@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
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  692. package/src/engine-components/OrbitControls.ts +653 -653
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  695. package/src/engine-components/ParticleSystemSubEmitter.ts +110 -110
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  848. package/src/engine-schemes/flatc.exe +0 -0
@@ -1,476 +1,476 @@
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 { Behaviour, GameObject } from "./Component.js";
8
- import * as THREE from "three";
9
- import { getParam } from "../engine/engine_utils.js";
10
- import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
11
- import { FrameEvent } from "../engine/engine_setup.js";
12
- import { serializable } from "../engine/engine_serialization_decorator.js";
13
- import { Color } from "three";
14
- import { WebXR, WebXREvent } from "./webxr/WebXR.js";
15
- import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
16
- // https://threejs.org/examples/webgl_shadowmap_csm.html
17
- function toDegrees(radians) {
18
- return radians * 180 / Math.PI;
19
- }
20
- function toRadians(degrees) {
21
- return degrees * Math.PI / 180;
22
- }
23
- const shadowMaxDistance = 300;
24
- const debug = getParam("debuglights");
25
- /// <summary>
26
- /// <para>The type of a Light.</para>
27
- /// </summary>
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- export var LightType;
29
- (function (LightType) {
30
- /// <summary>
31
- /// <para>The light is a spot light.</para>
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- /// </summary>
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- LightType[LightType["Spot"] = 0] = "Spot";
34
- /// <summary>
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- /// <para>The light is a directional light.</para>
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- /// </summary>
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- LightType[LightType["Directional"] = 1] = "Directional";
38
- /// <summary>
39
- /// <para>The light is a point light.</para>
40
- /// </summary>
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- LightType[LightType["Point"] = 2] = "Point";
42
- LightType[LightType["Area"] = 3] = "Area";
43
- /// <summary>
44
- /// <para>The light is a rectangle shaped area light. It affects only baked lightmaps and lightprobes.</para>
45
- /// </summary>
46
- LightType[LightType["Rectangle"] = 3] = "Rectangle";
47
- /// <summary>
48
- /// <para>The light is a disc shaped area light. It affects only baked lightmaps and lightprobes.</para>
49
- /// </summary>
50
- LightType[LightType["Disc"] = 4] = "Disc";
51
- })(LightType || (LightType = {}));
52
- export var LightmapBakeType;
53
- (function (LightmapBakeType) {
54
- /// <summary>
55
- /// <para>Realtime lights cast run time light and shadows. They can change position, orientation, color, brightness, and many other properties at run time. No lighting gets baked into lightmaps or light probes..</para>
56
- /// </summary>
57
- LightmapBakeType[LightmapBakeType["Realtime"] = 4] = "Realtime";
58
- /// <summary>
59
- /// <para>Baked lights cannot move or change in any way during run time. All lighting for static objects gets baked into lightmaps. Lighting and shadows for dynamic objects gets baked into Light Probes.</para>
60
- /// </summary>
61
- LightmapBakeType[LightmapBakeType["Baked"] = 2] = "Baked";
62
- /// <summary>
63
- /// <para>Mixed lights allow a mix of realtime and baked lighting, based on the Mixed Lighting Mode used. These lights cannot move, but can change color and intensity at run time. Changes to color and intensity only affect direct lighting as indirect lighting gets baked. If using Subtractive mode, changes to color or intensity are not calculated at run time on static objects.</para>
64
- /// </summary>
65
- LightmapBakeType[LightmapBakeType["Mixed"] = 1] = "Mixed";
66
- })(LightmapBakeType || (LightmapBakeType = {}));
67
- /// <summary>
68
- /// <para>Shadow casting options for a Light.</para>
69
- /// </summary>
70
- var LightShadows;
71
- (function (LightShadows) {
72
- /// <summary>
73
- /// <para>Do not cast shadows (default).</para>
74
- /// </summary>
75
- LightShadows[LightShadows["None"] = 0] = "None";
76
- /// <summary>
77
- /// <para>Cast "hard" shadows (with no shadow filtering).</para>
78
- /// </summary>
79
- LightShadows[LightShadows["Hard"] = 1] = "Hard";
80
- /// <summary>
81
- /// <para>Cast "soft" shadows (with 4x PCF filtering).</para>
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- /// </summary>
83
- LightShadows[LightShadows["Soft"] = 2] = "Soft";
84
- })(LightShadows || (LightShadows = {}));
85
- export class Light extends Behaviour {
86
- type = 0;
87
- range = 1;
88
- spotAngle = 1;
89
- innerSpotAngle = 1;
90
- set color(val) {
91
- this._color = val;
92
- if (this.light !== undefined) {
93
- this.light.color = val;
94
- }
95
- }
96
- get color() {
97
- if (this.light)
98
- return this.light.color;
99
- return this._color;
100
- }
101
- _color = new THREE.Color(0xffffff);
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- set shadowNearPlane(val) {
103
- if (val === this._shadowNearPlane)
104
- return;
105
- this._shadowNearPlane = val;
106
- if (this.light?.shadow?.camera !== undefined) {
107
- const cam = this.light.shadow.camera;
108
- cam.near = val;
109
- }
110
- }
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- get shadowNearPlane() { return this._shadowNearPlane; }
112
- _shadowNearPlane = .1;
113
- set shadowBias(val) {
114
- if (val === this._shadowBias)
115
- return;
116
- this._shadowBias = val;
117
- if (this.light?.shadow?.bias !== undefined) {
118
- this.light.shadow.bias = val;
119
- this.light.shadow.needsUpdate = true;
120
- }
121
- }
122
- get shadowBias() { return this._shadowBias; }
123
- _shadowBias = 0;
124
- set shadowNormalBias(val) {
125
- if (val === this._shadowNormalBias)
126
- return;
127
- this._shadowNormalBias = val;
128
- if (this.light?.shadow?.normalBias !== undefined) {
129
- this.light.shadow.normalBias = val;
130
- this.light.shadow.needsUpdate = true;
131
- }
132
- }
133
- get shadowNormalBias() { return this._shadowNormalBias; }
134
- _shadowNormalBias = 0;
135
- /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
136
- _overrideShadowBiasSettings = false;
137
- set shadows(val) {
138
- this._shadows = val;
139
- if (this.light) {
140
- this.light.castShadow = val !== LightShadows.None;
141
- this.updateShadowSoftHard();
142
- }
143
- }
144
- get shadows() { return this._shadows; }
145
- _shadows = 1;
146
- lightmapBakeType = LightmapBakeType.Realtime;
147
- set intensity(val) {
148
- this._intensity = val;
149
- if (this.light) {
150
- let factor = 1;
151
- if (this.context.isInXR && this._webARRoot) {
152
- const scaleFactor = this._webARRoot?.arScale;
153
- if (typeof scaleFactor === "number" && scaleFactor > 0) {
154
- factor /= scaleFactor;
155
- }
156
- }
157
- this.light.intensity = val * factor;
158
- }
159
- if (debug)
160
- console.log("Set light intensity to " + this._intensity, val, this);
161
- }
162
- get intensity() { return this._intensity; }
163
- _intensity = -1;
164
- get shadowDistance() {
165
- const light = this.light;
166
- if (light?.shadow) {
167
- const cam = light.shadow.camera;
168
- return cam.far;
169
- }
170
- return -1;
171
- }
172
- set shadowDistance(val) {
173
- this._shadowDistance = val;
174
- const light = this.light;
175
- if (light?.shadow) {
176
- const cam = light.shadow.camera;
177
- cam.far = val;
178
- cam.updateProjectionMatrix();
179
- }
180
- }
181
- _shadowDistance;
182
- // set from additional component
183
- shadowWidth;
184
- shadowHeight;
185
- get shadowResolution() {
186
- const light = this.light;
187
- if (light?.shadow) {
188
- return light.shadow.mapSize.x;
189
- }
190
- return -1;
191
- }
192
- set shadowResolution(val) {
193
- if (val === this._shadowResolution)
194
- return;
195
- this._shadowResolution = val;
196
- const light = this.light;
197
- if (light?.shadow) {
198
- light.shadow.mapSize.set(val, val);
199
- light.shadow.needsUpdate = true;
200
- }
201
- }
202
- _shadowResolution = undefined;
203
- get isBaked() {
204
- return this.lightmapBakeType === LightmapBakeType.Baked;
205
- }
206
- get selfIsLight() {
207
- if (this.gameObject["isLight"] === true)
208
- return true;
209
- switch (this.gameObject.type) {
210
- case "SpotLight":
211
- case "PointLight":
212
- case "DirectionalLight":
213
- return true;
214
- }
215
- return false;
216
- }
217
- light = undefined;
218
- getWorldPosition(vec) {
219
- if (this.light) {
220
- if (this.type === LightType.Directional) {
221
- return this.light.getWorldPosition(vec).multiplyScalar(1);
222
- }
223
- return this.light.getWorldPosition(vec);
224
- }
225
- return vec;
226
- }
227
- // public updateIntensity() {
228
- // this.intensity = this._intensity;
229
- // }
230
- awake() {
231
- this.color = new THREE.Color(this.color ?? 0xffffff);
232
- if (debug)
233
- console.log(this.name, this);
234
- }
235
- onEnable() {
236
- if (debug)
237
- console.log("ENABLE LIGHT", this.name);
238
- this.createLight();
239
- if (this.isBaked)
240
- return;
241
- else if (this.light) {
242
- this.light.visible = true;
243
- this.light.intensity = this._intensity;
244
- if (debug)
245
- console.log("Set light intensity to " + this.light.intensity, this.name);
246
- if (this.selfIsLight) {
247
- // nothing to do
248
- }
249
- else if (this.light.parent !== this.gameObject)
250
- this.gameObject.add(this.light);
251
- }
252
- if (this.type === LightType.Directional)
253
- this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
254
- this._webXRStartedListener = WebXR.addEventListener(WebXREvent.XRStarted, this.onWebXRStarted.bind(this));
255
- this._webXREndedListener = WebXR.addEventListener(WebXREvent.XRStopped, this.onWebXREnded.bind(this));
256
- }
257
- onDisable() {
258
- if (debug)
259
- console.log("DISABLE LIGHT", this.name);
260
- if (this.light) {
261
- if (this.selfIsLight)
262
- this.light.intensity = 0;
263
- else
264
- this.light.visible = false;
265
- }
266
- WebXR.removeEventListener(WebXREvent.XRStarted, this._webXRStartedListener);
267
- WebXR.removeEventListener(WebXREvent.XRStopped, this._webXREndedListener);
268
- }
269
- _webXRStartedListener;
270
- _webXREndedListener;
271
- _webARRoot;
272
- onWebXRStarted() {
273
- this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
274
- // this.startCoroutine(this._updateLightIntensityInARRoutine());
275
- }
276
- // private *_updateLightIntensityInARRoutine() {
277
- // while (this.context.isInAR) {
278
- // yield;
279
- // // this.updateIntensity();
280
- // for (let i = 0; i < 30; i++) yield;
281
- // }
282
- // }
283
- onWebXREnded() {
284
- // this.updateIntensity();
285
- }
286
- createLight() {
287
- const lightAlreadyCreated = this.selfIsLight;
288
- if (lightAlreadyCreated && !this.light) {
289
- this.light = this.gameObject;
290
- this.light.name = this.name;
291
- this._intensity = this.light.intensity;
292
- switch (this.type) {
293
- case LightType.Directional:
294
- this.setDirectionalLight(this.light);
295
- break;
296
- }
297
- }
298
- else if (!this.light) {
299
- switch (this.type) {
300
- case LightType.Directional:
301
- // console.log(this);
302
- const dirLight = new THREE.DirectionalLight(this.color, this.intensity * Math.PI);
303
- // directional light target is at 0 0 0 by default
304
- dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
305
- this.gameObject.add(dirLight.target);
306
- setWorldPositionXYZ(dirLight.target, 0, 0, 0);
307
- this.light = dirLight;
308
- this.gameObject.position.set(0, 0, 0);
309
- this.gameObject.rotation.set(0, 0, 0);
310
- if (debug) {
311
- const spotLightHelper = new THREE.DirectionalLightHelper(this.light, .2, this.color);
312
- this.context.scene.add(spotLightHelper);
313
- // const bh = new THREE.BoxHelper(this.context.scene, 0xfff0000);
314
- // this.context.scene.add(bh);
315
- }
316
- break;
317
- case LightType.Spot:
318
- const spotLight = new THREE.SpotLight(this.color, this.intensity * Math.PI, this.range, toRadians(this.spotAngle / 2), 1 - toRadians(this.innerSpotAngle / 2) / toRadians(this.spotAngle / 2), 2);
319
- spotLight.position.set(0, 0, 0);
320
- spotLight.rotation.set(0, 0, 0);
321
- this.light = spotLight;
322
- const spotLightTarget = spotLight.target;
323
- spotLight.add(spotLightTarget);
324
- spotLightTarget.position.set(0, 0, this.range);
325
- spotLightTarget.rotation.set(0, 0, 0);
326
- break;
327
- case LightType.Point:
328
- const pointLight = new THREE.PointLight(this.color, this.intensity * Math.PI, this.range);
329
- this.light = pointLight;
330
- // const pointHelper = new THREE.PointLightHelper(pointLight, this.range, this.color);
331
- // scene.add(pointHelper);
332
- break;
333
- }
334
- }
335
- if (this.light) {
336
- if (this._intensity >= 0)
337
- this.light.intensity = this._intensity;
338
- else
339
- this._intensity = this.light.intensity;
340
- if (this.shadows !== LightShadows.None) {
341
- this.light.castShadow = true;
342
- }
343
- else
344
- this.light.castShadow = false;
345
- if (this.light.shadow) {
346
- // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
347
- if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
348
- this.light.shadow.mapSize.width = this._shadowResolution;
349
- this.light.shadow.mapSize.height = this._shadowResolution;
350
- }
351
- else {
352
- this.light.shadow.mapSize.width = 2048;
353
- this.light.shadow.mapSize.height = 2048;
354
- }
355
- // this.light.shadow.needsUpdate = true;
356
- // console.log(this.light.shadow.mapSize);
357
- // return;
358
- if (debug)
359
- console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
360
- this.light.shadow.bias = this.shadowBias;
361
- this.light.shadow.normalBias = this.shadowNormalBias;
362
- this.updateShadowSoftHard();
363
- const cam = this.light.shadow.camera;
364
- cam.near = this.shadowNearPlane;
365
- // use shadow distance that was set explictly (if any)
366
- if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
367
- cam.far = this._shadowDistance;
368
- else // otherwise fallback to object scale and max distance
369
- cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
370
- // width and height
371
- this.gameObject.scale.set(1, 1, 1);
372
- if (this.shadowWidth !== undefined) {
373
- cam.left = -this.shadowWidth / 2;
374
- cam.right = this.shadowWidth / 2;
375
- }
376
- else {
377
- const sx = this.gameObject.scale.x;
378
- cam.left *= sx;
379
- cam.right *= sx;
380
- }
381
- if (this.shadowHeight !== undefined) {
382
- cam.top = this.shadowHeight / 2;
383
- cam.bottom = -this.shadowHeight / 2;
384
- }
385
- else {
386
- const sy = this.gameObject.scale.y;
387
- cam.top *= sy;
388
- cam.bottom *= sy;
389
- }
390
- this.light.shadow.needsUpdate = true;
391
- if (debug)
392
- this.context.scene.add(new THREE.CameraHelper(cam));
393
- }
394
- if (this.isBaked) {
395
- this.light.removeFromParent();
396
- }
397
- else if (!lightAlreadyCreated)
398
- this.gameObject.add(this.light);
399
- }
400
- }
401
- *updateMainLightRoutine() {
402
- while (true) {
403
- if (this.type === LightType.Directional) {
404
- if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
405
- this.context.mainLight = this;
406
- }
407
- yield;
408
- }
409
- break;
410
- }
411
- }
412
- static allowChangingRendererShadowMapType = true;
413
- updateShadowSoftHard() {
414
- if (!this.light)
415
- return;
416
- if (!this.light.shadow)
417
- return;
418
- if (this.shadows === LightShadows.Soft) {
419
- // const radius = this.light.shadow.mapSize.width / 1024 * 5;
420
- // const samples = Mathf.clamp(Math.round(radius), 2, 10);
421
- // this.light.shadow.radius = radius;
422
- // this.light.shadow.blurSamples = samples;
423
- // if (isMobileDevice()) {
424
- // this.light.shadow.radius *= .5;
425
- // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
426
- // }
427
- // if (Light.allowChangingRendererShadowMapType) {
428
- // if(this.context.renderer.shadowMap.type !== THREE.VSMShadowMap){
429
- // if(isLocalNetwork()) console.warn("Changing renderer shadow map type to VSMShadowMap because a light with soft shadows enabled was found (this will cause all shadow receivers to also cast shadows). If you don't want this behaviour either set the shadow type to hard or set Light.allowChangingRendererShadowMapType to false.", this);
430
- // this.context.renderer.shadowMap.type = THREE.VSMShadowMap;
431
- // }
432
- // }
433
- }
434
- else {
435
- this.light.shadow.radius = 1;
436
- this.light.shadow.blurSamples = 1;
437
- }
438
- }
439
- setDirectionalLight(dirLight) {
440
- dirLight.add(dirLight.target);
441
- dirLight.target.position.set(0, 0, -1);
442
- // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
443
- }
444
- }
445
- __decorate([
446
- serializable()
447
- ], Light.prototype, "type", void 0);
448
- __decorate([
449
- serializable(Color)
450
- ], Light.prototype, "color", null);
451
- __decorate([
452
- serializable()
453
- ], Light.prototype, "shadowNearPlane", null);
454
- __decorate([
455
- serializable()
456
- ], Light.prototype, "shadowBias", null);
457
- __decorate([
458
- serializable()
459
- ], Light.prototype, "shadowNormalBias", null);
460
- __decorate([
461
- serializable()
462
- ], Light.prototype, "shadows", null);
463
- __decorate([
464
- serializable()
465
- ], Light.prototype, "lightmapBakeType", void 0);
466
- __decorate([
467
- serializable()
468
- ], Light.prototype, "intensity", null);
469
- __decorate([
470
- serializable()
471
- ], Light.prototype, "shadowDistance", null);
472
- __decorate([
473
- serializable()
474
- ], Light.prototype, "shadowResolution", null);
475
- const vec = new THREE.Vector3(0, 0, 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 { Behaviour, GameObject } from "./Component.js";
8
+ import * as THREE from "three";
9
+ import { getParam } from "../engine/engine_utils.js";
10
+ import { setWorldPositionXYZ } from "../engine/engine_three_utils.js";
11
+ import { FrameEvent } from "../engine/engine_setup.js";
12
+ import { serializable } from "../engine/engine_serialization_decorator.js";
13
+ import { Color } from "three";
14
+ import { WebXR, WebXREvent } from "./webxr/WebXR.js";
15
+ import { WebARSessionRoot } from "./webxr/WebARSessionRoot.js";
16
+ // https://threejs.org/examples/webgl_shadowmap_csm.html
17
+ function toDegrees(radians) {
18
+ return radians * 180 / Math.PI;
19
+ }
20
+ function toRadians(degrees) {
21
+ return degrees * Math.PI / 180;
22
+ }
23
+ const shadowMaxDistance = 300;
24
+ const debug = getParam("debuglights");
25
+ /// <summary>
26
+ /// <para>The type of a Light.</para>
27
+ /// </summary>
28
+ export var LightType;
29
+ (function (LightType) {
30
+ /// <summary>
31
+ /// <para>The light is a spot light.</para>
32
+ /// </summary>
33
+ LightType[LightType["Spot"] = 0] = "Spot";
34
+ /// <summary>
35
+ /// <para>The light is a directional light.</para>
36
+ /// </summary>
37
+ LightType[LightType["Directional"] = 1] = "Directional";
38
+ /// <summary>
39
+ /// <para>The light is a point light.</para>
40
+ /// </summary>
41
+ LightType[LightType["Point"] = 2] = "Point";
42
+ LightType[LightType["Area"] = 3] = "Area";
43
+ /// <summary>
44
+ /// <para>The light is a rectangle shaped area light. It affects only baked lightmaps and lightprobes.</para>
45
+ /// </summary>
46
+ LightType[LightType["Rectangle"] = 3] = "Rectangle";
47
+ /// <summary>
48
+ /// <para>The light is a disc shaped area light. It affects only baked lightmaps and lightprobes.</para>
49
+ /// </summary>
50
+ LightType[LightType["Disc"] = 4] = "Disc";
51
+ })(LightType || (LightType = {}));
52
+ export var LightmapBakeType;
53
+ (function (LightmapBakeType) {
54
+ /// <summary>
55
+ /// <para>Realtime lights cast run time light and shadows. They can change position, orientation, color, brightness, and many other properties at run time. No lighting gets baked into lightmaps or light probes..</para>
56
+ /// </summary>
57
+ LightmapBakeType[LightmapBakeType["Realtime"] = 4] = "Realtime";
58
+ /// <summary>
59
+ /// <para>Baked lights cannot move or change in any way during run time. All lighting for static objects gets baked into lightmaps. Lighting and shadows for dynamic objects gets baked into Light Probes.</para>
60
+ /// </summary>
61
+ LightmapBakeType[LightmapBakeType["Baked"] = 2] = "Baked";
62
+ /// <summary>
63
+ /// <para>Mixed lights allow a mix of realtime and baked lighting, based on the Mixed Lighting Mode used. These lights cannot move, but can change color and intensity at run time. Changes to color and intensity only affect direct lighting as indirect lighting gets baked. If using Subtractive mode, changes to color or intensity are not calculated at run time on static objects.</para>
64
+ /// </summary>
65
+ LightmapBakeType[LightmapBakeType["Mixed"] = 1] = "Mixed";
66
+ })(LightmapBakeType || (LightmapBakeType = {}));
67
+ /// <summary>
68
+ /// <para>Shadow casting options for a Light.</para>
69
+ /// </summary>
70
+ var LightShadows;
71
+ (function (LightShadows) {
72
+ /// <summary>
73
+ /// <para>Do not cast shadows (default).</para>
74
+ /// </summary>
75
+ LightShadows[LightShadows["None"] = 0] = "None";
76
+ /// <summary>
77
+ /// <para>Cast "hard" shadows (with no shadow filtering).</para>
78
+ /// </summary>
79
+ LightShadows[LightShadows["Hard"] = 1] = "Hard";
80
+ /// <summary>
81
+ /// <para>Cast "soft" shadows (with 4x PCF filtering).</para>
82
+ /// </summary>
83
+ LightShadows[LightShadows["Soft"] = 2] = "Soft";
84
+ })(LightShadows || (LightShadows = {}));
85
+ export class Light extends Behaviour {
86
+ type = 0;
87
+ range = 1;
88
+ spotAngle = 1;
89
+ innerSpotAngle = 1;
90
+ set color(val) {
91
+ this._color = val;
92
+ if (this.light !== undefined) {
93
+ this.light.color = val;
94
+ }
95
+ }
96
+ get color() {
97
+ if (this.light)
98
+ return this.light.color;
99
+ return this._color;
100
+ }
101
+ _color = new THREE.Color(0xffffff);
102
+ set shadowNearPlane(val) {
103
+ if (val === this._shadowNearPlane)
104
+ return;
105
+ this._shadowNearPlane = val;
106
+ if (this.light?.shadow?.camera !== undefined) {
107
+ const cam = this.light.shadow.camera;
108
+ cam.near = val;
109
+ }
110
+ }
111
+ get shadowNearPlane() { return this._shadowNearPlane; }
112
+ _shadowNearPlane = .1;
113
+ set shadowBias(val) {
114
+ if (val === this._shadowBias)
115
+ return;
116
+ this._shadowBias = val;
117
+ if (this.light?.shadow?.bias !== undefined) {
118
+ this.light.shadow.bias = val;
119
+ this.light.shadow.needsUpdate = true;
120
+ }
121
+ }
122
+ get shadowBias() { return this._shadowBias; }
123
+ _shadowBias = 0;
124
+ set shadowNormalBias(val) {
125
+ if (val === this._shadowNormalBias)
126
+ return;
127
+ this._shadowNormalBias = val;
128
+ if (this.light?.shadow?.normalBias !== undefined) {
129
+ this.light.shadow.normalBias = val;
130
+ this.light.shadow.needsUpdate = true;
131
+ }
132
+ }
133
+ get shadowNormalBias() { return this._shadowNormalBias; }
134
+ _shadowNormalBias = 0;
135
+ /** when enabled this will remove the multiplication when setting the shadow bias settings initially */
136
+ _overrideShadowBiasSettings = false;
137
+ set shadows(val) {
138
+ this._shadows = val;
139
+ if (this.light) {
140
+ this.light.castShadow = val !== LightShadows.None;
141
+ this.updateShadowSoftHard();
142
+ }
143
+ }
144
+ get shadows() { return this._shadows; }
145
+ _shadows = 1;
146
+ lightmapBakeType = LightmapBakeType.Realtime;
147
+ set intensity(val) {
148
+ this._intensity = val;
149
+ if (this.light) {
150
+ let factor = 1;
151
+ if (this.context.isInXR && this._webARRoot) {
152
+ const scaleFactor = this._webARRoot?.arScale;
153
+ if (typeof scaleFactor === "number" && scaleFactor > 0) {
154
+ factor /= scaleFactor;
155
+ }
156
+ }
157
+ this.light.intensity = val * factor;
158
+ }
159
+ if (debug)
160
+ console.log("Set light intensity to " + this._intensity, val, this);
161
+ }
162
+ get intensity() { return this._intensity; }
163
+ _intensity = -1;
164
+ get shadowDistance() {
165
+ const light = this.light;
166
+ if (light?.shadow) {
167
+ const cam = light.shadow.camera;
168
+ return cam.far;
169
+ }
170
+ return -1;
171
+ }
172
+ set shadowDistance(val) {
173
+ this._shadowDistance = val;
174
+ const light = this.light;
175
+ if (light?.shadow) {
176
+ const cam = light.shadow.camera;
177
+ cam.far = val;
178
+ cam.updateProjectionMatrix();
179
+ }
180
+ }
181
+ _shadowDistance;
182
+ // set from additional component
183
+ shadowWidth;
184
+ shadowHeight;
185
+ get shadowResolution() {
186
+ const light = this.light;
187
+ if (light?.shadow) {
188
+ return light.shadow.mapSize.x;
189
+ }
190
+ return -1;
191
+ }
192
+ set shadowResolution(val) {
193
+ if (val === this._shadowResolution)
194
+ return;
195
+ this._shadowResolution = val;
196
+ const light = this.light;
197
+ if (light?.shadow) {
198
+ light.shadow.mapSize.set(val, val);
199
+ light.shadow.needsUpdate = true;
200
+ }
201
+ }
202
+ _shadowResolution = undefined;
203
+ get isBaked() {
204
+ return this.lightmapBakeType === LightmapBakeType.Baked;
205
+ }
206
+ get selfIsLight() {
207
+ if (this.gameObject["isLight"] === true)
208
+ return true;
209
+ switch (this.gameObject.type) {
210
+ case "SpotLight":
211
+ case "PointLight":
212
+ case "DirectionalLight":
213
+ return true;
214
+ }
215
+ return false;
216
+ }
217
+ light = undefined;
218
+ getWorldPosition(vec) {
219
+ if (this.light) {
220
+ if (this.type === LightType.Directional) {
221
+ return this.light.getWorldPosition(vec).multiplyScalar(1);
222
+ }
223
+ return this.light.getWorldPosition(vec);
224
+ }
225
+ return vec;
226
+ }
227
+ // public updateIntensity() {
228
+ // this.intensity = this._intensity;
229
+ // }
230
+ awake() {
231
+ this.color = new THREE.Color(this.color ?? 0xffffff);
232
+ if (debug)
233
+ console.log(this.name, this);
234
+ }
235
+ onEnable() {
236
+ if (debug)
237
+ console.log("ENABLE LIGHT", this.name);
238
+ this.createLight();
239
+ if (this.isBaked)
240
+ return;
241
+ else if (this.light) {
242
+ this.light.visible = true;
243
+ this.light.intensity = this._intensity;
244
+ if (debug)
245
+ console.log("Set light intensity to " + this.light.intensity, this.name);
246
+ if (this.selfIsLight) {
247
+ // nothing to do
248
+ }
249
+ else if (this.light.parent !== this.gameObject)
250
+ this.gameObject.add(this.light);
251
+ }
252
+ if (this.type === LightType.Directional)
253
+ this.startCoroutine(this.updateMainLightRoutine(), FrameEvent.LateUpdate);
254
+ this._webXRStartedListener = WebXR.addEventListener(WebXREvent.XRStarted, this.onWebXRStarted.bind(this));
255
+ this._webXREndedListener = WebXR.addEventListener(WebXREvent.XRStopped, this.onWebXREnded.bind(this));
256
+ }
257
+ onDisable() {
258
+ if (debug)
259
+ console.log("DISABLE LIGHT", this.name);
260
+ if (this.light) {
261
+ if (this.selfIsLight)
262
+ this.light.intensity = 0;
263
+ else
264
+ this.light.visible = false;
265
+ }
266
+ WebXR.removeEventListener(WebXREvent.XRStarted, this._webXRStartedListener);
267
+ WebXR.removeEventListener(WebXREvent.XRStopped, this._webXREndedListener);
268
+ }
269
+ _webXRStartedListener;
270
+ _webXREndedListener;
271
+ _webARRoot;
272
+ onWebXRStarted() {
273
+ this._webARRoot = GameObject.getComponentInParent(this.gameObject, WebARSessionRoot) ?? undefined;
274
+ // this.startCoroutine(this._updateLightIntensityInARRoutine());
275
+ }
276
+ // private *_updateLightIntensityInARRoutine() {
277
+ // while (this.context.isInAR) {
278
+ // yield;
279
+ // // this.updateIntensity();
280
+ // for (let i = 0; i < 30; i++) yield;
281
+ // }
282
+ // }
283
+ onWebXREnded() {
284
+ // this.updateIntensity();
285
+ }
286
+ createLight() {
287
+ const lightAlreadyCreated = this.selfIsLight;
288
+ if (lightAlreadyCreated && !this.light) {
289
+ this.light = this.gameObject;
290
+ this.light.name = this.name;
291
+ this._intensity = this.light.intensity;
292
+ switch (this.type) {
293
+ case LightType.Directional:
294
+ this.setDirectionalLight(this.light);
295
+ break;
296
+ }
297
+ }
298
+ else if (!this.light) {
299
+ switch (this.type) {
300
+ case LightType.Directional:
301
+ // console.log(this);
302
+ const dirLight = new THREE.DirectionalLight(this.color, this.intensity * Math.PI);
303
+ // directional light target is at 0 0 0 by default
304
+ dirLight.position.set(0, 0, -shadowMaxDistance * .5).applyQuaternion(this.gameObject.quaternion);
305
+ this.gameObject.add(dirLight.target);
306
+ setWorldPositionXYZ(dirLight.target, 0, 0, 0);
307
+ this.light = dirLight;
308
+ this.gameObject.position.set(0, 0, 0);
309
+ this.gameObject.rotation.set(0, 0, 0);
310
+ if (debug) {
311
+ const spotLightHelper = new THREE.DirectionalLightHelper(this.light, .2, this.color);
312
+ this.context.scene.add(spotLightHelper);
313
+ // const bh = new THREE.BoxHelper(this.context.scene, 0xfff0000);
314
+ // this.context.scene.add(bh);
315
+ }
316
+ break;
317
+ case LightType.Spot:
318
+ const spotLight = new THREE.SpotLight(this.color, this.intensity * Math.PI, this.range, toRadians(this.spotAngle / 2), 1 - toRadians(this.innerSpotAngle / 2) / toRadians(this.spotAngle / 2), 2);
319
+ spotLight.position.set(0, 0, 0);
320
+ spotLight.rotation.set(0, 0, 0);
321
+ this.light = spotLight;
322
+ const spotLightTarget = spotLight.target;
323
+ spotLight.add(spotLightTarget);
324
+ spotLightTarget.position.set(0, 0, this.range);
325
+ spotLightTarget.rotation.set(0, 0, 0);
326
+ break;
327
+ case LightType.Point:
328
+ const pointLight = new THREE.PointLight(this.color, this.intensity * Math.PI, this.range);
329
+ this.light = pointLight;
330
+ // const pointHelper = new THREE.PointLightHelper(pointLight, this.range, this.color);
331
+ // scene.add(pointHelper);
332
+ break;
333
+ }
334
+ }
335
+ if (this.light) {
336
+ if (this._intensity >= 0)
337
+ this.light.intensity = this._intensity;
338
+ else
339
+ this._intensity = this.light.intensity;
340
+ if (this.shadows !== LightShadows.None) {
341
+ this.light.castShadow = true;
342
+ }
343
+ else
344
+ this.light.castShadow = false;
345
+ if (this.light.shadow) {
346
+ // shadow intensity is currently not a thing: https://github.com/mrdoob/three.js/pull/14087
347
+ if (this._shadowResolution !== undefined && this._shadowResolution > 4) {
348
+ this.light.shadow.mapSize.width = this._shadowResolution;
349
+ this.light.shadow.mapSize.height = this._shadowResolution;
350
+ }
351
+ else {
352
+ this.light.shadow.mapSize.width = 2048;
353
+ this.light.shadow.mapSize.height = 2048;
354
+ }
355
+ // this.light.shadow.needsUpdate = true;
356
+ // console.log(this.light.shadow.mapSize);
357
+ // return;
358
+ if (debug)
359
+ console.log("Override shadow bias?", this._overrideShadowBiasSettings, this.shadowBias, this.shadowNormalBias);
360
+ this.light.shadow.bias = this.shadowBias;
361
+ this.light.shadow.normalBias = this.shadowNormalBias;
362
+ this.updateShadowSoftHard();
363
+ const cam = this.light.shadow.camera;
364
+ cam.near = this.shadowNearPlane;
365
+ // use shadow distance that was set explictly (if any)
366
+ if (this._shadowDistance !== undefined && typeof this._shadowDistance === "number")
367
+ cam.far = this._shadowDistance;
368
+ else // otherwise fallback to object scale and max distance
369
+ cam.far = shadowMaxDistance * Math.abs(this.gameObject.scale.z);
370
+ // width and height
371
+ this.gameObject.scale.set(1, 1, 1);
372
+ if (this.shadowWidth !== undefined) {
373
+ cam.left = -this.shadowWidth / 2;
374
+ cam.right = this.shadowWidth / 2;
375
+ }
376
+ else {
377
+ const sx = this.gameObject.scale.x;
378
+ cam.left *= sx;
379
+ cam.right *= sx;
380
+ }
381
+ if (this.shadowHeight !== undefined) {
382
+ cam.top = this.shadowHeight / 2;
383
+ cam.bottom = -this.shadowHeight / 2;
384
+ }
385
+ else {
386
+ const sy = this.gameObject.scale.y;
387
+ cam.top *= sy;
388
+ cam.bottom *= sy;
389
+ }
390
+ this.light.shadow.needsUpdate = true;
391
+ if (debug)
392
+ this.context.scene.add(new THREE.CameraHelper(cam));
393
+ }
394
+ if (this.isBaked) {
395
+ this.light.removeFromParent();
396
+ }
397
+ else if (!lightAlreadyCreated)
398
+ this.gameObject.add(this.light);
399
+ }
400
+ }
401
+ *updateMainLightRoutine() {
402
+ while (true) {
403
+ if (this.type === LightType.Directional) {
404
+ if (!this.context.mainLight || this.intensity > this.context.mainLight.intensity) {
405
+ this.context.mainLight = this;
406
+ }
407
+ yield;
408
+ }
409
+ break;
410
+ }
411
+ }
412
+ static allowChangingRendererShadowMapType = true;
413
+ updateShadowSoftHard() {
414
+ if (!this.light)
415
+ return;
416
+ if (!this.light.shadow)
417
+ return;
418
+ if (this.shadows === LightShadows.Soft) {
419
+ // const radius = this.light.shadow.mapSize.width / 1024 * 5;
420
+ // const samples = Mathf.clamp(Math.round(radius), 2, 10);
421
+ // this.light.shadow.radius = radius;
422
+ // this.light.shadow.blurSamples = samples;
423
+ // if (isMobileDevice()) {
424
+ // this.light.shadow.radius *= .5;
425
+ // this.light.shadow.blurSamples = Math.floor(this.light.shadow.blurSamples * .5);
426
+ // }
427
+ // if (Light.allowChangingRendererShadowMapType) {
428
+ // if(this.context.renderer.shadowMap.type !== THREE.VSMShadowMap){
429
+ // if(isLocalNetwork()) console.warn("Changing renderer shadow map type to VSMShadowMap because a light with soft shadows enabled was found (this will cause all shadow receivers to also cast shadows). If you don't want this behaviour either set the shadow type to hard or set Light.allowChangingRendererShadowMapType to false.", this);
430
+ // this.context.renderer.shadowMap.type = THREE.VSMShadowMap;
431
+ // }
432
+ // }
433
+ }
434
+ else {
435
+ this.light.shadow.radius = 1;
436
+ this.light.shadow.blurSamples = 1;
437
+ }
438
+ }
439
+ setDirectionalLight(dirLight) {
440
+ dirLight.add(dirLight.target);
441
+ dirLight.target.position.set(0, 0, -1);
442
+ // dirLight.position.add(vec.set(0,0,1).multiplyScalar(shadowMaxDistance*.1).applyQuaternion(this.gameObject.quaternion));
443
+ }
444
+ }
445
+ __decorate([
446
+ serializable()
447
+ ], Light.prototype, "type", void 0);
448
+ __decorate([
449
+ serializable(Color)
450
+ ], Light.prototype, "color", null);
451
+ __decorate([
452
+ serializable()
453
+ ], Light.prototype, "shadowNearPlane", null);
454
+ __decorate([
455
+ serializable()
456
+ ], Light.prototype, "shadowBias", null);
457
+ __decorate([
458
+ serializable()
459
+ ], Light.prototype, "shadowNormalBias", null);
460
+ __decorate([
461
+ serializable()
462
+ ], Light.prototype, "shadows", null);
463
+ __decorate([
464
+ serializable()
465
+ ], Light.prototype, "lightmapBakeType", void 0);
466
+ __decorate([
467
+ serializable()
468
+ ], Light.prototype, "intensity", null);
469
+ __decorate([
470
+ serializable()
471
+ ], Light.prototype, "shadowDistance", null);
472
+ __decorate([
473
+ serializable()
474
+ ], Light.prototype, "shadowResolution", null);
475
+ const vec = new THREE.Vector3(0, 0, 0);
476
476
  //# sourceMappingURL=Light.js.map