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