@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
  704. package/src/engine-components/ShadowCatcher.ts +149 -149
  705. package/src/engine-components/Skybox.ts +281 -281
  706. package/src/engine-components/SmoothFollow.ts +57 -57
  707. package/src/engine-components/SpatialTrigger.ts +142 -142
  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
  717. package/src/engine-components/Voip.ts +214 -214
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  721. package/src/engine-components/avatar/AvatarEyeLook_Rotation.ts +68 -68
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  726. package/src/engine-components/debug/LogStats.ts +21 -21
  727. package/src/engine-components/export/gltf/GltfExport.ts +231 -231
  728. package/src/engine-components/export/usdz/Extension.ts +11 -11
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  731. package/src/engine-components/export/usdz/extensions/Animation.ts +774 -774
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  739. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +517 -517
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  741. package/src/engine-components/export/usdz/utils/animationutils.ts +100 -100
  742. package/src/engine-components/export/usdz/utils/quicklook.ts +42 -42
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  744. package/src/engine-components/js-extensions/ExtensionUtils.ts +81 -81
  745. package/src/engine-components/js-extensions/Object3D.ts +181 -181
  746. package/src/engine-components/js-extensions/RGBAColor.ts +54 -54
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  764. package/src/engine-components/postprocessing/VolumeProfile.ts +40 -40
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  790. package/src/engine-components/utils/OpenURL.ts +118 -118
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  803. package/src/engine-components-experimental/networking/PlayerSync.ts +217 -217
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@@ -1,642 +1,642 @@
1
- import { RaycastOptions } from "../../engine/engine_physics.js";
2
- import { Behaviour, GameObject } from "../Component.js";
3
- import { ControllerEvents, WebXRController } from "../webxr/WebXRController.js";
4
- import { Context } from "../../engine/engine_setup.js";
5
- import { PointerEventData, hasPointerEventComponent } from "./PointerEvents.js";
6
- import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
7
- import { InputEvents, PointerType } from "../../engine/engine_input.js";
8
- import { Object3D } from "three";
9
- import { getParam } from "../../engine/engine_utils.js";
10
- import { UIRaycastUtils } from "./RaycastUtils.js";
11
- import { $shadowDomOwner } from "./BaseUIComponent.js";
12
- import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
13
- import { Mathf } from "../../engine/engine_math.js";
14
- import { isUIObject } from "./Utils.js";
15
- const debug = getParam("debugeventsystem");
16
- export var EventSystemEvents;
17
- (function (EventSystemEvents) {
18
- EventSystemEvents["BeforeHandleInput"] = "BeforeHandleInput";
19
- EventSystemEvents["AfterHandleInput"] = "AfterHandleInput";
20
- })(EventSystemEvents || (EventSystemEvents = {}));
21
- export class EventSystem extends Behaviour {
22
- static _eventSystemMap = new Map();
23
- static didSearchEventSystem = false;
24
- static createIfNoneExists(context) {
25
- if (!this.didSearchEventSystem) {
26
- this.didSearchEventSystem = true;
27
- if (EventSystem.systems.length <= 0) {
28
- EventSystem.systems.push(...GameObject.findObjectsOfType(EventSystem, context));
29
- }
30
- }
31
- for (const sys of EventSystem.systems) {
32
- if (sys.context === context)
33
- return; // exists
34
- }
35
- const go = new Object3D();
36
- GameObject.addNewComponent(go, EventSystem);
37
- context.scene.add(go);
38
- }
39
- static get systems() {
40
- const context = Context.Current;
41
- if (!this._eventSystemMap.has(context)) {
42
- this._eventSystemMap.set(context, []);
43
- }
44
- return this._eventSystemMap.get(context);
45
- }
46
- static get(ctx) {
47
- const systems = this._eventSystemMap.get(ctx);
48
- if (systems && systems.length > 0)
49
- return systems[0];
50
- return null;
51
- }
52
- static get instance() {
53
- return this.systems[0];
54
- }
55
- //@ts-ignore
56
- static ensureUpdateMeshUI(instance, context, force = false) {
57
- MeshUIHelper.update(instance, context, force);
58
- }
59
- static markUIDirty(_context) {
60
- MeshUIHelper.markDirty();
61
- }
62
- raycaster = [];
63
- constructor() {
64
- super();
65
- EventSystem.systems.push(this);
66
- }
67
- get hasActiveUI() { return this.currentActiveMeshUIComponents.length > 0; }
68
- get isHoveringObjects() { return this.hoveredByID.size > 0; }
69
- onDestroy() {
70
- EventSystem.systems.splice(EventSystem.systems.indexOf(this), 1);
71
- }
72
- start() {
73
- if (this.raycaster.length <= 0) {
74
- const res = GameObject.findObjectOfType(Raycaster, this.context);
75
- if (!res) {
76
- const rc = GameObject.addNewComponent(this.context.scene, ObjectRaycaster);
77
- rc.ignoreSkinnedMeshes = true;
78
- this.raycaster.push(rc);
79
- if (isDevEnvironment() || debug)
80
- console.warn("Added an ObjectRaycaster to the scene because no raycaster was found. Skinnedmeshes will be ignored for better performance");
81
- }
82
- }
83
- }
84
- register(rc) {
85
- if (rc && this.raycaster && !this.raycaster.includes(rc))
86
- this.raycaster?.push(rc);
87
- }
88
- unregister(rc) {
89
- const i = this.raycaster?.indexOf(rc);
90
- if (i !== undefined && i !== -1) {
91
- this.raycaster?.splice(i, 1);
92
- }
93
- }
94
- _selectStartFn;
95
- _selectEndFn;
96
- _selectUpdateFn;
97
- _handleEventCycleFn;
98
- _handleInputFn;
99
- onEnable() {
100
- const grabbed = new Map();
101
- this._selectStartFn ??= (ctrl, args) => {
102
- if (!args.grab)
103
- return;
104
- MeshUIHelper.resetLastSelected();
105
- const opts = new PointerEventData(this.context.input);
106
- opts.inputSource = ctrl;
107
- opts.pointerId = 0;
108
- opts.isDown = ctrl.selectionDown;
109
- opts.isUp = ctrl.selectionUp;
110
- opts.isPressed = ctrl.selectionPressed;
111
- opts.isClicked = false;
112
- grabbed.set(ctrl, args.grab);
113
- if (args.grab && !this.handleEventOnObject(args.grab, opts)) {
114
- args.grab = null;
115
- }
116
- ;
117
- };
118
- this._selectEndFn ??= (ctrl, args) => {
119
- if (!args.grab)
120
- return;
121
- const opts = new PointerEventData(this.context.input);
122
- opts.inputSource = ctrl;
123
- opts.pointerId = 0;
124
- opts.isDown = ctrl.selectionDown;
125
- opts.isUp = ctrl.selectionUp;
126
- opts.isPressed = ctrl.selectionPressed;
127
- opts.isClicked = ctrl.selectionClick;
128
- this.handleEventOnObject(args.grab, opts);
129
- const prevGrabbed = grabbed.get(ctrl);
130
- grabbed.set(ctrl, null);
131
- if (prevGrabbed) {
132
- for (const key of this.pressedByID.keys()) {
133
- const e = this.pressedByID[key];
134
- if (e && e.obj === prevGrabbed && e.handler) {
135
- e.handler.onPointerUp?.call(e.handler, opts);
136
- this.pressedByID.delete(key);
137
- }
138
- }
139
- }
140
- };
141
- const controllerRcOpts = new RaycastOptions();
142
- this._selectUpdateFn ??= (_ctrl) => {
143
- controllerRcOpts.ray = _ctrl.getRay();
144
- const rc = this.performRaycast(controllerRcOpts) ?? [];
145
- const opts = new PointerEventData(this.context.input);
146
- opts.inputSource = _ctrl;
147
- opts.pointerId = _ctrl.input?.handedness === "right" ? 0 : 1;
148
- opts.isDown = _ctrl.selectionDown;
149
- opts.isUp = _ctrl.selectionUp;
150
- opts.isPressed = _ctrl.selectionPressed;
151
- opts.isClicked = false;
152
- this.handleIntersections(opts.pointerId, rc, opts);
153
- };
154
- WebXRController.addEventListener(ControllerEvents.SelectStart, this._selectStartFn);
155
- WebXRController.addEventListener(ControllerEvents.SelectEnd, this._selectEndFn);
156
- WebXRController.addEventListener(ControllerEvents.Update, this._selectUpdateFn);
157
- this._handleInputFn = this.onPointerEvent.bind(this);
158
- this.context.input.addEventListener(InputEvents.PointerDown, this._handleInputFn);
159
- this.context.input.addEventListener(InputEvents.PointerUp, this._handleInputFn);
160
- this.context.input.addEventListener(InputEvents.PointerMove, this._handleInputFn);
161
- }
162
- onDisable() {
163
- WebXRController.removeEventListener(ControllerEvents.SelectStart, this._selectStartFn);
164
- WebXRController.removeEventListener(ControllerEvents.SelectEnd, this._selectEndFn);
165
- WebXRController.removeEventListener(ControllerEvents.Update, this._selectUpdateFn);
166
- this.context.input.removeEventListener(InputEvents.PointerDown, this._handleInputFn);
167
- this.context.input.removeEventListener(InputEvents.PointerUp, this._handleInputFn);
168
- this.context.input.removeEventListener(InputEvents.PointerMove, this._handleInputFn);
169
- }
170
- /**
171
- * all pointers that have pressed something
172
- *
173
- * key: pointerId
174
- * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
175
- */
176
- pressedByID = new Map();
177
- /**
178
- * all hovered objects
179
- *
180
- * key: pointerId
181
- * value: object that is hovered, data of the pointer event
182
- */
183
- hoveredByID = new Map();
184
- onBeforeRender() {
185
- this.resetMeshUIStates();
186
- }
187
- /**
188
- * Handle an pointer event from the input system
189
- */
190
- onPointerEvent(pointerEvent) {
191
- if (pointerEvent === undefined)
192
- return;
193
- // On mouse input has to be always 0 regardless of the button user pressed
194
- // because otherwise it would be taken as 3 unique pointers and create OnEnter and OnExit events which is not expected
195
- const id = pointerEvent.pointerType == PointerType.Touch ? pointerEvent.button : 0;
196
- const data = new PointerEventData(this.context.input, pointerEvent);
197
- data.inputSource = this.context.input;
198
- data.pointerId = pointerEvent.button;
199
- data.isClicked = pointerEvent.type == InputEvents.PointerUp && this.context.input.getPointerClicked(pointerEvent.button);
200
- // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
201
- data.isDown = pointerEvent.type == InputEvents.PointerDown;
202
- data.isUp = pointerEvent.type == InputEvents.PointerUp;
203
- data.isPressed = this.context.input.getPointerPressed(pointerEvent.button);
204
- if (debug && data.isClicked)
205
- console.log("CLICK", data.pointerId);
206
- // raycast
207
- const options = new RaycastOptions();
208
- options.screenPoint = this.context.input.getPointerPositionRC(id);
209
- const hits = this.performRaycast(options);
210
- if (!hits)
211
- return;
212
- if (debug && data.isClicked) {
213
- showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown);
214
- }
215
- const evt = {
216
- sender: this,
217
- args: data,
218
- hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
219
- };
220
- this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
221
- // handle hit objects
222
- this.handleIntersections(id, hits, data);
223
- this.dispatchEvent(new CustomEvent(EventSystemEvents.AfterHandleInput, { detail: evt }));
224
- }
225
- _sortedHits = [];
226
- /**
227
- * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
228
- */
229
- _testObjectsCache = new Map();
230
- /**
231
- * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
232
- * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
233
- * We do this to avoid raycasts against objects that are not going to be used by the event system
234
- * Because there's no component callback to be invoked anyways.
235
- * This is especially important to avoid expensive raycasts against SkinnedMeshes
236
- *
237
- * Further optimizations would be to check what type of event we're dealing with
238
- * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
239
- * */
240
- shouldRaycastObject = (obj) => {
241
- // check if this object is actually a UI shadow hierarchy object
242
- let shadowComponent = null;
243
- const isUI = isUIObject(obj);
244
- // if yes we want to grab the actual object that is the owner of the shadow dom
245
- // and check that object for the event component
246
- if (isUI) {
247
- shadowComponent = obj[$shadowDomOwner]?.gameObject;
248
- }
249
- // check if the object was seen previously
250
- if (this._testObjectsCache.has(obj) || (shadowComponent && this._testObjectsCache.has(shadowComponent))) {
251
- // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
252
- const prev = this._testObjectsCache.get(obj);
253
- if (prev === false)
254
- return "continue in children";
255
- return true;
256
- }
257
- else {
258
- // the object was not yet seen so we test if it has an event component
259
- let hasEventComponent = hasPointerEventComponent(obj);
260
- if (!hasEventComponent && shadowComponent)
261
- hasEventComponent = hasPointerEventComponent(shadowComponent);
262
- if (hasEventComponent) {
263
- // it has an event component: we add it and all its children to the cache
264
- // we don't need to do the same for the shadow component hierarchy
265
- // because the next object that will be detecting that the shadow owner was already seen
266
- this._testObjectsCache.set(obj, true);
267
- obj.traverse((o) => {
268
- this._testObjectsCache.set(o, true);
269
- });
270
- return true;
271
- }
272
- this._testObjectsCache.set(obj, false);
273
- return "continue in children";
274
- }
275
- };
276
- /** the raycast filter is always overriden */
277
- performRaycast(opts) {
278
- if (!this.raycaster)
279
- return null;
280
- this._sortedHits.length = 0;
281
- if (!opts)
282
- opts = new RaycastOptions();
283
- // we clear the cache of previously seen objects
284
- this._testObjectsCache.clear();
285
- opts.testObject = this.shouldRaycastObject;
286
- for (const rc of this.raycaster) {
287
- if (!rc.activeAndEnabled)
288
- continue;
289
- const res = rc.performRaycast(opts);
290
- if (res && res.length > 0) {
291
- // console.log(res.length, res.map(r => r.object.name));
292
- this._sortedHits.push(...res);
293
- }
294
- }
295
- this._sortedHits.sort((a, b) => {
296
- return a.distance - b.distance;
297
- });
298
- return this._sortedHits;
299
- }
300
- handleIntersections(id, hits, args) {
301
- if (hits?.length) {
302
- hits = this.sortCandidates(hits);
303
- for (const hit of hits) {
304
- const { object } = hit;
305
- args.point = hit.point;
306
- args.normal = hit.normal;
307
- args.face = hit.face;
308
- args.distance = hit.distance;
309
- args.instanceId = hit.instanceId;
310
- if (this.handleEventOnObject(object, args)) {
311
- return true;
312
- }
313
- }
314
- }
315
- // pointer has not hit any object to handle
316
- // thus is not hovering over anything
317
- const hoveredData = this.hoveredByID.get(id);
318
- if (hoveredData) {
319
- this.triggerOnExit(hoveredData.obj, hoveredData.data);
320
- }
321
- this.hoveredByID.delete(id);
322
- // if it was up, it means it doesn't should notify things that it down on before
323
- if (args.isUp) {
324
- const pressedData = this.pressedByID.get(id);
325
- pressedData?.handlers.forEach(h => h.onPointerUp?.call(h, args));
326
- this.pressedByID.delete(id);
327
- }
328
- return false;
329
- }
330
- _sortingBuffer = [];
331
- _noDepthTestingResults = [];
332
- sortCandidates(hits) {
333
- // iterate over all hits and filter for nodepth objects and normal hit objects
334
- // the no-depth objects will be handled first starting from the closest
335
- // assuming the hits array is sorted by distance (closest > furthest)
336
- this._sortingBuffer.length = 0;
337
- this._noDepthTestingResults.length = 0;
338
- for (let i = 0; i < hits.length; i++) {
339
- const hit = hits[i];
340
- const object = hit.object;
341
- if (object.material) {
342
- if (object.material["depthTest"] === false) {
343
- this._noDepthTestingResults.push(hit);
344
- continue;
345
- }
346
- }
347
- this._sortingBuffer.push(hit);
348
- }
349
- for (const obj of this._sortingBuffer) {
350
- this._noDepthTestingResults.push(obj);
351
- }
352
- return this._noDepthTestingResults;
353
- }
354
- out = {};
355
- /**
356
- * Handle hit result by preparing all needed information before propagation.
357
- * Then calling propagate.
358
- */
359
- handleEventOnObject(object, args) {
360
- // ensures that invisible objects are ignored
361
- if (!this.testIsVisible(object)) {
362
- if (args.isClicked && debug)
363
- console.log("not allowed", object);
364
- return false;
365
- }
366
- // Event without pointer can't be handled
367
- if (args.pointerId === undefined) {
368
- if (debug)
369
- console.warn("Event without pointer can't be handled", args);
370
- return false;
371
- }
372
- // We want to call all event methods even if the event was used
373
- // Used event can't be handled
374
- // if (args.used) return false;
375
- // Correct the handled object to match the relevant object in shadow dom (?)
376
- const originalObject = object;
377
- args.object = object;
378
- const parent = object.parent;
379
- let isShadow = false;
380
- const clicked = args.isClicked ?? false;
381
- let canvasGroup = null;
382
- // handle potential shadow dom built from three mesh ui
383
- if (parent && parent.isUI) {
384
- const pressedOrClicked = (args.isPressed || args.isClicked) ?? false;
385
- if (parent[$shadowDomOwner]) {
386
- const actualGo = parent[$shadowDomOwner].gameObject;
387
- if (actualGo) {
388
- const res = UIRaycastUtils.isInteractable(actualGo, this.out);
389
- if (!res)
390
- return false;
391
- canvasGroup = this.out.canvasGroup ?? null;
392
- const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
393
- if (!clicked && handled) {
394
- // return true;
395
- }
396
- object = actualGo;
397
- isShadow = true;
398
- }
399
- }
400
- if (!isShadow) {
401
- const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
402
- if (obj)
403
- return true;
404
- }
405
- }
406
- if (clicked && debug)
407
- console.log(this.context.time.frame, object);
408
- // Handle OnPointerExit -> in case when we are about to hover something new
409
- // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
410
- const hovering = this.hoveredByID.get(args.pointerId);
411
- const isNewlyHovering = hovering?.obj !== object;
412
- // trigger onPointerExit
413
- if (isNewlyHovering && hovering?.obj) {
414
- this.triggerOnExit(hovering.obj, hovering.data);
415
- }
416
- // save hovered object
417
- const entry = this.hoveredByID.get(args.pointerId);
418
- if (!entry)
419
- this.hoveredByID.set(args.pointerId, { obj: object, data: args });
420
- else {
421
- entry.obj = object;
422
- entry.data = args;
423
- }
424
- // create / update pressed entry
425
- if (args.isDown) {
426
- const data = this.pressedByID.get(args.pointerId);
427
- if (!data)
428
- this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set() });
429
- else {
430
- data.obj = object;
431
- data.data = args;
432
- }
433
- }
434
- if (canvasGroup === null || canvasGroup.interactable) {
435
- this.handleMainInteraction(object, args, isNewlyHovering);
436
- }
437
- return true;
438
- }
439
- /**
440
- * Propagate up in hiearchy and call the callback for each component that is possibly a handler
441
- */
442
- propagate(object, _args, onComponent) {
443
- while (true) {
444
- // Propagate up the hierarchy
445
- if (_args.used)
446
- return;
447
- GameObject.foreachComponent(object, comp => {
448
- // TODO: implement Stop Immediate Propagation
449
- onComponent(comp);
450
- // return undefined to continue iterating
451
- return undefined;
452
- }, false);
453
- if (!object.parent)
454
- break;
455
- // walk up
456
- object = object.parent;
457
- }
458
- }
459
- /**
460
- * Propagate up in hiearchy and call handlers based on the pointer event data
461
- */
462
- handleMainInteraction(object, args, isNewlyHovering) {
463
- if (args.pointerId === undefined)
464
- return;
465
- const pressedEvent = this.pressedByID.get(args.pointerId);
466
- this.propagate(object, args, (behaviour) => {
467
- const comp = behaviour;
468
- if (comp.interactable === false)
469
- return;
470
- if (comp.onPointerEnter) {
471
- if (isNewlyHovering) {
472
- comp.onPointerEnter(args);
473
- }
474
- }
475
- if (args.isDown) {
476
- if (comp.onPointerDown) {
477
- comp.onPointerDown(args);
478
- // Set the handler that we called the down event on
479
- // So we can call the up event on the same handler
480
- // In a scenario where we Down on one object and Up on another
481
- pressedEvent?.handlers.add(comp);
482
- }
483
- }
484
- const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId);
485
- const posThisFrame = this.context.input.getPointerPosition(args.pointerId);
486
- const isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
487
- if (isMoving && comp.onPointerMove) {
488
- comp.onPointerMove(args);
489
- }
490
- if (args.isUp) {
491
- if (comp.onPointerUp) {
492
- comp.onPointerUp(args);
493
- // We don't want to call Up twice if we Down and Up on the same object
494
- // But if we Down on one and Up on another we want to call Up on the first one as well
495
- // For example if the object was cloned by the Duplicatable
496
- // The original component that received the down event SHOULD also receive the up event
497
- pressedEvent?.handlers.delete(comp);
498
- }
499
- // handle onExit on touchUp
500
- // onExit on mouse is handled when we hover over something else / on nothing
501
- if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
502
- comp.onPointerExit(args);
503
- this.hoveredByID.delete(args.pointerId);
504
- }
505
- }
506
- if (args.isClicked) {
507
- if (comp.onPointerClick) {
508
- comp.onPointerClick(args);
509
- }
510
- }
511
- });
512
- // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
513
- // If user drags away from the object, then it doesn't get the UP event
514
- if (args.isUp) {
515
- pressedEvent?.handlers.forEach((handler) => {
516
- if (handler.onPointerUp) {
517
- handler.onPointerUp(args);
518
- }
519
- });
520
- this.pressedByID.delete(args.pointerId);
521
- }
522
- }
523
- /**
524
- * Propagate up in hiearchy and call OnExit regardless of the pointer event data
525
- */
526
- triggerOnExit(object, args) {
527
- args.used = false;
528
- this.propagate(object, args, (behaviour) => {
529
- if (!behaviour.gameObject || behaviour.destroyed)
530
- return;
531
- const inst = behaviour;
532
- if (inst.onPointerExit) {
533
- inst.onPointerExit(args);
534
- }
535
- });
536
- }
537
- handleMeshUiObjectWithoutShadowDom(obj, pressed) {
538
- if (!obj || !obj.isUI)
539
- return true;
540
- const hit = this.handleMeshUIIntersection(obj, pressed);
541
- return hit;
542
- }
543
- currentActiveMeshUIComponents = [];
544
- handleMeshUIIntersection(meshUiObject, pressed) {
545
- const res = MeshUIHelper.updateState(meshUiObject, pressed);
546
- if (res) {
547
- this.currentActiveMeshUIComponents.push(res);
548
- }
549
- return res !== null;
550
- }
551
- resetMeshUIStates() {
552
- if (this.context.input.getPointerPressedCount() > 0) {
553
- MeshUIHelper.resetLastSelected();
554
- }
555
- if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0)
556
- return;
557
- for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
558
- const comp = this.currentActiveMeshUIComponents[i];
559
- MeshUIHelper.resetState(comp);
560
- }
561
- this.currentActiveMeshUIComponents.length = 0;
562
- }
563
- testIsVisible(obj) {
564
- if (!obj)
565
- return true;
566
- if (!GameObject.isActiveSelf(obj))
567
- return false;
568
- return this.testIsVisible(obj.parent);
569
- }
570
- }
571
- class MeshUIHelper {
572
- static lastSelected = null;
573
- static lastUpdateFrame = [];
574
- static needsUpdate = false;
575
- static markDirty() {
576
- this.needsUpdate = true;
577
- }
578
- static update(threeMeshUI, context, force = false) {
579
- if (force) {
580
- threeMeshUI.update();
581
- return;
582
- }
583
- const currentFrame = context.time.frameCount;
584
- for (const lu of this.lastUpdateFrame) {
585
- if (lu.context === context) {
586
- if (currentFrame === lu.frame)
587
- return;
588
- lu.frame = currentFrame;
589
- let shouldUpdate = this.needsUpdate || currentFrame < 1;
590
- if (lu.nextUpdate === context.time.frameCount)
591
- shouldUpdate = true;
592
- // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
593
- if (shouldUpdate) {
594
- if (debug)
595
- console.log("Update threemeshui");
596
- this.needsUpdate = false;
597
- threeMeshUI.update();
598
- }
599
- return;
600
- }
601
- }
602
- this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame }];
603
- threeMeshUI.update();
604
- }
605
- static updateState(intersect, _selectState) {
606
- let foundBlock = null;
607
- if (intersect) {
608
- foundBlock = this.findBlockInParent(intersect);
609
- // console.log(intersect, "-- found block:", foundBlock)
610
- if (foundBlock && foundBlock !== this.lastSelected) {
611
- const interactable = foundBlock["interactable"];
612
- if (interactable === false)
613
- return null;
614
- this.needsUpdate = true;
615
- }
616
- }
617
- return foundBlock;
618
- }
619
- static resetLastSelected() {
620
- const last = this.lastSelected;
621
- if (!last)
622
- return;
623
- this.lastSelected = null;
624
- this.resetState(last);
625
- }
626
- static resetState(obj) {
627
- if (!obj)
628
- return;
629
- this.needsUpdate = true;
630
- }
631
- static findBlockInParent(elem) {
632
- if (!elem)
633
- return null;
634
- if (elem.isBlock) {
635
- // @TODO : Replace states managements
636
- // if (Object.keys(elem.states).length > 0)
637
- return elem;
638
- }
639
- return this.findBlockInParent(elem.parent);
640
- }
641
- }
1
+ import { RaycastOptions } from "../../engine/engine_physics.js";
2
+ import { Behaviour, GameObject } from "../Component.js";
3
+ import { ControllerEvents, WebXRController } from "../webxr/WebXRController.js";
4
+ import { Context } from "../../engine/engine_setup.js";
5
+ import { PointerEventData, hasPointerEventComponent } from "./PointerEvents.js";
6
+ import { ObjectRaycaster, Raycaster } from "./Raycaster.js";
7
+ import { InputEvents, PointerType } from "../../engine/engine_input.js";
8
+ import { Object3D } from "three";
9
+ import { getParam } from "../../engine/engine_utils.js";
10
+ import { UIRaycastUtils } from "./RaycastUtils.js";
11
+ import { $shadowDomOwner } from "./BaseUIComponent.js";
12
+ import { isDevEnvironment, showBalloonMessage } from "../../engine/debug/index.js";
13
+ import { Mathf } from "../../engine/engine_math.js";
14
+ import { isUIObject } from "./Utils.js";
15
+ const debug = getParam("debugeventsystem");
16
+ export var EventSystemEvents;
17
+ (function (EventSystemEvents) {
18
+ EventSystemEvents["BeforeHandleInput"] = "BeforeHandleInput";
19
+ EventSystemEvents["AfterHandleInput"] = "AfterHandleInput";
20
+ })(EventSystemEvents || (EventSystemEvents = {}));
21
+ export class EventSystem extends Behaviour {
22
+ static _eventSystemMap = new Map();
23
+ static didSearchEventSystem = false;
24
+ static createIfNoneExists(context) {
25
+ if (!this.didSearchEventSystem) {
26
+ this.didSearchEventSystem = true;
27
+ if (EventSystem.systems.length <= 0) {
28
+ EventSystem.systems.push(...GameObject.findObjectsOfType(EventSystem, context));
29
+ }
30
+ }
31
+ for (const sys of EventSystem.systems) {
32
+ if (sys.context === context)
33
+ return; // exists
34
+ }
35
+ const go = new Object3D();
36
+ GameObject.addNewComponent(go, EventSystem);
37
+ context.scene.add(go);
38
+ }
39
+ static get systems() {
40
+ const context = Context.Current;
41
+ if (!this._eventSystemMap.has(context)) {
42
+ this._eventSystemMap.set(context, []);
43
+ }
44
+ return this._eventSystemMap.get(context);
45
+ }
46
+ static get(ctx) {
47
+ const systems = this._eventSystemMap.get(ctx);
48
+ if (systems && systems.length > 0)
49
+ return systems[0];
50
+ return null;
51
+ }
52
+ static get instance() {
53
+ return this.systems[0];
54
+ }
55
+ //@ts-ignore
56
+ static ensureUpdateMeshUI(instance, context, force = false) {
57
+ MeshUIHelper.update(instance, context, force);
58
+ }
59
+ static markUIDirty(_context) {
60
+ MeshUIHelper.markDirty();
61
+ }
62
+ raycaster = [];
63
+ constructor() {
64
+ super();
65
+ EventSystem.systems.push(this);
66
+ }
67
+ get hasActiveUI() { return this.currentActiveMeshUIComponents.length > 0; }
68
+ get isHoveringObjects() { return this.hoveredByID.size > 0; }
69
+ onDestroy() {
70
+ EventSystem.systems.splice(EventSystem.systems.indexOf(this), 1);
71
+ }
72
+ start() {
73
+ if (this.raycaster.length <= 0) {
74
+ const res = GameObject.findObjectOfType(Raycaster, this.context);
75
+ if (!res) {
76
+ const rc = GameObject.addNewComponent(this.context.scene, ObjectRaycaster);
77
+ rc.ignoreSkinnedMeshes = true;
78
+ this.raycaster.push(rc);
79
+ if (isDevEnvironment() || debug)
80
+ console.warn("Added an ObjectRaycaster to the scene because no raycaster was found. Skinnedmeshes will be ignored for better performance");
81
+ }
82
+ }
83
+ }
84
+ register(rc) {
85
+ if (rc && this.raycaster && !this.raycaster.includes(rc))
86
+ this.raycaster?.push(rc);
87
+ }
88
+ unregister(rc) {
89
+ const i = this.raycaster?.indexOf(rc);
90
+ if (i !== undefined && i !== -1) {
91
+ this.raycaster?.splice(i, 1);
92
+ }
93
+ }
94
+ _selectStartFn;
95
+ _selectEndFn;
96
+ _selectUpdateFn;
97
+ _handleEventCycleFn;
98
+ _handleInputFn;
99
+ onEnable() {
100
+ const grabbed = new Map();
101
+ this._selectStartFn ??= (ctrl, args) => {
102
+ if (!args.grab)
103
+ return;
104
+ MeshUIHelper.resetLastSelected();
105
+ const opts = new PointerEventData(this.context.input);
106
+ opts.inputSource = ctrl;
107
+ opts.pointerId = 0;
108
+ opts.isDown = ctrl.selectionDown;
109
+ opts.isUp = ctrl.selectionUp;
110
+ opts.isPressed = ctrl.selectionPressed;
111
+ opts.isClicked = false;
112
+ grabbed.set(ctrl, args.grab);
113
+ if (args.grab && !this.handleEventOnObject(args.grab, opts)) {
114
+ args.grab = null;
115
+ }
116
+ ;
117
+ };
118
+ this._selectEndFn ??= (ctrl, args) => {
119
+ if (!args.grab)
120
+ return;
121
+ const opts = new PointerEventData(this.context.input);
122
+ opts.inputSource = ctrl;
123
+ opts.pointerId = 0;
124
+ opts.isDown = ctrl.selectionDown;
125
+ opts.isUp = ctrl.selectionUp;
126
+ opts.isPressed = ctrl.selectionPressed;
127
+ opts.isClicked = ctrl.selectionClick;
128
+ this.handleEventOnObject(args.grab, opts);
129
+ const prevGrabbed = grabbed.get(ctrl);
130
+ grabbed.set(ctrl, null);
131
+ if (prevGrabbed) {
132
+ for (const key of this.pressedByID.keys()) {
133
+ const e = this.pressedByID[key];
134
+ if (e && e.obj === prevGrabbed && e.handler) {
135
+ e.handler.onPointerUp?.call(e.handler, opts);
136
+ this.pressedByID.delete(key);
137
+ }
138
+ }
139
+ }
140
+ };
141
+ const controllerRcOpts = new RaycastOptions();
142
+ this._selectUpdateFn ??= (_ctrl) => {
143
+ controllerRcOpts.ray = _ctrl.getRay();
144
+ const rc = this.performRaycast(controllerRcOpts) ?? [];
145
+ const opts = new PointerEventData(this.context.input);
146
+ opts.inputSource = _ctrl;
147
+ opts.pointerId = _ctrl.input?.handedness === "right" ? 0 : 1;
148
+ opts.isDown = _ctrl.selectionDown;
149
+ opts.isUp = _ctrl.selectionUp;
150
+ opts.isPressed = _ctrl.selectionPressed;
151
+ opts.isClicked = false;
152
+ this.handleIntersections(opts.pointerId, rc, opts);
153
+ };
154
+ WebXRController.addEventListener(ControllerEvents.SelectStart, this._selectStartFn);
155
+ WebXRController.addEventListener(ControllerEvents.SelectEnd, this._selectEndFn);
156
+ WebXRController.addEventListener(ControllerEvents.Update, this._selectUpdateFn);
157
+ this._handleInputFn = this.onPointerEvent.bind(this);
158
+ this.context.input.addEventListener(InputEvents.PointerDown, this._handleInputFn);
159
+ this.context.input.addEventListener(InputEvents.PointerUp, this._handleInputFn);
160
+ this.context.input.addEventListener(InputEvents.PointerMove, this._handleInputFn);
161
+ }
162
+ onDisable() {
163
+ WebXRController.removeEventListener(ControllerEvents.SelectStart, this._selectStartFn);
164
+ WebXRController.removeEventListener(ControllerEvents.SelectEnd, this._selectEndFn);
165
+ WebXRController.removeEventListener(ControllerEvents.Update, this._selectUpdateFn);
166
+ this.context.input.removeEventListener(InputEvents.PointerDown, this._handleInputFn);
167
+ this.context.input.removeEventListener(InputEvents.PointerUp, this._handleInputFn);
168
+ this.context.input.removeEventListener(InputEvents.PointerMove, this._handleInputFn);
169
+ }
170
+ /**
171
+ * all pointers that have pressed something
172
+ *
173
+ * key: pointerId
174
+ * value: object that was pressed, data of the pointer event, handlers that are releavant to the event
175
+ */
176
+ pressedByID = new Map();
177
+ /**
178
+ * all hovered objects
179
+ *
180
+ * key: pointerId
181
+ * value: object that is hovered, data of the pointer event
182
+ */
183
+ hoveredByID = new Map();
184
+ onBeforeRender() {
185
+ this.resetMeshUIStates();
186
+ }
187
+ /**
188
+ * Handle an pointer event from the input system
189
+ */
190
+ onPointerEvent(pointerEvent) {
191
+ if (pointerEvent === undefined)
192
+ return;
193
+ // On mouse input has to be always 0 regardless of the button user pressed
194
+ // because otherwise it would be taken as 3 unique pointers and create OnEnter and OnExit events which is not expected
195
+ const id = pointerEvent.pointerType == PointerType.Touch ? pointerEvent.button : 0;
196
+ const data = new PointerEventData(this.context.input, pointerEvent);
197
+ data.inputSource = this.context.input;
198
+ data.pointerId = pointerEvent.button;
199
+ data.isClicked = pointerEvent.type == InputEvents.PointerUp && this.context.input.getPointerClicked(pointerEvent.button);
200
+ // using the input type directly instead of input API -> otherwise onMove events can sometimes be getPointerUp() == true
201
+ data.isDown = pointerEvent.type == InputEvents.PointerDown;
202
+ data.isUp = pointerEvent.type == InputEvents.PointerUp;
203
+ data.isPressed = this.context.input.getPointerPressed(pointerEvent.button);
204
+ if (debug && data.isClicked)
205
+ console.log("CLICK", data.pointerId);
206
+ // raycast
207
+ const options = new RaycastOptions();
208
+ options.screenPoint = this.context.input.getPointerPositionRC(id);
209
+ const hits = this.performRaycast(options);
210
+ if (!hits)
211
+ return;
212
+ if (debug && data.isClicked) {
213
+ showBalloonMessage("EventSystem: " + data.pointerId + " - " + this.context.time.frame + " - Up:" + data.isUp + ", Down:" + data.isDown);
214
+ }
215
+ const evt = {
216
+ sender: this,
217
+ args: data,
218
+ hasActiveUI: this.currentActiveMeshUIComponents.length > 0,
219
+ };
220
+ this.dispatchEvent(new CustomEvent(EventSystemEvents.BeforeHandleInput, { detail: evt }));
221
+ // handle hit objects
222
+ this.handleIntersections(id, hits, data);
223
+ this.dispatchEvent(new CustomEvent(EventSystemEvents.AfterHandleInput, { detail: evt }));
224
+ }
225
+ _sortedHits = [];
226
+ /**
227
+ * cache for objects that we want to raycast against. It's cleared before each call to performRaycast invoking raycasters
228
+ */
229
+ _testObjectsCache = new Map();
230
+ /**
231
+ * Checks if an object that we encounter has an event component and if it does, we add it to our objects cache
232
+ * If it doesnt we tell our raycasting system to ignore it and continue in the child hierarchy
233
+ * We do this to avoid raycasts against objects that are not going to be used by the event system
234
+ * Because there's no component callback to be invoked anyways.
235
+ * This is especially important to avoid expensive raycasts against SkinnedMeshes
236
+ *
237
+ * Further optimizations would be to check what type of event we're dealing with
238
+ * For example if an event component has only an onPointerClick method we don't need to raycast during movement events
239
+ * */
240
+ shouldRaycastObject = (obj) => {
241
+ // check if this object is actually a UI shadow hierarchy object
242
+ let shadowComponent = null;
243
+ const isUI = isUIObject(obj);
244
+ // if yes we want to grab the actual object that is the owner of the shadow dom
245
+ // and check that object for the event component
246
+ if (isUI) {
247
+ shadowComponent = obj[$shadowDomOwner]?.gameObject;
248
+ }
249
+ // check if the object was seen previously
250
+ if (this._testObjectsCache.has(obj) || (shadowComponent && this._testObjectsCache.has(shadowComponent))) {
251
+ // if yes we check if it was previously stored as "YES WE NEED TO RAYCAST THIS"
252
+ const prev = this._testObjectsCache.get(obj);
253
+ if (prev === false)
254
+ return "continue in children";
255
+ return true;
256
+ }
257
+ else {
258
+ // the object was not yet seen so we test if it has an event component
259
+ let hasEventComponent = hasPointerEventComponent(obj);
260
+ if (!hasEventComponent && shadowComponent)
261
+ hasEventComponent = hasPointerEventComponent(shadowComponent);
262
+ if (hasEventComponent) {
263
+ // it has an event component: we add it and all its children to the cache
264
+ // we don't need to do the same for the shadow component hierarchy
265
+ // because the next object that will be detecting that the shadow owner was already seen
266
+ this._testObjectsCache.set(obj, true);
267
+ obj.traverse((o) => {
268
+ this._testObjectsCache.set(o, true);
269
+ });
270
+ return true;
271
+ }
272
+ this._testObjectsCache.set(obj, false);
273
+ return "continue in children";
274
+ }
275
+ };
276
+ /** the raycast filter is always overriden */
277
+ performRaycast(opts) {
278
+ if (!this.raycaster)
279
+ return null;
280
+ this._sortedHits.length = 0;
281
+ if (!opts)
282
+ opts = new RaycastOptions();
283
+ // we clear the cache of previously seen objects
284
+ this._testObjectsCache.clear();
285
+ opts.testObject = this.shouldRaycastObject;
286
+ for (const rc of this.raycaster) {
287
+ if (!rc.activeAndEnabled)
288
+ continue;
289
+ const res = rc.performRaycast(opts);
290
+ if (res && res.length > 0) {
291
+ // console.log(res.length, res.map(r => r.object.name));
292
+ this._sortedHits.push(...res);
293
+ }
294
+ }
295
+ this._sortedHits.sort((a, b) => {
296
+ return a.distance - b.distance;
297
+ });
298
+ return this._sortedHits;
299
+ }
300
+ handleIntersections(id, hits, args) {
301
+ if (hits?.length) {
302
+ hits = this.sortCandidates(hits);
303
+ for (const hit of hits) {
304
+ const { object } = hit;
305
+ args.point = hit.point;
306
+ args.normal = hit.normal;
307
+ args.face = hit.face;
308
+ args.distance = hit.distance;
309
+ args.instanceId = hit.instanceId;
310
+ if (this.handleEventOnObject(object, args)) {
311
+ return true;
312
+ }
313
+ }
314
+ }
315
+ // pointer has not hit any object to handle
316
+ // thus is not hovering over anything
317
+ const hoveredData = this.hoveredByID.get(id);
318
+ if (hoveredData) {
319
+ this.triggerOnExit(hoveredData.obj, hoveredData.data);
320
+ }
321
+ this.hoveredByID.delete(id);
322
+ // if it was up, it means it doesn't should notify things that it down on before
323
+ if (args.isUp) {
324
+ const pressedData = this.pressedByID.get(id);
325
+ pressedData?.handlers.forEach(h => h.onPointerUp?.call(h, args));
326
+ this.pressedByID.delete(id);
327
+ }
328
+ return false;
329
+ }
330
+ _sortingBuffer = [];
331
+ _noDepthTestingResults = [];
332
+ sortCandidates(hits) {
333
+ // iterate over all hits and filter for nodepth objects and normal hit objects
334
+ // the no-depth objects will be handled first starting from the closest
335
+ // assuming the hits array is sorted by distance (closest > furthest)
336
+ this._sortingBuffer.length = 0;
337
+ this._noDepthTestingResults.length = 0;
338
+ for (let i = 0; i < hits.length; i++) {
339
+ const hit = hits[i];
340
+ const object = hit.object;
341
+ if (object.material) {
342
+ if (object.material["depthTest"] === false) {
343
+ this._noDepthTestingResults.push(hit);
344
+ continue;
345
+ }
346
+ }
347
+ this._sortingBuffer.push(hit);
348
+ }
349
+ for (const obj of this._sortingBuffer) {
350
+ this._noDepthTestingResults.push(obj);
351
+ }
352
+ return this._noDepthTestingResults;
353
+ }
354
+ out = {};
355
+ /**
356
+ * Handle hit result by preparing all needed information before propagation.
357
+ * Then calling propagate.
358
+ */
359
+ handleEventOnObject(object, args) {
360
+ // ensures that invisible objects are ignored
361
+ if (!this.testIsVisible(object)) {
362
+ if (args.isClicked && debug)
363
+ console.log("not allowed", object);
364
+ return false;
365
+ }
366
+ // Event without pointer can't be handled
367
+ if (args.pointerId === undefined) {
368
+ if (debug)
369
+ console.warn("Event without pointer can't be handled", args);
370
+ return false;
371
+ }
372
+ // We want to call all event methods even if the event was used
373
+ // Used event can't be handled
374
+ // if (args.used) return false;
375
+ // Correct the handled object to match the relevant object in shadow dom (?)
376
+ const originalObject = object;
377
+ args.object = object;
378
+ const parent = object.parent;
379
+ let isShadow = false;
380
+ const clicked = args.isClicked ?? false;
381
+ let canvasGroup = null;
382
+ // handle potential shadow dom built from three mesh ui
383
+ if (parent && parent.isUI) {
384
+ const pressedOrClicked = (args.isPressed || args.isClicked) ?? false;
385
+ if (parent[$shadowDomOwner]) {
386
+ const actualGo = parent[$shadowDomOwner].gameObject;
387
+ if (actualGo) {
388
+ const res = UIRaycastUtils.isInteractable(actualGo, this.out);
389
+ if (!res)
390
+ return false;
391
+ canvasGroup = this.out.canvasGroup ?? null;
392
+ const handled = this.handleMeshUIIntersection(object, pressedOrClicked);
393
+ if (!clicked && handled) {
394
+ // return true;
395
+ }
396
+ object = actualGo;
397
+ isShadow = true;
398
+ }
399
+ }
400
+ if (!isShadow) {
401
+ const obj = this.handleMeshUiObjectWithoutShadowDom(parent, pressedOrClicked);
402
+ if (obj)
403
+ return true;
404
+ }
405
+ }
406
+ if (clicked && debug)
407
+ console.log(this.context.time.frame, object);
408
+ // Handle OnPointerExit -> in case when we are about to hover something new
409
+ // TODO: we need to keep track of the components that already received a PointerEnterEvent -> we can have a hierarchy where the hovered object changes but the component is on the parent and should not receive a PointerExit event because it's still hovered (just another child object)
410
+ const hovering = this.hoveredByID.get(args.pointerId);
411
+ const isNewlyHovering = hovering?.obj !== object;
412
+ // trigger onPointerExit
413
+ if (isNewlyHovering && hovering?.obj) {
414
+ this.triggerOnExit(hovering.obj, hovering.data);
415
+ }
416
+ // save hovered object
417
+ const entry = this.hoveredByID.get(args.pointerId);
418
+ if (!entry)
419
+ this.hoveredByID.set(args.pointerId, { obj: object, data: args });
420
+ else {
421
+ entry.obj = object;
422
+ entry.data = args;
423
+ }
424
+ // create / update pressed entry
425
+ if (args.isDown) {
426
+ const data = this.pressedByID.get(args.pointerId);
427
+ if (!data)
428
+ this.pressedByID.set(args.pointerId, { obj: object, data: args, handlers: new Set() });
429
+ else {
430
+ data.obj = object;
431
+ data.data = args;
432
+ }
433
+ }
434
+ if (canvasGroup === null || canvasGroup.interactable) {
435
+ this.handleMainInteraction(object, args, isNewlyHovering);
436
+ }
437
+ return true;
438
+ }
439
+ /**
440
+ * Propagate up in hiearchy and call the callback for each component that is possibly a handler
441
+ */
442
+ propagate(object, _args, onComponent) {
443
+ while (true) {
444
+ // Propagate up the hierarchy
445
+ if (_args.used)
446
+ return;
447
+ GameObject.foreachComponent(object, comp => {
448
+ // TODO: implement Stop Immediate Propagation
449
+ onComponent(comp);
450
+ // return undefined to continue iterating
451
+ return undefined;
452
+ }, false);
453
+ if (!object.parent)
454
+ break;
455
+ // walk up
456
+ object = object.parent;
457
+ }
458
+ }
459
+ /**
460
+ * Propagate up in hiearchy and call handlers based on the pointer event data
461
+ */
462
+ handleMainInteraction(object, args, isNewlyHovering) {
463
+ if (args.pointerId === undefined)
464
+ return;
465
+ const pressedEvent = this.pressedByID.get(args.pointerId);
466
+ this.propagate(object, args, (behaviour) => {
467
+ const comp = behaviour;
468
+ if (comp.interactable === false)
469
+ return;
470
+ if (comp.onPointerEnter) {
471
+ if (isNewlyHovering) {
472
+ comp.onPointerEnter(args);
473
+ }
474
+ }
475
+ if (args.isDown) {
476
+ if (comp.onPointerDown) {
477
+ comp.onPointerDown(args);
478
+ // Set the handler that we called the down event on
479
+ // So we can call the up event on the same handler
480
+ // In a scenario where we Down on one object and Up on another
481
+ pressedEvent?.handlers.add(comp);
482
+ }
483
+ }
484
+ const posLastFrame = this.context.input.getPointerPositionLastFrame(args.pointerId);
485
+ const posThisFrame = this.context.input.getPointerPosition(args.pointerId);
486
+ const isMoving = posLastFrame && !Mathf.approximately(posLastFrame, posThisFrame);
487
+ if (isMoving && comp.onPointerMove) {
488
+ comp.onPointerMove(args);
489
+ }
490
+ if (args.isUp) {
491
+ if (comp.onPointerUp) {
492
+ comp.onPointerUp(args);
493
+ // We don't want to call Up twice if we Down and Up on the same object
494
+ // But if we Down on one and Up on another we want to call Up on the first one as well
495
+ // For example if the object was cloned by the Duplicatable
496
+ // The original component that received the down event SHOULD also receive the up event
497
+ pressedEvent?.handlers.delete(comp);
498
+ }
499
+ // handle onExit on touchUp
500
+ // onExit on mouse is handled when we hover over something else / on nothing
501
+ if (comp.onPointerExit && args.event?.pointerType === PointerType.Touch) {
502
+ comp.onPointerExit(args);
503
+ this.hoveredByID.delete(args.pointerId);
504
+ }
505
+ }
506
+ if (args.isClicked) {
507
+ if (comp.onPointerClick) {
508
+ comp.onPointerClick(args);
509
+ }
510
+ }
511
+ });
512
+ // after the propagation end, call UP on any objects that were DOWNED and didn't recieve an UP while propagating
513
+ // If user drags away from the object, then it doesn't get the UP event
514
+ if (args.isUp) {
515
+ pressedEvent?.handlers.forEach((handler) => {
516
+ if (handler.onPointerUp) {
517
+ handler.onPointerUp(args);
518
+ }
519
+ });
520
+ this.pressedByID.delete(args.pointerId);
521
+ }
522
+ }
523
+ /**
524
+ * Propagate up in hiearchy and call OnExit regardless of the pointer event data
525
+ */
526
+ triggerOnExit(object, args) {
527
+ args.used = false;
528
+ this.propagate(object, args, (behaviour) => {
529
+ if (!behaviour.gameObject || behaviour.destroyed)
530
+ return;
531
+ const inst = behaviour;
532
+ if (inst.onPointerExit) {
533
+ inst.onPointerExit(args);
534
+ }
535
+ });
536
+ }
537
+ handleMeshUiObjectWithoutShadowDom(obj, pressed) {
538
+ if (!obj || !obj.isUI)
539
+ return true;
540
+ const hit = this.handleMeshUIIntersection(obj, pressed);
541
+ return hit;
542
+ }
543
+ currentActiveMeshUIComponents = [];
544
+ handleMeshUIIntersection(meshUiObject, pressed) {
545
+ const res = MeshUIHelper.updateState(meshUiObject, pressed);
546
+ if (res) {
547
+ this.currentActiveMeshUIComponents.push(res);
548
+ }
549
+ return res !== null;
550
+ }
551
+ resetMeshUIStates() {
552
+ if (this.context.input.getPointerPressedCount() > 0) {
553
+ MeshUIHelper.resetLastSelected();
554
+ }
555
+ if (!this.currentActiveMeshUIComponents || this.currentActiveMeshUIComponents.length <= 0)
556
+ return;
557
+ for (let i = 0; i < this.currentActiveMeshUIComponents.length; i++) {
558
+ const comp = this.currentActiveMeshUIComponents[i];
559
+ MeshUIHelper.resetState(comp);
560
+ }
561
+ this.currentActiveMeshUIComponents.length = 0;
562
+ }
563
+ testIsVisible(obj) {
564
+ if (!obj)
565
+ return true;
566
+ if (!GameObject.isActiveSelf(obj))
567
+ return false;
568
+ return this.testIsVisible(obj.parent);
569
+ }
570
+ }
571
+ class MeshUIHelper {
572
+ static lastSelected = null;
573
+ static lastUpdateFrame = [];
574
+ static needsUpdate = false;
575
+ static markDirty() {
576
+ this.needsUpdate = true;
577
+ }
578
+ static update(threeMeshUI, context, force = false) {
579
+ if (force) {
580
+ threeMeshUI.update();
581
+ return;
582
+ }
583
+ const currentFrame = context.time.frameCount;
584
+ for (const lu of this.lastUpdateFrame) {
585
+ if (lu.context === context) {
586
+ if (currentFrame === lu.frame)
587
+ return;
588
+ lu.frame = currentFrame;
589
+ let shouldUpdate = this.needsUpdate || currentFrame < 1;
590
+ if (lu.nextUpdate === context.time.frameCount)
591
+ shouldUpdate = true;
592
+ // if (this.needsUpdate) lu.nextUpdate = currentFrame + 3;
593
+ if (shouldUpdate) {
594
+ if (debug)
595
+ console.log("Update threemeshui");
596
+ this.needsUpdate = false;
597
+ threeMeshUI.update();
598
+ }
599
+ return;
600
+ }
601
+ }
602
+ this.lastUpdateFrame = [{ context, frame: currentFrame, nextUpdate: currentFrame }];
603
+ threeMeshUI.update();
604
+ }
605
+ static updateState(intersect, _selectState) {
606
+ let foundBlock = null;
607
+ if (intersect) {
608
+ foundBlock = this.findBlockInParent(intersect);
609
+ // console.log(intersect, "-- found block:", foundBlock)
610
+ if (foundBlock && foundBlock !== this.lastSelected) {
611
+ const interactable = foundBlock["interactable"];
612
+ if (interactable === false)
613
+ return null;
614
+ this.needsUpdate = true;
615
+ }
616
+ }
617
+ return foundBlock;
618
+ }
619
+ static resetLastSelected() {
620
+ const last = this.lastSelected;
621
+ if (!last)
622
+ return;
623
+ this.lastSelected = null;
624
+ this.resetState(last);
625
+ }
626
+ static resetState(obj) {
627
+ if (!obj)
628
+ return;
629
+ this.needsUpdate = true;
630
+ }
631
+ static findBlockInParent(elem) {
632
+ if (!elem)
633
+ return null;
634
+ if (elem.isBlock) {
635
+ // @TODO : Replace states managements
636
+ // if (Object.keys(elem.states).length > 0)
637
+ return elem;
638
+ }
639
+ return this.findBlockInParent(elem.parent);
640
+ }
641
+ }
642
642
  //# sourceMappingURL=EventSystem.js.map