@needle-tools/engine 4.4.0-beta → 4.4.0-ci.0

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 (1046) hide show
  1. package/CHANGELOG.md +3604 -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 +8 -8
  6. package/dist/needle-engine.bundle.light.js +8 -8
  7. package/dist/needle-engine.bundle.light.min.js +2 -2
  8. package/dist/needle-engine.bundle.light.umd.cjs +2 -2
  9. package/dist/needle-engine.bundle.min.js +2 -2
  10. package/dist/needle-engine.bundle.umd.cjs +2 -2
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.light.d.ts +130 -138
  13. package/dist/postprocessing.js +1673 -1527
  14. package/dist/postprocessing.light.js +1673 -1527
  15. package/dist/postprocessing.light.min.js +80 -66
  16. package/dist/postprocessing.light.umd.cjs +83 -69
  17. package/dist/postprocessing.min.js +80 -66
  18. package/dist/postprocessing.umd.cjs +83 -69
  19. package/dist/vendor.js +1 -1
  20. package/dist/vendor.light.js +1 -1
  21. package/lib/asap/needle-asap.d.ts +1 -1
  22. package/lib/asap/needle-asap.js +95 -95
  23. package/lib/asap/sessiongranted.d.ts +3 -3
  24. package/lib/asap/sessiongranted.js +65 -65
  25. package/lib/asap/utils.d.ts +1 -1
  26. package/lib/asap/utils.js +3 -3
  27. package/lib/engine/analytics/index.d.ts +6 -6
  28. package/lib/engine/analytics/index.js +12 -12
  29. package/lib/engine/analytics/lcp.d.ts +3 -3
  30. package/lib/engine/analytics/lcp.js +34 -34
  31. package/lib/engine/api.d.ts +81 -81
  32. package/lib/engine/api.js +80 -80
  33. package/lib/engine/assets/index.d.ts +11 -11
  34. package/lib/engine/assets/index.js +47 -47
  35. package/lib/engine/assets/static.d.ts +1 -1
  36. package/lib/engine/assets/static.js +4 -4
  37. package/lib/engine/codegen/register_types.d.ts +1 -1
  38. package/lib/engine/codegen/register_types.js +298 -298
  39. package/lib/engine/debug/debug.d.ts +15 -15
  40. package/lib/engine/debug/debug.js +44 -44
  41. package/lib/engine/debug/debug_console.d.ts +2 -2
  42. package/lib/engine/debug/debug_console.js +307 -307
  43. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  44. package/lib/engine/debug/debug_overlay.js +316 -316
  45. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  46. package/lib/engine/debug/debug_spatial_console.js +390 -390
  47. package/lib/engine/debug/index.d.ts +2 -2
  48. package/lib/engine/debug/index.js +2 -2
  49. package/lib/engine/engine_addressables.d.ts +166 -166
  50. package/lib/engine/engine_addressables.js +608 -608
  51. package/lib/engine/engine_animation.d.ts +43 -43
  52. package/lib/engine/engine_animation.js +133 -133
  53. package/lib/engine/engine_application.d.ts +40 -40
  54. package/lib/engine/engine_application.js +104 -104
  55. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  56. package/lib/engine/engine_assetdatabase.js +344 -344
  57. package/lib/engine/engine_audio.d.ts +4 -4
  58. package/lib/engine/engine_audio.js +23 -23
  59. package/lib/engine/engine_camera.d.ts +13 -13
  60. package/lib/engine/engine_camera.js +30 -30
  61. package/lib/engine/engine_components.d.ts +110 -110
  62. package/lib/engine/engine_components.js +380 -380
  63. package/lib/engine/engine_components_internal.d.ts +9 -9
  64. package/lib/engine/engine_components_internal.js +36 -36
  65. package/lib/engine/engine_constants.d.ts +10 -10
  66. package/lib/engine/engine_constants.js +41 -41
  67. package/lib/engine/engine_context.d.ts +345 -345
  68. package/lib/engine/engine_context.js +1515 -1515
  69. package/lib/engine/engine_context_registry.d.ts +71 -71
  70. package/lib/engine/engine_context_registry.js +117 -117
  71. package/lib/engine/engine_coroutine.d.ts +35 -35
  72. package/lib/engine/engine_coroutine.js +52 -52
  73. package/lib/engine/engine_create_objects.d.ts +118 -118
  74. package/lib/engine/engine_create_objects.js +308 -308
  75. package/lib/engine/engine_default_parameters.d.ts +2 -2
  76. package/lib/engine/engine_default_parameters.js +3 -3
  77. package/lib/engine/engine_editor-sync.d.ts +21 -21
  78. package/lib/engine/engine_editor-sync.js +4 -4
  79. package/lib/engine/engine_element.d.ts +113 -113
  80. package/lib/engine/engine_element.js +830 -830
  81. package/lib/engine/engine_element_attributes.d.ts +72 -72
  82. package/lib/engine/engine_element_attributes.js +1 -1
  83. package/lib/engine/engine_element_extras.d.ts +6 -6
  84. package/lib/engine/engine_element_extras.js +13 -13
  85. package/lib/engine/engine_element_loading.d.ts +44 -44
  86. package/lib/engine/engine_element_loading.js +349 -349
  87. package/lib/engine/engine_element_overlay.d.ts +21 -21
  88. package/lib/engine/engine_element_overlay.js +166 -166
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +591 -591
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +7 -7
  102. package/lib/engine/engine_hot_reload.js +184 -184
  103. package/lib/engine/engine_input.d.ts +352 -352
  104. package/lib/engine/engine_input.js +1265 -1265
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +9 -9
  110. package/lib/engine/engine_license.js +320 -320
  111. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  112. package/lib/engine/engine_lifecycle_api.js +99 -99
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +91 -91
  117. package/lib/engine/engine_loaders.d.ts +13 -13
  118. package/lib/engine/engine_loaders.js +62 -62
  119. package/lib/engine/engine_lods.d.ts +31 -31
  120. package/lib/engine/engine_lods.js +146 -146
  121. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  122. package/lib/engine/engine_mainloop_utils.js +466 -466
  123. package/lib/engine/engine_math.d.ts +114 -114
  124. package/lib/engine/engine_math.js +247 -247
  125. package/lib/engine/engine_modules.d.ts +36 -36
  126. package/lib/engine/engine_modules.js +85 -85
  127. package/lib/engine/engine_networking.d.ts +252 -252
  128. package/lib/engine/engine_networking.js +743 -743
  129. package/lib/engine/engine_networking_auto.d.ts +24 -24
  130. package/lib/engine/engine_networking_auto.js +310 -310
  131. package/lib/engine/engine_networking_blob.d.ts +48 -48
  132. package/lib/engine/engine_networking_blob.js +212 -212
  133. package/lib/engine/engine_networking_files.d.ts +35 -35
  134. package/lib/engine/engine_networking_files.js +172 -172
  135. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  136. package/lib/engine/engine_networking_files_default_components.js +42 -42
  137. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  138. package/lib/engine/engine_networking_instantiate.js +345 -345
  139. package/lib/engine/engine_networking_peer.d.ts +15 -15
  140. package/lib/engine/engine_networking_peer.js +132 -132
  141. package/lib/engine/engine_networking_streams.d.ts +123 -123
  142. package/lib/engine/engine_networking_streams.js +645 -645
  143. package/lib/engine/engine_networking_types.d.ts +22 -22
  144. package/lib/engine/engine_networking_types.js +7 -7
  145. package/lib/engine/engine_networking_utils.d.ts +2 -2
  146. package/lib/engine/engine_networking_utils.js +20 -20
  147. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  148. package/lib/engine/engine_networking_websocket.js +2 -2
  149. package/lib/engine/engine_patcher.d.ts +10 -10
  150. package/lib/engine/engine_patcher.js +142 -142
  151. package/lib/engine/engine_physics.d.ts +152 -152
  152. package/lib/engine/engine_physics.js +645 -645
  153. package/lib/engine/engine_physics.types.d.ts +40 -40
  154. package/lib/engine/engine_physics.types.js +33 -33
  155. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  156. package/lib/engine/engine_physics_rapier.js +1432 -1432
  157. package/lib/engine/engine_playerview.d.ts +26 -26
  158. package/lib/engine/engine_playerview.js +64 -64
  159. package/lib/engine/engine_scenelighting.d.ts +71 -71
  160. package/lib/engine/engine_scenelighting.js +226 -226
  161. package/lib/engine/engine_scenetools.d.ts +50 -50
  162. package/lib/engine/engine_scenetools.js +321 -321
  163. package/lib/engine/engine_serialization.d.ts +3 -3
  164. package/lib/engine/engine_serialization.js +3 -3
  165. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  166. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  167. package/lib/engine/engine_serialization_core.d.ts +85 -85
  168. package/lib/engine/engine_serialization_core.js +602 -602
  169. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  170. package/lib/engine/engine_serialization_decorator.js +66 -66
  171. package/lib/engine/engine_setup.d.ts +1 -1
  172. package/lib/engine/engine_setup.js +2 -2
  173. package/lib/engine/engine_shaders.d.ts +53 -53
  174. package/lib/engine/engine_shaders.js +252 -252
  175. package/lib/engine/engine_shims.d.ts +4 -4
  176. package/lib/engine/engine_shims.js +24 -24
  177. package/lib/engine/engine_test_utils.d.ts +39 -39
  178. package/lib/engine/engine_test_utils.js +83 -83
  179. package/lib/engine/engine_texture.d.ts +28 -28
  180. package/lib/engine/engine_texture.js +64 -64
  181. package/lib/engine/engine_three_utils.d.ts +201 -201
  182. package/lib/engine/engine_three_utils.js +731 -731
  183. package/lib/engine/engine_time.d.ts +51 -51
  184. package/lib/engine/engine_time.js +82 -82
  185. package/lib/engine/engine_time_utils.d.ts +88 -88
  186. package/lib/engine/engine_time_utils.js +215 -215
  187. package/lib/engine/engine_tonemapping.d.ts +2 -2
  188. package/lib/engine/engine_tonemapping.js +194 -194
  189. package/lib/engine/engine_types.d.ts +572 -572
  190. package/lib/engine/engine_types.js +88 -88
  191. package/lib/engine/engine_typestore.d.ts +28 -28
  192. package/lib/engine/engine_typestore.js +55 -55
  193. package/lib/engine/engine_util_decorator.d.ts +13 -13
  194. package/lib/engine/engine_util_decorator.js +116 -116
  195. package/lib/engine/engine_utils.d.ts +266 -266
  196. package/lib/engine/engine_utils.js +878 -878
  197. package/lib/engine/engine_utils_format.d.ts +21 -21
  198. package/lib/engine/engine_utils_format.js +193 -193
  199. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  200. package/lib/engine/engine_utils_screenshot.js +513 -513
  201. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  202. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  203. package/lib/engine/engine_xr.d.ts +1 -1
  204. package/lib/engine/engine_xr.js +1 -1
  205. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  206. package/lib/engine/export/gltf/Writers.js +24 -24
  207. package/lib/engine/export/gltf/index.d.ts +11 -11
  208. package/lib/engine/export/gltf/index.js +123 -123
  209. package/lib/engine/export/index.d.ts +2 -2
  210. package/lib/engine/export/index.js +2 -2
  211. package/lib/engine/export/state.d.ts +7 -7
  212. package/lib/engine/export/state.js +17 -17
  213. package/lib/engine/export/utils.d.ts +2 -2
  214. package/lib/engine/export/utils.js +7 -7
  215. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  216. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  217. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  218. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  219. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  220. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  221. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  222. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  223. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  224. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  225. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  226. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  227. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  228. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  229. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  230. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  231. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  232. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  233. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  234. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  235. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  236. package/lib/engine/extensions/extension_resolver.js +1 -1
  237. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  238. package/lib/engine/extensions/extension_utils.js +152 -152
  239. package/lib/engine/extensions/extensions.d.ts +31 -31
  240. package/lib/engine/extensions/extensions.js +103 -103
  241. package/lib/engine/extensions/index.d.ts +6 -6
  242. package/lib/engine/extensions/index.js +6 -6
  243. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  244. package/lib/engine/extensions/usage_tracker.js +65 -65
  245. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  246. package/lib/engine/js-extensions/Camera.js +39 -39
  247. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  248. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  249. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  250. package/lib/engine/js-extensions/Layers.js +22 -22
  251. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  252. package/lib/engine/js-extensions/Object3D.js +136 -136
  253. package/lib/engine/js-extensions/RGBAColor.d.ts +22 -22
  254. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  255. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  256. package/lib/engine/js-extensions/Vector.js +13 -13
  257. package/lib/engine/js-extensions/index.d.ts +5 -5
  258. package/lib/engine/js-extensions/index.js +5 -5
  259. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  260. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  261. package/lib/engine/shaders/shaderData.d.ts +55 -55
  262. package/lib/engine/shaders/shaderData.js +58 -58
  263. package/lib/engine/tests/test_utils.d.ts +2 -2
  264. package/lib/engine/tests/test_utils.js +53 -53
  265. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  266. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  267. package/lib/engine/webcomponents/api.d.ts +5 -5
  268. package/lib/engine/webcomponents/api.js +4 -4
  269. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  270. package/lib/engine/webcomponents/buttons.js +237 -237
  271. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  272. package/lib/engine/webcomponents/fonts.js +32 -32
  273. package/lib/engine/webcomponents/icons.d.ts +9 -9
  274. package/lib/engine/webcomponents/icons.js +52 -52
  275. package/lib/engine/webcomponents/index.d.ts +1 -1
  276. package/lib/engine/webcomponents/index.js +1 -1
  277. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  278. package/lib/engine/webcomponents/logo-element.js +67 -67
  279. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  280. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  281. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  282. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  283. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  284. package/lib/engine/webcomponents/needle-button.js +161 -161
  285. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  286. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  287. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  288. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  289. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  290. package/lib/engine/xr/NeedleXRSync.js +188 -188
  291. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  292. package/lib/engine/xr/SceneTransition.js +69 -69
  293. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  294. package/lib/engine/xr/TempXRContext.js +187 -187
  295. package/lib/engine/xr/XRRig.d.ts +7 -7
  296. package/lib/engine/xr/XRRig.js +1 -1
  297. package/lib/engine/xr/api.d.ts +6 -6
  298. package/lib/engine/xr/api.js +6 -6
  299. package/lib/engine/xr/events.d.ts +66 -66
  300. package/lib/engine/xr/events.js +93 -93
  301. package/lib/engine/xr/internal.d.ts +12 -12
  302. package/lib/engine/xr/internal.js +25 -25
  303. package/lib/engine/xr/usdz.d.ts +12 -12
  304. package/lib/engine/xr/usdz.js +29 -29
  305. package/lib/engine/xr/utils.d.ts +11 -11
  306. package/lib/engine/xr/utils.js +34 -34
  307. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  308. package/lib/engine-components/AlignmentConstraint.js +39 -39
  309. package/lib/engine-components/Animation.d.ts +156 -156
  310. package/lib/engine-components/Animation.js +508 -508
  311. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  312. package/lib/engine-components/AnimationCurve.js +159 -159
  313. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  314. package/lib/engine-components/AnimationUtils.js +27 -27
  315. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  316. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  317. package/lib/engine-components/Animator.d.ts +217 -217
  318. package/lib/engine-components/Animator.js +354 -354
  319. package/lib/engine-components/AnimatorController.d.ts +227 -227
  320. package/lib/engine-components/AnimatorController.js +1152 -1152
  321. package/lib/engine-components/AudioListener.d.ts +33 -33
  322. package/lib/engine-components/AudioListener.js +86 -86
  323. package/lib/engine-components/AudioSource.d.ts +217 -217
  324. package/lib/engine-components/AudioSource.js +627 -627
  325. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  326. package/lib/engine-components/AvatarLoader.js +231 -231
  327. package/lib/engine-components/AxesHelper.d.ts +32 -32
  328. package/lib/engine-components/AxesHelper.js +67 -67
  329. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  330. package/lib/engine-components/BasicIKConstraint.js +43 -43
  331. package/lib/engine-components/BoxCollider.d.ts +2 -2
  332. package/lib/engine-components/BoxCollider.js +2 -2
  333. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  334. package/lib/engine-components/BoxHelperComponent.js +102 -102
  335. package/lib/engine-components/Camera.d.ts +231 -231
  336. package/lib/engine-components/Camera.js +694 -694
  337. package/lib/engine-components/CameraUtils.d.ts +1 -1
  338. package/lib/engine-components/CameraUtils.js +127 -127
  339. package/lib/engine-components/CharacterController.d.ts +55 -55
  340. package/lib/engine-components/CharacterController.js +236 -236
  341. package/lib/engine-components/Collider.d.ts +188 -188
  342. package/lib/engine-components/Collider.js +369 -369
  343. package/lib/engine-components/Component.d.ts +792 -792
  344. package/lib/engine-components/Component.js +915 -915
  345. package/lib/engine-components/ContactShadows.d.ts +82 -82
  346. package/lib/engine-components/ContactShadows.js +430 -430
  347. package/lib/engine-components/DeleteBox.d.ts +19 -19
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  1018. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1019. package/src/needle-engine.ts +70 -70
  1020. package/lib/engine/engine.d.ts +0 -4
  1021. package/lib/engine/engine.js +0 -12
  1022. package/lib/engine/engine.js.map +0 -1
  1023. package/lib/engine/engine_web_api.d.ts +0 -12
  1024. package/lib/engine/engine_web_api.js +0 -113
  1025. package/lib/engine/engine_web_api.js.map +0 -1
  1026. package/lib/engine-components/FlyControls.d.ts +0 -10
  1027. package/lib/engine-components/FlyControls.js +0 -29
  1028. package/lib/engine-components/FlyControls.js.map +0 -1
  1029. package/src/engine-schemes/dist/api.js +0 -17
  1030. package/src/engine-schemes/dist/api.js.meta +0 -7
  1031. package/src/engine-schemes/dist/schemes.js +0 -25
  1032. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1033. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1034. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1035. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1036. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1037. package/src/engine-schemes/dist/transform.js +0 -46
  1038. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1039. package/src/engine-schemes/dist/vec2.js +0 -32
  1040. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1041. package/src/engine-schemes/dist/vec3.js +0 -36
  1042. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1043. package/src/engine-schemes/dist/vec4.js +0 -40
  1044. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1046. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,7 +1,7 @@
1
- import { Object3D } from "three";
2
- import type { IUSDExporterExtension } from "../../Extension.js";
3
- import { USDObject, USDZExporterContext } from "../../ThreeUSDZExporter.js";
4
- export declare class PhysicsExtension implements IUSDExporterExtension {
5
- get extensionName(): string;
6
- onExportObject?(object: Object3D, model: USDObject, _context: USDZExporterContext): void;
7
- }
1
+ import { Object3D } from "three";
2
+ import type { IUSDExporterExtension } from "../../Extension.js";
3
+ import { USDObject, USDZExporterContext } from "../../ThreeUSDZExporter.js";
4
+ export declare class PhysicsExtension implements IUSDExporterExtension {
5
+ get extensionName(): string;
6
+ onExportObject?(object: Object3D, model: USDObject, _context: USDZExporterContext): void;
7
+ }
@@ -1,116 +1,116 @@
1
- import { BoxCollider, CapsuleCollider, Collider, MeshCollider, SphereCollider } from "../../../../Collider.js";
2
- import { GameObject } from "../../../../Component.js";
3
- import { Rigidbody } from "../../../../RigidBody.js";
4
- export class PhysicsExtension {
5
- get extensionName() { return "Physics"; }
6
- onExportObject(object, model, _context) {
7
- const rigidBodySources = GameObject.getComponents(object, Rigidbody).filter(c => c.enabled);
8
- // no triggers supported for now; large trigger areas seem to break VisionOS since they're still interactable and block OS UI
9
- const colliderSources = GameObject.getComponents(object, Collider).filter(c => c.enabled && !c.isTrigger);
10
- let rigidBody = rigidBodySources.length > 0 ? rigidBodySources[0] : null;
11
- const colliderSource = colliderSources.length > 0 ? colliderSources[0] : null;
12
- // we still need a RigidBody component for the object to participate in physics;
13
- // with only a Collider component it can only serve as trigger
14
- // see https://developer.apple.com/documentation/realitykit/collisioncomponent#overview
15
- let temporaryRigidbody = undefined;
16
- if (colliderSource && !rigidBody) {
17
- rigidBody = new Rigidbody();
18
- rigidBody.isKinematic = true;
19
- temporaryRigidbody = rigidBody;
20
- }
21
- if (rigidBody) {
22
- model.addEventListener('serialize', (writer, _context) => {
23
- if (!rigidBody)
24
- return;
25
- writer.appendLine();
26
- writer.beginBlock(`def RealityKitComponent "RigidBody"`, "{", true);
27
- // Gravity is enabled by default
28
- if (!rigidBody.useGravity) {
29
- writer.appendLine(`bool gravityEnabled = 0`);
30
- }
31
- writer.appendLine(`uniform token info:id = "RealityKit.RigidBody"`);
32
- if (rigidBody.isKinematic) {
33
- writer.appendLine(`token motionType = "Kinematic"`);
34
- }
35
- writer.beginBlock(`def RealityKitStruct "massFrame"`, "{", true);
36
- writer.appendLine(`float m_mass = ${rigidBody.mass}`);
37
- writer.beginBlock(`def RealityKitStruct "m_pose"`, "{", true);
38
- /* TODO: Apple has a concept of center of mass orientation, not sure what that means here or what an equivalent mapping would be */
39
- writer.appendLine(`float3 position = (${rigidBody.centerOfMass.x}, ${rigidBody.centerOfMass.y}, ${rigidBody.centerOfMass.z})`);
40
- writer.closeBlock("}");
41
- writer.closeBlock("}");
42
- if (colliderSources.length > 0) {
43
- const colliderSource = colliderSources[0];
44
- writer.beginBlock(`def RealityKitStruct "material"`, "{", true);
45
- const mat = colliderSource.sharedMaterial;
46
- if (mat && mat.dynamicFriction !== undefined)
47
- writer.appendLine(`double dynamicFriction = ${colliderSource.sharedMaterial?.dynamicFriction}`);
48
- if (mat && mat.bounciness !== undefined)
49
- writer.appendLine(`double restitution = ${colliderSource.sharedMaterial?.bounciness}`);
50
- // eslint-disable-next-line deprecation/deprecation
51
- if (mat && mat.staticFriction !== undefined)
52
- // eslint-disable-next-line deprecation/deprecation
53
- writer.appendLine(`double staticFriction = ${colliderSource.sharedMaterial?.staticFriction}`);
54
- writer.closeBlock("}");
55
- }
56
- writer.closeBlock("}");
57
- });
58
- }
59
- if (colliderSource) {
60
- // TODO: Apple only allows one collider, Unity allows many, are many typically used on each object though? What can we do here? combine them? take the first?
61
- model.addEventListener('serialize', (writer, _context) => {
62
- writer.beginBlock(`def RealityKitComponent "Collider"`, "{", true);
63
- // TODO: a group is needed for collisions, not sure what this controls though
64
- writer.appendLine(`uint group = 1`);
65
- writer.appendLine(`uniform token info:id = "RealityKit.Collider"`);
66
- // TODO: a mask is needed for collisions, this is the max value for int, possibly collision flags but i'm not sure what each bit means, or if we have that exported info from unity
67
- // This is coming from RealityComposerPro
68
- writer.appendLine(`uint mask = 4294967295`);
69
- const isTrigger = colliderSource.isTrigger; // not currently used, see comment above
70
- const typeName = isTrigger ? "Trigger" : "Default";
71
- writer.appendLine(`token type = "${typeName}"`);
72
- writer.beginBlock(`def RealityKitStruct "Shape"`, "{", true);
73
- if (colliderSource instanceof SphereCollider) {
74
- const sphereCollider = colliderSource;
75
- writer.appendLine(`token shapeType = "Sphere"`);
76
- writer.appendLine(`float radius = ${sphereCollider.radius}`);
77
- }
78
- else if (colliderSource instanceof BoxCollider) {
79
- const boxCollider = colliderSource;
80
- writer.appendLine(`token shapeType = "Box"`);
81
- writer.appendLine(`float3 extent = (${boxCollider.size.x}, ${boxCollider.size.y}, ${boxCollider.size.z})`);
82
- }
83
- else if (colliderSource instanceof CapsuleCollider) {
84
- const capsuleCollider = colliderSource;
85
- writer.appendLine(`token shapeType = "Capsule"`);
86
- writer.appendLine(`float radius = ${capsuleCollider.radius}`);
87
- writer.appendLine(`float height = ${capsuleCollider.height}`);
88
- }
89
- else if (colliderSource instanceof MeshCollider && colliderSource.sharedMesh?.geometry) {
90
- // get the bounds of the mesh
91
- const geo = colliderSource.sharedMesh.geometry;
92
- if (!geo.boundingBox)
93
- geo.computeBoundingBox();
94
- const box = colliderSource.sharedMesh.geometry.boundingBox;
95
- if (box) {
96
- writer.appendLine(`token shapeType = "Box"`);
97
- writer.appendLine(`float3 extent = (${box.max.x - box.min.x}, ${box.max.y - box.min.y}, ${box.max.z - box.min.z})`);
98
- console.log("[USDZ] Only Box, Sphere, and Capsule colliders are supported in visionOS/iOS. MeshCollider will be exported as Box", colliderSource);
99
- }
100
- }
101
- else {
102
- console.warn("[USDZ] Only Box, Sphere, and Capsule colliders are supported in visionOS/iOS. Ignoring collider:", colliderSource);
103
- }
104
- writer.beginBlock(`def RealityKitStruct "pose"`, "{", true);
105
- // TODO: this is used for rotating the collider, I think this isn't necessary since all the changes happen in the parent transform from needle. Not positive about this though.
106
- writer.closeBlock("}");
107
- writer.closeBlock("}");
108
- writer.closeBlock("}");
109
- });
110
- if (colliderSources.length > 1) {
111
- console.log("WARNING: Multiple colliders detected. visionOS / iOS can only support objects with a single collider, only exporting the first collider: ", colliderSource);
112
- }
113
- }
114
- }
115
- }
1
+ import { BoxCollider, CapsuleCollider, Collider, MeshCollider, SphereCollider } from "../../../../Collider.js";
2
+ import { GameObject } from "../../../../Component.js";
3
+ import { Rigidbody } from "../../../../RigidBody.js";
4
+ export class PhysicsExtension {
5
+ get extensionName() { return "Physics"; }
6
+ onExportObject(object, model, _context) {
7
+ const rigidBodySources = GameObject.getComponents(object, Rigidbody).filter(c => c.enabled);
8
+ // no triggers supported for now; large trigger areas seem to break VisionOS since they're still interactable and block OS UI
9
+ const colliderSources = GameObject.getComponents(object, Collider).filter(c => c.enabled && !c.isTrigger);
10
+ let rigidBody = rigidBodySources.length > 0 ? rigidBodySources[0] : null;
11
+ const colliderSource = colliderSources.length > 0 ? colliderSources[0] : null;
12
+ // we still need a RigidBody component for the object to participate in physics;
13
+ // with only a Collider component it can only serve as trigger
14
+ // see https://developer.apple.com/documentation/realitykit/collisioncomponent#overview
15
+ let temporaryRigidbody = undefined;
16
+ if (colliderSource && !rigidBody) {
17
+ rigidBody = new Rigidbody();
18
+ rigidBody.isKinematic = true;
19
+ temporaryRigidbody = rigidBody;
20
+ }
21
+ if (rigidBody) {
22
+ model.addEventListener('serialize', (writer, _context) => {
23
+ if (!rigidBody)
24
+ return;
25
+ writer.appendLine();
26
+ writer.beginBlock(`def RealityKitComponent "RigidBody"`, "{", true);
27
+ // Gravity is enabled by default
28
+ if (!rigidBody.useGravity) {
29
+ writer.appendLine(`bool gravityEnabled = 0`);
30
+ }
31
+ writer.appendLine(`uniform token info:id = "RealityKit.RigidBody"`);
32
+ if (rigidBody.isKinematic) {
33
+ writer.appendLine(`token motionType = "Kinematic"`);
34
+ }
35
+ writer.beginBlock(`def RealityKitStruct "massFrame"`, "{", true);
36
+ writer.appendLine(`float m_mass = ${rigidBody.mass}`);
37
+ writer.beginBlock(`def RealityKitStruct "m_pose"`, "{", true);
38
+ /* TODO: Apple has a concept of center of mass orientation, not sure what that means here or what an equivalent mapping would be */
39
+ writer.appendLine(`float3 position = (${rigidBody.centerOfMass.x}, ${rigidBody.centerOfMass.y}, ${rigidBody.centerOfMass.z})`);
40
+ writer.closeBlock("}");
41
+ writer.closeBlock("}");
42
+ if (colliderSources.length > 0) {
43
+ const colliderSource = colliderSources[0];
44
+ writer.beginBlock(`def RealityKitStruct "material"`, "{", true);
45
+ const mat = colliderSource.sharedMaterial;
46
+ if (mat && mat.dynamicFriction !== undefined)
47
+ writer.appendLine(`double dynamicFriction = ${colliderSource.sharedMaterial?.dynamicFriction}`);
48
+ if (mat && mat.bounciness !== undefined)
49
+ writer.appendLine(`double restitution = ${colliderSource.sharedMaterial?.bounciness}`);
50
+ // eslint-disable-next-line deprecation/deprecation
51
+ if (mat && mat.staticFriction !== undefined)
52
+ // eslint-disable-next-line deprecation/deprecation
53
+ writer.appendLine(`double staticFriction = ${colliderSource.sharedMaterial?.staticFriction}`);
54
+ writer.closeBlock("}");
55
+ }
56
+ writer.closeBlock("}");
57
+ });
58
+ }
59
+ if (colliderSource) {
60
+ // TODO: Apple only allows one collider, Unity allows many, are many typically used on each object though? What can we do here? combine them? take the first?
61
+ model.addEventListener('serialize', (writer, _context) => {
62
+ writer.beginBlock(`def RealityKitComponent "Collider"`, "{", true);
63
+ // TODO: a group is needed for collisions, not sure what this controls though
64
+ writer.appendLine(`uint group = 1`);
65
+ writer.appendLine(`uniform token info:id = "RealityKit.Collider"`);
66
+ // TODO: a mask is needed for collisions, this is the max value for int, possibly collision flags but i'm not sure what each bit means, or if we have that exported info from unity
67
+ // This is coming from RealityComposerPro
68
+ writer.appendLine(`uint mask = 4294967295`);
69
+ const isTrigger = colliderSource.isTrigger; // not currently used, see comment above
70
+ const typeName = isTrigger ? "Trigger" : "Default";
71
+ writer.appendLine(`token type = "${typeName}"`);
72
+ writer.beginBlock(`def RealityKitStruct "Shape"`, "{", true);
73
+ if (colliderSource instanceof SphereCollider) {
74
+ const sphereCollider = colliderSource;
75
+ writer.appendLine(`token shapeType = "Sphere"`);
76
+ writer.appendLine(`float radius = ${sphereCollider.radius}`);
77
+ }
78
+ else if (colliderSource instanceof BoxCollider) {
79
+ const boxCollider = colliderSource;
80
+ writer.appendLine(`token shapeType = "Box"`);
81
+ writer.appendLine(`float3 extent = (${boxCollider.size.x}, ${boxCollider.size.y}, ${boxCollider.size.z})`);
82
+ }
83
+ else if (colliderSource instanceof CapsuleCollider) {
84
+ const capsuleCollider = colliderSource;
85
+ writer.appendLine(`token shapeType = "Capsule"`);
86
+ writer.appendLine(`float radius = ${capsuleCollider.radius}`);
87
+ writer.appendLine(`float height = ${capsuleCollider.height}`);
88
+ }
89
+ else if (colliderSource instanceof MeshCollider && colliderSource.sharedMesh?.geometry) {
90
+ // get the bounds of the mesh
91
+ const geo = colliderSource.sharedMesh.geometry;
92
+ if (!geo.boundingBox)
93
+ geo.computeBoundingBox();
94
+ const box = colliderSource.sharedMesh.geometry.boundingBox;
95
+ if (box) {
96
+ writer.appendLine(`token shapeType = "Box"`);
97
+ writer.appendLine(`float3 extent = (${box.max.x - box.min.x}, ${box.max.y - box.min.y}, ${box.max.z - box.min.z})`);
98
+ console.log("[USDZ] Only Box, Sphere, and Capsule colliders are supported in visionOS/iOS. MeshCollider will be exported as Box", colliderSource);
99
+ }
100
+ }
101
+ else {
102
+ console.warn("[USDZ] Only Box, Sphere, and Capsule colliders are supported in visionOS/iOS. Ignoring collider:", colliderSource);
103
+ }
104
+ writer.beginBlock(`def RealityKitStruct "pose"`, "{", true);
105
+ // TODO: this is used for rotating the collider, I think this isn't necessary since all the changes happen in the parent transform from needle. Not positive about this though.
106
+ writer.closeBlock("}");
107
+ writer.closeBlock("}");
108
+ writer.closeBlock("}");
109
+ });
110
+ if (colliderSources.length > 1) {
111
+ console.log("WARNING: Multiple colliders detected. visionOS / iOS can only support objects with a single collider, only exporting the first collider: ", colliderSource);
112
+ }
113
+ }
114
+ }
115
+ }
116
116
  //# sourceMappingURL=PhysicsExtension.js.map
@@ -1,3 +1,3 @@
1
- export { type UsdzBehaviour } from "./extensions/behavior/Behaviour.js";
2
- export { decompressGpuTexture, imageToCanvas, makeNameSafeForUSD, USDZExporter as NeedleUSDZExporter, USDDocument, USDObject, USDWriter, type USDZExporterContext } from "./ThreeUSDZExporter.js";
3
- export { USDZExporter } from "./USDZExporter.js";
1
+ export { type UsdzBehaviour } from "./extensions/behavior/Behaviour.js";
2
+ export { decompressGpuTexture, imageToCanvas, makeNameSafeForUSD, USDZExporter as NeedleUSDZExporter, USDDocument, USDObject, USDWriter, type USDZExporterContext } from "./ThreeUSDZExporter.js";
3
+ export { USDZExporter } from "./USDZExporter.js";
@@ -1,3 +1,3 @@
1
- export { decompressGpuTexture, imageToCanvas, makeNameSafeForUSD, USDZExporter as NeedleUSDZExporter, USDDocument, USDObject, USDWriter } from "./ThreeUSDZExporter.js";
2
- export { USDZExporter } from "./USDZExporter.js";
1
+ export { decompressGpuTexture, imageToCanvas, makeNameSafeForUSD, USDZExporter as NeedleUSDZExporter, USDDocument, USDObject, USDWriter } from "./ThreeUSDZExporter.js";
2
+ export { USDZExporter } from "./USDZExporter.js";
3
3
  //# sourceMappingURL=index.js.map
@@ -1,7 +1,7 @@
1
- import { Object3D } from "three";
2
- import type { AnimationExtension } from "../extensions/Animation.js";
3
- import type { AudioExtension } from "../extensions/behavior/AudioExtension.js";
4
- import { BehaviorModel } from "../extensions/behavior/BehavioursBuilder.js";
5
- export declare function registerAnimatorsImplictly(root: Object3D, ext: AnimationExtension): Array<Object3D>;
6
- export declare function registerAudioSourcesImplictly(root: Object3D, _ext: AudioExtension): Array<Object3D>;
7
- export declare function disableObjectsAtStart(objects: Array<Object3D>): BehaviorModel;
1
+ import { Object3D } from "three";
2
+ import type { AnimationExtension } from "../extensions/Animation.js";
3
+ import type { AudioExtension } from "../extensions/behavior/AudioExtension.js";
4
+ import { BehaviorModel } from "../extensions/behavior/BehavioursBuilder.js";
5
+ export declare function registerAnimatorsImplictly(root: Object3D, ext: AnimationExtension): Array<Object3D>;
6
+ export declare function registerAudioSourcesImplictly(root: Object3D, _ext: AudioExtension): Array<Object3D>;
7
+ export declare function disableObjectsAtStart(objects: Array<Object3D>): BehaviorModel;
@@ -1,164 +1,164 @@
1
- import { Object3D } from "three";
2
- import { getParam } from "../../../../engine/engine_utils.js";
3
- import { Animation } from "../../../Animation.js";
4
- import { Animator } from "../../../Animator.js";
5
- import { AudioSource } from "../../../AudioSource.js";
6
- import { GameObject } from "../../../Component.js";
7
- import { PlayAnimationOnClick, PlayAudioOnClick } from "../extensions/behavior/BehaviourComponents.js";
8
- import { ActionBuilder, BehaviorModel, TriggerBuilder } from "../extensions/behavior/BehavioursBuilder.js";
9
- const debug = getParam("debugusdz");
10
- export function registerAnimatorsImplictly(root, ext) {
11
- // TODO: currently we're simply appending all animations to each other.
12
- // We are not currently emitting PlayAnimation actions that would make sure
13
- // that only a specific clip or a set of clips is playing.
14
- // Better would be to scratch the functionality here entirely, and instead
15
- // inject PlayAnimationOnStart actions. This way, animations can loop independently, and
16
- // Animator state chaining would be respected out-of-the-box.
17
- // For non-QuickLook USDZ export it's still useful to have implicit registration per root.
18
- // collect animators and their clips
19
- const animationClips = [];
20
- const animators = GameObject.getComponentsInChildren(root, Animator);
21
- const animationComponents = GameObject.getComponentsInChildren(root, Animation);
22
- const animatorsWithPlayAtStart = new Array();
23
- const constructedObjects = new Array();
24
- if (ext.injectImplicitBehaviours) {
25
- // We're registering animators with implicit PlayAnimationOnClick (with hacked "start" trigger) here.
26
- for (const animator of animators) {
27
- if (!animator || !animator.runtimeAnimatorController || !animator.enabled)
28
- continue;
29
- const activeState = animator.runtimeAnimatorController.activeState;
30
- // skip missing data, empty states or motions
31
- if (!activeState)
32
- continue;
33
- if (!activeState.motion || !activeState.motion.clip)
34
- continue;
35
- if (activeState.motion.clip.tracks?.length < 1)
36
- continue;
37
- // We could skip if the current state has already ended playing
38
- // but there's an edge case where we'd do this exactly in a transition,
39
- // and also it's a bit weird when someone has watched the animation in the browser already
40
- // and then it doesn't play in AR, so this is disabled for now.
41
- // if (animator.getCurrentStateInfo()?.normalizedTime == 1) continue;
42
- if (animatorsWithPlayAtStart.includes(animator))
43
- continue;
44
- // Create a PlayAnimationOnClick component that will play the animation on start
45
- // This is a bit hacky right now (we're using the internal "start" trigger)
46
- const newComponent = new PlayAnimationOnClick();
47
- newComponent.animator = animator;
48
- newComponent.stateName = activeState.name;
49
- newComponent.trigger = "start";
50
- newComponent.name = "PlayAnimationOnClick_implicitAtStart_" + newComponent.stateName;
51
- const go = new Object3D();
52
- GameObject.addComponent(go, newComponent);
53
- constructedObjects.push(go);
54
- animatorsWithPlayAtStart.push(animator);
55
- // the behaviour can be anywhere in the hierarchy
56
- root.add(go);
57
- }
58
- // TODO add Animation handling, otherwise multi-animation files
59
- // directly loaded from GLB may glitch due to the added rest poses
60
- }
61
- else {
62
- for (const animator of animators) {
63
- if (!animator || !animator.runtimeAnimatorController || !animator.enabled)
64
- continue;
65
- if (debug)
66
- console.log(animator);
67
- const clips = [];
68
- for (const action of animator.runtimeAnimatorController.enumerateActions()) {
69
- if (debug)
70
- console.log(action);
71
- const clip = action.getClip();
72
- if (!clips.includes(clip))
73
- clips.push(clip);
74
- }
75
- animationClips.push({ root: animator.gameObject, clips: clips });
76
- }
77
- }
78
- // TODO once PlayAnimationOnClick can use animation components as well,
79
- // we can treat them the same as we treat Animators above.
80
- if (ext.injectImplicitBehaviours) {
81
- for (const animationComponent of animationComponents) {
82
- if (!animationComponent || !animationComponent.clip || !animationComponent.enabled)
83
- continue;
84
- if (!animationComponent.playAutomatically)
85
- continue;
86
- if (animatorsWithPlayAtStart.includes(animationComponent))
87
- continue;
88
- // Create a PlayAnimationOnClick component that will play the animation on start
89
- // This is a bit hacky right now (we're using the internal "start" trigger)
90
- const newComponent = new PlayAnimationOnClick();
91
- newComponent.animation = animationComponent;
92
- newComponent.stateName = animationComponent.clip.name;
93
- newComponent.trigger = "start";
94
- newComponent.name = "PlayAnimationOnClick_implicitAtStart_" + newComponent.stateName;
95
- const go = new Object3D();
96
- GameObject.addComponent(go, newComponent);
97
- constructedObjects.push(go);
98
- animatorsWithPlayAtStart.push(animationComponent);
99
- // the behaviour can be anywhere in the hierarchy
100
- root.add(go);
101
- }
102
- }
103
- else {
104
- for (const animationComponent of animationComponents) {
105
- if (debug)
106
- console.log(animationComponent);
107
- const clips = [];
108
- for (const clip of animationComponent.animations) {
109
- if (!clips.includes(clip))
110
- clips.push(clip);
111
- }
112
- animationClips.push({ root: animationComponent.gameObject, clips: clips });
113
- }
114
- }
115
- if (debug && animationClips?.length > 0)
116
- console.log("USDZ Animation Clips without behaviours", animationClips);
117
- for (const pair of animationClips) {
118
- for (const clip of pair.clips)
119
- ext.registerAnimation(pair.root, clip);
120
- }
121
- return constructedObjects;
122
- }
123
- export function registerAudioSourcesImplictly(root, _ext) {
124
- const audioSources = GameObject.getComponentsInChildren(root, AudioSource);
125
- const playAudioOnClicks = GameObject.getComponentsInChildren(root, PlayAudioOnClick);
126
- const audioWithPlayAtStart = new Array();
127
- const constructedObjects = new Array();
128
- if (debug) {
129
- console.log({ audioSources, playAudioOnClicks });
130
- }
131
- // Remove all audio sources that are already referenced from existing PlayAudioOnClick components
132
- for (const player of playAudioOnClicks) {
133
- if (!player.target)
134
- continue;
135
- const index = audioSources.indexOf(player.target);
136
- if (index > -1)
137
- audioSources.splice(index, 1);
138
- }
139
- // for the remaning ones, we want to build a PlayAudioOnClick component
140
- for (const audioSource of audioSources) {
141
- if (!audioSource || !audioSource.clip)
142
- continue;
143
- if (audioSource.volume <= 0)
144
- continue;
145
- if (audioWithPlayAtStart.includes(audioSource))
146
- continue;
147
- const newComponent = new PlayAudioOnClick();
148
- newComponent.target = audioSource;
149
- newComponent.name = "PlayAudioOnClick_implicitAtStart_";
150
- newComponent.trigger = "start";
151
- const go = new Object3D();
152
- GameObject.addComponent(go, newComponent);
153
- console.log("implicit PlayAudioOnStart", go, newComponent);
154
- constructedObjects.push(go);
155
- audioWithPlayAtStart.push(audioSource);
156
- root.add(go);
157
- }
158
- return constructedObjects;
159
- }
160
- export function disableObjectsAtStart(objects) {
161
- const newComponent = new BehaviorModel("DisableAtStart", TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(objects, 0, false));
162
- return newComponent;
163
- }
1
+ import { Object3D } from "three";
2
+ import { getParam } from "../../../../engine/engine_utils.js";
3
+ import { Animation } from "../../../Animation.js";
4
+ import { Animator } from "../../../Animator.js";
5
+ import { AudioSource } from "../../../AudioSource.js";
6
+ import { GameObject } from "../../../Component.js";
7
+ import { PlayAnimationOnClick, PlayAudioOnClick } from "../extensions/behavior/BehaviourComponents.js";
8
+ import { ActionBuilder, BehaviorModel, TriggerBuilder } from "../extensions/behavior/BehavioursBuilder.js";
9
+ const debug = getParam("debugusdz");
10
+ export function registerAnimatorsImplictly(root, ext) {
11
+ // TODO: currently we're simply appending all animations to each other.
12
+ // We are not currently emitting PlayAnimation actions that would make sure
13
+ // that only a specific clip or a set of clips is playing.
14
+ // Better would be to scratch the functionality here entirely, and instead
15
+ // inject PlayAnimationOnStart actions. This way, animations can loop independently, and
16
+ // Animator state chaining would be respected out-of-the-box.
17
+ // For non-QuickLook USDZ export it's still useful to have implicit registration per root.
18
+ // collect animators and their clips
19
+ const animationClips = [];
20
+ const animators = GameObject.getComponentsInChildren(root, Animator);
21
+ const animationComponents = GameObject.getComponentsInChildren(root, Animation);
22
+ const animatorsWithPlayAtStart = new Array();
23
+ const constructedObjects = new Array();
24
+ if (ext.injectImplicitBehaviours) {
25
+ // We're registering animators with implicit PlayAnimationOnClick (with hacked "start" trigger) here.
26
+ for (const animator of animators) {
27
+ if (!animator || !animator.runtimeAnimatorController || !animator.enabled)
28
+ continue;
29
+ const activeState = animator.runtimeAnimatorController.activeState;
30
+ // skip missing data, empty states or motions
31
+ if (!activeState)
32
+ continue;
33
+ if (!activeState.motion || !activeState.motion.clip)
34
+ continue;
35
+ if (activeState.motion.clip.tracks?.length < 1)
36
+ continue;
37
+ // We could skip if the current state has already ended playing
38
+ // but there's an edge case where we'd do this exactly in a transition,
39
+ // and also it's a bit weird when someone has watched the animation in the browser already
40
+ // and then it doesn't play in AR, so this is disabled for now.
41
+ // if (animator.getCurrentStateInfo()?.normalizedTime == 1) continue;
42
+ if (animatorsWithPlayAtStart.includes(animator))
43
+ continue;
44
+ // Create a PlayAnimationOnClick component that will play the animation on start
45
+ // This is a bit hacky right now (we're using the internal "start" trigger)
46
+ const newComponent = new PlayAnimationOnClick();
47
+ newComponent.animator = animator;
48
+ newComponent.stateName = activeState.name;
49
+ newComponent.trigger = "start";
50
+ newComponent.name = "PlayAnimationOnClick_implicitAtStart_" + newComponent.stateName;
51
+ const go = new Object3D();
52
+ GameObject.addComponent(go, newComponent);
53
+ constructedObjects.push(go);
54
+ animatorsWithPlayAtStart.push(animator);
55
+ // the behaviour can be anywhere in the hierarchy
56
+ root.add(go);
57
+ }
58
+ // TODO add Animation handling, otherwise multi-animation files
59
+ // directly loaded from GLB may glitch due to the added rest poses
60
+ }
61
+ else {
62
+ for (const animator of animators) {
63
+ if (!animator || !animator.runtimeAnimatorController || !animator.enabled)
64
+ continue;
65
+ if (debug)
66
+ console.log(animator);
67
+ const clips = [];
68
+ for (const action of animator.runtimeAnimatorController.enumerateActions()) {
69
+ if (debug)
70
+ console.log(action);
71
+ const clip = action.getClip();
72
+ if (!clips.includes(clip))
73
+ clips.push(clip);
74
+ }
75
+ animationClips.push({ root: animator.gameObject, clips: clips });
76
+ }
77
+ }
78
+ // TODO once PlayAnimationOnClick can use animation components as well,
79
+ // we can treat them the same as we treat Animators above.
80
+ if (ext.injectImplicitBehaviours) {
81
+ for (const animationComponent of animationComponents) {
82
+ if (!animationComponent || !animationComponent.clip || !animationComponent.enabled)
83
+ continue;
84
+ if (!animationComponent.playAutomatically)
85
+ continue;
86
+ if (animatorsWithPlayAtStart.includes(animationComponent))
87
+ continue;
88
+ // Create a PlayAnimationOnClick component that will play the animation on start
89
+ // This is a bit hacky right now (we're using the internal "start" trigger)
90
+ const newComponent = new PlayAnimationOnClick();
91
+ newComponent.animation = animationComponent;
92
+ newComponent.stateName = animationComponent.clip.name;
93
+ newComponent.trigger = "start";
94
+ newComponent.name = "PlayAnimationOnClick_implicitAtStart_" + newComponent.stateName;
95
+ const go = new Object3D();
96
+ GameObject.addComponent(go, newComponent);
97
+ constructedObjects.push(go);
98
+ animatorsWithPlayAtStart.push(animationComponent);
99
+ // the behaviour can be anywhere in the hierarchy
100
+ root.add(go);
101
+ }
102
+ }
103
+ else {
104
+ for (const animationComponent of animationComponents) {
105
+ if (debug)
106
+ console.log(animationComponent);
107
+ const clips = [];
108
+ for (const clip of animationComponent.animations) {
109
+ if (!clips.includes(clip))
110
+ clips.push(clip);
111
+ }
112
+ animationClips.push({ root: animationComponent.gameObject, clips: clips });
113
+ }
114
+ }
115
+ if (debug && animationClips?.length > 0)
116
+ console.log("USDZ Animation Clips without behaviours", animationClips);
117
+ for (const pair of animationClips) {
118
+ for (const clip of pair.clips)
119
+ ext.registerAnimation(pair.root, clip);
120
+ }
121
+ return constructedObjects;
122
+ }
123
+ export function registerAudioSourcesImplictly(root, _ext) {
124
+ const audioSources = GameObject.getComponentsInChildren(root, AudioSource);
125
+ const playAudioOnClicks = GameObject.getComponentsInChildren(root, PlayAudioOnClick);
126
+ const audioWithPlayAtStart = new Array();
127
+ const constructedObjects = new Array();
128
+ if (debug) {
129
+ console.log({ audioSources, playAudioOnClicks });
130
+ }
131
+ // Remove all audio sources that are already referenced from existing PlayAudioOnClick components
132
+ for (const player of playAudioOnClicks) {
133
+ if (!player.target)
134
+ continue;
135
+ const index = audioSources.indexOf(player.target);
136
+ if (index > -1)
137
+ audioSources.splice(index, 1);
138
+ }
139
+ // for the remaning ones, we want to build a PlayAudioOnClick component
140
+ for (const audioSource of audioSources) {
141
+ if (!audioSource || !audioSource.clip)
142
+ continue;
143
+ if (audioSource.volume <= 0)
144
+ continue;
145
+ if (audioWithPlayAtStart.includes(audioSource))
146
+ continue;
147
+ const newComponent = new PlayAudioOnClick();
148
+ newComponent.target = audioSource;
149
+ newComponent.name = "PlayAudioOnClick_implicitAtStart_";
150
+ newComponent.trigger = "start";
151
+ const go = new Object3D();
152
+ GameObject.addComponent(go, newComponent);
153
+ console.log("implicit PlayAudioOnStart", go, newComponent);
154
+ constructedObjects.push(go);
155
+ audioWithPlayAtStart.push(audioSource);
156
+ root.add(go);
157
+ }
158
+ return constructedObjects;
159
+ }
160
+ export function disableObjectsAtStart(objects) {
161
+ const newComponent = new BehaviorModel("DisableAtStart", TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(objects, 0, false));
162
+ return newComponent;
163
+ }
164
164
  //# sourceMappingURL=animationutils.js.map
@@ -1,2 +1,2 @@
1
- import { Context } from "../../../../engine/engine_setup.js";
2
- export declare function ensureQuicklookLinkIsCreated(context: Context, supportsQuickLook: boolean): HTMLAnchorElement;
1
+ import { Context } from "../../../../engine/engine_setup.js";
2
+ export declare function ensureQuicklookLinkIsCreated(context: Context, supportsQuickLook: boolean): HTMLAnchorElement;