@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 +1,152 @@
1
+ import { Behaviour, GameObject } from "./Component";
2
+ import * as THREE from "three";
3
+ import { Texture } from "three";
4
+ import { Context, OnBeforeRenderCallback } from "../engine/engine_setup";
5
+
6
+ // this component is automatically added by the Renderer if the object has lightmap uvs AND we have a lightmap
7
+ // for multimaterial objects GLTF exports a "Group" with the renderer component
8
+ // and every child mesh is a material from unity
9
+ export class RendererLightmap {
10
+
11
+ get lightmap(): Texture | null {
12
+ return this.lightmapTexture;
13
+ }
14
+ set lightmap(tex: Texture | null) {
15
+ if (tex !== this.lightmapTexture) {
16
+ this.lightmapTexture = tex;
17
+ this.setupLightmap();
18
+ }
19
+ }
20
+
21
+ lightmapIndex: number = -1;
22
+ lightmapScaleOffset: THREE.Vector4 = new THREE.Vector4(1, 1, 0, 0);
23
+
24
+ private context: Context;
25
+ private gameObject: GameObject;
26
+ private lightmapTexture: THREE.Texture | null = null;
27
+ private lightmapScaleOffsetUniform = { value: new THREE.Vector4(1, 1, 0, 0) };
28
+ private lightmapUniform: { value: THREE.Texture | null } = { value: null };
29
+
30
+ private beforeRenderCallback?: OnBeforeRenderCallback;
31
+
32
+ constructor(gameObject: GameObject, context: Context) {
33
+ this.gameObject = gameObject;
34
+ this.context = context;
35
+ }
36
+
37
+ init(lightmapIndex: number, lightmapScaleOffset: THREE.Vector4, lightmapTexture: THREE.Texture, debug: boolean = false) {
38
+ console.assert(this.gameObject !== undefined && this.gameObject !== null, "Missing gameobject", this);
39
+
40
+ this.lightmapIndex = lightmapIndex;
41
+ if (this.lightmapIndex < 0) return;
42
+ this.lightmapScaleOffset = lightmapScaleOffset;
43
+ this.lightmapTexture = lightmapTexture;
44
+
45
+ const debugLightmaps = debug;
46
+ if (debugLightmaps) this.setLightmapDebugMaterial();
47
+ this.setupLightmap();
48
+ }
49
+
50
+ bindOnBeforeRender() {
51
+ this.beforeRenderCallback = this.onBeforeRenderThreeComplete.bind(this);
52
+ this.context.addBeforeRenderListener(this.gameObject, this.beforeRenderCallback);
53
+ // this.gameObject.onBeforeRender = this.onBeforeRenderThreeComplete.bind(this);
54
+ }
55
+
56
+ private onBeforeRenderThreeComplete(_renderer, _scene, _camera, _geometry, material, _group) {
57
+ this.onBeforeRenderThree(material);
58
+ }
59
+
60
+ private setupLightmap() {
61
+
62
+ if (this.gameObject.type === "Object3D") {
63
+ // console.warn("Can not add lightmap. Is this object missing a renderer?");
64
+ return;
65
+ }
66
+
67
+ if (this.gameObject.type === "Group") {
68
+ console.warn("Lightmap on multimaterial object is not supported yet... please ask kindly for implementation.");
69
+ return;
70
+ }
71
+
72
+ console.assert(this.gameObject.type === "Mesh", "Lightmap only works on meshes", this);
73
+
74
+
75
+ const mesh = this.gameObject as unknown as THREE.Mesh;
76
+ // TODO: ensure uv2 exists
77
+ if (!mesh.geometry.getAttribute("uv2"))
78
+ mesh.geometry.setAttribute("uv2", mesh.geometry.getAttribute("uv"));
79
+
80
+ const mat = this.gameObject["material"].clone();
81
+ this.gameObject["material"] = mat;
82
+
83
+ this.gameObject["material"].onBeforeCompile = (shader, _) => {
84
+ shader.uniforms.lightmap = this.lightmapUniform;
85
+ shader.uniforms.lightmapScaleOffset = this.lightmapScaleOffsetUniform;
86
+ };
87
+
88
+
89
+ if (this.lightmapIndex >= 0) {
90
+ const lightmap = this.lightmapTexture;
91
+ const mat = this.gameObject["material"];
92
+ if (mat && lightmap) {
93
+ if (!mat.uniforms) mat.uniforms = {};
94
+ mat.lightMap = lightmap;
95
+ mat.uniforms.lightmap = { value: lightmap };
96
+ }
97
+ }
98
+ }
99
+
100
+ onBeforeRenderThree(material: THREE.Material) {
101
+
102
+ const uniforms = material["uniforms"];
103
+ if (uniforms && uniforms.lightmap) {
104
+ this.lightmapScaleOffsetUniform.value = this.lightmapScaleOffset;
105
+ this.lightmapUniform.value = this.lightmapTexture;
106
+ uniforms.lightmap = this.lightmapUniform;
107
+ uniforms.lightmapScaleOffset = this.lightmapScaleOffsetUniform;
108
+ }
109
+ }
110
+
111
+ private setLightmapDebugMaterial() {
112
+
113
+ // debug lightmaps
114
+ this.gameObject["material"] = new THREE.ShaderMaterial({
115
+ vertexShader: `
116
+ attribute vec2 uv2;
117
+ varying vec2 vUv2;
118
+ void main()
119
+ {
120
+ vUv2 = uv2;
121
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
122
+ }
123
+ `,
124
+ fragmentShader: `
125
+ uniform sampler2D lightmap;
126
+ uniform float lightMapIntensity;
127
+ uniform vec4 lightmapScaleOffset;
128
+ varying vec2 vUv2;
129
+
130
+ // took from threejs 05fc79cd52b79e8c3e8dec1e7dca72c5c39983a4
131
+ vec4 conv_sRGBToLinear( in vec4 value ) {
132
+ return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );
133
+ }
134
+
135
+ void main() {
136
+ vec2 lUv = vUv2.xy * lightmapScaleOffset.xy + vec2(lightmapScaleOffset.z, (1. - (lightmapScaleOffset.y + lightmapScaleOffset.w)));
137
+
138
+ vec4 lightMapTexel = texture2D( lightmap, lUv);
139
+ // The range of RGBM lightmaps goes from 0 to 34.49 (5^2.2) in linear space, and from 0 to 5 in gamma space.
140
+ //lightMapTexel.rgb *= lightMapTexel.a * 8.; // no idea where that "8" comes from... heuristically derived
141
+ //lightMapTexel.a = 1.;
142
+ //lightMapTexel = conv_sRGBToLinear(lightMapTexel);
143
+ // lightMapTexel.rgb = vec3(1.);
144
+
145
+ // gl_FragColor = vec4(vUv2.xy, 0, 1);
146
+ gl_FragColor = lightMapTexel;
147
+ }
148
+ `,
149
+ defines: { USE_LIGHTMAP: '' }
150
+ });
151
+ }
152
+ }
@@ -0,0 +1,177 @@
1
+ import { Behaviour } from "./Component";
2
+ import { BodyOptions } from '../engine/engine_physics'
3
+ import * as CANNON from 'cannon-es'
4
+ import * as THREE from 'three'
5
+ import { getWorldPosition } from "../engine/engine_three_utils";
6
+ import { onChange, RevocableProxy } from "./ui/Utils";
7
+ import { serializeable } from "../engine/engine_serialization_decorator";
8
+
9
+ export class Rigidbody extends Behaviour {
10
+
11
+ @serializeable()
12
+ mass: number = 1;
13
+
14
+ @serializeable()
15
+ public set isKinematic(kinematic: boolean) {
16
+ this._isKinematic = kinematic;
17
+ if (this._body) {
18
+ this._body.type = kinematic ? CANNON.Body.KINEMATIC : CANNON.Body.DYNAMIC;
19
+ }
20
+ }
21
+
22
+ public get isKinematic(): boolean {
23
+ return this._isKinematic;
24
+ }
25
+ private _isKinematic: boolean = false;
26
+
27
+ @serializeable()
28
+ drag: number = 0;
29
+ @serializeable()
30
+ angularDrag: number = 1;
31
+ @serializeable()
32
+ detectCollision: boolean = true;
33
+ @serializeable()
34
+ sleepThreshold: number = 0.01;
35
+
36
+
37
+ get body(): CANNON.Body | null {
38
+ if (this._body === null) {
39
+ this.initialize();
40
+ }
41
+ return this._body;
42
+ }
43
+
44
+ private static tempPosition: THREE.Vector3 = new THREE.Vector3();
45
+ private _body: CANNON.Body | null = null;
46
+ private currentVelocity!: THREE.Vector3;
47
+ private _smoothedVelocity!: THREE.Vector3;
48
+ private lastWorldPosition!: THREE.Vector3;
49
+
50
+ private dirty: boolean = true;
51
+ private transformProxy? : RevocableProxy;
52
+
53
+ awake() {
54
+ this._body = null;
55
+ this.currentVelocity = new THREE.Vector3();
56
+ this._smoothedVelocity = new THREE.Vector3();
57
+ this.lastWorldPosition = getWorldPosition(this.gameObject).clone();
58
+ }
59
+
60
+ start(){
61
+ this.setBodyFromGameObject();
62
+ }
63
+
64
+ onEnable() {
65
+ if (this._body) {
66
+ this.context.physics.addBody(this.gameObject, this._body);
67
+ }
68
+ else
69
+ this.initialize();
70
+
71
+ if (this.body) {
72
+ this.body.wakeUp();
73
+ this.gameObject.updateWorldMatrix(true, false);
74
+ this.setBodyFromGameObject();
75
+ }
76
+
77
+ this.transformProxy = onChange(this.gameObject.matrix, "elements", () => {
78
+ if (!this.context.physics.isUpdating) {
79
+ this.dirty = true;
80
+ }
81
+ });
82
+ }
83
+
84
+ onDisable(): void {
85
+ this.transformProxy?.revoke();
86
+ if (this._body)
87
+ this.context.physics.removeBody(this.gameObject, this._body, false);
88
+ }
89
+
90
+ onDestroy(): void {
91
+ if (this._body)
92
+ this.context.physics.removeBody(this.gameObject, this._body);
93
+ }
94
+
95
+ earlyUpdate(){
96
+ if(this.dirty) this.setBodyFromGameObject();
97
+ }
98
+ onBeforeRender() {
99
+ this.updateVelocity();
100
+ }
101
+
102
+ initialize() {
103
+ if (this._body) return;
104
+ const options = new BodyOptions();
105
+ options.drag = this.drag;
106
+ options.angularDrag = this.angularDrag;
107
+ options.mass = this.mass;
108
+ options.kinematic = this.isKinematic;
109
+ options.physicsEvents = this.detectCollision;
110
+ options.sleepThreshold = this.sleepThreshold;
111
+ this._body = this.context.physics.createBody(this.gameObject, options);
112
+ }
113
+
114
+
115
+ public wakeUp() {
116
+ this.body?.wakeUp();
117
+ }
118
+
119
+ public applyForce(vec: THREE.Vector3, rel: THREE.Vector3 | undefined) {
120
+ this.body?.applyForce(new CANNON.Vec3(vec.x, vec.y, vec.z), rel ? new CANNON.Vec3(rel.x, rel.y, rel.z) : undefined);
121
+ }
122
+
123
+ public getVelocity(): THREE.Vector3 {
124
+ if (this.body)
125
+ return Rigidbody.tempPosition.set(this.body?.velocity.x, this.body?.velocity.y, this.body?.velocity.z);
126
+ return Rigidbody.tempPosition.set(0, 0, 0);
127
+ }
128
+
129
+ public setVelocity(x: number, y: number, z: number) {
130
+ if (!this.body) return;
131
+ this.body.velocity.x = x / this.context.time.deltaTime;
132
+ this.body.velocity.y = y / this.context.time.deltaTime;
133
+ this.body.velocity.z = z / this.context.time.deltaTime;
134
+ }
135
+
136
+ public get smoothedVelocity() { return this._smoothedVelocity; }
137
+
138
+ public setAngularVelocity(x: number, y: number, z: number) {
139
+ if (!this.body) return;
140
+ this.body.angularVelocity.x = x / this.context.time.deltaTime;
141
+ this.body.angularVelocity.y = y / this.context.time.deltaTime;
142
+ this.body.angularVelocity.z = z / this.context.time.deltaTime;
143
+ }
144
+
145
+ private static copyVector3: THREE.Vector3 = new THREE.Vector3();
146
+
147
+
148
+ public setBodyFromGameObject(velocity: THREE.Vector3 | null | { x: number, y: number, z: number } = null) {
149
+ this.dirty = false;
150
+ if (this.body && this.gameObject && !this.destroyed) {
151
+ const wp = this.worldPosition;
152
+ this.body.position.set(wp.x, wp.y, wp.z);
153
+ const wr = this.worldQuaternion;
154
+ this.body.quaternion.set(wr.x, wr.y, wr.z, wr.w);
155
+
156
+ if (velocity) {
157
+ Rigidbody.copyVector3.set(velocity.x, velocity.y, velocity.z);
158
+ this._smoothedVelocity.lerp(Rigidbody.copyVector3, this.context.time.deltaTime / .1);
159
+ const sm = this._smoothedVelocity;
160
+ this.body.velocity.x = sm.x;
161
+ this.body.velocity.y = sm.y;
162
+ this.body.velocity.z = sm.z;
163
+ }
164
+ }
165
+ }
166
+
167
+
168
+ private updateVelocity() {
169
+ if (!this.currentVelocity) return;
170
+ if (this.body && this.gameObject) {
171
+ const wp = getWorldPosition(this.gameObject);
172
+ this.currentVelocity.subVectors(wp, this.lastWorldPosition);
173
+ this.lastWorldPosition.copy(wp);
174
+ this._smoothedVelocity.lerp(this.currentVelocity, this.context.time.deltaTime / .1);
175
+ }
176
+ }
177
+ }
@@ -0,0 +1,47 @@
1
+ import { Behaviour, GameObject } from "./Component";
2
+ import { VideoPlayer } from "./VideoPlayer";
3
+
4
+ export class ScreenCapture extends Behaviour {
5
+
6
+ streamOnAwake: boolean = true;
7
+
8
+ start() {
9
+ if (this.streamOnAwake)
10
+ this.open();
11
+ }
12
+
13
+ private requestOpen: boolean = false;
14
+ private captureStream: MediaStream | null = null;
15
+
16
+ async open(force: boolean = false) {
17
+ if (this.captureStream && !force) return;
18
+ this.close();
19
+ this.requestOpen = true;
20
+ try {
21
+ const player = GameObject.getComponentInChildren(this.gameObject, VideoPlayer);
22
+ if (player) {
23
+ const displayMediaOptions: DisplayMediaStreamConstraints = {
24
+ video: true,
25
+ audio: false
26
+ };
27
+ this.captureStream = await navigator.mediaDevices.getDisplayMedia(displayMediaOptions);
28
+ if (this.captureStream && this.requestOpen) {
29
+ //@ts-ignore
30
+ player.clip = this.captureStream;
31
+ player.create(true);
32
+ }
33
+ }
34
+ } catch (err) {
35
+ console.error("Error: " + err);
36
+ }
37
+ }
38
+
39
+ close() {
40
+ this.requestOpen = false;
41
+ if (this.captureStream) {
42
+ for (const cap of this.captureStream.getTracks())
43
+ cap.stop();
44
+ this.captureStream = null;
45
+ }
46
+ }
47
+ }
@@ -0,0 +1,93 @@
1
+ import { Behaviour, GameObject } from "./Component";
2
+ import { RGBAColor } from "./js-extensions/RGBAColor";
3
+ import { Renderer } from "./Renderer";
4
+ import { ShadowMaterial, AdditiveBlending, Material } from "three";
5
+ import { serializeable } from "../engine/engine_serialization_decorator";
6
+
7
+ enum ShadowMode {
8
+ ShadowMask = 0,
9
+ Additive = 1,
10
+ }
11
+
12
+ export class ShadowCatcher extends Behaviour {
13
+
14
+ //@type Needle.Engine.ShadowCatcher.Mode
15
+ @serializeable()
16
+ mode: ShadowMode = ShadowMode.ShadowMask;
17
+
18
+ //@type UnityEngine.Color
19
+ @serializeable(RGBAColor)
20
+ shadowColor: RGBAColor = new RGBAColor(0, 0, 0, 1);
21
+
22
+ awake() {
23
+
24
+ switch (this.mode) {
25
+ case ShadowMode.ShadowMask:
26
+ this.applyShadowMaterial();
27
+ break;
28
+ case ShadowMode.Additive:
29
+ this.applyLightBlendMaterial();
30
+ break;
31
+ }
32
+
33
+ }
34
+
35
+ // Custom blending, diffuse-only lighting blended onto the scene additively.
36
+ // Works great for Point Lights and spot lights,
37
+ // doesn't work for directional lights (since they're lighting up everything else).
38
+ // Works even better with an additional black-ish gradient to darken parts of the AR scene
39
+ // so that lights become more visible on bright surfaces.
40
+ applyLightBlendMaterial() {
41
+ const renderer = GameObject.getComponent(this.gameObject, Renderer);
42
+ if (renderer) {
43
+ const material = renderer.material;
44
+ material.blending = AdditiveBlending;
45
+ this.applyMaterialOptions(material);
46
+ material.onBeforeCompile = (shader) => {
47
+ // see https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderLib/meshphysical.glsl.js#L181
48
+ shader.fragmentShader = shader.fragmentShader.replace("vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;",
49
+ `vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;
50
+
51
+ // diffuse-only lighting with overdrive to somewhat compensate
52
+ // for the loss of indirect lighting and to make it more visible.
53
+ vec3 direct = reflectedLight.directDiffuse * 3.;
54
+ float max = max(direct.r, max(direct.g, direct.b));
55
+
56
+ // early out - we're simply returning direct lighting and some alpha based on it so it can
57
+ // be blended onto the scene.
58
+ gl_FragColor = vec4(direct, max);
59
+ return;
60
+ `);
61
+ }
62
+ }
63
+ }
64
+
65
+ // THREE.ShadowMaterial: only does a mask; shadowed areas are fully black.
66
+ // doesn't take light attenuation into account.
67
+ // works great for Directional Lights.
68
+ applyShadowMaterial() {
69
+ const renderer = GameObject.getComponent(this.gameObject, Renderer);
70
+ if (renderer) {
71
+ if (renderer.material?.type !== "ShadowMaterial") {
72
+ const material = new ShadowMaterial();
73
+ material.color = this.shadowColor;
74
+ material.opacity = this.shadowColor.alpha;
75
+ this.applyMaterialOptions(material);
76
+ renderer.material = material;
77
+ }
78
+ else {
79
+ const material = renderer.material as ShadowMaterial;
80
+ material.color = this.shadowColor;
81
+ material.opacity = this.shadowColor.alpha;
82
+ this.applyMaterialOptions(material);
83
+ }
84
+ }
85
+ }
86
+
87
+ private applyMaterialOptions(material: Material) {
88
+ if (material) {
89
+ material.depthWrite = false;
90
+ material.stencilWrite = false;
91
+ }
92
+ }
93
+ }
@@ -0,0 +1,116 @@
1
+ import { serializeable } from "../engine/engine_serialization_decorator";
2
+ import { Behaviour, GameObject } from "./Component";
3
+ import { RGBELoader } from 'three/examples/jsm/loaders/RGBELoader.js';
4
+ import { EXRLoader } from "three/examples/jsm/loaders/EXRLoader";
5
+ import { EquirectangularRefractionMapping, Texture } from "three"
6
+ import { syncField } from "../engine/engine_networking_auto";
7
+
8
+
9
+ export class RemoteSkybox extends Behaviour {
10
+
11
+ @syncField("setSkybox")
12
+ @serializeable()
13
+ url?: string;
14
+
15
+ @serializeable()
16
+ allowDrop : boolean = true;
17
+
18
+ private _loader?: RGBELoader | EXRLoader;
19
+ private _prevLoadedEnvironment?: Texture;
20
+ private _prevEnvironment: Texture | null = null;
21
+ private _prevBackground: any = null;
22
+
23
+ onEnable() {
24
+ this.setSkybox(this.url);
25
+ this.registerDropEvents();
26
+ }
27
+
28
+ onDisable() {
29
+ if (this.context.scene.environment === this._prevLoadedEnvironment) {
30
+ if (!this.context.isInXR) {
31
+ this.context.scene.environment = this._prevEnvironment;
32
+ this.context.scene.background = this._prevBackground;
33
+ }
34
+ this._prevLoadedEnvironment = undefined;
35
+ }
36
+ this.unregisterDropEvents();
37
+ }
38
+
39
+ async setSkybox(url: string | undefined | null) {
40
+ if (!url) return;
41
+ if (!url?.endsWith(".hdr") && !url.endsWith(".exr")) {
42
+ console.warn("Potentially invalid skybox url", this.url, "on", this.name);
43
+ }
44
+
45
+ if (!this._loader) {
46
+ const isEXR = url.endsWith(".exr");
47
+ this._loader = isEXR ? new EXRLoader() : new RGBELoader();
48
+ }
49
+ const envMap = await this._loader.loadAsync(url);
50
+ if (!envMap) return;
51
+ if (!this.enabled) return;
52
+ this.url = url;
53
+ envMap.mapping = EquirectangularRefractionMapping;
54
+ this._prevBackground = this.context.scene.background;
55
+ this._prevEnvironment = this.context.scene.environment;
56
+ console.log("Set skybox", this.url);
57
+ this.context.scene.environment = envMap;
58
+ this.context.scene.background = envMap;
59
+ this._prevLoadedEnvironment = envMap;
60
+ const nameIndex = url.lastIndexOf("/");
61
+ envMap.name = url.substring(nameIndex >= 0 ? nameIndex + 1 : 0);
62
+ }
63
+
64
+
65
+ private dragOverEvent?: any;
66
+ private dropEvent?: any;
67
+
68
+ private registerDropEvents() {
69
+ if (this.dragOverEvent) return;
70
+
71
+ this.dragOverEvent = (e: DragEvent) => {
72
+ if(!this.allowDrop) return;
73
+ if (!e.dataTransfer) return;
74
+ for (const type of e.dataTransfer.types) {
75
+ // in ondragover we dont get access to the content
76
+ // but if we have a uri list we can assume
77
+ // someone is maybe dragging a image file
78
+ // so we want to capture this
79
+ if (type === "text/uri-list") {
80
+ e.preventDefault();
81
+ }
82
+ }
83
+ };
84
+
85
+ this.dropEvent = (e: DragEvent) => {
86
+ if(!this.allowDrop) return;
87
+ e.preventDefault();
88
+ if (!e.dataTransfer) return;
89
+ for (const type of e.dataTransfer.types) {
90
+ if (type === "text/uri-list") {
91
+ const url = e.dataTransfer.getData(type);
92
+ console.log(type, url);
93
+ let name = new RegExp(/polyhaven.com\/asset_img\/.+?\/(?<name>.+)\.png/).exec(url)?.groups?.name;
94
+ if (!name) {
95
+ name = new RegExp(/polyhaven\.com\/a\/(?<name>.+)/).exec(url)?.groups?.name;
96
+ }
97
+ console.log(name);
98
+ if (name) {
99
+ const envurl = "https://dl.polyhaven.org/file/ph-assets/HDRIs/exr/1k/" + name + "_1k.exr";
100
+ this.setSkybox(envurl);
101
+ }
102
+ else console.warn("Could not resolve skybox name from dropped url", url);
103
+ }
104
+ }
105
+ };
106
+
107
+ this.context.domElement.addEventListener("dragover", this.dragOverEvent);
108
+ this.context.domElement.addEventListener("drop", this.dropEvent);
109
+ }
110
+
111
+ private unregisterDropEvents() {
112
+ if (!this.dragOverEvent) return;
113
+ this.context.domElement.removeEventListener("dragover", this.dragOverEvent);
114
+ this.context.domElement.removeEventListener("drop", this.dropEvent);
115
+ }
116
+ }
@@ -0,0 +1,55 @@
1
+ import { Camera } from "./Camera";
2
+ import { Behaviour, GameObject } from "./Component";
3
+ import * as utils from "../engine/engine_three_utils";
4
+ import * as THREE from "three";
5
+ import { Mathf } from "../engine/engine_math";
6
+ import { serializeable } from "../engine/engine_serialization_decorator";
7
+ import { Object3D } from "three";
8
+
9
+ export class SmoothFollow extends Behaviour {
10
+
11
+ @serializeable(Object3D)
12
+ target: THREE.Object3D | null = null;
13
+
14
+ followFactor = .1;
15
+ rotateFactor = .1;
16
+
17
+ flipForward:boolean = false;
18
+
19
+ private static _invertForward : THREE.Quaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI);
20
+ private _firstUpdate = true;
21
+
22
+
23
+ onEnable(): void {
24
+ const cam = GameObject.getComponentInChildren(this.gameObject, Camera) as Camera;
25
+ if (cam && cam.cam) {
26
+ cam.gameObject.position.set(0, 0, 0);
27
+ cam.cam.position.set(0, 0, 0);
28
+ cam.gameObject.quaternion.identity();
29
+ cam.cam.quaternion.setFromEuler(new THREE.Euler(0, Math.PI, 0));
30
+ }
31
+ }
32
+
33
+ onBeforeRender(): void {
34
+ if (this.followFactor <= 0) return;
35
+ this.updateNow(false);
36
+ }
37
+
38
+ updateNow(hard: boolean) {
39
+ if (!this.target || this.target === this.gameObject) return;
40
+ if (this.followFactor > 0) {
41
+ const wp = utils.getWorldPosition(this.target);
42
+ const fpos = this._firstUpdate || hard ? 1 : Mathf.clamp01(this.context.time.deltaTime * this.followFactor);
43
+ this.worldPosition = this.worldPosition.lerp(wp, fpos);
44
+ }
45
+ if (this.rotateFactor > 0) {
46
+ const wr = utils.getWorldQuaternion(this.target);
47
+ if(this.flipForward){
48
+ wr.multiply(SmoothFollow._invertForward);
49
+ }
50
+ const frot = this._firstUpdate || hard ? 1 : Mathf.clamp01(this.context.time.deltaTime * this.rotateFactor);
51
+ this.worldQuaternion = this.worldQuaternion.slerp(wr, frot);
52
+ }
53
+ this._firstUpdate = false;
54
+ }
55
+ }