@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
@@ -1,1254 +1,1254 @@
1
- import { AnimationClip, Material, Matrix4, Mesh, Object3D, Quaternion, Vector3 } from "three";
2
-
3
- import { isDevEnvironment, showBalloonWarning } from "../../../../../engine/debug/index.js";
4
- import { serializable } from "../../../../../engine/engine_serialization_decorator.js";
5
- import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../../../../../engine/engine_three_utils.js";
6
- import { getParam } from "../../../../../engine/engine_utils.js";
7
- import { compareAssociation } from "../../../../../engine/extensions/extension_utils.js";
8
- import type { State } from "../../../../../engine/extensions/NEEDLE_animator_controller_model.js";
9
- import { NEEDLE_progressive } from "../../../../../engine/extensions/NEEDLE_progressive.js";
10
- import { Animation } from "../../../../Animation.js";
11
- import { Animator } from "../../../../Animator.js";
12
- import { AudioSource } from "../../../../AudioSource.js";
13
- import { Behaviour, GameObject } from "../../../../Component.js";
14
- import type { IPointerClickHandler, PointerEventData } from "../../../../ui/PointerEvents.js";
15
- import { ObjectRaycaster,Raycaster } from "../../../../ui/Raycaster.js";
16
- import { makeNameSafeForUSD,USDDocument, USDObject, USDZExporterContext } from "../../ThreeUSDZExporter.js";
17
- import { AnimationExtension, RegisteredAnimationInfo, type UsdzAnimation } from "../Animation.js";
18
- import { AudioExtension } from "./AudioExtension.js";
19
- import type { BehaviorExtension, UsdzBehaviour } from "./Behaviour.js";
20
- import { ActionBuilder, ActionModel, BehaviorModel, EmphasizeActionMotionType,GroupActionModel,type IBehaviorElement, Target, TriggerBuilder } from "./BehavioursBuilder.js";
21
-
22
- const debug = getParam("debugusdzbehaviours");
23
-
24
- function ensureRaycaster(obj: GameObject) {
25
- if (!obj) return;
26
- if (!obj.getComponentInParent(Raycaster)) {
27
- if (isDevEnvironment())
28
- console.debug("Raycaster on \"" + obj.name + "\" was automatically added, because no raycaster was found in the parent hierarchy.")
29
- obj.addComponent(ObjectRaycaster);
30
- }
31
- }
32
-
33
- /**
34
- * @category Everywhere Actions
35
- * @group Components
36
- */
37
- export class ChangeTransformOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
38
-
39
- @serializable(Object3D)
40
- object?: Object3D;
41
-
42
- @serializable(Object3D)
43
- target?: Object3D;
44
-
45
- @serializable()
46
- duration: number = 1;
47
-
48
- @serializable()
49
- relativeMotion: boolean = false;
50
-
51
- private coroutine: Generator | null = null;
52
-
53
- private targetPos = new Vector3();
54
- private targetRot = new Quaternion();
55
- private targetScale = new Vector3();
56
-
57
- start(): void {
58
- ensureRaycaster(this.gameObject);
59
- }
60
-
61
- onPointerEnter() {
62
- this.context.input.setCursor("pointer");
63
- }
64
- onPointerExit() {
65
- this.context.input.unsetCursor("pointer");
66
- }
67
-
68
- onPointerClick(args: PointerEventData) {
69
- args.use();
70
- if (this.coroutine) this.stopCoroutine(this.coroutine);
71
- if (!this.relativeMotion)
72
- this.coroutine = this.startCoroutine(this.moveToTarget());
73
- else
74
- this.coroutine = this.startCoroutine(this.moveRelative());
75
- }
76
-
77
- private *moveToTarget() {
78
-
79
- if (!this.target || !this.object) return;
80
-
81
- const thisPos = getWorldPosition(this.object).clone();
82
- const targetPos = getWorldPosition(this.target).clone();
83
-
84
- const thisRot = getWorldQuaternion(this.object).clone();
85
- const targetRot = getWorldQuaternion(this.target).clone();
86
-
87
- const thisScale = getWorldScale(this.object).clone();
88
- const targetScale = getWorldScale(this.target).clone();
89
-
90
- const dist = thisPos.distanceTo(targetPos);
91
- const rotDist = thisRot.angleTo(targetRot);
92
- const scaleDist = thisScale.distanceTo(targetScale);
93
-
94
- if (dist < 0.01 && rotDist < 0.01 && scaleDist < 0.01) {
95
- setWorldPosition(this.object, targetPos);
96
- setWorldQuaternion(this.object, targetRot);
97
- setWorldScale(this.object, targetScale);
98
- this.coroutine = null;
99
- return;
100
- }
101
-
102
- let t01 = 0;
103
- let eased = 0;
104
- while (t01 < 1) {
105
-
106
- t01 += this.context.time.deltaTime / this.duration;
107
- if (t01 > 1) t01 = 1;
108
-
109
- // apply ease-in-out
110
- // https://easings.net/
111
- eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
112
-
113
- this.targetPos.lerpVectors(thisPos, targetPos, eased);
114
- this.targetRot.slerpQuaternions(thisRot, targetRot, eased);
115
- this.targetScale.lerpVectors(thisScale, targetScale, eased);
116
-
117
- setWorldPosition(this.object, this.targetPos);
118
- setWorldQuaternion(this.object, this.targetRot);
119
- setWorldScale(this.object, this.targetScale);
120
-
121
- yield;
122
- }
123
-
124
- this.coroutine = null;
125
- }
126
-
127
- private *moveRelative() {
128
-
129
- if (!this.target || !this.object) return;
130
-
131
- const thisPos = this.object.position.clone();
132
- const thisRot = this.object.quaternion.clone();
133
- const thisScale = this.object.scale.clone();
134
-
135
- const posOffset = this.target.position.clone();
136
- const rotOffset = this.target.quaternion.clone();
137
- const scaleOffset = this.target.scale.clone();
138
-
139
- // convert into right space
140
- posOffset.applyQuaternion(this.object.quaternion);
141
-
142
- this.targetPos.copy(this.object.position).add(posOffset);
143
- this.targetRot.copy(this.object.quaternion).multiply(rotOffset);
144
- this.targetScale.copy(this.object.scale).multiply(scaleOffset);
145
-
146
- let t01 = 0;
147
- let eased = 0;
148
- while (t01 < 1) {
149
-
150
- t01 += this.context.time.deltaTime / this.duration;
151
- if (t01 > 1) t01 = 1;
152
-
153
- // apply ease-in-out
154
- // https://easings.net/
155
- eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
156
-
157
- this.object.position.lerpVectors(thisPos, this.targetPos, eased);
158
- this.object.quaternion.slerpQuaternions(thisRot, this.targetRot, eased);
159
- this.object.scale.lerpVectors(thisScale, this.targetScale, eased);
160
-
161
- yield;
162
- }
163
-
164
- this.coroutine = null;
165
- }
166
-
167
- beforeCreateDocument(ext) {
168
- if (this.target && this.object && this.gameObject) {
169
- const moveForward = new BehaviorModel("Move to " + this.target?.name,
170
- TriggerBuilder.tapTrigger(this.gameObject),
171
- ActionBuilder.transformAction(this.object, this.target, this.duration, this.relativeMotion ? "relative" : "absolute"),
172
- );
173
- ext.addBehavior(moveForward);
174
- }
175
- }
176
- }
177
-
178
- /**
179
- * @category Everywhere Actions
180
- * @group Components
181
- */
182
- export class ChangeMaterialOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
183
-
184
- /**
185
- * The material that will be switched to the variant material
186
- */
187
- @serializable(Material)
188
- materialToSwitch?: Material;
189
-
190
- /**
191
- * The material that will be switched to
192
- */
193
- @serializable(Material)
194
- variantMaterial?: Material;
195
-
196
- /**
197
- * The duration of the fade effect in seconds (USDZ/Quicklook only)
198
- * @default 0
199
- */
200
- @serializable()
201
- fadeDuration: number = 0;
202
-
203
- start(): void {
204
- // initialize the object list
205
- this._objectsWithThisMaterial = this.objectsWithThisMaterial;
206
- ensureRaycaster(this.gameObject);
207
- if (isDevEnvironment() && this._objectsWithThisMaterial.length <= 0) {
208
- console.warn("ChangeMaterialOnClick: No objects found with material \"" + this.materialToSwitch?.name + "\"");
209
- }
210
- }
211
-
212
- onPointerEnter(_args: PointerEventData) {
213
- this.context.input.setCursor("pointer");
214
- }
215
- onPointerExit(_: PointerEventData) {
216
- this.context.input.unsetCursor("pointer");
217
- }
218
- onPointerClick(args: PointerEventData) {
219
- args.use();
220
- if (!this.variantMaterial) return;
221
- for (let i = 0; i < this.objectsWithThisMaterial.length; i++) {
222
- const obj = this.objectsWithThisMaterial[i];
223
- obj.material = this.variantMaterial;
224
- }
225
- }
226
-
227
- private _objectsWithThisMaterial: Mesh[] | null = null;
228
- /** Get all objects in the scene that have the assigned materialToSwitch */
229
- private get objectsWithThisMaterial(): Mesh[] {
230
- if (this._objectsWithThisMaterial != null) return this._objectsWithThisMaterial;
231
- this._objectsWithThisMaterial = [];
232
- if (this.variantMaterial && this.materialToSwitch) {
233
- this.context.scene.traverse(obj => {
234
- if (obj instanceof Mesh) {
235
- if (Array.isArray(obj.material)) {
236
- for (const mat of obj.material) {
237
- if (mat === this.materialToSwitch) {
238
- this.objectsWithThisMaterial.push(obj);
239
- break;
240
- }
241
- }
242
- }
243
- else {
244
- if (obj.material === this.materialToSwitch) {
245
- this.objectsWithThisMaterial.push(obj);
246
- }
247
- else if (compareAssociation(obj.material, this.materialToSwitch)) {
248
- this.objectsWithThisMaterial.push(obj);
249
- }
250
- }
251
- }
252
- });
253
- }
254
- return this._objectsWithThisMaterial;
255
- }
256
-
257
- private selfModel!: USDObject;
258
- private targetModels!: USDObject[];
259
-
260
- private static _materialTriggersPerId: { [key: string]: ChangeMaterialOnClick[] } = {}
261
- private static _startHiddenBehaviour: BehaviorModel | null = null;
262
- private static _parallelStartHiddenActions: USDObject[] = [];
263
-
264
- async beforeCreateDocument(_ext: BehaviorExtension, _context) {
265
- this.targetModels = [];
266
- ChangeMaterialOnClick._materialTriggersPerId = {}
267
- ChangeMaterialOnClick.variantSwitchIndex = 0;
268
-
269
- // Ensure that the progressive textures have been loaded for all variants and materials
270
- if (this.materialToSwitch) {
271
- await NEEDLE_progressive.assignTextureLOD(this.materialToSwitch, 0);
272
- }
273
- if (this.variantMaterial) {
274
- await NEEDLE_progressive.assignTextureLOD(this.variantMaterial, 0);
275
- }
276
- }
277
-
278
-
279
- createBehaviours(_ext: BehaviorExtension, model: USDObject, _context) {
280
-
281
- const shouldExport = this.objectsWithThisMaterial.find(o => o.uuid === model.uuid);
282
- if (shouldExport) {
283
- this.targetModels.push(model);
284
- }
285
- if (this.gameObject.uuid === model.uuid) {
286
- this.selfModel = model;
287
- if (this.materialToSwitch) {
288
- if (!ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid])
289
- ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid] = [];
290
- ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid].push(this);
291
- }
292
- }
293
- }
294
-
295
- afterCreateDocument(ext: BehaviorExtension, _context) {
296
-
297
- if (!this.materialToSwitch) return;
298
- const handlers = ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
299
- if (handlers) {
300
- const variants: { [key: string]: Array<USDObject> } = {}
301
- for (const handler of handlers) {
302
- const createdVariants = handler.createVariants();
303
- if (createdVariants && createdVariants.length > 0)
304
- variants[handler.selfModel.uuid] = createdVariants;
305
- }
306
- for (const handler of handlers) {
307
- const otherVariants: Array<USDObject> = [];
308
- for (const key in variants) {
309
- if (key !== handler.selfModel.uuid) {
310
- otherVariants.push(...variants[key]);
311
- }
312
- }
313
- handler.createAndAttachBehaviors(ext, variants[handler.selfModel.uuid], otherVariants);
314
- }
315
- }
316
- delete ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
317
- }
318
-
319
- private createAndAttachBehaviors(ext: BehaviorExtension, myVariants: Array<USDObject>, otherVariants: Array<USDObject>) {
320
- const select: ActionModel[] = [];
321
-
322
- const fadeDuration = Math.max(0, this.fadeDuration);
323
-
324
- select.push(ActionBuilder.fadeAction([...this.targetModels, ...otherVariants], fadeDuration, false));
325
- select.push(ActionBuilder.fadeAction(myVariants, fadeDuration, true));
326
-
327
- ext.addBehavior(new BehaviorModel("Select_" + this.selfModel.name,
328
- TriggerBuilder.tapTrigger(this.selfModel),
329
- ActionBuilder.parallel(...select))
330
- );
331
- ChangeMaterialOnClick._parallelStartHiddenActions.push(...myVariants);
332
- if (!ChangeMaterialOnClick._startHiddenBehaviour) {
333
- ChangeMaterialOnClick._startHiddenBehaviour =
334
- new BehaviorModel("StartHidden_" + this.selfModel.name,
335
- TriggerBuilder.sceneStartTrigger(),
336
- ActionBuilder.fadeAction(ChangeMaterialOnClick._parallelStartHiddenActions, fadeDuration, false));
337
- ext.addBehavior(ChangeMaterialOnClick._startHiddenBehaviour);
338
- }
339
- }
340
-
341
- private static getMaterialName(material: Material) {
342
- return makeNameSafeForUSD(material.name || 'Material') + "_" + material.id;
343
- }
344
-
345
- static variantSwitchIndex: number = 0;
346
- private createVariants() {
347
- if (!this.variantMaterial) return null;
348
-
349
- const variantModels: USDObject[] = [];
350
- for (const target of this.targetModels) {
351
- const variant = target.clone();
352
- variant.name += "_Variant_" + ChangeMaterialOnClick.variantSwitchIndex++ + "_" + ChangeMaterialOnClick.getMaterialName(this.variantMaterial);
353
- variant.displayName = variant.displayName + ": Variant with material " + this.variantMaterial.name;
354
- variant.material = this.variantMaterial;
355
- variant.geometry = target.geometry;
356
- variant.transform = target.transform;
357
-
358
- if (!target.parent || !target.parent.isEmpty()) {
359
- USDObject.createEmptyParent(target);
360
- }
361
- if (target.parent) target.parent.add(variant);
362
- variantModels.push(variant);
363
- }
364
- return variantModels;
365
- }
366
- }
367
-
368
- /**
369
- * @category Everywhere Actions
370
- * @group Components
371
- */
372
- export class SetActiveOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
373
-
374
- @serializable(Object3D)
375
- target?: Object3D;
376
-
377
- @serializable()
378
- toggleOnClick: boolean = false;
379
-
380
- @serializable()
381
- targetState: boolean = true;
382
-
383
- @serializable()
384
- hideSelf: boolean = true;
385
-
386
- start(): void {
387
- ensureRaycaster(this.gameObject);
388
- }
389
-
390
- onPointerEnter() {
391
- this.context.input.setCursor("pointer");
392
- }
393
- onPointerExit() {
394
- this.context.input.unsetCursor("pointer");
395
- }
396
-
397
- onPointerClick(args: PointerEventData) {
398
- args.use();
399
-
400
- if (!this.toggleOnClick && this.hideSelf)
401
- this.gameObject.visible = false;
402
-
403
- if (this.target)
404
- this.target.visible = this.toggleOnClick ? !this.target.visible : this.targetState;
405
- }
406
-
407
- private selfModel!: USDObject;
408
- private selfModelClone!: USDObject;
409
- private targetModel?: USDObject;
410
- private toggleModel?: USDObject;
411
-
412
- createBehaviours(_, model: USDObject, _context: USDZExporterContext) {
413
- if (model.uuid === this.gameObject.uuid) {
414
- this.selfModel = model;
415
- this.selfModelClone = model.clone();
416
- }
417
- }
418
-
419
- private stateBeforeCreatingDocument: boolean = false;
420
- private targetStateBeforeCreatingDocument: boolean = false;
421
- private static clonedToggleIndex = 0;
422
- private static wasVisible = Symbol("usdz_SetActiveOnClick_wasVisible");
423
- private static toggleClone = Symbol("clone for toggling");
424
- private static reverseToggleClone = Symbol("clone for reverse toggling");
425
-
426
- beforeCreateDocument() {
427
- if (!this.target) return;
428
-
429
- // need to cache on the object itself, because otherwise different actions would override each other's visibility state
430
- // TODO would probably be better to have this somewhere on the exporter, not on this component
431
- if (this.gameObject[SetActiveOnClick.wasVisible] === undefined)
432
- this.gameObject[SetActiveOnClick.wasVisible] = this.gameObject.activeSelf;
433
- if (this.target[SetActiveOnClick.wasVisible] === undefined)
434
- this.target[SetActiveOnClick.wasVisible] = (this.target as GameObject).activeSelf;
435
-
436
- this.stateBeforeCreatingDocument = this.gameObject[SetActiveOnClick.wasVisible];
437
- this.targetStateBeforeCreatingDocument = this.target[SetActiveOnClick.wasVisible];
438
-
439
- // Objects need to be on so they are exported, as we're skipping invisible objects
440
- this.gameObject.visible = true;
441
- this.target.visible = true;
442
- }
443
-
444
- afterCreateDocument(ext: BehaviorExtension, context: USDZExporterContext) {
445
- if (!this.target) return;
446
-
447
- // Parameters:
448
- // - hideSelf: the trigger is hidden after clicking. Can basically only be used once.
449
- // - toggleOnClick: the target is toggled on/off when the trigger is clicked.
450
- // - targetState: the target is set to this state when the trigger is clicked.
451
-
452
- // Combinations:
453
- // - when toggleOnClick is on, hideSelf is ignored
454
- // - we need to make a copy of our object
455
- // - when the trigger is clicked
456
- // - hide the original trigger
457
- // - show the copied trigger
458
- // - set the target to targetState
459
- // - when the copied trigger is clicked
460
- // - hide the copied trigger
461
- // - show the original trigger again
462
- // - set the target to !targetState
463
- // - when toggleOnClick is off, hideSelf is used
464
- // - no copy is needed
465
- // - when the trigger is clicked
466
- // - hide the trigger
467
- // - set the target to the targetState
468
-
469
- this.targetModel = context.document.findById(this.target.uuid);
470
- const originalModel = this.selfModel;
471
-
472
- if (this.selfModel && this.targetModel) {
473
- let selfModel = this.selfModel;
474
- let targetState = this.targetState;
475
-
476
- // if we toggle, we need to create a copy of our object
477
- if (this.toggleOnClick) {
478
- // When toggling we want to respect the current state of the target,
479
- // so effectively this.targetState and this.hideSelf are ignored.
480
- targetState = !this.targetStateBeforeCreatingDocument;
481
-
482
-
483
- // Potentially it's easier/better to just "clone" and put the object as a sibling next
484
- // to the rest of the hierarchy. This way we would lose nested clicks (clicking on a child would not trigger events)
485
- // but we're not potentially duplicating tons of objects.
486
- // It's much easier to reason about nested actions when we're not duplicating tons of hierarchy...
487
- // We can probably only do a shallow clone when the tapped object has geometry of its own, otherwise
488
- // we end up with nothing to tap on.
489
-
490
- // Option A: we deep clone ourselves. This makes hierarchical cases and nested behaviours really complex.
491
- // We do this currently when the object doesn't have any geometry.
492
- if (!this.selfModelClone.geometry) {
493
- if (!this.selfModel.parent || this.selfModel.parent.isEmpty())
494
- USDDocument.createEmptyParent(this.selfModel);
495
- this.toggleModel = this.selfModel.deepClone();
496
- this.toggleModel.name += "_toggle";
497
- this.selfModel.parent!.add(this.toggleModel);
498
- }
499
- else {
500
- // Option B: we shallow clone ourselves and put the clone next to us. This means childs are not clickable anymore.
501
- // We create clones exactly once for this gameObject, so that all SetActiveOnClick on the same object use the same trigger.
502
- if (!this.gameObject[SetActiveOnClick.toggleClone]) {
503
- const clone = this.selfModelClone.clone();
504
- clone.setMatrix(new Matrix4());
505
- clone.name += "_toggle" + (SetActiveOnClick.clonedToggleIndex++);
506
- originalModel.add(clone);
507
- this.gameObject[SetActiveOnClick.toggleClone] = clone;
508
-
509
- console.warn("USDZExport: Toggle " + this.gameObject.name + " doesn't have geometry. It will be deep cloned and nested behaviours will likely not work.");
510
- }
511
- const clonedSelfModel = this.gameObject[SetActiveOnClick.toggleClone];
512
-
513
- if (!this.gameObject[SetActiveOnClick.reverseToggleClone]) {
514
- const clone = this.selfModelClone.clone();
515
- clone.setMatrix(new Matrix4());
516
- clone.name += "_toggleReverse" + (SetActiveOnClick.clonedToggleIndex++);
517
- originalModel.add(clone);
518
- this.gameObject[SetActiveOnClick.reverseToggleClone] = clone;
519
- }
520
- this.toggleModel = this.gameObject[SetActiveOnClick.reverseToggleClone];
521
-
522
- if (!this.toggleModel!.geometry || !clonedSelfModel.geometry) {
523
- console.error("triggers without childs and without geometry won't work!", this, originalModel.geometry)
524
- }
525
-
526
- // We're targeting the clone in the actions below, not the original object
527
- selfModel = clonedSelfModel;
528
-
529
- // Remove the geometry, we've duplicated it into the toggle/reverseToggle already
530
- originalModel.geometry = null;
531
- originalModel.material = null;
532
-
533
- // Known issues: clone() does not clone skinned mesh geometry, lights, cameras;
534
- // we still have them on the original object and the clones won't have it.
535
- }
536
- }
537
-
538
- // this.toggleOnClick is false, so we don't have a toggleModel – no need for clones,
539
- // just set the target object to targetState and optionally hide ourselves
540
- if (!this.toggleModel) {
541
- const sequence: ActionModel[] = [];
542
- if (this.hideSelf)
543
- sequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
544
- sequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
545
-
546
- ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_ToggleTo" + (targetState ? "On" : "Off"),
547
- TriggerBuilder.tapTrigger(selfModel),
548
- sequence.length > 1 ? ActionBuilder.parallel(...sequence) : sequence[0],
549
- ));
550
- }
551
- // We have a toggleModel, so we need to set up two sequences:
552
- // - one that hides the original object, shows the toggle and sets the target to targetState
553
- // - one that hides the toggle, shows the original object and sets the target to !targetState
554
- else if (this.toggleOnClick) {
555
- const toggleSequence: ActionModel[] = [];
556
- toggleSequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
557
- toggleSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, true));
558
- toggleSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
559
-
560
- ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_ToggleTo" + (targetState ? "On" : "Off"),
561
- TriggerBuilder.tapTrigger(selfModel),
562
- ActionBuilder.parallel(...toggleSequence)
563
- ));
564
-
565
- const reverseSequence: ActionModel[] = [];
566
- reverseSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, false));
567
- reverseSequence.push(ActionBuilder.fadeAction(selfModel, 0, true));
568
- reverseSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, !targetState));
569
-
570
- ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_ToggleTo" + (!targetState ? "On" : "Off"),
571
- TriggerBuilder.tapTrigger(this.toggleModel),
572
- ActionBuilder.parallel(...reverseSequence)
573
- ));
574
- }
575
-
576
- // Ensure initial states are set correctly so that we get the same result as was currently active in the runtime
577
- const objectsToHide = new Array<USDObject>();
578
- if (!this.targetStateBeforeCreatingDocument)
579
- objectsToHide.push(this.targetModel);
580
- if (!this.stateBeforeCreatingDocument)
581
- objectsToHide.push(originalModel);
582
- if (this.toggleModel)
583
- objectsToHide.push(this.toggleModel);
584
-
585
- HideOnStart.add(objectsToHide, ext);
586
- }
587
- }
588
-
589
- afterSerialize(_ext: BehaviorExtension, _context: USDZExporterContext): void {
590
- // cleanup visibility cache
591
- if (this.gameObject[SetActiveOnClick.wasVisible] !== undefined) {
592
- this.gameObject.visible = this.gameObject[SetActiveOnClick.wasVisible];
593
- delete this.gameObject[SetActiveOnClick.wasVisible];
594
- }
595
- if (this.target && this.target[SetActiveOnClick.wasVisible] !== undefined) {
596
- this.target.visible = this.target[SetActiveOnClick.wasVisible];
597
- delete this.target[SetActiveOnClick.wasVisible];
598
- }
599
-
600
- // cleanup trigger clones
601
- delete this.gameObject[SetActiveOnClick.toggleClone];
602
- delete this.gameObject[SetActiveOnClick.reverseToggleClone];
603
- }
604
- }
605
-
606
- /**
607
- * @category Everywhere Actions
608
- * @group Components
609
- */
610
- export class HideOnStart extends Behaviour implements UsdzBehaviour {
611
-
612
- private static _fadeBehaviour?: BehaviorModel;
613
- private static _fadeObjects: Array<USDObject | Object3D> = [];
614
-
615
- static add(target: Target, ext: BehaviorExtension) {
616
- const arr = Array.isArray(target) ? target : [target];
617
- for (const entry of arr) {
618
- if (!HideOnStart._fadeObjects.includes(entry)) {
619
- console.log("adding hide on start", entry);
620
- HideOnStart._fadeObjects.push(entry);
621
- }
622
- }
623
- if (HideOnStart._fadeBehaviour === undefined) {
624
- HideOnStart._fadeBehaviour = new BehaviorModel("HideOnStart",
625
- TriggerBuilder.sceneStartTrigger(),
626
- //@ts-ignore
627
- ActionBuilder.fadeAction(HideOnStart._fadeObjects, 0, false)
628
- );
629
- ext.addBehavior(HideOnStart._fadeBehaviour);
630
- }
631
- }
632
-
633
- start() {
634
- GameObject.setActive(this.gameObject, false);
635
- }
636
-
637
- createBehaviours(ext, model, _context) {
638
- if (model.uuid === this.gameObject.uuid) {
639
- // we only want to mark the object as HideOnStart if it's still hidden
640
- if (!this.wasVisible) {
641
- HideOnStart.add(model, ext);
642
- }
643
- }
644
- }
645
-
646
- private wasVisible: boolean = false;
647
-
648
- beforeCreateDocument() {
649
- this.wasVisible = GameObject.isActiveSelf(this.gameObject);
650
- }
651
- }
652
-
653
- /**
654
- * @category Everywhere Actions
655
- * @group Components
656
- */
657
- export class EmphasizeOnClick extends Behaviour implements UsdzBehaviour {
658
-
659
- @serializable()
660
- target?: Object3D;
661
-
662
- @serializable()
663
- duration: number = 0.5;
664
-
665
- @serializable()
666
- motionType: EmphasizeActionMotionType = "bounce";
667
-
668
- beforeCreateDocument() { }
669
-
670
- createBehaviours(ext, model, _context) {
671
- if (!this.target) return;
672
-
673
- if (model.uuid === this.gameObject.uuid) {
674
- const emphasize = new BehaviorModel("emphasize " + this.name,
675
- TriggerBuilder.tapTrigger(this.gameObject),
676
- ActionBuilder.emphasize(this.target, this.duration, this.motionType, undefined, "basic"),
677
- );
678
- ext.addBehavior(emphasize);
679
- }
680
- }
681
-
682
- afterCreateDocument(_ext, _context) { }
683
- }
684
-
685
- /**
686
- * @category Everywhere Actions
687
- * @group Components
688
- */
689
- export class PlayAudioOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
690
-
691
- @serializable(AudioSource)
692
- target?: AudioSource;
693
-
694
- @serializable(URL)
695
- clip: string = "";
696
-
697
- @serializable()
698
- toggleOnClick: boolean = false;
699
-
700
- // Not exposed, but used for implicit playback of PlayOnAwake audio sources
701
- trigger: "tap" | "start" = "tap";
702
-
703
- start(): void {
704
- ensureRaycaster(this.gameObject);
705
- }
706
-
707
- ensureAudioSource() {
708
- if (!this.target) {
709
- const newAudioSource = this.gameObject.addComponent(AudioSource);
710
- if (newAudioSource) {
711
- this.target = newAudioSource;
712
- newAudioSource.spatialBlend = 1;
713
- newAudioSource.volume = 1;
714
- newAudioSource.loop = false;
715
- newAudioSource.preload = true;
716
- }
717
- }
718
- }
719
-
720
-
721
- onPointerEnter() {
722
- this.context.input.setCursor("pointer");
723
- }
724
- onPointerExit() {
725
- this.context.input.unsetCursor("pointer");
726
- }
727
- onPointerClick(args: PointerEventData) {
728
- args.use();
729
-
730
- if (!this.target?.clip && !this.clip) return;
731
-
732
- this.ensureAudioSource();
733
-
734
- if (this.target) {
735
-
736
- if (this.target.isPlaying && this.toggleOnClick) {
737
- this.target.stop();
738
- }
739
- else {
740
- if (!this.toggleOnClick && this.target.isPlaying) {
741
- this.target.stop();
742
- }
743
- if (this.clip) this.target.play(this.clip);
744
- else this.target.play();
745
- }
746
- }
747
- }
748
-
749
- createBehaviours(ext: BehaviorExtension, model: USDObject, _context: USDZExporterContext) {
750
- if (!this.target && !this.clip) return;
751
- if (model.uuid === this.gameObject.uuid) {
752
-
753
- const clipUrl = this.clip ? this.clip : this.target ? this.target.clip : undefined;
754
- if (!clipUrl) return;
755
- if (typeof clipUrl !== "string") return;
756
-
757
- const playbackTarget = this.target ? this.target.gameObject : this.gameObject;
758
- const clipName = AudioExtension.getName(clipUrl);
759
- const volume = this.target ? this.target.volume : 1;
760
- const auralMode = this.target && this.target.spatialBlend == 0 ? "nonSpatial" : "spatial";
761
-
762
- // This checks if any child is clickable – if yes, the tap trigger is added; if not, we omit it.
763
- let anyChildHasGeometry = false;
764
- this.gameObject.traverse(c => {
765
- if (c instanceof Mesh && c.visible) anyChildHasGeometry = true;
766
- });
767
- // Workaround: seems iOS often simply doesn't play audio on scene start when this is NOT present.
768
- // unclear why, but having a useless tap action (nothing to tap on) "fixes" it.
769
- anyChildHasGeometry = true;
770
-
771
- const audioClip = ext.addAudioClip(clipUrl);
772
- // const stopAction: IBehaviorElement = ActionBuilder.playAudioAction(playbackTarget, audioClip, "stop", volume, auralMode);
773
- let playAction: IBehaviorElement = ActionBuilder.playAudioAction(playbackTarget, audioClip, "play", volume, auralMode);
774
- if (this.target && this.target.loop)
775
- playAction = ActionBuilder.sequence(playAction).makeLooping();
776
-
777
- const behaviorName = (this.name ? "_" + this.name : "");
778
-
779
- if (anyChildHasGeometry && this.trigger === "tap")
780
- {
781
- // does not seem to work in iOS / QuickLook...
782
- // TODO use play "type" which can be start/stop/pause
783
- if (this.toggleOnClick) (playAction as ActionModel).multiplePerformOperation = "stop";
784
- const playClipOnTap = new BehaviorModel("playAudio" + behaviorName,
785
- TriggerBuilder.tapTrigger(model),
786
- playAction,
787
- );
788
- ext.addBehavior(playClipOnTap);
789
- }
790
-
791
- // automatically play audio on start too if the referenced AudioSource has playOnAwake enabled
792
- if (this.target && this.target.playOnAwake && this.target.enabled) {
793
- if (anyChildHasGeometry && this.trigger === "tap") {
794
- // WORKAROUND Currently (20240509) we MUST not emit this behaviour if we're also expecting the tap trigger to work.
795
- // Seems to be a regression in QuickLook... audio clips can't be stopped anymore as soon as they start playing.
796
- console.warn("USDZExport: Audio sources that are played on tap can't also auto-play at scene start due to a QuickLook bug.");
797
- }
798
- else {
799
- const playClipOnStart = new BehaviorModel("playAudioOnStart" + behaviorName,
800
- TriggerBuilder.sceneStartTrigger(),
801
- playAction,
802
- );
803
- ext.addBehavior(playClipOnStart);
804
- }
805
- }
806
- }
807
- }
808
- }
809
-
810
- /**
811
- * @category Everywhere Actions
812
- * @group Components
813
- */
814
- export class PlayAnimationOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour, UsdzAnimation {
815
-
816
- @serializable(Animator)
817
- animator?: Animator;
818
-
819
- @serializable()
820
- stateName?: string;
821
-
822
- // Not editable from the outside yet, but from code
823
- // we want to expose this once we have a nice drawer for "Triggers" (e.g. shows proximity distance)
824
- // and once we rename the component to "PlayAnimation" or "PlayAnimationOnTrigger"
825
- trigger: "tap" | "start" = "tap"; // "proximity"
826
- animation?: Animation;
827
-
828
- private get target() { return this.animator?.gameObject || this.animation?.gameObject }
829
-
830
- start(): void {
831
- ensureRaycaster(this.gameObject);
832
- }
833
-
834
-
835
- onPointerEnter() {
836
- this.context.input.setCursor("pointer");
837
- }
838
- onPointerExit() {
839
- this.context.input.unsetCursor("pointer");
840
- }
841
- onPointerClick(args: PointerEventData) {
842
- args.use();
843
- if (!this.target) return;
844
- if (this.stateName) {
845
- // TODO this is currently quite annoying to use,
846
- // as for the web we use the Animator component and its states directly,
847
- // while in QuickLook we use explicit animations / states.
848
- this.animator?.play(this.stateName, 0, 0, .1);
849
- }
850
- }
851
-
852
- private selfModel: any;
853
-
854
- private stateAnimationModel: any;
855
-
856
- private animationSequence? = new Array<RegisteredAnimationInfo>();
857
- private animationLoopAfterSequence? = new Array<RegisteredAnimationInfo>();
858
- private randomOffsetNormalized: number = 0;
859
-
860
- createBehaviours(_ext: BehaviorExtension, model: USDObject, _context: USDZExporterContext) {
861
-
862
- if (model.uuid === this.gameObject.uuid)
863
- this.selfModel = model;
864
- }
865
-
866
- private static animationActions: ActionModel[] = [];
867
- private static rootsWithExclusivePlayback: Set<Object3D> = new Set();
868
-
869
- // Cleanup. TODO This is not the best way as it's called multiple times (once for each component).
870
- afterSerialize() {
871
- if (PlayAnimationOnClick.rootsWithExclusivePlayback.size > 1) {
872
- const message = "Multiple root objects targeted by more than one animation. To work around QuickLook bug FB13410767, animations will be set as \"exclusive\" and activating them will stop other animations being marked as exclusive.";
873
- if (isDevEnvironment()) showBalloonWarning(message);
874
- console.warn(message, ...PlayAnimationOnClick.rootsWithExclusivePlayback);
875
- }
876
- PlayAnimationOnClick.animationActions = [];
877
- PlayAnimationOnClick.rootsWithExclusivePlayback = new Set();
878
- }
879
-
880
- afterCreateDocument(ext: BehaviorExtension, context: USDZExporterContext) {
881
- if ((this.animationSequence === undefined && this.animationLoopAfterSequence === undefined) || !this.stateAnimationModel) return;
882
- if (!this.target) return;
883
-
884
- const document = context.document;
885
-
886
- // check if the AnimationExtension has been attached and what data it has for the current object
887
- const animationExt = context.extensions.find(ext => ext instanceof AnimationExtension) as AnimationExtension;
888
- if (!animationExt) return;
889
-
890
- // This is a workaround for FB13410767 - StartAnimationAction in USDZ preliminary behaviours does not stop when another StartAnimationAction is called on the same prim
891
- // When we play multiple animations on the same root, QuickLook just overlaps them and glitches around instead of stopping an earlier one.
892
- // Once this is fixed, we can relax this check and just always make it non-exclusive again.
893
- // Setting exclusive playback has the side effect of unfortunately canceling all other playing actions that are exclusive too -
894
- // seems there is no finer-grained control over which actions should stop which other actions...
895
- const requiresExclusivePlayback = animationExt.getClipCount(this.target) > 1;
896
- if (requiresExclusivePlayback) {
897
- if (isDevEnvironment())
898
- console.warn("Setting exclusive playback for " + this.target.name + "@" + this.stateName + " because it has " + animationExt.getClipCount(this.target) + " animations. This works around QuickLook bug FB13410767.");
899
-
900
- PlayAnimationOnClick.rootsWithExclusivePlayback.add(this.target);
901
- }
902
-
903
- const behaviorName = (this.name ? this.name : "");
904
-
905
- document.traverse(model => {
906
- if (model.uuid === this.target?.uuid) {
907
- const sequence = PlayAnimationOnClick.getActionForSequences(
908
- document,
909
- model,
910
- this.animationSequence,
911
- this.animationLoopAfterSequence,
912
- this.randomOffsetNormalized,
913
- );
914
-
915
- const playAnimationOnTap = new BehaviorModel(this.trigger + "_" + behaviorName + "_toPlayAnimation_" + this.stateName + "_on_" + this.target?.name,
916
- this.trigger == "tap" ? TriggerBuilder.tapTrigger(this.selfModel) : TriggerBuilder.sceneStartTrigger(),
917
- sequence
918
- );
919
-
920
- // See comment above for why exclusive playback is currently required when playing multiple animations on the same root.
921
- if (requiresExclusivePlayback)
922
- playAnimationOnTap.makeExclusive(true);
923
- ext.addBehavior(playAnimationOnTap);
924
- }
925
- });
926
- }
927
-
928
- static getActionForSequences(_document: USDDocument, model: Target, animationSequence?: Array<RegisteredAnimationInfo>, animationLoopAfterSequence?: Array<RegisteredAnimationInfo>, randomOffsetNormalized?: number) {
929
-
930
- const getOrCacheAction = (model: Target, anim: RegisteredAnimationInfo) => {
931
- let action = PlayAnimationOnClick.animationActions.find(a => a.affectedObjects == model && a.start == anim.start && a.duration == anim.duration && a.animationSpeed == anim.speed);
932
- if (!action) {
933
- action = ActionBuilder.startAnimationAction(model, anim) as ActionModel;
934
- PlayAnimationOnClick.animationActions.push(action);
935
- }
936
- return action;
937
- }
938
-
939
- const sequence = ActionBuilder.sequence();
940
-
941
- if (animationSequence && animationSequence.length > 0)
942
- {
943
- for (const anim of animationSequence) {
944
- sequence.addAction(getOrCacheAction(model, anim));
945
- }
946
- }
947
-
948
- if (animationLoopAfterSequence && animationLoopAfterSequence.length > 0) {
949
- // only make a new action group if there's already stuff in the existing one
950
- const loopSequence = sequence.actions.length == 0 ? sequence : ActionBuilder.sequence();
951
- for (const anim of animationLoopAfterSequence) {
952
- loopSequence.addAction(getOrCacheAction(model, anim));
953
- }
954
- loopSequence.makeLooping();
955
- if (sequence !== loopSequence)
956
- sequence.addAction(loopSequence);
957
- }
958
-
959
- if (randomOffsetNormalized && randomOffsetNormalized > 0) {
960
- sequence.actions.unshift(ActionBuilder.waitAction(randomOffsetNormalized));
961
- }
962
-
963
- return sequence;
964
- }
965
-
966
- static getAndRegisterAnimationSequences(ext: AnimationExtension, target: GameObject, stateName?: string):
967
- {
968
- animationSequence: Array<RegisteredAnimationInfo>,
969
- animationLoopAfterSequence: Array<RegisteredAnimationInfo>,
970
- randomTimeOffset: number,
971
- } | undefined {
972
-
973
- if (!target) return undefined;
974
-
975
- const animator = target.getComponent(Animator);
976
- const animation = target.getComponent(Animation);
977
-
978
- if (!animator && !animation) return undefined;
979
-
980
- if (animator && !stateName) {
981
- throw new Error("PlayAnimationOnClick: No stateName specified for animator " + animator.name + " on " + target.name);
982
- }
983
-
984
- let animationSequence: Array<RegisteredAnimationInfo> = [];
985
- let animationLoopAfterSequence: Array<RegisteredAnimationInfo> = [];
986
-
987
- if (animation) {
988
- const anim = ext.registerAnimation(target, animation.clip);
989
- if (anim) {
990
- if (animation.loop)
991
- animationLoopAfterSequence.push(anim);
992
- else
993
- animationSequence.push(anim);
994
- }
995
-
996
- let randomTimeOffset = 0;
997
- if (animation.minMaxOffsetNormalized) {
998
- const from = animation.minMaxOffsetNormalized.x;
999
- const to = animation.minMaxOffsetNormalized.y;
1000
- randomTimeOffset = (animation.clip?.duration || 1) * (from + Math.random() * (to - from));
1001
- }
1002
-
1003
- return {
1004
- animationSequence,
1005
- animationLoopAfterSequence,
1006
- randomTimeOffset,
1007
- }
1008
- }
1009
-
1010
- // If there's a separate state specified to play after this one, we
1011
- // play it automatically. Theoretically an animator state machine flow could be encoded here.
1012
-
1013
- // We're parsing the Animator states here and follow the transition chain until we find a loop.
1014
- // There are some edge cases:
1015
- // - (0 > 1.looping) should keep looping (1).
1016
- // - (0 > 1 > 1) should keep looping (1).
1017
- // - (0 > 1 > 2 > 3 > 2) should keep looping (2,3).
1018
- // - (0 > 1 > 2 > 3 > 0) should keep looping (0,1,2,3).
1019
- const runtimeController = animator?.runtimeAnimatorController;
1020
- let currentState = runtimeController?.findState(stateName);
1021
- let statesUntilLoop: State[] = [];
1022
- let statesLooping: State[] = [];
1023
-
1024
- if (runtimeController && currentState) {
1025
- // starting point – we have set this above already as startAction
1026
- const visitedStates = new Array<State>;
1027
- visitedStates.push(currentState);
1028
- let foundLoop = false;
1029
-
1030
- while (true && visitedStates.length < 100) {
1031
- if (!currentState || currentState === null || !currentState.transitions || currentState.transitions.length === 0) {
1032
- if (currentState.motion?.isLooping)
1033
- foundLoop = true;
1034
- break;
1035
- }
1036
-
1037
- // find the first transition without parameters
1038
- // TODO we could also find the first _valid_ transition here instead based on the current parameters.
1039
- const transition = currentState.transitions.find(t => t.conditions.length === 0);
1040
- const nextState: State | null = transition ? runtimeController["getState"](transition.destinationState, 0) : null;
1041
- // abort: we found a state loop
1042
- if (nextState && visitedStates.includes(nextState)) {
1043
- currentState = nextState;
1044
- foundLoop = true;
1045
- break;
1046
- }
1047
- // keep looking: transition to another state
1048
- else if (transition) {
1049
- currentState = nextState;
1050
- if (!currentState)
1051
- break;
1052
- visitedStates.push(currentState);
1053
- }
1054
- // abort: no transition found. check if last state is looping
1055
- else {
1056
- foundLoop = currentState.motion?.isLooping ?? false;
1057
- break;
1058
- }
1059
- }
1060
-
1061
- if (foundLoop && currentState) {
1062
- // check what the first state in the loop is – it must be matching the last one we added
1063
- const firstStateInLoop = visitedStates.indexOf(currentState);
1064
- statesUntilLoop = visitedStates.slice(0, firstStateInLoop); // can be empty, which means we're looping all
1065
- statesLooping = visitedStates.slice(firstStateInLoop); // can be empty, which means nothing is looping
1066
-
1067
- // Potentially we need to prevent self-transitions into a non-looping state, these do not result in a loop in the runtime
1068
- /*
1069
- if (statesLooping.length === 1 && !statesLooping[0].motion?.isLooping) {
1070
- statesUntilLoop.push(statesLooping[0]);
1071
- statesLooping = [];
1072
- }
1073
- */
1074
- if (debug) console.log("found loop from " + stateName, "states until loop", statesUntilLoop, "states looping", statesLooping);
1075
- }
1076
- else {
1077
- statesUntilLoop = visitedStates;
1078
- statesLooping = [];
1079
- if (debug) console.log("found no loop from " + stateName, "states", statesUntilLoop);
1080
- }
1081
- // If we do NOT loop, we need to explicitly add a single-keyframe clip with a "hold" pose
1082
- // to prevent the animation from resetting to the start.
1083
- if (!statesLooping.length) {
1084
- const lastState = statesUntilLoop[statesUntilLoop.length - 1];
1085
- const lastClip = lastState.motion?.clip;
1086
- if (lastClip) {
1087
- let clipCopy: AnimationClip | undefined;
1088
- if (ext.holdClipMap.has(lastClip)) {
1089
- clipCopy = ext.holdClipMap.get(lastClip);
1090
- }
1091
- else {
1092
- // We're creating a "hold" clip here; exactly 1 second long, and inteprolates exactly on the duration of the clip
1093
- const holdStateName = lastState.name + "_hold";
1094
- clipCopy = lastClip.clone();
1095
- clipCopy.duration = 1;
1096
- clipCopy.name = holdStateName;
1097
- const lastFrame = lastClip.duration;
1098
- clipCopy.tracks = lastClip.tracks.map(t => {
1099
- const trackCopy = t.clone();
1100
- trackCopy.times = new Float32Array([0, lastFrame]);
1101
- const len = t.values.length;
1102
- const size = t.getValueSize();;
1103
- const lastValue = t.values.slice(len - size, len);
1104
- // we need this twice
1105
- trackCopy.values = new Float32Array(2 * size);
1106
- trackCopy.values.set(lastValue, 0);
1107
- trackCopy.values.set(lastValue, size);
1108
- return trackCopy;
1109
- });
1110
- clipCopy.name = holdStateName;
1111
- ext.holdClipMap.set(lastClip, clipCopy);
1112
- }
1113
-
1114
- if (clipCopy) {
1115
- const holdState = {
1116
- name: clipCopy.name,
1117
- motion: { clip: clipCopy, isLooping: false, name: clipCopy.name },
1118
- speed: 1,
1119
- transitions: [],
1120
- behaviours: [],
1121
- hash: lastState.hash + 1,
1122
- }
1123
- statesLooping.push(holdState);
1124
- }
1125
- }
1126
- }
1127
- }
1128
-
1129
- // Special case: someone's trying to play an empty clip without any motion data, no loops or anything.
1130
- // In that case, we simply go to the rest clip – this is a common case for "idle" states.
1131
- if (statesUntilLoop.length === 1 && (!statesUntilLoop[0].motion?.clip || statesUntilLoop[0].motion?.clip.tracks?.length === 0)) {
1132
- animationSequence = new Array<RegisteredAnimationInfo>();
1133
- const anim = ext.registerAnimation(target, null);
1134
- if (anim) animationSequence.push(anim);
1135
- return undefined;
1136
- }
1137
-
1138
- // filter out any states that don't have motion data
1139
- statesUntilLoop = statesUntilLoop.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
1140
- statesLooping = statesLooping.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
1141
-
1142
- // If none of the found states have motion, we need to warn
1143
- if (statesUntilLoop.length === 0 && statesLooping.length === 0) {
1144
- console.warn("No clips found for state " + stateName + " on " + animator?.name + ", can't export animation data");
1145
- return undefined;
1146
- }
1147
-
1148
- const addStateToSequence = (state: State, sequence: Array<RegisteredAnimationInfo>) => {
1149
- if (!target) return;
1150
- const anim = ext.registerAnimation(target, state.motion.clip ?? null);
1151
- if (anim) {
1152
- anim.speed = state.speed;
1153
- sequence.push(anim);
1154
- }
1155
- else console.warn("Couldn't register animation for state " + state.name + " on " + animator?.name);
1156
- };
1157
-
1158
- // Register all the animation states we found.
1159
- if (statesUntilLoop.length > 0) {
1160
- animationSequence = new Array<RegisteredAnimationInfo>();
1161
- for (const state of statesUntilLoop) {
1162
- addStateToSequence(state, animationSequence);
1163
- }
1164
- }
1165
- if (statesLooping.length > 0) {
1166
- animationLoopAfterSequence = new Array<RegisteredAnimationInfo>();
1167
- for (const state of statesLooping) {
1168
- addStateToSequence(state, animationLoopAfterSequence);
1169
- }
1170
- }
1171
-
1172
- let randomTimeOffset = 0;
1173
- if (animator && runtimeController && animator.minMaxOffsetNormalized) {
1174
- const from = animator.minMaxOffsetNormalized.x;
1175
- const to = animator.minMaxOffsetNormalized.y;
1176
- // first state in the sequence
1177
- const firstState = statesUntilLoop.length ? statesUntilLoop[0] : statesLooping.length ? statesLooping[0] : null;
1178
- randomTimeOffset = (firstState?.motion.clip?.duration || 1) * (from + Math.random() * (to - from));
1179
- }
1180
- return {
1181
- animationSequence,
1182
- animationLoopAfterSequence,
1183
- randomTimeOffset,
1184
- }
1185
- }
1186
-
1187
- createAnimation(ext: AnimationExtension, model: USDObject, _context: USDZExporterContext) {
1188
-
1189
- if (!this.target || (!this.animator && !this.animation)) return;
1190
-
1191
- const result = PlayAnimationOnClick.getAndRegisterAnimationSequences(ext, this.target, this.stateName);
1192
- if (!result) return;
1193
-
1194
- this.animationSequence = result.animationSequence;
1195
- this.animationLoopAfterSequence = result.animationLoopAfterSequence;
1196
- this.randomOffsetNormalized = result.randomTimeOffset;
1197
-
1198
- this.stateAnimationModel = model;
1199
- }
1200
-
1201
- }
1202
-
1203
- export class PreliminaryAction extends Behaviour {
1204
- getType(): string | void { }
1205
- @serializable(Object3D)
1206
- target?: Object3D;
1207
-
1208
-
1209
- getDuration(): number | void { };
1210
- }
1211
-
1212
- export class PreliminaryTrigger extends Behaviour {
1213
-
1214
- @serializable(PreliminaryAction)
1215
- target?: PreliminaryAction;
1216
- }
1217
-
1218
- /**
1219
- * @category Everywhere Actions
1220
- * @group Components
1221
- */
1222
- export class VisibilityAction extends PreliminaryAction {
1223
-
1224
- //@type int
1225
- @serializable()
1226
- type: VisibilityActionType = VisibilityActionType.Hide;
1227
-
1228
- @serializable()
1229
- duration: number = 1;
1230
-
1231
- getType() {
1232
- switch (this.type) {
1233
- case VisibilityActionType.Hide: return "hide";
1234
- case VisibilityActionType.Show: return "show";
1235
- }
1236
- }
1237
-
1238
- getDuration() {
1239
- return this.duration;
1240
- }
1241
- }
1242
-
1243
- /**
1244
- * @category Everywhere Actions
1245
- * @group Components
1246
- */
1247
- export class TapGestureTrigger extends PreliminaryTrigger {
1248
-
1249
- }
1250
-
1251
- export enum VisibilityActionType {
1252
- Show = 0,
1253
- Hide = 1,
1
+ import { AnimationClip, Material, Matrix4, Mesh, Object3D, Quaternion, Vector3 } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonWarning } from "../../../../../engine/debug/index.js";
4
+ import { serializable } from "../../../../../engine/engine_serialization_decorator.js";
5
+ import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../../../../../engine/engine_three_utils.js";
6
+ import { getParam } from "../../../../../engine/engine_utils.js";
7
+ import { compareAssociation } from "../../../../../engine/extensions/extension_utils.js";
8
+ import type { State } from "../../../../../engine/extensions/NEEDLE_animator_controller_model.js";
9
+ import { NEEDLE_progressive } from "../../../../../engine/extensions/NEEDLE_progressive.js";
10
+ import { Animation } from "../../../../Animation.js";
11
+ import { Animator } from "../../../../Animator.js";
12
+ import { AudioSource } from "../../../../AudioSource.js";
13
+ import { Behaviour, GameObject } from "../../../../Component.js";
14
+ import type { IPointerClickHandler, PointerEventData } from "../../../../ui/PointerEvents.js";
15
+ import { ObjectRaycaster,Raycaster } from "../../../../ui/Raycaster.js";
16
+ import { makeNameSafeForUSD,USDDocument, USDObject, USDZExporterContext } from "../../ThreeUSDZExporter.js";
17
+ import { AnimationExtension, RegisteredAnimationInfo, type UsdzAnimation } from "../Animation.js";
18
+ import { AudioExtension } from "./AudioExtension.js";
19
+ import type { BehaviorExtension, UsdzBehaviour } from "./Behaviour.js";
20
+ import { ActionBuilder, ActionModel, BehaviorModel, EmphasizeActionMotionType,GroupActionModel,type IBehaviorElement, Target, TriggerBuilder } from "./BehavioursBuilder.js";
21
+
22
+ const debug = getParam("debugusdzbehaviours");
23
+
24
+ function ensureRaycaster(obj: GameObject) {
25
+ if (!obj) return;
26
+ if (!obj.getComponentInParent(Raycaster)) {
27
+ if (isDevEnvironment())
28
+ console.debug("Raycaster on \"" + obj.name + "\" was automatically added, because no raycaster was found in the parent hierarchy.")
29
+ obj.addComponent(ObjectRaycaster);
30
+ }
31
+ }
32
+
33
+ /**
34
+ * @category Everywhere Actions
35
+ * @group Components
36
+ */
37
+ export class ChangeTransformOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
38
+
39
+ @serializable(Object3D)
40
+ object?: Object3D;
41
+
42
+ @serializable(Object3D)
43
+ target?: Object3D;
44
+
45
+ @serializable()
46
+ duration: number = 1;
47
+
48
+ @serializable()
49
+ relativeMotion: boolean = false;
50
+
51
+ private coroutine: Generator | null = null;
52
+
53
+ private targetPos = new Vector3();
54
+ private targetRot = new Quaternion();
55
+ private targetScale = new Vector3();
56
+
57
+ start(): void {
58
+ ensureRaycaster(this.gameObject);
59
+ }
60
+
61
+ onPointerEnter() {
62
+ this.context.input.setCursor("pointer");
63
+ }
64
+ onPointerExit() {
65
+ this.context.input.unsetCursor("pointer");
66
+ }
67
+
68
+ onPointerClick(args: PointerEventData) {
69
+ args.use();
70
+ if (this.coroutine) this.stopCoroutine(this.coroutine);
71
+ if (!this.relativeMotion)
72
+ this.coroutine = this.startCoroutine(this.moveToTarget());
73
+ else
74
+ this.coroutine = this.startCoroutine(this.moveRelative());
75
+ }
76
+
77
+ private *moveToTarget() {
78
+
79
+ if (!this.target || !this.object) return;
80
+
81
+ const thisPos = getWorldPosition(this.object).clone();
82
+ const targetPos = getWorldPosition(this.target).clone();
83
+
84
+ const thisRot = getWorldQuaternion(this.object).clone();
85
+ const targetRot = getWorldQuaternion(this.target).clone();
86
+
87
+ const thisScale = getWorldScale(this.object).clone();
88
+ const targetScale = getWorldScale(this.target).clone();
89
+
90
+ const dist = thisPos.distanceTo(targetPos);
91
+ const rotDist = thisRot.angleTo(targetRot);
92
+ const scaleDist = thisScale.distanceTo(targetScale);
93
+
94
+ if (dist < 0.01 && rotDist < 0.01 && scaleDist < 0.01) {
95
+ setWorldPosition(this.object, targetPos);
96
+ setWorldQuaternion(this.object, targetRot);
97
+ setWorldScale(this.object, targetScale);
98
+ this.coroutine = null;
99
+ return;
100
+ }
101
+
102
+ let t01 = 0;
103
+ let eased = 0;
104
+ while (t01 < 1) {
105
+
106
+ t01 += this.context.time.deltaTime / this.duration;
107
+ if (t01 > 1) t01 = 1;
108
+
109
+ // apply ease-in-out
110
+ // https://easings.net/
111
+ eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
112
+
113
+ this.targetPos.lerpVectors(thisPos, targetPos, eased);
114
+ this.targetRot.slerpQuaternions(thisRot, targetRot, eased);
115
+ this.targetScale.lerpVectors(thisScale, targetScale, eased);
116
+
117
+ setWorldPosition(this.object, this.targetPos);
118
+ setWorldQuaternion(this.object, this.targetRot);
119
+ setWorldScale(this.object, this.targetScale);
120
+
121
+ yield;
122
+ }
123
+
124
+ this.coroutine = null;
125
+ }
126
+
127
+ private *moveRelative() {
128
+
129
+ if (!this.target || !this.object) return;
130
+
131
+ const thisPos = this.object.position.clone();
132
+ const thisRot = this.object.quaternion.clone();
133
+ const thisScale = this.object.scale.clone();
134
+
135
+ const posOffset = this.target.position.clone();
136
+ const rotOffset = this.target.quaternion.clone();
137
+ const scaleOffset = this.target.scale.clone();
138
+
139
+ // convert into right space
140
+ posOffset.applyQuaternion(this.object.quaternion);
141
+
142
+ this.targetPos.copy(this.object.position).add(posOffset);
143
+ this.targetRot.copy(this.object.quaternion).multiply(rotOffset);
144
+ this.targetScale.copy(this.object.scale).multiply(scaleOffset);
145
+
146
+ let t01 = 0;
147
+ let eased = 0;
148
+ while (t01 < 1) {
149
+
150
+ t01 += this.context.time.deltaTime / this.duration;
151
+ if (t01 > 1) t01 = 1;
152
+
153
+ // apply ease-in-out
154
+ // https://easings.net/
155
+ eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
156
+
157
+ this.object.position.lerpVectors(thisPos, this.targetPos, eased);
158
+ this.object.quaternion.slerpQuaternions(thisRot, this.targetRot, eased);
159
+ this.object.scale.lerpVectors(thisScale, this.targetScale, eased);
160
+
161
+ yield;
162
+ }
163
+
164
+ this.coroutine = null;
165
+ }
166
+
167
+ beforeCreateDocument(ext) {
168
+ if (this.target && this.object && this.gameObject) {
169
+ const moveForward = new BehaviorModel("Move to " + this.target?.name,
170
+ TriggerBuilder.tapTrigger(this.gameObject),
171
+ ActionBuilder.transformAction(this.object, this.target, this.duration, this.relativeMotion ? "relative" : "absolute"),
172
+ );
173
+ ext.addBehavior(moveForward);
174
+ }
175
+ }
176
+ }
177
+
178
+ /**
179
+ * @category Everywhere Actions
180
+ * @group Components
181
+ */
182
+ export class ChangeMaterialOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
183
+
184
+ /**
185
+ * The material that will be switched to the variant material
186
+ */
187
+ @serializable(Material)
188
+ materialToSwitch?: Material;
189
+
190
+ /**
191
+ * The material that will be switched to
192
+ */
193
+ @serializable(Material)
194
+ variantMaterial?: Material;
195
+
196
+ /**
197
+ * The duration of the fade effect in seconds (USDZ/Quicklook only)
198
+ * @default 0
199
+ */
200
+ @serializable()
201
+ fadeDuration: number = 0;
202
+
203
+ start(): void {
204
+ // initialize the object list
205
+ this._objectsWithThisMaterial = this.objectsWithThisMaterial;
206
+ ensureRaycaster(this.gameObject);
207
+ if (isDevEnvironment() && this._objectsWithThisMaterial.length <= 0) {
208
+ console.warn("ChangeMaterialOnClick: No objects found with material \"" + this.materialToSwitch?.name + "\"");
209
+ }
210
+ }
211
+
212
+ onPointerEnter(_args: PointerEventData) {
213
+ this.context.input.setCursor("pointer");
214
+ }
215
+ onPointerExit(_: PointerEventData) {
216
+ this.context.input.unsetCursor("pointer");
217
+ }
218
+ onPointerClick(args: PointerEventData) {
219
+ args.use();
220
+ if (!this.variantMaterial) return;
221
+ for (let i = 0; i < this.objectsWithThisMaterial.length; i++) {
222
+ const obj = this.objectsWithThisMaterial[i];
223
+ obj.material = this.variantMaterial;
224
+ }
225
+ }
226
+
227
+ private _objectsWithThisMaterial: Mesh[] | null = null;
228
+ /** Get all objects in the scene that have the assigned materialToSwitch */
229
+ private get objectsWithThisMaterial(): Mesh[] {
230
+ if (this._objectsWithThisMaterial != null) return this._objectsWithThisMaterial;
231
+ this._objectsWithThisMaterial = [];
232
+ if (this.variantMaterial && this.materialToSwitch) {
233
+ this.context.scene.traverse(obj => {
234
+ if (obj instanceof Mesh) {
235
+ if (Array.isArray(obj.material)) {
236
+ for (const mat of obj.material) {
237
+ if (mat === this.materialToSwitch) {
238
+ this.objectsWithThisMaterial.push(obj);
239
+ break;
240
+ }
241
+ }
242
+ }
243
+ else {
244
+ if (obj.material === this.materialToSwitch) {
245
+ this.objectsWithThisMaterial.push(obj);
246
+ }
247
+ else if (compareAssociation(obj.material, this.materialToSwitch)) {
248
+ this.objectsWithThisMaterial.push(obj);
249
+ }
250
+ }
251
+ }
252
+ });
253
+ }
254
+ return this._objectsWithThisMaterial;
255
+ }
256
+
257
+ private selfModel!: USDObject;
258
+ private targetModels!: USDObject[];
259
+
260
+ private static _materialTriggersPerId: { [key: string]: ChangeMaterialOnClick[] } = {}
261
+ private static _startHiddenBehaviour: BehaviorModel | null = null;
262
+ private static _parallelStartHiddenActions: USDObject[] = [];
263
+
264
+ async beforeCreateDocument(_ext: BehaviorExtension, _context) {
265
+ this.targetModels = [];
266
+ ChangeMaterialOnClick._materialTriggersPerId = {}
267
+ ChangeMaterialOnClick.variantSwitchIndex = 0;
268
+
269
+ // Ensure that the progressive textures have been loaded for all variants and materials
270
+ if (this.materialToSwitch) {
271
+ await NEEDLE_progressive.assignTextureLOD(this.materialToSwitch, 0);
272
+ }
273
+ if (this.variantMaterial) {
274
+ await NEEDLE_progressive.assignTextureLOD(this.variantMaterial, 0);
275
+ }
276
+ }
277
+
278
+
279
+ createBehaviours(_ext: BehaviorExtension, model: USDObject, _context) {
280
+
281
+ const shouldExport = this.objectsWithThisMaterial.find(o => o.uuid === model.uuid);
282
+ if (shouldExport) {
283
+ this.targetModels.push(model);
284
+ }
285
+ if (this.gameObject.uuid === model.uuid) {
286
+ this.selfModel = model;
287
+ if (this.materialToSwitch) {
288
+ if (!ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid])
289
+ ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid] = [];
290
+ ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid].push(this);
291
+ }
292
+ }
293
+ }
294
+
295
+ afterCreateDocument(ext: BehaviorExtension, _context) {
296
+
297
+ if (!this.materialToSwitch) return;
298
+ const handlers = ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
299
+ if (handlers) {
300
+ const variants: { [key: string]: Array<USDObject> } = {}
301
+ for (const handler of handlers) {
302
+ const createdVariants = handler.createVariants();
303
+ if (createdVariants && createdVariants.length > 0)
304
+ variants[handler.selfModel.uuid] = createdVariants;
305
+ }
306
+ for (const handler of handlers) {
307
+ const otherVariants: Array<USDObject> = [];
308
+ for (const key in variants) {
309
+ if (key !== handler.selfModel.uuid) {
310
+ otherVariants.push(...variants[key]);
311
+ }
312
+ }
313
+ handler.createAndAttachBehaviors(ext, variants[handler.selfModel.uuid], otherVariants);
314
+ }
315
+ }
316
+ delete ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
317
+ }
318
+
319
+ private createAndAttachBehaviors(ext: BehaviorExtension, myVariants: Array<USDObject>, otherVariants: Array<USDObject>) {
320
+ const select: ActionModel[] = [];
321
+
322
+ const fadeDuration = Math.max(0, this.fadeDuration);
323
+
324
+ select.push(ActionBuilder.fadeAction([...this.targetModels, ...otherVariants], fadeDuration, false));
325
+ select.push(ActionBuilder.fadeAction(myVariants, fadeDuration, true));
326
+
327
+ ext.addBehavior(new BehaviorModel("Select_" + this.selfModel.name,
328
+ TriggerBuilder.tapTrigger(this.selfModel),
329
+ ActionBuilder.parallel(...select))
330
+ );
331
+ ChangeMaterialOnClick._parallelStartHiddenActions.push(...myVariants);
332
+ if (!ChangeMaterialOnClick._startHiddenBehaviour) {
333
+ ChangeMaterialOnClick._startHiddenBehaviour =
334
+ new BehaviorModel("StartHidden_" + this.selfModel.name,
335
+ TriggerBuilder.sceneStartTrigger(),
336
+ ActionBuilder.fadeAction(ChangeMaterialOnClick._parallelStartHiddenActions, fadeDuration, false));
337
+ ext.addBehavior(ChangeMaterialOnClick._startHiddenBehaviour);
338
+ }
339
+ }
340
+
341
+ private static getMaterialName(material: Material) {
342
+ return makeNameSafeForUSD(material.name || 'Material') + "_" + material.id;
343
+ }
344
+
345
+ static variantSwitchIndex: number = 0;
346
+ private createVariants() {
347
+ if (!this.variantMaterial) return null;
348
+
349
+ const variantModels: USDObject[] = [];
350
+ for (const target of this.targetModels) {
351
+ const variant = target.clone();
352
+ variant.name += "_Variant_" + ChangeMaterialOnClick.variantSwitchIndex++ + "_" + ChangeMaterialOnClick.getMaterialName(this.variantMaterial);
353
+ variant.displayName = variant.displayName + ": Variant with material " + this.variantMaterial.name;
354
+ variant.material = this.variantMaterial;
355
+ variant.geometry = target.geometry;
356
+ variant.transform = target.transform;
357
+
358
+ if (!target.parent || !target.parent.isEmpty()) {
359
+ USDObject.createEmptyParent(target);
360
+ }
361
+ if (target.parent) target.parent.add(variant);
362
+ variantModels.push(variant);
363
+ }
364
+ return variantModels;
365
+ }
366
+ }
367
+
368
+ /**
369
+ * @category Everywhere Actions
370
+ * @group Components
371
+ */
372
+ export class SetActiveOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
373
+
374
+ @serializable(Object3D)
375
+ target?: Object3D;
376
+
377
+ @serializable()
378
+ toggleOnClick: boolean = false;
379
+
380
+ @serializable()
381
+ targetState: boolean = true;
382
+
383
+ @serializable()
384
+ hideSelf: boolean = true;
385
+
386
+ start(): void {
387
+ ensureRaycaster(this.gameObject);
388
+ }
389
+
390
+ onPointerEnter() {
391
+ this.context.input.setCursor("pointer");
392
+ }
393
+ onPointerExit() {
394
+ this.context.input.unsetCursor("pointer");
395
+ }
396
+
397
+ onPointerClick(args: PointerEventData) {
398
+ args.use();
399
+
400
+ if (!this.toggleOnClick && this.hideSelf)
401
+ this.gameObject.visible = false;
402
+
403
+ if (this.target)
404
+ this.target.visible = this.toggleOnClick ? !this.target.visible : this.targetState;
405
+ }
406
+
407
+ private selfModel!: USDObject;
408
+ private selfModelClone!: USDObject;
409
+ private targetModel?: USDObject;
410
+ private toggleModel?: USDObject;
411
+
412
+ createBehaviours(_, model: USDObject, _context: USDZExporterContext) {
413
+ if (model.uuid === this.gameObject.uuid) {
414
+ this.selfModel = model;
415
+ this.selfModelClone = model.clone();
416
+ }
417
+ }
418
+
419
+ private stateBeforeCreatingDocument: boolean = false;
420
+ private targetStateBeforeCreatingDocument: boolean = false;
421
+ private static clonedToggleIndex = 0;
422
+ private static wasVisible = Symbol("usdz_SetActiveOnClick_wasVisible");
423
+ private static toggleClone = Symbol("clone for toggling");
424
+ private static reverseToggleClone = Symbol("clone for reverse toggling");
425
+
426
+ beforeCreateDocument() {
427
+ if (!this.target) return;
428
+
429
+ // need to cache on the object itself, because otherwise different actions would override each other's visibility state
430
+ // TODO would probably be better to have this somewhere on the exporter, not on this component
431
+ if (this.gameObject[SetActiveOnClick.wasVisible] === undefined)
432
+ this.gameObject[SetActiveOnClick.wasVisible] = this.gameObject.activeSelf;
433
+ if (this.target[SetActiveOnClick.wasVisible] === undefined)
434
+ this.target[SetActiveOnClick.wasVisible] = (this.target as GameObject).activeSelf;
435
+
436
+ this.stateBeforeCreatingDocument = this.gameObject[SetActiveOnClick.wasVisible];
437
+ this.targetStateBeforeCreatingDocument = this.target[SetActiveOnClick.wasVisible];
438
+
439
+ // Objects need to be on so they are exported, as we're skipping invisible objects
440
+ this.gameObject.visible = true;
441
+ this.target.visible = true;
442
+ }
443
+
444
+ afterCreateDocument(ext: BehaviorExtension, context: USDZExporterContext) {
445
+ if (!this.target) return;
446
+
447
+ // Parameters:
448
+ // - hideSelf: the trigger is hidden after clicking. Can basically only be used once.
449
+ // - toggleOnClick: the target is toggled on/off when the trigger is clicked.
450
+ // - targetState: the target is set to this state when the trigger is clicked.
451
+
452
+ // Combinations:
453
+ // - when toggleOnClick is on, hideSelf is ignored
454
+ // - we need to make a copy of our object
455
+ // - when the trigger is clicked
456
+ // - hide the original trigger
457
+ // - show the copied trigger
458
+ // - set the target to targetState
459
+ // - when the copied trigger is clicked
460
+ // - hide the copied trigger
461
+ // - show the original trigger again
462
+ // - set the target to !targetState
463
+ // - when toggleOnClick is off, hideSelf is used
464
+ // - no copy is needed
465
+ // - when the trigger is clicked
466
+ // - hide the trigger
467
+ // - set the target to the targetState
468
+
469
+ this.targetModel = context.document.findById(this.target.uuid);
470
+ const originalModel = this.selfModel;
471
+
472
+ if (this.selfModel && this.targetModel) {
473
+ let selfModel = this.selfModel;
474
+ let targetState = this.targetState;
475
+
476
+ // if we toggle, we need to create a copy of our object
477
+ if (this.toggleOnClick) {
478
+ // When toggling we want to respect the current state of the target,
479
+ // so effectively this.targetState and this.hideSelf are ignored.
480
+ targetState = !this.targetStateBeforeCreatingDocument;
481
+
482
+
483
+ // Potentially it's easier/better to just "clone" and put the object as a sibling next
484
+ // to the rest of the hierarchy. This way we would lose nested clicks (clicking on a child would not trigger events)
485
+ // but we're not potentially duplicating tons of objects.
486
+ // It's much easier to reason about nested actions when we're not duplicating tons of hierarchy...
487
+ // We can probably only do a shallow clone when the tapped object has geometry of its own, otherwise
488
+ // we end up with nothing to tap on.
489
+
490
+ // Option A: we deep clone ourselves. This makes hierarchical cases and nested behaviours really complex.
491
+ // We do this currently when the object doesn't have any geometry.
492
+ if (!this.selfModelClone.geometry) {
493
+ if (!this.selfModel.parent || this.selfModel.parent.isEmpty())
494
+ USDDocument.createEmptyParent(this.selfModel);
495
+ this.toggleModel = this.selfModel.deepClone();
496
+ this.toggleModel.name += "_toggle";
497
+ this.selfModel.parent!.add(this.toggleModel);
498
+ }
499
+ else {
500
+ // Option B: we shallow clone ourselves and put the clone next to us. This means childs are not clickable anymore.
501
+ // We create clones exactly once for this gameObject, so that all SetActiveOnClick on the same object use the same trigger.
502
+ if (!this.gameObject[SetActiveOnClick.toggleClone]) {
503
+ const clone = this.selfModelClone.clone();
504
+ clone.setMatrix(new Matrix4());
505
+ clone.name += "_toggle" + (SetActiveOnClick.clonedToggleIndex++);
506
+ originalModel.add(clone);
507
+ this.gameObject[SetActiveOnClick.toggleClone] = clone;
508
+
509
+ console.warn("USDZExport: Toggle " + this.gameObject.name + " doesn't have geometry. It will be deep cloned and nested behaviours will likely not work.");
510
+ }
511
+ const clonedSelfModel = this.gameObject[SetActiveOnClick.toggleClone];
512
+
513
+ if (!this.gameObject[SetActiveOnClick.reverseToggleClone]) {
514
+ const clone = this.selfModelClone.clone();
515
+ clone.setMatrix(new Matrix4());
516
+ clone.name += "_toggleReverse" + (SetActiveOnClick.clonedToggleIndex++);
517
+ originalModel.add(clone);
518
+ this.gameObject[SetActiveOnClick.reverseToggleClone] = clone;
519
+ }
520
+ this.toggleModel = this.gameObject[SetActiveOnClick.reverseToggleClone];
521
+
522
+ if (!this.toggleModel!.geometry || !clonedSelfModel.geometry) {
523
+ console.error("triggers without childs and without geometry won't work!", this, originalModel.geometry)
524
+ }
525
+
526
+ // We're targeting the clone in the actions below, not the original object
527
+ selfModel = clonedSelfModel;
528
+
529
+ // Remove the geometry, we've duplicated it into the toggle/reverseToggle already
530
+ originalModel.geometry = null;
531
+ originalModel.material = null;
532
+
533
+ // Known issues: clone() does not clone skinned mesh geometry, lights, cameras;
534
+ // we still have them on the original object and the clones won't have it.
535
+ }
536
+ }
537
+
538
+ // this.toggleOnClick is false, so we don't have a toggleModel – no need for clones,
539
+ // just set the target object to targetState and optionally hide ourselves
540
+ if (!this.toggleModel) {
541
+ const sequence: ActionModel[] = [];
542
+ if (this.hideSelf)
543
+ sequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
544
+ sequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
545
+
546
+ ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_ToggleTo" + (targetState ? "On" : "Off"),
547
+ TriggerBuilder.tapTrigger(selfModel),
548
+ sequence.length > 1 ? ActionBuilder.parallel(...sequence) : sequence[0],
549
+ ));
550
+ }
551
+ // We have a toggleModel, so we need to set up two sequences:
552
+ // - one that hides the original object, shows the toggle and sets the target to targetState
553
+ // - one that hides the toggle, shows the original object and sets the target to !targetState
554
+ else if (this.toggleOnClick) {
555
+ const toggleSequence: ActionModel[] = [];
556
+ toggleSequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
557
+ toggleSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, true));
558
+ toggleSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
559
+
560
+ ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_ToggleTo" + (targetState ? "On" : "Off"),
561
+ TriggerBuilder.tapTrigger(selfModel),
562
+ ActionBuilder.parallel(...toggleSequence)
563
+ ));
564
+
565
+ const reverseSequence: ActionModel[] = [];
566
+ reverseSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, false));
567
+ reverseSequence.push(ActionBuilder.fadeAction(selfModel, 0, true));
568
+ reverseSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, !targetState));
569
+
570
+ ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_ToggleTo" + (!targetState ? "On" : "Off"),
571
+ TriggerBuilder.tapTrigger(this.toggleModel),
572
+ ActionBuilder.parallel(...reverseSequence)
573
+ ));
574
+ }
575
+
576
+ // Ensure initial states are set correctly so that we get the same result as was currently active in the runtime
577
+ const objectsToHide = new Array<USDObject>();
578
+ if (!this.targetStateBeforeCreatingDocument)
579
+ objectsToHide.push(this.targetModel);
580
+ if (!this.stateBeforeCreatingDocument)
581
+ objectsToHide.push(originalModel);
582
+ if (this.toggleModel)
583
+ objectsToHide.push(this.toggleModel);
584
+
585
+ HideOnStart.add(objectsToHide, ext);
586
+ }
587
+ }
588
+
589
+ afterSerialize(_ext: BehaviorExtension, _context: USDZExporterContext): void {
590
+ // cleanup visibility cache
591
+ if (this.gameObject[SetActiveOnClick.wasVisible] !== undefined) {
592
+ this.gameObject.visible = this.gameObject[SetActiveOnClick.wasVisible];
593
+ delete this.gameObject[SetActiveOnClick.wasVisible];
594
+ }
595
+ if (this.target && this.target[SetActiveOnClick.wasVisible] !== undefined) {
596
+ this.target.visible = this.target[SetActiveOnClick.wasVisible];
597
+ delete this.target[SetActiveOnClick.wasVisible];
598
+ }
599
+
600
+ // cleanup trigger clones
601
+ delete this.gameObject[SetActiveOnClick.toggleClone];
602
+ delete this.gameObject[SetActiveOnClick.reverseToggleClone];
603
+ }
604
+ }
605
+
606
+ /**
607
+ * @category Everywhere Actions
608
+ * @group Components
609
+ */
610
+ export class HideOnStart extends Behaviour implements UsdzBehaviour {
611
+
612
+ private static _fadeBehaviour?: BehaviorModel;
613
+ private static _fadeObjects: Array<USDObject | Object3D> = [];
614
+
615
+ static add(target: Target, ext: BehaviorExtension) {
616
+ const arr = Array.isArray(target) ? target : [target];
617
+ for (const entry of arr) {
618
+ if (!HideOnStart._fadeObjects.includes(entry)) {
619
+ console.log("adding hide on start", entry);
620
+ HideOnStart._fadeObjects.push(entry);
621
+ }
622
+ }
623
+ if (HideOnStart._fadeBehaviour === undefined) {
624
+ HideOnStart._fadeBehaviour = new BehaviorModel("HideOnStart",
625
+ TriggerBuilder.sceneStartTrigger(),
626
+ //@ts-ignore
627
+ ActionBuilder.fadeAction(HideOnStart._fadeObjects, 0, false)
628
+ );
629
+ ext.addBehavior(HideOnStart._fadeBehaviour);
630
+ }
631
+ }
632
+
633
+ start() {
634
+ GameObject.setActive(this.gameObject, false);
635
+ }
636
+
637
+ createBehaviours(ext, model, _context) {
638
+ if (model.uuid === this.gameObject.uuid) {
639
+ // we only want to mark the object as HideOnStart if it's still hidden
640
+ if (!this.wasVisible) {
641
+ HideOnStart.add(model, ext);
642
+ }
643
+ }
644
+ }
645
+
646
+ private wasVisible: boolean = false;
647
+
648
+ beforeCreateDocument() {
649
+ this.wasVisible = GameObject.isActiveSelf(this.gameObject);
650
+ }
651
+ }
652
+
653
+ /**
654
+ * @category Everywhere Actions
655
+ * @group Components
656
+ */
657
+ export class EmphasizeOnClick extends Behaviour implements UsdzBehaviour {
658
+
659
+ @serializable()
660
+ target?: Object3D;
661
+
662
+ @serializable()
663
+ duration: number = 0.5;
664
+
665
+ @serializable()
666
+ motionType: EmphasizeActionMotionType = "bounce";
667
+
668
+ beforeCreateDocument() { }
669
+
670
+ createBehaviours(ext, model, _context) {
671
+ if (!this.target) return;
672
+
673
+ if (model.uuid === this.gameObject.uuid) {
674
+ const emphasize = new BehaviorModel("emphasize " + this.name,
675
+ TriggerBuilder.tapTrigger(this.gameObject),
676
+ ActionBuilder.emphasize(this.target, this.duration, this.motionType, undefined, "basic"),
677
+ );
678
+ ext.addBehavior(emphasize);
679
+ }
680
+ }
681
+
682
+ afterCreateDocument(_ext, _context) { }
683
+ }
684
+
685
+ /**
686
+ * @category Everywhere Actions
687
+ * @group Components
688
+ */
689
+ export class PlayAudioOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour {
690
+
691
+ @serializable(AudioSource)
692
+ target?: AudioSource;
693
+
694
+ @serializable(URL)
695
+ clip: string = "";
696
+
697
+ @serializable()
698
+ toggleOnClick: boolean = false;
699
+
700
+ // Not exposed, but used for implicit playback of PlayOnAwake audio sources
701
+ trigger: "tap" | "start" = "tap";
702
+
703
+ start(): void {
704
+ ensureRaycaster(this.gameObject);
705
+ }
706
+
707
+ ensureAudioSource() {
708
+ if (!this.target) {
709
+ const newAudioSource = this.gameObject.addComponent(AudioSource);
710
+ if (newAudioSource) {
711
+ this.target = newAudioSource;
712
+ newAudioSource.spatialBlend = 1;
713
+ newAudioSource.volume = 1;
714
+ newAudioSource.loop = false;
715
+ newAudioSource.preload = true;
716
+ }
717
+ }
718
+ }
719
+
720
+
721
+ onPointerEnter() {
722
+ this.context.input.setCursor("pointer");
723
+ }
724
+ onPointerExit() {
725
+ this.context.input.unsetCursor("pointer");
726
+ }
727
+ onPointerClick(args: PointerEventData) {
728
+ args.use();
729
+
730
+ if (!this.target?.clip && !this.clip) return;
731
+
732
+ this.ensureAudioSource();
733
+
734
+ if (this.target) {
735
+
736
+ if (this.target.isPlaying && this.toggleOnClick) {
737
+ this.target.stop();
738
+ }
739
+ else {
740
+ if (!this.toggleOnClick && this.target.isPlaying) {
741
+ this.target.stop();
742
+ }
743
+ if (this.clip) this.target.play(this.clip);
744
+ else this.target.play();
745
+ }
746
+ }
747
+ }
748
+
749
+ createBehaviours(ext: BehaviorExtension, model: USDObject, _context: USDZExporterContext) {
750
+ if (!this.target && !this.clip) return;
751
+ if (model.uuid === this.gameObject.uuid) {
752
+
753
+ const clipUrl = this.clip ? this.clip : this.target ? this.target.clip : undefined;
754
+ if (!clipUrl) return;
755
+ if (typeof clipUrl !== "string") return;
756
+
757
+ const playbackTarget = this.target ? this.target.gameObject : this.gameObject;
758
+ const clipName = AudioExtension.getName(clipUrl);
759
+ const volume = this.target ? this.target.volume : 1;
760
+ const auralMode = this.target && this.target.spatialBlend == 0 ? "nonSpatial" : "spatial";
761
+
762
+ // This checks if any child is clickable – if yes, the tap trigger is added; if not, we omit it.
763
+ let anyChildHasGeometry = false;
764
+ this.gameObject.traverse(c => {
765
+ if (c instanceof Mesh && c.visible) anyChildHasGeometry = true;
766
+ });
767
+ // Workaround: seems iOS often simply doesn't play audio on scene start when this is NOT present.
768
+ // unclear why, but having a useless tap action (nothing to tap on) "fixes" it.
769
+ anyChildHasGeometry = true;
770
+
771
+ const audioClip = ext.addAudioClip(clipUrl);
772
+ // const stopAction: IBehaviorElement = ActionBuilder.playAudioAction(playbackTarget, audioClip, "stop", volume, auralMode);
773
+ let playAction: IBehaviorElement = ActionBuilder.playAudioAction(playbackTarget, audioClip, "play", volume, auralMode);
774
+ if (this.target && this.target.loop)
775
+ playAction = ActionBuilder.sequence(playAction).makeLooping();
776
+
777
+ const behaviorName = (this.name ? "_" + this.name : "");
778
+
779
+ if (anyChildHasGeometry && this.trigger === "tap")
780
+ {
781
+ // does not seem to work in iOS / QuickLook...
782
+ // TODO use play "type" which can be start/stop/pause
783
+ if (this.toggleOnClick) (playAction as ActionModel).multiplePerformOperation = "stop";
784
+ const playClipOnTap = new BehaviorModel("playAudio" + behaviorName,
785
+ TriggerBuilder.tapTrigger(model),
786
+ playAction,
787
+ );
788
+ ext.addBehavior(playClipOnTap);
789
+ }
790
+
791
+ // automatically play audio on start too if the referenced AudioSource has playOnAwake enabled
792
+ if (this.target && this.target.playOnAwake && this.target.enabled) {
793
+ if (anyChildHasGeometry && this.trigger === "tap") {
794
+ // WORKAROUND Currently (20240509) we MUST not emit this behaviour if we're also expecting the tap trigger to work.
795
+ // Seems to be a regression in QuickLook... audio clips can't be stopped anymore as soon as they start playing.
796
+ console.warn("USDZExport: Audio sources that are played on tap can't also auto-play at scene start due to a QuickLook bug.");
797
+ }
798
+ else {
799
+ const playClipOnStart = new BehaviorModel("playAudioOnStart" + behaviorName,
800
+ TriggerBuilder.sceneStartTrigger(),
801
+ playAction,
802
+ );
803
+ ext.addBehavior(playClipOnStart);
804
+ }
805
+ }
806
+ }
807
+ }
808
+ }
809
+
810
+ /**
811
+ * @category Everywhere Actions
812
+ * @group Components
813
+ */
814
+ export class PlayAnimationOnClick extends Behaviour implements IPointerClickHandler, UsdzBehaviour, UsdzAnimation {
815
+
816
+ @serializable(Animator)
817
+ animator?: Animator;
818
+
819
+ @serializable()
820
+ stateName?: string;
821
+
822
+ // Not editable from the outside yet, but from code
823
+ // we want to expose this once we have a nice drawer for "Triggers" (e.g. shows proximity distance)
824
+ // and once we rename the component to "PlayAnimation" or "PlayAnimationOnTrigger"
825
+ trigger: "tap" | "start" = "tap"; // "proximity"
826
+ animation?: Animation;
827
+
828
+ private get target() { return this.animator?.gameObject || this.animation?.gameObject }
829
+
830
+ start(): void {
831
+ ensureRaycaster(this.gameObject);
832
+ }
833
+
834
+
835
+ onPointerEnter() {
836
+ this.context.input.setCursor("pointer");
837
+ }
838
+ onPointerExit() {
839
+ this.context.input.unsetCursor("pointer");
840
+ }
841
+ onPointerClick(args: PointerEventData) {
842
+ args.use();
843
+ if (!this.target) return;
844
+ if (this.stateName) {
845
+ // TODO this is currently quite annoying to use,
846
+ // as for the web we use the Animator component and its states directly,
847
+ // while in QuickLook we use explicit animations / states.
848
+ this.animator?.play(this.stateName, 0, 0, .1);
849
+ }
850
+ }
851
+
852
+ private selfModel: any;
853
+
854
+ private stateAnimationModel: any;
855
+
856
+ private animationSequence? = new Array<RegisteredAnimationInfo>();
857
+ private animationLoopAfterSequence? = new Array<RegisteredAnimationInfo>();
858
+ private randomOffsetNormalized: number = 0;
859
+
860
+ createBehaviours(_ext: BehaviorExtension, model: USDObject, _context: USDZExporterContext) {
861
+
862
+ if (model.uuid === this.gameObject.uuid)
863
+ this.selfModel = model;
864
+ }
865
+
866
+ private static animationActions: ActionModel[] = [];
867
+ private static rootsWithExclusivePlayback: Set<Object3D> = new Set();
868
+
869
+ // Cleanup. TODO This is not the best way as it's called multiple times (once for each component).
870
+ afterSerialize() {
871
+ if (PlayAnimationOnClick.rootsWithExclusivePlayback.size > 1) {
872
+ const message = "Multiple root objects targeted by more than one animation. To work around QuickLook bug FB13410767, animations will be set as \"exclusive\" and activating them will stop other animations being marked as exclusive.";
873
+ if (isDevEnvironment()) showBalloonWarning(message);
874
+ console.warn(message, ...PlayAnimationOnClick.rootsWithExclusivePlayback);
875
+ }
876
+ PlayAnimationOnClick.animationActions = [];
877
+ PlayAnimationOnClick.rootsWithExclusivePlayback = new Set();
878
+ }
879
+
880
+ afterCreateDocument(ext: BehaviorExtension, context: USDZExporterContext) {
881
+ if ((this.animationSequence === undefined && this.animationLoopAfterSequence === undefined) || !this.stateAnimationModel) return;
882
+ if (!this.target) return;
883
+
884
+ const document = context.document;
885
+
886
+ // check if the AnimationExtension has been attached and what data it has for the current object
887
+ const animationExt = context.extensions.find(ext => ext instanceof AnimationExtension) as AnimationExtension;
888
+ if (!animationExt) return;
889
+
890
+ // This is a workaround for FB13410767 - StartAnimationAction in USDZ preliminary behaviours does not stop when another StartAnimationAction is called on the same prim
891
+ // When we play multiple animations on the same root, QuickLook just overlaps them and glitches around instead of stopping an earlier one.
892
+ // Once this is fixed, we can relax this check and just always make it non-exclusive again.
893
+ // Setting exclusive playback has the side effect of unfortunately canceling all other playing actions that are exclusive too -
894
+ // seems there is no finer-grained control over which actions should stop which other actions...
895
+ const requiresExclusivePlayback = animationExt.getClipCount(this.target) > 1;
896
+ if (requiresExclusivePlayback) {
897
+ if (isDevEnvironment())
898
+ console.warn("Setting exclusive playback for " + this.target.name + "@" + this.stateName + " because it has " + animationExt.getClipCount(this.target) + " animations. This works around QuickLook bug FB13410767.");
899
+
900
+ PlayAnimationOnClick.rootsWithExclusivePlayback.add(this.target);
901
+ }
902
+
903
+ const behaviorName = (this.name ? this.name : "");
904
+
905
+ document.traverse(model => {
906
+ if (model.uuid === this.target?.uuid) {
907
+ const sequence = PlayAnimationOnClick.getActionForSequences(
908
+ document,
909
+ model,
910
+ this.animationSequence,
911
+ this.animationLoopAfterSequence,
912
+ this.randomOffsetNormalized,
913
+ );
914
+
915
+ const playAnimationOnTap = new BehaviorModel(this.trigger + "_" + behaviorName + "_toPlayAnimation_" + this.stateName + "_on_" + this.target?.name,
916
+ this.trigger == "tap" ? TriggerBuilder.tapTrigger(this.selfModel) : TriggerBuilder.sceneStartTrigger(),
917
+ sequence
918
+ );
919
+
920
+ // See comment above for why exclusive playback is currently required when playing multiple animations on the same root.
921
+ if (requiresExclusivePlayback)
922
+ playAnimationOnTap.makeExclusive(true);
923
+ ext.addBehavior(playAnimationOnTap);
924
+ }
925
+ });
926
+ }
927
+
928
+ static getActionForSequences(_document: USDDocument, model: Target, animationSequence?: Array<RegisteredAnimationInfo>, animationLoopAfterSequence?: Array<RegisteredAnimationInfo>, randomOffsetNormalized?: number) {
929
+
930
+ const getOrCacheAction = (model: Target, anim: RegisteredAnimationInfo) => {
931
+ let action = PlayAnimationOnClick.animationActions.find(a => a.affectedObjects == model && a.start == anim.start && a.duration == anim.duration && a.animationSpeed == anim.speed);
932
+ if (!action) {
933
+ action = ActionBuilder.startAnimationAction(model, anim) as ActionModel;
934
+ PlayAnimationOnClick.animationActions.push(action);
935
+ }
936
+ return action;
937
+ }
938
+
939
+ const sequence = ActionBuilder.sequence();
940
+
941
+ if (animationSequence && animationSequence.length > 0)
942
+ {
943
+ for (const anim of animationSequence) {
944
+ sequence.addAction(getOrCacheAction(model, anim));
945
+ }
946
+ }
947
+
948
+ if (animationLoopAfterSequence && animationLoopAfterSequence.length > 0) {
949
+ // only make a new action group if there's already stuff in the existing one
950
+ const loopSequence = sequence.actions.length == 0 ? sequence : ActionBuilder.sequence();
951
+ for (const anim of animationLoopAfterSequence) {
952
+ loopSequence.addAction(getOrCacheAction(model, anim));
953
+ }
954
+ loopSequence.makeLooping();
955
+ if (sequence !== loopSequence)
956
+ sequence.addAction(loopSequence);
957
+ }
958
+
959
+ if (randomOffsetNormalized && randomOffsetNormalized > 0) {
960
+ sequence.actions.unshift(ActionBuilder.waitAction(randomOffsetNormalized));
961
+ }
962
+
963
+ return sequence;
964
+ }
965
+
966
+ static getAndRegisterAnimationSequences(ext: AnimationExtension, target: GameObject, stateName?: string):
967
+ {
968
+ animationSequence: Array<RegisteredAnimationInfo>,
969
+ animationLoopAfterSequence: Array<RegisteredAnimationInfo>,
970
+ randomTimeOffset: number,
971
+ } | undefined {
972
+
973
+ if (!target) return undefined;
974
+
975
+ const animator = target.getComponent(Animator);
976
+ const animation = target.getComponent(Animation);
977
+
978
+ if (!animator && !animation) return undefined;
979
+
980
+ if (animator && !stateName) {
981
+ throw new Error("PlayAnimationOnClick: No stateName specified for animator " + animator.name + " on " + target.name);
982
+ }
983
+
984
+ let animationSequence: Array<RegisteredAnimationInfo> = [];
985
+ let animationLoopAfterSequence: Array<RegisteredAnimationInfo> = [];
986
+
987
+ if (animation) {
988
+ const anim = ext.registerAnimation(target, animation.clip);
989
+ if (anim) {
990
+ if (animation.loop)
991
+ animationLoopAfterSequence.push(anim);
992
+ else
993
+ animationSequence.push(anim);
994
+ }
995
+
996
+ let randomTimeOffset = 0;
997
+ if (animation.minMaxOffsetNormalized) {
998
+ const from = animation.minMaxOffsetNormalized.x;
999
+ const to = animation.minMaxOffsetNormalized.y;
1000
+ randomTimeOffset = (animation.clip?.duration || 1) * (from + Math.random() * (to - from));
1001
+ }
1002
+
1003
+ return {
1004
+ animationSequence,
1005
+ animationLoopAfterSequence,
1006
+ randomTimeOffset,
1007
+ }
1008
+ }
1009
+
1010
+ // If there's a separate state specified to play after this one, we
1011
+ // play it automatically. Theoretically an animator state machine flow could be encoded here.
1012
+
1013
+ // We're parsing the Animator states here and follow the transition chain until we find a loop.
1014
+ // There are some edge cases:
1015
+ // - (0 > 1.looping) should keep looping (1).
1016
+ // - (0 > 1 > 1) should keep looping (1).
1017
+ // - (0 > 1 > 2 > 3 > 2) should keep looping (2,3).
1018
+ // - (0 > 1 > 2 > 3 > 0) should keep looping (0,1,2,3).
1019
+ const runtimeController = animator?.runtimeAnimatorController;
1020
+ let currentState = runtimeController?.findState(stateName);
1021
+ let statesUntilLoop: State[] = [];
1022
+ let statesLooping: State[] = [];
1023
+
1024
+ if (runtimeController && currentState) {
1025
+ // starting point – we have set this above already as startAction
1026
+ const visitedStates = new Array<State>;
1027
+ visitedStates.push(currentState);
1028
+ let foundLoop = false;
1029
+
1030
+ while (true && visitedStates.length < 100) {
1031
+ if (!currentState || currentState === null || !currentState.transitions || currentState.transitions.length === 0) {
1032
+ if (currentState.motion?.isLooping)
1033
+ foundLoop = true;
1034
+ break;
1035
+ }
1036
+
1037
+ // find the first transition without parameters
1038
+ // TODO we could also find the first _valid_ transition here instead based on the current parameters.
1039
+ const transition = currentState.transitions.find(t => t.conditions.length === 0);
1040
+ const nextState: State | null = transition ? runtimeController["getState"](transition.destinationState, 0) : null;
1041
+ // abort: we found a state loop
1042
+ if (nextState && visitedStates.includes(nextState)) {
1043
+ currentState = nextState;
1044
+ foundLoop = true;
1045
+ break;
1046
+ }
1047
+ // keep looking: transition to another state
1048
+ else if (transition) {
1049
+ currentState = nextState;
1050
+ if (!currentState)
1051
+ break;
1052
+ visitedStates.push(currentState);
1053
+ }
1054
+ // abort: no transition found. check if last state is looping
1055
+ else {
1056
+ foundLoop = currentState.motion?.isLooping ?? false;
1057
+ break;
1058
+ }
1059
+ }
1060
+
1061
+ if (foundLoop && currentState) {
1062
+ // check what the first state in the loop is – it must be matching the last one we added
1063
+ const firstStateInLoop = visitedStates.indexOf(currentState);
1064
+ statesUntilLoop = visitedStates.slice(0, firstStateInLoop); // can be empty, which means we're looping all
1065
+ statesLooping = visitedStates.slice(firstStateInLoop); // can be empty, which means nothing is looping
1066
+
1067
+ // Potentially we need to prevent self-transitions into a non-looping state, these do not result in a loop in the runtime
1068
+ /*
1069
+ if (statesLooping.length === 1 && !statesLooping[0].motion?.isLooping) {
1070
+ statesUntilLoop.push(statesLooping[0]);
1071
+ statesLooping = [];
1072
+ }
1073
+ */
1074
+ if (debug) console.log("found loop from " + stateName, "states until loop", statesUntilLoop, "states looping", statesLooping);
1075
+ }
1076
+ else {
1077
+ statesUntilLoop = visitedStates;
1078
+ statesLooping = [];
1079
+ if (debug) console.log("found no loop from " + stateName, "states", statesUntilLoop);
1080
+ }
1081
+ // If we do NOT loop, we need to explicitly add a single-keyframe clip with a "hold" pose
1082
+ // to prevent the animation from resetting to the start.
1083
+ if (!statesLooping.length) {
1084
+ const lastState = statesUntilLoop[statesUntilLoop.length - 1];
1085
+ const lastClip = lastState.motion?.clip;
1086
+ if (lastClip) {
1087
+ let clipCopy: AnimationClip | undefined;
1088
+ if (ext.holdClipMap.has(lastClip)) {
1089
+ clipCopy = ext.holdClipMap.get(lastClip);
1090
+ }
1091
+ else {
1092
+ // We're creating a "hold" clip here; exactly 1 second long, and inteprolates exactly on the duration of the clip
1093
+ const holdStateName = lastState.name + "_hold";
1094
+ clipCopy = lastClip.clone();
1095
+ clipCopy.duration = 1;
1096
+ clipCopy.name = holdStateName;
1097
+ const lastFrame = lastClip.duration;
1098
+ clipCopy.tracks = lastClip.tracks.map(t => {
1099
+ const trackCopy = t.clone();
1100
+ trackCopy.times = new Float32Array([0, lastFrame]);
1101
+ const len = t.values.length;
1102
+ const size = t.getValueSize();;
1103
+ const lastValue = t.values.slice(len - size, len);
1104
+ // we need this twice
1105
+ trackCopy.values = new Float32Array(2 * size);
1106
+ trackCopy.values.set(lastValue, 0);
1107
+ trackCopy.values.set(lastValue, size);
1108
+ return trackCopy;
1109
+ });
1110
+ clipCopy.name = holdStateName;
1111
+ ext.holdClipMap.set(lastClip, clipCopy);
1112
+ }
1113
+
1114
+ if (clipCopy) {
1115
+ const holdState = {
1116
+ name: clipCopy.name,
1117
+ motion: { clip: clipCopy, isLooping: false, name: clipCopy.name },
1118
+ speed: 1,
1119
+ transitions: [],
1120
+ behaviours: [],
1121
+ hash: lastState.hash + 1,
1122
+ }
1123
+ statesLooping.push(holdState);
1124
+ }
1125
+ }
1126
+ }
1127
+ }
1128
+
1129
+ // Special case: someone's trying to play an empty clip without any motion data, no loops or anything.
1130
+ // In that case, we simply go to the rest clip – this is a common case for "idle" states.
1131
+ if (statesUntilLoop.length === 1 && (!statesUntilLoop[0].motion?.clip || statesUntilLoop[0].motion?.clip.tracks?.length === 0)) {
1132
+ animationSequence = new Array<RegisteredAnimationInfo>();
1133
+ const anim = ext.registerAnimation(target, null);
1134
+ if (anim) animationSequence.push(anim);
1135
+ return undefined;
1136
+ }
1137
+
1138
+ // filter out any states that don't have motion data
1139
+ statesUntilLoop = statesUntilLoop.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
1140
+ statesLooping = statesLooping.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
1141
+
1142
+ // If none of the found states have motion, we need to warn
1143
+ if (statesUntilLoop.length === 0 && statesLooping.length === 0) {
1144
+ console.warn("No clips found for state " + stateName + " on " + animator?.name + ", can't export animation data");
1145
+ return undefined;
1146
+ }
1147
+
1148
+ const addStateToSequence = (state: State, sequence: Array<RegisteredAnimationInfo>) => {
1149
+ if (!target) return;
1150
+ const anim = ext.registerAnimation(target, state.motion.clip ?? null);
1151
+ if (anim) {
1152
+ anim.speed = state.speed;
1153
+ sequence.push(anim);
1154
+ }
1155
+ else console.warn("Couldn't register animation for state " + state.name + " on " + animator?.name);
1156
+ };
1157
+
1158
+ // Register all the animation states we found.
1159
+ if (statesUntilLoop.length > 0) {
1160
+ animationSequence = new Array<RegisteredAnimationInfo>();
1161
+ for (const state of statesUntilLoop) {
1162
+ addStateToSequence(state, animationSequence);
1163
+ }
1164
+ }
1165
+ if (statesLooping.length > 0) {
1166
+ animationLoopAfterSequence = new Array<RegisteredAnimationInfo>();
1167
+ for (const state of statesLooping) {
1168
+ addStateToSequence(state, animationLoopAfterSequence);
1169
+ }
1170
+ }
1171
+
1172
+ let randomTimeOffset = 0;
1173
+ if (animator && runtimeController && animator.minMaxOffsetNormalized) {
1174
+ const from = animator.minMaxOffsetNormalized.x;
1175
+ const to = animator.minMaxOffsetNormalized.y;
1176
+ // first state in the sequence
1177
+ const firstState = statesUntilLoop.length ? statesUntilLoop[0] : statesLooping.length ? statesLooping[0] : null;
1178
+ randomTimeOffset = (firstState?.motion.clip?.duration || 1) * (from + Math.random() * (to - from));
1179
+ }
1180
+ return {
1181
+ animationSequence,
1182
+ animationLoopAfterSequence,
1183
+ randomTimeOffset,
1184
+ }
1185
+ }
1186
+
1187
+ createAnimation(ext: AnimationExtension, model: USDObject, _context: USDZExporterContext) {
1188
+
1189
+ if (!this.target || (!this.animator && !this.animation)) return;
1190
+
1191
+ const result = PlayAnimationOnClick.getAndRegisterAnimationSequences(ext, this.target, this.stateName);
1192
+ if (!result) return;
1193
+
1194
+ this.animationSequence = result.animationSequence;
1195
+ this.animationLoopAfterSequence = result.animationLoopAfterSequence;
1196
+ this.randomOffsetNormalized = result.randomTimeOffset;
1197
+
1198
+ this.stateAnimationModel = model;
1199
+ }
1200
+
1201
+ }
1202
+
1203
+ export class PreliminaryAction extends Behaviour {
1204
+ getType(): string | void { }
1205
+ @serializable(Object3D)
1206
+ target?: Object3D;
1207
+
1208
+
1209
+ getDuration(): number | void { };
1210
+ }
1211
+
1212
+ export class PreliminaryTrigger extends Behaviour {
1213
+
1214
+ @serializable(PreliminaryAction)
1215
+ target?: PreliminaryAction;
1216
+ }
1217
+
1218
+ /**
1219
+ * @category Everywhere Actions
1220
+ * @group Components
1221
+ */
1222
+ export class VisibilityAction extends PreliminaryAction {
1223
+
1224
+ //@type int
1225
+ @serializable()
1226
+ type: VisibilityActionType = VisibilityActionType.Hide;
1227
+
1228
+ @serializable()
1229
+ duration: number = 1;
1230
+
1231
+ getType() {
1232
+ switch (this.type) {
1233
+ case VisibilityActionType.Hide: return "hide";
1234
+ case VisibilityActionType.Show: return "show";
1235
+ }
1236
+ }
1237
+
1238
+ getDuration() {
1239
+ return this.duration;
1240
+ }
1241
+ }
1242
+
1243
+ /**
1244
+ * @category Everywhere Actions
1245
+ * @group Components
1246
+ */
1247
+ export class TapGestureTrigger extends PreliminaryTrigger {
1248
+
1249
+ }
1250
+
1251
+ export enum VisibilityActionType {
1252
+ Show = 0,
1253
+ Hide = 1,
1254
1254
  }