@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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@@ -1,23 +1,23 @@
1
- /// <reference types="webxr" />
2
- import { Behaviour } from "./Component.js";
3
- export declare class ContactShadows extends Behaviour {
4
- darkness: number;
5
- opacity: number;
6
- blur: number;
7
- occludeBelowGround: boolean;
8
- backfaceShadows: boolean;
9
- private shadowCamera?;
10
- private shadowGroup?;
11
- private renderTarget?;
12
- private renderTargetBlur?;
13
- private plane?;
14
- private occluderMesh?;
15
- private blurPlane?;
16
- private depthMaterial?;
17
- private horizontalBlurMaterial?;
18
- private verticalBlurMaterial?;
19
- awake(): void;
20
- onDestroy(): void;
21
- onBeforeRender(_frame: XRFrame | null): void;
22
- private blurShadow;
23
- }
1
+ /// <reference types="webxr" />
2
+ import { Behaviour } from "./Component.js";
3
+ export declare class ContactShadows extends Behaviour {
4
+ darkness: number;
5
+ opacity: number;
6
+ blur: number;
7
+ occludeBelowGround: boolean;
8
+ backfaceShadows: boolean;
9
+ private shadowCamera?;
10
+ private shadowGroup?;
11
+ private renderTarget?;
12
+ private renderTargetBlur?;
13
+ private plane?;
14
+ private occluderMesh?;
15
+ private blurPlane?;
16
+ private depthMaterial?;
17
+ private horizontalBlurMaterial?;
18
+ private verticalBlurMaterial?;
19
+ awake(): void;
20
+ onDestroy(): void;
21
+ onBeforeRender(_frame: XRFrame | null): void;
22
+ private blurShadow;
23
+ }
@@ -1,234 +1,234 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { Behaviour } from "./Component.js";
8
- import { serializable } from "../engine/engine_serialization_decorator.js";
9
- import { CustomBlending, DoubleSide, Group, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, OrthographicCamera, PlaneGeometry, ShaderMaterial, WebGLRenderTarget } from "three";
10
- import { HorizontalBlurShader } from 'three/examples/jsm/shaders/HorizontalBlurShader.js';
11
- import { VerticalBlurShader } from 'three/examples/jsm/shaders/VerticalBlurShader.js';
12
- import { getParam } from "../engine/engine_utils.js";
13
- import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
14
- const debug = getParam("debugcontactshadows");
15
- // Adapted from https://github.com/mrdoob/three.js/blob/master/examples/webgl_shadow_contact.html.
16
- // Improved with
17
- // - ground occluder
18
- // - backface shadowing (slightly less than front faces)
19
- // - node can simply be scaled in Y to adjust max. ground height
20
- export class ContactShadows extends Behaviour {
21
- darkness = 0.5;
22
- opacity = 0.5;
23
- blur = 4.0;
24
- occludeBelowGround = true;
25
- backfaceShadows = true;
26
- shadowCamera;
27
- shadowGroup;
28
- renderTarget;
29
- renderTargetBlur;
30
- plane;
31
- occluderMesh;
32
- blurPlane;
33
- depthMaterial;
34
- horizontalBlurMaterial;
35
- verticalBlurMaterial;
36
- awake() {
37
- if (debug)
38
- console.log("Create ContactShadows on " + this.gameObject.name, this);
39
- const textureSize = 512;
40
- this.shadowGroup = new Group();
41
- this.gameObject.add(this.shadowGroup);
42
- // the render target that will show the shadows in the plane texture
43
- this.renderTarget = new WebGLRenderTarget(textureSize, textureSize);
44
- this.renderTarget.texture.generateMipmaps = false;
45
- // the render target that we will use to blur the first render target
46
- this.renderTargetBlur = new WebGLRenderTarget(textureSize, textureSize);
47
- this.renderTargetBlur.texture.generateMipmaps = false;
48
- // make a plane and make it face up
49
- const planeGeometry = new PlaneGeometry(1, 1).rotateX(Math.PI / 2);
50
- if (this.gameObject instanceof Mesh) {
51
- if (debug)
52
- console.log("ContactShadows: use existing mesh", this.gameObject);
53
- this.plane = this.gameObject;
54
- // Make sure we clone the material once because it might be used on another object as well
55
- const mat = this.plane.material = this.plane.material.clone();
56
- mat.map = this.renderTarget.texture;
57
- mat.opacity = this.opacity;
58
- // mat.transparent = true;
59
- // mat.depthWrite = false;
60
- // mat.needsUpdate = true;
61
- // When someone makes a custom mesh, they can set these values right on the material.
62
- // mat.opacity = this.state.plane.opacity;
63
- // mat.transparent = true;
64
- // mat.depthWrite = false;
65
- }
66
- else {
67
- const planeMaterial = new MeshBasicMaterial({
68
- map: this.renderTarget.texture,
69
- opacity: this.opacity,
70
- color: 0x000000,
71
- transparent: true,
72
- depthWrite: false,
73
- });
74
- this.plane = new Mesh(planeGeometry, planeMaterial);
75
- this.plane.scale.y = -1;
76
- this.gameObject.add(this.plane);
77
- }
78
- if (this.plane)
79
- this.plane.renderOrder = 1;
80
- if (this.occludeBelowGround) {
81
- this.occluderMesh = new Mesh(this.plane.geometry, new MeshBasicMaterial({
82
- depthWrite: true,
83
- stencilWrite: true,
84
- colorWrite: false,
85
- }))
86
- // .rotateX(Math.PI)
87
- .translateY(-0.0001);
88
- this.occluderMesh.renderOrder = -100;
89
- this.gameObject.add(this.occluderMesh);
90
- }
91
- // the plane onto which to blur the texture
92
- this.blurPlane = new Mesh(planeGeometry);
93
- this.blurPlane.visible = false;
94
- this.shadowGroup.add(this.blurPlane);
95
- // max. ground distance is controlled via object scale
96
- this.shadowCamera = new OrthographicCamera(-1 / 2, 1 / 2, 1 / 2, -1 / 2, 0, 1.0);
97
- this.shadowCamera.rotation.x = Math.PI / 2; // get the camera to look up
98
- this.shadowGroup.add(this.shadowCamera);
99
- // like MeshDepthMaterial, but goes from black to transparent
100
- this.depthMaterial = new MeshDepthMaterial();
101
- this.depthMaterial.userData.darkness = { value: this.darkness };
102
- // this will properly overlap calculated shadows
103
- this.depthMaterial.blending = CustomBlending;
104
- this.depthMaterial.blendEquation = MaxEquation;
105
- if (this.backfaceShadows)
106
- this.depthMaterial.side = DoubleSide;
107
- // this.depthMaterial.blendEquation = MinEquation;
108
- this.depthMaterial.onBeforeCompile = shader => {
109
- if (!this.depthMaterial)
110
- return;
111
- shader.uniforms.darkness = this.depthMaterial.userData.darkness;
112
- shader.fragmentShader = /* glsl */ `
113
- uniform float darkness;
114
- ${shader.fragmentShader.replace('gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );',
115
- // we're scaling the shadow value down a bit when it's a backface (looks better)
116
- 'gl_FragColor = vec4( vec3( 1.0 ), ( 1.0 - fragCoordZ ) * darkness * opacity * (gl_FrontFacing ? 1.0 : 0.66) );')}
117
- `;
118
- };
119
- this.depthMaterial.depthTest = false;
120
- this.depthMaterial.depthWrite = false;
121
- this.horizontalBlurMaterial = new ShaderMaterial(HorizontalBlurShader);
122
- this.horizontalBlurMaterial.depthTest = false;
123
- this.verticalBlurMaterial = new ShaderMaterial(VerticalBlurShader);
124
- this.verticalBlurMaterial.depthTest = false;
125
- this.shadowGroup.visible = false;
126
- }
127
- onDestroy() {
128
- // dispose the render targets
129
- this.renderTarget?.dispose();
130
- this.renderTargetBlur?.dispose();
131
- // dispose the materials
132
- this.depthMaterial?.dispose();
133
- this.horizontalBlurMaterial?.dispose();
134
- this.verticalBlurMaterial?.dispose();
135
- // dispose the geometries
136
- this.blurPlane?.geometry.dispose();
137
- this.plane?.geometry.dispose();
138
- this.occluderMesh?.geometry.dispose();
139
- }
140
- onBeforeRender(_frame) {
141
- const scene = this.context.scene;
142
- const renderer = this.context.renderer;
143
- const initialRenderTarget = renderer.getRenderTarget();
144
- if (!this.renderTarget || !this.renderTargetBlur ||
145
- !this.depthMaterial || !this.shadowCamera ||
146
- !this.blurPlane || !this.shadowGroup || !this.plane ||
147
- !this.horizontalBlurMaterial || !this.verticalBlurMaterial) {
148
- if (debug)
149
- console.error("ContactShadows: not initialized yet");
150
- return;
151
- }
152
- // Idea: shear the shadowCamera matrix to add some light direction to the ground shadows
153
- /*
154
- const mat = this.shadowCamera.projectionMatrix.clone();
155
- this.shadowCamera.projectionMatrix.multiply(new Matrix4().makeShear(0, 0, 0, 0, 0, 0));
156
- */
157
- this.shadowGroup.visible = true;
158
- if (this.occluderMesh)
159
- this.occluderMesh.visible = false;
160
- const planeWasVisible = this.plane.visible;
161
- this.plane.visible = false;
162
- if (this.gameObject instanceof Mesh) {
163
- this.gameObject.visible = false;
164
- setCustomVisibility(this.gameObject, false);
165
- }
166
- // remove the background
167
- const initialBackground = scene.background;
168
- scene.background = null;
169
- // force the depthMaterial to everything
170
- scene.overrideMaterial = this.depthMaterial;
171
- // set renderer clear alpha
172
- const initialClearAlpha = renderer.getClearAlpha();
173
- renderer.setClearAlpha(0);
174
- // render to the render target to get the depths
175
- renderer.setRenderTarget(this.renderTarget);
176
- renderer.render(scene, this.shadowCamera);
177
- // for the shearing idea
178
- // this.shadowCamera.projectionMatrix.copy(mat);
179
- // and reset the override material
180
- scene.overrideMaterial = null;
181
- this.blurShadow(this.blur);
182
- // a second pass to reduce the artifacts
183
- // (0.4 is the minimum blur amout so that the artifacts are gone)
184
- this.blurShadow(this.blur * 0.4);
185
- this.shadowGroup.visible = false;
186
- if (this.occluderMesh)
187
- this.occluderMesh.visible = true;
188
- this.plane.visible = planeWasVisible;
189
- // reset and render the normal scene
190
- renderer.setRenderTarget(initialRenderTarget);
191
- renderer.setClearAlpha(initialClearAlpha);
192
- scene.background = initialBackground;
193
- }
194
- // renderTarget --> blurPlane (horizontalBlur) --> renderTargetBlur --> blurPlane (verticalBlur) --> renderTarget
195
- blurShadow(amount) {
196
- if (!this.blurPlane || !this.shadowCamera ||
197
- !this.renderTarget || !this.renderTargetBlur ||
198
- !this.horizontalBlurMaterial || !this.verticalBlurMaterial)
199
- return;
200
- this.blurPlane.visible = true;
201
- // blur horizontally and draw in the renderTargetBlur
202
- this.blurPlane.material = this.horizontalBlurMaterial;
203
- this.blurPlane.material.uniforms.tDiffuse.value = this.renderTarget.texture;
204
- this.horizontalBlurMaterial.uniforms.h.value = amount * 1 / 256;
205
- const renderer = this.context.renderer;
206
- const currentRt = renderer.getRenderTarget();
207
- renderer.setRenderTarget(this.renderTargetBlur);
208
- renderer.render(this.blurPlane, this.shadowCamera);
209
- // blur vertically and draw in the main renderTarget
210
- this.blurPlane.material = this.verticalBlurMaterial;
211
- this.blurPlane.material.uniforms.tDiffuse.value = this.renderTargetBlur.texture;
212
- this.verticalBlurMaterial.uniforms.v.value = amount * 1 / 256;
213
- renderer.setRenderTarget(this.renderTarget);
214
- renderer.render(this.blurPlane, this.shadowCamera);
215
- this.blurPlane.visible = false;
216
- renderer.setRenderTarget(currentRt);
217
- }
218
- }
219
- __decorate([
220
- serializable()
221
- ], ContactShadows.prototype, "darkness", void 0);
222
- __decorate([
223
- serializable()
224
- ], ContactShadows.prototype, "opacity", void 0);
225
- __decorate([
226
- serializable()
227
- ], ContactShadows.prototype, "blur", void 0);
228
- __decorate([
229
- serializable()
230
- ], ContactShadows.prototype, "occludeBelowGround", void 0);
231
- __decorate([
232
- serializable()
233
- ], ContactShadows.prototype, "backfaceShadows", void 0);
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { Behaviour } from "./Component.js";
8
+ import { serializable } from "../engine/engine_serialization_decorator.js";
9
+ import { CustomBlending, DoubleSide, Group, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, OrthographicCamera, PlaneGeometry, ShaderMaterial, WebGLRenderTarget } from "three";
10
+ import { HorizontalBlurShader } from 'three/examples/jsm/shaders/HorizontalBlurShader.js';
11
+ import { VerticalBlurShader } from 'three/examples/jsm/shaders/VerticalBlurShader.js';
12
+ import { getParam } from "../engine/engine_utils.js";
13
+ import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
14
+ const debug = getParam("debugcontactshadows");
15
+ // Adapted from https://github.com/mrdoob/three.js/blob/master/examples/webgl_shadow_contact.html.
16
+ // Improved with
17
+ // - ground occluder
18
+ // - backface shadowing (slightly less than front faces)
19
+ // - node can simply be scaled in Y to adjust max. ground height
20
+ export class ContactShadows extends Behaviour {
21
+ darkness = 0.5;
22
+ opacity = 0.5;
23
+ blur = 4.0;
24
+ occludeBelowGround = true;
25
+ backfaceShadows = true;
26
+ shadowCamera;
27
+ shadowGroup;
28
+ renderTarget;
29
+ renderTargetBlur;
30
+ plane;
31
+ occluderMesh;
32
+ blurPlane;
33
+ depthMaterial;
34
+ horizontalBlurMaterial;
35
+ verticalBlurMaterial;
36
+ awake() {
37
+ if (debug)
38
+ console.log("Create ContactShadows on " + this.gameObject.name, this);
39
+ const textureSize = 512;
40
+ this.shadowGroup = new Group();
41
+ this.gameObject.add(this.shadowGroup);
42
+ // the render target that will show the shadows in the plane texture
43
+ this.renderTarget = new WebGLRenderTarget(textureSize, textureSize);
44
+ this.renderTarget.texture.generateMipmaps = false;
45
+ // the render target that we will use to blur the first render target
46
+ this.renderTargetBlur = new WebGLRenderTarget(textureSize, textureSize);
47
+ this.renderTargetBlur.texture.generateMipmaps = false;
48
+ // make a plane and make it face up
49
+ const planeGeometry = new PlaneGeometry(1, 1).rotateX(Math.PI / 2);
50
+ if (this.gameObject instanceof Mesh) {
51
+ if (debug)
52
+ console.log("ContactShadows: use existing mesh", this.gameObject);
53
+ this.plane = this.gameObject;
54
+ // Make sure we clone the material once because it might be used on another object as well
55
+ const mat = this.plane.material = this.plane.material.clone();
56
+ mat.map = this.renderTarget.texture;
57
+ mat.opacity = this.opacity;
58
+ // mat.transparent = true;
59
+ // mat.depthWrite = false;
60
+ // mat.needsUpdate = true;
61
+ // When someone makes a custom mesh, they can set these values right on the material.
62
+ // mat.opacity = this.state.plane.opacity;
63
+ // mat.transparent = true;
64
+ // mat.depthWrite = false;
65
+ }
66
+ else {
67
+ const planeMaterial = new MeshBasicMaterial({
68
+ map: this.renderTarget.texture,
69
+ opacity: this.opacity,
70
+ color: 0x000000,
71
+ transparent: true,
72
+ depthWrite: false,
73
+ });
74
+ this.plane = new Mesh(planeGeometry, planeMaterial);
75
+ this.plane.scale.y = -1;
76
+ this.gameObject.add(this.plane);
77
+ }
78
+ if (this.plane)
79
+ this.plane.renderOrder = 1;
80
+ if (this.occludeBelowGround) {
81
+ this.occluderMesh = new Mesh(this.plane.geometry, new MeshBasicMaterial({
82
+ depthWrite: true,
83
+ stencilWrite: true,
84
+ colorWrite: false,
85
+ }))
86
+ // .rotateX(Math.PI)
87
+ .translateY(-0.0001);
88
+ this.occluderMesh.renderOrder = -100;
89
+ this.gameObject.add(this.occluderMesh);
90
+ }
91
+ // the plane onto which to blur the texture
92
+ this.blurPlane = new Mesh(planeGeometry);
93
+ this.blurPlane.visible = false;
94
+ this.shadowGroup.add(this.blurPlane);
95
+ // max. ground distance is controlled via object scale
96
+ this.shadowCamera = new OrthographicCamera(-1 / 2, 1 / 2, 1 / 2, -1 / 2, 0, 1.0);
97
+ this.shadowCamera.rotation.x = Math.PI / 2; // get the camera to look up
98
+ this.shadowGroup.add(this.shadowCamera);
99
+ // like MeshDepthMaterial, but goes from black to transparent
100
+ this.depthMaterial = new MeshDepthMaterial();
101
+ this.depthMaterial.userData.darkness = { value: this.darkness };
102
+ // this will properly overlap calculated shadows
103
+ this.depthMaterial.blending = CustomBlending;
104
+ this.depthMaterial.blendEquation = MaxEquation;
105
+ if (this.backfaceShadows)
106
+ this.depthMaterial.side = DoubleSide;
107
+ // this.depthMaterial.blendEquation = MinEquation;
108
+ this.depthMaterial.onBeforeCompile = shader => {
109
+ if (!this.depthMaterial)
110
+ return;
111
+ shader.uniforms.darkness = this.depthMaterial.userData.darkness;
112
+ shader.fragmentShader = /* glsl */ `
113
+ uniform float darkness;
114
+ ${shader.fragmentShader.replace('gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );',
115
+ // we're scaling the shadow value down a bit when it's a backface (looks better)
116
+ 'gl_FragColor = vec4( vec3( 1.0 ), ( 1.0 - fragCoordZ ) * darkness * opacity * (gl_FrontFacing ? 1.0 : 0.66) );')}
117
+ `;
118
+ };
119
+ this.depthMaterial.depthTest = false;
120
+ this.depthMaterial.depthWrite = false;
121
+ this.horizontalBlurMaterial = new ShaderMaterial(HorizontalBlurShader);
122
+ this.horizontalBlurMaterial.depthTest = false;
123
+ this.verticalBlurMaterial = new ShaderMaterial(VerticalBlurShader);
124
+ this.verticalBlurMaterial.depthTest = false;
125
+ this.shadowGroup.visible = false;
126
+ }
127
+ onDestroy() {
128
+ // dispose the render targets
129
+ this.renderTarget?.dispose();
130
+ this.renderTargetBlur?.dispose();
131
+ // dispose the materials
132
+ this.depthMaterial?.dispose();
133
+ this.horizontalBlurMaterial?.dispose();
134
+ this.verticalBlurMaterial?.dispose();
135
+ // dispose the geometries
136
+ this.blurPlane?.geometry.dispose();
137
+ this.plane?.geometry.dispose();
138
+ this.occluderMesh?.geometry.dispose();
139
+ }
140
+ onBeforeRender(_frame) {
141
+ const scene = this.context.scene;
142
+ const renderer = this.context.renderer;
143
+ const initialRenderTarget = renderer.getRenderTarget();
144
+ if (!this.renderTarget || !this.renderTargetBlur ||
145
+ !this.depthMaterial || !this.shadowCamera ||
146
+ !this.blurPlane || !this.shadowGroup || !this.plane ||
147
+ !this.horizontalBlurMaterial || !this.verticalBlurMaterial) {
148
+ if (debug)
149
+ console.error("ContactShadows: not initialized yet");
150
+ return;
151
+ }
152
+ // Idea: shear the shadowCamera matrix to add some light direction to the ground shadows
153
+ /*
154
+ const mat = this.shadowCamera.projectionMatrix.clone();
155
+ this.shadowCamera.projectionMatrix.multiply(new Matrix4().makeShear(0, 0, 0, 0, 0, 0));
156
+ */
157
+ this.shadowGroup.visible = true;
158
+ if (this.occluderMesh)
159
+ this.occluderMesh.visible = false;
160
+ const planeWasVisible = this.plane.visible;
161
+ this.plane.visible = false;
162
+ if (this.gameObject instanceof Mesh) {
163
+ this.gameObject.visible = false;
164
+ setCustomVisibility(this.gameObject, false);
165
+ }
166
+ // remove the background
167
+ const initialBackground = scene.background;
168
+ scene.background = null;
169
+ // force the depthMaterial to everything
170
+ scene.overrideMaterial = this.depthMaterial;
171
+ // set renderer clear alpha
172
+ const initialClearAlpha = renderer.getClearAlpha();
173
+ renderer.setClearAlpha(0);
174
+ // render to the render target to get the depths
175
+ renderer.setRenderTarget(this.renderTarget);
176
+ renderer.render(scene, this.shadowCamera);
177
+ // for the shearing idea
178
+ // this.shadowCamera.projectionMatrix.copy(mat);
179
+ // and reset the override material
180
+ scene.overrideMaterial = null;
181
+ this.blurShadow(this.blur);
182
+ // a second pass to reduce the artifacts
183
+ // (0.4 is the minimum blur amout so that the artifacts are gone)
184
+ this.blurShadow(this.blur * 0.4);
185
+ this.shadowGroup.visible = false;
186
+ if (this.occluderMesh)
187
+ this.occluderMesh.visible = true;
188
+ this.plane.visible = planeWasVisible;
189
+ // reset and render the normal scene
190
+ renderer.setRenderTarget(initialRenderTarget);
191
+ renderer.setClearAlpha(initialClearAlpha);
192
+ scene.background = initialBackground;
193
+ }
194
+ // renderTarget --> blurPlane (horizontalBlur) --> renderTargetBlur --> blurPlane (verticalBlur) --> renderTarget
195
+ blurShadow(amount) {
196
+ if (!this.blurPlane || !this.shadowCamera ||
197
+ !this.renderTarget || !this.renderTargetBlur ||
198
+ !this.horizontalBlurMaterial || !this.verticalBlurMaterial)
199
+ return;
200
+ this.blurPlane.visible = true;
201
+ // blur horizontally and draw in the renderTargetBlur
202
+ this.blurPlane.material = this.horizontalBlurMaterial;
203
+ this.blurPlane.material.uniforms.tDiffuse.value = this.renderTarget.texture;
204
+ this.horizontalBlurMaterial.uniforms.h.value = amount * 1 / 256;
205
+ const renderer = this.context.renderer;
206
+ const currentRt = renderer.getRenderTarget();
207
+ renderer.setRenderTarget(this.renderTargetBlur);
208
+ renderer.render(this.blurPlane, this.shadowCamera);
209
+ // blur vertically and draw in the main renderTarget
210
+ this.blurPlane.material = this.verticalBlurMaterial;
211
+ this.blurPlane.material.uniforms.tDiffuse.value = this.renderTargetBlur.texture;
212
+ this.verticalBlurMaterial.uniforms.v.value = amount * 1 / 256;
213
+ renderer.setRenderTarget(this.renderTarget);
214
+ renderer.render(this.blurPlane, this.shadowCamera);
215
+ this.blurPlane.visible = false;
216
+ renderer.setRenderTarget(currentRt);
217
+ }
218
+ }
219
+ __decorate([
220
+ serializable()
221
+ ], ContactShadows.prototype, "darkness", void 0);
222
+ __decorate([
223
+ serializable()
224
+ ], ContactShadows.prototype, "opacity", void 0);
225
+ __decorate([
226
+ serializable()
227
+ ], ContactShadows.prototype, "blur", void 0);
228
+ __decorate([
229
+ serializable()
230
+ ], ContactShadows.prototype, "occludeBelowGround", void 0);
231
+ __decorate([
232
+ serializable()
233
+ ], ContactShadows.prototype, "backfaceShadows", void 0);
234
234
  //# sourceMappingURL=ContactShadows.js.map
@@ -1,9 +1,9 @@
1
- import { BoxHelperComponent } from "./BoxHelperComponent.js";
2
- import { Behaviour } from "./Component.js";
3
- export declare class DeleteBox extends BoxHelperComponent {
4
- }
5
- export declare class Deletable extends Behaviour {
6
- private deleteBoxes;
7
- awake(): void;
8
- update(): void;
9
- }
1
+ import { BoxHelperComponent } from "./BoxHelperComponent.js";
2
+ import { Behaviour } from "./Component.js";
3
+ export declare class DeleteBox extends BoxHelperComponent {
4
+ }
5
+ export declare class Deletable extends Behaviour {
6
+ private deleteBoxes;
7
+ awake(): void;
8
+ update(): void;
9
+ }
@@ -1,31 +1,31 @@
1
- import { syncDestroy } from "../engine/engine_networking_instantiate.js";
2
- import { getParam } from "../engine/engine_utils.js";
3
- import { BoxHelperComponent } from "./BoxHelperComponent.js";
4
- import { Behaviour, GameObject } from "./Component.js";
5
- import { UsageMarker } from "./Interactable.js";
6
- const debug = getParam("debugdeletable");
7
- export class DeleteBox extends BoxHelperComponent {
8
- }
9
- export class Deletable extends Behaviour {
10
- deleteBoxes = [];
11
- awake() {
12
- this.deleteBoxes = GameObject.findObjectsOfType(DeleteBox, this.context);
13
- }
14
- update() {
15
- for (const box of this.deleteBoxes) {
16
- const obj = this.gameObject;
17
- const res = box.isInBox(obj);
18
- if (res === true) {
19
- const marker = GameObject.getComponentInParent(this.gameObject, UsageMarker);
20
- if (!marker) {
21
- if (debug)
22
- console.log("DESTROY", this.gameObject);
23
- syncDestroy(this.gameObject, this.context.connection);
24
- }
25
- else if (debug)
26
- console.warn("Can not delete object with usage marker", this.guid, marker);
27
- }
28
- }
29
- }
30
- }
1
+ import { syncDestroy } from "../engine/engine_networking_instantiate.js";
2
+ import { getParam } from "../engine/engine_utils.js";
3
+ import { BoxHelperComponent } from "./BoxHelperComponent.js";
4
+ import { Behaviour, GameObject } from "./Component.js";
5
+ import { UsageMarker } from "./Interactable.js";
6
+ const debug = getParam("debugdeletable");
7
+ export class DeleteBox extends BoxHelperComponent {
8
+ }
9
+ export class Deletable extends Behaviour {
10
+ deleteBoxes = [];
11
+ awake() {
12
+ this.deleteBoxes = GameObject.findObjectsOfType(DeleteBox, this.context);
13
+ }
14
+ update() {
15
+ for (const box of this.deleteBoxes) {
16
+ const obj = this.gameObject;
17
+ const res = box.isInBox(obj);
18
+ if (res === true) {
19
+ const marker = GameObject.getComponentInParent(this.gameObject, UsageMarker);
20
+ if (!marker) {
21
+ if (debug)
22
+ console.log("DESTROY", this.gameObject);
23
+ syncDestroy(this.gameObject, this.context.connection);
24
+ }
25
+ else if (debug)
26
+ console.warn("Can not delete object with usage marker", this.guid, marker);
27
+ }
28
+ }
29
+ }
30
+ }
31
31
  //# sourceMappingURL=DeleteBox.js.map
@@ -1,12 +1,12 @@
1
- import { Behaviour } from "./Component.js";
2
- export declare enum DeviceType {
3
- Never = 0,
4
- Desktop = 1,
5
- Mobile = 2
6
- }
7
- export declare class DeviceFlag extends Behaviour {
8
- visibleOn: DeviceType;
9
- onEnable(): void;
10
- apply(): void;
11
- private test;
12
- }
1
+ import { Behaviour } from "./Component.js";
2
+ export declare enum DeviceType {
3
+ Never = 0,
4
+ Desktop = 1,
5
+ Mobile = 2
6
+ }
7
+ export declare class DeviceFlag extends Behaviour {
8
+ visibleOn: DeviceType;
9
+ onEnable(): void;
10
+ apply(): void;
11
+ private test;
12
+ }