@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
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  720. package/src/engine-components/avatar/AvatarBlink_Simple.ts +67 -67
  721. package/src/engine-components/avatar/AvatarEyeLook_Rotation.ts +68 -68
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  726. package/src/engine-components/debug/LogStats.ts +21 -21
  727. package/src/engine-components/export/gltf/GltfExport.ts +231 -231
  728. package/src/engine-components/export/usdz/Extension.ts +11 -11
  729. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +1773 -1773
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  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
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  736. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +67 -67
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  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
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  744. package/src/engine-components/js-extensions/ExtensionUtils.ts +81 -81
  745. package/src/engine-components/js-extensions/Object3D.ts +181 -181
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  803. package/src/engine-components-experimental/networking/PlayerSync.ts +217 -217
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@@ -1,489 +1,489 @@
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- import { RenderTexture } from "./engine_texture.js";
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- import type { Camera, Color, Material, Object3D, Quaternion, Ray, Scene, WebGLRenderer, Mesh } from "three";
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- import { Vector3 } from "three";
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- import { RGBAColor } from "../engine-components/js-extensions/RGBAColor.js";
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- import { CollisionDetectionMode, type PhysicsMaterial, RigidbodyConstraints } from "./engine_physics.types.js";
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- import { CircularBuffer } from "./engine_utils.js";
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- import { type GLTF as GLTF3 } from "three/examples/jsm/loaders/GLTFLoader.js";
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-
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- export type GLTF = GLTF3 & {
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- // asset: { generator: string, version: string }
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- // animations: AnimationClip[];
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- // cameras: Camera[];
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- // scene: Object3D;
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- // scenes: Object3D[];
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- // userData: object;
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- // parser: any;
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- }
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-
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- export type LoadedGLTF = {
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- src: string;
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- file: GLTF;
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- }
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-
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- /** used to find data registered via gltf files e.g. find lightmaps for a Renderer component that were shipped inside a gltf */
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- export declare type SourceIdentifier = string;
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-
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- // TODO: figure out what is best here!
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- // https://stackoverflow.com/a/67229348
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- // https://stackoverflow.com/questions/36886082/abstract-constructor-type-in-typescript
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- // type Constructor<T> = Function & { prototype: T } // << this includes abstract constructor types
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- export type Constructor<T> = abstract new (...args: any[]) => T; // abstract to support @serializable and also getComponent with abstract types
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- export type ConstructorConcrete<T> = new (...args: any[]) => T;
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- export type GuidsMap = { [key: string]: string };
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-
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- export interface UIDProvider {
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- seed: number;
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- generateUUID(): string;
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- }
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- export declare type CoroutineData = {
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- comp: IComponent,
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- main: Generator,
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- chained?: Array<Generator>
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- }
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- export interface ITime {
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- }
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- export interface IInput {
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- convertScreenspaceToRaycastSpace(vec: Vec2): void;
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- getPointerPosition(i: number): Vec2 | null;
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- }
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- export interface IPhysics {
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- engine?: IPhysicsEngine;
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- }
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- export interface IContext {
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- alias?: string | null;
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- hash?: string;
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- scene: Scene;
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- renderer: WebGLRenderer;
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- mainCamera: Camera | null;
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- mainCameraComponent: ICamera | undefined;
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- domElement: HTMLElement;
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-
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- time: ITime;
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- input: IInput;
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- physics: IPhysics;
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-
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- scripts: IComponent[];
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- scripts_pausedChanged: IComponent[];
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- // scripts with update event
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- scripts_earlyUpdate: IComponent[];
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- scripts_update: IComponent[];
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- scripts_lateUpdate: IComponent[];
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- scripts_onBeforeRender: IComponent[];
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- scripts_onAfterRender: IComponent[];
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- scripts_WithCorroutines: IComponent[];
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- coroutines: { [FrameEvent: number]: Array<CoroutineData> };
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- post_setup_callbacks: Function[];
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- pre_update_callbacks: Function[];
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- pre_render_callbacks: Function[];
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- post_render_callbacks: Function[];
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- new_scripts: IComponent[];
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- new_script_start: IComponent[];
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- new_scripts_pre_setup_callbacks: Function[];
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- new_scripts_post_setup_callbacks: Function[];
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- stopAllCoroutinesFrom(script: IComponent);
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- }
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- export declare interface INeedleEngineComponent extends HTMLElement {
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- getAROverlayContainer(): HTMLElement;
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- onEnterAR(session: XRSession, overlayContainer: HTMLElement);
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- onExitAR(session: XRSession);
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- export declare interface IGameObject extends Object3D {
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-
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- /** the object's unique identifier */
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- guid: string | undefined;
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-
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- /** if the object is enabled in the hierarchy (usually equivalent to `visible`) */
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- activeSelf: boolean;
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-
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- /** call to destroy this object including all components that are attached to it. Will destroy all children recursively */
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- destroy(): void;
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- /** NOTE: this is just a wrapper for devs coming from Unity. Please use this.gameObject instead. In Needle Engine this.gameObject is the same as this.gameObject.transform. See the tutorial link below for more information
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- get transform(): IGameObject;
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-
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- /** Add a new component to this object. Expects a component type (e.g. `addNewComponent(Animator)`) */
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- addNewComponent<T>(type: Constructor<T>): T | null;
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- /** Remove a component from this object. Expected a component instance
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- */
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- removeComponent(comp: IComponent): IComponent;
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- /** Searches for a component type on this object. If no component of the searched type exists yet a new instance will be created and returned */
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- getOrAddComponent<T>(typeName: Constructor<T> | null): T;
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- /** Tries to find a component of a type on this object.
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- getComponent<T>(type: Constructor<T>): T | null;
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- /** @returns all components of a certain type on this object */
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- getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
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- /** Finds a component of a certain type on this object OR a child object if any exists */
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- getComponentInChildren<T>(type: Constructor<T>): T | null;
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- /** Finds all components of a certain type on this object AND all children (recursively) */
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- getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
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- /** Finds a component of a certain type on this object OR a parent object if any exists */
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- getComponentInParent<T>(type: Constructor<T>): T | null;
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- /** Finds all components of a certain type on this object AND all parents (recursively) */
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- getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
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-
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- get worldPosition(): Vector3;
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- set worldPosition(val: Vector3);
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- get worldQuaternion(): Quaternion;
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- set worldQuaternion(val: Quaternion);
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- get worldRotation(): Vector3;
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- set worldRotation(val: Vector3);
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- get worldScale(): Vector3;
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- }
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-
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- export interface IHasGuid {
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- }
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-
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- export interface IComponent extends IHasGuid {
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- get isComponent(): boolean;
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-
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- /** the object this component is attached to */
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- gameObject: IGameObject;
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- // guid: string;
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- enabled: boolean;
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- sourceId?: SourceIdentifier;
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- get name(): string;
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- get layer(): number;
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- get destroyed(): boolean;
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- get tag(): string;
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-
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- context: any;
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-
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- get activeAndEnabled(): boolean;
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-
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- __internalNewInstanceCreated();
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- /** @internal */
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- __internalAwake();
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- /** @internal */
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- __internalStart();
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- /** @internal */
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- __internalEnable(isAddingOrRemovingFromScene?: boolean);
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- /** @internal */
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- __internalDisable(isAddingOrRemovingFromScene?: boolean);
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- /** @internal */
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- __internalDestroy();
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- /** @internal */
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- resolveGuids?(guidsMap: GuidsMap): void;
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-
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- /** experimental, called when the script is registered for the first time, this is called even if the component is not enabled. */
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- registering?();
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- awake();
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- onEnable();
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- onDestroy();
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- destroy();
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-
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- /** called for properties decorated with the @validate decorator */
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- onValidate?(property?: string);
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- /** called when this.context.isPaused changes or when rendering loop changes due to changing DOM element visibility
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- * e.g. when the DOM element becomes hidden or out ot view
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- */
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- onPausedChanged?(isPaused: boolean, wasPaused: boolean);
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-
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- start?(): void;
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- earlyUpdate?(): void;
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- update?(): void;
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- lateUpdate?(): void;
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- onBeforeRender?(frame: XRFrame | null): void;
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- onAfterRender?(): void;
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-
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- onCollisionEnter?(col: Collision);
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- onCollisionExit?(col: Collision);
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- onCollisionStay?(col: Collision);
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- onTriggerEnter?(col: ICollider);
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- onTriggerStay?(col: ICollider);
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- onTriggerExit?(col: ICollider);
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-
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- get forward(): Vector3;
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- get worldPosition(): Vector3;
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- get worldQuaternion(): Quaternion;
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- }
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229
- export declare interface ICamera extends IComponent {
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- get isCamera(): boolean;
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- applyClearFlagsIfIsActiveCamera(): unknown;
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- applyClearFlags();
233
- buildCamera();
234
- get cam(): Camera;
235
- nearClipPlane: number;
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- farClipPlane: number;
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- backgroundColor: RGBAColor | null;
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- backgroundBlurriness: number | undefined;
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- environmentIntensity: number | undefined;
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- clearFlags: number;
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- cullingMask: number;
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- aspect: number;
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- fieldOfView?: number;
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- /** x and y are in pixel on the canvas / dom element */
245
- screenPointToRay(x: number, y: number, ray?: Ray): Ray;
246
- targetTexture: RenderTexture | null;
247
- }
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-
249
- export declare interface ICameraController {
250
- get isCameraController(): boolean;
251
- }
252
-
253
- export declare interface ILight extends IComponent {
254
- intensity: number;
255
- color: Color;
256
- }
257
-
258
- export declare interface ISharedMaterials {
259
- [num: number]: Material;
260
- get length(): number;
261
- }
262
-
263
- export declare interface IRenderer extends IComponent {
264
- sharedMaterial: Material;
265
- get sharedMaterials(): ISharedMaterials;
266
- }
267
-
268
- // export declare interface IPhysicsComponent extends IComponent {
269
- // get type() : string;
270
- // }
271
-
272
- export declare interface ICollider extends IComponent {
273
- get isCollider();
274
- attachedRigidbody: IRigidbody | null;
275
- isTrigger: boolean;
276
- sharedMaterial?: PhysicsMaterial;
277
- center?: Vec3 & { multiply(vec: Vec3) };
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- updateProperties(): void;
279
- updatePhysicsMaterial(): void;
280
- }
281
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282
- export declare interface ISphereCollider extends ICollider {
283
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284
- }
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-
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- export declare interface IBoxCollider extends ICollider {
287
- size: Vec3;
288
- }
289
-
290
- export declare interface IRigidbody extends IComponent {
291
- constraints: RigidbodyConstraints;
292
- isKinematic: boolean;
293
- /** When true the mass will automatically calculated by attached colliders */
294
- autoMass: boolean;
295
- mass: number;
296
- drag: number;
297
- angularDrag: number;
298
- useGravity: boolean;
299
- gravityScale: number;
300
- dominanceGroup: number;
301
-
302
- collisionDetectionMode: CollisionDetectionMode;
303
-
304
- lockPositionX: boolean;
305
- lockPositionY: boolean;
306
- lockPositionZ: boolean;
307
- lockRotationX: boolean;
308
- lockRotationY: boolean;
309
- lockRotationZ: boolean;
310
- }
311
-
312
-
313
- export const $physicsKey = Symbol("object");
314
-
315
-
316
- export declare type ICollisionContext = {
317
- getCollider(obj: Object3D): ICollider;
318
- }
319
-
320
-
321
- export type Vec2 = {
322
- x: number,
323
- y: number
324
- }
325
-
326
- export type Vec3 = {
327
- x: number,
328
- y: number,
329
- z: number,
330
- }
331
-
332
- export type Vec4 = {
333
- x: number,
334
- y: number,
335
- z: number,
336
- w: number,
337
- }
338
-
339
- const contactsVectorBuffer = new CircularBuffer(() => new Vector3(), 20);
340
-
341
- export class ContactPoint {
342
-
343
- private readonly _point: Vec3;
344
- private readonly _normal: Vec3;
345
- private readonly _tangentVelocity: Vec3;
346
-
347
- /** the distance of the collision point */
348
- readonly distance: number;
349
- /** the impulse velocity */
350
- readonly impulse: number;
351
- readonly friction: number;
352
-
353
- /** worldspace point */
354
- get point() {
355
- const target = contactsVectorBuffer.get();
356
- return target.set(this._point.x, this._point.y, this._point.z);
357
- }
358
-
359
- /** worldspace normal */
360
- get normal() {
361
- const target = contactsVectorBuffer.get();
362
- return target.set(this._normal.x, this._normal.y, this._normal.z);
363
- }
364
-
365
- /** worldspace tangent */
366
- get tangentVelocity() {
367
- const target = contactsVectorBuffer.get();
368
- return target.set(this._tangentVelocity.x, this._tangentVelocity.y, this._tangentVelocity.z);
369
- }
370
-
371
- constructor(point: Vec3, dist: number, normal: Vec3, impulse: number, friction: number, tangentVelocity: Vec3) {
372
- this._point = point;
373
- this.distance = dist;
374
- this._normal = normal;
375
- this.impulse = impulse;
376
- this.friction = friction;
377
- this._tangentVelocity = tangentVelocity;
378
- }
379
- }
380
-
381
- /// all info in here must be readonly because the object is only created once per started collision
382
- export class Collision {
383
-
384
- /** The contact points of this collision. Contains information about positions, normals, distance, friction, impulse... */
385
- readonly contacts: ContactPoint[];
386
-
387
- constructor(obj: IGameObject, otherCollider: ICollider, contacts: ContactPoint[]) {
388
- this.me = obj;
389
- this._collider = otherCollider;
390
- this._gameObject = otherCollider.gameObject;
391
- this.contacts = contacts;
392
- }
393
-
394
- /** the gameobject this collision event belongs to (e.g. if onCollisionEnter is called then `me` is the same as `this.gameObject`) */
395
- readonly me: IGameObject;
396
-
397
- private _collider: ICollider;
398
- /** the other collider the collision happened with */
399
- get collider(): ICollider {
400
- return this._collider;
401
- }
402
-
403
- private _gameObject: IGameObject;
404
- /** the other object the collision happened with */
405
- get gameObject(): IGameObject {
406
- return this._gameObject;
407
- }
408
-
409
- /** the other rigidbody we hit, null if none attached */
410
- get rigidBody(): IRigidbody | null {
411
- return this.collider?.attachedRigidbody;
412
- }
413
- }
414
-
415
- export type RaycastResult = null | { point: Vector3, collider: ICollider, normal?: Vector3 };
416
-
417
- export class SphereOverlapResult {
418
- object: Object3D;
419
- collider: ICollider;
420
- constructor(object: Object3D, collider: ICollider) {
421
- this.object = object;
422
- this.collider = collider;
423
- }
424
- }
425
-
426
-
427
- export interface IPhysicsEngine {
428
- initialize(ctx: IContext): Promise<boolean>;
429
- step(dt: number): void;
430
- postStep();
431
- get isUpdating(): boolean;
432
- /** clear all possibly cached data (e.g. mesh data when creating scaled mesh colliders) */
433
- clearCaches();
434
-
435
- enabled: boolean;
436
- get world(): any;
437
-
438
- set gravity(vec3: Vec3);
439
- get gravity(): Vec3;
440
-
441
- /** Get the rapier body for a Needle component */
442
- getBody(obj: ICollider | IRigidbody): null | any;
443
- /** Get the Needle Engine component for a rapier object */
444
- getComponent(rapierObject:object) : IComponent | null;
445
-
446
- // raycasting
447
- /** Fast raycast against physics colliders
448
- * @param origin ray origin in screen or worldspace
449
- * @param direction ray direction in worldspace
450
- * @param maxDistance max distance to raycast
451
- * @param solid if true it will also hit the collider if origin is already inside it
452
- */
453
- raycast(origin?: Vec2 | Vec3, direction?: Vec3, maxDistance?: number, solid?: boolean): RaycastResult;
454
- /** raycast that also gets the normal vector. If you don't need it use raycast() */
455
- raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, maxDistance?: number, solid?: boolean): RaycastResult;
456
- sphereOverlap(point: Vector3, radius: number): Array<SphereOverlapResult>;
457
-
458
- // Collider methods
459
- addSphereCollider(collider: ICollider);
460
- addBoxCollider(collider: ICollider, size: Vector3);
461
- addCapsuleCollider(collider: ICollider, radius: number, height: number);
462
- addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, scale: Vector3);
463
-
464
- updatePhysicsMaterial(collider:ICollider);
465
-
466
- // Rigidbody methods
467
- wakeup(rb: IRigidbody);
468
- updateProperties(rb: IRigidbody | ICollider);
469
- resetForces(rb: IRigidbody, wakeup: boolean);
470
- resetTorques(rb: IRigidbody, wakeup: boolean);
471
- addForce(rb: IRigidbody, vec: Vec3, wakeup: boolean);
472
- applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean);
473
- /** Returns the linear velocity of a rigidbody or the rigidbody of a collider */
474
- getLinearVelocity(rb: IRigidbody | ICollider): Vec3 | null;
475
- getAngularVelocity(rb: IRigidbody): Vec3 | null;
476
- setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
477
- setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
478
-
479
- updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean);
480
- removeBody(body: IComponent);
481
- getBody(obj: ICollider | IRigidbody): null | any;
482
-
483
- // Joints
484
- addFixedJoint(body1: IRigidbody, body2: IRigidbody);
485
- addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: Vec3, axis: Vec3);
486
-
487
- /** Enable to render collider shapes */
488
- debugRenderColliders: boolean;
489
- }
1
+ import { RenderTexture } from "./engine_texture.js";
2
+ import type { Camera, Color, Material, Object3D, Quaternion, Ray, Scene, WebGLRenderer, Mesh } from "three";
3
+ import { Vector3 } from "three";
4
+ import { RGBAColor } from "../engine-components/js-extensions/RGBAColor.js";
5
+ import { CollisionDetectionMode, type PhysicsMaterial, RigidbodyConstraints } from "./engine_physics.types.js";
6
+ import { CircularBuffer } from "./engine_utils.js";
7
+ import { type GLTF as GLTF3 } from "three/examples/jsm/loaders/GLTFLoader.js";
8
+
9
+ export type GLTF = GLTF3 & {
10
+ // asset: { generator: string, version: string }
11
+ // animations: AnimationClip[];
12
+ // cameras: Camera[];
13
+ // scene: Object3D;
14
+ // scenes: Object3D[];
15
+ // userData: object;
16
+ // parser: any;
17
+ }
18
+
19
+ export type LoadedGLTF = {
20
+ src: string;
21
+ file: GLTF;
22
+ }
23
+
24
+ /** used to find data registered via gltf files e.g. find lightmaps for a Renderer component that were shipped inside a gltf */
25
+ export declare type SourceIdentifier = string;
26
+
27
+ // TODO: figure out what is best here!
28
+ // https://stackoverflow.com/a/67229348
29
+ // https://stackoverflow.com/questions/36886082/abstract-constructor-type-in-typescript
30
+ // type Constructor<T> = Function & { prototype: T } // << this includes abstract constructor types
31
+ export type Constructor<T> = abstract new (...args: any[]) => T; // abstract to support @serializable and also getComponent with abstract types
32
+ export type ConstructorConcrete<T> = new (...args: any[]) => T;
33
+ export type GuidsMap = { [key: string]: string };
34
+
35
+ export interface UIDProvider {
36
+ seed: number;
37
+ generateUUID(): string;
38
+ }
39
+
40
+ export declare type CoroutineData = {
41
+ comp: IComponent,
42
+ main: Generator,
43
+ chained?: Array<Generator>
44
+ }
45
+
46
+ export interface ITime {
47
+ get time(): number;
48
+ }
49
+
50
+ export interface IInput {
51
+ convertScreenspaceToRaycastSpace(vec: Vec2): void;
52
+ getPointerPosition(i: number): Vec2 | null;
53
+ }
54
+
55
+ export interface IPhysics {
56
+ engine?: IPhysicsEngine;
57
+ }
58
+
59
+ export interface IContext {
60
+ alias?: string | null;
61
+ hash?: string;
62
+
63
+ scene: Scene;
64
+ renderer: WebGLRenderer;
65
+ mainCamera: Camera | null;
66
+ mainCameraComponent: ICamera | undefined;
67
+ domElement: HTMLElement;
68
+
69
+ time: ITime;
70
+ input: IInput;
71
+ physics: IPhysics;
72
+
73
+ scripts: IComponent[];
74
+ scripts_pausedChanged: IComponent[];
75
+ // scripts with update event
76
+ scripts_earlyUpdate: IComponent[];
77
+ scripts_update: IComponent[];
78
+ scripts_lateUpdate: IComponent[];
79
+ scripts_onBeforeRender: IComponent[];
80
+ scripts_onAfterRender: IComponent[];
81
+ scripts_WithCorroutines: IComponent[];
82
+ coroutines: { [FrameEvent: number]: Array<CoroutineData> };
83
+
84
+ post_setup_callbacks: Function[];
85
+ pre_update_callbacks: Function[];
86
+ pre_render_callbacks: Function[];
87
+ post_render_callbacks: Function[];
88
+
89
+ new_scripts: IComponent[];
90
+ new_script_start: IComponent[];
91
+ new_scripts_pre_setup_callbacks: Function[];
92
+ new_scripts_post_setup_callbacks: Function[];
93
+
94
+ stopAllCoroutinesFrom(script: IComponent);
95
+ }
96
+
97
+ export declare interface INeedleEngineComponent extends HTMLElement {
98
+ getAROverlayContainer(): HTMLElement;
99
+ onEnterAR(session: XRSession, overlayContainer: HTMLElement);
100
+ onExitAR(session: XRSession);
101
+ }
102
+
103
+ export declare interface IGameObject extends Object3D {
104
+
105
+ /** the object's unique identifier */
106
+ guid: string | undefined;
107
+
108
+ /** if the object is enabled in the hierarchy (usually equivalent to `visible`) */
109
+ activeSelf: boolean;
110
+
111
+ /** call to destroy this object including all components that are attached to it. Will destroy all children recursively */
112
+ destroy(): void;
113
+
114
+ /** NOTE: this is just a wrapper for devs coming from Unity. Please use this.gameObject instead. In Needle Engine this.gameObject is the same as this.gameObject.transform. See the tutorial link below for more information
115
+ * @augments Object3D
116
+ * @tutorial https://fwd.needle.tools/needle-engine/docs/transform
117
+ * */
118
+ get transform(): IGameObject;
119
+
120
+ /** Add a new component to this object. Expects a component type (e.g. `addNewComponent(Animator)`) */
121
+ addNewComponent<T>(type: Constructor<T>): T | null;
122
+ /** Remove a component from this object. Expected a component instance
123
+ * @returns the removed component (equal to the passed in component)
124
+ */
125
+ removeComponent(comp: IComponent): IComponent;
126
+ /** Searches for a component type on this object. If no component of the searched type exists yet a new instance will be created and returned */
127
+ getOrAddComponent<T>(typeName: Constructor<T> | null): T;
128
+ /** Tries to find a component of a type on this object.
129
+ * @returns the first instance of a component on this object that matches the passed in type or null if no component of this type (or a subtype) exists */
130
+ getComponent<T>(type: Constructor<T>): T | null;
131
+ /** @returns all components of a certain type on this object */
132
+ getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
133
+ /** Finds a component of a certain type on this object OR a child object if any exists */
134
+ getComponentInChildren<T>(type: Constructor<T>): T | null;
135
+ /** Finds all components of a certain type on this object AND all children (recursively) */
136
+ getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
137
+ /** Finds a component of a certain type on this object OR a parent object if any exists */
138
+ getComponentInParent<T>(type: Constructor<T>): T | null;
139
+ /** Finds all components of a certain type on this object AND all parents (recursively) */
140
+ getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
141
+
142
+ get worldPosition(): Vector3;
143
+ set worldPosition(val: Vector3);
144
+ get worldQuaternion(): Quaternion;
145
+ set worldQuaternion(val: Quaternion);
146
+ get worldRotation(): Vector3;
147
+ set worldRotation(val: Vector3);
148
+ get worldScale(): Vector3;
149
+ set worldScale(val: Vector3);
150
+
151
+ get worldForward(): Vector3;
152
+ get worldRight(): Vector3;
153
+ get worldUp(): Vector3;
154
+ }
155
+
156
+ export interface IHasGuid {
157
+ guid: string;
158
+ }
159
+
160
+ export interface IComponent extends IHasGuid {
161
+ get isComponent(): boolean;
162
+
163
+ /** the object this component is attached to */
164
+ gameObject: IGameObject;
165
+ // guid: string;
166
+ enabled: boolean;
167
+ sourceId?: SourceIdentifier;
168
+
169
+ get name(): string;
170
+ get layer(): number;
171
+ get destroyed(): boolean;
172
+ get tag(): string;
173
+
174
+ context: any;
175
+
176
+ get activeAndEnabled(): boolean;
177
+
178
+ /** @internal */
179
+ __internalNewInstanceCreated();
180
+ /** @internal */
181
+ __internalAwake();
182
+ /** @internal */
183
+ __internalStart();
184
+ /** @internal */
185
+ __internalEnable(isAddingOrRemovingFromScene?: boolean);
186
+ /** @internal */
187
+ __internalDisable(isAddingOrRemovingFromScene?: boolean);
188
+ /** @internal */
189
+ __internalDestroy();
190
+ /** @internal */
191
+ resolveGuids?(guidsMap: GuidsMap): void;
192
+
193
+ /** experimental, called when the script is registered for the first time, this is called even if the component is not enabled. */
194
+ registering?();
195
+ awake();
196
+ onEnable();
197
+ onDisable();
198
+ onDestroy();
199
+ destroy();
200
+
201
+ /** called for properties decorated with the @validate decorator */
202
+ onValidate?(property?: string);
203
+ /** called when this.context.isPaused changes or when rendering loop changes due to changing DOM element visibility
204
+ * e.g. when the DOM element becomes hidden or out ot view
205
+ */
206
+ onPausedChanged?(isPaused: boolean, wasPaused: boolean);
207
+
208
+ start?(): void;
209
+ earlyUpdate?(): void;
210
+ update?(): void;
211
+ lateUpdate?(): void;
212
+ onBeforeRender?(frame: XRFrame | null): void;
213
+ onAfterRender?(): void;
214
+
215
+ onCollisionEnter?(col: Collision);
216
+ onCollisionExit?(col: Collision);
217
+ onCollisionStay?(col: Collision);
218
+
219
+ onTriggerEnter?(col: ICollider);
220
+ onTriggerStay?(col: ICollider);
221
+ onTriggerExit?(col: ICollider);
222
+
223
+ get forward(): Vector3;
224
+ get worldPosition(): Vector3;
225
+ get worldQuaternion(): Quaternion;
226
+ }
227
+
228
+
229
+ export declare interface ICamera extends IComponent {
230
+ get isCamera(): boolean;
231
+ applyClearFlagsIfIsActiveCamera(): unknown;
232
+ applyClearFlags();
233
+ buildCamera();
234
+ get cam(): Camera;
235
+ nearClipPlane: number;
236
+ farClipPlane: number;
237
+ backgroundColor: RGBAColor | null;
238
+ backgroundBlurriness: number | undefined;
239
+ environmentIntensity: number | undefined;
240
+ clearFlags: number;
241
+ cullingMask: number;
242
+ aspect: number;
243
+ fieldOfView?: number;
244
+ /** x and y are in pixel on the canvas / dom element */
245
+ screenPointToRay(x: number, y: number, ray?: Ray): Ray;
246
+ targetTexture: RenderTexture | null;
247
+ }
248
+
249
+ export declare interface ICameraController {
250
+ get isCameraController(): boolean;
251
+ }
252
+
253
+ export declare interface ILight extends IComponent {
254
+ intensity: number;
255
+ color: Color;
256
+ }
257
+
258
+ export declare interface ISharedMaterials {
259
+ [num: number]: Material;
260
+ get length(): number;
261
+ }
262
+
263
+ export declare interface IRenderer extends IComponent {
264
+ sharedMaterial: Material;
265
+ get sharedMaterials(): ISharedMaterials;
266
+ }
267
+
268
+ // export declare interface IPhysicsComponent extends IComponent {
269
+ // get type() : string;
270
+ // }
271
+
272
+ export declare interface ICollider extends IComponent {
273
+ get isCollider();
274
+ attachedRigidbody: IRigidbody | null;
275
+ isTrigger: boolean;
276
+ sharedMaterial?: PhysicsMaterial;
277
+ center?: Vec3 & { multiply(vec: Vec3) };
278
+ updateProperties(): void;
279
+ updatePhysicsMaterial(): void;
280
+ }
281
+
282
+ export declare interface ISphereCollider extends ICollider {
283
+ radius: number;
284
+ }
285
+
286
+ export declare interface IBoxCollider extends ICollider {
287
+ size: Vec3;
288
+ }
289
+
290
+ export declare interface IRigidbody extends IComponent {
291
+ constraints: RigidbodyConstraints;
292
+ isKinematic: boolean;
293
+ /** When true the mass will automatically calculated by attached colliders */
294
+ autoMass: boolean;
295
+ mass: number;
296
+ drag: number;
297
+ angularDrag: number;
298
+ useGravity: boolean;
299
+ gravityScale: number;
300
+ dominanceGroup: number;
301
+
302
+ collisionDetectionMode: CollisionDetectionMode;
303
+
304
+ lockPositionX: boolean;
305
+ lockPositionY: boolean;
306
+ lockPositionZ: boolean;
307
+ lockRotationX: boolean;
308
+ lockRotationY: boolean;
309
+ lockRotationZ: boolean;
310
+ }
311
+
312
+
313
+ export const $physicsKey = Symbol("object");
314
+
315
+
316
+ export declare type ICollisionContext = {
317
+ getCollider(obj: Object3D): ICollider;
318
+ }
319
+
320
+
321
+ export type Vec2 = {
322
+ x: number,
323
+ y: number
324
+ }
325
+
326
+ export type Vec3 = {
327
+ x: number,
328
+ y: number,
329
+ z: number,
330
+ }
331
+
332
+ export type Vec4 = {
333
+ x: number,
334
+ y: number,
335
+ z: number,
336
+ w: number,
337
+ }
338
+
339
+ const contactsVectorBuffer = new CircularBuffer(() => new Vector3(), 20);
340
+
341
+ export class ContactPoint {
342
+
343
+ private readonly _point: Vec3;
344
+ private readonly _normal: Vec3;
345
+ private readonly _tangentVelocity: Vec3;
346
+
347
+ /** the distance of the collision point */
348
+ readonly distance: number;
349
+ /** the impulse velocity */
350
+ readonly impulse: number;
351
+ readonly friction: number;
352
+
353
+ /** worldspace point */
354
+ get point() {
355
+ const target = contactsVectorBuffer.get();
356
+ return target.set(this._point.x, this._point.y, this._point.z);
357
+ }
358
+
359
+ /** worldspace normal */
360
+ get normal() {
361
+ const target = contactsVectorBuffer.get();
362
+ return target.set(this._normal.x, this._normal.y, this._normal.z);
363
+ }
364
+
365
+ /** worldspace tangent */
366
+ get tangentVelocity() {
367
+ const target = contactsVectorBuffer.get();
368
+ return target.set(this._tangentVelocity.x, this._tangentVelocity.y, this._tangentVelocity.z);
369
+ }
370
+
371
+ constructor(point: Vec3, dist: number, normal: Vec3, impulse: number, friction: number, tangentVelocity: Vec3) {
372
+ this._point = point;
373
+ this.distance = dist;
374
+ this._normal = normal;
375
+ this.impulse = impulse;
376
+ this.friction = friction;
377
+ this._tangentVelocity = tangentVelocity;
378
+ }
379
+ }
380
+
381
+ /// all info in here must be readonly because the object is only created once per started collision
382
+ export class Collision {
383
+
384
+ /** The contact points of this collision. Contains information about positions, normals, distance, friction, impulse... */
385
+ readonly contacts: ContactPoint[];
386
+
387
+ constructor(obj: IGameObject, otherCollider: ICollider, contacts: ContactPoint[]) {
388
+ this.me = obj;
389
+ this._collider = otherCollider;
390
+ this._gameObject = otherCollider.gameObject;
391
+ this.contacts = contacts;
392
+ }
393
+
394
+ /** the gameobject this collision event belongs to (e.g. if onCollisionEnter is called then `me` is the same as `this.gameObject`) */
395
+ readonly me: IGameObject;
396
+
397
+ private _collider: ICollider;
398
+ /** the other collider the collision happened with */
399
+ get collider(): ICollider {
400
+ return this._collider;
401
+ }
402
+
403
+ private _gameObject: IGameObject;
404
+ /** the other object the collision happened with */
405
+ get gameObject(): IGameObject {
406
+ return this._gameObject;
407
+ }
408
+
409
+ /** the other rigidbody we hit, null if none attached */
410
+ get rigidBody(): IRigidbody | null {
411
+ return this.collider?.attachedRigidbody;
412
+ }
413
+ }
414
+
415
+ export type RaycastResult = null | { point: Vector3, collider: ICollider, normal?: Vector3 };
416
+
417
+ export class SphereOverlapResult {
418
+ object: Object3D;
419
+ collider: ICollider;
420
+ constructor(object: Object3D, collider: ICollider) {
421
+ this.object = object;
422
+ this.collider = collider;
423
+ }
424
+ }
425
+
426
+
427
+ export interface IPhysicsEngine {
428
+ initialize(ctx: IContext): Promise<boolean>;
429
+ step(dt: number): void;
430
+ postStep();
431
+ get isUpdating(): boolean;
432
+ /** clear all possibly cached data (e.g. mesh data when creating scaled mesh colliders) */
433
+ clearCaches();
434
+
435
+ enabled: boolean;
436
+ get world(): any;
437
+
438
+ set gravity(vec3: Vec3);
439
+ get gravity(): Vec3;
440
+
441
+ /** Get the rapier body for a Needle component */
442
+ getBody(obj: ICollider | IRigidbody): null | any;
443
+ /** Get the Needle Engine component for a rapier object */
444
+ getComponent(rapierObject:object) : IComponent | null;
445
+
446
+ // raycasting
447
+ /** Fast raycast against physics colliders
448
+ * @param origin ray origin in screen or worldspace
449
+ * @param direction ray direction in worldspace
450
+ * @param maxDistance max distance to raycast
451
+ * @param solid if true it will also hit the collider if origin is already inside it
452
+ */
453
+ raycast(origin?: Vec2 | Vec3, direction?: Vec3, maxDistance?: number, solid?: boolean): RaycastResult;
454
+ /** raycast that also gets the normal vector. If you don't need it use raycast() */
455
+ raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, maxDistance?: number, solid?: boolean): RaycastResult;
456
+ sphereOverlap(point: Vector3, radius: number): Array<SphereOverlapResult>;
457
+
458
+ // Collider methods
459
+ addSphereCollider(collider: ICollider);
460
+ addBoxCollider(collider: ICollider, size: Vector3);
461
+ addCapsuleCollider(collider: ICollider, radius: number, height: number);
462
+ addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, scale: Vector3);
463
+
464
+ updatePhysicsMaterial(collider:ICollider);
465
+
466
+ // Rigidbody methods
467
+ wakeup(rb: IRigidbody);
468
+ updateProperties(rb: IRigidbody | ICollider);
469
+ resetForces(rb: IRigidbody, wakeup: boolean);
470
+ resetTorques(rb: IRigidbody, wakeup: boolean);
471
+ addForce(rb: IRigidbody, vec: Vec3, wakeup: boolean);
472
+ applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean);
473
+ /** Returns the linear velocity of a rigidbody or the rigidbody of a collider */
474
+ getLinearVelocity(rb: IRigidbody | ICollider): Vec3 | null;
475
+ getAngularVelocity(rb: IRigidbody): Vec3 | null;
476
+ setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
477
+ setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
478
+
479
+ updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean);
480
+ removeBody(body: IComponent);
481
+ getBody(obj: ICollider | IRigidbody): null | any;
482
+
483
+ // Joints
484
+ addFixedJoint(body1: IRigidbody, body2: IRigidbody);
485
+ addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: Vec3, axis: Vec3);
486
+
487
+ /** Enable to render collider shapes */
488
+ debugRenderColliders: boolean;
489
+ }