@needle-tools/engine 3.5.0-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.
- package/CHANGELOG.md +5 -0
- package/dist/needle-engine.js +3562 -3538
- package/dist/needle-engine.min.js +193 -191
- package/dist/needle-engine.umd.cjs +148 -146
- package/lib/engine/engine_context.d.ts +8 -3
- package/lib/engine/engine_context.js +36 -17
- package/lib/engine/engine_context.js.map +1 -1
- package/lib/engine-components/ReflectionProbe.js +16 -7
- package/lib/engine-components/ReflectionProbe.js.map +1 -1
- package/lib/engine-components/Renderer.js +3 -4
- package/lib/engine-components/Renderer.js.map +1 -1
- package/lib/engine-components/export/usdz/ThreeUSDZExporter.js +2 -4
- package/lib/engine-components/export/usdz/ThreeUSDZExporter.js.map +1 -1
- package/lib/engine-components/ui/Canvas.js +29 -16
- package/lib/engine-components/ui/Canvas.js.map +1 -1
- package/lib/engine-components/ui/Layout.js +10 -5
- package/lib/engine-components/ui/Layout.js.map +1 -1
- package/lib/engine-components/ui/RectTransform.js +9 -6
- package/lib/engine-components/ui/RectTransform.js.map +1 -1
- package/lib/tsconfig.tsbuildinfo +1 -1
- package/package.json +1 -1
- package/src/engine/engine_context.ts +43 -19
- package/src/engine-components/ReflectionProbe.ts +17 -7
- package/src/engine-components/Renderer.ts +5 -5
- package/src/engine-components/RendererLightmap.ts +1 -1
- package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +2 -5
- package/src/engine-components/ui/Canvas.ts +29 -16
- package/src/engine-components/ui/Layout.ts +10 -5
- package/src/engine-components/ui/RectTransform.ts +10 -6
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@needle-tools/engine",
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-
"version": "3.5.
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"version": "3.5.1-alpha",
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"description": "Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in",
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"main": "dist/needle-engine.umd.cjs",
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"type": "module",
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@@ -80,7 +80,7 @@ export enum XRSessionMode {
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ImmersiveAR = "immersive-ar",
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}
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export declare type
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export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void
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export function registerComponent(script: IComponent, context?: Context) {
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@@ -440,33 +440,57 @@ export class Context implements IContext {
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}
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}
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-
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private _onBeforeRenderListeners = new Map<string, OnRenderCallback[]>();
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private _onAfterRenderListeners = new Map<string, OnRenderCallback[]>();
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/** use this to subscribe to onBeforeRender events on threejs objects */
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addBeforeRenderListener(target: Object3D, callback:
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if (!this._onBeforeRenderListeners
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this._onBeforeRenderListeners
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addBeforeRenderListener(target: Object3D, callback: OnRenderCallback) {
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if (!this._onBeforeRenderListeners.has(target.uuid)) {
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this._onBeforeRenderListeners.set(target.uuid, []);
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target.onBeforeRender = this._createRenderCallbackWrapper(target, this._onBeforeRenderListeners);
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}
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this._onBeforeRenderListeners.get(target.uuid)?.push(callback);
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}
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removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback) {
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if (this._onBeforeRenderListeners.has(target.uuid)) {
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const arr = this._onBeforeRenderListeners.get(target.uuid)!;
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const idx = arr.indexOf(callback);
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if (idx >= 0) arr.splice(idx, 1);
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}
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this._onBeforeRenderListeners[target.uuid].push(callback);
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}
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/** use this to subscribe to onAfterRender events on threejs objects */
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addAfterRenderListener(target: Object3D, callback: OnRenderCallback) {
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if (!this._onAfterRenderListeners.has(target.uuid)) {
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this._onAfterRenderListeners.set(target.uuid, []);
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target.onAfterRender = this._createRenderCallbackWrapper(target, this._onAfterRenderListeners);
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}
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this._onAfterRenderListeners.get(target.uuid)?.push(callback);
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}
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removeAfterRenderListener(target: Object3D, callback: OnRenderCallback) {
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if (this._onAfterRenderListeners.has(target.uuid)) {
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const arr = this._onAfterRenderListeners.get(target.uuid)!;
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const idx = arr.indexOf(callback);
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if (idx >= 0) arr.splice(idx, 1);
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}
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}
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private _createRenderCallbackWrapper(target: Object3D, array: Map<string, OnRenderCallback[]>): OnRenderCallback {
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return (renderer, scene, camera, geometry, material, group) => {
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const arr = array.get(target.uuid);
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if (!arr) return;
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for (let i = 0; i < arr.length; i++) {
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const fn = arr[i];
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fn(renderer, scene, camera, geometry, material, group);
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}
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}
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}
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private _requireDepthTexture: boolean = false;
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private _requireColorTexture: boolean = false;
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private _renderTarget?: WebGLRenderTarget;
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@@ -584,7 +608,7 @@ export class Context implements IContext {
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else {
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ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this);
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if (!this.mainCamera && !this.isManagedExternally)
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console.
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console.warn("Missing camera in main scene", this);
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}
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}
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@@ -129,17 +129,28 @@ export class ReflectionProbe extends Behaviour {
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// otherwise some renderers outside of the probe will be affected or vice versa
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for (let i = 0; i < _rend.sharedMaterials.length; i++) {
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const material = _rend.sharedMaterials[i];
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if (!material)
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if (material["envMap"] === undefined) continue;
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if (material["envMap"] === this.texture) {
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if (!material) {
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continue;
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}
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if (material["envMap"] === undefined) {
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continue;
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}
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let cached = rendererCache[i];
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// make sure we have the currently assigned material cached (and an up to date clone of that)
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// TODO: this is causing problems with progressive textures sometimes (depending on the order) when the version changes and we re-create materials over and over. We might want to just set the material envmap instead of making a clone
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let isCachedInstance = material === cached?.copy;
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let hasChanged = !cached || cached.material.uuid !== material.uuid || cached.copy.version !== material.version;
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if (!isCachedInstance && hasChanged) {
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if (debug) {
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let reason = "";
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if (!cached) reason = "not cached";
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else if (cached.material !== material) reason = "reference changed; cached instance?: " + isCachedInstance;
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else if (cached.copy.version !== material.version) reason = "version changed";
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console.warn("Cloning material", material.name, material.version, "Reason:", reason, "\n", material.uuid, "\n", cached?.copy.uuid, "\n", _rend.name);
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}
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const clone = material.clone();
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clone.version = material.version;
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clone[$reflectionProbeKey] = this;
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clone[$originalMaterial] = material;
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if (debug)
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console.log("Set reflection", _rend.name, _rend.guid);
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if (debug) console.log("Set reflection", _rend.name, _rend.guid);
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}
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/** this is the material that we copied and that has the reflection probe */
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}
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}
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if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
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this._reflectionProbe.onSet(this);
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}
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}
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onBeforeRenderThree(_renderer, _scene, _camera, _geometry, material, _group) {
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this.loadProgressiveTextures(material);
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// TODO: we might want to just set the material.envMap for one material during rendering instead of cloning the material
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if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
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this._reflectionProbe.onSet(this);
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}
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if (material.envMapIntensity !== undefined) {
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const factor = this.hasLightmap ? Math.PI : 1;
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import { Behaviour, GameObject } from "./Component";
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import * as THREE from "three";
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import { Texture } from "three";
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import { Context,
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import { Context, OnRenderCallback } from "../engine/engine_setup";
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// this component is automatically added by the Renderer if the object has lightmap uvs AND we have a lightmap
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// for multimaterial objects GLTF exports a "Group" with the renderer component
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Camera,
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Color,
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MeshStandardMaterial,
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LinearEncoding,
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sRGBEncoding,
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MeshPhysicalMaterial,
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} from 'three';
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@@ -1109,9 +1108,6 @@ function buildMaterial( material: MeshStandardMaterial, textures ) {
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const textureTransformInput = `</Materials/Material_${material.id}/${uvReader}.outputs:result>`;
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const textureTransformOutput = `</Materials/Material_${material.id}/Transform2d_${mapType}.outputs:result>`;
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const rawTextureExtra = `(
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colorSpace = "Raw"
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)`;
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const needsTextureScale = mapType !== 'normal' && (color && (color.r !== 1 || color.g !== 1 || color.b !== 1 || opacity !== 1)) || false;
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const needsNormalScaleAndBias = mapType === 'normal';
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const normalScaleValueString = (material.normalScale ? material.normalScale.x * 2 : 2).toFixed( PRECISION );
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def Shader "Texture_${texture.id}_${mapType}"
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{
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uniform token info:id = "UsdUVTexture"
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asset inputs:file = @textures/Texture_${id}.${isRGBA ? 'png' : 'jpg'}@
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asset inputs:file = @textures/Texture_${id}.${isRGBA ? 'png' : 'jpg'}@
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token inputs:sourceColorSpace = "${ texture.colorSpace === 'srgb' ? 'sRGB' : 'raw' }"
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float2 inputs:st.connect = ${needsTextureTransform ? textureTransformOutput : textureTransformInput}
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${needsTextureScale ? `
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float4 inputs:scale = (${color ? color.r + ', ' + color.g + ', ' + color.b : '1, 1, 1'}, ${opacity ? opacity : '1'})
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@@ -11,6 +11,7 @@ import { EventSystem } from "./EventSystem";
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import * as ThreeMeshUI from 'three-mesh-ui'
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import { getParam } from "../../engine/engine_utils";
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import { LayoutGroup } from "./Layout";
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import { Mathf } from "../../engine/engine_math";
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export enum RenderMode {
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ScreenSpaceOverlay = 0,
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@@ -127,6 +128,9 @@ export class Canvas extends UIRootComponent implements ICanvas {
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awake() {
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//@ts-ignore
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this.shadowComponent = this.gameObject;
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this.previousParent = this.gameObject.parent;
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if (debugLayout)
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console.log("Canvas.Awake()", this.previousParent?.name + "/" + this.gameObject.name)
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super.awake();
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}
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@@ -137,7 +141,8 @@ export class Canvas extends UIRootComponent implements ICanvas {
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onEnable() {
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super.onEnable();
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this._updateRenderSettingsRoutine = undefined;
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this.
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this._lastMatrixWorld = new Matrix4();
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this.onUpdateRenderMode();
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document.addEventListener("resize", this._boundRenderSettingsChanged);
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// We want to run AFTER all regular onBeforeRender callbacks
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this.context.pre_render_callbacks.push(this.onBeforeRenderRoutine);
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}
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onBeforeRenderRoutine = () => {
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this.previousParent = this.gameObject.parent;
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// console.log(this.previousParent?.name + "/" + this.gameObject.name);
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if (this.renderOnTop) {
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// This is just a test but in reality it should be combined with all world canvases with render on top in one render pass
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this.previousParent = this.gameObject.parent;
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this.gameObject.removeFromParent();
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}
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else {
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@@ -201,8 +208,13 @@ export class Canvas extends UIRootComponent implements ICanvas {
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}
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onAfterRenderRoutine = () => {
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if (this.
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if ((this.screenspace || this.renderMode) && this.previousParent && this.context.mainCamera) {
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if (this.screenspace) {
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const camObj = this.context.mainCamera;
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camObj?.add(this.gameObject);
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} else {
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this.previousParent.add(this.gameObject);
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}
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this.context.renderer.autoClear = false;
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this.context.renderer.clearDepth();
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this.onUpdateRenderMode(true);
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@@ -212,6 +224,7 @@ export class Canvas extends UIRootComponent implements ICanvas {
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EventSystem.ensureUpdateMeshUI(ThreeMeshUI, this.context);
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this.context.renderer.render(this.gameObject, this.context.mainCamera);
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this.context.renderer.autoClear = true;
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this.previousParent.add(this.gameObject);
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}
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this._lastMatrixWorld?.copy(this.gameObject.matrixWorld);
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}
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@@ -278,7 +291,10 @@ export class Canvas extends UIRootComponent implements ICanvas {
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}
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this._activeRenderMode = this._renderMode;
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let camera = this.context.mainCameraComponent;
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let planeDistance: number =
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let planeDistance: number = 10;
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if (camera && camera.nearClipPlane > 0 && camera.farClipPlane > 0) {
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planeDistance = Mathf.lerp(camera.nearClipPlane, camera.farClipPlane, .5);
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}
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if (this._renderMode === RenderMode.ScreenSpaceCamera) {
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if (this.worldCamera)
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camera = this.worldCamera as Camera;
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@@ -295,15 +311,12 @@ export class Canvas extends UIRootComponent implements ICanvas {
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// showBalloonWarning("Screenspace Canvas is not supported yet. Please use worldspace");
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if (!camera) return;
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const canvas = this.gameObject;
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const camObj = camera.gameObject;
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camObj?.add(canvas);
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// we move the plane SLIGHTLY closer to be sure not to cull the canvas
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const plane = planeDistance
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-
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-
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315
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+
const plane = planeDistance + .01;
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+
this.gameObject.position.x = 0;
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+
this.gameObject.position.y = 0;
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318
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+
this.gameObject.position.z = -plane;
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+
this.gameObject.quaternion.identity();
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320
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308
321
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const rect = this.gameObject.getComponent(RectTransform)!;
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let hasChanged = false;
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@@ -316,10 +329,10 @@ export class Canvas extends UIRootComponent implements ICanvas {
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329
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317
330
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const vFOV = camera.fieldOfView! * Math.PI / 180;
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318
331
|
const h = 2 * Math.tan(vFOV / 2) * Math.abs(plane);
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|
319
|
-
|
|
320
|
-
|
|
332
|
+
this.gameObject.scale.x = h / this.context.domHeight;
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|
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
|
-
|
|
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 {
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|
|
164
164
|
actualWidth -= this.padding.horizontal;
|
|
165
165
|
actualHeight -= this.padding.vertical;
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|
166
166
|
|
|
167
|
-
//
|
|
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 =
|
|
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
|
-
|
|
274
|
-
|
|
275
|
-
|
|
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 =
|
|
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
|
|
@@ -191,9 +194,10 @@ export class RectTransform extends BaseUIComponent implements IRectTransform, IR
|
|
|
191
194
|
|
|
192
195
|
const uiobject = this.shadowComponent;
|
|
193
196
|
if (!uiobject) return;
|
|
194
|
-
if (
|
|
195
|
-
|
|
196
|
-
|
|
197
|
+
if (this.gameObject.parent)
|
|
198
|
+
this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent, RectTransform) as RectTransform;
|
|
199
|
+
else
|
|
200
|
+
this._parentRectTransform = undefined;
|
|
197
201
|
this._transformNeedsUpdate = false;
|
|
198
202
|
this.lastMatrix.copy(this.gameObject.matrix);
|
|
199
203
|
|
|
@@ -229,7 +233,7 @@ export class RectTransform extends BaseUIComponent implements IRectTransform, IR
|
|
|
229
233
|
else {
|
|
230
234
|
// We have to rotate the canvas when it's in worldspace
|
|
231
235
|
const canvas = this.Root as any as ICanvas;
|
|
232
|
-
if (
|
|
236
|
+
if (!canvas.screenspace) uiobject.rotation.y = Math.PI;
|
|
233
237
|
}
|
|
234
238
|
|
|
235
239
|
// iterate other components on this object that might need to know about the transform change
|