@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/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@needle-tools/engine",
3
- "version": "3.2.6-alpha",
3
+ "version": "3.2.7-alpha",
4
4
  "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",
5
5
  "main": "dist/needle-engine.umd.cjs",
6
6
  "type": "module",
@@ -1,5 +1,5 @@
1
1
  import { TypeStore } from "./../engine_typestore"
2
-
2
+
3
3
  // Import types
4
4
  import { __Ignore } from "../../engine-components/codegen/components";
5
5
  import { AlignmentConstraint } from "../../engine-components/AlignmentConstraint";
@@ -187,7 +187,7 @@ import { XRGrabModel } from "../../engine-components/webxr/WebXRGrabRendering";
187
187
  import { XRGrabRendering } from "../../engine-components/webxr/WebXRGrabRendering";
188
188
  import { XRRig } from "../../engine-components/webxr/WebXRRig";
189
189
  import { XRState } from "../../engine-components/XRFlag";
190
-
190
+
191
191
  // Register types
192
192
  TypeStore.add("__Ignore", __Ignore);
193
193
  TypeStore.add("AlignmentConstraint", AlignmentConstraint);
@@ -1082,7 +1082,7 @@ class PhysicsCollisionHandler {
1082
1082
  // if one is a trigger we dont get collisions but want to raise the trigger events
1083
1083
  if (self.isTrigger || other.isTrigger) {
1084
1084
  foreachComponent(self.gameObject, (c: IComponent) => {
1085
- if (c.onTriggerEnter) {
1085
+ if (c.onTriggerEnter && !c.destroyed) {
1086
1086
  c.onTriggerEnter(other);
1087
1087
  }
1088
1088
  this.activeTriggers.push({ collider: self, component: c, otherCollider: other });
@@ -1093,6 +1093,7 @@ class PhysicsCollisionHandler {
1093
1093
  // TODO: we dont respect the flip value here!
1094
1094
  this.world.contactPair(selfBody, otherBody, (manifold, _flipped) => {
1095
1095
  foreachComponent(object, (c: IComponent) => {
1096
+ if(c.destroyed) return;
1096
1097
  const hasDeclaredEventMethod = c.onCollisionEnter || c.onCollisionStay || c.onCollisionExit;
1097
1098
  if (hasDeclaredEventMethod || debugCollisions) {
1098
1099
  if (!collision) {
@@ -1137,6 +1138,7 @@ class PhysicsCollisionHandler {
1137
1138
  private onHandleCollisionStay() {
1138
1139
  for (const active of this.activeCollisionsStay) {
1139
1140
  const c = active.component;
1141
+ if(c.destroyed) continue;
1140
1142
  if (c.activeAndEnabled && c.onCollisionStay) {
1141
1143
  const arg = active.collision;
1142
1144
  c.onCollisionStay(arg);
@@ -1144,6 +1146,7 @@ class PhysicsCollisionHandler {
1144
1146
  }
1145
1147
  for (const active of this.activeTriggers) {
1146
1148
  const c = active.component;
1149
+ if(c.destroyed) continue;
1147
1150
  if (c.activeAndEnabled && c.onTriggerStay) {
1148
1151
  const arg = active.otherCollider;
1149
1152
  c.onTriggerStay(arg);
@@ -1152,9 +1155,15 @@ class PhysicsCollisionHandler {
1152
1155
  }
1153
1156
 
1154
1157
  private onCollisionEnded(self: ICollider, other: ICollider) {
1158
+ if(self.destroyed || other.destroyed) return;
1155
1159
  for (let i = 0; i < this.activeCollisions.length; i++) {
1156
1160
  const active = this.activeCollisions[i];
1157
1161
  const collider = active.collider;
1162
+ if(collider.destroyed) {
1163
+ this.activeCollisions.splice(i, 1);
1164
+ i--;
1165
+ continue;
1166
+ }
1158
1167
  if (collider === self && active.collision.collider === other) {
1159
1168
  const c = active.component;
1160
1169
  this.activeCollisions.splice(i, 1);
@@ -1168,6 +1177,11 @@ class PhysicsCollisionHandler {
1168
1177
  for (let i = 0; i < this.activeCollisionsStay.length; i++) {
1169
1178
  const active = this.activeCollisionsStay[i];
1170
1179
  const collider = active.collider;
1180
+ if(collider.destroyed) {
1181
+ this.activeCollisionsStay.splice(i, 1);
1182
+ i--;
1183
+ continue;
1184
+ }
1171
1185
  if (collider === self && active.collision.collider === other) {
1172
1186
  const c = active.component;
1173
1187
  this.activeCollisionsStay.splice(i, 1);
@@ -1181,6 +1195,11 @@ class PhysicsCollisionHandler {
1181
1195
  for (let i = 0; i < this.activeTriggers.length; i++) {
1182
1196
  const active = this.activeTriggers[i];
1183
1197
  const collider = active.collider;
1198
+ if(collider.destroyed) {
1199
+ this.activeTriggers.splice(i, 1);
1200
+ i--;
1201
+ continue;
1202
+ }
1184
1203
  if (collider === self && active.otherCollider === other) {
1185
1204
  const c = active.component;
1186
1205
  this.activeTriggers.splice(i, 1);
@@ -8,6 +8,7 @@ import { getParam } from "../engine_utils";
8
8
  import { Context } from "../engine_setup";
9
9
  import { LightProbe } from "three";
10
10
  import { ContextEvent, ContextRegistry } from "../engine_context_registry";
11
+ import { Mathf } from "../engine_math";
11
12
 
12
13
  export const EXTENSION_NAME = "NEEDLE_lighting_settings";
13
14
  const debug = getParam("debugenvlight");
@@ -122,13 +123,22 @@ export class SceneLightSettings extends Behaviour {
122
123
  this.context.sceneLighting.internalUnregisterSceneLightSettings(this);
123
124
  }
124
125
 
126
+ private calculateIntensityFactor(col:Color){
127
+ const intensity = Math.max(col.r, col.g, col.b);// * 0.2126 + col.g * 0.7152 + col.b * 0.0722;
128
+ const factor = 2.2 * Mathf.lerp(0, 1.33, intensity); // scale based on intensity
129
+ return factor;
130
+ }
131
+
125
132
  onEnable(): void {
126
133
  if (debug) console.warn("💡🟡 >>> Enable lighting", this.sourceId, this);
127
134
 
128
135
  if (this.ambientMode == AmbientMode.Flat) {
129
136
  if (this.ambientLight && !this._ambientLightObj) {
130
- this._ambientLightObj = new AmbientLight(this.ambientLight, this.ambientIntensity);
131
- if (debug) console.log("Created ambient light", this.sourceId, this._ambientLightObj)
137
+ // TODO: currently ambient intensity is always exported as 1? The exported values are not correct in threejs
138
+ // the following calculation is a workaround to get the correct intensity
139
+ const factor = this.calculateIntensityFactor(this.ambientLight);
140
+ this._ambientLightObj = new AmbientLight(this.ambientLight, this.ambientIntensity * factor);
141
+ if (debug) console.log("Created ambient light", this.sourceId, this._ambientLightObj, this.ambientIntensity, factor)
132
142
  }
133
143
  if (this._ambientLightObj) {
134
144
  this.gameObject.add(this._ambientLightObj)
@@ -139,8 +149,10 @@ export class SceneLightSettings extends Behaviour {
139
149
  if (this.ambientTrilight) {
140
150
  const ground = this.ambientTrilight[0];
141
151
  const sky = this.ambientTrilight[this.ambientTrilight.length - 1];
142
- this._hemisphereLightObj = new HemisphereLight(sky, ground, this.ambientIntensity);
152
+ const factor = this.calculateIntensityFactor(sky);
153
+ this._hemisphereLightObj = new HemisphereLight(sky, ground, this.ambientIntensity * factor);
143
154
  this.gameObject.add(this._hemisphereLightObj)
155
+ if (debug) console.log("Created hemisphere ambient light", this.sourceId, this._hemisphereLightObj, this.ambientIntensity, factor)
144
156
  }
145
157
  }
146
158
  else {
@@ -9,6 +9,7 @@ import { addNewComponent, destroyComponentInstance, findObjectOfType, findObject
9
9
  import { findByGuid, destroy, InstantiateOptions, instantiate, HideFlags, foreachComponent, markAsInstancedRendered, isActiveInHierarchy, isActiveSelf, isUsingInstancing, setActive, isDestroyed } from "../engine/engine_gameobject";
10
10
 
11
11
  import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
12
+ import { showBalloonWarning, isDevEnvironment } from "../engine/debug";
12
13
 
13
14
  // export interface ISerializationCallbackReceiver {
14
15
  // onBeforeSerialize?(): object | void;
@@ -470,6 +471,12 @@ export class Component implements IComponent, EventTarget {
470
471
 
471
472
  /** @internal */
472
473
  __internalEnable(): boolean {
474
+ if (this.__destroyed) {
475
+ if (isDevEnvironment()) {
476
+ console.warn("[Needle Engine Dev] Trying to enable destroyed component");
477
+ }
478
+ return false;
479
+ }
473
480
  // Don't change enable before awake
474
481
  // But a user can change enable during awake
475
482
  if (!this.__didAwake) return false;
@@ -511,6 +518,12 @@ export class Component implements IComponent, EventTarget {
511
518
  return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
512
519
  }
513
520
  set enabled(val: boolean) {
521
+ if (this.__destroyed) {
522
+ if (isDevEnvironment()) {
523
+ console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
524
+ }
525
+ return;
526
+ }
514
527
  // when called from animationclip we receive numbers
515
528
  // due to interpolation they can be anything between 0 and 1
516
529
  if (typeof val === "number") {