@needle-tools/engine 4.4.0-beta.2 → 4.4.0-beta.4

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 (1051) hide show
  1. package/CHANGELOG.md +3614 -3607
  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 +503 -460
  6. package/dist/needle-engine.bundle.light.js +502 -459
  7. package/dist/needle-engine.bundle.light.min.js +69 -69
  8. package/dist/needle-engine.bundle.light.umd.cjs +76 -76
  9. package/dist/needle-engine.bundle.min.js +69 -69
  10. package/dist/needle-engine.bundle.umd.cjs +67 -67
  11. package/dist/needle-engine.d.ts +138 -130
  12. package/dist/needle-engine.light.d.ts +138 -130
  13. package/dist/postprocessing.js +1513 -1659
  14. package/dist/postprocessing.light.js +1513 -1659
  15. package/dist/postprocessing.light.min.js +66 -80
  16. package/dist/postprocessing.light.umd.cjs +69 -83
  17. package/dist/postprocessing.min.js +66 -80
  18. package/dist/postprocessing.umd.cjs +69 -83
  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 +300 -300
  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.d.ts +4 -0
  50. package/lib/engine/engine.js +12 -0
  51. package/lib/engine/engine.js.map +1 -0
  52. package/lib/engine/engine_addressables.d.ts +166 -166
  53. package/lib/engine/engine_addressables.js +608 -608
  54. package/lib/engine/engine_animation.d.ts +43 -43
  55. package/lib/engine/engine_animation.js +133 -133
  56. package/lib/engine/engine_application.d.ts +40 -40
  57. package/lib/engine/engine_application.js +104 -104
  58. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  59. package/lib/engine/engine_assetdatabase.js +344 -344
  60. package/lib/engine/engine_audio.d.ts +4 -4
  61. package/lib/engine/engine_audio.js +23 -23
  62. package/lib/engine/engine_camera.d.ts +13 -13
  63. package/lib/engine/engine_camera.js +30 -30
  64. package/lib/engine/engine_components.d.ts +110 -110
  65. package/lib/engine/engine_components.js +380 -380
  66. package/lib/engine/engine_components_internal.d.ts +9 -9
  67. package/lib/engine/engine_components_internal.js +36 -36
  68. package/lib/engine/engine_constants.d.ts +10 -10
  69. package/lib/engine/engine_constants.js +41 -41
  70. package/lib/engine/engine_context.d.ts +345 -345
  71. package/lib/engine/engine_context.js +1515 -1515
  72. package/lib/engine/engine_context_registry.d.ts +71 -71
  73. package/lib/engine/engine_context_registry.js +117 -117
  74. package/lib/engine/engine_coroutine.d.ts +35 -35
  75. package/lib/engine/engine_coroutine.js +52 -52
  76. package/lib/engine/engine_create_objects.d.ts +118 -118
  77. package/lib/engine/engine_create_objects.js +308 -308
  78. package/lib/engine/engine_default_parameters.d.ts +2 -2
  79. package/lib/engine/engine_default_parameters.js +3 -3
  80. package/lib/engine/engine_editor-sync.d.ts +21 -21
  81. package/lib/engine/engine_editor-sync.js +4 -4
  82. package/lib/engine/engine_element.d.ts +113 -113
  83. package/lib/engine/engine_element.js +829 -830
  84. package/lib/engine/engine_element.js.map +1 -1
  85. package/lib/engine/engine_element_attributes.d.ts +72 -72
  86. package/lib/engine/engine_element_attributes.js +1 -1
  87. package/lib/engine/engine_element_extras.d.ts +6 -6
  88. package/lib/engine/engine_element_extras.js +13 -13
  89. package/lib/engine/engine_element_loading.d.ts +44 -44
  90. package/lib/engine/engine_element_loading.js +349 -349
  91. package/lib/engine/engine_element_overlay.d.ts +21 -21
  92. package/lib/engine/engine_element_overlay.js +166 -166
  93. package/lib/engine/engine_fileloader.d.ts +2 -2
  94. package/lib/engine/engine_fileloader.js +8 -8
  95. package/lib/engine/engine_gameobject.d.ts +68 -68
  96. package/lib/engine/engine_gameobject.js +591 -591
  97. package/lib/engine/engine_generic_utils.d.ts +1 -1
  98. package/lib/engine/engine_generic_utils.js +13 -13
  99. package/lib/engine/engine_gizmos.d.ts +149 -149
  100. package/lib/engine/engine_gizmos.js +530 -530
  101. package/lib/engine/engine_gltf.d.ts +12 -12
  102. package/lib/engine/engine_gltf.js +15 -15
  103. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  104. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  105. package/lib/engine/engine_hot_reload.d.ts +7 -7
  106. package/lib/engine/engine_hot_reload.js +184 -184
  107. package/lib/engine/engine_input.d.ts +352 -352
  108. package/lib/engine/engine_input.js +1265 -1265
  109. package/lib/engine/engine_input_utils.d.ts +2 -2
  110. package/lib/engine/engine_input_utils.js +22 -22
  111. package/lib/engine/engine_instancing.d.ts +19 -19
  112. package/lib/engine/engine_instancing.js +39 -39
  113. package/lib/engine/engine_license.d.ts +9 -9
  114. package/lib/engine/engine_license.js +320 -320
  115. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  116. package/lib/engine/engine_lifecycle_api.js +99 -99
  117. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  118. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  119. package/lib/engine/engine_lightdata.d.ts +23 -23
  120. package/lib/engine/engine_lightdata.js +91 -91
  121. package/lib/engine/engine_loaders.d.ts +13 -13
  122. package/lib/engine/engine_loaders.js +62 -62
  123. package/lib/engine/engine_lods.d.ts +31 -31
  124. package/lib/engine/engine_lods.js +146 -146
  125. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  126. package/lib/engine/engine_mainloop_utils.js +466 -466
  127. package/lib/engine/engine_math.d.ts +114 -114
  128. package/lib/engine/engine_math.js +247 -247
  129. package/lib/engine/engine_modules.d.ts +36 -36
  130. package/lib/engine/engine_modules.js +85 -85
  131. package/lib/engine/engine_networking.d.ts +252 -252
  132. package/lib/engine/engine_networking.js +743 -743
  133. package/lib/engine/engine_networking_auto.d.ts +24 -24
  134. package/lib/engine/engine_networking_auto.js +310 -310
  135. package/lib/engine/engine_networking_blob.d.ts +48 -48
  136. package/lib/engine/engine_networking_blob.js +212 -212
  137. package/lib/engine/engine_networking_files.d.ts +35 -35
  138. package/lib/engine/engine_networking_files.js +172 -172
  139. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  140. package/lib/engine/engine_networking_files_default_components.js +42 -42
  141. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  142. package/lib/engine/engine_networking_instantiate.js +345 -345
  143. package/lib/engine/engine_networking_peer.d.ts +15 -15
  144. package/lib/engine/engine_networking_peer.js +132 -132
  145. package/lib/engine/engine_networking_streams.d.ts +123 -123
  146. package/lib/engine/engine_networking_streams.js +645 -645
  147. package/lib/engine/engine_networking_types.d.ts +22 -22
  148. package/lib/engine/engine_networking_types.js +7 -7
  149. package/lib/engine/engine_networking_utils.d.ts +2 -2
  150. package/lib/engine/engine_networking_utils.js +20 -20
  151. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  152. package/lib/engine/engine_networking_websocket.js +2 -2
  153. package/lib/engine/engine_patcher.d.ts +10 -10
  154. package/lib/engine/engine_patcher.js +142 -142
  155. package/lib/engine/engine_physics.d.ts +152 -152
  156. package/lib/engine/engine_physics.js +645 -645
  157. package/lib/engine/engine_physics.types.d.ts +40 -40
  158. package/lib/engine/engine_physics.types.js +33 -33
  159. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  160. package/lib/engine/engine_physics_rapier.js +1432 -1432
  161. package/lib/engine/engine_playerview.d.ts +26 -26
  162. package/lib/engine/engine_playerview.js +64 -64
  163. package/lib/engine/engine_scenelighting.d.ts +71 -71
  164. package/lib/engine/engine_scenelighting.js +226 -226
  165. package/lib/engine/engine_scenetools.d.ts +50 -50
  166. package/lib/engine/engine_scenetools.js +321 -321
  167. package/lib/engine/engine_serialization.d.ts +3 -3
  168. package/lib/engine/engine_serialization.js +3 -3
  169. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  170. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  171. package/lib/engine/engine_serialization_core.d.ts +85 -85
  172. package/lib/engine/engine_serialization_core.js +602 -602
  173. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  174. package/lib/engine/engine_serialization_decorator.js +66 -66
  175. package/lib/engine/engine_setup.d.ts +1 -1
  176. package/lib/engine/engine_setup.js +2 -2
  177. package/lib/engine/engine_shaders.d.ts +53 -53
  178. package/lib/engine/engine_shaders.js +252 -252
  179. package/lib/engine/engine_shims.d.ts +4 -4
  180. package/lib/engine/engine_shims.js +24 -24
  181. package/lib/engine/engine_test_utils.d.ts +39 -39
  182. package/lib/engine/engine_test_utils.js +83 -83
  183. package/lib/engine/engine_texture.d.ts +28 -28
  184. package/lib/engine/engine_texture.js +64 -64
  185. package/lib/engine/engine_three_utils.d.ts +201 -201
  186. package/lib/engine/engine_three_utils.js +731 -731
  187. package/lib/engine/engine_time.d.ts +51 -51
  188. package/lib/engine/engine_time.js +82 -82
  189. package/lib/engine/engine_time_utils.d.ts +88 -88
  190. package/lib/engine/engine_time_utils.js +215 -215
  191. package/lib/engine/engine_tonemapping.d.ts +2 -2
  192. package/lib/engine/engine_tonemapping.js +194 -194
  193. package/lib/engine/engine_types.d.ts +572 -572
  194. package/lib/engine/engine_types.js +88 -88
  195. package/lib/engine/engine_typestore.d.ts +28 -28
  196. package/lib/engine/engine_typestore.js +55 -55
  197. package/lib/engine/engine_util_decorator.d.ts +13 -13
  198. package/lib/engine/engine_util_decorator.js +116 -116
  199. package/lib/engine/engine_utils.d.ts +266 -266
  200. package/lib/engine/engine_utils.js +878 -878
  201. package/lib/engine/engine_utils_format.d.ts +21 -21
  202. package/lib/engine/engine_utils_format.js +193 -193
  203. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  204. package/lib/engine/engine_utils_screenshot.js +513 -513
  205. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  206. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  207. package/lib/engine/engine_web_api.d.ts +12 -0
  208. package/lib/engine/engine_web_api.js +113 -0
  209. package/lib/engine/engine_web_api.js.map +1 -0
  210. package/lib/engine/engine_xr.d.ts +1 -1
  211. package/lib/engine/engine_xr.js +1 -1
  212. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  213. package/lib/engine/export/gltf/Writers.js +24 -24
  214. package/lib/engine/export/gltf/index.d.ts +11 -11
  215. package/lib/engine/export/gltf/index.js +123 -123
  216. package/lib/engine/export/index.d.ts +2 -2
  217. package/lib/engine/export/index.js +2 -2
  218. package/lib/engine/export/state.d.ts +7 -7
  219. package/lib/engine/export/state.js +17 -17
  220. package/lib/engine/export/utils.d.ts +2 -2
  221. package/lib/engine/export/utils.js +7 -7
  222. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  223. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  224. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  225. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  226. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  227. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  228. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  229. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  230. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  231. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  232. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  233. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  234. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  235. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  236. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  237. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  238. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  239. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  240. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  241. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  242. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  243. package/lib/engine/extensions/extension_resolver.js +1 -1
  244. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  245. package/lib/engine/extensions/extension_utils.js +152 -152
  246. package/lib/engine/extensions/extensions.d.ts +31 -31
  247. package/lib/engine/extensions/extensions.js +103 -103
  248. package/lib/engine/extensions/index.d.ts +6 -6
  249. package/lib/engine/extensions/index.js +6 -6
  250. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  251. package/lib/engine/extensions/usage_tracker.js +65 -65
  252. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  253. package/lib/engine/js-extensions/Camera.js +39 -39
  254. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  255. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  256. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  257. package/lib/engine/js-extensions/Layers.js +22 -22
  258. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  259. package/lib/engine/js-extensions/Object3D.js +136 -136
  260. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -22
  261. package/lib/engine/js-extensions/RGBAColor.js +110 -62
  262. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  263. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  264. package/lib/engine/js-extensions/Vector.js +13 -13
  265. package/lib/engine/js-extensions/index.d.ts +5 -5
  266. package/lib/engine/js-extensions/index.js +5 -5
  267. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  268. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  269. package/lib/engine/shaders/shaderData.d.ts +55 -55
  270. package/lib/engine/shaders/shaderData.js +58 -58
  271. package/lib/engine/tests/test_utils.d.ts +2 -2
  272. package/lib/engine/tests/test_utils.js +53 -53
  273. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  274. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  275. package/lib/engine/webcomponents/api.d.ts +5 -5
  276. package/lib/engine/webcomponents/api.js +4 -4
  277. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  278. package/lib/engine/webcomponents/buttons.js +237 -237
  279. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  280. package/lib/engine/webcomponents/fonts.js +32 -32
  281. package/lib/engine/webcomponents/icons.d.ts +9 -9
  282. package/lib/engine/webcomponents/icons.js +52 -52
  283. package/lib/engine/webcomponents/index.d.ts +1 -1
  284. package/lib/engine/webcomponents/index.js +1 -1
  285. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  286. package/lib/engine/webcomponents/logo-element.js +67 -67
  287. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  288. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  289. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  290. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  291. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  292. package/lib/engine/webcomponents/needle-button.js +161 -161
  293. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  294. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  295. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  296. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  297. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  298. package/lib/engine/xr/NeedleXRSync.js +188 -188
  299. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  300. package/lib/engine/xr/SceneTransition.js +69 -69
  301. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  302. package/lib/engine/xr/TempXRContext.js +187 -187
  303. package/lib/engine/xr/XRRig.d.ts +7 -7
  304. package/lib/engine/xr/XRRig.js +1 -1
  305. package/lib/engine/xr/api.d.ts +6 -6
  306. package/lib/engine/xr/api.js +6 -6
  307. package/lib/engine/xr/events.d.ts +66 -66
  308. package/lib/engine/xr/events.js +93 -93
  309. package/lib/engine/xr/internal.d.ts +12 -12
  310. package/lib/engine/xr/internal.js +25 -25
  311. package/lib/engine/xr/usdz.d.ts +12 -12
  312. package/lib/engine/xr/usdz.js +29 -29
  313. package/lib/engine/xr/utils.d.ts +11 -11
  314. package/lib/engine/xr/utils.js +34 -34
  315. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  316. package/lib/engine-components/AlignmentConstraint.js +39 -39
  317. package/lib/engine-components/Animation.d.ts +156 -156
  318. package/lib/engine-components/Animation.js +508 -508
  319. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  320. package/lib/engine-components/AnimationCurve.js +159 -159
  321. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  322. package/lib/engine-components/AnimationUtils.js +27 -27
  323. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  324. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  325. package/lib/engine-components/Animator.d.ts +217 -217
  326. package/lib/engine-components/Animator.js +354 -354
  327. package/lib/engine-components/AnimatorController.d.ts +227 -227
  328. package/lib/engine-components/AnimatorController.js +1152 -1152
  329. package/lib/engine-components/AudioListener.d.ts +33 -33
  330. package/lib/engine-components/AudioListener.js +86 -86
  331. package/lib/engine-components/AudioSource.d.ts +217 -217
  332. package/lib/engine-components/AudioSource.js +627 -627
  333. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  334. package/lib/engine-components/AvatarLoader.js +231 -231
  335. package/lib/engine-components/AxesHelper.d.ts +32 -32
  336. package/lib/engine-components/AxesHelper.js +67 -67
  337. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  338. package/lib/engine-components/BasicIKConstraint.js +43 -43
  339. package/lib/engine-components/BoxCollider.d.ts +2 -2
  340. package/lib/engine-components/BoxCollider.js +2 -2
  341. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  342. package/lib/engine-components/BoxHelperComponent.js +102 -102
  343. package/lib/engine-components/Camera.d.ts +231 -231
  344. package/lib/engine-components/Camera.js +700 -694
  345. package/lib/engine-components/Camera.js.map +1 -1
  346. package/lib/engine-components/CameraUtils.d.ts +1 -1
  347. package/lib/engine-components/CameraUtils.js +118 -127
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  1019. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1020. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1021. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1022. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1023. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1024. package/src/engine-schemes/dist/transform.js +46 -0
  1025. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1026. package/src/engine-schemes/dist/vec2.js +32 -0
  1027. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1028. package/src/engine-schemes/dist/vec3.js +36 -0
  1029. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1030. package/src/engine-schemes/dist/vec4.js +40 -0
  1031. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1032. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1033. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1034. package/src/engine-schemes/schemes.ts +28 -28
  1035. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1036. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1037. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1038. package/src/engine-schemes/transform.ts +50 -50
  1039. package/src/engine-schemes/transforms.fbs +25 -25
  1040. package/src/engine-schemes/vec.fbs +19 -19
  1041. package/src/engine-schemes/vec2.ts +33 -33
  1042. package/src/engine-schemes/vec3.ts +38 -38
  1043. package/src/engine-schemes/vec4.ts +43 -43
  1044. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1045. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1046. package/src/include/draco/draco_decoder.js +34 -34
  1047. package/src/include/ktx2/basis_transcoder.js +21 -21
  1048. package/src/include/needle/arial-msdf.json +1471 -1471
  1049. package/src/include/three/DragControls.js +231 -231
  1050. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1051. package/src/needle-engine.ts +70 -70
@@ -1,2414 +1,2414 @@
1
- import '../../../engine/engine_shims.js';
2
-
3
- import {
4
- AnimationClip,
5
- Bone,
6
- BufferAttribute,
7
- BufferGeometry,
8
- Color,
9
- DoubleSide,
10
- InterleavedBufferAttribute,
11
- LinearFilter,
12
- Material,
13
- MathUtils,
14
- Matrix4,
15
- Mesh,
16
- MeshBasicMaterial,
17
- MeshPhysicalMaterial,
18
- MeshStandardMaterial,
19
- Object3D,
20
- OrthographicCamera,
21
- PerspectiveCamera,
22
- PlaneGeometry,
23
- Quaternion,
24
- RGBAFormat,
25
- Scene,
26
- ShaderMaterial,
27
- SkinnedMesh,
28
- SRGBColorSpace,
29
- Texture,
30
- Uniform,
31
- UnsignedByteType,
32
- Vector3,
33
- Vector4,
34
- WebGLRenderer,
35
- WebGLRenderTarget} from 'three';
36
- import * as fflate from 'three/examples/jsm/libs/fflate.module.js';
37
-
38
- import { VERSION } from "../../../engine/engine_constants.js";
39
- import type { OffscreenCanvasExt } from '../../../engine/engine_shims.js';
40
- import { Progress } from '../../../engine/engine_time_utils.js';
41
- import { BehaviorExtension } from '../../api.js';
42
- import type { IUSDExporterExtension } from './Extension.js';
43
- import type { AnimationExtension } from './extensions/Animation.js';
44
- import type { PhysicsExtension } from './extensions/behavior/PhysicsExtension.js';
45
-
46
- function makeNameSafe( str ) {
47
- // Remove characters that are not allowed in USD ASCII identifiers
48
- str = str.replace( /[^a-zA-Z0-9_]/g, '' );
49
-
50
- // If name doesn't start with a-zA-Z_, add _ to the beginning – required by USD
51
- if ( !str.match( /^[a-zA-Z_]/ ) )
52
- str = '_' + str;
53
-
54
- return str;
55
- }
56
-
57
- function makeDisplayNameSafe(str) {
58
- str = str.replace("\"", "\\\"");
59
- return str;
60
- }
61
-
62
- // TODO check if this works when bones in the skeleton are completely unordered
63
- function findCommonAncestor(objects: Object3D[]): Object3D | null {
64
- if (objects.length === 0) return null;
65
-
66
- const ancestors = objects.map((obj) => {
67
- const objAncestors = new Array<Object3D>();
68
- while (obj.parent) {
69
- objAncestors.unshift(obj.parent);
70
- obj = obj.parent;
71
- }
72
- return objAncestors;
73
- });
74
-
75
- //@ts-ignore – findLast seems to be missing in TypeScript types pre-5.x
76
- const commonAncestor = ancestors[0].findLast((ancestor) => {
77
- return ancestors.every((a) => a.includes(ancestor));
78
- });
79
-
80
- return commonAncestor || null;
81
- }
82
-
83
- function findStructuralNodesInBoneHierarchy(bones: Array<Object3D>) {
84
-
85
- const commonAncestor = findCommonAncestor(bones);
86
- // find all structural nodes – parents of bones that are not bones themselves
87
- const structuralNodes = new Set<Object3D>();
88
- for ( const bone of bones ) {
89
- let current = bone.parent;
90
- while ( current && current !== commonAncestor ) {
91
- if ( !bones.includes(current) ) {
92
- structuralNodes.add(current);
93
- }
94
- current = current.parent;
95
- }
96
- }
97
-
98
- return structuralNodes;
99
- }
100
-
101
- declare type USDObjectTransform = {
102
- position: Vector3 | null;
103
- quaternion: Quaternion | null;
104
- scale: Vector3 | null;
105
- }
106
-
107
- const PositionIdentity = new Vector3();
108
- const QuaternionIdentity = new Quaternion();
109
- const ScaleIdentity = new Vector3(1,1,1);
110
-
111
- class USDObject {
112
-
113
- static USDObject_export_id = 0;
114
-
115
- uuid: string;
116
- name: string;
117
- /** If no type is provided, type is chosen automatically (Xform or Mesh) */
118
- type?: string;
119
- /** MaterialBindingAPI and SkelBindingAPI are handled automatically, extra schemas can be added here */
120
- extraSchemas: string[] = [];
121
- displayName?: string;
122
- visibility?: "inherited" | "invisible"; // defaults to "inherited" in USD
123
- getMatrix(): Matrix4 {
124
- if (!this.transform) return new Matrix4();
125
- const { position, quaternion, scale } = this.transform;
126
- const matrix = new Matrix4();
127
- matrix.compose(position || PositionIdentity, quaternion || QuaternionIdentity, scale || ScaleIdentity);
128
- return matrix;
129
- }
130
- setMatrix( value ) {
131
- if (!value || !(value instanceof Matrix4)) {
132
- this.transform = null;
133
- return;
134
- }
135
- const position = new Vector3();
136
- const quaternion = new Quaternion();
137
- const scale = new Vector3();
138
- value.decompose(position, quaternion, scale);
139
- this.transform = { position, quaternion, scale };
140
- }
141
- /** @deprecated Use `transform`, or `getMatrix()` if you really need the matrix */
142
- get matrix() { return this.getMatrix(); }
143
- /** @deprecated Use `transform`, or `setMatrix()` if you really need the matrix */
144
- set matrix( value ) { this.setMatrix( value ); }
145
-
146
- transform: USDObjectTransform | null = null;
147
- private _isDynamic: boolean;
148
- get isDynamic() { return this._isDynamic; }
149
- private set isDynamic( value ) { this._isDynamic = value; }
150
- geometry: BufferGeometry | null;
151
- material: MeshStandardMaterial | MeshBasicMaterial | Material | null;
152
- camera: PerspectiveCamera | OrthographicCamera | null;
153
- parent: USDObject | null;
154
- skinnedMesh: SkinnedMesh | null;
155
- children: Array<USDObject | null> = [];
156
- animations: AnimationClip[] | null;
157
- _eventListeners: {};
158
-
159
- // these are for tracking which xformops are needed
160
- needsTranslate: boolean = false;
161
- needsOrient: boolean = false;
162
- needsScale: boolean = false;
163
-
164
- static createEmptyParent( object: USDObject ) {
165
-
166
- const emptyParent = new USDObject( MathUtils.generateUUID(), object.name + '_empty_' + ( USDObject.USDObject_export_id ++ ), object.transform );
167
- const parent = object.parent;
168
- if (parent) parent.add( emptyParent );
169
- emptyParent.add( object );
170
- emptyParent.isDynamic = true;
171
- object.transform = null;
172
- return emptyParent;
173
-
174
- }
175
-
176
- static createEmpty() {
177
-
178
- const empty = new USDObject( MathUtils.generateUUID(), 'Empty_' + ( USDObject.USDObject_export_id ++ ) );
179
- empty.isDynamic = true;
180
- return empty;
181
- }
182
-
183
- constructor( id, name, transform: USDObjectTransform | null = null, mesh: BufferGeometry | null = null, material: MeshStandardMaterial | MeshBasicMaterial | Material | null = null, camera: PerspectiveCamera | OrthographicCamera | null = null, skinnedMesh: SkinnedMesh | null = null, animations: AnimationClip[] | null = null ) {
184
-
185
- this.uuid = id;
186
- this.name = makeNameSafe( name );
187
- this.displayName = name;
188
-
189
- if (!transform) this.transform = null;
190
- else this.transform = {
191
- position: transform.position?.clone() || null,
192
- quaternion: transform.quaternion?.clone() || null,
193
- scale: transform.scale?.clone() || null
194
- };
195
- this.geometry = mesh;
196
- this.material = material;
197
- this.camera = camera;
198
- this.parent = null;
199
- this.children = [];
200
- this._eventListeners = {};
201
- this._isDynamic = false;
202
- this.skinnedMesh = skinnedMesh;
203
- this.animations = animations;
204
-
205
- }
206
-
207
- is( obj ) {
208
-
209
- if ( ! obj ) return false;
210
- return this.uuid === obj.uuid;
211
-
212
- }
213
-
214
- isEmpty() {
215
-
216
- return ! this.geometry;
217
-
218
- }
219
-
220
- clone() {
221
-
222
- const clone = new USDObject( MathUtils.generateUUID(), this.name, this.transform, this.geometry, this.material );
223
- clone.isDynamic = this.isDynamic;
224
- return clone;
225
-
226
- }
227
-
228
- deepClone() {
229
-
230
- const clone = this.clone();
231
- for ( const child of this.children ) {
232
-
233
- if ( !child ) continue;
234
- clone.add( child.deepClone() );
235
-
236
- }
237
-
238
- return clone;
239
-
240
- }
241
-
242
- getPath() {
243
-
244
- let current = this.parent;
245
- let path = this.name;
246
- while ( current ) {
247
-
248
- // StageRoot has a special path right now since there's additional Xforms for encapsulation.
249
- // Better would be to actually model them as part of our object graph, but they're written separately,
250
- // so currently we don't and instead work around that here.
251
- const currentName = current.parent ? current.name : (current.name + "/Scenes/Scene");
252
- path = currentName + '/' + path;
253
- current = current.parent;
254
-
255
- }
256
-
257
- return '</' + path + '>';
258
-
259
- }
260
-
261
- add( child ) {
262
-
263
- if ( child.parent ) {
264
-
265
- child.parent.remove( child );
266
-
267
- }
268
-
269
- child.parent = this;
270
- this.children.push( child );
271
-
272
- }
273
-
274
- remove( child ) {
275
-
276
- const index = this.children.indexOf( child );
277
- if ( index >= 0 ) {
278
-
279
- if ( child.parent === this ) child.parent = null;
280
- this.children.splice( index, 1 );
281
-
282
- }
283
-
284
- }
285
-
286
- addEventListener( evt, listener: ( writer: USDWriter, context: USDZExporterContext ) => void ) {
287
-
288
- if ( ! this._eventListeners[ evt ] ) this._eventListeners[ evt ] = [];
289
- this._eventListeners[ evt ].push( listener );
290
-
291
- }
292
-
293
- removeEventListener( evt, listener: ( writer: USDWriter, context: USDZExporterContext ) => void ) {
294
-
295
- if ( ! this._eventListeners[ evt ] ) return;
296
- const index = this._eventListeners[ evt ].indexOf( listener );
297
- if ( index >= 0 ) {
298
-
299
- this._eventListeners[ evt ].splice( index, 1 );
300
-
301
- }
302
-
303
- }
304
-
305
- onSerialize( writer, context ) {
306
-
307
- const listeners = this._eventListeners[ 'serialize' ];
308
- if ( listeners ) listeners.forEach( listener => listener( writer, context ) );
309
-
310
- }
311
-
312
- }
313
-
314
-
315
- class USDDocument extends USDObject {
316
-
317
- stageLength: number;
318
-
319
- get isDocumentRoot() {
320
-
321
- return true;
322
-
323
- }
324
- get isDynamic() {
325
-
326
- return false;
327
-
328
- }
329
-
330
- constructor() {
331
-
332
- super(undefined, 'StageRoot', null, null, null, null);
333
- this.children = [];
334
- this.stageLength = 200;
335
-
336
- }
337
-
338
- add( child: USDObject ) {
339
-
340
- child.parent = this;
341
- this.children.push( child );
342
-
343
- }
344
-
345
- remove( child: USDObject ) {
346
-
347
- const index = this.children.indexOf( child );
348
- if ( index >= 0 ) {
349
-
350
- if ( child.parent === this ) child.parent = null;
351
- this.children.splice( index, 1 );
352
-
353
- }
354
-
355
- }
356
-
357
- traverse( callback: ( object: USDObject ) => void, current: USDObject | null = null ) {
358
-
359
- if ( current !== null ) callback( current );
360
- else current = this;
361
- if ( current.children ) {
362
-
363
- for ( const child of current.children ) {
364
-
365
- this.traverse( callback, child );
366
-
367
- }
368
-
369
- }
370
-
371
- }
372
-
373
- findById( uuid: string ) {
374
-
375
- let found = false;
376
- function search( current: USDObject ): USDObject | undefined {
377
-
378
- if ( found ) return undefined;
379
- if ( current.uuid === uuid ) {
380
-
381
- found = true;
382
- return current;
383
-
384
- }
385
-
386
- if ( current.children ) {
387
-
388
- for ( const child of current.children ) {
389
-
390
- if (!child) continue;
391
- const res = search( child );
392
- if ( res ) return res;
393
-
394
- }
395
-
396
- }
397
- return undefined;
398
- }
399
-
400
- return search( this );
401
-
402
- }
403
-
404
- buildHeader( _context: USDZExporterContext ) {
405
- const animationExtension = _context.extensions?.find( ext => ext?.extensionName === 'animation' ) as AnimationExtension | undefined;
406
- const behaviorExtension = _context.extensions?.find( ext => ext?.extensionName === 'Behaviour' ) as BehaviorExtension | undefined;
407
- const physicsExtension = _context.extensions?.find( ext => ext?.extensionName === 'Physics' ) as PhysicsExtension | undefined;
408
- const startTimeCode = animationExtension?.getStartTimeCode() ?? 0;
409
- const endTimeCode = animationExtension?.getEndTimeCode() ?? 0;
410
-
411
- let comment = "";
412
- const registeredClips = animationExtension?.registeredClips;
413
- if (registeredClips) {
414
- for ( const clip of registeredClips ) {
415
- comment += `\t# Animation: ${clip.name}, start=${animationExtension.getStartTimeByClip(clip) * 60}, length=${clip.duration * 60}\n`;
416
- }
417
- }
418
- const comments = comment;
419
-
420
- return `#usda 1.0
421
- (
422
- customLayerData = {
423
- string creator = "Needle Engine ${VERSION}"
424
- dictionary Needle = {
425
- bool animations = ${animationExtension ? 1 : 0}
426
- bool interactive = ${behaviorExtension ? 1 : 0}
427
- bool physics = ${physicsExtension ? 1 : 0}
428
- bool quickLookCompatible = ${_context.quickLookCompatible ? 1 : 0}
429
- }
430
- }
431
- defaultPrim = "${makeNameSafe( this.name )}"
432
- metersPerUnit = 1
433
- upAxis = "Y"
434
- startTimeCode = ${startTimeCode}
435
- endTimeCode = ${endTimeCode}
436
- timeCodesPerSecond = 60
437
- framesPerSecond = 60
438
- doc = """Generated by Needle Engine USDZ Exporter ${VERSION}"""
439
- ${comments}
440
- )
441
- `;
442
-
443
- }
444
-
445
- }
446
-
447
- const newLine = '\n';
448
- const materialRoot = '</StageRoot/Materials';
449
-
450
- class USDWriter {
451
- str: string;
452
- indent: number;
453
-
454
- constructor() {
455
-
456
- this.str = '';
457
- this.indent = 0;
458
-
459
- }
460
-
461
- clear() {
462
-
463
- this.str = '';
464
- this.indent = 0;
465
-
466
- }
467
-
468
- beginBlock( str: string | undefined = undefined, char = '{', createNewLine = true ) {
469
-
470
- if ( str !== undefined ) {
471
- str = this.applyIndent( str );
472
- this.str += str;
473
- if ( createNewLine ) {
474
- this.str += newLine;
475
- this.str += this.applyIndent( char );
476
- }
477
- else {
478
- this.str += " " + char;
479
- }
480
- }
481
- else {
482
- this.str += this.applyIndent( char );
483
- }
484
-
485
- this.str += newLine;
486
- this.indent += 1;
487
-
488
- }
489
-
490
- closeBlock( char = '}' ) {
491
-
492
- this.indent -= 1;
493
- this.str += this.applyIndent( char ) + newLine;
494
-
495
- }
496
-
497
- beginArray( str ) {
498
-
499
- str = this.applyIndent( str + ' = [' );
500
- this.str += str;
501
- this.str += newLine;
502
- this.indent += 1;
503
-
504
- }
505
-
506
- closeArray() {
507
-
508
- this.indent -= 1;
509
- this.str += this.applyIndent( ']' ) + newLine;
510
-
511
- }
512
-
513
- appendLine( str = '' ) {
514
-
515
- str = this.applyIndent( str );
516
- this.str += str;
517
- this.str += newLine;
518
-
519
- }
520
-
521
- toString() {
522
-
523
- return this.str;
524
-
525
- }
526
-
527
- applyIndent( str ) {
528
-
529
- let indents = '';
530
- for ( let i = 0; i < this.indent; i ++ ) indents += '\t';
531
- return indents + str;
532
-
533
- }
534
-
535
- }
536
-
537
- declare type TextureMap = {[name: string]: {texture: Texture, scale?: Vector4}};
538
-
539
- class USDZExporterContext {
540
- root?: Object3D;
541
- exporter: USDZExporter;
542
- extensions: Array<IUSDExporterExtension> = [];
543
- quickLookCompatible: boolean;
544
- exportInvisible: boolean;
545
- materials: Map<string, Material>;
546
- textures: TextureMap;
547
- files: { [path: string]: Uint8Array | [Uint8Array, fflate.ZipOptions] | null | any }
548
- document: USDDocument;
549
- output: string;
550
- animations: AnimationClip[];
551
-
552
- constructor( root: Object3D | undefined, exporter: USDZExporter, options: {
553
- extensions?: Array<IUSDExporterExtension>,
554
- quickLookCompatible: boolean,
555
- exportInvisible: boolean,
556
- } ) {
557
-
558
- this.root = root;
559
- this.exporter = exporter;
560
- this.quickLookCompatible = options.quickLookCompatible;
561
- this.exportInvisible = options.exportInvisible;
562
-
563
- if ( options.extensions )
564
- this.extensions = options.extensions;
565
-
566
- this.materials = new Map();
567
- this.textures = {};
568
- this.files = {};
569
- this.document = new USDDocument();
570
- this.output = '';
571
- this.animations = [];
572
-
573
- }
574
-
575
- }
576
-
577
- /**[documentation](https://developer.apple.com/documentation/arkit/usdz_schemas_for_ar/preliminary_anchoringapi/preliminary_anchoring_type) */
578
- export type Anchoring = "plane" | "image" | "face" | "none"
579
- /**[documentation](https://developer.apple.com/documentation/arkit/usdz_schemas_for_ar/preliminary_anchoringapi/preliminary_planeanchoring_alignment) */
580
- export type Alignment = "horizontal" | "vertical" | "any";
581
-
582
- class USDZExporterOptions {
583
- ar: {
584
- anchoring: { type: Anchoring },
585
- planeAnchoring: { alignment: Alignment },
586
- } = {
587
- anchoring: { type: 'plane' },
588
- planeAnchoring: { alignment: 'horizontal' }
589
- };
590
- quickLookCompatible: boolean = false;
591
- extensions: any[] = [];
592
- maxTextureSize: number = 4096;
593
- exportInvisible: boolean = false;
594
- }
595
-
596
- class USDZExporter {
597
- debug: boolean;
598
- pruneUnusedNodes: boolean;
599
- sceneAnchoringOptions: USDZExporterOptions = new USDZExporterOptions();
600
- extensions: Array<IUSDExporterExtension> = [];
601
- keepObject?: (object: Object3D) => boolean;
602
- beforeWritingDocument?: () => void;
603
-
604
- constructor() {
605
-
606
- this.debug = false;
607
- this.pruneUnusedNodes = true;
608
-
609
- }
610
-
611
- async parse(scene: Object3D | undefined, options: USDZExporterOptions = new USDZExporterOptions()) {
612
-
613
- options = Object.assign( new USDZExporterOptions(), options );
614
-
615
- this.sceneAnchoringOptions = options;
616
- const context = new USDZExporterContext( scene, this, options );
617
- this.extensions = context.extensions;
618
-
619
- const files = context.files;
620
- const modelFileName = 'model.usda';
621
-
622
- // model file should be first in USDZ archive so we init it here
623
- files[ modelFileName ] = null;
624
-
625
- const materials = context.materials;
626
- const textures = context.textures;
627
-
628
- Progress.report('export-usdz', "Invoking onBeforeBuildDocument");
629
- await invokeAll( context, 'onBeforeBuildDocument' );
630
- Progress.report('export-usdz', "Done onBeforeBuildDocument");
631
-
632
- Progress.report('export-usdz', "Reparent bones to common ancestor");
633
-
634
- // Find all skeletons and reparent them to their skelroot / armature / uppermost bone parent.
635
- // This may not be correct in all cases.
636
- const reparentings: Array<{ object: Object3D, originalParent: Object3D | null, newParent: Object3D }> = [];
637
- const allReparentingObjects = new Set<string>();
638
- scene?.traverse(object => {
639
- if (!options.exportInvisible && !object.visible) return;
640
-
641
- if (object instanceof SkinnedMesh) {
642
- const bones = object.skeleton.bones as Bone[];
643
-
644
- const commonAncestor = findCommonAncestor(bones);
645
- if (commonAncestor) {
646
- const newReparenting = { object, originalParent: object.parent, newParent: commonAncestor };
647
- reparentings.push( newReparenting );
648
-
649
- // keep track of which nodes are important for skeletal export consistency
650
- allReparentingObjects.add(newReparenting.object.uuid);
651
- if (newReparenting.newParent) allReparentingObjects.add(newReparenting.newParent.uuid);
652
- if (newReparenting.originalParent) allReparentingObjects.add(newReparenting.originalParent.uuid);
653
- }
654
- }
655
- });
656
-
657
- for ( const reparenting of reparentings ) {
658
- const { object, originalParent, newParent } = reparenting;
659
- newParent.add( object );
660
- }
661
-
662
- Progress.report('export-usdz', "Traversing hierarchy");
663
- if (scene) traverse( scene, context.document, context, this.keepObject);
664
-
665
- // Root object should have identity matrix
666
- // so that root transformations don't end up in the resulting file.
667
- // if (context.document.children?.length > 0)
668
- // context.document.children[0]?.matrix.identity(); //.multiply(new Matrix4().makeRotationY(Math.PI));
669
-
670
- Progress.report('export-usdz', "Invoking onAfterBuildDocument");
671
- await invokeAll( context, 'onAfterBuildDocument' );
672
-
673
- // At this point, we know all animated objects, all skinned mesh objects, and all objects targeted by behaviors.
674
- // We can prune all empty nodes (no geometry or material) depth-first.
675
- // This avoids unnecessary export of e.g. animated bones as nodes when they have no children
676
- // (for example, a sword attached to a hand still needs that entire hierarchy exported)
677
- const behaviorExt = context.extensions.find( ext => ext.extensionName === 'Behaviour' ) as BehaviorExtension | undefined;
678
- const allBehaviorTargets = behaviorExt?.getAllTargetUuids() ?? new Set<string>();
679
-
680
- // Prune pass. Depth-first removal of nodes that don't affect the outcome of the scene.
681
- if (this.pruneUnusedNodes) {
682
- const options = {
683
- allBehaviorTargets,
684
- debug: false,
685
- boneReparentings: allReparentingObjects,
686
- quickLookCompatible: context.quickLookCompatible,
687
- };
688
- if (this.debug) logUsdHierarchy(context.document, "Hierarchy BEFORE pruning", options);
689
- prune( context.document, options );
690
- if (this.debug) logUsdHierarchy(context.document, "Hierarchy AFTER pruning");
691
- }
692
- else if (this.debug) {
693
- console.log("Pruning of empty nodes is disabled. This may result in a larger USDZ file.");
694
- }
695
-
696
- Progress.report('export-usdz', { message: "Parsing document", autoStep: 10 });
697
- await parseDocument( context, () => {
698
- // injected after stageRoot.
699
- // TODO property use context/writer instead of string concat
700
- Progress.report('export-usdz', "Building materials");
701
- const result = buildMaterials( materials, textures, options.quickLookCompatible );
702
- return result;
703
- } );
704
-
705
- Progress.report("export-usdz", "Invoking onAfterSerialize");
706
- await invokeAll( context, 'onAfterSerialize' );
707
-
708
- // repair the parenting again
709
- for ( const reparenting of reparentings ) {
710
- const { object, originalParent, newParent } = reparenting;
711
- if (originalParent)
712
- originalParent.add( object );
713
- }
714
-
715
- // Moved into parseDocument callback for proper defaultPrim encapsulation
716
- // context.output += buildMaterials( materials, textures, options.quickLookCompatible );
717
-
718
- // callback for validating after all export has been done
719
- context.exporter?.beforeWritingDocument?.();
720
-
721
- const header = context.document.buildHeader( context );
722
- const final = header + '\n' + context.output;
723
-
724
- // full output file
725
- if ( this.debug ) console.log( final );
726
-
727
- files[ modelFileName ] = fflate.strToU8( final );
728
- context.output = '';
729
-
730
- Progress.report("export-usdz", { message: "Exporting textures", autoStep: 10 });
731
- Progress.start("export-usdz-textures", { parentScope: "export-usdz", logTimings: false });
732
- const decompressionRenderer = new WebGLRenderer( {
733
- antialias: false,
734
- alpha: true,
735
- premultipliedAlpha: false,
736
- preserveDrawingBuffer: true
737
- } );
738
-
739
- const textureCount = Object.keys(textures).length;
740
- Progress.report("export-usdz-textures", { totalSteps: textureCount * 3, currentStep: 0 });
741
- const convertTexture = async (id: string) => {
742
-
743
- const textureData = textures[ id ];
744
- const texture = textureData.texture;
745
-
746
- const isRGBA = formatsWithAlphaChannel.includes( texture.format );
747
-
748
- // Change: we need to always read back the texture now, otherwise the unpremultiplied workflow doesn't work.
749
- let img: ImageReadbackResult = {
750
- imageData: texture.image
751
- };
752
-
753
- Progress.report("export-usdz-textures", { message: "read back texture", autoStep: true });
754
- const anyColorScale = textureData.scale !== undefined && textureData.scale.x !== 1 && textureData.scale.y !== 1 && textureData.scale.z !== 1 && textureData.scale.w !== 1;
755
- // @ts-ignore
756
- if ( texture.isCompressedTexture || texture.isRenderTargetTexture || anyColorScale ) {
757
- img = await decompressGpuTexture( texture, options.maxTextureSize, decompressionRenderer, textureData.scale );
758
- }
759
-
760
- Progress.report("export-usdz-textures", { message: "convert texture to canvas", autoStep: true });
761
- const canvas = await imageToCanvasUnpremultiplied( img.imageBitmap || img.imageData, options.maxTextureSize ).catch( err => {
762
- console.error("Error converting texture to canvas", texture, err);
763
- });
764
-
765
- if ( canvas ) {
766
-
767
- Progress.report("export-usdz-textures", { message: "convert canvas to blob", autoStep: true });
768
- const blob = await canvas.convertToBlob( {type: isRGBA ? 'image/png' : 'image/jpeg', quality: 0.95 } );
769
- files[ `textures/${id}.${isRGBA ? 'png' : 'jpg'}` ] = new Uint8Array( await blob.arrayBuffer() );
770
-
771
- } else {
772
-
773
- console.warn( 'Can`t export texture: ', texture );
774
-
775
- }
776
- };
777
-
778
- for ( const id in textures ) {
779
-
780
- await convertTexture( id );
781
- }
782
-
783
- decompressionRenderer.dispose();
784
-
785
- // 64 byte alignment
786
- // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109
787
-
788
- Progress.end("export-usdz-textures");
789
-
790
- let offset = 0;
791
-
792
- for ( const filename in files ) {
793
-
794
- const file = files[ filename ];
795
- const headerSize = 34 + filename.length;
796
-
797
- offset += headerSize;
798
-
799
- const offsetMod64 = offset & 63;
800
-
801
- if ( offsetMod64 !== 4 ) {
802
-
803
- const padLength = 64 - offsetMod64;
804
- const padding = new Uint8Array( padLength );
805
-
806
- files[ filename ] = [ file, { extra: { 12345: padding } } ];
807
-
808
- }
809
-
810
- offset = file.length;
811
-
812
- }
813
-
814
- Progress.report("export-usdz", "zip archive");
815
- return fflate.zipSync( files, { level: 0 } );
816
-
817
- }
818
-
819
- }
820
-
821
- function traverse( object: Object3D, parentModel: USDObject, context: USDZExporterContext, keepObject?: (object: Object3D) => boolean ) {
822
-
823
- if (!context.exportInvisible && !object.visible) return;
824
-
825
- let model: USDObject | undefined = undefined;
826
- let geometry: BufferGeometry | undefined = undefined;
827
- let material: Material | Material[] | undefined = undefined;
828
-
829
- const transform: USDObjectTransform = { position: object.position, quaternion: object.quaternion, scale: object.scale };
830
- if (object.position.x === 0 && object.position.y === 0 && object.position.z === 0)
831
- transform.position = null;
832
- if (object.quaternion.x === 0 && object.quaternion.y === 0 && object.quaternion.z === 0 && object.quaternion.w === 1)
833
- transform.quaternion = null;
834
- if (object.scale.x === 1 && object.scale.y === 1 && object.scale.z === 1)
835
- transform.scale = null;
836
-
837
- if (object instanceof Mesh || object instanceof SkinnedMesh) {
838
- geometry = object.geometry;
839
- material = object.material;
840
- }
841
-
842
- // API for an explicit choice to discard this object – for example, a geometry that should not be exported,
843
- // but childs should still be exported.
844
- if (keepObject && !keepObject(object)) {
845
- geometry = undefined;
846
- material = undefined;
847
- }
848
-
849
- if ( (object instanceof Mesh || object instanceof SkinnedMesh) &&
850
- material &&
851
- (material instanceof MeshStandardMaterial ||
852
- material instanceof MeshBasicMaterial ||
853
- (material instanceof Material && material.type === "MeshLineMaterial"))) {
854
-
855
- const name = getObjectId( object );
856
- const skinnedMeshObject = object instanceof SkinnedMesh ? object : null;
857
- model = new USDObject( object.uuid, name, transform, geometry, material, undefined, skinnedMeshObject, object.animations );
858
-
859
- } else if ( object instanceof PerspectiveCamera || object instanceof OrthographicCamera ) {
860
-
861
- const name = getObjectId( object );
862
- model = new USDObject( object.uuid, name, transform, undefined, undefined, object );
863
-
864
- } else {
865
-
866
- const name = getObjectId( object );
867
- model = new USDObject( object.uuid, name, transform, undefined, undefined, undefined, undefined, object.animations );
868
-
869
- }
870
-
871
- if ( model ) {
872
-
873
- model.displayName = object.userData?.name || object.name;
874
- model.visibility = object.visible ? undefined : "invisible";
875
-
876
- if ( parentModel ) {
877
-
878
- parentModel.add( model );
879
-
880
- }
881
-
882
- parentModel = model;
883
-
884
- if ( context.extensions ) {
885
-
886
- for ( const ext of context.extensions ) {
887
-
888
- if ( ext.onExportObject ) ext.onExportObject.call( ext, object, model, context );
889
-
890
- }
891
-
892
- }
893
-
894
- } else {
895
-
896
- const name = getObjectId( object );
897
- const empty = new USDObject( object.uuid, name, { position: object.position, quaternion: object.quaternion, scale: object.scale } );
898
- if ( parentModel ) {
899
-
900
- parentModel.add( empty );
901
-
902
- }
903
-
904
- parentModel = empty;
905
-
906
- }
907
-
908
- for ( const ch of object.children ) {
909
-
910
- traverse( ch, parentModel, context, keepObject );
911
-
912
- }
913
-
914
- }
915
-
916
- function logUsdHierarchy( object: USDObject, prefix: string, ...extraLogObjects: any[] ) {
917
-
918
- const item = {};
919
- let itemCount = 0;
920
-
921
- function collectItem( object: USDObject, current) {
922
- itemCount++;
923
- let name = object.displayName || object.name;
924
- name += " (" + object.uuid + ")";
925
- const hasAny = object.geometry || object.material || object.camera || object.skinnedMesh;
926
- if (hasAny) {
927
- name += " (" + (object.geometry ? "geo, " : "") + (object.material ? "mat, " : "") + (object.camera ? "cam, " : "") + (object.skinnedMesh ? "skin, " : "") + ")";
928
- }
929
- current[name] = {};
930
- const props = { object };
931
- if (object.material) props['mat'] = true;
932
- if (object.geometry) props['geo'] = true;
933
- if (object.camera) props['cam'] = true;
934
- if (object.skinnedMesh) props['skin'] = true;
935
-
936
- current[name]._self = props;
937
- for ( const child of object.children ) {
938
- if (child) {
939
- collectItem(child, current[name]);
940
- }
941
- }
942
- }
943
-
944
- collectItem(object, item);
945
-
946
- console.log(prefix + " (" + itemCount + " nodes)", item, ...extraLogObjects);
947
- }
948
-
949
- function prune ( object: USDObject, options : {
950
- allBehaviorTargets: Set<string>,
951
- debug: boolean,
952
- boneReparentings: Set<string>,
953
- quickLookCompatible: boolean,
954
- } ) {
955
-
956
- let allChildsWerePruned = true;
957
-
958
- const prunedChilds = new Array<USDObject>();
959
- const keptChilds = new Array<USDObject>();
960
-
961
- if (object.children.length === 0) {
962
- allChildsWerePruned = true;
963
- }
964
- else {
965
- const childs = [...object.children];
966
- for ( const child of childs ) {
967
- if (child) {
968
- const childWasPruned = prune(child, options);
969
- if (options.debug) {
970
- if (childWasPruned) prunedChilds.push(child);
971
- else keptChilds.push(child);
972
- }
973
- allChildsWerePruned = allChildsWerePruned && childWasPruned;
974
- }
975
- }
976
- }
977
-
978
- // check if this object is referenced by any behavior
979
- const isBehaviorSourceOrTarget = options.allBehaviorTargets.has(object.uuid);
980
-
981
- // check if this object has any material or geometry
982
- const isVisible = object.geometry || object.material || (object.camera && !options.quickLookCompatible) || object.skinnedMesh || false;
983
-
984
- // check if this object is part of any reparenting
985
- const isBoneReparenting = options.boneReparentings.has(object.uuid);
986
-
987
- const canBePruned = allChildsWerePruned && !isBehaviorSourceOrTarget && !isVisible && !isBoneReparenting;
988
-
989
- if (canBePruned) {
990
- if (options.debug) console.log("Pruned object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
991
- isVisible,
992
- isBehaviorSourceOrTarget,
993
- allChildsWerePruned,
994
- isBoneReparenting,
995
- object,
996
- prunedChilds,
997
- keptChilds
998
- });
999
- object.parent?.remove(object);
1000
- }
1001
- else {
1002
- if (options.debug) console.log("Kept object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
1003
- isVisible,
1004
- isBehaviorSourceOrTarget,
1005
- allChildsWerePruned,
1006
- isBoneReparenting,
1007
- object,
1008
- prunedChilds,
1009
- keptChilds
1010
- });
1011
- }
1012
-
1013
- // if it has no children and is not a behavior source or target, and is not visible, prune it
1014
- return canBePruned;
1015
- }
1016
-
1017
- async function parseDocument( context: USDZExporterContext, afterStageRoot: () => string ) {
1018
-
1019
- Progress.start("export-usdz-resources", "export-usdz");
1020
- const resources: Array<() => void> = [];
1021
- for ( const child of context.document.children ) {
1022
- addResources( child, context, resources );
1023
- }
1024
- // addResources now only collects promises for better progress reporting.
1025
- // We are resolving them here and reporting progress on that:
1026
- const total = resources.length;
1027
- for (let i = 0; i < total; i++) {
1028
- Progress.report("export-usdz-resources", { totalSteps: total, currentStep: i });
1029
- await new Promise<void>((resolve, _reject) => {
1030
- resources[i]();
1031
- resolve();
1032
- });
1033
- }
1034
- Progress.end("export-usdz-resources");
1035
-
1036
- const writer = new USDWriter();
1037
- const arAnchoringOptions = context.exporter.sceneAnchoringOptions.ar;
1038
-
1039
- writer.beginBlock( `def Xform "${context.document.name}"` );
1040
-
1041
- writer.beginBlock( `def Scope "Scenes" (
1042
- kind = "sceneLibrary"
1043
- )` );
1044
-
1045
- writer.beginBlock( `def Xform "Scene"`, '(', false);
1046
- writer.appendLine( `apiSchemas = ["Preliminary_AnchoringAPI"]` );
1047
- writer.appendLine( `customData = {`);
1048
- writer.appendLine( ` bool preliminary_collidesWithEnvironment = 0` );
1049
- writer.appendLine( ` string sceneName = "Scene"`);
1050
- writer.appendLine( `}` );
1051
- writer.appendLine( `sceneName = "Scene"` );
1052
- writer.closeBlock( ')' );
1053
- writer.beginBlock();
1054
-
1055
- writer.appendLine( `token preliminary:anchoring:type = "${arAnchoringOptions.anchoring.type}"` );
1056
- if (arAnchoringOptions.anchoring.type === 'plane')
1057
- writer.appendLine( `token preliminary:planeAnchoring:alignment = "${arAnchoringOptions.planeAnchoring.alignment}"` );
1058
- // bit hacky as we don't have a callback here yet. Relies on the fact that the image is named identical in the ImageTracking extension.
1059
- if (arAnchoringOptions.anchoring.type === 'image')
1060
- writer.appendLine( `rel preliminary:imageAnchoring:referenceImage = </${context.document.name}/Scenes/Scene/AnchoringReferenceImage>` );
1061
- writer.appendLine();
1062
-
1063
- const count = (object: USDObject | null) => {
1064
- if (!object) return 0;
1065
- let total = 1;
1066
- for ( const child of object.children ) total += count( child );
1067
- return total;
1068
- }
1069
- const totalXformCount = count(context.document);
1070
- Progress.start("export-usdz-xforms", "export-usdz");
1071
- Progress.report("export-usdz-xforms", { totalSteps: totalXformCount, currentStep: 1 });
1072
-
1073
- for ( const child of context.document.children ) {
1074
- buildXform( child, writer, context );
1075
- }
1076
- Progress.end("export-usdz-xforms");
1077
-
1078
- Progress.report("export-usdz", "invoke onAfterHierarchy");
1079
- invokeAll( context, 'onAfterHierarchy', writer );
1080
-
1081
- writer.closeBlock();
1082
- writer.closeBlock();
1083
- writer.appendLine(afterStageRoot());
1084
- writer.closeBlock();
1085
-
1086
- Progress.report("export-usdz", "write to string")
1087
- context.output += writer.toString();
1088
-
1089
- }
1090
-
1091
- function addResources( object: USDObject | null, context: USDZExporterContext, resources: Array<() => void>) {
1092
-
1093
- if ( !object ) return;
1094
-
1095
- const geometry = object.geometry;
1096
- const material = object.material;
1097
-
1098
- if ( geometry ) {
1099
-
1100
- if ( material && (
1101
- 'isMeshStandardMaterial' in material && material.isMeshStandardMaterial ||
1102
- 'isMeshBasicMaterial' in material && material.isMeshBasicMaterial ||
1103
- material.type === "MeshLineMaterial"
1104
- ) ) { // TODO convert unlit to lit+emissive
1105
-
1106
- const geometryFileName = 'geometries/' + getGeometryName(geometry, object.name) + '.usda';
1107
-
1108
- if ( ! ( geometryFileName in context.files ) ) {
1109
-
1110
- const action = () => {
1111
- const meshObject = buildMeshObject( geometry, object.skinnedMesh?.skeleton?.bones, context.quickLookCompatible );
1112
- context.files[ geometryFileName ] = buildUSDFileAsString( meshObject, context);
1113
- };
1114
-
1115
- resources.push(action);
1116
-
1117
- }
1118
-
1119
- } else {
1120
-
1121
- console.warn( 'NeedleUSDZExporter: Unsupported material type (USDZ only supports MeshStandardMaterial)', material?.name );
1122
-
1123
- }
1124
-
1125
- }
1126
-
1127
- if ( material ) {
1128
-
1129
- if ( ! ( material.uuid in context.materials ) ) {
1130
-
1131
- context.materials[ material.uuid ] = material;
1132
-
1133
- }
1134
- }
1135
-
1136
- for ( const ch of object.children ) {
1137
-
1138
- addResources( ch, context, resources );
1139
-
1140
- }
1141
-
1142
- }
1143
-
1144
- async function invokeAll( context: USDZExporterContext, name: string, writer: USDWriter | null = null ) {
1145
-
1146
- if ( context.extensions ) {
1147
-
1148
- for ( const ext of context.extensions ) {
1149
-
1150
- if ( !ext ) continue;
1151
-
1152
- if ( typeof ext[ name ] === 'function' ) {
1153
-
1154
- const method = ext[ name ];
1155
- const res = method.call( ext, context, writer );
1156
- if(res instanceof Promise) {
1157
- await res;
1158
- }
1159
- }
1160
-
1161
- }
1162
-
1163
- }
1164
-
1165
- }
1166
- let _renderer: WebGLRenderer | null = null;
1167
- let renderTarget: WebGLRenderTarget | null = null;
1168
- let fullscreenQuadGeometry: PlaneGeometry | null;
1169
- let fullscreenQuadMaterial: ShaderMaterial | null;
1170
- let fullscreenQuad: Mesh | null;
1171
-
1172
- declare type ImageReadbackResult = {
1173
- imageData: ImageData;
1174
- imageBitmap?: ImageBitmap;
1175
- }
1176
-
1177
- /** Reads back a texture from the GPU (can be compressed, a render texture, or anything), optionally applies RGBA colorScale to it, and returns CPU data for further usage.
1178
- * Note that there are WebGL / WebGPU rules preventing some use of data between WebGL contexts.
1179
- */
1180
- async function decompressGpuTexture( texture, maxTextureSize = Infinity, renderer: WebGLRenderer | null = null, colorScale: Vector4 | undefined = undefined): Promise<ImageReadbackResult> {
1181
-
1182
- if ( ! fullscreenQuadGeometry ) fullscreenQuadGeometry = new PlaneGeometry( 2, 2, 1, 1 );
1183
- if ( ! fullscreenQuadMaterial ) fullscreenQuadMaterial = new ShaderMaterial( {
1184
- uniforms: {
1185
- blitTexture: new Uniform( texture ),
1186
- flipY: new Uniform( false ),
1187
- scale: new Uniform( new Vector4( 1, 1, 1, 1 ) ),
1188
- },
1189
- vertexShader: `
1190
- varying vec2 vUv;
1191
- uniform bool flipY;
1192
- void main(){
1193
- vUv = uv;
1194
- if (flipY)
1195
- vUv.y = 1. - vUv.y;
1196
- gl_Position = vec4(position.xy * 1.0,0.,.999999);
1197
- }`,
1198
- fragmentShader: `
1199
- uniform sampler2D blitTexture;
1200
- uniform vec4 scale;
1201
- varying vec2 vUv;
1202
-
1203
- void main(){
1204
- gl_FragColor = vec4(vUv.xy, 0, 1);
1205
-
1206
- #ifdef IS_SRGB
1207
- gl_FragColor = sRGBTransferOETF( texture2D( blitTexture, vUv) );
1208
- #else
1209
- gl_FragColor = texture2D( blitTexture, vUv);
1210
- #endif
1211
-
1212
- gl_FragColor.rgba *= scale.rgba;
1213
- }`
1214
- } );
1215
-
1216
- // update uniforms
1217
- const uniforms = fullscreenQuadMaterial.uniforms;
1218
- uniforms.blitTexture.value = texture;
1219
- uniforms.flipY.value = false;
1220
- uniforms.scale.value = new Vector4( 1, 1, 1, 1 );
1221
- if ( colorScale !== undefined ) uniforms.scale.value.copy( colorScale );
1222
-
1223
- fullscreenQuadMaterial.defines.IS_SRGB = texture.colorSpace == SRGBColorSpace;
1224
- fullscreenQuadMaterial.needsUpdate = true;
1225
-
1226
- if ( ! fullscreenQuad ) {
1227
-
1228
- fullscreenQuad = new Mesh( fullscreenQuadGeometry, fullscreenQuadMaterial );
1229
- fullscreenQuad.frustumCulled = false;
1230
-
1231
- }
1232
-
1233
- const _camera = new PerspectiveCamera();
1234
- const _scene = new Scene();
1235
- _scene.add( fullscreenQuad );
1236
-
1237
- if ( ! renderer ) {
1238
-
1239
- renderer = _renderer = new WebGLRenderer( { antialias: false, alpha: true, premultipliedAlpha: false, preserveDrawingBuffer: true } );
1240
-
1241
- }
1242
-
1243
- const width = Math.min( texture.image.width, maxTextureSize );
1244
- const height = Math.min( texture.image.height, maxTextureSize );
1245
-
1246
- // dispose render target if the size is wrong
1247
- if ( renderTarget && ( renderTarget.width !== width || renderTarget.height !== height ) ) {
1248
-
1249
- renderTarget.dispose();
1250
- renderTarget = null;
1251
-
1252
- }
1253
-
1254
- if ( ! renderTarget ) {
1255
-
1256
- renderTarget = new WebGLRenderTarget( width, height, { format: RGBAFormat, type: UnsignedByteType, minFilter: LinearFilter, magFilter: LinearFilter } );
1257
- }
1258
-
1259
- renderer.setRenderTarget( renderTarget );
1260
- renderer.setSize( width, height );
1261
- renderer.clear();
1262
- renderer.render( _scene, _camera );
1263
-
1264
- if ( _renderer ) {
1265
-
1266
- _renderer.dispose();
1267
- _renderer = null;
1268
-
1269
- }
1270
-
1271
- const buffer = new Uint8ClampedArray( renderTarget.width * renderTarget.height * 4 );
1272
- renderer.readRenderTargetPixels( renderTarget, 0, 0, renderTarget.width, renderTarget.height, buffer );
1273
- const imageData = new ImageData( buffer, renderTarget.width, renderTarget.height, undefined );
1274
- const bmp = await createImageBitmap( imageData, { premultiplyAlpha: "none" } );
1275
- return {
1276
- imageData,
1277
- imageBitmap: bmp
1278
- };
1279
-
1280
- }
1281
-
1282
- /** Checks if the given image is of a type with readable data and width/height */
1283
- function isImageBitmap( image ) {
1284
-
1285
- return ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
1286
- ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
1287
- ( typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas ) ||
1288
- ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap );
1289
-
1290
- }
1291
-
1292
- /** This method uses a 'bitmaprenderer' context and doesn't do any pixel manipulation.
1293
- * This way, we can keep the alpha channel as it was, but we're losing the ability to do pixel manipulations or resize operations. */
1294
- async function imageToCanvasUnpremultiplied( image: ImageBitmapSource & { width: number, height: number }, maxTextureSize = 4096) {
1295
-
1296
- const scale = maxTextureSize / Math.max( image.width, image.height );
1297
- const width = image.width * Math.min( 1, scale );
1298
- const height = image.height * Math.min( 1, scale );
1299
-
1300
- const canvas = new OffscreenCanvas( width, height );
1301
- const settings: ImageBitmapOptions = { premultiplyAlpha: "none" };
1302
- if (image.width !== width) settings.resizeWidth = width;
1303
- if (image.height !== height) settings.resizeHeight = height;
1304
-
1305
- const imageBitmap = await createImageBitmap(image, settings);
1306
- const ctx = canvas.getContext("bitmaprenderer") as ImageBitmapRenderingContext | null;
1307
- if (ctx) {
1308
- ctx.transferFromImageBitmap(imageBitmap);
1309
- }
1310
- return canvas as OffscreenCanvasExt;
1311
- }
1312
-
1313
- /** This method uses a '2d' canvas context for pixel manipulation, and can apply a color scale or Y flip to the given image.
1314
- * Unfortunately, canvas always uses premultiplied data, and thus images with low alpha values (or multiplying by a=0) will result in black pixels.
1315
- */
1316
- async function imageToCanvas( image: HTMLImageElement | HTMLCanvasElement | OffscreenCanvas | ImageBitmap, color: Vector4 | undefined = undefined, flipY = false, maxTextureSize = 4096 ) {
1317
-
1318
- if ( isImageBitmap( image ) ) {
1319
-
1320
- // max. canvas size on Safari is still 4096x4096
1321
- const scale = maxTextureSize / Math.max( image.width, image.height );
1322
-
1323
- const canvas = new OffscreenCanvas( image.width * Math.min( 1, scale ), image.height * Math.min( 1, scale ) );
1324
-
1325
- const context = canvas.getContext( '2d', { alpha: true, premultipliedAlpha: false } ) as OffscreenCanvasRenderingContext2D;
1326
- if (!context) throw new Error('Could not get canvas 2D context');
1327
-
1328
- if ( flipY === true ) {
1329
-
1330
- context.translate( 0, canvas.height );
1331
- context.scale( 1, - 1 );
1332
-
1333
- }
1334
-
1335
- context.drawImage( image, 0, 0, canvas.width, canvas.height );
1336
-
1337
- // Currently only used to apply opacity scale since QuickLook and usdview don't support that yet
1338
- if ( color !== undefined ) {
1339
-
1340
- const r = color.x;
1341
- const g = color.y;
1342
- const b = color.z;
1343
- const a = color.w;
1344
-
1345
- const imagedata = context.getImageData( 0, 0, canvas.width, canvas.height );
1346
- const data = imagedata.data;
1347
-
1348
- for ( let i = 0; i < data.length; i += 4 ) {
1349
-
1350
- data[ i + 0 ] = data[ i + 0 ] * r;
1351
- data[ i + 1 ] = data[ i + 1 ] * g;
1352
- data[ i + 2 ] = data[ i + 2 ] * b;
1353
- data[ i + 3 ] = data[ i + 3 ] * a;
1354
-
1355
- }
1356
-
1357
- context.putImageData( imagedata, 0, 0 );
1358
-
1359
- }
1360
-
1361
- return canvas as OffscreenCanvasExt;
1362
-
1363
- } else {
1364
-
1365
- throw new Error( 'NeedleUSDZExporter: No valid image data found. Unable to process texture.' );
1366
-
1367
- }
1368
-
1369
- }
1370
-
1371
- //
1372
-
1373
- const PRECISION = 7;
1374
-
1375
- function buildHeader() {
1376
-
1377
- return `#usda 1.0
1378
- (
1379
- customLayerData = {
1380
- string creator = "Needle Engine USDZExporter"
1381
- }
1382
- metersPerUnit = 1
1383
- upAxis = "Y"
1384
- )
1385
- `;
1386
-
1387
- }
1388
-
1389
- function buildUSDFileAsString( dataToInsert, _context: USDZExporterContext ) {
1390
-
1391
- let output = buildHeader();
1392
- output += dataToInsert;
1393
- return fflate.strToU8( output );
1394
-
1395
- }
1396
-
1397
- function getObjectId( object ) {
1398
-
1399
- return object.name.replace( /[-<>\(\)\[\]§$%&\/\\\=\?\,\;]/g, '' ) + '_' + object.id;
1400
-
1401
- }
1402
-
1403
- function getBoneName(bone: Object3D) {
1404
- return makeNameSafe(bone.name || 'bone_' + bone.uuid);
1405
- }
1406
-
1407
- function getGeometryName(geometry: BufferGeometry, _fallbackName: string) {
1408
- // Using object names here breaks instancing...
1409
- // So we removed fallbackName again. Downside: geometries don't have nice names...
1410
- // A better workaround would be that we actually name them on glTF import (so the geometry has a name, not the object)
1411
- return makeNameSafe(geometry.name || 'Geometry') + "_" + geometry.id;
1412
- }
1413
-
1414
- function getMaterialName(material: Material) {
1415
- return makeNameSafe(material.name || 'Material') + "_" + material.id;
1416
- }
1417
-
1418
- function getPathToSkeleton(bone: Object3D, assumedRoot: Object3D) {
1419
- let path = getBoneName(bone);
1420
- let current = bone.parent;
1421
- while ( current && current !== assumedRoot ) {
1422
- path = getBoneName(current) + '/' + path;
1423
- current = current.parent;
1424
- }
1425
- return path;
1426
- }
1427
-
1428
- // Xform
1429
-
1430
- export function buildXform( model: USDObject | null, writer: USDWriter, context: USDZExporterContext ) {
1431
-
1432
- if ( model == null)
1433
- return;
1434
-
1435
- Progress.report("export-usdz-xforms", { message: "buildXform " + model.displayName || model.name, autoStep: true });
1436
-
1437
- // const matrix = model.matrix;
1438
- const transform = model.transform;
1439
- const geometry = model.geometry;
1440
- const material = model.material;
1441
- const camera = model.camera;
1442
- const name = model.name;
1443
-
1444
- if ( model.animations ) {
1445
- for ( const animation of model.animations ) {
1446
- context.animations.push( animation )
1447
- }
1448
- }
1449
-
1450
- // const transform = buildMatrix( matrix );
1451
-
1452
- /*
1453
- if ( matrix.determinant() < 0 ) {
1454
-
1455
- console.warn( 'NeedleUSDZExporter: USDZ does not support negative scales', name );
1456
-
1457
- }
1458
- */
1459
-
1460
- const isSkinnedMesh = geometry && geometry.isBufferGeometry && geometry.attributes.skinIndex !== undefined && geometry.attributes.skinIndex.count > 0;
1461
- const objType = isSkinnedMesh ? 'SkelRoot' : 'Xform';
1462
- const _apiSchemas = new Array<string>();
1463
-
1464
- // Specific case: the material is white unlit, the mesh has vertex colors, so we can
1465
- // export as displayColor directly
1466
- const isUnlitDisplayColor =
1467
- material && material instanceof MeshBasicMaterial &&
1468
- material.color && material.color.r === 1 && material.color.g === 1 && material.color.b === 1 &&
1469
- !material.map && material.opacity === 1 &&
1470
- geometry?.attributes.color;
1471
-
1472
- if (geometry?.attributes.color && !isUnlitDisplayColor) {
1473
- console.warn("NeedleUSDZExporter: Geometry has vertex colors. Vertex colors will only be shown in QuickLook for unlit materials with white color and no texture. Otherwise, they will be ignored.", model.displayName);
1474
- }
1475
-
1476
- writer.appendLine();
1477
- if ( geometry ) {
1478
- writer.beginBlock( `def ${objType} "${name}"`, "(", false );
1479
- // NE-4084: To use the doubleSided workaround with skeletal meshes we'd have to
1480
- // also emit extra data for jointIndices etc., so we're skipping skinned meshes here.
1481
- if (context.quickLookCompatible && material && material.side === DoubleSide && !isSkinnedMesh)
1482
- writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry_doubleSided>`);
1483
- else
1484
- writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry>`);
1485
- if (!isUnlitDisplayColor)
1486
- _apiSchemas.push("MaterialBindingAPI");
1487
- if (isSkinnedMesh)
1488
- _apiSchemas.push("SkelBindingAPI");
1489
- }
1490
- else if ( camera && !context.quickLookCompatible)
1491
- writer.beginBlock( `def Camera "${name}"`, "(", false );
1492
- else if ( model.type !== undefined)
1493
- writer.beginBlock( `def ${model.type} "${name}"` );
1494
- else // if (model.type === undefined)
1495
- writer.beginBlock( `def Xform "${name}"`, "(", false);
1496
-
1497
- if (model.type === undefined) {
1498
- if (model.extraSchemas?.length)
1499
- _apiSchemas.push(...model.extraSchemas);
1500
- if (_apiSchemas.length)
1501
- writer.appendLine(`prepend apiSchemas = [${_apiSchemas.map(s => `"${s}"`).join(', ')}]`);
1502
- }
1503
-
1504
- if (model.displayName)
1505
- writer.appendLine(`displayName = "${makeDisplayNameSafe(model.displayName)}"`);
1506
-
1507
- if ( camera || model.type === undefined) {
1508
- writer.closeBlock( ")" );
1509
- writer.beginBlock();
1510
- }
1511
-
1512
- if ( geometry && material ) {
1513
- if (!isUnlitDisplayColor) {
1514
- const materialName = getMaterialName(material);
1515
- writer.appendLine( `rel material:binding = </StageRoot/Materials/${materialName}>` );
1516
- }
1517
-
1518
- // Turns out QuickLook / RealityKit doesn't support the doubleSided attribute, so we
1519
- // work around that by emitting additional indices above, and then we shouldn't emit the attribute either as geometry is
1520
- // already doubleSided then.
1521
- if (!context.quickLookCompatible && material.side === DoubleSide ) {
1522
- // double-sided is a mesh property in USD, we can apply it as `over` here
1523
- writer.beginBlock( `over "Geometry" `);
1524
- writer.appendLine( `uniform bool doubleSided = 1` );
1525
- writer.closeBlock();
1526
- }
1527
- }
1528
- let haveWrittenAnyXformOps = false;
1529
- if ( isSkinnedMesh ) {
1530
- writer.appendLine( `rel skel:skeleton = <Rig>` );
1531
- writer.appendLine( `rel skel:animationSource = <Rig/_anim>`);
1532
- haveWrittenAnyXformOps = false;
1533
- // writer.appendLine( `matrix4d xformOp:transform = ${buildMatrix(new Matrix4())}` ); // always identity / in world space
1534
- }
1535
- else if (model.type === undefined) {
1536
- if (transform) {
1537
- haveWrittenAnyXformOps = haveWrittenAnyXformOps || (transform.position !== null || transform.quaternion !== null || transform.scale !== null);
1538
- if (transform.position) {
1539
- model.needsTranslate = true;
1540
- writer.appendLine( `double3 xformOp:translate = (${fn(transform.position.x)}, ${fn(transform.position.y)}, ${fn(transform.position.z)})` );
1541
- }
1542
- if (transform.quaternion) {
1543
- model.needsOrient = true;
1544
- writer.appendLine( `quatf xformOp:orient = (${fn(transform.quaternion.w)}, ${fn(transform.quaternion.x)}, ${fn(transform.quaternion.y)}, ${fn(transform.quaternion.z)})` );
1545
- }
1546
- if (transform.scale) {
1547
- model.needsScale = true;
1548
- writer.appendLine( `double3 xformOp:scale = (${fn(transform.scale.x)}, ${fn(transform.scale.y)}, ${fn(transform.scale.z)})` );
1549
- }
1550
- }
1551
- }
1552
-
1553
- if (model.visibility !== undefined)
1554
- writer.appendLine(`token visibility = "${model.visibility}"`);
1555
-
1556
- if ( camera && !context.quickLookCompatible) {
1557
-
1558
- if ( 'isOrthographicCamera' in camera && camera.isOrthographicCamera ) {
1559
-
1560
- writer.appendLine( `float2 clippingRange = (${camera.near}, ${camera.far})` );
1561
- writer.appendLine( `float horizontalAperture = ${( ( Math.abs( camera.left ) + Math.abs( camera.right ) ) * 10 ).toPrecision( PRECISION )}` );
1562
- writer.appendLine( `float verticalAperture = ${( ( Math.abs( camera.top ) + Math.abs( camera.bottom ) ) * 10 ).toPrecision( PRECISION )}` );
1563
- writer.appendLine( 'token projection = "orthographic"' );
1564
-
1565
- } else if ( 'isPerspectiveCamera' in camera && camera.isPerspectiveCamera) {
1566
-
1567
- writer.appendLine( `float2 clippingRange = (${camera.near.toPrecision( PRECISION )}, ${camera.far.toPrecision( PRECISION )})` );
1568
- writer.appendLine( `float focalLength = ${camera.getFocalLength().toPrecision( PRECISION )}` );
1569
- writer.appendLine( `float focusDistance = ${camera.focus.toPrecision( PRECISION )}` );
1570
- writer.appendLine( `float horizontalAperture = ${camera.getFilmWidth().toPrecision( PRECISION )}` );
1571
- writer.appendLine( 'token projection = "perspective"' );
1572
- writer.appendLine( `float verticalAperture = ${camera.getFilmHeight().toPrecision( PRECISION )}` );
1573
- }
1574
-
1575
- }
1576
-
1577
- if ( model.onSerialize ) {
1578
-
1579
- model.onSerialize( writer, context );
1580
-
1581
- }
1582
-
1583
- // after serialization, we know which xformops to actually define here:
1584
- if (model.type === undefined) {
1585
- // TODO only write the necessary ones – this isn't trivial though because we need to know
1586
- // if some of them are animated, and then we need to include those.
1587
- // Best approach would likely be to write xformOpOrder _after_ onSerialize
1588
- // and keep track of what was written in onSerialize (e.g. model.needsTranslate = true)
1589
- const ops = new Array<string>();
1590
- if (model.needsTranslate) ops.push('"xformOp:translate"');
1591
- if (model.needsOrient) ops.push('"xformOp:orient"');
1592
- if (model.needsScale) ops.push('"xformOp:scale"');
1593
- if (ops.length)
1594
- writer.appendLine( `uniform token[] xformOpOrder = [${ops.join(', ')}]` );
1595
- }
1596
-
1597
- if ( model.children ) {
1598
-
1599
- writer.appendLine();
1600
- for ( const ch of model.children ) {
1601
-
1602
- buildXform( ch, writer, context );
1603
-
1604
- }
1605
-
1606
- }
1607
-
1608
- writer.closeBlock();
1609
-
1610
- }
1611
-
1612
- function fn( num:number ): string {
1613
-
1614
- return Number.isInteger(num) ? num.toString() : num.toFixed( 10 );
1615
-
1616
- }
1617
-
1618
- function buildMatrix( matrix ) {
1619
-
1620
- const array = matrix.elements;
1621
-
1622
- return `( ${buildMatrixRow( array, 0 )}, ${buildMatrixRow( array, 4 )}, ${buildMatrixRow( array, 8 )}, ${buildMatrixRow( array, 12 )} )`;
1623
-
1624
- }
1625
-
1626
- function buildMatrixRow( array, offset ) {
1627
-
1628
- return `(${fn( array[ offset + 0 ] )}, ${fn( array[ offset + 1 ] )}, ${fn( array[ offset + 2 ] )}, ${fn( array[ offset + 3 ] )})`;
1629
-
1630
- }
1631
-
1632
- // Mesh
1633
-
1634
- function buildMeshObject( geometry: BufferGeometry, bonesArray: Bone[] = [], quickLookCompatible: boolean = true) {
1635
-
1636
- const mesh = buildMesh( geometry, bonesArray, quickLookCompatible );
1637
- return `
1638
- def "Geometry"
1639
- ${mesh}
1640
- `;
1641
-
1642
- }
1643
-
1644
- function buildMesh( geometry: BufferGeometry, bones: Bone[] = [], quickLookCompatible: boolean = true) {
1645
-
1646
- const name = 'Geometry';
1647
- const attributes = geometry.attributes;
1648
- const count = attributes.position.count;
1649
-
1650
- const hasBones = bones && bones.length > 0;
1651
-
1652
- // We need to sort bones and all skinning data by path –
1653
- // Neither glTF nor three.js care, but in USD they must be sorted
1654
- // since the array defines the virtual hierarchy and is evaluated in that order
1655
- const sortedBones: Array<{bone: Object3D, index: number}> = [];
1656
- const indexMapping: number[] = [];
1657
- let sortedSkinIndex = new Array<number>();
1658
- let sortedSkinIndexAttribute: BufferAttribute | InterleavedBufferAttribute | null = attributes.skinIndex;
1659
- let bonesArray = "";
1660
- if (hasBones) {
1661
- const uuidsFound:string[] = [];
1662
- for (const bone of bones ) {
1663
- // if (bone.parent!.type !== 'Bone')
1664
- {
1665
- sortedBones.push({bone: bone, index: bones.indexOf(bone)});
1666
- uuidsFound.push(bone.uuid);
1667
- }
1668
- }
1669
-
1670
- let maxSteps = 10_000;
1671
- while (uuidsFound.length < bones.length && maxSteps-- > 0) {
1672
- for (const sortedBone of sortedBones) {
1673
- const children = sortedBone.bone.children as Bone[];
1674
- for (const childBone of children){
1675
- if (uuidsFound.indexOf(childBone.uuid) === -1 && bones.indexOf(childBone) !== -1){
1676
- sortedBones.push({bone: childBone, index: bones.indexOf(childBone)});
1677
- uuidsFound.push(childBone.uuid);
1678
- }
1679
- }
1680
- }
1681
- }
1682
-
1683
- if (maxSteps <= 0) console.error("Failed to sort bones in skinned mesh", sortedBones, bones, uuidsFound);
1684
-
1685
- // add structural nodes to the list of bones
1686
- for (const structuralNode of findStructuralNodesInBoneHierarchy(bones) ) {
1687
- sortedBones.push( { bone: structuralNode, index: sortedBones.length } );
1688
- }
1689
-
1690
- // sort bones by path – need to be sorted in the same order as during mesh export
1691
- const assumedRoot = sortedBones[0].bone.parent!;
1692
- sortedBones.sort((a, b) => getPathToSkeleton(a.bone, assumedRoot) > getPathToSkeleton(b.bone, assumedRoot) ? 1 : -1);
1693
- bonesArray = sortedBones.map( x => "\"" + getPathToSkeleton(x.bone, assumedRoot) + "\"" ).join( ', ' );
1694
-
1695
- // TODO we can probably skip the expensive attribute re-ordering if the bones were already in a correct order.
1696
- // That doesn't mean that they are strictly sorted by path – just that all parents strictly need to come first.
1697
-
1698
- // build index mapping
1699
- for (const i in sortedBones) {
1700
- indexMapping[sortedBones[i].index] = parseInt(i);
1701
- }
1702
-
1703
- // remap skin index attributes
1704
- const skinIndex = attributes.skinIndex;
1705
- sortedSkinIndex = new Array<number>();
1706
- for ( let i = 0; i < skinIndex.count; i ++ ) {
1707
-
1708
- const x = skinIndex.getX( i );
1709
- const y = skinIndex.getY( i );
1710
- const z = skinIndex.getZ( i );
1711
- const w = skinIndex.getW( i );
1712
-
1713
- sortedSkinIndex.push( indexMapping[x], indexMapping[y], indexMapping[z], indexMapping[w] );
1714
- }
1715
-
1716
- // turn it back into an attribute so the rest of the code doesn't need to learn a new thing
1717
- sortedSkinIndexAttribute = new BufferAttribute( new Uint16Array( sortedSkinIndex ), 4 );
1718
- }
1719
-
1720
- const isSkinnedMesh = attributes.skinWeight && attributes.skinIndex;
1721
-
1722
- return `
1723
- {
1724
- def Mesh "${name}" ${isSkinnedMesh ? `(
1725
- prepend apiSchemas = ["SkelBindingAPI"]
1726
- )` : ''}
1727
- {
1728
- int[] faceVertexCounts = [${buildMeshVertexCount( geometry )}]
1729
- int[] faceVertexIndices = [${buildMeshVertexIndices( geometry )}]
1730
- ${attributes.normal || quickLookCompatible ? // in QuickLook, normals are required, otherwise double-sided rendering doesn't work.
1731
- `normal3f[] normals = [${buildVector3Array( attributes.normal, count )}] (
1732
- interpolation = "vertex"
1733
- )` : '' }
1734
- point3f[] points = [${buildVector3Array( attributes.position, count )}]
1735
- ${attributes.uv ?
1736
- `texCoord2f[] primvars:st = [${buildVector2Array( attributes.uv, count, true )}] (
1737
- interpolation = "vertex"
1738
- )` : '' }
1739
- ${attributes.uv1 ? buildCustomAttributeAccessor('st1', attributes.uv1) : '' }
1740
- ${attributes.uv2 ? buildCustomAttributeAccessor('st2', attributes.uv2) : '' }
1741
- ${attributes.uv3 ? buildCustomAttributeAccessor('st3', attributes.uv3) : '' }
1742
- ${isSkinnedMesh ?
1743
- `matrix4d primvars:skel:geomBindTransform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) (
1744
- elementSize = 1
1745
- interpolation = "constant"
1746
- )` : '' }
1747
- ${attributes.skinIndex ?
1748
- `int[] primvars:skel:jointIndices = [${buildVector4Array( sortedSkinIndexAttribute, true )}] (
1749
- elementSize = 4
1750
- interpolation = "vertex"
1751
- )` : '' }
1752
- ${attributes.skinWeight ?
1753
- `float[] primvars:skel:jointWeights = [${buildVector4Array( attributes.skinWeight )}] (
1754
- elementSize = 4
1755
- interpolation = "vertex"
1756
- )` : '' }
1757
- ${attributes.color ?
1758
- `color3f[] primvars:displayColor = [${buildVector3Array( attributes.color, count )}] (
1759
- interpolation = "vertex"
1760
- )` : '' }
1761
- uniform token subdivisionScheme = "none"
1762
- }
1763
- }
1764
- ${quickLookCompatible ? `
1765
- # This is a workaround for QuickLook/RealityKit not supporting the doubleSided attribute. We're adding a second
1766
- # geometry definition here, that uses the same mesh data but appends extra faces with reversed winding order.
1767
- def "${name}_doubleSided" (
1768
- prepend references = </Geometry>
1769
- )
1770
- {
1771
- over "Geometry"
1772
- {
1773
- int[] faceVertexCounts = [${buildMeshVertexCount( geometry ) + ", " + buildMeshVertexCount( geometry )}]
1774
- int[] faceVertexIndices = [${buildMeshVertexIndices( geometry ) + ", " + buildMeshVertexIndices( geometry, true )}]
1775
- }
1776
- }
1777
- ` : '' }
1778
- `;
1779
- }
1780
-
1781
- function buildMeshVertexCount( geometry: BufferGeometry ) {
1782
-
1783
- const count = geometry.index !== null ? geometry.index.count : geometry.attributes.position.count;
1784
-
1785
- return Array( Math.floor(count / 3) ).fill( 3 ).join( ', ' );
1786
-
1787
- }
1788
-
1789
- function buildMeshVertexIndices( geometry: BufferGeometry, reverseWinding: boolean = false ) {
1790
-
1791
- const index = geometry.index;
1792
- const array: Array<number> = [];
1793
-
1794
- if ( index !== null ) {
1795
-
1796
- for ( let i = 0; i < index.count; i ++ ) {
1797
-
1798
- let val = i;
1799
- if ( reverseWinding )
1800
- val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1801
- array.push( index.getX( val ) );
1802
-
1803
- }
1804
-
1805
- } else {
1806
-
1807
- const length = geometry.attributes.position.count;
1808
-
1809
- for ( let i = 0; i < length; i ++ ) {
1810
-
1811
- let val = i;
1812
- if ( reverseWinding )
1813
- val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1814
- array.push( val );
1815
-
1816
- }
1817
-
1818
- }
1819
-
1820
- return array.join( ', ' );
1821
-
1822
- }
1823
-
1824
- /** Returns a string with the correct attribute declaration for the given attribute. Could have 2,3,4 components. */
1825
- function buildCustomAttributeAccessor( primvarName: string, attribute: BufferAttribute | InterleavedBufferAttribute ) {
1826
- const count = attribute.itemSize;
1827
- switch (count) {
1828
- case 2:
1829
- // TODO: Check if we want to flip Y here as well. We do that for texcoords, but the data in UV1..N could be intended for other purposes.
1830
- return `texCoord2f[] primvars:${primvarName} = [${buildVector2Array( attribute, count, true )}] (
1831
- interpolation = "vertex"
1832
- )`;
1833
- case 3:
1834
- return `texCoord3f[] primvars:${primvarName} = [${buildVector3Array( attribute, count )}] (
1835
- interpolation = "vertex"
1836
- )`;
1837
- case 4:
1838
- return `double4[] primvars:${primvarName} = [${buildVector4Array2( attribute, count )}] (
1839
- interpolation = "vertex"
1840
- )`;
1841
- default:
1842
- console.warn('USDZExporter: Attribute with ' + count + ' components are currently not supported. Results may be undefined for ' + primvarName + '.');
1843
- return '';
1844
- }
1845
- }
1846
-
1847
- function buildVector3Array( attribute, count ) {
1848
-
1849
- if ( attribute === undefined ) {
1850
-
1851
- console.warn( 'USDZExporter: A mesh attribute is missing and will be set with placeholder data. The result may look incorrect.' );
1852
- return Array( count ).fill( '(0, 0, 1)' ).join( ', ' );
1853
-
1854
- }
1855
-
1856
- const array: Array<string> = [];
1857
-
1858
- for ( let i = 0; i < attribute.count; i ++ ) {
1859
-
1860
- const x = attribute.getX( i );
1861
- const y = attribute.getY( i );
1862
- const z = attribute.getZ( i );
1863
-
1864
- array.push( `(${x.toPrecision( PRECISION )}, ${y.toPrecision( PRECISION )}, ${z.toPrecision( PRECISION )})` );
1865
-
1866
- }
1867
-
1868
- return array.join( ', ' );
1869
-
1870
- }
1871
-
1872
-
1873
- function buildVector4Array2( attribute, count ) {
1874
-
1875
- if ( attribute === undefined ) {
1876
-
1877
- console.warn( 'USDZExporter: Attribute is missing. Results may be undefined.' );
1878
- return Array( count ).fill( '(0, 0, 0, 0)' ).join( ', ' );
1879
-
1880
- }
1881
-
1882
- const array: Array<string> = [];
1883
-
1884
- for ( let i = 0; i < attribute.count; i ++ ) {
1885
-
1886
- const x = attribute.getX( i );
1887
- const y = attribute.getY( i );
1888
- const z = attribute.getZ( i ) || 0;
1889
- const w = attribute.getW( i ) || 0;
1890
-
1891
- array.push( `(${x.toPrecision( PRECISION )}, ${y.toPrecision( PRECISION )}, ${z.toPrecision( PRECISION )}, ${w.toPrecision( PRECISION )})` );
1892
-
1893
- }
1894
-
1895
- return array.join( ', ' );
1896
-
1897
- }
1898
-
1899
- function buildVector4Array( attribute, ints = false ) {
1900
- const array: Array<string> = [];
1901
-
1902
- for ( let i = 0; i < attribute.count; i ++ ) {
1903
-
1904
- const x = attribute.getX( i );
1905
- const y = attribute.getY( i );
1906
- const z = attribute.getZ( i );
1907
- const w = attribute.getW( i );
1908
-
1909
- array.push( `${ints ? x : x.toPrecision( PRECISION )}` );
1910
- array.push( `${ints ? y : y.toPrecision( PRECISION )}` );
1911
- array.push( `${ints ? z : z.toPrecision( PRECISION )}` );
1912
- array.push( `${ints ? w : w.toPrecision( PRECISION )}` );
1913
-
1914
- }
1915
-
1916
- return array.join( ', ' );
1917
-
1918
- }
1919
-
1920
- function buildVector2Array( attribute: BufferAttribute | InterleavedBufferAttribute, count: number, flipY: boolean = false ) {
1921
-
1922
- if ( attribute === undefined ) {
1923
-
1924
- console.warn( 'USDZExporter: UVs missing.' );
1925
- return Array( count ).fill( '(0, 0)' ).join( ', ' );
1926
-
1927
- }
1928
-
1929
- const array: Array<string> = [];
1930
-
1931
- for ( let i = 0; i < attribute.count; i ++ ) {
1932
-
1933
- const x = attribute.getX( i );
1934
- let y = attribute.getY( i );
1935
- if (flipY)
1936
- y = 1 - y;
1937
- array.push( `(${x.toPrecision( PRECISION )}, ${y.toPrecision( PRECISION )})` );
1938
-
1939
- }
1940
-
1941
- return array.join( ', ' );
1942
-
1943
- }
1944
-
1945
- // Materials
1946
-
1947
- function buildMaterials( materials: Map<string, Material>, textures: TextureMap, quickLookCompatible = false ) {
1948
-
1949
- const array: Array<string> = [];
1950
-
1951
- for ( const uuid in materials ) {
1952
-
1953
- const material = materials[ uuid ];
1954
-
1955
- array.push( buildMaterial( material, textures, quickLookCompatible ) );
1956
-
1957
- }
1958
-
1959
- return `
1960
- def "Materials"
1961
- {
1962
- ${array.join( '' )}
1963
- }`;
1964
- }
1965
-
1966
- /** Slot of the exported texture. Some slots (e.g. normal, opacity) require additional processing. */
1967
- declare type MapType = 'diffuse' | 'normal' | 'occlusion' | 'opacity' | 'roughness' | 'emissive' | 'metallic' | 'transmission';
1968
-
1969
- function buildMaterial( material: MeshBasicMaterial, textures: TextureMap, quickLookCompatible = false ) {
1970
-
1971
- const materialName = getMaterialName(material);
1972
-
1973
- // Special case: occluder material
1974
- // Supported on iOS 18+ and visionOS 1+
1975
- const isShadowCatcherMaterial =
1976
- material.colorWrite === false ||
1977
- (material.userData?.isShadowCatcherMaterial || material.userData?.isLightBlendMaterial);
1978
- if (isShadowCatcherMaterial) {
1979
-
1980
- // Two options here:
1981
- // - ND_realitykit_occlusion_surfaceshader (non-shadow receiving)
1982
- // - ND_realitykit_shadowreceiver_surfaceshader (shadow receiving)
1983
-
1984
- const mode = (material.userData.isLightBlendMaterial || material.userData.isShadowCatcherMaterial)
1985
- ? "ND_realitykit_shadowreceiver_surfaceshader"
1986
- : "ND_realitykit_occlusion_surfaceshader";
1987
-
1988
- return `
1989
-
1990
- def Material "${materialName}" ${material.name ?`(
1991
- displayName = "${material.name}"
1992
- )` : ''}
1993
- {
1994
- token outputs:mtlx:surface.connect = ${materialRoot}/${materialName}/Occlusion.outputs:out>
1995
-
1996
- def Shader "Occlusion"
1997
- {
1998
- uniform token info:id = "${mode}"
1999
- token outputs:out
2000
- }
2001
- }`;
2002
- }
2003
-
2004
- // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
2005
-
2006
- const pad = ' ';
2007
- const inputs: Array<string> = [];
2008
- const samplers: Array<string> = [];
2009
- const usedUVChannels: Set<number> = new Set();
2010
-
2011
- function texName(tex: Texture) {
2012
- // If we have a source, we only want to use the source's id, not the texture's id
2013
- // to avoid exporting the same underlying data multiple times.
2014
- return makeNameSafe(tex.name) + '_' + (tex.source?.id ?? tex.id);
2015
- }
2016
-
2017
- function buildTexture( texture: Texture, mapType: MapType, color: Color | undefined = undefined, opacity: number | undefined = undefined ) {
2018
-
2019
- const name = texName(texture);
2020
- // File names need to be unique; so when we're baking color and/or opacity into a texture we need to keep track of that.
2021
- // TODO This currently results in textures potentially being exported multiple times that are actually identical!
2022
- // const colorHex = color ? color.getHexString() : undefined;
2023
- // const colorId = ( color && colorHex != 'ffffff' ? '_' + color.getHexString() : '' );
2024
- const id = name + ( opacity !== undefined && opacity !== 1.0 ? '_' + opacity : '' );
2025
-
2026
- // Seems neither QuickLook nor usdview support scale/bias on .a values, so we need to bake opacity multipliers into
2027
- // the texture. This is not ideal.
2028
- const opacityIsAppliedToTextureAndNotAsScale = quickLookCompatible && opacity !== undefined && opacity !== 1.0;
2029
- const scaleToApply = opacityIsAppliedToTextureAndNotAsScale ? new Vector4(1, 1, 1, opacity) : undefined;
2030
-
2031
- // Treat undefined opacity as 1
2032
- if (opacity === undefined)
2033
- opacity = 1.0;
2034
-
2035
- // When we're baking opacity into the texture, we shouldn't apply it as scale as well – so we set it to 1.
2036
- if (opacityIsAppliedToTextureAndNotAsScale)
2037
- opacity = 1.0;
2038
-
2039
- // sanitize scaleToApply.w === 0 - this isn't working right now, seems the PNG can't be read back properly.
2040
- if (scaleToApply && scaleToApply.w <= 0.05) scaleToApply.w = 0.05;
2041
-
2042
- textures[ id ] = { texture, scale: scaleToApply };
2043
-
2044
- const uv = texture.channel > 0 ? 'st' + texture.channel : 'st';
2045
- usedUVChannels.add(texture.channel);
2046
-
2047
- const isRGBA = formatsWithAlphaChannel.includes( texture.format );
2048
-
2049
- const WRAPPINGS = {
2050
- 1000: 'repeat', // RepeatWrapping
2051
- 1001: 'clamp', // ClampToEdgeWrapping
2052
- 1002: 'mirror' // MirroredRepeatWrapping
2053
- };
2054
-
2055
- const repeat = texture.repeat.clone();
2056
- const offset = texture.offset.clone();
2057
- const rotation = texture.rotation;
2058
-
2059
- // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot
2060
- const xRotationOffset = Math.sin(rotation);
2061
- const yRotationOffset = Math.cos(rotation);
2062
-
2063
- // texture coordinates start in the opposite corner, need to correct
2064
- offset.y = 1 - offset.y - repeat.y;
2065
-
2066
- // turns out QuickLook is buggy and interprets texture repeat inverted.
2067
- // Apple Feedback: FB10036297 and FB11442287
2068
- if ( quickLookCompatible ) {
2069
-
2070
- // This is NOT correct yet in QuickLook, but comes close for a range of models.
2071
- // It becomes more incorrect the bigger the offset is
2072
-
2073
- // sanitize repeat values to avoid NaNs
2074
- if (repeat.x === 0) repeat.x = 0.0001;
2075
- if (repeat.y === 0) repeat.y = 0.0001;
2076
-
2077
- offset.x = offset.x / repeat.x;
2078
- offset.y = offset.y / repeat.y;
2079
-
2080
- offset.x += xRotationOffset / repeat.x;
2081
- offset.y += yRotationOffset - 1;
2082
- }
2083
-
2084
- else {
2085
-
2086
- // results match glTF results exactly. verified correct in usdview.
2087
- offset.x += xRotationOffset * repeat.x;
2088
- offset.y += (1 - yRotationOffset) * repeat.y;
2089
-
2090
- }
2091
-
2092
- const needsTextureTransform = ( repeat.x != 1 || repeat.y != 1 || offset.x != 0 || offset.y != 0 || rotation != 0 );
2093
- const textureTransformInput = `${materialRoot}/${materialName}/${'uvReader_' + uv}.outputs:result>`; const textureTransformOutput = `${materialRoot}/${materialName}/Transform2d_${mapType}.outputs:result>`;
2094
- const needsTextureScale = mapType !== 'normal' && (color && (color.r !== 1 || color.g !== 1 || color.b !== 1 || opacity !== 1)) || false;
2095
-
2096
- const needsNormalScaleAndBias = mapType === 'normal';
2097
- const normalScale = material instanceof MeshStandardMaterial ? (material.normalScale ? material.normalScale.x * 2 : 2) : 2;
2098
- const normalScaleValueString = normalScale.toFixed( PRECISION );
2099
- const normalBiasString = (-1 * (normalScale / 2)).toFixed( PRECISION );
2100
- const normalBiasZString = (1 - normalScale).toFixed( PRECISION );
2101
-
2102
- return `
2103
- ${needsTextureTransform ? `def Shader "Transform2d_${mapType}" (
2104
- sdrMetadata = {
2105
- string role = "math"
2106
- }
2107
- )
2108
- {
2109
- uniform token info:id = "UsdTransform2d"
2110
- float2 inputs:in.connect = ${textureTransformInput}
2111
- float2 inputs:scale = ${buildVector2( repeat )}
2112
- float2 inputs:translation = ${buildVector2( offset )}
2113
- float inputs:rotation = ${(rotation / Math.PI * 180).toFixed( PRECISION )}
2114
- float2 outputs:result
2115
- }
2116
- ` : '' }
2117
- def Shader "${name}_${mapType}"
2118
- {
2119
- uniform token info:id = "UsdUVTexture"
2120
- asset inputs:file = @textures/${id}.${isRGBA ? 'png' : 'jpg'}@
2121
- token inputs:sourceColorSpace = "${ texture.colorSpace === 'srgb' ? 'sRGB' : 'raw' }"
2122
- float2 inputs:st.connect = ${needsTextureTransform ? textureTransformOutput : textureTransformInput}
2123
- ${needsTextureScale ? `
2124
- float4 inputs:scale = (${color ? color.r + ', ' + color.g + ', ' + color.b : '1, 1, 1'}, ${opacity})
2125
- ` : `` }
2126
- ${needsNormalScaleAndBias ? `
2127
- float4 inputs:scale = (${normalScaleValueString}, ${normalScaleValueString}, ${normalScaleValueString}, 1)
2128
- float4 inputs:bias = (${normalBiasString}, ${normalBiasString}, ${normalBiasZString}, 0)
2129
- ` : `` }
2130
- token inputs:wrapS = "${ WRAPPINGS[ texture.wrapS ] }"
2131
- token inputs:wrapT = "${ WRAPPINGS[ texture.wrapT ] }"
2132
- float outputs:r
2133
- float outputs:g
2134
- float outputs:b
2135
- float3 outputs:rgb
2136
- ${material.transparent || material.alphaTest > 0.0 ? 'float outputs:a' : ''}
2137
- }`;
2138
- }
2139
-
2140
- let effectiveOpacity = ( material.transparent || material.alphaTest ) ? material.opacity : 1;
2141
- let haveConnectedOpacity = false;
2142
- let haveConnectedOpacityThreshold = false;
2143
-
2144
- if ( material instanceof MeshPhysicalMaterial && material.transmission !== undefined) {
2145
-
2146
- // TODO does not help when a roughnessMap is used
2147
- effectiveOpacity *= (1 - material.transmission * (1 - (material.roughness * 0.5)));
2148
-
2149
- }
2150
-
2151
- if ( material.map ) {
2152
-
2153
- inputs.push( `${pad}color3f inputs:diffuseColor.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:rgb>` );
2154
-
2155
- // Enforce alpha hashing in QuickLook for unlit materials
2156
- if (material instanceof MeshBasicMaterial && material.transparent && material.alphaTest == 0.0 && quickLookCompatible) {
2157
- inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>` );
2158
- haveConnectedOpacity = true;
2159
- // see below – QuickLook applies alpha hashing instead of pure blending when
2160
- // both opacity and opacityThreshold are connected
2161
- inputs.push( `${pad}float inputs:opacityThreshold = ${0.0000000001}` );
2162
- haveConnectedOpacityThreshold = true;
2163
- }
2164
- else if ( material.transparent ) {
2165
-
2166
- inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>` );
2167
- haveConnectedOpacity = true;
2168
-
2169
- } else if ( material.alphaTest > 0.0 ) {
2170
-
2171
- inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>` );
2172
- haveConnectedOpacity = true;
2173
- inputs.push( `${pad}float inputs:opacityThreshold = ${material.alphaTest}` );
2174
- haveConnectedOpacityThreshold = true;
2175
-
2176
- }
2177
-
2178
- samplers.push( buildTexture( material.map, 'diffuse', material.color, effectiveOpacity ) );
2179
-
2180
- } else {
2181
-
2182
- inputs.push( `${pad}color3f inputs:diffuseColor = ${buildColor( material.color )}` );
2183
-
2184
- }
2185
-
2186
- if ( material.alphaHash && quickLookCompatible) {
2187
-
2188
- // Seems we can do this to basically enforce alpha hashing / dithered transparency in QuickLook –
2189
- // works completely different in usdview though...
2190
- if (haveConnectedOpacityThreshold) {
2191
- console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping alphaHash opacity threshold.');
2192
- }
2193
- else {
2194
- inputs.push( `${pad}float inputs:opacityThreshold = 0.0000000001` );
2195
- haveConnectedOpacityThreshold = true;
2196
- }
2197
- }
2198
-
2199
- if ( material.aoMap ) {
2200
-
2201
- inputs.push( `${pad}float inputs:occlusion.connect = ${materialRoot}/${materialName}/${texName(material.aoMap)}_occlusion.outputs:r>` );
2202
-
2203
- samplers.push( buildTexture( material.aoMap, 'occlusion' ) );
2204
-
2205
- }
2206
-
2207
- if ( material.alphaMap ) {
2208
-
2209
- inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.alphaMap)}_opacity.outputs:r>` );
2210
- // TODO this is likely not correct and will prevent blending from working correctly – masking will be used instead
2211
- inputs.push( `${pad}float inputs:opacityThreshold = 0.0000000001` );
2212
- haveConnectedOpacity = true;
2213
- haveConnectedOpacityThreshold = true;
2214
-
2215
- samplers.push( buildTexture( material.alphaMap, 'opacity', new Color( 1, 1, 1 ), effectiveOpacity ) );
2216
-
2217
- } else { // opacity will always be connected if we have a map
2218
-
2219
- if (haveConnectedOpacity) {
2220
- console.warn('Opacity for ' + material.name + ' was already connected. Skipping default opacity.');
2221
- } else {
2222
- inputs.push( `${pad}float inputs:opacity = ${effectiveOpacity}` );
2223
- haveConnectedOpacity = true;
2224
- }
2225
-
2226
- if ( material.alphaTest > 0.0 ) {
2227
-
2228
- if (haveConnectedOpacityThreshold) {
2229
- console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping default opacity threshold.');
2230
- }
2231
- else {
2232
- inputs.push( `${pad}float inputs:opacityThreshold = ${material.alphaTest}` );
2233
- haveConnectedOpacityThreshold = true;
2234
- }
2235
- }
2236
-
2237
- }
2238
-
2239
- if ( material instanceof MeshStandardMaterial ) {
2240
-
2241
- if ( material.emissiveMap ) {
2242
-
2243
- inputs.push( `${pad}color3f inputs:emissiveColor.connect = ${materialRoot}/${materialName}/${texName(material.emissiveMap)}_emissive.outputs:rgb>` );
2244
- const color = material.emissive.clone();
2245
- color.multiplyScalar( material.emissiveIntensity );
2246
- samplers.push( buildTexture( material.emissiveMap, 'emissive', color ) );
2247
-
2248
- } else if ( material.emissive?.getHex() > 0 ) {
2249
-
2250
- const color = material.emissive.clone();
2251
- color.multiplyScalar( material.emissiveIntensity );
2252
- inputs.push( `${pad}color3f inputs:emissiveColor = ${buildColor( color )}` );
2253
-
2254
- } else {
2255
-
2256
- // We don't need to export (0,0,0) as emissive color
2257
- // inputs.push( `${pad}color3f inputs:emissiveColor = (0, 0, 0)` );
2258
-
2259
- }
2260
-
2261
- if ( material.normalMap ) {
2262
-
2263
- inputs.push( `${pad}normal3f inputs:normal.connect = ${materialRoot}/${materialName}/${texName(material.normalMap)}_normal.outputs:rgb>` );
2264
-
2265
- samplers.push( buildTexture( material.normalMap, 'normal' ) );
2266
-
2267
- }
2268
-
2269
- if ( material.roughnessMap && material.roughness === 1 ) {
2270
-
2271
- inputs.push( `${pad}float inputs:roughness.connect = ${materialRoot}/${materialName}/${texName(material.roughnessMap)}_roughness.outputs:g>` );
2272
-
2273
- samplers.push( buildTexture( material.roughnessMap, 'roughness' ) );
2274
-
2275
- } else {
2276
-
2277
- inputs.push( `${pad}float inputs:roughness = ${material.roughness !== undefined ? material.roughness : 1 }` );
2278
-
2279
- }
2280
-
2281
- if ( material.metalnessMap && material.metalness === 1 ) {
2282
-
2283
- inputs.push( `${pad}float inputs:metallic.connect = ${materialRoot}/${materialName}/${texName(material.metalnessMap)}_metallic.outputs:b>` );
2284
-
2285
- samplers.push( buildTexture( material.metalnessMap, 'metallic' ) );
2286
-
2287
- } else {
2288
-
2289
- inputs.push( `${pad}float inputs:metallic = ${material.metalness !== undefined ? material.metalness : 0 }` );
2290
-
2291
- }
2292
-
2293
- }
2294
-
2295
- if ( material instanceof MeshPhysicalMaterial ) {
2296
-
2297
- inputs.push( `${pad}float inputs:clearcoat = ${material.clearcoat}` );
2298
- inputs.push( `${pad}float inputs:clearcoatRoughness = ${material.clearcoatRoughness}` );
2299
- inputs.push( `${pad}float inputs:ior = ${material.ior}` );
2300
-
2301
- if ( !material.transparent && ! (material.alphaTest > 0.0) && material.transmissionMap) {
2302
-
2303
- inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.transmissionMap)}_transmission.outputs:r>` );
2304
-
2305
- samplers.push( buildTexture( material.transmissionMap, 'transmission' ) );
2306
- }
2307
-
2308
- }
2309
-
2310
- // check if usedUVChannels contains any data besides exactly 0 or 1
2311
- if (usedUVChannels.size > 2) {
2312
- console.warn('USDZExporter: Material ' + material.name + ' uses more than 2 UV channels. Currently, only UV0 and UV1 are supported.');
2313
- }
2314
- else if (usedUVChannels.size === 2) {
2315
- // check if it's exactly 0 and 1
2316
- if (!usedUVChannels.has(0) || !usedUVChannels.has(1)) {
2317
- console.warn('USDZExporter: Material ' + material.name + ' uses UV channels other than 0 and 1. Currently, only UV0 and UV1 are supported.');
2318
- }
2319
- }
2320
-
2321
- return `
2322
-
2323
- def Material "${materialName}" ${material.name ?`(
2324
- displayName = "${makeDisplayNameSafe(material.name)}"
2325
- )` : ''}
2326
- {
2327
- token outputs:surface.connect = ${materialRoot}/${materialName}/PreviewSurface.outputs:surface>
2328
-
2329
- def Shader "PreviewSurface"
2330
- {
2331
- uniform token info:id = "UsdPreviewSurface"
2332
- ${inputs.join( '\n' )}
2333
- int inputs:useSpecularWorkflow = ${material instanceof MeshBasicMaterial ? '1' : '0'}
2334
- token outputs:surface
2335
- }
2336
- ${samplers.length > 0 ? `
2337
- ${usedUVChannels.has(0) ? `
2338
- def Shader "uvReader_st"
2339
- {
2340
- uniform token info:id = "UsdPrimvarReader_float2"
2341
- token inputs:varname = "st"
2342
- float2 inputs:fallback = (0.0, 0.0)
2343
- float2 outputs:result
2344
- }
2345
- ` : ''}
2346
- ${usedUVChannels.has(1) ? `
2347
- def Shader "uvReader_st1"
2348
- {
2349
- uniform token info:id = "UsdPrimvarReader_float2"
2350
- token inputs:varname = "st1"
2351
- float2 inputs:fallback = (0.0, 0.0)
2352
- float2 outputs:result
2353
- }
2354
- ` : ''}
2355
- ${samplers.join( '\n' )}` : ''}
2356
- }`;
2357
- }
2358
-
2359
- function buildColor( color ) {
2360
-
2361
- return `(${color.r}, ${color.g}, ${color.b})`;
2362
-
2363
- }
2364
-
2365
- function buildVector2( vector ) {
2366
-
2367
- return `(${ vector.x }, ${ vector.y })`;
2368
-
2369
- }
2370
-
2371
- const formatsWithAlphaChannel = [
2372
- // uncompressed formats with alpha channel
2373
- 1023, // RGBAFormat
2374
- // compressed formats with alpha channel
2375
- 33777, // RGBA_S3TC_DXT1_Format
2376
- 33778, // RGBA_S3TC_DXT3_Format
2377
- 33779, // RGBA_S3TC_DXT5_Format
2378
- 35842, // RGBA_PVRTC_4BPPV1_Format
2379
- 35843, // RGBA_PVRTC_2BPPV1_Format
2380
- 37496, // RGBA_ETC2_EAC_Format
2381
- 37808, // RGBA_ASTC_4x4_Format
2382
- 37809, // RGBA_ASTC_5x4_Format
2383
- 37810, // RGBA_ASTC_5x5_Format
2384
- 37811, // RGBA_ASTC_6x5_Format
2385
- 37812, // RGBA_ASTC_6x6_Format
2386
- 37813, // RGBA_ASTC_8x5_Format
2387
- 37814, // RGBA_ASTC_8x6_Format
2388
- 37815, // RGBA_ASTC_8x8_Format
2389
- 37816, // RGBA_ASTC_10x5_Format
2390
- 37817, // RGBA_ASTC_10x6_Format
2391
- 37818, // RGBA_ASTC_10x8_Format
2392
- 37819, // RGBA_ASTC_10x10_Format
2393
- 37820, // RGBA_ASTC_12x10_Format
2394
- 37821, // RGBA_ASTC_12x12_Format
2395
- 36492, // RGBA_BPTC_Format
2396
- ];
2397
-
2398
- export {
2399
- buildMatrix,
2400
- decompressGpuTexture,
2401
- findStructuralNodesInBoneHierarchy,
2402
- getBoneName,
2403
- getMaterialName as getMaterialNameForUSD,
2404
- getPathToSkeleton,
2405
- imageToCanvas,
2406
- imageToCanvasUnpremultiplied,
2407
- makeNameSafe as makeNameSafeForUSD,
2408
- USDDocument,
2409
- fn as usdNumberFormatting,
2410
- USDObject,
2411
- USDWriter,
2412
- USDZExporter,
2413
- USDZExporterContext,
1
+ import '../../../engine/engine_shims.js';
2
+
3
+ import {
4
+ AnimationClip,
5
+ Bone,
6
+ BufferAttribute,
7
+ BufferGeometry,
8
+ Color,
9
+ DoubleSide,
10
+ InterleavedBufferAttribute,
11
+ LinearFilter,
12
+ Material,
13
+ MathUtils,
14
+ Matrix4,
15
+ Mesh,
16
+ MeshBasicMaterial,
17
+ MeshPhysicalMaterial,
18
+ MeshStandardMaterial,
19
+ Object3D,
20
+ OrthographicCamera,
21
+ PerspectiveCamera,
22
+ PlaneGeometry,
23
+ Quaternion,
24
+ RGBAFormat,
25
+ Scene,
26
+ ShaderMaterial,
27
+ SkinnedMesh,
28
+ SRGBColorSpace,
29
+ Texture,
30
+ Uniform,
31
+ UnsignedByteType,
32
+ Vector3,
33
+ Vector4,
34
+ WebGLRenderer,
35
+ WebGLRenderTarget} from 'three';
36
+ import * as fflate from 'three/examples/jsm/libs/fflate.module.js';
37
+
38
+ import { VERSION } from "../../../engine/engine_constants.js";
39
+ import type { OffscreenCanvasExt } from '../../../engine/engine_shims.js';
40
+ import { Progress } from '../../../engine/engine_time_utils.js';
41
+ import { BehaviorExtension } from '../../api.js';
42
+ import type { IUSDExporterExtension } from './Extension.js';
43
+ import type { AnimationExtension } from './extensions/Animation.js';
44
+ import type { PhysicsExtension } from './extensions/behavior/PhysicsExtension.js';
45
+
46
+ function makeNameSafe( str ) {
47
+ // Remove characters that are not allowed in USD ASCII identifiers
48
+ str = str.replace( /[^a-zA-Z0-9_]/g, '' );
49
+
50
+ // If name doesn't start with a-zA-Z_, add _ to the beginning – required by USD
51
+ if ( !str.match( /^[a-zA-Z_]/ ) )
52
+ str = '_' + str;
53
+
54
+ return str;
55
+ }
56
+
57
+ function makeDisplayNameSafe(str) {
58
+ str = str.replace("\"", "\\\"");
59
+ return str;
60
+ }
61
+
62
+ // TODO check if this works when bones in the skeleton are completely unordered
63
+ function findCommonAncestor(objects: Object3D[]): Object3D | null {
64
+ if (objects.length === 0) return null;
65
+
66
+ const ancestors = objects.map((obj) => {
67
+ const objAncestors = new Array<Object3D>();
68
+ while (obj.parent) {
69
+ objAncestors.unshift(obj.parent);
70
+ obj = obj.parent;
71
+ }
72
+ return objAncestors;
73
+ });
74
+
75
+ //@ts-ignore – findLast seems to be missing in TypeScript types pre-5.x
76
+ const commonAncestor = ancestors[0].findLast((ancestor) => {
77
+ return ancestors.every((a) => a.includes(ancestor));
78
+ });
79
+
80
+ return commonAncestor || null;
81
+ }
82
+
83
+ function findStructuralNodesInBoneHierarchy(bones: Array<Object3D>) {
84
+
85
+ const commonAncestor = findCommonAncestor(bones);
86
+ // find all structural nodes – parents of bones that are not bones themselves
87
+ const structuralNodes = new Set<Object3D>();
88
+ for ( const bone of bones ) {
89
+ let current = bone.parent;
90
+ while ( current && current !== commonAncestor ) {
91
+ if ( !bones.includes(current) ) {
92
+ structuralNodes.add(current);
93
+ }
94
+ current = current.parent;
95
+ }
96
+ }
97
+
98
+ return structuralNodes;
99
+ }
100
+
101
+ declare type USDObjectTransform = {
102
+ position: Vector3 | null;
103
+ quaternion: Quaternion | null;
104
+ scale: Vector3 | null;
105
+ }
106
+
107
+ const PositionIdentity = new Vector3();
108
+ const QuaternionIdentity = new Quaternion();
109
+ const ScaleIdentity = new Vector3(1,1,1);
110
+
111
+ class USDObject {
112
+
113
+ static USDObject_export_id = 0;
114
+
115
+ uuid: string;
116
+ name: string;
117
+ /** If no type is provided, type is chosen automatically (Xform or Mesh) */
118
+ type?: string;
119
+ /** MaterialBindingAPI and SkelBindingAPI are handled automatically, extra schemas can be added here */
120
+ extraSchemas: string[] = [];
121
+ displayName?: string;
122
+ visibility?: "inherited" | "invisible"; // defaults to "inherited" in USD
123
+ getMatrix(): Matrix4 {
124
+ if (!this.transform) return new Matrix4();
125
+ const { position, quaternion, scale } = this.transform;
126
+ const matrix = new Matrix4();
127
+ matrix.compose(position || PositionIdentity, quaternion || QuaternionIdentity, scale || ScaleIdentity);
128
+ return matrix;
129
+ }
130
+ setMatrix( value ) {
131
+ if (!value || !(value instanceof Matrix4)) {
132
+ this.transform = null;
133
+ return;
134
+ }
135
+ const position = new Vector3();
136
+ const quaternion = new Quaternion();
137
+ const scale = new Vector3();
138
+ value.decompose(position, quaternion, scale);
139
+ this.transform = { position, quaternion, scale };
140
+ }
141
+ /** @deprecated Use `transform`, or `getMatrix()` if you really need the matrix */
142
+ get matrix() { return this.getMatrix(); }
143
+ /** @deprecated Use `transform`, or `setMatrix()` if you really need the matrix */
144
+ set matrix( value ) { this.setMatrix( value ); }
145
+
146
+ transform: USDObjectTransform | null = null;
147
+ private _isDynamic: boolean;
148
+ get isDynamic() { return this._isDynamic; }
149
+ private set isDynamic( value ) { this._isDynamic = value; }
150
+ geometry: BufferGeometry | null;
151
+ material: MeshStandardMaterial | MeshBasicMaterial | Material | null;
152
+ camera: PerspectiveCamera | OrthographicCamera | null;
153
+ parent: USDObject | null;
154
+ skinnedMesh: SkinnedMesh | null;
155
+ children: Array<USDObject | null> = [];
156
+ animations: AnimationClip[] | null;
157
+ _eventListeners: {};
158
+
159
+ // these are for tracking which xformops are needed
160
+ needsTranslate: boolean = false;
161
+ needsOrient: boolean = false;
162
+ needsScale: boolean = false;
163
+
164
+ static createEmptyParent( object: USDObject ) {
165
+
166
+ const emptyParent = new USDObject( MathUtils.generateUUID(), object.name + '_empty_' + ( USDObject.USDObject_export_id ++ ), object.transform );
167
+ const parent = object.parent;
168
+ if (parent) parent.add( emptyParent );
169
+ emptyParent.add( object );
170
+ emptyParent.isDynamic = true;
171
+ object.transform = null;
172
+ return emptyParent;
173
+
174
+ }
175
+
176
+ static createEmpty() {
177
+
178
+ const empty = new USDObject( MathUtils.generateUUID(), 'Empty_' + ( USDObject.USDObject_export_id ++ ) );
179
+ empty.isDynamic = true;
180
+ return empty;
181
+ }
182
+
183
+ constructor( id, name, transform: USDObjectTransform | null = null, mesh: BufferGeometry | null = null, material: MeshStandardMaterial | MeshBasicMaterial | Material | null = null, camera: PerspectiveCamera | OrthographicCamera | null = null, skinnedMesh: SkinnedMesh | null = null, animations: AnimationClip[] | null = null ) {
184
+
185
+ this.uuid = id;
186
+ this.name = makeNameSafe( name );
187
+ this.displayName = name;
188
+
189
+ if (!transform) this.transform = null;
190
+ else this.transform = {
191
+ position: transform.position?.clone() || null,
192
+ quaternion: transform.quaternion?.clone() || null,
193
+ scale: transform.scale?.clone() || null
194
+ };
195
+ this.geometry = mesh;
196
+ this.material = material;
197
+ this.camera = camera;
198
+ this.parent = null;
199
+ this.children = [];
200
+ this._eventListeners = {};
201
+ this._isDynamic = false;
202
+ this.skinnedMesh = skinnedMesh;
203
+ this.animations = animations;
204
+
205
+ }
206
+
207
+ is( obj ) {
208
+
209
+ if ( ! obj ) return false;
210
+ return this.uuid === obj.uuid;
211
+
212
+ }
213
+
214
+ isEmpty() {
215
+
216
+ return ! this.geometry;
217
+
218
+ }
219
+
220
+ clone() {
221
+
222
+ const clone = new USDObject( MathUtils.generateUUID(), this.name, this.transform, this.geometry, this.material );
223
+ clone.isDynamic = this.isDynamic;
224
+ return clone;
225
+
226
+ }
227
+
228
+ deepClone() {
229
+
230
+ const clone = this.clone();
231
+ for ( const child of this.children ) {
232
+
233
+ if ( !child ) continue;
234
+ clone.add( child.deepClone() );
235
+
236
+ }
237
+
238
+ return clone;
239
+
240
+ }
241
+
242
+ getPath() {
243
+
244
+ let current = this.parent;
245
+ let path = this.name;
246
+ while ( current ) {
247
+
248
+ // StageRoot has a special path right now since there's additional Xforms for encapsulation.
249
+ // Better would be to actually model them as part of our object graph, but they're written separately,
250
+ // so currently we don't and instead work around that here.
251
+ const currentName = current.parent ? current.name : (current.name + "/Scenes/Scene");
252
+ path = currentName + '/' + path;
253
+ current = current.parent;
254
+
255
+ }
256
+
257
+ return '</' + path + '>';
258
+
259
+ }
260
+
261
+ add( child ) {
262
+
263
+ if ( child.parent ) {
264
+
265
+ child.parent.remove( child );
266
+
267
+ }
268
+
269
+ child.parent = this;
270
+ this.children.push( child );
271
+
272
+ }
273
+
274
+ remove( child ) {
275
+
276
+ const index = this.children.indexOf( child );
277
+ if ( index >= 0 ) {
278
+
279
+ if ( child.parent === this ) child.parent = null;
280
+ this.children.splice( index, 1 );
281
+
282
+ }
283
+
284
+ }
285
+
286
+ addEventListener( evt, listener: ( writer: USDWriter, context: USDZExporterContext ) => void ) {
287
+
288
+ if ( ! this._eventListeners[ evt ] ) this._eventListeners[ evt ] = [];
289
+ this._eventListeners[ evt ].push( listener );
290
+
291
+ }
292
+
293
+ removeEventListener( evt, listener: ( writer: USDWriter, context: USDZExporterContext ) => void ) {
294
+
295
+ if ( ! this._eventListeners[ evt ] ) return;
296
+ const index = this._eventListeners[ evt ].indexOf( listener );
297
+ if ( index >= 0 ) {
298
+
299
+ this._eventListeners[ evt ].splice( index, 1 );
300
+
301
+ }
302
+
303
+ }
304
+
305
+ onSerialize( writer, context ) {
306
+
307
+ const listeners = this._eventListeners[ 'serialize' ];
308
+ if ( listeners ) listeners.forEach( listener => listener( writer, context ) );
309
+
310
+ }
311
+
312
+ }
313
+
314
+
315
+ class USDDocument extends USDObject {
316
+
317
+ stageLength: number;
318
+
319
+ get isDocumentRoot() {
320
+
321
+ return true;
322
+
323
+ }
324
+ get isDynamic() {
325
+
326
+ return false;
327
+
328
+ }
329
+
330
+ constructor() {
331
+
332
+ super(undefined, 'StageRoot', null, null, null, null);
333
+ this.children = [];
334
+ this.stageLength = 200;
335
+
336
+ }
337
+
338
+ add( child: USDObject ) {
339
+
340
+ child.parent = this;
341
+ this.children.push( child );
342
+
343
+ }
344
+
345
+ remove( child: USDObject ) {
346
+
347
+ const index = this.children.indexOf( child );
348
+ if ( index >= 0 ) {
349
+
350
+ if ( child.parent === this ) child.parent = null;
351
+ this.children.splice( index, 1 );
352
+
353
+ }
354
+
355
+ }
356
+
357
+ traverse( callback: ( object: USDObject ) => void, current: USDObject | null = null ) {
358
+
359
+ if ( current !== null ) callback( current );
360
+ else current = this;
361
+ if ( current.children ) {
362
+
363
+ for ( const child of current.children ) {
364
+
365
+ this.traverse( callback, child );
366
+
367
+ }
368
+
369
+ }
370
+
371
+ }
372
+
373
+ findById( uuid: string ) {
374
+
375
+ let found = false;
376
+ function search( current: USDObject ): USDObject | undefined {
377
+
378
+ if ( found ) return undefined;
379
+ if ( current.uuid === uuid ) {
380
+
381
+ found = true;
382
+ return current;
383
+
384
+ }
385
+
386
+ if ( current.children ) {
387
+
388
+ for ( const child of current.children ) {
389
+
390
+ if (!child) continue;
391
+ const res = search( child );
392
+ if ( res ) return res;
393
+
394
+ }
395
+
396
+ }
397
+ return undefined;
398
+ }
399
+
400
+ return search( this );
401
+
402
+ }
403
+
404
+ buildHeader( _context: USDZExporterContext ) {
405
+ const animationExtension = _context.extensions?.find( ext => ext?.extensionName === 'animation' ) as AnimationExtension | undefined;
406
+ const behaviorExtension = _context.extensions?.find( ext => ext?.extensionName === 'Behaviour' ) as BehaviorExtension | undefined;
407
+ const physicsExtension = _context.extensions?.find( ext => ext?.extensionName === 'Physics' ) as PhysicsExtension | undefined;
408
+ const startTimeCode = animationExtension?.getStartTimeCode() ?? 0;
409
+ const endTimeCode = animationExtension?.getEndTimeCode() ?? 0;
410
+
411
+ let comment = "";
412
+ const registeredClips = animationExtension?.registeredClips;
413
+ if (registeredClips) {
414
+ for ( const clip of registeredClips ) {
415
+ comment += `\t# Animation: ${clip.name}, start=${animationExtension.getStartTimeByClip(clip) * 60}, length=${clip.duration * 60}\n`;
416
+ }
417
+ }
418
+ const comments = comment;
419
+
420
+ return `#usda 1.0
421
+ (
422
+ customLayerData = {
423
+ string creator = "Needle Engine ${VERSION}"
424
+ dictionary Needle = {
425
+ bool animations = ${animationExtension ? 1 : 0}
426
+ bool interactive = ${behaviorExtension ? 1 : 0}
427
+ bool physics = ${physicsExtension ? 1 : 0}
428
+ bool quickLookCompatible = ${_context.quickLookCompatible ? 1 : 0}
429
+ }
430
+ }
431
+ defaultPrim = "${makeNameSafe( this.name )}"
432
+ metersPerUnit = 1
433
+ upAxis = "Y"
434
+ startTimeCode = ${startTimeCode}
435
+ endTimeCode = ${endTimeCode}
436
+ timeCodesPerSecond = 60
437
+ framesPerSecond = 60
438
+ doc = """Generated by Needle Engine USDZ Exporter ${VERSION}"""
439
+ ${comments}
440
+ )
441
+ `;
442
+
443
+ }
444
+
445
+ }
446
+
447
+ const newLine = '\n';
448
+ const materialRoot = '</StageRoot/Materials';
449
+
450
+ class USDWriter {
451
+ str: string;
452
+ indent: number;
453
+
454
+ constructor() {
455
+
456
+ this.str = '';
457
+ this.indent = 0;
458
+
459
+ }
460
+
461
+ clear() {
462
+
463
+ this.str = '';
464
+ this.indent = 0;
465
+
466
+ }
467
+
468
+ beginBlock( str: string | undefined = undefined, char = '{', createNewLine = true ) {
469
+
470
+ if ( str !== undefined ) {
471
+ str = this.applyIndent( str );
472
+ this.str += str;
473
+ if ( createNewLine ) {
474
+ this.str += newLine;
475
+ this.str += this.applyIndent( char );
476
+ }
477
+ else {
478
+ this.str += " " + char;
479
+ }
480
+ }
481
+ else {
482
+ this.str += this.applyIndent( char );
483
+ }
484
+
485
+ this.str += newLine;
486
+ this.indent += 1;
487
+
488
+ }
489
+
490
+ closeBlock( char = '}' ) {
491
+
492
+ this.indent -= 1;
493
+ this.str += this.applyIndent( char ) + newLine;
494
+
495
+ }
496
+
497
+ beginArray( str ) {
498
+
499
+ str = this.applyIndent( str + ' = [' );
500
+ this.str += str;
501
+ this.str += newLine;
502
+ this.indent += 1;
503
+
504
+ }
505
+
506
+ closeArray() {
507
+
508
+ this.indent -= 1;
509
+ this.str += this.applyIndent( ']' ) + newLine;
510
+
511
+ }
512
+
513
+ appendLine( str = '' ) {
514
+
515
+ str = this.applyIndent( str );
516
+ this.str += str;
517
+ this.str += newLine;
518
+
519
+ }
520
+
521
+ toString() {
522
+
523
+ return this.str;
524
+
525
+ }
526
+
527
+ applyIndent( str ) {
528
+
529
+ let indents = '';
530
+ for ( let i = 0; i < this.indent; i ++ ) indents += '\t';
531
+ return indents + str;
532
+
533
+ }
534
+
535
+ }
536
+
537
+ declare type TextureMap = {[name: string]: {texture: Texture, scale?: Vector4}};
538
+
539
+ class USDZExporterContext {
540
+ root?: Object3D;
541
+ exporter: USDZExporter;
542
+ extensions: Array<IUSDExporterExtension> = [];
543
+ quickLookCompatible: boolean;
544
+ exportInvisible: boolean;
545
+ materials: Map<string, Material>;
546
+ textures: TextureMap;
547
+ files: { [path: string]: Uint8Array | [Uint8Array, fflate.ZipOptions] | null | any }
548
+ document: USDDocument;
549
+ output: string;
550
+ animations: AnimationClip[];
551
+
552
+ constructor( root: Object3D | undefined, exporter: USDZExporter, options: {
553
+ extensions?: Array<IUSDExporterExtension>,
554
+ quickLookCompatible: boolean,
555
+ exportInvisible: boolean,
556
+ } ) {
557
+
558
+ this.root = root;
559
+ this.exporter = exporter;
560
+ this.quickLookCompatible = options.quickLookCompatible;
561
+ this.exportInvisible = options.exportInvisible;
562
+
563
+ if ( options.extensions )
564
+ this.extensions = options.extensions;
565
+
566
+ this.materials = new Map();
567
+ this.textures = {};
568
+ this.files = {};
569
+ this.document = new USDDocument();
570
+ this.output = '';
571
+ this.animations = [];
572
+
573
+ }
574
+
575
+ }
576
+
577
+ /**[documentation](https://developer.apple.com/documentation/arkit/usdz_schemas_for_ar/preliminary_anchoringapi/preliminary_anchoring_type) */
578
+ export type Anchoring = "plane" | "image" | "face" | "none"
579
+ /**[documentation](https://developer.apple.com/documentation/arkit/usdz_schemas_for_ar/preliminary_anchoringapi/preliminary_planeanchoring_alignment) */
580
+ export type Alignment = "horizontal" | "vertical" | "any";
581
+
582
+ class USDZExporterOptions {
583
+ ar: {
584
+ anchoring: { type: Anchoring },
585
+ planeAnchoring: { alignment: Alignment },
586
+ } = {
587
+ anchoring: { type: 'plane' },
588
+ planeAnchoring: { alignment: 'horizontal' }
589
+ };
590
+ quickLookCompatible: boolean = false;
591
+ extensions: any[] = [];
592
+ maxTextureSize: number = 4096;
593
+ exportInvisible: boolean = false;
594
+ }
595
+
596
+ class USDZExporter {
597
+ debug: boolean;
598
+ pruneUnusedNodes: boolean;
599
+ sceneAnchoringOptions: USDZExporterOptions = new USDZExporterOptions();
600
+ extensions: Array<IUSDExporterExtension> = [];
601
+ keepObject?: (object: Object3D) => boolean;
602
+ beforeWritingDocument?: () => void;
603
+
604
+ constructor() {
605
+
606
+ this.debug = false;
607
+ this.pruneUnusedNodes = true;
608
+
609
+ }
610
+
611
+ async parse(scene: Object3D | undefined, options: USDZExporterOptions = new USDZExporterOptions()) {
612
+
613
+ options = Object.assign( new USDZExporterOptions(), options );
614
+
615
+ this.sceneAnchoringOptions = options;
616
+ const context = new USDZExporterContext( scene, this, options );
617
+ this.extensions = context.extensions;
618
+
619
+ const files = context.files;
620
+ const modelFileName = 'model.usda';
621
+
622
+ // model file should be first in USDZ archive so we init it here
623
+ files[ modelFileName ] = null;
624
+
625
+ const materials = context.materials;
626
+ const textures = context.textures;
627
+
628
+ Progress.report('export-usdz', "Invoking onBeforeBuildDocument");
629
+ await invokeAll( context, 'onBeforeBuildDocument' );
630
+ Progress.report('export-usdz', "Done onBeforeBuildDocument");
631
+
632
+ Progress.report('export-usdz', "Reparent bones to common ancestor");
633
+
634
+ // Find all skeletons and reparent them to their skelroot / armature / uppermost bone parent.
635
+ // This may not be correct in all cases.
636
+ const reparentings: Array<{ object: Object3D, originalParent: Object3D | null, newParent: Object3D }> = [];
637
+ const allReparentingObjects = new Set<string>();
638
+ scene?.traverse(object => {
639
+ if (!options.exportInvisible && !object.visible) return;
640
+
641
+ if (object instanceof SkinnedMesh) {
642
+ const bones = object.skeleton.bones as Bone[];
643
+
644
+ const commonAncestor = findCommonAncestor(bones);
645
+ if (commonAncestor) {
646
+ const newReparenting = { object, originalParent: object.parent, newParent: commonAncestor };
647
+ reparentings.push( newReparenting );
648
+
649
+ // keep track of which nodes are important for skeletal export consistency
650
+ allReparentingObjects.add(newReparenting.object.uuid);
651
+ if (newReparenting.newParent) allReparentingObjects.add(newReparenting.newParent.uuid);
652
+ if (newReparenting.originalParent) allReparentingObjects.add(newReparenting.originalParent.uuid);
653
+ }
654
+ }
655
+ });
656
+
657
+ for ( const reparenting of reparentings ) {
658
+ const { object, originalParent, newParent } = reparenting;
659
+ newParent.add( object );
660
+ }
661
+
662
+ Progress.report('export-usdz', "Traversing hierarchy");
663
+ if (scene) traverse( scene, context.document, context, this.keepObject);
664
+
665
+ // Root object should have identity matrix
666
+ // so that root transformations don't end up in the resulting file.
667
+ // if (context.document.children?.length > 0)
668
+ // context.document.children[0]?.matrix.identity(); //.multiply(new Matrix4().makeRotationY(Math.PI));
669
+
670
+ Progress.report('export-usdz', "Invoking onAfterBuildDocument");
671
+ await invokeAll( context, 'onAfterBuildDocument' );
672
+
673
+ // At this point, we know all animated objects, all skinned mesh objects, and all objects targeted by behaviors.
674
+ // We can prune all empty nodes (no geometry or material) depth-first.
675
+ // This avoids unnecessary export of e.g. animated bones as nodes when they have no children
676
+ // (for example, a sword attached to a hand still needs that entire hierarchy exported)
677
+ const behaviorExt = context.extensions.find( ext => ext.extensionName === 'Behaviour' ) as BehaviorExtension | undefined;
678
+ const allBehaviorTargets = behaviorExt?.getAllTargetUuids() ?? new Set<string>();
679
+
680
+ // Prune pass. Depth-first removal of nodes that don't affect the outcome of the scene.
681
+ if (this.pruneUnusedNodes) {
682
+ const options = {
683
+ allBehaviorTargets,
684
+ debug: false,
685
+ boneReparentings: allReparentingObjects,
686
+ quickLookCompatible: context.quickLookCompatible,
687
+ };
688
+ if (this.debug) logUsdHierarchy(context.document, "Hierarchy BEFORE pruning", options);
689
+ prune( context.document, options );
690
+ if (this.debug) logUsdHierarchy(context.document, "Hierarchy AFTER pruning");
691
+ }
692
+ else if (this.debug) {
693
+ console.log("Pruning of empty nodes is disabled. This may result in a larger USDZ file.");
694
+ }
695
+
696
+ Progress.report('export-usdz', { message: "Parsing document", autoStep: 10 });
697
+ await parseDocument( context, () => {
698
+ // injected after stageRoot.
699
+ // TODO property use context/writer instead of string concat
700
+ Progress.report('export-usdz', "Building materials");
701
+ const result = buildMaterials( materials, textures, options.quickLookCompatible );
702
+ return result;
703
+ } );
704
+
705
+ Progress.report("export-usdz", "Invoking onAfterSerialize");
706
+ await invokeAll( context, 'onAfterSerialize' );
707
+
708
+ // repair the parenting again
709
+ for ( const reparenting of reparentings ) {
710
+ const { object, originalParent, newParent } = reparenting;
711
+ if (originalParent)
712
+ originalParent.add( object );
713
+ }
714
+
715
+ // Moved into parseDocument callback for proper defaultPrim encapsulation
716
+ // context.output += buildMaterials( materials, textures, options.quickLookCompatible );
717
+
718
+ // callback for validating after all export has been done
719
+ context.exporter?.beforeWritingDocument?.();
720
+
721
+ const header = context.document.buildHeader( context );
722
+ const final = header + '\n' + context.output;
723
+
724
+ // full output file
725
+ if ( this.debug ) console.log( final );
726
+
727
+ files[ modelFileName ] = fflate.strToU8( final );
728
+ context.output = '';
729
+
730
+ Progress.report("export-usdz", { message: "Exporting textures", autoStep: 10 });
731
+ Progress.start("export-usdz-textures", { parentScope: "export-usdz", logTimings: false });
732
+ const decompressionRenderer = new WebGLRenderer( {
733
+ antialias: false,
734
+ alpha: true,
735
+ premultipliedAlpha: false,
736
+ preserveDrawingBuffer: true
737
+ } );
738
+
739
+ const textureCount = Object.keys(textures).length;
740
+ Progress.report("export-usdz-textures", { totalSteps: textureCount * 3, currentStep: 0 });
741
+ const convertTexture = async (id: string) => {
742
+
743
+ const textureData = textures[ id ];
744
+ const texture = textureData.texture;
745
+
746
+ const isRGBA = formatsWithAlphaChannel.includes( texture.format );
747
+
748
+ // Change: we need to always read back the texture now, otherwise the unpremultiplied workflow doesn't work.
749
+ let img: ImageReadbackResult = {
750
+ imageData: texture.image
751
+ };
752
+
753
+ Progress.report("export-usdz-textures", { message: "read back texture", autoStep: true });
754
+ const anyColorScale = textureData.scale !== undefined && textureData.scale.x !== 1 && textureData.scale.y !== 1 && textureData.scale.z !== 1 && textureData.scale.w !== 1;
755
+ // @ts-ignore
756
+ if ( texture.isCompressedTexture || texture.isRenderTargetTexture || anyColorScale ) {
757
+ img = await decompressGpuTexture( texture, options.maxTextureSize, decompressionRenderer, textureData.scale );
758
+ }
759
+
760
+ Progress.report("export-usdz-textures", { message: "convert texture to canvas", autoStep: true });
761
+ const canvas = await imageToCanvasUnpremultiplied( img.imageBitmap || img.imageData, options.maxTextureSize ).catch( err => {
762
+ console.error("Error converting texture to canvas", texture, err);
763
+ });
764
+
765
+ if ( canvas ) {
766
+
767
+ Progress.report("export-usdz-textures", { message: "convert canvas to blob", autoStep: true });
768
+ const blob = await canvas.convertToBlob( {type: isRGBA ? 'image/png' : 'image/jpeg', quality: 0.95 } );
769
+ files[ `textures/${id}.${isRGBA ? 'png' : 'jpg'}` ] = new Uint8Array( await blob.arrayBuffer() );
770
+
771
+ } else {
772
+
773
+ console.warn( 'Can`t export texture: ', texture );
774
+
775
+ }
776
+ };
777
+
778
+ for ( const id in textures ) {
779
+
780
+ await convertTexture( id );
781
+ }
782
+
783
+ decompressionRenderer.dispose();
784
+
785
+ // 64 byte alignment
786
+ // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109
787
+
788
+ Progress.end("export-usdz-textures");
789
+
790
+ let offset = 0;
791
+
792
+ for ( const filename in files ) {
793
+
794
+ const file = files[ filename ];
795
+ const headerSize = 34 + filename.length;
796
+
797
+ offset += headerSize;
798
+
799
+ const offsetMod64 = offset & 63;
800
+
801
+ if ( offsetMod64 !== 4 ) {
802
+
803
+ const padLength = 64 - offsetMod64;
804
+ const padding = new Uint8Array( padLength );
805
+
806
+ files[ filename ] = [ file, { extra: { 12345: padding } } ];
807
+
808
+ }
809
+
810
+ offset = file.length;
811
+
812
+ }
813
+
814
+ Progress.report("export-usdz", "zip archive");
815
+ return fflate.zipSync( files, { level: 0 } );
816
+
817
+ }
818
+
819
+ }
820
+
821
+ function traverse( object: Object3D, parentModel: USDObject, context: USDZExporterContext, keepObject?: (object: Object3D) => boolean ) {
822
+
823
+ if (!context.exportInvisible && !object.visible) return;
824
+
825
+ let model: USDObject | undefined = undefined;
826
+ let geometry: BufferGeometry | undefined = undefined;
827
+ let material: Material | Material[] | undefined = undefined;
828
+
829
+ const transform: USDObjectTransform = { position: object.position, quaternion: object.quaternion, scale: object.scale };
830
+ if (object.position.x === 0 && object.position.y === 0 && object.position.z === 0)
831
+ transform.position = null;
832
+ if (object.quaternion.x === 0 && object.quaternion.y === 0 && object.quaternion.z === 0 && object.quaternion.w === 1)
833
+ transform.quaternion = null;
834
+ if (object.scale.x === 1 && object.scale.y === 1 && object.scale.z === 1)
835
+ transform.scale = null;
836
+
837
+ if (object instanceof Mesh || object instanceof SkinnedMesh) {
838
+ geometry = object.geometry;
839
+ material = object.material;
840
+ }
841
+
842
+ // API for an explicit choice to discard this object – for example, a geometry that should not be exported,
843
+ // but childs should still be exported.
844
+ if (keepObject && !keepObject(object)) {
845
+ geometry = undefined;
846
+ material = undefined;
847
+ }
848
+
849
+ if ( (object instanceof Mesh || object instanceof SkinnedMesh) &&
850
+ material &&
851
+ (material instanceof MeshStandardMaterial ||
852
+ material instanceof MeshBasicMaterial ||
853
+ (material instanceof Material && material.type === "MeshLineMaterial"))) {
854
+
855
+ const name = getObjectId( object );
856
+ const skinnedMeshObject = object instanceof SkinnedMesh ? object : null;
857
+ model = new USDObject( object.uuid, name, transform, geometry, material, undefined, skinnedMeshObject, object.animations );
858
+
859
+ } else if ( object instanceof PerspectiveCamera || object instanceof OrthographicCamera ) {
860
+
861
+ const name = getObjectId( object );
862
+ model = new USDObject( object.uuid, name, transform, undefined, undefined, object );
863
+
864
+ } else {
865
+
866
+ const name = getObjectId( object );
867
+ model = new USDObject( object.uuid, name, transform, undefined, undefined, undefined, undefined, object.animations );
868
+
869
+ }
870
+
871
+ if ( model ) {
872
+
873
+ model.displayName = object.userData?.name || object.name;
874
+ model.visibility = object.visible ? undefined : "invisible";
875
+
876
+ if ( parentModel ) {
877
+
878
+ parentModel.add( model );
879
+
880
+ }
881
+
882
+ parentModel = model;
883
+
884
+ if ( context.extensions ) {
885
+
886
+ for ( const ext of context.extensions ) {
887
+
888
+ if ( ext.onExportObject ) ext.onExportObject.call( ext, object, model, context );
889
+
890
+ }
891
+
892
+ }
893
+
894
+ } else {
895
+
896
+ const name = getObjectId( object );
897
+ const empty = new USDObject( object.uuid, name, { position: object.position, quaternion: object.quaternion, scale: object.scale } );
898
+ if ( parentModel ) {
899
+
900
+ parentModel.add( empty );
901
+
902
+ }
903
+
904
+ parentModel = empty;
905
+
906
+ }
907
+
908
+ for ( const ch of object.children ) {
909
+
910
+ traverse( ch, parentModel, context, keepObject );
911
+
912
+ }
913
+
914
+ }
915
+
916
+ function logUsdHierarchy( object: USDObject, prefix: string, ...extraLogObjects: any[] ) {
917
+
918
+ const item = {};
919
+ let itemCount = 0;
920
+
921
+ function collectItem( object: USDObject, current) {
922
+ itemCount++;
923
+ let name = object.displayName || object.name;
924
+ name += " (" + object.uuid + ")";
925
+ const hasAny = object.geometry || object.material || object.camera || object.skinnedMesh;
926
+ if (hasAny) {
927
+ name += " (" + (object.geometry ? "geo, " : "") + (object.material ? "mat, " : "") + (object.camera ? "cam, " : "") + (object.skinnedMesh ? "skin, " : "") + ")";
928
+ }
929
+ current[name] = {};
930
+ const props = { object };
931
+ if (object.material) props['mat'] = true;
932
+ if (object.geometry) props['geo'] = true;
933
+ if (object.camera) props['cam'] = true;
934
+ if (object.skinnedMesh) props['skin'] = true;
935
+
936
+ current[name]._self = props;
937
+ for ( const child of object.children ) {
938
+ if (child) {
939
+ collectItem(child, current[name]);
940
+ }
941
+ }
942
+ }
943
+
944
+ collectItem(object, item);
945
+
946
+ console.log(prefix + " (" + itemCount + " nodes)", item, ...extraLogObjects);
947
+ }
948
+
949
+ function prune ( object: USDObject, options : {
950
+ allBehaviorTargets: Set<string>,
951
+ debug: boolean,
952
+ boneReparentings: Set<string>,
953
+ quickLookCompatible: boolean,
954
+ } ) {
955
+
956
+ let allChildsWerePruned = true;
957
+
958
+ const prunedChilds = new Array<USDObject>();
959
+ const keptChilds = new Array<USDObject>();
960
+
961
+ if (object.children.length === 0) {
962
+ allChildsWerePruned = true;
963
+ }
964
+ else {
965
+ const childs = [...object.children];
966
+ for ( const child of childs ) {
967
+ if (child) {
968
+ const childWasPruned = prune(child, options);
969
+ if (options.debug) {
970
+ if (childWasPruned) prunedChilds.push(child);
971
+ else keptChilds.push(child);
972
+ }
973
+ allChildsWerePruned = allChildsWerePruned && childWasPruned;
974
+ }
975
+ }
976
+ }
977
+
978
+ // check if this object is referenced by any behavior
979
+ const isBehaviorSourceOrTarget = options.allBehaviorTargets.has(object.uuid);
980
+
981
+ // check if this object has any material or geometry
982
+ const isVisible = object.geometry || object.material || (object.camera && !options.quickLookCompatible) || object.skinnedMesh || false;
983
+
984
+ // check if this object is part of any reparenting
985
+ const isBoneReparenting = options.boneReparentings.has(object.uuid);
986
+
987
+ const canBePruned = allChildsWerePruned && !isBehaviorSourceOrTarget && !isVisible && !isBoneReparenting;
988
+
989
+ if (canBePruned) {
990
+ if (options.debug) console.log("Pruned object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
991
+ isVisible,
992
+ isBehaviorSourceOrTarget,
993
+ allChildsWerePruned,
994
+ isBoneReparenting,
995
+ object,
996
+ prunedChilds,
997
+ keptChilds
998
+ });
999
+ object.parent?.remove(object);
1000
+ }
1001
+ else {
1002
+ if (options.debug) console.log("Kept object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
1003
+ isVisible,
1004
+ isBehaviorSourceOrTarget,
1005
+ allChildsWerePruned,
1006
+ isBoneReparenting,
1007
+ object,
1008
+ prunedChilds,
1009
+ keptChilds
1010
+ });
1011
+ }
1012
+
1013
+ // if it has no children and is not a behavior source or target, and is not visible, prune it
1014
+ return canBePruned;
1015
+ }
1016
+
1017
+ async function parseDocument( context: USDZExporterContext, afterStageRoot: () => string ) {
1018
+
1019
+ Progress.start("export-usdz-resources", "export-usdz");
1020
+ const resources: Array<() => void> = [];
1021
+ for ( const child of context.document.children ) {
1022
+ addResources( child, context, resources );
1023
+ }
1024
+ // addResources now only collects promises for better progress reporting.
1025
+ // We are resolving them here and reporting progress on that:
1026
+ const total = resources.length;
1027
+ for (let i = 0; i < total; i++) {
1028
+ Progress.report("export-usdz-resources", { totalSteps: total, currentStep: i });
1029
+ await new Promise<void>((resolve, _reject) => {
1030
+ resources[i]();
1031
+ resolve();
1032
+ });
1033
+ }
1034
+ Progress.end("export-usdz-resources");
1035
+
1036
+ const writer = new USDWriter();
1037
+ const arAnchoringOptions = context.exporter.sceneAnchoringOptions.ar;
1038
+
1039
+ writer.beginBlock( `def Xform "${context.document.name}"` );
1040
+
1041
+ writer.beginBlock( `def Scope "Scenes" (
1042
+ kind = "sceneLibrary"
1043
+ )` );
1044
+
1045
+ writer.beginBlock( `def Xform "Scene"`, '(', false);
1046
+ writer.appendLine( `apiSchemas = ["Preliminary_AnchoringAPI"]` );
1047
+ writer.appendLine( `customData = {`);
1048
+ writer.appendLine( ` bool preliminary_collidesWithEnvironment = 0` );
1049
+ writer.appendLine( ` string sceneName = "Scene"`);
1050
+ writer.appendLine( `}` );
1051
+ writer.appendLine( `sceneName = "Scene"` );
1052
+ writer.closeBlock( ')' );
1053
+ writer.beginBlock();
1054
+
1055
+ writer.appendLine( `token preliminary:anchoring:type = "${arAnchoringOptions.anchoring.type}"` );
1056
+ if (arAnchoringOptions.anchoring.type === 'plane')
1057
+ writer.appendLine( `token preliminary:planeAnchoring:alignment = "${arAnchoringOptions.planeAnchoring.alignment}"` );
1058
+ // bit hacky as we don't have a callback here yet. Relies on the fact that the image is named identical in the ImageTracking extension.
1059
+ if (arAnchoringOptions.anchoring.type === 'image')
1060
+ writer.appendLine( `rel preliminary:imageAnchoring:referenceImage = </${context.document.name}/Scenes/Scene/AnchoringReferenceImage>` );
1061
+ writer.appendLine();
1062
+
1063
+ const count = (object: USDObject | null) => {
1064
+ if (!object) return 0;
1065
+ let total = 1;
1066
+ for ( const child of object.children ) total += count( child );
1067
+ return total;
1068
+ }
1069
+ const totalXformCount = count(context.document);
1070
+ Progress.start("export-usdz-xforms", "export-usdz");
1071
+ Progress.report("export-usdz-xforms", { totalSteps: totalXformCount, currentStep: 1 });
1072
+
1073
+ for ( const child of context.document.children ) {
1074
+ buildXform( child, writer, context );
1075
+ }
1076
+ Progress.end("export-usdz-xforms");
1077
+
1078
+ Progress.report("export-usdz", "invoke onAfterHierarchy");
1079
+ invokeAll( context, 'onAfterHierarchy', writer );
1080
+
1081
+ writer.closeBlock();
1082
+ writer.closeBlock();
1083
+ writer.appendLine(afterStageRoot());
1084
+ writer.closeBlock();
1085
+
1086
+ Progress.report("export-usdz", "write to string")
1087
+ context.output += writer.toString();
1088
+
1089
+ }
1090
+
1091
+ function addResources( object: USDObject | null, context: USDZExporterContext, resources: Array<() => void>) {
1092
+
1093
+ if ( !object ) return;
1094
+
1095
+ const geometry = object.geometry;
1096
+ const material = object.material;
1097
+
1098
+ if ( geometry ) {
1099
+
1100
+ if ( material && (
1101
+ 'isMeshStandardMaterial' in material && material.isMeshStandardMaterial ||
1102
+ 'isMeshBasicMaterial' in material && material.isMeshBasicMaterial ||
1103
+ material.type === "MeshLineMaterial"
1104
+ ) ) { // TODO convert unlit to lit+emissive
1105
+
1106
+ const geometryFileName = 'geometries/' + getGeometryName(geometry, object.name) + '.usda';
1107
+
1108
+ if ( ! ( geometryFileName in context.files ) ) {
1109
+
1110
+ const action = () => {
1111
+ const meshObject = buildMeshObject( geometry, object.skinnedMesh?.skeleton?.bones, context.quickLookCompatible );
1112
+ context.files[ geometryFileName ] = buildUSDFileAsString( meshObject, context);
1113
+ };
1114
+
1115
+ resources.push(action);
1116
+
1117
+ }
1118
+
1119
+ } else {
1120
+
1121
+ console.warn( 'NeedleUSDZExporter: Unsupported material type (USDZ only supports MeshStandardMaterial)', material?.name );
1122
+
1123
+ }
1124
+
1125
+ }
1126
+
1127
+ if ( material ) {
1128
+
1129
+ if ( ! ( material.uuid in context.materials ) ) {
1130
+
1131
+ context.materials[ material.uuid ] = material;
1132
+
1133
+ }
1134
+ }
1135
+
1136
+ for ( const ch of object.children ) {
1137
+
1138
+ addResources( ch, context, resources );
1139
+
1140
+ }
1141
+
1142
+ }
1143
+
1144
+ async function invokeAll( context: USDZExporterContext, name: string, writer: USDWriter | null = null ) {
1145
+
1146
+ if ( context.extensions ) {
1147
+
1148
+ for ( const ext of context.extensions ) {
1149
+
1150
+ if ( !ext ) continue;
1151
+
1152
+ if ( typeof ext[ name ] === 'function' ) {
1153
+
1154
+ const method = ext[ name ];
1155
+ const res = method.call( ext, context, writer );
1156
+ if(res instanceof Promise) {
1157
+ await res;
1158
+ }
1159
+ }
1160
+
1161
+ }
1162
+
1163
+ }
1164
+
1165
+ }
1166
+ let _renderer: WebGLRenderer | null = null;
1167
+ let renderTarget: WebGLRenderTarget | null = null;
1168
+ let fullscreenQuadGeometry: PlaneGeometry | null;
1169
+ let fullscreenQuadMaterial: ShaderMaterial | null;
1170
+ let fullscreenQuad: Mesh | null;
1171
+
1172
+ declare type ImageReadbackResult = {
1173
+ imageData: ImageData;
1174
+ imageBitmap?: ImageBitmap;
1175
+ }
1176
+
1177
+ /** Reads back a texture from the GPU (can be compressed, a render texture, or anything), optionally applies RGBA colorScale to it, and returns CPU data for further usage.
1178
+ * Note that there are WebGL / WebGPU rules preventing some use of data between WebGL contexts.
1179
+ */
1180
+ async function decompressGpuTexture( texture, maxTextureSize = Infinity, renderer: WebGLRenderer | null = null, colorScale: Vector4 | undefined = undefined): Promise<ImageReadbackResult> {
1181
+
1182
+ if ( ! fullscreenQuadGeometry ) fullscreenQuadGeometry = new PlaneGeometry( 2, 2, 1, 1 );
1183
+ if ( ! fullscreenQuadMaterial ) fullscreenQuadMaterial = new ShaderMaterial( {
1184
+ uniforms: {
1185
+ blitTexture: new Uniform( texture ),
1186
+ flipY: new Uniform( false ),
1187
+ scale: new Uniform( new Vector4( 1, 1, 1, 1 ) ),
1188
+ },
1189
+ vertexShader: `
1190
+ varying vec2 vUv;
1191
+ uniform bool flipY;
1192
+ void main(){
1193
+ vUv = uv;
1194
+ if (flipY)
1195
+ vUv.y = 1. - vUv.y;
1196
+ gl_Position = vec4(position.xy * 1.0,0.,.999999);
1197
+ }`,
1198
+ fragmentShader: `
1199
+ uniform sampler2D blitTexture;
1200
+ uniform vec4 scale;
1201
+ varying vec2 vUv;
1202
+
1203
+ void main(){
1204
+ gl_FragColor = vec4(vUv.xy, 0, 1);
1205
+
1206
+ #ifdef IS_SRGB
1207
+ gl_FragColor = sRGBTransferOETF( texture2D( blitTexture, vUv) );
1208
+ #else
1209
+ gl_FragColor = texture2D( blitTexture, vUv);
1210
+ #endif
1211
+
1212
+ gl_FragColor.rgba *= scale.rgba;
1213
+ }`
1214
+ } );
1215
+
1216
+ // update uniforms
1217
+ const uniforms = fullscreenQuadMaterial.uniforms;
1218
+ uniforms.blitTexture.value = texture;
1219
+ uniforms.flipY.value = false;
1220
+ uniforms.scale.value = new Vector4( 1, 1, 1, 1 );
1221
+ if ( colorScale !== undefined ) uniforms.scale.value.copy( colorScale );
1222
+
1223
+ fullscreenQuadMaterial.defines.IS_SRGB = texture.colorSpace == SRGBColorSpace;
1224
+ fullscreenQuadMaterial.needsUpdate = true;
1225
+
1226
+ if ( ! fullscreenQuad ) {
1227
+
1228
+ fullscreenQuad = new Mesh( fullscreenQuadGeometry, fullscreenQuadMaterial );
1229
+ fullscreenQuad.frustumCulled = false;
1230
+
1231
+ }
1232
+
1233
+ const _camera = new PerspectiveCamera();
1234
+ const _scene = new Scene();
1235
+ _scene.add( fullscreenQuad );
1236
+
1237
+ if ( ! renderer ) {
1238
+
1239
+ renderer = _renderer = new WebGLRenderer( { antialias: false, alpha: true, premultipliedAlpha: false, preserveDrawingBuffer: true } );
1240
+
1241
+ }
1242
+
1243
+ const width = Math.min( texture.image.width, maxTextureSize );
1244
+ const height = Math.min( texture.image.height, maxTextureSize );
1245
+
1246
+ // dispose render target if the size is wrong
1247
+ if ( renderTarget && ( renderTarget.width !== width || renderTarget.height !== height ) ) {
1248
+
1249
+ renderTarget.dispose();
1250
+ renderTarget = null;
1251
+
1252
+ }
1253
+
1254
+ if ( ! renderTarget ) {
1255
+
1256
+ renderTarget = new WebGLRenderTarget( width, height, { format: RGBAFormat, type: UnsignedByteType, minFilter: LinearFilter, magFilter: LinearFilter } );
1257
+ }
1258
+
1259
+ renderer.setRenderTarget( renderTarget );
1260
+ renderer.setSize( width, height );
1261
+ renderer.clear();
1262
+ renderer.render( _scene, _camera );
1263
+
1264
+ if ( _renderer ) {
1265
+
1266
+ _renderer.dispose();
1267
+ _renderer = null;
1268
+
1269
+ }
1270
+
1271
+ const buffer = new Uint8ClampedArray( renderTarget.width * renderTarget.height * 4 );
1272
+ renderer.readRenderTargetPixels( renderTarget, 0, 0, renderTarget.width, renderTarget.height, buffer );
1273
+ const imageData = new ImageData( buffer, renderTarget.width, renderTarget.height, undefined );
1274
+ const bmp = await createImageBitmap( imageData, { premultiplyAlpha: "none" } );
1275
+ return {
1276
+ imageData,
1277
+ imageBitmap: bmp
1278
+ };
1279
+
1280
+ }
1281
+
1282
+ /** Checks if the given image is of a type with readable data and width/height */
1283
+ function isImageBitmap( image ) {
1284
+
1285
+ return ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
1286
+ ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
1287
+ ( typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas ) ||
1288
+ ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap );
1289
+
1290
+ }
1291
+
1292
+ /** This method uses a 'bitmaprenderer' context and doesn't do any pixel manipulation.
1293
+ * This way, we can keep the alpha channel as it was, but we're losing the ability to do pixel manipulations or resize operations. */
1294
+ async function imageToCanvasUnpremultiplied( image: ImageBitmapSource & { width: number, height: number }, maxTextureSize = 4096) {
1295
+
1296
+ const scale = maxTextureSize / Math.max( image.width, image.height );
1297
+ const width = image.width * Math.min( 1, scale );
1298
+ const height = image.height * Math.min( 1, scale );
1299
+
1300
+ const canvas = new OffscreenCanvas( width, height );
1301
+ const settings: ImageBitmapOptions = { premultiplyAlpha: "none" };
1302
+ if (image.width !== width) settings.resizeWidth = width;
1303
+ if (image.height !== height) settings.resizeHeight = height;
1304
+
1305
+ const imageBitmap = await createImageBitmap(image, settings);
1306
+ const ctx = canvas.getContext("bitmaprenderer") as ImageBitmapRenderingContext | null;
1307
+ if (ctx) {
1308
+ ctx.transferFromImageBitmap(imageBitmap);
1309
+ }
1310
+ return canvas as OffscreenCanvasExt;
1311
+ }
1312
+
1313
+ /** This method uses a '2d' canvas context for pixel manipulation, and can apply a color scale or Y flip to the given image.
1314
+ * Unfortunately, canvas always uses premultiplied data, and thus images with low alpha values (or multiplying by a=0) will result in black pixels.
1315
+ */
1316
+ async function imageToCanvas( image: HTMLImageElement | HTMLCanvasElement | OffscreenCanvas | ImageBitmap, color: Vector4 | undefined = undefined, flipY = false, maxTextureSize = 4096 ) {
1317
+
1318
+ if ( isImageBitmap( image ) ) {
1319
+
1320
+ // max. canvas size on Safari is still 4096x4096
1321
+ const scale = maxTextureSize / Math.max( image.width, image.height );
1322
+
1323
+ const canvas = new OffscreenCanvas( image.width * Math.min( 1, scale ), image.height * Math.min( 1, scale ) );
1324
+
1325
+ const context = canvas.getContext( '2d', { alpha: true, premultipliedAlpha: false } ) as OffscreenCanvasRenderingContext2D;
1326
+ if (!context) throw new Error('Could not get canvas 2D context');
1327
+
1328
+ if ( flipY === true ) {
1329
+
1330
+ context.translate( 0, canvas.height );
1331
+ context.scale( 1, - 1 );
1332
+
1333
+ }
1334
+
1335
+ context.drawImage( image, 0, 0, canvas.width, canvas.height );
1336
+
1337
+ // Currently only used to apply opacity scale since QuickLook and usdview don't support that yet
1338
+ if ( color !== undefined ) {
1339
+
1340
+ const r = color.x;
1341
+ const g = color.y;
1342
+ const b = color.z;
1343
+ const a = color.w;
1344
+
1345
+ const imagedata = context.getImageData( 0, 0, canvas.width, canvas.height );
1346
+ const data = imagedata.data;
1347
+
1348
+ for ( let i = 0; i < data.length; i += 4 ) {
1349
+
1350
+ data[ i + 0 ] = data[ i + 0 ] * r;
1351
+ data[ i + 1 ] = data[ i + 1 ] * g;
1352
+ data[ i + 2 ] = data[ i + 2 ] * b;
1353
+ data[ i + 3 ] = data[ i + 3 ] * a;
1354
+
1355
+ }
1356
+
1357
+ context.putImageData( imagedata, 0, 0 );
1358
+
1359
+ }
1360
+
1361
+ return canvas as OffscreenCanvasExt;
1362
+
1363
+ } else {
1364
+
1365
+ throw new Error( 'NeedleUSDZExporter: No valid image data found. Unable to process texture.' );
1366
+
1367
+ }
1368
+
1369
+ }
1370
+
1371
+ //
1372
+
1373
+ const PRECISION = 7;
1374
+
1375
+ function buildHeader() {
1376
+
1377
+ return `#usda 1.0
1378
+ (
1379
+ customLayerData = {
1380
+ string creator = "Needle Engine USDZExporter"
1381
+ }
1382
+ metersPerUnit = 1
1383
+ upAxis = "Y"
1384
+ )
1385
+ `;
1386
+
1387
+ }
1388
+
1389
+ function buildUSDFileAsString( dataToInsert, _context: USDZExporterContext ) {
1390
+
1391
+ let output = buildHeader();
1392
+ output += dataToInsert;
1393
+ return fflate.strToU8( output );
1394
+
1395
+ }
1396
+
1397
+ function getObjectId( object ) {
1398
+
1399
+ return object.name.replace( /[-<>\(\)\[\]§$%&\/\\\=\?\,\;]/g, '' ) + '_' + object.id;
1400
+
1401
+ }
1402
+
1403
+ function getBoneName(bone: Object3D) {
1404
+ return makeNameSafe(bone.name || 'bone_' + bone.uuid);
1405
+ }
1406
+
1407
+ function getGeometryName(geometry: BufferGeometry, _fallbackName: string) {
1408
+ // Using object names here breaks instancing...
1409
+ // So we removed fallbackName again. Downside: geometries don't have nice names...
1410
+ // A better workaround would be that we actually name them on glTF import (so the geometry has a name, not the object)
1411
+ return makeNameSafe(geometry.name || 'Geometry') + "_" + geometry.id;
1412
+ }
1413
+
1414
+ function getMaterialName(material: Material) {
1415
+ return makeNameSafe(material.name || 'Material') + "_" + material.id;
1416
+ }
1417
+
1418
+ function getPathToSkeleton(bone: Object3D, assumedRoot: Object3D) {
1419
+ let path = getBoneName(bone);
1420
+ let current = bone.parent;
1421
+ while ( current && current !== assumedRoot ) {
1422
+ path = getBoneName(current) + '/' + path;
1423
+ current = current.parent;
1424
+ }
1425
+ return path;
1426
+ }
1427
+
1428
+ // Xform
1429
+
1430
+ export function buildXform( model: USDObject | null, writer: USDWriter, context: USDZExporterContext ) {
1431
+
1432
+ if ( model == null)
1433
+ return;
1434
+
1435
+ Progress.report("export-usdz-xforms", { message: "buildXform " + model.displayName || model.name, autoStep: true });
1436
+
1437
+ // const matrix = model.matrix;
1438
+ const transform = model.transform;
1439
+ const geometry = model.geometry;
1440
+ const material = model.material;
1441
+ const camera = model.camera;
1442
+ const name = model.name;
1443
+
1444
+ if ( model.animations ) {
1445
+ for ( const animation of model.animations ) {
1446
+ context.animations.push( animation )
1447
+ }
1448
+ }
1449
+
1450
+ // const transform = buildMatrix( matrix );
1451
+
1452
+ /*
1453
+ if ( matrix.determinant() < 0 ) {
1454
+
1455
+ console.warn( 'NeedleUSDZExporter: USDZ does not support negative scales', name );
1456
+
1457
+ }
1458
+ */
1459
+
1460
+ const isSkinnedMesh = geometry && geometry.isBufferGeometry && geometry.attributes.skinIndex !== undefined && geometry.attributes.skinIndex.count > 0;
1461
+ const objType = isSkinnedMesh ? 'SkelRoot' : 'Xform';
1462
+ const _apiSchemas = new Array<string>();
1463
+
1464
+ // Specific case: the material is white unlit, the mesh has vertex colors, so we can
1465
+ // export as displayColor directly
1466
+ const isUnlitDisplayColor =
1467
+ material && material instanceof MeshBasicMaterial &&
1468
+ material.color && material.color.r === 1 && material.color.g === 1 && material.color.b === 1 &&
1469
+ !material.map && material.opacity === 1 &&
1470
+ geometry?.attributes.color;
1471
+
1472
+ if (geometry?.attributes.color && !isUnlitDisplayColor) {
1473
+ console.warn("NeedleUSDZExporter: Geometry has vertex colors. Vertex colors will only be shown in QuickLook for unlit materials with white color and no texture. Otherwise, they will be ignored.", model.displayName);
1474
+ }
1475
+
1476
+ writer.appendLine();
1477
+ if ( geometry ) {
1478
+ writer.beginBlock( `def ${objType} "${name}"`, "(", false );
1479
+ // NE-4084: To use the doubleSided workaround with skeletal meshes we'd have to
1480
+ // also emit extra data for jointIndices etc., so we're skipping skinned meshes here.
1481
+ if (context.quickLookCompatible && material && material.side === DoubleSide && !isSkinnedMesh)
1482
+ writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry_doubleSided>`);
1483
+ else
1484
+ writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry>`);
1485
+ if (!isUnlitDisplayColor)
1486
+ _apiSchemas.push("MaterialBindingAPI");
1487
+ if (isSkinnedMesh)
1488
+ _apiSchemas.push("SkelBindingAPI");
1489
+ }
1490
+ else if ( camera && !context.quickLookCompatible)
1491
+ writer.beginBlock( `def Camera "${name}"`, "(", false );
1492
+ else if ( model.type !== undefined)
1493
+ writer.beginBlock( `def ${model.type} "${name}"` );
1494
+ else // if (model.type === undefined)
1495
+ writer.beginBlock( `def Xform "${name}"`, "(", false);
1496
+
1497
+ if (model.type === undefined) {
1498
+ if (model.extraSchemas?.length)
1499
+ _apiSchemas.push(...model.extraSchemas);
1500
+ if (_apiSchemas.length)
1501
+ writer.appendLine(`prepend apiSchemas = [${_apiSchemas.map(s => `"${s}"`).join(', ')}]`);
1502
+ }
1503
+
1504
+ if (model.displayName)
1505
+ writer.appendLine(`displayName = "${makeDisplayNameSafe(model.displayName)}"`);
1506
+
1507
+ if ( camera || model.type === undefined) {
1508
+ writer.closeBlock( ")" );
1509
+ writer.beginBlock();
1510
+ }
1511
+
1512
+ if ( geometry && material ) {
1513
+ if (!isUnlitDisplayColor) {
1514
+ const materialName = getMaterialName(material);
1515
+ writer.appendLine( `rel material:binding = </StageRoot/Materials/${materialName}>` );
1516
+ }
1517
+
1518
+ // Turns out QuickLook / RealityKit doesn't support the doubleSided attribute, so we
1519
+ // work around that by emitting additional indices above, and then we shouldn't emit the attribute either as geometry is
1520
+ // already doubleSided then.
1521
+ if (!context.quickLookCompatible && material.side === DoubleSide ) {
1522
+ // double-sided is a mesh property in USD, we can apply it as `over` here
1523
+ writer.beginBlock( `over "Geometry" `);
1524
+ writer.appendLine( `uniform bool doubleSided = 1` );
1525
+ writer.closeBlock();
1526
+ }
1527
+ }
1528
+ let haveWrittenAnyXformOps = false;
1529
+ if ( isSkinnedMesh ) {
1530
+ writer.appendLine( `rel skel:skeleton = <Rig>` );
1531
+ writer.appendLine( `rel skel:animationSource = <Rig/_anim>`);
1532
+ haveWrittenAnyXformOps = false;
1533
+ // writer.appendLine( `matrix4d xformOp:transform = ${buildMatrix(new Matrix4())}` ); // always identity / in world space
1534
+ }
1535
+ else if (model.type === undefined) {
1536
+ if (transform) {
1537
+ haveWrittenAnyXformOps = haveWrittenAnyXformOps || (transform.position !== null || transform.quaternion !== null || transform.scale !== null);
1538
+ if (transform.position) {
1539
+ model.needsTranslate = true;
1540
+ writer.appendLine( `double3 xformOp:translate = (${fn(transform.position.x)}, ${fn(transform.position.y)}, ${fn(transform.position.z)})` );
1541
+ }
1542
+ if (transform.quaternion) {
1543
+ model.needsOrient = true;
1544
+ writer.appendLine( `quatf xformOp:orient = (${fn(transform.quaternion.w)}, ${fn(transform.quaternion.x)}, ${fn(transform.quaternion.y)}, ${fn(transform.quaternion.z)})` );
1545
+ }
1546
+ if (transform.scale) {
1547
+ model.needsScale = true;
1548
+ writer.appendLine( `double3 xformOp:scale = (${fn(transform.scale.x)}, ${fn(transform.scale.y)}, ${fn(transform.scale.z)})` );
1549
+ }
1550
+ }
1551
+ }
1552
+
1553
+ if (model.visibility !== undefined)
1554
+ writer.appendLine(`token visibility = "${model.visibility}"`);
1555
+
1556
+ if ( camera && !context.quickLookCompatible) {
1557
+
1558
+ if ( 'isOrthographicCamera' in camera && camera.isOrthographicCamera ) {
1559
+
1560
+ writer.appendLine( `float2 clippingRange = (${camera.near}, ${camera.far})` );
1561
+ writer.appendLine( `float horizontalAperture = ${( ( Math.abs( camera.left ) + Math.abs( camera.right ) ) * 10 ).toPrecision( PRECISION )}` );
1562
+ writer.appendLine( `float verticalAperture = ${( ( Math.abs( camera.top ) + Math.abs( camera.bottom ) ) * 10 ).toPrecision( PRECISION )}` );
1563
+ writer.appendLine( 'token projection = "orthographic"' );
1564
+
1565
+ } else if ( 'isPerspectiveCamera' in camera && camera.isPerspectiveCamera) {
1566
+
1567
+ writer.appendLine( `float2 clippingRange = (${camera.near.toPrecision( PRECISION )}, ${camera.far.toPrecision( PRECISION )})` );
1568
+ writer.appendLine( `float focalLength = ${camera.getFocalLength().toPrecision( PRECISION )}` );
1569
+ writer.appendLine( `float focusDistance = ${camera.focus.toPrecision( PRECISION )}` );
1570
+ writer.appendLine( `float horizontalAperture = ${camera.getFilmWidth().toPrecision( PRECISION )}` );
1571
+ writer.appendLine( 'token projection = "perspective"' );
1572
+ writer.appendLine( `float verticalAperture = ${camera.getFilmHeight().toPrecision( PRECISION )}` );
1573
+ }
1574
+
1575
+ }
1576
+
1577
+ if ( model.onSerialize ) {
1578
+
1579
+ model.onSerialize( writer, context );
1580
+
1581
+ }
1582
+
1583
+ // after serialization, we know which xformops to actually define here:
1584
+ if (model.type === undefined) {
1585
+ // TODO only write the necessary ones – this isn't trivial though because we need to know
1586
+ // if some of them are animated, and then we need to include those.
1587
+ // Best approach would likely be to write xformOpOrder _after_ onSerialize
1588
+ // and keep track of what was written in onSerialize (e.g. model.needsTranslate = true)
1589
+ const ops = new Array<string>();
1590
+ if (model.needsTranslate) ops.push('"xformOp:translate"');
1591
+ if (model.needsOrient) ops.push('"xformOp:orient"');
1592
+ if (model.needsScale) ops.push('"xformOp:scale"');
1593
+ if (ops.length)
1594
+ writer.appendLine( `uniform token[] xformOpOrder = [${ops.join(', ')}]` );
1595
+ }
1596
+
1597
+ if ( model.children ) {
1598
+
1599
+ writer.appendLine();
1600
+ for ( const ch of model.children ) {
1601
+
1602
+ buildXform( ch, writer, context );
1603
+
1604
+ }
1605
+
1606
+ }
1607
+
1608
+ writer.closeBlock();
1609
+
1610
+ }
1611
+
1612
+ function fn( num:number ): string {
1613
+
1614
+ return Number.isInteger(num) ? num.toString() : num.toFixed( 10 );
1615
+
1616
+ }
1617
+
1618
+ function buildMatrix( matrix ) {
1619
+
1620
+ const array = matrix.elements;
1621
+
1622
+ return `( ${buildMatrixRow( array, 0 )}, ${buildMatrixRow( array, 4 )}, ${buildMatrixRow( array, 8 )}, ${buildMatrixRow( array, 12 )} )`;
1623
+
1624
+ }
1625
+
1626
+ function buildMatrixRow( array, offset ) {
1627
+
1628
+ return `(${fn( array[ offset + 0 ] )}, ${fn( array[ offset + 1 ] )}, ${fn( array[ offset + 2 ] )}, ${fn( array[ offset + 3 ] )})`;
1629
+
1630
+ }
1631
+
1632
+ // Mesh
1633
+
1634
+ function buildMeshObject( geometry: BufferGeometry, bonesArray: Bone[] = [], quickLookCompatible: boolean = true) {
1635
+
1636
+ const mesh = buildMesh( geometry, bonesArray, quickLookCompatible );
1637
+ return `
1638
+ def "Geometry"
1639
+ ${mesh}
1640
+ `;
1641
+
1642
+ }
1643
+
1644
+ function buildMesh( geometry: BufferGeometry, bones: Bone[] = [], quickLookCompatible: boolean = true) {
1645
+
1646
+ const name = 'Geometry';
1647
+ const attributes = geometry.attributes;
1648
+ const count = attributes.position.count;
1649
+
1650
+ const hasBones = bones && bones.length > 0;
1651
+
1652
+ // We need to sort bones and all skinning data by path –
1653
+ // Neither glTF nor three.js care, but in USD they must be sorted
1654
+ // since the array defines the virtual hierarchy and is evaluated in that order
1655
+ const sortedBones: Array<{bone: Object3D, index: number}> = [];
1656
+ const indexMapping: number[] = [];
1657
+ let sortedSkinIndex = new Array<number>();
1658
+ let sortedSkinIndexAttribute: BufferAttribute | InterleavedBufferAttribute | null = attributes.skinIndex;
1659
+ let bonesArray = "";
1660
+ if (hasBones) {
1661
+ const uuidsFound:string[] = [];
1662
+ for (const bone of bones ) {
1663
+ // if (bone.parent!.type !== 'Bone')
1664
+ {
1665
+ sortedBones.push({bone: bone, index: bones.indexOf(bone)});
1666
+ uuidsFound.push(bone.uuid);
1667
+ }
1668
+ }
1669
+
1670
+ let maxSteps = 10_000;
1671
+ while (uuidsFound.length < bones.length && maxSteps-- > 0) {
1672
+ for (const sortedBone of sortedBones) {
1673
+ const children = sortedBone.bone.children as Bone[];
1674
+ for (const childBone of children){
1675
+ if (uuidsFound.indexOf(childBone.uuid) === -1 && bones.indexOf(childBone) !== -1){
1676
+ sortedBones.push({bone: childBone, index: bones.indexOf(childBone)});
1677
+ uuidsFound.push(childBone.uuid);
1678
+ }
1679
+ }
1680
+ }
1681
+ }
1682
+
1683
+ if (maxSteps <= 0) console.error("Failed to sort bones in skinned mesh", sortedBones, bones, uuidsFound);
1684
+
1685
+ // add structural nodes to the list of bones
1686
+ for (const structuralNode of findStructuralNodesInBoneHierarchy(bones) ) {
1687
+ sortedBones.push( { bone: structuralNode, index: sortedBones.length } );
1688
+ }
1689
+
1690
+ // sort bones by path – need to be sorted in the same order as during mesh export
1691
+ const assumedRoot = sortedBones[0].bone.parent!;
1692
+ sortedBones.sort((a, b) => getPathToSkeleton(a.bone, assumedRoot) > getPathToSkeleton(b.bone, assumedRoot) ? 1 : -1);
1693
+ bonesArray = sortedBones.map( x => "\"" + getPathToSkeleton(x.bone, assumedRoot) + "\"" ).join( ', ' );
1694
+
1695
+ // TODO we can probably skip the expensive attribute re-ordering if the bones were already in a correct order.
1696
+ // That doesn't mean that they are strictly sorted by path – just that all parents strictly need to come first.
1697
+
1698
+ // build index mapping
1699
+ for (const i in sortedBones) {
1700
+ indexMapping[sortedBones[i].index] = parseInt(i);
1701
+ }
1702
+
1703
+ // remap skin index attributes
1704
+ const skinIndex = attributes.skinIndex;
1705
+ sortedSkinIndex = new Array<number>();
1706
+ for ( let i = 0; i < skinIndex.count; i ++ ) {
1707
+
1708
+ const x = skinIndex.getX( i );
1709
+ const y = skinIndex.getY( i );
1710
+ const z = skinIndex.getZ( i );
1711
+ const w = skinIndex.getW( i );
1712
+
1713
+ sortedSkinIndex.push( indexMapping[x], indexMapping[y], indexMapping[z], indexMapping[w] );
1714
+ }
1715
+
1716
+ // turn it back into an attribute so the rest of the code doesn't need to learn a new thing
1717
+ sortedSkinIndexAttribute = new BufferAttribute( new Uint16Array( sortedSkinIndex ), 4 );
1718
+ }
1719
+
1720
+ const isSkinnedMesh = attributes.skinWeight && attributes.skinIndex;
1721
+
1722
+ return `
1723
+ {
1724
+ def Mesh "${name}" ${isSkinnedMesh ? `(
1725
+ prepend apiSchemas = ["SkelBindingAPI"]
1726
+ )` : ''}
1727
+ {
1728
+ int[] faceVertexCounts = [${buildMeshVertexCount( geometry )}]
1729
+ int[] faceVertexIndices = [${buildMeshVertexIndices( geometry )}]
1730
+ ${attributes.normal || quickLookCompatible ? // in QuickLook, normals are required, otherwise double-sided rendering doesn't work.
1731
+ `normal3f[] normals = [${buildVector3Array( attributes.normal, count )}] (
1732
+ interpolation = "vertex"
1733
+ )` : '' }
1734
+ point3f[] points = [${buildVector3Array( attributes.position, count )}]
1735
+ ${attributes.uv ?
1736
+ `texCoord2f[] primvars:st = [${buildVector2Array( attributes.uv, count, true )}] (
1737
+ interpolation = "vertex"
1738
+ )` : '' }
1739
+ ${attributes.uv1 ? buildCustomAttributeAccessor('st1', attributes.uv1) : '' }
1740
+ ${attributes.uv2 ? buildCustomAttributeAccessor('st2', attributes.uv2) : '' }
1741
+ ${attributes.uv3 ? buildCustomAttributeAccessor('st3', attributes.uv3) : '' }
1742
+ ${isSkinnedMesh ?
1743
+ `matrix4d primvars:skel:geomBindTransform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) (
1744
+ elementSize = 1
1745
+ interpolation = "constant"
1746
+ )` : '' }
1747
+ ${attributes.skinIndex ?
1748
+ `int[] primvars:skel:jointIndices = [${buildVector4Array( sortedSkinIndexAttribute, true )}] (
1749
+ elementSize = 4
1750
+ interpolation = "vertex"
1751
+ )` : '' }
1752
+ ${attributes.skinWeight ?
1753
+ `float[] primvars:skel:jointWeights = [${buildVector4Array( attributes.skinWeight )}] (
1754
+ elementSize = 4
1755
+ interpolation = "vertex"
1756
+ )` : '' }
1757
+ ${attributes.color ?
1758
+ `color3f[] primvars:displayColor = [${buildVector3Array( attributes.color, count )}] (
1759
+ interpolation = "vertex"
1760
+ )` : '' }
1761
+ uniform token subdivisionScheme = "none"
1762
+ }
1763
+ }
1764
+ ${quickLookCompatible ? `
1765
+ # This is a workaround for QuickLook/RealityKit not supporting the doubleSided attribute. We're adding a second
1766
+ # geometry definition here, that uses the same mesh data but appends extra faces with reversed winding order.
1767
+ def "${name}_doubleSided" (
1768
+ prepend references = </Geometry>
1769
+ )
1770
+ {
1771
+ over "Geometry"
1772
+ {
1773
+ int[] faceVertexCounts = [${buildMeshVertexCount( geometry ) + ", " + buildMeshVertexCount( geometry )}]
1774
+ int[] faceVertexIndices = [${buildMeshVertexIndices( geometry ) + ", " + buildMeshVertexIndices( geometry, true )}]
1775
+ }
1776
+ }
1777
+ ` : '' }
1778
+ `;
1779
+ }
1780
+
1781
+ function buildMeshVertexCount( geometry: BufferGeometry ) {
1782
+
1783
+ const count = geometry.index !== null ? geometry.index.count : geometry.attributes.position.count;
1784
+
1785
+ return Array( Math.floor(count / 3) ).fill( 3 ).join( ', ' );
1786
+
1787
+ }
1788
+
1789
+ function buildMeshVertexIndices( geometry: BufferGeometry, reverseWinding: boolean = false ) {
1790
+
1791
+ const index = geometry.index;
1792
+ const array: Array<number> = [];
1793
+
1794
+ if ( index !== null ) {
1795
+
1796
+ for ( let i = 0; i < index.count; i ++ ) {
1797
+
1798
+ let val = i;
1799
+ if ( reverseWinding )
1800
+ val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1801
+ array.push( index.getX( val ) );
1802
+
1803
+ }
1804
+
1805
+ } else {
1806
+
1807
+ const length = geometry.attributes.position.count;
1808
+
1809
+ for ( let i = 0; i < length; i ++ ) {
1810
+
1811
+ let val = i;
1812
+ if ( reverseWinding )
1813
+ val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1814
+ array.push( val );
1815
+
1816
+ }
1817
+
1818
+ }
1819
+
1820
+ return array.join( ', ' );
1821
+
1822
+ }
1823
+
1824
+ /** Returns a string with the correct attribute declaration for the given attribute. Could have 2,3,4 components. */
1825
+ function buildCustomAttributeAccessor( primvarName: string, attribute: BufferAttribute | InterleavedBufferAttribute ) {
1826
+ const count = attribute.itemSize;
1827
+ switch (count) {
1828
+ case 2:
1829
+ // TODO: Check if we want to flip Y here as well. We do that for texcoords, but the data in UV1..N could be intended for other purposes.
1830
+ return `texCoord2f[] primvars:${primvarName} = [${buildVector2Array( attribute, count, true )}] (
1831
+ interpolation = "vertex"
1832
+ )`;
1833
+ case 3:
1834
+ return `texCoord3f[] primvars:${primvarName} = [${buildVector3Array( attribute, count )}] (
1835
+ interpolation = "vertex"
1836
+ )`;
1837
+ case 4:
1838
+ return `double4[] primvars:${primvarName} = [${buildVector4Array2( attribute, count )}] (
1839
+ interpolation = "vertex"
1840
+ )`;
1841
+ default:
1842
+ console.warn('USDZExporter: Attribute with ' + count + ' components are currently not supported. Results may be undefined for ' + primvarName + '.');
1843
+ return '';
1844
+ }
1845
+ }
1846
+
1847
+ function buildVector3Array( attribute, count ) {
1848
+
1849
+ if ( attribute === undefined ) {
1850
+
1851
+ console.warn( 'USDZExporter: A mesh attribute is missing and will be set with placeholder data. The result may look incorrect.' );
1852
+ return Array( count ).fill( '(0, 0, 1)' ).join( ', ' );
1853
+
1854
+ }
1855
+
1856
+ const array: Array<string> = [];
1857
+
1858
+ for ( let i = 0; i < attribute.count; i ++ ) {
1859
+
1860
+ const x = attribute.getX( i );
1861
+ const y = attribute.getY( i );
1862
+ const z = attribute.getZ( i );
1863
+
1864
+ array.push( `(${x.toPrecision( PRECISION )}, ${y.toPrecision( PRECISION )}, ${z.toPrecision( PRECISION )})` );
1865
+
1866
+ }
1867
+
1868
+ return array.join( ', ' );
1869
+
1870
+ }
1871
+
1872
+
1873
+ function buildVector4Array2( attribute, count ) {
1874
+
1875
+ if ( attribute === undefined ) {
1876
+
1877
+ console.warn( 'USDZExporter: Attribute is missing. Results may be undefined.' );
1878
+ return Array( count ).fill( '(0, 0, 0, 0)' ).join( ', ' );
1879
+
1880
+ }
1881
+
1882
+ const array: Array<string> = [];
1883
+
1884
+ for ( let i = 0; i < attribute.count; i ++ ) {
1885
+
1886
+ const x = attribute.getX( i );
1887
+ const y = attribute.getY( i );
1888
+ const z = attribute.getZ( i ) || 0;
1889
+ const w = attribute.getW( i ) || 0;
1890
+
1891
+ array.push( `(${x.toPrecision( PRECISION )}, ${y.toPrecision( PRECISION )}, ${z.toPrecision( PRECISION )}, ${w.toPrecision( PRECISION )})` );
1892
+
1893
+ }
1894
+
1895
+ return array.join( ', ' );
1896
+
1897
+ }
1898
+
1899
+ function buildVector4Array( attribute, ints = false ) {
1900
+ const array: Array<string> = [];
1901
+
1902
+ for ( let i = 0; i < attribute.count; i ++ ) {
1903
+
1904
+ const x = attribute.getX( i );
1905
+ const y = attribute.getY( i );
1906
+ const z = attribute.getZ( i );
1907
+ const w = attribute.getW( i );
1908
+
1909
+ array.push( `${ints ? x : x.toPrecision( PRECISION )}` );
1910
+ array.push( `${ints ? y : y.toPrecision( PRECISION )}` );
1911
+ array.push( `${ints ? z : z.toPrecision( PRECISION )}` );
1912
+ array.push( `${ints ? w : w.toPrecision( PRECISION )}` );
1913
+
1914
+ }
1915
+
1916
+ return array.join( ', ' );
1917
+
1918
+ }
1919
+
1920
+ function buildVector2Array( attribute: BufferAttribute | InterleavedBufferAttribute, count: number, flipY: boolean = false ) {
1921
+
1922
+ if ( attribute === undefined ) {
1923
+
1924
+ console.warn( 'USDZExporter: UVs missing.' );
1925
+ return Array( count ).fill( '(0, 0)' ).join( ', ' );
1926
+
1927
+ }
1928
+
1929
+ const array: Array<string> = [];
1930
+
1931
+ for ( let i = 0; i < attribute.count; i ++ ) {
1932
+
1933
+ const x = attribute.getX( i );
1934
+ let y = attribute.getY( i );
1935
+ if (flipY)
1936
+ y = 1 - y;
1937
+ array.push( `(${x.toPrecision( PRECISION )}, ${y.toPrecision( PRECISION )})` );
1938
+
1939
+ }
1940
+
1941
+ return array.join( ', ' );
1942
+
1943
+ }
1944
+
1945
+ // Materials
1946
+
1947
+ function buildMaterials( materials: Map<string, Material>, textures: TextureMap, quickLookCompatible = false ) {
1948
+
1949
+ const array: Array<string> = [];
1950
+
1951
+ for ( const uuid in materials ) {
1952
+
1953
+ const material = materials[ uuid ];
1954
+
1955
+ array.push( buildMaterial( material, textures, quickLookCompatible ) );
1956
+
1957
+ }
1958
+
1959
+ return `
1960
+ def "Materials"
1961
+ {
1962
+ ${array.join( '' )}
1963
+ }`;
1964
+ }
1965
+
1966
+ /** Slot of the exported texture. Some slots (e.g. normal, opacity) require additional processing. */
1967
+ declare type MapType = 'diffuse' | 'normal' | 'occlusion' | 'opacity' | 'roughness' | 'emissive' | 'metallic' | 'transmission';
1968
+
1969
+ function buildMaterial( material: MeshBasicMaterial, textures: TextureMap, quickLookCompatible = false ) {
1970
+
1971
+ const materialName = getMaterialName(material);
1972
+
1973
+ // Special case: occluder material
1974
+ // Supported on iOS 18+ and visionOS 1+
1975
+ const isShadowCatcherMaterial =
1976
+ material.colorWrite === false ||
1977
+ (material.userData?.isShadowCatcherMaterial || material.userData?.isLightBlendMaterial);
1978
+ if (isShadowCatcherMaterial) {
1979
+
1980
+ // Two options here:
1981
+ // - ND_realitykit_occlusion_surfaceshader (non-shadow receiving)
1982
+ // - ND_realitykit_shadowreceiver_surfaceshader (shadow receiving)
1983
+
1984
+ const mode = (material.userData.isLightBlendMaterial || material.userData.isShadowCatcherMaterial)
1985
+ ? "ND_realitykit_shadowreceiver_surfaceshader"
1986
+ : "ND_realitykit_occlusion_surfaceshader";
1987
+
1988
+ return `
1989
+
1990
+ def Material "${materialName}" ${material.name ?`(
1991
+ displayName = "${material.name}"
1992
+ )` : ''}
1993
+ {
1994
+ token outputs:mtlx:surface.connect = ${materialRoot}/${materialName}/Occlusion.outputs:out>
1995
+
1996
+ def Shader "Occlusion"
1997
+ {
1998
+ uniform token info:id = "${mode}"
1999
+ token outputs:out
2000
+ }
2001
+ }`;
2002
+ }
2003
+
2004
+ // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
2005
+
2006
+ const pad = ' ';
2007
+ const inputs: Array<string> = [];
2008
+ const samplers: Array<string> = [];
2009
+ const usedUVChannels: Set<number> = new Set();
2010
+
2011
+ function texName(tex: Texture) {
2012
+ // If we have a source, we only want to use the source's id, not the texture's id
2013
+ // to avoid exporting the same underlying data multiple times.
2014
+ return makeNameSafe(tex.name) + '_' + (tex.source?.id ?? tex.id);
2015
+ }
2016
+
2017
+ function buildTexture( texture: Texture, mapType: MapType, color: Color | undefined = undefined, opacity: number | undefined = undefined ) {
2018
+
2019
+ const name = texName(texture);
2020
+ // File names need to be unique; so when we're baking color and/or opacity into a texture we need to keep track of that.
2021
+ // TODO This currently results in textures potentially being exported multiple times that are actually identical!
2022
+ // const colorHex = color ? color.getHexString() : undefined;
2023
+ // const colorId = ( color && colorHex != 'ffffff' ? '_' + color.getHexString() : '' );
2024
+ const id = name + ( opacity !== undefined && opacity !== 1.0 ? '_' + opacity : '' );
2025
+
2026
+ // Seems neither QuickLook nor usdview support scale/bias on .a values, so we need to bake opacity multipliers into
2027
+ // the texture. This is not ideal.
2028
+ const opacityIsAppliedToTextureAndNotAsScale = quickLookCompatible && opacity !== undefined && opacity !== 1.0;
2029
+ const scaleToApply = opacityIsAppliedToTextureAndNotAsScale ? new Vector4(1, 1, 1, opacity) : undefined;
2030
+
2031
+ // Treat undefined opacity as 1
2032
+ if (opacity === undefined)
2033
+ opacity = 1.0;
2034
+
2035
+ // When we're baking opacity into the texture, we shouldn't apply it as scale as well – so we set it to 1.
2036
+ if (opacityIsAppliedToTextureAndNotAsScale)
2037
+ opacity = 1.0;
2038
+
2039
+ // sanitize scaleToApply.w === 0 - this isn't working right now, seems the PNG can't be read back properly.
2040
+ if (scaleToApply && scaleToApply.w <= 0.05) scaleToApply.w = 0.05;
2041
+
2042
+ textures[ id ] = { texture, scale: scaleToApply };
2043
+
2044
+ const uv = texture.channel > 0 ? 'st' + texture.channel : 'st';
2045
+ usedUVChannels.add(texture.channel);
2046
+
2047
+ const isRGBA = formatsWithAlphaChannel.includes( texture.format );
2048
+
2049
+ const WRAPPINGS = {
2050
+ 1000: 'repeat', // RepeatWrapping
2051
+ 1001: 'clamp', // ClampToEdgeWrapping
2052
+ 1002: 'mirror' // MirroredRepeatWrapping
2053
+ };
2054
+
2055
+ const repeat = texture.repeat.clone();
2056
+ const offset = texture.offset.clone();
2057
+ const rotation = texture.rotation;
2058
+
2059
+ // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot
2060
+ const xRotationOffset = Math.sin(rotation);
2061
+ const yRotationOffset = Math.cos(rotation);
2062
+
2063
+ // texture coordinates start in the opposite corner, need to correct
2064
+ offset.y = 1 - offset.y - repeat.y;
2065
+
2066
+ // turns out QuickLook is buggy and interprets texture repeat inverted.
2067
+ // Apple Feedback: FB10036297 and FB11442287
2068
+ if ( quickLookCompatible ) {
2069
+
2070
+ // This is NOT correct yet in QuickLook, but comes close for a range of models.
2071
+ // It becomes more incorrect the bigger the offset is
2072
+
2073
+ // sanitize repeat values to avoid NaNs
2074
+ if (repeat.x === 0) repeat.x = 0.0001;
2075
+ if (repeat.y === 0) repeat.y = 0.0001;
2076
+
2077
+ offset.x = offset.x / repeat.x;
2078
+ offset.y = offset.y / repeat.y;
2079
+
2080
+ offset.x += xRotationOffset / repeat.x;
2081
+ offset.y += yRotationOffset - 1;
2082
+ }
2083
+
2084
+ else {
2085
+
2086
+ // results match glTF results exactly. verified correct in usdview.
2087
+ offset.x += xRotationOffset * repeat.x;
2088
+ offset.y += (1 - yRotationOffset) * repeat.y;
2089
+
2090
+ }
2091
+
2092
+ const needsTextureTransform = ( repeat.x != 1 || repeat.y != 1 || offset.x != 0 || offset.y != 0 || rotation != 0 );
2093
+ const textureTransformInput = `${materialRoot}/${materialName}/${'uvReader_' + uv}.outputs:result>`; const textureTransformOutput = `${materialRoot}/${materialName}/Transform2d_${mapType}.outputs:result>`;
2094
+ const needsTextureScale = mapType !== 'normal' && (color && (color.r !== 1 || color.g !== 1 || color.b !== 1 || opacity !== 1)) || false;
2095
+
2096
+ const needsNormalScaleAndBias = mapType === 'normal';
2097
+ const normalScale = material instanceof MeshStandardMaterial ? (material.normalScale ? material.normalScale.x * 2 : 2) : 2;
2098
+ const normalScaleValueString = normalScale.toFixed( PRECISION );
2099
+ const normalBiasString = (-1 * (normalScale / 2)).toFixed( PRECISION );
2100
+ const normalBiasZString = (1 - normalScale).toFixed( PRECISION );
2101
+
2102
+ return `
2103
+ ${needsTextureTransform ? `def Shader "Transform2d_${mapType}" (
2104
+ sdrMetadata = {
2105
+ string role = "math"
2106
+ }
2107
+ )
2108
+ {
2109
+ uniform token info:id = "UsdTransform2d"
2110
+ float2 inputs:in.connect = ${textureTransformInput}
2111
+ float2 inputs:scale = ${buildVector2( repeat )}
2112
+ float2 inputs:translation = ${buildVector2( offset )}
2113
+ float inputs:rotation = ${(rotation / Math.PI * 180).toFixed( PRECISION )}
2114
+ float2 outputs:result
2115
+ }
2116
+ ` : '' }
2117
+ def Shader "${name}_${mapType}"
2118
+ {
2119
+ uniform token info:id = "UsdUVTexture"
2120
+ asset inputs:file = @textures/${id}.${isRGBA ? 'png' : 'jpg'}@
2121
+ token inputs:sourceColorSpace = "${ texture.colorSpace === 'srgb' ? 'sRGB' : 'raw' }"
2122
+ float2 inputs:st.connect = ${needsTextureTransform ? textureTransformOutput : textureTransformInput}
2123
+ ${needsTextureScale ? `
2124
+ float4 inputs:scale = (${color ? color.r + ', ' + color.g + ', ' + color.b : '1, 1, 1'}, ${opacity})
2125
+ ` : `` }
2126
+ ${needsNormalScaleAndBias ? `
2127
+ float4 inputs:scale = (${normalScaleValueString}, ${normalScaleValueString}, ${normalScaleValueString}, 1)
2128
+ float4 inputs:bias = (${normalBiasString}, ${normalBiasString}, ${normalBiasZString}, 0)
2129
+ ` : `` }
2130
+ token inputs:wrapS = "${ WRAPPINGS[ texture.wrapS ] }"
2131
+ token inputs:wrapT = "${ WRAPPINGS[ texture.wrapT ] }"
2132
+ float outputs:r
2133
+ float outputs:g
2134
+ float outputs:b
2135
+ float3 outputs:rgb
2136
+ ${material.transparent || material.alphaTest > 0.0 ? 'float outputs:a' : ''}
2137
+ }`;
2138
+ }
2139
+
2140
+ let effectiveOpacity = ( material.transparent || material.alphaTest ) ? material.opacity : 1;
2141
+ let haveConnectedOpacity = false;
2142
+ let haveConnectedOpacityThreshold = false;
2143
+
2144
+ if ( material instanceof MeshPhysicalMaterial && material.transmission !== undefined) {
2145
+
2146
+ // TODO does not help when a roughnessMap is used
2147
+ effectiveOpacity *= (1 - material.transmission * (1 - (material.roughness * 0.5)));
2148
+
2149
+ }
2150
+
2151
+ if ( material.map ) {
2152
+
2153
+ inputs.push( `${pad}color3f inputs:diffuseColor.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:rgb>` );
2154
+
2155
+ // Enforce alpha hashing in QuickLook for unlit materials
2156
+ if (material instanceof MeshBasicMaterial && material.transparent && material.alphaTest == 0.0 && quickLookCompatible) {
2157
+ inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>` );
2158
+ haveConnectedOpacity = true;
2159
+ // see below – QuickLook applies alpha hashing instead of pure blending when
2160
+ // both opacity and opacityThreshold are connected
2161
+ inputs.push( `${pad}float inputs:opacityThreshold = ${0.0000000001}` );
2162
+ haveConnectedOpacityThreshold = true;
2163
+ }
2164
+ else if ( material.transparent ) {
2165
+
2166
+ inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>` );
2167
+ haveConnectedOpacity = true;
2168
+
2169
+ } else if ( material.alphaTest > 0.0 ) {
2170
+
2171
+ inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>` );
2172
+ haveConnectedOpacity = true;
2173
+ inputs.push( `${pad}float inputs:opacityThreshold = ${material.alphaTest}` );
2174
+ haveConnectedOpacityThreshold = true;
2175
+
2176
+ }
2177
+
2178
+ samplers.push( buildTexture( material.map, 'diffuse', material.color, effectiveOpacity ) );
2179
+
2180
+ } else {
2181
+
2182
+ inputs.push( `${pad}color3f inputs:diffuseColor = ${buildColor( material.color )}` );
2183
+
2184
+ }
2185
+
2186
+ if ( material.alphaHash && quickLookCompatible) {
2187
+
2188
+ // Seems we can do this to basically enforce alpha hashing / dithered transparency in QuickLook –
2189
+ // works completely different in usdview though...
2190
+ if (haveConnectedOpacityThreshold) {
2191
+ console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping alphaHash opacity threshold.');
2192
+ }
2193
+ else {
2194
+ inputs.push( `${pad}float inputs:opacityThreshold = 0.0000000001` );
2195
+ haveConnectedOpacityThreshold = true;
2196
+ }
2197
+ }
2198
+
2199
+ if ( material.aoMap ) {
2200
+
2201
+ inputs.push( `${pad}float inputs:occlusion.connect = ${materialRoot}/${materialName}/${texName(material.aoMap)}_occlusion.outputs:r>` );
2202
+
2203
+ samplers.push( buildTexture( material.aoMap, 'occlusion' ) );
2204
+
2205
+ }
2206
+
2207
+ if ( material.alphaMap ) {
2208
+
2209
+ inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.alphaMap)}_opacity.outputs:r>` );
2210
+ // TODO this is likely not correct and will prevent blending from working correctly – masking will be used instead
2211
+ inputs.push( `${pad}float inputs:opacityThreshold = 0.0000000001` );
2212
+ haveConnectedOpacity = true;
2213
+ haveConnectedOpacityThreshold = true;
2214
+
2215
+ samplers.push( buildTexture( material.alphaMap, 'opacity', new Color( 1, 1, 1 ), effectiveOpacity ) );
2216
+
2217
+ } else { // opacity will always be connected if we have a map
2218
+
2219
+ if (haveConnectedOpacity) {
2220
+ console.warn('Opacity for ' + material.name + ' was already connected. Skipping default opacity.');
2221
+ } else {
2222
+ inputs.push( `${pad}float inputs:opacity = ${effectiveOpacity}` );
2223
+ haveConnectedOpacity = true;
2224
+ }
2225
+
2226
+ if ( material.alphaTest > 0.0 ) {
2227
+
2228
+ if (haveConnectedOpacityThreshold) {
2229
+ console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping default opacity threshold.');
2230
+ }
2231
+ else {
2232
+ inputs.push( `${pad}float inputs:opacityThreshold = ${material.alphaTest}` );
2233
+ haveConnectedOpacityThreshold = true;
2234
+ }
2235
+ }
2236
+
2237
+ }
2238
+
2239
+ if ( material instanceof MeshStandardMaterial ) {
2240
+
2241
+ if ( material.emissiveMap ) {
2242
+
2243
+ inputs.push( `${pad}color3f inputs:emissiveColor.connect = ${materialRoot}/${materialName}/${texName(material.emissiveMap)}_emissive.outputs:rgb>` );
2244
+ const color = material.emissive.clone();
2245
+ color.multiplyScalar( material.emissiveIntensity );
2246
+ samplers.push( buildTexture( material.emissiveMap, 'emissive', color ) );
2247
+
2248
+ } else if ( material.emissive?.getHex() > 0 ) {
2249
+
2250
+ const color = material.emissive.clone();
2251
+ color.multiplyScalar( material.emissiveIntensity );
2252
+ inputs.push( `${pad}color3f inputs:emissiveColor = ${buildColor( color )}` );
2253
+
2254
+ } else {
2255
+
2256
+ // We don't need to export (0,0,0) as emissive color
2257
+ // inputs.push( `${pad}color3f inputs:emissiveColor = (0, 0, 0)` );
2258
+
2259
+ }
2260
+
2261
+ if ( material.normalMap ) {
2262
+
2263
+ inputs.push( `${pad}normal3f inputs:normal.connect = ${materialRoot}/${materialName}/${texName(material.normalMap)}_normal.outputs:rgb>` );
2264
+
2265
+ samplers.push( buildTexture( material.normalMap, 'normal' ) );
2266
+
2267
+ }
2268
+
2269
+ if ( material.roughnessMap && material.roughness === 1 ) {
2270
+
2271
+ inputs.push( `${pad}float inputs:roughness.connect = ${materialRoot}/${materialName}/${texName(material.roughnessMap)}_roughness.outputs:g>` );
2272
+
2273
+ samplers.push( buildTexture( material.roughnessMap, 'roughness' ) );
2274
+
2275
+ } else {
2276
+
2277
+ inputs.push( `${pad}float inputs:roughness = ${material.roughness !== undefined ? material.roughness : 1 }` );
2278
+
2279
+ }
2280
+
2281
+ if ( material.metalnessMap && material.metalness === 1 ) {
2282
+
2283
+ inputs.push( `${pad}float inputs:metallic.connect = ${materialRoot}/${materialName}/${texName(material.metalnessMap)}_metallic.outputs:b>` );
2284
+
2285
+ samplers.push( buildTexture( material.metalnessMap, 'metallic' ) );
2286
+
2287
+ } else {
2288
+
2289
+ inputs.push( `${pad}float inputs:metallic = ${material.metalness !== undefined ? material.metalness : 0 }` );
2290
+
2291
+ }
2292
+
2293
+ }
2294
+
2295
+ if ( material instanceof MeshPhysicalMaterial ) {
2296
+
2297
+ inputs.push( `${pad}float inputs:clearcoat = ${material.clearcoat}` );
2298
+ inputs.push( `${pad}float inputs:clearcoatRoughness = ${material.clearcoatRoughness}` );
2299
+ inputs.push( `${pad}float inputs:ior = ${material.ior}` );
2300
+
2301
+ if ( !material.transparent && ! (material.alphaTest > 0.0) && material.transmissionMap) {
2302
+
2303
+ inputs.push( `${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.transmissionMap)}_transmission.outputs:r>` );
2304
+
2305
+ samplers.push( buildTexture( material.transmissionMap, 'transmission' ) );
2306
+ }
2307
+
2308
+ }
2309
+
2310
+ // check if usedUVChannels contains any data besides exactly 0 or 1
2311
+ if (usedUVChannels.size > 2) {
2312
+ console.warn('USDZExporter: Material ' + material.name + ' uses more than 2 UV channels. Currently, only UV0 and UV1 are supported.');
2313
+ }
2314
+ else if (usedUVChannels.size === 2) {
2315
+ // check if it's exactly 0 and 1
2316
+ if (!usedUVChannels.has(0) || !usedUVChannels.has(1)) {
2317
+ console.warn('USDZExporter: Material ' + material.name + ' uses UV channels other than 0 and 1. Currently, only UV0 and UV1 are supported.');
2318
+ }
2319
+ }
2320
+
2321
+ return `
2322
+
2323
+ def Material "${materialName}" ${material.name ?`(
2324
+ displayName = "${makeDisplayNameSafe(material.name)}"
2325
+ )` : ''}
2326
+ {
2327
+ token outputs:surface.connect = ${materialRoot}/${materialName}/PreviewSurface.outputs:surface>
2328
+
2329
+ def Shader "PreviewSurface"
2330
+ {
2331
+ uniform token info:id = "UsdPreviewSurface"
2332
+ ${inputs.join( '\n' )}
2333
+ int inputs:useSpecularWorkflow = ${material instanceof MeshBasicMaterial ? '1' : '0'}
2334
+ token outputs:surface
2335
+ }
2336
+ ${samplers.length > 0 ? `
2337
+ ${usedUVChannels.has(0) ? `
2338
+ def Shader "uvReader_st"
2339
+ {
2340
+ uniform token info:id = "UsdPrimvarReader_float2"
2341
+ token inputs:varname = "st"
2342
+ float2 inputs:fallback = (0.0, 0.0)
2343
+ float2 outputs:result
2344
+ }
2345
+ ` : ''}
2346
+ ${usedUVChannels.has(1) ? `
2347
+ def Shader "uvReader_st1"
2348
+ {
2349
+ uniform token info:id = "UsdPrimvarReader_float2"
2350
+ token inputs:varname = "st1"
2351
+ float2 inputs:fallback = (0.0, 0.0)
2352
+ float2 outputs:result
2353
+ }
2354
+ ` : ''}
2355
+ ${samplers.join( '\n' )}` : ''}
2356
+ }`;
2357
+ }
2358
+
2359
+ function buildColor( color ) {
2360
+
2361
+ return `(${color.r}, ${color.g}, ${color.b})`;
2362
+
2363
+ }
2364
+
2365
+ function buildVector2( vector ) {
2366
+
2367
+ return `(${ vector.x }, ${ vector.y })`;
2368
+
2369
+ }
2370
+
2371
+ const formatsWithAlphaChannel = [
2372
+ // uncompressed formats with alpha channel
2373
+ 1023, // RGBAFormat
2374
+ // compressed formats with alpha channel
2375
+ 33777, // RGBA_S3TC_DXT1_Format
2376
+ 33778, // RGBA_S3TC_DXT3_Format
2377
+ 33779, // RGBA_S3TC_DXT5_Format
2378
+ 35842, // RGBA_PVRTC_4BPPV1_Format
2379
+ 35843, // RGBA_PVRTC_2BPPV1_Format
2380
+ 37496, // RGBA_ETC2_EAC_Format
2381
+ 37808, // RGBA_ASTC_4x4_Format
2382
+ 37809, // RGBA_ASTC_5x4_Format
2383
+ 37810, // RGBA_ASTC_5x5_Format
2384
+ 37811, // RGBA_ASTC_6x5_Format
2385
+ 37812, // RGBA_ASTC_6x6_Format
2386
+ 37813, // RGBA_ASTC_8x5_Format
2387
+ 37814, // RGBA_ASTC_8x6_Format
2388
+ 37815, // RGBA_ASTC_8x8_Format
2389
+ 37816, // RGBA_ASTC_10x5_Format
2390
+ 37817, // RGBA_ASTC_10x6_Format
2391
+ 37818, // RGBA_ASTC_10x8_Format
2392
+ 37819, // RGBA_ASTC_10x10_Format
2393
+ 37820, // RGBA_ASTC_12x10_Format
2394
+ 37821, // RGBA_ASTC_12x12_Format
2395
+ 36492, // RGBA_BPTC_Format
2396
+ ];
2397
+
2398
+ export {
2399
+ buildMatrix,
2400
+ decompressGpuTexture,
2401
+ findStructuralNodesInBoneHierarchy,
2402
+ getBoneName,
2403
+ getMaterialName as getMaterialNameForUSD,
2404
+ getPathToSkeleton,
2405
+ imageToCanvas,
2406
+ imageToCanvasUnpremultiplied,
2407
+ makeNameSafe as makeNameSafeForUSD,
2408
+ USDDocument,
2409
+ fn as usdNumberFormatting,
2410
+ USDObject,
2411
+ USDWriter,
2412
+ USDZExporter,
2413
+ USDZExporterContext,
2414
2414
  };