@needle-tools/engine 3.47.0-beta → 3.47.0-beta.2
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.
- package/CHANGELOG.md +5 -0
- package/dist/needle-engine.js +3879 -3862
- package/dist/needle-engine.light.js +2031 -2014
- package/dist/needle-engine.light.min.js +44 -44
- package/dist/needle-engine.light.umd.cjs +67 -67
- package/dist/needle-engine.min.js +122 -122
- package/dist/needle-engine.umd.cjs +67 -67
- package/lib/engine/engine_physics.js +7 -3
- package/lib/engine/engine_physics.js.map +1 -1
- package/lib/engine/xr/NeedleXRController.d.ts +15 -0
- package/lib/engine/xr/NeedleXRController.js +25 -0
- package/lib/engine/xr/NeedleXRController.js.map +1 -1
- package/package.json +1 -1
- package/plugins/vite/dependencies.js +34 -0
- package/plugins/vite/index.js +4 -0
- package/src/engine/engine_physics.ts +8 -4
- package/src/engine/xr/NeedleXRController.ts +24 -2
package/CHANGELOG.md
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@@ -4,6 +4,11 @@ All notable changes to this package will be documented in this file.
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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
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and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
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## [3.47.0-beta.2] - 2024-08-01
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- Add: NeedleXRController `emitPointerDown`, `emitPointerUp` and `emitPointerMove` properties to control if the controller should emit pointer events to the Needle Engine Input System
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- Fix: Vite issue where mesh bvh worker was not found in local dev server
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- Fix: Mesh BVH should not raycast on meshes that don't have a position attribute
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## [3.47.0-beta] - 2024-07-31
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- Add: accelerated raycasting using three-mesh-bvh. All calls to `physics.raycast()` now use a spatial grid solution under the hood to improve raycasting performance. (This can be disabled in the raycasting options by setting `useAcceleratedRaycast: false`)
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- Add: `physics.engine.raycast` methods now have an option to ignore the `ignoreRaycastLayer` on the Object3D (the three.js layer 2 is used to exclude objects from raycasting. This means setting `layers.set(2)` is equivalent to "Do not raycast on this object")
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