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

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1116) hide show
  1. package/CHANGELOG.md +3958 -3958
  2. package/LICENSE.md +10 -10
  3. package/README.md +84 -84
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-DwpFkqPR.js +21 -0
  6. package/dist/{gltf-progressive-DZrY8VT6.min.js → gltf-progressive-BmSygnAC.min.js} +2 -2
  7. package/dist/{gltf-progressive-DgYz5BYa.js → gltf-progressive-DnLBuGK5.js} +24 -24
  8. package/dist/{gltf-progressive-DWcmTMCh.umd.cjs → gltf-progressive-Rs-ojtXy.umd.cjs} +1 -1
  9. package/dist/{loader.worker-Dip-PthR.js → loader.worker-DWzfDpAl.js} +4 -4
  10. package/dist/{needle-engine.bundle-CpC_7cRL.umd.cjs → needle-engine.bundle-B8HwiMM3.umd.cjs} +125 -133
  11. package/dist/{needle-engine.bundle-DtudWpG2.js → needle-engine.bundle-Cxvg_Ilj.js} +3622 -3735
  12. package/dist/{needle-engine.bundle-DvGMCIAT.min.js → needle-engine.bundle-PcoEsc5V.min.js} +113 -121
  13. package/dist/needle-engine.d.ts +176 -179
  14. package/dist/needle-engine.js +343 -344
  15. package/dist/needle-engine.min.js +1 -1
  16. package/dist/needle-engine.umd.cjs +1 -1
  17. package/dist/{postprocessing-Dzq4RXcy.min.js → postprocessing-B5ksn9-G.min.js} +223 -147
  18. package/dist/{postprocessing-DEkzT9iD.umd.cjs → postprocessing-DZtb9Nnn.umd.cjs} +222 -146
  19. package/dist/{postprocessing-DqdcvaFn.js → postprocessing-__7s9wON.js} +1656 -1542
  20. package/dist/{three-DfMvBzXi.js → three-BCCkyCA5.js} +1 -7
  21. package/dist/{three-qj71I7J3.umd.cjs → three-Bf2NBxAw.umd.cjs} +2 -2
  22. package/dist/{three-B7CT31Bt.min.js → three-W7zWTcfP.min.js} +1 -1
  23. package/dist/{three-examples-CsW4_6LI.umd.cjs → three-examples-Dho7cuu4.umd.cjs} +4 -4
  24. package/dist/{three-examples-D1P7eEhn.min.js → three-examples-MsJjauyk.min.js} +10 -10
  25. package/dist/{three-examples-D1SK93ek.js → three-examples-y2GeYlze.js} +2 -20
  26. package/dist/{three-mesh-ui-C_uSB5dD.js → three-mesh-ui-3nSSizT4.js} +1 -1
  27. package/dist/{three-mesh-ui-LQ44s0AL.min.js → three-mesh-ui-CIez6qJQ.min.js} +1 -1
  28. package/dist/{three-mesh-ui-DpATDXwU.umd.cjs → three-mesh-ui-zsOOA5Pq.umd.cjs} +1 -1
  29. package/dist/{vendor-DhTcel4c.umd.cjs → vendor-BrxSfR_8.umd.cjs} +38 -38
  30. package/dist/{vendor-DtTGRuXh.min.js → vendor-C0rT6Ytq.min.js} +45 -45
  31. package/dist/{vendor-Dkpn1a8s.js → vendor-CoLbzydV.js} +3068 -3134
  32. package/lib/asap/needle-asap.d.ts +1 -1
  33. package/lib/asap/needle-asap.js +95 -95
  34. package/lib/asap/sessiongranted.d.ts +3 -3
  35. package/lib/asap/sessiongranted.js +65 -65
  36. package/lib/asap/utils.d.ts +1 -1
  37. package/lib/asap/utils.js +3 -3
  38. package/lib/engine/analytics/index.d.ts +6 -6
  39. package/lib/engine/analytics/index.js +12 -12
  40. package/lib/engine/analytics/lcp.d.ts +3 -3
  41. package/lib/engine/analytics/lcp.js +34 -34
  42. package/lib/engine/api.d.ts +86 -86
  43. package/lib/engine/api.js +85 -85
  44. package/lib/engine/assets/index.d.ts +11 -11
  45. package/lib/engine/assets/index.js +47 -47
  46. package/lib/engine/assets/static.d.ts +1 -1
  47. package/lib/engine/assets/static.js +4 -4
  48. package/lib/engine/codegen/register_types.d.ts +1 -1
  49. package/lib/engine/codegen/register_types.js +320 -320
  50. package/lib/engine/debug/debug.d.ts +15 -15
  51. package/lib/engine/debug/debug.js +44 -44
  52. package/lib/engine/debug/debug_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_console.js +277 -277
  54. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  55. package/lib/engine/debug/debug_overlay.js +316 -316
  56. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  57. package/lib/engine/debug/debug_spatial_console.js +390 -390
  58. package/lib/engine/debug/debug_spector.d.ts +16 -16
  59. package/lib/engine/debug/debug_spector.js +27 -27
  60. package/lib/engine/debug/index.d.ts +2 -2
  61. package/lib/engine/debug/index.js +2 -2
  62. package/lib/engine/engine_addressables.d.ts +232 -232
  63. package/lib/engine/engine_addressables.js +684 -684
  64. package/lib/engine/engine_animation.d.ts +61 -61
  65. package/lib/engine/engine_animation.js +170 -170
  66. package/lib/engine/engine_application.d.ts +45 -52
  67. package/lib/engine/engine_application.js +104 -111
  68. package/lib/engine/engine_application.js.map +1 -1
  69. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  70. package/lib/engine/engine_assetdatabase.js +352 -352
  71. package/lib/engine/engine_audio.d.ts +4 -4
  72. package/lib/engine/engine_audio.js +23 -23
  73. package/lib/engine/engine_camera.d.ts +39 -39
  74. package/lib/engine/engine_camera.fit.d.ts +113 -113
  75. package/lib/engine/engine_camera.fit.js +194 -194
  76. package/lib/engine/engine_camera.js +102 -102
  77. package/lib/engine/engine_components.d.ts +110 -110
  78. package/lib/engine/engine_components.js +374 -374
  79. package/lib/engine/engine_components_internal.d.ts +9 -9
  80. package/lib/engine/engine_components_internal.js +36 -36
  81. package/lib/engine/engine_constants.d.ts +10 -10
  82. package/lib/engine/engine_constants.js +41 -41
  83. package/lib/engine/engine_context.d.ts +523 -523
  84. package/lib/engine/engine_context.js +1781 -1784
  85. package/lib/engine/engine_context.js.map +1 -1
  86. package/lib/engine/engine_context_registry.d.ts +71 -71
  87. package/lib/engine/engine_context_registry.js +117 -117
  88. package/lib/engine/engine_coroutine.d.ts +35 -35
  89. package/lib/engine/engine_coroutine.js +52 -52
  90. package/lib/engine/engine_create_objects.d.ts +119 -119
  91. package/lib/engine/engine_create_objects.js +344 -344
  92. package/lib/engine/engine_default_parameters.d.ts +2 -2
  93. package/lib/engine/engine_default_parameters.js +3 -3
  94. package/lib/engine/engine_editor-sync.d.ts +21 -21
  95. package/lib/engine/engine_editor-sync.js +4 -4
  96. package/lib/engine/engine_feature_flags.d.ts +3 -3
  97. package/lib/engine/engine_feature_flags.js +5 -5
  98. package/lib/engine/engine_fileloader.d.ts +2 -2
  99. package/lib/engine/engine_fileloader.js +8 -8
  100. package/lib/engine/engine_gameobject.d.ts +68 -68
  101. package/lib/engine/engine_gameobject.js +676 -676
  102. package/lib/engine/engine_generic_utils.d.ts +1 -1
  103. package/lib/engine/engine_generic_utils.js +13 -13
  104. package/lib/engine/engine_gizmos.d.ts +151 -151
  105. package/lib/engine/engine_gizmos.js +549 -549
  106. package/lib/engine/engine_gltf.d.ts +12 -12
  107. package/lib/engine/engine_gltf.js +15 -15
  108. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  109. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  110. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  111. package/lib/engine/engine_hot_reload.d.ts +8 -8
  112. package/lib/engine/engine_hot_reload.js +197 -197
  113. package/lib/engine/engine_input.d.ts +362 -362
  114. package/lib/engine/engine_input.js +1297 -1297
  115. package/lib/engine/engine_input_utils.d.ts +2 -2
  116. package/lib/engine/engine_input_utils.js +22 -22
  117. package/lib/engine/engine_instancing.d.ts +19 -19
  118. package/lib/engine/engine_instancing.js +39 -39
  119. package/lib/engine/engine_license.d.ts +11 -11
  120. package/lib/engine/engine_license.js +369 -369
  121. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  122. package/lib/engine/engine_lifecycle_api.js +106 -106
  123. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  124. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  125. package/lib/engine/engine_lightdata.d.ts +23 -23
  126. package/lib/engine/engine_lightdata.js +103 -103
  127. package/lib/engine/engine_loaders.callbacks.d.ts +98 -98
  128. package/lib/engine/engine_loaders.callbacks.js +87 -87
  129. package/lib/engine/engine_loaders.d.ts +42 -42
  130. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  131. package/lib/engine/engine_loaders.gltf.js +62 -62
  132. package/lib/engine/engine_loaders.js +341 -341
  133. package/lib/engine/engine_lods.d.ts +37 -37
  134. package/lib/engine/engine_lods.js +162 -162
  135. package/lib/engine/engine_mainloop_utils.d.ts +33 -33
  136. package/lib/engine/engine_mainloop_utils.js +478 -478
  137. package/lib/engine/engine_math.d.ts +114 -114
  138. package/lib/engine/engine_math.js +247 -247
  139. package/lib/engine/engine_modules.d.ts +36 -36
  140. package/lib/engine/engine_modules.js +85 -85
  141. package/lib/engine/engine_networking.d.ts +260 -260
  142. package/lib/engine/engine_networking.js +764 -764
  143. package/lib/engine/engine_networking_auto.d.ts +24 -24
  144. package/lib/engine/engine_networking_auto.js +310 -310
  145. package/lib/engine/engine_networking_blob.d.ts +48 -48
  146. package/lib/engine/engine_networking_blob.js +228 -228
  147. package/lib/engine/engine_networking_files.d.ts +35 -35
  148. package/lib/engine/engine_networking_files.js +172 -172
  149. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  150. package/lib/engine/engine_networking_files_default_components.js +42 -42
  151. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  152. package/lib/engine/engine_networking_instantiate.js +362 -362
  153. package/lib/engine/engine_networking_peer.d.ts +15 -15
  154. package/lib/engine/engine_networking_peer.js +132 -132
  155. package/lib/engine/engine_networking_streams.d.ts +123 -123
  156. package/lib/engine/engine_networking_streams.js +656 -656
  157. package/lib/engine/engine_networking_types.d.ts +22 -22
  158. package/lib/engine/engine_networking_types.js +7 -7
  159. package/lib/engine/engine_networking_utils.d.ts +2 -2
  160. package/lib/engine/engine_networking_utils.js +20 -20
  161. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  162. package/lib/engine/engine_networking_websocket.js +2 -2
  163. package/lib/engine/engine_patcher.d.ts +10 -10
  164. package/lib/engine/engine_patcher.js +142 -142
  165. package/lib/engine/engine_physics.d.ts +164 -164
  166. package/lib/engine/engine_physics.js +687 -691
  167. package/lib/engine/engine_physics.js.map +1 -1
  168. package/lib/engine/engine_physics.types.d.ts +40 -40
  169. package/lib/engine/engine_physics.types.js +33 -33
  170. package/lib/engine/engine_physics_rapier.d.ts +156 -156
  171. package/lib/engine/engine_physics_rapier.js +1460 -1460
  172. package/lib/engine/engine_playerview.d.ts +26 -26
  173. package/lib/engine/engine_playerview.js +64 -64
  174. package/lib/engine/engine_pmrem.d.ts +8 -8
  175. package/lib/engine/engine_pmrem.js +68 -68
  176. package/lib/engine/engine_scenelighting.d.ts +82 -82
  177. package/lib/engine/engine_scenelighting.js +245 -245
  178. package/lib/engine/engine_serialization.d.ts +3 -3
  179. package/lib/engine/engine_serialization.js +3 -3
  180. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  181. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  182. package/lib/engine/engine_serialization_core.d.ts +94 -94
  183. package/lib/engine/engine_serialization_core.js +607 -607
  184. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  185. package/lib/engine/engine_serialization_decorator.js +67 -67
  186. package/lib/engine/engine_setup.d.ts +1 -1
  187. package/lib/engine/engine_setup.js +2 -2
  188. package/lib/engine/engine_shaders.d.ts +53 -53
  189. package/lib/engine/engine_shaders.js +252 -252
  190. package/lib/engine/engine_shims.d.ts +4 -4
  191. package/lib/engine/engine_shims.js +24 -24
  192. package/lib/engine/engine_test_utils.d.ts +39 -39
  193. package/lib/engine/engine_test_utils.js +83 -83
  194. package/lib/engine/engine_texture.d.ts +28 -28
  195. package/lib/engine/engine_texture.js +64 -64
  196. package/lib/engine/engine_three_utils.d.ts +210 -210
  197. package/lib/engine/engine_three_utils.js +792 -792
  198. package/lib/engine/engine_time.d.ts +51 -51
  199. package/lib/engine/engine_time.js +82 -82
  200. package/lib/engine/engine_time_utils.d.ts +88 -88
  201. package/lib/engine/engine_time_utils.js +215 -215
  202. package/lib/engine/engine_tonemapping.d.ts +6 -6
  203. package/lib/engine/engine_tonemapping.js +198 -198
  204. package/lib/engine/engine_types.d.ts +585 -585
  205. package/lib/engine/engine_types.js +95 -95
  206. package/lib/engine/engine_typestore.d.ts +28 -28
  207. package/lib/engine/engine_typestore.js +55 -55
  208. package/lib/engine/engine_util_decorator.d.ts +13 -13
  209. package/lib/engine/engine_util_decorator.js +116 -116
  210. package/lib/engine/engine_utils.d.ts +227 -227
  211. package/lib/engine/engine_utils.js +821 -821
  212. package/lib/engine/engine_utils_attributes.d.ts +48 -48
  213. package/lib/engine/engine_utils_attributes.js +69 -69
  214. package/lib/engine/engine_utils_format.d.ts +24 -24
  215. package/lib/engine/engine_utils_format.js +245 -245
  216. package/lib/engine/engine_utils_qrcode.d.ts +23 -23
  217. package/lib/engine/engine_utils_qrcode.js +233 -233
  218. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  219. package/lib/engine/engine_utils_screenshot.js +522 -522
  220. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  221. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  222. package/lib/engine/engine_xr.d.ts +1 -1
  223. package/lib/engine/engine_xr.js +1 -1
  224. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  225. package/lib/engine/export/gltf/Writers.js +24 -24
  226. package/lib/engine/export/gltf/index.d.ts +11 -11
  227. package/lib/engine/export/gltf/index.js +123 -123
  228. package/lib/engine/export/index.d.ts +2 -2
  229. package/lib/engine/export/index.js +2 -2
  230. package/lib/engine/export/state.d.ts +7 -7
  231. package/lib/engine/export/state.js +17 -17
  232. package/lib/engine/export/utils.d.ts +2 -2
  233. package/lib/engine/export/utils.js +7 -7
  234. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  235. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  236. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  237. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  238. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  239. package/lib/engine/extensions/NEEDLE_components.js +239 -239
  240. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  241. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  242. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  243. package/lib/engine/extensions/NEEDLE_lighting_settings.js +160 -160
  244. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  245. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  246. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  247. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  248. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  249. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  250. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  251. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  252. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  253. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  254. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  255. package/lib/engine/extensions/extension_resolver.js +1 -1
  256. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  257. package/lib/engine/extensions/extension_utils.js +152 -152
  258. package/lib/engine/extensions/extensions.d.ts +32 -32
  259. package/lib/engine/extensions/extensions.js +113 -113
  260. package/lib/engine/extensions/index.d.ts +6 -6
  261. package/lib/engine/extensions/index.js +6 -6
  262. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  263. package/lib/engine/extensions/usage_tracker.js +65 -65
  264. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  265. package/lib/engine/js-extensions/Camera.js +39 -39
  266. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  267. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  268. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  269. package/lib/engine/js-extensions/Layers.js +22 -22
  270. package/lib/engine/js-extensions/Object3D.d.ts +141 -141
  271. package/lib/engine/js-extensions/Object3D.js +190 -190
  272. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  273. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  274. package/lib/engine/js-extensions/Vector.d.ts +8 -8
  275. package/lib/engine/js-extensions/Vector.js +13 -13
  276. package/lib/engine/js-extensions/index.d.ts +6 -6
  277. package/lib/engine/js-extensions/index.js +5 -5
  278. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  279. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +80 -80
  280. package/lib/engine/shaders/shaderData.d.ts +55 -55
  281. package/lib/engine/shaders/shaderData.js +58 -58
  282. package/lib/engine/tests/test_utils.d.ts +2 -2
  283. package/lib/engine/tests/test_utils.js +53 -53
  284. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  285. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  286. package/lib/engine/webcomponents/api.d.ts +5 -5
  287. package/lib/engine/webcomponents/api.js +4 -4
  288. package/lib/engine/webcomponents/buttons.d.ts +53 -53
  289. package/lib/engine/webcomponents/buttons.js +270 -270
  290. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  291. package/lib/engine/webcomponents/fonts.js +32 -32
  292. package/lib/engine/webcomponents/icons.d.ts +9 -9
  293. package/lib/engine/webcomponents/icons.js +52 -52
  294. package/lib/engine/webcomponents/index.d.ts +1 -1
  295. package/lib/engine/webcomponents/index.js +1 -1
  296. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  297. package/lib/engine/webcomponents/logo-element.js +91 -91
  298. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  299. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  300. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +192 -192
  301. package/lib/engine/webcomponents/needle menu/needle-menu.js +1077 -1077
  302. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  303. package/lib/engine/webcomponents/needle-button.js +161 -161
  304. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  305. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  306. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +70 -70
  307. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  308. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  309. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  310. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  311. package/lib/engine/webcomponents/needle-engine.js +906 -906
  312. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  313. package/lib/engine/webcomponents/needle-engine.loading.js +336 -336
  314. package/lib/engine/xr/NeedleXRController.d.ts +314 -314
  315. package/lib/engine/xr/NeedleXRController.js +1057 -1057
  316. package/lib/engine/xr/NeedleXRSession.d.ts +342 -342
  317. package/lib/engine/xr/NeedleXRSession.js +1491 -1492
  318. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  319. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  320. package/lib/engine/xr/NeedleXRSync.js +188 -188
  321. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  322. package/lib/engine/xr/SceneTransition.js +69 -69
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  1002. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  1003. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  1004. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  1005. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  1006. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1253 -1253
  1007. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  1008. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  1009. package/src/engine-components/export/usdz/index.ts +2 -2
  1010. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  1011. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  1012. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
  1013. package/src/engine-components/particlesystem/ParticleSystemModules.ts +1765 -1765
  1014. package/src/engine-components/particlesystem/ParticleSystemSubEmitter.ts +111 -111
  1015. package/src/engine-components/particlesystem/api.ts +1 -1
  1016. package/src/engine-components/physics/Attractor.ts +44 -44
  1017. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +64 -64
  1018. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +116 -116
  1019. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +37 -37
  1020. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +106 -106
  1021. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +103 -103
  1022. package/src/engine-components/postprocessing/Effects/EffectWrapper.ts +25 -25
  1023. package/src/engine-components/postprocessing/Effects/Pixelation.ts +32 -32
  1024. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +90 -90
  1025. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +192 -192
  1026. package/src/engine-components/postprocessing/Effects/Sharpening.ts +143 -143
  1027. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +61 -61
  1028. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +103 -103
  1029. package/src/engine-components/postprocessing/Effects/Tonemapping.utils.ts +60 -60
  1030. package/src/engine-components/postprocessing/Effects/Vignette.ts +59 -59
  1031. package/src/engine-components/postprocessing/PostProcessingEffect.ts +192 -192
  1032. package/src/engine-components/postprocessing/PostProcessingHandler.ts +586 -586
  1033. package/src/engine-components/postprocessing/Volume.ts +427 -427
  1034. package/src/engine-components/postprocessing/VolumeParameter.ts +158 -158
  1035. package/src/engine-components/postprocessing/VolumeProfile.ts +61 -61
  1036. package/src/engine-components/postprocessing/index.ts +5 -5
  1037. package/src/engine-components/postprocessing/utils.ts +154 -154
  1038. package/src/engine-components/splines/Spline.ts +287 -287
  1039. package/src/engine-components/splines/SplineUtils.ts +33 -33
  1040. package/src/engine-components/splines/SplineWalker.ts +195 -195
  1041. package/src/engine-components/splines/index.ts +2 -2
  1042. package/src/engine-components/timeline/PlayableDirector.ts +782 -782
  1043. package/src/engine-components/timeline/SignalAsset.ts +155 -155
  1044. package/src/engine-components/timeline/TimelineModels.ts +136 -136
  1045. package/src/engine-components/timeline/TimelineTracks.ts +994 -994
  1046. package/src/engine-components/timeline/index.ts +3 -3
  1047. package/src/engine-components/ui/BaseUIComponent.ts +203 -203
  1048. package/src/engine-components/ui/Button.ts +307 -307
  1049. package/src/engine-components/ui/Canvas.ts +419 -419
  1050. package/src/engine-components/ui/CanvasGroup.ts +54 -54
  1051. package/src/engine-components/ui/EventSystem.ts +853 -853
  1052. package/src/engine-components/ui/Graphic.ts +287 -287
  1053. package/src/engine-components/ui/Image.ts +112 -112
  1054. package/src/engine-components/ui/InputField.ts +321 -321
  1055. package/src/engine-components/ui/Interfaces.ts +57 -57
  1056. package/src/engine-components/ui/Layout.ts +334 -334
  1057. package/src/engine-components/ui/Outline.ts +13 -13
  1058. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1059. package/src/engine-components/ui/RaycastUtils.ts +70 -70
  1060. package/src/engine-components/ui/Raycaster.ts +121 -121
  1061. package/src/engine-components/ui/RectTransform.ts +375 -375
  1062. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1063. package/src/engine-components/ui/Symbols.ts +1 -1
  1064. package/src/engine-components/ui/Text.ts +587 -587
  1065. package/src/engine-components/ui/Utils.ts +113 -113
  1066. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1067. package/src/engine-components/utils/LookAt.ts +98 -98
  1068. package/src/engine-components/utils/OpenURL.ts +115 -115
  1069. package/src/engine-components/web/Clickthrough.ts +105 -105
  1070. package/src/engine-components/web/CursorFollow.ts +144 -144
  1071. package/src/engine-components/web/HoverAnimation.ts +101 -101
  1072. package/src/engine-components/web/ScrollFollow.ts +513 -513
  1073. package/src/engine-components/web/ViewBox.ts +320 -320
  1074. package/src/engine-components/web/index.ts +4 -4
  1075. package/src/engine-components/webxr/Avatar.ts +265 -265
  1076. package/src/engine-components/webxr/TeleportTarget.ts +13 -13
  1077. package/src/engine-components/webxr/WebARCameraBackground.ts +180 -180
  1078. package/src/engine-components/webxr/WebARSessionRoot.ts +882 -882
  1079. package/src/engine-components/webxr/WebXR.ts +612 -616
  1080. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1081. package/src/engine-components/webxr/WebXRImageTracking.ts +649 -649
  1082. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1083. package/src/engine-components/webxr/WebXRRig.ts +81 -81
  1084. package/src/engine-components/webxr/XRFlag.ts +150 -150
  1085. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +130 -130
  1086. package/src/engine-components/webxr/controllers/XRControllerModel.ts +377 -377
  1087. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +561 -561
  1088. package/src/engine-components/webxr/index.ts +2 -2
  1089. package/src/engine-components/webxr/types.ts +3 -3
  1090. package/src/engine-components-experimental/Presentation.ts +13 -13
  1091. package/src/engine-components-experimental/api.ts +4 -4
  1092. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1093. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1094. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1095. package/src/engine-schemes/README.md +1 -1
  1096. package/src/engine-schemes/api.ts +12 -12
  1097. package/src/engine-schemes/schemes.ts +28 -28
  1098. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1099. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1100. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1101. package/src/engine-schemes/transform.ts +50 -50
  1102. package/src/engine-schemes/transforms.fbs +25 -25
  1103. package/src/engine-schemes/vec.fbs +19 -19
  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
@@ -1,740 +1,740 @@
1
- import type { QueryFilterFlags, World } from "@dimforge/rapier3d-compat";
2
- import { AnimationClip, Color, Loader, Material, Mesh, Object3D, Quaternion, Vector4Like } from "three";
3
- import { Vector3 } from "three";
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- import { type GLTF as THREE_GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
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-
6
- import type { Camera as CameraComponent } from "../engine-components/api.js";
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- import type { Context } from "./engine_context.js";
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- import { InstantiateContext } from "./engine_gameobject.js";
9
- import { CollisionDetectionMode, type PhysicsMaterial, RigidbodyConstraints } from "./engine_physics.types.js";
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- import { CircularBuffer } from "./engine_utils.js";
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- import type { NeedleXRSession } from "./engine_xr.js";
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-
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- /** Removes all properties that match TypesToFilter */
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- type FilterTypes<T, TypesToFilter> = { [P in keyof T as T[P] extends TypesToFilter ? never : P]: T[P] };
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- /** Removes all undefined functions */
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- type NoUndefinedNoFunctions<T> = FilterTypes<T, Function | undefined | null>;
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- /* @ts-ignore Removes all properties that start with a specific prefix */
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- type FilterStartingWith<T, Prefix extends string> = { [K in keyof T as K extends string ? (K extends `${Prefix}${infer _}` ? never : K) : never]: T[K] };
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- /** Removes all properties that start with an underscore */
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- type NoInternals<T> = FilterStartingWith<T, "_">;
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- type NoInternalNeedleEngineState<T> = Omit<T, "destroyed" | "gameObject" | "activeAndEnabled" | "context" | "isComponent" | "scene" | "up" | "forward" | "right" | "worldRotation" | "worldEuler" | "worldPosition" | "worldQuaternion">;
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- export type ComponentInit<T> = Partial<NoInternalNeedleEngineState<NoInternals<NoUndefinedNoFunctions<T>>>>
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-
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-
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- /** GLTF, GLB or VRM */
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- export type GLTF = THREE_GLTF;
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-
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- /** FBX type */
29
- export type FBX = {
30
- animations: AnimationClip[];
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- scene: Object3D;
32
- scenes: Object3D[];
33
- }
34
- /** OBJ type */
35
- export type OBJ = {
36
- animations: AnimationClip[];
37
- scene: Object3D;
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- scenes: Object3D[];
39
- }
40
- export type CustomModel = {
41
- animations: AnimationClip[];
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- scene: Object3D;
43
- scenes: Object3D[];
44
- }
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-
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- /** All possible model types that Needle Engine can load */
47
- export type Model = (GLTF | FBX | OBJ | CustomModel);
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-
49
- export function isGLTFModel(model: Model): model is GLTF {
50
- const gltf = model as GLTF;
51
- if (gltf.parser && gltf.parser.json) {
52
- return true;
53
- }
54
- return false;
55
- }
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-
57
- /** A loaded model */
58
- export type LoadedModel = {
59
- src: string;
60
- file: Model;
61
- };
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-
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- /** used to find data registered via gltf files e.g. find lightmaps for a Renderer component that were shipped inside a gltf */
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- export declare type SourceIdentifier = string;
65
-
66
- // TODO: figure out what is best here!
67
- // https://stackoverflow.com/a/67229348
68
- // https://stackoverflow.com/questions/36886082/abstract-constructor-type-in-typescript
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- // type Constructor<T> = Function & { prototype: T } // << this includes abstract constructor types
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- export type Constructor<T> = abstract new (...args: any[]) => T; // abstract to support @serializable and also getComponent with abstract types
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- export type ConstructorConcrete<T> = new (...args: any[]) => T;
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- export type GuidsMap = { [key: string]: string };
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-
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- export interface UIDProvider {
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- seed: number;
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- generateUUID(): string;
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- }
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-
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- export declare type CoroutineData = {
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- comp: IComponent,
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- main: Generator,
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- chained?: Array<Generator>
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- }
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-
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- export interface ITime {
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- get time(): number;
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- get deltaTime(): number;
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- }
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-
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- export interface IInput {
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- convertScreenspaceToRaycastSpace(vec: Vec2): void;
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- getPointerPosition(i: number): Vec2 | null;
93
- }
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-
95
- export interface IPhysics {
96
- engine?: IPhysicsEngine;
97
- }
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-
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- export type IContext = Context;
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-
101
- export type INeedleXRSession = NeedleXRSession;
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-
103
- export declare interface INeedleEngineComponent extends HTMLElement {
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- getAROverlayContainer(): HTMLElement;
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- onEnterAR(session: XRSession, overlayContainer: HTMLElement);
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- onExitAR(session: XRSession);
107
- }
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-
109
- export enum HideFlags {
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- None = 0,
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- /** When enabled the glTF exporter will omit this object and all children from being exported */
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- DontExport = 1 << 0,
113
- }
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-
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- export declare interface IGameObject extends Object3D {
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-
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- /** the object's unique identifier */
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- guid: string | undefined;
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-
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- /** if the object is enabled in the hierarchy (usually equivalent to `visible`) */
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- activeSelf: boolean;
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-
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- /** call to destroy this object including all components that are attached to it. Will destroy all children recursively */
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- destroy(): void;
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-
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- /** Add a new component to this object. Expects a component type (e.g. `addNewComponent(Animator)`) */
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- addNewComponent<T extends IComponent>(type: Constructor<T>, init?: ComponentInit<T>): T;
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- /** Remove a component from this object. Expected a component instance
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- * @returns the removed component (equal to the passed in component)
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- */
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- addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
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- removeComponent<T extends IComponent>(comp: T): T;
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- /** Searches for a component type on this object. If no component of the searched type exists yet a new instance will be created and returned */
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- getOrAddComponent<T>(typeName: Constructor<T> | null): T;
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- /** Tries to find a component of a type on this object.
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- * @returns the first instance of a component on this object that matches the passed in type or null if no component of this type (or a subtype) exists */
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- getComponent<T>(type: Constructor<T>): T | null;
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- /** @returns all components of a certain type on this object */
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- getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
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- /** Finds a component of a certain type on this object OR a child object if any exists */
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- getComponentInChildren<T>(type: Constructor<T>): T | null;
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- /** Finds all components of a certain type on this object AND all children (recursively) */
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- getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
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- /** Finds a component of a certain type on this object OR a parent object if any exists */
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- getComponentInParent<T>(type: Constructor<T>): T | null;
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- /** Finds all components of a certain type on this object AND all parents (recursively) */
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- getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
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-
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- get worldPosition(): Vector3;
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- set worldPosition(val: Vector3);
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- get worldQuaternion(): Quaternion;
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- set worldQuaternion(val: Quaternion);
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- get worldRotation(): Vector3;
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- set worldRotation(val: Vector3);
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- get worldScale(): Vector3;
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- set worldScale(val: Vector3);
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-
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- get worldForward(): Vector3;
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- get worldRight(): Vector3;
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- get worldUp(): Vector3;
161
- }
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-
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- export interface IHasGuid {
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- guid: string;
165
- }
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-
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- // TODO: we might want to separate the IComponent and IBehaviour where the Behaviour is the one with custom methods and the component only has e.g. the gameobject reference
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- export interface IComponent extends IHasGuid {
169
- get isComponent(): boolean;
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-
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- /** the object this component is attached to */
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- gameObject: IGameObject;
173
- // guid: string;
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- enabled: boolean;
175
- sourceId?: SourceIdentifier;
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-
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- get name(): string;
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- get layer(): number;
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- get destroyed(): boolean;
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- get tag(): string;
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-
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- context: any;
183
-
184
- get activeAndEnabled(): boolean;
185
- /** @internal */
186
- __internalNewInstanceCreated(init?: ComponentInit<any>);
187
- /** @internal */
188
- _internalInit(init?: ComponentInit<any>);
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- /** @internal */
190
- __internalAwake();
191
- /** @internal */
192
- __internalStart();
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- /** @internal */
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- __internalEnable(isAddingOrRemovingFromScene?: boolean);
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- /** @internal */
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- __internalDisable(isAddingOrRemovingFromScene?: boolean);
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- /** @internal */
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- __internalDestroy();
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- /** @internal */
200
- resolveGuids?(guidsMap: GuidsMap): void;
201
-
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- /** experimental, called when the script is registered for the first time, this is called even if the component is not enabled. */
203
- registering?();
204
- awake();
205
- onEnable();
206
- onDisable();
207
- onDestroy();
208
- destroy();
209
-
210
- /** called for properties decorated with the @validate decorator */
211
- onValidate?(property?: string);
212
- /** called when this.context.isPaused changes or when rendering loop changes due to changing DOM element visibility
213
- * e.g. when the DOM element becomes hidden or out ot view
214
- */
215
- onPausedChanged?(isPaused: boolean, wasPaused: boolean);
216
-
217
- start?(): void;
218
- earlyUpdate?(): void;
219
- update?(): void;
220
- lateUpdate?(): void;
221
- onBeforeRender?(frame: XRFrame | null): void;
222
- onAfterRender?(): void;
223
-
224
- onCollisionEnter?(col: Collision);
225
- onCollisionExit?(col: Collision);
226
- onCollisionStay?(col: Collision);
227
-
228
- onTriggerEnter?(col: ICollider);
229
- onTriggerStay?(col: ICollider);
230
- onTriggerExit?(col: ICollider);
231
-
232
- get forward(): Vector3;
233
- get worldPosition(): Vector3;
234
- get worldQuaternion(): Quaternion;
235
- }
236
-
237
- export function isComponent(obj: any): obj is IComponent {
238
- return obj && obj.isComponent;
239
- }
240
-
241
- export type ICamera = CameraComponent;
242
-
243
- export type IAnimationComponent = Pick<IComponent, "gameObject"> & {
244
- isAnimationComponent: boolean;
245
- addClip?(clip: AnimationClip);
246
- }
247
-
248
- /** Interface for a camera controller component that can be attached to a camera to control it */
249
- export declare interface ICameraController {
250
- get isCameraController(): boolean;
251
- }
252
-
253
- export declare interface ILight extends IComponent {
254
- intensity: number;
255
- color: Color;
256
- }
257
-
258
- export declare interface ISharedMaterials {
259
- [num: number]: Material;
260
- get length(): number;
261
- }
262
-
263
- export declare interface IRenderer extends IComponent {
264
- sharedMaterial: Material;
265
- get sharedMaterials(): ISharedMaterials;
266
- }
267
-
268
- export declare interface IEventList {
269
- readonly isEventList: true;
270
- __internalOnInstantiate(map: InstantiateContext): IEventList;
271
- }
272
-
273
- // export declare interface IPhysicsComponent extends IComponent {
274
- // get type() : string;
275
- // }
276
-
277
- export declare interface ICollider extends IComponent {
278
- get isCollider();
279
- attachedRigidbody: IRigidbody | null;
280
- /**
281
- * Note: Make sure to call updatePhysicsMaterial after having changed this property
282
- */
283
- isTrigger: boolean;
284
- /**
285
- * The physics material determines how the collider interacts with other colliders (e.g. bouncyness)
286
- * Note: Make sure to call updatePhysicsMaterial after having changed this property
287
- */
288
- sharedMaterial?: PhysicsMaterial;
289
- center?: Vec3 & { multiply(vec: Vec3) };
290
- updateProperties(): void;
291
- updatePhysicsMaterial(): void;
292
- /** The collider membership indicates what groups the collider is part of (e.g. group 2 and 3)
293
- * An `undefined` array indicates that the collider is part of all groups
294
- * Note: Make sure to call updateProperties after having changed this property
295
- * Default: [0]
296
- */
297
- membership?: number[];
298
- /** The collider filter indicates what groups the collider can interact with (e.g. group 3 and 4)
299
- * An `undefined` array indicates that the collider can interact with all groups
300
- * Note: Make sure to call updateProperties after having changed this property
301
- * Default: undefined
302
- */
303
- filter?: number[];
304
- }
305
-
306
- export declare interface ISphereCollider extends ICollider {
307
- radius: number;
308
- }
309
-
310
- export declare interface IBoxCollider extends ICollider {
311
- size: Vec3;
312
- }
313
-
314
- export declare interface IRigidbody extends IComponent {
315
- get isRigidbody(): boolean;
316
- constraints: RigidbodyConstraints;
317
- isKinematic: boolean;
318
- /** When true the mass will automatically calculated by attached colliders */
319
- autoMass: boolean;
320
- mass: number;
321
- drag: number;
322
- angularDrag: number;
323
- useGravity: boolean;
324
- centerOfMass: Vec3;
325
- gravityScale: number;
326
- dominanceGroup: number;
327
-
328
- collisionDetectionMode: CollisionDetectionMode;
329
-
330
- lockPositionX: boolean;
331
- lockPositionY: boolean;
332
- lockPositionZ: boolean;
333
- lockRotationX: boolean;
334
- lockRotationY: boolean;
335
- lockRotationZ: boolean;
336
- }
337
-
338
-
339
- export const $physicsKey = Symbol("object");
340
-
341
-
342
- export declare type ICollisionContext = {
343
- getCollider(obj: Object3D): ICollider;
344
- }
345
-
346
-
347
- export type Vec2 = {
348
- x: number,
349
- y: number
350
- }
351
-
352
- export type Vec3 = {
353
- x: number,
354
- y: number,
355
- z: number,
356
- }
357
-
358
- export type Vec4 = {
359
- x: number,
360
- y: number,
361
- z: number,
362
- w: number,
363
- }
364
-
365
- const contactsVectorBuffer = new CircularBuffer(() => new Vector3(), 20);
366
-
367
- /**
368
- * Holds information about physics contacts
369
- */
370
- export class ContactPoint {
371
-
372
- private readonly _point: Vec3;
373
- private readonly _normal: Vec3;
374
- private readonly _tangentVelocity: Vec3;
375
-
376
- /** the distance of the collision point */
377
- readonly distance: number;
378
- /** the impulse velocity */
379
- readonly impulse: number;
380
- readonly friction: number;
381
-
382
- /** worldspace point */
383
- get point() {
384
- const target = contactsVectorBuffer.get();
385
- return target.set(this._point.x, this._point.y, this._point.z);
386
- }
387
-
388
- /** worldspace normal */
389
- get normal() {
390
- const target = contactsVectorBuffer.get();
391
- return target.set(this._normal.x, this._normal.y, this._normal.z);
392
- }
393
-
394
- /** worldspace tangent */
395
- get tangentVelocity() {
396
- const target = contactsVectorBuffer.get();
397
- return target.set(this._tangentVelocity.x, this._tangentVelocity.y, this._tangentVelocity.z);
398
- }
399
-
400
- /** @internal */
401
- constructor(point: Vec3, dist: number, normal: Vec3, impulse: number, friction: number, tangentVelocity: Vec3) {
402
- this._point = point;
403
- this.distance = dist;
404
- this._normal = normal;
405
- this.impulse = impulse;
406
- this.friction = friction;
407
- this._tangentVelocity = tangentVelocity;
408
- }
409
- }
410
-
411
- /**
412
- * Holds information about a collision event. Includes a list of contact points and the colliders involved
413
- */
414
- export class Collision {
415
-
416
- /** The contact points of this collision. Contains information about positions, normals, distance, friction, impulse... */
417
- readonly contacts: ContactPoint[];
418
-
419
- /** @internal */
420
- constructor(obj: IGameObject, otherCollider: ICollider, contacts: ContactPoint[]) {
421
- this.me = obj;
422
- this._collider = otherCollider;
423
- this._gameObject = otherCollider.gameObject;
424
- this.contacts = contacts;
425
- }
426
-
427
- /** the gameobject this collision event belongs to (e.g. if onCollisionEnter is called then `me` is the same as `this.gameObject`) */
428
- readonly me: IGameObject;
429
-
430
- private _collider: ICollider;
431
- /** the other collider the collision happened with */
432
- get collider(): ICollider {
433
- return this._collider;
434
- }
435
-
436
- private _gameObject: IGameObject;
437
- /** the other object the collision happened with */
438
- get gameObject(): IGameObject {
439
- return this._gameObject;
440
- }
441
-
442
- /** the other rigidbody we hit, null if none attached */
443
- get rigidBody(): IRigidbody | null {
444
- return this.collider?.attachedRigidbody;
445
- }
446
- }
447
-
448
- export type RaycastResult = null | { point: Vector3, collider: ICollider, normal?: Vector3 };
449
-
450
- export class ShapeOverlapResult {
451
- readonly object: Object3D;
452
- readonly collider: ICollider;
453
-
454
- constructor(object: Object3D, collider: ICollider) {
455
- this.object = object;
456
- this.collider = collider;
457
- }
458
- }
459
-
460
-
461
- export interface IPhysicsEngine {
462
- /** Initializes the physics engine */
463
- initialize(): Promise<boolean>;
464
- /** Indicates whether the physics engine has been initialized */
465
- get isInitialized(): boolean;
466
- /** Advances physics simulation by the given time step */
467
- step(dt: number): void;
468
- postStep();
469
- /** Indicates whether the physics engine is currently updating */
470
- get isUpdating(): boolean;
471
- /** Clears all cached data (e.g., mesh data when creating scaled mesh colliders) */
472
- clearCaches();
473
-
474
- /** Enables or disables the physics engine */
475
- enabled: boolean;
476
- /** Returns the underlying physics world object */
477
- get world(): World | undefined;
478
-
479
- /** Sets the gravity vector for the physics simulation */
480
- set gravity(vec3: Vec3);
481
- /** Gets the current gravity vector */
482
- get gravity(): Vec3;
483
-
484
- /**
485
- * Gets the rapier physics body for a Needle component
486
- * @param obj The collider or rigidbody component
487
- * @returns The underlying physics body or null if not found
488
- */
489
- getBody(obj: ICollider | IRigidbody): null | any;
490
- /**
491
- * Gets the Needle Engine component for a rapier physics object
492
- * @param rapierObject The rapier physics object
493
- * @returns The associated component or null if not found
494
- */
495
- getComponent(rapierObject: object): IComponent | null;
496
-
497
- /**
498
- * Performs a fast raycast against physics colliders
499
- * @param origin Ray origin in screen or worldspace
500
- * @param direction Ray direction in worldspace
501
- * @param options Additional raycast configuration options
502
- * @returns Raycast result containing hit point and collider, or null if no hit
503
- */
504
- raycast(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
505
- maxDistance?: number,
506
- /** True if you want to also hit objects when the raycast starts from inside a collider */
507
- solid?: boolean,
508
- queryFilterFlags?: QueryFilterFlags,
509
- /**
510
- * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
511
- * The scene query will only consider hits with colliders with collision groups compatible with
512
- * this collision group (using the bitwise test described in the collision groups section).
513
- * For example membership 0x0001 and filter 0x0002 should be 0x00010002
514
- * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
515
- */
516
- filterGroups?: number,
517
- /**
518
- * Predicate to filter colliders in raycast results
519
- * @param collider The collider being tested
520
- * @returns False to ignore this collider, true to include it
521
- */
522
- filterPredicate?: (collider: ICollider) => boolean
523
- }): RaycastResult;
524
-
525
- /**
526
- * Performs a raycast that also returns the normal vector at the hit point
527
- * @param origin Ray origin in screen or worldspace
528
- * @param direction Ray direction in worldspace
529
- * @param options Additional raycast configuration options
530
- * @returns Raycast result containing hit point, normal, and collider, or null if no hit
531
- */
532
- raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
533
- maxDistance?: number,
534
- /** True if you want to also hit objects when the raycast starts from inside a collider */
535
- solid?: boolean,
536
- queryFilterFlags?: QueryFilterFlags,
537
- /**
538
- * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
539
- * The scene query will only consider hits with colliders with collision groups compatible with
540
- * this collision group (using the bitwise test described in the collision groups section).
541
- * For example membership 0x0001 and filter 0x0002 should be 0x00010002
542
- * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
543
- */
544
- filterGroups?: number,
545
- /**
546
- * Predicate to filter colliders in raycast results
547
- * @param collider The collider being tested
548
- * @returns False to ignore this collider, true to include it
549
- */
550
- filterPredicate?: (collider: ICollider) => boolean
551
- }): RaycastResult;
552
-
553
- /**
554
- * Finds all colliders within a sphere
555
- * @param point The center point of the sphere
556
- * @param radius The radius of the sphere
557
- * @returns Array of objects that overlap with the sphere
558
- */
559
- sphereOverlap(point: Vector3, radius: number): Array<ShapeOverlapResult>;
560
-
561
- /** box overlap detection using rapier against colliders
562
- * @param point center of the box in worldspace
563
- * @param size size of the box
564
- * @param rotation quaternion representation of the rotation in world space
565
- * @returns array of colliders that overlap with the box. Note: they currently only contain the collider and the gameobject
566
- */
567
- boxOverlap(point: Vector3, size: Vector3, rotation: Vector4Like | null): Array<ShapeOverlapResult>;
568
-
569
- // Collider methods
570
- /**
571
- * Adds a sphere collider to the physics world
572
- * @param collider The collider component to add
573
- */
574
- addSphereCollider(collider: ICollider);
575
-
576
- /**
577
- * Adds a box collider to the physics world
578
- * @param collider The collider component to add
579
- * @param size The size of the box
580
- */
581
- addBoxCollider(collider: ICollider, size: Vector3);
582
-
583
- /**
584
- * Adds a capsule collider to the physics world
585
- * @param collider The collider component to add
586
- * @param radius The radius of the capsule
587
- * @param height The height of the capsule
588
- */
589
- addCapsuleCollider(collider: ICollider, radius: number, height: number);
590
-
591
- /**
592
- * Adds a mesh collider to the physics world
593
- * @param collider The collider component to add
594
- * @param mesh The mesh to use for collision
595
- * @param convex Whether the collision mesh should be treated as convex
596
- * @param scale Optional scale to apply to the mesh
597
- */
598
- addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, scale?: Vector3 | undefined);
599
-
600
- /**
601
- * Updates the physics material properties of a collider
602
- * @param collider The collider to update
603
- */
604
- updatePhysicsMaterial(collider: ICollider);
605
-
606
- // Rigidbody methods
607
- /**
608
- * Wakes up a sleeping rigidbody
609
- * @param rb The rigidbody to wake up
610
- */
611
- wakeup(rb: IRigidbody);
612
-
613
- /**
614
- * Checks if a rigidbody is currently sleeping
615
- * @param rb The rigidbody to check
616
- * @returns Whether the rigidbody is sleeping or undefined if cannot be determined
617
- */
618
- isSleeping(rb: IRigidbody): boolean | undefined;
619
-
620
- /**
621
- * Updates the physical properties of a rigidbody or collider
622
- * @param rb The rigidbody or collider to update
623
- */
624
- updateProperties(rb: IRigidbody | ICollider);
625
-
626
- /**
627
- * Resets all forces acting on a rigidbody
628
- * @param rb The rigidbody to reset forces on
629
- * @param wakeup Whether to wake up the rigidbody
630
- */
631
- resetForces(rb: IRigidbody, wakeup: boolean);
632
-
633
- /**
634
- * Resets all torques acting on a rigidbody
635
- * @param rb The rigidbody to reset torques on
636
- * @param wakeup Whether to wake up the rigidbody
637
- */
638
- resetTorques(rb: IRigidbody, wakeup: boolean);
639
-
640
- /**
641
- * Adds a continuous force to a rigidbody
642
- * @param rb The rigidbody to add force to
643
- * @param vec The force vector to add
644
- * @param wakeup Whether to wake up the rigidbody
645
- */
646
- addForce(rb: IRigidbody, vec: Vec3, wakeup: boolean);
647
-
648
- /**
649
- * Applies an instantaneous impulse to a rigidbody
650
- * @param rb The rigidbody to apply impulse to
651
- * @param vec The impulse vector to apply
652
- * @param wakeup Whether to wake up the rigidbody
653
- */
654
- applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean);
655
-
656
- /**
657
- * Gets the linear velocity of a rigidbody or the rigidbody attached to a collider
658
- * @param rb The rigidbody or collider to get velocity from
659
- * @returns The linear velocity vector or null if not available
660
- */
661
- getLinearVelocity(rb: IRigidbody | ICollider): Vec3 | null;
662
-
663
- /**
664
- * Gets the angular velocity of a rigidbody
665
- * @param rb The rigidbody to get angular velocity from
666
- * @returns The angular velocity vector or null if not available
667
- */
668
- getAngularVelocity(rb: IRigidbody): Vec3 | null;
669
-
670
- /**
671
- * Sets the angular velocity of a rigidbody
672
- * @param rb The rigidbody to set angular velocity for
673
- * @param vec The angular velocity vector to set
674
- * @param wakeup Whether to wake up the rigidbody
675
- */
676
- setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
677
-
678
- /**
679
- * Sets the linear velocity of a rigidbody
680
- * @param rb The rigidbody to set linear velocity for
681
- * @param vec The linear velocity vector to set
682
- * @param wakeup Whether to wake up the rigidbody
683
- */
684
- setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
685
-
686
- /**
687
- * Updates the position and/or rotation of a physics body
688
- * @param comp The collider or rigidbody component to update
689
- * @param translation Whether to update the position
690
- * @param rotation Whether to update the rotation
691
- */
692
- updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean);
693
-
694
- /**
695
- * Removes a physics body from the simulation
696
- * @param body The component whose physics body should be removed
697
- */
698
- removeBody(body: IComponent);
699
-
700
- /**
701
- * Gets the physics body for a component
702
- * @param obj The collider or rigidbody component
703
- * @returns The underlying physics body or null if not found
704
- */
705
- getBody(obj: ICollider | IRigidbody): null | any;
706
-
707
- // Joints
708
- addFixedJoint(body1: IRigidbody, body2: IRigidbody);
709
- addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: Vec3, axis: Vec3);
710
-
711
- /** Enable to render collider shapes */
712
- debugRenderColliders: boolean;
713
- /** Enable to visualize raycasts in the scene with gizmos */
714
- debugRenderRaycasts: boolean;
715
- }
716
-
717
- /**
718
- * Available cursor types
719
- * @link https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
720
- */
721
- export type CursorTypeName = "auto" | "default" | "none" | "context-menu" | "help" | "pointer" | "progress" | "wait" | "cell" | "crosshair" | "text" | "vertical-text" | "alias" | "copy" | "move" | "no-drop" | "not-allowed" | "grab" | "grabbing" | "all-scroll" | "col-resize" | "row-resize" | "n-resize" | "e-resize" | "s-resize" | "w-resize" | "nw-resize" | "se-resize" | "sw-resize" | "ew-resize" | "ns-resize" | "nesw-resize" | "nwse-resize" | "zoom-in" | "zoom-out";
722
-
723
- /** Typical mouse button names for most devices */
724
- export type MouseButtonName = "left" | "right" | "middle";
725
-
726
- /** Button names on typical controllers (since there seems to be no agreed naming)
727
- * https://w3c.github.io/gamepad/#remapping
728
- */
729
- export type GamepadButtonName = "a-button" | "b-button" | "x-button" | "y-button";
730
-
731
- /** Needle-defined names for stylus (MX Ink) */
732
- export type StylusButtonName = "stylus-touch" | "stylus-tip";
733
-
734
- /** Button names as used in the xr profile */
735
- export type XRControllerButtonName = "thumbrest" | "xr-standard-trigger" | "xr-standard-squeeze" | "xr-standard-thumbstick" | "xr-standard-touchpad" | "menu" | GamepadButtonName | StylusButtonName;
736
-
737
- export type XRGestureName = "pinch";
738
-
739
- /** All known (types) button names for various devices and cases combined. You should use the device specific names if you e.g. know you only deal with a mouse use MouseButtonName */
1
+ import type { QueryFilterFlags, World } from "@dimforge/rapier3d-compat";
2
+ import { AnimationClip, Color, Loader, Material, Mesh, Object3D, Quaternion, Vector4Like } from "three";
3
+ import { Vector3 } from "three";
4
+ import { type GLTF as THREE_GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
5
+
6
+ import type { Camera as CameraComponent } from "../engine-components/api.js";
7
+ import type { Context } from "./engine_context.js";
8
+ import { InstantiateContext } from "./engine_gameobject.js";
9
+ import { CollisionDetectionMode, type PhysicsMaterial, RigidbodyConstraints } from "./engine_physics.types.js";
10
+ import { CircularBuffer } from "./engine_utils.js";
11
+ import type { NeedleXRSession } from "./engine_xr.js";
12
+
13
+ /** Removes all properties that match TypesToFilter */
14
+ type FilterTypes<T, TypesToFilter> = { [P in keyof T as T[P] extends TypesToFilter ? never : P]: T[P] };
15
+ /** Removes all undefined functions */
16
+ type NoUndefinedNoFunctions<T> = FilterTypes<T, Function | undefined | null>;
17
+ /* @ts-ignore Removes all properties that start with a specific prefix */
18
+ type FilterStartingWith<T, Prefix extends string> = { [K in keyof T as K extends string ? (K extends `${Prefix}${infer _}` ? never : K) : never]: T[K] };
19
+ /** Removes all properties that start with an underscore */
20
+ type NoInternals<T> = FilterStartingWith<T, "_">;
21
+ type NoInternalNeedleEngineState<T> = Omit<T, "destroyed" | "gameObject" | "activeAndEnabled" | "context" | "isComponent" | "scene" | "up" | "forward" | "right" | "worldRotation" | "worldEuler" | "worldPosition" | "worldQuaternion">;
22
+ export type ComponentInit<T> = Partial<NoInternalNeedleEngineState<NoInternals<NoUndefinedNoFunctions<T>>>>
23
+
24
+
25
+ /** GLTF, GLB or VRM */
26
+ export type GLTF = THREE_GLTF;
27
+
28
+ /** FBX type */
29
+ export type FBX = {
30
+ animations: AnimationClip[];
31
+ scene: Object3D;
32
+ scenes: Object3D[];
33
+ }
34
+ /** OBJ type */
35
+ export type OBJ = {
36
+ animations: AnimationClip[];
37
+ scene: Object3D;
38
+ scenes: Object3D[];
39
+ }
40
+ export type CustomModel = {
41
+ animations: AnimationClip[];
42
+ scene: Object3D;
43
+ scenes: Object3D[];
44
+ }
45
+
46
+ /** All possible model types that Needle Engine can load */
47
+ export type Model = (GLTF | FBX | OBJ | CustomModel);
48
+
49
+ export function isGLTFModel(model: Model): model is GLTF {
50
+ const gltf = model as GLTF;
51
+ if (gltf.parser && gltf.parser.json) {
52
+ return true;
53
+ }
54
+ return false;
55
+ }
56
+
57
+ /** A loaded model */
58
+ export type LoadedModel = {
59
+ src: string;
60
+ file: Model;
61
+ };
62
+
63
+ /** used to find data registered via gltf files e.g. find lightmaps for a Renderer component that were shipped inside a gltf */
64
+ export declare type SourceIdentifier = string;
65
+
66
+ // TODO: figure out what is best here!
67
+ // https://stackoverflow.com/a/67229348
68
+ // https://stackoverflow.com/questions/36886082/abstract-constructor-type-in-typescript
69
+ // type Constructor<T> = Function & { prototype: T } // << this includes abstract constructor types
70
+ export type Constructor<T> = abstract new (...args: any[]) => T; // abstract to support @serializable and also getComponent with abstract types
71
+ export type ConstructorConcrete<T> = new (...args: any[]) => T;
72
+ export type GuidsMap = { [key: string]: string };
73
+
74
+ export interface UIDProvider {
75
+ seed: number;
76
+ generateUUID(): string;
77
+ }
78
+
79
+ export declare type CoroutineData = {
80
+ comp: IComponent,
81
+ main: Generator,
82
+ chained?: Array<Generator>
83
+ }
84
+
85
+ export interface ITime {
86
+ get time(): number;
87
+ get deltaTime(): number;
88
+ }
89
+
90
+ export interface IInput {
91
+ convertScreenspaceToRaycastSpace(vec: Vec2): void;
92
+ getPointerPosition(i: number): Vec2 | null;
93
+ }
94
+
95
+ export interface IPhysics {
96
+ engine?: IPhysicsEngine;
97
+ }
98
+
99
+ export type IContext = Context;
100
+
101
+ export type INeedleXRSession = NeedleXRSession;
102
+
103
+ export declare interface INeedleEngineComponent extends HTMLElement {
104
+ getAROverlayContainer(): HTMLElement;
105
+ onEnterAR(session: XRSession, overlayContainer: HTMLElement);
106
+ onExitAR(session: XRSession);
107
+ }
108
+
109
+ export enum HideFlags {
110
+ None = 0,
111
+ /** When enabled the glTF exporter will omit this object and all children from being exported */
112
+ DontExport = 1 << 0,
113
+ }
114
+
115
+ export declare interface IGameObject extends Object3D {
116
+
117
+ /** the object's unique identifier */
118
+ guid: string | undefined;
119
+
120
+ /** if the object is enabled in the hierarchy (usually equivalent to `visible`) */
121
+ activeSelf: boolean;
122
+
123
+ /** call to destroy this object including all components that are attached to it. Will destroy all children recursively */
124
+ destroy(): void;
125
+
126
+ /** Add a new component to this object. Expects a component type (e.g. `addNewComponent(Animator)`) */
127
+ addNewComponent<T extends IComponent>(type: Constructor<T>, init?: ComponentInit<T>): T;
128
+ /** Remove a component from this object. Expected a component instance
129
+ * @returns the removed component (equal to the passed in component)
130
+ */
131
+ addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
132
+ removeComponent<T extends IComponent>(comp: T): T;
133
+ /** Searches for a component type on this object. If no component of the searched type exists yet a new instance will be created and returned */
134
+ getOrAddComponent<T>(typeName: Constructor<T> | null): T;
135
+ /** Tries to find a component of a type on this object.
136
+ * @returns the first instance of a component on this object that matches the passed in type or null if no component of this type (or a subtype) exists */
137
+ getComponent<T>(type: Constructor<T>): T | null;
138
+ /** @returns all components of a certain type on this object */
139
+ getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
140
+ /** Finds a component of a certain type on this object OR a child object if any exists */
141
+ getComponentInChildren<T>(type: Constructor<T>): T | null;
142
+ /** Finds all components of a certain type on this object AND all children (recursively) */
143
+ getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
144
+ /** Finds a component of a certain type on this object OR a parent object if any exists */
145
+ getComponentInParent<T>(type: Constructor<T>): T | null;
146
+ /** Finds all components of a certain type on this object AND all parents (recursively) */
147
+ getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
148
+
149
+ get worldPosition(): Vector3;
150
+ set worldPosition(val: Vector3);
151
+ get worldQuaternion(): Quaternion;
152
+ set worldQuaternion(val: Quaternion);
153
+ get worldRotation(): Vector3;
154
+ set worldRotation(val: Vector3);
155
+ get worldScale(): Vector3;
156
+ set worldScale(val: Vector3);
157
+
158
+ get worldForward(): Vector3;
159
+ get worldRight(): Vector3;
160
+ get worldUp(): Vector3;
161
+ }
162
+
163
+ export interface IHasGuid {
164
+ guid: string;
165
+ }
166
+
167
+ // TODO: we might want to separate the IComponent and IBehaviour where the Behaviour is the one with custom methods and the component only has e.g. the gameobject reference
168
+ export interface IComponent extends IHasGuid {
169
+ get isComponent(): boolean;
170
+
171
+ /** the object this component is attached to */
172
+ gameObject: IGameObject;
173
+ // guid: string;
174
+ enabled: boolean;
175
+ sourceId?: SourceIdentifier;
176
+
177
+ get name(): string;
178
+ get layer(): number;
179
+ get destroyed(): boolean;
180
+ get tag(): string;
181
+
182
+ context: any;
183
+
184
+ get activeAndEnabled(): boolean;
185
+ /** @internal */
186
+ __internalNewInstanceCreated(init?: ComponentInit<any>);
187
+ /** @internal */
188
+ _internalInit(init?: ComponentInit<any>);
189
+ /** @internal */
190
+ __internalAwake();
191
+ /** @internal */
192
+ __internalStart();
193
+ /** @internal */
194
+ __internalEnable(isAddingOrRemovingFromScene?: boolean);
195
+ /** @internal */
196
+ __internalDisable(isAddingOrRemovingFromScene?: boolean);
197
+ /** @internal */
198
+ __internalDestroy();
199
+ /** @internal */
200
+ resolveGuids?(guidsMap: GuidsMap): void;
201
+
202
+ /** experimental, called when the script is registered for the first time, this is called even if the component is not enabled. */
203
+ registering?();
204
+ awake();
205
+ onEnable();
206
+ onDisable();
207
+ onDestroy();
208
+ destroy();
209
+
210
+ /** called for properties decorated with the @validate decorator */
211
+ onValidate?(property?: string);
212
+ /** called when this.context.isPaused changes or when rendering loop changes due to changing DOM element visibility
213
+ * e.g. when the DOM element becomes hidden or out ot view
214
+ */
215
+ onPausedChanged?(isPaused: boolean, wasPaused: boolean);
216
+
217
+ start?(): void;
218
+ earlyUpdate?(): void;
219
+ update?(): void;
220
+ lateUpdate?(): void;
221
+ onBeforeRender?(frame: XRFrame | null): void;
222
+ onAfterRender?(): void;
223
+
224
+ onCollisionEnter?(col: Collision);
225
+ onCollisionExit?(col: Collision);
226
+ onCollisionStay?(col: Collision);
227
+
228
+ onTriggerEnter?(col: ICollider);
229
+ onTriggerStay?(col: ICollider);
230
+ onTriggerExit?(col: ICollider);
231
+
232
+ get forward(): Vector3;
233
+ get worldPosition(): Vector3;
234
+ get worldQuaternion(): Quaternion;
235
+ }
236
+
237
+ export function isComponent(obj: any): obj is IComponent {
238
+ return obj && obj.isComponent;
239
+ }
240
+
241
+ export type ICamera = CameraComponent;
242
+
243
+ export type IAnimationComponent = Pick<IComponent, "gameObject"> & {
244
+ isAnimationComponent: boolean;
245
+ addClip?(clip: AnimationClip);
246
+ }
247
+
248
+ /** Interface for a camera controller component that can be attached to a camera to control it */
249
+ export declare interface ICameraController {
250
+ get isCameraController(): boolean;
251
+ }
252
+
253
+ export declare interface ILight extends IComponent {
254
+ intensity: number;
255
+ color: Color;
256
+ }
257
+
258
+ export declare interface ISharedMaterials {
259
+ [num: number]: Material;
260
+ get length(): number;
261
+ }
262
+
263
+ export declare interface IRenderer extends IComponent {
264
+ sharedMaterial: Material;
265
+ get sharedMaterials(): ISharedMaterials;
266
+ }
267
+
268
+ export declare interface IEventList {
269
+ readonly isEventList: true;
270
+ __internalOnInstantiate(map: InstantiateContext): IEventList;
271
+ }
272
+
273
+ // export declare interface IPhysicsComponent extends IComponent {
274
+ // get type() : string;
275
+ // }
276
+
277
+ export declare interface ICollider extends IComponent {
278
+ get isCollider();
279
+ attachedRigidbody: IRigidbody | null;
280
+ /**
281
+ * Note: Make sure to call updatePhysicsMaterial after having changed this property
282
+ */
283
+ isTrigger: boolean;
284
+ /**
285
+ * The physics material determines how the collider interacts with other colliders (e.g. bouncyness)
286
+ * Note: Make sure to call updatePhysicsMaterial after having changed this property
287
+ */
288
+ sharedMaterial?: PhysicsMaterial;
289
+ center?: Vec3 & { multiply(vec: Vec3) };
290
+ updateProperties(): void;
291
+ updatePhysicsMaterial(): void;
292
+ /** The collider membership indicates what groups the collider is part of (e.g. group 2 and 3)
293
+ * An `undefined` array indicates that the collider is part of all groups
294
+ * Note: Make sure to call updateProperties after having changed this property
295
+ * Default: [0]
296
+ */
297
+ membership?: number[];
298
+ /** The collider filter indicates what groups the collider can interact with (e.g. group 3 and 4)
299
+ * An `undefined` array indicates that the collider can interact with all groups
300
+ * Note: Make sure to call updateProperties after having changed this property
301
+ * Default: undefined
302
+ */
303
+ filter?: number[];
304
+ }
305
+
306
+ export declare interface ISphereCollider extends ICollider {
307
+ radius: number;
308
+ }
309
+
310
+ export declare interface IBoxCollider extends ICollider {
311
+ size: Vec3;
312
+ }
313
+
314
+ export declare interface IRigidbody extends IComponent {
315
+ get isRigidbody(): boolean;
316
+ constraints: RigidbodyConstraints;
317
+ isKinematic: boolean;
318
+ /** When true the mass will automatically calculated by attached colliders */
319
+ autoMass: boolean;
320
+ mass: number;
321
+ drag: number;
322
+ angularDrag: number;
323
+ useGravity: boolean;
324
+ centerOfMass: Vec3;
325
+ gravityScale: number;
326
+ dominanceGroup: number;
327
+
328
+ collisionDetectionMode: CollisionDetectionMode;
329
+
330
+ lockPositionX: boolean;
331
+ lockPositionY: boolean;
332
+ lockPositionZ: boolean;
333
+ lockRotationX: boolean;
334
+ lockRotationY: boolean;
335
+ lockRotationZ: boolean;
336
+ }
337
+
338
+
339
+ export const $physicsKey = Symbol("object");
340
+
341
+
342
+ export declare type ICollisionContext = {
343
+ getCollider(obj: Object3D): ICollider;
344
+ }
345
+
346
+
347
+ export type Vec2 = {
348
+ x: number,
349
+ y: number
350
+ }
351
+
352
+ export type Vec3 = {
353
+ x: number,
354
+ y: number,
355
+ z: number,
356
+ }
357
+
358
+ export type Vec4 = {
359
+ x: number,
360
+ y: number,
361
+ z: number,
362
+ w: number,
363
+ }
364
+
365
+ const contactsVectorBuffer = new CircularBuffer(() => new Vector3(), 20);
366
+
367
+ /**
368
+ * Holds information about physics contacts
369
+ */
370
+ export class ContactPoint {
371
+
372
+ private readonly _point: Vec3;
373
+ private readonly _normal: Vec3;
374
+ private readonly _tangentVelocity: Vec3;
375
+
376
+ /** the distance of the collision point */
377
+ readonly distance: number;
378
+ /** the impulse velocity */
379
+ readonly impulse: number;
380
+ readonly friction: number;
381
+
382
+ /** worldspace point */
383
+ get point() {
384
+ const target = contactsVectorBuffer.get();
385
+ return target.set(this._point.x, this._point.y, this._point.z);
386
+ }
387
+
388
+ /** worldspace normal */
389
+ get normal() {
390
+ const target = contactsVectorBuffer.get();
391
+ return target.set(this._normal.x, this._normal.y, this._normal.z);
392
+ }
393
+
394
+ /** worldspace tangent */
395
+ get tangentVelocity() {
396
+ const target = contactsVectorBuffer.get();
397
+ return target.set(this._tangentVelocity.x, this._tangentVelocity.y, this._tangentVelocity.z);
398
+ }
399
+
400
+ /** @internal */
401
+ constructor(point: Vec3, dist: number, normal: Vec3, impulse: number, friction: number, tangentVelocity: Vec3) {
402
+ this._point = point;
403
+ this.distance = dist;
404
+ this._normal = normal;
405
+ this.impulse = impulse;
406
+ this.friction = friction;
407
+ this._tangentVelocity = tangentVelocity;
408
+ }
409
+ }
410
+
411
+ /**
412
+ * Holds information about a collision event. Includes a list of contact points and the colliders involved
413
+ */
414
+ export class Collision {
415
+
416
+ /** The contact points of this collision. Contains information about positions, normals, distance, friction, impulse... */
417
+ readonly contacts: ContactPoint[];
418
+
419
+ /** @internal */
420
+ constructor(obj: IGameObject, otherCollider: ICollider, contacts: ContactPoint[]) {
421
+ this.me = obj;
422
+ this._collider = otherCollider;
423
+ this._gameObject = otherCollider.gameObject;
424
+ this.contacts = contacts;
425
+ }
426
+
427
+ /** the gameobject this collision event belongs to (e.g. if onCollisionEnter is called then `me` is the same as `this.gameObject`) */
428
+ readonly me: IGameObject;
429
+
430
+ private _collider: ICollider;
431
+ /** the other collider the collision happened with */
432
+ get collider(): ICollider {
433
+ return this._collider;
434
+ }
435
+
436
+ private _gameObject: IGameObject;
437
+ /** the other object the collision happened with */
438
+ get gameObject(): IGameObject {
439
+ return this._gameObject;
440
+ }
441
+
442
+ /** the other rigidbody we hit, null if none attached */
443
+ get rigidBody(): IRigidbody | null {
444
+ return this.collider?.attachedRigidbody;
445
+ }
446
+ }
447
+
448
+ export type RaycastResult = null | { point: Vector3, collider: ICollider, normal?: Vector3 };
449
+
450
+ export class ShapeOverlapResult {
451
+ readonly object: Object3D;
452
+ readonly collider: ICollider;
453
+
454
+ constructor(object: Object3D, collider: ICollider) {
455
+ this.object = object;
456
+ this.collider = collider;
457
+ }
458
+ }
459
+
460
+
461
+ export interface IPhysicsEngine {
462
+ /** Initializes the physics engine */
463
+ initialize(): Promise<boolean>;
464
+ /** Indicates whether the physics engine has been initialized */
465
+ get isInitialized(): boolean;
466
+ /** Advances physics simulation by the given time step */
467
+ step(dt: number): void;
468
+ postStep();
469
+ /** Indicates whether the physics engine is currently updating */
470
+ get isUpdating(): boolean;
471
+ /** Clears all cached data (e.g., mesh data when creating scaled mesh colliders) */
472
+ clearCaches();
473
+
474
+ /** Enables or disables the physics engine */
475
+ enabled: boolean;
476
+ /** Returns the underlying physics world object */
477
+ get world(): World | undefined;
478
+
479
+ /** Sets the gravity vector for the physics simulation */
480
+ set gravity(vec3: Vec3);
481
+ /** Gets the current gravity vector */
482
+ get gravity(): Vec3;
483
+
484
+ /**
485
+ * Gets the rapier physics body for a Needle component
486
+ * @param obj The collider or rigidbody component
487
+ * @returns The underlying physics body or null if not found
488
+ */
489
+ getBody(obj: ICollider | IRigidbody): null | any;
490
+ /**
491
+ * Gets the Needle Engine component for a rapier physics object
492
+ * @param rapierObject The rapier physics object
493
+ * @returns The associated component or null if not found
494
+ */
495
+ getComponent(rapierObject: object): IComponent | null;
496
+
497
+ /**
498
+ * Performs a fast raycast against physics colliders
499
+ * @param origin Ray origin in screen or worldspace
500
+ * @param direction Ray direction in worldspace
501
+ * @param options Additional raycast configuration options
502
+ * @returns Raycast result containing hit point and collider, or null if no hit
503
+ */
504
+ raycast(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
505
+ maxDistance?: number,
506
+ /** True if you want to also hit objects when the raycast starts from inside a collider */
507
+ solid?: boolean,
508
+ queryFilterFlags?: QueryFilterFlags,
509
+ /**
510
+ * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
511
+ * The scene query will only consider hits with colliders with collision groups compatible with
512
+ * this collision group (using the bitwise test described in the collision groups section).
513
+ * For example membership 0x0001 and filter 0x0002 should be 0x00010002
514
+ * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
515
+ */
516
+ filterGroups?: number,
517
+ /**
518
+ * Predicate to filter colliders in raycast results
519
+ * @param collider The collider being tested
520
+ * @returns False to ignore this collider, true to include it
521
+ */
522
+ filterPredicate?: (collider: ICollider) => boolean
523
+ }): RaycastResult;
524
+
525
+ /**
526
+ * Performs a raycast that also returns the normal vector at the hit point
527
+ * @param origin Ray origin in screen or worldspace
528
+ * @param direction Ray direction in worldspace
529
+ * @param options Additional raycast configuration options
530
+ * @returns Raycast result containing hit point, normal, and collider, or null if no hit
531
+ */
532
+ raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
533
+ maxDistance?: number,
534
+ /** True if you want to also hit objects when the raycast starts from inside a collider */
535
+ solid?: boolean,
536
+ queryFilterFlags?: QueryFilterFlags,
537
+ /**
538
+ * Raycast filter groups. Groups are used to apply the collision group rules for the scene query.
539
+ * The scene query will only consider hits with colliders with collision groups compatible with
540
+ * this collision group (using the bitwise test described in the collision groups section).
541
+ * For example membership 0x0001 and filter 0x0002 should be 0x00010002
542
+ * @see https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
543
+ */
544
+ filterGroups?: number,
545
+ /**
546
+ * Predicate to filter colliders in raycast results
547
+ * @param collider The collider being tested
548
+ * @returns False to ignore this collider, true to include it
549
+ */
550
+ filterPredicate?: (collider: ICollider) => boolean
551
+ }): RaycastResult;
552
+
553
+ /**
554
+ * Finds all colliders within a sphere
555
+ * @param point The center point of the sphere
556
+ * @param radius The radius of the sphere
557
+ * @returns Array of objects that overlap with the sphere
558
+ */
559
+ sphereOverlap(point: Vector3, radius: number): Array<ShapeOverlapResult>;
560
+
561
+ /** box overlap detection using rapier against colliders
562
+ * @param point center of the box in worldspace
563
+ * @param size size of the box
564
+ * @param rotation quaternion representation of the rotation in world space
565
+ * @returns array of colliders that overlap with the box. Note: they currently only contain the collider and the gameobject
566
+ */
567
+ boxOverlap(point: Vector3, size: Vector3, rotation: Vector4Like | null): Array<ShapeOverlapResult>;
568
+
569
+ // Collider methods
570
+ /**
571
+ * Adds a sphere collider to the physics world
572
+ * @param collider The collider component to add
573
+ */
574
+ addSphereCollider(collider: ICollider);
575
+
576
+ /**
577
+ * Adds a box collider to the physics world
578
+ * @param collider The collider component to add
579
+ * @param size The size of the box
580
+ */
581
+ addBoxCollider(collider: ICollider, size: Vector3);
582
+
583
+ /**
584
+ * Adds a capsule collider to the physics world
585
+ * @param collider The collider component to add
586
+ * @param radius The radius of the capsule
587
+ * @param height The height of the capsule
588
+ */
589
+ addCapsuleCollider(collider: ICollider, radius: number, height: number);
590
+
591
+ /**
592
+ * Adds a mesh collider to the physics world
593
+ * @param collider The collider component to add
594
+ * @param mesh The mesh to use for collision
595
+ * @param convex Whether the collision mesh should be treated as convex
596
+ * @param scale Optional scale to apply to the mesh
597
+ */
598
+ addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, scale?: Vector3 | undefined);
599
+
600
+ /**
601
+ * Updates the physics material properties of a collider
602
+ * @param collider The collider to update
603
+ */
604
+ updatePhysicsMaterial(collider: ICollider);
605
+
606
+ // Rigidbody methods
607
+ /**
608
+ * Wakes up a sleeping rigidbody
609
+ * @param rb The rigidbody to wake up
610
+ */
611
+ wakeup(rb: IRigidbody);
612
+
613
+ /**
614
+ * Checks if a rigidbody is currently sleeping
615
+ * @param rb The rigidbody to check
616
+ * @returns Whether the rigidbody is sleeping or undefined if cannot be determined
617
+ */
618
+ isSleeping(rb: IRigidbody): boolean | undefined;
619
+
620
+ /**
621
+ * Updates the physical properties of a rigidbody or collider
622
+ * @param rb The rigidbody or collider to update
623
+ */
624
+ updateProperties(rb: IRigidbody | ICollider);
625
+
626
+ /**
627
+ * Resets all forces acting on a rigidbody
628
+ * @param rb The rigidbody to reset forces on
629
+ * @param wakeup Whether to wake up the rigidbody
630
+ */
631
+ resetForces(rb: IRigidbody, wakeup: boolean);
632
+
633
+ /**
634
+ * Resets all torques acting on a rigidbody
635
+ * @param rb The rigidbody to reset torques on
636
+ * @param wakeup Whether to wake up the rigidbody
637
+ */
638
+ resetTorques(rb: IRigidbody, wakeup: boolean);
639
+
640
+ /**
641
+ * Adds a continuous force to a rigidbody
642
+ * @param rb The rigidbody to add force to
643
+ * @param vec The force vector to add
644
+ * @param wakeup Whether to wake up the rigidbody
645
+ */
646
+ addForce(rb: IRigidbody, vec: Vec3, wakeup: boolean);
647
+
648
+ /**
649
+ * Applies an instantaneous impulse to a rigidbody
650
+ * @param rb The rigidbody to apply impulse to
651
+ * @param vec The impulse vector to apply
652
+ * @param wakeup Whether to wake up the rigidbody
653
+ */
654
+ applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean);
655
+
656
+ /**
657
+ * Gets the linear velocity of a rigidbody or the rigidbody attached to a collider
658
+ * @param rb The rigidbody or collider to get velocity from
659
+ * @returns The linear velocity vector or null if not available
660
+ */
661
+ getLinearVelocity(rb: IRigidbody | ICollider): Vec3 | null;
662
+
663
+ /**
664
+ * Gets the angular velocity of a rigidbody
665
+ * @param rb The rigidbody to get angular velocity from
666
+ * @returns The angular velocity vector or null if not available
667
+ */
668
+ getAngularVelocity(rb: IRigidbody): Vec3 | null;
669
+
670
+ /**
671
+ * Sets the angular velocity of a rigidbody
672
+ * @param rb The rigidbody to set angular velocity for
673
+ * @param vec The angular velocity vector to set
674
+ * @param wakeup Whether to wake up the rigidbody
675
+ */
676
+ setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
677
+
678
+ /**
679
+ * Sets the linear velocity of a rigidbody
680
+ * @param rb The rigidbody to set linear velocity for
681
+ * @param vec The linear velocity vector to set
682
+ * @param wakeup Whether to wake up the rigidbody
683
+ */
684
+ setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean);
685
+
686
+ /**
687
+ * Updates the position and/or rotation of a physics body
688
+ * @param comp The collider or rigidbody component to update
689
+ * @param translation Whether to update the position
690
+ * @param rotation Whether to update the rotation
691
+ */
692
+ updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean);
693
+
694
+ /**
695
+ * Removes a physics body from the simulation
696
+ * @param body The component whose physics body should be removed
697
+ */
698
+ removeBody(body: IComponent);
699
+
700
+ /**
701
+ * Gets the physics body for a component
702
+ * @param obj The collider or rigidbody component
703
+ * @returns The underlying physics body or null if not found
704
+ */
705
+ getBody(obj: ICollider | IRigidbody): null | any;
706
+
707
+ // Joints
708
+ addFixedJoint(body1: IRigidbody, body2: IRigidbody);
709
+ addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: Vec3, axis: Vec3);
710
+
711
+ /** Enable to render collider shapes */
712
+ debugRenderColliders: boolean;
713
+ /** Enable to visualize raycasts in the scene with gizmos */
714
+ debugRenderRaycasts: boolean;
715
+ }
716
+
717
+ /**
718
+ * Available cursor types
719
+ * @link https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
720
+ */
721
+ export type CursorTypeName = "auto" | "default" | "none" | "context-menu" | "help" | "pointer" | "progress" | "wait" | "cell" | "crosshair" | "text" | "vertical-text" | "alias" | "copy" | "move" | "no-drop" | "not-allowed" | "grab" | "grabbing" | "all-scroll" | "col-resize" | "row-resize" | "n-resize" | "e-resize" | "s-resize" | "w-resize" | "nw-resize" | "se-resize" | "sw-resize" | "ew-resize" | "ns-resize" | "nesw-resize" | "nwse-resize" | "zoom-in" | "zoom-out";
722
+
723
+ /** Typical mouse button names for most devices */
724
+ export type MouseButtonName = "left" | "right" | "middle";
725
+
726
+ /** Button names on typical controllers (since there seems to be no agreed naming)
727
+ * https://w3c.github.io/gamepad/#remapping
728
+ */
729
+ export type GamepadButtonName = "a-button" | "b-button" | "x-button" | "y-button";
730
+
731
+ /** Needle-defined names for stylus (MX Ink) */
732
+ export type StylusButtonName = "stylus-touch" | "stylus-tip";
733
+
734
+ /** Button names as used in the xr profile */
735
+ export type XRControllerButtonName = "thumbrest" | "xr-standard-trigger" | "xr-standard-squeeze" | "xr-standard-thumbstick" | "xr-standard-touchpad" | "menu" | GamepadButtonName | StylusButtonName;
736
+
737
+ export type XRGestureName = "pinch";
738
+
739
+ /** All known (types) button names for various devices and cases combined. You should use the device specific names if you e.g. know you only deal with a mouse use MouseButtonName */
740
740
  export type ButtonName = "unknown" | MouseButtonName | GamepadButtonName | XRControllerButtonName | XRGestureName;