@needle-tools/engine 4.4.0-beta.7 → 4.4.0-beta.9

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 (1043) hide show
  1. package/CHANGELOG.md +3618 -3616
  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 +5029 -4950
  6. package/dist/needle-engine.bundle.light.js +5030 -4951
  7. package/dist/needle-engine.bundle.light.min.js +146 -116
  8. package/dist/needle-engine.bundle.light.umd.cjs +148 -118
  9. package/dist/needle-engine.bundle.min.js +146 -116
  10. package/dist/needle-engine.bundle.umd.cjs +148 -118
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.light.d.ts +129 -130
  13. package/lib/asap/needle-asap.d.ts +1 -1
  14. package/lib/asap/needle-asap.js +95 -95
  15. package/lib/asap/sessiongranted.d.ts +3 -3
  16. package/lib/asap/sessiongranted.js +65 -65
  17. package/lib/asap/utils.d.ts +1 -1
  18. package/lib/asap/utils.js +3 -3
  19. package/lib/engine/analytics/index.d.ts +6 -6
  20. package/lib/engine/analytics/index.js +12 -12
  21. package/lib/engine/analytics/lcp.d.ts +3 -3
  22. package/lib/engine/analytics/lcp.js +34 -34
  23. package/lib/engine/api.d.ts +81 -81
  24. package/lib/engine/api.js +80 -80
  25. package/lib/engine/assets/index.d.ts +11 -11
  26. package/lib/engine/assets/index.js +47 -47
  27. package/lib/engine/assets/static.d.ts +1 -1
  28. package/lib/engine/assets/static.js +4 -4
  29. package/lib/engine/codegen/register_types.d.ts +1 -1
  30. package/lib/engine/codegen/register_types.js +300 -300
  31. package/lib/engine/debug/debug.d.ts +15 -15
  32. package/lib/engine/debug/debug.js +44 -44
  33. package/lib/engine/debug/debug_console.d.ts +2 -2
  34. package/lib/engine/debug/debug_console.js +307 -307
  35. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  36. package/lib/engine/debug/debug_overlay.js +316 -316
  37. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  38. package/lib/engine/debug/debug_spatial_console.js +390 -390
  39. package/lib/engine/debug/index.d.ts +2 -2
  40. package/lib/engine/debug/index.js +2 -2
  41. package/lib/engine/engine.d.ts +4 -0
  42. package/lib/engine/engine.js +12 -0
  43. package/lib/engine/engine.js.map +1 -0
  44. package/lib/engine/engine_addressables.d.ts +166 -166
  45. package/lib/engine/engine_addressables.js +608 -608
  46. package/lib/engine/engine_animation.d.ts +43 -43
  47. package/lib/engine/engine_animation.js +133 -133
  48. package/lib/engine/engine_application.d.ts +40 -40
  49. package/lib/engine/engine_application.js +104 -104
  50. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  51. package/lib/engine/engine_assetdatabase.js +344 -344
  52. package/lib/engine/engine_audio.d.ts +4 -4
  53. package/lib/engine/engine_audio.js +23 -23
  54. package/lib/engine/engine_camera.d.ts +13 -13
  55. package/lib/engine/engine_camera.js +30 -30
  56. package/lib/engine/engine_components.d.ts +110 -110
  57. package/lib/engine/engine_components.js +382 -382
  58. package/lib/engine/engine_components_internal.d.ts +9 -9
  59. package/lib/engine/engine_components_internal.js +36 -36
  60. package/lib/engine/engine_constants.d.ts +10 -10
  61. package/lib/engine/engine_constants.js +41 -41
  62. package/lib/engine/engine_context.d.ts +354 -354
  63. package/lib/engine/engine_context.js +1536 -1536
  64. package/lib/engine/engine_context_registry.d.ts +71 -71
  65. package/lib/engine/engine_context_registry.js +117 -117
  66. package/lib/engine/engine_coroutine.d.ts +35 -35
  67. package/lib/engine/engine_coroutine.js +52 -52
  68. package/lib/engine/engine_create_objects.d.ts +118 -118
  69. package/lib/engine/engine_create_objects.js +308 -308
  70. package/lib/engine/engine_default_parameters.d.ts +2 -2
  71. package/lib/engine/engine_default_parameters.js +3 -3
  72. package/lib/engine/engine_editor-sync.d.ts +21 -21
  73. package/lib/engine/engine_editor-sync.js +4 -4
  74. package/lib/engine/engine_element.d.ts +113 -113
  75. package/lib/engine/engine_element.js +832 -829
  76. package/lib/engine/engine_element.js.map +1 -1
  77. package/lib/engine/engine_element_attributes.d.ts +72 -72
  78. package/lib/engine/engine_element_attributes.js +1 -1
  79. package/lib/engine/engine_element_extras.d.ts +6 -6
  80. package/lib/engine/engine_element_extras.js +13 -13
  81. package/lib/engine/engine_element_loading.d.ts +44 -44
  82. package/lib/engine/engine_element_loading.js +349 -349
  83. package/lib/engine/engine_element_overlay.d.ts +21 -21
  84. package/lib/engine/engine_element_overlay.js +166 -166
  85. package/lib/engine/engine_fileloader.d.ts +2 -2
  86. package/lib/engine/engine_fileloader.js +8 -8
  87. package/lib/engine/engine_gameobject.d.ts +68 -68
  88. package/lib/engine/engine_gameobject.js +591 -591
  89. package/lib/engine/engine_generic_utils.d.ts +1 -1
  90. package/lib/engine/engine_generic_utils.js +13 -13
  91. package/lib/engine/engine_gizmos.d.ts +149 -149
  92. package/lib/engine/engine_gizmos.js +530 -530
  93. package/lib/engine/engine_gltf.d.ts +12 -12
  94. package/lib/engine/engine_gltf.js +15 -15
  95. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  96. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  97. package/lib/engine/engine_hot_reload.d.ts +7 -7
  98. package/lib/engine/engine_hot_reload.js +184 -184
  99. package/lib/engine/engine_input.d.ts +352 -352
  100. package/lib/engine/engine_input.js +1265 -1265
  101. package/lib/engine/engine_input_utils.d.ts +2 -2
  102. package/lib/engine/engine_input_utils.js +22 -22
  103. package/lib/engine/engine_instancing.d.ts +19 -19
  104. package/lib/engine/engine_instancing.js +39 -39
  105. package/lib/engine/engine_license.d.ts +11 -9
  106. package/lib/engine/engine_license.js +361 -320
  107. package/lib/engine/engine_license.js.map +1 -1
  108. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  109. package/lib/engine/engine_lifecycle_api.js +99 -99
  110. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  111. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  112. package/lib/engine/engine_lightdata.d.ts +23 -23
  113. package/lib/engine/engine_lightdata.js +91 -91
  114. package/lib/engine/engine_loaders.d.ts +13 -13
  115. package/lib/engine/engine_loaders.js +62 -62
  116. package/lib/engine/engine_lods.d.ts +31 -31
  117. package/lib/engine/engine_lods.js +146 -146
  118. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  119. package/lib/engine/engine_mainloop_utils.js +466 -466
  120. package/lib/engine/engine_math.d.ts +114 -114
  121. package/lib/engine/engine_math.js +247 -247
  122. package/lib/engine/engine_modules.d.ts +36 -36
  123. package/lib/engine/engine_modules.js +85 -85
  124. package/lib/engine/engine_networking.d.ts +252 -252
  125. package/lib/engine/engine_networking.js +743 -743
  126. package/lib/engine/engine_networking_auto.d.ts +24 -24
  127. package/lib/engine/engine_networking_auto.js +310 -310
  128. package/lib/engine/engine_networking_blob.d.ts +48 -48
  129. package/lib/engine/engine_networking_blob.js +212 -212
  130. package/lib/engine/engine_networking_files.d.ts +35 -35
  131. package/lib/engine/engine_networking_files.js +172 -172
  132. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  133. package/lib/engine/engine_networking_files_default_components.js +42 -42
  134. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  135. package/lib/engine/engine_networking_instantiate.js +345 -345
  136. package/lib/engine/engine_networking_peer.d.ts +15 -15
  137. package/lib/engine/engine_networking_peer.js +132 -132
  138. package/lib/engine/engine_networking_streams.d.ts +123 -123
  139. package/lib/engine/engine_networking_streams.js +645 -645
  140. package/lib/engine/engine_networking_types.d.ts +22 -22
  141. package/lib/engine/engine_networking_types.js +7 -7
  142. package/lib/engine/engine_networking_utils.d.ts +2 -2
  143. package/lib/engine/engine_networking_utils.js +20 -20
  144. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  145. package/lib/engine/engine_networking_websocket.js +2 -2
  146. package/lib/engine/engine_patcher.d.ts +10 -10
  147. package/lib/engine/engine_patcher.js +142 -142
  148. package/lib/engine/engine_physics.d.ts +152 -152
  149. package/lib/engine/engine_physics.js +645 -645
  150. package/lib/engine/engine_physics.types.d.ts +40 -40
  151. package/lib/engine/engine_physics.types.js +33 -33
  152. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  153. package/lib/engine/engine_physics_rapier.js +1432 -1432
  154. package/lib/engine/engine_playerview.d.ts +26 -26
  155. package/lib/engine/engine_playerview.js +64 -64
  156. package/lib/engine/engine_scenelighting.d.ts +71 -71
  157. package/lib/engine/engine_scenelighting.js +226 -226
  158. package/lib/engine/engine_scenetools.d.ts +50 -50
  159. package/lib/engine/engine_scenetools.js +321 -321
  160. package/lib/engine/engine_serialization.d.ts +3 -3
  161. package/lib/engine/engine_serialization.js +3 -3
  162. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  163. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  164. package/lib/engine/engine_serialization_core.d.ts +85 -85
  165. package/lib/engine/engine_serialization_core.js +602 -602
  166. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  167. package/lib/engine/engine_serialization_decorator.js +66 -66
  168. package/lib/engine/engine_setup.d.ts +1 -1
  169. package/lib/engine/engine_setup.js +2 -2
  170. package/lib/engine/engine_shaders.d.ts +53 -53
  171. package/lib/engine/engine_shaders.js +252 -252
  172. package/lib/engine/engine_shims.d.ts +4 -4
  173. package/lib/engine/engine_shims.js +24 -24
  174. package/lib/engine/engine_test_utils.d.ts +39 -39
  175. package/lib/engine/engine_test_utils.js +83 -83
  176. package/lib/engine/engine_texture.d.ts +28 -28
  177. package/lib/engine/engine_texture.js +64 -64
  178. package/lib/engine/engine_three_utils.d.ts +201 -201
  179. package/lib/engine/engine_three_utils.js +731 -731
  180. package/lib/engine/engine_time.d.ts +51 -51
  181. package/lib/engine/engine_time.js +82 -82
  182. package/lib/engine/engine_time_utils.d.ts +88 -88
  183. package/lib/engine/engine_time_utils.js +215 -215
  184. package/lib/engine/engine_tonemapping.d.ts +2 -2
  185. package/lib/engine/engine_tonemapping.js +194 -194
  186. package/lib/engine/engine_types.d.ts +572 -572
  187. package/lib/engine/engine_types.js +88 -88
  188. package/lib/engine/engine_typestore.d.ts +28 -28
  189. package/lib/engine/engine_typestore.js +55 -55
  190. package/lib/engine/engine_util_decorator.d.ts +13 -13
  191. package/lib/engine/engine_util_decorator.js +116 -116
  192. package/lib/engine/engine_utils.d.ts +266 -266
  193. package/lib/engine/engine_utils.js +878 -878
  194. package/lib/engine/engine_utils_format.d.ts +21 -21
  195. package/lib/engine/engine_utils_format.js +193 -193
  196. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  197. package/lib/engine/engine_utils_screenshot.js +513 -513
  198. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  199. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  200. package/lib/engine/engine_web_api.d.ts +12 -0
  201. package/lib/engine/engine_web_api.js +113 -0
  202. package/lib/engine/engine_web_api.js.map +1 -0
  203. package/lib/engine/engine_xr.d.ts +1 -1
  204. package/lib/engine/engine_xr.js +1 -1
  205. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  206. package/lib/engine/export/gltf/Writers.js +24 -24
  207. package/lib/engine/export/gltf/index.d.ts +11 -11
  208. package/lib/engine/export/gltf/index.js +123 -123
  209. package/lib/engine/export/index.d.ts +2 -2
  210. package/lib/engine/export/index.js +2 -2
  211. package/lib/engine/export/state.d.ts +7 -7
  212. package/lib/engine/export/state.js +17 -17
  213. package/lib/engine/export/utils.d.ts +2 -2
  214. package/lib/engine/export/utils.js +7 -7
  215. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  216. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  217. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  218. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  219. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  220. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  221. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  222. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  223. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  224. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  225. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  226. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  227. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  228. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  229. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  230. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  231. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  232. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  233. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  234. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  235. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  236. package/lib/engine/extensions/extension_resolver.js +1 -1
  237. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  238. package/lib/engine/extensions/extension_utils.js +152 -152
  239. package/lib/engine/extensions/extensions.d.ts +31 -31
  240. package/lib/engine/extensions/extensions.js +103 -103
  241. package/lib/engine/extensions/index.d.ts +6 -6
  242. package/lib/engine/extensions/index.js +6 -6
  243. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  244. package/lib/engine/extensions/usage_tracker.js +65 -65
  245. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  246. package/lib/engine/js-extensions/Camera.js +39 -39
  247. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  248. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  249. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  250. package/lib/engine/js-extensions/Layers.js +22 -22
  251. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  252. package/lib/engine/js-extensions/Object3D.js +136 -136
  253. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  254. package/lib/engine/js-extensions/RGBAColor.js +110 -110
  255. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  256. package/lib/engine/js-extensions/Vector.js +13 -13
  257. package/lib/engine/js-extensions/index.d.ts +5 -5
  258. package/lib/engine/js-extensions/index.js +5 -5
  259. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  260. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  261. package/lib/engine/shaders/shaderData.d.ts +55 -55
  262. package/lib/engine/shaders/shaderData.js +58 -58
  263. package/lib/engine/tests/test_utils.d.ts +2 -2
  264. package/lib/engine/tests/test_utils.js +53 -53
  265. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  266. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  267. package/lib/engine/webcomponents/api.d.ts +5 -5
  268. package/lib/engine/webcomponents/api.js +4 -4
  269. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  270. package/lib/engine/webcomponents/buttons.js +237 -237
  271. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  272. package/lib/engine/webcomponents/fonts.js +32 -32
  273. package/lib/engine/webcomponents/icons.d.ts +9 -9
  274. package/lib/engine/webcomponents/icons.js +52 -52
  275. package/lib/engine/webcomponents/index.d.ts +1 -1
  276. package/lib/engine/webcomponents/index.js +1 -1
  277. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  278. package/lib/engine/webcomponents/logo-element.js +67 -67
  279. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  280. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  281. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -151
  282. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1018
  283. package/lib/engine/webcomponents/needle menu/needle-menu.js.map +1 -1
  284. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  285. package/lib/engine/webcomponents/needle-button.js +161 -161
  286. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  287. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  288. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  289. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  290. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  291. package/lib/engine/xr/NeedleXRSync.js +188 -188
  292. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  293. package/lib/engine/xr/SceneTransition.js +69 -69
  294. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  295. package/lib/engine/xr/TempXRContext.js +187 -187
  296. package/lib/engine/xr/XRRig.d.ts +7 -7
  297. package/lib/engine/xr/XRRig.js +1 -1
  298. package/lib/engine/xr/api.d.ts +6 -6
  299. package/lib/engine/xr/api.js +6 -6
  300. package/lib/engine/xr/events.d.ts +66 -66
  301. package/lib/engine/xr/events.js +93 -93
  302. package/lib/engine/xr/internal.d.ts +12 -12
  303. package/lib/engine/xr/internal.js +25 -25
  304. package/lib/engine/xr/usdz.d.ts +12 -12
  305. package/lib/engine/xr/usdz.js +29 -29
  306. package/lib/engine/xr/utils.d.ts +11 -11
  307. package/lib/engine/xr/utils.js +34 -34
  308. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  309. package/lib/engine-components/AlignmentConstraint.js +39 -39
  310. package/lib/engine-components/Animation.d.ts +156 -156
  311. package/lib/engine-components/Animation.js +508 -508
  312. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  313. package/lib/engine-components/AnimationCurve.js +159 -159
  314. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  315. package/lib/engine-components/AnimationUtils.js +27 -27
  316. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  317. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  318. package/lib/engine-components/Animator.d.ts +217 -217
  319. package/lib/engine-components/Animator.js +354 -354
  320. package/lib/engine-components/AnimatorController.d.ts +227 -227
  321. package/lib/engine-components/AnimatorController.js +1152 -1152
  322. package/lib/engine-components/AudioListener.d.ts +33 -33
  323. package/lib/engine-components/AudioListener.js +86 -86
  324. package/lib/engine-components/AudioSource.d.ts +217 -217
  325. package/lib/engine-components/AudioSource.js +627 -627
  326. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  327. package/lib/engine-components/AvatarLoader.js +231 -231
  328. package/lib/engine-components/AxesHelper.d.ts +32 -32
  329. package/lib/engine-components/AxesHelper.js +67 -67
  330. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  331. package/lib/engine-components/BasicIKConstraint.js +43 -43
  332. package/lib/engine-components/BoxCollider.d.ts +2 -2
  333. package/lib/engine-components/BoxCollider.js +2 -2
  334. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  335. package/lib/engine-components/BoxHelperComponent.js +102 -102
  336. package/lib/engine-components/Camera.d.ts +231 -231
  337. package/lib/engine-components/Camera.js +700 -700
  338. package/lib/engine-components/CameraUtils.d.ts +1 -1
  339. package/lib/engine-components/CameraUtils.js +121 -121
  340. package/lib/engine-components/CharacterController.d.ts +55 -55
  341. package/lib/engine-components/CharacterController.js +236 -236
  342. package/lib/engine-components/Collider.d.ts +188 -188
  343. package/lib/engine-components/Collider.js +369 -369
  344. package/lib/engine-components/Component.d.ts +792 -792
  345. package/lib/engine-components/Component.js +915 -915
  346. package/lib/engine-components/ContactShadows.d.ts +82 -82
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  1017. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1018. package/src/engine-schemes/dist/vec2.js +32 -0
  1019. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1020. package/src/engine-schemes/dist/vec3.js +36 -0
  1021. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1022. package/src/engine-schemes/dist/vec4.js +40 -0
  1023. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1024. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1025. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1026. package/src/engine-schemes/schemes.ts +28 -28
  1027. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1028. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1029. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1030. package/src/engine-schemes/transform.ts +50 -50
  1031. package/src/engine-schemes/transforms.fbs +25 -25
  1032. package/src/engine-schemes/vec.fbs +19 -19
  1033. package/src/engine-schemes/vec2.ts +33 -33
  1034. package/src/engine-schemes/vec3.ts +38 -38
  1035. package/src/engine-schemes/vec4.ts +43 -43
  1036. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1037. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1038. package/src/include/draco/draco_decoder.js +34 -34
  1039. package/src/include/ktx2/basis_transcoder.js +21 -21
  1040. package/src/include/needle/arial-msdf.json +1471 -1471
  1041. package/src/include/three/DragControls.js +231 -231
  1042. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1043. package/src/needle-engine.ts +70 -70
@@ -1,1783 +1,1783 @@
1
- import '../../../engine/engine_shims.js';
2
- import { BufferAttribute, Color, DoubleSide, LinearFilter, Material, MathUtils, Matrix4, Mesh, MeshBasicMaterial, MeshPhysicalMaterial, MeshStandardMaterial, OrthographicCamera, PerspectiveCamera, PlaneGeometry, Quaternion, RGBAFormat, Scene, ShaderMaterial, SkinnedMesh, SRGBColorSpace, Uniform, UnsignedByteType, Vector3, Vector4, WebGLRenderer, WebGLRenderTarget } from 'three';
3
- import * as fflate from 'three/examples/jsm/libs/fflate.module.js';
4
- import { VERSION } from "../../../engine/engine_constants.js";
5
- import { Progress } from '../../../engine/engine_time_utils.js';
6
- function makeNameSafe(str) {
7
- // Remove characters that are not allowed in USD ASCII identifiers
8
- str = str.replace(/[^a-zA-Z0-9_]/g, '');
9
- // If name doesn't start with a-zA-Z_, add _ to the beginning – required by USD
10
- if (!str.match(/^[a-zA-Z_]/))
11
- str = '_' + str;
12
- return str;
13
- }
14
- function makeDisplayNameSafe(str) {
15
- str = str.replace("\"", "\\\"");
16
- return str;
17
- }
18
- // TODO check if this works when bones in the skeleton are completely unordered
19
- function findCommonAncestor(objects) {
20
- if (objects.length === 0)
21
- return null;
22
- const ancestors = objects.map((obj) => {
23
- const objAncestors = new Array();
24
- while (obj.parent) {
25
- objAncestors.unshift(obj.parent);
26
- obj = obj.parent;
27
- }
28
- return objAncestors;
29
- });
30
- //@ts-ignore – findLast seems to be missing in TypeScript types pre-5.x
31
- const commonAncestor = ancestors[0].findLast((ancestor) => {
32
- return ancestors.every((a) => a.includes(ancestor));
33
- });
34
- return commonAncestor || null;
35
- }
36
- function findStructuralNodesInBoneHierarchy(bones) {
37
- const commonAncestor = findCommonAncestor(bones);
38
- // find all structural nodes – parents of bones that are not bones themselves
39
- const structuralNodes = new Set();
40
- for (const bone of bones) {
41
- let current = bone.parent;
42
- while (current && current !== commonAncestor) {
43
- if (!bones.includes(current)) {
44
- structuralNodes.add(current);
45
- }
46
- current = current.parent;
47
- }
48
- }
49
- return structuralNodes;
50
- }
51
- const PositionIdentity = new Vector3();
52
- const QuaternionIdentity = new Quaternion();
53
- const ScaleIdentity = new Vector3(1, 1, 1);
54
- class USDObject {
55
- static USDObject_export_id = 0;
56
- uuid;
57
- name;
58
- /** If no type is provided, type is chosen automatically (Xform or Mesh) */
59
- type;
60
- /** MaterialBindingAPI and SkelBindingAPI are handled automatically, extra schemas can be added here */
61
- extraSchemas = [];
62
- displayName;
63
- visibility; // defaults to "inherited" in USD
64
- getMatrix() {
65
- if (!this.transform)
66
- return new Matrix4();
67
- const { position, quaternion, scale } = this.transform;
68
- const matrix = new Matrix4();
69
- matrix.compose(position || PositionIdentity, quaternion || QuaternionIdentity, scale || ScaleIdentity);
70
- return matrix;
71
- }
72
- setMatrix(value) {
73
- if (!value || !(value instanceof Matrix4)) {
74
- this.transform = null;
75
- return;
76
- }
77
- const position = new Vector3();
78
- const quaternion = new Quaternion();
79
- const scale = new Vector3();
80
- value.decompose(position, quaternion, scale);
81
- this.transform = { position, quaternion, scale };
82
- }
83
- /** @deprecated Use `transform`, or `getMatrix()` if you really need the matrix */
84
- get matrix() { return this.getMatrix(); }
85
- /** @deprecated Use `transform`, or `setMatrix()` if you really need the matrix */
86
- set matrix(value) { this.setMatrix(value); }
87
- transform = null;
88
- _isDynamic;
89
- get isDynamic() { return this._isDynamic; }
90
- set isDynamic(value) { this._isDynamic = value; }
91
- geometry;
92
- material;
93
- camera;
94
- parent;
95
- skinnedMesh;
96
- children = [];
97
- animations;
98
- _eventListeners;
99
- // these are for tracking which xformops are needed
100
- needsTranslate = false;
101
- needsOrient = false;
102
- needsScale = false;
103
- static createEmptyParent(object) {
104
- const emptyParent = new USDObject(MathUtils.generateUUID(), object.name + '_empty_' + (USDObject.USDObject_export_id++), object.transform);
105
- const parent = object.parent;
106
- if (parent)
107
- parent.add(emptyParent);
108
- emptyParent.add(object);
109
- emptyParent.isDynamic = true;
110
- object.transform = null;
111
- return emptyParent;
112
- }
113
- static createEmpty() {
114
- const empty = new USDObject(MathUtils.generateUUID(), 'Empty_' + (USDObject.USDObject_export_id++));
115
- empty.isDynamic = true;
116
- return empty;
117
- }
118
- constructor(id, name, transform = null, mesh = null, material = null, camera = null, skinnedMesh = null, animations = null) {
119
- this.uuid = id;
120
- this.name = makeNameSafe(name);
121
- this.displayName = name;
122
- if (!transform)
123
- this.transform = null;
124
- else
125
- this.transform = {
126
- position: transform.position?.clone() || null,
127
- quaternion: transform.quaternion?.clone() || null,
128
- scale: transform.scale?.clone() || null
129
- };
130
- this.geometry = mesh;
131
- this.material = material;
132
- this.camera = camera;
133
- this.parent = null;
134
- this.children = [];
135
- this._eventListeners = {};
136
- this._isDynamic = false;
137
- this.skinnedMesh = skinnedMesh;
138
- this.animations = animations;
139
- }
140
- is(obj) {
141
- if (!obj)
142
- return false;
143
- return this.uuid === obj.uuid;
144
- }
145
- isEmpty() {
146
- return !this.geometry;
147
- }
148
- clone() {
149
- const clone = new USDObject(MathUtils.generateUUID(), this.name, this.transform, this.geometry, this.material);
150
- clone.isDynamic = this.isDynamic;
151
- return clone;
152
- }
153
- deepClone() {
154
- const clone = this.clone();
155
- for (const child of this.children) {
156
- if (!child)
157
- continue;
158
- clone.add(child.deepClone());
159
- }
160
- return clone;
161
- }
162
- getPath() {
163
- let current = this.parent;
164
- let path = this.name;
165
- while (current) {
166
- // StageRoot has a special path right now since there's additional Xforms for encapsulation.
167
- // Better would be to actually model them as part of our object graph, but they're written separately,
168
- // so currently we don't and instead work around that here.
169
- const currentName = current.parent ? current.name : (current.name + "/Scenes/Scene");
170
- path = currentName + '/' + path;
171
- current = current.parent;
172
- }
173
- return '</' + path + '>';
174
- }
175
- add(child) {
176
- if (child.parent) {
177
- child.parent.remove(child);
178
- }
179
- child.parent = this;
180
- this.children.push(child);
181
- }
182
- remove(child) {
183
- const index = this.children.indexOf(child);
184
- if (index >= 0) {
185
- if (child.parent === this)
186
- child.parent = null;
187
- this.children.splice(index, 1);
188
- }
189
- }
190
- addEventListener(evt, listener) {
191
- if (!this._eventListeners[evt])
192
- this._eventListeners[evt] = [];
193
- this._eventListeners[evt].push(listener);
194
- }
195
- removeEventListener(evt, listener) {
196
- if (!this._eventListeners[evt])
197
- return;
198
- const index = this._eventListeners[evt].indexOf(listener);
199
- if (index >= 0) {
200
- this._eventListeners[evt].splice(index, 1);
201
- }
202
- }
203
- onSerialize(writer, context) {
204
- const listeners = this._eventListeners['serialize'];
205
- if (listeners)
206
- listeners.forEach(listener => listener(writer, context));
207
- }
208
- }
209
- class USDDocument extends USDObject {
210
- stageLength;
211
- get isDocumentRoot() {
212
- return true;
213
- }
214
- get isDynamic() {
215
- return false;
216
- }
217
- constructor() {
218
- super(undefined, 'StageRoot', null, null, null, null);
219
- this.children = [];
220
- this.stageLength = 200;
221
- }
222
- add(child) {
223
- child.parent = this;
224
- this.children.push(child);
225
- }
226
- remove(child) {
227
- const index = this.children.indexOf(child);
228
- if (index >= 0) {
229
- if (child.parent === this)
230
- child.parent = null;
231
- this.children.splice(index, 1);
232
- }
233
- }
234
- traverse(callback, current = null) {
235
- if (current !== null)
236
- callback(current);
237
- else
238
- current = this;
239
- if (current.children) {
240
- for (const child of current.children) {
241
- this.traverse(callback, child);
242
- }
243
- }
244
- }
245
- findById(uuid) {
246
- let found = false;
247
- function search(current) {
248
- if (found)
249
- return undefined;
250
- if (current.uuid === uuid) {
251
- found = true;
252
- return current;
253
- }
254
- if (current.children) {
255
- for (const child of current.children) {
256
- if (!child)
257
- continue;
258
- const res = search(child);
259
- if (res)
260
- return res;
261
- }
262
- }
263
- return undefined;
264
- }
265
- return search(this);
266
- }
267
- buildHeader(_context) {
268
- const animationExtension = _context.extensions?.find(ext => ext?.extensionName === 'animation');
269
- const behaviorExtension = _context.extensions?.find(ext => ext?.extensionName === 'Behaviour');
270
- const physicsExtension = _context.extensions?.find(ext => ext?.extensionName === 'Physics');
271
- const startTimeCode = animationExtension?.getStartTimeCode() ?? 0;
272
- const endTimeCode = animationExtension?.getEndTimeCode() ?? 0;
273
- let comment = "";
274
- const registeredClips = animationExtension?.registeredClips;
275
- if (registeredClips) {
276
- for (const clip of registeredClips) {
277
- comment += `\t# Animation: ${clip.name}, start=${animationExtension.getStartTimeByClip(clip) * 60}, length=${clip.duration * 60}\n`;
278
- }
279
- }
280
- const comments = comment;
281
- return `#usda 1.0
282
- (
283
- customLayerData = {
284
- string creator = "Needle Engine ${VERSION}"
285
- dictionary Needle = {
286
- bool animations = ${animationExtension ? 1 : 0}
287
- bool interactive = ${behaviorExtension ? 1 : 0}
288
- bool physics = ${physicsExtension ? 1 : 0}
289
- bool quickLookCompatible = ${_context.quickLookCompatible ? 1 : 0}
290
- }
291
- }
292
- defaultPrim = "${makeNameSafe(this.name)}"
293
- metersPerUnit = 1
294
- upAxis = "Y"
295
- startTimeCode = ${startTimeCode}
296
- endTimeCode = ${endTimeCode}
297
- timeCodesPerSecond = 60
298
- framesPerSecond = 60
299
- doc = """Generated by Needle Engine USDZ Exporter ${VERSION}"""
300
- ${comments}
301
- )
302
- `;
303
- }
304
- }
305
- const newLine = '\n';
306
- const materialRoot = '</StageRoot/Materials';
307
- class USDWriter {
308
- str;
309
- indent;
310
- constructor() {
311
- this.str = '';
312
- this.indent = 0;
313
- }
314
- clear() {
315
- this.str = '';
316
- this.indent = 0;
317
- }
318
- beginBlock(str = undefined, char = '{', createNewLine = true) {
319
- if (str !== undefined) {
320
- str = this.applyIndent(str);
321
- this.str += str;
322
- if (createNewLine) {
323
- this.str += newLine;
324
- this.str += this.applyIndent(char);
325
- }
326
- else {
327
- this.str += " " + char;
328
- }
329
- }
330
- else {
331
- this.str += this.applyIndent(char);
332
- }
333
- this.str += newLine;
334
- this.indent += 1;
335
- }
336
- closeBlock(char = '}') {
337
- this.indent -= 1;
338
- this.str += this.applyIndent(char) + newLine;
339
- }
340
- beginArray(str) {
341
- str = this.applyIndent(str + ' = [');
342
- this.str += str;
343
- this.str += newLine;
344
- this.indent += 1;
345
- }
346
- closeArray() {
347
- this.indent -= 1;
348
- this.str += this.applyIndent(']') + newLine;
349
- }
350
- appendLine(str = '') {
351
- str = this.applyIndent(str);
352
- this.str += str;
353
- this.str += newLine;
354
- }
355
- toString() {
356
- return this.str;
357
- }
358
- applyIndent(str) {
359
- let indents = '';
360
- for (let i = 0; i < this.indent; i++)
361
- indents += '\t';
362
- return indents + str;
363
- }
364
- }
365
- class USDZExporterContext {
366
- root;
367
- exporter;
368
- extensions = [];
369
- quickLookCompatible;
370
- exportInvisible;
371
- materials;
372
- textures;
373
- files;
374
- document;
375
- output;
376
- animations;
377
- constructor(root, exporter, options) {
378
- this.root = root;
379
- this.exporter = exporter;
380
- this.quickLookCompatible = options.quickLookCompatible;
381
- this.exportInvisible = options.exportInvisible;
382
- if (options.extensions)
383
- this.extensions = options.extensions;
384
- this.materials = new Map();
385
- this.textures = {};
386
- this.files = {};
387
- this.document = new USDDocument();
388
- this.output = '';
389
- this.animations = [];
390
- }
391
- }
392
- class USDZExporterOptions {
393
- ar = {
394
- anchoring: { type: 'plane' },
395
- planeAnchoring: { alignment: 'horizontal' }
396
- };
397
- quickLookCompatible = false;
398
- extensions = [];
399
- maxTextureSize = 4096;
400
- exportInvisible = false;
401
- }
402
- class USDZExporter {
403
- debug;
404
- pruneUnusedNodes;
405
- sceneAnchoringOptions = new USDZExporterOptions();
406
- extensions = [];
407
- keepObject;
408
- beforeWritingDocument;
409
- constructor() {
410
- this.debug = false;
411
- this.pruneUnusedNodes = true;
412
- }
413
- async parse(scene, options = new USDZExporterOptions()) {
414
- options = Object.assign(new USDZExporterOptions(), options);
415
- this.sceneAnchoringOptions = options;
416
- const context = new USDZExporterContext(scene, this, options);
417
- this.extensions = context.extensions;
418
- const files = context.files;
419
- const modelFileName = 'model.usda';
420
- // model file should be first in USDZ archive so we init it here
421
- files[modelFileName] = null;
422
- const materials = context.materials;
423
- const textures = context.textures;
424
- Progress.report('export-usdz', "Invoking onBeforeBuildDocument");
425
- await invokeAll(context, 'onBeforeBuildDocument');
426
- Progress.report('export-usdz', "Done onBeforeBuildDocument");
427
- Progress.report('export-usdz', "Reparent bones to common ancestor");
428
- // Find all skeletons and reparent them to their skelroot / armature / uppermost bone parent.
429
- // This may not be correct in all cases.
430
- const reparentings = [];
431
- const allReparentingObjects = new Set();
432
- scene?.traverse(object => {
433
- if (!options.exportInvisible && !object.visible)
434
- return;
435
- if (object instanceof SkinnedMesh) {
436
- const bones = object.skeleton.bones;
437
- const commonAncestor = findCommonAncestor(bones);
438
- if (commonAncestor) {
439
- const newReparenting = { object, originalParent: object.parent, newParent: commonAncestor };
440
- reparentings.push(newReparenting);
441
- // keep track of which nodes are important for skeletal export consistency
442
- allReparentingObjects.add(newReparenting.object.uuid);
443
- if (newReparenting.newParent)
444
- allReparentingObjects.add(newReparenting.newParent.uuid);
445
- if (newReparenting.originalParent)
446
- allReparentingObjects.add(newReparenting.originalParent.uuid);
447
- }
448
- }
449
- });
450
- for (const reparenting of reparentings) {
451
- const { object, originalParent, newParent } = reparenting;
452
- newParent.add(object);
453
- }
454
- Progress.report('export-usdz', "Traversing hierarchy");
455
- if (scene)
456
- traverse(scene, context.document, context, this.keepObject);
457
- // Root object should have identity matrix
458
- // so that root transformations don't end up in the resulting file.
459
- // if (context.document.children?.length > 0)
460
- // context.document.children[0]?.matrix.identity(); //.multiply(new Matrix4().makeRotationY(Math.PI));
461
- Progress.report('export-usdz', "Invoking onAfterBuildDocument");
462
- await invokeAll(context, 'onAfterBuildDocument');
463
- // At this point, we know all animated objects, all skinned mesh objects, and all objects targeted by behaviors.
464
- // We can prune all empty nodes (no geometry or material) depth-first.
465
- // This avoids unnecessary export of e.g. animated bones as nodes when they have no children
466
- // (for example, a sword attached to a hand still needs that entire hierarchy exported)
467
- const behaviorExt = context.extensions.find(ext => ext.extensionName === 'Behaviour');
468
- const allBehaviorTargets = behaviorExt?.getAllTargetUuids() ?? new Set();
469
- // Prune pass. Depth-first removal of nodes that don't affect the outcome of the scene.
470
- if (this.pruneUnusedNodes) {
471
- const options = {
472
- allBehaviorTargets,
473
- debug: false,
474
- boneReparentings: allReparentingObjects,
475
- quickLookCompatible: context.quickLookCompatible,
476
- };
477
- if (this.debug)
478
- logUsdHierarchy(context.document, "Hierarchy BEFORE pruning", options);
479
- prune(context.document, options);
480
- if (this.debug)
481
- logUsdHierarchy(context.document, "Hierarchy AFTER pruning");
482
- }
483
- else if (this.debug) {
484
- console.log("Pruning of empty nodes is disabled. This may result in a larger USDZ file.");
485
- }
486
- Progress.report('export-usdz', { message: "Parsing document", autoStep: 10 });
487
- await parseDocument(context, () => {
488
- // injected after stageRoot.
489
- // TODO property use context/writer instead of string concat
490
- Progress.report('export-usdz', "Building materials");
491
- const result = buildMaterials(materials, textures, options.quickLookCompatible);
492
- return result;
493
- });
494
- Progress.report("export-usdz", "Invoking onAfterSerialize");
495
- await invokeAll(context, 'onAfterSerialize');
496
- // repair the parenting again
497
- for (const reparenting of reparentings) {
498
- const { object, originalParent, newParent } = reparenting;
499
- if (originalParent)
500
- originalParent.add(object);
501
- }
502
- // Moved into parseDocument callback for proper defaultPrim encapsulation
503
- // context.output += buildMaterials( materials, textures, options.quickLookCompatible );
504
- // callback for validating after all export has been done
505
- context.exporter?.beforeWritingDocument?.();
506
- const header = context.document.buildHeader(context);
507
- const final = header + '\n' + context.output;
508
- // full output file
509
- if (this.debug)
510
- console.log(final);
511
- files[modelFileName] = fflate.strToU8(final);
512
- context.output = '';
513
- Progress.report("export-usdz", { message: "Exporting textures", autoStep: 10 });
514
- Progress.start("export-usdz-textures", { parentScope: "export-usdz", logTimings: false });
515
- const decompressionRenderer = new WebGLRenderer({
516
- antialias: false,
517
- alpha: true,
518
- premultipliedAlpha: false,
519
- preserveDrawingBuffer: true
520
- });
521
- const textureCount = Object.keys(textures).length;
522
- Progress.report("export-usdz-textures", { totalSteps: textureCount * 3, currentStep: 0 });
523
- const convertTexture = async (id) => {
524
- const textureData = textures[id];
525
- const texture = textureData.texture;
526
- const isRGBA = formatsWithAlphaChannel.includes(texture.format);
527
- // Change: we need to always read back the texture now, otherwise the unpremultiplied workflow doesn't work.
528
- let img = {
529
- imageData: texture.image
530
- };
531
- Progress.report("export-usdz-textures", { message: "read back texture", autoStep: true });
532
- const anyColorScale = textureData.scale !== undefined && textureData.scale.x !== 1 && textureData.scale.y !== 1 && textureData.scale.z !== 1 && textureData.scale.w !== 1;
533
- // @ts-ignore
534
- if (texture.isCompressedTexture || texture.isRenderTargetTexture || anyColorScale) {
535
- img = await decompressGpuTexture(texture, options.maxTextureSize, decompressionRenderer, textureData.scale);
536
- }
537
- Progress.report("export-usdz-textures", { message: "convert texture to canvas", autoStep: true });
538
- const canvas = await imageToCanvasUnpremultiplied(img.imageBitmap || img.imageData, options.maxTextureSize).catch(err => {
539
- console.error("Error converting texture to canvas", texture, err);
540
- });
541
- if (canvas) {
542
- Progress.report("export-usdz-textures", { message: "convert canvas to blob", autoStep: true });
543
- const blob = await canvas.convertToBlob({ type: isRGBA ? 'image/png' : 'image/jpeg', quality: 0.95 });
544
- files[`textures/${id}.${isRGBA ? 'png' : 'jpg'}`] = new Uint8Array(await blob.arrayBuffer());
545
- }
546
- else {
547
- console.warn('Can`t export texture: ', texture);
548
- }
549
- };
550
- for (const id in textures) {
551
- await convertTexture(id);
552
- }
553
- decompressionRenderer.dispose();
554
- // 64 byte alignment
555
- // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109
556
- Progress.end("export-usdz-textures");
557
- let offset = 0;
558
- for (const filename in files) {
559
- const file = files[filename];
560
- const headerSize = 34 + filename.length;
561
- offset += headerSize;
562
- const offsetMod64 = offset & 63;
563
- if (offsetMod64 !== 4) {
564
- const padLength = 64 - offsetMod64;
565
- const padding = new Uint8Array(padLength);
566
- files[filename] = [file, { extra: { 12345: padding } }];
567
- }
568
- offset = file.length;
569
- }
570
- Progress.report("export-usdz", "zip archive");
571
- return fflate.zipSync(files, { level: 0 });
572
- }
573
- }
574
- function traverse(object, parentModel, context, keepObject) {
575
- if (!context.exportInvisible && !object.visible)
576
- return;
577
- let model = undefined;
578
- let geometry = undefined;
579
- let material = undefined;
580
- const transform = { position: object.position, quaternion: object.quaternion, scale: object.scale };
581
- if (object.position.x === 0 && object.position.y === 0 && object.position.z === 0)
582
- transform.position = null;
583
- if (object.quaternion.x === 0 && object.quaternion.y === 0 && object.quaternion.z === 0 && object.quaternion.w === 1)
584
- transform.quaternion = null;
585
- if (object.scale.x === 1 && object.scale.y === 1 && object.scale.z === 1)
586
- transform.scale = null;
587
- if (object instanceof Mesh || object instanceof SkinnedMesh) {
588
- geometry = object.geometry;
589
- material = object.material;
590
- }
591
- // API for an explicit choice to discard this object – for example, a geometry that should not be exported,
592
- // but childs should still be exported.
593
- if (keepObject && !keepObject(object)) {
594
- geometry = undefined;
595
- material = undefined;
596
- }
597
- if ((object instanceof Mesh || object instanceof SkinnedMesh) &&
598
- material &&
599
- (material instanceof MeshStandardMaterial ||
600
- material instanceof MeshBasicMaterial ||
601
- (material instanceof Material && material.type === "MeshLineMaterial"))) {
602
- const name = getObjectId(object);
603
- const skinnedMeshObject = object instanceof SkinnedMesh ? object : null;
604
- model = new USDObject(object.uuid, name, transform, geometry, material, undefined, skinnedMeshObject, object.animations);
605
- }
606
- else if (object instanceof PerspectiveCamera || object instanceof OrthographicCamera) {
607
- const name = getObjectId(object);
608
- model = new USDObject(object.uuid, name, transform, undefined, undefined, object);
609
- }
610
- else {
611
- const name = getObjectId(object);
612
- model = new USDObject(object.uuid, name, transform, undefined, undefined, undefined, undefined, object.animations);
613
- }
614
- if (model) {
615
- model.displayName = object.userData?.name || object.name;
616
- model.visibility = object.visible ? undefined : "invisible";
617
- if (parentModel) {
618
- parentModel.add(model);
619
- }
620
- parentModel = model;
621
- if (context.extensions) {
622
- for (const ext of context.extensions) {
623
- if (ext.onExportObject)
624
- ext.onExportObject.call(ext, object, model, context);
625
- }
626
- }
627
- }
628
- else {
629
- const name = getObjectId(object);
630
- const empty = new USDObject(object.uuid, name, { position: object.position, quaternion: object.quaternion, scale: object.scale });
631
- if (parentModel) {
632
- parentModel.add(empty);
633
- }
634
- parentModel = empty;
635
- }
636
- for (const ch of object.children) {
637
- traverse(ch, parentModel, context, keepObject);
638
- }
639
- }
640
- function logUsdHierarchy(object, prefix, ...extraLogObjects) {
641
- const item = {};
642
- let itemCount = 0;
643
- function collectItem(object, current) {
644
- itemCount++;
645
- let name = object.displayName || object.name;
646
- name += " (" + object.uuid + ")";
647
- const hasAny = object.geometry || object.material || object.camera || object.skinnedMesh;
648
- if (hasAny) {
649
- name += " (" + (object.geometry ? "geo, " : "") + (object.material ? "mat, " : "") + (object.camera ? "cam, " : "") + (object.skinnedMesh ? "skin, " : "") + ")";
650
- }
651
- current[name] = {};
652
- const props = { object };
653
- if (object.material)
654
- props['mat'] = true;
655
- if (object.geometry)
656
- props['geo'] = true;
657
- if (object.camera)
658
- props['cam'] = true;
659
- if (object.skinnedMesh)
660
- props['skin'] = true;
661
- current[name]._self = props;
662
- for (const child of object.children) {
663
- if (child) {
664
- collectItem(child, current[name]);
665
- }
666
- }
667
- }
668
- collectItem(object, item);
669
- console.log(prefix + " (" + itemCount + " nodes)", item, ...extraLogObjects);
670
- }
671
- function prune(object, options) {
672
- let allChildsWerePruned = true;
673
- const prunedChilds = new Array();
674
- const keptChilds = new Array();
675
- if (object.children.length === 0) {
676
- allChildsWerePruned = true;
677
- }
678
- else {
679
- const childs = [...object.children];
680
- for (const child of childs) {
681
- if (child) {
682
- const childWasPruned = prune(child, options);
683
- if (options.debug) {
684
- if (childWasPruned)
685
- prunedChilds.push(child);
686
- else
687
- keptChilds.push(child);
688
- }
689
- allChildsWerePruned = allChildsWerePruned && childWasPruned;
690
- }
691
- }
692
- }
693
- // check if this object is referenced by any behavior
694
- const isBehaviorSourceOrTarget = options.allBehaviorTargets.has(object.uuid);
695
- // check if this object has any material or geometry
696
- const isVisible = object.geometry || object.material || (object.camera && !options.quickLookCompatible) || object.skinnedMesh || false;
697
- // check if this object is part of any reparenting
698
- const isBoneReparenting = options.boneReparentings.has(object.uuid);
699
- const canBePruned = allChildsWerePruned && !isBehaviorSourceOrTarget && !isVisible && !isBoneReparenting;
700
- if (canBePruned) {
701
- if (options.debug)
702
- console.log("Pruned object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
703
- isVisible,
704
- isBehaviorSourceOrTarget,
705
- allChildsWerePruned,
706
- isBoneReparenting,
707
- object,
708
- prunedChilds,
709
- keptChilds
710
- });
711
- object.parent?.remove(object);
712
- }
713
- else {
714
- if (options.debug)
715
- console.log("Kept object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
716
- isVisible,
717
- isBehaviorSourceOrTarget,
718
- allChildsWerePruned,
719
- isBoneReparenting,
720
- object,
721
- prunedChilds,
722
- keptChilds
723
- });
724
- }
725
- // if it has no children and is not a behavior source or target, and is not visible, prune it
726
- return canBePruned;
727
- }
728
- async function parseDocument(context, afterStageRoot) {
729
- Progress.start("export-usdz-resources", "export-usdz");
730
- const resources = [];
731
- for (const child of context.document.children) {
732
- addResources(child, context, resources);
733
- }
734
- // addResources now only collects promises for better progress reporting.
735
- // We are resolving them here and reporting progress on that:
736
- const total = resources.length;
737
- for (let i = 0; i < total; i++) {
738
- Progress.report("export-usdz-resources", { totalSteps: total, currentStep: i });
739
- await new Promise((resolve, _reject) => {
740
- resources[i]();
741
- resolve();
742
- });
743
- }
744
- Progress.end("export-usdz-resources");
745
- const writer = new USDWriter();
746
- const arAnchoringOptions = context.exporter.sceneAnchoringOptions.ar;
747
- writer.beginBlock(`def Xform "${context.document.name}"`);
748
- writer.beginBlock(`def Scope "Scenes" (
749
- kind = "sceneLibrary"
750
- )`);
751
- writer.beginBlock(`def Xform "Scene"`, '(', false);
752
- writer.appendLine(`apiSchemas = ["Preliminary_AnchoringAPI"]`);
753
- writer.appendLine(`customData = {`);
754
- writer.appendLine(` bool preliminary_collidesWithEnvironment = 0`);
755
- writer.appendLine(` string sceneName = "Scene"`);
756
- writer.appendLine(`}`);
757
- writer.appendLine(`sceneName = "Scene"`);
758
- writer.closeBlock(')');
759
- writer.beginBlock();
760
- writer.appendLine(`token preliminary:anchoring:type = "${arAnchoringOptions.anchoring.type}"`);
761
- if (arAnchoringOptions.anchoring.type === 'plane')
762
- writer.appendLine(`token preliminary:planeAnchoring:alignment = "${arAnchoringOptions.planeAnchoring.alignment}"`);
763
- // 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.
764
- if (arAnchoringOptions.anchoring.type === 'image')
765
- writer.appendLine(`rel preliminary:imageAnchoring:referenceImage = </${context.document.name}/Scenes/Scene/AnchoringReferenceImage>`);
766
- writer.appendLine();
767
- const count = (object) => {
768
- if (!object)
769
- return 0;
770
- let total = 1;
771
- for (const child of object.children)
772
- total += count(child);
773
- return total;
774
- };
775
- const totalXformCount = count(context.document);
776
- Progress.start("export-usdz-xforms", "export-usdz");
777
- Progress.report("export-usdz-xforms", { totalSteps: totalXformCount, currentStep: 1 });
778
- for (const child of context.document.children) {
779
- buildXform(child, writer, context);
780
- }
781
- Progress.end("export-usdz-xforms");
782
- Progress.report("export-usdz", "invoke onAfterHierarchy");
783
- invokeAll(context, 'onAfterHierarchy', writer);
784
- writer.closeBlock();
785
- writer.closeBlock();
786
- writer.appendLine(afterStageRoot());
787
- writer.closeBlock();
788
- Progress.report("export-usdz", "write to string");
789
- context.output += writer.toString();
790
- }
791
- function addResources(object, context, resources) {
792
- if (!object)
793
- return;
794
- const geometry = object.geometry;
795
- const material = object.material;
796
- if (geometry) {
797
- if (material && ('isMeshStandardMaterial' in material && material.isMeshStandardMaterial ||
798
- 'isMeshBasicMaterial' in material && material.isMeshBasicMaterial ||
799
- material.type === "MeshLineMaterial")) { // TODO convert unlit to lit+emissive
800
- const geometryFileName = 'geometries/' + getGeometryName(geometry, object.name) + '.usda';
801
- if (!(geometryFileName in context.files)) {
802
- const action = () => {
803
- const meshObject = buildMeshObject(geometry, object.skinnedMesh?.skeleton?.bones, context.quickLookCompatible);
804
- context.files[geometryFileName] = buildUSDFileAsString(meshObject, context);
805
- };
806
- resources.push(action);
807
- }
808
- }
809
- else {
810
- console.warn('NeedleUSDZExporter: Unsupported material type (USDZ only supports MeshStandardMaterial)', material?.name);
811
- }
812
- }
813
- if (material) {
814
- if (!(material.uuid in context.materials)) {
815
- context.materials[material.uuid] = material;
816
- }
817
- }
818
- for (const ch of object.children) {
819
- addResources(ch, context, resources);
820
- }
821
- }
822
- async function invokeAll(context, name, writer = null) {
823
- if (context.extensions) {
824
- for (const ext of context.extensions) {
825
- if (!ext)
826
- continue;
827
- if (typeof ext[name] === 'function') {
828
- const method = ext[name];
829
- const res = method.call(ext, context, writer);
830
- if (res instanceof Promise) {
831
- await res;
832
- }
833
- }
834
- }
835
- }
836
- }
837
- let _renderer = null;
838
- let renderTarget = null;
839
- let fullscreenQuadGeometry;
840
- let fullscreenQuadMaterial;
841
- let fullscreenQuad;
842
- /** 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.
843
- * Note that there are WebGL / WebGPU rules preventing some use of data between WebGL contexts.
844
- */
845
- async function decompressGpuTexture(texture, maxTextureSize = Infinity, renderer = null, colorScale = undefined) {
846
- if (!fullscreenQuadGeometry)
847
- fullscreenQuadGeometry = new PlaneGeometry(2, 2, 1, 1);
848
- if (!fullscreenQuadMaterial)
849
- fullscreenQuadMaterial = new ShaderMaterial({
850
- uniforms: {
851
- blitTexture: new Uniform(texture),
852
- flipY: new Uniform(false),
853
- scale: new Uniform(new Vector4(1, 1, 1, 1)),
854
- },
855
- vertexShader: `
856
- varying vec2 vUv;
857
- uniform bool flipY;
858
- void main(){
859
- vUv = uv;
860
- if (flipY)
861
- vUv.y = 1. - vUv.y;
862
- gl_Position = vec4(position.xy * 1.0,0.,.999999);
863
- }`,
864
- fragmentShader: `
865
- uniform sampler2D blitTexture;
866
- uniform vec4 scale;
867
- varying vec2 vUv;
868
-
869
- void main(){
870
- gl_FragColor = vec4(vUv.xy, 0, 1);
871
-
872
- #ifdef IS_SRGB
873
- gl_FragColor = sRGBTransferOETF( texture2D( blitTexture, vUv) );
874
- #else
875
- gl_FragColor = texture2D( blitTexture, vUv);
876
- #endif
877
-
878
- gl_FragColor.rgba *= scale.rgba;
879
- }`
880
- });
881
- // update uniforms
882
- const uniforms = fullscreenQuadMaterial.uniforms;
883
- uniforms.blitTexture.value = texture;
884
- uniforms.flipY.value = false;
885
- uniforms.scale.value = new Vector4(1, 1, 1, 1);
886
- if (colorScale !== undefined)
887
- uniforms.scale.value.copy(colorScale);
888
- fullscreenQuadMaterial.defines.IS_SRGB = texture.colorSpace == SRGBColorSpace;
889
- fullscreenQuadMaterial.needsUpdate = true;
890
- if (!fullscreenQuad) {
891
- fullscreenQuad = new Mesh(fullscreenQuadGeometry, fullscreenQuadMaterial);
892
- fullscreenQuad.frustumCulled = false;
893
- }
894
- const _camera = new PerspectiveCamera();
895
- const _scene = new Scene();
896
- _scene.add(fullscreenQuad);
897
- if (!renderer) {
898
- renderer = _renderer = new WebGLRenderer({ antialias: false, alpha: true, premultipliedAlpha: false, preserveDrawingBuffer: true });
899
- }
900
- const width = Math.min(texture.image.width, maxTextureSize);
901
- const height = Math.min(texture.image.height, maxTextureSize);
902
- // dispose render target if the size is wrong
903
- if (renderTarget && (renderTarget.width !== width || renderTarget.height !== height)) {
904
- renderTarget.dispose();
905
- renderTarget = null;
906
- }
907
- if (!renderTarget) {
908
- renderTarget = new WebGLRenderTarget(width, height, { format: RGBAFormat, type: UnsignedByteType, minFilter: LinearFilter, magFilter: LinearFilter });
909
- }
910
- renderer.setRenderTarget(renderTarget);
911
- renderer.setSize(width, height);
912
- renderer.clear();
913
- renderer.render(_scene, _camera);
914
- if (_renderer) {
915
- _renderer.dispose();
916
- _renderer = null;
917
- }
918
- const buffer = new Uint8ClampedArray(renderTarget.width * renderTarget.height * 4);
919
- renderer.readRenderTargetPixels(renderTarget, 0, 0, renderTarget.width, renderTarget.height, buffer);
920
- const imageData = new ImageData(buffer, renderTarget.width, renderTarget.height, undefined);
921
- const bmp = await createImageBitmap(imageData, { premultiplyAlpha: "none" });
922
- return {
923
- imageData,
924
- imageBitmap: bmp
925
- };
926
- }
927
- /** Checks if the given image is of a type with readable data and width/height */
928
- function isImageBitmap(image) {
929
- return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
930
- (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
931
- (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
932
- (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
933
- }
934
- /** This method uses a 'bitmaprenderer' context and doesn't do any pixel manipulation.
935
- * This way, we can keep the alpha channel as it was, but we're losing the ability to do pixel manipulations or resize operations. */
936
- async function imageToCanvasUnpremultiplied(image, maxTextureSize = 4096) {
937
- const scale = maxTextureSize / Math.max(image.width, image.height);
938
- const width = image.width * Math.min(1, scale);
939
- const height = image.height * Math.min(1, scale);
940
- const canvas = new OffscreenCanvas(width, height);
941
- const settings = { premultiplyAlpha: "none" };
942
- if (image.width !== width)
943
- settings.resizeWidth = width;
944
- if (image.height !== height)
945
- settings.resizeHeight = height;
946
- const imageBitmap = await createImageBitmap(image, settings);
947
- const ctx = canvas.getContext("bitmaprenderer");
948
- if (ctx) {
949
- ctx.transferFromImageBitmap(imageBitmap);
950
- }
951
- return canvas;
952
- }
953
- /** This method uses a '2d' canvas context for pixel manipulation, and can apply a color scale or Y flip to the given image.
954
- * Unfortunately, canvas always uses premultiplied data, and thus images with low alpha values (or multiplying by a=0) will result in black pixels.
955
- */
956
- async function imageToCanvas(image, color = undefined, flipY = false, maxTextureSize = 4096) {
957
- if (isImageBitmap(image)) {
958
- // max. canvas size on Safari is still 4096x4096
959
- const scale = maxTextureSize / Math.max(image.width, image.height);
960
- const canvas = new OffscreenCanvas(image.width * Math.min(1, scale), image.height * Math.min(1, scale));
961
- const context = canvas.getContext('2d', { alpha: true, premultipliedAlpha: false });
962
- if (!context)
963
- throw new Error('Could not get canvas 2D context');
964
- if (flipY === true) {
965
- context.translate(0, canvas.height);
966
- context.scale(1, -1);
967
- }
968
- context.drawImage(image, 0, 0, canvas.width, canvas.height);
969
- // Currently only used to apply opacity scale since QuickLook and usdview don't support that yet
970
- if (color !== undefined) {
971
- const r = color.x;
972
- const g = color.y;
973
- const b = color.z;
974
- const a = color.w;
975
- const imagedata = context.getImageData(0, 0, canvas.width, canvas.height);
976
- const data = imagedata.data;
977
- for (let i = 0; i < data.length; i += 4) {
978
- data[i + 0] = data[i + 0] * r;
979
- data[i + 1] = data[i + 1] * g;
980
- data[i + 2] = data[i + 2] * b;
981
- data[i + 3] = data[i + 3] * a;
982
- }
983
- context.putImageData(imagedata, 0, 0);
984
- }
985
- return canvas;
986
- }
987
- else {
988
- throw new Error('NeedleUSDZExporter: No valid image data found. Unable to process texture.');
989
- }
990
- }
991
- //
992
- const PRECISION = 7;
993
- function buildHeader() {
994
- return `#usda 1.0
995
- (
996
- customLayerData = {
997
- string creator = "Needle Engine USDZExporter"
998
- }
999
- metersPerUnit = 1
1000
- upAxis = "Y"
1001
- )
1002
- `;
1003
- }
1004
- function buildUSDFileAsString(dataToInsert, _context) {
1005
- let output = buildHeader();
1006
- output += dataToInsert;
1007
- return fflate.strToU8(output);
1008
- }
1009
- function getObjectId(object) {
1010
- return object.name.replace(/[-<>\(\)\[\]§$%&\/\\\=\?\,\;]/g, '') + '_' + object.id;
1011
- }
1012
- function getBoneName(bone) {
1013
- return makeNameSafe(bone.name || 'bone_' + bone.uuid);
1014
- }
1015
- function getGeometryName(geometry, _fallbackName) {
1016
- // Using object names here breaks instancing...
1017
- // So we removed fallbackName again. Downside: geometries don't have nice names...
1018
- // A better workaround would be that we actually name them on glTF import (so the geometry has a name, not the object)
1019
- return makeNameSafe(geometry.name || 'Geometry') + "_" + geometry.id;
1020
- }
1021
- function getMaterialName(material) {
1022
- return makeNameSafe(material.name || 'Material') + "_" + material.id;
1023
- }
1024
- function getPathToSkeleton(bone, assumedRoot) {
1025
- let path = getBoneName(bone);
1026
- let current = bone.parent;
1027
- while (current && current !== assumedRoot) {
1028
- path = getBoneName(current) + '/' + path;
1029
- current = current.parent;
1030
- }
1031
- return path;
1032
- }
1033
- // Xform
1034
- export function buildXform(model, writer, context) {
1035
- if (model == null)
1036
- return;
1037
- Progress.report("export-usdz-xforms", { message: "buildXform " + model.displayName || model.name, autoStep: true });
1038
- // const matrix = model.matrix;
1039
- const transform = model.transform;
1040
- const geometry = model.geometry;
1041
- const material = model.material;
1042
- const camera = model.camera;
1043
- const name = model.name;
1044
- if (model.animations) {
1045
- for (const animation of model.animations) {
1046
- context.animations.push(animation);
1047
- }
1048
- }
1049
- // const transform = buildMatrix( matrix );
1050
- /*
1051
- if ( matrix.determinant() < 0 ) {
1052
-
1053
- console.warn( 'NeedleUSDZExporter: USDZ does not support negative scales', name );
1054
-
1055
- }
1056
- */
1057
- const isSkinnedMesh = geometry && geometry.isBufferGeometry && geometry.attributes.skinIndex !== undefined && geometry.attributes.skinIndex.count > 0;
1058
- const objType = isSkinnedMesh ? 'SkelRoot' : 'Xform';
1059
- const _apiSchemas = new Array();
1060
- // Specific case: the material is white unlit, the mesh has vertex colors, so we can
1061
- // export as displayColor directly
1062
- const isUnlitDisplayColor = material && material instanceof MeshBasicMaterial &&
1063
- material.color && material.color.r === 1 && material.color.g === 1 && material.color.b === 1 &&
1064
- !material.map && material.opacity === 1 &&
1065
- geometry?.attributes.color;
1066
- if (geometry?.attributes.color && !isUnlitDisplayColor) {
1067
- 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);
1068
- }
1069
- writer.appendLine();
1070
- if (geometry) {
1071
- writer.beginBlock(`def ${objType} "${name}"`, "(", false);
1072
- // NE-4084: To use the doubleSided workaround with skeletal meshes we'd have to
1073
- // also emit extra data for jointIndices etc., so we're skipping skinned meshes here.
1074
- if (context.quickLookCompatible && material && material.side === DoubleSide && !isSkinnedMesh)
1075
- writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry_doubleSided>`);
1076
- else
1077
- writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry>`);
1078
- if (!isUnlitDisplayColor)
1079
- _apiSchemas.push("MaterialBindingAPI");
1080
- if (isSkinnedMesh)
1081
- _apiSchemas.push("SkelBindingAPI");
1082
- }
1083
- else if (camera && !context.quickLookCompatible)
1084
- writer.beginBlock(`def Camera "${name}"`, "(", false);
1085
- else if (model.type !== undefined)
1086
- writer.beginBlock(`def ${model.type} "${name}"`);
1087
- else // if (model.type === undefined)
1088
- writer.beginBlock(`def Xform "${name}"`, "(", false);
1089
- if (model.type === undefined) {
1090
- if (model.extraSchemas?.length)
1091
- _apiSchemas.push(...model.extraSchemas);
1092
- if (_apiSchemas.length)
1093
- writer.appendLine(`prepend apiSchemas = [${_apiSchemas.map(s => `"${s}"`).join(', ')}]`);
1094
- }
1095
- if (model.displayName)
1096
- writer.appendLine(`displayName = "${makeDisplayNameSafe(model.displayName)}"`);
1097
- if (camera || model.type === undefined) {
1098
- writer.closeBlock(")");
1099
- writer.beginBlock();
1100
- }
1101
- if (geometry && material) {
1102
- if (!isUnlitDisplayColor) {
1103
- const materialName = getMaterialName(material);
1104
- writer.appendLine(`rel material:binding = </StageRoot/Materials/${materialName}>`);
1105
- }
1106
- // Turns out QuickLook / RealityKit doesn't support the doubleSided attribute, so we
1107
- // work around that by emitting additional indices above, and then we shouldn't emit the attribute either as geometry is
1108
- // already doubleSided then.
1109
- if (!context.quickLookCompatible && material.side === DoubleSide) {
1110
- // double-sided is a mesh property in USD, we can apply it as `over` here
1111
- writer.beginBlock(`over "Geometry" `);
1112
- writer.appendLine(`uniform bool doubleSided = 1`);
1113
- writer.closeBlock();
1114
- }
1115
- }
1116
- let haveWrittenAnyXformOps = false;
1117
- if (isSkinnedMesh) {
1118
- writer.appendLine(`rel skel:skeleton = <Rig>`);
1119
- writer.appendLine(`rel skel:animationSource = <Rig/_anim>`);
1120
- haveWrittenAnyXformOps = false;
1121
- // writer.appendLine( `matrix4d xformOp:transform = ${buildMatrix(new Matrix4())}` ); // always identity / in world space
1122
- }
1123
- else if (model.type === undefined) {
1124
- if (transform) {
1125
- haveWrittenAnyXformOps = haveWrittenAnyXformOps || (transform.position !== null || transform.quaternion !== null || transform.scale !== null);
1126
- if (transform.position) {
1127
- model.needsTranslate = true;
1128
- writer.appendLine(`double3 xformOp:translate = (${fn(transform.position.x)}, ${fn(transform.position.y)}, ${fn(transform.position.z)})`);
1129
- }
1130
- if (transform.quaternion) {
1131
- model.needsOrient = true;
1132
- writer.appendLine(`quatf xformOp:orient = (${fn(transform.quaternion.w)}, ${fn(transform.quaternion.x)}, ${fn(transform.quaternion.y)}, ${fn(transform.quaternion.z)})`);
1133
- }
1134
- if (transform.scale) {
1135
- model.needsScale = true;
1136
- writer.appendLine(`double3 xformOp:scale = (${fn(transform.scale.x)}, ${fn(transform.scale.y)}, ${fn(transform.scale.z)})`);
1137
- }
1138
- }
1139
- }
1140
- if (model.visibility !== undefined)
1141
- writer.appendLine(`token visibility = "${model.visibility}"`);
1142
- if (camera && !context.quickLookCompatible) {
1143
- if ('isOrthographicCamera' in camera && camera.isOrthographicCamera) {
1144
- writer.appendLine(`float2 clippingRange = (${camera.near}, ${camera.far})`);
1145
- writer.appendLine(`float horizontalAperture = ${((Math.abs(camera.left) + Math.abs(camera.right)) * 10).toPrecision(PRECISION)}`);
1146
- writer.appendLine(`float verticalAperture = ${((Math.abs(camera.top) + Math.abs(camera.bottom)) * 10).toPrecision(PRECISION)}`);
1147
- writer.appendLine('token projection = "orthographic"');
1148
- }
1149
- else if ('isPerspectiveCamera' in camera && camera.isPerspectiveCamera) {
1150
- writer.appendLine(`float2 clippingRange = (${camera.near.toPrecision(PRECISION)}, ${camera.far.toPrecision(PRECISION)})`);
1151
- writer.appendLine(`float focalLength = ${camera.getFocalLength().toPrecision(PRECISION)}`);
1152
- writer.appendLine(`float focusDistance = ${camera.focus.toPrecision(PRECISION)}`);
1153
- writer.appendLine(`float horizontalAperture = ${camera.getFilmWidth().toPrecision(PRECISION)}`);
1154
- writer.appendLine('token projection = "perspective"');
1155
- writer.appendLine(`float verticalAperture = ${camera.getFilmHeight().toPrecision(PRECISION)}`);
1156
- }
1157
- }
1158
- if (model.onSerialize) {
1159
- model.onSerialize(writer, context);
1160
- }
1161
- // after serialization, we know which xformops to actually define here:
1162
- if (model.type === undefined) {
1163
- // TODO only write the necessary ones – this isn't trivial though because we need to know
1164
- // if some of them are animated, and then we need to include those.
1165
- // Best approach would likely be to write xformOpOrder _after_ onSerialize
1166
- // and keep track of what was written in onSerialize (e.g. model.needsTranslate = true)
1167
- const ops = new Array();
1168
- if (model.needsTranslate)
1169
- ops.push('"xformOp:translate"');
1170
- if (model.needsOrient)
1171
- ops.push('"xformOp:orient"');
1172
- if (model.needsScale)
1173
- ops.push('"xformOp:scale"');
1174
- if (ops.length)
1175
- writer.appendLine(`uniform token[] xformOpOrder = [${ops.join(', ')}]`);
1176
- }
1177
- if (model.children) {
1178
- writer.appendLine();
1179
- for (const ch of model.children) {
1180
- buildXform(ch, writer, context);
1181
- }
1182
- }
1183
- writer.closeBlock();
1184
- }
1185
- function fn(num) {
1186
- return Number.isInteger(num) ? num.toString() : num.toFixed(10);
1187
- }
1188
- function buildMatrix(matrix) {
1189
- const array = matrix.elements;
1190
- return `( ${buildMatrixRow(array, 0)}, ${buildMatrixRow(array, 4)}, ${buildMatrixRow(array, 8)}, ${buildMatrixRow(array, 12)} )`;
1191
- }
1192
- function buildMatrixRow(array, offset) {
1193
- return `(${fn(array[offset + 0])}, ${fn(array[offset + 1])}, ${fn(array[offset + 2])}, ${fn(array[offset + 3])})`;
1194
- }
1195
- // Mesh
1196
- function buildMeshObject(geometry, bonesArray = [], quickLookCompatible = true) {
1197
- const mesh = buildMesh(geometry, bonesArray, quickLookCompatible);
1198
- return `
1199
- def "Geometry"
1200
- ${mesh}
1201
- `;
1202
- }
1203
- function buildMesh(geometry, bones = [], quickLookCompatible = true) {
1204
- const name = 'Geometry';
1205
- const attributes = geometry.attributes;
1206
- const count = attributes.position.count;
1207
- const hasBones = bones && bones.length > 0;
1208
- // We need to sort bones and all skinning data by path –
1209
- // Neither glTF nor three.js care, but in USD they must be sorted
1210
- // since the array defines the virtual hierarchy and is evaluated in that order
1211
- const sortedBones = [];
1212
- const indexMapping = [];
1213
- let sortedSkinIndex = new Array();
1214
- let sortedSkinIndexAttribute = attributes.skinIndex;
1215
- let bonesArray = "";
1216
- if (hasBones) {
1217
- const uuidsFound = [];
1218
- for (const bone of bones) {
1219
- // if (bone.parent!.type !== 'Bone')
1220
- {
1221
- sortedBones.push({ bone: bone, index: bones.indexOf(bone) });
1222
- uuidsFound.push(bone.uuid);
1223
- }
1224
- }
1225
- let maxSteps = 10_000;
1226
- while (uuidsFound.length < bones.length && maxSteps-- > 0) {
1227
- for (const sortedBone of sortedBones) {
1228
- const children = sortedBone.bone.children;
1229
- for (const childBone of children) {
1230
- if (uuidsFound.indexOf(childBone.uuid) === -1 && bones.indexOf(childBone) !== -1) {
1231
- sortedBones.push({ bone: childBone, index: bones.indexOf(childBone) });
1232
- uuidsFound.push(childBone.uuid);
1233
- }
1234
- }
1235
- }
1236
- }
1237
- if (maxSteps <= 0)
1238
- console.error("Failed to sort bones in skinned mesh", sortedBones, bones, uuidsFound);
1239
- // add structural nodes to the list of bones
1240
- for (const structuralNode of findStructuralNodesInBoneHierarchy(bones)) {
1241
- sortedBones.push({ bone: structuralNode, index: sortedBones.length });
1242
- }
1243
- // sort bones by path – need to be sorted in the same order as during mesh export
1244
- const assumedRoot = sortedBones[0].bone.parent;
1245
- sortedBones.sort((a, b) => getPathToSkeleton(a.bone, assumedRoot) > getPathToSkeleton(b.bone, assumedRoot) ? 1 : -1);
1246
- bonesArray = sortedBones.map(x => "\"" + getPathToSkeleton(x.bone, assumedRoot) + "\"").join(', ');
1247
- // TODO we can probably skip the expensive attribute re-ordering if the bones were already in a correct order.
1248
- // That doesn't mean that they are strictly sorted by path – just that all parents strictly need to come first.
1249
- // build index mapping
1250
- for (const i in sortedBones) {
1251
- indexMapping[sortedBones[i].index] = parseInt(i);
1252
- }
1253
- // remap skin index attributes
1254
- const skinIndex = attributes.skinIndex;
1255
- sortedSkinIndex = new Array();
1256
- for (let i = 0; i < skinIndex.count; i++) {
1257
- const x = skinIndex.getX(i);
1258
- const y = skinIndex.getY(i);
1259
- const z = skinIndex.getZ(i);
1260
- const w = skinIndex.getW(i);
1261
- sortedSkinIndex.push(indexMapping[x], indexMapping[y], indexMapping[z], indexMapping[w]);
1262
- }
1263
- // turn it back into an attribute so the rest of the code doesn't need to learn a new thing
1264
- sortedSkinIndexAttribute = new BufferAttribute(new Uint16Array(sortedSkinIndex), 4);
1265
- }
1266
- const isSkinnedMesh = attributes.skinWeight && attributes.skinIndex;
1267
- return `
1268
- {
1269
- def Mesh "${name}" ${isSkinnedMesh ? `(
1270
- prepend apiSchemas = ["SkelBindingAPI"]
1271
- )` : ''}
1272
- {
1273
- int[] faceVertexCounts = [${buildMeshVertexCount(geometry)}]
1274
- int[] faceVertexIndices = [${buildMeshVertexIndices(geometry)}]
1275
- ${attributes.normal || quickLookCompatible ? // in QuickLook, normals are required, otherwise double-sided rendering doesn't work.
1276
- `normal3f[] normals = [${buildVector3Array(attributes.normal, count)}] (
1277
- interpolation = "vertex"
1278
- )` : ''}
1279
- point3f[] points = [${buildVector3Array(attributes.position, count)}]
1280
- ${attributes.uv ?
1281
- `texCoord2f[] primvars:st = [${buildVector2Array(attributes.uv, count, true)}] (
1282
- interpolation = "vertex"
1283
- )` : ''}
1284
- ${attributes.uv1 ? buildCustomAttributeAccessor('st1', attributes.uv1) : ''}
1285
- ${attributes.uv2 ? buildCustomAttributeAccessor('st2', attributes.uv2) : ''}
1286
- ${attributes.uv3 ? buildCustomAttributeAccessor('st3', attributes.uv3) : ''}
1287
- ${isSkinnedMesh ?
1288
- `matrix4d primvars:skel:geomBindTransform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) (
1289
- elementSize = 1
1290
- interpolation = "constant"
1291
- )` : ''}
1292
- ${attributes.skinIndex ?
1293
- `int[] primvars:skel:jointIndices = [${buildVector4Array(sortedSkinIndexAttribute, true)}] (
1294
- elementSize = 4
1295
- interpolation = "vertex"
1296
- )` : ''}
1297
- ${attributes.skinWeight ?
1298
- `float[] primvars:skel:jointWeights = [${buildVector4Array(attributes.skinWeight)}] (
1299
- elementSize = 4
1300
- interpolation = "vertex"
1301
- )` : ''}
1302
- ${attributes.color ?
1303
- `color3f[] primvars:displayColor = [${buildVector3Array(attributes.color, count)}] (
1304
- interpolation = "vertex"
1305
- )` : ''}
1306
- uniform token subdivisionScheme = "none"
1307
- }
1308
- }
1309
- ${quickLookCompatible ? `
1310
- # This is a workaround for QuickLook/RealityKit not supporting the doubleSided attribute. We're adding a second
1311
- # geometry definition here, that uses the same mesh data but appends extra faces with reversed winding order.
1312
- def "${name}_doubleSided" (
1313
- prepend references = </Geometry>
1314
- )
1315
- {
1316
- over "Geometry"
1317
- {
1318
- int[] faceVertexCounts = [${buildMeshVertexCount(geometry) + ", " + buildMeshVertexCount(geometry)}]
1319
- int[] faceVertexIndices = [${buildMeshVertexIndices(geometry) + ", " + buildMeshVertexIndices(geometry, true)}]
1320
- }
1321
- }
1322
- ` : ''}
1323
- `;
1324
- }
1325
- function buildMeshVertexCount(geometry) {
1326
- const count = geometry.index !== null ? geometry.index.count : geometry.attributes.position.count;
1327
- return Array(Math.floor(count / 3)).fill(3).join(', ');
1328
- }
1329
- function buildMeshVertexIndices(geometry, reverseWinding = false) {
1330
- const index = geometry.index;
1331
- const array = [];
1332
- if (index !== null) {
1333
- for (let i = 0; i < index.count; i++) {
1334
- let val = i;
1335
- if (reverseWinding)
1336
- val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1337
- array.push(index.getX(val));
1338
- }
1339
- }
1340
- else {
1341
- const length = geometry.attributes.position.count;
1342
- for (let i = 0; i < length; i++) {
1343
- let val = i;
1344
- if (reverseWinding)
1345
- val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1346
- array.push(val);
1347
- }
1348
- }
1349
- return array.join(', ');
1350
- }
1351
- /** Returns a string with the correct attribute declaration for the given attribute. Could have 2,3,4 components. */
1352
- function buildCustomAttributeAccessor(primvarName, attribute) {
1353
- const count = attribute.itemSize;
1354
- switch (count) {
1355
- case 2:
1356
- // 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.
1357
- return `texCoord2f[] primvars:${primvarName} = [${buildVector2Array(attribute, count, true)}] (
1358
- interpolation = "vertex"
1359
- )`;
1360
- case 3:
1361
- return `texCoord3f[] primvars:${primvarName} = [${buildVector3Array(attribute, count)}] (
1362
- interpolation = "vertex"
1363
- )`;
1364
- case 4:
1365
- return `double4[] primvars:${primvarName} = [${buildVector4Array2(attribute, count)}] (
1366
- interpolation = "vertex"
1367
- )`;
1368
- default:
1369
- console.warn('USDZExporter: Attribute with ' + count + ' components are currently not supported. Results may be undefined for ' + primvarName + '.');
1370
- return '';
1371
- }
1372
- }
1373
- function buildVector3Array(attribute, count) {
1374
- if (attribute === undefined) {
1375
- console.warn('USDZExporter: A mesh attribute is missing and will be set with placeholder data. The result may look incorrect.');
1376
- return Array(count).fill('(0, 0, 1)').join(', ');
1377
- }
1378
- const array = [];
1379
- for (let i = 0; i < attribute.count; i++) {
1380
- const x = attribute.getX(i);
1381
- const y = attribute.getY(i);
1382
- const z = attribute.getZ(i);
1383
- array.push(`(${x.toPrecision(PRECISION)}, ${y.toPrecision(PRECISION)}, ${z.toPrecision(PRECISION)})`);
1384
- }
1385
- return array.join(', ');
1386
- }
1387
- function buildVector4Array2(attribute, count) {
1388
- if (attribute === undefined) {
1389
- console.warn('USDZExporter: Attribute is missing. Results may be undefined.');
1390
- return Array(count).fill('(0, 0, 0, 0)').join(', ');
1391
- }
1392
- const array = [];
1393
- for (let i = 0; i < attribute.count; i++) {
1394
- const x = attribute.getX(i);
1395
- const y = attribute.getY(i);
1396
- const z = attribute.getZ(i) || 0;
1397
- const w = attribute.getW(i) || 0;
1398
- array.push(`(${x.toPrecision(PRECISION)}, ${y.toPrecision(PRECISION)}, ${z.toPrecision(PRECISION)}, ${w.toPrecision(PRECISION)})`);
1399
- }
1400
- return array.join(', ');
1401
- }
1402
- function buildVector4Array(attribute, ints = false) {
1403
- const array = [];
1404
- for (let i = 0; i < attribute.count; i++) {
1405
- const x = attribute.getX(i);
1406
- const y = attribute.getY(i);
1407
- const z = attribute.getZ(i);
1408
- const w = attribute.getW(i);
1409
- array.push(`${ints ? x : x.toPrecision(PRECISION)}`);
1410
- array.push(`${ints ? y : y.toPrecision(PRECISION)}`);
1411
- array.push(`${ints ? z : z.toPrecision(PRECISION)}`);
1412
- array.push(`${ints ? w : w.toPrecision(PRECISION)}`);
1413
- }
1414
- return array.join(', ');
1415
- }
1416
- function buildVector2Array(attribute, count, flipY = false) {
1417
- if (attribute === undefined) {
1418
- console.warn('USDZExporter: UVs missing.');
1419
- return Array(count).fill('(0, 0)').join(', ');
1420
- }
1421
- const array = [];
1422
- for (let i = 0; i < attribute.count; i++) {
1423
- const x = attribute.getX(i);
1424
- let y = attribute.getY(i);
1425
- if (flipY)
1426
- y = 1 - y;
1427
- array.push(`(${x.toPrecision(PRECISION)}, ${y.toPrecision(PRECISION)})`);
1428
- }
1429
- return array.join(', ');
1430
- }
1431
- // Materials
1432
- function buildMaterials(materials, textures, quickLookCompatible = false) {
1433
- const array = [];
1434
- for (const uuid in materials) {
1435
- const material = materials[uuid];
1436
- array.push(buildMaterial(material, textures, quickLookCompatible));
1437
- }
1438
- return `
1439
- def "Materials"
1440
- {
1441
- ${array.join('')}
1442
- }`;
1443
- }
1444
- function buildMaterial(material, textures, quickLookCompatible = false) {
1445
- const materialName = getMaterialName(material);
1446
- // Special case: occluder material
1447
- // Supported on iOS 18+ and visionOS 1+
1448
- const isShadowCatcherMaterial = material.colorWrite === false ||
1449
- (material.userData?.isShadowCatcherMaterial || material.userData?.isLightBlendMaterial);
1450
- if (isShadowCatcherMaterial) {
1451
- // Two options here:
1452
- // - ND_realitykit_occlusion_surfaceshader (non-shadow receiving)
1453
- // - ND_realitykit_shadowreceiver_surfaceshader (shadow receiving)
1454
- const mode = (material.userData.isLightBlendMaterial || material.userData.isShadowCatcherMaterial)
1455
- ? "ND_realitykit_shadowreceiver_surfaceshader"
1456
- : "ND_realitykit_occlusion_surfaceshader";
1457
- return `
1458
-
1459
- def Material "${materialName}" ${material.name ? `(
1460
- displayName = "${material.name}"
1461
- )` : ''}
1462
- {
1463
- token outputs:mtlx:surface.connect = ${materialRoot}/${materialName}/Occlusion.outputs:out>
1464
-
1465
- def Shader "Occlusion"
1466
- {
1467
- uniform token info:id = "${mode}"
1468
- token outputs:out
1469
- }
1470
- }`;
1471
- }
1472
- // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
1473
- const pad = ' ';
1474
- const inputs = [];
1475
- const samplers = [];
1476
- const usedUVChannels = new Set();
1477
- function texName(tex) {
1478
- // If we have a source, we only want to use the source's id, not the texture's id
1479
- // to avoid exporting the same underlying data multiple times.
1480
- return makeNameSafe(tex.name) + '_' + (tex.source?.id ?? tex.id);
1481
- }
1482
- function buildTexture(texture, mapType, color = undefined, opacity = undefined) {
1483
- const name = texName(texture);
1484
- // 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.
1485
- // TODO This currently results in textures potentially being exported multiple times that are actually identical!
1486
- // const colorHex = color ? color.getHexString() : undefined;
1487
- // const colorId = ( color && colorHex != 'ffffff' ? '_' + color.getHexString() : '' );
1488
- const id = name + (opacity !== undefined && opacity !== 1.0 ? '_' + opacity : '');
1489
- // Seems neither QuickLook nor usdview support scale/bias on .a values, so we need to bake opacity multipliers into
1490
- // the texture. This is not ideal.
1491
- const opacityIsAppliedToTextureAndNotAsScale = quickLookCompatible && opacity !== undefined && opacity !== 1.0;
1492
- const scaleToApply = opacityIsAppliedToTextureAndNotAsScale ? new Vector4(1, 1, 1, opacity) : undefined;
1493
- // Treat undefined opacity as 1
1494
- if (opacity === undefined)
1495
- opacity = 1.0;
1496
- // When we're baking opacity into the texture, we shouldn't apply it as scale as well – so we set it to 1.
1497
- if (opacityIsAppliedToTextureAndNotAsScale)
1498
- opacity = 1.0;
1499
- // sanitize scaleToApply.w === 0 - this isn't working right now, seems the PNG can't be read back properly.
1500
- if (scaleToApply && scaleToApply.w <= 0.05)
1501
- scaleToApply.w = 0.05;
1502
- textures[id] = { texture, scale: scaleToApply };
1503
- const uv = texture.channel > 0 ? 'st' + texture.channel : 'st';
1504
- usedUVChannels.add(texture.channel);
1505
- const isRGBA = formatsWithAlphaChannel.includes(texture.format);
1506
- const WRAPPINGS = {
1507
- 1000: 'repeat',
1508
- 1001: 'clamp',
1509
- 1002: 'mirror' // MirroredRepeatWrapping
1510
- };
1511
- const repeat = texture.repeat.clone();
1512
- const offset = texture.offset.clone();
1513
- const rotation = texture.rotation;
1514
- // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot
1515
- const xRotationOffset = Math.sin(rotation);
1516
- const yRotationOffset = Math.cos(rotation);
1517
- // texture coordinates start in the opposite corner, need to correct
1518
- offset.y = 1 - offset.y - repeat.y;
1519
- // turns out QuickLook is buggy and interprets texture repeat inverted.
1520
- // Apple Feedback: FB10036297 and FB11442287
1521
- if (quickLookCompatible) {
1522
- // This is NOT correct yet in QuickLook, but comes close for a range of models.
1523
- // It becomes more incorrect the bigger the offset is
1524
- // sanitize repeat values to avoid NaNs
1525
- if (repeat.x === 0)
1526
- repeat.x = 0.0001;
1527
- if (repeat.y === 0)
1528
- repeat.y = 0.0001;
1529
- offset.x = offset.x / repeat.x;
1530
- offset.y = offset.y / repeat.y;
1531
- offset.x += xRotationOffset / repeat.x;
1532
- offset.y += yRotationOffset - 1;
1533
- }
1534
- else {
1535
- // results match glTF results exactly. verified correct in usdview.
1536
- offset.x += xRotationOffset * repeat.x;
1537
- offset.y += (1 - yRotationOffset) * repeat.y;
1538
- }
1539
- const needsTextureTransform = (repeat.x != 1 || repeat.y != 1 || offset.x != 0 || offset.y != 0 || rotation != 0);
1540
- const textureTransformInput = `${materialRoot}/${materialName}/${'uvReader_' + uv}.outputs:result>`;
1541
- const textureTransformOutput = `${materialRoot}/${materialName}/Transform2d_${mapType}.outputs:result>`;
1542
- const needsTextureScale = mapType !== 'normal' && (color && (color.r !== 1 || color.g !== 1 || color.b !== 1 || opacity !== 1)) || false;
1543
- const needsNormalScaleAndBias = mapType === 'normal';
1544
- const normalScale = material instanceof MeshStandardMaterial ? (material.normalScale ? material.normalScale.x * 2 : 2) : 2;
1545
- const normalScaleValueString = normalScale.toFixed(PRECISION);
1546
- const normalBiasString = (-1 * (normalScale / 2)).toFixed(PRECISION);
1547
- const normalBiasZString = (1 - normalScale).toFixed(PRECISION);
1548
- return `
1549
- ${needsTextureTransform ? `def Shader "Transform2d_${mapType}" (
1550
- sdrMetadata = {
1551
- string role = "math"
1552
- }
1553
- )
1554
- {
1555
- uniform token info:id = "UsdTransform2d"
1556
- float2 inputs:in.connect = ${textureTransformInput}
1557
- float2 inputs:scale = ${buildVector2(repeat)}
1558
- float2 inputs:translation = ${buildVector2(offset)}
1559
- float inputs:rotation = ${(rotation / Math.PI * 180).toFixed(PRECISION)}
1560
- float2 outputs:result
1561
- }
1562
- ` : ''}
1563
- def Shader "${name}_${mapType}"
1564
- {
1565
- uniform token info:id = "UsdUVTexture"
1566
- asset inputs:file = @textures/${id}.${isRGBA ? 'png' : 'jpg'}@
1567
- token inputs:sourceColorSpace = "${texture.colorSpace === 'srgb' ? 'sRGB' : 'raw'}"
1568
- float2 inputs:st.connect = ${needsTextureTransform ? textureTransformOutput : textureTransformInput}
1569
- ${needsTextureScale ? `
1570
- float4 inputs:scale = (${color ? color.r + ', ' + color.g + ', ' + color.b : '1, 1, 1'}, ${opacity})
1571
- ` : ``}
1572
- ${needsNormalScaleAndBias ? `
1573
- float4 inputs:scale = (${normalScaleValueString}, ${normalScaleValueString}, ${normalScaleValueString}, 1)
1574
- float4 inputs:bias = (${normalBiasString}, ${normalBiasString}, ${normalBiasZString}, 0)
1575
- ` : ``}
1576
- token inputs:wrapS = "${WRAPPINGS[texture.wrapS]}"
1577
- token inputs:wrapT = "${WRAPPINGS[texture.wrapT]}"
1578
- float outputs:r
1579
- float outputs:g
1580
- float outputs:b
1581
- float3 outputs:rgb
1582
- ${material.transparent || material.alphaTest > 0.0 ? 'float outputs:a' : ''}
1583
- }`;
1584
- }
1585
- let effectiveOpacity = (material.transparent || material.alphaTest) ? material.opacity : 1;
1586
- let haveConnectedOpacity = false;
1587
- let haveConnectedOpacityThreshold = false;
1588
- if (material instanceof MeshPhysicalMaterial && material.transmission !== undefined) {
1589
- // TODO does not help when a roughnessMap is used
1590
- effectiveOpacity *= (1 - material.transmission * (1 - (material.roughness * 0.5)));
1591
- }
1592
- if (material.map) {
1593
- inputs.push(`${pad}color3f inputs:diffuseColor.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:rgb>`);
1594
- // Enforce alpha hashing in QuickLook for unlit materials
1595
- if (material instanceof MeshBasicMaterial && material.transparent && material.alphaTest == 0.0 && quickLookCompatible) {
1596
- inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>`);
1597
- haveConnectedOpacity = true;
1598
- // see below – QuickLook applies alpha hashing instead of pure blending when
1599
- // both opacity and opacityThreshold are connected
1600
- inputs.push(`${pad}float inputs:opacityThreshold = ${0.0000000001}`);
1601
- haveConnectedOpacityThreshold = true;
1602
- }
1603
- else if (material.transparent) {
1604
- inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>`);
1605
- haveConnectedOpacity = true;
1606
- }
1607
- else if (material.alphaTest > 0.0) {
1608
- inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>`);
1609
- haveConnectedOpacity = true;
1610
- inputs.push(`${pad}float inputs:opacityThreshold = ${material.alphaTest}`);
1611
- haveConnectedOpacityThreshold = true;
1612
- }
1613
- samplers.push(buildTexture(material.map, 'diffuse', material.color, effectiveOpacity));
1614
- }
1615
- else {
1616
- inputs.push(`${pad}color3f inputs:diffuseColor = ${buildColor(material.color)}`);
1617
- }
1618
- if (material.alphaHash && quickLookCompatible) {
1619
- // Seems we can do this to basically enforce alpha hashing / dithered transparency in QuickLook –
1620
- // works completely different in usdview though...
1621
- if (haveConnectedOpacityThreshold) {
1622
- console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping alphaHash opacity threshold.');
1623
- }
1624
- else {
1625
- inputs.push(`${pad}float inputs:opacityThreshold = 0.0000000001`);
1626
- haveConnectedOpacityThreshold = true;
1627
- }
1628
- }
1629
- if (material.aoMap) {
1630
- inputs.push(`${pad}float inputs:occlusion.connect = ${materialRoot}/${materialName}/${texName(material.aoMap)}_occlusion.outputs:r>`);
1631
- samplers.push(buildTexture(material.aoMap, 'occlusion'));
1632
- }
1633
- if (material.alphaMap) {
1634
- inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.alphaMap)}_opacity.outputs:r>`);
1635
- // TODO this is likely not correct and will prevent blending from working correctly – masking will be used instead
1636
- inputs.push(`${pad}float inputs:opacityThreshold = 0.0000000001`);
1637
- haveConnectedOpacity = true;
1638
- haveConnectedOpacityThreshold = true;
1639
- samplers.push(buildTexture(material.alphaMap, 'opacity', new Color(1, 1, 1), effectiveOpacity));
1640
- }
1641
- else { // opacity will always be connected if we have a map
1642
- if (haveConnectedOpacity) {
1643
- console.warn('Opacity for ' + material.name + ' was already connected. Skipping default opacity.');
1644
- }
1645
- else {
1646
- inputs.push(`${pad}float inputs:opacity = ${effectiveOpacity}`);
1647
- haveConnectedOpacity = true;
1648
- }
1649
- if (material.alphaTest > 0.0) {
1650
- if (haveConnectedOpacityThreshold) {
1651
- console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping default opacity threshold.');
1652
- }
1653
- else {
1654
- inputs.push(`${pad}float inputs:opacityThreshold = ${material.alphaTest}`);
1655
- haveConnectedOpacityThreshold = true;
1656
- }
1657
- }
1658
- }
1659
- if (material instanceof MeshStandardMaterial) {
1660
- if (material.emissiveMap) {
1661
- inputs.push(`${pad}color3f inputs:emissiveColor.connect = ${materialRoot}/${materialName}/${texName(material.emissiveMap)}_emissive.outputs:rgb>`);
1662
- const color = material.emissive.clone();
1663
- color.multiplyScalar(material.emissiveIntensity);
1664
- samplers.push(buildTexture(material.emissiveMap, 'emissive', color));
1665
- }
1666
- else if (material.emissive?.getHex() > 0) {
1667
- const color = material.emissive.clone();
1668
- color.multiplyScalar(material.emissiveIntensity);
1669
- inputs.push(`${pad}color3f inputs:emissiveColor = ${buildColor(color)}`);
1670
- }
1671
- else {
1672
- // We don't need to export (0,0,0) as emissive color
1673
- // inputs.push( `${pad}color3f inputs:emissiveColor = (0, 0, 0)` );
1674
- }
1675
- if (material.normalMap) {
1676
- inputs.push(`${pad}normal3f inputs:normal.connect = ${materialRoot}/${materialName}/${texName(material.normalMap)}_normal.outputs:rgb>`);
1677
- samplers.push(buildTexture(material.normalMap, 'normal'));
1678
- }
1679
- if (material.roughnessMap && material.roughness === 1) {
1680
- inputs.push(`${pad}float inputs:roughness.connect = ${materialRoot}/${materialName}/${texName(material.roughnessMap)}_roughness.outputs:g>`);
1681
- samplers.push(buildTexture(material.roughnessMap, 'roughness'));
1682
- }
1683
- else {
1684
- inputs.push(`${pad}float inputs:roughness = ${material.roughness !== undefined ? material.roughness : 1}`);
1685
- }
1686
- if (material.metalnessMap && material.metalness === 1) {
1687
- inputs.push(`${pad}float inputs:metallic.connect = ${materialRoot}/${materialName}/${texName(material.metalnessMap)}_metallic.outputs:b>`);
1688
- samplers.push(buildTexture(material.metalnessMap, 'metallic'));
1689
- }
1690
- else {
1691
- inputs.push(`${pad}float inputs:metallic = ${material.metalness !== undefined ? material.metalness : 0}`);
1692
- }
1693
- }
1694
- if (material instanceof MeshPhysicalMaterial) {
1695
- inputs.push(`${pad}float inputs:clearcoat = ${material.clearcoat}`);
1696
- inputs.push(`${pad}float inputs:clearcoatRoughness = ${material.clearcoatRoughness}`);
1697
- inputs.push(`${pad}float inputs:ior = ${material.ior}`);
1698
- if (!material.transparent && !(material.alphaTest > 0.0) && material.transmissionMap) {
1699
- inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.transmissionMap)}_transmission.outputs:r>`);
1700
- samplers.push(buildTexture(material.transmissionMap, 'transmission'));
1701
- }
1702
- }
1703
- // check if usedUVChannels contains any data besides exactly 0 or 1
1704
- if (usedUVChannels.size > 2) {
1705
- console.warn('USDZExporter: Material ' + material.name + ' uses more than 2 UV channels. Currently, only UV0 and UV1 are supported.');
1706
- }
1707
- else if (usedUVChannels.size === 2) {
1708
- // check if it's exactly 0 and 1
1709
- if (!usedUVChannels.has(0) || !usedUVChannels.has(1)) {
1710
- console.warn('USDZExporter: Material ' + material.name + ' uses UV channels other than 0 and 1. Currently, only UV0 and UV1 are supported.');
1711
- }
1712
- }
1713
- return `
1714
-
1715
- def Material "${materialName}" ${material.name ? `(
1716
- displayName = "${makeDisplayNameSafe(material.name)}"
1717
- )` : ''}
1718
- {
1719
- token outputs:surface.connect = ${materialRoot}/${materialName}/PreviewSurface.outputs:surface>
1720
-
1721
- def Shader "PreviewSurface"
1722
- {
1723
- uniform token info:id = "UsdPreviewSurface"
1724
- ${inputs.join('\n')}
1725
- int inputs:useSpecularWorkflow = ${material instanceof MeshBasicMaterial ? '1' : '0'}
1726
- token outputs:surface
1727
- }
1728
- ${samplers.length > 0 ? `
1729
- ${usedUVChannels.has(0) ? `
1730
- def Shader "uvReader_st"
1731
- {
1732
- uniform token info:id = "UsdPrimvarReader_float2"
1733
- token inputs:varname = "st"
1734
- float2 inputs:fallback = (0.0, 0.0)
1735
- float2 outputs:result
1736
- }
1737
- ` : ''}
1738
- ${usedUVChannels.has(1) ? `
1739
- def Shader "uvReader_st1"
1740
- {
1741
- uniform token info:id = "UsdPrimvarReader_float2"
1742
- token inputs:varname = "st1"
1743
- float2 inputs:fallback = (0.0, 0.0)
1744
- float2 outputs:result
1745
- }
1746
- ` : ''}
1747
- ${samplers.join('\n')}` : ''}
1748
- }`;
1749
- }
1750
- function buildColor(color) {
1751
- return `(${color.r}, ${color.g}, ${color.b})`;
1752
- }
1753
- function buildVector2(vector) {
1754
- return `(${vector.x}, ${vector.y})`;
1755
- }
1756
- const formatsWithAlphaChannel = [
1757
- // uncompressed formats with alpha channel
1758
- 1023,
1759
- // compressed formats with alpha channel
1760
- 33777,
1761
- 33778,
1762
- 33779,
1763
- 35842,
1764
- 35843,
1765
- 37496,
1766
- 37808,
1767
- 37809,
1768
- 37810,
1769
- 37811,
1770
- 37812,
1771
- 37813,
1772
- 37814,
1773
- 37815,
1774
- 37816,
1775
- 37817,
1776
- 37818,
1777
- 37819,
1778
- 37820,
1779
- 37821,
1780
- 36492, // RGBA_BPTC_Format
1781
- ];
1782
- export { buildMatrix, decompressGpuTexture, findStructuralNodesInBoneHierarchy, getBoneName, getMaterialName as getMaterialNameForUSD, getPathToSkeleton, imageToCanvas, imageToCanvasUnpremultiplied, makeNameSafe as makeNameSafeForUSD, USDDocument, fn as usdNumberFormatting, USDObject, USDWriter, USDZExporter, USDZExporterContext, };
1
+ import '../../../engine/engine_shims.js';
2
+ import { BufferAttribute, Color, DoubleSide, LinearFilter, Material, MathUtils, Matrix4, Mesh, MeshBasicMaterial, MeshPhysicalMaterial, MeshStandardMaterial, OrthographicCamera, PerspectiveCamera, PlaneGeometry, Quaternion, RGBAFormat, Scene, ShaderMaterial, SkinnedMesh, SRGBColorSpace, Uniform, UnsignedByteType, Vector3, Vector4, WebGLRenderer, WebGLRenderTarget } from 'three';
3
+ import * as fflate from 'three/examples/jsm/libs/fflate.module.js';
4
+ import { VERSION } from "../../../engine/engine_constants.js";
5
+ import { Progress } from '../../../engine/engine_time_utils.js';
6
+ function makeNameSafe(str) {
7
+ // Remove characters that are not allowed in USD ASCII identifiers
8
+ str = str.replace(/[^a-zA-Z0-9_]/g, '');
9
+ // If name doesn't start with a-zA-Z_, add _ to the beginning – required by USD
10
+ if (!str.match(/^[a-zA-Z_]/))
11
+ str = '_' + str;
12
+ return str;
13
+ }
14
+ function makeDisplayNameSafe(str) {
15
+ str = str.replace("\"", "\\\"");
16
+ return str;
17
+ }
18
+ // TODO check if this works when bones in the skeleton are completely unordered
19
+ function findCommonAncestor(objects) {
20
+ if (objects.length === 0)
21
+ return null;
22
+ const ancestors = objects.map((obj) => {
23
+ const objAncestors = new Array();
24
+ while (obj.parent) {
25
+ objAncestors.unshift(obj.parent);
26
+ obj = obj.parent;
27
+ }
28
+ return objAncestors;
29
+ });
30
+ //@ts-ignore – findLast seems to be missing in TypeScript types pre-5.x
31
+ const commonAncestor = ancestors[0].findLast((ancestor) => {
32
+ return ancestors.every((a) => a.includes(ancestor));
33
+ });
34
+ return commonAncestor || null;
35
+ }
36
+ function findStructuralNodesInBoneHierarchy(bones) {
37
+ const commonAncestor = findCommonAncestor(bones);
38
+ // find all structural nodes – parents of bones that are not bones themselves
39
+ const structuralNodes = new Set();
40
+ for (const bone of bones) {
41
+ let current = bone.parent;
42
+ while (current && current !== commonAncestor) {
43
+ if (!bones.includes(current)) {
44
+ structuralNodes.add(current);
45
+ }
46
+ current = current.parent;
47
+ }
48
+ }
49
+ return structuralNodes;
50
+ }
51
+ const PositionIdentity = new Vector3();
52
+ const QuaternionIdentity = new Quaternion();
53
+ const ScaleIdentity = new Vector3(1, 1, 1);
54
+ class USDObject {
55
+ static USDObject_export_id = 0;
56
+ uuid;
57
+ name;
58
+ /** If no type is provided, type is chosen automatically (Xform or Mesh) */
59
+ type;
60
+ /** MaterialBindingAPI and SkelBindingAPI are handled automatically, extra schemas can be added here */
61
+ extraSchemas = [];
62
+ displayName;
63
+ visibility; // defaults to "inherited" in USD
64
+ getMatrix() {
65
+ if (!this.transform)
66
+ return new Matrix4();
67
+ const { position, quaternion, scale } = this.transform;
68
+ const matrix = new Matrix4();
69
+ matrix.compose(position || PositionIdentity, quaternion || QuaternionIdentity, scale || ScaleIdentity);
70
+ return matrix;
71
+ }
72
+ setMatrix(value) {
73
+ if (!value || !(value instanceof Matrix4)) {
74
+ this.transform = null;
75
+ return;
76
+ }
77
+ const position = new Vector3();
78
+ const quaternion = new Quaternion();
79
+ const scale = new Vector3();
80
+ value.decompose(position, quaternion, scale);
81
+ this.transform = { position, quaternion, scale };
82
+ }
83
+ /** @deprecated Use `transform`, or `getMatrix()` if you really need the matrix */
84
+ get matrix() { return this.getMatrix(); }
85
+ /** @deprecated Use `transform`, or `setMatrix()` if you really need the matrix */
86
+ set matrix(value) { this.setMatrix(value); }
87
+ transform = null;
88
+ _isDynamic;
89
+ get isDynamic() { return this._isDynamic; }
90
+ set isDynamic(value) { this._isDynamic = value; }
91
+ geometry;
92
+ material;
93
+ camera;
94
+ parent;
95
+ skinnedMesh;
96
+ children = [];
97
+ animations;
98
+ _eventListeners;
99
+ // these are for tracking which xformops are needed
100
+ needsTranslate = false;
101
+ needsOrient = false;
102
+ needsScale = false;
103
+ static createEmptyParent(object) {
104
+ const emptyParent = new USDObject(MathUtils.generateUUID(), object.name + '_empty_' + (USDObject.USDObject_export_id++), object.transform);
105
+ const parent = object.parent;
106
+ if (parent)
107
+ parent.add(emptyParent);
108
+ emptyParent.add(object);
109
+ emptyParent.isDynamic = true;
110
+ object.transform = null;
111
+ return emptyParent;
112
+ }
113
+ static createEmpty() {
114
+ const empty = new USDObject(MathUtils.generateUUID(), 'Empty_' + (USDObject.USDObject_export_id++));
115
+ empty.isDynamic = true;
116
+ return empty;
117
+ }
118
+ constructor(id, name, transform = null, mesh = null, material = null, camera = null, skinnedMesh = null, animations = null) {
119
+ this.uuid = id;
120
+ this.name = makeNameSafe(name);
121
+ this.displayName = name;
122
+ if (!transform)
123
+ this.transform = null;
124
+ else
125
+ this.transform = {
126
+ position: transform.position?.clone() || null,
127
+ quaternion: transform.quaternion?.clone() || null,
128
+ scale: transform.scale?.clone() || null
129
+ };
130
+ this.geometry = mesh;
131
+ this.material = material;
132
+ this.camera = camera;
133
+ this.parent = null;
134
+ this.children = [];
135
+ this._eventListeners = {};
136
+ this._isDynamic = false;
137
+ this.skinnedMesh = skinnedMesh;
138
+ this.animations = animations;
139
+ }
140
+ is(obj) {
141
+ if (!obj)
142
+ return false;
143
+ return this.uuid === obj.uuid;
144
+ }
145
+ isEmpty() {
146
+ return !this.geometry;
147
+ }
148
+ clone() {
149
+ const clone = new USDObject(MathUtils.generateUUID(), this.name, this.transform, this.geometry, this.material);
150
+ clone.isDynamic = this.isDynamic;
151
+ return clone;
152
+ }
153
+ deepClone() {
154
+ const clone = this.clone();
155
+ for (const child of this.children) {
156
+ if (!child)
157
+ continue;
158
+ clone.add(child.deepClone());
159
+ }
160
+ return clone;
161
+ }
162
+ getPath() {
163
+ let current = this.parent;
164
+ let path = this.name;
165
+ while (current) {
166
+ // StageRoot has a special path right now since there's additional Xforms for encapsulation.
167
+ // Better would be to actually model them as part of our object graph, but they're written separately,
168
+ // so currently we don't and instead work around that here.
169
+ const currentName = current.parent ? current.name : (current.name + "/Scenes/Scene");
170
+ path = currentName + '/' + path;
171
+ current = current.parent;
172
+ }
173
+ return '</' + path + '>';
174
+ }
175
+ add(child) {
176
+ if (child.parent) {
177
+ child.parent.remove(child);
178
+ }
179
+ child.parent = this;
180
+ this.children.push(child);
181
+ }
182
+ remove(child) {
183
+ const index = this.children.indexOf(child);
184
+ if (index >= 0) {
185
+ if (child.parent === this)
186
+ child.parent = null;
187
+ this.children.splice(index, 1);
188
+ }
189
+ }
190
+ addEventListener(evt, listener) {
191
+ if (!this._eventListeners[evt])
192
+ this._eventListeners[evt] = [];
193
+ this._eventListeners[evt].push(listener);
194
+ }
195
+ removeEventListener(evt, listener) {
196
+ if (!this._eventListeners[evt])
197
+ return;
198
+ const index = this._eventListeners[evt].indexOf(listener);
199
+ if (index >= 0) {
200
+ this._eventListeners[evt].splice(index, 1);
201
+ }
202
+ }
203
+ onSerialize(writer, context) {
204
+ const listeners = this._eventListeners['serialize'];
205
+ if (listeners)
206
+ listeners.forEach(listener => listener(writer, context));
207
+ }
208
+ }
209
+ class USDDocument extends USDObject {
210
+ stageLength;
211
+ get isDocumentRoot() {
212
+ return true;
213
+ }
214
+ get isDynamic() {
215
+ return false;
216
+ }
217
+ constructor() {
218
+ super(undefined, 'StageRoot', null, null, null, null);
219
+ this.children = [];
220
+ this.stageLength = 200;
221
+ }
222
+ add(child) {
223
+ child.parent = this;
224
+ this.children.push(child);
225
+ }
226
+ remove(child) {
227
+ const index = this.children.indexOf(child);
228
+ if (index >= 0) {
229
+ if (child.parent === this)
230
+ child.parent = null;
231
+ this.children.splice(index, 1);
232
+ }
233
+ }
234
+ traverse(callback, current = null) {
235
+ if (current !== null)
236
+ callback(current);
237
+ else
238
+ current = this;
239
+ if (current.children) {
240
+ for (const child of current.children) {
241
+ this.traverse(callback, child);
242
+ }
243
+ }
244
+ }
245
+ findById(uuid) {
246
+ let found = false;
247
+ function search(current) {
248
+ if (found)
249
+ return undefined;
250
+ if (current.uuid === uuid) {
251
+ found = true;
252
+ return current;
253
+ }
254
+ if (current.children) {
255
+ for (const child of current.children) {
256
+ if (!child)
257
+ continue;
258
+ const res = search(child);
259
+ if (res)
260
+ return res;
261
+ }
262
+ }
263
+ return undefined;
264
+ }
265
+ return search(this);
266
+ }
267
+ buildHeader(_context) {
268
+ const animationExtension = _context.extensions?.find(ext => ext?.extensionName === 'animation');
269
+ const behaviorExtension = _context.extensions?.find(ext => ext?.extensionName === 'Behaviour');
270
+ const physicsExtension = _context.extensions?.find(ext => ext?.extensionName === 'Physics');
271
+ const startTimeCode = animationExtension?.getStartTimeCode() ?? 0;
272
+ const endTimeCode = animationExtension?.getEndTimeCode() ?? 0;
273
+ let comment = "";
274
+ const registeredClips = animationExtension?.registeredClips;
275
+ if (registeredClips) {
276
+ for (const clip of registeredClips) {
277
+ comment += `\t# Animation: ${clip.name}, start=${animationExtension.getStartTimeByClip(clip) * 60}, length=${clip.duration * 60}\n`;
278
+ }
279
+ }
280
+ const comments = comment;
281
+ return `#usda 1.0
282
+ (
283
+ customLayerData = {
284
+ string creator = "Needle Engine ${VERSION}"
285
+ dictionary Needle = {
286
+ bool animations = ${animationExtension ? 1 : 0}
287
+ bool interactive = ${behaviorExtension ? 1 : 0}
288
+ bool physics = ${physicsExtension ? 1 : 0}
289
+ bool quickLookCompatible = ${_context.quickLookCompatible ? 1 : 0}
290
+ }
291
+ }
292
+ defaultPrim = "${makeNameSafe(this.name)}"
293
+ metersPerUnit = 1
294
+ upAxis = "Y"
295
+ startTimeCode = ${startTimeCode}
296
+ endTimeCode = ${endTimeCode}
297
+ timeCodesPerSecond = 60
298
+ framesPerSecond = 60
299
+ doc = """Generated by Needle Engine USDZ Exporter ${VERSION}"""
300
+ ${comments}
301
+ )
302
+ `;
303
+ }
304
+ }
305
+ const newLine = '\n';
306
+ const materialRoot = '</StageRoot/Materials';
307
+ class USDWriter {
308
+ str;
309
+ indent;
310
+ constructor() {
311
+ this.str = '';
312
+ this.indent = 0;
313
+ }
314
+ clear() {
315
+ this.str = '';
316
+ this.indent = 0;
317
+ }
318
+ beginBlock(str = undefined, char = '{', createNewLine = true) {
319
+ if (str !== undefined) {
320
+ str = this.applyIndent(str);
321
+ this.str += str;
322
+ if (createNewLine) {
323
+ this.str += newLine;
324
+ this.str += this.applyIndent(char);
325
+ }
326
+ else {
327
+ this.str += " " + char;
328
+ }
329
+ }
330
+ else {
331
+ this.str += this.applyIndent(char);
332
+ }
333
+ this.str += newLine;
334
+ this.indent += 1;
335
+ }
336
+ closeBlock(char = '}') {
337
+ this.indent -= 1;
338
+ this.str += this.applyIndent(char) + newLine;
339
+ }
340
+ beginArray(str) {
341
+ str = this.applyIndent(str + ' = [');
342
+ this.str += str;
343
+ this.str += newLine;
344
+ this.indent += 1;
345
+ }
346
+ closeArray() {
347
+ this.indent -= 1;
348
+ this.str += this.applyIndent(']') + newLine;
349
+ }
350
+ appendLine(str = '') {
351
+ str = this.applyIndent(str);
352
+ this.str += str;
353
+ this.str += newLine;
354
+ }
355
+ toString() {
356
+ return this.str;
357
+ }
358
+ applyIndent(str) {
359
+ let indents = '';
360
+ for (let i = 0; i < this.indent; i++)
361
+ indents += '\t';
362
+ return indents + str;
363
+ }
364
+ }
365
+ class USDZExporterContext {
366
+ root;
367
+ exporter;
368
+ extensions = [];
369
+ quickLookCompatible;
370
+ exportInvisible;
371
+ materials;
372
+ textures;
373
+ files;
374
+ document;
375
+ output;
376
+ animations;
377
+ constructor(root, exporter, options) {
378
+ this.root = root;
379
+ this.exporter = exporter;
380
+ this.quickLookCompatible = options.quickLookCompatible;
381
+ this.exportInvisible = options.exportInvisible;
382
+ if (options.extensions)
383
+ this.extensions = options.extensions;
384
+ this.materials = new Map();
385
+ this.textures = {};
386
+ this.files = {};
387
+ this.document = new USDDocument();
388
+ this.output = '';
389
+ this.animations = [];
390
+ }
391
+ }
392
+ class USDZExporterOptions {
393
+ ar = {
394
+ anchoring: { type: 'plane' },
395
+ planeAnchoring: { alignment: 'horizontal' }
396
+ };
397
+ quickLookCompatible = false;
398
+ extensions = [];
399
+ maxTextureSize = 4096;
400
+ exportInvisible = false;
401
+ }
402
+ class USDZExporter {
403
+ debug;
404
+ pruneUnusedNodes;
405
+ sceneAnchoringOptions = new USDZExporterOptions();
406
+ extensions = [];
407
+ keepObject;
408
+ beforeWritingDocument;
409
+ constructor() {
410
+ this.debug = false;
411
+ this.pruneUnusedNodes = true;
412
+ }
413
+ async parse(scene, options = new USDZExporterOptions()) {
414
+ options = Object.assign(new USDZExporterOptions(), options);
415
+ this.sceneAnchoringOptions = options;
416
+ const context = new USDZExporterContext(scene, this, options);
417
+ this.extensions = context.extensions;
418
+ const files = context.files;
419
+ const modelFileName = 'model.usda';
420
+ // model file should be first in USDZ archive so we init it here
421
+ files[modelFileName] = null;
422
+ const materials = context.materials;
423
+ const textures = context.textures;
424
+ Progress.report('export-usdz', "Invoking onBeforeBuildDocument");
425
+ await invokeAll(context, 'onBeforeBuildDocument');
426
+ Progress.report('export-usdz', "Done onBeforeBuildDocument");
427
+ Progress.report('export-usdz', "Reparent bones to common ancestor");
428
+ // Find all skeletons and reparent them to their skelroot / armature / uppermost bone parent.
429
+ // This may not be correct in all cases.
430
+ const reparentings = [];
431
+ const allReparentingObjects = new Set();
432
+ scene?.traverse(object => {
433
+ if (!options.exportInvisible && !object.visible)
434
+ return;
435
+ if (object instanceof SkinnedMesh) {
436
+ const bones = object.skeleton.bones;
437
+ const commonAncestor = findCommonAncestor(bones);
438
+ if (commonAncestor) {
439
+ const newReparenting = { object, originalParent: object.parent, newParent: commonAncestor };
440
+ reparentings.push(newReparenting);
441
+ // keep track of which nodes are important for skeletal export consistency
442
+ allReparentingObjects.add(newReparenting.object.uuid);
443
+ if (newReparenting.newParent)
444
+ allReparentingObjects.add(newReparenting.newParent.uuid);
445
+ if (newReparenting.originalParent)
446
+ allReparentingObjects.add(newReparenting.originalParent.uuid);
447
+ }
448
+ }
449
+ });
450
+ for (const reparenting of reparentings) {
451
+ const { object, originalParent, newParent } = reparenting;
452
+ newParent.add(object);
453
+ }
454
+ Progress.report('export-usdz', "Traversing hierarchy");
455
+ if (scene)
456
+ traverse(scene, context.document, context, this.keepObject);
457
+ // Root object should have identity matrix
458
+ // so that root transformations don't end up in the resulting file.
459
+ // if (context.document.children?.length > 0)
460
+ // context.document.children[0]?.matrix.identity(); //.multiply(new Matrix4().makeRotationY(Math.PI));
461
+ Progress.report('export-usdz', "Invoking onAfterBuildDocument");
462
+ await invokeAll(context, 'onAfterBuildDocument');
463
+ // At this point, we know all animated objects, all skinned mesh objects, and all objects targeted by behaviors.
464
+ // We can prune all empty nodes (no geometry or material) depth-first.
465
+ // This avoids unnecessary export of e.g. animated bones as nodes when they have no children
466
+ // (for example, a sword attached to a hand still needs that entire hierarchy exported)
467
+ const behaviorExt = context.extensions.find(ext => ext.extensionName === 'Behaviour');
468
+ const allBehaviorTargets = behaviorExt?.getAllTargetUuids() ?? new Set();
469
+ // Prune pass. Depth-first removal of nodes that don't affect the outcome of the scene.
470
+ if (this.pruneUnusedNodes) {
471
+ const options = {
472
+ allBehaviorTargets,
473
+ debug: false,
474
+ boneReparentings: allReparentingObjects,
475
+ quickLookCompatible: context.quickLookCompatible,
476
+ };
477
+ if (this.debug)
478
+ logUsdHierarchy(context.document, "Hierarchy BEFORE pruning", options);
479
+ prune(context.document, options);
480
+ if (this.debug)
481
+ logUsdHierarchy(context.document, "Hierarchy AFTER pruning");
482
+ }
483
+ else if (this.debug) {
484
+ console.log("Pruning of empty nodes is disabled. This may result in a larger USDZ file.");
485
+ }
486
+ Progress.report('export-usdz', { message: "Parsing document", autoStep: 10 });
487
+ await parseDocument(context, () => {
488
+ // injected after stageRoot.
489
+ // TODO property use context/writer instead of string concat
490
+ Progress.report('export-usdz', "Building materials");
491
+ const result = buildMaterials(materials, textures, options.quickLookCompatible);
492
+ return result;
493
+ });
494
+ Progress.report("export-usdz", "Invoking onAfterSerialize");
495
+ await invokeAll(context, 'onAfterSerialize');
496
+ // repair the parenting again
497
+ for (const reparenting of reparentings) {
498
+ const { object, originalParent, newParent } = reparenting;
499
+ if (originalParent)
500
+ originalParent.add(object);
501
+ }
502
+ // Moved into parseDocument callback for proper defaultPrim encapsulation
503
+ // context.output += buildMaterials( materials, textures, options.quickLookCompatible );
504
+ // callback for validating after all export has been done
505
+ context.exporter?.beforeWritingDocument?.();
506
+ const header = context.document.buildHeader(context);
507
+ const final = header + '\n' + context.output;
508
+ // full output file
509
+ if (this.debug)
510
+ console.log(final);
511
+ files[modelFileName] = fflate.strToU8(final);
512
+ context.output = '';
513
+ Progress.report("export-usdz", { message: "Exporting textures", autoStep: 10 });
514
+ Progress.start("export-usdz-textures", { parentScope: "export-usdz", logTimings: false });
515
+ const decompressionRenderer = new WebGLRenderer({
516
+ antialias: false,
517
+ alpha: true,
518
+ premultipliedAlpha: false,
519
+ preserveDrawingBuffer: true
520
+ });
521
+ const textureCount = Object.keys(textures).length;
522
+ Progress.report("export-usdz-textures", { totalSteps: textureCount * 3, currentStep: 0 });
523
+ const convertTexture = async (id) => {
524
+ const textureData = textures[id];
525
+ const texture = textureData.texture;
526
+ const isRGBA = formatsWithAlphaChannel.includes(texture.format);
527
+ // Change: we need to always read back the texture now, otherwise the unpremultiplied workflow doesn't work.
528
+ let img = {
529
+ imageData: texture.image
530
+ };
531
+ Progress.report("export-usdz-textures", { message: "read back texture", autoStep: true });
532
+ const anyColorScale = textureData.scale !== undefined && textureData.scale.x !== 1 && textureData.scale.y !== 1 && textureData.scale.z !== 1 && textureData.scale.w !== 1;
533
+ // @ts-ignore
534
+ if (texture.isCompressedTexture || texture.isRenderTargetTexture || anyColorScale) {
535
+ img = await decompressGpuTexture(texture, options.maxTextureSize, decompressionRenderer, textureData.scale);
536
+ }
537
+ Progress.report("export-usdz-textures", { message: "convert texture to canvas", autoStep: true });
538
+ const canvas = await imageToCanvasUnpremultiplied(img.imageBitmap || img.imageData, options.maxTextureSize).catch(err => {
539
+ console.error("Error converting texture to canvas", texture, err);
540
+ });
541
+ if (canvas) {
542
+ Progress.report("export-usdz-textures", { message: "convert canvas to blob", autoStep: true });
543
+ const blob = await canvas.convertToBlob({ type: isRGBA ? 'image/png' : 'image/jpeg', quality: 0.95 });
544
+ files[`textures/${id}.${isRGBA ? 'png' : 'jpg'}`] = new Uint8Array(await blob.arrayBuffer());
545
+ }
546
+ else {
547
+ console.warn('Can`t export texture: ', texture);
548
+ }
549
+ };
550
+ for (const id in textures) {
551
+ await convertTexture(id);
552
+ }
553
+ decompressionRenderer.dispose();
554
+ // 64 byte alignment
555
+ // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109
556
+ Progress.end("export-usdz-textures");
557
+ let offset = 0;
558
+ for (const filename in files) {
559
+ const file = files[filename];
560
+ const headerSize = 34 + filename.length;
561
+ offset += headerSize;
562
+ const offsetMod64 = offset & 63;
563
+ if (offsetMod64 !== 4) {
564
+ const padLength = 64 - offsetMod64;
565
+ const padding = new Uint8Array(padLength);
566
+ files[filename] = [file, { extra: { 12345: padding } }];
567
+ }
568
+ offset = file.length;
569
+ }
570
+ Progress.report("export-usdz", "zip archive");
571
+ return fflate.zipSync(files, { level: 0 });
572
+ }
573
+ }
574
+ function traverse(object, parentModel, context, keepObject) {
575
+ if (!context.exportInvisible && !object.visible)
576
+ return;
577
+ let model = undefined;
578
+ let geometry = undefined;
579
+ let material = undefined;
580
+ const transform = { position: object.position, quaternion: object.quaternion, scale: object.scale };
581
+ if (object.position.x === 0 && object.position.y === 0 && object.position.z === 0)
582
+ transform.position = null;
583
+ if (object.quaternion.x === 0 && object.quaternion.y === 0 && object.quaternion.z === 0 && object.quaternion.w === 1)
584
+ transform.quaternion = null;
585
+ if (object.scale.x === 1 && object.scale.y === 1 && object.scale.z === 1)
586
+ transform.scale = null;
587
+ if (object instanceof Mesh || object instanceof SkinnedMesh) {
588
+ geometry = object.geometry;
589
+ material = object.material;
590
+ }
591
+ // API for an explicit choice to discard this object – for example, a geometry that should not be exported,
592
+ // but childs should still be exported.
593
+ if (keepObject && !keepObject(object)) {
594
+ geometry = undefined;
595
+ material = undefined;
596
+ }
597
+ if ((object instanceof Mesh || object instanceof SkinnedMesh) &&
598
+ material &&
599
+ (material instanceof MeshStandardMaterial ||
600
+ material instanceof MeshBasicMaterial ||
601
+ (material instanceof Material && material.type === "MeshLineMaterial"))) {
602
+ const name = getObjectId(object);
603
+ const skinnedMeshObject = object instanceof SkinnedMesh ? object : null;
604
+ model = new USDObject(object.uuid, name, transform, geometry, material, undefined, skinnedMeshObject, object.animations);
605
+ }
606
+ else if (object instanceof PerspectiveCamera || object instanceof OrthographicCamera) {
607
+ const name = getObjectId(object);
608
+ model = new USDObject(object.uuid, name, transform, undefined, undefined, object);
609
+ }
610
+ else {
611
+ const name = getObjectId(object);
612
+ model = new USDObject(object.uuid, name, transform, undefined, undefined, undefined, undefined, object.animations);
613
+ }
614
+ if (model) {
615
+ model.displayName = object.userData?.name || object.name;
616
+ model.visibility = object.visible ? undefined : "invisible";
617
+ if (parentModel) {
618
+ parentModel.add(model);
619
+ }
620
+ parentModel = model;
621
+ if (context.extensions) {
622
+ for (const ext of context.extensions) {
623
+ if (ext.onExportObject)
624
+ ext.onExportObject.call(ext, object, model, context);
625
+ }
626
+ }
627
+ }
628
+ else {
629
+ const name = getObjectId(object);
630
+ const empty = new USDObject(object.uuid, name, { position: object.position, quaternion: object.quaternion, scale: object.scale });
631
+ if (parentModel) {
632
+ parentModel.add(empty);
633
+ }
634
+ parentModel = empty;
635
+ }
636
+ for (const ch of object.children) {
637
+ traverse(ch, parentModel, context, keepObject);
638
+ }
639
+ }
640
+ function logUsdHierarchy(object, prefix, ...extraLogObjects) {
641
+ const item = {};
642
+ let itemCount = 0;
643
+ function collectItem(object, current) {
644
+ itemCount++;
645
+ let name = object.displayName || object.name;
646
+ name += " (" + object.uuid + ")";
647
+ const hasAny = object.geometry || object.material || object.camera || object.skinnedMesh;
648
+ if (hasAny) {
649
+ name += " (" + (object.geometry ? "geo, " : "") + (object.material ? "mat, " : "") + (object.camera ? "cam, " : "") + (object.skinnedMesh ? "skin, " : "") + ")";
650
+ }
651
+ current[name] = {};
652
+ const props = { object };
653
+ if (object.material)
654
+ props['mat'] = true;
655
+ if (object.geometry)
656
+ props['geo'] = true;
657
+ if (object.camera)
658
+ props['cam'] = true;
659
+ if (object.skinnedMesh)
660
+ props['skin'] = true;
661
+ current[name]._self = props;
662
+ for (const child of object.children) {
663
+ if (child) {
664
+ collectItem(child, current[name]);
665
+ }
666
+ }
667
+ }
668
+ collectItem(object, item);
669
+ console.log(prefix + " (" + itemCount + " nodes)", item, ...extraLogObjects);
670
+ }
671
+ function prune(object, options) {
672
+ let allChildsWerePruned = true;
673
+ const prunedChilds = new Array();
674
+ const keptChilds = new Array();
675
+ if (object.children.length === 0) {
676
+ allChildsWerePruned = true;
677
+ }
678
+ else {
679
+ const childs = [...object.children];
680
+ for (const child of childs) {
681
+ if (child) {
682
+ const childWasPruned = prune(child, options);
683
+ if (options.debug) {
684
+ if (childWasPruned)
685
+ prunedChilds.push(child);
686
+ else
687
+ keptChilds.push(child);
688
+ }
689
+ allChildsWerePruned = allChildsWerePruned && childWasPruned;
690
+ }
691
+ }
692
+ }
693
+ // check if this object is referenced by any behavior
694
+ const isBehaviorSourceOrTarget = options.allBehaviorTargets.has(object.uuid);
695
+ // check if this object has any material or geometry
696
+ const isVisible = object.geometry || object.material || (object.camera && !options.quickLookCompatible) || object.skinnedMesh || false;
697
+ // check if this object is part of any reparenting
698
+ const isBoneReparenting = options.boneReparentings.has(object.uuid);
699
+ const canBePruned = allChildsWerePruned && !isBehaviorSourceOrTarget && !isVisible && !isBoneReparenting;
700
+ if (canBePruned) {
701
+ if (options.debug)
702
+ console.log("Pruned object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
703
+ isVisible,
704
+ isBehaviorSourceOrTarget,
705
+ allChildsWerePruned,
706
+ isBoneReparenting,
707
+ object,
708
+ prunedChilds,
709
+ keptChilds
710
+ });
711
+ object.parent?.remove(object);
712
+ }
713
+ else {
714
+ if (options.debug)
715
+ console.log("Kept object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
716
+ isVisible,
717
+ isBehaviorSourceOrTarget,
718
+ allChildsWerePruned,
719
+ isBoneReparenting,
720
+ object,
721
+ prunedChilds,
722
+ keptChilds
723
+ });
724
+ }
725
+ // if it has no children and is not a behavior source or target, and is not visible, prune it
726
+ return canBePruned;
727
+ }
728
+ async function parseDocument(context, afterStageRoot) {
729
+ Progress.start("export-usdz-resources", "export-usdz");
730
+ const resources = [];
731
+ for (const child of context.document.children) {
732
+ addResources(child, context, resources);
733
+ }
734
+ // addResources now only collects promises for better progress reporting.
735
+ // We are resolving them here and reporting progress on that:
736
+ const total = resources.length;
737
+ for (let i = 0; i < total; i++) {
738
+ Progress.report("export-usdz-resources", { totalSteps: total, currentStep: i });
739
+ await new Promise((resolve, _reject) => {
740
+ resources[i]();
741
+ resolve();
742
+ });
743
+ }
744
+ Progress.end("export-usdz-resources");
745
+ const writer = new USDWriter();
746
+ const arAnchoringOptions = context.exporter.sceneAnchoringOptions.ar;
747
+ writer.beginBlock(`def Xform "${context.document.name}"`);
748
+ writer.beginBlock(`def Scope "Scenes" (
749
+ kind = "sceneLibrary"
750
+ )`);
751
+ writer.beginBlock(`def Xform "Scene"`, '(', false);
752
+ writer.appendLine(`apiSchemas = ["Preliminary_AnchoringAPI"]`);
753
+ writer.appendLine(`customData = {`);
754
+ writer.appendLine(` bool preliminary_collidesWithEnvironment = 0`);
755
+ writer.appendLine(` string sceneName = "Scene"`);
756
+ writer.appendLine(`}`);
757
+ writer.appendLine(`sceneName = "Scene"`);
758
+ writer.closeBlock(')');
759
+ writer.beginBlock();
760
+ writer.appendLine(`token preliminary:anchoring:type = "${arAnchoringOptions.anchoring.type}"`);
761
+ if (arAnchoringOptions.anchoring.type === 'plane')
762
+ writer.appendLine(`token preliminary:planeAnchoring:alignment = "${arAnchoringOptions.planeAnchoring.alignment}"`);
763
+ // 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.
764
+ if (arAnchoringOptions.anchoring.type === 'image')
765
+ writer.appendLine(`rel preliminary:imageAnchoring:referenceImage = </${context.document.name}/Scenes/Scene/AnchoringReferenceImage>`);
766
+ writer.appendLine();
767
+ const count = (object) => {
768
+ if (!object)
769
+ return 0;
770
+ let total = 1;
771
+ for (const child of object.children)
772
+ total += count(child);
773
+ return total;
774
+ };
775
+ const totalXformCount = count(context.document);
776
+ Progress.start("export-usdz-xforms", "export-usdz");
777
+ Progress.report("export-usdz-xforms", { totalSteps: totalXformCount, currentStep: 1 });
778
+ for (const child of context.document.children) {
779
+ buildXform(child, writer, context);
780
+ }
781
+ Progress.end("export-usdz-xforms");
782
+ Progress.report("export-usdz", "invoke onAfterHierarchy");
783
+ invokeAll(context, 'onAfterHierarchy', writer);
784
+ writer.closeBlock();
785
+ writer.closeBlock();
786
+ writer.appendLine(afterStageRoot());
787
+ writer.closeBlock();
788
+ Progress.report("export-usdz", "write to string");
789
+ context.output += writer.toString();
790
+ }
791
+ function addResources(object, context, resources) {
792
+ if (!object)
793
+ return;
794
+ const geometry = object.geometry;
795
+ const material = object.material;
796
+ if (geometry) {
797
+ if (material && ('isMeshStandardMaterial' in material && material.isMeshStandardMaterial ||
798
+ 'isMeshBasicMaterial' in material && material.isMeshBasicMaterial ||
799
+ material.type === "MeshLineMaterial")) { // TODO convert unlit to lit+emissive
800
+ const geometryFileName = 'geometries/' + getGeometryName(geometry, object.name) + '.usda';
801
+ if (!(geometryFileName in context.files)) {
802
+ const action = () => {
803
+ const meshObject = buildMeshObject(geometry, object.skinnedMesh?.skeleton?.bones, context.quickLookCompatible);
804
+ context.files[geometryFileName] = buildUSDFileAsString(meshObject, context);
805
+ };
806
+ resources.push(action);
807
+ }
808
+ }
809
+ else {
810
+ console.warn('NeedleUSDZExporter: Unsupported material type (USDZ only supports MeshStandardMaterial)', material?.name);
811
+ }
812
+ }
813
+ if (material) {
814
+ if (!(material.uuid in context.materials)) {
815
+ context.materials[material.uuid] = material;
816
+ }
817
+ }
818
+ for (const ch of object.children) {
819
+ addResources(ch, context, resources);
820
+ }
821
+ }
822
+ async function invokeAll(context, name, writer = null) {
823
+ if (context.extensions) {
824
+ for (const ext of context.extensions) {
825
+ if (!ext)
826
+ continue;
827
+ if (typeof ext[name] === 'function') {
828
+ const method = ext[name];
829
+ const res = method.call(ext, context, writer);
830
+ if (res instanceof Promise) {
831
+ await res;
832
+ }
833
+ }
834
+ }
835
+ }
836
+ }
837
+ let _renderer = null;
838
+ let renderTarget = null;
839
+ let fullscreenQuadGeometry;
840
+ let fullscreenQuadMaterial;
841
+ let fullscreenQuad;
842
+ /** 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.
843
+ * Note that there are WebGL / WebGPU rules preventing some use of data between WebGL contexts.
844
+ */
845
+ async function decompressGpuTexture(texture, maxTextureSize = Infinity, renderer = null, colorScale = undefined) {
846
+ if (!fullscreenQuadGeometry)
847
+ fullscreenQuadGeometry = new PlaneGeometry(2, 2, 1, 1);
848
+ if (!fullscreenQuadMaterial)
849
+ fullscreenQuadMaterial = new ShaderMaterial({
850
+ uniforms: {
851
+ blitTexture: new Uniform(texture),
852
+ flipY: new Uniform(false),
853
+ scale: new Uniform(new Vector4(1, 1, 1, 1)),
854
+ },
855
+ vertexShader: `
856
+ varying vec2 vUv;
857
+ uniform bool flipY;
858
+ void main(){
859
+ vUv = uv;
860
+ if (flipY)
861
+ vUv.y = 1. - vUv.y;
862
+ gl_Position = vec4(position.xy * 1.0,0.,.999999);
863
+ }`,
864
+ fragmentShader: `
865
+ uniform sampler2D blitTexture;
866
+ uniform vec4 scale;
867
+ varying vec2 vUv;
868
+
869
+ void main(){
870
+ gl_FragColor = vec4(vUv.xy, 0, 1);
871
+
872
+ #ifdef IS_SRGB
873
+ gl_FragColor = sRGBTransferOETF( texture2D( blitTexture, vUv) );
874
+ #else
875
+ gl_FragColor = texture2D( blitTexture, vUv);
876
+ #endif
877
+
878
+ gl_FragColor.rgba *= scale.rgba;
879
+ }`
880
+ });
881
+ // update uniforms
882
+ const uniforms = fullscreenQuadMaterial.uniforms;
883
+ uniforms.blitTexture.value = texture;
884
+ uniforms.flipY.value = false;
885
+ uniforms.scale.value = new Vector4(1, 1, 1, 1);
886
+ if (colorScale !== undefined)
887
+ uniforms.scale.value.copy(colorScale);
888
+ fullscreenQuadMaterial.defines.IS_SRGB = texture.colorSpace == SRGBColorSpace;
889
+ fullscreenQuadMaterial.needsUpdate = true;
890
+ if (!fullscreenQuad) {
891
+ fullscreenQuad = new Mesh(fullscreenQuadGeometry, fullscreenQuadMaterial);
892
+ fullscreenQuad.frustumCulled = false;
893
+ }
894
+ const _camera = new PerspectiveCamera();
895
+ const _scene = new Scene();
896
+ _scene.add(fullscreenQuad);
897
+ if (!renderer) {
898
+ renderer = _renderer = new WebGLRenderer({ antialias: false, alpha: true, premultipliedAlpha: false, preserveDrawingBuffer: true });
899
+ }
900
+ const width = Math.min(texture.image.width, maxTextureSize);
901
+ const height = Math.min(texture.image.height, maxTextureSize);
902
+ // dispose render target if the size is wrong
903
+ if (renderTarget && (renderTarget.width !== width || renderTarget.height !== height)) {
904
+ renderTarget.dispose();
905
+ renderTarget = null;
906
+ }
907
+ if (!renderTarget) {
908
+ renderTarget = new WebGLRenderTarget(width, height, { format: RGBAFormat, type: UnsignedByteType, minFilter: LinearFilter, magFilter: LinearFilter });
909
+ }
910
+ renderer.setRenderTarget(renderTarget);
911
+ renderer.setSize(width, height);
912
+ renderer.clear();
913
+ renderer.render(_scene, _camera);
914
+ if (_renderer) {
915
+ _renderer.dispose();
916
+ _renderer = null;
917
+ }
918
+ const buffer = new Uint8ClampedArray(renderTarget.width * renderTarget.height * 4);
919
+ renderer.readRenderTargetPixels(renderTarget, 0, 0, renderTarget.width, renderTarget.height, buffer);
920
+ const imageData = new ImageData(buffer, renderTarget.width, renderTarget.height, undefined);
921
+ const bmp = await createImageBitmap(imageData, { premultiplyAlpha: "none" });
922
+ return {
923
+ imageData,
924
+ imageBitmap: bmp
925
+ };
926
+ }
927
+ /** Checks if the given image is of a type with readable data and width/height */
928
+ function isImageBitmap(image) {
929
+ return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
930
+ (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
931
+ (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
932
+ (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
933
+ }
934
+ /** This method uses a 'bitmaprenderer' context and doesn't do any pixel manipulation.
935
+ * This way, we can keep the alpha channel as it was, but we're losing the ability to do pixel manipulations or resize operations. */
936
+ async function imageToCanvasUnpremultiplied(image, maxTextureSize = 4096) {
937
+ const scale = maxTextureSize / Math.max(image.width, image.height);
938
+ const width = image.width * Math.min(1, scale);
939
+ const height = image.height * Math.min(1, scale);
940
+ const canvas = new OffscreenCanvas(width, height);
941
+ const settings = { premultiplyAlpha: "none" };
942
+ if (image.width !== width)
943
+ settings.resizeWidth = width;
944
+ if (image.height !== height)
945
+ settings.resizeHeight = height;
946
+ const imageBitmap = await createImageBitmap(image, settings);
947
+ const ctx = canvas.getContext("bitmaprenderer");
948
+ if (ctx) {
949
+ ctx.transferFromImageBitmap(imageBitmap);
950
+ }
951
+ return canvas;
952
+ }
953
+ /** This method uses a '2d' canvas context for pixel manipulation, and can apply a color scale or Y flip to the given image.
954
+ * Unfortunately, canvas always uses premultiplied data, and thus images with low alpha values (or multiplying by a=0) will result in black pixels.
955
+ */
956
+ async function imageToCanvas(image, color = undefined, flipY = false, maxTextureSize = 4096) {
957
+ if (isImageBitmap(image)) {
958
+ // max. canvas size on Safari is still 4096x4096
959
+ const scale = maxTextureSize / Math.max(image.width, image.height);
960
+ const canvas = new OffscreenCanvas(image.width * Math.min(1, scale), image.height * Math.min(1, scale));
961
+ const context = canvas.getContext('2d', { alpha: true, premultipliedAlpha: false });
962
+ if (!context)
963
+ throw new Error('Could not get canvas 2D context');
964
+ if (flipY === true) {
965
+ context.translate(0, canvas.height);
966
+ context.scale(1, -1);
967
+ }
968
+ context.drawImage(image, 0, 0, canvas.width, canvas.height);
969
+ // Currently only used to apply opacity scale since QuickLook and usdview don't support that yet
970
+ if (color !== undefined) {
971
+ const r = color.x;
972
+ const g = color.y;
973
+ const b = color.z;
974
+ const a = color.w;
975
+ const imagedata = context.getImageData(0, 0, canvas.width, canvas.height);
976
+ const data = imagedata.data;
977
+ for (let i = 0; i < data.length; i += 4) {
978
+ data[i + 0] = data[i + 0] * r;
979
+ data[i + 1] = data[i + 1] * g;
980
+ data[i + 2] = data[i + 2] * b;
981
+ data[i + 3] = data[i + 3] * a;
982
+ }
983
+ context.putImageData(imagedata, 0, 0);
984
+ }
985
+ return canvas;
986
+ }
987
+ else {
988
+ throw new Error('NeedleUSDZExporter: No valid image data found. Unable to process texture.');
989
+ }
990
+ }
991
+ //
992
+ const PRECISION = 7;
993
+ function buildHeader() {
994
+ return `#usda 1.0
995
+ (
996
+ customLayerData = {
997
+ string creator = "Needle Engine USDZExporter"
998
+ }
999
+ metersPerUnit = 1
1000
+ upAxis = "Y"
1001
+ )
1002
+ `;
1003
+ }
1004
+ function buildUSDFileAsString(dataToInsert, _context) {
1005
+ let output = buildHeader();
1006
+ output += dataToInsert;
1007
+ return fflate.strToU8(output);
1008
+ }
1009
+ function getObjectId(object) {
1010
+ return object.name.replace(/[-<>\(\)\[\]§$%&\/\\\=\?\,\;]/g, '') + '_' + object.id;
1011
+ }
1012
+ function getBoneName(bone) {
1013
+ return makeNameSafe(bone.name || 'bone_' + bone.uuid);
1014
+ }
1015
+ function getGeometryName(geometry, _fallbackName) {
1016
+ // Using object names here breaks instancing...
1017
+ // So we removed fallbackName again. Downside: geometries don't have nice names...
1018
+ // A better workaround would be that we actually name them on glTF import (so the geometry has a name, not the object)
1019
+ return makeNameSafe(geometry.name || 'Geometry') + "_" + geometry.id;
1020
+ }
1021
+ function getMaterialName(material) {
1022
+ return makeNameSafe(material.name || 'Material') + "_" + material.id;
1023
+ }
1024
+ function getPathToSkeleton(bone, assumedRoot) {
1025
+ let path = getBoneName(bone);
1026
+ let current = bone.parent;
1027
+ while (current && current !== assumedRoot) {
1028
+ path = getBoneName(current) + '/' + path;
1029
+ current = current.parent;
1030
+ }
1031
+ return path;
1032
+ }
1033
+ // Xform
1034
+ export function buildXform(model, writer, context) {
1035
+ if (model == null)
1036
+ return;
1037
+ Progress.report("export-usdz-xforms", { message: "buildXform " + model.displayName || model.name, autoStep: true });
1038
+ // const matrix = model.matrix;
1039
+ const transform = model.transform;
1040
+ const geometry = model.geometry;
1041
+ const material = model.material;
1042
+ const camera = model.camera;
1043
+ const name = model.name;
1044
+ if (model.animations) {
1045
+ for (const animation of model.animations) {
1046
+ context.animations.push(animation);
1047
+ }
1048
+ }
1049
+ // const transform = buildMatrix( matrix );
1050
+ /*
1051
+ if ( matrix.determinant() < 0 ) {
1052
+
1053
+ console.warn( 'NeedleUSDZExporter: USDZ does not support negative scales', name );
1054
+
1055
+ }
1056
+ */
1057
+ const isSkinnedMesh = geometry && geometry.isBufferGeometry && geometry.attributes.skinIndex !== undefined && geometry.attributes.skinIndex.count > 0;
1058
+ const objType = isSkinnedMesh ? 'SkelRoot' : 'Xform';
1059
+ const _apiSchemas = new Array();
1060
+ // Specific case: the material is white unlit, the mesh has vertex colors, so we can
1061
+ // export as displayColor directly
1062
+ const isUnlitDisplayColor = material && material instanceof MeshBasicMaterial &&
1063
+ material.color && material.color.r === 1 && material.color.g === 1 && material.color.b === 1 &&
1064
+ !material.map && material.opacity === 1 &&
1065
+ geometry?.attributes.color;
1066
+ if (geometry?.attributes.color && !isUnlitDisplayColor) {
1067
+ 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);
1068
+ }
1069
+ writer.appendLine();
1070
+ if (geometry) {
1071
+ writer.beginBlock(`def ${objType} "${name}"`, "(", false);
1072
+ // NE-4084: To use the doubleSided workaround with skeletal meshes we'd have to
1073
+ // also emit extra data for jointIndices etc., so we're skipping skinned meshes here.
1074
+ if (context.quickLookCompatible && material && material.side === DoubleSide && !isSkinnedMesh)
1075
+ writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry_doubleSided>`);
1076
+ else
1077
+ writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry>`);
1078
+ if (!isUnlitDisplayColor)
1079
+ _apiSchemas.push("MaterialBindingAPI");
1080
+ if (isSkinnedMesh)
1081
+ _apiSchemas.push("SkelBindingAPI");
1082
+ }
1083
+ else if (camera && !context.quickLookCompatible)
1084
+ writer.beginBlock(`def Camera "${name}"`, "(", false);
1085
+ else if (model.type !== undefined)
1086
+ writer.beginBlock(`def ${model.type} "${name}"`);
1087
+ else // if (model.type === undefined)
1088
+ writer.beginBlock(`def Xform "${name}"`, "(", false);
1089
+ if (model.type === undefined) {
1090
+ if (model.extraSchemas?.length)
1091
+ _apiSchemas.push(...model.extraSchemas);
1092
+ if (_apiSchemas.length)
1093
+ writer.appendLine(`prepend apiSchemas = [${_apiSchemas.map(s => `"${s}"`).join(', ')}]`);
1094
+ }
1095
+ if (model.displayName)
1096
+ writer.appendLine(`displayName = "${makeDisplayNameSafe(model.displayName)}"`);
1097
+ if (camera || model.type === undefined) {
1098
+ writer.closeBlock(")");
1099
+ writer.beginBlock();
1100
+ }
1101
+ if (geometry && material) {
1102
+ if (!isUnlitDisplayColor) {
1103
+ const materialName = getMaterialName(material);
1104
+ writer.appendLine(`rel material:binding = </StageRoot/Materials/${materialName}>`);
1105
+ }
1106
+ // Turns out QuickLook / RealityKit doesn't support the doubleSided attribute, so we
1107
+ // work around that by emitting additional indices above, and then we shouldn't emit the attribute either as geometry is
1108
+ // already doubleSided then.
1109
+ if (!context.quickLookCompatible && material.side === DoubleSide) {
1110
+ // double-sided is a mesh property in USD, we can apply it as `over` here
1111
+ writer.beginBlock(`over "Geometry" `);
1112
+ writer.appendLine(`uniform bool doubleSided = 1`);
1113
+ writer.closeBlock();
1114
+ }
1115
+ }
1116
+ let haveWrittenAnyXformOps = false;
1117
+ if (isSkinnedMesh) {
1118
+ writer.appendLine(`rel skel:skeleton = <Rig>`);
1119
+ writer.appendLine(`rel skel:animationSource = <Rig/_anim>`);
1120
+ haveWrittenAnyXformOps = false;
1121
+ // writer.appendLine( `matrix4d xformOp:transform = ${buildMatrix(new Matrix4())}` ); // always identity / in world space
1122
+ }
1123
+ else if (model.type === undefined) {
1124
+ if (transform) {
1125
+ haveWrittenAnyXformOps = haveWrittenAnyXformOps || (transform.position !== null || transform.quaternion !== null || transform.scale !== null);
1126
+ if (transform.position) {
1127
+ model.needsTranslate = true;
1128
+ writer.appendLine(`double3 xformOp:translate = (${fn(transform.position.x)}, ${fn(transform.position.y)}, ${fn(transform.position.z)})`);
1129
+ }
1130
+ if (transform.quaternion) {
1131
+ model.needsOrient = true;
1132
+ writer.appendLine(`quatf xformOp:orient = (${fn(transform.quaternion.w)}, ${fn(transform.quaternion.x)}, ${fn(transform.quaternion.y)}, ${fn(transform.quaternion.z)})`);
1133
+ }
1134
+ if (transform.scale) {
1135
+ model.needsScale = true;
1136
+ writer.appendLine(`double3 xformOp:scale = (${fn(transform.scale.x)}, ${fn(transform.scale.y)}, ${fn(transform.scale.z)})`);
1137
+ }
1138
+ }
1139
+ }
1140
+ if (model.visibility !== undefined)
1141
+ writer.appendLine(`token visibility = "${model.visibility}"`);
1142
+ if (camera && !context.quickLookCompatible) {
1143
+ if ('isOrthographicCamera' in camera && camera.isOrthographicCamera) {
1144
+ writer.appendLine(`float2 clippingRange = (${camera.near}, ${camera.far})`);
1145
+ writer.appendLine(`float horizontalAperture = ${((Math.abs(camera.left) + Math.abs(camera.right)) * 10).toPrecision(PRECISION)}`);
1146
+ writer.appendLine(`float verticalAperture = ${((Math.abs(camera.top) + Math.abs(camera.bottom)) * 10).toPrecision(PRECISION)}`);
1147
+ writer.appendLine('token projection = "orthographic"');
1148
+ }
1149
+ else if ('isPerspectiveCamera' in camera && camera.isPerspectiveCamera) {
1150
+ writer.appendLine(`float2 clippingRange = (${camera.near.toPrecision(PRECISION)}, ${camera.far.toPrecision(PRECISION)})`);
1151
+ writer.appendLine(`float focalLength = ${camera.getFocalLength().toPrecision(PRECISION)}`);
1152
+ writer.appendLine(`float focusDistance = ${camera.focus.toPrecision(PRECISION)}`);
1153
+ writer.appendLine(`float horizontalAperture = ${camera.getFilmWidth().toPrecision(PRECISION)}`);
1154
+ writer.appendLine('token projection = "perspective"');
1155
+ writer.appendLine(`float verticalAperture = ${camera.getFilmHeight().toPrecision(PRECISION)}`);
1156
+ }
1157
+ }
1158
+ if (model.onSerialize) {
1159
+ model.onSerialize(writer, context);
1160
+ }
1161
+ // after serialization, we know which xformops to actually define here:
1162
+ if (model.type === undefined) {
1163
+ // TODO only write the necessary ones – this isn't trivial though because we need to know
1164
+ // if some of them are animated, and then we need to include those.
1165
+ // Best approach would likely be to write xformOpOrder _after_ onSerialize
1166
+ // and keep track of what was written in onSerialize (e.g. model.needsTranslate = true)
1167
+ const ops = new Array();
1168
+ if (model.needsTranslate)
1169
+ ops.push('"xformOp:translate"');
1170
+ if (model.needsOrient)
1171
+ ops.push('"xformOp:orient"');
1172
+ if (model.needsScale)
1173
+ ops.push('"xformOp:scale"');
1174
+ if (ops.length)
1175
+ writer.appendLine(`uniform token[] xformOpOrder = [${ops.join(', ')}]`);
1176
+ }
1177
+ if (model.children) {
1178
+ writer.appendLine();
1179
+ for (const ch of model.children) {
1180
+ buildXform(ch, writer, context);
1181
+ }
1182
+ }
1183
+ writer.closeBlock();
1184
+ }
1185
+ function fn(num) {
1186
+ return Number.isInteger(num) ? num.toString() : num.toFixed(10);
1187
+ }
1188
+ function buildMatrix(matrix) {
1189
+ const array = matrix.elements;
1190
+ return `( ${buildMatrixRow(array, 0)}, ${buildMatrixRow(array, 4)}, ${buildMatrixRow(array, 8)}, ${buildMatrixRow(array, 12)} )`;
1191
+ }
1192
+ function buildMatrixRow(array, offset) {
1193
+ return `(${fn(array[offset + 0])}, ${fn(array[offset + 1])}, ${fn(array[offset + 2])}, ${fn(array[offset + 3])})`;
1194
+ }
1195
+ // Mesh
1196
+ function buildMeshObject(geometry, bonesArray = [], quickLookCompatible = true) {
1197
+ const mesh = buildMesh(geometry, bonesArray, quickLookCompatible);
1198
+ return `
1199
+ def "Geometry"
1200
+ ${mesh}
1201
+ `;
1202
+ }
1203
+ function buildMesh(geometry, bones = [], quickLookCompatible = true) {
1204
+ const name = 'Geometry';
1205
+ const attributes = geometry.attributes;
1206
+ const count = attributes.position.count;
1207
+ const hasBones = bones && bones.length > 0;
1208
+ // We need to sort bones and all skinning data by path –
1209
+ // Neither glTF nor three.js care, but in USD they must be sorted
1210
+ // since the array defines the virtual hierarchy and is evaluated in that order
1211
+ const sortedBones = [];
1212
+ const indexMapping = [];
1213
+ let sortedSkinIndex = new Array();
1214
+ let sortedSkinIndexAttribute = attributes.skinIndex;
1215
+ let bonesArray = "";
1216
+ if (hasBones) {
1217
+ const uuidsFound = [];
1218
+ for (const bone of bones) {
1219
+ // if (bone.parent!.type !== 'Bone')
1220
+ {
1221
+ sortedBones.push({ bone: bone, index: bones.indexOf(bone) });
1222
+ uuidsFound.push(bone.uuid);
1223
+ }
1224
+ }
1225
+ let maxSteps = 10_000;
1226
+ while (uuidsFound.length < bones.length && maxSteps-- > 0) {
1227
+ for (const sortedBone of sortedBones) {
1228
+ const children = sortedBone.bone.children;
1229
+ for (const childBone of children) {
1230
+ if (uuidsFound.indexOf(childBone.uuid) === -1 && bones.indexOf(childBone) !== -1) {
1231
+ sortedBones.push({ bone: childBone, index: bones.indexOf(childBone) });
1232
+ uuidsFound.push(childBone.uuid);
1233
+ }
1234
+ }
1235
+ }
1236
+ }
1237
+ if (maxSteps <= 0)
1238
+ console.error("Failed to sort bones in skinned mesh", sortedBones, bones, uuidsFound);
1239
+ // add structural nodes to the list of bones
1240
+ for (const structuralNode of findStructuralNodesInBoneHierarchy(bones)) {
1241
+ sortedBones.push({ bone: structuralNode, index: sortedBones.length });
1242
+ }
1243
+ // sort bones by path – need to be sorted in the same order as during mesh export
1244
+ const assumedRoot = sortedBones[0].bone.parent;
1245
+ sortedBones.sort((a, b) => getPathToSkeleton(a.bone, assumedRoot) > getPathToSkeleton(b.bone, assumedRoot) ? 1 : -1);
1246
+ bonesArray = sortedBones.map(x => "\"" + getPathToSkeleton(x.bone, assumedRoot) + "\"").join(', ');
1247
+ // TODO we can probably skip the expensive attribute re-ordering if the bones were already in a correct order.
1248
+ // That doesn't mean that they are strictly sorted by path – just that all parents strictly need to come first.
1249
+ // build index mapping
1250
+ for (const i in sortedBones) {
1251
+ indexMapping[sortedBones[i].index] = parseInt(i);
1252
+ }
1253
+ // remap skin index attributes
1254
+ const skinIndex = attributes.skinIndex;
1255
+ sortedSkinIndex = new Array();
1256
+ for (let i = 0; i < skinIndex.count; i++) {
1257
+ const x = skinIndex.getX(i);
1258
+ const y = skinIndex.getY(i);
1259
+ const z = skinIndex.getZ(i);
1260
+ const w = skinIndex.getW(i);
1261
+ sortedSkinIndex.push(indexMapping[x], indexMapping[y], indexMapping[z], indexMapping[w]);
1262
+ }
1263
+ // turn it back into an attribute so the rest of the code doesn't need to learn a new thing
1264
+ sortedSkinIndexAttribute = new BufferAttribute(new Uint16Array(sortedSkinIndex), 4);
1265
+ }
1266
+ const isSkinnedMesh = attributes.skinWeight && attributes.skinIndex;
1267
+ return `
1268
+ {
1269
+ def Mesh "${name}" ${isSkinnedMesh ? `(
1270
+ prepend apiSchemas = ["SkelBindingAPI"]
1271
+ )` : ''}
1272
+ {
1273
+ int[] faceVertexCounts = [${buildMeshVertexCount(geometry)}]
1274
+ int[] faceVertexIndices = [${buildMeshVertexIndices(geometry)}]
1275
+ ${attributes.normal || quickLookCompatible ? // in QuickLook, normals are required, otherwise double-sided rendering doesn't work.
1276
+ `normal3f[] normals = [${buildVector3Array(attributes.normal, count)}] (
1277
+ interpolation = "vertex"
1278
+ )` : ''}
1279
+ point3f[] points = [${buildVector3Array(attributes.position, count)}]
1280
+ ${attributes.uv ?
1281
+ `texCoord2f[] primvars:st = [${buildVector2Array(attributes.uv, count, true)}] (
1282
+ interpolation = "vertex"
1283
+ )` : ''}
1284
+ ${attributes.uv1 ? buildCustomAttributeAccessor('st1', attributes.uv1) : ''}
1285
+ ${attributes.uv2 ? buildCustomAttributeAccessor('st2', attributes.uv2) : ''}
1286
+ ${attributes.uv3 ? buildCustomAttributeAccessor('st3', attributes.uv3) : ''}
1287
+ ${isSkinnedMesh ?
1288
+ `matrix4d primvars:skel:geomBindTransform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) (
1289
+ elementSize = 1
1290
+ interpolation = "constant"
1291
+ )` : ''}
1292
+ ${attributes.skinIndex ?
1293
+ `int[] primvars:skel:jointIndices = [${buildVector4Array(sortedSkinIndexAttribute, true)}] (
1294
+ elementSize = 4
1295
+ interpolation = "vertex"
1296
+ )` : ''}
1297
+ ${attributes.skinWeight ?
1298
+ `float[] primvars:skel:jointWeights = [${buildVector4Array(attributes.skinWeight)}] (
1299
+ elementSize = 4
1300
+ interpolation = "vertex"
1301
+ )` : ''}
1302
+ ${attributes.color ?
1303
+ `color3f[] primvars:displayColor = [${buildVector3Array(attributes.color, count)}] (
1304
+ interpolation = "vertex"
1305
+ )` : ''}
1306
+ uniform token subdivisionScheme = "none"
1307
+ }
1308
+ }
1309
+ ${quickLookCompatible ? `
1310
+ # This is a workaround for QuickLook/RealityKit not supporting the doubleSided attribute. We're adding a second
1311
+ # geometry definition here, that uses the same mesh data but appends extra faces with reversed winding order.
1312
+ def "${name}_doubleSided" (
1313
+ prepend references = </Geometry>
1314
+ )
1315
+ {
1316
+ over "Geometry"
1317
+ {
1318
+ int[] faceVertexCounts = [${buildMeshVertexCount(geometry) + ", " + buildMeshVertexCount(geometry)}]
1319
+ int[] faceVertexIndices = [${buildMeshVertexIndices(geometry) + ", " + buildMeshVertexIndices(geometry, true)}]
1320
+ }
1321
+ }
1322
+ ` : ''}
1323
+ `;
1324
+ }
1325
+ function buildMeshVertexCount(geometry) {
1326
+ const count = geometry.index !== null ? geometry.index.count : geometry.attributes.position.count;
1327
+ return Array(Math.floor(count / 3)).fill(3).join(', ');
1328
+ }
1329
+ function buildMeshVertexIndices(geometry, reverseWinding = false) {
1330
+ const index = geometry.index;
1331
+ const array = [];
1332
+ if (index !== null) {
1333
+ for (let i = 0; i < index.count; i++) {
1334
+ let val = i;
1335
+ if (reverseWinding)
1336
+ val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1337
+ array.push(index.getX(val));
1338
+ }
1339
+ }
1340
+ else {
1341
+ const length = geometry.attributes.position.count;
1342
+ for (let i = 0; i < length; i++) {
1343
+ let val = i;
1344
+ if (reverseWinding)
1345
+ val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1346
+ array.push(val);
1347
+ }
1348
+ }
1349
+ return array.join(', ');
1350
+ }
1351
+ /** Returns a string with the correct attribute declaration for the given attribute. Could have 2,3,4 components. */
1352
+ function buildCustomAttributeAccessor(primvarName, attribute) {
1353
+ const count = attribute.itemSize;
1354
+ switch (count) {
1355
+ case 2:
1356
+ // 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.
1357
+ return `texCoord2f[] primvars:${primvarName} = [${buildVector2Array(attribute, count, true)}] (
1358
+ interpolation = "vertex"
1359
+ )`;
1360
+ case 3:
1361
+ return `texCoord3f[] primvars:${primvarName} = [${buildVector3Array(attribute, count)}] (
1362
+ interpolation = "vertex"
1363
+ )`;
1364
+ case 4:
1365
+ return `double4[] primvars:${primvarName} = [${buildVector4Array2(attribute, count)}] (
1366
+ interpolation = "vertex"
1367
+ )`;
1368
+ default:
1369
+ console.warn('USDZExporter: Attribute with ' + count + ' components are currently not supported. Results may be undefined for ' + primvarName + '.');
1370
+ return '';
1371
+ }
1372
+ }
1373
+ function buildVector3Array(attribute, count) {
1374
+ if (attribute === undefined) {
1375
+ console.warn('USDZExporter: A mesh attribute is missing and will be set with placeholder data. The result may look incorrect.');
1376
+ return Array(count).fill('(0, 0, 1)').join(', ');
1377
+ }
1378
+ const array = [];
1379
+ for (let i = 0; i < attribute.count; i++) {
1380
+ const x = attribute.getX(i);
1381
+ const y = attribute.getY(i);
1382
+ const z = attribute.getZ(i);
1383
+ array.push(`(${x.toPrecision(PRECISION)}, ${y.toPrecision(PRECISION)}, ${z.toPrecision(PRECISION)})`);
1384
+ }
1385
+ return array.join(', ');
1386
+ }
1387
+ function buildVector4Array2(attribute, count) {
1388
+ if (attribute === undefined) {
1389
+ console.warn('USDZExporter: Attribute is missing. Results may be undefined.');
1390
+ return Array(count).fill('(0, 0, 0, 0)').join(', ');
1391
+ }
1392
+ const array = [];
1393
+ for (let i = 0; i < attribute.count; i++) {
1394
+ const x = attribute.getX(i);
1395
+ const y = attribute.getY(i);
1396
+ const z = attribute.getZ(i) || 0;
1397
+ const w = attribute.getW(i) || 0;
1398
+ array.push(`(${x.toPrecision(PRECISION)}, ${y.toPrecision(PRECISION)}, ${z.toPrecision(PRECISION)}, ${w.toPrecision(PRECISION)})`);
1399
+ }
1400
+ return array.join(', ');
1401
+ }
1402
+ function buildVector4Array(attribute, ints = false) {
1403
+ const array = [];
1404
+ for (let i = 0; i < attribute.count; i++) {
1405
+ const x = attribute.getX(i);
1406
+ const y = attribute.getY(i);
1407
+ const z = attribute.getZ(i);
1408
+ const w = attribute.getW(i);
1409
+ array.push(`${ints ? x : x.toPrecision(PRECISION)}`);
1410
+ array.push(`${ints ? y : y.toPrecision(PRECISION)}`);
1411
+ array.push(`${ints ? z : z.toPrecision(PRECISION)}`);
1412
+ array.push(`${ints ? w : w.toPrecision(PRECISION)}`);
1413
+ }
1414
+ return array.join(', ');
1415
+ }
1416
+ function buildVector2Array(attribute, count, flipY = false) {
1417
+ if (attribute === undefined) {
1418
+ console.warn('USDZExporter: UVs missing.');
1419
+ return Array(count).fill('(0, 0)').join(', ');
1420
+ }
1421
+ const array = [];
1422
+ for (let i = 0; i < attribute.count; i++) {
1423
+ const x = attribute.getX(i);
1424
+ let y = attribute.getY(i);
1425
+ if (flipY)
1426
+ y = 1 - y;
1427
+ array.push(`(${x.toPrecision(PRECISION)}, ${y.toPrecision(PRECISION)})`);
1428
+ }
1429
+ return array.join(', ');
1430
+ }
1431
+ // Materials
1432
+ function buildMaterials(materials, textures, quickLookCompatible = false) {
1433
+ const array = [];
1434
+ for (const uuid in materials) {
1435
+ const material = materials[uuid];
1436
+ array.push(buildMaterial(material, textures, quickLookCompatible));
1437
+ }
1438
+ return `
1439
+ def "Materials"
1440
+ {
1441
+ ${array.join('')}
1442
+ }`;
1443
+ }
1444
+ function buildMaterial(material, textures, quickLookCompatible = false) {
1445
+ const materialName = getMaterialName(material);
1446
+ // Special case: occluder material
1447
+ // Supported on iOS 18+ and visionOS 1+
1448
+ const isShadowCatcherMaterial = material.colorWrite === false ||
1449
+ (material.userData?.isShadowCatcherMaterial || material.userData?.isLightBlendMaterial);
1450
+ if (isShadowCatcherMaterial) {
1451
+ // Two options here:
1452
+ // - ND_realitykit_occlusion_surfaceshader (non-shadow receiving)
1453
+ // - ND_realitykit_shadowreceiver_surfaceshader (shadow receiving)
1454
+ const mode = (material.userData.isLightBlendMaterial || material.userData.isShadowCatcherMaterial)
1455
+ ? "ND_realitykit_shadowreceiver_surfaceshader"
1456
+ : "ND_realitykit_occlusion_surfaceshader";
1457
+ return `
1458
+
1459
+ def Material "${materialName}" ${material.name ? `(
1460
+ displayName = "${material.name}"
1461
+ )` : ''}
1462
+ {
1463
+ token outputs:mtlx:surface.connect = ${materialRoot}/${materialName}/Occlusion.outputs:out>
1464
+
1465
+ def Shader "Occlusion"
1466
+ {
1467
+ uniform token info:id = "${mode}"
1468
+ token outputs:out
1469
+ }
1470
+ }`;
1471
+ }
1472
+ // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
1473
+ const pad = ' ';
1474
+ const inputs = [];
1475
+ const samplers = [];
1476
+ const usedUVChannels = new Set();
1477
+ function texName(tex) {
1478
+ // If we have a source, we only want to use the source's id, not the texture's id
1479
+ // to avoid exporting the same underlying data multiple times.
1480
+ return makeNameSafe(tex.name) + '_' + (tex.source?.id ?? tex.id);
1481
+ }
1482
+ function buildTexture(texture, mapType, color = undefined, opacity = undefined) {
1483
+ const name = texName(texture);
1484
+ // 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.
1485
+ // TODO This currently results in textures potentially being exported multiple times that are actually identical!
1486
+ // const colorHex = color ? color.getHexString() : undefined;
1487
+ // const colorId = ( color && colorHex != 'ffffff' ? '_' + color.getHexString() : '' );
1488
+ const id = name + (opacity !== undefined && opacity !== 1.0 ? '_' + opacity : '');
1489
+ // Seems neither QuickLook nor usdview support scale/bias on .a values, so we need to bake opacity multipliers into
1490
+ // the texture. This is not ideal.
1491
+ const opacityIsAppliedToTextureAndNotAsScale = quickLookCompatible && opacity !== undefined && opacity !== 1.0;
1492
+ const scaleToApply = opacityIsAppliedToTextureAndNotAsScale ? new Vector4(1, 1, 1, opacity) : undefined;
1493
+ // Treat undefined opacity as 1
1494
+ if (opacity === undefined)
1495
+ opacity = 1.0;
1496
+ // When we're baking opacity into the texture, we shouldn't apply it as scale as well – so we set it to 1.
1497
+ if (opacityIsAppliedToTextureAndNotAsScale)
1498
+ opacity = 1.0;
1499
+ // sanitize scaleToApply.w === 0 - this isn't working right now, seems the PNG can't be read back properly.
1500
+ if (scaleToApply && scaleToApply.w <= 0.05)
1501
+ scaleToApply.w = 0.05;
1502
+ textures[id] = { texture, scale: scaleToApply };
1503
+ const uv = texture.channel > 0 ? 'st' + texture.channel : 'st';
1504
+ usedUVChannels.add(texture.channel);
1505
+ const isRGBA = formatsWithAlphaChannel.includes(texture.format);
1506
+ const WRAPPINGS = {
1507
+ 1000: 'repeat',
1508
+ 1001: 'clamp',
1509
+ 1002: 'mirror' // MirroredRepeatWrapping
1510
+ };
1511
+ const repeat = texture.repeat.clone();
1512
+ const offset = texture.offset.clone();
1513
+ const rotation = texture.rotation;
1514
+ // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot
1515
+ const xRotationOffset = Math.sin(rotation);
1516
+ const yRotationOffset = Math.cos(rotation);
1517
+ // texture coordinates start in the opposite corner, need to correct
1518
+ offset.y = 1 - offset.y - repeat.y;
1519
+ // turns out QuickLook is buggy and interprets texture repeat inverted.
1520
+ // Apple Feedback: FB10036297 and FB11442287
1521
+ if (quickLookCompatible) {
1522
+ // This is NOT correct yet in QuickLook, but comes close for a range of models.
1523
+ // It becomes more incorrect the bigger the offset is
1524
+ // sanitize repeat values to avoid NaNs
1525
+ if (repeat.x === 0)
1526
+ repeat.x = 0.0001;
1527
+ if (repeat.y === 0)
1528
+ repeat.y = 0.0001;
1529
+ offset.x = offset.x / repeat.x;
1530
+ offset.y = offset.y / repeat.y;
1531
+ offset.x += xRotationOffset / repeat.x;
1532
+ offset.y += yRotationOffset - 1;
1533
+ }
1534
+ else {
1535
+ // results match glTF results exactly. verified correct in usdview.
1536
+ offset.x += xRotationOffset * repeat.x;
1537
+ offset.y += (1 - yRotationOffset) * repeat.y;
1538
+ }
1539
+ const needsTextureTransform = (repeat.x != 1 || repeat.y != 1 || offset.x != 0 || offset.y != 0 || rotation != 0);
1540
+ const textureTransformInput = `${materialRoot}/${materialName}/${'uvReader_' + uv}.outputs:result>`;
1541
+ const textureTransformOutput = `${materialRoot}/${materialName}/Transform2d_${mapType}.outputs:result>`;
1542
+ const needsTextureScale = mapType !== 'normal' && (color && (color.r !== 1 || color.g !== 1 || color.b !== 1 || opacity !== 1)) || false;
1543
+ const needsNormalScaleAndBias = mapType === 'normal';
1544
+ const normalScale = material instanceof MeshStandardMaterial ? (material.normalScale ? material.normalScale.x * 2 : 2) : 2;
1545
+ const normalScaleValueString = normalScale.toFixed(PRECISION);
1546
+ const normalBiasString = (-1 * (normalScale / 2)).toFixed(PRECISION);
1547
+ const normalBiasZString = (1 - normalScale).toFixed(PRECISION);
1548
+ return `
1549
+ ${needsTextureTransform ? `def Shader "Transform2d_${mapType}" (
1550
+ sdrMetadata = {
1551
+ string role = "math"
1552
+ }
1553
+ )
1554
+ {
1555
+ uniform token info:id = "UsdTransform2d"
1556
+ float2 inputs:in.connect = ${textureTransformInput}
1557
+ float2 inputs:scale = ${buildVector2(repeat)}
1558
+ float2 inputs:translation = ${buildVector2(offset)}
1559
+ float inputs:rotation = ${(rotation / Math.PI * 180).toFixed(PRECISION)}
1560
+ float2 outputs:result
1561
+ }
1562
+ ` : ''}
1563
+ def Shader "${name}_${mapType}"
1564
+ {
1565
+ uniform token info:id = "UsdUVTexture"
1566
+ asset inputs:file = @textures/${id}.${isRGBA ? 'png' : 'jpg'}@
1567
+ token inputs:sourceColorSpace = "${texture.colorSpace === 'srgb' ? 'sRGB' : 'raw'}"
1568
+ float2 inputs:st.connect = ${needsTextureTransform ? textureTransformOutput : textureTransformInput}
1569
+ ${needsTextureScale ? `
1570
+ float4 inputs:scale = (${color ? color.r + ', ' + color.g + ', ' + color.b : '1, 1, 1'}, ${opacity})
1571
+ ` : ``}
1572
+ ${needsNormalScaleAndBias ? `
1573
+ float4 inputs:scale = (${normalScaleValueString}, ${normalScaleValueString}, ${normalScaleValueString}, 1)
1574
+ float4 inputs:bias = (${normalBiasString}, ${normalBiasString}, ${normalBiasZString}, 0)
1575
+ ` : ``}
1576
+ token inputs:wrapS = "${WRAPPINGS[texture.wrapS]}"
1577
+ token inputs:wrapT = "${WRAPPINGS[texture.wrapT]}"
1578
+ float outputs:r
1579
+ float outputs:g
1580
+ float outputs:b
1581
+ float3 outputs:rgb
1582
+ ${material.transparent || material.alphaTest > 0.0 ? 'float outputs:a' : ''}
1583
+ }`;
1584
+ }
1585
+ let effectiveOpacity = (material.transparent || material.alphaTest) ? material.opacity : 1;
1586
+ let haveConnectedOpacity = false;
1587
+ let haveConnectedOpacityThreshold = false;
1588
+ if (material instanceof MeshPhysicalMaterial && material.transmission !== undefined) {
1589
+ // TODO does not help when a roughnessMap is used
1590
+ effectiveOpacity *= (1 - material.transmission * (1 - (material.roughness * 0.5)));
1591
+ }
1592
+ if (material.map) {
1593
+ inputs.push(`${pad}color3f inputs:diffuseColor.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:rgb>`);
1594
+ // Enforce alpha hashing in QuickLook for unlit materials
1595
+ if (material instanceof MeshBasicMaterial && material.transparent && material.alphaTest == 0.0 && quickLookCompatible) {
1596
+ inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>`);
1597
+ haveConnectedOpacity = true;
1598
+ // see below – QuickLook applies alpha hashing instead of pure blending when
1599
+ // both opacity and opacityThreshold are connected
1600
+ inputs.push(`${pad}float inputs:opacityThreshold = ${0.0000000001}`);
1601
+ haveConnectedOpacityThreshold = true;
1602
+ }
1603
+ else if (material.transparent) {
1604
+ inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>`);
1605
+ haveConnectedOpacity = true;
1606
+ }
1607
+ else if (material.alphaTest > 0.0) {
1608
+ inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>`);
1609
+ haveConnectedOpacity = true;
1610
+ inputs.push(`${pad}float inputs:opacityThreshold = ${material.alphaTest}`);
1611
+ haveConnectedOpacityThreshold = true;
1612
+ }
1613
+ samplers.push(buildTexture(material.map, 'diffuse', material.color, effectiveOpacity));
1614
+ }
1615
+ else {
1616
+ inputs.push(`${pad}color3f inputs:diffuseColor = ${buildColor(material.color)}`);
1617
+ }
1618
+ if (material.alphaHash && quickLookCompatible) {
1619
+ // Seems we can do this to basically enforce alpha hashing / dithered transparency in QuickLook –
1620
+ // works completely different in usdview though...
1621
+ if (haveConnectedOpacityThreshold) {
1622
+ console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping alphaHash opacity threshold.');
1623
+ }
1624
+ else {
1625
+ inputs.push(`${pad}float inputs:opacityThreshold = 0.0000000001`);
1626
+ haveConnectedOpacityThreshold = true;
1627
+ }
1628
+ }
1629
+ if (material.aoMap) {
1630
+ inputs.push(`${pad}float inputs:occlusion.connect = ${materialRoot}/${materialName}/${texName(material.aoMap)}_occlusion.outputs:r>`);
1631
+ samplers.push(buildTexture(material.aoMap, 'occlusion'));
1632
+ }
1633
+ if (material.alphaMap) {
1634
+ inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.alphaMap)}_opacity.outputs:r>`);
1635
+ // TODO this is likely not correct and will prevent blending from working correctly – masking will be used instead
1636
+ inputs.push(`${pad}float inputs:opacityThreshold = 0.0000000001`);
1637
+ haveConnectedOpacity = true;
1638
+ haveConnectedOpacityThreshold = true;
1639
+ samplers.push(buildTexture(material.alphaMap, 'opacity', new Color(1, 1, 1), effectiveOpacity));
1640
+ }
1641
+ else { // opacity will always be connected if we have a map
1642
+ if (haveConnectedOpacity) {
1643
+ console.warn('Opacity for ' + material.name + ' was already connected. Skipping default opacity.');
1644
+ }
1645
+ else {
1646
+ inputs.push(`${pad}float inputs:opacity = ${effectiveOpacity}`);
1647
+ haveConnectedOpacity = true;
1648
+ }
1649
+ if (material.alphaTest > 0.0) {
1650
+ if (haveConnectedOpacityThreshold) {
1651
+ console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping default opacity threshold.');
1652
+ }
1653
+ else {
1654
+ inputs.push(`${pad}float inputs:opacityThreshold = ${material.alphaTest}`);
1655
+ haveConnectedOpacityThreshold = true;
1656
+ }
1657
+ }
1658
+ }
1659
+ if (material instanceof MeshStandardMaterial) {
1660
+ if (material.emissiveMap) {
1661
+ inputs.push(`${pad}color3f inputs:emissiveColor.connect = ${materialRoot}/${materialName}/${texName(material.emissiveMap)}_emissive.outputs:rgb>`);
1662
+ const color = material.emissive.clone();
1663
+ color.multiplyScalar(material.emissiveIntensity);
1664
+ samplers.push(buildTexture(material.emissiveMap, 'emissive', color));
1665
+ }
1666
+ else if (material.emissive?.getHex() > 0) {
1667
+ const color = material.emissive.clone();
1668
+ color.multiplyScalar(material.emissiveIntensity);
1669
+ inputs.push(`${pad}color3f inputs:emissiveColor = ${buildColor(color)}`);
1670
+ }
1671
+ else {
1672
+ // We don't need to export (0,0,0) as emissive color
1673
+ // inputs.push( `${pad}color3f inputs:emissiveColor = (0, 0, 0)` );
1674
+ }
1675
+ if (material.normalMap) {
1676
+ inputs.push(`${pad}normal3f inputs:normal.connect = ${materialRoot}/${materialName}/${texName(material.normalMap)}_normal.outputs:rgb>`);
1677
+ samplers.push(buildTexture(material.normalMap, 'normal'));
1678
+ }
1679
+ if (material.roughnessMap && material.roughness === 1) {
1680
+ inputs.push(`${pad}float inputs:roughness.connect = ${materialRoot}/${materialName}/${texName(material.roughnessMap)}_roughness.outputs:g>`);
1681
+ samplers.push(buildTexture(material.roughnessMap, 'roughness'));
1682
+ }
1683
+ else {
1684
+ inputs.push(`${pad}float inputs:roughness = ${material.roughness !== undefined ? material.roughness : 1}`);
1685
+ }
1686
+ if (material.metalnessMap && material.metalness === 1) {
1687
+ inputs.push(`${pad}float inputs:metallic.connect = ${materialRoot}/${materialName}/${texName(material.metalnessMap)}_metallic.outputs:b>`);
1688
+ samplers.push(buildTexture(material.metalnessMap, 'metallic'));
1689
+ }
1690
+ else {
1691
+ inputs.push(`${pad}float inputs:metallic = ${material.metalness !== undefined ? material.metalness : 0}`);
1692
+ }
1693
+ }
1694
+ if (material instanceof MeshPhysicalMaterial) {
1695
+ inputs.push(`${pad}float inputs:clearcoat = ${material.clearcoat}`);
1696
+ inputs.push(`${pad}float inputs:clearcoatRoughness = ${material.clearcoatRoughness}`);
1697
+ inputs.push(`${pad}float inputs:ior = ${material.ior}`);
1698
+ if (!material.transparent && !(material.alphaTest > 0.0) && material.transmissionMap) {
1699
+ inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.transmissionMap)}_transmission.outputs:r>`);
1700
+ samplers.push(buildTexture(material.transmissionMap, 'transmission'));
1701
+ }
1702
+ }
1703
+ // check if usedUVChannels contains any data besides exactly 0 or 1
1704
+ if (usedUVChannels.size > 2) {
1705
+ console.warn('USDZExporter: Material ' + material.name + ' uses more than 2 UV channels. Currently, only UV0 and UV1 are supported.');
1706
+ }
1707
+ else if (usedUVChannels.size === 2) {
1708
+ // check if it's exactly 0 and 1
1709
+ if (!usedUVChannels.has(0) || !usedUVChannels.has(1)) {
1710
+ console.warn('USDZExporter: Material ' + material.name + ' uses UV channels other than 0 and 1. Currently, only UV0 and UV1 are supported.');
1711
+ }
1712
+ }
1713
+ return `
1714
+
1715
+ def Material "${materialName}" ${material.name ? `(
1716
+ displayName = "${makeDisplayNameSafe(material.name)}"
1717
+ )` : ''}
1718
+ {
1719
+ token outputs:surface.connect = ${materialRoot}/${materialName}/PreviewSurface.outputs:surface>
1720
+
1721
+ def Shader "PreviewSurface"
1722
+ {
1723
+ uniform token info:id = "UsdPreviewSurface"
1724
+ ${inputs.join('\n')}
1725
+ int inputs:useSpecularWorkflow = ${material instanceof MeshBasicMaterial ? '1' : '0'}
1726
+ token outputs:surface
1727
+ }
1728
+ ${samplers.length > 0 ? `
1729
+ ${usedUVChannels.has(0) ? `
1730
+ def Shader "uvReader_st"
1731
+ {
1732
+ uniform token info:id = "UsdPrimvarReader_float2"
1733
+ token inputs:varname = "st"
1734
+ float2 inputs:fallback = (0.0, 0.0)
1735
+ float2 outputs:result
1736
+ }
1737
+ ` : ''}
1738
+ ${usedUVChannels.has(1) ? `
1739
+ def Shader "uvReader_st1"
1740
+ {
1741
+ uniform token info:id = "UsdPrimvarReader_float2"
1742
+ token inputs:varname = "st1"
1743
+ float2 inputs:fallback = (0.0, 0.0)
1744
+ float2 outputs:result
1745
+ }
1746
+ ` : ''}
1747
+ ${samplers.join('\n')}` : ''}
1748
+ }`;
1749
+ }
1750
+ function buildColor(color) {
1751
+ return `(${color.r}, ${color.g}, ${color.b})`;
1752
+ }
1753
+ function buildVector2(vector) {
1754
+ return `(${vector.x}, ${vector.y})`;
1755
+ }
1756
+ const formatsWithAlphaChannel = [
1757
+ // uncompressed formats with alpha channel
1758
+ 1023,
1759
+ // compressed formats with alpha channel
1760
+ 33777,
1761
+ 33778,
1762
+ 33779,
1763
+ 35842,
1764
+ 35843,
1765
+ 37496,
1766
+ 37808,
1767
+ 37809,
1768
+ 37810,
1769
+ 37811,
1770
+ 37812,
1771
+ 37813,
1772
+ 37814,
1773
+ 37815,
1774
+ 37816,
1775
+ 37817,
1776
+ 37818,
1777
+ 37819,
1778
+ 37820,
1779
+ 37821,
1780
+ 36492, // RGBA_BPTC_Format
1781
+ ];
1782
+ export { buildMatrix, decompressGpuTexture, findStructuralNodesInBoneHierarchy, getBoneName, getMaterialName as getMaterialNameForUSD, getPathToSkeleton, imageToCanvas, imageToCanvasUnpremultiplied, makeNameSafe as makeNameSafeForUSD, USDDocument, fn as usdNumberFormatting, USDObject, USDWriter, USDZExporter, USDZExporterContext, };
1783
1783
  //# sourceMappingURL=ThreeUSDZExporter.js.map