gdcore-tools 2.0.0-gd-v5.5.226-autobuild → 2.0.0-gd-v5.5.227-autobuild

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@@ -1,2 +1,2 @@
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- var gdjs;(function(n){const o=r=>{switch(r){case"ModelOrigin":return null;case"ObjectCenter":return[.5,.5,.5];case"BottomCenterZ":return[.5,.5,0];case"BottomCenterY":return[.5,1,.5];case"TopLeft":return[0,0,0];default:return null}};class a extends n.RuntimeObject3D{constructor(e,t){super(e,t);this._materialType=n.Model3DRuntimeObject.MaterialType.Basic;this._currentAnimationIndex=0;this._animationSpeedScale=1;this._animationPaused=!1;this._crossfadeDuration=0;this._modelResourceName=t.content.modelResourceName,this._animations=t.content.animations,this._originPoint=o(t.content.originLocation),this._centerPoint=o(t.content.centerLocation),this._renderer=new n.Model3DRuntimeObjectRenderer(this,e),this._materialType=this._convertMaterialType(t.content.materialType),this.onModelChanged(t),this._crossfadeDuration=t.content.crossfadeDuration||0,this.onCreated()}onModelChanged(e){this._updateModel(e),this._animations.length>0&&this._renderer.playAnimation(this._animations[0].source,this._animations[0].loop)}updateFromObjectData(e,t){return super.updateFromObjectData(e,t),e.content.materialType!==t.content.materialType&&(this._materialType=this._convertMaterialType(t.content.materialType)),e.content.modelResourceName!==t.content.modelResourceName?this._reloadModel(t):(e.content.width!==t.content.width||e.content.height!==t.content.height||e.content.depth!==t.content.depth||e.content.rotationX!==t.content.rotationX||e.content.rotationY!==t.content.rotationY||e.content.rotationZ!==t.content.rotationZ||e.content.keepAspectRatio!==t.content.keepAspectRatio||e.content.materialType!==t.content.materialType)&&this._updateModel(t),e.content.originLocation!==t.content.originLocation&&(this._originPoint=o(t.content.originLocation)),e.content.centerLocation!==t.content.centerLocation&&(this._centerPoint=o(t.content.centerLocation)),!0}getNetworkSyncData(){return{...super.getNetworkSyncData(),mt:this._materialType,op:this._originPoint,cp:this._centerPoint,anis:this._animations,ai:this._currentAnimationIndex,ass:this._animationSpeedScale,ap:this._animationPaused,cfd:this._crossfadeDuration}}updateFromNetworkSyncData(e){super.updateFromNetworkSyncData(e),e.mt!==void 0&&(this._materialType=e.mt),e.op!==void 0&&(this._originPoint=e.op),e.cp!==void 0&&(this._centerPoint=e.cp),e.anis!==void 0&&(this._animations=e.anis),e.ai!==void 0&&this.setAnimationIndex(e.ai),e.ass!==void 0&&this.setAnimationSpeedScale(e.ass),e.ap!==void 0&&e.ap!==this.isAnimationPaused()&&(e.ap?this.pauseAnimation():this.resumeAnimation()),e.cfd!==void 0&&(this._crossfadeDuration=e.cfd)}_reloadModel(e){this._modelResourceName=e.content.modelResourceName,this._renderer._reloadModel(this,this._runtimeScene),this.onModelChanged(e)}_updateModel(e){const t=e.content.rotationX||0,s=e.content.rotationY||0,d=e.content.rotationZ||0,i=e.content.keepAspectRatio;this._renderer._updateModel(t,s,d,this._getOriginalWidth(),this._getOriginalHeight(),this._getOriginalDepth(),i)}getRenderer(){return this._renderer}_convertMaterialType(e){return e==="KeepOriginal"?n.Model3DRuntimeObject.MaterialType.KeepOriginal:e==="StandardWithoutMetalness"?n.Model3DRuntimeObject.MaterialType.StandardWithoutMetalness:n.Model3DRuntimeObject.MaterialType.Basic}update(e){const t=this.getElapsedTime()/1e3;this._renderer.updateAnimation(t*this._animationSpeedScale)}getAnimationIndex(){return this._currentAnimationIndex}setAnimationIndex(e){if(e=e|0,e<this._animations.length&&this._currentAnimationIndex!==e&&e>=0){const t=this._animations[e];this._currentAnimationIndex=e,this._renderer.playAnimation(t.source,t.loop),this._animationPaused&&this._renderer.pauseAnimation()}}getAnimationName(){return this._currentAnimationIndex>=this._animations.length?"":this._animations[this._currentAnimationIndex].name}setAnimationName(e){if(!e)return;const t=this._animations.findIndex(s=>s.name===e);t>=0&&this.setAnimationIndex(t)}isCurrentAnimationName(e){return this.getAnimationName()===e}hasAnimationEnded(){return this._renderer.hasAnimationEnded()}setCrossfadeDuration(e){this._crossfadeDuration!==e&&(this._crossfadeDuration=e)}isAnimationPaused(){return this._animationPaused}pauseAnimation(){this._animationPaused=!0,this._renderer.pauseAnimation()}resumeAnimation(){this._animationPaused=!1,this._renderer.resumeAnimation()}getAnimationSpeedScale(){return this._animationSpeedScale}setAnimationSpeedScale(e){this._animationSpeedScale=e}getAnimationElapsedTime(){return this._renderer.getAnimationElapsedTime()}setAnimationElapsedTime(e){this._renderer.setAnimationElapsedTime(e),this._animationPaused||this._renderer.resumeAnimation()}getAnimationDuration(){return this._renderer.getAnimationDuration(this._animations[this._currentAnimationIndex].source)}getCenterX(){const e=this._renderer.getCenterPoint();return this.getWidth()*e[0]}getCenterY(){const e=this._renderer.getCenterPoint();return this.getHeight()*e[1]}getCenterZ(){const e=this._renderer.getCenterPoint();return this.getDepth()*e[2]}getDrawableX(){const e=this._renderer.getOriginPoint();return this.getX()-this.getWidth()*e[0]}getDrawableY(){const e=this._renderer.getOriginPoint();return this.getY()-this.getHeight()*e[1]}getDrawableZ(){const e=this._renderer.getOriginPoint();return this.getZ()-this.getDepth()*e[2]}}n.Model3DRuntimeObject=a,function(e){let r;(function(i){i[i.Basic=0]="Basic",i[i.StandardWithoutMetalness=1]="StandardWithoutMetalness",i[i.KeepOriginal=2]="KeepOriginal"})(r=e.MaterialType||(e.MaterialType={}))}(a=n.Model3DRuntimeObject||(n.Model3DRuntimeObject={})),n.registerObject("Scene3D::Model3DObject",n.Model3DRuntimeObject)})(gdjs||(gdjs={}));
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+ var gdjs;(function(n){const o=r=>{switch(r){case"ModelOrigin":return null;case"ObjectCenter":return[.5,.5,.5];case"BottomCenterZ":return[.5,.5,0];case"BottomCenterY":return[.5,1,.5];case"TopLeft":return[0,0,0];default:return null}};class a extends n.RuntimeObject3D{constructor(e,t){super(e,t);this._materialType=n.Model3DRuntimeObject.MaterialType.Basic;this._currentAnimationIndex=0;this._animationSpeedScale=1;this._animationPaused=!1;this._crossfadeDuration=0;this._modelResourceName=t.content.modelResourceName,this._animations=t.content.animations,this._originPoint=o(t.content.originLocation),this._centerPoint=o(t.content.centerLocation),this._renderer=new n.Model3DRuntimeObjectRenderer(this,e),this._materialType=this._convertMaterialType(t.content.materialType),this.onModelChanged(t),this._crossfadeDuration=t.content.crossfadeDuration||0,this.onCreated()}onModelChanged(e){this._updateModel(e),this._animations.length>0&&this._renderer.playAnimation(this._animations[0].source,this._animations[0].loop)}updateFromObjectData(e,t){return super.updateFromObjectData(e,t),e.content.materialType!==t.content.materialType&&(this._materialType=this._convertMaterialType(t.content.materialType)),e.content.modelResourceName!==t.content.modelResourceName?this._reloadModel(t):(e.content.width!==t.content.width||e.content.height!==t.content.height||e.content.depth!==t.content.depth||e.content.rotationX!==t.content.rotationX||e.content.rotationY!==t.content.rotationY||e.content.rotationZ!==t.content.rotationZ||e.content.keepAspectRatio!==t.content.keepAspectRatio||e.content.materialType!==t.content.materialType)&&this._updateModel(t),e.content.originLocation!==t.content.originLocation&&(this._originPoint=o(t.content.originLocation)),e.content.centerLocation!==t.content.centerLocation&&(this._centerPoint=o(t.content.centerLocation)),!0}getNetworkSyncData(){return{...super.getNetworkSyncData(),mt:this._materialType,op:this._originPoint,cp:this._centerPoint,anis:this._animations,ai:this._currentAnimationIndex,ass:this._animationSpeedScale,ap:this._animationPaused,cfd:this._crossfadeDuration}}updateFromNetworkSyncData(e){super.updateFromNetworkSyncData(e),e.mt!==void 0&&(this._materialType=e.mt),e.op!==void 0&&(this._originPoint=e.op),e.cp!==void 0&&(this._centerPoint=e.cp),e.anis!==void 0&&(this._animations=e.anis),e.ai!==void 0&&this.setAnimationIndex(e.ai),e.ass!==void 0&&this.setAnimationSpeedScale(e.ass),e.ap!==void 0&&e.ap!==this.isAnimationPaused()&&(e.ap?this.pauseAnimation():this.resumeAnimation()),e.cfd!==void 0&&(this._crossfadeDuration=e.cfd)}_reloadModel(e){this._modelResourceName=e.content.modelResourceName,this._renderer._reloadModel(this,this._runtimeScene),this.onModelChanged(e)}_updateModel(e){const t=e.content.rotationX||0,s=e.content.rotationY||0,d=e.content.rotationZ||0,i=e.content.keepAspectRatio;this._renderer._updateModel(t,s,d,this._getOriginalWidth(),this._getOriginalHeight(),this._getOriginalDepth(),i)}getRenderer(){return this._renderer}_convertMaterialType(e){return e==="KeepOriginal"?n.Model3DRuntimeObject.MaterialType.KeepOriginal:e==="StandardWithoutMetalness"?n.Model3DRuntimeObject.MaterialType.StandardWithoutMetalness:n.Model3DRuntimeObject.MaterialType.Basic}update(e){const t=this.getElapsedTime()/1e3;this._renderer.updateAnimation(t)}getAnimationIndex(){return this._currentAnimationIndex}setAnimationIndex(e){if(e=e|0,e<this._animations.length&&this._currentAnimationIndex!==e&&e>=0){const t=this._animations[e];this._currentAnimationIndex=e,this._renderer.playAnimation(t.source,t.loop),this._animationPaused&&this._renderer.pauseAnimation()}}getAnimationName(){return this._currentAnimationIndex>=this._animations.length?"":this._animations[this._currentAnimationIndex].name}setAnimationName(e){if(!e)return;const t=this._animations.findIndex(s=>s.name===e);t>=0&&this.setAnimationIndex(t)}isCurrentAnimationName(e){return this.getAnimationName()===e}hasAnimationEnded(){return this._renderer.hasAnimationEnded()}setCrossfadeDuration(e){this._crossfadeDuration!==e&&(this._crossfadeDuration=e)}isAnimationPaused(){return this._animationPaused}pauseAnimation(){this._animationPaused=!0,this._renderer.pauseAnimation()}resumeAnimation(){this._animationPaused=!1,this._renderer.resumeAnimation()}getAnimationSpeedScale(){return this._animationSpeedScale}setAnimationSpeedScale(e){this._animationSpeedScale=e,this._renderer.setAnimationTimeScale(e)}getAnimationElapsedTime(){return this._renderer.getAnimationElapsedTime()}setAnimationElapsedTime(e){this._renderer.setAnimationElapsedTime(e),this._animationPaused||this._renderer.resumeAnimation()}getAnimationDuration(){return this._renderer.getAnimationDuration(this._animations[this._currentAnimationIndex].source)}getCenterX(){const e=this._renderer.getCenterPoint();return this.getWidth()*e[0]}getCenterY(){const e=this._renderer.getCenterPoint();return this.getHeight()*e[1]}getCenterZ(){const e=this._renderer.getCenterPoint();return this.getDepth()*e[2]}getDrawableX(){const e=this._renderer.getOriginPoint();return this.getX()-this.getWidth()*e[0]}getDrawableY(){const e=this._renderer.getOriginPoint();return this.getY()-this.getHeight()*e[1]}getDrawableZ(){const e=this._renderer.getOriginPoint();return this.getZ()-this.getDepth()*e[2]}}n.Model3DRuntimeObject=a,function(e){let r;(function(i){i[i.Basic=0]="Basic",i[i.StandardWithoutMetalness=1]="StandardWithoutMetalness",i[i.KeepOriginal=2]="KeepOriginal"})(r=e.MaterialType||(e.MaterialType={}))}(a=n.Model3DRuntimeObject||(n.Model3DRuntimeObject={})),n.registerObject("Scene3D::Model3DObject",n.Model3DRuntimeObject)})(gdjs||(gdjs={}));
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  //# sourceMappingURL=Model3DRuntimeObject.js.map
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../../../../../GDevelop/Extensions/3D/Model3DRuntimeObject.ts"],
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- "sourcesContent": ["namespace gdjs {\n type Model3DAnimation = { name: string; source: string; loop: boolean };\n\n type Model3DObjectNetworkSyncDataType = {\n mt: number;\n op: FloatPoint3D | null;\n cp: FloatPoint3D | null;\n anis: Model3DAnimation[];\n ai: integer;\n ass: float;\n ap: boolean;\n cfd: float;\n };\n\n type Model3DObjectNetworkSyncData = Object3DNetworkSyncData &\n Model3DObjectNetworkSyncDataType;\n\n /** Base parameters for {@link gdjs.Cube3DRuntimeObject} */\n export interface Model3DObjectData extends Object3DData {\n /** The base parameters of the Model3D object */\n content: Object3DDataContent & {\n modelResourceName: string;\n rotationX: number;\n rotationY: number;\n rotationZ: number;\n keepAspectRatio: boolean;\n materialType: 'Basic' | 'StandardWithoutMetalness' | 'KeepOriginal';\n originLocation:\n | 'ModelOrigin'\n | 'ObjectCenter'\n | 'BottomCenterZ'\n | 'BottomCenterY'\n | 'TopLeft';\n centerLocation:\n | 'ModelOrigin'\n | 'ObjectCenter'\n | 'BottomCenterZ'\n | 'BottomCenterY';\n animations: Model3DAnimation[];\n crossfadeDuration: float;\n };\n }\n\n type FloatPoint3D = [float, float, float];\n\n const getPointForLocation = (location: string): FloatPoint3D | null => {\n switch (location) {\n case 'ModelOrigin':\n return null;\n case 'ObjectCenter':\n return [0.5, 0.5, 0.5];\n case 'BottomCenterZ':\n return [0.5, 0.5, 0];\n case 'BottomCenterY':\n return [0.5, 1, 0.5];\n case 'TopLeft':\n return [0, 0, 0];\n default:\n return null;\n }\n };\n\n /**\n * A 3D object which displays a 3D model.\n */\n export class Model3DRuntimeObject\n extends gdjs.RuntimeObject3D\n implements gdjs.Animatable\n {\n _renderer: gdjs.Model3DRuntimeObjectRenderer;\n\n _modelResourceName: string;\n _materialType: gdjs.Model3DRuntimeObject.MaterialType =\n gdjs.Model3DRuntimeObject.MaterialType.Basic;\n\n /**\n * The local point of the model that will be at the object position.\n *\n * Coordinates are between 0 and 1.\n *\n * Its value is `null` when the point is configured to `\"ModelOrigin\"`\n * because the model origin needs to be evaluated according to the object\n * configuration.\n * @see gdjs.Model3DRuntimeObject3DRenderer.getOriginPoint\n */\n _originPoint: FloatPoint3D | null;\n /**\n * The local point of the model that is used as rotation center.\n *\n * Coordinates are between 0 and 1.\n *\n * Its value is `null` when the point is configured to `\"ModelOrigin\"`\n * because the model origin needs to be evaluated according to the object\n * configuration.\n * @see gdjs.Model3DRuntimeObject3DRenderer.getCenterPoint\n */\n _centerPoint: FloatPoint3D | null;\n\n _animations: Model3DAnimation[];\n _currentAnimationIndex: integer = 0;\n _animationSpeedScale: float = 1;\n _animationPaused: boolean = false;\n _crossfadeDuration: float = 0;\n\n constructor(\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objectData: Model3DObjectData\n ) {\n super(instanceContainer, objectData);\n this._modelResourceName = objectData.content.modelResourceName;\n this._animations = objectData.content.animations;\n this._originPoint = getPointForLocation(\n objectData.content.originLocation\n );\n this._centerPoint = getPointForLocation(\n objectData.content.centerLocation\n );\n this._renderer = new gdjs.Model3DRuntimeObjectRenderer(\n this,\n instanceContainer\n );\n this._materialType = this._convertMaterialType(\n objectData.content.materialType\n );\n\n this.onModelChanged(objectData);\n\n this._crossfadeDuration = objectData.content.crossfadeDuration || 0;\n\n // *ALWAYS* call `this.onCreated()` at the very end of your object constructor.\n this.onCreated();\n }\n\n /**\n * To be called after the renderer loaded a Model resource:\n * - After the renderer was instantiated\n * - After reloading the model\n */\n private onModelChanged(objectData) {\n this._updateModel(objectData);\n if (this._animations.length > 0) {\n this._renderer.playAnimation(\n this._animations[0].source,\n this._animations[0].loop\n );\n }\n }\n\n updateFromObjectData(\n oldObjectData: Model3DObjectData,\n newObjectData: Model3DObjectData\n ): boolean {\n super.updateFromObjectData(oldObjectData, newObjectData);\n\n if (\n oldObjectData.content.materialType !==\n newObjectData.content.materialType\n ) {\n this._materialType = this._convertMaterialType(\n newObjectData.content.materialType\n );\n }\n if (\n oldObjectData.content.modelResourceName !==\n newObjectData.content.modelResourceName\n ) {\n this._reloadModel(newObjectData);\n } else if (\n oldObjectData.content.width !== newObjectData.content.width ||\n oldObjectData.content.height !== newObjectData.content.height ||\n oldObjectData.content.depth !== newObjectData.content.depth ||\n oldObjectData.content.rotationX !== newObjectData.content.rotationX ||\n oldObjectData.content.rotationY !== newObjectData.content.rotationY ||\n oldObjectData.content.rotationZ !== newObjectData.content.rotationZ ||\n oldObjectData.content.keepAspectRatio !==\n newObjectData.content.keepAspectRatio ||\n oldObjectData.content.materialType !==\n newObjectData.content.materialType\n ) {\n this._updateModel(newObjectData);\n }\n if (\n oldObjectData.content.originLocation !==\n newObjectData.content.originLocation\n ) {\n this._originPoint = getPointForLocation(\n newObjectData.content.originLocation\n );\n }\n if (\n oldObjectData.content.centerLocation !==\n newObjectData.content.centerLocation\n ) {\n this._centerPoint = getPointForLocation(\n newObjectData.content.centerLocation\n );\n }\n return true;\n }\n\n getNetworkSyncData(): Model3DObjectNetworkSyncData {\n return {\n ...super.getNetworkSyncData(),\n mt: this._materialType,\n op: this._originPoint,\n cp: this._centerPoint,\n anis: this._animations,\n ai: this._currentAnimationIndex,\n ass: this._animationSpeedScale,\n ap: this._animationPaused,\n cfd: this._crossfadeDuration,\n };\n }\n\n updateFromNetworkSyncData(\n networkSyncData: Model3DObjectNetworkSyncData\n ): void {\n super.updateFromNetworkSyncData(networkSyncData);\n\n if (networkSyncData.mt !== undefined) {\n this._materialType = networkSyncData.mt;\n }\n if (networkSyncData.op !== undefined) {\n this._originPoint = networkSyncData.op;\n }\n if (networkSyncData.cp !== undefined) {\n this._centerPoint = networkSyncData.cp;\n }\n if (networkSyncData.anis !== undefined) {\n this._animations = networkSyncData.anis;\n }\n if (networkSyncData.ai !== undefined) {\n this.setAnimationIndex(networkSyncData.ai);\n }\n if (networkSyncData.ass !== undefined) {\n this.setAnimationSpeedScale(networkSyncData.ass);\n }\n if (networkSyncData.ap !== undefined) {\n if (networkSyncData.ap !== this.isAnimationPaused()) {\n networkSyncData.ap ? this.pauseAnimation() : this.resumeAnimation();\n }\n }\n if (networkSyncData.cfd !== undefined) {\n this._crossfadeDuration = networkSyncData.cfd;\n }\n }\n\n _reloadModel(objectData: Model3DObjectData) {\n this._modelResourceName = objectData.content.modelResourceName;\n this._renderer._reloadModel(this, this._runtimeScene);\n this.onModelChanged(objectData);\n }\n\n _updateModel(objectData: Model3DObjectData) {\n const rotationX = objectData.content.rotationX || 0;\n const rotationY = objectData.content.rotationY || 0;\n const rotationZ = objectData.content.rotationZ || 0;\n const keepAspectRatio = objectData.content.keepAspectRatio;\n this._renderer._updateModel(\n rotationX,\n rotationY,\n rotationZ,\n this._getOriginalWidth(),\n this._getOriginalHeight(),\n this._getOriginalDepth(),\n keepAspectRatio\n );\n }\n\n getRenderer(): RuntimeObject3DRenderer {\n return this._renderer;\n }\n\n _convertMaterialType(\n materialTypeString: string\n ): gdjs.Model3DRuntimeObject.MaterialType {\n if (materialTypeString === 'KeepOriginal') {\n return gdjs.Model3DRuntimeObject.MaterialType.KeepOriginal;\n } else if (materialTypeString === 'StandardWithoutMetalness') {\n return gdjs.Model3DRuntimeObject.MaterialType.StandardWithoutMetalness;\n } else {\n return gdjs.Model3DRuntimeObject.MaterialType.Basic;\n }\n }\n\n update(instanceContainer: gdjs.RuntimeInstanceContainer): void {\n const elapsedTime = this.getElapsedTime() / 1000;\n this._renderer.updateAnimation(elapsedTime * this._animationSpeedScale);\n }\n\n /**\n * Get the index of the animation being played.\n * @return The index of the new animation being played\n */\n getAnimationIndex(): number {\n return this._currentAnimationIndex;\n }\n\n /**\n * Change the animation being played.\n * @param animationIndex The index of the new animation to be played\n */\n setAnimationIndex(animationIndex: number): void {\n animationIndex = animationIndex | 0;\n if (\n animationIndex < this._animations.length &&\n this._currentAnimationIndex !== animationIndex &&\n animationIndex >= 0\n ) {\n const animation = this._animations[animationIndex];\n this._currentAnimationIndex = animationIndex;\n this._renderer.playAnimation(animation.source, animation.loop);\n if (this._animationPaused) {\n this._renderer.pauseAnimation();\n }\n }\n }\n\n /**\n * Get the name of the animation being played.\n * @return The name of the new animation being played\n */\n getAnimationName(): string {\n if (this._currentAnimationIndex >= this._animations.length) {\n return '';\n }\n return this._animations[this._currentAnimationIndex].name;\n }\n\n /**\n * Change the animation being played.\n * @param newAnimationName The name of the new animation to be played\n */\n setAnimationName(newAnimationName: string): void {\n if (!newAnimationName) {\n return;\n }\n const animationIndex = this._animations.findIndex(\n (animation) => animation.name === newAnimationName\n );\n if (animationIndex >= 0) {\n this.setAnimationIndex(animationIndex);\n }\n }\n\n isCurrentAnimationName(name: string): boolean {\n return this.getAnimationName() === name;\n }\n\n /**\n * Return true if animation has ended.\n * The animation had ended if:\n * - it's not configured as a loop;\n * - the current frame is the last frame;\n * - the last frame has been displayed long enough.\n */\n hasAnimationEnded(): boolean {\n return this._renderer.hasAnimationEnded();\n }\n\n setCrossfadeDuration(duration: number): void {\n if (this._crossfadeDuration === duration) return;\n this._crossfadeDuration = duration;\n }\n\n isAnimationPaused() {\n return this._animationPaused;\n }\n\n pauseAnimation() {\n this._animationPaused = true;\n this._renderer.pauseAnimation();\n }\n\n resumeAnimation() {\n this._animationPaused = false;\n this._renderer.resumeAnimation();\n }\n\n getAnimationSpeedScale() {\n return this._animationSpeedScale;\n }\n\n setAnimationSpeedScale(ratio: float): void {\n this._animationSpeedScale = ratio;\n }\n\n getAnimationElapsedTime(): float {\n return this._renderer.getAnimationElapsedTime();\n }\n\n setAnimationElapsedTime(time: float): void {\n this._renderer.setAnimationElapsedTime(time);\n if (!this._animationPaused) {\n this._renderer.resumeAnimation();\n }\n }\n\n getAnimationDuration(): float {\n return this._renderer.getAnimationDuration(\n this._animations[this._currentAnimationIndex].source\n );\n }\n\n getCenterX(): float {\n const centerPoint = this._renderer.getCenterPoint();\n return this.getWidth() * centerPoint[0];\n }\n\n getCenterY(): float {\n const centerPoint = this._renderer.getCenterPoint();\n return this.getHeight() * centerPoint[1];\n }\n\n getCenterZ(): float {\n const centerPoint = this._renderer.getCenterPoint();\n return this.getDepth() * centerPoint[2];\n }\n\n getDrawableX(): float {\n const originPoint = this._renderer.getOriginPoint();\n return this.getX() - this.getWidth() * originPoint[0];\n }\n\n getDrawableY(): float {\n const originPoint = this._renderer.getOriginPoint();\n return this.getY() - this.getHeight() * originPoint[1];\n }\n\n getDrawableZ(): float {\n const originPoint = this._renderer.getOriginPoint();\n return this.getZ() - this.getDepth() * originPoint[2];\n }\n }\n\n export namespace Model3DRuntimeObject {\n export enum MaterialType {\n Basic,\n StandardWithoutMetalness,\n KeepOriginal,\n }\n }\n gdjs.registerObject('Scene3D::Model3DObject', gdjs.Model3DRuntimeObject);\n}\n"],
5
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+ "sourcesContent": ["namespace gdjs {\n type Model3DAnimation = { name: string; source: string; loop: boolean };\n\n type Model3DObjectNetworkSyncDataType = {\n mt: number;\n op: FloatPoint3D | null;\n cp: FloatPoint3D | null;\n anis: Model3DAnimation[];\n ai: integer;\n ass: float;\n ap: boolean;\n cfd: float;\n };\n\n type Model3DObjectNetworkSyncData = Object3DNetworkSyncData &\n Model3DObjectNetworkSyncDataType;\n\n /** Base parameters for {@link gdjs.Cube3DRuntimeObject} */\n export interface Model3DObjectData extends Object3DData {\n /** The base parameters of the Model3D object */\n content: Object3DDataContent & {\n modelResourceName: string;\n rotationX: number;\n rotationY: number;\n rotationZ: number;\n keepAspectRatio: boolean;\n materialType: 'Basic' | 'StandardWithoutMetalness' | 'KeepOriginal';\n originLocation:\n | 'ModelOrigin'\n | 'ObjectCenter'\n | 'BottomCenterZ'\n | 'BottomCenterY'\n | 'TopLeft';\n centerLocation:\n | 'ModelOrigin'\n | 'ObjectCenter'\n | 'BottomCenterZ'\n | 'BottomCenterY';\n animations: Model3DAnimation[];\n crossfadeDuration: float;\n };\n }\n\n type FloatPoint3D = [float, float, float];\n\n const getPointForLocation = (location: string): FloatPoint3D | null => {\n switch (location) {\n case 'ModelOrigin':\n return null;\n case 'ObjectCenter':\n return [0.5, 0.5, 0.5];\n case 'BottomCenterZ':\n return [0.5, 0.5, 0];\n case 'BottomCenterY':\n return [0.5, 1, 0.5];\n case 'TopLeft':\n return [0, 0, 0];\n default:\n return null;\n }\n };\n\n /**\n * A 3D object which displays a 3D model.\n */\n export class Model3DRuntimeObject\n extends gdjs.RuntimeObject3D\n implements gdjs.Animatable\n {\n _renderer: gdjs.Model3DRuntimeObjectRenderer;\n\n _modelResourceName: string;\n _materialType: gdjs.Model3DRuntimeObject.MaterialType =\n gdjs.Model3DRuntimeObject.MaterialType.Basic;\n\n /**\n * The local point of the model that will be at the object position.\n *\n * Coordinates are between 0 and 1.\n *\n * Its value is `null` when the point is configured to `\"ModelOrigin\"`\n * because the model origin needs to be evaluated according to the object\n * configuration.\n * @see gdjs.Model3DRuntimeObject3DRenderer.getOriginPoint\n */\n _originPoint: FloatPoint3D | null;\n /**\n * The local point of the model that is used as rotation center.\n *\n * Coordinates are between 0 and 1.\n *\n * Its value is `null` when the point is configured to `\"ModelOrigin\"`\n * because the model origin needs to be evaluated according to the object\n * configuration.\n * @see gdjs.Model3DRuntimeObject3DRenderer.getCenterPoint\n */\n _centerPoint: FloatPoint3D | null;\n\n _animations: Model3DAnimation[];\n _currentAnimationIndex: integer = 0;\n _animationSpeedScale: float = 1;\n _animationPaused: boolean = false;\n _crossfadeDuration: float = 0;\n\n constructor(\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objectData: Model3DObjectData\n ) {\n super(instanceContainer, objectData);\n this._modelResourceName = objectData.content.modelResourceName;\n this._animations = objectData.content.animations;\n this._originPoint = getPointForLocation(\n objectData.content.originLocation\n );\n this._centerPoint = getPointForLocation(\n objectData.content.centerLocation\n );\n this._renderer = new gdjs.Model3DRuntimeObjectRenderer(\n this,\n instanceContainer\n );\n this._materialType = this._convertMaterialType(\n objectData.content.materialType\n );\n\n this.onModelChanged(objectData);\n\n this._crossfadeDuration = objectData.content.crossfadeDuration || 0;\n\n // *ALWAYS* call `this.onCreated()` at the very end of your object constructor.\n this.onCreated();\n }\n\n /**\n * To be called after the renderer loaded a Model resource:\n * - After the renderer was instantiated\n * - After reloading the model\n */\n private onModelChanged(objectData) {\n this._updateModel(objectData);\n if (this._animations.length > 0) {\n this._renderer.playAnimation(\n this._animations[0].source,\n this._animations[0].loop\n );\n }\n }\n\n updateFromObjectData(\n oldObjectData: Model3DObjectData,\n newObjectData: Model3DObjectData\n ): boolean {\n super.updateFromObjectData(oldObjectData, newObjectData);\n\n if (\n oldObjectData.content.materialType !==\n newObjectData.content.materialType\n ) {\n this._materialType = this._convertMaterialType(\n newObjectData.content.materialType\n );\n }\n if (\n oldObjectData.content.modelResourceName !==\n newObjectData.content.modelResourceName\n ) {\n this._reloadModel(newObjectData);\n } else if (\n oldObjectData.content.width !== newObjectData.content.width ||\n oldObjectData.content.height !== newObjectData.content.height ||\n oldObjectData.content.depth !== newObjectData.content.depth ||\n oldObjectData.content.rotationX !== newObjectData.content.rotationX ||\n oldObjectData.content.rotationY !== newObjectData.content.rotationY ||\n oldObjectData.content.rotationZ !== newObjectData.content.rotationZ ||\n oldObjectData.content.keepAspectRatio !==\n newObjectData.content.keepAspectRatio ||\n oldObjectData.content.materialType !==\n newObjectData.content.materialType\n ) {\n this._updateModel(newObjectData);\n }\n if (\n oldObjectData.content.originLocation !==\n newObjectData.content.originLocation\n ) {\n this._originPoint = getPointForLocation(\n newObjectData.content.originLocation\n );\n }\n if (\n oldObjectData.content.centerLocation !==\n newObjectData.content.centerLocation\n ) {\n this._centerPoint = getPointForLocation(\n newObjectData.content.centerLocation\n );\n }\n return true;\n }\n\n getNetworkSyncData(): Model3DObjectNetworkSyncData {\n return {\n ...super.getNetworkSyncData(),\n mt: this._materialType,\n op: this._originPoint,\n cp: this._centerPoint,\n anis: this._animations,\n ai: this._currentAnimationIndex,\n ass: this._animationSpeedScale,\n ap: this._animationPaused,\n cfd: this._crossfadeDuration,\n };\n }\n\n updateFromNetworkSyncData(\n networkSyncData: Model3DObjectNetworkSyncData\n ): void {\n super.updateFromNetworkSyncData(networkSyncData);\n\n if (networkSyncData.mt !== undefined) {\n this._materialType = networkSyncData.mt;\n }\n if (networkSyncData.op !== undefined) {\n this._originPoint = networkSyncData.op;\n }\n if (networkSyncData.cp !== undefined) {\n this._centerPoint = networkSyncData.cp;\n }\n if (networkSyncData.anis !== undefined) {\n this._animations = networkSyncData.anis;\n }\n if (networkSyncData.ai !== undefined) {\n this.setAnimationIndex(networkSyncData.ai);\n }\n if (networkSyncData.ass !== undefined) {\n this.setAnimationSpeedScale(networkSyncData.ass);\n }\n if (networkSyncData.ap !== undefined) {\n if (networkSyncData.ap !== this.isAnimationPaused()) {\n networkSyncData.ap ? this.pauseAnimation() : this.resumeAnimation();\n }\n }\n if (networkSyncData.cfd !== undefined) {\n this._crossfadeDuration = networkSyncData.cfd;\n }\n }\n\n _reloadModel(objectData: Model3DObjectData) {\n this._modelResourceName = objectData.content.modelResourceName;\n this._renderer._reloadModel(this, this._runtimeScene);\n this.onModelChanged(objectData);\n }\n\n _updateModel(objectData: Model3DObjectData) {\n const rotationX = objectData.content.rotationX || 0;\n const rotationY = objectData.content.rotationY || 0;\n const rotationZ = objectData.content.rotationZ || 0;\n const keepAspectRatio = objectData.content.keepAspectRatio;\n this._renderer._updateModel(\n rotationX,\n rotationY,\n rotationZ,\n this._getOriginalWidth(),\n this._getOriginalHeight(),\n this._getOriginalDepth(),\n keepAspectRatio\n );\n }\n\n getRenderer(): RuntimeObject3DRenderer {\n return this._renderer;\n }\n\n _convertMaterialType(\n materialTypeString: string\n ): gdjs.Model3DRuntimeObject.MaterialType {\n if (materialTypeString === 'KeepOriginal') {\n return gdjs.Model3DRuntimeObject.MaterialType.KeepOriginal;\n } else if (materialTypeString === 'StandardWithoutMetalness') {\n return gdjs.Model3DRuntimeObject.MaterialType.StandardWithoutMetalness;\n } else {\n return gdjs.Model3DRuntimeObject.MaterialType.Basic;\n }\n }\n\n update(instanceContainer: gdjs.RuntimeInstanceContainer): void {\n const elapsedTime = this.getElapsedTime() / 1000;\n this._renderer.updateAnimation(elapsedTime);\n }\n\n /**\n * Get the index of the animation being played.\n * @return The index of the new animation being played\n */\n getAnimationIndex(): number {\n return this._currentAnimationIndex;\n }\n\n /**\n * Change the animation being played.\n * @param animationIndex The index of the new animation to be played\n */\n setAnimationIndex(animationIndex: number): void {\n animationIndex = animationIndex | 0;\n if (\n animationIndex < this._animations.length &&\n this._currentAnimationIndex !== animationIndex &&\n animationIndex >= 0\n ) {\n const animation = this._animations[animationIndex];\n this._currentAnimationIndex = animationIndex;\n this._renderer.playAnimation(animation.source, animation.loop);\n if (this._animationPaused) {\n this._renderer.pauseAnimation();\n }\n }\n }\n\n /**\n * Get the name of the animation being played.\n * @return The name of the new animation being played\n */\n getAnimationName(): string {\n if (this._currentAnimationIndex >= this._animations.length) {\n return '';\n }\n return this._animations[this._currentAnimationIndex].name;\n }\n\n /**\n * Change the animation being played.\n * @param newAnimationName The name of the new animation to be played\n */\n setAnimationName(newAnimationName: string): void {\n if (!newAnimationName) {\n return;\n }\n const animationIndex = this._animations.findIndex(\n (animation) => animation.name === newAnimationName\n );\n if (animationIndex >= 0) {\n this.setAnimationIndex(animationIndex);\n }\n }\n\n isCurrentAnimationName(name: string): boolean {\n return this.getAnimationName() === name;\n }\n\n /**\n * Return true if animation has ended.\n * The animation had ended if:\n * - it's not configured as a loop;\n * - the current frame is the last frame;\n * - the last frame has been displayed long enough.\n */\n hasAnimationEnded(): boolean {\n return this._renderer.hasAnimationEnded();\n }\n\n setCrossfadeDuration(duration: number): void {\n if (this._crossfadeDuration === duration) return;\n this._crossfadeDuration = duration;\n }\n\n isAnimationPaused() {\n return this._animationPaused;\n }\n\n pauseAnimation() {\n this._animationPaused = true;\n this._renderer.pauseAnimation();\n }\n\n resumeAnimation() {\n this._animationPaused = false;\n this._renderer.resumeAnimation();\n }\n\n getAnimationSpeedScale() {\n return this._animationSpeedScale;\n }\n\n setAnimationSpeedScale(ratio: float): void {\n this._animationSpeedScale = ratio;\n this._renderer.setAnimationTimeScale(ratio);\n }\n\n getAnimationElapsedTime(): float {\n return this._renderer.getAnimationElapsedTime();\n }\n\n setAnimationElapsedTime(time: float): void {\n this._renderer.setAnimationElapsedTime(time);\n if (!this._animationPaused) {\n this._renderer.resumeAnimation();\n }\n }\n\n getAnimationDuration(): float {\n return this._renderer.getAnimationDuration(\n this._animations[this._currentAnimationIndex].source\n );\n }\n\n getCenterX(): float {\n const centerPoint = this._renderer.getCenterPoint();\n return this.getWidth() * centerPoint[0];\n }\n\n getCenterY(): float {\n const centerPoint = this._renderer.getCenterPoint();\n return this.getHeight() * centerPoint[1];\n }\n\n getCenterZ(): float {\n const centerPoint = this._renderer.getCenterPoint();\n return this.getDepth() * centerPoint[2];\n }\n\n getDrawableX(): float {\n const originPoint = this._renderer.getOriginPoint();\n return this.getX() - this.getWidth() * originPoint[0];\n }\n\n getDrawableY(): float {\n const originPoint = this._renderer.getOriginPoint();\n return this.getY() - this.getHeight() * originPoint[1];\n }\n\n getDrawableZ(): float {\n const originPoint = this._renderer.getOriginPoint();\n return this.getZ() - this.getDepth() * originPoint[2];\n }\n }\n\n export namespace Model3DRuntimeObject {\n export enum MaterialType {\n Basic,\n StandardWithoutMetalness,\n KeepOriginal,\n }\n }\n gdjs.registerObject('Scene3D::Model3DObject', gdjs.Model3DRuntimeObject);\n}\n"],
5
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  "names": []
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  }
@@ -1,2 +1,2 @@
1
- var gdjs;(function(a){const s=1/(1<<16),g=i=>{i.metalness&&(i.metalness=0)},O=i=>{const t=i;if(!!t.material)if(Array.isArray(t.material))for(let e=0;e<t.material.length;e++)g(t.material[e]);else g(t.material)},T=i=>i.traverse(O),M=i=>{const t=new THREE.MeshBasicMaterial;return i.color&&(t.color=i.color),i.map&&(t.map=i.map),t},D=i=>{const t=i;if(!!t.material)if(Array.isArray(t.material))for(let e=0;e<t.material.length;e++)t.material[e]=M(t.material[e]);else t.material=M(t.material)},b=i=>i.traverse(D);class j extends a.RuntimeObject3DRenderer{constructor(t,e){const r=e.getGame().getModel3DManager().getModel(t._modelResourceName),o=new THREE.Group,h=new THREE.Group;h.rotation.order="ZYX",h.add(o);super(t,e,h);this._model3DRuntimeObject=t,this._threeObject=o,this._originalModel=r,this._modelOriginPoint=[0,0,0],this.updateSize(),this.updatePosition(),this.updateRotation(),this._animationMixer=new THREE.AnimationMixer(o),this._action=null}updateAnimation(t){this._animationMixer.update(t)}updatePosition(){const t=this.getOriginPoint(),e=this.getCenterPoint();this.get3DRendererObject().position.set(this._object.getX()-this._object.getWidth()*(t[0]-e[0]),this._object.getY()-this._object.getHeight()*(t[1]-e[1]),this._object.getZ()-this._object.getDepth()*(t[2]-e[2]))}getOriginPoint(){return this._model3DRuntimeObject._originPoint||this._modelOriginPoint}getCenterPoint(){return this._model3DRuntimeObject._centerPoint||this._modelOriginPoint}_updateDefaultTransformation(t,e,r,o,h,R,p,l){t.rotation.set(a.toRad(e),a.toRad(r),a.toRad(o)),t.updateMatrixWorld(!0);const n=new THREE.Box3().setFromObject(t);!this._model3DRuntimeObject._originPoint&&n.expandByPoint(new THREE.Vector3(0,0,0));const m=n.max.x-n.min.x,c=n.max.y-n.min.y,d=n.max.z-n.min.z;this._modelOriginPoint[0]=m<s?0:-n.min.x/m,this._modelOriginPoint[1]=c<s?0:-n.min.y/c,this._modelOriginPoint[2]=d<s?0:-n.min.z/d,this._modelOriginPoint[1]=1-this._modelOriginPoint[1];const u=this._model3DRuntimeObject._centerPoint;u&&t.position.set(-(n.min.x+m*u[0]),-(n.min.y+c*(1-u[1])),-(n.min.z+d*u[2])),t.scale.set(1,1,1),t.rotation.set(a.toRad(e),a.toRad(r),a.toRad(o));const H=m<s?1:1/m,P=c<s?1:1/c,x=d<s?1:1/d,f=new THREE.Matrix4;if(f.makeScale(H,-P,x),t.updateMatrix(),t.applyMatrix4(f),l){const A=m<s?Number.POSITIVE_INFINITY:h/m,I=c<s?Number.POSITIVE_INFINITY:R/c,v=d<s?Number.POSITIVE_INFINITY:p/d;let _=Math.min(A,I,v);Number.isFinite(_)||(_=1),this._object._setOriginalWidth(_*m),this._object._setOriginalHeight(_*c),this._object._setOriginalDepth(_*d)}}_reloadModel(t,e){this._originalModel=e.getGame().getModel3DManager().getModel(t._modelResourceName)}_updateModel(t,e,r,o,h,R,p){const l=new THREE.Group;l.rotation.order="ZYX";const n=THREE_ADDONS.SkeletonUtils.clone(this._originalModel.scene);l.add(n),this._replaceMaterials(l),this._updateDefaultTransformation(l,t,e,r,o,h,R,p),this.get3DRendererObject().remove(this._threeObject),this.get3DRendererObject().add(l),this._threeObject=l,this._animationMixer=new THREE.AnimationMixer(n);const E=this._model3DRuntimeObject.isAnimationPaused();this._model3DRuntimeObject.setAnimationIndex(this._model3DRuntimeObject.getAnimationIndex()),E&&this.pauseAnimation()}_replaceMaterials(t){this._model3DRuntimeObject._materialType===a.Model3DRuntimeObject.MaterialType.StandardWithoutMetalness?T(t):this._model3DRuntimeObject._materialType===a.Model3DRuntimeObject.MaterialType.Basic&&b(t)}getAnimationCount(){return this._originalModel.animations.length}getAnimationName(t){return this._originalModel.animations[t].name}hasAnimationEnded(){return this._action?!this._action.isRunning():!0}animationPaused(){if(!!this._action)return this._action.paused}pauseAnimation(){!this._action||(this._action.paused=!0)}resumeAnimation(){!this._action||(this._action.paused=!1)}playAnimation(t,e){const r=THREE.AnimationClip.findByName(this._originalModel.animations,t);if(!r){console.error(`The GLB file: ${this._model3DRuntimeObject._modelResourceName} doesn't have any animation named: ${t}`);return}const o=this._action;this._action=this._animationMixer.clipAction(r),this._action.reset(),this._action.setLoop(e?THREE.LoopRepeat:THREE.LoopOnce,Number.POSITIVE_INFINITY),this._action.clampWhenFinished=!0,o&&o!==this._action&&this._action.crossFadeFrom(o,this._model3DRuntimeObject._crossfadeDuration,!1),this._action.play(),this._animationMixer.update(0)}getAnimationElapsedTime(){return this._action?this._action.time:0}setAnimationElapsedTime(t){this._action&&(this._action.time=t)}getAnimationDuration(t){const e=THREE.AnimationClip.findByName(this._originalModel.animations,t);return e?e.duration:0}}a.Model3DRuntimeObjectRenderer=j})(gdjs||(gdjs={}));
1
+ var gdjs;(function(a){const s=1/(1<<16),g=i=>{i.metalness&&(i.metalness=0)},O=i=>{const t=i;if(!!t.material)if(Array.isArray(t.material))for(let e=0;e<t.material.length;e++)g(t.material[e]);else g(t.material)},T=i=>i.traverse(O),M=i=>{const t=new THREE.MeshBasicMaterial;return i.color&&(t.color=i.color),i.map&&(t.map=i.map),t},D=i=>{const t=i;if(!!t.material)if(Array.isArray(t.material))for(let e=0;e<t.material.length;e++)t.material[e]=M(t.material[e]);else t.material=M(t.material)},b=i=>i.traverse(D);class j extends a.RuntimeObject3DRenderer{constructor(t,e){const r=e.getGame().getModel3DManager().getModel(t._modelResourceName),o=new THREE.Group,h=new THREE.Group;h.rotation.order="ZYX",h.add(o);super(t,e,h);this._model3DRuntimeObject=t,this._threeObject=o,this._originalModel=r,this._modelOriginPoint=[0,0,0],this.updateSize(),this.updatePosition(),this.updateRotation(),this._animationMixer=new THREE.AnimationMixer(o),this._action=null}updateAnimation(t){this._animationMixer.update(t)}updatePosition(){const t=this.getOriginPoint(),e=this.getCenterPoint();this.get3DRendererObject().position.set(this._object.getX()-this._object.getWidth()*(t[0]-e[0]),this._object.getY()-this._object.getHeight()*(t[1]-e[1]),this._object.getZ()-this._object.getDepth()*(t[2]-e[2]))}getOriginPoint(){return this._model3DRuntimeObject._originPoint||this._modelOriginPoint}getCenterPoint(){return this._model3DRuntimeObject._centerPoint||this._modelOriginPoint}_updateDefaultTransformation(t,e,r,o,h,R,p,l){t.rotation.set(a.toRad(e),a.toRad(r),a.toRad(o)),t.updateMatrixWorld(!0);const n=new THREE.Box3().setFromObject(t);!this._model3DRuntimeObject._originPoint&&n.expandByPoint(new THREE.Vector3(0,0,0));const m=n.max.x-n.min.x,c=n.max.y-n.min.y,d=n.max.z-n.min.z;this._modelOriginPoint[0]=m<s?0:-n.min.x/m,this._modelOriginPoint[1]=c<s?0:-n.min.y/c,this._modelOriginPoint[2]=d<s?0:-n.min.z/d,this._modelOriginPoint[1]=1-this._modelOriginPoint[1];const u=this._model3DRuntimeObject._centerPoint;u&&t.position.set(-(n.min.x+m*u[0]),-(n.min.y+c*(1-u[1])),-(n.min.z+d*u[2])),t.scale.set(1,1,1),t.rotation.set(a.toRad(e),a.toRad(r),a.toRad(o));const A=m<s?1:1/m,H=c<s?1:1/c,P=d<s?1:1/d,f=new THREE.Matrix4;if(f.makeScale(A,-H,P),t.updateMatrix(),t.applyMatrix4(f),l){const x=m<s?Number.POSITIVE_INFINITY:h/m,I=c<s?Number.POSITIVE_INFINITY:R/c,v=d<s?Number.POSITIVE_INFINITY:p/d;let _=Math.min(x,I,v);Number.isFinite(_)||(_=1),this._object._setOriginalWidth(_*m),this._object._setOriginalHeight(_*c),this._object._setOriginalDepth(_*d)}}_reloadModel(t,e){this._originalModel=e.getGame().getModel3DManager().getModel(t._modelResourceName)}_updateModel(t,e,r,o,h,R,p){const l=new THREE.Group;l.rotation.order="ZYX";const n=THREE_ADDONS.SkeletonUtils.clone(this._originalModel.scene);l.add(n),this._replaceMaterials(l),this._updateDefaultTransformation(l,t,e,r,o,h,R,p),this.get3DRendererObject().remove(this._threeObject),this.get3DRendererObject().add(l),this._threeObject=l,this._animationMixer=new THREE.AnimationMixer(n);const E=this._model3DRuntimeObject.isAnimationPaused();this._model3DRuntimeObject.setAnimationIndex(this._model3DRuntimeObject.getAnimationIndex()),E&&this.pauseAnimation()}_replaceMaterials(t){this._model3DRuntimeObject._materialType===a.Model3DRuntimeObject.MaterialType.StandardWithoutMetalness?T(t):this._model3DRuntimeObject._materialType===a.Model3DRuntimeObject.MaterialType.Basic&&b(t)}getAnimationCount(){return this._originalModel.animations.length}getAnimationName(t){return this._originalModel.animations[t].name}hasAnimationEnded(){return this._action?!this._action.isRunning():!0}animationPaused(){if(!!this._action)return this._action.paused}pauseAnimation(){!this._action||(this._action.paused=!0)}resumeAnimation(){!this._action||(this._action.paused=!1)}playAnimation(t,e){const r=THREE.AnimationClip.findByName(this._originalModel.animations,t);if(!r){console.error(`The GLB file: ${this._model3DRuntimeObject._modelResourceName} doesn't have any animation named: ${t}`);return}const o=this._action;this._action=this._animationMixer.clipAction(r),this._action.reset(),this._action.setLoop(e?THREE.LoopRepeat:THREE.LoopOnce,Number.POSITIVE_INFINITY),this._action.clampWhenFinished=!0,this._action.timeScale=this._model3DRuntimeObject.getAnimationSpeedScale(),o&&o!==this._action&&this._action.crossFadeFrom(o,this._model3DRuntimeObject._crossfadeDuration,!1),this._action.play(),this._animationMixer.update(0)}getAnimationElapsedTime(){return this._action?this._action.time:0}setAnimationElapsedTime(t){this._action&&(this._action.time=t)}setAnimationTimeScale(t){this._action&&(this._action.timeScale=t)}getAnimationDuration(t){const e=THREE.AnimationClip.findByName(this._originalModel.animations,t);return e?e.duration:0}}a.Model3DRuntimeObjectRenderer=j})(gdjs||(gdjs={}));
2
2
  //# sourceMappingURL=Model3DRuntimeObject3DRenderer.js.map
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../../../GDevelop/Extensions/3D/Model3DRuntimeObject3DRenderer.ts"],
4
- "sourcesContent": ["namespace gdjs {\n type FloatPoint3D = [float, float, float];\n\n const epsilon = 1 / (1 << 16);\n\n const removeMetalness = (material: THREE.Material): void => {\n //@ts-ignore\n if (material.metalness) {\n //@ts-ignore\n material.metalness = 0;\n }\n };\n\n const removeMetalnessFromMesh = (node: THREE.Object3D) => {\n const mesh = node as THREE.Mesh;\n if (!mesh.material) {\n return;\n }\n if (Array.isArray(mesh.material)) {\n for (let index = 0; index < mesh.material.length; index++) {\n removeMetalness(mesh.material[index]);\n }\n } else {\n removeMetalness(mesh.material);\n }\n };\n\n const traverseToRemoveMetalnessFromMeshes = (node: THREE.Object3D) =>\n node.traverse(removeMetalnessFromMesh);\n\n const convertToBasicMaterial = (\n material: THREE.Material\n ): THREE.MeshBasicMaterial => {\n const basicMaterial = new THREE.MeshBasicMaterial();\n //@ts-ignore\n if (material.color) {\n //@ts-ignore\n basicMaterial.color = material.color;\n }\n //@ts-ignore\n if (material.map) {\n //@ts-ignore\n basicMaterial.map = material.map;\n }\n return basicMaterial;\n };\n\n const setBasicMaterialTo = (node: THREE.Object3D): void => {\n const mesh = node as THREE.Mesh;\n if (!mesh.material) {\n return;\n }\n\n if (Array.isArray(mesh.material)) {\n for (let index = 0; index < mesh.material.length; index++) {\n mesh.material[index] = convertToBasicMaterial(mesh.material[index]);\n }\n } else {\n mesh.material = convertToBasicMaterial(mesh.material);\n }\n };\n\n const traverseToSetBasicMaterialFromMeshes = (node: THREE.Object3D) =>\n node.traverse(setBasicMaterialTo);\n\n class Model3DRuntimeObject3DRenderer extends gdjs.RuntimeObject3DRenderer {\n private _model3DRuntimeObject: gdjs.Model3DRuntimeObject;\n /**\n * The 3D model stretched in a 1x1x1 cube.\n */\n private _threeObject: THREE.Object3D;\n private _originalModel: THREE_ADDONS.GLTF;\n private _animationMixer: THREE.AnimationMixer;\n private _action: THREE.AnimationAction | null;\n\n /**\n * The model origin evaluated according to the object configuration.\n *\n * Coordinates are between 0 and 1.\n */\n private _modelOriginPoint: FloatPoint3D;\n\n constructor(\n runtimeObject: gdjs.Model3DRuntimeObject,\n instanceContainer: gdjs.RuntimeInstanceContainer\n ) {\n // GLB files with skeleton must not have any transformation to work properly.\n const originalModel = instanceContainer\n .getGame()\n .getModel3DManager()\n .getModel(runtimeObject._modelResourceName);\n // _updateModel will actually add a clone of the model.\n const model = new THREE.Group();\n\n // Create a group to transform the object according to\n // position, angle and dimensions.\n const group = new THREE.Group();\n group.rotation.order = 'ZYX';\n group.add(model);\n super(runtimeObject, instanceContainer, group);\n\n this._model3DRuntimeObject = runtimeObject;\n this._threeObject = model;\n this._originalModel = originalModel;\n this._modelOriginPoint = [0, 0, 0];\n\n this.updateSize();\n this.updatePosition();\n this.updateRotation();\n\n this._animationMixer = new THREE.AnimationMixer(model);\n this._action = null;\n }\n\n updateAnimation(timeDelta: float) {\n this._animationMixer.update(timeDelta);\n }\n\n updatePosition() {\n const originPoint = this.getOriginPoint();\n const centerPoint = this.getCenterPoint();\n this.get3DRendererObject().position.set(\n this._object.getX() -\n this._object.getWidth() * (originPoint[0] - centerPoint[0]),\n this._object.getY() -\n this._object.getHeight() * (originPoint[1] - centerPoint[1]),\n this._object.getZ() -\n this._object.getDepth() * (originPoint[2] - centerPoint[2])\n );\n }\n\n getOriginPoint() {\n return this._model3DRuntimeObject._originPoint || this._modelOriginPoint;\n }\n\n getCenterPoint() {\n return this._model3DRuntimeObject._centerPoint || this._modelOriginPoint;\n }\n\n private _updateDefaultTransformation(\n threeObject: THREE.Object3D,\n rotationX: float,\n rotationY: float,\n rotationZ: float,\n originalWidth: float,\n originalHeight: float,\n originalDepth: float,\n keepAspectRatio: boolean\n ) {\n // These formulas are also used in:\n // - Model3DEditor.modelSize\n // - Model3DRendered2DInstance\n threeObject.rotation.set(\n gdjs.toRad(rotationX),\n gdjs.toRad(rotationY),\n gdjs.toRad(rotationZ)\n );\n threeObject.updateMatrixWorld(true);\n const boundingBox = new THREE.Box3().setFromObject(threeObject);\n\n const shouldKeepModelOrigin = !this._model3DRuntimeObject._originPoint;\n if (shouldKeepModelOrigin) {\n // Keep the origin as part of the model.\n // For instance, a model can be 1 face of a cube and we want to keep the\n // inside as part of the object even if it's just void.\n // It also avoids to have the origin outside of the object box.\n boundingBox.expandByPoint(new THREE.Vector3(0, 0, 0));\n }\n\n const modelWidth = boundingBox.max.x - boundingBox.min.x;\n const modelHeight = boundingBox.max.y - boundingBox.min.y;\n const modelDepth = boundingBox.max.z - boundingBox.min.z;\n this._modelOriginPoint[0] =\n modelWidth < epsilon ? 0 : -boundingBox.min.x / modelWidth;\n this._modelOriginPoint[1] =\n modelHeight < epsilon ? 0 : -boundingBox.min.y / modelHeight;\n this._modelOriginPoint[2] =\n modelDepth < epsilon ? 0 : -boundingBox.min.z / modelDepth;\n\n // The model is flipped on Y axis.\n this._modelOriginPoint[1] = 1 - this._modelOriginPoint[1];\n\n // Center the model.\n const centerPoint = this._model3DRuntimeObject._centerPoint;\n if (centerPoint) {\n threeObject.position.set(\n -(boundingBox.min.x + modelWidth * centerPoint[0]),\n // The model is flipped on Y axis.\n -(boundingBox.min.y + modelHeight * (1 - centerPoint[1])),\n -(boundingBox.min.z + modelDepth * centerPoint[2])\n );\n }\n\n // Rotate the model.\n threeObject.scale.set(1, 1, 1);\n threeObject.rotation.set(\n gdjs.toRad(rotationX),\n gdjs.toRad(rotationY),\n gdjs.toRad(rotationZ)\n );\n\n // Stretch the model in a 1x1x1 cube.\n const scaleX = modelWidth < epsilon ? 1 : 1 / modelWidth;\n const scaleY = modelHeight < epsilon ? 1 : 1 / modelHeight;\n const scaleZ = modelDepth < epsilon ? 1 : 1 / modelDepth;\n\n const scaleMatrix = new THREE.Matrix4();\n // Flip on Y because the Y axis is on the opposite side of direct basis.\n // It avoids models to be like a mirror refection.\n scaleMatrix.makeScale(scaleX, -scaleY, scaleZ);\n threeObject.updateMatrix();\n threeObject.applyMatrix4(scaleMatrix);\n\n if (keepAspectRatio) {\n // Reduce the object dimensions to keep aspect ratio.\n const widthRatio =\n modelWidth < epsilon\n ? Number.POSITIVE_INFINITY\n : originalWidth / modelWidth;\n const heightRatio =\n modelHeight < epsilon\n ? Number.POSITIVE_INFINITY\n : originalHeight / modelHeight;\n const depthRatio =\n modelDepth < epsilon\n ? Number.POSITIVE_INFINITY\n : originalDepth / modelDepth;\n let scaleRatio = Math.min(widthRatio, heightRatio, depthRatio);\n if (!Number.isFinite(scaleRatio)) {\n scaleRatio = 1;\n }\n\n this._object._setOriginalWidth(scaleRatio * modelWidth);\n this._object._setOriginalHeight(scaleRatio * modelHeight);\n this._object._setOriginalDepth(scaleRatio * modelDepth);\n }\n }\n\n /**\n * `_updateModel` should always be called after this method.\n * Ideally, use `Model3DRuntimeObject#_reloadModel` instead.\n */\n _reloadModel(\n runtimeObject: Model3DRuntimeObject,\n instanceContainer: gdjs.RuntimeInstanceContainer\n ) {\n this._originalModel = instanceContainer\n .getGame()\n .getModel3DManager()\n .getModel(runtimeObject._modelResourceName);\n }\n\n _updateModel(\n rotationX: float,\n rotationY: float,\n rotationZ: float,\n originalWidth: float,\n originalHeight: float,\n originalDepth: float,\n keepAspectRatio: boolean\n ) {\n // Start from the original model because:\n // - _replaceMaterials is destructive\n // - _updateDefaultTransformation may need to work with meshes in local space\n\n // This group hold the rotation defined by properties.\n const threeObject = new THREE.Group();\n threeObject.rotation.order = 'ZYX';\n const root = THREE_ADDONS.SkeletonUtils.clone(this._originalModel.scene);\n threeObject.add(root);\n\n this._replaceMaterials(threeObject);\n\n this._updateDefaultTransformation(\n threeObject,\n rotationX,\n rotationY,\n rotationZ,\n originalWidth,\n originalHeight,\n originalDepth,\n keepAspectRatio\n );\n\n // Replace the 3D object.\n this.get3DRendererObject().remove(this._threeObject);\n this.get3DRendererObject().add(threeObject);\n this._threeObject = threeObject;\n\n // Start the current animation on the new 3D object.\n this._animationMixer = new THREE.AnimationMixer(root);\n const isAnimationPaused = this._model3DRuntimeObject.isAnimationPaused();\n this._model3DRuntimeObject.setAnimationIndex(\n this._model3DRuntimeObject.getAnimationIndex()\n );\n if (isAnimationPaused) {\n this.pauseAnimation();\n }\n }\n\n /**\n * Replace materials to better work with lights (or no light).\n */\n private _replaceMaterials(threeObject: THREE.Object3D) {\n if (\n this._model3DRuntimeObject._materialType ===\n gdjs.Model3DRuntimeObject.MaterialType.StandardWithoutMetalness\n ) {\n traverseToRemoveMetalnessFromMeshes(threeObject);\n } else if (\n this._model3DRuntimeObject._materialType ===\n gdjs.Model3DRuntimeObject.MaterialType.Basic\n ) {\n traverseToSetBasicMaterialFromMeshes(threeObject);\n }\n }\n\n getAnimationCount() {\n return this._originalModel.animations.length;\n }\n\n getAnimationName(animationIndex: integer) {\n return this._originalModel.animations[animationIndex].name;\n }\n\n /**\n * Return true if animation has ended.\n * The animation had ended if:\n * - it's not configured as a loop;\n * - the current frame is the last frame;\n * - the last frame has been displayed long enough.\n */\n hasAnimationEnded(): boolean {\n if (!this._action) {\n return true;\n }\n return !this._action.isRunning();\n }\n\n animationPaused() {\n if (!this._action) {\n return;\n }\n return this._action.paused;\n }\n\n pauseAnimation() {\n if (!this._action) {\n return;\n }\n this._action.paused = true;\n }\n\n resumeAnimation() {\n if (!this._action) {\n return;\n }\n this._action.paused = false;\n }\n\n playAnimation(animationName: string, shouldLoop: boolean) {\n const clip = THREE.AnimationClip.findByName(\n this._originalModel.animations,\n animationName\n );\n if (!clip) {\n console.error(\n `The GLB file: ${this._model3DRuntimeObject._modelResourceName} doesn't have any animation named: ${animationName}`\n );\n return;\n }\n const previousAction = this._action;\n this._action = this._animationMixer.clipAction(clip);\n\n // The action must be reset before being reconfigured with setLoop to prevent previous action parameters causing problems\n // such as animations not playing (not sure to which extends it can cause problems nor the origin of these problems)\n this._action.reset();\n this._action.setLoop(\n shouldLoop ? THREE.LoopRepeat : THREE.LoopOnce,\n Number.POSITIVE_INFINITY\n );\n this._action.clampWhenFinished = true;\n\n if (previousAction && previousAction !== this._action) {\n this._action.crossFadeFrom(\n previousAction,\n this._model3DRuntimeObject._crossfadeDuration,\n false\n );\n }\n this._action.play();\n // Make sure the first frame is displayed.\n this._animationMixer.update(0);\n }\n\n getAnimationElapsedTime(): float {\n return this._action ? this._action.time : 0;\n }\n\n setAnimationElapsedTime(time: float): void {\n if (this._action) {\n this._action.time = time;\n }\n }\n\n getAnimationDuration(animationName: string): float {\n const clip = THREE.AnimationClip.findByName(\n this._originalModel.animations,\n animationName\n );\n return clip ? clip.duration : 0;\n }\n }\n\n export const Model3DRuntimeObjectRenderer = Model3DRuntimeObject3DRenderer;\n export type Model3DRuntimeObjectRenderer = Model3DRuntimeObject3DRenderer;\n}\n"],
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+ "sourcesContent": ["namespace gdjs {\n type FloatPoint3D = [float, float, float];\n\n const epsilon = 1 / (1 << 16);\n\n const removeMetalness = (material: THREE.Material): void => {\n //@ts-ignore\n if (material.metalness) {\n //@ts-ignore\n material.metalness = 0;\n }\n };\n\n const removeMetalnessFromMesh = (node: THREE.Object3D) => {\n const mesh = node as THREE.Mesh;\n if (!mesh.material) {\n return;\n }\n if (Array.isArray(mesh.material)) {\n for (let index = 0; index < mesh.material.length; index++) {\n removeMetalness(mesh.material[index]);\n }\n } else {\n removeMetalness(mesh.material);\n }\n };\n\n const traverseToRemoveMetalnessFromMeshes = (node: THREE.Object3D) =>\n node.traverse(removeMetalnessFromMesh);\n\n const convertToBasicMaterial = (\n material: THREE.Material\n ): THREE.MeshBasicMaterial => {\n const basicMaterial = new THREE.MeshBasicMaterial();\n //@ts-ignore\n if (material.color) {\n //@ts-ignore\n basicMaterial.color = material.color;\n }\n //@ts-ignore\n if (material.map) {\n //@ts-ignore\n basicMaterial.map = material.map;\n }\n return basicMaterial;\n };\n\n const setBasicMaterialTo = (node: THREE.Object3D): void => {\n const mesh = node as THREE.Mesh;\n if (!mesh.material) {\n return;\n }\n\n if (Array.isArray(mesh.material)) {\n for (let index = 0; index < mesh.material.length; index++) {\n mesh.material[index] = convertToBasicMaterial(mesh.material[index]);\n }\n } else {\n mesh.material = convertToBasicMaterial(mesh.material);\n }\n };\n\n const traverseToSetBasicMaterialFromMeshes = (node: THREE.Object3D) =>\n node.traverse(setBasicMaterialTo);\n\n class Model3DRuntimeObject3DRenderer extends gdjs.RuntimeObject3DRenderer {\n private _model3DRuntimeObject: gdjs.Model3DRuntimeObject;\n /**\n * The 3D model stretched in a 1x1x1 cube.\n */\n private _threeObject: THREE.Object3D;\n private _originalModel: THREE_ADDONS.GLTF;\n private _animationMixer: THREE.AnimationMixer;\n private _action: THREE.AnimationAction | null;\n\n /**\n * The model origin evaluated according to the object configuration.\n *\n * Coordinates are between 0 and 1.\n */\n private _modelOriginPoint: FloatPoint3D;\n\n constructor(\n runtimeObject: gdjs.Model3DRuntimeObject,\n instanceContainer: gdjs.RuntimeInstanceContainer\n ) {\n // GLB files with skeleton must not have any transformation to work properly.\n const originalModel = instanceContainer\n .getGame()\n .getModel3DManager()\n .getModel(runtimeObject._modelResourceName);\n // _updateModel will actually add a clone of the model.\n const model = new THREE.Group();\n\n // Create a group to transform the object according to\n // position, angle and dimensions.\n const group = new THREE.Group();\n group.rotation.order = 'ZYX';\n group.add(model);\n super(runtimeObject, instanceContainer, group);\n\n this._model3DRuntimeObject = runtimeObject;\n this._threeObject = model;\n this._originalModel = originalModel;\n this._modelOriginPoint = [0, 0, 0];\n\n this.updateSize();\n this.updatePosition();\n this.updateRotation();\n\n this._animationMixer = new THREE.AnimationMixer(model);\n this._action = null;\n }\n\n updateAnimation(timeDelta: float) {\n this._animationMixer.update(timeDelta);\n }\n\n updatePosition() {\n const originPoint = this.getOriginPoint();\n const centerPoint = this.getCenterPoint();\n this.get3DRendererObject().position.set(\n this._object.getX() -\n this._object.getWidth() * (originPoint[0] - centerPoint[0]),\n this._object.getY() -\n this._object.getHeight() * (originPoint[1] - centerPoint[1]),\n this._object.getZ() -\n this._object.getDepth() * (originPoint[2] - centerPoint[2])\n );\n }\n\n getOriginPoint() {\n return this._model3DRuntimeObject._originPoint || this._modelOriginPoint;\n }\n\n getCenterPoint() {\n return this._model3DRuntimeObject._centerPoint || this._modelOriginPoint;\n }\n\n private _updateDefaultTransformation(\n threeObject: THREE.Object3D,\n rotationX: float,\n rotationY: float,\n rotationZ: float,\n originalWidth: float,\n originalHeight: float,\n originalDepth: float,\n keepAspectRatio: boolean\n ) {\n // These formulas are also used in:\n // - Model3DEditor.modelSize\n // - Model3DRendered2DInstance\n threeObject.rotation.set(\n gdjs.toRad(rotationX),\n gdjs.toRad(rotationY),\n gdjs.toRad(rotationZ)\n );\n threeObject.updateMatrixWorld(true);\n const boundingBox = new THREE.Box3().setFromObject(threeObject);\n\n const shouldKeepModelOrigin = !this._model3DRuntimeObject._originPoint;\n if (shouldKeepModelOrigin) {\n // Keep the origin as part of the model.\n // For instance, a model can be 1 face of a cube and we want to keep the\n // inside as part of the object even if it's just void.\n // It also avoids to have the origin outside of the object box.\n boundingBox.expandByPoint(new THREE.Vector3(0, 0, 0));\n }\n\n const modelWidth = boundingBox.max.x - boundingBox.min.x;\n const modelHeight = boundingBox.max.y - boundingBox.min.y;\n const modelDepth = boundingBox.max.z - boundingBox.min.z;\n this._modelOriginPoint[0] =\n modelWidth < epsilon ? 0 : -boundingBox.min.x / modelWidth;\n this._modelOriginPoint[1] =\n modelHeight < epsilon ? 0 : -boundingBox.min.y / modelHeight;\n this._modelOriginPoint[2] =\n modelDepth < epsilon ? 0 : -boundingBox.min.z / modelDepth;\n\n // The model is flipped on Y axis.\n this._modelOriginPoint[1] = 1 - this._modelOriginPoint[1];\n\n // Center the model.\n const centerPoint = this._model3DRuntimeObject._centerPoint;\n if (centerPoint) {\n threeObject.position.set(\n -(boundingBox.min.x + modelWidth * centerPoint[0]),\n // The model is flipped on Y axis.\n -(boundingBox.min.y + modelHeight * (1 - centerPoint[1])),\n -(boundingBox.min.z + modelDepth * centerPoint[2])\n );\n }\n\n // Rotate the model.\n threeObject.scale.set(1, 1, 1);\n threeObject.rotation.set(\n gdjs.toRad(rotationX),\n gdjs.toRad(rotationY),\n gdjs.toRad(rotationZ)\n );\n\n // Stretch the model in a 1x1x1 cube.\n const scaleX = modelWidth < epsilon ? 1 : 1 / modelWidth;\n const scaleY = modelHeight < epsilon ? 1 : 1 / modelHeight;\n const scaleZ = modelDepth < epsilon ? 1 : 1 / modelDepth;\n\n const scaleMatrix = new THREE.Matrix4();\n // Flip on Y because the Y axis is on the opposite side of direct basis.\n // It avoids models to be like a mirror refection.\n scaleMatrix.makeScale(scaleX, -scaleY, scaleZ);\n threeObject.updateMatrix();\n threeObject.applyMatrix4(scaleMatrix);\n\n if (keepAspectRatio) {\n // Reduce the object dimensions to keep aspect ratio.\n const widthRatio =\n modelWidth < epsilon\n ? Number.POSITIVE_INFINITY\n : originalWidth / modelWidth;\n const heightRatio =\n modelHeight < epsilon\n ? Number.POSITIVE_INFINITY\n : originalHeight / modelHeight;\n const depthRatio =\n modelDepth < epsilon\n ? Number.POSITIVE_INFINITY\n : originalDepth / modelDepth;\n let scaleRatio = Math.min(widthRatio, heightRatio, depthRatio);\n if (!Number.isFinite(scaleRatio)) {\n scaleRatio = 1;\n }\n\n this._object._setOriginalWidth(scaleRatio * modelWidth);\n this._object._setOriginalHeight(scaleRatio * modelHeight);\n this._object._setOriginalDepth(scaleRatio * modelDepth);\n }\n }\n\n /**\n * `_updateModel` should always be called after this method.\n * Ideally, use `Model3DRuntimeObject#_reloadModel` instead.\n */\n _reloadModel(\n runtimeObject: Model3DRuntimeObject,\n instanceContainer: gdjs.RuntimeInstanceContainer\n ) {\n this._originalModel = instanceContainer\n .getGame()\n .getModel3DManager()\n .getModel(runtimeObject._modelResourceName);\n }\n\n _updateModel(\n rotationX: float,\n rotationY: float,\n rotationZ: float,\n originalWidth: float,\n originalHeight: float,\n originalDepth: float,\n keepAspectRatio: boolean\n ) {\n // Start from the original model because:\n // - _replaceMaterials is destructive\n // - _updateDefaultTransformation may need to work with meshes in local space\n\n // This group hold the rotation defined by properties.\n const threeObject = new THREE.Group();\n threeObject.rotation.order = 'ZYX';\n const root = THREE_ADDONS.SkeletonUtils.clone(this._originalModel.scene);\n threeObject.add(root);\n\n this._replaceMaterials(threeObject);\n\n this._updateDefaultTransformation(\n threeObject,\n rotationX,\n rotationY,\n rotationZ,\n originalWidth,\n originalHeight,\n originalDepth,\n keepAspectRatio\n );\n\n // Replace the 3D object.\n this.get3DRendererObject().remove(this._threeObject);\n this.get3DRendererObject().add(threeObject);\n this._threeObject = threeObject;\n\n // Start the current animation on the new 3D object.\n this._animationMixer = new THREE.AnimationMixer(root);\n const isAnimationPaused = this._model3DRuntimeObject.isAnimationPaused();\n this._model3DRuntimeObject.setAnimationIndex(\n this._model3DRuntimeObject.getAnimationIndex()\n );\n if (isAnimationPaused) {\n this.pauseAnimation();\n }\n }\n\n /**\n * Replace materials to better work with lights (or no light).\n */\n private _replaceMaterials(threeObject: THREE.Object3D) {\n if (\n this._model3DRuntimeObject._materialType ===\n gdjs.Model3DRuntimeObject.MaterialType.StandardWithoutMetalness\n ) {\n traverseToRemoveMetalnessFromMeshes(threeObject);\n } else if (\n this._model3DRuntimeObject._materialType ===\n gdjs.Model3DRuntimeObject.MaterialType.Basic\n ) {\n traverseToSetBasicMaterialFromMeshes(threeObject);\n }\n }\n\n getAnimationCount() {\n return this._originalModel.animations.length;\n }\n\n getAnimationName(animationIndex: integer) {\n return this._originalModel.animations[animationIndex].name;\n }\n\n /**\n * Return true if animation has ended.\n * The animation had ended if:\n * - it's not configured as a loop;\n * - the current frame is the last frame;\n * - the last frame has been displayed long enough.\n */\n hasAnimationEnded(): boolean {\n if (!this._action) {\n return true;\n }\n return !this._action.isRunning();\n }\n\n animationPaused() {\n if (!this._action) {\n return;\n }\n return this._action.paused;\n }\n\n pauseAnimation() {\n if (!this._action) {\n return;\n }\n this._action.paused = true;\n }\n\n resumeAnimation() {\n if (!this._action) {\n return;\n }\n this._action.paused = false;\n }\n\n playAnimation(animationName: string, shouldLoop: boolean) {\n const clip = THREE.AnimationClip.findByName(\n this._originalModel.animations,\n animationName\n );\n if (!clip) {\n console.error(\n `The GLB file: ${this._model3DRuntimeObject._modelResourceName} doesn't have any animation named: ${animationName}`\n );\n return;\n }\n const previousAction = this._action;\n this._action = this._animationMixer.clipAction(clip);\n // Reset the animation and play it from the start.\n // `clipAction` always gives back the same action for a given animation\n // and its likely to be in a finished or at least started state.\n this._action.reset();\n this._action.setLoop(\n shouldLoop ? THREE.LoopRepeat : THREE.LoopOnce,\n Number.POSITIVE_INFINITY\n );\n this._action.clampWhenFinished = true;\n this._action.timeScale =\n this._model3DRuntimeObject.getAnimationSpeedScale();\n\n if (previousAction && previousAction !== this._action) {\n this._action.crossFadeFrom(\n previousAction,\n this._model3DRuntimeObject._crossfadeDuration,\n false\n );\n }\n this._action.play();\n // Make sure the first frame is displayed.\n this._animationMixer.update(0);\n }\n\n getAnimationElapsedTime(): float {\n return this._action ? this._action.time : 0;\n }\n\n setAnimationElapsedTime(time: float): void {\n if (this._action) {\n this._action.time = time;\n }\n }\n\n setAnimationTimeScale(timeScale: float): void {\n if (this._action) {\n this._action.timeScale = timeScale;\n }\n }\n\n getAnimationDuration(animationName: string): float {\n const clip = THREE.AnimationClip.findByName(\n this._originalModel.animations,\n animationName\n );\n return clip ? clip.duration : 0;\n }\n }\n\n export const Model3DRuntimeObjectRenderer = Model3DRuntimeObject3DRenderer;\n export type Model3DRuntimeObjectRenderer = Model3DRuntimeObject3DRenderer;\n}\n"],
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  "names": []
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  }
@@ -1,2 +1,2 @@
1
- var gdjs;(function(a){let i;(function(t){t[t.None=0]="None",t[t.WindowLeft=1]="WindowLeft",t[t.WindowRight=2]="WindowRight",t[t.Proportional=3]="Proportional",t[t.WindowCenter=4]="WindowCenter"})(i||(i={}));let n;(function(t){t[t.None=0]="None",t[t.WindowTop=1]="WindowTop",t[t.WindowBottom=2]="WindowBottom",t[t.Proportional=3]="Proportional",t[t.WindowCenter=4]="WindowCenter"})(n||(n={}));class D extends a.RuntimeBehavior{constructor(e,o,r){super(e,o,r);this._useLegacyBottomAndRightAnchors=!1;this._hasJustBeenCreated=!0;this._leftEdgeDistance=0;this._rightEdgeDistance=0;this._topEdgeDistance=0;this._bottomEdgeDistance=0;this._oldDrawableX=0;this._oldDrawableY=0;this._oldWidth=0;this._oldHeight=0;this._parentOldMinX=0;this._parentOldMinY=0;this._parentOldMaxX=0;this._parentOldMaxY=0;this._relativeToOriginalWindowSize=!!o.relativeToOriginalWindowSize,this._leftEdgeAnchor=o.leftEdgeAnchor,this._rightEdgeAnchor=o.rightEdgeAnchor,this._topEdgeAnchor=o.topEdgeAnchor,this._bottomEdgeAnchor=o.bottomEdgeAnchor,this._useLegacyBottomAndRightAnchors=o.useLegacyBottomAndRightAnchors===void 0?!0:o.useLegacyBottomAndRightAnchors}updateFromBehaviorData(e,o){return e.leftEdgeAnchor!==o.leftEdgeAnchor&&(this._leftEdgeAnchor=o.leftEdgeAnchor),e.rightEdgeAnchor!==o.rightEdgeAnchor&&(this._rightEdgeAnchor=o.rightEdgeAnchor),e.topEdgeAnchor!==o.topEdgeAnchor&&(this._topEdgeAnchor=o.topEdgeAnchor),e.bottomEdgeAnchor!==o.bottomEdgeAnchor&&(this._bottomEdgeAnchor=o.bottomEdgeAnchor),e.useLegacyTrajectory!==o.useLegacyTrajectory&&(this._useLegacyBottomAndRightAnchors=o.useLegacyBottomAndRightAnchors),e.relativeToOriginalWindowSize===o.relativeToOriginalWindowSize}doStepPreEvents(e){(this._oldDrawableX!==this.owner.getDrawableX()||this._oldDrawableY!==this.owner.getDrawableY()||this._oldWidth!==this.owner.getWidth()||this._oldHeight!==this.owner.getHeight())&&this._updateAnchorDistances(e),(this._parentOldMinX!==e.getUnrotatedViewportMinX()||this._parentOldMinY!==e.getUnrotatedViewportMinY()||this._parentOldMaxX!==e.getUnrotatedViewportMaxX()||this._parentOldMaxY!==e.getUnrotatedViewportMaxY())&&this._followAnchor(e)}_updateAnchorDistances(e){const o=a.staticArray(a.AnchorRuntimeBehavior.prototype.doStepPreEvents),r=e.getLayer(this.owner.getLayer());let s=this._parentOldMinX,t=this._parentOldMinY,d=this._parentOldMaxX,l=this._parentOldMaxY;this._hasJustBeenCreated&&(this._relativeToOriginalWindowSize?(s=e.getInitialUnrotatedViewportMinX(),t=e.getInitialUnrotatedViewportMinY(),d=e.getInitialUnrotatedViewportMaxX(),l=e.getInitialUnrotatedViewportMaxY()):(s=e.getUnrotatedViewportMinX(),t=e.getUnrotatedViewportMinY(),d=e.getUnrotatedViewportMaxX(),l=e.getUnrotatedViewportMaxY()));const w=(d+s)/2,p=(l+t)/2,f=d-s,E=l-t,h=this._relativeToOriginalWindowSize?[this.owner.getDrawableX(),this.owner.getDrawableY()]:this._convertInverseCoords(e,r,this.owner.getDrawableX(),this.owner.getDrawableY(),o);this._leftEdgeAnchor===1?this._leftEdgeDistance=h[0]-s:this._leftEdgeAnchor===2?this._leftEdgeDistance=h[0]-d:this._leftEdgeAnchor===3?this._leftEdgeDistance=(h[0]-s)/f:this._leftEdgeAnchor===4&&(this._leftEdgeDistance=h[0]-w),this._topEdgeAnchor===1?this._topEdgeDistance=h[1]-t:this._topEdgeAnchor===2?this._topEdgeDistance=h[1]-l:this._topEdgeAnchor===3?this._topEdgeDistance=(h[1]-t)/E:this._topEdgeAnchor===4&&(this._topEdgeDistance=h[1]-p);const g=this._relativeToOriginalWindowSize?[this.owner.getDrawableX()+this.owner.getWidth(),this.owner.getDrawableY()+this.owner.getHeight()]:this._convertInverseCoords(e,r,this.owner.getDrawableX()+this.owner.getWidth(),this.owner.getDrawableY()+this.owner.getHeight(),o);this._rightEdgeAnchor===1?this._rightEdgeDistance=g[0]-s:this._rightEdgeAnchor===2?this._rightEdgeDistance=g[0]-d:this._rightEdgeAnchor===3?this._rightEdgeDistance=(g[0]-s)/f:this._rightEdgeAnchor===4&&(this._rightEdgeDistance=g[0]-w),this._bottomEdgeAnchor===1?this._bottomEdgeDistance=g[1]-t:this._bottomEdgeAnchor===2?this._bottomEdgeDistance=g[1]-l:this._bottomEdgeAnchor===3?this._bottomEdgeDistance=(g[1]-t)/E:this._bottomEdgeAnchor===4&&(this._bottomEdgeDistance=g[1]-p),this._hasJustBeenCreated=!1}_followAnchor(e){const o=a.staticArray(a.AnchorRuntimeBehavior.prototype.doStepPreEvents),r=e.getLayer(this.owner.getLayer());let s=e.getUnrotatedViewportMinX(),t=e.getUnrotatedViewportMinY(),d=e.getUnrotatedViewportMaxX(),l=e.getUnrotatedViewportMaxY();const w=(d+s)/2,p=(l+t)/2,f=d-s,E=l-t;let h=0,g=0,A=0,m=0;this._leftEdgeAnchor===1?h=s+this._leftEdgeDistance:this._leftEdgeAnchor===2?h=d+this._leftEdgeDistance:this._leftEdgeAnchor===3?h=s+this._leftEdgeDistance*f:this._leftEdgeAnchor===4&&(h=w+this._leftEdgeDistance),this._topEdgeAnchor===1?g=t+this._topEdgeDistance:this._topEdgeAnchor===2?g=l+this._topEdgeDistance:this._topEdgeAnchor===3?g=t+this._topEdgeDistance*E:this._topEdgeAnchor===4&&(g=p+this._topEdgeDistance),this._rightEdgeAnchor===1?A=s+this._rightEdgeDistance:this._rightEdgeAnchor===2?A=d+this._rightEdgeDistance:this._rightEdgeAnchor===3?A=s+this._rightEdgeDistance*f:this._rightEdgeAnchor===4&&(A=w+this._rightEdgeDistance),this._bottomEdgeAnchor===1?m=t+this._bottomEdgeDistance:this._bottomEdgeAnchor===2?m=l+this._bottomEdgeDistance:this._bottomEdgeAnchor===3?m=t+this._bottomEdgeDistance*E:this._bottomEdgeAnchor===4&&(m=p+this._bottomEdgeDistance);const Y=this._convertCoords(e,r,h,g,o);let _=Y[0],c=Y[1];const M=this._convertCoords(e,r,A,m,o),W=M[0],X=M[1];if(this._useLegacyBottomAndRightAnchors)this._rightEdgeAnchor!==0&&this.owner.setWidth(W-_),this._bottomEdgeAnchor!==0&&this.owner.setHeight(X-c),this._leftEdgeAnchor!==0&&this.owner.setX(_+this.owner.getX()-this.owner.getDrawableX()),this._topEdgeAnchor!==0&&this.owner.setY(c+this.owner.getY()-this.owner.getDrawableY());else{if(this._rightEdgeAnchor!==0&&this._leftEdgeAnchor!==0){const b=W-_;this.owner.setX(this.owner.getX()===this.owner.getDrawableX()?_:_+(this.owner.getX()-this.owner.getDrawableX())*b/this.owner.getWidth()),this.owner.setWidth(b)}else this._leftEdgeAnchor!==0&&this.owner.setX(_+this.owner.getX()-this.owner.getDrawableX()),this._rightEdgeAnchor!==0&&this.owner.setX(W+this.owner.getX()-this.owner.getDrawableX()-this.owner.getWidth());if(this._bottomEdgeAnchor!==0&&this._topEdgeAnchor!==0){const b=X-c;this.owner.setY(this.owner.getY()===this.owner.getDrawableY()?c:c+(this.owner.getY()-this.owner.getDrawableY())*b/this.owner.getHeight()),this.owner.setHeight(b)}else this._topEdgeAnchor!==0&&this.owner.setY(c+this.owner.getY()-this.owner.getDrawableY()),this._bottomEdgeAnchor!==0&&this.owner.setY(X+this.owner.getY()-this.owner.getDrawableY()-this.owner.getHeight());this._oldDrawableX=this.owner.getDrawableX(),this._oldDrawableY=this.owner.getDrawableY(),this._oldWidth=this.owner.getWidth(),this._oldHeight=this.owner.getHeight(),this._parentOldMinX=e.getUnrotatedViewportMinX(),this._parentOldMinY=e.getUnrotatedViewportMinY(),this._parentOldMaxX=e.getUnrotatedViewportMaxX(),this._parentOldMaxY=e.getUnrotatedViewportMaxY()}}doStepPostEvents(e){}_convertCoords(e,o,r,s,t){return e!==e.getScene()?(t[0]=r,t[1]=s,t):o.convertCoords(r,s,0,t)}_convertInverseCoords(e,o,r,s,t){return e!==e.getScene()?(t[0]=r,t[1]=s,t):o.convertInverseCoords(r,s,0,t)}}a.AnchorRuntimeBehavior=D,a.registerBehavior("AnchorBehavior::AnchorBehavior",a.AnchorRuntimeBehavior)})(gdjs||(gdjs={}));
1
+ var gdjs;(function(a){let i;(function(t){t[t.None=0]="None",t[t.WindowLeft=1]="WindowLeft",t[t.WindowRight=2]="WindowRight",t[t.Proportional=3]="Proportional",t[t.WindowCenter=4]="WindowCenter"})(i||(i={}));let n;(function(t){t[t.None=0]="None",t[t.WindowTop=1]="WindowTop",t[t.WindowBottom=2]="WindowBottom",t[t.Proportional=3]="Proportional",t[t.WindowCenter=4]="WindowCenter"})(n||(n={}));class D extends a.RuntimeBehavior{constructor(e,o,r){super(e,o,r);this._useLegacyBottomAndRightAnchors=!1;this._hasJustBeenCreated=!0;this._leftEdgeDistance=0;this._rightEdgeDistance=0;this._topEdgeDistance=0;this._bottomEdgeDistance=0;this._oldDrawableX=0;this._oldDrawableY=0;this._oldWidth=0;this._oldHeight=0;this._parentOldMinX=0;this._parentOldMinY=0;this._parentOldMaxX=0;this._parentOldMaxY=0;this._relativeToOriginalWindowSize=!!o.relativeToOriginalWindowSize,this._leftEdgeAnchor=o.leftEdgeAnchor,this._rightEdgeAnchor=o.rightEdgeAnchor,this._topEdgeAnchor=o.topEdgeAnchor,this._bottomEdgeAnchor=o.bottomEdgeAnchor,this._useLegacyBottomAndRightAnchors=o.useLegacyBottomAndRightAnchors===void 0?!0:o.useLegacyBottomAndRightAnchors}updateFromBehaviorData(e,o){return e.leftEdgeAnchor!==o.leftEdgeAnchor&&(this._leftEdgeAnchor=o.leftEdgeAnchor),e.rightEdgeAnchor!==o.rightEdgeAnchor&&(this._rightEdgeAnchor=o.rightEdgeAnchor),e.topEdgeAnchor!==o.topEdgeAnchor&&(this._topEdgeAnchor=o.topEdgeAnchor),e.bottomEdgeAnchor!==o.bottomEdgeAnchor&&(this._bottomEdgeAnchor=o.bottomEdgeAnchor),e.useLegacyTrajectory!==o.useLegacyTrajectory&&(this._useLegacyBottomAndRightAnchors=o.useLegacyBottomAndRightAnchors),e.relativeToOriginalWindowSize===o.relativeToOriginalWindowSize}doStepPreEvents(e){(this._oldDrawableX!==this.owner.getDrawableX()||this._oldDrawableY!==this.owner.getDrawableY()||this._oldWidth!==this.owner.getWidth()||this._oldHeight!==this.owner.getHeight())&&this._updateAnchorDistances(e),(this._parentOldMinX!==e.getUnrotatedViewportMinX()||this._parentOldMinY!==e.getUnrotatedViewportMinY()||this._parentOldMaxX!==e.getUnrotatedViewportMaxX()||this._parentOldMaxY!==e.getUnrotatedViewportMaxY())&&this._followAnchor(e)}_updateAnchorDistances(e){const o=a.staticArray(a.AnchorRuntimeBehavior.prototype.doStepPreEvents),r=e.getLayer(this.owner.getLayer());let s=this._parentOldMinX,t=this._parentOldMinY,d=this._parentOldMaxX,l=this._parentOldMaxY;this._hasJustBeenCreated&&(this._relativeToOriginalWindowSize?(s=e.getInitialUnrotatedViewportMinX(),t=e.getInitialUnrotatedViewportMinY(),d=e.getInitialUnrotatedViewportMaxX(),l=e.getInitialUnrotatedViewportMaxY()):(s=e.getUnrotatedViewportMinX(),t=e.getUnrotatedViewportMinY(),d=e.getUnrotatedViewportMaxX(),l=e.getUnrotatedViewportMaxY()));const w=(d+s)/2,p=(l+t)/2,f=d-s,E=l-t,h=this._relativeToOriginalWindowSize?[this.owner.getDrawableX(),this.owner.getDrawableY()]:this._convertInverseCoords(e,r,this.owner.getDrawableX(),this.owner.getDrawableY(),o);this._leftEdgeAnchor===1?this._leftEdgeDistance=h[0]-s:this._leftEdgeAnchor===2?this._leftEdgeDistance=h[0]-d:this._leftEdgeAnchor===3?this._leftEdgeDistance=(h[0]-s)/f:this._leftEdgeAnchor===4&&(this._leftEdgeDistance=h[0]-w),this._topEdgeAnchor===1?this._topEdgeDistance=h[1]-t:this._topEdgeAnchor===2?this._topEdgeDistance=h[1]-l:this._topEdgeAnchor===3?this._topEdgeDistance=(h[1]-t)/E:this._topEdgeAnchor===4&&(this._topEdgeDistance=h[1]-p);const g=this._relativeToOriginalWindowSize?[this.owner.getDrawableX()+this.owner.getWidth(),this.owner.getDrawableY()+this.owner.getHeight()]:this._convertInverseCoords(e,r,this.owner.getDrawableX()+this.owner.getWidth(),this.owner.getDrawableY()+this.owner.getHeight(),o);this._rightEdgeAnchor===1?this._rightEdgeDistance=g[0]-s:this._rightEdgeAnchor===2?this._rightEdgeDistance=g[0]-d:this._rightEdgeAnchor===3?this._rightEdgeDistance=(g[0]-s)/f:this._rightEdgeAnchor===4&&(this._rightEdgeDistance=g[0]-w),this._bottomEdgeAnchor===1?this._bottomEdgeDistance=g[1]-t:this._bottomEdgeAnchor===2?this._bottomEdgeDistance=g[1]-l:this._bottomEdgeAnchor===3?this._bottomEdgeDistance=(g[1]-t)/E:this._bottomEdgeAnchor===4&&(this._bottomEdgeDistance=g[1]-p),this._hasJustBeenCreated=!1}_followAnchor(e){const o=a.staticArray(a.AnchorRuntimeBehavior.prototype.doStepPreEvents),r=e.getLayer(this.owner.getLayer());let s=e.getUnrotatedViewportMinX(),t=e.getUnrotatedViewportMinY(),d=e.getUnrotatedViewportMaxX(),l=e.getUnrotatedViewportMaxY();const w=(d+s)/2,p=(l+t)/2,f=d-s,E=l-t;let h=0,g=0,A=0,m=0;this._leftEdgeAnchor===1?h=s+this._leftEdgeDistance:this._leftEdgeAnchor===2?h=d+this._leftEdgeDistance:this._leftEdgeAnchor===3?h=s+this._leftEdgeDistance*f:this._leftEdgeAnchor===4&&(h=w+this._leftEdgeDistance),this._topEdgeAnchor===1?g=t+this._topEdgeDistance:this._topEdgeAnchor===2?g=l+this._topEdgeDistance:this._topEdgeAnchor===3?g=t+this._topEdgeDistance*E:this._topEdgeAnchor===4&&(g=p+this._topEdgeDistance),this._rightEdgeAnchor===1?A=s+this._rightEdgeDistance:this._rightEdgeAnchor===2?A=d+this._rightEdgeDistance:this._rightEdgeAnchor===3?A=s+this._rightEdgeDistance*f:this._rightEdgeAnchor===4&&(A=w+this._rightEdgeDistance),this._bottomEdgeAnchor===1?m=t+this._bottomEdgeDistance:this._bottomEdgeAnchor===2?m=l+this._bottomEdgeDistance:this._bottomEdgeAnchor===3?m=t+this._bottomEdgeDistance*E:this._bottomEdgeAnchor===4&&(m=p+this._bottomEdgeDistance);const Y=this._convertCoords(e,r,h,g,o);let _=Y[0],c=Y[1];const M=this._convertCoords(e,r,A,m,o),W=M[0],X=M[1];if(this._useLegacyBottomAndRightAnchors)this._rightEdgeAnchor!==0&&this.owner.setWidth(W-_),this._bottomEdgeAnchor!==0&&this.owner.setHeight(X-c),this._leftEdgeAnchor!==0&&this.owner.setX(_+this.owner.getX()-this.owner.getDrawableX()),this._topEdgeAnchor!==0&&this.owner.setY(c+this.owner.getY()-this.owner.getDrawableY());else{if(this._rightEdgeAnchor!==0&&this._leftEdgeAnchor!==0){const b=W-_;this.owner.setX(this.owner.getX()===this.owner.getDrawableX()?_:_+(this.owner.getX()-this.owner.getDrawableX())*b/this.owner.getWidth()),this.owner.setWidth(b)}else this._leftEdgeAnchor!==0&&this.owner.setX(_+this.owner.getX()-this.owner.getDrawableX()),this._rightEdgeAnchor!==0&&this.owner.setX(W+this.owner.getX()-this.owner.getDrawableX()-this.owner.getWidth());if(this._bottomEdgeAnchor!==0&&this._topEdgeAnchor!==0){const b=X-c;this.owner.setY(this.owner.getY()===this.owner.getDrawableY()?c:c+(this.owner.getY()-this.owner.getDrawableY())*b/this.owner.getHeight()),this.owner.setHeight(b)}else this._topEdgeAnchor!==0&&this.owner.setY(c+this.owner.getY()-this.owner.getDrawableY()),this._bottomEdgeAnchor!==0&&this.owner.setY(X+this.owner.getY()-this.owner.getDrawableY()-this.owner.getHeight())}this._oldDrawableX=this.owner.getDrawableX(),this._oldDrawableY=this.owner.getDrawableY(),this._oldWidth=this.owner.getWidth(),this._oldHeight=this.owner.getHeight(),this._parentOldMinX=e.getUnrotatedViewportMinX(),this._parentOldMinY=e.getUnrotatedViewportMinY(),this._parentOldMaxX=e.getUnrotatedViewportMaxX(),this._parentOldMaxY=e.getUnrotatedViewportMaxY()}doStepPostEvents(e){}_convertCoords(e,o,r,s,t){return e!==e.getScene()?(t[0]=r,t[1]=s,t):o.convertCoords(r,s,0,t)}_convertInverseCoords(e,o,r,s,t){return e!==e.getScene()?(t[0]=r,t[1]=s,t):o.convertInverseCoords(r,s,0,t)}}a.AnchorRuntimeBehavior=D,a.registerBehavior("AnchorBehavior::AnchorBehavior",a.AnchorRuntimeBehavior)})(gdjs||(gdjs={}));
2
2
  //# sourceMappingURL=anchorruntimebehavior.js.map
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../../../GDevelop/Extensions/AnchorBehavior/anchorruntimebehavior.ts"],
4
- "sourcesContent": ["/*\nGDevelop - Anchor Behavior Extension\nCopyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)\n */\n\nnamespace gdjs {\n const enum HorizontalAnchor {\n None = 0,\n WindowLeft,\n WindowRight,\n Proportional,\n WindowCenter,\n }\n const enum VerticalAnchor {\n None = 0,\n WindowTop,\n WindowBottom,\n Proportional,\n WindowCenter,\n }\n\n export class AnchorRuntimeBehavior extends gdjs.RuntimeBehavior {\n // Configuration\n\n _relativeToOriginalWindowSize: boolean;\n _leftEdgeAnchor: HorizontalAnchor;\n _rightEdgeAnchor: HorizontalAnchor;\n _topEdgeAnchor: VerticalAnchor;\n _bottomEdgeAnchor: VerticalAnchor;\n _useLegacyBottomAndRightAnchors: boolean = false;\n\n // State\n\n _hasJustBeenCreated: boolean = true;\n _leftEdgeDistance: float = 0;\n _rightEdgeDistance: float = 0;\n _topEdgeDistance: float = 0;\n _bottomEdgeDistance: float = 0;\n\n _oldDrawableX: float = 0;\n _oldDrawableY: float = 0;\n _oldWidth: float = 0;\n _oldHeight: float = 0;\n\n _parentOldMinX: float = 0;\n _parentOldMinY: float = 0;\n _parentOldMaxX: float = 0;\n _parentOldMaxY: float = 0;\n\n constructor(\n instanceContainer: gdjs.RuntimeInstanceContainer,\n behaviorData,\n owner: gdjs.RuntimeObject\n ) {\n super(instanceContainer, behaviorData, owner);\n this._relativeToOriginalWindowSize =\n !!behaviorData.relativeToOriginalWindowSize;\n this._leftEdgeAnchor = behaviorData.leftEdgeAnchor;\n this._rightEdgeAnchor = behaviorData.rightEdgeAnchor;\n this._topEdgeAnchor = behaviorData.topEdgeAnchor;\n this._bottomEdgeAnchor = behaviorData.bottomEdgeAnchor;\n this._useLegacyBottomAndRightAnchors =\n behaviorData.useLegacyBottomAndRightAnchors === undefined\n ? true\n : behaviorData.useLegacyBottomAndRightAnchors;\n }\n\n updateFromBehaviorData(oldBehaviorData, newBehaviorData): boolean {\n if (oldBehaviorData.leftEdgeAnchor !== newBehaviorData.leftEdgeAnchor) {\n this._leftEdgeAnchor = newBehaviorData.leftEdgeAnchor;\n }\n if (oldBehaviorData.rightEdgeAnchor !== newBehaviorData.rightEdgeAnchor) {\n this._rightEdgeAnchor = newBehaviorData.rightEdgeAnchor;\n }\n if (oldBehaviorData.topEdgeAnchor !== newBehaviorData.topEdgeAnchor) {\n this._topEdgeAnchor = newBehaviorData.topEdgeAnchor;\n }\n if (\n oldBehaviorData.bottomEdgeAnchor !== newBehaviorData.bottomEdgeAnchor\n ) {\n this._bottomEdgeAnchor = newBehaviorData.bottomEdgeAnchor;\n }\n if (\n oldBehaviorData.useLegacyTrajectory !==\n newBehaviorData.useLegacyTrajectory\n ) {\n this._useLegacyBottomAndRightAnchors =\n newBehaviorData.useLegacyBottomAndRightAnchors;\n }\n if (\n oldBehaviorData.relativeToOriginalWindowSize !==\n newBehaviorData.relativeToOriginalWindowSize\n ) {\n return false;\n }\n return true;\n }\n\n doStepPreEvents(instanceContainer: gdjs.RuntimeInstanceContainer) {\n const objectHasMoved =\n this._oldDrawableX !== this.owner.getDrawableX() ||\n this._oldDrawableY !== this.owner.getDrawableY() ||\n this._oldWidth !== this.owner.getWidth() ||\n this._oldHeight !== this.owner.getHeight();\n if (objectHasMoved) {\n this._updateAnchorDistances(instanceContainer);\n }\n const parentHasResized =\n this._parentOldMinX !== instanceContainer.getUnrotatedViewportMinX() ||\n this._parentOldMinY !== instanceContainer.getUnrotatedViewportMinY() ||\n this._parentOldMaxX !== instanceContainer.getUnrotatedViewportMaxX() ||\n this._parentOldMaxY !== instanceContainer.getUnrotatedViewportMaxY();\n if (parentHasResized) {\n this._followAnchor(instanceContainer);\n }\n }\n\n private _updateAnchorDistances(\n instanceContainer: gdjs.RuntimeInstanceContainer\n ) {\n const workingPoint: FloatPoint = gdjs.staticArray(\n gdjs.AnchorRuntimeBehavior.prototype.doStepPreEvents\n ) as FloatPoint;\n const layer = instanceContainer.getLayer(this.owner.getLayer());\n\n let parentMinX = this._parentOldMinX;\n let parentMinY = this._parentOldMinY;\n let parentMaxX = this._parentOldMaxX;\n let parentMaxY = this._parentOldMaxY;\n if (this._hasJustBeenCreated) {\n if (this._relativeToOriginalWindowSize) {\n parentMinX = instanceContainer.getInitialUnrotatedViewportMinX();\n parentMinY = instanceContainer.getInitialUnrotatedViewportMinY();\n parentMaxX = instanceContainer.getInitialUnrotatedViewportMaxX();\n parentMaxY = instanceContainer.getInitialUnrotatedViewportMaxY();\n } else {\n parentMinX = instanceContainer.getUnrotatedViewportMinX();\n parentMinY = instanceContainer.getUnrotatedViewportMinY();\n parentMaxX = instanceContainer.getUnrotatedViewportMaxX();\n parentMaxY = instanceContainer.getUnrotatedViewportMaxY();\n }\n }\n const parentCenterX = (parentMaxX + parentMinX) / 2;\n const parentCenterY = (parentMaxY + parentMinY) / 2;\n const parentWidth = parentMaxX - parentMinX;\n const parentHeight = parentMaxY - parentMinY;\n\n //Calculate the distances from the window's bounds.\n const topLeftPixel = this._relativeToOriginalWindowSize\n ? [this.owner.getDrawableX(), this.owner.getDrawableY()]\n : this._convertInverseCoords(\n instanceContainer,\n layer,\n this.owner.getDrawableX(),\n this.owner.getDrawableY(),\n workingPoint\n );\n\n // Left edge\n if (this._leftEdgeAnchor === HorizontalAnchor.WindowLeft) {\n this._leftEdgeDistance = topLeftPixel[0] - parentMinX;\n } else if (this._leftEdgeAnchor === HorizontalAnchor.WindowRight) {\n this._leftEdgeDistance = topLeftPixel[0] - parentMaxX;\n } else if (this._leftEdgeAnchor === HorizontalAnchor.Proportional) {\n this._leftEdgeDistance = (topLeftPixel[0] - parentMinX) / parentWidth;\n } else if (this._leftEdgeAnchor === HorizontalAnchor.WindowCenter) {\n this._leftEdgeDistance = topLeftPixel[0] - parentCenterX;\n }\n\n // Top edge\n if (this._topEdgeAnchor === VerticalAnchor.WindowTop) {\n this._topEdgeDistance = topLeftPixel[1] - parentMinY;\n } else if (this._topEdgeAnchor === VerticalAnchor.WindowBottom) {\n this._topEdgeDistance = topLeftPixel[1] - parentMaxY;\n } else if (this._topEdgeAnchor === VerticalAnchor.Proportional) {\n this._topEdgeDistance = (topLeftPixel[1] - parentMinY) / parentHeight;\n } else if (this._topEdgeAnchor === VerticalAnchor.WindowCenter) {\n this._topEdgeDistance = topLeftPixel[1] - parentCenterY;\n }\n\n // It's fine to reuse workingPoint as topLeftPixel is no longer used.\n const bottomRightPixel = this._relativeToOriginalWindowSize\n ? [\n this.owner.getDrawableX() + this.owner.getWidth(),\n this.owner.getDrawableY() + this.owner.getHeight(),\n ]\n : this._convertInverseCoords(\n instanceContainer,\n layer,\n this.owner.getDrawableX() + this.owner.getWidth(),\n this.owner.getDrawableY() + this.owner.getHeight(),\n workingPoint\n );\n\n // Right edge\n if (this._rightEdgeAnchor === HorizontalAnchor.WindowLeft) {\n this._rightEdgeDistance = bottomRightPixel[0] - parentMinX;\n } else if (this._rightEdgeAnchor === HorizontalAnchor.WindowRight) {\n this._rightEdgeDistance = bottomRightPixel[0] - parentMaxX;\n } else if (this._rightEdgeAnchor === HorizontalAnchor.Proportional) {\n this._rightEdgeDistance =\n (bottomRightPixel[0] - parentMinX) / parentWidth;\n } else if (this._rightEdgeAnchor === HorizontalAnchor.WindowCenter) {\n this._rightEdgeDistance = bottomRightPixel[0] - parentCenterX;\n }\n\n // Bottom edge\n if (this._bottomEdgeAnchor === VerticalAnchor.WindowTop) {\n this._bottomEdgeDistance = bottomRightPixel[1] - parentMinY;\n } else if (this._bottomEdgeAnchor === VerticalAnchor.WindowBottom) {\n this._bottomEdgeDistance = bottomRightPixel[1] - parentMaxY;\n } else if (this._bottomEdgeAnchor === VerticalAnchor.Proportional) {\n this._bottomEdgeDistance =\n (bottomRightPixel[1] - parentMinY) / parentHeight;\n } else if (this._bottomEdgeAnchor === VerticalAnchor.WindowCenter) {\n this._bottomEdgeDistance = bottomRightPixel[1] - parentCenterY;\n }\n\n this._hasJustBeenCreated = false;\n }\n\n private _followAnchor(instanceContainer: gdjs.RuntimeInstanceContainer) {\n const workingPoint: FloatPoint = gdjs.staticArray(\n gdjs.AnchorRuntimeBehavior.prototype.doStepPreEvents\n ) as FloatPoint;\n const layer = instanceContainer.getLayer(this.owner.getLayer());\n\n let parentMinX = instanceContainer.getUnrotatedViewportMinX();\n let parentMinY = instanceContainer.getUnrotatedViewportMinY();\n let parentMaxX = instanceContainer.getUnrotatedViewportMaxX();\n let parentMaxY = instanceContainer.getUnrotatedViewportMaxY();\n const parentCenterX = (parentMaxX + parentMinX) / 2;\n const parentCenterY = (parentMaxY + parentMinY) / 2;\n const parentWidth = parentMaxX - parentMinX;\n const parentHeight = parentMaxY - parentMinY;\n\n //Move and resize the object if needed\n let leftPixel = 0;\n let topPixel = 0;\n let rightPixel = 0;\n let bottomPixel = 0;\n\n // Left edge\n if (this._leftEdgeAnchor === HorizontalAnchor.WindowLeft) {\n leftPixel = parentMinX + this._leftEdgeDistance;\n } else if (this._leftEdgeAnchor === HorizontalAnchor.WindowRight) {\n leftPixel = parentMaxX + this._leftEdgeDistance;\n } else if (this._leftEdgeAnchor === HorizontalAnchor.Proportional) {\n leftPixel = parentMinX + this._leftEdgeDistance * parentWidth;\n } else if (this._leftEdgeAnchor === HorizontalAnchor.WindowCenter) {\n leftPixel = parentCenterX + this._leftEdgeDistance;\n }\n\n // Top edge\n if (this._topEdgeAnchor === VerticalAnchor.WindowTop) {\n topPixel = parentMinY + this._topEdgeDistance;\n } else if (this._topEdgeAnchor === VerticalAnchor.WindowBottom) {\n topPixel = parentMaxY + this._topEdgeDistance;\n } else if (this._topEdgeAnchor === VerticalAnchor.Proportional) {\n topPixel = parentMinY + this._topEdgeDistance * parentHeight;\n } else if (this._topEdgeAnchor === VerticalAnchor.WindowCenter) {\n topPixel = parentCenterY + this._topEdgeDistance;\n }\n\n // Right edge\n if (this._rightEdgeAnchor === HorizontalAnchor.WindowLeft) {\n rightPixel = parentMinX + this._rightEdgeDistance;\n } else if (this._rightEdgeAnchor === HorizontalAnchor.WindowRight) {\n rightPixel = parentMaxX + this._rightEdgeDistance;\n } else if (this._rightEdgeAnchor === HorizontalAnchor.Proportional) {\n rightPixel = parentMinX + this._rightEdgeDistance * parentWidth;\n } else if (this._rightEdgeAnchor === HorizontalAnchor.WindowCenter) {\n rightPixel = parentCenterX + this._rightEdgeDistance;\n }\n\n // Bottom edge\n if (this._bottomEdgeAnchor === VerticalAnchor.WindowTop) {\n bottomPixel = parentMinY + this._bottomEdgeDistance;\n } else if (this._bottomEdgeAnchor === VerticalAnchor.WindowBottom) {\n bottomPixel = parentMaxY + this._bottomEdgeDistance;\n } else if (this._bottomEdgeAnchor === VerticalAnchor.Proportional) {\n bottomPixel = parentMinY + this._bottomEdgeDistance * parentHeight;\n } else if (this._bottomEdgeAnchor === VerticalAnchor.WindowCenter) {\n bottomPixel = parentCenterY + this._bottomEdgeDistance;\n }\n\n // It's fine to reuse workingPoint as topLeftPixel is no longer used.\n const topLeftCoord = this._convertCoords(\n instanceContainer,\n layer,\n leftPixel,\n topPixel,\n workingPoint\n );\n let left = topLeftCoord[0];\n let top = topLeftCoord[1];\n\n const bottomRightCoord = this._convertCoords(\n instanceContainer,\n layer,\n rightPixel,\n bottomPixel,\n workingPoint\n );\n const right = bottomRightCoord[0];\n const bottom = bottomRightCoord[1];\n\n // Compatibility with GD <= 5.0.133\n if (this._useLegacyBottomAndRightAnchors) {\n //Move and resize the object according to the anchors\n if (this._rightEdgeAnchor !== HorizontalAnchor.None) {\n this.owner.setWidth(right - left);\n }\n if (this._bottomEdgeAnchor !== VerticalAnchor.None) {\n this.owner.setHeight(bottom - top);\n }\n if (this._leftEdgeAnchor !== HorizontalAnchor.None) {\n this.owner.setX(left + this.owner.getX() - this.owner.getDrawableX());\n }\n if (this._topEdgeAnchor !== VerticalAnchor.None) {\n this.owner.setY(top + this.owner.getY() - this.owner.getDrawableY());\n }\n }\n // End of compatibility code\n else {\n // Resize if right and left anchors are set\n if (\n this._rightEdgeAnchor !== HorizontalAnchor.None &&\n this._leftEdgeAnchor !== HorizontalAnchor.None\n ) {\n const width = right - left;\n this.owner.setX(\n this.owner.getX() === this.owner.getDrawableX()\n ? left\n : // It uses the position of the origin relatively to the object\n // size to apply it with the new size.\n // This is the same as doing:\n // lerp(left, right, (this.owner.getX() - this.owner.getDrawableX() / this.owner.getWidth())\n // But, the division is done at the end to avoid rounding errors.\n left +\n ((this.owner.getX() - this.owner.getDrawableX()) * width) /\n this.owner.getWidth()\n );\n this.owner.setWidth(width);\n } else {\n if (this._leftEdgeAnchor !== HorizontalAnchor.None) {\n this.owner.setX(\n left + this.owner.getX() - this.owner.getDrawableX()\n );\n }\n if (this._rightEdgeAnchor !== HorizontalAnchor.None) {\n this.owner.setX(\n right +\n this.owner.getX() -\n this.owner.getDrawableX() -\n this.owner.getWidth()\n );\n }\n }\n\n // Resize if top and bottom anchors are set\n if (\n this._bottomEdgeAnchor !== VerticalAnchor.None &&\n this._topEdgeAnchor !== VerticalAnchor.None\n ) {\n const height = bottom - top;\n this.owner.setY(\n this.owner.getY() === this.owner.getDrawableY()\n ? top\n : top +\n ((this.owner.getY() - this.owner.getDrawableY()) * height) /\n this.owner.getHeight()\n );\n this.owner.setHeight(height);\n } else {\n if (this._topEdgeAnchor !== VerticalAnchor.None) {\n this.owner.setY(\n top + this.owner.getY() - this.owner.getDrawableY()\n );\n }\n if (this._bottomEdgeAnchor !== VerticalAnchor.None) {\n this.owner.setY(\n bottom +\n this.owner.getY() -\n this.owner.getDrawableY() -\n this.owner.getHeight()\n );\n }\n }\n this._oldDrawableX = this.owner.getDrawableX();\n this._oldDrawableY = this.owner.getDrawableY();\n this._oldWidth = this.owner.getWidth();\n this._oldHeight = this.owner.getHeight();\n\n this._parentOldMinX = instanceContainer.getUnrotatedViewportMinX();\n this._parentOldMinY = instanceContainer.getUnrotatedViewportMinY();\n this._parentOldMaxX = instanceContainer.getUnrotatedViewportMaxX();\n this._parentOldMaxY = instanceContainer.getUnrotatedViewportMaxY();\n }\n }\n\n doStepPostEvents(instanceContainer: gdjs.RuntimeInstanceContainer) {}\n\n private _convertCoords(\n instanceContainer: gdjs.RuntimeInstanceContainer,\n layer: gdjs.RuntimeLayer,\n x: float,\n y: float,\n result: FloatPoint\n ) {\n const isParentACustomObject =\n instanceContainer !== instanceContainer.getScene();\n if (isParentACustomObject) {\n result[0] = x;\n result[1] = y;\n return result;\n }\n return layer.convertCoords(x, y, 0, result);\n }\n\n private _convertInverseCoords(\n instanceContainer: gdjs.RuntimeInstanceContainer,\n layer: gdjs.RuntimeLayer,\n x: float,\n y: float,\n result: FloatPoint\n ) {\n const isParentACustomObject =\n instanceContainer !== instanceContainer.getScene();\n if (isParentACustomObject) {\n result[0] = x;\n result[1] = y;\n return result;\n }\n return layer.convertInverseCoords(x, y, 0, result);\n }\n }\n gdjs.registerBehavior(\n 'AnchorBehavior::AnchorBehavior',\n gdjs.AnchorRuntimeBehavior\n );\n}\n"],
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4
+ "sourcesContent": ["/*\nGDevelop - Anchor Behavior Extension\nCopyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)\n */\n\nnamespace gdjs {\n const enum HorizontalAnchor {\n None = 0,\n WindowLeft,\n WindowRight,\n Proportional,\n WindowCenter,\n }\n const enum VerticalAnchor {\n None = 0,\n WindowTop,\n WindowBottom,\n Proportional,\n WindowCenter,\n }\n\n export class AnchorRuntimeBehavior extends gdjs.RuntimeBehavior {\n // Configuration\n\n _relativeToOriginalWindowSize: boolean;\n _leftEdgeAnchor: HorizontalAnchor;\n _rightEdgeAnchor: HorizontalAnchor;\n _topEdgeAnchor: VerticalAnchor;\n _bottomEdgeAnchor: VerticalAnchor;\n _useLegacyBottomAndRightAnchors: boolean = false;\n\n // State\n\n _hasJustBeenCreated: boolean = true;\n _leftEdgeDistance: float = 0;\n _rightEdgeDistance: float = 0;\n _topEdgeDistance: float = 0;\n _bottomEdgeDistance: float = 0;\n\n _oldDrawableX: float = 0;\n _oldDrawableY: float = 0;\n _oldWidth: float = 0;\n _oldHeight: float = 0;\n\n _parentOldMinX: float = 0;\n _parentOldMinY: float = 0;\n _parentOldMaxX: float = 0;\n _parentOldMaxY: float = 0;\n\n constructor(\n instanceContainer: gdjs.RuntimeInstanceContainer,\n behaviorData,\n owner: gdjs.RuntimeObject\n ) {\n super(instanceContainer, behaviorData, owner);\n this._relativeToOriginalWindowSize =\n !!behaviorData.relativeToOriginalWindowSize;\n this._leftEdgeAnchor = behaviorData.leftEdgeAnchor;\n this._rightEdgeAnchor = behaviorData.rightEdgeAnchor;\n this._topEdgeAnchor = behaviorData.topEdgeAnchor;\n this._bottomEdgeAnchor = behaviorData.bottomEdgeAnchor;\n this._useLegacyBottomAndRightAnchors =\n behaviorData.useLegacyBottomAndRightAnchors === undefined\n ? true\n : behaviorData.useLegacyBottomAndRightAnchors;\n }\n\n updateFromBehaviorData(oldBehaviorData, newBehaviorData): boolean {\n if (oldBehaviorData.leftEdgeAnchor !== newBehaviorData.leftEdgeAnchor) {\n this._leftEdgeAnchor = newBehaviorData.leftEdgeAnchor;\n }\n if (oldBehaviorData.rightEdgeAnchor !== newBehaviorData.rightEdgeAnchor) {\n this._rightEdgeAnchor = newBehaviorData.rightEdgeAnchor;\n }\n if (oldBehaviorData.topEdgeAnchor !== newBehaviorData.topEdgeAnchor) {\n this._topEdgeAnchor = newBehaviorData.topEdgeAnchor;\n }\n if (\n oldBehaviorData.bottomEdgeAnchor !== newBehaviorData.bottomEdgeAnchor\n ) {\n this._bottomEdgeAnchor = newBehaviorData.bottomEdgeAnchor;\n }\n if (\n oldBehaviorData.useLegacyTrajectory !==\n newBehaviorData.useLegacyTrajectory\n ) {\n this._useLegacyBottomAndRightAnchors =\n newBehaviorData.useLegacyBottomAndRightAnchors;\n }\n if (\n oldBehaviorData.relativeToOriginalWindowSize !==\n newBehaviorData.relativeToOriginalWindowSize\n ) {\n return false;\n }\n return true;\n }\n\n doStepPreEvents(instanceContainer: gdjs.RuntimeInstanceContainer) {\n const objectHasMoved =\n this._oldDrawableX !== this.owner.getDrawableX() ||\n this._oldDrawableY !== this.owner.getDrawableY() ||\n this._oldWidth !== this.owner.getWidth() ||\n this._oldHeight !== this.owner.getHeight();\n if (objectHasMoved) {\n this._updateAnchorDistances(instanceContainer);\n }\n const parentHasResized =\n this._parentOldMinX !== instanceContainer.getUnrotatedViewportMinX() ||\n this._parentOldMinY !== instanceContainer.getUnrotatedViewportMinY() ||\n this._parentOldMaxX !== instanceContainer.getUnrotatedViewportMaxX() ||\n this._parentOldMaxY !== instanceContainer.getUnrotatedViewportMaxY();\n if (parentHasResized) {\n this._followAnchor(instanceContainer);\n }\n }\n\n private _updateAnchorDistances(\n instanceContainer: gdjs.RuntimeInstanceContainer\n ) {\n const workingPoint: FloatPoint = gdjs.staticArray(\n gdjs.AnchorRuntimeBehavior.prototype.doStepPreEvents\n ) as FloatPoint;\n const layer = instanceContainer.getLayer(this.owner.getLayer());\n\n let parentMinX = this._parentOldMinX;\n let parentMinY = this._parentOldMinY;\n let parentMaxX = this._parentOldMaxX;\n let parentMaxY = this._parentOldMaxY;\n if (this._hasJustBeenCreated) {\n if (this._relativeToOriginalWindowSize) {\n parentMinX = instanceContainer.getInitialUnrotatedViewportMinX();\n parentMinY = instanceContainer.getInitialUnrotatedViewportMinY();\n parentMaxX = instanceContainer.getInitialUnrotatedViewportMaxX();\n parentMaxY = instanceContainer.getInitialUnrotatedViewportMaxY();\n } else {\n parentMinX = instanceContainer.getUnrotatedViewportMinX();\n parentMinY = instanceContainer.getUnrotatedViewportMinY();\n parentMaxX = instanceContainer.getUnrotatedViewportMaxX();\n parentMaxY = instanceContainer.getUnrotatedViewportMaxY();\n }\n }\n const parentCenterX = (parentMaxX + parentMinX) / 2;\n const parentCenterY = (parentMaxY + parentMinY) / 2;\n const parentWidth = parentMaxX - parentMinX;\n const parentHeight = parentMaxY - parentMinY;\n\n //Calculate the distances from the window's bounds.\n const topLeftPixel = this._relativeToOriginalWindowSize\n ? [this.owner.getDrawableX(), this.owner.getDrawableY()]\n : this._convertInverseCoords(\n instanceContainer,\n layer,\n this.owner.getDrawableX(),\n this.owner.getDrawableY(),\n workingPoint\n );\n\n // Left edge\n if (this._leftEdgeAnchor === HorizontalAnchor.WindowLeft) {\n this._leftEdgeDistance = topLeftPixel[0] - parentMinX;\n } else if (this._leftEdgeAnchor === HorizontalAnchor.WindowRight) {\n this._leftEdgeDistance = topLeftPixel[0] - parentMaxX;\n } else if (this._leftEdgeAnchor === HorizontalAnchor.Proportional) {\n this._leftEdgeDistance = (topLeftPixel[0] - parentMinX) / parentWidth;\n } else if (this._leftEdgeAnchor === HorizontalAnchor.WindowCenter) {\n this._leftEdgeDistance = topLeftPixel[0] - parentCenterX;\n }\n\n // Top edge\n if (this._topEdgeAnchor === VerticalAnchor.WindowTop) {\n this._topEdgeDistance = topLeftPixel[1] - parentMinY;\n } else if (this._topEdgeAnchor === VerticalAnchor.WindowBottom) {\n this._topEdgeDistance = topLeftPixel[1] - parentMaxY;\n } else if (this._topEdgeAnchor === VerticalAnchor.Proportional) {\n this._topEdgeDistance = (topLeftPixel[1] - parentMinY) / parentHeight;\n } else if (this._topEdgeAnchor === VerticalAnchor.WindowCenter) {\n this._topEdgeDistance = topLeftPixel[1] - parentCenterY;\n }\n\n // It's fine to reuse workingPoint as topLeftPixel is no longer used.\n const bottomRightPixel = this._relativeToOriginalWindowSize\n ? [\n this.owner.getDrawableX() + this.owner.getWidth(),\n this.owner.getDrawableY() + this.owner.getHeight(),\n ]\n : this._convertInverseCoords(\n instanceContainer,\n layer,\n this.owner.getDrawableX() + this.owner.getWidth(),\n this.owner.getDrawableY() + this.owner.getHeight(),\n workingPoint\n );\n\n // Right edge\n if (this._rightEdgeAnchor === HorizontalAnchor.WindowLeft) {\n this._rightEdgeDistance = bottomRightPixel[0] - parentMinX;\n } else if (this._rightEdgeAnchor === HorizontalAnchor.WindowRight) {\n this._rightEdgeDistance = bottomRightPixel[0] - parentMaxX;\n } else if (this._rightEdgeAnchor === HorizontalAnchor.Proportional) {\n this._rightEdgeDistance =\n (bottomRightPixel[0] - parentMinX) / parentWidth;\n } else if (this._rightEdgeAnchor === HorizontalAnchor.WindowCenter) {\n this._rightEdgeDistance = bottomRightPixel[0] - parentCenterX;\n }\n\n // Bottom edge\n if (this._bottomEdgeAnchor === VerticalAnchor.WindowTop) {\n this._bottomEdgeDistance = bottomRightPixel[1] - parentMinY;\n } else if (this._bottomEdgeAnchor === VerticalAnchor.WindowBottom) {\n this._bottomEdgeDistance = bottomRightPixel[1] - parentMaxY;\n } else if (this._bottomEdgeAnchor === VerticalAnchor.Proportional) {\n this._bottomEdgeDistance =\n (bottomRightPixel[1] - parentMinY) / parentHeight;\n } else if (this._bottomEdgeAnchor === VerticalAnchor.WindowCenter) {\n this._bottomEdgeDistance = bottomRightPixel[1] - parentCenterY;\n }\n\n this._hasJustBeenCreated = false;\n }\n\n private _followAnchor(instanceContainer: gdjs.RuntimeInstanceContainer) {\n const workingPoint: FloatPoint = gdjs.staticArray(\n gdjs.AnchorRuntimeBehavior.prototype.doStepPreEvents\n ) as FloatPoint;\n const layer = instanceContainer.getLayer(this.owner.getLayer());\n\n let parentMinX = instanceContainer.getUnrotatedViewportMinX();\n let parentMinY = instanceContainer.getUnrotatedViewportMinY();\n let parentMaxX = instanceContainer.getUnrotatedViewportMaxX();\n let parentMaxY = instanceContainer.getUnrotatedViewportMaxY();\n const parentCenterX = (parentMaxX + parentMinX) / 2;\n const parentCenterY = (parentMaxY + parentMinY) / 2;\n const parentWidth = parentMaxX - parentMinX;\n const parentHeight = parentMaxY - parentMinY;\n\n //Move and resize the object if needed\n let leftPixel = 0;\n let topPixel = 0;\n let rightPixel = 0;\n let bottomPixel = 0;\n\n // Left edge\n if (this._leftEdgeAnchor === HorizontalAnchor.WindowLeft) {\n leftPixel = parentMinX + this._leftEdgeDistance;\n } else if (this._leftEdgeAnchor === HorizontalAnchor.WindowRight) {\n leftPixel = parentMaxX + this._leftEdgeDistance;\n } else if (this._leftEdgeAnchor === HorizontalAnchor.Proportional) {\n leftPixel = parentMinX + this._leftEdgeDistance * parentWidth;\n } else if (this._leftEdgeAnchor === HorizontalAnchor.WindowCenter) {\n leftPixel = parentCenterX + this._leftEdgeDistance;\n }\n\n // Top edge\n if (this._topEdgeAnchor === VerticalAnchor.WindowTop) {\n topPixel = parentMinY + this._topEdgeDistance;\n } else if (this._topEdgeAnchor === VerticalAnchor.WindowBottom) {\n topPixel = parentMaxY + this._topEdgeDistance;\n } else if (this._topEdgeAnchor === VerticalAnchor.Proportional) {\n topPixel = parentMinY + this._topEdgeDistance * parentHeight;\n } else if (this._topEdgeAnchor === VerticalAnchor.WindowCenter) {\n topPixel = parentCenterY + this._topEdgeDistance;\n }\n\n // Right edge\n if (this._rightEdgeAnchor === HorizontalAnchor.WindowLeft) {\n rightPixel = parentMinX + this._rightEdgeDistance;\n } else if (this._rightEdgeAnchor === HorizontalAnchor.WindowRight) {\n rightPixel = parentMaxX + this._rightEdgeDistance;\n } else if (this._rightEdgeAnchor === HorizontalAnchor.Proportional) {\n rightPixel = parentMinX + this._rightEdgeDistance * parentWidth;\n } else if (this._rightEdgeAnchor === HorizontalAnchor.WindowCenter) {\n rightPixel = parentCenterX + this._rightEdgeDistance;\n }\n\n // Bottom edge\n if (this._bottomEdgeAnchor === VerticalAnchor.WindowTop) {\n bottomPixel = parentMinY + this._bottomEdgeDistance;\n } else if (this._bottomEdgeAnchor === VerticalAnchor.WindowBottom) {\n bottomPixel = parentMaxY + this._bottomEdgeDistance;\n } else if (this._bottomEdgeAnchor === VerticalAnchor.Proportional) {\n bottomPixel = parentMinY + this._bottomEdgeDistance * parentHeight;\n } else if (this._bottomEdgeAnchor === VerticalAnchor.WindowCenter) {\n bottomPixel = parentCenterY + this._bottomEdgeDistance;\n }\n\n // It's fine to reuse workingPoint as topLeftPixel is no longer used.\n const topLeftCoord = this._convertCoords(\n instanceContainer,\n layer,\n leftPixel,\n topPixel,\n workingPoint\n );\n let left = topLeftCoord[0];\n let top = topLeftCoord[1];\n\n const bottomRightCoord = this._convertCoords(\n instanceContainer,\n layer,\n rightPixel,\n bottomPixel,\n workingPoint\n );\n const right = bottomRightCoord[0];\n const bottom = bottomRightCoord[1];\n\n // Compatibility with GD <= 5.0.133\n if (this._useLegacyBottomAndRightAnchors) {\n //Move and resize the object according to the anchors\n if (this._rightEdgeAnchor !== HorizontalAnchor.None) {\n this.owner.setWidth(right - left);\n }\n if (this._bottomEdgeAnchor !== VerticalAnchor.None) {\n this.owner.setHeight(bottom - top);\n }\n if (this._leftEdgeAnchor !== HorizontalAnchor.None) {\n this.owner.setX(left + this.owner.getX() - this.owner.getDrawableX());\n }\n if (this._topEdgeAnchor !== VerticalAnchor.None) {\n this.owner.setY(top + this.owner.getY() - this.owner.getDrawableY());\n }\n }\n // End of compatibility code\n else {\n // Resize if right and left anchors are set\n if (\n this._rightEdgeAnchor !== HorizontalAnchor.None &&\n this._leftEdgeAnchor !== HorizontalAnchor.None\n ) {\n const width = right - left;\n this.owner.setX(\n this.owner.getX() === this.owner.getDrawableX()\n ? left\n : // It uses the position of the origin relatively to the object\n // size to apply it with the new size.\n // This is the same as doing:\n // lerp(left, right, (this.owner.getX() - this.owner.getDrawableX() / this.owner.getWidth())\n // But, the division is done at the end to avoid rounding errors.\n left +\n ((this.owner.getX() - this.owner.getDrawableX()) * width) /\n this.owner.getWidth()\n );\n this.owner.setWidth(width);\n } else {\n if (this._leftEdgeAnchor !== HorizontalAnchor.None) {\n this.owner.setX(\n left + this.owner.getX() - this.owner.getDrawableX()\n );\n }\n if (this._rightEdgeAnchor !== HorizontalAnchor.None) {\n this.owner.setX(\n right +\n this.owner.getX() -\n this.owner.getDrawableX() -\n this.owner.getWidth()\n );\n }\n }\n\n // Resize if top and bottom anchors are set\n if (\n this._bottomEdgeAnchor !== VerticalAnchor.None &&\n this._topEdgeAnchor !== VerticalAnchor.None\n ) {\n const height = bottom - top;\n this.owner.setY(\n this.owner.getY() === this.owner.getDrawableY()\n ? top\n : top +\n ((this.owner.getY() - this.owner.getDrawableY()) * height) /\n this.owner.getHeight()\n );\n this.owner.setHeight(height);\n } else {\n if (this._topEdgeAnchor !== VerticalAnchor.None) {\n this.owner.setY(\n top + this.owner.getY() - this.owner.getDrawableY()\n );\n }\n if (this._bottomEdgeAnchor !== VerticalAnchor.None) {\n this.owner.setY(\n bottom +\n this.owner.getY() -\n this.owner.getDrawableY() -\n this.owner.getHeight()\n );\n }\n }\n }\n this._oldDrawableX = this.owner.getDrawableX();\n this._oldDrawableY = this.owner.getDrawableY();\n this._oldWidth = this.owner.getWidth();\n this._oldHeight = this.owner.getHeight();\n\n this._parentOldMinX = instanceContainer.getUnrotatedViewportMinX();\n this._parentOldMinY = instanceContainer.getUnrotatedViewportMinY();\n this._parentOldMaxX = instanceContainer.getUnrotatedViewportMaxX();\n this._parentOldMaxY = instanceContainer.getUnrotatedViewportMaxY();\n }\n\n doStepPostEvents(instanceContainer: gdjs.RuntimeInstanceContainer) {}\n\n private _convertCoords(\n instanceContainer: gdjs.RuntimeInstanceContainer,\n layer: gdjs.RuntimeLayer,\n x: float,\n y: float,\n result: FloatPoint\n ) {\n const isParentACustomObject =\n instanceContainer !== instanceContainer.getScene();\n if (isParentACustomObject) {\n result[0] = x;\n result[1] = y;\n return result;\n }\n return layer.convertCoords(x, y, 0, result);\n }\n\n private _convertInverseCoords(\n instanceContainer: gdjs.RuntimeInstanceContainer,\n layer: gdjs.RuntimeLayer,\n x: float,\n y: float,\n result: FloatPoint\n ) {\n const isParentACustomObject =\n instanceContainer !== instanceContainer.getScene();\n if (isParentACustomObject) {\n result[0] = x;\n result[1] = y;\n return result;\n }\n return layer.convertInverseCoords(x, y, 0, result);\n }\n }\n gdjs.registerBehavior(\n 'AnchorBehavior::AnchorBehavior',\n gdjs.AnchorRuntimeBehavior\n );\n}\n"],
5
+ "mappings": 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6
6
  "names": []
7
7
  }
@@ -20,8 +20,8 @@ module.exports = {
20
20
  extension
21
21
  .setExtensionInformation(
22
22
  'Physics2',
23
- _('Physics Engine 2.0'),
24
- "The physics engine simulates realistic object physics, with gravity, forces, joints, etc. It's perfect for games that need to have realistic behaving objects and a gameplay centered around it.",
23
+ _('2D Physics Engine'),
24
+ "The 2D physics engine simulates realistic object physics, with gravity, forces, collisions, joints, etc. It's perfect for 2D games that need to have realistic behaving objects and a gameplay centered around it.",
25
25
  'Florian Rival, Franco Maciel',
26
26
  'MIT'
27
27
  )
@@ -515,10 +515,10 @@ module.exports = {
515
515
  // extension
516
516
  .addBehavior(
517
517
  'Physics2Behavior',
518
- _('Physics Engine 2.0'),
518
+ _('2D Physics Engine'),
519
519
  'Physics2',
520
520
  _(
521
- 'Simulate realistic object physics with gravity, forces, joints, etc.'
521
+ 'Simulate realistic 2D physics for the object including gravity, forces, collisions, and joints.'
522
522
  ),
523
523
  '',
524
524
  'res/physics32.png',
@@ -21,7 +21,7 @@ module.exports = {
21
21
  .setExtensionInformation(
22
22
  'Physics3D',
23
23
  _('3D physics engine'),
24
- "The physics engine simulates realistic object physics, with gravity, forces, joints, etc. It's perfect for games that need to have realistic behaving objects and a gameplay centered around it.",
24
+ "The 3D physics engine simulates realistic object physics, with gravity, forces, collisions, joints, etc. It's perfect for almost all 3D games.",
25
25
  'Florian Rival',
26
26
  'MIT'
27
27
  )
@@ -481,7 +481,9 @@ module.exports = {
481
481
  'Physics3DBehavior',
482
482
  _('3D physics engine'),
483
483
  'Physics3D',
484
- _('Simulate realistic object physics with gravity, forces, etc.'),
484
+ _(
485
+ 'Simulate realistic 3D physics for this object including gravity, forces, collisions, etc.'
486
+ ),
485
487
  '',
486
488
  'JsPlatform/Extensions/physics3d.svg',
487
489
  'Physics3DBehavior',