@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
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  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
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  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
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  1078. package/src/engine-components/webxr/WebARSessionRoot.ts +882 -882
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  1080. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
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  1082. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
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  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
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  1102. package/src/engine-schemes/transforms.fbs +25 -25
  1103. package/src/engine-schemes/vec.fbs +19 -19
  1104. package/src/engine-schemes/vec2.ts +33 -33
  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
@@ -1,1508 +1,1508 @@
1
- import { Intersection, Matrix4, Object3D, Ray, Vector2, Vector3 } from 'three';
2
-
3
- import { showBalloonMessage, showBalloonWarning } from './debug/debug.js';
4
- import { Context } from './engine_setup.js';
5
- import { getTempVector, getWorldQuaternion } from './engine_three_utils.js';
6
- import type { ButtonName, CursorTypeName, IGameObject, IInput, MouseButtonName, Vec2 } from './engine_types.js';
7
- import { DeviceUtilities, type EnumToPrimitiveUnion, getParam } from './engine_utils.js';
8
-
9
- const debug = getParam("debuginput");
10
-
11
-
12
- export const enum PointerType {
13
- Mouse = "mouse",
14
- Touch = "touch",
15
- Controller = "controller",
16
- Hand = "hand"
17
- }
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- export type PointerTypeNames = EnumToPrimitiveUnion<PointerType>;
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-
20
- const enum PointerEnumType {
21
- PointerDown = "pointerdown",
22
- PointerUp = "pointerup",
23
- PointerMove = "pointermove",
24
- }
25
- const enum KeyboardEnumType {
26
- KeyDown = "keydown",
27
- KeyUp = "keyup",
28
- KeyPressed = "keypress"
29
- }
30
-
31
- export const enum InputEvents {
32
- PointerDown = "pointerdown",
33
- PointerUp = "pointerup",
34
- PointerMove = "pointermove",
35
- KeyDown = "keydown",
36
- KeyUp = "keyup",
37
- KeyPressed = "keypress"
38
- }
39
-
40
- /** e.g. `pointerdown` */
41
- type PointerEventNames = EnumToPrimitiveUnion<PointerEnumType>;
42
- type KeyboardEventNames = EnumToPrimitiveUnion<KeyboardEnumType>;
43
- export type InputEventNames = PointerEventNames | KeyboardEventNames;
44
-
45
- declare type PointerEventListener = (evt: NEPointerEvent) => void;
46
- declare type KeyboardEventListener = (evt: NEKeyboardEvent) => void;
47
- declare type InputEventListener = PointerEventListener | KeyboardEventListener;
48
-
49
-
50
-
51
- export declare type NEPointerEventInit = PointerEventInit &
52
- {
53
- clientZ?: number;
54
- origin: object;
55
- pointerId: number;
56
- /** the index of the device */
57
- deviceIndex: number;
58
- pointerType: PointerTypeNames;
59
- mode: XRTargetRayMode,
60
- ray?: Ray;
61
- /** The control object for this input. In the case of spatial devices the controller,
62
- * otherwise a generated object in screen space. The object may not be in the scene. */
63
- device: IGameObject;
64
- buttonName: ButtonName | "none";
65
- }
66
-
67
- declare type OnPointerHitsEvent = (args: OnPointerHitEvent) => void;
68
- declare type OnPointerHitEvent = {
69
- /** The object that raised the event */
70
- sender: object;
71
- /** The pointer event that invoked the event */
72
- event: NEPointerEvent;
73
- /** The intersections that were generated from this event (or are associated with this event in any way) */
74
- hits: Intersection[];
75
- }
76
- export interface IPointerHitEventReceiver {
77
- onPointerHits: OnPointerHitsEvent;
78
- }
79
-
80
- /** An intersection that is potentially associated with a pointer event */
81
- export declare type NEPointerEventIntersection = Intersection & { event?: NEPointerEvent };
82
-
83
- /**
84
- * The Needle Engine Pointer Event is a custom event that extends the PointerEvent. It holds additional information like the device index, the origin of the event, the mode of the event (e.g. screen or spatial), the ray in world space, the space of the device, and more.
85
- */
86
- export class NEPointerEvent extends PointerEvent {
87
-
88
- /**
89
- * Spatial input data
90
- */
91
- clientZ?: number;
92
-
93
- /** the device index: mouse and touch are always 0, otherwise e.g. index of the connected Gamepad or XRController */
94
- readonly deviceIndex: number;
95
-
96
- /** The origin of the event contains a reference to the creator of this event.
97
- * This can be the Needle Engine input system or e.g. a XR controller.
98
- * Implement `onPointerHits` to receive the intersections of this event.
99
- */
100
- readonly origin: object & Partial<IPointerHitEventReceiver>;
101
-
102
- /** the browser event that triggered this event (if any) */
103
- readonly source: Event | null;
104
-
105
- /** Is the pointer event created via a touch on screen or a spatial device like a XR controller or hand tracking? */
106
- readonly mode: XRTargetRayMode | "transient-pointer";
107
-
108
- /** Returns true if the input was emitted in 3D space (and not by e.g. clicking on a 2D screen). You can use {@link mode} if you need more information about the input source */
109
- get isSpatial() {
110
- return this.mode != "screen";
111
- }
112
-
113
- /** A ray in worldspace for the event.
114
- * If the ray is undefined you can also use `space.worldForward` and `space.worldPosition` */
115
- get ray(): Ray {
116
- if (!this._ray) {
117
- this._ray = new Ray(this.space.worldPosition.clone(), this.space.worldForward.clone());
118
- }
119
- return this._ray;
120
- }
121
- private set ray(value: Ray) { this._ray = value; }
122
- /**@returns true if this event has a ray. If you access the ray property a ray will automatically created */
123
- get hasRay() { return this._ray !== undefined; }
124
- private _ray: Ray | undefined;
125
-
126
- /** The device space (this object is not necessarily rendered in the scene but you can access or copy the matrix)
127
- * E.g. you can access the input world space source position with `space.worldPosition` or world direction with `space.worldForward`
128
- */
129
- readonly space: IGameObject;
130
-
131
- /** true if this event is a click */
132
- isClick: boolean = false;
133
- /** true if this event is a double click */
134
- isDoubleClick: boolean = false;
135
-
136
- /** @returns `true` if the event is marked to be used (when `use()` has been called). Default: `false` */
137
- get used() { return this._used; }
138
- private _used: boolean = false;
139
- /** Call to mark an event to be used */
140
- use() {
141
- this._used = true;
142
- }
143
-
144
- /** Unique identifier for this input: a combination of the deviceIndex + button to uniquely identify the exact input (e.g. LeftController:Button0 = 0, RightController:Button1 = 11) */
145
- override get pointerId(): number { return this._pointerid; }
146
- private readonly _pointerid;
147
-
148
- // this is set via the init arguments (we override it here for intellisense to show the string options)
149
- /** What type of input created this event: touch, mouse, xr controller, xr hand tracking... */
150
- override get pointerType(): PointerTypeNames { return this._pointerType; }
151
- private readonly _pointerType: PointerTypeNames;
152
-
153
- // this is set via the init arguments (we override it here for intellisense to show the string options)
154
- /** The input that raised this event like `pointerdown` */
155
- override get type(): InputEventNames { return this._type; }
156
- private readonly _type: InputEventNames;
157
-
158
- /** metadata can be used to associate additional information with the event */
159
- readonly metadata = {}
160
-
161
- /** intersections that were generated from this event (or are associated with this event in any way) */
162
- readonly intersections = new Array<NEPointerEventIntersection>();
163
-
164
- constructor(type: InputEvents | InputEventNames, source: Event | null, init: NEPointerEventInit) {
165
- super(type, init);
166
- this.clientZ = init.clientZ;
167
- // apply the init arguments. Otherwise the arguments will be undefined in the bundled / published version of needle engine
168
- // so we have to be careful if we override properties - we then also need to set them in the constructor
169
- this._pointerid = init.pointerId;
170
- this._pointerType = init.pointerType;
171
- this._type = type;
172
-
173
- this.deviceIndex = init.deviceIndex;
174
- this.origin = init.origin;
175
- this.source = source;
176
- this.mode = init.mode;
177
- this._ray = init.ray;
178
- this.space = init.device;
179
- }
180
-
181
- private _immediatePropagationStopped = false;
182
- get immediatePropagationStopped() {
183
- return this._immediatePropagationStopped;
184
- }
185
- private _propagationStopped = false;
186
- get propagationStopped() {
187
- return this._immediatePropagationStopped || this._propagationStopped;
188
- }
189
-
190
- stopImmediatePropagation(): void {
191
- this._immediatePropagationStopped = true;
192
- super.stopImmediatePropagation();
193
- this.source?.stopImmediatePropagation();
194
- }
195
- stopPropagation(): void {
196
- this._propagationStopped = true;
197
- super.stopPropagation();
198
- this.source?.stopPropagation();
199
- if (debug) console.warn("Stop propagation...", this.pointerId, this.pointerType)
200
- }
201
- }
202
- export class NEKeyboardEvent extends KeyboardEvent {
203
- source?: Event
204
- constructor(type: InputEvents, source: Event, init: KeyboardEventInit) {
205
- super(type, init)
206
- this.source = source;
207
- }
208
- stopImmediatePropagation(): void {
209
- super.stopImmediatePropagation();
210
- this.source?.stopImmediatePropagation();
211
- }
212
- }
213
-
214
- export class KeyEventArgs {
215
- key: string;
216
- keyType: string;
217
- source?: Event;
218
- constructor(evt: KeyboardEvent) {
219
- this.key = evt.key;
220
- this.keyType = evt.type;
221
- this.source = evt;
222
- }
223
- }
224
-
225
-
226
-
227
- export enum InputEventQueue {
228
- Early = -100,
229
- Default = 0,
230
- Late = 100,
231
- }
232
-
233
- declare type EventListenerOptions = {
234
- /** For addEventListener: The queue to add the listener to. Listeners in the same queue are called in the order they were added. Default is 0.
235
- * For removeEventListener: The queue to remove the listener from. If no queue is specified the listener will be removed from all queues
236
- */
237
- queue?: InputEventQueue | number;
238
- /** If true, the listener will be removed after it is invoked once. */
239
- once?: boolean;
240
- /** The listener will be removed when the given AbortSignal object's `abort()` method is called. If not specified, no AbortSignal is associated with the listener. */
241
- signal?: AbortSignal;
242
- }
243
-
244
-
245
- type RegisteredEventListenerValue = Array<{ priority: number, listeners: Array<{ callback: InputEventListener, options: EventListenerOptions }> }>;
246
-
247
- /**
248
- * The input system is responsible for handling all input events like pointer events (mouse, touch, xr controllers) and keyboard events.
249
- */
250
- export class Input implements IInput {
251
-
252
- /** This is a list of event listeners per event type (e.g. pointerdown, pointerup, keydown...). Each entry contains a priority and list of listeners.
253
- * That way users can control if they want to receive events before or after other listeners (e.g subscribe to pointer events before the EventSystem receives them) - this allows certain listeners to be always invoked first (or last) and stop propagation
254
- * Listeners per event are sorted
255
- */
256
- private readonly _eventListeners: Record<string, RegisteredEventListenerValue> = {};
257
-
258
- /** Adds an event listener for the specified event type. The callback will be called when the event is triggered.
259
- * @param type The event type to listen for
260
- * @param callback The callback to call when the event is triggered
261
- * @param options The options for adding the event listener.
262
- * @example Basic usage:
263
- * ```ts
264
- * input.addEventListener("pointerdown", (evt) => {
265
- * console.log("Pointer down", evt.pointerId, evt.pointerType);
266
- * });
267
- * ```
268
- * @example Adding a listener that is called after all other listeners
269
- * By using a higher value for the queue the listener will be called after other listeners (default queue is 0).
270
- * ```ts
271
- * input.addEventListener("pointerdown", (evt) => {
272
- * console.log("Pointer down", evt.pointerId, evt.pointerType);
273
- * }, { queue: 10 });
274
- * ```
275
- * @example Adding a listener that is only called once
276
- * ```ts
277
- * input.addEventListener("pointerdown", (evt) => {
278
- * console.log("Pointer down", evt.pointerId, evt.pointerType);
279
- * }, { once: true });
280
- * ```
281
- */
282
- addEventListener(type: PointerEventNames, callback: PointerEventListener, options?: EventListenerOptions);
283
- addEventListener(type: KeyboardEventNames, callback: KeyboardEventListener, options?: EventListenerOptions);
284
- addEventListener(type: InputEvents | InputEventNames, callback: InputEventListener, options?: EventListenerOptions): void {
285
- if (!this._eventListeners[type]) this._eventListeners[type] = [];
286
-
287
- if (!callback || typeof callback !== "function") {
288
- console.error("Invalid call to addEventListener: callback is required and must be a function!");
289
- return;
290
- }
291
-
292
- if (!options) options = {};
293
- // create a copy of the options object to avoid the original object being modified
294
- else options = { ...options };
295
-
296
- let queue = 0;
297
- if (options?.queue != undefined) queue = options.queue;
298
-
299
- const listeners = this._eventListeners[type];
300
- const queueListeners = listeners.find(l => l.priority === queue);
301
- if (!queueListeners) {
302
- listeners.push({ priority: queue, listeners: [{ callback, options }] });
303
- // ensure we sort the listeners by priority
304
- listeners.sort((a, b) => a.priority - b.priority);
305
- } else {
306
- queueListeners.listeners.push({ callback, options });
307
- }
308
- }
309
- /** Removes the event listener from the specified event type. If no queue is specified the listener will be removed from all queues.
310
- * @param type The event type to remove the listener from
311
- * @param callback The callback to remove
312
- * @param options The options for removing the event listener
313
- */
314
- removeEventListener(type: PointerEventNames, callback: PointerEventListener, options?: EventListenerOptions);
315
- removeEventListener(type: KeyboardEventNames, callback: KeyboardEventListener, options?: EventListenerOptions);
316
- removeEventListener(type: InputEvents | InputEventNames, callback: InputEventListener, options?: EventListenerOptions): void {
317
- if (!this._eventListeners[type]) return;
318
- if (!callback) return;
319
- const listeners = this._eventListeners[type];
320
- // if a specific queue is requested the callback should only be removed from that queue
321
- if (options?.queue != undefined) {
322
- const queueListeners = listeners.find(l => l.priority === options.queue);
323
- if (!queueListeners) return;
324
- const index = queueListeners.listeners.findIndex(l => l.callback === callback);
325
- if (index >= 0) queueListeners.listeners.splice(index, 1);
326
- }
327
- // if no queue is requested the callback will be removed from all queues
328
- else {
329
- for (const l of listeners) {
330
- const index = l.listeners.findIndex(l => l.callback === callback);
331
- if (index >= 0) l.listeners.splice(index, 1);
332
- }
333
- }
334
- }
335
- private dispatchEvent(evt: NEPointerEvent | NEKeyboardEvent) {
336
- /** True when the next event queue should not be invoked */
337
- let preventNextEventQueue = false;
338
-
339
- // Handle keyboard event
340
- if (evt instanceof NEKeyboardEvent) {
341
- const listeners = this._eventListeners[evt.type];
342
- if (listeners) {
343
- for (const queue of listeners) {
344
- for (let i = 0; i < queue.listeners.length; i++) {
345
- const entry = queue.listeners[i];
346
- // if the abort signal is aborted we remove the listener and will not invoke it
347
- if (entry.options?.signal?.aborted) {
348
- queue.listeners.splice(i, 1);
349
- i--;
350
- continue;
351
- }
352
- // if the event should only be invoked once then we remove the listener before invoking it
353
- if (entry.options.once) {
354
- queue.listeners.splice(i, 1);
355
- i--;
356
- }
357
- (entry.callback as KeyboardEventListener)(evt);
358
- }
359
- }
360
- }
361
- }
362
-
363
- // Hnadle pointer event
364
- if (evt instanceof NEPointerEvent) {
365
- const listeners = this._eventListeners[evt.type];
366
- if (listeners) {
367
- for (const queue of listeners) {
368
- if (preventNextEventQueue) break;
369
- for (let i = 0; i < queue.listeners.length; i++) {
370
- const entry = queue.listeners[i];
371
-
372
- // if the abort signal is aborted we remove the listener and will not invoke it
373
- if (entry.options?.signal?.aborted) {
374
- queue.listeners.splice(i, 1);
375
- i--;
376
- continue;
377
- }
378
- // if immediatePropagationStopped is true we stop propagation altogether
379
- if (evt.immediatePropagationStopped) {
380
- preventNextEventQueue = true;
381
- if (debug) console.log("immediatePropagationStopped", evt.type);
382
- break;
383
- }
384
- // if propagationStopped is true we continue invoking the current queue but then not invoke the next queue
385
- else if (evt.propagationStopped) {
386
- preventNextEventQueue = true;
387
- if (debug) console.log("propagationStopped", evt.type);
388
- // we do not break here but continue invoking the listeners in the queue
389
- }
390
-
391
- // if the event should only be invoked once then we remove the listener before invoking it
392
- if (entry.options.once) {
393
- queue.listeners.splice(i, 1);
394
- i--;
395
- }
396
- (entry.callback as PointerEventListener)(evt);
397
- }
398
- }
399
- }
400
- }
401
- }
402
-
403
-
404
- _doubleClickTimeThreshold = .2;
405
- _longPressTimeThreshold = 1;
406
-
407
- get mousePosition(): Vector2 { return this._pointerPositions[0]; };
408
- get mousePositionRC(): Vector2 { return this._pointerPositionsRC[0]; }
409
- get mouseDown(): boolean { return this._pointerDown[0]; }
410
- get mouseUp(): boolean { return this._pointerUp[0]; }
411
- /** Is the primary pointer clicked (usually the left button). This is equivalent to `input.click` */
412
- get mouseClick(): boolean { return this._pointerClick[0]; }
413
- /** Was a double click detected for the primary pointer? This is equivalent to `input.doubleClick` */
414
- get mouseDoubleClick(): boolean { return this._pointerDoubleClick[0]; }
415
- get mousePressed(): boolean { return this._pointerPressed[0]; }
416
- get mouseWheelChanged(): boolean { return this.getMouseWheelChanged(0); }
417
-
418
- /** Is the primary pointer double clicked (usually the left button). This is equivalent to `input.mouseDoubleClick` */
419
- get click(): boolean { return this._pointerClick[0]; }
420
- /** Was a double click detected for the primary pointer? */
421
- get doubleClick(): boolean { return this._pointerDoubleClick[0]; }
422
-
423
- /**
424
- * Get a connected Gamepad
425
- * Note: For a gamepad to be available to the browser it must have received input before while the page was focused.
426
- * @link https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
427
- * @returns The gamepad or null if no gamepad is connected
428
- */
429
- getGamepad(index: number = 0): Gamepad | null {
430
- if (typeof navigator !== "undefined" && "getGamepads" in navigator) {
431
- return navigator.getGamepads()[index] || null;
432
- }
433
- return null;
434
- }
435
-
436
- private readonly _setCursorTypes: CursorTypeName[] = [];
437
-
438
- /** @deprecated use setCursor("pointer") */
439
- setCursorPointer() {
440
- this.setCursor("pointer");
441
- }
442
- /** @deprecated use unsetCursor() */
443
- setCursorNormal() {
444
- this.unsetCursor("pointer");
445
- }
446
- /**
447
- * Set a custom cursor. This will set the cursor type until unsetCursor is called
448
- */
449
- setCursor(type: CursorTypeName) {
450
- this._setCursorTypes.push(type);
451
- if (this._setCursorTypes.length > 10) {
452
- this._setCursorTypes.shift();
453
- }
454
- this.updateCursor();
455
- }
456
- /**
457
- * Unset a custom cursor. This will set the cursor type to the previous type or default
458
- */
459
- unsetCursor(type: CursorTypeName) {
460
- for (let i = this._setCursorTypes.length - 1; i >= 0; i--) {
461
- if (this._setCursorTypes[i] === type) {
462
- this._setCursorTypes.splice(i, 1);
463
- this.updateCursor();
464
- break;
465
- }
466
- }
467
- }
468
- private updateCursor() {
469
- if (this._setCursorTypes?.length == 0)
470
- this.context.domElement.style.cursor = "default";
471
- else this.context.domElement.style.cursor = this._setCursorTypes[this._setCursorTypes.length - 1];
472
- }
473
-
474
- /**
475
- * Check if a pointer id is currently used.
476
- */
477
- getIsPointerIdInUse(pointerId: number) {
478
- for (const evt of this._pointerEventsPressed) {
479
- if (evt.pointerId === pointerId) {
480
- if (evt.used) return true;
481
- }
482
- }
483
- return false;
484
- }
485
- /** how many pointers are currently pressed */
486
- getPointerPressedCount(): number {
487
- let count = 0;
488
- for (let i = 0; i < this._pointerPressed.length; i++) {
489
- if (this._pointerPressed[i]) {
490
- count++;
491
- }
492
- }
493
- return count;
494
- }
495
-
496
- /**
497
- * Gets the position of the given pointer index in pixel
498
- * @param i The pointer index
499
- * @returns The position of the pointer in pixel
500
- */
501
- getPointerPosition(i: number): Vector2 | null {
502
- if (i >= this._pointerPositions.length) return null;
503
- return this._pointerPositions[i];
504
- }
505
- getPointerPositionLastFrame(i: number): Vector2 | null {
506
- if (i >= this._pointerPositionsLastFrame.length) return null;
507
- return this._pointerPositionsLastFrame[i];
508
- }
509
- getPointerPositionDelta(i: number): Vector2 | null {
510
- if (i >= this._pointerPositionsDelta.length) return null;
511
- return this._pointerPositionsDelta[i];
512
- }
513
- /**
514
- * The pointer position in screenspace coordinates (-1 to 1) where 0 is the center of the screen.
515
- * This can be useful for e.g. raycasting (see https://threejs.org/docs/#api/en/core/Raycaster.setFromCamera)
516
- */
517
- getPointerPositionRC(i: number): Vector2 | null {
518
- if (i >= this._pointerPositionsRC.length) return null;
519
- return this._pointerPositionsRC[i];
520
- }
521
- getPointerDown(i: number): boolean {
522
- if (i >= this._pointerDown.length) return false;
523
- return this._pointerDown[i];
524
- }
525
- getPointerUp(i: number): boolean {
526
- if (i >= this._pointerUp.length) return false;
527
- return this._pointerUp[i];
528
- }
529
- getPointerPressed(i: number): boolean {
530
- if (i >= this._pointerPressed.length) return false;
531
- const res = this._pointerPressed[i];
532
- // if (i === 0) console.log(...this._pointerIds);
533
- return res;
534
- }
535
- getPointerClicked(i: number): boolean {
536
- if (i >= this._pointerClick.length) return false;
537
- return this._pointerClick[i];
538
- }
539
- getPointerDoubleClicked(i: number): boolean {
540
- if (i >= this._pointerDoubleClick.length) return false;
541
- return this._pointerDoubleClick[i];
542
- }
543
- getPointerDownTime(i: number): number {
544
- if (i >= this._pointerDownTime.length) return -1;
545
- return this._pointerDownTime[i];
546
- }
547
- getPointerUpTime(i: number): number {
548
- if (i >= this._pointerUpTime.length) return -1;
549
- return this._pointerUpTime[i];
550
- }
551
- getPointerLongPress(i: number): boolean {
552
- if (i >= this._pointerDownTime.length) return false;
553
- return this.getPointerPressed(i) && this.context.time.time - this._pointerDownTime[i] > this._longPressTimeThreshold;
554
- }
555
- getIsMouse(i: number): boolean {
556
- if (i < 0 || i >= this._pointerTypes.length) return false;
557
- return this._pointerTypes[i] === PointerType.Mouse;
558
- }
559
- getIsTouch(i: number): boolean {
560
- if (i < 0 || i >= this._pointerTypes.length) return false;
561
- return this._pointerTypes[i] === PointerType.Touch;
562
- }
563
- getTouchesPressedCount(): number {
564
- let count = 0;
565
- for (let i = 0; i < this._pointerPressed.length; i++) {
566
- if (this._pointerPressed[i] && this.getIsTouch(i)) {
567
- count++;
568
- }
569
- }
570
- return count;
571
- }
572
- getMouseWheelChanged(i: number = 0): boolean {
573
- if (i >= this._mouseWheelChanged.length) return false;
574
- return this._mouseWheelChanged[i];
575
- }
576
- getMouseWheelDeltaY(i: number = 0): number {
577
- if (i >= this._mouseWheelDeltaY.length) return 0;
578
- return this._mouseWheelDeltaY[i];
579
- }
580
- getPointerEvent(i: number): Event | undefined {
581
- if (i >= this._pointerEvent.length) return undefined;
582
- return this._pointerEvent[i] ?? undefined;
583
- }
584
- *foreachPointerId(pointerType?: string | PointerType | string[] | PointerType[]): Generator<number> {
585
- for (let i = 0; i < this._pointerTypes.length; i++) {
586
- // check if the pointer is active
587
- if (this._pointerIsActive(i)) {
588
- // if specific pointer types are requested
589
- if (pointerType !== undefined) {
590
- const type = this._pointerTypes[i];
591
- if (Array.isArray(pointerType)) {
592
- let isInArray = false;
593
- for (const t of pointerType) {
594
- if (type === t) {
595
- isInArray = true;
596
- break;
597
- }
598
- }
599
- if (!isInArray) continue;
600
- } else {
601
- if (pointerType !== type) continue;
602
- }
603
- }
604
- yield i;
605
- }
606
- }
607
- }
608
- *foreachTouchId(): Generator<number> {
609
- for (let i = 0; i < this._pointerTypes.length; i++) {
610
- const type = this._pointerTypes[i];
611
- if (type !== PointerType.Touch) continue;
612
- if (this._pointerIsActive[i])
613
- yield i;
614
- }
615
- }
616
-
617
- private _pointerIsActive(index: number) {
618
- if (index < 0) return false;
619
- return this._pointerPressed[index] || this._pointerDown[index] || this._pointerUp[index];
620
- }
621
-
622
- private context: Context;
623
-
624
- private _pointerDown: boolean[] = [false];
625
- private _pointerUp: boolean[] = [false];
626
- private _pointerClick: boolean[] = [false];
627
- private _pointerDoubleClick: boolean[] = [false];
628
- private _pointerPressed: boolean[] = [false];
629
- private _pointerPositions: Vector2[] = [new Vector2()];
630
- private _pointerPositionsLastFrame: Vector2[] = [new Vector2()];
631
- private _pointerPositionsDelta: Vector2[] = [new Vector2()];
632
- private _pointerPositionsRC: Vector2[] = [new Vector2()];
633
- private _pointerPositionDown: Vector3[] = [new Vector3()];
634
- private _pointerDownTime: number[] = [];
635
- private _pointerUpTime: number[] = [];
636
- private _pointerUpTimestamp: number[] = [];
637
- private _pointerIds: number[] = [];
638
- private _pointerTypes: string[] = [""];
639
- private _mouseWheelChanged: boolean[] = [false];
640
- private _mouseWheelDeltaY: number[] = [0];
641
- private _pointerEvent: Event[] = [];
642
- /** current pressed pointer events. Used to check if any of those events was used */
643
- private _pointerEventsPressed: NEPointerEvent[] = [];
644
- /** This is added/updated for pointers. screenspace pointers set this to the camera near plane */
645
- private _pointerSpace: IGameObject[] = [];
646
-
647
-
648
- private readonly _pressedStack = new Map<number, number[]>();
649
- private onDownButton(pointerId: number, button: number) {
650
- let stack = this._pressedStack.get(pointerId);
651
- if (!stack) {
652
- stack = [];
653
- this._pressedStack.set(pointerId, stack);
654
- }
655
- stack.push(button);
656
- }
657
- private onReleaseButton(pointerId: number, button: number) {
658
- const stack = this._pressedStack.get(pointerId);
659
- if (!stack) return;
660
- const index = stack.indexOf(button);
661
- if (index >= 0) stack.splice(index, 1);
662
- }
663
- /** the first button that was down and is currently pressed */
664
- getFirstPressedButtonForPointer(pointerId: number): number | undefined {
665
- const stack = this._pressedStack.get(pointerId);
666
- if (!stack) return undefined;
667
- return stack[0];
668
- }
669
- /** the last (most recent) button that was down and is currently pressed */
670
- getLatestPressedButtonForPointer(pointerId: number): number | undefined {
671
- const stack = this._pressedStack.get(pointerId);
672
- if (!stack) return undefined;
673
- return stack[stack.length - 1];
674
- }
675
-
676
-
677
- /** Get a key (if any) that was just pressed this frame (this is only true for the frame it was pressed down) */
678
- getKeyDown(): string | null;
679
- /** Get true or false if the given key was pressed this frame */
680
- getKeyDown(key: KeyCode | ({} & string)): boolean;
681
- getKeyDown(key?: KeyCode | ({} & string)): boolean | string | null {
682
- // If a key is provided check if it was pressed this frame
683
- if (key !== undefined) {
684
- return this.isKeyDown(key);
685
- }
686
- // If no key was provided get the first key that was pressed this frame
687
- for (const key in this.keysPressed) {
688
- const k = this.keysPressed[key];
689
- if (k.startFrame === this.context.time.frameCount) return k.key;
690
- }
691
- return null;
692
- }
693
- /** Get a key (if any) that is currently being pressed (held down) */
694
- getKeyPressed(): string | null;
695
- /** Get true or false if the given key is pressed */
696
- getKeyPressed(key: KeyCode | ({} & string)): boolean
697
- getKeyPressed(key?: KeyCode | ({} & string)): boolean | string | null {
698
- if (key !== undefined) {
699
- return this.isKeyPressed(key);
700
- }
701
- for (const key in this.keysPressed) {
702
- const k = this.keysPressed[key];
703
- if (k.pressed)
704
- return k.key;
705
- }
706
- return null;
707
- }
708
-
709
- /** Get a key (if any) that was released in this frame */
710
- getKeyUp(): string | null;
711
- /** Get true or false if the given key was released this frame */
712
- getKeyUp(key: KeyCode | ({} & string)): boolean;
713
- getKeyUp(key?: KeyCode | ({} & string)): boolean | string | null {
714
-
715
- if (key !== undefined) {
716
- return this.isKeyUp(key);
717
- }
718
- for (const key in this.keysPressed) {
719
- const k = this.keysPressed[key];
720
- if (k.pressed === false && k.frame === this.context.time.frameCount) return true;
721
- return false;
722
- }
723
-
724
- return null;
725
- }
726
-
727
- isKeyDown(keyCode: KeyCode | ({} & string)) {
728
- if (!this.context.application.isVisible || !this.context.application.hasFocus) return false;
729
- const codes = this.getCodeForCommonKeyName(keyCode);
730
- if (codes !== null) {
731
- for (const code of codes) if (this.isKeyDown(code)) return true;
732
- return false;
733
- }
734
- const k = this.keysPressed[keyCode];
735
- if (!k) return false;
736
- return k.startFrame === this.context.time.frameCount && k.pressed;
737
- }
738
- isKeyUp(keyCode: KeyCode | ({} & string)) {
739
- if (!this.context.application.isVisible || !this.context.application.hasFocus) return false;
740
- const codes = this.getCodeForCommonKeyName(keyCode);
741
- if (codes !== null) {
742
- for (const code of codes) if (this.isKeyUp(code)) return true;
743
- return false;
744
- }
745
- const k = this.keysPressed[keyCode];
746
- if (!k) return false;
747
- return k.frame === this.context.time.frameCount && k.pressed === false;
748
- }
749
- isKeyPressed(keyCode: KeyCode | ({} & string)): boolean {
750
- if (!this.context.application.isVisible || !this.context.application.hasFocus) return false;
751
- const codes = this.getCodeForCommonKeyName(keyCode);
752
- if (codes !== null) {
753
- for (const code of codes) if (this.isKeyPressed(code)) return true;
754
- return false;
755
- }
756
- const k = this.keysPressed[keyCode];
757
- if (!k) return false;
758
- return k.pressed || false;
759
- }
760
-
761
- // utility helper for mapping common names to actual codes; e.g. "Shift" -> "ShiftLeft" and "ShiftRight" or "a" -> "KeyA"
762
- private getCodeForCommonKeyName(keyName: string): string[] | null {
763
- if (keyName.length === 1) {
764
- // check if this is a digit
765
- if (keyName >= "0" && keyName <= "9")
766
- return ["Digit" + keyName];
767
- // check if this is a letter
768
- if (keyName >= "a" && keyName <= "z")
769
- return ["Key" + keyName.toUpperCase()];
770
- if (keyName == " ")
771
- return ["Space"];
772
- }
773
- switch (keyName) {
774
- case "shift":
775
- case "Shift":
776
- return ["ShiftLeft", "ShiftRight"];
777
- case "control":
778
- case "Control":
779
- return ["ControlLeft", "ControlRight"];
780
- case "alt":
781
- case "Alt":
782
- return ["AltLeft", "AltRight"];
783
- }
784
- return null;
785
- }
786
-
787
- createInputEvent(args: NEPointerEvent) {
788
- // TODO: technically we would need to check for circular invocations here!
789
- switch (args.type) {
790
- case InputEvents.PointerDown:
791
- if (debug) showBalloonMessage("Create Pointer down");
792
- this.onDownButton(args.deviceIndex, args.button);
793
- this.onDown(args);
794
- break;
795
- case InputEvents.PointerMove:
796
- if (debug) showBalloonMessage("Create Pointer move");
797
- this.onMove(args);
798
- break;
799
- case InputEvents.PointerUp:
800
- if (debug) showBalloonMessage("Create Pointer up");
801
- this.onUp(args);
802
- this.onReleaseButton(args.deviceIndex, args.button);
803
- break;
804
- }
805
- }
806
-
807
- convertScreenspaceToRaycastSpace<T extends Vec2 | Vector2>(vec2: T): T {
808
- vec2.x = (vec2.x - this.context.domX) / this.context.domWidth * 2 - 1;
809
- vec2.y = -((vec2.y - this.context.domY) / this.context.domHeight) * 2 + 1;
810
- return vec2;
811
- }
812
-
813
- /** @internal */
814
- constructor(context: Context) {
815
- this.context = context;
816
- this.context.post_render_callbacks.push(this.onEndOfFrame);
817
- }
818
-
819
- /** this is the html element we subscribed to for events */
820
- private _htmlEventSource!: HTMLElement;
821
-
822
- bindEvents() {
823
- this.unbindEvents();
824
-
825
- // we subscribe to the canvas element because we don't want to receive events when the user is interacting with the UI
826
- // e.g. if we have slotted HTML elements in the needle engine DOM elements we don't want to receive input events for those
827
- this._htmlEventSource = this.context.renderer.domElement;
828
-
829
- window.addEventListener('contextmenu', this.onContextMenu);
830
-
831
- this._htmlEventSource.addEventListener('pointerdown', this.onPointerDown, { passive: true });
832
- window.addEventListener('pointermove', this.onPointerMove, { passive: true, capture: true, });
833
- window.addEventListener('pointerup', this.onPointerUp, { passive: true });
834
- window.addEventListener('pointercancel', this.onPointerCancel, { passive: true })
835
-
836
- window.addEventListener("touchstart", this.onTouchStart, { passive: true });
837
- window.addEventListener("touchmove", this.onTouchMove, { passive: true });
838
- window.addEventListener("touchend", this.onTouchEnd, { passive: true });
839
-
840
- this._htmlEventSource.addEventListener('wheel', this.onMouseWheel, { passive: true });
841
- window.addEventListener("wheel", this.onWheelWindow, { passive: true })
842
-
843
- window.addEventListener("keydown", this.onKeyDown, false);
844
- window.addEventListener("keypress", this.onKeyPressed, false);
845
- window.addEventListener("keyup", this.onKeyUp, false);
846
-
847
- // e.g. when using sharex to capture we loose focus thus dont get e.g. key up events
848
- window.addEventListener('blur', this.onLostFocus);
849
- }
850
-
851
- unbindEvents() {
852
- for (const key in this._eventListeners) {
853
- this._eventListeners[key].length = 0; // clear all listeners for this event
854
- }
855
-
856
- window.removeEventListener('contextmenu', this.onContextMenu);
857
-
858
- this._htmlEventSource?.removeEventListener('pointerdown', this.onPointerDown);
859
- window.removeEventListener('pointermove', this.onPointerMove);
860
- window.removeEventListener('pointerup', this.onPointerUp);
861
- window.removeEventListener('pointercancel', this.onPointerCancel);
862
-
863
- window.removeEventListener("touchstart", this.onTouchStart);
864
- window.removeEventListener("touchmove", this.onTouchMove);
865
- window.removeEventListener("touchend", this.onTouchEnd);
866
-
867
- this._htmlEventSource?.removeEventListener('wheel', this.onMouseWheel, false);
868
- window.removeEventListener("wheel", this.onWheelWindow, false);
869
-
870
- window.removeEventListener("keydown", this.onKeyDown, false);
871
- window.removeEventListener("keypress", this.onKeyPressed, false);
872
- window.removeEventListener("keyup", this.onKeyUp, false);
873
-
874
- window.removeEventListener('blur', this.onLostFocus);
875
- }
876
-
877
- dispose() {
878
- const index = this.context.post_render_callbacks.indexOf(this.onEndOfFrame);
879
- if (index >= 0) this.context.post_render_callbacks.splice(index, 1);
880
- this.unbindEvents();
881
- }
882
-
883
- private onLostFocus = () => {
884
- for (const kp in this.keysPressed) {
885
- this.keysPressed[kp].pressed = false;
886
- }
887
- }
888
-
889
- private readonly _receivedPointerMoveEventsThisFrame = new Array<number>;
890
-
891
- private onEndOfFrame = () => {
892
- this._receivedPointerMoveEventsThisFrame.length = 0;
893
- for (let i = 0; i < this._pointerUp.length; i++)
894
- this._pointerUp[i] = false;
895
- for (let i = 0; i < this._pointerDown.length; i++)
896
- this._pointerDown[i] = false;
897
- for (let i = 0; i < this._pointerClick.length; i++)
898
- this._pointerClick[i] = false;
899
- for (let i = 0; i < this._pointerDoubleClick.length; i++)
900
- this._pointerDoubleClick[i] = false;
901
- for (const pt of this._pointerPositionsDelta)
902
- pt.set(0, 0);
903
- for (let i = 0; i < this._mouseWheelChanged.length; i++)
904
- this._mouseWheelChanged[i] = false;
905
- for (let i = 0; i < this._mouseWheelDeltaY.length; i++)
906
- this._mouseWheelDeltaY[i] = 0;
907
- }
908
-
909
- private canReceiveInput(evt: Event) {
910
- // If the user has HTML objects ontop of the canvas
911
- // if(evt.target === this.context.renderer.domElement) return true;
912
- // const css = window.getComputedStyle(evt.target as HTMLElement);
913
- // if(css.pointerEvents === "all") return false;
914
- // We only check the target elements here since the canvas may be overlapped by other elements
915
- // in which case we do not want to use the input (e.g. if a HTML element is being triggered)
916
- if (evt.target === this.context.renderer?.domElement) return true;
917
- if (evt.target === this.context.domElement) return true;
918
-
919
- // if we are in AR we always want to receive touches because the canvas is the whole screen.
920
- // See https://linear.app/needle/issue/NE-4345
921
- if (this.context.isInAR) {
922
- return true;
923
- }
924
-
925
- // looks like in Mozilla WebXR viewer the target element is the body
926
- if (this.context.isInAR && evt.target === document.body && DeviceUtilities.isMozillaXR()) return true;
927
-
928
- if (debug) console.warn("CanReceiveInput:False for", evt.target);
929
- return false;
930
- }
931
-
932
- private onContextMenu = (evt: Event) => {
933
- if (this.canReceiveInput(evt) === false)
934
- return;
935
- if (evt instanceof PointerEvent) {
936
- // for longpress on touch there might open a context menu
937
- // in which case we set the pointer pressed back to false (resetting the pressed pointer)
938
- // we need to emit a pointer up event here as well
939
- if (evt.pointerType === "touch") {
940
- // for (const index in this._pointerPressed) {
941
- // if (this._pointerTypes[index] === PointerType.Touch) {
942
- // // this._pointerPressed[index] = false;
943
- // // this throws orbit controls?
944
- // // const ne = this.createPointerEventFromTouch("pointerup", parseInt(index), this._pointerPositions[index].x, this._pointerPositions[index].y, 0, evt);
945
- // // this.onUp(ne);
946
- // }
947
- // }
948
- }
949
- }
950
- }
951
-
952
- private keysPressed: { [key: KeyCode | string]: { pressed: boolean, frame: number, startFrame: number, key: string, code: KeyCode | string } } = {};
953
-
954
- private onKeyDown = (evt: KeyboardEvent) => {
955
- if (debug) console.log(`key down ${evt.code}, ${this.context.application.hasFocus}`, evt);
956
- if (!this.context.application.hasFocus)
957
- return;
958
- const ex = this.keysPressed[evt.code];
959
- if (ex && ex.pressed) return;
960
- this.keysPressed[evt.code] = { pressed: true, frame: this.context.time.frameCount + 1, startFrame: this.context.time.frameCount + 1, key: evt.key, code: evt.code };
961
- const ne = new NEKeyboardEvent(InputEvents.KeyDown, evt, evt);
962
- this.onDispatchEvent(ne);
963
- }
964
- private onKeyPressed = (evt: KeyboardEvent) => {
965
- if (!this.context.application.hasFocus)
966
- return;
967
- const p = this.keysPressed[evt.code];
968
- if (!p) return;
969
- p.pressed = true;
970
- p.frame = this.context.time.frameCount + 1;
971
- const ne = new NEKeyboardEvent(InputEvents.KeyPressed, evt, evt);
972
- this.onDispatchEvent(ne);
973
-
974
- }
975
- private onKeyUp = (evt: KeyboardEvent) => {
976
- if (!this.context.application.hasFocus)
977
- return;
978
- const p = this.keysPressed[evt.code];
979
- if (!p) return;
980
- p.pressed = false;
981
- p.frame = this.context.time.frameCount + 1;
982
- const ne = new NEKeyboardEvent(InputEvents.KeyUp, evt, evt);
983
- this.onDispatchEvent(ne);
984
- }
985
-
986
- private onWheelWindow = (evt: WheelEvent) => {
987
- // check if we are in pointer lock mode
988
- if (document.pointerLockElement) {
989
- // only if yes we want to use the mouse wheel as a pointer event
990
- this.onMouseWheel(evt);
991
- }
992
- };
993
- private onMouseWheel = (evt: WheelEvent) => {
994
- if (this.canReceiveInput(evt) === false) return;
995
- if (this._mouseWheelDeltaY.length <= 0) this._mouseWheelDeltaY.push(0);
996
- if (this._mouseWheelChanged.length <= 0) this._mouseWheelChanged.push(false);
997
- this._mouseWheelChanged[0] = true;
998
- const current = this._mouseWheelDeltaY[0];
999
- this._mouseWheelDeltaY[0] = current + evt.deltaY;
1000
- }
1001
- private onPointerDown = (evt: PointerEvent) => {
1002
- if (this.context.isInAR) return;
1003
- if (this.canReceiveInput(evt) === false) return;
1004
- if (evt.target instanceof HTMLElement) {
1005
- evt.target.setPointerCapture(evt.pointerId);
1006
- }
1007
- const id = this.getPointerId(evt);
1008
- if (debug) showBalloonMessage(`pointer down #${id}, identifier:${evt.pointerId}`);
1009
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
1010
- const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType as PointerTypeNames, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
1011
- this.onDown(ne);
1012
- }
1013
- private onPointerMove = (evt: PointerEvent) => {
1014
- if (this.context.isInAR) return;
1015
-
1016
- // Prevent multiple pointerMove events per frame
1017
- if (this._receivedPointerMoveEventsThisFrame.includes(evt.pointerId)) return;
1018
- this._receivedPointerMoveEventsThisFrame.push(evt.pointerId);
1019
-
1020
- // We want to keep receiving move events until pointerUp and not stop handling events just because we're hovering over *some* HTML element
1021
- // if (this.canReceiveInput(evt) === false) return;
1022
-
1023
- let button = evt.button;
1024
- if (evt.pointerType === "mouse") {
1025
- const pressedButton = this.getFirstPressedButtonForPointer(0);
1026
- button = pressedButton ?? 0;
1027
- }
1028
- const id = this.getPointerId(evt, button);
1029
- if (button === -1) {
1030
- button = id;
1031
- }
1032
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
1033
- const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType as PointerTypeNames, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
1034
- this.onMove(ne);
1035
- }
1036
- private onPointerCancel = (evt: PointerEvent) => {
1037
- if (this.context.isInAR) return;
1038
- if (debug) console.log("Pointer cancel", evt);
1039
- // we treat this as an up event for now to make sure we don't have any pointers stuck in a pressed state etc. Technically we dont want to invoke a up event for cancels...
1040
- this.onPointerUp(evt);
1041
- }
1042
- private onPointerUp = (evt: PointerEvent) => {
1043
- if (this.context.isInAR) return;
1044
- if (evt.target instanceof HTMLElement) {
1045
- evt.target.releasePointerCapture(evt.pointerId);
1046
- }
1047
- // the pointer up event should always be handled
1048
- // if (this.canReceiveInput(evt) === false) return;
1049
- const id = this.getPointerId(evt);
1050
- // if (!this.isNewEvent(evt.timeStamp, id, this._pointerUpTimestamp)) return;
1051
- const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType as PointerTypeNames, buttonName: this.getButtonName(evt), device: this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY), pressure: evt.pressure });
1052
- this.onUp(ne);
1053
- this._pointerIds[id] = -1;
1054
- if (debug) console.log("ID=" + id, "PointerId=" + evt.pointerId, "ALL:", [...this._pointerIds]);
1055
- }
1056
-
1057
- private getPointerId(evt: PointerEvent, button?: number): number {
1058
- if (evt.pointerType === "mouse") return 0 + (button ?? evt.button);
1059
- return this.getPointerIndex(evt.pointerId);
1060
- }
1061
- private getButtonName(evt: PointerEvent): MouseButtonName | "unknown" {
1062
- const button = evt.button;
1063
- if (evt.pointerType === "mouse") {
1064
- switch (button) {
1065
- case 0: return "left";
1066
- case 1: return "middle";
1067
- case 2: return "right";
1068
- }
1069
- }
1070
- return "unknown";
1071
- }
1072
-
1073
- // the touch events are currently only used for AR support on android
1074
- private onTouchStart = (evt: TouchEvent) => {
1075
- if (!this.context.isInAR) return;
1076
- for (let i = 0; i < evt.changedTouches.length; i++) {
1077
- const touch = evt.changedTouches[i];
1078
- const id = this.getPointerIndex(touch.identifier);
1079
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
1080
- const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
1081
- this.onDown(ne);
1082
- };
1083
- };
1084
- private onTouchMove = (evt: TouchEvent) => {
1085
- if (!this.context.isInAR) return;
1086
- for (let i = 0; i < evt.changedTouches.length; i++) {
1087
- const touch = evt.changedTouches[i];
1088
- const id = this.getPointerIndex(touch.identifier);
1089
- const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
1090
- const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
1091
- this.onMove(ne);
1092
- };
1093
- }
1094
- private onTouchEnd = (evt: TouchEvent) => {
1095
- if (!this.context.isInAR) return;
1096
- for (let i = 0; i < evt.changedTouches.length; i++) {
1097
- const touch = evt.changedTouches[i];
1098
- const id = this.getPointerIndex(touch.identifier);
1099
- const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY), pressure: touch.force });
1100
- this.onUp(ne);
1101
- this._pointerIds[id] = -1;
1102
- };
1103
- }
1104
-
1105
- private readonly tempNearPlaneVector = new Vector3();
1106
- private readonly tempFarPlaneVector = new Vector3();
1107
- private readonly tempLookMatrix = new Matrix4();
1108
- private getAndUpdateSpatialObjectForScreenPosition(id: number, screenX: number, screenY: number): IGameObject {
1109
- let space = this._pointerSpace[id]
1110
- if (!space) {
1111
- space = new Object3D() as unknown as IGameObject;
1112
- this._pointerSpace[id] = space;
1113
- }
1114
- this._pointerSpace[id] = space;
1115
- const camera = this.context.mainCamera;
1116
- if (camera) {
1117
- const pointOnNearPlane = this.tempNearPlaneVector.set(screenX, screenY, -1);
1118
- this.convertScreenspaceToRaycastSpace(pointOnNearPlane);
1119
- const pointOnFarPlane = this.tempFarPlaneVector.set(pointOnNearPlane.x, pointOnNearPlane.y, 1);
1120
- pointOnNearPlane.unproject(camera);
1121
- pointOnFarPlane.unproject(camera);
1122
- const worldUp = (camera as any as IGameObject).worldUp || getTempVector(0, 1, 0).applyQuaternion(getWorldQuaternion(camera))
1123
- this.tempLookMatrix.lookAt(pointOnFarPlane, pointOnNearPlane, worldUp);
1124
- space.position.set(pointOnNearPlane.x, pointOnNearPlane.y, pointOnNearPlane.z);
1125
- space.quaternion.setFromRotationMatrix(this.tempLookMatrix);
1126
- }
1127
- return space;
1128
- }
1129
-
1130
- // Prevent the same event being handled twice (e.g. on touch we get a mouseUp and touchUp evt with the same timestamp)
1131
- // private isNewEvent(timestamp: number, index: number, arr: number[]): boolean {
1132
- // while (arr.length <= index) arr.push(-1);
1133
- // if (timestamp === arr[index]) return false;
1134
- // arr[index] = timestamp;
1135
- // return true;
1136
- // }
1137
-
1138
- private isInRect(e: { clientX: number, clientY: number }): boolean {
1139
- if (this.context.isInXR) return true;
1140
- const rect = this.context.domElement.getBoundingClientRect();
1141
- const px = e.clientX;
1142
- const py = e.clientY;
1143
- const isInRect = px >= rect.x && px <= rect.right && py >= rect.y && py <= rect.bottom;
1144
- if (debug && !isInRect) console.log("Not in rect", rect, px, py);
1145
- return isInRect;
1146
-
1147
- }
1148
-
1149
- private onDown(evt: NEPointerEvent) {
1150
- const index = evt.pointerId;
1151
- if (this.getPointerPressed(index)) {
1152
- console.warn(`Received pointerDown for pointerId that is already pressed: ${index}`, debug ? evt : '');
1153
- }
1154
- if (debug) console.log(evt.pointerType, "DOWN", index);
1155
- if (!this.isInRect(evt)) return;
1156
- // if (this.isMouseEventFromTouch(evt)) return;
1157
-
1158
- this.setPointerState(index, this._pointerPressed, true);
1159
- this.setPointerState(index, this._pointerDown, true);
1160
- this.setPointerStateT(index, this._pointerEvent, evt.source);
1161
-
1162
- while (index >= this._pointerTypes.length) this._pointerTypes.push(evt.pointerType);
1163
- this._pointerTypes[index] = evt.pointerType;
1164
-
1165
- while (index >= this._pointerPositionDown.length) this._pointerPositionDown.push(new Vector3());
1166
- this._pointerPositionDown[index].set(evt.clientX, evt.clientY, evt.clientZ ?? 0);
1167
- while (index >= this._pointerPositions.length) this._pointerPositions.push(new Vector2());
1168
- this._pointerPositions[index].set(evt.clientX, evt.clientY);
1169
-
1170
- if (index >= this._pointerDownTime.length) this._pointerDownTime.push(0);
1171
- this._pointerDownTime[index] = this.context.time.realtimeSinceStartup;
1172
-
1173
- this.updatePointerPosition(evt);
1174
-
1175
- this._pointerEventsPressed.push(evt);
1176
- this.onDispatchEvent(evt);
1177
- }
1178
- // moveEvent?: Event;
1179
- private onMove(evt: NEPointerEvent) {
1180
- const index = evt.pointerId;
1181
-
1182
- const isDown = this.getPointerPressed(index);
1183
- if (isDown === false && !this.isInRect(evt)) return;
1184
- if (evt.pointerType === PointerType.Touch && !isDown) return;
1185
- // if (this.isMouseEventFromTouch(evt)) return;
1186
- // if (debug) console.log(evt.pointerType, "MOVE", index, "hasSpace=" + evt.space != null);
1187
-
1188
- this.updatePointerPosition(evt);
1189
- this.setPointerStateT(index, this._pointerEvent, evt.source);
1190
- this.onDispatchEvent(evt);
1191
- }
1192
- private onUp(evt: NEPointerEvent) {
1193
- const index = evt.pointerId;
1194
- const wasDown = this.getPointerPressed(index);
1195
- if (!wasDown) {
1196
- if (debug) console.log(evt.pointerType, "UP", index, "was not down");
1197
- return;
1198
- }
1199
- // if (this.isMouseEventFromTouch(evt)) return;
1200
- if (debug) console.log(evt.pointerType, "UP", index);
1201
-
1202
- this.setPointerState(index, this._pointerPressed, false);
1203
- this.setPointerStateT(index, this._pointerEvent, evt.source);
1204
- this.setPointerState(index, this._pointerUp, true);
1205
-
1206
- this.updatePointerPosition(evt);
1207
-
1208
- for (let i = this._pointerEventsPressed.length - 1; i >= 0; i--) {
1209
- const ptr = this._pointerEventsPressed[i];
1210
- if (ptr.pointerId === index) {
1211
- this._pointerEventsPressed.splice(i, 1);
1212
- break;
1213
- }
1214
- }
1215
-
1216
- if (!this._pointerPositionDown[index]) {
1217
- if (debug) showBalloonWarning("Received pointer up event without matching down event for button: " + index);
1218
- console.warn("Received pointer up event without matching down event for button: " + index)
1219
- return;
1220
- }
1221
-
1222
-
1223
- const lastUpTime = this._pointerUpTime[index];
1224
- const downTime = this._pointerDownTime[index];
1225
- const upTime = this.context.time.realtimeSinceStartup;
1226
- const dt = upTime - downTime;
1227
- if (index >= this._pointerUpTime.length) this._pointerUpTime.push(-99);
1228
- this._pointerUpTime[index] = upTime;
1229
-
1230
- // If the time from down to up is less than 1 second check if it was a click
1231
- if (dt < 1) {
1232
- let dx = evt.clientX - this._pointerPositionDown[index].x;
1233
- let dy = evt.clientY - this._pointerPositionDown[index].y;
1234
- let dz = 0;
1235
- if (evt.isSpatial && evt.clientZ != undefined) {
1236
- dz = evt.clientZ - this._pointerPositionDown[index].z;
1237
- // spatial clicks remapping
1238
- dx *= 200;
1239
- dy *= 200;
1240
- dz *= 200;
1241
- }
1242
-
1243
- if (Math.abs(dx) < 5 && Math.abs(dy) < 5 && Math.abs(dz) < 5) {
1244
- this.setPointerState(index, this._pointerClick, true);
1245
- evt.isClick = true;
1246
-
1247
- // handle double click
1248
- const dt = upTime - lastUpTime;
1249
- if (debug) console.log("CLICK", index, dx, dy, dz, dt)
1250
- if (dt < this._doubleClickTimeThreshold && dt > 0) {
1251
- this.setPointerState(index, this._pointerDoubleClick, true);
1252
- evt.isDoubleClick = true;
1253
- }
1254
- }
1255
- }
1256
-
1257
-
1258
- this.onDispatchEvent(evt);
1259
- }
1260
-
1261
- private updatePointerPosition(evt: NEPointerEvent) {
1262
- const index = evt.pointerId;
1263
-
1264
- while (index >= this._pointerPositions.length) this._pointerPositions.push(new Vector2());
1265
- while (index >= this._pointerPositionsLastFrame.length) this._pointerPositionsLastFrame.push(new Vector2());
1266
- while (index >= this._pointerPositionsDelta.length) this._pointerPositionsDelta.push(new Vector2());
1267
-
1268
- const lf = this._pointerPositionsLastFrame[index];
1269
- lf.copy(this._pointerPositions[index]);
1270
- // accumulate delta (it's reset in end of frame), if we just write it here it's not correct when the browser console is open
1271
- const delta = this._pointerPositionsDelta[index];
1272
- let dx = evt.clientX - lf.x;
1273
- let dy = evt.clientY - lf.y;
1274
- // if pointer is locked, clientX and Y are not changed, but Movement is.
1275
- if (evt.source instanceof MouseEvent || evt.source instanceof TouchEvent) {
1276
- const source = evt.source as PointerEvent;
1277
- if (dx === 0 && source.movementX !== 0)
1278
- dx = source.movementX || 0;
1279
- if (dy === 0 && source.movementY !== 0)
1280
- dy = source.movementY || 0;
1281
- }
1282
- delta.x += dx;
1283
- delta.y += dy;
1284
-
1285
- this._pointerPositions[index].x = evt.clientX;
1286
- this._pointerPositions[index].y = evt.clientY;
1287
-
1288
- // we want to have the position 01 on the canvas for raycasting
1289
- const px = evt.clientX;
1290
- const py = evt.clientY;
1291
- while (index >= this._pointerPositionsRC.length) this._pointerPositionsRC.push(new Vector2());
1292
- const rc = this._pointerPositionsRC[index];
1293
- rc.set(px, py);
1294
- this.convertScreenspaceToRaycastSpace(rc);
1295
- // console.log(this.context.alias, rc);
1296
- // this._pointerPositionsRC[evt.button].x = (px - this.context.domX) / this.context.domWidth * 2 - 1;
1297
- // this._pointerPositionsRC[evt.button].y = -((py - this.context.domY) / this.context.domHeight) * 2 + 1;
1298
- // console.log(evt.button)
1299
- }
1300
-
1301
- /** get the next free id */
1302
- private getPointerIndex(pointerId: number) {
1303
- // test if theres a pointer with the id
1304
- let firstFreeIndex = -1;
1305
- for (let i = 0; i < this._pointerIds.length; i++) {
1306
- if (this._pointerIds[i] === pointerId) return i;
1307
- else if (firstFreeIndex === -1 && this._pointerIds[i] === -1) {
1308
- firstFreeIndex = i;
1309
- }
1310
- }
1311
- // if not take the free slot if any
1312
- if (firstFreeIndex !== -1) {
1313
- this._pointerIds[firstFreeIndex] = pointerId;
1314
- return firstFreeIndex;
1315
- }
1316
- if (debug) console.log("PUSH pointerId:", pointerId)
1317
- this._pointerIds.push(pointerId);
1318
- return this._pointerIds.length - 1;
1319
- }
1320
-
1321
- private setPointerState(index: number, arr: boolean[], value: boolean) {
1322
- arr[index] = value;
1323
- }
1324
-
1325
- private setPointerStateT<T>(index: number, arr: T[], value: T) {
1326
- // while (arr.length <= index) arr.push(null as any);
1327
- arr[index] = value;
1328
- return value;
1329
- }
1330
-
1331
- private onDispatchEvent(evt: NEPointerEvent | NEKeyboardEvent) {
1332
- const prevContext = Context.Current;
1333
- try {
1334
- Context.Current = this.context;
1335
- this.dispatchEvent(evt);
1336
- }
1337
- finally {
1338
- Context.Current = prevContext;
1339
- }
1340
- }
1341
- }
1342
-
1343
- export declare type KeyCode =
1344
- | "Tab"
1345
- | "Enter"
1346
- | "ShiftLeft"
1347
- | "ShiftRight"
1348
- | "ControlLeft"
1349
- | "ControlRight"
1350
- | "AltLeft"
1351
- | "AltRight"
1352
- | "Pause"
1353
- | "CapsLock"
1354
- | "Escape"
1355
- | "Space"
1356
- | "PageUp"
1357
- | "PageDown"
1358
- | "End"
1359
- | "Home"
1360
- | "ArrowLeft"
1361
- | "ArrowUp"
1362
- | "ArrowRight"
1363
- | "ArrowDown"
1364
- | "Insert"
1365
- | "Delete"
1366
- | "Digit0"
1367
- | "Digit1"
1368
- | "Digit2"
1369
- | "Digit3"
1370
- | "Digit4"
1371
- | "Digit5"
1372
- | "Digit6"
1373
- | "Digit7"
1374
- | "Digit8"
1375
- | "Digit9"
1376
- | "KeyA"
1377
- | "KeyB"
1378
- | "KeyC"
1379
- | "KeyD"
1380
- | "KeyE"
1381
- | "KeyF"
1382
- | "KeyG"
1383
- | "KeyH"
1384
- | "KeyI"
1385
- | "KeyJ"
1386
- | "KeyK"
1387
- | "KeyL"
1388
- | "KeyM"
1389
- | "KeyN"
1390
- | "KeyO"
1391
- | "KeyP"
1392
- | "KeyQ"
1393
- | "KeyR"
1394
- | "KeyS"
1395
- | "KeyT"
1396
- | "KeyU"
1397
- | "KeyV"
1398
- | "KeyW"
1399
- | "KeyX"
1400
- | "KeyY"
1401
- | "KeyZ"
1402
- | "Select"
1403
- | "Numpad0"
1404
- | "Numpad1"
1405
- | "Numpad2"
1406
- | "Numpad3"
1407
- | "Numpad4"
1408
- | "Numpad5"
1409
- | "Numpad6"
1410
- | "Numpad7"
1411
- | "Numpad8"
1412
- | "Numpad9"
1413
- | "Multiply"
1414
- | "Add"
1415
- | "Subtract"
1416
- | "Decimal"
1417
- | "Divide"
1418
- | "F1"
1419
- | "F2"
1420
- | "F3"
1421
- | "F4"
1422
- | "F5"
1423
- | "F6"
1424
- | "F7"
1425
- | "F8"
1426
- | "F9"
1427
- | "F10"
1428
- | "F11"
1429
- | "F12";
1430
-
1431
- // KEY_1 = 49,
1432
- // KEY_2 = 50,
1433
- // KEY_3 = 51,
1434
- // KEY_4 = 52,
1435
- // KEY_5 = 53,
1436
- // KEY_6 = 54,
1437
- // KEY_7 = 55,
1438
- // KEY_8 = 56,
1439
- // KEY_9 = 57,
1440
- // KEY_A = 65,
1441
- // KEY_B = 66,
1442
- // KEY_C = 67,
1443
- // KEY_D = "d",
1444
- // KEY_E = 69,
1445
- // KEY_F = 70,
1446
- // KEY_G = 71,
1447
- // KEY_H = 72,
1448
- // KEY_I = 73,
1449
- // KEY_J = 74,
1450
- // KEY_K = 75,
1451
- // KEY_L = 76,
1452
- // KEY_M = 77,
1453
- // KEY_N = 78,
1454
- // KEY_O = 79,
1455
- // KEY_P = 80,
1456
- // KEY_Q = 81,
1457
- // KEY_R = 82,
1458
- // KEY_S = 83,
1459
- // KEY_T = 84,
1460
- // KEY_U = 85,
1461
- // KEY_V = 86,
1462
- // KEY_W = 87,
1463
- // KEY_X = 88,
1464
- // KEY_Y = 89,
1465
- // KEY_Z = 90,
1466
- // LEFT_META = 91,
1467
- // RIGHT_META = 92,
1468
- // SELECT = 93,
1469
- // NUMPAD_0 = 96,
1470
- // NUMPAD_1 = 97,
1471
- // NUMPAD_2 = 98,
1472
- // NUMPAD_3 = 99,
1473
- // NUMPAD_4 = 100,
1474
- // NUMPAD_5 = 101,
1475
- // NUMPAD_6 = 102,
1476
- // NUMPAD_7 = 103,
1477
- // NUMPAD_8 = 104,
1478
- // NUMPAD_9 = 105,
1479
- // MULTIPLY = 106,
1480
- // ADD = 107,
1481
- // SUBTRACT = 109,
1482
- // DECIMAL = 110,
1483
- // DIVIDE = 111,
1484
- // F1 = 112,
1485
- // F2 = 113,
1486
- // F3 = 114,
1487
- // F4 = 115,
1488
- // F5 = 116,
1489
- // F6 = 117,
1490
- // F7 = 118,
1491
- // F8 = 119,
1492
- // F9 = 120,
1493
- // F10 = 121,
1494
- // F11 = 122,
1495
- // F12 = 123,
1496
- // NUM_LOCK = 144,
1497
- // SCROLL_LOCK = 145,
1498
- // SEMICOLON = 186,
1499
- // EQUALS = 187,
1500
- // COMMA = 188,
1501
- // DASH = 189,
1502
- // PERIOD = 190,
1503
- // FORWARD_SLASH = 191,
1504
- // GRAVE_ACCENT = 192,
1505
- // OPEN_BRACKET = 219,
1506
- // BACK_SLASH = 220,
1507
- // CLOSE_BRACKET = 221,
1
+ import { Intersection, Matrix4, Object3D, Ray, Vector2, Vector3 } from 'three';
2
+
3
+ import { showBalloonMessage, showBalloonWarning } from './debug/debug.js';
4
+ import { Context } from './engine_setup.js';
5
+ import { getTempVector, getWorldQuaternion } from './engine_three_utils.js';
6
+ import type { ButtonName, CursorTypeName, IGameObject, IInput, MouseButtonName, Vec2 } from './engine_types.js';
7
+ import { DeviceUtilities, type EnumToPrimitiveUnion, getParam } from './engine_utils.js';
8
+
9
+ const debug = getParam("debuginput");
10
+
11
+
12
+ export const enum PointerType {
13
+ Mouse = "mouse",
14
+ Touch = "touch",
15
+ Controller = "controller",
16
+ Hand = "hand"
17
+ }
18
+ export type PointerTypeNames = EnumToPrimitiveUnion<PointerType>;
19
+
20
+ const enum PointerEnumType {
21
+ PointerDown = "pointerdown",
22
+ PointerUp = "pointerup",
23
+ PointerMove = "pointermove",
24
+ }
25
+ const enum KeyboardEnumType {
26
+ KeyDown = "keydown",
27
+ KeyUp = "keyup",
28
+ KeyPressed = "keypress"
29
+ }
30
+
31
+ export const enum InputEvents {
32
+ PointerDown = "pointerdown",
33
+ PointerUp = "pointerup",
34
+ PointerMove = "pointermove",
35
+ KeyDown = "keydown",
36
+ KeyUp = "keyup",
37
+ KeyPressed = "keypress"
38
+ }
39
+
40
+ /** e.g. `pointerdown` */
41
+ type PointerEventNames = EnumToPrimitiveUnion<PointerEnumType>;
42
+ type KeyboardEventNames = EnumToPrimitiveUnion<KeyboardEnumType>;
43
+ export type InputEventNames = PointerEventNames | KeyboardEventNames;
44
+
45
+ declare type PointerEventListener = (evt: NEPointerEvent) => void;
46
+ declare type KeyboardEventListener = (evt: NEKeyboardEvent) => void;
47
+ declare type InputEventListener = PointerEventListener | KeyboardEventListener;
48
+
49
+
50
+
51
+ export declare type NEPointerEventInit = PointerEventInit &
52
+ {
53
+ clientZ?: number;
54
+ origin: object;
55
+ pointerId: number;
56
+ /** the index of the device */
57
+ deviceIndex: number;
58
+ pointerType: PointerTypeNames;
59
+ mode: XRTargetRayMode,
60
+ ray?: Ray;
61
+ /** The control object for this input. In the case of spatial devices the controller,
62
+ * otherwise a generated object in screen space. The object may not be in the scene. */
63
+ device: IGameObject;
64
+ buttonName: ButtonName | "none";
65
+ }
66
+
67
+ declare type OnPointerHitsEvent = (args: OnPointerHitEvent) => void;
68
+ declare type OnPointerHitEvent = {
69
+ /** The object that raised the event */
70
+ sender: object;
71
+ /** The pointer event that invoked the event */
72
+ event: NEPointerEvent;
73
+ /** The intersections that were generated from this event (or are associated with this event in any way) */
74
+ hits: Intersection[];
75
+ }
76
+ export interface IPointerHitEventReceiver {
77
+ onPointerHits: OnPointerHitsEvent;
78
+ }
79
+
80
+ /** An intersection that is potentially associated with a pointer event */
81
+ export declare type NEPointerEventIntersection = Intersection & { event?: NEPointerEvent };
82
+
83
+ /**
84
+ * The Needle Engine Pointer Event is a custom event that extends the PointerEvent. It holds additional information like the device index, the origin of the event, the mode of the event (e.g. screen or spatial), the ray in world space, the space of the device, and more.
85
+ */
86
+ export class NEPointerEvent extends PointerEvent {
87
+
88
+ /**
89
+ * Spatial input data
90
+ */
91
+ clientZ?: number;
92
+
93
+ /** the device index: mouse and touch are always 0, otherwise e.g. index of the connected Gamepad or XRController */
94
+ readonly deviceIndex: number;
95
+
96
+ /** The origin of the event contains a reference to the creator of this event.
97
+ * This can be the Needle Engine input system or e.g. a XR controller.
98
+ * Implement `onPointerHits` to receive the intersections of this event.
99
+ */
100
+ readonly origin: object & Partial<IPointerHitEventReceiver>;
101
+
102
+ /** the browser event that triggered this event (if any) */
103
+ readonly source: Event | null;
104
+
105
+ /** Is the pointer event created via a touch on screen or a spatial device like a XR controller or hand tracking? */
106
+ readonly mode: XRTargetRayMode | "transient-pointer";
107
+
108
+ /** Returns true if the input was emitted in 3D space (and not by e.g. clicking on a 2D screen). You can use {@link mode} if you need more information about the input source */
109
+ get isSpatial() {
110
+ return this.mode != "screen";
111
+ }
112
+
113
+ /** A ray in worldspace for the event.
114
+ * If the ray is undefined you can also use `space.worldForward` and `space.worldPosition` */
115
+ get ray(): Ray {
116
+ if (!this._ray) {
117
+ this._ray = new Ray(this.space.worldPosition.clone(), this.space.worldForward.clone());
118
+ }
119
+ return this._ray;
120
+ }
121
+ private set ray(value: Ray) { this._ray = value; }
122
+ /**@returns true if this event has a ray. If you access the ray property a ray will automatically created */
123
+ get hasRay() { return this._ray !== undefined; }
124
+ private _ray: Ray | undefined;
125
+
126
+ /** The device space (this object is not necessarily rendered in the scene but you can access or copy the matrix)
127
+ * E.g. you can access the input world space source position with `space.worldPosition` or world direction with `space.worldForward`
128
+ */
129
+ readonly space: IGameObject;
130
+
131
+ /** true if this event is a click */
132
+ isClick: boolean = false;
133
+ /** true if this event is a double click */
134
+ isDoubleClick: boolean = false;
135
+
136
+ /** @returns `true` if the event is marked to be used (when `use()` has been called). Default: `false` */
137
+ get used() { return this._used; }
138
+ private _used: boolean = false;
139
+ /** Call to mark an event to be used */
140
+ use() {
141
+ this._used = true;
142
+ }
143
+
144
+ /** Unique identifier for this input: a combination of the deviceIndex + button to uniquely identify the exact input (e.g. LeftController:Button0 = 0, RightController:Button1 = 11) */
145
+ override get pointerId(): number { return this._pointerid; }
146
+ private readonly _pointerid;
147
+
148
+ // this is set via the init arguments (we override it here for intellisense to show the string options)
149
+ /** What type of input created this event: touch, mouse, xr controller, xr hand tracking... */
150
+ override get pointerType(): PointerTypeNames { return this._pointerType; }
151
+ private readonly _pointerType: PointerTypeNames;
152
+
153
+ // this is set via the init arguments (we override it here for intellisense to show the string options)
154
+ /** The input that raised this event like `pointerdown` */
155
+ override get type(): InputEventNames { return this._type; }
156
+ private readonly _type: InputEventNames;
157
+
158
+ /** metadata can be used to associate additional information with the event */
159
+ readonly metadata = {}
160
+
161
+ /** intersections that were generated from this event (or are associated with this event in any way) */
162
+ readonly intersections = new Array<NEPointerEventIntersection>();
163
+
164
+ constructor(type: InputEvents | InputEventNames, source: Event | null, init: NEPointerEventInit) {
165
+ super(type, init);
166
+ this.clientZ = init.clientZ;
167
+ // apply the init arguments. Otherwise the arguments will be undefined in the bundled / published version of needle engine
168
+ // so we have to be careful if we override properties - we then also need to set them in the constructor
169
+ this._pointerid = init.pointerId;
170
+ this._pointerType = init.pointerType;
171
+ this._type = type;
172
+
173
+ this.deviceIndex = init.deviceIndex;
174
+ this.origin = init.origin;
175
+ this.source = source;
176
+ this.mode = init.mode;
177
+ this._ray = init.ray;
178
+ this.space = init.device;
179
+ }
180
+
181
+ private _immediatePropagationStopped = false;
182
+ get immediatePropagationStopped() {
183
+ return this._immediatePropagationStopped;
184
+ }
185
+ private _propagationStopped = false;
186
+ get propagationStopped() {
187
+ return this._immediatePropagationStopped || this._propagationStopped;
188
+ }
189
+
190
+ stopImmediatePropagation(): void {
191
+ this._immediatePropagationStopped = true;
192
+ super.stopImmediatePropagation();
193
+ this.source?.stopImmediatePropagation();
194
+ }
195
+ stopPropagation(): void {
196
+ this._propagationStopped = true;
197
+ super.stopPropagation();
198
+ this.source?.stopPropagation();
199
+ if (debug) console.warn("Stop propagation...", this.pointerId, this.pointerType)
200
+ }
201
+ }
202
+ export class NEKeyboardEvent extends KeyboardEvent {
203
+ source?: Event
204
+ constructor(type: InputEvents, source: Event, init: KeyboardEventInit) {
205
+ super(type, init)
206
+ this.source = source;
207
+ }
208
+ stopImmediatePropagation(): void {
209
+ super.stopImmediatePropagation();
210
+ this.source?.stopImmediatePropagation();
211
+ }
212
+ }
213
+
214
+ export class KeyEventArgs {
215
+ key: string;
216
+ keyType: string;
217
+ source?: Event;
218
+ constructor(evt: KeyboardEvent) {
219
+ this.key = evt.key;
220
+ this.keyType = evt.type;
221
+ this.source = evt;
222
+ }
223
+ }
224
+
225
+
226
+
227
+ export enum InputEventQueue {
228
+ Early = -100,
229
+ Default = 0,
230
+ Late = 100,
231
+ }
232
+
233
+ declare type EventListenerOptions = {
234
+ /** For addEventListener: The queue to add the listener to. Listeners in the same queue are called in the order they were added. Default is 0.
235
+ * For removeEventListener: The queue to remove the listener from. If no queue is specified the listener will be removed from all queues
236
+ */
237
+ queue?: InputEventQueue | number;
238
+ /** If true, the listener will be removed after it is invoked once. */
239
+ once?: boolean;
240
+ /** The listener will be removed when the given AbortSignal object's `abort()` method is called. If not specified, no AbortSignal is associated with the listener. */
241
+ signal?: AbortSignal;
242
+ }
243
+
244
+
245
+ type RegisteredEventListenerValue = Array<{ priority: number, listeners: Array<{ callback: InputEventListener, options: EventListenerOptions }> }>;
246
+
247
+ /**
248
+ * The input system is responsible for handling all input events like pointer events (mouse, touch, xr controllers) and keyboard events.
249
+ */
250
+ export class Input implements IInput {
251
+
252
+ /** This is a list of event listeners per event type (e.g. pointerdown, pointerup, keydown...). Each entry contains a priority and list of listeners.
253
+ * That way users can control if they want to receive events before or after other listeners (e.g subscribe to pointer events before the EventSystem receives them) - this allows certain listeners to be always invoked first (or last) and stop propagation
254
+ * Listeners per event are sorted
255
+ */
256
+ private readonly _eventListeners: Record<string, RegisteredEventListenerValue> = {};
257
+
258
+ /** Adds an event listener for the specified event type. The callback will be called when the event is triggered.
259
+ * @param type The event type to listen for
260
+ * @param callback The callback to call when the event is triggered
261
+ * @param options The options for adding the event listener.
262
+ * @example Basic usage:
263
+ * ```ts
264
+ * input.addEventListener("pointerdown", (evt) => {
265
+ * console.log("Pointer down", evt.pointerId, evt.pointerType);
266
+ * });
267
+ * ```
268
+ * @example Adding a listener that is called after all other listeners
269
+ * By using a higher value for the queue the listener will be called after other listeners (default queue is 0).
270
+ * ```ts
271
+ * input.addEventListener("pointerdown", (evt) => {
272
+ * console.log("Pointer down", evt.pointerId, evt.pointerType);
273
+ * }, { queue: 10 });
274
+ * ```
275
+ * @example Adding a listener that is only called once
276
+ * ```ts
277
+ * input.addEventListener("pointerdown", (evt) => {
278
+ * console.log("Pointer down", evt.pointerId, evt.pointerType);
279
+ * }, { once: true });
280
+ * ```
281
+ */
282
+ addEventListener(type: PointerEventNames, callback: PointerEventListener, options?: EventListenerOptions);
283
+ addEventListener(type: KeyboardEventNames, callback: KeyboardEventListener, options?: EventListenerOptions);
284
+ addEventListener(type: InputEvents | InputEventNames, callback: InputEventListener, options?: EventListenerOptions): void {
285
+ if (!this._eventListeners[type]) this._eventListeners[type] = [];
286
+
287
+ if (!callback || typeof callback !== "function") {
288
+ console.error("Invalid call to addEventListener: callback is required and must be a function!");
289
+ return;
290
+ }
291
+
292
+ if (!options) options = {};
293
+ // create a copy of the options object to avoid the original object being modified
294
+ else options = { ...options };
295
+
296
+ let queue = 0;
297
+ if (options?.queue != undefined) queue = options.queue;
298
+
299
+ const listeners = this._eventListeners[type];
300
+ const queueListeners = listeners.find(l => l.priority === queue);
301
+ if (!queueListeners) {
302
+ listeners.push({ priority: queue, listeners: [{ callback, options }] });
303
+ // ensure we sort the listeners by priority
304
+ listeners.sort((a, b) => a.priority - b.priority);
305
+ } else {
306
+ queueListeners.listeners.push({ callback, options });
307
+ }
308
+ }
309
+ /** Removes the event listener from the specified event type. If no queue is specified the listener will be removed from all queues.
310
+ * @param type The event type to remove the listener from
311
+ * @param callback The callback to remove
312
+ * @param options The options for removing the event listener
313
+ */
314
+ removeEventListener(type: PointerEventNames, callback: PointerEventListener, options?: EventListenerOptions);
315
+ removeEventListener(type: KeyboardEventNames, callback: KeyboardEventListener, options?: EventListenerOptions);
316
+ removeEventListener(type: InputEvents | InputEventNames, callback: InputEventListener, options?: EventListenerOptions): void {
317
+ if (!this._eventListeners[type]) return;
318
+ if (!callback) return;
319
+ const listeners = this._eventListeners[type];
320
+ // if a specific queue is requested the callback should only be removed from that queue
321
+ if (options?.queue != undefined) {
322
+ const queueListeners = listeners.find(l => l.priority === options.queue);
323
+ if (!queueListeners) return;
324
+ const index = queueListeners.listeners.findIndex(l => l.callback === callback);
325
+ if (index >= 0) queueListeners.listeners.splice(index, 1);
326
+ }
327
+ // if no queue is requested the callback will be removed from all queues
328
+ else {
329
+ for (const l of listeners) {
330
+ const index = l.listeners.findIndex(l => l.callback === callback);
331
+ if (index >= 0) l.listeners.splice(index, 1);
332
+ }
333
+ }
334
+ }
335
+ private dispatchEvent(evt: NEPointerEvent | NEKeyboardEvent) {
336
+ /** True when the next event queue should not be invoked */
337
+ let preventNextEventQueue = false;
338
+
339
+ // Handle keyboard event
340
+ if (evt instanceof NEKeyboardEvent) {
341
+ const listeners = this._eventListeners[evt.type];
342
+ if (listeners) {
343
+ for (const queue of listeners) {
344
+ for (let i = 0; i < queue.listeners.length; i++) {
345
+ const entry = queue.listeners[i];
346
+ // if the abort signal is aborted we remove the listener and will not invoke it
347
+ if (entry.options?.signal?.aborted) {
348
+ queue.listeners.splice(i, 1);
349
+ i--;
350
+ continue;
351
+ }
352
+ // if the event should only be invoked once then we remove the listener before invoking it
353
+ if (entry.options.once) {
354
+ queue.listeners.splice(i, 1);
355
+ i--;
356
+ }
357
+ (entry.callback as KeyboardEventListener)(evt);
358
+ }
359
+ }
360
+ }
361
+ }
362
+
363
+ // Hnadle pointer event
364
+ if (evt instanceof NEPointerEvent) {
365
+ const listeners = this._eventListeners[evt.type];
366
+ if (listeners) {
367
+ for (const queue of listeners) {
368
+ if (preventNextEventQueue) break;
369
+ for (let i = 0; i < queue.listeners.length; i++) {
370
+ const entry = queue.listeners[i];
371
+
372
+ // if the abort signal is aborted we remove the listener and will not invoke it
373
+ if (entry.options?.signal?.aborted) {
374
+ queue.listeners.splice(i, 1);
375
+ i--;
376
+ continue;
377
+ }
378
+ // if immediatePropagationStopped is true we stop propagation altogether
379
+ if (evt.immediatePropagationStopped) {
380
+ preventNextEventQueue = true;
381
+ if (debug) console.log("immediatePropagationStopped", evt.type);
382
+ break;
383
+ }
384
+ // if propagationStopped is true we continue invoking the current queue but then not invoke the next queue
385
+ else if (evt.propagationStopped) {
386
+ preventNextEventQueue = true;
387
+ if (debug) console.log("propagationStopped", evt.type);
388
+ // we do not break here but continue invoking the listeners in the queue
389
+ }
390
+
391
+ // if the event should only be invoked once then we remove the listener before invoking it
392
+ if (entry.options.once) {
393
+ queue.listeners.splice(i, 1);
394
+ i--;
395
+ }
396
+ (entry.callback as PointerEventListener)(evt);
397
+ }
398
+ }
399
+ }
400
+ }
401
+ }
402
+
403
+
404
+ _doubleClickTimeThreshold = .2;
405
+ _longPressTimeThreshold = 1;
406
+
407
+ get mousePosition(): Vector2 { return this._pointerPositions[0]; };
408
+ get mousePositionRC(): Vector2 { return this._pointerPositionsRC[0]; }
409
+ get mouseDown(): boolean { return this._pointerDown[0]; }
410
+ get mouseUp(): boolean { return this._pointerUp[0]; }
411
+ /** Is the primary pointer clicked (usually the left button). This is equivalent to `input.click` */
412
+ get mouseClick(): boolean { return this._pointerClick[0]; }
413
+ /** Was a double click detected for the primary pointer? This is equivalent to `input.doubleClick` */
414
+ get mouseDoubleClick(): boolean { return this._pointerDoubleClick[0]; }
415
+ get mousePressed(): boolean { return this._pointerPressed[0]; }
416
+ get mouseWheelChanged(): boolean { return this.getMouseWheelChanged(0); }
417
+
418
+ /** Is the primary pointer double clicked (usually the left button). This is equivalent to `input.mouseDoubleClick` */
419
+ get click(): boolean { return this._pointerClick[0]; }
420
+ /** Was a double click detected for the primary pointer? */
421
+ get doubleClick(): boolean { return this._pointerDoubleClick[0]; }
422
+
423
+ /**
424
+ * Get a connected Gamepad
425
+ * Note: For a gamepad to be available to the browser it must have received input before while the page was focused.
426
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
427
+ * @returns The gamepad or null if no gamepad is connected
428
+ */
429
+ getGamepad(index: number = 0): Gamepad | null {
430
+ if (typeof navigator !== "undefined" && "getGamepads" in navigator) {
431
+ return navigator.getGamepads()[index] || null;
432
+ }
433
+ return null;
434
+ }
435
+
436
+ private readonly _setCursorTypes: CursorTypeName[] = [];
437
+
438
+ /** @deprecated use setCursor("pointer") */
439
+ setCursorPointer() {
440
+ this.setCursor("pointer");
441
+ }
442
+ /** @deprecated use unsetCursor() */
443
+ setCursorNormal() {
444
+ this.unsetCursor("pointer");
445
+ }
446
+ /**
447
+ * Set a custom cursor. This will set the cursor type until unsetCursor is called
448
+ */
449
+ setCursor(type: CursorTypeName) {
450
+ this._setCursorTypes.push(type);
451
+ if (this._setCursorTypes.length > 10) {
452
+ this._setCursorTypes.shift();
453
+ }
454
+ this.updateCursor();
455
+ }
456
+ /**
457
+ * Unset a custom cursor. This will set the cursor type to the previous type or default
458
+ */
459
+ unsetCursor(type: CursorTypeName) {
460
+ for (let i = this._setCursorTypes.length - 1; i >= 0; i--) {
461
+ if (this._setCursorTypes[i] === type) {
462
+ this._setCursorTypes.splice(i, 1);
463
+ this.updateCursor();
464
+ break;
465
+ }
466
+ }
467
+ }
468
+ private updateCursor() {
469
+ if (this._setCursorTypes?.length == 0)
470
+ this.context.domElement.style.cursor = "default";
471
+ else this.context.domElement.style.cursor = this._setCursorTypes[this._setCursorTypes.length - 1];
472
+ }
473
+
474
+ /**
475
+ * Check if a pointer id is currently used.
476
+ */
477
+ getIsPointerIdInUse(pointerId: number) {
478
+ for (const evt of this._pointerEventsPressed) {
479
+ if (evt.pointerId === pointerId) {
480
+ if (evt.used) return true;
481
+ }
482
+ }
483
+ return false;
484
+ }
485
+ /** how many pointers are currently pressed */
486
+ getPointerPressedCount(): number {
487
+ let count = 0;
488
+ for (let i = 0; i < this._pointerPressed.length; i++) {
489
+ if (this._pointerPressed[i]) {
490
+ count++;
491
+ }
492
+ }
493
+ return count;
494
+ }
495
+
496
+ /**
497
+ * Gets the position of the given pointer index in pixel
498
+ * @param i The pointer index
499
+ * @returns The position of the pointer in pixel
500
+ */
501
+ getPointerPosition(i: number): Vector2 | null {
502
+ if (i >= this._pointerPositions.length) return null;
503
+ return this._pointerPositions[i];
504
+ }
505
+ getPointerPositionLastFrame(i: number): Vector2 | null {
506
+ if (i >= this._pointerPositionsLastFrame.length) return null;
507
+ return this._pointerPositionsLastFrame[i];
508
+ }
509
+ getPointerPositionDelta(i: number): Vector2 | null {
510
+ if (i >= this._pointerPositionsDelta.length) return null;
511
+ return this._pointerPositionsDelta[i];
512
+ }
513
+ /**
514
+ * The pointer position in screenspace coordinates (-1 to 1) where 0 is the center of the screen.
515
+ * This can be useful for e.g. raycasting (see https://threejs.org/docs/#api/en/core/Raycaster.setFromCamera)
516
+ */
517
+ getPointerPositionRC(i: number): Vector2 | null {
518
+ if (i >= this._pointerPositionsRC.length) return null;
519
+ return this._pointerPositionsRC[i];
520
+ }
521
+ getPointerDown(i: number): boolean {
522
+ if (i >= this._pointerDown.length) return false;
523
+ return this._pointerDown[i];
524
+ }
525
+ getPointerUp(i: number): boolean {
526
+ if (i >= this._pointerUp.length) return false;
527
+ return this._pointerUp[i];
528
+ }
529
+ getPointerPressed(i: number): boolean {
530
+ if (i >= this._pointerPressed.length) return false;
531
+ const res = this._pointerPressed[i];
532
+ // if (i === 0) console.log(...this._pointerIds);
533
+ return res;
534
+ }
535
+ getPointerClicked(i: number): boolean {
536
+ if (i >= this._pointerClick.length) return false;
537
+ return this._pointerClick[i];
538
+ }
539
+ getPointerDoubleClicked(i: number): boolean {
540
+ if (i >= this._pointerDoubleClick.length) return false;
541
+ return this._pointerDoubleClick[i];
542
+ }
543
+ getPointerDownTime(i: number): number {
544
+ if (i >= this._pointerDownTime.length) return -1;
545
+ return this._pointerDownTime[i];
546
+ }
547
+ getPointerUpTime(i: number): number {
548
+ if (i >= this._pointerUpTime.length) return -1;
549
+ return this._pointerUpTime[i];
550
+ }
551
+ getPointerLongPress(i: number): boolean {
552
+ if (i >= this._pointerDownTime.length) return false;
553
+ return this.getPointerPressed(i) && this.context.time.time - this._pointerDownTime[i] > this._longPressTimeThreshold;
554
+ }
555
+ getIsMouse(i: number): boolean {
556
+ if (i < 0 || i >= this._pointerTypes.length) return false;
557
+ return this._pointerTypes[i] === PointerType.Mouse;
558
+ }
559
+ getIsTouch(i: number): boolean {
560
+ if (i < 0 || i >= this._pointerTypes.length) return false;
561
+ return this._pointerTypes[i] === PointerType.Touch;
562
+ }
563
+ getTouchesPressedCount(): number {
564
+ let count = 0;
565
+ for (let i = 0; i < this._pointerPressed.length; i++) {
566
+ if (this._pointerPressed[i] && this.getIsTouch(i)) {
567
+ count++;
568
+ }
569
+ }
570
+ return count;
571
+ }
572
+ getMouseWheelChanged(i: number = 0): boolean {
573
+ if (i >= this._mouseWheelChanged.length) return false;
574
+ return this._mouseWheelChanged[i];
575
+ }
576
+ getMouseWheelDeltaY(i: number = 0): number {
577
+ if (i >= this._mouseWheelDeltaY.length) return 0;
578
+ return this._mouseWheelDeltaY[i];
579
+ }
580
+ getPointerEvent(i: number): Event | undefined {
581
+ if (i >= this._pointerEvent.length) return undefined;
582
+ return this._pointerEvent[i] ?? undefined;
583
+ }
584
+ *foreachPointerId(pointerType?: string | PointerType | string[] | PointerType[]): Generator<number> {
585
+ for (let i = 0; i < this._pointerTypes.length; i++) {
586
+ // check if the pointer is active
587
+ if (this._pointerIsActive(i)) {
588
+ // if specific pointer types are requested
589
+ if (pointerType !== undefined) {
590
+ const type = this._pointerTypes[i];
591
+ if (Array.isArray(pointerType)) {
592
+ let isInArray = false;
593
+ for (const t of pointerType) {
594
+ if (type === t) {
595
+ isInArray = true;
596
+ break;
597
+ }
598
+ }
599
+ if (!isInArray) continue;
600
+ } else {
601
+ if (pointerType !== type) continue;
602
+ }
603
+ }
604
+ yield i;
605
+ }
606
+ }
607
+ }
608
+ *foreachTouchId(): Generator<number> {
609
+ for (let i = 0; i < this._pointerTypes.length; i++) {
610
+ const type = this._pointerTypes[i];
611
+ if (type !== PointerType.Touch) continue;
612
+ if (this._pointerIsActive[i])
613
+ yield i;
614
+ }
615
+ }
616
+
617
+ private _pointerIsActive(index: number) {
618
+ if (index < 0) return false;
619
+ return this._pointerPressed[index] || this._pointerDown[index] || this._pointerUp[index];
620
+ }
621
+
622
+ private context: Context;
623
+
624
+ private _pointerDown: boolean[] = [false];
625
+ private _pointerUp: boolean[] = [false];
626
+ private _pointerClick: boolean[] = [false];
627
+ private _pointerDoubleClick: boolean[] = [false];
628
+ private _pointerPressed: boolean[] = [false];
629
+ private _pointerPositions: Vector2[] = [new Vector2()];
630
+ private _pointerPositionsLastFrame: Vector2[] = [new Vector2()];
631
+ private _pointerPositionsDelta: Vector2[] = [new Vector2()];
632
+ private _pointerPositionsRC: Vector2[] = [new Vector2()];
633
+ private _pointerPositionDown: Vector3[] = [new Vector3()];
634
+ private _pointerDownTime: number[] = [];
635
+ private _pointerUpTime: number[] = [];
636
+ private _pointerUpTimestamp: number[] = [];
637
+ private _pointerIds: number[] = [];
638
+ private _pointerTypes: string[] = [""];
639
+ private _mouseWheelChanged: boolean[] = [false];
640
+ private _mouseWheelDeltaY: number[] = [0];
641
+ private _pointerEvent: Event[] = [];
642
+ /** current pressed pointer events. Used to check if any of those events was used */
643
+ private _pointerEventsPressed: NEPointerEvent[] = [];
644
+ /** This is added/updated for pointers. screenspace pointers set this to the camera near plane */
645
+ private _pointerSpace: IGameObject[] = [];
646
+
647
+
648
+ private readonly _pressedStack = new Map<number, number[]>();
649
+ private onDownButton(pointerId: number, button: number) {
650
+ let stack = this._pressedStack.get(pointerId);
651
+ if (!stack) {
652
+ stack = [];
653
+ this._pressedStack.set(pointerId, stack);
654
+ }
655
+ stack.push(button);
656
+ }
657
+ private onReleaseButton(pointerId: number, button: number) {
658
+ const stack = this._pressedStack.get(pointerId);
659
+ if (!stack) return;
660
+ const index = stack.indexOf(button);
661
+ if (index >= 0) stack.splice(index, 1);
662
+ }
663
+ /** the first button that was down and is currently pressed */
664
+ getFirstPressedButtonForPointer(pointerId: number): number | undefined {
665
+ const stack = this._pressedStack.get(pointerId);
666
+ if (!stack) return undefined;
667
+ return stack[0];
668
+ }
669
+ /** the last (most recent) button that was down and is currently pressed */
670
+ getLatestPressedButtonForPointer(pointerId: number): number | undefined {
671
+ const stack = this._pressedStack.get(pointerId);
672
+ if (!stack) return undefined;
673
+ return stack[stack.length - 1];
674
+ }
675
+
676
+
677
+ /** Get a key (if any) that was just pressed this frame (this is only true for the frame it was pressed down) */
678
+ getKeyDown(): string | null;
679
+ /** Get true or false if the given key was pressed this frame */
680
+ getKeyDown(key: KeyCode | ({} & string)): boolean;
681
+ getKeyDown(key?: KeyCode | ({} & string)): boolean | string | null {
682
+ // If a key is provided check if it was pressed this frame
683
+ if (key !== undefined) {
684
+ return this.isKeyDown(key);
685
+ }
686
+ // If no key was provided get the first key that was pressed this frame
687
+ for (const key in this.keysPressed) {
688
+ const k = this.keysPressed[key];
689
+ if (k.startFrame === this.context.time.frameCount) return k.key;
690
+ }
691
+ return null;
692
+ }
693
+ /** Get a key (if any) that is currently being pressed (held down) */
694
+ getKeyPressed(): string | null;
695
+ /** Get true or false if the given key is pressed */
696
+ getKeyPressed(key: KeyCode | ({} & string)): boolean
697
+ getKeyPressed(key?: KeyCode | ({} & string)): boolean | string | null {
698
+ if (key !== undefined) {
699
+ return this.isKeyPressed(key);
700
+ }
701
+ for (const key in this.keysPressed) {
702
+ const k = this.keysPressed[key];
703
+ if (k.pressed)
704
+ return k.key;
705
+ }
706
+ return null;
707
+ }
708
+
709
+ /** Get a key (if any) that was released in this frame */
710
+ getKeyUp(): string | null;
711
+ /** Get true or false if the given key was released this frame */
712
+ getKeyUp(key: KeyCode | ({} & string)): boolean;
713
+ getKeyUp(key?: KeyCode | ({} & string)): boolean | string | null {
714
+
715
+ if (key !== undefined) {
716
+ return this.isKeyUp(key);
717
+ }
718
+ for (const key in this.keysPressed) {
719
+ const k = this.keysPressed[key];
720
+ if (k.pressed === false && k.frame === this.context.time.frameCount) return true;
721
+ return false;
722
+ }
723
+
724
+ return null;
725
+ }
726
+
727
+ isKeyDown(keyCode: KeyCode | ({} & string)) {
728
+ if (!this.context.application.isVisible || !this.context.application.hasFocus) return false;
729
+ const codes = this.getCodeForCommonKeyName(keyCode);
730
+ if (codes !== null) {
731
+ for (const code of codes) if (this.isKeyDown(code)) return true;
732
+ return false;
733
+ }
734
+ const k = this.keysPressed[keyCode];
735
+ if (!k) return false;
736
+ return k.startFrame === this.context.time.frameCount && k.pressed;
737
+ }
738
+ isKeyUp(keyCode: KeyCode | ({} & string)) {
739
+ if (!this.context.application.isVisible || !this.context.application.hasFocus) return false;
740
+ const codes = this.getCodeForCommonKeyName(keyCode);
741
+ if (codes !== null) {
742
+ for (const code of codes) if (this.isKeyUp(code)) return true;
743
+ return false;
744
+ }
745
+ const k = this.keysPressed[keyCode];
746
+ if (!k) return false;
747
+ return k.frame === this.context.time.frameCount && k.pressed === false;
748
+ }
749
+ isKeyPressed(keyCode: KeyCode | ({} & string)): boolean {
750
+ if (!this.context.application.isVisible || !this.context.application.hasFocus) return false;
751
+ const codes = this.getCodeForCommonKeyName(keyCode);
752
+ if (codes !== null) {
753
+ for (const code of codes) if (this.isKeyPressed(code)) return true;
754
+ return false;
755
+ }
756
+ const k = this.keysPressed[keyCode];
757
+ if (!k) return false;
758
+ return k.pressed || false;
759
+ }
760
+
761
+ // utility helper for mapping common names to actual codes; e.g. "Shift" -> "ShiftLeft" and "ShiftRight" or "a" -> "KeyA"
762
+ private getCodeForCommonKeyName(keyName: string): string[] | null {
763
+ if (keyName.length === 1) {
764
+ // check if this is a digit
765
+ if (keyName >= "0" && keyName <= "9")
766
+ return ["Digit" + keyName];
767
+ // check if this is a letter
768
+ if (keyName >= "a" && keyName <= "z")
769
+ return ["Key" + keyName.toUpperCase()];
770
+ if (keyName == " ")
771
+ return ["Space"];
772
+ }
773
+ switch (keyName) {
774
+ case "shift":
775
+ case "Shift":
776
+ return ["ShiftLeft", "ShiftRight"];
777
+ case "control":
778
+ case "Control":
779
+ return ["ControlLeft", "ControlRight"];
780
+ case "alt":
781
+ case "Alt":
782
+ return ["AltLeft", "AltRight"];
783
+ }
784
+ return null;
785
+ }
786
+
787
+ createInputEvent(args: NEPointerEvent) {
788
+ // TODO: technically we would need to check for circular invocations here!
789
+ switch (args.type) {
790
+ case InputEvents.PointerDown:
791
+ if (debug) showBalloonMessage("Create Pointer down");
792
+ this.onDownButton(args.deviceIndex, args.button);
793
+ this.onDown(args);
794
+ break;
795
+ case InputEvents.PointerMove:
796
+ if (debug) showBalloonMessage("Create Pointer move");
797
+ this.onMove(args);
798
+ break;
799
+ case InputEvents.PointerUp:
800
+ if (debug) showBalloonMessage("Create Pointer up");
801
+ this.onUp(args);
802
+ this.onReleaseButton(args.deviceIndex, args.button);
803
+ break;
804
+ }
805
+ }
806
+
807
+ convertScreenspaceToRaycastSpace<T extends Vec2 | Vector2>(vec2: T): T {
808
+ vec2.x = (vec2.x - this.context.domX) / this.context.domWidth * 2 - 1;
809
+ vec2.y = -((vec2.y - this.context.domY) / this.context.domHeight) * 2 + 1;
810
+ return vec2;
811
+ }
812
+
813
+ /** @internal */
814
+ constructor(context: Context) {
815
+ this.context = context;
816
+ this.context.post_render_callbacks.push(this.onEndOfFrame);
817
+ }
818
+
819
+ /** this is the html element we subscribed to for events */
820
+ private _htmlEventSource!: HTMLElement;
821
+
822
+ bindEvents() {
823
+ this.unbindEvents();
824
+
825
+ // we subscribe to the canvas element because we don't want to receive events when the user is interacting with the UI
826
+ // e.g. if we have slotted HTML elements in the needle engine DOM elements we don't want to receive input events for those
827
+ this._htmlEventSource = this.context.renderer.domElement;
828
+
829
+ window.addEventListener('contextmenu', this.onContextMenu);
830
+
831
+ this._htmlEventSource.addEventListener('pointerdown', this.onPointerDown, { passive: true });
832
+ window.addEventListener('pointermove', this.onPointerMove, { passive: true, capture: true, });
833
+ window.addEventListener('pointerup', this.onPointerUp, { passive: true });
834
+ window.addEventListener('pointercancel', this.onPointerCancel, { passive: true })
835
+
836
+ window.addEventListener("touchstart", this.onTouchStart, { passive: true });
837
+ window.addEventListener("touchmove", this.onTouchMove, { passive: true });
838
+ window.addEventListener("touchend", this.onTouchEnd, { passive: true });
839
+
840
+ this._htmlEventSource.addEventListener('wheel', this.onMouseWheel, { passive: true });
841
+ window.addEventListener("wheel", this.onWheelWindow, { passive: true })
842
+
843
+ window.addEventListener("keydown", this.onKeyDown, false);
844
+ window.addEventListener("keypress", this.onKeyPressed, false);
845
+ window.addEventListener("keyup", this.onKeyUp, false);
846
+
847
+ // e.g. when using sharex to capture we loose focus thus dont get e.g. key up events
848
+ window.addEventListener('blur', this.onLostFocus);
849
+ }
850
+
851
+ unbindEvents() {
852
+ for (const key in this._eventListeners) {
853
+ this._eventListeners[key].length = 0; // clear all listeners for this event
854
+ }
855
+
856
+ window.removeEventListener('contextmenu', this.onContextMenu);
857
+
858
+ this._htmlEventSource?.removeEventListener('pointerdown', this.onPointerDown);
859
+ window.removeEventListener('pointermove', this.onPointerMove);
860
+ window.removeEventListener('pointerup', this.onPointerUp);
861
+ window.removeEventListener('pointercancel', this.onPointerCancel);
862
+
863
+ window.removeEventListener("touchstart", this.onTouchStart);
864
+ window.removeEventListener("touchmove", this.onTouchMove);
865
+ window.removeEventListener("touchend", this.onTouchEnd);
866
+
867
+ this._htmlEventSource?.removeEventListener('wheel', this.onMouseWheel, false);
868
+ window.removeEventListener("wheel", this.onWheelWindow, false);
869
+
870
+ window.removeEventListener("keydown", this.onKeyDown, false);
871
+ window.removeEventListener("keypress", this.onKeyPressed, false);
872
+ window.removeEventListener("keyup", this.onKeyUp, false);
873
+
874
+ window.removeEventListener('blur', this.onLostFocus);
875
+ }
876
+
877
+ dispose() {
878
+ const index = this.context.post_render_callbacks.indexOf(this.onEndOfFrame);
879
+ if (index >= 0) this.context.post_render_callbacks.splice(index, 1);
880
+ this.unbindEvents();
881
+ }
882
+
883
+ private onLostFocus = () => {
884
+ for (const kp in this.keysPressed) {
885
+ this.keysPressed[kp].pressed = false;
886
+ }
887
+ }
888
+
889
+ private readonly _receivedPointerMoveEventsThisFrame = new Array<number>;
890
+
891
+ private onEndOfFrame = () => {
892
+ this._receivedPointerMoveEventsThisFrame.length = 0;
893
+ for (let i = 0; i < this._pointerUp.length; i++)
894
+ this._pointerUp[i] = false;
895
+ for (let i = 0; i < this._pointerDown.length; i++)
896
+ this._pointerDown[i] = false;
897
+ for (let i = 0; i < this._pointerClick.length; i++)
898
+ this._pointerClick[i] = false;
899
+ for (let i = 0; i < this._pointerDoubleClick.length; i++)
900
+ this._pointerDoubleClick[i] = false;
901
+ for (const pt of this._pointerPositionsDelta)
902
+ pt.set(0, 0);
903
+ for (let i = 0; i < this._mouseWheelChanged.length; i++)
904
+ this._mouseWheelChanged[i] = false;
905
+ for (let i = 0; i < this._mouseWheelDeltaY.length; i++)
906
+ this._mouseWheelDeltaY[i] = 0;
907
+ }
908
+
909
+ private canReceiveInput(evt: Event) {
910
+ // If the user has HTML objects ontop of the canvas
911
+ // if(evt.target === this.context.renderer.domElement) return true;
912
+ // const css = window.getComputedStyle(evt.target as HTMLElement);
913
+ // if(css.pointerEvents === "all") return false;
914
+ // We only check the target elements here since the canvas may be overlapped by other elements
915
+ // in which case we do not want to use the input (e.g. if a HTML element is being triggered)
916
+ if (evt.target === this.context.renderer?.domElement) return true;
917
+ if (evt.target === this.context.domElement) return true;
918
+
919
+ // if we are in AR we always want to receive touches because the canvas is the whole screen.
920
+ // See https://linear.app/needle/issue/NE-4345
921
+ if (this.context.isInAR) {
922
+ return true;
923
+ }
924
+
925
+ // looks like in Mozilla WebXR viewer the target element is the body
926
+ if (this.context.isInAR && evt.target === document.body && DeviceUtilities.isMozillaXR()) return true;
927
+
928
+ if (debug) console.warn("CanReceiveInput:False for", evt.target);
929
+ return false;
930
+ }
931
+
932
+ private onContextMenu = (evt: Event) => {
933
+ if (this.canReceiveInput(evt) === false)
934
+ return;
935
+ if (evt instanceof PointerEvent) {
936
+ // for longpress on touch there might open a context menu
937
+ // in which case we set the pointer pressed back to false (resetting the pressed pointer)
938
+ // we need to emit a pointer up event here as well
939
+ if (evt.pointerType === "touch") {
940
+ // for (const index in this._pointerPressed) {
941
+ // if (this._pointerTypes[index] === PointerType.Touch) {
942
+ // // this._pointerPressed[index] = false;
943
+ // // this throws orbit controls?
944
+ // // const ne = this.createPointerEventFromTouch("pointerup", parseInt(index), this._pointerPositions[index].x, this._pointerPositions[index].y, 0, evt);
945
+ // // this.onUp(ne);
946
+ // }
947
+ // }
948
+ }
949
+ }
950
+ }
951
+
952
+ private keysPressed: { [key: KeyCode | string]: { pressed: boolean, frame: number, startFrame: number, key: string, code: KeyCode | string } } = {};
953
+
954
+ private onKeyDown = (evt: KeyboardEvent) => {
955
+ if (debug) console.log(`key down ${evt.code}, ${this.context.application.hasFocus}`, evt);
956
+ if (!this.context.application.hasFocus)
957
+ return;
958
+ const ex = this.keysPressed[evt.code];
959
+ if (ex && ex.pressed) return;
960
+ this.keysPressed[evt.code] = { pressed: true, frame: this.context.time.frameCount + 1, startFrame: this.context.time.frameCount + 1, key: evt.key, code: evt.code };
961
+ const ne = new NEKeyboardEvent(InputEvents.KeyDown, evt, evt);
962
+ this.onDispatchEvent(ne);
963
+ }
964
+ private onKeyPressed = (evt: KeyboardEvent) => {
965
+ if (!this.context.application.hasFocus)
966
+ return;
967
+ const p = this.keysPressed[evt.code];
968
+ if (!p) return;
969
+ p.pressed = true;
970
+ p.frame = this.context.time.frameCount + 1;
971
+ const ne = new NEKeyboardEvent(InputEvents.KeyPressed, evt, evt);
972
+ this.onDispatchEvent(ne);
973
+
974
+ }
975
+ private onKeyUp = (evt: KeyboardEvent) => {
976
+ if (!this.context.application.hasFocus)
977
+ return;
978
+ const p = this.keysPressed[evt.code];
979
+ if (!p) return;
980
+ p.pressed = false;
981
+ p.frame = this.context.time.frameCount + 1;
982
+ const ne = new NEKeyboardEvent(InputEvents.KeyUp, evt, evt);
983
+ this.onDispatchEvent(ne);
984
+ }
985
+
986
+ private onWheelWindow = (evt: WheelEvent) => {
987
+ // check if we are in pointer lock mode
988
+ if (document.pointerLockElement) {
989
+ // only if yes we want to use the mouse wheel as a pointer event
990
+ this.onMouseWheel(evt);
991
+ }
992
+ };
993
+ private onMouseWheel = (evt: WheelEvent) => {
994
+ if (this.canReceiveInput(evt) === false) return;
995
+ if (this._mouseWheelDeltaY.length <= 0) this._mouseWheelDeltaY.push(0);
996
+ if (this._mouseWheelChanged.length <= 0) this._mouseWheelChanged.push(false);
997
+ this._mouseWheelChanged[0] = true;
998
+ const current = this._mouseWheelDeltaY[0];
999
+ this._mouseWheelDeltaY[0] = current + evt.deltaY;
1000
+ }
1001
+ private onPointerDown = (evt: PointerEvent) => {
1002
+ if (this.context.isInAR) return;
1003
+ if (this.canReceiveInput(evt) === false) return;
1004
+ if (evt.target instanceof HTMLElement) {
1005
+ evt.target.setPointerCapture(evt.pointerId);
1006
+ }
1007
+ const id = this.getPointerId(evt);
1008
+ if (debug) showBalloonMessage(`pointer down #${id}, identifier:${evt.pointerId}`);
1009
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
1010
+ const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType as PointerTypeNames, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
1011
+ this.onDown(ne);
1012
+ }
1013
+ private onPointerMove = (evt: PointerEvent) => {
1014
+ if (this.context.isInAR) return;
1015
+
1016
+ // Prevent multiple pointerMove events per frame
1017
+ if (this._receivedPointerMoveEventsThisFrame.includes(evt.pointerId)) return;
1018
+ this._receivedPointerMoveEventsThisFrame.push(evt.pointerId);
1019
+
1020
+ // We want to keep receiving move events until pointerUp and not stop handling events just because we're hovering over *some* HTML element
1021
+ // if (this.canReceiveInput(evt) === false) return;
1022
+
1023
+ let button = evt.button;
1024
+ if (evt.pointerType === "mouse") {
1025
+ const pressedButton = this.getFirstPressedButtonForPointer(0);
1026
+ button = pressedButton ?? 0;
1027
+ }
1028
+ const id = this.getPointerId(evt, button);
1029
+ if (button === -1) {
1030
+ button = id;
1031
+ }
1032
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY);
1033
+ const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType as PointerTypeNames, buttonName: this.getButtonName(evt), device: space, pressure: evt.pressure });
1034
+ this.onMove(ne);
1035
+ }
1036
+ private onPointerCancel = (evt: PointerEvent) => {
1037
+ if (this.context.isInAR) return;
1038
+ if (debug) console.log("Pointer cancel", evt);
1039
+ // we treat this as an up event for now to make sure we don't have any pointers stuck in a pressed state etc. Technically we dont want to invoke a up event for cancels...
1040
+ this.onPointerUp(evt);
1041
+ }
1042
+ private onPointerUp = (evt: PointerEvent) => {
1043
+ if (this.context.isInAR) return;
1044
+ if (evt.target instanceof HTMLElement) {
1045
+ evt.target.releasePointerCapture(evt.pointerId);
1046
+ }
1047
+ // the pointer up event should always be handled
1048
+ // if (this.canReceiveInput(evt) === false) return;
1049
+ const id = this.getPointerId(evt);
1050
+ // if (!this.isNewEvent(evt.timeStamp, id, this._pointerUpTimestamp)) return;
1051
+ const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: evt.button, clientX: evt.clientX, clientY: evt.clientY, pointerType: evt.pointerType as PointerTypeNames, buttonName: this.getButtonName(evt), device: this.getAndUpdateSpatialObjectForScreenPosition(id, evt.clientX, evt.clientY), pressure: evt.pressure });
1052
+ this.onUp(ne);
1053
+ this._pointerIds[id] = -1;
1054
+ if (debug) console.log("ID=" + id, "PointerId=" + evt.pointerId, "ALL:", [...this._pointerIds]);
1055
+ }
1056
+
1057
+ private getPointerId(evt: PointerEvent, button?: number): number {
1058
+ if (evt.pointerType === "mouse") return 0 + (button ?? evt.button);
1059
+ return this.getPointerIndex(evt.pointerId);
1060
+ }
1061
+ private getButtonName(evt: PointerEvent): MouseButtonName | "unknown" {
1062
+ const button = evt.button;
1063
+ if (evt.pointerType === "mouse") {
1064
+ switch (button) {
1065
+ case 0: return "left";
1066
+ case 1: return "middle";
1067
+ case 2: return "right";
1068
+ }
1069
+ }
1070
+ return "unknown";
1071
+ }
1072
+
1073
+ // the touch events are currently only used for AR support on android
1074
+ private onTouchStart = (evt: TouchEvent) => {
1075
+ if (!this.context.isInAR) return;
1076
+ for (let i = 0; i < evt.changedTouches.length; i++) {
1077
+ const touch = evt.changedTouches[i];
1078
+ const id = this.getPointerIndex(touch.identifier);
1079
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
1080
+ const ne = new NEPointerEvent(InputEvents.PointerDown, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
1081
+ this.onDown(ne);
1082
+ };
1083
+ };
1084
+ private onTouchMove = (evt: TouchEvent) => {
1085
+ if (!this.context.isInAR) return;
1086
+ for (let i = 0; i < evt.changedTouches.length; i++) {
1087
+ const touch = evt.changedTouches[i];
1088
+ const id = this.getPointerIndex(touch.identifier);
1089
+ const space = this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY);
1090
+ const ne = new NEPointerEvent(InputEvents.PointerMove, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: space, pressure: touch.force });
1091
+ this.onMove(ne);
1092
+ };
1093
+ }
1094
+ private onTouchEnd = (evt: TouchEvent) => {
1095
+ if (!this.context.isInAR) return;
1096
+ for (let i = 0; i < evt.changedTouches.length; i++) {
1097
+ const touch = evt.changedTouches[i];
1098
+ const id = this.getPointerIndex(touch.identifier);
1099
+ const ne = new NEPointerEvent(InputEvents.PointerUp, evt, { origin: this, mode: "screen", deviceIndex: 0, pointerId: id, button: 0, clientX: touch.clientX, clientY: touch.clientY, pointerType: "touch", buttonName: "unknown", device: this.getAndUpdateSpatialObjectForScreenPosition(id, touch.clientX, touch.clientY), pressure: touch.force });
1100
+ this.onUp(ne);
1101
+ this._pointerIds[id] = -1;
1102
+ };
1103
+ }
1104
+
1105
+ private readonly tempNearPlaneVector = new Vector3();
1106
+ private readonly tempFarPlaneVector = new Vector3();
1107
+ private readonly tempLookMatrix = new Matrix4();
1108
+ private getAndUpdateSpatialObjectForScreenPosition(id: number, screenX: number, screenY: number): IGameObject {
1109
+ let space = this._pointerSpace[id]
1110
+ if (!space) {
1111
+ space = new Object3D() as unknown as IGameObject;
1112
+ this._pointerSpace[id] = space;
1113
+ }
1114
+ this._pointerSpace[id] = space;
1115
+ const camera = this.context.mainCamera;
1116
+ if (camera) {
1117
+ const pointOnNearPlane = this.tempNearPlaneVector.set(screenX, screenY, -1);
1118
+ this.convertScreenspaceToRaycastSpace(pointOnNearPlane);
1119
+ const pointOnFarPlane = this.tempFarPlaneVector.set(pointOnNearPlane.x, pointOnNearPlane.y, 1);
1120
+ pointOnNearPlane.unproject(camera);
1121
+ pointOnFarPlane.unproject(camera);
1122
+ const worldUp = (camera as any as IGameObject).worldUp || getTempVector(0, 1, 0).applyQuaternion(getWorldQuaternion(camera))
1123
+ this.tempLookMatrix.lookAt(pointOnFarPlane, pointOnNearPlane, worldUp);
1124
+ space.position.set(pointOnNearPlane.x, pointOnNearPlane.y, pointOnNearPlane.z);
1125
+ space.quaternion.setFromRotationMatrix(this.tempLookMatrix);
1126
+ }
1127
+ return space;
1128
+ }
1129
+
1130
+ // Prevent the same event being handled twice (e.g. on touch we get a mouseUp and touchUp evt with the same timestamp)
1131
+ // private isNewEvent(timestamp: number, index: number, arr: number[]): boolean {
1132
+ // while (arr.length <= index) arr.push(-1);
1133
+ // if (timestamp === arr[index]) return false;
1134
+ // arr[index] = timestamp;
1135
+ // return true;
1136
+ // }
1137
+
1138
+ private isInRect(e: { clientX: number, clientY: number }): boolean {
1139
+ if (this.context.isInXR) return true;
1140
+ const rect = this.context.domElement.getBoundingClientRect();
1141
+ const px = e.clientX;
1142
+ const py = e.clientY;
1143
+ const isInRect = px >= rect.x && px <= rect.right && py >= rect.y && py <= rect.bottom;
1144
+ if (debug && !isInRect) console.log("Not in rect", rect, px, py);
1145
+ return isInRect;
1146
+
1147
+ }
1148
+
1149
+ private onDown(evt: NEPointerEvent) {
1150
+ const index = evt.pointerId;
1151
+ if (this.getPointerPressed(index)) {
1152
+ console.warn(`Received pointerDown for pointerId that is already pressed: ${index}`, debug ? evt : '');
1153
+ }
1154
+ if (debug) console.log(evt.pointerType, "DOWN", index);
1155
+ if (!this.isInRect(evt)) return;
1156
+ // if (this.isMouseEventFromTouch(evt)) return;
1157
+
1158
+ this.setPointerState(index, this._pointerPressed, true);
1159
+ this.setPointerState(index, this._pointerDown, true);
1160
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
1161
+
1162
+ while (index >= this._pointerTypes.length) this._pointerTypes.push(evt.pointerType);
1163
+ this._pointerTypes[index] = evt.pointerType;
1164
+
1165
+ while (index >= this._pointerPositionDown.length) this._pointerPositionDown.push(new Vector3());
1166
+ this._pointerPositionDown[index].set(evt.clientX, evt.clientY, evt.clientZ ?? 0);
1167
+ while (index >= this._pointerPositions.length) this._pointerPositions.push(new Vector2());
1168
+ this._pointerPositions[index].set(evt.clientX, evt.clientY);
1169
+
1170
+ if (index >= this._pointerDownTime.length) this._pointerDownTime.push(0);
1171
+ this._pointerDownTime[index] = this.context.time.realtimeSinceStartup;
1172
+
1173
+ this.updatePointerPosition(evt);
1174
+
1175
+ this._pointerEventsPressed.push(evt);
1176
+ this.onDispatchEvent(evt);
1177
+ }
1178
+ // moveEvent?: Event;
1179
+ private onMove(evt: NEPointerEvent) {
1180
+ const index = evt.pointerId;
1181
+
1182
+ const isDown = this.getPointerPressed(index);
1183
+ if (isDown === false && !this.isInRect(evt)) return;
1184
+ if (evt.pointerType === PointerType.Touch && !isDown) return;
1185
+ // if (this.isMouseEventFromTouch(evt)) return;
1186
+ // if (debug) console.log(evt.pointerType, "MOVE", index, "hasSpace=" + evt.space != null);
1187
+
1188
+ this.updatePointerPosition(evt);
1189
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
1190
+ this.onDispatchEvent(evt);
1191
+ }
1192
+ private onUp(evt: NEPointerEvent) {
1193
+ const index = evt.pointerId;
1194
+ const wasDown = this.getPointerPressed(index);
1195
+ if (!wasDown) {
1196
+ if (debug) console.log(evt.pointerType, "UP", index, "was not down");
1197
+ return;
1198
+ }
1199
+ // if (this.isMouseEventFromTouch(evt)) return;
1200
+ if (debug) console.log(evt.pointerType, "UP", index);
1201
+
1202
+ this.setPointerState(index, this._pointerPressed, false);
1203
+ this.setPointerStateT(index, this._pointerEvent, evt.source);
1204
+ this.setPointerState(index, this._pointerUp, true);
1205
+
1206
+ this.updatePointerPosition(evt);
1207
+
1208
+ for (let i = this._pointerEventsPressed.length - 1; i >= 0; i--) {
1209
+ const ptr = this._pointerEventsPressed[i];
1210
+ if (ptr.pointerId === index) {
1211
+ this._pointerEventsPressed.splice(i, 1);
1212
+ break;
1213
+ }
1214
+ }
1215
+
1216
+ if (!this._pointerPositionDown[index]) {
1217
+ if (debug) showBalloonWarning("Received pointer up event without matching down event for button: " + index);
1218
+ console.warn("Received pointer up event without matching down event for button: " + index)
1219
+ return;
1220
+ }
1221
+
1222
+
1223
+ const lastUpTime = this._pointerUpTime[index];
1224
+ const downTime = this._pointerDownTime[index];
1225
+ const upTime = this.context.time.realtimeSinceStartup;
1226
+ const dt = upTime - downTime;
1227
+ if (index >= this._pointerUpTime.length) this._pointerUpTime.push(-99);
1228
+ this._pointerUpTime[index] = upTime;
1229
+
1230
+ // If the time from down to up is less than 1 second check if it was a click
1231
+ if (dt < 1) {
1232
+ let dx = evt.clientX - this._pointerPositionDown[index].x;
1233
+ let dy = evt.clientY - this._pointerPositionDown[index].y;
1234
+ let dz = 0;
1235
+ if (evt.isSpatial && evt.clientZ != undefined) {
1236
+ dz = evt.clientZ - this._pointerPositionDown[index].z;
1237
+ // spatial clicks remapping
1238
+ dx *= 200;
1239
+ dy *= 200;
1240
+ dz *= 200;
1241
+ }
1242
+
1243
+ if (Math.abs(dx) < 5 && Math.abs(dy) < 5 && Math.abs(dz) < 5) {
1244
+ this.setPointerState(index, this._pointerClick, true);
1245
+ evt.isClick = true;
1246
+
1247
+ // handle double click
1248
+ const dt = upTime - lastUpTime;
1249
+ if (debug) console.log("CLICK", index, dx, dy, dz, dt)
1250
+ if (dt < this._doubleClickTimeThreshold && dt > 0) {
1251
+ this.setPointerState(index, this._pointerDoubleClick, true);
1252
+ evt.isDoubleClick = true;
1253
+ }
1254
+ }
1255
+ }
1256
+
1257
+
1258
+ this.onDispatchEvent(evt);
1259
+ }
1260
+
1261
+ private updatePointerPosition(evt: NEPointerEvent) {
1262
+ const index = evt.pointerId;
1263
+
1264
+ while (index >= this._pointerPositions.length) this._pointerPositions.push(new Vector2());
1265
+ while (index >= this._pointerPositionsLastFrame.length) this._pointerPositionsLastFrame.push(new Vector2());
1266
+ while (index >= this._pointerPositionsDelta.length) this._pointerPositionsDelta.push(new Vector2());
1267
+
1268
+ const lf = this._pointerPositionsLastFrame[index];
1269
+ lf.copy(this._pointerPositions[index]);
1270
+ // accumulate delta (it's reset in end of frame), if we just write it here it's not correct when the browser console is open
1271
+ const delta = this._pointerPositionsDelta[index];
1272
+ let dx = evt.clientX - lf.x;
1273
+ let dy = evt.clientY - lf.y;
1274
+ // if pointer is locked, clientX and Y are not changed, but Movement is.
1275
+ if (evt.source instanceof MouseEvent || evt.source instanceof TouchEvent) {
1276
+ const source = evt.source as PointerEvent;
1277
+ if (dx === 0 && source.movementX !== 0)
1278
+ dx = source.movementX || 0;
1279
+ if (dy === 0 && source.movementY !== 0)
1280
+ dy = source.movementY || 0;
1281
+ }
1282
+ delta.x += dx;
1283
+ delta.y += dy;
1284
+
1285
+ this._pointerPositions[index].x = evt.clientX;
1286
+ this._pointerPositions[index].y = evt.clientY;
1287
+
1288
+ // we want to have the position 01 on the canvas for raycasting
1289
+ const px = evt.clientX;
1290
+ const py = evt.clientY;
1291
+ while (index >= this._pointerPositionsRC.length) this._pointerPositionsRC.push(new Vector2());
1292
+ const rc = this._pointerPositionsRC[index];
1293
+ rc.set(px, py);
1294
+ this.convertScreenspaceToRaycastSpace(rc);
1295
+ // console.log(this.context.alias, rc);
1296
+ // this._pointerPositionsRC[evt.button].x = (px - this.context.domX) / this.context.domWidth * 2 - 1;
1297
+ // this._pointerPositionsRC[evt.button].y = -((py - this.context.domY) / this.context.domHeight) * 2 + 1;
1298
+ // console.log(evt.button)
1299
+ }
1300
+
1301
+ /** get the next free id */
1302
+ private getPointerIndex(pointerId: number) {
1303
+ // test if theres a pointer with the id
1304
+ let firstFreeIndex = -1;
1305
+ for (let i = 0; i < this._pointerIds.length; i++) {
1306
+ if (this._pointerIds[i] === pointerId) return i;
1307
+ else if (firstFreeIndex === -1 && this._pointerIds[i] === -1) {
1308
+ firstFreeIndex = i;
1309
+ }
1310
+ }
1311
+ // if not take the free slot if any
1312
+ if (firstFreeIndex !== -1) {
1313
+ this._pointerIds[firstFreeIndex] = pointerId;
1314
+ return firstFreeIndex;
1315
+ }
1316
+ if (debug) console.log("PUSH pointerId:", pointerId)
1317
+ this._pointerIds.push(pointerId);
1318
+ return this._pointerIds.length - 1;
1319
+ }
1320
+
1321
+ private setPointerState(index: number, arr: boolean[], value: boolean) {
1322
+ arr[index] = value;
1323
+ }
1324
+
1325
+ private setPointerStateT<T>(index: number, arr: T[], value: T) {
1326
+ // while (arr.length <= index) arr.push(null as any);
1327
+ arr[index] = value;
1328
+ return value;
1329
+ }
1330
+
1331
+ private onDispatchEvent(evt: NEPointerEvent | NEKeyboardEvent) {
1332
+ const prevContext = Context.Current;
1333
+ try {
1334
+ Context.Current = this.context;
1335
+ this.dispatchEvent(evt);
1336
+ }
1337
+ finally {
1338
+ Context.Current = prevContext;
1339
+ }
1340
+ }
1341
+ }
1342
+
1343
+ export declare type KeyCode =
1344
+ | "Tab"
1345
+ | "Enter"
1346
+ | "ShiftLeft"
1347
+ | "ShiftRight"
1348
+ | "ControlLeft"
1349
+ | "ControlRight"
1350
+ | "AltLeft"
1351
+ | "AltRight"
1352
+ | "Pause"
1353
+ | "CapsLock"
1354
+ | "Escape"
1355
+ | "Space"
1356
+ | "PageUp"
1357
+ | "PageDown"
1358
+ | "End"
1359
+ | "Home"
1360
+ | "ArrowLeft"
1361
+ | "ArrowUp"
1362
+ | "ArrowRight"
1363
+ | "ArrowDown"
1364
+ | "Insert"
1365
+ | "Delete"
1366
+ | "Digit0"
1367
+ | "Digit1"
1368
+ | "Digit2"
1369
+ | "Digit3"
1370
+ | "Digit4"
1371
+ | "Digit5"
1372
+ | "Digit6"
1373
+ | "Digit7"
1374
+ | "Digit8"
1375
+ | "Digit9"
1376
+ | "KeyA"
1377
+ | "KeyB"
1378
+ | "KeyC"
1379
+ | "KeyD"
1380
+ | "KeyE"
1381
+ | "KeyF"
1382
+ | "KeyG"
1383
+ | "KeyH"
1384
+ | "KeyI"
1385
+ | "KeyJ"
1386
+ | "KeyK"
1387
+ | "KeyL"
1388
+ | "KeyM"
1389
+ | "KeyN"
1390
+ | "KeyO"
1391
+ | "KeyP"
1392
+ | "KeyQ"
1393
+ | "KeyR"
1394
+ | "KeyS"
1395
+ | "KeyT"
1396
+ | "KeyU"
1397
+ | "KeyV"
1398
+ | "KeyW"
1399
+ | "KeyX"
1400
+ | "KeyY"
1401
+ | "KeyZ"
1402
+ | "Select"
1403
+ | "Numpad0"
1404
+ | "Numpad1"
1405
+ | "Numpad2"
1406
+ | "Numpad3"
1407
+ | "Numpad4"
1408
+ | "Numpad5"
1409
+ | "Numpad6"
1410
+ | "Numpad7"
1411
+ | "Numpad8"
1412
+ | "Numpad9"
1413
+ | "Multiply"
1414
+ | "Add"
1415
+ | "Subtract"
1416
+ | "Decimal"
1417
+ | "Divide"
1418
+ | "F1"
1419
+ | "F2"
1420
+ | "F3"
1421
+ | "F4"
1422
+ | "F5"
1423
+ | "F6"
1424
+ | "F7"
1425
+ | "F8"
1426
+ | "F9"
1427
+ | "F10"
1428
+ | "F11"
1429
+ | "F12";
1430
+
1431
+ // KEY_1 = 49,
1432
+ // KEY_2 = 50,
1433
+ // KEY_3 = 51,
1434
+ // KEY_4 = 52,
1435
+ // KEY_5 = 53,
1436
+ // KEY_6 = 54,
1437
+ // KEY_7 = 55,
1438
+ // KEY_8 = 56,
1439
+ // KEY_9 = 57,
1440
+ // KEY_A = 65,
1441
+ // KEY_B = 66,
1442
+ // KEY_C = 67,
1443
+ // KEY_D = "d",
1444
+ // KEY_E = 69,
1445
+ // KEY_F = 70,
1446
+ // KEY_G = 71,
1447
+ // KEY_H = 72,
1448
+ // KEY_I = 73,
1449
+ // KEY_J = 74,
1450
+ // KEY_K = 75,
1451
+ // KEY_L = 76,
1452
+ // KEY_M = 77,
1453
+ // KEY_N = 78,
1454
+ // KEY_O = 79,
1455
+ // KEY_P = 80,
1456
+ // KEY_Q = 81,
1457
+ // KEY_R = 82,
1458
+ // KEY_S = 83,
1459
+ // KEY_T = 84,
1460
+ // KEY_U = 85,
1461
+ // KEY_V = 86,
1462
+ // KEY_W = 87,
1463
+ // KEY_X = 88,
1464
+ // KEY_Y = 89,
1465
+ // KEY_Z = 90,
1466
+ // LEFT_META = 91,
1467
+ // RIGHT_META = 92,
1468
+ // SELECT = 93,
1469
+ // NUMPAD_0 = 96,
1470
+ // NUMPAD_1 = 97,
1471
+ // NUMPAD_2 = 98,
1472
+ // NUMPAD_3 = 99,
1473
+ // NUMPAD_4 = 100,
1474
+ // NUMPAD_5 = 101,
1475
+ // NUMPAD_6 = 102,
1476
+ // NUMPAD_7 = 103,
1477
+ // NUMPAD_8 = 104,
1478
+ // NUMPAD_9 = 105,
1479
+ // MULTIPLY = 106,
1480
+ // ADD = 107,
1481
+ // SUBTRACT = 109,
1482
+ // DECIMAL = 110,
1483
+ // DIVIDE = 111,
1484
+ // F1 = 112,
1485
+ // F2 = 113,
1486
+ // F3 = 114,
1487
+ // F4 = 115,
1488
+ // F5 = 116,
1489
+ // F6 = 117,
1490
+ // F7 = 118,
1491
+ // F8 = 119,
1492
+ // F9 = 120,
1493
+ // F10 = 121,
1494
+ // F11 = 122,
1495
+ // F12 = 123,
1496
+ // NUM_LOCK = 144,
1497
+ // SCROLL_LOCK = 145,
1498
+ // SEMICOLON = 186,
1499
+ // EQUALS = 187,
1500
+ // COMMA = 188,
1501
+ // DASH = 189,
1502
+ // PERIOD = 190,
1503
+ // FORWARD_SLASH = 191,
1504
+ // GRAVE_ACCENT = 192,
1505
+ // OPEN_BRACKET = 219,
1506
+ // BACK_SLASH = 220,
1507
+ // CLOSE_BRACKET = 221,
1508
1508
  // SINGLE_QUOTE = 222