@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.
Files changed (29) hide show
  1. package/CHANGELOG.md +5 -0
  2. package/dist/needle-engine.js +3562 -3538
  3. package/dist/needle-engine.min.js +193 -191
  4. package/dist/needle-engine.umd.cjs +148 -146
  5. package/lib/engine/engine_context.d.ts +8 -3
  6. package/lib/engine/engine_context.js +36 -17
  7. package/lib/engine/engine_context.js.map +1 -1
  8. package/lib/engine-components/ReflectionProbe.js +16 -7
  9. package/lib/engine-components/ReflectionProbe.js.map +1 -1
  10. package/lib/engine-components/Renderer.js +3 -4
  11. package/lib/engine-components/Renderer.js.map +1 -1
  12. package/lib/engine-components/export/usdz/ThreeUSDZExporter.js +2 -4
  13. package/lib/engine-components/export/usdz/ThreeUSDZExporter.js.map +1 -1
  14. package/lib/engine-components/ui/Canvas.js +29 -16
  15. package/lib/engine-components/ui/Canvas.js.map +1 -1
  16. package/lib/engine-components/ui/Layout.js +10 -5
  17. package/lib/engine-components/ui/Layout.js.map +1 -1
  18. package/lib/engine-components/ui/RectTransform.js +9 -6
  19. package/lib/engine-components/ui/RectTransform.js.map +1 -1
  20. package/lib/tsconfig.tsbuildinfo +1 -1
  21. package/package.json +1 -1
  22. package/src/engine/engine_context.ts +43 -19
  23. package/src/engine-components/ReflectionProbe.ts +17 -7
  24. package/src/engine-components/Renderer.ts +5 -5
  25. package/src/engine-components/RendererLightmap.ts +1 -1
  26. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +2 -5
  27. package/src/engine-components/ui/Canvas.ts +29 -16
  28. package/src/engine-components/ui/Layout.ts +10 -5
  29. package/src/engine-components/ui/RectTransform.ts +10 -6
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@needle-tools/engine",
3
- "version": "3.5.0-alpha",
3
+ "version": "3.5.1-alpha",
4
4
  "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",
5
5
  "main": "dist/needle-engine.umd.cjs",
6
6
  "type": "module",
@@ -80,7 +80,7 @@ export enum XRSessionMode {
80
80
  ImmersiveAR = "immersive-ar",
81
81
  }
82
82
 
83
- export declare type OnBeforeRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void
83
+ export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void
84
84
 
85
85
 
86
86
  export function registerComponent(script: IComponent, context?: Context) {
@@ -440,33 +440,57 @@ export class Context implements IContext {
440
440
  }
441
441
  }
442
442
 
443
- private _onBeforeRenderListeners: { [key: string]: OnBeforeRenderCallback[] } = {};
443
+
444
+
445
+ private _onBeforeRenderListeners = new Map<string, OnRenderCallback[]>();
446
+ private _onAfterRenderListeners = new Map<string, OnRenderCallback[]>();
444
447
 
445
448
  /** use this to subscribe to onBeforeRender events on threejs objects */
446
- addBeforeRenderListener(target: Object3D, callback: OnBeforeRenderCallback) {
447
- if (!this._onBeforeRenderListeners[target.uuid]) {
448
- this._onBeforeRenderListeners[target.uuid] = [];
449
- const onBeforeRenderCallback = (renderer, scene, camera, geometry, material, group) => {
450
- const arr = this._onBeforeRenderListeners[target.uuid];
451
- if (!arr) return;
452
- for (let i = 0; i < arr.length; i++) {
453
- const fn = arr[i];
454
- fn(renderer, scene, camera, geometry, material, group);
455
- }
456
- }
457
- target.onBeforeRender = onBeforeRenderCallback as any;
449
+ addBeforeRenderListener(target: Object3D, callback: OnRenderCallback) {
450
+ if (!this._onBeforeRenderListeners.has(target.uuid)) {
451
+ this._onBeforeRenderListeners.set(target.uuid, []);
452
+ target.onBeforeRender = this._createRenderCallbackWrapper(target, this._onBeforeRenderListeners);
453
+ }
454
+ this._onBeforeRenderListeners.get(target.uuid)?.push(callback);
455
+ }
456
+ removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback) {
457
+ if (this._onBeforeRenderListeners.has(target.uuid)) {
458
+ const arr = this._onBeforeRenderListeners.get(target.uuid)!;
459
+ const idx = arr.indexOf(callback);
460
+ if (idx >= 0) arr.splice(idx, 1);
458
461
  }
459
- this._onBeforeRenderListeners[target.uuid].push(callback);
460
462
  }
461
463
 
462
- removeBeforeRenderListener(target: Object3D, callback: OnBeforeRenderCallback) {
463
- if (this._onBeforeRenderListeners[target.uuid]) {
464
- const arr = this._onBeforeRenderListeners[target.uuid];
464
+ /** use this to subscribe to onAfterRender events on threejs objects */
465
+ addAfterRenderListener(target: Object3D, callback: OnRenderCallback) {
466
+ if (!this._onAfterRenderListeners.has(target.uuid)) {
467
+ this._onAfterRenderListeners.set(target.uuid, []);
468
+ target.onAfterRender = this._createRenderCallbackWrapper(target, this._onAfterRenderListeners);
469
+ }
470
+ this._onAfterRenderListeners.get(target.uuid)?.push(callback);
471
+ }
472
+ removeAfterRenderListener(target: Object3D, callback: OnRenderCallback) {
473
+ if (this._onAfterRenderListeners.has(target.uuid)) {
474
+ const arr = this._onAfterRenderListeners.get(target.uuid)!;
465
475
  const idx = arr.indexOf(callback);
466
476
  if (idx >= 0) arr.splice(idx, 1);
467
477
  }
468
478
  }
469
479
 
480
+
481
+ private _createRenderCallbackWrapper(target: Object3D, array: Map<string, OnRenderCallback[]>): OnRenderCallback {
482
+ return (renderer, scene, camera, geometry, material, group) => {
483
+ const arr = array.get(target.uuid);
484
+ if (!arr) return;
485
+ for (let i = 0; i < arr.length; i++) {
486
+ const fn = arr[i];
487
+ fn(renderer, scene, camera, geometry, material, group);
488
+ }
489
+ }
490
+ }
491
+
492
+
493
+
470
494
  private _requireDepthTexture: boolean = false;
471
495
  private _requireColorTexture: boolean = false;
472
496
  private _renderTarget?: WebGLRenderTarget;
@@ -584,7 +608,7 @@ export class Context implements IContext {
584
608
  else {
585
609
  ContextRegistry.dispatchCallback(ContextEvent.MissingCamera, this);
586
610
  if (!this.mainCamera && !this.isManagedExternally)
587
- console.error("MISSING camera", this);
611
+ console.warn("Missing camera in main scene", this);
588
612
  }
589
613
  }
590
614
 
@@ -129,17 +129,28 @@ export class ReflectionProbe extends Behaviour {
129
129
  // otherwise some renderers outside of the probe will be affected or vice versa
130
130
  for (let i = 0; i < _rend.sharedMaterials.length; i++) {
131
131
  const material = _rend.sharedMaterials[i];
132
- if (!material) continue;
133
- if (material["envMap"] === undefined) continue;
134
- if (material["envMap"] === this.texture) {
132
+ if (!material) {
135
133
  continue;
136
134
  }
135
+ if (material["envMap"] === undefined) {
136
+ continue;
137
+ }
138
+
137
139
  let cached = rendererCache[i];
138
140
 
139
141
  // make sure we have the currently assigned material cached (and an up to date clone of that)
140
142
  // 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
141
- if (!cached || cached.material !== material || cached.copy.version !== material.version) {
142
- if(debug) console.log("Cloning material", material.name, material.version);
143
+ let isCachedInstance = material === cached?.copy;
144
+ let hasChanged = !cached || cached.material.uuid !== material.uuid || cached.copy.version !== material.version;
145
+ if (!isCachedInstance && hasChanged) {
146
+ if (debug) {
147
+ let reason = "";
148
+ if (!cached) reason = "not cached";
149
+ else if (cached.material !== material) reason = "reference changed; cached instance?: " + isCachedInstance;
150
+ else if (cached.copy.version !== material.version) reason = "version changed";
151
+ console.warn("Cloning material", material.name, material.version, "Reason:", reason, "\n", material.uuid, "\n", cached?.copy.uuid, "\n", _rend.name);
152
+ }
153
+
143
154
  const clone = material.clone();
144
155
  clone.version = material.version;
145
156
 
@@ -158,8 +169,7 @@ export class ReflectionProbe extends Behaviour {
158
169
  clone[$reflectionProbeKey] = this;
159
170
  clone[$originalMaterial] = material;
160
171
 
161
- if (debug)
162
- console.log("Set reflection", _rend.name, _rend.guid);
172
+ if (debug) console.log("Set reflection", _rend.name, _rend.guid);
163
173
  }
164
174
 
165
175
  /** this is the material that we copied and that has the reflection probe */
@@ -605,15 +605,15 @@ export class Renderer extends Behaviour implements IRenderer {
605
605
  }
606
606
  }
607
607
 
608
- }
608
+
609
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
610
+ this._reflectionProbe.onSet(this);
611
+ }
609
612
 
613
+ }
610
614
  onBeforeRenderThree(_renderer, _scene, _camera, _geometry, material, _group) {
611
615
 
612
616
  this.loadProgressiveTextures(material);
613
- // TODO: we might want to just set the material.envMap for one material during rendering instead of cloning the material
614
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
615
- this._reflectionProbe.onSet(this);
616
- }
617
617
 
618
618
  if (material.envMapIntensity !== undefined) {
619
619
  const factor = this.hasLightmap ? Math.PI : 1;
@@ -1,7 +1,7 @@
1
1
  import { Behaviour, GameObject } from "./Component";
2
2
  import * as THREE from "three";
3
3
  import { Texture } from "three";
4
- import { Context, OnBeforeRenderCallback } from "../engine/engine_setup";
4
+ import { Context, OnRenderCallback } from "../engine/engine_setup";
5
5
 
6
6
  // this component is automatically added by the Renderer if the object has lightmap uvs AND we have a lightmap
7
7
  // for multimaterial objects GLTF exports a "Group" with the renderer component
@@ -17,7 +17,6 @@ import {
17
17
  Camera,
18
18
  Color,
19
19
  MeshStandardMaterial,
20
- LinearEncoding,
21
20
  sRGBEncoding,
22
21
  MeshPhysicalMaterial,
23
22
  } from 'three';
@@ -1109,9 +1108,6 @@ function buildMaterial( material: MeshStandardMaterial, textures ) {
1109
1108
  const textureTransformInput = `</Materials/Material_${material.id}/${uvReader}.outputs:result>`;
1110
1109
  const textureTransformOutput = `</Materials/Material_${material.id}/Transform2d_${mapType}.outputs:result>`;
1111
1110
 
1112
- const rawTextureExtra = `(
1113
- colorSpace = "Raw"
1114
- )`;
1115
1111
  const needsTextureScale = mapType !== 'normal' && (color && (color.r !== 1 || color.g !== 1 || color.b !== 1 || opacity !== 1)) || false;
1116
1112
  const needsNormalScaleAndBias = mapType === 'normal';
1117
1113
  const normalScaleValueString = (material.normalScale ? material.normalScale.x * 2 : 2).toFixed( PRECISION );
@@ -1133,7 +1129,8 @@ function buildMaterial( material: MeshStandardMaterial, textures ) {
1133
1129
  def Shader "Texture_${texture.id}_${mapType}"
1134
1130
  {
1135
1131
  uniform token info:id = "UsdUVTexture"
1136
- asset inputs:file = @textures/Texture_${id}.${isRGBA ? 'png' : 'jpg'}@ ${mapType === 'normal' ? rawTextureExtra : ''}
1132
+ asset inputs:file = @textures/Texture_${id}.${isRGBA ? 'png' : 'jpg'}@
1133
+ token inputs:sourceColorSpace = "${ texture.colorSpace === 'srgb' ? 'sRGB' : 'raw' }"
1137
1134
  float2 inputs:st.connect = ${needsTextureTransform ? textureTransformOutput : textureTransformInput}
1138
1135
  ${needsTextureScale ? `
1139
1136
  float4 inputs:scale = (${color ? color.r + ', ' + color.g + ', ' + color.b : '1, 1, 1'}, ${opacity ? opacity : '1'})
@@ -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
@@ -191,9 +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 (!this.gameObject.parent) return;
195
- this._parentRectTransform = GameObject.getComponentInParent(this.gameObject.parent, RectTransform) as RectTransform;
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 (canvas && !canvas.screenspace) uiobject.rotation.y = Math.PI;
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