@needle-tools/engine 2.24.0-pre

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Files changed (697) hide show
  1. package/CHANGELOG.md +568 -0
  2. package/LICENSE.md +10 -0
  3. package/README.md +11 -0
  4. package/dist/needle-engine.d.ts +5011 -0
  5. package/dist/needle-engine.js +6605 -0
  6. package/dist/needle-engine.js.map +7 -0
  7. package/dist/needle-engine.min.js +167 -0
  8. package/dist/needle-engine.min.js.map +7 -0
  9. package/lib/engine/debug/error_overlay.d.ts +1 -0
  10. package/lib/engine/debug/error_overlay.js +110 -0
  11. package/lib/engine/debug/error_overlay.js.map +1 -0
  12. package/lib/engine/engine.d.ts +27 -0
  13. package/lib/engine/engine.js +13 -0
  14. package/lib/engine/engine.js.map +1 -0
  15. package/lib/engine/engine_addressables.d.ts +46 -0
  16. package/lib/engine/engine_addressables.js +264 -0
  17. package/lib/engine/engine_addressables.js.map +1 -0
  18. package/lib/engine/engine_application.d.ts +13 -0
  19. package/lib/engine/engine_application.js +35 -0
  20. package/lib/engine/engine_application.js.map +1 -0
  21. package/lib/engine/engine_assetdatabase.d.ts +54 -0
  22. package/lib/engine/engine_assetdatabase.js +150 -0
  23. package/lib/engine/engine_assetdatabase.js.map +1 -0
  24. package/lib/engine/engine_caching.d.ts +0 -0
  25. package/lib/engine/engine_caching.js +2 -0
  26. package/lib/engine/engine_caching.js.map +1 -0
  27. package/lib/engine/engine_constants.d.ts +2 -0
  28. package/lib/engine/engine_constants.js +3 -0
  29. package/lib/engine/engine_constants.js.map +1 -0
  30. package/lib/engine/engine_coroutine.d.ts +3 -0
  31. package/lib/engine/engine_coroutine.js +14 -0
  32. package/lib/engine/engine_coroutine.js.map +1 -0
  33. package/lib/engine/engine_default_parameters.d.ts +2 -0
  34. package/lib/engine/engine_default_parameters.js +4 -0
  35. package/lib/engine/engine_default_parameters.js.map +1 -0
  36. package/lib/engine/engine_element.d.ts +32 -0
  37. package/lib/engine/engine_element.js +340 -0
  38. package/lib/engine/engine_element.js.map +1 -0
  39. package/lib/engine/engine_element_loading.d.ts +31 -0
  40. package/lib/engine/engine_element_loading.js +154 -0
  41. package/lib/engine/engine_element_loading.js.map +1 -0
  42. package/lib/engine/engine_element_overlay.d.ts +17 -0
  43. package/lib/engine/engine_element_overlay.js +95 -0
  44. package/lib/engine/engine_element_overlay.js.map +1 -0
  45. package/lib/engine/engine_gizmos.d.ts +2 -0
  46. package/lib/engine/engine_gizmos.js +14 -0
  47. package/lib/engine/engine_gizmos.js.map +1 -0
  48. package/lib/engine/engine_gltf.d.ts +2 -0
  49. package/lib/engine/engine_gltf.js +2 -0
  50. package/lib/engine/engine_gltf.js.map +1 -0
  51. package/lib/engine/engine_gltf_builtin_components.d.ts +8 -0
  52. package/lib/engine/engine_gltf_builtin_components.js +251 -0
  53. package/lib/engine/engine_gltf_builtin_components.js.map +1 -0
  54. package/lib/engine/engine_input.d.ts +193 -0
  55. package/lib/engine/engine_input.js +566 -0
  56. package/lib/engine/engine_input.js.map +1 -0
  57. package/lib/engine/engine_input_utils.d.ts +2 -0
  58. package/lib/engine/engine_input_utils.js +23 -0
  59. package/lib/engine/engine_input_utils.js.map +1 -0
  60. package/lib/engine/engine_lightdata.d.ts +21 -0
  61. package/lib/engine/engine_lightdata.js +85 -0
  62. package/lib/engine/engine_lightdata.js.map +1 -0
  63. package/lib/engine/engine_loaders.d.ts +3 -0
  64. package/lib/engine/engine_loaders.js +20 -0
  65. package/lib/engine/engine_loaders.js.map +1 -0
  66. package/lib/engine/engine_mainloop_utils.d.ts +9 -0
  67. package/lib/engine/engine_mainloop_utils.js +288 -0
  68. package/lib/engine/engine_mainloop_utils.js.map +1 -0
  69. package/lib/engine/engine_math.d.ts +11 -0
  70. package/lib/engine/engine_math.js +40 -0
  71. package/lib/engine/engine_math.js.map +1 -0
  72. package/lib/engine/engine_networking.d.ts +133 -0
  73. package/lib/engine/engine_networking.js +541 -0
  74. package/lib/engine/engine_networking.js.map +1 -0
  75. package/lib/engine/engine_networking_auto.d.ts +18 -0
  76. package/lib/engine/engine_networking_auto.js +252 -0
  77. package/lib/engine/engine_networking_auto.js.map +1 -0
  78. package/lib/engine/engine_networking_files.d.ts +23 -0
  79. package/lib/engine/engine_networking_files.js +173 -0
  80. package/lib/engine/engine_networking_files.js.map +1 -0
  81. package/lib/engine/engine_networking_files_default_components.d.ts +3 -0
  82. package/lib/engine/engine_networking_files_default_components.js +45 -0
  83. package/lib/engine/engine_networking_files_default_components.js.map +1 -0
  84. package/lib/engine/engine_networking_instantiate.d.ts +34 -0
  85. package/lib/engine/engine_networking_instantiate.js +274 -0
  86. package/lib/engine/engine_networking_instantiate.js.map +1 -0
  87. package/lib/engine/engine_networking_peer.d.ts +10 -0
  88. package/lib/engine/engine_networking_peer.js +106 -0
  89. package/lib/engine/engine_networking_peer.js.map +1 -0
  90. package/lib/engine/engine_networking_utils.d.ts +1 -0
  91. package/lib/engine/engine_networking_utils.js +11 -0
  92. package/lib/engine/engine_networking_utils.js.map +1 -0
  93. package/lib/engine/engine_networking_websocket.d.ts +0 -0
  94. package/lib/engine/engine_networking_websocket.js +3 -0
  95. package/lib/engine/engine_networking_websocket.js.map +1 -0
  96. package/lib/engine/engine_physics.d.ts +88 -0
  97. package/lib/engine/engine_physics.js +563 -0
  98. package/lib/engine/engine_physics.js.map +1 -0
  99. package/lib/engine/engine_rendererdata.d.ts +48 -0
  100. package/lib/engine/engine_rendererdata.js +182 -0
  101. package/lib/engine/engine_rendererdata.js.map +1 -0
  102. package/lib/engine/engine_scenetools.d.ts +25 -0
  103. package/lib/engine/engine_scenetools.js +211 -0
  104. package/lib/engine/engine_scenetools.js.map +1 -0
  105. package/lib/engine/engine_serialization.d.ts +3 -0
  106. package/lib/engine/engine_serialization.js +5 -0
  107. package/lib/engine/engine_serialization.js.map +1 -0
  108. package/lib/engine/engine_serialization_builtin_serializer.d.ts +49 -0
  109. package/lib/engine/engine_serialization_builtin_serializer.js +238 -0
  110. package/lib/engine/engine_serialization_builtin_serializer.js.map +1 -0
  111. package/lib/engine/engine_serialization_core.d.ts +70 -0
  112. package/lib/engine/engine_serialization_core.js +417 -0
  113. package/lib/engine/engine_serialization_core.js.map +1 -0
  114. package/lib/engine/engine_serialization_decorator.d.ts +9 -0
  115. package/lib/engine/engine_serialization_decorator.js +44 -0
  116. package/lib/engine/engine_serialization_decorator.js.map +1 -0
  117. package/lib/engine/engine_setup.d.ts +129 -0
  118. package/lib/engine/engine_setup.js +609 -0
  119. package/lib/engine/engine_setup.js.map +1 -0
  120. package/lib/engine/engine_shaders.d.ts +31 -0
  121. package/lib/engine/engine_shaders.js +230 -0
  122. package/lib/engine/engine_shaders.js.map +1 -0
  123. package/lib/engine/engine_three_utils.d.ts +20 -0
  124. package/lib/engine/engine_three_utils.js +247 -0
  125. package/lib/engine/engine_three_utils.js.map +1 -0
  126. package/lib/engine/engine_time.d.ts +13 -0
  127. package/lib/engine/engine_time.js +31 -0
  128. package/lib/engine/engine_time.js.map +1 -0
  129. package/lib/engine/engine_typestore.d.ts +7 -0
  130. package/lib/engine/engine_typestore.js +17 -0
  131. package/lib/engine/engine_typestore.js.map +1 -0
  132. package/lib/engine/engine_utils.d.ts +34 -0
  133. package/lib/engine/engine_utils.js +239 -0
  134. package/lib/engine/engine_utils.js.map +1 -0
  135. package/lib/engine/engine_web_api.d.ts +12 -0
  136. package/lib/engine/engine_web_api.js +114 -0
  137. package/lib/engine/engine_web_api.js.map +1 -0
  138. package/lib/engine/extensions/KHR_animation_pointer.d.ts +0 -0
  139. package/lib/engine/extensions/KHR_animation_pointer.js +385 -0
  140. package/lib/engine/extensions/KHR_animation_pointer.js.map +1 -0
  141. package/lib/engine/extensions/NEEDLE_animator_controller.d.ts +0 -0
  142. package/lib/engine/extensions/NEEDLE_animator_controller.js +59 -0
  143. package/lib/engine/extensions/NEEDLE_animator_controller.js.map +1 -0
  144. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +108 -0
  145. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +92 -0
  146. package/lib/engine/extensions/NEEDLE_animator_controller_model.js.map +1 -0
  147. package/lib/engine/extensions/NEEDLE_components.d.ts +32 -0
  148. package/lib/engine/extensions/NEEDLE_components.js +193 -0
  149. package/lib/engine/extensions/NEEDLE_components.js.map +1 -0
  150. package/lib/engine/extensions/NEEDLE_deferred_texture.d.ts +18 -0
  151. package/lib/engine/extensions/NEEDLE_deferred_texture.js +149 -0
  152. package/lib/engine/extensions/NEEDLE_deferred_texture.js.map +1 -0
  153. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -0
  154. package/lib/engine/extensions/NEEDLE_gameobject_data.js +54 -0
  155. package/lib/engine/extensions/NEEDLE_gameobject_data.js.map +1 -0
  156. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +35 -0
  157. package/lib/engine/extensions/NEEDLE_lighting_settings.js +136 -0
  158. package/lib/engine/extensions/NEEDLE_lighting_settings.js.map +1 -0
  159. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +17 -0
  160. package/lib/engine/extensions/NEEDLE_lightmaps.js +69 -0
  161. package/lib/engine/extensions/NEEDLE_lightmaps.js.map +1 -0
  162. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -0
  163. package/lib/engine/extensions/NEEDLE_persistent_assets.js +64 -0
  164. package/lib/engine/extensions/NEEDLE_persistent_assets.js.map +1 -0
  165. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +12 -0
  166. package/lib/engine/extensions/NEEDLE_render_objects.js +144 -0
  167. package/lib/engine/extensions/NEEDLE_render_objects.js.map +1 -0
  168. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +39 -0
  169. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +419 -0
  170. package/lib/engine/extensions/NEEDLE_techniques_webgl.js.map +1 -0
  171. package/lib/engine/extensions/NEEDLE_timeline.d.ts +0 -0
  172. package/lib/engine/extensions/NEEDLE_timeline.js +57 -0
  173. package/lib/engine/extensions/NEEDLE_timeline.js.map +1 -0
  174. package/lib/engine/extensions/extension_resolver.d.ts +4 -0
  175. package/lib/engine/extensions/extension_resolver.js +2 -0
  176. package/lib/engine/extensions/extension_resolver.js.map +1 -0
  177. package/lib/engine/extensions/extension_utils.d.ts +2 -0
  178. package/lib/engine/extensions/extension_utils.js +130 -0
  179. package/lib/engine/extensions/extension_utils.js.map +1 -0
  180. package/lib/engine/extensions/extensions.d.ts +6 -0
  181. package/lib/engine/extensions/extensions.js +41 -0
  182. package/lib/engine/extensions/extensions.js.map +1 -0
  183. package/lib/engine/shaders/shaderData.d.ts +55 -0
  184. package/lib/engine/shaders/shaderData.js +59 -0
  185. package/lib/engine/shaders/shaderData.js.map +1 -0
  186. package/lib/engine/tests/simulate_avatars.d.ts +0 -0
  187. package/lib/engine/tests/simulate_avatars.js +3 -0
  188. package/lib/engine/tests/simulate_avatars.js.map +1 -0
  189. package/lib/engine/tests/test_utils.d.ts +2 -0
  190. package/lib/engine/tests/test_utils.js +54 -0
  191. package/lib/engine/tests/test_utils.js.map +1 -0
  192. package/lib/engine-components/AlignmentConstraint.d.ts +10 -0
  193. package/lib/engine-components/AlignmentConstraint.js +27 -0
  194. package/lib/engine-components/AlignmentConstraint.js.map +1 -0
  195. package/lib/engine-components/Animation.d.ts +44 -0
  196. package/lib/engine-components/Animation.js +257 -0
  197. package/lib/engine-components/Animation.js.map +1 -0
  198. package/lib/engine-components/AnimationCurve.d.ts +15 -0
  199. package/lib/engine-components/AnimationCurve.js +62 -0
  200. package/lib/engine-components/AnimationCurve.js.map +1 -0
  201. package/lib/engine-components/Animator.d.ts +48 -0
  202. package/lib/engine-components/Animator.js +126 -0
  203. package/lib/engine-components/Animator.js.map +1 -0
  204. package/lib/engine-components/AnimatorController.d.ts +39 -0
  205. package/lib/engine-components/AnimatorController.js +687 -0
  206. package/lib/engine-components/AnimatorController.js.map +1 -0
  207. package/lib/engine-components/AudioListener.d.ts +7 -0
  208. package/lib/engine-components/AudioListener.js +29 -0
  209. package/lib/engine-components/AudioListener.js.map +1 -0
  210. package/lib/engine-components/AudioSource.d.ts +61 -0
  211. package/lib/engine-components/AudioSource.js +377 -0
  212. package/lib/engine-components/AudioSource.js.map +1 -0
  213. package/lib/engine-components/AvatarLoader.d.ts +22 -0
  214. package/lib/engine-components/AvatarLoader.js +203 -0
  215. package/lib/engine-components/AvatarLoader.js.map +1 -0
  216. package/lib/engine-components/AxesHelper.d.ts +9 -0
  217. package/lib/engine-components/AxesHelper.js +43 -0
  218. package/lib/engine-components/AxesHelper.js.map +1 -0
  219. package/lib/engine-components/BasicIKConstraint.d.ts +9 -0
  220. package/lib/engine-components/BasicIKConstraint.js +44 -0
  221. package/lib/engine-components/BasicIKConstraint.js.map +1 -0
  222. package/lib/engine-components/BoxCollider.d.ts +2 -0
  223. package/lib/engine-components/BoxCollider.js +3 -0
  224. package/lib/engine-components/BoxCollider.js.map +1 -0
  225. package/lib/engine-components/BoxHelperComponent.d.ts +16 -0
  226. package/lib/engine-components/BoxHelperComponent.js +72 -0
  227. package/lib/engine-components/BoxHelperComponent.js.map +1 -0
  228. package/lib/engine-components/Camera.d.ts +38 -0
  229. package/lib/engine-components/Camera.js +258 -0
  230. package/lib/engine-components/Camera.js.map +1 -0
  231. package/lib/engine-components/Collider.d.ts +21 -0
  232. package/lib/engine-components/Collider.js +65 -0
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  234. package/lib/engine-components/Component.d.ts +165 -0
  235. package/lib/engine-components/Component.js +895 -0
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  237. package/lib/engine-components/ComponentExtensions.d.ts +2 -0
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  240. package/lib/engine-components/DeleteBox.d.ts +9 -0
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  243. package/lib/engine-components/DeviceFlag.d.ts +12 -0
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  246. package/lib/engine-components/DragControls.d.ts +44 -0
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  249. package/lib/engine-components/DropListener.d.ts +15 -0
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  252. package/lib/engine-components/Duplicatable.d.ts +16 -0
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  255. package/lib/engine-components/EventList.d.ts +22 -0
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  258. package/lib/engine-components/EventTrigger.d.ts +3 -0
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  261. package/lib/engine-components/EventType.d.ts +19 -0
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  264. package/lib/engine-components/FlyControls.d.ts +7 -0
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  267. package/lib/engine-components/Gizmos.d.ts +12 -0
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  269. package/lib/engine-components/Gizmos.js.map +1 -0
  270. package/lib/engine-components/GltfExport.d.ts +28 -0
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  273. package/lib/engine-components/GridHelper.d.ts +11 -0
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  276. package/lib/engine-components/GroundProjection.d.ts +18 -0
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  279. package/lib/engine-components/Interactable.d.ts +10 -0
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  282. package/lib/engine-components/LODGroup.d.ts +29 -0
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  285. package/lib/engine-components/Light.d.ts +69 -0
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  288. package/lib/engine-components/LookAtConstraint.d.ts +7 -0
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  291. package/lib/engine-components/MeshCollider.d.ts +4 -0
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  300. package/lib/engine-components/Networking.d.ts +9 -0
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  318. package/lib/engine-components/Renderer.d.ts +72 -0
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  333. package/lib/engine-components/Skybox.d.ts +16 -0
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  686. package/src/engine-schemes/synced-camera-model.ts +92 -0
  687. package/src/engine-schemes/synced-transform-model.ts +90 -0
  688. package/src/engine-schemes/syncedCamera.fbs +11 -0
  689. package/src/engine-schemes/transform.ts +50 -0
  690. package/src/engine-schemes/transforms.fbs +26 -0
  691. package/src/engine-schemes/vec.fbs +19 -0
  692. package/src/engine-schemes/vec2.ts +33 -0
  693. package/src/engine-schemes/vec3.ts +38 -0
  694. package/src/engine-schemes/vec4.ts +43 -0
  695. package/src/engine-schemes/vr-user-state-buffer.ts +138 -0
  696. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -0
  697. package/src/needle-engine.ts +39 -0
@@ -0,0 +1,678 @@
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { Behaviour, GameObject } from "./Component";
8
+ import * as THREE from "three";
9
+ // import { RendererCustomShader } from "./RendererCustomShader";
10
+ import { RendererLightmap } from "./RendererLightmap";
11
+ import { getParam } from "../engine/engine_utils";
12
+ import { serializeable } from "../engine/engine_serialization_decorator";
13
+ import { Vector4 } from "three";
14
+ import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects";
15
+ import { NEEDLE_deferred_texture } from "../engine/extensions/NEEDLE_deferred_texture";
16
+ const suppressInstancing = getParam("noInstancing");
17
+ const debugLightmap = getParam("debuglightmaps") ? true : false;
18
+ const debugInstancing = getParam("debuginstancing");
19
+ const debugProgressiveLoading = getParam("debugprogressiveload");
20
+ export class FieldWithDefault {
21
+ path = null;
22
+ asset = null;
23
+ default;
24
+ }
25
+ export var RenderState;
26
+ (function (RenderState) {
27
+ RenderState[RenderState["Both"] = 0] = "Both";
28
+ RenderState[RenderState["Back"] = 1] = "Back";
29
+ RenderState[RenderState["Front"] = 2] = "Front";
30
+ })(RenderState || (RenderState = {}));
31
+ // support sharedMaterials[index] assigning materials directly to the objects
32
+ class SharedMaterialArray {
33
+ _renderer;
34
+ _targets = [];
35
+ is(renderer) {
36
+ return this._renderer === renderer;
37
+ }
38
+ constructor(renderer) {
39
+ this._renderer = renderer;
40
+ const setMaterial = this.setMaterial.bind(this);
41
+ const getMaterial = this.getMaterial.bind(this);
42
+ const go = renderer.gameObject;
43
+ this._targets = [];
44
+ if (go) {
45
+ switch (go.type) {
46
+ case "Group":
47
+ this._targets = [...go.children];
48
+ break;
49
+ case "Mesh":
50
+ this._targets.push(go);
51
+ break;
52
+ }
53
+ }
54
+ // this lets us override the javascript indexer, only works in ES6 tho
55
+ // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
56
+ return new Proxy(this, {
57
+ get(target, key) {
58
+ if (typeof key === "string") {
59
+ const index = parseInt(key);
60
+ if (!isNaN(index)) {
61
+ return getMaterial(index);
62
+ }
63
+ }
64
+ return target[key];
65
+ },
66
+ set(target, key, value) {
67
+ if (typeof key === "string")
68
+ setMaterial(value, Number.parseInt(key));
69
+ // console.log(target, key, value);
70
+ return Reflect.set(target, key, value);
71
+ }
72
+ });
73
+ }
74
+ get length() {
75
+ return this._targets.length;
76
+ }
77
+ setMaterial(mat, index) {
78
+ if (index < 0 || index >= this._targets.length)
79
+ return;
80
+ const target = this._targets[index];
81
+ if (!target)
82
+ return;
83
+ target["material"] = mat;
84
+ }
85
+ getMaterial(index) {
86
+ if (index < 0)
87
+ return null;
88
+ const obj = this._targets;
89
+ if (index >= obj.length)
90
+ return null;
91
+ const target = obj[index];
92
+ if (!target)
93
+ return null;
94
+ return target["material"];
95
+ }
96
+ }
97
+ export class Renderer extends Behaviour {
98
+ receiveShadows = false;
99
+ shadowCastingMode = ShadowCastingMode.Off;
100
+ lightmapIndex = -1;
101
+ lightmapScaleOffset = new THREE.Vector4(1, 1, 0, 0);
102
+ enableInstancing = undefined;
103
+ renderOrder = undefined;
104
+ allowOcclusionWhenDynamic = true;
105
+ // custom shader
106
+ // get materialProperties(): Array<MaterialProperties> | undefined {
107
+ // return this._materialProperties;
108
+ // }
109
+ // set materialProperties(value: Array<MaterialProperties> | undefined) {
110
+ // this._materialProperties = value;
111
+ // }
112
+ // private customShaderHandler: RendererCustomShader | undefined = undefined;
113
+ // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
114
+ _lightmaps;
115
+ get material() {
116
+ return this.gameObject["material"];
117
+ }
118
+ set material(mat) {
119
+ this.gameObject["material"] = mat;
120
+ }
121
+ _sharedMaterials;
122
+ get sharedMaterials() {
123
+ if (!this._sharedMaterials || !this._sharedMaterials.is(this))
124
+ this._sharedMaterials = new SharedMaterialArray(this);
125
+ return this._sharedMaterials;
126
+ }
127
+ static get shouldSuppressInstancing() {
128
+ return suppressInstancing;
129
+ }
130
+ _lightmapTextureOverride = undefined;
131
+ get lightmap() {
132
+ if (this._lightmaps?.length) {
133
+ return this._lightmaps[0].lightmap;
134
+ }
135
+ return null;
136
+ }
137
+ set lightmap(tex) {
138
+ this._lightmapTextureOverride = tex;
139
+ // set undefined to return to default
140
+ if (tex === undefined) {
141
+ tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
142
+ }
143
+ if (this._lightmaps?.length) {
144
+ for (const lm of this._lightmaps) {
145
+ lm.lightmap = tex;
146
+ }
147
+ }
148
+ }
149
+ get hasLightmap() {
150
+ const lm = this.lightmap;
151
+ return lm !== null && lm !== undefined;
152
+ }
153
+ get activeSelf() {
154
+ return this.enabled;
155
+ }
156
+ set activeSelf(val) {
157
+ const target = typeof val === "number" ? val > 0.5 : val;
158
+ this.enabled = target;
159
+ if (target)
160
+ this.gameObject.visible = true;
161
+ }
162
+ awake() {
163
+ const type = this.gameObject.type;
164
+ if (type === "Group") {
165
+ for (const child of this.gameObject.children) {
166
+ this.context.addBeforeRenderListener(child, this.onBeforeRenderThree.bind(this));
167
+ child.layers.mask = this.gameObject.layers.mask;
168
+ }
169
+ if (this.renderOrder !== undefined) {
170
+ // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
171
+ // or perhaps just regular child objects that have their own renderer component (?)
172
+ let index = 0;
173
+ for (let i = 0; i < this.gameObject.children.length; i++) {
174
+ const ch = this.gameObject.children[i];
175
+ // ignore nested groups or objects that have their own renderer (aka their own render order settings)
176
+ if (ch.type !== "Mesh" || GameObject.getComponent(ch, Renderer))
177
+ continue;
178
+ if (this.renderOrder.length <= index) {
179
+ console.error("Incorrect element count", this);
180
+ break;
181
+ }
182
+ ch.renderOrder = this.renderOrder[index];
183
+ index += 1;
184
+ }
185
+ }
186
+ }
187
+ // TODO: custom shader with sub materials
188
+ else if (type === "Mesh" || type === "SkinnedMesh") {
189
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree.bind(this));
190
+ if (this.renderOrder !== undefined && this.renderOrder.length > 0)
191
+ this.gameObject.renderOrder = this.renderOrder[0];
192
+ }
193
+ if (this.lightmapIndex >= 0) {
194
+ // use the override lightmap if its not undefined
195
+ const tex = this._lightmapTextureOverride !== undefined
196
+ ? this._lightmapTextureOverride
197
+ : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
198
+ if (tex) {
199
+ // tex.encoding = THREE.LinearEncoding;
200
+ this._lightmaps = [];
201
+ if (type === "Mesh") {
202
+ if (!this.gameObject["material"]?.isMeshBasicMaterial === true) {
203
+ const rm = new RendererLightmap(this.gameObject, this.context); // GameObject.addNewComponent(this.gameObject, RendererLightmap);
204
+ this._lightmaps.push(rm);
205
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex, debugLightmap);
206
+ }
207
+ }
208
+ // for multi materials we need to loop through children
209
+ // and then we add a lightmap renderer component to each of them
210
+ else if (type === "Group") {
211
+ for (const child of this.gameObject.children) {
212
+ if (!child["material"]?.isMeshBasicMaterial) {
213
+ const rm = new RendererLightmap(child, this.context);
214
+ this._lightmaps.push(rm);
215
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex, debugLightmap);
216
+ // onBeforeRender is not called when the renderer is on a group
217
+ // this is an issue we probably also need to handle for custom shaders
218
+ // and need a better solution, but for now this fixes lightmaps for multimaterial objects
219
+ rm.bindOnBeforeRender();
220
+ }
221
+ }
222
+ }
223
+ }
224
+ }
225
+ }
226
+ _isInstancingEnabled = false;
227
+ handles = undefined;
228
+ prevLayers = undefined;
229
+ setInstancingEnabled(enabled) {
230
+ if (this._isInstancingEnabled === enabled)
231
+ return enabled && (this.handles === undefined || this.handles != null && this.handles.length > 0);
232
+ this._isInstancingEnabled = enabled;
233
+ if (enabled) {
234
+ // if handles is undefined we
235
+ if (this.handles === undefined) {
236
+ this.handles = instancing.setup(this.gameObject, this.context, null, { rend: this, foundMeshes: 0 });
237
+ if (this.handles) {
238
+ // const disableSelf = this.gameObject.type === "Mesh" || this.gameObject.children?.length === this.handles.length;
239
+ // this.gameObject.visible = !disableSelf;
240
+ // this.gameObject.type = "Object3D";
241
+ // this.gameObject.material = null;
242
+ // console.log("Using instancing", this.gameObject.visible);
243
+ // this.gameObject.onBeforeRender = () => console.log("SHOULD NOT BE CALLED");
244
+ GameObject.markAsInstancedRendered(this.gameObject, true);
245
+ return true;
246
+ }
247
+ }
248
+ else if (this.handles !== null) {
249
+ for (const handler of this.handles) {
250
+ handler.updateInstanceMatrix(true);
251
+ handler.add();
252
+ }
253
+ // this.gameObject.type = "Object3D";
254
+ // this.gameObject.visible = false;
255
+ GameObject.markAsInstancedRendered(this.gameObject, true);
256
+ return true;
257
+ }
258
+ }
259
+ else {
260
+ if (this.handles) {
261
+ for (const handler of this.handles) {
262
+ handler.remove();
263
+ }
264
+ }
265
+ // this.gameObject.visible = true;
266
+ return true;
267
+ }
268
+ return false;
269
+ }
270
+ start() {
271
+ if (this.enableInstancing && !suppressInstancing) {
272
+ this.setInstancingEnabled(true);
273
+ }
274
+ this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
275
+ if (this.gameObject.type === "Group") {
276
+ for (let i = 0; i < this.gameObject.children.length; i++) {
277
+ const ch = this.gameObject.children[i];
278
+ ch.frustumCulled = this.allowOcclusionWhenDynamic;
279
+ }
280
+ }
281
+ }
282
+ onEnable() {
283
+ // this.customShaderHandler?.onEnable();
284
+ // if (this.didEnable && this.enabled && (!this.handles || this.handles?.length <= 0))
285
+ // this.gameObject.visible = true;
286
+ if (this._isInstancingEnabled) {
287
+ this.setInstancingEnabled(true);
288
+ }
289
+ else if (this.enabled) {
290
+ this.gameObject.visible = true;
291
+ this.applyStencil();
292
+ }
293
+ }
294
+ onDisable() {
295
+ // this.customShaderHandler?.onDisable();
296
+ // if (!this.enabled) {
297
+ // this.gameObject.visible = false;
298
+ // }
299
+ if (this.handles && this.handles.length > 0) {
300
+ this.setInstancingEnabled(false);
301
+ // this.gameObject.visible = false;
302
+ }
303
+ else if (!this.enabled) {
304
+ this.gameObject.visible = false;
305
+ }
306
+ }
307
+ onDestroy() {
308
+ this.handles = null;
309
+ }
310
+ applyStencil() {
311
+ NEEDLE_render_objects.applyStencil(this);
312
+ }
313
+ onBeforeRenderThree(_renderer, _scene, _camera, _geometry, material, _group) {
314
+ // progressive load before rendering so we only load textures for visible materials
315
+ if (material._didRequestTextureLOD === undefined) {
316
+ material._didRequestTextureLOD = 0;
317
+ if (debugProgressiveLoading) {
318
+ console.log("Load material LOD (with delay)", material.name);
319
+ setTimeout(() => {
320
+ NEEDLE_deferred_texture.assignTextureLOD(this.context, material);
321
+ }, 2000);
322
+ }
323
+ else {
324
+ NEEDLE_deferred_texture.assignTextureLOD(this.context, material);
325
+ }
326
+ }
327
+ if (material.envMapIntensity !== undefined) {
328
+ const factor = this.hasLightmap ? Math.PI : 1;
329
+ material.envMapIntensity = Math.max(0, this.context.rendererData.environmentIntensity / factor);
330
+ }
331
+ // if (!camera) {
332
+ // let isXRCamera = false;
333
+ // if (this.context.isInXR) {
334
+ // // @ts-ignore
335
+ // const arr = this.context.renderer.xr.getCamera() as ArrayCamera;
336
+ // if (arr.cameras?.length > 0) {
337
+ // camera = arr;
338
+ // isXRCamera = true;
339
+ // }
340
+ // }
341
+ // }
342
+ // if (this.customShaderHandler) {
343
+ // this.customShaderHandler.onBeforeRender(renderer, scene, camera, geometry, material, group);
344
+ // }
345
+ // else if (this.rawShaderHandler) {
346
+ // for (const h of this.rawShaderHandler) {
347
+ // h.onBeforeRender(this.gameObject, camera);
348
+ // }
349
+ // }
350
+ if (this._lightmaps) {
351
+ for (const lm of this._lightmaps) {
352
+ lm.onBeforeRenderThree(material);
353
+ }
354
+ }
355
+ }
356
+ onBeforeRender() {
357
+ if (!this.gameObject) {
358
+ return;
359
+ }
360
+ const needsUpdate = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true || this.gameObject.matrixWorldNeedsUpdate;
361
+ if (this.gameObject.type === "Group" && this.gameObject.children?.length > 0) {
362
+ for (const ch of this.gameObject.children) {
363
+ this.applySettings(ch);
364
+ }
365
+ }
366
+ else {
367
+ this.applySettings(this.gameObject);
368
+ }
369
+ if (needsUpdate) {
370
+ delete this.gameObject[NEED_UPDATE_INSTANCE_KEY];
371
+ if (this.handles) {
372
+ const remove = false; // Math.random() < .01;
373
+ for (let i = this.handles.length - 1; i >= 0; i--) {
374
+ const h = this.handles[i];
375
+ if (remove) {
376
+ h.remove();
377
+ this.handles.splice(i, 1);
378
+ }
379
+ else
380
+ h.updateInstanceMatrix();
381
+ }
382
+ this.gameObject.matrixWorldNeedsUpdate = false;
383
+ }
384
+ }
385
+ if (this.handles && this.handles.length <= 0) {
386
+ GameObject.markAsInstancedRendered(this.gameObject, false);
387
+ }
388
+ if (this._isInstancingEnabled && this.handles) {
389
+ for (let i = 0; i < this.handles.length; i++) {
390
+ const handle = this.handles[i];
391
+ if (!this.prevLayers)
392
+ this.prevLayers = [];
393
+ const layer = handle.object.layers.mask;
394
+ if (i >= this.prevLayers.length)
395
+ this.prevLayers.push(layer);
396
+ else
397
+ this.prevLayers[i] = layer;
398
+ handle.object.layers.disableAll();
399
+ }
400
+ }
401
+ }
402
+ onAfterRender() {
403
+ if (this._isInstancingEnabled && this.handles && this.prevLayers && this.prevLayers.length >= this.handles.length) {
404
+ for (let i = 0; i < this.handles.length; i++) {
405
+ const handle = this.handles[i];
406
+ handle.object.layers.mask = this.prevLayers[i];
407
+ }
408
+ }
409
+ }
410
+ applySettings(go) {
411
+ go.receiveShadow = this.receiveShadows;
412
+ if (this.shadowCastingMode == ShadowCastingMode.On) {
413
+ go.castShadow = true;
414
+ }
415
+ else
416
+ go.castShadow = false;
417
+ }
418
+ }
419
+ __decorate([
420
+ serializeable()
421
+ ], Renderer.prototype, "receiveShadows", void 0);
422
+ __decorate([
423
+ serializeable()
424
+ ], Renderer.prototype, "shadowCastingMode", void 0);
425
+ __decorate([
426
+ serializeable()
427
+ ], Renderer.prototype, "lightmapIndex", void 0);
428
+ __decorate([
429
+ serializeable(Vector4)
430
+ ], Renderer.prototype, "lightmapScaleOffset", void 0);
431
+ __decorate([
432
+ serializeable()
433
+ ], Renderer.prototype, "enableInstancing", void 0);
434
+ __decorate([
435
+ serializeable()
436
+ ], Renderer.prototype, "renderOrder", void 0);
437
+ __decorate([
438
+ serializeable()
439
+ ], Renderer.prototype, "allowOcclusionWhenDynamic", void 0);
440
+ export class MeshRenderer extends Renderer {
441
+ }
442
+ export class SkinnedMeshRenderer extends MeshRenderer {
443
+ awake() {
444
+ super.awake();
445
+ // disable skinned mesh occlusion because of https://github.com/mrdoob/three.js/issues/14499
446
+ this.allowOcclusionWhenDynamic = false;
447
+ }
448
+ }
449
+ export var ShadowCastingMode;
450
+ (function (ShadowCastingMode) {
451
+ /// <summary>
452
+ /// <para>No shadows are cast from this object.</para>
453
+ /// </summary>
454
+ ShadowCastingMode[ShadowCastingMode["Off"] = 0] = "Off";
455
+ /// <summary>
456
+ /// <para>Shadows are cast from this object.</para>
457
+ /// </summary>
458
+ ShadowCastingMode[ShadowCastingMode["On"] = 1] = "On";
459
+ /// <summary>
460
+ /// <para>Shadows are cast from this object, treating it as two-sided.</para>
461
+ /// </summary>
462
+ ShadowCastingMode[ShadowCastingMode["TwoSided"] = 2] = "TwoSided";
463
+ /// <summary>
464
+ /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
465
+ /// </summary>
466
+ ShadowCastingMode[ShadowCastingMode["ShadowsOnly"] = 3] = "ShadowsOnly";
467
+ })(ShadowCastingMode || (ShadowCastingMode = {}));
468
+ const NEED_UPDATE_INSTANCE_KEY = "NEEDLE_NEED_UPDATE_INSTANCE";
469
+ export class InstancingUtil {
470
+ // TODO: change this so it does not set matrix world directly but some flag that is only used by instancing
471
+ static markDirty(go, recursive = true) {
472
+ if (!go)
473
+ return;
474
+ // potential optimization:
475
+ // if(go.matrixWorldNeedsUpdate) return;
476
+ // console.trace(go, GameObject.isUsingInstancing(go));
477
+ if (GameObject.isUsingInstancing(go)) {
478
+ go[NEED_UPDATE_INSTANCE_KEY] = true;
479
+ go.matrixWorldNeedsUpdate = true;
480
+ }
481
+ if (recursive) {
482
+ for (const child of go.children) {
483
+ InstancingUtil.markDirty(child, true);
484
+ }
485
+ }
486
+ }
487
+ }
488
+ ;
489
+ class InstancingHandler {
490
+ objs = [];
491
+ setup(obj, context, handlesArray, args, level = 0) {
492
+ const res = this.tryCreateOrAddInstance(obj, context, args);
493
+ if (res) {
494
+ if (handlesArray === null)
495
+ handlesArray = [];
496
+ handlesArray.push(res);
497
+ return handlesArray;
498
+ }
499
+ if (level <= 0 && obj.type !== "Mesh") {
500
+ const nextLevel = level + 1;
501
+ for (const ch of obj.children) {
502
+ handlesArray = this.setup(ch, context, handlesArray, args, nextLevel);
503
+ }
504
+ }
505
+ return handlesArray;
506
+ }
507
+ tryCreateOrAddInstance(obj, context, args) {
508
+ if (obj.type === "Mesh") {
509
+ const index = args.foundMeshes;
510
+ args.foundMeshes += 1;
511
+ if (!args.rend.enableInstancing)
512
+ return null;
513
+ if (index >= args.rend.enableInstancing.length) {
514
+ // console.error("Something is wrong with instance setup", obj, args.rend.enableInstancing, index);
515
+ return null;
516
+ }
517
+ if (!args.rend.enableInstancing[index]) {
518
+ // instancing is disabled
519
+ // console.log("Instancing is disabled", obj);
520
+ return null;
521
+ }
522
+ // instancing is enabled:
523
+ const mesh = obj;
524
+ const geo = mesh.geometry;
525
+ const mat = mesh.material;
526
+ for (const i of this.objs) {
527
+ if (i.isFull())
528
+ continue;
529
+ if (i.geo === geo && i.material === mat) {
530
+ return i.addInstance(mesh);
531
+ }
532
+ }
533
+ // console.log("Add new instance mesh renderer", obj);
534
+ const i = new InstancedMeshRenderer(obj.name, geo, mat, 200, context);
535
+ this.objs.push(i);
536
+ return i.addInstance(mesh);
537
+ }
538
+ return null;
539
+ }
540
+ }
541
+ const instancing = new InstancingHandler();
542
+ class InstanceHandle {
543
+ get name() {
544
+ return this.object.name;
545
+ }
546
+ instanceIndex = -1;
547
+ object;
548
+ instancer;
549
+ constructor(instanceIndex, originalObject, instancer) {
550
+ this.instanceIndex = instanceIndex;
551
+ this.object = originalObject;
552
+ this.instancer = instancer;
553
+ GameObject.markAsInstancedRendered(originalObject, true);
554
+ // this.object.visible = false;
555
+ }
556
+ updateInstanceMatrix(updateChildren = false) {
557
+ if (this.instanceIndex < 0)
558
+ return;
559
+ this.object.updateWorldMatrix(true, updateChildren);
560
+ this.instancer.updateInstance(this.object.matrixWorld, this.instanceIndex);
561
+ }
562
+ add() {
563
+ if (this.instanceIndex >= 0)
564
+ return;
565
+ this.instancer.add(this);
566
+ }
567
+ remove() {
568
+ if (this.instanceIndex < 0)
569
+ return;
570
+ this.instancer.remove(this);
571
+ }
572
+ }
573
+ class InstancedMeshRenderer {
574
+ name = "";
575
+ geo;
576
+ material;
577
+ get currentCount() { return this.inst.count; }
578
+ context;
579
+ inst;
580
+ handles = [];
581
+ maxCount;
582
+ static nullMatrix = new THREE.Matrix4();
583
+ isFull() {
584
+ return this.currentCount >= this.maxCount;
585
+ }
586
+ constructor(name, geo, material, count, context) {
587
+ this.name = name;
588
+ this.geo = geo;
589
+ this.material = material;
590
+ this.context = context;
591
+ this.maxCount = count;
592
+ if (debugInstancing) {
593
+ material = new THREE.MeshBasicMaterial({ color: this.randomColor() });
594
+ }
595
+ this.inst = new THREE.InstancedMesh(geo, material, count);
596
+ this.inst.count = 0;
597
+ this.inst.layers.set(2);
598
+ this.inst.visible = true;
599
+ // this.inst.castShadow = true;
600
+ // this.inst.receiveShadow = true;
601
+ this.context.scene.add(this.inst);
602
+ // console.log(this.inst);
603
+ // this.context.pre_render_callbacks.push(this.onPreRender.bind(this));
604
+ // setInterval(() => {
605
+ // this.inst.visible = !this.inst.visible;
606
+ // }, 500);
607
+ }
608
+ randomColor() {
609
+ return new THREE.Color(Math.random(), Math.random(), Math.random());
610
+ }
611
+ addInstance(obj) {
612
+ if (this.currentCount >= this.maxCount) {
613
+ console.error("TOO MANY INSTANCES - resize is not yet implemented!", this.inst.count); // todo: make it resize
614
+ return null;
615
+ }
616
+ const handle = new InstanceHandle(-1, obj, this);
617
+ this.add(handle);
618
+ return handle;
619
+ }
620
+ add(handle) {
621
+ if (handle.instanceIndex < 0) {
622
+ handle.instanceIndex = this.currentCount;
623
+ // console.log(handle.instanceIndex, this.currentCount);
624
+ if (handle.instanceIndex >= this.handles.length)
625
+ this.handles.push(handle);
626
+ else
627
+ this.handles[handle.instanceIndex] = handle;
628
+ }
629
+ // console.log("Handle instance");
630
+ handle.object.updateWorldMatrix(true, true);
631
+ this.inst.setMatrixAt(handle.instanceIndex, handle.object.matrixWorld);
632
+ this.inst.instanceMatrix.needsUpdate = true;
633
+ this.inst.count += 1;
634
+ if (this.inst.count > 0)
635
+ this.inst.visible = true;
636
+ // console.log("Added", this.name, this.inst.count, this.handles);
637
+ }
638
+ remove(handle) {
639
+ if (!handle)
640
+ return;
641
+ if (handle.instanceIndex < 0 || handle.instanceIndex >= this.handles.length || this.inst.count <= 0) {
642
+ return;
643
+ }
644
+ if (this.handles[handle.instanceIndex] !== handle) {
645
+ console.error("instance handle is not part of renderer, was it removed before?", handle.instanceIndex, this.name);
646
+ const index = this.handles.indexOf(handle);
647
+ if (index < 0)
648
+ return;
649
+ handle.instanceIndex = index;
650
+ }
651
+ this.handles[handle.instanceIndex] = null;
652
+ this.inst.setMatrixAt(handle.instanceIndex, InstancedMeshRenderer.nullMatrix);
653
+ const removedLastElement = handle.instanceIndex >= this.currentCount - 1;
654
+ // console.log(removedLastElement, this.currentCount, handle.instanceIndex, this.handles);
655
+ if (!removedLastElement && this.currentCount > 0) {
656
+ const lastElement = this.handles[this.currentCount - 1];
657
+ if (lastElement) {
658
+ lastElement.instanceIndex = handle.instanceIndex;
659
+ lastElement.updateInstanceMatrix();
660
+ this.handles[handle.instanceIndex] = lastElement;
661
+ this.handles[this.currentCount - 1] = null;
662
+ // this.inst.setMatrixAt(handle.instanceIndex, lastElement.object.matrixWorld);
663
+ // this.inst.setMatrixAt(this.currentCount - 1, InstancedMeshRenderer.nullMatrix);
664
+ }
665
+ }
666
+ if (this.inst.count > 0)
667
+ this.inst.count -= 1;
668
+ handle.instanceIndex = -1;
669
+ if (this.inst.count <= 0)
670
+ this.inst.visible = false;
671
+ this.inst.instanceMatrix.needsUpdate = true;
672
+ }
673
+ updateInstance(mat, index) {
674
+ this.inst.setMatrixAt(index, mat);
675
+ this.inst.instanceMatrix.needsUpdate = true;
676
+ }
677
+ }
678
+ //# sourceMappingURL=Renderer.js.map