@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
  1010. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  1011. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  1012. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
  1013. package/src/engine-components/particlesystem/ParticleSystemModules.ts +1765 -1765
  1014. package/src/engine-components/particlesystem/ParticleSystemSubEmitter.ts +111 -111
  1015. package/src/engine-components/particlesystem/api.ts +1 -1
  1016. package/src/engine-components/physics/Attractor.ts +44 -44
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  1021. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +103 -103
  1022. package/src/engine-components/postprocessing/Effects/EffectWrapper.ts +25 -25
  1023. package/src/engine-components/postprocessing/Effects/Pixelation.ts +32 -32
  1024. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +90 -90
  1025. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +192 -192
  1026. package/src/engine-components/postprocessing/Effects/Sharpening.ts +143 -143
  1027. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +61 -61
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  1029. package/src/engine-components/postprocessing/Effects/Tonemapping.utils.ts +60 -60
  1030. package/src/engine-components/postprocessing/Effects/Vignette.ts +59 -59
  1031. package/src/engine-components/postprocessing/PostProcessingEffect.ts +192 -192
  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
  1036. package/src/engine-components/postprocessing/index.ts +5 -5
  1037. package/src/engine-components/postprocessing/utils.ts +154 -154
  1038. package/src/engine-components/splines/Spline.ts +287 -287
  1039. package/src/engine-components/splines/SplineUtils.ts +33 -33
  1040. package/src/engine-components/splines/SplineWalker.ts +195 -195
  1041. package/src/engine-components/splines/index.ts +2 -2
  1042. package/src/engine-components/timeline/PlayableDirector.ts +782 -782
  1043. package/src/engine-components/timeline/SignalAsset.ts +155 -155
  1044. package/src/engine-components/timeline/TimelineModels.ts +136 -136
  1045. package/src/engine-components/timeline/TimelineTracks.ts +994 -994
  1046. package/src/engine-components/timeline/index.ts +3 -3
  1047. package/src/engine-components/ui/BaseUIComponent.ts +203 -203
  1048. package/src/engine-components/ui/Button.ts +307 -307
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  1063. package/src/engine-components/ui/Symbols.ts +1 -1
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  1066. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1067. package/src/engine-components/utils/LookAt.ts +98 -98
  1068. package/src/engine-components/utils/OpenURL.ts +115 -115
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  1076. package/src/engine-components/webxr/TeleportTarget.ts +13 -13
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  1088. package/src/engine-components/webxr/index.ts +2 -2
  1089. package/src/engine-components/webxr/types.ts +3 -3
  1090. package/src/engine-components-experimental/Presentation.ts +13 -13
  1091. package/src/engine-components-experimental/api.ts +4 -4
  1092. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1093. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1094. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1095. package/src/engine-schemes/README.md +1 -1
  1096. package/src/engine-schemes/api.ts +12 -12
  1097. package/src/engine-schemes/schemes.ts +28 -28
  1098. package/src/engine-schemes/synced-camera-model.ts +92 -92
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  1101. package/src/engine-schemes/transform.ts +50 -50
  1102. package/src/engine-schemes/transforms.fbs +25 -25
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  1106. package/src/engine-schemes/vec4.ts +43 -43
  1107. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1108. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
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  1110. package/src/include/ktx2/basis_transcoder.js +19 -19
  1111. package/src/include/needle/arial-msdf.json +1471 -1471
  1112. package/src/include/three/DragControls.js +231 -231
  1113. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  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
@@ -1,825 +1,825 @@
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 { getRaycastMesh } from "@needle-tools/gltf-progressive";
8
- import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Vector4 } from "three";
9
- import { showBalloonWarning } from "../engine/debug/index.js";
10
- import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
11
- import { Gizmos } from "../engine/engine_gizmos.js";
12
- import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
13
- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
14
- import { serializable } from "../engine/engine_serialization_decorator.js";
15
- import { FrameEvent } from "../engine/engine_setup.js";
16
- import { getTempVector } from "../engine/engine_three_utils.js";
17
- import { getParam } from "../engine/engine_utils.js";
18
- import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
19
- import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
20
- import { Behaviour, GameObject } from "./Component.js";
21
- import { ReflectionProbe } from "./ReflectionProbe.js";
22
- import { InstancingHandler } from "./RendererInstancing.js";
23
- // import { RendererCustomShader } from "./RendererCustomShader.js";
24
- import { RendererLightmap } from "./RendererLightmap.js";
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- // for staying compatible with old code
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- export { InstancingUtil } from "../engine/engine_instancing.js";
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- const debugRenderer = getParam("debugrenderer");
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- const debugskinnedmesh = getParam("debugskinnedmesh");
29
- const suppressInstancing = getParam("noinstancing");
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- const showWireframe = getParam("wireframe");
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- export var ReflectionProbeUsage;
32
- (function (ReflectionProbeUsage) {
33
- ReflectionProbeUsage[ReflectionProbeUsage["Off"] = 0] = "Off";
34
- ReflectionProbeUsage[ReflectionProbeUsage["BlendProbes"] = 1] = "BlendProbes";
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- ReflectionProbeUsage[ReflectionProbeUsage["BlendProbesAndSkybox"] = 2] = "BlendProbesAndSkybox";
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- ReflectionProbeUsage[ReflectionProbeUsage["Simple"] = 3] = "Simple";
37
- })(ReflectionProbeUsage || (ReflectionProbeUsage = {}));
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- export class FieldWithDefault {
39
- path = null;
40
- asset = null;
41
- default;
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- }
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- export var RenderState;
44
- (function (RenderState) {
45
- RenderState[RenderState["Both"] = 0] = "Both";
46
- RenderState[RenderState["Back"] = 1] = "Back";
47
- RenderState[RenderState["Front"] = 2] = "Front";
48
- })(RenderState || (RenderState = {}));
49
- // support sharedMaterials[index] assigning materials directly to the objects
50
- class SharedMaterialArray {
51
- _renderer;
52
- _targets = [];
53
- _indexMapMaxIndex;
54
- _indexMap;
55
- _changed = false;
56
- get changed() {
57
- return this._changed;
58
- }
59
- set changed(value) {
60
- if (value === true) {
61
- if (debugRenderer)
62
- console.warn("SharedMaterials have changed: " + this._renderer.name);
63
- }
64
- this._changed = value;
65
- }
66
- is(renderer) {
67
- return this._renderer === renderer;
68
- }
69
- constructor(renderer, originalMaterials) {
70
- this._renderer = renderer;
71
- const setMaterial = this.setMaterial.bind(this);
72
- const getMaterial = this.getMaterial.bind(this);
73
- const go = renderer.gameObject;
74
- this._targets = [];
75
- if (go) {
76
- switch (go.type) {
77
- case "Group":
78
- this._targets = [...go.children];
79
- break;
80
- case "SkinnedMesh":
81
- case "Mesh":
82
- this._targets.push(go);
83
- break;
84
- }
85
- }
86
- // this is useful to have an index map when e.g. materials are trying to be assigned by index
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- let hasMissingMaterials = false;
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- let indexMap = undefined;
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- let maxIndex = 0;
90
- for (let i = 0; i < this._targets.length; i++) {
91
- const target = this._targets[i];
92
- if (!target)
93
- continue;
94
- const mat = target.material;
95
- if (!mat)
96
- continue;
97
- // set the shadow side to the same as the side of the material, three flips this for some reason
98
- mat.shadowSide = mat.side;
99
- for (let k = 0; k < originalMaterials.length; k++) {
100
- const orig = originalMaterials[k];
101
- if (!orig) {
102
- hasMissingMaterials = true;
103
- continue;
104
- }
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- if (mat.name === orig.name) {
106
- if (indexMap === undefined)
107
- indexMap = new Map();
108
- indexMap.set(k, i);
109
- maxIndex = Math.max(maxIndex, k);
110
- // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
111
- break;
112
- }
113
- }
114
- }
115
- if (hasMissingMaterials) {
116
- this._indexMapMaxIndex = maxIndex;
117
- this._indexMap = indexMap;
118
- const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
119
- console.warn(warningMessage);
120
- if (isLocalNetwork())
121
- showBalloonWarning("Found renderer with missing materials: please check the console for details.");
122
- }
123
- // this lets us override the javascript indexer, only works in ES6 tho
124
- // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
125
- return new Proxy(this, {
126
- get(target, key) {
127
- if (typeof key === "string") {
128
- const index = parseInt(key);
129
- if (!isNaN(index)) {
130
- return getMaterial(index);
131
- }
132
- }
133
- return target[key];
134
- },
135
- set(target, key, value) {
136
- if (typeof key === "string")
137
- setMaterial(value, Number.parseInt(key));
138
- // console.log(target, key, value);
139
- if (Reflect.set(target, key, value)) {
140
- if (value instanceof Material)
141
- target.changed = true;
142
- return true;
143
- }
144
- return false;
145
- }
146
- });
147
- }
148
- get length() {
149
- if (this._indexMapMaxIndex !== undefined)
150
- return this._indexMapMaxIndex + 1;
151
- return this._targets.length;
152
- }
153
- // iterator to support: for(const mat of sharedMaterials)
154
- *[Symbol.iterator]() {
155
- for (let i = 0; i < this.length; i++) {
156
- yield this.getMaterial(i);
157
- }
158
- }
159
- resolveIndex(index) {
160
- const map = this._indexMap;
161
- // if we have a index map it means that some materials were missing
162
- if (map) {
163
- if (map.has(index))
164
- return map.get(index);
165
- // return -1;
166
- }
167
- return index;
168
- }
169
- setMaterial(mat, index) {
170
- index = this.resolveIndex(index);
171
- if (index < 0 || index >= this._targets.length)
172
- return;
173
- const target = this._targets[index];
174
- if (!target || target["material"] === undefined)
175
- return;
176
- target["material"] = mat;
177
- this.changed = true;
178
- }
179
- getMaterial(index) {
180
- index = this.resolveIndex(index);
181
- if (index < 0)
182
- return null;
183
- const obj = this._targets;
184
- if (index >= obj.length)
185
- return null;
186
- const target = obj[index];
187
- if (!target)
188
- return null;
189
- return target["material"];
190
- }
191
- }
192
- /**
193
- * @category Rendering
194
- * @group Components
195
- */
196
- export class Renderer extends Behaviour {
197
- /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
198
- * @returns the Renderer component that was created or already existed on the object
199
- */
200
- static setInstanced(obj, enableInstancing) {
201
- const renderer = getOrAddComponent(obj, Renderer);
202
- renderer.setInstancingEnabled(enableInstancing);
203
- return renderer;
204
- }
205
- /** Check if an object is currently rendered using instancing
206
- * @returns true if the object is rendered using instancing
207
- */
208
- static isInstanced(obj) {
209
- const renderer = getComponent(obj, Renderer);
210
- if (renderer)
211
- return renderer.isInstancingActive;
212
- return InstancingUtil.isUsingInstancing(obj);
213
- }
214
- /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
215
- *
216
- * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
217
- static setVisible(obj, visible) {
218
- setCustomVisibility(obj, visible);
219
- }
220
- receiveShadows = false;
221
- shadowCastingMode = ShadowCastingMode.Off;
222
- lightmapIndex = -1;
223
- lightmapScaleOffset = new Vector4(1, 1, 0, 0);
224
- /** If the renderer should use instancing
225
- * If this is a boolean (true) all materials will be instanced or (false) none of them.
226
- * If this is an array of booleans the materials will be instanced based on the index of the material.
227
- */
228
- enableInstancing = undefined;
229
- renderOrder = undefined;
230
- allowOcclusionWhenDynamic = true;
231
- probeAnchor;
232
- reflectionProbeUsage = ReflectionProbeUsage.Off;
233
- // custom shader
234
- // get materialProperties(): Array<MaterialProperties> | undefined {
235
- // return this._materialProperties;
236
- // }
237
- // set materialProperties(value: Array<MaterialProperties> | undefined) {
238
- // this._materialProperties = value;
239
- // }
240
- // private customShaderHandler: RendererCustomShader | undefined = undefined;
241
- // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
242
- _lightmaps;
243
- /** Get the mesh Object3D for this renderer
244
- * Warn: if this is a multimaterial object it will return the first mesh only
245
- * @returns a mesh object3D.
246
- * */
247
- get sharedMesh() {
248
- if (this.gameObject.type === "Mesh") {
249
- return this.gameObject;
250
- }
251
- else if (this.gameObject.type === "SkinnesMesh") {
252
- return this.gameObject;
253
- }
254
- else if (this.gameObject.type === "Group") {
255
- return this.gameObject.children[0];
256
- }
257
- return undefined;
258
- }
259
- _sharedMeshes = [];
260
- /** Get all the mesh Object3D for this renderer
261
- * @returns an array of mesh object3D.
262
- */
263
- get sharedMeshes() {
264
- if (this.destroyed || !this.gameObject)
265
- return this._sharedMeshes;
266
- this._sharedMeshes.length = 0;
267
- if (this.gameObject.type === "Group") {
268
- for (const ch of this.gameObject.children) {
269
- if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
270
- this._sharedMeshes.push(ch);
271
- }
272
- }
273
- }
274
- else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
275
- this._sharedMeshes.push(this.gameObject);
276
- }
277
- return this._sharedMeshes;
278
- }
279
- // @ts-ignore
280
- get sharedMaterial() {
281
- return (this.sharedMaterials?.[0]);
282
- }
283
- // @ts-ignore
284
- set sharedMaterial(mat) {
285
- const cur = this.sharedMaterials[0];
286
- if (cur === mat)
287
- return;
288
- this.sharedMaterials[0] = mat;
289
- this.applyLightmapping();
290
- }
291
- /**@deprecated Use sharedMaterial */
292
- get material() {
293
- return this.sharedMaterials?.[0];
294
- }
295
- /**@deprecated Use sharedMaterial */
296
- set material(mat) {
297
- this.sharedMaterial = mat;
298
- }
299
- _sharedMaterials;
300
- _originalMaterials;
301
- _probeAnchorLastFrame;
302
- // this is just available during deserialization
303
- set sharedMaterials(_val) {
304
- // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
305
- if (!this._originalMaterials) {
306
- this._originalMaterials = _val;
307
- }
308
- else if (_val) {
309
- let didWarn = false;
310
- for (let i = 0; i < this._sharedMaterials.length; i++) {
311
- const mat = i < _val.length ? _val[i] : null;
312
- if (mat && mat instanceof Material) {
313
- this.sharedMaterials[i] = mat;
314
- }
315
- else {
316
- if (!didWarn) {
317
- didWarn = true;
318
- console.warn("Can not assign null as material: " + this.name, mat);
319
- }
320
- }
321
- }
322
- }
323
- }
324
- //@ts-ignore
325
- get sharedMaterials() {
326
- if (this._originalMaterials === undefined) {
327
- if (!this.__didAwake) {
328
- // @ts-ignore (original materials will be set during deserialization)
329
- return null;
330
- }
331
- else {
332
- this._originalMaterials = [];
333
- }
334
- }
335
- if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
336
- if (!this._originalMaterials)
337
- this._originalMaterials = [];
338
- this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
339
- }
340
- return this._sharedMaterials;
341
- }
342
- static get shouldSuppressInstancing() {
343
- return suppressInstancing;
344
- }
345
- _lightmapTextureOverride = undefined;
346
- get lightmap() {
347
- if (this._lightmaps?.length) {
348
- return this._lightmaps[0].lightmap;
349
- }
350
- return null;
351
- }
352
- /** set undefined to return to default lightmap */
353
- set lightmap(tex) {
354
- this._lightmapTextureOverride = tex;
355
- if (tex === undefined) {
356
- tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
357
- }
358
- if (this._lightmaps?.length) {
359
- for (const lm of this._lightmaps) {
360
- lm.lightmap = tex;
361
- }
362
- }
363
- }
364
- get hasLightmap() {
365
- const lm = this.lightmap;
366
- return lm !== null && lm !== undefined;
367
- }
368
- allowProgressiveLoading = true;
369
- _firstFrame = -1;
370
- registering() {
371
- if (!this.enabled) {
372
- this.setVisibility(false);
373
- }
374
- }
375
- awake() {
376
- this._firstFrame = this.context.time.frame;
377
- if (debugRenderer)
378
- console.log("Renderer ", this.name, this);
379
- this.clearInstancingState();
380
- if (this.probeAnchor && debugRenderer)
381
- this.probeAnchor.add(new AxesHelper(.2));
382
- this._reflectionProbe = null;
383
- if (this.isMultiMaterialObject(this.gameObject)) {
384
- for (const child of this.gameObject.children) {
385
- this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
386
- child.layers.mask = this.gameObject.layers.mask;
387
- }
388
- if (this.renderOrder !== undefined) {
389
- // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
390
- // or perhaps just regular child objects that have their own renderer component (?)
391
- let index = 0;
392
- for (let i = 0; i < this.gameObject.children.length; i++) {
393
- const ch = this.gameObject.children[i];
394
- // ignore nested groups or objects that have their own renderer (aka their own render order settings)
395
- if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer))
396
- continue;
397
- if (this.renderOrder.length <= index) {
398
- console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
399
- continue;
400
- }
401
- // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
402
- ch.renderOrder = this.renderOrder[index];
403
- index += 1;
404
- }
405
- }
406
- }
407
- // TODO: custom shader with sub materials
408
- else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
409
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
410
- if (this.renderOrder !== undefined && this.renderOrder.length > 0)
411
- this.gameObject.renderOrder = this.renderOrder[0];
412
- }
413
- else {
414
- this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
415
- }
416
- this._lightmaps = undefined;
417
- this.applyLightmapping();
418
- if (showWireframe) {
419
- for (let i = 0; i < this.sharedMaterials.length; i++) {
420
- const mat = this.sharedMaterials[i];
421
- if (mat) {
422
- mat.wireframe = true;
423
- }
424
- }
425
- }
426
- }
427
- applyLightmapping() {
428
- if (this.lightmapIndex >= 0 && !this._lightmaps) {
429
- // const type = this.gameObject.type;
430
- // use the override lightmap if its not undefined
431
- const tex = this._lightmapTextureOverride !== undefined
432
- ? this._lightmapTextureOverride
433
- : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
434
- if (tex) {
435
- if (!this._lightmaps)
436
- this._lightmaps = [];
437
- const rm = new RendererLightmap(this);
438
- rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
439
- this._lightmaps.push(rm);
440
- }
441
- else {
442
- if (debugRenderer)
443
- console.warn(`[Renderer] No lightmaps found ${this.name} (${this.sourceId}, ${this.lightmapIndex})`);
444
- }
445
- }
446
- }
447
- _isInstancingEnabled = false;
448
- _handles = undefined;
449
- /**
450
- * @returns true if this renderer has instanced objects
451
- */
452
- get isInstancingActive() {
453
- return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
454
- }
455
- /** @returns the instancing handles */
456
- get instances() {
457
- if (!this._handles || this._handles.length <= 0) {
458
- return null;
459
- }
460
- this._handlesTempArray.length = 0;
461
- if (this._handles) {
462
- for (const h of this._handles) {
463
- this._handlesTempArray.push(h);
464
- }
465
- }
466
- return this._handlesTempArray;
467
- }
468
- _handlesTempArray = [];
469
- /** Enable or disable instancing for this renderer.
470
- * @param enabled true to enable instancing, false to disable it
471
- */
472
- setInstancingEnabled(enabled) {
473
- if (this._isInstancingEnabled === enabled)
474
- return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
475
- this._isInstancingEnabled = enabled;
476
- if (enabled) {
477
- if (this.enableInstancing === undefined)
478
- this.enableInstancing = true;
479
- if (this._handles === undefined) {
480
- this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
481
- if (this._handles) {
482
- GameObject.markAsInstancedRendered(this.gameObject, true);
483
- return true;
484
- }
485
- }
486
- else if (this._handles !== null) {
487
- for (const handler of this._handles) {
488
- handler.updateInstanceMatrix(true);
489
- handler.add();
490
- }
491
- GameObject.markAsInstancedRendered(this.gameObject, true);
492
- return true;
493
- }
494
- }
495
- else {
496
- if (this._handles) {
497
- for (const handler of this._handles) {
498
- handler.remove(this.destroyed);
499
- }
500
- }
501
- return true;
502
- }
503
- return false;
504
- }
505
- clearInstancingState() {
506
- this._isInstancingEnabled = false;
507
- this._handles = undefined;
508
- }
509
- /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
510
- * This is a separate method to be overrideable from user code
511
- */
512
- useInstanceMatrixWorldAutoUpdate() {
513
- return true;
514
- }
515
- start() {
516
- if (this.enableInstancing && !suppressInstancing) {
517
- this.setInstancingEnabled(true);
518
- // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
519
- // in the first frame we want the updated matrix then to be applied immediately to the instancing
520
- InstancingUtil.markDirty(this.gameObject);
521
- }
522
- this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
523
- if (this.isMultiMaterialObject(this.gameObject)) {
524
- for (let i = 0; i < this.gameObject.children.length; i++) {
525
- const ch = this.gameObject.children[i];
526
- ch.frustumCulled = this.allowOcclusionWhenDynamic;
527
- }
528
- }
529
- }
530
- onEnable() {
531
- // ensure shared meshes are initialized
532
- const _ = this.sharedMeshes;
533
- this.setVisibility(true);
534
- // Check if the renderer is using instancing (or any child object is supposed to use instancing)
535
- const isUsingInstancing = this._isInstancingEnabled ||
536
- (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
537
- if (isUsingInstancing) {
538
- if (this.__internalDidAwakeAndStart)
539
- this.setInstancingEnabled(true);
540
- }
541
- // if no insancing is used we can apply the stencil settings
542
- // but instancing and stencil at the same time is not supported
543
- else if (this.enabled) {
544
- this.applyStencil();
545
- }
546
- this.updateReflectionProbe();
547
- // this.testIfLODLevelsAreAvailable();
548
- }
549
- onDisable() {
550
- this.setVisibility(false);
551
- if (this._handles && this._handles.length > 0) {
552
- this.setInstancingEnabled(false);
553
- }
554
- }
555
- onDestroy() {
556
- this._handles = null;
557
- if (this.isMultiMaterialObject(this.gameObject)) {
558
- for (const child of this.gameObject.children) {
559
- this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
560
- }
561
- }
562
- else {
563
- this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
564
- }
565
- }
566
- onBeforeRender() {
567
- if (!this.gameObject) {
568
- return;
569
- }
570
- if (this._probeAnchorLastFrame !== this.probeAnchor) {
571
- this._reflectionProbe?.onUnset(this);
572
- this.updateReflectionProbe();
573
- }
574
- if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
575
- this.gameObject.geometry.computeBoundingSphere();
576
- const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
577
- Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
578
- }
579
- if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
580
- for (const ch of this.gameObject.children) {
581
- this.applySettings(ch);
582
- }
583
- }
584
- else {
585
- this.applySettings(this.gameObject);
586
- }
587
- if (this.sharedMaterials?.changed) {
588
- this.sharedMaterials.changed = false;
589
- this.applyLightmapping();
590
- }
591
- if (this._handles?.length) {
592
- // if (this.name === "Darbouka")
593
- // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
594
- const needsUpdate = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true; // || this.gameObject.matrixWorldNeedsUpdate;
595
- if (needsUpdate) {
596
- // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
597
- this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
598
- const remove = false; // Math.random() < .01;
599
- for (let i = this._handles.length - 1; i >= 0; i--) {
600
- const h = this._handles[i];
601
- if (remove) {
602
- h.remove(this.destroyed);
603
- this._handles.splice(i, 1);
604
- }
605
- else
606
- h.updateInstanceMatrix();
607
- }
608
- this.gameObject.matrixWorldNeedsUpdate = false;
609
- }
610
- }
611
- if (this._handles && this._handles.length <= 0) {
612
- GameObject.markAsInstancedRendered(this.gameObject, false);
613
- }
614
- if (this._isInstancingEnabled && this._handles) {
615
- for (let i = 0; i < this._handles.length; i++) {
616
- const handle = this._handles[i];
617
- setCustomVisibility(handle.object, false);
618
- }
619
- }
620
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
621
- if (!this._lightmaps?.length) // Currently reflectionprobes cant be used with lightmaps
622
- this._reflectionProbe.onSet(this);
623
- }
624
- // since three 163 we need to set the envMap to the scene envMap if it is not set
625
- // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
626
- // internal issue: https://linear.app/needle/issue/NE-6363
627
- if (this._sharedMaterials) {
628
- for (const mat of this._sharedMaterials) {
629
- // If the material has a envMap and is NOT using a reflection probe we set the envMap to the scene environment
630
- if (mat && "envMap" in mat && "envMapIntensity" in mat && !ReflectionProbe.isUsingReflectionProbe(mat)) {
631
- mat.envMap = this.context.scene.environment;
632
- mat.envMapRotation = this.context.scene.environmentRotation;
633
- }
634
- }
635
- }
636
- else if (debugRenderer)
637
- console.warn("[Renderer] sharedMaterials not initialized yet: " + this.name);
638
- }
639
- onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
640
- if (material.envMapIntensity !== undefined) {
641
- const factor = this.hasLightmap ? Math.PI : 1;
642
- const environmentIntensity = this.context.scene.environmentIntensity;
643
- material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
644
- // console.log(this.context.sceneLighting.environmentIntensity);
645
- }
646
- if (this._lightmaps) {
647
- for (const lm of this._lightmaps) {
648
- lm.updateLightmapUniforms(material);
649
- lm.applyLightmap();
650
- }
651
- }
652
- };
653
- onAfterRender() {
654
- if (this._isInstancingEnabled && this._handles) {
655
- for (let i = 0; i < this._handles.length; i++) {
656
- const handle = this._handles[i];
657
- setCustomVisibility(handle.object, true);
658
- }
659
- }
660
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
661
- this._reflectionProbe.onUnset(this);
662
- }
663
- if (this.static && this.gameObject.matrixAutoUpdate) {
664
- this.gameObject.matrixAutoUpdate = false;
665
- }
666
- }
667
- /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
668
- applyStencil() {
669
- NEEDLE_render_objects.applyStencil(this);
670
- }
671
- /** Apply the settings of this renderer to the given object
672
- * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
673
- */
674
- applySettings(go) {
675
- go.receiveShadow = this.receiveShadows;
676
- if (this.shadowCastingMode == ShadowCastingMode.On) {
677
- go.castShadow = true;
678
- }
679
- else
680
- go.castShadow = false;
681
- }
682
- _reflectionProbe = null;
683
- updateReflectionProbe() {
684
- // handle reflection probe
685
- this._reflectionProbe = null;
686
- if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
687
- // update the reflection probe right before rendering
688
- // if we do it immediately the reflection probe might not be enabled yet
689
- // (since this method is called from onEnable)
690
- this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
691
- this._probeAnchorLastFrame = this.probeAnchor;
692
- }
693
- }
694
- *_updateReflectionProbe() {
695
- const obj = this.probeAnchor || this.gameObject;
696
- const isAnchor = this.probeAnchor ? true : false;
697
- this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
698
- }
699
- setVisibility(visible) {
700
- if (!this.isMultiMaterialObject(this.gameObject)) {
701
- setCustomVisibility(this.gameObject, visible);
702
- }
703
- else {
704
- for (const ch of this.gameObject.children) {
705
- if (this.isMeshOrSkinnedMesh(ch)) {
706
- setCustomVisibility(ch, visible);
707
- }
708
- }
709
- }
710
- }
711
- isMultiMaterialObject(obj) {
712
- return obj.type === "Group";
713
- }
714
- isMeshOrSkinnedMesh(obj) {
715
- return obj.type === "Mesh" || obj.type === "SkinnedMesh";
716
- }
717
- }
718
- __decorate([
719
- serializable()
720
- ], Renderer.prototype, "receiveShadows", void 0);
721
- __decorate([
722
- serializable()
723
- ], Renderer.prototype, "shadowCastingMode", void 0);
724
- __decorate([
725
- serializable()
726
- ], Renderer.prototype, "lightmapIndex", void 0);
727
- __decorate([
728
- serializable(Vector4)
729
- ], Renderer.prototype, "lightmapScaleOffset", void 0);
730
- __decorate([
731
- serializable()
732
- ], Renderer.prototype, "enableInstancing", void 0);
733
- __decorate([
734
- serializable()
735
- ], Renderer.prototype, "renderOrder", void 0);
736
- __decorate([
737
- serializable()
738
- ], Renderer.prototype, "allowOcclusionWhenDynamic", void 0);
739
- __decorate([
740
- serializable(Object3D)
741
- ], Renderer.prototype, "probeAnchor", void 0);
742
- __decorate([
743
- serializable()
744
- ], Renderer.prototype, "reflectionProbeUsage", void 0);
745
- export class MeshRenderer extends Renderer {
746
- }
747
- export class SkinnedMeshRenderer extends MeshRenderer {
748
- _needUpdateBoundingSphere = false;
749
- // private _lastWorldPosition = new Vector3();
750
- awake() {
751
- super.awake();
752
- if (debugskinnedmesh)
753
- console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
754
- // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
755
- this.allowOcclusionWhenDynamic = false;
756
- for (const mesh of this.sharedMeshes) {
757
- // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
758
- mesh.parent?.updateWorldMatrix(false, true);
759
- this.markBoundsDirty();
760
- }
761
- }
762
- onAfterRender() {
763
- super.onAfterRender();
764
- // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
765
- // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
766
- // const bounds = this.gameObject.geometry.boundingSphere;
767
- // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
768
- // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
769
- // this._lastWorldPosition.copy(worldpos);
770
- // this.markBoundsDirty();
771
- // };
772
- // }
773
- if (this._needUpdateBoundingSphere) {
774
- for (const mesh of this.sharedMeshes) {
775
- if (mesh instanceof SkinnedMesh) {
776
- this._needUpdateBoundingSphere = false;
777
- try {
778
- const geometry = mesh.geometry;
779
- const raycastmesh = getRaycastMesh(mesh);
780
- if (raycastmesh) {
781
- mesh.geometry = raycastmesh;
782
- }
783
- mesh.computeBoundingSphere();
784
- mesh.geometry = geometry;
785
- }
786
- catch (err) {
787
- console.error(`Error updating bounding sphere for ${mesh.name}`, err);
788
- }
789
- }
790
- }
791
- }
792
- // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
793
- if (debugskinnedmesh) {
794
- for (const mesh of this.sharedMeshes) {
795
- if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
796
- const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
797
- Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
798
- }
799
- }
800
- }
801
- }
802
- markBoundsDirty() {
803
- this._needUpdateBoundingSphere = true;
804
- }
805
- }
806
- export var ShadowCastingMode;
807
- (function (ShadowCastingMode) {
808
- /// <summary>
809
- /// <para>No shadows are cast from this object.</para>
810
- /// </summary>
811
- ShadowCastingMode[ShadowCastingMode["Off"] = 0] = "Off";
812
- /// <summary>
813
- /// <para>Shadows are cast from this object.</para>
814
- /// </summary>
815
- ShadowCastingMode[ShadowCastingMode["On"] = 1] = "On";
816
- /// <summary>
817
- /// <para>Shadows are cast from this object, treating it as two-sided.</para>
818
- /// </summary>
819
- ShadowCastingMode[ShadowCastingMode["TwoSided"] = 2] = "TwoSided";
820
- /// <summary>
821
- /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
822
- /// </summary>
823
- ShadowCastingMode[ShadowCastingMode["ShadowsOnly"] = 3] = "ShadowsOnly";
824
- })(ShadowCastingMode || (ShadowCastingMode = {}));
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 { getRaycastMesh } from "@needle-tools/gltf-progressive";
8
+ import { AxesHelper, Material, Mesh, Object3D, SkinnedMesh, Vector4 } from "three";
9
+ import { showBalloonWarning } from "../engine/debug/index.js";
10
+ import { getComponent, getOrAddComponent } from "../engine/engine_components.js";
11
+ import { Gizmos } from "../engine/engine_gizmos.js";
12
+ import { InstancingUtil, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
13
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
14
+ import { serializable } from "../engine/engine_serialization_decorator.js";
15
+ import { FrameEvent } from "../engine/engine_setup.js";
16
+ import { getTempVector } from "../engine/engine_three_utils.js";
17
+ import { getParam } from "../engine/engine_utils.js";
18
+ import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects.js";
19
+ import { setCustomVisibility } from "../engine/js-extensions/Layers.js";
20
+ import { Behaviour, GameObject } from "./Component.js";
21
+ import { ReflectionProbe } from "./ReflectionProbe.js";
22
+ import { InstancingHandler } from "./RendererInstancing.js";
23
+ // import { RendererCustomShader } from "./RendererCustomShader.js";
24
+ import { RendererLightmap } from "./RendererLightmap.js";
25
+ // for staying compatible with old code
26
+ export { InstancingUtil } from "../engine/engine_instancing.js";
27
+ const debugRenderer = getParam("debugrenderer");
28
+ const debugskinnedmesh = getParam("debugskinnedmesh");
29
+ const suppressInstancing = getParam("noinstancing");
30
+ const showWireframe = getParam("wireframe");
31
+ export var ReflectionProbeUsage;
32
+ (function (ReflectionProbeUsage) {
33
+ ReflectionProbeUsage[ReflectionProbeUsage["Off"] = 0] = "Off";
34
+ ReflectionProbeUsage[ReflectionProbeUsage["BlendProbes"] = 1] = "BlendProbes";
35
+ ReflectionProbeUsage[ReflectionProbeUsage["BlendProbesAndSkybox"] = 2] = "BlendProbesAndSkybox";
36
+ ReflectionProbeUsage[ReflectionProbeUsage["Simple"] = 3] = "Simple";
37
+ })(ReflectionProbeUsage || (ReflectionProbeUsage = {}));
38
+ export class FieldWithDefault {
39
+ path = null;
40
+ asset = null;
41
+ default;
42
+ }
43
+ export var RenderState;
44
+ (function (RenderState) {
45
+ RenderState[RenderState["Both"] = 0] = "Both";
46
+ RenderState[RenderState["Back"] = 1] = "Back";
47
+ RenderState[RenderState["Front"] = 2] = "Front";
48
+ })(RenderState || (RenderState = {}));
49
+ // support sharedMaterials[index] assigning materials directly to the objects
50
+ class SharedMaterialArray {
51
+ _renderer;
52
+ _targets = [];
53
+ _indexMapMaxIndex;
54
+ _indexMap;
55
+ _changed = false;
56
+ get changed() {
57
+ return this._changed;
58
+ }
59
+ set changed(value) {
60
+ if (value === true) {
61
+ if (debugRenderer)
62
+ console.warn("SharedMaterials have changed: " + this._renderer.name);
63
+ }
64
+ this._changed = value;
65
+ }
66
+ is(renderer) {
67
+ return this._renderer === renderer;
68
+ }
69
+ constructor(renderer, originalMaterials) {
70
+ this._renderer = renderer;
71
+ const setMaterial = this.setMaterial.bind(this);
72
+ const getMaterial = this.getMaterial.bind(this);
73
+ const go = renderer.gameObject;
74
+ this._targets = [];
75
+ if (go) {
76
+ switch (go.type) {
77
+ case "Group":
78
+ this._targets = [...go.children];
79
+ break;
80
+ case "SkinnedMesh":
81
+ case "Mesh":
82
+ this._targets.push(go);
83
+ break;
84
+ }
85
+ }
86
+ // this is useful to have an index map when e.g. materials are trying to be assigned by index
87
+ let hasMissingMaterials = false;
88
+ let indexMap = undefined;
89
+ let maxIndex = 0;
90
+ for (let i = 0; i < this._targets.length; i++) {
91
+ const target = this._targets[i];
92
+ if (!target)
93
+ continue;
94
+ const mat = target.material;
95
+ if (!mat)
96
+ continue;
97
+ // set the shadow side to the same as the side of the material, three flips this for some reason
98
+ mat.shadowSide = mat.side;
99
+ for (let k = 0; k < originalMaterials.length; k++) {
100
+ const orig = originalMaterials[k];
101
+ if (!orig) {
102
+ hasMissingMaterials = true;
103
+ continue;
104
+ }
105
+ if (mat.name === orig.name) {
106
+ if (indexMap === undefined)
107
+ indexMap = new Map();
108
+ indexMap.set(k, i);
109
+ maxIndex = Math.max(maxIndex, k);
110
+ // console.log(`Material ${mat.name} at ${k} was found at index ${i} in renderer ${renderer.name}.`)
111
+ break;
112
+ }
113
+ }
114
+ }
115
+ if (hasMissingMaterials) {
116
+ this._indexMapMaxIndex = maxIndex;
117
+ this._indexMap = indexMap;
118
+ const warningMessage = `Renderer ${renderer.name} was initialized with missing materials - this may lead to unexpected behaviour when trying to access sharedMaterials by index.`;
119
+ console.warn(warningMessage);
120
+ if (isLocalNetwork())
121
+ showBalloonWarning("Found renderer with missing materials: please check the console for details.");
122
+ }
123
+ // this lets us override the javascript indexer, only works in ES6 tho
124
+ // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
125
+ return new Proxy(this, {
126
+ get(target, key) {
127
+ if (typeof key === "string") {
128
+ const index = parseInt(key);
129
+ if (!isNaN(index)) {
130
+ return getMaterial(index);
131
+ }
132
+ }
133
+ return target[key];
134
+ },
135
+ set(target, key, value) {
136
+ if (typeof key === "string")
137
+ setMaterial(value, Number.parseInt(key));
138
+ // console.log(target, key, value);
139
+ if (Reflect.set(target, key, value)) {
140
+ if (value instanceof Material)
141
+ target.changed = true;
142
+ return true;
143
+ }
144
+ return false;
145
+ }
146
+ });
147
+ }
148
+ get length() {
149
+ if (this._indexMapMaxIndex !== undefined)
150
+ return this._indexMapMaxIndex + 1;
151
+ return this._targets.length;
152
+ }
153
+ // iterator to support: for(const mat of sharedMaterials)
154
+ *[Symbol.iterator]() {
155
+ for (let i = 0; i < this.length; i++) {
156
+ yield this.getMaterial(i);
157
+ }
158
+ }
159
+ resolveIndex(index) {
160
+ const map = this._indexMap;
161
+ // if we have a index map it means that some materials were missing
162
+ if (map) {
163
+ if (map.has(index))
164
+ return map.get(index);
165
+ // return -1;
166
+ }
167
+ return index;
168
+ }
169
+ setMaterial(mat, index) {
170
+ index = this.resolveIndex(index);
171
+ if (index < 0 || index >= this._targets.length)
172
+ return;
173
+ const target = this._targets[index];
174
+ if (!target || target["material"] === undefined)
175
+ return;
176
+ target["material"] = mat;
177
+ this.changed = true;
178
+ }
179
+ getMaterial(index) {
180
+ index = this.resolveIndex(index);
181
+ if (index < 0)
182
+ return null;
183
+ const obj = this._targets;
184
+ if (index >= obj.length)
185
+ return null;
186
+ const target = obj[index];
187
+ if (!target)
188
+ return null;
189
+ return target["material"];
190
+ }
191
+ }
192
+ /**
193
+ * @category Rendering
194
+ * @group Components
195
+ */
196
+ export class Renderer extends Behaviour {
197
+ /** Enable or disable instancing for an object. This will create a Renderer component if it does not exist yet.
198
+ * @returns the Renderer component that was created or already existed on the object
199
+ */
200
+ static setInstanced(obj, enableInstancing) {
201
+ const renderer = getOrAddComponent(obj, Renderer);
202
+ renderer.setInstancingEnabled(enableInstancing);
203
+ return renderer;
204
+ }
205
+ /** Check if an object is currently rendered using instancing
206
+ * @returns true if the object is rendered using instancing
207
+ */
208
+ static isInstanced(obj) {
209
+ const renderer = getComponent(obj, Renderer);
210
+ if (renderer)
211
+ return renderer.isInstancingActive;
212
+ return InstancingUtil.isUsingInstancing(obj);
213
+ }
214
+ /** Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!
215
+ *
216
+ * If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity) */
217
+ static setVisible(obj, visible) {
218
+ setCustomVisibility(obj, visible);
219
+ }
220
+ receiveShadows = false;
221
+ shadowCastingMode = ShadowCastingMode.Off;
222
+ lightmapIndex = -1;
223
+ lightmapScaleOffset = new Vector4(1, 1, 0, 0);
224
+ /** If the renderer should use instancing
225
+ * If this is a boolean (true) all materials will be instanced or (false) none of them.
226
+ * If this is an array of booleans the materials will be instanced based on the index of the material.
227
+ */
228
+ enableInstancing = undefined;
229
+ renderOrder = undefined;
230
+ allowOcclusionWhenDynamic = true;
231
+ probeAnchor;
232
+ reflectionProbeUsage = ReflectionProbeUsage.Off;
233
+ // custom shader
234
+ // get materialProperties(): Array<MaterialProperties> | undefined {
235
+ // return this._materialProperties;
236
+ // }
237
+ // set materialProperties(value: Array<MaterialProperties> | undefined) {
238
+ // this._materialProperties = value;
239
+ // }
240
+ // private customShaderHandler: RendererCustomShader | undefined = undefined;
241
+ // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
242
+ _lightmaps;
243
+ /** Get the mesh Object3D for this renderer
244
+ * Warn: if this is a multimaterial object it will return the first mesh only
245
+ * @returns a mesh object3D.
246
+ * */
247
+ get sharedMesh() {
248
+ if (this.gameObject.type === "Mesh") {
249
+ return this.gameObject;
250
+ }
251
+ else if (this.gameObject.type === "SkinnesMesh") {
252
+ return this.gameObject;
253
+ }
254
+ else if (this.gameObject.type === "Group") {
255
+ return this.gameObject.children[0];
256
+ }
257
+ return undefined;
258
+ }
259
+ _sharedMeshes = [];
260
+ /** Get all the mesh Object3D for this renderer
261
+ * @returns an array of mesh object3D.
262
+ */
263
+ get sharedMeshes() {
264
+ if (this.destroyed || !this.gameObject)
265
+ return this._sharedMeshes;
266
+ this._sharedMeshes.length = 0;
267
+ if (this.gameObject.type === "Group") {
268
+ for (const ch of this.gameObject.children) {
269
+ if (ch.type === "Mesh" || ch.type === "SkinnedMesh") {
270
+ this._sharedMeshes.push(ch);
271
+ }
272
+ }
273
+ }
274
+ else if (this.gameObject.type === "Mesh" || this.gameObject.type === "SkinnedMesh") {
275
+ this._sharedMeshes.push(this.gameObject);
276
+ }
277
+ return this._sharedMeshes;
278
+ }
279
+ // @ts-ignore
280
+ get sharedMaterial() {
281
+ return (this.sharedMaterials?.[0]);
282
+ }
283
+ // @ts-ignore
284
+ set sharedMaterial(mat) {
285
+ const cur = this.sharedMaterials[0];
286
+ if (cur === mat)
287
+ return;
288
+ this.sharedMaterials[0] = mat;
289
+ this.applyLightmapping();
290
+ }
291
+ /**@deprecated Use sharedMaterial */
292
+ get material() {
293
+ return this.sharedMaterials?.[0];
294
+ }
295
+ /**@deprecated Use sharedMaterial */
296
+ set material(mat) {
297
+ this.sharedMaterial = mat;
298
+ }
299
+ _sharedMaterials;
300
+ _originalMaterials;
301
+ _probeAnchorLastFrame;
302
+ // this is just available during deserialization
303
+ set sharedMaterials(_val) {
304
+ // TODO: elements in the array might be missing at the moment which leads to problems if an index is serialized
305
+ if (!this._originalMaterials) {
306
+ this._originalMaterials = _val;
307
+ }
308
+ else if (_val) {
309
+ let didWarn = false;
310
+ for (let i = 0; i < this._sharedMaterials.length; i++) {
311
+ const mat = i < _val.length ? _val[i] : null;
312
+ if (mat && mat instanceof Material) {
313
+ this.sharedMaterials[i] = mat;
314
+ }
315
+ else {
316
+ if (!didWarn) {
317
+ didWarn = true;
318
+ console.warn("Can not assign null as material: " + this.name, mat);
319
+ }
320
+ }
321
+ }
322
+ }
323
+ }
324
+ //@ts-ignore
325
+ get sharedMaterials() {
326
+ if (this._originalMaterials === undefined) {
327
+ if (!this.__didAwake) {
328
+ // @ts-ignore (original materials will be set during deserialization)
329
+ return null;
330
+ }
331
+ else {
332
+ this._originalMaterials = [];
333
+ }
334
+ }
335
+ if (!this._sharedMaterials || !this._sharedMaterials.is(this)) {
336
+ if (!this._originalMaterials)
337
+ this._originalMaterials = [];
338
+ this._sharedMaterials = new SharedMaterialArray(this, this._originalMaterials);
339
+ }
340
+ return this._sharedMaterials;
341
+ }
342
+ static get shouldSuppressInstancing() {
343
+ return suppressInstancing;
344
+ }
345
+ _lightmapTextureOverride = undefined;
346
+ get lightmap() {
347
+ if (this._lightmaps?.length) {
348
+ return this._lightmaps[0].lightmap;
349
+ }
350
+ return null;
351
+ }
352
+ /** set undefined to return to default lightmap */
353
+ set lightmap(tex) {
354
+ this._lightmapTextureOverride = tex;
355
+ if (tex === undefined) {
356
+ tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
357
+ }
358
+ if (this._lightmaps?.length) {
359
+ for (const lm of this._lightmaps) {
360
+ lm.lightmap = tex;
361
+ }
362
+ }
363
+ }
364
+ get hasLightmap() {
365
+ const lm = this.lightmap;
366
+ return lm !== null && lm !== undefined;
367
+ }
368
+ allowProgressiveLoading = true;
369
+ _firstFrame = -1;
370
+ registering() {
371
+ if (!this.enabled) {
372
+ this.setVisibility(false);
373
+ }
374
+ }
375
+ awake() {
376
+ this._firstFrame = this.context.time.frame;
377
+ if (debugRenderer)
378
+ console.log("Renderer ", this.name, this);
379
+ this.clearInstancingState();
380
+ if (this.probeAnchor && debugRenderer)
381
+ this.probeAnchor.add(new AxesHelper(.2));
382
+ this._reflectionProbe = null;
383
+ if (this.isMultiMaterialObject(this.gameObject)) {
384
+ for (const child of this.gameObject.children) {
385
+ this.context.addBeforeRenderListener(child, this.onBeforeRenderThree);
386
+ child.layers.mask = this.gameObject.layers.mask;
387
+ }
388
+ if (this.renderOrder !== undefined) {
389
+ // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
390
+ // or perhaps just regular child objects that have their own renderer component (?)
391
+ let index = 0;
392
+ for (let i = 0; i < this.gameObject.children.length; i++) {
393
+ const ch = this.gameObject.children[i];
394
+ // ignore nested groups or objects that have their own renderer (aka their own render order settings)
395
+ if (!this.isMeshOrSkinnedMesh(ch) || GameObject.getComponent(ch, Renderer))
396
+ continue;
397
+ if (this.renderOrder.length <= index) {
398
+ console.warn("Incorrect renderOrder element count", this, this.renderOrder.length + " but expected " + this.gameObject.children.length, "Index: " + index, "ChildElement:", ch);
399
+ continue;
400
+ }
401
+ // if(debugRenderer) console.log("Setting render order", ch, this.renderOrder[index])
402
+ ch.renderOrder = this.renderOrder[index];
403
+ index += 1;
404
+ }
405
+ }
406
+ }
407
+ // TODO: custom shader with sub materials
408
+ else if (this.isMeshOrSkinnedMesh(this.gameObject)) {
409
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
410
+ if (this.renderOrder !== undefined && this.renderOrder.length > 0)
411
+ this.gameObject.renderOrder = this.renderOrder[0];
412
+ }
413
+ else {
414
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
415
+ }
416
+ this._lightmaps = undefined;
417
+ this.applyLightmapping();
418
+ if (showWireframe) {
419
+ for (let i = 0; i < this.sharedMaterials.length; i++) {
420
+ const mat = this.sharedMaterials[i];
421
+ if (mat) {
422
+ mat.wireframe = true;
423
+ }
424
+ }
425
+ }
426
+ }
427
+ applyLightmapping() {
428
+ if (this.lightmapIndex >= 0 && !this._lightmaps) {
429
+ // const type = this.gameObject.type;
430
+ // use the override lightmap if its not undefined
431
+ const tex = this._lightmapTextureOverride !== undefined
432
+ ? this._lightmapTextureOverride
433
+ : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
434
+ if (tex) {
435
+ if (!this._lightmaps)
436
+ this._lightmaps = [];
437
+ const rm = new RendererLightmap(this);
438
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex);
439
+ this._lightmaps.push(rm);
440
+ }
441
+ else {
442
+ if (debugRenderer)
443
+ console.warn(`[Renderer] No lightmaps found ${this.name} (${this.sourceId}, ${this.lightmapIndex})`);
444
+ }
445
+ }
446
+ }
447
+ _isInstancingEnabled = false;
448
+ _handles = undefined;
449
+ /**
450
+ * @returns true if this renderer has instanced objects
451
+ */
452
+ get isInstancingActive() {
453
+ return this._handles != undefined && this._handles.length > 0 && this._isInstancingEnabled;
454
+ }
455
+ /** @returns the instancing handles */
456
+ get instances() {
457
+ if (!this._handles || this._handles.length <= 0) {
458
+ return null;
459
+ }
460
+ this._handlesTempArray.length = 0;
461
+ if (this._handles) {
462
+ for (const h of this._handles) {
463
+ this._handlesTempArray.push(h);
464
+ }
465
+ }
466
+ return this._handlesTempArray;
467
+ }
468
+ _handlesTempArray = [];
469
+ /** Enable or disable instancing for this renderer.
470
+ * @param enabled true to enable instancing, false to disable it
471
+ */
472
+ setInstancingEnabled(enabled) {
473
+ if (this._isInstancingEnabled === enabled)
474
+ return enabled && (this._handles === undefined || this._handles != null && this._handles.length > 0);
475
+ this._isInstancingEnabled = enabled;
476
+ if (enabled) {
477
+ if (this.enableInstancing === undefined)
478
+ this.enableInstancing = true;
479
+ if (this._handles === undefined) {
480
+ this._handles = InstancingHandler.instance.setup(this, this.gameObject, this.context, null, { rend: this, foundMeshes: 0, useMatrixWorldAutoUpdate: this.useInstanceMatrixWorldAutoUpdate() });
481
+ if (this._handles) {
482
+ GameObject.markAsInstancedRendered(this.gameObject, true);
483
+ return true;
484
+ }
485
+ }
486
+ else if (this._handles !== null) {
487
+ for (const handler of this._handles) {
488
+ handler.updateInstanceMatrix(true);
489
+ handler.add();
490
+ }
491
+ GameObject.markAsInstancedRendered(this.gameObject, true);
492
+ return true;
493
+ }
494
+ }
495
+ else {
496
+ if (this._handles) {
497
+ for (const handler of this._handles) {
498
+ handler.remove(this.destroyed);
499
+ }
500
+ }
501
+ return true;
502
+ }
503
+ return false;
504
+ }
505
+ clearInstancingState() {
506
+ this._isInstancingEnabled = false;
507
+ this._handles = undefined;
508
+ }
509
+ /** Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes
510
+ * This is a separate method to be overrideable from user code
511
+ */
512
+ useInstanceMatrixWorldAutoUpdate() {
513
+ return true;
514
+ }
515
+ start() {
516
+ if (this.enableInstancing && !suppressInstancing) {
517
+ this.setInstancingEnabled(true);
518
+ // make sure the instance is marked dirty once for cases where e.g. an animator animates the instanced object
519
+ // in the first frame we want the updated matrix then to be applied immediately to the instancing
520
+ InstancingUtil.markDirty(this.gameObject);
521
+ }
522
+ this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
523
+ if (this.isMultiMaterialObject(this.gameObject)) {
524
+ for (let i = 0; i < this.gameObject.children.length; i++) {
525
+ const ch = this.gameObject.children[i];
526
+ ch.frustumCulled = this.allowOcclusionWhenDynamic;
527
+ }
528
+ }
529
+ }
530
+ onEnable() {
531
+ // ensure shared meshes are initialized
532
+ const _ = this.sharedMeshes;
533
+ this.setVisibility(true);
534
+ // Check if the renderer is using instancing (or any child object is supposed to use instancing)
535
+ const isUsingInstancing = this._isInstancingEnabled ||
536
+ (this.enableInstancing == true || (Array.isArray(this.enableInstancing) && this.enableInstancing.some(x => x)));
537
+ if (isUsingInstancing) {
538
+ if (this.__internalDidAwakeAndStart)
539
+ this.setInstancingEnabled(true);
540
+ }
541
+ // if no insancing is used we can apply the stencil settings
542
+ // but instancing and stencil at the same time is not supported
543
+ else if (this.enabled) {
544
+ this.applyStencil();
545
+ }
546
+ this.updateReflectionProbe();
547
+ // this.testIfLODLevelsAreAvailable();
548
+ }
549
+ onDisable() {
550
+ this.setVisibility(false);
551
+ if (this._handles && this._handles.length > 0) {
552
+ this.setInstancingEnabled(false);
553
+ }
554
+ }
555
+ onDestroy() {
556
+ this._handles = null;
557
+ if (this.isMultiMaterialObject(this.gameObject)) {
558
+ for (const child of this.gameObject.children) {
559
+ this.context.removeBeforeRenderListener(child, this.onBeforeRenderThree);
560
+ }
561
+ }
562
+ else {
563
+ this.context.removeBeforeRenderListener(this.gameObject, this.onBeforeRenderThree);
564
+ }
565
+ }
566
+ onBeforeRender() {
567
+ if (!this.gameObject) {
568
+ return;
569
+ }
570
+ if (this._probeAnchorLastFrame !== this.probeAnchor) {
571
+ this._reflectionProbe?.onUnset(this);
572
+ this.updateReflectionProbe();
573
+ }
574
+ if (debugRenderer == this.name && this.gameObject instanceof Mesh) {
575
+ this.gameObject.geometry.computeBoundingSphere();
576
+ const tempCenter = getTempVector(this.gameObject.geometry.boundingSphere.center).applyMatrix4(this.gameObject.matrixWorld);
577
+ Gizmos.DrawWireSphere(tempCenter, this.gameObject.geometry.boundingSphere.radius, 0x00ddff);
578
+ }
579
+ if (this.isMultiMaterialObject(this.gameObject) && this.gameObject.children?.length > 0) {
580
+ for (const ch of this.gameObject.children) {
581
+ this.applySettings(ch);
582
+ }
583
+ }
584
+ else {
585
+ this.applySettings(this.gameObject);
586
+ }
587
+ if (this.sharedMaterials?.changed) {
588
+ this.sharedMaterials.changed = false;
589
+ this.applyLightmapping();
590
+ }
591
+ if (this._handles?.length) {
592
+ // if (this.name === "Darbouka")
593
+ // console.log(this.name, this.gameObject.matrixWorldNeedsUpdate);
594
+ const needsUpdate = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true; // || this.gameObject.matrixWorldNeedsUpdate;
595
+ if (needsUpdate) {
596
+ // if (debugInstancing) console.log("UPDATE INSTANCED MATRICES at frame #" + this.context.time.frame);
597
+ this.gameObject[NEED_UPDATE_INSTANCE_KEY] = false;
598
+ const remove = false; // Math.random() < .01;
599
+ for (let i = this._handles.length - 1; i >= 0; i--) {
600
+ const h = this._handles[i];
601
+ if (remove) {
602
+ h.remove(this.destroyed);
603
+ this._handles.splice(i, 1);
604
+ }
605
+ else
606
+ h.updateInstanceMatrix();
607
+ }
608
+ this.gameObject.matrixWorldNeedsUpdate = false;
609
+ }
610
+ }
611
+ if (this._handles && this._handles.length <= 0) {
612
+ GameObject.markAsInstancedRendered(this.gameObject, false);
613
+ }
614
+ if (this._isInstancingEnabled && this._handles) {
615
+ for (let i = 0; i < this._handles.length; i++) {
616
+ const handle = this._handles[i];
617
+ setCustomVisibility(handle.object, false);
618
+ }
619
+ }
620
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
621
+ if (!this._lightmaps?.length) // Currently reflectionprobes cant be used with lightmaps
622
+ this._reflectionProbe.onSet(this);
623
+ }
624
+ // since three 163 we need to set the envMap to the scene envMap if it is not set
625
+ // otherwise the envmapIntensity has no effect: https://github.com/mrdoob/three.js/pull/27903
626
+ // internal issue: https://linear.app/needle/issue/NE-6363
627
+ if (this._sharedMaterials) {
628
+ for (const mat of this._sharedMaterials) {
629
+ // If the material has a envMap and is NOT using a reflection probe we set the envMap to the scene environment
630
+ if (mat && "envMap" in mat && "envMapIntensity" in mat && !ReflectionProbe.isUsingReflectionProbe(mat)) {
631
+ mat.envMap = this.context.scene.environment;
632
+ mat.envMapRotation = this.context.scene.environmentRotation;
633
+ }
634
+ }
635
+ }
636
+ else if (debugRenderer)
637
+ console.warn("[Renderer] sharedMaterials not initialized yet: " + this.name);
638
+ }
639
+ onBeforeRenderThree = (_renderer, _scene, _camera, _geometry, material, _group) => {
640
+ if (material.envMapIntensity !== undefined) {
641
+ const factor = this.hasLightmap ? Math.PI : 1;
642
+ const environmentIntensity = this.context.scene.environmentIntensity;
643
+ material.envMapIntensity = Math.max(0, environmentIntensity * this.context.sceneLighting.environmentIntensity / factor);
644
+ // console.log(this.context.sceneLighting.environmentIntensity);
645
+ }
646
+ if (this._lightmaps) {
647
+ for (const lm of this._lightmaps) {
648
+ lm.updateLightmapUniforms(material);
649
+ lm.applyLightmap();
650
+ }
651
+ }
652
+ };
653
+ onAfterRender() {
654
+ if (this._isInstancingEnabled && this._handles) {
655
+ for (let i = 0; i < this._handles.length; i++) {
656
+ const handle = this._handles[i];
657
+ setCustomVisibility(handle.object, true);
658
+ }
659
+ }
660
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off && this._reflectionProbe) {
661
+ this._reflectionProbe.onUnset(this);
662
+ }
663
+ if (this.static && this.gameObject.matrixAutoUpdate) {
664
+ this.gameObject.matrixAutoUpdate = false;
665
+ }
666
+ }
667
+ /** Applies stencil settings for this renderer's objects (if stencil settings are available) */
668
+ applyStencil() {
669
+ NEEDLE_render_objects.applyStencil(this);
670
+ }
671
+ /** Apply the settings of this renderer to the given object
672
+ * Settings include shadow casting and receiving (e.g. this.receiveShadows, this.shadowCastingMode)
673
+ */
674
+ applySettings(go) {
675
+ go.receiveShadow = this.receiveShadows;
676
+ if (this.shadowCastingMode == ShadowCastingMode.On) {
677
+ go.castShadow = true;
678
+ }
679
+ else
680
+ go.castShadow = false;
681
+ }
682
+ _reflectionProbe = null;
683
+ updateReflectionProbe() {
684
+ // handle reflection probe
685
+ this._reflectionProbe = null;
686
+ if (this.reflectionProbeUsage !== ReflectionProbeUsage.Off) {
687
+ // update the reflection probe right before rendering
688
+ // if we do it immediately the reflection probe might not be enabled yet
689
+ // (since this method is called from onEnable)
690
+ this.startCoroutine(this._updateReflectionProbe(), FrameEvent.LateUpdate);
691
+ this._probeAnchorLastFrame = this.probeAnchor;
692
+ }
693
+ }
694
+ *_updateReflectionProbe() {
695
+ const obj = this.probeAnchor || this.gameObject;
696
+ const isAnchor = this.probeAnchor ? true : false;
697
+ this._reflectionProbe = ReflectionProbe.get(obj, this.context, isAnchor, this.probeAnchor);
698
+ }
699
+ setVisibility(visible) {
700
+ if (!this.isMultiMaterialObject(this.gameObject)) {
701
+ setCustomVisibility(this.gameObject, visible);
702
+ }
703
+ else {
704
+ for (const ch of this.gameObject.children) {
705
+ if (this.isMeshOrSkinnedMesh(ch)) {
706
+ setCustomVisibility(ch, visible);
707
+ }
708
+ }
709
+ }
710
+ }
711
+ isMultiMaterialObject(obj) {
712
+ return obj.type === "Group";
713
+ }
714
+ isMeshOrSkinnedMesh(obj) {
715
+ return obj.type === "Mesh" || obj.type === "SkinnedMesh";
716
+ }
717
+ }
718
+ __decorate([
719
+ serializable()
720
+ ], Renderer.prototype, "receiveShadows", void 0);
721
+ __decorate([
722
+ serializable()
723
+ ], Renderer.prototype, "shadowCastingMode", void 0);
724
+ __decorate([
725
+ serializable()
726
+ ], Renderer.prototype, "lightmapIndex", void 0);
727
+ __decorate([
728
+ serializable(Vector4)
729
+ ], Renderer.prototype, "lightmapScaleOffset", void 0);
730
+ __decorate([
731
+ serializable()
732
+ ], Renderer.prototype, "enableInstancing", void 0);
733
+ __decorate([
734
+ serializable()
735
+ ], Renderer.prototype, "renderOrder", void 0);
736
+ __decorate([
737
+ serializable()
738
+ ], Renderer.prototype, "allowOcclusionWhenDynamic", void 0);
739
+ __decorate([
740
+ serializable(Object3D)
741
+ ], Renderer.prototype, "probeAnchor", void 0);
742
+ __decorate([
743
+ serializable()
744
+ ], Renderer.prototype, "reflectionProbeUsage", void 0);
745
+ export class MeshRenderer extends Renderer {
746
+ }
747
+ export class SkinnedMeshRenderer extends MeshRenderer {
748
+ _needUpdateBoundingSphere = false;
749
+ // private _lastWorldPosition = new Vector3();
750
+ awake() {
751
+ super.awake();
752
+ if (debugskinnedmesh)
753
+ console.log("SkinnedMeshRenderer for \"" + this.name + "\"", this);
754
+ // disable skinned mesh occlusion because of https://github.com/mrdoob/js/issues/14499
755
+ this.allowOcclusionWhenDynamic = false;
756
+ for (const mesh of this.sharedMeshes) {
757
+ // If we don't do that here the bounding sphere matrix used for raycasts will be wrong. Not sure *why* this is necessary
758
+ mesh.parent?.updateWorldMatrix(false, true);
759
+ this.markBoundsDirty();
760
+ }
761
+ }
762
+ onAfterRender() {
763
+ super.onAfterRender();
764
+ // this.gameObject.parent.position.x += Math.sin(this.context.time.time) * .01;
765
+ // if (this.gameObject instanceof SkinnedMesh && this.gameObject.geometry.boundingSphere) {
766
+ // const bounds = this.gameObject.geometry.boundingSphere;
767
+ // const worldpos = getTempVector().setFromMatrixPosition(this.gameObject.matrixWorld);
768
+ // if (worldpos.distanceTo(this._lastWorldPosition) > bounds.radius) {
769
+ // this._lastWorldPosition.copy(worldpos);
770
+ // this.markBoundsDirty();
771
+ // };
772
+ // }
773
+ if (this._needUpdateBoundingSphere) {
774
+ for (const mesh of this.sharedMeshes) {
775
+ if (mesh instanceof SkinnedMesh) {
776
+ this._needUpdateBoundingSphere = false;
777
+ try {
778
+ const geometry = mesh.geometry;
779
+ const raycastmesh = getRaycastMesh(mesh);
780
+ if (raycastmesh) {
781
+ mesh.geometry = raycastmesh;
782
+ }
783
+ mesh.computeBoundingSphere();
784
+ mesh.geometry = geometry;
785
+ }
786
+ catch (err) {
787
+ console.error(`Error updating bounding sphere for ${mesh.name}`, err);
788
+ }
789
+ }
790
+ }
791
+ }
792
+ // if (this.context.time.frame % 30 === 0) this.markBoundsDirty();
793
+ if (debugskinnedmesh) {
794
+ for (const mesh of this.sharedMeshes) {
795
+ if (mesh instanceof SkinnedMesh && mesh.boundingSphere) {
796
+ const tempCenter = getTempVector(mesh.boundingSphere.center).applyMatrix4(mesh.matrixWorld);
797
+ Gizmos.DrawWireSphere(tempCenter, mesh.boundingSphere.radius, "red");
798
+ }
799
+ }
800
+ }
801
+ }
802
+ markBoundsDirty() {
803
+ this._needUpdateBoundingSphere = true;
804
+ }
805
+ }
806
+ export var ShadowCastingMode;
807
+ (function (ShadowCastingMode) {
808
+ /// <summary>
809
+ /// <para>No shadows are cast from this object.</para>
810
+ /// </summary>
811
+ ShadowCastingMode[ShadowCastingMode["Off"] = 0] = "Off";
812
+ /// <summary>
813
+ /// <para>Shadows are cast from this object.</para>
814
+ /// </summary>
815
+ ShadowCastingMode[ShadowCastingMode["On"] = 1] = "On";
816
+ /// <summary>
817
+ /// <para>Shadows are cast from this object, treating it as two-sided.</para>
818
+ /// </summary>
819
+ ShadowCastingMode[ShadowCastingMode["TwoSided"] = 2] = "TwoSided";
820
+ /// <summary>
821
+ /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
822
+ /// </summary>
823
+ ShadowCastingMode[ShadowCastingMode["ShadowsOnly"] = 3] = "ShadowsOnly";
824
+ })(ShadowCastingMode || (ShadowCastingMode = {}));
825
825
  //# sourceMappingURL=Renderer.js.map