@needle-tools/engine 4.6.2-next.fb486b2 → 4.7.0-alpha

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 (1066) hide show
  1. package/CHANGELOG.md +3768 -3768
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +25 -0
  6. package/dist/{gltf-progressive-Bl4okF1b.min.js → gltf-progressive-Bm9eEfgu.min.js} +1 -1
  7. package/dist/{gltf-progressive-P8b8a0qY.umd.cjs → gltf-progressive-Dn6o99rH.umd.cjs} +1 -1
  8. package/dist/{gltf-progressive-DSpdn0QT.js → gltf-progressive-GjIqwSG3.js} +2 -2
  9. package/dist/needle-engine.bundle-BEUFTdl6.min.js +1603 -0
  10. package/dist/{needle-engine.bundle-CdAK5p8o.umd.cjs → needle-engine.bundle-CK8cQ3FX.umd.cjs} +211 -183
  11. package/dist/{needle-engine.bundle-CQzZighj.js → needle-engine.bundle-CXtflnL6.js} +8686 -8431
  12. package/dist/needle-engine.d.ts +129 -130
  13. package/dist/needle-engine.js +4 -4
  14. package/dist/needle-engine.min.js +1 -1
  15. package/dist/needle-engine.umd.cjs +1 -1
  16. package/dist/{postprocessing-CjW23fio.umd.cjs → postprocessing-8AQTeZsr.umd.cjs} +2 -2
  17. package/dist/{postprocessing-xYQWCHFu.min.js → postprocessing-BDScN9yu.min.js} +2 -2
  18. package/dist/{postprocessing-DYLNOL3W.js → postprocessing-BkxN_08g.js} +3 -3
  19. package/dist/{three-DuDKwKB8.min.js → three-Boa-jOq-.min.js} +33 -33
  20. package/dist/{three-DrqIzZTH.js → three-Bz6X1mrw.js} +4198 -4198
  21. package/dist/{three-B_hneGZr.umd.cjs → three-DMrv-4ar.umd.cjs} +4 -4
  22. package/dist/{three-examples-X3OadjXB.umd.cjs → three-examples-C7ryg8vN.umd.cjs} +3 -3
  23. package/dist/{three-examples-DaDLBuy6.min.js → three-examples-DuVhxqft.min.js} +14 -14
  24. package/dist/{three-examples-B50TT3Iu.js → three-examples-GggCDHv0.js} +5 -5
  25. package/dist/{three-mesh-ui-CxuWt7m-.js → three-mesh-ui-CLNOfsWn.js} +1 -1
  26. package/dist/{three-mesh-ui-B3p3gyUz.min.js → three-mesh-ui-CY6Izc7C.min.js} +1 -1
  27. package/dist/{three-mesh-ui-CQiIQIlA.umd.cjs → three-mesh-ui-CwlN0FUC.umd.cjs} +1 -1
  28. package/dist/{vendor-BmYIgaS1.js → vendor-BSD1RQIh.js} +3 -3
  29. package/dist/{vendor-Cavtu3CP.umd.cjs → vendor-DHr4aqIZ.umd.cjs} +3 -3
  30. package/dist/{vendor-BlSxe9JJ.min.js → vendor-zxXa3Dmr.min.js} +3 -3
  31. package/lib/asap/needle-asap.d.ts +1 -1
  32. package/lib/asap/needle-asap.js +95 -95
  33. package/lib/asap/sessiongranted.d.ts +3 -3
  34. package/lib/asap/sessiongranted.js +65 -65
  35. package/lib/asap/utils.d.ts +1 -1
  36. package/lib/asap/utils.js +3 -3
  37. package/lib/engine/analytics/index.d.ts +6 -6
  38. package/lib/engine/analytics/index.js +12 -12
  39. package/lib/engine/analytics/lcp.d.ts +3 -3
  40. package/lib/engine/analytics/lcp.js +34 -34
  41. package/lib/engine/api.d.ts +82 -82
  42. package/lib/engine/api.js +81 -81
  43. package/lib/engine/assets/index.d.ts +11 -11
  44. package/lib/engine/assets/index.js +47 -47
  45. package/lib/engine/assets/static.d.ts +1 -1
  46. package/lib/engine/assets/static.js +4 -4
  47. package/lib/engine/codegen/register_types.d.ts +1 -1
  48. package/lib/engine/codegen/register_types.js +300 -300
  49. package/lib/engine/debug/debug.d.ts +15 -15
  50. package/lib/engine/debug/debug.js +44 -44
  51. package/lib/engine/debug/debug_console.d.ts +2 -2
  52. package/lib/engine/debug/debug_console.js +307 -307
  53. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  54. package/lib/engine/debug/debug_overlay.js +316 -316
  55. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  56. package/lib/engine/debug/debug_spatial_console.js +390 -390
  57. package/lib/engine/debug/index.d.ts +2 -2
  58. package/lib/engine/debug/index.js +2 -2
  59. package/lib/engine/engine_addressables.d.ts +166 -166
  60. package/lib/engine/engine_addressables.js +608 -608
  61. package/lib/engine/engine_animation.d.ts +43 -43
  62. package/lib/engine/engine_animation.js +133 -133
  63. package/lib/engine/engine_application.d.ts +45 -45
  64. package/lib/engine/engine_application.js +104 -104
  65. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  66. package/lib/engine/engine_assetdatabase.js +346 -346
  67. package/lib/engine/engine_audio.d.ts +4 -4
  68. package/lib/engine/engine_audio.js +23 -23
  69. package/lib/engine/engine_camera.d.ts +13 -13
  70. package/lib/engine/engine_camera.js +30 -30
  71. package/lib/engine/engine_components.d.ts +110 -110
  72. package/lib/engine/engine_components.js +374 -374
  73. package/lib/engine/engine_components_internal.d.ts +9 -9
  74. package/lib/engine/engine_components_internal.js +36 -36
  75. package/lib/engine/engine_constants.d.ts +10 -10
  76. package/lib/engine/engine_constants.js +41 -41
  77. package/lib/engine/engine_context.d.ts +475 -475
  78. package/lib/engine/engine_context.js +1672 -1672
  79. package/lib/engine/engine_context_registry.d.ts +71 -71
  80. package/lib/engine/engine_context_registry.js +117 -117
  81. package/lib/engine/engine_coroutine.d.ts +35 -35
  82. package/lib/engine/engine_coroutine.js +52 -52
  83. package/lib/engine/engine_create_objects.d.ts +119 -119
  84. package/lib/engine/engine_create_objects.js +320 -320
  85. package/lib/engine/engine_default_parameters.d.ts +2 -2
  86. package/lib/engine/engine_default_parameters.js +3 -3
  87. package/lib/engine/engine_editor-sync.d.ts +21 -21
  88. package/lib/engine/engine_editor-sync.js +4 -4
  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 +619 -619
  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 +11 -11
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +8 -8
  102. package/lib/engine/engine_hot_reload.js +197 -197
  103. package/lib/engine/engine_input.d.ts +362 -362
  104. package/lib/engine/engine_input.js +1294 -1294
  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 +11 -11
  110. package/lib/engine/engine_license.js +369 -369
  111. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  112. package/lib/engine/engine_lifecycle_api.js +106 -106
  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.callbacks.d.ts +97 -97
  118. package/lib/engine/engine_loaders.callbacks.js +86 -86
  119. package/lib/engine/engine_loaders.d.ts +48 -48
  120. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  121. package/lib/engine/engine_loaders.gltf.js +62 -62
  122. package/lib/engine/engine_loaders.js +337 -337
  123. package/lib/engine/engine_lods.d.ts +31 -31
  124. package/lib/engine/engine_lods.js +146 -146
  125. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  126. package/lib/engine/engine_mainloop_utils.js +466 -466
  127. package/lib/engine/engine_math.d.ts +114 -114
  128. package/lib/engine/engine_math.js +247 -247
  129. package/lib/engine/engine_modules.d.ts +36 -36
  130. package/lib/engine/engine_modules.js +85 -85
  131. package/lib/engine/engine_networking.d.ts +260 -260
  132. package/lib/engine/engine_networking.js +764 -764
  133. package/lib/engine/engine_networking_auto.d.ts +24 -24
  134. package/lib/engine/engine_networking_auto.js +310 -310
  135. package/lib/engine/engine_networking_blob.d.ts +48 -48
  136. package/lib/engine/engine_networking_blob.js +228 -228
  137. package/lib/engine/engine_networking_files.d.ts +35 -35
  138. package/lib/engine/engine_networking_files.js +172 -172
  139. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  140. package/lib/engine/engine_networking_files_default_components.js +42 -42
  141. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  142. package/lib/engine/engine_networking_instantiate.js +345 -345
  143. package/lib/engine/engine_networking_peer.d.ts +15 -15
  144. package/lib/engine/engine_networking_peer.js +132 -132
  145. package/lib/engine/engine_networking_streams.d.ts +123 -123
  146. package/lib/engine/engine_networking_streams.js +645 -645
  147. package/lib/engine/engine_networking_types.d.ts +22 -22
  148. package/lib/engine/engine_networking_types.js +7 -7
  149. package/lib/engine/engine_networking_utils.d.ts +2 -2
  150. package/lib/engine/engine_networking_utils.js +20 -20
  151. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  152. package/lib/engine/engine_networking_websocket.js +2 -2
  153. package/lib/engine/engine_patcher.d.ts +10 -10
  154. package/lib/engine/engine_patcher.js +142 -142
  155. package/lib/engine/engine_physics.d.ts +152 -152
  156. package/lib/engine/engine_physics.js +645 -645
  157. package/lib/engine/engine_physics.types.d.ts +40 -40
  158. package/lib/engine/engine_physics.types.js +33 -33
  159. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  160. package/lib/engine/engine_physics_rapier.js +1433 -1433
  161. package/lib/engine/engine_playerview.d.ts +26 -26
  162. package/lib/engine/engine_playerview.js +64 -64
  163. package/lib/engine/engine_scenelighting.d.ts +71 -71
  164. package/lib/engine/engine_scenelighting.js +226 -226
  165. package/lib/engine/engine_serialization.d.ts +3 -3
  166. package/lib/engine/engine_serialization.js +3 -3
  167. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  168. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  169. package/lib/engine/engine_serialization_core.d.ts +94 -94
  170. package/lib/engine/engine_serialization_core.js +607 -607
  171. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  172. package/lib/engine/engine_serialization_decorator.js +66 -66
  173. package/lib/engine/engine_setup.d.ts +1 -1
  174. package/lib/engine/engine_setup.js +2 -2
  175. package/lib/engine/engine_shaders.d.ts +53 -53
  176. package/lib/engine/engine_shaders.js +252 -252
  177. package/lib/engine/engine_shims.d.ts +4 -4
  178. package/lib/engine/engine_shims.js +24 -24
  179. package/lib/engine/engine_test_utils.d.ts +39 -39
  180. package/lib/engine/engine_test_utils.js +83 -83
  181. package/lib/engine/engine_texture.d.ts +28 -28
  182. package/lib/engine/engine_texture.js +64 -64
  183. package/lib/engine/engine_three_utils.d.ts +204 -204
  184. package/lib/engine/engine_three_utils.js +784 -784
  185. package/lib/engine/engine_time.d.ts +51 -51
  186. package/lib/engine/engine_time.js +82 -82
  187. package/lib/engine/engine_time_utils.d.ts +88 -88
  188. package/lib/engine/engine_time_utils.js +215 -215
  189. package/lib/engine/engine_tonemapping.d.ts +6 -6
  190. package/lib/engine/engine_tonemapping.js +197 -197
  191. package/lib/engine/engine_types.d.ts +578 -578
  192. package/lib/engine/engine_types.js +95 -95
  193. package/lib/engine/engine_typestore.d.ts +28 -28
  194. package/lib/engine/engine_typestore.js +55 -55
  195. package/lib/engine/engine_util_decorator.d.ts +13 -13
  196. package/lib/engine/engine_util_decorator.js +116 -116
  197. package/lib/engine/engine_utils.d.ts +248 -248
  198. package/lib/engine/engine_utils.js +1012 -1012
  199. package/lib/engine/engine_utils_format.d.ts +24 -24
  200. package/lib/engine/engine_utils_format.js +239 -239
  201. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  202. package/lib/engine/engine_utils_screenshot.js +522 -522
  203. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  204. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  205. package/lib/engine/engine_xr.d.ts +1 -1
  206. package/lib/engine/engine_xr.js +1 -1
  207. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  208. package/lib/engine/export/gltf/Writers.js +24 -24
  209. package/lib/engine/export/gltf/index.d.ts +11 -11
  210. package/lib/engine/export/gltf/index.js +123 -123
  211. package/lib/engine/export/index.d.ts +2 -2
  212. package/lib/engine/export/index.js +2 -2
  213. package/lib/engine/export/state.d.ts +7 -7
  214. package/lib/engine/export/state.js +17 -17
  215. package/lib/engine/export/utils.d.ts +2 -2
  216. package/lib/engine/export/utils.js +7 -7
  217. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  218. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  219. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  221. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  222. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  223. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  225. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  227. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  228. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  229. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  231. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  232. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  233. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  234. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  235. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  237. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  238. package/lib/engine/extensions/extension_resolver.js +1 -1
  239. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  240. package/lib/engine/extensions/extension_utils.js +152 -152
  241. package/lib/engine/extensions/extensions.d.ts +32 -32
  242. package/lib/engine/extensions/extensions.js +107 -107
  243. package/lib/engine/extensions/index.d.ts +6 -6
  244. package/lib/engine/extensions/index.js +6 -6
  245. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  246. package/lib/engine/extensions/usage_tracker.js +65 -65
  247. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  248. package/lib/engine/js-extensions/Camera.js +39 -39
  249. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  250. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  251. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  252. package/lib/engine/js-extensions/Layers.js +22 -22
  253. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  254. package/lib/engine/js-extensions/Object3D.js +136 -136
  255. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  256. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  257. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  258. package/lib/engine/js-extensions/Vector.js +13 -13
  259. package/lib/engine/js-extensions/index.d.ts +5 -5
  260. package/lib/engine/js-extensions/index.js +5 -5
  261. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  263. package/lib/engine/shaders/shaderData.d.ts +55 -55
  264. package/lib/engine/shaders/shaderData.js +58 -58
  265. package/lib/engine/tests/test_utils.d.ts +2 -2
  266. package/lib/engine/tests/test_utils.js +53 -53
  267. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  268. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  269. package/lib/engine/webcomponents/api.d.ts +5 -5
  270. package/lib/engine/webcomponents/api.js +4 -4
  271. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  272. package/lib/engine/webcomponents/buttons.js +264 -264
  273. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  274. package/lib/engine/webcomponents/fonts.js +32 -32
  275. package/lib/engine/webcomponents/icons.d.ts +9 -9
  276. package/lib/engine/webcomponents/icons.js +52 -52
  277. package/lib/engine/webcomponents/index.d.ts +1 -1
  278. package/lib/engine/webcomponents/index.js +1 -1
  279. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  280. package/lib/engine/webcomponents/logo-element.js +67 -67
  281. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  283. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  284. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  285. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  286. package/lib/engine/webcomponents/needle-button.js +161 -161
  287. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  289. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  290. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  291. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  292. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  293. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  294. package/lib/engine/webcomponents/needle-engine.js +821 -821
  295. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  296. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  297. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  298. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  299. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  300. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  301. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  302. package/lib/engine/xr/NeedleXRSync.js +188 -188
  303. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  304. package/lib/engine/xr/SceneTransition.js +69 -69
  305. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  306. package/lib/engine/xr/TempXRContext.js +187 -187
  307. package/lib/engine/xr/XRRig.d.ts +7 -7
  308. package/lib/engine/xr/XRRig.js +1 -1
  309. package/lib/engine/xr/api.d.ts +6 -6
  310. package/lib/engine/xr/api.js +6 -6
  311. package/lib/engine/xr/events.d.ts +66 -66
  312. package/lib/engine/xr/events.js +93 -93
  313. package/lib/engine/xr/internal.d.ts +12 -12
  314. package/lib/engine/xr/internal.js +25 -25
  315. package/lib/engine/xr/usdz.d.ts +12 -12
  316. package/lib/engine/xr/usdz.js +29 -29
  317. package/lib/engine/xr/utils.d.ts +11 -11
  318. package/lib/engine/xr/utils.js +34 -34
  319. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  320. package/lib/engine-components/AlignmentConstraint.js +39 -39
  321. package/lib/engine-components/Animation.d.ts +156 -156
  322. package/lib/engine-components/Animation.js +508 -508
  323. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  324. package/lib/engine-components/AnimationCurve.js +159 -159
  325. package/lib/engine-components/AnimationUtils.d.ts +8 -8
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  998. package/src/engine-components/ui/Raycaster.ts +102 -102
  999. package/src/engine-components/ui/RectTransform.ts +375 -375
  1000. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1001. package/src/engine-components/ui/Symbols.ts +1 -1
  1002. package/src/engine-components/ui/Text.ts +578 -578
  1003. package/src/engine-components/ui/Utils.ts +113 -113
  1004. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1005. package/src/engine-components/utils/LookAt.ts +88 -88
  1006. package/src/engine-components/utils/OpenURL.ts +114 -114
  1007. package/src/engine-components/webxr/Avatar.ts +265 -265
  1008. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1009. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1010. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1011. package/src/engine-components/webxr/WebXR.ts +585 -585
  1012. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1013. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1014. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1015. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1016. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1017. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1018. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1019. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1020. package/src/engine-components/webxr/index.ts +2 -2
  1021. package/src/engine-components/webxr/types.ts +3 -3
  1022. package/src/engine-components-experimental/Presentation.ts +12 -12
  1023. package/src/engine-components-experimental/api.ts +4 -4
  1024. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1025. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1026. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1027. package/src/engine-schemes/README.md +1 -1
  1028. package/src/engine-schemes/api.ts +12 -12
  1029. package/src/engine-schemes/dist/api.js +17 -0
  1030. package/src/engine-schemes/dist/api.js.meta +7 -0
  1031. package/src/engine-schemes/dist/schemes.js +25 -0
  1032. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1033. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1034. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1035. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1036. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1037. package/src/engine-schemes/dist/transform.js +46 -0
  1038. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1039. package/src/engine-schemes/dist/vec2.js +32 -0
  1040. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1041. package/src/engine-schemes/dist/vec3.js +36 -0
  1042. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1043. package/src/engine-schemes/dist/vec4.js +40 -0
  1044. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1046. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1047. package/src/engine-schemes/schemes.ts +28 -28
  1048. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1049. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1050. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1051. package/src/engine-schemes/transform.ts +50 -50
  1052. package/src/engine-schemes/transforms.fbs +25 -25
  1053. package/src/engine-schemes/vec.fbs +19 -19
  1054. package/src/engine-schemes/vec2.ts +33 -33
  1055. package/src/engine-schemes/vec3.ts +38 -38
  1056. package/src/engine-schemes/vec4.ts +43 -43
  1057. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1058. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1059. package/src/include/draco/draco_decoder.js +34 -34
  1060. package/src/include/ktx2/basis_transcoder.js +21 -21
  1061. package/src/include/needle/arial-msdf.json +1471 -1471
  1062. package/src/include/three/DragControls.js +231 -231
  1063. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1064. package/src/needle-engine.ts +70 -70
  1065. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +0 -25
  1066. package/dist/needle-engine.bundle-CJ4jhuta.min.js +0 -1575
@@ -1,722 +1,722 @@
1
- import { AnimationMixer, Object3D, Quaternion, Vector3 } from 'three';
2
-
3
- import { isDevEnvironment } from '../../engine/debug/index.js';
4
- import { FrameEvent } from '../../engine/engine_context.js';
5
- import { isLocalNetwork } from '../../engine/engine_networking_utils.js';
6
- import { serializable } from '../../engine/engine_serialization.js';
7
- import type { GuidsMap } from '../../engine/engine_types.js';
8
- import { deepClone, delay, getParam } from '../../engine/engine_utils.js';
9
- import { Animator } from '../Animator.js';
10
- import { AudioListener } from '../AudioListener.js';
11
- import { AudioSource } from '../AudioSource.js';
12
- import { Behaviour, GameObject } from '../Component.js';
13
- import { SignalReceiver } from './SignalAsset.js';
14
- import * as Models from "./TimelineModels.js";
15
- import * as Tracks from "./TimelineTracks.js";
16
-
17
- const debug = getParam("debugtimeline");
18
-
19
- /**
20
- * The wrap mode of the {@link PlayableDirector}.
21
- */
22
- export enum DirectorWrapMode {
23
- /// <summary>
24
- /// <para>Hold the last frame when the playable time reaches it's duration.</para>
25
- /// </summary>
26
- Hold = 0,
27
- /// <summary>
28
- /// <para>Loop back to zero time and continue playing.</para>
29
- /// </summary>
30
- Loop = 1,
31
- /// <summary>
32
- /// <para>Do not keep playing when the time reaches the duration.</para>
33
- /// </summary>
34
- None = 2,
35
- }
36
-
37
-
38
- /** How the clip handles time outside its start and end range. */
39
- export enum ClipExtrapolation {
40
- /** No extrapolation is applied. */
41
- None = 0,
42
- /** Hold the time at the end value of the clip. */
43
- Hold = 1,
44
- /** Repeat time values outside the start/end range. */
45
- Loop = 2,
46
- /** Repeat time values outside the start/end range, reversing direction at each loop */
47
- PingPong = 3,
48
- /** Time values are passed in without modification, extending beyond the clips range */
49
- Continue = 4
50
- };
51
-
52
- /** @internal */
53
- export type CreateTrackFunction = (director: PlayableDirector, track: Models.TrackModel) => Tracks.TrackHandler | undefined | null;
54
-
55
- /**
56
- * The PlayableDirector component is the main component to control timelines in needle engine.
57
- * It is used to play, pause, stop and evaluate timelines.
58
- * Assign a TimelineAsset to the `playableAsset` property to start playing a timeline.
59
- * @category Animation and Sequencing
60
- * @group Components
61
- */
62
- export class PlayableDirector extends Behaviour {
63
-
64
- private static createTrackFunctions: { [key: string]: CreateTrackFunction } = {};
65
- static registerCreateTrack(type: string, fn: CreateTrackFunction) {
66
- this.createTrackFunctions[type] = fn;
67
- }
68
-
69
- playableAsset?: Models.TimelineAssetModel;
70
- /** Set to true to start playing the timeline when the scene starts */
71
- @serializable()
72
- playOnAwake?: boolean;
73
- @serializable()
74
- extrapolationMode: DirectorWrapMode = DirectorWrapMode.Loop;
75
-
76
- /** @returns true if the timeline is currently playing */
77
- get isPlaying(): boolean { return this._isPlaying; }
78
- /** @returns true if the timeline is currently paused */
79
- get isPaused(): boolean { return this._isPaused; }
80
- /** the current time of the timeline */
81
- get time(): number { return this._time; }
82
- set time(value: number) {
83
- if (typeof value === "number" && !Number.isNaN(value))
84
- this._time = value;
85
- else if (debug || isLocalNetwork()) {
86
- console.error("INVALID TIMELINE.TIME VALUE", value, this.name)
87
- };
88
- }
89
- /** the duration of the timeline */
90
- get duration(): number { return this._duration; }
91
- set duration(value: number) { this._duration = value; }
92
- /** the weight of the timeline. Set to a value below 1 to blend with other timelines */
93
- get weight(): number { return this._weight; };
94
- set weight(value: number) { this._weight = value; }
95
- /** the playback speed of the timeline */
96
- get speed(): number { return this._speed; }
97
- set speed(value: number) { this._speed = value; }
98
-
99
- /** When enabled the timeline will wait for audio tracks to load at the current time before starting to play */
100
- waitForAudio: boolean = true;
101
-
102
- private _visibilityChangeEvt?: any;
103
- private _clonedPlayableAsset: boolean = false;
104
- private _speed: number = 1;
105
-
106
- /** @internal */
107
- awake(): void {
108
- if (debug)
109
- console.log(this, this.playableAsset?.tracks);
110
-
111
- this.rebuildGraph();
112
-
113
- if (!this.isValid() && (debug || isDevEnvironment())) {
114
- if (debug) {
115
- console.warn("PlayableDirector is not valid", "Asset?", this.playableAsset, "Tracks:", this.playableAsset?.tracks, "IsArray?", Array.isArray(this.playableAsset?.tracks), this);
116
- }
117
- else if (!this.playableAsset?.tracks?.length) {
118
- console.warn("PlayableDirector has no tracks");
119
- }
120
- else {
121
- console.warn("PlayableDirector is not valid");
122
- }
123
- }
124
- }
125
-
126
- /** @internal */
127
- onEnable() {
128
- for (const track of this._audioTracks) {
129
- track.onEnable?.();
130
- }
131
- for (const track of this._customTracks) {
132
- track.onEnable?.();
133
- }
134
- for (const track of this._animationTracks) {
135
- track.onEnable?.();
136
- }
137
- if (this.playOnAwake) {
138
- this.play();
139
- }
140
-
141
- if (!this._visibilityChangeEvt) this._visibilityChangeEvt = () => {
142
- switch (document.visibilityState) {
143
- case "hidden":
144
- this.setAudioTracksAllowPlaying(false);
145
- break;
146
- case "visible":
147
- this.setAudioTracksAllowPlaying(true);
148
- break;
149
- }
150
- }
151
- window.addEventListener('visibilitychange', this._visibilityChangeEvt);
152
- }
153
-
154
- /** @internal */
155
- onDisable(): void {
156
- this.stop();
157
- for (const track of this._audioTracks) {
158
- track.onDisable?.();
159
- }
160
- for (const track of this._customTracks) {
161
- track.onDisable?.();
162
- }
163
- for (const track of this._animationTracks) {
164
- track.onDisable?.();
165
- }
166
- if (this._visibilityChangeEvt)
167
- window.removeEventListener('visibilitychange', this._visibilityChangeEvt);
168
- }
169
-
170
- /** @internal */
171
- onDestroy(): void {
172
- for (const tracks of this._allTracks) {
173
- for (const track of tracks)
174
- track.onDestroy?.();
175
- }
176
- }
177
-
178
- /** @internal */
179
- rebuildGraph() {
180
- if (!this.isValid()) return;
181
- this.resolveBindings();
182
- this.updateTimelineDuration();
183
- this.setupAndCreateTrackHandlers();
184
- }
185
-
186
- /**
187
- * Play the timeline from the current time.
188
- * If the timeline is already playing this method does nothing.
189
- */
190
- async play() {
191
- if (!this.isValid()) return;
192
- const pauseChanged = this._isPaused == true;
193
- this._isPaused = false;
194
- if (this._isPlaying) return;
195
- this._isPlaying = true;
196
- if (pauseChanged) this.invokePauseChangedMethodsOnTracks();
197
- if (this.waitForAudio) {
198
- // Make sure audio tracks have loaded at the current time
199
- const promises: Array<Promise<any>> = [];
200
- for (const track of this._audioTracks) {
201
- const promise = track.loadAudio(this._time, 1, 0);
202
- if (promise)
203
- promises.push(promise);
204
- }
205
- if (promises.length > 0) {
206
- await Promise.all(promises);
207
- if (!this._isPlaying) return;
208
- }
209
- while (this._audioTracks.length > 0 && this._isPlaying && !AudioSource.userInteractionRegistered && this.waitForAudio)
210
- await delay(200);
211
- }
212
- this.invokeStateChangedMethodsOnTracks();
213
- // Update timeline in LateUpdate to give other scripts time to react to the updated state
214
- // e.g. if we animate OrbitControls look at target we want those changes to be applied in onBeforeRender
215
- // if we use onBeforeRender here it will be called *after* the regular onBeforeRender events
216
- // which is too late
217
- this._internalUpdateRoutine = this.startCoroutine(this.internalUpdate(), FrameEvent.LateUpdate);
218
- }
219
-
220
- /**
221
- * Pause the timeline.
222
- */
223
- pause() {
224
- if (!this.isValid()) return;
225
- this._isPlaying = false;
226
- if (this._isPaused) return;
227
- this._isPaused = true;
228
- this.internalEvaluate();
229
- this.invokePauseChangedMethodsOnTracks();
230
- this.invokeStateChangedMethodsOnTracks();
231
- }
232
-
233
- /**
234
- * Stop the timeline.
235
- */
236
- stop() {
237
- this._isStopping = true;
238
- for (const track of this._audioTracks) track.stop();
239
- const pauseChanged = this._isPaused == true;
240
- const wasPlaying = this._isPlaying;
241
- if (this._isPlaying) {
242
- this._time = 0;
243
- this._isPlaying = false;
244
- this._isPaused = false;
245
- this.internalEvaluate();
246
- if (pauseChanged) this.invokePauseChangedMethodsOnTracks();
247
- }
248
- this._isPlaying = false;
249
- this._isPaused = false;
250
- if (pauseChanged && !wasPlaying) this.invokePauseChangedMethodsOnTracks();
251
- if (wasPlaying) this.invokeStateChangedMethodsOnTracks();
252
- if (this._internalUpdateRoutine)
253
- this.stopCoroutine(this._internalUpdateRoutine);
254
- this._internalUpdateRoutine = null;
255
- this._isStopping = false;
256
- }
257
-
258
- /**
259
- * Evaluate the timeline at the current time. This is useful when you want to manually update the timeline e.g. when the timeline is paused and you set `time` to a new value.
260
- */
261
- evaluate() {
262
- this.internalEvaluate(true);
263
- }
264
-
265
- /**
266
- * @returns true if the timeline is valid and has tracks
267
- */
268
- isValid() {
269
- return this.playableAsset && this.playableAsset.tracks && Array.isArray(this.playableAsset.tracks);
270
- }
271
-
272
- /** Iterates over all tracks of the timeline
273
- * @returns all tracks of the timeline
274
- */
275
- *forEachTrack() {
276
- for (const tracks of this._allTracks) {
277
- for (const track of tracks)
278
- yield track;
279
- }
280
- }
281
-
282
- /**
283
- * @returns all animation tracks of the timeline
284
- */
285
- get animationTracks() {
286
- return this._animationTracks;
287
- }
288
-
289
- /**
290
- * @returns all audio tracks of the timeline
291
- */
292
- get audioTracks(): Tracks.AudioTrackHandler[] {
293
- return this._audioTracks;
294
- }
295
-
296
- private _guidsMap?: GuidsMap;
297
- /** @internal */
298
- resolveGuids(map: GuidsMap) {
299
- this._guidsMap = map;
300
- }
301
-
302
- // INTERNALS
303
-
304
- private _isPlaying: boolean = false;
305
- private _internalUpdateRoutine: any;
306
- private _isPaused: boolean = false;
307
- /** internal, true during the time stop() is being processed */
308
- private _isStopping: boolean = false;
309
- private _time: number = 0;
310
- private _duration: number = 0;
311
- private _weight: number = 1;
312
- private _animationTracks: Array<Tracks.AnimationTrackHandler> = [];
313
- private _audioTracks: Array<Tracks.AudioTrackHandler> = [];
314
- private _signalTracks: Array<Tracks.SignalTrackHandler> = [];
315
- private _controlTracks: Array<Tracks.ControlTrackHandler> = [];
316
- private _customTracks: Array<Tracks.TrackHandler> = [];
317
-
318
- private _allTracks: Array<Array<Tracks.TrackHandler>> = [
319
- this._animationTracks,
320
- this._audioTracks,
321
- this._signalTracks,
322
- this._controlTracks,
323
- this._customTracks
324
- ];
325
-
326
- /** should be called after evaluate if the director was playing */
327
- private invokePauseChangedMethodsOnTracks() {
328
- for (const track of this.forEachTrack()) {
329
- track.onPauseChanged?.call(track);
330
- }
331
- }
332
- private invokeStateChangedMethodsOnTracks() {
333
- for (const track of this.forEachTrack()) {
334
- track.onStateChanged?.call(track, this._isPlaying);
335
- }
336
- }
337
-
338
- private *internalUpdate() {
339
- while (this._isPlaying && this.activeAndEnabled) {
340
- if (!this._isPaused && this._isPlaying) {
341
- this._time += this.context.time.deltaTime * this.speed;
342
- this.internalEvaluate();
343
- }
344
- // for (let i = 0; i < 5; i++)
345
- yield;
346
- }
347
- }
348
-
349
- /**
350
- * PlayableDirector lifecycle should always call this instead of "evaluate"
351
- * @param called_by_user If true the evaluation is called by the user (e.g. via evaluate())
352
- */
353
- private internalEvaluate(called_by_user: boolean = false) {
354
- // when the timeline is called by a user via evaluate() we want to keep updating activation tracks
355
- // because "isPlaying" might be false but the director is still active. See NE-3737
356
-
357
- if (!this.isValid()) return;
358
-
359
- let t = this._time;
360
- switch (this.extrapolationMode) {
361
- case DirectorWrapMode.Hold:
362
- if (this._speed > 0)
363
- t = Math.min(t, this._duration);
364
- else if (this._speed < 0)
365
- t = Math.max(t, 0);
366
- this._time = t;
367
- break;
368
- case DirectorWrapMode.Loop:
369
- t %= this._duration;
370
- this._time = t;
371
- break;
372
- case DirectorWrapMode.None:
373
- if (t > this._duration) {
374
- this.stop();
375
- return;
376
- }
377
- break;
378
- }
379
-
380
- const time = this._time;
381
-
382
- for (const track of this.playableAsset!.tracks) {
383
- if (track.muted) continue;
384
- switch (track.type) {
385
- case Models.TrackType.Activation:
386
- // when the timeline is being disabled or stopped
387
- // then we want to leave objects active state as they were
388
- // see NE-3241
389
- // TODO: support all "post-playback-state" settings an activation track has, this is just "Leave as is"
390
- if (!called_by_user && !this._isPlaying) continue;
391
-
392
- for (let i = 0; i < track.outputs.length; i++) {
393
- const binding = track.outputs[i];
394
- if (typeof binding === "object") {
395
- let isActive: boolean = false;
396
- if (track.clips) {
397
- for (const clip of track.clips) {
398
- if (clip.start <= time && time <= clip.end) {
399
- isActive = true;
400
- }
401
- }
402
- }
403
- const obj = binding as Object3D;
404
- if (obj.visible !== undefined) {
405
- if (obj.visible !== isActive) {
406
- obj.visible = isActive;
407
- if (debug)
408
- console.warn(this.name, "set ActivationTrack-" + i, obj.name, isActive, time);
409
- }
410
- }
411
- }
412
- }
413
- break;
414
-
415
- }
416
- }
417
-
418
- // When timeline reaches the end "stop()" is called which is evaluating with time 0
419
- // We don't want to re-evaluate the animation then in case the timeline is blended with the Animator
420
- // e.g then the timeline animation at time 0 is 100% applied on top of the animator animation
421
- if (!this._isStopping) {
422
- for (const handler of this._animationTracks) {
423
- handler.evaluate(time);
424
- }
425
- }
426
- for (const handler of this._audioTracks) {
427
- handler.evaluate(time);
428
- }
429
- for (const sig of this._signalTracks) {
430
- sig.evaluate(time);
431
- }
432
- for (const ctrl of this._controlTracks) {
433
- ctrl.evaluate(time);
434
- }
435
- for (const cust of this._customTracks) {
436
- cust.evaluate(time);
437
- }
438
- }
439
-
440
- private resolveBindings() {
441
- if (!this._clonedPlayableAsset) {
442
- this._clonedPlayableAsset = true;
443
- this.playableAsset = deepClone(this.playableAsset);
444
- }
445
-
446
- if (!this.playableAsset || !this.playableAsset.tracks) return;
447
-
448
-
449
- // if the director has a parent we assume it is part of the current scene
450
- // if not (e.g. when loaded via adressable but not yet added to any scene)
451
- // we can only resolve objects that are children
452
- const root = this.findRoot(this.gameObject);
453
-
454
- for (const track of this.playableAsset.tracks) {
455
- for (let i = track.outputs.length - 1; i >= 0; i--) {
456
- let binding = track.outputs[i];
457
- if (typeof binding === "string") {
458
- if (this._guidsMap && this._guidsMap[binding])
459
- binding = this._guidsMap[binding];
460
- const obj = GameObject.findByGuid(binding, root);
461
- if (obj === null || typeof obj !== "object") {
462
- // if the binding is missing remove it to avoid unnecessary loops
463
- track.outputs.splice(i, 1);
464
- console.warn("Failed to resolve binding", binding, track.name, track.type);
465
- }
466
- else {
467
- if (debug)
468
- console.log("Resolved binding", binding, "to", obj);
469
- track.outputs[i] = obj;
470
- }
471
- }
472
- else if (binding === null) {
473
- track.outputs.splice(i, 1);
474
- if (PlayableDirector.createTrackFunctions[track.type]) {
475
- // if a custom track doesnt have a binding its ok
476
- continue;
477
- }
478
- // if the binding is missing remove it to avoid unnecessary loops
479
- if (track.type !== Models.TrackType.Audio && track.type !== Models.TrackType.Control && track.type !== Models.TrackType.Marker && track.type !== Models.TrackType.Signal)
480
- console.warn("Missing binding", binding, track.name, track.type, this.name, this.playableAsset.name);
481
- }
482
- }
483
- if (track.type === Models.TrackType.Control) {
484
- if (track.clips) {
485
- for (let i = 0; i < track.clips.length; i++) {
486
- const clip = track.clips[i];
487
- let binding = clip.asset.sourceObject;
488
- if (typeof binding === "string") {
489
- if (this._guidsMap && this._guidsMap[binding])
490
- binding = this._guidsMap[binding];
491
- const obj = GameObject.findByGuid(binding, root);
492
- if (obj === null || typeof obj !== "object") {
493
- console.warn("Failed to resolve sourceObject binding", binding, track.name, clip);
494
- }
495
- else {
496
- if (debug)
497
- console.log("Resolved binding", binding, "to", obj);
498
- clip.asset.sourceObject = obj;
499
- }
500
- }
501
- }
502
- }
503
- }
504
- }
505
- }
506
-
507
- private findRoot(current: Object3D): Object3D {
508
- if (current.parent)
509
- return this.findRoot(current.parent);
510
- return current;
511
- }
512
-
513
- private updateTimelineDuration() {
514
- this._duration = 0;
515
- if (!this.playableAsset || !this.playableAsset.tracks) return;
516
- for (const track of this.playableAsset.tracks) {
517
- if (track.muted === true) continue;
518
- if (track.clips) {
519
- for (const clip of track.clips) {
520
- if (clip.end > this._duration) this._duration = clip.end;
521
- }
522
- }
523
- if (track.markers) {
524
- for (const marker of track.markers) {
525
- if (marker.time > this._duration) this._duration = marker.time + .001;
526
- }
527
- }
528
- }
529
- // console.log("timeline duration", this._duration, this.playableAsset);
530
- }
531
-
532
- private setupAndCreateTrackHandlers() {
533
- this._animationTracks.length = 0;
534
- this._audioTracks.length = 0;
535
- this._signalTracks.length = 0;
536
-
537
- if (!this.playableAsset) return;
538
- let audioListener: AudioListener | null = GameObject.findObjectOfType(AudioListener, this.context);
539
- for (const track of this.playableAsset!.tracks) {
540
- const type = track.type;
541
- const registered = PlayableDirector.createTrackFunctions[type];
542
- if (registered !== null && registered !== undefined) {
543
- const res = registered(this, track) as Tracks.TrackHandler;
544
- if (typeof res.evaluate === "function") {
545
- res.director = this;
546
- res.track = track;
547
- this._customTracks.push(res);
548
- continue;
549
- }
550
- }
551
- // only handle animation tracks
552
- if (track.type === Models.TrackType.Animation) {
553
- if (!track.clips || track.clips.length <= 0) {
554
- if (debug) console.warn("Animation track has no clips", track);
555
- continue;
556
- }
557
- // loop outputs / bindings, they should contain animator references
558
- for (let i = track.outputs.length - 1; i >= 0; i--) {
559
- let binding = track.outputs[i] as Animator;
560
- if (binding instanceof Object3D) {
561
- const anim = GameObject.getOrAddComponent(binding, Animator);
562
- if (anim) binding = anim;
563
- }
564
- const animationClips = binding?.gameObject?.animations;
565
- if (animationClips) {
566
- const handler = new Tracks.AnimationTrackHandler();
567
- handler.trackOffset = track.trackOffset;
568
- handler.director = this;
569
- handler.track = track;
570
- for (let i = 0; i < track.clips.length; i++) {
571
- const clipModel = track.clips[i];
572
- const animModel = clipModel.asset as Models.AnimationClipModel;
573
- if (!animModel) {
574
- console.error(`Timeline ${this.name}: clip #${i} on track \"${track.name}\" has no animation data`);
575
- continue;
576
- }
577
- // console.log(clipModel, track);
578
- const targetObjectId = animModel.clip;
579
- let clip: any = targetObjectId;
580
- if (typeof clip === "string" || typeof clip === "number") {
581
- clip = animationClips.find(c => c.name === targetObjectId);
582
- }
583
- if (debug) console.log(animModel, targetObjectId, "→", clip)
584
- if (!clip) {
585
- console.warn("Could not find animationClip for model", clipModel, track.name, this.name, this.playableAsset?.name, animationClips, binding);
586
- continue;
587
- }
588
- // Try to share the mixer with the animator
589
- if (binding instanceof Animator && binding.runtimeAnimatorController) {
590
- if (!binding.__internalDidAwakeAndStart) binding.initializeRuntimeAnimatorController();
591
- // Call bind once to ensure the animator is setup and has a mixer
592
- if (!binding.runtimeAnimatorController.mixer) binding.runtimeAnimatorController.bind(binding);
593
- handler.mixer = binding.runtimeAnimatorController.mixer;
594
- }
595
- // If we can not get the mixer from the animator then create a new one
596
- if (!handler.mixer) {
597
- handler.mixer = new AnimationMixer(binding.gameObject);
598
- this.context.animations.registerAnimationMixer(handler.mixer);
599
- }
600
- handler.clips.push(clip);
601
- // uncache because we want to create a new action
602
- // this is needed because if a clip is used multiple times in a track (or even multiple tracks)
603
- // we want to avoid setting weights on the same instance for clips/objects that are not active
604
- handler.mixer.uncacheAction(clip);
605
- handler.createHooks(clipModel.asset as Models.AnimationClipModel, clip);
606
- const clipAction = handler.mixer.clipAction(clip); // new AnimationAction(handler.mixer, clip, null, null);
607
- handler.actions.push(clipAction);
608
- handler.models.push(clipModel);
609
- }
610
- this._animationTracks.push(handler);
611
- }
612
- }
613
- }
614
- else if (track.type === Models.TrackType.Audio) {
615
- if (!track.clips || track.clips.length <= 0) continue;
616
- const audio = new Tracks.AudioTrackHandler();
617
- audio.director = this;
618
- audio.track = track;
619
- audio.audioSource = track.outputs.find(o => o instanceof AudioSource) as AudioSource;
620
-
621
- this._audioTracks.push(audio);
622
- if (!audioListener) {
623
- // If the scene doesnt have an AudioListener we add one to the main camera
624
- audioListener = this.context.mainCameraComponent?.gameObject.addComponent(AudioListener)!;
625
- }
626
- audio.listener = audioListener.listener;
627
- for (let i = 0; i < track.clips.length; i++) {
628
- const clipModel = track.clips[i];
629
- audio.addModel(clipModel);
630
- }
631
- }
632
- else if (track.type === Models.TrackType.Marker) {
633
- const signalHandler: Tracks.SignalTrackHandler = new Tracks.SignalTrackHandler();
634
- signalHandler.director = this;
635
- signalHandler.track = track;
636
- if (track.markers) {
637
- for (const marker of track.markers) {
638
- switch (marker.type) {
639
- case Models.MarkerType.Signal:
640
- signalHandler.models.push(marker as Models.SignalMarkerModel);
641
- signalHandler.didTrigger.push(false);
642
- break;
643
- }
644
- }
645
- }
646
- if (signalHandler !== null && signalHandler.models.length > 0) {
647
- const rec = GameObject.getComponent(this.gameObject, SignalReceiver);
648
- if (rec) {
649
- signalHandler.receivers.push(rec);
650
- this._signalTracks.push(signalHandler);
651
- }
652
- }
653
- }
654
- else if (track.type === Models.TrackType.Signal) {
655
- const handler = new Tracks.SignalTrackHandler();
656
- handler.director = this;
657
- handler.track = track;
658
- if (track.markers) {
659
- for (const marker of track.markers) {
660
- handler.models.push(marker as Models.SignalMarkerModel);
661
- handler.didTrigger.push(false);
662
- }
663
- }
664
- for (const bound of track.outputs) {
665
- handler.receivers.push(bound as SignalReceiver);
666
- }
667
- this._signalTracks.push(handler);
668
- }
669
- else if (track.type === Models.TrackType.Control) {
670
- const handler = new Tracks.ControlTrackHandler();
671
- handler.director = this;
672
- handler.track = track;
673
- if (track.clips) {
674
- for (const clip of track.clips) {
675
- handler.models.push(clip);
676
- }
677
- }
678
- handler.resolveSourceObjects(this.context);
679
- this._controlTracks.push(handler);
680
- }
681
- }
682
- }
683
-
684
- private setAudioTracksAllowPlaying(allow: boolean) {
685
- for (const track of this._audioTracks) {
686
- track.onAllowAudioChanged(allow);
687
- }
688
- }
689
-
690
-
691
-
692
- /** Experimental support for overriding timeline animation data (position or rotation) */
693
- readonly animationCallbackReceivers: ITimelineAnimationCallbacks[] = [];
694
- /** Experimental: Receive callbacks for timeline animation. Allows modification of final value */
695
- registerAnimationCallback(receiver: ITimelineAnimationCallbacks) { this.animationCallbackReceivers.push(receiver); }
696
- /** Experimental: Unregister callbacks for timeline animation. Allows modification of final value */
697
- unregisterAnimationCallback(receiver: ITimelineAnimationCallbacks) {
698
- const index = this.animationCallbackReceivers.indexOf(receiver);
699
- if (index === -1) return;
700
- this.animationCallbackReceivers.splice(index, 1);
701
- }
702
- }
703
-
704
- /**
705
- * Experimental interface for receiving timeline animation callbacks. Register at the PlayableDirector
706
- */
707
- export interface ITimelineAnimationCallbacks {
708
- /**
709
- * @param director The director that is playing the timeline
710
- * @param target The target object that is being animated
711
- * @param time The current time of the timeline
712
- * @param rotation The evaluated rotation of the target object at the current time
713
- */
714
- onTimelineRotation?(director: PlayableDirector, target: Object3D, time: number, rotation: Quaternion);
715
- /**
716
- * @param director The director that is playing the timeline
717
- * @param target The target object that is being animated
718
- * @param time The current time of the timeline
719
- * @param position The evaluated position of the target object at the current time
720
- */
721
- onTimelinePosition?(director: PlayableDirector, target: Object3D, time: number, position: Vector3);
722
- }
1
+ import { AnimationMixer, Object3D, Quaternion, Vector3 } from 'three';
2
+
3
+ import { isDevEnvironment } from '../../engine/debug/index.js';
4
+ import { FrameEvent } from '../../engine/engine_context.js';
5
+ import { isLocalNetwork } from '../../engine/engine_networking_utils.js';
6
+ import { serializable } from '../../engine/engine_serialization.js';
7
+ import type { GuidsMap } from '../../engine/engine_types.js';
8
+ import { deepClone, delay, getParam } from '../../engine/engine_utils.js';
9
+ import { Animator } from '../Animator.js';
10
+ import { AudioListener } from '../AudioListener.js';
11
+ import { AudioSource } from '../AudioSource.js';
12
+ import { Behaviour, GameObject } from '../Component.js';
13
+ import { SignalReceiver } from './SignalAsset.js';
14
+ import * as Models from "./TimelineModels.js";
15
+ import * as Tracks from "./TimelineTracks.js";
16
+
17
+ const debug = getParam("debugtimeline");
18
+
19
+ /**
20
+ * The wrap mode of the {@link PlayableDirector}.
21
+ */
22
+ export enum DirectorWrapMode {
23
+ /// <summary>
24
+ /// <para>Hold the last frame when the playable time reaches it's duration.</para>
25
+ /// </summary>
26
+ Hold = 0,
27
+ /// <summary>
28
+ /// <para>Loop back to zero time and continue playing.</para>
29
+ /// </summary>
30
+ Loop = 1,
31
+ /// <summary>
32
+ /// <para>Do not keep playing when the time reaches the duration.</para>
33
+ /// </summary>
34
+ None = 2,
35
+ }
36
+
37
+
38
+ /** How the clip handles time outside its start and end range. */
39
+ export enum ClipExtrapolation {
40
+ /** No extrapolation is applied. */
41
+ None = 0,
42
+ /** Hold the time at the end value of the clip. */
43
+ Hold = 1,
44
+ /** Repeat time values outside the start/end range. */
45
+ Loop = 2,
46
+ /** Repeat time values outside the start/end range, reversing direction at each loop */
47
+ PingPong = 3,
48
+ /** Time values are passed in without modification, extending beyond the clips range */
49
+ Continue = 4
50
+ };
51
+
52
+ /** @internal */
53
+ export type CreateTrackFunction = (director: PlayableDirector, track: Models.TrackModel) => Tracks.TrackHandler | undefined | null;
54
+
55
+ /**
56
+ * The PlayableDirector component is the main component to control timelines in needle engine.
57
+ * It is used to play, pause, stop and evaluate timelines.
58
+ * Assign a TimelineAsset to the `playableAsset` property to start playing a timeline.
59
+ * @category Animation and Sequencing
60
+ * @group Components
61
+ */
62
+ export class PlayableDirector extends Behaviour {
63
+
64
+ private static createTrackFunctions: { [key: string]: CreateTrackFunction } = {};
65
+ static registerCreateTrack(type: string, fn: CreateTrackFunction) {
66
+ this.createTrackFunctions[type] = fn;
67
+ }
68
+
69
+ playableAsset?: Models.TimelineAssetModel;
70
+ /** Set to true to start playing the timeline when the scene starts */
71
+ @serializable()
72
+ playOnAwake?: boolean;
73
+ @serializable()
74
+ extrapolationMode: DirectorWrapMode = DirectorWrapMode.Loop;
75
+
76
+ /** @returns true if the timeline is currently playing */
77
+ get isPlaying(): boolean { return this._isPlaying; }
78
+ /** @returns true if the timeline is currently paused */
79
+ get isPaused(): boolean { return this._isPaused; }
80
+ /** the current time of the timeline */
81
+ get time(): number { return this._time; }
82
+ set time(value: number) {
83
+ if (typeof value === "number" && !Number.isNaN(value))
84
+ this._time = value;
85
+ else if (debug || isLocalNetwork()) {
86
+ console.error("INVALID TIMELINE.TIME VALUE", value, this.name)
87
+ };
88
+ }
89
+ /** the duration of the timeline */
90
+ get duration(): number { return this._duration; }
91
+ set duration(value: number) { this._duration = value; }
92
+ /** the weight of the timeline. Set to a value below 1 to blend with other timelines */
93
+ get weight(): number { return this._weight; };
94
+ set weight(value: number) { this._weight = value; }
95
+ /** the playback speed of the timeline */
96
+ get speed(): number { return this._speed; }
97
+ set speed(value: number) { this._speed = value; }
98
+
99
+ /** When enabled the timeline will wait for audio tracks to load at the current time before starting to play */
100
+ waitForAudio: boolean = true;
101
+
102
+ private _visibilityChangeEvt?: any;
103
+ private _clonedPlayableAsset: boolean = false;
104
+ private _speed: number = 1;
105
+
106
+ /** @internal */
107
+ awake(): void {
108
+ if (debug)
109
+ console.log(this, this.playableAsset?.tracks);
110
+
111
+ this.rebuildGraph();
112
+
113
+ if (!this.isValid() && (debug || isDevEnvironment())) {
114
+ if (debug) {
115
+ console.warn("PlayableDirector is not valid", "Asset?", this.playableAsset, "Tracks:", this.playableAsset?.tracks, "IsArray?", Array.isArray(this.playableAsset?.tracks), this);
116
+ }
117
+ else if (!this.playableAsset?.tracks?.length) {
118
+ console.warn("PlayableDirector has no tracks");
119
+ }
120
+ else {
121
+ console.warn("PlayableDirector is not valid");
122
+ }
123
+ }
124
+ }
125
+
126
+ /** @internal */
127
+ onEnable() {
128
+ for (const track of this._audioTracks) {
129
+ track.onEnable?.();
130
+ }
131
+ for (const track of this._customTracks) {
132
+ track.onEnable?.();
133
+ }
134
+ for (const track of this._animationTracks) {
135
+ track.onEnable?.();
136
+ }
137
+ if (this.playOnAwake) {
138
+ this.play();
139
+ }
140
+
141
+ if (!this._visibilityChangeEvt) this._visibilityChangeEvt = () => {
142
+ switch (document.visibilityState) {
143
+ case "hidden":
144
+ this.setAudioTracksAllowPlaying(false);
145
+ break;
146
+ case "visible":
147
+ this.setAudioTracksAllowPlaying(true);
148
+ break;
149
+ }
150
+ }
151
+ window.addEventListener('visibilitychange', this._visibilityChangeEvt);
152
+ }
153
+
154
+ /** @internal */
155
+ onDisable(): void {
156
+ this.stop();
157
+ for (const track of this._audioTracks) {
158
+ track.onDisable?.();
159
+ }
160
+ for (const track of this._customTracks) {
161
+ track.onDisable?.();
162
+ }
163
+ for (const track of this._animationTracks) {
164
+ track.onDisable?.();
165
+ }
166
+ if (this._visibilityChangeEvt)
167
+ window.removeEventListener('visibilitychange', this._visibilityChangeEvt);
168
+ }
169
+
170
+ /** @internal */
171
+ onDestroy(): void {
172
+ for (const tracks of this._allTracks) {
173
+ for (const track of tracks)
174
+ track.onDestroy?.();
175
+ }
176
+ }
177
+
178
+ /** @internal */
179
+ rebuildGraph() {
180
+ if (!this.isValid()) return;
181
+ this.resolveBindings();
182
+ this.updateTimelineDuration();
183
+ this.setupAndCreateTrackHandlers();
184
+ }
185
+
186
+ /**
187
+ * Play the timeline from the current time.
188
+ * If the timeline is already playing this method does nothing.
189
+ */
190
+ async play() {
191
+ if (!this.isValid()) return;
192
+ const pauseChanged = this._isPaused == true;
193
+ this._isPaused = false;
194
+ if (this._isPlaying) return;
195
+ this._isPlaying = true;
196
+ if (pauseChanged) this.invokePauseChangedMethodsOnTracks();
197
+ if (this.waitForAudio) {
198
+ // Make sure audio tracks have loaded at the current time
199
+ const promises: Array<Promise<any>> = [];
200
+ for (const track of this._audioTracks) {
201
+ const promise = track.loadAudio(this._time, 1, 0);
202
+ if (promise)
203
+ promises.push(promise);
204
+ }
205
+ if (promises.length > 0) {
206
+ await Promise.all(promises);
207
+ if (!this._isPlaying) return;
208
+ }
209
+ while (this._audioTracks.length > 0 && this._isPlaying && !AudioSource.userInteractionRegistered && this.waitForAudio)
210
+ await delay(200);
211
+ }
212
+ this.invokeStateChangedMethodsOnTracks();
213
+ // Update timeline in LateUpdate to give other scripts time to react to the updated state
214
+ // e.g. if we animate OrbitControls look at target we want those changes to be applied in onBeforeRender
215
+ // if we use onBeforeRender here it will be called *after* the regular onBeforeRender events
216
+ // which is too late
217
+ this._internalUpdateRoutine = this.startCoroutine(this.internalUpdate(), FrameEvent.LateUpdate);
218
+ }
219
+
220
+ /**
221
+ * Pause the timeline.
222
+ */
223
+ pause() {
224
+ if (!this.isValid()) return;
225
+ this._isPlaying = false;
226
+ if (this._isPaused) return;
227
+ this._isPaused = true;
228
+ this.internalEvaluate();
229
+ this.invokePauseChangedMethodsOnTracks();
230
+ this.invokeStateChangedMethodsOnTracks();
231
+ }
232
+
233
+ /**
234
+ * Stop the timeline.
235
+ */
236
+ stop() {
237
+ this._isStopping = true;
238
+ for (const track of this._audioTracks) track.stop();
239
+ const pauseChanged = this._isPaused == true;
240
+ const wasPlaying = this._isPlaying;
241
+ if (this._isPlaying) {
242
+ this._time = 0;
243
+ this._isPlaying = false;
244
+ this._isPaused = false;
245
+ this.internalEvaluate();
246
+ if (pauseChanged) this.invokePauseChangedMethodsOnTracks();
247
+ }
248
+ this._isPlaying = false;
249
+ this._isPaused = false;
250
+ if (pauseChanged && !wasPlaying) this.invokePauseChangedMethodsOnTracks();
251
+ if (wasPlaying) this.invokeStateChangedMethodsOnTracks();
252
+ if (this._internalUpdateRoutine)
253
+ this.stopCoroutine(this._internalUpdateRoutine);
254
+ this._internalUpdateRoutine = null;
255
+ this._isStopping = false;
256
+ }
257
+
258
+ /**
259
+ * Evaluate the timeline at the current time. This is useful when you want to manually update the timeline e.g. when the timeline is paused and you set `time` to a new value.
260
+ */
261
+ evaluate() {
262
+ this.internalEvaluate(true);
263
+ }
264
+
265
+ /**
266
+ * @returns true if the timeline is valid and has tracks
267
+ */
268
+ isValid() {
269
+ return this.playableAsset && this.playableAsset.tracks && Array.isArray(this.playableAsset.tracks);
270
+ }
271
+
272
+ /** Iterates over all tracks of the timeline
273
+ * @returns all tracks of the timeline
274
+ */
275
+ *forEachTrack() {
276
+ for (const tracks of this._allTracks) {
277
+ for (const track of tracks)
278
+ yield track;
279
+ }
280
+ }
281
+
282
+ /**
283
+ * @returns all animation tracks of the timeline
284
+ */
285
+ get animationTracks() {
286
+ return this._animationTracks;
287
+ }
288
+
289
+ /**
290
+ * @returns all audio tracks of the timeline
291
+ */
292
+ get audioTracks(): Tracks.AudioTrackHandler[] {
293
+ return this._audioTracks;
294
+ }
295
+
296
+ private _guidsMap?: GuidsMap;
297
+ /** @internal */
298
+ resolveGuids(map: GuidsMap) {
299
+ this._guidsMap = map;
300
+ }
301
+
302
+ // INTERNALS
303
+
304
+ private _isPlaying: boolean = false;
305
+ private _internalUpdateRoutine: any;
306
+ private _isPaused: boolean = false;
307
+ /** internal, true during the time stop() is being processed */
308
+ private _isStopping: boolean = false;
309
+ private _time: number = 0;
310
+ private _duration: number = 0;
311
+ private _weight: number = 1;
312
+ private _animationTracks: Array<Tracks.AnimationTrackHandler> = [];
313
+ private _audioTracks: Array<Tracks.AudioTrackHandler> = [];
314
+ private _signalTracks: Array<Tracks.SignalTrackHandler> = [];
315
+ private _controlTracks: Array<Tracks.ControlTrackHandler> = [];
316
+ private _customTracks: Array<Tracks.TrackHandler> = [];
317
+
318
+ private _allTracks: Array<Array<Tracks.TrackHandler>> = [
319
+ this._animationTracks,
320
+ this._audioTracks,
321
+ this._signalTracks,
322
+ this._controlTracks,
323
+ this._customTracks
324
+ ];
325
+
326
+ /** should be called after evaluate if the director was playing */
327
+ private invokePauseChangedMethodsOnTracks() {
328
+ for (const track of this.forEachTrack()) {
329
+ track.onPauseChanged?.call(track);
330
+ }
331
+ }
332
+ private invokeStateChangedMethodsOnTracks() {
333
+ for (const track of this.forEachTrack()) {
334
+ track.onStateChanged?.call(track, this._isPlaying);
335
+ }
336
+ }
337
+
338
+ private *internalUpdate() {
339
+ while (this._isPlaying && this.activeAndEnabled) {
340
+ if (!this._isPaused && this._isPlaying) {
341
+ this._time += this.context.time.deltaTime * this.speed;
342
+ this.internalEvaluate();
343
+ }
344
+ // for (let i = 0; i < 5; i++)
345
+ yield;
346
+ }
347
+ }
348
+
349
+ /**
350
+ * PlayableDirector lifecycle should always call this instead of "evaluate"
351
+ * @param called_by_user If true the evaluation is called by the user (e.g. via evaluate())
352
+ */
353
+ private internalEvaluate(called_by_user: boolean = false) {
354
+ // when the timeline is called by a user via evaluate() we want to keep updating activation tracks
355
+ // because "isPlaying" might be false but the director is still active. See NE-3737
356
+
357
+ if (!this.isValid()) return;
358
+
359
+ let t = this._time;
360
+ switch (this.extrapolationMode) {
361
+ case DirectorWrapMode.Hold:
362
+ if (this._speed > 0)
363
+ t = Math.min(t, this._duration);
364
+ else if (this._speed < 0)
365
+ t = Math.max(t, 0);
366
+ this._time = t;
367
+ break;
368
+ case DirectorWrapMode.Loop:
369
+ t %= this._duration;
370
+ this._time = t;
371
+ break;
372
+ case DirectorWrapMode.None:
373
+ if (t > this._duration) {
374
+ this.stop();
375
+ return;
376
+ }
377
+ break;
378
+ }
379
+
380
+ const time = this._time;
381
+
382
+ for (const track of this.playableAsset!.tracks) {
383
+ if (track.muted) continue;
384
+ switch (track.type) {
385
+ case Models.TrackType.Activation:
386
+ // when the timeline is being disabled or stopped
387
+ // then we want to leave objects active state as they were
388
+ // see NE-3241
389
+ // TODO: support all "post-playback-state" settings an activation track has, this is just "Leave as is"
390
+ if (!called_by_user && !this._isPlaying) continue;
391
+
392
+ for (let i = 0; i < track.outputs.length; i++) {
393
+ const binding = track.outputs[i];
394
+ if (typeof binding === "object") {
395
+ let isActive: boolean = false;
396
+ if (track.clips) {
397
+ for (const clip of track.clips) {
398
+ if (clip.start <= time && time <= clip.end) {
399
+ isActive = true;
400
+ }
401
+ }
402
+ }
403
+ const obj = binding as Object3D;
404
+ if (obj.visible !== undefined) {
405
+ if (obj.visible !== isActive) {
406
+ obj.visible = isActive;
407
+ if (debug)
408
+ console.warn(this.name, "set ActivationTrack-" + i, obj.name, isActive, time);
409
+ }
410
+ }
411
+ }
412
+ }
413
+ break;
414
+
415
+ }
416
+ }
417
+
418
+ // When timeline reaches the end "stop()" is called which is evaluating with time 0
419
+ // We don't want to re-evaluate the animation then in case the timeline is blended with the Animator
420
+ // e.g then the timeline animation at time 0 is 100% applied on top of the animator animation
421
+ if (!this._isStopping) {
422
+ for (const handler of this._animationTracks) {
423
+ handler.evaluate(time);
424
+ }
425
+ }
426
+ for (const handler of this._audioTracks) {
427
+ handler.evaluate(time);
428
+ }
429
+ for (const sig of this._signalTracks) {
430
+ sig.evaluate(time);
431
+ }
432
+ for (const ctrl of this._controlTracks) {
433
+ ctrl.evaluate(time);
434
+ }
435
+ for (const cust of this._customTracks) {
436
+ cust.evaluate(time);
437
+ }
438
+ }
439
+
440
+ private resolveBindings() {
441
+ if (!this._clonedPlayableAsset) {
442
+ this._clonedPlayableAsset = true;
443
+ this.playableAsset = deepClone(this.playableAsset);
444
+ }
445
+
446
+ if (!this.playableAsset || !this.playableAsset.tracks) return;
447
+
448
+
449
+ // if the director has a parent we assume it is part of the current scene
450
+ // if not (e.g. when loaded via adressable but not yet added to any scene)
451
+ // we can only resolve objects that are children
452
+ const root = this.findRoot(this.gameObject);
453
+
454
+ for (const track of this.playableAsset.tracks) {
455
+ for (let i = track.outputs.length - 1; i >= 0; i--) {
456
+ let binding = track.outputs[i];
457
+ if (typeof binding === "string") {
458
+ if (this._guidsMap && this._guidsMap[binding])
459
+ binding = this._guidsMap[binding];
460
+ const obj = GameObject.findByGuid(binding, root);
461
+ if (obj === null || typeof obj !== "object") {
462
+ // if the binding is missing remove it to avoid unnecessary loops
463
+ track.outputs.splice(i, 1);
464
+ console.warn("Failed to resolve binding", binding, track.name, track.type);
465
+ }
466
+ else {
467
+ if (debug)
468
+ console.log("Resolved binding", binding, "to", obj);
469
+ track.outputs[i] = obj;
470
+ }
471
+ }
472
+ else if (binding === null) {
473
+ track.outputs.splice(i, 1);
474
+ if (PlayableDirector.createTrackFunctions[track.type]) {
475
+ // if a custom track doesnt have a binding its ok
476
+ continue;
477
+ }
478
+ // if the binding is missing remove it to avoid unnecessary loops
479
+ if (track.type !== Models.TrackType.Audio && track.type !== Models.TrackType.Control && track.type !== Models.TrackType.Marker && track.type !== Models.TrackType.Signal)
480
+ console.warn("Missing binding", binding, track.name, track.type, this.name, this.playableAsset.name);
481
+ }
482
+ }
483
+ if (track.type === Models.TrackType.Control) {
484
+ if (track.clips) {
485
+ for (let i = 0; i < track.clips.length; i++) {
486
+ const clip = track.clips[i];
487
+ let binding = clip.asset.sourceObject;
488
+ if (typeof binding === "string") {
489
+ if (this._guidsMap && this._guidsMap[binding])
490
+ binding = this._guidsMap[binding];
491
+ const obj = GameObject.findByGuid(binding, root);
492
+ if (obj === null || typeof obj !== "object") {
493
+ console.warn("Failed to resolve sourceObject binding", binding, track.name, clip);
494
+ }
495
+ else {
496
+ if (debug)
497
+ console.log("Resolved binding", binding, "to", obj);
498
+ clip.asset.sourceObject = obj;
499
+ }
500
+ }
501
+ }
502
+ }
503
+ }
504
+ }
505
+ }
506
+
507
+ private findRoot(current: Object3D): Object3D {
508
+ if (current.parent)
509
+ return this.findRoot(current.parent);
510
+ return current;
511
+ }
512
+
513
+ private updateTimelineDuration() {
514
+ this._duration = 0;
515
+ if (!this.playableAsset || !this.playableAsset.tracks) return;
516
+ for (const track of this.playableAsset.tracks) {
517
+ if (track.muted === true) continue;
518
+ if (track.clips) {
519
+ for (const clip of track.clips) {
520
+ if (clip.end > this._duration) this._duration = clip.end;
521
+ }
522
+ }
523
+ if (track.markers) {
524
+ for (const marker of track.markers) {
525
+ if (marker.time > this._duration) this._duration = marker.time + .001;
526
+ }
527
+ }
528
+ }
529
+ // console.log("timeline duration", this._duration, this.playableAsset);
530
+ }
531
+
532
+ private setupAndCreateTrackHandlers() {
533
+ this._animationTracks.length = 0;
534
+ this._audioTracks.length = 0;
535
+ this._signalTracks.length = 0;
536
+
537
+ if (!this.playableAsset) return;
538
+ let audioListener: AudioListener | null = GameObject.findObjectOfType(AudioListener, this.context);
539
+ for (const track of this.playableAsset!.tracks) {
540
+ const type = track.type;
541
+ const registered = PlayableDirector.createTrackFunctions[type];
542
+ if (registered !== null && registered !== undefined) {
543
+ const res = registered(this, track) as Tracks.TrackHandler;
544
+ if (typeof res.evaluate === "function") {
545
+ res.director = this;
546
+ res.track = track;
547
+ this._customTracks.push(res);
548
+ continue;
549
+ }
550
+ }
551
+ // only handle animation tracks
552
+ if (track.type === Models.TrackType.Animation) {
553
+ if (!track.clips || track.clips.length <= 0) {
554
+ if (debug) console.warn("Animation track has no clips", track);
555
+ continue;
556
+ }
557
+ // loop outputs / bindings, they should contain animator references
558
+ for (let i = track.outputs.length - 1; i >= 0; i--) {
559
+ let binding = track.outputs[i] as Animator;
560
+ if (binding instanceof Object3D) {
561
+ const anim = GameObject.getOrAddComponent(binding, Animator);
562
+ if (anim) binding = anim;
563
+ }
564
+ const animationClips = binding?.gameObject?.animations;
565
+ if (animationClips) {
566
+ const handler = new Tracks.AnimationTrackHandler();
567
+ handler.trackOffset = track.trackOffset;
568
+ handler.director = this;
569
+ handler.track = track;
570
+ for (let i = 0; i < track.clips.length; i++) {
571
+ const clipModel = track.clips[i];
572
+ const animModel = clipModel.asset as Models.AnimationClipModel;
573
+ if (!animModel) {
574
+ console.error(`Timeline ${this.name}: clip #${i} on track \"${track.name}\" has no animation data`);
575
+ continue;
576
+ }
577
+ // console.log(clipModel, track);
578
+ const targetObjectId = animModel.clip;
579
+ let clip: any = targetObjectId;
580
+ if (typeof clip === "string" || typeof clip === "number") {
581
+ clip = animationClips.find(c => c.name === targetObjectId);
582
+ }
583
+ if (debug) console.log(animModel, targetObjectId, "→", clip)
584
+ if (!clip) {
585
+ console.warn("Could not find animationClip for model", clipModel, track.name, this.name, this.playableAsset?.name, animationClips, binding);
586
+ continue;
587
+ }
588
+ // Try to share the mixer with the animator
589
+ if (binding instanceof Animator && binding.runtimeAnimatorController) {
590
+ if (!binding.__internalDidAwakeAndStart) binding.initializeRuntimeAnimatorController();
591
+ // Call bind once to ensure the animator is setup and has a mixer
592
+ if (!binding.runtimeAnimatorController.mixer) binding.runtimeAnimatorController.bind(binding);
593
+ handler.mixer = binding.runtimeAnimatorController.mixer;
594
+ }
595
+ // If we can not get the mixer from the animator then create a new one
596
+ if (!handler.mixer) {
597
+ handler.mixer = new AnimationMixer(binding.gameObject);
598
+ this.context.animations.registerAnimationMixer(handler.mixer);
599
+ }
600
+ handler.clips.push(clip);
601
+ // uncache because we want to create a new action
602
+ // this is needed because if a clip is used multiple times in a track (or even multiple tracks)
603
+ // we want to avoid setting weights on the same instance for clips/objects that are not active
604
+ handler.mixer.uncacheAction(clip);
605
+ handler.createHooks(clipModel.asset as Models.AnimationClipModel, clip);
606
+ const clipAction = handler.mixer.clipAction(clip); // new AnimationAction(handler.mixer, clip, null, null);
607
+ handler.actions.push(clipAction);
608
+ handler.models.push(clipModel);
609
+ }
610
+ this._animationTracks.push(handler);
611
+ }
612
+ }
613
+ }
614
+ else if (track.type === Models.TrackType.Audio) {
615
+ if (!track.clips || track.clips.length <= 0) continue;
616
+ const audio = new Tracks.AudioTrackHandler();
617
+ audio.director = this;
618
+ audio.track = track;
619
+ audio.audioSource = track.outputs.find(o => o instanceof AudioSource) as AudioSource;
620
+
621
+ this._audioTracks.push(audio);
622
+ if (!audioListener) {
623
+ // If the scene doesnt have an AudioListener we add one to the main camera
624
+ audioListener = this.context.mainCameraComponent?.gameObject.addComponent(AudioListener)!;
625
+ }
626
+ audio.listener = audioListener.listener;
627
+ for (let i = 0; i < track.clips.length; i++) {
628
+ const clipModel = track.clips[i];
629
+ audio.addModel(clipModel);
630
+ }
631
+ }
632
+ else if (track.type === Models.TrackType.Marker) {
633
+ const signalHandler: Tracks.SignalTrackHandler = new Tracks.SignalTrackHandler();
634
+ signalHandler.director = this;
635
+ signalHandler.track = track;
636
+ if (track.markers) {
637
+ for (const marker of track.markers) {
638
+ switch (marker.type) {
639
+ case Models.MarkerType.Signal:
640
+ signalHandler.models.push(marker as Models.SignalMarkerModel);
641
+ signalHandler.didTrigger.push(false);
642
+ break;
643
+ }
644
+ }
645
+ }
646
+ if (signalHandler !== null && signalHandler.models.length > 0) {
647
+ const rec = GameObject.getComponent(this.gameObject, SignalReceiver);
648
+ if (rec) {
649
+ signalHandler.receivers.push(rec);
650
+ this._signalTracks.push(signalHandler);
651
+ }
652
+ }
653
+ }
654
+ else if (track.type === Models.TrackType.Signal) {
655
+ const handler = new Tracks.SignalTrackHandler();
656
+ handler.director = this;
657
+ handler.track = track;
658
+ if (track.markers) {
659
+ for (const marker of track.markers) {
660
+ handler.models.push(marker as Models.SignalMarkerModel);
661
+ handler.didTrigger.push(false);
662
+ }
663
+ }
664
+ for (const bound of track.outputs) {
665
+ handler.receivers.push(bound as SignalReceiver);
666
+ }
667
+ this._signalTracks.push(handler);
668
+ }
669
+ else if (track.type === Models.TrackType.Control) {
670
+ const handler = new Tracks.ControlTrackHandler();
671
+ handler.director = this;
672
+ handler.track = track;
673
+ if (track.clips) {
674
+ for (const clip of track.clips) {
675
+ handler.models.push(clip);
676
+ }
677
+ }
678
+ handler.resolveSourceObjects(this.context);
679
+ this._controlTracks.push(handler);
680
+ }
681
+ }
682
+ }
683
+
684
+ private setAudioTracksAllowPlaying(allow: boolean) {
685
+ for (const track of this._audioTracks) {
686
+ track.onAllowAudioChanged(allow);
687
+ }
688
+ }
689
+
690
+
691
+
692
+ /** Experimental support for overriding timeline animation data (position or rotation) */
693
+ readonly animationCallbackReceivers: ITimelineAnimationCallbacks[] = [];
694
+ /** Experimental: Receive callbacks for timeline animation. Allows modification of final value */
695
+ registerAnimationCallback(receiver: ITimelineAnimationCallbacks) { this.animationCallbackReceivers.push(receiver); }
696
+ /** Experimental: Unregister callbacks for timeline animation. Allows modification of final value */
697
+ unregisterAnimationCallback(receiver: ITimelineAnimationCallbacks) {
698
+ const index = this.animationCallbackReceivers.indexOf(receiver);
699
+ if (index === -1) return;
700
+ this.animationCallbackReceivers.splice(index, 1);
701
+ }
702
+ }
703
+
704
+ /**
705
+ * Experimental interface for receiving timeline animation callbacks. Register at the PlayableDirector
706
+ */
707
+ export interface ITimelineAnimationCallbacks {
708
+ /**
709
+ * @param director The director that is playing the timeline
710
+ * @param target The target object that is being animated
711
+ * @param time The current time of the timeline
712
+ * @param rotation The evaluated rotation of the target object at the current time
713
+ */
714
+ onTimelineRotation?(director: PlayableDirector, target: Object3D, time: number, rotation: Quaternion);
715
+ /**
716
+ * @param director The director that is playing the timeline
717
+ * @param target The target object that is being animated
718
+ * @param time The current time of the timeline
719
+ * @param position The evaluated position of the target object at the current time
720
+ */
721
+ onTimelinePosition?(director: PlayableDirector, target: Object3D, time: number, position: Vector3);
722
+ }