@needle-tools/engine 4.9.0-next.ce04b9f → 4.9.1
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.
- package/CHANGELOG.md +18 -0
- package/README.md +1 -1
- package/components.needle.json +1 -1
- package/dist/{needle-engine.bundle-DHAUN6T_.umd.cjs → needle-engine.bundle-BuTUhZAc.umd.cjs} +133 -133
- package/dist/{needle-engine.bundle-a5_4RZjH.min.js → needle-engine.bundle-DoywABnJ.min.js} +135 -135
- package/dist/{needle-engine.bundle-qHhlH-u4.js → needle-engine.bundle-O7rlGMn7.js} +6332 -6224
- package/dist/needle-engine.js +2 -2
- package/dist/needle-engine.min.js +1 -1
- package/dist/needle-engine.umd.cjs +1 -1
- package/lib/engine/engine_gameobject.d.ts +7 -7
- package/lib/engine/engine_gameobject.js +88 -27
- package/lib/engine/engine_gameobject.js.map +1 -1
- package/lib/engine/engine_networking_instantiate.js +23 -6
- package/lib/engine/engine_networking_instantiate.js.map +1 -1
- package/lib/engine/engine_serialization_core.d.ts +2 -2
- package/lib/engine/engine_serialization_core.js +7 -7
- package/lib/engine/engine_serialization_core.js.map +1 -1
- package/lib/engine/engine_serialization_decorator.js +2 -1
- package/lib/engine/engine_serialization_decorator.js.map +1 -1
- package/lib/engine-components/Component.d.ts +8 -5
- package/lib/engine-components/Component.js +8 -5
- package/lib/engine-components/Component.js.map +1 -1
- package/lib/engine-components/Renderer.d.ts +7 -6
- package/lib/engine-components/Renderer.js.map +1 -1
- package/lib/engine-components/physics/Attractor.d.ts +12 -0
- package/lib/engine-components/physics/Attractor.js +14 -2
- package/lib/engine-components/physics/Attractor.js.map +1 -1
- package/lib/engine-components/web/Clickthrough.d.ts +1 -0
- package/lib/engine-components/web/Clickthrough.js +4 -2
- package/lib/engine-components/web/Clickthrough.js.map +1 -1
- package/lib/engine-components/web/CursorFollow.d.ts +9 -0
- package/lib/engine-components/web/CursorFollow.js +17 -0
- package/lib/engine-components/web/CursorFollow.js.map +1 -1
- package/lib/engine-components/web/ScrollFollow.d.ts +66 -4
- package/lib/engine-components/web/ScrollFollow.js +155 -18
- package/lib/engine-components/web/ScrollFollow.js.map +1 -1
- package/package.json +3 -3
- package/plugins/vite/build.js +3 -0
- package/src/engine/engine_gameobject.ts +105 -38
- package/src/engine/engine_networking_instantiate.ts +21 -6
- package/src/engine/engine_serialization_core.ts +9 -9
- package/src/engine/engine_serialization_decorator.ts +2 -1
- package/src/engine-components/Component.ts +8 -5
- package/src/engine-components/Renderer.ts +12 -10
- package/src/engine-components/physics/Attractor.ts +14 -4
- package/src/engine-components/web/Clickthrough.ts +6 -2
- package/src/engine-components/web/CursorFollow.ts +17 -2
- package/src/engine-components/web/ScrollFollow.ts +174 -26
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import { Object3D } from "three";
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import { Box3, Object3D } from "three";
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import { Mathf } from "../../engine/engine_math.js";
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import { serializable } from "../../engine/engine_serialization.js";
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import { getBoundingBox } from "../../engine/engine_three_utils.js";
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import { Animation } from "../Animation.js";
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import { Animator } from "../Animator.js";
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import { AudioSource } from "../AudioSource.js";
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import { Behaviour } from "../Component.js";
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import {
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import { EventList } from "../EventList.js";
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import { Light } from "../Light.js";
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import { SplineWalker } from "../splines/SplineWalker.js";
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import { PlayableDirector } from "../timeline/PlayableDirector.js";
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type ScrollFollowEvent = {
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/** Event type */
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type: "change",
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/** Current scroll value */
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value: number,
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/** ScrollFollow component that raised the event */
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component: ScrollFollow,
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/** Call to prevent invocation of default (e.g. updating targets) */
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preventDefault: () => void,
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defaultPrevented: boolean,
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}
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/**
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* The ScrollFollow component allows you to link the scroll position of the page (or a specific element) to one or more target objects.
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* This can be used to create scroll-based animations, audio playback, or other effects. For example you can link the scroll position to a timeline (PlayableDirector) to create scroll-based storytelling effects or to an Animator component to change the animation state based on scroll.
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*
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* Assign {@link target} objects to the component to have them updated based on the current scroll position (check the 'target' property for supported types).
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*
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* @link Example at https://scrollytelling-2-z23hmxby7c6x-u30ld.needle.run/
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* @link Template at https://github.com/needle-engine/scrollytelling-template
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*
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* ## How to use with an Animator
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* 1. Create an Animator component and set up a float parameter named "scroll".
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* 2. Create transitions between animation states based on the "scroll" parameter (e.g. from 0 to 1).
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* 3. Add a ScrollFollow component to the same GameObject or another GameObject in the scene.
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* 4. Assign the Animator component to the ScrollFollow's target property.
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*
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* ## How to use with a PlayableDirector (timeline)
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* 1. Create a PlayableDirector component and set up a timeline asset.
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* 2. Add a ScrollFollow component to the same GameObject or another GameObject in the scene.
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* 3. Assign the PlayableDirector component to the ScrollFollow's target property.
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* 4. The timeline will now scrub based on the scroll position of the page.
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*/
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export class ScrollFollow extends Behaviour {
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/**
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* Target object(s) to follow the scroll position of the page.
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* Target object(s) to follow the scroll position of the page.
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*
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* Supported target types:
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* - PlayableDirector (timeline), the scroll position will be mapped to the timeline time
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* - Animator, the scroll position will be set to a float parameter named "scroll"
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* - Animation, the scroll position will be mapped to the animation time
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* - AudioSource, the scroll position will be mapped to the audio time
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* - SplineWalker, the scroll position will be mapped to the position01 property
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* - Light, the scroll position will be mapped to the intensity property
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* - Object3D, the object will move vertically based on the scroll position
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* - Any object with a `scroll` property (number or function)
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*/
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@serializable([Behaviour, Object3D])
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target: object[] | object | null = null;
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@serializable()
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damping: number = 0;
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/**
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* If true, the scroll value will be inverted (e.g. scrolling down will result in a value of 0)
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* @default false
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*/
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@serializable()
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invert: boolean = false;
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/**
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* If set, the scroll position will be read from the specified element instead of the window.
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* Use a CSS selector to specify the element, e.g. `#my-scrollable-div` or `.scroll-container`.
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* @default null
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*/
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@serializable()
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htmlSelector: string | null = null;
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@serializable()
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private mode: "window" = "window";
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/**
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* Event fired when the scroll position changes
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*/
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@serializable(EventList)
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changed: EventList<ScrollFollowEvent> = new EventList<ScrollFollowEvent>();
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/**
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* Current scroll value in "pages" (0 = top of page, 1 = bottom of page)
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private current_value: number = 0;
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private target_value: number = 0;
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private applied_value: number = -1;
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/** @internal */
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onEnable() {
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window.addEventListener("wheel", this.
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window.addEventListener("wheel", this.updateCurrentScrollValue, { passive: true });
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this.applied_value = -1;
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}
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/** @internal */
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onDisable() {
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window.removeEventListener("wheel", this.
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window.removeEventListener("wheel", this.updateCurrentScrollValue);
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}
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/** @internal */
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lateUpdate() {
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this.updateCurrentScrollValue();
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// apply damping if any
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if (this.damping > 0) {
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this.current_value = Mathf.lerp(this.current_value, this.target_value, this.context.time.deltaTime / this.damping);
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}
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if (Array.isArray(this.target)) {
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this.target.forEach(t => t && this.applyScroll(t));
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}
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else if (this.target) {
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this.applyScroll(this.target);
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else {
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this.current_value = this.target_value;
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}
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if (this.current_value !== this.applied_value) {
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this.applied_value = this.current_value;
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let defaultPrevented = false;
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if (this.changed.listenerCount > 0) {
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// fire change event
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const event: ScrollFollowEvent = {
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type: "change",
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value: this.current_value,
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component: this,
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preventDefault: () => { event.defaultPrevented = true; },
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defaultPrevented: false,
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};
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this.changed.invoke(event);
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defaultPrevented = event.defaultPrevented;
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}
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// if not prevented apply scroll
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if (!defaultPrevented) {
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const value = this.invert ? 1 - this.current_value : this.current_value;
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// apply scroll to target(s)
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if (Array.isArray(this.target)) {
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this.target.forEach(t => t && ScrollFollow.applyScroll(t, value));
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}
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else if (this.target) {
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ScrollFollow.applyScroll(this.target, value);
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}
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}
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}
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}
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private _lastSelectorValue: string | null = null;
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private _lastSelectorElement: Element | null = null;
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private
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private updateCurrentScrollValue = () => {
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switch (this.mode) {
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case "window":
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if (this.htmlSelector?.length) {
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if (this.htmlSelector !== this._lastSelectorValue) {
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this._lastSelectorElement = document.querySelector(this.htmlSelector);
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this._lastSelectorValue = this.htmlSelector;
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}
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if (this._lastSelectorElement) {
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const rect = this._lastSelectorElement.getBoundingClientRect();
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this.target_value = -rect.top / (rect.height - window.innerHeight);
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if (isNaN(this.target_value) || !isFinite(this.target_value)) this.target_value = 0;
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break;
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}
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}
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else {
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this.target_value = window.scrollY / (document.body.scrollHeight - window.innerHeight);
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}
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if (isNaN(this.target_value) || !isFinite(this.target_value)) this.target_value = 0;
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break;
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}
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if (this.damping <= 0) {
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this.current_value = this.target_value;
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}
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}
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private static applyScroll(target: object, value: number) {
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if (!target) return;
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if (target instanceof PlayableDirector) {
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target.time =
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target.time = value * target.duration;
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if (!target.isPlaying) target.evaluate();
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}
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else if (target instanceof Animator) {
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target.setFloat("scroll", value);
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}
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else if (target instanceof Animation) {
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target.time =
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target.time = value * target.duration;
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}
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else if (target instanceof AudioSource) {
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if (!target.duration) return;
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target.time = value * target.duration;
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}
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else if (target instanceof SplineWalker) {
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target.position01 = value;
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}
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else if (target instanceof Light) {
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target.intensity = value;
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}
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else if (target instanceof Object3D) {
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// When objects are assigned they're expected to move vertically based on scroll
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if (target["needle:scrollbounds"] === undefined) {
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target["needle:scrollbounds"] = getBoundingBox(target) || null;
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}
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const bounds = target["needle:scrollbounds"] as Box3;
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if (bounds) {
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// TODO: remap position to use upper screen edge and lower edge instead of center
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target.position.y = -bounds.min.y - value * (bounds.max.y - bounds.min.y);
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}
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}
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else if ("scroll" in target) {
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if (typeof target.scroll === "number") {
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target.scroll = value;
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}
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else if (typeof target.scroll === "function") {
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target.scroll(value);
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}
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}
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}
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