@needle-tools/engine 3.4.0-alpha → 3.5.1-alpha

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 (79) hide show
  1. package/CHANGELOG.md +14 -0
  2. package/dist/needle-engine.js +59388 -59097
  3. package/dist/needle-engine.min.js +416 -391
  4. package/dist/needle-engine.umd.cjs +388 -363
  5. package/lib/engine/api.d.ts +1 -0
  6. package/lib/engine/api.js +1 -0
  7. package/lib/engine/api.js.map +1 -1
  8. package/lib/engine/engine_context.d.ts +9 -4
  9. package/lib/engine/engine_context.js +57 -32
  10. package/lib/engine/engine_context.js.map +1 -1
  11. package/lib/engine/engine_context_registry.d.ts +5 -3
  12. package/lib/engine/engine_context_registry.js +10 -2
  13. package/lib/engine/engine_context_registry.js.map +1 -1
  14. package/lib/engine/engine_element.js.map +1 -1
  15. package/lib/engine/engine_element_loading.js +2 -3
  16. package/lib/engine/engine_element_loading.js.map +1 -1
  17. package/lib/engine/engine_input.d.ts +2 -2
  18. package/lib/engine/engine_physics.d.ts +20 -93
  19. package/lib/engine/engine_physics.js +20 -892
  20. package/lib/engine/engine_physics.js.map +1 -1
  21. package/lib/engine/engine_physics.types.js.map +1 -1
  22. package/lib/engine/engine_physics_rapier.d.ts +103 -0
  23. package/lib/engine/engine_physics_rapier.js +1003 -0
  24. package/lib/engine/engine_physics_rapier.js.map +1 -0
  25. package/lib/engine/engine_types.d.ts +50 -1
  26. package/lib/engine/engine_types.js +8 -0
  27. package/lib/engine/engine_types.js.map +1 -1
  28. package/lib/engine-components/Collider.js +6 -6
  29. package/lib/engine-components/Collider.js.map +1 -1
  30. package/lib/engine-components/Joints.js +2 -2
  31. package/lib/engine-components/Joints.js.map +1 -1
  32. package/lib/engine-components/ReflectionProbe.js +16 -7
  33. package/lib/engine-components/ReflectionProbe.js.map +1 -1
  34. package/lib/engine-components/Renderer.js +3 -4
  35. package/lib/engine-components/Renderer.js.map +1 -1
  36. package/lib/engine-components/RigidBody.d.ts +0 -1
  37. package/lib/engine-components/RigidBody.js +24 -30
  38. package/lib/engine-components/RigidBody.js.map +1 -1
  39. package/lib/engine-components/export/usdz/ThreeUSDZExporter.js +52 -26
  40. package/lib/engine-components/export/usdz/ThreeUSDZExporter.js.map +1 -1
  41. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.d.ts +8 -2
  42. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js +44 -7
  43. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js.map +1 -1
  44. package/lib/engine-components/ui/Canvas.js +29 -16
  45. package/lib/engine-components/ui/Canvas.js.map +1 -1
  46. package/lib/engine-components/ui/Layout.js +10 -5
  47. package/lib/engine-components/ui/Layout.js.map +1 -1
  48. package/lib/engine-components/ui/RectTransform.js +8 -3
  49. package/lib/engine-components/ui/RectTransform.js.map +1 -1
  50. package/lib/tsconfig.tsbuildinfo +1 -1
  51. package/package.json +1 -1
  52. package/plugins/vite/config.js +2 -1
  53. package/plugins/vite/defines.js +30 -0
  54. package/plugins/vite/dependency-watcher.js +173 -0
  55. package/plugins/vite/editor-connection.js +37 -39
  56. package/plugins/vite/index.js +5 -1
  57. package/plugins/vite/reload.js +3 -1
  58. package/src/engine/api.ts +1 -0
  59. package/src/engine/codegen/register_types.js +2 -2
  60. package/src/engine/engine_context.ts +75 -42
  61. package/src/engine/engine_context_registry.ts +13 -6
  62. package/src/engine/engine_element.ts +2 -1
  63. package/src/engine/engine_element_loading.ts +2 -3
  64. package/src/engine/engine_input.ts +2 -2
  65. package/src/engine/engine_physics.ts +25 -1020
  66. package/src/engine/engine_physics.types.ts +1 -3
  67. package/src/engine/engine_physics_rapier.ts +1127 -0
  68. package/src/engine/engine_types.ts +66 -4
  69. package/src/engine-components/Collider.ts +6 -6
  70. package/src/engine-components/Joints.ts +2 -2
  71. package/src/engine-components/ReflectionProbe.ts +17 -7
  72. package/src/engine-components/Renderer.ts +5 -5
  73. package/src/engine-components/RendererLightmap.ts +1 -1
  74. package/src/engine-components/RigidBody.ts +24 -31
  75. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +58 -29
  76. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +51 -9
  77. package/src/engine-components/ui/Canvas.ts +29 -16
  78. package/src/engine-components/ui/Layout.ts +10 -5
  79. package/src/engine-components/ui/RectTransform.ts +9 -4
@@ -11,6 +11,7 @@ import { EventSystem } from "./EventSystem";
11
11
  import * as ThreeMeshUI from 'three-mesh-ui'
12
12
  import { getParam } from "../../engine/engine_utils";
13
13
  import { LayoutGroup } from "./Layout";
14
+ import { Mathf } from "../../engine/engine_math";
14
15
 
15
16
  export enum RenderMode {
16
17
  ScreenSpaceOverlay = 0,
@@ -127,6 +128,9 @@ export class Canvas extends UIRootComponent implements ICanvas {
127
128
  awake() {
128
129
  //@ts-ignore
129
130
  this.shadowComponent = this.gameObject;
131
+ this.previousParent = this.gameObject.parent;
132
+ if (debugLayout)
133
+ console.log("Canvas.Awake()", this.previousParent?.name + "/" + this.gameObject.name)
130
134
  super.awake();
131
135
  }
132
136
 
@@ -137,7 +141,8 @@ export class Canvas extends UIRootComponent implements ICanvas {
137
141
  onEnable() {
138
142
  super.onEnable();
139
143
  this._updateRenderSettingsRoutine = undefined;
140
- this.onRenderSettingsChanged();
144
+ this._lastMatrixWorld = new Matrix4();
145
+ this.onUpdateRenderMode();
141
146
  document.addEventListener("resize", this._boundRenderSettingsChanged);
142
147
  // We want to run AFTER all regular onBeforeRender callbacks
143
148
  this.context.pre_render_callbacks.push(this.onBeforeRenderRoutine);
@@ -185,9 +190,11 @@ export class Canvas extends UIRootComponent implements ICanvas {
185
190
  }
186
191
 
187
192
  onBeforeRenderRoutine = () => {
193
+ this.previousParent = this.gameObject.parent;
194
+ // console.log(this.previousParent?.name + "/" + this.gameObject.name);
195
+
188
196
  if (this.renderOnTop) {
189
197
  // This is just a test but in reality it should be combined with all world canvases with render on top in one render pass
190
- this.previousParent = this.gameObject.parent;
191
198
  this.gameObject.removeFromParent();
192
199
  }
193
200
  else {
@@ -201,8 +208,13 @@ export class Canvas extends UIRootComponent implements ICanvas {
201
208
  }
202
209
 
203
210
  onAfterRenderRoutine = () => {
204
- if (this.renderOnTop && this.previousParent && this.context.mainCamera) {
205
- this.previousParent.add(this.gameObject);
211
+ if ((this.screenspace || this.renderMode) && this.previousParent && this.context.mainCamera) {
212
+ if (this.screenspace) {
213
+ const camObj = this.context.mainCamera;
214
+ camObj?.add(this.gameObject);
215
+ } else {
216
+ this.previousParent.add(this.gameObject);
217
+ }
206
218
  this.context.renderer.autoClear = false;
207
219
  this.context.renderer.clearDepth();
208
220
  this.onUpdateRenderMode(true);
@@ -212,6 +224,7 @@ export class Canvas extends UIRootComponent implements ICanvas {
212
224
  EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context);
213
225
  this.context.renderer.render(this.gameObject, this.context.mainCamera);
214
226
  this.context.renderer.autoClear = true;
227
+ this.previousParent.add(this.gameObject);
215
228
  }
216
229
  this._lastMatrixWorld?.copy(this.gameObject.matrixWorld);
217
230
  }
@@ -278,7 +291,10 @@ export class Canvas extends UIRootComponent implements ICanvas {
278
291
  }
279
292
  this._activeRenderMode = this._renderMode;
280
293
  let camera = this.context.mainCameraComponent;
281
- let planeDistance: number = camera?.farClipPlane ?? 100;
294
+ let planeDistance: number = 10;
295
+ if (camera && camera.nearClipPlane > 0 && camera.farClipPlane > 0) {
296
+ planeDistance = Mathf.lerp(camera.nearClipPlane, camera.farClipPlane, .5);
297
+ }
282
298
  if (this._renderMode === RenderMode.ScreenSpaceCamera) {
283
299
  if (this.worldCamera)
284
300
  camera = this.worldCamera as Camera;
@@ -295,15 +311,12 @@ export class Canvas extends UIRootComponent implements ICanvas {
295
311
  // showBalloonWarning("Screenspace Canvas is not supported yet. Please use worldspace");
296
312
  if (!camera) return;
297
313
 
298
- const canvas = this.gameObject;
299
- const camObj = camera.gameObject;
300
- camObj?.add(canvas);
301
314
  // we move the plane SLIGHTLY closer to be sure not to cull the canvas
302
- const plane = planeDistance - .1;
303
- canvas.position.x = 0;
304
- canvas.position.y = 0;
305
- canvas.position.z = -plane;
306
- canvas.quaternion.identity();
315
+ const plane = planeDistance + .01;
316
+ this.gameObject.position.x = 0;
317
+ this.gameObject.position.y = 0;
318
+ this.gameObject.position.z = -plane;
319
+ this.gameObject.quaternion.identity();
307
320
 
308
321
  const rect = this.gameObject.getComponent(RectTransform)!;
309
322
  let hasChanged = false;
@@ -316,10 +329,10 @@ export class Canvas extends UIRootComponent implements ICanvas {
316
329
 
317
330
  const vFOV = camera.fieldOfView! * Math.PI / 180;
318
331
  const h = 2 * Math.tan(vFOV / 2) * Math.abs(plane);
319
- canvas.scale.x = h / this.context.domHeight;
320
- canvas.scale.y = h / this.context.domHeight;
332
+ this.gameObject.scale.x = h / this.context.domHeight;
333
+ this.gameObject.scale.y = h / this.context.domHeight;
321
334
  // Set scale.z, otherwise small offsets in screenspace mode have different visual results based on export scale and other settings
322
- canvas.scale.z = .01;
335
+ this.gameObject.scale.z = .01;
323
336
 
324
337
  if (hasChanged) {
325
338
  rect.sizeDelta.x = this.context.domWidth;
@@ -164,7 +164,8 @@ export abstract class HorizontalOrVerticalLayoutGroup extends LayoutGroup {
164
164
  actualWidth -= this.padding.horizontal;
165
165
  actualHeight -= this.padding.vertical;
166
166
 
167
- // console.log(rt.name, "width=" + totalWidth + ", height=" + totalHeight)
167
+ // if (rect.name === "Title")
168
+ // console.log(rect.name, "width=" + totalWidth + ", height=" + totalHeight, rect.anchoredPosition.x)
168
169
 
169
170
  const paddingAxis = axis === Axis.Horizontal ? this.padding.horizontal : this.padding.vertical;
170
171
  const isHorizontal = axis === Axis.Horizontal;
@@ -243,7 +244,7 @@ export abstract class HorizontalOrVerticalLayoutGroup extends LayoutGroup {
243
244
  }
244
245
 
245
246
  // Apply layout
246
- let k = 0;
247
+ let k = 1;
247
248
  for (let i = 0; i < this.gameObject.children.length; i++) {
248
249
  const ch = this.gameObject.children[i];
249
250
  const rt = GameObject.getComponent(ch, RectTransform);
@@ -269,10 +270,14 @@ export abstract class HorizontalOrVerticalLayoutGroup extends LayoutGroup {
269
270
  let halfSize = size * .5;
270
271
  start += halfSize;
271
272
 
273
+ // TODO: this isnt correct yet!
272
274
  if (forceExpandSize) {
273
- let preferredStart = sizePerChild * (k + 1) - sizePerChild * .5;
274
- if (preferredStart > start)
275
- start = preferredStart;
275
+ // this is the center of the cell
276
+ let preferredStart = sizePerChild * k - sizePerChild * .5;
277
+ if (preferredStart > start) {
278
+ start = preferredStart - sizePerChild * .5 + size + this.padding.left;
279
+ start -= halfSize;
280
+ }
276
281
  }
277
282
 
278
283
  let value = start;
@@ -31,7 +31,7 @@ const tempQuaternion = new Quaternion();
31
31
 
32
32
  export class RectTransform extends BaseUIComponent implements IRectTransform, IRectTransformChangedReceiver {
33
33
 
34
- offset: number = 0.1;
34
+ offset: number = .01;
35
35
 
36
36
  // @serializable(Object3D)
37
37
  // root? : Object3D;
@@ -103,7 +103,8 @@ export class RectTransform extends BaseUIComponent implements IRectTransform, IR
103
103
  awake() {
104
104
  super.awake();
105
105
  this.lastMatrix = new Matrix4();
106
- this.rectBlock = new Object3D();;
106
+ this.rectBlock = new Object3D();
107
+ // Is this legacy? Not sure if this is still needed
107
108
  this.rectBlock.position.z = .1;
108
109
  this.rectBlock.name = this.name;
109
110
 
@@ -116,6 +117,8 @@ export class RectTransform extends BaseUIComponent implements IRectTransform, IR
116
117
  onChange(this, "_anchoredPosition", () => { this.markDirty(); });
117
118
  onChange(this, "sizeDelta", () => { this.markDirty(); });
118
119
  onChange(this, "pivot", () => { this.markDirty(); });
120
+ onChange(this, "anchorMin", () => { this.markDirty(); });
121
+ onChange(this, "anchorMax", () => { this.markDirty(); });
119
122
 
120
123
  // When exported with an anchored position offset we remove it here
121
124
  // because it would otherwise be applied twice when the anchoring is animated
@@ -191,8 +194,10 @@ export class RectTransform extends BaseUIComponent implements IRectTransform, IR
191
194
 
192
195
  const uiobject = this.shadowComponent;
193
196
  if (!uiobject) return;
194
- this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent!, RectTransform) as RectTransform;
195
-
197
+ if (this.gameObject.parent)
198
+ this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent, RectTransform) as RectTransform;
199
+ else
200
+ this._parentRectTransform = undefined;
196
201
  this._transformNeedsUpdate = false;
197
202
  this.lastMatrix.copy(this.gameObject.matrix);
198
203