@needle-tools/engine 4.11.5-next.f5ee735 → 4.11.6

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 (1116) hide show
  1. package/CHANGELOG.md +3958 -3958
  2. package/LICENSE.md +10 -10
  3. package/README.md +84 -84
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-DwpFkqPR.js +21 -0
  6. package/dist/{gltf-progressive-DZrY8VT6.min.js → gltf-progressive-BmSygnAC.min.js} +2 -2
  7. package/dist/{gltf-progressive-DgYz5BYa.js → gltf-progressive-DnLBuGK5.js} +24 -24
  8. package/dist/{gltf-progressive-DWcmTMCh.umd.cjs → gltf-progressive-Rs-ojtXy.umd.cjs} +1 -1
  9. package/dist/{loader.worker-Dip-PthR.js → loader.worker-DWzfDpAl.js} +4 -4
  10. package/dist/{needle-engine.bundle-CpC_7cRL.umd.cjs → needle-engine.bundle-B8HwiMM3.umd.cjs} +125 -133
  11. package/dist/{needle-engine.bundle-DtudWpG2.js → needle-engine.bundle-Cxvg_Ilj.js} +3622 -3735
  12. package/dist/{needle-engine.bundle-DvGMCIAT.min.js → needle-engine.bundle-PcoEsc5V.min.js} +113 -121
  13. package/dist/needle-engine.d.ts +176 -179
  14. package/dist/needle-engine.js +343 -344
  15. package/dist/needle-engine.min.js +1 -1
  16. package/dist/needle-engine.umd.cjs +1 -1
  17. package/dist/{postprocessing-Dzq4RXcy.min.js → postprocessing-B5ksn9-G.min.js} +223 -147
  18. package/dist/{postprocessing-DEkzT9iD.umd.cjs → postprocessing-DZtb9Nnn.umd.cjs} +222 -146
  19. package/dist/{postprocessing-DqdcvaFn.js → postprocessing-__7s9wON.js} +1656 -1542
  20. package/dist/{three-DfMvBzXi.js → three-BCCkyCA5.js} +1 -7
  21. package/dist/{three-qj71I7J3.umd.cjs → three-Bf2NBxAw.umd.cjs} +2 -2
  22. package/dist/{three-B7CT31Bt.min.js → three-W7zWTcfP.min.js} +1 -1
  23. package/dist/{three-examples-CsW4_6LI.umd.cjs → three-examples-Dho7cuu4.umd.cjs} +4 -4
  24. package/dist/{three-examples-D1P7eEhn.min.js → three-examples-MsJjauyk.min.js} +10 -10
  25. package/dist/{three-examples-D1SK93ek.js → three-examples-y2GeYlze.js} +2 -20
  26. package/dist/{three-mesh-ui-C_uSB5dD.js → three-mesh-ui-3nSSizT4.js} +1 -1
  27. package/dist/{three-mesh-ui-LQ44s0AL.min.js → three-mesh-ui-CIez6qJQ.min.js} +1 -1
  28. package/dist/{three-mesh-ui-DpATDXwU.umd.cjs → three-mesh-ui-zsOOA5Pq.umd.cjs} +1 -1
  29. package/dist/{vendor-DhTcel4c.umd.cjs → vendor-BrxSfR_8.umd.cjs} +38 -38
  30. package/dist/{vendor-DtTGRuXh.min.js → vendor-C0rT6Ytq.min.js} +45 -45
  31. package/dist/{vendor-Dkpn1a8s.js → vendor-CoLbzydV.js} +3068 -3134
  32. package/lib/asap/needle-asap.d.ts +1 -1
  33. package/lib/asap/needle-asap.js +95 -95
  34. package/lib/asap/sessiongranted.d.ts +3 -3
  35. package/lib/asap/sessiongranted.js +65 -65
  36. package/lib/asap/utils.d.ts +1 -1
  37. package/lib/asap/utils.js +3 -3
  38. package/lib/engine/analytics/index.d.ts +6 -6
  39. package/lib/engine/analytics/index.js +12 -12
  40. package/lib/engine/analytics/lcp.d.ts +3 -3
  41. package/lib/engine/analytics/lcp.js +34 -34
  42. package/lib/engine/api.d.ts +86 -86
  43. package/lib/engine/api.js +85 -85
  44. package/lib/engine/assets/index.d.ts +11 -11
  45. package/lib/engine/assets/index.js +47 -47
  46. package/lib/engine/assets/static.d.ts +1 -1
  47. package/lib/engine/assets/static.js +4 -4
  48. package/lib/engine/codegen/register_types.d.ts +1 -1
  49. package/lib/engine/codegen/register_types.js +320 -320
  50. package/lib/engine/debug/debug.d.ts +15 -15
  51. package/lib/engine/debug/debug.js +44 -44
  52. package/lib/engine/debug/debug_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_console.js +277 -277
  54. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  55. package/lib/engine/debug/debug_overlay.js +316 -316
  56. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  57. package/lib/engine/debug/debug_spatial_console.js +390 -390
  58. package/lib/engine/debug/debug_spector.d.ts +16 -16
  59. package/lib/engine/debug/debug_spector.js +27 -27
  60. package/lib/engine/debug/index.d.ts +2 -2
  61. package/lib/engine/debug/index.js +2 -2
  62. package/lib/engine/engine_addressables.d.ts +232 -232
  63. package/lib/engine/engine_addressables.js +684 -684
  64. package/lib/engine/engine_animation.d.ts +61 -61
  65. package/lib/engine/engine_animation.js +170 -170
  66. package/lib/engine/engine_application.d.ts +45 -52
  67. package/lib/engine/engine_application.js +104 -111
  68. package/lib/engine/engine_application.js.map +1 -1
  69. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  70. package/lib/engine/engine_assetdatabase.js +352 -352
  71. package/lib/engine/engine_audio.d.ts +4 -4
  72. package/lib/engine/engine_audio.js +23 -23
  73. package/lib/engine/engine_camera.d.ts +39 -39
  74. package/lib/engine/engine_camera.fit.d.ts +113 -113
  75. package/lib/engine/engine_camera.fit.js +194 -194
  76. package/lib/engine/engine_camera.js +102 -102
  77. package/lib/engine/engine_components.d.ts +110 -110
  78. package/lib/engine/engine_components.js +374 -374
  79. package/lib/engine/engine_components_internal.d.ts +9 -9
  80. package/lib/engine/engine_components_internal.js +36 -36
  81. package/lib/engine/engine_constants.d.ts +10 -10
  82. package/lib/engine/engine_constants.js +41 -41
  83. package/lib/engine/engine_context.d.ts +523 -523
  84. package/lib/engine/engine_context.js +1781 -1784
  85. package/lib/engine/engine_context.js.map +1 -1
  86. package/lib/engine/engine_context_registry.d.ts +71 -71
  87. package/lib/engine/engine_context_registry.js +117 -117
  88. package/lib/engine/engine_coroutine.d.ts +35 -35
  89. package/lib/engine/engine_coroutine.js +52 -52
  90. package/lib/engine/engine_create_objects.d.ts +119 -119
  91. package/lib/engine/engine_create_objects.js +344 -344
  92. package/lib/engine/engine_default_parameters.d.ts +2 -2
  93. package/lib/engine/engine_default_parameters.js +3 -3
  94. package/lib/engine/engine_editor-sync.d.ts +21 -21
  95. package/lib/engine/engine_editor-sync.js +4 -4
  96. package/lib/engine/engine_feature_flags.d.ts +3 -3
  97. package/lib/engine/engine_feature_flags.js +5 -5
  98. package/lib/engine/engine_fileloader.d.ts +2 -2
  99. package/lib/engine/engine_fileloader.js +8 -8
  100. package/lib/engine/engine_gameobject.d.ts +68 -68
  101. package/lib/engine/engine_gameobject.js +676 -676
  102. package/lib/engine/engine_generic_utils.d.ts +1 -1
  103. package/lib/engine/engine_generic_utils.js +13 -13
  104. package/lib/engine/engine_gizmos.d.ts +151 -151
  105. package/lib/engine/engine_gizmos.js +549 -549
  106. package/lib/engine/engine_gltf.d.ts +12 -12
  107. package/lib/engine/engine_gltf.js +15 -15
  108. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  109. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  110. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  111. package/lib/engine/engine_hot_reload.d.ts +8 -8
  112. package/lib/engine/engine_hot_reload.js +197 -197
  113. package/lib/engine/engine_input.d.ts +362 -362
  114. package/lib/engine/engine_input.js +1297 -1297
  115. package/lib/engine/engine_input_utils.d.ts +2 -2
  116. package/lib/engine/engine_input_utils.js +22 -22
  117. package/lib/engine/engine_instancing.d.ts +19 -19
  118. package/lib/engine/engine_instancing.js +39 -39
  119. package/lib/engine/engine_license.d.ts +11 -11
  120. package/lib/engine/engine_license.js +369 -369
  121. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  122. package/lib/engine/engine_lifecycle_api.js +106 -106
  123. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  124. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  125. package/lib/engine/engine_lightdata.d.ts +23 -23
  126. package/lib/engine/engine_lightdata.js +103 -103
  127. package/lib/engine/engine_loaders.callbacks.d.ts +98 -98
  128. package/lib/engine/engine_loaders.callbacks.js +87 -87
  129. package/lib/engine/engine_loaders.d.ts +42 -42
  130. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  131. package/lib/engine/engine_loaders.gltf.js +62 -62
  132. package/lib/engine/engine_loaders.js +341 -341
  133. package/lib/engine/engine_lods.d.ts +37 -37
  134. package/lib/engine/engine_lods.js +162 -162
  135. package/lib/engine/engine_mainloop_utils.d.ts +33 -33
  136. package/lib/engine/engine_mainloop_utils.js +478 -478
  137. package/lib/engine/engine_math.d.ts +114 -114
  138. package/lib/engine/engine_math.js +247 -247
  139. package/lib/engine/engine_modules.d.ts +36 -36
  140. package/lib/engine/engine_modules.js +85 -85
  141. package/lib/engine/engine_networking.d.ts +260 -260
  142. package/lib/engine/engine_networking.js +764 -764
  143. package/lib/engine/engine_networking_auto.d.ts +24 -24
  144. package/lib/engine/engine_networking_auto.js +310 -310
  145. package/lib/engine/engine_networking_blob.d.ts +48 -48
  146. package/lib/engine/engine_networking_blob.js +228 -228
  147. package/lib/engine/engine_networking_files.d.ts +35 -35
  148. package/lib/engine/engine_networking_files.js +172 -172
  149. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  150. package/lib/engine/engine_networking_files_default_components.js +42 -42
  151. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  152. package/lib/engine/engine_networking_instantiate.js +362 -362
  153. package/lib/engine/engine_networking_peer.d.ts +15 -15
  154. package/lib/engine/engine_networking_peer.js +132 -132
  155. package/lib/engine/engine_networking_streams.d.ts +123 -123
  156. package/lib/engine/engine_networking_streams.js +656 -656
  157. package/lib/engine/engine_networking_types.d.ts +22 -22
  158. package/lib/engine/engine_networking_types.js +7 -7
  159. package/lib/engine/engine_networking_utils.d.ts +2 -2
  160. package/lib/engine/engine_networking_utils.js +20 -20
  161. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  162. package/lib/engine/engine_networking_websocket.js +2 -2
  163. package/lib/engine/engine_patcher.d.ts +10 -10
  164. package/lib/engine/engine_patcher.js +142 -142
  165. package/lib/engine/engine_physics.d.ts +164 -164
  166. package/lib/engine/engine_physics.js +687 -691
  167. package/lib/engine/engine_physics.js.map +1 -1
  168. package/lib/engine/engine_physics.types.d.ts +40 -40
  169. package/lib/engine/engine_physics.types.js +33 -33
  170. package/lib/engine/engine_physics_rapier.d.ts +156 -156
  171. package/lib/engine/engine_physics_rapier.js +1460 -1460
  172. package/lib/engine/engine_playerview.d.ts +26 -26
  173. package/lib/engine/engine_playerview.js +64 -64
  174. package/lib/engine/engine_pmrem.d.ts +8 -8
  175. package/lib/engine/engine_pmrem.js +68 -68
  176. package/lib/engine/engine_scenelighting.d.ts +82 -82
  177. package/lib/engine/engine_scenelighting.js +245 -245
  178. package/lib/engine/engine_serialization.d.ts +3 -3
  179. package/lib/engine/engine_serialization.js +3 -3
  180. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  181. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  182. package/lib/engine/engine_serialization_core.d.ts +94 -94
  183. package/lib/engine/engine_serialization_core.js +607 -607
  184. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  185. package/lib/engine/engine_serialization_decorator.js +67 -67
  186. package/lib/engine/engine_setup.d.ts +1 -1
  187. package/lib/engine/engine_setup.js +2 -2
  188. package/lib/engine/engine_shaders.d.ts +53 -53
  189. package/lib/engine/engine_shaders.js +252 -252
  190. package/lib/engine/engine_shims.d.ts +4 -4
  191. package/lib/engine/engine_shims.js +24 -24
  192. package/lib/engine/engine_test_utils.d.ts +39 -39
  193. package/lib/engine/engine_test_utils.js +83 -83
  194. package/lib/engine/engine_texture.d.ts +28 -28
  195. package/lib/engine/engine_texture.js +64 -64
  196. package/lib/engine/engine_three_utils.d.ts +210 -210
  197. package/lib/engine/engine_three_utils.js +792 -792
  198. package/lib/engine/engine_time.d.ts +51 -51
  199. package/lib/engine/engine_time.js +82 -82
  200. package/lib/engine/engine_time_utils.d.ts +88 -88
  201. package/lib/engine/engine_time_utils.js +215 -215
  202. package/lib/engine/engine_tonemapping.d.ts +6 -6
  203. package/lib/engine/engine_tonemapping.js +198 -198
  204. package/lib/engine/engine_types.d.ts +585 -585
  205. package/lib/engine/engine_types.js +95 -95
  206. package/lib/engine/engine_typestore.d.ts +28 -28
  207. package/lib/engine/engine_typestore.js +55 -55
  208. package/lib/engine/engine_util_decorator.d.ts +13 -13
  209. package/lib/engine/engine_util_decorator.js +116 -116
  210. package/lib/engine/engine_utils.d.ts +227 -227
  211. package/lib/engine/engine_utils.js +821 -821
  212. package/lib/engine/engine_utils_attributes.d.ts +48 -48
  213. package/lib/engine/engine_utils_attributes.js +69 -69
  214. package/lib/engine/engine_utils_format.d.ts +24 -24
  215. package/lib/engine/engine_utils_format.js +245 -245
  216. package/lib/engine/engine_utils_qrcode.d.ts +23 -23
  217. package/lib/engine/engine_utils_qrcode.js +233 -233
  218. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  219. package/lib/engine/engine_utils_screenshot.js +522 -522
  220. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  221. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  222. package/lib/engine/engine_xr.d.ts +1 -1
  223. package/lib/engine/engine_xr.js +1 -1
  224. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  225. package/lib/engine/export/gltf/Writers.js +24 -24
  226. package/lib/engine/export/gltf/index.d.ts +11 -11
  227. package/lib/engine/export/gltf/index.js +123 -123
  228. package/lib/engine/export/index.d.ts +2 -2
  229. package/lib/engine/export/index.js +2 -2
  230. package/lib/engine/export/state.d.ts +7 -7
  231. package/lib/engine/export/state.js +17 -17
  232. package/lib/engine/export/utils.d.ts +2 -2
  233. package/lib/engine/export/utils.js +7 -7
  234. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  235. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  236. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  237. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  238. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  239. package/lib/engine/extensions/NEEDLE_components.js +239 -239
  240. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  241. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  242. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  243. package/lib/engine/extensions/NEEDLE_lighting_settings.js +160 -160
  244. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  245. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  246. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  247. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  248. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  249. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  250. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  251. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  252. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  253. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  254. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  255. package/lib/engine/extensions/extension_resolver.js +1 -1
  256. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  257. package/lib/engine/extensions/extension_utils.js +152 -152
  258. package/lib/engine/extensions/extensions.d.ts +32 -32
  259. package/lib/engine/extensions/extensions.js +113 -113
  260. package/lib/engine/extensions/index.d.ts +6 -6
  261. package/lib/engine/extensions/index.js +6 -6
  262. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  263. package/lib/engine/extensions/usage_tracker.js +65 -65
  264. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  265. package/lib/engine/js-extensions/Camera.js +39 -39
  266. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  267. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  268. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  269. package/lib/engine/js-extensions/Layers.js +22 -22
  270. package/lib/engine/js-extensions/Object3D.d.ts +141 -141
  271. package/lib/engine/js-extensions/Object3D.js +190 -190
  272. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  273. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  274. package/lib/engine/js-extensions/Vector.d.ts +8 -8
  275. package/lib/engine/js-extensions/Vector.js +13 -13
  276. package/lib/engine/js-extensions/index.d.ts +6 -6
  277. package/lib/engine/js-extensions/index.js +5 -5
  278. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  279. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +80 -80
  280. package/lib/engine/shaders/shaderData.d.ts +55 -55
  281. package/lib/engine/shaders/shaderData.js +58 -58
  282. package/lib/engine/tests/test_utils.d.ts +2 -2
  283. package/lib/engine/tests/test_utils.js +53 -53
  284. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  285. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  286. package/lib/engine/webcomponents/api.d.ts +5 -5
  287. package/lib/engine/webcomponents/api.js +4 -4
  288. package/lib/engine/webcomponents/buttons.d.ts +53 -53
  289. package/lib/engine/webcomponents/buttons.js +270 -270
  290. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  291. package/lib/engine/webcomponents/fonts.js +32 -32
  292. package/lib/engine/webcomponents/icons.d.ts +9 -9
  293. package/lib/engine/webcomponents/icons.js +52 -52
  294. package/lib/engine/webcomponents/index.d.ts +1 -1
  295. package/lib/engine/webcomponents/index.js +1 -1
  296. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  297. package/lib/engine/webcomponents/logo-element.js +91 -91
  298. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  299. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  300. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +192 -192
  301. package/lib/engine/webcomponents/needle menu/needle-menu.js +1077 -1077
  302. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  303. package/lib/engine/webcomponents/needle-button.js +161 -161
  304. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  305. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  306. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +70 -70
  307. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  308. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  309. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  310. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  311. package/lib/engine/webcomponents/needle-engine.js +906 -906
  312. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  313. package/lib/engine/webcomponents/needle-engine.loading.js +336 -336
  314. package/lib/engine/xr/NeedleXRController.d.ts +314 -314
  315. package/lib/engine/xr/NeedleXRController.js +1057 -1057
  316. package/lib/engine/xr/NeedleXRSession.d.ts +342 -342
  317. package/lib/engine/xr/NeedleXRSession.js +1491 -1492
  318. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  319. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  320. package/lib/engine/xr/NeedleXRSync.js +188 -188
  321. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  322. package/lib/engine/xr/SceneTransition.js +69 -69
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  1002. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  1003. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  1004. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  1005. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  1006. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1253 -1253
  1007. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  1008. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  1009. package/src/engine-components/export/usdz/index.ts +2 -2
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  1032. package/src/engine-components/postprocessing/PostProcessingHandler.ts +586 -586
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  1034. package/src/engine-components/postprocessing/VolumeParameter.ts +158 -158
  1035. package/src/engine-components/postprocessing/VolumeProfile.ts +61 -61
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  1043. package/src/engine-components/timeline/SignalAsset.ts +155 -155
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  1112. package/src/include/three/DragControls.js +231 -231
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  1114. package/src/needle-engine.ts +70 -72
  1115. package/dist/generateMeshBVH.worker-D1Vr8UHG.js +0 -21
  1116. package/src/engine/debug/debug_spector.ts +0 -43
@@ -1,1421 +1,1421 @@
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 { AxesHelper, Box3, BufferGeometry, Color, Line, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
8
- import { Gizmos } from "../engine/engine_gizmos.js";
9
- import { InstancingUtil } from "../engine/engine_instancing.js";
10
- import { Mathf } from "../engine/engine_math.js";
11
- import { RaycastOptions } from "../engine/engine_physics.js";
12
- import { serializable } from "../engine/engine_serialization_decorator.js";
13
- import { getBoundingBox, getTempVector, getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
14
- import { getParam } from "../engine/engine_utils.js";
15
- import { NeedleXRSession } from "../engine/engine_xr.js";
16
- import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
17
- import { Behaviour, GameObject } from "./Component.js";
18
- import { UsageMarker } from "./Interactable.js";
19
- import { Rigidbody } from "./RigidBody.js";
20
- import { SyncedTransform } from "./SyncedTransform.js";
21
- import { ObjectRaycaster } from "./ui/Raycaster.js";
22
- /** Enable debug visualization and logging for DragControls by using the URL parameter `?debugdrag`. */
23
- const debug = getParam("debugdrag");
24
- /** Buffer to store currently active DragControls components */
25
- const dragControlsBuffer = [];
26
- /**
27
- * The DragMode determines how an object is dragged around in the scene.
28
- */
29
- export var DragMode;
30
- (function (DragMode) {
31
- /** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
32
- DragMode[DragMode["XZPlane"] = 0] = "XZPlane";
33
- /** Object is dragged as if it was attached to the pointer. In 2D, that means it's dragged along the camera screen plane. In XR, it's dragged by the controller/hand. */
34
- DragMode[DragMode["Attached"] = 1] = "Attached";
35
- /** Object is dragged along the initial raycast hit normal. */
36
- DragMode[DragMode["HitNormal"] = 2] = "HitNormal";
37
- /** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
38
- DragMode[DragMode["DynamicViewAngle"] = 3] = "DynamicViewAngle";
39
- /** The drag plane is snapped to surfaces in the scene while dragging. */
40
- DragMode[DragMode["SnapToSurfaces"] = 4] = "SnapToSurfaces";
41
- /** Don't allow dragging the object */
42
- DragMode[DragMode["None"] = 5] = "None";
43
- })(DragMode || (DragMode = {}));
44
- /**
45
- * DragControls allows you to drag objects around in the scene. It can be used to move objects in 2D (screen space) or 3D (world space).
46
- * Debug mode can be enabled with the URL parameter `?debugdrag`, which shows visual helpers and logs drag operations.
47
- *
48
- * @category Interactivity
49
- * @group Components
50
- */
51
- export class DragControls extends Behaviour {
52
- /**
53
- * Checks if any DragControls component is currently active with selected objects
54
- * @returns True if any DragControls component is currently active
55
- */
56
- static get HasAnySelected() { return this._active > 0; }
57
- static _active = 0;
58
- /**
59
- * Retrieves a list of all DragControl components that are currently dragging objects.
60
- * @returns Array of currently active DragControls components
61
- */
62
- static get CurrentlySelected() {
63
- dragControlsBuffer.length = 0;
64
- for (const dc of this._instances) {
65
- if (dc._isDragging) {
66
- dragControlsBuffer.push(dc);
67
- }
68
- }
69
- return dragControlsBuffer;
70
- }
71
- /** Registry of currently active and enabled DragControls components */
72
- static _instances = [];
73
- /**
74
- * Determines how and where the object is dragged along. Different modes include
75
- * dragging along a plane, attached to the pointer, or following surface normals.
76
- */
77
- dragMode = DragMode.DynamicViewAngle;
78
- /**
79
- * Snaps dragged objects to a 3D grid with the specified resolution.
80
- * Set to 0 to disable snapping.
81
- */
82
- snapGridResolution = 0.0;
83
- /**
84
- * When true, maintains the original rotation of the dragged object while moving it.
85
- * When false, allows the object to rotate freely during dragging.
86
- */
87
- keepRotation = true;
88
- /**
89
- * Determines how and where the object is dragged along while dragging in XR.
90
- * Uses a separate setting from regular drag mode for better XR interaction.
91
- */
92
- xrDragMode = DragMode.Attached;
93
- /**
94
- * When true, maintains the original rotation of the dragged object during XR dragging.
95
- * When false, allows the object to rotate freely during XR dragging.
96
- */
97
- xrKeepRotation = false;
98
- /**
99
- * Multiplier that affects how quickly objects move closer or further away when dragging in XR.
100
- * Higher values make distance changes more pronounced.
101
- * This is similar to mouse acceleration on a screen.
102
- */
103
- xrDistanceDragFactor = 1;
104
- /**
105
- * When enabled, draws a visual line from the dragged object downwards to the next raycast hit,
106
- * providing visual feedback about the object's position relative to surfaces below it.
107
- */
108
- showGizmo = false;
109
- /**
110
- * Returns the object currently being dragged by this DragControls component, if any.
111
- * @returns The object being dragged or null if no object is currently dragged
112
- */
113
- get draggedObject() {
114
- return this._targetObject;
115
- }
116
- /**
117
- * Updates the object that is being dragged by the DragControls.
118
- * This can be used to change the target during a drag operation.
119
- * @param obj The new object to drag, or null to stop dragging
120
- */
121
- setTargetObject(obj) {
122
- this._targetObject = obj;
123
- for (const handler of this._dragHandlers.values()) {
124
- handler.setTargetObject(obj);
125
- }
126
- // If the object was kinematic we want to reset it
127
- const wasKinematicKey = "_rigidbody-was-kinematic";
128
- if (this._rigidbody?.[wasKinematicKey] === false) {
129
- this._rigidbody.isKinematic = false;
130
- this._rigidbody[wasKinematicKey] = undefined;
131
- }
132
- this._rigidbody = null;
133
- // If we have a object that is being dragged we want to get the Rigidbody component
134
- // and we set kinematic to false while it's being dragged
135
- if (obj) {
136
- this._rigidbody = GameObject.getComponentInChildren(obj, Rigidbody);
137
- if (this._rigidbody?.isKinematic === false) {
138
- this._rigidbody.isKinematic = true;
139
- this._rigidbody[wasKinematicKey] = false;
140
- }
141
- }
142
- }
143
- _rigidbody = null;
144
- // future:
145
- // constraints?
146
- /** The object to be dragged – we pass this to handlers when they are created */
147
- _targetObject = null;
148
- _dragHelper = null;
149
- static lastHovered;
150
- _draggingRigidbodies = [];
151
- _potentialDragStartEvt = null;
152
- _dragHandlers = new Map();
153
- _totalMovement = new Vector3();
154
- /** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
155
- _marker = null;
156
- _isDragging = false;
157
- _didDrag = false;
158
- /** @internal */
159
- awake() {
160
- // initialize all data that may be cloned incorrectly otherwise
161
- this._potentialDragStartEvt = null;
162
- this._dragHandlers = new Map();
163
- this._totalMovement = new Vector3();
164
- this._marker = null;
165
- this._isDragging = false;
166
- this._didDrag = false;
167
- this._dragHelper = null;
168
- this._draggingRigidbodies = [];
169
- }
170
- /** @internal */
171
- start() {
172
- if (!this.gameObject.getComponentInParent(ObjectRaycaster))
173
- this.gameObject.addComponent(ObjectRaycaster);
174
- }
175
- /** @internal */
176
- onEnable() {
177
- DragControls._instances.push(this);
178
- }
179
- /** @internal */
180
- onDisable() {
181
- DragControls._instances = DragControls._instances.filter(i => i !== this);
182
- }
183
- /**
184
- * Checks if editing is allowed for the current networking connection.
185
- * @param _obj Optional object to check edit permissions for
186
- * @returns True if editing is allowed
187
- */
188
- allowEdit(_obj = null) {
189
- return this.context.connection.allowEditing;
190
- }
191
- /**
192
- * Handles pointer enter events. Sets the cursor style and tracks the hovered object.
193
- * @param evt Pointer event data containing information about the interaction
194
- * @internal
195
- */
196
- onPointerEnter(evt) {
197
- if (!this.allowEdit(this.gameObject))
198
- return;
199
- if (evt.mode !== "screen")
200
- return;
201
- // get the drag mode and check if we need to abort early here
202
- const isSpatialInput = evt.event.mode === "tracked-pointer" || evt.event.mode === "transient-pointer";
203
- const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
204
- if (dragMode === DragMode.None)
205
- return;
206
- const dc = GameObject.getComponentInParent(evt.object, DragControls);
207
- if (!dc || dc !== this)
208
- return;
209
- DragControls.lastHovered = evt.object;
210
- this.context.domElement.style.cursor = 'pointer';
211
- }
212
- /**
213
- * Handles pointer movement events. Marks the event as used if dragging is active.
214
- * @param args Pointer event data containing information about the movement
215
- * @internal
216
- */
217
- onPointerMove(args) {
218
- if (this._isDragging || this._potentialDragStartEvt !== null)
219
- args.use();
220
- }
221
- /**
222
- * Handles pointer exit events. Resets the cursor style when the pointer leaves a draggable object.
223
- * @param evt Pointer event data containing information about the interaction
224
- * @internal
225
- */
226
- onPointerExit(evt) {
227
- if (!this.allowEdit(this.gameObject))
228
- return;
229
- if (evt.mode !== "screen")
230
- return;
231
- if (DragControls.lastHovered !== evt.object)
232
- return;
233
- this.context.domElement.style.cursor = 'auto';
234
- }
235
- /**
236
- * Handles pointer down events. Initiates the potential drag operation if conditions are met.
237
- * @param args Pointer event data containing information about the interaction
238
- * @internal
239
- */
240
- onPointerDown(args) {
241
- if (!this.allowEdit(this.gameObject))
242
- return;
243
- if (args.used)
244
- return;
245
- // get the drag mode and check if we need to abort early here
246
- const isSpatialInput = args.mode === "tracked-pointer" || args.mode === "transient-pointer";
247
- const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
248
- if (dragMode === DragMode.None)
249
- return;
250
- DragControls.lastHovered = args.object;
251
- if (args.button === 0) {
252
- if (this._dragHandlers.size === 0) {
253
- this._didDrag = false;
254
- this._totalMovement.set(0, 0, 0);
255
- this._potentialDragStartEvt = args;
256
- }
257
- if (!this._targetObject) {
258
- this.setTargetObject(this.gameObject);
259
- }
260
- DragControls._active += 1;
261
- const newDragHandler = new DragPointerHandler(this, this._targetObject);
262
- this._dragHandlers.set(args.event.space, newDragHandler);
263
- newDragHandler.onDragStart(args);
264
- if (this._dragHandlers.size === 2) {
265
- const iterator = this._dragHandlers.values();
266
- const a = iterator.next().value;
267
- const b = iterator.next().value;
268
- if (a instanceof DragPointerHandler && b instanceof DragPointerHandler) {
269
- const mtHandler = new MultiTouchDragHandler(this, this._targetObject, a, b);
270
- this._dragHandlers.set(this.gameObject, mtHandler);
271
- mtHandler.onDragStart(args);
272
- }
273
- else {
274
- console.error("Attempting to construct a MultiTouchDragHandler with invalid DragPointerHandlers. This is likely a bug.", { a, b });
275
- }
276
- }
277
- args.use();
278
- }
279
- }
280
- /**
281
- * Handles pointer up events. Finalizes or cancels the drag operation.
282
- * @param args Pointer event data containing information about the interaction
283
- * @internal
284
- */
285
- onPointerUp(args) {
286
- if (debug)
287
- Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
288
- if (!this.allowEdit(this.gameObject))
289
- return;
290
- if (args.button !== 0)
291
- return;
292
- this._potentialDragStartEvt = null;
293
- const handler = this._dragHandlers.get(args.event.space);
294
- const mtHandler = this._dragHandlers.get(this.gameObject);
295
- if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
296
- // any of the two handlers has been released, so we can remove the multi-touch handler
297
- this._dragHandlers.delete(this.gameObject);
298
- mtHandler.onDragEnd(args);
299
- }
300
- if (handler) {
301
- if (DragControls._active > 0)
302
- DragControls._active -= 1;
303
- this.setTargetObject(null);
304
- if (handler.onDragEnd)
305
- handler.onDragEnd(args);
306
- this._dragHandlers.delete(args.event.space);
307
- if (this._dragHandlers.size === 0) {
308
- this.onLastDragEnd(args);
309
- }
310
- args.use();
311
- }
312
- }
313
- /**
314
- * Updates the drag operation every frame. Processes pointer movement, accumulates drag distance
315
- * and triggers drag start once there's enough movement.
316
- * @internal
317
- */
318
- update() {
319
- for (const handler of this._dragHandlers.values()) {
320
- if (handler.collectMovementInfo)
321
- handler.collectMovementInfo();
322
- // TODO this doesn't make sense, we should instead just use the max here
323
- // or even better, each handler can decide on their own how to handle this
324
- if (handler.getTotalMovement)
325
- this._totalMovement.add(handler.getTotalMovement());
326
- }
327
- // drag start only after having dragged for some pixels
328
- if (this._potentialDragStartEvt) {
329
- if (!this._didDrag) {
330
- // this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
331
- // TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
332
- if (this._totalMovement.length() > 0.0003)
333
- this._didDrag = true;
334
- else
335
- return;
336
- }
337
- const args = this._potentialDragStartEvt;
338
- this._potentialDragStartEvt = null;
339
- this.onFirstDragStart(args);
340
- }
341
- for (const handler of this._dragHandlers.values())
342
- if (handler.onDragUpdate)
343
- handler.onDragUpdate(this._dragHandlers.size);
344
- if (this._dragHelper && this._dragHelper.hasSelected)
345
- this.onAnyDragUpdate();
346
- }
347
- /**
348
- * Called when the first pointer starts dragging on this object.
349
- * Sets up network synchronization and marks rigidbodies for dragging.
350
- * Not called for subsequent pointers on the same object.
351
- * @param evt Pointer event data that initiated the drag
352
- */
353
- onFirstDragStart(evt) {
354
- if (!evt || !evt.object)
355
- return;
356
- const dc = GameObject.getComponentInParent(evt.object, DragControls);
357
- // if a DragControls is in parent (e.g. when we have nested DragControls) and the parent DragControls is currently active
358
- // then we will ignore this DragControls and not select it.
359
- // But if the parent DragControls isn't dragging then we allow this to run because we want to start networking
360
- if (!dc || (dc !== this && dc._isDragging))
361
- return;
362
- const object = this._targetObject || this.gameObject;
363
- if (!object)
364
- return;
365
- this._isDragging = true;
366
- const sync = GameObject.getComponentInChildren(object, SyncedTransform);
367
- if (debug)
368
- console.log("DRAG START", sync, object);
369
- if (sync) {
370
- sync.fastMode = true;
371
- sync?.requestOwnership();
372
- }
373
- this._marker = GameObject.addComponent(object, UsageMarker);
374
- this._draggingRigidbodies.length = 0;
375
- const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
376
- if (rbs)
377
- this._draggingRigidbodies.push(...rbs);
378
- }
379
- /**
380
- * Called each frame as long as any pointer is dragging this object.
381
- * Updates visuals and keeps rigidbodies awake during the drag.
382
- */
383
- onAnyDragUpdate() {
384
- if (!this._dragHelper)
385
- return;
386
- this._dragHelper.showGizmo = this.showGizmo;
387
- this._dragHelper.onUpdate(this.context);
388
- for (const rb of this._draggingRigidbodies) {
389
- rb.wakeUp();
390
- rb.resetVelocities();
391
- rb.resetForcesAndTorques();
392
- }
393
- const object = this._targetObject || this.gameObject;
394
- InstancingUtil.markDirty(object);
395
- }
396
- /**
397
- * Called when the last pointer has been removed from this object.
398
- * Cleans up drag state and applies final velocities to rigidbodies.
399
- * @param evt Pointer event data for the last pointer that was lifted
400
- */
401
- onLastDragEnd(evt) {
402
- if (!this || !this._isDragging)
403
- return;
404
- this._isDragging = false;
405
- for (const rb of this._draggingRigidbodies) {
406
- rb.setVelocity(rb.smoothedVelocity);
407
- }
408
- this._draggingRigidbodies.length = 0;
409
- this._targetObject = null;
410
- if (evt?.object) {
411
- const sync = GameObject.getComponentInChildren(evt.object, SyncedTransform);
412
- if (sync) {
413
- sync.fastMode = false;
414
- }
415
- }
416
- if (this._marker)
417
- this._marker.destroy();
418
- if (!this._dragHelper)
419
- return;
420
- const selected = this._dragHelper.selected;
421
- if (debug)
422
- console.log("DRAG END", selected, selected?.visible);
423
- this._dragHelper.setSelected(null, this.context);
424
- }
425
- }
426
- __decorate([
427
- serializable()
428
- ], DragControls.prototype, "dragMode", void 0);
429
- __decorate([
430
- serializable()
431
- ], DragControls.prototype, "snapGridResolution", void 0);
432
- __decorate([
433
- serializable()
434
- ], DragControls.prototype, "keepRotation", void 0);
435
- __decorate([
436
- serializable()
437
- ], DragControls.prototype, "xrDragMode", void 0);
438
- __decorate([
439
- serializable()
440
- ], DragControls.prototype, "xrKeepRotation", void 0);
441
- __decorate([
442
- serializable()
443
- ], DragControls.prototype, "xrDistanceDragFactor", void 0);
444
- __decorate([
445
- serializable()
446
- ], DragControls.prototype, "showGizmo", void 0);
447
- /**
448
- * Handles two touch points affecting one object.
449
- * Enables multi-touch interactions that allow movement, scaling, and rotation of objects.
450
- */
451
- class MultiTouchDragHandler {
452
- handlerA;
453
- handlerB;
454
- context;
455
- settings;
456
- gameObject;
457
- _handlerAAttachmentPoint = new Vector3();
458
- _handlerBAttachmentPoint = new Vector3();
459
- _followObject;
460
- _manipulatorObject;
461
- _deviceMode;
462
- _followObjectStartWorldQuaternion = new Quaternion();
463
- constructor(dragControls, gameObject, pointerA, pointerB) {
464
- this.context = dragControls.context;
465
- this.settings = dragControls;
466
- this.gameObject = gameObject;
467
- this.handlerA = pointerA;
468
- this.handlerB = pointerB;
469
- this._followObject = new Object3D();
470
- this._manipulatorObject = new Object3D();
471
- this.context.scene.add(this._manipulatorObject);
472
- const rig = NeedleXRSession.active?.rig?.gameObject;
473
- if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
474
- console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
475
- return;
476
- }
477
- this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
478
- this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
479
- this.gameObject.localToWorld(this._tempVec1);
480
- this.gameObject.localToWorld(this._tempVec2);
481
- if (rig) {
482
- rig.worldToLocal(this._tempVec1);
483
- rig.worldToLocal(this._tempVec2);
484
- }
485
- this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
486
- if (this._initialDistance < 0.02) {
487
- if (debug) {
488
- console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
489
- }
490
- // We want two reasonable pointer attachment points here.
491
- // But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
492
- this.handlerA.followObject.parent.getWorldPosition(this._tempVec1);
493
- this.handlerB.followObject.parent.getWorldPosition(this._tempVec2);
494
- this._handlerAAttachmentPoint.copy(this._tempVec1);
495
- this._handlerBAttachmentPoint.copy(this._tempVec2);
496
- this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
497
- this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
498
- this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
499
- if (this._initialDistance < 0.001) {
500
- console.warn("Not supported right now – controller drag points for multitouch are too close!");
501
- this._initialDistance = 1;
502
- }
503
- }
504
- else {
505
- this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
506
- this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
507
- }
508
- this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
509
- this._initialScale.copy(gameObject.scale);
510
- if (debug) {
511
- this._followObject.add(new AxesHelper(2));
512
- this._manipulatorObject.add(new AxesHelper(5));
513
- const formatVec = (v) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
514
- Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
515
- Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
516
- }
517
- }
518
- onDragStart(_args) {
519
- // align _followObject with the object we want to drag
520
- this.gameObject.add(this._followObject);
521
- this._followObject.matrixAutoUpdate = false;
522
- this._followObject.matrix.identity();
523
- this._deviceMode = _args.mode;
524
- this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
525
- // align _manipulatorObject in the same way it would if this was a drag update
526
- this.alignManipulator();
527
- // and then parent it to the space object so it follows along.
528
- this._manipulatorObject.attach(this._followObject);
529
- // store offsets in local space
530
- this._manipulatorPosOffset.copy(this._followObject.position);
531
- this._manipulatorRotOffset.copy(this._followObject.quaternion);
532
- this._manipulatorScaleOffset.copy(this._followObject.scale);
533
- }
534
- onDragEnd(_args) {
535
- if (!this.handlerA || !this.handlerB) {
536
- console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
537
- return;
538
- }
539
- // we want to initialize the drag points for these handlers again.
540
- // one of them will be removed, but we don't know here which one
541
- this.handlerA.recenter();
542
- this.handlerB.recenter();
543
- // destroy helper objects
544
- this._manipulatorObject.removeFromParent();
545
- this._followObject.removeFromParent();
546
- this._manipulatorObject.destroy();
547
- this._followObject.destroy();
548
- }
549
- _manipulatorPosOffset = new Vector3();
550
- _manipulatorRotOffset = new Quaternion();
551
- _manipulatorScaleOffset = new Vector3();
552
- _tempVec1 = new Vector3();
553
- _tempVec2 = new Vector3();
554
- _tempVec3 = new Vector3();
555
- tempLookMatrix = new Matrix4();
556
- _initialScale = new Vector3();
557
- _initialDistance = 0;
558
- alignManipulator() {
559
- if (!this.handlerA || !this.handlerB) {
560
- console.error("alignManipulator called on MultiTouchDragHandler without valid handlers. This is likely a bug.", this);
561
- return;
562
- }
563
- if (!this.handlerA.followObject || !this.handlerB.followObject) {
564
- console.error("alignManipulator called on MultiTouchDragHandler without valid follow objects. This is likely a bug.", this.handlerA, this.handlerB);
565
- return;
566
- }
567
- this._tempVec1.copy(this._handlerAAttachmentPoint);
568
- this._tempVec2.copy(this._handlerBAttachmentPoint);
569
- this.handlerA.followObject.localToWorld(this._tempVec1);
570
- this.handlerB.followObject.localToWorld(this._tempVec2);
571
- this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
572
- this._manipulatorObject.position.copy(this._tempVec3);
573
- // - lookAt the second point on handlerB
574
- const camera = this.context.mainCamera;
575
- this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, camera.worldUp);
576
- this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
577
- // - scale based on the distance between the two points
578
- const dist = this._tempVec1.distanceTo(this._tempVec2);
579
- this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
580
- this._manipulatorObject.updateMatrix();
581
- this._manipulatorObject.updateMatrixWorld(true);
582
- if (debug) {
583
- Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0, 0.2, 0)), "A:B " + dist.toFixed(2), 0.03);
584
- Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
585
- // const wp = this._manipulatorObject.worldPosition;
586
- // Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
587
- }
588
- }
589
- onDragUpdate() {
590
- // At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
591
- // two events at the same time. They're basically providing us with two Object3D's and we can combine these here
592
- // into a reasonable two-handed translation/rotation/scale.
593
- // One approach:
594
- // - position our control object on the center between the two pointer control objects
595
- // TODO close grab needs to be handled differently because there we don't have a hit point -
596
- // Hit point is just the center of the object
597
- // So probably we should fix that close grab has a better hit point approximation (point on bounds?)
598
- this.alignManipulator();
599
- // apply (smoothed) to the gameObject
600
- const lerpStrength = 30;
601
- const lerpFactor = 1.0;
602
- this._followObject.position.copy(this._manipulatorPosOffset);
603
- this._followObject.quaternion.copy(this._manipulatorRotOffset);
604
- this._followObject.scale.copy(this._manipulatorScaleOffset);
605
- const draggedObject = this.gameObject;
606
- const targetObject = this._followObject;
607
- if (!draggedObject) {
608
- console.error("MultiTouchDragHandler has no dragged object. This is likely a bug.");
609
- return;
610
- }
611
- targetObject.updateMatrix();
612
- targetObject.updateMatrixWorld(true);
613
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
614
- const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
615
- // TODO refactor to a common place
616
- // apply constraints (position grid snap, rotation, ...)
617
- if (this.settings.snapGridResolution > 0) {
618
- const wp = this._followObject.worldPosition;
619
- const snap = this.settings.snapGridResolution;
620
- wp.x = Math.round(wp.x / snap) * snap;
621
- wp.y = Math.round(wp.y / snap) * snap;
622
- wp.z = Math.round(wp.z / snap) * snap;
623
- this._followObject.worldPosition = wp;
624
- this._followObject.updateMatrix();
625
- }
626
- if (keepRotation) {
627
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
628
- this._followObject.updateMatrix();
629
- }
630
- // TODO refactor to a common place
631
- // TODO should use unscaled time here // some test for lerp speed depending on distance
632
- const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor); // / (currentDist - 1 + 0.01));
633
- const wp = draggedObject.worldPosition;
634
- wp.lerp(targetObject.worldPosition, t);
635
- draggedObject.worldPosition = wp;
636
- const rot = draggedObject.worldQuaternion;
637
- rot.slerp(targetObject.worldQuaternion, t);
638
- draggedObject.worldQuaternion = rot;
639
- const scl = draggedObject.worldScale;
640
- scl.lerp(targetObject.worldScale, t);
641
- draggedObject.worldScale = scl;
642
- }
643
- setTargetObject(obj) {
644
- this.gameObject = obj;
645
- }
646
- }
647
- /**
648
- * Handles a single pointer on an object.
649
- * DragPointerHandlers manage determining if a drag operation has started, tracking pointer movement,
650
- * and controlling object translation based on the drag mode.
651
- */
652
- class DragPointerHandler {
653
- /**
654
- * Returns the accumulated movement of the pointer in world units.
655
- * Used for determining if enough motion has occurred to start a drag.
656
- */
657
- getTotalMovement() { return this._totalMovement; }
658
- /**
659
- * Returns the object that follows the pointer during dragging operations.
660
- */
661
- get followObject() { return this._followObject; }
662
- /**
663
- * Returns the point where the pointer initially hit the object in local space.
664
- */
665
- get hitPointInLocalSpace() { return this._hitPointInLocalSpace; }
666
- context;
667
- gameObject;
668
- settings;
669
- _lastRig = undefined;
670
- /** This object is placed at the pivot of the dragged object, and parented to the control space. */
671
- _followObject;
672
- _totalMovement = new Vector3();
673
- /** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
674
- * effort someone is putting into moving an object closer or further away. */
675
- _totalMovementAlongRayDirection = 0;
676
- /** Distance between _followObject and its parent at grab start, in local space */
677
- _grabStartDistance = 0;
678
- _deviceMode;
679
- _followObjectStartPosition = new Vector3();
680
- _followObjectStartQuaternion = new Quaternion();
681
- _followObjectStartWorldQuaternion = new Quaternion();
682
- _lastDragPosRigSpace;
683
- _tempVec = new Vector3();
684
- _tempMat = new Matrix4();
685
- _hitPointInLocalSpace = new Vector3();
686
- _hitNormalInLocalSpace = new Vector3();
687
- _bottomCenter = new Vector3();
688
- _backCenter = new Vector3();
689
- _backBottomCenter = new Vector3();
690
- _bounds = new Box3();
691
- _dragPlane = new Plane(new Vector3(0, 1, 0));
692
- _draggedOverObject = null;
693
- _draggedOverObjectLastSetUp = null;
694
- _draggedOverObjectLastNormal = new Vector3();
695
- _draggedOverObjectDuration = 0;
696
- /** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
697
- setTargetObject(obj) {
698
- this.gameObject = obj;
699
- }
700
- constructor(dragControls, gameObject) {
701
- this.settings = dragControls;
702
- this.context = dragControls.context;
703
- this.gameObject = gameObject;
704
- this._followObject = new Object3D();
705
- }
706
- recenter() {
707
- if (!this._followObject.parent) {
708
- console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
709
- return;
710
- }
711
- if (!this.gameObject) {
712
- console.warn("Error: space follow object doesn't have a gameObject");
713
- return;
714
- }
715
- const p = this._followObject.parent;
716
- this.gameObject.add(this._followObject);
717
- this._followObject.matrixAutoUpdate = false;
718
- this._followObject.position.set(0, 0, 0);
719
- this._followObject.quaternion.set(0, 0, 0, 1);
720
- this._followObject.scale.set(1, 1, 1);
721
- this._followObject.updateMatrix();
722
- this._followObject.updateMatrixWorld(true);
723
- p.attach(this._followObject);
724
- this._followObjectStartPosition.copy(this._followObject.position);
725
- this._followObjectStartQuaternion.copy(this._followObject.quaternion);
726
- this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
727
- this._followObject.updateMatrix();
728
- this._followObject.updateMatrixWorld(true);
729
- const hitPointWP = this._hitPointInLocalSpace.clone();
730
- this.gameObject.localToWorld(hitPointWP);
731
- this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
732
- const rig = NeedleXRSession.active?.rig?.gameObject;
733
- const rigScale = rig?.worldScale.x || 1;
734
- this._grabStartDistance /= rigScale;
735
- this._totalMovementAlongRayDirection = 0;
736
- this._lastDragPosRigSpace = undefined;
737
- if (debug) {
738
- Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
739
- Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0, 0.1, 0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
740
- }
741
- }
742
- onDragStart(args) {
743
- if (!this.gameObject) {
744
- console.warn("Error: space follow object doesn't have a gameObject");
745
- return;
746
- }
747
- args.event.space.add(this._followObject);
748
- // prepare for drag, we will start dragging after an object has been dragged for a few centimeters
749
- this._lastDragPosRigSpace = undefined;
750
- if (args.point && args.normal) {
751
- this._hitPointInLocalSpace.copy(args.point);
752
- this.gameObject.worldToLocal(this._hitPointInLocalSpace);
753
- this._hitNormalInLocalSpace.copy(args.normal);
754
- }
755
- else if (args) {
756
- // can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
757
- // convert controller world position to local space instead and use that as hit point
758
- const controller = args.event.space;
759
- const controllerWp = controller.worldPosition;
760
- this.gameObject.worldToLocal(controllerWp);
761
- this._hitPointInLocalSpace.copy(controllerWp);
762
- const controllerUp = controller.worldUp;
763
- this._tempMat.copy(this.gameObject.matrixWorld).invert();
764
- controllerUp.transformDirection(this._tempMat);
765
- this._hitNormalInLocalSpace.copy(controllerUp);
766
- }
767
- this.recenter();
768
- this._totalMovement.set(0, 0, 0);
769
- this._deviceMode = args.mode;
770
- const dragSource = this._followObject.parent;
771
- const rayDirection = dragSource.worldForward;
772
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
773
- const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
774
- // set up drag plane; we don't really know the normal yet but we can already set the point
775
- const hitWP = this._hitPointInLocalSpace.clone();
776
- this.gameObject.localToWorld(hitWP);
777
- switch (dragMode) {
778
- case DragMode.XZPlane:
779
- const up = new Vector3(0, 1, 0);
780
- if (this.gameObject.parent) {
781
- // TODO in this case _dragPlane should be in parent space, not world space,
782
- // otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
783
- up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
784
- }
785
- this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
786
- break;
787
- case DragMode.HitNormal:
788
- const hitNormal = this._hitNormalInLocalSpace.clone();
789
- hitNormal.transformDirection(this.gameObject.matrixWorld);
790
- this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
791
- break;
792
- case DragMode.Attached:
793
- this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
794
- break;
795
- case DragMode.DynamicViewAngle: // At start (when nothing is hit yet) the drag plane should be aligned to the view
796
- this.setPlaneViewAligned(hitWP, true);
797
- break;
798
- case DragMode.SnapToSurfaces: // At start (when nothing is hit yet) the drag plane should be aligned to the view
799
- this.setPlaneViewAligned(hitWP, false);
800
- break;
801
- case DragMode.None:
802
- break;
803
- }
804
- // calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
805
- // const bbox = new Box3();
806
- const p = this.gameObject.parent;
807
- const localP = this.gameObject.position.clone();
808
- const localQ = this.gameObject.quaternion.clone();
809
- const localS = this.gameObject.scale.clone();
810
- // save the original matrix world (because if some other script is doing a raycast at the same moment the matrix will not be correct anymore....)
811
- const matrixWorld = this.gameObject.matrixWorld.clone();
812
- if (p)
813
- p.remove(this.gameObject);
814
- this.gameObject.position.set(0, 0, 0);
815
- this.gameObject.quaternion.set(0, 0, 0, 1);
816
- this.gameObject.scale.set(1, 1, 1);
817
- const bbox = getBoundingBox([this.gameObject]);
818
- // we force the bbox to include our own point *because* the DragControls might be attached to an empty object (which isnt included in the bounding box call above)
819
- bbox.expandByPoint(this.gameObject.worldPosition);
820
- // console.log(this.gameObject.position.y - bbox.min.y)
821
- // bbox.min.y += (this.gameObject.position.y - bbox.min.y);
822
- // get front center point of the bbox. basically (0, 0, 1) in local space
823
- const bboxCenter = new Vector3();
824
- bbox.getCenter(bboxCenter);
825
- const bboxSize = new Vector3();
826
- bbox.getSize(bboxSize);
827
- // attachment points for dragging
828
- this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
829
- this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
830
- this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
831
- this._bounds.copy(bbox);
832
- // restore original transform
833
- if (p)
834
- p.add(this.gameObject);
835
- this.gameObject.position.copy(localP);
836
- this.gameObject.quaternion.copy(localQ);
837
- this.gameObject.scale.copy(localS);
838
- this.gameObject.matrixWorld.copy(matrixWorld);
839
- // surface snapping
840
- this._draggedOverObject = null;
841
- this._draggedOverObjectLastSetUp = null;
842
- this._draggedOverObjectLastNormal.set(0, 1, 0);
843
- this._draggedOverObjectDuration = 0;
844
- }
845
- collectMovementInfo() {
846
- // we're dragging - there is a controlling object
847
- if (!this._followObject.parent)
848
- return;
849
- // TODO This should all be handled properly per-pointer
850
- // and we want to have a chance to react to multiple pointers being on the same object.
851
- // some common stuff (calculating of movement offsets, etc) could be done by default
852
- // and then the main thing to override is the actual movement of the object based on N _followObjects
853
- const dragSource = this._followObject.parent;
854
- // modify _followObject with constraints, e.g.
855
- // - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
856
- /* TODO fix jump on drag start
857
- const p0 = this._followObject.parent as GameObject;
858
- const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
859
- const p = new Vector3();
860
- const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
861
- if (t0 !== null)
862
- this._followObject.worldPosition = t0;
863
- */
864
- this._followObject.updateMatrix();
865
- const dragPosRigSpace = dragSource.worldPosition;
866
- const rig = NeedleXRSession.active?.rig?.gameObject;
867
- if (rig)
868
- rig.worldToLocal(dragPosRigSpace);
869
- // sum up delta
870
- // TODO We need to do all/most of these calculations in Rig Space instead of world space
871
- // moving the rig while holding an object should not affect _rayDelta / _dragDelta
872
- if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
873
- this._lastDragPosRigSpace = dragPosRigSpace.clone();
874
- this._lastRig = rig;
875
- }
876
- this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
877
- const rayDirectionRigSpace = dragSource.worldForward;
878
- if (rig) {
879
- this._tempMat.copy(rig.matrixWorld).invert();
880
- rayDirectionRigSpace.transformDirection(this._tempMat);
881
- }
882
- // sum up delta movement along ray
883
- this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
884
- this._tempVec.x = Math.abs(this._tempVec.x);
885
- this._tempVec.y = Math.abs(this._tempVec.y);
886
- this._tempVec.z = Math.abs(this._tempVec.z);
887
- // sum up absolute total movement
888
- this._totalMovement.add(this._tempVec);
889
- this._lastDragPosRigSpace.copy(dragPosRigSpace);
890
- if (debug) {
891
- let wp = dragPosRigSpace;
892
- // ray direction of the input source object
893
- if (rig) {
894
- wp = wp.clone();
895
- wp.transformDirection(rig.matrixWorld);
896
- }
897
- Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
898
- }
899
- }
900
- onDragUpdate(numberOfPointers) {
901
- // can only handle a single pointer
902
- // if there's more, we defer to multi-touch drag handlers
903
- if (numberOfPointers > 1)
904
- return;
905
- const draggedObject = this.gameObject;
906
- if (!draggedObject || !this._followObject) {
907
- console.warn("Warning: DragPointerHandler doesn't have a dragged object. This is likely a bug.");
908
- return;
909
- }
910
- const dragSource = this._followObject.parent;
911
- if (!dragSource) {
912
- console.warn("Warning: DragPointerHandler doesn't have a drag source. This is likely a bug.");
913
- return;
914
- }
915
- this._followObject.updateMatrix();
916
- const dragSourceWP = dragSource.worldPosition;
917
- const rayDirection = dragSource.worldForward;
918
- // Actually move and rotate draggedObject
919
- const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
920
- const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
921
- const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
922
- if (dragMode === DragMode.None)
923
- return;
924
- const lerpStrength = 10;
925
- // - keeping rotation constant during dragging
926
- if (keepRotation)
927
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
928
- this._followObject.updateMatrix();
929
- this._followObject.updateMatrixWorld(true);
930
- // Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
931
- let currentDist = 1.0;
932
- let lerpFactor = 2.0;
933
- if (isSpatialInput && this._grabStartDistance > 0.5) // hands and controllers, but not touches
934
- {
935
- const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
936
- currentDist = Math.max(0.0, factor);
937
- currentDist = currentDist * currentDist * currentDist;
938
- }
939
- else if (this._grabStartDistance <= 0.5) {
940
- // TODO there's still a frame delay between dragged objects and the hand models
941
- lerpFactor = 3.0;
942
- }
943
- // reset _followObject to its original position and rotation
944
- this._followObject.position.copy(this._followObjectStartPosition);
945
- if (!keepRotation)
946
- this._followObject.quaternion.copy(this._followObjectStartQuaternion);
947
- // TODO restore previous functionality:
948
- // When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
949
- // NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
950
- // move the grabbed point to your head and not slap the cube in your head.
951
- this._followObject.position.multiplyScalar(currentDist);
952
- this._followObject.updateMatrix();
953
- const didHaveSurfaceHitPointLastFrame = this._hasLastSurfaceHitPoint;
954
- this._hasLastSurfaceHitPoint = false;
955
- const ray = new Ray(dragSourceWP, rayDirection);
956
- let didHit = false;
957
- // Surface snapping.
958
- // Feels quite weird in VR right now!
959
- if (dragMode == DragMode.SnapToSurfaces) {
960
- // Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
961
- // This would allow dragging slightly out of the object's bounds and still continue snapping to it.
962
- // Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
963
- const hits = this.context.physics.raycastFromRay(ray, {
964
- testObject: o => o !== this.followObject && o !== dragSource && o !== draggedObject // && !(o instanceof GroundedSkybox)
965
- });
966
- if (hits.length > 0) {
967
- const hit = hits[0];
968
- // if we're above the same surface for a specified time, adjust drag options:
969
- // - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
970
- // - if the drag plane is an object, we also want to
971
- // - calculate an initial rotation offset matching what surface/face the user originally started the drag on
972
- // - rotate the dragged object to match the surface normal
973
- if (this._draggedOverObject === hit.object)
974
- this._draggedOverObjectDuration += this.context.time.deltaTime;
975
- else {
976
- this._draggedOverObject = hit.object;
977
- this._draggedOverObjectDuration = 0;
978
- }
979
- if (hit.face) {
980
- didHit = true;
981
- this._hasLastSurfaceHitPoint = true;
982
- this._lastSurfaceHitPoint.copy(hit.point);
983
- const dragTimeThreshold = 0.15;
984
- const dragTimeSatisfied = this._draggedOverObjectDuration >= dragTimeThreshold;
985
- const dragDistance = 0.001;
986
- const dragDistanceSatisfied = this._totalMovement.length() >= dragDistance;
987
- // TODO: if the "hit.normal" is undefined we use the hit.face.normal which is still localspace
988
- const worldNormal = getTempVector(hit.normal || hit.face.normal).applyQuaternion(hit.object.worldQuaternion);
989
- // Adjust drag plane if we're dragging over a different object (for a certain amount of time)
990
- // or if the surface normal changed
991
- if ((dragTimeSatisfied || dragDistanceSatisfied) &&
992
- (this._draggedOverObjectLastSetUp !== this._draggedOverObject
993
- || this._draggedOverObjectLastNormal.dot(worldNormal) < 0.999999
994
- // if we're dragging on a flat surface with different levels (like the sandbox floor)
995
- || this.context.time.frame % 60 === 0)) {
996
- this._draggedOverObjectLastSetUp = this._draggedOverObject;
997
- this._draggedOverObjectLastNormal.copy(hit.face.normal);
998
- const center = getTempVector();
999
- const size = getTempVector();
1000
- this._bounds.getCenter(center);
1001
- this._bounds.getSize(size);
1002
- center.sub(size.multiplyScalar(0.5).multiply(worldNormal));
1003
- this._hitPointInLocalSpace.copy(center);
1004
- this._hitNormalInLocalSpace.copy(hit.face.normal);
1005
- // ensure plane is far enough up that we don't drag into the surface
1006
- // Which offset we use here depends on the face normal direction we hit
1007
- // If we hit the bottom, we want to use the top, and vice versa
1008
- // To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
1009
- this._bounds.getCenter(center);
1010
- this._bounds.getSize(size);
1011
- center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
1012
- const offset = getTempVector(this._hitPointInLocalSpace).add(center);
1013
- this._followObject.localToWorld(offset);
1014
- // See https://linear.app/needle/issue/NE-5004
1015
- // const offsetWP = this._followObject.worldPosition.sub(offset);
1016
- const point = hit.point; //.sub(offsetWP);
1017
- // Gizmos.DrawWireSphere(point, 2, 0xff0000, .3);
1018
- // Gizmos.DrawDirection(point, worldNormal, 0xffff00, 1);
1019
- // console.log(hit.normal)
1020
- this._dragPlane.setFromNormalAndCoplanarPoint(worldNormal, point);
1021
- }
1022
- // If the drag has just started and we're not yet really starting to update the object's position
1023
- // we want to return here and wait until the drag has been going on for a bit
1024
- // Otherwise the object will either immediately change it's position (when the user starts dragging)
1025
- // Or interpolate to a wrong position for a short moment
1026
- else if (!(dragTimeSatisfied || dragDistanceSatisfied)) {
1027
- return;
1028
- }
1029
- }
1030
- }
1031
- else if (didHaveSurfaceHitPointLastFrame) {
1032
- if (this.gameObject)
1033
- this.setPlaneViewAligned(this.gameObject.worldPosition, false);
1034
- }
1035
- }
1036
- // if(dragMode === DragMode.SnapToSurfaces){
1037
- // if(!didHit){
1038
- // return;
1039
- // }
1040
- // }
1041
- // Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
1042
- // we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
1043
- // Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
1044
- // Drag on plane:
1045
- if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
1046
- this._followObject.worldPosition = this._tempVec;
1047
- this._followObject.updateMatrix();
1048
- this._followObject.updateMatrixWorld(true);
1049
- const newWP = getTempVector(this._hitPointInLocalSpace); //.clone();
1050
- this._followObject.localToWorld(newWP);
1051
- if (debug) {
1052
- Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
1053
- }
1054
- this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
1055
- this._followObject.updateMatrix();
1056
- // TODO figure out nicer look rotation here
1057
- // TODO rotating here will cause the object to intersect again with the surface
1058
- // if (!keepRotation) {
1059
- // const normal = this._dragPlane.normal;
1060
- // // If the surface is perfectly aligned we jiggle the normal slightly in one direction
1061
- // // Otherwise lookat will randomly choose a different rotation axis
1062
- // const tinyNormalJiggle = 0.00001;
1063
- // if (normal.x === 1) {
1064
- // normal.add(getTempVector(0, tinyNormalJiggle, 0));
1065
- // }
1066
- // else if (normal.y === 1) {
1067
- // normal.add(getTempVector(tinyNormalJiggle, 0, 0));
1068
- // }
1069
- // else if (normal.z === 1) {
1070
- // normal.add(getTempVector(0, 0, tinyNormalJiggle));
1071
- // }
1072
- // const lookPoint = getTempVector(normal).multiplyScalar(1000).add(this._tempVec);
1073
- // if (lookPoint) {
1074
- // this._followObject.lookAt(lookPoint);
1075
- // this._followObject.rotateX(Math.PI / 2);
1076
- // }
1077
- // }
1078
- this._followObject.updateMatrix();
1079
- }
1080
- // TODO refactor to a common place
1081
- // apply constraints (position grid snap, rotation, ...)
1082
- if (this.settings.snapGridResolution > 0) {
1083
- const wp = this._followObject.worldPosition;
1084
- const snap = this.settings.snapGridResolution;
1085
- wp.x = Math.round(wp.x / snap) * snap;
1086
- wp.y = Math.round(wp.y / snap) * snap;
1087
- wp.z = Math.round(wp.z / snap) * snap;
1088
- this._followObject.worldPosition = wp;
1089
- this._followObject.updateMatrix();
1090
- }
1091
- if (keepRotation) {
1092
- this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1093
- this._followObject.updateMatrix();
1094
- }
1095
- // TODO refactor to a common place
1096
- // TODO should use unscaled time here // some test for lerp speed depending on distance
1097
- const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor); // / (currentDist - 1 + 0.01));
1098
- const t_rotation = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * .5 * lerpFactor);
1099
- const wp = draggedObject.worldPosition;
1100
- wp.lerp(this._followObject.worldPosition, t);
1101
- draggedObject.worldPosition = wp;
1102
- const rot = draggedObject.worldQuaternion;
1103
- rot.slerp(this._followObject.worldQuaternion, t_rotation);
1104
- draggedObject.worldQuaternion = rot;
1105
- if (debug) {
1106
- const hitPointWP = this._hitPointInLocalSpace.clone();
1107
- draggedObject.localToWorld(hitPointWP);
1108
- // draw grab attachment point and normal. They are in grabbed object space
1109
- Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
1110
- const hitNormalWP = this._hitNormalInLocalSpace.clone();
1111
- hitNormalWP.applyQuaternion(rot);
1112
- Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
1113
- // debug info
1114
- Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)), `Distance: ${this._totalMovement.length().toFixed(2)}\n
1115
- Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
1116
- Session: ${!!NeedleXRSession.active}\n
1117
- Device: ${this._deviceMode}\n
1118
- `, 0.03);
1119
- // draw bottom/back snap points
1120
- const bottomCenter = this._bottomCenter.clone();
1121
- const backCenter = this._backCenter.clone();
1122
- const backBottomCenter = this._backBottomCenter.clone();
1123
- draggedObject.localToWorld(bottomCenter);
1124
- draggedObject.localToWorld(backCenter);
1125
- draggedObject.localToWorld(backBottomCenter);
1126
- Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
1127
- Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
1128
- Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
1129
- Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
1130
- Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
1131
- }
1132
- }
1133
- onDragEnd(args) {
1134
- console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
1135
- this._followObject.removeFromParent();
1136
- this._followObject.destroy();
1137
- this._lastDragPosRigSpace = undefined;
1138
- }
1139
- _hasLastSurfaceHitPoint = false;
1140
- _lastSurfaceHitPoint = new Vector3();
1141
- setPlaneViewAligned(worldPoint, useUpAngle) {
1142
- if (!this._followObject.parent) {
1143
- return false;
1144
- }
1145
- const viewDirection = this._followObject.parent.worldForward;
1146
- ;
1147
- const v0 = getTempVector(0, 1, 0);
1148
- const v1 = viewDirection;
1149
- const angle = v0.angleTo(v1);
1150
- const angleThreshold = 0.5;
1151
- if (useUpAngle && (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold))
1152
- this._dragPlane.setFromNormalAndCoplanarPoint(v0, worldPoint);
1153
- else
1154
- this._dragPlane.setFromNormalAndCoplanarPoint(viewDirection, worldPoint);
1155
- return true;
1156
- }
1157
- }
1158
- /**
1159
- * Provides visual helper elements for DragControls.
1160
- * Shows where objects will be placed and their relation to surfaces below them.
1161
- */
1162
- class LegacyDragVisualsHelper {
1163
- /** Controls whether visual helpers like lines and markers are displayed */
1164
- showGizmo = true;
1165
- /** When true, drag plane alignment changes based on view angle */
1166
- useViewAngle = true;
1167
- /**
1168
- * Checks if there is a currently selected object being visualized
1169
- */
1170
- get hasSelected() {
1171
- return this._selected !== null && this._selected !== undefined;
1172
- }
1173
- /**
1174
- * Returns the currently selected object being visualized, if any
1175
- */
1176
- get selected() {
1177
- return this._selected;
1178
- }
1179
- _selected = null;
1180
- _context = null;
1181
- _camera;
1182
- _cameraPlane = new Plane();
1183
- _hasGroundPlane = false;
1184
- _groundPlane = new Plane();
1185
- _groundOffset = new Vector3();
1186
- _groundOffsetFactor = 0;
1187
- _groundDistance = 0;
1188
- _groundPlanePoint = new Vector3();
1189
- _raycaster = new Raycaster();
1190
- _cameraPlaneOffset = new Vector3();
1191
- _intersection = new Vector3();
1192
- _worldPosition = new Vector3();
1193
- _inverseMatrix = new Matrix4();
1194
- _rbs = [];
1195
- _groundLine;
1196
- _groundMarker;
1197
- static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, -1, 0)]);
1198
- constructor(camera) {
1199
- this._camera = camera;
1200
- const line = new Line(LegacyDragVisualsHelper.geometry);
1201
- const mat = line.material;
1202
- mat.color = new Color(.4, .4, .4);
1203
- line.layers.set(2);
1204
- line.name = 'line';
1205
- line.scale.y = 1;
1206
- this._groundLine = line;
1207
- const geometry = new SphereGeometry(.5, 22, 22);
1208
- const material = new MeshBasicMaterial({ color: mat.color });
1209
- const sphere = new Mesh(geometry, material);
1210
- sphere.visible = false;
1211
- sphere.layers.set(2);
1212
- this._groundMarker = sphere;
1213
- }
1214
- setSelected(newSelected, context) {
1215
- if (this._selected && context) {
1216
- for (const rb of this._rbs) {
1217
- rb.wakeUp();
1218
- rb.setVelocity(0, 0, 0);
1219
- }
1220
- }
1221
- if (this._selected) {
1222
- // TODO move somewhere else
1223
- Avatar_POI.Remove(context, this._selected);
1224
- }
1225
- this._selected = newSelected;
1226
- this._context = context;
1227
- this._rbs.length = 0;
1228
- if (newSelected) {
1229
- context.scene.add(this._groundLine);
1230
- context.scene.add(this._groundMarker);
1231
- }
1232
- else {
1233
- this._groundLine.removeFromParent();
1234
- this._groundMarker.removeFromParent();
1235
- }
1236
- if (this._selected) {
1237
- if (!context) {
1238
- console.error("DragHelper: no context");
1239
- return;
1240
- }
1241
- // TODO move somewhere else
1242
- Avatar_POI.Add(context, this._selected, null);
1243
- this._groundOffsetFactor = 0;
1244
- this._hasGroundPlane = true;
1245
- this._groundOffset.set(0, 0, 0);
1246
- this._requireUpdateGroundPlane = true;
1247
- this.onUpdateScreenSpacePlane();
1248
- }
1249
- }
1250
- _groundOffsetVector = new Vector3(0, 1, 0);
1251
- _requireUpdateGroundPlane = true;
1252
- _didDragOnGroundPlaneLastFrame = false;
1253
- onUpdate(_context) {
1254
- if (!this._selected)
1255
- return;
1256
- // const wp = getWorldPosition(this._selected);
1257
- // this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1258
- // this.onUpdateGroundPlane();
1259
- // this._didDragOnGroundPlaneLastFrame = true;
1260
- // this._hasGroundPlane = true;
1261
- /*
1262
- if (!this._context) return;
1263
-
1264
- const mainKey: KeyCode = "Space";
1265
- const secondaryKey: KeyCode = "KeyD";
1266
- const scaleKey: KeyCode = "KeyS";
1267
-
1268
- const isRotateKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1269
- const isRotating = this._context.input.getTouchesPressedCount() >= 2 || isRotateKeyPressed;
1270
- if (isRotating) {
1271
- const dt = this._context.input.getPointerPositionDelta(0);
1272
- if (dt) {
1273
- this._groundOffsetVector.set(0, 1, 0);
1274
- this._selected?.rotateOnWorldAxis(this._groundOffsetVector, dt.x * this._context.time.deltaTime);
1275
- }
1276
- }
1277
-
1278
- // todo: allow this once synced transform sends world scale
1279
- // const isScaling = this._context?.input.isKeyPressed(scaleKey);
1280
- // if(isScaling){
1281
- // const dt = this._context.input.getPointerPositionDelta(0);
1282
- // if(dt){
1283
- // this._selected?.scale.multiplyScalar(1 + (dt.x * this._context.time.deltaTime));
1284
- // return;
1285
- // }
1286
- // }
1287
-
1288
- const rc = this._context.input.getPointerPositionRC(0);
1289
- if (!rc) return;
1290
- this._raycaster.setFromCamera(rc, this._camera);
1291
-
1292
- if (this._selected) {
1293
- if (debug) console.log("UPDATE DRAG", this._selected);
1294
- this._groundOffsetVector.set(0, 1, 0);
1295
- const lookDirection = getWorldPosition(this._camera).clone().sub(getWorldPosition(this._selected)).normalize();
1296
- const lookDot = Math.abs(lookDirection.dot(this._groundOffsetVector));
1297
-
1298
- const switchModeKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1299
- let dragOnGroundPlane = !this.useViewAngle || lookDot > .2;
1300
- if (isRotating || switchModeKeyPressed || this._context!.input.getPointerPressedCount() > 1) {
1301
- dragOnGroundPlane = false;
1302
- }
1303
- const changed = this._didDragOnGroundPlaneLastFrame !== dragOnGroundPlane;
1304
- this._didDragOnGroundPlaneLastFrame = dragOnGroundPlane;
1305
-
1306
- if (!this._hasGroundPlane) this._requireUpdateGroundPlane = true;
1307
- if (this._requireUpdateGroundPlane || !dragOnGroundPlane || changed)
1308
- this.onUpdateGroundPlane();
1309
-
1310
- this._requireUpdateGroundPlane = false;
1311
- if (this._hasGroundPlane) {
1312
- // const wp = getWorldPosition(this._selected);
1313
- // const ray = new Ray(wp, new Vector3(0, -1, 0));
1314
-
1315
- if (this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection)) {
1316
- const y = this._intersection.y;
1317
- this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1318
- this._groundPlanePoint.y = y;
1319
-
1320
- if (dragOnGroundPlane) {
1321
- this._groundOffsetVector.set(0, 1, 0);
1322
- // console.log(this._groundOffset);
1323
- const wp = this._intersection.sub(this._groundOffset).add(this._groundOffsetVector.multiplyScalar(this._groundOffsetFactor));
1324
- this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1325
- this.onDidUpdate();
1326
- return;
1327
- }
1328
- }
1329
- // TODO: fix this
1330
- else this._groundPlanePoint.set(0, 99999, 0);
1331
- // else if (ray.intersectPlane(this._groundPlane, this._intersection)) {
1332
- // const y = this._intersection.y;
1333
- // this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1334
- // this._groundPlanePoint.y = y;
1335
- // }
1336
- }
1337
-
1338
- if (changed) {
1339
- this.onUpdateScreenSpacePlane();
1340
- }
1341
-
1342
- this._requireUpdateGroundPlane = true;
1343
- if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection)) {
1344
- this.onUpdateWorldPosition(this._intersection.sub(this._cameraPlaneOffset), this._groundPlanePoint, true);
1345
- this.onDidUpdate();
1346
- }
1347
- }
1348
- */
1349
- }
1350
- onUpdateWorldPosition(wp, pointOnPlane, heightOnly) {
1351
- if (!this._selected)
1352
- return;
1353
- if (heightOnly) {
1354
- const cur = getWorldPosition(this._selected);
1355
- cur.y = wp.y;
1356
- wp = cur;
1357
- }
1358
- setWorldPosition(this._selected, wp);
1359
- setWorldPosition(this._groundLine, wp);
1360
- if (this._hasGroundPlane) {
1361
- this._groundLine.scale.y = this._groundDistance;
1362
- }
1363
- else
1364
- this._groundLine.scale.y = 1000;
1365
- this._groundLine.visible = this.showGizmo;
1366
- this._groundMarker.visible = pointOnPlane !== null && this.showGizmo;
1367
- if (pointOnPlane) {
1368
- const s = getWorldPosition(this._camera).distanceTo(pointOnPlane) * .01;
1369
- this._groundMarker.scale.set(s, s, s);
1370
- setWorldPosition(this._groundMarker, pointOnPlane);
1371
- }
1372
- }
1373
- onUpdateScreenSpacePlane() {
1374
- if (!this._selected || !this._context)
1375
- return;
1376
- const rc = this._context.input.getPointerPositionRC(0);
1377
- if (!rc)
1378
- return;
1379
- this._raycaster.setFromCamera(rc, this._camera);
1380
- this._cameraPlane.setFromNormalAndCoplanarPoint(this._camera.getWorldDirection(this._cameraPlane.normal), this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1381
- if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection) && this._selected.parent) {
1382
- this._inverseMatrix.copy(this._selected.parent.matrixWorld).invert();
1383
- this._cameraPlaneOffset.copy(this._intersection).sub(this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1384
- }
1385
- }
1386
- onUpdateGroundPlane() {
1387
- if (!this._selected || !this._context)
1388
- return;
1389
- const wp = getWorldPosition(this._selected);
1390
- const ray = new Ray(getTempVector(0, .1, 0).add(wp), getTempVector(0, -1, 0));
1391
- const opts = new RaycastOptions();
1392
- opts.testObject = o => o !== this._selected;
1393
- const hits = this._context.physics.raycastFromRay(ray, opts);
1394
- for (let i = 0; i < hits.length; i++) {
1395
- const hit = hits[i];
1396
- if (!hit.face || this.contains(this._selected, hit.object)) {
1397
- continue;
1398
- }
1399
- const normal = getTempVector(0, 1, 0); // hit.face.normal
1400
- this._groundPlane.setFromNormalAndCoplanarPoint(normal, hit.point);
1401
- break;
1402
- }
1403
- this._hasGroundPlane = true;
1404
- this._groundPlane.setFromNormalAndCoplanarPoint(ray.direction.multiplyScalar(-1), ray.origin);
1405
- this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection);
1406
- this._groundDistance = this._intersection.distanceTo(wp);
1407
- this._groundOffset.copy(this._intersection).sub(wp);
1408
- }
1409
- contains(obj, toSearch) {
1410
- if (obj === toSearch)
1411
- return true;
1412
- if (obj.children) {
1413
- for (const child of obj.children) {
1414
- if (this.contains(child, toSearch))
1415
- return true;
1416
- }
1417
- }
1418
- return false;
1419
- }
1420
- }
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 { AxesHelper, Box3, BufferGeometry, Color, Line, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
8
+ import { Gizmos } from "../engine/engine_gizmos.js";
9
+ import { InstancingUtil } from "../engine/engine_instancing.js";
10
+ import { Mathf } from "../engine/engine_math.js";
11
+ import { RaycastOptions } from "../engine/engine_physics.js";
12
+ import { serializable } from "../engine/engine_serialization_decorator.js";
13
+ import { getBoundingBox, getTempVector, getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
14
+ import { getParam } from "../engine/engine_utils.js";
15
+ import { NeedleXRSession } from "../engine/engine_xr.js";
16
+ import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
17
+ import { Behaviour, GameObject } from "./Component.js";
18
+ import { UsageMarker } from "./Interactable.js";
19
+ import { Rigidbody } from "./RigidBody.js";
20
+ import { SyncedTransform } from "./SyncedTransform.js";
21
+ import { ObjectRaycaster } from "./ui/Raycaster.js";
22
+ /** Enable debug visualization and logging for DragControls by using the URL parameter `?debugdrag`. */
23
+ const debug = getParam("debugdrag");
24
+ /** Buffer to store currently active DragControls components */
25
+ const dragControlsBuffer = [];
26
+ /**
27
+ * The DragMode determines how an object is dragged around in the scene.
28
+ */
29
+ export var DragMode;
30
+ (function (DragMode) {
31
+ /** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
32
+ DragMode[DragMode["XZPlane"] = 0] = "XZPlane";
33
+ /** Object is dragged as if it was attached to the pointer. In 2D, that means it's dragged along the camera screen plane. In XR, it's dragged by the controller/hand. */
34
+ DragMode[DragMode["Attached"] = 1] = "Attached";
35
+ /** Object is dragged along the initial raycast hit normal. */
36
+ DragMode[DragMode["HitNormal"] = 2] = "HitNormal";
37
+ /** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
38
+ DragMode[DragMode["DynamicViewAngle"] = 3] = "DynamicViewAngle";
39
+ /** The drag plane is snapped to surfaces in the scene while dragging. */
40
+ DragMode[DragMode["SnapToSurfaces"] = 4] = "SnapToSurfaces";
41
+ /** Don't allow dragging the object */
42
+ DragMode[DragMode["None"] = 5] = "None";
43
+ })(DragMode || (DragMode = {}));
44
+ /**
45
+ * DragControls allows you to drag objects around in the scene. It can be used to move objects in 2D (screen space) or 3D (world space).
46
+ * Debug mode can be enabled with the URL parameter `?debugdrag`, which shows visual helpers and logs drag operations.
47
+ *
48
+ * @category Interactivity
49
+ * @group Components
50
+ */
51
+ export class DragControls extends Behaviour {
52
+ /**
53
+ * Checks if any DragControls component is currently active with selected objects
54
+ * @returns True if any DragControls component is currently active
55
+ */
56
+ static get HasAnySelected() { return this._active > 0; }
57
+ static _active = 0;
58
+ /**
59
+ * Retrieves a list of all DragControl components that are currently dragging objects.
60
+ * @returns Array of currently active DragControls components
61
+ */
62
+ static get CurrentlySelected() {
63
+ dragControlsBuffer.length = 0;
64
+ for (const dc of this._instances) {
65
+ if (dc._isDragging) {
66
+ dragControlsBuffer.push(dc);
67
+ }
68
+ }
69
+ return dragControlsBuffer;
70
+ }
71
+ /** Registry of currently active and enabled DragControls components */
72
+ static _instances = [];
73
+ /**
74
+ * Determines how and where the object is dragged along. Different modes include
75
+ * dragging along a plane, attached to the pointer, or following surface normals.
76
+ */
77
+ dragMode = DragMode.DynamicViewAngle;
78
+ /**
79
+ * Snaps dragged objects to a 3D grid with the specified resolution.
80
+ * Set to 0 to disable snapping.
81
+ */
82
+ snapGridResolution = 0.0;
83
+ /**
84
+ * When true, maintains the original rotation of the dragged object while moving it.
85
+ * When false, allows the object to rotate freely during dragging.
86
+ */
87
+ keepRotation = true;
88
+ /**
89
+ * Determines how and where the object is dragged along while dragging in XR.
90
+ * Uses a separate setting from regular drag mode for better XR interaction.
91
+ */
92
+ xrDragMode = DragMode.Attached;
93
+ /**
94
+ * When true, maintains the original rotation of the dragged object during XR dragging.
95
+ * When false, allows the object to rotate freely during XR dragging.
96
+ */
97
+ xrKeepRotation = false;
98
+ /**
99
+ * Multiplier that affects how quickly objects move closer or further away when dragging in XR.
100
+ * Higher values make distance changes more pronounced.
101
+ * This is similar to mouse acceleration on a screen.
102
+ */
103
+ xrDistanceDragFactor = 1;
104
+ /**
105
+ * When enabled, draws a visual line from the dragged object downwards to the next raycast hit,
106
+ * providing visual feedback about the object's position relative to surfaces below it.
107
+ */
108
+ showGizmo = false;
109
+ /**
110
+ * Returns the object currently being dragged by this DragControls component, if any.
111
+ * @returns The object being dragged or null if no object is currently dragged
112
+ */
113
+ get draggedObject() {
114
+ return this._targetObject;
115
+ }
116
+ /**
117
+ * Updates the object that is being dragged by the DragControls.
118
+ * This can be used to change the target during a drag operation.
119
+ * @param obj The new object to drag, or null to stop dragging
120
+ */
121
+ setTargetObject(obj) {
122
+ this._targetObject = obj;
123
+ for (const handler of this._dragHandlers.values()) {
124
+ handler.setTargetObject(obj);
125
+ }
126
+ // If the object was kinematic we want to reset it
127
+ const wasKinematicKey = "_rigidbody-was-kinematic";
128
+ if (this._rigidbody?.[wasKinematicKey] === false) {
129
+ this._rigidbody.isKinematic = false;
130
+ this._rigidbody[wasKinematicKey] = undefined;
131
+ }
132
+ this._rigidbody = null;
133
+ // If we have a object that is being dragged we want to get the Rigidbody component
134
+ // and we set kinematic to false while it's being dragged
135
+ if (obj) {
136
+ this._rigidbody = GameObject.getComponentInChildren(obj, Rigidbody);
137
+ if (this._rigidbody?.isKinematic === false) {
138
+ this._rigidbody.isKinematic = true;
139
+ this._rigidbody[wasKinematicKey] = false;
140
+ }
141
+ }
142
+ }
143
+ _rigidbody = null;
144
+ // future:
145
+ // constraints?
146
+ /** The object to be dragged – we pass this to handlers when they are created */
147
+ _targetObject = null;
148
+ _dragHelper = null;
149
+ static lastHovered;
150
+ _draggingRigidbodies = [];
151
+ _potentialDragStartEvt = null;
152
+ _dragHandlers = new Map();
153
+ _totalMovement = new Vector3();
154
+ /** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
155
+ _marker = null;
156
+ _isDragging = false;
157
+ _didDrag = false;
158
+ /** @internal */
159
+ awake() {
160
+ // initialize all data that may be cloned incorrectly otherwise
161
+ this._potentialDragStartEvt = null;
162
+ this._dragHandlers = new Map();
163
+ this._totalMovement = new Vector3();
164
+ this._marker = null;
165
+ this._isDragging = false;
166
+ this._didDrag = false;
167
+ this._dragHelper = null;
168
+ this._draggingRigidbodies = [];
169
+ }
170
+ /** @internal */
171
+ start() {
172
+ if (!this.gameObject.getComponentInParent(ObjectRaycaster))
173
+ this.gameObject.addComponent(ObjectRaycaster);
174
+ }
175
+ /** @internal */
176
+ onEnable() {
177
+ DragControls._instances.push(this);
178
+ }
179
+ /** @internal */
180
+ onDisable() {
181
+ DragControls._instances = DragControls._instances.filter(i => i !== this);
182
+ }
183
+ /**
184
+ * Checks if editing is allowed for the current networking connection.
185
+ * @param _obj Optional object to check edit permissions for
186
+ * @returns True if editing is allowed
187
+ */
188
+ allowEdit(_obj = null) {
189
+ return this.context.connection.allowEditing;
190
+ }
191
+ /**
192
+ * Handles pointer enter events. Sets the cursor style and tracks the hovered object.
193
+ * @param evt Pointer event data containing information about the interaction
194
+ * @internal
195
+ */
196
+ onPointerEnter(evt) {
197
+ if (!this.allowEdit(this.gameObject))
198
+ return;
199
+ if (evt.mode !== "screen")
200
+ return;
201
+ // get the drag mode and check if we need to abort early here
202
+ const isSpatialInput = evt.event.mode === "tracked-pointer" || evt.event.mode === "transient-pointer";
203
+ const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
204
+ if (dragMode === DragMode.None)
205
+ return;
206
+ const dc = GameObject.getComponentInParent(evt.object, DragControls);
207
+ if (!dc || dc !== this)
208
+ return;
209
+ DragControls.lastHovered = evt.object;
210
+ this.context.domElement.style.cursor = 'pointer';
211
+ }
212
+ /**
213
+ * Handles pointer movement events. Marks the event as used if dragging is active.
214
+ * @param args Pointer event data containing information about the movement
215
+ * @internal
216
+ */
217
+ onPointerMove(args) {
218
+ if (this._isDragging || this._potentialDragStartEvt !== null)
219
+ args.use();
220
+ }
221
+ /**
222
+ * Handles pointer exit events. Resets the cursor style when the pointer leaves a draggable object.
223
+ * @param evt Pointer event data containing information about the interaction
224
+ * @internal
225
+ */
226
+ onPointerExit(evt) {
227
+ if (!this.allowEdit(this.gameObject))
228
+ return;
229
+ if (evt.mode !== "screen")
230
+ return;
231
+ if (DragControls.lastHovered !== evt.object)
232
+ return;
233
+ this.context.domElement.style.cursor = 'auto';
234
+ }
235
+ /**
236
+ * Handles pointer down events. Initiates the potential drag operation if conditions are met.
237
+ * @param args Pointer event data containing information about the interaction
238
+ * @internal
239
+ */
240
+ onPointerDown(args) {
241
+ if (!this.allowEdit(this.gameObject))
242
+ return;
243
+ if (args.used)
244
+ return;
245
+ // get the drag mode and check if we need to abort early here
246
+ const isSpatialInput = args.mode === "tracked-pointer" || args.mode === "transient-pointer";
247
+ const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
248
+ if (dragMode === DragMode.None)
249
+ return;
250
+ DragControls.lastHovered = args.object;
251
+ if (args.button === 0) {
252
+ if (this._dragHandlers.size === 0) {
253
+ this._didDrag = false;
254
+ this._totalMovement.set(0, 0, 0);
255
+ this._potentialDragStartEvt = args;
256
+ }
257
+ if (!this._targetObject) {
258
+ this.setTargetObject(this.gameObject);
259
+ }
260
+ DragControls._active += 1;
261
+ const newDragHandler = new DragPointerHandler(this, this._targetObject);
262
+ this._dragHandlers.set(args.event.space, newDragHandler);
263
+ newDragHandler.onDragStart(args);
264
+ if (this._dragHandlers.size === 2) {
265
+ const iterator = this._dragHandlers.values();
266
+ const a = iterator.next().value;
267
+ const b = iterator.next().value;
268
+ if (a instanceof DragPointerHandler && b instanceof DragPointerHandler) {
269
+ const mtHandler = new MultiTouchDragHandler(this, this._targetObject, a, b);
270
+ this._dragHandlers.set(this.gameObject, mtHandler);
271
+ mtHandler.onDragStart(args);
272
+ }
273
+ else {
274
+ console.error("Attempting to construct a MultiTouchDragHandler with invalid DragPointerHandlers. This is likely a bug.", { a, b });
275
+ }
276
+ }
277
+ args.use();
278
+ }
279
+ }
280
+ /**
281
+ * Handles pointer up events. Finalizes or cancels the drag operation.
282
+ * @param args Pointer event data containing information about the interaction
283
+ * @internal
284
+ */
285
+ onPointerUp(args) {
286
+ if (debug)
287
+ Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
288
+ if (!this.allowEdit(this.gameObject))
289
+ return;
290
+ if (args.button !== 0)
291
+ return;
292
+ this._potentialDragStartEvt = null;
293
+ const handler = this._dragHandlers.get(args.event.space);
294
+ const mtHandler = this._dragHandlers.get(this.gameObject);
295
+ if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
296
+ // any of the two handlers has been released, so we can remove the multi-touch handler
297
+ this._dragHandlers.delete(this.gameObject);
298
+ mtHandler.onDragEnd(args);
299
+ }
300
+ if (handler) {
301
+ if (DragControls._active > 0)
302
+ DragControls._active -= 1;
303
+ this.setTargetObject(null);
304
+ if (handler.onDragEnd)
305
+ handler.onDragEnd(args);
306
+ this._dragHandlers.delete(args.event.space);
307
+ if (this._dragHandlers.size === 0) {
308
+ this.onLastDragEnd(args);
309
+ }
310
+ args.use();
311
+ }
312
+ }
313
+ /**
314
+ * Updates the drag operation every frame. Processes pointer movement, accumulates drag distance
315
+ * and triggers drag start once there's enough movement.
316
+ * @internal
317
+ */
318
+ update() {
319
+ for (const handler of this._dragHandlers.values()) {
320
+ if (handler.collectMovementInfo)
321
+ handler.collectMovementInfo();
322
+ // TODO this doesn't make sense, we should instead just use the max here
323
+ // or even better, each handler can decide on their own how to handle this
324
+ if (handler.getTotalMovement)
325
+ this._totalMovement.add(handler.getTotalMovement());
326
+ }
327
+ // drag start only after having dragged for some pixels
328
+ if (this._potentialDragStartEvt) {
329
+ if (!this._didDrag) {
330
+ // this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
331
+ // TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
332
+ if (this._totalMovement.length() > 0.0003)
333
+ this._didDrag = true;
334
+ else
335
+ return;
336
+ }
337
+ const args = this._potentialDragStartEvt;
338
+ this._potentialDragStartEvt = null;
339
+ this.onFirstDragStart(args);
340
+ }
341
+ for (const handler of this._dragHandlers.values())
342
+ if (handler.onDragUpdate)
343
+ handler.onDragUpdate(this._dragHandlers.size);
344
+ if (this._dragHelper && this._dragHelper.hasSelected)
345
+ this.onAnyDragUpdate();
346
+ }
347
+ /**
348
+ * Called when the first pointer starts dragging on this object.
349
+ * Sets up network synchronization and marks rigidbodies for dragging.
350
+ * Not called for subsequent pointers on the same object.
351
+ * @param evt Pointer event data that initiated the drag
352
+ */
353
+ onFirstDragStart(evt) {
354
+ if (!evt || !evt.object)
355
+ return;
356
+ const dc = GameObject.getComponentInParent(evt.object, DragControls);
357
+ // if a DragControls is in parent (e.g. when we have nested DragControls) and the parent DragControls is currently active
358
+ // then we will ignore this DragControls and not select it.
359
+ // But if the parent DragControls isn't dragging then we allow this to run because we want to start networking
360
+ if (!dc || (dc !== this && dc._isDragging))
361
+ return;
362
+ const object = this._targetObject || this.gameObject;
363
+ if (!object)
364
+ return;
365
+ this._isDragging = true;
366
+ const sync = GameObject.getComponentInChildren(object, SyncedTransform);
367
+ if (debug)
368
+ console.log("DRAG START", sync, object);
369
+ if (sync) {
370
+ sync.fastMode = true;
371
+ sync?.requestOwnership();
372
+ }
373
+ this._marker = GameObject.addComponent(object, UsageMarker);
374
+ this._draggingRigidbodies.length = 0;
375
+ const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
376
+ if (rbs)
377
+ this._draggingRigidbodies.push(...rbs);
378
+ }
379
+ /**
380
+ * Called each frame as long as any pointer is dragging this object.
381
+ * Updates visuals and keeps rigidbodies awake during the drag.
382
+ */
383
+ onAnyDragUpdate() {
384
+ if (!this._dragHelper)
385
+ return;
386
+ this._dragHelper.showGizmo = this.showGizmo;
387
+ this._dragHelper.onUpdate(this.context);
388
+ for (const rb of this._draggingRigidbodies) {
389
+ rb.wakeUp();
390
+ rb.resetVelocities();
391
+ rb.resetForcesAndTorques();
392
+ }
393
+ const object = this._targetObject || this.gameObject;
394
+ InstancingUtil.markDirty(object);
395
+ }
396
+ /**
397
+ * Called when the last pointer has been removed from this object.
398
+ * Cleans up drag state and applies final velocities to rigidbodies.
399
+ * @param evt Pointer event data for the last pointer that was lifted
400
+ */
401
+ onLastDragEnd(evt) {
402
+ if (!this || !this._isDragging)
403
+ return;
404
+ this._isDragging = false;
405
+ for (const rb of this._draggingRigidbodies) {
406
+ rb.setVelocity(rb.smoothedVelocity);
407
+ }
408
+ this._draggingRigidbodies.length = 0;
409
+ this._targetObject = null;
410
+ if (evt?.object) {
411
+ const sync = GameObject.getComponentInChildren(evt.object, SyncedTransform);
412
+ if (sync) {
413
+ sync.fastMode = false;
414
+ }
415
+ }
416
+ if (this._marker)
417
+ this._marker.destroy();
418
+ if (!this._dragHelper)
419
+ return;
420
+ const selected = this._dragHelper.selected;
421
+ if (debug)
422
+ console.log("DRAG END", selected, selected?.visible);
423
+ this._dragHelper.setSelected(null, this.context);
424
+ }
425
+ }
426
+ __decorate([
427
+ serializable()
428
+ ], DragControls.prototype, "dragMode", void 0);
429
+ __decorate([
430
+ serializable()
431
+ ], DragControls.prototype, "snapGridResolution", void 0);
432
+ __decorate([
433
+ serializable()
434
+ ], DragControls.prototype, "keepRotation", void 0);
435
+ __decorate([
436
+ serializable()
437
+ ], DragControls.prototype, "xrDragMode", void 0);
438
+ __decorate([
439
+ serializable()
440
+ ], DragControls.prototype, "xrKeepRotation", void 0);
441
+ __decorate([
442
+ serializable()
443
+ ], DragControls.prototype, "xrDistanceDragFactor", void 0);
444
+ __decorate([
445
+ serializable()
446
+ ], DragControls.prototype, "showGizmo", void 0);
447
+ /**
448
+ * Handles two touch points affecting one object.
449
+ * Enables multi-touch interactions that allow movement, scaling, and rotation of objects.
450
+ */
451
+ class MultiTouchDragHandler {
452
+ handlerA;
453
+ handlerB;
454
+ context;
455
+ settings;
456
+ gameObject;
457
+ _handlerAAttachmentPoint = new Vector3();
458
+ _handlerBAttachmentPoint = new Vector3();
459
+ _followObject;
460
+ _manipulatorObject;
461
+ _deviceMode;
462
+ _followObjectStartWorldQuaternion = new Quaternion();
463
+ constructor(dragControls, gameObject, pointerA, pointerB) {
464
+ this.context = dragControls.context;
465
+ this.settings = dragControls;
466
+ this.gameObject = gameObject;
467
+ this.handlerA = pointerA;
468
+ this.handlerB = pointerB;
469
+ this._followObject = new Object3D();
470
+ this._manipulatorObject = new Object3D();
471
+ this.context.scene.add(this._manipulatorObject);
472
+ const rig = NeedleXRSession.active?.rig?.gameObject;
473
+ if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
474
+ console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
475
+ return;
476
+ }
477
+ this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
478
+ this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
479
+ this.gameObject.localToWorld(this._tempVec1);
480
+ this.gameObject.localToWorld(this._tempVec2);
481
+ if (rig) {
482
+ rig.worldToLocal(this._tempVec1);
483
+ rig.worldToLocal(this._tempVec2);
484
+ }
485
+ this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
486
+ if (this._initialDistance < 0.02) {
487
+ if (debug) {
488
+ console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
489
+ }
490
+ // We want two reasonable pointer attachment points here.
491
+ // But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
492
+ this.handlerA.followObject.parent.getWorldPosition(this._tempVec1);
493
+ this.handlerB.followObject.parent.getWorldPosition(this._tempVec2);
494
+ this._handlerAAttachmentPoint.copy(this._tempVec1);
495
+ this._handlerBAttachmentPoint.copy(this._tempVec2);
496
+ this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
497
+ this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
498
+ this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
499
+ if (this._initialDistance < 0.001) {
500
+ console.warn("Not supported right now – controller drag points for multitouch are too close!");
501
+ this._initialDistance = 1;
502
+ }
503
+ }
504
+ else {
505
+ this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
506
+ this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
507
+ }
508
+ this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
509
+ this._initialScale.copy(gameObject.scale);
510
+ if (debug) {
511
+ this._followObject.add(new AxesHelper(2));
512
+ this._manipulatorObject.add(new AxesHelper(5));
513
+ const formatVec = (v) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
514
+ Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
515
+ Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
516
+ }
517
+ }
518
+ onDragStart(_args) {
519
+ // align _followObject with the object we want to drag
520
+ this.gameObject.add(this._followObject);
521
+ this._followObject.matrixAutoUpdate = false;
522
+ this._followObject.matrix.identity();
523
+ this._deviceMode = _args.mode;
524
+ this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
525
+ // align _manipulatorObject in the same way it would if this was a drag update
526
+ this.alignManipulator();
527
+ // and then parent it to the space object so it follows along.
528
+ this._manipulatorObject.attach(this._followObject);
529
+ // store offsets in local space
530
+ this._manipulatorPosOffset.copy(this._followObject.position);
531
+ this._manipulatorRotOffset.copy(this._followObject.quaternion);
532
+ this._manipulatorScaleOffset.copy(this._followObject.scale);
533
+ }
534
+ onDragEnd(_args) {
535
+ if (!this.handlerA || !this.handlerB) {
536
+ console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
537
+ return;
538
+ }
539
+ // we want to initialize the drag points for these handlers again.
540
+ // one of them will be removed, but we don't know here which one
541
+ this.handlerA.recenter();
542
+ this.handlerB.recenter();
543
+ // destroy helper objects
544
+ this._manipulatorObject.removeFromParent();
545
+ this._followObject.removeFromParent();
546
+ this._manipulatorObject.destroy();
547
+ this._followObject.destroy();
548
+ }
549
+ _manipulatorPosOffset = new Vector3();
550
+ _manipulatorRotOffset = new Quaternion();
551
+ _manipulatorScaleOffset = new Vector3();
552
+ _tempVec1 = new Vector3();
553
+ _tempVec2 = new Vector3();
554
+ _tempVec3 = new Vector3();
555
+ tempLookMatrix = new Matrix4();
556
+ _initialScale = new Vector3();
557
+ _initialDistance = 0;
558
+ alignManipulator() {
559
+ if (!this.handlerA || !this.handlerB) {
560
+ console.error("alignManipulator called on MultiTouchDragHandler without valid handlers. This is likely a bug.", this);
561
+ return;
562
+ }
563
+ if (!this.handlerA.followObject || !this.handlerB.followObject) {
564
+ console.error("alignManipulator called on MultiTouchDragHandler without valid follow objects. This is likely a bug.", this.handlerA, this.handlerB);
565
+ return;
566
+ }
567
+ this._tempVec1.copy(this._handlerAAttachmentPoint);
568
+ this._tempVec2.copy(this._handlerBAttachmentPoint);
569
+ this.handlerA.followObject.localToWorld(this._tempVec1);
570
+ this.handlerB.followObject.localToWorld(this._tempVec2);
571
+ this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
572
+ this._manipulatorObject.position.copy(this._tempVec3);
573
+ // - lookAt the second point on handlerB
574
+ const camera = this.context.mainCamera;
575
+ this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, camera.worldUp);
576
+ this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
577
+ // - scale based on the distance between the two points
578
+ const dist = this._tempVec1.distanceTo(this._tempVec2);
579
+ this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
580
+ this._manipulatorObject.updateMatrix();
581
+ this._manipulatorObject.updateMatrixWorld(true);
582
+ if (debug) {
583
+ Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0, 0.2, 0)), "A:B " + dist.toFixed(2), 0.03);
584
+ Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
585
+ // const wp = this._manipulatorObject.worldPosition;
586
+ // Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
587
+ }
588
+ }
589
+ onDragUpdate() {
590
+ // At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
591
+ // two events at the same time. They're basically providing us with two Object3D's and we can combine these here
592
+ // into a reasonable two-handed translation/rotation/scale.
593
+ // One approach:
594
+ // - position our control object on the center between the two pointer control objects
595
+ // TODO close grab needs to be handled differently because there we don't have a hit point -
596
+ // Hit point is just the center of the object
597
+ // So probably we should fix that close grab has a better hit point approximation (point on bounds?)
598
+ this.alignManipulator();
599
+ // apply (smoothed) to the gameObject
600
+ const lerpStrength = 30;
601
+ const lerpFactor = 1.0;
602
+ this._followObject.position.copy(this._manipulatorPosOffset);
603
+ this._followObject.quaternion.copy(this._manipulatorRotOffset);
604
+ this._followObject.scale.copy(this._manipulatorScaleOffset);
605
+ const draggedObject = this.gameObject;
606
+ const targetObject = this._followObject;
607
+ if (!draggedObject) {
608
+ console.error("MultiTouchDragHandler has no dragged object. This is likely a bug.");
609
+ return;
610
+ }
611
+ targetObject.updateMatrix();
612
+ targetObject.updateMatrixWorld(true);
613
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
614
+ const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
615
+ // TODO refactor to a common place
616
+ // apply constraints (position grid snap, rotation, ...)
617
+ if (this.settings.snapGridResolution > 0) {
618
+ const wp = this._followObject.worldPosition;
619
+ const snap = this.settings.snapGridResolution;
620
+ wp.x = Math.round(wp.x / snap) * snap;
621
+ wp.y = Math.round(wp.y / snap) * snap;
622
+ wp.z = Math.round(wp.z / snap) * snap;
623
+ this._followObject.worldPosition = wp;
624
+ this._followObject.updateMatrix();
625
+ }
626
+ if (keepRotation) {
627
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
628
+ this._followObject.updateMatrix();
629
+ }
630
+ // TODO refactor to a common place
631
+ // TODO should use unscaled time here // some test for lerp speed depending on distance
632
+ const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor); // / (currentDist - 1 + 0.01));
633
+ const wp = draggedObject.worldPosition;
634
+ wp.lerp(targetObject.worldPosition, t);
635
+ draggedObject.worldPosition = wp;
636
+ const rot = draggedObject.worldQuaternion;
637
+ rot.slerp(targetObject.worldQuaternion, t);
638
+ draggedObject.worldQuaternion = rot;
639
+ const scl = draggedObject.worldScale;
640
+ scl.lerp(targetObject.worldScale, t);
641
+ draggedObject.worldScale = scl;
642
+ }
643
+ setTargetObject(obj) {
644
+ this.gameObject = obj;
645
+ }
646
+ }
647
+ /**
648
+ * Handles a single pointer on an object.
649
+ * DragPointerHandlers manage determining if a drag operation has started, tracking pointer movement,
650
+ * and controlling object translation based on the drag mode.
651
+ */
652
+ class DragPointerHandler {
653
+ /**
654
+ * Returns the accumulated movement of the pointer in world units.
655
+ * Used for determining if enough motion has occurred to start a drag.
656
+ */
657
+ getTotalMovement() { return this._totalMovement; }
658
+ /**
659
+ * Returns the object that follows the pointer during dragging operations.
660
+ */
661
+ get followObject() { return this._followObject; }
662
+ /**
663
+ * Returns the point where the pointer initially hit the object in local space.
664
+ */
665
+ get hitPointInLocalSpace() { return this._hitPointInLocalSpace; }
666
+ context;
667
+ gameObject;
668
+ settings;
669
+ _lastRig = undefined;
670
+ /** This object is placed at the pivot of the dragged object, and parented to the control space. */
671
+ _followObject;
672
+ _totalMovement = new Vector3();
673
+ /** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
674
+ * effort someone is putting into moving an object closer or further away. */
675
+ _totalMovementAlongRayDirection = 0;
676
+ /** Distance between _followObject and its parent at grab start, in local space */
677
+ _grabStartDistance = 0;
678
+ _deviceMode;
679
+ _followObjectStartPosition = new Vector3();
680
+ _followObjectStartQuaternion = new Quaternion();
681
+ _followObjectStartWorldQuaternion = new Quaternion();
682
+ _lastDragPosRigSpace;
683
+ _tempVec = new Vector3();
684
+ _tempMat = new Matrix4();
685
+ _hitPointInLocalSpace = new Vector3();
686
+ _hitNormalInLocalSpace = new Vector3();
687
+ _bottomCenter = new Vector3();
688
+ _backCenter = new Vector3();
689
+ _backBottomCenter = new Vector3();
690
+ _bounds = new Box3();
691
+ _dragPlane = new Plane(new Vector3(0, 1, 0));
692
+ _draggedOverObject = null;
693
+ _draggedOverObjectLastSetUp = null;
694
+ _draggedOverObjectLastNormal = new Vector3();
695
+ _draggedOverObjectDuration = 0;
696
+ /** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
697
+ setTargetObject(obj) {
698
+ this.gameObject = obj;
699
+ }
700
+ constructor(dragControls, gameObject) {
701
+ this.settings = dragControls;
702
+ this.context = dragControls.context;
703
+ this.gameObject = gameObject;
704
+ this._followObject = new Object3D();
705
+ }
706
+ recenter() {
707
+ if (!this._followObject.parent) {
708
+ console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
709
+ return;
710
+ }
711
+ if (!this.gameObject) {
712
+ console.warn("Error: space follow object doesn't have a gameObject");
713
+ return;
714
+ }
715
+ const p = this._followObject.parent;
716
+ this.gameObject.add(this._followObject);
717
+ this._followObject.matrixAutoUpdate = false;
718
+ this._followObject.position.set(0, 0, 0);
719
+ this._followObject.quaternion.set(0, 0, 0, 1);
720
+ this._followObject.scale.set(1, 1, 1);
721
+ this._followObject.updateMatrix();
722
+ this._followObject.updateMatrixWorld(true);
723
+ p.attach(this._followObject);
724
+ this._followObjectStartPosition.copy(this._followObject.position);
725
+ this._followObjectStartQuaternion.copy(this._followObject.quaternion);
726
+ this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
727
+ this._followObject.updateMatrix();
728
+ this._followObject.updateMatrixWorld(true);
729
+ const hitPointWP = this._hitPointInLocalSpace.clone();
730
+ this.gameObject.localToWorld(hitPointWP);
731
+ this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
732
+ const rig = NeedleXRSession.active?.rig?.gameObject;
733
+ const rigScale = rig?.worldScale.x || 1;
734
+ this._grabStartDistance /= rigScale;
735
+ this._totalMovementAlongRayDirection = 0;
736
+ this._lastDragPosRigSpace = undefined;
737
+ if (debug) {
738
+ Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
739
+ Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0, 0.1, 0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
740
+ }
741
+ }
742
+ onDragStart(args) {
743
+ if (!this.gameObject) {
744
+ console.warn("Error: space follow object doesn't have a gameObject");
745
+ return;
746
+ }
747
+ args.event.space.add(this._followObject);
748
+ // prepare for drag, we will start dragging after an object has been dragged for a few centimeters
749
+ this._lastDragPosRigSpace = undefined;
750
+ if (args.point && args.normal) {
751
+ this._hitPointInLocalSpace.copy(args.point);
752
+ this.gameObject.worldToLocal(this._hitPointInLocalSpace);
753
+ this._hitNormalInLocalSpace.copy(args.normal);
754
+ }
755
+ else if (args) {
756
+ // can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
757
+ // convert controller world position to local space instead and use that as hit point
758
+ const controller = args.event.space;
759
+ const controllerWp = controller.worldPosition;
760
+ this.gameObject.worldToLocal(controllerWp);
761
+ this._hitPointInLocalSpace.copy(controllerWp);
762
+ const controllerUp = controller.worldUp;
763
+ this._tempMat.copy(this.gameObject.matrixWorld).invert();
764
+ controllerUp.transformDirection(this._tempMat);
765
+ this._hitNormalInLocalSpace.copy(controllerUp);
766
+ }
767
+ this.recenter();
768
+ this._totalMovement.set(0, 0, 0);
769
+ this._deviceMode = args.mode;
770
+ const dragSource = this._followObject.parent;
771
+ const rayDirection = dragSource.worldForward;
772
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
773
+ const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
774
+ // set up drag plane; we don't really know the normal yet but we can already set the point
775
+ const hitWP = this._hitPointInLocalSpace.clone();
776
+ this.gameObject.localToWorld(hitWP);
777
+ switch (dragMode) {
778
+ case DragMode.XZPlane:
779
+ const up = new Vector3(0, 1, 0);
780
+ if (this.gameObject.parent) {
781
+ // TODO in this case _dragPlane should be in parent space, not world space,
782
+ // otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
783
+ up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
784
+ }
785
+ this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
786
+ break;
787
+ case DragMode.HitNormal:
788
+ const hitNormal = this._hitNormalInLocalSpace.clone();
789
+ hitNormal.transformDirection(this.gameObject.matrixWorld);
790
+ this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
791
+ break;
792
+ case DragMode.Attached:
793
+ this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
794
+ break;
795
+ case DragMode.DynamicViewAngle: // At start (when nothing is hit yet) the drag plane should be aligned to the view
796
+ this.setPlaneViewAligned(hitWP, true);
797
+ break;
798
+ case DragMode.SnapToSurfaces: // At start (when nothing is hit yet) the drag plane should be aligned to the view
799
+ this.setPlaneViewAligned(hitWP, false);
800
+ break;
801
+ case DragMode.None:
802
+ break;
803
+ }
804
+ // calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
805
+ // const bbox = new Box3();
806
+ const p = this.gameObject.parent;
807
+ const localP = this.gameObject.position.clone();
808
+ const localQ = this.gameObject.quaternion.clone();
809
+ const localS = this.gameObject.scale.clone();
810
+ // save the original matrix world (because if some other script is doing a raycast at the same moment the matrix will not be correct anymore....)
811
+ const matrixWorld = this.gameObject.matrixWorld.clone();
812
+ if (p)
813
+ p.remove(this.gameObject);
814
+ this.gameObject.position.set(0, 0, 0);
815
+ this.gameObject.quaternion.set(0, 0, 0, 1);
816
+ this.gameObject.scale.set(1, 1, 1);
817
+ const bbox = getBoundingBox([this.gameObject]);
818
+ // we force the bbox to include our own point *because* the DragControls might be attached to an empty object (which isnt included in the bounding box call above)
819
+ bbox.expandByPoint(this.gameObject.worldPosition);
820
+ // console.log(this.gameObject.position.y - bbox.min.y)
821
+ // bbox.min.y += (this.gameObject.position.y - bbox.min.y);
822
+ // get front center point of the bbox. basically (0, 0, 1) in local space
823
+ const bboxCenter = new Vector3();
824
+ bbox.getCenter(bboxCenter);
825
+ const bboxSize = new Vector3();
826
+ bbox.getSize(bboxSize);
827
+ // attachment points for dragging
828
+ this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
829
+ this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
830
+ this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
831
+ this._bounds.copy(bbox);
832
+ // restore original transform
833
+ if (p)
834
+ p.add(this.gameObject);
835
+ this.gameObject.position.copy(localP);
836
+ this.gameObject.quaternion.copy(localQ);
837
+ this.gameObject.scale.copy(localS);
838
+ this.gameObject.matrixWorld.copy(matrixWorld);
839
+ // surface snapping
840
+ this._draggedOverObject = null;
841
+ this._draggedOverObjectLastSetUp = null;
842
+ this._draggedOverObjectLastNormal.set(0, 1, 0);
843
+ this._draggedOverObjectDuration = 0;
844
+ }
845
+ collectMovementInfo() {
846
+ // we're dragging - there is a controlling object
847
+ if (!this._followObject.parent)
848
+ return;
849
+ // TODO This should all be handled properly per-pointer
850
+ // and we want to have a chance to react to multiple pointers being on the same object.
851
+ // some common stuff (calculating of movement offsets, etc) could be done by default
852
+ // and then the main thing to override is the actual movement of the object based on N _followObjects
853
+ const dragSource = this._followObject.parent;
854
+ // modify _followObject with constraints, e.g.
855
+ // - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
856
+ /* TODO fix jump on drag start
857
+ const p0 = this._followObject.parent as GameObject;
858
+ const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
859
+ const p = new Vector3();
860
+ const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
861
+ if (t0 !== null)
862
+ this._followObject.worldPosition = t0;
863
+ */
864
+ this._followObject.updateMatrix();
865
+ const dragPosRigSpace = dragSource.worldPosition;
866
+ const rig = NeedleXRSession.active?.rig?.gameObject;
867
+ if (rig)
868
+ rig.worldToLocal(dragPosRigSpace);
869
+ // sum up delta
870
+ // TODO We need to do all/most of these calculations in Rig Space instead of world space
871
+ // moving the rig while holding an object should not affect _rayDelta / _dragDelta
872
+ if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
873
+ this._lastDragPosRigSpace = dragPosRigSpace.clone();
874
+ this._lastRig = rig;
875
+ }
876
+ this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
877
+ const rayDirectionRigSpace = dragSource.worldForward;
878
+ if (rig) {
879
+ this._tempMat.copy(rig.matrixWorld).invert();
880
+ rayDirectionRigSpace.transformDirection(this._tempMat);
881
+ }
882
+ // sum up delta movement along ray
883
+ this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
884
+ this._tempVec.x = Math.abs(this._tempVec.x);
885
+ this._tempVec.y = Math.abs(this._tempVec.y);
886
+ this._tempVec.z = Math.abs(this._tempVec.z);
887
+ // sum up absolute total movement
888
+ this._totalMovement.add(this._tempVec);
889
+ this._lastDragPosRigSpace.copy(dragPosRigSpace);
890
+ if (debug) {
891
+ let wp = dragPosRigSpace;
892
+ // ray direction of the input source object
893
+ if (rig) {
894
+ wp = wp.clone();
895
+ wp.transformDirection(rig.matrixWorld);
896
+ }
897
+ Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
898
+ }
899
+ }
900
+ onDragUpdate(numberOfPointers) {
901
+ // can only handle a single pointer
902
+ // if there's more, we defer to multi-touch drag handlers
903
+ if (numberOfPointers > 1)
904
+ return;
905
+ const draggedObject = this.gameObject;
906
+ if (!draggedObject || !this._followObject) {
907
+ console.warn("Warning: DragPointerHandler doesn't have a dragged object. This is likely a bug.");
908
+ return;
909
+ }
910
+ const dragSource = this._followObject.parent;
911
+ if (!dragSource) {
912
+ console.warn("Warning: DragPointerHandler doesn't have a drag source. This is likely a bug.");
913
+ return;
914
+ }
915
+ this._followObject.updateMatrix();
916
+ const dragSourceWP = dragSource.worldPosition;
917
+ const rayDirection = dragSource.worldForward;
918
+ // Actually move and rotate draggedObject
919
+ const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
920
+ const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
921
+ const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
922
+ if (dragMode === DragMode.None)
923
+ return;
924
+ const lerpStrength = 10;
925
+ // - keeping rotation constant during dragging
926
+ if (keepRotation)
927
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
928
+ this._followObject.updateMatrix();
929
+ this._followObject.updateMatrixWorld(true);
930
+ // Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
931
+ let currentDist = 1.0;
932
+ let lerpFactor = 2.0;
933
+ if (isSpatialInput && this._grabStartDistance > 0.5) // hands and controllers, but not touches
934
+ {
935
+ const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
936
+ currentDist = Math.max(0.0, factor);
937
+ currentDist = currentDist * currentDist * currentDist;
938
+ }
939
+ else if (this._grabStartDistance <= 0.5) {
940
+ // TODO there's still a frame delay between dragged objects and the hand models
941
+ lerpFactor = 3.0;
942
+ }
943
+ // reset _followObject to its original position and rotation
944
+ this._followObject.position.copy(this._followObjectStartPosition);
945
+ if (!keepRotation)
946
+ this._followObject.quaternion.copy(this._followObjectStartQuaternion);
947
+ // TODO restore previous functionality:
948
+ // When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
949
+ // NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
950
+ // move the grabbed point to your head and not slap the cube in your head.
951
+ this._followObject.position.multiplyScalar(currentDist);
952
+ this._followObject.updateMatrix();
953
+ const didHaveSurfaceHitPointLastFrame = this._hasLastSurfaceHitPoint;
954
+ this._hasLastSurfaceHitPoint = false;
955
+ const ray = new Ray(dragSourceWP, rayDirection);
956
+ let didHit = false;
957
+ // Surface snapping.
958
+ // Feels quite weird in VR right now!
959
+ if (dragMode == DragMode.SnapToSurfaces) {
960
+ // Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
961
+ // This would allow dragging slightly out of the object's bounds and still continue snapping to it.
962
+ // Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
963
+ const hits = this.context.physics.raycastFromRay(ray, {
964
+ testObject: o => o !== this.followObject && o !== dragSource && o !== draggedObject // && !(o instanceof GroundedSkybox)
965
+ });
966
+ if (hits.length > 0) {
967
+ const hit = hits[0];
968
+ // if we're above the same surface for a specified time, adjust drag options:
969
+ // - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
970
+ // - if the drag plane is an object, we also want to
971
+ // - calculate an initial rotation offset matching what surface/face the user originally started the drag on
972
+ // - rotate the dragged object to match the surface normal
973
+ if (this._draggedOverObject === hit.object)
974
+ this._draggedOverObjectDuration += this.context.time.deltaTime;
975
+ else {
976
+ this._draggedOverObject = hit.object;
977
+ this._draggedOverObjectDuration = 0;
978
+ }
979
+ if (hit.face) {
980
+ didHit = true;
981
+ this._hasLastSurfaceHitPoint = true;
982
+ this._lastSurfaceHitPoint.copy(hit.point);
983
+ const dragTimeThreshold = 0.15;
984
+ const dragTimeSatisfied = this._draggedOverObjectDuration >= dragTimeThreshold;
985
+ const dragDistance = 0.001;
986
+ const dragDistanceSatisfied = this._totalMovement.length() >= dragDistance;
987
+ // TODO: if the "hit.normal" is undefined we use the hit.face.normal which is still localspace
988
+ const worldNormal = getTempVector(hit.normal || hit.face.normal).applyQuaternion(hit.object.worldQuaternion);
989
+ // Adjust drag plane if we're dragging over a different object (for a certain amount of time)
990
+ // or if the surface normal changed
991
+ if ((dragTimeSatisfied || dragDistanceSatisfied) &&
992
+ (this._draggedOverObjectLastSetUp !== this._draggedOverObject
993
+ || this._draggedOverObjectLastNormal.dot(worldNormal) < 0.999999
994
+ // if we're dragging on a flat surface with different levels (like the sandbox floor)
995
+ || this.context.time.frame % 60 === 0)) {
996
+ this._draggedOverObjectLastSetUp = this._draggedOverObject;
997
+ this._draggedOverObjectLastNormal.copy(hit.face.normal);
998
+ const center = getTempVector();
999
+ const size = getTempVector();
1000
+ this._bounds.getCenter(center);
1001
+ this._bounds.getSize(size);
1002
+ center.sub(size.multiplyScalar(0.5).multiply(worldNormal));
1003
+ this._hitPointInLocalSpace.copy(center);
1004
+ this._hitNormalInLocalSpace.copy(hit.face.normal);
1005
+ // ensure plane is far enough up that we don't drag into the surface
1006
+ // Which offset we use here depends on the face normal direction we hit
1007
+ // If we hit the bottom, we want to use the top, and vice versa
1008
+ // To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
1009
+ this._bounds.getCenter(center);
1010
+ this._bounds.getSize(size);
1011
+ center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
1012
+ const offset = getTempVector(this._hitPointInLocalSpace).add(center);
1013
+ this._followObject.localToWorld(offset);
1014
+ // See https://linear.app/needle/issue/NE-5004
1015
+ // const offsetWP = this._followObject.worldPosition.sub(offset);
1016
+ const point = hit.point; //.sub(offsetWP);
1017
+ // Gizmos.DrawWireSphere(point, 2, 0xff0000, .3);
1018
+ // Gizmos.DrawDirection(point, worldNormal, 0xffff00, 1);
1019
+ // console.log(hit.normal)
1020
+ this._dragPlane.setFromNormalAndCoplanarPoint(worldNormal, point);
1021
+ }
1022
+ // If the drag has just started and we're not yet really starting to update the object's position
1023
+ // we want to return here and wait until the drag has been going on for a bit
1024
+ // Otherwise the object will either immediately change it's position (when the user starts dragging)
1025
+ // Or interpolate to a wrong position for a short moment
1026
+ else if (!(dragTimeSatisfied || dragDistanceSatisfied)) {
1027
+ return;
1028
+ }
1029
+ }
1030
+ }
1031
+ else if (didHaveSurfaceHitPointLastFrame) {
1032
+ if (this.gameObject)
1033
+ this.setPlaneViewAligned(this.gameObject.worldPosition, false);
1034
+ }
1035
+ }
1036
+ // if(dragMode === DragMode.SnapToSurfaces){
1037
+ // if(!didHit){
1038
+ // return;
1039
+ // }
1040
+ // }
1041
+ // Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
1042
+ // we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
1043
+ // Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
1044
+ // Drag on plane:
1045
+ if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
1046
+ this._followObject.worldPosition = this._tempVec;
1047
+ this._followObject.updateMatrix();
1048
+ this._followObject.updateMatrixWorld(true);
1049
+ const newWP = getTempVector(this._hitPointInLocalSpace); //.clone();
1050
+ this._followObject.localToWorld(newWP);
1051
+ if (debug) {
1052
+ Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
1053
+ }
1054
+ this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
1055
+ this._followObject.updateMatrix();
1056
+ // TODO figure out nicer look rotation here
1057
+ // TODO rotating here will cause the object to intersect again with the surface
1058
+ // if (!keepRotation) {
1059
+ // const normal = this._dragPlane.normal;
1060
+ // // If the surface is perfectly aligned we jiggle the normal slightly in one direction
1061
+ // // Otherwise lookat will randomly choose a different rotation axis
1062
+ // const tinyNormalJiggle = 0.00001;
1063
+ // if (normal.x === 1) {
1064
+ // normal.add(getTempVector(0, tinyNormalJiggle, 0));
1065
+ // }
1066
+ // else if (normal.y === 1) {
1067
+ // normal.add(getTempVector(tinyNormalJiggle, 0, 0));
1068
+ // }
1069
+ // else if (normal.z === 1) {
1070
+ // normal.add(getTempVector(0, 0, tinyNormalJiggle));
1071
+ // }
1072
+ // const lookPoint = getTempVector(normal).multiplyScalar(1000).add(this._tempVec);
1073
+ // if (lookPoint) {
1074
+ // this._followObject.lookAt(lookPoint);
1075
+ // this._followObject.rotateX(Math.PI / 2);
1076
+ // }
1077
+ // }
1078
+ this._followObject.updateMatrix();
1079
+ }
1080
+ // TODO refactor to a common place
1081
+ // apply constraints (position grid snap, rotation, ...)
1082
+ if (this.settings.snapGridResolution > 0) {
1083
+ const wp = this._followObject.worldPosition;
1084
+ const snap = this.settings.snapGridResolution;
1085
+ wp.x = Math.round(wp.x / snap) * snap;
1086
+ wp.y = Math.round(wp.y / snap) * snap;
1087
+ wp.z = Math.round(wp.z / snap) * snap;
1088
+ this._followObject.worldPosition = wp;
1089
+ this._followObject.updateMatrix();
1090
+ }
1091
+ if (keepRotation) {
1092
+ this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
1093
+ this._followObject.updateMatrix();
1094
+ }
1095
+ // TODO refactor to a common place
1096
+ // TODO should use unscaled time here // some test for lerp speed depending on distance
1097
+ const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor); // / (currentDist - 1 + 0.01));
1098
+ const t_rotation = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * .5 * lerpFactor);
1099
+ const wp = draggedObject.worldPosition;
1100
+ wp.lerp(this._followObject.worldPosition, t);
1101
+ draggedObject.worldPosition = wp;
1102
+ const rot = draggedObject.worldQuaternion;
1103
+ rot.slerp(this._followObject.worldQuaternion, t_rotation);
1104
+ draggedObject.worldQuaternion = rot;
1105
+ if (debug) {
1106
+ const hitPointWP = this._hitPointInLocalSpace.clone();
1107
+ draggedObject.localToWorld(hitPointWP);
1108
+ // draw grab attachment point and normal. They are in grabbed object space
1109
+ Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
1110
+ const hitNormalWP = this._hitNormalInLocalSpace.clone();
1111
+ hitNormalWP.applyQuaternion(rot);
1112
+ Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
1113
+ // debug info
1114
+ Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)), `Distance: ${this._totalMovement.length().toFixed(2)}\n
1115
+ Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
1116
+ Session: ${!!NeedleXRSession.active}\n
1117
+ Device: ${this._deviceMode}\n
1118
+ `, 0.03);
1119
+ // draw bottom/back snap points
1120
+ const bottomCenter = this._bottomCenter.clone();
1121
+ const backCenter = this._backCenter.clone();
1122
+ const backBottomCenter = this._backBottomCenter.clone();
1123
+ draggedObject.localToWorld(bottomCenter);
1124
+ draggedObject.localToWorld(backCenter);
1125
+ draggedObject.localToWorld(backBottomCenter);
1126
+ Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
1127
+ Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
1128
+ Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
1129
+ Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
1130
+ Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
1131
+ }
1132
+ }
1133
+ onDragEnd(args) {
1134
+ console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
1135
+ this._followObject.removeFromParent();
1136
+ this._followObject.destroy();
1137
+ this._lastDragPosRigSpace = undefined;
1138
+ }
1139
+ _hasLastSurfaceHitPoint = false;
1140
+ _lastSurfaceHitPoint = new Vector3();
1141
+ setPlaneViewAligned(worldPoint, useUpAngle) {
1142
+ if (!this._followObject.parent) {
1143
+ return false;
1144
+ }
1145
+ const viewDirection = this._followObject.parent.worldForward;
1146
+ ;
1147
+ const v0 = getTempVector(0, 1, 0);
1148
+ const v1 = viewDirection;
1149
+ const angle = v0.angleTo(v1);
1150
+ const angleThreshold = 0.5;
1151
+ if (useUpAngle && (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold))
1152
+ this._dragPlane.setFromNormalAndCoplanarPoint(v0, worldPoint);
1153
+ else
1154
+ this._dragPlane.setFromNormalAndCoplanarPoint(viewDirection, worldPoint);
1155
+ return true;
1156
+ }
1157
+ }
1158
+ /**
1159
+ * Provides visual helper elements for DragControls.
1160
+ * Shows where objects will be placed and their relation to surfaces below them.
1161
+ */
1162
+ class LegacyDragVisualsHelper {
1163
+ /** Controls whether visual helpers like lines and markers are displayed */
1164
+ showGizmo = true;
1165
+ /** When true, drag plane alignment changes based on view angle */
1166
+ useViewAngle = true;
1167
+ /**
1168
+ * Checks if there is a currently selected object being visualized
1169
+ */
1170
+ get hasSelected() {
1171
+ return this._selected !== null && this._selected !== undefined;
1172
+ }
1173
+ /**
1174
+ * Returns the currently selected object being visualized, if any
1175
+ */
1176
+ get selected() {
1177
+ return this._selected;
1178
+ }
1179
+ _selected = null;
1180
+ _context = null;
1181
+ _camera;
1182
+ _cameraPlane = new Plane();
1183
+ _hasGroundPlane = false;
1184
+ _groundPlane = new Plane();
1185
+ _groundOffset = new Vector3();
1186
+ _groundOffsetFactor = 0;
1187
+ _groundDistance = 0;
1188
+ _groundPlanePoint = new Vector3();
1189
+ _raycaster = new Raycaster();
1190
+ _cameraPlaneOffset = new Vector3();
1191
+ _intersection = new Vector3();
1192
+ _worldPosition = new Vector3();
1193
+ _inverseMatrix = new Matrix4();
1194
+ _rbs = [];
1195
+ _groundLine;
1196
+ _groundMarker;
1197
+ static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, -1, 0)]);
1198
+ constructor(camera) {
1199
+ this._camera = camera;
1200
+ const line = new Line(LegacyDragVisualsHelper.geometry);
1201
+ const mat = line.material;
1202
+ mat.color = new Color(.4, .4, .4);
1203
+ line.layers.set(2);
1204
+ line.name = 'line';
1205
+ line.scale.y = 1;
1206
+ this._groundLine = line;
1207
+ const geometry = new SphereGeometry(.5, 22, 22);
1208
+ const material = new MeshBasicMaterial({ color: mat.color });
1209
+ const sphere = new Mesh(geometry, material);
1210
+ sphere.visible = false;
1211
+ sphere.layers.set(2);
1212
+ this._groundMarker = sphere;
1213
+ }
1214
+ setSelected(newSelected, context) {
1215
+ if (this._selected && context) {
1216
+ for (const rb of this._rbs) {
1217
+ rb.wakeUp();
1218
+ rb.setVelocity(0, 0, 0);
1219
+ }
1220
+ }
1221
+ if (this._selected) {
1222
+ // TODO move somewhere else
1223
+ Avatar_POI.Remove(context, this._selected);
1224
+ }
1225
+ this._selected = newSelected;
1226
+ this._context = context;
1227
+ this._rbs.length = 0;
1228
+ if (newSelected) {
1229
+ context.scene.add(this._groundLine);
1230
+ context.scene.add(this._groundMarker);
1231
+ }
1232
+ else {
1233
+ this._groundLine.removeFromParent();
1234
+ this._groundMarker.removeFromParent();
1235
+ }
1236
+ if (this._selected) {
1237
+ if (!context) {
1238
+ console.error("DragHelper: no context");
1239
+ return;
1240
+ }
1241
+ // TODO move somewhere else
1242
+ Avatar_POI.Add(context, this._selected, null);
1243
+ this._groundOffsetFactor = 0;
1244
+ this._hasGroundPlane = true;
1245
+ this._groundOffset.set(0, 0, 0);
1246
+ this._requireUpdateGroundPlane = true;
1247
+ this.onUpdateScreenSpacePlane();
1248
+ }
1249
+ }
1250
+ _groundOffsetVector = new Vector3(0, 1, 0);
1251
+ _requireUpdateGroundPlane = true;
1252
+ _didDragOnGroundPlaneLastFrame = false;
1253
+ onUpdate(_context) {
1254
+ if (!this._selected)
1255
+ return;
1256
+ // const wp = getWorldPosition(this._selected);
1257
+ // this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1258
+ // this.onUpdateGroundPlane();
1259
+ // this._didDragOnGroundPlaneLastFrame = true;
1260
+ // this._hasGroundPlane = true;
1261
+ /*
1262
+ if (!this._context) return;
1263
+
1264
+ const mainKey: KeyCode = "Space";
1265
+ const secondaryKey: KeyCode = "KeyD";
1266
+ const scaleKey: KeyCode = "KeyS";
1267
+
1268
+ const isRotateKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1269
+ const isRotating = this._context.input.getTouchesPressedCount() >= 2 || isRotateKeyPressed;
1270
+ if (isRotating) {
1271
+ const dt = this._context.input.getPointerPositionDelta(0);
1272
+ if (dt) {
1273
+ this._groundOffsetVector.set(0, 1, 0);
1274
+ this._selected?.rotateOnWorldAxis(this._groundOffsetVector, dt.x * this._context.time.deltaTime);
1275
+ }
1276
+ }
1277
+
1278
+ // todo: allow this once synced transform sends world scale
1279
+ // const isScaling = this._context?.input.isKeyPressed(scaleKey);
1280
+ // if(isScaling){
1281
+ // const dt = this._context.input.getPointerPositionDelta(0);
1282
+ // if(dt){
1283
+ // this._selected?.scale.multiplyScalar(1 + (dt.x * this._context.time.deltaTime));
1284
+ // return;
1285
+ // }
1286
+ // }
1287
+
1288
+ const rc = this._context.input.getPointerPositionRC(0);
1289
+ if (!rc) return;
1290
+ this._raycaster.setFromCamera(rc, this._camera);
1291
+
1292
+ if (this._selected) {
1293
+ if (debug) console.log("UPDATE DRAG", this._selected);
1294
+ this._groundOffsetVector.set(0, 1, 0);
1295
+ const lookDirection = getWorldPosition(this._camera).clone().sub(getWorldPosition(this._selected)).normalize();
1296
+ const lookDot = Math.abs(lookDirection.dot(this._groundOffsetVector));
1297
+
1298
+ const switchModeKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
1299
+ let dragOnGroundPlane = !this.useViewAngle || lookDot > .2;
1300
+ if (isRotating || switchModeKeyPressed || this._context!.input.getPointerPressedCount() > 1) {
1301
+ dragOnGroundPlane = false;
1302
+ }
1303
+ const changed = this._didDragOnGroundPlaneLastFrame !== dragOnGroundPlane;
1304
+ this._didDragOnGroundPlaneLastFrame = dragOnGroundPlane;
1305
+
1306
+ if (!this._hasGroundPlane) this._requireUpdateGroundPlane = true;
1307
+ if (this._requireUpdateGroundPlane || !dragOnGroundPlane || changed)
1308
+ this.onUpdateGroundPlane();
1309
+
1310
+ this._requireUpdateGroundPlane = false;
1311
+ if (this._hasGroundPlane) {
1312
+ // const wp = getWorldPosition(this._selected);
1313
+ // const ray = new Ray(wp, new Vector3(0, -1, 0));
1314
+
1315
+ if (this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection)) {
1316
+ const y = this._intersection.y;
1317
+ this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1318
+ this._groundPlanePoint.y = y;
1319
+
1320
+ if (dragOnGroundPlane) {
1321
+ this._groundOffsetVector.set(0, 1, 0);
1322
+ // console.log(this._groundOffset);
1323
+ const wp = this._intersection.sub(this._groundOffset).add(this._groundOffsetVector.multiplyScalar(this._groundOffsetFactor));
1324
+ this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
1325
+ this.onDidUpdate();
1326
+ return;
1327
+ }
1328
+ }
1329
+ // TODO: fix this
1330
+ else this._groundPlanePoint.set(0, 99999, 0);
1331
+ // else if (ray.intersectPlane(this._groundPlane, this._intersection)) {
1332
+ // const y = this._intersection.y;
1333
+ // this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
1334
+ // this._groundPlanePoint.y = y;
1335
+ // }
1336
+ }
1337
+
1338
+ if (changed) {
1339
+ this.onUpdateScreenSpacePlane();
1340
+ }
1341
+
1342
+ this._requireUpdateGroundPlane = true;
1343
+ if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection)) {
1344
+ this.onUpdateWorldPosition(this._intersection.sub(this._cameraPlaneOffset), this._groundPlanePoint, true);
1345
+ this.onDidUpdate();
1346
+ }
1347
+ }
1348
+ */
1349
+ }
1350
+ onUpdateWorldPosition(wp, pointOnPlane, heightOnly) {
1351
+ if (!this._selected)
1352
+ return;
1353
+ if (heightOnly) {
1354
+ const cur = getWorldPosition(this._selected);
1355
+ cur.y = wp.y;
1356
+ wp = cur;
1357
+ }
1358
+ setWorldPosition(this._selected, wp);
1359
+ setWorldPosition(this._groundLine, wp);
1360
+ if (this._hasGroundPlane) {
1361
+ this._groundLine.scale.y = this._groundDistance;
1362
+ }
1363
+ else
1364
+ this._groundLine.scale.y = 1000;
1365
+ this._groundLine.visible = this.showGizmo;
1366
+ this._groundMarker.visible = pointOnPlane !== null && this.showGizmo;
1367
+ if (pointOnPlane) {
1368
+ const s = getWorldPosition(this._camera).distanceTo(pointOnPlane) * .01;
1369
+ this._groundMarker.scale.set(s, s, s);
1370
+ setWorldPosition(this._groundMarker, pointOnPlane);
1371
+ }
1372
+ }
1373
+ onUpdateScreenSpacePlane() {
1374
+ if (!this._selected || !this._context)
1375
+ return;
1376
+ const rc = this._context.input.getPointerPositionRC(0);
1377
+ if (!rc)
1378
+ return;
1379
+ this._raycaster.setFromCamera(rc, this._camera);
1380
+ this._cameraPlane.setFromNormalAndCoplanarPoint(this._camera.getWorldDirection(this._cameraPlane.normal), this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1381
+ if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection) && this._selected.parent) {
1382
+ this._inverseMatrix.copy(this._selected.parent.matrixWorld).invert();
1383
+ this._cameraPlaneOffset.copy(this._intersection).sub(this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
1384
+ }
1385
+ }
1386
+ onUpdateGroundPlane() {
1387
+ if (!this._selected || !this._context)
1388
+ return;
1389
+ const wp = getWorldPosition(this._selected);
1390
+ const ray = new Ray(getTempVector(0, .1, 0).add(wp), getTempVector(0, -1, 0));
1391
+ const opts = new RaycastOptions();
1392
+ opts.testObject = o => o !== this._selected;
1393
+ const hits = this._context.physics.raycastFromRay(ray, opts);
1394
+ for (let i = 0; i < hits.length; i++) {
1395
+ const hit = hits[i];
1396
+ if (!hit.face || this.contains(this._selected, hit.object)) {
1397
+ continue;
1398
+ }
1399
+ const normal = getTempVector(0, 1, 0); // hit.face.normal
1400
+ this._groundPlane.setFromNormalAndCoplanarPoint(normal, hit.point);
1401
+ break;
1402
+ }
1403
+ this._hasGroundPlane = true;
1404
+ this._groundPlane.setFromNormalAndCoplanarPoint(ray.direction.multiplyScalar(-1), ray.origin);
1405
+ this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection);
1406
+ this._groundDistance = this._intersection.distanceTo(wp);
1407
+ this._groundOffset.copy(this._intersection).sub(wp);
1408
+ }
1409
+ contains(obj, toSearch) {
1410
+ if (obj === toSearch)
1411
+ return true;
1412
+ if (obj.children) {
1413
+ for (const child of obj.children) {
1414
+ if (this.contains(child, toSearch))
1415
+ return true;
1416
+ }
1417
+ }
1418
+ return false;
1419
+ }
1420
+ }
1421
1421
  //# sourceMappingURL=DragControls.js.map