@needle-tools/engine 3.28.7-beta → 3.28.7-beta.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (849) hide show
  1. package/CHANGELOG.md +2259 -2256
  2. package/LICENSE.md +10 -10
  3. package/README.md +52 -52
  4. package/dist/needle-engine.js +9 -12
  5. package/dist/needle-engine.light.js +9 -12
  6. package/dist/needle-engine.light.min.js +8 -11
  7. package/dist/needle-engine.light.umd.cjs +8 -11
  8. package/dist/needle-engine.min.js +8 -11
  9. package/dist/needle-engine.umd.cjs +8 -11
  10. package/lib/engine/api.d.ts +52 -52
  11. package/lib/engine/api.js +51 -51
  12. package/lib/engine/assets/index.d.ts +1 -1
  13. package/lib/engine/assets/index.js +4 -4
  14. package/lib/engine/codegen/register_types.d.ts +1 -1
  15. package/lib/engine/codegen/register_types.js +439 -439
  16. package/lib/engine/debug/debug.d.ts +12 -12
  17. package/lib/engine/debug/debug.js +26 -26
  18. package/lib/engine/debug/debug_console.d.ts +2 -2
  19. package/lib/engine/debug/debug_console.js +204 -204
  20. package/lib/engine/debug/debug_overlay.d.ts +10 -10
  21. package/lib/engine/debug/debug_overlay.js +277 -277
  22. package/lib/engine/debug/index.d.ts +1 -1
  23. package/lib/engine/debug/index.js +1 -1
  24. package/lib/engine/engine_addressables.d.ts +75 -75
  25. package/lib/engine/engine_addressables.js +441 -441
  26. package/lib/engine/engine_application.d.ts +19 -19
  27. package/lib/engine/engine_application.js +45 -45
  28. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  29. package/lib/engine/engine_assetdatabase.js +341 -341
  30. package/lib/engine/engine_camera.d.ts +6 -6
  31. package/lib/engine/engine_camera.js +23 -23
  32. package/lib/engine/engine_components.d.ts +17 -17
  33. package/lib/engine/engine_components.js +273 -273
  34. package/lib/engine/engine_components_internal.d.ts +11 -11
  35. package/lib/engine/engine_components_internal.js +41 -41
  36. package/lib/engine/engine_constants.d.ts +5 -5
  37. package/lib/engine/engine_constants.js +32 -32
  38. package/lib/engine/engine_context.d.ts +269 -269
  39. package/lib/engine/engine_context.js +1242 -1242
  40. package/lib/engine/engine_context_registry.d.ts +50 -50
  41. package/lib/engine/engine_context_registry.js +89 -89
  42. package/lib/engine/engine_coroutine.d.ts +4 -4
  43. package/lib/engine/engine_coroutine.js +21 -21
  44. package/lib/engine/engine_create_objects.d.ts +13 -13
  45. package/lib/engine/engine_create_objects.js +33 -33
  46. package/lib/engine/engine_default_parameters.d.ts +2 -2
  47. package/lib/engine/engine_default_parameters.js +3 -3
  48. package/lib/engine/engine_editor-sync.d.ts +17 -17
  49. package/lib/engine/engine_editor-sync.js +7 -7
  50. package/lib/engine/engine_element.d.ts +55 -55
  51. package/lib/engine/engine_element.js +559 -559
  52. package/lib/engine/engine_element_attributes.d.ts +49 -49
  53. package/lib/engine/engine_element_attributes.js +1 -1
  54. package/lib/engine/engine_element_extras.d.ts +6 -6
  55. package/lib/engine/engine_element_extras.js +13 -13
  56. package/lib/engine/engine_element_loading.d.ts +40 -40
  57. package/lib/engine/engine_element_loading.js +312 -312
  58. package/lib/engine/engine_element_overlay.d.ts +19 -19
  59. package/lib/engine/engine_element_overlay.js +143 -143
  60. package/lib/engine/engine_fileloader.d.ts +3 -3
  61. package/lib/engine/engine_fileloader.js +7 -7
  62. package/lib/engine/engine_gameobject.d.ts +39 -39
  63. package/lib/engine/engine_gameobject.js +559 -559
  64. package/lib/engine/engine_generic_utils.d.ts +1 -1
  65. package/lib/engine/engine_generic_utils.js +13 -13
  66. package/lib/engine/engine_gizmos.d.ts +26 -26
  67. package/lib/engine/engine_gizmos.js +282 -282
  68. package/lib/engine/engine_gltf.d.ts +13 -13
  69. package/lib/engine/engine_gltf.js +15 -15
  70. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  71. package/lib/engine/engine_gltf_builtin_components.js +298 -298
  72. package/lib/engine/engine_hot_reload.d.ts +5 -5
  73. package/lib/engine/engine_hot_reload.js +182 -182
  74. package/lib/engine/engine_input.d.ts +129 -129
  75. package/lib/engine/engine_input.js +799 -799
  76. package/lib/engine/engine_input_utils.d.ts +2 -2
  77. package/lib/engine/engine_input_utils.js +22 -22
  78. package/lib/engine/engine_instancing.d.ts +16 -16
  79. package/lib/engine/engine_instancing.js +36 -36
  80. package/lib/engine/engine_license.d.ts +4 -4
  81. package/lib/engine/engine_license.js +398 -398
  82. package/lib/engine/engine_lifecycle_api.d.ts +14 -14
  83. package/lib/engine/engine_lifecycle_api.js +24 -24
  84. package/lib/engine/engine_lifecycle_functions_internal.d.ts +6 -6
  85. package/lib/engine/engine_lifecycle_functions_internal.js +28 -28
  86. package/lib/engine/engine_lightdata.d.ts +23 -23
  87. package/lib/engine/engine_lightdata.js +86 -86
  88. package/lib/engine/engine_loaders.d.ts +7 -7
  89. package/lib/engine/engine_loaders.js +69 -69
  90. package/lib/engine/engine_mainloop_utils.d.ts +13 -13
  91. package/lib/engine/engine_mainloop_utils.js +426 -426
  92. package/lib/engine/engine_math.d.ts +43 -43
  93. package/lib/engine/engine_math.js +147 -147
  94. package/lib/engine/engine_networking.d.ts +176 -176
  95. package/lib/engine/engine_networking.js +649 -649
  96. package/lib/engine/engine_networking_auto.d.ts +24 -24
  97. package/lib/engine/engine_networking_auto.js +324 -324
  98. package/lib/engine/engine_networking_files.d.ts +23 -23
  99. package/lib/engine/engine_networking_files.js +176 -176
  100. package/lib/engine/engine_networking_files_default_components.d.ts +3 -3
  101. package/lib/engine/engine_networking_files_default_components.js +39 -39
  102. package/lib/engine/engine_networking_instantiate.d.ts +39 -39
  103. package/lib/engine/engine_networking_instantiate.js +302 -302
  104. package/lib/engine/engine_networking_peer.d.ts +15 -15
  105. package/lib/engine/engine_networking_peer.js +132 -132
  106. package/lib/engine/engine_networking_streams.d.ts +90 -90
  107. package/lib/engine/engine_networking_streams.js +428 -428
  108. package/lib/engine/engine_networking_types.d.ts +14 -14
  109. package/lib/engine/engine_networking_types.js +7 -7
  110. package/lib/engine/engine_networking_utils.d.ts +2 -2
  111. package/lib/engine/engine_networking_utils.js +20 -20
  112. package/lib/engine/engine_patcher.d.ts +10 -10
  113. package/lib/engine/engine_patcher.js +142 -142
  114. package/lib/engine/engine_physics.d.ts +115 -115
  115. package/lib/engine/engine_physics.js +228 -228
  116. package/lib/engine/engine_physics.types.d.ts +37 -37
  117. package/lib/engine/engine_physics.types.js +33 -33
  118. package/lib/engine/engine_physics_rapier.d.ts +112 -112
  119. package/lib/engine/engine_physics_rapier.js +1266 -1266
  120. package/lib/engine/engine_playerview.d.ts +26 -26
  121. package/lib/engine/engine_playerview.js +64 -64
  122. package/lib/engine/engine_scenelighting.d.ts +74 -74
  123. package/lib/engine/engine_scenelighting.js +285 -285
  124. package/lib/engine/engine_scenetools.d.ts +35 -35
  125. package/lib/engine/engine_scenetools.js +212 -212
  126. package/lib/engine/engine_serialization.d.ts +4 -4
  127. package/lib/engine/engine_serialization.js +4 -4
  128. package/lib/engine/engine_serialization_builtin_serializer.d.ts +62 -62
  129. package/lib/engine/engine_serialization_builtin_serializer.js +369 -369
  130. package/lib/engine/engine_serialization_core.d.ts +84 -84
  131. package/lib/engine/engine_serialization_core.js +576 -576
  132. package/lib/engine/engine_serialization_decorator.d.ts +15 -15
  133. package/lib/engine/engine_serialization_decorator.js +54 -54
  134. package/lib/engine/engine_setup.d.ts +1 -1
  135. package/lib/engine/engine_setup.js +2 -2
  136. package/lib/engine/engine_shaders.d.ts +31 -31
  137. package/lib/engine/engine_shaders.js +229 -229
  138. package/lib/engine/engine_shims.d.ts +3 -3
  139. package/lib/engine/engine_shims.js +22 -22
  140. package/lib/engine/engine_texture.d.ts +20 -20
  141. package/lib/engine/engine_texture.js +57 -57
  142. package/lib/engine/engine_three_utils.d.ts +51 -51
  143. package/lib/engine/engine_three_utils.js +342 -342
  144. package/lib/engine/engine_time.d.ts +19 -19
  145. package/lib/engine/engine_time.js +47 -47
  146. package/lib/engine/engine_types.d.ts +358 -358
  147. package/lib/engine/engine_types.js +72 -72
  148. package/lib/engine/engine_typestore.d.ts +16 -16
  149. package/lib/engine/engine_typestore.js +35 -35
  150. package/lib/engine/engine_util_decorator.d.ts +12 -12
  151. package/lib/engine/engine_util_decorator.js +115 -115
  152. package/lib/engine/engine_utils.d.ts +104 -104
  153. package/lib/engine/engine_utils.js +518 -518
  154. package/lib/engine/engine_utils_screenshot.d.ts +10 -10
  155. package/lib/engine/engine_utils_screenshot.js +70 -70
  156. package/lib/engine/engine_web_api.d.ts +12 -12
  157. package/lib/engine/engine_web_api.js +112 -112
  158. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  159. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  160. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +116 -116
  161. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +91 -91
  162. package/lib/engine/extensions/NEEDLE_components.d.ts +33 -33
  163. package/lib/engine/extensions/NEEDLE_components.js +206 -206
  164. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  165. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  166. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +38 -38
  167. package/lib/engine/extensions/NEEDLE_lighting_settings.js +183 -183
  168. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  169. package/lib/engine/extensions/NEEDLE_lightmaps.js +108 -108
  170. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  171. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  172. package/lib/engine/extensions/NEEDLE_progressive.d.ts +41 -41
  173. package/lib/engine/extensions/NEEDLE_progressive.js +366 -366
  174. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  175. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  176. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +39 -39
  177. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +544 -544
  178. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  179. package/lib/engine/extensions/extension_resolver.js +1 -1
  180. package/lib/engine/extensions/extension_utils.d.ts +2 -2
  181. package/lib/engine/extensions/extension_utils.js +140 -140
  182. package/lib/engine/extensions/extensions.d.ts +21 -21
  183. package/lib/engine/extensions/extensions.js +94 -94
  184. package/lib/engine/extensions/index.d.ts +5 -5
  185. package/lib/engine/extensions/index.js +5 -5
  186. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  187. package/lib/engine/extensions/usage_tracker.js +61 -61
  188. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  189. package/lib/engine/js-extensions/Camera.js +36 -36
  190. package/lib/engine/js-extensions/Layers.d.ts +3 -3
  191. package/lib/engine/js-extensions/Layers.js +19 -19
  192. package/lib/engine/js-extensions/index.d.ts +2 -2
  193. package/lib/engine/js-extensions/index.js +2 -2
  194. package/lib/engine/shaders/shaderData.d.ts +55 -55
  195. package/lib/engine/shaders/shaderData.js +58 -58
  196. package/lib/engine/tests/test_utils.d.ts +2 -2
  197. package/lib/engine/tests/test_utils.js +53 -53
  198. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  199. package/lib/engine-components/AlignmentConstraint.js +39 -39
  200. package/lib/engine-components/Animation.d.ts +53 -53
  201. package/lib/engine-components/Animation.js +333 -333
  202. package/lib/engine-components/AnimationCurve.d.ts +16 -16
  203. package/lib/engine-components/AnimationCurve.js +97 -97
  204. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  205. package/lib/engine-components/AnimationUtils.js +110 -110
  206. package/lib/engine-components/Animator.d.ts +81 -81
  207. package/lib/engine-components/Animator.js +229 -229
  208. package/lib/engine-components/AnimatorController.d.ts +57 -57
  209. package/lib/engine-components/AnimatorController.js +887 -887
  210. package/lib/engine-components/AnimatorController.js.map +1 -1
  211. package/lib/engine-components/AudioListener.d.ts +7 -7
  212. package/lib/engine-components/AudioListener.js +30 -30
  213. package/lib/engine-components/AudioSource.d.ts +61 -61
  214. package/lib/engine-components/AudioSource.js +422 -422
  215. package/lib/engine-components/AvatarLoader.d.ts +19 -19
  216. package/lib/engine-components/AvatarLoader.js +173 -173
  217. package/lib/engine-components/AxesHelper.d.ts +9 -9
  218. package/lib/engine-components/AxesHelper.js +44 -44
  219. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  220. package/lib/engine-components/BasicIKConstraint.js +43 -43
  221. package/lib/engine-components/BoxHelperComponent.d.ts +16 -16
  222. package/lib/engine-components/BoxHelperComponent.js +89 -89
  223. package/lib/engine-components/Camera.d.ts +70 -70
  224. package/lib/engine-components/Camera.js +450 -450
  225. package/lib/engine-components/CameraUtils.d.ts +1 -1
  226. package/lib/engine-components/CameraUtils.js +77 -77
  227. package/lib/engine-components/CharacterController.d.ts +46 -46
  228. package/lib/engine-components/CharacterController.js +227 -227
  229. package/lib/engine-components/Collider.d.ts +46 -46
  230. package/lib/engine-components/Collider.js +153 -153
  231. package/lib/engine-components/Component.d.ts +228 -228
  232. package/lib/engine-components/Component.js +541 -541
  233. package/lib/engine-components/ContactShadows.d.ts +23 -23
  234. package/lib/engine-components/ContactShadows.js +233 -233
  235. package/lib/engine-components/DeleteBox.d.ts +9 -9
  236. package/lib/engine-components/DeleteBox.js +30 -30
  237. package/lib/engine-components/DeviceFlag.d.ts +12 -12
  238. package/lib/engine-components/DeviceFlag.js +43 -43
  239. package/lib/engine-components/DragControls.d.ts +51 -51
  240. package/lib/engine-components/DragControls.js +516 -516
  241. package/lib/engine-components/DropListener.d.ts +15 -15
  242. package/lib/engine-components/DropListener.js +120 -120
  243. package/lib/engine-components/Duplicatable.d.ts +16 -16
  244. package/lib/engine-components/Duplicatable.js +150 -150
  245. package/lib/engine-components/EventList.d.ts +28 -28
  246. package/lib/engine-components/EventList.js +105 -105
  247. package/lib/engine-components/EventTrigger.d.ts +12 -12
  248. package/lib/engine-components/EventTrigger.js +50 -50
  249. package/lib/engine-components/EventType.d.ts +19 -19
  250. package/lib/engine-components/EventType.js +71 -71
  251. package/lib/engine-components/FlyControls.d.ts +7 -7
  252. package/lib/engine-components/FlyControls.js +25 -25
  253. package/lib/engine-components/Fog.d.ts +20 -20
  254. package/lib/engine-components/Fog.js +60 -60
  255. package/lib/engine-components/Gizmos.d.ts +12 -12
  256. package/lib/engine-components/Gizmos.js +60 -60
  257. package/lib/engine-components/GridHelper.d.ts +12 -12
  258. package/lib/engine-components/GridHelper.js +47 -47
  259. package/lib/engine-components/GroundProjection.d.ts +21 -21
  260. package/lib/engine-components/GroundProjection.js +97 -97
  261. package/lib/engine-components/Interactable.d.ts +10 -10
  262. package/lib/engine-components/Interactable.js +11 -11
  263. package/lib/engine-components/Joints.d.ts +19 -19
  264. package/lib/engine-components/Joints.js +51 -51
  265. package/lib/engine-components/LODGroup.d.ts +30 -30
  266. package/lib/engine-components/LODGroup.js +145 -145
  267. package/lib/engine-components/Light.d.ts +75 -75
  268. package/lib/engine-components/Light.js +475 -475
  269. package/lib/engine-components/LookAtConstraint.d.ts +7 -7
  270. package/lib/engine-components/LookAtConstraint.js +17 -17
  271. package/lib/engine-components/NestedGltf.d.ts +11 -11
  272. package/lib/engine-components/NestedGltf.js +74 -74
  273. package/lib/engine-components/Networking.d.ts +11 -11
  274. package/lib/engine-components/Networking.js +70 -70
  275. package/lib/engine-components/OffsetConstraint.d.ts +14 -14
  276. package/lib/engine-components/OffsetConstraint.js +65 -65
  277. package/lib/engine-components/OrbitControls.d.ts +111 -111
  278. package/lib/engine-components/OrbitControls.js +646 -646
  279. package/lib/engine-components/ParticleSystem.d.ts +145 -145
  280. package/lib/engine-components/ParticleSystem.js +1077 -1077
  281. package/lib/engine-components/ParticleSystemModules.d.ts +489 -489
  282. package/lib/engine-components/ParticleSystemModules.js +1667 -1667
  283. package/lib/engine-components/ParticleSystemSubEmitter.d.ts +25 -25
  284. package/lib/engine-components/ParticleSystemSubEmitter.js +86 -86
  285. package/lib/engine-components/PlayerColor.d.ts +13 -13
  286. package/lib/engine-components/PlayerColor.js +83 -83
  287. package/lib/engine-components/ReflectionProbe.d.ts +22 -22
  288. package/lib/engine-components/ReflectionProbe.js +181 -181
  289. package/lib/engine-components/Renderer.d.ts +112 -112
  290. package/lib/engine-components/Renderer.js +1029 -1029
  291. package/lib/engine-components/RendererLightmap.d.ts +19 -19
  292. package/lib/engine-components/RendererLightmap.js +127 -127
  293. package/lib/engine-components/RigidBody.d.ts +120 -120
  294. package/lib/engine-components/RigidBody.js +452 -452
  295. package/lib/engine-components/SceneSwitcher.d.ts +72 -72
  296. package/lib/engine-components/SceneSwitcher.js +583 -583
  297. package/lib/engine-components/ScreenCapture.d.ts +64 -64
  298. package/lib/engine-components/ScreenCapture.js +405 -405
  299. package/lib/engine-components/ShadowCatcher.d.ts +18 -18
  300. package/lib/engine-components/ShadowCatcher.js +144 -144
  301. package/lib/engine-components/Skybox.d.ts +23 -23
  302. package/lib/engine-components/Skybox.js +287 -287
  303. package/lib/engine-components/SmoothFollow.d.ts +14 -14
  304. package/lib/engine-components/SmoothFollow.js +63 -63
  305. package/lib/engine-components/SpatialTrigger.d.ts +27 -27
  306. package/lib/engine-components/SpatialTrigger.js +144 -144
  307. package/lib/engine-components/SpectatorCamera.d.ts +45 -45
  308. package/lib/engine-components/SpectatorCamera.js +593 -593
  309. package/lib/engine-components/SpriteRenderer.d.ts +48 -48
  310. package/lib/engine-components/SpriteRenderer.js +257 -257
  311. package/lib/engine-components/SyncedCamera.d.ts +27 -27
  312. package/lib/engine-components/SyncedCamera.js +187 -187
  313. package/lib/engine-components/SyncedRoom.d.ts +24 -24
  314. package/lib/engine-components/SyncedRoom.js +162 -162
  315. package/lib/engine-components/SyncedTransform.d.ts +35 -35
  316. package/lib/engine-components/SyncedTransform.js +265 -265
  317. package/lib/engine-components/TestRunner.d.ts +13 -13
  318. package/lib/engine-components/TestRunner.js +99 -99
  319. package/lib/engine-components/TransformGizmo.d.ts +16 -16
  320. package/lib/engine-components/TransformGizmo.js +148 -148
  321. package/lib/engine-components/VideoPlayer.d.ts +86 -86
  322. package/lib/engine-components/VideoPlayer.js +792 -792
  323. package/lib/engine-components/Voip.d.ts +29 -29
  324. package/lib/engine-components/Voip.js +203 -203
  325. package/lib/engine-components/XRFlag.d.ts +33 -33
  326. package/lib/engine-components/XRFlag.js +128 -128
  327. package/lib/engine-components/api.d.ts +15 -15
  328. package/lib/engine-components/api.js +15 -15
  329. package/lib/engine-components/avatar/AvatarBlink_Simple.d.ts +10 -10
  330. package/lib/engine-components/avatar/AvatarBlink_Simple.js +75 -75
  331. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.d.ts +13 -13
  332. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.js +74 -74
  333. package/lib/engine-components/avatar/Avatar_Brain_LookAt.d.ts +27 -27
  334. package/lib/engine-components/avatar/Avatar_Brain_LookAt.js +119 -119
  335. package/lib/engine-components/avatar/Avatar_MouthShapes.d.ts +13 -13
  336. package/lib/engine-components/avatar/Avatar_MouthShapes.js +78 -78
  337. package/lib/engine-components/avatar/Avatar_MustacheShake.d.ts +8 -8
  338. package/lib/engine-components/avatar/Avatar_MustacheShake.js +28 -28
  339. package/lib/engine-components/codegen/components.d.ts +216 -216
  340. package/lib/engine-components/codegen/components.js +217 -217
  341. package/lib/engine-components/debug/LogStats.d.ts +5 -5
  342. package/lib/engine-components/debug/LogStats.js +18 -18
  343. package/lib/engine-components/export/gltf/GltfExport.d.ts +25 -25
  344. package/lib/engine-components/export/gltf/GltfExport.js +215 -215
  345. package/lib/engine-components/export/index.d.ts +1 -1
  346. package/lib/engine-components/export/index.js +1 -1
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  684. package/src/engine-components/GroundProjection.ts +97 -97
  685. package/src/engine-components/Interactable.ts +18 -18
  686. package/src/engine-components/Joints.ts +51 -51
  687. package/src/engine-components/LODGroup.ts +145 -145
  688. package/src/engine-components/Light.ts +493 -493
  689. package/src/engine-components/LookAtConstraint.ts +11 -11
  690. package/src/engine-components/NestedGltf.ts +70 -70
  691. package/src/engine-components/Networking.ts +72 -72
  692. package/src/engine-components/OffsetConstraint.ts +59 -59
  693. package/src/engine-components/OrbitControls.ts +653 -653
  694. package/src/engine-components/ParticleSystem.ts +1192 -1192
  695. package/src/engine-components/ParticleSystemModules.ts +1481 -1481
  696. package/src/engine-components/ParticleSystemSubEmitter.ts +110 -110
  697. package/src/engine-components/PlayerColor.ts +93 -93
  698. package/src/engine-components/ReflectionProbe.ts +192 -192
  699. package/src/engine-components/Renderer.ts +1125 -1125
  700. package/src/engine-components/RendererLightmap.ts +145 -145
  701. package/src/engine-components/RigidBody.ts +453 -453
  702. package/src/engine-components/SceneSwitcher.ts +594 -594
  703. package/src/engine-components/ScreenCapture.ts +437 -437
  704. package/src/engine-components/ShadowCatcher.ts +149 -149
  705. package/src/engine-components/Skybox.ts +281 -281
  706. package/src/engine-components/SmoothFollow.ts +57 -57
  707. package/src/engine-components/SpatialTrigger.ts +142 -142
  708. package/src/engine-components/SpectatorCamera.ts +675 -675
  709. package/src/engine-components/SphereCollider.ts +1 -1
  710. package/src/engine-components/SpriteRenderer.ts +244 -244
  711. package/src/engine-components/SyncedCamera.ts +208 -208
  712. package/src/engine-components/SyncedRoom.ts +166 -166
  713. package/src/engine-components/SyncedTransform.ts +336 -336
  714. package/src/engine-components/TestRunner.ts +114 -114
  715. package/src/engine-components/TransformGizmo.ts +157 -157
  716. package/src/engine-components/VideoPlayer.ts +831 -831
  717. package/src/engine-components/Voip.ts +214 -214
  718. package/src/engine-components/XRFlag.ts +138 -138
  719. package/src/engine-components/api.ts +22 -22
  720. package/src/engine-components/avatar/AvatarBlink_Simple.ts +67 -67
  721. package/src/engine-components/avatar/AvatarEyeLook_Rotation.ts +68 -68
  722. package/src/engine-components/avatar/Avatar_Brain_LookAt.ts +136 -136
  723. package/src/engine-components/avatar/Avatar_MouthShapes.ts +81 -81
  724. package/src/engine-components/avatar/Avatar_MustacheShake.ts +28 -28
  725. package/src/engine-components/codegen/components.ts +216 -216
  726. package/src/engine-components/debug/LogStats.ts +21 -21
  727. package/src/engine-components/export/gltf/GltfExport.ts +231 -231
  728. package/src/engine-components/export/usdz/Extension.ts +11 -11
  729. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +1773 -1773
  730. package/src/engine-components/export/usdz/USDZExporter.ts +477 -477
  731. package/src/engine-components/export/usdz/extensions/Animation.ts +774 -774
  732. package/src/engine-components/export/usdz/extensions/DocumentExtension.ts +9 -9
  733. package/src/engine-components/export/usdz/extensions/USDZText.ts +287 -287
  734. package/src/engine-components/export/usdz/extensions/USDZUI.ts +119 -119
  735. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +98 -98
  736. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +67 -67
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  738. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +963 -963
  739. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +517 -517
  740. package/src/engine-components/export/usdz/index.ts +2 -2
  741. package/src/engine-components/export/usdz/utils/animationutils.ts +100 -100
  742. package/src/engine-components/export/usdz/utils/quicklook.ts +42 -42
  743. package/src/engine-components/export/usdz/utils/timeutils.ts +19 -19
  744. package/src/engine-components/js-extensions/ExtensionUtils.ts +81 -81
  745. package/src/engine-components/js-extensions/Object3D.ts +181 -181
  746. package/src/engine-components/js-extensions/RGBAColor.ts +54 -54
  747. package/src/engine-components/js-extensions/Vector.ts +16 -16
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  750. package/src/engine-components/postprocessing/Effects/Bloom.ts +76 -76
  751. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +35 -35
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  753. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +93 -93
  754. package/src/engine-components/postprocessing/Effects/Pixelation.ts +26 -26
  755. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +84 -84
  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
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  768. package/src/engine-components/timeline/TimelineModels.ts +93 -93
  769. package/src/engine-components/timeline/TimelineTracks.ts +906 -906
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  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
  780. package/src/engine-components/ui/Layout.ts +322 -322
  781. package/src/engine-components/ui/Outline.ts +12 -12
  782. package/src/engine-components/ui/PointerEvents.ts +118 -118
  783. package/src/engine-components/ui/RaycastUtils.ts +68 -68
  784. package/src/engine-components/ui/Raycaster.ts +73 -73
  785. package/src/engine-components/ui/RectTransform.ts +364 -364
  786. package/src/engine-components/ui/SpatialHtml.ts +63 -63
  787. package/src/engine-components/ui/Text.ts +572 -572
  788. package/src/engine-components/ui/Utils.ts +110 -110
  789. package/src/engine-components/utils/LookAt.ts +65 -65
  790. package/src/engine-components/utils/OpenURL.ts +118 -118
  791. package/src/engine-components/webxr/WebARCameraBackground.ts +224 -224
  792. package/src/engine-components/webxr/WebARSessionRoot.ts +446 -446
  793. package/src/engine-components/webxr/WebXR.ts +761 -761
  794. package/src/engine-components/webxr/WebXRAvatar.ts +356 -356
  795. package/src/engine-components/webxr/WebXRController.ts +1168 -1168
  796. package/src/engine-components/webxr/WebXRGrabRendering.ts +150 -150
  797. package/src/engine-components/webxr/WebXRImageTracking.ts +371 -371
  798. package/src/engine-components/webxr/WebXRPlaneTracking.ts +429 -429
  799. package/src/engine-components/webxr/WebXRRig.ts +21 -21
  800. package/src/engine-components/webxr/WebXRSync.ts +463 -463
  801. package/src/engine-components/webxr/index.ts +3 -3
  802. package/src/engine-components-experimental/Presentation.ts +12 -12
  803. package/src/engine-components-experimental/networking/PlayerSync.ts +217 -217
  804. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
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  807. package/src/engine-schemes/synced-camera-model.ts +92 -92
  808. package/src/engine-schemes/synced-transform-model.ts +90 -90
  809. package/src/engine-schemes/syncedCamera.fbs +10 -10
  810. package/src/engine-schemes/transform.ts +50 -50
  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
  818. package/src/include/draco/draco_decoder.js +34 -34
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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
  828. package/src/engine/dist/api.js.meta +0 -7
  829. package/src/engine/dist/engine_networking_streams.js +0 -474
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  849. package/src/engine-schemes/flatc.exe +0 -0
@@ -1,1126 +1,1126 @@
1
- import { Behaviour, GameObject } from "./Component.js";
2
- import * as THREE from "three";
3
- // import { RendererCustomShader } from "./RendererCustomShader.js";
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- import { RendererLightmap } from "./RendererLightmap.js";
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- import { Context, FrameEvent } from "../engine/engine_setup.js";
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- import { getParam } from "../engine/engine_utils.js";
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- import { serializable } from "../engine/engine_serialization_decorator.js";
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- import { AxesHelper, Material, Matrix4, Mesh, Object3D, SkinnedMesh, Texture, Vector4 } from "three";
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- import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
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- import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
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- import { $instancingAutoUpdateBounds, $instancingRenderer, InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
12
- import type { IRenderer, ISharedMaterials } from "../engine/engine_types.js";
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- import { ReflectionProbe } from "./ReflectionProbe.js";
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- import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
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- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
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- import { showBalloonWarning } from "../engine/debug/index.js";
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- import { Gizmos } from "../engine/engine_gizmos.js";
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- import { getTempVector } from "../engine/engine_three_utils.js";
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-
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- // for staying compatible with old code
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- export { InstancingUtil } from "../engine/engine_instancing.js";
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-
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- const debugRenderer = getParam("debugrenderer");
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- const debugskinnedmesh = getParam("debugskinnedmesh");
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- const suppressInstancing = getParam("noInstancing");
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- const debugInstancing = getParam("debuginstancing");
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- const debugProgressiveLoading = getParam("debugprogressive");
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- const suppressProgressiveLoading = getParam("noprogressive");
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-
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- const showWireframe = getParam("wireframe");
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-
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- export enum ReflectionProbeUsage {
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- Off = 0,
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- BlendProbes = 1,
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- BlendProbesAndSkybox = 2,
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- Simple = 3,
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- }
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-
39
-
40
- export class FieldWithDefault {
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- public path: string | null = null;
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- public asset: object | null = null;
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- public default: any;
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- }
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-
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- export enum RenderState {
47
- Both = 0,
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- Back = 1,
49
- Front = 2,
50
- }
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-
52
-
53
- // support sharedMaterials[index] assigning materials directly to the objects
54
- class SharedMaterialArray implements ISharedMaterials {
55
-
56
- [num: number]: THREE.Material;
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-
58
- private _renderer: Renderer;
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- private _targets: THREE.Object3D[] = [];
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-
61
- private _indexMapMaxIndex?: number;
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- private _indexMap?: Map<number, number>;
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-
64
- private _changed: boolean = false;
65
- get changed(): boolean {
66
- return this._changed;
67
- }
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- set changed(value: boolean) {
69
- if (value === true) {
70
- if (debugRenderer)
71
- console.warn("SharedMaterials have changed: " + this._renderer.name, this);
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- }
73
- this._changed = value;
74
- }
75
-
76
- is(renderer: Renderer) {
77
- return this._renderer === renderer;
78
- }
79
-
80
- constructor(renderer: Renderer, originalMaterials: Material[]) {
81
- this._renderer = renderer;
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- const setMaterial = this.setMaterial.bind(this);
83
- const getMaterial = this.getMaterial.bind(this);
84
- const go = renderer.gameObject;
85
- this._targets = [];
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- if (go) {
87
- switch (go.type) {
88
- case "Group":
89
- this._targets = [...go.children];
90
- break;
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- case "SkinnedMesh":
92
- case "Mesh":
93
- this._targets.push(go);
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- break;
95
- }
96
- }
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-
98
- // this is useful to have an index map when e.g. materials are trying to be assigned by index
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- let hasMissingMaterials = false;
100
- let indexMap: Map<number, number> | undefined = undefined;
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- let maxIndex: number = 0;
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- for (let i = 0; i < this._targets.length; i++) {
103
- const target = this._targets[i] as Mesh;
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- if (!target) continue;
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- const mat = target.material as Material;
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- if (!mat) continue;
107
- // set the shadow side to the same as the side of the material, three flips this for some reason
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- mat.shadowSide = mat.side;
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- for (let k = 0; k < originalMaterials.length; k++) {
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- const orig = originalMaterials[k];
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- if (!orig) {
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- hasMissingMaterials = true;
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- continue;
114
- }
115
- if (mat.name === orig.name) {
116
- if (indexMap === undefined) indexMap = new Map();
117
- indexMap.set(k, i);
118
- maxIndex = Math.max(maxIndex, k);
119
- // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
120
- break;
121
- }
122
- }
123
- }
124
- if (hasMissingMaterials) {
125
- this._indexMapMaxIndex = maxIndex;
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- this._indexMap = indexMap;
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- const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
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- console.warn(warningMessage);
129
- if (isLocalNetwork()) showBalloonWarning("Found renderer with missing materials: please check the console for details.");
130
- }
131
-
132
- // this lets us override the javascript indexer, only works in ES6 tho
133
- // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
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- return new Proxy(this, {
135
- get(target, key) {
136
- if (typeof key === "string") {
137
- const index = parseInt(key);
138
- if (!isNaN(index)) {
139
- return getMaterial(index);
140
- }
141
- }
142
- return target[key];
143
- },
144
- set(target, key, value) {
145
- if (typeof key === "string")
146
- setMaterial(value, Number.parseInt(key));
147
- // console.log(target, key, value);
148
- if (Reflect.set(target, key, value)) {
149
- if (value instanceof Material)
150
- target.changed = true;
151
- return true;
152
- }
153
- return false;
154
- }
155
- });
156
- }
157
-
158
- get length(): number {
159
- if (this._indexMapMaxIndex !== undefined) return this._indexMapMaxIndex + 1;
160
- return this._targets.length;
161
- }
162
-
163
- // iterator to support: for(const mat of sharedMaterials)
164
- *[Symbol.iterator]() {
165
- for (let i = 0; i < this.length; i++) {
166
- yield this.getMaterial(i);
167
- }
168
- }
169
-
170
- private resolveIndex(index: number): number {
171
- const map = this._indexMap;
172
- // if we have a index map it means that some materials were missing
173
- if (map) {
174
- if (map.has(index)) return map.get(index) as number;
175
- // return -1;
176
- }
177
- return index;
178
- }
179
-
180
- private setMaterial(mat: Material, index: number) {
181
- index = this.resolveIndex(index);
182
- if (index < 0 || index >= this._targets.length) return;
183
- const target = this._targets[index];
184
- if (!target || target["material"] === undefined) return;
185
- target["material"] = mat;
186
- this.changed = true;
187
- }
188
-
189
- private getMaterial(index: number): Material | null {
190
- index = this.resolveIndex(index);
191
- if (index < 0) return null;
192
- const obj = this._targets;
193
- if (index >= obj.length) return null;
194
- const target = obj[index];
195
- if (!target) return null;
196
- return target["material"];
197
- }
198
-
199
- }
200
-
201
- export class Renderer extends Behaviour implements IRenderer {
202
-
203
- /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
204
- *
205
- * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
206
- static setVisible(obj: Object3D, visible: boolean) {
207
- setCustomVisibility(obj, visible);
208
- }
209
-
210
- @serializable()
211
- receiveShadows: boolean = false;
212
- @serializable()
213
- shadowCastingMode: ShadowCastingMode = ShadowCastingMode.Off;
214
- @serializable()
215
- lightmapIndex: number = -1;
216
- @serializable(Vector4)
217
- lightmapScaleOffset: THREE.Vector4 = new THREE.Vector4(1, 1, 0, 0);
218
- @serializable()
219
- enableInstancing: boolean[] | undefined = undefined;
220
- @serializable()
221
- renderOrder: number[] | undefined = undefined;
222
- @serializable()
223
- allowOcclusionWhenDynamic: boolean = true;
224
-
225
- @serializable(Object3D)
226
- probeAnchor?: Object3D;
227
- @serializable()
228
- reflectionProbeUsage: ReflectionProbeUsage = ReflectionProbeUsage.Off;
229
-
230
- // custom shader
231
- // get materialProperties(): Array<MaterialProperties> | undefined {
232
- // return this._materialProperties;
233
- // }
234
- // set materialProperties(value: Array<MaterialProperties> | undefined) {
235
- // this._materialProperties = value;
236
- // }
237
-
238
- // private customShaderHandler: RendererCustomShader | undefined = undefined;
239
-
240
- // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
241
- private _lightmaps?: RendererLightmap[];
242
-
243
- get sharedMesh(): Mesh | undefined {
244
- if (this.gameObject.type === "Mesh") {
245
- return this.gameObject as unknown as Mesh
246
- }
247
- else if (this.gameObject.type === "SkinnesMesh") {
248
- return this.gameObject as unknown as SkinnedMesh;
249
- }
250
- else if (this.gameObject.type === "Group") {
251
- return this.gameObject.children[0] as unknown as Mesh;
252
- }
253
- return undefined;
254
- }
255
-
256
- get sharedMaterial(): THREE.Material {
257
- return this.sharedMaterials[0];
258
- }
259
-
260
- set sharedMaterial(mat: THREE.Material) {
261
- const cur = this.sharedMaterials[0];
262
- if (cur === mat) return;
263
- this.sharedMaterials[0] = mat;
264
- this.applyLightmapping();
265
- }
266
-
267
- /**@deprecated please use sharedMaterial */
268
- get material(): THREE.Material {
269
- return this.sharedMaterials[0];
270
- }
271
-
272
- /**@deprecated please use sharedMaterial */
273
- set material(mat: THREE.Material) {
274
- this.sharedMaterial = mat;
275
- }
276
-
277
- private _sharedMaterials!: SharedMaterialArray;
278
- private _originalMaterials?: Material[];
279
-
280
- // this is just available during deserialization
281
- private set sharedMaterials(_val: Array<Material | null>) {
282
- // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
283
- if (!this._originalMaterials) {
284
- this._originalMaterials = _val as Material[];
285
- }
286
- else if (_val) {
287
- let didWarn = false;
288
- for (let i = 0; i < this._sharedMaterials.length; i++) {
289
- const mat = i < _val.length ? _val[i] : null;
290
- if (mat && mat instanceof Material) {
291
- this.sharedMaterials[i] = mat as Material;
292
- }
293
- else {
294
- if (!didWarn) {
295
- didWarn = true;
296
- console.warn("Can not assign null as material: " + this.name, mat);
297
- }
298
- }
299
- }
300
- }
301
- }
302
-
303
- //@ts-ignore
304
- get sharedMaterials(): SharedMaterialArray {
305
- if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
306
- if (!this._originalMaterials) this._originalMaterials = [];
307
- this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
308
- }
309
- return this._sharedMaterials!;
310
- }
311
-
312
- public static get shouldSuppressInstancing() {
313
- return suppressInstancing;
314
- }
315
-
316
- private _lightmapTextureOverride: Texture | null | undefined = undefined;
317
- public get lightmap(): Texture | null {
318
- if (this._lightmaps?.length) {
319
- return this._lightmaps[0].lightmap;
320
- }
321
- return null;
322
- }
323
- /** set undefined to return to default lightmap */
324
- public set lightmap(tex: Texture | null | undefined) {
325
- this._lightmapTextureOverride = tex;
326
- if (tex === undefined) {
327
- tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
328
- }
329
- if (this._lightmaps?.length) {
330
- for (const lm of this._lightmaps) {
331
- lm.lightmap = tex;
332
- }
333
- }
334
- }
335
- get hasLightmap(): boolean {
336
- const lm = this.lightmap;
337
- return lm !== null && lm !== undefined;
338
- }
339
-
340
- public allowProgressiveLoading: boolean = true;
341
-
342
- registering() {
343
- if (!this.enabled) {
344
- this.setVisibility(false);
345
- }
346
- }
347
-
348
- awake() {
349
- if (debugRenderer) console.log("Renderer ", this.name, this);
350
- this.clearInstancingState();
351
-
352
- if (this.probeAnchor && debugRenderer) this.probeAnchor.add(new AxesHelper(.2));
353
-
354
- this._reflectionProbe = null;
355
-
356
- if (this.isMultiMaterialObject(this.gameObject)) {
357
- for (const child of this.gameObject.children) {
358
- this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
359
- child.layers.mask = this.gameObject.layers.mask;
360
- }
361
-
362
- if (this.renderOrder !== undefined) {
363
- // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
364
- // or perhaps just regular child objects that have their own renderer component (?)
365
- let index = 0;
366
- for (let i = 0; i < this.gameObject.children.length; i++) {
367
- const ch = this.gameObject.children[i];
368
- // ignore nested groups or objects that have their own renderer (aka their own render order settings)
369
- if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer)) continue;
370
- if (this.renderOrder.length <= index) {
371
- console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
372
- continue;
373
- }
374
- // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
375
- ch.renderOrder = this.renderOrder[index];
376
- index += 1;
377
- }
378
- }
379
- }
380
- // TODO: custom shader with sub materials
381
- else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
382
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
383
-
384
- if (this.renderOrder !== undefined && this.renderOrder.length > 0)
385
- this.gameObject.renderOrder = this.renderOrder[0];
386
- }
387
- else {
388
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
389
- }
390
-
391
- this.applyLightmapping();
392
-
393
- if (showWireframe) {
394
- for (let i = 0; i < this.sharedMaterials.length; i++) {
395
- const mat: any = this.sharedMaterials[i];
396
- if (mat) {
397
- mat.wireframe = true;
398
- }
399
- }
400
- }
401
-
402
- }
403
-
404
- private applyLightmapping() {
405
- if (this.lightmapIndex >= 0) {
406
- const type = this.gameObject.type;
407
-
408
- // use the override lightmap if its not undefined
409
- const tex = this._lightmapTextureOverride !== undefined
410
- ? this._lightmapTextureOverride
411
- : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
412
- if (tex) {
413
- if (!this._lightmaps)
414
- this._lightmaps = [];
415
-
416
- if (type === "Mesh") {
417
- const mat = this.gameObject["material"];
418
- if (!mat?.isMeshBasicMaterial) {
419
- if (this._lightmaps.length <= 0) {
420
- const rm = new RendererLightmap(this.gameObject as any as Mesh, this.context);
421
- this._lightmaps.push(rm);
422
- }
423
- const rm = this._lightmaps[0];
424
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
425
- }
426
- else {
427
- if (mat)
428
- console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name)
429
- }
430
- }
431
- // for multi materials we need to loop through children
432
- // and then we add a lightmap renderer component to each of them
433
- else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
434
- for (let i = 0; i < this.gameObject.children.length; i++) {
435
- const child = this.gameObject.children[i];
436
- if (!child["material"]?.isMeshBasicMaterial) {
437
- let rm: RendererLightmap | undefined = undefined;
438
- if (i >= this._lightmaps.length) {
439
- rm = new RendererLightmap(child as Mesh, this.context);
440
- this._lightmaps.push(rm);
441
- }
442
- else
443
- rm = this._lightmaps[i];
444
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
445
- }
446
- }
447
- }
448
- }
449
- else {
450
- if (debugRenderer) console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
451
- }
452
- }
453
-
454
- }
455
-
456
- private _isInstancingEnabled: boolean = false;
457
- private handles: InstanceHandle[] | null | undefined = undefined;
458
- private prevLayers: number[] | null | undefined = undefined;
459
-
460
- private clearInstancingState() {
461
- this._isInstancingEnabled = false;
462
- this.handles = undefined;
463
- this.prevLayers = undefined;
464
- }
465
-
466
- setInstancingEnabled(enabled: boolean): boolean {
467
- if (this._isInstancingEnabled === enabled) return enabled && (this.handles === undefined || this.handles != null && this.handles.length > 0);
468
- this._isInstancingEnabled = enabled;
469
- if (enabled) {
470
- if (this.handles === undefined) {
471
- this.handles = instancing.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
472
- if (this.handles) {
473
- GameObject.markAsInstancedRendered(this.gameObject, true);
474
- return true;
475
- }
476
- }
477
- else if (this.handles !== null) {
478
- for (const handler of this.handles) {
479
- handler.updateInstanceMatrix(true);
480
- handler.add();
481
- }
482
- GameObject.markAsInstancedRendered(this.gameObject, true);
483
- return true;
484
- }
485
- }
486
- else {
487
- if (this.handles) {
488
- for (const handler of this.handles) {
489
- handler.remove();
490
- }
491
- }
492
- return true;
493
- }
494
-
495
- return false;
496
- }
497
-
498
- /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
499
- * This is a separate method to be overrideable from user code
500
- */
501
- useInstanceMatrixWorldAutoUpdate() {
502
- return true;
503
- }
504
-
505
- start() {
506
- if (this.enableInstancing && !suppressInstancing) {
507
- this.setInstancingEnabled(true);
508
- // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
509
- // in the first frame we want the updated matrix then to be applied immediately to the instancing
510
- InstancingUtil.markDirty(this.gameObject);
511
- }
512
- this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
513
- if (this.isMultiMaterialObject(this.gameObject)) {
514
- for (let i = 0; i < this.gameObject.children.length; i++) {
515
- const ch = this.gameObject.children[i];
516
- ch.frustumCulled = this.allowOcclusionWhenDynamic;
517
- }
518
- }
519
- }
520
-
521
- onEnable() {
522
- this.setVisibility(true);
523
-
524
- if (this._isInstancingEnabled) {
525
- this.setInstancingEnabled(true);
526
- }
527
- else if (this.enabled) {
528
- // this.gameObject.visible = true;
529
- this.applyStencil();
530
- }
531
-
532
- this.updateReflectionProbe();
533
- }
534
-
535
- onDisable() {
536
- this.setVisibility(false);
537
-
538
- if (this.handles && this.handles.length > 0) {
539
- this.setInstancingEnabled(false);
540
- }
541
- }
542
-
543
- onDestroy(): void {
544
- this.handles = null;
545
-
546
- if (this.isMultiMaterialObject(this.gameObject)) {
547
- for (const child of this.gameObject.children) {
548
- this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
549
- }
550
- }
551
- else {
552
- this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
553
- }
554
-
555
- }
556
-
557
- applyStencil() {
558
- NEEDLE_render_objects.applyStencil(this);
559
- }
560
-
561
- onBeforeRender() {
562
- if (!this.gameObject) {
563
- return;
564
- }
565
-
566
- if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
567
- for (const ch of this.gameObject.children) {
568
- this.applySettings(ch);
569
- }
570
- }
571
- else {
572
- this.applySettings(this.gameObject);
573
- }
574
-
575
- if (this.sharedMaterials.changed) {
576
- this.sharedMaterials.changed = false;
577
- this.applyLightmapping();
578
- }
579
-
580
- if (this.handles?.length) {
581
- // if (this.name === "Darbouka")
582
- // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
583
- const needsUpdate: boolean = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true;// || this.gameObject.matrixWorldNeedsUpdate;
584
- if (needsUpdate) {
585
- if (debugInstancing)
586
- console.log("UPDATE INSTANCED MATRICES", this.context.time.frame);
587
- this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
588
- const remove = false;// Math.random() < .01;
589
- for (let i = this.handles.length - 1; i >= 0; i--) {
590
- const h = this.handles[i];
591
- if (remove) {
592
- h.remove();
593
- this.handles.splice(i, 1);
594
- }
595
- else
596
- h.updateInstanceMatrix();
597
- }
598
- this.gameObject.matrixWorldNeedsUpdate = false;
599
- }
600
- }
601
-
602
- if (this.handles && this.handles.length <= 0) {
603
- GameObject.markAsInstancedRendered(this.gameObject, false);
604
- }
605
-
606
- if (this._isInstancingEnabled && this.handles) {
607
- for (let i = 0; i < this.handles.length; i++) {
608
- const handle = this.handles[i];
609
- if (!this.prevLayers) this.prevLayers = [];
610
- const layer = handle.object.layers.mask;
611
- if (i >= this.prevLayers.length) this.prevLayers.push(layer);
612
- else this.prevLayers[i] = layer;
613
- handle.object.layers.disableAll();
614
- }
615
- }
616
-
617
- for (const mat of this.sharedMaterials) {
618
- if (mat)
619
- this.loadProgressiveTextures(mat);
620
- }
621
-
622
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
623
- this._reflectionProbe.onSet(this);
624
- }
625
-
626
- }
627
-
628
-
629
- private onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
630
-
631
-
632
- if (material.envMapIntensity !== undefined) {
633
- const factor = this.hasLightmap ? Math.PI : 1;
634
- const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
635
- material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
636
- }
637
- // if (this._reflectionProbe?.texture) {
638
- // material.envMap = this._reflectionProbe.texture;
639
- // // this.context.renderer.prop
640
- // // console.log(material.name);
641
- // // this.context.renderer.properties.get(material);
642
- // // this.context.renderer.properties.update(material, "environment", this._reflectionProbe.texture);
643
- // }
644
-
645
- // _scene.environment = null;
646
- // else _scene.environment = Renderer.envmap;
647
- // if (!material.envmap)
648
- // material.envMap = Renderer.envmap;
649
- // material.needsUpdate = true;
650
-
651
- // if (!camera) {
652
- // let isXRCamera = false;
653
- // if (this.context.isInXR) {
654
- // // @ts-ignore
655
- // const arr = this.context.renderer.xr.getCamera() as ArrayCamera;
656
- // if (arr.cameras?.length > 0) {
657
- // camera = arr;
658
- // isXRCamera = true;
659
- // }
660
- // }
661
- // }
662
-
663
- // if (this.customShaderHandler) {
664
- // this.customShaderHandler.onBeforeRender(renderer, scene, camera, geometry, material, group);
665
- // }
666
- // else if (this.rawShaderHandler) {
667
- // for (const h of this.rawShaderHandler) {
668
- // h.onBeforeRender(this.gameObject, camera);
669
- // }
670
- // }
671
-
672
- if (this._lightmaps) {
673
- for (const lm of this._lightmaps) {
674
- lm.updateLightmapUniforms(material);
675
- }
676
- }
677
- }
678
-
679
- onAfterRender() {
680
- if (this._isInstancingEnabled && this.handles && this.prevLayers && this.prevLayers.length >= this.handles.length) {
681
- for (let i = 0; i < this.handles.length; i++) {
682
- const handle = this.handles[i];
683
- handle.object.layers.mask = this.prevLayers[i];
684
- }
685
- }
686
-
687
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
688
- this._reflectionProbe.onUnset(this)
689
- }
690
- }
691
-
692
- loadProgressiveTextures(material: THREE.Material) {
693
- // progressive load before rendering so we only load textures for visible materials
694
- if (!suppressProgressiveLoading && material) {
695
-
696
- if (material["_didRequestTextureLOD"] === undefined && this.allowProgressiveLoading) {
697
- material["_didRequestTextureLOD"] = 0;
698
- if (debugProgressiveLoading) {
699
- console.log("Load material LOD", material.name);
700
- }
701
- return NEEDLE_progressive.assignTextureLOD(this.context, this.sourceId, material);
702
- }
703
- }
704
-
705
- return Promise.resolve(true);
706
- }
707
-
708
- applySettings(go: THREE.Object3D) {
709
- go.receiveShadow = this.receiveShadows;
710
- if (this.shadowCastingMode == ShadowCastingMode.On) {
711
- go.castShadow = true;
712
- }
713
- else go.castShadow = false;
714
- }
715
-
716
- private _reflectionProbe: ReflectionProbe | null = null;
717
- private updateReflectionProbe() {
718
- // handle reflection probe
719
- this._reflectionProbe = null;
720
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
721
- if (!this.probeAnchor) return;
722
- // update the reflection probe right before rendering
723
- // if we do it immediately the reflection probe might not be enabled yet
724
- // (since this method is called from onEnable)
725
- this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
726
- }
727
- }
728
- private *_updateReflectionProbe() {
729
- const obj = this.probeAnchor || this.gameObject;
730
- const isAnchor = this.probeAnchor ? true : false;
731
- this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
732
- }
733
-
734
- private setVisibility(visible: boolean) {
735
-
736
- if (!this.isMultiMaterialObject(this.gameObject)) {
737
- setCustomVisibility(this.gameObject, visible);
738
- }
739
- else {
740
- for (const ch of this.gameObject.children) {
741
- if (this.isMeshOrSkinnedMesh(ch)) {
742
- setCustomVisibility(ch, visible);
743
- }
744
- }
745
- }
746
- }
747
-
748
- private isMultiMaterialObject(obj: Object3D) {
749
- return obj.type === "Group";
750
- }
751
-
752
- private isMeshOrSkinnedMesh(obj: Object3D): obj is Mesh | SkinnedMesh {
753
- return obj.type === "Mesh" || obj.type === "SkinnedMesh";
754
- }
755
- }
756
-
757
- export class MeshRenderer extends Renderer {
758
-
759
- }
760
-
761
- export class SkinnedMeshRenderer extends MeshRenderer {
762
- awake() {
763
- super.awake();
764
- // disable skinned mesh occlusion because of https://github.com/mrdoob/three.js/issues/14499
765
- this.allowOcclusionWhenDynamic = false;
766
- // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
767
- this.gameObject.parent?.updateWorldMatrix(false, true);
768
- }
769
- onBeforeRender(): void {
770
- super.onBeforeRender();
771
-
772
- if (debugskinnedmesh && this.gameObject instanceof SkinnedMesh && this.gameObject.boundingSphere) {
773
- const tempCenter = getTempVector(this.gameObject.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
774
- Gizmos.DrawWireSphere(tempCenter, this.gameObject.boundingSphere.radius, "red");
775
- }
776
- }
777
- }
778
-
779
- export enum ShadowCastingMode {
780
- /// <summary>
781
- /// <para>No shadows are cast from this object.</para>
782
- /// </summary>
783
- Off,
784
- /// <summary>
785
- /// <para>Shadows are cast from this object.</para>
786
- /// </summary>
787
- On,
788
- /// <summary>
789
- /// <para>Shadows are cast from this object, treating it as two-sided.</para>
790
- /// </summary>
791
- TwoSided,
792
- /// <summary>
793
- /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
794
- /// </summary>
795
- ShadowsOnly,
796
- }
797
-
798
-
799
-
800
- declare class InstancingSetupArgs {
801
- rend: Renderer;
802
- foundMeshes: number;
803
- useMatrixWorldAutoUpdate: boolean;
804
- };
805
-
806
- class InstancingHandler {
807
-
808
- public objs: InstancedMeshRenderer[] = [];
809
-
810
- public setup(renderer: Renderer, obj: THREE.Object3D, context: Context, handlesArray: InstanceHandle[] | null, args: InstancingSetupArgs, level: number = 0)
811
- : InstanceHandle[] | null {
812
-
813
- // make sure setting casting settings are applied so when we add the mesh to the InstancedMesh we can ask for the correct cast shadow setting
814
- renderer.applySettings(obj);
815
- const res = this.tryCreateOrAddInstance(obj, context, args);
816
- if (res) {
817
- renderer.loadProgressiveTextures(res.instancer.material);
818
- if (handlesArray === null) handlesArray = [];
819
- handlesArray.push(res);
820
- }
821
-
822
- else if (level <= 0 && obj.type !== "Mesh") {
823
- const nextLevel = level + 1;
824
- for (const ch of obj.children) {
825
- handlesArray = this.setup(renderer, ch, context, handlesArray, args, nextLevel);
826
- }
827
- }
828
-
829
- if (level === 0) {
830
- // For multi material objects we only want to track the root object's matrix
831
- if (args.useMatrixWorldAutoUpdate && handlesArray && handlesArray.length >= 0) {
832
- this.autoUpdateInstanceMatrix(obj);
833
- }
834
- }
835
-
836
- return handlesArray;
837
- }
838
-
839
- private tryCreateOrAddInstance(obj: THREE.Object3D, context: Context, args: InstancingSetupArgs): InstanceHandle | null {
840
- if (obj.type === "Mesh") {
841
- const index = args.foundMeshes;
842
- args.foundMeshes += 1;
843
- if (!args.rend.enableInstancing) return null;
844
- if (index >= args.rend.enableInstancing.length) {
845
- // console.error("Something is wrong with instance setup", obj, args.rend.enableInstancing, index);
846
- return null;
847
- }
848
- if (!args.rend.enableInstancing[index]) {
849
- // instancing is disabled
850
- // console.log("Instancing is disabled", obj);
851
- return null;
852
- }
853
- // instancing is enabled:
854
- const mesh = obj as THREE.Mesh;
855
- const geo = mesh.geometry as THREE.BufferGeometry;
856
- const mat = mesh.material as THREE.Material;
857
-
858
- for (const i of this.objs) {
859
- if (i.isFull()) continue;
860
- if (i.geo === geo && i.material === mat) {
861
- const handle = i.addInstance(mesh);
862
- return handle;
863
- }
864
- }
865
- // console.log("Add new instance mesh renderer", obj);
866
- const i = new InstancedMeshRenderer(obj.name, geo, mat, 200, context);
867
- this.objs.push(i);
868
- const handle = i.addInstance(mesh);
869
- return handle;
870
- }
871
- return null;
872
- }
873
-
874
- private autoUpdateInstanceMatrix(obj: Object3D) {
875
- const original = obj.matrixWorld["multiplyMatrices"].bind(obj.matrixWorld);
876
- const previousMatrix: THREE.Matrix4 = obj.matrixWorld.clone();
877
- const matrixChangeWrapper = (a: Matrix4, b: Matrix4) => {
878
- const newMatrixWorld = original(a, b);
879
- if (obj[NEED_UPDATE_INSTANCE_KEY] || previousMatrix.equals(newMatrixWorld) === false) {
880
- previousMatrix.copy(newMatrixWorld)
881
- obj[NEED_UPDATE_INSTANCE_KEY] = true;
882
- }
883
- return newMatrixWorld;
884
- };
885
- obj.matrixWorld["multiplyMatrices"] = matrixChangeWrapper;
886
- // wrap matrixWorldNeedsUpdate
887
- // let originalMatrixWorldNeedsUpdate = obj.matrixWorldNeedsUpdate;
888
- // Object.defineProperty(obj, "matrixWorldNeedsUpdate", {
889
- // get: () => {
890
- // return originalMatrixWorldNeedsUpdate;
891
- // },
892
- // set: (value: boolean) => {
893
- // if(value) console.warn("SET MATRIX WORLD NEEDS UPDATE");
894
- // originalMatrixWorldNeedsUpdate = value;
895
- // }
896
- // });
897
- }
898
- }
899
- const instancing: InstancingHandler = new InstancingHandler();
900
-
901
- class InstanceHandle {
902
-
903
- get name(): string {
904
- return this.object.name;
905
- }
906
-
907
- instanceIndex: number = -1;
908
- object: THREE.Mesh;
909
- instancer: InstancedMeshRenderer;
910
-
911
- constructor(instanceIndex: number, originalObject: THREE.Mesh, instancer: InstancedMeshRenderer) {
912
- this.instanceIndex = instanceIndex;
913
- this.object = originalObject;
914
- this.instancer = instancer;
915
- originalObject[$instancingRenderer] = instancer;
916
- GameObject.markAsInstancedRendered(originalObject, true);
917
- }
918
-
919
- updateInstanceMatrix(updateChildren: boolean = false) {
920
- if (this.instanceIndex < 0) return;
921
- this.object.updateWorldMatrix(true, updateChildren);
922
- this.instancer.updateInstance(this.object.matrixWorld, this.instanceIndex);
923
- }
924
-
925
- setMatrix(matrix: THREE.Matrix4) {
926
- if (this.instanceIndex < 0) return;
927
- this.instancer.updateInstance(matrix, this.instanceIndex);
928
- }
929
-
930
- add() {
931
- if (this.instanceIndex >= 0) return;
932
- this.instancer.add(this);
933
- }
934
-
935
- remove() {
936
- if (this.instanceIndex < 0) return;
937
- this.instancer.remove(this);
938
- }
939
- }
940
-
941
- class InstancedMeshRenderer {
942
- /** The three instanced mesh
943
- * @link https://threejs.org/docs/#api/en/objects/InstancedMesh
944
- */
945
- get mesh() {
946
- return this.inst;
947
- }
948
- get visible(): boolean {
949
- return this.inst.visible;
950
- }
951
- set visible(val: boolean) {
952
- this.inst.visible = val;
953
- }
954
- get castShadow(): boolean {
955
- return this.inst.castShadow;
956
- }
957
- set castShadow(val: boolean) {
958
- this.inst.castShadow = val;
959
- }
960
- set receiveShadow(val: boolean) {
961
- this.inst.receiveShadow = val;
962
- }
963
-
964
- updateBounds(box: boolean = true, sphere: boolean = true) {
965
- this._needUpdateBounds = false;
966
- if (box)
967
- this.inst.computeBoundingBox();
968
- if (sphere)
969
- this.inst.computeBoundingSphere();
970
- }
971
-
972
- public name: string = "";
973
- public geo: THREE.BufferGeometry;
974
- public material: THREE.Material;
975
- get currentCount(): number { return this.inst.count; }
976
-
977
- private context: Context;
978
- private inst: THREE.InstancedMesh;
979
- private handles: (InstanceHandle | null)[] = [];
980
- private maxCount: number;
981
-
982
- private static nullMatrix: THREE.Matrix4 = new THREE.Matrix4();
983
-
984
- isFull(): boolean {
985
- return this.currentCount >= this.maxCount;
986
- }
987
-
988
- private _needUpdateBounds: boolean = false;
989
-
990
- constructor(name: string, geo: THREE.BufferGeometry, material: THREE.Material, count: number, context: Context) {
991
- this.name = name;
992
- this.geo = geo;
993
- this.material = material;
994
- this.context = context;
995
- this.maxCount = count;
996
- if (debugInstancing) {
997
- material = new THREE.MeshBasicMaterial({ color: this.randomColor() });
998
- }
999
- this.inst = new THREE.InstancedMesh(geo, material, count);
1000
- this.inst[$instancingAutoUpdateBounds] = true;
1001
- this.inst.count = 0;
1002
- this.inst.layers.set(2);
1003
- this.inst.visible = true;
1004
-
1005
- // Not handled by RawShaderMaterial, so we need to set the define explicitly.
1006
- // Edge case: theoretically some users of the material could use it in an
1007
- // instanced fashion, and some others not. In that case, the material would not
1008
- // be able to be shared between the two use cases. We could probably add a
1009
- // onBeforeRender call for the InstancedMesh and set the define there.
1010
- // Same would apply if we support skinning -
1011
- // there we would have to split instanced batches so that the ones using skinning
1012
- // are all in the same batch.
1013
- if (material instanceof THREE.RawShaderMaterial) {
1014
- material.defines["USE_INSTANCING"] = true;
1015
- material.needsUpdate = true;
1016
- }
1017
-
1018
- // this.inst.castShadow = true;
1019
- // this.inst.receiveShadow = true;
1020
- this.context.scene.add(this.inst);
1021
- context.pre_render_callbacks.push(this.onBeforeRender);
1022
- // console.log(this.inst);
1023
- // this.context.pre_render_callbacks.push(this.onPreRender.bind(this));
1024
-
1025
- // setInterval(() => {
1026
- // this.inst.visible = !this.inst.visible;
1027
- // }, 500);
1028
- }
1029
-
1030
- private onBeforeRender = () => {
1031
- if (this._needUpdateBounds && this.inst[$instancingAutoUpdateBounds] === true) {
1032
- if (debugInstancing)
1033
- console.log("Update instancing bounds", this.name, this.inst.matrixWorldNeedsUpdate);
1034
- this.updateBounds();
1035
- }
1036
- }
1037
-
1038
- private randomColor() {
1039
- return new THREE.Color(Math.random(), Math.random(), Math.random());
1040
- }
1041
-
1042
- addInstance(obj: THREE.Mesh): InstanceHandle | null {
1043
- if (this.currentCount >= this.maxCount) {
1044
- console.error("TOO MANY INSTANCES - resize is not yet implemented!", this.inst.count); // todo: make it resize
1045
- return null;
1046
- }
1047
- const handle = new InstanceHandle(-1, obj, this);
1048
-
1049
- if (obj.castShadow === true && this.inst.castShadow === false) {
1050
- this.inst.castShadow = true;
1051
- }
1052
- if (obj.receiveShadow === true && this.inst.receiveShadow === false) {
1053
- this.inst.receiveShadow = true;
1054
- }
1055
-
1056
- this.add(handle);
1057
- return handle;
1058
- }
1059
-
1060
-
1061
- add(handle: InstanceHandle) {
1062
- if (handle.instanceIndex < 0) {
1063
- handle.instanceIndex = this.currentCount;
1064
- // console.log(handle.instanceIndex, this.currentCount);
1065
- if (handle.instanceIndex >= this.handles.length)
1066
- this.handles.push(handle);
1067
- else this.handles[handle.instanceIndex] = handle;
1068
- }
1069
- // console.log("Handle instance");
1070
- handle.object.updateWorldMatrix(true, true);
1071
- this.inst.setMatrixAt(handle.instanceIndex, handle.object.matrixWorld);
1072
- this.inst.instanceMatrix.needsUpdate = true;
1073
- this.inst.count += 1;
1074
- this._needUpdateBounds = true;
1075
-
1076
- if (this.inst.count > 0)
1077
- this.inst.visible = true;
1078
-
1079
- // console.log("Added", this.name, this.inst.count, this.handles);
1080
- }
1081
-
1082
- remove(handle: InstanceHandle) {
1083
- if (!handle) return;
1084
- if (handle.instanceIndex < 0 || handle.instanceIndex >= this.handles.length || this.inst.count <= 0) {
1085
- return;
1086
- }
1087
- if (this.handles[handle.instanceIndex] !== handle) {
1088
- console.error("instance handle is not part of renderer, was it removed before?", handle.instanceIndex, this.name);
1089
- const index = this.handles.indexOf(handle);
1090
- if (index < 0)
1091
- return;
1092
- handle.instanceIndex = index;
1093
- }
1094
- this.handles[handle.instanceIndex] = null;
1095
- this.inst.setMatrixAt(handle.instanceIndex, InstancedMeshRenderer.nullMatrix);
1096
- const removedLastElement = handle.instanceIndex >= this.currentCount - 1;
1097
- // console.log(removedLastElement, this.currentCount, handle.instanceIndex, this.handles);
1098
- if (!removedLastElement && this.currentCount > 0) {
1099
- const lastElement = this.handles[this.currentCount - 1];
1100
- if (lastElement) {
1101
- lastElement.instanceIndex = handle.instanceIndex;
1102
- lastElement.updateInstanceMatrix();
1103
- this.handles[handle.instanceIndex] = lastElement;
1104
- this.handles[this.currentCount - 1] = null;
1105
- // this.inst.setMatrixAt(handle.instanceIndex, lastElement.object.matrixWorld);
1106
- // this.inst.setMatrixAt(this.currentCount - 1, InstancedMeshRenderer.nullMatrix);
1107
- }
1108
- }
1109
-
1110
- if (this.inst.count > 0)
1111
- this.inst.count -= 1;
1112
- handle.instanceIndex = -1;
1113
- this._needUpdateBounds = true;
1114
-
1115
- if (this.inst.count <= 0)
1116
- this.inst.visible = false;
1117
-
1118
- this.inst.instanceMatrix.needsUpdate = true;
1119
- }
1120
-
1121
- updateInstance(mat: THREE.Matrix4, index: number) {
1122
- this.inst.setMatrixAt(index, mat);
1123
- this.inst.instanceMatrix.needsUpdate = true;
1124
- this._needUpdateBounds = true;
1125
- }
1
+ import { Behaviour, GameObject } from "./Component.js";
2
+ import * as THREE from "three";
3
+ // import { RendererCustomShader } from "./RendererCustomShader.js";
4
+ import { RendererLightmap } from "./RendererLightmap.js";
5
+ import { Context, FrameEvent } from "../engine/engine_setup.js";
6
+ import { getParam } from "../engine/engine_utils.js";
7
+ import { serializable } from "../engine/engine_serialization_decorator.js";
8
+ import { AxesHelper, Material, Matrix4, Mesh, Object3D, SkinnedMesh, Texture, Vector4 } from "three";
9
+ import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
10
+ import { NEEDLE_progressive } from "../engine/extensions/NEEDLE_progressive.js";
11
+ import { $instancingAutoUpdateBounds, $instancingRenderer, InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
12
+ import type { IRenderer, ISharedMaterials } from "../engine/engine_types.js";
13
+ import { ReflectionProbe } from "./ReflectionProbe.js";
14
+ import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
15
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
16
+ import { showBalloonWarning } from "../engine/debug/index.js";
17
+ import { Gizmos } from "../engine/engine_gizmos.js";
18
+ import { getTempVector } from "../engine/engine_three_utils.js";
19
+
20
+ // for staying compatible with old code
21
+ export { InstancingUtil } from "../engine/engine_instancing.js";
22
+
23
+ const debugRenderer = getParam("debugrenderer");
24
+ const debugskinnedmesh = getParam("debugskinnedmesh");
25
+ const suppressInstancing = getParam("noInstancing");
26
+ const debugInstancing = getParam("debuginstancing");
27
+ const debugProgressiveLoading = getParam("debugprogressive");
28
+ const suppressProgressiveLoading = getParam("noprogressive");
29
+
30
+ const showWireframe = getParam("wireframe");
31
+
32
+ export enum ReflectionProbeUsage {
33
+ Off = 0,
34
+ BlendProbes = 1,
35
+ BlendProbesAndSkybox = 2,
36
+ Simple = 3,
37
+ }
38
+
39
+
40
+ export class FieldWithDefault {
41
+ public path: string | null = null;
42
+ public asset: object | null = null;
43
+ public default: any;
44
+ }
45
+
46
+ export enum RenderState {
47
+ Both = 0,
48
+ Back = 1,
49
+ Front = 2,
50
+ }
51
+
52
+
53
+ // support sharedMaterials[index] assigning materials directly to the objects
54
+ class SharedMaterialArray implements ISharedMaterials {
55
+
56
+ [num: number]: THREE.Material;
57
+
58
+ private _renderer: Renderer;
59
+ private _targets: THREE.Object3D[] = [];
60
+
61
+ private _indexMapMaxIndex?: number;
62
+ private _indexMap?: Map<number, number>;
63
+
64
+ private _changed: boolean = false;
65
+ get changed(): boolean {
66
+ return this._changed;
67
+ }
68
+ set changed(value: boolean) {
69
+ if (value === true) {
70
+ if (debugRenderer)
71
+ console.warn("SharedMaterials have changed: " + this._renderer.name, this);
72
+ }
73
+ this._changed = value;
74
+ }
75
+
76
+ is(renderer: Renderer) {
77
+ return this._renderer === renderer;
78
+ }
79
+
80
+ constructor(renderer: Renderer, originalMaterials: Material[]) {
81
+ this._renderer = renderer;
82
+ const setMaterial = this.setMaterial.bind(this);
83
+ const getMaterial = this.getMaterial.bind(this);
84
+ const go = renderer.gameObject;
85
+ this._targets = [];
86
+ if (go) {
87
+ switch (go.type) {
88
+ case "Group":
89
+ this._targets = [...go.children];
90
+ break;
91
+ case "SkinnedMesh":
92
+ case "Mesh":
93
+ this._targets.push(go);
94
+ break;
95
+ }
96
+ }
97
+
98
+ // this is useful to have an index map when e.g. materials are trying to be assigned by index
99
+ let hasMissingMaterials = false;
100
+ let indexMap: Map<number, number> | undefined = undefined;
101
+ let maxIndex: number = 0;
102
+ for (let i = 0; i < this._targets.length; i++) {
103
+ const target = this._targets[i] as Mesh;
104
+ if (!target) continue;
105
+ const mat = target.material as Material;
106
+ if (!mat) continue;
107
+ // set the shadow side to the same as the side of the material, three flips this for some reason
108
+ mat.shadowSide = mat.side;
109
+ for (let k = 0; k < originalMaterials.length; k++) {
110
+ const orig = originalMaterials[k];
111
+ if (!orig) {
112
+ hasMissingMaterials = true;
113
+ continue;
114
+ }
115
+ if (mat.name === orig.name) {
116
+ if (indexMap === undefined) indexMap = new Map();
117
+ indexMap.set(k, i);
118
+ maxIndex = Math.max(maxIndex, k);
119
+ // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
120
+ break;
121
+ }
122
+ }
123
+ }
124
+ if (hasMissingMaterials) {
125
+ this._indexMapMaxIndex = maxIndex;
126
+ this._indexMap = indexMap;
127
+ const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
128
+ console.warn(warningMessage);
129
+ if (isLocalNetwork()) showBalloonWarning("Found renderer with missing materials: please check the console for details.");
130
+ }
131
+
132
+ // this lets us override the javascript indexer, only works in ES6 tho
133
+ // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
134
+ return new Proxy(this, {
135
+ get(target, key) {
136
+ if (typeof key === "string") {
137
+ const index = parseInt(key);
138
+ if (!isNaN(index)) {
139
+ return getMaterial(index);
140
+ }
141
+ }
142
+ return target[key];
143
+ },
144
+ set(target, key, value) {
145
+ if (typeof key === "string")
146
+ setMaterial(value, Number.parseInt(key));
147
+ // console.log(target, key, value);
148
+ if (Reflect.set(target, key, value)) {
149
+ if (value instanceof Material)
150
+ target.changed = true;
151
+ return true;
152
+ }
153
+ return false;
154
+ }
155
+ });
156
+ }
157
+
158
+ get length(): number {
159
+ if (this._indexMapMaxIndex !== undefined) return this._indexMapMaxIndex + 1;
160
+ return this._targets.length;
161
+ }
162
+
163
+ // iterator to support: for(const mat of sharedMaterials)
164
+ *[Symbol.iterator]() {
165
+ for (let i = 0; i < this.length; i++) {
166
+ yield this.getMaterial(i);
167
+ }
168
+ }
169
+
170
+ private resolveIndex(index: number): number {
171
+ const map = this._indexMap;
172
+ // if we have a index map it means that some materials were missing
173
+ if (map) {
174
+ if (map.has(index)) return map.get(index) as number;
175
+ // return -1;
176
+ }
177
+ return index;
178
+ }
179
+
180
+ private setMaterial(mat: Material, index: number) {
181
+ index = this.resolveIndex(index);
182
+ if (index < 0 || index >= this._targets.length) return;
183
+ const target = this._targets[index];
184
+ if (!target || target["material"] === undefined) return;
185
+ target["material"] = mat;
186
+ this.changed = true;
187
+ }
188
+
189
+ private getMaterial(index: number): Material | null {
190
+ index = this.resolveIndex(index);
191
+ if (index < 0) return null;
192
+ const obj = this._targets;
193
+ if (index >= obj.length) return null;
194
+ const target = obj[index];
195
+ if (!target) return null;
196
+ return target["material"];
197
+ }
198
+
199
+ }
200
+
201
+ export class Renderer extends Behaviour implements IRenderer {
202
+
203
+ /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
204
+ *
205
+ * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
206
+ static setVisible(obj: Object3D, visible: boolean) {
207
+ setCustomVisibility(obj, visible);
208
+ }
209
+
210
+ @serializable()
211
+ receiveShadows: boolean = false;
212
+ @serializable()
213
+ shadowCastingMode: ShadowCastingMode = ShadowCastingMode.Off;
214
+ @serializable()
215
+ lightmapIndex: number = -1;
216
+ @serializable(Vector4)
217
+ lightmapScaleOffset: THREE.Vector4 = new THREE.Vector4(1, 1, 0, 0);
218
+ @serializable()
219
+ enableInstancing: boolean[] | undefined = undefined;
220
+ @serializable()
221
+ renderOrder: number[] | undefined = undefined;
222
+ @serializable()
223
+ allowOcclusionWhenDynamic: boolean = true;
224
+
225
+ @serializable(Object3D)
226
+ probeAnchor?: Object3D;
227
+ @serializable()
228
+ reflectionProbeUsage: ReflectionProbeUsage = ReflectionProbeUsage.Off;
229
+
230
+ // custom shader
231
+ // get materialProperties(): Array<MaterialProperties> | undefined {
232
+ // return this._materialProperties;
233
+ // }
234
+ // set materialProperties(value: Array<MaterialProperties> | undefined) {
235
+ // this._materialProperties = value;
236
+ // }
237
+
238
+ // private customShaderHandler: RendererCustomShader | undefined = undefined;
239
+
240
+ // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
241
+ private _lightmaps?: RendererLightmap[];
242
+
243
+ get sharedMesh(): Mesh | undefined {
244
+ if (this.gameObject.type === "Mesh") {
245
+ return this.gameObject as unknown as Mesh
246
+ }
247
+ else if (this.gameObject.type === "SkinnesMesh") {
248
+ return this.gameObject as unknown as SkinnedMesh;
249
+ }
250
+ else if (this.gameObject.type === "Group") {
251
+ return this.gameObject.children[0] as unknown as Mesh;
252
+ }
253
+ return undefined;
254
+ }
255
+
256
+ get sharedMaterial(): THREE.Material {
257
+ return this.sharedMaterials[0];
258
+ }
259
+
260
+ set sharedMaterial(mat: THREE.Material) {
261
+ const cur = this.sharedMaterials[0];
262
+ if (cur === mat) return;
263
+ this.sharedMaterials[0] = mat;
264
+ this.applyLightmapping();
265
+ }
266
+
267
+ /**@deprecated please use sharedMaterial */
268
+ get material(): THREE.Material {
269
+ return this.sharedMaterials[0];
270
+ }
271
+
272
+ /**@deprecated please use sharedMaterial */
273
+ set material(mat: THREE.Material) {
274
+ this.sharedMaterial = mat;
275
+ }
276
+
277
+ private _sharedMaterials!: SharedMaterialArray;
278
+ private _originalMaterials?: Material[];
279
+
280
+ // this is just available during deserialization
281
+ private set sharedMaterials(_val: Array<Material | null>) {
282
+ // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
283
+ if (!this._originalMaterials) {
284
+ this._originalMaterials = _val as Material[];
285
+ }
286
+ else if (_val) {
287
+ let didWarn = false;
288
+ for (let i = 0; i < this._sharedMaterials.length; i++) {
289
+ const mat = i < _val.length ? _val[i] : null;
290
+ if (mat && mat instanceof Material) {
291
+ this.sharedMaterials[i] = mat as Material;
292
+ }
293
+ else {
294
+ if (!didWarn) {
295
+ didWarn = true;
296
+ console.warn("Can not assign null as material: " + this.name, mat);
297
+ }
298
+ }
299
+ }
300
+ }
301
+ }
302
+
303
+ //@ts-ignore
304
+ get sharedMaterials(): SharedMaterialArray {
305
+ if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
306
+ if (!this._originalMaterials) this._originalMaterials = [];
307
+ this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
308
+ }
309
+ return this._sharedMaterials!;
310
+ }
311
+
312
+ public static get shouldSuppressInstancing() {
313
+ return suppressInstancing;
314
+ }
315
+
316
+ private _lightmapTextureOverride: Texture | null | undefined = undefined;
317
+ public get lightmap(): Texture | null {
318
+ if (this._lightmaps?.length) {
319
+ return this._lightmaps[0].lightmap;
320
+ }
321
+ return null;
322
+ }
323
+ /** set undefined to return to default lightmap */
324
+ public set lightmap(tex: Texture | null | undefined) {
325
+ this._lightmapTextureOverride = tex;
326
+ if (tex === undefined) {
327
+ tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
328
+ }
329
+ if (this._lightmaps?.length) {
330
+ for (const lm of this._lightmaps) {
331
+ lm.lightmap = tex;
332
+ }
333
+ }
334
+ }
335
+ get hasLightmap(): boolean {
336
+ const lm = this.lightmap;
337
+ return lm !== null && lm !== undefined;
338
+ }
339
+
340
+ public allowProgressiveLoading: boolean = true;
341
+
342
+ registering() {
343
+ if (!this.enabled) {
344
+ this.setVisibility(false);
345
+ }
346
+ }
347
+
348
+ awake() {
349
+ if (debugRenderer) console.log("Renderer ", this.name, this);
350
+ this.clearInstancingState();
351
+
352
+ if (this.probeAnchor && debugRenderer) this.probeAnchor.add(new AxesHelper(.2));
353
+
354
+ this._reflectionProbe = null;
355
+
356
+ if (this.isMultiMaterialObject(this.gameObject)) {
357
+ for (const child of this.gameObject.children) {
358
+ this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
359
+ child.layers.mask = this.gameObject.layers.mask;
360
+ }
361
+
362
+ if (this.renderOrder !== undefined) {
363
+ // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
364
+ // or perhaps just regular child objects that have their own renderer component (?)
365
+ let index = 0;
366
+ for (let i = 0; i < this.gameObject.children.length; i++) {
367
+ const ch = this.gameObject.children[i];
368
+ // ignore nested groups or objects that have their own renderer (aka their own render order settings)
369
+ if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer)) continue;
370
+ if (this.renderOrder.length <= index) {
371
+ console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
372
+ continue;
373
+ }
374
+ // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
375
+ ch.renderOrder = this.renderOrder[index];
376
+ index += 1;
377
+ }
378
+ }
379
+ }
380
+ // TODO: custom shader with sub materials
381
+ else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
382
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
383
+
384
+ if (this.renderOrder !== undefined && this.renderOrder.length > 0)
385
+ this.gameObject.renderOrder = this.renderOrder[0];
386
+ }
387
+ else {
388
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
389
+ }
390
+
391
+ this.applyLightmapping();
392
+
393
+ if (showWireframe) {
394
+ for (let i = 0; i < this.sharedMaterials.length; i++) {
395
+ const mat: any = this.sharedMaterials[i];
396
+ if (mat) {
397
+ mat.wireframe = true;
398
+ }
399
+ }
400
+ }
401
+
402
+ }
403
+
404
+ private applyLightmapping() {
405
+ if (this.lightmapIndex >= 0) {
406
+ const type = this.gameObject.type;
407
+
408
+ // use the override lightmap if its not undefined
409
+ const tex = this._lightmapTextureOverride !== undefined
410
+ ? this._lightmapTextureOverride
411
+ : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
412
+ if (tex) {
413
+ if (!this._lightmaps)
414
+ this._lightmaps = [];
415
+
416
+ if (type === "Mesh") {
417
+ const mat = this.gameObject["material"];
418
+ if (!mat?.isMeshBasicMaterial) {
419
+ if (this._lightmaps.length <= 0) {
420
+ const rm = new RendererLightmap(this.gameObject as any as Mesh, this.context);
421
+ this._lightmaps.push(rm);
422
+ }
423
+ const rm = this._lightmaps[0];
424
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
425
+ }
426
+ else {
427
+ if (mat)
428
+ console.warn("Lightmapping is not supported on MeshBasicMaterial", mat.name)
429
+ }
430
+ }
431
+ // for multi materials we need to loop through children
432
+ // and then we add a lightmap renderer component to each of them
433
+ else if (this.isMultiMaterialObject(this.gameObject) && this.sharedMaterials.length > 0) {
434
+ for (let i = 0; i < this.gameObject.children.length; i++) {
435
+ const child = this.gameObject.children[i];
436
+ if (!child["material"]?.isMeshBasicMaterial) {
437
+ let rm: RendererLightmap | undefined = undefined;
438
+ if (i >= this._lightmaps.length) {
439
+ rm = new RendererLightmap(child as Mesh, this.context);
440
+ this._lightmaps.push(rm);
441
+ }
442
+ else
443
+ rm = this._lightmaps[i];
444
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
445
+ }
446
+ }
447
+ }
448
+ }
449
+ else {
450
+ if (debugRenderer) console.warn("Lightmap not found", this.sourceId, this.lightmapIndex);
451
+ }
452
+ }
453
+
454
+ }
455
+
456
+ private _isInstancingEnabled: boolean = false;
457
+ private handles: InstanceHandle[] | null | undefined = undefined;
458
+ private prevLayers: number[] | null | undefined = undefined;
459
+
460
+ private clearInstancingState() {
461
+ this._isInstancingEnabled = false;
462
+ this.handles = undefined;
463
+ this.prevLayers = undefined;
464
+ }
465
+
466
+ setInstancingEnabled(enabled: boolean): boolean {
467
+ if (this._isInstancingEnabled === enabled) return enabled && (this.handles === undefined || this.handles != null && this.handles.length > 0);
468
+ this._isInstancingEnabled = enabled;
469
+ if (enabled) {
470
+ if (this.handles === undefined) {
471
+ this.handles = instancing.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
472
+ if (this.handles) {
473
+ GameObject.markAsInstancedRendered(this.gameObject, true);
474
+ return true;
475
+ }
476
+ }
477
+ else if (this.handles !== null) {
478
+ for (const handler of this.handles) {
479
+ handler.updateInstanceMatrix(true);
480
+ handler.add();
481
+ }
482
+ GameObject.markAsInstancedRendered(this.gameObject, true);
483
+ return true;
484
+ }
485
+ }
486
+ else {
487
+ if (this.handles) {
488
+ for (const handler of this.handles) {
489
+ handler.remove();
490
+ }
491
+ }
492
+ return true;
493
+ }
494
+
495
+ return false;
496
+ }
497
+
498
+ /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
499
+ * This is a separate method to be overrideable from user code
500
+ */
501
+ useInstanceMatrixWorldAutoUpdate() {
502
+ return true;
503
+ }
504
+
505
+ start() {
506
+ if (this.enableInstancing && !suppressInstancing) {
507
+ this.setInstancingEnabled(true);
508
+ // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
509
+ // in the first frame we want the updated matrix then to be applied immediately to the instancing
510
+ InstancingUtil.markDirty(this.gameObject);
511
+ }
512
+ this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
513
+ if (this.isMultiMaterialObject(this.gameObject)) {
514
+ for (let i = 0; i < this.gameObject.children.length; i++) {
515
+ const ch = this.gameObject.children[i];
516
+ ch.frustumCulled = this.allowOcclusionWhenDynamic;
517
+ }
518
+ }
519
+ }
520
+
521
+ onEnable() {
522
+ this.setVisibility(true);
523
+
524
+ if (this._isInstancingEnabled) {
525
+ this.setInstancingEnabled(true);
526
+ }
527
+ else if (this.enabled) {
528
+ // this.gameObject.visible = true;
529
+ this.applyStencil();
530
+ }
531
+
532
+ this.updateReflectionProbe();
533
+ }
534
+
535
+ onDisable() {
536
+ this.setVisibility(false);
537
+
538
+ if (this.handles && this.handles.length > 0) {
539
+ this.setInstancingEnabled(false);
540
+ }
541
+ }
542
+
543
+ onDestroy(): void {
544
+ this.handles = null;
545
+
546
+ if (this.isMultiMaterialObject(this.gameObject)) {
547
+ for (const child of this.gameObject.children) {
548
+ this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
549
+ }
550
+ }
551
+ else {
552
+ this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
553
+ }
554
+
555
+ }
556
+
557
+ applyStencil() {
558
+ NEEDLE_render_objects.applyStencil(this);
559
+ }
560
+
561
+ onBeforeRender() {
562
+ if (!this.gameObject) {
563
+ return;
564
+ }
565
+
566
+ if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
567
+ for (const ch of this.gameObject.children) {
568
+ this.applySettings(ch);
569
+ }
570
+ }
571
+ else {
572
+ this.applySettings(this.gameObject);
573
+ }
574
+
575
+ if (this.sharedMaterials.changed) {
576
+ this.sharedMaterials.changed = false;
577
+ this.applyLightmapping();
578
+ }
579
+
580
+ if (this.handles?.length) {
581
+ // if (this.name === "Darbouka")
582
+ // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
583
+ const needsUpdate: boolean = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true;// || this.gameObject.matrixWorldNeedsUpdate;
584
+ if (needsUpdate) {
585
+ if (debugInstancing)
586
+ console.log("UPDATE INSTANCED MATRICES", this.context.time.frame);
587
+ this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
588
+ const remove = false;// Math.random() < .01;
589
+ for (let i = this.handles.length - 1; i >= 0; i--) {
590
+ const h = this.handles[i];
591
+ if (remove) {
592
+ h.remove();
593
+ this.handles.splice(i, 1);
594
+ }
595
+ else
596
+ h.updateInstanceMatrix();
597
+ }
598
+ this.gameObject.matrixWorldNeedsUpdate = false;
599
+ }
600
+ }
601
+
602
+ if (this.handles && this.handles.length <= 0) {
603
+ GameObject.markAsInstancedRendered(this.gameObject, false);
604
+ }
605
+
606
+ if (this._isInstancingEnabled && this.handles) {
607
+ for (let i = 0; i < this.handles.length; i++) {
608
+ const handle = this.handles[i];
609
+ if (!this.prevLayers) this.prevLayers = [];
610
+ const layer = handle.object.layers.mask;
611
+ if (i >= this.prevLayers.length) this.prevLayers.push(layer);
612
+ else this.prevLayers[i] = layer;
613
+ handle.object.layers.disableAll();
614
+ }
615
+ }
616
+
617
+ for (const mat of this.sharedMaterials) {
618
+ if (mat)
619
+ this.loadProgressiveTextures(mat);
620
+ }
621
+
622
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
623
+ this._reflectionProbe.onSet(this);
624
+ }
625
+
626
+ }
627
+
628
+
629
+ private onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
630
+
631
+
632
+ if (material.envMapIntensity !== undefined) {
633
+ const factor = this.hasLightmap ? Math.PI : 1;
634
+ const environmentIntensity = this.context.mainCameraComponent?.environmentIntensity ?? 1;
635
+ material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
636
+ }
637
+ // if (this._reflectionProbe?.texture) {
638
+ // material.envMap = this._reflectionProbe.texture;
639
+ // // this.context.renderer.prop
640
+ // // console.log(material.name);
641
+ // // this.context.renderer.properties.get(material);
642
+ // // this.context.renderer.properties.update(material, "environment", this._reflectionProbe.texture);
643
+ // }
644
+
645
+ // _scene.environment = null;
646
+ // else _scene.environment = Renderer.envmap;
647
+ // if (!material.envmap)
648
+ // material.envMap = Renderer.envmap;
649
+ // material.needsUpdate = true;
650
+
651
+ // if (!camera) {
652
+ // let isXRCamera = false;
653
+ // if (this.context.isInXR) {
654
+ // // @ts-ignore
655
+ // const arr = this.context.renderer.xr.getCamera() as ArrayCamera;
656
+ // if (arr.cameras?.length > 0) {
657
+ // camera = arr;
658
+ // isXRCamera = true;
659
+ // }
660
+ // }
661
+ // }
662
+
663
+ // if (this.customShaderHandler) {
664
+ // this.customShaderHandler.onBeforeRender(renderer, scene, camera, geometry, material, group);
665
+ // }
666
+ // else if (this.rawShaderHandler) {
667
+ // for (const h of this.rawShaderHandler) {
668
+ // h.onBeforeRender(this.gameObject, camera);
669
+ // }
670
+ // }
671
+
672
+ if (this._lightmaps) {
673
+ for (const lm of this._lightmaps) {
674
+ lm.updateLightmapUniforms(material);
675
+ }
676
+ }
677
+ }
678
+
679
+ onAfterRender() {
680
+ if (this._isInstancingEnabled && this.handles && this.prevLayers && this.prevLayers.length >= this.handles.length) {
681
+ for (let i = 0; i < this.handles.length; i++) {
682
+ const handle = this.handles[i];
683
+ handle.object.layers.mask = this.prevLayers[i];
684
+ }
685
+ }
686
+
687
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
688
+ this._reflectionProbe.onUnset(this)
689
+ }
690
+ }
691
+
692
+ loadProgressiveTextures(material: THREE.Material) {
693
+ // progressive load before rendering so we only load textures for visible materials
694
+ if (!suppressProgressiveLoading && material) {
695
+
696
+ if (material["_didRequestTextureLOD"] === undefined && this.allowProgressiveLoading) {
697
+ material["_didRequestTextureLOD"] = 0;
698
+ if (debugProgressiveLoading) {
699
+ console.log("Load material LOD", material.name);
700
+ }
701
+ return NEEDLE_progressive.assignTextureLOD(this.context, this.sourceId, material);
702
+ }
703
+ }
704
+
705
+ return Promise.resolve(true);
706
+ }
707
+
708
+ applySettings(go: THREE.Object3D) {
709
+ go.receiveShadow = this.receiveShadows;
710
+ if (this.shadowCastingMode == ShadowCastingMode.On) {
711
+ go.castShadow = true;
712
+ }
713
+ else go.castShadow = false;
714
+ }
715
+
716
+ private _reflectionProbe: ReflectionProbe | null = null;
717
+ private updateReflectionProbe() {
718
+ // handle reflection probe
719
+ this._reflectionProbe = null;
720
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
721
+ if (!this.probeAnchor) return;
722
+ // update the reflection probe right before rendering
723
+ // if we do it immediately the reflection probe might not be enabled yet
724
+ // (since this method is called from onEnable)
725
+ this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
726
+ }
727
+ }
728
+ private *_updateReflectionProbe() {
729
+ const obj = this.probeAnchor || this.gameObject;
730
+ const isAnchor = this.probeAnchor ? true : false;
731
+ this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
732
+ }
733
+
734
+ private setVisibility(visible: boolean) {
735
+
736
+ if (!this.isMultiMaterialObject(this.gameObject)) {
737
+ setCustomVisibility(this.gameObject, visible);
738
+ }
739
+ else {
740
+ for (const ch of this.gameObject.children) {
741
+ if (this.isMeshOrSkinnedMesh(ch)) {
742
+ setCustomVisibility(ch, visible);
743
+ }
744
+ }
745
+ }
746
+ }
747
+
748
+ private isMultiMaterialObject(obj: Object3D) {
749
+ return obj.type === "Group";
750
+ }
751
+
752
+ private isMeshOrSkinnedMesh(obj: Object3D): obj is Mesh | SkinnedMesh {
753
+ return obj.type === "Mesh" || obj.type === "SkinnedMesh";
754
+ }
755
+ }
756
+
757
+ export class MeshRenderer extends Renderer {
758
+
759
+ }
760
+
761
+ export class SkinnedMeshRenderer extends MeshRenderer {
762
+ awake() {
763
+ super.awake();
764
+ // disable skinned mesh occlusion because of https://github.com/mrdoob/three.js/issues/14499
765
+ this.allowOcclusionWhenDynamic = false;
766
+ // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
767
+ this.gameObject.parent?.updateWorldMatrix(false, true);
768
+ }
769
+ onBeforeRender(): void {
770
+ super.onBeforeRender();
771
+
772
+ if (debugskinnedmesh && this.gameObject instanceof SkinnedMesh && this.gameObject.boundingSphere) {
773
+ const tempCenter = getTempVector(this.gameObject.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
774
+ Gizmos.DrawWireSphere(tempCenter, this.gameObject.boundingSphere.radius, "red");
775
+ }
776
+ }
777
+ }
778
+
779
+ export enum ShadowCastingMode {
780
+ /// <summary>
781
+ /// <para>No shadows are cast from this object.</para>
782
+ /// </summary>
783
+ Off,
784
+ /// <summary>
785
+ /// <para>Shadows are cast from this object.</para>
786
+ /// </summary>
787
+ On,
788
+ /// <summary>
789
+ /// <para>Shadows are cast from this object, treating it as two-sided.</para>
790
+ /// </summary>
791
+ TwoSided,
792
+ /// <summary>
793
+ /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
794
+ /// </summary>
795
+ ShadowsOnly,
796
+ }
797
+
798
+
799
+
800
+ declare class InstancingSetupArgs {
801
+ rend: Renderer;
802
+ foundMeshes: number;
803
+ useMatrixWorldAutoUpdate: boolean;
804
+ };
805
+
806
+ class InstancingHandler {
807
+
808
+ public objs: InstancedMeshRenderer[] = [];
809
+
810
+ public setup(renderer: Renderer, obj: THREE.Object3D, context: Context, handlesArray: InstanceHandle[] | null, args: InstancingSetupArgs, level: number = 0)
811
+ : InstanceHandle[] | null {
812
+
813
+ // make sure setting casting settings are applied so when we add the mesh to the InstancedMesh we can ask for the correct cast shadow setting
814
+ renderer.applySettings(obj);
815
+ const res = this.tryCreateOrAddInstance(obj, context, args);
816
+ if (res) {
817
+ renderer.loadProgressiveTextures(res.instancer.material);
818
+ if (handlesArray === null) handlesArray = [];
819
+ handlesArray.push(res);
820
+ }
821
+
822
+ else if (level <= 0 && obj.type !== "Mesh") {
823
+ const nextLevel = level + 1;
824
+ for (const ch of obj.children) {
825
+ handlesArray = this.setup(renderer, ch, context, handlesArray, args, nextLevel);
826
+ }
827
+ }
828
+
829
+ if (level === 0) {
830
+ // For multi material objects we only want to track the root object's matrix
831
+ if (args.useMatrixWorldAutoUpdate && handlesArray && handlesArray.length >= 0) {
832
+ this.autoUpdateInstanceMatrix(obj);
833
+ }
834
+ }
835
+
836
+ return handlesArray;
837
+ }
838
+
839
+ private tryCreateOrAddInstance(obj: THREE.Object3D, context: Context, args: InstancingSetupArgs): InstanceHandle | null {
840
+ if (obj.type === "Mesh") {
841
+ const index = args.foundMeshes;
842
+ args.foundMeshes += 1;
843
+ if (!args.rend.enableInstancing) return null;
844
+ if (index >= args.rend.enableInstancing.length) {
845
+ // console.error("Something is wrong with instance setup", obj, args.rend.enableInstancing, index);
846
+ return null;
847
+ }
848
+ if (!args.rend.enableInstancing[index]) {
849
+ // instancing is disabled
850
+ // console.log("Instancing is disabled", obj);
851
+ return null;
852
+ }
853
+ // instancing is enabled:
854
+ const mesh = obj as THREE.Mesh;
855
+ const geo = mesh.geometry as THREE.BufferGeometry;
856
+ const mat = mesh.material as THREE.Material;
857
+
858
+ for (const i of this.objs) {
859
+ if (i.isFull()) continue;
860
+ if (i.geo === geo && i.material === mat) {
861
+ const handle = i.addInstance(mesh);
862
+ return handle;
863
+ }
864
+ }
865
+ // console.log("Add new instance mesh renderer", obj);
866
+ const i = new InstancedMeshRenderer(obj.name, geo, mat, 200, context);
867
+ this.objs.push(i);
868
+ const handle = i.addInstance(mesh);
869
+ return handle;
870
+ }
871
+ return null;
872
+ }
873
+
874
+ private autoUpdateInstanceMatrix(obj: Object3D) {
875
+ const original = obj.matrixWorld["multiplyMatrices"].bind(obj.matrixWorld);
876
+ const previousMatrix: THREE.Matrix4 = obj.matrixWorld.clone();
877
+ const matrixChangeWrapper = (a: Matrix4, b: Matrix4) => {
878
+ const newMatrixWorld = original(a, b);
879
+ if (obj[NEED_UPDATE_INSTANCE_KEY] || previousMatrix.equals(newMatrixWorld) === false) {
880
+ previousMatrix.copy(newMatrixWorld)
881
+ obj[NEED_UPDATE_INSTANCE_KEY] = true;
882
+ }
883
+ return newMatrixWorld;
884
+ };
885
+ obj.matrixWorld["multiplyMatrices"] = matrixChangeWrapper;
886
+ // wrap matrixWorldNeedsUpdate
887
+ // let originalMatrixWorldNeedsUpdate = obj.matrixWorldNeedsUpdate;
888
+ // Object.defineProperty(obj, "matrixWorldNeedsUpdate", {
889
+ // get: () => {
890
+ // return originalMatrixWorldNeedsUpdate;
891
+ // },
892
+ // set: (value: boolean) => {
893
+ // if(value) console.warn("SET MATRIX WORLD NEEDS UPDATE");
894
+ // originalMatrixWorldNeedsUpdate = value;
895
+ // }
896
+ // });
897
+ }
898
+ }
899
+ const instancing: InstancingHandler = new InstancingHandler();
900
+
901
+ class InstanceHandle {
902
+
903
+ get name(): string {
904
+ return this.object.name;
905
+ }
906
+
907
+ instanceIndex: number = -1;
908
+ object: THREE.Mesh;
909
+ instancer: InstancedMeshRenderer;
910
+
911
+ constructor(instanceIndex: number, originalObject: THREE.Mesh, instancer: InstancedMeshRenderer) {
912
+ this.instanceIndex = instanceIndex;
913
+ this.object = originalObject;
914
+ this.instancer = instancer;
915
+ originalObject[$instancingRenderer] = instancer;
916
+ GameObject.markAsInstancedRendered(originalObject, true);
917
+ }
918
+
919
+ updateInstanceMatrix(updateChildren: boolean = false) {
920
+ if (this.instanceIndex < 0) return;
921
+ this.object.updateWorldMatrix(true, updateChildren);
922
+ this.instancer.updateInstance(this.object.matrixWorld, this.instanceIndex);
923
+ }
924
+
925
+ setMatrix(matrix: THREE.Matrix4) {
926
+ if (this.instanceIndex < 0) return;
927
+ this.instancer.updateInstance(matrix, this.instanceIndex);
928
+ }
929
+
930
+ add() {
931
+ if (this.instanceIndex >= 0) return;
932
+ this.instancer.add(this);
933
+ }
934
+
935
+ remove() {
936
+ if (this.instanceIndex < 0) return;
937
+ this.instancer.remove(this);
938
+ }
939
+ }
940
+
941
+ class InstancedMeshRenderer {
942
+ /** The three instanced mesh
943
+ * @link https://threejs.org/docs/#api/en/objects/InstancedMesh
944
+ */
945
+ get mesh() {
946
+ return this.inst;
947
+ }
948
+ get visible(): boolean {
949
+ return this.inst.visible;
950
+ }
951
+ set visible(val: boolean) {
952
+ this.inst.visible = val;
953
+ }
954
+ get castShadow(): boolean {
955
+ return this.inst.castShadow;
956
+ }
957
+ set castShadow(val: boolean) {
958
+ this.inst.castShadow = val;
959
+ }
960
+ set receiveShadow(val: boolean) {
961
+ this.inst.receiveShadow = val;
962
+ }
963
+
964
+ updateBounds(box: boolean = true, sphere: boolean = true) {
965
+ this._needUpdateBounds = false;
966
+ if (box)
967
+ this.inst.computeBoundingBox();
968
+ if (sphere)
969
+ this.inst.computeBoundingSphere();
970
+ }
971
+
972
+ public name: string = "";
973
+ public geo: THREE.BufferGeometry;
974
+ public material: THREE.Material;
975
+ get currentCount(): number { return this.inst.count; }
976
+
977
+ private context: Context;
978
+ private inst: THREE.InstancedMesh;
979
+ private handles: (InstanceHandle | null)[] = [];
980
+ private maxCount: number;
981
+
982
+ private static nullMatrix: THREE.Matrix4 = new THREE.Matrix4();
983
+
984
+ isFull(): boolean {
985
+ return this.currentCount >= this.maxCount;
986
+ }
987
+
988
+ private _needUpdateBounds: boolean = false;
989
+
990
+ constructor(name: string, geo: THREE.BufferGeometry, material: THREE.Material, count: number, context: Context) {
991
+ this.name = name;
992
+ this.geo = geo;
993
+ this.material = material;
994
+ this.context = context;
995
+ this.maxCount = count;
996
+ if (debugInstancing) {
997
+ material = new THREE.MeshBasicMaterial({ color: this.randomColor() });
998
+ }
999
+ this.inst = new THREE.InstancedMesh(geo, material, count);
1000
+ this.inst[$instancingAutoUpdateBounds] = true;
1001
+ this.inst.count = 0;
1002
+ this.inst.layers.set(2);
1003
+ this.inst.visible = true;
1004
+
1005
+ // Not handled by RawShaderMaterial, so we need to set the define explicitly.
1006
+ // Edge case: theoretically some users of the material could use it in an
1007
+ // instanced fashion, and some others not. In that case, the material would not
1008
+ // be able to be shared between the two use cases. We could probably add a
1009
+ // onBeforeRender call for the InstancedMesh and set the define there.
1010
+ // Same would apply if we support skinning -
1011
+ // there we would have to split instanced batches so that the ones using skinning
1012
+ // are all in the same batch.
1013
+ if (material instanceof THREE.RawShaderMaterial) {
1014
+ material.defines["USE_INSTANCING"] = true;
1015
+ material.needsUpdate = true;
1016
+ }
1017
+
1018
+ // this.inst.castShadow = true;
1019
+ // this.inst.receiveShadow = true;
1020
+ this.context.scene.add(this.inst);
1021
+ context.pre_render_callbacks.push(this.onBeforeRender);
1022
+ // console.log(this.inst);
1023
+ // this.context.pre_render_callbacks.push(this.onPreRender.bind(this));
1024
+
1025
+ // setInterval(() => {
1026
+ // this.inst.visible = !this.inst.visible;
1027
+ // }, 500);
1028
+ }
1029
+
1030
+ private onBeforeRender = () => {
1031
+ if (this._needUpdateBounds && this.inst[$instancingAutoUpdateBounds] === true) {
1032
+ if (debugInstancing)
1033
+ console.log("Update instancing bounds", this.name, this.inst.matrixWorldNeedsUpdate);
1034
+ this.updateBounds();
1035
+ }
1036
+ }
1037
+
1038
+ private randomColor() {
1039
+ return new THREE.Color(Math.random(), Math.random(), Math.random());
1040
+ }
1041
+
1042
+ addInstance(obj: THREE.Mesh): InstanceHandle | null {
1043
+ if (this.currentCount >= this.maxCount) {
1044
+ console.error("TOO MANY INSTANCES - resize is not yet implemented!", this.inst.count); // todo: make it resize
1045
+ return null;
1046
+ }
1047
+ const handle = new InstanceHandle(-1, obj, this);
1048
+
1049
+ if (obj.castShadow === true && this.inst.castShadow === false) {
1050
+ this.inst.castShadow = true;
1051
+ }
1052
+ if (obj.receiveShadow === true && this.inst.receiveShadow === false) {
1053
+ this.inst.receiveShadow = true;
1054
+ }
1055
+
1056
+ this.add(handle);
1057
+ return handle;
1058
+ }
1059
+
1060
+
1061
+ add(handle: InstanceHandle) {
1062
+ if (handle.instanceIndex < 0) {
1063
+ handle.instanceIndex = this.currentCount;
1064
+ // console.log(handle.instanceIndex, this.currentCount);
1065
+ if (handle.instanceIndex >= this.handles.length)
1066
+ this.handles.push(handle);
1067
+ else this.handles[handle.instanceIndex] = handle;
1068
+ }
1069
+ // console.log("Handle instance");
1070
+ handle.object.updateWorldMatrix(true, true);
1071
+ this.inst.setMatrixAt(handle.instanceIndex, handle.object.matrixWorld);
1072
+ this.inst.instanceMatrix.needsUpdate = true;
1073
+ this.inst.count += 1;
1074
+ this._needUpdateBounds = true;
1075
+
1076
+ if (this.inst.count > 0)
1077
+ this.inst.visible = true;
1078
+
1079
+ // console.log("Added", this.name, this.inst.count, this.handles);
1080
+ }
1081
+
1082
+ remove(handle: InstanceHandle) {
1083
+ if (!handle) return;
1084
+ if (handle.instanceIndex < 0 || handle.instanceIndex >= this.handles.length || this.inst.count <= 0) {
1085
+ return;
1086
+ }
1087
+ if (this.handles[handle.instanceIndex] !== handle) {
1088
+ console.error("instance handle is not part of renderer, was it removed before?", handle.instanceIndex, this.name);
1089
+ const index = this.handles.indexOf(handle);
1090
+ if (index < 0)
1091
+ return;
1092
+ handle.instanceIndex = index;
1093
+ }
1094
+ this.handles[handle.instanceIndex] = null;
1095
+ this.inst.setMatrixAt(handle.instanceIndex, InstancedMeshRenderer.nullMatrix);
1096
+ const removedLastElement = handle.instanceIndex >= this.currentCount - 1;
1097
+ // console.log(removedLastElement, this.currentCount, handle.instanceIndex, this.handles);
1098
+ if (!removedLastElement && this.currentCount > 0) {
1099
+ const lastElement = this.handles[this.currentCount - 1];
1100
+ if (lastElement) {
1101
+ lastElement.instanceIndex = handle.instanceIndex;
1102
+ lastElement.updateInstanceMatrix();
1103
+ this.handles[handle.instanceIndex] = lastElement;
1104
+ this.handles[this.currentCount - 1] = null;
1105
+ // this.inst.setMatrixAt(handle.instanceIndex, lastElement.object.matrixWorld);
1106
+ // this.inst.setMatrixAt(this.currentCount - 1, InstancedMeshRenderer.nullMatrix);
1107
+ }
1108
+ }
1109
+
1110
+ if (this.inst.count > 0)
1111
+ this.inst.count -= 1;
1112
+ handle.instanceIndex = -1;
1113
+ this._needUpdateBounds = true;
1114
+
1115
+ if (this.inst.count <= 0)
1116
+ this.inst.visible = false;
1117
+
1118
+ this.inst.instanceMatrix.needsUpdate = true;
1119
+ }
1120
+
1121
+ updateInstance(mat: THREE.Matrix4, index: number) {
1122
+ this.inst.setMatrixAt(index, mat);
1123
+ this.inst.instanceMatrix.needsUpdate = true;
1124
+ this._needUpdateBounds = true;
1125
+ }
1126
1126
  }