@needle-tools/engine 4.7.0 → 4.7.2-alpha

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1074) hide show
  1. package/CHANGELOG.md +3782 -3778
  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-YjtQYFa9.js +1052 -0
  7. package/dist/gltf-progressive-yOP1mp5W.min.js +8 -0
  8. package/dist/gltf-progressive-zdhlW609.umd.cjs +8 -0
  9. package/dist/{needle-engine.bundle-BFsiOavn.min.js → needle-engine.bundle-BhDF-YSv.min.js} +107 -107
  10. package/dist/{needle-engine.bundle-BxOXkBoQ.umd.cjs → needle-engine.bundle-D2myV4E4.umd.cjs} +114 -114
  11. package/dist/{needle-engine.bundle-BodidWhS.js → needle-engine.bundle-gp00DTS4.js} +2932 -2920
  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 +164 -166
  60. package/lib/engine/engine_addressables.js +601 -608
  61. package/lib/engine/engine_addressables.js.map +1 -1
  62. package/lib/engine/engine_animation.d.ts +43 -43
  63. package/lib/engine/engine_animation.js +133 -133
  64. package/lib/engine/engine_application.d.ts +45 -45
  65. package/lib/engine/engine_application.js +104 -104
  66. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  67. package/lib/engine/engine_assetdatabase.js +346 -346
  68. package/lib/engine/engine_audio.d.ts +4 -4
  69. package/lib/engine/engine_audio.js +23 -23
  70. package/lib/engine/engine_camera.d.ts +13 -13
  71. package/lib/engine/engine_camera.js +30 -30
  72. package/lib/engine/engine_components.d.ts +110 -110
  73. package/lib/engine/engine_components.js +374 -374
  74. package/lib/engine/engine_components_internal.d.ts +9 -9
  75. package/lib/engine/engine_components_internal.js +36 -36
  76. package/lib/engine/engine_constants.d.ts +10 -10
  77. package/lib/engine/engine_constants.js +41 -41
  78. package/lib/engine/engine_context.d.ts +475 -475
  79. package/lib/engine/engine_context.js +1673 -1673
  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 +101 -91
  118. package/lib/engine/engine_lightdata.js.map +1 -1
  119. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  120. package/lib/engine/engine_loaders.callbacks.js +86 -86
  121. package/lib/engine/engine_loaders.d.ts +48 -48
  122. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  123. package/lib/engine/engine_loaders.gltf.js +62 -62
  124. package/lib/engine/engine_loaders.js +337 -337
  125. package/lib/engine/engine_lods.d.ts +35 -31
  126. package/lib/engine/engine_lods.js +160 -146
  127. package/lib/engine/engine_lods.js.map +1 -1
  128. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  129. package/lib/engine/engine_mainloop_utils.js +466 -466
  130. package/lib/engine/engine_math.d.ts +114 -114
  131. package/lib/engine/engine_math.js +247 -247
  132. package/lib/engine/engine_modules.d.ts +36 -36
  133. package/lib/engine/engine_modules.js +85 -85
  134. package/lib/engine/engine_networking.d.ts +260 -260
  135. package/lib/engine/engine_networking.js +764 -764
  136. package/lib/engine/engine_networking_auto.d.ts +24 -24
  137. package/lib/engine/engine_networking_auto.js +310 -310
  138. package/lib/engine/engine_networking_blob.d.ts +48 -48
  139. package/lib/engine/engine_networking_blob.js +228 -228
  140. package/lib/engine/engine_networking_files.d.ts +35 -35
  141. package/lib/engine/engine_networking_files.js +172 -172
  142. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  143. package/lib/engine/engine_networking_files_default_components.js +42 -42
  144. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  145. package/lib/engine/engine_networking_instantiate.js +345 -345
  146. package/lib/engine/engine_networking_peer.d.ts +15 -15
  147. package/lib/engine/engine_networking_peer.js +132 -132
  148. package/lib/engine/engine_networking_streams.d.ts +123 -123
  149. package/lib/engine/engine_networking_streams.js +645 -645
  150. package/lib/engine/engine_networking_types.d.ts +22 -22
  151. package/lib/engine/engine_networking_types.js +7 -7
  152. package/lib/engine/engine_networking_utils.d.ts +2 -2
  153. package/lib/engine/engine_networking_utils.js +20 -20
  154. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  155. package/lib/engine/engine_networking_websocket.js +2 -2
  156. package/lib/engine/engine_patcher.d.ts +10 -10
  157. package/lib/engine/engine_patcher.js +142 -142
  158. package/lib/engine/engine_physics.d.ts +152 -152
  159. package/lib/engine/engine_physics.js +645 -645
  160. package/lib/engine/engine_physics.types.d.ts +40 -40
  161. package/lib/engine/engine_physics.types.js +33 -33
  162. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  163. package/lib/engine/engine_physics_rapier.js +1433 -1433
  164. package/lib/engine/engine_playerview.d.ts +26 -26
  165. package/lib/engine/engine_playerview.js +64 -64
  166. package/lib/engine/engine_scenelighting.d.ts +71 -71
  167. package/lib/engine/engine_scenelighting.js +226 -226
  168. package/lib/engine/engine_serialization.d.ts +3 -3
  169. package/lib/engine/engine_serialization.js +3 -3
  170. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  171. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  172. package/lib/engine/engine_serialization_core.d.ts +94 -94
  173. package/lib/engine/engine_serialization_core.js +607 -607
  174. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  175. package/lib/engine/engine_serialization_decorator.js +66 -66
  176. package/lib/engine/engine_setup.d.ts +1 -1
  177. package/lib/engine/engine_setup.js +2 -2
  178. package/lib/engine/engine_shaders.d.ts +53 -53
  179. package/lib/engine/engine_shaders.js +252 -252
  180. package/lib/engine/engine_shims.d.ts +4 -4
  181. package/lib/engine/engine_shims.js +24 -24
  182. package/lib/engine/engine_test_utils.d.ts +39 -39
  183. package/lib/engine/engine_test_utils.js +83 -83
  184. package/lib/engine/engine_texture.d.ts +28 -28
  185. package/lib/engine/engine_texture.js +64 -64
  186. package/lib/engine/engine_three_utils.d.ts +204 -204
  187. package/lib/engine/engine_three_utils.js +788 -788
  188. package/lib/engine/engine_time.d.ts +51 -51
  189. package/lib/engine/engine_time.js +82 -82
  190. package/lib/engine/engine_time_utils.d.ts +88 -88
  191. package/lib/engine/engine_time_utils.js +215 -215
  192. package/lib/engine/engine_tonemapping.d.ts +6 -6
  193. package/lib/engine/engine_tonemapping.js +197 -197
  194. package/lib/engine/engine_types.d.ts +578 -578
  195. package/lib/engine/engine_types.js +95 -95
  196. package/lib/engine/engine_typestore.d.ts +28 -28
  197. package/lib/engine/engine_typestore.js +55 -55
  198. package/lib/engine/engine_util_decorator.d.ts +13 -13
  199. package/lib/engine/engine_util_decorator.js +116 -116
  200. package/lib/engine/engine_utils.d.ts +248 -248
  201. package/lib/engine/engine_utils.js +1012 -1012
  202. package/lib/engine/engine_utils_format.d.ts +24 -24
  203. package/lib/engine/engine_utils_format.js +239 -239
  204. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  205. package/lib/engine/engine_utils_screenshot.js +522 -522
  206. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  207. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  208. package/lib/engine/engine_xr.d.ts +1 -1
  209. package/lib/engine/engine_xr.js +1 -1
  210. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  211. package/lib/engine/export/gltf/Writers.js +24 -24
  212. package/lib/engine/export/gltf/index.d.ts +11 -11
  213. package/lib/engine/export/gltf/index.js +123 -123
  214. package/lib/engine/export/index.d.ts +2 -2
  215. package/lib/engine/export/index.js +2 -2
  216. package/lib/engine/export/state.d.ts +7 -7
  217. package/lib/engine/export/state.js +17 -17
  218. package/lib/engine/export/utils.d.ts +2 -2
  219. package/lib/engine/export/utils.js +7 -7
  220. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  221. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  222. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  223. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  224. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  225. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  226. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  227. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  228. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  229. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  230. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  231. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  232. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  233. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  234. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  235. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  236. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  237. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  238. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  239. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  240. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  241. package/lib/engine/extensions/extension_resolver.js +1 -1
  242. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  243. package/lib/engine/extensions/extension_utils.js +152 -152
  244. package/lib/engine/extensions/extensions.d.ts +32 -32
  245. package/lib/engine/extensions/extensions.js +107 -107
  246. package/lib/engine/extensions/index.d.ts +6 -6
  247. package/lib/engine/extensions/index.js +6 -6
  248. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  249. package/lib/engine/extensions/usage_tracker.js +65 -65
  250. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  251. package/lib/engine/js-extensions/Camera.js +39 -39
  252. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  253. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  254. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  255. package/lib/engine/js-extensions/Layers.js +22 -22
  256. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  257. package/lib/engine/js-extensions/Object3D.js +136 -136
  258. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  259. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  260. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  261. package/lib/engine/js-extensions/Vector.js +13 -13
  262. package/lib/engine/js-extensions/index.d.ts +5 -5
  263. package/lib/engine/js-extensions/index.js +5 -5
  264. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  265. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  266. package/lib/engine/shaders/shaderData.d.ts +55 -55
  267. package/lib/engine/shaders/shaderData.js +58 -58
  268. package/lib/engine/tests/test_utils.d.ts +2 -2
  269. package/lib/engine/tests/test_utils.js +53 -53
  270. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  271. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  272. package/lib/engine/webcomponents/api.d.ts +5 -5
  273. package/lib/engine/webcomponents/api.js +4 -4
  274. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  275. package/lib/engine/webcomponents/buttons.js +264 -264
  276. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  277. package/lib/engine/webcomponents/fonts.js +32 -32
  278. package/lib/engine/webcomponents/icons.d.ts +9 -9
  279. package/lib/engine/webcomponents/icons.js +52 -52
  280. package/lib/engine/webcomponents/index.d.ts +1 -1
  281. package/lib/engine/webcomponents/index.js +1 -1
  282. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  283. package/lib/engine/webcomponents/logo-element.js +67 -67
  284. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  285. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  286. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  287. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  288. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  289. package/lib/engine/webcomponents/needle-button.js +161 -161
  290. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  291. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  292. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  293. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  294. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  295. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  296. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  297. package/lib/engine/webcomponents/needle-engine.js +821 -821
  298. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  299. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  300. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  301. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  302. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  303. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  304. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  305. package/lib/engine/xr/NeedleXRSync.js +188 -188
  306. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  307. package/lib/engine/xr/SceneTransition.js +69 -69
  308. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  309. package/lib/engine/xr/TempXRContext.js +187 -187
  310. package/lib/engine/xr/XRRig.d.ts +7 -7
  311. package/lib/engine/xr/XRRig.js +1 -1
  312. package/lib/engine/xr/api.d.ts +6 -6
  313. package/lib/engine/xr/api.js +6 -6
  314. package/lib/engine/xr/events.d.ts +66 -66
  315. package/lib/engine/xr/events.js +93 -93
  316. package/lib/engine/xr/internal.d.ts +12 -12
  317. package/lib/engine/xr/internal.js +25 -25
  318. package/lib/engine/xr/usdz.d.ts +12 -12
  319. package/lib/engine/xr/usdz.js +29 -29
  320. package/lib/engine/xr/utils.d.ts +11 -11
  321. package/lib/engine/xr/utils.js +34 -34
  322. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  323. package/lib/engine-components/AlignmentConstraint.js +39 -39
  324. package/lib/engine-components/Animation.d.ts +156 -156
  325. package/lib/engine-components/Animation.js +508 -508
  326. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  327. package/lib/engine-components/AnimationCurve.js +159 -159
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  1001. package/src/engine-components/ui/Outline.ts +13 -13
  1002. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1003. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1004. package/src/engine-components/ui/Raycaster.ts +102 -102
  1005. package/src/engine-components/ui/RectTransform.ts +375 -375
  1006. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1007. package/src/engine-components/ui/Symbols.ts +1 -1
  1008. package/src/engine-components/ui/Text.ts +578 -578
  1009. package/src/engine-components/ui/Utils.ts +113 -113
  1010. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1011. package/src/engine-components/utils/LookAt.ts +88 -88
  1012. package/src/engine-components/utils/OpenURL.ts +114 -114
  1013. package/src/engine-components/webxr/Avatar.ts +265 -265
  1014. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1015. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1016. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1017. package/src/engine-components/webxr/WebXR.ts +585 -585
  1018. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1019. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1020. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1021. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1022. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1023. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1024. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1025. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1026. package/src/engine-components/webxr/index.ts +2 -2
  1027. package/src/engine-components/webxr/types.ts +3 -3
  1028. package/src/engine-components-experimental/Presentation.ts +12 -12
  1029. package/src/engine-components-experimental/api.ts +4 -4
  1030. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1031. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1032. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1033. package/src/engine-schemes/README.md +1 -1
  1034. package/src/engine-schemes/api.ts +12 -12
  1035. package/src/engine-schemes/dist/api.js +17 -0
  1036. package/src/engine-schemes/dist/api.js.meta +7 -0
  1037. package/src/engine-schemes/dist/schemes.js +25 -0
  1038. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1039. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1040. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1041. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1042. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1043. package/src/engine-schemes/dist/transform.js +46 -0
  1044. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec2.js +32 -0
  1046. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vec3.js +36 -0
  1048. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1049. package/src/engine-schemes/dist/vec4.js +40 -0
  1050. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1051. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1052. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1053. package/src/engine-schemes/schemes.ts +28 -28
  1054. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1055. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1056. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1057. package/src/engine-schemes/transform.ts +50 -50
  1058. package/src/engine-schemes/transforms.fbs +25 -25
  1059. package/src/engine-schemes/vec.fbs +19 -19
  1060. package/src/engine-schemes/vec2.ts +33 -33
  1061. package/src/engine-schemes/vec3.ts +38 -38
  1062. package/src/engine-schemes/vec4.ts +43 -43
  1063. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1064. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1065. package/src/include/draco/draco_decoder.js +34 -34
  1066. package/src/include/ktx2/basis_transcoder.js +21 -21
  1067. package/src/include/needle/arial-msdf.json +1471 -1471
  1068. package/src/include/three/DragControls.js +231 -231
  1069. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1070. package/src/needle-engine.ts +70 -70
  1071. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +0 -25
  1072. package/dist/gltf-progressive-Bl4okF1b.min.js +0 -8
  1073. package/dist/gltf-progressive-DSpdn0QT.js +0 -1054
  1074. package/dist/gltf-progressive-P8b8a0qY.umd.cjs +0 -8
@@ -1,1153 +1,1153 @@
1
- import { AnimationClip, AnimationMixer, AxesHelper, Euler, LoopOnce, Quaternion, Vector3 } from "three";
2
- import { isDevEnvironment } from "../engine/debug/index.js";
3
- import { Mathf } from "../engine/engine_math.js";
4
- import { InstantiateIdProvider } from "../engine/engine_networking_instantiate.js";
5
- import { assign, TypeSerializer } from "../engine/engine_serialization_core.js";
6
- import { isAnimationAction } from "../engine/engine_three_utils.js";
7
- import { TypeStore } from "../engine/engine_typestore.js";
8
- import { deepClone, getParam } from "../engine/engine_utils.js";
9
- import { AnimatorConditionMode, AnimatorControllerParameterType, AnimatorStateInfo, createMotion } from "../engine/extensions/NEEDLE_animator_controller_model.js";
10
- const debug = getParam("debuganimatorcontroller");
11
- const debugRootMotion = getParam("debugrootmotion");
12
- /**
13
- * Generates a hash code for a string
14
- * @param str - The string to hash
15
- * @returns A numeric hash value
16
- */
17
- function stringToHash(str) {
18
- let hash = 0;
19
- for (let i = 0; i < str.length; i++) {
20
- const char = str.charCodeAt(i);
21
- hash = ((hash << 5) - hash) + char;
22
- hash = hash & hash;
23
- }
24
- return hash;
25
- }
26
- /**
27
- * Controls the playback of animations using a state machine architecture.
28
- *
29
- * The AnimatorController manages animation states, transitions between states,
30
- * and parameters that affect those transitions. It is used by the {@link Animator}
31
- * component to control animation behavior on 3D models.
32
- *
33
- * Use the static method {@link AnimatorController.createFromClips} to create
34
- * an animator controller from a set of animation clips.
35
- */
36
- export class AnimatorController {
37
- /**
38
- * Creates an AnimatorController from a set of animation clips.
39
- * Each clip becomes a state in the controller's state machine.
40
- *
41
- * @param clips - The animation clips to use for creating states
42
- * @param options - Configuration options for the controller including looping behavior and transitions
43
- * @returns A new AnimatorController instance
44
- */
45
- static createFromClips(clips, options = { looping: false, autoTransition: true, transitionDuration: 0 }) {
46
- const states = [];
47
- for (let i = 0; i < clips.length; i++) {
48
- const clip = clips[i];
49
- const transitions = [];
50
- if (options.autoTransition !== false) {
51
- const dur = options.transitionDuration ?? 0;
52
- const normalizedDuration = dur / clip.duration;
53
- // automatically transition to self by default
54
- let nextState = i;
55
- if (options.autoTransition === undefined || options.autoTransition === true) {
56
- nextState = (i + 1) % clips.length;
57
- }
58
- transitions.push({
59
- exitTime: 1 - normalizedDuration,
60
- offset: 0,
61
- duration: dur,
62
- hasExitTime: true,
63
- destinationState: nextState,
64
- conditions: [],
65
- });
66
- }
67
- const state = {
68
- name: clip.name,
69
- hash: i,
70
- motion: {
71
- name: clip.name,
72
- clip: clip,
73
- isLooping: options?.looping ?? false,
74
- },
75
- transitions: transitions,
76
- behaviours: []
77
- };
78
- states.push(state);
79
- }
80
- const model = {
81
- name: "AnimatorController",
82
- guid: new InstantiateIdProvider(Date.now()).generateUUID(),
83
- parameters: [],
84
- layers: [{
85
- name: "Base Layer",
86
- stateMachine: {
87
- defaultState: 0,
88
- states: states
89
- }
90
- }]
91
- };
92
- const controller = new AnimatorController(model);
93
- return controller;
94
- }
95
- /**
96
- * Plays an animation state by name or hash.
97
- *
98
- * @param name - The name or hash identifier of the state to play
99
- * @param layerIndex - The layer index (defaults to 0)
100
- * @param normalizedTime - The normalized time to start the animation from (0-1)
101
- * @param durationInSec - Transition duration in seconds
102
- */
103
- play(name, layerIndex = -1, normalizedTime = Number.NEGATIVE_INFINITY, durationInSec = 0) {
104
- if (layerIndex < 0)
105
- layerIndex = 0;
106
- else if (layerIndex >= this.model.layers.length) {
107
- console.warn("invalid layer");
108
- return;
109
- }
110
- const layer = this.model.layers[layerIndex];
111
- const sm = layer.stateMachine;
112
- for (const state of sm.states) {
113
- if (state.name === name || state.hash === name) {
114
- if (debug)
115
- console.log("transition to ", state);
116
- this.transitionTo(state, durationInSec, normalizedTime);
117
- return;
118
- }
119
- }
120
- console.warn("Could not find " + name + " to play");
121
- }
122
- /**
123
- * Resets the controller to its initial state.
124
- */
125
- reset() {
126
- this.setStartTransition();
127
- }
128
- /**
129
- * Sets a boolean parameter value by name or hash.
130
- *
131
- * @param name - The name or hash identifier of the parameter
132
- * @param value - The boolean value to set
133
- */
134
- setBool(name, value) {
135
- const key = typeof name === "string" ? "name" : "hash";
136
- return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = value);
137
- }
138
- /**
139
- * Gets a boolean parameter value by name or hash.
140
- *
141
- * @param name - The name or hash identifier of the parameter
142
- * @returns The boolean value of the parameter, or false if not found
143
- */
144
- getBool(name) {
145
- const key = typeof name === "string" ? "name" : "hash";
146
- return this.model?.parameters?.find(p => p[key] === name)?.value ?? false;
147
- }
148
- /**
149
- * Sets a float parameter value by name or hash.
150
- *
151
- * @param name - The name or hash identifier of the parameter
152
- * @param val - The float value to set
153
- * @returns True if the parameter was found and set, false otherwise
154
- */
155
- setFloat(name, val) {
156
- const key = typeof name === "string" ? "name" : "hash";
157
- const filtered = this.model?.parameters?.filter(p => p[key] === name);
158
- filtered.forEach(p => p.value = val);
159
- return filtered?.length > 0;
160
- }
161
- /**
162
- * Gets a float parameter value by name or hash.
163
- *
164
- * @param name - The name or hash identifier of the parameter
165
- * @returns The float value of the parameter, or 0 if not found
166
- */
167
- getFloat(name) {
168
- const key = typeof name === "string" ? "name" : "hash";
169
- return this.model?.parameters?.find(p => p[key] === name)?.value ?? 0;
170
- }
171
- /**
172
- * Sets an integer parameter value by name or hash.
173
- *
174
- * @param name - The name or hash identifier of the parameter
175
- * @param val - The integer value to set
176
- */
177
- setInteger(name, val) {
178
- const key = typeof name === "string" ? "name" : "hash";
179
- return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = val);
180
- }
181
- /**
182
- * Gets an integer parameter value by name or hash.
183
- *
184
- * @param name - The name or hash identifier of the parameter
185
- * @returns The integer value of the parameter, or 0 if not found
186
- */
187
- getInteger(name) {
188
- const key = typeof name === "string" ? "name" : "hash";
189
- return this.model?.parameters?.find(p => p[key] === name)?.value ?? 0;
190
- }
191
- /**
192
- * Sets a trigger parameter to active (true).
193
- * Trigger parameters are automatically reset after they are consumed by a transition.
194
- *
195
- * @param name - The name or hash identifier of the trigger parameter
196
- */
197
- setTrigger(name) {
198
- if (debug)
199
- console.log("SET TRIGGER", name);
200
- const key = typeof name === "string" ? "name" : "hash";
201
- return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = true);
202
- }
203
- /**
204
- * Resets a trigger parameter to inactive (false).
205
- *
206
- * @param name - The name or hash identifier of the trigger parameter
207
- */
208
- resetTrigger(name) {
209
- const key = typeof name === "string" ? "name" : "hash";
210
- return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = false);
211
- }
212
- /**
213
- * Gets the current state of a trigger parameter.
214
- *
215
- * @param name - The name or hash identifier of the trigger parameter
216
- * @returns The boolean state of the trigger, or false if not found
217
- */
218
- getTrigger(name) {
219
- const key = typeof name === "string" ? "name" : "hash";
220
- return this.model?.parameters?.find(p => p[key] === name)?.value ?? false;
221
- }
222
- /**
223
- * Checks if the controller is currently in a transition between states.
224
- *
225
- * @returns True if a transition is in progress, false otherwise
226
- */
227
- isInTransition() {
228
- return this._activeStates.length > 1;
229
- }
230
- /** Set the speed of the animator controller. Larger values will make the animation play faster. */
231
- setSpeed(speed) {
232
- this._speed = speed;
233
- }
234
- _speed = 1;
235
- /**
236
- * Finds an animation state by name or hash.
237
- * @deprecated Use findState instead
238
- *
239
- * @param name - The name or hash identifier of the state to find
240
- * @returns The found state or null if not found
241
- */
242
- FindState(name) { return this.findState(name); }
243
- /**
244
- * Finds an animation state by name or hash.
245
- *
246
- * @param name - The name or hash identifier of the state to find
247
- * @returns The found state or null if not found
248
- */
249
- findState(name) {
250
- if (!name)
251
- return null;
252
- if (Array.isArray(this.model.layers)) {
253
- for (const layer of this.model.layers) {
254
- for (const state of layer.stateMachine.states) {
255
- if (state.name === name || state.hash == name)
256
- return state;
257
- }
258
- }
259
- }
260
- return null;
261
- }
262
- /**
263
- * Gets information about the current playing animation state.
264
- *
265
- * @returns An AnimatorStateInfo object with data about the current state, or null if no state is active
266
- */
267
- getCurrentStateInfo() {
268
- if (!this._activeState)
269
- return null;
270
- const action = this._activeState.motion.action;
271
- if (!action)
272
- return null;
273
- const dur = this._activeState.motion.clip.duration;
274
- const normalizedTime = dur <= 0 ? 0 : Math.abs(action.time / dur);
275
- return new AnimatorStateInfo(this._activeState, normalizedTime, dur, this._speed);
276
- }
277
- /**
278
- * Gets the animation action currently playing.
279
- *
280
- * @returns The current animation action, or null if no action is playing
281
- */
282
- get currentAction() {
283
- if (!this._activeState)
284
- return null;
285
- const action = this._activeState.motion.action;
286
- if (!action)
287
- return null;
288
- return action;
289
- }
290
- /**
291
- * The normalized time (0-1) to start playing the first state at.
292
- * This affects the initial state when the animator is first enabled.
293
- */
294
- normalizedStartOffset = 0;
295
- /**
296
- * The Animator component this controller is bound to.
297
- */
298
- animator;
299
- /**
300
- * The data model describing the animation states and transitions.
301
- */
302
- model;
303
- /**
304
- * Gets the engine context from the bound animator.
305
- */
306
- get context() { return this.animator?.context; }
307
- /**
308
- * Gets the animation mixer used by this controller.
309
- */
310
- get mixer() {
311
- return this._mixer;
312
- }
313
- /**
314
- * Cleans up resources used by this controller.
315
- * Stops all animations and unregisters the mixer from the animation system.
316
- */
317
- dispose() {
318
- this._mixer.stopAllAction();
319
- if (this.animator) {
320
- this._mixer.uncacheRoot(this.animator.gameObject);
321
- for (const action of this._activeStates) {
322
- if (action.motion.clip)
323
- this.mixer.uncacheAction(action.motion.clip, this.animator.gameObject);
324
- }
325
- }
326
- this.context?.animations.unregisterAnimationMixer(this._mixer);
327
- }
328
- // applyRootMotion(obj: Object3D) {
329
- // // this.internalApplyRootMotion(obj);
330
- // }
331
- /**
332
- * Binds this controller to an animator component.
333
- * Creates a new animation mixer and sets up animation actions.
334
- *
335
- * @param animator - The animator to bind this controller to
336
- */
337
- bind(animator) {
338
- if (!animator)
339
- console.error("AnimatorController.bind: animator is null");
340
- else if (this.animator !== animator) {
341
- if (this._mixer) {
342
- this._mixer.stopAllAction();
343
- this.context?.animations.unregisterAnimationMixer(this._mixer);
344
- }
345
- this.animator = animator;
346
- this._mixer = new AnimationMixer(this.animator.gameObject);
347
- this.context?.animations.registerAnimationMixer(this._mixer);
348
- this.createActions(this.animator);
349
- }
350
- }
351
- /**
352
- * Creates a deep copy of this controller.
353
- * Clones the model data but does not copy runtime state.
354
- *
355
- * @returns A new AnimatorController instance with the same configuration
356
- */
357
- clone() {
358
- if (typeof this.model === "string") {
359
- console.warn("AnimatorController has not been resolved, can not create model from string", this.model);
360
- return null;
361
- }
362
- if (debug)
363
- console.warn("AnimatorController clone()", this.model);
364
- // clone runtime controller but dont clone clip or action
365
- const clonedModel = deepClone(this.model, (_owner, _key, _value) => {
366
- if (_value === null || _value === undefined)
367
- return true;
368
- // dont clone three Objects
369
- if (_value.type === "Object3D" || _value.isObject3D === true)
370
- return false;
371
- // dont clone AnimationAction
372
- if (isAnimationAction(_value)) { //.constructor.name === "AnimationAction") {
373
- // console.log(_value);
374
- return false;
375
- }
376
- // dont clone AnimationClip
377
- if (_value["tracks"] !== undefined)
378
- return false;
379
- // when assigned __concreteInstance during serialization
380
- if (_value instanceof AnimatorController)
381
- return false;
382
- return true;
383
- });
384
- console.assert(clonedModel !== this.model);
385
- const controller = new AnimatorController(clonedModel);
386
- return controller;
387
- }
388
- /**
389
- * Updates the controller's state machine and animations.
390
- * Called each frame by the animator component.
391
- *
392
- * @param weight - The weight to apply to the animations (for blending)
393
- */
394
- update(weight) {
395
- if (!this.animator)
396
- return;
397
- this.evaluateTransitions();
398
- this.updateActiveStates(weight);
399
- // We want to update the animation mixer even if there is no active state (e.g. in cases where an empty animator controller is assigned and the timeline runs)
400
- // if (!this._activeState) return;
401
- const dt = this.animator.context.time.deltaTime;
402
- if (this.animator.applyRootMotion) {
403
- this.rootMotionHandler?.onBeforeUpdate(weight);
404
- }
405
- this._mixer.update(dt);
406
- if (this.animator.applyRootMotion) {
407
- this.rootMotionHandler?.onAfterUpdate(weight);
408
- }
409
- }
410
- _mixer;
411
- _activeState;
412
- /**
413
- * Gets the currently active animation state.
414
- *
415
- * @returns The active state or undefined if no state is active
416
- */
417
- get activeState() { return this._activeState; }
418
- constructor(model) {
419
- this.model = model;
420
- if (debug)
421
- console.log(this);
422
- }
423
- _activeStates = [];
424
- updateActiveStates(weight) {
425
- for (let i = 0; i < this._activeStates.length; i++) {
426
- const state = this._activeStates[i];
427
- const motion = state.motion;
428
- if (!motion.action) {
429
- this._activeStates.splice(i, 1);
430
- i--;
431
- }
432
- else {
433
- const action = motion.action;
434
- action.weight = weight;
435
- // console.log(action.getClip().name, action.getEffectiveWeight(), action.isScheduled());
436
- if ((action.getEffectiveWeight() <= 0 && !action.isRunning())) {
437
- if (debug)
438
- console.debug("REMOVE", state.name, action.getEffectiveWeight(), action.isRunning(), action.isScheduled());
439
- this._activeStates.splice(i, 1);
440
- i--;
441
- }
442
- }
443
- }
444
- }
445
- setStartTransition() {
446
- if (this.model.layers.length > 1 && (debug || isDevEnvironment())) {
447
- console.warn("Multiple layers are not supported yet " + this.animator?.name);
448
- }
449
- for (const layer of this.model.layers) {
450
- const sm = layer.stateMachine;
451
- if (sm.defaultState === undefined) {
452
- if (debug)
453
- console.warn("AnimatorController default state is undefined, will assign state 0 as default", layer);
454
- sm.defaultState = 0;
455
- }
456
- const start = sm.states[sm.defaultState];
457
- this.transitionTo(start, 0, this.normalizedStartOffset);
458
- break;
459
- }
460
- }
461
- evaluateTransitions() {
462
- let didEnterStateThisFrame = false;
463
- if (!this._activeState) {
464
- this.setStartTransition();
465
- if (!this._activeState)
466
- return;
467
- didEnterStateThisFrame = true;
468
- }
469
- const state = this._activeState;
470
- const action = state.motion.action;
471
- let index = 0;
472
- for (const transition of state.transitions) {
473
- ++index;
474
- // transition without exit time and without condition that transition to itself are ignored
475
- if (!transition.hasExitTime && transition.conditions.length <= 0) {
476
- // if (this._activeState && this.getState(transition.destinationState, currentLayer)?.hash === this._activeState.hash)
477
- continue;
478
- }
479
- let allConditionsAreMet = true;
480
- for (const cond of transition.conditions) {
481
- if (!this.evaluateCondition(cond)) {
482
- allConditionsAreMet = false;
483
- break;
484
- }
485
- }
486
- if (!allConditionsAreMet)
487
- continue;
488
- if (debug && allConditionsAreMet) {
489
- // console.log("All conditions are met", transition);
490
- }
491
- if (action) {
492
- const dur = state.motion.clip.duration;
493
- const normalizedTime = dur <= 0 ? 1 : Math.abs(action.time / dur);
494
- let exitTime = transition.exitTime;
495
- // When the animation is playing backwards we need to check exit time inverted
496
- if (action.timeScale < 0) {
497
- exitTime = 1 - exitTime;
498
- }
499
- let makeTransition = false;
500
- if (transition.hasExitTime) {
501
- if (action.timeScale > 0)
502
- makeTransition = normalizedTime >= transition.exitTime;
503
- // When the animation is playing backwards we need to check exit time inverted
504
- else if (action.timeScale < 0)
505
- makeTransition = 1 - normalizedTime >= transition.exitTime;
506
- }
507
- else {
508
- makeTransition = true;
509
- }
510
- if (makeTransition) {
511
- // disable triggers for this transition
512
- for (const cond of transition.conditions) {
513
- const param = this.model.parameters.find(p => p.name === cond.parameter);
514
- if (param?.type === AnimatorControllerParameterType.Trigger && param.value) {
515
- param.value = false;
516
- }
517
- }
518
- // if (transition.hasExitTime && transition.exitTime >= .9999)
519
- action.clampWhenFinished = true;
520
- // else action.clampWhenFinished = false;
521
- if (debug) {
522
- const targetState = this.getState(transition.destinationState, 0);
523
- console.log(`Transition to ${transition.destinationState} / ${targetState?.name}`, transition, "\nTimescale: " + action.timeScale, "\nNormalized time: " + normalizedTime.toFixed(3), "\nExit Time: " + exitTime, transition.hasExitTime);
524
- // console.log(action.time, transition.exitTime);
525
- }
526
- this.transitionTo(transition.destinationState, transition.duration, transition.offset);
527
- // use the first transition that matches all conditions and make the transition as soon as in range
528
- return;
529
- }
530
- }
531
- else {
532
- this.transitionTo(transition.destinationState, transition.duration, transition.offset);
533
- return;
534
- }
535
- // if none of the transitions can be made continue searching for another transition meeting the conditions
536
- }
537
- // action.time += this.context.time.deltaTime
538
- // console.log(action?.time, action?.getEffectiveWeight())
539
- // update timescale
540
- if (action) {
541
- this.setTimescale(action, state);
542
- }
543
- let didTriggerLooping = false;
544
- if (state.motion.isLooping && action) {
545
- // we dont use the three loop state here because it prevents the transition check above
546
- // it is easier if we re-trigger loop here.
547
- // We also can easily add the cycle offset settings from unity later
548
- if (action.time >= action.getClip().duration) {
549
- didTriggerLooping = true;
550
- action.reset();
551
- action.time = 0;
552
- action.play();
553
- }
554
- else if (action.time <= 0 && action.timeScale < 0) {
555
- didTriggerLooping = true;
556
- action.reset();
557
- action.time = action.getClip().duration;
558
- action.play();
559
- }
560
- }
561
- // call update state behaviours:
562
- if (!didTriggerLooping && state && !didEnterStateThisFrame && action && this.animator) {
563
- if (state.behaviours) {
564
- const duration = action?.getClip().duration;
565
- const normalizedTime = action.time / duration;
566
- const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed);
567
- for (const beh of state.behaviours) {
568
- if (beh.instance) {
569
- beh.instance.onStateUpdate?.call(beh.instance, this.animator, info, 0);
570
- }
571
- }
572
- }
573
- }
574
- }
575
- setTimescale(action, state) {
576
- let speedFactor = state.speed ?? 1;
577
- if (state.speedParameter)
578
- speedFactor *= this.getFloat(state.speedParameter);
579
- if (speedFactor !== undefined) {
580
- action.timeScale = speedFactor * this._speed;
581
- }
582
- }
583
- getState(state, layerIndex) {
584
- if (typeof state === "number") {
585
- if (state == -1) {
586
- state = this.model.layers[layerIndex].stateMachine.defaultState; // exit state -> entry state
587
- if (state === undefined) {
588
- if (debug)
589
- console.warn("AnimatorController default state is undefined: ", this.model, "Layer: " + layerIndex);
590
- state = 0;
591
- }
592
- }
593
- state = this.model.layers[layerIndex].stateMachine.states[state];
594
- }
595
- return state;
596
- }
597
- /**
598
- * These actions have been active previously but not faded out because we entered a state that has no real animation - no duration. In which case we hold the previously active actions until they are faded out.
599
- */
600
- _heldActions = [];
601
- releaseHeldActions(duration) {
602
- for (const prev of this._heldActions) {
603
- prev.fadeOut(duration);
604
- }
605
- this._heldActions.length = 0;
606
- }
607
- transitionTo(state, durationInSec, offsetNormalized) {
608
- if (!this.animator)
609
- return;
610
- const layerIndex = 0;
611
- state = this.getState(state, layerIndex);
612
- if (!state?.motion || !state.motion.clip || !(state.motion.clip instanceof AnimationClip)) {
613
- // if(debug) console.warn("State has no clip or motion", state);
614
- return;
615
- }
616
- const isSelf = this._activeState === state;
617
- if (isSelf) {
618
- const motion = state.motion;
619
- if (!motion.action_loopback && motion.clip) {
620
- // uncache action immediately resets the applied animation which breaks the root motion
621
- // this happens if we have a transition to self and the clip is not cached yet
622
- const previousMatrix = this.rootMotionHandler ? this.animator.gameObject.matrix.clone() : null;
623
- this._mixer.uncacheAction(motion.clip, this.animator.gameObject);
624
- if (previousMatrix)
625
- previousMatrix.decompose(this.animator.gameObject.position, this.animator.gameObject.quaternion, this.animator.gameObject.scale);
626
- motion.action_loopback = this.createAction(motion.clip);
627
- }
628
- }
629
- // call exit state behaviours
630
- if (this._activeState?.behaviours && this._activeState.motion.action) {
631
- const duration = this._activeState?.motion.clip.duration;
632
- const normalizedTime = this._activeState.motion.action.time / duration;
633
- const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed);
634
- for (const beh of this._activeState.behaviours) {
635
- beh.instance?.onStateExit?.call(beh.instance, this.animator, info, layerIndex);
636
- }
637
- }
638
- const prevAction = this._activeState?.motion.action;
639
- if (isSelf) {
640
- state.motion.action = state.motion.action_loopback;
641
- state.motion.action_loopback = prevAction;
642
- }
643
- const prev = this._activeState;
644
- this._activeState = state;
645
- const action = state.motion?.action;
646
- const clip = state.motion.clip;
647
- if (clip?.duration <= 0 && clip.tracks.length <= 0) {
648
- // if the new state doesn't have a valid clip / no tracks we don't fadeout the previous action and instead hold the previous action.
649
- if (prevAction) {
650
- this._heldActions.push(prevAction);
651
- }
652
- }
653
- else if (prevAction) {
654
- prevAction.fadeOut(durationInSec);
655
- this.releaseHeldActions(durationInSec);
656
- }
657
- if (action) {
658
- offsetNormalized = Math.max(0, Math.min(1, offsetNormalized));
659
- if (state.cycleOffsetParameter) {
660
- let val = this.getFloat(state.cycleOffsetParameter);
661
- if (typeof val === "number") {
662
- if (val < 0)
663
- val += 1;
664
- offsetNormalized += val;
665
- offsetNormalized %= 1;
666
- }
667
- else if (debug)
668
- console.warn("AnimatorController cycle offset parameter is not a number", state.cycleOffsetParameter);
669
- }
670
- else if (typeof state.cycleOffset === "number") {
671
- offsetNormalized += state.cycleOffset;
672
- offsetNormalized %= 1;
673
- }
674
- if (action.isRunning())
675
- action.stop();
676
- action.reset();
677
- action.enabled = true;
678
- this.setTimescale(action, state);
679
- const duration = state.motion.clip.duration;
680
- // if we are looping to the same state we don't want to offset the current start time
681
- action.time = isSelf ? 0 : offsetNormalized * duration;
682
- if (action.timeScale < 0)
683
- action.time = duration - action.time;
684
- action.clampWhenFinished = true;
685
- action.setLoop(LoopOnce, 0);
686
- if (durationInSec > 0)
687
- action.fadeIn(durationInSec);
688
- else
689
- action.weight = 1;
690
- action.play();
691
- if (this.rootMotionHandler) {
692
- this.rootMotionHandler.onStart(action);
693
- }
694
- if (!this._activeStates.includes(state))
695
- this._activeStates.push(state);
696
- // call enter state behaviours
697
- if (this._activeState.behaviours) {
698
- const info = new AnimatorStateInfo(state, offsetNormalized, duration, this._speed);
699
- for (const beh of this._activeState.behaviours) {
700
- beh.instance?.onStateEnter?.call(beh.instance, this.animator, info, layerIndex);
701
- }
702
- }
703
- }
704
- else if (debug) {
705
- if (!state["__warned_no_motion"]) {
706
- state["__warned_no_motion"] = true;
707
- console.warn("No action", state.motion, this);
708
- }
709
- }
710
- if (debug)
711
- console.log("TRANSITION FROM " + prev?.name + " TO " + state.name, durationInSec, prevAction, action, action?.getEffectiveTimeScale(), action?.getEffectiveWeight(), action?.isRunning(), action?.isScheduled(), action?.paused);
712
- }
713
- createAction(clip) {
714
- // uncache clip causes issues when multiple states use the same clip
715
- // this._mixer.uncacheClip(clip);
716
- // instead only uncache the action when one already exists to make sure
717
- // we get unique actions per state
718
- const existing = this._mixer.existingAction(clip);
719
- if (existing)
720
- this._mixer.uncacheAction(clip, this.animator?.gameObject);
721
- if (this.animator?.applyRootMotion) {
722
- if (!this.rootMotionHandler) {
723
- this.rootMotionHandler = new RootMotionHandler(this);
724
- }
725
- // TODO: find root bone properly
726
- const root = this.animator.gameObject;
727
- return this.rootMotionHandler.createClip(this._mixer, root, clip);
728
- }
729
- else {
730
- const action = this._mixer.clipAction(clip);
731
- return action;
732
- }
733
- }
734
- evaluateCondition(cond) {
735
- const param = this.model.parameters.find(p => p.name === cond.parameter);
736
- if (!param)
737
- return false;
738
- // console.log(param.name, param.value);
739
- switch (cond.mode) {
740
- case AnimatorConditionMode.If:
741
- return param.value === true;
742
- case AnimatorConditionMode.IfNot:
743
- return param.value === false;
744
- case AnimatorConditionMode.Greater:
745
- return param.value > cond.threshold;
746
- case AnimatorConditionMode.Less:
747
- return param.value < cond.threshold;
748
- case AnimatorConditionMode.Equals:
749
- return param.value === cond.threshold;
750
- case AnimatorConditionMode.NotEqual:
751
- return param.value !== cond.threshold;
752
- }
753
- return false;
754
- }
755
- createActions(_animator) {
756
- if (debug)
757
- console.log("AnimatorController createActions", this.model);
758
- for (const layer of this.model.layers) {
759
- const sm = layer.stateMachine;
760
- for (let index = 0; index < sm.states.length; index++) {
761
- const state = sm.states[index];
762
- // ensure we have a transitions array
763
- if (!state.transitions) {
764
- state.transitions = [];
765
- }
766
- for (const t of state.transitions) {
767
- // can happen if conditions are empty in blender - the exporter seems to skip empty arrays
768
- if (!t.conditions)
769
- t.conditions = [];
770
- }
771
- // ensure we have a motion even if none was exported
772
- if (!state.motion) {
773
- if (debug)
774
- console.warn("No motion", state);
775
- state.motion = createMotion(state.name);
776
- // console.warn("Missing motion", "AnimatorController: " + this.model.name, state);
777
- // sm.states.splice(index, 1);
778
- // index -= 1;
779
- // continue;
780
- }
781
- // the clips array contains which animator has which animationclip
782
- if (this.animator && state.motion.clips) {
783
- // TODO: we have to compare by name because on instantiate we clone objects but not the node object
784
- const mapping = state.motion.clips?.find(e => e.node.name === this.animator?.gameObject?.name);
785
- if (!mapping) {
786
- if (debug || isDevEnvironment()) {
787
- console.warn("Could not find clip for animator \"" + this.animator?.gameObject?.name + "\"", state.motion.clips.map(c => c.node.name));
788
- }
789
- }
790
- else
791
- state.motion.clip = mapping.clip;
792
- }
793
- // ensure we have a clip to blend to
794
- if (!state.motion.clip) {
795
- if (debug)
796
- console.warn("No clip assigned to state", state);
797
- const clip = new AnimationClip(undefined, undefined, []);
798
- state.motion.clip = clip;
799
- }
800
- if (state.motion?.clip) {
801
- const clip = state.motion.clip;
802
- if (clip instanceof AnimationClip) {
803
- const action = this.createAction(clip);
804
- state.motion.action = action;
805
- }
806
- else {
807
- if (debug || isDevEnvironment())
808
- console.warn("No valid animationclip assigned", state);
809
- }
810
- }
811
- // create state machine behaviours
812
- if (state.behaviours && Array.isArray(state.behaviours)) {
813
- for (const behaviour of state.behaviours) {
814
- if (!behaviour?.typeName)
815
- continue;
816
- const type = TypeStore.get(behaviour.typeName);
817
- if (type) {
818
- const instance = new type();
819
- if (instance.isStateMachineBehaviour) {
820
- instance._context = this.context ?? undefined;
821
- assign(instance, behaviour.properties);
822
- behaviour.instance = instance;
823
- }
824
- if (debug)
825
- console.log("Created animator controller behaviour", state.name, behaviour.typeName, behaviour.properties, instance);
826
- }
827
- else {
828
- if (debug || isDevEnvironment())
829
- console.warn("Could not find AnimatorBehaviour type: " + behaviour.typeName);
830
- }
831
- }
832
- }
833
- }
834
- }
835
- }
836
- /**
837
- * Yields all animation actions managed by this controller.
838
- * Iterates through all states in all layers and returns their actions.
839
- */
840
- *enumerateActions() {
841
- if (!this.model.layers)
842
- return;
843
- for (const layer of this.model.layers) {
844
- const sm = layer.stateMachine;
845
- for (let index = 0; index < sm.states.length; index++) {
846
- const state = sm.states[index];
847
- if (state?.motion) {
848
- if (state.motion.action)
849
- yield state.motion.action;
850
- if (state.motion.action_loopback)
851
- yield state.motion.action_loopback;
852
- }
853
- }
854
- }
855
- }
856
- // https://docs.unity3d.com/Manual/RootMotion.html
857
- rootMotionHandler;
858
- }
859
- /**
860
- * Wraps a KeyframeTrack to allow custom evaluation of animation values.
861
- * Used internally to modify animation behavior without changing the original data.
862
- */
863
- class TrackEvaluationWrapper {
864
- track;
865
- createdInterpolant;
866
- originalEvaluate;
867
- customEvaluate;
868
- constructor(track, evaluate) {
869
- this.track = track;
870
- const t = track;
871
- const createOriginalInterpolator = t.createInterpolant.bind(track);
872
- t.createInterpolant = () => {
873
- t.createInterpolant = createOriginalInterpolator;
874
- this.createdInterpolant = createOriginalInterpolator();
875
- this.originalEvaluate = this.createdInterpolant.evaluate.bind(this.createdInterpolant);
876
- this.customEvaluate = time => {
877
- if (!this.originalEvaluate)
878
- return;
879
- const res = this.originalEvaluate(time);
880
- return evaluate(time, res);
881
- };
882
- this.createdInterpolant.evaluate = this.customEvaluate;
883
- return this.createdInterpolant;
884
- };
885
- }
886
- ;
887
- dispose() {
888
- if (this.createdInterpolant && this.originalEvaluate) {
889
- this.createdInterpolant.evaluate = this.originalEvaluate;
890
- }
891
- this.track = undefined;
892
- this.createdInterpolant = null;
893
- this.originalEvaluate = undefined;
894
- this.customEvaluate = undefined;
895
- }
896
- }
897
- /**
898
- * Handles root motion extraction from animation tracks.
899
- * Captures movement from animations and applies it to the root object.
900
- */
901
- class RootMotionAction {
902
- static lastObjPosition = {};
903
- static lastObjRotation = {};
904
- // we remove the first keyframe rotation from the space rotation when updating
905
- static firstKeyframeRotation = {};
906
- // this is used to rotate the space on clip end / start (so the transform direction is correct)
907
- static spaceRotation = {};
908
- static effectiveSpaceRotation = {};
909
- static clipOffsetRotation = {};
910
- set action(val) {
911
- this._action = val;
912
- }
913
- get action() {
914
- return this._action;
915
- }
916
- get cacheId() {
917
- return this.root.uuid;
918
- }
919
- _action;
920
- root;
921
- clip;
922
- positionWrapper = null;
923
- rotationWrapper = null;
924
- context;
925
- positionChange = new Vector3();
926
- rotationChange = new Quaternion();
927
- constructor(context, root, clip, positionTrack, rotationTrack) {
928
- // console.log(this, positionTrack, rotationTrack);
929
- this.context = context;
930
- this.root = root;
931
- this.clip = clip;
932
- if (!RootMotionAction.firstKeyframeRotation[this.cacheId])
933
- RootMotionAction.firstKeyframeRotation[this.cacheId] = new Quaternion();
934
- if (rotationTrack) {
935
- const values = rotationTrack.values;
936
- RootMotionAction.firstKeyframeRotation[this.cacheId]
937
- .set(values[0], values[1], values[2], values[3]);
938
- }
939
- if (!RootMotionAction.spaceRotation[this.cacheId])
940
- RootMotionAction.spaceRotation[this.cacheId] = new Quaternion();
941
- if (!RootMotionAction.effectiveSpaceRotation[this.cacheId])
942
- RootMotionAction.effectiveSpaceRotation[this.cacheId] = new Quaternion();
943
- RootMotionAction.clipOffsetRotation[this.cacheId] = new Quaternion();
944
- if (rotationTrack) {
945
- RootMotionAction.clipOffsetRotation[this.cacheId]
946
- .set(rotationTrack.values[0], rotationTrack.values[1], rotationTrack.values[2], rotationTrack.values[3])
947
- .invert();
948
- }
949
- this.handlePosition(clip, positionTrack);
950
- this.handleRotation(clip, rotationTrack);
951
- }
952
- onStart(action) {
953
- if (action.getClip() !== this.clip)
954
- return;
955
- if (!RootMotionAction.lastObjRotation[this.cacheId]) {
956
- RootMotionAction.lastObjRotation[this.cacheId] = this.root.quaternion.clone();
957
- }
958
- const lastRotation = RootMotionAction.lastObjRotation[this.cacheId];
959
- // const firstKeyframe = RootMotionAction.firstKeyframeRotation[this.this.cacheId];
960
- // lastRotation.invert().premultiply(firstKeyframe).invert();
961
- RootMotionAction.spaceRotation[this.cacheId].copy(lastRotation);
962
- if (debugRootMotion) {
963
- const euler = new Euler().setFromQuaternion(lastRotation);
964
- console.log("START", this.clip.name, Mathf.toDegrees(euler.y), this.root.position.z);
965
- }
966
- }
967
- getClipRotationOffset() {
968
- return RootMotionAction.clipOffsetRotation[this.cacheId];
969
- }
970
- _prevTime = 0;
971
- handlePosition(_clip, track) {
972
- if (track) {
973
- const root = this.root;
974
- if (debugRootMotion)
975
- root.add(new AxesHelper());
976
- if (!RootMotionAction.lastObjPosition[this.cacheId])
977
- RootMotionAction.lastObjPosition[this.cacheId] = this.root.position.clone();
978
- const valuesDiff = new Vector3();
979
- const valuesPrev = new Vector3();
980
- // const rotation = new Quaternion();
981
- this.positionWrapper = new TrackEvaluationWrapper(track, (time, value) => {
982
- const weight = this.action.getEffectiveWeight();
983
- // reset for testing
984
- if (debugRootMotion) {
985
- if (root.position.length() > 8)
986
- root.position.set(0, root.position.y, 0);
987
- }
988
- if (time > this._prevTime) {
989
- valuesDiff.set(value[0], value[1], value[2]);
990
- valuesDiff.sub(valuesPrev);
991
- valuesDiff.multiplyScalar(weight);
992
- valuesDiff.applyQuaternion(this.getClipRotationOffset());
993
- // RootMotionAction.effectiveSpaceRotation[id].slerp(RootMotionAction.spaceRotation[id], weight);
994
- valuesDiff.applyQuaternion(root.quaternion);
995
- this.positionChange.copy(valuesDiff);
996
- // this.root.position.add(valuesDiff);
997
- }
998
- valuesPrev.fromArray(value);
999
- this._prevTime = time;
1000
- value[0] = 0;
1001
- value[1] = 0;
1002
- value[2] = 0;
1003
- return value;
1004
- });
1005
- }
1006
- }
1007
- static identityQuaternion = new Quaternion();
1008
- handleRotation(clip, track) {
1009
- if (track) {
1010
- if (debugRootMotion) {
1011
- const arr = track.values;
1012
- const firstKeyframe = new Euler().setFromQuaternion(new Quaternion(arr[0], arr[1], arr[2], arr[3]));
1013
- console.log(clip.name, track.name, "FIRST ROTATION IN TRACK", Mathf.toDegrees(firstKeyframe.y));
1014
- const i = track.values.length - 4;
1015
- const lastKeyframe = new Quaternion().set(arr[i], arr[i + 1], arr[i + 2], arr[i + 3]);
1016
- const euler = new Euler().setFromQuaternion(lastKeyframe);
1017
- console.log(clip.name, track.name, "LAST ROTATION IN TRACK", Mathf.toDegrees(euler.y));
1018
- }
1019
- // if (!RootMotionAction.lastObjRotation[root.uuid]) RootMotionAction.lastObjRotation[root.uuid] = new Quaternion();
1020
- // const temp = new Quaternion();
1021
- let prevTime = 0;
1022
- const valuesPrev = new Quaternion();
1023
- const valuesDiff = new Quaternion();
1024
- // const summedRot = new Quaternion();
1025
- this.rotationWrapper = new TrackEvaluationWrapper(track, (time, value) => {
1026
- // root.quaternion.copy(RootMotionAction.lastObjRotation[root.uuid]);
1027
- if (time > prevTime) {
1028
- valuesDiff.set(value[0], value[1], value[2], value[3]);
1029
- valuesPrev.invert();
1030
- valuesDiff.multiply(valuesPrev);
1031
- // if(weight < .99) valuesDiff.slerp(RootMotionAction.identityQuaternion, 1 - weight);
1032
- this.rotationChange.copy(valuesDiff);
1033
- // root.quaternion.multiply(valuesDiff);
1034
- }
1035
- // else
1036
- // root.quaternion.multiply(this.getClipRotationOffset());
1037
- // RootMotionAction.lastObjRotation[root.uuid].copy(root.quaternion);
1038
- valuesPrev.fromArray(value);
1039
- prevTime = time;
1040
- value[0] = 0;
1041
- value[1] = 0;
1042
- value[2] = 0;
1043
- value[3] = 1;
1044
- return value;
1045
- });
1046
- }
1047
- }
1048
- // private lastPos: Vector3 = new Vector3();
1049
- onBeforeUpdate(_weight) {
1050
- this.positionChange.set(0, 0, 0);
1051
- this.rotationChange.set(0, 0, 0, 1);
1052
- }
1053
- onAfterUpdate(weight) {
1054
- if (!this.action)
1055
- return false;
1056
- weight *= this.action.getEffectiveWeight();
1057
- if (weight <= 0)
1058
- return false;
1059
- this.positionChange.multiplyScalar(weight);
1060
- this.rotationChange.slerp(RootMotionAction.identityQuaternion, 1 - weight);
1061
- return true;
1062
- }
1063
- }
1064
- /**
1065
- * Manages root motion for a character.
1066
- * Extracts motion from animation tracks and applies it to the character's transform.
1067
- */
1068
- class RootMotionHandler {
1069
- controller;
1070
- handler = [];
1071
- root;
1072
- basePosition = new Vector3();
1073
- baseQuaternion = new Quaternion();
1074
- baseRotation = new Euler();
1075
- constructor(controller) {
1076
- this.controller = controller;
1077
- }
1078
- createClip(mixer, root, clip) {
1079
- this.root = root;
1080
- let rootName = "";
1081
- if (root && "name" in root) {
1082
- rootName = root.name;
1083
- }
1084
- const positionTrack = this.findRootTrack(clip, ".position");
1085
- const rotationTrack = this.findRootTrack(clip, ".quaternion");
1086
- const handler = new RootMotionAction(this.controller.context, root, clip, positionTrack, rotationTrack);
1087
- this.handler.push(handler);
1088
- // it is important we do this after the handler is created
1089
- // otherwise we can not hook into threejs interpolators
1090
- const action = mixer.clipAction(clip);
1091
- handler.action = action;
1092
- return action;
1093
- }
1094
- onStart(action) {
1095
- for (const handler of this.handler) {
1096
- handler.onStart(action);
1097
- }
1098
- }
1099
- onBeforeUpdate(weight) {
1100
- // capture the position of the object
1101
- this.basePosition.copy(this.root.position);
1102
- this.baseQuaternion.copy(this.root.quaternion);
1103
- for (const hand of this.handler)
1104
- hand.onBeforeUpdate(weight);
1105
- }
1106
- summedPosition = new Vector3();
1107
- summedRotation = new Quaternion();
1108
- onAfterUpdate(weight) {
1109
- if (weight <= 0)
1110
- return;
1111
- // TODO: blend weight properly with root motion (when using timeline blending with animator)
1112
- // apply the accumulated changes
1113
- this.root.position.copy(this.basePosition);
1114
- this.root.quaternion.copy(this.baseQuaternion);
1115
- this.summedPosition.set(0, 0, 0);
1116
- this.summedRotation.set(0, 0, 0, 1);
1117
- for (const entry of this.handler) {
1118
- if (entry.onAfterUpdate(weight)) {
1119
- this.summedPosition.add(entry.positionChange);
1120
- this.summedRotation.multiply(entry.rotationChange);
1121
- }
1122
- }
1123
- this.root.position.add(this.summedPosition);
1124
- this.root.quaternion.multiply(this.summedRotation);
1125
- // RootMotionAction.lastObjRotation[this.root.uuid].copy(this.root.quaternion);
1126
- }
1127
- findRootTrack(clip, name) {
1128
- const tracks = clip.tracks;
1129
- if (!tracks)
1130
- return null;
1131
- for (const track of tracks) {
1132
- if (track.name.endsWith(name)) {
1133
- return track;
1134
- }
1135
- }
1136
- return null;
1137
- }
1138
- }
1139
- /**
1140
- * Serialization handler for AnimatorController instances.
1141
- * Handles conversion between serialized data and runtime objects.
1142
- */
1143
- class AnimatorControllerSerializator extends TypeSerializer {
1144
- onSerialize(_, _context) {
1145
- }
1146
- onDeserialize(data, context) {
1147
- if (context.type === AnimatorController && data?.__type === "AnimatorController")
1148
- return new AnimatorController(data);
1149
- return undefined;
1150
- }
1151
- }
1152
- new AnimatorControllerSerializator(AnimatorController);
1
+ import { AnimationClip, AnimationMixer, AxesHelper, Euler, LoopOnce, Quaternion, Vector3 } from "three";
2
+ import { isDevEnvironment } from "../engine/debug/index.js";
3
+ import { Mathf } from "../engine/engine_math.js";
4
+ import { InstantiateIdProvider } from "../engine/engine_networking_instantiate.js";
5
+ import { assign, TypeSerializer } from "../engine/engine_serialization_core.js";
6
+ import { isAnimationAction } from "../engine/engine_three_utils.js";
7
+ import { TypeStore } from "../engine/engine_typestore.js";
8
+ import { deepClone, getParam } from "../engine/engine_utils.js";
9
+ import { AnimatorConditionMode, AnimatorControllerParameterType, AnimatorStateInfo, createMotion } from "../engine/extensions/NEEDLE_animator_controller_model.js";
10
+ const debug = getParam("debuganimatorcontroller");
11
+ const debugRootMotion = getParam("debugrootmotion");
12
+ /**
13
+ * Generates a hash code for a string
14
+ * @param str - The string to hash
15
+ * @returns A numeric hash value
16
+ */
17
+ function stringToHash(str) {
18
+ let hash = 0;
19
+ for (let i = 0; i < str.length; i++) {
20
+ const char = str.charCodeAt(i);
21
+ hash = ((hash << 5) - hash) + char;
22
+ hash = hash & hash;
23
+ }
24
+ return hash;
25
+ }
26
+ /**
27
+ * Controls the playback of animations using a state machine architecture.
28
+ *
29
+ * The AnimatorController manages animation states, transitions between states,
30
+ * and parameters that affect those transitions. It is used by the {@link Animator}
31
+ * component to control animation behavior on 3D models.
32
+ *
33
+ * Use the static method {@link AnimatorController.createFromClips} to create
34
+ * an animator controller from a set of animation clips.
35
+ */
36
+ export class AnimatorController {
37
+ /**
38
+ * Creates an AnimatorController from a set of animation clips.
39
+ * Each clip becomes a state in the controller's state machine.
40
+ *
41
+ * @param clips - The animation clips to use for creating states
42
+ * @param options - Configuration options for the controller including looping behavior and transitions
43
+ * @returns A new AnimatorController instance
44
+ */
45
+ static createFromClips(clips, options = { looping: false, autoTransition: true, transitionDuration: 0 }) {
46
+ const states = [];
47
+ for (let i = 0; i < clips.length; i++) {
48
+ const clip = clips[i];
49
+ const transitions = [];
50
+ if (options.autoTransition !== false) {
51
+ const dur = options.transitionDuration ?? 0;
52
+ const normalizedDuration = dur / clip.duration;
53
+ // automatically transition to self by default
54
+ let nextState = i;
55
+ if (options.autoTransition === undefined || options.autoTransition === true) {
56
+ nextState = (i + 1) % clips.length;
57
+ }
58
+ transitions.push({
59
+ exitTime: 1 - normalizedDuration,
60
+ offset: 0,
61
+ duration: dur,
62
+ hasExitTime: true,
63
+ destinationState: nextState,
64
+ conditions: [],
65
+ });
66
+ }
67
+ const state = {
68
+ name: clip.name,
69
+ hash: i,
70
+ motion: {
71
+ name: clip.name,
72
+ clip: clip,
73
+ isLooping: options?.looping ?? false,
74
+ },
75
+ transitions: transitions,
76
+ behaviours: []
77
+ };
78
+ states.push(state);
79
+ }
80
+ const model = {
81
+ name: "AnimatorController",
82
+ guid: new InstantiateIdProvider(Date.now()).generateUUID(),
83
+ parameters: [],
84
+ layers: [{
85
+ name: "Base Layer",
86
+ stateMachine: {
87
+ defaultState: 0,
88
+ states: states
89
+ }
90
+ }]
91
+ };
92
+ const controller = new AnimatorController(model);
93
+ return controller;
94
+ }
95
+ /**
96
+ * Plays an animation state by name or hash.
97
+ *
98
+ * @param name - The name or hash identifier of the state to play
99
+ * @param layerIndex - The layer index (defaults to 0)
100
+ * @param normalizedTime - The normalized time to start the animation from (0-1)
101
+ * @param durationInSec - Transition duration in seconds
102
+ */
103
+ play(name, layerIndex = -1, normalizedTime = Number.NEGATIVE_INFINITY, durationInSec = 0) {
104
+ if (layerIndex < 0)
105
+ layerIndex = 0;
106
+ else if (layerIndex >= this.model.layers.length) {
107
+ console.warn("invalid layer");
108
+ return;
109
+ }
110
+ const layer = this.model.layers[layerIndex];
111
+ const sm = layer.stateMachine;
112
+ for (const state of sm.states) {
113
+ if (state.name === name || state.hash === name) {
114
+ if (debug)
115
+ console.log("transition to ", state);
116
+ this.transitionTo(state, durationInSec, normalizedTime);
117
+ return;
118
+ }
119
+ }
120
+ console.warn("Could not find " + name + " to play");
121
+ }
122
+ /**
123
+ * Resets the controller to its initial state.
124
+ */
125
+ reset() {
126
+ this.setStartTransition();
127
+ }
128
+ /**
129
+ * Sets a boolean parameter value by name or hash.
130
+ *
131
+ * @param name - The name or hash identifier of the parameter
132
+ * @param value - The boolean value to set
133
+ */
134
+ setBool(name, value) {
135
+ const key = typeof name === "string" ? "name" : "hash";
136
+ return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = value);
137
+ }
138
+ /**
139
+ * Gets a boolean parameter value by name or hash.
140
+ *
141
+ * @param name - The name or hash identifier of the parameter
142
+ * @returns The boolean value of the parameter, or false if not found
143
+ */
144
+ getBool(name) {
145
+ const key = typeof name === "string" ? "name" : "hash";
146
+ return this.model?.parameters?.find(p => p[key] === name)?.value ?? false;
147
+ }
148
+ /**
149
+ * Sets a float parameter value by name or hash.
150
+ *
151
+ * @param name - The name or hash identifier of the parameter
152
+ * @param val - The float value to set
153
+ * @returns True if the parameter was found and set, false otherwise
154
+ */
155
+ setFloat(name, val) {
156
+ const key = typeof name === "string" ? "name" : "hash";
157
+ const filtered = this.model?.parameters?.filter(p => p[key] === name);
158
+ filtered.forEach(p => p.value = val);
159
+ return filtered?.length > 0;
160
+ }
161
+ /**
162
+ * Gets a float parameter value by name or hash.
163
+ *
164
+ * @param name - The name or hash identifier of the parameter
165
+ * @returns The float value of the parameter, or 0 if not found
166
+ */
167
+ getFloat(name) {
168
+ const key = typeof name === "string" ? "name" : "hash";
169
+ return this.model?.parameters?.find(p => p[key] === name)?.value ?? 0;
170
+ }
171
+ /**
172
+ * Sets an integer parameter value by name or hash.
173
+ *
174
+ * @param name - The name or hash identifier of the parameter
175
+ * @param val - The integer value to set
176
+ */
177
+ setInteger(name, val) {
178
+ const key = typeof name === "string" ? "name" : "hash";
179
+ return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = val);
180
+ }
181
+ /**
182
+ * Gets an integer parameter value by name or hash.
183
+ *
184
+ * @param name - The name or hash identifier of the parameter
185
+ * @returns The integer value of the parameter, or 0 if not found
186
+ */
187
+ getInteger(name) {
188
+ const key = typeof name === "string" ? "name" : "hash";
189
+ return this.model?.parameters?.find(p => p[key] === name)?.value ?? 0;
190
+ }
191
+ /**
192
+ * Sets a trigger parameter to active (true).
193
+ * Trigger parameters are automatically reset after they are consumed by a transition.
194
+ *
195
+ * @param name - The name or hash identifier of the trigger parameter
196
+ */
197
+ setTrigger(name) {
198
+ if (debug)
199
+ console.log("SET TRIGGER", name);
200
+ const key = typeof name === "string" ? "name" : "hash";
201
+ return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = true);
202
+ }
203
+ /**
204
+ * Resets a trigger parameter to inactive (false).
205
+ *
206
+ * @param name - The name or hash identifier of the trigger parameter
207
+ */
208
+ resetTrigger(name) {
209
+ const key = typeof name === "string" ? "name" : "hash";
210
+ return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = false);
211
+ }
212
+ /**
213
+ * Gets the current state of a trigger parameter.
214
+ *
215
+ * @param name - The name or hash identifier of the trigger parameter
216
+ * @returns The boolean state of the trigger, or false if not found
217
+ */
218
+ getTrigger(name) {
219
+ const key = typeof name === "string" ? "name" : "hash";
220
+ return this.model?.parameters?.find(p => p[key] === name)?.value ?? false;
221
+ }
222
+ /**
223
+ * Checks if the controller is currently in a transition between states.
224
+ *
225
+ * @returns True if a transition is in progress, false otherwise
226
+ */
227
+ isInTransition() {
228
+ return this._activeStates.length > 1;
229
+ }
230
+ /** Set the speed of the animator controller. Larger values will make the animation play faster. */
231
+ setSpeed(speed) {
232
+ this._speed = speed;
233
+ }
234
+ _speed = 1;
235
+ /**
236
+ * Finds an animation state by name or hash.
237
+ * @deprecated Use findState instead
238
+ *
239
+ * @param name - The name or hash identifier of the state to find
240
+ * @returns The found state or null if not found
241
+ */
242
+ FindState(name) { return this.findState(name); }
243
+ /**
244
+ * Finds an animation state by name or hash.
245
+ *
246
+ * @param name - The name or hash identifier of the state to find
247
+ * @returns The found state or null if not found
248
+ */
249
+ findState(name) {
250
+ if (!name)
251
+ return null;
252
+ if (Array.isArray(this.model.layers)) {
253
+ for (const layer of this.model.layers) {
254
+ for (const state of layer.stateMachine.states) {
255
+ if (state.name === name || state.hash == name)
256
+ return state;
257
+ }
258
+ }
259
+ }
260
+ return null;
261
+ }
262
+ /**
263
+ * Gets information about the current playing animation state.
264
+ *
265
+ * @returns An AnimatorStateInfo object with data about the current state, or null if no state is active
266
+ */
267
+ getCurrentStateInfo() {
268
+ if (!this._activeState)
269
+ return null;
270
+ const action = this._activeState.motion.action;
271
+ if (!action)
272
+ return null;
273
+ const dur = this._activeState.motion.clip.duration;
274
+ const normalizedTime = dur <= 0 ? 0 : Math.abs(action.time / dur);
275
+ return new AnimatorStateInfo(this._activeState, normalizedTime, dur, this._speed);
276
+ }
277
+ /**
278
+ * Gets the animation action currently playing.
279
+ *
280
+ * @returns The current animation action, or null if no action is playing
281
+ */
282
+ get currentAction() {
283
+ if (!this._activeState)
284
+ return null;
285
+ const action = this._activeState.motion.action;
286
+ if (!action)
287
+ return null;
288
+ return action;
289
+ }
290
+ /**
291
+ * The normalized time (0-1) to start playing the first state at.
292
+ * This affects the initial state when the animator is first enabled.
293
+ */
294
+ normalizedStartOffset = 0;
295
+ /**
296
+ * The Animator component this controller is bound to.
297
+ */
298
+ animator;
299
+ /**
300
+ * The data model describing the animation states and transitions.
301
+ */
302
+ model;
303
+ /**
304
+ * Gets the engine context from the bound animator.
305
+ */
306
+ get context() { return this.animator?.context; }
307
+ /**
308
+ * Gets the animation mixer used by this controller.
309
+ */
310
+ get mixer() {
311
+ return this._mixer;
312
+ }
313
+ /**
314
+ * Cleans up resources used by this controller.
315
+ * Stops all animations and unregisters the mixer from the animation system.
316
+ */
317
+ dispose() {
318
+ this._mixer.stopAllAction();
319
+ if (this.animator) {
320
+ this._mixer.uncacheRoot(this.animator.gameObject);
321
+ for (const action of this._activeStates) {
322
+ if (action.motion.clip)
323
+ this.mixer.uncacheAction(action.motion.clip, this.animator.gameObject);
324
+ }
325
+ }
326
+ this.context?.animations.unregisterAnimationMixer(this._mixer);
327
+ }
328
+ // applyRootMotion(obj: Object3D) {
329
+ // // this.internalApplyRootMotion(obj);
330
+ // }
331
+ /**
332
+ * Binds this controller to an animator component.
333
+ * Creates a new animation mixer and sets up animation actions.
334
+ *
335
+ * @param animator - The animator to bind this controller to
336
+ */
337
+ bind(animator) {
338
+ if (!animator)
339
+ console.error("AnimatorController.bind: animator is null");
340
+ else if (this.animator !== animator) {
341
+ if (this._mixer) {
342
+ this._mixer.stopAllAction();
343
+ this.context?.animations.unregisterAnimationMixer(this._mixer);
344
+ }
345
+ this.animator = animator;
346
+ this._mixer = new AnimationMixer(this.animator.gameObject);
347
+ this.context?.animations.registerAnimationMixer(this._mixer);
348
+ this.createActions(this.animator);
349
+ }
350
+ }
351
+ /**
352
+ * Creates a deep copy of this controller.
353
+ * Clones the model data but does not copy runtime state.
354
+ *
355
+ * @returns A new AnimatorController instance with the same configuration
356
+ */
357
+ clone() {
358
+ if (typeof this.model === "string") {
359
+ console.warn("AnimatorController has not been resolved, can not create model from string", this.model);
360
+ return null;
361
+ }
362
+ if (debug)
363
+ console.warn("AnimatorController clone()", this.model);
364
+ // clone runtime controller but dont clone clip or action
365
+ const clonedModel = deepClone(this.model, (_owner, _key, _value) => {
366
+ if (_value === null || _value === undefined)
367
+ return true;
368
+ // dont clone three Objects
369
+ if (_value.type === "Object3D" || _value.isObject3D === true)
370
+ return false;
371
+ // dont clone AnimationAction
372
+ if (isAnimationAction(_value)) { //.constructor.name === "AnimationAction") {
373
+ // console.log(_value);
374
+ return false;
375
+ }
376
+ // dont clone AnimationClip
377
+ if (_value["tracks"] !== undefined)
378
+ return false;
379
+ // when assigned __concreteInstance during serialization
380
+ if (_value instanceof AnimatorController)
381
+ return false;
382
+ return true;
383
+ });
384
+ console.assert(clonedModel !== this.model);
385
+ const controller = new AnimatorController(clonedModel);
386
+ return controller;
387
+ }
388
+ /**
389
+ * Updates the controller's state machine and animations.
390
+ * Called each frame by the animator component.
391
+ *
392
+ * @param weight - The weight to apply to the animations (for blending)
393
+ */
394
+ update(weight) {
395
+ if (!this.animator)
396
+ return;
397
+ this.evaluateTransitions();
398
+ this.updateActiveStates(weight);
399
+ // We want to update the animation mixer even if there is no active state (e.g. in cases where an empty animator controller is assigned and the timeline runs)
400
+ // if (!this._activeState) return;
401
+ const dt = this.animator.context.time.deltaTime;
402
+ if (this.animator.applyRootMotion) {
403
+ this.rootMotionHandler?.onBeforeUpdate(weight);
404
+ }
405
+ this._mixer.update(dt);
406
+ if (this.animator.applyRootMotion) {
407
+ this.rootMotionHandler?.onAfterUpdate(weight);
408
+ }
409
+ }
410
+ _mixer;
411
+ _activeState;
412
+ /**
413
+ * Gets the currently active animation state.
414
+ *
415
+ * @returns The active state or undefined if no state is active
416
+ */
417
+ get activeState() { return this._activeState; }
418
+ constructor(model) {
419
+ this.model = model;
420
+ if (debug)
421
+ console.log(this);
422
+ }
423
+ _activeStates = [];
424
+ updateActiveStates(weight) {
425
+ for (let i = 0; i < this._activeStates.length; i++) {
426
+ const state = this._activeStates[i];
427
+ const motion = state.motion;
428
+ if (!motion.action) {
429
+ this._activeStates.splice(i, 1);
430
+ i--;
431
+ }
432
+ else {
433
+ const action = motion.action;
434
+ action.weight = weight;
435
+ // console.log(action.getClip().name, action.getEffectiveWeight(), action.isScheduled());
436
+ if ((action.getEffectiveWeight() <= 0 && !action.isRunning())) {
437
+ if (debug)
438
+ console.debug("REMOVE", state.name, action.getEffectiveWeight(), action.isRunning(), action.isScheduled());
439
+ this._activeStates.splice(i, 1);
440
+ i--;
441
+ }
442
+ }
443
+ }
444
+ }
445
+ setStartTransition() {
446
+ if (this.model.layers.length > 1 && (debug || isDevEnvironment())) {
447
+ console.warn("Multiple layers are not supported yet " + this.animator?.name);
448
+ }
449
+ for (const layer of this.model.layers) {
450
+ const sm = layer.stateMachine;
451
+ if (sm.defaultState === undefined) {
452
+ if (debug)
453
+ console.warn("AnimatorController default state is undefined, will assign state 0 as default", layer);
454
+ sm.defaultState = 0;
455
+ }
456
+ const start = sm.states[sm.defaultState];
457
+ this.transitionTo(start, 0, this.normalizedStartOffset);
458
+ break;
459
+ }
460
+ }
461
+ evaluateTransitions() {
462
+ let didEnterStateThisFrame = false;
463
+ if (!this._activeState) {
464
+ this.setStartTransition();
465
+ if (!this._activeState)
466
+ return;
467
+ didEnterStateThisFrame = true;
468
+ }
469
+ const state = this._activeState;
470
+ const action = state.motion.action;
471
+ let index = 0;
472
+ for (const transition of state.transitions) {
473
+ ++index;
474
+ // transition without exit time and without condition that transition to itself are ignored
475
+ if (!transition.hasExitTime && transition.conditions.length <= 0) {
476
+ // if (this._activeState && this.getState(transition.destinationState, currentLayer)?.hash === this._activeState.hash)
477
+ continue;
478
+ }
479
+ let allConditionsAreMet = true;
480
+ for (const cond of transition.conditions) {
481
+ if (!this.evaluateCondition(cond)) {
482
+ allConditionsAreMet = false;
483
+ break;
484
+ }
485
+ }
486
+ if (!allConditionsAreMet)
487
+ continue;
488
+ if (debug && allConditionsAreMet) {
489
+ // console.log("All conditions are met", transition);
490
+ }
491
+ if (action) {
492
+ const dur = state.motion.clip.duration;
493
+ const normalizedTime = dur <= 0 ? 1 : Math.abs(action.time / dur);
494
+ let exitTime = transition.exitTime;
495
+ // When the animation is playing backwards we need to check exit time inverted
496
+ if (action.timeScale < 0) {
497
+ exitTime = 1 - exitTime;
498
+ }
499
+ let makeTransition = false;
500
+ if (transition.hasExitTime) {
501
+ if (action.timeScale > 0)
502
+ makeTransition = normalizedTime >= transition.exitTime;
503
+ // When the animation is playing backwards we need to check exit time inverted
504
+ else if (action.timeScale < 0)
505
+ makeTransition = 1 - normalizedTime >= transition.exitTime;
506
+ }
507
+ else {
508
+ makeTransition = true;
509
+ }
510
+ if (makeTransition) {
511
+ // disable triggers for this transition
512
+ for (const cond of transition.conditions) {
513
+ const param = this.model.parameters.find(p => p.name === cond.parameter);
514
+ if (param?.type === AnimatorControllerParameterType.Trigger && param.value) {
515
+ param.value = false;
516
+ }
517
+ }
518
+ // if (transition.hasExitTime && transition.exitTime >= .9999)
519
+ action.clampWhenFinished = true;
520
+ // else action.clampWhenFinished = false;
521
+ if (debug) {
522
+ const targetState = this.getState(transition.destinationState, 0);
523
+ console.log(`Transition to ${transition.destinationState} / ${targetState?.name}`, transition, "\nTimescale: " + action.timeScale, "\nNormalized time: " + normalizedTime.toFixed(3), "\nExit Time: " + exitTime, transition.hasExitTime);
524
+ // console.log(action.time, transition.exitTime);
525
+ }
526
+ this.transitionTo(transition.destinationState, transition.duration, transition.offset);
527
+ // use the first transition that matches all conditions and make the transition as soon as in range
528
+ return;
529
+ }
530
+ }
531
+ else {
532
+ this.transitionTo(transition.destinationState, transition.duration, transition.offset);
533
+ return;
534
+ }
535
+ // if none of the transitions can be made continue searching for another transition meeting the conditions
536
+ }
537
+ // action.time += this.context.time.deltaTime
538
+ // console.log(action?.time, action?.getEffectiveWeight())
539
+ // update timescale
540
+ if (action) {
541
+ this.setTimescale(action, state);
542
+ }
543
+ let didTriggerLooping = false;
544
+ if (state.motion.isLooping && action) {
545
+ // we dont use the three loop state here because it prevents the transition check above
546
+ // it is easier if we re-trigger loop here.
547
+ // We also can easily add the cycle offset settings from unity later
548
+ if (action.time >= action.getClip().duration) {
549
+ didTriggerLooping = true;
550
+ action.reset();
551
+ action.time = 0;
552
+ action.play();
553
+ }
554
+ else if (action.time <= 0 && action.timeScale < 0) {
555
+ didTriggerLooping = true;
556
+ action.reset();
557
+ action.time = action.getClip().duration;
558
+ action.play();
559
+ }
560
+ }
561
+ // call update state behaviours:
562
+ if (!didTriggerLooping && state && !didEnterStateThisFrame && action && this.animator) {
563
+ if (state.behaviours) {
564
+ const duration = action?.getClip().duration;
565
+ const normalizedTime = action.time / duration;
566
+ const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed);
567
+ for (const beh of state.behaviours) {
568
+ if (beh.instance) {
569
+ beh.instance.onStateUpdate?.call(beh.instance, this.animator, info, 0);
570
+ }
571
+ }
572
+ }
573
+ }
574
+ }
575
+ setTimescale(action, state) {
576
+ let speedFactor = state.speed ?? 1;
577
+ if (state.speedParameter)
578
+ speedFactor *= this.getFloat(state.speedParameter);
579
+ if (speedFactor !== undefined) {
580
+ action.timeScale = speedFactor * this._speed;
581
+ }
582
+ }
583
+ getState(state, layerIndex) {
584
+ if (typeof state === "number") {
585
+ if (state == -1) {
586
+ state = this.model.layers[layerIndex].stateMachine.defaultState; // exit state -> entry state
587
+ if (state === undefined) {
588
+ if (debug)
589
+ console.warn("AnimatorController default state is undefined: ", this.model, "Layer: " + layerIndex);
590
+ state = 0;
591
+ }
592
+ }
593
+ state = this.model.layers[layerIndex].stateMachine.states[state];
594
+ }
595
+ return state;
596
+ }
597
+ /**
598
+ * These actions have been active previously but not faded out because we entered a state that has no real animation - no duration. In which case we hold the previously active actions until they are faded out.
599
+ */
600
+ _heldActions = [];
601
+ releaseHeldActions(duration) {
602
+ for (const prev of this._heldActions) {
603
+ prev.fadeOut(duration);
604
+ }
605
+ this._heldActions.length = 0;
606
+ }
607
+ transitionTo(state, durationInSec, offsetNormalized) {
608
+ if (!this.animator)
609
+ return;
610
+ const layerIndex = 0;
611
+ state = this.getState(state, layerIndex);
612
+ if (!state?.motion || !state.motion.clip || !(state.motion.clip instanceof AnimationClip)) {
613
+ // if(debug) console.warn("State has no clip or motion", state);
614
+ return;
615
+ }
616
+ const isSelf = this._activeState === state;
617
+ if (isSelf) {
618
+ const motion = state.motion;
619
+ if (!motion.action_loopback && motion.clip) {
620
+ // uncache action immediately resets the applied animation which breaks the root motion
621
+ // this happens if we have a transition to self and the clip is not cached yet
622
+ const previousMatrix = this.rootMotionHandler ? this.animator.gameObject.matrix.clone() : null;
623
+ this._mixer.uncacheAction(motion.clip, this.animator.gameObject);
624
+ if (previousMatrix)
625
+ previousMatrix.decompose(this.animator.gameObject.position, this.animator.gameObject.quaternion, this.animator.gameObject.scale);
626
+ motion.action_loopback = this.createAction(motion.clip);
627
+ }
628
+ }
629
+ // call exit state behaviours
630
+ if (this._activeState?.behaviours && this._activeState.motion.action) {
631
+ const duration = this._activeState?.motion.clip.duration;
632
+ const normalizedTime = this._activeState.motion.action.time / duration;
633
+ const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed);
634
+ for (const beh of this._activeState.behaviours) {
635
+ beh.instance?.onStateExit?.call(beh.instance, this.animator, info, layerIndex);
636
+ }
637
+ }
638
+ const prevAction = this._activeState?.motion.action;
639
+ if (isSelf) {
640
+ state.motion.action = state.motion.action_loopback;
641
+ state.motion.action_loopback = prevAction;
642
+ }
643
+ const prev = this._activeState;
644
+ this._activeState = state;
645
+ const action = state.motion?.action;
646
+ const clip = state.motion.clip;
647
+ if (clip?.duration <= 0 && clip.tracks.length <= 0) {
648
+ // if the new state doesn't have a valid clip / no tracks we don't fadeout the previous action and instead hold the previous action.
649
+ if (prevAction) {
650
+ this._heldActions.push(prevAction);
651
+ }
652
+ }
653
+ else if (prevAction) {
654
+ prevAction.fadeOut(durationInSec);
655
+ this.releaseHeldActions(durationInSec);
656
+ }
657
+ if (action) {
658
+ offsetNormalized = Math.max(0, Math.min(1, offsetNormalized));
659
+ if (state.cycleOffsetParameter) {
660
+ let val = this.getFloat(state.cycleOffsetParameter);
661
+ if (typeof val === "number") {
662
+ if (val < 0)
663
+ val += 1;
664
+ offsetNormalized += val;
665
+ offsetNormalized %= 1;
666
+ }
667
+ else if (debug)
668
+ console.warn("AnimatorController cycle offset parameter is not a number", state.cycleOffsetParameter);
669
+ }
670
+ else if (typeof state.cycleOffset === "number") {
671
+ offsetNormalized += state.cycleOffset;
672
+ offsetNormalized %= 1;
673
+ }
674
+ if (action.isRunning())
675
+ action.stop();
676
+ action.reset();
677
+ action.enabled = true;
678
+ this.setTimescale(action, state);
679
+ const duration = state.motion.clip.duration;
680
+ // if we are looping to the same state we don't want to offset the current start time
681
+ action.time = isSelf ? 0 : offsetNormalized * duration;
682
+ if (action.timeScale < 0)
683
+ action.time = duration - action.time;
684
+ action.clampWhenFinished = true;
685
+ action.setLoop(LoopOnce, 0);
686
+ if (durationInSec > 0)
687
+ action.fadeIn(durationInSec);
688
+ else
689
+ action.weight = 1;
690
+ action.play();
691
+ if (this.rootMotionHandler) {
692
+ this.rootMotionHandler.onStart(action);
693
+ }
694
+ if (!this._activeStates.includes(state))
695
+ this._activeStates.push(state);
696
+ // call enter state behaviours
697
+ if (this._activeState.behaviours) {
698
+ const info = new AnimatorStateInfo(state, offsetNormalized, duration, this._speed);
699
+ for (const beh of this._activeState.behaviours) {
700
+ beh.instance?.onStateEnter?.call(beh.instance, this.animator, info, layerIndex);
701
+ }
702
+ }
703
+ }
704
+ else if (debug) {
705
+ if (!state["__warned_no_motion"]) {
706
+ state["__warned_no_motion"] = true;
707
+ console.warn("No action", state.motion, this);
708
+ }
709
+ }
710
+ if (debug)
711
+ console.log("TRANSITION FROM " + prev?.name + " TO " + state.name, durationInSec, prevAction, action, action?.getEffectiveTimeScale(), action?.getEffectiveWeight(), action?.isRunning(), action?.isScheduled(), action?.paused);
712
+ }
713
+ createAction(clip) {
714
+ // uncache clip causes issues when multiple states use the same clip
715
+ // this._mixer.uncacheClip(clip);
716
+ // instead only uncache the action when one already exists to make sure
717
+ // we get unique actions per state
718
+ const existing = this._mixer.existingAction(clip);
719
+ if (existing)
720
+ this._mixer.uncacheAction(clip, this.animator?.gameObject);
721
+ if (this.animator?.applyRootMotion) {
722
+ if (!this.rootMotionHandler) {
723
+ this.rootMotionHandler = new RootMotionHandler(this);
724
+ }
725
+ // TODO: find root bone properly
726
+ const root = this.animator.gameObject;
727
+ return this.rootMotionHandler.createClip(this._mixer, root, clip);
728
+ }
729
+ else {
730
+ const action = this._mixer.clipAction(clip);
731
+ return action;
732
+ }
733
+ }
734
+ evaluateCondition(cond) {
735
+ const param = this.model.parameters.find(p => p.name === cond.parameter);
736
+ if (!param)
737
+ return false;
738
+ // console.log(param.name, param.value);
739
+ switch (cond.mode) {
740
+ case AnimatorConditionMode.If:
741
+ return param.value === true;
742
+ case AnimatorConditionMode.IfNot:
743
+ return param.value === false;
744
+ case AnimatorConditionMode.Greater:
745
+ return param.value > cond.threshold;
746
+ case AnimatorConditionMode.Less:
747
+ return param.value < cond.threshold;
748
+ case AnimatorConditionMode.Equals:
749
+ return param.value === cond.threshold;
750
+ case AnimatorConditionMode.NotEqual:
751
+ return param.value !== cond.threshold;
752
+ }
753
+ return false;
754
+ }
755
+ createActions(_animator) {
756
+ if (debug)
757
+ console.log("AnimatorController createActions", this.model);
758
+ for (const layer of this.model.layers) {
759
+ const sm = layer.stateMachine;
760
+ for (let index = 0; index < sm.states.length; index++) {
761
+ const state = sm.states[index];
762
+ // ensure we have a transitions array
763
+ if (!state.transitions) {
764
+ state.transitions = [];
765
+ }
766
+ for (const t of state.transitions) {
767
+ // can happen if conditions are empty in blender - the exporter seems to skip empty arrays
768
+ if (!t.conditions)
769
+ t.conditions = [];
770
+ }
771
+ // ensure we have a motion even if none was exported
772
+ if (!state.motion) {
773
+ if (debug)
774
+ console.warn("No motion", state);
775
+ state.motion = createMotion(state.name);
776
+ // console.warn("Missing motion", "AnimatorController: " + this.model.name, state);
777
+ // sm.states.splice(index, 1);
778
+ // index -= 1;
779
+ // continue;
780
+ }
781
+ // the clips array contains which animator has which animationclip
782
+ if (this.animator && state.motion.clips) {
783
+ // TODO: we have to compare by name because on instantiate we clone objects but not the node object
784
+ const mapping = state.motion.clips?.find(e => e.node.name === this.animator?.gameObject?.name);
785
+ if (!mapping) {
786
+ if (debug || isDevEnvironment()) {
787
+ console.warn("Could not find clip for animator \"" + this.animator?.gameObject?.name + "\"", state.motion.clips.map(c => c.node.name));
788
+ }
789
+ }
790
+ else
791
+ state.motion.clip = mapping.clip;
792
+ }
793
+ // ensure we have a clip to blend to
794
+ if (!state.motion.clip) {
795
+ if (debug)
796
+ console.warn("No clip assigned to state", state);
797
+ const clip = new AnimationClip(undefined, undefined, []);
798
+ state.motion.clip = clip;
799
+ }
800
+ if (state.motion?.clip) {
801
+ const clip = state.motion.clip;
802
+ if (clip instanceof AnimationClip) {
803
+ const action = this.createAction(clip);
804
+ state.motion.action = action;
805
+ }
806
+ else {
807
+ if (debug || isDevEnvironment())
808
+ console.warn("No valid animationclip assigned", state);
809
+ }
810
+ }
811
+ // create state machine behaviours
812
+ if (state.behaviours && Array.isArray(state.behaviours)) {
813
+ for (const behaviour of state.behaviours) {
814
+ if (!behaviour?.typeName)
815
+ continue;
816
+ const type = TypeStore.get(behaviour.typeName);
817
+ if (type) {
818
+ const instance = new type();
819
+ if (instance.isStateMachineBehaviour) {
820
+ instance._context = this.context ?? undefined;
821
+ assign(instance, behaviour.properties);
822
+ behaviour.instance = instance;
823
+ }
824
+ if (debug)
825
+ console.log("Created animator controller behaviour", state.name, behaviour.typeName, behaviour.properties, instance);
826
+ }
827
+ else {
828
+ if (debug || isDevEnvironment())
829
+ console.warn("Could not find AnimatorBehaviour type: " + behaviour.typeName);
830
+ }
831
+ }
832
+ }
833
+ }
834
+ }
835
+ }
836
+ /**
837
+ * Yields all animation actions managed by this controller.
838
+ * Iterates through all states in all layers and returns their actions.
839
+ */
840
+ *enumerateActions() {
841
+ if (!this.model.layers)
842
+ return;
843
+ for (const layer of this.model.layers) {
844
+ const sm = layer.stateMachine;
845
+ for (let index = 0; index < sm.states.length; index++) {
846
+ const state = sm.states[index];
847
+ if (state?.motion) {
848
+ if (state.motion.action)
849
+ yield state.motion.action;
850
+ if (state.motion.action_loopback)
851
+ yield state.motion.action_loopback;
852
+ }
853
+ }
854
+ }
855
+ }
856
+ // https://docs.unity3d.com/Manual/RootMotion.html
857
+ rootMotionHandler;
858
+ }
859
+ /**
860
+ * Wraps a KeyframeTrack to allow custom evaluation of animation values.
861
+ * Used internally to modify animation behavior without changing the original data.
862
+ */
863
+ class TrackEvaluationWrapper {
864
+ track;
865
+ createdInterpolant;
866
+ originalEvaluate;
867
+ customEvaluate;
868
+ constructor(track, evaluate) {
869
+ this.track = track;
870
+ const t = track;
871
+ const createOriginalInterpolator = t.createInterpolant.bind(track);
872
+ t.createInterpolant = () => {
873
+ t.createInterpolant = createOriginalInterpolator;
874
+ this.createdInterpolant = createOriginalInterpolator();
875
+ this.originalEvaluate = this.createdInterpolant.evaluate.bind(this.createdInterpolant);
876
+ this.customEvaluate = time => {
877
+ if (!this.originalEvaluate)
878
+ return;
879
+ const res = this.originalEvaluate(time);
880
+ return evaluate(time, res);
881
+ };
882
+ this.createdInterpolant.evaluate = this.customEvaluate;
883
+ return this.createdInterpolant;
884
+ };
885
+ }
886
+ ;
887
+ dispose() {
888
+ if (this.createdInterpolant && this.originalEvaluate) {
889
+ this.createdInterpolant.evaluate = this.originalEvaluate;
890
+ }
891
+ this.track = undefined;
892
+ this.createdInterpolant = null;
893
+ this.originalEvaluate = undefined;
894
+ this.customEvaluate = undefined;
895
+ }
896
+ }
897
+ /**
898
+ * Handles root motion extraction from animation tracks.
899
+ * Captures movement from animations and applies it to the root object.
900
+ */
901
+ class RootMotionAction {
902
+ static lastObjPosition = {};
903
+ static lastObjRotation = {};
904
+ // we remove the first keyframe rotation from the space rotation when updating
905
+ static firstKeyframeRotation = {};
906
+ // this is used to rotate the space on clip end / start (so the transform direction is correct)
907
+ static spaceRotation = {};
908
+ static effectiveSpaceRotation = {};
909
+ static clipOffsetRotation = {};
910
+ set action(val) {
911
+ this._action = val;
912
+ }
913
+ get action() {
914
+ return this._action;
915
+ }
916
+ get cacheId() {
917
+ return this.root.uuid;
918
+ }
919
+ _action;
920
+ root;
921
+ clip;
922
+ positionWrapper = null;
923
+ rotationWrapper = null;
924
+ context;
925
+ positionChange = new Vector3();
926
+ rotationChange = new Quaternion();
927
+ constructor(context, root, clip, positionTrack, rotationTrack) {
928
+ // console.log(this, positionTrack, rotationTrack);
929
+ this.context = context;
930
+ this.root = root;
931
+ this.clip = clip;
932
+ if (!RootMotionAction.firstKeyframeRotation[this.cacheId])
933
+ RootMotionAction.firstKeyframeRotation[this.cacheId] = new Quaternion();
934
+ if (rotationTrack) {
935
+ const values = rotationTrack.values;
936
+ RootMotionAction.firstKeyframeRotation[this.cacheId]
937
+ .set(values[0], values[1], values[2], values[3]);
938
+ }
939
+ if (!RootMotionAction.spaceRotation[this.cacheId])
940
+ RootMotionAction.spaceRotation[this.cacheId] = new Quaternion();
941
+ if (!RootMotionAction.effectiveSpaceRotation[this.cacheId])
942
+ RootMotionAction.effectiveSpaceRotation[this.cacheId] = new Quaternion();
943
+ RootMotionAction.clipOffsetRotation[this.cacheId] = new Quaternion();
944
+ if (rotationTrack) {
945
+ RootMotionAction.clipOffsetRotation[this.cacheId]
946
+ .set(rotationTrack.values[0], rotationTrack.values[1], rotationTrack.values[2], rotationTrack.values[3])
947
+ .invert();
948
+ }
949
+ this.handlePosition(clip, positionTrack);
950
+ this.handleRotation(clip, rotationTrack);
951
+ }
952
+ onStart(action) {
953
+ if (action.getClip() !== this.clip)
954
+ return;
955
+ if (!RootMotionAction.lastObjRotation[this.cacheId]) {
956
+ RootMotionAction.lastObjRotation[this.cacheId] = this.root.quaternion.clone();
957
+ }
958
+ const lastRotation = RootMotionAction.lastObjRotation[this.cacheId];
959
+ // const firstKeyframe = RootMotionAction.firstKeyframeRotation[this.this.cacheId];
960
+ // lastRotation.invert().premultiply(firstKeyframe).invert();
961
+ RootMotionAction.spaceRotation[this.cacheId].copy(lastRotation);
962
+ if (debugRootMotion) {
963
+ const euler = new Euler().setFromQuaternion(lastRotation);
964
+ console.log("START", this.clip.name, Mathf.toDegrees(euler.y), this.root.position.z);
965
+ }
966
+ }
967
+ getClipRotationOffset() {
968
+ return RootMotionAction.clipOffsetRotation[this.cacheId];
969
+ }
970
+ _prevTime = 0;
971
+ handlePosition(_clip, track) {
972
+ if (track) {
973
+ const root = this.root;
974
+ if (debugRootMotion)
975
+ root.add(new AxesHelper());
976
+ if (!RootMotionAction.lastObjPosition[this.cacheId])
977
+ RootMotionAction.lastObjPosition[this.cacheId] = this.root.position.clone();
978
+ const valuesDiff = new Vector3();
979
+ const valuesPrev = new Vector3();
980
+ // const rotation = new Quaternion();
981
+ this.positionWrapper = new TrackEvaluationWrapper(track, (time, value) => {
982
+ const weight = this.action.getEffectiveWeight();
983
+ // reset for testing
984
+ if (debugRootMotion) {
985
+ if (root.position.length() > 8)
986
+ root.position.set(0, root.position.y, 0);
987
+ }
988
+ if (time > this._prevTime) {
989
+ valuesDiff.set(value[0], value[1], value[2]);
990
+ valuesDiff.sub(valuesPrev);
991
+ valuesDiff.multiplyScalar(weight);
992
+ valuesDiff.applyQuaternion(this.getClipRotationOffset());
993
+ // RootMotionAction.effectiveSpaceRotation[id].slerp(RootMotionAction.spaceRotation[id], weight);
994
+ valuesDiff.applyQuaternion(root.quaternion);
995
+ this.positionChange.copy(valuesDiff);
996
+ // this.root.position.add(valuesDiff);
997
+ }
998
+ valuesPrev.fromArray(value);
999
+ this._prevTime = time;
1000
+ value[0] = 0;
1001
+ value[1] = 0;
1002
+ value[2] = 0;
1003
+ return value;
1004
+ });
1005
+ }
1006
+ }
1007
+ static identityQuaternion = new Quaternion();
1008
+ handleRotation(clip, track) {
1009
+ if (track) {
1010
+ if (debugRootMotion) {
1011
+ const arr = track.values;
1012
+ const firstKeyframe = new Euler().setFromQuaternion(new Quaternion(arr[0], arr[1], arr[2], arr[3]));
1013
+ console.log(clip.name, track.name, "FIRST ROTATION IN TRACK", Mathf.toDegrees(firstKeyframe.y));
1014
+ const i = track.values.length - 4;
1015
+ const lastKeyframe = new Quaternion().set(arr[i], arr[i + 1], arr[i + 2], arr[i + 3]);
1016
+ const euler = new Euler().setFromQuaternion(lastKeyframe);
1017
+ console.log(clip.name, track.name, "LAST ROTATION IN TRACK", Mathf.toDegrees(euler.y));
1018
+ }
1019
+ // if (!RootMotionAction.lastObjRotation[root.uuid]) RootMotionAction.lastObjRotation[root.uuid] = new Quaternion();
1020
+ // const temp = new Quaternion();
1021
+ let prevTime = 0;
1022
+ const valuesPrev = new Quaternion();
1023
+ const valuesDiff = new Quaternion();
1024
+ // const summedRot = new Quaternion();
1025
+ this.rotationWrapper = new TrackEvaluationWrapper(track, (time, value) => {
1026
+ // root.quaternion.copy(RootMotionAction.lastObjRotation[root.uuid]);
1027
+ if (time > prevTime) {
1028
+ valuesDiff.set(value[0], value[1], value[2], value[3]);
1029
+ valuesPrev.invert();
1030
+ valuesDiff.multiply(valuesPrev);
1031
+ // if(weight < .99) valuesDiff.slerp(RootMotionAction.identityQuaternion, 1 - weight);
1032
+ this.rotationChange.copy(valuesDiff);
1033
+ // root.quaternion.multiply(valuesDiff);
1034
+ }
1035
+ // else
1036
+ // root.quaternion.multiply(this.getClipRotationOffset());
1037
+ // RootMotionAction.lastObjRotation[root.uuid].copy(root.quaternion);
1038
+ valuesPrev.fromArray(value);
1039
+ prevTime = time;
1040
+ value[0] = 0;
1041
+ value[1] = 0;
1042
+ value[2] = 0;
1043
+ value[3] = 1;
1044
+ return value;
1045
+ });
1046
+ }
1047
+ }
1048
+ // private lastPos: Vector3 = new Vector3();
1049
+ onBeforeUpdate(_weight) {
1050
+ this.positionChange.set(0, 0, 0);
1051
+ this.rotationChange.set(0, 0, 0, 1);
1052
+ }
1053
+ onAfterUpdate(weight) {
1054
+ if (!this.action)
1055
+ return false;
1056
+ weight *= this.action.getEffectiveWeight();
1057
+ if (weight <= 0)
1058
+ return false;
1059
+ this.positionChange.multiplyScalar(weight);
1060
+ this.rotationChange.slerp(RootMotionAction.identityQuaternion, 1 - weight);
1061
+ return true;
1062
+ }
1063
+ }
1064
+ /**
1065
+ * Manages root motion for a character.
1066
+ * Extracts motion from animation tracks and applies it to the character's transform.
1067
+ */
1068
+ class RootMotionHandler {
1069
+ controller;
1070
+ handler = [];
1071
+ root;
1072
+ basePosition = new Vector3();
1073
+ baseQuaternion = new Quaternion();
1074
+ baseRotation = new Euler();
1075
+ constructor(controller) {
1076
+ this.controller = controller;
1077
+ }
1078
+ createClip(mixer, root, clip) {
1079
+ this.root = root;
1080
+ let rootName = "";
1081
+ if (root && "name" in root) {
1082
+ rootName = root.name;
1083
+ }
1084
+ const positionTrack = this.findRootTrack(clip, ".position");
1085
+ const rotationTrack = this.findRootTrack(clip, ".quaternion");
1086
+ const handler = new RootMotionAction(this.controller.context, root, clip, positionTrack, rotationTrack);
1087
+ this.handler.push(handler);
1088
+ // it is important we do this after the handler is created
1089
+ // otherwise we can not hook into threejs interpolators
1090
+ const action = mixer.clipAction(clip);
1091
+ handler.action = action;
1092
+ return action;
1093
+ }
1094
+ onStart(action) {
1095
+ for (const handler of this.handler) {
1096
+ handler.onStart(action);
1097
+ }
1098
+ }
1099
+ onBeforeUpdate(weight) {
1100
+ // capture the position of the object
1101
+ this.basePosition.copy(this.root.position);
1102
+ this.baseQuaternion.copy(this.root.quaternion);
1103
+ for (const hand of this.handler)
1104
+ hand.onBeforeUpdate(weight);
1105
+ }
1106
+ summedPosition = new Vector3();
1107
+ summedRotation = new Quaternion();
1108
+ onAfterUpdate(weight) {
1109
+ if (weight <= 0)
1110
+ return;
1111
+ // TODO: blend weight properly with root motion (when using timeline blending with animator)
1112
+ // apply the accumulated changes
1113
+ this.root.position.copy(this.basePosition);
1114
+ this.root.quaternion.copy(this.baseQuaternion);
1115
+ this.summedPosition.set(0, 0, 0);
1116
+ this.summedRotation.set(0, 0, 0, 1);
1117
+ for (const entry of this.handler) {
1118
+ if (entry.onAfterUpdate(weight)) {
1119
+ this.summedPosition.add(entry.positionChange);
1120
+ this.summedRotation.multiply(entry.rotationChange);
1121
+ }
1122
+ }
1123
+ this.root.position.add(this.summedPosition);
1124
+ this.root.quaternion.multiply(this.summedRotation);
1125
+ // RootMotionAction.lastObjRotation[this.root.uuid].copy(this.root.quaternion);
1126
+ }
1127
+ findRootTrack(clip, name) {
1128
+ const tracks = clip.tracks;
1129
+ if (!tracks)
1130
+ return null;
1131
+ for (const track of tracks) {
1132
+ if (track.name.endsWith(name)) {
1133
+ return track;
1134
+ }
1135
+ }
1136
+ return null;
1137
+ }
1138
+ }
1139
+ /**
1140
+ * Serialization handler for AnimatorController instances.
1141
+ * Handles conversion between serialized data and runtime objects.
1142
+ */
1143
+ class AnimatorControllerSerializator extends TypeSerializer {
1144
+ onSerialize(_, _context) {
1145
+ }
1146
+ onDeserialize(data, context) {
1147
+ if (context.type === AnimatorController && data?.__type === "AnimatorController")
1148
+ return new AnimatorController(data);
1149
+ return undefined;
1150
+ }
1151
+ }
1152
+ new AnimatorControllerSerializator(AnimatorController);
1153
1153
  //# sourceMappingURL=AnimatorController.js.map