@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
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  1007. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  1008. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  1009. package/src/engine-components/export/usdz/index.ts +2 -2
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  1095. package/src/engine-schemes/README.md +1 -1
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  1114. package/src/needle-engine.ts +70 -72
  1115. package/dist/generateMeshBVH.worker-D1Vr8UHG.js +0 -21
  1116. package/src/engine/debug/debug_spector.ts +0 -43
@@ -1,523 +1,523 @@
1
- /// <reference types="webxr" />
2
- import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
3
- import type { EffectComposer } from "postprocessing";
4
- import { BufferGeometry, Camera, DepthTexture, Group, Material, Object3D, OrthographicCamera, PerspectiveCamera, Scene, Texture, WebGLRenderer, type WebGLRendererParameters, type WebXRArrayCamera } from 'three';
5
- import type { EffectComposer as ThreeEffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
6
- import { Addressables } from './engine_addressables.js';
7
- import { AnimationsRegistry } from './engine_animation.js';
8
- import { Application } from './engine_application.js';
9
- import { AssetDatabase } from './engine_assetdatabase.js';
10
- import { FocusRect, FocusRectSettings } from './engine_camera.js';
11
- import { Input } from './engine_input.js';
12
- import { type ILightDataRegistry } from './engine_lightdata.js';
13
- import { LODsManager } from "./engine_lods.js";
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- import { NetworkConnection } from './engine_networking.js';
15
- import { Physics } from './engine_physics.js';
16
- import { PlayerViewManager } from './engine_playerview.js';
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- import { RendererData as SceneLighting } from './engine_scenelighting.js';
18
- import { Time } from './engine_time.js';
19
- import type { CoroutineData, ICamera, IComponent, IContext, ILight, Model, SourceIdentifier, Vec2 } from "./engine_types.js";
20
- import type { INeedleXRSessionEventReceiver, NeedleXRSession } from './engine_xr.js';
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- import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
22
- import type { NeedleEngineWebComponent } from './webcomponents/needle-engine.js';
23
- export declare const build_scene_functions: {
24
- [name: string]: (context: Context) => Promise<void>;
25
- };
26
- export declare class LoadingProgressArgs {
27
- /** the name or URL of the loaded file */
28
- name: string;
29
- /** the loading progress event from the loader */
30
- progress: ProgressEvent;
31
- /** the index of the loaded file */
32
- index: number;
33
- /** the total number of files to load */
34
- count: number;
35
- }
36
- export declare class ContextCreateArgs {
37
- /** list of glTF or GLB files to load */
38
- files: Array<string>;
39
- abortSignal?: AbortSignal;
40
- /** called when loading a provided glTF file started */
41
- onLoadingStart?: (index: number, file: string) => void;
42
- /** called on update for each loaded glTF file */
43
- onLoadingProgress?: (args: LoadingProgressArgs) => void;
44
- /** Called after a gLTF file has finished loading */
45
- onLoadingFinished?: (index: number, file: string, glTF: Model | null) => void;
46
- }
47
- export declare class ContextArgs {
48
- name?: string;
49
- /** for debugging only */
50
- alias?: string;
51
- /** the hash is used as a seed when initially loading the scene files */
52
- hash?: string;
53
- /** when true the context will not check if it's visible in the viewport and always update and render */
54
- runInBackground?: boolean;
55
- /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
56
- domElement?: HTMLElement | null;
57
- /** externally owned renderer */
58
- renderer?: WebGLRenderer;
59
- /** externally owned camera */
60
- camera?: Camera;
61
- /** externally owned scene */
62
- scene?: Scene;
63
- }
64
- export declare enum FrameEvent {
65
- Start = -1,
66
- EarlyUpdate = 0,
67
- Update = 1,
68
- LateUpdate = 2,
69
- OnBeforeRender = 3,
70
- OnAfterRender = 4,
71
- PrePhysicsStep = 9,
72
- PostPhysicsStep = 10,
73
- Undefined = -1
74
- }
75
- /** threejs callback event signature */
76
- export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void;
77
- export declare function registerComponent(script: IComponent, context?: Context): void;
78
- /**
79
- * The Needle Engine context is the main access point that holds all the data and state of a Needle Engine application.
80
- * It can be used to access the {@link Context.scene}, {@link Context.renderer}, {@link Context.mainCamera}, {@link Context.input}, {@link Context.physics}, {@link Context.time}, {@link Context.connection} (networking), and more.
81
- *
82
- * The context is automatically created when using the `<needle-engine>` web component.
83
- *
84
- * @example Accessing the context from a [component](https://engine.needle.tools/docs/api/Behaviour):
85
- * ```typescript
86
- * import { Behaviour } from "@needle-tools/engine";
87
- * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
88
- * export class MyScript extends Behaviour {
89
- * start() {
90
- * console.log("Hello from MyScript");
91
- * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
92
- * }
93
- * }
94
- * ```
95
- *
96
- * @example Accessing the context from a [hook](https://engine.needle.tools/docs/scripting.html#hooks) without a component e.g. from a javascript module or svelte or react component.
97
- *
98
- * ```typescript
99
- * import { onStart } from "@needle-tools/engine";
100
- *
101
- * onStart((context) => {
102
- * console.log("Hello from onStart hook");
103
- * context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
104
- * });
105
- * ```
106
- *
107
- */
108
- export declare class Context implements IContext {
109
- private static _defaultTargetFramerate;
110
- /** When a new context is created this is the framerate that will be used by default */
111
- static get DefaultTargetFrameRate(): number | undefined;
112
- /** When a new context is created this is the framerate that will be used by default */
113
- static set DefaultTargetFrameRate(val: number | undefined);
114
- private static _defaultWebglRendererParameters;
115
- /** The default parameters that will be used when creating a new WebGLRenderer.
116
- * Modify in global context to change the default parameters for all new contexts.
117
- * @example
118
- * ```typescript
119
- * import { Context } from "@needle-tools/engine";
120
- * Context.DefaultWebGLRendererParameters.antialias = false;
121
- * ```
122
- */
123
- static get DefaultWebGLRendererParameters(): WebGLRendererParameters;
124
- /** The needle engine version */
125
- get version(): string;
126
- /** The currently active context. Only set during the update loops */
127
- static get Current(): Context;
128
- /** @internal this property should not be set by user code */
129
- static set Current(context: Context);
130
- static get All(): Context[];
131
- /** The name of the context */
132
- name: string;
133
- /** An alias for the context */
134
- alias: string | undefined | null;
135
- /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
136
- * When this is false you are responsible to call update(timestamp, xframe.
137
- * It is also currently assumed that rendering is handled performed by an external process
138
- * */
139
- isManagedExternally: boolean;
140
- /** set to true to pause the update loop. You can receive an event for it in your components.
141
- * Note that script updates will not be called when paused */
142
- isPaused: boolean;
143
- /** When enabled the application will run while not visible on the page */
144
- runInBackground: boolean;
145
- /**
146
- * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
147
- * Set to undefined if you want to run at the maximum framerate
148
- */
149
- targetFrameRate?: number | {
150
- value?: number;
151
- };
152
- /** Use a higher number for more accurate physics simulation.
153
- * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
154
- * Set to 0 to disable physics updates
155
- * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
156
- */
157
- private physicsSteps?;
158
- /** used to append to loaded assets */
159
- hash?: string;
160
- /** The `<needle-engine>` web component */
161
- domElement: NeedleEngineWebComponent | HTMLElement;
162
- appendHTMLElement(element: HTMLElement): HTMLElement;
163
- get resolutionScaleFactor(): number;
164
- /** use to scale the resolution up or down of the renderer. default is 1 */
165
- set resolutionScaleFactor(val: number);
166
- private _resolutionScaleFactor;
167
- private _boundingClientRectFrame;
168
- private _boundingClientRect;
169
- private _domX;
170
- private _domY;
171
- /** update bounding rects + domX, domY */
172
- private calculateBoundingClientRect;
173
- /** The width of the `<needle-engine>` element on the website */
174
- get domWidth(): number;
175
- /** The height of the `<needle-engine>` element on the website */
176
- get domHeight(): number;
177
- /** the X position of the `<needle-engine>` element on the website */
178
- get domX(): number;
179
- /** the Y position of the `<needle-engine>` element on the website */
180
- get domY(): number;
181
- /**
182
- * Is a XR session currently active and presenting?
183
- * @returns true if the xr renderer is currently presenting
184
- */
185
- get isInXR(): boolean;
186
- /** shorthand for `NeedleXRSession.active`
187
- * Automatically set by NeedleXRSession when a XR session is active
188
- * @returns the active XR session or null if no session is active
189
- * */
190
- xr: NeedleXRSession | null;
191
- /**
192
- * Shorthand for `this.xr?.mode`. AR or VR
193
- * @returns the current XR session mode (immersive-vr or immersive-ar)
194
- */
195
- get xrSessionMode(): XRSessionMode | undefined;
196
- /** Shorthand for `this.xrSessionMode === "immersive-vr"`
197
- * @returns true if a webxr VR session is currently active.
198
- */
199
- get isInVR(): boolean;
200
- /**
201
- * Shorthand for `this.xrSessionMode === "immersive-ar"`
202
- * @returns true if a webxr AR session is currently active.
203
- */
204
- get isInAR(): boolean;
205
- /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest)
206
- * @returns true if the XR session is in pass through mode
207
- */
208
- get isInPassThrough(): boolean;
209
- /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
210
- get xrSession(): XRSession | null;
211
- /** @returns the latest XRFrame (if a XRSession is currently active)
212
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
213
- */
214
- get xrFrame(): XRFrame | null;
215
- /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
216
- get xrCamera(): WebXRArrayCamera | undefined;
217
- private _xrFrame;
218
- /**
219
- * The AR overlay element is used to display 2D HTML elements while a AR session is active.
220
- */
221
- get arOverlayElement(): HTMLElement;
222
- /**
223
- * Current event of the update cycle (e.g. `FrameEvent.EarlyUpdate` or `FrameEvent.OnBeforeRender`)
224
- */
225
- get currentFrameEvent(): FrameEvent;
226
- private _currentFrameEvent;
227
- /**
228
- * The scene contains all objects in the hierarchy and is automatically rendered by the context every frane.
229
- */
230
- scene: Scene;
231
- /**
232
- * The renderer is used to render the scene. It is automatically created when the context is created.
233
- */
234
- renderer: WebGLRenderer;
235
- /**
236
- * The effect composer can be used to render postprocessing effects. If assigned then it will automatically render the scene every frame.
237
- */
238
- composer: EffectComposer | ThreeEffectComposer | null;
239
- /**
240
- * @internal All known components. Don't use directly
241
- */
242
- readonly scripts: IComponent[];
243
- /**
244
- * @internal All paused components. Don't use directly
245
- */
246
- readonly scripts_pausedChanged: IComponent[];
247
- /**
248
- * @internal All components that have a early update event. Don't use directly
249
- */
250
- readonly scripts_earlyUpdate: IComponent[];
251
- /**
252
- * @internal All components that have a update event. Don't use directly
253
- */
254
- readonly scripts_update: IComponent[];
255
- /**
256
- * @internal All components that have a late update event. Don't use directly
257
- */
258
- readonly scripts_lateUpdate: IComponent[];
259
- /**
260
- * @internal All components that have a onBeforeRender event. Don't use directly
261
- */
262
- readonly scripts_onBeforeRender: IComponent[];
263
- /**
264
- * @internal All components that have a onAfterRender event. Don't use directly
265
- */
266
- readonly scripts_onAfterRender: IComponent[];
267
- /**
268
- * @internal All components that have coroutines. Don't use directly
269
- */
270
- readonly scripts_WithCorroutines: IComponent[];
271
- /**
272
- * @internal Components with immersive-vr event methods. Don't use directly
273
- */
274
- readonly scripts_immersive_vr: INeedleXRSessionEventReceiver[];
275
- /**
276
- * @internal Components with immersive-ar event methods. Don't use directly
277
- */
278
- readonly scripts_immersive_ar: INeedleXRSessionEventReceiver[];
279
- /**
280
- * @internal Coroutine data
281
- */
282
- readonly coroutines: {
283
- [FrameEvent: number]: Array<CoroutineData>;
284
- };
285
- /** callbacks called once after the context has been created */
286
- readonly post_setup_callbacks: Function[];
287
- /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
288
- readonly pre_update_callbacks: Function[];
289
- /** called every frame before rendering (after all component events) */
290
- readonly pre_render_callbacks: Array<(frame: XRFrame | null) => void>;
291
- /** called every frame after rendering (after all component events) */
292
- readonly post_render_callbacks: Function[];
293
- /** called every frame befroe update (this list is emptied every frame) */
294
- readonly pre_update_oneshot_callbacks: Function[];
295
- /** @internal */
296
- readonly new_scripts: IComponent[];
297
- /** @internal */
298
- readonly new_script_start: IComponent[];
299
- /** @internal */
300
- readonly new_scripts_pre_setup_callbacks: Function[];
301
- /** @internal */
302
- readonly new_scripts_post_setup_callbacks: Function[];
303
- /** @internal */
304
- readonly new_scripts_xr: INeedleXRSessionEventReceiver[];
305
- /**
306
- * The **main camera component** of the scene - this camera is used for rendering.
307
- * Use `setCurrentCamera` for updating the main camera.
308
- */
309
- mainCameraComponent: ICamera | undefined;
310
- /**
311
- * The main camera of the scene - this camera is used for rendering
312
- * Use `setCurrentCamera` for updating the main camera.
313
- */
314
- get mainCamera(): Camera;
315
- /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
316
- set mainCamera(cam: Camera | null);
317
- private _mainCamera;
318
- private _fallbackCamera;
319
- /** access application state (e.g. if all audio should be muted) */
320
- application: Application;
321
- /** access animation mixer used by components in the scene */
322
- animations: AnimationsRegistry;
323
- /** access timings (current frame number, deltaTime, timeScale, ...) */
324
- time: Time;
325
- /** access input data (e.g. click or touch events) */
326
- input: Input;
327
- /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
328
- physics: Physics;
329
- /** access networking methods (use it to send or listen to messages or join a networking backend) */
330
- connection: NetworkConnection;
331
- /** @deprecated AssetDatabase is deprecated */
332
- assets: AssetDatabase;
333
- /** The main light in the scene */
334
- mainLight: ILight | null;
335
- /** @deprecated Use sceneLighting */
336
- get rendererData(): SceneLighting;
337
- /** Access the scene lighting manager to control lighting settings in the context */
338
- sceneLighting: SceneLighting;
339
- addressables: Addressables;
340
- lightmaps: ILightDataRegistry;
341
- players: PlayerViewManager;
342
- /** Access the LODs manager to control LOD behavior in the context */
343
- readonly lodsManager: LODsManager;
344
- /** Access the needle menu to add or remove buttons to the menu element */
345
- readonly menu: NeedleMenu;
346
- /**
347
- * Checks if the context is fully created and ready
348
- * @returns true if the context is fully created and ready
349
- */
350
- get isCreated(): boolean;
351
- /**
352
- * The source identifier(s) of the root scene(s) loaded into this context.
353
- * When using `<needle-engine>` web component this will be the `src` attribute(s).
354
- * @returns The source identifier for of the root scene
355
- */
356
- get rootSourceId(): SourceIdentifier | undefined;
357
- private _needsUpdateSize;
358
- private _isCreated;
359
- private _isCreating;
360
- private _isVisible;
361
- private _stats;
362
- constructor(args?: ContextArgs);
363
- /**
364
- * Calling this function will dispose the current renderer and create a new one which will then be assigned to the context. It can be used to create a new renderer with custom WebGLRendererParameters.
365
- * **Note**: Instead you can also modify the static `Context.DefaultWebGlRendererParameters` before the context is created.
366
- * **Note**: This method is recommended because it re-uses an potentially already existing canvas element. This is necessary to keep input event handlers from working (e.g. components like OrbitControls subscribe to input events on the canvas)
367
- * @returns {WebGLRenderer} the newly created renderer
368
- */
369
- createNewRenderer(params?: WebGLRendererParameters): WebGLRenderer;
370
- private _intersectionObserver;
371
- private internalOnUpdateVisible;
372
- private _disposeCallbacks;
373
- /** will request a renderer size update the next render call (will call updateSize the next update) */
374
- requestSizeUpdate(): void;
375
- /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
376
- maxRenderResolution?: Vec2;
377
- /** Control the renderer devicePixelRatio.
378
- * **Options**
379
- * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
380
- * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
381
- * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
382
- */
383
- get devicePixelRatio(): "auto" | "manual" | number;
384
- set devicePixelRatio(val: "auto" | "manual" | number);
385
- private _devicePixelRatio;
386
- /**
387
- * Update the renderer and canvas size. This is also automatically called when a DOM size change is detected.
388
- */
389
- updateSize(force?: boolean): void;
390
- /**
391
- * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
392
- */
393
- updateAspect(camera: PerspectiveCamera | OrthographicCamera, width?: number, height?: number): void;
394
- /** This will recreate the whole needle engine context and dispose the whole scene content
395
- * All content will be reloaded (loading times might be faster due to browser caches)
396
- * All scripts will be recreated */
397
- recreate(): void;
398
- private _originalCreationArgs?;
399
- /** @deprecated use create. This method will be removed in a future version */
400
- onCreate(opts?: ContextCreateArgs): Promise<boolean>;
401
- /** @internal */
402
- create(opts?: ContextCreateArgs): Promise<boolean>;
403
- private onUnhandledRejection;
404
- /** Dispatches an error */
405
- private onError;
406
- /**
407
- * Clears the context and destroys all scenes and objects in the scene.
408
- * The ContextCleared event is called at the end.
409
- * This is automatically called when e.g. the `src` attribute changes on `<needle-engine>`
410
- * or when the web component is removed from the DOM
411
- */
412
- clear(): void;
413
- /**
414
- * Dispose all allocated resources and clears the scene. This is automatically called e.g. when the `<needle-engine>` component is removed from the DOM.
415
- */
416
- dispose(): void;
417
- /**@deprecated use dispose() */
418
- onDestroy(): void;
419
- private internalOnDestroy;
420
- /** @internal Automatically called by components when you call `startCoroutine`. Use `startCoroutine` instead */
421
- registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator;
422
- /** @internal Automatically called by components. */
423
- unregisterCoroutineUpdate(coroutine: Generator, evt: FrameEvent): void;
424
- /** @internal Automatically called */
425
- stopAllCoroutinesFrom(script: IComponent): void;
426
- private _cameraStack;
427
- /** Change the main camera */
428
- setCurrentCamera(cam: ICamera): void;
429
- /**
430
- * Remove the camera from the mainCamera stack (if it has been set before with `setCurrentCamera`)
431
- */
432
- removeCamera(cam?: ICamera | null): void;
433
- private readonly _onBeforeRenderListeners;
434
- private readonly _onAfterRenderListeners;
435
- /** Use to subscribe to onBeforeRender events on threejs objects.
436
- * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
437
- */
438
- addBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
439
- /** Remove callback from three `onBeforeRender` event (if it has been added with `addBeforeRenderListener(...)`)
440
- * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
441
- */
442
- removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
443
- /**
444
- * Subscribe to onAfterRender events on threejs objects
445
- * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
446
- */
447
- addAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
448
- /**
449
- * Remove from onAfterRender events on threejs objects
450
- * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
451
- */
452
- removeAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
453
- private _createRenderCallbackWrapper;
454
- private _requireDepthTexture;
455
- private _requireColorTexture;
456
- private _renderTarget?;
457
- private _isRendering;
458
- /** @returns true while the WebGL renderer is rendering (between onBeforeRender and onAfterRender events) */
459
- get isRendering(): boolean;
460
- setRequireDepth(val: boolean): void;
461
- setRequireColor(val: boolean): void;
462
- get depthTexture(): DepthTexture | null;
463
- get opaqueColorTexture(): Texture | null;
464
- /** @returns true if the `<needle-engine>` DOM element is visible on screen (`context.domElement`) */
465
- get isVisibleToUser(): boolean;
466
- private _needsVisibleUpdate;
467
- private _lastStyleComputedResult;
468
- private _createId;
469
- private internalOnCreate;
470
- private readonly rootSceneSourceIdentifiers;
471
- private internalLoadInitialContent;
472
- /** Sets the animation loop.
473
- * Can not be done while creating the context or when disposed
474
- **/
475
- restartRenderLoop(): boolean;
476
- private _renderlooperrors;
477
- /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
478
- update(timestamp: DOMHighResTimeStamp, frame?: XRFrame | null): void;
479
- /** Call to **manually** perform physics steps.
480
- * By default the context uses the `physicsSteps` property to perform steps during the update loop
481
- * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
482
- * */
483
- updatePhysics(steps: number): void;
484
- /**
485
- * Set a rect or dom element. The camera center will be moved to the center of the rect.
486
- * This is useful if you have Needle Engine embedded in a HTML layout and while you want the webgl background to fill e.g. the whole screen you want to move the camera center to free space.
487
- * For that you can simply pass in the rect or HMTL div that you want the camera to center on.
488
- * @param rect The focus rect or null to disable
489
- * @param settings Optional settings for the focus rect. These will override the `focusRectSettings` property
490
- */
491
- setCameraFocusRect(rect: FocusRect | null, settings?: Partial<FocusRectSettings>): void;
492
- get focusRect(): FocusRect | null;
493
- get focusRectSize(): null | {
494
- x: number;
495
- y: number;
496
- width: number;
497
- height: number;
498
- };
499
- /** Settings when a focus rect is set. Use `setCameraFocusRect(...)` to do so.
500
- * This can be used to offset the renderer center e.g. to a specific DOM element.
501
- */
502
- readonly focusRectSettings: FocusRectSettings;
503
- private _focusRect;
504
- private _lastTimestamp;
505
- private _accumulatedTime;
506
- private _dispatchReadyAfterFrame;
507
- private internalStep;
508
- private internalOnBeforeRender;
509
- private internalUpdatePhysics;
510
- private internalOnRender;
511
- private internalOnAfterRender;
512
- private readonly _tempClearColor;
513
- private readonly _tempClearColor2;
514
- renderNow(camera?: Camera): boolean;
515
- private _contextRestoreTries;
516
- private handleRendererContextLost;
517
- /** returns true if we should return out of the frame loop */
518
- private _wasPaused;
519
- private onHandlePaused;
520
- private evaluatePaused;
521
- private renderRequiredTextures;
522
- private executeCoroutines;
523
- }
1
+ /// <reference types="webxr" />
2
+ import 'three/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js';
3
+ import type { EffectComposer } from "postprocessing";
4
+ import { BufferGeometry, Camera, DepthTexture, Group, Material, Object3D, OrthographicCamera, PerspectiveCamera, Scene, Texture, WebGLRenderer, type WebGLRendererParameters, type WebXRArrayCamera } from 'three';
5
+ import type { EffectComposer as ThreeEffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
6
+ import { Addressables } from './engine_addressables.js';
7
+ import { AnimationsRegistry } from './engine_animation.js';
8
+ import { Application } from './engine_application.js';
9
+ import { AssetDatabase } from './engine_assetdatabase.js';
10
+ import { FocusRect, FocusRectSettings } from './engine_camera.js';
11
+ import { Input } from './engine_input.js';
12
+ import { type ILightDataRegistry } from './engine_lightdata.js';
13
+ import { LODsManager } from "./engine_lods.js";
14
+ import { NetworkConnection } from './engine_networking.js';
15
+ import { Physics } from './engine_physics.js';
16
+ import { PlayerViewManager } from './engine_playerview.js';
17
+ import { RendererData as SceneLighting } from './engine_scenelighting.js';
18
+ import { Time } from './engine_time.js';
19
+ import type { CoroutineData, ICamera, IComponent, IContext, ILight, Model, SourceIdentifier, Vec2 } from "./engine_types.js";
20
+ import type { INeedleXRSessionEventReceiver, NeedleXRSession } from './engine_xr.js';
21
+ import { NeedleMenu } from './webcomponents/needle menu/needle-menu.js';
22
+ import type { NeedleEngineWebComponent } from './webcomponents/needle-engine.js';
23
+ export declare const build_scene_functions: {
24
+ [name: string]: (context: Context) => Promise<void>;
25
+ };
26
+ export declare class LoadingProgressArgs {
27
+ /** the name or URL of the loaded file */
28
+ name: string;
29
+ /** the loading progress event from the loader */
30
+ progress: ProgressEvent;
31
+ /** the index of the loaded file */
32
+ index: number;
33
+ /** the total number of files to load */
34
+ count: number;
35
+ }
36
+ export declare class ContextCreateArgs {
37
+ /** list of glTF or GLB files to load */
38
+ files: Array<string>;
39
+ abortSignal?: AbortSignal;
40
+ /** called when loading a provided glTF file started */
41
+ onLoadingStart?: (index: number, file: string) => void;
42
+ /** called on update for each loaded glTF file */
43
+ onLoadingProgress?: (args: LoadingProgressArgs) => void;
44
+ /** Called after a gLTF file has finished loading */
45
+ onLoadingFinished?: (index: number, file: string, glTF: Model | null) => void;
46
+ }
47
+ export declare class ContextArgs {
48
+ name?: string;
49
+ /** for debugging only */
50
+ alias?: string;
51
+ /** the hash is used as a seed when initially loading the scene files */
52
+ hash?: string;
53
+ /** when true the context will not check if it's visible in the viewport and always update and render */
54
+ runInBackground?: boolean;
55
+ /** the DOM element the context belongs to or is inside of (this does not have to be the canvas. use renderer.domElement if you want to access the dom canvas) */
56
+ domElement?: HTMLElement | null;
57
+ /** externally owned renderer */
58
+ renderer?: WebGLRenderer;
59
+ /** externally owned camera */
60
+ camera?: Camera;
61
+ /** externally owned scene */
62
+ scene?: Scene;
63
+ }
64
+ export declare enum FrameEvent {
65
+ Start = -1,
66
+ EarlyUpdate = 0,
67
+ Update = 1,
68
+ LateUpdate = 2,
69
+ OnBeforeRender = 3,
70
+ OnAfterRender = 4,
71
+ PrePhysicsStep = 9,
72
+ PostPhysicsStep = 10,
73
+ Undefined = -1
74
+ }
75
+ /** threejs callback event signature */
76
+ export declare type OnRenderCallback = (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void;
77
+ export declare function registerComponent(script: IComponent, context?: Context): void;
78
+ /**
79
+ * The Needle Engine context is the main access point that holds all the data and state of a Needle Engine application.
80
+ * It can be used to access the {@link Context.scene}, {@link Context.renderer}, {@link Context.mainCamera}, {@link Context.input}, {@link Context.physics}, {@link Context.time}, {@link Context.connection} (networking), and more.
81
+ *
82
+ * The context is automatically created when using the `<needle-engine>` web component.
83
+ *
84
+ * @example Accessing the context from a [component](https://engine.needle.tools/docs/api/Behaviour):
85
+ * ```typescript
86
+ * import { Behaviour } from "@needle-tools/engine";
87
+ * import { Mesh, BoxGeometry, MeshBasicMaterial } from "three";
88
+ * export class MyScript extends Behaviour {
89
+ * start() {
90
+ * console.log("Hello from MyScript");
91
+ * this.context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
92
+ * }
93
+ * }
94
+ * ```
95
+ *
96
+ * @example Accessing the context from a [hook](https://engine.needle.tools/docs/scripting.html#hooks) without a component e.g. from a javascript module or svelte or react component.
97
+ *
98
+ * ```typescript
99
+ * import { onStart } from "@needle-tools/engine";
100
+ *
101
+ * onStart((context) => {
102
+ * console.log("Hello from onStart hook");
103
+ * context.scene.add(new Mesh(new BoxGeometry(), new MeshBasicMaterial()));
104
+ * });
105
+ * ```
106
+ *
107
+ */
108
+ export declare class Context implements IContext {
109
+ private static _defaultTargetFramerate;
110
+ /** When a new context is created this is the framerate that will be used by default */
111
+ static get DefaultTargetFrameRate(): number | undefined;
112
+ /** When a new context is created this is the framerate that will be used by default */
113
+ static set DefaultTargetFrameRate(val: number | undefined);
114
+ private static _defaultWebglRendererParameters;
115
+ /** The default parameters that will be used when creating a new WebGLRenderer.
116
+ * Modify in global context to change the default parameters for all new contexts.
117
+ * @example
118
+ * ```typescript
119
+ * import { Context } from "@needle-tools/engine";
120
+ * Context.DefaultWebGLRendererParameters.antialias = false;
121
+ * ```
122
+ */
123
+ static get DefaultWebGLRendererParameters(): WebGLRendererParameters;
124
+ /** The needle engine version */
125
+ get version(): string;
126
+ /** The currently active context. Only set during the update loops */
127
+ static get Current(): Context;
128
+ /** @internal this property should not be set by user code */
129
+ static set Current(context: Context);
130
+ static get All(): Context[];
131
+ /** The name of the context */
132
+ name: string;
133
+ /** An alias for the context */
134
+ alias: string | undefined | null;
135
+ /** When the renderer or camera are managed by an external process (e.g. when running in r3f context).
136
+ * When this is false you are responsible to call update(timestamp, xframe.
137
+ * It is also currently assumed that rendering is handled performed by an external process
138
+ * */
139
+ isManagedExternally: boolean;
140
+ /** set to true to pause the update loop. You can receive an event for it in your components.
141
+ * Note that script updates will not be called when paused */
142
+ isPaused: boolean;
143
+ /** When enabled the application will run while not visible on the page */
144
+ runInBackground: boolean;
145
+ /**
146
+ * Set to the target framerate you want your application to run in (you can use ?stats to check the fps)
147
+ * Set to undefined if you want to run at the maximum framerate
148
+ */
149
+ targetFrameRate?: number | {
150
+ value?: number;
151
+ };
152
+ /** Use a higher number for more accurate physics simulation.
153
+ * When undefined physics steps will be 1 for mobile devices and 5 for desktop devices
154
+ * Set to 0 to disable physics updates
155
+ * TODO: changing physics steps is currently not supported because then forces that we get from the character controller and rigidbody et al are not correct anymore - this needs to be properly tested before making this configureable
156
+ */
157
+ private physicsSteps?;
158
+ /** used to append to loaded assets */
159
+ hash?: string;
160
+ /** The `<needle-engine>` web component */
161
+ domElement: NeedleEngineWebComponent | HTMLElement;
162
+ appendHTMLElement(element: HTMLElement): HTMLElement;
163
+ get resolutionScaleFactor(): number;
164
+ /** use to scale the resolution up or down of the renderer. default is 1 */
165
+ set resolutionScaleFactor(val: number);
166
+ private _resolutionScaleFactor;
167
+ private _boundingClientRectFrame;
168
+ private _boundingClientRect;
169
+ private _domX;
170
+ private _domY;
171
+ /** update bounding rects + domX, domY */
172
+ private calculateBoundingClientRect;
173
+ /** The width of the `<needle-engine>` element on the website */
174
+ get domWidth(): number;
175
+ /** The height of the `<needle-engine>` element on the website */
176
+ get domHeight(): number;
177
+ /** the X position of the `<needle-engine>` element on the website */
178
+ get domX(): number;
179
+ /** the Y position of the `<needle-engine>` element on the website */
180
+ get domY(): number;
181
+ /**
182
+ * Is a XR session currently active and presenting?
183
+ * @returns true if the xr renderer is currently presenting
184
+ */
185
+ get isInXR(): boolean;
186
+ /** shorthand for `NeedleXRSession.active`
187
+ * Automatically set by NeedleXRSession when a XR session is active
188
+ * @returns the active XR session or null if no session is active
189
+ * */
190
+ xr: NeedleXRSession | null;
191
+ /**
192
+ * Shorthand for `this.xr?.mode`. AR or VR
193
+ * @returns the current XR session mode (immersive-vr or immersive-ar)
194
+ */
195
+ get xrSessionMode(): XRSessionMode | undefined;
196
+ /** Shorthand for `this.xrSessionMode === "immersive-vr"`
197
+ * @returns true if a webxr VR session is currently active.
198
+ */
199
+ get isInVR(): boolean;
200
+ /**
201
+ * Shorthand for `this.xrSessionMode === "immersive-ar"`
202
+ * @returns true if a webxr AR session is currently active.
203
+ */
204
+ get isInAR(): boolean;
205
+ /** If a XR session is active and in pass through mode (immersive-ar on e.g. Quest)
206
+ * @returns true if the XR session is in pass through mode
207
+ */
208
+ get isInPassThrough(): boolean;
209
+ /** access the raw `XRSession` object (shorthand for `context.renderer.xr.getSession()`). For more control use `NeedleXRSession.active` */
210
+ get xrSession(): XRSession | null;
211
+ /** @returns the latest XRFrame (if a XRSession is currently active)
212
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRFrame
213
+ */
214
+ get xrFrame(): XRFrame | null;
215
+ /** @returns the current WebXR camera while the WebXRManager is active (shorthand for `context.renderer.xr.getCamera()`) */
216
+ get xrCamera(): WebXRArrayCamera | undefined;
217
+ private _xrFrame;
218
+ /**
219
+ * The AR overlay element is used to display 2D HTML elements while a AR session is active.
220
+ */
221
+ get arOverlayElement(): HTMLElement;
222
+ /**
223
+ * Current event of the update cycle (e.g. `FrameEvent.EarlyUpdate` or `FrameEvent.OnBeforeRender`)
224
+ */
225
+ get currentFrameEvent(): FrameEvent;
226
+ private _currentFrameEvent;
227
+ /**
228
+ * The scene contains all objects in the hierarchy and is automatically rendered by the context every frane.
229
+ */
230
+ scene: Scene;
231
+ /**
232
+ * The renderer is used to render the scene. It is automatically created when the context is created.
233
+ */
234
+ renderer: WebGLRenderer;
235
+ /**
236
+ * The effect composer can be used to render postprocessing effects. If assigned then it will automatically render the scene every frame.
237
+ */
238
+ composer: EffectComposer | ThreeEffectComposer | null;
239
+ /**
240
+ * @internal All known components. Don't use directly
241
+ */
242
+ readonly scripts: IComponent[];
243
+ /**
244
+ * @internal All paused components. Don't use directly
245
+ */
246
+ readonly scripts_pausedChanged: IComponent[];
247
+ /**
248
+ * @internal All components that have a early update event. Don't use directly
249
+ */
250
+ readonly scripts_earlyUpdate: IComponent[];
251
+ /**
252
+ * @internal All components that have a update event. Don't use directly
253
+ */
254
+ readonly scripts_update: IComponent[];
255
+ /**
256
+ * @internal All components that have a late update event. Don't use directly
257
+ */
258
+ readonly scripts_lateUpdate: IComponent[];
259
+ /**
260
+ * @internal All components that have a onBeforeRender event. Don't use directly
261
+ */
262
+ readonly scripts_onBeforeRender: IComponent[];
263
+ /**
264
+ * @internal All components that have a onAfterRender event. Don't use directly
265
+ */
266
+ readonly scripts_onAfterRender: IComponent[];
267
+ /**
268
+ * @internal All components that have coroutines. Don't use directly
269
+ */
270
+ readonly scripts_WithCorroutines: IComponent[];
271
+ /**
272
+ * @internal Components with immersive-vr event methods. Don't use directly
273
+ */
274
+ readonly scripts_immersive_vr: INeedleXRSessionEventReceiver[];
275
+ /**
276
+ * @internal Components with immersive-ar event methods. Don't use directly
277
+ */
278
+ readonly scripts_immersive_ar: INeedleXRSessionEventReceiver[];
279
+ /**
280
+ * @internal Coroutine data
281
+ */
282
+ readonly coroutines: {
283
+ [FrameEvent: number]: Array<CoroutineData>;
284
+ };
285
+ /** callbacks called once after the context has been created */
286
+ readonly post_setup_callbacks: Function[];
287
+ /** called every frame at the beginning of the frame (after component start events and before earlyUpdate) */
288
+ readonly pre_update_callbacks: Function[];
289
+ /** called every frame before rendering (after all component events) */
290
+ readonly pre_render_callbacks: Array<(frame: XRFrame | null) => void>;
291
+ /** called every frame after rendering (after all component events) */
292
+ readonly post_render_callbacks: Function[];
293
+ /** called every frame befroe update (this list is emptied every frame) */
294
+ readonly pre_update_oneshot_callbacks: Function[];
295
+ /** @internal */
296
+ readonly new_scripts: IComponent[];
297
+ /** @internal */
298
+ readonly new_script_start: IComponent[];
299
+ /** @internal */
300
+ readonly new_scripts_pre_setup_callbacks: Function[];
301
+ /** @internal */
302
+ readonly new_scripts_post_setup_callbacks: Function[];
303
+ /** @internal */
304
+ readonly new_scripts_xr: INeedleXRSessionEventReceiver[];
305
+ /**
306
+ * The **main camera component** of the scene - this camera is used for rendering.
307
+ * Use `setCurrentCamera` for updating the main camera.
308
+ */
309
+ mainCameraComponent: ICamera | undefined;
310
+ /**
311
+ * The main camera of the scene - this camera is used for rendering
312
+ * Use `setCurrentCamera` for updating the main camera.
313
+ */
314
+ get mainCamera(): Camera;
315
+ /** Set the main camera of the scene. If set to null the camera of the {@link mainCameraComponent} will be used - this camera is used for rendering */
316
+ set mainCamera(cam: Camera | null);
317
+ private _mainCamera;
318
+ private _fallbackCamera;
319
+ /** access application state (e.g. if all audio should be muted) */
320
+ application: Application;
321
+ /** access animation mixer used by components in the scene */
322
+ animations: AnimationsRegistry;
323
+ /** access timings (current frame number, deltaTime, timeScale, ...) */
324
+ time: Time;
325
+ /** access input data (e.g. click or touch events) */
326
+ input: Input;
327
+ /** access physics related methods (e.g. raycasting). To access the phyiscs engine use `context.physics.engine` */
328
+ physics: Physics;
329
+ /** access networking methods (use it to send or listen to messages or join a networking backend) */
330
+ connection: NetworkConnection;
331
+ /** @deprecated AssetDatabase is deprecated */
332
+ assets: AssetDatabase;
333
+ /** The main light in the scene */
334
+ mainLight: ILight | null;
335
+ /** @deprecated Use sceneLighting */
336
+ get rendererData(): SceneLighting;
337
+ /** Access the scene lighting manager to control lighting settings in the context */
338
+ sceneLighting: SceneLighting;
339
+ addressables: Addressables;
340
+ lightmaps: ILightDataRegistry;
341
+ players: PlayerViewManager;
342
+ /** Access the LODs manager to control LOD behavior in the context */
343
+ readonly lodsManager: LODsManager;
344
+ /** Access the needle menu to add or remove buttons to the menu element */
345
+ readonly menu: NeedleMenu;
346
+ /**
347
+ * Checks if the context is fully created and ready
348
+ * @returns true if the context is fully created and ready
349
+ */
350
+ get isCreated(): boolean;
351
+ /**
352
+ * The source identifier(s) of the root scene(s) loaded into this context.
353
+ * When using `<needle-engine>` web component this will be the `src` attribute(s).
354
+ * @returns The source identifier for of the root scene
355
+ */
356
+ get rootSourceId(): SourceIdentifier | undefined;
357
+ private _needsUpdateSize;
358
+ private _isCreated;
359
+ private _isCreating;
360
+ private _isVisible;
361
+ private _stats;
362
+ constructor(args?: ContextArgs);
363
+ /**
364
+ * Calling this function will dispose the current renderer and create a new one which will then be assigned to the context. It can be used to create a new renderer with custom WebGLRendererParameters.
365
+ * **Note**: Instead you can also modify the static `Context.DefaultWebGlRendererParameters` before the context is created.
366
+ * **Note**: This method is recommended because it re-uses an potentially already existing canvas element. This is necessary to keep input event handlers from working (e.g. components like OrbitControls subscribe to input events on the canvas)
367
+ * @returns {WebGLRenderer} the newly created renderer
368
+ */
369
+ createNewRenderer(params?: WebGLRendererParameters): WebGLRenderer;
370
+ private _intersectionObserver;
371
+ private internalOnUpdateVisible;
372
+ private _disposeCallbacks;
373
+ /** will request a renderer size update the next render call (will call updateSize the next update) */
374
+ requestSizeUpdate(): void;
375
+ /** Clamps the renderer max resolution. If undefined the max resolution is not clamped. Default is undefined */
376
+ maxRenderResolution?: Vec2;
377
+ /** Control the renderer devicePixelRatio.
378
+ * **Options**
379
+ * - `auto` - Needle Engine automatically sets the pixel ratio to the current window.devicePixelRatio.
380
+ * - `manual` - Needle Engine will not change the renderer pixel ratio. You can set it manually.
381
+ * - `number` - Needle Engine will set the pixel ratio to the given number. The change will be applied to the renderer and the composer (if used) at the end of the current frame.
382
+ */
383
+ get devicePixelRatio(): "auto" | "manual" | number;
384
+ set devicePixelRatio(val: "auto" | "manual" | number);
385
+ private _devicePixelRatio;
386
+ /**
387
+ * Update the renderer and canvas size. This is also automatically called when a DOM size change is detected.
388
+ */
389
+ updateSize(force?: boolean): void;
390
+ /**
391
+ * Update the camera aspect ratio or orthorgraphic camera size. This is automatically called when a DOM size change is detected.
392
+ */
393
+ updateAspect(camera: PerspectiveCamera | OrthographicCamera, width?: number, height?: number): void;
394
+ /** This will recreate the whole needle engine context and dispose the whole scene content
395
+ * All content will be reloaded (loading times might be faster due to browser caches)
396
+ * All scripts will be recreated */
397
+ recreate(): void;
398
+ private _originalCreationArgs?;
399
+ /** @deprecated use create. This method will be removed in a future version */
400
+ onCreate(opts?: ContextCreateArgs): Promise<boolean>;
401
+ /** @internal */
402
+ create(opts?: ContextCreateArgs): Promise<boolean>;
403
+ private onUnhandledRejection;
404
+ /** Dispatches an error */
405
+ private onError;
406
+ /**
407
+ * Clears the context and destroys all scenes and objects in the scene.
408
+ * The ContextCleared event is called at the end.
409
+ * This is automatically called when e.g. the `src` attribute changes on `<needle-engine>`
410
+ * or when the web component is removed from the DOM
411
+ */
412
+ clear(): void;
413
+ /**
414
+ * Dispose all allocated resources and clears the scene. This is automatically called e.g. when the `<needle-engine>` component is removed from the DOM.
415
+ */
416
+ dispose(): void;
417
+ /**@deprecated use dispose() */
418
+ onDestroy(): void;
419
+ private internalOnDestroy;
420
+ /** @internal Automatically called by components when you call `startCoroutine`. Use `startCoroutine` instead */
421
+ registerCoroutineUpdate(script: IComponent, coroutine: Generator, evt: FrameEvent): Generator;
422
+ /** @internal Automatically called by components. */
423
+ unregisterCoroutineUpdate(coroutine: Generator, evt: FrameEvent): void;
424
+ /** @internal Automatically called */
425
+ stopAllCoroutinesFrom(script: IComponent): void;
426
+ private _cameraStack;
427
+ /** Change the main camera */
428
+ setCurrentCamera(cam: ICamera): void;
429
+ /**
430
+ * Remove the camera from the mainCamera stack (if it has been set before with `setCurrentCamera`)
431
+ */
432
+ removeCamera(cam?: ICamera | null): void;
433
+ private readonly _onBeforeRenderListeners;
434
+ private readonly _onAfterRenderListeners;
435
+ /** Use to subscribe to onBeforeRender events on threejs objects.
436
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
437
+ */
438
+ addBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
439
+ /** Remove callback from three `onBeforeRender` event (if it has been added with `addBeforeRenderListener(...)`)
440
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onBeforeRender
441
+ */
442
+ removeBeforeRenderListener(target: Object3D, callback: OnRenderCallback): void;
443
+ /**
444
+ * Subscribe to onAfterRender events on threejs objects
445
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
446
+ */
447
+ addAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
448
+ /**
449
+ * Remove from onAfterRender events on threejs objects
450
+ * @link https://threejs.org/docs/#api/en/core/Object3D.onAfterRender
451
+ */
452
+ removeAfterRenderListener(target: Object3D, callback: OnRenderCallback): void;
453
+ private _createRenderCallbackWrapper;
454
+ private _requireDepthTexture;
455
+ private _requireColorTexture;
456
+ private _renderTarget?;
457
+ private _isRendering;
458
+ /** @returns true while the WebGL renderer is rendering (between onBeforeRender and onAfterRender events) */
459
+ get isRendering(): boolean;
460
+ setRequireDepth(val: boolean): void;
461
+ setRequireColor(val: boolean): void;
462
+ get depthTexture(): DepthTexture | null;
463
+ get opaqueColorTexture(): Texture | null;
464
+ /** @returns true if the `<needle-engine>` DOM element is visible on screen (`context.domElement`) */
465
+ get isVisibleToUser(): boolean;
466
+ private _needsVisibleUpdate;
467
+ private _lastStyleComputedResult;
468
+ private _createId;
469
+ private internalOnCreate;
470
+ private readonly rootSceneSourceIdentifiers;
471
+ private internalLoadInitialContent;
472
+ /** Sets the animation loop.
473
+ * Can not be done while creating the context or when disposed
474
+ **/
475
+ restartRenderLoop(): boolean;
476
+ private _renderlooperrors;
477
+ /** Performs a full update step including script callbacks, rendering (unless isManagedExternally is set to false) and post render callbacks */
478
+ update(timestamp: DOMHighResTimeStamp, frame?: XRFrame | null): void;
479
+ /** Call to **manually** perform physics steps.
480
+ * By default the context uses the `physicsSteps` property to perform steps during the update loop
481
+ * If you just want to increase the accuracy of physics you can instead set the `physicsSteps` property to a higher value
482
+ * */
483
+ updatePhysics(steps: number): void;
484
+ /**
485
+ * Set a rect or dom element. The camera center will be moved to the center of the rect.
486
+ * This is useful if you have Needle Engine embedded in a HTML layout and while you want the webgl background to fill e.g. the whole screen you want to move the camera center to free space.
487
+ * For that you can simply pass in the rect or HMTL div that you want the camera to center on.
488
+ * @param rect The focus rect or null to disable
489
+ * @param settings Optional settings for the focus rect. These will override the `focusRectSettings` property
490
+ */
491
+ setCameraFocusRect(rect: FocusRect | null, settings?: Partial<FocusRectSettings>): void;
492
+ get focusRect(): FocusRect | null;
493
+ get focusRectSize(): null | {
494
+ x: number;
495
+ y: number;
496
+ width: number;
497
+ height: number;
498
+ };
499
+ /** Settings when a focus rect is set. Use `setCameraFocusRect(...)` to do so.
500
+ * This can be used to offset the renderer center e.g. to a specific DOM element.
501
+ */
502
+ readonly focusRectSettings: FocusRectSettings;
503
+ private _focusRect;
504
+ private _lastTimestamp;
505
+ private _accumulatedTime;
506
+ private _dispatchReadyAfterFrame;
507
+ private internalStep;
508
+ private internalOnBeforeRender;
509
+ private internalUpdatePhysics;
510
+ private internalOnRender;
511
+ private internalOnAfterRender;
512
+ private readonly _tempClearColor;
513
+ private readonly _tempClearColor2;
514
+ renderNow(camera?: Camera): boolean;
515
+ private _contextRestoreTries;
516
+ private handleRendererContextLost;
517
+ /** returns true if we should return out of the frame loop */
518
+ private _wasPaused;
519
+ private onHandlePaused;
520
+ private evaluatePaused;
521
+ private renderRequiredTextures;
522
+ private executeCoroutines;
523
+ }