@needle-tools/engine 3.2.6-alpha → 3.2.7-alpha
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +4 -0
- package/dist/needle-engine.js +1825 -1797
- package/dist/needle-engine.min.js +54 -54
- package/dist/needle-engine.umd.cjs +55 -55
- package/lib/engine/engine_physics.js +24 -1
- package/lib/engine/engine_physics.js.map +1 -1
- package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +1 -0
- package/lib/engine/extensions/NEEDLE_lighting_settings.js +15 -3
- package/lib/engine/extensions/NEEDLE_lighting_settings.js.map +1 -1
- package/lib/engine-components/Component.js +13 -0
- package/lib/engine-components/Component.js.map +1 -1
- package/lib/tsconfig.tsbuildinfo +1 -1
- package/package.json +1 -1
- package/src/engine/codegen/register_types.js +2 -2
- package/src/engine/engine_physics.ts +20 -1
- package/src/engine/extensions/NEEDLE_lighting_settings.ts +15 -3
- package/src/engine-components/Component.ts +13 -0
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@needle-tools/engine",
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-
"version": "3.2.
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"version": "3.2.7-alpha",
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"description": "Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in",
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"main": "dist/needle-engine.umd.cjs",
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"type": "module",
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@@ -1,5 +1,5 @@
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import { TypeStore } from "./../engine_typestore"
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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";
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@@ -187,7 +187,7 @@ import { XRGrabModel } from "../../engine-components/webxr/WebXRGrabRendering";
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import { XRGrabRendering } from "../../engine-components/webxr/WebXRGrabRendering";
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import { XRRig } from "../../engine-components/webxr/WebXRRig";
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import { XRState } from "../../engine-components/XRFlag";
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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);
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@@ -1082,7 +1082,7 @@ class PhysicsCollisionHandler {
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// if one is a trigger we dont get collisions but want to raise the trigger events
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if (self.isTrigger || other.isTrigger) {
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foreachComponent(self.gameObject, (c: IComponent) => {
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if (c.onTriggerEnter) {
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if (c.onTriggerEnter && !c.destroyed) {
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c.onTriggerEnter(other);
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}
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this.activeTriggers.push({ collider: self, component: c, otherCollider: other });
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@@ -1093,6 +1093,7 @@ class PhysicsCollisionHandler {
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// TODO: we dont respect the flip value here!
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this.world.contactPair(selfBody, otherBody, (manifold, _flipped) => {
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foreachComponent(object, (c: IComponent) => {
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if(c.destroyed) return;
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const hasDeclaredEventMethod = c.onCollisionEnter || c.onCollisionStay || c.onCollisionExit;
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if (hasDeclaredEventMethod || debugCollisions) {
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if (!collision) {
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@@ -1137,6 +1138,7 @@ class PhysicsCollisionHandler {
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private onHandleCollisionStay() {
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for (const active of this.activeCollisionsStay) {
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const c = active.component;
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if(c.destroyed) continue;
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if (c.activeAndEnabled && c.onCollisionStay) {
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const arg = active.collision;
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c.onCollisionStay(arg);
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@@ -1144,6 +1146,7 @@ class PhysicsCollisionHandler {
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}
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for (const active of this.activeTriggers) {
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const c = active.component;
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if(c.destroyed) continue;
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if (c.activeAndEnabled && c.onTriggerStay) {
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const arg = active.otherCollider;
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c.onTriggerStay(arg);
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@@ -1152,9 +1155,15 @@ class PhysicsCollisionHandler {
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}
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private onCollisionEnded(self: ICollider, other: ICollider) {
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if(self.destroyed || other.destroyed) return;
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for (let i = 0; i < this.activeCollisions.length; i++) {
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const active = this.activeCollisions[i];
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const collider = active.collider;
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if(collider.destroyed) {
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this.activeCollisions.splice(i, 1);
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i--;
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continue;
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}
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if (collider === self && active.collision.collider === other) {
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const c = active.component;
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this.activeCollisions.splice(i, 1);
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@@ -1168,6 +1177,11 @@ class PhysicsCollisionHandler {
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for (let i = 0; i < this.activeCollisionsStay.length; i++) {
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const active = this.activeCollisionsStay[i];
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const collider = active.collider;
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if(collider.destroyed) {
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this.activeCollisionsStay.splice(i, 1);
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i--;
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continue;
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}
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if (collider === self && active.collision.collider === other) {
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const c = active.component;
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this.activeCollisionsStay.splice(i, 1);
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@@ -1181,6 +1195,11 @@ class PhysicsCollisionHandler {
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for (let i = 0; i < this.activeTriggers.length; i++) {
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const active = this.activeTriggers[i];
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const collider = active.collider;
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if(collider.destroyed) {
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this.activeTriggers.splice(i, 1);
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i--;
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continue;
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}
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if (collider === self && active.otherCollider === other) {
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const c = active.component;
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this.activeTriggers.splice(i, 1);
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@@ -8,6 +8,7 @@ import { getParam } from "../engine_utils";
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import { Context } from "../engine_setup";
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import { LightProbe } from "three";
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import { ContextEvent, ContextRegistry } from "../engine_context_registry";
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import { Mathf } from "../engine_math";
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export const EXTENSION_NAME = "NEEDLE_lighting_settings";
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const debug = getParam("debugenvlight");
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@@ -122,13 +123,22 @@ export class SceneLightSettings extends Behaviour {
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this.context.sceneLighting.internalUnregisterSceneLightSettings(this);
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}
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private calculateIntensityFactor(col:Color){
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const intensity = Math.max(col.r, col.g, col.b);// * 0.2126 + col.g * 0.7152 + col.b * 0.0722;
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const factor = 2.2 * Mathf.lerp(0, 1.33, intensity); // scale based on intensity
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return factor;
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}
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onEnable(): void {
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if (debug) console.warn("💡🟡 >>> Enable lighting", this.sourceId, this);
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if (this.ambientMode == AmbientMode.Flat) {
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if (this.ambientLight && !this._ambientLightObj) {
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// TODO: currently ambient intensity is always exported as 1? The exported values are not correct in threejs
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// the following calculation is a workaround to get the correct intensity
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const factor = this.calculateIntensityFactor(this.ambientLight);
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this._ambientLightObj = new AmbientLight(this.ambientLight, this.ambientIntensity * factor);
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if (debug) console.log("Created ambient light", this.sourceId, this._ambientLightObj, this.ambientIntensity, factor)
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}
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if (this._ambientLightObj) {
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this.gameObject.add(this._ambientLightObj)
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@@ -139,8 +149,10 @@ export class SceneLightSettings extends Behaviour {
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if (this.ambientTrilight) {
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const ground = this.ambientTrilight[0];
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const sky = this.ambientTrilight[this.ambientTrilight.length - 1];
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const factor = this.calculateIntensityFactor(sky);
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this._hemisphereLightObj = new HemisphereLight(sky, ground, this.ambientIntensity * factor);
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this.gameObject.add(this._hemisphereLightObj)
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if (debug) console.log("Created hemisphere ambient light", this.sourceId, this._hemisphereLightObj, this.ambientIntensity, factor)
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}
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}
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else {
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@@ -9,6 +9,7 @@ import { addNewComponent, destroyComponentInstance, findObjectOfType, findObject
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import { findByGuid, destroy, InstantiateOptions, instantiate, HideFlags, foreachComponent, markAsInstancedRendered, isActiveInHierarchy, isActiveSelf, isUsingInstancing, setActive, isDestroyed } from "../engine/engine_gameobject";
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import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
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import { showBalloonWarning, isDevEnvironment } from "../engine/debug";
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// export interface ISerializationCallbackReceiver {
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// onBeforeSerialize?(): object | void;
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@@ -470,6 +471,12 @@ export class Component implements IComponent, EventTarget {
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/** @internal */
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__internalEnable(): boolean {
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if (this.__destroyed) {
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if (isDevEnvironment()) {
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console.warn("[Needle Engine Dev] Trying to enable destroyed component");
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}
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return false;
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}
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// Don't change enable before awake
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// But a user can change enable during awake
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if (!this.__didAwake) return false;
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@@ -511,6 +518,12 @@ export class Component implements IComponent, EventTarget {
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return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
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}
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set enabled(val: boolean) {
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if (this.__destroyed) {
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if (isDevEnvironment()) {
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console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
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}
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return;
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}
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// when called from animationclip we receive numbers
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// due to interpolation they can be anything between 0 and 1
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if (typeof val === "number") {
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