@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
@@ -1,1790 +1,1790 @@
1
- import '../../../engine/engine_shims.js';
2
- import { BufferAttribute, Color, DoubleSide, LinearFilter, Material, MathUtils, Matrix4, Mesh, MeshBasicMaterial, MeshPhysicalMaterial, MeshStandardMaterial, OrthographicCamera, PerspectiveCamera, PlaneGeometry, Quaternion, RGBAFormat, Scene, ShaderMaterial, SkinnedMesh, SRGBColorSpace, Uniform, UnsignedByteType, Vector3, Vector4, WebGLRenderer, WebGLRenderTarget } from 'three';
3
- import * as fflate from 'three/examples/jsm/libs/fflate.module.js';
4
- import { VERSION } from "../../../engine/engine_constants.js";
5
- import { Progress } from '../../../engine/engine_time_utils.js';
6
- import { buildNodeMaterial } from './extensions/NodeMaterialConverter.js';
7
- function makeNameSafe(str) {
8
- // Remove characters that are not allowed in USD ASCII identifiers
9
- str = str.replace(/[^a-zA-Z0-9_]/g, '');
10
- // If name doesn't start with a-zA-Z_, add _ to the beginning – required by USD
11
- if (!str.match(/^[a-zA-Z_]/))
12
- str = '_' + str;
13
- return str;
14
- }
15
- function makeDisplayNameSafe(str) {
16
- str = str.replace("\"", "\\\"");
17
- return str;
18
- }
19
- // TODO check if this works when bones in the skeleton are completely unordered
20
- function findCommonAncestor(objects) {
21
- if (objects.length === 0)
22
- return null;
23
- const ancestors = objects.map((obj) => {
24
- const objAncestors = new Array();
25
- while (obj.parent) {
26
- objAncestors.unshift(obj.parent);
27
- obj = obj.parent;
28
- }
29
- return objAncestors;
30
- });
31
- //@ts-ignore – findLast seems to be missing in TypeScript types pre-5.x
32
- const commonAncestor = ancestors[0].findLast((ancestor) => {
33
- return ancestors.every((a) => a.includes(ancestor));
34
- });
35
- return commonAncestor || null;
36
- }
37
- function findStructuralNodesInBoneHierarchy(bones) {
38
- const commonAncestor = findCommonAncestor(bones);
39
- // find all structural nodes – parents of bones that are not bones themselves
40
- const structuralNodes = new Set();
41
- for (const bone of bones) {
42
- let current = bone.parent;
43
- while (current && current !== commonAncestor) {
44
- if (!bones.includes(current)) {
45
- structuralNodes.add(current);
46
- }
47
- current = current.parent;
48
- }
49
- }
50
- return structuralNodes;
51
- }
52
- const PositionIdentity = new Vector3();
53
- const QuaternionIdentity = new Quaternion();
54
- const ScaleIdentity = new Vector3(1, 1, 1);
55
- class USDObject {
56
- static USDObject_export_id = 0;
57
- uuid;
58
- name;
59
- /** If no type is provided, type is chosen automatically (Xform or Mesh) */
60
- type;
61
- /** MaterialBindingAPI and SkelBindingAPI are handled automatically, extra schemas can be added here */
62
- extraSchemas = [];
63
- displayName;
64
- visibility; // defaults to "inherited" in USD
65
- getMatrix() {
66
- if (!this.transform)
67
- return new Matrix4();
68
- const { position, quaternion, scale } = this.transform;
69
- const matrix = new Matrix4();
70
- matrix.compose(position || PositionIdentity, quaternion || QuaternionIdentity, scale || ScaleIdentity);
71
- return matrix;
72
- }
73
- setMatrix(value) {
74
- if (!value || !(value instanceof Matrix4)) {
75
- this.transform = null;
76
- return;
77
- }
78
- const position = new Vector3();
79
- const quaternion = new Quaternion();
80
- const scale = new Vector3();
81
- value.decompose(position, quaternion, scale);
82
- this.transform = { position, quaternion, scale };
83
- }
84
- /** @deprecated Use `transform`, or `getMatrix()` if you really need the matrix */
85
- get matrix() { return this.getMatrix(); }
86
- /** @deprecated Use `transform`, or `setMatrix()` if you really need the matrix */
87
- set matrix(value) { this.setMatrix(value); }
88
- transform = null;
89
- _isDynamic;
90
- get isDynamic() { return this._isDynamic; }
91
- set isDynamic(value) { this._isDynamic = value; }
92
- geometry;
93
- material;
94
- camera;
95
- parent;
96
- skinnedMesh;
97
- children = [];
98
- animations;
99
- _eventListeners;
100
- // these are for tracking which xformops are needed
101
- needsTranslate = false;
102
- needsOrient = false;
103
- needsScale = false;
104
- static createEmptyParent(object) {
105
- const emptyParent = new USDObject(MathUtils.generateUUID(), object.name + '_empty_' + (USDObject.USDObject_export_id++), object.transform);
106
- const parent = object.parent;
107
- if (parent)
108
- parent.add(emptyParent);
109
- emptyParent.add(object);
110
- emptyParent.isDynamic = true;
111
- object.transform = null;
112
- return emptyParent;
113
- }
114
- static createEmpty() {
115
- const empty = new USDObject(MathUtils.generateUUID(), 'Empty_' + (USDObject.USDObject_export_id++));
116
- empty.isDynamic = true;
117
- return empty;
118
- }
119
- constructor(id, name, transform = null, mesh = null, material = null, camera = null, skinnedMesh = null, animations = null) {
120
- this.uuid = id;
121
- this.name = makeNameSafe(name);
122
- this.displayName = name;
123
- if (!transform)
124
- this.transform = null;
125
- else
126
- this.transform = {
127
- position: transform.position?.clone() || null,
128
- quaternion: transform.quaternion?.clone() || null,
129
- scale: transform.scale?.clone() || null
130
- };
131
- this.geometry = mesh;
132
- this.material = material;
133
- this.camera = camera;
134
- this.parent = null;
135
- this.children = [];
136
- this._eventListeners = {};
137
- this._isDynamic = false;
138
- this.skinnedMesh = skinnedMesh;
139
- this.animations = animations;
140
- }
141
- is(obj) {
142
- if (!obj)
143
- return false;
144
- return this.uuid === obj.uuid;
145
- }
146
- isEmpty() {
147
- return !this.geometry;
148
- }
149
- clone() {
150
- const clone = new USDObject(MathUtils.generateUUID(), this.name, this.transform, this.geometry, this.material);
151
- clone.isDynamic = this.isDynamic;
152
- return clone;
153
- }
154
- deepClone() {
155
- const clone = this.clone();
156
- for (const child of this.children) {
157
- if (!child)
158
- continue;
159
- clone.add(child.deepClone());
160
- }
161
- return clone;
162
- }
163
- getPath() {
164
- let current = this.parent;
165
- let path = this.name;
166
- while (current) {
167
- // StageRoot has a special path right now since there's additional Xforms for encapsulation.
168
- // Better would be to actually model them as part of our object graph, but they're written separately,
169
- // so currently we don't and instead work around that here.
170
- const currentName = current.parent ? current.name : (current.name + "/Scenes/Scene");
171
- path = currentName + '/' + path;
172
- current = current.parent;
173
- }
174
- return '</' + path + '>';
175
- }
176
- add(child) {
177
- if (child.parent) {
178
- child.parent.remove(child);
179
- }
180
- child.parent = this;
181
- this.children.push(child);
182
- }
183
- remove(child) {
184
- const index = this.children.indexOf(child);
185
- if (index >= 0) {
186
- if (child.parent === this)
187
- child.parent = null;
188
- this.children.splice(index, 1);
189
- }
190
- }
191
- addEventListener(evt, listener) {
192
- if (!this._eventListeners[evt])
193
- this._eventListeners[evt] = [];
194
- this._eventListeners[evt].push(listener);
195
- }
196
- removeEventListener(evt, listener) {
197
- if (!this._eventListeners[evt])
198
- return;
199
- const index = this._eventListeners[evt].indexOf(listener);
200
- if (index >= 0) {
201
- this._eventListeners[evt].splice(index, 1);
202
- }
203
- }
204
- onSerialize(writer, context) {
205
- const listeners = this._eventListeners['serialize'];
206
- if (listeners)
207
- listeners.forEach(listener => listener(writer, context));
208
- }
209
- }
210
- class USDDocument extends USDObject {
211
- stageLength;
212
- get isDocumentRoot() {
213
- return true;
214
- }
215
- get isDynamic() {
216
- return false;
217
- }
218
- constructor() {
219
- super(undefined, 'StageRoot', null, null, null, null);
220
- this.children = [];
221
- this.stageLength = 200;
222
- }
223
- add(child) {
224
- child.parent = this;
225
- this.children.push(child);
226
- }
227
- remove(child) {
228
- const index = this.children.indexOf(child);
229
- if (index >= 0) {
230
- if (child.parent === this)
231
- child.parent = null;
232
- this.children.splice(index, 1);
233
- }
234
- }
235
- traverse(callback, current = null) {
236
- if (current !== null)
237
- callback(current);
238
- else
239
- current = this;
240
- if (current.children) {
241
- for (const child of current.children) {
242
- this.traverse(callback, child);
243
- }
244
- }
245
- }
246
- findById(uuid) {
247
- let found = false;
248
- function search(current) {
249
- if (found)
250
- return undefined;
251
- if (current.uuid === uuid) {
252
- found = true;
253
- return current;
254
- }
255
- if (current.children) {
256
- for (const child of current.children) {
257
- if (!child)
258
- continue;
259
- const res = search(child);
260
- if (res)
261
- return res;
262
- }
263
- }
264
- return undefined;
265
- }
266
- return search(this);
267
- }
268
- buildHeader(_context) {
269
- const animationExtension = _context.extensions?.find(ext => ext?.extensionName === 'animation');
270
- const behaviorExtension = _context.extensions?.find(ext => ext?.extensionName === 'Behaviour');
271
- const physicsExtension = _context.extensions?.find(ext => ext?.extensionName === 'Physics');
272
- const startTimeCode = animationExtension?.getStartTimeCode() ?? 0;
273
- const endTimeCode = animationExtension?.getEndTimeCode() ?? 0;
274
- let comment = "";
275
- const registeredClips = animationExtension?.registeredClips;
276
- if (registeredClips) {
277
- for (const clip of registeredClips) {
278
- comment += `\t# Animation: ${clip.name}, start=${animationExtension.getStartTimeByClip(clip) * 60}, length=${clip.duration * 60}\n`;
279
- }
280
- }
281
- const comments = comment;
282
- return `#usda 1.0
283
- (
284
- customLayerData = {
285
- string creator = "Needle Engine ${VERSION}"
286
- dictionary Needle = {
287
- bool animations = ${animationExtension ? 1 : 0}
288
- bool interactive = ${behaviorExtension ? 1 : 0}
289
- bool physics = ${physicsExtension ? 1 : 0}
290
- bool quickLookCompatible = ${_context.quickLookCompatible ? 1 : 0}
291
- }
292
- }
293
- defaultPrim = "${makeNameSafe(this.name)}"
294
- metersPerUnit = 1
295
- upAxis = "Y"
296
- startTimeCode = ${startTimeCode}
297
- endTimeCode = ${endTimeCode}
298
- timeCodesPerSecond = 60
299
- framesPerSecond = 60
300
- doc = """Generated by Needle Engine USDZ Exporter ${VERSION}"""
301
- ${comments}
302
- )
303
- `;
304
- }
305
- }
306
- const newLine = '\n';
307
- const materialRoot = '</StageRoot/Materials';
308
- class USDWriter {
309
- str;
310
- indent;
311
- constructor() {
312
- this.str = '';
313
- this.indent = 0;
314
- }
315
- clear() {
316
- this.str = '';
317
- this.indent = 0;
318
- }
319
- beginBlock(str = undefined, char = '{', createNewLine = true) {
320
- if (str !== undefined) {
321
- str = this.applyIndent(str);
322
- this.str += str;
323
- if (createNewLine) {
324
- this.str += newLine;
325
- this.str += this.applyIndent(char);
326
- }
327
- else {
328
- this.str += " " + char;
329
- }
330
- }
331
- else {
332
- this.str += this.applyIndent(char);
333
- }
334
- this.str += newLine;
335
- this.indent += 1;
336
- }
337
- closeBlock(char = '}') {
338
- this.indent -= 1;
339
- this.str += this.applyIndent(char) + newLine;
340
- }
341
- beginArray(str) {
342
- str = this.applyIndent(str + ' = [');
343
- this.str += str;
344
- this.str += newLine;
345
- this.indent += 1;
346
- }
347
- closeArray() {
348
- this.indent -= 1;
349
- this.str += this.applyIndent(']') + newLine;
350
- }
351
- appendLine(str = '') {
352
- str = this.applyIndent(str);
353
- this.str += str;
354
- this.str += newLine;
355
- }
356
- toString() {
357
- return this.str;
358
- }
359
- applyIndent(str) {
360
- let indents = '';
361
- for (let i = 0; i < this.indent; i++)
362
- indents += '\t';
363
- return indents + str;
364
- }
365
- }
366
- class USDZExporterContext {
367
- root;
368
- exporter;
369
- extensions = [];
370
- quickLookCompatible;
371
- exportInvisible;
372
- materials;
373
- textures;
374
- files;
375
- document;
376
- output;
377
- animations;
378
- constructor(root, exporter, options) {
379
- this.root = root;
380
- this.exporter = exporter;
381
- this.quickLookCompatible = options.quickLookCompatible;
382
- this.exportInvisible = options.exportInvisible;
383
- if (options.extensions)
384
- this.extensions = options.extensions;
385
- this.materials = new Map();
386
- this.textures = {};
387
- this.files = {};
388
- this.document = new USDDocument();
389
- this.output = '';
390
- this.animations = [];
391
- }
392
- }
393
- class USDZExporterOptions {
394
- ar = {
395
- anchoring: { type: 'plane' },
396
- planeAnchoring: { alignment: 'horizontal' }
397
- };
398
- quickLookCompatible = false;
399
- extensions = [];
400
- maxTextureSize = 4096;
401
- exportInvisible = false;
402
- }
403
- class USDZExporter {
404
- debug;
405
- pruneUnusedNodes;
406
- sceneAnchoringOptions = new USDZExporterOptions();
407
- extensions = [];
408
- keepObject;
409
- beforeWritingDocument;
410
- constructor() {
411
- this.debug = false;
412
- this.pruneUnusedNodes = true;
413
- }
414
- async parse(scene, options = new USDZExporterOptions()) {
415
- options = Object.assign(new USDZExporterOptions(), options);
416
- this.sceneAnchoringOptions = options;
417
- const context = new USDZExporterContext(scene, this, options);
418
- this.extensions = context.extensions;
419
- const files = context.files;
420
- const modelFileName = 'model.usda';
421
- // model file should be first in USDZ archive so we init it here
422
- files[modelFileName] = null;
423
- const materials = context.materials;
424
- const textures = context.textures;
425
- Progress.report('export-usdz', "Invoking onBeforeBuildDocument");
426
- await invokeAll(context, 'onBeforeBuildDocument');
427
- Progress.report('export-usdz', "Done onBeforeBuildDocument");
428
- Progress.report('export-usdz', "Reparent bones to common ancestor");
429
- // Find all skeletons and reparent them to their skelroot / armature / uppermost bone parent.
430
- // This may not be correct in all cases.
431
- const reparentings = [];
432
- const allReparentingObjects = new Set();
433
- scene?.traverse(object => {
434
- if (!options.exportInvisible && !object.visible)
435
- return;
436
- if (object instanceof SkinnedMesh) {
437
- const bones = object.skeleton.bones;
438
- const commonAncestor = findCommonAncestor(bones);
439
- if (commonAncestor) {
440
- const newReparenting = { object, originalParent: object.parent, newParent: commonAncestor };
441
- reparentings.push(newReparenting);
442
- // keep track of which nodes are important for skeletal export consistency
443
- allReparentingObjects.add(newReparenting.object.uuid);
444
- if (newReparenting.newParent)
445
- allReparentingObjects.add(newReparenting.newParent.uuid);
446
- if (newReparenting.originalParent)
447
- allReparentingObjects.add(newReparenting.originalParent.uuid);
448
- }
449
- }
450
- });
451
- for (const reparenting of reparentings) {
452
- const { object, originalParent, newParent } = reparenting;
453
- newParent.add(object);
454
- }
455
- Progress.report('export-usdz', "Traversing hierarchy");
456
- if (scene)
457
- traverse(scene, context.document, context, this.keepObject);
458
- // Root object should have identity matrix
459
- // so that root transformations don't end up in the resulting file.
460
- // if (context.document.children?.length > 0)
461
- // context.document.children[0]?.matrix.identity(); //.multiply(new Matrix4().makeRotationY(Math.PI));
462
- Progress.report('export-usdz', "Invoking onAfterBuildDocument");
463
- await invokeAll(context, 'onAfterBuildDocument');
464
- // At this point, we know all animated objects, all skinned mesh objects, and all objects targeted by behaviors.
465
- // We can prune all empty nodes (no geometry or material) depth-first.
466
- // This avoids unnecessary export of e.g. animated bones as nodes when they have no children
467
- // (for example, a sword attached to a hand still needs that entire hierarchy exported)
468
- const behaviorExt = context.extensions.find(ext => ext.extensionName === 'Behaviour');
469
- const allBehaviorTargets = behaviorExt?.getAllTargetUuids() ?? new Set();
470
- // Prune pass. Depth-first removal of nodes that don't affect the outcome of the scene.
471
- if (this.pruneUnusedNodes) {
472
- const options = {
473
- allBehaviorTargets,
474
- debug: false,
475
- boneReparentings: allReparentingObjects,
476
- quickLookCompatible: context.quickLookCompatible,
477
- };
478
- if (this.debug)
479
- logUsdHierarchy(context.document, "Hierarchy BEFORE pruning", options);
480
- prune(context.document, options);
481
- if (this.debug)
482
- logUsdHierarchy(context.document, "Hierarchy AFTER pruning");
483
- }
484
- else if (this.debug) {
485
- console.log("Pruning of empty nodes is disabled. This may result in a larger USDZ file.");
486
- }
487
- Progress.report('export-usdz', { message: "Parsing document", autoStep: 10 });
488
- await parseDocument(context, () => {
489
- // injected after stageRoot.
490
- // TODO property use context/writer instead of string concat
491
- Progress.report('export-usdz', "Building materials");
492
- const result = buildMaterials(materials, textures, options.quickLookCompatible);
493
- return result;
494
- });
495
- Progress.report("export-usdz", "Invoking onAfterSerialize");
496
- await invokeAll(context, 'onAfterSerialize');
497
- // repair the parenting again
498
- for (const reparenting of reparentings) {
499
- const { object, originalParent, newParent } = reparenting;
500
- if (originalParent)
501
- originalParent.add(object);
502
- }
503
- // Moved into parseDocument callback for proper defaultPrim encapsulation
504
- // context.output += buildMaterials( materials, textures, options.quickLookCompatible );
505
- // callback for validating after all export has been done
506
- context.exporter?.beforeWritingDocument?.();
507
- const header = context.document.buildHeader(context);
508
- const final = header + '\n' + context.output;
509
- // full output file
510
- if (this.debug)
511
- console.log(final);
512
- files[modelFileName] = fflate.strToU8(final);
513
- context.output = '';
514
- Progress.report("export-usdz", { message: "Exporting textures", autoStep: 10 });
515
- Progress.start("export-usdz-textures", { parentScope: "export-usdz", logTimings: false });
516
- const decompressionRenderer = new WebGLRenderer({
517
- antialias: false,
518
- alpha: true,
519
- premultipliedAlpha: false,
520
- preserveDrawingBuffer: true
521
- });
522
- const textureCount = Object.keys(textures).length;
523
- Progress.report("export-usdz-textures", { totalSteps: textureCount * 3, currentStep: 0 });
524
- const convertTexture = async (id) => {
525
- const textureData = textures[id];
526
- const texture = textureData.texture;
527
- const isRGBA = formatsWithAlphaChannel.includes(texture.format);
528
- // Change: we need to always read back the texture now, otherwise the unpremultiplied workflow doesn't work.
529
- let img = {
530
- imageData: texture.image
531
- };
532
- Progress.report("export-usdz-textures", { message: "read back texture", autoStep: true });
533
- const anyColorScale = textureData.scale !== undefined && textureData.scale.x !== 1 && textureData.scale.y !== 1 && textureData.scale.z !== 1 && textureData.scale.w !== 1;
534
- // @ts-ignore
535
- if (texture.isCompressedTexture || texture.isRenderTargetTexture || anyColorScale) {
536
- img = await decompressGpuTexture(texture, options.maxTextureSize, decompressionRenderer, textureData.scale);
537
- }
538
- Progress.report("export-usdz-textures", { message: "convert texture to canvas", autoStep: true });
539
- const canvas = await imageToCanvasUnpremultiplied(img.imageBitmap || img.imageData, options.maxTextureSize).catch(err => {
540
- console.error("Error converting texture to canvas", texture, err);
541
- });
542
- if (canvas) {
543
- Progress.report("export-usdz-textures", { message: "convert canvas to blob", autoStep: true });
544
- const blob = await canvas.convertToBlob({ type: isRGBA ? 'image/png' : 'image/jpeg', quality: 0.95 });
545
- files[`textures/${id}.${isRGBA ? 'png' : 'jpg'}`] = new Uint8Array(await blob.arrayBuffer());
546
- }
547
- else {
548
- console.warn('Can`t export texture: ', texture);
549
- }
550
- };
551
- for (const id in textures) {
552
- await convertTexture(id);
553
- }
554
- decompressionRenderer.dispose();
555
- // 64 byte alignment
556
- // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109
557
- Progress.end("export-usdz-textures");
558
- let offset = 0;
559
- for (const filename in files) {
560
- const file = files[filename];
561
- const headerSize = 34 + filename.length;
562
- offset += headerSize;
563
- const offsetMod64 = offset & 63;
564
- if (offsetMod64 !== 4) {
565
- const padLength = 64 - offsetMod64;
566
- const padding = new Uint8Array(padLength);
567
- files[filename] = [file, { extra: { 12345: padding } }];
568
- }
569
- offset = file.length;
570
- }
571
- Progress.report("export-usdz", "zip archive");
572
- return fflate.zipSync(files, { level: 0 });
573
- }
574
- }
575
- function traverse(object, parentModel, context, keepObject) {
576
- if (!context.exportInvisible && !object.visible)
577
- return;
578
- let model = undefined;
579
- let geometry = undefined;
580
- let material = undefined;
581
- const transform = { position: object.position, quaternion: object.quaternion, scale: object.scale };
582
- if (object.position.x === 0 && object.position.y === 0 && object.position.z === 0)
583
- transform.position = null;
584
- if (object.quaternion.x === 0 && object.quaternion.y === 0 && object.quaternion.z === 0 && object.quaternion.w === 1)
585
- transform.quaternion = null;
586
- if (object.scale.x === 1 && object.scale.y === 1 && object.scale.z === 1)
587
- transform.scale = null;
588
- if (object instanceof Mesh || object instanceof SkinnedMesh) {
589
- geometry = object.geometry;
590
- material = object.material;
591
- }
592
- // API for an explicit choice to discard this object – for example, a geometry that should not be exported,
593
- // but childs should still be exported.
594
- if (keepObject && !keepObject(object)) {
595
- geometry = undefined;
596
- material = undefined;
597
- }
598
- if ((object instanceof Mesh || object instanceof SkinnedMesh) &&
599
- material && typeof material === 'object' &&
600
- (material instanceof MeshStandardMaterial ||
601
- material instanceof MeshBasicMaterial ||
602
- // material instanceof MeshPhysicalNodeMaterial ||
603
- material.isMeshPhysicalNodeMaterial ||
604
- (material instanceof Material && material.type === "MeshLineMaterial"))) {
605
- const name = getObjectId(object);
606
- const skinnedMeshObject = object instanceof SkinnedMesh ? object : null;
607
- model = new USDObject(object.uuid, name, transform, geometry, material, undefined, skinnedMeshObject, object.animations);
608
- }
609
- else if (object instanceof PerspectiveCamera || object instanceof OrthographicCamera) {
610
- const name = getObjectId(object);
611
- model = new USDObject(object.uuid, name, transform, undefined, undefined, object);
612
- }
613
- else {
614
- const name = getObjectId(object);
615
- model = new USDObject(object.uuid, name, transform, undefined, undefined, undefined, undefined, object.animations);
616
- }
617
- if (model) {
618
- model.displayName = object.userData?.name || object.name;
619
- model.visibility = object.visible ? undefined : "invisible";
620
- if (parentModel) {
621
- parentModel.add(model);
622
- }
623
- parentModel = model;
624
- if (context.extensions) {
625
- for (const ext of context.extensions) {
626
- if (ext.onExportObject)
627
- ext.onExportObject.call(ext, object, model, context);
628
- }
629
- }
630
- }
631
- else {
632
- const name = getObjectId(object);
633
- const empty = new USDObject(object.uuid, name, { position: object.position, quaternion: object.quaternion, scale: object.scale });
634
- if (parentModel) {
635
- parentModel.add(empty);
636
- }
637
- parentModel = empty;
638
- }
639
- for (const ch of object.children) {
640
- traverse(ch, parentModel, context, keepObject);
641
- }
642
- }
643
- function logUsdHierarchy(object, prefix, ...extraLogObjects) {
644
- const item = {};
645
- let itemCount = 0;
646
- function collectItem(object, current) {
647
- itemCount++;
648
- let name = object.displayName || object.name;
649
- name += " (" + object.uuid + ")";
650
- const hasAny = object.geometry || object.material || object.camera || object.skinnedMesh;
651
- if (hasAny) {
652
- name += " (" + (object.geometry ? "geo, " : "") + (object.material ? "mat, " : "") + (object.camera ? "cam, " : "") + (object.skinnedMesh ? "skin, " : "") + ")";
653
- }
654
- current[name] = {};
655
- const props = { object };
656
- if (object.material)
657
- props['mat'] = true;
658
- if (object.geometry)
659
- props['geo'] = true;
660
- if (object.camera)
661
- props['cam'] = true;
662
- if (object.skinnedMesh)
663
- props['skin'] = true;
664
- current[name]._self = props;
665
- for (const child of object.children) {
666
- if (child) {
667
- collectItem(child, current[name]);
668
- }
669
- }
670
- }
671
- collectItem(object, item);
672
- console.log(prefix + " (" + itemCount + " nodes)", item, ...extraLogObjects);
673
- }
674
- function prune(object, options) {
675
- let allChildsWerePruned = true;
676
- const prunedChilds = new Array();
677
- const keptChilds = new Array();
678
- if (object.children.length === 0) {
679
- allChildsWerePruned = true;
680
- }
681
- else {
682
- const childs = [...object.children];
683
- for (const child of childs) {
684
- if (child) {
685
- const childWasPruned = prune(child, options);
686
- if (options.debug) {
687
- if (childWasPruned)
688
- prunedChilds.push(child);
689
- else
690
- keptChilds.push(child);
691
- }
692
- allChildsWerePruned = allChildsWerePruned && childWasPruned;
693
- }
694
- }
695
- }
696
- // check if this object is referenced by any behavior
697
- const isBehaviorSourceOrTarget = options.allBehaviorTargets.has(object.uuid);
698
- // check if this object has any material or geometry
699
- const isVisible = object.geometry || object.material || (object.camera && !options.quickLookCompatible) || object.skinnedMesh || false;
700
- // check if this object is part of any reparenting
701
- const isBoneReparenting = options.boneReparentings.has(object.uuid);
702
- const canBePruned = allChildsWerePruned && !isBehaviorSourceOrTarget && !isVisible && !isBoneReparenting;
703
- if (canBePruned) {
704
- if (options.debug)
705
- console.log("Pruned object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
706
- isVisible,
707
- isBehaviorSourceOrTarget,
708
- allChildsWerePruned,
709
- isBoneReparenting,
710
- object,
711
- prunedChilds,
712
- keptChilds
713
- });
714
- object.parent?.remove(object);
715
- }
716
- else {
717
- if (options.debug)
718
- console.log("Kept object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
719
- isVisible,
720
- isBehaviorSourceOrTarget,
721
- allChildsWerePruned,
722
- isBoneReparenting,
723
- object,
724
- prunedChilds,
725
- keptChilds
726
- });
727
- }
728
- // if it has no children and is not a behavior source or target, and is not visible, prune it
729
- return canBePruned;
730
- }
731
- async function parseDocument(context, afterStageRoot) {
732
- Progress.start("export-usdz-resources", "export-usdz");
733
- const resources = [];
734
- for (const child of context.document.children) {
735
- addResources(child, context, resources);
736
- }
737
- // addResources now only collects promises for better progress reporting.
738
- // We are resolving them here and reporting progress on that:
739
- const total = resources.length;
740
- for (let i = 0; i < total; i++) {
741
- Progress.report("export-usdz-resources", { totalSteps: total, currentStep: i });
742
- await new Promise((resolve, _reject) => {
743
- resources[i]();
744
- resolve();
745
- });
746
- }
747
- Progress.end("export-usdz-resources");
748
- const writer = new USDWriter();
749
- const arAnchoringOptions = context.exporter.sceneAnchoringOptions.ar;
750
- writer.beginBlock(`def Xform "${context.document.name}"`);
751
- writer.beginBlock(`def Scope "Scenes" (
752
- kind = "sceneLibrary"
753
- )`);
754
- writer.beginBlock(`def Xform "Scene"`, '(', false);
755
- writer.appendLine(`apiSchemas = ["Preliminary_AnchoringAPI"]`);
756
- writer.appendLine(`customData = {`);
757
- writer.appendLine(` bool preliminary_collidesWithEnvironment = 0`);
758
- writer.appendLine(` string sceneName = "Scene"`);
759
- writer.appendLine(`}`);
760
- writer.appendLine(`sceneName = "Scene"`);
761
- writer.closeBlock(')');
762
- writer.beginBlock();
763
- writer.appendLine(`token preliminary:anchoring:type = "${arAnchoringOptions.anchoring.type}"`);
764
- if (arAnchoringOptions.anchoring.type === 'plane')
765
- writer.appendLine(`token preliminary:planeAnchoring:alignment = "${arAnchoringOptions.planeAnchoring.alignment}"`);
766
- // bit hacky as we don't have a callback here yet. Relies on the fact that the image is named identical in the ImageTracking extension.
767
- if (arAnchoringOptions.anchoring.type === 'image')
768
- writer.appendLine(`rel preliminary:imageAnchoring:referenceImage = </${context.document.name}/Scenes/Scene/AnchoringReferenceImage>`);
769
- writer.appendLine();
770
- const count = (object) => {
771
- if (!object)
772
- return 0;
773
- let total = 1;
774
- for (const child of object.children)
775
- total += count(child);
776
- return total;
777
- };
778
- const totalXformCount = count(context.document);
779
- Progress.start("export-usdz-xforms", "export-usdz");
780
- Progress.report("export-usdz-xforms", { totalSteps: totalXformCount, currentStep: 1 });
781
- for (const child of context.document.children) {
782
- buildXform(child, writer, context);
783
- }
784
- Progress.end("export-usdz-xforms");
785
- Progress.report("export-usdz", "invoke onAfterHierarchy");
786
- invokeAll(context, 'onAfterHierarchy', writer);
787
- writer.closeBlock();
788
- writer.closeBlock();
789
- writer.appendLine(afterStageRoot());
790
- writer.closeBlock();
791
- Progress.report("export-usdz", "write to string");
792
- context.output += writer.toString();
793
- }
794
- function addResources(object, context, resources) {
795
- if (!object)
796
- return;
797
- const geometry = object.geometry;
798
- const material = object.material;
799
- if (geometry) {
800
- if (material && ('isMeshStandardMaterial' in material && material.isMeshStandardMaterial ||
801
- 'isMeshBasicMaterial' in material && material.isMeshBasicMaterial ||
802
- material.type === "MeshLineMaterial")) { // TODO convert unlit to lit+emissive
803
- const geometryFileName = 'geometries/' + getGeometryName(geometry, object.name) + '.usda';
804
- if (!(geometryFileName in context.files)) {
805
- const action = () => {
806
- const meshObject = buildMeshObject(geometry, object.skinnedMesh?.skeleton?.bones, context.quickLookCompatible);
807
- context.files[geometryFileName] = buildUSDFileAsString(meshObject, context);
808
- };
809
- resources.push(action);
810
- }
811
- }
812
- else {
813
- console.warn('NeedleUSDZExporter: Unsupported material type (USDZ only supports MeshStandardMaterial)', material?.name);
814
- }
815
- }
816
- if (material) {
817
- if (!(material.uuid in context.materials)) {
818
- context.materials[material.uuid] = material;
819
- }
820
- }
821
- for (const ch of object.children) {
822
- addResources(ch, context, resources);
823
- }
824
- }
825
- async function invokeAll(context, name, writer = null) {
826
- if (context.extensions) {
827
- for (const ext of context.extensions) {
828
- if (!ext)
829
- continue;
830
- if (typeof ext[name] === 'function') {
831
- const method = ext[name];
832
- const res = method.call(ext, context, writer);
833
- if (res instanceof Promise) {
834
- await res;
835
- }
836
- }
837
- }
838
- }
839
- }
840
- let _renderer = null;
841
- let renderTarget = null;
842
- let fullscreenQuadGeometry;
843
- let fullscreenQuadMaterial;
844
- let fullscreenQuad;
845
- /** Reads back a texture from the GPU (can be compressed, a render texture, or anything), optionally applies RGBA colorScale to it, and returns CPU data for further usage.
846
- * Note that there are WebGL / WebGPU rules preventing some use of data between WebGL contexts.
847
- */
848
- async function decompressGpuTexture(texture, maxTextureSize = Infinity, renderer = null, colorScale = undefined) {
849
- if (!fullscreenQuadGeometry)
850
- fullscreenQuadGeometry = new PlaneGeometry(2, 2, 1, 1);
851
- if (!fullscreenQuadMaterial)
852
- fullscreenQuadMaterial = new ShaderMaterial({
853
- uniforms: {
854
- blitTexture: new Uniform(texture),
855
- flipY: new Uniform(false),
856
- scale: new Uniform(new Vector4(1, 1, 1, 1)),
857
- },
858
- vertexShader: `
859
- varying vec2 vUv;
860
- uniform bool flipY;
861
- void main(){
862
- vUv = uv;
863
- if (flipY)
864
- vUv.y = 1. - vUv.y;
865
- gl_Position = vec4(position.xy * 1.0,0.,.999999);
866
- }`,
867
- fragmentShader: `
868
- uniform sampler2D blitTexture;
869
- uniform vec4 scale;
870
- varying vec2 vUv;
871
-
872
- void main(){
873
- gl_FragColor = vec4(vUv.xy, 0, 1);
874
-
875
- #ifdef IS_SRGB
876
- gl_FragColor = sRGBTransferOETF( texture2D( blitTexture, vUv) );
877
- #else
878
- gl_FragColor = texture2D( blitTexture, vUv);
879
- #endif
880
-
881
- gl_FragColor.rgba *= scale.rgba;
882
- }`
883
- });
884
- // update uniforms
885
- const uniforms = fullscreenQuadMaterial.uniforms;
886
- uniforms.blitTexture.value = texture;
887
- uniforms.flipY.value = false;
888
- uniforms.scale.value = new Vector4(1, 1, 1, 1);
889
- if (colorScale !== undefined)
890
- uniforms.scale.value.copy(colorScale);
891
- fullscreenQuadMaterial.defines.IS_SRGB = texture.colorSpace == SRGBColorSpace;
892
- fullscreenQuadMaterial.needsUpdate = true;
893
- if (!fullscreenQuad) {
894
- fullscreenQuad = new Mesh(fullscreenQuadGeometry, fullscreenQuadMaterial);
895
- fullscreenQuad.frustumCulled = false;
896
- }
897
- const _camera = new PerspectiveCamera();
898
- const _scene = new Scene();
899
- _scene.add(fullscreenQuad);
900
- if (!renderer) {
901
- renderer = _renderer = new WebGLRenderer({ antialias: false, alpha: true, premultipliedAlpha: false, preserveDrawingBuffer: true });
902
- }
903
- const width = Math.min(texture.image.width, maxTextureSize);
904
- const height = Math.min(texture.image.height, maxTextureSize);
905
- // dispose render target if the size is wrong
906
- if (renderTarget && (renderTarget.width !== width || renderTarget.height !== height)) {
907
- renderTarget.dispose();
908
- renderTarget = null;
909
- }
910
- if (!renderTarget) {
911
- renderTarget = new WebGLRenderTarget(width, height, { format: RGBAFormat, type: UnsignedByteType, minFilter: LinearFilter, magFilter: LinearFilter });
912
- }
913
- renderer.setRenderTarget(renderTarget);
914
- renderer.setSize(width, height);
915
- renderer.clear();
916
- renderer.render(_scene, _camera);
917
- if (_renderer) {
918
- _renderer.dispose();
919
- _renderer = null;
920
- }
921
- const buffer = new Uint8ClampedArray(renderTarget.width * renderTarget.height * 4);
922
- renderer.readRenderTargetPixels(renderTarget, 0, 0, renderTarget.width, renderTarget.height, buffer);
923
- const imageData = new ImageData(buffer, renderTarget.width, renderTarget.height, undefined);
924
- const bmp = await createImageBitmap(imageData, { premultiplyAlpha: "none" });
925
- return {
926
- imageData,
927
- imageBitmap: bmp
928
- };
929
- }
930
- /** Checks if the given image is of a type with readable data and width/height */
931
- function isImageBitmap(image) {
932
- return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
933
- (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
934
- (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
935
- (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
936
- }
937
- /** This method uses a 'bitmaprenderer' context and doesn't do any pixel manipulation.
938
- * This way, we can keep the alpha channel as it was, but we're losing the ability to do pixel manipulations or resize operations. */
939
- async function imageToCanvasUnpremultiplied(image, maxTextureSize = 4096) {
940
- const scale = maxTextureSize / Math.max(image.width, image.height);
941
- const width = image.width * Math.min(1, scale);
942
- const height = image.height * Math.min(1, scale);
943
- const canvas = new OffscreenCanvas(width, height);
944
- const settings = { premultiplyAlpha: "none" };
945
- if (image.width !== width)
946
- settings.resizeWidth = width;
947
- if (image.height !== height)
948
- settings.resizeHeight = height;
949
- const imageBitmap = await createImageBitmap(image, settings);
950
- const ctx = canvas.getContext("bitmaprenderer");
951
- if (ctx) {
952
- ctx.transferFromImageBitmap(imageBitmap);
953
- }
954
- return canvas;
955
- }
956
- /** This method uses a '2d' canvas context for pixel manipulation, and can apply a color scale or Y flip to the given image.
957
- * Unfortunately, canvas always uses premultiplied data, and thus images with low alpha values (or multiplying by a=0) will result in black pixels.
958
- */
959
- async function imageToCanvas(image, color = undefined, flipY = false, maxTextureSize = 4096) {
960
- if (isImageBitmap(image)) {
961
- // max. canvas size on Safari is still 4096x4096
962
- const scale = maxTextureSize / Math.max(image.width, image.height);
963
- const canvas = new OffscreenCanvas(image.width * Math.min(1, scale), image.height * Math.min(1, scale));
964
- const context = canvas.getContext('2d', { alpha: true, premultipliedAlpha: false });
965
- if (!context)
966
- throw new Error('Could not get canvas 2D context');
967
- if (flipY === true) {
968
- context.translate(0, canvas.height);
969
- context.scale(1, -1);
970
- }
971
- context.drawImage(image, 0, 0, canvas.width, canvas.height);
972
- // Currently only used to apply opacity scale since QuickLook and usdview don't support that yet
973
- if (color !== undefined) {
974
- const r = color.x;
975
- const g = color.y;
976
- const b = color.z;
977
- const a = color.w;
978
- const imagedata = context.getImageData(0, 0, canvas.width, canvas.height);
979
- const data = imagedata.data;
980
- for (let i = 0; i < data.length; i += 4) {
981
- data[i + 0] = data[i + 0] * r;
982
- data[i + 1] = data[i + 1] * g;
983
- data[i + 2] = data[i + 2] * b;
984
- data[i + 3] = data[i + 3] * a;
985
- }
986
- context.putImageData(imagedata, 0, 0);
987
- }
988
- return canvas;
989
- }
990
- else {
991
- throw new Error('NeedleUSDZExporter: No valid image data found. Unable to process texture.');
992
- }
993
- }
994
- //
995
- const PRECISION = 7;
996
- function buildHeader() {
997
- return `#usda 1.0
998
- (
999
- customLayerData = {
1000
- string creator = "Needle Engine USDZExporter"
1001
- }
1002
- metersPerUnit = 1
1003
- upAxis = "Y"
1004
- )
1005
- `;
1006
- }
1007
- function buildUSDFileAsString(dataToInsert, _context) {
1008
- let output = buildHeader();
1009
- output += dataToInsert;
1010
- return fflate.strToU8(output);
1011
- }
1012
- function getObjectId(object) {
1013
- return object.name.replace(/[-<>\(\)\[\]§$%&\/\\\=\?\,\;]/g, '') + '_' + object.id;
1014
- }
1015
- function getBoneName(bone) {
1016
- return makeNameSafe(bone.name || 'bone_' + bone.uuid);
1017
- }
1018
- function getGeometryName(geometry, _fallbackName) {
1019
- // Using object names here breaks instancing...
1020
- // So we removed fallbackName again. Downside: geometries don't have nice names...
1021
- // A better workaround would be that we actually name them on glTF import (so the geometry has a name, not the object)
1022
- return makeNameSafe(geometry.name || 'Geometry') + "_" + geometry.id;
1023
- }
1024
- function getMaterialName(material) {
1025
- return makeNameSafe(material.name || 'Material') + "_" + material.id;
1026
- }
1027
- function getPathToSkeleton(bone, assumedRoot) {
1028
- let path = getBoneName(bone);
1029
- let current = bone.parent;
1030
- while (current && current !== assumedRoot) {
1031
- path = getBoneName(current) + '/' + path;
1032
- current = current.parent;
1033
- }
1034
- return path;
1035
- }
1036
- // Xform
1037
- export function buildXform(model, writer, context) {
1038
- if (model == null)
1039
- return;
1040
- Progress.report("export-usdz-xforms", { message: "buildXform " + model.displayName || model.name, autoStep: true });
1041
- // const matrix = model.matrix;
1042
- const transform = model.transform;
1043
- const geometry = model.geometry;
1044
- const material = model.material;
1045
- const camera = model.camera;
1046
- const name = model.name;
1047
- if (model.animations) {
1048
- for (const animation of model.animations) {
1049
- context.animations.push(animation);
1050
- }
1051
- }
1052
- // const transform = buildMatrix( matrix );
1053
- /*
1054
- if ( matrix.determinant() < 0 ) {
1055
-
1056
- console.warn( 'NeedleUSDZExporter: USDZ does not support negative scales', name );
1057
-
1058
- }
1059
- */
1060
- const isSkinnedMesh = geometry && geometry.isBufferGeometry && geometry.attributes.skinIndex !== undefined && geometry.attributes.skinIndex.count > 0;
1061
- const objType = isSkinnedMesh ? 'SkelRoot' : 'Xform';
1062
- const _apiSchemas = new Array();
1063
- // Specific case: the material is white unlit, the mesh has vertex colors, so we can
1064
- // export as displayColor directly
1065
- const isUnlitDisplayColor = material && material instanceof MeshBasicMaterial &&
1066
- material.color && material.color.r === 1 && material.color.g === 1 && material.color.b === 1 &&
1067
- !material.map && material.opacity === 1 &&
1068
- geometry?.attributes.color;
1069
- if (geometry?.attributes.color && !isUnlitDisplayColor) {
1070
- console.warn("NeedleUSDZExporter: Geometry has vertex colors. Vertex colors will only be shown in QuickLook for unlit materials with white color and no texture. Otherwise, they will be ignored.", model.displayName);
1071
- }
1072
- writer.appendLine();
1073
- if (geometry) {
1074
- writer.beginBlock(`def ${objType} "${name}"`, "(", false);
1075
- // NE-4084: To use the doubleSided workaround with skeletal meshes we'd have to
1076
- // also emit extra data for jointIndices etc., so we're skipping skinned meshes here.
1077
- if (context.quickLookCompatible && material && material.side === DoubleSide && !isSkinnedMesh)
1078
- writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry_doubleSided>`);
1079
- else
1080
- writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry>`);
1081
- if (!isUnlitDisplayColor)
1082
- _apiSchemas.push("MaterialBindingAPI");
1083
- if (isSkinnedMesh)
1084
- _apiSchemas.push("SkelBindingAPI");
1085
- }
1086
- else if (camera && !context.quickLookCompatible)
1087
- writer.beginBlock(`def Camera "${name}"`, "(", false);
1088
- else if (model.type !== undefined)
1089
- writer.beginBlock(`def ${model.type} "${name}"`);
1090
- else // if (model.type === undefined)
1091
- writer.beginBlock(`def Xform "${name}"`, "(", false);
1092
- if (model.type === undefined) {
1093
- if (model.extraSchemas?.length)
1094
- _apiSchemas.push(...model.extraSchemas);
1095
- if (_apiSchemas.length)
1096
- writer.appendLine(`prepend apiSchemas = [${_apiSchemas.map(s => `"${s}"`).join(', ')}]`);
1097
- }
1098
- if (model.displayName)
1099
- writer.appendLine(`displayName = "${makeDisplayNameSafe(model.displayName)}"`);
1100
- if (camera || model.type === undefined) {
1101
- writer.closeBlock(")");
1102
- writer.beginBlock();
1103
- }
1104
- if (geometry && material) {
1105
- if (!isUnlitDisplayColor) {
1106
- const materialName = getMaterialName(material);
1107
- writer.appendLine(`rel material:binding = </StageRoot/Materials/${materialName}>`);
1108
- }
1109
- // Turns out QuickLook / RealityKit doesn't support the doubleSided attribute, so we
1110
- // work around that by emitting additional indices above, and then we shouldn't emit the attribute either as geometry is
1111
- // already doubleSided then.
1112
- if (!context.quickLookCompatible && material.side === DoubleSide) {
1113
- // double-sided is a mesh property in USD, we can apply it as `over` here
1114
- writer.beginBlock(`over "Geometry" `);
1115
- writer.appendLine(`uniform bool doubleSided = 1`);
1116
- writer.closeBlock();
1117
- }
1118
- }
1119
- let haveWrittenAnyXformOps = false;
1120
- if (isSkinnedMesh) {
1121
- writer.appendLine(`rel skel:skeleton = <Rig>`);
1122
- writer.appendLine(`rel skel:animationSource = <Rig/_anim>`);
1123
- haveWrittenAnyXformOps = false;
1124
- // writer.appendLine( `matrix4d xformOp:transform = ${buildMatrix(new Matrix4())}` ); // always identity / in world space
1125
- }
1126
- else if (model.type === undefined) {
1127
- if (transform) {
1128
- haveWrittenAnyXformOps = haveWrittenAnyXformOps || (transform.position !== null || transform.quaternion !== null || transform.scale !== null);
1129
- if (transform.position) {
1130
- model.needsTranslate = true;
1131
- writer.appendLine(`double3 xformOp:translate = (${fn(transform.position.x)}, ${fn(transform.position.y)}, ${fn(transform.position.z)})`);
1132
- }
1133
- if (transform.quaternion) {
1134
- model.needsOrient = true;
1135
- writer.appendLine(`quatf xformOp:orient = (${fn(transform.quaternion.w)}, ${fn(transform.quaternion.x)}, ${fn(transform.quaternion.y)}, ${fn(transform.quaternion.z)})`);
1136
- }
1137
- if (transform.scale) {
1138
- model.needsScale = true;
1139
- writer.appendLine(`double3 xformOp:scale = (${fn(transform.scale.x)}, ${fn(transform.scale.y)}, ${fn(transform.scale.z)})`);
1140
- }
1141
- }
1142
- }
1143
- if (model.visibility !== undefined)
1144
- writer.appendLine(`token visibility = "${model.visibility}"`);
1145
- if (camera && !context.quickLookCompatible) {
1146
- if ('isOrthographicCamera' in camera && camera.isOrthographicCamera) {
1147
- writer.appendLine(`float2 clippingRange = (${camera.near}, ${camera.far})`);
1148
- writer.appendLine(`float horizontalAperture = ${((Math.abs(camera.left) + Math.abs(camera.right)) * 10).toPrecision(PRECISION)}`);
1149
- writer.appendLine(`float verticalAperture = ${((Math.abs(camera.top) + Math.abs(camera.bottom)) * 10).toPrecision(PRECISION)}`);
1150
- writer.appendLine('token projection = "orthographic"');
1151
- }
1152
- else if ('isPerspectiveCamera' in camera && camera.isPerspectiveCamera) {
1153
- writer.appendLine(`float2 clippingRange = (${camera.near.toPrecision(PRECISION)}, ${camera.far.toPrecision(PRECISION)})`);
1154
- writer.appendLine(`float focalLength = ${camera.getFocalLength().toPrecision(PRECISION)}`);
1155
- writer.appendLine(`float focusDistance = ${camera.focus.toPrecision(PRECISION)}`);
1156
- writer.appendLine(`float horizontalAperture = ${camera.getFilmWidth().toPrecision(PRECISION)}`);
1157
- writer.appendLine('token projection = "perspective"');
1158
- writer.appendLine(`float verticalAperture = ${camera.getFilmHeight().toPrecision(PRECISION)}`);
1159
- }
1160
- }
1161
- if (model.onSerialize) {
1162
- model.onSerialize(writer, context);
1163
- }
1164
- // after serialization, we know which xformops to actually define here:
1165
- if (model.type === undefined) {
1166
- // TODO only write the necessary ones – this isn't trivial though because we need to know
1167
- // if some of them are animated, and then we need to include those.
1168
- // Best approach would likely be to write xformOpOrder _after_ onSerialize
1169
- // and keep track of what was written in onSerialize (e.g. model.needsTranslate = true)
1170
- const ops = new Array();
1171
- if (model.needsTranslate)
1172
- ops.push('"xformOp:translate"');
1173
- if (model.needsOrient)
1174
- ops.push('"xformOp:orient"');
1175
- if (model.needsScale)
1176
- ops.push('"xformOp:scale"');
1177
- if (ops.length)
1178
- writer.appendLine(`uniform token[] xformOpOrder = [${ops.join(', ')}]`);
1179
- }
1180
- if (model.children) {
1181
- writer.appendLine();
1182
- for (const ch of model.children) {
1183
- buildXform(ch, writer, context);
1184
- }
1185
- }
1186
- writer.closeBlock();
1187
- }
1188
- function fn(num) {
1189
- return Number.isInteger(num) ? num.toString() : num.toFixed(10);
1190
- }
1191
- function buildMatrix(matrix) {
1192
- const array = matrix.elements;
1193
- return `( ${buildMatrixRow(array, 0)}, ${buildMatrixRow(array, 4)}, ${buildMatrixRow(array, 8)}, ${buildMatrixRow(array, 12)} )`;
1194
- }
1195
- function buildMatrixRow(array, offset) {
1196
- return `(${fn(array[offset + 0])}, ${fn(array[offset + 1])}, ${fn(array[offset + 2])}, ${fn(array[offset + 3])})`;
1197
- }
1198
- // Mesh
1199
- function buildMeshObject(geometry, bonesArray = [], quickLookCompatible = true) {
1200
- const mesh = buildMesh(geometry, bonesArray, quickLookCompatible);
1201
- return `
1202
- def "Geometry"
1203
- ${mesh}
1204
- `;
1205
- }
1206
- function buildMesh(geometry, bones = [], quickLookCompatible = true) {
1207
- const name = 'Geometry';
1208
- const attributes = geometry.attributes;
1209
- const count = attributes.position.count;
1210
- const hasBones = bones && bones.length > 0;
1211
- // We need to sort bones and all skinning data by path –
1212
- // Neither glTF nor three.js care, but in USD they must be sorted
1213
- // since the array defines the virtual hierarchy and is evaluated in that order
1214
- const sortedBones = [];
1215
- const indexMapping = [];
1216
- let sortedSkinIndex = new Array();
1217
- let sortedSkinIndexAttribute = attributes.skinIndex;
1218
- let bonesArray = "";
1219
- if (hasBones) {
1220
- const uuidsFound = [];
1221
- for (const bone of bones) {
1222
- // if (bone.parent!.type !== 'Bone')
1223
- {
1224
- sortedBones.push({ bone: bone, index: bones.indexOf(bone) });
1225
- uuidsFound.push(bone.uuid);
1226
- }
1227
- }
1228
- let maxSteps = 10_000;
1229
- while (uuidsFound.length < bones.length && maxSteps-- > 0) {
1230
- for (const sortedBone of sortedBones) {
1231
- const children = sortedBone.bone.children;
1232
- for (const childBone of children) {
1233
- if (uuidsFound.indexOf(childBone.uuid) === -1 && bones.indexOf(childBone) !== -1) {
1234
- sortedBones.push({ bone: childBone, index: bones.indexOf(childBone) });
1235
- uuidsFound.push(childBone.uuid);
1236
- }
1237
- }
1238
- }
1239
- }
1240
- if (maxSteps <= 0)
1241
- console.error("Failed to sort bones in skinned mesh", sortedBones, bones, uuidsFound);
1242
- // add structural nodes to the list of bones
1243
- for (const structuralNode of findStructuralNodesInBoneHierarchy(bones)) {
1244
- sortedBones.push({ bone: structuralNode, index: sortedBones.length });
1245
- }
1246
- // sort bones by path – need to be sorted in the same order as during mesh export
1247
- const assumedRoot = sortedBones[0].bone.parent;
1248
- sortedBones.sort((a, b) => getPathToSkeleton(a.bone, assumedRoot) > getPathToSkeleton(b.bone, assumedRoot) ? 1 : -1);
1249
- bonesArray = sortedBones.map(x => "\"" + getPathToSkeleton(x.bone, assumedRoot) + "\"").join(', ');
1250
- // TODO we can probably skip the expensive attribute re-ordering if the bones were already in a correct order.
1251
- // That doesn't mean that they are strictly sorted by path – just that all parents strictly need to come first.
1252
- // build index mapping
1253
- for (const i in sortedBones) {
1254
- indexMapping[sortedBones[i].index] = parseInt(i);
1255
- }
1256
- // remap skin index attributes
1257
- const skinIndex = attributes.skinIndex;
1258
- sortedSkinIndex = new Array();
1259
- for (let i = 0; i < skinIndex.count; i++) {
1260
- const x = skinIndex.getX(i);
1261
- const y = skinIndex.getY(i);
1262
- const z = skinIndex.getZ(i);
1263
- const w = skinIndex.getW(i);
1264
- sortedSkinIndex.push(indexMapping[x], indexMapping[y], indexMapping[z], indexMapping[w]);
1265
- }
1266
- // turn it back into an attribute so the rest of the code doesn't need to learn a new thing
1267
- sortedSkinIndexAttribute = new BufferAttribute(new Uint16Array(sortedSkinIndex), 4);
1268
- }
1269
- const isSkinnedMesh = attributes.skinWeight && attributes.skinIndex;
1270
- return `
1271
- {
1272
- def Mesh "${name}" ${isSkinnedMesh ? `(
1273
- prepend apiSchemas = ["SkelBindingAPI"]
1274
- )` : ''}
1275
- {
1276
- int[] faceVertexCounts = [${buildMeshVertexCount(geometry)}]
1277
- int[] faceVertexIndices = [${buildMeshVertexIndices(geometry)}]
1278
- ${attributes.normal || quickLookCompatible ? // in QuickLook, normals are required, otherwise double-sided rendering doesn't work.
1279
- `normal3f[] normals = [${buildVector3Array(attributes.normal, count)}] (
1280
- interpolation = "vertex"
1281
- )` : ''}
1282
- point3f[] points = [${buildVector3Array(attributes.position, count)}]
1283
- ${attributes.uv ?
1284
- `texCoord2f[] primvars:st = [${buildVector2Array(attributes.uv, count, true)}] (
1285
- interpolation = "vertex"
1286
- )` : ''}
1287
- ${attributes.uv1 ? buildCustomAttributeAccessor('st1', attributes.uv1) : ''}
1288
- ${attributes.uv2 ? buildCustomAttributeAccessor('st2', attributes.uv2) : ''}
1289
- ${attributes.uv3 ? buildCustomAttributeAccessor('st3', attributes.uv3) : ''}
1290
- ${isSkinnedMesh ?
1291
- `matrix4d primvars:skel:geomBindTransform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) (
1292
- elementSize = 1
1293
- interpolation = "constant"
1294
- )` : ''}
1295
- ${attributes.skinIndex ?
1296
- `int[] primvars:skel:jointIndices = [${buildVector4Array(sortedSkinIndexAttribute, true)}] (
1297
- elementSize = 4
1298
- interpolation = "vertex"
1299
- )` : ''}
1300
- ${attributes.skinWeight ?
1301
- `float[] primvars:skel:jointWeights = [${buildVector4Array(attributes.skinWeight)}] (
1302
- elementSize = 4
1303
- interpolation = "vertex"
1304
- )` : ''}
1305
- ${attributes.color ?
1306
- `color3f[] primvars:displayColor = [${buildVector3Array(attributes.color, count)}] (
1307
- interpolation = "vertex"
1308
- )` : ''}
1309
- uniform token subdivisionScheme = "none"
1310
- }
1311
- }
1312
- ${quickLookCompatible ? `
1313
- # This is a workaround for QuickLook/RealityKit not supporting the doubleSided attribute. We're adding a second
1314
- # geometry definition here, that uses the same mesh data but appends extra faces with reversed winding order.
1315
- def "${name}_doubleSided" (
1316
- prepend references = </Geometry>
1317
- )
1318
- {
1319
- over "Geometry"
1320
- {
1321
- int[] faceVertexCounts = [${buildMeshVertexCount(geometry) + ", " + buildMeshVertexCount(geometry)}]
1322
- int[] faceVertexIndices = [${buildMeshVertexIndices(geometry) + ", " + buildMeshVertexIndices(geometry, true)}]
1323
- }
1324
- }
1325
- ` : ''}
1326
- `;
1327
- }
1328
- function buildMeshVertexCount(geometry) {
1329
- const count = geometry.index !== null ? geometry.index.count : geometry.attributes.position.count;
1330
- return Array(Math.floor(count / 3)).fill(3).join(', ');
1331
- }
1332
- function buildMeshVertexIndices(geometry, reverseWinding = false) {
1333
- const index = geometry.index;
1334
- const array = [];
1335
- if (index !== null) {
1336
- for (let i = 0; i < index.count; i++) {
1337
- let val = i;
1338
- if (reverseWinding)
1339
- val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1340
- array.push(index.getX(val));
1341
- }
1342
- }
1343
- else {
1344
- const length = geometry.attributes.position.count;
1345
- for (let i = 0; i < length; i++) {
1346
- let val = i;
1347
- if (reverseWinding)
1348
- val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1349
- array.push(val);
1350
- }
1351
- }
1352
- return array.join(', ');
1353
- }
1354
- /** Returns a string with the correct attribute declaration for the given attribute. Could have 2,3,4 components. */
1355
- function buildCustomAttributeAccessor(primvarName, attribute) {
1356
- const count = attribute.itemSize;
1357
- switch (count) {
1358
- case 2:
1359
- // TODO: Check if we want to flip Y here as well. We do that for texcoords, but the data in UV1..N could be intended for other purposes.
1360
- return `texCoord2f[] primvars:${primvarName} = [${buildVector2Array(attribute, count, true)}] (
1361
- interpolation = "vertex"
1362
- )`;
1363
- case 3:
1364
- return `texCoord3f[] primvars:${primvarName} = [${buildVector3Array(attribute, count)}] (
1365
- interpolation = "vertex"
1366
- )`;
1367
- case 4:
1368
- return `double4[] primvars:${primvarName} = [${buildVector4Array2(attribute, count)}] (
1369
- interpolation = "vertex"
1370
- )`;
1371
- default:
1372
- console.warn('USDZExporter: Attribute with ' + count + ' components are currently not supported. Results may be undefined for ' + primvarName + '.');
1373
- return '';
1374
- }
1375
- }
1376
- function buildVector3Array(attribute, count) {
1377
- if (attribute === undefined) {
1378
- console.warn('USDZExporter: A mesh attribute is missing and will be set with placeholder data. The result may look incorrect.');
1379
- return Array(count).fill('(0, 0, 1)').join(', ');
1380
- }
1381
- const array = [];
1382
- for (let i = 0; i < attribute.count; i++) {
1383
- const x = attribute.getX(i);
1384
- const y = attribute.getY(i);
1385
- const z = attribute.getZ(i);
1386
- array.push(`(${x.toPrecision(PRECISION)}, ${y.toPrecision(PRECISION)}, ${z.toPrecision(PRECISION)})`);
1387
- }
1388
- return array.join(', ');
1389
- }
1390
- function buildVector4Array2(attribute, count) {
1391
- if (attribute === undefined) {
1392
- console.warn('USDZExporter: Attribute is missing. Results may be undefined.');
1393
- return Array(count).fill('(0, 0, 0, 0)').join(', ');
1394
- }
1395
- const array = [];
1396
- for (let i = 0; i < attribute.count; i++) {
1397
- const x = attribute.getX(i);
1398
- const y = attribute.getY(i);
1399
- const z = attribute.getZ(i) || 0;
1400
- const w = attribute.getW(i) || 0;
1401
- array.push(`(${x.toPrecision(PRECISION)}, ${y.toPrecision(PRECISION)}, ${z.toPrecision(PRECISION)}, ${w.toPrecision(PRECISION)})`);
1402
- }
1403
- return array.join(', ');
1404
- }
1405
- function buildVector4Array(attribute, ints = false) {
1406
- const array = [];
1407
- for (let i = 0; i < attribute.count; i++) {
1408
- const x = attribute.getX(i);
1409
- const y = attribute.getY(i);
1410
- const z = attribute.getZ(i);
1411
- const w = attribute.getW(i);
1412
- array.push(`${ints ? x : x.toPrecision(PRECISION)}`);
1413
- array.push(`${ints ? y : y.toPrecision(PRECISION)}`);
1414
- array.push(`${ints ? z : z.toPrecision(PRECISION)}`);
1415
- array.push(`${ints ? w : w.toPrecision(PRECISION)}`);
1416
- }
1417
- return array.join(', ');
1418
- }
1419
- function buildVector2Array(attribute, count, flipY = false) {
1420
- if (attribute === undefined) {
1421
- console.warn('USDZExporter: UVs missing.');
1422
- return Array(count).fill('(0, 0)').join(', ');
1423
- }
1424
- const array = [];
1425
- for (let i = 0; i < attribute.count; i++) {
1426
- const x = attribute.getX(i);
1427
- let y = attribute.getY(i);
1428
- if (flipY)
1429
- y = 1 - y;
1430
- array.push(`(${x.toPrecision(PRECISION)}, ${y.toPrecision(PRECISION)})`);
1431
- }
1432
- return array.join(', ');
1433
- }
1434
- // Materials
1435
- function buildMaterials(materials, textures, quickLookCompatible = false) {
1436
- const array = [];
1437
- for (const uuid in materials) {
1438
- const material = materials[uuid];
1439
- array.push(buildMaterial(material, textures, quickLookCompatible));
1440
- }
1441
- return `
1442
- def "Materials"
1443
- {
1444
- ${array.join('')}
1445
- }`;
1446
- }
1447
- function texName(tex) {
1448
- // If we have a source, we only want to use the source's id, not the texture's id
1449
- // to avoid exporting the same underlying data multiple times.
1450
- return makeNameSafe(tex.name) + '_' + (tex.source?.id ?? tex.id);
1451
- }
1452
- function buildTexture(texture, mapType, quickLookCompatible, textures, material, usedUVChannels, color = undefined, opacity = undefined) {
1453
- const name = texName(texture);
1454
- // File names need to be unique; so when we're baking color and/or opacity into a texture we need to keep track of that.
1455
- // TODO This currently results in textures potentially being exported multiple times that are actually identical!
1456
- // const colorHex = color ? color.getHexString() : undefined;
1457
- // const colorId = ( color && colorHex != 'ffffff' ? '_' + color.getHexString() : '' );
1458
- const id = name + (opacity !== undefined && opacity !== 1.0 ? '_' + opacity : '');
1459
- // Seems neither QuickLook nor usdview support scale/bias on .a values, so we need to bake opacity multipliers into
1460
- // the texture. This is not ideal.
1461
- const opacityIsAppliedToTextureAndNotAsScale = quickLookCompatible && opacity !== undefined && opacity !== 1.0;
1462
- const scaleToApply = opacityIsAppliedToTextureAndNotAsScale ? new Vector4(1, 1, 1, opacity) : undefined;
1463
- // Treat undefined opacity as 1
1464
- if (opacity === undefined)
1465
- opacity = 1.0;
1466
- // When we're baking opacity into the texture, we shouldn't apply it as scale as well – so we set it to 1.
1467
- if (opacityIsAppliedToTextureAndNotAsScale)
1468
- opacity = 1.0;
1469
- // sanitize scaleToApply.w === 0 - this isn't working right now, seems the PNG can't be read back properly.
1470
- if (scaleToApply && scaleToApply.w <= 0.05)
1471
- scaleToApply.w = 0.05;
1472
- textures[id] = { texture, scale: scaleToApply };
1473
- const uv = texture.channel > 0 ? 'st' + texture.channel : 'st';
1474
- usedUVChannels.add(texture.channel);
1475
- const isRGBA = formatsWithAlphaChannel.includes(texture.format);
1476
- const WRAPPINGS = {
1477
- 1000: 'repeat',
1478
- 1001: 'clamp',
1479
- 1002: 'mirror' // MirroredRepeatWrapping
1480
- };
1481
- const repeat = texture.repeat.clone();
1482
- const offset = texture.offset.clone();
1483
- const rotation = texture.rotation;
1484
- // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot
1485
- const xRotationOffset = Math.sin(rotation);
1486
- const yRotationOffset = Math.cos(rotation);
1487
- // texture coordinates start in the opposite corner, need to correct
1488
- offset.y = 1 - offset.y - repeat.y;
1489
- // turns out QuickLook is buggy and interprets texture repeat inverted.
1490
- // Apple Feedback: FB10036297 and FB11442287
1491
- if (quickLookCompatible) {
1492
- // This is NOT correct yet in QuickLook, but comes close for a range of models.
1493
- // It becomes more incorrect the bigger the offset is
1494
- // sanitize repeat values to avoid NaNs
1495
- if (repeat.x === 0)
1496
- repeat.x = 0.0001;
1497
- if (repeat.y === 0)
1498
- repeat.y = 0.0001;
1499
- offset.x = offset.x / repeat.x;
1500
- offset.y = offset.y / repeat.y;
1501
- offset.x += xRotationOffset / repeat.x;
1502
- offset.y += yRotationOffset - 1;
1503
- }
1504
- else {
1505
- // results match glTF results exactly. verified correct in usdview.
1506
- offset.x += xRotationOffset * repeat.x;
1507
- offset.y += (1 - yRotationOffset) * repeat.y;
1508
- }
1509
- const materialName = getMaterialName(material);
1510
- const needsTextureTransform = (repeat.x != 1 || repeat.y != 1 || offset.x != 0 || offset.y != 0 || rotation != 0);
1511
- const textureTransformInput = `${materialRoot}/${materialName}/${'uvReader_' + uv}.outputs:result>`;
1512
- const textureTransformOutput = `${materialRoot}/${materialName}/Transform2d_${mapType}.outputs:result>`;
1513
- const needsTextureScale = mapType !== 'normal' && (color && (color.r !== 1 || color.g !== 1 || color.b !== 1 || opacity !== 1)) || false;
1514
- const needsNormalScaleAndBias = mapType === 'normal';
1515
- const normalScale = material instanceof MeshStandardMaterial ? (material.normalScale ? material.normalScale.x * 2 : 2) : 2;
1516
- const normalScaleValueString = normalScale.toFixed(PRECISION);
1517
- const normalBiasString = (-1 * (normalScale / 2)).toFixed(PRECISION);
1518
- const normalBiasZString = (1 - normalScale).toFixed(PRECISION);
1519
- return `
1520
- ${needsTextureTransform ? `def Shader "Transform2d_${mapType}" (
1521
- sdrMetadata = {
1522
- string role = "math"
1523
- }
1524
- )
1525
- {
1526
- uniform token info:id = "UsdTransform2d"
1527
- float2 inputs:in.connect = ${textureTransformInput}
1528
- float2 inputs:scale = ${buildVector2(repeat)}
1529
- float2 inputs:translation = ${buildVector2(offset)}
1530
- float inputs:rotation = ${(rotation / Math.PI * 180).toFixed(PRECISION)}
1531
- float2 outputs:result
1532
- }
1533
- ` : ''}
1534
- def Shader "${name}_${mapType}"
1535
- {
1536
- uniform token info:id = "UsdUVTexture"
1537
- asset inputs:file = @textures/${id}.${isRGBA ? 'png' : 'jpg'}@
1538
- token inputs:sourceColorSpace = "${texture.colorSpace === 'srgb' ? 'sRGB' : 'raw'}"
1539
- float2 inputs:st.connect = ${needsTextureTransform ? textureTransformOutput : textureTransformInput}
1540
- ${needsTextureScale ? `
1541
- float4 inputs:scale = (${color ? color.r + ', ' + color.g + ', ' + color.b : '1, 1, 1'}, ${opacity})
1542
- ` : ``}
1543
- ${needsNormalScaleAndBias ? `
1544
- float4 inputs:scale = (${normalScaleValueString}, ${normalScaleValueString}, ${normalScaleValueString}, 1)
1545
- float4 inputs:bias = (${normalBiasString}, ${normalBiasString}, ${normalBiasZString}, 0)
1546
- ` : ``}
1547
- token inputs:wrapS = "${WRAPPINGS[texture.wrapS]}"
1548
- token inputs:wrapT = "${WRAPPINGS[texture.wrapT]}"
1549
- float outputs:r
1550
- float outputs:g
1551
- float outputs:b
1552
- float3 outputs:rgb
1553
- ${material.transparent || material.alphaTest > 0.0 ? 'float outputs:a' : ''}
1554
- }`;
1555
- }
1556
- function buildMaterial(material, textures, quickLookCompatible = false) {
1557
- const materialName = getMaterialName(material);
1558
- // Special case: occluder material
1559
- // Supported on iOS 18+ and visionOS 1+
1560
- const isShadowCatcherMaterial = material.colorWrite === false ||
1561
- (material.userData?.isShadowCatcherMaterial || material.userData?.isLightBlendMaterial);
1562
- if (isShadowCatcherMaterial) {
1563
- // Two options here:
1564
- // - ND_realitykit_occlusion_surfaceshader (non-shadow receiving)
1565
- // - ND_realitykit_shadowreceiver_surfaceshader (shadow receiving)
1566
- const mode = (material.userData.isLightBlendMaterial || material.userData.isShadowCatcherMaterial)
1567
- ? "ND_realitykit_shadowreceiver_surfaceshader"
1568
- : "ND_realitykit_occlusion_surfaceshader";
1569
- return `
1570
-
1571
- def Material "${materialName}" ${material.name ? `(
1572
- displayName = "${material.name}"
1573
- )` : ''}
1574
- {
1575
- token outputs:mtlx:surface.connect = ${materialRoot}/${materialName}/Occlusion.outputs:out>
1576
-
1577
- def Shader "Occlusion"
1578
- {
1579
- uniform token info:id = "${mode}"
1580
- token outputs:out
1581
- }
1582
- }`;
1583
- }
1584
- // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
1585
- const pad = ' ';
1586
- const inputs = [];
1587
- const samplers = [];
1588
- const usedUVChannels = new Set();
1589
- if (material.isMeshPhysicalNodeMaterial === true) {
1590
- return buildNodeMaterial(material, materialName, textures);
1591
- }
1592
- let effectiveOpacity = (material.transparent || material.alphaTest) ? material.opacity : 1;
1593
- let haveConnectedOpacity = false;
1594
- let haveConnectedOpacityThreshold = false;
1595
- if (material instanceof MeshPhysicalMaterial && material.transmission !== undefined) {
1596
- // TODO does not help when a roughnessMap is used
1597
- effectiveOpacity *= (1 - material.transmission * (1 - (material.roughness * 0.5)));
1598
- }
1599
- if (material.map) {
1600
- inputs.push(`${pad}color3f inputs:diffuseColor.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:rgb>`);
1601
- // Enforce alpha hashing in QuickLook for unlit materials
1602
- if (material instanceof MeshBasicMaterial && material.transparent && material.alphaTest == 0.0 && quickLookCompatible) {
1603
- inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>`);
1604
- haveConnectedOpacity = true;
1605
- // see below – QuickLook applies alpha hashing instead of pure blending when
1606
- // both opacity and opacityThreshold are connected
1607
- inputs.push(`${pad}float inputs:opacityThreshold = ${0.0000000001}`);
1608
- haveConnectedOpacityThreshold = true;
1609
- }
1610
- else if (material.transparent) {
1611
- inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>`);
1612
- haveConnectedOpacity = true;
1613
- }
1614
- else if (material.alphaTest > 0.0) {
1615
- inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>`);
1616
- haveConnectedOpacity = true;
1617
- inputs.push(`${pad}float inputs:opacityThreshold = ${material.alphaTest}`);
1618
- haveConnectedOpacityThreshold = true;
1619
- }
1620
- samplers.push(buildTexture(material.map, 'diffuse', quickLookCompatible, textures, material, usedUVChannels, material.color, effectiveOpacity));
1621
- }
1622
- else {
1623
- inputs.push(`${pad}color3f inputs:diffuseColor = ${buildColor(material.color)}`);
1624
- }
1625
- if (material.alphaHash && quickLookCompatible) {
1626
- // Seems we can do this to basically enforce alpha hashing / dithered transparency in QuickLook –
1627
- // works completely different in usdview though...
1628
- if (haveConnectedOpacityThreshold) {
1629
- console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping alphaHash opacity threshold.');
1630
- }
1631
- else {
1632
- inputs.push(`${pad}float inputs:opacityThreshold = 0.0000000001`);
1633
- haveConnectedOpacityThreshold = true;
1634
- }
1635
- }
1636
- if (material.aoMap) {
1637
- inputs.push(`${pad}float inputs:occlusion.connect = ${materialRoot}/${materialName}/${texName(material.aoMap)}_occlusion.outputs:r>`);
1638
- samplers.push(buildTexture(material.aoMap, 'occlusion', quickLookCompatible, textures, material, usedUVChannels));
1639
- }
1640
- if (material.alphaMap) {
1641
- inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.alphaMap)}_opacity.outputs:r>`);
1642
- // TODO this is likely not correct and will prevent blending from working correctly – masking will be used instead
1643
- inputs.push(`${pad}float inputs:opacityThreshold = 0.0000000001`);
1644
- haveConnectedOpacity = true;
1645
- haveConnectedOpacityThreshold = true;
1646
- samplers.push(buildTexture(material.alphaMap, 'opacity', quickLookCompatible, textures, material, usedUVChannels, new Color(1, 1, 1), effectiveOpacity));
1647
- }
1648
- else { // opacity will always be connected if we have a map
1649
- if (haveConnectedOpacity) {
1650
- console.warn('Opacity for ' + material.name + ' was already connected. Skipping default opacity.');
1651
- }
1652
- else {
1653
- inputs.push(`${pad}float inputs:opacity = ${effectiveOpacity}`);
1654
- haveConnectedOpacity = true;
1655
- }
1656
- if (material.alphaTest > 0.0) {
1657
- if (haveConnectedOpacityThreshold) {
1658
- console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping default opacity threshold.');
1659
- }
1660
- else {
1661
- inputs.push(`${pad}float inputs:opacityThreshold = ${material.alphaTest}`);
1662
- haveConnectedOpacityThreshold = true;
1663
- }
1664
- }
1665
- }
1666
- if (material instanceof MeshStandardMaterial) {
1667
- if (material.emissiveMap) {
1668
- inputs.push(`${pad}color3f inputs:emissiveColor.connect = ${materialRoot}/${materialName}/${texName(material.emissiveMap)}_emissive.outputs:rgb>`);
1669
- const color = material.emissive.clone();
1670
- color.multiplyScalar(material.emissiveIntensity);
1671
- samplers.push(buildTexture(material.emissiveMap, 'emissive', quickLookCompatible, textures, material, usedUVChannels, color));
1672
- }
1673
- else if (material.emissive?.getHex() > 0) {
1674
- const color = material.emissive.clone();
1675
- color.multiplyScalar(material.emissiveIntensity);
1676
- inputs.push(`${pad}color3f inputs:emissiveColor = ${buildColor(color)}`);
1677
- }
1678
- else {
1679
- // We don't need to export (0,0,0) as emissive color
1680
- // inputs.push( `${pad}color3f inputs:emissiveColor = (0, 0, 0)` );
1681
- }
1682
- if (material.normalMap) {
1683
- inputs.push(`${pad}normal3f inputs:normal.connect = ${materialRoot}/${materialName}/${texName(material.normalMap)}_normal.outputs:rgb>`);
1684
- samplers.push(buildTexture(material.normalMap, 'normal', quickLookCompatible, textures, material, usedUVChannels));
1685
- }
1686
- if (material.roughnessMap && material.roughness === 1) {
1687
- inputs.push(`${pad}float inputs:roughness.connect = ${materialRoot}/${materialName}/${texName(material.roughnessMap)}_roughness.outputs:g>`);
1688
- samplers.push(buildTexture(material.roughnessMap, 'roughness', quickLookCompatible, textures, material, usedUVChannels));
1689
- }
1690
- else {
1691
- inputs.push(`${pad}float inputs:roughness = ${material.roughness !== undefined ? material.roughness : 1}`);
1692
- }
1693
- if (material.metalnessMap && material.metalness === 1) {
1694
- inputs.push(`${pad}float inputs:metallic.connect = ${materialRoot}/${materialName}/${texName(material.metalnessMap)}_metallic.outputs:b>`);
1695
- samplers.push(buildTexture(material.metalnessMap, 'metallic', quickLookCompatible, textures, material, usedUVChannels));
1696
- }
1697
- else {
1698
- inputs.push(`${pad}float inputs:metallic = ${material.metalness !== undefined ? material.metalness : 0}`);
1699
- }
1700
- }
1701
- if (material instanceof MeshPhysicalMaterial) {
1702
- inputs.push(`${pad}float inputs:clearcoat = ${material.clearcoat}`);
1703
- inputs.push(`${pad}float inputs:clearcoatRoughness = ${material.clearcoatRoughness}`);
1704
- inputs.push(`${pad}float inputs:ior = ${material.ior}`);
1705
- if (!material.transparent && !(material.alphaTest > 0.0) && material.transmissionMap) {
1706
- inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.transmissionMap)}_transmission.outputs:r>`);
1707
- samplers.push(buildTexture(material.transmissionMap, 'transmission', quickLookCompatible, textures, material, usedUVChannels));
1708
- }
1709
- }
1710
- // check if usedUVChannels contains any data besides exactly 0 or 1
1711
- if (usedUVChannels.size > 2) {
1712
- console.warn('USDZExporter: Material ' + material.name + ' uses more than 2 UV channels. Currently, only UV0 and UV1 are supported.');
1713
- }
1714
- else if (usedUVChannels.size === 2) {
1715
- // check if it's exactly 0 and 1
1716
- if (!usedUVChannels.has(0) || !usedUVChannels.has(1)) {
1717
- console.warn('USDZExporter: Material ' + material.name + ' uses UV channels other than 0 and 1. Currently, only UV0 and UV1 are supported.');
1718
- }
1719
- }
1720
- return `
1721
-
1722
- def Material "${materialName}" ${material.name ? `(
1723
- displayName = "${makeDisplayNameSafe(material.name)}"
1724
- )` : ''}
1725
- {
1726
- token outputs:surface.connect = ${materialRoot}/${materialName}/PreviewSurface.outputs:surface>
1727
-
1728
- def Shader "PreviewSurface"
1729
- {
1730
- uniform token info:id = "UsdPreviewSurface"
1731
- ${inputs.join('\n')}
1732
- int inputs:useSpecularWorkflow = ${material instanceof MeshBasicMaterial ? '1' : '0'}
1733
- token outputs:surface
1734
- }
1735
- ${samplers.length > 0 ? `
1736
- ${usedUVChannels.has(0) ? `
1737
- def Shader "uvReader_st"
1738
- {
1739
- uniform token info:id = "UsdPrimvarReader_float2"
1740
- token inputs:varname = "st"
1741
- float2 inputs:fallback = (0.0, 0.0)
1742
- float2 outputs:result
1743
- }
1744
- ` : ''}
1745
- ${usedUVChannels.has(1) ? `
1746
- def Shader "uvReader_st1"
1747
- {
1748
- uniform token info:id = "UsdPrimvarReader_float2"
1749
- token inputs:varname = "st1"
1750
- float2 inputs:fallback = (0.0, 0.0)
1751
- float2 outputs:result
1752
- }
1753
- ` : ''}
1754
- ${samplers.join('\n')}` : ''}
1755
- }`;
1756
- }
1757
- function buildColor(color) {
1758
- return `(${color.r}, ${color.g}, ${color.b})`;
1759
- }
1760
- function buildVector2(vector) {
1761
- return `(${vector.x}, ${vector.y})`;
1762
- }
1763
- const formatsWithAlphaChannel = [
1764
- // uncompressed formats with alpha channel
1765
- 1023,
1766
- // compressed formats with alpha channel
1767
- 33777,
1768
- 33778,
1769
- 33779,
1770
- 35842,
1771
- 35843,
1772
- 37496,
1773
- 37808,
1774
- 37809,
1775
- 37810,
1776
- 37811,
1777
- 37812,
1778
- 37813,
1779
- 37814,
1780
- 37815,
1781
- 37816,
1782
- 37817,
1783
- 37818,
1784
- 37819,
1785
- 37820,
1786
- 37821,
1787
- 36492, // RGBA_BPTC_Format
1788
- ];
1789
- export { buildMatrix, decompressGpuTexture, findStructuralNodesInBoneHierarchy, formatsWithAlphaChannel, getBoneName, getMaterialName as getMaterialNameForUSD, getPathToSkeleton, imageToCanvas, imageToCanvasUnpremultiplied, makeNameSafe as makeNameSafeForUSD, USDDocument, fn as usdNumberFormatting, USDObject, USDWriter, USDZExporter, USDZExporterContext, };
1
+ import '../../../engine/engine_shims.js';
2
+ import { BufferAttribute, Color, DoubleSide, LinearFilter, Material, MathUtils, Matrix4, Mesh, MeshBasicMaterial, MeshPhysicalMaterial, MeshStandardMaterial, OrthographicCamera, PerspectiveCamera, PlaneGeometry, Quaternion, RGBAFormat, Scene, ShaderMaterial, SkinnedMesh, SRGBColorSpace, Uniform, UnsignedByteType, Vector3, Vector4, WebGLRenderer, WebGLRenderTarget } from 'three';
3
+ import * as fflate from 'three/examples/jsm/libs/fflate.module.js';
4
+ import { VERSION } from "../../../engine/engine_constants.js";
5
+ import { Progress } from '../../../engine/engine_time_utils.js';
6
+ import { buildNodeMaterial } from './extensions/NodeMaterialConverter.js';
7
+ function makeNameSafe(str) {
8
+ // Remove characters that are not allowed in USD ASCII identifiers
9
+ str = str.replace(/[^a-zA-Z0-9_]/g, '');
10
+ // If name doesn't start with a-zA-Z_, add _ to the beginning – required by USD
11
+ if (!str.match(/^[a-zA-Z_]/))
12
+ str = '_' + str;
13
+ return str;
14
+ }
15
+ function makeDisplayNameSafe(str) {
16
+ str = str.replace("\"", "\\\"");
17
+ return str;
18
+ }
19
+ // TODO check if this works when bones in the skeleton are completely unordered
20
+ function findCommonAncestor(objects) {
21
+ if (objects.length === 0)
22
+ return null;
23
+ const ancestors = objects.map((obj) => {
24
+ const objAncestors = new Array();
25
+ while (obj.parent) {
26
+ objAncestors.unshift(obj.parent);
27
+ obj = obj.parent;
28
+ }
29
+ return objAncestors;
30
+ });
31
+ //@ts-ignore – findLast seems to be missing in TypeScript types pre-5.x
32
+ const commonAncestor = ancestors[0].findLast((ancestor) => {
33
+ return ancestors.every((a) => a.includes(ancestor));
34
+ });
35
+ return commonAncestor || null;
36
+ }
37
+ function findStructuralNodesInBoneHierarchy(bones) {
38
+ const commonAncestor = findCommonAncestor(bones);
39
+ // find all structural nodes – parents of bones that are not bones themselves
40
+ const structuralNodes = new Set();
41
+ for (const bone of bones) {
42
+ let current = bone.parent;
43
+ while (current && current !== commonAncestor) {
44
+ if (!bones.includes(current)) {
45
+ structuralNodes.add(current);
46
+ }
47
+ current = current.parent;
48
+ }
49
+ }
50
+ return structuralNodes;
51
+ }
52
+ const PositionIdentity = new Vector3();
53
+ const QuaternionIdentity = new Quaternion();
54
+ const ScaleIdentity = new Vector3(1, 1, 1);
55
+ class USDObject {
56
+ static USDObject_export_id = 0;
57
+ uuid;
58
+ name;
59
+ /** If no type is provided, type is chosen automatically (Xform or Mesh) */
60
+ type;
61
+ /** MaterialBindingAPI and SkelBindingAPI are handled automatically, extra schemas can be added here */
62
+ extraSchemas = [];
63
+ displayName;
64
+ visibility; // defaults to "inherited" in USD
65
+ getMatrix() {
66
+ if (!this.transform)
67
+ return new Matrix4();
68
+ const { position, quaternion, scale } = this.transform;
69
+ const matrix = new Matrix4();
70
+ matrix.compose(position || PositionIdentity, quaternion || QuaternionIdentity, scale || ScaleIdentity);
71
+ return matrix;
72
+ }
73
+ setMatrix(value) {
74
+ if (!value || !(value instanceof Matrix4)) {
75
+ this.transform = null;
76
+ return;
77
+ }
78
+ const position = new Vector3();
79
+ const quaternion = new Quaternion();
80
+ const scale = new Vector3();
81
+ value.decompose(position, quaternion, scale);
82
+ this.transform = { position, quaternion, scale };
83
+ }
84
+ /** @deprecated Use `transform`, or `getMatrix()` if you really need the matrix */
85
+ get matrix() { return this.getMatrix(); }
86
+ /** @deprecated Use `transform`, or `setMatrix()` if you really need the matrix */
87
+ set matrix(value) { this.setMatrix(value); }
88
+ transform = null;
89
+ _isDynamic;
90
+ get isDynamic() { return this._isDynamic; }
91
+ set isDynamic(value) { this._isDynamic = value; }
92
+ geometry;
93
+ material;
94
+ camera;
95
+ parent;
96
+ skinnedMesh;
97
+ children = [];
98
+ animations;
99
+ _eventListeners;
100
+ // these are for tracking which xformops are needed
101
+ needsTranslate = false;
102
+ needsOrient = false;
103
+ needsScale = false;
104
+ static createEmptyParent(object) {
105
+ const emptyParent = new USDObject(MathUtils.generateUUID(), object.name + '_empty_' + (USDObject.USDObject_export_id++), object.transform);
106
+ const parent = object.parent;
107
+ if (parent)
108
+ parent.add(emptyParent);
109
+ emptyParent.add(object);
110
+ emptyParent.isDynamic = true;
111
+ object.transform = null;
112
+ return emptyParent;
113
+ }
114
+ static createEmpty() {
115
+ const empty = new USDObject(MathUtils.generateUUID(), 'Empty_' + (USDObject.USDObject_export_id++));
116
+ empty.isDynamic = true;
117
+ return empty;
118
+ }
119
+ constructor(id, name, transform = null, mesh = null, material = null, camera = null, skinnedMesh = null, animations = null) {
120
+ this.uuid = id;
121
+ this.name = makeNameSafe(name);
122
+ this.displayName = name;
123
+ if (!transform)
124
+ this.transform = null;
125
+ else
126
+ this.transform = {
127
+ position: transform.position?.clone() || null,
128
+ quaternion: transform.quaternion?.clone() || null,
129
+ scale: transform.scale?.clone() || null
130
+ };
131
+ this.geometry = mesh;
132
+ this.material = material;
133
+ this.camera = camera;
134
+ this.parent = null;
135
+ this.children = [];
136
+ this._eventListeners = {};
137
+ this._isDynamic = false;
138
+ this.skinnedMesh = skinnedMesh;
139
+ this.animations = animations;
140
+ }
141
+ is(obj) {
142
+ if (!obj)
143
+ return false;
144
+ return this.uuid === obj.uuid;
145
+ }
146
+ isEmpty() {
147
+ return !this.geometry;
148
+ }
149
+ clone() {
150
+ const clone = new USDObject(MathUtils.generateUUID(), this.name, this.transform, this.geometry, this.material);
151
+ clone.isDynamic = this.isDynamic;
152
+ return clone;
153
+ }
154
+ deepClone() {
155
+ const clone = this.clone();
156
+ for (const child of this.children) {
157
+ if (!child)
158
+ continue;
159
+ clone.add(child.deepClone());
160
+ }
161
+ return clone;
162
+ }
163
+ getPath() {
164
+ let current = this.parent;
165
+ let path = this.name;
166
+ while (current) {
167
+ // StageRoot has a special path right now since there's additional Xforms for encapsulation.
168
+ // Better would be to actually model them as part of our object graph, but they're written separately,
169
+ // so currently we don't and instead work around that here.
170
+ const currentName = current.parent ? current.name : (current.name + "/Scenes/Scene");
171
+ path = currentName + '/' + path;
172
+ current = current.parent;
173
+ }
174
+ return '</' + path + '>';
175
+ }
176
+ add(child) {
177
+ if (child.parent) {
178
+ child.parent.remove(child);
179
+ }
180
+ child.parent = this;
181
+ this.children.push(child);
182
+ }
183
+ remove(child) {
184
+ const index = this.children.indexOf(child);
185
+ if (index >= 0) {
186
+ if (child.parent === this)
187
+ child.parent = null;
188
+ this.children.splice(index, 1);
189
+ }
190
+ }
191
+ addEventListener(evt, listener) {
192
+ if (!this._eventListeners[evt])
193
+ this._eventListeners[evt] = [];
194
+ this._eventListeners[evt].push(listener);
195
+ }
196
+ removeEventListener(evt, listener) {
197
+ if (!this._eventListeners[evt])
198
+ return;
199
+ const index = this._eventListeners[evt].indexOf(listener);
200
+ if (index >= 0) {
201
+ this._eventListeners[evt].splice(index, 1);
202
+ }
203
+ }
204
+ onSerialize(writer, context) {
205
+ const listeners = this._eventListeners['serialize'];
206
+ if (listeners)
207
+ listeners.forEach(listener => listener(writer, context));
208
+ }
209
+ }
210
+ class USDDocument extends USDObject {
211
+ stageLength;
212
+ get isDocumentRoot() {
213
+ return true;
214
+ }
215
+ get isDynamic() {
216
+ return false;
217
+ }
218
+ constructor() {
219
+ super(undefined, 'StageRoot', null, null, null, null);
220
+ this.children = [];
221
+ this.stageLength = 200;
222
+ }
223
+ add(child) {
224
+ child.parent = this;
225
+ this.children.push(child);
226
+ }
227
+ remove(child) {
228
+ const index = this.children.indexOf(child);
229
+ if (index >= 0) {
230
+ if (child.parent === this)
231
+ child.parent = null;
232
+ this.children.splice(index, 1);
233
+ }
234
+ }
235
+ traverse(callback, current = null) {
236
+ if (current !== null)
237
+ callback(current);
238
+ else
239
+ current = this;
240
+ if (current.children) {
241
+ for (const child of current.children) {
242
+ this.traverse(callback, child);
243
+ }
244
+ }
245
+ }
246
+ findById(uuid) {
247
+ let found = false;
248
+ function search(current) {
249
+ if (found)
250
+ return undefined;
251
+ if (current.uuid === uuid) {
252
+ found = true;
253
+ return current;
254
+ }
255
+ if (current.children) {
256
+ for (const child of current.children) {
257
+ if (!child)
258
+ continue;
259
+ const res = search(child);
260
+ if (res)
261
+ return res;
262
+ }
263
+ }
264
+ return undefined;
265
+ }
266
+ return search(this);
267
+ }
268
+ buildHeader(_context) {
269
+ const animationExtension = _context.extensions?.find(ext => ext?.extensionName === 'animation');
270
+ const behaviorExtension = _context.extensions?.find(ext => ext?.extensionName === 'Behaviour');
271
+ const physicsExtension = _context.extensions?.find(ext => ext?.extensionName === 'Physics');
272
+ const startTimeCode = animationExtension?.getStartTimeCode() ?? 0;
273
+ const endTimeCode = animationExtension?.getEndTimeCode() ?? 0;
274
+ let comment = "";
275
+ const registeredClips = animationExtension?.registeredClips;
276
+ if (registeredClips) {
277
+ for (const clip of registeredClips) {
278
+ comment += `\t# Animation: ${clip.name}, start=${animationExtension.getStartTimeByClip(clip) * 60}, length=${clip.duration * 60}\n`;
279
+ }
280
+ }
281
+ const comments = comment;
282
+ return `#usda 1.0
283
+ (
284
+ customLayerData = {
285
+ string creator = "Needle Engine ${VERSION}"
286
+ dictionary Needle = {
287
+ bool animations = ${animationExtension ? 1 : 0}
288
+ bool interactive = ${behaviorExtension ? 1 : 0}
289
+ bool physics = ${physicsExtension ? 1 : 0}
290
+ bool quickLookCompatible = ${_context.quickLookCompatible ? 1 : 0}
291
+ }
292
+ }
293
+ defaultPrim = "${makeNameSafe(this.name)}"
294
+ metersPerUnit = 1
295
+ upAxis = "Y"
296
+ startTimeCode = ${startTimeCode}
297
+ endTimeCode = ${endTimeCode}
298
+ timeCodesPerSecond = 60
299
+ framesPerSecond = 60
300
+ doc = """Generated by Needle Engine USDZ Exporter ${VERSION}"""
301
+ ${comments}
302
+ )
303
+ `;
304
+ }
305
+ }
306
+ const newLine = '\n';
307
+ const materialRoot = '</StageRoot/Materials';
308
+ class USDWriter {
309
+ str;
310
+ indent;
311
+ constructor() {
312
+ this.str = '';
313
+ this.indent = 0;
314
+ }
315
+ clear() {
316
+ this.str = '';
317
+ this.indent = 0;
318
+ }
319
+ beginBlock(str = undefined, char = '{', createNewLine = true) {
320
+ if (str !== undefined) {
321
+ str = this.applyIndent(str);
322
+ this.str += str;
323
+ if (createNewLine) {
324
+ this.str += newLine;
325
+ this.str += this.applyIndent(char);
326
+ }
327
+ else {
328
+ this.str += " " + char;
329
+ }
330
+ }
331
+ else {
332
+ this.str += this.applyIndent(char);
333
+ }
334
+ this.str += newLine;
335
+ this.indent += 1;
336
+ }
337
+ closeBlock(char = '}') {
338
+ this.indent -= 1;
339
+ this.str += this.applyIndent(char) + newLine;
340
+ }
341
+ beginArray(str) {
342
+ str = this.applyIndent(str + ' = [');
343
+ this.str += str;
344
+ this.str += newLine;
345
+ this.indent += 1;
346
+ }
347
+ closeArray() {
348
+ this.indent -= 1;
349
+ this.str += this.applyIndent(']') + newLine;
350
+ }
351
+ appendLine(str = '') {
352
+ str = this.applyIndent(str);
353
+ this.str += str;
354
+ this.str += newLine;
355
+ }
356
+ toString() {
357
+ return this.str;
358
+ }
359
+ applyIndent(str) {
360
+ let indents = '';
361
+ for (let i = 0; i < this.indent; i++)
362
+ indents += '\t';
363
+ return indents + str;
364
+ }
365
+ }
366
+ class USDZExporterContext {
367
+ root;
368
+ exporter;
369
+ extensions = [];
370
+ quickLookCompatible;
371
+ exportInvisible;
372
+ materials;
373
+ textures;
374
+ files;
375
+ document;
376
+ output;
377
+ animations;
378
+ constructor(root, exporter, options) {
379
+ this.root = root;
380
+ this.exporter = exporter;
381
+ this.quickLookCompatible = options.quickLookCompatible;
382
+ this.exportInvisible = options.exportInvisible;
383
+ if (options.extensions)
384
+ this.extensions = options.extensions;
385
+ this.materials = new Map();
386
+ this.textures = {};
387
+ this.files = {};
388
+ this.document = new USDDocument();
389
+ this.output = '';
390
+ this.animations = [];
391
+ }
392
+ }
393
+ class USDZExporterOptions {
394
+ ar = {
395
+ anchoring: { type: 'plane' },
396
+ planeAnchoring: { alignment: 'horizontal' }
397
+ };
398
+ quickLookCompatible = false;
399
+ extensions = [];
400
+ maxTextureSize = 4096;
401
+ exportInvisible = false;
402
+ }
403
+ class USDZExporter {
404
+ debug;
405
+ pruneUnusedNodes;
406
+ sceneAnchoringOptions = new USDZExporterOptions();
407
+ extensions = [];
408
+ keepObject;
409
+ beforeWritingDocument;
410
+ constructor() {
411
+ this.debug = false;
412
+ this.pruneUnusedNodes = true;
413
+ }
414
+ async parse(scene, options = new USDZExporterOptions()) {
415
+ options = Object.assign(new USDZExporterOptions(), options);
416
+ this.sceneAnchoringOptions = options;
417
+ const context = new USDZExporterContext(scene, this, options);
418
+ this.extensions = context.extensions;
419
+ const files = context.files;
420
+ const modelFileName = 'model.usda';
421
+ // model file should be first in USDZ archive so we init it here
422
+ files[modelFileName] = null;
423
+ const materials = context.materials;
424
+ const textures = context.textures;
425
+ Progress.report('export-usdz', "Invoking onBeforeBuildDocument");
426
+ await invokeAll(context, 'onBeforeBuildDocument');
427
+ Progress.report('export-usdz', "Done onBeforeBuildDocument");
428
+ Progress.report('export-usdz', "Reparent bones to common ancestor");
429
+ // Find all skeletons and reparent them to their skelroot / armature / uppermost bone parent.
430
+ // This may not be correct in all cases.
431
+ const reparentings = [];
432
+ const allReparentingObjects = new Set();
433
+ scene?.traverse(object => {
434
+ if (!options.exportInvisible && !object.visible)
435
+ return;
436
+ if (object instanceof SkinnedMesh) {
437
+ const bones = object.skeleton.bones;
438
+ const commonAncestor = findCommonAncestor(bones);
439
+ if (commonAncestor) {
440
+ const newReparenting = { object, originalParent: object.parent, newParent: commonAncestor };
441
+ reparentings.push(newReparenting);
442
+ // keep track of which nodes are important for skeletal export consistency
443
+ allReparentingObjects.add(newReparenting.object.uuid);
444
+ if (newReparenting.newParent)
445
+ allReparentingObjects.add(newReparenting.newParent.uuid);
446
+ if (newReparenting.originalParent)
447
+ allReparentingObjects.add(newReparenting.originalParent.uuid);
448
+ }
449
+ }
450
+ });
451
+ for (const reparenting of reparentings) {
452
+ const { object, originalParent, newParent } = reparenting;
453
+ newParent.add(object);
454
+ }
455
+ Progress.report('export-usdz', "Traversing hierarchy");
456
+ if (scene)
457
+ traverse(scene, context.document, context, this.keepObject);
458
+ // Root object should have identity matrix
459
+ // so that root transformations don't end up in the resulting file.
460
+ // if (context.document.children?.length > 0)
461
+ // context.document.children[0]?.matrix.identity(); //.multiply(new Matrix4().makeRotationY(Math.PI));
462
+ Progress.report('export-usdz', "Invoking onAfterBuildDocument");
463
+ await invokeAll(context, 'onAfterBuildDocument');
464
+ // At this point, we know all animated objects, all skinned mesh objects, and all objects targeted by behaviors.
465
+ // We can prune all empty nodes (no geometry or material) depth-first.
466
+ // This avoids unnecessary export of e.g. animated bones as nodes when they have no children
467
+ // (for example, a sword attached to a hand still needs that entire hierarchy exported)
468
+ const behaviorExt = context.extensions.find(ext => ext.extensionName === 'Behaviour');
469
+ const allBehaviorTargets = behaviorExt?.getAllTargetUuids() ?? new Set();
470
+ // Prune pass. Depth-first removal of nodes that don't affect the outcome of the scene.
471
+ if (this.pruneUnusedNodes) {
472
+ const options = {
473
+ allBehaviorTargets,
474
+ debug: false,
475
+ boneReparentings: allReparentingObjects,
476
+ quickLookCompatible: context.quickLookCompatible,
477
+ };
478
+ if (this.debug)
479
+ logUsdHierarchy(context.document, "Hierarchy BEFORE pruning", options);
480
+ prune(context.document, options);
481
+ if (this.debug)
482
+ logUsdHierarchy(context.document, "Hierarchy AFTER pruning");
483
+ }
484
+ else if (this.debug) {
485
+ console.log("Pruning of empty nodes is disabled. This may result in a larger USDZ file.");
486
+ }
487
+ Progress.report('export-usdz', { message: "Parsing document", autoStep: 10 });
488
+ await parseDocument(context, () => {
489
+ // injected after stageRoot.
490
+ // TODO property use context/writer instead of string concat
491
+ Progress.report('export-usdz', "Building materials");
492
+ const result = buildMaterials(materials, textures, options.quickLookCompatible);
493
+ return result;
494
+ });
495
+ Progress.report("export-usdz", "Invoking onAfterSerialize");
496
+ await invokeAll(context, 'onAfterSerialize');
497
+ // repair the parenting again
498
+ for (const reparenting of reparentings) {
499
+ const { object, originalParent, newParent } = reparenting;
500
+ if (originalParent)
501
+ originalParent.add(object);
502
+ }
503
+ // Moved into parseDocument callback for proper defaultPrim encapsulation
504
+ // context.output += buildMaterials( materials, textures, options.quickLookCompatible );
505
+ // callback for validating after all export has been done
506
+ context.exporter?.beforeWritingDocument?.();
507
+ const header = context.document.buildHeader(context);
508
+ const final = header + '\n' + context.output;
509
+ // full output file
510
+ if (this.debug)
511
+ console.log(final);
512
+ files[modelFileName] = fflate.strToU8(final);
513
+ context.output = '';
514
+ Progress.report("export-usdz", { message: "Exporting textures", autoStep: 10 });
515
+ Progress.start("export-usdz-textures", { parentScope: "export-usdz", logTimings: false });
516
+ const decompressionRenderer = new WebGLRenderer({
517
+ antialias: false,
518
+ alpha: true,
519
+ premultipliedAlpha: false,
520
+ preserveDrawingBuffer: true
521
+ });
522
+ const textureCount = Object.keys(textures).length;
523
+ Progress.report("export-usdz-textures", { totalSteps: textureCount * 3, currentStep: 0 });
524
+ const convertTexture = async (id) => {
525
+ const textureData = textures[id];
526
+ const texture = textureData.texture;
527
+ const isRGBA = formatsWithAlphaChannel.includes(texture.format);
528
+ // Change: we need to always read back the texture now, otherwise the unpremultiplied workflow doesn't work.
529
+ let img = {
530
+ imageData: texture.image
531
+ };
532
+ Progress.report("export-usdz-textures", { message: "read back texture", autoStep: true });
533
+ const anyColorScale = textureData.scale !== undefined && textureData.scale.x !== 1 && textureData.scale.y !== 1 && textureData.scale.z !== 1 && textureData.scale.w !== 1;
534
+ // @ts-ignore
535
+ if (texture.isCompressedTexture || texture.isRenderTargetTexture || anyColorScale) {
536
+ img = await decompressGpuTexture(texture, options.maxTextureSize, decompressionRenderer, textureData.scale);
537
+ }
538
+ Progress.report("export-usdz-textures", { message: "convert texture to canvas", autoStep: true });
539
+ const canvas = await imageToCanvasUnpremultiplied(img.imageBitmap || img.imageData, options.maxTextureSize).catch(err => {
540
+ console.error("Error converting texture to canvas", texture, err);
541
+ });
542
+ if (canvas) {
543
+ Progress.report("export-usdz-textures", { message: "convert canvas to blob", autoStep: true });
544
+ const blob = await canvas.convertToBlob({ type: isRGBA ? 'image/png' : 'image/jpeg', quality: 0.95 });
545
+ files[`textures/${id}.${isRGBA ? 'png' : 'jpg'}`] = new Uint8Array(await blob.arrayBuffer());
546
+ }
547
+ else {
548
+ console.warn('Can`t export texture: ', texture);
549
+ }
550
+ };
551
+ for (const id in textures) {
552
+ await convertTexture(id);
553
+ }
554
+ decompressionRenderer.dispose();
555
+ // 64 byte alignment
556
+ // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109
557
+ Progress.end("export-usdz-textures");
558
+ let offset = 0;
559
+ for (const filename in files) {
560
+ const file = files[filename];
561
+ const headerSize = 34 + filename.length;
562
+ offset += headerSize;
563
+ const offsetMod64 = offset & 63;
564
+ if (offsetMod64 !== 4) {
565
+ const padLength = 64 - offsetMod64;
566
+ const padding = new Uint8Array(padLength);
567
+ files[filename] = [file, { extra: { 12345: padding } }];
568
+ }
569
+ offset = file.length;
570
+ }
571
+ Progress.report("export-usdz", "zip archive");
572
+ return fflate.zipSync(files, { level: 0 });
573
+ }
574
+ }
575
+ function traverse(object, parentModel, context, keepObject) {
576
+ if (!context.exportInvisible && !object.visible)
577
+ return;
578
+ let model = undefined;
579
+ let geometry = undefined;
580
+ let material = undefined;
581
+ const transform = { position: object.position, quaternion: object.quaternion, scale: object.scale };
582
+ if (object.position.x === 0 && object.position.y === 0 && object.position.z === 0)
583
+ transform.position = null;
584
+ if (object.quaternion.x === 0 && object.quaternion.y === 0 && object.quaternion.z === 0 && object.quaternion.w === 1)
585
+ transform.quaternion = null;
586
+ if (object.scale.x === 1 && object.scale.y === 1 && object.scale.z === 1)
587
+ transform.scale = null;
588
+ if (object instanceof Mesh || object instanceof SkinnedMesh) {
589
+ geometry = object.geometry;
590
+ material = object.material;
591
+ }
592
+ // API for an explicit choice to discard this object – for example, a geometry that should not be exported,
593
+ // but childs should still be exported.
594
+ if (keepObject && !keepObject(object)) {
595
+ geometry = undefined;
596
+ material = undefined;
597
+ }
598
+ if ((object instanceof Mesh || object instanceof SkinnedMesh) &&
599
+ material && typeof material === 'object' &&
600
+ (material instanceof MeshStandardMaterial ||
601
+ material instanceof MeshBasicMaterial ||
602
+ // material instanceof MeshPhysicalNodeMaterial ||
603
+ material.isMeshPhysicalNodeMaterial ||
604
+ (material instanceof Material && material.type === "MeshLineMaterial"))) {
605
+ const name = getObjectId(object);
606
+ const skinnedMeshObject = object instanceof SkinnedMesh ? object : null;
607
+ model = new USDObject(object.uuid, name, transform, geometry, material, undefined, skinnedMeshObject, object.animations);
608
+ }
609
+ else if (object instanceof PerspectiveCamera || object instanceof OrthographicCamera) {
610
+ const name = getObjectId(object);
611
+ model = new USDObject(object.uuid, name, transform, undefined, undefined, object);
612
+ }
613
+ else {
614
+ const name = getObjectId(object);
615
+ model = new USDObject(object.uuid, name, transform, undefined, undefined, undefined, undefined, object.animations);
616
+ }
617
+ if (model) {
618
+ model.displayName = object.userData?.name || object.name;
619
+ model.visibility = object.visible ? undefined : "invisible";
620
+ if (parentModel) {
621
+ parentModel.add(model);
622
+ }
623
+ parentModel = model;
624
+ if (context.extensions) {
625
+ for (const ext of context.extensions) {
626
+ if (ext.onExportObject)
627
+ ext.onExportObject.call(ext, object, model, context);
628
+ }
629
+ }
630
+ }
631
+ else {
632
+ const name = getObjectId(object);
633
+ const empty = new USDObject(object.uuid, name, { position: object.position, quaternion: object.quaternion, scale: object.scale });
634
+ if (parentModel) {
635
+ parentModel.add(empty);
636
+ }
637
+ parentModel = empty;
638
+ }
639
+ for (const ch of object.children) {
640
+ traverse(ch, parentModel, context, keepObject);
641
+ }
642
+ }
643
+ function logUsdHierarchy(object, prefix, ...extraLogObjects) {
644
+ const item = {};
645
+ let itemCount = 0;
646
+ function collectItem(object, current) {
647
+ itemCount++;
648
+ let name = object.displayName || object.name;
649
+ name += " (" + object.uuid + ")";
650
+ const hasAny = object.geometry || object.material || object.camera || object.skinnedMesh;
651
+ if (hasAny) {
652
+ name += " (" + (object.geometry ? "geo, " : "") + (object.material ? "mat, " : "") + (object.camera ? "cam, " : "") + (object.skinnedMesh ? "skin, " : "") + ")";
653
+ }
654
+ current[name] = {};
655
+ const props = { object };
656
+ if (object.material)
657
+ props['mat'] = true;
658
+ if (object.geometry)
659
+ props['geo'] = true;
660
+ if (object.camera)
661
+ props['cam'] = true;
662
+ if (object.skinnedMesh)
663
+ props['skin'] = true;
664
+ current[name]._self = props;
665
+ for (const child of object.children) {
666
+ if (child) {
667
+ collectItem(child, current[name]);
668
+ }
669
+ }
670
+ }
671
+ collectItem(object, item);
672
+ console.log(prefix + " (" + itemCount + " nodes)", item, ...extraLogObjects);
673
+ }
674
+ function prune(object, options) {
675
+ let allChildsWerePruned = true;
676
+ const prunedChilds = new Array();
677
+ const keptChilds = new Array();
678
+ if (object.children.length === 0) {
679
+ allChildsWerePruned = true;
680
+ }
681
+ else {
682
+ const childs = [...object.children];
683
+ for (const child of childs) {
684
+ if (child) {
685
+ const childWasPruned = prune(child, options);
686
+ if (options.debug) {
687
+ if (childWasPruned)
688
+ prunedChilds.push(child);
689
+ else
690
+ keptChilds.push(child);
691
+ }
692
+ allChildsWerePruned = allChildsWerePruned && childWasPruned;
693
+ }
694
+ }
695
+ }
696
+ // check if this object is referenced by any behavior
697
+ const isBehaviorSourceOrTarget = options.allBehaviorTargets.has(object.uuid);
698
+ // check if this object has any material or geometry
699
+ const isVisible = object.geometry || object.material || (object.camera && !options.quickLookCompatible) || object.skinnedMesh || false;
700
+ // check if this object is part of any reparenting
701
+ const isBoneReparenting = options.boneReparentings.has(object.uuid);
702
+ const canBePruned = allChildsWerePruned && !isBehaviorSourceOrTarget && !isVisible && !isBoneReparenting;
703
+ if (canBePruned) {
704
+ if (options.debug)
705
+ console.log("Pruned object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
706
+ isVisible,
707
+ isBehaviorSourceOrTarget,
708
+ allChildsWerePruned,
709
+ isBoneReparenting,
710
+ object,
711
+ prunedChilds,
712
+ keptChilds
713
+ });
714
+ object.parent?.remove(object);
715
+ }
716
+ else {
717
+ if (options.debug)
718
+ console.log("Kept object:", (object.displayName || object.name) + " (" + object.uuid + ")", {
719
+ isVisible,
720
+ isBehaviorSourceOrTarget,
721
+ allChildsWerePruned,
722
+ isBoneReparenting,
723
+ object,
724
+ prunedChilds,
725
+ keptChilds
726
+ });
727
+ }
728
+ // if it has no children and is not a behavior source or target, and is not visible, prune it
729
+ return canBePruned;
730
+ }
731
+ async function parseDocument(context, afterStageRoot) {
732
+ Progress.start("export-usdz-resources", "export-usdz");
733
+ const resources = [];
734
+ for (const child of context.document.children) {
735
+ addResources(child, context, resources);
736
+ }
737
+ // addResources now only collects promises for better progress reporting.
738
+ // We are resolving them here and reporting progress on that:
739
+ const total = resources.length;
740
+ for (let i = 0; i < total; i++) {
741
+ Progress.report("export-usdz-resources", { totalSteps: total, currentStep: i });
742
+ await new Promise((resolve, _reject) => {
743
+ resources[i]();
744
+ resolve();
745
+ });
746
+ }
747
+ Progress.end("export-usdz-resources");
748
+ const writer = new USDWriter();
749
+ const arAnchoringOptions = context.exporter.sceneAnchoringOptions.ar;
750
+ writer.beginBlock(`def Xform "${context.document.name}"`);
751
+ writer.beginBlock(`def Scope "Scenes" (
752
+ kind = "sceneLibrary"
753
+ )`);
754
+ writer.beginBlock(`def Xform "Scene"`, '(', false);
755
+ writer.appendLine(`apiSchemas = ["Preliminary_AnchoringAPI"]`);
756
+ writer.appendLine(`customData = {`);
757
+ writer.appendLine(` bool preliminary_collidesWithEnvironment = 0`);
758
+ writer.appendLine(` string sceneName = "Scene"`);
759
+ writer.appendLine(`}`);
760
+ writer.appendLine(`sceneName = "Scene"`);
761
+ writer.closeBlock(')');
762
+ writer.beginBlock();
763
+ writer.appendLine(`token preliminary:anchoring:type = "${arAnchoringOptions.anchoring.type}"`);
764
+ if (arAnchoringOptions.anchoring.type === 'plane')
765
+ writer.appendLine(`token preliminary:planeAnchoring:alignment = "${arAnchoringOptions.planeAnchoring.alignment}"`);
766
+ // bit hacky as we don't have a callback here yet. Relies on the fact that the image is named identical in the ImageTracking extension.
767
+ if (arAnchoringOptions.anchoring.type === 'image')
768
+ writer.appendLine(`rel preliminary:imageAnchoring:referenceImage = </${context.document.name}/Scenes/Scene/AnchoringReferenceImage>`);
769
+ writer.appendLine();
770
+ const count = (object) => {
771
+ if (!object)
772
+ return 0;
773
+ let total = 1;
774
+ for (const child of object.children)
775
+ total += count(child);
776
+ return total;
777
+ };
778
+ const totalXformCount = count(context.document);
779
+ Progress.start("export-usdz-xforms", "export-usdz");
780
+ Progress.report("export-usdz-xforms", { totalSteps: totalXformCount, currentStep: 1 });
781
+ for (const child of context.document.children) {
782
+ buildXform(child, writer, context);
783
+ }
784
+ Progress.end("export-usdz-xforms");
785
+ Progress.report("export-usdz", "invoke onAfterHierarchy");
786
+ invokeAll(context, 'onAfterHierarchy', writer);
787
+ writer.closeBlock();
788
+ writer.closeBlock();
789
+ writer.appendLine(afterStageRoot());
790
+ writer.closeBlock();
791
+ Progress.report("export-usdz", "write to string");
792
+ context.output += writer.toString();
793
+ }
794
+ function addResources(object, context, resources) {
795
+ if (!object)
796
+ return;
797
+ const geometry = object.geometry;
798
+ const material = object.material;
799
+ if (geometry) {
800
+ if (material && ('isMeshStandardMaterial' in material && material.isMeshStandardMaterial ||
801
+ 'isMeshBasicMaterial' in material && material.isMeshBasicMaterial ||
802
+ material.type === "MeshLineMaterial")) { // TODO convert unlit to lit+emissive
803
+ const geometryFileName = 'geometries/' + getGeometryName(geometry, object.name) + '.usda';
804
+ if (!(geometryFileName in context.files)) {
805
+ const action = () => {
806
+ const meshObject = buildMeshObject(geometry, object.skinnedMesh?.skeleton?.bones, context.quickLookCompatible);
807
+ context.files[geometryFileName] = buildUSDFileAsString(meshObject, context);
808
+ };
809
+ resources.push(action);
810
+ }
811
+ }
812
+ else {
813
+ console.warn('NeedleUSDZExporter: Unsupported material type (USDZ only supports MeshStandardMaterial)', material?.name);
814
+ }
815
+ }
816
+ if (material) {
817
+ if (!(material.uuid in context.materials)) {
818
+ context.materials[material.uuid] = material;
819
+ }
820
+ }
821
+ for (const ch of object.children) {
822
+ addResources(ch, context, resources);
823
+ }
824
+ }
825
+ async function invokeAll(context, name, writer = null) {
826
+ if (context.extensions) {
827
+ for (const ext of context.extensions) {
828
+ if (!ext)
829
+ continue;
830
+ if (typeof ext[name] === 'function') {
831
+ const method = ext[name];
832
+ const res = method.call(ext, context, writer);
833
+ if (res instanceof Promise) {
834
+ await res;
835
+ }
836
+ }
837
+ }
838
+ }
839
+ }
840
+ let _renderer = null;
841
+ let renderTarget = null;
842
+ let fullscreenQuadGeometry;
843
+ let fullscreenQuadMaterial;
844
+ let fullscreenQuad;
845
+ /** Reads back a texture from the GPU (can be compressed, a render texture, or anything), optionally applies RGBA colorScale to it, and returns CPU data for further usage.
846
+ * Note that there are WebGL / WebGPU rules preventing some use of data between WebGL contexts.
847
+ */
848
+ async function decompressGpuTexture(texture, maxTextureSize = Infinity, renderer = null, colorScale = undefined) {
849
+ if (!fullscreenQuadGeometry)
850
+ fullscreenQuadGeometry = new PlaneGeometry(2, 2, 1, 1);
851
+ if (!fullscreenQuadMaterial)
852
+ fullscreenQuadMaterial = new ShaderMaterial({
853
+ uniforms: {
854
+ blitTexture: new Uniform(texture),
855
+ flipY: new Uniform(false),
856
+ scale: new Uniform(new Vector4(1, 1, 1, 1)),
857
+ },
858
+ vertexShader: `
859
+ varying vec2 vUv;
860
+ uniform bool flipY;
861
+ void main(){
862
+ vUv = uv;
863
+ if (flipY)
864
+ vUv.y = 1. - vUv.y;
865
+ gl_Position = vec4(position.xy * 1.0,0.,.999999);
866
+ }`,
867
+ fragmentShader: `
868
+ uniform sampler2D blitTexture;
869
+ uniform vec4 scale;
870
+ varying vec2 vUv;
871
+
872
+ void main(){
873
+ gl_FragColor = vec4(vUv.xy, 0, 1);
874
+
875
+ #ifdef IS_SRGB
876
+ gl_FragColor = sRGBTransferOETF( texture2D( blitTexture, vUv) );
877
+ #else
878
+ gl_FragColor = texture2D( blitTexture, vUv);
879
+ #endif
880
+
881
+ gl_FragColor.rgba *= scale.rgba;
882
+ }`
883
+ });
884
+ // update uniforms
885
+ const uniforms = fullscreenQuadMaterial.uniforms;
886
+ uniforms.blitTexture.value = texture;
887
+ uniforms.flipY.value = false;
888
+ uniforms.scale.value = new Vector4(1, 1, 1, 1);
889
+ if (colorScale !== undefined)
890
+ uniforms.scale.value.copy(colorScale);
891
+ fullscreenQuadMaterial.defines.IS_SRGB = texture.colorSpace == SRGBColorSpace;
892
+ fullscreenQuadMaterial.needsUpdate = true;
893
+ if (!fullscreenQuad) {
894
+ fullscreenQuad = new Mesh(fullscreenQuadGeometry, fullscreenQuadMaterial);
895
+ fullscreenQuad.frustumCulled = false;
896
+ }
897
+ const _camera = new PerspectiveCamera();
898
+ const _scene = new Scene();
899
+ _scene.add(fullscreenQuad);
900
+ if (!renderer) {
901
+ renderer = _renderer = new WebGLRenderer({ antialias: false, alpha: true, premultipliedAlpha: false, preserveDrawingBuffer: true });
902
+ }
903
+ const width = Math.min(texture.image.width, maxTextureSize);
904
+ const height = Math.min(texture.image.height, maxTextureSize);
905
+ // dispose render target if the size is wrong
906
+ if (renderTarget && (renderTarget.width !== width || renderTarget.height !== height)) {
907
+ renderTarget.dispose();
908
+ renderTarget = null;
909
+ }
910
+ if (!renderTarget) {
911
+ renderTarget = new WebGLRenderTarget(width, height, { format: RGBAFormat, type: UnsignedByteType, minFilter: LinearFilter, magFilter: LinearFilter });
912
+ }
913
+ renderer.setRenderTarget(renderTarget);
914
+ renderer.setSize(width, height);
915
+ renderer.clear();
916
+ renderer.render(_scene, _camera);
917
+ if (_renderer) {
918
+ _renderer.dispose();
919
+ _renderer = null;
920
+ }
921
+ const buffer = new Uint8ClampedArray(renderTarget.width * renderTarget.height * 4);
922
+ renderer.readRenderTargetPixels(renderTarget, 0, 0, renderTarget.width, renderTarget.height, buffer);
923
+ const imageData = new ImageData(buffer, renderTarget.width, renderTarget.height, undefined);
924
+ const bmp = await createImageBitmap(imageData, { premultiplyAlpha: "none" });
925
+ return {
926
+ imageData,
927
+ imageBitmap: bmp
928
+ };
929
+ }
930
+ /** Checks if the given image is of a type with readable data and width/height */
931
+ function isImageBitmap(image) {
932
+ return (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
933
+ (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
934
+ (typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas) ||
935
+ (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap);
936
+ }
937
+ /** This method uses a 'bitmaprenderer' context and doesn't do any pixel manipulation.
938
+ * This way, we can keep the alpha channel as it was, but we're losing the ability to do pixel manipulations or resize operations. */
939
+ async function imageToCanvasUnpremultiplied(image, maxTextureSize = 4096) {
940
+ const scale = maxTextureSize / Math.max(image.width, image.height);
941
+ const width = image.width * Math.min(1, scale);
942
+ const height = image.height * Math.min(1, scale);
943
+ const canvas = new OffscreenCanvas(width, height);
944
+ const settings = { premultiplyAlpha: "none" };
945
+ if (image.width !== width)
946
+ settings.resizeWidth = width;
947
+ if (image.height !== height)
948
+ settings.resizeHeight = height;
949
+ const imageBitmap = await createImageBitmap(image, settings);
950
+ const ctx = canvas.getContext("bitmaprenderer");
951
+ if (ctx) {
952
+ ctx.transferFromImageBitmap(imageBitmap);
953
+ }
954
+ return canvas;
955
+ }
956
+ /** This method uses a '2d' canvas context for pixel manipulation, and can apply a color scale or Y flip to the given image.
957
+ * Unfortunately, canvas always uses premultiplied data, and thus images with low alpha values (or multiplying by a=0) will result in black pixels.
958
+ */
959
+ async function imageToCanvas(image, color = undefined, flipY = false, maxTextureSize = 4096) {
960
+ if (isImageBitmap(image)) {
961
+ // max. canvas size on Safari is still 4096x4096
962
+ const scale = maxTextureSize / Math.max(image.width, image.height);
963
+ const canvas = new OffscreenCanvas(image.width * Math.min(1, scale), image.height * Math.min(1, scale));
964
+ const context = canvas.getContext('2d', { alpha: true, premultipliedAlpha: false });
965
+ if (!context)
966
+ throw new Error('Could not get canvas 2D context');
967
+ if (flipY === true) {
968
+ context.translate(0, canvas.height);
969
+ context.scale(1, -1);
970
+ }
971
+ context.drawImage(image, 0, 0, canvas.width, canvas.height);
972
+ // Currently only used to apply opacity scale since QuickLook and usdview don't support that yet
973
+ if (color !== undefined) {
974
+ const r = color.x;
975
+ const g = color.y;
976
+ const b = color.z;
977
+ const a = color.w;
978
+ const imagedata = context.getImageData(0, 0, canvas.width, canvas.height);
979
+ const data = imagedata.data;
980
+ for (let i = 0; i < data.length; i += 4) {
981
+ data[i + 0] = data[i + 0] * r;
982
+ data[i + 1] = data[i + 1] * g;
983
+ data[i + 2] = data[i + 2] * b;
984
+ data[i + 3] = data[i + 3] * a;
985
+ }
986
+ context.putImageData(imagedata, 0, 0);
987
+ }
988
+ return canvas;
989
+ }
990
+ else {
991
+ throw new Error('NeedleUSDZExporter: No valid image data found. Unable to process texture.');
992
+ }
993
+ }
994
+ //
995
+ const PRECISION = 7;
996
+ function buildHeader() {
997
+ return `#usda 1.0
998
+ (
999
+ customLayerData = {
1000
+ string creator = "Needle Engine USDZExporter"
1001
+ }
1002
+ metersPerUnit = 1
1003
+ upAxis = "Y"
1004
+ )
1005
+ `;
1006
+ }
1007
+ function buildUSDFileAsString(dataToInsert, _context) {
1008
+ let output = buildHeader();
1009
+ output += dataToInsert;
1010
+ return fflate.strToU8(output);
1011
+ }
1012
+ function getObjectId(object) {
1013
+ return object.name.replace(/[-<>\(\)\[\]§$%&\/\\\=\?\,\;]/g, '') + '_' + object.id;
1014
+ }
1015
+ function getBoneName(bone) {
1016
+ return makeNameSafe(bone.name || 'bone_' + bone.uuid);
1017
+ }
1018
+ function getGeometryName(geometry, _fallbackName) {
1019
+ // Using object names here breaks instancing...
1020
+ // So we removed fallbackName again. Downside: geometries don't have nice names...
1021
+ // A better workaround would be that we actually name them on glTF import (so the geometry has a name, not the object)
1022
+ return makeNameSafe(geometry.name || 'Geometry') + "_" + geometry.id;
1023
+ }
1024
+ function getMaterialName(material) {
1025
+ return makeNameSafe(material.name || 'Material') + "_" + material.id;
1026
+ }
1027
+ function getPathToSkeleton(bone, assumedRoot) {
1028
+ let path = getBoneName(bone);
1029
+ let current = bone.parent;
1030
+ while (current && current !== assumedRoot) {
1031
+ path = getBoneName(current) + '/' + path;
1032
+ current = current.parent;
1033
+ }
1034
+ return path;
1035
+ }
1036
+ // Xform
1037
+ export function buildXform(model, writer, context) {
1038
+ if (model == null)
1039
+ return;
1040
+ Progress.report("export-usdz-xforms", { message: "buildXform " + model.displayName || model.name, autoStep: true });
1041
+ // const matrix = model.matrix;
1042
+ const transform = model.transform;
1043
+ const geometry = model.geometry;
1044
+ const material = model.material;
1045
+ const camera = model.camera;
1046
+ const name = model.name;
1047
+ if (model.animations) {
1048
+ for (const animation of model.animations) {
1049
+ context.animations.push(animation);
1050
+ }
1051
+ }
1052
+ // const transform = buildMatrix( matrix );
1053
+ /*
1054
+ if ( matrix.determinant() < 0 ) {
1055
+
1056
+ console.warn( 'NeedleUSDZExporter: USDZ does not support negative scales', name );
1057
+
1058
+ }
1059
+ */
1060
+ const isSkinnedMesh = geometry && geometry.isBufferGeometry && geometry.attributes.skinIndex !== undefined && geometry.attributes.skinIndex.count > 0;
1061
+ const objType = isSkinnedMesh ? 'SkelRoot' : 'Xform';
1062
+ const _apiSchemas = new Array();
1063
+ // Specific case: the material is white unlit, the mesh has vertex colors, so we can
1064
+ // export as displayColor directly
1065
+ const isUnlitDisplayColor = material && material instanceof MeshBasicMaterial &&
1066
+ material.color && material.color.r === 1 && material.color.g === 1 && material.color.b === 1 &&
1067
+ !material.map && material.opacity === 1 &&
1068
+ geometry?.attributes.color;
1069
+ if (geometry?.attributes.color && !isUnlitDisplayColor) {
1070
+ console.warn("NeedleUSDZExporter: Geometry has vertex colors. Vertex colors will only be shown in QuickLook for unlit materials with white color and no texture. Otherwise, they will be ignored.", model.displayName);
1071
+ }
1072
+ writer.appendLine();
1073
+ if (geometry) {
1074
+ writer.beginBlock(`def ${objType} "${name}"`, "(", false);
1075
+ // NE-4084: To use the doubleSided workaround with skeletal meshes we'd have to
1076
+ // also emit extra data for jointIndices etc., so we're skipping skinned meshes here.
1077
+ if (context.quickLookCompatible && material && material.side === DoubleSide && !isSkinnedMesh)
1078
+ writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry_doubleSided>`);
1079
+ else
1080
+ writer.appendLine(`prepend references = @./geometries/${getGeometryName(geometry, name)}.usda@</Geometry>`);
1081
+ if (!isUnlitDisplayColor)
1082
+ _apiSchemas.push("MaterialBindingAPI");
1083
+ if (isSkinnedMesh)
1084
+ _apiSchemas.push("SkelBindingAPI");
1085
+ }
1086
+ else if (camera && !context.quickLookCompatible)
1087
+ writer.beginBlock(`def Camera "${name}"`, "(", false);
1088
+ else if (model.type !== undefined)
1089
+ writer.beginBlock(`def ${model.type} "${name}"`);
1090
+ else // if (model.type === undefined)
1091
+ writer.beginBlock(`def Xform "${name}"`, "(", false);
1092
+ if (model.type === undefined) {
1093
+ if (model.extraSchemas?.length)
1094
+ _apiSchemas.push(...model.extraSchemas);
1095
+ if (_apiSchemas.length)
1096
+ writer.appendLine(`prepend apiSchemas = [${_apiSchemas.map(s => `"${s}"`).join(', ')}]`);
1097
+ }
1098
+ if (model.displayName)
1099
+ writer.appendLine(`displayName = "${makeDisplayNameSafe(model.displayName)}"`);
1100
+ if (camera || model.type === undefined) {
1101
+ writer.closeBlock(")");
1102
+ writer.beginBlock();
1103
+ }
1104
+ if (geometry && material) {
1105
+ if (!isUnlitDisplayColor) {
1106
+ const materialName = getMaterialName(material);
1107
+ writer.appendLine(`rel material:binding = </StageRoot/Materials/${materialName}>`);
1108
+ }
1109
+ // Turns out QuickLook / RealityKit doesn't support the doubleSided attribute, so we
1110
+ // work around that by emitting additional indices above, and then we shouldn't emit the attribute either as geometry is
1111
+ // already doubleSided then.
1112
+ if (!context.quickLookCompatible && material.side === DoubleSide) {
1113
+ // double-sided is a mesh property in USD, we can apply it as `over` here
1114
+ writer.beginBlock(`over "Geometry" `);
1115
+ writer.appendLine(`uniform bool doubleSided = 1`);
1116
+ writer.closeBlock();
1117
+ }
1118
+ }
1119
+ let haveWrittenAnyXformOps = false;
1120
+ if (isSkinnedMesh) {
1121
+ writer.appendLine(`rel skel:skeleton = <Rig>`);
1122
+ writer.appendLine(`rel skel:animationSource = <Rig/_anim>`);
1123
+ haveWrittenAnyXformOps = false;
1124
+ // writer.appendLine( `matrix4d xformOp:transform = ${buildMatrix(new Matrix4())}` ); // always identity / in world space
1125
+ }
1126
+ else if (model.type === undefined) {
1127
+ if (transform) {
1128
+ haveWrittenAnyXformOps = haveWrittenAnyXformOps || (transform.position !== null || transform.quaternion !== null || transform.scale !== null);
1129
+ if (transform.position) {
1130
+ model.needsTranslate = true;
1131
+ writer.appendLine(`double3 xformOp:translate = (${fn(transform.position.x)}, ${fn(transform.position.y)}, ${fn(transform.position.z)})`);
1132
+ }
1133
+ if (transform.quaternion) {
1134
+ model.needsOrient = true;
1135
+ writer.appendLine(`quatf xformOp:orient = (${fn(transform.quaternion.w)}, ${fn(transform.quaternion.x)}, ${fn(transform.quaternion.y)}, ${fn(transform.quaternion.z)})`);
1136
+ }
1137
+ if (transform.scale) {
1138
+ model.needsScale = true;
1139
+ writer.appendLine(`double3 xformOp:scale = (${fn(transform.scale.x)}, ${fn(transform.scale.y)}, ${fn(transform.scale.z)})`);
1140
+ }
1141
+ }
1142
+ }
1143
+ if (model.visibility !== undefined)
1144
+ writer.appendLine(`token visibility = "${model.visibility}"`);
1145
+ if (camera && !context.quickLookCompatible) {
1146
+ if ('isOrthographicCamera' in camera && camera.isOrthographicCamera) {
1147
+ writer.appendLine(`float2 clippingRange = (${camera.near}, ${camera.far})`);
1148
+ writer.appendLine(`float horizontalAperture = ${((Math.abs(camera.left) + Math.abs(camera.right)) * 10).toPrecision(PRECISION)}`);
1149
+ writer.appendLine(`float verticalAperture = ${((Math.abs(camera.top) + Math.abs(camera.bottom)) * 10).toPrecision(PRECISION)}`);
1150
+ writer.appendLine('token projection = "orthographic"');
1151
+ }
1152
+ else if ('isPerspectiveCamera' in camera && camera.isPerspectiveCamera) {
1153
+ writer.appendLine(`float2 clippingRange = (${camera.near.toPrecision(PRECISION)}, ${camera.far.toPrecision(PRECISION)})`);
1154
+ writer.appendLine(`float focalLength = ${camera.getFocalLength().toPrecision(PRECISION)}`);
1155
+ writer.appendLine(`float focusDistance = ${camera.focus.toPrecision(PRECISION)}`);
1156
+ writer.appendLine(`float horizontalAperture = ${camera.getFilmWidth().toPrecision(PRECISION)}`);
1157
+ writer.appendLine('token projection = "perspective"');
1158
+ writer.appendLine(`float verticalAperture = ${camera.getFilmHeight().toPrecision(PRECISION)}`);
1159
+ }
1160
+ }
1161
+ if (model.onSerialize) {
1162
+ model.onSerialize(writer, context);
1163
+ }
1164
+ // after serialization, we know which xformops to actually define here:
1165
+ if (model.type === undefined) {
1166
+ // TODO only write the necessary ones – this isn't trivial though because we need to know
1167
+ // if some of them are animated, and then we need to include those.
1168
+ // Best approach would likely be to write xformOpOrder _after_ onSerialize
1169
+ // and keep track of what was written in onSerialize (e.g. model.needsTranslate = true)
1170
+ const ops = new Array();
1171
+ if (model.needsTranslate)
1172
+ ops.push('"xformOp:translate"');
1173
+ if (model.needsOrient)
1174
+ ops.push('"xformOp:orient"');
1175
+ if (model.needsScale)
1176
+ ops.push('"xformOp:scale"');
1177
+ if (ops.length)
1178
+ writer.appendLine(`uniform token[] xformOpOrder = [${ops.join(', ')}]`);
1179
+ }
1180
+ if (model.children) {
1181
+ writer.appendLine();
1182
+ for (const ch of model.children) {
1183
+ buildXform(ch, writer, context);
1184
+ }
1185
+ }
1186
+ writer.closeBlock();
1187
+ }
1188
+ function fn(num) {
1189
+ return Number.isInteger(num) ? num.toString() : num.toFixed(10);
1190
+ }
1191
+ function buildMatrix(matrix) {
1192
+ const array = matrix.elements;
1193
+ return `( ${buildMatrixRow(array, 0)}, ${buildMatrixRow(array, 4)}, ${buildMatrixRow(array, 8)}, ${buildMatrixRow(array, 12)} )`;
1194
+ }
1195
+ function buildMatrixRow(array, offset) {
1196
+ return `(${fn(array[offset + 0])}, ${fn(array[offset + 1])}, ${fn(array[offset + 2])}, ${fn(array[offset + 3])})`;
1197
+ }
1198
+ // Mesh
1199
+ function buildMeshObject(geometry, bonesArray = [], quickLookCompatible = true) {
1200
+ const mesh = buildMesh(geometry, bonesArray, quickLookCompatible);
1201
+ return `
1202
+ def "Geometry"
1203
+ ${mesh}
1204
+ `;
1205
+ }
1206
+ function buildMesh(geometry, bones = [], quickLookCompatible = true) {
1207
+ const name = 'Geometry';
1208
+ const attributes = geometry.attributes;
1209
+ const count = attributes.position.count;
1210
+ const hasBones = bones && bones.length > 0;
1211
+ // We need to sort bones and all skinning data by path –
1212
+ // Neither glTF nor three.js care, but in USD they must be sorted
1213
+ // since the array defines the virtual hierarchy and is evaluated in that order
1214
+ const sortedBones = [];
1215
+ const indexMapping = [];
1216
+ let sortedSkinIndex = new Array();
1217
+ let sortedSkinIndexAttribute = attributes.skinIndex;
1218
+ let bonesArray = "";
1219
+ if (hasBones) {
1220
+ const uuidsFound = [];
1221
+ for (const bone of bones) {
1222
+ // if (bone.parent!.type !== 'Bone')
1223
+ {
1224
+ sortedBones.push({ bone: bone, index: bones.indexOf(bone) });
1225
+ uuidsFound.push(bone.uuid);
1226
+ }
1227
+ }
1228
+ let maxSteps = 10_000;
1229
+ while (uuidsFound.length < bones.length && maxSteps-- > 0) {
1230
+ for (const sortedBone of sortedBones) {
1231
+ const children = sortedBone.bone.children;
1232
+ for (const childBone of children) {
1233
+ if (uuidsFound.indexOf(childBone.uuid) === -1 && bones.indexOf(childBone) !== -1) {
1234
+ sortedBones.push({ bone: childBone, index: bones.indexOf(childBone) });
1235
+ uuidsFound.push(childBone.uuid);
1236
+ }
1237
+ }
1238
+ }
1239
+ }
1240
+ if (maxSteps <= 0)
1241
+ console.error("Failed to sort bones in skinned mesh", sortedBones, bones, uuidsFound);
1242
+ // add structural nodes to the list of bones
1243
+ for (const structuralNode of findStructuralNodesInBoneHierarchy(bones)) {
1244
+ sortedBones.push({ bone: structuralNode, index: sortedBones.length });
1245
+ }
1246
+ // sort bones by path – need to be sorted in the same order as during mesh export
1247
+ const assumedRoot = sortedBones[0].bone.parent;
1248
+ sortedBones.sort((a, b) => getPathToSkeleton(a.bone, assumedRoot) > getPathToSkeleton(b.bone, assumedRoot) ? 1 : -1);
1249
+ bonesArray = sortedBones.map(x => "\"" + getPathToSkeleton(x.bone, assumedRoot) + "\"").join(', ');
1250
+ // TODO we can probably skip the expensive attribute re-ordering if the bones were already in a correct order.
1251
+ // That doesn't mean that they are strictly sorted by path – just that all parents strictly need to come first.
1252
+ // build index mapping
1253
+ for (const i in sortedBones) {
1254
+ indexMapping[sortedBones[i].index] = parseInt(i);
1255
+ }
1256
+ // remap skin index attributes
1257
+ const skinIndex = attributes.skinIndex;
1258
+ sortedSkinIndex = new Array();
1259
+ for (let i = 0; i < skinIndex.count; i++) {
1260
+ const x = skinIndex.getX(i);
1261
+ const y = skinIndex.getY(i);
1262
+ const z = skinIndex.getZ(i);
1263
+ const w = skinIndex.getW(i);
1264
+ sortedSkinIndex.push(indexMapping[x], indexMapping[y], indexMapping[z], indexMapping[w]);
1265
+ }
1266
+ // turn it back into an attribute so the rest of the code doesn't need to learn a new thing
1267
+ sortedSkinIndexAttribute = new BufferAttribute(new Uint16Array(sortedSkinIndex), 4);
1268
+ }
1269
+ const isSkinnedMesh = attributes.skinWeight && attributes.skinIndex;
1270
+ return `
1271
+ {
1272
+ def Mesh "${name}" ${isSkinnedMesh ? `(
1273
+ prepend apiSchemas = ["SkelBindingAPI"]
1274
+ )` : ''}
1275
+ {
1276
+ int[] faceVertexCounts = [${buildMeshVertexCount(geometry)}]
1277
+ int[] faceVertexIndices = [${buildMeshVertexIndices(geometry)}]
1278
+ ${attributes.normal || quickLookCompatible ? // in QuickLook, normals are required, otherwise double-sided rendering doesn't work.
1279
+ `normal3f[] normals = [${buildVector3Array(attributes.normal, count)}] (
1280
+ interpolation = "vertex"
1281
+ )` : ''}
1282
+ point3f[] points = [${buildVector3Array(attributes.position, count)}]
1283
+ ${attributes.uv ?
1284
+ `texCoord2f[] primvars:st = [${buildVector2Array(attributes.uv, count, true)}] (
1285
+ interpolation = "vertex"
1286
+ )` : ''}
1287
+ ${attributes.uv1 ? buildCustomAttributeAccessor('st1', attributes.uv1) : ''}
1288
+ ${attributes.uv2 ? buildCustomAttributeAccessor('st2', attributes.uv2) : ''}
1289
+ ${attributes.uv3 ? buildCustomAttributeAccessor('st3', attributes.uv3) : ''}
1290
+ ${isSkinnedMesh ?
1291
+ `matrix4d primvars:skel:geomBindTransform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) (
1292
+ elementSize = 1
1293
+ interpolation = "constant"
1294
+ )` : ''}
1295
+ ${attributes.skinIndex ?
1296
+ `int[] primvars:skel:jointIndices = [${buildVector4Array(sortedSkinIndexAttribute, true)}] (
1297
+ elementSize = 4
1298
+ interpolation = "vertex"
1299
+ )` : ''}
1300
+ ${attributes.skinWeight ?
1301
+ `float[] primvars:skel:jointWeights = [${buildVector4Array(attributes.skinWeight)}] (
1302
+ elementSize = 4
1303
+ interpolation = "vertex"
1304
+ )` : ''}
1305
+ ${attributes.color ?
1306
+ `color3f[] primvars:displayColor = [${buildVector3Array(attributes.color, count)}] (
1307
+ interpolation = "vertex"
1308
+ )` : ''}
1309
+ uniform token subdivisionScheme = "none"
1310
+ }
1311
+ }
1312
+ ${quickLookCompatible ? `
1313
+ # This is a workaround for QuickLook/RealityKit not supporting the doubleSided attribute. We're adding a second
1314
+ # geometry definition here, that uses the same mesh data but appends extra faces with reversed winding order.
1315
+ def "${name}_doubleSided" (
1316
+ prepend references = </Geometry>
1317
+ )
1318
+ {
1319
+ over "Geometry"
1320
+ {
1321
+ int[] faceVertexCounts = [${buildMeshVertexCount(geometry) + ", " + buildMeshVertexCount(geometry)}]
1322
+ int[] faceVertexIndices = [${buildMeshVertexIndices(geometry) + ", " + buildMeshVertexIndices(geometry, true)}]
1323
+ }
1324
+ }
1325
+ ` : ''}
1326
+ `;
1327
+ }
1328
+ function buildMeshVertexCount(geometry) {
1329
+ const count = geometry.index !== null ? geometry.index.count : geometry.attributes.position.count;
1330
+ return Array(Math.floor(count / 3)).fill(3).join(', ');
1331
+ }
1332
+ function buildMeshVertexIndices(geometry, reverseWinding = false) {
1333
+ const index = geometry.index;
1334
+ const array = [];
1335
+ if (index !== null) {
1336
+ for (let i = 0; i < index.count; i++) {
1337
+ let val = i;
1338
+ if (reverseWinding)
1339
+ val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1340
+ array.push(index.getX(val));
1341
+ }
1342
+ }
1343
+ else {
1344
+ const length = geometry.attributes.position.count;
1345
+ for (let i = 0; i < length; i++) {
1346
+ let val = i;
1347
+ if (reverseWinding)
1348
+ val = i % 3 === 0 ? i + 2 : i % 3 === 2 ? i - 2 : i;
1349
+ array.push(val);
1350
+ }
1351
+ }
1352
+ return array.join(', ');
1353
+ }
1354
+ /** Returns a string with the correct attribute declaration for the given attribute. Could have 2,3,4 components. */
1355
+ function buildCustomAttributeAccessor(primvarName, attribute) {
1356
+ const count = attribute.itemSize;
1357
+ switch (count) {
1358
+ case 2:
1359
+ // TODO: Check if we want to flip Y here as well. We do that for texcoords, but the data in UV1..N could be intended for other purposes.
1360
+ return `texCoord2f[] primvars:${primvarName} = [${buildVector2Array(attribute, count, true)}] (
1361
+ interpolation = "vertex"
1362
+ )`;
1363
+ case 3:
1364
+ return `texCoord3f[] primvars:${primvarName} = [${buildVector3Array(attribute, count)}] (
1365
+ interpolation = "vertex"
1366
+ )`;
1367
+ case 4:
1368
+ return `double4[] primvars:${primvarName} = [${buildVector4Array2(attribute, count)}] (
1369
+ interpolation = "vertex"
1370
+ )`;
1371
+ default:
1372
+ console.warn('USDZExporter: Attribute with ' + count + ' components are currently not supported. Results may be undefined for ' + primvarName + '.');
1373
+ return '';
1374
+ }
1375
+ }
1376
+ function buildVector3Array(attribute, count) {
1377
+ if (attribute === undefined) {
1378
+ console.warn('USDZExporter: A mesh attribute is missing and will be set with placeholder data. The result may look incorrect.');
1379
+ return Array(count).fill('(0, 0, 1)').join(', ');
1380
+ }
1381
+ const array = [];
1382
+ for (let i = 0; i < attribute.count; i++) {
1383
+ const x = attribute.getX(i);
1384
+ const y = attribute.getY(i);
1385
+ const z = attribute.getZ(i);
1386
+ array.push(`(${x.toPrecision(PRECISION)}, ${y.toPrecision(PRECISION)}, ${z.toPrecision(PRECISION)})`);
1387
+ }
1388
+ return array.join(', ');
1389
+ }
1390
+ function buildVector4Array2(attribute, count) {
1391
+ if (attribute === undefined) {
1392
+ console.warn('USDZExporter: Attribute is missing. Results may be undefined.');
1393
+ return Array(count).fill('(0, 0, 0, 0)').join(', ');
1394
+ }
1395
+ const array = [];
1396
+ for (let i = 0; i < attribute.count; i++) {
1397
+ const x = attribute.getX(i);
1398
+ const y = attribute.getY(i);
1399
+ const z = attribute.getZ(i) || 0;
1400
+ const w = attribute.getW(i) || 0;
1401
+ array.push(`(${x.toPrecision(PRECISION)}, ${y.toPrecision(PRECISION)}, ${z.toPrecision(PRECISION)}, ${w.toPrecision(PRECISION)})`);
1402
+ }
1403
+ return array.join(', ');
1404
+ }
1405
+ function buildVector4Array(attribute, ints = false) {
1406
+ const array = [];
1407
+ for (let i = 0; i < attribute.count; i++) {
1408
+ const x = attribute.getX(i);
1409
+ const y = attribute.getY(i);
1410
+ const z = attribute.getZ(i);
1411
+ const w = attribute.getW(i);
1412
+ array.push(`${ints ? x : x.toPrecision(PRECISION)}`);
1413
+ array.push(`${ints ? y : y.toPrecision(PRECISION)}`);
1414
+ array.push(`${ints ? z : z.toPrecision(PRECISION)}`);
1415
+ array.push(`${ints ? w : w.toPrecision(PRECISION)}`);
1416
+ }
1417
+ return array.join(', ');
1418
+ }
1419
+ function buildVector2Array(attribute, count, flipY = false) {
1420
+ if (attribute === undefined) {
1421
+ console.warn('USDZExporter: UVs missing.');
1422
+ return Array(count).fill('(0, 0)').join(', ');
1423
+ }
1424
+ const array = [];
1425
+ for (let i = 0; i < attribute.count; i++) {
1426
+ const x = attribute.getX(i);
1427
+ let y = attribute.getY(i);
1428
+ if (flipY)
1429
+ y = 1 - y;
1430
+ array.push(`(${x.toPrecision(PRECISION)}, ${y.toPrecision(PRECISION)})`);
1431
+ }
1432
+ return array.join(', ');
1433
+ }
1434
+ // Materials
1435
+ function buildMaterials(materials, textures, quickLookCompatible = false) {
1436
+ const array = [];
1437
+ for (const uuid in materials) {
1438
+ const material = materials[uuid];
1439
+ array.push(buildMaterial(material, textures, quickLookCompatible));
1440
+ }
1441
+ return `
1442
+ def "Materials"
1443
+ {
1444
+ ${array.join('')}
1445
+ }`;
1446
+ }
1447
+ function texName(tex) {
1448
+ // If we have a source, we only want to use the source's id, not the texture's id
1449
+ // to avoid exporting the same underlying data multiple times.
1450
+ return makeNameSafe(tex.name) + '_' + (tex.source?.id ?? tex.id);
1451
+ }
1452
+ function buildTexture(texture, mapType, quickLookCompatible, textures, material, usedUVChannels, color = undefined, opacity = undefined) {
1453
+ const name = texName(texture);
1454
+ // File names need to be unique; so when we're baking color and/or opacity into a texture we need to keep track of that.
1455
+ // TODO This currently results in textures potentially being exported multiple times that are actually identical!
1456
+ // const colorHex = color ? color.getHexString() : undefined;
1457
+ // const colorId = ( color && colorHex != 'ffffff' ? '_' + color.getHexString() : '' );
1458
+ const id = name + (opacity !== undefined && opacity !== 1.0 ? '_' + opacity : '');
1459
+ // Seems neither QuickLook nor usdview support scale/bias on .a values, so we need to bake opacity multipliers into
1460
+ // the texture. This is not ideal.
1461
+ const opacityIsAppliedToTextureAndNotAsScale = quickLookCompatible && opacity !== undefined && opacity !== 1.0;
1462
+ const scaleToApply = opacityIsAppliedToTextureAndNotAsScale ? new Vector4(1, 1, 1, opacity) : undefined;
1463
+ // Treat undefined opacity as 1
1464
+ if (opacity === undefined)
1465
+ opacity = 1.0;
1466
+ // When we're baking opacity into the texture, we shouldn't apply it as scale as well – so we set it to 1.
1467
+ if (opacityIsAppliedToTextureAndNotAsScale)
1468
+ opacity = 1.0;
1469
+ // sanitize scaleToApply.w === 0 - this isn't working right now, seems the PNG can't be read back properly.
1470
+ if (scaleToApply && scaleToApply.w <= 0.05)
1471
+ scaleToApply.w = 0.05;
1472
+ textures[id] = { texture, scale: scaleToApply };
1473
+ const uv = texture.channel > 0 ? 'st' + texture.channel : 'st';
1474
+ usedUVChannels.add(texture.channel);
1475
+ const isRGBA = formatsWithAlphaChannel.includes(texture.format);
1476
+ const WRAPPINGS = {
1477
+ 1000: 'repeat',
1478
+ 1001: 'clamp',
1479
+ 1002: 'mirror' // MirroredRepeatWrapping
1480
+ };
1481
+ const repeat = texture.repeat.clone();
1482
+ const offset = texture.offset.clone();
1483
+ const rotation = texture.rotation;
1484
+ // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot
1485
+ const xRotationOffset = Math.sin(rotation);
1486
+ const yRotationOffset = Math.cos(rotation);
1487
+ // texture coordinates start in the opposite corner, need to correct
1488
+ offset.y = 1 - offset.y - repeat.y;
1489
+ // turns out QuickLook is buggy and interprets texture repeat inverted.
1490
+ // Apple Feedback: FB10036297 and FB11442287
1491
+ if (quickLookCompatible) {
1492
+ // This is NOT correct yet in QuickLook, but comes close for a range of models.
1493
+ // It becomes more incorrect the bigger the offset is
1494
+ // sanitize repeat values to avoid NaNs
1495
+ if (repeat.x === 0)
1496
+ repeat.x = 0.0001;
1497
+ if (repeat.y === 0)
1498
+ repeat.y = 0.0001;
1499
+ offset.x = offset.x / repeat.x;
1500
+ offset.y = offset.y / repeat.y;
1501
+ offset.x += xRotationOffset / repeat.x;
1502
+ offset.y += yRotationOffset - 1;
1503
+ }
1504
+ else {
1505
+ // results match glTF results exactly. verified correct in usdview.
1506
+ offset.x += xRotationOffset * repeat.x;
1507
+ offset.y += (1 - yRotationOffset) * repeat.y;
1508
+ }
1509
+ const materialName = getMaterialName(material);
1510
+ const needsTextureTransform = (repeat.x != 1 || repeat.y != 1 || offset.x != 0 || offset.y != 0 || rotation != 0);
1511
+ const textureTransformInput = `${materialRoot}/${materialName}/${'uvReader_' + uv}.outputs:result>`;
1512
+ const textureTransformOutput = `${materialRoot}/${materialName}/Transform2d_${mapType}.outputs:result>`;
1513
+ const needsTextureScale = mapType !== 'normal' && (color && (color.r !== 1 || color.g !== 1 || color.b !== 1 || opacity !== 1)) || false;
1514
+ const needsNormalScaleAndBias = mapType === 'normal';
1515
+ const normalScale = material instanceof MeshStandardMaterial ? (material.normalScale ? material.normalScale.x * 2 : 2) : 2;
1516
+ const normalScaleValueString = normalScale.toFixed(PRECISION);
1517
+ const normalBiasString = (-1 * (normalScale / 2)).toFixed(PRECISION);
1518
+ const normalBiasZString = (1 - normalScale).toFixed(PRECISION);
1519
+ return `
1520
+ ${needsTextureTransform ? `def Shader "Transform2d_${mapType}" (
1521
+ sdrMetadata = {
1522
+ string role = "math"
1523
+ }
1524
+ )
1525
+ {
1526
+ uniform token info:id = "UsdTransform2d"
1527
+ float2 inputs:in.connect = ${textureTransformInput}
1528
+ float2 inputs:scale = ${buildVector2(repeat)}
1529
+ float2 inputs:translation = ${buildVector2(offset)}
1530
+ float inputs:rotation = ${(rotation / Math.PI * 180).toFixed(PRECISION)}
1531
+ float2 outputs:result
1532
+ }
1533
+ ` : ''}
1534
+ def Shader "${name}_${mapType}"
1535
+ {
1536
+ uniform token info:id = "UsdUVTexture"
1537
+ asset inputs:file = @textures/${id}.${isRGBA ? 'png' : 'jpg'}@
1538
+ token inputs:sourceColorSpace = "${texture.colorSpace === 'srgb' ? 'sRGB' : 'raw'}"
1539
+ float2 inputs:st.connect = ${needsTextureTransform ? textureTransformOutput : textureTransformInput}
1540
+ ${needsTextureScale ? `
1541
+ float4 inputs:scale = (${color ? color.r + ', ' + color.g + ', ' + color.b : '1, 1, 1'}, ${opacity})
1542
+ ` : ``}
1543
+ ${needsNormalScaleAndBias ? `
1544
+ float4 inputs:scale = (${normalScaleValueString}, ${normalScaleValueString}, ${normalScaleValueString}, 1)
1545
+ float4 inputs:bias = (${normalBiasString}, ${normalBiasString}, ${normalBiasZString}, 0)
1546
+ ` : ``}
1547
+ token inputs:wrapS = "${WRAPPINGS[texture.wrapS]}"
1548
+ token inputs:wrapT = "${WRAPPINGS[texture.wrapT]}"
1549
+ float outputs:r
1550
+ float outputs:g
1551
+ float outputs:b
1552
+ float3 outputs:rgb
1553
+ ${material.transparent || material.alphaTest > 0.0 ? 'float outputs:a' : ''}
1554
+ }`;
1555
+ }
1556
+ function buildMaterial(material, textures, quickLookCompatible = false) {
1557
+ const materialName = getMaterialName(material);
1558
+ // Special case: occluder material
1559
+ // Supported on iOS 18+ and visionOS 1+
1560
+ const isShadowCatcherMaterial = material.colorWrite === false ||
1561
+ (material.userData?.isShadowCatcherMaterial || material.userData?.isLightBlendMaterial);
1562
+ if (isShadowCatcherMaterial) {
1563
+ // Two options here:
1564
+ // - ND_realitykit_occlusion_surfaceshader (non-shadow receiving)
1565
+ // - ND_realitykit_shadowreceiver_surfaceshader (shadow receiving)
1566
+ const mode = (material.userData.isLightBlendMaterial || material.userData.isShadowCatcherMaterial)
1567
+ ? "ND_realitykit_shadowreceiver_surfaceshader"
1568
+ : "ND_realitykit_occlusion_surfaceshader";
1569
+ return `
1570
+
1571
+ def Material "${materialName}" ${material.name ? `(
1572
+ displayName = "${material.name}"
1573
+ )` : ''}
1574
+ {
1575
+ token outputs:mtlx:surface.connect = ${materialRoot}/${materialName}/Occlusion.outputs:out>
1576
+
1577
+ def Shader "Occlusion"
1578
+ {
1579
+ uniform token info:id = "${mode}"
1580
+ token outputs:out
1581
+ }
1582
+ }`;
1583
+ }
1584
+ // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
1585
+ const pad = ' ';
1586
+ const inputs = [];
1587
+ const samplers = [];
1588
+ const usedUVChannels = new Set();
1589
+ if (material.isMeshPhysicalNodeMaterial === true) {
1590
+ return buildNodeMaterial(material, materialName, textures);
1591
+ }
1592
+ let effectiveOpacity = (material.transparent || material.alphaTest) ? material.opacity : 1;
1593
+ let haveConnectedOpacity = false;
1594
+ let haveConnectedOpacityThreshold = false;
1595
+ if (material instanceof MeshPhysicalMaterial && material.transmission !== undefined) {
1596
+ // TODO does not help when a roughnessMap is used
1597
+ effectiveOpacity *= (1 - material.transmission * (1 - (material.roughness * 0.5)));
1598
+ }
1599
+ if (material.map) {
1600
+ inputs.push(`${pad}color3f inputs:diffuseColor.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:rgb>`);
1601
+ // Enforce alpha hashing in QuickLook for unlit materials
1602
+ if (material instanceof MeshBasicMaterial && material.transparent && material.alphaTest == 0.0 && quickLookCompatible) {
1603
+ inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>`);
1604
+ haveConnectedOpacity = true;
1605
+ // see below – QuickLook applies alpha hashing instead of pure blending when
1606
+ // both opacity and opacityThreshold are connected
1607
+ inputs.push(`${pad}float inputs:opacityThreshold = ${0.0000000001}`);
1608
+ haveConnectedOpacityThreshold = true;
1609
+ }
1610
+ else if (material.transparent) {
1611
+ inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>`);
1612
+ haveConnectedOpacity = true;
1613
+ }
1614
+ else if (material.alphaTest > 0.0) {
1615
+ inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.map)}_diffuse.outputs:a>`);
1616
+ haveConnectedOpacity = true;
1617
+ inputs.push(`${pad}float inputs:opacityThreshold = ${material.alphaTest}`);
1618
+ haveConnectedOpacityThreshold = true;
1619
+ }
1620
+ samplers.push(buildTexture(material.map, 'diffuse', quickLookCompatible, textures, material, usedUVChannels, material.color, effectiveOpacity));
1621
+ }
1622
+ else {
1623
+ inputs.push(`${pad}color3f inputs:diffuseColor = ${buildColor(material.color)}`);
1624
+ }
1625
+ if (material.alphaHash && quickLookCompatible) {
1626
+ // Seems we can do this to basically enforce alpha hashing / dithered transparency in QuickLook –
1627
+ // works completely different in usdview though...
1628
+ if (haveConnectedOpacityThreshold) {
1629
+ console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping alphaHash opacity threshold.');
1630
+ }
1631
+ else {
1632
+ inputs.push(`${pad}float inputs:opacityThreshold = 0.0000000001`);
1633
+ haveConnectedOpacityThreshold = true;
1634
+ }
1635
+ }
1636
+ if (material.aoMap) {
1637
+ inputs.push(`${pad}float inputs:occlusion.connect = ${materialRoot}/${materialName}/${texName(material.aoMap)}_occlusion.outputs:r>`);
1638
+ samplers.push(buildTexture(material.aoMap, 'occlusion', quickLookCompatible, textures, material, usedUVChannels));
1639
+ }
1640
+ if (material.alphaMap) {
1641
+ inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.alphaMap)}_opacity.outputs:r>`);
1642
+ // TODO this is likely not correct and will prevent blending from working correctly – masking will be used instead
1643
+ inputs.push(`${pad}float inputs:opacityThreshold = 0.0000000001`);
1644
+ haveConnectedOpacity = true;
1645
+ haveConnectedOpacityThreshold = true;
1646
+ samplers.push(buildTexture(material.alphaMap, 'opacity', quickLookCompatible, textures, material, usedUVChannels, new Color(1, 1, 1), effectiveOpacity));
1647
+ }
1648
+ else { // opacity will always be connected if we have a map
1649
+ if (haveConnectedOpacity) {
1650
+ console.warn('Opacity for ' + material.name + ' was already connected. Skipping default opacity.');
1651
+ }
1652
+ else {
1653
+ inputs.push(`${pad}float inputs:opacity = ${effectiveOpacity}`);
1654
+ haveConnectedOpacity = true;
1655
+ }
1656
+ if (material.alphaTest > 0.0) {
1657
+ if (haveConnectedOpacityThreshold) {
1658
+ console.warn('Opacity threshold for ' + material.name + ' was already connected. Skipping default opacity threshold.');
1659
+ }
1660
+ else {
1661
+ inputs.push(`${pad}float inputs:opacityThreshold = ${material.alphaTest}`);
1662
+ haveConnectedOpacityThreshold = true;
1663
+ }
1664
+ }
1665
+ }
1666
+ if (material instanceof MeshStandardMaterial) {
1667
+ if (material.emissiveMap) {
1668
+ inputs.push(`${pad}color3f inputs:emissiveColor.connect = ${materialRoot}/${materialName}/${texName(material.emissiveMap)}_emissive.outputs:rgb>`);
1669
+ const color = material.emissive.clone();
1670
+ color.multiplyScalar(material.emissiveIntensity);
1671
+ samplers.push(buildTexture(material.emissiveMap, 'emissive', quickLookCompatible, textures, material, usedUVChannels, color));
1672
+ }
1673
+ else if (material.emissive?.getHex() > 0) {
1674
+ const color = material.emissive.clone();
1675
+ color.multiplyScalar(material.emissiveIntensity);
1676
+ inputs.push(`${pad}color3f inputs:emissiveColor = ${buildColor(color)}`);
1677
+ }
1678
+ else {
1679
+ // We don't need to export (0,0,0) as emissive color
1680
+ // inputs.push( `${pad}color3f inputs:emissiveColor = (0, 0, 0)` );
1681
+ }
1682
+ if (material.normalMap) {
1683
+ inputs.push(`${pad}normal3f inputs:normal.connect = ${materialRoot}/${materialName}/${texName(material.normalMap)}_normal.outputs:rgb>`);
1684
+ samplers.push(buildTexture(material.normalMap, 'normal', quickLookCompatible, textures, material, usedUVChannels));
1685
+ }
1686
+ if (material.roughnessMap && material.roughness === 1) {
1687
+ inputs.push(`${pad}float inputs:roughness.connect = ${materialRoot}/${materialName}/${texName(material.roughnessMap)}_roughness.outputs:g>`);
1688
+ samplers.push(buildTexture(material.roughnessMap, 'roughness', quickLookCompatible, textures, material, usedUVChannels));
1689
+ }
1690
+ else {
1691
+ inputs.push(`${pad}float inputs:roughness = ${material.roughness !== undefined ? material.roughness : 1}`);
1692
+ }
1693
+ if (material.metalnessMap && material.metalness === 1) {
1694
+ inputs.push(`${pad}float inputs:metallic.connect = ${materialRoot}/${materialName}/${texName(material.metalnessMap)}_metallic.outputs:b>`);
1695
+ samplers.push(buildTexture(material.metalnessMap, 'metallic', quickLookCompatible, textures, material, usedUVChannels));
1696
+ }
1697
+ else {
1698
+ inputs.push(`${pad}float inputs:metallic = ${material.metalness !== undefined ? material.metalness : 0}`);
1699
+ }
1700
+ }
1701
+ if (material instanceof MeshPhysicalMaterial) {
1702
+ inputs.push(`${pad}float inputs:clearcoat = ${material.clearcoat}`);
1703
+ inputs.push(`${pad}float inputs:clearcoatRoughness = ${material.clearcoatRoughness}`);
1704
+ inputs.push(`${pad}float inputs:ior = ${material.ior}`);
1705
+ if (!material.transparent && !(material.alphaTest > 0.0) && material.transmissionMap) {
1706
+ inputs.push(`${pad}float inputs:opacity.connect = ${materialRoot}/${materialName}/${texName(material.transmissionMap)}_transmission.outputs:r>`);
1707
+ samplers.push(buildTexture(material.transmissionMap, 'transmission', quickLookCompatible, textures, material, usedUVChannels));
1708
+ }
1709
+ }
1710
+ // check if usedUVChannels contains any data besides exactly 0 or 1
1711
+ if (usedUVChannels.size > 2) {
1712
+ console.warn('USDZExporter: Material ' + material.name + ' uses more than 2 UV channels. Currently, only UV0 and UV1 are supported.');
1713
+ }
1714
+ else if (usedUVChannels.size === 2) {
1715
+ // check if it's exactly 0 and 1
1716
+ if (!usedUVChannels.has(0) || !usedUVChannels.has(1)) {
1717
+ console.warn('USDZExporter: Material ' + material.name + ' uses UV channels other than 0 and 1. Currently, only UV0 and UV1 are supported.');
1718
+ }
1719
+ }
1720
+ return `
1721
+
1722
+ def Material "${materialName}" ${material.name ? `(
1723
+ displayName = "${makeDisplayNameSafe(material.name)}"
1724
+ )` : ''}
1725
+ {
1726
+ token outputs:surface.connect = ${materialRoot}/${materialName}/PreviewSurface.outputs:surface>
1727
+
1728
+ def Shader "PreviewSurface"
1729
+ {
1730
+ uniform token info:id = "UsdPreviewSurface"
1731
+ ${inputs.join('\n')}
1732
+ int inputs:useSpecularWorkflow = ${material instanceof MeshBasicMaterial ? '1' : '0'}
1733
+ token outputs:surface
1734
+ }
1735
+ ${samplers.length > 0 ? `
1736
+ ${usedUVChannels.has(0) ? `
1737
+ def Shader "uvReader_st"
1738
+ {
1739
+ uniform token info:id = "UsdPrimvarReader_float2"
1740
+ token inputs:varname = "st"
1741
+ float2 inputs:fallback = (0.0, 0.0)
1742
+ float2 outputs:result
1743
+ }
1744
+ ` : ''}
1745
+ ${usedUVChannels.has(1) ? `
1746
+ def Shader "uvReader_st1"
1747
+ {
1748
+ uniform token info:id = "UsdPrimvarReader_float2"
1749
+ token inputs:varname = "st1"
1750
+ float2 inputs:fallback = (0.0, 0.0)
1751
+ float2 outputs:result
1752
+ }
1753
+ ` : ''}
1754
+ ${samplers.join('\n')}` : ''}
1755
+ }`;
1756
+ }
1757
+ function buildColor(color) {
1758
+ return `(${color.r}, ${color.g}, ${color.b})`;
1759
+ }
1760
+ function buildVector2(vector) {
1761
+ return `(${vector.x}, ${vector.y})`;
1762
+ }
1763
+ const formatsWithAlphaChannel = [
1764
+ // uncompressed formats with alpha channel
1765
+ 1023,
1766
+ // compressed formats with alpha channel
1767
+ 33777,
1768
+ 33778,
1769
+ 33779,
1770
+ 35842,
1771
+ 35843,
1772
+ 37496,
1773
+ 37808,
1774
+ 37809,
1775
+ 37810,
1776
+ 37811,
1777
+ 37812,
1778
+ 37813,
1779
+ 37814,
1780
+ 37815,
1781
+ 37816,
1782
+ 37817,
1783
+ 37818,
1784
+ 37819,
1785
+ 37820,
1786
+ 37821,
1787
+ 36492, // RGBA_BPTC_Format
1788
+ ];
1789
+ export { buildMatrix, decompressGpuTexture, findStructuralNodesInBoneHierarchy, formatsWithAlphaChannel, getBoneName, getMaterialName as getMaterialNameForUSD, getPathToSkeleton, imageToCanvas, imageToCanvasUnpremultiplied, makeNameSafe as makeNameSafeForUSD, USDDocument, fn as usdNumberFormatting, USDObject, USDWriter, USDZExporter, USDZExporterContext, };
1790
1790
  //# sourceMappingURL=ThreeUSDZExporter.js.map