographicCamera' in camera && camera.isOrthographicCamera ) {
1665
-
1666
- writer.appendLine( `float2 clippingRange = (${camera.near}, ${camera.far})` );
1667
- writer.appendLine( `float horizontalAperture = ${( ( Math.abs( camera.left ) + Math.abs( camera.right ) ) * 10 ).toPrecision( PRECISION )}` );
1668
- writer.appendLine( `float verticalAperture = ${( ( Math.abs( camera.top ) + Math.abs( camera.bottom ) ) * 10 ).toPrecision( PRECISION )}` );
1669
- writer.appendLine( 'token projection = "orthographic"' );
1670
-
1671
- } else if ( 'isPerspectiveCamera' in camera && camera.isPerspectiveCamera) {
1672
-
1673
- writer.appendLine( `float2 clippingRange = (${camera.near.toPrecision( PRECISION )}, ${camera.far.toPrecision( PRECISION )})` );
1674
- writer.appendLine( `float focalLength = ${camera.getFocalLength().toPrecision( PRECISION )}` );
1675
- writer.appendLine( `float focusDistance = ${camera.focus.toPrecision( PRECISION )}` );
1676
- writer.appendLine( `float horizontalAperture = ${camera.getFilmWidth().toPrecision( PRECISION )}` );
1677
- writer.appendLine( 'token projection = "perspective"' );
1678
- writer.appendLine( `float verticalAperture = ${camera.getFilmHeight().toPrecision( PRECISION )}` );
1679
- }
1680
-
1681
- }
1682
-
1683
- if ( model.onSerialize ) {
1684
-
1685
- model.onSerialize( writer, context );
1686
-
1687
- }
1688
-
1689
- // after serialization, we know which xformops to actually define here:
1690
- if (model.type === undefined) {
1691
- // TODO only write the necessary ones – this isn't trivial though because we need to know
1692
- // if some of them are animated, and then we need to include those.
1693
- // Best approach would likely be to write xformOpOrder _after_ onSerialize
1694
- // and keep track of what was written in onSerialize (e.g. model.needsTranslate = true)
1695
- const ops = new Array<string>();
1696
- if (model.needsTranslate) ops.push('"xformOp:translate"');
1697
- if (model.needsOrient) ops.push('"xformOp:orient"');
1698
- if (model.needsScale) ops.push('"xformOp:scale"');
1699
- if (ops.length)
1700
- writer.appendLine( `uniform token[] xformOpOrder = [${ops.join(', ')}]` );
1701
- }
1702
-
1703
- if ( model.children ) {
1704
-
1705
- writer.appendLine();
1706
- for ( const ch of model.children ) {
1707
-
1708
- buildXform( ch, writer, context );
1709
-
1710
- }
1711
-
1712
- }
1713
-
1714
- writer.closeBlock();
1715
-
1716
- }
1717
-
1718
- function fn( num:number ): string {
1719
-
1720
- return Number.isInteger(num) ? num.toString() : num.toFixed( 10 );
1721
-
1722
- }
1723
-
1724
- function buildMatrix( matrix ) {
1725
-
1726
- const array = matrix.elements;
1727
-
1728
- return `( ${buildMatrixRow( array, 0 )}, ${buildMatrixRow( array, 4 )}, ${buildMatrixRow( array, 8 )}, ${buildMatrixRow( array, 12 )} )`;
1729
-
1730
- }
1731
-
1732
- function buildMatrixRow( array, offset ) {
1733
-
1734
- return `(${fn( array[ offset + 0 ] )}, ${fn( array[ offset + 1 ] )}, ${fn( array[ offset + 2 ] )}, ${fn( array[ offset + 3 ] )})`;
1735
-
1736
- }
1737
-
1738
- // #region Mesh
1739
-
1740
- function buildMeshObject( geometry: BufferGeometry, bonesArray: Bone[] = [], quickLookCompatible: boolean = true) {
1741
-
1742
- const mesh = buildMesh( geometry, bonesArray, quickLookCompatible );
1743
- return `
1744
- def "Geometry"
1745
- ${mesh}
1746
- `;
1747
-
1748
- }
1749
-
1750
- function buildMesh( geometry: BufferGeometry, bones: Bone[] = [], quickLookCompatible: boolean = true) {
1751
-
1752
- const name = 'Geometry';
1753
- const attributes = geometry.attributes;
1754
- const count = attributes.position.count;
1755
-
1756
- const hasBones = bones && bones.length > 0;
1757
-
1758
- // We need to sort bones and all skinning data by path –
1759
- // Neither glTF nor three.js care, but in USD they must be sorted
1760
- // since the array defines the virtual hierarchy and is evaluated in that order
1761
- const sortedBones: Array<{bone: Object3D, index: number}> = [];
1762
- const indexMapping: number[] = [];
1763
- let sortedSkinIndex = new Array<number>();
1764
- let sortedSkinIndexAttribute: BufferAttribute | InterleavedBufferAttribute | null = attributes.skinIndex;
1765
- let bonesArray = "";
1766
- if (hasBones) {
1767
- const uuidsFound:string[] = [];
1768
- for (const bone of bones ) {
1769
- // if (bone.parent!.type !== 'Bone')
1770
- {
1771
- sortedBones.push({bone: bone, index: bones.indexOf(bone)});
1772
- uuidsFound.push(bone.uuid);
1773
- }
1774
- }
1775
-
1776
- let maxSteps = 10_000;
1777
- while (uuidsFound.length < bones.length && maxSteps-- > 0) {
1778
- for (const sortedBone of sortedBones) {
1779
- const children = sortedBone.bone.children as Bone[];
1780
- for (const childBone of children){
1781
- if (uuidsFound.indexOf(childBone.uuid) === -1 && bones.indexOf(childBone) !== -1){
1782
- sortedBones.push({bone: childBone, index: bones.indexOf(childBone)});
1783
- uuidsFound.push(childBone.uuid);
1784
- }
1785
- }
1786
- }
1787
- }
1788
-
1789
- if (maxSteps <= 0) console.error("Failed to sort bones in skinned mesh", sortedBones, bones, uuidsFound);
1790
-
1791
- // add structural nodes to the list of bones
1792
- for (const structuralNode of findStructuralNodesInBoneHierarchy(bones) ) {
1793
- sortedBones.push( { bone: structuralNode, index: sortedBones.length } );
1794
- }
1795
-
1796
- // sort bones by path – need to be sorted in the same order as during mesh export
1797
- const assumedRoot = sortedBones[0].bone.parent!;
1798
- sortedBones.sort((a, b) => getPathToSkeleton(a.bone, assumedRoot) > getPathToSkeleton(b.bone, assumedRoot) ? 1 : -1);
1799
- bonesArray = sortedBones.map( x => "\"" + getPathToSkeleton(x.bone, assumedRoot) + "\"" ).join( ', ' );
1800
-
1801
- // TODO we can probably skip the expensive attribute re-ordering if the bones were already in a correct order.
1802
- // That doesn't mean that they are strictly sorted by path – just that all parents strictly need to come first.
1803
-
1804
- // build index mapping
1805
- for (const i in sortedBones) {
1806
- indexMapping[sortedBones[i].index] = parseInt(i);
1807
- }
1808
-
1809
- // remap skin index attributes
1810
- const skinIndex = attributes.skinIndex;
1811
- sortedSkinIndex = new Array<number>();
1812
- for ( let i = 0; i < skinIndex.count; i ++ ) {
1813
-
1814
- const x = skinIndex.getX( i );
1815
- const y = skinIndex.getY( i );
1816
- const z = skinIndex.getZ( i );
1817
- const w = skinIndex.getW( i );
1818
-
1819
- sortedSkinIndex.push( indexMapping[x], indexMapping[y], indexMapping[z], indexMapping[w] );
1820
- }
1821
-
1822
- // turn it back into an attribute so the rest of the code doesn't need to learn a new thing
1823
- sortedSkinIndexAttribute = new BufferAttribute( new Uint16Array( sortedSkinIndex ), 4 );
1824
- }
1825
-
1826
- const isSkinnedMesh = attributes.skinWeight && attributes.skinIndex;
1827
-
1828
- return `
1829
- {
1830
- def Mesh "${name}" ${isSkinnedMesh ? `(
1831
- prepend apiSchemas = ["SkelBindingAPI"]
1832
- )` : ''}
1833
- {
1834
- int[] faceVertexCounts = [${buildMeshVertexCount( geometry )}]
1835
- int[] faceVertexIndices = [${buildMeshVertexIndices( geometry )}]
1836
- ${attributes.normal || quickLookCompatible ? // in QuickLook, normals are required, otherwise double-sided rendering doesn't work.
1837
- `normal3f[] normals = [${buildVector3Array( attributes.normal, count )}] (
1838
- interpolation = "vertex"
1839
- )` : '' }
1840
- point3f[] points = [${buildVector3Array( attributes.position, count )}]
1841
- ${attributes.uv ?
1842
- `texCoord2f[] primvars:st = [${buildVector2Array( attributes.uv, count, true )}] (
1843
- interpolation = "vertex"
1844
- )` : '' }
1845
- ${attributes.uv1 ? buildCustomAttributeAccessor('st1', attributes.uv1) : '' }
1846
- ${attributes.uv2 ? buildCustomAttributeAccessor('st2', attributes.uv2) : '' }
1847
- ${attributes.uv3 ? buildCustomAttributeAccessor('st3', attributes.uv3) : '' }
1848
- ${isSkinnedMesh ?
1849
- `matrix4d primvars:skel:geomBindTransform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) (
1850
- elementSize = 1
1851
- interpolation = "constant"
1852
- )` : '' }
1853
- ${attributes.skinIndex ?
1854
- `int[] primvars:skel:jointIndices = [${buildVector4Array( sortedSkinIndexAttribute, true )}] (
1855
- elementSize = 4
1856
- interpolation = "vertex"
1857
- )` : '' }
1858
- ${attributes.skinWeight ?
1859
- `float[] primvars:skel:jointWeights = [${buildVector4Array( attributes.skinWeight )}] (
1860
- elementSize = 4
1861
- interpolation = "vertex"
1862
- )` : '' }
1863
- ${attributes.color ?
1864
- `color3f[] primvars:displayColor = [${buildVector3Array( attributes.color, count )}] (
1865
- interpolation = "vertex"
1866
- )` : '' }
1867
- uniform token subdivisionScheme = "none"
1868
- }
1869
- }
1870
- ${quickLookCompatible ? `
1871
- # This is a workaround for QuickLook/RealityKit not supporting the doubleSided attribute. We're adding a second
1872
- # geometry definition here, that uses the same mesh data but appends extra faces with reversed winding order.
1873
- def "${name}_doubleSided" (
1874
- prepend references = </Geometry>
1875
- )
1876
- {
1877
- over "Geometry"
1878
- {
1879
- int[] faceVertexCounts = [${buildMeshVertexCount( geometry ) + ", " + buildMeshVertexCount( geometry )}]
1880
- int[] faceVertexIndices = [${buildMeshVertexIndices( geometry ) + ", " + buildMeshVertexIndices( geometry, true )}]
1881
- }
1882
- }
1883
- ` : '' }
1884
- `;
1885
- }
1886
-
1887
- function buildMeshVertexCount( geometry: BufferGeometry ) {
1888
-
1889
- const count = geometry.index !== null ? geometry.index.count : geometry.attributes.position.count;
1890
-
1891
- return Array( Math.floor(count / 3) ).fill( 3 ).join( ', ' );
1892
-
1893
- }
1894
-
1895
- function buildMeshVertexIndices( geometry: BufferGeometry, reverseWinding: boolean = false ) {
1896
-
1897
- const index = geometry.index;
1898
- const array: Array<number> = [];
1899
-
1900
- if ( index !== null ) {
1901
-
1902
- for ( let i = 0; i < index.count; i ++ ) {
1903
-
1904
- let val = i;
1905
- if ( reverseWinding )
1906
- val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1907
- array.push( index.getX( val ) );
1908
-
1909
- }
1910
-
1911
- } else {
1912
-
1913
- const length = geometry.attributes.position.count;
1914
-
1915
- for ( let i = 0; i < length; i ++ ) {
1916
-
1917
- let val = i;
1918
- if ( reverseWinding )
1919
- val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1920
- array.push( val );
1921
-
1922
- }
1923
-
1924
- }
1925
-
1926
- return array.join( ', ' );
1927
-
1928
- }
1929
-
1930
- /** Returns a string with the correct attribute declaration for the given attribute. Could have 2,3,4 components. */
1931
- function buildCustomAttributeAccessor( primvarName: string, attribute: BufferAttribute | InterleavedBufferAttribute ) {
1932
- const count = attribute.itemSize;
1933
- switch (count) {
1934
- case 2:
1935
- // TODO: Check if we want to flip Y here as well. We do that for texcoords, but the data in UV1..N could be intended for other purposes.
1936
- return `texCoord2f[] primvars:${primvarName} = [${buildVector2Array( attribute, count, true )}] (
1937
- interpolation = "vertex"
1938
- )`;
1939
- case 3:
1940
- return `texCoord3f[] primvars:${primvarName} = [${buildVector3Array( attribute, count )}] (
1941
- interpolation = "vertex"
1942
- )`;
1943
- case 4:
1944
- return `double4[] primvars:${primvarName} = [${buildVector4Array2( attribute, count )}] (
1945
- interpolation = "vertex"
1946
- )`;
1947
- default:
1948
- console.warn('USDZExporter: Attribute with ' + count + ' components are currently not supported. Results may be undefined for ' + primvarName + '.');
1949
- return '';
1950
- }
1951
- }
1952
-
1953
- function buildVector3Array( attribute, count ) {
1954
-
1955
- if ( attribute === undefined ) {
1956
-
1957
- console.warn( 'USDZExporter: A mesh attribute is missing and will be set with placeholder data. The result may look incorrect.' );
1958
- return Array( count ).fill( '(0, 0, 1)' ).join( ', ' );
1959
-
1960
- }
1961
-
1962
- const array: Array<string> = [];
1963
-
1964
- for ( let i = 0; i < attribute.count; i ++ ) {
1965
-
1966
- const x = attribute.getX( i );
1967
- const y = attribute.getY( i );
1968
- const z = attribute.getZ( i );
1969
-
1970
- array.push( `(${x.toPrecision( PRECISION )}, ${y.toPrecision( PRECISION )}, ${z.toPrecision( PRECISION )})` );
1971
-
1972
- }
1973
-
1974
- return array.join( ', ' );
1975
-
1976
- }
1977
-
1978
-
1979
- function buildVector4Array2( attribute, count ) {
1980
-
1981
- if ( attribute === undefined ) {
1982
-
1983
- console.warn( 'USDZExporter: Attribute is missing. Results may be undefined.' );
1984
- return Array( count ).fill( '(0, 0, 0, 0)' ).join( ', ' );
1985
-
1986
- }
1987
-
1988
- const array: Array<string> = [];
1989
-
1990
- for ( let i = 0; i < attribute.count; i ++ ) {
1991
-
1992
- const x = attribute.getX( i );
1993
- const y = attribute.getY( i );
1994
- const z = attribute.getZ( i ) || 0;
1995
- const w = attribute.getW( i ) || 0;
1996
-
1997
- array.push( `(${x.toPrecision( PRECISION )}, ${y.toPrecision( PRECISION )}, ${z.toPrecision( PRECISION )}, ${w.toPrecision( PRECISION )})` );
1998
-
1999
- }
2000
-
2001
- return array.join( ', ' );
2002
-
2003
- }
2004
-
2005
- function buildVector4Array( attribute, ints = false ) {
2006
- const array: Array<string> = [];
2007
-
2008
- for ( let i = 0; i < attribute.count; i ++ ) {
2009
-
2010
- const x = attribute.getX( i );
2011
- const y = attribute.getY( i );
2012
- const z = attribute.getZ( i );
2013
- const w = attribute.getW( i );
2014
-
2015
- array.push( `${ints ? x : x.toPrecision( PRECISION )}` );
2016
- array.push( `${ints ? y : y.toPrecision( PRECISION )}` );
2017
- array.push( `${ints ? z : z.toPrecision( PRECISION )}` );
2018
- array.push( `${ints ? w : w.toPrecision( PRECISION )}` );
2019
-
2020
- }
2021
-
2022
- return array.join( ', ' );
2023
-
2024
- }
2025
-
2026
- function buildVector2Array( attribute: BufferAttribute | InterleavedBufferAttribute, count: number, flipY: boolean = false ) {
2027
-
2028
- if ( attribute === undefined ) {
2029
-
2030
- console.warn( 'USDZExporter: UVs missing.' );
2031
- return Array( count ).fill( '(0, 0)' ).join( ', ' );
2032
-
2033
- }
2034
-
2035
- const array: Array<string> = [];
2036
-
2037
- for ( let i = 0; i < attribute.count; i ++ ) {
2038
-
2039
- const x = attribute.getX( i );
2040
- let y = attribute.getY( i );
2041
- if (flipY)
2042
- y = 1 - y;
2043
- array.push( `(${x.toPrecision( PRECISION )}, ${y.toPrecision( PRECISION )})` );
2044
-
2045
- }
2046
-
2047
- return array.join( ', ' );
2048
-
2049
- }
2050
-
2051
- // #endregion
2052
-
2053
- // #region Materials
2054
-
2055
- function buildMaterials( materials: Map<string, Material>, textures: TextureMap, quickLookCompatible = false ) {
2056
-
2057
- const array: Array<string> = [];
2058
-
2059
- for ( const uuid in materials ) {
2060
-
2061
- const material = materials[ uuid ];
2062
-
2063
- array.push( buildMaterial( material, textures, quickLookCompatible ) );
2064
-
2065
- }
2066
-
2067
- return `
2068
- def "Materials"
2069
- {
2070
- ${array.join( '' )}
2071
- }`;
2072
- }
2073
-
2074
- /** Slot of the exported texture. Some slots (e.g. normal, opacity) require additional processing. */
2075
- declare type MapType = 'diffuse' | 'normal' | 'occlusion' | 'opacity' | 'roughness' | 'emissive' | 'metallic' | 'transmission';
2076
-
2077
- function texName(tex: Texture) {
2078
- // If we have a source, we only want to use the source's id, not the texture's id
2079
- // to avoid exporting the same underlying data multiple times.
2080
- return makeNameSafe(tex.name) + '_' + (tex.source?.id ?? tex.id);
2081
- }
2082
-
2083
- function buildTexture( texture: Texture, mapType: MapType, quickLookCompatible: boolean, textures: TextureMap, material, usedUVChannels, color: Color | undefined = undefined, opacity: number | undefined = undefined ) {
2084
-
2085
- const name = texName(texture);
2086
- // File names need to be unique; so when we're baking color and/or opacity into a texture we need to keep track of that.
2087
- // TODO This currently results in textures potentially being exported multiple times that are actually identical!
2088
- // const colorHex = color ? color.getHexString() : undefined;
2089
- // const colorId = ( color && colorHex != 'ffffff' ? '_' + color.getHexString() : '' );
2090
- const id = name + ( opacity !== undefined && opacity !== 1.0 ? '_' + opacity : '' );
2091
-
2092
- // Seems neither QuickLook nor usdview support scale/bias on .a values, so we need to bake opacity multipliers into
2093
- // the texture. This is not ideal.
2094
- const opacityIsAppliedToTextureAndNotAsScale = quickLookCompatible && opacity !== undefined && opacity !== 1.0;
2095
- const scaleToApply = opacityIsAppliedToTextureAndNotAsScale ? new Vector4(1, 1, 1, opacity) : undefined;
2096
-
2097
- // Treat undefined opacity as 1
2098
- if (opacity === undefined)
2099
- opacity = 1.0;
2100
-
2101
- // When we're baking opacity into the texture, we shouldn't apply it as scale as well – so we set it to 1.
2102
- if (opacityIsAppliedToTextureAndNotAsScale)
2103
- opacity = 1.0;
2104
-
2105
- // sanitize scaleToApply.w === 0 - this isn't working right now, seems the PNG can't be read back properly.
2106
- if (scaleToApply && scaleToApply.w <= 0.05) scaleToApply.w = 0.05;
2107
-
2108
- textures[ id ] = { texture, scale: scaleToApply };
2109
-
2110
- const uv = texture.channel > 0 ? 'st' + texture.channel : 'st';
2111
- usedUVChannels.add(texture.channel);
2112
-
2113
- const isRGBA = formatsWithAlphaChannel.includes( texture.format );
2114
-
2115
- const WRAPPINGS = {
2116
- 1000: 'repeat', // RepeatWrapping
2117
- 1001: 'clamp', // ClampToEdgeWrapping
2118
- 1002: 'mirror' // MirroredRepeatWrapping
2119
- };
2120
-
2121
- const repeat = texture.repeat.clone();
2122
- const offset = texture.offset.clone();
2123
- const rotation = texture.rotation;
2124
-
2125
- // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot
2126
- const xRotationOffset = Math.sin(rotation);
2127
- const yRotationOffset = Math.cos(rotation);
2128
-
2129
- // texture coordinates start in the opposite corner, need to correct
2130
- offset.y = 1 - offset.y - repeat.y;
2131
-
2132
- // turns out QuickLook is buggy and interprets texture repeat inverted.
2133
- // Apple Feedback: FB10036297 and FB11442287
2134
- if ( quickLookCompatible ) {
2135
-
2136
- // This is NOT correct yet in QuickLook, but comes close for a range of models.
2137
- // It becomes more incorrect the bigger the offset is
2138
-
2139
- // sanitize repeat values to avoid NaNs
2140
- if (repeat.x === 0) repeat.x = 0.0001;
2141
- if (repeat.y === 0) repeat.y = 0.0001;
2142
-
2143
- offset.x = offset.x / repeat.x;
2144
- offset.y = offset.y / repeat.y;
2145
-
2146
- offset.x += xRotationOffset / repeat.x;
2147
- offset.y += yRotationOffset - 1;
2148
- }
2149
-
2150
- else {
2151
-
2152
- // results match glTF results exactly. verified correct in usdview.
2153
- offset.x += xRotationOffset * repeat.x;
2154
- offset.y += (1 - yRotationOffset) * repeat.y;
2155
-
2156
- }
2157
-
2158
- const materialName = getMaterialName(material);
2159
-
2160
- const needsTextureTransform = ( repeat.x != 1 || repeat.y != 1 || offset.x != 0 || offset.y != 0 || rotation != 0 );
2161
- const textureTransformInput = `${materialRoot}/${materialName}/${'uvReader_' + uv}.outputs:result>`; const textureTransformOutput = `${materialRoot}/${materialName}/Transform2d_${mapType}.outputs:result>`;
2162
- const needsTextureScale = mapType !== 'normal' && (color && (color.r !== 1 || color.g !== 1 || color.b !== 1 || opacity !== 1)) || false;
2163
-
2164
- const needsNormalScaleAndBias = mapType === 'normal';
2165
- const normalScale = material instanceof MeshStandardMaterial ? (material.normalScale ? material.normalScale.x * 2 : 2) : 2;
2166
- const normalScaleValueString = normalScale.toFixed( PRECISION );
2167
- const normalBiasString = (-1 * (normalScale / 2)).toFixed( PRECISION );
2168
- const normalBiasZString = (1 - normalScale).toFixed( PRECISION );
2169
-
2170
- return `
2171
- ${needsTextureTransform ? `def Shader "Transform2d_${mapType}" (
2172
- sdrMetadata = {
2173
- string role = "math"
2174
- }
2175
- )
2176
- {
2177
- uniform token info:id = "UsdTransform2d"
2178
- float2 inputs:in.connect = ${textureTransformInput}
2179
- float2 inputs:scale = ${buildVector2( repeat )}
2180
- float2 inputs:translation = ${buildVector2( offset )}
2181
- float inputs:rotation = ${(rotation / Math.PI * 180).toFixed( PRECISION )}
2182
- float2 outputs:result
2183
- }
2184
- ` : '' }
2185
- def Shader "${name}_${mapType}"
2186
- {
2187
- uniform token info:id = "UsdUVTexture"
2188
- asset inputs:file = @textures/${id}.${isRGBA ? 'png' : 'jpg'}@
2189
- token inputs:sourceColorSpace = "${ texture.colorSpace === 'srgb' ? 'sRGB' : 'raw' }"
2190
- float2 inputs:st.connect = ${needsTextureTransform ? textureTransformOutput : textureTransformInput}
2191
- ${needsTextureScale ? `
2192
- float4 inputs:scale = (${color ? color.r + ', ' + color.g + ', ' + color.b : '1, 1, 1'}, ${opacity})
2193
- ` : `` }
2194
- ${needsNormalScaleAndBias ? `
2195
- float4 inputs:scale = (${normalScaleValueString}, ${normalScaleValueString}, ${normalScaleValueString}, 1)
2196
- float4 inputs:bias = (${normalBiasString}, ${normalBiasString}, ${normalBiasZString}, 0)
2197
- ` : `` }
2198
- token inputs:wrapS = "${ WRAPPINGS[ texture.wrapS ] }"
2199
- token inputs:wrapT = "${ WRAPPINGS[ texture.wrapT ] }"
2200
- float outputs:r
2201
- float outputs:g
2202
- float outputs:b
2203
- float3 outputs:rgb
2204
- ${material.transparent || material.alphaTest > 0.0 ? 'float outputs:a' : ''}
2205
- }`;
2206
- }
2207
-
2208
-
2209
- function buildMaterial( material: MeshBasicMaterial, textures: TextureMap, quickLookCompatible = false ) {
2210
-
2211
- const materialName = getMaterialName(material);
2212
-
2213
- // TODO: refactor to USDMaterial class
2214
- // const usdMaterial = new USDMaterial(material);
2215
-
2216
- // Special case: occluder material
2217
- // Supported on iOS 18+ and visionOS 1+
2218
- const isShadowCatcherMaterial =
2219
- material.colorWrite === false ||
2220
- (material.userData?.isShadowCatcherMaterial || material.userData?.isLightBlendMaterial);
2221
- if (isShadowCatcherMaterial) {
2222
-
2223
- // Two options here:
2224
- // - ND_realitykit_occlusion_surfaceshader (non-shadow receiving)
2225
- // - ND_realitykit_shadowreceiver_surfaceshader (shadow receiving)
2226
-
2227
- const mode = (material.userData.isLightBlendMaterial || material.userData.isShadowCatcherMaterial)
2228
- ? "ND_realitykit_shadowreceiver_surfaceshader"
2229
- : "ND_realitykit_occlusion_surfaceshader";
2230
-
2231
- return `
2232
-
2233
- def Material "${materialName}" ${material.name ?`(
2234
- displayName = "${material.name}"
2235
- )` : ''}
2236
- {
2237
- token outputs:mtlx:surface.connect = ${materialRoot}/${materialName}/Occlusion.outputs:out>
2238
-
2239
- def Shader "Occlusion"
2240
- {
2241
- uniform token info:id = "${mode}"
2242
- token outputs:out
2243
- }
2244
- }`;
2245
- }
2246
-
2247
- // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
2248
-
2249
- const pad = ' ';
2250
- const inputs: Array<string> = [];
2251
- const samplers: Array<string> = [];
2252
- const usedUVChannels: Set<number> = new Set();
2253
-
2254
- if ((material as any).isMeshPhysicalNodeMaterial === true) {
2255
- return buildNodeMaterial(material as unknown as MeshPhysicalNodeMaterial, materialName, textures);
2256
- }
2257
-
2258
- let effectiveOpacity = ( material.transparent || material.alphaTest ) ? material.opacity : 1;
2259
- let haveConnectedOpacity = false;
2260
- let haveConnectedOpacityThreshold = false;
2261
-
2262
- if ( material instanceof MeshPhysicalMaterial && material.transmission !== undefined) {
2263
-
2264
- // TODO does not help when a roughnessMap is used
2265
- effectiveOpacity *= (1 - material.transmission * (1 - (material.roughness * 0.5)));
2266
-
2267
- }
2268
-
2269
- if ( material.map ) {
2270
-
2271
- inputs.push( `${pad}color3f inputs:diffuseColor.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:rgb>` );
2272
-
2273
- // Enforce alpha hashing in QuickLook for unlit materials
2274
- if (material instanceof MeshBasicMaterial && material.transparent && material.alphaTest == 0.0 && quickLookCompatible) {
2275
- inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>` );
2276
- haveConnectedOpacity = true;
2277
- // see below – QuickLook applies alpha hashing instead of pure blending when
2278
- // both opacity and opacityThreshold are connected
2279
- inputs.push( `${pad}float inputs:opacityThreshold = ${0.0000000001}` );
2280
- haveConnectedOpacityThreshold = true;
2281
- }
2282
- else if ( material.transparent ) {
2283
-
2284
- inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>` );
2285
- haveConnectedOpacity = true;
2286
-
2287
- } else if ( material.alphaTest > 0.0 ) {
2288
-
2289
- inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>` );
2290
- haveConnectedOpacity = true;
2291
- inputs.push( `${pad}float inputs:opacityThreshold = ${material.alphaTest}` );
2292
- haveConnectedOpacityThreshold = true;
2293
-
2294
- }
2295
-
2296
- samplers.push( buildTexture( material.map, 'diffuse', quickLookCompatible, textures, material, usedUVChannels, material.color, effectiveOpacity ) );
2297
-
2298
- } else {
2299
-
2300
- inputs.push( `${pad}color3f inputs:diffuseColor = ${buildColor( material.color )}` );
2301
-
2302
- }
2303
-
2304
- if ( material.alphaHash && quickLookCompatible) {
2305
-
2306
- // Seems we can do this to basically enforce alpha hashing / dithered transparency in QuickLook –
2307
- // works completely different in usdview though...
2308
- if (haveConnectedOpacityThreshold) {
2309
- console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping alphaHash opacity threshold.');
2310
- }
2311
- else {
2312
- inputs.push( `${pad}float inputs:opacityThreshold = 0.0000000001` );
2313
- haveConnectedOpacityThreshold = true;
2314
- }
2315
- }
2316
-
2317
- if ( material.aoMap ) {
2318
-
2319
- inputs.push( `${pad}float inputs:occlusion.connect = ${materialRoot}/${materialName}/${texName(material.aoMap)}_occlusion.outputs:r>` );
2320
-
2321
- samplers.push( buildTexture( material.aoMap, 'occlusion', quickLookCompatible, textures, material, usedUVChannels ) );
2322
-
2323
- }
2324
-
2325
- if ( material.alphaMap ) {
2326
-
2327
- inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.alphaMap)}_opacity.outputs:r>` );
2328
- // TODO this is likely not correct and will prevent blending from working correctly – masking will be used instead
2329
- inputs.push( `${pad}float inputs:opacityThreshold = 0.0000000001` );
2330
- haveConnectedOpacity = true;
2331
- haveConnectedOpacityThreshold = true;
2332
-
2333
- samplers.push( buildTexture( material.alphaMap, 'opacity', quickLookCompatible, textures, material, usedUVChannels, new Color( 1, 1, 1 ), effectiveOpacity ) );
2334
-
2335
- } else { // opacity will always be connected if we have a map
2336
-
2337
- if (haveConnectedOpacity) {
2338
- console.warn('Opacity for ' + material.name + ' was already connected. Skipping default opacity.');
2339
- } else {
2340
- inputs.push( `${pad}float inputs:opacity = ${effectiveOpacity}` );
2341
- haveConnectedOpacity = true;
2342
- }
2343
-
2344
- if ( material.alphaTest > 0.0 ) {
2345
-
2346
- if (haveConnectedOpacityThreshold) {
2347
- console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping default opacity threshold.');
2348
- }
2349
- else {
2350
- inputs.push( `${pad}float inputs:opacityThreshold = ${material.alphaTest}` );
2351
- haveConnectedOpacityThreshold = true;
2352
- }
2353
- }
2354
-
2355
- }
2356
-
2357
- if ( material instanceof MeshStandardMaterial ) {
2358
-
2359
- if ( material.emissiveMap ) {
2360
-
2361
- inputs.push( `${pad}color3f inputs:emissiveColor.connect = ${materialRoot}/${materialName}/${texName(material.emissiveMap)}_emissive.outputs:rgb>` );
2362
- const color = material.emissive.clone();
2363
- color.multiplyScalar( material.emissiveIntensity );
2364
- samplers.push( buildTexture( material.emissiveMap, 'emissive', quickLookCompatible, textures, material, usedUVChannels, color ) );
2365
-
2366
- } else if ( material.emissive?.getHex() > 0 ) {
2367
-
2368
- const color = material.emissive.clone();
2369
- color.multiplyScalar( material.emissiveIntensity );
2370
- inputs.push( `${pad}color3f inputs:emissiveColor = ${buildColor( color )}` );
2371
-
2372
- } else {
2373
-
2374
- // We don't need to export (0,0,0) as emissive color
2375
- // inputs.push( `${pad}color3f inputs:emissiveColor = (0, 0, 0)` );
2376
-
2377
- }
2378
-
2379
- if ( material.normalMap ) {
2380
-
2381
- inputs.push( `${pad}normal3f inputs:normal.connect = ${materialRoot}/${materialName}/${texName(material.normalMap)}_normal.outputs:rgb>` );
2382
-
2383
- samplers.push( buildTexture( material.normalMap, 'normal', quickLookCompatible, textures, material, usedUVChannels ) );
2384
-
2385
- }
2386
-
2387
- if ( material.roughnessMap && material.roughness === 1 ) {
2388
-
2389
- inputs.push( `${pad}float inputs:roughness.connect = ${materialRoot}/${materialName}/${texName(material.roughnessMap)}_roughness.outputs:g>` );
2390
-
2391
- samplers.push( buildTexture( material.roughnessMap, 'roughness', quickLookCompatible, textures, material, usedUVChannels ) );
2392
-
2393
- } else {
2394
-
2395
- inputs.push( `${pad}float inputs:roughness = ${material.roughness !== undefined ? material.roughness : 1 }` );
2396
-
2397
- }
2398
-
2399
- if ( material.metalnessMap && material.metalness === 1 ) {
2400
-
2401
- inputs.push( `${pad}float inputs:metallic.connect = ${materialRoot}/${materialName}/${texName(material.metalnessMap)}_metallic.outputs:b>` );
2402
-
2403
- samplers.push( buildTexture( material.metalnessMap, 'metallic', quickLookCompatible, textures, material, usedUVChannels ) );
2404
-
2405
- } else {
2406
-
2407
- inputs.push( `${pad}float inputs:metallic = ${material.metalness !== undefined ? material.metalness : 0 }` );
2408
-
2409
- }
2410
-
2411
- }
2412
-
2413
- if ( material instanceof MeshPhysicalMaterial ) {
2414
-
2415
- inputs.push( `${pad}float inputs:clearcoat = ${material.clearcoat}` );
2416
- inputs.push( `${pad}float inputs:clearcoatRoughness = ${material.clearcoatRoughness}` );
2417
- inputs.push( `${pad}float inputs:ior = ${material.ior}` );
2418
-
2419
- if ( !material.transparent && ! (material.alphaTest > 0.0) && material.transmissionMap) {
2420
-
2421
- inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.transmissionMap)}_transmission.outputs:r>` );
2422
-
2423
- samplers.push( buildTexture( material.transmissionMap, 'transmission', quickLookCompatible, textures, material, usedUVChannels ) );
2424
- }
2425
-
2426
- }
2427
-
2428
- // check if usedUVChannels contains any data besides exactly 0 or 1
2429
- if (usedUVChannels.size > 2) {
2430
- console.warn('USDZExporter: Material ' + material.name + ' uses more than 2 UV channels. Currently, only UV0 and UV1 are supported.');
2431
- }
2432
- else if (usedUVChannels.size === 2) {
2433
- // check if it's exactly 0 and 1
2434
- if (!usedUVChannels.has(0) || !usedUVChannels.has(1)) {
2435
- console.warn('USDZExporter: Material ' + material.name + ' uses UV channels other than 0 and 1. Currently, only UV0 and UV1 are supported.');
2436
- }
2437
- }
2438
-
2439
-
2440
- return `
2441
-
2442
- def Material "${materialName}" ${material.name ?`(
2443
- displayName = "${makeDisplayNameSafe(material.name)}"
2444
- )` : ''}
2445
- {
2446
- token outputs:surface.connect = ${materialRoot}/${materialName}/PreviewSurface.outputs:surface>
2447
-
2448
- def Shader "PreviewSurface"
2449
- {
2450
- uniform token info:id = "UsdPreviewSurface"
2451
- ${inputs.join( '\n' )}
2452
- int inputs:useSpecularWorkflow = ${material instanceof MeshBasicMaterial ? '1' : '0'}
2453
- token outputs:surface
2454
- }
2455
- ${samplers.length > 0 ? `
2456
- ${usedUVChannels.has(0) ? `
2457
- def Shader "uvReader_st"
2458
- {
2459
- uniform token info:id = "UsdPrimvarReader_float2"
2460
- token inputs:varname = "st"
2461
- float2 inputs:fallback = (0.0, 0.0)
2462
- float2 outputs:result
2463
- }
2464
- ` : ''}
2465
- ${usedUVChannels.has(1) ? `
2466
- def Shader "uvReader_st1"
2467
- {
2468
- uniform token info:id = "UsdPrimvarReader_float2"
2469
- token inputs:varname = "st1"
2470
- float2 inputs:fallback = (0.0, 0.0)
2471
- float2 outputs:result
2472
- }
2473
- ` : ''}
2474
- ${samplers.join( '\n' )}` : ''}
2475
- }`;
2476
- }
2477
-
2478
- // #endregion
2479
-
2480
- function buildColor( color ) {
2481
-
2482
- return `(${color.r}, ${color.g}, ${color.b})`;
2483
-
2484
- }
2485
-
2486
- function buildVector2( vector ) {
2487
-
2488
- return `(${ vector.x }, ${ vector.y })`;
2489
-
2490
- }
2491
-
2492
- const formatsWithAlphaChannel = [
2493
- // uncompressed formats with alpha channel
2494
- 1023, // RGBAFormat
2495
- // compressed formats with alpha channel
2496
- 33777, // RGBA_S3TC_DXT1_Format
2497
- 33778, // RGBA_S3TC_DXT3_Format
2498
- 33779, // RGBA_S3TC_DXT5_Format
2499
- 35842, // RGBA_PVRTC_4BPPV1_Format
2500
- 35843, // RGBA_PVRTC_2BPPV1_Format
2501
- 37496, // RGBA_ETC2_EAC_Format
2502
- 37808, // RGBA_ASTC_4x4_Format
2503
- 37809, // RGBA_ASTC_5x4_Format
2504
- 37810, // RGBA_ASTC_5x5_Format
2505
- 37811, // RGBA_ASTC_6x5_Format
2506
- 37812, // RGBA_ASTC_6x6_Format
2507
- 37813, // RGBA_ASTC_8x5_Format
2508
- 37814, // RGBA_ASTC_8x6_Format
2509
- 37815, // RGBA_ASTC_8x8_Format
2510
- 37816, // RGBA_ASTC_10x5_Format
2511
- 37817, // RGBA_ASTC_10x6_Format
2512
- 37818, // RGBA_ASTC_10x8_Format
2513
- 37819, // RGBA_ASTC_10x10_Format
2514
- 37820, // RGBA_ASTC_12x10_Format
2515
- 37821, // RGBA_ASTC_12x12_Format
2516
- 36492, // RGBA_BPTC_Format
2517
- ];
2518
-
2519
-
2520
- // #region exports
2521
-
2522
- export {
2523
- buildMatrix,
2524
- decompressGpuTexture,
2525
- findStructuralNodesInBoneHierarchy,
2526
- formatsWithAlphaChannel,
2527
- getBoneName,
2528
- getMaterialName as getMaterialNameForUSD,
2529
- getPathToSkeleton,
2530
- imageToCanvas,
2531
- imageToCanvasUnpremultiplied,
2532
- makeNameSafe as makeNameSafeForUSD,
2533
- USDDocument,
2534
- fn as usdNumberFormatting,
2535
- USDObject,
2536
- USDWriter,
2537
- USDZExporter,
2538
- USDZExporterContext,
1
+ import '../../../engine/engine_shims.js';
2
+
3
+ import {
4
+ AnimationClip,
5
+ Bone,
6
+ BufferAttribute,
7
+ BufferGeometry,
8
+ Color,
9
+ DoubleSide,
10
+ InterleavedBufferAttribute,
11
+ LinearFilter,
12
+ Material,
13
+ MathUtils,
14
+ Matrix4,
15
+ Mesh,
16
+ MeshBasicMaterial,
17
+ MeshPhysicalMaterial,
18
+ MeshStandardMaterial,
19
+ Object3D,
20
+ OrthographicCamera,
21
+ PerspectiveCamera,
22
+ PlaneGeometry,
23
+ Quaternion,
24
+ RGBAFormat,
25
+ Scene,
26
+ ShaderMaterial,
27
+ SkinnedMesh,
28
+ SRGBColorSpace,
29
+ Texture,
30
+ Uniform,
31
+ UnsignedByteType,
32
+ Vector3,
33
+ Vector4,
34
+ WebGLRenderer,
35
+ WebGLRenderTarget
36
+ } from 'three';
37
+ import * as fflate from 'three/examples/jsm/libs/fflate.module.js';
38
+
39
+ import { VERSION } from "../../../engine/engine_constants.js";
40
+ import type { OffscreenCanvasExt } from '../../../engine/engine_shims.js';
41
+ import { Progress } from '../../../engine/engine_time_utils.js';
42
+ // import { BehaviorExtension } from '../../api.js';
43
+ import type { IUSDExporterExtension } from './Extension.js';
44
+ import type { AnimationExtension } from './extensions/Animation.js';
45
+ import { BehaviorExtension } from './extensions/behavior/Behaviour.js';
46
+ import type { PhysicsExtension } from './extensions/behavior/PhysicsExtension.js';
47
+ import {buildNodeMaterial} from './extensions/NodeMaterialConverter.js';
48
+
49
+ type MeshPhysicalNodeMaterial = import("three/src/materials/nodes/MeshPhysicalNodeMaterial.js").default;
50
+
51
+ function makeNameSafe( str ) {
52
+ // Remove characters that are not allowed in USD ASCII identifiers
53
+ str = str.replace( /[^a-zA-Z0-9_]/g, '' );
54
+
55
+ // If name doesn't start with a-zA-Z_, add _ to the beginning – required by USD
56
+ if ( !str.match( /^[a-zA-Z_]/ ) )
57
+ str = '_' + str;
58
+
59
+ return str;
60
+ }
61
+
62
+ function makeDisplayNameSafe(str) {
63
+ str = str.replace("\"", "\\\"");
64
+ return str;
65
+ }
66
+
67
+ // TODO check if this works when bones in the skeleton are completely unordered
68
+ function findCommonAncestor(objects: Object3D[]): Object3D | null {
69
+ if (objects.length === 0) return null;
70
+
71
+ const ancestors = objects.map((obj) => {
72
+ const objAncestors = new Array<Object3D>();
73
+ while (obj.parent) {
74
+ objAncestors.unshift(obj.parent);
75
+ obj = obj.parent;
76
+ }
77
+ return objAncestors;
78
+ });
79
+
80
+ //@ts-ignore – findLast seems to be missing in TypeScript types pre-5.x
81
+ const commonAncestor = ancestors[0].findLast((ancestor) => {
82
+ return ancestors.every((a) => a.includes(ancestor));
83
+ });
84
+
85
+ return commonAncestor || null;
86
+ }
87
+
88
+ function findStructuralNodesInBoneHierarchy(bones: Array<Object3D>) {
89
+
90
+ const commonAncestor = findCommonAncestor(bones);
91
+ // find all structural nodes – parents of bones that are not bones themselves
92
+ const structuralNodes = new Set<Object3D>();
93
+ for ( const bone of bones ) {
94
+ let current = bone.parent;
95
+ while ( current && current !== commonAncestor ) {
96
+ if ( !bones.includes(current) ) {
97
+ structuralNodes.add(current);
98
+ }
99
+ current = current.parent;
100
+ }
101
+ }
102
+
103
+ return structuralNodes;
104
+ }
105
+
106
+ declare type USDObjectTransform = {
107
+ position: Vector3 | null;
108
+ quaternion: Quaternion | null;
109
+ scale: Vector3 | null;
110
+ }
111
+
112
+ const PositionIdentity = new Vector3();
113
+ const QuaternionIdentity = new Quaternion();
114
+ const ScaleIdentity = new Vector3(1,1,1);
115
+
116
+ // #region USDObject
117
+
118
+ type USDObjectEventType = "serialize" & ({} & string);
119
+
120
+ class USDObject {
121
+
122
+ static USDObject_export_id = 0;
123
+
124
+ uuid: string;
125
+ name: string;
126
+ /** If no type is provided, type is chosen automatically (Xform or Mesh) */
127
+ type?: string;
128
+ /** MaterialBindingAPI and SkelBindingAPI are handled automatically, extra schemas can be added here */
129
+ extraSchemas: string[] = [];
130
+ displayName?: string;
131
+ visibility?: "inherited" | "invisible"; // defaults to "inherited" in USD
132
+ getMatrix(): Matrix4 {
133
+ if (!this.transform) return new Matrix4();
134
+ const { position, quaternion, scale } = this.transform;
135
+ const matrix = new Matrix4();
136
+ matrix.compose(position || PositionIdentity, quaternion || QuaternionIdentity, scale || ScaleIdentity);
137
+ return matrix;
138
+ }
139
+ setMatrix( value ) {
140
+ if (!value || !(value instanceof Matrix4)) {
141
+ this.transform = null;
142
+ return;
143
+ }
144
+ const position = new Vector3();
145
+ const quaternion = new Quaternion();
146
+ const scale = new Vector3();
147
+ value.decompose(position, quaternion, scale);
148
+ this.transform = { position, quaternion, scale };
149
+ }
150
+ /** @deprecated Use `transform`, or `getMatrix()` if you really need the matrix */
151
+ get matrix() { return this.getMatrix(); }
152
+ /** @deprecated Use `transform`, or `setMatrix()` if you really need the matrix */
153
+ set matrix( value ) { this.setMatrix( value ); }
154
+
155
+ transform: USDObjectTransform | null = null;
156
+ private _isDynamic: boolean;
157
+ get isDynamic() { return this._isDynamic; }
158
+ private set isDynamic( value ) { this._isDynamic = value; }
159
+ geometry: BufferGeometry | null;
160
+ material: MeshStandardMaterial | MeshBasicMaterial | Material | MeshPhysicalNodeMaterial | null;
161
+ // usdMaterial?: USDMaterial;
162
+ camera: PerspectiveCamera | OrthographicCamera | null;
163
+ parent: USDObject | null;
164
+ skinnedMesh: SkinnedMesh | null;
165
+ children: Array<USDObject | null> = [];
166
+ animations: AnimationClip[] | null;
167
+ _eventListeners: Record<USDObjectEventType, Function[]>;
168
+
169
+ // these are for tracking which xformops are needed
170
+ needsTranslate: boolean = false;
171
+ needsOrient: boolean = false;
172
+ needsScale: boolean = false;
173
+
174
+ static createEmptyParent( object: USDObject ) {
175
+
176
+ const emptyParent = new USDObject( MathUtils.generateUUID(), object.name + '_empty_' + ( USDObject.USDObject_export_id ++ ), object.transform );
177
+ const parent = object.parent;
178
+ if (parent) parent.add( emptyParent );
179
+ emptyParent.add( object );
180
+ emptyParent.isDynamic = true;
181
+ object.transform = null;
182
+ return emptyParent;
183
+
184
+ }
185
+
186
+ static createEmpty() {
187
+
188
+ const empty = new USDObject( MathUtils.generateUUID(), 'Empty_' + ( USDObject.USDObject_export_id ++ ) );
189
+ empty.isDynamic = true;
190
+ return empty;
191
+ }
192
+
193
+ constructor( id, name, transform: USDObjectTransform | null = null, mesh: BufferGeometry | null = null, material: MeshStandardMaterial | MeshBasicMaterial | MeshPhysicalNodeMaterial | Material | null = null, camera: PerspectiveCamera | OrthographicCamera | null = null, skinnedMesh: SkinnedMesh | null = null, animations: AnimationClip[] | null = null ) {
194
+
195
+ this.uuid = id;
196
+ this.name = makeNameSafe( name );
197
+ this.displayName = name;
198
+
199
+ if (!transform) this.transform = null;
200
+ else this.transform = {
201
+ position: transform.position?.clone() || null,
202
+ quaternion: transform.quaternion?.clone() || null,
203
+ scale: transform.scale?.clone() || null
204
+ };
205
+ this.geometry = mesh;
206
+ this.material = material;
207
+ this.camera = camera;
208
+ this.parent = null;
209
+ this.children = [];
210
+ this._eventListeners = {} as Record<USDObjectEventType, Function[]>;
211
+ this._isDynamic = false;
212
+ this.skinnedMesh = skinnedMesh;
213
+ this.animations = animations;
214
+
215
+ }
216
+
217
+ is( obj ) {
218
+
219
+ if ( ! obj ) return false;
220
+ return this.uuid === obj.uuid;
221
+
222
+ }
223
+
224
+ isEmpty() {
225
+
226
+ return ! this.geometry;
227
+
228
+ }
229
+
230
+ clone() {
231
+
232
+ const clone = new USDObject( MathUtils.generateUUID(), this.name, this.transform, this.geometry, this.material );
233
+ clone.isDynamic = this.isDynamic;
234
+ return clone;
235
+
236
+ }
237
+
238
+ deepClone() {
239
+
240
+ const clone = this.clone();
241
+ for ( const child of this.children ) {
242
+
243
+ if ( !child ) continue;
244
+ clone.add( child.deepClone() );
245
+
246
+ }
247
+
248
+ return clone;
249
+
250
+ }
251
+
252
+ getPath() {
253
+
254
+ let current = this.parent;
255
+ let path = this.name;
256
+ while ( current ) {
257
+
258
+ // StageRoot has a special path right now since there's additional Xforms for encapsulation.
259
+ // Better would be to actually model them as part of our object graph, but they're written separately,
260
+ // so currently we don't and instead work around that here.
261
+ const currentName = current.parent ? current.name : (current.name + "/Scenes/Scene");
262
+ path = currentName + '/' + path;
263
+ current = current.parent;
264
+
265
+ }
266
+
267
+ return '</' + path + '>';
268
+
269
+ }
270
+
271
+ add( child ) {
272
+
273
+ if ( child.parent ) {
274
+
275
+ child.parent.remove( child );
276
+
277
+ }
278
+
279
+ child.parent = this;
280
+ this.children.push( child );
281
+
282
+ }
283
+
284
+ remove( child ) {
285
+
286
+ const index = this.children.indexOf( child );
287
+ if ( index >= 0 ) {
288
+
289
+ if ( child.parent === this ) child.parent = null;
290
+ this.children.splice( index, 1 );
291
+
292
+ }
293
+
294
+ }
295
+
296
+ addEventListener( evt : USDObjectEventType, listener: ( writer: USDWriter, context: USDZExporterContext ) => void ) {
297
+
298
+ if ( ! this._eventListeners[ evt ] ) this._eventListeners[ evt ] = [];
299
+ this._eventListeners[ evt ].push( listener );
300
+
301
+ }
302
+
303
+ removeEventListener( evt, listener: ( writer: USDWriter, context: USDZExporterContext ) => void ) {
304
+
305
+ if ( ! this._eventListeners[ evt ] ) return;
306
+ const index = this._eventListeners[ evt ].indexOf( listener );
307
+ if ( index >= 0 ) {
308
+
309
+ this._eventListeners[ evt ].splice( index, 1 );
310
+
311
+ }
312
+
313
+ }
314
+
315
+ onSerialize( writer, context ) {
316
+
317
+ const listeners = this._eventListeners[ 'serialize' ];
318
+ if ( listeners ) listeners.forEach( listener => listener( writer, context ) );
319
+
320
+ }
321
+
322
+ }
323
+
324
+
325
+ // #region USDMaterial
326
+
327
+ // class MaterialInput {
328
+ // name: string;
329
+ // }
330
+
331
+ class USDMaterial {
332
+
333
+ static USDMaterial_id = 0;
334
+
335
+ readonly material: Material;
336
+ readonly id: number;
337
+
338
+ name: string;
339
+
340
+ isOverride: boolean = false;
341
+ isInstanceable: boolean = false;
342
+
343
+ constructor( material: Material ) {
344
+ this.material = material;
345
+ this.id = USDMaterial.USDMaterial_id ++;
346
+ this.name = makeNameSafe( material.name || 'Material_' + this.id );
347
+ }
348
+
349
+ readonly inputs: Record<string, string | number | boolean | number[] | undefined> = {};
350
+
351
+ // addInput( name: string, value: "" ) {
352
+
353
+
354
+
355
+ // }
356
+
357
+
358
+ serialize( writer: USDWriter, _context: USDZExporterContext ) {
359
+
360
+ const name = this.name;
361
+
362
+ writer.appendLine( `def Material "${this.name}" ${name ?`( displayName = "${makeDisplayNameSafe(name)}" )` : ''}` );
363
+ writer.beginBlock();
364
+
365
+
366
+ writer.closeBlock();
367
+
368
+ // def Material "${materialName}" ${material.name ?`(
369
+ // displayName = "${material.name}"
370
+ // )` : ''}
371
+ // {
372
+ // token outputs:mtlx:surface.connect = ${materialRoot}/${materialName}/Occlusion.outputs:out>
373
+
374
+ // def Shader "Occlusion"
375
+ // {
376
+ // uniform token info:id = "${mode}"
377
+ // token outputs:out
378
+ // }
379
+ // }`;
380
+
381
+ }
382
+ }
383
+
384
+ // #region USDDocument
385
+
386
+ class USDDocument extends USDObject {
387
+
388
+ stageLength: number;
389
+
390
+ get isDocumentRoot() {
391
+
392
+ return true;
393
+
394
+ }
395
+ get isDynamic() {
396
+
397
+ return false;
398
+
399
+ }
400
+
401
+ constructor() {
402
+
403
+ super(undefined, 'StageRoot', null, null, null, null);
404
+ this.children = [];
405
+ this.stageLength = 200;
406
+
407
+ }
408
+
409
+ add( child: USDObject ) {
410
+
411
+ child.parent = this;
412
+ this.children.push( child );
413
+
414
+ }
415
+
416
+ remove( child: USDObject ) {
417
+
418
+ const index = this.children.indexOf( child );
419
+ if ( index >= 0 ) {
420
+
421
+ if ( child.parent === this ) child.parent = null;
422
+ this.children.splice( index, 1 );
423
+
424
+ }
425
+
426
+ }
427
+
428
+ traverse( callback: ( object: USDObject ) => void, current: USDObject | null = null ) {
429
+
430
+ if ( current !== null ) callback( current );
431
+ else current = this;
432
+ if ( current.children ) {
433
+
434
+ for ( const child of current.children ) {
435
+
436
+ this.traverse( callback, child );
437
+
438
+ }
439
+
440
+ }
441
+
442
+ }
443
+
444
+ findById( uuid: string ) {
445
+
446
+ let found = false;
447
+ function search( current: USDObject ): USDObject | undefined {
448
+
449
+ if ( found ) return undefined;
450
+ if ( current.uuid === uuid ) {
451
+
452
+ found = true;
453
+ return current;
454
+
455
+ }
456
+
457
+ if ( current.children ) {
458
+
459
+ for ( const child of current.children ) {
460
+
461
+ if (!child) continue;
462
+ const res = search( child );
463
+ if ( res ) return res;
464
+
465
+ }
466
+
467
+ }
468
+ return undefined;
469
+ }
470
+
471
+ return search( this );
472
+
473
+ }
474
+
475
+ buildHeader( _context: USDZExporterContext ) {
476
+ const animationExtension = _context.extensions?.find( ext => ext?.extensionName === 'animation' ) as AnimationExtension | undefined;
477
+ const behaviorExtension = _context.extensions?.find( ext => ext?.extensionName === 'Behaviour' ) as BehaviorExtension | undefined;
478
+ const physicsExtension = _context.extensions?.find( ext => ext?.extensionName === 'Physics' ) as PhysicsExtension | undefined;
479
+ const startTimeCode = animationExtension?.getStartTimeCode() ?? 0;
480
+ const endTimeCode = animationExtension?.getEndTimeCode() ?? 0;
481
+
482
+ let comment = "";
483
+ const registeredClips = animationExtension?.registeredClips;
484
+ if (registeredClips) {
485
+ for ( const clip of registeredClips ) {
486
+ comment += `\t# Animation: ${clip.name}, start=${animationExtension.getStartTimeByClip(clip) * 60}, length=${clip.duration * 60}\n`;
487
+ }
488
+ }
489
+ const comments = comment;
490
+
491
+ return `#usda 1.0
492
+ (
493
+ customLayerData = {
494
+ string creator = "Needle Engine ${VERSION}"
495
+ dictionary Needle = {
496
+ bool animations = ${animationExtension ? 1 : 0}
497
+ bool interactive = ${behaviorExtension ? 1 : 0}
498
+ bool physics = ${physicsExtension ? 1 : 0}
499
+ bool quickLookCompatible = ${_context.quickLookCompatible ? 1 : 0}
500
+ }
501
+ }
502
+ defaultPrim = "${makeNameSafe( this.name )}"
503
+ metersPerUnit = 1
504
+ upAxis = "Y"
505
+ startTimeCode = ${startTimeCode}
506
+ endTimeCode = ${endTimeCode}
507
+ timeCodesPerSecond = 60
508
+ framesPerSecond = 60
509
+ doc = """Generated by Needle Engine USDZ Exporter ${VERSION}"""
510
+ ${comments}
511
+ )
512
+ `;
513
+
514
+ }
515
+
516
+ }
517
+
518
+
519
+ const newLine = '\n';
520
+ const materialRoot = '</StageRoot/Materials';
521
+
522
+ class USDWriter {
523
+ str: string;
524
+ indent: number;
525
+
526
+ constructor() {
527
+
528
+ this.str = '';
529
+ this.indent = 0;
530
+
531
+ }
532
+
533
+ clear() {
534
+
535
+ this.str = '';
536
+ this.indent = 0;
537
+
538
+ }
539
+
540
+ beginBlock( str: string | undefined = undefined, char = '{', createNewLine = true ) {
541
+
542
+ if ( str !== undefined ) {
543
+ str = this.applyIndent( str );
544
+ this.str += str;
545
+ if ( createNewLine ) {
546
+ this.str += newLine;
547
+ this.str += this.applyIndent( char );
548
+ }
549
+ else {
550
+ this.str += " " + char;
551
+ }
552
+ }
553
+ else {
554
+ this.str += this.applyIndent( char );
555
+ }
556
+
557
+ this.str += newLine;
558
+ this.indent += 1;
559
+
560
+ }
561
+
562
+ closeBlock( char = '}' ) {
563
+
564
+ this.indent -= 1;
565
+ this.str += this.applyIndent( char ) + newLine;
566
+
567
+ }
568
+
569
+ beginArray( str ) {
570
+
571
+ str = this.applyIndent( str + ' = [' );
572
+ this.str += str;
573
+ this.str += newLine;
574
+ this.indent += 1;
575
+
576
+ }
577
+
578
+ closeArray() {
579
+
580
+ this.indent -= 1;
581
+ this.str += this.applyIndent( ']' ) + newLine;
582
+
583
+ }
584
+
585
+ appendLine( str = '' ) {
586
+
587
+ str = this.applyIndent( str );
588
+ this.str += str;
589
+ this.str += newLine;
590
+
591
+ }
592
+
593
+ toString() {
594
+
595
+ return this.str;
596
+
597
+ }
598
+
599
+ applyIndent( str ) {
600
+
601
+ let indents = '';
602
+ for ( let i = 0; i < this.indent; i ++ ) indents += '\t';
603
+ return indents + str;
604
+
605
+ }
606
+
607
+ }
608
+
609
+ declare type TextureMap = {[name: string]: {texture: Texture, scale?: Vector4}};
610
+
611
+ // #region USDZExporterContext
612
+
613
+ class USDZExporterContext {
614
+ root?: Object3D;
615
+ exporter: USDZExporter;
616
+ extensions: Array<IUSDExporterExtension> = [];
617
+ quickLookCompatible: boolean;
618
+ exportInvisible: boolean;
619
+ materials: Map<string, Material>;
620
+ textures: TextureMap;
621
+ files: { [path: string]: Uint8Array | [Uint8Array, fflate.ZipOptions] | null | any }
622
+ document: USDDocument;
623
+ output: string;
624
+ animations: AnimationClip[];
625
+
626
+ constructor( root: Object3D | null | undefined, exporter: USDZExporter, options: {
627
+ extensions?: Array<IUSDExporterExtension>,
628
+ quickLookCompatible: boolean,
629
+ exportInvisible: boolean,
630
+ } ) {
631
+
632
+ this.root = root || undefined;
633
+ this.exporter = exporter;
634
+ this.quickLookCompatible = options.quickLookCompatible;
635
+ this.exportInvisible = options.exportInvisible;
636
+
637
+ if ( options.extensions )
638
+ this.extensions = options.extensions;
639
+
640
+ this.materials = new Map();
641
+ this.textures = {};
642
+ this.files = {};
643
+ this.document = new USDDocument();
644
+ this.output = '';
645
+ this.animations = [];
646
+
647
+ }
648
+
649
+ makeNameSafe( str ) {
650
+ return makeNameSafe( str );
651
+ }
652
+
653
+ }
654
+
655
+ /**[documentation](https://developer.apple.com/documentation/arkit/usdz_schemas_for_ar/preliminary_anchoringapi/preliminary_anchoring_type) */
656
+ export type Anchoring = "plane" | "image" | "face" | "none"
657
+ /**[documentation](https://developer.apple.com/documentation/arkit/usdz_schemas_for_ar/preliminary_anchoringapi/preliminary_planeanchoring_alignment) */
658
+ export type Alignment = "horizontal" | "vertical" | "any";
659
+
660
+ type USDZExporterOptions = {
661
+ ar: {
662
+ anchoring: { type: Anchoring },
663
+ planeAnchoring: { alignment: Alignment },
664
+ }
665
+ quickLookCompatible: boolean;
666
+ extensions: Array<IUSDExporterExtension>;
667
+ maxTextureSize: number;
668
+ exportInvisible: boolean;
669
+ }
670
+
671
+ const getDefaultExporterOptions : () => USDZExporterOptions = () => {
672
+ return {
673
+ ar: {
674
+ anchoring: { type: 'plane' },
675
+ planeAnchoring: { alignment: 'horizontal' }
676
+ },
677
+ quickLookCompatible: false,
678
+ extensions: [],
679
+ maxTextureSize: 4096,
680
+ exportInvisible: false
681
+ }
682
+ }
683
+
684
+ // #region USDZExporter
685
+
686
+ class USDZExporter {
687
+ debug: boolean;
688
+ pruneUnusedNodes: boolean;
689
+ sceneAnchoringOptions: USDZExporterOptions = getDefaultExporterOptions();
690
+ extensions: Array<IUSDExporterExtension> = [];
691
+ keepObject?: (object: Object3D) => boolean;
692
+ beforeWritingDocument?: () => void;
693
+
694
+ constructor() {
695
+
696
+ this.debug = false;
697
+ this.pruneUnusedNodes = true;
698
+
699
+ }
700
+
701
+ async parse(scene: Object3D | null | undefined, options: USDZExporterOptions = getDefaultExporterOptions()) {
702
+
703
+ // clone options to avoid modifying the original object
704
+ options = Object.assign({}, options );
705
+
706
+ this.sceneAnchoringOptions = options;
707
+ const context = new USDZExporterContext( scene, this, options );
708
+ this.extensions = context.extensions;
709
+
710
+ const files = context.files;
711
+ const modelFileName = 'model.usda';
712
+
713
+ // model file should be first in USDZ archive so we init it here
714
+ files[ modelFileName ] = null;
715
+
716
+ const materials = context.materials;
717
+ const textures = context.textures;
718
+
719
+ Progress.report('export-usdz', "Invoking onBeforeBuildDocument");
720
+ await invokeAll( context, 'onBeforeBuildDocument' );
721
+ Progress.report('export-usdz', "Done onBeforeBuildDocument");
722
+
723
+ Progress.report('export-usdz', "Reparent bones to common ancestor");
724
+
725
+ // Find all skeletons and reparent them to their skelroot / armature / uppermost bone parent.
726
+ // This may not be correct in all cases.
727
+ const reparentings: Array<{ object: Object3D, originalParent: Object3D | null, newParent: Object3D }> = [];
728
+ const allReparentingObjects = new Set<string>();
729
+ scene?.traverse(object => {
730
+ if (!options.exportInvisible && !object.visible) return;
731
+
732
+ if (object instanceof SkinnedMesh) {
733
+ const bones = object.skeleton.bones as Bone[];
734
+
735
+ const commonAncestor = findCommonAncestor(bones);
736
+ if (commonAncestor) {
737
+ const newReparenting = { object, originalParent: object.parent, newParent: commonAncestor };
738
+ reparentings.push( newReparenting );
739
+
740
+ // keep track of which nodes are important for skeletal export consistency
741
+ allReparentingObjects.add(newReparenting.object.uuid);
742
+ if (newReparenting.newParent) allReparentingObjects.add(newReparenting.newParent.uuid);
743
+ if (newReparenting.originalParent) allReparentingObjects.add(newReparenting.originalParent.uuid);
744
+ }
745
+ }
746
+ });
747
+
748
+ for ( const reparenting of reparentings ) {
749
+ const { object, originalParent, newParent } = reparenting;
750
+ newParent.add( object );
751
+ }
752
+
753
+ Progress.report('export-usdz', "Traversing hierarchy");
754
+ if (scene) traverse( scene, context.document, context, this.keepObject);
755
+
756
+ // Root object should have identity matrix
757
+ // so that root transformations don't end up in the resulting file.
758
+ // if (context.document.children?.length > 0)
759
+ // context.document.children[0]?.matrix.identity(); //.multiply(new Matrix4().makeRotationY(Math.PI));
760
+
761
+ Progress.report('export-usdz', "Invoking onAfterBuildDocument");
762
+ await invokeAll( context, 'onAfterBuildDocument' );
763
+
764
+ // At this point, we know all animated objects, all skinned mesh objects, and all objects targeted by behaviors.
765
+ // We can prune all empty nodes (no geometry or material) depth-first.
766
+ // This avoids unnecessary export of e.g. animated bones as nodes when they have no children
767
+ // (for example, a sword attached to a hand still needs that entire hierarchy exported)
768
+ const behaviorExt = context.extensions.find( ext => ext.extensionName === 'Behaviour' ) as BehaviorExtension | undefined;
769
+ const allBehaviorTargets = behaviorExt?.getAllTargetUuids() ?? new Set<string>();
770
+
771
+ // Prune pass. Depth-first removal of nodes that don't affect the outcome of the scene.
772
+ if (this.pruneUnusedNodes) {
773
+ const options = {
774
+ allBehaviorTargets,
775
+ debug: false,
776
+ boneReparentings: allReparentingObjects,
777
+ quickLookCompatible: context.quickLookCompatible,
778
+ };
779
+ if (this.debug) logUsdHierarchy(context.document, "Hierarchy BEFORE pruning", options);
780
+ prune( context.document, options );
781
+ if (this.debug) logUsdHierarchy(context.document, "Hierarchy AFTER pruning");
782
+ }
783
+ else if (this.debug) {
784
+ console.log("Pruning of empty nodes is disabled. This may result in a larger USDZ file.");
785
+ }
786
+
787
+ Progress.report('export-usdz', { message: "Parsing document", autoStep: 10 });
788
+ await parseDocument( context, options );
789
+
790
+ Progress.report("export-usdz", "Invoking onAfterSerialize");
791
+ await invokeAll( context, 'onAfterSerialize' );
792
+
793
+ // repair the parenting again
794
+ for ( const reparenting of reparentings ) {
795
+ const { object, originalParent, newParent } = reparenting;
796
+ if (originalParent)
797
+ originalParent.add( object );
798
+ }
799
+
800
+ // Moved into parseDocument callback for proper defaultPrim encapsulation
801
+ // context.output += buildMaterials( materials, textures, options.quickLookCompatible );
802
+
803
+ // callback for validating after all export has been done
804
+ context.exporter?.beforeWritingDocument?.();
805
+
806
+ const header = context.document.buildHeader( context );
807
+ const final = header + '\n' + context.output;
808
+
809
+ // full output file
810
+ if ( this.debug ) console.debug( final );
811
+
812
+ files[ modelFileName ] = fflate.strToU8( final );
813
+ context.output = '';
814
+
815
+ Progress.report("export-usdz", { message: "Exporting textures", autoStep: 10 });
816
+ Progress.start("export-usdz-textures", { parentScope: "export-usdz", logTimings: false });
817
+ const decompressionRenderer = new WebGLRenderer( {
818
+ antialias: false,
819
+ alpha: true,
820
+ premultipliedAlpha: false,
821
+ preserveDrawingBuffer: true
822
+ } );
823
+
824
+ const textureCount = Object.keys(textures).length;
825
+ Progress.report("export-usdz-textures", { totalSteps: textureCount * 3, currentStep: 0 });
826
+ const convertTexture = async (id: string) => {
827
+
828
+ const textureData = textures[ id ];
829
+ const texture = textureData.texture;
830
+
831
+ const isRGBA = formatsWithAlphaChannel.includes( texture.format );
832
+
833
+ // Change: we need to always read back the texture now, otherwise the unpremultiplied workflow doesn't work.
834
+ let img: ImageReadbackResult = {
835
+ imageData: texture.image
836
+ };
837
+
838
+ Progress.report("export-usdz-textures", { message: "read back texture", autoStep: true });
839
+ const anyColorScale = textureData.scale !== undefined && textureData.scale.x !== 1 && textureData.scale.y !== 1 && textureData.scale.z !== 1 && textureData.scale.w !== 1;
840
+ // @ts-ignore
841
+ if ( texture.isCompressedTexture || texture.isRenderTargetTexture || anyColorScale ) {
842
+ img = await decompressGpuTexture( texture, options.maxTextureSize, decompressionRenderer, textureData.scale );
843
+ }
844
+
845
+ Progress.report("export-usdz-textures", { message: "convert texture to canvas", autoStep: true });
846
+ const canvas = await imageToCanvasUnpremultiplied( img.imageBitmap || img.imageData, options.maxTextureSize ).catch( err => {
847
+ console.error("Error converting texture to canvas", texture, err);
848
+ });
849
+
850
+ if ( canvas ) {
851
+
852
+ Progress.report("export-usdz-textures", { message: "convert canvas to blob", autoStep: true });
853
+ const blob = await canvas.convertToBlob( {type: isRGBA ? 'image/png' : 'image/jpeg', quality: 0.95 } );
854
+ files[ `textures/${id}.${isRGBA ? 'png' : 'jpg'}` ] = new Uint8Array( await blob.arrayBuffer() );
855
+
856
+ } else {
857
+
858
+ console.warn( 'Can`t export texture: ', texture );
859
+
860
+ }
861
+ };
862
+
863
+ for ( const id in textures ) {
864
+
865
+ await convertTexture( id );
866
+ }
867
+
868
+ decompressionRenderer.dispose();
869
+
870
+ // 64 byte alignment
871
+ // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109
872
+
873
+ Progress.end("export-usdz-textures");
874
+
875
+ let offset = 0;
876
+
877
+ for ( const filename in files ) {
878
+
879
+ const file = files[ filename ];
880
+ const headerSize = 34 + filename.length;
881
+
882
+ offset += headerSize;
883
+
884
+ const offsetMod64 = offset & 63;
885
+
886
+ if ( offsetMod64 !== 4 ) {
887
+
888
+ const padLength = 64 - offsetMod64;
889
+ const padding = new Uint8Array( padLength );
890
+
891
+ files[ filename ] = [ file, { extra: { 12345: padding } } ];
892
+
893
+ }
894
+
895
+ offset = file.length;
896
+
897
+ }
898
+
899
+ Progress.report("export-usdz", "zip archive");
900
+ return fflate.zipSync( files, { level: 0 } );
901
+
902
+ }
903
+
904
+ }
905
+
906
+ // #endregion
907
+
908
+ // #region traverse
909
+ function traverse( object: Object3D, parentModel: USDObject, context: USDZExporterContext, keepObject?: (object: Object3D) => boolean ) {
910
+
911
+ if (!context.exportInvisible && !object.visible) return;
912
+
913
+ let model: USDObject | undefined = undefined;
914
+ let geometry: BufferGeometry | undefined = undefined;
915
+ let material: Material | Material[] | undefined = undefined;
916
+
917
+ const transform: USDObjectTransform = { position: object.position, quaternion: object.quaternion, scale: object.scale };
918
+ if (object.position.x === 0 && object.position.y === 0 && object.position.z === 0)
919
+ transform.position = null;
920
+ if (object.quaternion.x === 0 && object.quaternion.y === 0 && object.quaternion.z === 0 && object.quaternion.w === 1)
921
+ transform.quaternion = null;
922
+ if (object.scale.x === 1 && object.scale.y === 1 && object.scale.z === 1)
923
+ transform.scale = null;
924
+
925
+ if (object instanceof Mesh || object instanceof SkinnedMesh) {
926
+ geometry = object.geometry;
927
+ material = object.material;
928
+ }
929
+
930
+ // API for an explicit choice to discard this object – for example, a geometry that should not be exported,
931
+ // but childs should still be exported.
932
+ if (keepObject && !keepObject(object)) {
933
+ geometry = undefined;
934
+ material = undefined;
935
+ }
936
+
937
+ if ( (object instanceof Mesh || object instanceof SkinnedMesh) &&
938
+ material && typeof material === 'object' &&
939
+ (material instanceof MeshStandardMaterial ||
940
+ material instanceof MeshBasicMaterial ||
941
+ // material instanceof MeshPhysicalNodeMaterial ||
942
+ (material as any).isMeshPhysicalNodeMaterial ||
943
+ (material instanceof Material && material.type === "MeshLineMaterial"))) {
944
+
945
+ const name = getObjectId( object );
946
+ const skinnedMeshObject = object instanceof SkinnedMesh ? object : null;
947
+ model = new USDObject( object.uuid, name, transform, geometry, material as any, undefined, skinnedMeshObject, object.animations );
948
+
949
+ } else if ( object instanceof PerspectiveCamera || object instanceof OrthographicCamera ) {
950
+
951
+ const name = getObjectId( object );
952
+ model = new USDObject( object.uuid, name, transform, undefined, undefined, object );
953
+
954
+ } else {
955
+
956
+ const name = getObjectId( object );
957
+ model = new USDObject( object.uuid, name, transform, undefined, undefined, undefined, undefined, object.animations );
958
+
959
+ }
960
+
961
+ if ( model ) {
962
+
963
+ model.displayName = object.userData?.name || object.name;
964
+ model.visibility = object.visible ? undefined : "invisible";
965
+
966
+ if ( parentModel ) {
967
+
968
+ parentModel.add( model );
969
+
970
+ }
971
+
972
+ parentModel = model;
973
+
974
+ if ( context.extensions ) {
975
+
976
+ for ( const ext of context.extensions ) {
977
+
978
+ if ( ext.onExportObject ) ext.onExportObject.call( ext, object, model, context );
979
+
980
+ }
981
+
982
+ }
983
+
984
+ } else {
985
+
986
+ const name = getObjectId( object );
987
+ const empty = new USDObject( object.uuid, name, { position: object.position, quaternion: object.quaternion, scale: object.scale } );
988
+ if ( parentModel ) {
989
+
990
+ parentModel.add( empty );
991
+
992
+ }
993
+
994
+ parentModel = empty;
995
+
996
+ }
997
+
998
+ for ( const ch of object.children ) {
999
+
1000
+ traverse( ch, parentModel, context, keepObject );
1001
+
1002
+ }
1003
+
1004
+ }
1005
+
1006
+ // #endregion
1007
+
1008
+ function logUsdHierarchy( object: USDObject, prefix: string, ...extraLogObjects: any[] ) {
1009
+
1010
+ const item = {};
1011
+ let itemCount = 0;
1012
+
1013
+ function collectItem( object: USDObject, current) {
1014
+ itemCount++;
1015
+ let name = object.displayName || object.name;
1016
+ name += " (" + object.uuid + ")";
1017
+ const hasAny = object.geometry || object.material || object.camera || object.skinnedMesh;
1018
+ if (hasAny) {
1019
+ name += " (" + (object.geometry ? "geo, " : "") + (object.material ? "mat, " : "") + (object.camera ? "cam, " : "") + (object.skinnedMesh ? "skin, " : "") + ")";
1020
+ }
1021
+ current[name] = {};
1022
+ const props = { object };
1023
+ if (object.material) props['mat'] = true;
1024
+ if (object.geometry) props['geo'] = true;
1025
+ if (object.camera) props['cam'] = true;
1026
+ if (object.skinnedMesh) props['skin'] = true;
1027
+
1028
+ current[name]._self = props;
1029
+ for ( const child of object.children ) {
1030
+ if (child) {
1031
+ collectItem(child, current[name]);
1032
+ }
1033
+ }
1034
+ }
1035
+
1036
+ collectItem(object, item);
1037
+
1038
+ console.log(prefix + " (" + itemCount + " nodes)", item, ...extraLogObjects);
1039
+ }
1040
+
1041
+ function prune ( object: USDObject, options : {
1042
+ allBehaviorTargets: Set<string>,
1043
+ debug: boolean,
1044
+ boneReparentings: Set<string>,
1045
+ quickLookCompatible: boolean,
1046
+ } ) {
1047
+
1048
+ let allChildsWerePruned = true;
1049
+
1050
+ const prunedChilds = new Array<USDObject>();
1051
+ const keptChilds = new Array<USDObject>();
1052
+
1053
+ if (object.children.length === 0) {
1054
+ allChildsWerePruned = true;
1055
+ }
1056
+ else {
1057
+ const childs = [...object.children];
1058
+ for ( const child of childs ) {
1059
+ if (child) {
1060
+ const childWasPruned = prune(child, options);
1061
+ if (options.debug) {
1062
+ if (childWasPruned) prunedChilds.push(child);
1063
+ else keptChilds.push(child);
1064
+ }
1065
+ allChildsWerePruned = allChildsWerePruned && childWasPruned;
1066
+ }
1067
+ }
1068
+ }
1069
+
1070
+ // check if this object is referenced by any behavior
1071
+ const isBehaviorSourceOrTarget = options.allBehaviorTargets.has(object.uuid);
1072
+
1073
+ // check if this object has any material or geometry
1074
+ const isVisible = object.geometry || object.material || (object.camera && !options.quickLookCompatible) || object.skinnedMesh || false;
1075
+
1076
+ // check if this object is part of any reparenting
1077
+ const isBoneReparenting = options.boneReparentings.has(object.uuid);
1078
+
1079
+ const canBePruned = allChildsWerePruned && !isBehaviorSourceOrTarget && !isVisible && !isBoneReparenting;
1080
+
1081
+ if (canBePruned) {
1082
+ if (options.debug) console.log("Pruned object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
1083
+ isVisible,
1084
+ isBehaviorSourceOrTarget,
1085
+ allChildsWerePruned,
1086
+ isBoneReparenting,
1087
+ object,
1088
+ prunedChilds,
1089
+ keptChilds
1090
+ });
1091
+ object.parent?.remove(object);
1092
+ }
1093
+ else {
1094
+ if (options.debug) console.log("Kept object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
1095
+ isVisible,
1096
+ isBehaviorSourceOrTarget,
1097
+ allChildsWerePruned,
1098
+ isBoneReparenting,
1099
+ object,
1100
+ prunedChilds,
1101
+ keptChilds
1102
+ });
1103
+ }
1104
+
1105
+ // if it has no children and is not a behavior source or target, and is not visible, prune it
1106
+ return canBePruned;
1107
+ }
1108
+
1109
+ // #region parseDocument
1110
+ async function parseDocument( context: USDZExporterContext, options: USDZExporterOptions ) {
1111
+
1112
+ Progress.start("export-usdz-resources", "export-usdz");
1113
+ const resources: Array<() => void> = [];
1114
+ for ( const child of context.document.children ) {
1115
+ addResources( child, context, resources );
1116
+ }
1117
+ // addResources now only collects promises for better progress reporting.
1118
+ // We are resolving them here and reporting progress on that:
1119
+ const total = resources.length;
1120
+ for (let i = 0; i < total; i++) {
1121
+ Progress.report("export-usdz-resources", { totalSteps: total, currentStep: i });
1122
+ await new Promise<void>((resolve, _reject) => {
1123
+ resources[i]();
1124
+ resolve();
1125
+ });
1126
+ }
1127
+ Progress.end("export-usdz-resources");
1128
+
1129
+ const writer = new USDWriter();
1130
+ const arAnchoringOptions = context.exporter.sceneAnchoringOptions.ar;
1131
+
1132
+ writer.beginBlock( `def Xform "${context.document.name}"` );
1133
+
1134
+ writer.beginBlock( `def Scope "Scenes" (
1135
+ kind = "sceneLibrary"
1136
+ )` );
1137
+
1138
+ writer.beginBlock( `def Xform "Scene"`, '(', false);
1139
+ writer.appendLine( `apiSchemas = ["Preliminary_AnchoringAPI"]` );
1140
+ writer.appendLine( `customData = {`);
1141
+ writer.appendLine( ` bool preliminary_collidesWithEnvironment = 0` );
1142
+ writer.appendLine( ` string sceneName = "Scene"`);
1143
+ writer.appendLine( `}` );
1144
+ writer.appendLine( `sceneName = "Scene"` );
1145
+ writer.closeBlock( ')' );
1146
+ writer.beginBlock();
1147
+
1148
+ writer.appendLine( `token preliminary:anchoring:type = "${arAnchoringOptions.anchoring.type}"` );
1149
+ if (arAnchoringOptions.anchoring.type === 'plane')
1150
+ writer.appendLine( `token preliminary:planeAnchoring:alignment = "${arAnchoringOptions.planeAnchoring.alignment}"` );
1151
+ // bit hacky as we don't have a callback here yet. Relies on the fact that the image is named identical in the ImageTracking extension.
1152
+ if (arAnchoringOptions.anchoring.type === 'image')
1153
+ writer.appendLine( `rel preliminary:imageAnchoring:referenceImage = </${context.document.name}/Scenes/Scene/AnchoringReferenceImage>` );
1154
+ writer.appendLine();
1155
+
1156
+ const count = (object: USDObject | null) => {
1157
+ if (!object) return 0;
1158
+ let total = 1;
1159
+ for ( const child of object.children ) total += count( child );
1160
+ return total;
1161
+ }
1162
+ const totalXformCount = count(context.document);
1163
+ Progress.start("export-usdz-xforms", "export-usdz");
1164
+ Progress.report("export-usdz-xforms", { totalSteps: totalXformCount, currentStep: 1 });
1165
+
1166
+ for ( const child of context.document.children ) {
1167
+ buildXform( child, writer, context );
1168
+ }
1169
+ Progress.end("export-usdz-xforms");
1170
+
1171
+ Progress.report("export-usdz", "invoke onAfterHierarchy");
1172
+ await invokeAll( context, 'onAfterHierarchy', writer );
1173
+
1174
+ writer.closeBlock();
1175
+ writer.closeBlock();
1176
+
1177
+ // TODO property use context/writer instead of string concat
1178
+ Progress.report('export-usdz', "Building materials");
1179
+ const result = buildMaterials( context.materials, context.textures, options.quickLookCompatible );
1180
+ writer.appendLine(result);
1181
+
1182
+ writer.closeBlock();
1183
+
1184
+ Progress.report("export-usdz", "write to string")
1185
+ context.output += writer.toString();
1186
+
1187
+ }
1188
+ // #endregion
1189
+
1190
+ // #region addResources
1191
+ function addResources( object: USDObject | null, context: USDZExporterContext, resources: Array<() => void>) {
1192
+
1193
+ if ( !object ) return;
1194
+
1195
+ const geometry = object.geometry;
1196
+ const material = object.material;
1197
+
1198
+ if ( geometry ) {
1199
+
1200
+ if ( material && (
1201
+ 'isMeshStandardMaterial' in material && material.isMeshStandardMaterial ||
1202
+ 'isMeshBasicMaterial' in material && material.isMeshBasicMaterial ||
1203
+ material.type === "MeshLineMaterial"
1204
+ ) ) { // TODO convert unlit to lit+emissive
1205
+
1206
+ const geometryFileName = 'geometries/' + getGeometryName(geometry, object.name) + '.usda';
1207
+
1208
+ if ( ! ( geometryFileName in context.files ) ) {
1209
+
1210
+ const action = () => {
1211
+ const meshObject = buildMeshObject( geometry, object.skinnedMesh?.skeleton?.bones, context.quickLookCompatible );
1212
+ context.files[ geometryFileName ] = buildUSDFileAsString( meshObject, context);
1213
+ };
1214
+
1215
+ resources.push(action);
1216
+
1217
+ }
1218
+
1219
+ } else {
1220
+
1221
+ console.warn( 'NeedleUSDZExporter: Unsupported material type (USDZ only supports MeshStandardMaterial)', material?.name );
1222
+
1223
+ }
1224
+
1225
+ }
1226
+
1227
+ if ( material ) {
1228
+
1229
+ if ( context.materials.get( material.uuid ) === undefined ) {
1230
+
1231
+ context.materials[ material.uuid ] = material;
1232
+
1233
+ }
1234
+ }
1235
+
1236
+ for ( const ch of object.children ) {
1237
+
1238
+ addResources( ch, context, resources );
1239
+
1240
+ }
1241
+
1242
+ }
1243
+
1244
+ async function invokeAll( context: USDZExporterContext, name: string, writer: USDWriter | null = null ) {
1245
+
1246
+ if ( context.extensions ) {
1247
+
1248
+ for ( const ext of context.extensions ) {
1249
+
1250
+ if ( !ext ) continue;
1251
+
1252
+ if ( typeof ext[ name ] === 'function' ) {
1253
+
1254
+ const method = ext[ name ];
1255
+ const res = method.call( ext, context, writer );
1256
+ if(res instanceof Promise) {
1257
+ await res;
1258
+ }
1259
+ }
1260
+
1261
+ }
1262
+
1263
+ }
1264
+
1265
+ }
1266
+
1267
+ // #endregion
1268
+
1269
+ // #region GPU utils
1270
+ let _renderer: WebGLRenderer | null = null;
1271
+ let renderTarget: WebGLRenderTarget | null = null;
1272
+ let fullscreenQuadGeometry: PlaneGeometry | null;
1273
+ let fullscreenQuadMaterial: ShaderMaterial | null;
1274
+ let fullscreenQuad: Mesh | null;
1275
+
1276
+ declare type ImageReadbackResult = {
1277
+ imageData: ImageData;
1278
+ imageBitmap?: ImageBitmap;
1279
+ }
1280
+
1281
+ /** Reads back a texture from the GPU (can be compressed, a render texture, or anything), optionally applies RGBA colorScale to it, and returns CPU data for further usage.
1282
+ * Note that there are WebGL / WebGPU rules preventing some use of data between WebGL contexts.
1283
+ */
1284
+ async function decompressGpuTexture( texture, maxTextureSize = Infinity, renderer: WebGLRenderer | null = null, colorScale: Vector4 | undefined = undefined): Promise<ImageReadbackResult> {
1285
+
1286
+ if ( ! fullscreenQuadGeometry ) fullscreenQuadGeometry = new PlaneGeometry( 2, 2, 1, 1 );
1287
+ if ( ! fullscreenQuadMaterial ) fullscreenQuadMaterial = new ShaderMaterial( {
1288
+ uniforms: {
1289
+ blitTexture: new Uniform( texture ),
1290
+ flipY: new Uniform( false ),
1291
+ scale: new Uniform( new Vector4( 1, 1, 1, 1 ) ),
1292
+ },
1293
+ vertexShader: `
1294
+ varying vec2 vUv;
1295
+ uniform bool flipY;
1296
+ void main(){
1297
+ vUv = uv;
1298
+ if (flipY)
1299
+ vUv.y = 1. - vUv.y;
1300
+ gl_Position = vec4(position.xy * 1.0,0.,.999999);
1301
+ }`,
1302
+ fragmentShader: `
1303
+ uniform sampler2D blitTexture;
1304
+ uniform vec4 scale;
1305
+ varying vec2 vUv;
1306
+
1307
+ void main(){
1308
+ gl_FragColor = vec4(vUv.xy, 0, 1);
1309
+
1310
+ #ifdef IS_SRGB
1311
+ gl_FragColor = sRGBTransferOETF( texture2D( blitTexture, vUv) );
1312
+ #else
1313
+ gl_FragColor = texture2D( blitTexture, vUv);
1314
+ #endif
1315
+
1316
+ gl_FragColor.rgba *= scale.rgba;
1317
+ }`
1318
+ } );
1319
+
1320
+ // update uniforms
1321
+ const uniforms = fullscreenQuadMaterial.uniforms;
1322
+ uniforms.blitTexture.value = texture;
1323
+ uniforms.flipY.value = false;
1324
+ uniforms.scale.value = new Vector4( 1, 1, 1, 1 );
1325
+ if ( colorScale !== undefined ) uniforms.scale.value.copy( colorScale );
1326
+
1327
+ fullscreenQuadMaterial.defines.IS_SRGB = texture.colorSpace == SRGBColorSpace;
1328
+ fullscreenQuadMaterial.needsUpdate = true;
1329
+
1330
+ if ( ! fullscreenQuad ) {
1331
+
1332
+ fullscreenQuad = new Mesh( fullscreenQuadGeometry, fullscreenQuadMaterial );
1333
+ fullscreenQuad.frustumCulled = false;
1334
+
1335
+ }
1336
+
1337
+ const _camera = new PerspectiveCamera();
1338
+ const _scene = new Scene();
1339
+ _scene.add( fullscreenQuad );
1340
+
1341
+ if ( ! renderer ) {
1342
+
1343
+ renderer = _renderer = new WebGLRenderer( { antialias: false, alpha: true, premultipliedAlpha: false, preserveDrawingBuffer: true } );
1344
+
1345
+ }
1346
+
1347
+ const width = Math.min( texture.image.width, maxTextureSize );
1348
+ const height = Math.min( texture.image.height, maxTextureSize );
1349
+
1350
+ // dispose render target if the size is wrong
1351
+ if ( renderTarget && ( renderTarget.width !== width || renderTarget.height !== height ) ) {
1352
+
1353
+ renderTarget.dispose();
1354
+ renderTarget = null;
1355
+
1356
+ }
1357
+
1358
+ if ( ! renderTarget ) {
1359
+
1360
+ renderTarget = new WebGLRenderTarget( width, height, { format: RGBAFormat, type: UnsignedByteType, minFilter: LinearFilter, magFilter: LinearFilter } );
1361
+ }
1362
+
1363
+ renderer.setRenderTarget( renderTarget );
1364
+ renderer.setSize( width, height );
1365
+ renderer.clear();
1366
+ renderer.render( _scene, _camera );
1367
+
1368
+ if ( _renderer ) {
1369
+
1370
+ _renderer.dispose();
1371
+ _renderer = null;
1372
+
1373
+ }
1374
+
1375
+ const buffer = new Uint8ClampedArray( renderTarget.width * renderTarget.height * 4 );
1376
+ renderer.readRenderTargetPixels( renderTarget, 0, 0, renderTarget.width, renderTarget.height, buffer );
1377
+ const imageData = new ImageData( buffer, renderTarget.width, renderTarget.height, undefined );
1378
+ const bmp = await createImageBitmap( imageData, { premultiplyAlpha: "none" } );
1379
+ return {
1380
+ imageData,
1381
+ imageBitmap: bmp
1382
+ };
1383
+
1384
+ }
1385
+
1386
+ /** Checks if the given image is of a type with readable data and width/height */
1387
+ function isImageBitmap( image ) {
1388
+
1389
+ return ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
1390
+ ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
1391
+ ( typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas ) ||
1392
+ ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap );
1393
+
1394
+ }
1395
+
1396
+ /** This method uses a 'bitmaprenderer' context and doesn't do any pixel manipulation.
1397
+ * This way, we can keep the alpha channel as it was, but we're losing the ability to do pixel manipulations or resize operations. */
1398
+ async function imageToCanvasUnpremultiplied( image: ImageBitmapSource & { width: number, height: number }, maxTextureSize = 4096) {
1399
+
1400
+ const scale = maxTextureSize / Math.max( image.width, image.height );
1401
+ const width = image.width * Math.min( 1, scale );
1402
+ const height = image.height * Math.min( 1, scale );
1403
+
1404
+ const canvas = new OffscreenCanvas( width, height );
1405
+ const settings: ImageBitmapOptions = { premultiplyAlpha: "none" };
1406
+ if (image.width !== width) settings.resizeWidth = width;
1407
+ if (image.height !== height) settings.resizeHeight = height;
1408
+
1409
+ const imageBitmap = await createImageBitmap(image, settings);
1410
+ const ctx = canvas.getContext("bitmaprenderer") as ImageBitmapRenderingContext | null;
1411
+ if (ctx) {
1412
+ ctx.transferFromImageBitmap(imageBitmap);
1413
+ }
1414
+ return canvas as OffscreenCanvasExt;
1415
+ }
1416
+
1417
+ /** This method uses a '2d' canvas context for pixel manipulation, and can apply a color scale or Y flip to the given image.
1418
+ * Unfortunately, canvas always uses premultiplied data, and thus images with low alpha values (or multiplying by a=0) will result in black pixels.
1419
+ */
1420
+ async function imageToCanvas( image: HTMLImageElement | HTMLCanvasElement | OffscreenCanvas | ImageBitmap, color: Vector4 | undefined = undefined, flipY = false, maxTextureSize = 4096 ) {
1421
+
1422
+ if ( isImageBitmap( image ) ) {
1423
+
1424
+ // max. canvas size on Safari is still 4096x4096
1425
+ const scale = maxTextureSize / Math.max( image.width, image.height );
1426
+
1427
+ const canvas = new OffscreenCanvas( image.width * Math.min( 1, scale ), image.height * Math.min( 1, scale ) );
1428
+
1429
+ const context = canvas.getContext( '2d', { alpha: true, premultipliedAlpha: false } ) as OffscreenCanvasRenderingContext2D;
1430
+ if (!context) throw new Error('Could not get canvas 2D context');
1431
+
1432
+ if ( flipY === true ) {
1433
+
1434
+ context.translate( 0, canvas.height );
1435
+ context.scale( 1, - 1 );
1436
+
1437
+ }
1438
+
1439
+ context.drawImage( image, 0, 0, canvas.width, canvas.height );
1440
+
1441
+ // Currently only used to apply opacity scale since QuickLook and usdview don't support that yet
1442
+ if ( color !== undefined ) {
1443
+
1444
+ const r = color.x;
1445
+ const g = color.y;
1446
+ const b = color.z;
1447
+ const a = color.w;
1448
+
1449
+ const imagedata = context.getImageData( 0, 0, canvas.width, canvas.height );
1450
+ const data = imagedata.data;
1451
+
1452
+ for ( let i = 0; i < data.length; i += 4 ) {
1453
+
1454
+ data[ i + 0 ] = data[ i + 0 ] * r;
1455
+ data[ i + 1 ] = data[ i + 1 ] * g;
1456
+ data[ i + 2 ] = data[ i + 2 ] * b;
1457
+ data[ i + 3 ] = data[ i + 3 ] * a;
1458
+
1459
+ }
1460
+
1461
+ context.putImageData( imagedata, 0, 0 );
1462
+
1463
+ }
1464
+
1465
+ return canvas as OffscreenCanvasExt;
1466
+
1467
+ } else {
1468
+
1469
+ throw new Error( 'NeedleUSDZExporter: No valid image data found. Unable to process texture.' );
1470
+
1471
+ }
1472
+
1473
+ }
1474
+
1475
+ //
1476
+
1477
+ const PRECISION = 7;
1478
+
1479
+ function buildHeader() {
1480
+
1481
+ return `#usda 1.0
1482
+ (
1483
+ customLayerData = {
1484
+ string creator = "Needle Engine USDZExporter"
1485
+ }
1486
+ metersPerUnit = 1
1487
+ upAxis = "Y"
1488
+ )
1489
+ `;
1490
+
1491
+ }
1492
+
1493
+ function buildUSDFileAsString( dataToInsert, _context: USDZExporterContext ) {
1494
+
1495
+ let output = buildHeader();
1496
+ output += dataToInsert;
1497
+ return fflate.strToU8( output );
1498
+
1499
+ }
1500
+
1501
+ function getObjectId( object ) {
1502
+
1503
+ return object.name.replace( /[-<>\(\)\[\]§$%&\/\\\=\?\,\;]/g, '' ) + '_' + object.id;
1504
+
1505
+ }
1506
+
1507
+ function getBoneName(bone: Object3D) {
1508
+ return makeNameSafe(bone.name || 'bone_' + bone.uuid);
1509
+ }
1510
+
1511
+ function getGeometryName(geometry: BufferGeometry, _fallbackName: string) {
1512
+ // Using object names here breaks instancing...
1513
+ // So we removed fallbackName again. Downside: geometries don't have nice names...
1514
+ // A better workaround would be that we actually name them on glTF import (so the geometry has a name, not the object)
1515
+ return makeNameSafe(geometry.name || 'Geometry') + "_" + geometry.id;
1516
+ }
1517
+
1518
+ function getMaterialName(material: Material) {
1519
+ return makeNameSafe(material.name || 'Material') + "_" + material.id;
1520
+ }
1521
+
1522
+ function getPathToSkeleton(bone: Object3D, assumedRoot: Object3D) {
1523
+ let path = getBoneName(bone);
1524
+ let current = bone.parent;
1525
+ while ( current && current !== assumedRoot ) {
1526
+ path = getBoneName(current) + '/' + path;
1527
+ current = current.parent;
1528
+ }
1529
+ return path;
1530
+ }
1531
+
1532
+ // #endregion
1533
+
1534
+ // #region XForm
1535
+
1536
+ export function buildXform( model: USDObject | null, writer: USDWriter, context: USDZExporterContext ) {
1537
+
1538
+ if ( model == null)
1539
+ return;
1540
+
1541
+ Progress.report("export-usdz-xforms", { message: "buildXform " + model.displayName || model.name, autoStep: true });
1542
+
1543
+ // const matrix = model.matrix;
1544
+ const transform = model.transform;
1545
+ const geometry = model.geometry;
1546
+ const material = model.material;
1547
+ const camera = model.camera;
1548
+ const name = model.name;
1549
+
1550
+ if ( model.animations ) {
1551
+ for ( const animation of model.animations ) {
1552
+ context.animations.push( animation )
1553
+ }
1554
+ }
1555
+
1556
+ // const transform = buildMatrix( matrix );
1557
+
1558
+ /*
1559
+ if ( matrix.determinant() < 0 ) {
1560
+
1561
+ console.warn( 'NeedleUSDZExporter: USDZ does not support negative scales', name );
1562
+
1563
+ }
1564
+ */
1565
+
1566
+ const isSkinnedMesh = geometry && geometry.isBufferGeometry && geometry.attributes.skinIndex !== undefined && geometry.attributes.skinIndex.count > 0;
1567
+ const objType = isSkinnedMesh ? 'SkelRoot' : 'Xform';
1568
+ const _apiSchemas = new Array<string>();
1569
+
1570
+ // Specific case: the material is white unlit, the mesh has vertex colors, so we can
1571
+ // export as displayColor directly
1572
+ const isUnlitDisplayColor =
1573
+ material && material instanceof MeshBasicMaterial &&
1574
+ material.color && material.color.r === 1 && material.color.g === 1 && material.color.b === 1 &&
1575
+ !material.map && material.opacity === 1 &&
1576
+ geometry?.attributes.color;
1577
+
1578
+ if (geometry?.attributes.color && !isUnlitDisplayColor) {
1579
+ console.warn("NeedleUSDZExporter: Geometry has vertex colors. Vertex colors will only be shown in QuickLook for unlit materials with white color and no texture. Otherwise, they will be ignored.", model.displayName);
1580
+ }
1581
+
1582
+ writer.appendLine();
1583
+ if ( geometry ) {
1584
+ writer.beginBlock( `def ${objType} "${name}"`, "(", false );
1585
+ // NE-4084: To use the doubleSided workaround with skeletal meshes we'd have to
1586
+ // also emit extra data for jointIndices etc., so we're skipping skinned meshes here.
1587
+ if (context.quickLookCompatible && material && material.side === DoubleSide && !isSkinnedMesh)
1588
+ writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry_doubleSided>`);
1589
+ else
1590
+ writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry>`);
1591
+ if (!isUnlitDisplayColor)
1592
+ _apiSchemas.push("MaterialBindingAPI");
1593
+ if (isSkinnedMesh)
1594
+ _apiSchemas.push("SkelBindingAPI");
1595
+ }
1596
+ else if ( camera && !context.quickLookCompatible)
1597
+ writer.beginBlock( `def Camera "${name}"`, "(", false );
1598
+ else if ( model.type !== undefined)
1599
+ writer.beginBlock( `def ${model.type} "${name}"` );
1600
+ else // if (model.type === undefined)
1601
+ writer.beginBlock( `def Xform "${name}"`, "(", false);
1602
+
1603
+ if (model.type === undefined) {
1604
+ if (model.extraSchemas?.length)
1605
+ _apiSchemas.push(...model.extraSchemas);
1606
+ if (_apiSchemas.length)
1607
+ writer.appendLine(`prepend apiSchemas = [${_apiSchemas.map(s => `"${s}"`).join(', ')}]`);
1608
+ }
1609
+
1610
+ if (model.displayName)
1611
+ writer.appendLine(`displayName = "${makeDisplayNameSafe(model.displayName)}"`);
1612
+
1613
+ if ( camera || model.type === undefined) {
1614
+ writer.closeBlock( ")" );
1615
+ writer.beginBlock();
1616
+ }
1617
+
1618
+ if ( geometry && material ) {
1619
+ if (!isUnlitDisplayColor) {
1620
+ const materialName = getMaterialName(material);
1621
+ writer.appendLine( `rel material:binding = </StageRoot/Materials/${materialName}>` );
1622
+ }
1623
+
1624
+ // Turns out QuickLook / RealityKit doesn't support the doubleSided attribute, so we
1625
+ // work around that by emitting additional indices above, and then we shouldn't emit the attribute either as geometry is
1626
+ // already doubleSided then.
1627
+ if (!context.quickLookCompatible && material.side === DoubleSide ) {
1628
+ // double-sided is a mesh property in USD, we can apply it as `over` here
1629
+ writer.beginBlock( `over "Geometry" `);
1630
+ writer.appendLine( `uniform bool doubleSided = 1` );
1631
+ writer.closeBlock();
1632
+ }
1633
+ }
1634
+ let haveWrittenAnyXformOps = false;
1635
+ if ( isSkinnedMesh ) {
1636
+ writer.appendLine( `rel skel:skeleton = <Rig>` );
1637
+ writer.appendLine( `rel skel:animationSource = <Rig/_anim>`);
1638
+ haveWrittenAnyXformOps = false;
1639
+ // writer.appendLine( `matrix4d xformOp:transform = ${buildMatrix(new Matrix4())}` ); // always identity / in world space
1640
+ }
1641
+ else if (model.type === undefined) {
1642
+ if (transform) {
1643
+ haveWrittenAnyXformOps = haveWrittenAnyXformOps || (transform.position !== null || transform.quaternion !== null || transform.scale !== null);
1644
+ if (transform.position) {
1645
+ model.needsTranslate = true;
1646
+ writer.appendLine( `double3 xformOp:translate = (${fn(transform.position.x)}, ${fn(transform.position.y)}, ${fn(transform.position.z)})` );
1647
+ }
1648
+ if (transform.quaternion) {
1649
+ model.needsOrient = true;
1650
+ writer.appendLine( `quatf xformOp:orient = (${fn(transform.quaternion.w)}, ${fn(transform.quaternion.x)}, ${fn(transform.quaternion.y)}, ${fn(transform.quaternion.z)})` );
1651
+ }
1652
+ if (transform.scale) {
1653
+ model.needsScale = true;
1654
+ writer.appendLine( `double3 xformOp:scale = (${fn(transform.scale.x)}, ${fn(transform.scale.y)}, ${fn(transform.scale.z)})` );
1655
+ }
1656
+ }
1657
+ }
1658
+
1659
+ if (model.visibility !== undefined)
1660
+ writer.appendLine(`token visibility = "${model.visibility}"`);
1661
+
1662
+ if ( camera && !context.quickLookCompatible) {
1663
+
1664
+ if ( 'isOrthographicCamera' in camera && camera.isOrthographicCamera ) {
1665
+
1666
+ writer.appendLine( `float2 clippingRange = (${camera.near}, ${camera.far})` );
1667
+ writer.appendLine( `float horizontalAperture = ${( ( Math.abs( camera.left ) + Math.abs( camera.right ) ) * 10 ).toPrecision( PRECISION )}` );
1668
+ writer.appendLine( `float verticalAperture = ${( ( Math.abs( camera.top ) + Math.abs( camera.bottom ) ) * 10 ).toPrecision( PRECISION )}` );
1669
+ writer.appendLine( 'token projection = "orthographic"' );
1670
+
1671
+ } else if ( 'isPerspectiveCamera' in camera && camera.isPerspectiveCamera) {
1672
+
1673
+ writer.appendLine( `float2 clippingRange = (${camera.near.toPrecision( PRECISION )}, ${camera.far.toPrecision( PRECISION )})` );
1674
+ writer.appendLine( `float focalLength = ${camera.getFocalLength().toPrecision( PRECISION )}` );
1675
+ writer.appendLine( `float focusDistance = ${camera.focus.toPrecision( PRECISION )}` );
1676
+ writer.appendLine( `float horizontalAperture = ${camera.getFilmWidth().toPrecision( PRECISION )}` );
1677
+ writer.appendLine( 'token projection = "perspective"' );
1678
+ writer.appendLine( `float verticalAperture = ${camera.getFilmHeight().toPrecision( PRECISION )}` );
1679
+ }
1680
+
1681
+ }
1682
+
1683
+ if ( model.onSerialize ) {
1684
+
1685
+ model.onSerialize( writer, context );
1686
+
1687
+ }
1688
+
1689
+ // after serialization, we know which xformops to actually define here:
1690
+ if (model.type === undefined) {
1691
+ // TODO only write the necessary ones – this isn't trivial though because we need to know
1692
+ // if some of them are animated, and then we need to include those.
1693
+ // Best approach would likely be to write xformOpOrder _after_ onSerialize
1694
+ // and keep track of what was written in onSerialize (e.g. model.needsTranslate = true)
1695
+ const ops = new Array<string>();
1696
+ if (model.needsTranslate) ops.push('"xformOp:translate"');
1697
+ if (model.needsOrient) ops.push('"xformOp:orient"');
1698
+ if (model.needsScale) ops.push('"xformOp:scale"');
1699
+ if (ops.length)
1700
+ writer.appendLine( `uniform token[] xformOpOrder = [${ops.join(', ')}]` );
1701
+ }
1702
+
1703
+ if ( model.children ) {
1704
+
1705
+ writer.appendLine();
1706
+ for ( const ch of model.children ) {
1707
+
1708
+ buildXform( ch, writer, context );
1709
+
1710
+ }
1711
+
1712
+ }
1713
+
1714
+ writer.closeBlock();
1715
+
1716
+ }
1717
+
1718
+ function fn( num:number ): string {
1719
+
1720
+ return Number.isInteger(num) ? num.toString() : num.toFixed( 10 );
1721
+
1722
+ }
1723
+
1724
+ function buildMatrix( matrix ) {
1725
+
1726
+ const array = matrix.elements;
1727
+
1728
+ return `( ${buildMatrixRow( array, 0 )}, ${buildMatrixRow( array, 4 )}, ${buildMatrixRow( array, 8 )}, ${buildMatrixRow( array, 12 )} )`;
1729
+
1730
+ }
1731
+
1732
+ function buildMatrixRow( array, offset ) {
1733
+
1734
+ return `(${fn( array[ offset + 0 ] )}, ${fn( array[ offset + 1 ] )}, ${fn( array[ offset + 2 ] )}, ${fn( array[ offset + 3 ] )})`;
1735
+
1736
+ }
1737
+
1738
+ // #region Mesh
1739
+
1740
+ function buildMeshObject( geometry: BufferGeometry, bonesArray: Bone[] = [], quickLookCompatible: boolean = true) {
1741
+
1742
+ const mesh = buildMesh( geometry, bonesArray, quickLookCompatible );
1743
+ return `
1744
+ def "Geometry"
1745
+ ${mesh}
1746
+ `;
1747
+
1748
+ }
1749
+
1750
+ function buildMesh( geometry: BufferGeometry, bones: Bone[] = [], quickLookCompatible: boolean = true) {
1751
+
1752
+ const name = 'Geometry';
1753
+ const attributes = geometry.attributes;
1754
+ const count = attributes.position.count;
1755
+
1756
+ const hasBones = bones && bones.length > 0;
1757
+
1758
+ // We need to sort bones and all skinning data by path –
1759
+ // Neither glTF nor three.js care, but in USD they must be sorted
1760
+ // since the array defines the virtual hierarchy and is evaluated in that order
1761
+ const sortedBones: Array<{bone: Object3D, index: number}> = [];
1762
+ const indexMapping: number[] = [];
1763
+ let sortedSkinIndex = new Array<number>();
1764
+ let sortedSkinIndexAttribute: BufferAttribute | InterleavedBufferAttribute | null = attributes.skinIndex;
1765
+ let bonesArray = "";
1766
+ if (hasBones) {
1767
+ const uuidsFound:string[] = [];
1768
+ for (const bone of bones ) {
1769
+ // if (bone.parent!.type !== 'Bone')
1770
+ {
1771
+ sortedBones.push({bone: bone, index: bones.indexOf(bone)});
1772
+ uuidsFound.push(bone.uuid);
1773
+ }
1774
+ }
1775
+
1776
+ let maxSteps = 10_000;
1777
+ while (uuidsFound.length < bones.length && maxSteps-- > 0) {
1778
+ for (const sortedBone of sortedBones) {
1779
+ const children = sortedBone.bone.children as Bone[];
1780
+ for (const childBone of children){
1781
+ if (uuidsFound.indexOf(childBone.uuid) === -1 && bones.indexOf(childBone) !== -1){
1782
+ sortedBones.push({bone: childBone, index: bones.indexOf(childBone)});
1783
+ uuidsFound.push(childBone.uuid);
1784
+ }
1785
+ }
1786
+ }
1787
+ }
1788
+
1789
+ if (maxSteps <= 0) console.error("Failed to sort bones in skinned mesh", sortedBones, bones, uuidsFound);
1790
+
1791
+ // add structural nodes to the list of bones
1792
+ for (const structuralNode of findStructuralNodesInBoneHierarchy(bones) ) {
1793
+ sortedBones.push( { bone: structuralNode, index: sortedBones.length } );
1794
+ }
1795
+
1796
+ // sort bones by path – need to be sorted in the same order as during mesh export
1797
+ const assumedRoot = sortedBones[0].bone.parent!;
1798
+ sortedBones.sort((a, b) => getPathToSkeleton(a.bone, assumedRoot) > getPathToSkeleton(b.bone, assumedRoot) ? 1 : -1);
1799
+ bonesArray = sortedBones.map( x => "\"" + getPathToSkeleton(x.bone, assumedRoot) + "\"" ).join( ', ' );
1800
+
1801
+ // TODO we can probably skip the expensive attribute re-ordering if the bones were already in a correct order.
1802
+ // That doesn't mean that they are strictly sorted by path – just that all parents strictly need to come first.
1803
+
1804
+ // build index mapping
1805
+ for (const i in sortedBones) {
1806
+ indexMapping[sortedBones[i].index] = parseInt(i);
1807
+ }
1808
+
1809
+ // remap skin index attributes
1810
+ const skinIndex = attributes.skinIndex;
1811
+ sortedSkinIndex = new Array<number>();
1812
+ for ( let i = 0; i < skinIndex.count; i ++ ) {
1813
+
1814
+ const x = skinIndex.getX( i );
1815
+ const y = skinIndex.getY( i );
1816
+ const z = skinIndex.getZ( i );
1817
+ const w = skinIndex.getW( i );
1818
+
1819
+ sortedSkinIndex.push( indexMapping[x], indexMapping[y], indexMapping[z], indexMapping[w] );
1820
+ }
1821
+
1822
+ // turn it back into an attribute so the rest of the code doesn't need to learn a new thing
1823
+ sortedSkinIndexAttribute = new BufferAttribute( new Uint16Array( sortedSkinIndex ), 4 );
1824
+ }
1825
+
1826
+ const isSkinnedMesh = attributes.skinWeight && attributes.skinIndex;
1827
+
1828
+ return `
1829
+ {
1830
+ def Mesh "${name}" ${isSkinnedMesh ? `(
1831
+ prepend apiSchemas = ["SkelBindingAPI"]
1832
+ )` : ''}
1833
+ {
1834
+ int[] faceVertexCounts = [${buildMeshVertexCount( geometry )}]
1835
+ int[] faceVertexIndices = [${buildMeshVertexIndices( geometry )}]
1836
+ ${attributes.normal || quickLookCompatible ? // in QuickLook, normals are required, otherwise double-sided rendering doesn't work.
1837
+ `normal3f[] normals = [${buildVector3Array( attributes.normal, count )}] (
1838
+ interpolation = "vertex"
1839
+ )` : '' }
1840
+ point3f[] points = [${buildVector3Array( attributes.position, count )}]
1841
+ ${attributes.uv ?
1842
+ `texCoord2f[] primvars:st = [${buildVector2Array( attributes.uv, count, true )}] (
1843
+ interpolation = "vertex"
1844
+ )` : '' }
1845
+ ${attributes.uv1 ? buildCustomAttributeAccessor('st1', attributes.uv1) : '' }
1846
+ ${attributes.uv2 ? buildCustomAttributeAccessor('st2', attributes.uv2) : '' }
1847
+ ${attributes.uv3 ? buildCustomAttributeAccessor('st3', attributes.uv3) : '' }
1848
+ ${isSkinnedMesh ?
1849
+ `matrix4d primvars:skel:geomBindTransform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) (
1850
+ elementSize = 1
1851
+ interpolation = "constant"
1852
+ )` : '' }
1853
+ ${attributes.skinIndex ?
1854
+ `int[] primvars:skel:jointIndices = [${buildVector4Array( sortedSkinIndexAttribute, true )}] (
1855
+ elementSize = 4
1856
+ interpolation = "vertex"
1857
+ )` : '' }
1858
+ ${attributes.skinWeight ?
1859
+ `float[] primvars:skel:jointWeights = [${buildVector4Array( attributes.skinWeight )}] (
1860
+ elementSize = 4
1861
+ interpolation = "vertex"
1862
+ )` : '' }
1863
+ ${attributes.color ?
1864
+ `color3f[] primvars:displayColor = [${buildVector3Array( attributes.color, count )}] (
1865
+ interpolation = "vertex"
1866
+ )` : '' }
1867
+ uniform token subdivisionScheme = "none"
1868
+ }
1869
+ }
1870
+ ${quickLookCompatible ? `
1871
+ # This is a workaround for QuickLook/RealityKit not supporting the doubleSided attribute. We're adding a second
1872
+ # geometry definition here, that uses the same mesh data but appends extra faces with reversed winding order.
1873
+ def "${name}_doubleSided" (
1874
+ prepend references = </Geometry>
1875
+ )
1876
+ {
1877
+ over "Geometry"
1878
+ {
1879
+ int[] faceVertexCounts = [${buildMeshVertexCount( geometry ) + ", " + buildMeshVertexCount( geometry )}]
1880
+ int[] faceVertexIndices = [${buildMeshVertexIndices( geometry ) + ", " + buildMeshVertexIndices( geometry, true )}]
1881
+ }
1882
+ }
1883
+ ` : '' }
1884
+ `;
1885
+ }
1886
+
1887
+ function buildMeshVertexCount( geometry: BufferGeometry ) {
1888
+
1889
+ const count = geometry.index !== null ? geometry.index.count : geometry.attributes.position.count;
1890
+
1891
+ return Array( Math.floor(count / 3) ).fill( 3 ).join( ', ' );
1892
+
1893
+ }
1894
+
1895
+ function buildMeshVertexIndices( geometry: BufferGeometry, reverseWinding: boolean = false ) {
1896
+
1897
+ const index = geometry.index;
1898
+ const array: Array<number> = [];
1899
+
1900
+ if ( index !== null ) {
1901
+
1902
+ for ( let i = 0; i < index.count; i ++ ) {
1903
+
1904
+ let val = i;
1905
+ if ( reverseWinding )
1906
+ val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1907
+ array.push( index.getX( val ) );
1908
+
1909
+ }
1910
+
1911
+ } else {
1912
+
1913
+ const length = geometry.attributes.position.count;
1914
+
1915
+ for ( let i = 0; i < length; i ++ ) {
1916
+
1917
+ let val = i;
1918
+ if ( reverseWinding )
1919
+ val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1920
+ array.push( val );
1921
+
1922
+ }
1923
+
1924
+ }
1925
+
1926
+ return array.join( ', ' );
1927
+
1928
+ }
1929
+
1930
+ /** Returns a string with the correct attribute declaration for the given attribute. Could have 2,3,4 components. */
1931
+ function buildCustomAttributeAccessor( primvarName: string, attribute: BufferAttribute | InterleavedBufferAttribute ) {
1932
+ const count = attribute.itemSize;
1933
+ switch (count) {
1934
+ case 2:
1935
+ // TODO: Check if we want to flip Y here as well. We do that for texcoords, but the data in UV1..N could be intended for other purposes.
1936
+ return `texCoord2f[] primvars:${primvarName} = [${buildVector2Array( attribute, count, true )}] (
1937
+ interpolation = "vertex"
1938
+ )`;
1939
+ case 3:
1940
+ return `texCoord3f[] primvars:${primvarName} = [${buildVector3Array( attribute, count )}] (
1941
+ interpolation = "vertex"
1942
+ )`;
1943
+ case 4:
1944
+ return `double4[] primvars:${primvarName} = [${buildVector4Array2( attribute, count )}] (
1945
+ interpolation = "vertex"
1946
+ )`;
1947
+ default:
1948
+ console.warn('USDZExporter: Attribute with ' + count + ' components are currently not supported. Results may be undefined for ' + primvarName + '.');
1949
+ return '';
1950
+ }
1951
+ }
1952
+
1953
+ function buildVector3Array( attribute, count ) {
1954
+
1955
+ if ( attribute === undefined ) {
1956
+
1957
+ console.warn( 'USDZExporter: A mesh attribute is missing and will be set with placeholder data. The result may look incorrect.' );
1958
+ return Array( count ).fill( '(0, 0, 1)' ).join( ', ' );
1959
+
1960
+ }
1961
+
1962
+ const array: Array<string> = [];
1963
+
1964
+ for ( let i = 0; i < attribute.count; i ++ ) {
1965
+
1966
+ const x = attribute.getX( i );
1967
+ const y = attribute.getY( i );
1968
+ const z = attribute.getZ( i );
1969
+
1970
+ array.push( `(${x.toPrecision( PRECISION )}, ${y.toPrecision( PRECISION )}, ${z.toPrecision( PRECISION )})` );
1971
+
1972
+ }
1973
+
1974
+ return array.join( ', ' );
1975
+
1976
+ }
1977
+
1978
+
1979
+ function buildVector4Array2( attribute, count ) {
1980
+
1981
+ if ( attribute === undefined ) {
1982
+
1983
+ console.warn( 'USDZExporter: Attribute is missing. Results may be undefined.' );
1984
+ return Array( count ).fill( '(0, 0, 0, 0)' ).join( ', ' );
1985
+
1986
+ }
1987
+
1988
+ const array: Array<string> = [];
1989
+
1990
+ for ( let i = 0; i < attribute.count; i ++ ) {
1991
+
1992
+ const x = attribute.getX( i );
1993
+ const y = attribute.getY( i );
1994
+ const z = attribute.getZ( i ) || 0;
1995
+ const w = attribute.getW( i ) || 0;
1996
+
1997
+ array.push( `(${x.toPrecision( PRECISION )}, ${y.toPrecision( PRECISION )}, ${z.toPrecision( PRECISION )}, ${w.toPrecision( PRECISION )})` );
1998
+
1999
+ }
2000
+
2001
+ return array.join( ', ' );
2002
+
2003
+ }
2004
+
2005
+ function buildVector4Array( attribute, ints = false ) {
2006
+ const array: Array<string> = [];
2007
+
2008
+ for ( let i = 0; i < attribute.count; i ++ ) {
2009
+
2010
+ const x = attribute.getX( i );
2011
+ const y = attribute.getY( i );
2012
+ const z = attribute.getZ( i );
2013
+ const w = attribute.getW( i );
2014
+
2015
+ array.push( `${ints ? x : x.toPrecision( PRECISION )}` );
2016
+ array.push( `${ints ? y : y.toPrecision( PRECISION )}` );
2017
+ array.push( `${ints ? z : z.toPrecision( PRECISION )}` );
2018
+ array.push( `${ints ? w : w.toPrecision( PRECISION )}` );
2019
+
2020
+ }
2021
+
2022
+ return array.join( ', ' );
2023
+
2024
+ }
2025
+
2026
+ function buildVector2Array( attribute: BufferAttribute | InterleavedBufferAttribute, count: number, flipY: boolean = false ) {
2027
+
2028
+ if ( attribute === undefined ) {
2029
+
2030
+ console.warn( 'USDZExporter: UVs missing.' );
2031
+ return Array( count ).fill( '(0, 0)' ).join( ', ' );
2032
+
2033
+ }
2034
+
2035
+ const array: Array<string> = [];
2036
+
2037
+ for ( let i = 0; i < attribute.count; i ++ ) {
2038
+
2039
+ const x = attribute.getX( i );
2040
+ let y = attribute.getY( i );
2041
+ if (flipY)
2042
+ y = 1 - y;
2043
+ array.push( `(${x.toPrecision( PRECISION )}, ${y.toPrecision( PRECISION )})` );
2044
+
2045
+ }
2046
+
2047
+ return array.join( ', ' );
2048
+
2049
+ }
2050
+
2051
+ // #endregion
2052
+
2053
+ // #region Materials
2054
+
2055
+ function buildMaterials( materials: Map<string, Material>, textures: TextureMap, quickLookCompatible = false ) {
2056
+
2057
+ const array: Array<string> = [];
2058
+
2059
+ for ( const uuid in materials ) {
2060
+
2061
+ const material = materials[ uuid ];
2062
+
2063
+ array.push( buildMaterial( material, textures, quickLookCompatible ) );
2064
+
2065
+ }
2066
+
2067
+ return `
2068
+ def "Materials"
2069
+ {
2070
+ ${array.join( '' )}
2071
+ }`;
2072
+ }
2073
+
2074
+ /** Slot of the exported texture. Some slots (e.g. normal, opacity) require additional processing. */
2075
+ declare type MapType = 'diffuse' | 'normal' | 'occlusion' | 'opacity' | 'roughness' | 'emissive' | 'metallic' | 'transmission';
2076
+
2077
+ function texName(tex: Texture) {
2078
+ // If we have a source, we only want to use the source's id, not the texture's id
2079
+ // to avoid exporting the same underlying data multiple times.
2080
+ return makeNameSafe(tex.name) + '_' + (tex.source?.id ?? tex.id);
2081
+ }
2082
+
2083
+ function buildTexture( texture: Texture, mapType: MapType, quickLookCompatible: boolean, textures: TextureMap, material, usedUVChannels, color: Color | undefined = undefined, opacity: number | undefined = undefined ) {
2084
+
2085
+ const name = texName(texture);
2086
+ // File names need to be unique; so when we're baking color and/or opacity into a texture we need to keep track of that.
2087
+ // TODO This currently results in textures potentially being exported multiple times that are actually identical!
2088
+ // const colorHex = color ? color.getHexString() : undefined;
2089
+ // const colorId = ( color && colorHex != 'ffffff' ? '_' + color.getHexString() : '' );
2090
+ const id = name + ( opacity !== undefined && opacity !== 1.0 ? '_' + opacity : '' );
2091
+
2092
+ // Seems neither QuickLook nor usdview support scale/bias on .a values, so we need to bake opacity multipliers into
2093
+ // the texture. This is not ideal.
2094
+ const opacityIsAppliedToTextureAndNotAsScale = quickLookCompatible && opacity !== undefined && opacity !== 1.0;
2095
+ const scaleToApply = opacityIsAppliedToTextureAndNotAsScale ? new Vector4(1, 1, 1, opacity) : undefined;
2096
+
2097
+ // Treat undefined opacity as 1
2098
+ if (opacity === undefined)
2099
+ opacity = 1.0;
2100
+
2101
+ // When we're baking opacity into the texture, we shouldn't apply it as scale as well – so we set it to 1.
2102
+ if (opacityIsAppliedToTextureAndNotAsScale)
2103
+ opacity = 1.0;
2104
+
2105
+ // sanitize scaleToApply.w === 0 - this isn't working right now, seems the PNG can't be read back properly.
2106
+ if (scaleToApply && scaleToApply.w <= 0.05) scaleToApply.w = 0.05;
2107
+
2108
+ textures[ id ] = { texture, scale: scaleToApply };
2109
+
2110
+ const uv = texture.channel > 0 ? 'st' + texture.channel : 'st';
2111
+ usedUVChannels.add(texture.channel);
2112
+
2113
+ const isRGBA = formatsWithAlphaChannel.includes( texture.format );
2114
+
2115
+ const WRAPPINGS = {
2116
+ 1000: 'repeat', // RepeatWrapping
2117
+ 1001: 'clamp', // ClampToEdgeWrapping
2118
+ 1002: 'mirror' // MirroredRepeatWrapping
2119
+ };
2120
+
2121
+ const repeat = texture.repeat.clone();
2122
+ const offset = texture.offset.clone();
2123
+ const rotation = texture.rotation;
2124
+
2125
+ // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot
2126
+ const xRotationOffset = Math.sin(rotation);
2127
+ const yRotationOffset = Math.cos(rotation);
2128
+
2129
+ // texture coordinates start in the opposite corner, need to correct
2130
+ offset.y = 1 - offset.y - repeat.y;
2131
+
2132
+ // turns out QuickLook is buggy and interprets texture repeat inverted.
2133
+ // Apple Feedback: FB10036297 and FB11442287
2134
+ if ( quickLookCompatible ) {
2135
+
2136
+ // This is NOT correct yet in QuickLook, but comes close for a range of models.
2137
+ // It becomes more incorrect the bigger the offset is
2138
+
2139
+ // sanitize repeat values to avoid NaNs
2140
+ if (repeat.x === 0) repeat.x = 0.0001;
2141
+ if (repeat.y === 0) repeat.y = 0.0001;
2142
+
2143
+ offset.x = offset.x / repeat.x;
2144
+ offset.y = offset.y / repeat.y;
2145
+
2146
+ offset.x += xRotationOffset / repeat.x;
2147
+ offset.y += yRotationOffset - 1;
2148
+ }
2149
+
2150
+ else {
2151
+
2152
+ // results match glTF results exactly. verified correct in usdview.
2153
+ offset.x += xRotationOffset * repeat.x;
2154
+ offset.y += (1 - yRotationOffset) * repeat.y;
2155
+
2156
+ }
2157
+
2158
+ const materialName = getMaterialName(material);
2159
+
2160
+ const needsTextureTransform = ( repeat.x != 1 || repeat.y != 1 || offset.x != 0 || offset.y != 0 || rotation != 0 );
2161
+ const textureTransformInput = `${materialRoot}/${materialName}/${'uvReader_' + uv}.outputs:result>`; const textureTransformOutput = `${materialRoot}/${materialName}/Transform2d_${mapType}.outputs:result>`;
2162
+ const needsTextureScale = mapType !== 'normal' && (color && (color.r !== 1 || color.g !== 1 || color.b !== 1 || opacity !== 1)) || false;
2163
+
2164
+ const needsNormalScaleAndBias = mapType === 'normal';
2165
+ const normalScale = material instanceof MeshStandardMaterial ? (material.normalScale ? material.normalScale.x * 2 : 2) : 2;
2166
+ const normalScaleValueString = normalScale.toFixed( PRECISION );
2167
+ const normalBiasString = (-1 * (normalScale / 2)).toFixed( PRECISION );
2168
+ const normalBiasZString = (1 - normalScale).toFixed( PRECISION );
2169
+
2170
+ return `
2171
+ ${needsTextureTransform ? `def Shader "Transform2d_${mapType}" (
2172
+ sdrMetadata = {
2173
+ string role = "math"
2174
+ }
2175
+ )
2176
+ {
2177
+ uniform token info:id = "UsdTransform2d"
2178
+ float2 inputs:in.connect = ${textureTransformInput}
2179
+ float2 inputs:scale = ${buildVector2( repeat )}
2180
+ float2 inputs:translation = ${buildVector2( offset )}
2181
+ float inputs:rotation = ${(rotation / Math.PI * 180).toFixed( PRECISION )}
2182
+ float2 outputs:result
2183
+ }
2184
+ ` : '' }
2185
+ def Shader "${name}_${mapType}"
2186
+ {
2187
+ uniform token info:id = "UsdUVTexture"
2188
+ asset inputs:file = @textures/${id}.${isRGBA ? 'png' : 'jpg'}@
2189
+ token inputs:sourceColorSpace = "${ texture.colorSpace === 'srgb' ? 'sRGB' : 'raw' }"
2190
+ float2 inputs:st.connect = ${needsTextureTransform ? textureTransformOutput : textureTransformInput}
2191
+ ${needsTextureScale ? `
2192
+ float4 inputs:scale = (${color ? color.r + ', ' + color.g + ', ' + color.b : '1, 1, 1'}, ${opacity})
2193
+ ` : `` }
2194
+ ${needsNormalScaleAndBias ? `
2195
+ float4 inputs:scale = (${normalScaleValueString}, ${normalScaleValueString}, ${normalScaleValueString}, 1)
2196
+ float4 inputs:bias = (${normalBiasString}, ${normalBiasString}, ${normalBiasZString}, 0)
2197
+ ` : `` }
2198
+ token inputs:wrapS = "${ WRAPPINGS[ texture.wrapS ] }"
2199
+ token inputs:wrapT = "${ WRAPPINGS[ texture.wrapT ] }"
2200
+ float outputs:r
2201
+ float outputs:g
2202
+ float outputs:b
2203
+ float3 outputs:rgb
2204
+ ${material.transparent || material.alphaTest > 0.0 ? 'float outputs:a' : ''}
2205
+ }`;
2206
+ }
2207
+
2208
+
2209
+ function buildMaterial( material: MeshBasicMaterial, textures: TextureMap, quickLookCompatible = false ) {
2210
+
2211
+ const materialName = getMaterialName(material);
2212
+
2213
+ // TODO: refactor to USDMaterial class
2214
+ // const usdMaterial = new USDMaterial(material);
2215
+
2216
+ // Special case: occluder material
2217
+ // Supported on iOS 18+ and visionOS 1+
2218
+ const isShadowCatcherMaterial =
2219
+ material.colorWrite === false ||
2220
+ (material.userData?.isShadowCatcherMaterial || material.userData?.isLightBlendMaterial);
2221
+ if (isShadowCatcherMaterial) {
2222
+
2223
+ // Two options here:
2224
+ // - ND_realitykit_occlusion_surfaceshader (non-shadow receiving)
2225
+ // - ND_realitykit_shadowreceiver_surfaceshader (shadow receiving)
2226
+
2227
+ const mode = (material.userData.isLightBlendMaterial || material.userData.isShadowCatcherMaterial)
2228
+ ? "ND_realitykit_shadowreceiver_surfaceshader"
2229
+ : "ND_realitykit_occlusion_surfaceshader";
2230
+
2231
+ return `
2232
+
2233
+ def Material "${materialName}" ${material.name ?`(
2234
+ displayName = "${material.name}"
2235
+ )` : ''}
2236
+ {
2237
+ token outputs:mtlx:surface.connect = ${materialRoot}/${materialName}/Occlusion.outputs:out>
2238
+
2239
+ def Shader "Occlusion"
2240
+ {
2241
+ uniform token info:id = "${mode}"
2242
+ token outputs:out
2243
+ }
2244
+ }`;
2245
+ }
2246
+
2247
+ // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
2248
+
2249
+ const pad = ' ';
2250
+ const inputs: Array<string> = [];
2251
+ const samplers: Array<string> = [];
2252
+ const usedUVChannels: Set<number> = new Set();
2253
+
2254
+ if ((material as any).isMeshPhysicalNodeMaterial === true) {
2255
+ return buildNodeMaterial(material as unknown as MeshPhysicalNodeMaterial, materialName, textures);
2256
+ }
2257
+
2258
+ let effectiveOpacity = ( material.transparent || material.alphaTest ) ? material.opacity : 1;
2259
+ let haveConnectedOpacity = false;
2260
+ let haveConnectedOpacityThreshold = false;
2261
+
2262
+ if ( material instanceof MeshPhysicalMaterial && material.transmission !== undefined) {
2263
+
2264
+ // TODO does not help when a roughnessMap is used
2265
+ effectiveOpacity *= (1 - material.transmission * (1 - (material.roughness * 0.5)));
2266
+
2267
+ }
2268
+
2269
+ if ( material.map ) {
2270
+
2271
+ inputs.push( `${pad}color3f inputs:diffuseColor.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:rgb>` );
2272
+
2273
+ // Enforce alpha hashing in QuickLook for unlit materials
2274
+ if (material instanceof MeshBasicMaterial && material.transparent && material.alphaTest == 0.0 && quickLookCompatible) {
2275
+ inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>` );
2276
+ haveConnectedOpacity = true;
2277
+ // see below – QuickLook applies alpha hashing instead of pure blending when
2278
+ // both opacity and opacityThreshold are connected
2279
+ inputs.push( `${pad}float inputs:opacityThreshold = ${0.0000000001}` );
2280
+ haveConnectedOpacityThreshold = true;
2281
+ }
2282
+ else if ( material.transparent ) {
2283
+
2284
+ inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>` );
2285
+ haveConnectedOpacity = true;
2286
+
2287
+ } else if ( material.alphaTest > 0.0 ) {
2288
+
2289
+ inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>` );
2290
+ haveConnectedOpacity = true;
2291
+ inputs.push( `${pad}float inputs:opacityThreshold = ${material.alphaTest}` );
2292
+ haveConnectedOpacityThreshold = true;
2293
+
2294
+ }
2295
+
2296
+ samplers.push( buildTexture( material.map, 'diffuse', quickLookCompatible, textures, material, usedUVChannels, material.color, effectiveOpacity ) );
2297
+
2298
+ } else {
2299
+
2300
+ inputs.push( `${pad}color3f inputs:diffuseColor = ${buildColor( material.color )}` );
2301
+
2302
+ }
2303
+
2304
+ if ( material.alphaHash && quickLookCompatible) {
2305
+
2306
+ // Seems we can do this to basically enforce alpha hashing / dithered transparency in QuickLook –
2307
+ // works completely different in usdview though...
2308
+ if (haveConnectedOpacityThreshold) {
2309
+ console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping alphaHash opacity threshold.');
2310
+ }
2311
+ else {
2312
+ inputs.push( `${pad}float inputs:opacityThreshold = 0.0000000001` );
2313
+ haveConnectedOpacityThreshold = true;
2314
+ }
2315
+ }
2316
+
2317
+ if ( material.aoMap ) {
2318
+
2319
+ inputs.push( `${pad}float inputs:occlusion.connect = ${materialRoot}/${materialName}/${texName(material.aoMap)}_occlusion.outputs:r>` );
2320
+
2321
+ samplers.push( buildTexture( material.aoMap, 'occlusion', quickLookCompatible, textures, material, usedUVChannels ) );
2322
+
2323
+ }
2324
+
2325
+ if ( material.alphaMap ) {
2326
+
2327
+ inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.alphaMap)}_opacity.outputs:r>` );
2328
+ // TODO this is likely not correct and will prevent blending from working correctly – masking will be used instead
2329
+ inputs.push( `${pad}float inputs:opacityThreshold = 0.0000000001` );
2330
+ haveConnectedOpacity = true;
2331
+ haveConnectedOpacityThreshold = true;
2332
+
2333
+ samplers.push( buildTexture( material.alphaMap, 'opacity', quickLookCompatible, textures, material, usedUVChannels, new Color( 1, 1, 1 ), effectiveOpacity ) );
2334
+
2335
+ } else { // opacity will always be connected if we have a map
2336
+
2337
+ if (haveConnectedOpacity) {
2338
+ console.warn('Opacity for ' + material.name + ' was already connected. Skipping default opacity.');
2339
+ } else {
2340
+ inputs.push( `${pad}float inputs:opacity = ${effectiveOpacity}` );
2341
+ haveConnectedOpacity = true;
2342
+ }
2343
+
2344
+ if ( material.alphaTest > 0.0 ) {
2345
+
2346
+ if (haveConnectedOpacityThreshold) {
2347
+ console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping default opacity threshold.');
2348
+ }
2349
+ else {
2350
+ inputs.push( `${pad}float inputs:opacityThreshold = ${material.alphaTest}` );
2351
+ haveConnectedOpacityThreshold = true;
2352
+ }
2353
+ }
2354
+
2355
+ }
2356
+
2357
+ if ( material instanceof MeshStandardMaterial ) {
2358
+
2359
+ if ( material.emissiveMap ) {
2360
+
2361
+ inputs.push( `${pad}color3f inputs:emissiveColor.connect = ${materialRoot}/${materialName}/${texName(material.emissiveMap)}_emissive.outputs:rgb>` );
2362
+ const color = material.emissive.clone();
2363
+ color.multiplyScalar( material.emissiveIntensity );
2364
+ samplers.push( buildTexture( material.emissiveMap, 'emissive', quickLookCompatible, textures, material, usedUVChannels, color ) );
2365
+
2366
+ } else if ( material.emissive?.getHex() > 0 ) {
2367
+
2368
+ const color = material.emissive.clone();
2369
+ color.multiplyScalar( material.emissiveIntensity );
2370
+ inputs.push( `${pad}color3f inputs:emissiveColor = ${buildColor( color )}` );
2371
+
2372
+ } else {
2373
+
2374
+ // We don't need to export (0,0,0) as emissive color
2375
+ // inputs.push( `${pad}color3f inputs:emissiveColor = (0, 0, 0)` );
2376
+
2377
+ }
2378
+
2379
+ if ( material.normalMap ) {
2380
+
2381
+ inputs.push( `${pad}normal3f inputs:normal.connect = ${materialRoot}/${materialName}/${texName(material.normalMap)}_normal.outputs:rgb>` );
2382
+
2383
+ samplers.push( buildTexture( material.normalMap, 'normal', quickLookCompatible, textures, material, usedUVChannels ) );
2384
+
2385
+ }
2386
+
2387
+ if ( material.roughnessMap && material.roughness === 1 ) {
2388
+
2389
+ inputs.push( `${pad}float inputs:roughness.connect = ${materialRoot}/${materialName}/${texName(material.roughnessMap)}_roughness.outputs:g>` );
2390
+
2391
+ samplers.push( buildTexture( material.roughnessMap, 'roughness', quickLookCompatible, textures, material, usedUVChannels ) );
2392
+
2393
+ } else {
2394
+
2395
+ inputs.push( `${pad}float inputs:roughness = ${material.roughness !== undefined ? material.roughness : 1 }` );
2396
+
2397
+ }
2398
+
2399
+ if ( material.metalnessMap && material.metalness === 1 ) {
2400
+
2401
+ inputs.push( `${pad}float inputs:metallic.connect = ${materialRoot}/${materialName}/${texName(material.metalnessMap)}_metallic.outputs:b>` );
2402
+
2403
+ samplers.push( buildTexture( material.metalnessMap, 'metallic', quickLookCompatible, textures, material, usedUVChannels ) );
2404
+
2405
+ } else {
2406
+
2407
+ inputs.push( `${pad}float inputs:metallic = ${material.metalness !== undefined ? material.metalness : 0 }` );
2408
+
2409
+ }
2410
+
2411
+ }
2412
+
2413
+ if ( material instanceof MeshPhysicalMaterial ) {
2414
+
2415
+ inputs.push( `${pad}float inputs:clearcoat = ${material.clearcoat}` );
2416
+ inputs.push( `${pad}float inputs:clearcoatRoughness = ${material.clearcoatRoughness}` );
2417
+ inputs.push( `${pad}float inputs:ior = ${material.ior}` );
2418
+
2419
+ if ( !material.transparent && ! (material.alphaTest > 0.0) && material.transmissionMap) {
2420
+
2421
+ inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.transmissionMap)}_transmission.outputs:r>` );
2422
+
2423
+ samplers.push( buildTexture( material.transmissionMap, 'transmission', quickLookCompatible, textures, material, usedUVChannels ) );
2424
+ }
2425
+
2426
+ }
2427
+
2428
+ // check if usedUVChannels contains any data besides exactly 0 or 1
2429
+ if (usedUVChannels.size > 2) {
2430
+ console.warn('USDZExporter: Material ' + material.name + ' uses more than 2 UV channels. Currently, only UV0 and UV1 are supported.');
2431
+ }
2432
+ else if (usedUVChannels.size === 2) {
2433
+ // check if it's exactly 0 and 1
2434
+ if (!usedUVChannels.has(0) || !usedUVChannels.has(1)) {
2435
+ console.warn('USDZExporter: Material ' + material.name + ' uses UV channels other than 0 and 1. Currently, only UV0 and UV1 are supported.');
2436
+ }
2437
+ }
2438
+
2439
+
2440
+ return `
2441
+
2442
+ def Material "${materialName}" ${material.name ?`(
2443
+ displayName = "${makeDisplayNameSafe(material.name)}"
2444
+ )` : ''}
2445
+ {
2446
+ token outputs:surface.connect = ${materialRoot}/${materialName}/PreviewSurface.outputs:surface>
2447
+
2448
+ def Shader "PreviewSurface"
2449
+ {
2450
+ uniform token info:id = "UsdPreviewSurface"
2451
+ ${inputs.join( '\n' )}
2452
+ int inputs:useSpecularWorkflow = ${material instanceof MeshBasicMaterial ? '1' : '0'}
2453
+ token outputs:surface
2454
+ }
2455
+ ${samplers.length > 0 ? `
2456
+ ${usedUVChannels.has(0) ? `
2457
+ def Shader "uvReader_st"
2458
+ {
2459
+ uniform token info:id = "UsdPrimvarReader_float2"
2460
+ token inputs:varname = "st"
2461
+ float2 inputs:fallback = (0.0, 0.0)
2462
+ float2 outputs:result
2463
+ }
2464
+ ` : ''}
2465
+ ${usedUVChannels.has(1) ? `
2466
+ def Shader "uvReader_st1"
2467
+ {
2468
+ uniform token info:id = "UsdPrimvarReader_float2"
2469
+ token inputs:varname = "st1"
2470
+ float2 inputs:fallback = (0.0, 0.0)
2471
+ float2 outputs:result
2472
+ }
2473
+ ` : ''}
2474
+ ${samplers.join( '\n' )}` : ''}
2475
+ }`;
2476
+ }
2477
+
2478
+ // #endregion
2479
+
2480
+ function buildColor( color ) {
2481
+
2482
+ return `(${color.r}, ${color.g}, ${color.b})`;
2483
+
2484
+ }
2485
+
2486
+ function buildVector2( vector ) {
2487
+
2488
+ return `(${ vector.x }, ${ vector.y })`;
2489
+
2490
+ }
2491
+
2492
+ const formatsWithAlphaChannel = [
2493
+ // uncompressed formats with alpha channel
2494
+ 1023, // RGBAFormat
2495
+ // compressed formats with alpha channel
2496
+ 33777, // RGBA_S3TC_DXT1_Format
2497
+ 33778, // RGBA_S3TC_DXT3_Format
2498
+ 33779, // RGBA_S3TC_DXT5_Format
2499
+ 35842, // RGBA_PVRTC_4BPPV1_Format
2500
+ 35843, // RGBA_PVRTC_2BPPV1_Format
2501
+ 37496, // RGBA_ETC2_EAC_Format
2502
+ 37808, // RGBA_ASTC_4x4_Format
2503
+ 37809, // RGBA_ASTC_5x4_Format
2504
+ 37810, // RGBA_ASTC_5x5_Format
2505
+ 37811, // RGBA_ASTC_6x5_Format
2506
+ 37812, // RGBA_ASTC_6x6_Format
2507
+ 37813, // RGBA_ASTC_8x5_Format
2508
+ 37814, // RGBA_ASTC_8x6_Format
2509
+ 37815, // RGBA_ASTC_8x8_Format
2510
+ 37816, // RGBA_ASTC_10x5_Format
2511
+ 37817, // RGBA_ASTC_10x6_Format
2512
+ 37818, // RGBA_ASTC_10x8_Format
2513
+ 37819, // RGBA_ASTC_10x10_Format
2514
+ 37820, // RGBA_ASTC_12x10_Format
2515
+ 37821, // RGBA_ASTC_12x12_Format
2516
+ 36492, // RGBA_BPTC_Format
2517
+ ];
2518
+
2519
+
2520
+ // #region exports
2521
+
2522
+ export {
2523
+ buildMatrix,
2524
+ decompressGpuTexture,
2525
+ findStructuralNodesInBoneHierarchy,
2526
+ formatsWithAlphaChannel,
2527
+ getBoneName,
2528
+ getMaterialName as getMaterialNameForUSD,
2529
+ getPathToSkeleton,
2530
+ imageToCanvas,
2531
+ imageToCanvasUnpremultiplied,
2532
+ makeNameSafe as makeNameSafeForUSD,
2533
+ USDDocument,
2534
+ fn as usdNumberFormatting,
2535
+ USDObject,
2536
+ USDWriter,
2537
+ USDZExporter,
2538
+ USDZExporterContext,
2539
2539
  };