@needle-tools/engine 4.5.0-alpha.6 → 4.5.0

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 (1070) hide show
  1. package/CHANGELOG.md +3729 -3729
  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-17f4eeec.light.js → needle-engine.bundle-0293e87a.light.js} +689 -690
  6. package/dist/{needle-engine.bundle-49c948a1.light.min.js → needle-engine.bundle-1679a09a.light.min.js} +3 -3
  7. package/dist/{needle-engine.bundle-12ffa86b.light.umd.cjs → needle-engine.bundle-2f187b48.light.umd.cjs} +5 -5
  8. package/dist/{needle-engine.bundle-a8ee7980.umd.cjs → needle-engine.bundle-4366d297.umd.cjs} +5 -5
  9. package/dist/{needle-engine.bundle-0e1129e3.min.js → needle-engine.bundle-4e21a0eb.min.js} +3 -3
  10. package/dist/{needle-engine.bundle-dd25a467.js → needle-engine.bundle-8e64768b.js} +9 -10
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.js +2 -2
  13. package/dist/needle-engine.light.d.ts +129 -130
  14. package/dist/needle-engine.light.js +2 -2
  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/lib/asap/needle-asap.d.ts +1 -1
  20. package/lib/asap/needle-asap.js +95 -95
  21. package/lib/asap/sessiongranted.d.ts +3 -3
  22. package/lib/asap/sessiongranted.js +65 -65
  23. package/lib/asap/utils.d.ts +1 -1
  24. package/lib/asap/utils.js +3 -3
  25. package/lib/engine/analytics/index.d.ts +6 -6
  26. package/lib/engine/analytics/index.js +12 -12
  27. package/lib/engine/analytics/lcp.d.ts +3 -3
  28. package/lib/engine/analytics/lcp.js +34 -34
  29. package/lib/engine/api.d.ts +82 -82
  30. package/lib/engine/api.js +81 -81
  31. package/lib/engine/api.js.map +1 -1
  32. package/lib/engine/assets/index.d.ts +11 -11
  33. package/lib/engine/assets/index.js +47 -47
  34. package/lib/engine/assets/static.d.ts +1 -1
  35. package/lib/engine/assets/static.js +4 -4
  36. package/lib/engine/codegen/register_types.d.ts +1 -1
  37. package/lib/engine/codegen/register_types.js +300 -300
  38. package/lib/engine/debug/debug.d.ts +15 -15
  39. package/lib/engine/debug/debug.js +44 -44
  40. package/lib/engine/debug/debug_console.d.ts +2 -2
  41. package/lib/engine/debug/debug_console.js +307 -307
  42. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  43. package/lib/engine/debug/debug_overlay.js +316 -316
  44. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  45. package/lib/engine/debug/debug_spatial_console.js +390 -390
  46. package/lib/engine/debug/index.d.ts +2 -2
  47. package/lib/engine/debug/index.js +2 -2
  48. package/lib/engine/engine.d.ts +4 -0
  49. package/lib/engine/engine.js +12 -0
  50. package/lib/engine/engine.js.map +1 -0
  51. package/lib/engine/engine_addressables.d.ts +166 -166
  52. package/lib/engine/engine_addressables.js +608 -608
  53. package/lib/engine/engine_animation.d.ts +43 -43
  54. package/lib/engine/engine_animation.js +133 -133
  55. package/lib/engine/engine_application.d.ts +45 -45
  56. package/lib/engine/engine_application.js +104 -104
  57. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  58. package/lib/engine/engine_assetdatabase.js +344 -344
  59. package/lib/engine/engine_audio.d.ts +4 -4
  60. package/lib/engine/engine_audio.js +23 -23
  61. package/lib/engine/engine_camera.d.ts +13 -13
  62. package/lib/engine/engine_camera.js +30 -30
  63. package/lib/engine/engine_components.d.ts +110 -110
  64. package/lib/engine/engine_components.js +374 -374
  65. package/lib/engine/engine_components_internal.d.ts +9 -9
  66. package/lib/engine/engine_components_internal.js +36 -36
  67. package/lib/engine/engine_constants.d.ts +10 -10
  68. package/lib/engine/engine_constants.js +41 -41
  69. package/lib/engine/engine_context.d.ts +472 -472
  70. package/lib/engine/engine_context.js +1664 -1664
  71. package/lib/engine/engine_context_registry.d.ts +71 -71
  72. package/lib/engine/engine_context_registry.js +117 -117
  73. package/lib/engine/engine_coroutine.d.ts +35 -35
  74. package/lib/engine/engine_coroutine.js +52 -52
  75. package/lib/engine/engine_create_objects.d.ts +118 -118
  76. package/lib/engine/engine_create_objects.js +308 -308
  77. package/lib/engine/engine_default_parameters.d.ts +2 -2
  78. package/lib/engine/engine_default_parameters.js +3 -3
  79. package/lib/engine/engine_editor-sync.d.ts +21 -21
  80. package/lib/engine/engine_editor-sync.js +4 -4
  81. package/lib/engine/engine_element.d.ts +113 -113
  82. package/lib/engine/engine_element.js +832 -832
  83. package/lib/engine/engine_element_attributes.d.ts +72 -72
  84. package/lib/engine/engine_element_attributes.js +1 -1
  85. package/lib/engine/engine_element_extras.d.ts +6 -6
  86. package/lib/engine/engine_element_extras.js +13 -13
  87. package/lib/engine/engine_element_loading.d.ts +44 -44
  88. package/lib/engine/engine_element_loading.js +349 -349
  89. package/lib/engine/engine_element_overlay.d.ts +21 -21
  90. package/lib/engine/engine_element_overlay.js +166 -166
  91. package/lib/engine/engine_fileloader.d.ts +2 -2
  92. package/lib/engine/engine_fileloader.js +8 -8
  93. package/lib/engine/engine_gameobject.d.ts +68 -68
  94. package/lib/engine/engine_gameobject.js +596 -596
  95. package/lib/engine/engine_generic_utils.d.ts +1 -1
  96. package/lib/engine/engine_generic_utils.js +13 -13
  97. package/lib/engine/engine_gizmos.d.ts +149 -149
  98. package/lib/engine/engine_gizmos.js +530 -530
  99. package/lib/engine/engine_gltf.d.ts +12 -12
  100. package/lib/engine/engine_gltf.js +15 -15
  101. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  102. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  103. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  104. package/lib/engine/engine_hot_reload.d.ts +8 -8
  105. package/lib/engine/engine_hot_reload.js +197 -197
  106. package/lib/engine/engine_input.d.ts +362 -362
  107. package/lib/engine/engine_input.js +1294 -1294
  108. package/lib/engine/engine_input_utils.d.ts +2 -2
  109. package/lib/engine/engine_input_utils.js +22 -22
  110. package/lib/engine/engine_instancing.d.ts +19 -19
  111. package/lib/engine/engine_instancing.js +39 -39
  112. package/lib/engine/engine_license.d.ts +11 -11
  113. package/lib/engine/engine_license.js +361 -361
  114. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  115. package/lib/engine/engine_lifecycle_api.js +106 -106
  116. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  117. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  118. package/lib/engine/engine_lightdata.d.ts +23 -23
  119. package/lib/engine/engine_lightdata.js +91 -91
  120. package/lib/engine/engine_loaders.callbacks.d.ts +96 -96
  121. package/lib/engine/engine_loaders.callbacks.js +85 -85
  122. package/lib/engine/engine_loaders.callbacks.js.map +1 -1
  123. package/lib/engine/engine_loaders.d.ts +48 -48
  124. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  125. package/lib/engine/engine_loaders.gltf.js +62 -62
  126. package/lib/engine/engine_loaders.js +335 -335
  127. package/lib/engine/engine_loaders.js.map +1 -1
  128. package/lib/engine/engine_lods.d.ts +31 -31
  129. package/lib/engine/engine_lods.js +146 -146
  130. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  131. package/lib/engine/engine_mainloop_utils.js +466 -466
  132. package/lib/engine/engine_math.d.ts +114 -114
  133. package/lib/engine/engine_math.js +247 -247
  134. package/lib/engine/engine_modules.d.ts +36 -36
  135. package/lib/engine/engine_modules.js +85 -85
  136. package/lib/engine/engine_networking.d.ts +260 -260
  137. package/lib/engine/engine_networking.js +764 -764
  138. package/lib/engine/engine_networking_auto.d.ts +24 -24
  139. package/lib/engine/engine_networking_auto.js +310 -310
  140. package/lib/engine/engine_networking_blob.d.ts +48 -48
  141. package/lib/engine/engine_networking_blob.js +228 -228
  142. package/lib/engine/engine_networking_files.d.ts +35 -35
  143. package/lib/engine/engine_networking_files.js +172 -172
  144. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  145. package/lib/engine/engine_networking_files_default_components.js +42 -42
  146. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  147. package/lib/engine/engine_networking_instantiate.js +345 -345
  148. package/lib/engine/engine_networking_peer.d.ts +15 -15
  149. package/lib/engine/engine_networking_peer.js +132 -132
  150. package/lib/engine/engine_networking_streams.d.ts +123 -123
  151. package/lib/engine/engine_networking_streams.js +645 -645
  152. package/lib/engine/engine_networking_types.d.ts +22 -22
  153. package/lib/engine/engine_networking_types.js +7 -7
  154. package/lib/engine/engine_networking_utils.d.ts +2 -2
  155. package/lib/engine/engine_networking_utils.js +20 -20
  156. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  157. package/lib/engine/engine_networking_websocket.js +2 -2
  158. package/lib/engine/engine_patcher.d.ts +10 -10
  159. package/lib/engine/engine_patcher.js +142 -142
  160. package/lib/engine/engine_physics.d.ts +152 -152
  161. package/lib/engine/engine_physics.js +645 -645
  162. package/lib/engine/engine_physics.types.d.ts +40 -40
  163. package/lib/engine/engine_physics.types.js +33 -33
  164. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  165. package/lib/engine/engine_physics_rapier.js +1433 -1433
  166. package/lib/engine/engine_playerview.d.ts +26 -26
  167. package/lib/engine/engine_playerview.js +64 -64
  168. package/lib/engine/engine_scenelighting.d.ts +71 -71
  169. package/lib/engine/engine_scenelighting.js +226 -226
  170. package/lib/engine/engine_scenetools.d.ts +50 -62
  171. package/lib/engine/engine_scenetools.js +321 -336
  172. package/lib/engine/engine_scenetools.js.map +1 -1
  173. package/lib/engine/engine_serialization.d.ts +3 -3
  174. package/lib/engine/engine_serialization.js +3 -3
  175. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  176. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  177. package/lib/engine/engine_serialization_core.d.ts +85 -85
  178. package/lib/engine/engine_serialization_core.js +606 -606
  179. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  180. package/lib/engine/engine_serialization_decorator.js +66 -66
  181. package/lib/engine/engine_setup.d.ts +1 -1
  182. package/lib/engine/engine_setup.js +2 -2
  183. package/lib/engine/engine_shaders.d.ts +53 -53
  184. package/lib/engine/engine_shaders.js +252 -252
  185. package/lib/engine/engine_shims.d.ts +4 -4
  186. package/lib/engine/engine_shims.js +24 -24
  187. package/lib/engine/engine_test_utils.d.ts +39 -39
  188. package/lib/engine/engine_test_utils.js +83 -83
  189. package/lib/engine/engine_texture.d.ts +28 -28
  190. package/lib/engine/engine_texture.js +64 -64
  191. package/lib/engine/engine_three_utils.d.ts +201 -201
  192. package/lib/engine/engine_three_utils.js +731 -731
  193. package/lib/engine/engine_time.d.ts +51 -51
  194. package/lib/engine/engine_time.js +82 -82
  195. package/lib/engine/engine_time_utils.d.ts +88 -88
  196. package/lib/engine/engine_time_utils.js +215 -215
  197. package/lib/engine/engine_tonemapping.d.ts +2 -2
  198. package/lib/engine/engine_tonemapping.js +194 -194
  199. package/lib/engine/engine_types.d.ts +578 -578
  200. package/lib/engine/engine_types.js +95 -95
  201. package/lib/engine/engine_typestore.d.ts +28 -28
  202. package/lib/engine/engine_typestore.js +55 -55
  203. package/lib/engine/engine_util_decorator.d.ts +13 -13
  204. package/lib/engine/engine_util_decorator.js +116 -116
  205. package/lib/engine/engine_utils.d.ts +266 -266
  206. package/lib/engine/engine_utils.js +878 -878
  207. package/lib/engine/engine_utils_format.d.ts +23 -23
  208. package/lib/engine/engine_utils_format.js +212 -212
  209. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  210. package/lib/engine/engine_utils_screenshot.js +513 -513
  211. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  212. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  213. package/lib/engine/engine_web_api.d.ts +12 -0
  214. package/lib/engine/engine_web_api.js +113 -0
  215. package/lib/engine/engine_web_api.js.map +1 -0
  216. package/lib/engine/engine_xr.d.ts +1 -1
  217. package/lib/engine/engine_xr.js +1 -1
  218. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  219. package/lib/engine/export/gltf/Writers.js +24 -24
  220. package/lib/engine/export/gltf/index.d.ts +11 -11
  221. package/lib/engine/export/gltf/index.js +123 -123
  222. package/lib/engine/export/index.d.ts +2 -2
  223. package/lib/engine/export/index.js +2 -2
  224. package/lib/engine/export/state.d.ts +7 -7
  225. package/lib/engine/export/state.js +17 -17
  226. package/lib/engine/export/utils.d.ts +2 -2
  227. package/lib/engine/export/utils.js +7 -7
  228. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  229. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  230. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  231. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  232. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  233. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  234. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  235. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  236. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  237. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  238. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  239. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  240. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  241. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  242. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  243. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  244. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  245. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  246. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  247. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  248. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  249. package/lib/engine/extensions/extension_resolver.js +1 -1
  250. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  251. package/lib/engine/extensions/extension_utils.js +152 -152
  252. package/lib/engine/extensions/extensions.d.ts +32 -32
  253. package/lib/engine/extensions/extensions.js +107 -107
  254. package/lib/engine/extensions/index.d.ts +6 -6
  255. package/lib/engine/extensions/index.js +6 -6
  256. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  257. package/lib/engine/extensions/usage_tracker.js +65 -65
  258. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  259. package/lib/engine/js-extensions/Camera.js +39 -39
  260. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  261. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  262. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  263. package/lib/engine/js-extensions/Layers.js +22 -22
  264. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  265. package/lib/engine/js-extensions/Object3D.js +136 -136
  266. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  267. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  268. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  269. package/lib/engine/js-extensions/Vector.js +13 -13
  270. package/lib/engine/js-extensions/index.d.ts +5 -5
  271. package/lib/engine/js-extensions/index.js +5 -5
  272. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  273. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  274. package/lib/engine/shaders/shaderData.d.ts +55 -55
  275. package/lib/engine/shaders/shaderData.js +58 -58
  276. package/lib/engine/tests/test_utils.d.ts +2 -2
  277. package/lib/engine/tests/test_utils.js +53 -53
  278. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  279. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  280. package/lib/engine/webcomponents/api.d.ts +5 -5
  281. package/lib/engine/webcomponents/api.js +4 -4
  282. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  283. package/lib/engine/webcomponents/buttons.js +263 -263
  284. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  285. package/lib/engine/webcomponents/fonts.js +32 -32
  286. package/lib/engine/webcomponents/icons.d.ts +9 -9
  287. package/lib/engine/webcomponents/icons.js +52 -52
  288. package/lib/engine/webcomponents/index.d.ts +1 -1
  289. package/lib/engine/webcomponents/index.js +1 -1
  290. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  291. package/lib/engine/webcomponents/logo-element.js +67 -67
  292. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  293. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  294. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  295. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  296. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  297. package/lib/engine/webcomponents/needle-button.js +161 -161
  298. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  299. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  300. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  301. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  302. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  303. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  304. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  305. package/lib/engine/webcomponents/needle-engine.js +831 -831
  306. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  307. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  308. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  309. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  310. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  311. package/lib/engine/xr/NeedleXRSession.js +1448 -1448
  312. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  313. package/lib/engine/xr/NeedleXRSync.js +188 -188
  314. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  315. package/lib/engine/xr/SceneTransition.js +69 -69
  316. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  317. package/lib/engine/xr/TempXRContext.js +187 -187
  318. package/lib/engine/xr/XRRig.d.ts +7 -7
  319. package/lib/engine/xr/XRRig.js +1 -1
  320. package/lib/engine/xr/api.d.ts +6 -6
  321. package/lib/engine/xr/api.js +6 -6
  322. package/lib/engine/xr/events.d.ts +66 -66
  323. package/lib/engine/xr/events.js +93 -93
  324. package/lib/engine/xr/internal.d.ts +12 -12
  325. package/lib/engine/xr/internal.js +25 -25
  326. package/lib/engine/xr/usdz.d.ts +12 -12
  327. package/lib/engine/xr/usdz.js +29 -29
  328. package/lib/engine/xr/utils.d.ts +11 -11
  329. package/lib/engine/xr/utils.js +34 -34
  330. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  331. package/lib/engine-components/AlignmentConstraint.js +39 -39
  332. package/lib/engine-components/Animation.d.ts +156 -156
  333. package/lib/engine-components/Animation.js +508 -508
  334. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  335. package/lib/engine-components/AnimationCurve.js +159 -159
  336. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  337. package/lib/engine-components/AnimationUtils.js +27 -27
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  1011. package/src/engine-components/utils/LookAt.ts +88 -88
  1012. package/src/engine-components/utils/OpenURL.ts +114 -114
  1013. package/src/engine-components/webxr/Avatar.ts +265 -265
  1014. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1015. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1016. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1017. package/src/engine-components/webxr/WebXR.ts +585 -585
  1018. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1019. package/src/engine-components/webxr/WebXRImageTracking.ts +518 -518
  1020. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1021. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1022. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1023. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1024. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1025. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1026. package/src/engine-components/webxr/index.ts +2 -2
  1027. package/src/engine-components/webxr/types.ts +3 -3
  1028. package/src/engine-components-experimental/Presentation.ts +12 -12
  1029. package/src/engine-components-experimental/api.ts +4 -4
  1030. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1031. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1032. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1033. package/src/engine-schemes/README.md +1 -1
  1034. package/src/engine-schemes/api.ts +12 -12
  1035. package/src/engine-schemes/dist/api.js +17 -0
  1036. package/src/engine-schemes/dist/api.js.meta +7 -0
  1037. package/src/engine-schemes/dist/schemes.js +25 -0
  1038. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1039. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1040. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1041. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1042. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1043. package/src/engine-schemes/dist/transform.js +46 -0
  1044. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec2.js +32 -0
  1046. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vec3.js +36 -0
  1048. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1049. package/src/engine-schemes/dist/vec4.js +40 -0
  1050. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1051. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1052. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1053. package/src/engine-schemes/schemes.ts +28 -28
  1054. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1055. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1056. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1057. package/src/engine-schemes/transform.ts +50 -50
  1058. package/src/engine-schemes/transforms.fbs +25 -25
  1059. package/src/engine-schemes/vec.fbs +19 -19
  1060. package/src/engine-schemes/vec2.ts +33 -33
  1061. package/src/engine-schemes/vec3.ts +38 -38
  1062. package/src/engine-schemes/vec4.ts +43 -43
  1063. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1064. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1065. package/src/include/draco/draco_decoder.js +34 -34
  1066. package/src/include/ktx2/basis_transcoder.js +21 -21
  1067. package/src/include/needle/arial-msdf.json +1471 -1471
  1068. package/src/include/three/DragControls.js +231 -231
  1069. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1070. package/src/needle-engine.ts +70 -70
@@ -1,7 +1,7 @@
1
- import { Object3D } from "three";
2
- import type { IUSDExporterExtension } from "../../Extension.js";
3
- import { USDObject, USDZExporterContext } from "../../ThreeUSDZExporter.js";
4
- export declare class PhysicsExtension implements IUSDExporterExtension {
5
- get extensionName(): string;
6
- onExportObject?(object: Object3D, model: USDObject, _context: USDZExporterContext): void;
7
- }
1
+ import { Object3D } from "three";
2
+ import type { IUSDExporterExtension } from "../../Extension.js";
3
+ import { USDObject, USDZExporterContext } from "../../ThreeUSDZExporter.js";
4
+ export declare class PhysicsExtension implements IUSDExporterExtension {
5
+ get extensionName(): string;
6
+ onExportObject?(object: Object3D, model: USDObject, _context: USDZExporterContext): void;
7
+ }
@@ -1,116 +1,116 @@
1
- import { BoxCollider, CapsuleCollider, Collider, MeshCollider, SphereCollider } from "../../../../Collider.js";
2
- import { GameObject } from "../../../../Component.js";
3
- import { Rigidbody } from "../../../../RigidBody.js";
4
- export class PhysicsExtension {
5
- get extensionName() { return "Physics"; }
6
- onExportObject(object, model, _context) {
7
- const rigidBodySources = GameObject.getComponents(object, Rigidbody).filter(c => c.enabled);
8
- // no triggers supported for now; large trigger areas seem to break VisionOS since they're still interactable and block OS UI
9
- const colliderSources = GameObject.getComponents(object, Collider).filter(c => c.enabled && !c.isTrigger);
10
- let rigidBody = rigidBodySources.length > 0 ? rigidBodySources[0] : null;
11
- const colliderSource = colliderSources.length > 0 ? colliderSources[0] : null;
12
- // we still need a RigidBody component for the object to participate in physics;
13
- // with only a Collider component it can only serve as trigger
14
- // see https://developer.apple.com/documentation/realitykit/collisioncomponent#overview
15
- let temporaryRigidbody = undefined;
16
- if (colliderSource && !rigidBody) {
17
- rigidBody = new Rigidbody();
18
- rigidBody.isKinematic = true;
19
- temporaryRigidbody = rigidBody;
20
- }
21
- if (rigidBody) {
22
- model.addEventListener('serialize', (writer, _context) => {
23
- if (!rigidBody)
24
- return;
25
- writer.appendLine();
26
- writer.beginBlock(`def RealityKitComponent "RigidBody"`, "{", true);
27
- // Gravity is enabled by default
28
- if (!rigidBody.useGravity) {
29
- writer.appendLine(`bool gravityEnabled = 0`);
30
- }
31
- writer.appendLine(`uniform token info:id = "RealityKit.RigidBody"`);
32
- if (rigidBody.isKinematic) {
33
- writer.appendLine(`token motionType = "Kinematic"`);
34
- }
35
- writer.beginBlock(`def RealityKitStruct "massFrame"`, "{", true);
36
- writer.appendLine(`float m_mass = ${rigidBody.mass}`);
37
- writer.beginBlock(`def RealityKitStruct "m_pose"`, "{", true);
38
- /* TODO: Apple has a concept of center of mass orientation, not sure what that means here or what an equivalent mapping would be */
39
- writer.appendLine(`float3 position = (${rigidBody.centerOfMass.x}, ${rigidBody.centerOfMass.y}, ${rigidBody.centerOfMass.z})`);
40
- writer.closeBlock("}");
41
- writer.closeBlock("}");
42
- if (colliderSources.length > 0) {
43
- const colliderSource = colliderSources[0];
44
- writer.beginBlock(`def RealityKitStruct "material"`, "{", true);
45
- const mat = colliderSource.sharedMaterial;
46
- if (mat && mat.dynamicFriction !== undefined)
47
- writer.appendLine(`double dynamicFriction = ${colliderSource.sharedMaterial?.dynamicFriction}`);
48
- if (mat && mat.bounciness !== undefined)
49
- writer.appendLine(`double restitution = ${colliderSource.sharedMaterial?.bounciness}`);
50
- // eslint-disable-next-line deprecation/deprecation
51
- if (mat && mat.staticFriction !== undefined)
52
- // eslint-disable-next-line deprecation/deprecation
53
- writer.appendLine(`double staticFriction = ${colliderSource.sharedMaterial?.staticFriction}`);
54
- writer.closeBlock("}");
55
- }
56
- writer.closeBlock("}");
57
- });
58
- }
59
- if (colliderSource) {
60
- // TODO: Apple only allows one collider, Unity allows many, are many typically used on each object though? What can we do here? combine them? take the first?
61
- model.addEventListener('serialize', (writer, _context) => {
62
- writer.beginBlock(`def RealityKitComponent "Collider"`, "{", true);
63
- // TODO: a group is needed for collisions, not sure what this controls though
64
- writer.appendLine(`uint group = 1`);
65
- writer.appendLine(`uniform token info:id = "RealityKit.Collider"`);
66
- // TODO: a mask is needed for collisions, this is the max value for int, possibly collision flags but i'm not sure what each bit means, or if we have that exported info from unity
67
- // This is coming from RealityComposerPro
68
- writer.appendLine(`uint mask = 4294967295`);
69
- const isTrigger = colliderSource.isTrigger; // not currently used, see comment above
70
- const typeName = isTrigger ? "Trigger" : "Default";
71
- writer.appendLine(`token type = "${typeName}"`);
72
- writer.beginBlock(`def RealityKitStruct "Shape"`, "{", true);
73
- if (colliderSource instanceof SphereCollider) {
74
- const sphereCollider = colliderSource;
75
- writer.appendLine(`token shapeType = "Sphere"`);
76
- writer.appendLine(`float radius = ${sphereCollider.radius}`);
77
- }
78
- else if (colliderSource instanceof BoxCollider) {
79
- const boxCollider = colliderSource;
80
- writer.appendLine(`token shapeType = "Box"`);
81
- writer.appendLine(`float3 extent = (${boxCollider.size.x}, ${boxCollider.size.y}, ${boxCollider.size.z})`);
82
- }
83
- else if (colliderSource instanceof CapsuleCollider) {
84
- const capsuleCollider = colliderSource;
85
- writer.appendLine(`token shapeType = "Capsule"`);
86
- writer.appendLine(`float radius = ${capsuleCollider.radius}`);
87
- writer.appendLine(`float height = ${capsuleCollider.height}`);
88
- }
89
- else if (colliderSource instanceof MeshCollider && colliderSource.sharedMesh?.geometry) {
90
- // get the bounds of the mesh
91
- const geo = colliderSource.sharedMesh.geometry;
92
- if (!geo.boundingBox)
93
- geo.computeBoundingBox();
94
- const box = colliderSource.sharedMesh.geometry.boundingBox;
95
- if (box) {
96
- writer.appendLine(`token shapeType = "Box"`);
97
- writer.appendLine(`float3 extent = (${box.max.x - box.min.x}, ${box.max.y - box.min.y}, ${box.max.z - box.min.z})`);
98
- console.log("[USDZ] Only Box, Sphere, and Capsule colliders are supported in visionOS/iOS. MeshCollider will be exported as Box", colliderSource);
99
- }
100
- }
101
- else {
102
- console.warn("[USDZ] Only Box, Sphere, and Capsule colliders are supported in visionOS/iOS. Ignoring collider:", colliderSource);
103
- }
104
- writer.beginBlock(`def RealityKitStruct "pose"`, "{", true);
105
- // TODO: this is used for rotating the collider, I think this isn't necessary since all the changes happen in the parent transform from needle. Not positive about this though.
106
- writer.closeBlock("}");
107
- writer.closeBlock("}");
108
- writer.closeBlock("}");
109
- });
110
- if (colliderSources.length > 1) {
111
- console.log("WARNING: Multiple colliders detected. visionOS / iOS can only support objects with a single collider, only exporting the first collider: ", colliderSource);
112
- }
113
- }
114
- }
115
- }
1
+ import { BoxCollider, CapsuleCollider, Collider, MeshCollider, SphereCollider } from "../../../../Collider.js";
2
+ import { GameObject } from "../../../../Component.js";
3
+ import { Rigidbody } from "../../../../RigidBody.js";
4
+ export class PhysicsExtension {
5
+ get extensionName() { return "Physics"; }
6
+ onExportObject(object, model, _context) {
7
+ const rigidBodySources = GameObject.getComponents(object, Rigidbody).filter(c => c.enabled);
8
+ // no triggers supported for now; large trigger areas seem to break VisionOS since they're still interactable and block OS UI
9
+ const colliderSources = GameObject.getComponents(object, Collider).filter(c => c.enabled && !c.isTrigger);
10
+ let rigidBody = rigidBodySources.length > 0 ? rigidBodySources[0] : null;
11
+ const colliderSource = colliderSources.length > 0 ? colliderSources[0] : null;
12
+ // we still need a RigidBody component for the object to participate in physics;
13
+ // with only a Collider component it can only serve as trigger
14
+ // see https://developer.apple.com/documentation/realitykit/collisioncomponent#overview
15
+ let temporaryRigidbody = undefined;
16
+ if (colliderSource && !rigidBody) {
17
+ rigidBody = new Rigidbody();
18
+ rigidBody.isKinematic = true;
19
+ temporaryRigidbody = rigidBody;
20
+ }
21
+ if (rigidBody) {
22
+ model.addEventListener('serialize', (writer, _context) => {
23
+ if (!rigidBody)
24
+ return;
25
+ writer.appendLine();
26
+ writer.beginBlock(`def RealityKitComponent "RigidBody"`, "{", true);
27
+ // Gravity is enabled by default
28
+ if (!rigidBody.useGravity) {
29
+ writer.appendLine(`bool gravityEnabled = 0`);
30
+ }
31
+ writer.appendLine(`uniform token info:id = "RealityKit.RigidBody"`);
32
+ if (rigidBody.isKinematic) {
33
+ writer.appendLine(`token motionType = "Kinematic"`);
34
+ }
35
+ writer.beginBlock(`def RealityKitStruct "massFrame"`, "{", true);
36
+ writer.appendLine(`float m_mass = ${rigidBody.mass}`);
37
+ writer.beginBlock(`def RealityKitStruct "m_pose"`, "{", true);
38
+ /* TODO: Apple has a concept of center of mass orientation, not sure what that means here or what an equivalent mapping would be */
39
+ writer.appendLine(`float3 position = (${rigidBody.centerOfMass.x}, ${rigidBody.centerOfMass.y}, ${rigidBody.centerOfMass.z})`);
40
+ writer.closeBlock("}");
41
+ writer.closeBlock("}");
42
+ if (colliderSources.length > 0) {
43
+ const colliderSource = colliderSources[0];
44
+ writer.beginBlock(`def RealityKitStruct "material"`, "{", true);
45
+ const mat = colliderSource.sharedMaterial;
46
+ if (mat && mat.dynamicFriction !== undefined)
47
+ writer.appendLine(`double dynamicFriction = ${colliderSource.sharedMaterial?.dynamicFriction}`);
48
+ if (mat && mat.bounciness !== undefined)
49
+ writer.appendLine(`double restitution = ${colliderSource.sharedMaterial?.bounciness}`);
50
+ // eslint-disable-next-line deprecation/deprecation
51
+ if (mat && mat.staticFriction !== undefined)
52
+ // eslint-disable-next-line deprecation/deprecation
53
+ writer.appendLine(`double staticFriction = ${colliderSource.sharedMaterial?.staticFriction}`);
54
+ writer.closeBlock("}");
55
+ }
56
+ writer.closeBlock("}");
57
+ });
58
+ }
59
+ if (colliderSource) {
60
+ // TODO: Apple only allows one collider, Unity allows many, are many typically used on each object though? What can we do here? combine them? take the first?
61
+ model.addEventListener('serialize', (writer, _context) => {
62
+ writer.beginBlock(`def RealityKitComponent "Collider"`, "{", true);
63
+ // TODO: a group is needed for collisions, not sure what this controls though
64
+ writer.appendLine(`uint group = 1`);
65
+ writer.appendLine(`uniform token info:id = "RealityKit.Collider"`);
66
+ // TODO: a mask is needed for collisions, this is the max value for int, possibly collision flags but i'm not sure what each bit means, or if we have that exported info from unity
67
+ // This is coming from RealityComposerPro
68
+ writer.appendLine(`uint mask = 4294967295`);
69
+ const isTrigger = colliderSource.isTrigger; // not currently used, see comment above
70
+ const typeName = isTrigger ? "Trigger" : "Default";
71
+ writer.appendLine(`token type = "${typeName}"`);
72
+ writer.beginBlock(`def RealityKitStruct "Shape"`, "{", true);
73
+ if (colliderSource instanceof SphereCollider) {
74
+ const sphereCollider = colliderSource;
75
+ writer.appendLine(`token shapeType = "Sphere"`);
76
+ writer.appendLine(`float radius = ${sphereCollider.radius}`);
77
+ }
78
+ else if (colliderSource instanceof BoxCollider) {
79
+ const boxCollider = colliderSource;
80
+ writer.appendLine(`token shapeType = "Box"`);
81
+ writer.appendLine(`float3 extent = (${boxCollider.size.x}, ${boxCollider.size.y}, ${boxCollider.size.z})`);
82
+ }
83
+ else if (colliderSource instanceof CapsuleCollider) {
84
+ const capsuleCollider = colliderSource;
85
+ writer.appendLine(`token shapeType = "Capsule"`);
86
+ writer.appendLine(`float radius = ${capsuleCollider.radius}`);
87
+ writer.appendLine(`float height = ${capsuleCollider.height}`);
88
+ }
89
+ else if (colliderSource instanceof MeshCollider && colliderSource.sharedMesh?.geometry) {
90
+ // get the bounds of the mesh
91
+ const geo = colliderSource.sharedMesh.geometry;
92
+ if (!geo.boundingBox)
93
+ geo.computeBoundingBox();
94
+ const box = colliderSource.sharedMesh.geometry.boundingBox;
95
+ if (box) {
96
+ writer.appendLine(`token shapeType = "Box"`);
97
+ writer.appendLine(`float3 extent = (${box.max.x - box.min.x}, ${box.max.y - box.min.y}, ${box.max.z - box.min.z})`);
98
+ console.log("[USDZ] Only Box, Sphere, and Capsule colliders are supported in visionOS/iOS. MeshCollider will be exported as Box", colliderSource);
99
+ }
100
+ }
101
+ else {
102
+ console.warn("[USDZ] Only Box, Sphere, and Capsule colliders are supported in visionOS/iOS. Ignoring collider:", colliderSource);
103
+ }
104
+ writer.beginBlock(`def RealityKitStruct "pose"`, "{", true);
105
+ // TODO: this is used for rotating the collider, I think this isn't necessary since all the changes happen in the parent transform from needle. Not positive about this though.
106
+ writer.closeBlock("}");
107
+ writer.closeBlock("}");
108
+ writer.closeBlock("}");
109
+ });
110
+ if (colliderSources.length > 1) {
111
+ console.log("WARNING: Multiple colliders detected. visionOS / iOS can only support objects with a single collider, only exporting the first collider: ", colliderSource);
112
+ }
113
+ }
114
+ }
115
+ }
116
116
  //# sourceMappingURL=PhysicsExtension.js.map
@@ -1,3 +1,3 @@
1
- export { type UsdzBehaviour } from "./extensions/behavior/Behaviour.js";
2
- export { decompressGpuTexture, imageToCanvas, makeNameSafeForUSD, USDZExporter as NeedleUSDZExporter, USDDocument, USDObject, USDWriter, type USDZExporterContext } from "./ThreeUSDZExporter.js";
3
- export { USDZExporter } from "./USDZExporter.js";
1
+ export { type UsdzBehaviour } from "./extensions/behavior/Behaviour.js";
2
+ export { decompressGpuTexture, imageToCanvas, makeNameSafeForUSD, USDZExporter as NeedleUSDZExporter, USDDocument, USDObject, USDWriter, type USDZExporterContext } from "./ThreeUSDZExporter.js";
3
+ export { USDZExporter } from "./USDZExporter.js";
@@ -1,3 +1,3 @@
1
- export { decompressGpuTexture, imageToCanvas, makeNameSafeForUSD, USDZExporter as NeedleUSDZExporter, USDDocument, USDObject, USDWriter } from "./ThreeUSDZExporter.js";
2
- export { USDZExporter } from "./USDZExporter.js";
1
+ export { decompressGpuTexture, imageToCanvas, makeNameSafeForUSD, USDZExporter as NeedleUSDZExporter, USDDocument, USDObject, USDWriter } from "./ThreeUSDZExporter.js";
2
+ export { USDZExporter } from "./USDZExporter.js";
3
3
  //# sourceMappingURL=index.js.map
@@ -1,7 +1,7 @@
1
- import { Object3D } from "three";
2
- import type { AnimationExtension } from "../extensions/Animation.js";
3
- import type { AudioExtension } from "../extensions/behavior/AudioExtension.js";
4
- import { BehaviorModel } from "../extensions/behavior/BehavioursBuilder.js";
5
- export declare function registerAnimatorsImplictly(root: Object3D, ext: AnimationExtension): Array<Object3D>;
6
- export declare function registerAudioSourcesImplictly(root: Object3D, _ext: AudioExtension): Array<Object3D>;
7
- export declare function disableObjectsAtStart(objects: Array<Object3D>): BehaviorModel;
1
+ import { Object3D } from "three";
2
+ import type { AnimationExtension } from "../extensions/Animation.js";
3
+ import type { AudioExtension } from "../extensions/behavior/AudioExtension.js";
4
+ import { BehaviorModel } from "../extensions/behavior/BehavioursBuilder.js";
5
+ export declare function registerAnimatorsImplictly(root: Object3D, ext: AnimationExtension): Array<Object3D>;
6
+ export declare function registerAudioSourcesImplictly(root: Object3D, _ext: AudioExtension): Array<Object3D>;
7
+ export declare function disableObjectsAtStart(objects: Array<Object3D>): BehaviorModel;
@@ -1,164 +1,164 @@
1
- import { Object3D } from "three";
2
- import { getParam } from "../../../../engine/engine_utils.js";
3
- import { Animation } from "../../../Animation.js";
4
- import { Animator } from "../../../Animator.js";
5
- import { AudioSource } from "../../../AudioSource.js";
6
- import { GameObject } from "../../../Component.js";
7
- import { PlayAnimationOnClick, PlayAudioOnClick } from "../extensions/behavior/BehaviourComponents.js";
8
- import { ActionBuilder, BehaviorModel, TriggerBuilder } from "../extensions/behavior/BehavioursBuilder.js";
9
- const debug = getParam("debugusdz");
10
- export function registerAnimatorsImplictly(root, ext) {
11
- // TODO: currently we're simply appending all animations to each other.
12
- // We are not currently emitting PlayAnimation actions that would make sure
13
- // that only a specific clip or a set of clips is playing.
14
- // Better would be to scratch the functionality here entirely, and instead
15
- // inject PlayAnimationOnStart actions. This way, animations can loop independently, and
16
- // Animator state chaining would be respected out-of-the-box.
17
- // For non-QuickLook USDZ export it's still useful to have implicit registration per root.
18
- // collect animators and their clips
19
- const animationClips = [];
20
- const animators = GameObject.getComponentsInChildren(root, Animator);
21
- const animationComponents = GameObject.getComponentsInChildren(root, Animation);
22
- const animatorsWithPlayAtStart = new Array();
23
- const constructedObjects = new Array();
24
- if (ext.injectImplicitBehaviours) {
25
- // We're registering animators with implicit PlayAnimationOnClick (with hacked "start" trigger) here.
26
- for (const animator of animators) {
27
- if (!animator || !animator.runtimeAnimatorController || !animator.enabled)
28
- continue;
29
- const activeState = animator.runtimeAnimatorController.activeState;
30
- // skip missing data, empty states or motions
31
- if (!activeState)
32
- continue;
33
- if (!activeState.motion || !activeState.motion.clip)
34
- continue;
35
- if (activeState.motion.clip.tracks?.length < 1)
36
- continue;
37
- // We could skip if the current state has already ended playing
38
- // but there's an edge case where we'd do this exactly in a transition,
39
- // and also it's a bit weird when someone has watched the animation in the browser already
40
- // and then it doesn't play in AR, so this is disabled for now.
41
- // if (animator.getCurrentStateInfo()?.normalizedTime == 1) continue;
42
- if (animatorsWithPlayAtStart.includes(animator))
43
- continue;
44
- // Create a PlayAnimationOnClick component that will play the animation on start
45
- // This is a bit hacky right now (we're using the internal "start" trigger)
46
- const newComponent = new PlayAnimationOnClick();
47
- newComponent.animator = animator;
48
- newComponent.stateName = activeState.name;
49
- newComponent.trigger = "start";
50
- newComponent.name = "PlayAnimationOnClick_implicitAtStart_" + newComponent.stateName;
51
- const go = new Object3D();
52
- GameObject.addComponent(go, newComponent);
53
- constructedObjects.push(go);
54
- animatorsWithPlayAtStart.push(animator);
55
- // the behaviour can be anywhere in the hierarchy
56
- root.add(go);
57
- }
58
- // TODO add Animation handling, otherwise multi-animation files
59
- // directly loaded from GLB may glitch due to the added rest poses
60
- }
61
- else {
62
- for (const animator of animators) {
63
- if (!animator || !animator.runtimeAnimatorController || !animator.enabled)
64
- continue;
65
- if (debug)
66
- console.log(animator);
67
- const clips = [];
68
- for (const action of animator.runtimeAnimatorController.enumerateActions()) {
69
- if (debug)
70
- console.log(action);
71
- const clip = action.getClip();
72
- if (!clips.includes(clip))
73
- clips.push(clip);
74
- }
75
- animationClips.push({ root: animator.gameObject, clips: clips });
76
- }
77
- }
78
- // TODO once PlayAnimationOnClick can use animation components as well,
79
- // we can treat them the same as we treat Animators above.
80
- if (ext.injectImplicitBehaviours) {
81
- for (const animationComponent of animationComponents) {
82
- if (!animationComponent || !animationComponent.clip || !animationComponent.enabled)
83
- continue;
84
- if (!animationComponent.playAutomatically)
85
- continue;
86
- if (animatorsWithPlayAtStart.includes(animationComponent))
87
- continue;
88
- // Create a PlayAnimationOnClick component that will play the animation on start
89
- // This is a bit hacky right now (we're using the internal "start" trigger)
90
- const newComponent = new PlayAnimationOnClick();
91
- newComponent.animation = animationComponent;
92
- newComponent.stateName = animationComponent.clip.name;
93
- newComponent.trigger = "start";
94
- newComponent.name = "PlayAnimationOnClick_implicitAtStart_" + newComponent.stateName;
95
- const go = new Object3D();
96
- GameObject.addComponent(go, newComponent);
97
- constructedObjects.push(go);
98
- animatorsWithPlayAtStart.push(animationComponent);
99
- // the behaviour can be anywhere in the hierarchy
100
- root.add(go);
101
- }
102
- }
103
- else {
104
- for (const animationComponent of animationComponents) {
105
- if (debug)
106
- console.log(animationComponent);
107
- const clips = [];
108
- for (const clip of animationComponent.animations) {
109
- if (!clips.includes(clip))
110
- clips.push(clip);
111
- }
112
- animationClips.push({ root: animationComponent.gameObject, clips: clips });
113
- }
114
- }
115
- if (debug && animationClips?.length > 0)
116
- console.log("USDZ Animation Clips without behaviours", animationClips);
117
- for (const pair of animationClips) {
118
- for (const clip of pair.clips)
119
- ext.registerAnimation(pair.root, clip);
120
- }
121
- return constructedObjects;
122
- }
123
- export function registerAudioSourcesImplictly(root, _ext) {
124
- const audioSources = GameObject.getComponentsInChildren(root, AudioSource);
125
- const playAudioOnClicks = GameObject.getComponentsInChildren(root, PlayAudioOnClick);
126
- const audioWithPlayAtStart = new Array();
127
- const constructedObjects = new Array();
128
- if (debug) {
129
- console.log({ audioSources, playAudioOnClicks });
130
- }
131
- // Remove all audio sources that are already referenced from existing PlayAudioOnClick components
132
- for (const player of playAudioOnClicks) {
133
- if (!player.target)
134
- continue;
135
- const index = audioSources.indexOf(player.target);
136
- if (index > -1)
137
- audioSources.splice(index, 1);
138
- }
139
- // for the remaning ones, we want to build a PlayAudioOnClick component
140
- for (const audioSource of audioSources) {
141
- if (!audioSource || !audioSource.clip)
142
- continue;
143
- if (audioSource.volume <= 0)
144
- continue;
145
- if (audioWithPlayAtStart.includes(audioSource))
146
- continue;
147
- const newComponent = new PlayAudioOnClick();
148
- newComponent.target = audioSource;
149
- newComponent.name = "PlayAudioOnClick_implicitAtStart_";
150
- newComponent.trigger = "start";
151
- const go = new Object3D();
152
- GameObject.addComponent(go, newComponent);
153
- console.log("implicit PlayAudioOnStart", go, newComponent);
154
- constructedObjects.push(go);
155
- audioWithPlayAtStart.push(audioSource);
156
- root.add(go);
157
- }
158
- return constructedObjects;
159
- }
160
- export function disableObjectsAtStart(objects) {
161
- const newComponent = new BehaviorModel("DisableAtStart", TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(objects, 0, false));
162
- return newComponent;
163
- }
1
+ import { Object3D } from "three";
2
+ import { getParam } from "../../../../engine/engine_utils.js";
3
+ import { Animation } from "../../../Animation.js";
4
+ import { Animator } from "../../../Animator.js";
5
+ import { AudioSource } from "../../../AudioSource.js";
6
+ import { GameObject } from "../../../Component.js";
7
+ import { PlayAnimationOnClick, PlayAudioOnClick } from "../extensions/behavior/BehaviourComponents.js";
8
+ import { ActionBuilder, BehaviorModel, TriggerBuilder } from "../extensions/behavior/BehavioursBuilder.js";
9
+ const debug = getParam("debugusdz");
10
+ export function registerAnimatorsImplictly(root, ext) {
11
+ // TODO: currently we're simply appending all animations to each other.
12
+ // We are not currently emitting PlayAnimation actions that would make sure
13
+ // that only a specific clip or a set of clips is playing.
14
+ // Better would be to scratch the functionality here entirely, and instead
15
+ // inject PlayAnimationOnStart actions. This way, animations can loop independently, and
16
+ // Animator state chaining would be respected out-of-the-box.
17
+ // For non-QuickLook USDZ export it's still useful to have implicit registration per root.
18
+ // collect animators and their clips
19
+ const animationClips = [];
20
+ const animators = GameObject.getComponentsInChildren(root, Animator);
21
+ const animationComponents = GameObject.getComponentsInChildren(root, Animation);
22
+ const animatorsWithPlayAtStart = new Array();
23
+ const constructedObjects = new Array();
24
+ if (ext.injectImplicitBehaviours) {
25
+ // We're registering animators with implicit PlayAnimationOnClick (with hacked "start" trigger) here.
26
+ for (const animator of animators) {
27
+ if (!animator || !animator.runtimeAnimatorController || !animator.enabled)
28
+ continue;
29
+ const activeState = animator.runtimeAnimatorController.activeState;
30
+ // skip missing data, empty states or motions
31
+ if (!activeState)
32
+ continue;
33
+ if (!activeState.motion || !activeState.motion.clip)
34
+ continue;
35
+ if (activeState.motion.clip.tracks?.length < 1)
36
+ continue;
37
+ // We could skip if the current state has already ended playing
38
+ // but there's an edge case where we'd do this exactly in a transition,
39
+ // and also it's a bit weird when someone has watched the animation in the browser already
40
+ // and then it doesn't play in AR, so this is disabled for now.
41
+ // if (animator.getCurrentStateInfo()?.normalizedTime == 1) continue;
42
+ if (animatorsWithPlayAtStart.includes(animator))
43
+ continue;
44
+ // Create a PlayAnimationOnClick component that will play the animation on start
45
+ // This is a bit hacky right now (we're using the internal "start" trigger)
46
+ const newComponent = new PlayAnimationOnClick();
47
+ newComponent.animator = animator;
48
+ newComponent.stateName = activeState.name;
49
+ newComponent.trigger = "start";
50
+ newComponent.name = "PlayAnimationOnClick_implicitAtStart_" + newComponent.stateName;
51
+ const go = new Object3D();
52
+ GameObject.addComponent(go, newComponent);
53
+ constructedObjects.push(go);
54
+ animatorsWithPlayAtStart.push(animator);
55
+ // the behaviour can be anywhere in the hierarchy
56
+ root.add(go);
57
+ }
58
+ // TODO add Animation handling, otherwise multi-animation files
59
+ // directly loaded from GLB may glitch due to the added rest poses
60
+ }
61
+ else {
62
+ for (const animator of animators) {
63
+ if (!animator || !animator.runtimeAnimatorController || !animator.enabled)
64
+ continue;
65
+ if (debug)
66
+ console.log(animator);
67
+ const clips = [];
68
+ for (const action of animator.runtimeAnimatorController.enumerateActions()) {
69
+ if (debug)
70
+ console.log(action);
71
+ const clip = action.getClip();
72
+ if (!clips.includes(clip))
73
+ clips.push(clip);
74
+ }
75
+ animationClips.push({ root: animator.gameObject, clips: clips });
76
+ }
77
+ }
78
+ // TODO once PlayAnimationOnClick can use animation components as well,
79
+ // we can treat them the same as we treat Animators above.
80
+ if (ext.injectImplicitBehaviours) {
81
+ for (const animationComponent of animationComponents) {
82
+ if (!animationComponent || !animationComponent.clip || !animationComponent.enabled)
83
+ continue;
84
+ if (!animationComponent.playAutomatically)
85
+ continue;
86
+ if (animatorsWithPlayAtStart.includes(animationComponent))
87
+ continue;
88
+ // Create a PlayAnimationOnClick component that will play the animation on start
89
+ // This is a bit hacky right now (we're using the internal "start" trigger)
90
+ const newComponent = new PlayAnimationOnClick();
91
+ newComponent.animation = animationComponent;
92
+ newComponent.stateName = animationComponent.clip.name;
93
+ newComponent.trigger = "start";
94
+ newComponent.name = "PlayAnimationOnClick_implicitAtStart_" + newComponent.stateName;
95
+ const go = new Object3D();
96
+ GameObject.addComponent(go, newComponent);
97
+ constructedObjects.push(go);
98
+ animatorsWithPlayAtStart.push(animationComponent);
99
+ // the behaviour can be anywhere in the hierarchy
100
+ root.add(go);
101
+ }
102
+ }
103
+ else {
104
+ for (const animationComponent of animationComponents) {
105
+ if (debug)
106
+ console.log(animationComponent);
107
+ const clips = [];
108
+ for (const clip of animationComponent.animations) {
109
+ if (!clips.includes(clip))
110
+ clips.push(clip);
111
+ }
112
+ animationClips.push({ root: animationComponent.gameObject, clips: clips });
113
+ }
114
+ }
115
+ if (debug && animationClips?.length > 0)
116
+ console.log("USDZ Animation Clips without behaviours", animationClips);
117
+ for (const pair of animationClips) {
118
+ for (const clip of pair.clips)
119
+ ext.registerAnimation(pair.root, clip);
120
+ }
121
+ return constructedObjects;
122
+ }
123
+ export function registerAudioSourcesImplictly(root, _ext) {
124
+ const audioSources = GameObject.getComponentsInChildren(root, AudioSource);
125
+ const playAudioOnClicks = GameObject.getComponentsInChildren(root, PlayAudioOnClick);
126
+ const audioWithPlayAtStart = new Array();
127
+ const constructedObjects = new Array();
128
+ if (debug) {
129
+ console.log({ audioSources, playAudioOnClicks });
130
+ }
131
+ // Remove all audio sources that are already referenced from existing PlayAudioOnClick components
132
+ for (const player of playAudioOnClicks) {
133
+ if (!player.target)
134
+ continue;
135
+ const index = audioSources.indexOf(player.target);
136
+ if (index > -1)
137
+ audioSources.splice(index, 1);
138
+ }
139
+ // for the remaning ones, we want to build a PlayAudioOnClick component
140
+ for (const audioSource of audioSources) {
141
+ if (!audioSource || !audioSource.clip)
142
+ continue;
143
+ if (audioSource.volume <= 0)
144
+ continue;
145
+ if (audioWithPlayAtStart.includes(audioSource))
146
+ continue;
147
+ const newComponent = new PlayAudioOnClick();
148
+ newComponent.target = audioSource;
149
+ newComponent.name = "PlayAudioOnClick_implicitAtStart_";
150
+ newComponent.trigger = "start";
151
+ const go = new Object3D();
152
+ GameObject.addComponent(go, newComponent);
153
+ console.log("implicit PlayAudioOnStart", go, newComponent);
154
+ constructedObjects.push(go);
155
+ audioWithPlayAtStart.push(audioSource);
156
+ root.add(go);
157
+ }
158
+ return constructedObjects;
159
+ }
160
+ export function disableObjectsAtStart(objects) {
161
+ const newComponent = new BehaviorModel("DisableAtStart", TriggerBuilder.sceneStartTrigger(), ActionBuilder.fadeAction(objects, 0, false));
162
+ return newComponent;
163
+ }
164
164
  //# sourceMappingURL=animationutils.js.map
@@ -1,2 +1,2 @@
1
- import { Context } from "../../../../engine/engine_setup.js";
2
- export declare function ensureQuicklookLinkIsCreated(context: Context, supportsQuickLook: boolean): HTMLAnchorElement;
1
+ import { Context } from "../../../../engine/engine_setup.js";
2
+ export declare function ensureQuicklookLinkIsCreated(context: Context, supportsQuickLook: boolean): HTMLAnchorElement;