@needle-tools/engine 4.4.0-alpha.5 → 4.4.0-beta.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1045) hide show
  1. package/CHANGELOG.md +3604 -3604
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/needle-engine.bundle.js +8 -8
  6. package/dist/needle-engine.bundle.light.js +8 -8
  7. package/dist/needle-engine.bundle.light.min.js +2 -2
  8. package/dist/needle-engine.bundle.light.umd.cjs +2 -2
  9. package/dist/needle-engine.bundle.min.js +2 -2
  10. package/dist/needle-engine.bundle.umd.cjs +2 -2
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.light.d.ts +130 -138
  13. package/dist/postprocessing.js +1673 -1527
  14. package/dist/postprocessing.light.js +1673 -1527
  15. package/dist/postprocessing.light.min.js +80 -66
  16. package/dist/postprocessing.light.umd.cjs +83 -69
  17. package/dist/postprocessing.min.js +80 -66
  18. package/dist/postprocessing.umd.cjs +83 -69
  19. package/dist/vendor.js +1 -1
  20. package/dist/vendor.light.js +1 -1
  21. package/lib/asap/needle-asap.d.ts +1 -1
  22. package/lib/asap/needle-asap.js +95 -95
  23. package/lib/asap/sessiongranted.d.ts +3 -3
  24. package/lib/asap/sessiongranted.js +65 -65
  25. package/lib/asap/utils.d.ts +1 -1
  26. package/lib/asap/utils.js +3 -3
  27. package/lib/engine/analytics/index.d.ts +6 -6
  28. package/lib/engine/analytics/index.js +12 -12
  29. package/lib/engine/analytics/lcp.d.ts +3 -3
  30. package/lib/engine/analytics/lcp.js +34 -34
  31. package/lib/engine/api.d.ts +81 -81
  32. package/lib/engine/api.js +80 -80
  33. package/lib/engine/assets/index.d.ts +11 -11
  34. package/lib/engine/assets/index.js +47 -47
  35. package/lib/engine/assets/static.d.ts +1 -1
  36. package/lib/engine/assets/static.js +4 -4
  37. package/lib/engine/codegen/register_types.d.ts +1 -1
  38. package/lib/engine/codegen/register_types.js +298 -298
  39. package/lib/engine/debug/debug.d.ts +15 -15
  40. package/lib/engine/debug/debug.js +44 -44
  41. package/lib/engine/debug/debug_console.d.ts +2 -2
  42. package/lib/engine/debug/debug_console.js +307 -307
  43. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  44. package/lib/engine/debug/debug_overlay.js +316 -316
  45. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  46. package/lib/engine/debug/debug_spatial_console.js +390 -390
  47. package/lib/engine/debug/index.d.ts +2 -2
  48. package/lib/engine/debug/index.js +2 -2
  49. package/lib/engine/engine_addressables.d.ts +166 -166
  50. package/lib/engine/engine_addressables.js +608 -608
  51. package/lib/engine/engine_animation.d.ts +43 -43
  52. package/lib/engine/engine_animation.js +133 -133
  53. package/lib/engine/engine_application.d.ts +40 -40
  54. package/lib/engine/engine_application.js +104 -104
  55. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  56. package/lib/engine/engine_assetdatabase.js +344 -344
  57. package/lib/engine/engine_audio.d.ts +4 -4
  58. package/lib/engine/engine_audio.js +23 -23
  59. package/lib/engine/engine_camera.d.ts +13 -13
  60. package/lib/engine/engine_camera.js +30 -30
  61. package/lib/engine/engine_components.d.ts +110 -110
  62. package/lib/engine/engine_components.js +380 -380
  63. package/lib/engine/engine_components_internal.d.ts +9 -9
  64. package/lib/engine/engine_components_internal.js +36 -36
  65. package/lib/engine/engine_constants.d.ts +10 -10
  66. package/lib/engine/engine_constants.js +41 -41
  67. package/lib/engine/engine_context.d.ts +345 -345
  68. package/lib/engine/engine_context.js +1515 -1515
  69. package/lib/engine/engine_context_registry.d.ts +71 -71
  70. package/lib/engine/engine_context_registry.js +117 -117
  71. package/lib/engine/engine_coroutine.d.ts +35 -35
  72. package/lib/engine/engine_coroutine.js +52 -52
  73. package/lib/engine/engine_create_objects.d.ts +118 -118
  74. package/lib/engine/engine_create_objects.js +308 -308
  75. package/lib/engine/engine_default_parameters.d.ts +2 -2
  76. package/lib/engine/engine_default_parameters.js +3 -3
  77. package/lib/engine/engine_editor-sync.d.ts +21 -21
  78. package/lib/engine/engine_editor-sync.js +4 -4
  79. package/lib/engine/engine_element.d.ts +113 -113
  80. package/lib/engine/engine_element.js +830 -830
  81. package/lib/engine/engine_element_attributes.d.ts +72 -72
  82. package/lib/engine/engine_element_attributes.js +1 -1
  83. package/lib/engine/engine_element_extras.d.ts +6 -6
  84. package/lib/engine/engine_element_extras.js +13 -13
  85. package/lib/engine/engine_element_loading.d.ts +44 -44
  86. package/lib/engine/engine_element_loading.js +349 -349
  87. package/lib/engine/engine_element_overlay.d.ts +21 -21
  88. package/lib/engine/engine_element_overlay.js +166 -166
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +591 -591
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +7 -7
  102. package/lib/engine/engine_hot_reload.js +184 -184
  103. package/lib/engine/engine_input.d.ts +352 -352
  104. package/lib/engine/engine_input.js +1265 -1265
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +9 -9
  110. package/lib/engine/engine_license.js +320 -320
  111. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  112. package/lib/engine/engine_lifecycle_api.js +99 -99
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +91 -91
  117. package/lib/engine/engine_loaders.d.ts +13 -13
  118. package/lib/engine/engine_loaders.js +62 -62
  119. package/lib/engine/engine_lods.d.ts +31 -31
  120. package/lib/engine/engine_lods.js +146 -146
  121. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  122. package/lib/engine/engine_mainloop_utils.js +466 -466
  123. package/lib/engine/engine_math.d.ts +114 -114
  124. package/lib/engine/engine_math.js +247 -247
  125. package/lib/engine/engine_modules.d.ts +36 -36
  126. package/lib/engine/engine_modules.js +85 -85
  127. package/lib/engine/engine_networking.d.ts +252 -252
  128. package/lib/engine/engine_networking.js +743 -743
  129. package/lib/engine/engine_networking_auto.d.ts +24 -24
  130. package/lib/engine/engine_networking_auto.js +310 -310
  131. package/lib/engine/engine_networking_blob.d.ts +48 -48
  132. package/lib/engine/engine_networking_blob.js +212 -212
  133. package/lib/engine/engine_networking_files.d.ts +35 -35
  134. package/lib/engine/engine_networking_files.js +172 -172
  135. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  136. package/lib/engine/engine_networking_files_default_components.js +42 -42
  137. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  138. package/lib/engine/engine_networking_instantiate.js +345 -345
  139. package/lib/engine/engine_networking_peer.d.ts +15 -15
  140. package/lib/engine/engine_networking_peer.js +132 -132
  141. package/lib/engine/engine_networking_streams.d.ts +123 -123
  142. package/lib/engine/engine_networking_streams.js +645 -645
  143. package/lib/engine/engine_networking_types.d.ts +22 -22
  144. package/lib/engine/engine_networking_types.js +7 -7
  145. package/lib/engine/engine_networking_utils.d.ts +2 -2
  146. package/lib/engine/engine_networking_utils.js +20 -20
  147. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  148. package/lib/engine/engine_networking_websocket.js +2 -2
  149. package/lib/engine/engine_patcher.d.ts +10 -10
  150. package/lib/engine/engine_patcher.js +142 -142
  151. package/lib/engine/engine_physics.d.ts +152 -152
  152. package/lib/engine/engine_physics.js +645 -645
  153. package/lib/engine/engine_physics.types.d.ts +40 -40
  154. package/lib/engine/engine_physics.types.js +33 -33
  155. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  156. package/lib/engine/engine_physics_rapier.js +1432 -1432
  157. package/lib/engine/engine_playerview.d.ts +26 -26
  158. package/lib/engine/engine_playerview.js +64 -64
  159. package/lib/engine/engine_scenelighting.d.ts +71 -71
  160. package/lib/engine/engine_scenelighting.js +226 -226
  161. package/lib/engine/engine_scenetools.d.ts +50 -50
  162. package/lib/engine/engine_scenetools.js +321 -321
  163. package/lib/engine/engine_serialization.d.ts +3 -3
  164. package/lib/engine/engine_serialization.js +3 -3
  165. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  166. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  167. package/lib/engine/engine_serialization_core.d.ts +85 -85
  168. package/lib/engine/engine_serialization_core.js +602 -602
  169. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  170. package/lib/engine/engine_serialization_decorator.js +66 -66
  171. package/lib/engine/engine_setup.d.ts +1 -1
  172. package/lib/engine/engine_setup.js +2 -2
  173. package/lib/engine/engine_shaders.d.ts +53 -53
  174. package/lib/engine/engine_shaders.js +252 -252
  175. package/lib/engine/engine_shims.d.ts +4 -4
  176. package/lib/engine/engine_shims.js +24 -24
  177. package/lib/engine/engine_test_utils.d.ts +39 -39
  178. package/lib/engine/engine_test_utils.js +83 -83
  179. package/lib/engine/engine_texture.d.ts +28 -28
  180. package/lib/engine/engine_texture.js +64 -64
  181. package/lib/engine/engine_three_utils.d.ts +201 -201
  182. package/lib/engine/engine_three_utils.js +731 -731
  183. package/lib/engine/engine_time.d.ts +51 -51
  184. package/lib/engine/engine_time.js +82 -82
  185. package/lib/engine/engine_time_utils.d.ts +88 -88
  186. package/lib/engine/engine_time_utils.js +215 -215
  187. package/lib/engine/engine_tonemapping.d.ts +2 -2
  188. package/lib/engine/engine_tonemapping.js +194 -194
  189. package/lib/engine/engine_types.d.ts +572 -572
  190. package/lib/engine/engine_types.js +88 -88
  191. package/lib/engine/engine_typestore.d.ts +28 -28
  192. package/lib/engine/engine_typestore.js +55 -55
  193. package/lib/engine/engine_util_decorator.d.ts +13 -13
  194. package/lib/engine/engine_util_decorator.js +116 -116
  195. package/lib/engine/engine_utils.d.ts +266 -266
  196. package/lib/engine/engine_utils.js +878 -878
  197. package/lib/engine/engine_utils_format.d.ts +21 -21
  198. package/lib/engine/engine_utils_format.js +193 -193
  199. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  200. package/lib/engine/engine_utils_screenshot.js +513 -513
  201. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  202. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  203. package/lib/engine/engine_xr.d.ts +1 -1
  204. package/lib/engine/engine_xr.js +1 -1
  205. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  206. package/lib/engine/export/gltf/Writers.js +24 -24
  207. package/lib/engine/export/gltf/index.d.ts +11 -11
  208. package/lib/engine/export/gltf/index.js +123 -123
  209. package/lib/engine/export/index.d.ts +2 -2
  210. package/lib/engine/export/index.js +2 -2
  211. package/lib/engine/export/state.d.ts +7 -7
  212. package/lib/engine/export/state.js +17 -17
  213. package/lib/engine/export/utils.d.ts +2 -2
  214. package/lib/engine/export/utils.js +7 -7
  215. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  216. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  217. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  218. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  219. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  220. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  221. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  222. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  223. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  224. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  225. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  226. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  227. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  228. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  229. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  230. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  231. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  232. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  233. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  234. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  235. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  236. package/lib/engine/extensions/extension_resolver.js +1 -1
  237. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  238. package/lib/engine/extensions/extension_utils.js +152 -152
  239. package/lib/engine/extensions/extensions.d.ts +31 -31
  240. package/lib/engine/extensions/extensions.js +103 -103
  241. package/lib/engine/extensions/index.d.ts +6 -6
  242. package/lib/engine/extensions/index.js +6 -6
  243. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  244. package/lib/engine/extensions/usage_tracker.js +65 -65
  245. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  246. package/lib/engine/js-extensions/Camera.js +39 -39
  247. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  248. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  249. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  250. package/lib/engine/js-extensions/Layers.js +22 -22
  251. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  252. package/lib/engine/js-extensions/Object3D.js +136 -136
  253. package/lib/engine/js-extensions/RGBAColor.d.ts +22 -22
  254. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  255. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  256. package/lib/engine/js-extensions/Vector.js +13 -13
  257. package/lib/engine/js-extensions/index.d.ts +5 -5
  258. package/lib/engine/js-extensions/index.js +5 -5
  259. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  260. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  261. package/lib/engine/shaders/shaderData.d.ts +55 -55
  262. package/lib/engine/shaders/shaderData.js +58 -58
  263. package/lib/engine/tests/test_utils.d.ts +2 -2
  264. package/lib/engine/tests/test_utils.js +53 -53
  265. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  266. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  267. package/lib/engine/webcomponents/api.d.ts +5 -5
  268. package/lib/engine/webcomponents/api.js +4 -4
  269. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  270. package/lib/engine/webcomponents/buttons.js +237 -237
  271. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  272. package/lib/engine/webcomponents/fonts.js +32 -32
  273. package/lib/engine/webcomponents/icons.d.ts +9 -9
  274. package/lib/engine/webcomponents/icons.js +52 -52
  275. package/lib/engine/webcomponents/index.d.ts +1 -1
  276. package/lib/engine/webcomponents/index.js +1 -1
  277. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  278. package/lib/engine/webcomponents/logo-element.js +67 -67
  279. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  280. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  281. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  282. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  283. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  284. package/lib/engine/webcomponents/needle-button.js +161 -161
  285. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  286. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  287. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  288. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  289. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  290. package/lib/engine/xr/NeedleXRSync.js +188 -188
  291. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  292. package/lib/engine/xr/SceneTransition.js +69 -69
  293. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  294. package/lib/engine/xr/TempXRContext.js +187 -187
  295. package/lib/engine/xr/XRRig.d.ts +7 -7
  296. package/lib/engine/xr/XRRig.js +1 -1
  297. package/lib/engine/xr/api.d.ts +6 -6
  298. package/lib/engine/xr/api.js +6 -6
  299. package/lib/engine/xr/events.d.ts +66 -66
  300. package/lib/engine/xr/events.js +93 -93
  301. package/lib/engine/xr/internal.d.ts +12 -12
  302. package/lib/engine/xr/internal.js +25 -25
  303. package/lib/engine/xr/usdz.d.ts +12 -12
  304. package/lib/engine/xr/usdz.js +29 -29
  305. package/lib/engine/xr/utils.d.ts +11 -11
  306. package/lib/engine/xr/utils.js +34 -34
  307. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  308. package/lib/engine-components/AlignmentConstraint.js +39 -39
  309. package/lib/engine-components/Animation.d.ts +156 -156
  310. package/lib/engine-components/Animation.js +508 -508
  311. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  312. package/lib/engine-components/AnimationCurve.js +159 -159
  313. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  314. package/lib/engine-components/AnimationUtils.js +27 -27
  315. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  316. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  317. package/lib/engine-components/Animator.d.ts +217 -217
  318. package/lib/engine-components/Animator.js +354 -354
  319. package/lib/engine-components/AnimatorController.d.ts +227 -227
  320. package/lib/engine-components/AnimatorController.js +1152 -1152
  321. package/lib/engine-components/AudioListener.d.ts +33 -33
  322. package/lib/engine-components/AudioListener.js +86 -86
  323. package/lib/engine-components/AudioSource.d.ts +217 -217
  324. package/lib/engine-components/AudioSource.js +627 -627
  325. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  326. package/lib/engine-components/AvatarLoader.js +231 -231
  327. package/lib/engine-components/AxesHelper.d.ts +32 -32
  328. package/lib/engine-components/AxesHelper.js +67 -67
  329. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  330. package/lib/engine-components/BasicIKConstraint.js +43 -43
  331. package/lib/engine-components/BoxCollider.d.ts +2 -2
  332. package/lib/engine-components/BoxCollider.js +2 -2
  333. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  334. package/lib/engine-components/BoxHelperComponent.js +102 -102
  335. package/lib/engine-components/Camera.d.ts +231 -231
  336. package/lib/engine-components/Camera.js +694 -694
  337. package/lib/engine-components/CameraUtils.d.ts +1 -1
  338. package/lib/engine-components/CameraUtils.js +127 -127
  339. package/lib/engine-components/CharacterController.d.ts +55 -55
  340. package/lib/engine-components/CharacterController.js +236 -236
  341. package/lib/engine-components/Collider.d.ts +188 -188
  342. package/lib/engine-components/Collider.js +369 -369
  343. package/lib/engine-components/Component.d.ts +792 -792
  344. package/lib/engine-components/Component.js +915 -915
  345. package/lib/engine-components/ContactShadows.d.ts +82 -82
  346. package/lib/engine-components/ContactShadows.js +430 -430
  347. package/lib/engine-components/DeleteBox.d.ts +19 -19
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  1019. package/lib/engine/engine.d.ts +0 -4
  1020. package/lib/engine/engine.js +0 -12
  1021. package/lib/engine/engine.js.map +0 -1
  1022. package/lib/engine/engine_web_api.d.ts +0 -12
  1023. package/lib/engine/engine_web_api.js +0 -113
  1024. package/lib/engine/engine_web_api.js.map +0 -1
  1025. package/lib/engine-components/FlyControls.d.ts +0 -10
  1026. package/lib/engine-components/FlyControls.js +0 -29
  1027. package/lib/engine-components/FlyControls.js.map +0 -1
  1028. package/src/engine-schemes/dist/api.js +0 -17
  1029. package/src/engine-schemes/dist/api.js.meta +0 -7
  1030. package/src/engine-schemes/dist/schemes.js +0 -25
  1031. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1032. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1033. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1034. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1035. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1036. package/src/engine-schemes/dist/transform.js +0 -46
  1037. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1038. package/src/engine-schemes/dist/vec2.js +0 -32
  1039. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1040. package/src/engine-schemes/dist/vec3.js +0 -36
  1041. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1042. package/src/engine-schemes/dist/vec4.js +0 -40
  1043. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1044. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,1061 +1,1061 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { Material, Matrix4, Mesh, Object3D, Quaternion, Vector3 } from "three";
8
- import { isDevEnvironment, showBalloonWarning } from "../../../../../engine/debug/index.js";
9
- import { serializable } from "../../../../../engine/engine_serialization_decorator.js";
10
- import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../../../../../engine/engine_three_utils.js";
11
- import { getParam } from "../../../../../engine/engine_utils.js";
12
- import { compareAssociation } from "../../../../../engine/extensions/extension_utils.js";
13
- import { NEEDLE_progressive } from "../../../../../engine/extensions/NEEDLE_progressive.js";
14
- import { Animation } from "../../../../Animation.js";
15
- import { Animator } from "../../../../Animator.js";
16
- import { AudioSource } from "../../../../AudioSource.js";
17
- import { Behaviour, GameObject } from "../../../../Component.js";
18
- import { ObjectRaycaster, Raycaster } from "../../../../ui/Raycaster.js";
19
- import { makeNameSafeForUSD, USDDocument, USDObject } from "../../ThreeUSDZExporter.js";
20
- import { AnimationExtension } from "../Animation.js";
21
- import { AudioExtension } from "./AudioExtension.js";
22
- import { ActionBuilder, BehaviorModel, TriggerBuilder } from "./BehavioursBuilder.js";
23
- const debug = getParam("debugusdzbehaviours");
24
- function ensureRaycaster(obj) {
25
- if (!obj)
26
- return;
27
- if (!obj.getComponentInParent(Raycaster)) {
28
- if (isDevEnvironment())
29
- console.debug("Raycaster on \"" + obj.name + "\" was automatically added, because no raycaster was found in the parent hierarchy.");
30
- obj.addComponent(ObjectRaycaster);
31
- }
32
- }
33
- /**
34
- * @category Everywhere Actions
35
- * @group Components
36
- */
37
- export class ChangeTransformOnClick extends Behaviour {
38
- object;
39
- target;
40
- duration = 1;
41
- relativeMotion = false;
42
- coroutine = null;
43
- targetPos = new Vector3();
44
- targetRot = new Quaternion();
45
- targetScale = new Vector3();
46
- start() {
47
- ensureRaycaster(this.gameObject);
48
- }
49
- onPointerClick(args) {
50
- args.use();
51
- if (this.coroutine)
52
- this.stopCoroutine(this.coroutine);
53
- if (!this.relativeMotion)
54
- this.coroutine = this.startCoroutine(this.moveToTarget());
55
- else
56
- this.coroutine = this.startCoroutine(this.moveRelative());
57
- }
58
- *moveToTarget() {
59
- if (!this.target || !this.object)
60
- return;
61
- const thisPos = getWorldPosition(this.object).clone();
62
- const targetPos = getWorldPosition(this.target).clone();
63
- const thisRot = getWorldQuaternion(this.object).clone();
64
- const targetRot = getWorldQuaternion(this.target).clone();
65
- const thisScale = getWorldScale(this.object).clone();
66
- const targetScale = getWorldScale(this.target).clone();
67
- const dist = thisPos.distanceTo(targetPos);
68
- const rotDist = thisRot.angleTo(targetRot);
69
- const scaleDist = thisScale.distanceTo(targetScale);
70
- if (dist < 0.01 && rotDist < 0.01 && scaleDist < 0.01) {
71
- setWorldPosition(this.object, targetPos);
72
- setWorldQuaternion(this.object, targetRot);
73
- setWorldScale(this.object, targetScale);
74
- this.coroutine = null;
75
- return;
76
- }
77
- let t01 = 0;
78
- let eased = 0;
79
- while (t01 < 1) {
80
- t01 += this.context.time.deltaTime / this.duration;
81
- if (t01 > 1)
82
- t01 = 1;
83
- // apply ease-in-out
84
- // https://easings.net/
85
- eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
86
- this.targetPos.lerpVectors(thisPos, targetPos, eased);
87
- this.targetRot.slerpQuaternions(thisRot, targetRot, eased);
88
- this.targetScale.lerpVectors(thisScale, targetScale, eased);
89
- setWorldPosition(this.object, this.targetPos);
90
- setWorldQuaternion(this.object, this.targetRot);
91
- setWorldScale(this.object, this.targetScale);
92
- yield;
93
- }
94
- this.coroutine = null;
95
- }
96
- *moveRelative() {
97
- if (!this.target || !this.object)
98
- return;
99
- const thisPos = this.object.position.clone();
100
- const thisRot = this.object.quaternion.clone();
101
- const thisScale = this.object.scale.clone();
102
- const posOffset = this.target.position.clone();
103
- const rotOffset = this.target.quaternion.clone();
104
- const scaleOffset = this.target.scale.clone();
105
- // convert into right space
106
- posOffset.applyQuaternion(this.object.quaternion);
107
- this.targetPos.copy(this.object.position).add(posOffset);
108
- this.targetRot.copy(this.object.quaternion).multiply(rotOffset);
109
- this.targetScale.copy(this.object.scale).multiply(scaleOffset);
110
- let t01 = 0;
111
- let eased = 0;
112
- while (t01 < 1) {
113
- t01 += this.context.time.deltaTime / this.duration;
114
- if (t01 > 1)
115
- t01 = 1;
116
- // apply ease-in-out
117
- // https://easings.net/
118
- eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
119
- this.object.position.lerpVectors(thisPos, this.targetPos, eased);
120
- this.object.quaternion.slerpQuaternions(thisRot, this.targetRot, eased);
121
- this.object.scale.lerpVectors(thisScale, this.targetScale, eased);
122
- yield;
123
- }
124
- this.coroutine = null;
125
- }
126
- beforeCreateDocument(ext) {
127
- if (this.target && this.object && this.gameObject) {
128
- const moveForward = new BehaviorModel("Move to " + this.target?.name, TriggerBuilder.tapTrigger(this.gameObject), ActionBuilder.transformAction(this.object, this.target, this.duration, this.relativeMotion ? "relative" : "absolute"));
129
- ext.addBehavior(moveForward);
130
- }
131
- }
132
- }
133
- __decorate([
134
- serializable(Object3D)
135
- ], ChangeTransformOnClick.prototype, "object", void 0);
136
- __decorate([
137
- serializable(Object3D)
138
- ], ChangeTransformOnClick.prototype, "target", void 0);
139
- __decorate([
140
- serializable()
141
- ], ChangeTransformOnClick.prototype, "duration", void 0);
142
- __decorate([
143
- serializable()
144
- ], ChangeTransformOnClick.prototype, "relativeMotion", void 0);
145
- /**
146
- * @category Everywhere Actions
147
- * @group Components
148
- */
149
- export class ChangeMaterialOnClick extends Behaviour {
150
- /**
151
- * The material that will be switched to the variant material
152
- */
153
- materialToSwitch;
154
- /**
155
- * The material that will be switched to
156
- */
157
- variantMaterial;
158
- /**
159
- * The duration of the fade effect in seconds (USDZ/Quicklook only)
160
- * @default 0
161
- */
162
- fadeDuration = 0;
163
- start() {
164
- // initialize the object list
165
- this._objectsWithThisMaterial = this.objectsWithThisMaterial;
166
- ensureRaycaster(this.gameObject);
167
- if (isDevEnvironment() && this._objectsWithThisMaterial.length <= 0) {
168
- console.warn("ChangeMaterialOnClick: No objects found with material \"" + this.materialToSwitch?.name + "\"");
169
- }
170
- }
171
- onPointerEnter(_args) {
172
- this.context.input.setCursor("pointer");
173
- }
174
- onPointerExit(_) {
175
- this.context.input.unsetCursor("pointer");
176
- }
177
- onPointerClick(args) {
178
- args.use();
179
- if (!this.variantMaterial)
180
- return;
181
- for (let i = 0; i < this.objectsWithThisMaterial.length; i++) {
182
- const obj = this.objectsWithThisMaterial[i];
183
- obj.material = this.variantMaterial;
184
- }
185
- }
186
- _objectsWithThisMaterial = null;
187
- /** Get all objects in the scene that have the assigned materialToSwitch */
188
- get objectsWithThisMaterial() {
189
- if (this._objectsWithThisMaterial != null)
190
- return this._objectsWithThisMaterial;
191
- this._objectsWithThisMaterial = [];
192
- if (this.variantMaterial && this.materialToSwitch) {
193
- this.context.scene.traverse(obj => {
194
- if (obj instanceof Mesh) {
195
- if (Array.isArray(obj.material)) {
196
- for (const mat of obj.material) {
197
- if (mat === this.materialToSwitch) {
198
- this.objectsWithThisMaterial.push(obj);
199
- break;
200
- }
201
- }
202
- }
203
- else {
204
- if (obj.material === this.materialToSwitch) {
205
- this.objectsWithThisMaterial.push(obj);
206
- }
207
- else if (compareAssociation(obj.material, this.materialToSwitch)) {
208
- this.objectsWithThisMaterial.push(obj);
209
- }
210
- }
211
- }
212
- });
213
- }
214
- return this._objectsWithThisMaterial;
215
- }
216
- selfModel;
217
- targetModels;
218
- static _materialTriggersPerId = {};
219
- static _startHiddenBehaviour = null;
220
- static _parallelStartHiddenActions = [];
221
- async beforeCreateDocument(_ext, _context) {
222
- this.targetModels = [];
223
- ChangeMaterialOnClick._materialTriggersPerId = {};
224
- ChangeMaterialOnClick.variantSwitchIndex = 0;
225
- // Ensure that the progressive textures have been loaded for all variants and materials
226
- if (this.materialToSwitch) {
227
- await NEEDLE_progressive.assignTextureLOD(this.materialToSwitch, 0);
228
- }
229
- if (this.variantMaterial) {
230
- await NEEDLE_progressive.assignTextureLOD(this.variantMaterial, 0);
231
- }
232
- }
233
- createBehaviours(_ext, model, _context) {
234
- const shouldExport = this.objectsWithThisMaterial.find(o => o.uuid === model.uuid);
235
- if (shouldExport) {
236
- this.targetModels.push(model);
237
- }
238
- if (this.gameObject.uuid === model.uuid) {
239
- this.selfModel = model;
240
- if (this.materialToSwitch) {
241
- if (!ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid])
242
- ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid] = [];
243
- ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid].push(this);
244
- }
245
- }
246
- }
247
- afterCreateDocument(ext, _context) {
248
- if (!this.materialToSwitch)
249
- return;
250
- const handlers = ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
251
- if (handlers) {
252
- const variants = {};
253
- for (const handler of handlers) {
254
- const createdVariants = handler.createVariants();
255
- if (createdVariants && createdVariants.length > 0)
256
- variants[handler.selfModel.uuid] = createdVariants;
257
- }
258
- for (const handler of handlers) {
259
- const otherVariants = [];
260
- for (const key in variants) {
261
- if (key !== handler.selfModel.uuid) {
262
- otherVariants.push(...variants[key]);
263
- }
264
- }
265
- handler.createAndAttachBehaviors(ext, variants[handler.selfModel.uuid], otherVariants);
266
- }
267
- }
268
- delete ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
269
- }
270
- createAndAttachBehaviors(ext, myVariants, otherVariants) {
271
- const select = [];
272
- const fadeDuration = Math.max(0, this.fadeDuration);
273
- select.push(ActionBuilder.fadeAction([...this.targetModels, ...otherVariants], fadeDuration, false));
274
- select.push(ActionBuilder.fadeAction(myVariants, fadeDuration, true));
275
- ext.addBehavior(new BehaviorModel("Select_" + this.selfModel.name, TriggerBuilder.tapTrigger(this.selfModel), ActionBuilder.parallel(...select)));
276
- ChangeMaterialOnClick._parallelStartHiddenActions.push(...myVariants);
277
- if (!ChangeMaterialOnClick._startHiddenBehaviour) {
278
- ChangeMaterialOnClick._startHiddenBehaviour =
279
- new BehaviorModel("StartHidden_" + this.selfModel.name, TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(ChangeMaterialOnClick._parallelStartHiddenActions, fadeDuration, false));
280
- ext.addBehavior(ChangeMaterialOnClick._startHiddenBehaviour);
281
- }
282
- }
283
- static getMaterialName(material) {
284
- return makeNameSafeForUSD(material.name || 'Material') + "_" + material.id;
285
- }
286
- static variantSwitchIndex = 0;
287
- createVariants() {
288
- if (!this.variantMaterial)
289
- return null;
290
- const variantModels = [];
291
- for (const target of this.targetModels) {
292
- const variant = target.clone();
293
- variant.name += "_Variant_" + ChangeMaterialOnClick.variantSwitchIndex++ + "_" + ChangeMaterialOnClick.getMaterialName(this.variantMaterial);
294
- variant.displayName = variant.displayName + ": Variant with material " + this.variantMaterial.name;
295
- variant.material = this.variantMaterial;
296
- variant.geometry = target.geometry;
297
- variant.transform = target.transform;
298
- if (!target.parent || !target.parent.isEmpty()) {
299
- USDObject.createEmptyParent(target);
300
- }
301
- if (target.parent)
302
- target.parent.add(variant);
303
- variantModels.push(variant);
304
- }
305
- return variantModels;
306
- }
307
- }
308
- __decorate([
309
- serializable(Material)
310
- ], ChangeMaterialOnClick.prototype, "materialToSwitch", void 0);
311
- __decorate([
312
- serializable(Material)
313
- ], ChangeMaterialOnClick.prototype, "variantMaterial", void 0);
314
- __decorate([
315
- serializable()
316
- ], ChangeMaterialOnClick.prototype, "fadeDuration", void 0);
317
- /**
318
- * @category Everywhere Actions
319
- * @group Components
320
- */
321
- export class SetActiveOnClick extends Behaviour {
322
- target;
323
- toggleOnClick = false;
324
- targetState = true;
325
- hideSelf = true;
326
- start() {
327
- ensureRaycaster(this.gameObject);
328
- }
329
- onPointerClick(args) {
330
- args.use();
331
- if (!this.toggleOnClick && this.hideSelf)
332
- this.gameObject.visible = false;
333
- if (this.target)
334
- this.target.visible = this.toggleOnClick ? !this.target.visible : this.targetState;
335
- }
336
- selfModel;
337
- selfModelClone;
338
- targetModel;
339
- toggleModel;
340
- createBehaviours(_, model, _context) {
341
- if (model.uuid === this.gameObject.uuid) {
342
- this.selfModel = model;
343
- this.selfModelClone = model.clone();
344
- }
345
- }
346
- stateBeforeCreatingDocument = false;
347
- targetStateBeforeCreatingDocument = false;
348
- static clonedToggleIndex = 0;
349
- static wasVisible = Symbol("usdz_SetActiveOnClick_wasVisible");
350
- static toggleClone = Symbol("clone for toggling");
351
- static reverseToggleClone = Symbol("clone for reverse toggling");
352
- beforeCreateDocument() {
353
- if (!this.target)
354
- return;
355
- // need to cache on the object itself, because otherwise different actions would override each other's visibility state
356
- // TODO would probably be better to have this somewhere on the exporter, not on this component
357
- if (this.gameObject[SetActiveOnClick.wasVisible] === undefined)
358
- this.gameObject[SetActiveOnClick.wasVisible] = this.gameObject.activeSelf;
359
- if (this.target[SetActiveOnClick.wasVisible] === undefined)
360
- this.target[SetActiveOnClick.wasVisible] = this.target.activeSelf;
361
- this.stateBeforeCreatingDocument = this.gameObject[SetActiveOnClick.wasVisible];
362
- this.targetStateBeforeCreatingDocument = this.target[SetActiveOnClick.wasVisible];
363
- // Objects need to be on so they are exported, as we're skipping invisible objects
364
- this.gameObject.visible = true;
365
- this.target.visible = true;
366
- }
367
- afterCreateDocument(ext, context) {
368
- if (!this.target)
369
- return;
370
- // Parameters:
371
- // - hideSelf: the trigger is hidden after clicking. Can basically only be used once.
372
- // - toggleOnClick: the target is toggled on/off when the trigger is clicked.
373
- // - targetState: the target is set to this state when the trigger is clicked.
374
- // Combinations:
375
- // - when toggleOnClick is on, hideSelf is ignored
376
- // - we need to make a copy of our object
377
- // - when the trigger is clicked
378
- // - hide the original trigger
379
- // - show the copied trigger
380
- // - set the target to targetState
381
- // - when the copied trigger is clicked
382
- // - hide the copied trigger
383
- // - show the original trigger again
384
- // - set the target to !targetState
385
- // - when toggleOnClick is off, hideSelf is used
386
- // - no copy is needed
387
- // - when the trigger is clicked
388
- // - hide the trigger
389
- // - set the target to the targetState
390
- this.targetModel = context.document.findById(this.target.uuid);
391
- const originalModel = this.selfModel;
392
- if (this.selfModel && this.targetModel) {
393
- let selfModel = this.selfModel;
394
- let targetState = this.targetState;
395
- // if we toggle, we need to create a copy of our object
396
- if (this.toggleOnClick) {
397
- // When toggling we want to respect the current state of the target,
398
- // so effectively this.targetState and this.hideSelf are ignored.
399
- targetState = !this.targetStateBeforeCreatingDocument;
400
- // Potentially it's easier/better to just "clone" and put the object as a sibling next
401
- // to the rest of the hierarchy. This way we would lose nested clicks (clicking on a child would not trigger events)
402
- // but we're not potentially duplicating tons of objects.
403
- // It's much easier to reason about nested actions when we're not duplicating tons of hierarchy...
404
- // We can probably only do a shallow clone when the tapped object has geometry of its own, otherwise
405
- // we end up with nothing to tap on.
406
- // Option A: we deep clone ourselves. This makes hierarchical cases and nested behaviours really complex.
407
- // We do this currently when the object doesn't have any geometry.
408
- if (!this.selfModelClone.geometry) {
409
- if (!this.selfModel.parent || this.selfModel.parent.isEmpty())
410
- USDDocument.createEmptyParent(this.selfModel);
411
- this.toggleModel = this.selfModel.deepClone();
412
- this.toggleModel.name += "_toggle";
413
- this.selfModel.parent.add(this.toggleModel);
414
- }
415
- else {
416
- // Option B: we shallow clone ourselves and put the clone next to us. This means childs are not clickable anymore.
417
- // We create clones exactly once for this gameObject, so that all SetActiveOnClick on the same object use the same trigger.
418
- if (!this.gameObject[SetActiveOnClick.toggleClone]) {
419
- const clone = this.selfModelClone.clone();
420
- clone.setMatrix(new Matrix4());
421
- clone.name += "_toggle" + (SetActiveOnClick.clonedToggleIndex++);
422
- originalModel.add(clone);
423
- this.gameObject[SetActiveOnClick.toggleClone] = clone;
424
- console.warn("USDZExport: Toggle " + this.gameObject.name + " doesn't have geometry. It will be deep cloned and nested behaviours will likely not work.");
425
- }
426
- const clonedSelfModel = this.gameObject[SetActiveOnClick.toggleClone];
427
- if (!this.gameObject[SetActiveOnClick.reverseToggleClone]) {
428
- const clone = this.selfModelClone.clone();
429
- clone.setMatrix(new Matrix4());
430
- clone.name += "_toggleReverse" + (SetActiveOnClick.clonedToggleIndex++);
431
- originalModel.add(clone);
432
- this.gameObject[SetActiveOnClick.reverseToggleClone] = clone;
433
- }
434
- this.toggleModel = this.gameObject[SetActiveOnClick.reverseToggleClone];
435
- if (!this.toggleModel.geometry || !clonedSelfModel.geometry) {
436
- console.error("triggers without childs and without geometry won't work!", this, originalModel.geometry);
437
- }
438
- // We're targeting the clone in the actions below, not the original object
439
- selfModel = clonedSelfModel;
440
- // Remove the geometry, we've duplicated it into the toggle/reverseToggle already
441
- originalModel.geometry = null;
442
- originalModel.material = null;
443
- // Known issues: clone() does not clone skinned mesh geometry, lights, cameras;
444
- // we still have them on the original object and the clones won't have it.
445
- }
446
- }
447
- // this.toggleOnClick is false, so we don't have a toggleModel – no need for clones,
448
- // just set the target object to targetState and optionally hide ourselves
449
- if (!this.toggleModel) {
450
- const sequence = [];
451
- if (this.hideSelf)
452
- sequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
453
- sequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
454
- ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_ToggleTo" + (targetState ? "On" : "Off"), TriggerBuilder.tapTrigger(selfModel), sequence.length > 1 ? ActionBuilder.parallel(...sequence) : sequence[0]));
455
- }
456
- // We have a toggleModel, so we need to set up two sequences:
457
- // - one that hides the original object, shows the toggle and sets the target to targetState
458
- // - one that hides the toggle, shows the original object and sets the target to !targetState
459
- else if (this.toggleOnClick) {
460
- const toggleSequence = [];
461
- toggleSequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
462
- toggleSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, true));
463
- toggleSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
464
- ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_ToggleTo" + (targetState ? "On" : "Off"), TriggerBuilder.tapTrigger(selfModel), ActionBuilder.parallel(...toggleSequence)));
465
- const reverseSequence = [];
466
- reverseSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, false));
467
- reverseSequence.push(ActionBuilder.fadeAction(selfModel, 0, true));
468
- reverseSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, !targetState));
469
- ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_ToggleTo" + (!targetState ? "On" : "Off"), TriggerBuilder.tapTrigger(this.toggleModel), ActionBuilder.parallel(...reverseSequence)));
470
- }
471
- // Ensure initial states are set correctly so that we get the same result as was currently active in the runtime
472
- const objectsToHide = new Array();
473
- if (!this.targetStateBeforeCreatingDocument)
474
- objectsToHide.push(this.targetModel);
475
- if (!this.stateBeforeCreatingDocument)
476
- objectsToHide.push(originalModel);
477
- if (this.toggleModel)
478
- objectsToHide.push(this.toggleModel);
479
- HideOnStart.add(objectsToHide, ext);
480
- }
481
- }
482
- afterSerialize(_ext, _context) {
483
- // cleanup visibility cache
484
- if (this.gameObject[SetActiveOnClick.wasVisible] !== undefined) {
485
- this.gameObject.visible = this.gameObject[SetActiveOnClick.wasVisible];
486
- delete this.gameObject[SetActiveOnClick.wasVisible];
487
- }
488
- if (this.target && this.target[SetActiveOnClick.wasVisible] !== undefined) {
489
- this.target.visible = this.target[SetActiveOnClick.wasVisible];
490
- delete this.target[SetActiveOnClick.wasVisible];
491
- }
492
- // cleanup trigger clones
493
- delete this.gameObject[SetActiveOnClick.toggleClone];
494
- delete this.gameObject[SetActiveOnClick.reverseToggleClone];
495
- }
496
- }
497
- __decorate([
498
- serializable(Object3D)
499
- ], SetActiveOnClick.prototype, "target", void 0);
500
- __decorate([
501
- serializable()
502
- ], SetActiveOnClick.prototype, "toggleOnClick", void 0);
503
- __decorate([
504
- serializable()
505
- ], SetActiveOnClick.prototype, "targetState", void 0);
506
- __decorate([
507
- serializable()
508
- ], SetActiveOnClick.prototype, "hideSelf", void 0);
509
- /**
510
- * @category Everywhere Actions
511
- * @group Components
512
- */
513
- export class HideOnStart extends Behaviour {
514
- static _fadeBehaviour;
515
- static _fadeObjects = [];
516
- static add(target, ext) {
517
- const arr = Array.isArray(target) ? target : [target];
518
- for (const entry of arr) {
519
- if (!HideOnStart._fadeObjects.includes(entry)) {
520
- console.log("adding hide on start", entry);
521
- HideOnStart._fadeObjects.push(entry);
522
- }
523
- }
524
- if (HideOnStart._fadeBehaviour === undefined) {
525
- HideOnStart._fadeBehaviour = new BehaviorModel("HideOnStart", TriggerBuilder.sceneStartTrigger(),
526
- //@ts-ignore
527
- ActionBuilder.fadeAction(HideOnStart._fadeObjects, 0, false));
528
- ext.addBehavior(HideOnStart._fadeBehaviour);
529
- }
530
- }
531
- start() {
532
- GameObject.setActive(this.gameObject, false);
533
- }
534
- createBehaviours(ext, model, _context) {
535
- if (model.uuid === this.gameObject.uuid) {
536
- // we only want to mark the object as HideOnStart if it's still hidden
537
- if (!this.wasVisible) {
538
- HideOnStart.add(model, ext);
539
- }
540
- }
541
- }
542
- wasVisible = false;
543
- beforeCreateDocument() {
544
- this.wasVisible = GameObject.isActiveSelf(this.gameObject);
545
- }
546
- }
547
- /**
548
- * @category Everywhere Actions
549
- * @group Components
550
- */
551
- export class EmphasizeOnClick extends Behaviour {
552
- target;
553
- duration = 0.5;
554
- motionType = "bounce";
555
- beforeCreateDocument() { }
556
- createBehaviours(ext, model, _context) {
557
- if (!this.target)
558
- return;
559
- if (model.uuid === this.gameObject.uuid) {
560
- const emphasize = new BehaviorModel("emphasize " + this.name, TriggerBuilder.tapTrigger(this.gameObject), ActionBuilder.emphasize(this.target, this.duration, this.motionType, undefined, "basic"));
561
- ext.addBehavior(emphasize);
562
- }
563
- }
564
- afterCreateDocument(_ext, _context) { }
565
- }
566
- __decorate([
567
- serializable()
568
- ], EmphasizeOnClick.prototype, "target", void 0);
569
- __decorate([
570
- serializable()
571
- ], EmphasizeOnClick.prototype, "duration", void 0);
572
- __decorate([
573
- serializable()
574
- ], EmphasizeOnClick.prototype, "motionType", void 0);
575
- /**
576
- * @category Everywhere Actions
577
- * @group Components
578
- */
579
- export class PlayAudioOnClick extends Behaviour {
580
- target;
581
- clip = "";
582
- toggleOnClick = false;
583
- // Not exposed, but used for implicit playback of PlayOnAwake audio sources
584
- trigger = "tap";
585
- start() {
586
- ensureRaycaster(this.gameObject);
587
- }
588
- ensureAudioSource() {
589
- if (!this.target) {
590
- const newAudioSource = this.gameObject.addComponent(AudioSource);
591
- if (newAudioSource) {
592
- this.target = newAudioSource;
593
- newAudioSource.spatialBlend = 1;
594
- newAudioSource.volume = 1;
595
- newAudioSource.loop = false;
596
- newAudioSource.preload = true;
597
- }
598
- }
599
- }
600
- onPointerClick(args) {
601
- args.use();
602
- if (!this.target?.clip && !this.clip)
603
- return;
604
- this.ensureAudioSource();
605
- if (this.target) {
606
- if (this.target.isPlaying && this.toggleOnClick) {
607
- this.target.stop();
608
- }
609
- else {
610
- if (!this.toggleOnClick && this.target.isPlaying) {
611
- this.target.stop();
612
- }
613
- if (this.clip)
614
- this.target.play(this.clip);
615
- else
616
- this.target.play();
617
- }
618
- }
619
- }
620
- createBehaviours(ext, model, _context) {
621
- if (!this.target && !this.clip)
622
- return;
623
- if (model.uuid === this.gameObject.uuid) {
624
- const clipUrl = this.clip ? this.clip : this.target ? this.target.clip : undefined;
625
- if (!clipUrl)
626
- return;
627
- if (typeof clipUrl !== "string")
628
- return;
629
- const playbackTarget = this.target ? this.target.gameObject : this.gameObject;
630
- const clipName = AudioExtension.getName(clipUrl);
631
- const volume = this.target ? this.target.volume : 1;
632
- const auralMode = this.target && this.target.spatialBlend == 0 ? "nonSpatial" : "spatial";
633
- // This checks if any child is clickable – if yes, the tap trigger is added; if not, we omit it.
634
- let anyChildHasGeometry = false;
635
- this.gameObject.traverse(c => {
636
- if (c instanceof Mesh && c.visible)
637
- anyChildHasGeometry = true;
638
- });
639
- // Workaround: seems iOS often simply doesn't play audio on scene start when this is NOT present.
640
- // unclear why, but having a useless tap action (nothing to tap on) "fixes" it.
641
- anyChildHasGeometry = true;
642
- const audioClip = ext.addAudioClip(clipUrl);
643
- // const stopAction: IBehaviorElement = ActionBuilder.playAudioAction(playbackTarget, audioClip, "stop", volume, auralMode);
644
- let playAction = ActionBuilder.playAudioAction(playbackTarget, audioClip, "play", volume, auralMode);
645
- if (this.target && this.target.loop)
646
- playAction = ActionBuilder.sequence(playAction).makeLooping();
647
- const behaviorName = (this.name ? "_" + this.name : "");
648
- if (anyChildHasGeometry && this.trigger === "tap") {
649
- // does not seem to work in iOS / QuickLook...
650
- // TODO use play "type" which can be start/stop/pause
651
- if (this.toggleOnClick)
652
- playAction.multiplePerformOperation = "stop";
653
- const playClipOnTap = new BehaviorModel("playAudio" + behaviorName, TriggerBuilder.tapTrigger(model), playAction);
654
- ext.addBehavior(playClipOnTap);
655
- }
656
- // automatically play audio on start too if the referenced AudioSource has playOnAwake enabled
657
- if (this.target && this.target.playOnAwake && this.target.enabled) {
658
- if (anyChildHasGeometry && this.trigger === "tap") {
659
- // WORKAROUND Currently (20240509) we MUST not emit this behaviour if we're also expecting the tap trigger to work.
660
- // Seems to be a regression in QuickLook... audio clips can't be stopped anymore as soon as they start playing.
661
- console.warn("USDZExport: Audio sources that are played on tap can't also auto-play at scene start due to a QuickLook bug.");
662
- }
663
- else {
664
- const playClipOnStart = new BehaviorModel("playAudioOnStart" + behaviorName, TriggerBuilder.sceneStartTrigger(), playAction);
665
- ext.addBehavior(playClipOnStart);
666
- }
667
- }
668
- }
669
- }
670
- }
671
- __decorate([
672
- serializable(AudioSource)
673
- ], PlayAudioOnClick.prototype, "target", void 0);
674
- __decorate([
675
- serializable(URL)
676
- ], PlayAudioOnClick.prototype, "clip", void 0);
677
- __decorate([
678
- serializable()
679
- ], PlayAudioOnClick.prototype, "toggleOnClick", void 0);
680
- /**
681
- * @category Everywhere Actions
682
- * @group Components
683
- */
684
- export class PlayAnimationOnClick extends Behaviour {
685
- animator;
686
- stateName;
687
- // Not editable from the outside yet, but from code
688
- // we want to expose this once we have a nice drawer for "Triggers" (e.g. shows proximity distance)
689
- // and once we rename the component to "PlayAnimation" or "PlayAnimationOnTrigger"
690
- trigger = "tap"; // "proximity"
691
- animation;
692
- get target() { return this.animator?.gameObject || this.animation?.gameObject; }
693
- start() {
694
- ensureRaycaster(this.gameObject);
695
- }
696
- onPointerClick(args) {
697
- args.use();
698
- if (!this.target)
699
- return;
700
- if (this.stateName) {
701
- // TODO this is currently quite annoying to use,
702
- // as for the web we use the Animator component and its states directly,
703
- // while in QuickLook we use explicit animations / states.
704
- this.animator?.play(this.stateName, 0, 0, .1);
705
- }
706
- }
707
- selfModel;
708
- stateAnimationModel;
709
- animationSequence = new Array();
710
- animationLoopAfterSequence = new Array();
711
- randomOffsetNormalized = 0;
712
- createBehaviours(_ext, model, _context) {
713
- if (model.uuid === this.gameObject.uuid)
714
- this.selfModel = model;
715
- }
716
- static animationActions = [];
717
- static rootsWithExclusivePlayback = new Set();
718
- // Cleanup. TODO This is not the best way as it's called multiple times (once for each component).
719
- afterSerialize() {
720
- if (PlayAnimationOnClick.rootsWithExclusivePlayback.size > 1) {
721
- 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.";
722
- if (isDevEnvironment())
723
- showBalloonWarning(message);
724
- console.warn(message, ...PlayAnimationOnClick.rootsWithExclusivePlayback);
725
- }
726
- PlayAnimationOnClick.animationActions = [];
727
- PlayAnimationOnClick.rootsWithExclusivePlayback = new Set();
728
- }
729
- afterCreateDocument(ext, context) {
730
- if ((this.animationSequence === undefined && this.animationLoopAfterSequence === undefined) || !this.stateAnimationModel)
731
- return;
732
- if (!this.target)
733
- return;
734
- const document = context.document;
735
- // check if the AnimationExtension has been attached and what data it has for the current object
736
- const animationExt = context.extensions.find(ext => ext instanceof AnimationExtension);
737
- if (!animationExt)
738
- return;
739
- // This is a workaround for FB13410767 - StartAnimationAction in USDZ preliminary behaviours does not stop when another StartAnimationAction is called on the same prim
740
- // When we play multiple animations on the same root, QuickLook just overlaps them and glitches around instead of stopping an earlier one.
741
- // Once this is fixed, we can relax this check and just always make it non-exclusive again.
742
- // Setting exclusive playback has the side effect of unfortunately canceling all other playing actions that are exclusive too -
743
- // seems there is no finer-grained control over which actions should stop which other actions...
744
- const requiresExclusivePlayback = animationExt.getClipCount(this.target) > 1;
745
- if (requiresExclusivePlayback) {
746
- if (isDevEnvironment())
747
- 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.");
748
- PlayAnimationOnClick.rootsWithExclusivePlayback.add(this.target);
749
- }
750
- const behaviorName = (this.name ? this.name : "");
751
- document.traverse(model => {
752
- if (model.uuid === this.target?.uuid) {
753
- const sequence = PlayAnimationOnClick.getActionForSequences(document, model, this.animationSequence, this.animationLoopAfterSequence, this.randomOffsetNormalized);
754
- const playAnimationOnTap = new BehaviorModel(this.trigger + "_" + behaviorName + "_toPlayAnimation_" + this.stateName + "_on_" + this.target?.name, this.trigger == "tap" ? TriggerBuilder.tapTrigger(this.selfModel) : TriggerBuilder.sceneStartTrigger(), sequence);
755
- // See comment above for why exclusive playback is currently required when playing multiple animations on the same root.
756
- if (requiresExclusivePlayback)
757
- playAnimationOnTap.makeExclusive(true);
758
- ext.addBehavior(playAnimationOnTap);
759
- }
760
- });
761
- }
762
- static getActionForSequences(_document, model, animationSequence, animationLoopAfterSequence, randomOffsetNormalized) {
763
- const getOrCacheAction = (model, anim) => {
764
- let action = PlayAnimationOnClick.animationActions.find(a => a.affectedObjects == model && a.start == anim.start && a.duration == anim.duration && a.animationSpeed == anim.speed);
765
- if (!action) {
766
- action = ActionBuilder.startAnimationAction(model, anim);
767
- PlayAnimationOnClick.animationActions.push(action);
768
- }
769
- return action;
770
- };
771
- const sequence = ActionBuilder.sequence();
772
- if (animationSequence && animationSequence.length > 0) {
773
- for (const anim of animationSequence) {
774
- sequence.addAction(getOrCacheAction(model, anim));
775
- }
776
- }
777
- if (animationLoopAfterSequence && animationLoopAfterSequence.length > 0) {
778
- // only make a new action group if there's already stuff in the existing one
779
- const loopSequence = sequence.actions.length == 0 ? sequence : ActionBuilder.sequence();
780
- for (const anim of animationLoopAfterSequence) {
781
- loopSequence.addAction(getOrCacheAction(model, anim));
782
- }
783
- loopSequence.makeLooping();
784
- if (sequence !== loopSequence)
785
- sequence.addAction(loopSequence);
786
- }
787
- if (randomOffsetNormalized && randomOffsetNormalized > 0) {
788
- sequence.actions.unshift(ActionBuilder.waitAction(randomOffsetNormalized));
789
- }
790
- return sequence;
791
- }
792
- static getAndRegisterAnimationSequences(ext, target, stateName) {
793
- if (!target)
794
- return undefined;
795
- const animator = target.getComponent(Animator);
796
- const animation = target.getComponent(Animation);
797
- if (!animator && !animation)
798
- return undefined;
799
- if (animator && !stateName) {
800
- throw new Error("PlayAnimationOnClick: No stateName specified for animator " + animator.name + " on " + target.name);
801
- }
802
- let animationSequence = [];
803
- let animationLoopAfterSequence = [];
804
- if (animation) {
805
- const anim = ext.registerAnimation(target, animation.clip);
806
- if (anim) {
807
- if (animation.loop)
808
- animationLoopAfterSequence.push(anim);
809
- else
810
- animationSequence.push(anim);
811
- }
812
- let randomTimeOffset = 0;
813
- if (animation.minMaxOffsetNormalized) {
814
- const from = animation.minMaxOffsetNormalized.x;
815
- const to = animation.minMaxOffsetNormalized.y;
816
- randomTimeOffset = (animation.clip?.duration || 1) * (from + Math.random() * (to - from));
817
- }
818
- return {
819
- animationSequence,
820
- animationLoopAfterSequence,
821
- randomTimeOffset,
822
- };
823
- }
824
- // If there's a separate state specified to play after this one, we
825
- // play it automatically. Theoretically an animator state machine flow could be encoded here.
826
- // We're parsing the Animator states here and follow the transition chain until we find a loop.
827
- // There are some edge cases:
828
- // - (0 > 1.looping) should keep looping (1).
829
- // - (0 > 1 > 1) should keep looping (1).
830
- // - (0 > 1 > 2 > 3 > 2) should keep looping (2,3).
831
- // - (0 > 1 > 2 > 3 > 0) should keep looping (0,1,2,3).
832
- const runtimeController = animator?.runtimeAnimatorController;
833
- let currentState = runtimeController?.findState(stateName);
834
- let statesUntilLoop = [];
835
- let statesLooping = [];
836
- if (runtimeController && currentState) {
837
- // starting point – we have set this above already as startAction
838
- const visitedStates = new Array;
839
- visitedStates.push(currentState);
840
- let foundLoop = false;
841
- while (true && visitedStates.length < 100) {
842
- if (!currentState || currentState === null || !currentState.transitions || currentState.transitions.length === 0) {
843
- if (currentState.motion?.isLooping)
844
- foundLoop = true;
845
- break;
846
- }
847
- // find the first transition without parameters
848
- // TODO we could also find the first _valid_ transition here instead based on the current parameters.
849
- const transition = currentState.transitions.find(t => t.conditions.length === 0);
850
- const nextState = transition ? runtimeController["getState"](transition.destinationState, 0) : null;
851
- // abort: we found a state loop
852
- if (nextState && visitedStates.includes(nextState)) {
853
- currentState = nextState;
854
- foundLoop = true;
855
- break;
856
- }
857
- // keep looking: transition to another state
858
- else if (transition) {
859
- currentState = nextState;
860
- if (!currentState)
861
- break;
862
- visitedStates.push(currentState);
863
- }
864
- // abort: no transition found. check if last state is looping
865
- else {
866
- foundLoop = currentState.motion?.isLooping ?? false;
867
- break;
868
- }
869
- }
870
- if (foundLoop && currentState) {
871
- // check what the first state in the loop is – it must be matching the last one we added
872
- const firstStateInLoop = visitedStates.indexOf(currentState);
873
- statesUntilLoop = visitedStates.slice(0, firstStateInLoop); // can be empty, which means we're looping all
874
- statesLooping = visitedStates.slice(firstStateInLoop); // can be empty, which means nothing is looping
875
- // Potentially we need to prevent self-transitions into a non-looping state, these do not result in a loop in the runtime
876
- /*
877
- if (statesLooping.length === 1 && !statesLooping[0].motion?.isLooping) {
878
- statesUntilLoop.push(statesLooping[0]);
879
- statesLooping = [];
880
- }
881
- */
882
- if (debug)
883
- console.log("found loop from " + stateName, "states until loop", statesUntilLoop, "states looping", statesLooping);
884
- }
885
- else {
886
- statesUntilLoop = visitedStates;
887
- statesLooping = [];
888
- if (debug)
889
- console.log("found no loop from " + stateName, "states", statesUntilLoop);
890
- }
891
- // If we do NOT loop, we need to explicitly add a single-keyframe clip with a "hold" pose
892
- // to prevent the animation from resetting to the start.
893
- if (!statesLooping.length) {
894
- const lastState = statesUntilLoop[statesUntilLoop.length - 1];
895
- const lastClip = lastState.motion?.clip;
896
- if (lastClip) {
897
- let clipCopy;
898
- if (ext.holdClipMap.has(lastClip)) {
899
- clipCopy = ext.holdClipMap.get(lastClip);
900
- }
901
- else {
902
- // We're creating a "hold" clip here; exactly 1 second long, and inteprolates exactly on the duration of the clip
903
- const holdStateName = lastState.name + "_hold";
904
- clipCopy = lastClip.clone();
905
- clipCopy.duration = 1;
906
- clipCopy.name = holdStateName;
907
- const lastFrame = lastClip.duration;
908
- clipCopy.tracks = lastClip.tracks.map(t => {
909
- const trackCopy = t.clone();
910
- trackCopy.times = new Float32Array([0, lastFrame]);
911
- const len = t.values.length;
912
- const size = t.getValueSize();
913
- ;
914
- const lastValue = t.values.slice(len - size, len);
915
- // we need this twice
916
- trackCopy.values = new Float32Array(2 * size);
917
- trackCopy.values.set(lastValue, 0);
918
- trackCopy.values.set(lastValue, size);
919
- return trackCopy;
920
- });
921
- clipCopy.name = holdStateName;
922
- ext.holdClipMap.set(lastClip, clipCopy);
923
- }
924
- if (clipCopy) {
925
- const holdState = {
926
- name: clipCopy.name,
927
- motion: { clip: clipCopy, isLooping: false, name: clipCopy.name },
928
- speed: 1,
929
- transitions: [],
930
- behaviours: [],
931
- hash: lastState.hash + 1,
932
- };
933
- statesLooping.push(holdState);
934
- }
935
- }
936
- }
937
- }
938
- // Special case: someone's trying to play an empty clip without any motion data, no loops or anything.
939
- // In that case, we simply go to the rest clip – this is a common case for "idle" states.
940
- if (statesUntilLoop.length === 1 && (!statesUntilLoop[0].motion?.clip || statesUntilLoop[0].motion?.clip.tracks?.length === 0)) {
941
- animationSequence = new Array();
942
- const anim = ext.registerAnimation(target, null);
943
- if (anim)
944
- animationSequence.push(anim);
945
- return undefined;
946
- }
947
- // filter out any states that don't have motion data
948
- statesUntilLoop = statesUntilLoop.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
949
- statesLooping = statesLooping.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
950
- // If none of the found states have motion, we need to warn
951
- if (statesUntilLoop.length === 0 && statesLooping.length === 0) {
952
- console.warn("No clips found for state " + stateName + " on " + animator?.name + ", can't export animation data");
953
- return undefined;
954
- }
955
- const addStateToSequence = (state, sequence) => {
956
- if (!target)
957
- return;
958
- const anim = ext.registerAnimation(target, state.motion.clip ?? null);
959
- if (anim) {
960
- anim.speed = state.speed;
961
- sequence.push(anim);
962
- }
963
- else
964
- console.warn("Couldn't register animation for state " + state.name + " on " + animator?.name);
965
- };
966
- // Register all the animation states we found.
967
- if (statesUntilLoop.length > 0) {
968
- animationSequence = new Array();
969
- for (const state of statesUntilLoop) {
970
- addStateToSequence(state, animationSequence);
971
- }
972
- }
973
- if (statesLooping.length > 0) {
974
- animationLoopAfterSequence = new Array();
975
- for (const state of statesLooping) {
976
- addStateToSequence(state, animationLoopAfterSequence);
977
- }
978
- }
979
- let randomTimeOffset = 0;
980
- if (animator && runtimeController && animator.minMaxOffsetNormalized) {
981
- const from = animator.minMaxOffsetNormalized.x;
982
- const to = animator.minMaxOffsetNormalized.y;
983
- // first state in the sequence
984
- const firstState = statesUntilLoop.length ? statesUntilLoop[0] : statesLooping.length ? statesLooping[0] : null;
985
- randomTimeOffset = (firstState?.motion.clip?.duration || 1) * (from + Math.random() * (to - from));
986
- }
987
- return {
988
- animationSequence,
989
- animationLoopAfterSequence,
990
- randomTimeOffset,
991
- };
992
- }
993
- createAnimation(ext, model, _context) {
994
- if (!this.target || (!this.animator && !this.animation))
995
- return;
996
- const result = PlayAnimationOnClick.getAndRegisterAnimationSequences(ext, this.target, this.stateName);
997
- if (!result)
998
- return;
999
- this.animationSequence = result.animationSequence;
1000
- this.animationLoopAfterSequence = result.animationLoopAfterSequence;
1001
- this.randomOffsetNormalized = result.randomTimeOffset;
1002
- this.stateAnimationModel = model;
1003
- }
1004
- }
1005
- __decorate([
1006
- serializable(Animator)
1007
- ], PlayAnimationOnClick.prototype, "animator", void 0);
1008
- __decorate([
1009
- serializable()
1010
- ], PlayAnimationOnClick.prototype, "stateName", void 0);
1011
- export class PreliminaryAction extends Behaviour {
1012
- getType() { }
1013
- target;
1014
- getDuration() { }
1015
- ;
1016
- }
1017
- __decorate([
1018
- serializable(Object3D)
1019
- ], PreliminaryAction.prototype, "target", void 0);
1020
- export class PreliminaryTrigger extends Behaviour {
1021
- target;
1022
- }
1023
- __decorate([
1024
- serializable(PreliminaryAction)
1025
- ], PreliminaryTrigger.prototype, "target", void 0);
1026
- /**
1027
- * @category Everywhere Actions
1028
- * @group Components
1029
- */
1030
- export class VisibilityAction extends PreliminaryAction {
1031
- //@type int
1032
- type = VisibilityActionType.Hide;
1033
- duration = 1;
1034
- getType() {
1035
- switch (this.type) {
1036
- case VisibilityActionType.Hide: return "hide";
1037
- case VisibilityActionType.Show: return "show";
1038
- }
1039
- }
1040
- getDuration() {
1041
- return this.duration;
1042
- }
1043
- }
1044
- __decorate([
1045
- serializable()
1046
- ], VisibilityAction.prototype, "type", void 0);
1047
- __decorate([
1048
- serializable()
1049
- ], VisibilityAction.prototype, "duration", void 0);
1050
- /**
1051
- * @category Everywhere Actions
1052
- * @group Components
1053
- */
1054
- export class TapGestureTrigger extends PreliminaryTrigger {
1055
- }
1056
- export var VisibilityActionType;
1057
- (function (VisibilityActionType) {
1058
- VisibilityActionType[VisibilityActionType["Show"] = 0] = "Show";
1059
- VisibilityActionType[VisibilityActionType["Hide"] = 1] = "Hide";
1060
- })(VisibilityActionType || (VisibilityActionType = {}));
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { Material, Matrix4, Mesh, Object3D, Quaternion, Vector3 } from "three";
8
+ import { isDevEnvironment, showBalloonWarning } from "../../../../../engine/debug/index.js";
9
+ import { serializable } from "../../../../../engine/engine_serialization_decorator.js";
10
+ import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPosition, setWorldQuaternion, setWorldScale } from "../../../../../engine/engine_three_utils.js";
11
+ import { getParam } from "../../../../../engine/engine_utils.js";
12
+ import { compareAssociation } from "../../../../../engine/extensions/extension_utils.js";
13
+ import { NEEDLE_progressive } from "../../../../../engine/extensions/NEEDLE_progressive.js";
14
+ import { Animation } from "../../../../Animation.js";
15
+ import { Animator } from "../../../../Animator.js";
16
+ import { AudioSource } from "../../../../AudioSource.js";
17
+ import { Behaviour, GameObject } from "../../../../Component.js";
18
+ import { ObjectRaycaster, Raycaster } from "../../../../ui/Raycaster.js";
19
+ import { makeNameSafeForUSD, USDDocument, USDObject } from "../../ThreeUSDZExporter.js";
20
+ import { AnimationExtension } from "../Animation.js";
21
+ import { AudioExtension } from "./AudioExtension.js";
22
+ import { ActionBuilder, BehaviorModel, TriggerBuilder } from "./BehavioursBuilder.js";
23
+ const debug = getParam("debugusdzbehaviours");
24
+ function ensureRaycaster(obj) {
25
+ if (!obj)
26
+ return;
27
+ if (!obj.getComponentInParent(Raycaster)) {
28
+ if (isDevEnvironment())
29
+ console.debug("Raycaster on \"" + obj.name + "\" was automatically added, because no raycaster was found in the parent hierarchy.");
30
+ obj.addComponent(ObjectRaycaster);
31
+ }
32
+ }
33
+ /**
34
+ * @category Everywhere Actions
35
+ * @group Components
36
+ */
37
+ export class ChangeTransformOnClick extends Behaviour {
38
+ object;
39
+ target;
40
+ duration = 1;
41
+ relativeMotion = false;
42
+ coroutine = null;
43
+ targetPos = new Vector3();
44
+ targetRot = new Quaternion();
45
+ targetScale = new Vector3();
46
+ start() {
47
+ ensureRaycaster(this.gameObject);
48
+ }
49
+ onPointerClick(args) {
50
+ args.use();
51
+ if (this.coroutine)
52
+ this.stopCoroutine(this.coroutine);
53
+ if (!this.relativeMotion)
54
+ this.coroutine = this.startCoroutine(this.moveToTarget());
55
+ else
56
+ this.coroutine = this.startCoroutine(this.moveRelative());
57
+ }
58
+ *moveToTarget() {
59
+ if (!this.target || !this.object)
60
+ return;
61
+ const thisPos = getWorldPosition(this.object).clone();
62
+ const targetPos = getWorldPosition(this.target).clone();
63
+ const thisRot = getWorldQuaternion(this.object).clone();
64
+ const targetRot = getWorldQuaternion(this.target).clone();
65
+ const thisScale = getWorldScale(this.object).clone();
66
+ const targetScale = getWorldScale(this.target).clone();
67
+ const dist = thisPos.distanceTo(targetPos);
68
+ const rotDist = thisRot.angleTo(targetRot);
69
+ const scaleDist = thisScale.distanceTo(targetScale);
70
+ if (dist < 0.01 && rotDist < 0.01 && scaleDist < 0.01) {
71
+ setWorldPosition(this.object, targetPos);
72
+ setWorldQuaternion(this.object, targetRot);
73
+ setWorldScale(this.object, targetScale);
74
+ this.coroutine = null;
75
+ return;
76
+ }
77
+ let t01 = 0;
78
+ let eased = 0;
79
+ while (t01 < 1) {
80
+ t01 += this.context.time.deltaTime / this.duration;
81
+ if (t01 > 1)
82
+ t01 = 1;
83
+ // apply ease-in-out
84
+ // https://easings.net/
85
+ eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
86
+ this.targetPos.lerpVectors(thisPos, targetPos, eased);
87
+ this.targetRot.slerpQuaternions(thisRot, targetRot, eased);
88
+ this.targetScale.lerpVectors(thisScale, targetScale, eased);
89
+ setWorldPosition(this.object, this.targetPos);
90
+ setWorldQuaternion(this.object, this.targetRot);
91
+ setWorldScale(this.object, this.targetScale);
92
+ yield;
93
+ }
94
+ this.coroutine = null;
95
+ }
96
+ *moveRelative() {
97
+ if (!this.target || !this.object)
98
+ return;
99
+ const thisPos = this.object.position.clone();
100
+ const thisRot = this.object.quaternion.clone();
101
+ const thisScale = this.object.scale.clone();
102
+ const posOffset = this.target.position.clone();
103
+ const rotOffset = this.target.quaternion.clone();
104
+ const scaleOffset = this.target.scale.clone();
105
+ // convert into right space
106
+ posOffset.applyQuaternion(this.object.quaternion);
107
+ this.targetPos.copy(this.object.position).add(posOffset);
108
+ this.targetRot.copy(this.object.quaternion).multiply(rotOffset);
109
+ this.targetScale.copy(this.object.scale).multiply(scaleOffset);
110
+ let t01 = 0;
111
+ let eased = 0;
112
+ while (t01 < 1) {
113
+ t01 += this.context.time.deltaTime / this.duration;
114
+ if (t01 > 1)
115
+ t01 = 1;
116
+ // apply ease-in-out
117
+ // https://easings.net/
118
+ eased = t01 < 0.5 ? 4 * t01 * t01 * t01 : 1 - Math.pow(-2 * t01 + 2, 3) / 2;
119
+ this.object.position.lerpVectors(thisPos, this.targetPos, eased);
120
+ this.object.quaternion.slerpQuaternions(thisRot, this.targetRot, eased);
121
+ this.object.scale.lerpVectors(thisScale, this.targetScale, eased);
122
+ yield;
123
+ }
124
+ this.coroutine = null;
125
+ }
126
+ beforeCreateDocument(ext) {
127
+ if (this.target && this.object && this.gameObject) {
128
+ const moveForward = new BehaviorModel("Move to " + this.target?.name, TriggerBuilder.tapTrigger(this.gameObject), ActionBuilder.transformAction(this.object, this.target, this.duration, this.relativeMotion ? "relative" : "absolute"));
129
+ ext.addBehavior(moveForward);
130
+ }
131
+ }
132
+ }
133
+ __decorate([
134
+ serializable(Object3D)
135
+ ], ChangeTransformOnClick.prototype, "object", void 0);
136
+ __decorate([
137
+ serializable(Object3D)
138
+ ], ChangeTransformOnClick.prototype, "target", void 0);
139
+ __decorate([
140
+ serializable()
141
+ ], ChangeTransformOnClick.prototype, "duration", void 0);
142
+ __decorate([
143
+ serializable()
144
+ ], ChangeTransformOnClick.prototype, "relativeMotion", void 0);
145
+ /**
146
+ * @category Everywhere Actions
147
+ * @group Components
148
+ */
149
+ export class ChangeMaterialOnClick extends Behaviour {
150
+ /**
151
+ * The material that will be switched to the variant material
152
+ */
153
+ materialToSwitch;
154
+ /**
155
+ * The material that will be switched to
156
+ */
157
+ variantMaterial;
158
+ /**
159
+ * The duration of the fade effect in seconds (USDZ/Quicklook only)
160
+ * @default 0
161
+ */
162
+ fadeDuration = 0;
163
+ start() {
164
+ // initialize the object list
165
+ this._objectsWithThisMaterial = this.objectsWithThisMaterial;
166
+ ensureRaycaster(this.gameObject);
167
+ if (isDevEnvironment() && this._objectsWithThisMaterial.length <= 0) {
168
+ console.warn("ChangeMaterialOnClick: No objects found with material \"" + this.materialToSwitch?.name + "\"");
169
+ }
170
+ }
171
+ onPointerEnter(_args) {
172
+ this.context.input.setCursor("pointer");
173
+ }
174
+ onPointerExit(_) {
175
+ this.context.input.unsetCursor("pointer");
176
+ }
177
+ onPointerClick(args) {
178
+ args.use();
179
+ if (!this.variantMaterial)
180
+ return;
181
+ for (let i = 0; i < this.objectsWithThisMaterial.length; i++) {
182
+ const obj = this.objectsWithThisMaterial[i];
183
+ obj.material = this.variantMaterial;
184
+ }
185
+ }
186
+ _objectsWithThisMaterial = null;
187
+ /** Get all objects in the scene that have the assigned materialToSwitch */
188
+ get objectsWithThisMaterial() {
189
+ if (this._objectsWithThisMaterial != null)
190
+ return this._objectsWithThisMaterial;
191
+ this._objectsWithThisMaterial = [];
192
+ if (this.variantMaterial && this.materialToSwitch) {
193
+ this.context.scene.traverse(obj => {
194
+ if (obj instanceof Mesh) {
195
+ if (Array.isArray(obj.material)) {
196
+ for (const mat of obj.material) {
197
+ if (mat === this.materialToSwitch) {
198
+ this.objectsWithThisMaterial.push(obj);
199
+ break;
200
+ }
201
+ }
202
+ }
203
+ else {
204
+ if (obj.material === this.materialToSwitch) {
205
+ this.objectsWithThisMaterial.push(obj);
206
+ }
207
+ else if (compareAssociation(obj.material, this.materialToSwitch)) {
208
+ this.objectsWithThisMaterial.push(obj);
209
+ }
210
+ }
211
+ }
212
+ });
213
+ }
214
+ return this._objectsWithThisMaterial;
215
+ }
216
+ selfModel;
217
+ targetModels;
218
+ static _materialTriggersPerId = {};
219
+ static _startHiddenBehaviour = null;
220
+ static _parallelStartHiddenActions = [];
221
+ async beforeCreateDocument(_ext, _context) {
222
+ this.targetModels = [];
223
+ ChangeMaterialOnClick._materialTriggersPerId = {};
224
+ ChangeMaterialOnClick.variantSwitchIndex = 0;
225
+ // Ensure that the progressive textures have been loaded for all variants and materials
226
+ if (this.materialToSwitch) {
227
+ await NEEDLE_progressive.assignTextureLOD(this.materialToSwitch, 0);
228
+ }
229
+ if (this.variantMaterial) {
230
+ await NEEDLE_progressive.assignTextureLOD(this.variantMaterial, 0);
231
+ }
232
+ }
233
+ createBehaviours(_ext, model, _context) {
234
+ const shouldExport = this.objectsWithThisMaterial.find(o => o.uuid === model.uuid);
235
+ if (shouldExport) {
236
+ this.targetModels.push(model);
237
+ }
238
+ if (this.gameObject.uuid === model.uuid) {
239
+ this.selfModel = model;
240
+ if (this.materialToSwitch) {
241
+ if (!ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid])
242
+ ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid] = [];
243
+ ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid].push(this);
244
+ }
245
+ }
246
+ }
247
+ afterCreateDocument(ext, _context) {
248
+ if (!this.materialToSwitch)
249
+ return;
250
+ const handlers = ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
251
+ if (handlers) {
252
+ const variants = {};
253
+ for (const handler of handlers) {
254
+ const createdVariants = handler.createVariants();
255
+ if (createdVariants && createdVariants.length > 0)
256
+ variants[handler.selfModel.uuid] = createdVariants;
257
+ }
258
+ for (const handler of handlers) {
259
+ const otherVariants = [];
260
+ for (const key in variants) {
261
+ if (key !== handler.selfModel.uuid) {
262
+ otherVariants.push(...variants[key]);
263
+ }
264
+ }
265
+ handler.createAndAttachBehaviors(ext, variants[handler.selfModel.uuid], otherVariants);
266
+ }
267
+ }
268
+ delete ChangeMaterialOnClick._materialTriggersPerId[this.materialToSwitch.uuid];
269
+ }
270
+ createAndAttachBehaviors(ext, myVariants, otherVariants) {
271
+ const select = [];
272
+ const fadeDuration = Math.max(0, this.fadeDuration);
273
+ select.push(ActionBuilder.fadeAction([...this.targetModels, ...otherVariants], fadeDuration, false));
274
+ select.push(ActionBuilder.fadeAction(myVariants, fadeDuration, true));
275
+ ext.addBehavior(new BehaviorModel("Select_" + this.selfModel.name, TriggerBuilder.tapTrigger(this.selfModel), ActionBuilder.parallel(...select)));
276
+ ChangeMaterialOnClick._parallelStartHiddenActions.push(...myVariants);
277
+ if (!ChangeMaterialOnClick._startHiddenBehaviour) {
278
+ ChangeMaterialOnClick._startHiddenBehaviour =
279
+ new BehaviorModel("StartHidden_" + this.selfModel.name, TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(ChangeMaterialOnClick._parallelStartHiddenActions, fadeDuration, false));
280
+ ext.addBehavior(ChangeMaterialOnClick._startHiddenBehaviour);
281
+ }
282
+ }
283
+ static getMaterialName(material) {
284
+ return makeNameSafeForUSD(material.name || 'Material') + "_" + material.id;
285
+ }
286
+ static variantSwitchIndex = 0;
287
+ createVariants() {
288
+ if (!this.variantMaterial)
289
+ return null;
290
+ const variantModels = [];
291
+ for (const target of this.targetModels) {
292
+ const variant = target.clone();
293
+ variant.name += "_Variant_" + ChangeMaterialOnClick.variantSwitchIndex++ + "_" + ChangeMaterialOnClick.getMaterialName(this.variantMaterial);
294
+ variant.displayName = variant.displayName + ": Variant with material " + this.variantMaterial.name;
295
+ variant.material = this.variantMaterial;
296
+ variant.geometry = target.geometry;
297
+ variant.transform = target.transform;
298
+ if (!target.parent || !target.parent.isEmpty()) {
299
+ USDObject.createEmptyParent(target);
300
+ }
301
+ if (target.parent)
302
+ target.parent.add(variant);
303
+ variantModels.push(variant);
304
+ }
305
+ return variantModels;
306
+ }
307
+ }
308
+ __decorate([
309
+ serializable(Material)
310
+ ], ChangeMaterialOnClick.prototype, "materialToSwitch", void 0);
311
+ __decorate([
312
+ serializable(Material)
313
+ ], ChangeMaterialOnClick.prototype, "variantMaterial", void 0);
314
+ __decorate([
315
+ serializable()
316
+ ], ChangeMaterialOnClick.prototype, "fadeDuration", void 0);
317
+ /**
318
+ * @category Everywhere Actions
319
+ * @group Components
320
+ */
321
+ export class SetActiveOnClick extends Behaviour {
322
+ target;
323
+ toggleOnClick = false;
324
+ targetState = true;
325
+ hideSelf = true;
326
+ start() {
327
+ ensureRaycaster(this.gameObject);
328
+ }
329
+ onPointerClick(args) {
330
+ args.use();
331
+ if (!this.toggleOnClick && this.hideSelf)
332
+ this.gameObject.visible = false;
333
+ if (this.target)
334
+ this.target.visible = this.toggleOnClick ? !this.target.visible : this.targetState;
335
+ }
336
+ selfModel;
337
+ selfModelClone;
338
+ targetModel;
339
+ toggleModel;
340
+ createBehaviours(_, model, _context) {
341
+ if (model.uuid === this.gameObject.uuid) {
342
+ this.selfModel = model;
343
+ this.selfModelClone = model.clone();
344
+ }
345
+ }
346
+ stateBeforeCreatingDocument = false;
347
+ targetStateBeforeCreatingDocument = false;
348
+ static clonedToggleIndex = 0;
349
+ static wasVisible = Symbol("usdz_SetActiveOnClick_wasVisible");
350
+ static toggleClone = Symbol("clone for toggling");
351
+ static reverseToggleClone = Symbol("clone for reverse toggling");
352
+ beforeCreateDocument() {
353
+ if (!this.target)
354
+ return;
355
+ // need to cache on the object itself, because otherwise different actions would override each other's visibility state
356
+ // TODO would probably be better to have this somewhere on the exporter, not on this component
357
+ if (this.gameObject[SetActiveOnClick.wasVisible] === undefined)
358
+ this.gameObject[SetActiveOnClick.wasVisible] = this.gameObject.activeSelf;
359
+ if (this.target[SetActiveOnClick.wasVisible] === undefined)
360
+ this.target[SetActiveOnClick.wasVisible] = this.target.activeSelf;
361
+ this.stateBeforeCreatingDocument = this.gameObject[SetActiveOnClick.wasVisible];
362
+ this.targetStateBeforeCreatingDocument = this.target[SetActiveOnClick.wasVisible];
363
+ // Objects need to be on so they are exported, as we're skipping invisible objects
364
+ this.gameObject.visible = true;
365
+ this.target.visible = true;
366
+ }
367
+ afterCreateDocument(ext, context) {
368
+ if (!this.target)
369
+ return;
370
+ // Parameters:
371
+ // - hideSelf: the trigger is hidden after clicking. Can basically only be used once.
372
+ // - toggleOnClick: the target is toggled on/off when the trigger is clicked.
373
+ // - targetState: the target is set to this state when the trigger is clicked.
374
+ // Combinations:
375
+ // - when toggleOnClick is on, hideSelf is ignored
376
+ // - we need to make a copy of our object
377
+ // - when the trigger is clicked
378
+ // - hide the original trigger
379
+ // - show the copied trigger
380
+ // - set the target to targetState
381
+ // - when the copied trigger is clicked
382
+ // - hide the copied trigger
383
+ // - show the original trigger again
384
+ // - set the target to !targetState
385
+ // - when toggleOnClick is off, hideSelf is used
386
+ // - no copy is needed
387
+ // - when the trigger is clicked
388
+ // - hide the trigger
389
+ // - set the target to the targetState
390
+ this.targetModel = context.document.findById(this.target.uuid);
391
+ const originalModel = this.selfModel;
392
+ if (this.selfModel && this.targetModel) {
393
+ let selfModel = this.selfModel;
394
+ let targetState = this.targetState;
395
+ // if we toggle, we need to create a copy of our object
396
+ if (this.toggleOnClick) {
397
+ // When toggling we want to respect the current state of the target,
398
+ // so effectively this.targetState and this.hideSelf are ignored.
399
+ targetState = !this.targetStateBeforeCreatingDocument;
400
+ // Potentially it's easier/better to just "clone" and put the object as a sibling next
401
+ // to the rest of the hierarchy. This way we would lose nested clicks (clicking on a child would not trigger events)
402
+ // but we're not potentially duplicating tons of objects.
403
+ // It's much easier to reason about nested actions when we're not duplicating tons of hierarchy...
404
+ // We can probably only do a shallow clone when the tapped object has geometry of its own, otherwise
405
+ // we end up with nothing to tap on.
406
+ // Option A: we deep clone ourselves. This makes hierarchical cases and nested behaviours really complex.
407
+ // We do this currently when the object doesn't have any geometry.
408
+ if (!this.selfModelClone.geometry) {
409
+ if (!this.selfModel.parent || this.selfModel.parent.isEmpty())
410
+ USDDocument.createEmptyParent(this.selfModel);
411
+ this.toggleModel = this.selfModel.deepClone();
412
+ this.toggleModel.name += "_toggle";
413
+ this.selfModel.parent.add(this.toggleModel);
414
+ }
415
+ else {
416
+ // Option B: we shallow clone ourselves and put the clone next to us. This means childs are not clickable anymore.
417
+ // We create clones exactly once for this gameObject, so that all SetActiveOnClick on the same object use the same trigger.
418
+ if (!this.gameObject[SetActiveOnClick.toggleClone]) {
419
+ const clone = this.selfModelClone.clone();
420
+ clone.setMatrix(new Matrix4());
421
+ clone.name += "_toggle" + (SetActiveOnClick.clonedToggleIndex++);
422
+ originalModel.add(clone);
423
+ this.gameObject[SetActiveOnClick.toggleClone] = clone;
424
+ console.warn("USDZExport: Toggle " + this.gameObject.name + " doesn't have geometry. It will be deep cloned and nested behaviours will likely not work.");
425
+ }
426
+ const clonedSelfModel = this.gameObject[SetActiveOnClick.toggleClone];
427
+ if (!this.gameObject[SetActiveOnClick.reverseToggleClone]) {
428
+ const clone = this.selfModelClone.clone();
429
+ clone.setMatrix(new Matrix4());
430
+ clone.name += "_toggleReverse" + (SetActiveOnClick.clonedToggleIndex++);
431
+ originalModel.add(clone);
432
+ this.gameObject[SetActiveOnClick.reverseToggleClone] = clone;
433
+ }
434
+ this.toggleModel = this.gameObject[SetActiveOnClick.reverseToggleClone];
435
+ if (!this.toggleModel.geometry || !clonedSelfModel.geometry) {
436
+ console.error("triggers without childs and without geometry won't work!", this, originalModel.geometry);
437
+ }
438
+ // We're targeting the clone in the actions below, not the original object
439
+ selfModel = clonedSelfModel;
440
+ // Remove the geometry, we've duplicated it into the toggle/reverseToggle already
441
+ originalModel.geometry = null;
442
+ originalModel.material = null;
443
+ // Known issues: clone() does not clone skinned mesh geometry, lights, cameras;
444
+ // we still have them on the original object and the clones won't have it.
445
+ }
446
+ }
447
+ // this.toggleOnClick is false, so we don't have a toggleModel – no need for clones,
448
+ // just set the target object to targetState and optionally hide ourselves
449
+ if (!this.toggleModel) {
450
+ const sequence = [];
451
+ if (this.hideSelf)
452
+ sequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
453
+ sequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
454
+ ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_ToggleTo" + (targetState ? "On" : "Off"), TriggerBuilder.tapTrigger(selfModel), sequence.length > 1 ? ActionBuilder.parallel(...sequence) : sequence[0]));
455
+ }
456
+ // We have a toggleModel, so we need to set up two sequences:
457
+ // - one that hides the original object, shows the toggle and sets the target to targetState
458
+ // - one that hides the toggle, shows the original object and sets the target to !targetState
459
+ else if (this.toggleOnClick) {
460
+ const toggleSequence = [];
461
+ toggleSequence.push(ActionBuilder.fadeAction(selfModel, 0, false));
462
+ toggleSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, true));
463
+ toggleSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, targetState));
464
+ ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_ToggleTo" + (targetState ? "On" : "Off"), TriggerBuilder.tapTrigger(selfModel), ActionBuilder.parallel(...toggleSequence)));
465
+ const reverseSequence = [];
466
+ reverseSequence.push(ActionBuilder.fadeAction(this.toggleModel, 0, false));
467
+ reverseSequence.push(ActionBuilder.fadeAction(selfModel, 0, true));
468
+ reverseSequence.push(ActionBuilder.fadeAction(this.targetModel, 0, !targetState));
469
+ ext.addBehavior(new BehaviorModel("Toggle_" + selfModel.name + "_ToggleTo" + (!targetState ? "On" : "Off"), TriggerBuilder.tapTrigger(this.toggleModel), ActionBuilder.parallel(...reverseSequence)));
470
+ }
471
+ // Ensure initial states are set correctly so that we get the same result as was currently active in the runtime
472
+ const objectsToHide = new Array();
473
+ if (!this.targetStateBeforeCreatingDocument)
474
+ objectsToHide.push(this.targetModel);
475
+ if (!this.stateBeforeCreatingDocument)
476
+ objectsToHide.push(originalModel);
477
+ if (this.toggleModel)
478
+ objectsToHide.push(this.toggleModel);
479
+ HideOnStart.add(objectsToHide, ext);
480
+ }
481
+ }
482
+ afterSerialize(_ext, _context) {
483
+ // cleanup visibility cache
484
+ if (this.gameObject[SetActiveOnClick.wasVisible] !== undefined) {
485
+ this.gameObject.visible = this.gameObject[SetActiveOnClick.wasVisible];
486
+ delete this.gameObject[SetActiveOnClick.wasVisible];
487
+ }
488
+ if (this.target && this.target[SetActiveOnClick.wasVisible] !== undefined) {
489
+ this.target.visible = this.target[SetActiveOnClick.wasVisible];
490
+ delete this.target[SetActiveOnClick.wasVisible];
491
+ }
492
+ // cleanup trigger clones
493
+ delete this.gameObject[SetActiveOnClick.toggleClone];
494
+ delete this.gameObject[SetActiveOnClick.reverseToggleClone];
495
+ }
496
+ }
497
+ __decorate([
498
+ serializable(Object3D)
499
+ ], SetActiveOnClick.prototype, "target", void 0);
500
+ __decorate([
501
+ serializable()
502
+ ], SetActiveOnClick.prototype, "toggleOnClick", void 0);
503
+ __decorate([
504
+ serializable()
505
+ ], SetActiveOnClick.prototype, "targetState", void 0);
506
+ __decorate([
507
+ serializable()
508
+ ], SetActiveOnClick.prototype, "hideSelf", void 0);
509
+ /**
510
+ * @category Everywhere Actions
511
+ * @group Components
512
+ */
513
+ export class HideOnStart extends Behaviour {
514
+ static _fadeBehaviour;
515
+ static _fadeObjects = [];
516
+ static add(target, ext) {
517
+ const arr = Array.isArray(target) ? target : [target];
518
+ for (const entry of arr) {
519
+ if (!HideOnStart._fadeObjects.includes(entry)) {
520
+ console.log("adding hide on start", entry);
521
+ HideOnStart._fadeObjects.push(entry);
522
+ }
523
+ }
524
+ if (HideOnStart._fadeBehaviour === undefined) {
525
+ HideOnStart._fadeBehaviour = new BehaviorModel("HideOnStart", TriggerBuilder.sceneStartTrigger(),
526
+ //@ts-ignore
527
+ ActionBuilder.fadeAction(HideOnStart._fadeObjects, 0, false));
528
+ ext.addBehavior(HideOnStart._fadeBehaviour);
529
+ }
530
+ }
531
+ start() {
532
+ GameObject.setActive(this.gameObject, false);
533
+ }
534
+ createBehaviours(ext, model, _context) {
535
+ if (model.uuid === this.gameObject.uuid) {
536
+ // we only want to mark the object as HideOnStart if it's still hidden
537
+ if (!this.wasVisible) {
538
+ HideOnStart.add(model, ext);
539
+ }
540
+ }
541
+ }
542
+ wasVisible = false;
543
+ beforeCreateDocument() {
544
+ this.wasVisible = GameObject.isActiveSelf(this.gameObject);
545
+ }
546
+ }
547
+ /**
548
+ * @category Everywhere Actions
549
+ * @group Components
550
+ */
551
+ export class EmphasizeOnClick extends Behaviour {
552
+ target;
553
+ duration = 0.5;
554
+ motionType = "bounce";
555
+ beforeCreateDocument() { }
556
+ createBehaviours(ext, model, _context) {
557
+ if (!this.target)
558
+ return;
559
+ if (model.uuid === this.gameObject.uuid) {
560
+ const emphasize = new BehaviorModel("emphasize " + this.name, TriggerBuilder.tapTrigger(this.gameObject), ActionBuilder.emphasize(this.target, this.duration, this.motionType, undefined, "basic"));
561
+ ext.addBehavior(emphasize);
562
+ }
563
+ }
564
+ afterCreateDocument(_ext, _context) { }
565
+ }
566
+ __decorate([
567
+ serializable()
568
+ ], EmphasizeOnClick.prototype, "target", void 0);
569
+ __decorate([
570
+ serializable()
571
+ ], EmphasizeOnClick.prototype, "duration", void 0);
572
+ __decorate([
573
+ serializable()
574
+ ], EmphasizeOnClick.prototype, "motionType", void 0);
575
+ /**
576
+ * @category Everywhere Actions
577
+ * @group Components
578
+ */
579
+ export class PlayAudioOnClick extends Behaviour {
580
+ target;
581
+ clip = "";
582
+ toggleOnClick = false;
583
+ // Not exposed, but used for implicit playback of PlayOnAwake audio sources
584
+ trigger = "tap";
585
+ start() {
586
+ ensureRaycaster(this.gameObject);
587
+ }
588
+ ensureAudioSource() {
589
+ if (!this.target) {
590
+ const newAudioSource = this.gameObject.addComponent(AudioSource);
591
+ if (newAudioSource) {
592
+ this.target = newAudioSource;
593
+ newAudioSource.spatialBlend = 1;
594
+ newAudioSource.volume = 1;
595
+ newAudioSource.loop = false;
596
+ newAudioSource.preload = true;
597
+ }
598
+ }
599
+ }
600
+ onPointerClick(args) {
601
+ args.use();
602
+ if (!this.target?.clip && !this.clip)
603
+ return;
604
+ this.ensureAudioSource();
605
+ if (this.target) {
606
+ if (this.target.isPlaying && this.toggleOnClick) {
607
+ this.target.stop();
608
+ }
609
+ else {
610
+ if (!this.toggleOnClick && this.target.isPlaying) {
611
+ this.target.stop();
612
+ }
613
+ if (this.clip)
614
+ this.target.play(this.clip);
615
+ else
616
+ this.target.play();
617
+ }
618
+ }
619
+ }
620
+ createBehaviours(ext, model, _context) {
621
+ if (!this.target && !this.clip)
622
+ return;
623
+ if (model.uuid === this.gameObject.uuid) {
624
+ const clipUrl = this.clip ? this.clip : this.target ? this.target.clip : undefined;
625
+ if (!clipUrl)
626
+ return;
627
+ if (typeof clipUrl !== "string")
628
+ return;
629
+ const playbackTarget = this.target ? this.target.gameObject : this.gameObject;
630
+ const clipName = AudioExtension.getName(clipUrl);
631
+ const volume = this.target ? this.target.volume : 1;
632
+ const auralMode = this.target && this.target.spatialBlend == 0 ? "nonSpatial" : "spatial";
633
+ // This checks if any child is clickable – if yes, the tap trigger is added; if not, we omit it.
634
+ let anyChildHasGeometry = false;
635
+ this.gameObject.traverse(c => {
636
+ if (c instanceof Mesh && c.visible)
637
+ anyChildHasGeometry = true;
638
+ });
639
+ // Workaround: seems iOS often simply doesn't play audio on scene start when this is NOT present.
640
+ // unclear why, but having a useless tap action (nothing to tap on) "fixes" it.
641
+ anyChildHasGeometry = true;
642
+ const audioClip = ext.addAudioClip(clipUrl);
643
+ // const stopAction: IBehaviorElement = ActionBuilder.playAudioAction(playbackTarget, audioClip, "stop", volume, auralMode);
644
+ let playAction = ActionBuilder.playAudioAction(playbackTarget, audioClip, "play", volume, auralMode);
645
+ if (this.target && this.target.loop)
646
+ playAction = ActionBuilder.sequence(playAction).makeLooping();
647
+ const behaviorName = (this.name ? "_" + this.name : "");
648
+ if (anyChildHasGeometry && this.trigger === "tap") {
649
+ // does not seem to work in iOS / QuickLook...
650
+ // TODO use play "type" which can be start/stop/pause
651
+ if (this.toggleOnClick)
652
+ playAction.multiplePerformOperation = "stop";
653
+ const playClipOnTap = new BehaviorModel("playAudio" + behaviorName, TriggerBuilder.tapTrigger(model), playAction);
654
+ ext.addBehavior(playClipOnTap);
655
+ }
656
+ // automatically play audio on start too if the referenced AudioSource has playOnAwake enabled
657
+ if (this.target && this.target.playOnAwake && this.target.enabled) {
658
+ if (anyChildHasGeometry && this.trigger === "tap") {
659
+ // WORKAROUND Currently (20240509) we MUST not emit this behaviour if we're also expecting the tap trigger to work.
660
+ // Seems to be a regression in QuickLook... audio clips can't be stopped anymore as soon as they start playing.
661
+ console.warn("USDZExport: Audio sources that are played on tap can't also auto-play at scene start due to a QuickLook bug.");
662
+ }
663
+ else {
664
+ const playClipOnStart = new BehaviorModel("playAudioOnStart" + behaviorName, TriggerBuilder.sceneStartTrigger(), playAction);
665
+ ext.addBehavior(playClipOnStart);
666
+ }
667
+ }
668
+ }
669
+ }
670
+ }
671
+ __decorate([
672
+ serializable(AudioSource)
673
+ ], PlayAudioOnClick.prototype, "target", void 0);
674
+ __decorate([
675
+ serializable(URL)
676
+ ], PlayAudioOnClick.prototype, "clip", void 0);
677
+ __decorate([
678
+ serializable()
679
+ ], PlayAudioOnClick.prototype, "toggleOnClick", void 0);
680
+ /**
681
+ * @category Everywhere Actions
682
+ * @group Components
683
+ */
684
+ export class PlayAnimationOnClick extends Behaviour {
685
+ animator;
686
+ stateName;
687
+ // Not editable from the outside yet, but from code
688
+ // we want to expose this once we have a nice drawer for "Triggers" (e.g. shows proximity distance)
689
+ // and once we rename the component to "PlayAnimation" or "PlayAnimationOnTrigger"
690
+ trigger = "tap"; // "proximity"
691
+ animation;
692
+ get target() { return this.animator?.gameObject || this.animation?.gameObject; }
693
+ start() {
694
+ ensureRaycaster(this.gameObject);
695
+ }
696
+ onPointerClick(args) {
697
+ args.use();
698
+ if (!this.target)
699
+ return;
700
+ if (this.stateName) {
701
+ // TODO this is currently quite annoying to use,
702
+ // as for the web we use the Animator component and its states directly,
703
+ // while in QuickLook we use explicit animations / states.
704
+ this.animator?.play(this.stateName, 0, 0, .1);
705
+ }
706
+ }
707
+ selfModel;
708
+ stateAnimationModel;
709
+ animationSequence = new Array();
710
+ animationLoopAfterSequence = new Array();
711
+ randomOffsetNormalized = 0;
712
+ createBehaviours(_ext, model, _context) {
713
+ if (model.uuid === this.gameObject.uuid)
714
+ this.selfModel = model;
715
+ }
716
+ static animationActions = [];
717
+ static rootsWithExclusivePlayback = new Set();
718
+ // Cleanup. TODO This is not the best way as it's called multiple times (once for each component).
719
+ afterSerialize() {
720
+ if (PlayAnimationOnClick.rootsWithExclusivePlayback.size > 1) {
721
+ 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.";
722
+ if (isDevEnvironment())
723
+ showBalloonWarning(message);
724
+ console.warn(message, ...PlayAnimationOnClick.rootsWithExclusivePlayback);
725
+ }
726
+ PlayAnimationOnClick.animationActions = [];
727
+ PlayAnimationOnClick.rootsWithExclusivePlayback = new Set();
728
+ }
729
+ afterCreateDocument(ext, context) {
730
+ if ((this.animationSequence === undefined && this.animationLoopAfterSequence === undefined) || !this.stateAnimationModel)
731
+ return;
732
+ if (!this.target)
733
+ return;
734
+ const document = context.document;
735
+ // check if the AnimationExtension has been attached and what data it has for the current object
736
+ const animationExt = context.extensions.find(ext => ext instanceof AnimationExtension);
737
+ if (!animationExt)
738
+ return;
739
+ // This is a workaround for FB13410767 - StartAnimationAction in USDZ preliminary behaviours does not stop when another StartAnimationAction is called on the same prim
740
+ // When we play multiple animations on the same root, QuickLook just overlaps them and glitches around instead of stopping an earlier one.
741
+ // Once this is fixed, we can relax this check and just always make it non-exclusive again.
742
+ // Setting exclusive playback has the side effect of unfortunately canceling all other playing actions that are exclusive too -
743
+ // seems there is no finer-grained control over which actions should stop which other actions...
744
+ const requiresExclusivePlayback = animationExt.getClipCount(this.target) > 1;
745
+ if (requiresExclusivePlayback) {
746
+ if (isDevEnvironment())
747
+ 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.");
748
+ PlayAnimationOnClick.rootsWithExclusivePlayback.add(this.target);
749
+ }
750
+ const behaviorName = (this.name ? this.name : "");
751
+ document.traverse(model => {
752
+ if (model.uuid === this.target?.uuid) {
753
+ const sequence = PlayAnimationOnClick.getActionForSequences(document, model, this.animationSequence, this.animationLoopAfterSequence, this.randomOffsetNormalized);
754
+ const playAnimationOnTap = new BehaviorModel(this.trigger + "_" + behaviorName + "_toPlayAnimation_" + this.stateName + "_on_" + this.target?.name, this.trigger == "tap" ? TriggerBuilder.tapTrigger(this.selfModel) : TriggerBuilder.sceneStartTrigger(), sequence);
755
+ // See comment above for why exclusive playback is currently required when playing multiple animations on the same root.
756
+ if (requiresExclusivePlayback)
757
+ playAnimationOnTap.makeExclusive(true);
758
+ ext.addBehavior(playAnimationOnTap);
759
+ }
760
+ });
761
+ }
762
+ static getActionForSequences(_document, model, animationSequence, animationLoopAfterSequence, randomOffsetNormalized) {
763
+ const getOrCacheAction = (model, anim) => {
764
+ let action = PlayAnimationOnClick.animationActions.find(a => a.affectedObjects == model && a.start == anim.start && a.duration == anim.duration && a.animationSpeed == anim.speed);
765
+ if (!action) {
766
+ action = ActionBuilder.startAnimationAction(model, anim);
767
+ PlayAnimationOnClick.animationActions.push(action);
768
+ }
769
+ return action;
770
+ };
771
+ const sequence = ActionBuilder.sequence();
772
+ if (animationSequence && animationSequence.length > 0) {
773
+ for (const anim of animationSequence) {
774
+ sequence.addAction(getOrCacheAction(model, anim));
775
+ }
776
+ }
777
+ if (animationLoopAfterSequence && animationLoopAfterSequence.length > 0) {
778
+ // only make a new action group if there's already stuff in the existing one
779
+ const loopSequence = sequence.actions.length == 0 ? sequence : ActionBuilder.sequence();
780
+ for (const anim of animationLoopAfterSequence) {
781
+ loopSequence.addAction(getOrCacheAction(model, anim));
782
+ }
783
+ loopSequence.makeLooping();
784
+ if (sequence !== loopSequence)
785
+ sequence.addAction(loopSequence);
786
+ }
787
+ if (randomOffsetNormalized && randomOffsetNormalized > 0) {
788
+ sequence.actions.unshift(ActionBuilder.waitAction(randomOffsetNormalized));
789
+ }
790
+ return sequence;
791
+ }
792
+ static getAndRegisterAnimationSequences(ext, target, stateName) {
793
+ if (!target)
794
+ return undefined;
795
+ const animator = target.getComponent(Animator);
796
+ const animation = target.getComponent(Animation);
797
+ if (!animator && !animation)
798
+ return undefined;
799
+ if (animator && !stateName) {
800
+ throw new Error("PlayAnimationOnClick: No stateName specified for animator " + animator.name + " on " + target.name);
801
+ }
802
+ let animationSequence = [];
803
+ let animationLoopAfterSequence = [];
804
+ if (animation) {
805
+ const anim = ext.registerAnimation(target, animation.clip);
806
+ if (anim) {
807
+ if (animation.loop)
808
+ animationLoopAfterSequence.push(anim);
809
+ else
810
+ animationSequence.push(anim);
811
+ }
812
+ let randomTimeOffset = 0;
813
+ if (animation.minMaxOffsetNormalized) {
814
+ const from = animation.minMaxOffsetNormalized.x;
815
+ const to = animation.minMaxOffsetNormalized.y;
816
+ randomTimeOffset = (animation.clip?.duration || 1) * (from + Math.random() * (to - from));
817
+ }
818
+ return {
819
+ animationSequence,
820
+ animationLoopAfterSequence,
821
+ randomTimeOffset,
822
+ };
823
+ }
824
+ // If there's a separate state specified to play after this one, we
825
+ // play it automatically. Theoretically an animator state machine flow could be encoded here.
826
+ // We're parsing the Animator states here and follow the transition chain until we find a loop.
827
+ // There are some edge cases:
828
+ // - (0 > 1.looping) should keep looping (1).
829
+ // - (0 > 1 > 1) should keep looping (1).
830
+ // - (0 > 1 > 2 > 3 > 2) should keep looping (2,3).
831
+ // - (0 > 1 > 2 > 3 > 0) should keep looping (0,1,2,3).
832
+ const runtimeController = animator?.runtimeAnimatorController;
833
+ let currentState = runtimeController?.findState(stateName);
834
+ let statesUntilLoop = [];
835
+ let statesLooping = [];
836
+ if (runtimeController && currentState) {
837
+ // starting point – we have set this above already as startAction
838
+ const visitedStates = new Array;
839
+ visitedStates.push(currentState);
840
+ let foundLoop = false;
841
+ while (true && visitedStates.length < 100) {
842
+ if (!currentState || currentState === null || !currentState.transitions || currentState.transitions.length === 0) {
843
+ if (currentState.motion?.isLooping)
844
+ foundLoop = true;
845
+ break;
846
+ }
847
+ // find the first transition without parameters
848
+ // TODO we could also find the first _valid_ transition here instead based on the current parameters.
849
+ const transition = currentState.transitions.find(t => t.conditions.length === 0);
850
+ const nextState = transition ? runtimeController["getState"](transition.destinationState, 0) : null;
851
+ // abort: we found a state loop
852
+ if (nextState && visitedStates.includes(nextState)) {
853
+ currentState = nextState;
854
+ foundLoop = true;
855
+ break;
856
+ }
857
+ // keep looking: transition to another state
858
+ else if (transition) {
859
+ currentState = nextState;
860
+ if (!currentState)
861
+ break;
862
+ visitedStates.push(currentState);
863
+ }
864
+ // abort: no transition found. check if last state is looping
865
+ else {
866
+ foundLoop = currentState.motion?.isLooping ?? false;
867
+ break;
868
+ }
869
+ }
870
+ if (foundLoop && currentState) {
871
+ // check what the first state in the loop is – it must be matching the last one we added
872
+ const firstStateInLoop = visitedStates.indexOf(currentState);
873
+ statesUntilLoop = visitedStates.slice(0, firstStateInLoop); // can be empty, which means we're looping all
874
+ statesLooping = visitedStates.slice(firstStateInLoop); // can be empty, which means nothing is looping
875
+ // Potentially we need to prevent self-transitions into a non-looping state, these do not result in a loop in the runtime
876
+ /*
877
+ if (statesLooping.length === 1 && !statesLooping[0].motion?.isLooping) {
878
+ statesUntilLoop.push(statesLooping[0]);
879
+ statesLooping = [];
880
+ }
881
+ */
882
+ if (debug)
883
+ console.log("found loop from " + stateName, "states until loop", statesUntilLoop, "states looping", statesLooping);
884
+ }
885
+ else {
886
+ statesUntilLoop = visitedStates;
887
+ statesLooping = [];
888
+ if (debug)
889
+ console.log("found no loop from " + stateName, "states", statesUntilLoop);
890
+ }
891
+ // If we do NOT loop, we need to explicitly add a single-keyframe clip with a "hold" pose
892
+ // to prevent the animation from resetting to the start.
893
+ if (!statesLooping.length) {
894
+ const lastState = statesUntilLoop[statesUntilLoop.length - 1];
895
+ const lastClip = lastState.motion?.clip;
896
+ if (lastClip) {
897
+ let clipCopy;
898
+ if (ext.holdClipMap.has(lastClip)) {
899
+ clipCopy = ext.holdClipMap.get(lastClip);
900
+ }
901
+ else {
902
+ // We're creating a "hold" clip here; exactly 1 second long, and inteprolates exactly on the duration of the clip
903
+ const holdStateName = lastState.name + "_hold";
904
+ clipCopy = lastClip.clone();
905
+ clipCopy.duration = 1;
906
+ clipCopy.name = holdStateName;
907
+ const lastFrame = lastClip.duration;
908
+ clipCopy.tracks = lastClip.tracks.map(t => {
909
+ const trackCopy = t.clone();
910
+ trackCopy.times = new Float32Array([0, lastFrame]);
911
+ const len = t.values.length;
912
+ const size = t.getValueSize();
913
+ ;
914
+ const lastValue = t.values.slice(len - size, len);
915
+ // we need this twice
916
+ trackCopy.values = new Float32Array(2 * size);
917
+ trackCopy.values.set(lastValue, 0);
918
+ trackCopy.values.set(lastValue, size);
919
+ return trackCopy;
920
+ });
921
+ clipCopy.name = holdStateName;
922
+ ext.holdClipMap.set(lastClip, clipCopy);
923
+ }
924
+ if (clipCopy) {
925
+ const holdState = {
926
+ name: clipCopy.name,
927
+ motion: { clip: clipCopy, isLooping: false, name: clipCopy.name },
928
+ speed: 1,
929
+ transitions: [],
930
+ behaviours: [],
931
+ hash: lastState.hash + 1,
932
+ };
933
+ statesLooping.push(holdState);
934
+ }
935
+ }
936
+ }
937
+ }
938
+ // Special case: someone's trying to play an empty clip without any motion data, no loops or anything.
939
+ // In that case, we simply go to the rest clip – this is a common case for "idle" states.
940
+ if (statesUntilLoop.length === 1 && (!statesUntilLoop[0].motion?.clip || statesUntilLoop[0].motion?.clip.tracks?.length === 0)) {
941
+ animationSequence = new Array();
942
+ const anim = ext.registerAnimation(target, null);
943
+ if (anim)
944
+ animationSequence.push(anim);
945
+ return undefined;
946
+ }
947
+ // filter out any states that don't have motion data
948
+ statesUntilLoop = statesUntilLoop.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
949
+ statesLooping = statesLooping.filter(s => s.motion?.clip && s.motion?.clip.tracks?.length > 0);
950
+ // If none of the found states have motion, we need to warn
951
+ if (statesUntilLoop.length === 0 && statesLooping.length === 0) {
952
+ console.warn("No clips found for state " + stateName + " on " + animator?.name + ", can't export animation data");
953
+ return undefined;
954
+ }
955
+ const addStateToSequence = (state, sequence) => {
956
+ if (!target)
957
+ return;
958
+ const anim = ext.registerAnimation(target, state.motion.clip ?? null);
959
+ if (anim) {
960
+ anim.speed = state.speed;
961
+ sequence.push(anim);
962
+ }
963
+ else
964
+ console.warn("Couldn't register animation for state " + state.name + " on " + animator?.name);
965
+ };
966
+ // Register all the animation states we found.
967
+ if (statesUntilLoop.length > 0) {
968
+ animationSequence = new Array();
969
+ for (const state of statesUntilLoop) {
970
+ addStateToSequence(state, animationSequence);
971
+ }
972
+ }
973
+ if (statesLooping.length > 0) {
974
+ animationLoopAfterSequence = new Array();
975
+ for (const state of statesLooping) {
976
+ addStateToSequence(state, animationLoopAfterSequence);
977
+ }
978
+ }
979
+ let randomTimeOffset = 0;
980
+ if (animator && runtimeController && animator.minMaxOffsetNormalized) {
981
+ const from = animator.minMaxOffsetNormalized.x;
982
+ const to = animator.minMaxOffsetNormalized.y;
983
+ // first state in the sequence
984
+ const firstState = statesUntilLoop.length ? statesUntilLoop[0] : statesLooping.length ? statesLooping[0] : null;
985
+ randomTimeOffset = (firstState?.motion.clip?.duration || 1) * (from + Math.random() * (to - from));
986
+ }
987
+ return {
988
+ animationSequence,
989
+ animationLoopAfterSequence,
990
+ randomTimeOffset,
991
+ };
992
+ }
993
+ createAnimation(ext, model, _context) {
994
+ if (!this.target || (!this.animator && !this.animation))
995
+ return;
996
+ const result = PlayAnimationOnClick.getAndRegisterAnimationSequences(ext, this.target, this.stateName);
997
+ if (!result)
998
+ return;
999
+ this.animationSequence = result.animationSequence;
1000
+ this.animationLoopAfterSequence = result.animationLoopAfterSequence;
1001
+ this.randomOffsetNormalized = result.randomTimeOffset;
1002
+ this.stateAnimationModel = model;
1003
+ }
1004
+ }
1005
+ __decorate([
1006
+ serializable(Animator)
1007
+ ], PlayAnimationOnClick.prototype, "animator", void 0);
1008
+ __decorate([
1009
+ serializable()
1010
+ ], PlayAnimationOnClick.prototype, "stateName", void 0);
1011
+ export class PreliminaryAction extends Behaviour {
1012
+ getType() { }
1013
+ target;
1014
+ getDuration() { }
1015
+ ;
1016
+ }
1017
+ __decorate([
1018
+ serializable(Object3D)
1019
+ ], PreliminaryAction.prototype, "target", void 0);
1020
+ export class PreliminaryTrigger extends Behaviour {
1021
+ target;
1022
+ }
1023
+ __decorate([
1024
+ serializable(PreliminaryAction)
1025
+ ], PreliminaryTrigger.prototype, "target", void 0);
1026
+ /**
1027
+ * @category Everywhere Actions
1028
+ * @group Components
1029
+ */
1030
+ export class VisibilityAction extends PreliminaryAction {
1031
+ //@type int
1032
+ type = VisibilityActionType.Hide;
1033
+ duration = 1;
1034
+ getType() {
1035
+ switch (this.type) {
1036
+ case VisibilityActionType.Hide: return "hide";
1037
+ case VisibilityActionType.Show: return "show";
1038
+ }
1039
+ }
1040
+ getDuration() {
1041
+ return this.duration;
1042
+ }
1043
+ }
1044
+ __decorate([
1045
+ serializable()
1046
+ ], VisibilityAction.prototype, "type", void 0);
1047
+ __decorate([
1048
+ serializable()
1049
+ ], VisibilityAction.prototype, "duration", void 0);
1050
+ /**
1051
+ * @category Everywhere Actions
1052
+ * @group Components
1053
+ */
1054
+ export class TapGestureTrigger extends PreliminaryTrigger {
1055
+ }
1056
+ export var VisibilityActionType;
1057
+ (function (VisibilityActionType) {
1058
+ VisibilityActionType[VisibilityActionType["Show"] = 0] = "Show";
1059
+ VisibilityActionType[VisibilityActionType["Hide"] = 1] = "Hide";
1060
+ })(VisibilityActionType || (VisibilityActionType = {}));
1061
1061
  //# sourceMappingURL=BehaviourComponents.js.map