@needle-tools/engine 4.6.2 → 4.6.3

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 (1069) hide show
  1. package/CHANGELOG.md +3773 -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-DGcStTA7.js → needle-engine.bundle-B3xwa0ZL.js} +1995 -1976
  10. package/dist/{needle-engine.bundle-DmYMLdWP.umd.cjs → needle-engine.bundle-Bhmc3xq0.umd.cjs} +92 -89
  11. package/dist/{needle-engine.bundle-D0XWaCQs.min.js → needle-engine.bundle-DzStNbW2.min.js} +110 -107
  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 +1673 -1672
  79. package/lib/engine/engine_context.js.map +1 -1
  80. package/lib/engine/engine_context_registry.d.ts +71 -71
  81. package/lib/engine/engine_context_registry.js +117 -117
  82. package/lib/engine/engine_coroutine.d.ts +35 -35
  83. package/lib/engine/engine_coroutine.js +52 -52
  84. package/lib/engine/engine_create_objects.d.ts +119 -119
  85. package/lib/engine/engine_create_objects.js +320 -320
  86. package/lib/engine/engine_default_parameters.d.ts +2 -2
  87. package/lib/engine/engine_default_parameters.js +3 -3
  88. package/lib/engine/engine_editor-sync.d.ts +21 -21
  89. package/lib/engine/engine_editor-sync.js +4 -4
  90. package/lib/engine/engine_fileloader.d.ts +2 -2
  91. package/lib/engine/engine_fileloader.js +8 -8
  92. package/lib/engine/engine_gameobject.d.ts +68 -68
  93. package/lib/engine/engine_gameobject.js +619 -619
  94. package/lib/engine/engine_generic_utils.d.ts +1 -1
  95. package/lib/engine/engine_generic_utils.js +13 -13
  96. package/lib/engine/engine_gizmos.d.ts +149 -149
  97. package/lib/engine/engine_gizmos.js +530 -530
  98. package/lib/engine/engine_gltf.d.ts +12 -12
  99. package/lib/engine/engine_gltf.js +15 -15
  100. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  101. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  102. package/lib/engine/engine_hot_reload.d.ts +8 -8
  103. package/lib/engine/engine_hot_reload.js +197 -197
  104. package/lib/engine/engine_input.d.ts +362 -362
  105. package/lib/engine/engine_input.js +1294 -1294
  106. package/lib/engine/engine_input_utils.d.ts +2 -2
  107. package/lib/engine/engine_input_utils.js +22 -22
  108. package/lib/engine/engine_instancing.d.ts +19 -19
  109. package/lib/engine/engine_instancing.js +39 -39
  110. package/lib/engine/engine_license.d.ts +11 -11
  111. package/lib/engine/engine_license.js +369 -369
  112. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  113. package/lib/engine/engine_lifecycle_api.js +106 -106
  114. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  115. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  116. package/lib/engine/engine_lightdata.d.ts +23 -23
  117. package/lib/engine/engine_lightdata.js +91 -91
  118. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  119. package/lib/engine/engine_loaders.callbacks.js +86 -86
  120. package/lib/engine/engine_loaders.d.ts +48 -48
  121. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  122. package/lib/engine/engine_loaders.gltf.js +62 -62
  123. package/lib/engine/engine_loaders.js +337 -337
  124. package/lib/engine/engine_lods.d.ts +31 -31
  125. package/lib/engine/engine_lods.js +146 -146
  126. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  127. package/lib/engine/engine_mainloop_utils.js +466 -466
  128. package/lib/engine/engine_math.d.ts +114 -114
  129. package/lib/engine/engine_math.js +247 -247
  130. package/lib/engine/engine_modules.d.ts +36 -36
  131. package/lib/engine/engine_modules.js +85 -85
  132. package/lib/engine/engine_networking.d.ts +260 -260
  133. package/lib/engine/engine_networking.js +764 -764
  134. package/lib/engine/engine_networking_auto.d.ts +24 -24
  135. package/lib/engine/engine_networking_auto.js +310 -310
  136. package/lib/engine/engine_networking_blob.d.ts +48 -48
  137. package/lib/engine/engine_networking_blob.js +228 -228
  138. package/lib/engine/engine_networking_files.d.ts +35 -35
  139. package/lib/engine/engine_networking_files.js +172 -172
  140. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  141. package/lib/engine/engine_networking_files_default_components.js +42 -42
  142. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  143. package/lib/engine/engine_networking_instantiate.js +345 -345
  144. package/lib/engine/engine_networking_peer.d.ts +15 -15
  145. package/lib/engine/engine_networking_peer.js +132 -132
  146. package/lib/engine/engine_networking_streams.d.ts +123 -123
  147. package/lib/engine/engine_networking_streams.js +645 -645
  148. package/lib/engine/engine_networking_types.d.ts +22 -22
  149. package/lib/engine/engine_networking_types.js +7 -7
  150. package/lib/engine/engine_networking_utils.d.ts +2 -2
  151. package/lib/engine/engine_networking_utils.js +20 -20
  152. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  153. package/lib/engine/engine_networking_websocket.js +2 -2
  154. package/lib/engine/engine_patcher.d.ts +10 -10
  155. package/lib/engine/engine_patcher.js +142 -142
  156. package/lib/engine/engine_physics.d.ts +152 -152
  157. package/lib/engine/engine_physics.js +645 -645
  158. package/lib/engine/engine_physics.types.d.ts +40 -40
  159. package/lib/engine/engine_physics.types.js +33 -33
  160. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  161. package/lib/engine/engine_physics_rapier.js +1433 -1433
  162. package/lib/engine/engine_playerview.d.ts +26 -26
  163. package/lib/engine/engine_playerview.js +64 -64
  164. package/lib/engine/engine_scenelighting.d.ts +71 -71
  165. package/lib/engine/engine_scenelighting.js +226 -226
  166. package/lib/engine/engine_serialization.d.ts +3 -3
  167. package/lib/engine/engine_serialization.js +3 -3
  168. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  169. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  170. package/lib/engine/engine_serialization_core.d.ts +94 -94
  171. package/lib/engine/engine_serialization_core.js +607 -607
  172. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  173. package/lib/engine/engine_serialization_decorator.js +66 -66
  174. package/lib/engine/engine_setup.d.ts +1 -1
  175. package/lib/engine/engine_setup.js +2 -2
  176. package/lib/engine/engine_shaders.d.ts +53 -53
  177. package/lib/engine/engine_shaders.js +252 -252
  178. package/lib/engine/engine_shims.d.ts +4 -4
  179. package/lib/engine/engine_shims.js +24 -24
  180. package/lib/engine/engine_test_utils.d.ts +39 -39
  181. package/lib/engine/engine_test_utils.js +83 -83
  182. package/lib/engine/engine_texture.d.ts +28 -28
  183. package/lib/engine/engine_texture.js +64 -64
  184. package/lib/engine/engine_three_utils.d.ts +204 -204
  185. package/lib/engine/engine_three_utils.js +784 -784
  186. package/lib/engine/engine_time.d.ts +51 -51
  187. package/lib/engine/engine_time.js +82 -82
  188. package/lib/engine/engine_time_utils.d.ts +88 -88
  189. package/lib/engine/engine_time_utils.js +215 -215
  190. package/lib/engine/engine_tonemapping.d.ts +6 -6
  191. package/lib/engine/engine_tonemapping.js +197 -197
  192. package/lib/engine/engine_types.d.ts +578 -578
  193. package/lib/engine/engine_types.js +95 -95
  194. package/lib/engine/engine_typestore.d.ts +28 -28
  195. package/lib/engine/engine_typestore.js +55 -55
  196. package/lib/engine/engine_util_decorator.d.ts +13 -13
  197. package/lib/engine/engine_util_decorator.js +116 -116
  198. package/lib/engine/engine_utils.d.ts +248 -248
  199. package/lib/engine/engine_utils.js +1012 -1012
  200. package/lib/engine/engine_utils_format.d.ts +24 -24
  201. package/lib/engine/engine_utils_format.js +239 -239
  202. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  203. package/lib/engine/engine_utils_screenshot.js +522 -522
  204. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  205. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  206. package/lib/engine/engine_xr.d.ts +1 -1
  207. package/lib/engine/engine_xr.js +1 -1
  208. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  209. package/lib/engine/export/gltf/Writers.js +24 -24
  210. package/lib/engine/export/gltf/index.d.ts +11 -11
  211. package/lib/engine/export/gltf/index.js +123 -123
  212. package/lib/engine/export/index.d.ts +2 -2
  213. package/lib/engine/export/index.js +2 -2
  214. package/lib/engine/export/state.d.ts +7 -7
  215. package/lib/engine/export/state.js +17 -17
  216. package/lib/engine/export/utils.d.ts +2 -2
  217. package/lib/engine/export/utils.js +7 -7
  218. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  219. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  221. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  222. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  223. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  225. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  227. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  228. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  229. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  231. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  232. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  233. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  234. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  235. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  237. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  238. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  239. package/lib/engine/extensions/extension_resolver.js +1 -1
  240. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  241. package/lib/engine/extensions/extension_utils.js +152 -152
  242. package/lib/engine/extensions/extensions.d.ts +32 -32
  243. package/lib/engine/extensions/extensions.js +107 -107
  244. package/lib/engine/extensions/index.d.ts +6 -6
  245. package/lib/engine/extensions/index.js +6 -6
  246. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  247. package/lib/engine/extensions/usage_tracker.js +65 -65
  248. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  249. package/lib/engine/js-extensions/Camera.js +39 -39
  250. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  251. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  252. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  253. package/lib/engine/js-extensions/Layers.js +22 -22
  254. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  255. package/lib/engine/js-extensions/Object3D.js +136 -136
  256. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  257. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  258. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  259. package/lib/engine/js-extensions/Vector.js +13 -13
  260. package/lib/engine/js-extensions/index.d.ts +5 -5
  261. package/lib/engine/js-extensions/index.js +5 -5
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  263. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  264. package/lib/engine/shaders/shaderData.d.ts +55 -55
  265. package/lib/engine/shaders/shaderData.js +58 -58
  266. package/lib/engine/tests/test_utils.d.ts +2 -2
  267. package/lib/engine/tests/test_utils.js +53 -53
  268. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  269. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  270. package/lib/engine/webcomponents/api.d.ts +5 -5
  271. package/lib/engine/webcomponents/api.js +4 -4
  272. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  273. package/lib/engine/webcomponents/buttons.js +264 -264
  274. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  275. package/lib/engine/webcomponents/fonts.js +32 -32
  276. package/lib/engine/webcomponents/icons.d.ts +9 -9
  277. package/lib/engine/webcomponents/icons.js +52 -52
  278. package/lib/engine/webcomponents/index.d.ts +1 -1
  279. package/lib/engine/webcomponents/index.js +1 -1
  280. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  281. package/lib/engine/webcomponents/logo-element.js +67 -67
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  283. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  284. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  285. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  286. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  287. package/lib/engine/webcomponents/needle-button.js +161 -161
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  289. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  290. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  291. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  292. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  293. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  294. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  295. package/lib/engine/webcomponents/needle-engine.js +821 -821
  296. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  297. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  298. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  299. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  300. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  301. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  302. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  303. package/lib/engine/xr/NeedleXRSync.js +188 -188
  304. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  305. package/lib/engine/xr/SceneTransition.js +69 -69
  306. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  307. package/lib/engine/xr/TempXRContext.js +187 -187
  308. package/lib/engine/xr/XRRig.d.ts +7 -7
  309. package/lib/engine/xr/XRRig.js +1 -1
  310. package/lib/engine/xr/api.d.ts +6 -6
  311. package/lib/engine/xr/api.js +6 -6
  312. package/lib/engine/xr/events.d.ts +66 -66
  313. package/lib/engine/xr/events.js +93 -93
  314. package/lib/engine/xr/internal.d.ts +12 -12
  315. package/lib/engine/xr/internal.js +25 -25
  316. package/lib/engine/xr/usdz.d.ts +12 -12
  317. package/lib/engine/xr/usdz.js +29 -29
  318. package/lib/engine/xr/utils.d.ts +11 -11
  319. package/lib/engine/xr/utils.js +34 -34
  320. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  321. package/lib/engine-components/AlignmentConstraint.js +39 -39
  322. package/lib/engine-components/Animation.d.ts +156 -156
  323. package/lib/engine-components/Animation.js +508 -508
  324. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  325. package/lib/engine-components/AnimationCurve.js +159 -159
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  997. package/src/engine-components/ui/Interfaces.ts +57 -57
  998. package/src/engine-components/ui/Layout.ts +334 -334
  999. package/src/engine-components/ui/Outline.ts +13 -13
  1000. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1001. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1002. package/src/engine-components/ui/Raycaster.ts +102 -102
  1003. package/src/engine-components/ui/RectTransform.ts +375 -375
  1004. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1005. package/src/engine-components/ui/Symbols.ts +1 -1
  1006. package/src/engine-components/ui/Text.ts +578 -578
  1007. package/src/engine-components/ui/Utils.ts +113 -113
  1008. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1009. package/src/engine-components/utils/LookAt.ts +88 -88
  1010. package/src/engine-components/utils/OpenURL.ts +114 -114
  1011. package/src/engine-components/webxr/Avatar.ts +265 -265
  1012. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1013. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1014. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1015. package/src/engine-components/webxr/WebXR.ts +585 -585
  1016. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1017. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1018. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1019. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1020. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1021. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1022. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1023. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1024. package/src/engine-components/webxr/index.ts +2 -2
  1025. package/src/engine-components/webxr/types.ts +3 -3
  1026. package/src/engine-components-experimental/Presentation.ts +12 -12
  1027. package/src/engine-components-experimental/api.ts +4 -4
  1028. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1029. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1030. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1031. package/src/engine-schemes/README.md +1 -1
  1032. package/src/engine-schemes/api.ts +12 -12
  1033. package/src/engine-schemes/dist/api.js +17 -0
  1034. package/src/engine-schemes/dist/api.js.meta +7 -0
  1035. package/src/engine-schemes/dist/schemes.js +25 -0
  1036. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1037. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1038. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1039. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1040. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1041. package/src/engine-schemes/dist/transform.js +46 -0
  1042. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1043. package/src/engine-schemes/dist/vec2.js +32 -0
  1044. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec3.js +36 -0
  1046. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vec4.js +40 -0
  1048. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1049. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1050. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1051. package/src/engine-schemes/schemes.ts +28 -28
  1052. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1053. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1054. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1055. package/src/engine-schemes/transform.ts +50 -50
  1056. package/src/engine-schemes/transforms.fbs +25 -25
  1057. package/src/engine-schemes/vec.fbs +19 -19
  1058. package/src/engine-schemes/vec2.ts +33 -33
  1059. package/src/engine-schemes/vec3.ts +38 -38
  1060. package/src/engine-schemes/vec4.ts +43 -43
  1061. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1062. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1063. package/src/include/draco/draco_decoder.js +34 -34
  1064. package/src/include/ktx2/basis_transcoder.js +21 -21
  1065. package/src/include/needle/arial-msdf.json +1471 -1471
  1066. package/src/include/three/DragControls.js +231 -231
  1067. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1068. package/src/needle-engine.ts +70 -70
  1069. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +0 -25
@@ -1,1204 +1,1204 @@
1
- import { AnimationClip, Bone,Interpolant, KeyframeTrack, Matrix4, Object3D, PropertyBinding, Quaternion, Vector3 } from "three";
2
-
3
- import { isDevEnvironment, showBalloonWarning } from "../../../../engine/debug/debug.js";
4
- import { getParam } from "../../../../engine/engine_utils.js";
5
- import { Animator } from "../../../Animator.js";
6
- import { GameObject } from "../../../Component.js";
7
- import type { IUSDExporterExtension } from "../Extension.js";
8
- import { buildMatrix, findStructuralNodesInBoneHierarchy, getPathToSkeleton,usdNumberFormatting as fn, USDObject, USDWriter, USDZExporterContext } from "../ThreeUSDZExporter.js";
9
-
10
- const debug = getParam("debugusdzanimation");
11
- const debugSerialization = getParam("debugusdzanimationserialization");
12
-
13
- export interface UsdzAnimation {
14
- createAnimation(ext: AnimationExtension, model: USDObject, context);
15
- }
16
-
17
- export type AnimationClipCollection = Array<{ root: Object3D, clips: Array<AnimationClip> }>;
18
-
19
- export class RegisteredAnimationInfo {
20
-
21
- private _start?: number;
22
- get start(): number {
23
- if (this._start === undefined) {
24
- this._start = this.ext.getStartTimeByClip(this.clip);
25
- }
26
- return this._start;
27
- }
28
- get duration(): number { return this.clip?.duration ?? TransformData.restPoseClipDuration; }
29
- get nearestAnimatedRoot(): Object3D | undefined { return this._nearestAnimatedRoot; }
30
- get clipName(): string { return this.clip?.name ?? "rest"; }
31
-
32
- private ext: AnimationExtension;
33
- private root: Object3D;
34
- private _nearestAnimatedRoot?: Object3D = undefined;
35
- private clip: AnimationClip | null;
36
-
37
- // Playback speed. Does not affect how the animation is written, just how fast actions play it back.
38
- speed?: number;
39
-
40
- constructor(ext: AnimationExtension, root: Object3D, clip: AnimationClip | null) {
41
- this.ext = ext;
42
- this.root = root;
43
- this.clip = clip;
44
-
45
- this._nearestAnimatedRoot = this.getNearestAnimatedRoot();
46
- }
47
-
48
- private static isDescendantOf(parent: Object3D, child: Object3D) {
49
- let current: Object3D | null = child;
50
- if (!current || !parent) return false;
51
- while (current) {
52
- if (!current) return false;
53
- if (current === parent) return true;
54
- current = current.parent;
55
- }
56
- return false;
57
- }
58
-
59
- /** Finds the nearest actually animated object under root based on the tracks in the AnimationClip. */
60
- getNearestAnimatedRoot() {
61
- let highestRoot: Object3D | undefined = undefined;
62
- try {
63
- for (const track of this.clip?.tracks ?? []) {
64
- const parsedPath = PropertyBinding.parseTrackName(track.name);
65
- let animationTarget = PropertyBinding.findNode(this.root, parsedPath.nodeName);
66
- if (animationTarget) {
67
- if (!highestRoot) highestRoot = animationTarget;
68
- else {
69
- if (animationTarget === highestRoot) continue;
70
- if (RegisteredAnimationInfo.isDescendantOf(highestRoot, animationTarget)) continue;
71
- if (!RegisteredAnimationInfo.isDescendantOf(animationTarget, highestRoot)) {
72
- // TODO test this, should find the nearest common ancestor
73
- while (!RegisteredAnimationInfo.isDescendantOf(animationTarget, highestRoot) && animationTarget.parent) {
74
- animationTarget = animationTarget.parent;
75
- }
76
- if (!RegisteredAnimationInfo.isDescendantOf(animationTarget, highestRoot)) {
77
- console.error("USDZExporter: Animation clip targets multiple roots that are not parent/child. Please report a bug", this.root, this.clip, highestRoot, animationTarget);
78
- }
79
- }
80
- highestRoot = animationTarget;
81
- }
82
- }
83
- }
84
- } catch (e) {
85
- console.error("USDZExporter: Exception when trying to find nearest animated root. Please report a bug", e);
86
- highestRoot = undefined;
87
- }
88
- return highestRoot;
89
- }
90
- }
91
-
92
- export class TransformData {
93
- clip: AnimationClip | null;
94
- pos?: KeyframeTrack;
95
- rot?: KeyframeTrack;
96
- scale?: KeyframeTrack;
97
-
98
- private root: Object3D | null;
99
- private target: Object3D;
100
- private duration = 0;
101
- private useRootMotion = false;
102
-
103
- /** This value can theoretically be anything – a value of 1 is good to clearly see animation gaps.
104
- * For production, a value of 1/60 is enough, since the files can then still properly play back at 60fps.
105
- */
106
- static frameRate = 60;
107
- static animationDurationPadding = 6 / 60;
108
- static restPoseClipDuration = 6 / 60;
109
-
110
- constructor(root: Object3D | null, target: Object3D, clip: AnimationClip | null) {
111
- this.root = root;
112
- this.target = target;
113
- this.clip = clip;
114
-
115
- // this is a rest pose clip.
116
- // we assume duration 1/60 and no tracks, and when queried for times we just return [0, duration]
117
- if (!clip) {
118
- this.duration = TransformData.restPoseClipDuration;
119
- }
120
- else {
121
- this.duration = clip.duration;
122
- }
123
-
124
- // warn if the duration does not equal the maximum time value in the tracks
125
- if (clip && clip.tracks) {
126
- const maxTime = Math.max(...clip.tracks.map((t) => t.times[t.times.length - 1]));
127
- if (maxTime !== this.duration) {
128
- console.warn("USDZExporter: Animation clip duration does not match the maximum time value in the tracks.", clip, maxTime, this.duration);
129
- // We need to override the duration, otherwise we end up with gaps in the exported animation
130
- // where there are actually no written animation values
131
- this.duration = maxTime;
132
- }
133
- }
134
-
135
- const animator = GameObject.getComponent(root, Animator);
136
- if (animator) this.useRootMotion = animator.applyRootMotion;
137
- }
138
-
139
- addTrack(track: KeyframeTrack) {
140
- if (!this.clip) {
141
- console.error("This is a rest clip but you're trying to add tracks to it – this is likely a bug");
142
- return;
143
- }
144
-
145
- if (track.name.endsWith("position")) this.pos = track;
146
- else if (track.name.endsWith("quaternion")) this.rot = track;
147
- else if (track.name.endsWith("scale")) this.scale = track;
148
- else {
149
- if (track.name.endsWith("activeSelf")) {
150
- /*
151
- // Construct a scale track, then apply to the existing scale track.
152
- // Not supported right now, because it would also require properly tracking that these objects need to be enabled
153
- // at animation start because they're animating the enabled state... otherwise they just stay disabled from scene start
154
- const newValues = [...track.values].map((v) => v ? [1,1,1] : [0,0,0]).flat();
155
- const scaleTrack = new KeyframeTrack(track.name.replace(".activeSelf", ".scale"), track.times, newValues, InterpolateDiscrete);
156
- if (!this.scale)
157
- {
158
- this.scale = scaleTrack;
159
- console.log("Mock scale track", this.scale);
160
- }
161
- */
162
- console.warn("[USDZ] Animation of enabled/disabled state is not supported for USDZ export and will NOT be exported: " + track.name + " on " + (this.root?.name ?? this.target.name) + ". Animate scale 0/1 instead.");
163
- }
164
- else {
165
- console.warn("[USDZ] Animation track type not supported for USDZ export and will NOT be exported: " + track.name + " on " + (this.root?.name ?? this.target.name) + ". Only .position, .rotation, .scale are supported.");
166
- }
167
-
168
- if (isDevEnvironment()) showBalloonWarning("[USDZ] Some animations can't be exported. See console for details.");
169
- }
170
- }
171
-
172
- getFrames(): number {
173
- if (!this.clip) return 2;
174
- return Math.max(this.pos?.times?.length ?? 0, this.rot?.times?.length ?? 0, this.scale?.times?.length ?? 0);
175
- }
176
-
177
- getDuration(): number {
178
- return this.duration;
179
- }
180
-
181
- getSortedTimesArray(generatePos: boolean = true, generateRot: boolean = true, generateScale: boolean = true) {
182
- if (!this.clip) return [0, this.duration];
183
-
184
- const posTimesArray = this.pos?.times;
185
- const rotTimesArray = this.rot?.times;
186
- const scaleTimesArray = this.scale?.times;
187
-
188
- // timesArray is the sorted union of all time values
189
- const timesArray: number[] = [];
190
- if (generatePos && posTimesArray) for (const t of posTimesArray) timesArray.push(t);
191
- if (generateRot && rotTimesArray) for (const t of rotTimesArray) timesArray.push(t);
192
- if (generateScale && scaleTimesArray) for (const t of scaleTimesArray) timesArray.push(t);
193
-
194
- // We also need to make sure we have start and end times for these tracks
195
- // We already ensure this is the case for duration – it's always the maximum time value in the tracks
196
- // (see constructor)
197
- if (!timesArray.includes(0)) timesArray.push(0);
198
-
199
- // sort times so it's increasing
200
- timesArray.sort((a, b) => a - b);
201
- // make sure time values are unique
202
- return [...new Set(timesArray)];
203
- }
204
-
205
- /**
206
- * Returns an iterator that yields the values for each time sample.
207
- * Values are reused objects - if you want to append them to some array
208
- * instead of processing them right away, clone() them.
209
- * @param timesArray
210
- * @param generatePos
211
- * @param generateRot
212
- * @param generateScale
213
- */
214
- *getValues(timesArray: number[], generatePos: boolean = true, generateRot: boolean = true, generateScale: boolean = true) {
215
-
216
- const translation = new Vector3();
217
- const rotation = new Quaternion();
218
- const scale = new Vector3(1, 1, 1);
219
- const object = this.target;
220
-
221
- const positionInterpolant: Interpolant | undefined = generatePos ? this.pos?.createInterpolant() : undefined;
222
- const rotationInterpolant: Interpolant | undefined = generateRot ? this.rot?.createInterpolant() : undefined;
223
- const scaleInterpolant: Interpolant | undefined = generateScale ? this.scale?.createInterpolant() : undefined;
224
-
225
- if (!positionInterpolant) translation.set(object.position.x, object.position.y, object.position.z);
226
- if (!rotationInterpolant) rotation.set(object.quaternion.x, object.quaternion.y, object.quaternion.z, object.quaternion.w);
227
- if (!scaleInterpolant) scale.set(object.scale.x, object.scale.y, object.scale.z);
228
-
229
- // WORKAROUND because it seems that sometimes we get a quaternion interpolant with a valueSize
230
- // of its own length... which then goes into an endless loop
231
- if (positionInterpolant && positionInterpolant.valueSize !== 3)
232
- positionInterpolant.valueSize = 3;
233
- if (rotationInterpolant && rotationInterpolant.valueSize !== 4)
234
- rotationInterpolant.valueSize = 4;
235
- if (scaleInterpolant && scaleInterpolant.valueSize !== 3)
236
- scaleInterpolant.valueSize = 3;
237
-
238
- // We're optionally padding with one extra time step at the beginning and the end
239
- // So that we don't get unwanted interpolations between clips (during the padding time)
240
- const extraFrame = 0; // TransformData.animationDurationPadding > 1 / 60 ? 1 : 0;
241
- for (let index = 0 - extraFrame; index < timesArray.length + extraFrame; index++) {
242
- let time = 0;
243
- let returnTime = 0;
244
- if (index < 0) {
245
- time = timesArray[0];
246
- returnTime = time - (TransformData.animationDurationPadding / 2) + 1 / 60;
247
- }
248
- else if (index >= timesArray.length) {
249
- time = timesArray[timesArray.length - 1];
250
- returnTime = time + (TransformData.animationDurationPadding / 2) - 1 / 60;
251
- }
252
- else {
253
- time = timesArray[index];
254
- returnTime = time;
255
- }
256
-
257
- if (positionInterpolant) {
258
- const pos = positionInterpolant.evaluate(time);
259
- translation.set(pos[0], pos[1], pos[2]);
260
- }
261
- if (rotationInterpolant) {
262
- const quat = rotationInterpolant.evaluate(time);
263
- rotation.set(quat[0], quat[1], quat[2], quat[3]);
264
- }
265
- if (scaleInterpolant) {
266
- const scaleVal = scaleInterpolant.evaluate(time);
267
- scale.set(scaleVal[0], scaleVal[1], scaleVal[2]);
268
- }
269
-
270
- // Apply basic root motion offset – non-animated transformation data is applied to the node again.
271
- // We're doing this because clips that animate their own root are (typically) not in world space,
272
- // but in local space and moved to a specific spot in the world.
273
- if (this.useRootMotion && object === this.root) {
274
- const rootMatrix = new Matrix4();
275
- rootMatrix.compose(translation, rotation, scale);
276
- rootMatrix.multiply(object.matrix);
277
- rootMatrix.decompose(translation, rotation, scale);
278
- }
279
-
280
- yield { time: returnTime, translation, rotation, scale, index };
281
- }
282
- }
283
- }
284
-
285
- export class AnimationExtension implements IUSDExporterExtension {
286
-
287
- get extensionName(): string { return "animation" }
288
- get animationData() { return this.dict; }
289
- get registeredClips() { return this.clipToStartTime.keys(); }
290
- get animatedRoots() { return this.rootTargetMap.keys(); }
291
- get holdClipMap() { return this.clipToHoldClip; }
292
-
293
- /** For each animated object, contains time/pos/rot/scale samples in the format that USD needs,
294
- * ready to be written to the .usda file.
295
- */
296
- private dict: Map<Object3D, Array<TransformData>> = new Map();
297
- /** Map of all roots (Animation/Animator or scene) and all targets that they animate.
298
- * We need that info so that we can ensure that each target has the same number of TransformData entries
299
- * so that switching between animations doesn't result in data "leaking" to another clip.
300
- */
301
- private rootTargetMap = new Map<Object3D, Array<Object3D>>();
302
- private rootAndClipToRegisteredAnimationMap = new Map<string, RegisteredAnimationInfo>();
303
- /** Clips registered for each root */
304
- private rootToRegisteredClip = new Map<Object3D, Array<AnimationClip>>();
305
- private lastClipEndTime = 0;
306
- private clipToStartTime: Map<AnimationClip, number> = new Map();
307
- private clipToHoldClip: Map<AnimationClip, AnimationClip> = new Map();
308
-
309
- private serializers: SerializeAnimation[] = [];
310
-
311
- /** Determines if we inject a rest pose clip for each root - only makes sense for QuickLook */
312
- injectRestPoses = false;
313
- /** Determines if we inject a PlayAnimationOnClick component with "scenestart" trigger - only makes sense for QuickLook */
314
- injectImplicitBehaviours = false;
315
-
316
- constructor(quickLookCompatible: boolean) {
317
- this.injectRestPoses = quickLookCompatible;
318
- this.injectImplicitBehaviours = quickLookCompatible;
319
- }
320
-
321
- getStartTimeCode() {
322
- // return the end time + padding of the rest clip, if any exists
323
- if (!this.injectRestPoses) return 0;
324
- if (this.rootAndClipToRegisteredAnimationMap.size === 0) return 0;
325
- // return 0;
326
- return (TransformData.restPoseClipDuration + TransformData.animationDurationPadding) * 60;
327
- }
328
-
329
- /** Returns the end time code, based on 60 frames per second, for all registered animations.
330
- * This matches the highest time value in the USDZ file. */
331
- getEndTimeCode() {
332
- let max = 0;
333
- for (const [_, info] of this.rootAndClipToRegisteredAnimationMap) {
334
- const end = info.start + info.duration;
335
- if (end > max) max = end;
336
- }
337
- return max * 60;
338
- }
339
-
340
- getClipCount(root: Object3D): number {
341
- const currentCount = this.rootToRegisteredClip.get(root)?.length ?? 0;
342
- // The rest pose is not part of rootToRegisteredClip
343
- // if (this.injectRestPoses) currentCount = currentCount ? currentCount - 1 : 0;
344
- return currentCount ?? 0;
345
- }
346
-
347
- /*
348
- // TODO why do we have this here and on TransformData? Can RegisteredAnimationInfo not cache this value?
349
- // TODO we probably want to assert here that this is the same value on all nodes
350
- getStartTime01(root: Object3D, clip: AnimationClip | null) {
351
- // This is a rest pose clip, it always starts at 0
352
- if (!clip) return 0;
353
-
354
- const targets = this.rootTargetMap.get(root);
355
- if (!targets) return 0;
356
- const transformDatas = this.dict.get(targets[0]);
357
- if (!transformDatas) {
358
- console.error("Trying to get start time for root that has no animation data", root, clip, ...this.dict);
359
- return 0;
360
- }
361
-
362
- let currentStartTime = 0;
363
- for (let i = 0; i < transformDatas.length; i++) {
364
- if (transformDatas[i].clip === clip) break;
365
- currentStartTime += transformDatas[i].getDuration() + TransformData.animationDurationPadding;
366
- }
367
-
368
- return currentStartTime;
369
- }
370
- */
371
-
372
- getStartTimeByClip(clip: AnimationClip | null) {
373
- if (!clip) return 0;
374
- if (!this.clipToStartTime.has(clip)) {
375
- console.error("USDZExporter: Missing start time for clip – please report a bug.", clip);
376
- return 0;
377
- }
378
- const time = this.clipToStartTime.get(clip)!;
379
- return time;
380
- }
381
-
382
- // The same clip could be registered for different roots. All of them need written animation data then.
383
- // The same root could have multiple clips registered to it. If it does, the clips need to write
384
- // independent time data, so that playing back an animation on that root doesn't result in data "leaking"/"overlapping".
385
- // The structure we need is:
386
- // - MyRoot
387
- // Animator
388
- // - Clip1: CubeScale (only animates MyCube), duration: 3s
389
- // - Clip2: SphereRotation (only animates MySphere), duration: 2s
390
- // - MyCube
391
- // - MySphere
392
- // Results in:
393
- // - MyRoot
394
- // - MyCube
395
- // - # rest clip (0..0.1)
396
- // - # CubeScale (0.2..3.2)
397
- // - # rest clip for SphereRotation (3.3..5.3)
398
- // - MySphere
399
- // - # rest clip (0..0.1)
400
- // - # rest clip for CubeScale (0.2..3.2)
401
- // - # SphereRotation (3.3..5.3)
402
-
403
- /** Register an AnimationClip for a specific root object.
404
- * @param root The root object that the animation clip is targeting.
405
- * @param clip The animation clip to register. If null, a rest pose is registered.
406
- * @returns The registered animation info, which contains the start time and duration of the clip.
407
- */
408
- registerAnimation(root: Object3D, clip: AnimationClip | null): RegisteredAnimationInfo | null {
409
- if(!root) return null;
410
- if (!this.rootTargetMap.has(root)) this.rootTargetMap.set(root, []);
411
-
412
- // if we registered that exact pair already, just return the info
413
- // no proper tuples in JavaScript, but we can use the uuids for a unique key here
414
- const hash = root.uuid + (clip?.uuid ?? "-rest");
415
- if (this.rootAndClipToRegisteredAnimationMap.has(hash)) {
416
- return this.rootAndClipToRegisteredAnimationMap.get(hash)!;
417
- }
418
-
419
- if (debug) console.log("registerAnimation", root, clip);
420
-
421
- // When injecting a rest clip, the rest clip has ALL animated nodes as targets.
422
- // So all other nodes will already have at least one animated clip registered, and their own
423
- // animations need to start at index 1. Otherwise we're getting overlap where everything is
424
- // in animation 0 and some data overrides each other incorrectly.
425
- // When we don't inject a rest clip, we start at 0.
426
- const startIndex = this.injectRestPoses ? 1 : 0;
427
- const currentCount = (this.rootToRegisteredClip.get(root)?.length ?? 0) + startIndex;
428
-
429
- const targets = this.rootTargetMap.get(root);
430
- const unregisteredNodesForThisClip = new Set(targets);
431
- if (clip && clip.tracks) {
432
- // We could sort so that supported tracks come first, this allows us to support some additional tracks by
433
- // modifying what has already been written for the supported ones (e.g. enabled -> modify scale).
434
- // Only needed if we're actually emulating some unsupported track types in addTrack(...).
435
- // const sortedTracks = clip.tracks.filter(x => !!x).sort((a, _b) => a.name.endsWith("position") || a.name.endsWith("quaternion") || a.name.endsWith("scale") ? -1 : 1);
436
- for (const track of clip.tracks) {
437
- const parsedPath = PropertyBinding.parseTrackName(track.name);
438
- const animationTarget = PropertyBinding.findNode(root, parsedPath.nodeName);
439
-
440
- if (!animationTarget) {
441
- console.warn("no object found for track", track.name, "using " + root.name + " instead");
442
- continue;
443
- // // if no object was found it might be that we have a component that references an animation clip but wants to target another object
444
- // // in that case UnityGLTF writes the name of the component as track targets because it doesnt know of the intented target
445
- // animationTarget = root;
446
- }
447
- if (!this.dict.has(animationTarget)) {
448
- this.dict.set(animationTarget, []);
449
- }
450
- const transformDataForTarget = this.dict.get(animationTarget);
451
- if (!transformDataForTarget) {
452
- console.warn("no transform data found for target ", animationTarget, "at slot " + currentCount + ", this is likely a bug");
453
- continue;
454
- }
455
-
456
- // this node has animation data for this clip – no need for additional padding
457
- unregisteredNodesForThisClip.delete(animationTarget);
458
-
459
- // Since we're interleaving animations, we need to ensure that for the same root,
460
- // all clips that "touch" it are written in the same order for all animated nodes.
461
- // this means we need to pad the TransformData array with empty entries when a particular
462
- // node inside that root is not animated by a particular clip.
463
- // It also means that when we encounter a clip that contains animation data for a new node,
464
- // We need to pad that one's array as well so it starts at the same point.
465
- // TODO most likely doesn't work for overlapping clips (clips where a root is a child of another root)
466
- // TODO in that case we may need to pad globally, not per root
467
-
468
- // Inject a rest pose if we don't have it already
469
- if (this.injectRestPoses && !transformDataForTarget[0]) {
470
- console.log("Injecting rest pose", animationTarget, clip, "at slot", currentCount);
471
- transformDataForTarget[0] = new TransformData(null, animationTarget, null);
472
- }
473
- // These all need to be at the same index, otherwise our padding went wrong
474
- let model = transformDataForTarget[currentCount];
475
-
476
- if (!model) {
477
- model = new TransformData(root, animationTarget, clip);
478
- transformDataForTarget[currentCount] = model;
479
- }
480
- model.addTrack(track);
481
-
482
- // We're keeping track of all animated nodes per root, needed for proper padding
483
- if (!targets?.includes(animationTarget)) targets?.push(animationTarget);
484
- }
485
- }
486
-
487
- if (debug) console.log("Unregistered nodes for this clip", unregisteredNodesForThisClip, "clip", clip, "at slot", currentCount, "for root", root, "targets", targets)
488
-
489
- // add padding for nodes that are not animated by this clip
490
- for (const target of unregisteredNodesForThisClip) {
491
- const transformDataForTarget = this.dict.get(target);
492
- if (!transformDataForTarget) continue;
493
-
494
- // Inject rest pose if these nodes don't have it yet for some reason – this is likely a bug
495
- if (this.injectRestPoses && !transformDataForTarget[0]) {
496
- console.warn("Adding rest pose for ", target, clip, "at slot", currentCount, "This is likely a bug, should have been added earlier.");
497
- const model = new TransformData(null, target, null);
498
- transformDataForTarget[0] = model;
499
- }
500
-
501
- let model = transformDataForTarget[currentCount];
502
- if (!model) {
503
- if (debug) console.log("Adding padding clip for ", target, clip, "at slot", currentCount);
504
- model = new TransformData(root, target, clip);
505
- transformDataForTarget[currentCount] = model;
506
- }
507
- }
508
-
509
- // get the entry for this object.
510
- // This doesnt work if we have clips animating multiple objects
511
- const info = new RegisteredAnimationInfo(this, root, clip);
512
- this.rootAndClipToRegisteredAnimationMap.set(hash, info);
513
-
514
- if (debug) console.log({root, clip, info});
515
- if (clip) {
516
- const registered = this.rootToRegisteredClip.get(root);
517
- if (!registered) this.rootToRegisteredClip.set(root, [clip]);
518
- else registered.push(clip);
519
-
520
- const lastClip = this.clipToStartTime.get(clip);
521
- if (!lastClip) {
522
- if (this.lastClipEndTime == null) this.lastClipEndTime = TransformData.restPoseClipDuration;
523
-
524
- let newStartTime = this.lastClipEndTime + TransformData.animationDurationPadding;
525
- let newEndTime = newStartTime + clip.duration;
526
-
527
- // Round these times, makes it easier to understand what happens in the file
528
- const roundedStartTime = Math.round(newStartTime * 60) / 60;
529
- const roundedEndTime = Math.round(newEndTime * 60) / 60;
530
- if (Math.abs(roundedStartTime - newStartTime) < 0.01) newStartTime = roundedStartTime;
531
- if (Math.abs(roundedEndTime - newEndTime) < 0.01) newEndTime = roundedEndTime;
532
- // Round newStartTime up to the next frame
533
- newStartTime = Math.ceil(newStartTime);
534
- newEndTime = newStartTime + clip.duration;
535
-
536
- this.clipToStartTime.set(clip, newStartTime);
537
- this.lastClipEndTime = newEndTime;
538
- }
539
- }
540
- return info;
541
- }
542
-
543
- onAfterHierarchy(_context) {
544
- if (debug) console.log("Animation clips per animation target node", this.dict);
545
- }
546
-
547
- onAfterBuildDocument(_context: any) {
548
-
549
- // Validation: go through all roots, check if their data and lengths are consistent.
550
- // There are some cases that we can patch up here, especially if non-overlapping animations have resulted in "holes"
551
- // in TransformData where only now we know what the matching animation clip actually is.
552
- if (debug) console.log("Animation data", { dict: this.dict, rootTargetMap: this.rootTargetMap, rootToRegisteredClip: this.rootToRegisteredClip});
553
-
554
- for (const root of this.rootTargetMap.keys()) {
555
- const targets = this.rootTargetMap.get(root);
556
-
557
- if (!targets) continue;
558
-
559
- // The TransformData[] arrays here should have the same length, and the same durations
560
- let arrayLength: number | undefined = undefined;
561
- const durations: Array<number | undefined> = [];
562
- for (const target of targets) {
563
- const datas = this.dict.get(target);
564
- if (!datas) {
565
- console.error("No data found for target on USDZ export – please report a bug!", target);
566
- continue;
567
- }
568
-
569
- if (arrayLength === undefined) arrayLength = datas?.length;
570
- if (arrayLength !== datas?.length) console.error("Different array lengths for targets – please report a bug!", datas);
571
-
572
- for (let i = 0; i < datas.length; i++) {
573
- let data = datas[i];
574
- if (!data) {
575
- // If we don't have TransformData for this object yet, we're emitting a rest pose with the duration
576
- // of the matching clip that was registered for this root.
577
- const index = i - (this.injectRestPoses ? 1 : 0);
578
- datas[i] = new TransformData(null, target, this.rootToRegisteredClip.get(root)![index]);
579
- data = datas[i];
580
- }
581
-
582
- const duration = data.getDuration();
583
- if (durations[i] === undefined) durations[i] = duration;
584
- else if (durations[i] !== duration) {
585
- console.error("Error during UDSZ export: Encountered different animation durations for animated targets. Please report a bug!", {datas, target});
586
- durations[i] = duration;
587
- continue;
588
- }
589
- }
590
- }
591
- }
592
-
593
- for (const ser of this.serializers) {
594
- const parent = ser.model?.parent;
595
- const isEmptyParent = parent?.isDynamic === true;
596
- if (debugSerialization) console.log(isEmptyParent, ser.model?.parent);
597
- if (isEmptyParent) {
598
- ser.registerCallback(parent);
599
- }
600
- }
601
- }
602
-
603
- onExportObject(object, model: USDObject, _context) {
604
-
605
- GameObject.foreachComponent(object, (comp) => {
606
- const c = comp as unknown as UsdzAnimation;
607
- if (typeof c.createAnimation === "function") {
608
- c.createAnimation(this, model, _context);
609
- }
610
- }, false);
611
-
612
- // we need to be able to retarget serialization to empty parents before actually serializing (we do that in another callback)
613
- const ser = new SerializeAnimation(object, this);
614
- this.serializers.push(ser);
615
- ser.registerCallback(model);
616
- }
617
-
618
- }
619
-
620
- declare type TransformDataByObject = Map<Object3D, TransformData[]>;
621
- declare type AnimationClipFrameTimes = { pos: number[], rot: number[], scale: number[], timeOffset: number };
622
-
623
- class SerializeAnimation {
624
-
625
- model: USDObject | undefined = undefined;
626
-
627
- private object: Object3D;
628
- private animationData: Map<Object3D, Array<TransformData>>;
629
- private ext: AnimationExtension;
630
-
631
- private callback?: (writer: USDWriter, context: USDZExporterContext) => void;
632
-
633
- constructor(object: Object3D, ext: AnimationExtension) {
634
- this.object = object;
635
- this.animationData = ext.animationData;
636
- this.ext = ext;
637
- }
638
-
639
- registerCallback(model: USDObject) {
640
- if (this.model && this.callback) {
641
- this.model.removeEventListener("serialize", this.callback);
642
- }
643
- if (!this.callback)
644
- this.callback = this.onSerialize.bind(this);
645
- if (debugSerialization) console.log("REPARENT", model);
646
- this.model = model;
647
-
648
- if (this.callback)
649
- this.model.addEventListener("serialize", this.callback);
650
- }
651
-
652
- skinnedMeshExport(writer: USDWriter, _context: USDZExporterContext, ext: AnimationExtension) {
653
- const model = this.model;
654
- const dict = this.animationData;
655
- if (!model) return;
656
-
657
- if ( model.skinnedMesh ) {
658
-
659
- const skeleton = model.skinnedMesh.skeleton;
660
-
661
- const boneAndInverse = new Array<{bone: Object3D, inverse: Matrix4}>();
662
-
663
- const sortedBones:Bone[] = [];
664
- const uuidsFound:string[] = [];
665
- for(const bone of skeleton.bones ) {
666
- // if (bone.parent!.type !== 'Bone')
667
- {
668
- sortedBones.push(bone);
669
- uuidsFound.push(bone.uuid);
670
- const inverse = skeleton.boneInverses[skeleton.bones.indexOf(bone)];
671
- boneAndInverse.push({bone, inverse});
672
- }
673
- }
674
-
675
- let maxSteps = 10_000;
676
- while (uuidsFound.length < skeleton.bones.length && maxSteps-- > 0) {
677
- for (const sortedBone of sortedBones){
678
- const children = sortedBone.children as Bone[];
679
- for (const childBone of children){
680
- if (uuidsFound.indexOf(childBone.uuid) === -1 && skeleton.bones.indexOf(childBone) !== -1){
681
- sortedBones.push(childBone);
682
- uuidsFound.push(childBone.uuid);
683
- const childInverse = skeleton.boneInverses[skeleton.bones.indexOf(childBone)];
684
- boneAndInverse.push({bone: childBone, inverse: childInverse});
685
- }
686
- }
687
- }
688
- }
689
-
690
- if (maxSteps <= 0) console.error("Failed to sort bones in skinned mesh", model.skinnedMesh, skeleton.bones, uuidsFound);
691
-
692
- for (const structuralNode of findStructuralNodesInBoneHierarchy(skeleton.bones)) {
693
- boneAndInverse.push({bone: structuralNode, inverse: structuralNode.matrixWorld.clone().invert()});
694
- }
695
-
696
- // sort bones by path – need to be sorted in the same order as during mesh export
697
- const assumedRoot = boneAndInverse[0].bone.parent!;
698
- if (!assumedRoot) console.error("No bone parent found for skinned mesh during USDZ export", model.skinnedMesh);
699
- boneAndInverse.sort((a, b) => getPathToSkeleton(a.bone, assumedRoot) > getPathToSkeleton(b.bone, assumedRoot) ? 1 : -1);
700
-
701
- function createVector3TimeSampleLines_( values: Map<number, Vector3[]> ) {
702
-
703
- const lines:string[] = []
704
- for (const [frame, frameValues] of values) {
705
- let line = `${frame} : [`;
706
- const boneRotations: Array<string> = [];
707
- for ( const v of frameValues ) {
708
- boneRotations.push( `(${fn( v.x )}, ${fn( v.y )}, ${fn( v.z )})` );
709
- }
710
- line = line.concat( boneRotations.join( ', ' ) );
711
- line = line.concat( '],' );
712
- lines.push( line );
713
- }
714
-
715
- return lines;
716
-
717
- }
718
-
719
- function createVector4TimeSampleLines_( rotations: Map<number, Quaternion[]> ) {
720
-
721
- const lines:string[] = []
722
-
723
- for (const [frame, frameRotations] of rotations) {
724
- let line = `${frame} : [`;
725
- const boneRotations: Array<string> = [];
726
- for ( const v of frameRotations ) {
727
- boneRotations.push( `(${fn( v.w )}, ${fn( v.x )}, ${fn( v.y )}, ${fn( v.z )})` );
728
- }
729
- line = line.concat( boneRotations.join( ', ' ) );
730
- line = line.concat( '],' );
731
- lines.push( line );
732
- }
733
-
734
- return lines;
735
-
736
- }
737
-
738
- function getSortedFrameTimes( boneToTransformData: TransformDataByObject ): AnimationClipFrameTimes[] {
739
-
740
- // We should have a proper rectangular array,
741
- // Where for each bone we have the same number of TransformData entries.
742
- let numberOfEntries: number | undefined = undefined;
743
- let allBonesHaveSameNumberOfTransformDataEntries = true;
744
- const undefinedBoneEntries = new Map<Object3D, Array<number>>();
745
- for (const [bone, transformDatas] of boneToTransformData) {
746
- if (numberOfEntries === undefined) numberOfEntries = transformDatas.length;
747
- if (numberOfEntries !== transformDatas.length) {
748
- allBonesHaveSameNumberOfTransformDataEntries = false;
749
- }
750
- let index = 0;
751
- for (const transformData of transformDatas) {
752
- index++;
753
- if (!transformData) {
754
- if (!undefinedBoneEntries.has(bone)) undefinedBoneEntries.set(bone, []);
755
- undefinedBoneEntries.get(bone)!.push(index);
756
- }
757
- }
758
- }
759
-
760
- // TODO not working yet for multiple skinned characters at the same time
761
- if (debug) {
762
- console.log("Bone count: ", boneToTransformData.size, "TransformData entries per bone: ", numberOfEntries, "Undefined bone entries: ", undefinedBoneEntries);
763
- }
764
- console.assert(allBonesHaveSameNumberOfTransformDataEntries, "All bones should have the same number of TransformData entries", boneToTransformData);
765
- console.assert(undefinedBoneEntries.size === 0, "All TransformData entries should be set", undefinedBoneEntries);
766
- const times: AnimationClipFrameTimes[] = [];
767
-
768
- for (const [bone, transformDatas] of boneToTransformData) {
769
-
770
- /*
771
- // calculate start times from the transformDatas
772
- const startTimes = new Array<number>();
773
- let currentStartTime = 0;
774
- for (let i = 0; i < transformDatas.length; i++) {
775
- startTimes.push(currentStartTime);
776
- currentStartTime += transformDatas[i].getDuration() + TransformData.animationDurationPadding;
777
- }
778
- */
779
-
780
- for (let i = 0; i < transformDatas.length; i++) {
781
- const transformData = transformDatas[i];
782
- // const timeOffset = transformData.getStartTime(dict);
783
- const timeOffset = ext.getStartTimeByClip(transformData.clip);
784
- if (times.length <= i) {
785
- times.push({pos: [], rot: [], scale: [], timeOffset});
786
- }
787
-
788
- const perTransfromDataTimes = times[i];
789
-
790
- perTransfromDataTimes.pos.push( ...transformData.getSortedTimesArray(true, false, false));
791
- perTransfromDataTimes.rot.push( ...transformData.getSortedTimesArray(false, true, false));
792
- perTransfromDataTimes.scale.push( ...transformData.getSortedTimesArray(false, false, true));
793
- }
794
- }
795
-
796
- for (const perTransfromDataTimes of times) {
797
-
798
- /*
799
- // TODO we're doing that in animation export as well
800
- if (!times.pos.includes(0)) times.pos.push(0);
801
- if (!times.rot.includes(0)) times.rot.push(0);
802
- if (!times.scale.includes(0)) times.scale.push(0);
803
- */
804
-
805
- // sort times so it's increasing
806
- perTransfromDataTimes.pos.sort((a, b) => a - b);
807
- perTransfromDataTimes.rot.sort((a, b) => a - b);
808
- perTransfromDataTimes.scale.sort((a, b) => a - b);
809
-
810
- // make sure time values are unique
811
- perTransfromDataTimes.pos = [...new Set(perTransfromDataTimes.pos)];
812
- perTransfromDataTimes.rot = [...new Set(perTransfromDataTimes.rot)];
813
- perTransfromDataTimes.scale = [...new Set(perTransfromDataTimes.scale)];
814
- }
815
-
816
- return times;
817
- }
818
-
819
- function createTimeSamplesObject_( data: TransformDataByObject, sortedComponentFrameNumbers: AnimationClipFrameTimes[], bones: Array<Object3D> ) {
820
- const positionTimeSamples = new Map<number, Array<Vector3>>();
821
- const quaternionTimeSamples = new Map<number, Array<Quaternion>>();
822
- const scaleTimeSamples = new Map<number, Array<Vector3>>();
823
-
824
- const count = sortedComponentFrameNumbers.length;
825
-
826
- // return sampled data for each bone
827
- for ( const bone of bones ) {
828
- const boneEntryInData = data.get( bone );
829
-
830
- let emptyTransformData: TransformData | undefined = undefined;
831
- // if we have animation data for this bone, check that it's the right amount.
832
- if (boneEntryInData)
833
- console.assert(boneEntryInData.length === count, "We should have the same number of TransformData entries for each bone", boneEntryInData, sortedComponentFrameNumbers);
834
- // if we don't have animation data, create an empty one – 
835
- // it will automatically map to the rest pose, albeit inefficiently
836
- else
837
- emptyTransformData = new TransformData(null, bone, null);
838
-
839
- for (let i = 0; i < count; i++) {
840
- const transformData = boneEntryInData ? boneEntryInData[i] : emptyTransformData!;
841
- const timeData = sortedComponentFrameNumbers[i];
842
-
843
- for (const { time, translation } of transformData.getValues(timeData.pos, true, false, false)) {
844
- const shiftedTime = time + timeData.timeOffset;
845
- const t = shiftedTime * 60;
846
-
847
- if (!positionTimeSamples.has(t)) positionTimeSamples.set(t, new Array<Vector3>());
848
- positionTimeSamples.get(t)!.push( translation.clone() );
849
- }
850
- for (const { time, rotation } of transformData.getValues(timeData.rot, false, true, false)) {
851
- const shiftedTime = time + timeData.timeOffset;
852
- const t = shiftedTime * 60;
853
-
854
- if (!quaternionTimeSamples.has(t)) quaternionTimeSamples.set(t, new Array<Quaternion>());
855
- quaternionTimeSamples.get(t)!.push( rotation.clone() );
856
- }
857
- for (const { time, scale } of transformData.getValues(timeData.scale, false, false, true)) {
858
- const shiftedTime = time + timeData.timeOffset;
859
- const t = shiftedTime * 60;
860
-
861
- if (!scaleTimeSamples.has(t)) scaleTimeSamples.set(t, new Array<Vector3>());
862
- scaleTimeSamples.get(t)!.push( scale.clone() );
863
- }
864
- }
865
- }
866
-
867
- return {
868
- position: positionTimeSamples.size == 0 ? undefined : positionTimeSamples,
869
- quaternion: quaternionTimeSamples.size == 0 ? undefined: quaternionTimeSamples,
870
- scale: scaleTimeSamples.size == 0 ? undefined : scaleTimeSamples,
871
- };
872
- }
873
-
874
- function buildVector3Array_( array: Array<Vector3> ) {
875
- const lines: Array<string> = [];
876
- for ( const v of array ) {
877
- lines.push( `(${fn( v.x )}, ${fn( v.y )}, ${fn( v.z )})` );
878
- }
879
- return lines.join( ', ' );
880
- }
881
-
882
- function buildVector4Array_( array: Array<Quaternion> ) {
883
- const lines: Array<string> = [];
884
- for ( const v of array ) {
885
- lines.push( `(${fn( v.w )}, ${fn( v.x )}, ${fn( v.y )}, ${fn( v.z )})` );
886
- }
887
- return lines.join( ', ' );
888
- }
889
-
890
- function getPerBoneTransformData( bones: Array<Object3D> ): TransformDataByObject {
891
-
892
- const boneToTransformData = new Map<Object3D, TransformData[]>();
893
- if (debug) {
894
- const logData = new Array<string>();
895
- for (const [key, val] of dict) {
896
- logData.push(key.uuid + ": " + val.length + " " + val.map(x => x.clip?.uuid.substring(0, 6)).join(" "));
897
- }
898
- console.log("getPerBoneTransformData\n" + logData.join("\n"));
899
- }
900
-
901
- for (const bone of bones) {
902
- const data = dict.get(bone);
903
- if (!data) continue;
904
- boneToTransformData.set(bone, data);
905
- }
906
-
907
- return boneToTransformData;
908
- }
909
-
910
- function createAllTimeSampleObjects( bones: Array<Object3D> ) {
911
- const perBoneTransformData = getPerBoneTransformData( bones );
912
- const sortedFrameNumbers = getSortedFrameTimes( perBoneTransformData );
913
- return createTimeSamplesObject_( perBoneTransformData, sortedFrameNumbers, bones );
914
- }
915
-
916
- const sanitizeRestPose = _context.quickLookCompatible;
917
-
918
- const rest: Array<Matrix4> = [];
919
- const translations: Array<Vector3> = [];
920
- const rotations: Array<Quaternion> = [];
921
- const scales: Array<Vector3> = [];
922
- for ( const { bone } of boneAndInverse ){
923
-
924
- // Workaround for FB13808839: Rest poses must be decomposable in QuickLook
925
- if (sanitizeRestPose) {
926
- const scale = bone.scale;
927
- if (scale.x == 0) scale.x = 0.00001;
928
- if (scale.y == 0) scale.y = 0.00001;
929
- if (scale.z == 0) scale.z = 0.00001;
930
- rest.push( new Matrix4().compose( bone.position, bone.quaternion, bone.scale )) ;
931
- } else {
932
- rest.push( bone.matrix.clone() );
933
- }
934
- translations.push( bone.position ) ;
935
- rotations.push( bone.quaternion );
936
- scales.push( bone.scale );
937
- }
938
-
939
- const bonesArray = boneAndInverse.map( x => "\"" + getPathToSkeleton(x.bone, assumedRoot) + "\"" ).join( ', ' );
940
- const bindTransforms = boneAndInverse.map( x => buildMatrix( x.inverse.clone().invert() ) ).join( ', ' );
941
-
942
- writer.beginBlock( `def Skeleton "Rig"`);
943
-
944
- writer.appendLine( `uniform matrix4d[] bindTransforms = [${bindTransforms}]` );
945
- writer.appendLine( `uniform token[] joints = [${bonesArray}]` );
946
- writer.appendLine( `uniform token purpose = "guide"` );
947
- writer.appendLine( `uniform matrix4d[] restTransforms = [${rest.map( m => buildMatrix( m ) ).join( ', ' )}]` );
948
-
949
- // In glTF, transformations on the Skeleton are ignored (NODE_SKINNED_MESH_LOCAL_TRANSFORMS validator warning)
950
- // So here we don't write anything to get an identity transform.
951
- // writer.appendLine( `matrix4d xformOp:transform = ${buildMatrix( new Matrix4() )}` );
952
- // writer.appendLine( `uniform token[] xformOpOrder = ["xformOp:transform"]` );
953
-
954
- const timeSampleObjects = createAllTimeSampleObjects ( boneAndInverse.map( x => x.bone ) );
955
-
956
- if (debug) {
957
- // find the first..last value in the time samples
958
- let min = 10000000;
959
- let max = 0;
960
- for (const key of timeSampleObjects.position?.keys() ?? []) {
961
- min = Math.min(min, key);
962
- max = Math.max(max, key);
963
- }
964
- console.log("Time samples", min, max, timeSampleObjects);
965
- }
966
-
967
- writer.beginBlock( `def SkelAnimation "_anim"` );
968
-
969
- // TODO if we include blendshapes we likely need subdivision?
970
- // writer.appendLine( `uniform token[] blendShapes` )
971
- // writer.appendLine( `float[] blendShapeWeights` )
972
-
973
- writer.appendLine( `uniform token[] joints = [${bonesArray}]` );
974
-
975
- writer.appendLine( `quatf[] rotations = [${buildVector4Array_( rotations )}]` );
976
-
977
- if ( timeSampleObjects && timeSampleObjects.quaternion ) {
978
- writer.beginBlock( `quatf[] rotations.timeSamples = {`, '');
979
- const rotationTimeSampleLines = createVector4TimeSampleLines_( timeSampleObjects['quaternion'] );
980
- for ( const line of rotationTimeSampleLines ) {
981
- writer.appendLine( line );
982
- }
983
- writer.closeBlock();
984
-
985
- }
986
-
987
- writer.appendLine( `half3[] scales = [${buildVector3Array_( scales )}]` );
988
-
989
- if ( timeSampleObjects && timeSampleObjects.scale ) {
990
- writer.beginBlock( `half3[] scales.timeSamples = {`, '' );
991
- const scaleTimeSampleLines = createVector3TimeSampleLines_( timeSampleObjects['scale'] );
992
-
993
- for ( const line of scaleTimeSampleLines ) {
994
- writer.appendLine( line );
995
- }
996
- writer.closeBlock();
997
-
998
- }
999
-
1000
- writer.appendLine( `float3[] translations = [${buildVector3Array_( translations )}]` );
1001
-
1002
- if ( timeSampleObjects && timeSampleObjects.position) {
1003
- writer.beginBlock( `float3[] translations.timeSamples = {`, '' );
1004
- const positionTimeSampleLines = createVector3TimeSampleLines_( timeSampleObjects['position'] );
1005
-
1006
- for ( const line of positionTimeSampleLines ) {
1007
- writer.appendLine( line );
1008
- }
1009
- writer.closeBlock();
1010
-
1011
- }
1012
-
1013
- writer.closeBlock();
1014
- writer.closeBlock();
1015
-
1016
- }
1017
- }
1018
-
1019
- onSerialize(writer: USDWriter, _context: USDZExporterContext) {
1020
- if (!this.model) return;
1021
-
1022
- // Workaround: Sanitize TransformData for this object.
1023
- // This works around an issue with wrongly detected animation roots, where some of the indices
1024
- // in the TransformData array are not property set. Reproduces with golem_yokai.glb
1025
- const arr0 = this.animationData.get(this.object);
1026
- if (arr0) {
1027
- for (let i = 0; i < arr0.length; i++) {
1028
- if (arr0[i] !== undefined) continue;
1029
- arr0[i] = new TransformData(null, this.object, null);
1030
- }
1031
- }
1032
-
1033
- const ext = this.ext;
1034
-
1035
- this.skinnedMeshExport(writer, _context, ext);
1036
-
1037
- const object = this.object;
1038
- const model = this.model;
1039
-
1040
- // do we have animation data for this node? if not, return
1041
- const animationData = this.animationData.get(object);
1042
- if (!animationData) return;
1043
-
1044
- // Skinned meshes are handled separately by the method above.
1045
- // They need to be handled first (before checking for animation data) because animation needs to be exported
1046
- // as part of the skinned mesh and that may not be animated at all – if any bone is animated we need to export.
1047
- //@ts-ignore
1048
- if (object.isSkinnedMesh) return;
1049
-
1050
- // Excluding the concrete bone xform hierarchy animation his is mostly useful for debugging,
1051
- // as otherwise we're getting a ton of extra animation data per-bone xform
1052
- // TODO if this turns out to be slow/large (lots of duplicated animation data)
1053
- // we can look into optimizing it, and only including both the xform hierarchy and the animation
1054
- // only when we need it – when anywhere below it in the hierarchy are animated visible meshes.
1055
- //@ts-ignore
1056
- // if (object.isBone) return;
1057
-
1058
- if (debugSerialization) console.log("SERIALIZE", this.model.name, this.object.type, animationData);
1059
-
1060
- // const composedTransform = new Matrix4();
1061
- // writer.appendLine("matrix4d xformOp:transform.timeSamples = {");
1062
- // writer.indent++;
1063
-
1064
- // TransformData is a collection of clips (position, rotation and scale) for a particular node
1065
- // We need to make sure that the same underlying animation clip ends up
1066
- // at the same start time in the USD file, and that we're not getting overlaps to other clips.
1067
- // That means that the same clip (transformData.clip) should end up at the same start time for all nodes.
1068
-
1069
- // calculate start times
1070
- // calculate start times from the transformDatas
1071
- /*
1072
- const startTimes = new Array<number>();
1073
- let currentStartTime = 0;
1074
- for (let i = 0; i < animationData.length; i++) {
1075
- startTimes.push(currentStartTime);
1076
- if (animationData[i] === undefined) {
1077
- console.error("Got an undefined transform data, this is likely a bug.", object, animationData);
1078
- continue;
1079
- }
1080
- currentStartTime += animationData[i].getDuration() + TransformData.animationDurationPadding;
1081
- }
1082
- */
1083
-
1084
- const formatter = Intl.NumberFormat("en-US", {
1085
- maximumFractionDigits: 3,
1086
- minimumFractionDigits: 0,
1087
- useGrouping: false,
1088
- });
1089
-
1090
- function writeAnimationTimesamples(arr: TransformData[], type: "position" | "rotation" | "scale") {
1091
-
1092
- const hasAnimationData = arr.some(x => x && {
1093
- position: x.pos,
1094
- rotation: x.rot,
1095
- scale: x.scale
1096
- }[type]);
1097
- if (!hasAnimationData) {
1098
- return;
1099
- }
1100
-
1101
- switch (type) {
1102
- case "position":
1103
- model.needsTranslate = true;
1104
- writer.beginBlock(`double3 xformOp:translate.timeSamples = {`, '');
1105
- break;
1106
- case "rotation":
1107
- model.needsOrient = true;
1108
- writer.beginBlock(`quatf xformOp:orient.timeSamples = {`, '');
1109
- break;
1110
- case "scale":
1111
- model.needsScale = true;
1112
- writer.beginBlock(`double3 xformOp:scale.timeSamples = {`, '');
1113
- break;
1114
- }
1115
-
1116
- for (let i = 0; i < arr.length; i++) {
1117
- const transformData = arr[i];
1118
- if (!transformData) continue;
1119
- const startTime = ext.getStartTimeByClip(transformData.clip);
1120
- const timesArray = transformData.getSortedTimesArray(type === "position", type === "rotation", type === "scale");
1121
-
1122
- if (!timesArray || timesArray.length === 0) {
1123
- console.error("got an animated object but no time values?", object, transformData);
1124
- continue;
1125
- }
1126
-
1127
- const isRestPose = !transformData.clip;
1128
- const hasPos = type === "position" && (transformData.pos || isRestPose);
1129
- const hasRot = type === "rotation" && (transformData.rot || isRestPose);
1130
- const hasScale = type === "scale" && (transformData.scale || isRestPose);
1131
-
1132
- // Writing out the clip name and duration.
1133
- // If this is a rest pose clip, we still want to write it out, as it's a valid clip.
1134
- if (hasPos || hasRot || hasScale)
1135
- {
1136
- const clipName = transformData.clip?.name ?? "rest";
1137
- const duration = transformData.getDuration();
1138
- if (debug) console.log("Write .timeSamples:", clipName, startTime, duration, arr);
1139
- writer.appendLine("# " + clipName + ": start=" + formatter.format(startTime * TransformData.frameRate) + ", length=" + formatter.format(duration * TransformData.frameRate) + ", frames=" + transformData.getFrames());
1140
- }
1141
-
1142
- if (hasPos) {
1143
- for (const { time, translation } of transformData.getValues(timesArray, true, false, false)) {
1144
- const timeStr = formatter.format((startTime + time) * TransformData.frameRate);
1145
- const line = `${timeStr}: (${fn(translation.x)}, ${fn(translation.y)}, ${fn(translation.z)}),`;
1146
- writer.appendLine(line);
1147
- }
1148
- }
1149
- if (hasRot) {
1150
- for (const { time, rotation } of transformData.getValues(timesArray, false, true, false)) {
1151
- const timeStr = formatter.format((startTime + time) * TransformData.frameRate);
1152
- const line = `${timeStr}: (${fn(rotation.w)}, ${fn(rotation.x)}, ${fn(rotation.y)}, ${fn(rotation.z)}),`;
1153
- writer.appendLine(line);
1154
- }
1155
- }
1156
- if (hasScale) {
1157
- for (const { time, scale } of transformData.getValues(timesArray, false, false, true)) {
1158
- const timeStr = formatter.format((startTime + time) * TransformData.frameRate);
1159
- const line = `${timeStr}: (${fn(scale.x)}, ${fn(scale.y)}, ${fn(scale.z)}),`;
1160
- writer.appendLine(line);
1161
- }
1162
- }
1163
- }
1164
- writer.closeBlock();
1165
- }
1166
- writeAnimationTimesamples(animationData, "position");
1167
- writeAnimationTimesamples(animationData, "rotation");
1168
- writeAnimationTimesamples(animationData, "scale");
1169
-
1170
- // We must be careful here that we don't overwrite the xformOpOrder that the object already had.
1171
- // it _might_ not even have any (if the position/quaternion/scale are all indentity values)
1172
- // so in some cases we end up writing the same xformOpOrder multiple times here...
1173
- // So right now, we just always write the xformOpOrder when traversing the hierarchy, in case something is animated.
1174
-
1175
- // if (xFormOrder.length > 0) {
1176
- // const xformUnique = [...new Set(xFormOrder)];
1177
- // writer.appendLine(`uniform token[] xformOpOrder = [${xformUnique.map(x => `"${x}"`).join(', ')}]`);
1178
- // writer.appendLine('uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]');
1179
- // }
1180
-
1181
- // for (let i = 0; i < arr.length; i++) {
1182
- // const transformData = arr[i];
1183
- // if (!transformData) continue;
1184
- // const startTime = startTimes[i];
1185
- // const timesArray = transformData.getSortedTimesArray();
1186
-
1187
- // if (!timesArray || timesArray.length === 0) {
1188
- // console.error("got an animated object but no time values?", object, transformData);
1189
- // continue;
1190
- // }
1191
- // for (const { time, translation, rotation, scale } of transformData.getValues(timesArray)) {
1192
- // composedTransform.compose(translation, rotation, scale);
1193
-
1194
-
1195
- // const timeStr = formatter.format((startTime + time) * transformData.frameRate);
1196
- // const line = `${timeStr}: ${buildMatrix(composedTransform)},`;
1197
- // writer.appendLine(line);
1198
- // }
1199
- // }
1200
-
1201
- // writer.indent--;
1202
- // writer.appendLine("}");
1203
- }
1204
- }
1
+ import { AnimationClip, Bone,Interpolant, KeyframeTrack, Matrix4, Object3D, PropertyBinding, Quaternion, Vector3 } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonWarning } from "../../../../engine/debug/debug.js";
4
+ import { getParam } from "../../../../engine/engine_utils.js";
5
+ import { Animator } from "../../../Animator.js";
6
+ import { GameObject } from "../../../Component.js";
7
+ import type { IUSDExporterExtension } from "../Extension.js";
8
+ import { buildMatrix, findStructuralNodesInBoneHierarchy, getPathToSkeleton,usdNumberFormatting as fn, USDObject, USDWriter, USDZExporterContext } from "../ThreeUSDZExporter.js";
9
+
10
+ const debug = getParam("debugusdzanimation");
11
+ const debugSerialization = getParam("debugusdzanimationserialization");
12
+
13
+ export interface UsdzAnimation {
14
+ createAnimation(ext: AnimationExtension, model: USDObject, context);
15
+ }
16
+
17
+ export type AnimationClipCollection = Array<{ root: Object3D, clips: Array<AnimationClip> }>;
18
+
19
+ export class RegisteredAnimationInfo {
20
+
21
+ private _start?: number;
22
+ get start(): number {
23
+ if (this._start === undefined) {
24
+ this._start = this.ext.getStartTimeByClip(this.clip);
25
+ }
26
+ return this._start;
27
+ }
28
+ get duration(): number { return this.clip?.duration ?? TransformData.restPoseClipDuration; }
29
+ get nearestAnimatedRoot(): Object3D | undefined { return this._nearestAnimatedRoot; }
30
+ get clipName(): string { return this.clip?.name ?? "rest"; }
31
+
32
+ private ext: AnimationExtension;
33
+ private root: Object3D;
34
+ private _nearestAnimatedRoot?: Object3D = undefined;
35
+ private clip: AnimationClip | null;
36
+
37
+ // Playback speed. Does not affect how the animation is written, just how fast actions play it back.
38
+ speed?: number;
39
+
40
+ constructor(ext: AnimationExtension, root: Object3D, clip: AnimationClip | null) {
41
+ this.ext = ext;
42
+ this.root = root;
43
+ this.clip = clip;
44
+
45
+ this._nearestAnimatedRoot = this.getNearestAnimatedRoot();
46
+ }
47
+
48
+ private static isDescendantOf(parent: Object3D, child: Object3D) {
49
+ let current: Object3D | null = child;
50
+ if (!current || !parent) return false;
51
+ while (current) {
52
+ if (!current) return false;
53
+ if (current === parent) return true;
54
+ current = current.parent;
55
+ }
56
+ return false;
57
+ }
58
+
59
+ /** Finds the nearest actually animated object under root based on the tracks in the AnimationClip. */
60
+ getNearestAnimatedRoot() {
61
+ let highestRoot: Object3D | undefined = undefined;
62
+ try {
63
+ for (const track of this.clip?.tracks ?? []) {
64
+ const parsedPath = PropertyBinding.parseTrackName(track.name);
65
+ let animationTarget = PropertyBinding.findNode(this.root, parsedPath.nodeName);
66
+ if (animationTarget) {
67
+ if (!highestRoot) highestRoot = animationTarget;
68
+ else {
69
+ if (animationTarget === highestRoot) continue;
70
+ if (RegisteredAnimationInfo.isDescendantOf(highestRoot, animationTarget)) continue;
71
+ if (!RegisteredAnimationInfo.isDescendantOf(animationTarget, highestRoot)) {
72
+ // TODO test this, should find the nearest common ancestor
73
+ while (!RegisteredAnimationInfo.isDescendantOf(animationTarget, highestRoot) && animationTarget.parent) {
74
+ animationTarget = animationTarget.parent;
75
+ }
76
+ if (!RegisteredAnimationInfo.isDescendantOf(animationTarget, highestRoot)) {
77
+ console.error("USDZExporter: Animation clip targets multiple roots that are not parent/child. Please report a bug", this.root, this.clip, highestRoot, animationTarget);
78
+ }
79
+ }
80
+ highestRoot = animationTarget;
81
+ }
82
+ }
83
+ }
84
+ } catch (e) {
85
+ console.error("USDZExporter: Exception when trying to find nearest animated root. Please report a bug", e);
86
+ highestRoot = undefined;
87
+ }
88
+ return highestRoot;
89
+ }
90
+ }
91
+
92
+ export class TransformData {
93
+ clip: AnimationClip | null;
94
+ pos?: KeyframeTrack;
95
+ rot?: KeyframeTrack;
96
+ scale?: KeyframeTrack;
97
+
98
+ private root: Object3D | null;
99
+ private target: Object3D;
100
+ private duration = 0;
101
+ private useRootMotion = false;
102
+
103
+ /** This value can theoretically be anything – a value of 1 is good to clearly see animation gaps.
104
+ * For production, a value of 1/60 is enough, since the files can then still properly play back at 60fps.
105
+ */
106
+ static frameRate = 60;
107
+ static animationDurationPadding = 6 / 60;
108
+ static restPoseClipDuration = 6 / 60;
109
+
110
+ constructor(root: Object3D | null, target: Object3D, clip: AnimationClip | null) {
111
+ this.root = root;
112
+ this.target = target;
113
+ this.clip = clip;
114
+
115
+ // this is a rest pose clip.
116
+ // we assume duration 1/60 and no tracks, and when queried for times we just return [0, duration]
117
+ if (!clip) {
118
+ this.duration = TransformData.restPoseClipDuration;
119
+ }
120
+ else {
121
+ this.duration = clip.duration;
122
+ }
123
+
124
+ // warn if the duration does not equal the maximum time value in the tracks
125
+ if (clip && clip.tracks) {
126
+ const maxTime = Math.max(...clip.tracks.map((t) => t.times[t.times.length - 1]));
127
+ if (maxTime !== this.duration) {
128
+ console.warn("USDZExporter: Animation clip duration does not match the maximum time value in the tracks.", clip, maxTime, this.duration);
129
+ // We need to override the duration, otherwise we end up with gaps in the exported animation
130
+ // where there are actually no written animation values
131
+ this.duration = maxTime;
132
+ }
133
+ }
134
+
135
+ const animator = GameObject.getComponent(root, Animator);
136
+ if (animator) this.useRootMotion = animator.applyRootMotion;
137
+ }
138
+
139
+ addTrack(track: KeyframeTrack) {
140
+ if (!this.clip) {
141
+ console.error("This is a rest clip but you're trying to add tracks to it – this is likely a bug");
142
+ return;
143
+ }
144
+
145
+ if (track.name.endsWith("position")) this.pos = track;
146
+ else if (track.name.endsWith("quaternion")) this.rot = track;
147
+ else if (track.name.endsWith("scale")) this.scale = track;
148
+ else {
149
+ if (track.name.endsWith("activeSelf")) {
150
+ /*
151
+ // Construct a scale track, then apply to the existing scale track.
152
+ // Not supported right now, because it would also require properly tracking that these objects need to be enabled
153
+ // at animation start because they're animating the enabled state... otherwise they just stay disabled from scene start
154
+ const newValues = [...track.values].map((v) => v ? [1,1,1] : [0,0,0]).flat();
155
+ const scaleTrack = new KeyframeTrack(track.name.replace(".activeSelf", ".scale"), track.times, newValues, InterpolateDiscrete);
156
+ if (!this.scale)
157
+ {
158
+ this.scale = scaleTrack;
159
+ console.log("Mock scale track", this.scale);
160
+ }
161
+ */
162
+ console.warn("[USDZ] Animation of enabled/disabled state is not supported for USDZ export and will NOT be exported: " + track.name + " on " + (this.root?.name ?? this.target.name) + ". Animate scale 0/1 instead.");
163
+ }
164
+ else {
165
+ console.warn("[USDZ] Animation track type not supported for USDZ export and will NOT be exported: " + track.name + " on " + (this.root?.name ?? this.target.name) + ". Only .position, .rotation, .scale are supported.");
166
+ }
167
+
168
+ if (isDevEnvironment()) showBalloonWarning("[USDZ] Some animations can't be exported. See console for details.");
169
+ }
170
+ }
171
+
172
+ getFrames(): number {
173
+ if (!this.clip) return 2;
174
+ return Math.max(this.pos?.times?.length ?? 0, this.rot?.times?.length ?? 0, this.scale?.times?.length ?? 0);
175
+ }
176
+
177
+ getDuration(): number {
178
+ return this.duration;
179
+ }
180
+
181
+ getSortedTimesArray(generatePos: boolean = true, generateRot: boolean = true, generateScale: boolean = true) {
182
+ if (!this.clip) return [0, this.duration];
183
+
184
+ const posTimesArray = this.pos?.times;
185
+ const rotTimesArray = this.rot?.times;
186
+ const scaleTimesArray = this.scale?.times;
187
+
188
+ // timesArray is the sorted union of all time values
189
+ const timesArray: number[] = [];
190
+ if (generatePos && posTimesArray) for (const t of posTimesArray) timesArray.push(t);
191
+ if (generateRot && rotTimesArray) for (const t of rotTimesArray) timesArray.push(t);
192
+ if (generateScale && scaleTimesArray) for (const t of scaleTimesArray) timesArray.push(t);
193
+
194
+ // We also need to make sure we have start and end times for these tracks
195
+ // We already ensure this is the case for duration – it's always the maximum time value in the tracks
196
+ // (see constructor)
197
+ if (!timesArray.includes(0)) timesArray.push(0);
198
+
199
+ // sort times so it's increasing
200
+ timesArray.sort((a, b) => a - b);
201
+ // make sure time values are unique
202
+ return [...new Set(timesArray)];
203
+ }
204
+
205
+ /**
206
+ * Returns an iterator that yields the values for each time sample.
207
+ * Values are reused objects - if you want to append them to some array
208
+ * instead of processing them right away, clone() them.
209
+ * @param timesArray
210
+ * @param generatePos
211
+ * @param generateRot
212
+ * @param generateScale
213
+ */
214
+ *getValues(timesArray: number[], generatePos: boolean = true, generateRot: boolean = true, generateScale: boolean = true) {
215
+
216
+ const translation = new Vector3();
217
+ const rotation = new Quaternion();
218
+ const scale = new Vector3(1, 1, 1);
219
+ const object = this.target;
220
+
221
+ const positionInterpolant: Interpolant | undefined = generatePos ? this.pos?.createInterpolant() : undefined;
222
+ const rotationInterpolant: Interpolant | undefined = generateRot ? this.rot?.createInterpolant() : undefined;
223
+ const scaleInterpolant: Interpolant | undefined = generateScale ? this.scale?.createInterpolant() : undefined;
224
+
225
+ if (!positionInterpolant) translation.set(object.position.x, object.position.y, object.position.z);
226
+ if (!rotationInterpolant) rotation.set(object.quaternion.x, object.quaternion.y, object.quaternion.z, object.quaternion.w);
227
+ if (!scaleInterpolant) scale.set(object.scale.x, object.scale.y, object.scale.z);
228
+
229
+ // WORKAROUND because it seems that sometimes we get a quaternion interpolant with a valueSize
230
+ // of its own length... which then goes into an endless loop
231
+ if (positionInterpolant && positionInterpolant.valueSize !== 3)
232
+ positionInterpolant.valueSize = 3;
233
+ if (rotationInterpolant && rotationInterpolant.valueSize !== 4)
234
+ rotationInterpolant.valueSize = 4;
235
+ if (scaleInterpolant && scaleInterpolant.valueSize !== 3)
236
+ scaleInterpolant.valueSize = 3;
237
+
238
+ // We're optionally padding with one extra time step at the beginning and the end
239
+ // So that we don't get unwanted interpolations between clips (during the padding time)
240
+ const extraFrame = 0; // TransformData.animationDurationPadding > 1 / 60 ? 1 : 0;
241
+ for (let index = 0 - extraFrame; index < timesArray.length + extraFrame; index++) {
242
+ let time = 0;
243
+ let returnTime = 0;
244
+ if (index < 0) {
245
+ time = timesArray[0];
246
+ returnTime = time - (TransformData.animationDurationPadding / 2) + 1 / 60;
247
+ }
248
+ else if (index >= timesArray.length) {
249
+ time = timesArray[timesArray.length - 1];
250
+ returnTime = time + (TransformData.animationDurationPadding / 2) - 1 / 60;
251
+ }
252
+ else {
253
+ time = timesArray[index];
254
+ returnTime = time;
255
+ }
256
+
257
+ if (positionInterpolant) {
258
+ const pos = positionInterpolant.evaluate(time);
259
+ translation.set(pos[0], pos[1], pos[2]);
260
+ }
261
+ if (rotationInterpolant) {
262
+ const quat = rotationInterpolant.evaluate(time);
263
+ rotation.set(quat[0], quat[1], quat[2], quat[3]);
264
+ }
265
+ if (scaleInterpolant) {
266
+ const scaleVal = scaleInterpolant.evaluate(time);
267
+ scale.set(scaleVal[0], scaleVal[1], scaleVal[2]);
268
+ }
269
+
270
+ // Apply basic root motion offset – non-animated transformation data is applied to the node again.
271
+ // We're doing this because clips that animate their own root are (typically) not in world space,
272
+ // but in local space and moved to a specific spot in the world.
273
+ if (this.useRootMotion && object === this.root) {
274
+ const rootMatrix = new Matrix4();
275
+ rootMatrix.compose(translation, rotation, scale);
276
+ rootMatrix.multiply(object.matrix);
277
+ rootMatrix.decompose(translation, rotation, scale);
278
+ }
279
+
280
+ yield { time: returnTime, translation, rotation, scale, index };
281
+ }
282
+ }
283
+ }
284
+
285
+ export class AnimationExtension implements IUSDExporterExtension {
286
+
287
+ get extensionName(): string { return "animation" }
288
+ get animationData() { return this.dict; }
289
+ get registeredClips() { return this.clipToStartTime.keys(); }
290
+ get animatedRoots() { return this.rootTargetMap.keys(); }
291
+ get holdClipMap() { return this.clipToHoldClip; }
292
+
293
+ /** For each animated object, contains time/pos/rot/scale samples in the format that USD needs,
294
+ * ready to be written to the .usda file.
295
+ */
296
+ private dict: Map<Object3D, Array<TransformData>> = new Map();
297
+ /** Map of all roots (Animation/Animator or scene) and all targets that they animate.
298
+ * We need that info so that we can ensure that each target has the same number of TransformData entries
299
+ * so that switching between animations doesn't result in data "leaking" to another clip.
300
+ */
301
+ private rootTargetMap = new Map<Object3D, Array<Object3D>>();
302
+ private rootAndClipToRegisteredAnimationMap = new Map<string, RegisteredAnimationInfo>();
303
+ /** Clips registered for each root */
304
+ private rootToRegisteredClip = new Map<Object3D, Array<AnimationClip>>();
305
+ private lastClipEndTime = 0;
306
+ private clipToStartTime: Map<AnimationClip, number> = new Map();
307
+ private clipToHoldClip: Map<AnimationClip, AnimationClip> = new Map();
308
+
309
+ private serializers: SerializeAnimation[] = [];
310
+
311
+ /** Determines if we inject a rest pose clip for each root - only makes sense for QuickLook */
312
+ injectRestPoses = false;
313
+ /** Determines if we inject a PlayAnimationOnClick component with "scenestart" trigger - only makes sense for QuickLook */
314
+ injectImplicitBehaviours = false;
315
+
316
+ constructor(quickLookCompatible: boolean) {
317
+ this.injectRestPoses = quickLookCompatible;
318
+ this.injectImplicitBehaviours = quickLookCompatible;
319
+ }
320
+
321
+ getStartTimeCode() {
322
+ // return the end time + padding of the rest clip, if any exists
323
+ if (!this.injectRestPoses) return 0;
324
+ if (this.rootAndClipToRegisteredAnimationMap.size === 0) return 0;
325
+ // return 0;
326
+ return (TransformData.restPoseClipDuration + TransformData.animationDurationPadding) * 60;
327
+ }
328
+
329
+ /** Returns the end time code, based on 60 frames per second, for all registered animations.
330
+ * This matches the highest time value in the USDZ file. */
331
+ getEndTimeCode() {
332
+ let max = 0;
333
+ for (const [_, info] of this.rootAndClipToRegisteredAnimationMap) {
334
+ const end = info.start + info.duration;
335
+ if (end > max) max = end;
336
+ }
337
+ return max * 60;
338
+ }
339
+
340
+ getClipCount(root: Object3D): number {
341
+ const currentCount = this.rootToRegisteredClip.get(root)?.length ?? 0;
342
+ // The rest pose is not part of rootToRegisteredClip
343
+ // if (this.injectRestPoses) currentCount = currentCount ? currentCount - 1 : 0;
344
+ return currentCount ?? 0;
345
+ }
346
+
347
+ /*
348
+ // TODO why do we have this here and on TransformData? Can RegisteredAnimationInfo not cache this value?
349
+ // TODO we probably want to assert here that this is the same value on all nodes
350
+ getStartTime01(root: Object3D, clip: AnimationClip | null) {
351
+ // This is a rest pose clip, it always starts at 0
352
+ if (!clip) return 0;
353
+
354
+ const targets = this.rootTargetMap.get(root);
355
+ if (!targets) return 0;
356
+ const transformDatas = this.dict.get(targets[0]);
357
+ if (!transformDatas) {
358
+ console.error("Trying to get start time for root that has no animation data", root, clip, ...this.dict);
359
+ return 0;
360
+ }
361
+
362
+ let currentStartTime = 0;
363
+ for (let i = 0; i < transformDatas.length; i++) {
364
+ if (transformDatas[i].clip === clip) break;
365
+ currentStartTime += transformDatas[i].getDuration() + TransformData.animationDurationPadding;
366
+ }
367
+
368
+ return currentStartTime;
369
+ }
370
+ */
371
+
372
+ getStartTimeByClip(clip: AnimationClip | null) {
373
+ if (!clip) return 0;
374
+ if (!this.clipToStartTime.has(clip)) {
375
+ console.error("USDZExporter: Missing start time for clip – please report a bug.", clip);
376
+ return 0;
377
+ }
378
+ const time = this.clipToStartTime.get(clip)!;
379
+ return time;
380
+ }
381
+
382
+ // The same clip could be registered for different roots. All of them need written animation data then.
383
+ // The same root could have multiple clips registered to it. If it does, the clips need to write
384
+ // independent time data, so that playing back an animation on that root doesn't result in data "leaking"/"overlapping".
385
+ // The structure we need is:
386
+ // - MyRoot
387
+ // Animator
388
+ // - Clip1: CubeScale (only animates MyCube), duration: 3s
389
+ // - Clip2: SphereRotation (only animates MySphere), duration: 2s
390
+ // - MyCube
391
+ // - MySphere
392
+ // Results in:
393
+ // - MyRoot
394
+ // - MyCube
395
+ // - # rest clip (0..0.1)
396
+ // - # CubeScale (0.2..3.2)
397
+ // - # rest clip for SphereRotation (3.3..5.3)
398
+ // - MySphere
399
+ // - # rest clip (0..0.1)
400
+ // - # rest clip for CubeScale (0.2..3.2)
401
+ // - # SphereRotation (3.3..5.3)
402
+
403
+ /** Register an AnimationClip for a specific root object.
404
+ * @param root The root object that the animation clip is targeting.
405
+ * @param clip The animation clip to register. If null, a rest pose is registered.
406
+ * @returns The registered animation info, which contains the start time and duration of the clip.
407
+ */
408
+ registerAnimation(root: Object3D, clip: AnimationClip | null): RegisteredAnimationInfo | null {
409
+ if(!root) return null;
410
+ if (!this.rootTargetMap.has(root)) this.rootTargetMap.set(root, []);
411
+
412
+ // if we registered that exact pair already, just return the info
413
+ // no proper tuples in JavaScript, but we can use the uuids for a unique key here
414
+ const hash = root.uuid + (clip?.uuid ?? "-rest");
415
+ if (this.rootAndClipToRegisteredAnimationMap.has(hash)) {
416
+ return this.rootAndClipToRegisteredAnimationMap.get(hash)!;
417
+ }
418
+
419
+ if (debug) console.log("registerAnimation", root, clip);
420
+
421
+ // When injecting a rest clip, the rest clip has ALL animated nodes as targets.
422
+ // So all other nodes will already have at least one animated clip registered, and their own
423
+ // animations need to start at index 1. Otherwise we're getting overlap where everything is
424
+ // in animation 0 and some data overrides each other incorrectly.
425
+ // When we don't inject a rest clip, we start at 0.
426
+ const startIndex = this.injectRestPoses ? 1 : 0;
427
+ const currentCount = (this.rootToRegisteredClip.get(root)?.length ?? 0) + startIndex;
428
+
429
+ const targets = this.rootTargetMap.get(root);
430
+ const unregisteredNodesForThisClip = new Set(targets);
431
+ if (clip && clip.tracks) {
432
+ // We could sort so that supported tracks come first, this allows us to support some additional tracks by
433
+ // modifying what has already been written for the supported ones (e.g. enabled -> modify scale).
434
+ // Only needed if we're actually emulating some unsupported track types in addTrack(...).
435
+ // const sortedTracks = clip.tracks.filter(x => !!x).sort((a, _b) => a.name.endsWith("position") || a.name.endsWith("quaternion") || a.name.endsWith("scale") ? -1 : 1);
436
+ for (const track of clip.tracks) {
437
+ const parsedPath = PropertyBinding.parseTrackName(track.name);
438
+ const animationTarget = PropertyBinding.findNode(root, parsedPath.nodeName);
439
+
440
+ if (!animationTarget) {
441
+ console.warn("no object found for track", track.name, "using " + root.name + " instead");
442
+ continue;
443
+ // // if no object was found it might be that we have a component that references an animation clip but wants to target another object
444
+ // // in that case UnityGLTF writes the name of the component as track targets because it doesnt know of the intented target
445
+ // animationTarget = root;
446
+ }
447
+ if (!this.dict.has(animationTarget)) {
448
+ this.dict.set(animationTarget, []);
449
+ }
450
+ const transformDataForTarget = this.dict.get(animationTarget);
451
+ if (!transformDataForTarget) {
452
+ console.warn("no transform data found for target ", animationTarget, "at slot " + currentCount + ", this is likely a bug");
453
+ continue;
454
+ }
455
+
456
+ // this node has animation data for this clip – no need for additional padding
457
+ unregisteredNodesForThisClip.delete(animationTarget);
458
+
459
+ // Since we're interleaving animations, we need to ensure that for the same root,
460
+ // all clips that "touch" it are written in the same order for all animated nodes.
461
+ // this means we need to pad the TransformData array with empty entries when a particular
462
+ // node inside that root is not animated by a particular clip.
463
+ // It also means that when we encounter a clip that contains animation data for a new node,
464
+ // We need to pad that one's array as well so it starts at the same point.
465
+ // TODO most likely doesn't work for overlapping clips (clips where a root is a child of another root)
466
+ // TODO in that case we may need to pad globally, not per root
467
+
468
+ // Inject a rest pose if we don't have it already
469
+ if (this.injectRestPoses && !transformDataForTarget[0]) {
470
+ console.log("Injecting rest pose", animationTarget, clip, "at slot", currentCount);
471
+ transformDataForTarget[0] = new TransformData(null, animationTarget, null);
472
+ }
473
+ // These all need to be at the same index, otherwise our padding went wrong
474
+ let model = transformDataForTarget[currentCount];
475
+
476
+ if (!model) {
477
+ model = new TransformData(root, animationTarget, clip);
478
+ transformDataForTarget[currentCount] = model;
479
+ }
480
+ model.addTrack(track);
481
+
482
+ // We're keeping track of all animated nodes per root, needed for proper padding
483
+ if (!targets?.includes(animationTarget)) targets?.push(animationTarget);
484
+ }
485
+ }
486
+
487
+ if (debug) console.log("Unregistered nodes for this clip", unregisteredNodesForThisClip, "clip", clip, "at slot", currentCount, "for root", root, "targets", targets)
488
+
489
+ // add padding for nodes that are not animated by this clip
490
+ for (const target of unregisteredNodesForThisClip) {
491
+ const transformDataForTarget = this.dict.get(target);
492
+ if (!transformDataForTarget) continue;
493
+
494
+ // Inject rest pose if these nodes don't have it yet for some reason – this is likely a bug
495
+ if (this.injectRestPoses && !transformDataForTarget[0]) {
496
+ console.warn("Adding rest pose for ", target, clip, "at slot", currentCount, "This is likely a bug, should have been added earlier.");
497
+ const model = new TransformData(null, target, null);
498
+ transformDataForTarget[0] = model;
499
+ }
500
+
501
+ let model = transformDataForTarget[currentCount];
502
+ if (!model) {
503
+ if (debug) console.log("Adding padding clip for ", target, clip, "at slot", currentCount);
504
+ model = new TransformData(root, target, clip);
505
+ transformDataForTarget[currentCount] = model;
506
+ }
507
+ }
508
+
509
+ // get the entry for this object.
510
+ // This doesnt work if we have clips animating multiple objects
511
+ const info = new RegisteredAnimationInfo(this, root, clip);
512
+ this.rootAndClipToRegisteredAnimationMap.set(hash, info);
513
+
514
+ if (debug) console.log({root, clip, info});
515
+ if (clip) {
516
+ const registered = this.rootToRegisteredClip.get(root);
517
+ if (!registered) this.rootToRegisteredClip.set(root, [clip]);
518
+ else registered.push(clip);
519
+
520
+ const lastClip = this.clipToStartTime.get(clip);
521
+ if (!lastClip) {
522
+ if (this.lastClipEndTime == null) this.lastClipEndTime = TransformData.restPoseClipDuration;
523
+
524
+ let newStartTime = this.lastClipEndTime + TransformData.animationDurationPadding;
525
+ let newEndTime = newStartTime + clip.duration;
526
+
527
+ // Round these times, makes it easier to understand what happens in the file
528
+ const roundedStartTime = Math.round(newStartTime * 60) / 60;
529
+ const roundedEndTime = Math.round(newEndTime * 60) / 60;
530
+ if (Math.abs(roundedStartTime - newStartTime) < 0.01) newStartTime = roundedStartTime;
531
+ if (Math.abs(roundedEndTime - newEndTime) < 0.01) newEndTime = roundedEndTime;
532
+ // Round newStartTime up to the next frame
533
+ newStartTime = Math.ceil(newStartTime);
534
+ newEndTime = newStartTime + clip.duration;
535
+
536
+ this.clipToStartTime.set(clip, newStartTime);
537
+ this.lastClipEndTime = newEndTime;
538
+ }
539
+ }
540
+ return info;
541
+ }
542
+
543
+ onAfterHierarchy(_context) {
544
+ if (debug) console.log("Animation clips per animation target node", this.dict);
545
+ }
546
+
547
+ onAfterBuildDocument(_context: any) {
548
+
549
+ // Validation: go through all roots, check if their data and lengths are consistent.
550
+ // There are some cases that we can patch up here, especially if non-overlapping animations have resulted in "holes"
551
+ // in TransformData where only now we know what the matching animation clip actually is.
552
+ if (debug) console.log("Animation data", { dict: this.dict, rootTargetMap: this.rootTargetMap, rootToRegisteredClip: this.rootToRegisteredClip});
553
+
554
+ for (const root of this.rootTargetMap.keys()) {
555
+ const targets = this.rootTargetMap.get(root);
556
+
557
+ if (!targets) continue;
558
+
559
+ // The TransformData[] arrays here should have the same length, and the same durations
560
+ let arrayLength: number | undefined = undefined;
561
+ const durations: Array<number | undefined> = [];
562
+ for (const target of targets) {
563
+ const datas = this.dict.get(target);
564
+ if (!datas) {
565
+ console.error("No data found for target on USDZ export – please report a bug!", target);
566
+ continue;
567
+ }
568
+
569
+ if (arrayLength === undefined) arrayLength = datas?.length;
570
+ if (arrayLength !== datas?.length) console.error("Different array lengths for targets – please report a bug!", datas);
571
+
572
+ for (let i = 0; i < datas.length; i++) {
573
+ let data = datas[i];
574
+ if (!data) {
575
+ // If we don't have TransformData for this object yet, we're emitting a rest pose with the duration
576
+ // of the matching clip that was registered for this root.
577
+ const index = i - (this.injectRestPoses ? 1 : 0);
578
+ datas[i] = new TransformData(null, target, this.rootToRegisteredClip.get(root)![index]);
579
+ data = datas[i];
580
+ }
581
+
582
+ const duration = data.getDuration();
583
+ if (durations[i] === undefined) durations[i] = duration;
584
+ else if (durations[i] !== duration) {
585
+ console.error("Error during UDSZ export: Encountered different animation durations for animated targets. Please report a bug!", {datas, target});
586
+ durations[i] = duration;
587
+ continue;
588
+ }
589
+ }
590
+ }
591
+ }
592
+
593
+ for (const ser of this.serializers) {
594
+ const parent = ser.model?.parent;
595
+ const isEmptyParent = parent?.isDynamic === true;
596
+ if (debugSerialization) console.log(isEmptyParent, ser.model?.parent);
597
+ if (isEmptyParent) {
598
+ ser.registerCallback(parent);
599
+ }
600
+ }
601
+ }
602
+
603
+ onExportObject(object, model: USDObject, _context) {
604
+
605
+ GameObject.foreachComponent(object, (comp) => {
606
+ const c = comp as unknown as UsdzAnimation;
607
+ if (typeof c.createAnimation === "function") {
608
+ c.createAnimation(this, model, _context);
609
+ }
610
+ }, false);
611
+
612
+ // we need to be able to retarget serialization to empty parents before actually serializing (we do that in another callback)
613
+ const ser = new SerializeAnimation(object, this);
614
+ this.serializers.push(ser);
615
+ ser.registerCallback(model);
616
+ }
617
+
618
+ }
619
+
620
+ declare type TransformDataByObject = Map<Object3D, TransformData[]>;
621
+ declare type AnimationClipFrameTimes = { pos: number[], rot: number[], scale: number[], timeOffset: number };
622
+
623
+ class SerializeAnimation {
624
+
625
+ model: USDObject | undefined = undefined;
626
+
627
+ private object: Object3D;
628
+ private animationData: Map<Object3D, Array<TransformData>>;
629
+ private ext: AnimationExtension;
630
+
631
+ private callback?: (writer: USDWriter, context: USDZExporterContext) => void;
632
+
633
+ constructor(object: Object3D, ext: AnimationExtension) {
634
+ this.object = object;
635
+ this.animationData = ext.animationData;
636
+ this.ext = ext;
637
+ }
638
+
639
+ registerCallback(model: USDObject) {
640
+ if (this.model && this.callback) {
641
+ this.model.removeEventListener("serialize", this.callback);
642
+ }
643
+ if (!this.callback)
644
+ this.callback = this.onSerialize.bind(this);
645
+ if (debugSerialization) console.log("REPARENT", model);
646
+ this.model = model;
647
+
648
+ if (this.callback)
649
+ this.model.addEventListener("serialize", this.callback);
650
+ }
651
+
652
+ skinnedMeshExport(writer: USDWriter, _context: USDZExporterContext, ext: AnimationExtension) {
653
+ const model = this.model;
654
+ const dict = this.animationData;
655
+ if (!model) return;
656
+
657
+ if ( model.skinnedMesh ) {
658
+
659
+ const skeleton = model.skinnedMesh.skeleton;
660
+
661
+ const boneAndInverse = new Array<{bone: Object3D, inverse: Matrix4}>();
662
+
663
+ const sortedBones:Bone[] = [];
664
+ const uuidsFound:string[] = [];
665
+ for(const bone of skeleton.bones ) {
666
+ // if (bone.parent!.type !== 'Bone')
667
+ {
668
+ sortedBones.push(bone);
669
+ uuidsFound.push(bone.uuid);
670
+ const inverse = skeleton.boneInverses[skeleton.bones.indexOf(bone)];
671
+ boneAndInverse.push({bone, inverse});
672
+ }
673
+ }
674
+
675
+ let maxSteps = 10_000;
676
+ while (uuidsFound.length < skeleton.bones.length && maxSteps-- > 0) {
677
+ for (const sortedBone of sortedBones){
678
+ const children = sortedBone.children as Bone[];
679
+ for (const childBone of children){
680
+ if (uuidsFound.indexOf(childBone.uuid) === -1 && skeleton.bones.indexOf(childBone) !== -1){
681
+ sortedBones.push(childBone);
682
+ uuidsFound.push(childBone.uuid);
683
+ const childInverse = skeleton.boneInverses[skeleton.bones.indexOf(childBone)];
684
+ boneAndInverse.push({bone: childBone, inverse: childInverse});
685
+ }
686
+ }
687
+ }
688
+ }
689
+
690
+ if (maxSteps <= 0) console.error("Failed to sort bones in skinned mesh", model.skinnedMesh, skeleton.bones, uuidsFound);
691
+
692
+ for (const structuralNode of findStructuralNodesInBoneHierarchy(skeleton.bones)) {
693
+ boneAndInverse.push({bone: structuralNode, inverse: structuralNode.matrixWorld.clone().invert()});
694
+ }
695
+
696
+ // sort bones by path – need to be sorted in the same order as during mesh export
697
+ const assumedRoot = boneAndInverse[0].bone.parent!;
698
+ if (!assumedRoot) console.error("No bone parent found for skinned mesh during USDZ export", model.skinnedMesh);
699
+ boneAndInverse.sort((a, b) => getPathToSkeleton(a.bone, assumedRoot) > getPathToSkeleton(b.bone, assumedRoot) ? 1 : -1);
700
+
701
+ function createVector3TimeSampleLines_( values: Map<number, Vector3[]> ) {
702
+
703
+ const lines:string[] = []
704
+ for (const [frame, frameValues] of values) {
705
+ let line = `${frame} : [`;
706
+ const boneRotations: Array<string> = [];
707
+ for ( const v of frameValues ) {
708
+ boneRotations.push( `(${fn( v.x )}, ${fn( v.y )}, ${fn( v.z )})` );
709
+ }
710
+ line = line.concat( boneRotations.join( ', ' ) );
711
+ line = line.concat( '],' );
712
+ lines.push( line );
713
+ }
714
+
715
+ return lines;
716
+
717
+ }
718
+
719
+ function createVector4TimeSampleLines_( rotations: Map<number, Quaternion[]> ) {
720
+
721
+ const lines:string[] = []
722
+
723
+ for (const [frame, frameRotations] of rotations) {
724
+ let line = `${frame} : [`;
725
+ const boneRotations: Array<string> = [];
726
+ for ( const v of frameRotations ) {
727
+ boneRotations.push( `(${fn( v.w )}, ${fn( v.x )}, ${fn( v.y )}, ${fn( v.z )})` );
728
+ }
729
+ line = line.concat( boneRotations.join( ', ' ) );
730
+ line = line.concat( '],' );
731
+ lines.push( line );
732
+ }
733
+
734
+ return lines;
735
+
736
+ }
737
+
738
+ function getSortedFrameTimes( boneToTransformData: TransformDataByObject ): AnimationClipFrameTimes[] {
739
+
740
+ // We should have a proper rectangular array,
741
+ // Where for each bone we have the same number of TransformData entries.
742
+ let numberOfEntries: number | undefined = undefined;
743
+ let allBonesHaveSameNumberOfTransformDataEntries = true;
744
+ const undefinedBoneEntries = new Map<Object3D, Array<number>>();
745
+ for (const [bone, transformDatas] of boneToTransformData) {
746
+ if (numberOfEntries === undefined) numberOfEntries = transformDatas.length;
747
+ if (numberOfEntries !== transformDatas.length) {
748
+ allBonesHaveSameNumberOfTransformDataEntries = false;
749
+ }
750
+ let index = 0;
751
+ for (const transformData of transformDatas) {
752
+ index++;
753
+ if (!transformData) {
754
+ if (!undefinedBoneEntries.has(bone)) undefinedBoneEntries.set(bone, []);
755
+ undefinedBoneEntries.get(bone)!.push(index);
756
+ }
757
+ }
758
+ }
759
+
760
+ // TODO not working yet for multiple skinned characters at the same time
761
+ if (debug) {
762
+ console.log("Bone count: ", boneToTransformData.size, "TransformData entries per bone: ", numberOfEntries, "Undefined bone entries: ", undefinedBoneEntries);
763
+ }
764
+ console.assert(allBonesHaveSameNumberOfTransformDataEntries, "All bones should have the same number of TransformData entries", boneToTransformData);
765
+ console.assert(undefinedBoneEntries.size === 0, "All TransformData entries should be set", undefinedBoneEntries);
766
+ const times: AnimationClipFrameTimes[] = [];
767
+
768
+ for (const [bone, transformDatas] of boneToTransformData) {
769
+
770
+ /*
771
+ // calculate start times from the transformDatas
772
+ const startTimes = new Array<number>();
773
+ let currentStartTime = 0;
774
+ for (let i = 0; i < transformDatas.length; i++) {
775
+ startTimes.push(currentStartTime);
776
+ currentStartTime += transformDatas[i].getDuration() + TransformData.animationDurationPadding;
777
+ }
778
+ */
779
+
780
+ for (let i = 0; i < transformDatas.length; i++) {
781
+ const transformData = transformDatas[i];
782
+ // const timeOffset = transformData.getStartTime(dict);
783
+ const timeOffset = ext.getStartTimeByClip(transformData.clip);
784
+ if (times.length <= i) {
785
+ times.push({pos: [], rot: [], scale: [], timeOffset});
786
+ }
787
+
788
+ const perTransfromDataTimes = times[i];
789
+
790
+ perTransfromDataTimes.pos.push( ...transformData.getSortedTimesArray(true, false, false));
791
+ perTransfromDataTimes.rot.push( ...transformData.getSortedTimesArray(false, true, false));
792
+ perTransfromDataTimes.scale.push( ...transformData.getSortedTimesArray(false, false, true));
793
+ }
794
+ }
795
+
796
+ for (const perTransfromDataTimes of times) {
797
+
798
+ /*
799
+ // TODO we're doing that in animation export as well
800
+ if (!times.pos.includes(0)) times.pos.push(0);
801
+ if (!times.rot.includes(0)) times.rot.push(0);
802
+ if (!times.scale.includes(0)) times.scale.push(0);
803
+ */
804
+
805
+ // sort times so it's increasing
806
+ perTransfromDataTimes.pos.sort((a, b) => a - b);
807
+ perTransfromDataTimes.rot.sort((a, b) => a - b);
808
+ perTransfromDataTimes.scale.sort((a, b) => a - b);
809
+
810
+ // make sure time values are unique
811
+ perTransfromDataTimes.pos = [...new Set(perTransfromDataTimes.pos)];
812
+ perTransfromDataTimes.rot = [...new Set(perTransfromDataTimes.rot)];
813
+ perTransfromDataTimes.scale = [...new Set(perTransfromDataTimes.scale)];
814
+ }
815
+
816
+ return times;
817
+ }
818
+
819
+ function createTimeSamplesObject_( data: TransformDataByObject, sortedComponentFrameNumbers: AnimationClipFrameTimes[], bones: Array<Object3D> ) {
820
+ const positionTimeSamples = new Map<number, Array<Vector3>>();
821
+ const quaternionTimeSamples = new Map<number, Array<Quaternion>>();
822
+ const scaleTimeSamples = new Map<number, Array<Vector3>>();
823
+
824
+ const count = sortedComponentFrameNumbers.length;
825
+
826
+ // return sampled data for each bone
827
+ for ( const bone of bones ) {
828
+ const boneEntryInData = data.get( bone );
829
+
830
+ let emptyTransformData: TransformData | undefined = undefined;
831
+ // if we have animation data for this bone, check that it's the right amount.
832
+ if (boneEntryInData)
833
+ console.assert(boneEntryInData.length === count, "We should have the same number of TransformData entries for each bone", boneEntryInData, sortedComponentFrameNumbers);
834
+ // if we don't have animation data, create an empty one – 
835
+ // it will automatically map to the rest pose, albeit inefficiently
836
+ else
837
+ emptyTransformData = new TransformData(null, bone, null);
838
+
839
+ for (let i = 0; i < count; i++) {
840
+ const transformData = boneEntryInData ? boneEntryInData[i] : emptyTransformData!;
841
+ const timeData = sortedComponentFrameNumbers[i];
842
+
843
+ for (const { time, translation } of transformData.getValues(timeData.pos, true, false, false)) {
844
+ const shiftedTime = time + timeData.timeOffset;
845
+ const t = shiftedTime * 60;
846
+
847
+ if (!positionTimeSamples.has(t)) positionTimeSamples.set(t, new Array<Vector3>());
848
+ positionTimeSamples.get(t)!.push( translation.clone() );
849
+ }
850
+ for (const { time, rotation } of transformData.getValues(timeData.rot, false, true, false)) {
851
+ const shiftedTime = time + timeData.timeOffset;
852
+ const t = shiftedTime * 60;
853
+
854
+ if (!quaternionTimeSamples.has(t)) quaternionTimeSamples.set(t, new Array<Quaternion>());
855
+ quaternionTimeSamples.get(t)!.push( rotation.clone() );
856
+ }
857
+ for (const { time, scale } of transformData.getValues(timeData.scale, false, false, true)) {
858
+ const shiftedTime = time + timeData.timeOffset;
859
+ const t = shiftedTime * 60;
860
+
861
+ if (!scaleTimeSamples.has(t)) scaleTimeSamples.set(t, new Array<Vector3>());
862
+ scaleTimeSamples.get(t)!.push( scale.clone() );
863
+ }
864
+ }
865
+ }
866
+
867
+ return {
868
+ position: positionTimeSamples.size == 0 ? undefined : positionTimeSamples,
869
+ quaternion: quaternionTimeSamples.size == 0 ? undefined: quaternionTimeSamples,
870
+ scale: scaleTimeSamples.size == 0 ? undefined : scaleTimeSamples,
871
+ };
872
+ }
873
+
874
+ function buildVector3Array_( array: Array<Vector3> ) {
875
+ const lines: Array<string> = [];
876
+ for ( const v of array ) {
877
+ lines.push( `(${fn( v.x )}, ${fn( v.y )}, ${fn( v.z )})` );
878
+ }
879
+ return lines.join( ', ' );
880
+ }
881
+
882
+ function buildVector4Array_( array: Array<Quaternion> ) {
883
+ const lines: Array<string> = [];
884
+ for ( const v of array ) {
885
+ lines.push( `(${fn( v.w )}, ${fn( v.x )}, ${fn( v.y )}, ${fn( v.z )})` );
886
+ }
887
+ return lines.join( ', ' );
888
+ }
889
+
890
+ function getPerBoneTransformData( bones: Array<Object3D> ): TransformDataByObject {
891
+
892
+ const boneToTransformData = new Map<Object3D, TransformData[]>();
893
+ if (debug) {
894
+ const logData = new Array<string>();
895
+ for (const [key, val] of dict) {
896
+ logData.push(key.uuid + ": " + val.length + " " + val.map(x => x.clip?.uuid.substring(0, 6)).join(" "));
897
+ }
898
+ console.log("getPerBoneTransformData\n" + logData.join("\n"));
899
+ }
900
+
901
+ for (const bone of bones) {
902
+ const data = dict.get(bone);
903
+ if (!data) continue;
904
+ boneToTransformData.set(bone, data);
905
+ }
906
+
907
+ return boneToTransformData;
908
+ }
909
+
910
+ function createAllTimeSampleObjects( bones: Array<Object3D> ) {
911
+ const perBoneTransformData = getPerBoneTransformData( bones );
912
+ const sortedFrameNumbers = getSortedFrameTimes( perBoneTransformData );
913
+ return createTimeSamplesObject_( perBoneTransformData, sortedFrameNumbers, bones );
914
+ }
915
+
916
+ const sanitizeRestPose = _context.quickLookCompatible;
917
+
918
+ const rest: Array<Matrix4> = [];
919
+ const translations: Array<Vector3> = [];
920
+ const rotations: Array<Quaternion> = [];
921
+ const scales: Array<Vector3> = [];
922
+ for ( const { bone } of boneAndInverse ){
923
+
924
+ // Workaround for FB13808839: Rest poses must be decomposable in QuickLook
925
+ if (sanitizeRestPose) {
926
+ const scale = bone.scale;
927
+ if (scale.x == 0) scale.x = 0.00001;
928
+ if (scale.y == 0) scale.y = 0.00001;
929
+ if (scale.z == 0) scale.z = 0.00001;
930
+ rest.push( new Matrix4().compose( bone.position, bone.quaternion, bone.scale )) ;
931
+ } else {
932
+ rest.push( bone.matrix.clone() );
933
+ }
934
+ translations.push( bone.position ) ;
935
+ rotations.push( bone.quaternion );
936
+ scales.push( bone.scale );
937
+ }
938
+
939
+ const bonesArray = boneAndInverse.map( x => "\"" + getPathToSkeleton(x.bone, assumedRoot) + "\"" ).join( ', ' );
940
+ const bindTransforms = boneAndInverse.map( x => buildMatrix( x.inverse.clone().invert() ) ).join( ', ' );
941
+
942
+ writer.beginBlock( `def Skeleton "Rig"`);
943
+
944
+ writer.appendLine( `uniform matrix4d[] bindTransforms = [${bindTransforms}]` );
945
+ writer.appendLine( `uniform token[] joints = [${bonesArray}]` );
946
+ writer.appendLine( `uniform token purpose = "guide"` );
947
+ writer.appendLine( `uniform matrix4d[] restTransforms = [${rest.map( m => buildMatrix( m ) ).join( ', ' )}]` );
948
+
949
+ // In glTF, transformations on the Skeleton are ignored (NODE_SKINNED_MESH_LOCAL_TRANSFORMS validator warning)
950
+ // So here we don't write anything to get an identity transform.
951
+ // writer.appendLine( `matrix4d xformOp:transform = ${buildMatrix( new Matrix4() )}` );
952
+ // writer.appendLine( `uniform token[] xformOpOrder = ["xformOp:transform"]` );
953
+
954
+ const timeSampleObjects = createAllTimeSampleObjects ( boneAndInverse.map( x => x.bone ) );
955
+
956
+ if (debug) {
957
+ // find the first..last value in the time samples
958
+ let min = 10000000;
959
+ let max = 0;
960
+ for (const key of timeSampleObjects.position?.keys() ?? []) {
961
+ min = Math.min(min, key);
962
+ max = Math.max(max, key);
963
+ }
964
+ console.log("Time samples", min, max, timeSampleObjects);
965
+ }
966
+
967
+ writer.beginBlock( `def SkelAnimation "_anim"` );
968
+
969
+ // TODO if we include blendshapes we likely need subdivision?
970
+ // writer.appendLine( `uniform token[] blendShapes` )
971
+ // writer.appendLine( `float[] blendShapeWeights` )
972
+
973
+ writer.appendLine( `uniform token[] joints = [${bonesArray}]` );
974
+
975
+ writer.appendLine( `quatf[] rotations = [${buildVector4Array_( rotations )}]` );
976
+
977
+ if ( timeSampleObjects && timeSampleObjects.quaternion ) {
978
+ writer.beginBlock( `quatf[] rotations.timeSamples = {`, '');
979
+ const rotationTimeSampleLines = createVector4TimeSampleLines_( timeSampleObjects['quaternion'] );
980
+ for ( const line of rotationTimeSampleLines ) {
981
+ writer.appendLine( line );
982
+ }
983
+ writer.closeBlock();
984
+
985
+ }
986
+
987
+ writer.appendLine( `half3[] scales = [${buildVector3Array_( scales )}]` );
988
+
989
+ if ( timeSampleObjects && timeSampleObjects.scale ) {
990
+ writer.beginBlock( `half3[] scales.timeSamples = {`, '' );
991
+ const scaleTimeSampleLines = createVector3TimeSampleLines_( timeSampleObjects['scale'] );
992
+
993
+ for ( const line of scaleTimeSampleLines ) {
994
+ writer.appendLine( line );
995
+ }
996
+ writer.closeBlock();
997
+
998
+ }
999
+
1000
+ writer.appendLine( `float3[] translations = [${buildVector3Array_( translations )}]` );
1001
+
1002
+ if ( timeSampleObjects && timeSampleObjects.position) {
1003
+ writer.beginBlock( `float3[] translations.timeSamples = {`, '' );
1004
+ const positionTimeSampleLines = createVector3TimeSampleLines_( timeSampleObjects['position'] );
1005
+
1006
+ for ( const line of positionTimeSampleLines ) {
1007
+ writer.appendLine( line );
1008
+ }
1009
+ writer.closeBlock();
1010
+
1011
+ }
1012
+
1013
+ writer.closeBlock();
1014
+ writer.closeBlock();
1015
+
1016
+ }
1017
+ }
1018
+
1019
+ onSerialize(writer: USDWriter, _context: USDZExporterContext) {
1020
+ if (!this.model) return;
1021
+
1022
+ // Workaround: Sanitize TransformData for this object.
1023
+ // This works around an issue with wrongly detected animation roots, where some of the indices
1024
+ // in the TransformData array are not property set. Reproduces with golem_yokai.glb
1025
+ const arr0 = this.animationData.get(this.object);
1026
+ if (arr0) {
1027
+ for (let i = 0; i < arr0.length; i++) {
1028
+ if (arr0[i] !== undefined) continue;
1029
+ arr0[i] = new TransformData(null, this.object, null);
1030
+ }
1031
+ }
1032
+
1033
+ const ext = this.ext;
1034
+
1035
+ this.skinnedMeshExport(writer, _context, ext);
1036
+
1037
+ const object = this.object;
1038
+ const model = this.model;
1039
+
1040
+ // do we have animation data for this node? if not, return
1041
+ const animationData = this.animationData.get(object);
1042
+ if (!animationData) return;
1043
+
1044
+ // Skinned meshes are handled separately by the method above.
1045
+ // They need to be handled first (before checking for animation data) because animation needs to be exported
1046
+ // as part of the skinned mesh and that may not be animated at all – if any bone is animated we need to export.
1047
+ //@ts-ignore
1048
+ if (object.isSkinnedMesh) return;
1049
+
1050
+ // Excluding the concrete bone xform hierarchy animation his is mostly useful for debugging,
1051
+ // as otherwise we're getting a ton of extra animation data per-bone xform
1052
+ // TODO if this turns out to be slow/large (lots of duplicated animation data)
1053
+ // we can look into optimizing it, and only including both the xform hierarchy and the animation
1054
+ // only when we need it – when anywhere below it in the hierarchy are animated visible meshes.
1055
+ //@ts-ignore
1056
+ // if (object.isBone) return;
1057
+
1058
+ if (debugSerialization) console.log("SERIALIZE", this.model.name, this.object.type, animationData);
1059
+
1060
+ // const composedTransform = new Matrix4();
1061
+ // writer.appendLine("matrix4d xformOp:transform.timeSamples = {");
1062
+ // writer.indent++;
1063
+
1064
+ // TransformData is a collection of clips (position, rotation and scale) for a particular node
1065
+ // We need to make sure that the same underlying animation clip ends up
1066
+ // at the same start time in the USD file, and that we're not getting overlaps to other clips.
1067
+ // That means that the same clip (transformData.clip) should end up at the same start time for all nodes.
1068
+
1069
+ // calculate start times
1070
+ // calculate start times from the transformDatas
1071
+ /*
1072
+ const startTimes = new Array<number>();
1073
+ let currentStartTime = 0;
1074
+ for (let i = 0; i < animationData.length; i++) {
1075
+ startTimes.push(currentStartTime);
1076
+ if (animationData[i] === undefined) {
1077
+ console.error("Got an undefined transform data, this is likely a bug.", object, animationData);
1078
+ continue;
1079
+ }
1080
+ currentStartTime += animationData[i].getDuration() + TransformData.animationDurationPadding;
1081
+ }
1082
+ */
1083
+
1084
+ const formatter = Intl.NumberFormat("en-US", {
1085
+ maximumFractionDigits: 3,
1086
+ minimumFractionDigits: 0,
1087
+ useGrouping: false,
1088
+ });
1089
+
1090
+ function writeAnimationTimesamples(arr: TransformData[], type: "position" | "rotation" | "scale") {
1091
+
1092
+ const hasAnimationData = arr.some(x => x && {
1093
+ position: x.pos,
1094
+ rotation: x.rot,
1095
+ scale: x.scale
1096
+ }[type]);
1097
+ if (!hasAnimationData) {
1098
+ return;
1099
+ }
1100
+
1101
+ switch (type) {
1102
+ case "position":
1103
+ model.needsTranslate = true;
1104
+ writer.beginBlock(`double3 xformOp:translate.timeSamples = {`, '');
1105
+ break;
1106
+ case "rotation":
1107
+ model.needsOrient = true;
1108
+ writer.beginBlock(`quatf xformOp:orient.timeSamples = {`, '');
1109
+ break;
1110
+ case "scale":
1111
+ model.needsScale = true;
1112
+ writer.beginBlock(`double3 xformOp:scale.timeSamples = {`, '');
1113
+ break;
1114
+ }
1115
+
1116
+ for (let i = 0; i < arr.length; i++) {
1117
+ const transformData = arr[i];
1118
+ if (!transformData) continue;
1119
+ const startTime = ext.getStartTimeByClip(transformData.clip);
1120
+ const timesArray = transformData.getSortedTimesArray(type === "position", type === "rotation", type === "scale");
1121
+
1122
+ if (!timesArray || timesArray.length === 0) {
1123
+ console.error("got an animated object but no time values?", object, transformData);
1124
+ continue;
1125
+ }
1126
+
1127
+ const isRestPose = !transformData.clip;
1128
+ const hasPos = type === "position" && (transformData.pos || isRestPose);
1129
+ const hasRot = type === "rotation" && (transformData.rot || isRestPose);
1130
+ const hasScale = type === "scale" && (transformData.scale || isRestPose);
1131
+
1132
+ // Writing out the clip name and duration.
1133
+ // If this is a rest pose clip, we still want to write it out, as it's a valid clip.
1134
+ if (hasPos || hasRot || hasScale)
1135
+ {
1136
+ const clipName = transformData.clip?.name ?? "rest";
1137
+ const duration = transformData.getDuration();
1138
+ if (debug) console.log("Write .timeSamples:", clipName, startTime, duration, arr);
1139
+ writer.appendLine("# " + clipName + ": start=" + formatter.format(startTime * TransformData.frameRate) + ", length=" + formatter.format(duration * TransformData.frameRate) + ", frames=" + transformData.getFrames());
1140
+ }
1141
+
1142
+ if (hasPos) {
1143
+ for (const { time, translation } of transformData.getValues(timesArray, true, false, false)) {
1144
+ const timeStr = formatter.format((startTime + time) * TransformData.frameRate);
1145
+ const line = `${timeStr}: (${fn(translation.x)}, ${fn(translation.y)}, ${fn(translation.z)}),`;
1146
+ writer.appendLine(line);
1147
+ }
1148
+ }
1149
+ if (hasRot) {
1150
+ for (const { time, rotation } of transformData.getValues(timesArray, false, true, false)) {
1151
+ const timeStr = formatter.format((startTime + time) * TransformData.frameRate);
1152
+ const line = `${timeStr}: (${fn(rotation.w)}, ${fn(rotation.x)}, ${fn(rotation.y)}, ${fn(rotation.z)}),`;
1153
+ writer.appendLine(line);
1154
+ }
1155
+ }
1156
+ if (hasScale) {
1157
+ for (const { time, scale } of transformData.getValues(timesArray, false, false, true)) {
1158
+ const timeStr = formatter.format((startTime + time) * TransformData.frameRate);
1159
+ const line = `${timeStr}: (${fn(scale.x)}, ${fn(scale.y)}, ${fn(scale.z)}),`;
1160
+ writer.appendLine(line);
1161
+ }
1162
+ }
1163
+ }
1164
+ writer.closeBlock();
1165
+ }
1166
+ writeAnimationTimesamples(animationData, "position");
1167
+ writeAnimationTimesamples(animationData, "rotation");
1168
+ writeAnimationTimesamples(animationData, "scale");
1169
+
1170
+ // We must be careful here that we don't overwrite the xformOpOrder that the object already had.
1171
+ // it _might_ not even have any (if the position/quaternion/scale are all indentity values)
1172
+ // so in some cases we end up writing the same xformOpOrder multiple times here...
1173
+ // So right now, we just always write the xformOpOrder when traversing the hierarchy, in case something is animated.
1174
+
1175
+ // if (xFormOrder.length > 0) {
1176
+ // const xformUnique = [...new Set(xFormOrder)];
1177
+ // writer.appendLine(`uniform token[] xformOpOrder = [${xformUnique.map(x => `"${x}"`).join(', ')}]`);
1178
+ // writer.appendLine('uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]');
1179
+ // }
1180
+
1181
+ // for (let i = 0; i < arr.length; i++) {
1182
+ // const transformData = arr[i];
1183
+ // if (!transformData) continue;
1184
+ // const startTime = startTimes[i];
1185
+ // const timesArray = transformData.getSortedTimesArray();
1186
+
1187
+ // if (!timesArray || timesArray.length === 0) {
1188
+ // console.error("got an animated object but no time values?", object, transformData);
1189
+ // continue;
1190
+ // }
1191
+ // for (const { time, translation, rotation, scale } of transformData.getValues(timesArray)) {
1192
+ // composedTransform.compose(translation, rotation, scale);
1193
+
1194
+
1195
+ // const timeStr = formatter.format((startTime + time) * transformData.frameRate);
1196
+ // const line = `${timeStr}: ${buildMatrix(composedTransform)},`;
1197
+ // writer.appendLine(line);
1198
+ // }
1199
+ // }
1200
+
1201
+ // writer.indent--;
1202
+ // writer.appendLine("}");
1203
+ }
1204
+ }