@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
@@ -1,968 +1,968 @@
1
- import { AnimationAction, AnimationClip, AnimationMixer, Audio, AudioListener, AudioLoader, Euler, Object3D, Quaternion, QuaternionKeyframeTrack, Vector3, VectorKeyframeTrack } from "three";
2
-
3
- import { isDevEnvironment } from "../../engine/debug/index.js";
4
- import { Context } from "../../engine/engine_setup.js";
5
- import { getParam, resolveUrl } from "../../engine/engine_utils.js";
6
- import { setObjectAnimated } from "../AnimationUtils.js";
7
- import { Animator } from "../Animator.js"
8
- import { AudioSource } from "../AudioSource.js";
9
- import { GameObject } from "../Component.js";
10
- import { PlayableDirector } from "./PlayableDirector.js";
11
- import { SignalReceiver } from "./SignalAsset.js";
12
- import * as Models from "./TimelineModels.js";
13
-
14
- const debug = getParam("debugtimeline");
15
-
16
- /**
17
- * A TrackHandler is responsible for evaluating a specific type of timeline track.
18
- * A timeline track can be an animation track, audio track, signal track, control track etc and is controlled by a {@link PlayableDirector}.
19
- */
20
- export abstract class TrackHandler {
21
- director!: PlayableDirector;
22
- track!: Models.TrackModel;
23
-
24
- get muted(): boolean { return this.track.muted; }
25
- set muted(val: boolean) {
26
- if (val !== this.track.muted) {
27
- this.track.muted = val;
28
- this.onMuteChanged?.call(this);
29
- }
30
- }
31
-
32
- *forEachClip(backwards: boolean = false): IterableIterator<Models.ClipModel> {
33
- if (!this.track?.clips) return;
34
- if (backwards) {
35
- for (let i = this.track.clips.length - 1; i >= 0; i--) {
36
- yield this.track.clips[i];
37
- }
38
- }
39
- else {
40
- for (const clip of this.track.clips) {
41
- yield clip;
42
- }
43
- }
44
- }
45
-
46
- onEnable?();
47
- onDisable?();
48
- onDestroy?();
49
- abstract evaluate(time: number);
50
- onMuteChanged?();
51
- onPauseChanged?();
52
- /** invoked when PlayableDirectory playmode state changes (paused, playing, stopped) */
53
- onStateChanged?(isPlaying: boolean);
54
-
55
- getClipTime(time: number, model: Models.ClipModel) {
56
- return model.clipIn + (time - model.start) * model.timeScale;
57
- }
58
-
59
- getClipTimeNormalized(time: number, model: Models.ClipModel) {
60
- return (time - model.start) / model.duration;
61
- }
62
-
63
- evaluateWeight(time: number, index: number, models: Array<Models.ClipModel>, isActive: boolean = true) {
64
- if (index < 0 || index >= models.length) return 0;
65
- const model = models[index];
66
- if (isActive || time >= model.start && time <= model.end) {
67
- let weight = 1;
68
- const isBlendingWithNext = false;
69
-
70
- // this blending with next clips is already baked into easeIn/easeOut
71
- // if (allowBlendWithNext && index + 1 < models.length) {
72
- // const next = models[index + 1];
73
- // const nextWeight = (time - next.start) / (model.end - next.start);
74
- // isBlendingWithNext = nextWeight > 0;
75
- // weight = 1 - nextWeight;
76
- // }
77
-
78
- if (model.easeInDuration > 0) {
79
- const easeIn = Math.min((time - model.start) / model.easeInDuration, 1);
80
- weight *= easeIn;
81
- }
82
- if (model.easeOutDuration > 0 && !isBlendingWithNext) {
83
- const easeOut = Math.min((model.end - time) / model.easeOutDuration, 1);
84
- weight *= easeOut;
85
- }
86
- return weight;
87
- }
88
- return 0;
89
- }
90
- }
91
-
92
-
93
- class AnimationClipOffsetData {
94
- clip: AnimationClip;
95
- rootPositionOffset?: Vector3;
96
- rootQuaternionOffset?: Quaternion;
97
- get hasOffsets(): boolean { return this.rootPositionOffset !== undefined || this.rootQuaternionOffset !== undefined; }
98
-
99
- // not necessary
100
- rootStartPosition?: Vector3;
101
- rootEndPosition?: Vector3;
102
- rootStartQuaternion?: Quaternion;
103
- rootEndQuaternion?: Quaternion;
104
-
105
- constructor(action: AnimationAction) {
106
- const clip = action.getClip();
107
- this.clip = clip;
108
- const root = action.getRoot();
109
- const rootPositionTrackName = root.name + ".position";
110
- const rootRotationTrackName = root.name + ".quaternion";
111
- if (debug)
112
- console.log(clip.name, clip.tracks, rootPositionTrackName);
113
- for (const track of clip.tracks) {
114
- if (track.times.length <= 0) continue;
115
- if (track.name.endsWith(rootPositionTrackName)) {
116
- this.rootStartPosition = new Vector3().fromArray(track.values, 0);
117
- this.rootEndPosition = new Vector3().fromArray(track.values, track.values.length - 3);
118
- this.rootPositionOffset = this.rootEndPosition.clone().sub(this.rootStartPosition);
119
- if (debug)
120
- console.log(this.rootPositionOffset);
121
- // this.rootPositionOffset.set(0, 0, 0);
122
- }
123
- else if (track.name.endsWith(rootRotationTrackName)) {
124
- this.rootStartQuaternion = new Quaternion().fromArray(track.values, 0);
125
- this.rootEndQuaternion = new Quaternion().fromArray(track.values, track.values.length - 4);
126
- this.rootQuaternionOffset = this.rootEndQuaternion.clone().multiply(this.rootStartQuaternion);
127
-
128
- if (debug) {
129
- const euler = new Euler().setFromQuaternion(this.rootQuaternionOffset);
130
- console.log("ROT", euler);
131
- }
132
- }
133
- }
134
- }
135
- }
136
-
137
- // TODO: add support for clip clamp modes (loop, pingpong, clamp)
138
- export class AnimationTrackHandler extends TrackHandler {
139
- /** @internal */
140
- models: Array<Models.ClipModel> = [];
141
- /** @internal */
142
- trackOffset?: Models.TrackOffset;
143
-
144
- /** The object that is being animated. */
145
- target?: Object3D;
146
- /** The AnimationMixer, should be shared with the animator if an animator is bound */
147
- mixer?: AnimationMixer;
148
- clips: Array<AnimationClip> = [];
149
- actions: Array<AnimationAction> = [];
150
-
151
- /**
152
- * You can use the weight to blend the timeline animation tracks with multiple animation tracks on the same object.
153
- * @default 1
154
- */
155
- weight: number = 1;
156
-
157
- /** holds data/info about clips differences */
158
- private _actionOffsets: Array<AnimationClipOffsetData> = [];
159
- private _didBind: boolean = false;
160
- private _animator: Animator | null = null;
161
-
162
-
163
- onDisable() {
164
- // if this track is disabled we need to stop the currently active actions
165
- this.mixer?.stopAllAction();
166
- }
167
-
168
- onDestroy() {
169
- this.director.context.animations.unregisterAnimationMixer(this.mixer);
170
- }
171
-
172
- // Using this callback instead of onEnable etc
173
- // because we want to re-enable the animator when the director is at the end and wrap mode is set to none
174
- // in which case the director is stopped (but not disabled)
175
- // which means we want to notify the object that it's not animated anymore
176
- // and the animator can then take over
177
- onStateChanged() {
178
- if (this._animator)
179
- setObjectAnimated(this._animator.gameObject, this, this.director.isPlaying);
180
- }
181
-
182
- createHooks(clipModel: Models.AnimationClipModel, clip) {
183
- if (clip.tracks?.length <= 0) {
184
- console.warn("No tracks in AnimationClip", clip);
185
- return;
186
- }
187
- // we only want to hook into the binding of the root object
188
- // TODO: test with a clip with multiple roots
189
- const parts = clip.tracks[0].name.split(".");
190
- const rootName = parts[parts.length - 2];
191
- const positionTrackName = rootName + ".position";
192
- const rotationTrackName = rootName + ".quaternion";
193
- let foundPositionTrack: boolean = false;
194
- let foundRotationTrack: boolean = false;
195
- for (const t of clip.tracks) {
196
- if (t.name.endsWith(positionTrackName)) {
197
- foundPositionTrack = true;
198
- this.createPositionInterpolant(clip, clipModel, t);
199
- }
200
- else if (t.name.endsWith(rotationTrackName)) {
201
- foundRotationTrack = true;
202
- this.createRotationInterpolant(clip, clipModel, t);
203
- }
204
- }
205
-
206
-
207
- // ensure we always have a position and rotation track so we can apply offsets in interpolator
208
- // TODO: this currently assumes that there is only one root always that has offsets so it only does create the interpolator for the first track which might be incorrect. In general it would probably be better if we would not create additional tracks but apply the offsets for these objects elsewhere!?
209
-
210
- if (!foundPositionTrack || !foundRotationTrack) {
211
- const root = this.mixer?.getRoot() as Object3D;
212
- const track = clip.tracks[0];
213
- const indexOfProperty = track.name.lastIndexOf(".");
214
- const baseName = track.name.substring(0, indexOfProperty);
215
- const objName = baseName.substring(baseName.lastIndexOf(".") + 1);
216
- const targetObj = root.getObjectByName(objName);
217
- // TODO can't animate unnamed objects which use GUID as name this way, need scene.getObjectByProperty('uuid', objectName);
218
- // This should be right but needs testing:
219
- // const parsedPath = PropertyBinding.parseTrackName(track.name);
220
- // const targetObj = PropertyBinding.findNode(root, parsedPath.nodeName);
221
-
222
- if (targetObj) {
223
- if (!foundPositionTrack) {
224
- const trackName = baseName + ".position";
225
- if (debug) console.warn("Create position track", objName, targetObj);
226
- // apply initial local position so it doesnt get flipped or otherwise changed
227
- const pos = targetObj.position;
228
- const track = new VectorKeyframeTrack(trackName, [0, clip.duration], [pos.x, pos.y, pos.z, pos.x, pos.y, pos.z]);
229
- clip.tracks.push(track);
230
- this.createPositionInterpolant(clip, clipModel, track);
231
- }
232
- else if (!foundRotationTrack) {
233
- const trackName = clip.tracks[0].name.substring(0, indexOfProperty) + ".quaternion";
234
- if (debug) console.warn("Create quaternion track", objName, targetObj);
235
- const rot = targetObj.quaternion;
236
- const track = new QuaternionKeyframeTrack(trackName, [0, clip.duration], [rot.x, rot.y, rot.z, rot.w, rot.x, rot.y, rot.z, rot.w]);
237
- clip.tracks.push(track);
238
- this.createRotationInterpolant(clip, clipModel, track);
239
- }
240
- }
241
- }
242
- }
243
-
244
- bind() {
245
- if (this._didBind) return;
246
- this._didBind = true;
247
- if (debug) console.log(this.models);
248
-
249
- // the object being animated
250
- if (this.mixer) this.target = this.mixer.getRoot() as Object3D;
251
- else console.warn("No mixer was assigned to animation track")
252
-
253
- for (const action of this.actions) {
254
- const off = new AnimationClipOffsetData(action);
255
- this._actionOffsets.push(off);
256
- }
257
-
258
- if (this.target) {
259
- // We need to disable the animator component in case it also animates
260
- // which overrides the timeline
261
- this._animator = GameObject.getComponent(this.target, Animator) ?? null;
262
- if (this._animator) {
263
- setObjectAnimated(this._animator.gameObject, this, true);
264
- }
265
- }
266
-
267
- // Clip Offsets
268
- for (const model of this.models) {
269
- const clipData = model.asset as Models.AnimationClipModel;
270
- const pos = clipData.position as any;
271
- const rot = clipData.rotation as any;
272
- if (pos && pos.x !== undefined) {
273
- if (!pos.isVector3) {
274
- clipData.position = new Vector3(pos.x, pos.y, pos.z);
275
- }
276
- if (!rot.isQuaternion) {
277
- clipData.rotation = new Quaternion(rot.x, rot.y, rot.z, rot.w);
278
- }
279
- }
280
-
281
- }
282
-
283
- this.ensureTrackOffsets();
284
- }
285
-
286
- private ensureTrackOffsets() {
287
- if (this.trackOffset) {
288
- const pos = this.trackOffset.position as any;
289
- if (pos) {
290
- if (!pos.isVector3) {
291
- this.trackOffset.position = new Vector3(pos.x, pos.y, pos.z);
292
- }
293
- }
294
- const rot = this.trackOffset.rotation as any;
295
- if (rot) {
296
- if (!rot.isQuaternion) {
297
- this.trackOffset.rotation = new Quaternion(rot.x, rot.y, rot.z, rot.w);
298
- }
299
- }
300
- }
301
- }
302
-
303
- private _useclipOffsets: boolean = true;
304
-
305
- private _totalOffsetPosition: Vector3 = new Vector3();
306
- private _totalOffsetRotation: Quaternion = new Quaternion();
307
- private _totalOffsetPosition2: Vector3 = new Vector3();
308
- private _totalOffsetRotation2: Quaternion = new Quaternion();
309
- private _summedPos = new Vector3();
310
- private _tempPos = new Vector3();
311
- private _summedRot = new Quaternion();
312
- private _tempRot = new Quaternion();
313
- private _clipRotQuat = new Quaternion();
314
-
315
- evaluate(time: number) {
316
- if (this.track.muted) return;
317
- if (!this.mixer) return;
318
-
319
- this.bind();
320
-
321
- // if (this._animator && this.director.isPlaying && this.director.weight > 0) this._animator.enabled = false;
322
-
323
- this._totalOffsetPosition.set(0, 0, 0);
324
- this._totalOffsetRotation.set(0, 0, 0, 1);
325
- this._totalOffsetPosition2.set(0, 0, 0);
326
- this._totalOffsetRotation2.set(0, 0, 0, 1);
327
- let activeClips = 0;
328
- let blend: number = 0;
329
- let didPostExtrapolate = false;
330
- let didPreExtrapolate = false;
331
- // The total weight is used to blend with the animator controller active states
332
- let totalWeight = 0;
333
- for (let i = 0; i < this.clips.length; i++) {
334
- const model = this.models[i];
335
- const action = this.actions[i];
336
- const clipModel = model.asset as Models.AnimationClipModel;
337
- action.weight = 0;
338
-
339
- const isInTimeRange = time >= model.start && time <= model.end;
340
- const preExtrapolation: Models.ClipExtrapolation = model.preExtrapolationMode;
341
- const postExtrapolation: Models.ClipExtrapolation = model.postExtrapolationMode;
342
- const nextClip = i < this.clips.length - 1 ? this.models[i + 1] : null;
343
- let isActive = isInTimeRange;
344
- let doPreExtrapolate = false;
345
-
346
- if (!isActive && !didPostExtrapolate && model.end < time && postExtrapolation !== Models.ClipExtrapolation.None) {
347
- // use post extrapolate if its the last clip of the next clip has not yet started
348
- if (!nextClip || nextClip.start > time) {
349
- isActive = true;
350
- didPostExtrapolate = true;
351
- }
352
- }
353
- else if (i == 0 && !isActive && !didPreExtrapolate && model.start > time && preExtrapolation !== Models.ClipExtrapolation.None) {
354
- if (!nextClip || nextClip.start < time) {
355
- isActive = true;
356
- doPreExtrapolate = true;
357
- didPreExtrapolate = true;
358
- }
359
- }
360
-
361
- if (isActive) {
362
- // const clip = this.clips[i];
363
- let weight = this.weight;
364
- weight *= this.evaluateWeight(time, i, this.models, isActive);
365
- weight *= this.director.weight;
366
-
367
- let handleLoop = isInTimeRange;
368
- if (doPreExtrapolate) {
369
- switch (preExtrapolation) {
370
- case Models.ClipExtrapolation.Hold:
371
- // Nothing to do
372
- break;
373
- case Models.ClipExtrapolation.Loop:
374
- // TODO: this is not correct yet
375
- time += model.start;
376
- handleLoop = true;
377
- break;
378
- default:
379
- time += model.start;
380
- handleLoop = true;
381
- break;
382
- }
383
- }
384
-
385
- // TODO: handle clipIn again
386
- let t = this.getClipTime(time, model);
387
- let loops = 0;
388
- const duration = clipModel.duration;
389
- // This is the actual duration of the clip in the timeline (with clipping and scale)
390
- // const clipDuration = (model.end - model.start) * model.timeScale;
391
-
392
- if (doPreExtrapolate) {
393
- if (preExtrapolation === Models.ClipExtrapolation.Hold) {
394
- t = 0;
395
- }
396
- }
397
-
398
- if (handleLoop) {
399
- if (clipModel.loop) {
400
- // const t0 = t - .001;
401
- loops += Math.floor(t / (duration + .000001));
402
- while (t > duration) {
403
- t -= duration;
404
- }
405
- }
406
- }
407
- else if (!isInTimeRange) {
408
- if (didPostExtrapolate) {
409
- switch (postExtrapolation) {
410
- case Models.ClipExtrapolation.Hold:
411
- t = this.getClipTime(model.end, model);
412
- break;
413
- case Models.ClipExtrapolation.Loop:
414
- t %= duration;
415
- break;
416
- case Models.ClipExtrapolation.PingPong:
417
- const loops = Math.floor(t / duration);
418
- const invert = loops % 2 !== 0;
419
- t %= duration;
420
- if (invert) t = duration - t;
421
- break;
422
- }
423
- }
424
- }
425
-
426
- if (model.reversed === true) action.time = action.getClip().duration - t;
427
- else action.time = t;
428
-
429
-
430
- action.timeScale = 0;
431
- const effectiveWeight = Math.max(0, weight);
432
- action.weight = effectiveWeight;
433
- totalWeight += effectiveWeight;
434
- action.clampWhenFinished = false;
435
- if (!action.isRunning())
436
- action.play();
437
- // console.log(action.time, action.weight);
438
-
439
- if (this._useclipOffsets) {
440
- const totalPosition = activeClips == 0 ? this._totalOffsetPosition : this._totalOffsetPosition2;
441
- const totalRotation = activeClips == 0 ? this._totalOffsetRotation : this._totalOffsetRotation2;
442
- if (activeClips < 1) blend = 1 - weight;
443
- activeClips += 1;
444
-
445
- const summedPos = this._summedPos.set(0, 0, 0);
446
- const tempPos = this._tempPos.set(0, 0, 0);
447
- const summedRot = this._summedRot.identity();
448
- const tempRot = this._tempRot.identity();
449
-
450
- const clipOffsetRot = clipModel.rotation as Quaternion;
451
- if (clipOffsetRot) {
452
- this._clipRotQuat.identity();
453
- this._clipRotQuat.slerp(clipOffsetRot, weight);
454
- }
455
-
456
- const offsets = this._actionOffsets[i];
457
- if (offsets.hasOffsets) {
458
- for (let i = 0; i < loops; i++) {
459
- if (offsets.rootPositionOffset)
460
- tempPos.copy(offsets.rootPositionOffset);
461
- else tempPos.set(0, 0, 0);
462
-
463
- tempPos.applyQuaternion(summedRot);
464
- if (this._clipRotQuat)
465
- tempPos.applyQuaternion(this._clipRotQuat);
466
-
467
- if (offsets.rootQuaternionOffset) {
468
- // console.log(new Euler().setFromQuaternion(offsets.rootQuaternionOffset).y.toFixed(2));
469
- tempRot.copy(offsets.rootQuaternionOffset);
470
- summedRot.multiply(tempRot);
471
- }
472
- summedPos.add(tempPos);
473
- }
474
- }
475
-
476
- if (this._clipRotQuat)
477
- totalRotation.multiply(this._clipRotQuat);
478
- totalRotation.multiply(summedRot);
479
-
480
- if (clipModel.position)
481
- summedPos.add(clipModel.position as Vector3);
482
- totalPosition.add(summedPos);
483
- }
484
-
485
- }
486
- }
487
- if (this._useclipOffsets) {
488
- this._totalOffsetPosition.lerp(this._totalOffsetPosition2, blend);
489
- this._totalOffsetRotation.slerp(this._totalOffsetRotation2, blend);
490
- }
491
-
492
- if (this["__mixerError"] === undefined && (debug || isDevEnvironment()) && this._animator?.runtimeAnimatorController?.mixer && this.mixer !== this._animator?.runtimeAnimatorController?.mixer) {
493
- this["__mixerError"] = true;
494
- console.error("AnimationTrack mixer is not shared with the animator controller - this might result in the timeline to not animate properly. Please report a bug to the Needle Engine team!", this);
495
- }
496
-
497
- if (this._animator?.runtimeAnimatorController) {
498
- // If the Timeline is running then the timeline track takes control over the animatorcontroller
499
- // we calculate the weight left for the animatorcontroller actions
500
- const weightLeft = Math.max(0, 1 - totalWeight);
501
- this._animator?.runtimeAnimatorController?.update(weightLeft);
502
- }
503
- else {
504
- this.mixer.update(time);
505
- }
506
- }
507
-
508
- private createRotationInterpolant(_clip: AnimationClip, _clipModel: Models.AnimationClipModel, track: any) {
509
- const createInterpolantOriginal = track.createInterpolant.bind(track);
510
- const quat: Quaternion = new Quaternion();
511
- this.ensureTrackOffsets();
512
- const trackOffsetRot: Quaternion | null = this.trackOffset?.rotation as Quaternion;
513
- track.createInterpolant = () => {
514
- const createdInterpolant: any = createInterpolantOriginal();
515
- const interpolate = createdInterpolant.evaluate.bind(createdInterpolant);
516
- // console.log(interpolate);
517
- createdInterpolant.evaluate = (time) => {
518
- const res = interpolate(time);
519
- quat.set(res[0], res[1], res[2], res[3]);
520
- quat.premultiply(this._totalOffsetRotation);
521
- // console.log(new Euler().setFromQuaternion(quat).y.toFixed(2));
522
- if (trackOffsetRot) quat.premultiply(trackOffsetRot);
523
-
524
- if (this.director.animationCallbackReceivers) {
525
- for (const rec of this.director.animationCallbackReceivers) {
526
- rec?.onTimelineRotation?.call(rec, this.director, this.target!, time, quat);
527
- }
528
- }
529
-
530
- res[0] = quat.x;
531
- res[1] = quat.y;
532
- res[2] = quat.z;
533
- res[3] = quat.w;
534
- return res;
535
- };
536
- return createdInterpolant;
537
- }
538
- }
539
-
540
- private createPositionInterpolant(clip: AnimationClip, clipModel: Models.AnimationClipModel, track: any) {
541
- const createInterpolantOriginal = track.createInterpolant.bind(track);
542
- const currentPosition: Vector3 = new Vector3();
543
- this.ensureTrackOffsets();
544
- const trackOffsetRot: Quaternion | null = this.trackOffset?.rotation as Quaternion;
545
- const trackOffsetPos: Vector3 | null = this.trackOffset?.position as Vector3;
546
- let startOffset: Vector3 | null | undefined = undefined;
547
- track.createInterpolant = () => {
548
- const createdInterpolant: any = createInterpolantOriginal();
549
- const evaluate = createdInterpolant.evaluate.bind(createdInterpolant);
550
- createdInterpolant.evaluate = (time) => {
551
- const res = evaluate(time);
552
- currentPosition.set(res[0], res[1], res[2]);
553
- if (clipModel.removeStartOffset) {
554
- if (startOffset === undefined) {
555
- startOffset = null;
556
- startOffset = this._actionOffsets.find(a => a.clip === clip)?.rootStartPosition?.clone();
557
- }
558
- else if (startOffset?.isVector3) {
559
- currentPosition.sub(startOffset);
560
- }
561
- }
562
- currentPosition.applyQuaternion(this._totalOffsetRotation);
563
- currentPosition.add(this._totalOffsetPosition);
564
- // apply track offset
565
- if (trackOffsetRot) currentPosition.applyQuaternion(trackOffsetRot);
566
- if (trackOffsetPos) {
567
- // flipped unity X
568
- currentPosition.x -= trackOffsetPos.x;
569
- currentPosition.y += trackOffsetPos.y;
570
- currentPosition.z += trackOffsetPos.z;
571
- }
572
- if (this.director.animationCallbackReceivers) {
573
- for (const rec of this.director.animationCallbackReceivers) {
574
- rec?.onTimelinePosition?.call(rec, this.director, this.target!, time, currentPosition);
575
- }
576
- }
577
- res[0] = currentPosition.x;
578
- res[1] = currentPosition.y;
579
- res[2] = currentPosition.z;
580
- return res;
581
- };
582
- return createdInterpolant;
583
- }
584
- }
585
-
586
- }
587
-
588
- const muteAudioTracks = getParam("mutetimeline");
589
-
590
- declare type AudioClipModel = Models.ClipModel & { _didTriggerPlay: boolean };
591
-
592
- export class AudioTrackHandler extends TrackHandler {
593
-
594
- models: Array<AudioClipModel> = [];
595
- listener!: AudioListener;
596
- audio: Array<Audio> = [];
597
- audioContextTimeOffset: Array<number> = [];
598
- lastTime: number = 0;
599
- audioSource?: AudioSource;
600
-
601
- private _audioLoader: AudioLoader | null = null;
602
-
603
- private getAudioFilePath(path: string) {
604
- // TODO: this should be the timeline asset location probably which MIGHT be different
605
- const glbLocation = this.director.sourceId;
606
- return resolveUrl(glbLocation, path);
607
- }
608
-
609
- onAllowAudioChanged(allow: boolean) {
610
- for (let i = 0; i < this.models.length; i++) {
611
- const model = this.models[i];
612
- const audio = this.audio[i];
613
- audio.setVolume(allow ? model.asset.volume : 0);
614
- }
615
- }
616
-
617
- addModel(model: Models.ClipModel) {
618
- const audio = new Audio(this.listener as any);
619
- this.audio.push(audio);
620
- const audioClipModel = model as AudioClipModel;
621
- audioClipModel._didTriggerPlay = false;
622
- this.models.push(audioClipModel);
623
- }
624
-
625
- onDisable() {
626
- for (const audio of this.audio) {
627
- if (audio.isPlaying)
628
- audio.stop();
629
- }
630
- for (const model of this.models) {
631
- model._didTriggerPlay = false;
632
- }
633
- }
634
-
635
- onDestroy() {
636
- for (const audio of this.audio) {
637
- if (audio.source)
638
- audio?.disconnect();
639
- }
640
- this.audio.length = 0;
641
- // TODO: dispose loaded audio buffers by this track
642
- }
643
-
644
- onMuteChanged() {
645
- if (this.muted) {
646
- for (let i = 0; i < this.audio.length; i++) {
647
- const audio = this.audio[i];
648
- if (audio?.isPlaying)
649
- audio.stop();
650
- }
651
- }
652
- }
653
-
654
- stop() {
655
- for (let i = 0; i < this.audio.length; i++) {
656
- const audio = this.audio[i];
657
- if (audio?.isPlaying)
658
- audio.stop();
659
- }
660
- for (const model of this.models) {
661
- model._didTriggerPlay = false;
662
- }
663
- }
664
-
665
- private _playableDirectorResumed = false;
666
- onPauseChanged() {
667
- // if the timeline gets paused we stop all audio clips
668
- // we dont reset the triggerPlay here (this will automatically reset when the timeline start evaluating again)
669
- for (let i = 0; i < this.audio.length; i++) {
670
- const audio = this.audio[i];
671
- if (audio?.isPlaying)
672
- audio.stop();
673
- }
674
- this._playableDirectorResumed = this.director.isPlaying;
675
- }
676
-
677
- evaluate(time: number) {
678
- if (muteAudioTracks) return;
679
- if (this.track.muted) return;
680
- if (this.director.speed < 0) {
681
- // Reversed audio playback is currently not supported
682
- return;
683
- }
684
- const isMuted = this.director.context.application.muted;
685
- const resumePlay = this._playableDirectorResumed;
686
- this._playableDirectorResumed = false;
687
- // this is just so that we dont hear the very first beat when the audio starts but is muted
688
- // if we dont add a delay we hear a little bit of the audio before it shuts down
689
- // MAYBE instead of doing it like this we should connect a custom audio node (or disconnect the output node?)
690
- const playTimeOffset = isMuted ? .1 : 0;
691
- for (let i = 0; i < this.models.length; i++) {
692
- const model = this.models[i];
693
- const audio = this.audio[i];
694
- const asset = model.asset as Models.AudioClipModel;
695
- // only trigger loading for tracks that are CLOSE to being played
696
- if ((!audio || !audio.buffer) && this.isInTimeRange(model, time - 1, time + 1)) {
697
- this.handleAudioLoading(model, audio);
698
- }
699
- if (AudioSource.userInteractionRegistered === false) continue;
700
- if (audio === null || !audio.buffer) continue;
701
- audio.playbackRate = this.director.context.time.timeScale * this.director.speed;
702
- audio.loop = asset.loop;
703
- if (time >= model.start && time <= model.end && time < this.director.duration) {
704
- if (!audio.isPlaying || !this.director.isPlaying) {
705
- // if the timeline is paused we trigger the audio clip once when the model is entered
706
- // we dont playback the audio clip if we scroll back in time
707
- // this is to support audioclip playback when using timeline with manual scrolling (scrollytelling)
708
- if (resumePlay || (!model._didTriggerPlay && this.lastTime < time)) {
709
- // we don't want to clip in the audio if it's a very short clip
710
- const clipDuration = model.duration * model.timeScale;
711
- if (clipDuration > .3)
712
- audio.offset = model.clipIn + (time - model.start) * model.timeScale;
713
- else audio.offset = 0;
714
- if (debug) console.log("Timeline Audio (" + this.track.name + ") play with offset " + audio.offset + " - " + model.asset.clip);
715
- audio.play(playTimeOffset);
716
- model._didTriggerPlay = true;
717
- }
718
- else {
719
- // do nothing...
720
- }
721
- }
722
- else {
723
- const targetOffset = model.clipIn + (time - model.start) * model.timeScale;
724
- // seems it's non-trivial to get the right time from audio sources;
725
- // https://github.com/mrdoob/js/blob/master/src/audio/Audio.js#L170
726
- const currentTime = audio.context.currentTime - audio["_startedAt"] + audio.offset;
727
- const diff = Math.abs(targetOffset - currentTime);
728
-
729
- if (diff > 0.3) {
730
- audio.offset = targetOffset;
731
- audio.stop();
732
- audio.play(playTimeOffset);
733
- }
734
- }
735
- let vol = asset.volume as number;
736
-
737
- if (this.track.volume !== undefined)
738
- vol *= this.track.volume;
739
-
740
- if (isMuted) vol = 0;
741
- if (model.easeInDuration > 0) {
742
- const easeIn = Math.min((time - model.start) / model.easeInDuration, 1);
743
- vol *= easeIn;
744
- }
745
- if (model.easeOutDuration > 0) {
746
- const easeOut = Math.min((model.end - time) / model.easeOutDuration, 1);
747
- vol *= easeOut;
748
- }
749
- audio.setVolume(vol * this.director.weight);
750
- }
751
- else {
752
- model._didTriggerPlay = false;
753
- if (this.director.isPlaying) {
754
- if (audio.isPlaying) {
755
- audio.stop();
756
- }
757
- }
758
- }
759
- }
760
- this.lastTime = time;
761
- }
762
-
763
- /** Call to load audio buffer for a specific time in the track. Can be used to preload the timeline audio */
764
- loadAudio(time: number, lookAhead: number = 0, lookBehind: number = 0) {
765
- let promises: Array<Promise<AudioBuffer | null>> | null = null;
766
- const rangeStart = time - lookBehind;
767
- const rangeEnd = time + lookAhead;
768
- for (const model of this.models) {
769
- if (this.isInTimeRange(model, rangeStart, rangeEnd)) {
770
- const audio = this.audio[this.models.indexOf(model)];
771
- const promise = this.handleAudioLoading(model, audio);
772
- if (promise !== null) {
773
- if (promises === null) promises = [];
774
- promises.push(promise);
775
- }
776
- }
777
- }
778
- if (promises !== null) {
779
- return Promise.all(promises);
780
- }
781
- return null;
782
- }
783
-
784
- private isInTimeRange(model: Models.ClipModel, start: number, end: number) {
785
- // Range surrounds clip range
786
- if (start <= model.start && end >= model.end) return true;
787
- // Range start is in clip range
788
- if (start >= model.start && start <= model.end) return true;
789
- // Range end is in clip range
790
- if (end >= model.start && end <= model.end) return true;
791
- return false;
792
- }
793
-
794
- private static _audioBuffers: Map<string, Promise<AudioBuffer | null>> = new Map();
795
-
796
- public static dispose() {
797
- AudioTrackHandler._audioBuffers.clear();
798
- }
799
-
800
- private handleAudioLoading(model: Models.ClipModel, audio: Audio): Promise<AudioBuffer | null> | null {
801
- if (!this._audioLoader) {
802
- this._audioLoader = new AudioLoader();
803
- }
804
- // TODO: maybe we should cache the loaders / buffers here by path
805
- const path = this.getAudioFilePath(model.asset.clip);
806
-
807
- if (AudioTrackHandler._audioBuffers.get(path)) {
808
- const promise = AudioTrackHandler._audioBuffers.get(path)!
809
- promise.then((buffer) => {
810
- if (buffer) audio.setBuffer(buffer);
811
- });
812
- return promise;
813
- }
814
-
815
- if (debug) console.warn("LOAD audio track", path, this.director.sourceId);
816
- const loadingPromise = new Promise<AudioBuffer | null>((resolve, _reject) => {
817
- this._audioLoader!.load(path,
818
- buffer => {
819
- audio.setBuffer(buffer);
820
- resolve(buffer);
821
- },
822
- undefined,
823
- err => {
824
- console.error("Error loading audio", err);
825
- resolve(null);
826
- });
827
- });
828
- AudioTrackHandler._audioBuffers.set(path, loadingPromise);
829
- return loadingPromise;
830
- }
831
- }
832
-
833
- export class SignalTrackHandler extends TrackHandler {
834
- models: Models.SignalMarkerModel[] = [];
835
- didTrigger: boolean[] = [];
836
- receivers: Array<SignalReceiver | null> = [];
837
-
838
- // TODO: test when timeline signals are being reset in Unity
839
- // onEnable() {
840
- // for (let i = 0; i < this.didTrigger?.length; i++) {
841
- // this.didTrigger[i] = false;
842
- // }
843
- // }
844
-
845
- // private _lastTime: number = -1;
846
-
847
- evaluate(time: number) {
848
- if (this.track.muted) return;
849
-
850
- // let lastTime = this._lastTime;
851
- // if (lastTime === -1) lastTime = time;
852
- // this._lastTime = time;
853
-
854
- const estimatedFrameLengthWithPadding = this.director.context.time.deltaTime * 1.5;
855
-
856
- for (let i = 0; i < this.models.length; i++) {
857
- const model = this.models[i];
858
- const wasTriggered = this.didTrigger[i];
859
- const td = model.time - time;
860
- let isActive = false;
861
- if (model.retroActive) {
862
- isActive = td <= 0.000001;
863
- }
864
- else {
865
- const abs = Math.abs(td);
866
- // e.g. if the signal is at frame 0 and the timeline duration also 0 (no tracks, just a signal at frame 0)
867
- if (abs === 0) {
868
- isActive = true;
869
- }
870
- else if (abs >= .00001 && abs < estimatedFrameLengthWithPadding) {
871
- isActive = true;
872
- }
873
- }
874
- // console.log(time, td, isActive);
875
- if (isActive) {
876
- if (!wasTriggered) {
877
- if (debug)
878
- console.log("Trigger signal", time, model.time, model);
879
- this.didTrigger[i] = true;
880
- // If a signal doesnt have any explicit receivers it will invoke the signal globally
881
- if (this.receivers?.length <= 0) {
882
- SignalReceiver.invoke(model.asset);
883
- }
884
- else {
885
- for (const rec of this.receivers) {
886
- if (!rec) continue;
887
- rec.invoke(model.asset);
888
- }
889
- }
890
- }
891
- }
892
- else {
893
- if (!model.emitOnce)
894
- this.didTrigger[i] = false;
895
- }
896
- }
897
- }
898
- }
899
-
900
-
901
- export class ControlTrackHandler extends TrackHandler {
902
- models: Array<Models.ClipModel> = [];
903
- timelines: Array<PlayableDirector | null> = [];
904
-
905
- resolveSourceObjects(_context: Context) {
906
- for (let i = this.models.length - 1; i >= 0; i--) {
907
- const model = this.models[i];
908
- const asset = model.asset as Models.ControlClipModel;
909
-
910
- if (!asset.sourceObject || typeof asset.sourceObject !== "object") {
911
- console.log("no source object, removing model", i, asset);
912
- this.models.splice(i, 1);
913
- continue;
914
- }
915
- else {
916
- const timeline = GameObject.getComponent(asset.sourceObject, PlayableDirector)!;
917
- // always add it to keep size of timelines and models in sync (index of model is index of timeline)
918
- this.timelines.push(timeline);
919
- if (timeline) {
920
- if (asset.updateDirector) {
921
- timeline.playOnAwake = false;
922
- }
923
- }
924
- }
925
- }
926
- }
927
-
928
- private _previousActiveModel: Models.ClipModel | null = null;
929
-
930
- evaluate(time: number) {
931
- this._previousActiveModel = null;
932
- for (let i = 0; i < this.models.length; i++) {
933
- const model = this.models[i];
934
- const asset = model.asset as Models.ControlClipModel;
935
-
936
- if (time >= model.start && time <= model.end) {
937
- this._previousActiveModel = model;
938
- const clipTime = this.getClipTime(time, model);
939
-
940
- if (asset.controlActivation) {
941
- const obj = asset.sourceObject as Object3D;
942
- obj.visible = true;
943
- }
944
-
945
- if (asset.updateDirector) {
946
- const timeline = this.timelines[i];
947
- if (timeline) {
948
- if (timeline.isPlaying) {
949
- timeline.pause();
950
- }
951
- timeline.time = clipTime;
952
- timeline.evaluate();
953
- }
954
- }
955
- // control tracks can not overlap/blend
956
- // break;
957
- }
958
- else {
959
- const previousActiveAsset = this._previousActiveModel?.asset as Models.ControlClipModel;
960
- if (asset.controlActivation) {
961
- const obj = asset.sourceObject as Object3D;
962
- if (previousActiveAsset?.sourceObject !== obj)
963
- obj.visible = false;
964
- }
965
- }
966
- }
967
- }
1
+ import { AnimationAction, AnimationClip, AnimationMixer, Audio, AudioListener, AudioLoader, Euler, Object3D, Quaternion, QuaternionKeyframeTrack, Vector3, VectorKeyframeTrack } from "three";
2
+
3
+ import { isDevEnvironment } from "../../engine/debug/index.js";
4
+ import { Context } from "../../engine/engine_setup.js";
5
+ import { getParam, resolveUrl } from "../../engine/engine_utils.js";
6
+ import { setObjectAnimated } from "../AnimationUtils.js";
7
+ import { Animator } from "../Animator.js"
8
+ import { AudioSource } from "../AudioSource.js";
9
+ import { GameObject } from "../Component.js";
10
+ import { PlayableDirector } from "./PlayableDirector.js";
11
+ import { SignalReceiver } from "./SignalAsset.js";
12
+ import * as Models from "./TimelineModels.js";
13
+
14
+ const debug = getParam("debugtimeline");
15
+
16
+ /**
17
+ * A TrackHandler is responsible for evaluating a specific type of timeline track.
18
+ * A timeline track can be an animation track, audio track, signal track, control track etc and is controlled by a {@link PlayableDirector}.
19
+ */
20
+ export abstract class TrackHandler {
21
+ director!: PlayableDirector;
22
+ track!: Models.TrackModel;
23
+
24
+ get muted(): boolean { return this.track.muted; }
25
+ set muted(val: boolean) {
26
+ if (val !== this.track.muted) {
27
+ this.track.muted = val;
28
+ this.onMuteChanged?.call(this);
29
+ }
30
+ }
31
+
32
+ *forEachClip(backwards: boolean = false): IterableIterator<Models.ClipModel> {
33
+ if (!this.track?.clips) return;
34
+ if (backwards) {
35
+ for (let i = this.track.clips.length - 1; i >= 0; i--) {
36
+ yield this.track.clips[i];
37
+ }
38
+ }
39
+ else {
40
+ for (const clip of this.track.clips) {
41
+ yield clip;
42
+ }
43
+ }
44
+ }
45
+
46
+ onEnable?();
47
+ onDisable?();
48
+ onDestroy?();
49
+ abstract evaluate(time: number);
50
+ onMuteChanged?();
51
+ onPauseChanged?();
52
+ /** invoked when PlayableDirectory playmode state changes (paused, playing, stopped) */
53
+ onStateChanged?(isPlaying: boolean);
54
+
55
+ getClipTime(time: number, model: Models.ClipModel) {
56
+ return model.clipIn + (time - model.start) * model.timeScale;
57
+ }
58
+
59
+ getClipTimeNormalized(time: number, model: Models.ClipModel) {
60
+ return (time - model.start) / model.duration;
61
+ }
62
+
63
+ evaluateWeight(time: number, index: number, models: Array<Models.ClipModel>, isActive: boolean = true) {
64
+ if (index < 0 || index >= models.length) return 0;
65
+ const model = models[index];
66
+ if (isActive || time >= model.start && time <= model.end) {
67
+ let weight = 1;
68
+ const isBlendingWithNext = false;
69
+
70
+ // this blending with next clips is already baked into easeIn/easeOut
71
+ // if (allowBlendWithNext && index + 1 < models.length) {
72
+ // const next = models[index + 1];
73
+ // const nextWeight = (time - next.start) / (model.end - next.start);
74
+ // isBlendingWithNext = nextWeight > 0;
75
+ // weight = 1 - nextWeight;
76
+ // }
77
+
78
+ if (model.easeInDuration > 0) {
79
+ const easeIn = Math.min((time - model.start) / model.easeInDuration, 1);
80
+ weight *= easeIn;
81
+ }
82
+ if (model.easeOutDuration > 0 && !isBlendingWithNext) {
83
+ const easeOut = Math.min((model.end - time) / model.easeOutDuration, 1);
84
+ weight *= easeOut;
85
+ }
86
+ return weight;
87
+ }
88
+ return 0;
89
+ }
90
+ }
91
+
92
+
93
+ class AnimationClipOffsetData {
94
+ clip: AnimationClip;
95
+ rootPositionOffset?: Vector3;
96
+ rootQuaternionOffset?: Quaternion;
97
+ get hasOffsets(): boolean { return this.rootPositionOffset !== undefined || this.rootQuaternionOffset !== undefined; }
98
+
99
+ // not necessary
100
+ rootStartPosition?: Vector3;
101
+ rootEndPosition?: Vector3;
102
+ rootStartQuaternion?: Quaternion;
103
+ rootEndQuaternion?: Quaternion;
104
+
105
+ constructor(action: AnimationAction) {
106
+ const clip = action.getClip();
107
+ this.clip = clip;
108
+ const root = action.getRoot();
109
+ const rootPositionTrackName = root.name + ".position";
110
+ const rootRotationTrackName = root.name + ".quaternion";
111
+ if (debug)
112
+ console.log(clip.name, clip.tracks, rootPositionTrackName);
113
+ for (const track of clip.tracks) {
114
+ if (track.times.length <= 0) continue;
115
+ if (track.name.endsWith(rootPositionTrackName)) {
116
+ this.rootStartPosition = new Vector3().fromArray(track.values, 0);
117
+ this.rootEndPosition = new Vector3().fromArray(track.values, track.values.length - 3);
118
+ this.rootPositionOffset = this.rootEndPosition.clone().sub(this.rootStartPosition);
119
+ if (debug)
120
+ console.log(this.rootPositionOffset);
121
+ // this.rootPositionOffset.set(0, 0, 0);
122
+ }
123
+ else if (track.name.endsWith(rootRotationTrackName)) {
124
+ this.rootStartQuaternion = new Quaternion().fromArray(track.values, 0);
125
+ this.rootEndQuaternion = new Quaternion().fromArray(track.values, track.values.length - 4);
126
+ this.rootQuaternionOffset = this.rootEndQuaternion.clone().multiply(this.rootStartQuaternion);
127
+
128
+ if (debug) {
129
+ const euler = new Euler().setFromQuaternion(this.rootQuaternionOffset);
130
+ console.log("ROT", euler);
131
+ }
132
+ }
133
+ }
134
+ }
135
+ }
136
+
137
+ // TODO: add support for clip clamp modes (loop, pingpong, clamp)
138
+ export class AnimationTrackHandler extends TrackHandler {
139
+ /** @internal */
140
+ models: Array<Models.ClipModel> = [];
141
+ /** @internal */
142
+ trackOffset?: Models.TrackOffset;
143
+
144
+ /** The object that is being animated. */
145
+ target?: Object3D;
146
+ /** The AnimationMixer, should be shared with the animator if an animator is bound */
147
+ mixer?: AnimationMixer;
148
+ clips: Array<AnimationClip> = [];
149
+ actions: Array<AnimationAction> = [];
150
+
151
+ /**
152
+ * You can use the weight to blend the timeline animation tracks with multiple animation tracks on the same object.
153
+ * @default 1
154
+ */
155
+ weight: number = 1;
156
+
157
+ /** holds data/info about clips differences */
158
+ private _actionOffsets: Array<AnimationClipOffsetData> = [];
159
+ private _didBind: boolean = false;
160
+ private _animator: Animator | null = null;
161
+
162
+
163
+ onDisable() {
164
+ // if this track is disabled we need to stop the currently active actions
165
+ this.mixer?.stopAllAction();
166
+ }
167
+
168
+ onDestroy() {
169
+ this.director.context.animations.unregisterAnimationMixer(this.mixer);
170
+ }
171
+
172
+ // Using this callback instead of onEnable etc
173
+ // because we want to re-enable the animator when the director is at the end and wrap mode is set to none
174
+ // in which case the director is stopped (but not disabled)
175
+ // which means we want to notify the object that it's not animated anymore
176
+ // and the animator can then take over
177
+ onStateChanged() {
178
+ if (this._animator)
179
+ setObjectAnimated(this._animator.gameObject, this, this.director.isPlaying);
180
+ }
181
+
182
+ createHooks(clipModel: Models.AnimationClipModel, clip) {
183
+ if (clip.tracks?.length <= 0) {
184
+ console.warn("No tracks in AnimationClip", clip);
185
+ return;
186
+ }
187
+ // we only want to hook into the binding of the root object
188
+ // TODO: test with a clip with multiple roots
189
+ const parts = clip.tracks[0].name.split(".");
190
+ const rootName = parts[parts.length - 2];
191
+ const positionTrackName = rootName + ".position";
192
+ const rotationTrackName = rootName + ".quaternion";
193
+ let foundPositionTrack: boolean = false;
194
+ let foundRotationTrack: boolean = false;
195
+ for (const t of clip.tracks) {
196
+ if (t.name.endsWith(positionTrackName)) {
197
+ foundPositionTrack = true;
198
+ this.createPositionInterpolant(clip, clipModel, t);
199
+ }
200
+ else if (t.name.endsWith(rotationTrackName)) {
201
+ foundRotationTrack = true;
202
+ this.createRotationInterpolant(clip, clipModel, t);
203
+ }
204
+ }
205
+
206
+
207
+ // ensure we always have a position and rotation track so we can apply offsets in interpolator
208
+ // TODO: this currently assumes that there is only one root always that has offsets so it only does create the interpolator for the first track which might be incorrect. In general it would probably be better if we would not create additional tracks but apply the offsets for these objects elsewhere!?
209
+
210
+ if (!foundPositionTrack || !foundRotationTrack) {
211
+ const root = this.mixer?.getRoot() as Object3D;
212
+ const track = clip.tracks[0];
213
+ const indexOfProperty = track.name.lastIndexOf(".");
214
+ const baseName = track.name.substring(0, indexOfProperty);
215
+ const objName = baseName.substring(baseName.lastIndexOf(".") + 1);
216
+ const targetObj = root.getObjectByName(objName);
217
+ // TODO can't animate unnamed objects which use GUID as name this way, need scene.getObjectByProperty('uuid', objectName);
218
+ // This should be right but needs testing:
219
+ // const parsedPath = PropertyBinding.parseTrackName(track.name);
220
+ // const targetObj = PropertyBinding.findNode(root, parsedPath.nodeName);
221
+
222
+ if (targetObj) {
223
+ if (!foundPositionTrack) {
224
+ const trackName = baseName + ".position";
225
+ if (debug) console.warn("Create position track", objName, targetObj);
226
+ // apply initial local position so it doesnt get flipped or otherwise changed
227
+ const pos = targetObj.position;
228
+ const track = new VectorKeyframeTrack(trackName, [0, clip.duration], [pos.x, pos.y, pos.z, pos.x, pos.y, pos.z]);
229
+ clip.tracks.push(track);
230
+ this.createPositionInterpolant(clip, clipModel, track);
231
+ }
232
+ else if (!foundRotationTrack) {
233
+ const trackName = clip.tracks[0].name.substring(0, indexOfProperty) + ".quaternion";
234
+ if (debug) console.warn("Create quaternion track", objName, targetObj);
235
+ const rot = targetObj.quaternion;
236
+ const track = new QuaternionKeyframeTrack(trackName, [0, clip.duration], [rot.x, rot.y, rot.z, rot.w, rot.x, rot.y, rot.z, rot.w]);
237
+ clip.tracks.push(track);
238
+ this.createRotationInterpolant(clip, clipModel, track);
239
+ }
240
+ }
241
+ }
242
+ }
243
+
244
+ bind() {
245
+ if (this._didBind) return;
246
+ this._didBind = true;
247
+ if (debug) console.log(this.models);
248
+
249
+ // the object being animated
250
+ if (this.mixer) this.target = this.mixer.getRoot() as Object3D;
251
+ else console.warn("No mixer was assigned to animation track")
252
+
253
+ for (const action of this.actions) {
254
+ const off = new AnimationClipOffsetData(action);
255
+ this._actionOffsets.push(off);
256
+ }
257
+
258
+ if (this.target) {
259
+ // We need to disable the animator component in case it also animates
260
+ // which overrides the timeline
261
+ this._animator = GameObject.getComponent(this.target, Animator) ?? null;
262
+ if (this._animator) {
263
+ setObjectAnimated(this._animator.gameObject, this, true);
264
+ }
265
+ }
266
+
267
+ // Clip Offsets
268
+ for (const model of this.models) {
269
+ const clipData = model.asset as Models.AnimationClipModel;
270
+ const pos = clipData.position as any;
271
+ const rot = clipData.rotation as any;
272
+ if (pos && pos.x !== undefined) {
273
+ if (!pos.isVector3) {
274
+ clipData.position = new Vector3(pos.x, pos.y, pos.z);
275
+ }
276
+ if (!rot.isQuaternion) {
277
+ clipData.rotation = new Quaternion(rot.x, rot.y, rot.z, rot.w);
278
+ }
279
+ }
280
+
281
+ }
282
+
283
+ this.ensureTrackOffsets();
284
+ }
285
+
286
+ private ensureTrackOffsets() {
287
+ if (this.trackOffset) {
288
+ const pos = this.trackOffset.position as any;
289
+ if (pos) {
290
+ if (!pos.isVector3) {
291
+ this.trackOffset.position = new Vector3(pos.x, pos.y, pos.z);
292
+ }
293
+ }
294
+ const rot = this.trackOffset.rotation as any;
295
+ if (rot) {
296
+ if (!rot.isQuaternion) {
297
+ this.trackOffset.rotation = new Quaternion(rot.x, rot.y, rot.z, rot.w);
298
+ }
299
+ }
300
+ }
301
+ }
302
+
303
+ private _useclipOffsets: boolean = true;
304
+
305
+ private _totalOffsetPosition: Vector3 = new Vector3();
306
+ private _totalOffsetRotation: Quaternion = new Quaternion();
307
+ private _totalOffsetPosition2: Vector3 = new Vector3();
308
+ private _totalOffsetRotation2: Quaternion = new Quaternion();
309
+ private _summedPos = new Vector3();
310
+ private _tempPos = new Vector3();
311
+ private _summedRot = new Quaternion();
312
+ private _tempRot = new Quaternion();
313
+ private _clipRotQuat = new Quaternion();
314
+
315
+ evaluate(time: number) {
316
+ if (this.track.muted) return;
317
+ if (!this.mixer) return;
318
+
319
+ this.bind();
320
+
321
+ // if (this._animator && this.director.isPlaying && this.director.weight > 0) this._animator.enabled = false;
322
+
323
+ this._totalOffsetPosition.set(0, 0, 0);
324
+ this._totalOffsetRotation.set(0, 0, 0, 1);
325
+ this._totalOffsetPosition2.set(0, 0, 0);
326
+ this._totalOffsetRotation2.set(0, 0, 0, 1);
327
+ let activeClips = 0;
328
+ let blend: number = 0;
329
+ let didPostExtrapolate = false;
330
+ let didPreExtrapolate = false;
331
+ // The total weight is used to blend with the animator controller active states
332
+ let totalWeight = 0;
333
+ for (let i = 0; i < this.clips.length; i++) {
334
+ const model = this.models[i];
335
+ const action = this.actions[i];
336
+ const clipModel = model.asset as Models.AnimationClipModel;
337
+ action.weight = 0;
338
+
339
+ const isInTimeRange = time >= model.start && time <= model.end;
340
+ const preExtrapolation: Models.ClipExtrapolation = model.preExtrapolationMode;
341
+ const postExtrapolation: Models.ClipExtrapolation = model.postExtrapolationMode;
342
+ const nextClip = i < this.clips.length - 1 ? this.models[i + 1] : null;
343
+ let isActive = isInTimeRange;
344
+ let doPreExtrapolate = false;
345
+
346
+ if (!isActive && !didPostExtrapolate && model.end < time && postExtrapolation !== Models.ClipExtrapolation.None) {
347
+ // use post extrapolate if its the last clip of the next clip has not yet started
348
+ if (!nextClip || nextClip.start > time) {
349
+ isActive = true;
350
+ didPostExtrapolate = true;
351
+ }
352
+ }
353
+ else if (i == 0 && !isActive && !didPreExtrapolate && model.start > time && preExtrapolation !== Models.ClipExtrapolation.None) {
354
+ if (!nextClip || nextClip.start < time) {
355
+ isActive = true;
356
+ doPreExtrapolate = true;
357
+ didPreExtrapolate = true;
358
+ }
359
+ }
360
+
361
+ if (isActive) {
362
+ // const clip = this.clips[i];
363
+ let weight = this.weight;
364
+ weight *= this.evaluateWeight(time, i, this.models, isActive);
365
+ weight *= this.director.weight;
366
+
367
+ let handleLoop = isInTimeRange;
368
+ if (doPreExtrapolate) {
369
+ switch (preExtrapolation) {
370
+ case Models.ClipExtrapolation.Hold:
371
+ // Nothing to do
372
+ break;
373
+ case Models.ClipExtrapolation.Loop:
374
+ // TODO: this is not correct yet
375
+ time += model.start;
376
+ handleLoop = true;
377
+ break;
378
+ default:
379
+ time += model.start;
380
+ handleLoop = true;
381
+ break;
382
+ }
383
+ }
384
+
385
+ // TODO: handle clipIn again
386
+ let t = this.getClipTime(time, model);
387
+ let loops = 0;
388
+ const duration = clipModel.duration;
389
+ // This is the actual duration of the clip in the timeline (with clipping and scale)
390
+ // const clipDuration = (model.end - model.start) * model.timeScale;
391
+
392
+ if (doPreExtrapolate) {
393
+ if (preExtrapolation === Models.ClipExtrapolation.Hold) {
394
+ t = 0;
395
+ }
396
+ }
397
+
398
+ if (handleLoop) {
399
+ if (clipModel.loop) {
400
+ // const t0 = t - .001;
401
+ loops += Math.floor(t / (duration + .000001));
402
+ while (t > duration) {
403
+ t -= duration;
404
+ }
405
+ }
406
+ }
407
+ else if (!isInTimeRange) {
408
+ if (didPostExtrapolate) {
409
+ switch (postExtrapolation) {
410
+ case Models.ClipExtrapolation.Hold:
411
+ t = this.getClipTime(model.end, model);
412
+ break;
413
+ case Models.ClipExtrapolation.Loop:
414
+ t %= duration;
415
+ break;
416
+ case Models.ClipExtrapolation.PingPong:
417
+ const loops = Math.floor(t / duration);
418
+ const invert = loops % 2 !== 0;
419
+ t %= duration;
420
+ if (invert) t = duration - t;
421
+ break;
422
+ }
423
+ }
424
+ }
425
+
426
+ if (model.reversed === true) action.time = action.getClip().duration - t;
427
+ else action.time = t;
428
+
429
+
430
+ action.timeScale = 0;
431
+ const effectiveWeight = Math.max(0, weight);
432
+ action.weight = effectiveWeight;
433
+ totalWeight += effectiveWeight;
434
+ action.clampWhenFinished = false;
435
+ if (!action.isRunning())
436
+ action.play();
437
+ // console.log(action.time, action.weight);
438
+
439
+ if (this._useclipOffsets) {
440
+ const totalPosition = activeClips == 0 ? this._totalOffsetPosition : this._totalOffsetPosition2;
441
+ const totalRotation = activeClips == 0 ? this._totalOffsetRotation : this._totalOffsetRotation2;
442
+ if (activeClips < 1) blend = 1 - weight;
443
+ activeClips += 1;
444
+
445
+ const summedPos = this._summedPos.set(0, 0, 0);
446
+ const tempPos = this._tempPos.set(0, 0, 0);
447
+ const summedRot = this._summedRot.identity();
448
+ const tempRot = this._tempRot.identity();
449
+
450
+ const clipOffsetRot = clipModel.rotation as Quaternion;
451
+ if (clipOffsetRot) {
452
+ this._clipRotQuat.identity();
453
+ this._clipRotQuat.slerp(clipOffsetRot, weight);
454
+ }
455
+
456
+ const offsets = this._actionOffsets[i];
457
+ if (offsets.hasOffsets) {
458
+ for (let i = 0; i < loops; i++) {
459
+ if (offsets.rootPositionOffset)
460
+ tempPos.copy(offsets.rootPositionOffset);
461
+ else tempPos.set(0, 0, 0);
462
+
463
+ tempPos.applyQuaternion(summedRot);
464
+ if (this._clipRotQuat)
465
+ tempPos.applyQuaternion(this._clipRotQuat);
466
+
467
+ if (offsets.rootQuaternionOffset) {
468
+ // console.log(new Euler().setFromQuaternion(offsets.rootQuaternionOffset).y.toFixed(2));
469
+ tempRot.copy(offsets.rootQuaternionOffset);
470
+ summedRot.multiply(tempRot);
471
+ }
472
+ summedPos.add(tempPos);
473
+ }
474
+ }
475
+
476
+ if (this._clipRotQuat)
477
+ totalRotation.multiply(this._clipRotQuat);
478
+ totalRotation.multiply(summedRot);
479
+
480
+ if (clipModel.position)
481
+ summedPos.add(clipModel.position as Vector3);
482
+ totalPosition.add(summedPos);
483
+ }
484
+
485
+ }
486
+ }
487
+ if (this._useclipOffsets) {
488
+ this._totalOffsetPosition.lerp(this._totalOffsetPosition2, blend);
489
+ this._totalOffsetRotation.slerp(this._totalOffsetRotation2, blend);
490
+ }
491
+
492
+ if (this["__mixerError"] === undefined && (debug || isDevEnvironment()) && this._animator?.runtimeAnimatorController?.mixer && this.mixer !== this._animator?.runtimeAnimatorController?.mixer) {
493
+ this["__mixerError"] = true;
494
+ console.error("AnimationTrack mixer is not shared with the animator controller - this might result in the timeline to not animate properly. Please report a bug to the Needle Engine team!", this);
495
+ }
496
+
497
+ if (this._animator?.runtimeAnimatorController) {
498
+ // If the Timeline is running then the timeline track takes control over the animatorcontroller
499
+ // we calculate the weight left for the animatorcontroller actions
500
+ const weightLeft = Math.max(0, 1 - totalWeight);
501
+ this._animator?.runtimeAnimatorController?.update(weightLeft);
502
+ }
503
+ else {
504
+ this.mixer.update(time);
505
+ }
506
+ }
507
+
508
+ private createRotationInterpolant(_clip: AnimationClip, _clipModel: Models.AnimationClipModel, track: any) {
509
+ const createInterpolantOriginal = track.createInterpolant.bind(track);
510
+ const quat: Quaternion = new Quaternion();
511
+ this.ensureTrackOffsets();
512
+ const trackOffsetRot: Quaternion | null = this.trackOffset?.rotation as Quaternion;
513
+ track.createInterpolant = () => {
514
+ const createdInterpolant: any = createInterpolantOriginal();
515
+ const interpolate = createdInterpolant.evaluate.bind(createdInterpolant);
516
+ // console.log(interpolate);
517
+ createdInterpolant.evaluate = (time) => {
518
+ const res = interpolate(time);
519
+ quat.set(res[0], res[1], res[2], res[3]);
520
+ quat.premultiply(this._totalOffsetRotation);
521
+ // console.log(new Euler().setFromQuaternion(quat).y.toFixed(2));
522
+ if (trackOffsetRot) quat.premultiply(trackOffsetRot);
523
+
524
+ if (this.director.animationCallbackReceivers) {
525
+ for (const rec of this.director.animationCallbackReceivers) {
526
+ rec?.onTimelineRotation?.call(rec, this.director, this.target!, time, quat);
527
+ }
528
+ }
529
+
530
+ res[0] = quat.x;
531
+ res[1] = quat.y;
532
+ res[2] = quat.z;
533
+ res[3] = quat.w;
534
+ return res;
535
+ };
536
+ return createdInterpolant;
537
+ }
538
+ }
539
+
540
+ private createPositionInterpolant(clip: AnimationClip, clipModel: Models.AnimationClipModel, track: any) {
541
+ const createInterpolantOriginal = track.createInterpolant.bind(track);
542
+ const currentPosition: Vector3 = new Vector3();
543
+ this.ensureTrackOffsets();
544
+ const trackOffsetRot: Quaternion | null = this.trackOffset?.rotation as Quaternion;
545
+ const trackOffsetPos: Vector3 | null = this.trackOffset?.position as Vector3;
546
+ let startOffset: Vector3 | null | undefined = undefined;
547
+ track.createInterpolant = () => {
548
+ const createdInterpolant: any = createInterpolantOriginal();
549
+ const evaluate = createdInterpolant.evaluate.bind(createdInterpolant);
550
+ createdInterpolant.evaluate = (time) => {
551
+ const res = evaluate(time);
552
+ currentPosition.set(res[0], res[1], res[2]);
553
+ if (clipModel.removeStartOffset) {
554
+ if (startOffset === undefined) {
555
+ startOffset = null;
556
+ startOffset = this._actionOffsets.find(a => a.clip === clip)?.rootStartPosition?.clone();
557
+ }
558
+ else if (startOffset?.isVector3) {
559
+ currentPosition.sub(startOffset);
560
+ }
561
+ }
562
+ currentPosition.applyQuaternion(this._totalOffsetRotation);
563
+ currentPosition.add(this._totalOffsetPosition);
564
+ // apply track offset
565
+ if (trackOffsetRot) currentPosition.applyQuaternion(trackOffsetRot);
566
+ if (trackOffsetPos) {
567
+ // flipped unity X
568
+ currentPosition.x -= trackOffsetPos.x;
569
+ currentPosition.y += trackOffsetPos.y;
570
+ currentPosition.z += trackOffsetPos.z;
571
+ }
572
+ if (this.director.animationCallbackReceivers) {
573
+ for (const rec of this.director.animationCallbackReceivers) {
574
+ rec?.onTimelinePosition?.call(rec, this.director, this.target!, time, currentPosition);
575
+ }
576
+ }
577
+ res[0] = currentPosition.x;
578
+ res[1] = currentPosition.y;
579
+ res[2] = currentPosition.z;
580
+ return res;
581
+ };
582
+ return createdInterpolant;
583
+ }
584
+ }
585
+
586
+ }
587
+
588
+ const muteAudioTracks = getParam("mutetimeline");
589
+
590
+ declare type AudioClipModel = Models.ClipModel & { _didTriggerPlay: boolean };
591
+
592
+ export class AudioTrackHandler extends TrackHandler {
593
+
594
+ models: Array<AudioClipModel> = [];
595
+ listener!: AudioListener;
596
+ audio: Array<Audio> = [];
597
+ audioContextTimeOffset: Array<number> = [];
598
+ lastTime: number = 0;
599
+ audioSource?: AudioSource;
600
+
601
+ private _audioLoader: AudioLoader | null = null;
602
+
603
+ private getAudioFilePath(path: string) {
604
+ // TODO: this should be the timeline asset location probably which MIGHT be different
605
+ const glbLocation = this.director.sourceId;
606
+ return resolveUrl(glbLocation, path);
607
+ }
608
+
609
+ onAllowAudioChanged(allow: boolean) {
610
+ for (let i = 0; i < this.models.length; i++) {
611
+ const model = this.models[i];
612
+ const audio = this.audio[i];
613
+ audio.setVolume(allow ? model.asset.volume : 0);
614
+ }
615
+ }
616
+
617
+ addModel(model: Models.ClipModel) {
618
+ const audio = new Audio(this.listener as any);
619
+ this.audio.push(audio);
620
+ const audioClipModel = model as AudioClipModel;
621
+ audioClipModel._didTriggerPlay = false;
622
+ this.models.push(audioClipModel);
623
+ }
624
+
625
+ onDisable() {
626
+ for (const audio of this.audio) {
627
+ if (audio.isPlaying)
628
+ audio.stop();
629
+ }
630
+ for (const model of this.models) {
631
+ model._didTriggerPlay = false;
632
+ }
633
+ }
634
+
635
+ onDestroy() {
636
+ for (const audio of this.audio) {
637
+ if (audio.source)
638
+ audio?.disconnect();
639
+ }
640
+ this.audio.length = 0;
641
+ // TODO: dispose loaded audio buffers by this track
642
+ }
643
+
644
+ onMuteChanged() {
645
+ if (this.muted) {
646
+ for (let i = 0; i < this.audio.length; i++) {
647
+ const audio = this.audio[i];
648
+ if (audio?.isPlaying)
649
+ audio.stop();
650
+ }
651
+ }
652
+ }
653
+
654
+ stop() {
655
+ for (let i = 0; i < this.audio.length; i++) {
656
+ const audio = this.audio[i];
657
+ if (audio?.isPlaying)
658
+ audio.stop();
659
+ }
660
+ for (const model of this.models) {
661
+ model._didTriggerPlay = false;
662
+ }
663
+ }
664
+
665
+ private _playableDirectorResumed = false;
666
+ onPauseChanged() {
667
+ // if the timeline gets paused we stop all audio clips
668
+ // we dont reset the triggerPlay here (this will automatically reset when the timeline start evaluating again)
669
+ for (let i = 0; i < this.audio.length; i++) {
670
+ const audio = this.audio[i];
671
+ if (audio?.isPlaying)
672
+ audio.stop();
673
+ }
674
+ this._playableDirectorResumed = this.director.isPlaying;
675
+ }
676
+
677
+ evaluate(time: number) {
678
+ if (muteAudioTracks) return;
679
+ if (this.track.muted) return;
680
+ if (this.director.speed < 0) {
681
+ // Reversed audio playback is currently not supported
682
+ return;
683
+ }
684
+ const isMuted = this.director.context.application.muted;
685
+ const resumePlay = this._playableDirectorResumed;
686
+ this._playableDirectorResumed = false;
687
+ // this is just so that we dont hear the very first beat when the audio starts but is muted
688
+ // if we dont add a delay we hear a little bit of the audio before it shuts down
689
+ // MAYBE instead of doing it like this we should connect a custom audio node (or disconnect the output node?)
690
+ const playTimeOffset = isMuted ? .1 : 0;
691
+ for (let i = 0; i < this.models.length; i++) {
692
+ const model = this.models[i];
693
+ const audio = this.audio[i];
694
+ const asset = model.asset as Models.AudioClipModel;
695
+ // only trigger loading for tracks that are CLOSE to being played
696
+ if ((!audio || !audio.buffer) && this.isInTimeRange(model, time - 1, time + 1)) {
697
+ this.handleAudioLoading(model, audio);
698
+ }
699
+ if (AudioSource.userInteractionRegistered === false) continue;
700
+ if (audio === null || !audio.buffer) continue;
701
+ audio.playbackRate = this.director.context.time.timeScale * this.director.speed;
702
+ audio.loop = asset.loop;
703
+ if (time >= model.start && time <= model.end && time < this.director.duration) {
704
+ if (!audio.isPlaying || !this.director.isPlaying) {
705
+ // if the timeline is paused we trigger the audio clip once when the model is entered
706
+ // we dont playback the audio clip if we scroll back in time
707
+ // this is to support audioclip playback when using timeline with manual scrolling (scrollytelling)
708
+ if (resumePlay || (!model._didTriggerPlay && this.lastTime < time)) {
709
+ // we don't want to clip in the audio if it's a very short clip
710
+ const clipDuration = model.duration * model.timeScale;
711
+ if (clipDuration > .3)
712
+ audio.offset = model.clipIn + (time - model.start) * model.timeScale;
713
+ else audio.offset = 0;
714
+ if (debug) console.log("Timeline Audio (" + this.track.name + ") play with offset " + audio.offset + " - " + model.asset.clip);
715
+ audio.play(playTimeOffset);
716
+ model._didTriggerPlay = true;
717
+ }
718
+ else {
719
+ // do nothing...
720
+ }
721
+ }
722
+ else {
723
+ const targetOffset = model.clipIn + (time - model.start) * model.timeScale;
724
+ // seems it's non-trivial to get the right time from audio sources;
725
+ // https://github.com/mrdoob/js/blob/master/src/audio/Audio.js#L170
726
+ const currentTime = audio.context.currentTime - audio["_startedAt"] + audio.offset;
727
+ const diff = Math.abs(targetOffset - currentTime);
728
+
729
+ if (diff > 0.3) {
730
+ audio.offset = targetOffset;
731
+ audio.stop();
732
+ audio.play(playTimeOffset);
733
+ }
734
+ }
735
+ let vol = asset.volume as number;
736
+
737
+ if (this.track.volume !== undefined)
738
+ vol *= this.track.volume;
739
+
740
+ if (isMuted) vol = 0;
741
+ if (model.easeInDuration > 0) {
742
+ const easeIn = Math.min((time - model.start) / model.easeInDuration, 1);
743
+ vol *= easeIn;
744
+ }
745
+ if (model.easeOutDuration > 0) {
746
+ const easeOut = Math.min((model.end - time) / model.easeOutDuration, 1);
747
+ vol *= easeOut;
748
+ }
749
+ audio.setVolume(vol * this.director.weight);
750
+ }
751
+ else {
752
+ model._didTriggerPlay = false;
753
+ if (this.director.isPlaying) {
754
+ if (audio.isPlaying) {
755
+ audio.stop();
756
+ }
757
+ }
758
+ }
759
+ }
760
+ this.lastTime = time;
761
+ }
762
+
763
+ /** Call to load audio buffer for a specific time in the track. Can be used to preload the timeline audio */
764
+ loadAudio(time: number, lookAhead: number = 0, lookBehind: number = 0) {
765
+ let promises: Array<Promise<AudioBuffer | null>> | null = null;
766
+ const rangeStart = time - lookBehind;
767
+ const rangeEnd = time + lookAhead;
768
+ for (const model of this.models) {
769
+ if (this.isInTimeRange(model, rangeStart, rangeEnd)) {
770
+ const audio = this.audio[this.models.indexOf(model)];
771
+ const promise = this.handleAudioLoading(model, audio);
772
+ if (promise !== null) {
773
+ if (promises === null) promises = [];
774
+ promises.push(promise);
775
+ }
776
+ }
777
+ }
778
+ if (promises !== null) {
779
+ return Promise.all(promises);
780
+ }
781
+ return null;
782
+ }
783
+
784
+ private isInTimeRange(model: Models.ClipModel, start: number, end: number) {
785
+ // Range surrounds clip range
786
+ if (start <= model.start && end >= model.end) return true;
787
+ // Range start is in clip range
788
+ if (start >= model.start && start <= model.end) return true;
789
+ // Range end is in clip range
790
+ if (end >= model.start && end <= model.end) return true;
791
+ return false;
792
+ }
793
+
794
+ private static _audioBuffers: Map<string, Promise<AudioBuffer | null>> = new Map();
795
+
796
+ public static dispose() {
797
+ AudioTrackHandler._audioBuffers.clear();
798
+ }
799
+
800
+ private handleAudioLoading(model: Models.ClipModel, audio: Audio): Promise<AudioBuffer | null> | null {
801
+ if (!this._audioLoader) {
802
+ this._audioLoader = new AudioLoader();
803
+ }
804
+ // TODO: maybe we should cache the loaders / buffers here by path
805
+ const path = this.getAudioFilePath(model.asset.clip);
806
+
807
+ if (AudioTrackHandler._audioBuffers.get(path)) {
808
+ const promise = AudioTrackHandler._audioBuffers.get(path)!
809
+ promise.then((buffer) => {
810
+ if (buffer) audio.setBuffer(buffer);
811
+ });
812
+ return promise;
813
+ }
814
+
815
+ if (debug) console.warn("LOAD audio track", path, this.director.sourceId);
816
+ const loadingPromise = new Promise<AudioBuffer | null>((resolve, _reject) => {
817
+ this._audioLoader!.load(path,
818
+ buffer => {
819
+ audio.setBuffer(buffer);
820
+ resolve(buffer);
821
+ },
822
+ undefined,
823
+ err => {
824
+ console.error("Error loading audio", err);
825
+ resolve(null);
826
+ });
827
+ });
828
+ AudioTrackHandler._audioBuffers.set(path, loadingPromise);
829
+ return loadingPromise;
830
+ }
831
+ }
832
+
833
+ export class SignalTrackHandler extends TrackHandler {
834
+ models: Models.SignalMarkerModel[] = [];
835
+ didTrigger: boolean[] = [];
836
+ receivers: Array<SignalReceiver | null> = [];
837
+
838
+ // TODO: test when timeline signals are being reset in Unity
839
+ // onEnable() {
840
+ // for (let i = 0; i < this.didTrigger?.length; i++) {
841
+ // this.didTrigger[i] = false;
842
+ // }
843
+ // }
844
+
845
+ // private _lastTime: number = -1;
846
+
847
+ evaluate(time: number) {
848
+ if (this.track.muted) return;
849
+
850
+ // let lastTime = this._lastTime;
851
+ // if (lastTime === -1) lastTime = time;
852
+ // this._lastTime = time;
853
+
854
+ const estimatedFrameLengthWithPadding = this.director.context.time.deltaTime * 1.5;
855
+
856
+ for (let i = 0; i < this.models.length; i++) {
857
+ const model = this.models[i];
858
+ const wasTriggered = this.didTrigger[i];
859
+ const td = model.time - time;
860
+ let isActive = false;
861
+ if (model.retroActive) {
862
+ isActive = td <= 0.000001;
863
+ }
864
+ else {
865
+ const abs = Math.abs(td);
866
+ // e.g. if the signal is at frame 0 and the timeline duration also 0 (no tracks, just a signal at frame 0)
867
+ if (abs === 0) {
868
+ isActive = true;
869
+ }
870
+ else if (abs >= .00001 && abs < estimatedFrameLengthWithPadding) {
871
+ isActive = true;
872
+ }
873
+ }
874
+ // console.log(time, td, isActive);
875
+ if (isActive) {
876
+ if (!wasTriggered) {
877
+ if (debug)
878
+ console.log("Trigger signal", time, model.time, model);
879
+ this.didTrigger[i] = true;
880
+ // If a signal doesnt have any explicit receivers it will invoke the signal globally
881
+ if (this.receivers?.length <= 0) {
882
+ SignalReceiver.invoke(model.asset);
883
+ }
884
+ else {
885
+ for (const rec of this.receivers) {
886
+ if (!rec) continue;
887
+ rec.invoke(model.asset);
888
+ }
889
+ }
890
+ }
891
+ }
892
+ else {
893
+ if (!model.emitOnce)
894
+ this.didTrigger[i] = false;
895
+ }
896
+ }
897
+ }
898
+ }
899
+
900
+
901
+ export class ControlTrackHandler extends TrackHandler {
902
+ models: Array<Models.ClipModel> = [];
903
+ timelines: Array<PlayableDirector | null> = [];
904
+
905
+ resolveSourceObjects(_context: Context) {
906
+ for (let i = this.models.length - 1; i >= 0; i--) {
907
+ const model = this.models[i];
908
+ const asset = model.asset as Models.ControlClipModel;
909
+
910
+ if (!asset.sourceObject || typeof asset.sourceObject !== "object") {
911
+ console.log("no source object, removing model", i, asset);
912
+ this.models.splice(i, 1);
913
+ continue;
914
+ }
915
+ else {
916
+ const timeline = GameObject.getComponent(asset.sourceObject, PlayableDirector)!;
917
+ // always add it to keep size of timelines and models in sync (index of model is index of timeline)
918
+ this.timelines.push(timeline);
919
+ if (timeline) {
920
+ if (asset.updateDirector) {
921
+ timeline.playOnAwake = false;
922
+ }
923
+ }
924
+ }
925
+ }
926
+ }
927
+
928
+ private _previousActiveModel: Models.ClipModel | null = null;
929
+
930
+ evaluate(time: number) {
931
+ this._previousActiveModel = null;
932
+ for (let i = 0; i < this.models.length; i++) {
933
+ const model = this.models[i];
934
+ const asset = model.asset as Models.ControlClipModel;
935
+
936
+ if (time >= model.start && time <= model.end) {
937
+ this._previousActiveModel = model;
938
+ const clipTime = this.getClipTime(time, model);
939
+
940
+ if (asset.controlActivation) {
941
+ const obj = asset.sourceObject as Object3D;
942
+ obj.visible = true;
943
+ }
944
+
945
+ if (asset.updateDirector) {
946
+ const timeline = this.timelines[i];
947
+ if (timeline) {
948
+ if (timeline.isPlaying) {
949
+ timeline.pause();
950
+ }
951
+ timeline.time = clipTime;
952
+ timeline.evaluate();
953
+ }
954
+ }
955
+ // control tracks can not overlap/blend
956
+ // break;
957
+ }
958
+ else {
959
+ const previousActiveAsset = this._previousActiveModel?.asset as Models.ControlClipModel;
960
+ if (asset.controlActivation) {
961
+ const obj = asset.sourceObject as Object3D;
962
+ if (previousActiveAsset?.sourceObject !== obj)
963
+ obj.visible = false;
964
+ }
965
+ }
966
+ }
967
+ }
968
968
  }