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

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 (1056) hide show
  1. package/CHANGELOG.md +3607 -3604
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/needle-engine.bundle.js +2256 -2254
  6. package/dist/needle-engine.bundle.light.js +2256 -2254
  7. package/dist/needle-engine.bundle.light.min.js +118 -118
  8. package/dist/needle-engine.bundle.light.umd.cjs +116 -116
  9. package/dist/needle-engine.bundle.min.js +118 -118
  10. package/dist/needle-engine.bundle.umd.cjs +116 -116
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.js +468 -467
  13. package/dist/needle-engine.light.d.ts +130 -138
  14. package/dist/needle-engine.light.js +468 -467
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/dist/postprocessing.js +1673 -1527
  20. package/dist/postprocessing.light.js +1673 -1527
  21. package/dist/postprocessing.light.min.js +80 -66
  22. package/dist/postprocessing.light.umd.cjs +83 -69
  23. package/dist/postprocessing.min.js +80 -66
  24. package/dist/postprocessing.umd.cjs +83 -69
  25. package/dist/vendor.js +1 -1
  26. package/dist/vendor.light.js +1 -1
  27. package/lib/asap/needle-asap.d.ts +1 -1
  28. package/lib/asap/needle-asap.js +95 -95
  29. package/lib/asap/sessiongranted.d.ts +3 -3
  30. package/lib/asap/sessiongranted.js +65 -65
  31. package/lib/asap/utils.d.ts +1 -1
  32. package/lib/asap/utils.js +3 -3
  33. package/lib/engine/analytics/index.d.ts +6 -6
  34. package/lib/engine/analytics/index.js +12 -12
  35. package/lib/engine/analytics/lcp.d.ts +3 -3
  36. package/lib/engine/analytics/lcp.js +34 -34
  37. package/lib/engine/api.d.ts +81 -81
  38. package/lib/engine/api.js +80 -80
  39. package/lib/engine/assets/index.d.ts +11 -11
  40. package/lib/engine/assets/index.js +47 -47
  41. package/lib/engine/assets/static.d.ts +1 -1
  42. package/lib/engine/assets/static.js +4 -4
  43. package/lib/engine/codegen/register_types.d.ts +1 -1
  44. package/lib/engine/codegen/register_types.js +300 -298
  45. package/lib/engine/codegen/register_types.js.map +1 -1
  46. package/lib/engine/debug/debug.d.ts +15 -15
  47. package/lib/engine/debug/debug.js +44 -44
  48. package/lib/engine/debug/debug_console.d.ts +2 -2
  49. package/lib/engine/debug/debug_console.js +307 -307
  50. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  51. package/lib/engine/debug/debug_overlay.js +316 -316
  52. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_spatial_console.js +390 -390
  54. package/lib/engine/debug/index.d.ts +2 -2
  55. package/lib/engine/debug/index.js +2 -2
  56. package/lib/engine/engine_addressables.d.ts +166 -166
  57. package/lib/engine/engine_addressables.js +608 -608
  58. package/lib/engine/engine_animation.d.ts +43 -43
  59. package/lib/engine/engine_animation.js +133 -133
  60. package/lib/engine/engine_application.d.ts +40 -40
  61. package/lib/engine/engine_application.js +104 -104
  62. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  63. package/lib/engine/engine_assetdatabase.js +344 -344
  64. package/lib/engine/engine_audio.d.ts +4 -4
  65. package/lib/engine/engine_audio.js +23 -23
  66. package/lib/engine/engine_camera.d.ts +13 -13
  67. package/lib/engine/engine_camera.js +30 -30
  68. package/lib/engine/engine_components.d.ts +110 -110
  69. package/lib/engine/engine_components.js +380 -380
  70. package/lib/engine/engine_components_internal.d.ts +9 -9
  71. package/lib/engine/engine_components_internal.js +36 -36
  72. package/lib/engine/engine_constants.d.ts +10 -10
  73. package/lib/engine/engine_constants.js +41 -41
  74. package/lib/engine/engine_context.d.ts +345 -345
  75. package/lib/engine/engine_context.js +1515 -1515
  76. package/lib/engine/engine_context_registry.d.ts +71 -71
  77. package/lib/engine/engine_context_registry.js +117 -117
  78. package/lib/engine/engine_coroutine.d.ts +35 -35
  79. package/lib/engine/engine_coroutine.js +52 -52
  80. package/lib/engine/engine_create_objects.d.ts +118 -118
  81. package/lib/engine/engine_create_objects.js +308 -308
  82. package/lib/engine/engine_default_parameters.d.ts +2 -2
  83. package/lib/engine/engine_default_parameters.js +3 -3
  84. package/lib/engine/engine_editor-sync.d.ts +21 -21
  85. package/lib/engine/engine_editor-sync.js +4 -4
  86. package/lib/engine/engine_element.d.ts +113 -113
  87. package/lib/engine/engine_element.js +830 -830
  88. package/lib/engine/engine_element_attributes.d.ts +72 -72
  89. package/lib/engine/engine_element_attributes.js +1 -1
  90. package/lib/engine/engine_element_extras.d.ts +6 -6
  91. package/lib/engine/engine_element_extras.js +13 -13
  92. package/lib/engine/engine_element_loading.d.ts +44 -44
  93. package/lib/engine/engine_element_loading.js +349 -349
  94. package/lib/engine/engine_element_overlay.d.ts +21 -21
  95. package/lib/engine/engine_element_overlay.js +166 -166
  96. package/lib/engine/engine_fileloader.d.ts +2 -2
  97. package/lib/engine/engine_fileloader.js +8 -8
  98. package/lib/engine/engine_gameobject.d.ts +68 -68
  99. package/lib/engine/engine_gameobject.js +591 -591
  100. package/lib/engine/engine_generic_utils.d.ts +1 -1
  101. package/lib/engine/engine_generic_utils.js +13 -13
  102. package/lib/engine/engine_gizmos.d.ts +149 -149
  103. package/lib/engine/engine_gizmos.js +530 -530
  104. package/lib/engine/engine_gltf.d.ts +12 -12
  105. package/lib/engine/engine_gltf.js +15 -15
  106. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  107. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  108. package/lib/engine/engine_hot_reload.d.ts +7 -7
  109. package/lib/engine/engine_hot_reload.js +184 -184
  110. package/lib/engine/engine_input.d.ts +352 -352
  111. package/lib/engine/engine_input.js +1265 -1265
  112. package/lib/engine/engine_input_utils.d.ts +2 -2
  113. package/lib/engine/engine_input_utils.js +22 -22
  114. package/lib/engine/engine_instancing.d.ts +19 -19
  115. package/lib/engine/engine_instancing.js +39 -39
  116. package/lib/engine/engine_license.d.ts +9 -9
  117. package/lib/engine/engine_license.js +320 -320
  118. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  119. package/lib/engine/engine_lifecycle_api.js +99 -99
  120. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  121. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  122. package/lib/engine/engine_lightdata.d.ts +23 -23
  123. package/lib/engine/engine_lightdata.js +91 -91
  124. package/lib/engine/engine_loaders.d.ts +13 -13
  125. package/lib/engine/engine_loaders.js +62 -62
  126. package/lib/engine/engine_lods.d.ts +31 -31
  127. package/lib/engine/engine_lods.js +146 -146
  128. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  129. package/lib/engine/engine_mainloop_utils.js +466 -466
  130. package/lib/engine/engine_math.d.ts +114 -114
  131. package/lib/engine/engine_math.js +247 -247
  132. package/lib/engine/engine_modules.d.ts +36 -36
  133. package/lib/engine/engine_modules.js +85 -85
  134. package/lib/engine/engine_networking.d.ts +252 -252
  135. package/lib/engine/engine_networking.js +743 -743
  136. package/lib/engine/engine_networking_auto.d.ts +24 -24
  137. package/lib/engine/engine_networking_auto.js +310 -310
  138. package/lib/engine/engine_networking_blob.d.ts +48 -48
  139. package/lib/engine/engine_networking_blob.js +212 -212
  140. package/lib/engine/engine_networking_files.d.ts +35 -35
  141. package/lib/engine/engine_networking_files.js +172 -172
  142. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  143. package/lib/engine/engine_networking_files_default_components.js +42 -42
  144. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  145. package/lib/engine/engine_networking_instantiate.js +345 -345
  146. package/lib/engine/engine_networking_peer.d.ts +15 -15
  147. package/lib/engine/engine_networking_peer.js +132 -132
  148. package/lib/engine/engine_networking_streams.d.ts +123 -123
  149. package/lib/engine/engine_networking_streams.js +645 -645
  150. package/lib/engine/engine_networking_types.d.ts +22 -22
  151. package/lib/engine/engine_networking_types.js +7 -7
  152. package/lib/engine/engine_networking_utils.d.ts +2 -2
  153. package/lib/engine/engine_networking_utils.js +20 -20
  154. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  155. package/lib/engine/engine_networking_websocket.js +2 -2
  156. package/lib/engine/engine_patcher.d.ts +10 -10
  157. package/lib/engine/engine_patcher.js +142 -142
  158. package/lib/engine/engine_physics.d.ts +152 -152
  159. package/lib/engine/engine_physics.js +645 -645
  160. package/lib/engine/engine_physics.types.d.ts +40 -40
  161. package/lib/engine/engine_physics.types.js +33 -33
  162. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  163. package/lib/engine/engine_physics_rapier.js +1432 -1432
  164. package/lib/engine/engine_playerview.d.ts +26 -26
  165. package/lib/engine/engine_playerview.js +64 -64
  166. package/lib/engine/engine_scenelighting.d.ts +71 -71
  167. package/lib/engine/engine_scenelighting.js +226 -226
  168. package/lib/engine/engine_scenetools.d.ts +50 -50
  169. package/lib/engine/engine_scenetools.js +321 -321
  170. package/lib/engine/engine_serialization.d.ts +3 -3
  171. package/lib/engine/engine_serialization.js +3 -3
  172. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  173. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  174. package/lib/engine/engine_serialization_core.d.ts +85 -85
  175. package/lib/engine/engine_serialization_core.js +602 -602
  176. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  177. package/lib/engine/engine_serialization_decorator.js +66 -66
  178. package/lib/engine/engine_setup.d.ts +1 -1
  179. package/lib/engine/engine_setup.js +2 -2
  180. package/lib/engine/engine_shaders.d.ts +53 -53
  181. package/lib/engine/engine_shaders.js +252 -252
  182. package/lib/engine/engine_shims.d.ts +4 -4
  183. package/lib/engine/engine_shims.js +24 -24
  184. package/lib/engine/engine_test_utils.d.ts +39 -39
  185. package/lib/engine/engine_test_utils.js +83 -83
  186. package/lib/engine/engine_texture.d.ts +28 -28
  187. package/lib/engine/engine_texture.js +64 -64
  188. package/lib/engine/engine_three_utils.d.ts +201 -201
  189. package/lib/engine/engine_three_utils.js +731 -731
  190. package/lib/engine/engine_time.d.ts +51 -51
  191. package/lib/engine/engine_time.js +82 -82
  192. package/lib/engine/engine_time_utils.d.ts +88 -88
  193. package/lib/engine/engine_time_utils.js +215 -215
  194. package/lib/engine/engine_tonemapping.d.ts +2 -2
  195. package/lib/engine/engine_tonemapping.js +194 -194
  196. package/lib/engine/engine_types.d.ts +572 -572
  197. package/lib/engine/engine_types.js +88 -88
  198. package/lib/engine/engine_typestore.d.ts +28 -28
  199. package/lib/engine/engine_typestore.js +55 -55
  200. package/lib/engine/engine_util_decorator.d.ts +13 -13
  201. package/lib/engine/engine_util_decorator.js +116 -116
  202. package/lib/engine/engine_utils.d.ts +266 -266
  203. package/lib/engine/engine_utils.js +878 -878
  204. package/lib/engine/engine_utils_format.d.ts +21 -21
  205. package/lib/engine/engine_utils_format.js +193 -193
  206. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  207. package/lib/engine/engine_utils_screenshot.js +513 -513
  208. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  209. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  210. package/lib/engine/engine_xr.d.ts +1 -1
  211. package/lib/engine/engine_xr.js +1 -1
  212. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  213. package/lib/engine/export/gltf/Writers.js +24 -24
  214. package/lib/engine/export/gltf/index.d.ts +11 -11
  215. package/lib/engine/export/gltf/index.js +123 -123
  216. package/lib/engine/export/index.d.ts +2 -2
  217. package/lib/engine/export/index.js +2 -2
  218. package/lib/engine/export/state.d.ts +7 -7
  219. package/lib/engine/export/state.js +17 -17
  220. package/lib/engine/export/utils.d.ts +2 -2
  221. package/lib/engine/export/utils.js +7 -7
  222. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  223. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  224. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  225. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  226. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  227. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  228. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  229. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  230. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  231. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  232. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  233. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  234. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  235. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  236. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  237. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  238. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  239. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  240. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  241. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  242. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  243. package/lib/engine/extensions/extension_resolver.js +1 -1
  244. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  245. package/lib/engine/extensions/extension_utils.js +152 -152
  246. package/lib/engine/extensions/extensions.d.ts +31 -31
  247. package/lib/engine/extensions/extensions.js +103 -103
  248. package/lib/engine/extensions/index.d.ts +6 -6
  249. package/lib/engine/extensions/index.js +6 -6
  250. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  251. package/lib/engine/extensions/usage_tracker.js +65 -65
  252. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  253. package/lib/engine/js-extensions/Camera.js +39 -39
  254. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  255. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  256. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  257. package/lib/engine/js-extensions/Layers.js +22 -22
  258. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  259. package/lib/engine/js-extensions/Object3D.js +136 -136
  260. package/lib/engine/js-extensions/RGBAColor.d.ts +22 -22
  261. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  262. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  263. package/lib/engine/js-extensions/Vector.js +13 -13
  264. package/lib/engine/js-extensions/index.d.ts +5 -5
  265. package/lib/engine/js-extensions/index.js +5 -5
  266. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  267. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  268. package/lib/engine/shaders/shaderData.d.ts +55 -55
  269. package/lib/engine/shaders/shaderData.js +58 -58
  270. package/lib/engine/tests/test_utils.d.ts +2 -2
  271. package/lib/engine/tests/test_utils.js +53 -53
  272. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  273. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  274. package/lib/engine/webcomponents/api.d.ts +5 -5
  275. package/lib/engine/webcomponents/api.js +4 -4
  276. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  277. package/lib/engine/webcomponents/buttons.js +237 -237
  278. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  279. package/lib/engine/webcomponents/fonts.js +32 -32
  280. package/lib/engine/webcomponents/icons.d.ts +9 -9
  281. package/lib/engine/webcomponents/icons.js +52 -52
  282. package/lib/engine/webcomponents/index.d.ts +1 -1
  283. package/lib/engine/webcomponents/index.js +1 -1
  284. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  285. package/lib/engine/webcomponents/logo-element.js +67 -67
  286. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  287. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  288. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  289. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  290. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  291. package/lib/engine/webcomponents/needle-button.js +161 -161
  292. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  293. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  294. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  295. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  296. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  297. package/lib/engine/xr/NeedleXRSync.js +188 -188
  298. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  299. package/lib/engine/xr/SceneTransition.js +69 -69
  300. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  301. package/lib/engine/xr/TempXRContext.js +187 -187
  302. package/lib/engine/xr/XRRig.d.ts +7 -7
  303. package/lib/engine/xr/XRRig.js +1 -1
  304. package/lib/engine/xr/api.d.ts +6 -6
  305. package/lib/engine/xr/api.js +6 -6
  306. package/lib/engine/xr/events.d.ts +66 -66
  307. package/lib/engine/xr/events.js +93 -93
  308. package/lib/engine/xr/internal.d.ts +12 -12
  309. package/lib/engine/xr/internal.js +25 -25
  310. package/lib/engine/xr/usdz.d.ts +12 -12
  311. package/lib/engine/xr/usdz.js +29 -29
  312. package/lib/engine/xr/utils.d.ts +11 -11
  313. package/lib/engine/xr/utils.js +34 -34
  314. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  315. package/lib/engine-components/AlignmentConstraint.js +39 -39
  316. package/lib/engine-components/Animation.d.ts +156 -156
  317. package/lib/engine-components/Animation.js +508 -508
  318. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  319. package/lib/engine-components/AnimationCurve.js +159 -159
  320. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  321. package/lib/engine-components/AnimationUtils.js +27 -27
  322. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  323. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  324. package/lib/engine-components/Animator.d.ts +217 -217
  325. package/lib/engine-components/Animator.js +354 -354
  326. package/lib/engine-components/AnimatorController.d.ts +227 -227
  327. package/lib/engine-components/AnimatorController.js +1152 -1152
  328. package/lib/engine-components/AudioListener.d.ts +33 -33
  329. package/lib/engine-components/AudioListener.js +86 -86
  330. package/lib/engine-components/AudioSource.d.ts +217 -217
  331. package/lib/engine-components/AudioSource.js +627 -627
  332. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  333. package/lib/engine-components/AvatarLoader.js +231 -231
  334. package/lib/engine-components/AxesHelper.d.ts +32 -32
  335. package/lib/engine-components/AxesHelper.js +67 -67
  336. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  337. package/lib/engine-components/BasicIKConstraint.js +43 -43
  338. package/lib/engine-components/BoxCollider.d.ts +2 -2
  339. package/lib/engine-components/BoxCollider.js +2 -2
  340. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  341. package/lib/engine-components/BoxHelperComponent.js +102 -102
  342. package/lib/engine-components/Camera.d.ts +231 -231
  343. package/lib/engine-components/Camera.js +694 -694
  344. package/lib/engine-components/CameraUtils.d.ts +1 -1
  345. package/lib/engine-components/CameraUtils.js +127 -127
  346. package/lib/engine-components/CameraUtils.js.map +1 -1
  347. package/lib/engine-components/CharacterController.d.ts +55 -55
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  1019. package/src/engine-schemes/vec2.ts +33 -33
  1020. package/src/engine-schemes/vec3.ts +38 -38
  1021. package/src/engine-schemes/vec4.ts +43 -43
  1022. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1023. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1024. package/src/include/draco/draco_decoder.js +34 -34
  1025. package/src/include/ktx2/basis_transcoder.js +21 -21
  1026. package/src/include/needle/arial-msdf.json +1471 -1471
  1027. package/src/include/three/DragControls.js +231 -231
  1028. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1029. package/src/needle-engine.ts +70 -70
  1030. package/lib/engine/engine.d.ts +0 -4
  1031. package/lib/engine/engine.js +0 -12
  1032. package/lib/engine/engine.js.map +0 -1
  1033. package/lib/engine/engine_web_api.d.ts +0 -12
  1034. package/lib/engine/engine_web_api.js +0 -113
  1035. package/lib/engine/engine_web_api.js.map +0 -1
  1036. package/lib/engine-components/FlyControls.d.ts +0 -10
  1037. package/lib/engine-components/FlyControls.js +0 -29
  1038. package/lib/engine-components/FlyControls.js.map +0 -1
  1039. package/src/engine-schemes/dist/api.js +0 -17
  1040. package/src/engine-schemes/dist/api.js.meta +0 -7
  1041. package/src/engine-schemes/dist/schemes.js +0 -25
  1042. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1043. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1044. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1045. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1046. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1047. package/src/engine-schemes/dist/transform.js +0 -46
  1048. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1049. package/src/engine-schemes/dist/vec2.js +0 -32
  1050. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1051. package/src/engine-schemes/dist/vec3.js +0 -36
  1052. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1053. package/src/engine-schemes/dist/vec4.js +0 -40
  1054. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1055. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1056. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,722 +1,722 @@
1
- import { AnimationMixer, Object3D, Quaternion, Vector3 } from 'three';
2
-
3
- import { isDevEnvironment } from '../../engine/debug/index.js';
4
- import { FrameEvent } from '../../engine/engine_context.js';
5
- import { isLocalNetwork } from '../../engine/engine_networking_utils.js';
6
- import { serializable } from '../../engine/engine_serialization.js';
7
- import type { GuidsMap } from '../../engine/engine_types.js';
8
- import { deepClone, delay, getParam } from '../../engine/engine_utils.js';
9
- import { Animator } from '../Animator.js';
10
- import { AudioListener } from '../AudioListener.js';
11
- import { AudioSource } from '../AudioSource.js';
12
- import { Behaviour, GameObject } from '../Component.js';
13
- import { SignalReceiver } from './SignalAsset.js';
14
- import * as Models from "./TimelineModels.js";
15
- import * as Tracks from "./TimelineTracks.js";
16
-
17
- const debug = getParam("debugtimeline");
18
-
19
- /**
20
- * The wrap mode of the {@link PlayableDirector}.
21
- */
22
- export enum DirectorWrapMode {
23
- /// <summary>
24
- /// <para>Hold the last frame when the playable time reaches it's duration.</para>
25
- /// </summary>
26
- Hold = 0,
27
- /// <summary>
28
- /// <para>Loop back to zero time and continue playing.</para>
29
- /// </summary>
30
- Loop = 1,
31
- /// <summary>
32
- /// <para>Do not keep playing when the time reaches the duration.</para>
33
- /// </summary>
34
- None = 2,
35
- }
36
-
37
-
38
- /** How the clip handles time outside its start and end range. */
39
- export enum ClipExtrapolation {
40
- /** No extrapolation is applied. */
41
- None = 0,
42
- /** Hold the time at the end value of the clip. */
43
- Hold = 1,
44
- /** Repeat time values outside the start/end range. */
45
- Loop = 2,
46
- /** Repeat time values outside the start/end range, reversing direction at each loop */
47
- PingPong = 3,
48
- /** Time values are passed in without modification, extending beyond the clips range */
49
- Continue = 4
50
- };
51
-
52
- /** @internal */
53
- export type CreateTrackFunction = (director: PlayableDirector, track: Models.TrackModel) => Tracks.TrackHandler | undefined | null;
54
-
55
- /**
56
- * The PlayableDirector component is the main component to control timelines in needle engine.
57
- * It is used to play, pause, stop and evaluate timelines.
58
- * Assign a TimelineAsset to the `playableAsset` property to start playing a timeline.
59
- * @category Animation and Sequencing
60
- * @group Components
61
- */
62
- export class PlayableDirector extends Behaviour {
63
-
64
- private static createTrackFunctions: { [key: string]: CreateTrackFunction } = {};
65
- static registerCreateTrack(type: string, fn: CreateTrackFunction) {
66
- this.createTrackFunctions[type] = fn;
67
- }
68
-
69
- playableAsset?: Models.TimelineAssetModel;
70
- /** Set to true to start playing the timeline when the scene starts */
71
- @serializable()
72
- playOnAwake?: boolean;
73
- @serializable()
74
- extrapolationMode: DirectorWrapMode = DirectorWrapMode.Loop;
75
-
76
- /** @returns true if the timeline is currently playing */
77
- get isPlaying(): boolean { return this._isPlaying; }
78
- /** @returns true if the timeline is currently paused */
79
- get isPaused(): boolean { return this._isPaused; }
80
- /** the current time of the timeline */
81
- get time(): number { return this._time; }
82
- set time(value: number) {
83
- if (typeof value === "number" && !Number.isNaN(value))
84
- this._time = value;
85
- else if (debug || isLocalNetwork()) {
86
- console.error("INVALID TIMELINE.TIME VALUE", value, this.name)
87
- };
88
- }
89
- /** the duration of the timeline */
90
- get duration(): number { return this._duration; }
91
- set duration(value: number) { this._duration = value; }
92
- /** the weight of the timeline. Set to a value below 1 to blend with other timelines */
93
- get weight(): number { return this._weight; };
94
- set weight(value: number) { this._weight = value; }
95
- /** the playback speed of the timeline */
96
- get speed(): number { return this._speed; }
97
- set speed(value: number) { this._speed = value; }
98
-
99
- /** When enabled the timeline will wait for audio tracks to load at the current time before starting to play */
100
- waitForAudio: boolean = true;
101
-
102
- private _visibilityChangeEvt?: any;
103
- private _clonedPlayableAsset: boolean = false;
104
- private _speed: number = 1;
105
-
106
- /** @internal */
107
- awake(): void {
108
- if (debug)
109
- console.log(this, this.playableAsset?.tracks);
110
-
111
- this.rebuildGraph();
112
-
113
- if (!this.isValid() && (debug || isDevEnvironment())) {
114
- if (debug) {
115
- console.warn("PlayableDirector is not valid", "Asset?", this.playableAsset, "Tracks:", this.playableAsset?.tracks, "IsArray?", Array.isArray(this.playableAsset?.tracks), this);
116
- }
117
- else if (!this.playableAsset?.tracks?.length) {
118
- console.warn("PlayableDirector has no tracks");
119
- }
120
- else {
121
- console.warn("PlayableDirector is not valid");
122
- }
123
- }
124
- }
125
-
126
- /** @internal */
127
- onEnable() {
128
- for (const track of this._audioTracks) {
129
- track.onEnable?.();
130
- }
131
- for (const track of this._customTracks) {
132
- track.onEnable?.();
133
- }
134
- for (const track of this._animationTracks) {
135
- track.onEnable?.();
136
- }
137
- if (this.playOnAwake) {
138
- this.play();
139
- }
140
-
141
- if (!this._visibilityChangeEvt) this._visibilityChangeEvt = () => {
142
- switch (document.visibilityState) {
143
- case "hidden":
144
- this.setAudioTracksAllowPlaying(false);
145
- break;
146
- case "visible":
147
- this.setAudioTracksAllowPlaying(true);
148
- break;
149
- }
150
- }
151
- window.addEventListener('visibilitychange', this._visibilityChangeEvt);
152
- }
153
-
154
- /** @internal */
155
- onDisable(): void {
156
- this.stop();
157
- for (const track of this._audioTracks) {
158
- track.onDisable?.();
159
- }
160
- for (const track of this._customTracks) {
161
- track.onDisable?.();
162
- }
163
- for (const track of this._animationTracks) {
164
- track.onDisable?.();
165
- }
166
- if (this._visibilityChangeEvt)
167
- window.removeEventListener('visibilitychange', this._visibilityChangeEvt);
168
- }
169
-
170
- /** @internal */
171
- onDestroy(): void {
172
- for (const tracks of this._allTracks) {
173
- for (const track of tracks)
174
- track.onDestroy?.();
175
- }
176
- }
177
-
178
- /** @internal */
179
- rebuildGraph() {
180
- if (!this.isValid()) return;
181
- this.resolveBindings();
182
- this.updateTimelineDuration();
183
- this.setupAndCreateTrackHandlers();
184
- }
185
-
186
- /**
187
- * Play the timeline from the current time.
188
- * If the timeline is already playing this method does nothing.
189
- */
190
- async play() {
191
- if (!this.isValid()) return;
192
- const pauseChanged = this._isPaused == true;
193
- this._isPaused = false;
194
- if (this._isPlaying) return;
195
- this._isPlaying = true;
196
- if (pauseChanged) this.invokePauseChangedMethodsOnTracks();
197
- if (this.waitForAudio) {
198
- // Make sure audio tracks have loaded at the current time
199
- const promises: Array<Promise<any>> = [];
200
- for (const track of this._audioTracks) {
201
- const promise = track.loadAudio(this._time, 1, 0);
202
- if (promise)
203
- promises.push(promise);
204
- }
205
- if (promises.length > 0) {
206
- await Promise.all(promises);
207
- if (!this._isPlaying) return;
208
- }
209
- while (this._audioTracks.length > 0 && this._isPlaying && !AudioSource.userInteractionRegistered && this.waitForAudio)
210
- await delay(200);
211
- }
212
- this.invokeStateChangedMethodsOnTracks();
213
- // Update timeline in LateUpdate to give other scripts time to react to the updated state
214
- // e.g. if we animate OrbitControls look at target we want those changes to be applied in onBeforeRender
215
- // if we use onBeforeRender here it will be called *after* the regular onBeforeRender events
216
- // which is too late
217
- this._internalUpdateRoutine = this.startCoroutine(this.internalUpdate(), FrameEvent.LateUpdate);
218
- }
219
-
220
- /**
221
- * Pause the timeline.
222
- */
223
- pause() {
224
- if (!this.isValid()) return;
225
- this._isPlaying = false;
226
- if (this._isPaused) return;
227
- this._isPaused = true;
228
- this.internalEvaluate();
229
- this.invokePauseChangedMethodsOnTracks();
230
- this.invokeStateChangedMethodsOnTracks();
231
- }
232
-
233
- /**
234
- * Stop the timeline.
235
- */
236
- stop() {
237
- this._isStopping = true;
238
- for (const track of this._audioTracks) track.stop();
239
- const pauseChanged = this._isPaused == true;
240
- const wasPlaying = this._isPlaying;
241
- if (this._isPlaying) {
242
- this._time = 0;
243
- this._isPlaying = false;
244
- this._isPaused = false;
245
- this.internalEvaluate();
246
- if (pauseChanged) this.invokePauseChangedMethodsOnTracks();
247
- }
248
- this._isPlaying = false;
249
- this._isPaused = false;
250
- if (pauseChanged && !wasPlaying) this.invokePauseChangedMethodsOnTracks();
251
- if (wasPlaying) this.invokeStateChangedMethodsOnTracks();
252
- if (this._internalUpdateRoutine)
253
- this.stopCoroutine(this._internalUpdateRoutine);
254
- this._internalUpdateRoutine = null;
255
- this._isStopping = false;
256
- }
257
-
258
- /**
259
- * Evaluate the timeline at the current time. This is useful when you want to manually update the timeline e.g. when the timeline is paused and you set `time` to a new value.
260
- */
261
- evaluate() {
262
- this.internalEvaluate(true);
263
- }
264
-
265
- /**
266
- * @returns true if the timeline is valid and has tracks
267
- */
268
- isValid() {
269
- return this.playableAsset && this.playableAsset.tracks && Array.isArray(this.playableAsset.tracks);
270
- }
271
-
272
- /** Iterates over all tracks of the timeline
273
- * @returns all tracks of the timeline
274
- */
275
- *forEachTrack() {
276
- for (const tracks of this._allTracks) {
277
- for (const track of tracks)
278
- yield track;
279
- }
280
- }
281
-
282
- /**
283
- * @returns all animation tracks of the timeline
284
- */
285
- get animationTracks() {
286
- return this._animationTracks;
287
- }
288
-
289
- /**
290
- * @returns all audio tracks of the timeline
291
- */
292
- get audioTracks(): Tracks.AudioTrackHandler[] {
293
- return this._audioTracks;
294
- }
295
-
296
- private _guidsMap?: GuidsMap;
297
- /** @internal */
298
- resolveGuids(map: GuidsMap) {
299
- this._guidsMap = map;
300
- }
301
-
302
- // INTERNALS
303
-
304
- private _isPlaying: boolean = false;
305
- private _internalUpdateRoutine: any;
306
- private _isPaused: boolean = false;
307
- /** internal, true during the time stop() is being processed */
308
- private _isStopping: boolean = false;
309
- private _time: number = 0;
310
- private _duration: number = 0;
311
- private _weight: number = 1;
312
- private _animationTracks: Array<Tracks.AnimationTrackHandler> = [];
313
- private _audioTracks: Array<Tracks.AudioTrackHandler> = [];
314
- private _signalTracks: Array<Tracks.SignalTrackHandler> = [];
315
- private _controlTracks: Array<Tracks.ControlTrackHandler> = [];
316
- private _customTracks: Array<Tracks.TrackHandler> = [];
317
-
318
- private _allTracks: Array<Array<Tracks.TrackHandler>> = [
319
- this._animationTracks,
320
- this._audioTracks,
321
- this._signalTracks,
322
- this._controlTracks,
323
- this._customTracks
324
- ];
325
-
326
- /** should be called after evaluate if the director was playing */
327
- private invokePauseChangedMethodsOnTracks() {
328
- for (const track of this.forEachTrack()) {
329
- track.onPauseChanged?.call(track);
330
- }
331
- }
332
- private invokeStateChangedMethodsOnTracks() {
333
- for (const track of this.forEachTrack()) {
334
- track.onStateChanged?.call(track, this._isPlaying);
335
- }
336
- }
337
-
338
- private *internalUpdate() {
339
- while (this._isPlaying && this.activeAndEnabled) {
340
- if (!this._isPaused && this._isPlaying) {
341
- this._time += this.context.time.deltaTime * this.speed;
342
- this.internalEvaluate();
343
- }
344
- // for (let i = 0; i < 5; i++)
345
- yield;
346
- }
347
- }
348
-
349
- /**
350
- * PlayableDirector lifecycle should always call this instead of "evaluate"
351
- * @param called_by_user If true the evaluation is called by the user (e.g. via evaluate())
352
- */
353
- private internalEvaluate(called_by_user: boolean = false) {
354
- // when the timeline is called by a user via evaluate() we want to keep updating activation tracks
355
- // because "isPlaying" might be false but the director is still active. See NE-3737
356
-
357
- if (!this.isValid()) return;
358
-
359
- let t = this._time;
360
- switch (this.extrapolationMode) {
361
- case DirectorWrapMode.Hold:
362
- if (this._speed > 0)
363
- t = Math.min(t, this._duration);
364
- else if (this._speed < 0)
365
- t = Math.max(t, 0);
366
- this._time = t;
367
- break;
368
- case DirectorWrapMode.Loop:
369
- t %= this._duration;
370
- this._time = t;
371
- break;
372
- case DirectorWrapMode.None:
373
- if (t > this._duration) {
374
- this.stop();
375
- return;
376
- }
377
- break;
378
- }
379
-
380
- const time = this._time;
381
-
382
- for (const track of this.playableAsset!.tracks) {
383
- if (track.muted) continue;
384
- switch (track.type) {
385
- case Models.TrackType.Activation:
386
- // when the timeline is being disabled or stopped
387
- // then we want to leave objects active state as they were
388
- // see NE-3241
389
- // TODO: support all "post-playback-state" settings an activation track has, this is just "Leave as is"
390
- if (!called_by_user && !this._isPlaying) continue;
391
-
392
- for (let i = 0; i < track.outputs.length; i++) {
393
- const binding = track.outputs[i];
394
- if (typeof binding === "object") {
395
- let isActive: boolean = false;
396
- if (track.clips) {
397
- for (const clip of track.clips) {
398
- if (clip.start <= time && time <= clip.end) {
399
- isActive = true;
400
- }
401
- }
402
- }
403
- const obj = binding as Object3D;
404
- if (obj.visible !== undefined) {
405
- if (obj.visible !== isActive) {
406
- obj.visible = isActive;
407
- if (debug)
408
- console.warn(this.name, "set ActivationTrack-" + i, obj.name, isActive, time);
409
- }
410
- }
411
- }
412
- }
413
- break;
414
-
415
- }
416
- }
417
-
418
- // When timeline reaches the end "stop()" is called which is evaluating with time 0
419
- // We don't want to re-evaluate the animation then in case the timeline is blended with the Animator
420
- // e.g then the timeline animation at time 0 is 100% applied on top of the animator animation
421
- if (!this._isStopping) {
422
- for (const handler of this._animationTracks) {
423
- handler.evaluate(time);
424
- }
425
- }
426
- for (const handler of this._audioTracks) {
427
- handler.evaluate(time);
428
- }
429
- for (const sig of this._signalTracks) {
430
- sig.evaluate(time);
431
- }
432
- for (const ctrl of this._controlTracks) {
433
- ctrl.evaluate(time);
434
- }
435
- for (const cust of this._customTracks) {
436
- cust.evaluate(time);
437
- }
438
- }
439
-
440
- private resolveBindings() {
441
- if (!this._clonedPlayableAsset) {
442
- this._clonedPlayableAsset = true;
443
- this.playableAsset = deepClone(this.playableAsset);
444
- }
445
-
446
- if (!this.playableAsset || !this.playableAsset.tracks) return;
447
-
448
-
449
- // if the director has a parent we assume it is part of the current scene
450
- // if not (e.g. when loaded via adressable but not yet added to any scene)
451
- // we can only resolve objects that are children
452
- const root = this.findRoot(this.gameObject);
453
-
454
- for (const track of this.playableAsset.tracks) {
455
- for (let i = track.outputs.length - 1; i >= 0; i--) {
456
- let binding = track.outputs[i];
457
- if (typeof binding === "string") {
458
- if (this._guidsMap && this._guidsMap[binding])
459
- binding = this._guidsMap[binding];
460
- const obj = GameObject.findByGuid(binding, root);
461
- if (obj === null || typeof obj !== "object") {
462
- // if the binding is missing remove it to avoid unnecessary loops
463
- track.outputs.splice(i, 1);
464
- console.warn("Failed to resolve binding", binding, track.name, track.type);
465
- }
466
- else {
467
- if (debug)
468
- console.log("Resolved binding", binding, "to", obj);
469
- track.outputs[i] = obj;
470
- }
471
- }
472
- else if (binding === null) {
473
- track.outputs.splice(i, 1);
474
- if (PlayableDirector.createTrackFunctions[track.type]) {
475
- // if a custom track doesnt have a binding its ok
476
- continue;
477
- }
478
- // if the binding is missing remove it to avoid unnecessary loops
479
- if (track.type !== Models.TrackType.Audio && track.type !== Models.TrackType.Control && track.type !== Models.TrackType.Marker && track.type !== Models.TrackType.Signal)
480
- console.warn("Missing binding", binding, track.name, track.type, this.name, this.playableAsset.name);
481
- }
482
- }
483
- if (track.type === Models.TrackType.Control) {
484
- if (track.clips) {
485
- for (let i = 0; i < track.clips.length; i++) {
486
- const clip = track.clips[i];
487
- let binding = clip.asset.sourceObject;
488
- if (typeof binding === "string") {
489
- if (this._guidsMap && this._guidsMap[binding])
490
- binding = this._guidsMap[binding];
491
- const obj = GameObject.findByGuid(binding, root);
492
- if (obj === null || typeof obj !== "object") {
493
- console.warn("Failed to resolve sourceObject binding", binding, track.name, clip);
494
- }
495
- else {
496
- if (debug)
497
- console.log("Resolved binding", binding, "to", obj);
498
- clip.asset.sourceObject = obj;
499
- }
500
- }
501
- }
502
- }
503
- }
504
- }
505
- }
506
-
507
- private findRoot(current: Object3D): Object3D {
508
- if (current.parent)
509
- return this.findRoot(current.parent);
510
- return current;
511
- }
512
-
513
- private updateTimelineDuration() {
514
- this._duration = 0;
515
- if (!this.playableAsset || !this.playableAsset.tracks) return;
516
- for (const track of this.playableAsset.tracks) {
517
- if (track.muted === true) continue;
518
- if (track.clips) {
519
- for (const clip of track.clips) {
520
- if (clip.end > this._duration) this._duration = clip.end;
521
- }
522
- }
523
- if (track.markers) {
524
- for (const marker of track.markers) {
525
- if (marker.time > this._duration) this._duration = marker.time + .001;
526
- }
527
- }
528
- }
529
- // console.log("timeline duration", this._duration, this.playableAsset);
530
- }
531
-
532
- private setupAndCreateTrackHandlers() {
533
- this._animationTracks.length = 0;
534
- this._audioTracks.length = 0;
535
- this._signalTracks.length = 0;
536
-
537
- if (!this.playableAsset) return;
538
- let audioListener: AudioListener | null = GameObject.findObjectOfType(AudioListener, this.context);
539
- for (const track of this.playableAsset!.tracks) {
540
- const type = track.type;
541
- const registered = PlayableDirector.createTrackFunctions[type];
542
- if (registered !== null && registered !== undefined) {
543
- const res = registered(this, track) as Tracks.TrackHandler;
544
- if (typeof res.evaluate === "function") {
545
- res.director = this;
546
- res.track = track;
547
- this._customTracks.push(res);
548
- continue;
549
- }
550
- }
551
- // only handle animation tracks
552
- if (track.type === Models.TrackType.Animation) {
553
- if (!track.clips || track.clips.length <= 0) {
554
- if (debug) console.warn("Animation track has no clips", track);
555
- continue;
556
- }
557
- // loop outputs / bindings, they should contain animator references
558
- for (let i = track.outputs.length - 1; i >= 0; i--) {
559
- let binding = track.outputs[i] as Animator;
560
- if (binding instanceof Object3D) {
561
- const anim = GameObject.getOrAddComponent(binding, Animator);
562
- if (anim) binding = anim;
563
- }
564
- const animationClips = binding?.gameObject?.animations;
565
- if (animationClips) {
566
- const handler = new Tracks.AnimationTrackHandler();
567
- handler.trackOffset = track.trackOffset;
568
- handler.director = this;
569
- handler.track = track;
570
- for (let i = 0; i < track.clips.length; i++) {
571
- const clipModel = track.clips[i];
572
- const animModel = clipModel.asset as Models.AnimationClipModel;
573
- if (!animModel) {
574
- console.error(`Timeline ${this.name}: clip #${i} on track \"${track.name}\" has no animation data`);
575
- continue;
576
- }
577
- // console.log(clipModel, track);
578
- const targetObjectId = animModel.clip;
579
- let clip: any = targetObjectId;
580
- if (typeof clip === "string" || typeof clip === "number") {
581
- clip = animationClips.find(c => c.name === targetObjectId);
582
- }
583
- if (debug) console.log(animModel, targetObjectId, "→", clip)
584
- if (!clip) {
585
- console.warn("Could not find animationClip for model", clipModel, track.name, this.name, this.playableAsset?.name, animationClips, binding);
586
- continue;
587
- }
588
- // Try to share the mixer with the animator
589
- if (binding instanceof Animator && binding.runtimeAnimatorController) {
590
- if (!binding.__internalDidAwakeAndStart) binding.initializeRuntimeAnimatorController();
591
- // Call bind once to ensure the animator is setup and has a mixer
592
- if (!binding.runtimeAnimatorController.mixer) binding.runtimeAnimatorController.bind(binding);
593
- handler.mixer = binding.runtimeAnimatorController.mixer;
594
- }
595
- // If we can not get the mixer from the animator then create a new one
596
- if (!handler.mixer) {
597
- handler.mixer = new AnimationMixer(binding.gameObject);
598
- this.context.animations.registerAnimationMixer(handler.mixer);
599
- }
600
- handler.clips.push(clip);
601
- // uncache because we want to create a new action
602
- // this is needed because if a clip is used multiple times in a track (or even multiple tracks)
603
- // we want to avoid setting weights on the same instance for clips/objects that are not active
604
- handler.mixer.uncacheAction(clip);
605
- handler.createHooks(clipModel.asset as Models.AnimationClipModel, clip);
606
- const clipAction = handler.mixer.clipAction(clip); // new AnimationAction(handler.mixer, clip, null, null);
607
- handler.actions.push(clipAction);
608
- handler.models.push(clipModel);
609
- }
610
- this._animationTracks.push(handler);
611
- }
612
- }
613
- }
614
- else if (track.type === Models.TrackType.Audio) {
615
- if (!track.clips || track.clips.length <= 0) continue;
616
- const audio = new Tracks.AudioTrackHandler();
617
- audio.director = this;
618
- audio.track = track;
619
- audio.audioSource = track.outputs.find(o => o instanceof AudioSource) as AudioSource;
620
-
621
- this._audioTracks.push(audio);
622
- if (!audioListener) {
623
- // If the scene doesnt have an AudioListener we add one to the main camera
624
- audioListener = this.context.mainCameraComponent?.gameObject.addComponent(AudioListener)!;
625
- }
626
- audio.listener = audioListener.listener;
627
- for (let i = 0; i < track.clips.length; i++) {
628
- const clipModel = track.clips[i];
629
- audio.addModel(clipModel);
630
- }
631
- }
632
- else if (track.type === Models.TrackType.Marker) {
633
- const signalHandler: Tracks.SignalTrackHandler = new Tracks.SignalTrackHandler();
634
- signalHandler.director = this;
635
- signalHandler.track = track;
636
- if (track.markers) {
637
- for (const marker of track.markers) {
638
- switch (marker.type) {
639
- case Models.MarkerType.Signal:
640
- signalHandler.models.push(marker as Models.SignalMarkerModel);
641
- signalHandler.didTrigger.push(false);
642
- break;
643
- }
644
- }
645
- }
646
- if (signalHandler !== null && signalHandler.models.length > 0) {
647
- const rec = GameObject.getComponent(this.gameObject, SignalReceiver);
648
- if (rec) {
649
- signalHandler.receivers.push(rec);
650
- this._signalTracks.push(signalHandler);
651
- }
652
- }
653
- }
654
- else if (track.type === Models.TrackType.Signal) {
655
- const handler = new Tracks.SignalTrackHandler();
656
- handler.director = this;
657
- handler.track = track;
658
- if (track.markers) {
659
- for (const marker of track.markers) {
660
- handler.models.push(marker as Models.SignalMarkerModel);
661
- handler.didTrigger.push(false);
662
- }
663
- }
664
- for (const bound of track.outputs) {
665
- handler.receivers.push(bound as SignalReceiver);
666
- }
667
- this._signalTracks.push(handler);
668
- }
669
- else if (track.type === Models.TrackType.Control) {
670
- const handler = new Tracks.ControlTrackHandler();
671
- handler.director = this;
672
- handler.track = track;
673
- if (track.clips) {
674
- for (const clip of track.clips) {
675
- handler.models.push(clip);
676
- }
677
- }
678
- handler.resolveSourceObjects(this.context);
679
- this._controlTracks.push(handler);
680
- }
681
- }
682
- }
683
-
684
- private setAudioTracksAllowPlaying(allow: boolean) {
685
- for (const track of this._audioTracks) {
686
- track.onAllowAudioChanged(allow);
687
- }
688
- }
689
-
690
-
691
-
692
- /** Experimental support for overriding timeline animation data (position or rotation) */
693
- readonly animationCallbackReceivers: ITimelineAnimationCallbacks[] = [];
694
- /** Experimental: Receive callbacks for timeline animation. Allows modification of final value */
695
- registerAnimationCallback(receiver: ITimelineAnimationCallbacks) { this.animationCallbackReceivers.push(receiver); }
696
- /** Experimental: Unregister callbacks for timeline animation. Allows modification of final value */
697
- unregisterAnimationCallback(receiver: ITimelineAnimationCallbacks) {
698
- const index = this.animationCallbackReceivers.indexOf(receiver);
699
- if (index === -1) return;
700
- this.animationCallbackReceivers.splice(index, 1);
701
- }
702
- }
703
-
704
- /**
705
- * Experimental interface for receiving timeline animation callbacks. Register at the PlayableDirector
706
- */
707
- export interface ITimelineAnimationCallbacks {
708
- /**
709
- * @param director The director that is playing the timeline
710
- * @param target The target object that is being animated
711
- * @param time The current time of the timeline
712
- * @param rotation The evaluated rotation of the target object at the current time
713
- */
714
- onTimelineRotation?(director: PlayableDirector, target: Object3D, time: number, rotation: Quaternion);
715
- /**
716
- * @param director The director that is playing the timeline
717
- * @param target The target object that is being animated
718
- * @param time The current time of the timeline
719
- * @param position The evaluated position of the target object at the current time
720
- */
721
- onTimelinePosition?(director: PlayableDirector, target: Object3D, time: number, position: Vector3);
722
- }
1
+ import { AnimationMixer, Object3D, Quaternion, Vector3 } from 'three';
2
+
3
+ import { isDevEnvironment } from '../../engine/debug/index.js';
4
+ import { FrameEvent } from '../../engine/engine_context.js';
5
+ import { isLocalNetwork } from '../../engine/engine_networking_utils.js';
6
+ import { serializable } from '../../engine/engine_serialization.js';
7
+ import type { GuidsMap } from '../../engine/engine_types.js';
8
+ import { deepClone, delay, getParam } from '../../engine/engine_utils.js';
9
+ import { Animator } from '../Animator.js';
10
+ import { AudioListener } from '../AudioListener.js';
11
+ import { AudioSource } from '../AudioSource.js';
12
+ import { Behaviour, GameObject } from '../Component.js';
13
+ import { SignalReceiver } from './SignalAsset.js';
14
+ import * as Models from "./TimelineModels.js";
15
+ import * as Tracks from "./TimelineTracks.js";
16
+
17
+ const debug = getParam("debugtimeline");
18
+
19
+ /**
20
+ * The wrap mode of the {@link PlayableDirector}.
21
+ */
22
+ export enum DirectorWrapMode {
23
+ /// <summary>
24
+ /// <para>Hold the last frame when the playable time reaches it's duration.</para>
25
+ /// </summary>
26
+ Hold = 0,
27
+ /// <summary>
28
+ /// <para>Loop back to zero time and continue playing.</para>
29
+ /// </summary>
30
+ Loop = 1,
31
+ /// <summary>
32
+ /// <para>Do not keep playing when the time reaches the duration.</para>
33
+ /// </summary>
34
+ None = 2,
35
+ }
36
+
37
+
38
+ /** How the clip handles time outside its start and end range. */
39
+ export enum ClipExtrapolation {
40
+ /** No extrapolation is applied. */
41
+ None = 0,
42
+ /** Hold the time at the end value of the clip. */
43
+ Hold = 1,
44
+ /** Repeat time values outside the start/end range. */
45
+ Loop = 2,
46
+ /** Repeat time values outside the start/end range, reversing direction at each loop */
47
+ PingPong = 3,
48
+ /** Time values are passed in without modification, extending beyond the clips range */
49
+ Continue = 4
50
+ };
51
+
52
+ /** @internal */
53
+ export type CreateTrackFunction = (director: PlayableDirector, track: Models.TrackModel) => Tracks.TrackHandler | undefined | null;
54
+
55
+ /**
56
+ * The PlayableDirector component is the main component to control timelines in needle engine.
57
+ * It is used to play, pause, stop and evaluate timelines.
58
+ * Assign a TimelineAsset to the `playableAsset` property to start playing a timeline.
59
+ * @category Animation and Sequencing
60
+ * @group Components
61
+ */
62
+ export class PlayableDirector extends Behaviour {
63
+
64
+ private static createTrackFunctions: { [key: string]: CreateTrackFunction } = {};
65
+ static registerCreateTrack(type: string, fn: CreateTrackFunction) {
66
+ this.createTrackFunctions[type] = fn;
67
+ }
68
+
69
+ playableAsset?: Models.TimelineAssetModel;
70
+ /** Set to true to start playing the timeline when the scene starts */
71
+ @serializable()
72
+ playOnAwake?: boolean;
73
+ @serializable()
74
+ extrapolationMode: DirectorWrapMode = DirectorWrapMode.Loop;
75
+
76
+ /** @returns true if the timeline is currently playing */
77
+ get isPlaying(): boolean { return this._isPlaying; }
78
+ /** @returns true if the timeline is currently paused */
79
+ get isPaused(): boolean { return this._isPaused; }
80
+ /** the current time of the timeline */
81
+ get time(): number { return this._time; }
82
+ set time(value: number) {
83
+ if (typeof value === "number" && !Number.isNaN(value))
84
+ this._time = value;
85
+ else if (debug || isLocalNetwork()) {
86
+ console.error("INVALID TIMELINE.TIME VALUE", value, this.name)
87
+ };
88
+ }
89
+ /** the duration of the timeline */
90
+ get duration(): number { return this._duration; }
91
+ set duration(value: number) { this._duration = value; }
92
+ /** the weight of the timeline. Set to a value below 1 to blend with other timelines */
93
+ get weight(): number { return this._weight; };
94
+ set weight(value: number) { this._weight = value; }
95
+ /** the playback speed of the timeline */
96
+ get speed(): number { return this._speed; }
97
+ set speed(value: number) { this._speed = value; }
98
+
99
+ /** When enabled the timeline will wait for audio tracks to load at the current time before starting to play */
100
+ waitForAudio: boolean = true;
101
+
102
+ private _visibilityChangeEvt?: any;
103
+ private _clonedPlayableAsset: boolean = false;
104
+ private _speed: number = 1;
105
+
106
+ /** @internal */
107
+ awake(): void {
108
+ if (debug)
109
+ console.log(this, this.playableAsset?.tracks);
110
+
111
+ this.rebuildGraph();
112
+
113
+ if (!this.isValid() && (debug || isDevEnvironment())) {
114
+ if (debug) {
115
+ console.warn("PlayableDirector is not valid", "Asset?", this.playableAsset, "Tracks:", this.playableAsset?.tracks, "IsArray?", Array.isArray(this.playableAsset?.tracks), this);
116
+ }
117
+ else if (!this.playableAsset?.tracks?.length) {
118
+ console.warn("PlayableDirector has no tracks");
119
+ }
120
+ else {
121
+ console.warn("PlayableDirector is not valid");
122
+ }
123
+ }
124
+ }
125
+
126
+ /** @internal */
127
+ onEnable() {
128
+ for (const track of this._audioTracks) {
129
+ track.onEnable?.();
130
+ }
131
+ for (const track of this._customTracks) {
132
+ track.onEnable?.();
133
+ }
134
+ for (const track of this._animationTracks) {
135
+ track.onEnable?.();
136
+ }
137
+ if (this.playOnAwake) {
138
+ this.play();
139
+ }
140
+
141
+ if (!this._visibilityChangeEvt) this._visibilityChangeEvt = () => {
142
+ switch (document.visibilityState) {
143
+ case "hidden":
144
+ this.setAudioTracksAllowPlaying(false);
145
+ break;
146
+ case "visible":
147
+ this.setAudioTracksAllowPlaying(true);
148
+ break;
149
+ }
150
+ }
151
+ window.addEventListener('visibilitychange', this._visibilityChangeEvt);
152
+ }
153
+
154
+ /** @internal */
155
+ onDisable(): void {
156
+ this.stop();
157
+ for (const track of this._audioTracks) {
158
+ track.onDisable?.();
159
+ }
160
+ for (const track of this._customTracks) {
161
+ track.onDisable?.();
162
+ }
163
+ for (const track of this._animationTracks) {
164
+ track.onDisable?.();
165
+ }
166
+ if (this._visibilityChangeEvt)
167
+ window.removeEventListener('visibilitychange', this._visibilityChangeEvt);
168
+ }
169
+
170
+ /** @internal */
171
+ onDestroy(): void {
172
+ for (const tracks of this._allTracks) {
173
+ for (const track of tracks)
174
+ track.onDestroy?.();
175
+ }
176
+ }
177
+
178
+ /** @internal */
179
+ rebuildGraph() {
180
+ if (!this.isValid()) return;
181
+ this.resolveBindings();
182
+ this.updateTimelineDuration();
183
+ this.setupAndCreateTrackHandlers();
184
+ }
185
+
186
+ /**
187
+ * Play the timeline from the current time.
188
+ * If the timeline is already playing this method does nothing.
189
+ */
190
+ async play() {
191
+ if (!this.isValid()) return;
192
+ const pauseChanged = this._isPaused == true;
193
+ this._isPaused = false;
194
+ if (this._isPlaying) return;
195
+ this._isPlaying = true;
196
+ if (pauseChanged) this.invokePauseChangedMethodsOnTracks();
197
+ if (this.waitForAudio) {
198
+ // Make sure audio tracks have loaded at the current time
199
+ const promises: Array<Promise<any>> = [];
200
+ for (const track of this._audioTracks) {
201
+ const promise = track.loadAudio(this._time, 1, 0);
202
+ if (promise)
203
+ promises.push(promise);
204
+ }
205
+ if (promises.length > 0) {
206
+ await Promise.all(promises);
207
+ if (!this._isPlaying) return;
208
+ }
209
+ while (this._audioTracks.length > 0 && this._isPlaying && !AudioSource.userInteractionRegistered && this.waitForAudio)
210
+ await delay(200);
211
+ }
212
+ this.invokeStateChangedMethodsOnTracks();
213
+ // Update timeline in LateUpdate to give other scripts time to react to the updated state
214
+ // e.g. if we animate OrbitControls look at target we want those changes to be applied in onBeforeRender
215
+ // if we use onBeforeRender here it will be called *after* the regular onBeforeRender events
216
+ // which is too late
217
+ this._internalUpdateRoutine = this.startCoroutine(this.internalUpdate(), FrameEvent.LateUpdate);
218
+ }
219
+
220
+ /**
221
+ * Pause the timeline.
222
+ */
223
+ pause() {
224
+ if (!this.isValid()) return;
225
+ this._isPlaying = false;
226
+ if (this._isPaused) return;
227
+ this._isPaused = true;
228
+ this.internalEvaluate();
229
+ this.invokePauseChangedMethodsOnTracks();
230
+ this.invokeStateChangedMethodsOnTracks();
231
+ }
232
+
233
+ /**
234
+ * Stop the timeline.
235
+ */
236
+ stop() {
237
+ this._isStopping = true;
238
+ for (const track of this._audioTracks) track.stop();
239
+ const pauseChanged = this._isPaused == true;
240
+ const wasPlaying = this._isPlaying;
241
+ if (this._isPlaying) {
242
+ this._time = 0;
243
+ this._isPlaying = false;
244
+ this._isPaused = false;
245
+ this.internalEvaluate();
246
+ if (pauseChanged) this.invokePauseChangedMethodsOnTracks();
247
+ }
248
+ this._isPlaying = false;
249
+ this._isPaused = false;
250
+ if (pauseChanged && !wasPlaying) this.invokePauseChangedMethodsOnTracks();
251
+ if (wasPlaying) this.invokeStateChangedMethodsOnTracks();
252
+ if (this._internalUpdateRoutine)
253
+ this.stopCoroutine(this._internalUpdateRoutine);
254
+ this._internalUpdateRoutine = null;
255
+ this._isStopping = false;
256
+ }
257
+
258
+ /**
259
+ * Evaluate the timeline at the current time. This is useful when you want to manually update the timeline e.g. when the timeline is paused and you set `time` to a new value.
260
+ */
261
+ evaluate() {
262
+ this.internalEvaluate(true);
263
+ }
264
+
265
+ /**
266
+ * @returns true if the timeline is valid and has tracks
267
+ */
268
+ isValid() {
269
+ return this.playableAsset && this.playableAsset.tracks && Array.isArray(this.playableAsset.tracks);
270
+ }
271
+
272
+ /** Iterates over all tracks of the timeline
273
+ * @returns all tracks of the timeline
274
+ */
275
+ *forEachTrack() {
276
+ for (const tracks of this._allTracks) {
277
+ for (const track of tracks)
278
+ yield track;
279
+ }
280
+ }
281
+
282
+ /**
283
+ * @returns all animation tracks of the timeline
284
+ */
285
+ get animationTracks() {
286
+ return this._animationTracks;
287
+ }
288
+
289
+ /**
290
+ * @returns all audio tracks of the timeline
291
+ */
292
+ get audioTracks(): Tracks.AudioTrackHandler[] {
293
+ return this._audioTracks;
294
+ }
295
+
296
+ private _guidsMap?: GuidsMap;
297
+ /** @internal */
298
+ resolveGuids(map: GuidsMap) {
299
+ this._guidsMap = map;
300
+ }
301
+
302
+ // INTERNALS
303
+
304
+ private _isPlaying: boolean = false;
305
+ private _internalUpdateRoutine: any;
306
+ private _isPaused: boolean = false;
307
+ /** internal, true during the time stop() is being processed */
308
+ private _isStopping: boolean = false;
309
+ private _time: number = 0;
310
+ private _duration: number = 0;
311
+ private _weight: number = 1;
312
+ private _animationTracks: Array<Tracks.AnimationTrackHandler> = [];
313
+ private _audioTracks: Array<Tracks.AudioTrackHandler> = [];
314
+ private _signalTracks: Array<Tracks.SignalTrackHandler> = [];
315
+ private _controlTracks: Array<Tracks.ControlTrackHandler> = [];
316
+ private _customTracks: Array<Tracks.TrackHandler> = [];
317
+
318
+ private _allTracks: Array<Array<Tracks.TrackHandler>> = [
319
+ this._animationTracks,
320
+ this._audioTracks,
321
+ this._signalTracks,
322
+ this._controlTracks,
323
+ this._customTracks
324
+ ];
325
+
326
+ /** should be called after evaluate if the director was playing */
327
+ private invokePauseChangedMethodsOnTracks() {
328
+ for (const track of this.forEachTrack()) {
329
+ track.onPauseChanged?.call(track);
330
+ }
331
+ }
332
+ private invokeStateChangedMethodsOnTracks() {
333
+ for (const track of this.forEachTrack()) {
334
+ track.onStateChanged?.call(track, this._isPlaying);
335
+ }
336
+ }
337
+
338
+ private *internalUpdate() {
339
+ while (this._isPlaying && this.activeAndEnabled) {
340
+ if (!this._isPaused && this._isPlaying) {
341
+ this._time += this.context.time.deltaTime * this.speed;
342
+ this.internalEvaluate();
343
+ }
344
+ // for (let i = 0; i < 5; i++)
345
+ yield;
346
+ }
347
+ }
348
+
349
+ /**
350
+ * PlayableDirector lifecycle should always call this instead of "evaluate"
351
+ * @param called_by_user If true the evaluation is called by the user (e.g. via evaluate())
352
+ */
353
+ private internalEvaluate(called_by_user: boolean = false) {
354
+ // when the timeline is called by a user via evaluate() we want to keep updating activation tracks
355
+ // because "isPlaying" might be false but the director is still active. See NE-3737
356
+
357
+ if (!this.isValid()) return;
358
+
359
+ let t = this._time;
360
+ switch (this.extrapolationMode) {
361
+ case DirectorWrapMode.Hold:
362
+ if (this._speed > 0)
363
+ t = Math.min(t, this._duration);
364
+ else if (this._speed < 0)
365
+ t = Math.max(t, 0);
366
+ this._time = t;
367
+ break;
368
+ case DirectorWrapMode.Loop:
369
+ t %= this._duration;
370
+ this._time = t;
371
+ break;
372
+ case DirectorWrapMode.None:
373
+ if (t > this._duration) {
374
+ this.stop();
375
+ return;
376
+ }
377
+ break;
378
+ }
379
+
380
+ const time = this._time;
381
+
382
+ for (const track of this.playableAsset!.tracks) {
383
+ if (track.muted) continue;
384
+ switch (track.type) {
385
+ case Models.TrackType.Activation:
386
+ // when the timeline is being disabled or stopped
387
+ // then we want to leave objects active state as they were
388
+ // see NE-3241
389
+ // TODO: support all "post-playback-state" settings an activation track has, this is just "Leave as is"
390
+ if (!called_by_user && !this._isPlaying) continue;
391
+
392
+ for (let i = 0; i < track.outputs.length; i++) {
393
+ const binding = track.outputs[i];
394
+ if (typeof binding === "object") {
395
+ let isActive: boolean = false;
396
+ if (track.clips) {
397
+ for (const clip of track.clips) {
398
+ if (clip.start <= time && time <= clip.end) {
399
+ isActive = true;
400
+ }
401
+ }
402
+ }
403
+ const obj = binding as Object3D;
404
+ if (obj.visible !== undefined) {
405
+ if (obj.visible !== isActive) {
406
+ obj.visible = isActive;
407
+ if (debug)
408
+ console.warn(this.name, "set ActivationTrack-" + i, obj.name, isActive, time);
409
+ }
410
+ }
411
+ }
412
+ }
413
+ break;
414
+
415
+ }
416
+ }
417
+
418
+ // When timeline reaches the end "stop()" is called which is evaluating with time 0
419
+ // We don't want to re-evaluate the animation then in case the timeline is blended with the Animator
420
+ // e.g then the timeline animation at time 0 is 100% applied on top of the animator animation
421
+ if (!this._isStopping) {
422
+ for (const handler of this._animationTracks) {
423
+ handler.evaluate(time);
424
+ }
425
+ }
426
+ for (const handler of this._audioTracks) {
427
+ handler.evaluate(time);
428
+ }
429
+ for (const sig of this._signalTracks) {
430
+ sig.evaluate(time);
431
+ }
432
+ for (const ctrl of this._controlTracks) {
433
+ ctrl.evaluate(time);
434
+ }
435
+ for (const cust of this._customTracks) {
436
+ cust.evaluate(time);
437
+ }
438
+ }
439
+
440
+ private resolveBindings() {
441
+ if (!this._clonedPlayableAsset) {
442
+ this._clonedPlayableAsset = true;
443
+ this.playableAsset = deepClone(this.playableAsset);
444
+ }
445
+
446
+ if (!this.playableAsset || !this.playableAsset.tracks) return;
447
+
448
+
449
+ // if the director has a parent we assume it is part of the current scene
450
+ // if not (e.g. when loaded via adressable but not yet added to any scene)
451
+ // we can only resolve objects that are children
452
+ const root = this.findRoot(this.gameObject);
453
+
454
+ for (const track of this.playableAsset.tracks) {
455
+ for (let i = track.outputs.length - 1; i >= 0; i--) {
456
+ let binding = track.outputs[i];
457
+ if (typeof binding === "string") {
458
+ if (this._guidsMap && this._guidsMap[binding])
459
+ binding = this._guidsMap[binding];
460
+ const obj = GameObject.findByGuid(binding, root);
461
+ if (obj === null || typeof obj !== "object") {
462
+ // if the binding is missing remove it to avoid unnecessary loops
463
+ track.outputs.splice(i, 1);
464
+ console.warn("Failed to resolve binding", binding, track.name, track.type);
465
+ }
466
+ else {
467
+ if (debug)
468
+ console.log("Resolved binding", binding, "to", obj);
469
+ track.outputs[i] = obj;
470
+ }
471
+ }
472
+ else if (binding === null) {
473
+ track.outputs.splice(i, 1);
474
+ if (PlayableDirector.createTrackFunctions[track.type]) {
475
+ // if a custom track doesnt have a binding its ok
476
+ continue;
477
+ }
478
+ // if the binding is missing remove it to avoid unnecessary loops
479
+ if (track.type !== Models.TrackType.Audio && track.type !== Models.TrackType.Control && track.type !== Models.TrackType.Marker && track.type !== Models.TrackType.Signal)
480
+ console.warn("Missing binding", binding, track.name, track.type, this.name, this.playableAsset.name);
481
+ }
482
+ }
483
+ if (track.type === Models.TrackType.Control) {
484
+ if (track.clips) {
485
+ for (let i = 0; i < track.clips.length; i++) {
486
+ const clip = track.clips[i];
487
+ let binding = clip.asset.sourceObject;
488
+ if (typeof binding === "string") {
489
+ if (this._guidsMap && this._guidsMap[binding])
490
+ binding = this._guidsMap[binding];
491
+ const obj = GameObject.findByGuid(binding, root);
492
+ if (obj === null || typeof obj !== "object") {
493
+ console.warn("Failed to resolve sourceObject binding", binding, track.name, clip);
494
+ }
495
+ else {
496
+ if (debug)
497
+ console.log("Resolved binding", binding, "to", obj);
498
+ clip.asset.sourceObject = obj;
499
+ }
500
+ }
501
+ }
502
+ }
503
+ }
504
+ }
505
+ }
506
+
507
+ private findRoot(current: Object3D): Object3D {
508
+ if (current.parent)
509
+ return this.findRoot(current.parent);
510
+ return current;
511
+ }
512
+
513
+ private updateTimelineDuration() {
514
+ this._duration = 0;
515
+ if (!this.playableAsset || !this.playableAsset.tracks) return;
516
+ for (const track of this.playableAsset.tracks) {
517
+ if (track.muted === true) continue;
518
+ if (track.clips) {
519
+ for (const clip of track.clips) {
520
+ if (clip.end > this._duration) this._duration = clip.end;
521
+ }
522
+ }
523
+ if (track.markers) {
524
+ for (const marker of track.markers) {
525
+ if (marker.time > this._duration) this._duration = marker.time + .001;
526
+ }
527
+ }
528
+ }
529
+ // console.log("timeline duration", this._duration, this.playableAsset);
530
+ }
531
+
532
+ private setupAndCreateTrackHandlers() {
533
+ this._animationTracks.length = 0;
534
+ this._audioTracks.length = 0;
535
+ this._signalTracks.length = 0;
536
+
537
+ if (!this.playableAsset) return;
538
+ let audioListener: AudioListener | null = GameObject.findObjectOfType(AudioListener, this.context);
539
+ for (const track of this.playableAsset!.tracks) {
540
+ const type = track.type;
541
+ const registered = PlayableDirector.createTrackFunctions[type];
542
+ if (registered !== null && registered !== undefined) {
543
+ const res = registered(this, track) as Tracks.TrackHandler;
544
+ if (typeof res.evaluate === "function") {
545
+ res.director = this;
546
+ res.track = track;
547
+ this._customTracks.push(res);
548
+ continue;
549
+ }
550
+ }
551
+ // only handle animation tracks
552
+ if (track.type === Models.TrackType.Animation) {
553
+ if (!track.clips || track.clips.length <= 0) {
554
+ if (debug) console.warn("Animation track has no clips", track);
555
+ continue;
556
+ }
557
+ // loop outputs / bindings, they should contain animator references
558
+ for (let i = track.outputs.length - 1; i >= 0; i--) {
559
+ let binding = track.outputs[i] as Animator;
560
+ if (binding instanceof Object3D) {
561
+ const anim = GameObject.getOrAddComponent(binding, Animator);
562
+ if (anim) binding = anim;
563
+ }
564
+ const animationClips = binding?.gameObject?.animations;
565
+ if (animationClips) {
566
+ const handler = new Tracks.AnimationTrackHandler();
567
+ handler.trackOffset = track.trackOffset;
568
+ handler.director = this;
569
+ handler.track = track;
570
+ for (let i = 0; i < track.clips.length; i++) {
571
+ const clipModel = track.clips[i];
572
+ const animModel = clipModel.asset as Models.AnimationClipModel;
573
+ if (!animModel) {
574
+ console.error(`Timeline ${this.name}: clip #${i} on track \"${track.name}\" has no animation data`);
575
+ continue;
576
+ }
577
+ // console.log(clipModel, track);
578
+ const targetObjectId = animModel.clip;
579
+ let clip: any = targetObjectId;
580
+ if (typeof clip === "string" || typeof clip === "number") {
581
+ clip = animationClips.find(c => c.name === targetObjectId);
582
+ }
583
+ if (debug) console.log(animModel, targetObjectId, "→", clip)
584
+ if (!clip) {
585
+ console.warn("Could not find animationClip for model", clipModel, track.name, this.name, this.playableAsset?.name, animationClips, binding);
586
+ continue;
587
+ }
588
+ // Try to share the mixer with the animator
589
+ if (binding instanceof Animator && binding.runtimeAnimatorController) {
590
+ if (!binding.__internalDidAwakeAndStart) binding.initializeRuntimeAnimatorController();
591
+ // Call bind once to ensure the animator is setup and has a mixer
592
+ if (!binding.runtimeAnimatorController.mixer) binding.runtimeAnimatorController.bind(binding);
593
+ handler.mixer = binding.runtimeAnimatorController.mixer;
594
+ }
595
+ // If we can not get the mixer from the animator then create a new one
596
+ if (!handler.mixer) {
597
+ handler.mixer = new AnimationMixer(binding.gameObject);
598
+ this.context.animations.registerAnimationMixer(handler.mixer);
599
+ }
600
+ handler.clips.push(clip);
601
+ // uncache because we want to create a new action
602
+ // this is needed because if a clip is used multiple times in a track (or even multiple tracks)
603
+ // we want to avoid setting weights on the same instance for clips/objects that are not active
604
+ handler.mixer.uncacheAction(clip);
605
+ handler.createHooks(clipModel.asset as Models.AnimationClipModel, clip);
606
+ const clipAction = handler.mixer.clipAction(clip); // new AnimationAction(handler.mixer, clip, null, null);
607
+ handler.actions.push(clipAction);
608
+ handler.models.push(clipModel);
609
+ }
610
+ this._animationTracks.push(handler);
611
+ }
612
+ }
613
+ }
614
+ else if (track.type === Models.TrackType.Audio) {
615
+ if (!track.clips || track.clips.length <= 0) continue;
616
+ const audio = new Tracks.AudioTrackHandler();
617
+ audio.director = this;
618
+ audio.track = track;
619
+ audio.audioSource = track.outputs.find(o => o instanceof AudioSource) as AudioSource;
620
+
621
+ this._audioTracks.push(audio);
622
+ if (!audioListener) {
623
+ // If the scene doesnt have an AudioListener we add one to the main camera
624
+ audioListener = this.context.mainCameraComponent?.gameObject.addComponent(AudioListener)!;
625
+ }
626
+ audio.listener = audioListener.listener;
627
+ for (let i = 0; i < track.clips.length; i++) {
628
+ const clipModel = track.clips[i];
629
+ audio.addModel(clipModel);
630
+ }
631
+ }
632
+ else if (track.type === Models.TrackType.Marker) {
633
+ const signalHandler: Tracks.SignalTrackHandler = new Tracks.SignalTrackHandler();
634
+ signalHandler.director = this;
635
+ signalHandler.track = track;
636
+ if (track.markers) {
637
+ for (const marker of track.markers) {
638
+ switch (marker.type) {
639
+ case Models.MarkerType.Signal:
640
+ signalHandler.models.push(marker as Models.SignalMarkerModel);
641
+ signalHandler.didTrigger.push(false);
642
+ break;
643
+ }
644
+ }
645
+ }
646
+ if (signalHandler !== null && signalHandler.models.length > 0) {
647
+ const rec = GameObject.getComponent(this.gameObject, SignalReceiver);
648
+ if (rec) {
649
+ signalHandler.receivers.push(rec);
650
+ this._signalTracks.push(signalHandler);
651
+ }
652
+ }
653
+ }
654
+ else if (track.type === Models.TrackType.Signal) {
655
+ const handler = new Tracks.SignalTrackHandler();
656
+ handler.director = this;
657
+ handler.track = track;
658
+ if (track.markers) {
659
+ for (const marker of track.markers) {
660
+ handler.models.push(marker as Models.SignalMarkerModel);
661
+ handler.didTrigger.push(false);
662
+ }
663
+ }
664
+ for (const bound of track.outputs) {
665
+ handler.receivers.push(bound as SignalReceiver);
666
+ }
667
+ this._signalTracks.push(handler);
668
+ }
669
+ else if (track.type === Models.TrackType.Control) {
670
+ const handler = new Tracks.ControlTrackHandler();
671
+ handler.director = this;
672
+ handler.track = track;
673
+ if (track.clips) {
674
+ for (const clip of track.clips) {
675
+ handler.models.push(clip);
676
+ }
677
+ }
678
+ handler.resolveSourceObjects(this.context);
679
+ this._controlTracks.push(handler);
680
+ }
681
+ }
682
+ }
683
+
684
+ private setAudioTracksAllowPlaying(allow: boolean) {
685
+ for (const track of this._audioTracks) {
686
+ track.onAllowAudioChanged(allow);
687
+ }
688
+ }
689
+
690
+
691
+
692
+ /** Experimental support for overriding timeline animation data (position or rotation) */
693
+ readonly animationCallbackReceivers: ITimelineAnimationCallbacks[] = [];
694
+ /** Experimental: Receive callbacks for timeline animation. Allows modification of final value */
695
+ registerAnimationCallback(receiver: ITimelineAnimationCallbacks) { this.animationCallbackReceivers.push(receiver); }
696
+ /** Experimental: Unregister callbacks for timeline animation. Allows modification of final value */
697
+ unregisterAnimationCallback(receiver: ITimelineAnimationCallbacks) {
698
+ const index = this.animationCallbackReceivers.indexOf(receiver);
699
+ if (index === -1) return;
700
+ this.animationCallbackReceivers.splice(index, 1);
701
+ }
702
+ }
703
+
704
+ /**
705
+ * Experimental interface for receiving timeline animation callbacks. Register at the PlayableDirector
706
+ */
707
+ export interface ITimelineAnimationCallbacks {
708
+ /**
709
+ * @param director The director that is playing the timeline
710
+ * @param target The target object that is being animated
711
+ * @param time The current time of the timeline
712
+ * @param rotation The evaluated rotation of the target object at the current time
713
+ */
714
+ onTimelineRotation?(director: PlayableDirector, target: Object3D, time: number, rotation: Quaternion);
715
+ /**
716
+ * @param director The director that is playing the timeline
717
+ * @param target The target object that is being animated
718
+ * @param time The current time of the timeline
719
+ * @param position The evaluated position of the target object at the current time
720
+ */
721
+ onTimelinePosition?(director: PlayableDirector, target: Object3D, time: number, position: Vector3);
722
+ }