@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
  1017. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +64 -64
  1018. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +116 -116
  1019. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +37 -37
  1020. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +106 -106
  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
  1028. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +103 -103
  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
  1033. package/src/engine-components/postprocessing/Volume.ts +427 -427
  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
  1049. package/src/engine-components/ui/Canvas.ts +419 -419
  1050. package/src/engine-components/ui/CanvasGroup.ts +54 -54
  1051. package/src/engine-components/ui/EventSystem.ts +853 -853
  1052. package/src/engine-components/ui/Graphic.ts +287 -287
  1053. package/src/engine-components/ui/Image.ts +112 -112
  1054. package/src/engine-components/ui/InputField.ts +321 -321
  1055. package/src/engine-components/ui/Interfaces.ts +57 -57
  1056. package/src/engine-components/ui/Layout.ts +334 -334
  1057. package/src/engine-components/ui/Outline.ts +13 -13
  1058. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1059. package/src/engine-components/ui/RaycastUtils.ts +70 -70
  1060. package/src/engine-components/ui/Raycaster.ts +121 -121
  1061. package/src/engine-components/ui/RectTransform.ts +375 -375
  1062. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1063. package/src/engine-components/ui/Symbols.ts +1 -1
  1064. package/src/engine-components/ui/Text.ts +587 -587
  1065. package/src/engine-components/ui/Utils.ts +113 -113
  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
  1069. package/src/engine-components/web/Clickthrough.ts +105 -105
  1070. package/src/engine-components/web/CursorFollow.ts +144 -144
  1071. package/src/engine-components/web/HoverAnimation.ts +101 -101
  1072. package/src/engine-components/web/ScrollFollow.ts +513 -513
  1073. package/src/engine-components/web/ViewBox.ts +320 -320
  1074. package/src/engine-components/web/index.ts +4 -4
  1075. package/src/engine-components/webxr/Avatar.ts +265 -265
  1076. package/src/engine-components/webxr/TeleportTarget.ts +13 -13
  1077. package/src/engine-components/webxr/WebARCameraBackground.ts +180 -180
  1078. package/src/engine-components/webxr/WebARSessionRoot.ts +882 -882
  1079. package/src/engine-components/webxr/WebXR.ts +612 -616
  1080. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1081. package/src/engine-components/webxr/WebXRImageTracking.ts +649 -649
  1082. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1083. package/src/engine-components/webxr/WebXRRig.ts +81 -81
  1084. package/src/engine-components/webxr/XRFlag.ts +150 -150
  1085. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +130 -130
  1086. package/src/engine-components/webxr/controllers/XRControllerModel.ts +377 -377
  1087. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +561 -561
  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
  1099. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1100. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1101. package/src/engine-schemes/transform.ts +50 -50
  1102. package/src/engine-schemes/transforms.fbs +25 -25
  1103. package/src/engine-schemes/vec.fbs +19 -19
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  1105. package/src/engine-schemes/vec3.ts +38 -38
  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
  1109. package/src/include/draco/draco_decoder.js +34 -34
  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
@@ -1,773 +1,773 @@
1
- import { AxesHelper, DoubleSide, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Raycaster, RingGeometry, Scene, Vector3 } from "three";
2
- import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
3
- import { destroy, instantiate } from "../../engine/engine_gameobject.js";
4
- import { InputEventQueue } from "../../engine/engine_input.js";
5
- import { getBoundingBox, getTempVector } from "../../engine/engine_three_utils.js";
6
- import { DeviceUtilities, getParam } from "../../engine/engine_utils.js";
7
- import { NeedleXRController, NeedleXRSession } from "../../engine/engine_xr.js";
8
- import { Behaviour, GameObject } from "../Component.js";
9
- // https://github.com/takahirox/takahirox.github.io/blob/master/js.mmdeditor/examples/js/controls/DeviceOrientationControls.js
10
- const debug = getParam("debugwebxr");
11
- const invertForwardMatrix = new Matrix4().makeRotationY(Math.PI);
12
- /**
13
- * The WebARSessionRoot is the root object for a WebAR session and used to place the scene in AR.
14
- * It is also responsible for scaling the user in AR and to define the center of the AR scene. If not present in the scene it will be created automatically by the WebXR component when entering an AR session.
15
- *
16
- * @example
17
- * ```ts
18
- * WebARSessionRoot.onPlaced((args) => {
19
- * console.log("Scene has been placed in AR");
20
- * });
21
- * ```
22
- *
23
- * @category XR
24
- * @group Components
25
- */
26
- export class WebARSessionRoot extends Behaviour {
27
- static _eventListeners = {};
28
- /**
29
- * Event that is called when the scene has been placed in AR.
30
- * @param cb the callback that is called when the scene has been placed
31
- * @returns a function to remove the event listener
32
- */
33
- static onPlaced(cb) {
34
- const event = "placed";
35
- if (!this._eventListeners[event])
36
- this._eventListeners[event] = [];
37
- this._eventListeners[event].push(cb);
38
- return () => {
39
- const index = this._eventListeners[event].indexOf(cb);
40
- if (index >= 0)
41
- this._eventListeners[event].splice(index, 1);
42
- };
43
- }
44
- static _hasPlaced = false;
45
- /**
46
- * @returns true if the scene has been placed in AR by the user or automatic placement
47
- */
48
- static get hasPlaced() {
49
- return this._hasPlaced;
50
- }
51
- /** The scale of the user in AR.
52
- * **NOTE**: a large value makes the scene appear smaller
53
- * @default 1
54
- */
55
- get arScale() {
56
- return this._arScale;
57
- }
58
- set arScale(val) {
59
- this._arScale = Math.max(0.000001, val);
60
- this.onSetScale();
61
- }
62
- _arScale = 1;
63
- /** When enabled the placed scene forward direction will towards the XRRig
64
- * @deprecated
65
- * @default false
66
- */
67
- invertForward = false;
68
- /** When assigned this asset will be loaded and visualize the placement while in AR
69
- * @default null
70
- */
71
- customReticle;
72
- /** Enable touch transform to translate, rotate and scale the scene in AR with multitouch
73
- * @default true
74
- */
75
- arTouchTransform = true;
76
- /** When enabled the scene will be placed automatically when a point in the real world is found
77
- * @default false
78
- */
79
- autoPlace = false;
80
- /** When enabled the scene center will be automatically calculated from the content in the scene */
81
- autoCenter = false;
82
- /** Experimental: When enabled we will create a XR anchor for the scene placement
83
- * and make sure the scene is at that anchored point during a XR session
84
- * @default false
85
- **/
86
- useXRAnchor = false;
87
- /** true if we're currently placing the scene */
88
- _isPlacing = true;
89
- /** This is the world matrix of the ar session root when entering webxr
90
- * it is applied when the scene has been placed (e.g. if the session root is x:10, z:10 we want this position to be the center of the scene)
91
- */
92
- _startOffset = new Matrix4();
93
- _createdPlacementObject = null;
94
- _reparentedComponents = [];
95
- // move objects into a temporary scene while placing (which is not rendered) so that the components won't be disabled during this process
96
- // e.g. we want the avatar to still be updated while placing
97
- // another possibly solution would be to ensure from this component that the Rig is *also* not disabled while placing
98
- _placementScene = new Scene();
99
- /** the reticles used for placement */
100
- _reticle = [];
101
- /** needs to be in sync with the reticles */
102
- _hits = [];
103
- _placementStartTime = -1;
104
- _rigPlacementMatrix;
105
- /** if useAnchor is enabled this is the anchor we have created on placing the scene using the placement hit */
106
- _anchor = null;
107
- /** user input is used for ar touch transform */
108
- userInput;
109
- onEnable() {
110
- this.customReticle?.preload();
111
- }
112
- supportsXR(mode) {
113
- return mode === "immersive-ar";
114
- }
115
- onEnterXR(_args) {
116
- if (debug)
117
- console.log("ENTER WEBXR: SessionRoot start...");
118
- this._anchor = null;
119
- WebARSessionRoot._hasPlaced = false;
120
- // if (_args.xr.session.enabledFeatures?.includes("image-tracking")) {
121
- // console.warn("Image tracking is enabled - will not place scene");
122
- // return;
123
- // }
124
- // save the transform of the session root in the scene to apply it when placing the scene
125
- this.gameObject.updateMatrixWorld();
126
- this._startOffset.copy(this.gameObject.matrixWorld);
127
- // create a new root object for the session placement scripts
128
- // and move all the children in the scene in a temporary scene that is not rendered
129
- const rootObject = new Object3D();
130
- this._createdPlacementObject = rootObject;
131
- rootObject.name = "AR Session Root";
132
- this._placementScene.name = "AR Placement Scene";
133
- this._placementScene.children.length = 0;
134
- for (let i = this.context.scene.children.length - 1; i >= 0; i--) {
135
- const ch = this.context.scene.children[i];
136
- this._placementScene.add(ch);
137
- }
138
- this.context.scene.add(rootObject);
139
- if (this.autoCenter) {
140
- const bounds = getBoundingBox(this._placementScene.children);
141
- const center = bounds.getCenter(new Vector3());
142
- const size = bounds.getSize(new Vector3());
143
- const matrix = new Matrix4();
144
- matrix.makeTranslation(center.x, center.y - size.y * .5, center.z);
145
- this._startOffset.multiply(matrix);
146
- }
147
- // reparent components
148
- // save which gameobject the sessionroot component was previously attached to
149
- this._reparentedComponents.length = 0;
150
- this._reparentedComponents.push({ comp: this, originalObject: this.gameObject });
151
- GameObject.addComponent(rootObject, this);
152
- // const webXR = GameObject.findObjectOfType(WebXR2);
153
- // if (webXR) {
154
- // this._reparentedComponents.push({ comp: webXR, originalObject: webXR.gameObject });
155
- // GameObject.addComponent(rootObject, webXR);
156
- // const playerSync = GameObject.findObjectOfType(XRFlag);
157
- // }
158
- // recreate the reticle every time we enter AR
159
- for (const ret of this._reticle) {
160
- destroy(ret);
161
- }
162
- this._reticle.length = 0;
163
- this._isPlacing = true;
164
- // we want to receive pointer events EARLY and prevent interaction with other objects while placing by stopping the event propagation
165
- this.context.input.addEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
166
- }
167
- onLeaveXR() {
168
- // TODO: WebARSessionRoot doesnt work when we enter passthrough and leave XR without having placed the session!!!
169
- this.context.input.removeEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
170
- this.onRevertSceneChanges();
171
- // this._anchor?.delete();
172
- this._anchor = null;
173
- WebARSessionRoot._hasPlaced = false;
174
- this._rigPlacementMatrix = undefined;
175
- }
176
- onUpdateXR(args) {
177
- // disable session placement while images are being tracked
178
- if (args.xr.isTrackingImages) {
179
- for (const ret of this._reticle)
180
- ret.visible = false;
181
- return;
182
- }
183
- if (this._isPlacing) {
184
- const rigObject = args.xr.rig?.gameObject;
185
- // the rig should be parented to the scene while placing
186
- // since the camera is always parented to the rig this ensures that the camera is always rendering
187
- if (rigObject && rigObject.parent !== this.context.scene) {
188
- this.context.scene.add(rigObject);
189
- }
190
- // in pass through mode we want to place the scene using an XR controller
191
- let controllersDidHit = false;
192
- // when auto placing we just use the user's view
193
- if (args.xr.isPassThrough && args.xr.controllers.length > 0 && !this.autoPlace) {
194
- for (const ctrl of args.xr.controllers) {
195
- // with this we can only place with the left / first controller right now
196
- // we also only have one reticle... this should probably be refactored a bit so we can have multiple reticles
197
- // and then place at the reticle for which the user clicked the place button
198
- const hit = ctrl.getHitTest();
199
- if (hit) {
200
- controllersDidHit = true;
201
- this.updateReticleAndHits(args.xr, ctrl.index, hit, args.xr.rigScale);
202
- }
203
- }
204
- }
205
- // in screen AR mode we use "camera" hit testing (or when using the simulator where controller hit testing is not supported)
206
- if (!controllersDidHit) {
207
- const hit = args.xr.getHitTest();
208
- if (hit) {
209
- this.updateReticleAndHits(args.xr, 0, hit, args.xr.rigScale);
210
- }
211
- }
212
- }
213
- else {
214
- // Update anchors, if any
215
- if (this._anchor && args.xr.referenceSpace) {
216
- const pose = args.xr.frame.getPose(this._anchor.anchorSpace, args.xr.referenceSpace);
217
- if (pose && this.context.time.frame % 20 === 0) {
218
- // apply the anchor pose to one of the reticles
219
- const converted = args.xr.convertSpace(pose.transform);
220
- const reticle = this._reticle[0];
221
- if (reticle) {
222
- reticle.position.copy(converted.position);
223
- reticle.quaternion.copy(converted.quaternion);
224
- this.onApplyPose(reticle);
225
- }
226
- }
227
- }
228
- // Scene has been placed
229
- if (this.arTouchTransform) {
230
- if (!this.userInput)
231
- this.userInput = new WebXRSessionRootUserInput(this.context);
232
- this.userInput?.enable();
233
- }
234
- else
235
- this.userInput?.disable();
236
- if (this.arTouchTransform && this.userInput?.hasChanged) {
237
- if (args.xr.rig) {
238
- const rig = args.xr.rig.gameObject;
239
- this.userInput.applyMatrixTo(rig.matrix, true);
240
- rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
241
- // if the rig is scaled large we want the drag touch to be faster
242
- this.userInput.factor = rig.scale.x;
243
- }
244
- this.userInput.reset();
245
- }
246
- }
247
- }
248
- updateReticleAndHits(_xr, i, hit, scale) {
249
- // save the hit test
250
- this._hits[i] = hit.hit;
251
- let reticle = this._reticle[i];
252
- if (!reticle) {
253
- if (this.customReticle) {
254
- if (this.customReticle.asset) {
255
- reticle = instantiate(this.customReticle.asset);
256
- }
257
- else {
258
- this.customReticle.loadAssetAsync();
259
- return;
260
- }
261
- }
262
- else {
263
- reticle = new Mesh(new RingGeometry(0.07, 0.09, 32).rotateX(-Math.PI / 2), new MeshBasicMaterial({ side: DoubleSide, depthTest: false, depthWrite: false, transparent: true, opacity: 1, color: 0xeeeeee }));
264
- reticle.name = "AR Placement Reticle";
265
- }
266
- if (debug) {
267
- const axes = new AxesHelper(1);
268
- axes.position.y += .01;
269
- reticle.add(axes);
270
- }
271
- this._reticle[i] = reticle;
272
- reticle.matrixAutoUpdate = false;
273
- reticle.visible = false;
274
- }
275
- reticle["lastPos"] = reticle["lastPos"] || hit.position.clone();
276
- reticle["lastQuat"] = reticle["lastQuat"] || hit.quaternion.clone();
277
- // reticle["targetPos"] = reticle["targetPos"] || hit.position.clone();
278
- // reticle["targetQuat"] = reticle["targetQuat"] || hit.quaternion.clone();
279
- // TODO we likely want the reticle itself to be placed _exactly_ and then the visuals being lerped,
280
- // Right now this leads to a "rotation glitch" when going from a horizontal to a vertical surface
281
- reticle.position.copy(reticle["lastPos"].lerp(hit.position, this.context.time.deltaTime / .1));
282
- reticle["lastPos"].copy(reticle.position);
283
- reticle.quaternion.copy(reticle["lastQuat"].slerp(hit.quaternion, this.context.time.deltaTime / .05));
284
- reticle["lastQuat"].copy(reticle.quaternion);
285
- // TODO make sure original reticle asset scale is respected, or document it should be uniformly scaled
286
- // scale *= this.customReticle?.asset?.scale?.x || 1;
287
- reticle.scale.set(scale, scale, scale);
288
- // if (this.invertForward) {
289
- // reticle.rotateY(Math.PI);
290
- // }
291
- // Workaround: For a custom reticle we apply the view based transform during placement preview
292
- // See NE-4161 for context
293
- if (this.customReticle)
294
- this.applyViewBasedTransform(reticle);
295
- reticle.updateMatrix();
296
- reticle.visible = true;
297
- if (reticle.parent !== this.context.scene)
298
- this.context.scene.add(reticle);
299
- if (this._placementStartTime < 0) {
300
- this._placementStartTime = this.context.time.realtimeSinceStartup;
301
- }
302
- if (this.autoPlace) {
303
- this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
304
- const isUp = this.upVec.dot(getTempVector(0, 1, 0)) > 0.9;
305
- if (isUp) {
306
- // We want the reticle to be at a suitable spot for a moment before we place the scene (not place it immediately)
307
- let autoplace_timer = reticle["autoplace:timer"] || 0;
308
- if (autoplace_timer >= 1) {
309
- reticle.visible = false;
310
- this.onPlaceScene(null);
311
- }
312
- else {
313
- autoplace_timer += this.context.time.deltaTime;
314
- reticle["autoplace:timer"] = autoplace_timer;
315
- }
316
- }
317
- else {
318
- reticle["autoplace:timer"] = 0;
319
- }
320
- }
321
- }
322
- onPlaceScene = (evt) => {
323
- if (this._isPlacing == false)
324
- return;
325
- if (evt?.used)
326
- return;
327
- let reticle = this._reticle[0];
328
- if (!reticle) {
329
- console.warn("No reticle to place...");
330
- return;
331
- }
332
- if (!reticle.visible && !this.autoPlace) {
333
- console.warn("Reticle is not visible (can not place)");
334
- return;
335
- }
336
- if (NeedleXRSession.active?.isTrackingImages) {
337
- console.warn("Scene Placement is disabled while images are being tracked");
338
- return;
339
- }
340
- let hit = this._hits[0];
341
- if (evt && evt.origin instanceof NeedleXRController) {
342
- // until we can use hit testing for both controllers and have multple reticles we only allow placement with the first controller
343
- const controllerReticle = this._reticle[evt.origin.index];
344
- if (controllerReticle) {
345
- reticle = controllerReticle;
346
- hit = this._hits[evt.origin.index];
347
- }
348
- }
349
- // if we place the scene we don't want this event to be propagated to any sub-objects (via the EventSystem) anymore and trigger e.g. a click on objects for the "place tap" event
350
- if (evt) {
351
- evt.stopImmediatePropagation();
352
- evt.stopPropagation();
353
- evt.use();
354
- }
355
- this._isPlacing = false;
356
- this.context.input.removeEventListener("pointerup", this.onPlaceScene);
357
- this.onRevertSceneChanges();
358
- // TODO: we should probably use the non-lerped position and quaternion here
359
- reticle.position.copy(reticle["lastPos"]);
360
- reticle.quaternion.copy(reticle["lastQuat"]);
361
- this.onApplyPose(reticle);
362
- WebARSessionRoot._hasPlaced = true;
363
- if (this.useXRAnchor) {
364
- this.onCreateAnchor(NeedleXRSession.active, hit);
365
- }
366
- if (this.context.xr) {
367
- for (const ctrl of this.context.xr.controllers) {
368
- ctrl.cancelHitTestSource();
369
- }
370
- }
371
- };
372
- onSetScale() {
373
- if (!WebARSessionRoot._hasPlaced)
374
- return;
375
- const rig = NeedleXRSession.active?.rig?.gameObject;
376
- if (rig) {
377
- const currentScale = NeedleXRSession.active?.rigScale || 1;
378
- const newScale = (1 / this._arScale) * currentScale;
379
- const scaleMatrix = new Matrix4().makeScale(newScale, newScale, newScale).invert();
380
- rig.matrix.premultiply(scaleMatrix);
381
- rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
382
- }
383
- }
384
- onRevertSceneChanges() {
385
- for (const ret of this._reticle) {
386
- if (!ret)
387
- continue;
388
- ret.visible = false;
389
- ret?.removeFromParent();
390
- }
391
- this._reticle.length = 0;
392
- for (let i = this._placementScene.children.length - 1; i >= 0; i--) {
393
- const ch = this._placementScene.children[i];
394
- this.context.scene.add(ch);
395
- }
396
- this._createdPlacementObject?.removeFromParent();
397
- for (const reparented of this._reparentedComponents) {
398
- GameObject.addComponent(reparented.originalObject, reparented.comp);
399
- }
400
- }
401
- async onCreateAnchor(session, hit) {
402
- if (hit.createAnchor === undefined) {
403
- console.warn("Hit does not support creating an anchor", hit);
404
- if (isDevEnvironment())
405
- showBalloonWarning("Hit does not support creating an anchor");
406
- return;
407
- }
408
- else {
409
- // @ts-ignore
410
- const anchor = await hit.createAnchor(session.viewerPose.transform);
411
- // make sure the session is still active
412
- if (session.running && anchor) {
413
- this._anchor = anchor;
414
- }
415
- }
416
- }
417
- upVec = new Vector3(0, 1, 0);
418
- lookPoint = new Vector3();
419
- worldUpVec = new Vector3(0, 1, 0);
420
- applyViewBasedTransform(reticle) {
421
- // Make reticle face the user to unify the placement experience across devices.
422
- // The pose that we're receiving from the hit test varies between devices:
423
- // - Quest: currently aligned to the mesh that was hit (depends on room setup), has changed a couple times
424
- // - Android WebXR: looking at the camera, but pretty random when on a wall
425
- // - Mozilla WebXR Viewer: aligned to the start of the session
426
- const camGo = this.context.mainCamera;
427
- const reticleGo = reticle;
428
- const camWP = camGo.worldPosition;
429
- const reticleWp = reticleGo.worldPosition;
430
- this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
431
- // upVec may be pointing AWAY from us, we have to flip it if that's the case
432
- const camPos = camGo.worldPosition;
433
- if (camPos) {
434
- const camToReticle = reticle.position.clone().sub(camPos);
435
- const angle = camToReticle.angleTo(this.upVec);
436
- if (angle < Math.PI / 2) {
437
- this.upVec.negate();
438
- }
439
- }
440
- const upAngle = this.upVec.angleTo(this.worldUpVec) * 180 / Math.PI;
441
- // For debugging look angle for AR placement
442
- // Gizmos.DrawDirection(reticle.position, upVec, "blue", 0.1);
443
- // Gizmos.DrawLabel(reticle.position, upAngle.toFixed(2), 0.1);
444
- const angleForWallPlacement = 30;
445
- if ((upAngle > angleForWallPlacement && upAngle < 180 - angleForWallPlacement) ||
446
- (upAngle < -angleForWallPlacement && upAngle > -180 + angleForWallPlacement)) {
447
- this.lookPoint.copy(reticle.position).add(this.upVec);
448
- this.lookPoint.y = reticle.position.y;
449
- reticle.lookAt(this.lookPoint);
450
- }
451
- else {
452
- camWP.y = reticleWp.y;
453
- reticle.lookAt(camWP);
454
- }
455
- // TODO: ability to scale the reticle so that we can fit the scene depending on the view angle or distance to the reticle.
456
- // Currently, doing this leads to wrong placement of the scene.
457
- /*
458
- const rigScale = NeedleXRSession.active?.rigScale || 1;
459
- const scale = distance * rigScale;
460
- reticle.scale.set(scale, scale, scale);
461
- */
462
- }
463
- onApplyPose(reticle) {
464
- const rigObject = NeedleXRSession.active?.rig?.gameObject;
465
- if (!rigObject) {
466
- console.warn("No rig object to place");
467
- return;
468
- }
469
- // const rigScale = NeedleXRSession.active?.rigScale || 1;
470
- // save the previous rig parent
471
- const previousParent = rigObject.parent || this.context.scene;
472
- // if we have placed this rig before and this is just "replacing" with the anchor
473
- // we need to make sure the XRRig attached to the reticle is at the same position as last time
474
- // since in the following code we move it inside the reticle (relative to the reticle)
475
- if (this._rigPlacementMatrix) {
476
- this._rigPlacementMatrix?.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
477
- }
478
- else {
479
- this._rigPlacementMatrix = rigObject.matrix.clone();
480
- }
481
- this.applyViewBasedTransform(reticle);
482
- reticle.updateMatrix();
483
- // attach rig to reticle (since the reticle is in rig space it's a easy way to place the rig where we want it relative to the reticle)
484
- this.context.scene.add(reticle);
485
- reticle.attach(rigObject);
486
- reticle.removeFromParent();
487
- // move rig now relative to the reticle
488
- // TODO support scaled reticle
489
- rigObject.scale.set(this.arScale, this.arScale, this.arScale);
490
- rigObject.position.multiplyScalar(this.arScale);
491
- rigObject.updateMatrix();
492
- // if invert forward is disabled we need to invert the forward rotation
493
- // we want to look into positive Z direction (if invertForward is enabled we look into negative Z direction)
494
- if (this.invertForward)
495
- rigObject.matrix.premultiply(invertForwardMatrix);
496
- rigObject.matrix.premultiply(this._startOffset);
497
- // apply the rig modifications and add it back to the previous parent
498
- rigObject.matrix.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
499
- previousParent.add(rigObject);
500
- }
501
- }
502
- class WebXRSessionRootUserInput {
503
- static up = new Vector3(0, 1, 0);
504
- static zero = new Vector3(0, 0, 0);
505
- static one = new Vector3(1, 1, 1);
506
- oneFingerDrag = true;
507
- twoFingerRotate = true;
508
- twoFingerScale = true;
509
- factor = 1;
510
- context;
511
- offset;
512
- plane;
513
- _scale = 1;
514
- _hasChanged = false;
515
- get scale() {
516
- return this._scale;
517
- }
518
- // readonly translate: Vector3 = new Vector3();
519
- // readonly rotation: Quaternion = new Quaternion();
520
- // readonly scale: Vector3 = new Vector3(1, 1, 1);
521
- constructor(context) {
522
- this.context = context;
523
- this.offset = new Matrix4();
524
- this.plane = new Plane();
525
- this.plane.setFromNormalAndCoplanarPoint(WebXRSessionRootUserInput.up, WebXRSessionRootUserInput.zero);
526
- }
527
- _enabled = false;
528
- reset() {
529
- this._scale = 1;
530
- this.offset.identity();
531
- this._hasChanged = true;
532
- }
533
- get hasChanged() { return this._hasChanged; }
534
- /**
535
- * Applies the matrix to the offset matrix
536
- * @param matrix the matrix to apply the drag offset to
537
- * @param invert if true the offset matrix will be inverted before applying it to the matrix and premultiplied
538
- */
539
- applyMatrixTo(matrix, invert) {
540
- this._hasChanged = false;
541
- if (invert) {
542
- this.offset.invert();
543
- matrix.premultiply(this.offset);
544
- }
545
- else
546
- matrix.multiply(this.offset);
547
- // if (this._needsUpdate)
548
- // this.updateMatrix();
549
- // matrix.premultiply(this._rotationMatrix);
550
- // matrix.premultiply(this.offset).premultiply(this._rotationMatrix)
551
- }
552
- currentlyUsedPointerIds = new Set();
553
- currentlyUnusedPointerIds = new Set();
554
- get isActive() {
555
- return this.currentlyUsedPointerIds.size <= 0 && this.currentlyUnusedPointerIds.size > 0;
556
- }
557
- enable() {
558
- if (this._enabled)
559
- return;
560
- this._enabled = true;
561
- this.context.input.addEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
562
- this.context.input.addEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
563
- this.context.input.addEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
564
- // TODO: refactor the following events to use the input system
565
- window.addEventListener('touchstart', this.touchStart, { passive: false });
566
- window.addEventListener('touchmove', this.touchMove, { passive: false });
567
- window.addEventListener('touchend', this.touchEnd, { passive: false });
568
- }
569
- disable() {
570
- if (!this._enabled)
571
- return;
572
- this._enabled = false;
573
- this.context.input.removeEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
574
- this.context.input.removeEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
575
- this.context.input.removeEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
576
- window.removeEventListener('touchstart', this.touchStart);
577
- window.removeEventListener('touchmove', this.touchMove);
578
- window.removeEventListener('touchend', this.touchEnd);
579
- }
580
- onPointerDownEarly = (e) => {
581
- if (this.isActive)
582
- e.stopPropagation();
583
- };
584
- onPointerDownLate = (e) => {
585
- if (e.used)
586
- this.currentlyUsedPointerIds.add(e.pointerId);
587
- else if (this.currentlyUsedPointerIds.size <= 0)
588
- this.currentlyUnusedPointerIds.add(e.pointerId);
589
- };
590
- onPointerUpEarly = (e) => {
591
- this.currentlyUsedPointerIds.delete(e.pointerId);
592
- this.currentlyUnusedPointerIds.delete(e.pointerId);
593
- };
594
- // private _needsUpdate: boolean = true;
595
- // private _rotationMatrix: Matrix4 = new Matrix4();
596
- // private updateMatrix() {
597
- // this._needsUpdate = false;
598
- // this._rotationMatrix.makeRotationFromQuaternion(this.rotation);
599
- // this.offset.compose(this.translate, new Quaternion(), this.scale);
600
- // // const rot = this._tempMatrix.makeRotationY(this.angle);
601
- // // this.translate.applyMatrix4(rot);
602
- // // this.offset.elements[12] = this.translate.x;
603
- // // this.offset.elements[13] = this.translate.y;
604
- // // this.offset.elements[14] = this.translate.z;
605
- // // this.offset.premultiply(rot);
606
- // // const s = this.scale;
607
- // // this.offset.premultiply(this._tempMatrix.makeScale(s, s, s));
608
- // }
609
- prev = new Map();
610
- _didMultitouch = false;
611
- touchStart = (evt) => {
612
- if (evt.defaultPrevented)
613
- return;
614
- // let isValidTouch = true;
615
- // isValidTouch = evt.target === this.context.domElement || evt.target === this.context.renderer.domElement;
616
- // if (!isValidTouch) {
617
- // return;
618
- // }
619
- for (let i = 0; i < evt.changedTouches.length; i++) {
620
- const touch = evt.changedTouches[i];
621
- // if a user starts swiping in the top area of the screen
622
- // which might be a gesture to open the menu
623
- // we ignore it
624
- const ignore = DeviceUtilities.isAndroidDevice() && touch.clientY < window.innerHeight * .1;
625
- if (!this.prev.has(touch.identifier))
626
- this.prev.set(touch.identifier, {
627
- ignore,
628
- x: 0,
629
- z: 0,
630
- screenx: 0,
631
- screeny: 0,
632
- });
633
- const prev = this.prev.get(touch.identifier);
634
- if (prev) {
635
- const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
636
- prev.x = pos.x;
637
- prev.z = pos.z;
638
- prev.screenx = touch.clientX;
639
- prev.screeny = touch.clientY;
640
- }
641
- }
642
- };
643
- touchEnd = (evt) => {
644
- if (evt.touches.length <= 0) {
645
- this._didMultitouch = false;
646
- }
647
- for (let i = 0; i < evt.changedTouches.length; i++) {
648
- const touch = evt.changedTouches[i];
649
- this.prev.delete(touch.identifier);
650
- }
651
- };
652
- touchMove = (evt) => {
653
- if (evt.defaultPrevented)
654
- return;
655
- if (!this.isActive)
656
- return;
657
- if (evt.touches.length === 1) {
658
- // if we had multiple touches before due to e.g. pinching / rotating
659
- // and stopping one of the touches, we don't want to move the scene suddenly
660
- // this will be resettet when all touches stop
661
- if (this._didMultitouch) {
662
- return;
663
- }
664
- const touch = evt.touches[0];
665
- const prev = this.prev.get(touch.identifier);
666
- if (!prev || prev.ignore)
667
- return;
668
- const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
669
- const dx = pos.x - prev.x;
670
- const dy = pos.z - prev.z;
671
- if (dx === 0 && dy === 0)
672
- return;
673
- if (this.oneFingerDrag)
674
- this.addMovement(dx, dy);
675
- prev.x = pos.x;
676
- prev.z = pos.z;
677
- prev.screenx = touch.clientX;
678
- prev.screeny = touch.clientY;
679
- return;
680
- }
681
- else if (evt.touches.length === 2) {
682
- this._didMultitouch = true;
683
- const touch1 = evt.touches[0];
684
- const touch2 = evt.touches[1];
685
- const prev1 = this.prev.get(touch1.identifier);
686
- const prev2 = this.prev.get(touch2.identifier);
687
- if (!prev1 || !prev2)
688
- return;
689
- if (this.twoFingerRotate) {
690
- const angle1 = Math.atan2(touch1.clientY - touch2.clientY, touch1.clientX - touch2.clientX);
691
- const lastAngle = Math.atan2(prev1.screeny - prev2.screeny, prev1.screenx - prev2.screenx);
692
- const angleDiff = angle1 - lastAngle;
693
- if (Math.abs(angleDiff) > 0.001) {
694
- this.addRotation(angleDiff);
695
- }
696
- }
697
- if (this.twoFingerScale) {
698
- const distx = touch1.clientX - touch2.clientX;
699
- const disty = touch1.clientY - touch2.clientY;
700
- const dist = Math.sqrt(distx * distx + disty * disty);
701
- const lastDistx = prev1.screenx - prev2.screenx;
702
- const lastDisty = prev1.screeny - prev2.screeny;
703
- const lastDist = Math.sqrt(lastDistx * lastDistx + lastDisty * lastDisty);
704
- const distDiff = dist - lastDist;
705
- if (Math.abs(distDiff) > 2) {
706
- this.addScale(distDiff);
707
- }
708
- }
709
- prev1.screenx = touch1.clientX;
710
- prev1.screeny = touch1.clientY;
711
- prev2.screenx = touch2.clientX;
712
- prev2.screeny = touch2.clientY;
713
- }
714
- };
715
- _raycaster = new Raycaster();
716
- _intersection = new Vector3();
717
- _screenPos = new Vector3();
718
- getPositionOnPlane(tx, ty) {
719
- const camera = this.context.mainCamera;
720
- this._screenPos.x = (tx / window.innerWidth) * 2 - 1;
721
- this._screenPos.y = -(ty / window.innerHeight) * 2 + 1;
722
- this._screenPos.z = 1;
723
- this._screenPos.unproject(camera);
724
- this._raycaster.set(camera.position, this._screenPos.sub(camera.position));
725
- this._raycaster.ray.intersectPlane(this.plane, this._intersection);
726
- return this._intersection;
727
- }
728
- addMovement(dx, dz) {
729
- // this.translate.x -= dx;
730
- // this.translate.z -= dz;
731
- // this._needsUpdate = true;
732
- // return
733
- // increase diff if the scene is scaled small
734
- dx /= this._scale;
735
- dz /= this._scale;
736
- dx *= this.factor;
737
- dz *= this.factor;
738
- // apply it
739
- this.offset.elements[12] += dx;
740
- this.offset.elements[14] += dz;
741
- if (dx !== 0 || dz !== 0)
742
- this._hasChanged = true;
743
- }
744
- ;
745
- _tempMatrix = new Matrix4();
746
- addScale(diff) {
747
- diff /= window.innerWidth;
748
- diff *= -1;
749
- // this.scale.x *= 1 + diff;
750
- // this.scale.y *= 1 + diff;
751
- // this.scale.z *= 1 + diff;
752
- // this._needsUpdate = true;
753
- // return;
754
- // we use this factor to modify the translation factor (in apply movement)
755
- this._scale *= 1 + diff;
756
- // apply the scale
757
- this._tempMatrix.makeScale(1 - diff, 1 - diff, 1 - diff);
758
- this.offset.premultiply(this._tempMatrix);
759
- if (diff !== 0)
760
- this._hasChanged = true;
761
- }
762
- addRotation(rot) {
763
- rot *= -1;
764
- // this.rotation.multiply(new Quaternion().setFromAxisAngle(WebXRSessionRootUserInput.up, rot));
765
- // this._needsUpdate = true;
766
- // return;
767
- this._tempMatrix.makeRotationY(rot);
768
- this.offset.premultiply(this._tempMatrix);
769
- if (rot !== 0)
770
- this._hasChanged = true;
771
- }
772
- }
1
+ import { AxesHelper, DoubleSide, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Raycaster, RingGeometry, Scene, Vector3 } from "three";
2
+ import { isDevEnvironment, showBalloonWarning } from "../../engine/debug/index.js";
3
+ import { destroy, instantiate } from "../../engine/engine_gameobject.js";
4
+ import { InputEventQueue } from "../../engine/engine_input.js";
5
+ import { getBoundingBox, getTempVector } from "../../engine/engine_three_utils.js";
6
+ import { DeviceUtilities, getParam } from "../../engine/engine_utils.js";
7
+ import { NeedleXRController, NeedleXRSession } from "../../engine/engine_xr.js";
8
+ import { Behaviour, GameObject } from "../Component.js";
9
+ // https://github.com/takahirox/takahirox.github.io/blob/master/js.mmdeditor/examples/js/controls/DeviceOrientationControls.js
10
+ const debug = getParam("debugwebxr");
11
+ const invertForwardMatrix = new Matrix4().makeRotationY(Math.PI);
12
+ /**
13
+ * The WebARSessionRoot is the root object for a WebAR session and used to place the scene in AR.
14
+ * It is also responsible for scaling the user in AR and to define the center of the AR scene. If not present in the scene it will be created automatically by the WebXR component when entering an AR session.
15
+ *
16
+ * @example
17
+ * ```ts
18
+ * WebARSessionRoot.onPlaced((args) => {
19
+ * console.log("Scene has been placed in AR");
20
+ * });
21
+ * ```
22
+ *
23
+ * @category XR
24
+ * @group Components
25
+ */
26
+ export class WebARSessionRoot extends Behaviour {
27
+ static _eventListeners = {};
28
+ /**
29
+ * Event that is called when the scene has been placed in AR.
30
+ * @param cb the callback that is called when the scene has been placed
31
+ * @returns a function to remove the event listener
32
+ */
33
+ static onPlaced(cb) {
34
+ const event = "placed";
35
+ if (!this._eventListeners[event])
36
+ this._eventListeners[event] = [];
37
+ this._eventListeners[event].push(cb);
38
+ return () => {
39
+ const index = this._eventListeners[event].indexOf(cb);
40
+ if (index >= 0)
41
+ this._eventListeners[event].splice(index, 1);
42
+ };
43
+ }
44
+ static _hasPlaced = false;
45
+ /**
46
+ * @returns true if the scene has been placed in AR by the user or automatic placement
47
+ */
48
+ static get hasPlaced() {
49
+ return this._hasPlaced;
50
+ }
51
+ /** The scale of the user in AR.
52
+ * **NOTE**: a large value makes the scene appear smaller
53
+ * @default 1
54
+ */
55
+ get arScale() {
56
+ return this._arScale;
57
+ }
58
+ set arScale(val) {
59
+ this._arScale = Math.max(0.000001, val);
60
+ this.onSetScale();
61
+ }
62
+ _arScale = 1;
63
+ /** When enabled the placed scene forward direction will towards the XRRig
64
+ * @deprecated
65
+ * @default false
66
+ */
67
+ invertForward = false;
68
+ /** When assigned this asset will be loaded and visualize the placement while in AR
69
+ * @default null
70
+ */
71
+ customReticle;
72
+ /** Enable touch transform to translate, rotate and scale the scene in AR with multitouch
73
+ * @default true
74
+ */
75
+ arTouchTransform = true;
76
+ /** When enabled the scene will be placed automatically when a point in the real world is found
77
+ * @default false
78
+ */
79
+ autoPlace = false;
80
+ /** When enabled the scene center will be automatically calculated from the content in the scene */
81
+ autoCenter = false;
82
+ /** Experimental: When enabled we will create a XR anchor for the scene placement
83
+ * and make sure the scene is at that anchored point during a XR session
84
+ * @default false
85
+ **/
86
+ useXRAnchor = false;
87
+ /** true if we're currently placing the scene */
88
+ _isPlacing = true;
89
+ /** This is the world matrix of the ar session root when entering webxr
90
+ * it is applied when the scene has been placed (e.g. if the session root is x:10, z:10 we want this position to be the center of the scene)
91
+ */
92
+ _startOffset = new Matrix4();
93
+ _createdPlacementObject = null;
94
+ _reparentedComponents = [];
95
+ // move objects into a temporary scene while placing (which is not rendered) so that the components won't be disabled during this process
96
+ // e.g. we want the avatar to still be updated while placing
97
+ // another possibly solution would be to ensure from this component that the Rig is *also* not disabled while placing
98
+ _placementScene = new Scene();
99
+ /** the reticles used for placement */
100
+ _reticle = [];
101
+ /** needs to be in sync with the reticles */
102
+ _hits = [];
103
+ _placementStartTime = -1;
104
+ _rigPlacementMatrix;
105
+ /** if useAnchor is enabled this is the anchor we have created on placing the scene using the placement hit */
106
+ _anchor = null;
107
+ /** user input is used for ar touch transform */
108
+ userInput;
109
+ onEnable() {
110
+ this.customReticle?.preload();
111
+ }
112
+ supportsXR(mode) {
113
+ return mode === "immersive-ar";
114
+ }
115
+ onEnterXR(_args) {
116
+ if (debug)
117
+ console.log("ENTER WEBXR: SessionRoot start...");
118
+ this._anchor = null;
119
+ WebARSessionRoot._hasPlaced = false;
120
+ // if (_args.xr.session.enabledFeatures?.includes("image-tracking")) {
121
+ // console.warn("Image tracking is enabled - will not place scene");
122
+ // return;
123
+ // }
124
+ // save the transform of the session root in the scene to apply it when placing the scene
125
+ this.gameObject.updateMatrixWorld();
126
+ this._startOffset.copy(this.gameObject.matrixWorld);
127
+ // create a new root object for the session placement scripts
128
+ // and move all the children in the scene in a temporary scene that is not rendered
129
+ const rootObject = new Object3D();
130
+ this._createdPlacementObject = rootObject;
131
+ rootObject.name = "AR Session Root";
132
+ this._placementScene.name = "AR Placement Scene";
133
+ this._placementScene.children.length = 0;
134
+ for (let i = this.context.scene.children.length - 1; i >= 0; i--) {
135
+ const ch = this.context.scene.children[i];
136
+ this._placementScene.add(ch);
137
+ }
138
+ this.context.scene.add(rootObject);
139
+ if (this.autoCenter) {
140
+ const bounds = getBoundingBox(this._placementScene.children);
141
+ const center = bounds.getCenter(new Vector3());
142
+ const size = bounds.getSize(new Vector3());
143
+ const matrix = new Matrix4();
144
+ matrix.makeTranslation(center.x, center.y - size.y * .5, center.z);
145
+ this._startOffset.multiply(matrix);
146
+ }
147
+ // reparent components
148
+ // save which gameobject the sessionroot component was previously attached to
149
+ this._reparentedComponents.length = 0;
150
+ this._reparentedComponents.push({ comp: this, originalObject: this.gameObject });
151
+ GameObject.addComponent(rootObject, this);
152
+ // const webXR = GameObject.findObjectOfType(WebXR2);
153
+ // if (webXR) {
154
+ // this._reparentedComponents.push({ comp: webXR, originalObject: webXR.gameObject });
155
+ // GameObject.addComponent(rootObject, webXR);
156
+ // const playerSync = GameObject.findObjectOfType(XRFlag);
157
+ // }
158
+ // recreate the reticle every time we enter AR
159
+ for (const ret of this._reticle) {
160
+ destroy(ret);
161
+ }
162
+ this._reticle.length = 0;
163
+ this._isPlacing = true;
164
+ // we want to receive pointer events EARLY and prevent interaction with other objects while placing by stopping the event propagation
165
+ this.context.input.addEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
166
+ }
167
+ onLeaveXR() {
168
+ // TODO: WebARSessionRoot doesnt work when we enter passthrough and leave XR without having placed the session!!!
169
+ this.context.input.removeEventListener("pointerup", this.onPlaceScene, { queue: InputEventQueue.Early });
170
+ this.onRevertSceneChanges();
171
+ // this._anchor?.delete();
172
+ this._anchor = null;
173
+ WebARSessionRoot._hasPlaced = false;
174
+ this._rigPlacementMatrix = undefined;
175
+ }
176
+ onUpdateXR(args) {
177
+ // disable session placement while images are being tracked
178
+ if (args.xr.isTrackingImages) {
179
+ for (const ret of this._reticle)
180
+ ret.visible = false;
181
+ return;
182
+ }
183
+ if (this._isPlacing) {
184
+ const rigObject = args.xr.rig?.gameObject;
185
+ // the rig should be parented to the scene while placing
186
+ // since the camera is always parented to the rig this ensures that the camera is always rendering
187
+ if (rigObject && rigObject.parent !== this.context.scene) {
188
+ this.context.scene.add(rigObject);
189
+ }
190
+ // in pass through mode we want to place the scene using an XR controller
191
+ let controllersDidHit = false;
192
+ // when auto placing we just use the user's view
193
+ if (args.xr.isPassThrough && args.xr.controllers.length > 0 && !this.autoPlace) {
194
+ for (const ctrl of args.xr.controllers) {
195
+ // with this we can only place with the left / first controller right now
196
+ // we also only have one reticle... this should probably be refactored a bit so we can have multiple reticles
197
+ // and then place at the reticle for which the user clicked the place button
198
+ const hit = ctrl.getHitTest();
199
+ if (hit) {
200
+ controllersDidHit = true;
201
+ this.updateReticleAndHits(args.xr, ctrl.index, hit, args.xr.rigScale);
202
+ }
203
+ }
204
+ }
205
+ // in screen AR mode we use "camera" hit testing (or when using the simulator where controller hit testing is not supported)
206
+ if (!controllersDidHit) {
207
+ const hit = args.xr.getHitTest();
208
+ if (hit) {
209
+ this.updateReticleAndHits(args.xr, 0, hit, args.xr.rigScale);
210
+ }
211
+ }
212
+ }
213
+ else {
214
+ // Update anchors, if any
215
+ if (this._anchor && args.xr.referenceSpace) {
216
+ const pose = args.xr.frame.getPose(this._anchor.anchorSpace, args.xr.referenceSpace);
217
+ if (pose && this.context.time.frame % 20 === 0) {
218
+ // apply the anchor pose to one of the reticles
219
+ const converted = args.xr.convertSpace(pose.transform);
220
+ const reticle = this._reticle[0];
221
+ if (reticle) {
222
+ reticle.position.copy(converted.position);
223
+ reticle.quaternion.copy(converted.quaternion);
224
+ this.onApplyPose(reticle);
225
+ }
226
+ }
227
+ }
228
+ // Scene has been placed
229
+ if (this.arTouchTransform) {
230
+ if (!this.userInput)
231
+ this.userInput = new WebXRSessionRootUserInput(this.context);
232
+ this.userInput?.enable();
233
+ }
234
+ else
235
+ this.userInput?.disable();
236
+ if (this.arTouchTransform && this.userInput?.hasChanged) {
237
+ if (args.xr.rig) {
238
+ const rig = args.xr.rig.gameObject;
239
+ this.userInput.applyMatrixTo(rig.matrix, true);
240
+ rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
241
+ // if the rig is scaled large we want the drag touch to be faster
242
+ this.userInput.factor = rig.scale.x;
243
+ }
244
+ this.userInput.reset();
245
+ }
246
+ }
247
+ }
248
+ updateReticleAndHits(_xr, i, hit, scale) {
249
+ // save the hit test
250
+ this._hits[i] = hit.hit;
251
+ let reticle = this._reticle[i];
252
+ if (!reticle) {
253
+ if (this.customReticle) {
254
+ if (this.customReticle.asset) {
255
+ reticle = instantiate(this.customReticle.asset);
256
+ }
257
+ else {
258
+ this.customReticle.loadAssetAsync();
259
+ return;
260
+ }
261
+ }
262
+ else {
263
+ reticle = new Mesh(new RingGeometry(0.07, 0.09, 32).rotateX(-Math.PI / 2), new MeshBasicMaterial({ side: DoubleSide, depthTest: false, depthWrite: false, transparent: true, opacity: 1, color: 0xeeeeee }));
264
+ reticle.name = "AR Placement Reticle";
265
+ }
266
+ if (debug) {
267
+ const axes = new AxesHelper(1);
268
+ axes.position.y += .01;
269
+ reticle.add(axes);
270
+ }
271
+ this._reticle[i] = reticle;
272
+ reticle.matrixAutoUpdate = false;
273
+ reticle.visible = false;
274
+ }
275
+ reticle["lastPos"] = reticle["lastPos"] || hit.position.clone();
276
+ reticle["lastQuat"] = reticle["lastQuat"] || hit.quaternion.clone();
277
+ // reticle["targetPos"] = reticle["targetPos"] || hit.position.clone();
278
+ // reticle["targetQuat"] = reticle["targetQuat"] || hit.quaternion.clone();
279
+ // TODO we likely want the reticle itself to be placed _exactly_ and then the visuals being lerped,
280
+ // Right now this leads to a "rotation glitch" when going from a horizontal to a vertical surface
281
+ reticle.position.copy(reticle["lastPos"].lerp(hit.position, this.context.time.deltaTime / .1));
282
+ reticle["lastPos"].copy(reticle.position);
283
+ reticle.quaternion.copy(reticle["lastQuat"].slerp(hit.quaternion, this.context.time.deltaTime / .05));
284
+ reticle["lastQuat"].copy(reticle.quaternion);
285
+ // TODO make sure original reticle asset scale is respected, or document it should be uniformly scaled
286
+ // scale *= this.customReticle?.asset?.scale?.x || 1;
287
+ reticle.scale.set(scale, scale, scale);
288
+ // if (this.invertForward) {
289
+ // reticle.rotateY(Math.PI);
290
+ // }
291
+ // Workaround: For a custom reticle we apply the view based transform during placement preview
292
+ // See NE-4161 for context
293
+ if (this.customReticle)
294
+ this.applyViewBasedTransform(reticle);
295
+ reticle.updateMatrix();
296
+ reticle.visible = true;
297
+ if (reticle.parent !== this.context.scene)
298
+ this.context.scene.add(reticle);
299
+ if (this._placementStartTime < 0) {
300
+ this._placementStartTime = this.context.time.realtimeSinceStartup;
301
+ }
302
+ if (this.autoPlace) {
303
+ this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
304
+ const isUp = this.upVec.dot(getTempVector(0, 1, 0)) > 0.9;
305
+ if (isUp) {
306
+ // We want the reticle to be at a suitable spot for a moment before we place the scene (not place it immediately)
307
+ let autoplace_timer = reticle["autoplace:timer"] || 0;
308
+ if (autoplace_timer >= 1) {
309
+ reticle.visible = false;
310
+ this.onPlaceScene(null);
311
+ }
312
+ else {
313
+ autoplace_timer += this.context.time.deltaTime;
314
+ reticle["autoplace:timer"] = autoplace_timer;
315
+ }
316
+ }
317
+ else {
318
+ reticle["autoplace:timer"] = 0;
319
+ }
320
+ }
321
+ }
322
+ onPlaceScene = (evt) => {
323
+ if (this._isPlacing == false)
324
+ return;
325
+ if (evt?.used)
326
+ return;
327
+ let reticle = this._reticle[0];
328
+ if (!reticle) {
329
+ console.warn("No reticle to place...");
330
+ return;
331
+ }
332
+ if (!reticle.visible && !this.autoPlace) {
333
+ console.warn("Reticle is not visible (can not place)");
334
+ return;
335
+ }
336
+ if (NeedleXRSession.active?.isTrackingImages) {
337
+ console.warn("Scene Placement is disabled while images are being tracked");
338
+ return;
339
+ }
340
+ let hit = this._hits[0];
341
+ if (evt && evt.origin instanceof NeedleXRController) {
342
+ // until we can use hit testing for both controllers and have multple reticles we only allow placement with the first controller
343
+ const controllerReticle = this._reticle[evt.origin.index];
344
+ if (controllerReticle) {
345
+ reticle = controllerReticle;
346
+ hit = this._hits[evt.origin.index];
347
+ }
348
+ }
349
+ // if we place the scene we don't want this event to be propagated to any sub-objects (via the EventSystem) anymore and trigger e.g. a click on objects for the "place tap" event
350
+ if (evt) {
351
+ evt.stopImmediatePropagation();
352
+ evt.stopPropagation();
353
+ evt.use();
354
+ }
355
+ this._isPlacing = false;
356
+ this.context.input.removeEventListener("pointerup", this.onPlaceScene);
357
+ this.onRevertSceneChanges();
358
+ // TODO: we should probably use the non-lerped position and quaternion here
359
+ reticle.position.copy(reticle["lastPos"]);
360
+ reticle.quaternion.copy(reticle["lastQuat"]);
361
+ this.onApplyPose(reticle);
362
+ WebARSessionRoot._hasPlaced = true;
363
+ if (this.useXRAnchor) {
364
+ this.onCreateAnchor(NeedleXRSession.active, hit);
365
+ }
366
+ if (this.context.xr) {
367
+ for (const ctrl of this.context.xr.controllers) {
368
+ ctrl.cancelHitTestSource();
369
+ }
370
+ }
371
+ };
372
+ onSetScale() {
373
+ if (!WebARSessionRoot._hasPlaced)
374
+ return;
375
+ const rig = NeedleXRSession.active?.rig?.gameObject;
376
+ if (rig) {
377
+ const currentScale = NeedleXRSession.active?.rigScale || 1;
378
+ const newScale = (1 / this._arScale) * currentScale;
379
+ const scaleMatrix = new Matrix4().makeScale(newScale, newScale, newScale).invert();
380
+ rig.matrix.premultiply(scaleMatrix);
381
+ rig.matrix.decompose(rig.position, rig.quaternion, rig.scale);
382
+ }
383
+ }
384
+ onRevertSceneChanges() {
385
+ for (const ret of this._reticle) {
386
+ if (!ret)
387
+ continue;
388
+ ret.visible = false;
389
+ ret?.removeFromParent();
390
+ }
391
+ this._reticle.length = 0;
392
+ for (let i = this._placementScene.children.length - 1; i >= 0; i--) {
393
+ const ch = this._placementScene.children[i];
394
+ this.context.scene.add(ch);
395
+ }
396
+ this._createdPlacementObject?.removeFromParent();
397
+ for (const reparented of this._reparentedComponents) {
398
+ GameObject.addComponent(reparented.originalObject, reparented.comp);
399
+ }
400
+ }
401
+ async onCreateAnchor(session, hit) {
402
+ if (hit.createAnchor === undefined) {
403
+ console.warn("Hit does not support creating an anchor", hit);
404
+ if (isDevEnvironment())
405
+ showBalloonWarning("Hit does not support creating an anchor");
406
+ return;
407
+ }
408
+ else {
409
+ // @ts-ignore
410
+ const anchor = await hit.createAnchor(session.viewerPose.transform);
411
+ // make sure the session is still active
412
+ if (session.running && anchor) {
413
+ this._anchor = anchor;
414
+ }
415
+ }
416
+ }
417
+ upVec = new Vector3(0, 1, 0);
418
+ lookPoint = new Vector3();
419
+ worldUpVec = new Vector3(0, 1, 0);
420
+ applyViewBasedTransform(reticle) {
421
+ // Make reticle face the user to unify the placement experience across devices.
422
+ // The pose that we're receiving from the hit test varies between devices:
423
+ // - Quest: currently aligned to the mesh that was hit (depends on room setup), has changed a couple times
424
+ // - Android WebXR: looking at the camera, but pretty random when on a wall
425
+ // - Mozilla WebXR Viewer: aligned to the start of the session
426
+ const camGo = this.context.mainCamera;
427
+ const reticleGo = reticle;
428
+ const camWP = camGo.worldPosition;
429
+ const reticleWp = reticleGo.worldPosition;
430
+ this.upVec.set(0, 1, 0).applyQuaternion(reticle.quaternion);
431
+ // upVec may be pointing AWAY from us, we have to flip it if that's the case
432
+ const camPos = camGo.worldPosition;
433
+ if (camPos) {
434
+ const camToReticle = reticle.position.clone().sub(camPos);
435
+ const angle = camToReticle.angleTo(this.upVec);
436
+ if (angle < Math.PI / 2) {
437
+ this.upVec.negate();
438
+ }
439
+ }
440
+ const upAngle = this.upVec.angleTo(this.worldUpVec) * 180 / Math.PI;
441
+ // For debugging look angle for AR placement
442
+ // Gizmos.DrawDirection(reticle.position, upVec, "blue", 0.1);
443
+ // Gizmos.DrawLabel(reticle.position, upAngle.toFixed(2), 0.1);
444
+ const angleForWallPlacement = 30;
445
+ if ((upAngle > angleForWallPlacement && upAngle < 180 - angleForWallPlacement) ||
446
+ (upAngle < -angleForWallPlacement && upAngle > -180 + angleForWallPlacement)) {
447
+ this.lookPoint.copy(reticle.position).add(this.upVec);
448
+ this.lookPoint.y = reticle.position.y;
449
+ reticle.lookAt(this.lookPoint);
450
+ }
451
+ else {
452
+ camWP.y = reticleWp.y;
453
+ reticle.lookAt(camWP);
454
+ }
455
+ // TODO: ability to scale the reticle so that we can fit the scene depending on the view angle or distance to the reticle.
456
+ // Currently, doing this leads to wrong placement of the scene.
457
+ /*
458
+ const rigScale = NeedleXRSession.active?.rigScale || 1;
459
+ const scale = distance * rigScale;
460
+ reticle.scale.set(scale, scale, scale);
461
+ */
462
+ }
463
+ onApplyPose(reticle) {
464
+ const rigObject = NeedleXRSession.active?.rig?.gameObject;
465
+ if (!rigObject) {
466
+ console.warn("No rig object to place");
467
+ return;
468
+ }
469
+ // const rigScale = NeedleXRSession.active?.rigScale || 1;
470
+ // save the previous rig parent
471
+ const previousParent = rigObject.parent || this.context.scene;
472
+ // if we have placed this rig before and this is just "replacing" with the anchor
473
+ // we need to make sure the XRRig attached to the reticle is at the same position as last time
474
+ // since in the following code we move it inside the reticle (relative to the reticle)
475
+ if (this._rigPlacementMatrix) {
476
+ this._rigPlacementMatrix?.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
477
+ }
478
+ else {
479
+ this._rigPlacementMatrix = rigObject.matrix.clone();
480
+ }
481
+ this.applyViewBasedTransform(reticle);
482
+ reticle.updateMatrix();
483
+ // attach rig to reticle (since the reticle is in rig space it's a easy way to place the rig where we want it relative to the reticle)
484
+ this.context.scene.add(reticle);
485
+ reticle.attach(rigObject);
486
+ reticle.removeFromParent();
487
+ // move rig now relative to the reticle
488
+ // TODO support scaled reticle
489
+ rigObject.scale.set(this.arScale, this.arScale, this.arScale);
490
+ rigObject.position.multiplyScalar(this.arScale);
491
+ rigObject.updateMatrix();
492
+ // if invert forward is disabled we need to invert the forward rotation
493
+ // we want to look into positive Z direction (if invertForward is enabled we look into negative Z direction)
494
+ if (this.invertForward)
495
+ rigObject.matrix.premultiply(invertForwardMatrix);
496
+ rigObject.matrix.premultiply(this._startOffset);
497
+ // apply the rig modifications and add it back to the previous parent
498
+ rigObject.matrix.decompose(rigObject.position, rigObject.quaternion, rigObject.scale);
499
+ previousParent.add(rigObject);
500
+ }
501
+ }
502
+ class WebXRSessionRootUserInput {
503
+ static up = new Vector3(0, 1, 0);
504
+ static zero = new Vector3(0, 0, 0);
505
+ static one = new Vector3(1, 1, 1);
506
+ oneFingerDrag = true;
507
+ twoFingerRotate = true;
508
+ twoFingerScale = true;
509
+ factor = 1;
510
+ context;
511
+ offset;
512
+ plane;
513
+ _scale = 1;
514
+ _hasChanged = false;
515
+ get scale() {
516
+ return this._scale;
517
+ }
518
+ // readonly translate: Vector3 = new Vector3();
519
+ // readonly rotation: Quaternion = new Quaternion();
520
+ // readonly scale: Vector3 = new Vector3(1, 1, 1);
521
+ constructor(context) {
522
+ this.context = context;
523
+ this.offset = new Matrix4();
524
+ this.plane = new Plane();
525
+ this.plane.setFromNormalAndCoplanarPoint(WebXRSessionRootUserInput.up, WebXRSessionRootUserInput.zero);
526
+ }
527
+ _enabled = false;
528
+ reset() {
529
+ this._scale = 1;
530
+ this.offset.identity();
531
+ this._hasChanged = true;
532
+ }
533
+ get hasChanged() { return this._hasChanged; }
534
+ /**
535
+ * Applies the matrix to the offset matrix
536
+ * @param matrix the matrix to apply the drag offset to
537
+ * @param invert if true the offset matrix will be inverted before applying it to the matrix and premultiplied
538
+ */
539
+ applyMatrixTo(matrix, invert) {
540
+ this._hasChanged = false;
541
+ if (invert) {
542
+ this.offset.invert();
543
+ matrix.premultiply(this.offset);
544
+ }
545
+ else
546
+ matrix.multiply(this.offset);
547
+ // if (this._needsUpdate)
548
+ // this.updateMatrix();
549
+ // matrix.premultiply(this._rotationMatrix);
550
+ // matrix.premultiply(this.offset).premultiply(this._rotationMatrix)
551
+ }
552
+ currentlyUsedPointerIds = new Set();
553
+ currentlyUnusedPointerIds = new Set();
554
+ get isActive() {
555
+ return this.currentlyUsedPointerIds.size <= 0 && this.currentlyUnusedPointerIds.size > 0;
556
+ }
557
+ enable() {
558
+ if (this._enabled)
559
+ return;
560
+ this._enabled = true;
561
+ this.context.input.addEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
562
+ this.context.input.addEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
563
+ this.context.input.addEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
564
+ // TODO: refactor the following events to use the input system
565
+ window.addEventListener('touchstart', this.touchStart, { passive: false });
566
+ window.addEventListener('touchmove', this.touchMove, { passive: false });
567
+ window.addEventListener('touchend', this.touchEnd, { passive: false });
568
+ }
569
+ disable() {
570
+ if (!this._enabled)
571
+ return;
572
+ this._enabled = false;
573
+ this.context.input.removeEventListener("pointerdown", this.onPointerDownEarly, { queue: InputEventQueue.Early });
574
+ this.context.input.removeEventListener("pointerdown", this.onPointerDownLate, { queue: InputEventQueue.Late });
575
+ this.context.input.removeEventListener("pointerup", this.onPointerUpEarly, { queue: InputEventQueue.Early });
576
+ window.removeEventListener('touchstart', this.touchStart);
577
+ window.removeEventListener('touchmove', this.touchMove);
578
+ window.removeEventListener('touchend', this.touchEnd);
579
+ }
580
+ onPointerDownEarly = (e) => {
581
+ if (this.isActive)
582
+ e.stopPropagation();
583
+ };
584
+ onPointerDownLate = (e) => {
585
+ if (e.used)
586
+ this.currentlyUsedPointerIds.add(e.pointerId);
587
+ else if (this.currentlyUsedPointerIds.size <= 0)
588
+ this.currentlyUnusedPointerIds.add(e.pointerId);
589
+ };
590
+ onPointerUpEarly = (e) => {
591
+ this.currentlyUsedPointerIds.delete(e.pointerId);
592
+ this.currentlyUnusedPointerIds.delete(e.pointerId);
593
+ };
594
+ // private _needsUpdate: boolean = true;
595
+ // private _rotationMatrix: Matrix4 = new Matrix4();
596
+ // private updateMatrix() {
597
+ // this._needsUpdate = false;
598
+ // this._rotationMatrix.makeRotationFromQuaternion(this.rotation);
599
+ // this.offset.compose(this.translate, new Quaternion(), this.scale);
600
+ // // const rot = this._tempMatrix.makeRotationY(this.angle);
601
+ // // this.translate.applyMatrix4(rot);
602
+ // // this.offset.elements[12] = this.translate.x;
603
+ // // this.offset.elements[13] = this.translate.y;
604
+ // // this.offset.elements[14] = this.translate.z;
605
+ // // this.offset.premultiply(rot);
606
+ // // const s = this.scale;
607
+ // // this.offset.premultiply(this._tempMatrix.makeScale(s, s, s));
608
+ // }
609
+ prev = new Map();
610
+ _didMultitouch = false;
611
+ touchStart = (evt) => {
612
+ if (evt.defaultPrevented)
613
+ return;
614
+ // let isValidTouch = true;
615
+ // isValidTouch = evt.target === this.context.domElement || evt.target === this.context.renderer.domElement;
616
+ // if (!isValidTouch) {
617
+ // return;
618
+ // }
619
+ for (let i = 0; i < evt.changedTouches.length; i++) {
620
+ const touch = evt.changedTouches[i];
621
+ // if a user starts swiping in the top area of the screen
622
+ // which might be a gesture to open the menu
623
+ // we ignore it
624
+ const ignore = DeviceUtilities.isAndroidDevice() && touch.clientY < window.innerHeight * .1;
625
+ if (!this.prev.has(touch.identifier))
626
+ this.prev.set(touch.identifier, {
627
+ ignore,
628
+ x: 0,
629
+ z: 0,
630
+ screenx: 0,
631
+ screeny: 0,
632
+ });
633
+ const prev = this.prev.get(touch.identifier);
634
+ if (prev) {
635
+ const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
636
+ prev.x = pos.x;
637
+ prev.z = pos.z;
638
+ prev.screenx = touch.clientX;
639
+ prev.screeny = touch.clientY;
640
+ }
641
+ }
642
+ };
643
+ touchEnd = (evt) => {
644
+ if (evt.touches.length <= 0) {
645
+ this._didMultitouch = false;
646
+ }
647
+ for (let i = 0; i < evt.changedTouches.length; i++) {
648
+ const touch = evt.changedTouches[i];
649
+ this.prev.delete(touch.identifier);
650
+ }
651
+ };
652
+ touchMove = (evt) => {
653
+ if (evt.defaultPrevented)
654
+ return;
655
+ if (!this.isActive)
656
+ return;
657
+ if (evt.touches.length === 1) {
658
+ // if we had multiple touches before due to e.g. pinching / rotating
659
+ // and stopping one of the touches, we don't want to move the scene suddenly
660
+ // this will be resettet when all touches stop
661
+ if (this._didMultitouch) {
662
+ return;
663
+ }
664
+ const touch = evt.touches[0];
665
+ const prev = this.prev.get(touch.identifier);
666
+ if (!prev || prev.ignore)
667
+ return;
668
+ const pos = this.getPositionOnPlane(touch.clientX, touch.clientY);
669
+ const dx = pos.x - prev.x;
670
+ const dy = pos.z - prev.z;
671
+ if (dx === 0 && dy === 0)
672
+ return;
673
+ if (this.oneFingerDrag)
674
+ this.addMovement(dx, dy);
675
+ prev.x = pos.x;
676
+ prev.z = pos.z;
677
+ prev.screenx = touch.clientX;
678
+ prev.screeny = touch.clientY;
679
+ return;
680
+ }
681
+ else if (evt.touches.length === 2) {
682
+ this._didMultitouch = true;
683
+ const touch1 = evt.touches[0];
684
+ const touch2 = evt.touches[1];
685
+ const prev1 = this.prev.get(touch1.identifier);
686
+ const prev2 = this.prev.get(touch2.identifier);
687
+ if (!prev1 || !prev2)
688
+ return;
689
+ if (this.twoFingerRotate) {
690
+ const angle1 = Math.atan2(touch1.clientY - touch2.clientY, touch1.clientX - touch2.clientX);
691
+ const lastAngle = Math.atan2(prev1.screeny - prev2.screeny, prev1.screenx - prev2.screenx);
692
+ const angleDiff = angle1 - lastAngle;
693
+ if (Math.abs(angleDiff) > 0.001) {
694
+ this.addRotation(angleDiff);
695
+ }
696
+ }
697
+ if (this.twoFingerScale) {
698
+ const distx = touch1.clientX - touch2.clientX;
699
+ const disty = touch1.clientY - touch2.clientY;
700
+ const dist = Math.sqrt(distx * distx + disty * disty);
701
+ const lastDistx = prev1.screenx - prev2.screenx;
702
+ const lastDisty = prev1.screeny - prev2.screeny;
703
+ const lastDist = Math.sqrt(lastDistx * lastDistx + lastDisty * lastDisty);
704
+ const distDiff = dist - lastDist;
705
+ if (Math.abs(distDiff) > 2) {
706
+ this.addScale(distDiff);
707
+ }
708
+ }
709
+ prev1.screenx = touch1.clientX;
710
+ prev1.screeny = touch1.clientY;
711
+ prev2.screenx = touch2.clientX;
712
+ prev2.screeny = touch2.clientY;
713
+ }
714
+ };
715
+ _raycaster = new Raycaster();
716
+ _intersection = new Vector3();
717
+ _screenPos = new Vector3();
718
+ getPositionOnPlane(tx, ty) {
719
+ const camera = this.context.mainCamera;
720
+ this._screenPos.x = (tx / window.innerWidth) * 2 - 1;
721
+ this._screenPos.y = -(ty / window.innerHeight) * 2 + 1;
722
+ this._screenPos.z = 1;
723
+ this._screenPos.unproject(camera);
724
+ this._raycaster.set(camera.position, this._screenPos.sub(camera.position));
725
+ this._raycaster.ray.intersectPlane(this.plane, this._intersection);
726
+ return this._intersection;
727
+ }
728
+ addMovement(dx, dz) {
729
+ // this.translate.x -= dx;
730
+ // this.translate.z -= dz;
731
+ // this._needsUpdate = true;
732
+ // return
733
+ // increase diff if the scene is scaled small
734
+ dx /= this._scale;
735
+ dz /= this._scale;
736
+ dx *= this.factor;
737
+ dz *= this.factor;
738
+ // apply it
739
+ this.offset.elements[12] += dx;
740
+ this.offset.elements[14] += dz;
741
+ if (dx !== 0 || dz !== 0)
742
+ this._hasChanged = true;
743
+ }
744
+ ;
745
+ _tempMatrix = new Matrix4();
746
+ addScale(diff) {
747
+ diff /= window.innerWidth;
748
+ diff *= -1;
749
+ // this.scale.x *= 1 + diff;
750
+ // this.scale.y *= 1 + diff;
751
+ // this.scale.z *= 1 + diff;
752
+ // this._needsUpdate = true;
753
+ // return;
754
+ // we use this factor to modify the translation factor (in apply movement)
755
+ this._scale *= 1 + diff;
756
+ // apply the scale
757
+ this._tempMatrix.makeScale(1 - diff, 1 - diff, 1 - diff);
758
+ this.offset.premultiply(this._tempMatrix);
759
+ if (diff !== 0)
760
+ this._hasChanged = true;
761
+ }
762
+ addRotation(rot) {
763
+ rot *= -1;
764
+ // this.rotation.multiply(new Quaternion().setFromAxisAngle(WebXRSessionRootUserInput.up, rot));
765
+ // this._needsUpdate = true;
766
+ // return;
767
+ this._tempMatrix.makeRotationY(rot);
768
+ this.offset.premultiply(this._tempMatrix);
769
+ if (rot !== 0)
770
+ this._hasChanged = true;
771
+ }
772
+ }
773
773
  //# sourceMappingURL=WebARSessionRoot.js.map