@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.
- package/CHANGELOG.md +2259 -2256
- package/LICENSE.md +10 -10
- package/README.md +52 -52
- package/dist/needle-engine.js +9 -12
- package/dist/needle-engine.light.js +9 -12
- package/dist/needle-engine.light.min.js +8 -11
- package/dist/needle-engine.light.umd.cjs +8 -11
- package/dist/needle-engine.min.js +8 -11
- package/dist/needle-engine.umd.cjs +8 -11
- package/lib/engine/api.d.ts +52 -52
- package/lib/engine/api.js +51 -51
- package/lib/engine/assets/index.d.ts +1 -1
- package/lib/engine/assets/index.js +4 -4
- package/lib/engine/codegen/register_types.d.ts +1 -1
- package/lib/engine/codegen/register_types.js +439 -439
- package/lib/engine/debug/debug.d.ts +12 -12
- package/lib/engine/debug/debug.js +26 -26
- package/lib/engine/debug/debug_console.d.ts +2 -2
- package/lib/engine/debug/debug_console.js +204 -204
- package/lib/engine/debug/debug_overlay.d.ts +10 -10
- package/lib/engine/debug/debug_overlay.js +277 -277
- package/lib/engine/debug/index.d.ts +1 -1
- package/lib/engine/debug/index.js +1 -1
- package/lib/engine/engine_addressables.d.ts +75 -75
- package/lib/engine/engine_addressables.js +441 -441
- package/lib/engine/engine_application.d.ts +19 -19
- package/lib/engine/engine_application.js +45 -45
- package/lib/engine/engine_assetdatabase.d.ts +25 -25
- package/lib/engine/engine_assetdatabase.js +341 -341
- package/lib/engine/engine_camera.d.ts +6 -6
- package/lib/engine/engine_camera.js +23 -23
- package/lib/engine/engine_components.d.ts +17 -17
- package/lib/engine/engine_components.js +273 -273
- package/lib/engine/engine_components_internal.d.ts +11 -11
- package/lib/engine/engine_components_internal.js +41 -41
- package/lib/engine/engine_constants.d.ts +5 -5
- package/lib/engine/engine_constants.js +32 -32
- package/lib/engine/engine_context.d.ts +269 -269
- package/lib/engine/engine_context.js +1242 -1242
- package/lib/engine/engine_context_registry.d.ts +50 -50
- package/lib/engine/engine_context_registry.js +89 -89
- package/lib/engine/engine_coroutine.d.ts +4 -4
- package/lib/engine/engine_coroutine.js +21 -21
- package/lib/engine/engine_create_objects.d.ts +13 -13
- package/lib/engine/engine_create_objects.js +33 -33
- package/lib/engine/engine_default_parameters.d.ts +2 -2
- package/lib/engine/engine_default_parameters.js +3 -3
- package/lib/engine/engine_editor-sync.d.ts +17 -17
- package/lib/engine/engine_editor-sync.js +7 -7
- package/lib/engine/engine_element.d.ts +55 -55
- package/lib/engine/engine_element.js +559 -559
- package/lib/engine/engine_element_attributes.d.ts +49 -49
- package/lib/engine/engine_element_attributes.js +1 -1
- package/lib/engine/engine_element_extras.d.ts +6 -6
- package/lib/engine/engine_element_extras.js +13 -13
- package/lib/engine/engine_element_loading.d.ts +40 -40
- package/lib/engine/engine_element_loading.js +312 -312
- package/lib/engine/engine_element_overlay.d.ts +19 -19
- package/lib/engine/engine_element_overlay.js +143 -143
- package/lib/engine/engine_fileloader.d.ts +3 -3
- package/lib/engine/engine_fileloader.js +7 -7
- package/lib/engine/engine_gameobject.d.ts +39 -39
- package/lib/engine/engine_gameobject.js +559 -559
- package/lib/engine/engine_generic_utils.d.ts +1 -1
- package/lib/engine/engine_generic_utils.js +13 -13
- package/lib/engine/engine_gizmos.d.ts +26 -26
- package/lib/engine/engine_gizmos.js +282 -282
- package/lib/engine/engine_gltf.d.ts +13 -13
- package/lib/engine/engine_gltf.js +15 -15
- package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
- package/lib/engine/engine_gltf_builtin_components.js +298 -298
- package/lib/engine/engine_hot_reload.d.ts +5 -5
- package/lib/engine/engine_hot_reload.js +182 -182
- package/lib/engine/engine_input.d.ts +129 -129
- package/lib/engine/engine_input.js +799 -799
- package/lib/engine/engine_input_utils.d.ts +2 -2
- package/lib/engine/engine_input_utils.js +22 -22
- package/lib/engine/engine_instancing.d.ts +16 -16
- package/lib/engine/engine_instancing.js +36 -36
- package/lib/engine/engine_license.d.ts +4 -4
- package/lib/engine/engine_license.js +398 -398
- package/lib/engine/engine_lifecycle_api.d.ts +14 -14
- package/lib/engine/engine_lifecycle_api.js +24 -24
- package/lib/engine/engine_lifecycle_functions_internal.d.ts +6 -6
- package/lib/engine/engine_lifecycle_functions_internal.js +28 -28
- package/lib/engine/engine_lightdata.d.ts +23 -23
- package/lib/engine/engine_lightdata.js +86 -86
- package/lib/engine/engine_loaders.d.ts +7 -7
- package/lib/engine/engine_loaders.js +69 -69
- package/lib/engine/engine_mainloop_utils.d.ts +13 -13
- package/lib/engine/engine_mainloop_utils.js +426 -426
- package/lib/engine/engine_math.d.ts +43 -43
- package/lib/engine/engine_math.js +147 -147
- package/lib/engine/engine_networking.d.ts +176 -176
- package/lib/engine/engine_networking.js +649 -649
- package/lib/engine/engine_networking_auto.d.ts +24 -24
- package/lib/engine/engine_networking_auto.js +324 -324
- package/lib/engine/engine_networking_files.d.ts +23 -23
- package/lib/engine/engine_networking_files.js +176 -176
- package/lib/engine/engine_networking_files_default_components.d.ts +3 -3
- package/lib/engine/engine_networking_files_default_components.js +39 -39
- package/lib/engine/engine_networking_instantiate.d.ts +39 -39
- package/lib/engine/engine_networking_instantiate.js +302 -302
- package/lib/engine/engine_networking_peer.d.ts +15 -15
- package/lib/engine/engine_networking_peer.js +132 -132
- package/lib/engine/engine_networking_streams.d.ts +90 -90
- package/lib/engine/engine_networking_streams.js +428 -428
- package/lib/engine/engine_networking_types.d.ts +14 -14
- package/lib/engine/engine_networking_types.js +7 -7
- package/lib/engine/engine_networking_utils.d.ts +2 -2
- package/lib/engine/engine_networking_utils.js +20 -20
- package/lib/engine/engine_patcher.d.ts +10 -10
- package/lib/engine/engine_patcher.js +142 -142
- package/lib/engine/engine_physics.d.ts +115 -115
- package/lib/engine/engine_physics.js +228 -228
- package/lib/engine/engine_physics.types.d.ts +37 -37
- package/lib/engine/engine_physics.types.js +33 -33
- package/lib/engine/engine_physics_rapier.d.ts +112 -112
- package/lib/engine/engine_physics_rapier.js +1266 -1266
- package/lib/engine/engine_playerview.d.ts +26 -26
- package/lib/engine/engine_playerview.js +64 -64
- package/lib/engine/engine_scenelighting.d.ts +74 -74
- package/lib/engine/engine_scenelighting.js +285 -285
- package/lib/engine/engine_scenetools.d.ts +35 -35
- package/lib/engine/engine_scenetools.js +212 -212
- package/lib/engine/engine_serialization.d.ts +4 -4
- package/lib/engine/engine_serialization.js +4 -4
- package/lib/engine/engine_serialization_builtin_serializer.d.ts +62 -62
- package/lib/engine/engine_serialization_builtin_serializer.js +369 -369
- package/lib/engine/engine_serialization_core.d.ts +84 -84
- package/lib/engine/engine_serialization_core.js +576 -576
- package/lib/engine/engine_serialization_decorator.d.ts +15 -15
- package/lib/engine/engine_serialization_decorator.js +54 -54
- package/lib/engine/engine_setup.d.ts +1 -1
- package/lib/engine/engine_setup.js +2 -2
- package/lib/engine/engine_shaders.d.ts +31 -31
- package/lib/engine/engine_shaders.js +229 -229
- package/lib/engine/engine_shims.d.ts +3 -3
- package/lib/engine/engine_shims.js +22 -22
- package/lib/engine/engine_texture.d.ts +20 -20
- package/lib/engine/engine_texture.js +57 -57
- package/lib/engine/engine_three_utils.d.ts +51 -51
- package/lib/engine/engine_three_utils.js +342 -342
- package/lib/engine/engine_time.d.ts +19 -19
- package/lib/engine/engine_time.js +47 -47
- package/lib/engine/engine_types.d.ts +358 -358
- package/lib/engine/engine_types.js +72 -72
- package/lib/engine/engine_typestore.d.ts +16 -16
- package/lib/engine/engine_typestore.js +35 -35
- package/lib/engine/engine_util_decorator.d.ts +12 -12
- package/lib/engine/engine_util_decorator.js +115 -115
- package/lib/engine/engine_utils.d.ts +104 -104
- package/lib/engine/engine_utils.js +518 -518
- package/lib/engine/engine_utils_screenshot.d.ts +10 -10
- package/lib/engine/engine_utils_screenshot.js +70 -70
- package/lib/engine/engine_web_api.d.ts +12 -12
- package/lib/engine/engine_web_api.js +112 -112
- package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
- package/lib/engine/extensions/EXT_texture_exr.js +32 -32
- package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +116 -116
- package/lib/engine/extensions/NEEDLE_animator_controller_model.js +91 -91
- package/lib/engine/extensions/NEEDLE_components.d.ts +33 -33
- package/lib/engine/extensions/NEEDLE_components.js +206 -206
- package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
- package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
- package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +38 -38
- package/lib/engine/extensions/NEEDLE_lighting_settings.js +183 -183
- package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
- package/lib/engine/extensions/NEEDLE_lightmaps.js +108 -108
- package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
- package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
- package/lib/engine/extensions/NEEDLE_progressive.d.ts +41 -41
- package/lib/engine/extensions/NEEDLE_progressive.js +366 -366
- package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
- package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
- package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +39 -39
- package/lib/engine/extensions/NEEDLE_techniques_webgl.js +544 -544
- package/lib/engine/extensions/extension_resolver.d.ts +4 -4
- package/lib/engine/extensions/extension_resolver.js +1 -1
- package/lib/engine/extensions/extension_utils.d.ts +2 -2
- package/lib/engine/extensions/extension_utils.js +140 -140
- package/lib/engine/extensions/extensions.d.ts +21 -21
- package/lib/engine/extensions/extensions.js +94 -94
- package/lib/engine/extensions/index.d.ts +5 -5
- package/lib/engine/extensions/index.js +5 -5
- package/lib/engine/extensions/usage_tracker.d.ts +13 -13
- package/lib/engine/extensions/usage_tracker.js +61 -61
- package/lib/engine/js-extensions/Camera.d.ts +1 -1
- package/lib/engine/js-extensions/Camera.js +36 -36
- package/lib/engine/js-extensions/Layers.d.ts +3 -3
- package/lib/engine/js-extensions/Layers.js +19 -19
- package/lib/engine/js-extensions/index.d.ts +2 -2
- package/lib/engine/js-extensions/index.js +2 -2
- package/lib/engine/shaders/shaderData.d.ts +55 -55
- package/lib/engine/shaders/shaderData.js +58 -58
- package/lib/engine/tests/test_utils.d.ts +2 -2
- package/lib/engine/tests/test_utils.js +53 -53
- package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
- package/lib/engine-components/AlignmentConstraint.js +39 -39
- package/lib/engine-components/Animation.d.ts +53 -53
- package/lib/engine-components/Animation.js +333 -333
- package/lib/engine-components/AnimationCurve.d.ts +16 -16
- package/lib/engine-components/AnimationCurve.js +97 -97
- package/lib/engine-components/AnimationUtils.d.ts +8 -8
- package/lib/engine-components/AnimationUtils.js +110 -110
- package/lib/engine-components/Animator.d.ts +81 -81
- package/lib/engine-components/Animator.js +229 -229
- package/lib/engine-components/AnimatorController.d.ts +57 -57
- package/lib/engine-components/AnimatorController.js +887 -887
- package/lib/engine-components/AnimatorController.js.map +1 -1
- package/lib/engine-components/AudioListener.d.ts +7 -7
- package/lib/engine-components/AudioListener.js +30 -30
- package/lib/engine-components/AudioSource.d.ts +61 -61
- package/lib/engine-components/AudioSource.js +422 -422
- package/lib/engine-components/AvatarLoader.d.ts +19 -19
- package/lib/engine-components/AvatarLoader.js +173 -173
- package/lib/engine-components/AxesHelper.d.ts +9 -9
- package/lib/engine-components/AxesHelper.js +44 -44
- package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
- package/lib/engine-components/BasicIKConstraint.js +43 -43
- package/lib/engine-components/BoxHelperComponent.d.ts +16 -16
- package/lib/engine-components/BoxHelperComponent.js +89 -89
- package/lib/engine-components/Camera.d.ts +70 -70
- package/lib/engine-components/Camera.js +450 -450
- package/lib/engine-components/CameraUtils.d.ts +1 -1
- package/lib/engine-components/CameraUtils.js +77 -77
- package/lib/engine-components/CharacterController.d.ts +46 -46
- package/lib/engine-components/CharacterController.js +227 -227
- package/lib/engine-components/Collider.d.ts +46 -46
- package/lib/engine-components/Collider.js +153 -153
- package/lib/engine-components/Component.d.ts +228 -228
- package/lib/engine-components/Component.js +541 -541
- package/lib/engine-components/ContactShadows.d.ts +23 -23
- package/lib/engine-components/ContactShadows.js +233 -233
- package/lib/engine-components/DeleteBox.d.ts +9 -9
- package/lib/engine-components/DeleteBox.js +30 -30
- package/lib/engine-components/DeviceFlag.d.ts +12 -12
- package/lib/engine-components/DeviceFlag.js +43 -43
- package/lib/engine-components/DragControls.d.ts +51 -51
- package/lib/engine-components/DragControls.js +516 -516
- package/lib/engine-components/DropListener.d.ts +15 -15
- package/lib/engine-components/DropListener.js +120 -120
- package/lib/engine-components/Duplicatable.d.ts +16 -16
- package/lib/engine-components/Duplicatable.js +150 -150
- package/lib/engine-components/EventList.d.ts +28 -28
- package/lib/engine-components/EventList.js +105 -105
- package/lib/engine-components/EventTrigger.d.ts +12 -12
- package/lib/engine-components/EventTrigger.js +50 -50
- package/lib/engine-components/EventType.d.ts +19 -19
- package/lib/engine-components/EventType.js +71 -71
- package/lib/engine-components/FlyControls.d.ts +7 -7
- package/lib/engine-components/FlyControls.js +25 -25
- package/lib/engine-components/Fog.d.ts +20 -20
- package/lib/engine-components/Fog.js +60 -60
- package/lib/engine-components/Gizmos.d.ts +12 -12
- package/lib/engine-components/Gizmos.js +60 -60
- package/lib/engine-components/GridHelper.d.ts +12 -12
- package/lib/engine-components/GridHelper.js +47 -47
- package/lib/engine-components/GroundProjection.d.ts +21 -21
- package/lib/engine-components/GroundProjection.js +97 -97
- package/lib/engine-components/Interactable.d.ts +10 -10
- package/lib/engine-components/Interactable.js +11 -11
- package/lib/engine-components/Joints.d.ts +19 -19
- package/lib/engine-components/Joints.js +51 -51
- package/lib/engine-components/LODGroup.d.ts +30 -30
- package/lib/engine-components/LODGroup.js +145 -145
- package/lib/engine-components/Light.d.ts +75 -75
- package/lib/engine-components/Light.js +475 -475
- package/lib/engine-components/LookAtConstraint.d.ts +7 -7
- package/lib/engine-components/LookAtConstraint.js +17 -17
- package/lib/engine-components/NestedGltf.d.ts +11 -11
- package/lib/engine-components/NestedGltf.js +74 -74
- package/lib/engine-components/Networking.d.ts +11 -11
- package/lib/engine-components/Networking.js +70 -70
- package/lib/engine-components/OffsetConstraint.d.ts +14 -14
- package/lib/engine-components/OffsetConstraint.js +65 -65
- package/lib/engine-components/OrbitControls.d.ts +111 -111
- package/lib/engine-components/OrbitControls.js +646 -646
- package/lib/engine-components/ParticleSystem.d.ts +145 -145
- package/lib/engine-components/ParticleSystem.js +1077 -1077
- package/lib/engine-components/ParticleSystemModules.d.ts +489 -489
- package/lib/engine-components/ParticleSystemModules.js +1667 -1667
- package/lib/engine-components/ParticleSystemSubEmitter.d.ts +25 -25
- package/lib/engine-components/ParticleSystemSubEmitter.js +86 -86
- package/lib/engine-components/PlayerColor.d.ts +13 -13
- package/lib/engine-components/PlayerColor.js +83 -83
- package/lib/engine-components/ReflectionProbe.d.ts +22 -22
- package/lib/engine-components/ReflectionProbe.js +181 -181
- package/lib/engine-components/Renderer.d.ts +112 -112
- package/lib/engine-components/Renderer.js +1029 -1029
- package/lib/engine-components/RendererLightmap.d.ts +19 -19
- package/lib/engine-components/RendererLightmap.js +127 -127
- package/lib/engine-components/RigidBody.d.ts +120 -120
- package/lib/engine-components/RigidBody.js +452 -452
- package/lib/engine-components/SceneSwitcher.d.ts +72 -72
- package/lib/engine-components/SceneSwitcher.js +583 -583
- package/lib/engine-components/ScreenCapture.d.ts +64 -64
- package/lib/engine-components/ScreenCapture.js +405 -405
- package/lib/engine-components/ShadowCatcher.d.ts +18 -18
- package/lib/engine-components/ShadowCatcher.js +144 -144
- package/lib/engine-components/Skybox.d.ts +23 -23
- package/lib/engine-components/Skybox.js +287 -287
- package/lib/engine-components/SmoothFollow.d.ts +14 -14
- package/lib/engine-components/SmoothFollow.js +63 -63
- package/lib/engine-components/SpatialTrigger.d.ts +27 -27
- package/lib/engine-components/SpatialTrigger.js +144 -144
- package/lib/engine-components/SpectatorCamera.d.ts +45 -45
- package/lib/engine-components/SpectatorCamera.js +593 -593
- package/lib/engine-components/SpriteRenderer.d.ts +48 -48
- package/lib/engine-components/SpriteRenderer.js +257 -257
- package/lib/engine-components/SyncedCamera.d.ts +27 -27
- package/lib/engine-components/SyncedCamera.js +187 -187
- package/lib/engine-components/SyncedRoom.d.ts +24 -24
- package/lib/engine-components/SyncedRoom.js +162 -162
- package/lib/engine-components/SyncedTransform.d.ts +35 -35
- package/lib/engine-components/SyncedTransform.js +265 -265
- package/lib/engine-components/TestRunner.d.ts +13 -13
- package/lib/engine-components/TestRunner.js +99 -99
- package/lib/engine-components/TransformGizmo.d.ts +16 -16
- package/lib/engine-components/TransformGizmo.js +148 -148
- package/lib/engine-components/VideoPlayer.d.ts +86 -86
- package/lib/engine-components/VideoPlayer.js +792 -792
- package/lib/engine-components/Voip.d.ts +29 -29
- package/lib/engine-components/Voip.js +203 -203
- package/lib/engine-components/XRFlag.d.ts +33 -33
- package/lib/engine-components/XRFlag.js +128 -128
- package/lib/engine-components/api.d.ts +15 -15
- package/lib/engine-components/api.js +15 -15
- package/lib/engine-components/avatar/AvatarBlink_Simple.d.ts +10 -10
- package/lib/engine-components/avatar/AvatarBlink_Simple.js +75 -75
- package/lib/engine-components/avatar/AvatarEyeLook_Rotation.d.ts +13 -13
- package/lib/engine-components/avatar/AvatarEyeLook_Rotation.js +74 -74
- package/lib/engine-components/avatar/Avatar_Brain_LookAt.d.ts +27 -27
- package/lib/engine-components/avatar/Avatar_Brain_LookAt.js +119 -119
- package/lib/engine-components/avatar/Avatar_MouthShapes.d.ts +13 -13
- package/lib/engine-components/avatar/Avatar_MouthShapes.js +78 -78
- package/lib/engine-components/avatar/Avatar_MustacheShake.d.ts +8 -8
- package/lib/engine-components/avatar/Avatar_MustacheShake.js +28 -28
- package/lib/engine-components/codegen/components.d.ts +216 -216
- package/lib/engine-components/codegen/components.js +217 -217
- package/lib/engine-components/debug/LogStats.d.ts +5 -5
- package/lib/engine-components/debug/LogStats.js +18 -18
- package/lib/engine-components/export/gltf/GltfExport.d.ts +25 -25
- package/lib/engine-components/export/gltf/GltfExport.js +215 -215
- package/lib/engine-components/export/index.d.ts +1 -1
- package/lib/engine-components/export/index.js +1 -1
- package/lib/engine-components/export/usdz/Extension.d.ts +10 -10
- package/lib/engine-components/export/usdz/Extension.js +1 -1
- package/lib/engine-components/export/usdz/ThreeUSDZExporter.d.ts +114 -114
- package/lib/engine-components/export/usdz/ThreeUSDZExporter.js +1211 -1211
- package/lib/engine-components/export/usdz/USDZExporter.d.ts +59 -59
- package/lib/engine-components/export/usdz/USDZExporter.js +450 -450
- package/lib/engine-components/export/usdz/extensions/Animation.d.ts +69 -69
- package/lib/engine-components/export/usdz/extensions/Animation.js +650 -650
- package/lib/engine-components/export/usdz/extensions/DocumentExtension.d.ts +5 -5
- package/lib/engine-components/export/usdz/extensions/DocumentExtension.js +6 -6
- package/lib/engine-components/export/usdz/extensions/USDZText.d.ts +55 -55
- package/lib/engine-components/export/usdz/extensions/USDZText.js +246 -246
- package/lib/engine-components/export/usdz/extensions/USDZUI.d.ts +8 -8
- package/lib/engine-components/export/usdz/extensions/USDZUI.js +100 -100
- package/lib/engine-components/export/usdz/extensions/behavior/Actions.d.ts +30 -30
- package/lib/engine-components/export/usdz/extensions/behavior/Actions.js +88 -88
- package/lib/engine-components/export/usdz/extensions/behavior/AudioExtension.d.ts +9 -9
- package/lib/engine-components/export/usdz/extensions/behavior/AudioExtension.js +52 -52
- package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.d.ts +22 -22
- package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.js +134 -134
- package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.d.ts +126 -126
- package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js +824 -824
- package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.d.ts +133 -133
- package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.js +464 -464
- package/lib/engine-components/export/usdz/index.d.ts +3 -3
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- package/src/engine-components/js-extensions/RGBAColor.ts +54 -54
- package/src/engine-components/js-extensions/Vector.ts +16 -16
- package/src/engine-components/js-extensions/index.ts +2 -2
- package/src/engine-components/postprocessing/Effects/Antialiasing.ts +51 -51
- package/src/engine-components/postprocessing/Effects/Bloom.ts +76 -76
- package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +35 -35
- package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +96 -96
- package/src/engine-components/postprocessing/Effects/DepthOfField.ts +93 -93
- package/src/engine-components/postprocessing/Effects/Pixelation.ts +26 -26
- package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +84 -84
- package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +98 -98
- package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +55 -55
- package/src/engine-components/postprocessing/Effects/Tonemapping.ts +54 -54
- package/src/engine-components/postprocessing/Effects/Vignette.ts +54 -54
- package/src/engine-components/postprocessing/PostProcessingEffect.ts +148 -148
- package/src/engine-components/postprocessing/PostProcessingHandler.ts +232 -232
- package/src/engine-components/postprocessing/Volume.ts +216 -216
- package/src/engine-components/postprocessing/VolumeParameter.ts +92 -92
- package/src/engine-components/postprocessing/VolumeProfile.ts +40 -40
- package/src/engine-components/postprocessing/index.ts +3 -3
- package/src/engine-components/timeline/PlayableDirector.ts +666 -666
- package/src/engine-components/timeline/SignalAsset.ts +138 -138
- package/src/engine-components/timeline/TimelineModels.ts +93 -93
- package/src/engine-components/timeline/TimelineTracks.ts +906 -906
- package/src/engine-components/timeline/index.ts +3 -3
- package/src/engine-components/ui/BaseUIComponent.ts +195 -195
- package/src/engine-components/ui/Button.ts +283 -283
- package/src/engine-components/ui/Canvas.ts +390 -390
- package/src/engine-components/ui/CanvasGroup.ts +49 -49
- package/src/engine-components/ui/EventSystem.ts +736 -736
- package/src/engine-components/ui/Graphic.ts +255 -255
- package/src/engine-components/ui/Image.ts +102 -102
- package/src/engine-components/ui/InputField.ts +290 -290
- package/src/engine-components/ui/Interfaces.ts +57 -57
- package/src/engine-components/ui/Layout.ts +322 -322
- package/src/engine-components/ui/Outline.ts +12 -12
- package/src/engine-components/ui/PointerEvents.ts +118 -118
- package/src/engine-components/ui/RaycastUtils.ts +68 -68
- package/src/engine-components/ui/Raycaster.ts +73 -73
- package/src/engine-components/ui/RectTransform.ts +364 -364
- package/src/engine-components/ui/SpatialHtml.ts +63 -63
- package/src/engine-components/ui/Text.ts +572 -572
- package/src/engine-components/ui/Utils.ts +110 -110
- package/src/engine-components/utils/LookAt.ts +65 -65
- package/src/engine-components/utils/OpenURL.ts +118 -118
- package/src/engine-components/webxr/WebARCameraBackground.ts +224 -224
- package/src/engine-components/webxr/WebARSessionRoot.ts +446 -446
- package/src/engine-components/webxr/WebXR.ts +761 -761
- package/src/engine-components/webxr/WebXRAvatar.ts +356 -356
- package/src/engine-components/webxr/WebXRController.ts +1168 -1168
- package/src/engine-components/webxr/WebXRGrabRendering.ts +150 -150
- package/src/engine-components/webxr/WebXRImageTracking.ts +371 -371
- package/src/engine-components/webxr/WebXRPlaneTracking.ts +429 -429
- package/src/engine-components/webxr/WebXRRig.ts +21 -21
- package/src/engine-components/webxr/WebXRSync.ts +463 -463
- package/src/engine-components/webxr/index.ts +3 -3
- package/src/engine-components-experimental/Presentation.ts +12 -12
- package/src/engine-components-experimental/networking/PlayerSync.ts +217 -217
- package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
- package/src/engine-schemes/COMPILE_TS.bat +11 -11
- package/src/engine-schemes/schemes.ts +27 -27
- package/src/engine-schemes/synced-camera-model.ts +92 -92
- package/src/engine-schemes/synced-transform-model.ts +90 -90
- package/src/engine-schemes/syncedCamera.fbs +10 -10
- package/src/engine-schemes/transform.ts +50 -50
- package/src/engine-schemes/transforms.fbs +25 -25
- package/src/engine-schemes/vec.fbs +19 -19
- package/src/engine-schemes/vec2.ts +33 -33
- package/src/engine-schemes/vec3.ts +38 -38
- package/src/engine-schemes/vec4.ts +43 -43
- package/src/engine-schemes/vr-user-state-buffer.ts +138 -138
- package/src/engine-schemes/vrUserStateBuffer.fbs +16 -16
- package/src/include/draco/draco_decoder.js +34 -34
- package/src/include/draco/draco_wasm_wrapper.js +117 -117
- package/src/include/ktx2/basis_transcoder.js +21 -21
- package/src/include/needle/arial-msdf.json +1471 -1471
- package/src/include/three/ARButton.js +231 -231
- package/src/include/three/DragControls.js +231 -231
- package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
- package/src/include/three/VRButton.js +194 -194
- package/src/needle-engine.ts +55 -55
- package/src/engine/dist/api.js +0 -73
- package/src/engine/dist/api.js.meta +0 -7
- package/src/engine/dist/engine_networking_streams.js +0 -474
- package/src/engine/dist/engine_networking_streams.js.meta +0 -7
- package/src/engine-schemes/dist/api.js +0 -17
- package/src/engine-schemes/dist/api.js.meta +0 -7
- package/src/engine-schemes/dist/schemes.js +0 -25
- package/src/engine-schemes/dist/schemes.js.meta +0 -7
- package/src/engine-schemes/dist/synced-camera-model.js +0 -74
- package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
- package/src/engine-schemes/dist/synced-transform-model.js +0 -73
- package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
- package/src/engine-schemes/dist/transform.js +0 -46
- package/src/engine-schemes/dist/transform.js.meta +0 -7
- package/src/engine-schemes/dist/vec2.js +0 -32
- package/src/engine-schemes/dist/vec2.js.meta +0 -7
- package/src/engine-schemes/dist/vec3.js +0 -36
- package/src/engine-schemes/dist/vec3.js.meta +0 -7
- package/src/engine-schemes/dist/vec4.js +0 -40
- package/src/engine-schemes/dist/vec4.js.meta +0 -7
- package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
- package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
- package/src/engine-schemes/flatc.exe +0 -0
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import { Material, Mesh, Texture, Vector4 } from "three";
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import type { Context } from "../engine/engine_setup.js";
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export declare class RendererLightmap {
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get lightmap(): Texture | null;
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set lightmap(tex: Texture | null);
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private lightmapIndex;
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private lightmapScaleOffset;
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private context;
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private gameObject;
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private lightmapTexture;
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private lightmapScaleOffsetUniform;
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private lightmapUniform;
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constructor(gameObject: Mesh, context: Context);
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init(lightmapIndex: number, lightmapScaleOffset: Vector4, lightmapTexture: Texture): void;
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updateLightmapUniforms(material: Material): void;
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private applyLightmap;
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private onBeforeCompile;
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private setLightmapDebugMaterial;
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}
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import { Material, Mesh, Texture, Vector4 } from "three";
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import type { Context } from "../engine/engine_setup.js";
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export declare class RendererLightmap {
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get lightmap(): Texture | null;
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set lightmap(tex: Texture | null);
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private lightmapIndex;
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private lightmapScaleOffset;
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private context;
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private gameObject;
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private lightmapTexture;
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private lightmapScaleOffsetUniform;
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private lightmapUniform;
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constructor(gameObject: Mesh, context: Context);
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init(lightmapIndex: number, lightmapScaleOffset: Vector4, lightmapTexture: Texture): void;
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updateLightmapUniforms(material: Material): void;
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private applyLightmap;
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private onBeforeCompile;
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private setLightmapDebugMaterial;
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}
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import { ShaderMaterial, Vector4 } from "three";
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import { getParam } from "../engine/engine_utils.js";
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const debug = getParam("debuglightmaps");
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// this component is automatically added by the Renderer if the object has lightmap uvs AND we have a lightmap
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// for multimaterial objects GLTF exports a "Group" with the renderer component
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// and every child mesh is a material from unity
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export class RendererLightmap {
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get lightmap() {
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return this.lightmapTexture;
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}
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set lightmap(tex) {
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if (tex !== this.lightmapTexture) {
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this.lightmapTexture = tex;
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this.applyLightmap();
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}
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}
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lightmapIndex = -1;
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lightmapScaleOffset = new Vector4(1, 1, 0, 0);
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context;
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gameObject;
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lightmapTexture = null;
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lightmapScaleOffsetUniform = { value: new Vector4(1, 1, 0, 0) };
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lightmapUniform = { value: null };
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constructor(gameObject, context) {
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this.gameObject = gameObject;
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this.context = context;
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}
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init(lightmapIndex, lightmapScaleOffset, lightmapTexture) {
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console.assert(this.gameObject !== undefined && this.gameObject !== null, "Missing gameobject", this);
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this.lightmapIndex = lightmapIndex;
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if (this.lightmapIndex < 0)
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return;
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this.lightmapScaleOffset = lightmapScaleOffset;
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this.lightmapTexture = lightmapTexture;
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if (debug) {
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console.log("Lightmap:", this.gameObject.name, lightmapIndex, "\nScaleOffset:", lightmapScaleOffset, "\nTexture:", lightmapTexture);
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this.setLightmapDebugMaterial();
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}
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this.applyLightmap();
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}
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updateLightmapUniforms(material) {
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const uniforms = material["uniforms"];
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if (uniforms && uniforms.lightmap) {
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this.lightmapScaleOffsetUniform.value = this.lightmapScaleOffset;
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uniforms.lightmapScaleOffset = this.lightmapScaleOffsetUniform;
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}
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}
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applyLightmap() {
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if (this.gameObject.type === "Object3D") {
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if (debug)
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console.warn("Can not add lightmap. Is this object missing a renderer?", this.gameObject.name);
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return;
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}
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if (this.gameObject.type === "Group") {
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console.warn("Lightmap on multimaterial object is not supported yet... please open a feature request on https://github.com/needle-tools/needle-engine-support if your project requires it");
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return;
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}
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console.assert(this.gameObject.type === "Mesh", "Lightmap only works on meshes", this);
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const mesh = this.gameObject;
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if (!mesh.geometry.getAttribute("uv1"))
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mesh.geometry.setAttribute("uv1", mesh.geometry.getAttribute("uv"));
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if (Array.isArray(this.gameObject.material)) {
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const mats = this.gameObject.material;
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for (let i = 0; i < mats.length; i++) {
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const mat = mats[i];
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const cloned = mat.clone();
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mats[i] = cloned;
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cloned.onBeforeCompile = this.onBeforeCompile;
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}
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}
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else {
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const mat = this.gameObject.material.clone();
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this.gameObject.material = mat;
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this.gameObject.material.onBeforeCompile = this.onBeforeCompile;
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}
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if (this.lightmapIndex >= 0 && this.lightmapTexture) {
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const mat = this.gameObject.material;
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if (mat) {
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mat.lightMap = this.lightmapTexture;
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mat.needsUpdate = true;
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}
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}
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}
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onBeforeCompile = (shader, _) => {
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if (debug)
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console.log("Lightmaps, before compile", shader);
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//@ts-ignore
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shader.lightMapUv = "uv1";
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this.lightmapScaleOffsetUniform.value = this.lightmapScaleOffset;
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this.lightmapUniform.value = this.lightmapTexture;
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// shader.uniforms.lightmap = this.lightmapUniform;
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shader.uniforms.lightmapScaleOffset = this.lightmapScaleOffsetUniform;
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};
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setLightmapDebugMaterial() {
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// debug lightmaps
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this.gameObject["material"] = new ShaderMaterial({
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vertexShader: `
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varying vec2 vUv1;
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void main()
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{
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vUv1 = uv1;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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uniform sampler2D lightMap;
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uniform float lightMapIntensity;
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uniform vec4 lightmapScaleOffset;
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varying vec2 vUv1;
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// took from threejs 05fc79cd52b79e8c3e8dec1e7dca72c5c39983a4
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vec4 conv_sRGBToLinear( in vec4 value ) {
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return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );
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}
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void main() {
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vec2 lUv = vUv1.xy * lightmapScaleOffset.xy + vec2(lightmapScaleOffset.z, (1. - (lightmapScaleOffset.y + lightmapScaleOffset.w)));
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vec4 lightMapTexel = texture2D( lightMap, lUv);
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gl_FragColor = lightMapTexel;
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gl_FragColor.a = 1.;
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}
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`,
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defines: { USE_LIGHTMAP: '' }
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});
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}
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}
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import { ShaderMaterial, Vector4 } from "three";
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import { getParam } from "../engine/engine_utils.js";
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const debug = getParam("debuglightmaps");
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// this component is automatically added by the Renderer if the object has lightmap uvs AND we have a lightmap
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// for multimaterial objects GLTF exports a "Group" with the renderer component
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// and every child mesh is a material from unity
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export class RendererLightmap {
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get lightmap() {
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return this.lightmapTexture;
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}
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set lightmap(tex) {
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if (tex !== this.lightmapTexture) {
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this.lightmapTexture = tex;
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this.applyLightmap();
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}
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}
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lightmapIndex = -1;
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lightmapScaleOffset = new Vector4(1, 1, 0, 0);
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context;
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gameObject;
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lightmapTexture = null;
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lightmapScaleOffsetUniform = { value: new Vector4(1, 1, 0, 0) };
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lightmapUniform = { value: null };
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constructor(gameObject, context) {
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this.gameObject = gameObject;
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this.context = context;
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}
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init(lightmapIndex, lightmapScaleOffset, lightmapTexture) {
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console.assert(this.gameObject !== undefined && this.gameObject !== null, "Missing gameobject", this);
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this.lightmapIndex = lightmapIndex;
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if (this.lightmapIndex < 0)
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return;
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this.lightmapScaleOffset = lightmapScaleOffset;
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this.lightmapTexture = lightmapTexture;
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if (debug) {
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console.log("Lightmap:", this.gameObject.name, lightmapIndex, "\nScaleOffset:", lightmapScaleOffset, "\nTexture:", lightmapTexture);
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this.setLightmapDebugMaterial();
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}
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this.applyLightmap();
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40
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}
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updateLightmapUniforms(material) {
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const uniforms = material["uniforms"];
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if (uniforms && uniforms.lightmap) {
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this.lightmapScaleOffsetUniform.value = this.lightmapScaleOffset;
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uniforms.lightmapScaleOffset = this.lightmapScaleOffsetUniform;
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}
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}
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48
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applyLightmap() {
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49
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if (this.gameObject.type === "Object3D") {
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if (debug)
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51
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+
console.warn("Can not add lightmap. Is this object missing a renderer?", this.gameObject.name);
|
|
52
|
+
return;
|
|
53
|
+
}
|
|
54
|
+
if (this.gameObject.type === "Group") {
|
|
55
|
+
console.warn("Lightmap on multimaterial object is not supported yet... please open a feature request on https://github.com/needle-tools/needle-engine-support if your project requires it");
|
|
56
|
+
return;
|
|
57
|
+
}
|
|
58
|
+
console.assert(this.gameObject.type === "Mesh", "Lightmap only works on meshes", this);
|
|
59
|
+
const mesh = this.gameObject;
|
|
60
|
+
if (!mesh.geometry.getAttribute("uv1"))
|
|
61
|
+
mesh.geometry.setAttribute("uv1", mesh.geometry.getAttribute("uv"));
|
|
62
|
+
if (Array.isArray(this.gameObject.material)) {
|
|
63
|
+
const mats = this.gameObject.material;
|
|
64
|
+
for (let i = 0; i < mats.length; i++) {
|
|
65
|
+
const mat = mats[i];
|
|
66
|
+
const cloned = mat.clone();
|
|
67
|
+
mats[i] = cloned;
|
|
68
|
+
cloned.onBeforeCompile = this.onBeforeCompile;
|
|
69
|
+
}
|
|
70
|
+
}
|
|
71
|
+
else {
|
|
72
|
+
const mat = this.gameObject.material.clone();
|
|
73
|
+
this.gameObject.material = mat;
|
|
74
|
+
this.gameObject.material.onBeforeCompile = this.onBeforeCompile;
|
|
75
|
+
}
|
|
76
|
+
if (this.lightmapIndex >= 0 && this.lightmapTexture) {
|
|
77
|
+
const mat = this.gameObject.material;
|
|
78
|
+
if (mat) {
|
|
79
|
+
mat.lightMap = this.lightmapTexture;
|
|
80
|
+
mat.needsUpdate = true;
|
|
81
|
+
}
|
|
82
|
+
}
|
|
83
|
+
}
|
|
84
|
+
onBeforeCompile = (shader, _) => {
|
|
85
|
+
if (debug)
|
|
86
|
+
console.log("Lightmaps, before compile", shader);
|
|
87
|
+
//@ts-ignore
|
|
88
|
+
shader.lightMapUv = "uv1";
|
|
89
|
+
this.lightmapScaleOffsetUniform.value = this.lightmapScaleOffset;
|
|
90
|
+
this.lightmapUniform.value = this.lightmapTexture;
|
|
91
|
+
// shader.uniforms.lightmap = this.lightmapUniform;
|
|
92
|
+
shader.uniforms.lightmapScaleOffset = this.lightmapScaleOffsetUniform;
|
|
93
|
+
};
|
|
94
|
+
setLightmapDebugMaterial() {
|
|
95
|
+
// debug lightmaps
|
|
96
|
+
this.gameObject["material"] = new ShaderMaterial({
|
|
97
|
+
vertexShader: `
|
|
98
|
+
varying vec2 vUv1;
|
|
99
|
+
void main()
|
|
100
|
+
{
|
|
101
|
+
vUv1 = uv1;
|
|
102
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
103
|
+
}
|
|
104
|
+
`,
|
|
105
|
+
fragmentShader: `
|
|
106
|
+
uniform sampler2D lightMap;
|
|
107
|
+
uniform float lightMapIntensity;
|
|
108
|
+
uniform vec4 lightmapScaleOffset;
|
|
109
|
+
varying vec2 vUv1;
|
|
110
|
+
|
|
111
|
+
// took from threejs 05fc79cd52b79e8c3e8dec1e7dca72c5c39983a4
|
|
112
|
+
vec4 conv_sRGBToLinear( in vec4 value ) {
|
|
113
|
+
return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );
|
|
114
|
+
}
|
|
115
|
+
|
|
116
|
+
void main() {
|
|
117
|
+
vec2 lUv = vUv1.xy * lightmapScaleOffset.xy + vec2(lightmapScaleOffset.z, (1. - (lightmapScaleOffset.y + lightmapScaleOffset.w)));
|
|
118
|
+
|
|
119
|
+
vec4 lightMapTexel = texture2D( lightMap, lUv);
|
|
120
|
+
gl_FragColor = lightMapTexel;
|
|
121
|
+
gl_FragColor.a = 1.;
|
|
122
|
+
}
|
|
123
|
+
`,
|
|
124
|
+
defines: { USE_LIGHTMAP: '' }
|
|
125
|
+
});
|
|
126
|
+
}
|
|
127
|
+
}
|
|
128
128
|
//# sourceMappingURL=RendererLightmap.js.map
|
|
@@ -1,120 +1,120 @@
|
|
|
1
|
-
import { Behaviour } from "./Component.js";
|
|
2
|
-
import * as THREE from 'three';
|
|
3
|
-
import { Vector3 } from "three";
|
|
4
|
-
import type { IRigidbody, Vec3 } from "../engine/engine_types.js";
|
|
5
|
-
import { CollisionDetectionMode, RigidbodyConstraints } from "../engine/engine_physics.types.js";
|
|
6
|
-
export declare class Rigidbody extends Behaviour implements IRigidbody {
|
|
7
|
-
/** When true the mass will be automatically calculated by the attached colliders */
|
|
8
|
-
autoMass: boolean;
|
|
9
|
-
/** By default the mass will be automatically calculated (see `autoMass`) by the physics engine using the collider sizes
|
|
10
|
-
* To set the mass manually you can either set the `mass` value or set `autoMass` to `false`
|
|
11
|
-
*/
|
|
12
|
-
set mass(value: number);
|
|
13
|
-
get mass(): number;
|
|
14
|
-
private _mass;
|
|
15
|
-
useGravity: boolean;
|
|
16
|
-
constraints: RigidbodyConstraints;
|
|
17
|
-
isKinematic: boolean;
|
|
18
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
|
|
19
|
-
drag: number;
|
|
20
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
|
|
21
|
-
angularDrag: number;
|
|
22
|
-
detectCollisions: boolean;
|
|
23
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
|
|
24
|
-
sleepThreshold: number;
|
|
25
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection */
|
|
26
|
-
collisionDetectionMode: CollisionDetectionMode;
|
|
27
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
28
|
-
get lockPositionX(): boolean;
|
|
29
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
30
|
-
get lockPositionY(): boolean;
|
|
31
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
32
|
-
get lockPositionZ(): boolean;
|
|
33
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
34
|
-
get lockRotationX(): boolean;
|
|
35
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
36
|
-
get lockRotationY(): boolean;
|
|
37
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
38
|
-
get lockRotationZ(): boolean;
|
|
39
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
40
|
-
set lockPositionX(v: boolean);
|
|
41
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
42
|
-
set lockPositionY(v: boolean);
|
|
43
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
44
|
-
set lockPositionZ(v: boolean);
|
|
45
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
46
|
-
set lockRotationX(v: boolean);
|
|
47
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
48
|
-
set lockRotationY(v: boolean);
|
|
49
|
-
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
50
|
-
set lockRotationZ(v: boolean);
|
|
51
|
-
/** Gravity is such a common force that it is implemented as a special case (even if it could easily be implemented by the user using force application). Note however that a change of gravity won't automatically wake-up the sleeping bodies so keep in mind that you may want to wake them up manually before a gravity change.
|
|
52
|
-
*
|
|
53
|
-
* It is possible to change the way gravity affects a specific rigid-body by setting the rigid-body's gravity scale to a value other than 1.0. The magnitude of the gravity applied to this body will be multiplied by this scaling factor. Therefore, a gravity scale set to 0.0 will disable gravity for the rigid-body whereas a gravity scale set to 2.0 will make it twice as strong. A negative value will flip the direction of the gravity for this rigid-body.
|
|
54
|
-
* @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#gravity
|
|
55
|
-
*/
|
|
56
|
-
set gravityScale(val: number);
|
|
57
|
-
get gravityScale(): number;
|
|
58
|
-
private _gravityScale;
|
|
59
|
-
/** Rigidbodies with higher dominance will be immune to forces originating from contacts with rigidbodies of lower dominance.
|
|
60
|
-
* @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
|
|
61
|
-
*/
|
|
62
|
-
dominanceGroup: number;
|
|
63
|
-
private static tempPosition;
|
|
64
|
-
private _propertiesChanged;
|
|
65
|
-
private _currentVelocity;
|
|
66
|
-
private _smoothedVelocity;
|
|
67
|
-
private _smoothedVelocityGetter;
|
|
68
|
-
private _lastPosition;
|
|
69
|
-
private _watch?;
|
|
70
|
-
awake(): void;
|
|
71
|
-
onEnable(): void;
|
|
72
|
-
onDisable(): void;
|
|
73
|
-
onDestroy(): void;
|
|
74
|
-
onValidate(): void;
|
|
75
|
-
beforePhysics(): Generator<undefined, void, unknown>;
|
|
76
|
-
/** Will reset forces before setting the object world position */
|
|
77
|
-
teleport(pt: {
|
|
78
|
-
x: number;
|
|
79
|
-
y: number;
|
|
80
|
-
z: number;
|
|
81
|
-
}, localspace?: boolean): void;
|
|
82
|
-
resetForces(wakeup?: boolean): void;
|
|
83
|
-
resetTorques(wakeup?: boolean): void;
|
|
84
|
-
resetVelocities(): void;
|
|
85
|
-
resetForcesAndTorques(): void;
|
|
86
|
-
/** When a dynamic rigid-body doesn't move (or moves very slowly) during a few seconds, it will be marked as sleeping by the physics pipeline. Rigid-bodies marked as sleeping are no longer simulated by the physics engine until they are woken up. That way the physics engine doesn't waste any computational resources simulating objects that don't actually move. They are woken up automatically whenever another non-sleeping rigid-body starts interacting with them (either with a joint, or with one of its attached colliders generating contacts).
|
|
87
|
-
* @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
|
|
88
|
-
wakeUp(): void;
|
|
89
|
-
/** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
|
|
90
|
-
* the acceleration change is equal to the force divided by the mass:
|
|
91
|
-
* @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
|
|
92
|
-
applyForce(vec: Vector3 | Vec3, _rel?: THREE.Vector3, wakeup?: boolean): void;
|
|
93
|
-
/** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
|
|
94
|
-
* the velocity change is equal to the impulse divided by the mass
|
|
95
|
-
* @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
|
|
96
|
-
applyImpulse(vec: Vector3 | Vec3, wakeup?: boolean): void;
|
|
97
|
-
/** @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
|
|
98
|
-
setForce(x: Vector3 | Vec3 | number, y?: number, z?: number, wakeup?: boolean): void;
|
|
99
|
-
/** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current linear velocity of the rigid-body.
|
|
100
|
-
* @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
|
|
101
|
-
getVelocity(): Vector3;
|
|
102
|
-
setVelocity(x: number | Vector3, y?: number, z?: number, wakeup?: boolean): void;
|
|
103
|
-
/** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current angular velocity of the rigid-body.
|
|
104
|
-
* @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
|
|
105
|
-
getAngularVelocity(): Vector3;
|
|
106
|
-
setAngularVelocity(x: number | Vector3, y?: number, z?: number, wakeup?: boolean): void;
|
|
107
|
-
/** Set the angular velocity of a rigidbody (equivalent to calling `setAngularVelocity`) */
|
|
108
|
-
setTorque(x: number | Vector3, y: number, z: number): void;
|
|
109
|
-
/** Returns the rigidbody velocity smoothed over ~ 10 frames */
|
|
110
|
-
get smoothedVelocity(): Vector3;
|
|
111
|
-
/**d
|
|
112
|
-
* @deprecated not used anymore and will be removed in a future update
|
|
113
|
-
*/
|
|
114
|
-
setBodyFromGameObject(_velocity?: THREE.Vector3 | null | {
|
|
115
|
-
x: number;
|
|
116
|
-
y: number;
|
|
117
|
-
z: number;
|
|
118
|
-
}): void;
|
|
119
|
-
private captureVelocity;
|
|
120
|
-
}
|
|
1
|
+
import { Behaviour } from "./Component.js";
|
|
2
|
+
import * as THREE from 'three';
|
|
3
|
+
import { Vector3 } from "three";
|
|
4
|
+
import type { IRigidbody, Vec3 } from "../engine/engine_types.js";
|
|
5
|
+
import { CollisionDetectionMode, RigidbodyConstraints } from "../engine/engine_physics.types.js";
|
|
6
|
+
export declare class Rigidbody extends Behaviour implements IRigidbody {
|
|
7
|
+
/** When true the mass will be automatically calculated by the attached colliders */
|
|
8
|
+
autoMass: boolean;
|
|
9
|
+
/** By default the mass will be automatically calculated (see `autoMass`) by the physics engine using the collider sizes
|
|
10
|
+
* To set the mass manually you can either set the `mass` value or set `autoMass` to `false`
|
|
11
|
+
*/
|
|
12
|
+
set mass(value: number);
|
|
13
|
+
get mass(): number;
|
|
14
|
+
private _mass;
|
|
15
|
+
useGravity: boolean;
|
|
16
|
+
constraints: RigidbodyConstraints;
|
|
17
|
+
isKinematic: boolean;
|
|
18
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
|
|
19
|
+
drag: number;
|
|
20
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
|
|
21
|
+
angularDrag: number;
|
|
22
|
+
detectCollisions: boolean;
|
|
23
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
|
|
24
|
+
sleepThreshold: number;
|
|
25
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection */
|
|
26
|
+
collisionDetectionMode: CollisionDetectionMode;
|
|
27
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
28
|
+
get lockPositionX(): boolean;
|
|
29
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
30
|
+
get lockPositionY(): boolean;
|
|
31
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
32
|
+
get lockPositionZ(): boolean;
|
|
33
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
34
|
+
get lockRotationX(): boolean;
|
|
35
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
36
|
+
get lockRotationY(): boolean;
|
|
37
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
38
|
+
get lockRotationZ(): boolean;
|
|
39
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
40
|
+
set lockPositionX(v: boolean);
|
|
41
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
42
|
+
set lockPositionY(v: boolean);
|
|
43
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
44
|
+
set lockPositionZ(v: boolean);
|
|
45
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
46
|
+
set lockRotationX(v: boolean);
|
|
47
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
48
|
+
set lockRotationY(v: boolean);
|
|
49
|
+
/** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
|
|
50
|
+
set lockRotationZ(v: boolean);
|
|
51
|
+
/** Gravity is such a common force that it is implemented as a special case (even if it could easily be implemented by the user using force application). Note however that a change of gravity won't automatically wake-up the sleeping bodies so keep in mind that you may want to wake them up manually before a gravity change.
|
|
52
|
+
*
|
|
53
|
+
* It is possible to change the way gravity affects a specific rigid-body by setting the rigid-body's gravity scale to a value other than 1.0. The magnitude of the gravity applied to this body will be multiplied by this scaling factor. Therefore, a gravity scale set to 0.0 will disable gravity for the rigid-body whereas a gravity scale set to 2.0 will make it twice as strong. A negative value will flip the direction of the gravity for this rigid-body.
|
|
54
|
+
* @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#gravity
|
|
55
|
+
*/
|
|
56
|
+
set gravityScale(val: number);
|
|
57
|
+
get gravityScale(): number;
|
|
58
|
+
private _gravityScale;
|
|
59
|
+
/** Rigidbodies with higher dominance will be immune to forces originating from contacts with rigidbodies of lower dominance.
|
|
60
|
+
* @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
|
|
61
|
+
*/
|
|
62
|
+
dominanceGroup: number;
|
|
63
|
+
private static tempPosition;
|
|
64
|
+
private _propertiesChanged;
|
|
65
|
+
private _currentVelocity;
|
|
66
|
+
private _smoothedVelocity;
|
|
67
|
+
private _smoothedVelocityGetter;
|
|
68
|
+
private _lastPosition;
|
|
69
|
+
private _watch?;
|
|
70
|
+
awake(): void;
|
|
71
|
+
onEnable(): void;
|
|
72
|
+
onDisable(): void;
|
|
73
|
+
onDestroy(): void;
|
|
74
|
+
onValidate(): void;
|
|
75
|
+
beforePhysics(): Generator<undefined, void, unknown>;
|
|
76
|
+
/** Will reset forces before setting the object world position */
|
|
77
|
+
teleport(pt: {
|
|
78
|
+
x: number;
|
|
79
|
+
y: number;
|
|
80
|
+
z: number;
|
|
81
|
+
}, localspace?: boolean): void;
|
|
82
|
+
resetForces(wakeup?: boolean): void;
|
|
83
|
+
resetTorques(wakeup?: boolean): void;
|
|
84
|
+
resetVelocities(): void;
|
|
85
|
+
resetForcesAndTorques(): void;
|
|
86
|
+
/** When a dynamic rigid-body doesn't move (or moves very slowly) during a few seconds, it will be marked as sleeping by the physics pipeline. Rigid-bodies marked as sleeping are no longer simulated by the physics engine until they are woken up. That way the physics engine doesn't waste any computational resources simulating objects that don't actually move. They are woken up automatically whenever another non-sleeping rigid-body starts interacting with them (either with a joint, or with one of its attached colliders generating contacts).
|
|
87
|
+
* @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
|
|
88
|
+
wakeUp(): void;
|
|
89
|
+
/** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
|
|
90
|
+
* the acceleration change is equal to the force divided by the mass:
|
|
91
|
+
* @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
|
|
92
|
+
applyForce(vec: Vector3 | Vec3, _rel?: THREE.Vector3, wakeup?: boolean): void;
|
|
93
|
+
/** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
|
|
94
|
+
* the velocity change is equal to the impulse divided by the mass
|
|
95
|
+
* @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
|
|
96
|
+
applyImpulse(vec: Vector3 | Vec3, wakeup?: boolean): void;
|
|
97
|
+
/** @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
|
|
98
|
+
setForce(x: Vector3 | Vec3 | number, y?: number, z?: number, wakeup?: boolean): void;
|
|
99
|
+
/** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current linear velocity of the rigid-body.
|
|
100
|
+
* @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
|
|
101
|
+
getVelocity(): Vector3;
|
|
102
|
+
setVelocity(x: number | Vector3, y?: number, z?: number, wakeup?: boolean): void;
|
|
103
|
+
/** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current angular velocity of the rigid-body.
|
|
104
|
+
* @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
|
|
105
|
+
getAngularVelocity(): Vector3;
|
|
106
|
+
setAngularVelocity(x: number | Vector3, y?: number, z?: number, wakeup?: boolean): void;
|
|
107
|
+
/** Set the angular velocity of a rigidbody (equivalent to calling `setAngularVelocity`) */
|
|
108
|
+
setTorque(x: number | Vector3, y: number, z: number): void;
|
|
109
|
+
/** Returns the rigidbody velocity smoothed over ~ 10 frames */
|
|
110
|
+
get smoothedVelocity(): Vector3;
|
|
111
|
+
/**d
|
|
112
|
+
* @deprecated not used anymore and will be removed in a future update
|
|
113
|
+
*/
|
|
114
|
+
setBodyFromGameObject(_velocity?: THREE.Vector3 | null | {
|
|
115
|
+
x: number;
|
|
116
|
+
y: number;
|
|
117
|
+
z: number;
|
|
118
|
+
}): void;
|
|
119
|
+
private captureVelocity;
|
|
120
|
+
}
|