@needle-tools/engine 2.67.13-pre → 2.67.14-pre

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@needle-tools/engine",
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- "version": "2.67.13-pre",
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+ "version": "2.67.14-pre",
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  "description": "Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development, and can be deployed anywhere. It is flexible, extensible, and collaboration and XR come naturally.",
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  "main": "dist/needle-engine.umd.cjs",
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  "module": "lib/needle-engine.js",
@@ -1,5 +1,5 @@
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  import { TypeStore } from "./../engine_typestore"
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-
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+
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  // Import types
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  import { __Ignore } from "../../engine-components/codegen/components";
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  import { AlignmentConstraint } from "../../engine-components/AlignmentConstraint";
@@ -179,7 +179,7 @@ import { XRGrabModel } from "../../engine-components/WebXRGrabRendering";
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  import { XRGrabRendering } from "../../engine-components/WebXRGrabRendering";
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  import { XRRig } from "../../engine-components/WebXRRig";
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  import { XRState } from "../../engine-components/XRFlag";
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-
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+
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  // Register types
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  TypeStore.add("__Ignore", __Ignore);
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  TypeStore.add("AlignmentConstraint", AlignmentConstraint);
@@ -478,6 +478,8 @@ export class Input extends EventTarget {
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  while (evt.button >= this._pointerPositionDown.length) this._pointerPositionDown.push(new THREE.Vector2());
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  this._pointerPositionDown[evt.button].set(evt.clientX, evt.clientY);
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+ while (evt.button >= this._pointerPositions.length) this._pointerPositions.push(new THREE.Vector2());
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+ this._pointerPositions[evt.button].set(evt.clientX, evt.clientY);
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  if (evt.button >= this._pointerDownTime.length) this._pointerDownTime.push(0);
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  this._pointerDownTime[evt.button] = this.context.time.time;
@@ -552,8 +554,8 @@ export class Input extends EventTarget {
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  const lf = this._pointerPositionsLastFrame[evt.button];
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  lf.copy(this._pointerPositions[evt.button]);
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- const dx = evt.movementX !== undefined ? evt.movementX : evt.clientX - lf.x;
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- const dy = evt.movementY !== undefined ? evt.movementY : evt.clientY - lf.y;
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+ const dx = evt.clientX - lf.x;
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+ const dy = evt.clientY - lf.y;
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  this._pointerPositionsDelta[evt.button].set(dx, dy);
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  this._pointerPositions[evt.button].x = evt.clientX;
@@ -263,7 +263,10 @@ export class Physics {
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  const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
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  if (!ray) return null;
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- const hit = this.world?.castRay(ray, maxDistance, solid);
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+ const hit = this.world?.castRay(ray, maxDistance, solid, undefined, undefined, undefined, undefined, (c) => {
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+ // ignore objects in the IgnoreRaycast=2 layer
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+ return !c[$componentKey]?.gameObject.layers.isEnabled(2);
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+ });
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  if (hit) {
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  const point = ray.pointAt(hit.toi);
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  const vec = this.raycastVectorsBuffer.get();
@@ -274,6 +277,28 @@ export class Physics {
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  return null;
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  }
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+ public raycastPhysicsFastAndGetNormal(origin: Vec2 | Vec3, direction: Vec3 | undefined = undefined, maxDistance: number = Infinity, solid: boolean = true)
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+ : null | { point: Vector3, normal: Vector3, collider: ICollider } {
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+
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+ const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
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+ if (!ray) return null;
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+
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+ const hit = this.world?.castRayAndGetNormal(ray, maxDistance, solid, undefined, undefined, undefined, undefined, (c) => {
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+ // ignore objects in the IgnoreRaycast=2 layer
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+ return !c[$componentKey]?.gameObject.layers.isEnabled(2);
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+ });
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+ if (hit) {
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+ const point = ray.pointAt(hit.toi);
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+ const normal = hit.normal;
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+ const vec = this.raycastVectorsBuffer.get();
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+ const nor = this.raycastVectorsBuffer.get();
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+ vec.set(point.x, point.y, point.z);
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+ nor.set(normal.x, normal.y, normal.z);
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+ return { point: vec, normal: nor, collider: hit.collider[$componentKey] };
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+ }
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+ return null;
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+ }
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+
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  private getPhysicsRay(ray: RAPIER.Ray, origin: Vec2 | Vec3, direction: Vec3 | undefined = undefined): RAPIER.Ray | null {
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  const cam = this.context.mainCamera;
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  // if we get origin in 2d space we need to project it to 3d space
@@ -283,11 +308,13 @@ export class Physics {
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  return null;
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  }
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  const vec3 = this.raycastVectorsBuffer.get();
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+ vec3.x = origin.x;
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+ vec3.y = origin.y;
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+ vec3.z = 0;
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  // if the origin is in screen space we need to convert it to raycaster space
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- if (origin.x > 1 || origin.y > 1 || origin.y < -1 || origin.x < -1) {
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- this.context.input.convertScreenspaceToRaycastSpace(origin);
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+ if (vec3.x > 1 || vec3.y > 1 || vec3.y < -1 || vec3.x < -1) {
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+ this.context.input.convertScreenspaceToRaycastSpace(vec3);
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  }
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- vec3.set(origin.x, origin.y, -1);
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  vec3.unproject(cam);
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  origin = vec3;
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  }
@@ -466,9 +493,15 @@ export class Physics {
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  if (scale.z < 0)
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  scale.z = Math.abs(scale.z);
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+ // prevent zero scale - seems normals are flipped otherwise
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+ if (scale.x == 0) scale.x = 0.0000001;
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+ if (scale.y == 0) scale.y = 0.0000001;
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+ if (scale.z == 0) scale.z = 0.0000001;
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+
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  const desc = ColliderDesc.cuboid(scale.x, scale.y, scale.z);
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  // const objectLayerMask = collider.gameObject.layers.mask;
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  // const mask = objectLayerMask & ~2;
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+ // TODO: https://rapier.rs/docs/user_guides/javascript/colliders/#collision-groups-and-solver-groups
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  // desc.setCollisionGroups(objectLayerMask);
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  this.createCollider(collider, desc, center);
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  }
@@ -612,6 +645,10 @@ export class Physics {
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  col[$componentKey] = collider;
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  collider[$bodyKey] = col;
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  col.setActiveEvents(ActiveEvents.COLLISION_EVENTS);
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+
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+ // const objectLayerMask = collider.gameObject.layers.mask;
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+ // const mask = objectLayerMask & ~2;
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+ // col.setCollisionGroups(objectLayerMask);
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  this.objects.push(collider);
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  this.bodies.push(col);
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  return col;
@@ -172,6 +172,7 @@ export declare interface ICamera extends IComponent {
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  backgroundColor: RGBAColor | null;
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  backgroundBlurriness: number | undefined;
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  clearFlags: number;
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+ cullingMask: number;
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  aspect: number;
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  fieldOfView?: number;
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  screenPointToRay(x: number, y: number, ray?: Ray): Ray;
@@ -26,14 +26,10 @@ export class CircularBuffer<T> {
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  }
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  get(): T {
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- let i = this._index++;
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- if (i >= this._cache.length) {
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- if (i >= this._maxSize) {
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- i = this._index = 0;
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- }
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- else {
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- this._cache.push(this._factory());
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- }
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+ const i = this._index % this._maxSize;
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+ this._index++;
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+ if (this._cache.length <= i) {
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+ this._cache[i] = this._factory();
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  }
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  return this._cache[i];
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  }
@@ -120,7 +120,7 @@ export class CharacterControllerInput extends Behaviour {
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  // if (jumpDown) this._jumpDownTime = this.context.time.time;
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  // const jumpUp = this.context.input.isKeyUp(" ");
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- const step = forward ? 1 : 0 + backward ? -1 : 0;
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+ const step = (forward ? 1 : 0) + (backward ? -1 : 0);
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  this._currentSpeed.z += step * this.movementSpeed * this.context.time.deltaTime;
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  // if (!this.controller || this.controller.isGrounded)
@@ -132,7 +132,7 @@ export class CharacterControllerInput extends Behaviour {
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  if (this.controller) this.controller.move(this._temp);
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  else this.gameObject.position.add(this._temp);
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- const rotation = rotateLeft ? 1 : 0 + rotateRight ? -1 : 0;
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+ const rotation = (rotateLeft ? 1 : 0) + (rotateRight ? -1 : 0);
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  this._currentAngularSpeed.y += Mathf.toRadians(rotation * this.rotationSpeed) * this.context.time.deltaTime;
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  if (this.lookForward && Math.abs(this._currentAngularSpeed.y) < .01) {
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  const forwardVector = this.context.mainCameraComponent!.forward;
@@ -390,10 +390,19 @@ export class WebXR extends Behaviour {
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  if (this.context.mainCamera) {
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  //@ts-ignore
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  const cam = xr.getCamera(this.context.mainCamera) as ArrayCamera;
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- for (const c of cam.cameras) {
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- c.layers.enableAll();
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+ const cull = this.context.mainCameraComponent?.cullingMask;
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+ if(cull !== undefined){
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+ for (const c of cam.cameras) {
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+ c.layers.mask = cull;
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+ }
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+ cam.layers.mask = cull;
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+ }
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+ else {
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+ for (const c of cam.cameras) {
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+ c.layers.enableAll();
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+ }
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+ cam.layers.enableAll();
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  }
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-
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  this.rig.add(this.context.mainCamera);
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  if (this._requestedAR) {
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  this.context.scene.add(this.rig);
@@ -769,7 +769,7 @@ export class WebXRController extends Behaviour {
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  public raycast(): Intersection[] {
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  const opts = new RaycastOptions();
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  opts.layerMask = new Layers();
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- opts.layerMask.set(0);
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+ opts.layerMask.enableAll();
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  opts.layerMask.disable(2);
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  opts.ray = this.getRay();
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  const hits = this.context.physics.raycast(opts);