@needle-tools/engine 3.28.7-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 (849) hide show
  1. package/CHANGELOG.md +2259 -2256
  2. package/LICENSE.md +10 -10
  3. package/README.md +52 -52
  4. package/dist/needle-engine.js +9 -12
  5. package/dist/needle-engine.light.js +9 -12
  6. package/dist/needle-engine.light.min.js +8 -11
  7. package/dist/needle-engine.light.umd.cjs +8 -11
  8. package/dist/needle-engine.min.js +8 -11
  9. package/dist/needle-engine.umd.cjs +8 -11
  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/AnimatorController.js.map +1 -1
  211. package/lib/engine-components/AudioListener.d.ts +7 -7
  212. package/lib/engine-components/AudioListener.js +30 -30
  213. package/lib/engine-components/AudioSource.d.ts +61 -61
  214. package/lib/engine-components/AudioSource.js +422 -422
  215. package/lib/engine-components/AvatarLoader.d.ts +19 -19
  216. package/lib/engine-components/AvatarLoader.js +173 -173
  217. package/lib/engine-components/AxesHelper.d.ts +9 -9
  218. package/lib/engine-components/AxesHelper.js +44 -44
  219. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  220. package/lib/engine-components/BasicIKConstraint.js +43 -43
  221. package/lib/engine-components/BoxHelperComponent.d.ts +16 -16
  222. package/lib/engine-components/BoxHelperComponent.js +89 -89
  223. package/lib/engine-components/Camera.d.ts +70 -70
  224. package/lib/engine-components/Camera.js +450 -450
  225. package/lib/engine-components/CameraUtils.d.ts +1 -1
  226. package/lib/engine-components/CameraUtils.js +77 -77
  227. package/lib/engine-components/CharacterController.d.ts +46 -46
  228. package/lib/engine-components/CharacterController.js +227 -227
  229. package/lib/engine-components/Collider.d.ts +46 -46
  230. package/lib/engine-components/Collider.js +153 -153
  231. package/lib/engine-components/Component.d.ts +228 -228
  232. package/lib/engine-components/Component.js +541 -541
  233. package/lib/engine-components/ContactShadows.d.ts +23 -23
  234. package/lib/engine-components/ContactShadows.js +233 -233
  235. package/lib/engine-components/DeleteBox.d.ts +9 -9
  236. package/lib/engine-components/DeleteBox.js +30 -30
  237. package/lib/engine-components/DeviceFlag.d.ts +12 -12
  238. package/lib/engine-components/DeviceFlag.js +43 -43
  239. package/lib/engine-components/DragControls.d.ts +51 -51
  240. package/lib/engine-components/DragControls.js +516 -516
  241. package/lib/engine-components/DropListener.d.ts +15 -15
  242. package/lib/engine-components/DropListener.js +120 -120
  243. package/lib/engine-components/Duplicatable.d.ts +16 -16
  244. package/lib/engine-components/Duplicatable.js +150 -150
  245. package/lib/engine-components/EventList.d.ts +28 -28
  246. package/lib/engine-components/EventList.js +105 -105
  247. package/lib/engine-components/EventTrigger.d.ts +12 -12
  248. package/lib/engine-components/EventTrigger.js +50 -50
  249. package/lib/engine-components/EventType.d.ts +19 -19
  250. package/lib/engine-components/EventType.js +71 -71
  251. package/lib/engine-components/FlyControls.d.ts +7 -7
  252. package/lib/engine-components/FlyControls.js +25 -25
  253. package/lib/engine-components/Fog.d.ts +20 -20
  254. package/lib/engine-components/Fog.js +60 -60
  255. package/lib/engine-components/Gizmos.d.ts +12 -12
  256. package/lib/engine-components/Gizmos.js +60 -60
  257. package/lib/engine-components/GridHelper.d.ts +12 -12
  258. package/lib/engine-components/GridHelper.js +47 -47
  259. package/lib/engine-components/GroundProjection.d.ts +21 -21
  260. package/lib/engine-components/GroundProjection.js +97 -97
  261. package/lib/engine-components/Interactable.d.ts +10 -10
  262. package/lib/engine-components/Interactable.js +11 -11
  263. package/lib/engine-components/Joints.d.ts +19 -19
  264. package/lib/engine-components/Joints.js +51 -51
  265. package/lib/engine-components/LODGroup.d.ts +30 -30
  266. package/lib/engine-components/LODGroup.js +145 -145
  267. package/lib/engine-components/Light.d.ts +75 -75
  268. package/lib/engine-components/Light.js +475 -475
  269. package/lib/engine-components/LookAtConstraint.d.ts +7 -7
  270. package/lib/engine-components/LookAtConstraint.js +17 -17
  271. package/lib/engine-components/NestedGltf.d.ts +11 -11
  272. package/lib/engine-components/NestedGltf.js +74 -74
  273. package/lib/engine-components/Networking.d.ts +11 -11
  274. package/lib/engine-components/Networking.js +70 -70
  275. package/lib/engine-components/OffsetConstraint.d.ts +14 -14
  276. package/lib/engine-components/OffsetConstraint.js +65 -65
  277. package/lib/engine-components/OrbitControls.d.ts +111 -111
  278. package/lib/engine-components/OrbitControls.js +646 -646
  279. package/lib/engine-components/ParticleSystem.d.ts +145 -145
  280. package/lib/engine-components/ParticleSystem.js +1077 -1077
  281. package/lib/engine-components/ParticleSystemModules.d.ts +489 -489
  282. package/lib/engine-components/ParticleSystemModules.js +1667 -1667
  283. package/lib/engine-components/ParticleSystemSubEmitter.d.ts +25 -25
  284. package/lib/engine-components/ParticleSystemSubEmitter.js +86 -86
  285. package/lib/engine-components/PlayerColor.d.ts +13 -13
  286. package/lib/engine-components/PlayerColor.js +83 -83
  287. package/lib/engine-components/ReflectionProbe.d.ts +22 -22
  288. package/lib/engine-components/ReflectionProbe.js +181 -181
  289. package/lib/engine-components/Renderer.d.ts +112 -112
  290. package/lib/engine-components/Renderer.js +1029 -1029
  291. package/lib/engine-components/RendererLightmap.d.ts +19 -19
  292. package/lib/engine-components/RendererLightmap.js +127 -127
  293. package/lib/engine-components/RigidBody.d.ts +120 -120
  294. package/lib/engine-components/RigidBody.js +452 -452
  295. package/lib/engine-components/SceneSwitcher.d.ts +72 -72
  296. package/lib/engine-components/SceneSwitcher.js +583 -583
  297. package/lib/engine-components/ScreenCapture.d.ts +64 -64
  298. package/lib/engine-components/ScreenCapture.js +405 -405
  299. package/lib/engine-components/ShadowCatcher.d.ts +18 -18
  300. package/lib/engine-components/ShadowCatcher.js +144 -144
  301. package/lib/engine-components/Skybox.d.ts +23 -23
  302. package/lib/engine-components/Skybox.js +287 -287
  303. package/lib/engine-components/SmoothFollow.d.ts +14 -14
  304. package/lib/engine-components/SmoothFollow.js +63 -63
  305. package/lib/engine-components/SpatialTrigger.d.ts +27 -27
  306. package/lib/engine-components/SpatialTrigger.js +144 -144
  307. package/lib/engine-components/SpectatorCamera.d.ts +45 -45
  308. package/lib/engine-components/SpectatorCamera.js +593 -593
  309. package/lib/engine-components/SpriteRenderer.d.ts +48 -48
  310. package/lib/engine-components/SpriteRenderer.js +257 -257
  311. package/lib/engine-components/SyncedCamera.d.ts +27 -27
  312. package/lib/engine-components/SyncedCamera.js +187 -187
  313. package/lib/engine-components/SyncedRoom.d.ts +24 -24
  314. package/lib/engine-components/SyncedRoom.js +162 -162
  315. package/lib/engine-components/SyncedTransform.d.ts +35 -35
  316. package/lib/engine-components/SyncedTransform.js +265 -265
  317. package/lib/engine-components/TestRunner.d.ts +13 -13
  318. package/lib/engine-components/TestRunner.js +99 -99
  319. package/lib/engine-components/TransformGizmo.d.ts +16 -16
  320. package/lib/engine-components/TransformGizmo.js +148 -148
  321. package/lib/engine-components/VideoPlayer.d.ts +86 -86
  322. package/lib/engine-components/VideoPlayer.js +792 -792
  323. package/lib/engine-components/Voip.d.ts +29 -29
  324. package/lib/engine-components/Voip.js +203 -203
  325. package/lib/engine-components/XRFlag.d.ts +33 -33
  326. package/lib/engine-components/XRFlag.js +128 -128
  327. package/lib/engine-components/api.d.ts +15 -15
  328. package/lib/engine-components/api.js +15 -15
  329. package/lib/engine-components/avatar/AvatarBlink_Simple.d.ts +10 -10
  330. package/lib/engine-components/avatar/AvatarBlink_Simple.js +75 -75
  331. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.d.ts +13 -13
  332. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.js +74 -74
  333. package/lib/engine-components/avatar/Avatar_Brain_LookAt.d.ts +27 -27
  334. package/lib/engine-components/avatar/Avatar_Brain_LookAt.js +119 -119
  335. package/lib/engine-components/avatar/Avatar_MouthShapes.d.ts +13 -13
  336. package/lib/engine-components/avatar/Avatar_MouthShapes.js +78 -78
  337. package/lib/engine-components/avatar/Avatar_MustacheShake.d.ts +8 -8
  338. package/lib/engine-components/avatar/Avatar_MustacheShake.js +28 -28
  339. package/lib/engine-components/codegen/components.d.ts +216 -216
  340. package/lib/engine-components/codegen/components.js +217 -217
  341. package/lib/engine-components/debug/LogStats.d.ts +5 -5
  342. package/lib/engine-components/debug/LogStats.js +18 -18
  343. package/lib/engine-components/export/gltf/GltfExport.d.ts +25 -25
  344. package/lib/engine-components/export/gltf/GltfExport.js +215 -215
  345. package/lib/engine-components/export/index.d.ts +1 -1
  346. package/lib/engine-components/export/index.js +1 -1
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  684. package/src/engine-components/GroundProjection.ts +97 -97
  685. package/src/engine-components/Interactable.ts +18 -18
  686. package/src/engine-components/Joints.ts +51 -51
  687. package/src/engine-components/LODGroup.ts +145 -145
  688. package/src/engine-components/Light.ts +493 -493
  689. package/src/engine-components/LookAtConstraint.ts +11 -11
  690. package/src/engine-components/NestedGltf.ts +70 -70
  691. package/src/engine-components/Networking.ts +72 -72
  692. package/src/engine-components/OffsetConstraint.ts +59 -59
  693. package/src/engine-components/OrbitControls.ts +653 -653
  694. package/src/engine-components/ParticleSystem.ts +1192 -1192
  695. package/src/engine-components/ParticleSystemModules.ts +1481 -1481
  696. package/src/engine-components/ParticleSystemSubEmitter.ts +110 -110
  697. package/src/engine-components/PlayerColor.ts +93 -93
  698. package/src/engine-components/ReflectionProbe.ts +192 -192
  699. package/src/engine-components/Renderer.ts +1125 -1125
  700. package/src/engine-components/RendererLightmap.ts +145 -145
  701. package/src/engine-components/RigidBody.ts +453 -453
  702. package/src/engine-components/SceneSwitcher.ts +594 -594
  703. package/src/engine-components/ScreenCapture.ts +437 -437
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  705. package/src/engine-components/Skybox.ts +281 -281
  706. package/src/engine-components/SmoothFollow.ts +57 -57
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  708. package/src/engine-components/SpectatorCamera.ts +675 -675
  709. package/src/engine-components/SphereCollider.ts +1 -1
  710. package/src/engine-components/SpriteRenderer.ts +244 -244
  711. package/src/engine-components/SyncedCamera.ts +208 -208
  712. package/src/engine-components/SyncedRoom.ts +166 -166
  713. package/src/engine-components/SyncedTransform.ts +336 -336
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  715. package/src/engine-components/TransformGizmo.ts +157 -157
  716. package/src/engine-components/VideoPlayer.ts +831 -831
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  803. package/src/engine-components-experimental/networking/PlayerSync.ts +217 -217
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@@ -1,1030 +1,1030 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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- 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;
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- return c > 3 && r && Object.defineProperty(target, key, r), r;
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- };
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- import { Behaviour, GameObject } from "./Component.js";
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- import * as THREE from "three";
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- // import { RendererCustomShader } from "./RendererCustomShader.js";
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- import { RendererLightmap } from "./RendererLightmap.js";
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- import { FrameEvent } from "../engine/engine_setup.js";
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- import { getParam } from "../engine/engine_utils.js";
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- import { serializable } from "../engine/engine_serialization_decorator.js";
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- import { AxesHelper, Material, Object3D, SkinnedMesh, Vector4 } from "three";
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- import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
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- import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
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- import { $instancingAutoUpdateBounds, $instancingRenderer, InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
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- import { ReflectionProbe } from "./ReflectionProbe.js";
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- import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
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- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
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- import { showBalloonWarning } from "../engine/debug/index.js";
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- import { Gizmos } from "../engine/engine_gizmos.js";
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- import { getTempVector } from "../engine/engine_three_utils.js";
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- // for staying compatible with old code
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- export { InstancingUtil } from "../engine/engine_instancing.js";
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- const debugRenderer = getParam("debugrenderer");
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- const debugskinnedmesh = getParam("debugskinnedmesh");
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- const suppressInstancing = getParam("noInstancing");
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- const debugInstancing = getParam("debuginstancing");
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- const debugProgressiveLoading = getParam("debugprogressive");
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- const suppressProgressiveLoading = getParam("noprogressive");
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- const showWireframe = getParam("wireframe");
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- export var ReflectionProbeUsage;
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- (function (ReflectionProbeUsage) {
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- ReflectionProbeUsage[ReflectionProbeUsage["Off"] = 0] = "Off";
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- ReflectionProbeUsage[ReflectionProbeUsage["BlendProbes"] = 1] = "BlendProbes";
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- ReflectionProbeUsage[ReflectionProbeUsage["BlendProbesAndSkybox"] = 2] = "BlendProbesAndSkybox";
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- ReflectionProbeUsage[ReflectionProbeUsage["Simple"] = 3] = "Simple";
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- })(ReflectionProbeUsage || (ReflectionProbeUsage = {}));
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- export class FieldWithDefault {
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- path = null;
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- asset = null;
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- default;
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- }
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- export var RenderState;
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- (function (RenderState) {
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- RenderState[RenderState["Both"] = 0] = "Both";
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- RenderState[RenderState["Back"] = 1] = "Back";
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- RenderState[RenderState["Front"] = 2] = "Front";
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- })(RenderState || (RenderState = {}));
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- // support sharedMaterials[index] assigning materials directly to the objects
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- class SharedMaterialArray {
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- _renderer;
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- _targets = [];
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- _indexMapMaxIndex;
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- _indexMap;
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- _changed = false;
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- get changed() {
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- return this._changed;
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- }
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- set changed(value) {
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- if (value === true) {
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- if (debugRenderer)
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- console.warn("SharedMaterials have changed: " + this._renderer.name, this);
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- }
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- this._changed = value;
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- }
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- is(renderer) {
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- return this._renderer === renderer;
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- }
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- constructor(renderer, originalMaterials) {
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- this._renderer = renderer;
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- const setMaterial = this.setMaterial.bind(this);
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- const getMaterial = this.getMaterial.bind(this);
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- const go = renderer.gameObject;
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- this._targets = [];
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- if (go) {
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- switch (go.type) {
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- case "Group":
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- this._targets = [...go.children];
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- break;
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- case "SkinnedMesh":
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- case "Mesh":
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- this._targets.push(go);
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- break;
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- }
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- }
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- // this is useful to have an index map when e.g. materials are trying to be assigned by index
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- let hasMissingMaterials = false;
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- let indexMap = undefined;
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- let maxIndex = 0;
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- for (let i = 0; i < this._targets.length; i++) {
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- const target = this._targets[i];
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- if (!target)
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- continue;
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- const mat = target.material;
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- if (!mat)
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- continue;
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- // set the shadow side to the same as the side of the material, three flips this for some reason
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- mat.shadowSide = mat.side;
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- for (let k = 0; k < originalMaterials.length; k++) {
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- const orig = originalMaterials[k];
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- if (!orig) {
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- hasMissingMaterials = true;
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- continue;
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- }
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- if (mat.name === orig.name) {
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- if (indexMap === undefined)
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- indexMap = new Map();
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- indexMap.set(k, i);
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- maxIndex = Math.max(maxIndex, k);
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- // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
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- break;
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- }
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- }
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- }
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- if (hasMissingMaterials) {
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- this._indexMapMaxIndex = maxIndex;
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- this._indexMap = indexMap;
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- const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
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- console.warn(warningMessage);
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- if (isLocalNetwork())
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- showBalloonWarning("Found renderer with missing materials: please check the console for details.");
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- }
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- // this lets us override the javascript indexer, only works in ES6 tho
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- // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
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- return new Proxy(this, {
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- get(target, key) {
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- if (typeof key === "string") {
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- const index = parseInt(key);
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- if (!isNaN(index)) {
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- return getMaterial(index);
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- }
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- }
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- return target[key];
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- },
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- set(target, key, value) {
138
- if (typeof key === "string")
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- setMaterial(value, Number.parseInt(key));
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- // console.log(target, key, value);
141
- if (Reflect.set(target, key, value)) {
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- if (value instanceof Material)
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- target.changed = true;
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- return true;
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- }
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- return false;
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- }
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- });
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- }
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- get length() {
151
- if (this._indexMapMaxIndex !== undefined)
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- return this._indexMapMaxIndex + 1;
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- return this._targets.length;
154
- }
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- // iterator to support: for(const mat of sharedMaterials)
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- *[Symbol.iterator]() {
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- for (let i = 0; i < this.length; i++) {
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- yield this.getMaterial(i);
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- }
160
- }
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- resolveIndex(index) {
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- const map = this._indexMap;
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- // if we have a index map it means that some materials were missing
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- if (map) {
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- if (map.has(index))
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- return map.get(index);
167
- // return -1;
168
- }
169
- return index;
170
- }
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- setMaterial(mat, index) {
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- index = this.resolveIndex(index);
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- if (index < 0 || index >= this._targets.length)
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- return;
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- const target = this._targets[index];
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- if (!target || target["material"] === undefined)
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- return;
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- target["material"] = mat;
179
- this.changed = true;
180
- }
181
- getMaterial(index) {
182
- index = this.resolveIndex(index);
183
- if (index < 0)
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- return null;
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- const obj = this._targets;
186
- if (index >= obj.length)
187
- return null;
188
- const target = obj[index];
189
- if (!target)
190
- return null;
191
- return target["material"];
192
- }
193
- }
194
- export class Renderer extends Behaviour {
195
- /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
196
- *
197
- * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
198
- static setVisible(obj, visible) {
199
- setCustomVisibility(obj, visible);
200
- }
201
- receiveShadows = false;
202
- shadowCastingMode = ShadowCastingMode.Off;
203
- lightmapIndex = -1;
204
- lightmapScaleOffset = new THREE.Vector4(1, 1, 0, 0);
205
- enableInstancing = undefined;
206
- renderOrder = undefined;
207
- allowOcclusionWhenDynamic = true;
208
- probeAnchor;
209
- reflectionProbeUsage = ReflectionProbeUsage.Off;
210
- // custom shader
211
- // get materialProperties(): Array<MaterialProperties> | undefined {
212
- // return this._materialProperties;
213
- // }
214
- // set materialProperties(value: Array<MaterialProperties> | undefined) {
215
- // this._materialProperties = value;
216
- // }
217
- // private customShaderHandler: RendererCustomShader | undefined = undefined;
218
- // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
219
- _lightmaps;
220
- get sharedMesh() {
221
- if (this.gameObject.type === "Mesh") {
222
- return this.gameObject;
223
- }
224
- else if (this.gameObject.type === "SkinnesMesh") {
225
- return this.gameObject;
226
- }
227
- else if (this.gameObject.type === "Group") {
228
- return this.gameObject.children[0];
229
- }
230
- return undefined;
231
- }
232
- get sharedMaterial() {
233
- return this.sharedMaterials[0];
234
- }
235
- set sharedMaterial(mat) {
236
- const cur = this.sharedMaterials[0];
237
- if (cur === mat)
238
- return;
239
- this.sharedMaterials[0] = mat;
240
- this.applyLightmapping();
241
- }
242
- /**@deprecated please use sharedMaterial */
243
- get material() {
244
- return this.sharedMaterials[0];
245
- }
246
- /**@deprecated please use sharedMaterial */
247
- set material(mat) {
248
- this.sharedMaterial = mat;
249
- }
250
- _sharedMaterials;
251
- _originalMaterials;
252
- // this is just available during deserialization
253
- set sharedMaterials(_val) {
254
- // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
255
- if (!this._originalMaterials) {
256
- this._originalMaterials = _val;
257
- }
258
- else if (_val) {
259
- let didWarn = false;
260
- for (let i = 0; i < this._sharedMaterials.length; i++) {
261
- const mat = i < _val.length ? _val[i] : null;
262
- if (mat && mat instanceof Material) {
263
- this.sharedMaterials[i] = mat;
264
- }
265
- else {
266
- if (!didWarn) {
267
- didWarn = true;
268
- console.warn("Can not assign null as material: " + this.name, mat);
269
- }
270
- }
271
- }
272
- }
273
- }
274
- //@ts-ignore
275
- get sharedMaterials() {
276
- if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
277
- if (!this._originalMaterials)
278
- this._originalMaterials = [];
279
- this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
280
- }
281
- return this._sharedMaterials;
282
- }
283
- static get shouldSuppressInstancing() {
284
- return suppressInstancing;
285
- }
286
- _lightmapTextureOverride = undefined;
287
- get lightmap() {
288
- if (this._lightmaps?.length) {
289
- return this._lightmaps[0].lightmap;
290
- }
291
- return null;
292
- }
293
- /** set undefined to return to default lightmap */
294
- set lightmap(tex) {
295
- this._lightmapTextureOverride = tex;
296
- if (tex === undefined) {
297
- tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
298
- }
299
- if (this._lightmaps?.length) {
300
- for (const lm of this._lightmaps) {
301
- lm.lightmap = tex;
302
- }
303
- }
304
- }
305
- get hasLightmap() {
306
- const lm = this.lightmap;
307
- return lm !== null && lm !== undefined;
308
- }
309
- allowProgressiveLoading = true;
310
- registering() {
311
- if (!this.enabled) {
312
- this.setVisibility(false);
313
- }
314
- }
315
- awake() {
316
- if (debugRenderer)
317
- console.log("Renderer ", this.name, this);
318
- this.clearInstancingState();
319
- if (this.probeAnchor && debugRenderer)
320
- this.probeAnchor.add(new AxesHelper(.2));
321
- this._reflectionProbe = null;
322
- if (this.isMultiMaterialObject(this.gameObject)) {
323
- for (const child of this.gameObject.children) {
324
- this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
325
- child.layers.mask = this.gameObject.layers.mask;
326
- }
327
- if (this.renderOrder !== undefined) {
328
- // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
329
- // or perhaps just regular child objects that have their own renderer component (?)
330
- let index = 0;
331
- for (let i = 0; i < this.gameObject.children.length; i++) {
332
- const ch = this.gameObject.children[i];
333
- // ignore nested groups or objects that have their own renderer (aka their own render order settings)
334
- if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer))
335
- continue;
336
- if (this.renderOrder.length <= index) {
337
- console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
338
- continue;
339
- }
340
- // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
341
- ch.renderOrder = this.renderOrder[index];
342
- index += 1;
343
- }
344
- }
345
- }
346
- // TODO: custom shader with sub materials
347
- else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
348
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
349
- if (this.renderOrder !== undefined && this.renderOrder.length > 0)
350
- this.gameObject.renderOrder = this.renderOrder[0];
351
- }
352
- else {
353
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
354
- }
355
- this.applyLightmapping();
356
- if (showWireframe) {
357
- for (let i = 0; i < this.sharedMaterials.length; i++) {
358
- const mat = this.sharedMaterials[i];
359
- if (mat) {
360
- mat.wireframe = true;
361
- }
362
- }
363
- }
364
- }
365
- applyLightmapping() {
366
- if (this.lightmapIndex >= 0) {
367
- const type = this.gameObject.type;
368
- // use the override lightmap if its not undefined
369
- const tex = this._lightmapTextureOverride !== undefined
370
- ? this._lightmapTextureOverride
371
- : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
372
- if (tex) {
373
- if (!this._lightmaps)
374
- this._lightmaps = [];
375
- if (type === "Mesh") {
376
- const mat = this.gameObject["material"];
377
- if (!mat?.isMeshBasicMaterial) {
378
- if (this._lightmaps.length <= 0) {
379
- const rm = new RendererLightmap(this.gameObject, this.context);
380
- this._lightmaps.push(rm);
381
- }
382
- const rm = this._lightmaps[0];
383
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
384
- }
385
- else {
386
- if (mat)
387
- console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name);
388
- }
389
- }
390
- // for multi materials we need to loop through children
391
- // and then we add a lightmap renderer component to each of them
392
- else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
393
- for (let i = 0; i < this.gameObject.children.length; i++) {
394
- const child = this.gameObject.children[i];
395
- if (!child["material"]?.isMeshBasicMaterial) {
396
- let rm = undefined;
397
- if (i >= this._lightmaps.length) {
398
- rm = new RendererLightmap(child, this.context);
399
- this._lightmaps.push(rm);
400
- }
401
- else
402
- rm = this._lightmaps[i];
403
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
404
- }
405
- }
406
- }
407
- }
408
- else {
409
- if (debugRenderer)
410
- console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
411
- }
412
- }
413
- }
414
- _isInstancingEnabled = false;
415
- handles = undefined;
416
- prevLayers = undefined;
417
- clearInstancingState() {
418
- this._isInstancingEnabled = false;
419
- this.handles = undefined;
420
- this.prevLayers = undefined;
421
- }
422
- setInstancingEnabled(enabled) {
423
- if (this._isInstancingEnabled === enabled)
424
- return enabled && (this.handles === undefined || this.handles != null && this.handles.length > 0);
425
- this._isInstancingEnabled = enabled;
426
- if (enabled) {
427
- if (this.handles === undefined) {
428
- this.handles = instancing.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
429
- if (this.handles) {
430
- GameObject.markAsInstancedRendered(this.gameObject, true);
431
- return true;
432
- }
433
- }
434
- else if (this.handles !== null) {
435
- for (const handler of this.handles) {
436
- handler.updateInstanceMatrix(true);
437
- handler.add();
438
- }
439
- GameObject.markAsInstancedRendered(this.gameObject, true);
440
- return true;
441
- }
442
- }
443
- else {
444
- if (this.handles) {
445
- for (const handler of this.handles) {
446
- handler.remove();
447
- }
448
- }
449
- return true;
450
- }
451
- return false;
452
- }
453
- /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
454
- * This is a separate method to be overrideable from user code
455
- */
456
- useInstanceMatrixWorldAutoUpdate() {
457
- return true;
458
- }
459
- start() {
460
- if (this.enableInstancing && !suppressInstancing) {
461
- this.setInstancingEnabled(true);
462
- // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
463
- // in the first frame we want the updated matrix then to be applied immediately to the instancing
464
- InstancingUtil.markDirty(this.gameObject);
465
- }
466
- this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
467
- if (this.isMultiMaterialObject(this.gameObject)) {
468
- for (let i = 0; i < this.gameObject.children.length; i++) {
469
- const ch = this.gameObject.children[i];
470
- ch.frustumCulled = this.allowOcclusionWhenDynamic;
471
- }
472
- }
473
- }
474
- onEnable() {
475
- this.setVisibility(true);
476
- if (this._isInstancingEnabled) {
477
- this.setInstancingEnabled(true);
478
- }
479
- else if (this.enabled) {
480
- // this.gameObject.visible = true;
481
- this.applyStencil();
482
- }
483
- this.updateReflectionProbe();
484
- }
485
- onDisable() {
486
- this.setVisibility(false);
487
- if (this.handles && this.handles.length > 0) {
488
- this.setInstancingEnabled(false);
489
- }
490
- }
491
- onDestroy() {
492
- this.handles = null;
493
- if (this.isMultiMaterialObject(this.gameObject)) {
494
- for (const child of this.gameObject.children) {
495
- this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
496
- }
497
- }
498
- else {
499
- this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
500
- }
501
- }
502
- applyStencil() {
503
- NEEDLE_render_objects.applyStencil(this);
504
- }
505
- onBeforeRender() {
506
- if (!this.gameObject) {
507
- return;
508
- }
509
- if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
510
- for (const ch of this.gameObject.children) {
511
- this.applySettings(ch);
512
- }
513
- }
514
- else {
515
- this.applySettings(this.gameObject);
516
- }
517
- if (this.sharedMaterials.changed) {
518
- this.sharedMaterials.changed = false;
519
- this.applyLightmapping();
520
- }
521
- if (this.handles?.length) {
522
- // if (this.name === "Darbouka")
523
- // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
524
- const needsUpdate = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true; // || this.gameObject.matrixWorldNeedsUpdate;
525
- if (needsUpdate) {
526
- if (debugInstancing)
527
- console.log("UPDATE INSTANCED MATRICES", this.context.time.frame);
528
- this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
529
- const remove = false; // Math.random() < .01;
530
- for (let i = this.handles.length - 1; i >= 0; i--) {
531
- const h = this.handles[i];
532
- if (remove) {
533
- h.remove();
534
- this.handles.splice(i, 1);
535
- }
536
- else
537
- h.updateInstanceMatrix();
538
- }
539
- this.gameObject.matrixWorldNeedsUpdate = false;
540
- }
541
- }
542
- if (this.handles && this.handles.length <= 0) {
543
- GameObject.markAsInstancedRendered(this.gameObject, false);
544
- }
545
- if (this._isInstancingEnabled && this.handles) {
546
- for (let i = 0; i < this.handles.length; i++) {
547
- const handle = this.handles[i];
548
- if (!this.prevLayers)
549
- this.prevLayers = [];
550
- const layer = handle.object.layers.mask;
551
- if (i >= this.prevLayers.length)
552
- this.prevLayers.push(layer);
553
- else
554
- this.prevLayers[i] = layer;
555
- handle.object.layers.disableAll();
556
- }
557
- }
558
- for (const mat of this.sharedMaterials) {
559
- if (mat)
560
- this.loadProgressiveTextures(mat);
561
- }
562
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
563
- this._reflectionProbe.onSet(this);
564
- }
565
- }
566
- onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
567
- if (material.envMapIntensity !== undefined) {
568
- const factor = this.hasLightmap ? Math.PI : 1;
569
- const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
570
- material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
571
- }
572
- // if (this._reflectionProbe?.texture) {
573
- // material.envMap = this._reflectionProbe.texture;
574
- // // this.context.renderer.prop
575
- // // console.log(material.name);
576
- // // this.context.renderer.properties.get(material);
577
- // // this.context.renderer.properties.update(material, "environment", this._reflectionProbe.texture);
578
- // }
579
- // _scene.environment = null;
580
- // else _scene.environment = Renderer.envmap;
581
- // if (!material.envmap)
582
- // material.envMap = Renderer.envmap;
583
- // material.needsUpdate = true;
584
- // if (!camera) {
585
- // let isXRCamera = false;
586
- // if (this.context.isInXR) {
587
- // // @ts-ignore
588
- // const arr = this.context.renderer.xr.getCamera() as ArrayCamera;
589
- // if (arr.cameras?.length > 0) {
590
- // camera = arr;
591
- // isXRCamera = true;
592
- // }
593
- // }
594
- // }
595
- // if (this.customShaderHandler) {
596
- // this.customShaderHandler.onBeforeRender(renderer, scene, camera, geometry, material, group);
597
- // }
598
- // else if (this.rawShaderHandler) {
599
- // for (const h of this.rawShaderHandler) {
600
- // h.onBeforeRender(this.gameObject, camera);
601
- // }
602
- // }
603
- if (this._lightmaps) {
604
- for (const lm of this._lightmaps) {
605
- lm.updateLightmapUniforms(material);
606
- }
607
- }
608
- };
609
- onAfterRender() {
610
- if (this._isInstancingEnabled && this.handles && this.prevLayers && this.prevLayers.length >= this.handles.length) {
611
- for (let i = 0; i < this.handles.length; i++) {
612
- const handle = this.handles[i];
613
- handle.object.layers.mask = this.prevLayers[i];
614
- }
615
- }
616
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
617
- this._reflectionProbe.onUnset(this);
618
- }
619
- }
620
- loadProgressiveTextures(material) {
621
- // progressive load before rendering so we only load textures for visible materials
622
- if (!suppressProgressiveLoading && material) {
623
- if (material["_didRequestTextureLOD"] === undefined && this.allowProgressiveLoading) {
624
- material["_didRequestTextureLOD"] = 0;
625
- if (debugProgressiveLoading) {
626
- console.log("Load material LOD", material.name);
627
- }
628
- return NEEDLE_progressive.assignTextureLOD(this.context, this.sourceId, material);
629
- }
630
- }
631
- return Promise.resolve(true);
632
- }
633
- applySettings(go) {
634
- go.receiveShadow = this.receiveShadows;
635
- if (this.shadowCastingMode == ShadowCastingMode.On) {
636
- go.castShadow = true;
637
- }
638
- else
639
- go.castShadow = false;
640
- }
641
- _reflectionProbe = null;
642
- updateReflectionProbe() {
643
- // handle reflection probe
644
- this._reflectionProbe = null;
645
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
646
- if (!this.probeAnchor)
647
- return;
648
- // update the reflection probe right before rendering
649
- // if we do it immediately the reflection probe might not be enabled yet
650
- // (since this method is called from onEnable)
651
- this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
652
- }
653
- }
654
- *_updateReflectionProbe() {
655
- const obj = this.probeAnchor || this.gameObject;
656
- const isAnchor = this.probeAnchor ? true : false;
657
- this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
658
- }
659
- setVisibility(visible) {
660
- if (!this.isMultiMaterialObject(this.gameObject)) {
661
- setCustomVisibility(this.gameObject, visible);
662
- }
663
- else {
664
- for (const ch of this.gameObject.children) {
665
- if (this.isMeshOrSkinnedMesh(ch)) {
666
- setCustomVisibility(ch, visible);
667
- }
668
- }
669
- }
670
- }
671
- isMultiMaterialObject(obj) {
672
- return obj.type === "Group";
673
- }
674
- isMeshOrSkinnedMesh(obj) {
675
- return obj.type === "Mesh" || obj.type === "SkinnedMesh";
676
- }
677
- }
678
- __decorate([
679
- serializable()
680
- ], Renderer.prototype, "receiveShadows", void 0);
681
- __decorate([
682
- serializable()
683
- ], Renderer.prototype, "shadowCastingMode", void 0);
684
- __decorate([
685
- serializable()
686
- ], Renderer.prototype, "lightmapIndex", void 0);
687
- __decorate([
688
- serializable(Vector4)
689
- ], Renderer.prototype, "lightmapScaleOffset", void 0);
690
- __decorate([
691
- serializable()
692
- ], Renderer.prototype, "enableInstancing", void 0);
693
- __decorate([
694
- serializable()
695
- ], Renderer.prototype, "renderOrder", void 0);
696
- __decorate([
697
- serializable()
698
- ], Renderer.prototype, "allowOcclusionWhenDynamic", void 0);
699
- __decorate([
700
- serializable(Object3D)
701
- ], Renderer.prototype, "probeAnchor", void 0);
702
- __decorate([
703
- serializable()
704
- ], Renderer.prototype, "reflectionProbeUsage", void 0);
705
- export class MeshRenderer extends Renderer {
706
- }
707
- export class SkinnedMeshRenderer extends MeshRenderer {
708
- awake() {
709
- super.awake();
710
- // disable skinned mesh occlusion because of https://github.com/mrdoob/three.js/issues/14499
711
- this.allowOcclusionWhenDynamic = false;
712
- // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
713
- this.gameObject.parent?.updateWorldMatrix(false, true);
714
- }
715
- onBeforeRender() {
716
- super.onBeforeRender();
717
- if (debugskinnedmesh && this.gameObject instanceof SkinnedMesh && this.gameObject.boundingSphere) {
718
- const tempCenter = getTempVector(this.gameObject.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
719
- Gizmos.DrawWireSphere(tempCenter, this.gameObject.boundingSphere.radius, "red");
720
- }
721
- }
722
- }
723
- export var ShadowCastingMode;
724
- (function (ShadowCastingMode) {
725
- /// <summary>
726
- /// <para>No shadows are cast from this object.</para>
727
- /// </summary>
728
- ShadowCastingMode[ShadowCastingMode["Off"] = 0] = "Off";
729
- /// <summary>
730
- /// <para>Shadows are cast from this object.</para>
731
- /// </summary>
732
- ShadowCastingMode[ShadowCastingMode["On"] = 1] = "On";
733
- /// <summary>
734
- /// <para>Shadows are cast from this object, treating it as two-sided.</para>
735
- /// </summary>
736
- ShadowCastingMode[ShadowCastingMode["TwoSided"] = 2] = "TwoSided";
737
- /// <summary>
738
- /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
739
- /// </summary>
740
- ShadowCastingMode[ShadowCastingMode["ShadowsOnly"] = 3] = "ShadowsOnly";
741
- })(ShadowCastingMode || (ShadowCastingMode = {}));
742
- ;
743
- class InstancingHandler {
744
- objs = [];
745
- setup(renderer, obj, context, handlesArray, args, level = 0) {
746
- // make sure setting casting settings are applied so when we add the mesh to the InstancedMesh we can ask for the correct cast shadow setting
747
- renderer.applySettings(obj);
748
- const res = this.tryCreateOrAddInstance(obj, context, args);
749
- if (res) {
750
- renderer.loadProgressiveTextures(res.instancer.material);
751
- if (handlesArray === null)
752
- handlesArray = [];
753
- handlesArray.push(res);
754
- }
755
- else if (level <= 0 && obj.type !== "Mesh") {
756
- const nextLevel = level + 1;
757
- for (const ch of obj.children) {
758
- handlesArray = this.setup(renderer, ch, context, handlesArray, args, nextLevel);
759
- }
760
- }
761
- if (level === 0) {
762
- // For multi material objects we only want to track the root object's matrix
763
- if (args.useMatrixWorldAutoUpdate && handlesArray && handlesArray.length >= 0) {
764
- this.autoUpdateInstanceMatrix(obj);
765
- }
766
- }
767
- return handlesArray;
768
- }
769
- tryCreateOrAddInstance(obj, context, args) {
770
- if (obj.type === "Mesh") {
771
- const index = args.foundMeshes;
772
- args.foundMeshes += 1;
773
- if (!args.rend.enableInstancing)
774
- return null;
775
- if (index >= args.rend.enableInstancing.length) {
776
- // console.error("Something is wrong with instance setup", obj, args.rend.enableInstancing, index);
777
- return null;
778
- }
779
- if (!args.rend.enableInstancing[index]) {
780
- // instancing is disabled
781
- // console.log("Instancing is disabled", obj);
782
- return null;
783
- }
784
- // instancing is enabled:
785
- const mesh = obj;
786
- const geo = mesh.geometry;
787
- const mat = mesh.material;
788
- for (const i of this.objs) {
789
- if (i.isFull())
790
- continue;
791
- if (i.geo === geo && i.material === mat) {
792
- const handle = i.addInstance(mesh);
793
- return handle;
794
- }
795
- }
796
- // console.log("Add new instance mesh renderer", obj);
797
- const i = new InstancedMeshRenderer(obj.name, geo, mat, 200, context);
798
- this.objs.push(i);
799
- const handle = i.addInstance(mesh);
800
- return handle;
801
- }
802
- return null;
803
- }
804
- autoUpdateInstanceMatrix(obj) {
805
- const original = obj.matrixWorld["multiplyMatrices"].bind(obj.matrixWorld);
806
- const previousMatrix = obj.matrixWorld.clone();
807
- const matrixChangeWrapper = (a, b) => {
808
- const newMatrixWorld = original(a, b);
809
- if (obj[NEED_UPDATE_INSTANCE_KEY] || previousMatrix.equals(newMatrixWorld) === false) {
810
- previousMatrix.copy(newMatrixWorld);
811
- obj[NEED_UPDATE_INSTANCE_KEY] = true;
812
- }
813
- return newMatrixWorld;
814
- };
815
- obj.matrixWorld["multiplyMatrices"] = matrixChangeWrapper;
816
- // wrap matrixWorldNeedsUpdate
817
- // let originalMatrixWorldNeedsUpdate = obj.matrixWorldNeedsUpdate;
818
- // Object.defineProperty(obj, "matrixWorldNeedsUpdate", {
819
- // get: () => {
820
- // return originalMatrixWorldNeedsUpdate;
821
- // },
822
- // set: (value: boolean) => {
823
- // if(value) console.warn("SET MATRIX WORLD NEEDS UPDATE");
824
- // originalMatrixWorldNeedsUpdate = value;
825
- // }
826
- // });
827
- }
828
- }
829
- const instancing = new InstancingHandler();
830
- class InstanceHandle {
831
- get name() {
832
- return this.object.name;
833
- }
834
- instanceIndex = -1;
835
- object;
836
- instancer;
837
- constructor(instanceIndex, originalObject, instancer) {
838
- this.instanceIndex = instanceIndex;
839
- this.object = originalObject;
840
- this.instancer = instancer;
841
- originalObject[$instancingRenderer] = instancer;
842
- GameObject.markAsInstancedRendered(originalObject, true);
843
- }
844
- updateInstanceMatrix(updateChildren = false) {
845
- if (this.instanceIndex < 0)
846
- return;
847
- this.object.updateWorldMatrix(true, updateChildren);
848
- this.instancer.updateInstance(this.object.matrixWorld, this.instanceIndex);
849
- }
850
- setMatrix(matrix) {
851
- if (this.instanceIndex < 0)
852
- return;
853
- this.instancer.updateInstance(matrix, this.instanceIndex);
854
- }
855
- add() {
856
- if (this.instanceIndex >= 0)
857
- return;
858
- this.instancer.add(this);
859
- }
860
- remove() {
861
- if (this.instanceIndex < 0)
862
- return;
863
- this.instancer.remove(this);
864
- }
865
- }
866
- class InstancedMeshRenderer {
867
- /** The three instanced mesh
868
- * @link https://threejs.org/docs/#api/en/objects/InstancedMesh
869
- */
870
- get mesh() {
871
- return this.inst;
872
- }
873
- get visible() {
874
- return this.inst.visible;
875
- }
876
- set visible(val) {
877
- this.inst.visible = val;
878
- }
879
- get castShadow() {
880
- return this.inst.castShadow;
881
- }
882
- set castShadow(val) {
883
- this.inst.castShadow = val;
884
- }
885
- set receiveShadow(val) {
886
- this.inst.receiveShadow = val;
887
- }
888
- updateBounds(box = true, sphere = true) {
889
- this._needUpdateBounds = false;
890
- if (box)
891
- this.inst.computeBoundingBox();
892
- if (sphere)
893
- this.inst.computeBoundingSphere();
894
- }
895
- name = "";
896
- geo;
897
- material;
898
- get currentCount() { return this.inst.count; }
899
- context;
900
- inst;
901
- handles = [];
902
- maxCount;
903
- static nullMatrix = new THREE.Matrix4();
904
- isFull() {
905
- return this.currentCount >= this.maxCount;
906
- }
907
- _needUpdateBounds = false;
908
- constructor(name, geo, material, count, context) {
909
- this.name = name;
910
- this.geo = geo;
911
- this.material = material;
912
- this.context = context;
913
- this.maxCount = count;
914
- if (debugInstancing) {
915
- material = new THREE.MeshBasicMaterial({ color: this.randomColor() });
916
- }
917
- this.inst = new THREE.InstancedMesh(geo, material, count);
918
- this.inst[$instancingAutoUpdateBounds] = true;
919
- this.inst.count = 0;
920
- this.inst.layers.set(2);
921
- this.inst.visible = true;
922
- // Not handled by RawShaderMaterial, so we need to set the define explicitly.
923
- // Edge case: theoretically some users of the material could use it in an
924
- // instanced fashion, and some others not. In that case, the material would not
925
- // be able to be shared between the two use cases. We could probably add a
926
- // onBeforeRender call for the InstancedMesh and set the define there.
927
- // Same would apply if we support skinning -
928
- // there we would have to split instanced batches so that the ones using skinning
929
- // are all in the same batch.
930
- if (material instanceof THREE.RawShaderMaterial) {
931
- material.defines["USE_INSTANCING"] = true;
932
- material.needsUpdate = true;
933
- }
934
- // this.inst.castShadow = true;
935
- // this.inst.receiveShadow = true;
936
- this.context.scene.add(this.inst);
937
- context.pre_render_callbacks.push(this.onBeforeRender);
938
- // console.log(this.inst);
939
- // this.context.pre_render_callbacks.push(this.onPreRender.bind(this));
940
- // setInterval(() => {
941
- // this.inst.visible = !this.inst.visible;
942
- // }, 500);
943
- }
944
- onBeforeRender = () => {
945
- if (this._needUpdateBounds && this.inst[$instancingAutoUpdateBounds] === true) {
946
- if (debugInstancing)
947
- console.log("Update instancing bounds", this.name, this.inst.matrixWorldNeedsUpdate);
948
- this.updateBounds();
949
- }
950
- };
951
- randomColor() {
952
- return new THREE.Color(Math.random(), Math.random(), Math.random());
953
- }
954
- addInstance(obj) {
955
- if (this.currentCount >= this.maxCount) {
956
- console.error("TOO MANY INSTANCES - resize is not yet implemented!", this.inst.count); // todo: make it resize
957
- return null;
958
- }
959
- const handle = new InstanceHandle(-1, obj, this);
960
- if (obj.castShadow === true && this.inst.castShadow === false) {
961
- this.inst.castShadow = true;
962
- }
963
- if (obj.receiveShadow === true && this.inst.receiveShadow === false) {
964
- this.inst.receiveShadow = true;
965
- }
966
- this.add(handle);
967
- return handle;
968
- }
969
- add(handle) {
970
- if (handle.instanceIndex < 0) {
971
- handle.instanceIndex = this.currentCount;
972
- // console.log(handle.instanceIndex, this.currentCount);
973
- if (handle.instanceIndex >= this.handles.length)
974
- this.handles.push(handle);
975
- else
976
- this.handles[handle.instanceIndex] = handle;
977
- }
978
- // console.log("Handle instance");
979
- handle.object.updateWorldMatrix(true, true);
980
- this.inst.setMatrixAt(handle.instanceIndex, handle.object.matrixWorld);
981
- this.inst.instanceMatrix.needsUpdate = true;
982
- this.inst.count += 1;
983
- this._needUpdateBounds = true;
984
- if (this.inst.count > 0)
985
- this.inst.visible = true;
986
- // console.log("Added", this.name, this.inst.count, this.handles);
987
- }
988
- remove(handle) {
989
- if (!handle)
990
- return;
991
- if (handle.instanceIndex < 0 || handle.instanceIndex >= this.handles.length || this.inst.count <= 0) {
992
- return;
993
- }
994
- if (this.handles[handle.instanceIndex] !== handle) {
995
- console.error("instance handle is not part of renderer, was it removed before?", handle.instanceIndex, this.name);
996
- const index = this.handles.indexOf(handle);
997
- if (index < 0)
998
- return;
999
- handle.instanceIndex = index;
1000
- }
1001
- this.handles[handle.instanceIndex] = null;
1002
- this.inst.setMatrixAt(handle.instanceIndex, InstancedMeshRenderer.nullMatrix);
1003
- const removedLastElement = handle.instanceIndex >= this.currentCount - 1;
1004
- // console.log(removedLastElement, this.currentCount, handle.instanceIndex, this.handles);
1005
- if (!removedLastElement && this.currentCount > 0) {
1006
- const lastElement = this.handles[this.currentCount - 1];
1007
- if (lastElement) {
1008
- lastElement.instanceIndex = handle.instanceIndex;
1009
- lastElement.updateInstanceMatrix();
1010
- this.handles[handle.instanceIndex] = lastElement;
1011
- this.handles[this.currentCount - 1] = null;
1012
- // this.inst.setMatrixAt(handle.instanceIndex, lastElement.object.matrixWorld);
1013
- // this.inst.setMatrixAt(this.currentCount - 1, InstancedMeshRenderer.nullMatrix);
1014
- }
1015
- }
1016
- if (this.inst.count > 0)
1017
- this.inst.count -= 1;
1018
- handle.instanceIndex = -1;
1019
- this._needUpdateBounds = true;
1020
- if (this.inst.count <= 0)
1021
- this.inst.visible = false;
1022
- this.inst.instanceMatrix.needsUpdate = true;
1023
- }
1024
- updateInstance(mat, index) {
1025
- this.inst.setMatrixAt(index, mat);
1026
- this.inst.instanceMatrix.needsUpdate = true;
1027
- this._needUpdateBounds = true;
1028
- }
1029
- }
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 { RendererCustomShader } from "./RendererCustomShader.js";
10
+ import { RendererLightmap } from "./RendererLightmap.js";
11
+ import { FrameEvent } from "../engine/engine_setup.js";
12
+ import { getParam } from "../engine/engine_utils.js";
13
+ import { serializable } from "../engine/engine_serialization_decorator.js";
14
+ import { AxesHelper, Material, Object3D, SkinnedMesh, Vector4 } from "three";
15
+ import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
16
+ import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
17
+ import { $instancingAutoUpdateBounds, $instancingRenderer, InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
18
+ import { ReflectionProbe } from "./ReflectionProbe.js";
19
+ import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
20
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
21
+ import { showBalloonWarning } from "../engine/debug/index.js";
22
+ import { Gizmos } from "../engine/engine_gizmos.js";
23
+ import { getTempVector } from "../engine/engine_three_utils.js";
24
+ // for staying compatible with old code
25
+ export { InstancingUtil } from "../engine/engine_instancing.js";
26
+ const debugRenderer = getParam("debugrenderer");
27
+ const debugskinnedmesh = getParam("debugskinnedmesh");
28
+ const suppressInstancing = getParam("noInstancing");
29
+ const debugInstancing = getParam("debuginstancing");
30
+ const debugProgressiveLoading = getParam("debugprogressive");
31
+ const suppressProgressiveLoading = getParam("noprogressive");
32
+ const showWireframe = getParam("wireframe");
33
+ export var ReflectionProbeUsage;
34
+ (function (ReflectionProbeUsage) {
35
+ ReflectionProbeUsage[ReflectionProbeUsage["Off"] = 0] = "Off";
36
+ ReflectionProbeUsage[ReflectionProbeUsage["BlendProbes"] = 1] = "BlendProbes";
37
+ ReflectionProbeUsage[ReflectionProbeUsage["BlendProbesAndSkybox"] = 2] = "BlendProbesAndSkybox";
38
+ ReflectionProbeUsage[ReflectionProbeUsage["Simple"] = 3] = "Simple";
39
+ })(ReflectionProbeUsage || (ReflectionProbeUsage = {}));
40
+ export class FieldWithDefault {
41
+ path = null;
42
+ asset = null;
43
+ default;
44
+ }
45
+ export var RenderState;
46
+ (function (RenderState) {
47
+ RenderState[RenderState["Both"] = 0] = "Both";
48
+ RenderState[RenderState["Back"] = 1] = "Back";
49
+ RenderState[RenderState["Front"] = 2] = "Front";
50
+ })(RenderState || (RenderState = {}));
51
+ // support sharedMaterials[index] assigning materials directly to the objects
52
+ class SharedMaterialArray {
53
+ _renderer;
54
+ _targets = [];
55
+ _indexMapMaxIndex;
56
+ _indexMap;
57
+ _changed = false;
58
+ get changed() {
59
+ return this._changed;
60
+ }
61
+ set changed(value) {
62
+ if (value === true) {
63
+ if (debugRenderer)
64
+ console.warn("SharedMaterials have changed: " + this._renderer.name, this);
65
+ }
66
+ this._changed = value;
67
+ }
68
+ is(renderer) {
69
+ return this._renderer === renderer;
70
+ }
71
+ constructor(renderer, originalMaterials) {
72
+ this._renderer = renderer;
73
+ const setMaterial = this.setMaterial.bind(this);
74
+ const getMaterial = this.getMaterial.bind(this);
75
+ const go = renderer.gameObject;
76
+ this._targets = [];
77
+ if (go) {
78
+ switch (go.type) {
79
+ case "Group":
80
+ this._targets = [...go.children];
81
+ break;
82
+ case "SkinnedMesh":
83
+ case "Mesh":
84
+ this._targets.push(go);
85
+ break;
86
+ }
87
+ }
88
+ // this is useful to have an index map when e.g. materials are trying to be assigned by index
89
+ let hasMissingMaterials = false;
90
+ let indexMap = undefined;
91
+ let maxIndex = 0;
92
+ for (let i = 0; i < this._targets.length; i++) {
93
+ const target = this._targets[i];
94
+ if (!target)
95
+ continue;
96
+ const mat = target.material;
97
+ if (!mat)
98
+ continue;
99
+ // set the shadow side to the same as the side of the material, three flips this for some reason
100
+ mat.shadowSide = mat.side;
101
+ for (let k = 0; k < originalMaterials.length; k++) {
102
+ const orig = originalMaterials[k];
103
+ if (!orig) {
104
+ hasMissingMaterials = true;
105
+ continue;
106
+ }
107
+ if (mat.name === orig.name) {
108
+ if (indexMap === undefined)
109
+ indexMap = new Map();
110
+ indexMap.set(k, i);
111
+ maxIndex = Math.max(maxIndex, k);
112
+ // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
113
+ break;
114
+ }
115
+ }
116
+ }
117
+ if (hasMissingMaterials) {
118
+ this._indexMapMaxIndex = maxIndex;
119
+ this._indexMap = indexMap;
120
+ const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
121
+ console.warn(warningMessage);
122
+ if (isLocalNetwork())
123
+ showBalloonWarning("Found renderer with missing materials: please check the console for details.");
124
+ }
125
+ // this lets us override the javascript indexer, only works in ES6 tho
126
+ // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
127
+ return new Proxy(this, {
128
+ get(target, key) {
129
+ if (typeof key === "string") {
130
+ const index = parseInt(key);
131
+ if (!isNaN(index)) {
132
+ return getMaterial(index);
133
+ }
134
+ }
135
+ return target[key];
136
+ },
137
+ set(target, key, value) {
138
+ if (typeof key === "string")
139
+ setMaterial(value, Number.parseInt(key));
140
+ // console.log(target, key, value);
141
+ if (Reflect.set(target, key, value)) {
142
+ if (value instanceof Material)
143
+ target.changed = true;
144
+ return true;
145
+ }
146
+ return false;
147
+ }
148
+ });
149
+ }
150
+ get length() {
151
+ if (this._indexMapMaxIndex !== undefined)
152
+ return this._indexMapMaxIndex + 1;
153
+ return this._targets.length;
154
+ }
155
+ // iterator to support: for(const mat of sharedMaterials)
156
+ *[Symbol.iterator]() {
157
+ for (let i = 0; i < this.length; i++) {
158
+ yield this.getMaterial(i);
159
+ }
160
+ }
161
+ resolveIndex(index) {
162
+ const map = this._indexMap;
163
+ // if we have a index map it means that some materials were missing
164
+ if (map) {
165
+ if (map.has(index))
166
+ return map.get(index);
167
+ // return -1;
168
+ }
169
+ return index;
170
+ }
171
+ setMaterial(mat, index) {
172
+ index = this.resolveIndex(index);
173
+ if (index < 0 || index >= this._targets.length)
174
+ return;
175
+ const target = this._targets[index];
176
+ if (!target || target["material"] === undefined)
177
+ return;
178
+ target["material"] = mat;
179
+ this.changed = true;
180
+ }
181
+ getMaterial(index) {
182
+ index = this.resolveIndex(index);
183
+ if (index < 0)
184
+ return null;
185
+ const obj = this._targets;
186
+ if (index >= obj.length)
187
+ return null;
188
+ const target = obj[index];
189
+ if (!target)
190
+ return null;
191
+ return target["material"];
192
+ }
193
+ }
194
+ export class Renderer extends Behaviour {
195
+ /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
196
+ *
197
+ * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
198
+ static setVisible(obj, visible) {
199
+ setCustomVisibility(obj, visible);
200
+ }
201
+ receiveShadows = false;
202
+ shadowCastingMode = ShadowCastingMode.Off;
203
+ lightmapIndex = -1;
204
+ lightmapScaleOffset = new THREE.Vector4(1, 1, 0, 0);
205
+ enableInstancing = undefined;
206
+ renderOrder = undefined;
207
+ allowOcclusionWhenDynamic = true;
208
+ probeAnchor;
209
+ reflectionProbeUsage = ReflectionProbeUsage.Off;
210
+ // custom shader
211
+ // get materialProperties(): Array<MaterialProperties> | undefined {
212
+ // return this._materialProperties;
213
+ // }
214
+ // set materialProperties(value: Array<MaterialProperties> | undefined) {
215
+ // this._materialProperties = value;
216
+ // }
217
+ // private customShaderHandler: RendererCustomShader | undefined = undefined;
218
+ // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
219
+ _lightmaps;
220
+ get sharedMesh() {
221
+ if (this.gameObject.type === "Mesh") {
222
+ return this.gameObject;
223
+ }
224
+ else if (this.gameObject.type === "SkinnesMesh") {
225
+ return this.gameObject;
226
+ }
227
+ else if (this.gameObject.type === "Group") {
228
+ return this.gameObject.children[0];
229
+ }
230
+ return undefined;
231
+ }
232
+ get sharedMaterial() {
233
+ return this.sharedMaterials[0];
234
+ }
235
+ set sharedMaterial(mat) {
236
+ const cur = this.sharedMaterials[0];
237
+ if (cur === mat)
238
+ return;
239
+ this.sharedMaterials[0] = mat;
240
+ this.applyLightmapping();
241
+ }
242
+ /**@deprecated please use sharedMaterial */
243
+ get material() {
244
+ return this.sharedMaterials[0];
245
+ }
246
+ /**@deprecated please use sharedMaterial */
247
+ set material(mat) {
248
+ this.sharedMaterial = mat;
249
+ }
250
+ _sharedMaterials;
251
+ _originalMaterials;
252
+ // this is just available during deserialization
253
+ set sharedMaterials(_val) {
254
+ // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
255
+ if (!this._originalMaterials) {
256
+ this._originalMaterials = _val;
257
+ }
258
+ else if (_val) {
259
+ let didWarn = false;
260
+ for (let i = 0; i < this._sharedMaterials.length; i++) {
261
+ const mat = i < _val.length ? _val[i] : null;
262
+ if (mat && mat instanceof Material) {
263
+ this.sharedMaterials[i] = mat;
264
+ }
265
+ else {
266
+ if (!didWarn) {
267
+ didWarn = true;
268
+ console.warn("Can not assign null as material: " + this.name, mat);
269
+ }
270
+ }
271
+ }
272
+ }
273
+ }
274
+ //@ts-ignore
275
+ get sharedMaterials() {
276
+ if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
277
+ if (!this._originalMaterials)
278
+ this._originalMaterials = [];
279
+ this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
280
+ }
281
+ return this._sharedMaterials;
282
+ }
283
+ static get shouldSuppressInstancing() {
284
+ return suppressInstancing;
285
+ }
286
+ _lightmapTextureOverride = undefined;
287
+ get lightmap() {
288
+ if (this._lightmaps?.length) {
289
+ return this._lightmaps[0].lightmap;
290
+ }
291
+ return null;
292
+ }
293
+ /** set undefined to return to default lightmap */
294
+ set lightmap(tex) {
295
+ this._lightmapTextureOverride = tex;
296
+ if (tex === undefined) {
297
+ tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
298
+ }
299
+ if (this._lightmaps?.length) {
300
+ for (const lm of this._lightmaps) {
301
+ lm.lightmap = tex;
302
+ }
303
+ }
304
+ }
305
+ get hasLightmap() {
306
+ const lm = this.lightmap;
307
+ return lm !== null && lm !== undefined;
308
+ }
309
+ allowProgressiveLoading = true;
310
+ registering() {
311
+ if (!this.enabled) {
312
+ this.setVisibility(false);
313
+ }
314
+ }
315
+ awake() {
316
+ if (debugRenderer)
317
+ console.log("Renderer ", this.name, this);
318
+ this.clearInstancingState();
319
+ if (this.probeAnchor && debugRenderer)
320
+ this.probeAnchor.add(new AxesHelper(.2));
321
+ this._reflectionProbe = null;
322
+ if (this.isMultiMaterialObject(this.gameObject)) {
323
+ for (const child of this.gameObject.children) {
324
+ this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
325
+ child.layers.mask = this.gameObject.layers.mask;
326
+ }
327
+ if (this.renderOrder !== undefined) {
328
+ // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
329
+ // or perhaps just regular child objects that have their own renderer component (?)
330
+ let index = 0;
331
+ for (let i = 0; i < this.gameObject.children.length; i++) {
332
+ const ch = this.gameObject.children[i];
333
+ // ignore nested groups or objects that have their own renderer (aka their own render order settings)
334
+ if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer))
335
+ continue;
336
+ if (this.renderOrder.length <= index) {
337
+ console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
338
+ continue;
339
+ }
340
+ // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
341
+ ch.renderOrder = this.renderOrder[index];
342
+ index += 1;
343
+ }
344
+ }
345
+ }
346
+ // TODO: custom shader with sub materials
347
+ else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
348
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
349
+ if (this.renderOrder !== undefined && this.renderOrder.length > 0)
350
+ this.gameObject.renderOrder = this.renderOrder[0];
351
+ }
352
+ else {
353
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
354
+ }
355
+ this.applyLightmapping();
356
+ if (showWireframe) {
357
+ for (let i = 0; i < this.sharedMaterials.length; i++) {
358
+ const mat = this.sharedMaterials[i];
359
+ if (mat) {
360
+ mat.wireframe = true;
361
+ }
362
+ }
363
+ }
364
+ }
365
+ applyLightmapping() {
366
+ if (this.lightmapIndex >= 0) {
367
+ const type = this.gameObject.type;
368
+ // use the override lightmap if its not undefined
369
+ const tex = this._lightmapTextureOverride !== undefined
370
+ ? this._lightmapTextureOverride
371
+ : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
372
+ if (tex) {
373
+ if (!this._lightmaps)
374
+ this._lightmaps = [];
375
+ if (type === "Mesh") {
376
+ const mat = this.gameObject["material"];
377
+ if (!mat?.isMeshBasicMaterial) {
378
+ if (this._lightmaps.length <= 0) {
379
+ const rm = new RendererLightmap(this.gameObject, this.context);
380
+ this._lightmaps.push(rm);
381
+ }
382
+ const rm = this._lightmaps[0];
383
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
384
+ }
385
+ else {
386
+ if (mat)
387
+ console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name);
388
+ }
389
+ }
390
+ // for multi materials we need to loop through children
391
+ // and then we add a lightmap renderer component to each of them
392
+ else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
393
+ for (let i = 0; i < this.gameObject.children.length; i++) {
394
+ const child = this.gameObject.children[i];
395
+ if (!child["material"]?.isMeshBasicMaterial) {
396
+ let rm = undefined;
397
+ if (i >= this._lightmaps.length) {
398
+ rm = new RendererLightmap(child, this.context);
399
+ this._lightmaps.push(rm);
400
+ }
401
+ else
402
+ rm = this._lightmaps[i];
403
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
404
+ }
405
+ }
406
+ }
407
+ }
408
+ else {
409
+ if (debugRenderer)
410
+ console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
411
+ }
412
+ }
413
+ }
414
+ _isInstancingEnabled = false;
415
+ handles = undefined;
416
+ prevLayers = undefined;
417
+ clearInstancingState() {
418
+ this._isInstancingEnabled = false;
419
+ this.handles = undefined;
420
+ this.prevLayers = undefined;
421
+ }
422
+ setInstancingEnabled(enabled) {
423
+ if (this._isInstancingEnabled === enabled)
424
+ return enabled && (this.handles === undefined || this.handles != null && this.handles.length > 0);
425
+ this._isInstancingEnabled = enabled;
426
+ if (enabled) {
427
+ if (this.handles === undefined) {
428
+ this.handles = instancing.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
429
+ if (this.handles) {
430
+ GameObject.markAsInstancedRendered(this.gameObject, true);
431
+ return true;
432
+ }
433
+ }
434
+ else if (this.handles !== null) {
435
+ for (const handler of this.handles) {
436
+ handler.updateInstanceMatrix(true);
437
+ handler.add();
438
+ }
439
+ GameObject.markAsInstancedRendered(this.gameObject, true);
440
+ return true;
441
+ }
442
+ }
443
+ else {
444
+ if (this.handles) {
445
+ for (const handler of this.handles) {
446
+ handler.remove();
447
+ }
448
+ }
449
+ return true;
450
+ }
451
+ return false;
452
+ }
453
+ /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
454
+ * This is a separate method to be overrideable from user code
455
+ */
456
+ useInstanceMatrixWorldAutoUpdate() {
457
+ return true;
458
+ }
459
+ start() {
460
+ if (this.enableInstancing && !suppressInstancing) {
461
+ this.setInstancingEnabled(true);
462
+ // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
463
+ // in the first frame we want the updated matrix then to be applied immediately to the instancing
464
+ InstancingUtil.markDirty(this.gameObject);
465
+ }
466
+ this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
467
+ if (this.isMultiMaterialObject(this.gameObject)) {
468
+ for (let i = 0; i < this.gameObject.children.length; i++) {
469
+ const ch = this.gameObject.children[i];
470
+ ch.frustumCulled = this.allowOcclusionWhenDynamic;
471
+ }
472
+ }
473
+ }
474
+ onEnable() {
475
+ this.setVisibility(true);
476
+ if (this._isInstancingEnabled) {
477
+ this.setInstancingEnabled(true);
478
+ }
479
+ else if (this.enabled) {
480
+ // this.gameObject.visible = true;
481
+ this.applyStencil();
482
+ }
483
+ this.updateReflectionProbe();
484
+ }
485
+ onDisable() {
486
+ this.setVisibility(false);
487
+ if (this.handles && this.handles.length > 0) {
488
+ this.setInstancingEnabled(false);
489
+ }
490
+ }
491
+ onDestroy() {
492
+ this.handles = null;
493
+ if (this.isMultiMaterialObject(this.gameObject)) {
494
+ for (const child of this.gameObject.children) {
495
+ this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
496
+ }
497
+ }
498
+ else {
499
+ this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
500
+ }
501
+ }
502
+ applyStencil() {
503
+ NEEDLE_render_objects.applyStencil(this);
504
+ }
505
+ onBeforeRender() {
506
+ if (!this.gameObject) {
507
+ return;
508
+ }
509
+ if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
510
+ for (const ch of this.gameObject.children) {
511
+ this.applySettings(ch);
512
+ }
513
+ }
514
+ else {
515
+ this.applySettings(this.gameObject);
516
+ }
517
+ if (this.sharedMaterials.changed) {
518
+ this.sharedMaterials.changed = false;
519
+ this.applyLightmapping();
520
+ }
521
+ if (this.handles?.length) {
522
+ // if (this.name === "Darbouka")
523
+ // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
524
+ const needsUpdate = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true; // || this.gameObject.matrixWorldNeedsUpdate;
525
+ if (needsUpdate) {
526
+ if (debugInstancing)
527
+ console.log("UPDATE INSTANCED MATRICES", this.context.time.frame);
528
+ this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
529
+ const remove = false; // Math.random() < .01;
530
+ for (let i = this.handles.length - 1; i >= 0; i--) {
531
+ const h = this.handles[i];
532
+ if (remove) {
533
+ h.remove();
534
+ this.handles.splice(i, 1);
535
+ }
536
+ else
537
+ h.updateInstanceMatrix();
538
+ }
539
+ this.gameObject.matrixWorldNeedsUpdate = false;
540
+ }
541
+ }
542
+ if (this.handles && this.handles.length <= 0) {
543
+ GameObject.markAsInstancedRendered(this.gameObject, false);
544
+ }
545
+ if (this._isInstancingEnabled && this.handles) {
546
+ for (let i = 0; i < this.handles.length; i++) {
547
+ const handle = this.handles[i];
548
+ if (!this.prevLayers)
549
+ this.prevLayers = [];
550
+ const layer = handle.object.layers.mask;
551
+ if (i >= this.prevLayers.length)
552
+ this.prevLayers.push(layer);
553
+ else
554
+ this.prevLayers[i] = layer;
555
+ handle.object.layers.disableAll();
556
+ }
557
+ }
558
+ for (const mat of this.sharedMaterials) {
559
+ if (mat)
560
+ this.loadProgressiveTextures(mat);
561
+ }
562
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
563
+ this._reflectionProbe.onSet(this);
564
+ }
565
+ }
566
+ onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
567
+ if (material.envMapIntensity !== undefined) {
568
+ const factor = this.hasLightmap ? Math.PI : 1;
569
+ const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
570
+ material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
571
+ }
572
+ // if (this._reflectionProbe?.texture) {
573
+ // material.envMap = this._reflectionProbe.texture;
574
+ // // this.context.renderer.prop
575
+ // // console.log(material.name);
576
+ // // this.context.renderer.properties.get(material);
577
+ // // this.context.renderer.properties.update(material, "environment", this._reflectionProbe.texture);
578
+ // }
579
+ // _scene.environment = null;
580
+ // else _scene.environment = Renderer.envmap;
581
+ // if (!material.envmap)
582
+ // material.envMap = Renderer.envmap;
583
+ // material.needsUpdate = true;
584
+ // if (!camera) {
585
+ // let isXRCamera = false;
586
+ // if (this.context.isInXR) {
587
+ // // @ts-ignore
588
+ // const arr = this.context.renderer.xr.getCamera() as ArrayCamera;
589
+ // if (arr.cameras?.length > 0) {
590
+ // camera = arr;
591
+ // isXRCamera = true;
592
+ // }
593
+ // }
594
+ // }
595
+ // if (this.customShaderHandler) {
596
+ // this.customShaderHandler.onBeforeRender(renderer, scene, camera, geometry, material, group);
597
+ // }
598
+ // else if (this.rawShaderHandler) {
599
+ // for (const h of this.rawShaderHandler) {
600
+ // h.onBeforeRender(this.gameObject, camera);
601
+ // }
602
+ // }
603
+ if (this._lightmaps) {
604
+ for (const lm of this._lightmaps) {
605
+ lm.updateLightmapUniforms(material);
606
+ }
607
+ }
608
+ };
609
+ onAfterRender() {
610
+ if (this._isInstancingEnabled && this.handles && this.prevLayers && this.prevLayers.length >= this.handles.length) {
611
+ for (let i = 0; i < this.handles.length; i++) {
612
+ const handle = this.handles[i];
613
+ handle.object.layers.mask = this.prevLayers[i];
614
+ }
615
+ }
616
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
617
+ this._reflectionProbe.onUnset(this);
618
+ }
619
+ }
620
+ loadProgressiveTextures(material) {
621
+ // progressive load before rendering so we only load textures for visible materials
622
+ if (!suppressProgressiveLoading && material) {
623
+ if (material["_didRequestTextureLOD"] === undefined && this.allowProgressiveLoading) {
624
+ material["_didRequestTextureLOD"] = 0;
625
+ if (debugProgressiveLoading) {
626
+ console.log("Load material LOD", material.name);
627
+ }
628
+ return NEEDLE_progressive.assignTextureLOD(this.context, this.sourceId, material);
629
+ }
630
+ }
631
+ return Promise.resolve(true);
632
+ }
633
+ applySettings(go) {
634
+ go.receiveShadow = this.receiveShadows;
635
+ if (this.shadowCastingMode == ShadowCastingMode.On) {
636
+ go.castShadow = true;
637
+ }
638
+ else
639
+ go.castShadow = false;
640
+ }
641
+ _reflectionProbe = null;
642
+ updateReflectionProbe() {
643
+ // handle reflection probe
644
+ this._reflectionProbe = null;
645
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
646
+ if (!this.probeAnchor)
647
+ return;
648
+ // update the reflection probe right before rendering
649
+ // if we do it immediately the reflection probe might not be enabled yet
650
+ // (since this method is called from onEnable)
651
+ this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
652
+ }
653
+ }
654
+ *_updateReflectionProbe() {
655
+ const obj = this.probeAnchor || this.gameObject;
656
+ const isAnchor = this.probeAnchor ? true : false;
657
+ this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
658
+ }
659
+ setVisibility(visible) {
660
+ if (!this.isMultiMaterialObject(this.gameObject)) {
661
+ setCustomVisibility(this.gameObject, visible);
662
+ }
663
+ else {
664
+ for (const ch of this.gameObject.children) {
665
+ if (this.isMeshOrSkinnedMesh(ch)) {
666
+ setCustomVisibility(ch, visible);
667
+ }
668
+ }
669
+ }
670
+ }
671
+ isMultiMaterialObject(obj) {
672
+ return obj.type === "Group";
673
+ }
674
+ isMeshOrSkinnedMesh(obj) {
675
+ return obj.type === "Mesh" || obj.type === "SkinnedMesh";
676
+ }
677
+ }
678
+ __decorate([
679
+ serializable()
680
+ ], Renderer.prototype, "receiveShadows", void 0);
681
+ __decorate([
682
+ serializable()
683
+ ], Renderer.prototype, "shadowCastingMode", void 0);
684
+ __decorate([
685
+ serializable()
686
+ ], Renderer.prototype, "lightmapIndex", void 0);
687
+ __decorate([
688
+ serializable(Vector4)
689
+ ], Renderer.prototype, "lightmapScaleOffset", void 0);
690
+ __decorate([
691
+ serializable()
692
+ ], Renderer.prototype, "enableInstancing", void 0);
693
+ __decorate([
694
+ serializable()
695
+ ], Renderer.prototype, "renderOrder", void 0);
696
+ __decorate([
697
+ serializable()
698
+ ], Renderer.prototype, "allowOcclusionWhenDynamic", void 0);
699
+ __decorate([
700
+ serializable(Object3D)
701
+ ], Renderer.prototype, "probeAnchor", void 0);
702
+ __decorate([
703
+ serializable()
704
+ ], Renderer.prototype, "reflectionProbeUsage", void 0);
705
+ export class MeshRenderer extends Renderer {
706
+ }
707
+ export class SkinnedMeshRenderer extends MeshRenderer {
708
+ awake() {
709
+ super.awake();
710
+ // disable skinned mesh occlusion because of https://github.com/mrdoob/three.js/issues/14499
711
+ this.allowOcclusionWhenDynamic = false;
712
+ // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
713
+ this.gameObject.parent?.updateWorldMatrix(false, true);
714
+ }
715
+ onBeforeRender() {
716
+ super.onBeforeRender();
717
+ if (debugskinnedmesh && this.gameObject instanceof SkinnedMesh && this.gameObject.boundingSphere) {
718
+ const tempCenter = getTempVector(this.gameObject.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
719
+ Gizmos.DrawWireSphere(tempCenter, this.gameObject.boundingSphere.radius, "red");
720
+ }
721
+ }
722
+ }
723
+ export var ShadowCastingMode;
724
+ (function (ShadowCastingMode) {
725
+ /// <summary>
726
+ /// <para>No shadows are cast from this object.</para>
727
+ /// </summary>
728
+ ShadowCastingMode[ShadowCastingMode["Off"] = 0] = "Off";
729
+ /// <summary>
730
+ /// <para>Shadows are cast from this object.</para>
731
+ /// </summary>
732
+ ShadowCastingMode[ShadowCastingMode["On"] = 1] = "On";
733
+ /// <summary>
734
+ /// <para>Shadows are cast from this object, treating it as two-sided.</para>
735
+ /// </summary>
736
+ ShadowCastingMode[ShadowCastingMode["TwoSided"] = 2] = "TwoSided";
737
+ /// <summary>
738
+ /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
739
+ /// </summary>
740
+ ShadowCastingMode[ShadowCastingMode["ShadowsOnly"] = 3] = "ShadowsOnly";
741
+ })(ShadowCastingMode || (ShadowCastingMode = {}));
742
+ ;
743
+ class InstancingHandler {
744
+ objs = [];
745
+ setup(renderer, obj, context, handlesArray, args, level = 0) {
746
+ // make sure setting casting settings are applied so when we add the mesh to the InstancedMesh we can ask for the correct cast shadow setting
747
+ renderer.applySettings(obj);
748
+ const res = this.tryCreateOrAddInstance(obj, context, args);
749
+ if (res) {
750
+ renderer.loadProgressiveTextures(res.instancer.material);
751
+ if (handlesArray === null)
752
+ handlesArray = [];
753
+ handlesArray.push(res);
754
+ }
755
+ else if (level <= 0 && obj.type !== "Mesh") {
756
+ const nextLevel = level + 1;
757
+ for (const ch of obj.children) {
758
+ handlesArray = this.setup(renderer, ch, context, handlesArray, args, nextLevel);
759
+ }
760
+ }
761
+ if (level === 0) {
762
+ // For multi material objects we only want to track the root object's matrix
763
+ if (args.useMatrixWorldAutoUpdate && handlesArray && handlesArray.length >= 0) {
764
+ this.autoUpdateInstanceMatrix(obj);
765
+ }
766
+ }
767
+ return handlesArray;
768
+ }
769
+ tryCreateOrAddInstance(obj, context, args) {
770
+ if (obj.type === "Mesh") {
771
+ const index = args.foundMeshes;
772
+ args.foundMeshes += 1;
773
+ if (!args.rend.enableInstancing)
774
+ return null;
775
+ if (index >= args.rend.enableInstancing.length) {
776
+ // console.error("Something is wrong with instance setup", obj, args.rend.enableInstancing, index);
777
+ return null;
778
+ }
779
+ if (!args.rend.enableInstancing[index]) {
780
+ // instancing is disabled
781
+ // console.log("Instancing is disabled", obj);
782
+ return null;
783
+ }
784
+ // instancing is enabled:
785
+ const mesh = obj;
786
+ const geo = mesh.geometry;
787
+ const mat = mesh.material;
788
+ for (const i of this.objs) {
789
+ if (i.isFull())
790
+ continue;
791
+ if (i.geo === geo && i.material === mat) {
792
+ const handle = i.addInstance(mesh);
793
+ return handle;
794
+ }
795
+ }
796
+ // console.log("Add new instance mesh renderer", obj);
797
+ const i = new InstancedMeshRenderer(obj.name, geo, mat, 200, context);
798
+ this.objs.push(i);
799
+ const handle = i.addInstance(mesh);
800
+ return handle;
801
+ }
802
+ return null;
803
+ }
804
+ autoUpdateInstanceMatrix(obj) {
805
+ const original = obj.matrixWorld["multiplyMatrices"].bind(obj.matrixWorld);
806
+ const previousMatrix = obj.matrixWorld.clone();
807
+ const matrixChangeWrapper = (a, b) => {
808
+ const newMatrixWorld = original(a, b);
809
+ if (obj[NEED_UPDATE_INSTANCE_KEY] || previousMatrix.equals(newMatrixWorld) === false) {
810
+ previousMatrix.copy(newMatrixWorld);
811
+ obj[NEED_UPDATE_INSTANCE_KEY] = true;
812
+ }
813
+ return newMatrixWorld;
814
+ };
815
+ obj.matrixWorld["multiplyMatrices"] = matrixChangeWrapper;
816
+ // wrap matrixWorldNeedsUpdate
817
+ // let originalMatrixWorldNeedsUpdate = obj.matrixWorldNeedsUpdate;
818
+ // Object.defineProperty(obj, "matrixWorldNeedsUpdate", {
819
+ // get: () => {
820
+ // return originalMatrixWorldNeedsUpdate;
821
+ // },
822
+ // set: (value: boolean) => {
823
+ // if(value) console.warn("SET MATRIX WORLD NEEDS UPDATE");
824
+ // originalMatrixWorldNeedsUpdate = value;
825
+ // }
826
+ // });
827
+ }
828
+ }
829
+ const instancing = new InstancingHandler();
830
+ class InstanceHandle {
831
+ get name() {
832
+ return this.object.name;
833
+ }
834
+ instanceIndex = -1;
835
+ object;
836
+ instancer;
837
+ constructor(instanceIndex, originalObject, instancer) {
838
+ this.instanceIndex = instanceIndex;
839
+ this.object = originalObject;
840
+ this.instancer = instancer;
841
+ originalObject[$instancingRenderer] = instancer;
842
+ GameObject.markAsInstancedRendered(originalObject, true);
843
+ }
844
+ updateInstanceMatrix(updateChildren = false) {
845
+ if (this.instanceIndex < 0)
846
+ return;
847
+ this.object.updateWorldMatrix(true, updateChildren);
848
+ this.instancer.updateInstance(this.object.matrixWorld, this.instanceIndex);
849
+ }
850
+ setMatrix(matrix) {
851
+ if (this.instanceIndex < 0)
852
+ return;
853
+ this.instancer.updateInstance(matrix, this.instanceIndex);
854
+ }
855
+ add() {
856
+ if (this.instanceIndex >= 0)
857
+ return;
858
+ this.instancer.add(this);
859
+ }
860
+ remove() {
861
+ if (this.instanceIndex < 0)
862
+ return;
863
+ this.instancer.remove(this);
864
+ }
865
+ }
866
+ class InstancedMeshRenderer {
867
+ /** The three instanced mesh
868
+ * @link https://threejs.org/docs/#api/en/objects/InstancedMesh
869
+ */
870
+ get mesh() {
871
+ return this.inst;
872
+ }
873
+ get visible() {
874
+ return this.inst.visible;
875
+ }
876
+ set visible(val) {
877
+ this.inst.visible = val;
878
+ }
879
+ get castShadow() {
880
+ return this.inst.castShadow;
881
+ }
882
+ set castShadow(val) {
883
+ this.inst.castShadow = val;
884
+ }
885
+ set receiveShadow(val) {
886
+ this.inst.receiveShadow = val;
887
+ }
888
+ updateBounds(box = true, sphere = true) {
889
+ this._needUpdateBounds = false;
890
+ if (box)
891
+ this.inst.computeBoundingBox();
892
+ if (sphere)
893
+ this.inst.computeBoundingSphere();
894
+ }
895
+ name = "";
896
+ geo;
897
+ material;
898
+ get currentCount() { return this.inst.count; }
899
+ context;
900
+ inst;
901
+ handles = [];
902
+ maxCount;
903
+ static nullMatrix = new THREE.Matrix4();
904
+ isFull() {
905
+ return this.currentCount >= this.maxCount;
906
+ }
907
+ _needUpdateBounds = false;
908
+ constructor(name, geo, material, count, context) {
909
+ this.name = name;
910
+ this.geo = geo;
911
+ this.material = material;
912
+ this.context = context;
913
+ this.maxCount = count;
914
+ if (debugInstancing) {
915
+ material = new THREE.MeshBasicMaterial({ color: this.randomColor() });
916
+ }
917
+ this.inst = new THREE.InstancedMesh(geo, material, count);
918
+ this.inst[$instancingAutoUpdateBounds] = true;
919
+ this.inst.count = 0;
920
+ this.inst.layers.set(2);
921
+ this.inst.visible = true;
922
+ // Not handled by RawShaderMaterial, so we need to set the define explicitly.
923
+ // Edge case: theoretically some users of the material could use it in an
924
+ // instanced fashion, and some others not. In that case, the material would not
925
+ // be able to be shared between the two use cases. We could probably add a
926
+ // onBeforeRender call for the InstancedMesh and set the define there.
927
+ // Same would apply if we support skinning -
928
+ // there we would have to split instanced batches so that the ones using skinning
929
+ // are all in the same batch.
930
+ if (material instanceof THREE.RawShaderMaterial) {
931
+ material.defines["USE_INSTANCING"] = true;
932
+ material.needsUpdate = true;
933
+ }
934
+ // this.inst.castShadow = true;
935
+ // this.inst.receiveShadow = true;
936
+ this.context.scene.add(this.inst);
937
+ context.pre_render_callbacks.push(this.onBeforeRender);
938
+ // console.log(this.inst);
939
+ // this.context.pre_render_callbacks.push(this.onPreRender.bind(this));
940
+ // setInterval(() => {
941
+ // this.inst.visible = !this.inst.visible;
942
+ // }, 500);
943
+ }
944
+ onBeforeRender = () => {
945
+ if (this._needUpdateBounds && this.inst[$instancingAutoUpdateBounds] === true) {
946
+ if (debugInstancing)
947
+ console.log("Update instancing bounds", this.name, this.inst.matrixWorldNeedsUpdate);
948
+ this.updateBounds();
949
+ }
950
+ };
951
+ randomColor() {
952
+ return new THREE.Color(Math.random(), Math.random(), Math.random());
953
+ }
954
+ addInstance(obj) {
955
+ if (this.currentCount >= this.maxCount) {
956
+ console.error("TOO MANY INSTANCES - resize is not yet implemented!", this.inst.count); // todo: make it resize
957
+ return null;
958
+ }
959
+ const handle = new InstanceHandle(-1, obj, this);
960
+ if (obj.castShadow === true && this.inst.castShadow === false) {
961
+ this.inst.castShadow = true;
962
+ }
963
+ if (obj.receiveShadow === true && this.inst.receiveShadow === false) {
964
+ this.inst.receiveShadow = true;
965
+ }
966
+ this.add(handle);
967
+ return handle;
968
+ }
969
+ add(handle) {
970
+ if (handle.instanceIndex < 0) {
971
+ handle.instanceIndex = this.currentCount;
972
+ // console.log(handle.instanceIndex, this.currentCount);
973
+ if (handle.instanceIndex >= this.handles.length)
974
+ this.handles.push(handle);
975
+ else
976
+ this.handles[handle.instanceIndex] = handle;
977
+ }
978
+ // console.log("Handle instance");
979
+ handle.object.updateWorldMatrix(true, true);
980
+ this.inst.setMatrixAt(handle.instanceIndex, handle.object.matrixWorld);
981
+ this.inst.instanceMatrix.needsUpdate = true;
982
+ this.inst.count += 1;
983
+ this._needUpdateBounds = true;
984
+ if (this.inst.count > 0)
985
+ this.inst.visible = true;
986
+ // console.log("Added", this.name, this.inst.count, this.handles);
987
+ }
988
+ remove(handle) {
989
+ if (!handle)
990
+ return;
991
+ if (handle.instanceIndex < 0 || handle.instanceIndex >= this.handles.length || this.inst.count <= 0) {
992
+ return;
993
+ }
994
+ if (this.handles[handle.instanceIndex] !== handle) {
995
+ console.error("instance handle is not part of renderer, was it removed before?", handle.instanceIndex, this.name);
996
+ const index = this.handles.indexOf(handle);
997
+ if (index < 0)
998
+ return;
999
+ handle.instanceIndex = index;
1000
+ }
1001
+ this.handles[handle.instanceIndex] = null;
1002
+ this.inst.setMatrixAt(handle.instanceIndex, InstancedMeshRenderer.nullMatrix);
1003
+ const removedLastElement = handle.instanceIndex >= this.currentCount - 1;
1004
+ // console.log(removedLastElement, this.currentCount, handle.instanceIndex, this.handles);
1005
+ if (!removedLastElement && this.currentCount > 0) {
1006
+ const lastElement = this.handles[this.currentCount - 1];
1007
+ if (lastElement) {
1008
+ lastElement.instanceIndex = handle.instanceIndex;
1009
+ lastElement.updateInstanceMatrix();
1010
+ this.handles[handle.instanceIndex] = lastElement;
1011
+ this.handles[this.currentCount - 1] = null;
1012
+ // this.inst.setMatrixAt(handle.instanceIndex, lastElement.object.matrixWorld);
1013
+ // this.inst.setMatrixAt(this.currentCount - 1, InstancedMeshRenderer.nullMatrix);
1014
+ }
1015
+ }
1016
+ if (this.inst.count > 0)
1017
+ this.inst.count -= 1;
1018
+ handle.instanceIndex = -1;
1019
+ this._needUpdateBounds = true;
1020
+ if (this.inst.count <= 0)
1021
+ this.inst.visible = false;
1022
+ this.inst.instanceMatrix.needsUpdate = true;
1023
+ }
1024
+ updateInstance(mat, index) {
1025
+ this.inst.setMatrixAt(index, mat);
1026
+ this.inst.instanceMatrix.needsUpdate = true;
1027
+ this._needUpdateBounds = true;
1028
+ }
1029
+ }
1030
1030
  //# sourceMappingURL=Renderer.js.map