@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
  714. package/src/engine-components/TestRunner.ts +114 -114
  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
  718. package/src/engine-components/XRFlag.ts +138 -138
  719. package/src/engine-components/api.ts +22 -22
  720. package/src/engine-components/avatar/AvatarBlink_Simple.ts +67 -67
  721. package/src/engine-components/avatar/AvatarEyeLook_Rotation.ts +68 -68
  722. package/src/engine-components/avatar/Avatar_Brain_LookAt.ts +136 -136
  723. package/src/engine-components/avatar/Avatar_MouthShapes.ts +81 -81
  724. package/src/engine-components/avatar/Avatar_MustacheShake.ts +28 -28
  725. package/src/engine-components/codegen/components.ts +216 -216
  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
  729. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +1773 -1773
  730. package/src/engine-components/export/usdz/USDZExporter.ts +477 -477
  731. package/src/engine-components/export/usdz/extensions/Animation.ts +774 -774
  732. package/src/engine-components/export/usdz/extensions/DocumentExtension.ts +9 -9
  733. package/src/engine-components/export/usdz/extensions/USDZText.ts +287 -287
  734. package/src/engine-components/export/usdz/extensions/USDZUI.ts +119 -119
  735. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +98 -98
  736. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +67 -67
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  738. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +963 -963
  739. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +517 -517
  740. package/src/engine-components/export/usdz/index.ts +2 -2
  741. package/src/engine-components/export/usdz/utils/animationutils.ts +100 -100
  742. package/src/engine-components/export/usdz/utils/quicklook.ts +42 -42
  743. package/src/engine-components/export/usdz/utils/timeutils.ts +19 -19
  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
  747. package/src/engine-components/js-extensions/Vector.ts +16 -16
  748. package/src/engine-components/js-extensions/index.ts +2 -2
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  750. package/src/engine-components/postprocessing/Effects/Bloom.ts +76 -76
  751. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +35 -35
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  753. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +93 -93
  754. package/src/engine-components/postprocessing/Effects/Pixelation.ts +26 -26
  755. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +84 -84
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  760. package/src/engine-components/postprocessing/PostProcessingEffect.ts +148 -148
  761. package/src/engine-components/postprocessing/PostProcessingHandler.ts +232 -232
  762. package/src/engine-components/postprocessing/Volume.ts +216 -216
  763. package/src/engine-components/postprocessing/VolumeParameter.ts +92 -92
  764. package/src/engine-components/postprocessing/VolumeProfile.ts +40 -40
  765. package/src/engine-components/postprocessing/index.ts +3 -3
  766. package/src/engine-components/timeline/PlayableDirector.ts +666 -666
  767. package/src/engine-components/timeline/SignalAsset.ts +138 -138
  768. package/src/engine-components/timeline/TimelineModels.ts +93 -93
  769. package/src/engine-components/timeline/TimelineTracks.ts +906 -906
  770. package/src/engine-components/timeline/index.ts +3 -3
  771. package/src/engine-components/ui/BaseUIComponent.ts +195 -195
  772. package/src/engine-components/ui/Button.ts +283 -283
  773. package/src/engine-components/ui/Canvas.ts +390 -390
  774. package/src/engine-components/ui/CanvasGroup.ts +49 -49
  775. package/src/engine-components/ui/EventSystem.ts +736 -736
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  777. package/src/engine-components/ui/Image.ts +102 -102
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  779. package/src/engine-components/ui/Interfaces.ts +57 -57
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  781. package/src/engine-components/ui/Outline.ts +12 -12
  782. package/src/engine-components/ui/PointerEvents.ts +118 -118
  783. package/src/engine-components/ui/RaycastUtils.ts +68 -68
  784. package/src/engine-components/ui/Raycaster.ts +73 -73
  785. package/src/engine-components/ui/RectTransform.ts +364 -364
  786. package/src/engine-components/ui/SpatialHtml.ts +63 -63
  787. package/src/engine-components/ui/Text.ts +572 -572
  788. package/src/engine-components/ui/Utils.ts +110 -110
  789. package/src/engine-components/utils/LookAt.ts +65 -65
  790. package/src/engine-components/utils/OpenURL.ts +118 -118
  791. package/src/engine-components/webxr/WebARCameraBackground.ts +224 -224
  792. package/src/engine-components/webxr/WebARSessionRoot.ts +446 -446
  793. package/src/engine-components/webxr/WebXR.ts +761 -761
  794. package/src/engine-components/webxr/WebXRAvatar.ts +356 -356
  795. package/src/engine-components/webxr/WebXRController.ts +1168 -1168
  796. package/src/engine-components/webxr/WebXRGrabRendering.ts +150 -150
  797. package/src/engine-components/webxr/WebXRImageTracking.ts +371 -371
  798. package/src/engine-components/webxr/WebXRPlaneTracking.ts +429 -429
  799. package/src/engine-components/webxr/WebXRRig.ts +21 -21
  800. package/src/engine-components/webxr/WebXRSync.ts +463 -463
  801. package/src/engine-components/webxr/index.ts +3 -3
  802. package/src/engine-components-experimental/Presentation.ts +12 -12
  803. package/src/engine-components-experimental/networking/PlayerSync.ts +217 -217
  804. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
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  807. package/src/engine-schemes/synced-camera-model.ts +92 -92
  808. package/src/engine-schemes/synced-transform-model.ts +90 -90
  809. package/src/engine-schemes/syncedCamera.fbs +10 -10
  810. package/src/engine-schemes/transform.ts +50 -50
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  814. package/src/engine-schemes/vec3.ts +38 -38
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  820. package/src/include/ktx2/basis_transcoder.js +21 -21
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  824. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  825. package/src/include/three/VRButton.js +194 -194
  826. package/src/needle-engine.ts +55 -55
  827. package/src/engine/dist/api.js +0 -73
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  849. package/src/engine-schemes/flatc.exe +0 -0
@@ -1,1386 +1,1386 @@
1
- import {
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- BufferGeometry, Cache, Camera, Clock, Color, DepthTexture, Group,
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- Material, NearestFilter, NoToneMapping, Object3D, PCFSoftShadowMap,
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- PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace,
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- Texture, WebGLRenderer, type WebGLRendererParameters, WebGLRenderTarget, type WebXRArrayCamera
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- } from 'three';
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-
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- import { Input } from './engine_input.js';
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- import { Physics } from './engine_physics.js';
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- import { Time } from './engine_time.js';
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- import { NetworkConnection } from './engine_networking.js';
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-
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- import * as looputils from './engine_mainloop_utils.js';
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- import * as utils from "./engine_utils.js";
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-
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- import { EffectComposer, RenderPass } from "postprocessing";
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-
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- import { AssetDatabase } from './engine_assetdatabase.js';
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-
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- import { logHierarchy } from './engine_three_utils.js';
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-
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- import * as Stats from 'three/examples/jsm/libs/stats.module.js';
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- import { RendererData as SceneLighting } from './engine_scenelighting.js';
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- import { Addressables } from './engine_addressables.js';
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- import { Application } from './engine_application.js';
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- import { LightDataRegistry, type ILightDataRegistry } from './engine_lightdata.js';
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- import { PlayerViewManager } from './engine_playerview.js';
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-
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- import { type CoroutineData, type GLTF, type ICamera, type IComponent, type IContext, type ILight, type LoadedGLTF } from "./engine_types.js";
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- import { destroy, foreachComponent } from './engine_gameobject.js';
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- import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
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- import { delay, getParam } from './engine_utils.js';
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- import { VERSION } from './engine_constants.js';
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- import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage, showBalloonWarning } from './debug/index.js';
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- import { getLoader } from './engine_gltf.js';
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- import { isLocalNetwork } from './engine_networking_utils.js';
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- import { WaitForPromise } from './engine_coroutine.js';
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- import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
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-
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-
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- const debug = utils.getParam("debugcontext");
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- const stats = utils.getParam("stats");
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- const debugActive = utils.getParam("debugactive");
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- const debugframerate = utils.getParam("debugframerate");
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- const debugCoroutine = utils.getParam("debugcoroutine");
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-
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- // this is where functions that setup unity scenes will be pushed into
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- // those will be accessed from our custom html element to load them into their context
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- export const build_scene_functions: { [name: string]: (context: Context) => Promise<void> } = {};
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-
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-
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- export declare class LoadingProgressArgs {
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- /** the name or URL of the loaded file */
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- name: string;
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- /** the loading progress event from the loader */
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- progress: ProgressEvent;
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- /** the index of the loaded file */
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- index: number;
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- /** the total number of files to load */
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- count: number;
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- }
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- export declare class ContextCreateArgs {
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- /** list of glTF or GLB files to load */
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- files: Array<string>;
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- /** called when loading a provided glTF file started */
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- onLoadingStart?: (index: number, file: string) => void;
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- /** called on update for each loaded glTF file */
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- onLoadingProgress?: (args: LoadingProgressArgs) => void;
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- /** Called after a gLTF file has finished loading */
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- onLoadingFinished?: (index: number, file: string, glTF: GLTF | null) => void;
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- }
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-
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- export class ContextArgs {
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- name?: string;
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- /** for debugging only */
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- alias?: string;
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- /** the hash is used as a seed when initially loading the scene files */
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- hash?: string;
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-
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- /** when true the context will not check if it's visible in the viewport and always update and render */
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- runInBackground?: boolean;
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- /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
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- domElement?: HTMLElement | null;
84
- /** externally owned renderer */
85
- renderer?: WebGLRenderer;
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- /** externally owned camera */
87
- camera?: Camera;
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- /** externally owned scene */
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- scene?: Scene;
90
- }
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-
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- export enum FrameEvent {
93
- Start = -1,
94
- EarlyUpdate = 0,
95
- Update = 1,
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- LateUpdate = 2,
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- OnBeforeRender = 3,
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- OnAfterRender = 4,
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- PrePhysicsStep = 9,
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- PostPhysicsStep = 10,
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- Undefined = -1,
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- }
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-
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- export enum XRSessionMode {
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- ImmersiveVR = "immersive-vr",
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- ImmersiveAR = "immersive-ar",
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- }
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-
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- /** threejs callback event signature */
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- export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void
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-
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-
113
- export function registerComponent(script: IComponent, context?: Context) {
114
- if (!script) return;
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- if (!script.isComponent) {
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- if (isDevEnvironment() || debug)
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- console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
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- return;
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- }
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- const new_scripts = context?.new_scripts ?? Context.Current.new_scripts;
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- if (!new_scripts.includes(script)) {
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- new_scripts.push(script);
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- }
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- }
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-
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- export class Context implements IContext {
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-
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- private static _defaultTargetFramerate: { value?: number } = { value: 60 }
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- /** When a new context is created this is the framerate that will be used by default */
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- static get DefaultTargetFrameRate(): number | undefined {
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- return Context._defaultTargetFramerate.value;
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- }
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- /** When a new context is created this is the framerate that will be used by default */
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- static set DefaultTargetFrameRate(val: number | undefined) {
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- Context._defaultTargetFramerate.value = val;
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- }
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-
138
- private static _defaultWebglRendererParameters: WebGLRendererParameters = {
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- antialias: true,
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- alpha: false,
141
- };
142
- static get DefaultWebGLRendererParameters(): WebGLRendererParameters {
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- return Context._defaultWebglRendererParameters;
144
- }
145
-
146
- /** the needle engine version */
147
- get version() {
148
- return VERSION;
149
- }
150
-
151
- /** The currently active context. Only set during the update loops */
152
- static get Current(): Context {
153
- return ContextRegistry.Current as Context;
154
- }
155
-
156
- /** @internal this property should not be set by user code */
157
- static set Current(context: Context) {
158
- ContextRegistry.Current = context;
159
- }
160
-
161
- name: string;
162
- alias: string | undefined | null;
163
- /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
164
- * When this is false you are responsible to call update(timestamp, xframe.
165
- * It is also currently assumed that rendering is handled performed by an external process
166
- * */
167
- isManagedExternally: boolean = false;
168
- /** set to true to pause the update loop. You can receive an event for it in your components.
169
- * Note that script updates will not be called when paused */
170
- isPaused: boolean = false;
171
- /** When enabled the application will run while not visible on the page */
172
- runInBackground: boolean = false;
173
- /**
174
- * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
175
- * Set to undefined if you want to run at the maximum framerate
176
- */
177
- targetFrameRate?: number | { value?: number };
178
-
179
- /** Use a higher number for more accurate physics simulation.
180
- * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
181
- * Set to 0 to disable physics updates
182
- * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
183
- */
184
- private physicsSteps?: number = 1;
185
-
186
- /** used to append to loaded assets */
187
- hash?: string;
188
-
189
- /** the <needle-engine> HTML element */
190
- domElement: HTMLElement;
191
-
192
- appendHTMLElement(element: HTMLElement) {
193
- if (this.domElement.shadowRoot)
194
- return this.domElement.shadowRoot.appendChild(element);
195
- else return this.domElement.appendChild(element);
196
- }
197
-
198
- get resolutionScaleFactor() { return this._resolutionScaleFactor; }
199
- /** use to scale the resolution up or down of the renderer. default is 1 */
200
- set resolutionScaleFactor(val: number) {
201
- if (val === this._resolutionScaleFactor) return;
202
- if (typeof val !== "number") return;
203
- if (val <= 0) {
204
- console.error("Invalid resolution scale factor", val);
205
- return;
206
- }
207
- this._resolutionScaleFactor = val;
208
- this.updateSize();
209
- }
210
- private _resolutionScaleFactor: number = 1;
211
-
212
- // domElement.clientLeft etc doesnt return absolute position
213
- private _boundingClientRectFrame: number = -1;
214
- private _boundingClientRect: DOMRect | null = null;
215
- private _domX; private _domY;
216
- private calculateBoundingClientRect() {
217
- // workaround for mozilla webXR viewer
218
- if (this.isInAR) {
219
- this._domX = 0;
220
- this._domY = 0;
221
- return;
222
- }
223
- if (this._boundingClientRectFrame === this.time.frame) return;
224
- this._boundingClientRectFrame = this.time.frame;
225
- this._boundingClientRect = this.domElement.getBoundingClientRect();
226
- this._domX = this._boundingClientRect.x;
227
- this._domY = this._boundingClientRect.y;
228
- }
229
-
230
- get domWidth(): number {
231
- // for mozilla XR
232
- if (this.isInAR) return window.innerWidth;
233
- return this.domElement.clientWidth;
234
- }
235
- get domHeight(): number {
236
- // for mozilla XR
237
- if (this.isInAR) return window.innerHeight;
238
- return this.domElement.clientHeight;
239
- }
240
- get domX(): number {
241
- this.calculateBoundingClientRect();
242
- return this._domX;
243
- }
244
- get domY(): number {
245
- this.calculateBoundingClientRect();
246
- return this._domY;
247
- }
248
- get isInXR() { return this.renderer?.xr?.isPresenting || false; }
249
- xrSessionMode: XRSessionMode | undefined = undefined;
250
- get isInVR() { return this.xrSessionMode === XRSessionMode.ImmersiveVR; }
251
- get isInAR() { return this.xrSessionMode === XRSessionMode.ImmersiveAR; }
252
- get xrSession() { return this.renderer?.xr?.getSession(); }
253
- get xrFrame() { return this._xrFrame }
254
- get xrCamera(): WebXRArrayCamera | undefined { return this.renderer?.xr?.getCamera(); }
255
- private _xrFrame: XRFrame | null = null;
256
- get arOverlayElement(): HTMLElement {
257
- const el = this.domElement as any;
258
- if (typeof el.getAROverlayContainer === "function")
259
- return el.getAROverlayContainer();
260
- return this.domElement;
261
- }
262
- /** Current event of the update cycle */
263
- get currentFrameEvent(): FrameEvent {
264
- return this._currentFrameEvent;
265
- }
266
- private _currentFrameEvent: FrameEvent = FrameEvent.Undefined;
267
-
268
- scene: Scene;
269
- renderer!: WebGLRenderer;
270
- composer: EffectComposer | null = null;
271
-
272
- // all scripts
273
- scripts: IComponent[] = [];
274
- scripts_pausedChanged: IComponent[] = [];
275
- // scripts with update event
276
- scripts_earlyUpdate: IComponent[] = [];
277
- scripts_update: IComponent[] = [];
278
- scripts_lateUpdate: IComponent[] = [];
279
- scripts_onBeforeRender: IComponent[] = [];
280
- scripts_onAfterRender: IComponent[] = [];
281
- scripts_WithCorroutines: IComponent[] = [];
282
- coroutines: { [FrameEvent: number]: Array<CoroutineData> } = {}
283
-
284
- mainCameraComponent: ICamera | undefined;
285
-
286
- private _camera: Camera | null = null;
287
- get mainCamera(): Camera | null {
288
- if (this._camera) {
289
- return this._camera;
290
- }
291
- if (this.mainCameraComponent) {
292
- const cam = this.mainCameraComponent as ICamera;
293
- if (!cam.cam)
294
- cam.buildCamera();
295
- return cam.cam;
296
- }
297
- return null;
298
- }
299
- set mainCamera(cam: Camera | null) {
300
- this._camera = cam;
301
- }
302
-
303
- post_setup_callbacks: Function[] = [];
304
- pre_update_callbacks: Function[] = [];
305
- pre_render_callbacks: Function[] = [];
306
- post_render_callbacks: Function[] = [];
307
-
308
- new_scripts: IComponent[] = [];
309
- new_script_start: IComponent[] = [];
310
- new_scripts_pre_setup_callbacks: Function[] = [];
311
- new_scripts_post_setup_callbacks: Function[] = [];
312
-
313
- application: Application;
314
- time: Time;
315
- input: Input;
316
- physics: Physics;
317
- connection: NetworkConnection;
318
- /**
319
- * @deprecated AssetDataBase is deprecated
320
- */
321
- assets: AssetDatabase;
322
- mainLight: ILight | null = null;
323
- /** @deprecated Use sceneLighting */
324
- get rendererData() { return this.sceneLighting }
325
- sceneLighting: SceneLighting;
326
- addressables: Addressables;
327
- lightmaps: ILightDataRegistry;
328
- players: PlayerViewManager;
329
-
330
- get isCreated() { return this._isCreated; }
331
-
332
- private _sizeChanged: boolean = false;
333
- private _isCreated: boolean = false;
334
- private _isCreating: boolean = false;
335
- private _isVisible: boolean = false;
336
-
337
- private _stats = stats ? new Stats.default() : null;
338
-
339
- constructor(args?: ContextArgs) {
340
- this.name = args?.name || "";
341
- this.alias = args?.alias;
342
- this.domElement = args?.domElement || document.body;
343
- this.hash = args?.hash;
344
-
345
- if (args?.renderer) {
346
- this.renderer = args.renderer;
347
- this.isManagedExternally = true;
348
- }
349
- if (args?.runInBackground !== undefined) this.runInBackground = args.runInBackground;
350
- if (args?.scene) this.scene = args.scene;
351
- else this.scene = new Scene();
352
- if (args?.camera) this._camera = args.camera;
353
-
354
- this.application = new Application(this);
355
- this.time = new Time();
356
- this.input = new Input(this);
357
- this.physics = new Physics(this);
358
- this.connection = new NetworkConnection(this);
359
- this.assets = new AssetDatabase();
360
- this.sceneLighting = new SceneLighting(this);
361
- this.addressables = new Addressables(this);
362
- this.lightmaps = new LightDataRegistry(this);
363
- this.players = new PlayerViewManager(this);
364
-
365
-
366
- const resizeCallback = () => this._sizeChanged = true;
367
- window.addEventListener('resize', resizeCallback);
368
- this._disposeCallbacks.push(() => window.removeEventListener('resize', resizeCallback));
369
-
370
- const resizeObserver = new ResizeObserver(_ => this._sizeChanged = true);
371
- resizeObserver.observe(this.domElement);
372
- this._disposeCallbacks.push(() => resizeObserver.disconnect());
373
-
374
- this._intersectionObserver = new IntersectionObserver(entries => {
375
- this._isVisible = entries[0].isIntersecting;
376
- });
377
- this._disposeCallbacks.push(() => this._intersectionObserver?.disconnect());
378
-
379
- ContextRegistry.register(this);
380
- }
381
-
382
- private createNewRenderer() {
383
- this.renderer?.dispose();
384
-
385
- const params = Context.DefaultWebGLRendererParameters;
386
- if (!params.canvas) {
387
- // get canvas already configured in the Needle Engine Web Component
388
- const canvas = this.domElement?.shadowRoot?.querySelector("canvas");
389
- if (canvas) params.canvas = canvas;
390
- }
391
-
392
- this.renderer = new WebGLRenderer(params);
393
-
394
- this.renderer.debug.checkShaderErrors = isDevEnvironment() || getParam("checkshadererrors") === true;
395
-
396
- // some tonemapping other than "NONE" is required for adjusting exposure with EXR environments
397
- this.renderer.toneMappingExposure = 1; // range [0...inf] instead of the usual -15..15
398
- this.renderer.toneMapping = NoToneMapping; // could also set to LinearToneMapping, ACESFilmicToneMapping
399
-
400
- this.renderer.setClearColor(new Color('lightgrey'), 0);
401
- // // @ts-ignore
402
- // this.renderer.alpha = false;
403
- this.renderer.shadowMap.enabled = true;
404
- this.renderer.shadowMap.type = PCFSoftShadowMap;
405
- this.renderer.setSize(this.domWidth, this.domHeight);
406
- this.renderer.outputColorSpace = SRGBColorSpace;
407
- // https://github.com/mrdoob/three.js/pull/25556
408
- this.renderer.useLegacyLights = false;
409
- }
410
-
411
-
412
- private _intersectionObserver: IntersectionObserver | null = null;
413
- private internalOnUpdateVisible() {
414
- this._intersectionObserver?.disconnect();
415
- this._intersectionObserver?.observe(this.domElement);
416
- }
417
-
418
- private _disposeCallbacks: Function[] = [];
419
-
420
- // private _requestSizeUpdate : boolean = false;
421
-
422
- updateSize() {
423
- if (!this.isManagedExternally && this.renderer.xr?.isPresenting === false) {
424
- this._sizeChanged = false;
425
- const scaleFactor = this.resolutionScaleFactor;
426
- const width = this.domWidth * scaleFactor;
427
- const height = this.domHeight * scaleFactor;
428
- const camera = this.mainCamera as PerspectiveCamera;
429
- this.updateAspect(camera);
430
- this.renderer.setSize(width, height, true);
431
- this.renderer.setPixelRatio(window.devicePixelRatio);
432
- // avoid setting pixel values here since this can cause pingpong updates
433
- // e.g. when system scale is set to 125%
434
- // https://github.com/needle-tools/needle-engine-support/issues/69
435
- this.renderer.domElement.style.width = "100%";
436
- this.renderer.domElement.style.height = "100%";
437
- if (this.composer) {
438
- this.composer.setSize?.call(this.composer, width, height);
439
- if ("setPixelRatio" in this.composer && typeof this.composer.setPixelRatio === "function")
440
- this.composer.setPixelRatio?.call(this.composer, window.devicePixelRatio);
441
- }
442
- }
443
- }
444
-
445
- updateAspect(camera: PerspectiveCamera, width?: number, height?: number) {
446
- if (!camera) return;
447
- if (width === undefined)
448
- width = this.domWidth;
449
- if (height === undefined)
450
- height = this.domHeight;
451
- const pa = camera.aspect;
452
- camera.aspect = width / height;
453
- if (pa !== camera.aspect)
454
- camera.updateProjectionMatrix();
455
- }
456
-
457
- /** This will recreate the whole needle engine context and dispose the whole scene content
458
- * All content will be reloaded (loading times might be faster due to browser caches)
459
- * All scripts will be recreated */
460
- recreate() {
461
- this.clear();
462
- this.create(this._originalCreationArgs);
463
- }
464
-
465
- private _originalCreationArgs?: ContextCreateArgs;
466
-
467
- /** @deprecated use create. This method will be removed in a future version */
468
- async onCreate(opts?: ContextCreateArgs) {
469
- return this.create(opts);
470
- }
471
- async create(opts?: ContextCreateArgs) {
472
- try {
473
- this._isCreating = true;
474
- if(opts !== this._originalCreationArgs)
475
- this._originalCreationArgs = utils.deepClone(opts);
476
- window.addEventListener("unhandledrejection", this.onUnhandledRejection)
477
- const res = await this.internalOnCreate(opts);
478
- this._isCreated = true;
479
- return res;
480
- }
481
- finally {
482
- window.removeEventListener("unhandledrejection", this.onUnhandledRejection)
483
- this._isCreating = false;
484
- }
485
- }
486
-
487
- private onUnhandledRejection = (event: PromiseRejectionEvent) => {
488
- this.domElement.dispatchEvent(new CustomEvent("error", { detail: event.reason }));
489
- };
490
-
491
- /** Will destroy all scenes and objects in the scene
492
- */
493
- clear() {
494
- ContextRegistry.dispatchCallback(ContextEvent.ContextClearing, this);
495
- // NOTE: this does dispose the environment/background image too
496
- // which is probably not desired if it is set via the skybox-image attribute
497
- destroy(this.scene, true, true);
498
- this.scene = new Scene();
499
- this.addressables?.dispose();
500
- this.lightmaps?.clear();
501
- this.physics?.engine?.clearCaches();
502
-
503
- if (!this.isManagedExternally) {
504
- if (this.renderer) {
505
- this.renderer.renderLists.dispose();
506
- this.renderer.state.reset();
507
- this.renderer.resetState();
508
- }
509
- }
510
- // We do not want to clear the renderer here because when switching src we want to keep the last rendered frame in case the loading screen is not visible
511
- // if a user wants to see the background they can still call setClearAlpha(0) and clear manually
512
- ContextRegistry.dispatchCallback(ContextEvent.ContextCleared, this);
513
- }
514
-
515
- dispose() {
516
- this.internalOnDestroy();
517
- }
518
-
519
- /**@deprecated use dispose() */
520
- onDestroy() { this.internalOnDestroy(); }
521
- private internalOnDestroy() {
522
- this.clear();
523
- this.renderer?.setAnimationLoop(null);
524
- if (this.renderer) {
525
- this.renderer.setClearAlpha(0);
526
- this.renderer.clear();
527
- }
528
- if (!this.isManagedExternally) {
529
- this.renderer.dispose();
530
- }
531
- this.scene = null!;
532
- this.renderer = null!;
533
- this.input.dispose();
534
- for (const cb of this._disposeCallbacks) {
535
- try {
536
- cb();
537
- }
538
- catch (e) {
539
- console.error("Error in on dispose callback:", e, cb);
540
- }
541
- }
542
- if (this.domElement?.parentElement) {
543
- this.domElement.parentElement.removeChild(this.domElement);
544
- }
545
- this._isCreated = false;
546
- ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
547
- ContextRegistry.unregister(this);
548
- }
549
-
550
- registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator {
551
- if (typeof coroutine?.next !== "function") {
552
- console.error("Registered invalid coroutine function from " + script.name + "\nCoroutine functions must be generators: \"*myCoroutine() {...}\"\nStart a coroutine from a component by calling \"this.startCoroutine(myCoroutine())\"")
553
- return coroutine;
554
- }
555
- if (!this.coroutines[evt]) this.coroutines[evt] = [];
556
- this.coroutines[evt].push({ comp: script, main: coroutine });
557
- return coroutine;
558
- }
559
-
560
- unregisterCoroutineUpdate(coroutine: Generator, evt: FrameEvent): void {
561
- if (!this.coroutines[evt]) return;
562
- const idx = this.coroutines[evt].findIndex(c => c.main === coroutine);
563
- if (idx >= 0) this.coroutines[evt].splice(idx, 1);
564
- }
565
-
566
- stopAllCoroutinesFrom(script: IComponent) {
567
- for (const evt in this.coroutines) {
568
- const rout: CoroutineData[] = this.coroutines[evt];
569
- for (let i = rout.length - 1; i >= 0; i--) {
570
- const r = rout[i];
571
- if (r.comp === script) {
572
- rout.splice(i, 1);
573
- }
574
- }
575
- }
576
- }
577
-
578
- private _cameraStack: ICamera[] = [];
579
-
580
- setCurrentCamera(cam: ICamera) {
581
- if (!cam) return;
582
- if (!cam.cam) cam.buildCamera(); // < to build camera
583
- if (!cam.cam) {
584
- console.warn("Camera component is missing camera", cam)
585
- return;
586
- }
587
- const index = this._cameraStack.indexOf(cam);
588
- if (index >= 0) this._cameraStack.splice(index, 1);
589
- this._cameraStack.push(cam);
590
- this.mainCameraComponent = cam;
591
- const camera = cam.cam as PerspectiveCamera;
592
- if (camera.isPerspectiveCamera)
593
- this.updateAspect(camera);
594
- (this.mainCameraComponent as ICamera)?.applyClearFlagsIfIsActiveCamera();
595
- }
596
-
597
- removeCamera(cam?: ICamera | null) {
598
- if (!cam) return;
599
- const index = this._cameraStack.indexOf(cam);
600
- if (index >= 0) this._cameraStack.splice(index, 1);
601
-
602
- if (this.mainCameraComponent === cam) {
603
- this.mainCameraComponent = undefined;
604
-
605
- if (this._cameraStack.length > 0) {
606
- const last = this._cameraStack[this._cameraStack.length - 1];
607
- this.setCurrentCamera(last);
608
- }
609
- }
610
- }
611
-
612
-
613
-
614
- private _onBeforeRenderListeners = new Map<string, OnRenderCallback[]>();
615
- private _onAfterRenderListeners = new Map<string, OnRenderCallback[]>();
616
-
617
- /** use this to subscribe to onBeforeRender events on threejs objects */
618
- addBeforeRenderListener(target: Object3D, callback: OnRenderCallback) {
619
- if (!this._onBeforeRenderListeners.has(target.uuid)) {
620
- this._onBeforeRenderListeners.set(target.uuid, []);
621
- target.onBeforeRender = this._createRenderCallbackWrapper(target, this._onBeforeRenderListeners);
622
- }
623
- this._onBeforeRenderListeners.get(target.uuid)!.push(callback);
624
- }
625
- removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback) {
626
- if (this._onBeforeRenderListeners.has(target.uuid)) {
627
- const arr = this._onBeforeRenderListeners.get(target.uuid)!;
628
- const idx = arr.indexOf(callback);
629
- if (idx >= 0) arr.splice(idx, 1);
630
- }
631
- }
632
-
633
- /** use this to subscribe to onAfterRender events on threejs objects */
634
- addAfterRenderListener(target: Object3D, callback: OnRenderCallback) {
635
- if (!this._onAfterRenderListeners.has(target.uuid)) {
636
- this._onAfterRenderListeners.set(target.uuid, []);
637
- target.onAfterRender = this._createRenderCallbackWrapper(target, this._onAfterRenderListeners);
638
- }
639
- this._onAfterRenderListeners.get(target.uuid)?.push(callback);
640
- }
641
- removeAfterRenderListener(target: Object3D, callback: OnRenderCallback) {
642
- if (this._onAfterRenderListeners.has(target.uuid)) {
643
- const arr = this._onAfterRenderListeners.get(target.uuid)!;
644
- const idx = arr.indexOf(callback);
645
- if (idx >= 0) arr.splice(idx, 1);
646
- }
647
- }
648
-
649
-
650
- private _createRenderCallbackWrapper(target: Object3D, array: Map<string, OnRenderCallback[]>): OnRenderCallback {
651
- return (renderer, scene, camera, geometry, material, group) => {
652
- const arr = array.get(target.uuid);
653
- if (!arr) return;
654
- for (let i = 0; i < arr.length; i++) {
655
- const fn = arr[i];
656
- fn(renderer, scene, camera, geometry, material, group);
657
- }
658
- }
659
- }
660
-
661
-
662
-
663
- private _requireDepthTexture: boolean = false;
664
- private _requireColorTexture: boolean = false;
665
- private _renderTarget?: WebGLRenderTarget;
666
- private _isRendering: boolean = false;
667
-
668
- get isRendering() { return this._isRendering; }
669
-
670
- setRequireDepth(val: boolean) {
671
- this._requireDepthTexture = val;
672
- }
673
-
674
- setRequireColor(val: boolean) {
675
- this._requireColorTexture = val;
676
- }
677
-
678
- get depthTexture(): DepthTexture | null {
679
- return this._renderTarget?.depthTexture || null;
680
- }
681
-
682
- get opaqueColorTexture(): Texture | null {
683
- return this._renderTarget?.texture || null;
684
- }
685
-
686
- /** returns true if the dom element is visible on screen */
687
- get isVisibleToUser() {
688
- if (this.isInXR) return true;
689
- if (!this._isVisible) return false;
690
- const style = getComputedStyle(this.domElement);
691
- return style.visibility !== "hidden" && style.display !== "none" && style.opacity !== "0";
692
- }
693
-
694
-
695
- private _createId: number = 0;
696
- private async internalOnCreate(opts?: ContextCreateArgs) {
697
- const createId = ++this._createId;
698
-
699
- this.clear();
700
- // stop the animation loop if its running during creation
701
- // since we do not want to start enabling scripts etc before they are deserialized
702
- if (this.isManagedExternally === false) {
703
- this.createNewRenderer();
704
- this.renderer?.setAnimationLoop(null);
705
- }
706
-
707
- await delay(1);
708
-
709
- Context.Current = this;
710
- await ContextRegistry.dispatchCallback(ContextEvent.ContextCreationStart, this);
711
-
712
- // load and create scene
713
- let prepare_succeeded = true;
714
- let loadedFiles!: Array<LoadedGLTF | null>;
715
- try {
716
- Context.Current = this;
717
- if (opts) {
718
- loadedFiles = await this.internalLoadInitialContent(createId, opts);
719
- }
720
- else loadedFiles = [];
721
- }
722
- catch (err) {
723
- console.error(err);
724
- prepare_succeeded = false;
725
- }
726
- if (!prepare_succeeded) return false;
727
- if (createId !== this._createId) return false;
728
-
729
- this.internalOnUpdateVisible();
730
-
731
- if (!this.renderer) {
732
- if (debug) console.warn("Context has no renderer (perhaps it was disconnected?", this.domElement.isConnected);
733
- return false;
734
- }
735
-
736
- if (!this.isManagedExternally && !this.domElement.shadowRoot) {
737
- this.domElement.prepend(this.renderer.domElement);
738
- }
739
-
740
- Context.Current = this;
741
-
742
- // TODO: we could configure if we need physics
743
- // await this.physics.engine?.initialize();
744
-
745
- // Setup
746
- Context.Current = this;
747
- for (let i = 0; i < this.new_scripts.length; i++) {
748
- const script = this.new_scripts[i];
749
- if (script.gameObject !== undefined && script.gameObject !== null) {
750
- if (script.gameObject.userData === undefined) script.gameObject.userData = {};
751
- if (script.gameObject.userData.components === undefined) script.gameObject.userData.components = [];
752
- const arr = script.gameObject.userData.components;
753
- if (!arr.includes(script)) arr.push(script);
754
- }
755
- // if (script.gameObject && !this.raycastTargets.includes(script.gameObject)) {
756
- // this.raycastTargets.push(script.gameObject);
757
- // }
758
- }
759
-
760
- // const context = new SerializationContext(this.scene);
761
- // for (let i = 0; i < this.new_scripts.length; i++) {
762
- // const script = this.new_scripts[i];
763
- // const ser = script as unknown as ISerializable;
764
- // if (ser.$serializedTypes === undefined) continue;
765
- // context.context = this;
766
- // context.object = script.gameObject;
767
- // deserializeObject(ser, script, context);
768
- // }
769
-
770
- // resolve post setup callbacks (things that rely on threejs objects having references to components)
771
- if (this.post_setup_callbacks) {
772
- for (let i = 0; i < this.post_setup_callbacks.length; i++) {
773
- Context.Current = this;
774
- await this.post_setup_callbacks[i](this);
775
- }
776
- }
777
-
778
- if (!this.mainCamera) {
779
- Context.Current = this;
780
- let camera: ICamera | null = null;
781
- foreachComponent(this.scene, comp => {
782
- const cam = comp as ICamera;
783
- if (cam?.isCamera) {
784
- looputils.updateActiveInHierarchyWithoutEventCall(cam.gameObject);
785
- if (!cam.activeAndEnabled) return undefined;
786
- if (cam.tag === "MainCamera") {
787
- camera = cam;
788
- return true;
789
- }
790
- else camera = cam;
791
- }
792
- return undefined;
793
- });
794
- if (camera) {
795
- this.setCurrentCamera(camera);
796
- }
797
- else {
798
- const res = ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this, { files: loadedFiles });
799
- if (!res && !this.mainCamera && !this.isManagedExternally)
800
- console.warn("Missing camera in main scene", this);
801
- }
802
- }
803
-
804
- Context.Current = this;
805
- looputils.processNewScripts(this);
806
-
807
- // We have to step once so that colliders that have been created in onEnable can be raycasted in start
808
- if (this.physics.engine) {
809
- this.physics.engine?.step(0);
810
- this.physics.engine?.postStep();
811
- }
812
-
813
- // const mainCam = this.mainCameraComponent as Camera;
814
- // if (mainCam) {
815
- // mainCam.applyClearFlagsIfIsActiveCamera();
816
- // }
817
-
818
- if (!this.isManagedExternally && this.composer && this.mainCamera) {
819
- const renderPass = new RenderPass(this.scene, this.mainCamera);
820
- this.renderer.setSize(this.domWidth, this.domHeight);
821
- this.composer.addPass(renderPass);
822
- this.composer.setSize(this.domWidth, this.domHeight);
823
- }
824
-
825
- this._sizeChanged = true;
826
-
827
- if (this._stats) {
828
- this._stats.showPanel(0);
829
- this.domElement.shadowRoot?.appendChild(this._stats.dom);
830
- }
831
-
832
- if (debug)
833
- logHierarchy(this.scene, true);
834
-
835
- // If no target framerate was set we use the default
836
- if (this.targetFrameRate === undefined) {
837
- if (debug) console.warn("No target framerate set, using default", Context.DefaultTargetFrameRate);
838
- // the _defaultTargetFramerate is intentionally an object so it can be changed at any time if not explictly set by the user
839
- this.targetFrameRate = Context._defaultTargetFramerate;
840
- }
841
- else if (debug) console.log("Target framerate set to", this.targetFrameRate);
842
-
843
- this._dispatchReadyAfterFrame = true;
844
- const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
845
- if (res) {
846
- if("internalSetLoadingMessage" in this.domElement && typeof this.domElement.internalSetLoadingMessage === "function")
847
- this.domElement?.internalSetLoadingMessage("finish loading");
848
- await res;
849
- }
850
- invokeLifecycleFunctions(this, ContextEvent.ContextCreated)
851
-
852
- this._isCreating = false;
853
- if (!this.isManagedExternally)
854
- this.restartRenderLoop();
855
- return res;
856
- }
857
-
858
- private async internalLoadInitialContent(createId: number, args: ContextCreateArgs): Promise<Array<LoadedGLTF>> {
859
- const results = new Array<LoadedGLTF>();
860
- // early out if we dont have any files to load
861
- if (args.files.length === 0) return results;
862
-
863
-
864
- const files = [...args.files];
865
- const progressArg: LoadingProgressArgs = {
866
- name: "",
867
- progress: null!,
868
- index: 0,
869
- count: files.length
870
- }
871
-
872
- const loader = getLoader();
873
- let loadingHash = 0;
874
- if (this.hash) loadingHash = Number.parseInt(this.hash) ?? 0;
875
- for (let i = 0; i < files.length; i++) {
876
- // abort loading if the create id has changed
877
- if (createId !== this._createId) {
878
- if (debug) console.log("Aborting loading because create id changed", createId, this._createId);
879
- break;
880
- }
881
- const file = files[i];
882
-
883
- if (!file.includes(".glb") && !file.includes(".gltf")) {
884
- const warning = `Needle Engine: found suspicious src "${file}"`;
885
- console.warn(warning);
886
- if (isLocalNetwork()) showBalloonWarning(warning);
887
- }
888
-
889
- args?.onLoadingStart?.call(this, i, file);
890
- const res = await loader.loadSync(this, file, file, loadingHash, prog => {
891
- progressArg.name = file;
892
- progressArg.progress = prog;
893
- progressArg.index = i;
894
- progressArg.count = files.length;
895
- args.onLoadingProgress?.call(this, progressArg);
896
- });
897
- args?.onLoadingFinished?.call(this, i, file, res ?? null);
898
- if (res) {
899
- results.push({
900
- src: file,
901
- file: res
902
- });
903
- }
904
- else {
905
- // a file could not be loaded
906
- console.warn("Could not load file: " + file);
907
- }
908
- }
909
-
910
- // if the id was changed while still loading
911
- // then we want to cleanup/destroy previously loaded files
912
- if (createId !== this._createId) {
913
- for (const res of results) {
914
- if (res && res.file) {
915
- for (const scene of res.file.scenes)
916
- destroy(scene, true, true);
917
- }
918
- }
919
- }
920
- // otherwise we want to add the loaded files to the current scene
921
- else {
922
- for (const res of results) {
923
- if (res && res.file) {
924
- this.scene.add(res.file.scene);
925
- }
926
- }
927
- }
928
-
929
- return results;
930
- }
931
-
932
-
933
- /** Sets the animation loop.
934
- * Can not be done while creating the context or when disposed
935
- **/
936
- public restartRenderLoop(): boolean {
937
- if (!this.renderer) {
938
- console.error("Can not start render loop without renderer");
939
- return false;
940
- }
941
- if (this._isCreating) {
942
- console.warn("Can not start render loop while creating context");
943
- return false;
944
- }
945
- this.renderer.setAnimationLoop((timestamp, frame: XRFrame | null) => {
946
- if (this.isManagedExternally) return;
947
- this.update(timestamp, frame)
948
- });
949
- return true;
950
- }
951
-
952
- private _renderlooperrors = 0;
953
-
954
- /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
955
- public update(timestamp: DOMHighResTimeStamp, frame?: XRFrame | null) {
956
- if (frame === undefined) frame = null;
957
- if (isDevEnvironment() || debug || looputils.hasNewScripts()) {
958
- try {
959
- this.internalStep(timestamp, frame);
960
- this._renderlooperrors = 0;
961
- }
962
- catch (err) {
963
- this._renderlooperrors += 1;
964
- if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
965
- showBalloonMessage("Caught unhandled exception during render-loop.<br/>Stopping renderloop...<br/>See console for details.", LogType.Error);
966
- console.error(err);
967
- if (this._renderlooperrors > 10) {
968
- console.warn("Stopping render loop due to error")
969
- this.renderer.setAnimationLoop(null);
970
- }
971
- this.domElement.dispatchEvent(new CustomEvent("error", { detail: err }));
972
- }
973
- }
974
- else {
975
- this.internalStep(timestamp, frame);
976
- }
977
- }
978
-
979
- /** Call to **manually** perform physics steps.
980
- * By default the context uses the `physicsSteps` property to perform steps during the update loop
981
- * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
982
- * */
983
- public updatePhysics(steps: number) {
984
- this.internalUpdatePhysics(steps);
985
- }
986
-
987
- private _lastTimestamp = 0;
988
- private _accumulatedTime = 0;
989
- private _dispatchReadyAfterFrame = false;
990
-
991
- // TODO: we need to skip after render callbacks if the render loop is managed externally. When changing this we also need to to update the r3f sample
992
- private internalStep(timestamp: DOMHighResTimeStamp, frame: XRFrame | null) {
993
- if (this.internalOnBeforeRender(timestamp, frame) === false) return;
994
- this.internalOnRender();
995
- this.internalOnAfterRender();
996
- }
997
-
998
- private internalOnBeforeRender(timestamp: DOMHighResTimeStamp, frame: XRFrame | null) {
999
-
1000
- this._xrFrame = frame;
1001
-
1002
- this._currentFrameEvent = FrameEvent.Undefined;
1003
-
1004
- if (this.isManagedExternally === false && this.isInXR === false && this.targetFrameRate !== undefined) {
1005
- if (this._lastTimestamp === 0) this._lastTimestamp = timestamp;
1006
- this._accumulatedTime += (timestamp - this._lastTimestamp) / 1000;
1007
- this._lastTimestamp = timestamp;
1008
- let targetFrameRate = this.targetFrameRate;
1009
- if (typeof targetFrameRate === "object") targetFrameRate = targetFrameRate.value!;
1010
- // if(debug) console.log(this._accumulatedTime, (1 / (targetFrameRate)))
1011
- if (this._accumulatedTime < (1 / (targetFrameRate + 1))) {
1012
- return false;
1013
- }
1014
- this._accumulatedTime = 0;
1015
- }
1016
-
1017
- this._stats?.begin();
1018
-
1019
- Context.Current = this;
1020
- if (this.onHandlePaused()) return false;
1021
-
1022
- Context.Current = this;
1023
- this.time.update();
1024
- if (debugframerate)
1025
- console.log("FPS", (this.time.smoothedFps).toFixed(0));
1026
-
1027
-
1028
- looputils.processNewScripts(this);
1029
- looputils.updateIsActive(this.scene);
1030
- looputils.processStart(this);
1031
- invokeLifecycleFunctions(this, FrameEvent.Start);
1032
-
1033
- while (this._cameraStack.length > 0 && (!this.mainCameraComponent || this.mainCameraComponent.destroyed)) {
1034
- this._cameraStack.splice(this._cameraStack.length - 1, 1);
1035
- const last = this._cameraStack[this._cameraStack.length - 1];
1036
- this.setCurrentCamera(last);
1037
- }
1038
-
1039
- if (this.pre_update_callbacks) {
1040
- for (const i in this.pre_update_callbacks) {
1041
- this.pre_update_callbacks[i]();
1042
- }
1043
- }
1044
-
1045
- this._currentFrameEvent = FrameEvent.EarlyUpdate;
1046
-
1047
- for (let i = 0; i < this.scripts_earlyUpdate.length; i++) {
1048
- const script = this.scripts_earlyUpdate[i];
1049
- if (!script.activeAndEnabled) continue;
1050
- if (script.earlyUpdate !== undefined) {
1051
- Context.Current = this;
1052
- script.earlyUpdate();
1053
- }
1054
- }
1055
- this.executeCoroutines(FrameEvent.EarlyUpdate);
1056
- invokeLifecycleFunctions(this, FrameEvent.EarlyUpdate);
1057
- if (this.onHandlePaused()) return false;
1058
-
1059
- this._currentFrameEvent = FrameEvent.Update;
1060
-
1061
- for (let i = 0; i < this.scripts_update.length; i++) {
1062
- const script = this.scripts_update[i];
1063
- if (!script.activeAndEnabled) continue;
1064
- if (script.update !== undefined) {
1065
- Context.Current = this;
1066
- script.update();
1067
- }
1068
- }
1069
- this.executeCoroutines(FrameEvent.Update);
1070
- invokeLifecycleFunctions(this, FrameEvent.Update);
1071
- if (this.onHandlePaused()) return false;
1072
-
1073
- this._currentFrameEvent = FrameEvent.LateUpdate;
1074
-
1075
- for (let i = 0; i < this.scripts_lateUpdate.length; i++) {
1076
- const script = this.scripts_lateUpdate[i];
1077
- if (!script.activeAndEnabled) continue;
1078
- if (script.lateUpdate !== undefined) {
1079
- Context.Current = this;
1080
- script.lateUpdate();
1081
- }
1082
- }
1083
-
1084
- // this.mainLight = null;
1085
- this.executeCoroutines(FrameEvent.LateUpdate);
1086
- invokeLifecycleFunctions(this, FrameEvent.LateUpdate);
1087
- if (this.onHandlePaused()) return false;
1088
-
1089
- if (this.physicsSteps === undefined) {
1090
- this.physicsSteps = 1;
1091
- }
1092
- if (this.physics.engine && this.physicsSteps > 0) {
1093
- this.internalUpdatePhysics(this.physicsSteps);
1094
- }
1095
-
1096
- if (this.onHandlePaused()) return false;
1097
-
1098
- if (this.isVisibleToUser || this.runInBackground) {
1099
-
1100
- this._currentFrameEvent = FrameEvent.OnBeforeRender;
1101
-
1102
- // should we move these callbacks in the regular three onBeforeRender events?
1103
- for (let i = 0; i < this.scripts_onBeforeRender.length; i++) {
1104
- const script = this.scripts_onBeforeRender[i];
1105
- if (!script.activeAndEnabled) continue;
1106
- // if(script.isActiveAndEnabled === false) continue;
1107
- if (script.onBeforeRender !== undefined) {
1108
- Context.Current = this;
1109
- script.onBeforeRender(frame);
1110
- }
1111
- }
1112
-
1113
- this.executeCoroutines(FrameEvent.OnBeforeRender);
1114
- invokeLifecycleFunctions(this, FrameEvent.OnBeforeRender);
1115
-
1116
- if (this._sizeChanged)
1117
- this.updateSize();
1118
-
1119
- if (this.pre_render_callbacks) {
1120
- for (const i in this.pre_render_callbacks) {
1121
- this.pre_render_callbacks[i]();
1122
- }
1123
- }
1124
-
1125
- }
1126
-
1127
- return true;
1128
- }
1129
-
1130
- private internalUpdatePhysics(steps: number) {
1131
- if (!this.physics.engine) return false;
1132
- const physicsSteps = steps;
1133
- const dt = this.time.deltaTime / physicsSteps;
1134
- for (let i = 0; i < physicsSteps; i++) {
1135
- this._currentFrameEvent = FrameEvent.PrePhysicsStep;
1136
- this.executeCoroutines(FrameEvent.PrePhysicsStep);
1137
- this.physics.engine.step(dt);
1138
- this._currentFrameEvent = FrameEvent.PostPhysicsStep;
1139
- this.executeCoroutines(FrameEvent.PostPhysicsStep);
1140
- }
1141
- this.physics.engine.postStep();
1142
- return true;
1143
- }
1144
-
1145
- private internalOnRender() {
1146
- if (!this.isManagedExternally) {
1147
- looputils.runPrewarm(this);
1148
- this._currentFrameEvent = FrameEvent.Undefined;
1149
- this.renderNow();
1150
- this._currentFrameEvent = FrameEvent.OnAfterRender;
1151
- }
1152
- }
1153
-
1154
- private internalOnAfterRender() {
1155
- if (this.isVisibleToUser || this.runInBackground) {
1156
- for (let i = 0; i < this.scripts_onAfterRender.length; i++) {
1157
- const script = this.scripts_onAfterRender[i];
1158
- if (!script.activeAndEnabled) continue;
1159
- if (script.onAfterRender !== undefined) {
1160
- Context.Current = this;
1161
- script.onAfterRender();
1162
- }
1163
- }
1164
-
1165
- this.executeCoroutines(FrameEvent.OnAfterRender);
1166
- invokeLifecycleFunctions(this, FrameEvent.OnAfterRender);
1167
-
1168
- if (this.post_render_callbacks) {
1169
- for (const i in this.post_render_callbacks) {
1170
- this.post_render_callbacks[i]();
1171
- }
1172
- }
1173
- }
1174
-
1175
- this._currentFrameEvent = -1;
1176
-
1177
- this.connection.sendBufferedMessagesNow();
1178
-
1179
- if (this._stats) {
1180
- this._stats.end();
1181
- if (this.time.frameCount % 150 === 0)
1182
- console.log({ ...this.renderer.info.memory }, { ...this.renderer.info.render });
1183
- }
1184
-
1185
- if (this._dispatchReadyAfterFrame) {
1186
- this._dispatchReadyAfterFrame = false;
1187
- this.domElement.dispatchEvent(new CustomEvent("ready"));
1188
- ContextRegistry.dispatchCallback(ContextEvent.ContextFirstFrameRendered, this);
1189
- }
1190
- }
1191
-
1192
- renderNow(camera?: Camera) {
1193
- if (!camera) {
1194
- camera = this.mainCamera as Camera;
1195
- if (!camera) return false;
1196
- }
1197
- this._isRendering = true;
1198
- this.renderRequiredTextures();
1199
-
1200
-
1201
- if (this.composer && !this.isInXR) {
1202
- this.composer.render(this.time.deltaTime);
1203
- }
1204
- else if (camera) {
1205
- this.renderer.render(this.scene, camera);
1206
- }
1207
- this._isRendering = false;
1208
- return true;
1209
- }
1210
-
1211
- /** returns true if we should return out of the frame loop */
1212
- private _wasPaused: boolean = false;
1213
- private onHandlePaused(): boolean {
1214
- const paused = this.evaluatePaused();
1215
- if (this._wasPaused !== paused) {
1216
- if (debugActive) console.log("Paused?", paused, "context:" + this.alias);
1217
- for (let i = 0; i < this.scripts_pausedChanged.length; i++) {
1218
- const script = this.scripts_pausedChanged[i];
1219
- if (!script.activeAndEnabled) continue;
1220
- if (script.onPausedChanged !== undefined) {
1221
- Context.Current = this;
1222
- script.onPausedChanged(paused, this._wasPaused);
1223
- }
1224
- }
1225
- }
1226
- this._wasPaused = paused;
1227
- return paused;
1228
- }
1229
-
1230
- private evaluatePaused(): boolean {
1231
- if (this.isInXR) return false;
1232
- if (this.isPaused) return true;
1233
- // if the element is not visible use the runInBackground flag to determine if we should continue
1234
- if (this.runInBackground) {
1235
- return false;
1236
- }
1237
- const paused = !this.isVisibleToUser;
1238
- return paused;
1239
- }
1240
-
1241
- private renderRequiredTextures() {
1242
- if (!this.mainCamera) return;
1243
- if (!this._requireDepthTexture && !this._requireColorTexture) return;
1244
- if (!this._renderTarget) {
1245
- this._renderTarget = new WebGLRenderTarget(this.domWidth, this.domHeight);
1246
- if (this._requireDepthTexture) {
1247
- const dt = new DepthTexture(this.domWidth, this.domHeight);;
1248
- this._renderTarget.depthTexture = dt;
1249
- }
1250
- if (this._requireColorTexture) {
1251
- this._renderTarget.texture = new Texture();
1252
- this._renderTarget.texture.generateMipmaps = false;
1253
- this._renderTarget.texture.minFilter = NearestFilter;
1254
- this._renderTarget.texture.magFilter = NearestFilter;
1255
- this._renderTarget.texture.format = RGBAFormat;
1256
- }
1257
- }
1258
- const rt = this._renderTarget;
1259
- if (rt.texture) {
1260
- rt.texture.colorSpace = this.renderer.outputColorSpace;
1261
- }
1262
- const prevTarget = this.renderer.getRenderTarget();
1263
- this.renderer.setRenderTarget(rt);
1264
- this.renderer.render(this.scene, this.mainCamera);
1265
- this.renderer.setRenderTarget(prevTarget);
1266
- }
1267
-
1268
- private executeCoroutines(evt: FrameEvent) {
1269
- if (this.coroutines[evt]) {
1270
- const evts = this.coroutines[evt];
1271
- for (let i = 0; i < evts.length; i++) {
1272
- try {
1273
- const evt = evts[i];
1274
- // TODO we might want to keep coroutines playing even if the component is disabled or inactive
1275
- const remove = !evt.comp || evt.comp.destroyed || !evt.main || evt.comp["enabled"] === false;
1276
- if (remove) {
1277
- if (debugCoroutine) console.log("Removing coroutine", evt.comp, evt.comp["enabled"])
1278
- evts.splice(i, 1);
1279
- --i;
1280
- continue;
1281
- }
1282
- const iter = evt.chained;
1283
- if (iter && iter.length > 0) {
1284
- const last: Generator = iter[iter.length - 1];
1285
- const res = last.next();
1286
- if (res.done) {
1287
- iter.pop();
1288
- }
1289
- if (isGenerator(res)) {
1290
- if (!evt.chained) evt.chained = [];
1291
- evt.chained.push(res.value);
1292
- }
1293
- if (!res.done) continue;
1294
- }
1295
-
1296
- const res = evt.main.next();
1297
- if (res.done === true) {
1298
- evts.splice(i, 1);
1299
- --i;
1300
- continue;
1301
- }
1302
- const val = res.value;
1303
- if (isGenerator(val)) {
1304
- // invoke once if its a generator
1305
- // this means e.g. WaitForFrame(1) works and will capture
1306
- // the frame it was created
1307
- const gen = val as Generator;
1308
- const res = gen.next();
1309
- if (res.done) continue;
1310
- if (!evt.chained) evt.chained = [];
1311
- evt.chained.push(val as Generator);
1312
- }
1313
- else if (val instanceof Promise) {
1314
- // If its a promise we want to wait for it to resolve
1315
- const prom = val as Promise<any>;
1316
- if (!evt.chained) evt.chained = [];
1317
- const nested = WaitForPromise(prom);
1318
- evt.chained?.push(nested);
1319
- continue;
1320
- }
1321
- }
1322
- catch (e) {
1323
- console.error(e);
1324
- }
1325
- }
1326
- }
1327
-
1328
- function isGenerator(val: any): boolean {
1329
- if (val) {
1330
- if (val.next && val.return) {
1331
- return true;
1332
- }
1333
- }
1334
- return false;
1335
- }
1336
- }
1337
-
1338
- }
1339
-
1340
-
1341
- // const scene = new Scene();
1342
- // const useComposer = utils.getParam("postfx");
1343
- // const renderer = new WebGLRenderer({ antialias: true });
1344
- // const composer = useComposer ? new EffectComposer(renderer) : undefined;
1345
-
1346
- // renderer.setClearColor(new Color('lightgrey'), 0)
1347
- // renderer.antialias = true;
1348
- // renderer.alpha = false;
1349
- // renderer.shadowMap.enabled = true;
1350
- // renderer.shadowMap.type = PCFSoftShadowMap;
1351
- // renderer.setSize(window.innerWidth, window.innerHeight);
1352
- // renderer.outputEncoding = sRGBEncoding;
1353
- // renderer.physicallyCorrectLights = true;
1354
- // document.body.appendChild(renderer.domElement);
1355
-
1356
- // // generation pushes loading requests in this array
1357
- // const sceneData: {
1358
- // mainCamera: Camera | undefined
1359
- // } = {
1360
- // preparing: [],
1361
- // resolving: [],
1362
- // scripts: [],
1363
- // raycastTargets: [],
1364
- // mainCamera: undefined,
1365
- // mainCameraComponent: undefined,
1366
- // };
1367
-
1368
- // // contains a list of functions to be called after loading is done
1369
- // const post_setup_callbacks = [];
1370
-
1371
- // const pre_render_Callbacks = [];
1372
- // const post_render_callbacks = [];
1373
-
1374
- // const new_scripts = [];
1375
- // const new_scripts_post_setup_callbacks = [];
1376
- // const new_scripts_pre_setup_callbacks = [];
1377
-
1378
- // export {
1379
- // scene, renderer, composer,
1380
- // new_scripts,
1381
- // new_scripts_post_setup_callbacks, new_scripts_pre_setup_callbacks,
1382
- // sceneData,
1383
- // post_setup_callbacks,
1384
- // pre_render_Callbacks,
1385
- // post_render_callbacks
1386
- // }
1
+ import {
2
+ BufferGeometry, Cache, Camera, Clock, Color, DepthTexture, Group,
3
+ Material, NearestFilter, NoToneMapping, Object3D, PCFSoftShadowMap,
4
+ PerspectiveCamera, RGBAFormat, Scene, SRGBColorSpace,
5
+ Texture, WebGLRenderer, type WebGLRendererParameters, WebGLRenderTarget, type WebXRArrayCamera
6
+ } from 'three';
7
+
8
+ import { Input } from './engine_input.js';
9
+ import { Physics } from './engine_physics.js';
10
+ import { Time } from './engine_time.js';
11
+ import { NetworkConnection } from './engine_networking.js';
12
+
13
+ import * as looputils from './engine_mainloop_utils.js';
14
+ import * as utils from "./engine_utils.js";
15
+
16
+ import { EffectComposer, RenderPass } from "postprocessing";
17
+
18
+ import { AssetDatabase } from './engine_assetdatabase.js';
19
+
20
+ import { logHierarchy } from './engine_three_utils.js';
21
+
22
+ import * as Stats from 'three/examples/jsm/libs/stats.module.js';
23
+ import { RendererData as SceneLighting } from './engine_scenelighting.js';
24
+ import { Addressables } from './engine_addressables.js';
25
+ import { Application } from './engine_application.js';
26
+ import { LightDataRegistry, type ILightDataRegistry } from './engine_lightdata.js';
27
+ import { PlayerViewManager } from './engine_playerview.js';
28
+
29
+ import { type CoroutineData, type GLTF, type ICamera, type IComponent, type IContext, type ILight, type LoadedGLTF } from "./engine_types.js";
30
+ import { destroy, foreachComponent } from './engine_gameobject.js';
31
+ import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
32
+ import { delay, getParam } from './engine_utils.js';
33
+ import { VERSION } from './engine_constants.js';
34
+ import { isDevEnvironment, LogType, showBalloonError, showBalloonMessage, showBalloonWarning } from './debug/index.js';
35
+ import { getLoader } from './engine_gltf.js';
36
+ import { isLocalNetwork } from './engine_networking_utils.js';
37
+ import { WaitForPromise } from './engine_coroutine.js';
38
+ import { invokeLifecycleFunctions } from './engine_lifecycle_functions_internal.js';
39
+
40
+
41
+ const debug = utils.getParam("debugcontext");
42
+ const stats = utils.getParam("stats");
43
+ const debugActive = utils.getParam("debugactive");
44
+ const debugframerate = utils.getParam("debugframerate");
45
+ const debugCoroutine = utils.getParam("debugcoroutine");
46
+
47
+ // this is where functions that setup unity scenes will be pushed into
48
+ // those will be accessed from our custom html element to load them into their context
49
+ export const build_scene_functions: { [name: string]: (context: Context) => Promise<void> } = {};
50
+
51
+
52
+ export declare class LoadingProgressArgs {
53
+ /** the name or URL of the loaded file */
54
+ name: string;
55
+ /** the loading progress event from the loader */
56
+ progress: ProgressEvent;
57
+ /** the index of the loaded file */
58
+ index: number;
59
+ /** the total number of files to load */
60
+ count: number;
61
+ }
62
+ export declare class ContextCreateArgs {
63
+ /** list of glTF or GLB files to load */
64
+ files: Array<string>;
65
+ /** called when loading a provided glTF file started */
66
+ onLoadingStart?: (index: number, file: string) => void;
67
+ /** called on update for each loaded glTF file */
68
+ onLoadingProgress?: (args: LoadingProgressArgs) => void;
69
+ /** Called after a gLTF file has finished loading */
70
+ onLoadingFinished?: (index: number, file: string, glTF: GLTF | null) => void;
71
+ }
72
+
73
+ export class ContextArgs {
74
+ name?: string;
75
+ /** for debugging only */
76
+ alias?: string;
77
+ /** the hash is used as a seed when initially loading the scene files */
78
+ hash?: string;
79
+
80
+ /** when true the context will not check if it's visible in the viewport and always update and render */
81
+ runInBackground?: boolean;
82
+ /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
83
+ domElement?: HTMLElement | null;
84
+ /** externally owned renderer */
85
+ renderer?: WebGLRenderer;
86
+ /** externally owned camera */
87
+ camera?: Camera;
88
+ /** externally owned scene */
89
+ scene?: Scene;
90
+ }
91
+
92
+ export enum FrameEvent {
93
+ Start = -1,
94
+ EarlyUpdate = 0,
95
+ Update = 1,
96
+ LateUpdate = 2,
97
+ OnBeforeRender = 3,
98
+ OnAfterRender = 4,
99
+ PrePhysicsStep = 9,
100
+ PostPhysicsStep = 10,
101
+ Undefined = -1,
102
+ }
103
+
104
+ export enum XRSessionMode {
105
+ ImmersiveVR = "immersive-vr",
106
+ ImmersiveAR = "immersive-ar",
107
+ }
108
+
109
+ /** threejs callback event signature */
110
+ export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void
111
+
112
+
113
+ export function registerComponent(script: IComponent, context?: Context) {
114
+ if (!script) return;
115
+ if (!script.isComponent) {
116
+ if (isDevEnvironment() || debug)
117
+ console.error("Registered script is not a Needle Engine component. \nThe script will be ignored. Please make sure your component extends \"Behaviour\" imported from \"@needle-tools/engine\"\n", script);
118
+ return;
119
+ }
120
+ const new_scripts = context?.new_scripts ?? Context.Current.new_scripts;
121
+ if (!new_scripts.includes(script)) {
122
+ new_scripts.push(script);
123
+ }
124
+ }
125
+
126
+ export class Context implements IContext {
127
+
128
+ private static _defaultTargetFramerate: { value?: number } = { value: 60 }
129
+ /** When a new context is created this is the framerate that will be used by default */
130
+ static get DefaultTargetFrameRate(): number | undefined {
131
+ return Context._defaultTargetFramerate.value;
132
+ }
133
+ /** When a new context is created this is the framerate that will be used by default */
134
+ static set DefaultTargetFrameRate(val: number | undefined) {
135
+ Context._defaultTargetFramerate.value = val;
136
+ }
137
+
138
+ private static _defaultWebglRendererParameters: WebGLRendererParameters = {
139
+ antialias: true,
140
+ alpha: false,
141
+ };
142
+ static get DefaultWebGLRendererParameters(): WebGLRendererParameters {
143
+ return Context._defaultWebglRendererParameters;
144
+ }
145
+
146
+ /** the needle engine version */
147
+ get version() {
148
+ return VERSION;
149
+ }
150
+
151
+ /** The currently active context. Only set during the update loops */
152
+ static get Current(): Context {
153
+ return ContextRegistry.Current as Context;
154
+ }
155
+
156
+ /** @internal this property should not be set by user code */
157
+ static set Current(context: Context) {
158
+ ContextRegistry.Current = context;
159
+ }
160
+
161
+ name: string;
162
+ alias: string | undefined | null;
163
+ /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
164
+ * When this is false you are responsible to call update(timestamp, xframe.
165
+ * It is also currently assumed that rendering is handled performed by an external process
166
+ * */
167
+ isManagedExternally: boolean = false;
168
+ /** set to true to pause the update loop. You can receive an event for it in your components.
169
+ * Note that script updates will not be called when paused */
170
+ isPaused: boolean = false;
171
+ /** When enabled the application will run while not visible on the page */
172
+ runInBackground: boolean = false;
173
+ /**
174
+ * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
175
+ * Set to undefined if you want to run at the maximum framerate
176
+ */
177
+ targetFrameRate?: number | { value?: number };
178
+
179
+ /** Use a higher number for more accurate physics simulation.
180
+ * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
181
+ * Set to 0 to disable physics updates
182
+ * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
183
+ */
184
+ private physicsSteps?: number = 1;
185
+
186
+ /** used to append to loaded assets */
187
+ hash?: string;
188
+
189
+ /** the <needle-engine> HTML element */
190
+ domElement: HTMLElement;
191
+
192
+ appendHTMLElement(element: HTMLElement) {
193
+ if (this.domElement.shadowRoot)
194
+ return this.domElement.shadowRoot.appendChild(element);
195
+ else return this.domElement.appendChild(element);
196
+ }
197
+
198
+ get resolutionScaleFactor() { return this._resolutionScaleFactor; }
199
+ /** use to scale the resolution up or down of the renderer. default is 1 */
200
+ set resolutionScaleFactor(val: number) {
201
+ if (val === this._resolutionScaleFactor) return;
202
+ if (typeof val !== "number") return;
203
+ if (val <= 0) {
204
+ console.error("Invalid resolution scale factor", val);
205
+ return;
206
+ }
207
+ this._resolutionScaleFactor = val;
208
+ this.updateSize();
209
+ }
210
+ private _resolutionScaleFactor: number = 1;
211
+
212
+ // domElement.clientLeft etc doesnt return absolute position
213
+ private _boundingClientRectFrame: number = -1;
214
+ private _boundingClientRect: DOMRect | null = null;
215
+ private _domX; private _domY;
216
+ private calculateBoundingClientRect() {
217
+ // workaround for mozilla webXR viewer
218
+ if (this.isInAR) {
219
+ this._domX = 0;
220
+ this._domY = 0;
221
+ return;
222
+ }
223
+ if (this._boundingClientRectFrame === this.time.frame) return;
224
+ this._boundingClientRectFrame = this.time.frame;
225
+ this._boundingClientRect = this.domElement.getBoundingClientRect();
226
+ this._domX = this._boundingClientRect.x;
227
+ this._domY = this._boundingClientRect.y;
228
+ }
229
+
230
+ get domWidth(): number {
231
+ // for mozilla XR
232
+ if (this.isInAR) return window.innerWidth;
233
+ return this.domElement.clientWidth;
234
+ }
235
+ get domHeight(): number {
236
+ // for mozilla XR
237
+ if (this.isInAR) return window.innerHeight;
238
+ return this.domElement.clientHeight;
239
+ }
240
+ get domX(): number {
241
+ this.calculateBoundingClientRect();
242
+ return this._domX;
243
+ }
244
+ get domY(): number {
245
+ this.calculateBoundingClientRect();
246
+ return this._domY;
247
+ }
248
+ get isInXR() { return this.renderer?.xr?.isPresenting || false; }
249
+ xrSessionMode: XRSessionMode | undefined = undefined;
250
+ get isInVR() { return this.xrSessionMode === XRSessionMode.ImmersiveVR; }
251
+ get isInAR() { return this.xrSessionMode === XRSessionMode.ImmersiveAR; }
252
+ get xrSession() { return this.renderer?.xr?.getSession(); }
253
+ get xrFrame() { return this._xrFrame }
254
+ get xrCamera(): WebXRArrayCamera | undefined { return this.renderer?.xr?.getCamera(); }
255
+ private _xrFrame: XRFrame | null = null;
256
+ get arOverlayElement(): HTMLElement {
257
+ const el = this.domElement as any;
258
+ if (typeof el.getAROverlayContainer === "function")
259
+ return el.getAROverlayContainer();
260
+ return this.domElement;
261
+ }
262
+ /** Current event of the update cycle */
263
+ get currentFrameEvent(): FrameEvent {
264
+ return this._currentFrameEvent;
265
+ }
266
+ private _currentFrameEvent: FrameEvent = FrameEvent.Undefined;
267
+
268
+ scene: Scene;
269
+ renderer!: WebGLRenderer;
270
+ composer: EffectComposer | null = null;
271
+
272
+ // all scripts
273
+ scripts: IComponent[] = [];
274
+ scripts_pausedChanged: IComponent[] = [];
275
+ // scripts with update event
276
+ scripts_earlyUpdate: IComponent[] = [];
277
+ scripts_update: IComponent[] = [];
278
+ scripts_lateUpdate: IComponent[] = [];
279
+ scripts_onBeforeRender: IComponent[] = [];
280
+ scripts_onAfterRender: IComponent[] = [];
281
+ scripts_WithCorroutines: IComponent[] = [];
282
+ coroutines: { [FrameEvent: number]: Array<CoroutineData> } = {}
283
+
284
+ mainCameraComponent: ICamera | undefined;
285
+
286
+ private _camera: Camera | null = null;
287
+ get mainCamera(): Camera | null {
288
+ if (this._camera) {
289
+ return this._camera;
290
+ }
291
+ if (this.mainCameraComponent) {
292
+ const cam = this.mainCameraComponent as ICamera;
293
+ if (!cam.cam)
294
+ cam.buildCamera();
295
+ return cam.cam;
296
+ }
297
+ return null;
298
+ }
299
+ set mainCamera(cam: Camera | null) {
300
+ this._camera = cam;
301
+ }
302
+
303
+ post_setup_callbacks: Function[] = [];
304
+ pre_update_callbacks: Function[] = [];
305
+ pre_render_callbacks: Function[] = [];
306
+ post_render_callbacks: Function[] = [];
307
+
308
+ new_scripts: IComponent[] = [];
309
+ new_script_start: IComponent[] = [];
310
+ new_scripts_pre_setup_callbacks: Function[] = [];
311
+ new_scripts_post_setup_callbacks: Function[] = [];
312
+
313
+ application: Application;
314
+ time: Time;
315
+ input: Input;
316
+ physics: Physics;
317
+ connection: NetworkConnection;
318
+ /**
319
+ * @deprecated AssetDataBase is deprecated
320
+ */
321
+ assets: AssetDatabase;
322
+ mainLight: ILight | null = null;
323
+ /** @deprecated Use sceneLighting */
324
+ get rendererData() { return this.sceneLighting }
325
+ sceneLighting: SceneLighting;
326
+ addressables: Addressables;
327
+ lightmaps: ILightDataRegistry;
328
+ players: PlayerViewManager;
329
+
330
+ get isCreated() { return this._isCreated; }
331
+
332
+ private _sizeChanged: boolean = false;
333
+ private _isCreated: boolean = false;
334
+ private _isCreating: boolean = false;
335
+ private _isVisible: boolean = false;
336
+
337
+ private _stats = stats ? new Stats.default() : null;
338
+
339
+ constructor(args?: ContextArgs) {
340
+ this.name = args?.name || "";
341
+ this.alias = args?.alias;
342
+ this.domElement = args?.domElement || document.body;
343
+ this.hash = args?.hash;
344
+
345
+ if (args?.renderer) {
346
+ this.renderer = args.renderer;
347
+ this.isManagedExternally = true;
348
+ }
349
+ if (args?.runInBackground !== undefined) this.runInBackground = args.runInBackground;
350
+ if (args?.scene) this.scene = args.scene;
351
+ else this.scene = new Scene();
352
+ if (args?.camera) this._camera = args.camera;
353
+
354
+ this.application = new Application(this);
355
+ this.time = new Time();
356
+ this.input = new Input(this);
357
+ this.physics = new Physics(this);
358
+ this.connection = new NetworkConnection(this);
359
+ this.assets = new AssetDatabase();
360
+ this.sceneLighting = new SceneLighting(this);
361
+ this.addressables = new Addressables(this);
362
+ this.lightmaps = new LightDataRegistry(this);
363
+ this.players = new PlayerViewManager(this);
364
+
365
+
366
+ const resizeCallback = () => this._sizeChanged = true;
367
+ window.addEventListener('resize', resizeCallback);
368
+ this._disposeCallbacks.push(() => window.removeEventListener('resize', resizeCallback));
369
+
370
+ const resizeObserver = new ResizeObserver(_ => this._sizeChanged = true);
371
+ resizeObserver.observe(this.domElement);
372
+ this._disposeCallbacks.push(() => resizeObserver.disconnect());
373
+
374
+ this._intersectionObserver = new IntersectionObserver(entries => {
375
+ this._isVisible = entries[0].isIntersecting;
376
+ });
377
+ this._disposeCallbacks.push(() => this._intersectionObserver?.disconnect());
378
+
379
+ ContextRegistry.register(this);
380
+ }
381
+
382
+ private createNewRenderer() {
383
+ this.renderer?.dispose();
384
+
385
+ const params = Context.DefaultWebGLRendererParameters;
386
+ if (!params.canvas) {
387
+ // get canvas already configured in the Needle Engine Web Component
388
+ const canvas = this.domElement?.shadowRoot?.querySelector("canvas");
389
+ if (canvas) params.canvas = canvas;
390
+ }
391
+
392
+ this.renderer = new WebGLRenderer(params);
393
+
394
+ this.renderer.debug.checkShaderErrors = isDevEnvironment() || getParam("checkshadererrors") === true;
395
+
396
+ // some tonemapping other than "NONE" is required for adjusting exposure with EXR environments
397
+ this.renderer.toneMappingExposure = 1; // range [0...inf] instead of the usual -15..15
398
+ this.renderer.toneMapping = NoToneMapping; // could also set to LinearToneMapping, ACESFilmicToneMapping
399
+
400
+ this.renderer.setClearColor(new Color('lightgrey'), 0);
401
+ // // @ts-ignore
402
+ // this.renderer.alpha = false;
403
+ this.renderer.shadowMap.enabled = true;
404
+ this.renderer.shadowMap.type = PCFSoftShadowMap;
405
+ this.renderer.setSize(this.domWidth, this.domHeight);
406
+ this.renderer.outputColorSpace = SRGBColorSpace;
407
+ // https://github.com/mrdoob/three.js/pull/25556
408
+ this.renderer.useLegacyLights = false;
409
+ }
410
+
411
+
412
+ private _intersectionObserver: IntersectionObserver | null = null;
413
+ private internalOnUpdateVisible() {
414
+ this._intersectionObserver?.disconnect();
415
+ this._intersectionObserver?.observe(this.domElement);
416
+ }
417
+
418
+ private _disposeCallbacks: Function[] = [];
419
+
420
+ // private _requestSizeUpdate : boolean = false;
421
+
422
+ updateSize() {
423
+ if (!this.isManagedExternally && this.renderer.xr?.isPresenting === false) {
424
+ this._sizeChanged = false;
425
+ const scaleFactor = this.resolutionScaleFactor;
426
+ const width = this.domWidth * scaleFactor;
427
+ const height = this.domHeight * scaleFactor;
428
+ const camera = this.mainCamera as PerspectiveCamera;
429
+ this.updateAspect(camera);
430
+ this.renderer.setSize(width, height, true);
431
+ this.renderer.setPixelRatio(window.devicePixelRatio);
432
+ // avoid setting pixel values here since this can cause pingpong updates
433
+ // e.g. when system scale is set to 125%
434
+ // https://github.com/needle-tools/needle-engine-support/issues/69
435
+ this.renderer.domElement.style.width = "100%";
436
+ this.renderer.domElement.style.height = "100%";
437
+ if (this.composer) {
438
+ this.composer.setSize?.call(this.composer, width, height);
439
+ if ("setPixelRatio" in this.composer && typeof this.composer.setPixelRatio === "function")
440
+ this.composer.setPixelRatio?.call(this.composer, window.devicePixelRatio);
441
+ }
442
+ }
443
+ }
444
+
445
+ updateAspect(camera: PerspectiveCamera, width?: number, height?: number) {
446
+ if (!camera) return;
447
+ if (width === undefined)
448
+ width = this.domWidth;
449
+ if (height === undefined)
450
+ height = this.domHeight;
451
+ const pa = camera.aspect;
452
+ camera.aspect = width / height;
453
+ if (pa !== camera.aspect)
454
+ camera.updateProjectionMatrix();
455
+ }
456
+
457
+ /** This will recreate the whole needle engine context and dispose the whole scene content
458
+ * All content will be reloaded (loading times might be faster due to browser caches)
459
+ * All scripts will be recreated */
460
+ recreate() {
461
+ this.clear();
462
+ this.create(this._originalCreationArgs);
463
+ }
464
+
465
+ private _originalCreationArgs?: ContextCreateArgs;
466
+
467
+ /** @deprecated use create. This method will be removed in a future version */
468
+ async onCreate(opts?: ContextCreateArgs) {
469
+ return this.create(opts);
470
+ }
471
+ async create(opts?: ContextCreateArgs) {
472
+ try {
473
+ this._isCreating = true;
474
+ if(opts !== this._originalCreationArgs)
475
+ this._originalCreationArgs = utils.deepClone(opts);
476
+ window.addEventListener("unhandledrejection", this.onUnhandledRejection)
477
+ const res = await this.internalOnCreate(opts);
478
+ this._isCreated = true;
479
+ return res;
480
+ }
481
+ finally {
482
+ window.removeEventListener("unhandledrejection", this.onUnhandledRejection)
483
+ this._isCreating = false;
484
+ }
485
+ }
486
+
487
+ private onUnhandledRejection = (event: PromiseRejectionEvent) => {
488
+ this.domElement.dispatchEvent(new CustomEvent("error", { detail: event.reason }));
489
+ };
490
+
491
+ /** Will destroy all scenes and objects in the scene
492
+ */
493
+ clear() {
494
+ ContextRegistry.dispatchCallback(ContextEvent.ContextClearing, this);
495
+ // NOTE: this does dispose the environment/background image too
496
+ // which is probably not desired if it is set via the skybox-image attribute
497
+ destroy(this.scene, true, true);
498
+ this.scene = new Scene();
499
+ this.addressables?.dispose();
500
+ this.lightmaps?.clear();
501
+ this.physics?.engine?.clearCaches();
502
+
503
+ if (!this.isManagedExternally) {
504
+ if (this.renderer) {
505
+ this.renderer.renderLists.dispose();
506
+ this.renderer.state.reset();
507
+ this.renderer.resetState();
508
+ }
509
+ }
510
+ // We do not want to clear the renderer here because when switching src we want to keep the last rendered frame in case the loading screen is not visible
511
+ // if a user wants to see the background they can still call setClearAlpha(0) and clear manually
512
+ ContextRegistry.dispatchCallback(ContextEvent.ContextCleared, this);
513
+ }
514
+
515
+ dispose() {
516
+ this.internalOnDestroy();
517
+ }
518
+
519
+ /**@deprecated use dispose() */
520
+ onDestroy() { this.internalOnDestroy(); }
521
+ private internalOnDestroy() {
522
+ this.clear();
523
+ this.renderer?.setAnimationLoop(null);
524
+ if (this.renderer) {
525
+ this.renderer.setClearAlpha(0);
526
+ this.renderer.clear();
527
+ }
528
+ if (!this.isManagedExternally) {
529
+ this.renderer.dispose();
530
+ }
531
+ this.scene = null!;
532
+ this.renderer = null!;
533
+ this.input.dispose();
534
+ for (const cb of this._disposeCallbacks) {
535
+ try {
536
+ cb();
537
+ }
538
+ catch (e) {
539
+ console.error("Error in on dispose callback:", e, cb);
540
+ }
541
+ }
542
+ if (this.domElement?.parentElement) {
543
+ this.domElement.parentElement.removeChild(this.domElement);
544
+ }
545
+ this._isCreated = false;
546
+ ContextRegistry.dispatchCallback(ContextEvent.ContextDestroyed, this);
547
+ ContextRegistry.unregister(this);
548
+ }
549
+
550
+ registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator {
551
+ if (typeof coroutine?.next !== "function") {
552
+ console.error("Registered invalid coroutine function from " + script.name + "\nCoroutine functions must be generators: \"*myCoroutine() {...}\"\nStart a coroutine from a component by calling \"this.startCoroutine(myCoroutine())\"")
553
+ return coroutine;
554
+ }
555
+ if (!this.coroutines[evt]) this.coroutines[evt] = [];
556
+ this.coroutines[evt].push({ comp: script, main: coroutine });
557
+ return coroutine;
558
+ }
559
+
560
+ unregisterCoroutineUpdate(coroutine: Generator, evt: FrameEvent): void {
561
+ if (!this.coroutines[evt]) return;
562
+ const idx = this.coroutines[evt].findIndex(c => c.main === coroutine);
563
+ if (idx >= 0) this.coroutines[evt].splice(idx, 1);
564
+ }
565
+
566
+ stopAllCoroutinesFrom(script: IComponent) {
567
+ for (const evt in this.coroutines) {
568
+ const rout: CoroutineData[] = this.coroutines[evt];
569
+ for (let i = rout.length - 1; i >= 0; i--) {
570
+ const r = rout[i];
571
+ if (r.comp === script) {
572
+ rout.splice(i, 1);
573
+ }
574
+ }
575
+ }
576
+ }
577
+
578
+ private _cameraStack: ICamera[] = [];
579
+
580
+ setCurrentCamera(cam: ICamera) {
581
+ if (!cam) return;
582
+ if (!cam.cam) cam.buildCamera(); // < to build camera
583
+ if (!cam.cam) {
584
+ console.warn("Camera component is missing camera", cam)
585
+ return;
586
+ }
587
+ const index = this._cameraStack.indexOf(cam);
588
+ if (index >= 0) this._cameraStack.splice(index, 1);
589
+ this._cameraStack.push(cam);
590
+ this.mainCameraComponent = cam;
591
+ const camera = cam.cam as PerspectiveCamera;
592
+ if (camera.isPerspectiveCamera)
593
+ this.updateAspect(camera);
594
+ (this.mainCameraComponent as ICamera)?.applyClearFlagsIfIsActiveCamera();
595
+ }
596
+
597
+ removeCamera(cam?: ICamera | null) {
598
+ if (!cam) return;
599
+ const index = this._cameraStack.indexOf(cam);
600
+ if (index >= 0) this._cameraStack.splice(index, 1);
601
+
602
+ if (this.mainCameraComponent === cam) {
603
+ this.mainCameraComponent = undefined;
604
+
605
+ if (this._cameraStack.length > 0) {
606
+ const last = this._cameraStack[this._cameraStack.length - 1];
607
+ this.setCurrentCamera(last);
608
+ }
609
+ }
610
+ }
611
+
612
+
613
+
614
+ private _onBeforeRenderListeners = new Map<string, OnRenderCallback[]>();
615
+ private _onAfterRenderListeners = new Map<string, OnRenderCallback[]>();
616
+
617
+ /** use this to subscribe to onBeforeRender events on threejs objects */
618
+ addBeforeRenderListener(target: Object3D, callback: OnRenderCallback) {
619
+ if (!this._onBeforeRenderListeners.has(target.uuid)) {
620
+ this._onBeforeRenderListeners.set(target.uuid, []);
621
+ target.onBeforeRender = this._createRenderCallbackWrapper(target, this._onBeforeRenderListeners);
622
+ }
623
+ this._onBeforeRenderListeners.get(target.uuid)!.push(callback);
624
+ }
625
+ removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback) {
626
+ if (this._onBeforeRenderListeners.has(target.uuid)) {
627
+ const arr = this._onBeforeRenderListeners.get(target.uuid)!;
628
+ const idx = arr.indexOf(callback);
629
+ if (idx >= 0) arr.splice(idx, 1);
630
+ }
631
+ }
632
+
633
+ /** use this to subscribe to onAfterRender events on threejs objects */
634
+ addAfterRenderListener(target: Object3D, callback: OnRenderCallback) {
635
+ if (!this._onAfterRenderListeners.has(target.uuid)) {
636
+ this._onAfterRenderListeners.set(target.uuid, []);
637
+ target.onAfterRender = this._createRenderCallbackWrapper(target, this._onAfterRenderListeners);
638
+ }
639
+ this._onAfterRenderListeners.get(target.uuid)?.push(callback);
640
+ }
641
+ removeAfterRenderListener(target: Object3D, callback: OnRenderCallback) {
642
+ if (this._onAfterRenderListeners.has(target.uuid)) {
643
+ const arr = this._onAfterRenderListeners.get(target.uuid)!;
644
+ const idx = arr.indexOf(callback);
645
+ if (idx >= 0) arr.splice(idx, 1);
646
+ }
647
+ }
648
+
649
+
650
+ private _createRenderCallbackWrapper(target: Object3D, array: Map<string, OnRenderCallback[]>): OnRenderCallback {
651
+ return (renderer, scene, camera, geometry, material, group) => {
652
+ const arr = array.get(target.uuid);
653
+ if (!arr) return;
654
+ for (let i = 0; i < arr.length; i++) {
655
+ const fn = arr[i];
656
+ fn(renderer, scene, camera, geometry, material, group);
657
+ }
658
+ }
659
+ }
660
+
661
+
662
+
663
+ private _requireDepthTexture: boolean = false;
664
+ private _requireColorTexture: boolean = false;
665
+ private _renderTarget?: WebGLRenderTarget;
666
+ private _isRendering: boolean = false;
667
+
668
+ get isRendering() { return this._isRendering; }
669
+
670
+ setRequireDepth(val: boolean) {
671
+ this._requireDepthTexture = val;
672
+ }
673
+
674
+ setRequireColor(val: boolean) {
675
+ this._requireColorTexture = val;
676
+ }
677
+
678
+ get depthTexture(): DepthTexture | null {
679
+ return this._renderTarget?.depthTexture || null;
680
+ }
681
+
682
+ get opaqueColorTexture(): Texture | null {
683
+ return this._renderTarget?.texture || null;
684
+ }
685
+
686
+ /** returns true if the dom element is visible on screen */
687
+ get isVisibleToUser() {
688
+ if (this.isInXR) return true;
689
+ if (!this._isVisible) return false;
690
+ const style = getComputedStyle(this.domElement);
691
+ return style.visibility !== "hidden" && style.display !== "none" && style.opacity !== "0";
692
+ }
693
+
694
+
695
+ private _createId: number = 0;
696
+ private async internalOnCreate(opts?: ContextCreateArgs) {
697
+ const createId = ++this._createId;
698
+
699
+ this.clear();
700
+ // stop the animation loop if its running during creation
701
+ // since we do not want to start enabling scripts etc before they are deserialized
702
+ if (this.isManagedExternally === false) {
703
+ this.createNewRenderer();
704
+ this.renderer?.setAnimationLoop(null);
705
+ }
706
+
707
+ await delay(1);
708
+
709
+ Context.Current = this;
710
+ await ContextRegistry.dispatchCallback(ContextEvent.ContextCreationStart, this);
711
+
712
+ // load and create scene
713
+ let prepare_succeeded = true;
714
+ let loadedFiles!: Array<LoadedGLTF | null>;
715
+ try {
716
+ Context.Current = this;
717
+ if (opts) {
718
+ loadedFiles = await this.internalLoadInitialContent(createId, opts);
719
+ }
720
+ else loadedFiles = [];
721
+ }
722
+ catch (err) {
723
+ console.error(err);
724
+ prepare_succeeded = false;
725
+ }
726
+ if (!prepare_succeeded) return false;
727
+ if (createId !== this._createId) return false;
728
+
729
+ this.internalOnUpdateVisible();
730
+
731
+ if (!this.renderer) {
732
+ if (debug) console.warn("Context has no renderer (perhaps it was disconnected?", this.domElement.isConnected);
733
+ return false;
734
+ }
735
+
736
+ if (!this.isManagedExternally && !this.domElement.shadowRoot) {
737
+ this.domElement.prepend(this.renderer.domElement);
738
+ }
739
+
740
+ Context.Current = this;
741
+
742
+ // TODO: we could configure if we need physics
743
+ // await this.physics.engine?.initialize();
744
+
745
+ // Setup
746
+ Context.Current = this;
747
+ for (let i = 0; i < this.new_scripts.length; i++) {
748
+ const script = this.new_scripts[i];
749
+ if (script.gameObject !== undefined && script.gameObject !== null) {
750
+ if (script.gameObject.userData === undefined) script.gameObject.userData = {};
751
+ if (script.gameObject.userData.components === undefined) script.gameObject.userData.components = [];
752
+ const arr = script.gameObject.userData.components;
753
+ if (!arr.includes(script)) arr.push(script);
754
+ }
755
+ // if (script.gameObject && !this.raycastTargets.includes(script.gameObject)) {
756
+ // this.raycastTargets.push(script.gameObject);
757
+ // }
758
+ }
759
+
760
+ // const context = new SerializationContext(this.scene);
761
+ // for (let i = 0; i < this.new_scripts.length; i++) {
762
+ // const script = this.new_scripts[i];
763
+ // const ser = script as unknown as ISerializable;
764
+ // if (ser.$serializedTypes === undefined) continue;
765
+ // context.context = this;
766
+ // context.object = script.gameObject;
767
+ // deserializeObject(ser, script, context);
768
+ // }
769
+
770
+ // resolve post setup callbacks (things that rely on threejs objects having references to components)
771
+ if (this.post_setup_callbacks) {
772
+ for (let i = 0; i < this.post_setup_callbacks.length; i++) {
773
+ Context.Current = this;
774
+ await this.post_setup_callbacks[i](this);
775
+ }
776
+ }
777
+
778
+ if (!this.mainCamera) {
779
+ Context.Current = this;
780
+ let camera: ICamera | null = null;
781
+ foreachComponent(this.scene, comp => {
782
+ const cam = comp as ICamera;
783
+ if (cam?.isCamera) {
784
+ looputils.updateActiveInHierarchyWithoutEventCall(cam.gameObject);
785
+ if (!cam.activeAndEnabled) return undefined;
786
+ if (cam.tag === "MainCamera") {
787
+ camera = cam;
788
+ return true;
789
+ }
790
+ else camera = cam;
791
+ }
792
+ return undefined;
793
+ });
794
+ if (camera) {
795
+ this.setCurrentCamera(camera);
796
+ }
797
+ else {
798
+ const res = ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this, { files: loadedFiles });
799
+ if (!res && !this.mainCamera && !this.isManagedExternally)
800
+ console.warn("Missing camera in main scene", this);
801
+ }
802
+ }
803
+
804
+ Context.Current = this;
805
+ looputils.processNewScripts(this);
806
+
807
+ // We have to step once so that colliders that have been created in onEnable can be raycasted in start
808
+ if (this.physics.engine) {
809
+ this.physics.engine?.step(0);
810
+ this.physics.engine?.postStep();
811
+ }
812
+
813
+ // const mainCam = this.mainCameraComponent as Camera;
814
+ // if (mainCam) {
815
+ // mainCam.applyClearFlagsIfIsActiveCamera();
816
+ // }
817
+
818
+ if (!this.isManagedExternally && this.composer && this.mainCamera) {
819
+ const renderPass = new RenderPass(this.scene, this.mainCamera);
820
+ this.renderer.setSize(this.domWidth, this.domHeight);
821
+ this.composer.addPass(renderPass);
822
+ this.composer.setSize(this.domWidth, this.domHeight);
823
+ }
824
+
825
+ this._sizeChanged = true;
826
+
827
+ if (this._stats) {
828
+ this._stats.showPanel(0);
829
+ this.domElement.shadowRoot?.appendChild(this._stats.dom);
830
+ }
831
+
832
+ if (debug)
833
+ logHierarchy(this.scene, true);
834
+
835
+ // If no target framerate was set we use the default
836
+ if (this.targetFrameRate === undefined) {
837
+ if (debug) console.warn("No target framerate set, using default", Context.DefaultTargetFrameRate);
838
+ // the _defaultTargetFramerate is intentionally an object so it can be changed at any time if not explictly set by the user
839
+ this.targetFrameRate = Context._defaultTargetFramerate;
840
+ }
841
+ else if (debug) console.log("Target framerate set to", this.targetFrameRate);
842
+
843
+ this._dispatchReadyAfterFrame = true;
844
+ const res = ContextRegistry.dispatchCallback(ContextEvent.ContextCreated, this, { files: loadedFiles });
845
+ if (res) {
846
+ if("internalSetLoadingMessage" in this.domElement && typeof this.domElement.internalSetLoadingMessage === "function")
847
+ this.domElement?.internalSetLoadingMessage("finish loading");
848
+ await res;
849
+ }
850
+ invokeLifecycleFunctions(this, ContextEvent.ContextCreated)
851
+
852
+ this._isCreating = false;
853
+ if (!this.isManagedExternally)
854
+ this.restartRenderLoop();
855
+ return res;
856
+ }
857
+
858
+ private async internalLoadInitialContent(createId: number, args: ContextCreateArgs): Promise<Array<LoadedGLTF>> {
859
+ const results = new Array<LoadedGLTF>();
860
+ // early out if we dont have any files to load
861
+ if (args.files.length === 0) return results;
862
+
863
+
864
+ const files = [...args.files];
865
+ const progressArg: LoadingProgressArgs = {
866
+ name: "",
867
+ progress: null!,
868
+ index: 0,
869
+ count: files.length
870
+ }
871
+
872
+ const loader = getLoader();
873
+ let loadingHash = 0;
874
+ if (this.hash) loadingHash = Number.parseInt(this.hash) ?? 0;
875
+ for (let i = 0; i < files.length; i++) {
876
+ // abort loading if the create id has changed
877
+ if (createId !== this._createId) {
878
+ if (debug) console.log("Aborting loading because create id changed", createId, this._createId);
879
+ break;
880
+ }
881
+ const file = files[i];
882
+
883
+ if (!file.includes(".glb") && !file.includes(".gltf")) {
884
+ const warning = `Needle Engine: found suspicious src "${file}"`;
885
+ console.warn(warning);
886
+ if (isLocalNetwork()) showBalloonWarning(warning);
887
+ }
888
+
889
+ args?.onLoadingStart?.call(this, i, file);
890
+ const res = await loader.loadSync(this, file, file, loadingHash, prog => {
891
+ progressArg.name = file;
892
+ progressArg.progress = prog;
893
+ progressArg.index = i;
894
+ progressArg.count = files.length;
895
+ args.onLoadingProgress?.call(this, progressArg);
896
+ });
897
+ args?.onLoadingFinished?.call(this, i, file, res ?? null);
898
+ if (res) {
899
+ results.push({
900
+ src: file,
901
+ file: res
902
+ });
903
+ }
904
+ else {
905
+ // a file could not be loaded
906
+ console.warn("Could not load file: " + file);
907
+ }
908
+ }
909
+
910
+ // if the id was changed while still loading
911
+ // then we want to cleanup/destroy previously loaded files
912
+ if (createId !== this._createId) {
913
+ for (const res of results) {
914
+ if (res && res.file) {
915
+ for (const scene of res.file.scenes)
916
+ destroy(scene, true, true);
917
+ }
918
+ }
919
+ }
920
+ // otherwise we want to add the loaded files to the current scene
921
+ else {
922
+ for (const res of results) {
923
+ if (res && res.file) {
924
+ this.scene.add(res.file.scene);
925
+ }
926
+ }
927
+ }
928
+
929
+ return results;
930
+ }
931
+
932
+
933
+ /** Sets the animation loop.
934
+ * Can not be done while creating the context or when disposed
935
+ **/
936
+ public restartRenderLoop(): boolean {
937
+ if (!this.renderer) {
938
+ console.error("Can not start render loop without renderer");
939
+ return false;
940
+ }
941
+ if (this._isCreating) {
942
+ console.warn("Can not start render loop while creating context");
943
+ return false;
944
+ }
945
+ this.renderer.setAnimationLoop((timestamp, frame: XRFrame | null) => {
946
+ if (this.isManagedExternally) return;
947
+ this.update(timestamp, frame)
948
+ });
949
+ return true;
950
+ }
951
+
952
+ private _renderlooperrors = 0;
953
+
954
+ /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
955
+ public update(timestamp: DOMHighResTimeStamp, frame?: XRFrame | null) {
956
+ if (frame === undefined) frame = null;
957
+ if (isDevEnvironment() || debug || looputils.hasNewScripts()) {
958
+ try {
959
+ this.internalStep(timestamp, frame);
960
+ this._renderlooperrors = 0;
961
+ }
962
+ catch (err) {
963
+ this._renderlooperrors += 1;
964
+ if ((isDevEnvironment() || debug) && (err instanceof Error || err instanceof TypeError))
965
+ showBalloonMessage("Caught unhandled exception during render-loop.<br/>Stopping renderloop...<br/>See console for details.", LogType.Error);
966
+ console.error(err);
967
+ if (this._renderlooperrors > 10) {
968
+ console.warn("Stopping render loop due to error")
969
+ this.renderer.setAnimationLoop(null);
970
+ }
971
+ this.domElement.dispatchEvent(new CustomEvent("error", { detail: err }));
972
+ }
973
+ }
974
+ else {
975
+ this.internalStep(timestamp, frame);
976
+ }
977
+ }
978
+
979
+ /** Call to **manually** perform physics steps.
980
+ * By default the context uses the `physicsSteps` property to perform steps during the update loop
981
+ * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
982
+ * */
983
+ public updatePhysics(steps: number) {
984
+ this.internalUpdatePhysics(steps);
985
+ }
986
+
987
+ private _lastTimestamp = 0;
988
+ private _accumulatedTime = 0;
989
+ private _dispatchReadyAfterFrame = false;
990
+
991
+ // TODO: we need to skip after render callbacks if the render loop is managed externally. When changing this we also need to to update the r3f sample
992
+ private internalStep(timestamp: DOMHighResTimeStamp, frame: XRFrame | null) {
993
+ if (this.internalOnBeforeRender(timestamp, frame) === false) return;
994
+ this.internalOnRender();
995
+ this.internalOnAfterRender();
996
+ }
997
+
998
+ private internalOnBeforeRender(timestamp: DOMHighResTimeStamp, frame: XRFrame | null) {
999
+
1000
+ this._xrFrame = frame;
1001
+
1002
+ this._currentFrameEvent = FrameEvent.Undefined;
1003
+
1004
+ if (this.isManagedExternally === false && this.isInXR === false && this.targetFrameRate !== undefined) {
1005
+ if (this._lastTimestamp === 0) this._lastTimestamp = timestamp;
1006
+ this._accumulatedTime += (timestamp - this._lastTimestamp) / 1000;
1007
+ this._lastTimestamp = timestamp;
1008
+ let targetFrameRate = this.targetFrameRate;
1009
+ if (typeof targetFrameRate === "object") targetFrameRate = targetFrameRate.value!;
1010
+ // if(debug) console.log(this._accumulatedTime, (1 / (targetFrameRate)))
1011
+ if (this._accumulatedTime < (1 / (targetFrameRate + 1))) {
1012
+ return false;
1013
+ }
1014
+ this._accumulatedTime = 0;
1015
+ }
1016
+
1017
+ this._stats?.begin();
1018
+
1019
+ Context.Current = this;
1020
+ if (this.onHandlePaused()) return false;
1021
+
1022
+ Context.Current = this;
1023
+ this.time.update();
1024
+ if (debugframerate)
1025
+ console.log("FPS", (this.time.smoothedFps).toFixed(0));
1026
+
1027
+
1028
+ looputils.processNewScripts(this);
1029
+ looputils.updateIsActive(this.scene);
1030
+ looputils.processStart(this);
1031
+ invokeLifecycleFunctions(this, FrameEvent.Start);
1032
+
1033
+ while (this._cameraStack.length > 0 && (!this.mainCameraComponent || this.mainCameraComponent.destroyed)) {
1034
+ this._cameraStack.splice(this._cameraStack.length - 1, 1);
1035
+ const last = this._cameraStack[this._cameraStack.length - 1];
1036
+ this.setCurrentCamera(last);
1037
+ }
1038
+
1039
+ if (this.pre_update_callbacks) {
1040
+ for (const i in this.pre_update_callbacks) {
1041
+ this.pre_update_callbacks[i]();
1042
+ }
1043
+ }
1044
+
1045
+ this._currentFrameEvent = FrameEvent.EarlyUpdate;
1046
+
1047
+ for (let i = 0; i < this.scripts_earlyUpdate.length; i++) {
1048
+ const script = this.scripts_earlyUpdate[i];
1049
+ if (!script.activeAndEnabled) continue;
1050
+ if (script.earlyUpdate !== undefined) {
1051
+ Context.Current = this;
1052
+ script.earlyUpdate();
1053
+ }
1054
+ }
1055
+ this.executeCoroutines(FrameEvent.EarlyUpdate);
1056
+ invokeLifecycleFunctions(this, FrameEvent.EarlyUpdate);
1057
+ if (this.onHandlePaused()) return false;
1058
+
1059
+ this._currentFrameEvent = FrameEvent.Update;
1060
+
1061
+ for (let i = 0; i < this.scripts_update.length; i++) {
1062
+ const script = this.scripts_update[i];
1063
+ if (!script.activeAndEnabled) continue;
1064
+ if (script.update !== undefined) {
1065
+ Context.Current = this;
1066
+ script.update();
1067
+ }
1068
+ }
1069
+ this.executeCoroutines(FrameEvent.Update);
1070
+ invokeLifecycleFunctions(this, FrameEvent.Update);
1071
+ if (this.onHandlePaused()) return false;
1072
+
1073
+ this._currentFrameEvent = FrameEvent.LateUpdate;
1074
+
1075
+ for (let i = 0; i < this.scripts_lateUpdate.length; i++) {
1076
+ const script = this.scripts_lateUpdate[i];
1077
+ if (!script.activeAndEnabled) continue;
1078
+ if (script.lateUpdate !== undefined) {
1079
+ Context.Current = this;
1080
+ script.lateUpdate();
1081
+ }
1082
+ }
1083
+
1084
+ // this.mainLight = null;
1085
+ this.executeCoroutines(FrameEvent.LateUpdate);
1086
+ invokeLifecycleFunctions(this, FrameEvent.LateUpdate);
1087
+ if (this.onHandlePaused()) return false;
1088
+
1089
+ if (this.physicsSteps === undefined) {
1090
+ this.physicsSteps = 1;
1091
+ }
1092
+ if (this.physics.engine && this.physicsSteps > 0) {
1093
+ this.internalUpdatePhysics(this.physicsSteps);
1094
+ }
1095
+
1096
+ if (this.onHandlePaused()) return false;
1097
+
1098
+ if (this.isVisibleToUser || this.runInBackground) {
1099
+
1100
+ this._currentFrameEvent = FrameEvent.OnBeforeRender;
1101
+
1102
+ // should we move these callbacks in the regular three onBeforeRender events?
1103
+ for (let i = 0; i < this.scripts_onBeforeRender.length; i++) {
1104
+ const script = this.scripts_onBeforeRender[i];
1105
+ if (!script.activeAndEnabled) continue;
1106
+ // if(script.isActiveAndEnabled === false) continue;
1107
+ if (script.onBeforeRender !== undefined) {
1108
+ Context.Current = this;
1109
+ script.onBeforeRender(frame);
1110
+ }
1111
+ }
1112
+
1113
+ this.executeCoroutines(FrameEvent.OnBeforeRender);
1114
+ invokeLifecycleFunctions(this, FrameEvent.OnBeforeRender);
1115
+
1116
+ if (this._sizeChanged)
1117
+ this.updateSize();
1118
+
1119
+ if (this.pre_render_callbacks) {
1120
+ for (const i in this.pre_render_callbacks) {
1121
+ this.pre_render_callbacks[i]();
1122
+ }
1123
+ }
1124
+
1125
+ }
1126
+
1127
+ return true;
1128
+ }
1129
+
1130
+ private internalUpdatePhysics(steps: number) {
1131
+ if (!this.physics.engine) return false;
1132
+ const physicsSteps = steps;
1133
+ const dt = this.time.deltaTime / physicsSteps;
1134
+ for (let i = 0; i < physicsSteps; i++) {
1135
+ this._currentFrameEvent = FrameEvent.PrePhysicsStep;
1136
+ this.executeCoroutines(FrameEvent.PrePhysicsStep);
1137
+ this.physics.engine.step(dt);
1138
+ this._currentFrameEvent = FrameEvent.PostPhysicsStep;
1139
+ this.executeCoroutines(FrameEvent.PostPhysicsStep);
1140
+ }
1141
+ this.physics.engine.postStep();
1142
+ return true;
1143
+ }
1144
+
1145
+ private internalOnRender() {
1146
+ if (!this.isManagedExternally) {
1147
+ looputils.runPrewarm(this);
1148
+ this._currentFrameEvent = FrameEvent.Undefined;
1149
+ this.renderNow();
1150
+ this._currentFrameEvent = FrameEvent.OnAfterRender;
1151
+ }
1152
+ }
1153
+
1154
+ private internalOnAfterRender() {
1155
+ if (this.isVisibleToUser || this.runInBackground) {
1156
+ for (let i = 0; i < this.scripts_onAfterRender.length; i++) {
1157
+ const script = this.scripts_onAfterRender[i];
1158
+ if (!script.activeAndEnabled) continue;
1159
+ if (script.onAfterRender !== undefined) {
1160
+ Context.Current = this;
1161
+ script.onAfterRender();
1162
+ }
1163
+ }
1164
+
1165
+ this.executeCoroutines(FrameEvent.OnAfterRender);
1166
+ invokeLifecycleFunctions(this, FrameEvent.OnAfterRender);
1167
+
1168
+ if (this.post_render_callbacks) {
1169
+ for (const i in this.post_render_callbacks) {
1170
+ this.post_render_callbacks[i]();
1171
+ }
1172
+ }
1173
+ }
1174
+
1175
+ this._currentFrameEvent = -1;
1176
+
1177
+ this.connection.sendBufferedMessagesNow();
1178
+
1179
+ if (this._stats) {
1180
+ this._stats.end();
1181
+ if (this.time.frameCount % 150 === 0)
1182
+ console.log({ ...this.renderer.info.memory }, { ...this.renderer.info.render });
1183
+ }
1184
+
1185
+ if (this._dispatchReadyAfterFrame) {
1186
+ this._dispatchReadyAfterFrame = false;
1187
+ this.domElement.dispatchEvent(new CustomEvent("ready"));
1188
+ ContextRegistry.dispatchCallback(ContextEvent.ContextFirstFrameRendered, this);
1189
+ }
1190
+ }
1191
+
1192
+ renderNow(camera?: Camera) {
1193
+ if (!camera) {
1194
+ camera = this.mainCamera as Camera;
1195
+ if (!camera) return false;
1196
+ }
1197
+ this._isRendering = true;
1198
+ this.renderRequiredTextures();
1199
+
1200
+
1201
+ if (this.composer && !this.isInXR) {
1202
+ this.composer.render(this.time.deltaTime);
1203
+ }
1204
+ else if (camera) {
1205
+ this.renderer.render(this.scene, camera);
1206
+ }
1207
+ this._isRendering = false;
1208
+ return true;
1209
+ }
1210
+
1211
+ /** returns true if we should return out of the frame loop */
1212
+ private _wasPaused: boolean = false;
1213
+ private onHandlePaused(): boolean {
1214
+ const paused = this.evaluatePaused();
1215
+ if (this._wasPaused !== paused) {
1216
+ if (debugActive) console.log("Paused?", paused, "context:" + this.alias);
1217
+ for (let i = 0; i < this.scripts_pausedChanged.length; i++) {
1218
+ const script = this.scripts_pausedChanged[i];
1219
+ if (!script.activeAndEnabled) continue;
1220
+ if (script.onPausedChanged !== undefined) {
1221
+ Context.Current = this;
1222
+ script.onPausedChanged(paused, this._wasPaused);
1223
+ }
1224
+ }
1225
+ }
1226
+ this._wasPaused = paused;
1227
+ return paused;
1228
+ }
1229
+
1230
+ private evaluatePaused(): boolean {
1231
+ if (this.isInXR) return false;
1232
+ if (this.isPaused) return true;
1233
+ // if the element is not visible use the runInBackground flag to determine if we should continue
1234
+ if (this.runInBackground) {
1235
+ return false;
1236
+ }
1237
+ const paused = !this.isVisibleToUser;
1238
+ return paused;
1239
+ }
1240
+
1241
+ private renderRequiredTextures() {
1242
+ if (!this.mainCamera) return;
1243
+ if (!this._requireDepthTexture && !this._requireColorTexture) return;
1244
+ if (!this._renderTarget) {
1245
+ this._renderTarget = new WebGLRenderTarget(this.domWidth, this.domHeight);
1246
+ if (this._requireDepthTexture) {
1247
+ const dt = new DepthTexture(this.domWidth, this.domHeight);;
1248
+ this._renderTarget.depthTexture = dt;
1249
+ }
1250
+ if (this._requireColorTexture) {
1251
+ this._renderTarget.texture = new Texture();
1252
+ this._renderTarget.texture.generateMipmaps = false;
1253
+ this._renderTarget.texture.minFilter = NearestFilter;
1254
+ this._renderTarget.texture.magFilter = NearestFilter;
1255
+ this._renderTarget.texture.format = RGBAFormat;
1256
+ }
1257
+ }
1258
+ const rt = this._renderTarget;
1259
+ if (rt.texture) {
1260
+ rt.texture.colorSpace = this.renderer.outputColorSpace;
1261
+ }
1262
+ const prevTarget = this.renderer.getRenderTarget();
1263
+ this.renderer.setRenderTarget(rt);
1264
+ this.renderer.render(this.scene, this.mainCamera);
1265
+ this.renderer.setRenderTarget(prevTarget);
1266
+ }
1267
+
1268
+ private executeCoroutines(evt: FrameEvent) {
1269
+ if (this.coroutines[evt]) {
1270
+ const evts = this.coroutines[evt];
1271
+ for (let i = 0; i < evts.length; i++) {
1272
+ try {
1273
+ const evt = evts[i];
1274
+ // TODO we might want to keep coroutines playing even if the component is disabled or inactive
1275
+ const remove = !evt.comp || evt.comp.destroyed || !evt.main || evt.comp["enabled"] === false;
1276
+ if (remove) {
1277
+ if (debugCoroutine) console.log("Removing coroutine", evt.comp, evt.comp["enabled"])
1278
+ evts.splice(i, 1);
1279
+ --i;
1280
+ continue;
1281
+ }
1282
+ const iter = evt.chained;
1283
+ if (iter && iter.length > 0) {
1284
+ const last: Generator = iter[iter.length - 1];
1285
+ const res = last.next();
1286
+ if (res.done) {
1287
+ iter.pop();
1288
+ }
1289
+ if (isGenerator(res)) {
1290
+ if (!evt.chained) evt.chained = [];
1291
+ evt.chained.push(res.value);
1292
+ }
1293
+ if (!res.done) continue;
1294
+ }
1295
+
1296
+ const res = evt.main.next();
1297
+ if (res.done === true) {
1298
+ evts.splice(i, 1);
1299
+ --i;
1300
+ continue;
1301
+ }
1302
+ const val = res.value;
1303
+ if (isGenerator(val)) {
1304
+ // invoke once if its a generator
1305
+ // this means e.g. WaitForFrame(1) works and will capture
1306
+ // the frame it was created
1307
+ const gen = val as Generator;
1308
+ const res = gen.next();
1309
+ if (res.done) continue;
1310
+ if (!evt.chained) evt.chained = [];
1311
+ evt.chained.push(val as Generator);
1312
+ }
1313
+ else if (val instanceof Promise) {
1314
+ // If its a promise we want to wait for it to resolve
1315
+ const prom = val as Promise<any>;
1316
+ if (!evt.chained) evt.chained = [];
1317
+ const nested = WaitForPromise(prom);
1318
+ evt.chained?.push(nested);
1319
+ continue;
1320
+ }
1321
+ }
1322
+ catch (e) {
1323
+ console.error(e);
1324
+ }
1325
+ }
1326
+ }
1327
+
1328
+ function isGenerator(val: any): boolean {
1329
+ if (val) {
1330
+ if (val.next && val.return) {
1331
+ return true;
1332
+ }
1333
+ }
1334
+ return false;
1335
+ }
1336
+ }
1337
+
1338
+ }
1339
+
1340
+
1341
+ // const scene = new Scene();
1342
+ // const useComposer = utils.getParam("postfx");
1343
+ // const renderer = new WebGLRenderer({ antialias: true });
1344
+ // const composer = useComposer ? new EffectComposer(renderer) : undefined;
1345
+
1346
+ // renderer.setClearColor(new Color('lightgrey'), 0)
1347
+ // renderer.antialias = true;
1348
+ // renderer.alpha = false;
1349
+ // renderer.shadowMap.enabled = true;
1350
+ // renderer.shadowMap.type = PCFSoftShadowMap;
1351
+ // renderer.setSize(window.innerWidth, window.innerHeight);
1352
+ // renderer.outputEncoding = sRGBEncoding;
1353
+ // renderer.physicallyCorrectLights = true;
1354
+ // document.body.appendChild(renderer.domElement);
1355
+
1356
+ // // generation pushes loading requests in this array
1357
+ // const sceneData: {
1358
+ // mainCamera: Camera | undefined
1359
+ // } = {
1360
+ // preparing: [],
1361
+ // resolving: [],
1362
+ // scripts: [],
1363
+ // raycastTargets: [],
1364
+ // mainCamera: undefined,
1365
+ // mainCameraComponent: undefined,
1366
+ // };
1367
+
1368
+ // // contains a list of functions to be called after loading is done
1369
+ // const post_setup_callbacks = [];
1370
+
1371
+ // const pre_render_Callbacks = [];
1372
+ // const post_render_callbacks = [];
1373
+
1374
+ // const new_scripts = [];
1375
+ // const new_scripts_post_setup_callbacks = [];
1376
+ // const new_scripts_pre_setup_callbacks = [];
1377
+
1378
+ // export {
1379
+ // scene, renderer, composer,
1380
+ // new_scripts,
1381
+ // new_scripts_post_setup_callbacks, new_scripts_pre_setup_callbacks,
1382
+ // sceneData,
1383
+ // post_setup_callbacks,
1384
+ // pre_render_Callbacks,
1385
+ // post_render_callbacks
1386
+ // }