@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
  737. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +202 -202
  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
  749. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +51 -51
  750. package/src/engine-components/postprocessing/Effects/Bloom.ts +76 -76
  751. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +35 -35
  752. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +96 -96
  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
  756. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +98 -98
  757. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +55 -55
  758. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +54 -54
  759. package/src/engine-components/postprocessing/Effects/Vignette.ts +54 -54
  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
  776. package/src/engine-components/ui/Graphic.ts +255 -255
  777. package/src/engine-components/ui/Image.ts +102 -102
  778. package/src/engine-components/ui/InputField.ts +290 -290
  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
  805. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  806. package/src/engine-schemes/schemes.ts +27 -27
  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
  811. package/src/engine-schemes/transforms.fbs +25 -25
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  813. package/src/engine-schemes/vec2.ts +33 -33
  814. package/src/engine-schemes/vec3.ts +38 -38
  815. package/src/engine-schemes/vec4.ts +43 -43
  816. package/src/engine-schemes/vr-user-state-buffer.ts +138 -138
  817. package/src/engine-schemes/vrUserStateBuffer.fbs +16 -16
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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
@@ -1,670 +1,670 @@
1
- import { Mathf } from "../engine/engine_math.js";
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- import * as threeutils from "../engine/engine_three_utils.js";
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- import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
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- import { Context, FrameEvent } from "../engine/engine_setup.js";
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- import * as main from "../engine/engine_mainloop_utils.js";
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- import { syncDestroy, syncInstantiate } from "../engine/engine_networking_instantiate.js";
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- import type { ConstructorConcrete, SourceIdentifier, IComponent, IGameObject, Constructor, GuidsMap, Collision, ICollider } from "../engine/engine_types.js";
8
- import { addNewComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, moveComponentInstance, removeComponent } from "../engine/engine_components.js";
9
- import { findByGuid, destroy, InstantiateOptions, instantiate, HideFlags, foreachComponent, markAsInstancedRendered, isActiveInHierarchy, isActiveSelf, isUsingInstancing, setActive, isDestroyed } from "../engine/engine_gameobject.js";
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-
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- import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
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- import { showBalloonWarning, isDevEnvironment } from "../engine/debug/index.js";
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-
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- // export interface ISerializationCallbackReceiver {
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- // onBeforeSerialize?(): object | void;
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- // onAfterSerialize?();
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- // onBeforeDeserialize?(data?: any);
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- // onAfterDeserialize?();
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- // onDeserialize?(key: string, value: any): any | void;
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- // }
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-
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- export abstract class GameObject extends Object3D implements Object3D, IGameObject {
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-
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- guid: string | undefined;
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-
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- // Added to the threejs Object3D prototype
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- abstract destroy();
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-
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- public static isDestroyed(go: Object3D): boolean {
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- return isDestroyed(go);
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- }
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-
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- public static setActive(go: Object3D, active: boolean, processStart: boolean = true) {
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- if (!go) return;
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- setActive(go, active);
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-
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- // TODO: do we still need this?:
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- main.updateIsActive(go);
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- if (active && processStart)
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- main.processStart(Context.Current, go);
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- }
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-
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- /** If the object is active (same as go.visible) */
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- public static isActiveSelf(go: Object3D): boolean {
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- return isActiveSelf(go);
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- }
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-
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- /** If the object is active in the hierarchy (e.g. if any parent is invisible or not in the scene it will be false)
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- * @param go object to check
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- */
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- public static isActiveInHierarchy(go: Object3D): boolean {
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- return isActiveInHierarchy(go);
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- }
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-
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- public static markAsInstancedRendered(go: Object3D, instanced: boolean) {
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- markAsInstancedRendered(go, instanced);
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- }
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-
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- public static isUsingInstancing(instance: Object3D): boolean { return isUsingInstancing(instance); }
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-
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- /** Run a callback for all components of the provided type on the provided object and its children (if recursive is true)
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- * @param instance object to run the method on
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- * @param cb callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
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- * @param recursive if true, the method will be run on all children as well
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- * @returns the last return value of the callback
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- */
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- public static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive: boolean = true): any {
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- return foreachComponent(instance, cb as (comp: IComponent) => any, recursive);
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- }
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-
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- /** Creates a new instance of the provided object. The new instance will be created on all connected clients
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- * @param instance object to instantiate
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- * @param opts options for the instantiation
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- */
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- public static instantiateSynced(instance: GameObject | Object3D | null, opts: InstantiateOptions): GameObject | null {
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- if (!instance) return null;
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- return syncInstantiate(instance as any, opts) as GameObject | null;
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- }
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-
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- /** Creates a new instance of the provided object (like cloning it including all components and children)
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- * @param instance object to instantiate
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- * @param opts options for the instantiation (e.g. with what parent, position, etc.)
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- */
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- public static instantiate(instance: GameObject | Object3D | null, opts: InstantiateOptions | null = null): GameObject | null {
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- return instantiate(instance, opts) as GameObject | null;
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- }
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-
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- /** Destroys a object on all connected clients (if you are in a networked session)
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- * @param instance object to destroy
90
- */
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- public static destroySynced(instance: Object3D | Component, context?: Context, recursive: boolean = true) {
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- if (!instance) return;
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- const go = instance as GameObject;
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- context = context ?? Context.Current;
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- syncDestroy(go as any, context.connection, recursive);
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- }
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-
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- /** Destroys a object
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- * @param instance object to destroy
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- * @param recursive if true, all children will be destroyed as well. true by default
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- */
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- public static destroy(instance: Object3D | Component, recursive: boolean = true, isRoot: boolean = true) {
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- return destroy(instance, recursive, isRoot);
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- }
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-
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- /**
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- * Add an object to parent and also ensure all components are being registered
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- */
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- public static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context) {
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- if (!instance || !parent) return;
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- if (instance === parent) {
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- console.warn("Can not add object to self", instance);
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- return;
114
- }
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- if (!context) {
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- context = Context.Current;
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- }
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- parent.add(instance);
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- setActive(instance, true);
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- main.updateIsActive(instance);
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- if (context) {
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- GameObject.foreachComponent(instance, (comp: Component) => {
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- main.addScriptToArrays(comp, context!);
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- if (comp.__internalDidAwakeAndStart) return;
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- if (context!.new_script_start.includes(comp) === false) {
126
- context!.new_script_start.push(comp as Behaviour);
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- }
128
- }, true);
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- }
130
- else {
131
- console.warn("Missing context");
132
- }
133
- }
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-
135
- /**
136
- * Removes the object from its parent and deactivates all of its components
137
- */
138
- public static remove(instance: Object3D | null | undefined) {
139
- if (!instance) return;
140
- instance.parent?.remove(instance);
141
- setActive(instance, false);
142
- main.updateIsActive(instance);
143
- GameObject.foreachComponent(instance, (comp) => {
144
- main.processRemoveFromScene(comp);
145
- }, true);
146
- }
147
-
148
- /** Invokes a method on all components including children (if a method with that name exists) */
149
- public static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any) {
150
- this.invoke(go, functionName, true, args);
151
- }
152
-
153
- /** Invokes a method on all components that have a method matching the provided name
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- * @param go object to invoke the method on all components
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- * @param functionName name of the method to invoke
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- */
157
- public static invoke(go: Object3D | null | undefined, functionName: string, children: boolean = false, ...args: any) {
158
- if (!go) return;
159
- this.foreachComponent(go, c => {
160
- const fn = c[functionName];
161
- if (fn && typeof fn === "function") {
162
- fn?.call(c, ...args)
163
- }
164
- }, children);
165
- }
166
-
167
- /**
168
- * Adds a new component to the provided object
169
- * @param go object to add the component to
170
- * @param type type of the component to add
171
- * @param callAwake if true, the component will be added and awake will be called immediately
172
- */
173
- public static addNewComponent<T>(go: IGameObject | Object3D, type: ConstructorConcrete<T>, callAwake: boolean = true): T {
174
- const instance = new type();
175
- //@ts-ignore
176
- addNewComponent(go, instance, callAwake);
177
- return instance
178
- }
179
-
180
- /**
181
- * Moves a component to a new object
182
- * BEWARE: this does MOVE a component. If you want to add a new component use `addNewComponent`
183
- * @param go component to move the component to
184
- * @param instance component to move to the GO
185
- */
186
- public static addComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>) {
187
- return this.moveComponent(go, instance);
188
- }
189
-
190
- /**
191
- * Moves a component to a new object
192
- * @param go component to move the component to
193
- * @param instance component to move to the GO
194
- */
195
- public static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>) {
196
- return moveComponentInstance(go, instance);
197
- }
198
-
199
- /** Removes a component from its object
200
- * @param instance component to remove
201
- */
202
- public static removeComponent<T extends IComponent>(instance: T): T {
203
- removeComponent(instance.gameObject, instance as any);
204
- return instance;
205
- }
206
-
207
- public static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T {
208
- return getOrAddComponent<any>(go, typeName);
209
- }
210
-
211
- /** Gets a component on the provided object */
212
- public static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null {
213
- if (go === null) return null;
214
- // if names are minified we could also use the type store and work with strings everywhere
215
- // not ideal, but I dont know a good/sane way to do this otherwise
216
- // const res = TypeStore.get(typeName);
217
- // if(res) typeName = res;
218
- return getComponent(go, typeName as any);
219
- }
220
-
221
- public static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr: T[] | null = null): T[] {
222
- if (go === null) return arr ?? [];
223
- return getComponents(go, typeName, arr);
224
- }
225
-
226
- public static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined {
227
- const res = findByGuid(guid, hierarchy);
228
- return res as GameObject | Component | null | undefined;
229
- }
230
-
231
- public static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive: boolean = true): T | null {
232
- return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
233
- }
234
-
235
- public static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T> {
236
- const arr = [];
237
- findObjectsOfType(typeName, arr, context);
238
- return arr;
239
- }
240
-
241
- public static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
242
- return getComponentInChildren(go, typeName);
243
- }
244
-
245
- public static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: T[] | null = null): Array<T> {
246
- return getComponentsInChildren<T>(go, typeName, arr ?? undefined) as T[]
247
- }
248
-
249
- public static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
250
- return getComponentInParent(go, typeName);
251
- }
252
-
253
- public static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: Array<T> | null = null): Array<T> {
254
- return getComponentsInParent(go, typeName, arr);
255
- }
256
-
257
- public static getAllComponents(go: IGameObject | Object3D): Behaviour[] {
258
- const componentsList = go.userData?.components;
259
- const newList = [...componentsList];
260
- return newList;
261
- }
262
-
263
- public static *iterateComponents(go: IGameObject | Object3D) {
264
- const list = go?.userData?.components;
265
- if (list && Array.isArray(list)) {
266
- for (let i = 0; i < list.length; i++) {
267
- yield list[i];
268
- }
269
- }
270
- }
271
-
272
- // these are implemented via threejs object extensions
273
- abstract activeSelf: boolean;
274
-
275
- // The actual implementation / prototype of threejs is modified in js-extensions/Object3D
276
- abstract get transform(): GameObject;
277
-
278
- /** creates a new component on this gameObject */
279
- abstract addNewComponent<T>(type: ConstructorConcrete<T>): T | null;
280
- /** adds an existing component to this gameObject */
281
- abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>): void;
282
- abstract removeComponent(comp: Component): Component;
283
- abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
284
- abstract getComponent<T>(type: Constructor<T>): T | null;
285
- abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
286
- abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
287
- abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
288
- abstract getComponentInParent<T>(type: Constructor<T>): T | null;
289
- abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
290
-
291
-
292
- abstract get worldPosition(): Vector3
293
- abstract set worldPosition(val: Vector3);
294
- abstract set worldQuaternion(val: Quaternion);
295
- abstract get worldQuaternion(): Quaternion;
296
- abstract set worldRotation(val: Vector3);
297
- abstract get worldRotation(): Vector3;
298
- abstract set worldScale(val: Vector3);
299
- abstract get worldScale(): Vector3;
300
-
301
- abstract get worldForward(): Vector3;
302
- abstract get worldRight(): Vector3;
303
- abstract get worldUp(): Vector3;
304
- }
305
-
306
-
307
-
308
- export class Component implements IComponent, EventTarget {
309
-
310
- get isComponent(): boolean { return true; }
311
-
312
- private __context: Context | undefined;
313
- get context(): Context {
314
- return this.__context ?? Context.Current;
315
- }
316
- set context(context: Context) {
317
- this.__context = context;
318
- }
319
- get scene(): Scene { return this.context.scene; }
320
-
321
- get layer(): number {
322
- return this.gameObject?.userData?.layer;
323
- }
324
-
325
- get name(): string {
326
- if (this.gameObject?.name) {
327
- return this.gameObject.name;
328
- }
329
- return this.gameObject?.userData.name;
330
- }
331
- private __name?: string;
332
- set name(str: string) {
333
- if (this.gameObject) {
334
- if (!this.gameObject.userData) this.gameObject.userData = {}
335
- this.gameObject.userData.name = str;
336
- this.__name = str;
337
- }
338
- else {
339
- this.__name = str;
340
- }
341
- }
342
- get tag(): string {
343
- return this.gameObject?.userData.tag;
344
- }
345
- set tag(str: string) {
346
- if (this.gameObject) {
347
- if (!this.gameObject.userData) this.gameObject.userData = {}
348
- this.gameObject.userData.tag = str;
349
- }
350
- }
351
- get static() {
352
- return this.gameObject?.userData.static;
353
- }
354
- get hideFlags(): HideFlags {
355
- return this.gameObject?.userData.hideFlags;
356
- }
357
-
358
-
359
- get activeAndEnabled(): boolean {
360
- if (this.destroyed) return false;
361
- if (this.__isEnabled === false) return false;
362
- if (!this.__isActiveInHierarchy) return false;
363
- // let go = this.gameObject;
364
- // do {
365
- // // console.log(go.name, go.visible)
366
- // if (!go.visible) return false;
367
- // go = go.parent as GameObject;
368
- // }
369
- // while (go);
370
- return true;
371
- }
372
-
373
- private get __isActive(): boolean {
374
- return this.gameObject.visible;
375
- }
376
- private get __isActiveInHierarchy(): boolean {
377
- if (!this.gameObject) return false;
378
- const res = this.gameObject[activeInHierarchyFieldName];
379
- if (res === undefined) return true;
380
- return res;
381
- }
382
-
383
- private set __isActiveInHierarchy(val: boolean) {
384
- if (!this.gameObject) return;
385
- this.gameObject[activeInHierarchyFieldName] = val;
386
- }
387
-
388
- gameObject!: GameObject;
389
- guid: string = "invalid";
390
- sourceId?: SourceIdentifier;
391
- // transform: Object3D = nullObject;
392
-
393
- /** called on a component with a map of old to new guids (e.g. when instantiate generated new guids and e.g. timeline track bindings needs to remape them) */
394
- resolveGuids?(guidsMap: GuidsMap): void;
395
-
396
- /** called once when the component becomes active for the first time */
397
- awake() { }
398
- /** called every time when the component gets enabled (this is invoked after awake and before start) */
399
- onEnable() { }
400
- onDisable() { }
401
- onDestroy() {
402
- this.__destroyed = true;
403
- }
404
- /** called when you decorate fields with the @validate() decorator
405
- * @param field the name of the field that was changed
406
- */
407
- onValidate?(prop?: string): void;
408
-
409
- /** Called for all scripts when the context gets paused or unpaused */
410
- onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
411
-
412
- start?(): void;
413
- earlyUpdate?(): void;
414
- update?(): void;
415
- lateUpdate?(): void;
416
- onBeforeRender?(frame: XRFrame | null): void;
417
- onAfterRender?(): void;
418
-
419
- onCollisionEnter?(col: Collision);
420
- onCollisionExit?(col: Collision);
421
- onCollisionStay?(col: Collision);
422
-
423
- onTriggerEnter?(col: ICollider);
424
- onTriggerStay?(col: ICollider);
425
- onTriggerExit?(col: ICollider);
426
-
427
- startCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): Generator {
428
- return this.context.registerCoroutineUpdate(this, routine, evt);
429
- }
430
-
431
- stopCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): void {
432
- this.context.unregisterCoroutineUpdate(routine, evt);
433
- }
434
-
435
- public get destroyed(): boolean {
436
- return this.__destroyed;
437
- }
438
-
439
- public destroy() {
440
- if (this.__destroyed) return;
441
- this.__internalDestroy();
442
- }
443
-
444
-
445
-
446
- /** @internal */
447
- protected __didAwake: boolean = false;
448
-
449
- /** @internal */
450
- private __didStart: boolean = false;
451
-
452
- /** @internal */
453
- protected __didEnable: boolean = false;
454
-
455
- /** @internal */
456
- protected __isEnabled: boolean | undefined = undefined;
457
-
458
- /** @internal */
459
- private __destroyed: boolean = false;
460
-
461
- /** @internal */
462
- get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
463
-
464
-
465
- /** @internal */
466
- constructor() {
467
- this.__internalNewInstanceCreated();
468
- }
469
-
470
-
471
- /** @internal */
472
- __internalNewInstanceCreated() {
473
- this.__didAwake = false;
474
- this.__didStart = false;
475
- this.__didEnable = false;
476
- this.__isEnabled = undefined;
477
- this.__destroyed = false;
478
- }
479
-
480
-
481
- /** @internal */
482
- __internalAwake() {
483
- if (this.__didAwake) return;
484
- this.__didAwake = true;
485
- this.awake();
486
- }
487
-
488
-
489
- /** @internal */
490
- __internalStart() {
491
- if (this.__didStart) return;
492
- this.__didStart = true;
493
- if (this.start) this.start();
494
- }
495
-
496
-
497
- /** @internal */
498
- __internalEnable(isAddingToScene?: boolean): boolean {
499
- if (this.__destroyed) {
500
- if (isDevEnvironment()) {
501
- console.warn("[Needle Engine Dev] Trying to enable destroyed component");
502
- }
503
- return false;
504
- }
505
- // Don't change enable before awake
506
- // But a user can change enable during awake
507
- if (!this.__didAwake) return false;
508
- if (this.__didEnable) {
509
- // We dont want to change the enable state if we are adding to scene
510
- // But we want to change the state when e.g. a user changes the enable state during awake
511
- if (isAddingToScene !== true)
512
- this.__isEnabled = true;
513
- return false;
514
- }
515
- // console.trace("INTERNAL ENABLE");
516
- this.__didEnable = true;
517
- this.__isEnabled = true;
518
- this.onEnable();
519
- return true;
520
- }
521
-
522
- /** @internal */
523
- __internalDisable(isRemovingFromScene?: boolean) {
524
- // Don't change enable before awake
525
- // But a user can change enable during awake
526
- if (!this.__didAwake) return;
527
- if (!this.__didEnable) {
528
- // We dont want to change the enable state if we are removing from a scene
529
- if (isRemovingFromScene !== true)
530
- this.__isEnabled = false;
531
- return;
532
- }
533
- this.__didEnable = false;
534
- this.__isEnabled = false;
535
- this.onDisable();
536
- }
537
-
538
- /** @internal */
539
- __internalDestroy() {
540
- if (this.__destroyed) return;
541
- this.__destroyed = true;
542
- if (this.__didAwake) {
543
- this.onDestroy?.call(this);
544
- this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
545
- }
546
- destroyComponentInstance(this as any);
547
- }
548
-
549
-
550
- get enabled(): boolean {
551
- return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
552
- }
553
- set enabled(val: boolean) {
554
- if (this.__destroyed) {
555
- if (isDevEnvironment()) {
556
- console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
557
- }
558
- return;
559
- }
560
- // when called from animationclip we receive numbers
561
- // due to interpolation they can be anything between 0 and 1
562
- if (typeof val === "number") {
563
- if (val >= 0.5) val = true;
564
- else val = false;
565
- }
566
-
567
- // need to check here because codegen is calling this before everything is setup
568
- if (!this.__didAwake) {
569
- this.__isEnabled = val;
570
- return;
571
- }
572
- if (val) {
573
- this.__internalEnable();
574
- } else {
575
- this.__internalDisable();
576
- }
577
- }
578
-
579
- get worldPosition(): Vector3 {
580
- return threeutils.getWorldPosition(this.gameObject);
581
- }
582
-
583
- set worldPosition(val: Vector3) {
584
- threeutils.setWorldPosition(this.gameObject, val);
585
- }
586
-
587
- setWorldPosition(x: number, y: number, z: number) {
588
- threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
589
- }
590
-
591
-
592
- get worldQuaternion(): Quaternion {
593
- return threeutils.getWorldQuaternion(this.gameObject);
594
- }
595
- set worldQuaternion(val: Quaternion) {
596
- threeutils.setWorldQuaternion(this.gameObject, val);
597
- }
598
- setWorldQuaternion(x: number, y: number, z: number, w: number) {
599
- threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
600
- }
601
-
602
- // world euler (in radians)
603
- get worldEuler(): Euler {
604
- return threeutils.getWorldEuler(this.gameObject);
605
- }
606
-
607
- // world euler (in radians)
608
- set worldEuler(val: Euler) {
609
- threeutils.setWorldEuler(this.gameObject, val);
610
- }
611
-
612
- // returns rotation in degrees
613
- get worldRotation(): Vector3 {
614
- return this.gameObject.worldRotation;;
615
- }
616
-
617
- set worldRotation(val: Vector3) {
618
- this.setWorldRotation(val.x, val.y, val.z, true);
619
- }
620
-
621
- setWorldRotation(x: number, y: number, z: number, degrees: boolean = true) {
622
- threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
623
- }
624
-
625
- private static _forward: Vector3 = new Vector3();
626
- /** Forward (0,0,-1) vector in world space */
627
- public get forward(): Vector3 {
628
- return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
629
- }
630
- private static _right: Vector3 = new Vector3();
631
- /** Right (1,0,0) vector in world space */
632
- public get right(): Vector3 {
633
- return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
634
- }
635
- private static _up: Vector3 = new Vector3();
636
- /** Up (0,1,0) vector in world space */
637
- public get up(): Vector3 {
638
- return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
639
- }
640
-
641
-
642
-
643
- // EventTarget implementation:
644
-
645
- private _eventListeners = new Map<string, EventListener[]>();
646
-
647
- addEventListener<T extends Event>(type: string, listener: (evt: T) => any) {
648
- this._eventListeners[type] = this._eventListeners[type] || [];
649
- this._eventListeners[type].push(listener);
650
- }
651
-
652
- removeEventListener<T extends Event>(type: string, listener: (arg: T) => any) {
653
- if (!this._eventListeners[type]) return;
654
- const index = this._eventListeners[type].indexOf(listener);
655
- if (index >= 0) this._eventListeners[type].splice(index, 1);
656
- }
657
-
658
- dispatchEvent(evt: Event): boolean {
659
- if (!evt || !this._eventListeners[evt.type]) return false;
660
- const listeners = this._eventListeners[evt.type];
661
- for (let i = 0; i < listeners.length; i++) {
662
- listeners[i](evt);
663
- }
664
-
665
- return false;
666
- }
667
- }
668
-
669
- export class Behaviour extends Component {
670
- }
1
+ import { Mathf } from "../engine/engine_math.js";
2
+ import * as threeutils from "../engine/engine_three_utils.js";
3
+ import { activeInHierarchyFieldName } from "../engine/engine_constants.js";
4
+ import { Context, FrameEvent } from "../engine/engine_setup.js";
5
+ import * as main from "../engine/engine_mainloop_utils.js";
6
+ import { syncDestroy, syncInstantiate } from "../engine/engine_networking_instantiate.js";
7
+ import type { ConstructorConcrete, SourceIdentifier, IComponent, IGameObject, Constructor, GuidsMap, Collision, ICollider } from "../engine/engine_types.js";
8
+ import { addNewComponent, destroyComponentInstance, findObjectOfType, findObjectsOfType, getComponent, getComponentInChildren, getComponentInParent, getComponents, getComponentsInChildren, getComponentsInParent, getOrAddComponent, moveComponentInstance, removeComponent } from "../engine/engine_components.js";
9
+ import { findByGuid, destroy, InstantiateOptions, instantiate, HideFlags, foreachComponent, markAsInstancedRendered, isActiveInHierarchy, isActiveSelf, isUsingInstancing, setActive, isDestroyed } from "../engine/engine_gameobject.js";
10
+
11
+ import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
12
+ import { showBalloonWarning, isDevEnvironment } from "../engine/debug/index.js";
13
+
14
+ // export interface ISerializationCallbackReceiver {
15
+ // onBeforeSerialize?(): object | void;
16
+ // onAfterSerialize?();
17
+ // onBeforeDeserialize?(data?: any);
18
+ // onAfterDeserialize?();
19
+ // onDeserialize?(key: string, value: any): any | void;
20
+ // }
21
+
22
+ export abstract class GameObject extends Object3D implements Object3D, IGameObject {
23
+
24
+ guid: string | undefined;
25
+
26
+ // Added to the threejs Object3D prototype
27
+ abstract destroy();
28
+
29
+ public static isDestroyed(go: Object3D): boolean {
30
+ return isDestroyed(go);
31
+ }
32
+
33
+ public static setActive(go: Object3D, active: boolean, processStart: boolean = true) {
34
+ if (!go) return;
35
+ setActive(go, active);
36
+
37
+ // TODO: do we still need this?:
38
+ main.updateIsActive(go);
39
+ if (active && processStart)
40
+ main.processStart(Context.Current, go);
41
+ }
42
+
43
+ /** If the object is active (same as go.visible) */
44
+ public static isActiveSelf(go: Object3D): boolean {
45
+ return isActiveSelf(go);
46
+ }
47
+
48
+ /** If the object is active in the hierarchy (e.g. if any parent is invisible or not in the scene it will be false)
49
+ * @param go object to check
50
+ */
51
+ public static isActiveInHierarchy(go: Object3D): boolean {
52
+ return isActiveInHierarchy(go);
53
+ }
54
+
55
+ public static markAsInstancedRendered(go: Object3D, instanced: boolean) {
56
+ markAsInstancedRendered(go, instanced);
57
+ }
58
+
59
+ public static isUsingInstancing(instance: Object3D): boolean { return isUsingInstancing(instance); }
60
+
61
+ /** Run a callback for all components of the provided type on the provided object and its children (if recursive is true)
62
+ * @param instance object to run the method on
63
+ * @param cb callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
64
+ * @param recursive if true, the method will be run on all children as well
65
+ * @returns the last return value of the callback
66
+ */
67
+ public static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive: boolean = true): any {
68
+ return foreachComponent(instance, cb as (comp: IComponent) => any, recursive);
69
+ }
70
+
71
+ /** Creates a new instance of the provided object. The new instance will be created on all connected clients
72
+ * @param instance object to instantiate
73
+ * @param opts options for the instantiation
74
+ */
75
+ public static instantiateSynced(instance: GameObject | Object3D | null, opts: InstantiateOptions): GameObject | null {
76
+ if (!instance) return null;
77
+ return syncInstantiate(instance as any, opts) as GameObject | null;
78
+ }
79
+
80
+ /** Creates a new instance of the provided object (like cloning it including all components and children)
81
+ * @param instance object to instantiate
82
+ * @param opts options for the instantiation (e.g. with what parent, position, etc.)
83
+ */
84
+ public static instantiate(instance: GameObject | Object3D | null, opts: InstantiateOptions | null = null): GameObject | null {
85
+ return instantiate(instance, opts) as GameObject | null;
86
+ }
87
+
88
+ /** Destroys a object on all connected clients (if you are in a networked session)
89
+ * @param instance object to destroy
90
+ */
91
+ public static destroySynced(instance: Object3D | Component, context?: Context, recursive: boolean = true) {
92
+ if (!instance) return;
93
+ const go = instance as GameObject;
94
+ context = context ?? Context.Current;
95
+ syncDestroy(go as any, context.connection, recursive);
96
+ }
97
+
98
+ /** Destroys a object
99
+ * @param instance object to destroy
100
+ * @param recursive if true, all children will be destroyed as well. true by default
101
+ */
102
+ public static destroy(instance: Object3D | Component, recursive: boolean = true, isRoot: boolean = true) {
103
+ return destroy(instance, recursive, isRoot);
104
+ }
105
+
106
+ /**
107
+ * Add an object to parent and also ensure all components are being registered
108
+ */
109
+ public static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context) {
110
+ if (!instance || !parent) return;
111
+ if (instance === parent) {
112
+ console.warn("Can not add object to self", instance);
113
+ return;
114
+ }
115
+ if (!context) {
116
+ context = Context.Current;
117
+ }
118
+ parent.add(instance);
119
+ setActive(instance, true);
120
+ main.updateIsActive(instance);
121
+ if (context) {
122
+ GameObject.foreachComponent(instance, (comp: Component) => {
123
+ main.addScriptToArrays(comp, context!);
124
+ if (comp.__internalDidAwakeAndStart) return;
125
+ if (context!.new_script_start.includes(comp) === false) {
126
+ context!.new_script_start.push(comp as Behaviour);
127
+ }
128
+ }, true);
129
+ }
130
+ else {
131
+ console.warn("Missing context");
132
+ }
133
+ }
134
+
135
+ /**
136
+ * Removes the object from its parent and deactivates all of its components
137
+ */
138
+ public static remove(instance: Object3D | null | undefined) {
139
+ if (!instance) return;
140
+ instance.parent?.remove(instance);
141
+ setActive(instance, false);
142
+ main.updateIsActive(instance);
143
+ GameObject.foreachComponent(instance, (comp) => {
144
+ main.processRemoveFromScene(comp);
145
+ }, true);
146
+ }
147
+
148
+ /** Invokes a method on all components including children (if a method with that name exists) */
149
+ public static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any) {
150
+ this.invoke(go, functionName, true, args);
151
+ }
152
+
153
+ /** Invokes a method on all components that have a method matching the provided name
154
+ * @param go object to invoke the method on all components
155
+ * @param functionName name of the method to invoke
156
+ */
157
+ public static invoke(go: Object3D | null | undefined, functionName: string, children: boolean = false, ...args: any) {
158
+ if (!go) return;
159
+ this.foreachComponent(go, c => {
160
+ const fn = c[functionName];
161
+ if (fn && typeof fn === "function") {
162
+ fn?.call(c, ...args)
163
+ }
164
+ }, children);
165
+ }
166
+
167
+ /**
168
+ * Adds a new component to the provided object
169
+ * @param go object to add the component to
170
+ * @param type type of the component to add
171
+ * @param callAwake if true, the component will be added and awake will be called immediately
172
+ */
173
+ public static addNewComponent<T>(go: IGameObject | Object3D, type: ConstructorConcrete<T>, callAwake: boolean = true): T {
174
+ const instance = new type();
175
+ //@ts-ignore
176
+ addNewComponent(go, instance, callAwake);
177
+ return instance
178
+ }
179
+
180
+ /**
181
+ * Moves a component to a new object
182
+ * BEWARE: this does MOVE a component. If you want to add a new component use `addNewComponent`
183
+ * @param go component to move the component to
184
+ * @param instance component to move to the GO
185
+ */
186
+ public static addComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>) {
187
+ return this.moveComponent(go, instance);
188
+ }
189
+
190
+ /**
191
+ * Moves a component to a new object
192
+ * @param go component to move the component to
193
+ * @param instance component to move to the GO
194
+ */
195
+ public static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>) {
196
+ return moveComponentInstance(go, instance);
197
+ }
198
+
199
+ /** Removes a component from its object
200
+ * @param instance component to remove
201
+ */
202
+ public static removeComponent<T extends IComponent>(instance: T): T {
203
+ removeComponent(instance.gameObject, instance as any);
204
+ return instance;
205
+ }
206
+
207
+ public static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T {
208
+ return getOrAddComponent<any>(go, typeName);
209
+ }
210
+
211
+ /** Gets a component on the provided object */
212
+ public static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null {
213
+ if (go === null) return null;
214
+ // if names are minified we could also use the type store and work with strings everywhere
215
+ // not ideal, but I dont know a good/sane way to do this otherwise
216
+ // const res = TypeStore.get(typeName);
217
+ // if(res) typeName = res;
218
+ return getComponent(go, typeName as any);
219
+ }
220
+
221
+ public static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr: T[] | null = null): T[] {
222
+ if (go === null) return arr ?? [];
223
+ return getComponents(go, typeName, arr);
224
+ }
225
+
226
+ public static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined {
227
+ const res = findByGuid(guid, hierarchy);
228
+ return res as GameObject | Component | null | undefined;
229
+ }
230
+
231
+ public static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive: boolean = true): T | null {
232
+ return findObjectOfType(typeName, context ?? Context.Current, includeInactive);
233
+ }
234
+
235
+ public static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T> {
236
+ const arr = [];
237
+ findObjectsOfType(typeName, arr, context);
238
+ return arr;
239
+ }
240
+
241
+ public static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
242
+ return getComponentInChildren(go, typeName);
243
+ }
244
+
245
+ public static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: T[] | null = null): Array<T> {
246
+ return getComponentsInChildren<T>(go, typeName, arr ?? undefined) as T[]
247
+ }
248
+
249
+ public static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null {
250
+ return getComponentInParent(go, typeName);
251
+ }
252
+
253
+ public static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr: Array<T> | null = null): Array<T> {
254
+ return getComponentsInParent(go, typeName, arr);
255
+ }
256
+
257
+ public static getAllComponents(go: IGameObject | Object3D): Behaviour[] {
258
+ const componentsList = go.userData?.components;
259
+ const newList = [...componentsList];
260
+ return newList;
261
+ }
262
+
263
+ public static *iterateComponents(go: IGameObject | Object3D) {
264
+ const list = go?.userData?.components;
265
+ if (list && Array.isArray(list)) {
266
+ for (let i = 0; i < list.length; i++) {
267
+ yield list[i];
268
+ }
269
+ }
270
+ }
271
+
272
+ // these are implemented via threejs object extensions
273
+ abstract activeSelf: boolean;
274
+
275
+ // The actual implementation / prototype of threejs is modified in js-extensions/Object3D
276
+ abstract get transform(): GameObject;
277
+
278
+ /** creates a new component on this gameObject */
279
+ abstract addNewComponent<T>(type: ConstructorConcrete<T>): T | null;
280
+ /** adds an existing component to this gameObject */
281
+ abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>): void;
282
+ abstract removeComponent(comp: Component): Component;
283
+ abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
284
+ abstract getComponent<T>(type: Constructor<T>): T | null;
285
+ abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
286
+ abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
287
+ abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
288
+ abstract getComponentInParent<T>(type: Constructor<T>): T | null;
289
+ abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
290
+
291
+
292
+ abstract get worldPosition(): Vector3
293
+ abstract set worldPosition(val: Vector3);
294
+ abstract set worldQuaternion(val: Quaternion);
295
+ abstract get worldQuaternion(): Quaternion;
296
+ abstract set worldRotation(val: Vector3);
297
+ abstract get worldRotation(): Vector3;
298
+ abstract set worldScale(val: Vector3);
299
+ abstract get worldScale(): Vector3;
300
+
301
+ abstract get worldForward(): Vector3;
302
+ abstract get worldRight(): Vector3;
303
+ abstract get worldUp(): Vector3;
304
+ }
305
+
306
+
307
+
308
+ export class Component implements IComponent, EventTarget {
309
+
310
+ get isComponent(): boolean { return true; }
311
+
312
+ private __context: Context | undefined;
313
+ get context(): Context {
314
+ return this.__context ?? Context.Current;
315
+ }
316
+ set context(context: Context) {
317
+ this.__context = context;
318
+ }
319
+ get scene(): Scene { return this.context.scene; }
320
+
321
+ get layer(): number {
322
+ return this.gameObject?.userData?.layer;
323
+ }
324
+
325
+ get name(): string {
326
+ if (this.gameObject?.name) {
327
+ return this.gameObject.name;
328
+ }
329
+ return this.gameObject?.userData.name;
330
+ }
331
+ private __name?: string;
332
+ set name(str: string) {
333
+ if (this.gameObject) {
334
+ if (!this.gameObject.userData) this.gameObject.userData = {}
335
+ this.gameObject.userData.name = str;
336
+ this.__name = str;
337
+ }
338
+ else {
339
+ this.__name = str;
340
+ }
341
+ }
342
+ get tag(): string {
343
+ return this.gameObject?.userData.tag;
344
+ }
345
+ set tag(str: string) {
346
+ if (this.gameObject) {
347
+ if (!this.gameObject.userData) this.gameObject.userData = {}
348
+ this.gameObject.userData.tag = str;
349
+ }
350
+ }
351
+ get static() {
352
+ return this.gameObject?.userData.static;
353
+ }
354
+ get hideFlags(): HideFlags {
355
+ return this.gameObject?.userData.hideFlags;
356
+ }
357
+
358
+
359
+ get activeAndEnabled(): boolean {
360
+ if (this.destroyed) return false;
361
+ if (this.__isEnabled === false) return false;
362
+ if (!this.__isActiveInHierarchy) return false;
363
+ // let go = this.gameObject;
364
+ // do {
365
+ // // console.log(go.name, go.visible)
366
+ // if (!go.visible) return false;
367
+ // go = go.parent as GameObject;
368
+ // }
369
+ // while (go);
370
+ return true;
371
+ }
372
+
373
+ private get __isActive(): boolean {
374
+ return this.gameObject.visible;
375
+ }
376
+ private get __isActiveInHierarchy(): boolean {
377
+ if (!this.gameObject) return false;
378
+ const res = this.gameObject[activeInHierarchyFieldName];
379
+ if (res === undefined) return true;
380
+ return res;
381
+ }
382
+
383
+ private set __isActiveInHierarchy(val: boolean) {
384
+ if (!this.gameObject) return;
385
+ this.gameObject[activeInHierarchyFieldName] = val;
386
+ }
387
+
388
+ gameObject!: GameObject;
389
+ guid: string = "invalid";
390
+ sourceId?: SourceIdentifier;
391
+ // transform: Object3D = nullObject;
392
+
393
+ /** called on a component with a map of old to new guids (e.g. when instantiate generated new guids and e.g. timeline track bindings needs to remape them) */
394
+ resolveGuids?(guidsMap: GuidsMap): void;
395
+
396
+ /** called once when the component becomes active for the first time */
397
+ awake() { }
398
+ /** called every time when the component gets enabled (this is invoked after awake and before start) */
399
+ onEnable() { }
400
+ onDisable() { }
401
+ onDestroy() {
402
+ this.__destroyed = true;
403
+ }
404
+ /** called when you decorate fields with the @validate() decorator
405
+ * @param field the name of the field that was changed
406
+ */
407
+ onValidate?(prop?: string): void;
408
+
409
+ /** Called for all scripts when the context gets paused or unpaused */
410
+ onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
411
+
412
+ start?(): void;
413
+ earlyUpdate?(): void;
414
+ update?(): void;
415
+ lateUpdate?(): void;
416
+ onBeforeRender?(frame: XRFrame | null): void;
417
+ onAfterRender?(): void;
418
+
419
+ onCollisionEnter?(col: Collision);
420
+ onCollisionExit?(col: Collision);
421
+ onCollisionStay?(col: Collision);
422
+
423
+ onTriggerEnter?(col: ICollider);
424
+ onTriggerStay?(col: ICollider);
425
+ onTriggerExit?(col: ICollider);
426
+
427
+ startCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): Generator {
428
+ return this.context.registerCoroutineUpdate(this, routine, evt);
429
+ }
430
+
431
+ stopCoroutine(routine: Generator, evt: FrameEvent = FrameEvent.Update): void {
432
+ this.context.unregisterCoroutineUpdate(routine, evt);
433
+ }
434
+
435
+ public get destroyed(): boolean {
436
+ return this.__destroyed;
437
+ }
438
+
439
+ public destroy() {
440
+ if (this.__destroyed) return;
441
+ this.__internalDestroy();
442
+ }
443
+
444
+
445
+
446
+ /** @internal */
447
+ protected __didAwake: boolean = false;
448
+
449
+ /** @internal */
450
+ private __didStart: boolean = false;
451
+
452
+ /** @internal */
453
+ protected __didEnable: boolean = false;
454
+
455
+ /** @internal */
456
+ protected __isEnabled: boolean | undefined = undefined;
457
+
458
+ /** @internal */
459
+ private __destroyed: boolean = false;
460
+
461
+ /** @internal */
462
+ get __internalDidAwakeAndStart() { return this.__didAwake && this.__didStart; }
463
+
464
+
465
+ /** @internal */
466
+ constructor() {
467
+ this.__internalNewInstanceCreated();
468
+ }
469
+
470
+
471
+ /** @internal */
472
+ __internalNewInstanceCreated() {
473
+ this.__didAwake = false;
474
+ this.__didStart = false;
475
+ this.__didEnable = false;
476
+ this.__isEnabled = undefined;
477
+ this.__destroyed = false;
478
+ }
479
+
480
+
481
+ /** @internal */
482
+ __internalAwake() {
483
+ if (this.__didAwake) return;
484
+ this.__didAwake = true;
485
+ this.awake();
486
+ }
487
+
488
+
489
+ /** @internal */
490
+ __internalStart() {
491
+ if (this.__didStart) return;
492
+ this.__didStart = true;
493
+ if (this.start) this.start();
494
+ }
495
+
496
+
497
+ /** @internal */
498
+ __internalEnable(isAddingToScene?: boolean): boolean {
499
+ if (this.__destroyed) {
500
+ if (isDevEnvironment()) {
501
+ console.warn("[Needle Engine Dev] Trying to enable destroyed component");
502
+ }
503
+ return false;
504
+ }
505
+ // Don't change enable before awake
506
+ // But a user can change enable during awake
507
+ if (!this.__didAwake) return false;
508
+ if (this.__didEnable) {
509
+ // We dont want to change the enable state if we are adding to scene
510
+ // But we want to change the state when e.g. a user changes the enable state during awake
511
+ if (isAddingToScene !== true)
512
+ this.__isEnabled = true;
513
+ return false;
514
+ }
515
+ // console.trace("INTERNAL ENABLE");
516
+ this.__didEnable = true;
517
+ this.__isEnabled = true;
518
+ this.onEnable();
519
+ return true;
520
+ }
521
+
522
+ /** @internal */
523
+ __internalDisable(isRemovingFromScene?: boolean) {
524
+ // Don't change enable before awake
525
+ // But a user can change enable during awake
526
+ if (!this.__didAwake) return;
527
+ if (!this.__didEnable) {
528
+ // We dont want to change the enable state if we are removing from a scene
529
+ if (isRemovingFromScene !== true)
530
+ this.__isEnabled = false;
531
+ return;
532
+ }
533
+ this.__didEnable = false;
534
+ this.__isEnabled = false;
535
+ this.onDisable();
536
+ }
537
+
538
+ /** @internal */
539
+ __internalDestroy() {
540
+ if (this.__destroyed) return;
541
+ this.__destroyed = true;
542
+ if (this.__didAwake) {
543
+ this.onDestroy?.call(this);
544
+ this.dispatchEvent(new CustomEvent("destroyed", { detail: this }));
545
+ }
546
+ destroyComponentInstance(this as any);
547
+ }
548
+
549
+
550
+ get enabled(): boolean {
551
+ return typeof this.__isEnabled === "boolean" ? this.__isEnabled : true; // if it has no enabled field it is always enabled
552
+ }
553
+ set enabled(val: boolean) {
554
+ if (this.__destroyed) {
555
+ if (isDevEnvironment()) {
556
+ console.warn(`[Needle Engine Dev] Trying to ${val ? "enable" : "disable"} destroyed component`);
557
+ }
558
+ return;
559
+ }
560
+ // when called from animationclip we receive numbers
561
+ // due to interpolation they can be anything between 0 and 1
562
+ if (typeof val === "number") {
563
+ if (val >= 0.5) val = true;
564
+ else val = false;
565
+ }
566
+
567
+ // need to check here because codegen is calling this before everything is setup
568
+ if (!this.__didAwake) {
569
+ this.__isEnabled = val;
570
+ return;
571
+ }
572
+ if (val) {
573
+ this.__internalEnable();
574
+ } else {
575
+ this.__internalDisable();
576
+ }
577
+ }
578
+
579
+ get worldPosition(): Vector3 {
580
+ return threeutils.getWorldPosition(this.gameObject);
581
+ }
582
+
583
+ set worldPosition(val: Vector3) {
584
+ threeutils.setWorldPosition(this.gameObject, val);
585
+ }
586
+
587
+ setWorldPosition(x: number, y: number, z: number) {
588
+ threeutils.setWorldPositionXYZ(this.gameObject, x, y, z);
589
+ }
590
+
591
+
592
+ get worldQuaternion(): Quaternion {
593
+ return threeutils.getWorldQuaternion(this.gameObject);
594
+ }
595
+ set worldQuaternion(val: Quaternion) {
596
+ threeutils.setWorldQuaternion(this.gameObject, val);
597
+ }
598
+ setWorldQuaternion(x: number, y: number, z: number, w: number) {
599
+ threeutils.setWorldQuaternionXYZW(this.gameObject, x, y, z, w);
600
+ }
601
+
602
+ // world euler (in radians)
603
+ get worldEuler(): Euler {
604
+ return threeutils.getWorldEuler(this.gameObject);
605
+ }
606
+
607
+ // world euler (in radians)
608
+ set worldEuler(val: Euler) {
609
+ threeutils.setWorldEuler(this.gameObject, val);
610
+ }
611
+
612
+ // returns rotation in degrees
613
+ get worldRotation(): Vector3 {
614
+ return this.gameObject.worldRotation;;
615
+ }
616
+
617
+ set worldRotation(val: Vector3) {
618
+ this.setWorldRotation(val.x, val.y, val.z, true);
619
+ }
620
+
621
+ setWorldRotation(x: number, y: number, z: number, degrees: boolean = true) {
622
+ threeutils.setWorldRotationXYZ(this.gameObject, x, y, z, degrees);
623
+ }
624
+
625
+ private static _forward: Vector3 = new Vector3();
626
+ /** Forward (0,0,-1) vector in world space */
627
+ public get forward(): Vector3 {
628
+ return Component._forward.set(0, 0, -1).applyQuaternion(this.worldQuaternion);
629
+ }
630
+ private static _right: Vector3 = new Vector3();
631
+ /** Right (1,0,0) vector in world space */
632
+ public get right(): Vector3 {
633
+ return Component._right.set(1, 0, 0).applyQuaternion(this.worldQuaternion);
634
+ }
635
+ private static _up: Vector3 = new Vector3();
636
+ /** Up (0,1,0) vector in world space */
637
+ public get up(): Vector3 {
638
+ return Component._up.set(0, 1, 0).applyQuaternion(this.worldQuaternion);
639
+ }
640
+
641
+
642
+
643
+ // EventTarget implementation:
644
+
645
+ private _eventListeners = new Map<string, EventListener[]>();
646
+
647
+ addEventListener<T extends Event>(type: string, listener: (evt: T) => any) {
648
+ this._eventListeners[type] = this._eventListeners[type] || [];
649
+ this._eventListeners[type].push(listener);
650
+ }
651
+
652
+ removeEventListener<T extends Event>(type: string, listener: (arg: T) => any) {
653
+ if (!this._eventListeners[type]) return;
654
+ const index = this._eventListeners[type].indexOf(listener);
655
+ if (index >= 0) this._eventListeners[type].splice(index, 1);
656
+ }
657
+
658
+ dispatchEvent(evt: Event): boolean {
659
+ if (!evt || !this._eventListeners[evt.type]) return false;
660
+ const listeners = this._eventListeners[evt.type];
661
+ for (let i = 0; i < listeners.length; i++) {
662
+ listeners[i](evt);
663
+ }
664
+
665
+ return false;
666
+ }
667
+ }
668
+
669
+ export class Behaviour extends Component {
670
+ }