@needle-tools/engine 3.28.6-beta → 3.28.7-beta.1

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.
Files changed (848) hide show
  1. package/CHANGELOG.md +2259 -2253
  2. package/LICENSE.md +10 -10
  3. package/README.md +52 -52
  4. package/dist/needle-engine.js +7 -10
  5. package/dist/needle-engine.light.js +7 -10
  6. package/dist/needle-engine.light.min.js +7 -10
  7. package/dist/needle-engine.light.umd.cjs +7 -10
  8. package/dist/needle-engine.min.js +7 -10
  9. package/dist/needle-engine.umd.cjs +7 -10
  10. package/lib/engine/api.d.ts +52 -52
  11. package/lib/engine/api.js +51 -51
  12. package/lib/engine/assets/index.d.ts +1 -1
  13. package/lib/engine/assets/index.js +4 -4
  14. package/lib/engine/codegen/register_types.d.ts +1 -1
  15. package/lib/engine/codegen/register_types.js +439 -439
  16. package/lib/engine/debug/debug.d.ts +12 -12
  17. package/lib/engine/debug/debug.js +26 -26
  18. package/lib/engine/debug/debug_console.d.ts +2 -2
  19. package/lib/engine/debug/debug_console.js +204 -204
  20. package/lib/engine/debug/debug_overlay.d.ts +10 -10
  21. package/lib/engine/debug/debug_overlay.js +277 -277
  22. package/lib/engine/debug/index.d.ts +1 -1
  23. package/lib/engine/debug/index.js +1 -1
  24. package/lib/engine/engine_addressables.d.ts +75 -75
  25. package/lib/engine/engine_addressables.js +441 -441
  26. package/lib/engine/engine_application.d.ts +19 -19
  27. package/lib/engine/engine_application.js +45 -45
  28. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  29. package/lib/engine/engine_assetdatabase.js +341 -341
  30. package/lib/engine/engine_camera.d.ts +6 -6
  31. package/lib/engine/engine_camera.js +23 -23
  32. package/lib/engine/engine_components.d.ts +17 -17
  33. package/lib/engine/engine_components.js +273 -273
  34. package/lib/engine/engine_components_internal.d.ts +11 -11
  35. package/lib/engine/engine_components_internal.js +41 -41
  36. package/lib/engine/engine_constants.d.ts +5 -5
  37. package/lib/engine/engine_constants.js +32 -32
  38. package/lib/engine/engine_context.d.ts +269 -269
  39. package/lib/engine/engine_context.js +1242 -1242
  40. package/lib/engine/engine_context_registry.d.ts +50 -50
  41. package/lib/engine/engine_context_registry.js +89 -89
  42. package/lib/engine/engine_coroutine.d.ts +4 -4
  43. package/lib/engine/engine_coroutine.js +21 -21
  44. package/lib/engine/engine_create_objects.d.ts +13 -13
  45. package/lib/engine/engine_create_objects.js +33 -33
  46. package/lib/engine/engine_default_parameters.d.ts +2 -2
  47. package/lib/engine/engine_default_parameters.js +3 -3
  48. package/lib/engine/engine_editor-sync.d.ts +17 -17
  49. package/lib/engine/engine_editor-sync.js +7 -7
  50. package/lib/engine/engine_element.d.ts +55 -55
  51. package/lib/engine/engine_element.js +559 -559
  52. package/lib/engine/engine_element_attributes.d.ts +49 -49
  53. package/lib/engine/engine_element_attributes.js +1 -1
  54. package/lib/engine/engine_element_extras.d.ts +6 -6
  55. package/lib/engine/engine_element_extras.js +13 -13
  56. package/lib/engine/engine_element_loading.d.ts +40 -40
  57. package/lib/engine/engine_element_loading.js +312 -312
  58. package/lib/engine/engine_element_overlay.d.ts +19 -19
  59. package/lib/engine/engine_element_overlay.js +143 -143
  60. package/lib/engine/engine_fileloader.d.ts +3 -3
  61. package/lib/engine/engine_fileloader.js +7 -7
  62. package/lib/engine/engine_gameobject.d.ts +39 -39
  63. package/lib/engine/engine_gameobject.js +559 -559
  64. package/lib/engine/engine_generic_utils.d.ts +1 -1
  65. package/lib/engine/engine_generic_utils.js +13 -13
  66. package/lib/engine/engine_gizmos.d.ts +26 -26
  67. package/lib/engine/engine_gizmos.js +282 -282
  68. package/lib/engine/engine_gltf.d.ts +13 -13
  69. package/lib/engine/engine_gltf.js +15 -15
  70. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  71. package/lib/engine/engine_gltf_builtin_components.js +298 -298
  72. package/lib/engine/engine_hot_reload.d.ts +5 -5
  73. package/lib/engine/engine_hot_reload.js +182 -182
  74. package/lib/engine/engine_input.d.ts +129 -129
  75. package/lib/engine/engine_input.js +799 -799
  76. package/lib/engine/engine_input_utils.d.ts +2 -2
  77. package/lib/engine/engine_input_utils.js +22 -22
  78. package/lib/engine/engine_instancing.d.ts +16 -16
  79. package/lib/engine/engine_instancing.js +36 -36
  80. package/lib/engine/engine_license.d.ts +4 -4
  81. package/lib/engine/engine_license.js +398 -398
  82. package/lib/engine/engine_lifecycle_api.d.ts +14 -14
  83. package/lib/engine/engine_lifecycle_api.js +24 -24
  84. package/lib/engine/engine_lifecycle_functions_internal.d.ts +6 -6
  85. package/lib/engine/engine_lifecycle_functions_internal.js +28 -28
  86. package/lib/engine/engine_lightdata.d.ts +23 -23
  87. package/lib/engine/engine_lightdata.js +86 -86
  88. package/lib/engine/engine_loaders.d.ts +7 -7
  89. package/lib/engine/engine_loaders.js +69 -69
  90. package/lib/engine/engine_mainloop_utils.d.ts +13 -13
  91. package/lib/engine/engine_mainloop_utils.js +426 -426
  92. package/lib/engine/engine_math.d.ts +43 -43
  93. package/lib/engine/engine_math.js +147 -147
  94. package/lib/engine/engine_networking.d.ts +176 -176
  95. package/lib/engine/engine_networking.js +649 -649
  96. package/lib/engine/engine_networking_auto.d.ts +24 -24
  97. package/lib/engine/engine_networking_auto.js +324 -324
  98. package/lib/engine/engine_networking_files.d.ts +23 -23
  99. package/lib/engine/engine_networking_files.js +176 -176
  100. package/lib/engine/engine_networking_files_default_components.d.ts +3 -3
  101. package/lib/engine/engine_networking_files_default_components.js +39 -39
  102. package/lib/engine/engine_networking_instantiate.d.ts +39 -39
  103. package/lib/engine/engine_networking_instantiate.js +302 -302
  104. package/lib/engine/engine_networking_peer.d.ts +15 -15
  105. package/lib/engine/engine_networking_peer.js +132 -132
  106. package/lib/engine/engine_networking_streams.d.ts +90 -90
  107. package/lib/engine/engine_networking_streams.js +428 -428
  108. package/lib/engine/engine_networking_types.d.ts +14 -14
  109. package/lib/engine/engine_networking_types.js +7 -7
  110. package/lib/engine/engine_networking_utils.d.ts +2 -2
  111. package/lib/engine/engine_networking_utils.js +20 -20
  112. package/lib/engine/engine_patcher.d.ts +10 -10
  113. package/lib/engine/engine_patcher.js +142 -142
  114. package/lib/engine/engine_physics.d.ts +115 -115
  115. package/lib/engine/engine_physics.js +228 -228
  116. package/lib/engine/engine_physics.types.d.ts +37 -37
  117. package/lib/engine/engine_physics.types.js +33 -33
  118. package/lib/engine/engine_physics_rapier.d.ts +112 -112
  119. package/lib/engine/engine_physics_rapier.js +1266 -1266
  120. package/lib/engine/engine_playerview.d.ts +26 -26
  121. package/lib/engine/engine_playerview.js +64 -64
  122. package/lib/engine/engine_scenelighting.d.ts +74 -74
  123. package/lib/engine/engine_scenelighting.js +285 -285
  124. package/lib/engine/engine_scenetools.d.ts +35 -35
  125. package/lib/engine/engine_scenetools.js +212 -212
  126. package/lib/engine/engine_serialization.d.ts +4 -4
  127. package/lib/engine/engine_serialization.js +4 -4
  128. package/lib/engine/engine_serialization_builtin_serializer.d.ts +62 -62
  129. package/lib/engine/engine_serialization_builtin_serializer.js +369 -369
  130. package/lib/engine/engine_serialization_core.d.ts +84 -84
  131. package/lib/engine/engine_serialization_core.js +576 -576
  132. package/lib/engine/engine_serialization_decorator.d.ts +15 -15
  133. package/lib/engine/engine_serialization_decorator.js +54 -54
  134. package/lib/engine/engine_setup.d.ts +1 -1
  135. package/lib/engine/engine_setup.js +2 -2
  136. package/lib/engine/engine_shaders.d.ts +31 -31
  137. package/lib/engine/engine_shaders.js +229 -229
  138. package/lib/engine/engine_shims.d.ts +3 -3
  139. package/lib/engine/engine_shims.js +22 -22
  140. package/lib/engine/engine_texture.d.ts +20 -20
  141. package/lib/engine/engine_texture.js +57 -57
  142. package/lib/engine/engine_three_utils.d.ts +51 -51
  143. package/lib/engine/engine_three_utils.js +342 -342
  144. package/lib/engine/engine_time.d.ts +19 -19
  145. package/lib/engine/engine_time.js +47 -47
  146. package/lib/engine/engine_types.d.ts +358 -358
  147. package/lib/engine/engine_types.js +72 -72
  148. package/lib/engine/engine_typestore.d.ts +16 -16
  149. package/lib/engine/engine_typestore.js +35 -35
  150. package/lib/engine/engine_util_decorator.d.ts +12 -12
  151. package/lib/engine/engine_util_decorator.js +115 -115
  152. package/lib/engine/engine_utils.d.ts +104 -104
  153. package/lib/engine/engine_utils.js +518 -518
  154. package/lib/engine/engine_utils_screenshot.d.ts +10 -10
  155. package/lib/engine/engine_utils_screenshot.js +70 -70
  156. package/lib/engine/engine_web_api.d.ts +12 -12
  157. package/lib/engine/engine_web_api.js +112 -112
  158. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  159. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  160. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +116 -116
  161. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +91 -91
  162. package/lib/engine/extensions/NEEDLE_components.d.ts +33 -33
  163. package/lib/engine/extensions/NEEDLE_components.js +206 -206
  164. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  165. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  166. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +38 -38
  167. package/lib/engine/extensions/NEEDLE_lighting_settings.js +183 -183
  168. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  169. package/lib/engine/extensions/NEEDLE_lightmaps.js +108 -108
  170. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  171. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  172. package/lib/engine/extensions/NEEDLE_progressive.d.ts +41 -41
  173. package/lib/engine/extensions/NEEDLE_progressive.js +366 -366
  174. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  175. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  176. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +39 -39
  177. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +544 -544
  178. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  179. package/lib/engine/extensions/extension_resolver.js +1 -1
  180. package/lib/engine/extensions/extension_utils.d.ts +2 -2
  181. package/lib/engine/extensions/extension_utils.js +140 -140
  182. package/lib/engine/extensions/extensions.d.ts +21 -21
  183. package/lib/engine/extensions/extensions.js +94 -94
  184. package/lib/engine/extensions/index.d.ts +5 -5
  185. package/lib/engine/extensions/index.js +5 -5
  186. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  187. package/lib/engine/extensions/usage_tracker.js +61 -61
  188. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  189. package/lib/engine/js-extensions/Camera.js +36 -36
  190. package/lib/engine/js-extensions/Layers.d.ts +3 -3
  191. package/lib/engine/js-extensions/Layers.js +19 -19
  192. package/lib/engine/js-extensions/index.d.ts +2 -2
  193. package/lib/engine/js-extensions/index.js +2 -2
  194. package/lib/engine/shaders/shaderData.d.ts +55 -55
  195. package/lib/engine/shaders/shaderData.js +58 -58
  196. package/lib/engine/tests/test_utils.d.ts +2 -2
  197. package/lib/engine/tests/test_utils.js +53 -53
  198. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  199. package/lib/engine-components/AlignmentConstraint.js +39 -39
  200. package/lib/engine-components/Animation.d.ts +53 -53
  201. package/lib/engine-components/Animation.js +333 -333
  202. package/lib/engine-components/AnimationCurve.d.ts +16 -16
  203. package/lib/engine-components/AnimationCurve.js +97 -97
  204. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  205. package/lib/engine-components/AnimationUtils.js +110 -110
  206. package/lib/engine-components/Animator.d.ts +81 -81
  207. package/lib/engine-components/Animator.js +229 -229
  208. package/lib/engine-components/AnimatorController.d.ts +57 -57
  209. package/lib/engine-components/AnimatorController.js +887 -887
  210. package/lib/engine-components/AudioListener.d.ts +7 -7
  211. package/lib/engine-components/AudioListener.js +30 -30
  212. package/lib/engine-components/AudioSource.d.ts +61 -61
  213. package/lib/engine-components/AudioSource.js +422 -422
  214. package/lib/engine-components/AvatarLoader.d.ts +19 -19
  215. package/lib/engine-components/AvatarLoader.js +173 -173
  216. package/lib/engine-components/AxesHelper.d.ts +9 -9
  217. package/lib/engine-components/AxesHelper.js +44 -44
  218. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  219. package/lib/engine-components/BasicIKConstraint.js +43 -43
  220. package/lib/engine-components/BoxHelperComponent.d.ts +16 -16
  221. package/lib/engine-components/BoxHelperComponent.js +89 -89
  222. package/lib/engine-components/Camera.d.ts +70 -70
  223. package/lib/engine-components/Camera.js +450 -450
  224. package/lib/engine-components/CameraUtils.d.ts +1 -1
  225. package/lib/engine-components/CameraUtils.js +77 -77
  226. package/lib/engine-components/CharacterController.d.ts +46 -46
  227. package/lib/engine-components/CharacterController.js +227 -227
  228. package/lib/engine-components/Collider.d.ts +46 -46
  229. package/lib/engine-components/Collider.js +153 -153
  230. package/lib/engine-components/Component.d.ts +228 -228
  231. package/lib/engine-components/Component.js +541 -541
  232. package/lib/engine-components/ContactShadows.d.ts +23 -23
  233. package/lib/engine-components/ContactShadows.js +233 -233
  234. package/lib/engine-components/DeleteBox.d.ts +9 -9
  235. package/lib/engine-components/DeleteBox.js +30 -30
  236. package/lib/engine-components/DeviceFlag.d.ts +12 -12
  237. package/lib/engine-components/DeviceFlag.js +43 -43
  238. package/lib/engine-components/DragControls.d.ts +51 -51
  239. package/lib/engine-components/DragControls.js +516 -516
  240. package/lib/engine-components/DropListener.d.ts +15 -15
  241. package/lib/engine-components/DropListener.js +120 -120
  242. package/lib/engine-components/Duplicatable.d.ts +16 -16
  243. package/lib/engine-components/Duplicatable.js +150 -150
  244. package/lib/engine-components/EventList.d.ts +28 -28
  245. package/lib/engine-components/EventList.js +105 -105
  246. package/lib/engine-components/EventTrigger.d.ts +12 -12
  247. package/lib/engine-components/EventTrigger.js +50 -50
  248. package/lib/engine-components/EventType.d.ts +19 -19
  249. package/lib/engine-components/EventType.js +71 -71
  250. package/lib/engine-components/FlyControls.d.ts +7 -7
  251. package/lib/engine-components/FlyControls.js +25 -25
  252. package/lib/engine-components/Fog.d.ts +20 -20
  253. package/lib/engine-components/Fog.js +60 -60
  254. package/lib/engine-components/Gizmos.d.ts +12 -12
  255. package/lib/engine-components/Gizmos.js +60 -60
  256. package/lib/engine-components/GridHelper.d.ts +12 -12
  257. package/lib/engine-components/GridHelper.js +47 -47
  258. package/lib/engine-components/GroundProjection.d.ts +21 -21
  259. package/lib/engine-components/GroundProjection.js +97 -97
  260. package/lib/engine-components/Interactable.d.ts +10 -10
  261. package/lib/engine-components/Interactable.js +11 -11
  262. package/lib/engine-components/Joints.d.ts +19 -19
  263. package/lib/engine-components/Joints.js +51 -51
  264. package/lib/engine-components/LODGroup.d.ts +30 -30
  265. package/lib/engine-components/LODGroup.js +145 -145
  266. package/lib/engine-components/Light.d.ts +75 -75
  267. package/lib/engine-components/Light.js +475 -475
  268. package/lib/engine-components/LookAtConstraint.d.ts +7 -7
  269. package/lib/engine-components/LookAtConstraint.js +17 -17
  270. package/lib/engine-components/NestedGltf.d.ts +11 -11
  271. package/lib/engine-components/NestedGltf.js +74 -74
  272. package/lib/engine-components/Networking.d.ts +11 -11
  273. package/lib/engine-components/Networking.js +70 -70
  274. package/lib/engine-components/OffsetConstraint.d.ts +14 -14
  275. package/lib/engine-components/OffsetConstraint.js +65 -65
  276. package/lib/engine-components/OrbitControls.d.ts +111 -111
  277. package/lib/engine-components/OrbitControls.js +646 -646
  278. package/lib/engine-components/ParticleSystem.d.ts +145 -145
  279. package/lib/engine-components/ParticleSystem.js +1077 -1077
  280. package/lib/engine-components/ParticleSystemModules.d.ts +489 -489
  281. package/lib/engine-components/ParticleSystemModules.js +1667 -1667
  282. package/lib/engine-components/ParticleSystemSubEmitter.d.ts +25 -25
  283. package/lib/engine-components/ParticleSystemSubEmitter.js +86 -86
  284. package/lib/engine-components/PlayerColor.d.ts +13 -13
  285. package/lib/engine-components/PlayerColor.js +83 -83
  286. package/lib/engine-components/ReflectionProbe.d.ts +22 -22
  287. package/lib/engine-components/ReflectionProbe.js +181 -181
  288. package/lib/engine-components/Renderer.d.ts +112 -112
  289. package/lib/engine-components/Renderer.js +1029 -1029
  290. package/lib/engine-components/RendererLightmap.d.ts +19 -19
  291. package/lib/engine-components/RendererLightmap.js +127 -127
  292. package/lib/engine-components/RigidBody.d.ts +120 -120
  293. package/lib/engine-components/RigidBody.js +452 -452
  294. package/lib/engine-components/SceneSwitcher.d.ts +72 -72
  295. package/lib/engine-components/SceneSwitcher.js +583 -583
  296. package/lib/engine-components/ScreenCapture.d.ts +64 -64
  297. package/lib/engine-components/ScreenCapture.js +405 -405
  298. package/lib/engine-components/ShadowCatcher.d.ts +18 -18
  299. package/lib/engine-components/ShadowCatcher.js +144 -144
  300. package/lib/engine-components/Skybox.d.ts +23 -23
  301. package/lib/engine-components/Skybox.js +287 -287
  302. package/lib/engine-components/SmoothFollow.d.ts +14 -14
  303. package/lib/engine-components/SmoothFollow.js +63 -63
  304. package/lib/engine-components/SpatialTrigger.d.ts +27 -27
  305. package/lib/engine-components/SpatialTrigger.js +144 -144
  306. package/lib/engine-components/SpectatorCamera.d.ts +45 -45
  307. package/lib/engine-components/SpectatorCamera.js +593 -593
  308. package/lib/engine-components/SpriteRenderer.d.ts +48 -48
  309. package/lib/engine-components/SpriteRenderer.js +257 -257
  310. package/lib/engine-components/SyncedCamera.d.ts +27 -27
  311. package/lib/engine-components/SyncedCamera.js +187 -187
  312. package/lib/engine-components/SyncedRoom.d.ts +24 -24
  313. package/lib/engine-components/SyncedRoom.js +162 -162
  314. package/lib/engine-components/SyncedTransform.d.ts +35 -35
  315. package/lib/engine-components/SyncedTransform.js +265 -265
  316. package/lib/engine-components/TestRunner.d.ts +13 -13
  317. package/lib/engine-components/TestRunner.js +99 -99
  318. package/lib/engine-components/TransformGizmo.d.ts +16 -16
  319. package/lib/engine-components/TransformGizmo.js +148 -148
  320. package/lib/engine-components/VideoPlayer.d.ts +86 -86
  321. package/lib/engine-components/VideoPlayer.js +792 -792
  322. package/lib/engine-components/Voip.d.ts +29 -29
  323. package/lib/engine-components/Voip.js +203 -203
  324. package/lib/engine-components/XRFlag.d.ts +33 -33
  325. package/lib/engine-components/XRFlag.js +128 -128
  326. package/lib/engine-components/api.d.ts +15 -15
  327. package/lib/engine-components/api.js +15 -15
  328. package/lib/engine-components/avatar/AvatarBlink_Simple.d.ts +10 -10
  329. package/lib/engine-components/avatar/AvatarBlink_Simple.js +75 -75
  330. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.d.ts +13 -13
  331. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.js +74 -74
  332. package/lib/engine-components/avatar/Avatar_Brain_LookAt.d.ts +27 -27
  333. package/lib/engine-components/avatar/Avatar_Brain_LookAt.js +119 -119
  334. package/lib/engine-components/avatar/Avatar_MouthShapes.d.ts +13 -13
  335. package/lib/engine-components/avatar/Avatar_MouthShapes.js +78 -78
  336. package/lib/engine-components/avatar/Avatar_MustacheShake.d.ts +8 -8
  337. package/lib/engine-components/avatar/Avatar_MustacheShake.js +28 -28
  338. package/lib/engine-components/codegen/components.d.ts +216 -216
  339. package/lib/engine-components/codegen/components.js +217 -217
  340. package/lib/engine-components/debug/LogStats.d.ts +5 -5
  341. package/lib/engine-components/debug/LogStats.js +18 -18
  342. package/lib/engine-components/export/gltf/GltfExport.d.ts +25 -25
  343. package/lib/engine-components/export/gltf/GltfExport.js +215 -215
  344. package/lib/engine-components/export/index.d.ts +1 -1
  345. package/lib/engine-components/export/index.js +1 -1
  346. package/lib/engine-components/export/usdz/Extension.d.ts +10 -10
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  684. package/src/engine-components/Interactable.ts +18 -18
  685. package/src/engine-components/Joints.ts +51 -51
  686. package/src/engine-components/LODGroup.ts +145 -145
  687. package/src/engine-components/Light.ts +493 -493
  688. package/src/engine-components/LookAtConstraint.ts +11 -11
  689. package/src/engine-components/NestedGltf.ts +70 -70
  690. package/src/engine-components/Networking.ts +72 -72
  691. package/src/engine-components/OffsetConstraint.ts +59 -59
  692. package/src/engine-components/OrbitControls.ts +653 -653
  693. package/src/engine-components/ParticleSystem.ts +1192 -1192
  694. package/src/engine-components/ParticleSystemModules.ts +1481 -1481
  695. package/src/engine-components/ParticleSystemSubEmitter.ts +110 -110
  696. package/src/engine-components/PlayerColor.ts +93 -93
  697. package/src/engine-components/ReflectionProbe.ts +192 -192
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  700. package/src/engine-components/RigidBody.ts +453 -453
  701. package/src/engine-components/SceneSwitcher.ts +594 -594
  702. package/src/engine-components/ScreenCapture.ts +437 -437
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  707. package/src/engine-components/SpectatorCamera.ts +675 -675
  708. package/src/engine-components/SphereCollider.ts +1 -1
  709. package/src/engine-components/SpriteRenderer.ts +244 -244
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  738. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +517 -517
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@@ -1,383 +1,383 @@
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 { updateRenderSettings as updateRenderSettingsRecursive } from "./Utils.js";
8
- import { serializable } from "../../engine/engine_serialization_decorator.js";
9
- import { FrameEvent } from "../../engine/engine_setup.js";
10
- import { BaseUIComponent, UIRootComponent } from "./BaseUIComponent.js";
11
- import { GameObject } from "../Component.js";
12
- import { Matrix4 } from "three";
13
- import { RectTransform } from "./RectTransform.js";
14
- import { Camera } from "../Camera.js";
15
- import { EventSystem } from "./EventSystem.js";
16
- import * as ThreeMeshUI from 'three-mesh-ui';
17
- import { getParam } from "../../engine/engine_utils.js";
18
- import { LayoutGroup } from "./Layout.js";
19
- import { Mathf } from "../../engine/engine_math.js";
20
- export var RenderMode;
21
- (function (RenderMode) {
22
- RenderMode[RenderMode["ScreenSpaceOverlay"] = 0] = "ScreenSpaceOverlay";
23
- RenderMode[RenderMode["ScreenSpaceCamera"] = 1] = "ScreenSpaceCamera";
24
- RenderMode[RenderMode["WorldSpace"] = 2] = "WorldSpace";
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- RenderMode[RenderMode["Undefined"] = -1] = "Undefined";
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- })(RenderMode || (RenderMode = {}));
27
- const debugLayout = getParam("debuguilayout");
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- export class Canvas extends UIRootComponent {
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- get isCanvas() {
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- return true;
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- }
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- get screenspace() {
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- return this.renderMode !== RenderMode.WorldSpace;
34
- }
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- set renderOnTop(val) {
36
- if (val === this._renderOnTop) {
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- return;
38
- }
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- this._renderOnTop = val;
40
- this.onRenderSettingsChanged();
41
- }
42
- get renderOnTop() {
43
- if (this._renderOnTop !== undefined)
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- return this._renderOnTop;
45
- if (this.screenspace) {
46
- // Render ScreenSpaceOverlay always on top
47
- if (this._renderMode === RenderMode.ScreenSpaceOverlay)
48
- return true;
49
- }
50
- return false;
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- }
52
- _renderOnTop;
53
- set depthWrite(val) {
54
- if (this._depthWrite === val)
55
- return;
56
- this._depthWrite = val;
57
- this.onRenderSettingsChanged();
58
- }
59
- get depthWrite() { return this._depthWrite; }
60
- _depthWrite = false;
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- set doubleSided(val) {
62
- if (this._doubleSided === val)
63
- return;
64
- this._doubleSided = val;
65
- this.onRenderSettingsChanged();
66
- }
67
- get doubleSided() { return this._doubleSided; }
68
- _doubleSided = true;
69
- set castShadows(val) {
70
- if (this._castShadows === val)
71
- return;
72
- this._castShadows = val;
73
- this.onRenderSettingsChanged();
74
- }
75
- get castShadows() { return this._castShadows; }
76
- _castShadows = false;
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- set receiveShadows(val) {
78
- if (this._receiveShadows === val)
79
- return;
80
- this._receiveShadows = val;
81
- this.onRenderSettingsChanged();
82
- }
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- get receiveShadows() { return this._receiveShadows; }
84
- _receiveShadows = false;
85
- get renderMode() {
86
- return this._renderMode;
87
- }
88
- set renderMode(val) {
89
- if (this._renderMode === val)
90
- return;
91
- this._renderMode = val;
92
- this.onRenderSettingsChanged();
93
- }
94
- _renderMode = RenderMode.Undefined;
95
- _rootCanvas;
96
- set rootCanvas(val) {
97
- if (this._rootCanvas instanceof Canvas)
98
- return;
99
- this._rootCanvas = val;
100
- }
101
- get rootCanvas() {
102
- return this._rootCanvas;
103
- }
104
- _scaleFactor = 1;
105
- get scaleFactor() {
106
- return this._scaleFactor;
107
- }
108
- set scaleFactor(val) {
109
- this._scaleFactor = val;
110
- }
111
- worldCamera;
112
- planeDistance = -1;
113
- awake() {
114
- //@ts-ignore
115
- this.shadowComponent = this.gameObject;
116
- this.previousParent = this.gameObject.parent;
117
- if (debugLayout)
118
- console.log("Canvas.Awake()", this.previousParent?.name + "/" + this.gameObject.name);
119
- super.awake();
120
- }
121
- start() {
122
- this.onUpdateRenderMode();
123
- }
124
- onEnable() {
125
- super.onEnable();
126
- this._updateRenderSettingsRoutine = undefined;
127
- this._lastMatrixWorld = new Matrix4();
128
- this.onUpdateRenderMode();
129
- document.addEventListener("resize", this._boundRenderSettingsChanged);
130
- // We want to run AFTER all regular onBeforeRender callbacks
131
- this.context.pre_render_callbacks.push(this.onBeforeRenderRoutine);
132
- this.context.post_render_callbacks.push(this.onAfterRenderRoutine);
133
- }
134
- onDisable() {
135
- super.onDisable();
136
- document.removeEventListener("resize", this._boundRenderSettingsChanged);
137
- // Remove callbacks
138
- const preRenderIndex = this.context.pre_render_callbacks.indexOf(this.onBeforeRenderRoutine);
139
- if (preRenderIndex !== -1) {
140
- this.context.pre_render_callbacks.splice(preRenderIndex, 1);
141
- }
142
- const postRenderIndex = this.context.post_render_callbacks.indexOf(this.onAfterRenderRoutine);
143
- if (postRenderIndex !== -1) {
144
- this.context.post_render_callbacks.splice(postRenderIndex, 1);
145
- }
146
- }
147
- _boundRenderSettingsChanged = this.onRenderSettingsChanged.bind(this);
148
- previousParent = null;
149
- _lastMatrixWorld = null;
150
- _rectTransforms = [];
151
- registerTransform(rt) {
152
- this._rectTransforms.push(rt);
153
- }
154
- unregisterTransform(rt) {
155
- const index = this._rectTransforms.indexOf(rt);
156
- if (index !== -1) {
157
- this._rectTransforms.splice(index, 1);
158
- }
159
- }
160
- _layoutGroups = new Map();
161
- registerLayoutGroup(group) {
162
- const obj = group.gameObject;
163
- this._layoutGroups.set(obj, group);
164
- }
165
- unregisterLayoutGroup(group) {
166
- const obj = group.gameObject;
167
- this._layoutGroups.delete(obj);
168
- }
169
- _receivers = [];
170
- registerEventReceiver(receiver) {
171
- this._receivers.push(receiver);
172
- }
173
- unregisterEventReceiver(receiver) {
174
- const index = this._receivers.indexOf(receiver);
175
- if (index !== -1) {
176
- this._receivers.splice(index, 1);
177
- }
178
- }
179
- onBeforeRenderRoutine = () => {
180
- if (this.context.isInVR) {
181
- this.onUpdateRenderMode();
182
- this.handleLayoutUpdates();
183
- // TODO TMUI @swingingtom - For VR this is so we don't have text clipping
184
- this.shadowComponent?.updateMatrixWorld(true);
185
- this.shadowComponent?.updateWorldMatrix(true, true);
186
- this.invokeBeforeRenderEvents();
187
- EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context, true);
188
- return;
189
- }
190
- this.previousParent = this.gameObject.parent;
191
- // console.log(this.previousParent?.name + "/" + this.gameObject.name);
192
- if (this.renderOnTop || this.screenspace) {
193
- // TODO: Ideally all screenspace canvases should be combined in one render pass
194
- this.gameObject.removeFromParent();
195
- }
196
- else {
197
- this.onUpdateRenderMode();
198
- this.handleLayoutUpdates();
199
- // TODO: we might need to optimize this. This is here to make sure the TMUI text clipping matrices are correct. Ideally the text does use onBeforeRender and apply the clipping matrix there so we dont have to force update all the matrices here
200
- this.shadowComponent?.updateMatrixWorld(true);
201
- this.shadowComponent?.updateWorldMatrix(true, true);
202
- this.invokeBeforeRenderEvents();
203
- EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context);
204
- }
205
- };
206
- onAfterRenderRoutine = () => {
207
- if (this.context.isInVR)
208
- return;
209
- if ((this.screenspace || this.renderOnTop) && this.previousParent && this.context.mainCamera) {
210
- if (this.screenspace) {
211
- const camObj = this.context.mainCamera;
212
- camObj?.add(this.gameObject);
213
- }
214
- else {
215
- this.previousParent.add(this.gameObject);
216
- }
217
- const prevAutoClearDepth = this.context.renderer.autoClear;
218
- const prevAutoClearColor = this.context.renderer.autoClearColor;
219
- this.context.renderer.autoClear = false;
220
- this.context.renderer.autoClearColor = false;
221
- this.context.renderer.clearDepth();
222
- this.onUpdateRenderMode(true);
223
- this.handleLayoutUpdates();
224
- this.shadowComponent?.updateMatrixWorld(true);
225
- // this.handleLayoutUpdates();
226
- this.invokeBeforeRenderEvents();
227
- EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context, true);
228
- this.context.renderer.render(this.gameObject, this.context.mainCamera);
229
- this.context.renderer.autoClear = prevAutoClearDepth;
230
- this.context.renderer.autoClearColor = prevAutoClearColor;
231
- this.previousParent.add(this.gameObject);
232
- }
233
- this._lastMatrixWorld?.copy(this.gameObject.matrixWorld);
234
- };
235
- invokeBeforeRenderEvents() {
236
- for (const receiver of this._receivers) {
237
- receiver.onBeforeCanvasRender?.(this);
238
- }
239
- }
240
- handleLayoutUpdates() {
241
- if (this._lastMatrixWorld === null) {
242
- this._lastMatrixWorld = new Matrix4();
243
- }
244
- const matrixWorldChanged = !this._lastMatrixWorld.equals(this.gameObject.matrixWorld);
245
- if (debugLayout && matrixWorldChanged)
246
- console.log("Canvas Layout changed", this.context.time.frameCount, this.name);
247
- // TODO: optimize this, we should only need to update a subhierarchy of the parts where layout has changed
248
- const didLog = false;
249
- for (const ch of this._rectTransforms) {
250
- if (matrixWorldChanged)
251
- ch.markDirty();
252
- let layout = this._layoutGroups.get(ch.gameObject);
253
- if (ch.isDirty && !layout) {
254
- layout = ch.gameObject.getComponentInParent(LayoutGroup);
255
- }
256
- if (ch.isDirty || layout?.isDirty) {
257
- if (debugLayout && !didLog) {
258
- console.log("CANVAS UPDATE ### " + ch.name + " ##################################### " + this.context.time.frame);
259
- // didLog = true;
260
- }
261
- layout?.updateLayout();
262
- ch.updateTransform();
263
- }
264
- }
265
- }
266
- applyRenderSettings() {
267
- this.onRenderSettingsChanged();
268
- }
269
- _updateRenderSettingsRoutine;
270
- onRenderSettingsChanged() {
271
- if (this._updateRenderSettingsRoutine)
272
- return;
273
- this._updateRenderSettingsRoutine = this.startCoroutine(this._updateRenderSettingsDelayed(), FrameEvent.OnBeforeRender);
274
- }
275
- *_updateRenderSettingsDelayed() {
276
- yield;
277
- this._updateRenderSettingsRoutine = undefined;
278
- if (this.shadowComponent) {
279
- this.onUpdateRenderMode();
280
- // this.onWillUpdateRenderSettings();
281
- updateRenderSettingsRecursive(this.shadowComponent, this);
282
- for (const ch of GameObject.getComponentsInChildren(this.gameObject, BaseUIComponent)) {
283
- updateRenderSettingsRecursive(ch.shadowComponent, this);
284
- }
285
- }
286
- }
287
- _activeRenderMode = -1;
288
- _lastWidth = -1;
289
- _lastHeight = -1;
290
- onUpdateRenderMode(force = false) {
291
- if (!force) {
292
- if (this._renderMode === this._activeRenderMode && this._lastWidth === this.context.domWidth && this._lastHeight === this.context.domHeight) {
293
- return;
294
- }
295
- }
296
- this._activeRenderMode = this._renderMode;
297
- let camera = this.context.mainCameraComponent;
298
- let planeDistance = 10;
299
- if (camera && camera.nearClipPlane > 0 && camera.farClipPlane > 0) {
300
- // TODO: this is a hack/workaround for event system currently only passing events to the nearest object so we move the canvas close to the nearplane
301
- planeDistance = Mathf.lerp(camera.nearClipPlane, camera.farClipPlane, .01);
302
- }
303
- if (this._renderMode === RenderMode.ScreenSpaceCamera) {
304
- if (this.worldCamera)
305
- camera = this.worldCamera;
306
- if (this.planeDistance > 0)
307
- planeDistance = this.planeDistance;
308
- }
309
- switch (this._renderMode) {
310
- case RenderMode.ScreenSpaceOverlay:
311
- case RenderMode.ScreenSpaceCamera:
312
- this._lastWidth = this.context.domWidth;
313
- this._lastHeight = this.context.domHeight;
314
- // showBalloonWarning("Screenspace Canvas is not supported yet. Please use worldspace");
315
- if (!camera)
316
- return;
317
- // we move the plane SLIGHTLY closer to be sure not to cull the canvas
318
- const plane = planeDistance + .01;
319
- this.gameObject.position.x = 0;
320
- this.gameObject.position.y = 0;
321
- this.gameObject.position.z = -plane;
322
- this.gameObject.quaternion.identity();
323
- const rect = this.gameObject.getComponent(RectTransform);
324
- let hasChanged = false;
325
- if (rect.sizeDelta.x !== this.context.domWidth) {
326
- hasChanged = true;
327
- }
328
- if (rect.sizeDelta.y !== this.context.domHeight) {
329
- hasChanged = true;
330
- }
331
- const vFOV = camera.fieldOfView * Math.PI / 180;
332
- const h = 2 * Math.tan(vFOV / 2) * Math.abs(plane);
333
- this.gameObject.scale.x = h / this.context.domHeight;
334
- this.gameObject.scale.y = h / this.context.domHeight;
335
- // Set scale.z, otherwise small offsets in screenspace mode have different visual results based on export scale and other settings
336
- this.gameObject.scale.z = .01;
337
- if (hasChanged) {
338
- rect.sizeDelta.x = this.context.domWidth;
339
- rect.sizeDelta.y = this.context.domHeight;
340
- rect?.markDirty();
341
- }
342
- // this.context.scene.add(this.gameObject)
343
- // this.gameObject.scale.multiplyScalar(.01);
344
- // this.gameObject.position.set(0,0,0);
345
- break;
346
- case RenderMode.WorldSpace:
347
- this._lastWidth = -1;
348
- this._lastHeight = -1;
349
- break;
350
- }
351
- }
352
- }
353
- __decorate([
354
- serializable()
355
- ], Canvas.prototype, "renderOnTop", null);
356
- __decorate([
357
- serializable()
358
- ], Canvas.prototype, "depthWrite", null);
359
- __decorate([
360
- serializable()
361
- ], Canvas.prototype, "doubleSided", null);
362
- __decorate([
363
- serializable()
364
- ], Canvas.prototype, "castShadows", null);
365
- __decorate([
366
- serializable()
367
- ], Canvas.prototype, "receiveShadows", null);
368
- __decorate([
369
- serializable()
370
- ], Canvas.prototype, "renderMode", null);
371
- __decorate([
372
- serializable(Canvas)
373
- ], Canvas.prototype, "rootCanvas", null);
374
- __decorate([
375
- serializable()
376
- ], Canvas.prototype, "scaleFactor", null);
377
- __decorate([
378
- serializable(Camera)
379
- ], Canvas.prototype, "worldCamera", void 0);
380
- __decorate([
381
- serializable()
382
- ], Canvas.prototype, "planeDistance", void 0);
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 { updateRenderSettings as updateRenderSettingsRecursive } from "./Utils.js";
8
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
9
+ import { FrameEvent } from "../../engine/engine_setup.js";
10
+ import { BaseUIComponent, UIRootComponent } from "./BaseUIComponent.js";
11
+ import { GameObject } from "../Component.js";
12
+ import { Matrix4 } from "three";
13
+ import { RectTransform } from "./RectTransform.js";
14
+ import { Camera } from "../Camera.js";
15
+ import { EventSystem } from "./EventSystem.js";
16
+ import * as ThreeMeshUI from 'three-mesh-ui';
17
+ import { getParam } from "../../engine/engine_utils.js";
18
+ import { LayoutGroup } from "./Layout.js";
19
+ import { Mathf } from "../../engine/engine_math.js";
20
+ export var RenderMode;
21
+ (function (RenderMode) {
22
+ RenderMode[RenderMode["ScreenSpaceOverlay"] = 0] = "ScreenSpaceOverlay";
23
+ RenderMode[RenderMode["ScreenSpaceCamera"] = 1] = "ScreenSpaceCamera";
24
+ RenderMode[RenderMode["WorldSpace"] = 2] = "WorldSpace";
25
+ RenderMode[RenderMode["Undefined"] = -1] = "Undefined";
26
+ })(RenderMode || (RenderMode = {}));
27
+ const debugLayout = getParam("debuguilayout");
28
+ export class Canvas extends UIRootComponent {
29
+ get isCanvas() {
30
+ return true;
31
+ }
32
+ get screenspace() {
33
+ return this.renderMode !== RenderMode.WorldSpace;
34
+ }
35
+ set renderOnTop(val) {
36
+ if (val === this._renderOnTop) {
37
+ return;
38
+ }
39
+ this._renderOnTop = val;
40
+ this.onRenderSettingsChanged();
41
+ }
42
+ get renderOnTop() {
43
+ if (this._renderOnTop !== undefined)
44
+ return this._renderOnTop;
45
+ if (this.screenspace) {
46
+ // Render ScreenSpaceOverlay always on top
47
+ if (this._renderMode === RenderMode.ScreenSpaceOverlay)
48
+ return true;
49
+ }
50
+ return false;
51
+ }
52
+ _renderOnTop;
53
+ set depthWrite(val) {
54
+ if (this._depthWrite === val)
55
+ return;
56
+ this._depthWrite = val;
57
+ this.onRenderSettingsChanged();
58
+ }
59
+ get depthWrite() { return this._depthWrite; }
60
+ _depthWrite = false;
61
+ set doubleSided(val) {
62
+ if (this._doubleSided === val)
63
+ return;
64
+ this._doubleSided = val;
65
+ this.onRenderSettingsChanged();
66
+ }
67
+ get doubleSided() { return this._doubleSided; }
68
+ _doubleSided = true;
69
+ set castShadows(val) {
70
+ if (this._castShadows === val)
71
+ return;
72
+ this._castShadows = val;
73
+ this.onRenderSettingsChanged();
74
+ }
75
+ get castShadows() { return this._castShadows; }
76
+ _castShadows = false;
77
+ set receiveShadows(val) {
78
+ if (this._receiveShadows === val)
79
+ return;
80
+ this._receiveShadows = val;
81
+ this.onRenderSettingsChanged();
82
+ }
83
+ get receiveShadows() { return this._receiveShadows; }
84
+ _receiveShadows = false;
85
+ get renderMode() {
86
+ return this._renderMode;
87
+ }
88
+ set renderMode(val) {
89
+ if (this._renderMode === val)
90
+ return;
91
+ this._renderMode = val;
92
+ this.onRenderSettingsChanged();
93
+ }
94
+ _renderMode = RenderMode.Undefined;
95
+ _rootCanvas;
96
+ set rootCanvas(val) {
97
+ if (this._rootCanvas instanceof Canvas)
98
+ return;
99
+ this._rootCanvas = val;
100
+ }
101
+ get rootCanvas() {
102
+ return this._rootCanvas;
103
+ }
104
+ _scaleFactor = 1;
105
+ get scaleFactor() {
106
+ return this._scaleFactor;
107
+ }
108
+ set scaleFactor(val) {
109
+ this._scaleFactor = val;
110
+ }
111
+ worldCamera;
112
+ planeDistance = -1;
113
+ awake() {
114
+ //@ts-ignore
115
+ this.shadowComponent = this.gameObject;
116
+ this.previousParent = this.gameObject.parent;
117
+ if (debugLayout)
118
+ console.log("Canvas.Awake()", this.previousParent?.name + "/" + this.gameObject.name);
119
+ super.awake();
120
+ }
121
+ start() {
122
+ this.onUpdateRenderMode();
123
+ }
124
+ onEnable() {
125
+ super.onEnable();
126
+ this._updateRenderSettingsRoutine = undefined;
127
+ this._lastMatrixWorld = new Matrix4();
128
+ this.onUpdateRenderMode();
129
+ document.addEventListener("resize", this._boundRenderSettingsChanged);
130
+ // We want to run AFTER all regular onBeforeRender callbacks
131
+ this.context.pre_render_callbacks.push(this.onBeforeRenderRoutine);
132
+ this.context.post_render_callbacks.push(this.onAfterRenderRoutine);
133
+ }
134
+ onDisable() {
135
+ super.onDisable();
136
+ document.removeEventListener("resize", this._boundRenderSettingsChanged);
137
+ // Remove callbacks
138
+ const preRenderIndex = this.context.pre_render_callbacks.indexOf(this.onBeforeRenderRoutine);
139
+ if (preRenderIndex !== -1) {
140
+ this.context.pre_render_callbacks.splice(preRenderIndex, 1);
141
+ }
142
+ const postRenderIndex = this.context.post_render_callbacks.indexOf(this.onAfterRenderRoutine);
143
+ if (postRenderIndex !== -1) {
144
+ this.context.post_render_callbacks.splice(postRenderIndex, 1);
145
+ }
146
+ }
147
+ _boundRenderSettingsChanged = this.onRenderSettingsChanged.bind(this);
148
+ previousParent = null;
149
+ _lastMatrixWorld = null;
150
+ _rectTransforms = [];
151
+ registerTransform(rt) {
152
+ this._rectTransforms.push(rt);
153
+ }
154
+ unregisterTransform(rt) {
155
+ const index = this._rectTransforms.indexOf(rt);
156
+ if (index !== -1) {
157
+ this._rectTransforms.splice(index, 1);
158
+ }
159
+ }
160
+ _layoutGroups = new Map();
161
+ registerLayoutGroup(group) {
162
+ const obj = group.gameObject;
163
+ this._layoutGroups.set(obj, group);
164
+ }
165
+ unregisterLayoutGroup(group) {
166
+ const obj = group.gameObject;
167
+ this._layoutGroups.delete(obj);
168
+ }
169
+ _receivers = [];
170
+ registerEventReceiver(receiver) {
171
+ this._receivers.push(receiver);
172
+ }
173
+ unregisterEventReceiver(receiver) {
174
+ const index = this._receivers.indexOf(receiver);
175
+ if (index !== -1) {
176
+ this._receivers.splice(index, 1);
177
+ }
178
+ }
179
+ onBeforeRenderRoutine = () => {
180
+ if (this.context.isInVR) {
181
+ this.onUpdateRenderMode();
182
+ this.handleLayoutUpdates();
183
+ // TODO TMUI @swingingtom - For VR this is so we don't have text clipping
184
+ this.shadowComponent?.updateMatrixWorld(true);
185
+ this.shadowComponent?.updateWorldMatrix(true, true);
186
+ this.invokeBeforeRenderEvents();
187
+ EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context, true);
188
+ return;
189
+ }
190
+ this.previousParent = this.gameObject.parent;
191
+ // console.log(this.previousParent?.name + "/" + this.gameObject.name);
192
+ if (this.renderOnTop || this.screenspace) {
193
+ // TODO: Ideally all screenspace canvases should be combined in one render pass
194
+ this.gameObject.removeFromParent();
195
+ }
196
+ else {
197
+ this.onUpdateRenderMode();
198
+ this.handleLayoutUpdates();
199
+ // TODO: we might need to optimize this. This is here to make sure the TMUI text clipping matrices are correct. Ideally the text does use onBeforeRender and apply the clipping matrix there so we dont have to force update all the matrices here
200
+ this.shadowComponent?.updateMatrixWorld(true);
201
+ this.shadowComponent?.updateWorldMatrix(true, true);
202
+ this.invokeBeforeRenderEvents();
203
+ EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context);
204
+ }
205
+ };
206
+ onAfterRenderRoutine = () => {
207
+ if (this.context.isInVR)
208
+ return;
209
+ if ((this.screenspace || this.renderOnTop) && this.previousParent && this.context.mainCamera) {
210
+ if (this.screenspace) {
211
+ const camObj = this.context.mainCamera;
212
+ camObj?.add(this.gameObject);
213
+ }
214
+ else {
215
+ this.previousParent.add(this.gameObject);
216
+ }
217
+ const prevAutoClearDepth = this.context.renderer.autoClear;
218
+ const prevAutoClearColor = this.context.renderer.autoClearColor;
219
+ this.context.renderer.autoClear = false;
220
+ this.context.renderer.autoClearColor = false;
221
+ this.context.renderer.clearDepth();
222
+ this.onUpdateRenderMode(true);
223
+ this.handleLayoutUpdates();
224
+ this.shadowComponent?.updateMatrixWorld(true);
225
+ // this.handleLayoutUpdates();
226
+ this.invokeBeforeRenderEvents();
227
+ EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context, true);
228
+ this.context.renderer.render(this.gameObject, this.context.mainCamera);
229
+ this.context.renderer.autoClear = prevAutoClearDepth;
230
+ this.context.renderer.autoClearColor = prevAutoClearColor;
231
+ this.previousParent.add(this.gameObject);
232
+ }
233
+ this._lastMatrixWorld?.copy(this.gameObject.matrixWorld);
234
+ };
235
+ invokeBeforeRenderEvents() {
236
+ for (const receiver of this._receivers) {
237
+ receiver.onBeforeCanvasRender?.(this);
238
+ }
239
+ }
240
+ handleLayoutUpdates() {
241
+ if (this._lastMatrixWorld === null) {
242
+ this._lastMatrixWorld = new Matrix4();
243
+ }
244
+ const matrixWorldChanged = !this._lastMatrixWorld.equals(this.gameObject.matrixWorld);
245
+ if (debugLayout && matrixWorldChanged)
246
+ console.log("Canvas Layout changed", this.context.time.frameCount, this.name);
247
+ // TODO: optimize this, we should only need to update a subhierarchy of the parts where layout has changed
248
+ const didLog = false;
249
+ for (const ch of this._rectTransforms) {
250
+ if (matrixWorldChanged)
251
+ ch.markDirty();
252
+ let layout = this._layoutGroups.get(ch.gameObject);
253
+ if (ch.isDirty && !layout) {
254
+ layout = ch.gameObject.getComponentInParent(LayoutGroup);
255
+ }
256
+ if (ch.isDirty || layout?.isDirty) {
257
+ if (debugLayout && !didLog) {
258
+ console.log("CANVAS UPDATE ### " + ch.name + " ##################################### " + this.context.time.frame);
259
+ // didLog = true;
260
+ }
261
+ layout?.updateLayout();
262
+ ch.updateTransform();
263
+ }
264
+ }
265
+ }
266
+ applyRenderSettings() {
267
+ this.onRenderSettingsChanged();
268
+ }
269
+ _updateRenderSettingsRoutine;
270
+ onRenderSettingsChanged() {
271
+ if (this._updateRenderSettingsRoutine)
272
+ return;
273
+ this._updateRenderSettingsRoutine = this.startCoroutine(this._updateRenderSettingsDelayed(), FrameEvent.OnBeforeRender);
274
+ }
275
+ *_updateRenderSettingsDelayed() {
276
+ yield;
277
+ this._updateRenderSettingsRoutine = undefined;
278
+ if (this.shadowComponent) {
279
+ this.onUpdateRenderMode();
280
+ // this.onWillUpdateRenderSettings();
281
+ updateRenderSettingsRecursive(this.shadowComponent, this);
282
+ for (const ch of GameObject.getComponentsInChildren(this.gameObject, BaseUIComponent)) {
283
+ updateRenderSettingsRecursive(ch.shadowComponent, this);
284
+ }
285
+ }
286
+ }
287
+ _activeRenderMode = -1;
288
+ _lastWidth = -1;
289
+ _lastHeight = -1;
290
+ onUpdateRenderMode(force = false) {
291
+ if (!force) {
292
+ if (this._renderMode === this._activeRenderMode && this._lastWidth === this.context.domWidth && this._lastHeight === this.context.domHeight) {
293
+ return;
294
+ }
295
+ }
296
+ this._activeRenderMode = this._renderMode;
297
+ let camera = this.context.mainCameraComponent;
298
+ let planeDistance = 10;
299
+ if (camera && camera.nearClipPlane > 0 && camera.farClipPlane > 0) {
300
+ // TODO: this is a hack/workaround for event system currently only passing events to the nearest object so we move the canvas close to the nearplane
301
+ planeDistance = Mathf.lerp(camera.nearClipPlane, camera.farClipPlane, .01);
302
+ }
303
+ if (this._renderMode === RenderMode.ScreenSpaceCamera) {
304
+ if (this.worldCamera)
305
+ camera = this.worldCamera;
306
+ if (this.planeDistance > 0)
307
+ planeDistance = this.planeDistance;
308
+ }
309
+ switch (this._renderMode) {
310
+ case RenderMode.ScreenSpaceOverlay:
311
+ case RenderMode.ScreenSpaceCamera:
312
+ this._lastWidth = this.context.domWidth;
313
+ this._lastHeight = this.context.domHeight;
314
+ // showBalloonWarning("Screenspace Canvas is not supported yet. Please use worldspace");
315
+ if (!camera)
316
+ return;
317
+ // we move the plane SLIGHTLY closer to be sure not to cull the canvas
318
+ const plane = planeDistance + .01;
319
+ this.gameObject.position.x = 0;
320
+ this.gameObject.position.y = 0;
321
+ this.gameObject.position.z = -plane;
322
+ this.gameObject.quaternion.identity();
323
+ const rect = this.gameObject.getComponent(RectTransform);
324
+ let hasChanged = false;
325
+ if (rect.sizeDelta.x !== this.context.domWidth) {
326
+ hasChanged = true;
327
+ }
328
+ if (rect.sizeDelta.y !== this.context.domHeight) {
329
+ hasChanged = true;
330
+ }
331
+ const vFOV = camera.fieldOfView * Math.PI / 180;
332
+ const h = 2 * Math.tan(vFOV / 2) * Math.abs(plane);
333
+ this.gameObject.scale.x = h / this.context.domHeight;
334
+ this.gameObject.scale.y = h / this.context.domHeight;
335
+ // Set scale.z, otherwise small offsets in screenspace mode have different visual results based on export scale and other settings
336
+ this.gameObject.scale.z = .01;
337
+ if (hasChanged) {
338
+ rect.sizeDelta.x = this.context.domWidth;
339
+ rect.sizeDelta.y = this.context.domHeight;
340
+ rect?.markDirty();
341
+ }
342
+ // this.context.scene.add(this.gameObject)
343
+ // this.gameObject.scale.multiplyScalar(.01);
344
+ // this.gameObject.position.set(0,0,0);
345
+ break;
346
+ case RenderMode.WorldSpace:
347
+ this._lastWidth = -1;
348
+ this._lastHeight = -1;
349
+ break;
350
+ }
351
+ }
352
+ }
353
+ __decorate([
354
+ serializable()
355
+ ], Canvas.prototype, "renderOnTop", null);
356
+ __decorate([
357
+ serializable()
358
+ ], Canvas.prototype, "depthWrite", null);
359
+ __decorate([
360
+ serializable()
361
+ ], Canvas.prototype, "doubleSided", null);
362
+ __decorate([
363
+ serializable()
364
+ ], Canvas.prototype, "castShadows", null);
365
+ __decorate([
366
+ serializable()
367
+ ], Canvas.prototype, "receiveShadows", null);
368
+ __decorate([
369
+ serializable()
370
+ ], Canvas.prototype, "renderMode", null);
371
+ __decorate([
372
+ serializable(Canvas)
373
+ ], Canvas.prototype, "rootCanvas", null);
374
+ __decorate([
375
+ serializable()
376
+ ], Canvas.prototype, "scaleFactor", null);
377
+ __decorate([
378
+ serializable(Camera)
379
+ ], Canvas.prototype, "worldCamera", void 0);
380
+ __decorate([
381
+ serializable()
382
+ ], Canvas.prototype, "planeDistance", void 0);
383
383
  //# sourceMappingURL=Canvas.js.map