@needle-tools/engine 4.4.0-beta.3 → 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 -3608
  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
@@ -1,7 +1,7 @@
1
- import { Object3D } from "three";
2
- import type { IUSDExporterExtension } from "../../Extension.js";
3
- import { USDObject, USDZExporterContext } from "../../ThreeUSDZExporter.js";
4
- export declare class PhysicsExtension implements IUSDExporterExtension {
5
- get extensionName(): string;
6
- onExportObject?(object: Object3D, model: USDObject, _context: USDZExporterContext): void;
7
- }
1
+ import { Object3D } from "three";
2
+ import type { IUSDExporterExtension } from "../../Extension.js";
3
+ import { USDObject, USDZExporterContext } from "../../ThreeUSDZExporter.js";
4
+ export declare class PhysicsExtension implements IUSDExporterExtension {
5
+ get extensionName(): string;
6
+ onExportObject?(object: Object3D, model: USDObject, _context: USDZExporterContext): void;
7
+ }
@@ -1,116 +1,116 @@
1
- import { BoxCollider, CapsuleCollider, Collider, MeshCollider, SphereCollider } from "../../../../Collider.js";
2
- import { GameObject } from "../../../../Component.js";
3
- import { Rigidbody } from "../../../../RigidBody.js";
4
- export class PhysicsExtension {
5
- get extensionName() { return "Physics"; }
6
- onExportObject(object, model, _context) {
7
- const rigidBodySources = GameObject.getComponents(object, Rigidbody).filter(c => c.enabled);
8
- // no triggers supported for now; large trigger areas seem to break VisionOS since they're still interactable and block OS UI
9
- const colliderSources = GameObject.getComponents(object, Collider).filter(c => c.enabled && !c.isTrigger);
10
- let rigidBody = rigidBodySources.length > 0 ? rigidBodySources[0] : null;
11
- const colliderSource = colliderSources.length > 0 ? colliderSources[0] : null;
12
- // we still need a RigidBody component for the object to participate in physics;
13
- // with only a Collider component it can only serve as trigger
14
- // see https://developer.apple.com/documentation/realitykit/collisioncomponent#overview
15
- let temporaryRigidbody = undefined;
16
- if (colliderSource && !rigidBody) {
17
- rigidBody = new Rigidbody();
18
- rigidBody.isKinematic = true;
19
- temporaryRigidbody = rigidBody;
20
- }
21
- if (rigidBody) {
22
- model.addEventListener('serialize', (writer, _context) => {
23
- if (!rigidBody)
24
- return;
25
- writer.appendLine();
26
- writer.beginBlock(`def RealityKitComponent "RigidBody"`, "{", true);
27
- // Gravity is enabled by default
28
- if (!rigidBody.useGravity) {
29
- writer.appendLine(`bool gravityEnabled = 0`);
30
- }
31
- writer.appendLine(`uniform token info:id = "RealityKit.RigidBody"`);
32
- if (rigidBody.isKinematic) {
33
- writer.appendLine(`token motionType = "Kinematic"`);
34
- }
35
- writer.beginBlock(`def RealityKitStruct "massFrame"`, "{", true);
36
- writer.appendLine(`float m_mass = ${rigidBody.mass}`);
37
- writer.beginBlock(`def RealityKitStruct "m_pose"`, "{", true);
38
- /* TODO: Apple has a concept of center of mass orientation, not sure what that means here or what an equivalent mapping would be */
39
- writer.appendLine(`float3 position = (${rigidBody.centerOfMass.x}, ${rigidBody.centerOfMass.y}, ${rigidBody.centerOfMass.z})`);
40
- writer.closeBlock("}");
41
- writer.closeBlock("}");
42
- if (colliderSources.length > 0) {
43
- const colliderSource = colliderSources[0];
44
- writer.beginBlock(`def RealityKitStruct "material"`, "{", true);
45
- const mat = colliderSource.sharedMaterial;
46
- if (mat && mat.dynamicFriction !== undefined)
47
- writer.appendLine(`double dynamicFriction = ${colliderSource.sharedMaterial?.dynamicFriction}`);
48
- if (mat && mat.bounciness !== undefined)
49
- writer.appendLine(`double restitution = ${colliderSource.sharedMaterial?.bounciness}`);
50
- // eslint-disable-next-line deprecation/deprecation
51
- if (mat && mat.staticFriction !== undefined)
52
- // eslint-disable-next-line deprecation/deprecation
53
- writer.appendLine(`double staticFriction = ${colliderSource.sharedMaterial?.staticFriction}`);
54
- writer.closeBlock("}");
55
- }
56
- writer.closeBlock("}");
57
- });
58
- }
59
- if (colliderSource) {
60
- // TODO: Apple only allows one collider, Unity allows many, are many typically used on each object though? What can we do here? combine them? take the first?
61
- model.addEventListener('serialize', (writer, _context) => {
62
- writer.beginBlock(`def RealityKitComponent "Collider"`, "{", true);
63
- // TODO: a group is needed for collisions, not sure what this controls though
64
- writer.appendLine(`uint group = 1`);
65
- writer.appendLine(`uniform token info:id = "RealityKit.Collider"`);
66
- // TODO: a mask is needed for collisions, this is the max value for int, possibly collision flags but i'm not sure what each bit means, or if we have that exported info from unity
67
- // This is coming from RealityComposerPro
68
- writer.appendLine(`uint mask = 4294967295`);
69
- const isTrigger = colliderSource.isTrigger; // not currently used, see comment above
70
- const typeName = isTrigger ? "Trigger" : "Default";
71
- writer.appendLine(`token type = "${typeName}"`);
72
- writer.beginBlock(`def RealityKitStruct "Shape"`, "{", true);
73
- if (colliderSource instanceof SphereCollider) {
74
- const sphereCollider = colliderSource;
75
- writer.appendLine(`token shapeType = "Sphere"`);
76
- writer.appendLine(`float radius = ${sphereCollider.radius}`);
77
- }
78
- else if (colliderSource instanceof BoxCollider) {
79
- const boxCollider = colliderSource;
80
- writer.appendLine(`token shapeType = "Box"`);
81
- writer.appendLine(`float3 extent = (${boxCollider.size.x}, ${boxCollider.size.y}, ${boxCollider.size.z})`);
82
- }
83
- else if (colliderSource instanceof CapsuleCollider) {
84
- const capsuleCollider = colliderSource;
85
- writer.appendLine(`token shapeType = "Capsule"`);
86
- writer.appendLine(`float radius = ${capsuleCollider.radius}`);
87
- writer.appendLine(`float height = ${capsuleCollider.height}`);
88
- }
89
- else if (colliderSource instanceof MeshCollider && colliderSource.sharedMesh?.geometry) {
90
- // get the bounds of the mesh
91
- const geo = colliderSource.sharedMesh.geometry;
92
- if (!geo.boundingBox)
93
- geo.computeBoundingBox();
94
- const box = colliderSource.sharedMesh.geometry.boundingBox;
95
- if (box) {
96
- writer.appendLine(`token shapeType = "Box"`);
97
- writer.appendLine(`float3 extent = (${box.max.x - box.min.x}, ${box.max.y - box.min.y}, ${box.max.z - box.min.z})`);
98
- console.log("[USDZ] Only Box, Sphere, and Capsule colliders are supported in visionOS/iOS. MeshCollider will be exported as Box", colliderSource);
99
- }
100
- }
101
- else {
102
- console.warn("[USDZ] Only Box, Sphere, and Capsule colliders are supported in visionOS/iOS. Ignoring collider:", colliderSource);
103
- }
104
- writer.beginBlock(`def RealityKitStruct "pose"`, "{", true);
105
- // TODO: this is used for rotating the collider, I think this isn't necessary since all the changes happen in the parent transform from needle. Not positive about this though.
106
- writer.closeBlock("}");
107
- writer.closeBlock("}");
108
- writer.closeBlock("}");
109
- });
110
- if (colliderSources.length > 1) {
111
- console.log("WARNING: Multiple colliders detected. visionOS / iOS can only support objects with a single collider, only exporting the first collider: ", colliderSource);
112
- }
113
- }
114
- }
115
- }
1
+ import { BoxCollider, CapsuleCollider, Collider, MeshCollider, SphereCollider } from "../../../../Collider.js";
2
+ import { GameObject } from "../../../../Component.js";
3
+ import { Rigidbody } from "../../../../RigidBody.js";
4
+ export class PhysicsExtension {
5
+ get extensionName() { return "Physics"; }
6
+ onExportObject(object, model, _context) {
7
+ const rigidBodySources = GameObject.getComponents(object, Rigidbody).filter(c => c.enabled);
8
+ // no triggers supported for now; large trigger areas seem to break VisionOS since they're still interactable and block OS UI
9
+ const colliderSources = GameObject.getComponents(object, Collider).filter(c => c.enabled && !c.isTrigger);
10
+ let rigidBody = rigidBodySources.length > 0 ? rigidBodySources[0] : null;
11
+ const colliderSource = colliderSources.length > 0 ? colliderSources[0] : null;
12
+ // we still need a RigidBody component for the object to participate in physics;
13
+ // with only a Collider component it can only serve as trigger
14
+ // see https://developer.apple.com/documentation/realitykit/collisioncomponent#overview
15
+ let temporaryRigidbody = undefined;
16
+ if (colliderSource && !rigidBody) {
17
+ rigidBody = new Rigidbody();
18
+ rigidBody.isKinematic = true;
19
+ temporaryRigidbody = rigidBody;
20
+ }
21
+ if (rigidBody) {
22
+ model.addEventListener('serialize', (writer, _context) => {
23
+ if (!rigidBody)
24
+ return;
25
+ writer.appendLine();
26
+ writer.beginBlock(`def RealityKitComponent "RigidBody"`, "{", true);
27
+ // Gravity is enabled by default
28
+ if (!rigidBody.useGravity) {
29
+ writer.appendLine(`bool gravityEnabled = 0`);
30
+ }
31
+ writer.appendLine(`uniform token info:id = "RealityKit.RigidBody"`);
32
+ if (rigidBody.isKinematic) {
33
+ writer.appendLine(`token motionType = "Kinematic"`);
34
+ }
35
+ writer.beginBlock(`def RealityKitStruct "massFrame"`, "{", true);
36
+ writer.appendLine(`float m_mass = ${rigidBody.mass}`);
37
+ writer.beginBlock(`def RealityKitStruct "m_pose"`, "{", true);
38
+ /* TODO: Apple has a concept of center of mass orientation, not sure what that means here or what an equivalent mapping would be */
39
+ writer.appendLine(`float3 position = (${rigidBody.centerOfMass.x}, ${rigidBody.centerOfMass.y}, ${rigidBody.centerOfMass.z})`);
40
+ writer.closeBlock("}");
41
+ writer.closeBlock("}");
42
+ if (colliderSources.length > 0) {
43
+ const colliderSource = colliderSources[0];
44
+ writer.beginBlock(`def RealityKitStruct "material"`, "{", true);
45
+ const mat = colliderSource.sharedMaterial;
46
+ if (mat && mat.dynamicFriction !== undefined)
47
+ writer.appendLine(`double dynamicFriction = ${colliderSource.sharedMaterial?.dynamicFriction}`);
48
+ if (mat && mat.bounciness !== undefined)
49
+ writer.appendLine(`double restitution = ${colliderSource.sharedMaterial?.bounciness}`);
50
+ // eslint-disable-next-line deprecation/deprecation
51
+ if (mat && mat.staticFriction !== undefined)
52
+ // eslint-disable-next-line deprecation/deprecation
53
+ writer.appendLine(`double staticFriction = ${colliderSource.sharedMaterial?.staticFriction}`);
54
+ writer.closeBlock("}");
55
+ }
56
+ writer.closeBlock("}");
57
+ });
58
+ }
59
+ if (colliderSource) {
60
+ // TODO: Apple only allows one collider, Unity allows many, are many typically used on each object though? What can we do here? combine them? take the first?
61
+ model.addEventListener('serialize', (writer, _context) => {
62
+ writer.beginBlock(`def RealityKitComponent "Collider"`, "{", true);
63
+ // TODO: a group is needed for collisions, not sure what this controls though
64
+ writer.appendLine(`uint group = 1`);
65
+ writer.appendLine(`uniform token info:id = "RealityKit.Collider"`);
66
+ // TODO: a mask is needed for collisions, this is the max value for int, possibly collision flags but i'm not sure what each bit means, or if we have that exported info from unity
67
+ // This is coming from RealityComposerPro
68
+ writer.appendLine(`uint mask = 4294967295`);
69
+ const isTrigger = colliderSource.isTrigger; // not currently used, see comment above
70
+ const typeName = isTrigger ? "Trigger" : "Default";
71
+ writer.appendLine(`token type = "${typeName}"`);
72
+ writer.beginBlock(`def RealityKitStruct "Shape"`, "{", true);
73
+ if (colliderSource instanceof SphereCollider) {
74
+ const sphereCollider = colliderSource;
75
+ writer.appendLine(`token shapeType = "Sphere"`);
76
+ writer.appendLine(`float radius = ${sphereCollider.radius}`);
77
+ }
78
+ else if (colliderSource instanceof BoxCollider) {
79
+ const boxCollider = colliderSource;
80
+ writer.appendLine(`token shapeType = "Box"`);
81
+ writer.appendLine(`float3 extent = (${boxCollider.size.x}, ${boxCollider.size.y}, ${boxCollider.size.z})`);
82
+ }
83
+ else if (colliderSource instanceof CapsuleCollider) {
84
+ const capsuleCollider = colliderSource;
85
+ writer.appendLine(`token shapeType = "Capsule"`);
86
+ writer.appendLine(`float radius = ${capsuleCollider.radius}`);
87
+ writer.appendLine(`float height = ${capsuleCollider.height}`);
88
+ }
89
+ else if (colliderSource instanceof MeshCollider && colliderSource.sharedMesh?.geometry) {
90
+ // get the bounds of the mesh
91
+ const geo = colliderSource.sharedMesh.geometry;
92
+ if (!geo.boundingBox)
93
+ geo.computeBoundingBox();
94
+ const box = colliderSource.sharedMesh.geometry.boundingBox;
95
+ if (box) {
96
+ writer.appendLine(`token shapeType = "Box"`);
97
+ writer.appendLine(`float3 extent = (${box.max.x - box.min.x}, ${box.max.y - box.min.y}, ${box.max.z - box.min.z})`);
98
+ console.log("[USDZ] Only Box, Sphere, and Capsule colliders are supported in visionOS/iOS. MeshCollider will be exported as Box", colliderSource);
99
+ }
100
+ }
101
+ else {
102
+ console.warn("[USDZ] Only Box, Sphere, and Capsule colliders are supported in visionOS/iOS. Ignoring collider:", colliderSource);
103
+ }
104
+ writer.beginBlock(`def RealityKitStruct "pose"`, "{", true);
105
+ // TODO: this is used for rotating the collider, I think this isn't necessary since all the changes happen in the parent transform from needle. Not positive about this though.
106
+ writer.closeBlock("}");
107
+ writer.closeBlock("}");
108
+ writer.closeBlock("}");
109
+ });
110
+ if (colliderSources.length > 1) {
111
+ console.log("WARNING: Multiple colliders detected. visionOS / iOS can only support objects with a single collider, only exporting the first collider: ", colliderSource);
112
+ }
113
+ }
114
+ }
115
+ }
116
116
  //# sourceMappingURL=PhysicsExtension.js.map
@@ -1,3 +1,3 @@
1
- export { type UsdzBehaviour } from "./extensions/behavior/Behaviour.js";
2
- export { decompressGpuTexture, imageToCanvas, makeNameSafeForUSD, USDZExporter as NeedleUSDZExporter, USDDocument, USDObject, USDWriter, type USDZExporterContext } from "./ThreeUSDZExporter.js";
3
- export { USDZExporter } from "./USDZExporter.js";
1
+ export { type UsdzBehaviour } from "./extensions/behavior/Behaviour.js";
2
+ export { decompressGpuTexture, imageToCanvas, makeNameSafeForUSD, USDZExporter as NeedleUSDZExporter, USDDocument, USDObject, USDWriter, type USDZExporterContext } from "./ThreeUSDZExporter.js";
3
+ export { USDZExporter } from "./USDZExporter.js";
@@ -1,3 +1,3 @@
1
- export { decompressGpuTexture, imageToCanvas, makeNameSafeForUSD, USDZExporter as NeedleUSDZExporter, USDDocument, USDObject, USDWriter } from "./ThreeUSDZExporter.js";
2
- export { USDZExporter } from "./USDZExporter.js";
1
+ export { decompressGpuTexture, imageToCanvas, makeNameSafeForUSD, USDZExporter as NeedleUSDZExporter, USDDocument, USDObject, USDWriter } from "./ThreeUSDZExporter.js";
2
+ export { USDZExporter } from "./USDZExporter.js";
3
3
  //# sourceMappingURL=index.js.map
@@ -1,7 +1,7 @@
1
- import { Object3D } from "three";
2
- import type { AnimationExtension } from "../extensions/Animation.js";
3
- import type { AudioExtension } from "../extensions/behavior/AudioExtension.js";
4
- import { BehaviorModel } from "../extensions/behavior/BehavioursBuilder.js";
5
- export declare function registerAnimatorsImplictly(root: Object3D, ext: AnimationExtension): Array<Object3D>;
6
- export declare function registerAudioSourcesImplictly(root: Object3D, _ext: AudioExtension): Array<Object3D>;
7
- export declare function disableObjectsAtStart(objects: Array<Object3D>): BehaviorModel;
1
+ import { Object3D } from "three";
2
+ import type { AnimationExtension } from "../extensions/Animation.js";
3
+ import type { AudioExtension } from "../extensions/behavior/AudioExtension.js";
4
+ import { BehaviorModel } from "../extensions/behavior/BehavioursBuilder.js";
5
+ export declare function registerAnimatorsImplictly(root: Object3D, ext: AnimationExtension): Array<Object3D>;
6
+ export declare function registerAudioSourcesImplictly(root: Object3D, _ext: AudioExtension): Array<Object3D>;
7
+ export declare function disableObjectsAtStart(objects: Array<Object3D>): BehaviorModel;
@@ -1,164 +1,164 @@
1
- import { Object3D } from "three";
2
- import { getParam } from "../../../../engine/engine_utils.js";
3
- import { Animation } from "../../../Animation.js";
4
- import { Animator } from "../../../Animator.js";
5
- import { AudioSource } from "../../../AudioSource.js";
6
- import { GameObject } from "../../../Component.js";
7
- import { PlayAnimationOnClick, PlayAudioOnClick } from "../extensions/behavior/BehaviourComponents.js";
8
- import { ActionBuilder, BehaviorModel, TriggerBuilder } from "../extensions/behavior/BehavioursBuilder.js";
9
- const debug = getParam("debugusdz");
10
- export function registerAnimatorsImplictly(root, ext) {
11
- // TODO: currently we're simply appending all animations to each other.
12
- // We are not currently emitting PlayAnimation actions that would make sure
13
- // that only a specific clip or a set of clips is playing.
14
- // Better would be to scratch the functionality here entirely, and instead
15
- // inject PlayAnimationOnStart actions. This way, animations can loop independently, and
16
- // Animator state chaining would be respected out-of-the-box.
17
- // For non-QuickLook USDZ export it's still useful to have implicit registration per root.
18
- // collect animators and their clips
19
- const animationClips = [];
20
- const animators = GameObject.getComponentsInChildren(root, Animator);
21
- const animationComponents = GameObject.getComponentsInChildren(root, Animation);
22
- const animatorsWithPlayAtStart = new Array();
23
- const constructedObjects = new Array();
24
- if (ext.injectImplicitBehaviours) {
25
- // We're registering animators with implicit PlayAnimationOnClick (with hacked "start" trigger) here.
26
- for (const animator of animators) {
27
- if (!animator || !animator.runtimeAnimatorController || !animator.enabled)
28
- continue;
29
- const activeState = animator.runtimeAnimatorController.activeState;
30
- // skip missing data, empty states or motions
31
- if (!activeState)
32
- continue;
33
- if (!activeState.motion || !activeState.motion.clip)
34
- continue;
35
- if (activeState.motion.clip.tracks?.length < 1)
36
- continue;
37
- // We could skip if the current state has already ended playing
38
- // but there's an edge case where we'd do this exactly in a transition,
39
- // and also it's a bit weird when someone has watched the animation in the browser already
40
- // and then it doesn't play in AR, so this is disabled for now.
41
- // if (animator.getCurrentStateInfo()?.normalizedTime == 1) continue;
42
- if (animatorsWithPlayAtStart.includes(animator))
43
- continue;
44
- // Create a PlayAnimationOnClick component that will play the animation on start
45
- // This is a bit hacky right now (we're using the internal "start" trigger)
46
- const newComponent = new PlayAnimationOnClick();
47
- newComponent.animator = animator;
48
- newComponent.stateName = activeState.name;
49
- newComponent.trigger = "start";
50
- newComponent.name = "PlayAnimationOnClick_implicitAtStart_" + newComponent.stateName;
51
- const go = new Object3D();
52
- GameObject.addComponent(go, newComponent);
53
- constructedObjects.push(go);
54
- animatorsWithPlayAtStart.push(animator);
55
- // the behaviour can be anywhere in the hierarchy
56
- root.add(go);
57
- }
58
- // TODO add Animation handling, otherwise multi-animation files
59
- // directly loaded from GLB may glitch due to the added rest poses
60
- }
61
- else {
62
- for (const animator of animators) {
63
- if (!animator || !animator.runtimeAnimatorController || !animator.enabled)
64
- continue;
65
- if (debug)
66
- console.log(animator);
67
- const clips = [];
68
- for (const action of animator.runtimeAnimatorController.enumerateActions()) {
69
- if (debug)
70
- console.log(action);
71
- const clip = action.getClip();
72
- if (!clips.includes(clip))
73
- clips.push(clip);
74
- }
75
- animationClips.push({ root: animator.gameObject, clips: clips });
76
- }
77
- }
78
- // TODO once PlayAnimationOnClick can use animation components as well,
79
- // we can treat them the same as we treat Animators above.
80
- if (ext.injectImplicitBehaviours) {
81
- for (const animationComponent of animationComponents) {
82
- if (!animationComponent || !animationComponent.clip || !animationComponent.enabled)
83
- continue;
84
- if (!animationComponent.playAutomatically)
85
- continue;
86
- if (animatorsWithPlayAtStart.includes(animationComponent))
87
- continue;
88
- // Create a PlayAnimationOnClick component that will play the animation on start
89
- // This is a bit hacky right now (we're using the internal "start" trigger)
90
- const newComponent = new PlayAnimationOnClick();
91
- newComponent.animation = animationComponent;
92
- newComponent.stateName = animationComponent.clip.name;
93
- newComponent.trigger = "start";
94
- newComponent.name = "PlayAnimationOnClick_implicitAtStart_" + newComponent.stateName;
95
- const go = new Object3D();
96
- GameObject.addComponent(go, newComponent);
97
- constructedObjects.push(go);
98
- animatorsWithPlayAtStart.push(animationComponent);
99
- // the behaviour can be anywhere in the hierarchy
100
- root.add(go);
101
- }
102
- }
103
- else {
104
- for (const animationComponent of animationComponents) {
105
- if (debug)
106
- console.log(animationComponent);
107
- const clips = [];
108
- for (const clip of animationComponent.animations) {
109
- if (!clips.includes(clip))
110
- clips.push(clip);
111
- }
112
- animationClips.push({ root: animationComponent.gameObject, clips: clips });
113
- }
114
- }
115
- if (debug && animationClips?.length > 0)
116
- console.log("USDZ Animation Clips without behaviours", animationClips);
117
- for (const pair of animationClips) {
118
- for (const clip of pair.clips)
119
- ext.registerAnimation(pair.root, clip);
120
- }
121
- return constructedObjects;
122
- }
123
- export function registerAudioSourcesImplictly(root, _ext) {
124
- const audioSources = GameObject.getComponentsInChildren(root, AudioSource);
125
- const playAudioOnClicks = GameObject.getComponentsInChildren(root, PlayAudioOnClick);
126
- const audioWithPlayAtStart = new Array();
127
- const constructedObjects = new Array();
128
- if (debug) {
129
- console.log({ audioSources, playAudioOnClicks });
130
- }
131
- // Remove all audio sources that are already referenced from existing PlayAudioOnClick components
132
- for (const player of playAudioOnClicks) {
133
- if (!player.target)
134
- continue;
135
- const index = audioSources.indexOf(player.target);
136
- if (index > -1)
137
- audioSources.splice(index, 1);
138
- }
139
- // for the remaning ones, we want to build a PlayAudioOnClick component
140
- for (const audioSource of audioSources) {
141
- if (!audioSource || !audioSource.clip)
142
- continue;
143
- if (audioSource.volume <= 0)
144
- continue;
145
- if (audioWithPlayAtStart.includes(audioSource))
146
- continue;
147
- const newComponent = new PlayAudioOnClick();
148
- newComponent.target = audioSource;
149
- newComponent.name = "PlayAudioOnClick_implicitAtStart_";
150
- newComponent.trigger = "start";
151
- const go = new Object3D();
152
- GameObject.addComponent(go, newComponent);
153
- console.log("implicit PlayAudioOnStart", go, newComponent);
154
- constructedObjects.push(go);
155
- audioWithPlayAtStart.push(audioSource);
156
- root.add(go);
157
- }
158
- return constructedObjects;
159
- }
160
- export function disableObjectsAtStart(objects) {
161
- const newComponent = new BehaviorModel("DisableAtStart", TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(objects, 0, false));
162
- return newComponent;
163
- }
1
+ import { Object3D } from "three";
2
+ import { getParam } from "../../../../engine/engine_utils.js";
3
+ import { Animation } from "../../../Animation.js";
4
+ import { Animator } from "../../../Animator.js";
5
+ import { AudioSource } from "../../../AudioSource.js";
6
+ import { GameObject } from "../../../Component.js";
7
+ import { PlayAnimationOnClick, PlayAudioOnClick } from "../extensions/behavior/BehaviourComponents.js";
8
+ import { ActionBuilder, BehaviorModel, TriggerBuilder } from "../extensions/behavior/BehavioursBuilder.js";
9
+ const debug = getParam("debugusdz");
10
+ export function registerAnimatorsImplictly(root, ext) {
11
+ // TODO: currently we're simply appending all animations to each other.
12
+ // We are not currently emitting PlayAnimation actions that would make sure
13
+ // that only a specific clip or a set of clips is playing.
14
+ // Better would be to scratch the functionality here entirely, and instead
15
+ // inject PlayAnimationOnStart actions. This way, animations can loop independently, and
16
+ // Animator state chaining would be respected out-of-the-box.
17
+ // For non-QuickLook USDZ export it's still useful to have implicit registration per root.
18
+ // collect animators and their clips
19
+ const animationClips = [];
20
+ const animators = GameObject.getComponentsInChildren(root, Animator);
21
+ const animationComponents = GameObject.getComponentsInChildren(root, Animation);
22
+ const animatorsWithPlayAtStart = new Array();
23
+ const constructedObjects = new Array();
24
+ if (ext.injectImplicitBehaviours) {
25
+ // We're registering animators with implicit PlayAnimationOnClick (with hacked "start" trigger) here.
26
+ for (const animator of animators) {
27
+ if (!animator || !animator.runtimeAnimatorController || !animator.enabled)
28
+ continue;
29
+ const activeState = animator.runtimeAnimatorController.activeState;
30
+ // skip missing data, empty states or motions
31
+ if (!activeState)
32
+ continue;
33
+ if (!activeState.motion || !activeState.motion.clip)
34
+ continue;
35
+ if (activeState.motion.clip.tracks?.length < 1)
36
+ continue;
37
+ // We could skip if the current state has already ended playing
38
+ // but there's an edge case where we'd do this exactly in a transition,
39
+ // and also it's a bit weird when someone has watched the animation in the browser already
40
+ // and then it doesn't play in AR, so this is disabled for now.
41
+ // if (animator.getCurrentStateInfo()?.normalizedTime == 1) continue;
42
+ if (animatorsWithPlayAtStart.includes(animator))
43
+ continue;
44
+ // Create a PlayAnimationOnClick component that will play the animation on start
45
+ // This is a bit hacky right now (we're using the internal "start" trigger)
46
+ const newComponent = new PlayAnimationOnClick();
47
+ newComponent.animator = animator;
48
+ newComponent.stateName = activeState.name;
49
+ newComponent.trigger = "start";
50
+ newComponent.name = "PlayAnimationOnClick_implicitAtStart_" + newComponent.stateName;
51
+ const go = new Object3D();
52
+ GameObject.addComponent(go, newComponent);
53
+ constructedObjects.push(go);
54
+ animatorsWithPlayAtStart.push(animator);
55
+ // the behaviour can be anywhere in the hierarchy
56
+ root.add(go);
57
+ }
58
+ // TODO add Animation handling, otherwise multi-animation files
59
+ // directly loaded from GLB may glitch due to the added rest poses
60
+ }
61
+ else {
62
+ for (const animator of animators) {
63
+ if (!animator || !animator.runtimeAnimatorController || !animator.enabled)
64
+ continue;
65
+ if (debug)
66
+ console.log(animator);
67
+ const clips = [];
68
+ for (const action of animator.runtimeAnimatorController.enumerateActions()) {
69
+ if (debug)
70
+ console.log(action);
71
+ const clip = action.getClip();
72
+ if (!clips.includes(clip))
73
+ clips.push(clip);
74
+ }
75
+ animationClips.push({ root: animator.gameObject, clips: clips });
76
+ }
77
+ }
78
+ // TODO once PlayAnimationOnClick can use animation components as well,
79
+ // we can treat them the same as we treat Animators above.
80
+ if (ext.injectImplicitBehaviours) {
81
+ for (const animationComponent of animationComponents) {
82
+ if (!animationComponent || !animationComponent.clip || !animationComponent.enabled)
83
+ continue;
84
+ if (!animationComponent.playAutomatically)
85
+ continue;
86
+ if (animatorsWithPlayAtStart.includes(animationComponent))
87
+ continue;
88
+ // Create a PlayAnimationOnClick component that will play the animation on start
89
+ // This is a bit hacky right now (we're using the internal "start" trigger)
90
+ const newComponent = new PlayAnimationOnClick();
91
+ newComponent.animation = animationComponent;
92
+ newComponent.stateName = animationComponent.clip.name;
93
+ newComponent.trigger = "start";
94
+ newComponent.name = "PlayAnimationOnClick_implicitAtStart_" + newComponent.stateName;
95
+ const go = new Object3D();
96
+ GameObject.addComponent(go, newComponent);
97
+ constructedObjects.push(go);
98
+ animatorsWithPlayAtStart.push(animationComponent);
99
+ // the behaviour can be anywhere in the hierarchy
100
+ root.add(go);
101
+ }
102
+ }
103
+ else {
104
+ for (const animationComponent of animationComponents) {
105
+ if (debug)
106
+ console.log(animationComponent);
107
+ const clips = [];
108
+ for (const clip of animationComponent.animations) {
109
+ if (!clips.includes(clip))
110
+ clips.push(clip);
111
+ }
112
+ animationClips.push({ root: animationComponent.gameObject, clips: clips });
113
+ }
114
+ }
115
+ if (debug && animationClips?.length > 0)
116
+ console.log("USDZ Animation Clips without behaviours", animationClips);
117
+ for (const pair of animationClips) {
118
+ for (const clip of pair.clips)
119
+ ext.registerAnimation(pair.root, clip);
120
+ }
121
+ return constructedObjects;
122
+ }
123
+ export function registerAudioSourcesImplictly(root, _ext) {
124
+ const audioSources = GameObject.getComponentsInChildren(root, AudioSource);
125
+ const playAudioOnClicks = GameObject.getComponentsInChildren(root, PlayAudioOnClick);
126
+ const audioWithPlayAtStart = new Array();
127
+ const constructedObjects = new Array();
128
+ if (debug) {
129
+ console.log({ audioSources, playAudioOnClicks });
130
+ }
131
+ // Remove all audio sources that are already referenced from existing PlayAudioOnClick components
132
+ for (const player of playAudioOnClicks) {
133
+ if (!player.target)
134
+ continue;
135
+ const index = audioSources.indexOf(player.target);
136
+ if (index > -1)
137
+ audioSources.splice(index, 1);
138
+ }
139
+ // for the remaning ones, we want to build a PlayAudioOnClick component
140
+ for (const audioSource of audioSources) {
141
+ if (!audioSource || !audioSource.clip)
142
+ continue;
143
+ if (audioSource.volume <= 0)
144
+ continue;
145
+ if (audioWithPlayAtStart.includes(audioSource))
146
+ continue;
147
+ const newComponent = new PlayAudioOnClick();
148
+ newComponent.target = audioSource;
149
+ newComponent.name = "PlayAudioOnClick_implicitAtStart_";
150
+ newComponent.trigger = "start";
151
+ const go = new Object3D();
152
+ GameObject.addComponent(go, newComponent);
153
+ console.log("implicit PlayAudioOnStart", go, newComponent);
154
+ constructedObjects.push(go);
155
+ audioWithPlayAtStart.push(audioSource);
156
+ root.add(go);
157
+ }
158
+ return constructedObjects;
159
+ }
160
+ export function disableObjectsAtStart(objects) {
161
+ const newComponent = new BehaviorModel("DisableAtStart", TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(objects, 0, false));
162
+ return newComponent;
163
+ }
164
164
  //# sourceMappingURL=animationutils.js.map
@@ -1,2 +1,2 @@
1
- import { Context } from "../../../../engine/engine_setup.js";
2
- export declare function ensureQuicklookLinkIsCreated(context: Context, supportsQuickLook: boolean): HTMLAnchorElement;
1
+ import { Context } from "../../../../engine/engine_setup.js";
2
+ export declare function ensureQuicklookLinkIsCreated(context: Context, supportsQuickLook: boolean): HTMLAnchorElement;